Play Meter

Issue: 1977 July - Vol 3 Num 13

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T DPADDL..
Atari's
Breakout
-A Problem
Solved
by Robin Minnear
of Game Doctors
As kind of a follow-up to May's
"Technical Topics," this month I
will describe a modification that w ill
help to eliminate a very common
problem that occurs on Atari's
Breakout.
Breakout is available in an upright
and a cocktail table version . The
upright model has one pot that is
shared by both players . The cocktail
version has one pot for each player.
The picture also flips to face each
player when it's his turn .
Because the cocktail version has
two pots, when two people play, the
logic board must listen first to one
pot and then to the other pot. This
switching is achieved by the circuit in
Figure 1. This is also where the
problem occurs.
In Figure 1 you can see that there
are provisions for two pots. Pot # 1 is
the pot that is used in the upright
version. Pot # 2 is the pot that is used
for the second player in the cocktail
version .
Unlike the input circuit discussed
in May, the pots put out a voltage
between zero and five volts, de-
pending on where the pot is set. This
variable information is commonly
called analog information .
Because this information is ana-
log , digital devices can 't deal with it.
So a special device called an analog
switch is used .
Figure 2 is the diagram for the 4016
quad CMOS analog switch that is
used in Figure 1. The 4016 has four
separate analog switches in one
package . Each analog switch has
one input, one output and one
control or enable pin .
According to the truth table in
Figure 1: whatever analog voltage
level that is present on the input,
appears on the output when the
44
CIRCUIT
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POT
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fil ia l
4016
OUAD
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OND
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z : HI IMP . DANe .
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OND
control pin is " hi". When the control
pin is "Iow," the output changes to
the " Z" or high impedance state and
acts like it doesn't exist.
Looking again at Figure 1, we find
that two of the four analog switches
are used to choose which pot's
information will be let through to the
paddle circuit . This is achieved by
the addition of a 7404 invertor (E9)
placed between the control pins of
the two analog switches. Because of
this invertor, if 09 pin 6 is "10"
(disabling the # 2 analog switch) , 09
pin 12 is "hi" (enabling the #1 analog
switch), (lnd vice-versa . A signal
labeled " Player 2 conditional, "
which is generated elsewhere, de-
termines which analog switch is
enabled . The outputs of both analog
switches are tied together and go
onto the paddle generation circuit.
The problem that commonly
occurs is that the 4016 09) keeps
blowing which causes the loss of
paddle movement. The reason that
this 4016 goes so often is that
" Old Man Static ." To make things
worse, the 4016 is a member of the
CMOS (complimentary metal-oxide
semi conductor) family. CMOS
devices are more susceptible to
static than normal TTL devices.
There are two ways to eliminate
this situation . The first, and best,
way is to try to eliminate the static
from reaching the 4016 . This can be
done by adding a few components to
the inputs of the analog switches.
Figure 3 is a schematic of a static
filter network . By adding this
network to the inputs of both analog
switches (pins 8 and 11), most of the
static is filtered out before it reaches
the 4016's. Each network consists of
two signal diodes (1 N914 or equiv.),
one .01 microfarad capacitor and
one 100 OHM resistor .
The best way to perform this
modification is to first install an IC
socket in place of the 4016. This will
enable you to quickly replace the
chip in the field should it go again .
Then you can add the static filter
network . If your Breakout is in the
upright cabinet, you can get off a
little cheaper than the cocktail
version . First of all, you only have to
modify the Player # 1 analog switch.
The Player # 1 analog switch input is
at location 0 -9 pin 11.
I have on occasion gone out to a
location on a Friday night and
performed an emergency fix on a
Breakout that had a bad 4016 . Please
keep in mind that I did this on the
upright version only .
The first thing I did was to clip and
lift pins 8, 9, 10 and 11 on device 0 -9.
Then I put a jumper wire from the
pad of 0 -9 pin 11 to the pad of 0 -9
pin 10. In short, I disabled the analog
switches and by-passed the player #1
analog switch with a jumper. But
until the 4016 is replaced , this logic
