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        Did you ever try to repair a prewar EM (electromechanical) pinball machine
    by yourself, only to find that there wasn't enough information available anywhere
    to get your machine running?

        Are you trying to repair your first EM pinball machine?

        If so, this generic early EM pinball machine repair sequence may help. This is not a
    restoration manual by any means, only a listing of hints to help you get your machine at least
    somewhat operating. I used many of these same hints myself to get this 1944 ESCO Idaho
    running again after many years of storage. This is NOT the best way to repair your machine,
    but a 'shotgun approach' to get as many as possible of the most common electrical issues
    in your machine fixed at once so you can troubleshoot it properly. The idea here is to get at
    least something actually working in your machine... if it is totally repaired after you have done
    these hints to it, so much the better.

        Before I start, here's the disclaimer... This page is for those with at least some basic
    electrical/electronic knowledge. The author(s) of this website are publishing this information
    solely under the assumption that anyone attempting these repairs actually has this knowledge,
    including AC voltage safety, basic soldering skills, and use of electrical test equipment. If
    you do not have these skills,
please DO NOT even attempt to do anything mentioned on this
    page.

        Prewarpinball.com, the owners/authors/webmasters of this site, or anyone
else associated
    with it in any way, shape or form will NOT be responsible for what you do to yourself, any other living creatures, or anything you or
anyone else
    owns because 'oops... something went wrong'. The information shown on this site is for informational or educational purposes only.
The
    electrical energy inside these machines can kill you if you're not careful, but then again, that is also true if you are trying to repair any
other
    electrically powered devices. However, with enough information, the proper tools, and a little luck you should have a working vintage
pinball
    machine that you can enjoy for many years to come.


       We will cover mid1930's and later 110VAC powered machines. These hints will also actually work with earlier battery powered machines,
    simply disregard any hints that do not apply to your own machine. I will start this assuming that the machine is unplugged (NOT just 'turned
    off'), and is assembled as it would be for playing, with the playfield in 'up' (for repair) position in the cabinet, all electrical cable plugs in their
    proper sockets, no missing or obviously burned parts, and no disconnected or broken wires. Removing the glass from the backboard and
    playfield for these tests is OK - it will allow you to check and test the light bulbs and playfield switches. If you don't have your coin slide or any
    of the machine's electronics in your coin box door, remove the door - it will help you to look inside your machine and see what is going on in
    there. Also remove the backbox door so you can see what is happening in there too.

        You will need the following tools - a good digital camera for reference photos, a pad of paper and a pen for taking notes, a good pair of
    safety glasses, the usual screwdrivers and other hand tools, a nice bright light, an AC power strip with a circuit breaker inside, a Variac (or
    other brand) autotransformer for varying the AC voltage input for the machine under test, some jumper wires of varying lengths with insulated
    clips on each end, a VOM or digital multimeter (DMM) with needlepoint probes, some 600 grit or finer wet/dry sandpaper, a soldering gun or
    pencil of 40 watts or more, some 60/40 tin-lead rosin core solder, a Dremel tool with a round carbon steel wire brush or
a toothbrush shaped
    wire brush
, a chemical deoxidizer (I use Caig 'DeOxit' in the red and white can myself) and flat burnishing stick for cleaning relays and
    switches, cotton swabs, black electrical tape, and lots of good luck.

        Now, let's see if we can get your old machine running again...

        1)    
Take LOTS of photos of all of your machine's wiring systems before you do ANYTHING else! Many of the machines still existing
    today have no service manuals or any other repair diagrams of any kind. Even worse, some of these machines are actually one of a kind,
    like the 1944 ESCO Idaho above. This example above is probably the only one left of this particular machine, so any clues you will may ever
   get to how it actually worked will only be found inside your own machine. Right now, a good 'before work' photo is priceless if you have broken
   some wiring somehow and have no idea of where the wires all originally belonged. Take three times as many photos as you think you will
   need, and make at least half of these close up photos of where wires connect to any backbox or main cabinet parts.

Bad Power Cord        2)    Replace the power cord! The power cords of these machines have all without exception gotten very
    brittle with age, and definitely are fire hazards. For example, the photo at left is of the original AC power cord
    for the 1944 Exhibit (ESCO) Idaho shown above, and the cracks in the cord's rubber insulation are easily visible.
    Flexing this cord back and forth made the insulation fall off the cord in chunks, exposing the copper wires inside.
    Remove old cord and put on a new one before you go any further. I use a 10 foot 2 wire brown extension cord
    from the local hardware store for new power cords. I also like to add a new 'football shaped' external AC power
    switch to the cord during installation so I can turn off the power to the machine from the outside.


