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[click]

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♫ intense music ♫
[Welcome to the Theatre of Magic!]

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I love pinball.

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The sights, the sounds,

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the physical nature of actual stuff happening&nbsp;in front of you 
and not just on a video screen have long appealed to me.

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In fact, for&nbsp;as long as I can remember.

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Of course, a big draw to me is that these machines are...

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well,&nbsp;machines.

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And wondrous machines at that!

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A pinball machine is a fascinating tribute to humanity -

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artists, musicians, game designers and even voice actors

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work alongside machinists, fabricators,&nbsp;craftspeople, and engineers

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to manufacture these elaborate contraptions made purely for our&nbsp;amusement.

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Well, and to gobble up our quarters.

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[dramatic organ music]
With so much going on inside one of these,

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even just siding idle,

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you might have wondered&nbsp;how they work.

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Luckily, somebody gave me the keys to this machine
so we can take look&nbsp;inside.

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[music stops]
It’s…

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it’s a computer.

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There’s a computer in here.

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It keeps track of where the ball is,

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shows you your score on this display,

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plays&nbsp;music and sound effects through speakers,

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and lights up all the various light bulbs they&nbsp;need to be lit.

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How very modern.

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But pinball goes much further back than this.

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And&nbsp;not even twenty years prior to this machine leaving the factory,

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pinball machines didn’t&nbsp;feature any integrated circuits of any kind.

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This is Aztec by Williams.

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Built in 1976,&nbsp;this machine hails from the tail end of the electromechanical era.

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It wouldn’t be long before&nbsp;manufacturers started tinkering with electronic controls,

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in fact 10 copies of this very game&nbsp;were built as prototypes
for the Williams System 2 microprocessor unit.

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This one, though, well it’s&nbsp;a little more old-school.

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And today, I’m gonna show you what makes it tick.

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[ticking sounds,&nbsp;five-at-a-time]

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Seriously, why is it ticking?

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To find out, we’ll have to look inside.

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This time&nbsp;it opens from the back, and once you remove this panel you won’t see anything that looks like a&nbsp;computer -

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in fact you’ll find an unholy mess of wires linking
quite the assortment of oddball&nbsp;assemblies together.

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And this isn’t even the half of it!

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Inside the main cabinet under the playfield&nbsp;there’s even more.

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We get in there by opening the coin door,

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pulling this lever which releases the&nbsp;lockdown bar

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(that’s this large metal piece at the front edge of the cabinet),

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then once we remove&nbsp;the lockdown bar by lifting up on it,

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we can slide the glass out and the playfield will simply&nbsp;lift right up.

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There’s even a handy prop rod!

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Now that we’re in, we see even more wires and even&nbsp;more stuff.

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And that’s not even the whole of it!

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Some of the control mechanisms are attached to&nbsp;the underside of the playfield.

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Each and every one of these devices is critical
for the function&nbsp;and logic of this game.

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While this is nowhere near as complex as Theatre of Magic,
there’s still a&nbsp;lot going on. There’s a full-on ruleset and series of goals in this game:

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different targets light&nbsp;the letters A, Z, T, E, and C.

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Light them all up and there’s a chance for an extra ball.

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There’s&nbsp;a bonus added for hitting certain targets
which is awarded at the end of each ball.

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And if you hit&nbsp;the right targets you can double the bonus value.

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There’s more, too.

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If you complete AZTEC and&nbsp;fill the bonus ladder up to 50,000 points,

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that lights a Special which awards a free&nbsp;game.

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And which outlane is lit will flip back and forth as you hit other targets.

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You&nbsp;can also win replays based on your score, and that’s configurable.

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Some of the rules&nbsp;can even be changed -

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winning a special can award an extra ball instead of a replay,

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and&nbsp;there are even three difficulty settings which change how many targets
need to be hit&nbsp;before other opportunities are awarded.

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But aside from rules and features,

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the machine&nbsp;also needs to keep track of which ball is in play
and thus how far you are along the game

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(oh&nbsp;and by the way you can choose whether you want
three balls per game or five).

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It has to end the&nbsp;game when it’s over and disable the playfield,

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and when a new one is started it needs&nbsp;to reset the scores to zero.

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Plus, up to four people can play this game.

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It’s&nbsp;fun to compete!

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So it needs to keep track of which player is up,

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and only change that&nbsp;player’s score when it’s their turn.