board will not work in the cocktail
version .
I generally do not recommend that
people by-pass input buffers,opto-
isolators, etc . but I do believe that
down time kills. If you are unsure
about how to perform any mod-
ifications, feel free to give me a call at
Game Doctors (408 / 294-7752) or
write to me at Play Meter.
by Zac Oliver
The Williams' Flipper Unit
Though the flipper units of most
manufacturers perform essentially
the same function, each is distinctly
designed . Some use Direct Current
(DCl. most Alternating Current
(AC). Plastic or metal flippers come
in a variety of sizes and shapes.
Coil -windings differ as do bushings,
coil stops, coil brackets, springs,
plungers, flipper buttons and rubber
rings . Differences in any of these
elements will effect flipper response
in different ways. Some good, some
not so good . Perhaps the ideal flipper
would be the synthesis of all
manufacturer's models.
Let's look at the flipper unit
produced by William's Electronics.
You probably know and recognize
every part but since the Williams
terminology may differ from yours,
you should refer to the diagram
below.
Unit performance begins with a
press of the flipper button ; and since
it is an extension of the player's
hand , the entire mechanism should
respond to its maximum design
capabilities. Briefly, here's what
happens when the player presses the
flipper button . The coil magnetic
field (large gauge winding,FL20-
300) pulls the plunger. It's connec-
tion, the fiber link, swings the flipper
pawl which is pivoted by the shoe
and shaft. On the playfield board, the
plastic flipper and rubber ring hits the
ball. The pawl's swinging motion
opens the end-of-stroke switch
(E.O.S.) which shorts-out the small
gauge winding (28-400) . This wind-
ing , now in series with the large
gauge winding , increases the coil
resistance, thus, preventing it from
burning regardless of how long a
player may hold the flipper buttons.
Performance depends on several
factors . Assuming normal voltage,
the following problems will result in
weak or sluggish flipper action :
• Dirty or improperly adjusted
contact points
• A worn out coil sleeve
• Loose or broken bushing
• Wrong coil or connections
(Note the two large gauge
windings used by William 's)
• Worn
out
fiber
links
• Weak or broken return spring
• Loose coil between retaining
bracket and coil -stop
There are othe'r performance
factors to be considered. Depending
on the game, a large or narrow·
flipper rubber ring wi ll be used . A
narrow rubber ring will rebound less
providing better control; a larger one
rebounds more, cutting down con-
trol. Proper alignment of the plastic
flipper is the key to skill shots. A bent
shoe will scratch the playfield, and a
missing plastic sleeve will "eat up"
the E.O.S. switch long-blade which
will eventually burn out the coil.
When the machine warms up, a
flipper may "stick" if a pawl is
swinging too close to the bushing or
if it is fouled with ~rease and dust.
(Please, never lubricate the plunger,
spring or bushing . Lubrication , at
best, is a temporary remedy for
sticking that will cause more
problems later. Besides, you will find
most of the time that the causes of
sticking are hardly ever lube
problems) .
. Flipper performance can be af-
fected by other potential problem
areas. Just remember that because
of its heavy usage, maintenance of
the flipper and coil assembly is
required more often than any other
part of the machine. It can be awfUlly
annoying to playa game with bad
flippers . Our friend Roger Sharpe
can tell you! So tighten screws
periodically, check mechanical con-
nections; replace a coil stop when
needed , also, sleeves, links (es-
pecially), springs, rotate rubber
rings, file the plunger end that
strikes the coil stop; file and adjust
switch contacts, including the
switches; and give special attention
to
the
E. O.S .
switches.
The William's flipper unit is very
reliable. With proper care it will work
trouble-free for many, many games.
Before setting up on location,
however, even if your machines is
factory fresh, check the flippers .
Make sure they are corresponding to
the game's demands (flipper ad-
justments will make the game liberal
or conservative, also). Keep your
players satisfied. Good flipper re-
sponse will attract more of those
silvery discs. That's what our
business is all about.
Rubb e r Ring
Bu s hi CJ
Pl a s Li c S] e v e
Sere'"
( 2)
---~ Co.E: Pin
Co il Stop
Jt.~~ ,
Ro ll p '
FL20-300-28-400
( 2 4 VOLT)
P lungc::r
Stop Or e ket
Plung e r
1/8"
~n xl/2 "
FL 2 1- 3 75:"2 8 - 400
Hctaini ng
Bracke t ( Adj )
.L 24 VOL T)
47

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