         3) Check the fuses and fuseholders! Many times, the game's fuses have simply blown or the fuseholders have
    either become tarnished or have broken, keeping the machine from functioning.  It is best not to try to reuse these old
    fuses, just write down their values and their locations in the fuseholders. Also, fuseholders are cheap and it is much
    better to replace all of your fuseholders with new ones now than to try to clean or repair your old fuseholders. The fuses'
    general condition is a major help when trying to repair a game, as blown fuses usually mean either a short in the wiring
    harness or a defective relay or switch somewhere in the circuit it was protecting. Please make a note of any blown
    fuses you may have because that section of wiring will need extra work to get it running again. DO NOT EVER wrap
    fuses with 'tinfoil' to get your game running! This is a fire hazard! The photo at right is of the Idaho's original
    fuseholders, which were found next to the transformer in the bottom of the backbox. The top fuse is for the solenoids,
    the middle for the lights, and the bottom one is the 110VAC line fuse.


         4) Clean your cable plugs!  I learned about this trick from my wife's 1950 Bally
    Spot Lite bingo. The vast majority of our pinball machines use 'plug and socket'
    interconnecting cable connectors between the backbox, main cabinet and the
    playfield. The 'plug' (cable) ends of these connectors (shown at left) in many early
    games for some weird reason use two part pin terminals, with one part a solder
    tab where the cable wire solders to the terminal and also a pin part that actually
    goes into the socket shown in the photo at right. You will need to solder each of
    the terminal tabs onto its corresponding pin in each plug. Why? Because these
    pin plugs are only pressed together in manufacture, and dirt and tarnish will form
    between these parts and form bad connections in these assemblies. To fix this,
    you will need to wire brush each of the pin and tab connection areas for each pin
    in each of your cable connectors until these parts are shiny again, and then solder
    each tab to its corresponding pin one by one. DO NOT short any adjacent pins
    together! Once all of these pins have been soldered, test each of them with your
    VOM or DMM for lowest actual resistance (NOT CONTINUITY!) from each tab to
    its pin. If you have plugs that have the wires going right into the pins without the
    mounting tabs (like the ones from the Idaho shown at left) just heat up each pin
     with your soldering iron and add a little fresh solder to the hollow end of the pin to resolder the joint. Next, use your Dremel (or wire brush) to
    clean the pins of each connector until shiny, wipe each pin with some DeOxit squirted onto a cotton swab, and clean the parts in each socket
    connection that actually would touch the mating pin with a small piece of sandpaper moistened with the DeOxit. Then, insert each plug into
    its own mating connector and check each connection across each connector for lowest contact resistance. Each connection across the
    connector should be less than 1/2 ohm, and the lower the resistance you have the better the connection will be.

     5) Check your coin door wiring! Many later games (like the Idaho's door assembly at left) have
    coin door wiring for free play or power switching systems attached to the door, with either
    cables or copper 'rub strips' for wiring to reach the door switches. Check and repair any switch
    leaves as shown in hint #7 below, and then clean the switch contacts with a flat burnishing strip
    moistened with DeOxit.  Then, clean the copper 'rub strips' or cable connectors (whatever is at
    the edge of your game's coin door and the door opening) with your Dremel and a round wire
    brush or a wire hand brush until the parts are shiny, adjust the 'rub strips' by bending them until
    they make good electrical contact between the door and frame with the coin door closed and
    locked. Last, wipe the rub strips with a cotton swab moistened in DeOxit to remove any
    leftover tarnish, and check your cleaned switches and door connections with your VOM or
    DMM for lowest contact resistance with the coin door closed and locked.



        6) Do you hear ticking? Since the early 'battery powered EM' days, most prewar pinball
    machines have a main power switch on a 3 to 5 minute mechanical 'windup' timer to conserve
    electricity. This timer usually looks somewhat like a bicycle's handelbar bell, and is usually
    mounted under the playfield near the front of the machine. This timer is wound and started by
    pushing in the coin slide. The switch contacts inside the timer keep the machine powered up
    until the time runs out, and then turns off the power to the machine. In this photo from a Genco
    Step Up, the wires coming from the timer are the power wires to the main AC power relay's
    coil. If you don't hear ticking when you put a nickel in the machine and push in the coin slide,
    the timer is probably stuck. It will need to be cleaned and oiled soon, but 'just for now' you
    could take a jumper wire and jumper across the switch for testing purposes only. You will
    need to clean and repair the timer as soon as possible to properly play the game.