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Somehow that’s all being accomplished with…

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this rat’s nest of wires and stuff!

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How?

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Why, it’s easy - just look at this schematic.

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I’m sure you can figure it out!

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I’m kidding, of course - and even if you studied this&nbsp;for hours,

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it’s not gonna make any sense unless you understand
what these parts&nbsp;are doing and how they work together.

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So, since you’re all watching,

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I suppose&nbsp;it’s my job to explain what these parts are doing
and how they work together.

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We’ll&nbsp;start with the basics and work our way up.

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And we’re gonna go way back to basics with a bit&nbsp;of history.

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But just a bit, I promise.

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Pinball is called "pinball" because in the earliest days
it was a simple game of balls and pins.

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An evolution of the French game bagatelle,
early games were&nbsp;very simple.

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Marbles rolled down a board set at an angle
with pins nailed into the face.

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Those pins&nbsp;would create obstacles that deflected the motion of the rolling balls
and would often form goals&nbsp;worth points.

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Games like this were made going back to the 18th century,

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but they would remain&nbsp;obscure toys for the wealthy for many years.

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Then, some time around the great depression,&nbsp;
some clever folks devised ways to automate the game and turn it into a machine

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(albeit a&nbsp;very simple one).

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David Gottlieb designed Baffle Ball in 1931 which is widely regarded
as the first&nbsp;commercially-successful pinball game.

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I don’t have one to show you but I do have Microsoft Pinball&nbsp;Arcade!

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Baffle Ball was a simple baseball-themed (I guess) marble game
with the twist of being&nbsp;coin-operated.

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When the coin slide was pushed in, trap-doors in the goals would open

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allowing the&nbsp;balls to fall down into the machine and collect at the ball shooter.

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Then the player had their&nbsp;fun.

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These early games were purely mechanical,

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featured manual scoring,

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were meant to&nbsp;go atop a table or other such surface,

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and started showing up in bars and parlors all&nbsp;across the country.

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And… plenty of gambling based on your score occurred, too,

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but&nbsp;that’s a story for a different time.

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Baffle Ball was so successful
that it spawned&nbsp;plenty of imitators such as Ballyhoo -

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which, by the way, was so successful the company that&nbsp;
produced it would rename itself

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Bally.

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With a variety of games for players to choose from,

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companies making pinball machines scrambled to add new features
in order to make theirs stand&nbsp;out.

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Features like bumpers, electric lights, automatic scoring, and eventually

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moveable&nbsp;bumpers in the player’s control.

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It was none other than D. Gottlieb &amp; Company that&nbsp;introduced
electromechanical flippers in 1947’s Humpty Dumpty.

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While the arrangement&nbsp;of the flippers on the playfield is certainly… 
odd by modern tastes,

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this machine set new&nbsp;and enduring standards for pinball.

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And, 29 years later, one of Gottlieb’s main&nbsp;rivals,
Williams, would release this machine.

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Aztec.

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The one I’m standing behind and&nbsp;that this video is principally about.

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That one.

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First, let’s look at what the player sees.

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The&nbsp;playfield is still just a wooden board with things attached to it
that a ball rolls around&nbsp;on.

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But now a variety of targets, obstacles, bumpers, plenty of lights,

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and let’s not&nbsp;forget flippers make the game fast-paced, 
visually interesting, and addictive.

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As with most pinball machines,

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the playfield is slightly off-center as the&nbsp;right hand side of the machine
is taken up by the shooter lane.

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That sends the ball up to&nbsp;the top of the playfield using a player-operated plunger,
 just like the earliest games.

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A&nbsp;simple gauge is printed on the shooter
to help the player hit the ball with consistent force.

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Depending on the game’s design,
the strength of the initial plunge may be important,

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and many&nbsp;games feature a deliberate element known as a skill shot
where extra points are awarded&nbsp;if you get the plunge strength just right.

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Now you’ll notice that there are fairly large&nbsp;obstacles
which block off parts of the playfield.

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This is done mainly to define paths the ball might&nbsp;or, in some cases, must take.

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These can be created in a number of ways but the most common is plastic&nbsp;posts fastened to the playfield which are then fitted with rubber rings.

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Large rings may be stretched&nbsp;across two or more posts to create a linear barrier,

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but you’ll find plenty of individual&nbsp;posts with their own rings, too.

