switches

All posts tagged switches

Before I stripped and cleaned the playfield on my last action hero, I had a phantom ball drain occur a few of times. When I say phantom drain I mean the flippers go dead, end of ball music plays, you are awarded a bonus and then the next ball is served up. I suspected at the time it could be a trough switch needing adjustment and since I was going to look at the ball trough as part of the playfield cleaning, I didn’t bother looking closer at it. Fast forward to post cleaning. I had the playfield back together and began to test. After a couple of games I noticed that the phantom ball drain was now far more common – in almost every game it would occur. I also began to notice other side effects where some playfield features would be activated without hitting the corresponding switch.

After some additional testing during a game, I found a direct relation between the phantom drain and the “R” drop target. When this target was hit, it would instantly believe the ball had drained, award a bonus and continue to the next ball.

Now that I had a suspect switch, I went into switch test mode and explored the switches to see what I could find. This is the switch matrix from the LAH manual:

Last Action Hero Pinball
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It’s Mariner update time again and this for this post I’ll be starting out with some small stuff and then moving onto larger, more interesting things. I’m really looking forward to getting the machine into a state where it’s read for play. That’s still a little while off yet, but I am getting there 🙂 To begin this update, I wanted to look at the two small roll over buttons in the lower third of the playfield. These two buttons control the post down feature.

Mariner Pinball
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With some more progress made on Mariner, it’s time to drop past with another update showing off which assemblies have been pulled apart, serviced and cleaned. First up on the list this time are the flippers. Both flippers work, which is always a nice starting point to have. Unlike other old machines I’ve worked on, the rubber here isn’t hard and cracking (same for the rest of the playfield rubbers actually). The flipper bats are still reasonably white too. So I think the machine has been looked after over the years and likely to have had some replacement parts put in along the way.

Mariner Pinball
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First item on my to do list for this update is to address a small issue with the the add a ball lamps. More specifically, the order in which the light up. There are 5 lamps in total. Each time you are awarded a free ball (achieved by hitting a lit WOW target), a new planet will light up to show how many extra balls you have been awarded. Right now, the order in which they light up is incorrect. They light up in the order 3, 4, 2, 5, 1.

Space Orbit Pinball
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Over 12 months ago I purchased my first EM – Space Orbit – which is a Single player add-a-ball machine that was exported to Italy by Gottlieb. The machine eventually found its way back to Australia, changing hands via the Pinball Shed and a private collector before it reached me. For the most part, the machine has been running fine. Some initial issue with one of the add-a-ball switches requiring adjustment and the stepper unit that rotates the lit WOW lamps. But that’s about all. My intention isn’t to service the whole machine, but to look at a few issues that have either crept into the game play over time, or have been there since day one and sort them out. The first issue I want to look at is the vari-target. This is one of the main shots on the game, so it’s important it functions correctly. The idea behind it is simple – hit the ball against the vari-target arm as hard as possible to push it back – the further back it goes the more points you get. If you get it all the way back and the lamp is lit – you also score the special (or in this case WOW) – which is a free ball.

Space Orbit Pinball
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