        7) Check your tilt and shutter reset switches! 
Every prewar EM pinball machine has a shutter assembly of some kind
    under the playfield to catch the already played balls, like the small brown one shown at the bottom of the underside of the
    Airway of 1937's playfield in the photo at left. Unfortunately, due to the small size of the photo at left, you don't see these
    three shutter reset switches below. One of these resets the 'tilt' relay, another resets the scoring stepper motor in the
    backbox to 'zero', and the third one resets the bank of latching relays found in the bottom of the Airway's main cabinet that
    operates the bumper and backbox lights. Notice the generally bad condition of these switches and the gray tarnish on the
    switch contacts themselves. If the Airway was played with these switches in this condition, none of the functions operated
    by these three switches would work at all. The switches in the photos at left and right are NO (normally open) switches that
    close when they are touched, so the leaves of these switches should be very carefully bent straight again and set so there
    is a gap roughly a little less than the thickness of a business card between the contact points when they are not operating.
    Then, a little DeOxit on a flat burnishing stick will remove the gray oxidation from the points. The switch in the middle photo
    doesn't look too badly aligned, so cleaning this switch the same way as you cleaned the others should work. When you are
    finished cleaning these switches, test them with your meter as you move the shutter back and forth so you are sure that
    they are working properly.



       
        The tilt relay (usually found mounted to one of the walls of the backbox) turns off the main power relay when the machine is 'tilted'. The brass
    plumb bob usually found in the inside corner of the playfield cabinet is one part of an electrical switch, and the ring around the outside of the
    bob is the other half. If the plumb bob touches the outside ring, the tilt latching relay turns on, turning off the main machine power and turning on
    a TILT light usually located somewhere on the backglass. To unlatch the TILT relay and reset the machine, the tilt shutter reset switch must be
    operated by operating the shutter (shown above). To temporarily turn this function off, just remove the power wire from the ring part of the tilt,
    or simply take out the tilt bob. Also, check and clean the 'slam tilt' switches commonly found located on the floor and sides of the machine,
    because sometimes metal objects can fall into these and short them out. On some machines, you can unplug the tilt switches from the tilt relay
    so it doesn't turn on. If the tilt relay is humming, the TILT light won't turn on and the machine won't turn on, check the TILT light bulb in the
    backbox and check the tilt relay switch stack (if you have one) to see if it is hanging up. Also, check the shutter reset switch and slam switches
    to see if any of the switches are stuck.

8) Reset your scoring stepper!
        The main score counting mechanism for our
    machines is the stepper motor, like the one
    from my Bally Airway of 1937 shown here.
    The left photo shows the two rows of switching
    contacts on the insulating plate, the long arm
    that moves when a solenoid (the red one
    shown in the photo at right) pulls in, and most
    important... the 'zero switch' shown in the
    upper left corner of the photo at left. This switch
    must be closed for your game to completely
    reset itself at the beginning of every game.


        Now, for some weird reason my poor Airway was stored for a very long time after being
    unplugged in the middle of a game, long enough so the stepper motor's main shaft became
    stuck in place at the highest scoring position. When I tried to reset the stepper manually by
    moving the black solenoid coil's plunger to unlatch the ratchet, the stepper still wouldn't move
    to zero. Also, the gray tarnish and oxidation on the rotary switch's brass contacts would never
    let the machine operate properly. So, I cleaned the entire mechanism with compressed air,
    and cleaned and oiled the mainshaft and both of the solenoids' ratchet pivot assemblies until
    the mechanism would advance and reset properly by hand. Then I cleaned and checked the
    'zero switch', and used a plain steel flat brush in my Dremel tool (shown at right) to clean the
    rotary switch's contacts until they were clean again. After that, I wiped the contacts with a
    cotton swab dipped in DeOxit to remove any unseen dirt. When I was finally done, moving the
    red solenoid's plunger worked the ratchet, moving the toothed wheel and advancing the switch.
    This also wound up the mainspring under the long arm. When I moved the black solenoid's
    plunger, the locking tooth pulled away from the toothed wheel, releasing the wheel. The mainspring would unwind, moving the long arm from
    the top of the switch in the photo at upper left to the zero position at the bottom of the switch. Since the long and short arms are attached to
    the same axle, when the long arm is at the lowest set of contacts then the short arm closes the 'zero switch' so the game can begin. Also,
    while you're at it, if your machine has any electric motors inside for backbox animation, score motors, etc. a small drop of oil at each bearing
    will do wonders for them too. If you do have a score motor in your game, don't forget to clean the motor's switches with your flat burnishing
    stick and DeOxit too.