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The rubber rings make the ball bounce off these obstacles, often unpredictably,
and some of the larger barriers will award 10 points when hit.

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To fill the&nbsp;otherwise blank areas of the playfield created by the obstacles,

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decorative plastic pieces printed&nbsp;with graphics matching the game’s theme
are placed atop the posts.

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This also helps visually define&nbsp;the shape of the off-limits areas.

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Underneath the plastics you’ll find small incandescent light&nbsp;bulbs.

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This is the only safe place to put ‘em since the ball can’t hit them,

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and they illuminate&nbsp;the playfield to allow for play in a dark room.

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All things considered,
this is a pretty simple&nbsp;layout with a small number and variety of targets.

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Aside from the various 10 point bumpers,

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this&nbsp;game features three rollover buttons,

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eight rollover lanes,

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six stand-up targets,

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one spinning&nbsp;target,

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one kickback lane,

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two slingshot kickers,

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and three pop bumpers

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(though Williams would&nbsp;prefer you call them Jet Bumpers for trademark reasons).

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All of these award points when&nbsp;they’re hit,

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but they often do something else, too - or change how many points they award.

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But for now, let’s just focus on the points.

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The game shows you your score on the backglass&nbsp;
with these mechanical readouts called score reels.

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Oh, by the way, this backglass isn’t in very good&nbsp;shape
but I’ve got a reproduction replacement.

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I’ve just not gotten around to ordering the right&nbsp;piece of glass for it yet.

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Anyway, see if you can spot a fun little trick
manufacturers were doing&nbsp;‘round this time.

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Look at the front.

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And now the back.

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Do you see what’s off?

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Look at the front&nbsp;again.

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There are six digits in the score.

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But look at the back and there are only five score reels&nbsp;per player.

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The last digit of the readout is, in fact, fake

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and is there only to inflate the&nbsp;score.

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But! Williams went through the trouble of printing the bottom of the 9
and the top of the 1&nbsp;on the dummy reel

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which makes it quite convincing.

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Here’s a spare score reel, or drum unit as&nbsp;Williams calls it, we can look at up close.

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It’s a fairly simple device:

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just a large plastic drum&nbsp;with the digits zero through nine printed on its edge

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and a ratcheting mechanism to advance the&nbsp;
position of the drum by one tenth of a rotation.

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A small solenoid (a type of electromagnet) pulls on&nbsp;a plunger 
when electric current runs through it,

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and that advances the mechanism by one step.

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By&nbsp;the way, I hope you like electromagnets ‘cause this machine is chock full of ‘em.

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The game’s&nbsp;circuitry runs on 24 volts AC produced by this lump of a transformer sitting in the bottom&nbsp;which also produces 6 volts for all the lamps.

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All of the targets the ball can hit that award&nbsp;points are merely simple switches.

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When the game is on and in-play,
those switches become wired&nbsp;to the scoring mechanism.

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Take these 100 point rollover buttons for example.

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They literally are&nbsp;buttons and beneath the playfield two electrical contacts become pressed together

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when the button&nbsp;is depressed by the weight of the ball.

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You might guess that these 100 point buttons are wired&nbsp;
to the score reel in the hundreds position,

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and sure enough when I press it

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[clack/ding]
that reel advances by one step.

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But that’s not all that happened.

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A bell rang at the same time.

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Sitting in the cabinet near the coin door is the chime unit.

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This is a unit with chimes.

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Each of its three chimes has a solenoid sitting below it
and when power is sent to the coil

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it&nbsp;flings a plunger up into the chime which gives it a right smack.

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[Three dings, a la the NBC&nbsp;theme]

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That certainly rings a bell.

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Since two solenoids were fired with one switch - 
solenoids&nbsp;that draw a lot of current and are located in two very different places -

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the switch on the&nbsp;playfield isn’t what’s powering them.

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Instead, the playfield switch powers a relay.

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Specifically,&nbsp;the 100 point relay which lives in the backbox.

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Relays are switches that are actuated&nbsp;with

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- wait for it -

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an electromagnet!

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A coil of wire creates a magnetic field when&nbsp;it’s energized
which pulls on an armature,

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and that in turn actuates a series of&nbsp;switches.

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Sometimes relays are simple, and sometimes they’re not.

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In pinball machines&nbsp;like this,

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** they’re not **

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Pinball pushes relays to their conceptual limit

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using them to create&nbsp;the game logic and do countless other tasks,

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but that’s a big part of why I like these machines so much.

