Play Meter

Issue: 1977 July - Vol 3 Num 13

( continued from page 19)
BUSH: Poor design or inadequate design.
PLA Y METER: Could you give me a couple of
examples?
BUSH: I hate to point fingers, but yes, I can give you
examples. When Midway came out with the Gun
Fight machines, they used a 560 ohm resistor in the
circuit that makes the arms of the men move up and
down, the photo-optical isolator circuit. This is the
bumper circuit. between the control panel and the
computer. They used a 560 ohm resistor and the
thing started burning up a month after the games
were brand new. So we got them and looked at
them and said, "Ah ha. What's wrong is that the
resistors are too small." What they should have
used probably was an 800 or 840 or 860 ohm
resistor, but to be safe we put in 1000 ohm
resistors. We just damn near doubled the
resistance value.
A year later, when they came out with Night
Driver, a much later game, they were using 1000
ohm resistors. It's got the same circuit, but they
had gone from a 560 ohm resistor to a 1000 ohm
resistor. You'd be amazed at how many operators
had trouble with that arm movement problem,
could never get it fixed but kept replacing the 560
ohm resistor and the photo-optical isolator. And at
the time photo-optical isolators were hard to
get-we were having to pay maybe $13.00 apiece
for them from State Music. We've got a better
supply of them now, and we're buying them for
three bucks apiece. But back then, you had the
hottest game to come down the pike in ten years,
right? It plays for a month and then goes down. It
earns $200 a week, then up and dies. Guys were
sick about it, and it was strictly a design problem.
But I don't want to point fingers just at
Midway-I think they do a great job. Let me give
you another example. Allied Leisure. They
designed that arcade piece, the ski machine, where
you stand on it and listen to Alpine music and move
your feet back and forth. They drew a schematic
and published the damn thing and one place it said,
"This is a four -way bridge rectifier," (and they
drew a picture of it). And it was not a four-way
bridge rectifier. It just wasn't. Whoever drew it,
whoever designed it, just did not know what he was
doing.
Now, I personally don't know a four-way bridge
rectifier from the Golden Gate Bridge, but we've
got help here that does. And one of our guys looked
at the schematic and said, "Hey, that's wrong." And
I said, "Surely not. This is a major manufacturer.
Surely they wouldn't make that kind of mistake."
And the guy said, "Yeah. Look: here's what a
four -way bridge rectifier looks like, and here's what
they did. And that's not the same as that." So we
sat down and we wrote a letter to Allied and said,
"Hey, did you print this wrong or did you make it
wrong after you designed it right or did you really
in fact design it wrong? Surely you didn't do that."
And they wrote us back a letter and said, "Yes,
you're right. We did it. We're sorry."
PLAY METER: Do you find though that the games
of today are generally more reliable than the older
ones?
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BUSH: Some of them. A manufacturer has got an
altogether different set of problems from anybody
else. He's got different problems from the service
business he's got different problems from the
magazine business. The manufacturers have
production deadlines just like you've got publishing
deadlines. They've got a game on the drawing
board and they've got a plant that's going to become
idle at the end of three weeks unless they're ready
to build something else, right? So they've got that
engineer back there humping to get that machine
designed so that they can begin building it, so that
they don't have to layoff all those production
workers. So the fact that they sometimes rush into
something to keep the line going, to keep up
production, doesn't really surprise me. In fact, it
surprises me that they don't make more mistakes,
because when you're designing a game and
putting it all together, with all the different areas of
expertise you've got to have to put one together,
you're bound to have problems. They do damn well,
I think.
PLA Y METER: Most manufacturers do put out
prototype games though, and they should work
through most of the problems with the prototype,
don't you think?
BUSH: What about P.S.E.'s Bazooka, for example?
That thing was a piece of junk when it first came
out. Everything just fell apart and broke on it.
Then they went back and completely redesigned
the circuitry, redesigned the cabinetry. It looks
much the same from the outside, but it's an
altogether different game now.
PLAY METER: Are there any methods of
preventive maintenance that can be used in
solid-state equipment? You mentioned putting the
1000 ohm resistor in place of a 560 ohm resistor in
Gun Fight. Are there any other forms of preventive
maintenance that you can think of to keep the
equipment operating?
BUSH: Power supplies are very important. A good
deal of the time, the power supply is the problem or
at least the power supply causes the problem. TTL
logic is designed to run on five volts, plus or minus
five per cent, so it'll run from 4.75 to 5.25 volts. And
that is not very much differential. It takes a damn
good voltmeter to get that kind of accuracy. The
average pinball mechanic has never seen that kind
of voltmeter- it's a three hundred dollar instru-
ment. Still that's what he ought to have, because if
he lets that thing run at 5.4 volts, it'll probably do a
few things wrong, but it'll also burn that board up
in half its normal life-time. That five volts is very,
very critical.
PLA Y METER: So if you had to recommend one
piece of test equipment to get, it would be a
voltmeter that registered that accurately.
