Play Meter

Issue: 1978 January - Vol 4 Num 1

Hold-in circuits
By Zac Oliver
Schematics are the simplest way to
understand the operation of a
machine . However, describing three -
dimensional circuits and mechanisms
on a two-dimensional piece of paper,
requires from the reader a constant
visualization of the machinery in
order to understand whats happen -
ing .
For example, most pinball manu-
facturers feed the control circuitry
through a switch on the Reset relay .
When the machine starts the reset
cycle , power to playfield targets and
associated circuits is cut off, to
prevent a situation where a second
ball is in play while the game is being
reset . With power applied to the
playfield targets and the ball bounc-
ing around , points would be scored
at the same time the score units are
being reset.
Therefore, it is necessary to cut the
power to the playfield targets during
game reset.
Most manufacturers use a normal-
ly closed switch which often fails . The
resulting situation is where one can
put credits , start the game but the
playfield or part of it won 't work .
The knowledge of power distribu-
tion is the first step in understanding
schematics. The language and sym-
bology is another. Few differences in
symbology and language occur
between manufacturers . However ,
similar mechanism symbols will
differ .
There 's also a logic process in the
way the circuitry and mechanisms
work , that is a common point among
designs .
The holding circuit is a good
example of the similarity mentioned .
Given any relay controlling a timed
function , when switch A closes (see
Figure One) the coil energizes pulling
in the armature and closing switch B
which is located on the relay itself.
Switch B is in series with a switch
actuated by a motor cam .
During the total revolution of the
cam , switch C will open , interrupting
the current path for the coil. B now
opens, preventing the coil from being
energized when C closes again . This
simple circuit might take quite a
rlifferent shape if you add other
72
switches , however the basic principle
remains .
Figure Two shows another typical
holding circuit where the holding
time is determined by the movement
of a mechanism situated by a coil.
When the control relay is energiz-
ed , it will activate the bumper coil.
The mechanism will move and
contact the end of stroke switch
(E.O .S .) which will open , releasing
the control relay , which in turn
releases the bumper coil. This
interaction assures proper electro-
mechanical operation . On a bumper
circuit , the longer the control relay
RE.L. /\'/
stays energized, the stronger the
stroke.
As one can see , it 's easier to
understand these circuits when one
can combine the action of three-
dimensional objects moving inani -
mate symbols on a piece of paper .
Next time you're around schematics ,
look around the circuits , where the
manufacturers supply information.
If you have the chance , follow the
main lines that supply power to the
control circuitry, the w~v they are
laid out in the machine . Get used to
where these wires go . It will save you
time on troubleshooting , especially
on shorted circuits .
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PLAY METER , January, 1978
Coin credit problem-- solved
By Robin Minnear of the Game Doctors
Dear Sir :
We have an ICC. Spitfire , with a
coin credit problem . About one out
of every five coins fails to give a game
credit. We have a similar problem
with a Ramtek Hit Me .
Your help in solving this problem
will be greatly appreciated .
Allen Beyer
Allied Distributors
Phoenix, Arizona
Both Hit Me and Spitfire are
processor games . The decision you
haue to make is whether the problem
is an input buffer type failure or
computer failure .
The easiest problems to remedy
are input buffer problems . This is the
place to start . Hit Me has some static
buffering and Spitfire has none . Both
could stand a little improuement .
Figure One is the coin input circuit
used in Spitfire . When a coin is
dropped , a low pulse is felt as Pin 7
of the edge connector. This low pulse
is fed d irectly into the I/O port of
CPU (Pin 16) . This is the first
problem area . There is no protection
for the CPU. This type of design is
asking for trouble .
Pin 7 is also connected to a 10 mfd
capacitor and the inuerter K2. The
capacitor stretches the coin pulse and
inuerter K2 driues some transistors
which pulse the coin counter. If
you 're lucky , the capacitor is bad .
Inverter K2 is also a suspect.
Whateuer you find bad, I suggest you
add some kind of protection . Some
Sp itfires haue 1K resistors in series
with the switch inputs .
There is also the possibility that the
static antenna circuit is causing
problems . When static enters the
antenna , Pin 2 of C8 (NE555) goes
low . This in turn causes a game ouer
signal. If you cut Pin 2 of C8, you
eliminate the static circuit . If this
improues the coin problem , you may
as well leaue the static circuit
disabled . Many times , static antenna
circuits cause more problems than
they solue .
If you still haue problems, substi-
tute CPUs . The CPU is at location L5
and is a Fairchild 3850. As a last
resort, substitute memory deuices.
Hit Me has a coin input circuit
which consists of a pull-up resistor, a
.1 mfd capacitor and an input
multiplexer (Figure Two) . Again , it's
a good idea to beef up the static
protection here . If there is a bad
deuice , chances are it's the .1 mfd
capacitor or the input multiplexer
(1M) . Pin 9 of 1M is the multiplexed
output containing coin information .
This information is further multiplex-
ed by deuice 4J (332) . The output of
4J (Pin 10) is connected to the CPU
data bus . Chances are that the data
bus is good so if multiplexer 4J isn 't
your problem , it's time to substitute
memories .
Both of these coin problems may
be nothing more than a bad coin
switch . Check that out first .
- Technical Editor
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PLAY METER , January, 1978
73

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