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Notice that some of these switches are normally open
and the contacts close when the&nbsp;relay is energized,

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but some of them are just the opposite.

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There’s even a third option - make/break&nbsp;switches.

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We’ll see some of those later.

213
00:14:21,214 --> 00:14:25,527
In this case, the switch on the playfield,&nbsp;
since it was worth 100 points,

214
00:14:25,527 --> 00:14:29,593
completed a circuit to energize the 100 point relay.

215
00:14:29,593 --> 00:14:34,152
When&nbsp;that pulled on its armature, these two switch contacts closed

216
00:14:34,152 --> 00:14:40,016
which completed a circuit both&nbsp;to the hundreds position score reel
and the small chime.

217
00:14:40,016 --> 00:14:47,579
All of the targets worth 100 points have&nbsp;their switches wired in parallel
so that they’ll all activate this relay when hit.

218
00:14:47,579 --> 00:14:55,481
And all that&nbsp;arcing we see is precisely why the game uses a relay
and not the switches on the playfield.

219
00:14:55,481 --> 00:15:03,812
Seems&nbsp;simple enough, but there are many more switches on this relay
than just the two that bump the&nbsp;score reel and chime.

220
00:15:03,812 --> 00:15:06,552
In fact there are six.

221
00:15:06,680 --> 00:15:11,541
One of these additional switches is there 
to&nbsp;ensure the score reel actually moves.

222
00:15:11,541 --> 00:15:15,173
Solenoids are fast, but they’re not instantaneous.

223
00:15:15,173 --> 00:15:18,195
If&nbsp;the ball just brushes up against a target,

224
00:15:18,195 --> 00:15:27,706
the contact time may have been too brief for the&nbsp;solenoid in the score reel
to pull completely on the plunger and actually advance it to the next&nbsp;number.

225
00:15:27,706 --> 00:15:33,622
So, these two contacts actually provide a way for the relay to power itself.

226
00:15:33,622 --> 00:15:37,321
If I bridge&nbsp;them with a screwdriver you’ll see it pull in.

227
00:15:37,321 --> 00:15:46,436
On its own this would be useless - the moment&nbsp;any 100 point target were hit
the relay would lock itself on and be stuck.

228
00:15:46,436 --> 00:15:52,876
But that&nbsp;circuit path travels through a switch on the score reel 
called the end-of-stroke&nbsp;switch.

229
00:15:52,876 --> 00:16:00,144
This is normally closed allowing power to flow through
but opens once&nbsp;the solenoid has reached the end of its&nbsp;travel.

230
00:16:00,144 --> 00:16:05,172
At that point it breaks the circuit&nbsp;powering the relay, so the relay lets go.

231
00:16:05,172 --> 00:16:08,732
Here’s what that looks like on the&nbsp;schematic for the machine.

232
00:16:08,732 --> 00:16:14,181
Full disclosure, 
I’ve made some alterations to this and hidden a&nbsp;fair bit

233
00:16:14,181 --> 00:16:21,627
because some of what’s visible here is very confusing without context I haven’t given&nbsp;you yet and it’s not important right now.

234
00:16:21,627 --> 00:16:29,953
When reading the schematic, power flows across the page&nbsp;
and a circuit is active when there’s a complete path from the left to the right

235
00:16:29,953 --> 00:16:33,555
(though it’s AC so&nbsp;it flows in both directions).

236
00:16:33,555 --> 00:16:37,002
The 100 point relay coil is right here.

237
00:16:37,002 --> 00:16:41,574
It will become energized when&nbsp;any of these switches close.

238
00:16:41,574 --> 00:16:48,522
They’re labeled to indicate what and where they are,
and sure&nbsp;enough those are things worth 100 points.

239
00:16:48,522 --> 00:16:52,727
But this switch is labeled "100 point relay."

240
00:16:52,727 --> 00:16:59,102
That means it’s a switch within that relay, 
and the symbol means it’s a normally open&nbsp;switch.

241
00:16:59,102 --> 00:17:02,416
So, it closes when the relay energizes,

242
00:17:02,416 --> 00:17:06,089
and since it also provides power to the relay&nbsp;coil,

243
00:17:06,089 --> 00:17:13,398
it provides that bypass which keeps the coil energized
even when input from the other&nbsp;switches is lost.