PLAY METER: Yes, a good one per cent
voltmeter.
PLAY METER: Still, even if today's games are
generally more reliable, and even if preventive
maintenance is practiced, there are going to be
some breakdowns. Is the actual repair of these
games becoming more or less complicated?
BUSH: It's becoming more and more complicated,
more and more difficult, but also more and more
interesting, more challenging and more fun. When
Midway hit with the Gun Fight, based on
a microprocessor- they used RAM and ROM based
logic before- it was a complete turnaround in the
industry. It was like everybody else was working in
the automobile industry, and Midway went out and
invented the airplane. Now they've shut down their
automobile plants, and everybody is building
airplanes. And it's a whole lot different working on
airplanes than working on automobiles.
PLAY METER: We hear constantly that the
microprocessor is going to bring down the price of
equipment. Do you think this is going to happen?
BUSH: For sure. Not just because of the
microprocessor but because of all the related
electronics that go along with it. You know, the
RAMs that Doyle was using out at Texas
Instruments five years ago designing space
equipment were costing him hundreds of dollars
apiece; you can now buy them for two or three
dollars apiece . Still the microprocessor won't make
a significant dent in the cost of the machine. A large
portion of the cost must be in the cabinet, in the
switches and the control mechanisms. The
electronics is not really that much any more. You
know, for $300 or $400, you can build a full-fledged,
honest-to-god, sophisticated computer. But when
you start putting on it steering wheels and gas
pedals and gearshift knobs and flourescent lights
and pJexiglass and particle board and speaker
covers, it turns into a $1500 piece of equipment. So
you drop the price of the computer down from $500
$400, you still have a $1500 machine.
PLA Y METER: But the repair will become less
expensive because parts will be less expensive.
BUSH: Parts will be less expensive, but the largest
portion of the repair bill is not in parts. It's in the
technical labor involved in finding the parts. It
might be a 29 cent resistor, but it will cost you $25
to have somebody change it. The part is cheap, but
you still have to take the old one out and put the
new one in , and you're talking about a $25 flat rate.
I'd say that generally 80 per cent of your repair cost
is labor, and quite often 99 per cent of it. But it's
highly sophisticated and well-trained labor. The
guy is making $300-$350 a week. If he's working
back there changing resistor packs, he can still only
change so many a day and you've got to charge $25
for his time in order to pay his salary. Otherwise he
can just go across the street to the computer firm
and get his $350 a week there.
PLAY METER: Do you have any trouble getting
parts?
BUSH: Yes and no. Yes in that sometimes it's hard
to determine what it is. Used to, in the "early"
days- five years ago- they would paint over the
chip numbers, so the serviceman didn't know what
it was and he didn't know what to go down and get
to replace it. Then they decided, "That's not very
logical. We'll leave the numbers on it, but let's
design it so that the chips have our own numbers on
them." So the manufacturer, the games manu-
facturer, would go to a parts manufacturer and say,
"Take this standard part and put my number on it."
Steed's "electronics smarts," Doyle Modesto.
Then when somebody wanted to buy that part, he'd
have to use the manufacturer's number. This is a
favorite trick of the people in the TV business, like
Zenith and RCA. Their parts are made by typical
parts manufacturers but they've got Zenith
numbers on them and RCA numbers on them; it
may be the same identical part, but you've got to
buy it by the Zenith number or the RCA number, or
the Midway number, in this case, or the Atari
number.
PLAY METER: In that case, the parts could be
obtained only from the distributors?
BUSH: Right and they're extremely expensive. The
expense is probably related to the distribution
system. The parts manufacturer makes it and gives
it to the games manufacturer, and the games
manufacturer turns around and gives it to the
distributor and everybody's got to inventory it,
everybody's got to stock it, pay the parts man, the
counter man, and by the time the 29 cent part gets
to its ultimate user, it's a five-dollar part. If they
had never put the Atari number on it, we could go
down to the local Radio Shack and pick it up for 29
cents.
PLAY METER: So generally, you do have to get
your games parts from the distributor?
BUSH: Well, not any more. In Phase I you got your
parts from the distributor because they'd painted
over the number. In Phase II they had their parts
private labeled, so for all practical purposes, you
couldn't get them from just anybody. Phase III has
been okay. Midway and Atari have decided they're
not in the parts business; they don't want to be in
the parts business-it's just too much trouble. I can
understand that. So now they tell you, "If you want
a microprocessor, don't even bother to go to State
Music, for example. Go to an Intel representative
somewhere. "
PLAY METER: And that makes parts cheaper?
BUSH: It makes them much cheaper but it also
makes them a little bit more difficult to find,
especially in what I would call remote areas. Here
in Dallas, there is a lot of electronics: we can find
most anything. But what would I do if I were in
Tyler, Texas or Waco? I don't know what the
electronics industry is like in Waco- I use that just
as an example. But I don't know where I would get
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