And after all of these are completed, the moment of truth...


        9) Add some power... Plug in your Variac into the nearest AC power outlet, turn the Variac's selector knob to zero, plug in the machine's
     power cord into the Variac and turn it on. Turn up the Variac to 50 volts or so. You may see some slightly glowing lightbulbs (probably the
    TILT light in the backbox), but you probably won't hear or see anything depending on how the relays and steppers in the machine are set, and

    that is OK. Most of these machines are designed to turn completely off when their timers do, and completely reset all of the relays and other
    switches when a new game is started. If you smell any weird burning smells, blow any fuses in the machine or in the room, or hear very loud
    buzzing coming from the machine, turn off the power immediately! Either one of the relays is burned, or a switch is either shorted or stuck on.
    You will need to fix this before you go any further. If you hear or see nothing, this may not be a bad sign... just find where the coin slide pushes
    onto the shutter to reset the machine at the beginning of a game, slowly push the shutter all the way toward the backbox until it stops, and then

    pull the shutter all the way back until it stops again. This action usually was used to totally reset the machine, so now the main backglass
    lighting should come on dimly, and the playfield bumper bulbs (on ESCO and certain other makes) should also turn on. You should also hear
    various soft buzzes from some of the different relays and solenoids, since there isn't enough voltage applied to the machine to make them
    activate fully. If there is no arcing or sparking 'welding' sounds, and no burning smells, turn up the Variac's voltage knob very slowly to 110
    VAC, while listening for any arcing, smelling for any burning, and looking for any completely dead lighting or any sparking. As you approach
    110VAC, any buzzing relays should activate and fall silent, and you should have a silent machine, except for the ticking of the timer mentioned
    in hint #5 above. If you still have any hot or buzzing relays or solenoids, see if you can find them and mark them in some way, since the            
    switches that operate these will have to be repaired before you can continue. If everything seems OK, turn off the Variac, close the playfield,    
    close the coin door, turn the Variac back on and set it to 110 VAC so the game has full power again, put a nickel in the coin slide, and work
    the coin slide like you are starting a game. This should now completely reset the machine, since there is now enough voltage applied to the
    machine to make the relays and motors operate properly. If you're very lucky, the backbox lights will come on, the machine will fully reset, and
    you will then be able to repair the rest of the machine. If you aren't lucky, you have more work to do...

----------------------------------------------------------------------------------------------------------------------------------------------------------

        By now, you're probably wondering why I'm suggesting why you should even do these things to your machine.

        These machines are so ruggedly built and technologically simple that the number 1 cause of death for these machines seems not to be
    actual defective parts but plain and simple neglect. Think about it...  the ESCO Idaho in the photo at the top of this page may be in very good
    condition today indeed, but it was still built in 1944, which makes it 65 years old. This machine probably had an expected service life of only
    roughly 3 to 5 years, so this would mean that even if this machine was kept in perfect storage conditions all this time, it still was unplayed for
    many years. Electrical parts simply do not improve with age. If EM pinballs like this Idaho aren't played frequently, then the switching contacts
    on relays and switches
as well as terminal connections on cables and other parts may tarnish and oxidise. This oxidation is a good electrical
    insulator, and in many cases once it forms it will make important parts of your pinball operate sluggishly or not at all. Once a pinball machine
    ever ceased to play properly, it usually had a very short future ahead of it.  Even if a repairman willing to repair a machine and actually had the
    skill and parts to do it properly could somehow be found, the cost to repair it would be incredible. This is one of the reasons why so many
    great early EM pinballs are extinct today.

       I hope this page's information helps you repair your own vintage pinball machine, and playing it gives you pleasure for many years to come.

Russ's Book
  
    One more thing...  I want to say Thank You to the late Russ Jensen, who was not only one of the hobby's
greatest historians with many articles to his credit in many magazines, but the author of the book
pictured at left - "Russ Jensen's Pinball Troubleshooting Guide". This book is 49 pages of solid
information on repairing early pinball machines, 'pitch and bat' games, and other electromechanical
arcade machines. Unfortunately, this book is long out of print, so you may have to search for it on the
Internet. I suggest that if you manage to ever find a copy of this book, purchase it - it is as close to
being an actual 'textbook' on this subject as you will ever find.




     Thank you,

     ken
     Prewar Pinball Yahoo! Group

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