244
00:17:13,398 --> 00:17:20,604
But that switch is itself wired in series
with all of these normally-closed&nbsp;switches on the score reels.

245
00:17:20,604 --> 00:17:28,254
Those are the end-of-stroke switches we were just looking&nbsp;at, 
so once the solenoid on whichever reel it’s trying to fire has actually fired,

246
00:17:28,254 --> 00:17:32,918
the relay&nbsp;will lose that bypass signal and de-energize.

247
00:17:32,918 --> 00:17:37,557
Another contact in the relay has to do with the&nbsp;number 9.

248
00:17:37,557 --> 00:17:44,344
The score reels are not mechanically linked - 
each one operates entirely independently&nbsp;of the others.

249
00:17:44,344 --> 00:17:52,271
But if you have 900 points and score an additional one hundred, 
according to the&nbsp;laws of math you’ll have 1,000

250
00:17:52,271 --> 00:17:56,295
so two reels have to move in order to display that sum.

251
00:17:56,295 --> 00:18:01,312
[dings]&nbsp;
They do - and did you notice that two bells rang this time?

252
00:18:01,312 --> 00:18:04,734
[ding… ding… ding…

253
00:18:05,609 --> 00:18:08,161
dongs]

254
00:18:08,161 --> 00:18:14,961
This switch&nbsp;in the 100 point relay
will actually cause the 1,000 point relay to energize as well -

255
00:18:14,961 --> 00:18:20,461
but only&nbsp;when the 100 point score reel is on the number 9.

256
00:18:20,461 --> 00:18:24,407
Look back at the score reel and you’ll find a&nbsp;stack of switches

257
00:18:24,407 --> 00:18:27,093
(which we call a switch stack, oddly enough)

258
00:18:27,093 --> 00:18:28,895
sitting near the top.

259
00:18:28,895 --> 00:18:36,904
This&nbsp;switch is normally open, but a pivoting mechanism
actuates the switch stack at the nine&nbsp;position and closes that switch.

260
00:18:36,904 --> 00:18:43,906
When it’s closed, an interlock is created between the 100&nbsp;point relay
and the 1,000 point relay.

261
00:18:43,906 --> 00:18:45,953
Take a look at the schematic again.

262
00:18:45,953 --> 00:18:49,195
These are&nbsp;the 9th position switches on the score reels,

263
00:18:49,320 --> 00:18:53,995
and you’ll see that they connect to that&nbsp;switch within the 100 point relay.

264
00:18:53,995 --> 00:19:01,000
If the score reel switch on the player that’s up is closed,&nbsp;
meaning the 100 point score reel is showing a 9,&nbsp;&nbsp;

265
00:19:01,000 --> 00:19:04,252
then the next time the 100 point relay&nbsp;fires,

266
00:19:04,252 --> 00:19:13,096
power will also get sent through to this switch and up to the 1,000 point relay&nbsp;coil, therefore the two relays will fire&nbsp;together.

267
00:19:13,096 --> 00:19:16,746
All of the succeeding score reels&nbsp;have this interlock,

268
00:19:16,746 --> 00:19:22,054
so a score of 99,990 will correctly roll to 100,000

269
00:19:22,054 --> 00:19:24,381
when a single 10-point&nbsp;bumper is hit.

270
00:19:24,381 --> 00:19:28,303
[three chimes and a loud clack]

271
00:19:28,303 --> 00:19:30,212
Speaking of the 10-point bumpers,

272
00:19:30,212 --> 00:19:34,613
now’s&nbsp;a good time to go over the various target types on the playfield.

273
00:19:34,613 --> 00:19:42,901
When a rubber&nbsp;ring is stretched across two posts,
so long as the distance is sufficient a switch&nbsp;will be tucked behind that ring.

274
00:19:42,901 --> 00:19:48,132
The contacts are slightly separated
but will get pushed&nbsp;together when the ball stretches the ring,

275
00:19:48,132 --> 00:19:53,842
sending power to the 10 point relay
which advances&nbsp;the 10 point score reel, rings a bell,

276
00:19:53,842 --> 00:19:58,907
and also steps the number match unit...

277
00:19:58,907 --> 00:20:00,393
Don’t worry about&nbsp;that yet.

278
00:20:00,393 --> 00:20:02,924
Uh, there’s a lot going on in here!

279
00:20:02,924 --> 00:20:08,395
The stand-up targets throughout the playfield are&nbsp;
essentially the same thing as all the 10-point bumpers,

280
00:20:08,395 --> 00:20:12,969
but one of the switch contacts is&nbsp;attached to the face of the target.

281
00:20:12,969 --> 00:20:16,111
The gap between the contacts here is important;

282
00:20:16,111 --> 00:20:22,397
a wider&nbsp;gap will require the ball to hit the target
with more force in order for that hit to register.

283
00:20:22,397 --> 00:20:27,413
But if they’re too close, simply brushing against the target will register as a hit.

284
00:20:27,413 --> 00:20:30,617
So it’s&nbsp;generally best to be somewhere in the middle.

285
00:20:30,617 --> 00:20:34,828
The rollover lanes are essentially the same thing&nbsp;as the rollover buttons,

286
00:20:34,828 --> 00:20:40,394
but instead of a button, a formed piece of wire
sticks up through a slot&nbsp;in the playfield.

287
00:20:40,394 --> 00:20:47,610
When that wire is depressed by the ball,
switch contacts below the playfield&nbsp;are pushed together which adds the points.

288
00:20:47,610 --> 00:20:51,297
Generally the ball can travel over these in&nbsp;either direction,

289
00:20:51,297 --> 00:20:55,975
but you’ll notice that the designers had an evil streak with the outlanes.

290
00:20:55,975 --> 00:21:02,819
Those have their trip-wires formed
such that it will only allow the ball to travel down towards&nbsp;the drain.

291
00:21:02,819 --> 00:21:10,520
Should you happen to get very lucky and have the ball bounce off the apron
and roll&nbsp;up the outlane, which does happen occasionally,

292
00:21:10,520 --> 00:21:16,517
unless it’s going very fast it will just&nbsp;
bonk into this and fall back down.

293
00:21:16,517 --> 00:21:18,035
Boo!

294
00:21:18,035 --> 00:21:24,357
The spinning target, while very different in its&nbsp;execution,
is similar to the rollover lanes.

295
00:21:24,357 --> 00:21:30,055
The metal plate that the ball hits is attached&nbsp;to an eccentric… axle? I guess?

296
00:21:30,055 --> 00:21:36,424
And a wire linkage connected to the right hand side&nbsp;
goes below the playfield through a small hole.

297
00:21:36,424 --> 00:21:42,262
When the target rotates, that&nbsp;linkage is repeatedly pulled up and down
which in turn pulls on a leaf switch,

298
00:21:42,262 --> 00:21:46,574
repeatedly connecting and disconnecting the two contacts as it spins.

299
00:21:46,574 --> 00:21:50,648
When this target&nbsp;is hit just right, it’s quite the show.

300
00:21:50,648 --> 00:21:54,936
[rapid clacking and dinging]

301
00:21:54,936 --> 00:21:57,238
But not quite the show that the pop bump-

302
00:21:57,238 --> 00:21:59,885
I mean&nbsp;jet bumpers can put on.

303
00:21:59,885 --> 00:22:06,710
Pioneered by Williams in 1948,
these jet bumpers repel the ball at high&nbsp;speed when they’re hit.

304
00:22:06,710 --> 00:22:10,811
They’re triggered by a circular platform known as the skirt.

305
00:22:10,811 --> 00:22:15,877
This is&nbsp;attached to a stick resting in a bowl below the playfield.

306
00:22:15,877 --> 00:22:22,255
While rather silly at first glance,&nbsp;
this arrangement means that no matter where the ball should hit the skirt,

307
00:22:22,255 --> 00:22:30,044
the stick will&nbsp;pivot which in turn pushes the bowl downward 
thereby pushing these two switch contacts&nbsp;together.

308
00:22:30,044 --> 00:22:38,791
That provides power to the solenoid beneath the playfield
which pulls down on this&nbsp;angled metal ring that floats above the skirt.

309
00:22:38,791 --> 00:22:44,021
When that occurs, the ball finds itself&nbsp;between that ring and the skirt.

310
00:22:44,021 --> 00:22:51,157
Solenoids are quite fast so the ring immediately comes&nbsp;
crashing down and makes contact with the ball.

311
00:22:51,157 --> 00:22:54,381
Since the ring is angled at roughly 45&nbsp;degrees,

312
00:22:54,381 --> 00:22:57,358
the ball gets flung away from the bumper.

313
00:22:57,358 --> 00:23:06,861
This is a very rough process&nbsp;and since the playfield is made of wood,
a mylar protective sheet is installed around&nbsp;the bumper to minimize damage.

314
00:23:06,861 --> 00:23:08,919
This wasn’t always standard practice, though,

315
00:23:08,919 --> 00:23:13,515
so many older&nbsp;games exhibit severe wear around the bumpers.

316
00:23:13,515 --> 00:23:19,752
If you noticed the second switch down below&nbsp;the jet bumper,
that is what actually registers points.

317
00:23:19,752 --> 00:23:22,491
It’s just like the targets we’ve been&nbsp;looking at,

318
00:23:22,491 --> 00:23:28,473
but hidden away and activated by the movement of the bumper ring
and not the ball&nbsp;itself.

319
00:23:28,473 --> 00:23:35,345
Not all games work like this, though -
sometimes a pop bumper relay is used, activated by&nbsp;the skirt,

320
00:23:35,345 --> 00:23:40,019
which locks on in a similar fashion to the points relays we looked at earlier.

321
00:23:40,019 --> 00:23:43,484
A contact&nbsp;within that pop bumper relay awards points,

322
00:23:43,484 --> 00:23:49,890
and this switch serves as an end-of-stroke switch
to release the relay after the bumper has fired.

323
00:23:49,890 --> 00:23:56,868
That approach has pros and cons and Williams&nbsp;opted to
power the solenoid directly from the bumper skirt switch.

324
00:23:56,868 --> 00:24:02,212
The main downside of this&nbsp;approach is that occasionally the ball
will just brush against the bumper,

325
00:24:02,212 --> 00:24:07,112
so it kinda-sorta&nbsp;half-fires and it doesn’t award points.

326
00:24:07,112 --> 00:24:10,379
And finally, we have the slingshots.

327
00:24:10,379 --> 00:24:16,070
These&nbsp;dastardly things are hardly a target worth hitting as they only score 10 points,

328
00:24:16,070 --> 00:24:21,884
and they&nbsp;have a nasty habit of flinging the ball right into the outlanes.

329
00:24:21,884 --> 00:24:28,817
They’re made up of three posts&nbsp;arranged in a triangle
with a large rubber ring stretched across all three.

330
00:24:28,817 --> 00:24:33,935
In the center of the&nbsp;long edge is a kicker just behind the rubber ring.

331
00:24:33,935 --> 00:24:37,555
The kicker is flanked on either side by two switch&nbsp;contacts.

332
00:24:37,555 --> 00:24:41,647
When the ball hits the rubber ring and either of those switches close,

333
00:24:41,647 --> 00:24:46,063
power is sent to&nbsp;a solenoid below which pushes the kicker outward,

334
00:24:46,063 --> 00:24:49,954
stretching the rubber ring and flinging&nbsp;the ball away.

335
00:24:49,954 --> 00:24:56,467
Just like the pop bumpers, it’s a switch below the playfield
that actually&nbsp;registers points when the kicker has moved,

336
00:24:56,467 --> 00:25:00,761
and the switches behind the rubber&nbsp;only provide power to the solenoid.

337
00:25:00,761 --> 00:25:04,301
Oh, right, I forgot about the kickback&nbsp;lane here.

338
00:25:04,301 --> 00:25:09,164
This thing is sort of a combo
of the slingshot kicker and a rollover&nbsp;lane.

339
00:25:09,164 --> 00:25:18,041
The ball lands on a trip wire, and after points are awarded
a solenoid below&nbsp;the playfield fires which bonks the ball back up.

340
00:25:18,041 --> 00:25:27,103
An interesting twist with this machine is&nbsp;
that the pop bumpers and slingshot solenoids are provided with DC power.

341
00:25:27,103 --> 00:25:31,737
A bridge rectifier&nbsp;and capacitor are attached to the underside of the playfield

342
00:25:31,737 --> 00:25:36,741
which means that there is in fact&nbsp;a single semiconductor in this machine!

343
00:25:36,741 --> 00:25:39,920
Or four depending on how you wanna define things.

344
00:25:39,920 --> 00:25:45,388
It&nbsp;turns out that solenoids powered by DC can be stronger than AC-powered ones,

345
00:25:45,388 --> 00:25:49,184
and Williams&nbsp;began tinkering with them around this time.

346
00:25:49,184 --> 00:25:54,839
Only the pop bumpers and slingshots are&nbsp;powered through the rectifier, though,
as you can see in the schematic.

347
00:25:54,839 --> 00:25:59,743
Everything else,&nbsp;including the flippers, is powered by 24 volts AC.

348
00:25:59,743 --> 00:26:02,151
And why don’t we talk about the flippers?

349
00:26:02,151 --> 00:26:06,867
As with pretty much everything that moves,
they’re powered by a solenoid.

350
00:26:06,867 --> 00:26:11,978
But in this case&nbsp;they’re controlled by the player with buttons on the side of the cabinet.

351
00:26:11,978 --> 00:26:18,082
Those buttons simply&nbsp;push the contacts of a leaf switch together
which sends power to the flipper coils.

352
00:26:18,082 --> 00:26:22,192
Then they pull&nbsp;on a linkage, and the flipper bat pops up.

353
00:26:22,192 --> 00:26:25,020
Flipper coils, though, are unique.

354
00:26:25,020 --> 00:26:29,175
See, a strong solenoid&nbsp;needs quite a lot of power.

355
00:26:29,175 --> 00:26:32,116
That means they get hot over time.

356
00:26:32,116 --> 00:26:38,880
For every other solenoid in the&nbsp;machine,
that’s not much of a problem because they’re only activated in short bursts.

357
00:26:38,880 --> 00:26:41,575
But&nbsp;the flippers are controlled by the player,

358
00:26:41,575 --> 00:26:47,334
and that player might just want to hold&nbsp;the flippers up in order to catch the ball.

359
00:26:47,334 --> 00:26:50,366
That could cause the coils to overheat.

360
00:26:50,366 --> 00:26:53,368
And coils&nbsp;that overheat tend to get melty,

361
00:26:53,368 --> 00:26:55,076
then smoky,

362
00:26:55,076 --> 00:26:58,416
and on rare occasions, firy.

363
00:26:58,416 --> 00:27:07,377
Slow-blow fuses&nbsp;throughout the cabinet should prevent a serious problem like a fire
in the event that a coil&nbsp;becomes locked on (which can happen)

364
00:27:07,377 --> 00:27:12,437
but we want the flippers to be able to stay up without&nbsp;causing any trouble.

365
00:27:12,437 --> 00:27:17,845
So, if you look carefully at the flipper coil,
you’ll see that it has three&nbsp;terminals.

366
00:27:17,845 --> 00:27:25,904
The long coil of wire that actually makes the solenoid has a connection in its middle&nbsp;
which allows it to function at two power levels.

367
00:27:26,000 --> 00:27:31,418
When the flipper is at rest, the button sends&nbsp;power to the coil through the center tap.

368
00:27:31,418 --> 00:27:34,179
This bypasses half of the coil’s length,

369
00:27:34,179 --> 00:27:40,720
reducing&nbsp;the number of turns of wire that current flows through
which makes the solenoid more powerful.

370
00:27:40,720 --> 00:27:44,952
That might seem backwards but that’s just how solenoids work.

371
00:27:44,952 --> 00:27:51,160
But once it reaches the end&nbsp;of its travel, it opens this switch: 
another end-of-stroke switch.

372
00:27:51,160 --> 00:27:58,641
That removes power from&nbsp;the center tap, 
meaning current must now travel through the entire length of the solenoid wire.

373
00:27:58,641 --> 00:28:06,006
This reduces the current flowing through and the strength of the solenoid and allows it to&nbsp;stay energized without burning up.

374
00:28:06,006 --> 00:28:08,142
And for a demonstration of this principle,

375
00:28:08,142 --> 00:28:13,301
observe&nbsp;the change in sound
as I force the flipper bat down while holding in the button.

376
00:28:13,814 --> 00:28:15,071
[buzz

377
00:28:15,071 --> 00:28:15,571
BZZTTZZTTZZZ

378
00:28:15,571 --> 00:28:16,071
buzz

379
00:28:16,071 --> 00:28:16,571
BZZTTZZTTZZZ

380
00:28:16,571 --> 00:28:17,071
buzz

381
00:28:17,071 --> 00:28:17,788
BRRRRRGGGGGHHH

382
00:28:17,788 --> 00:28:18,337
buzz

383
00:28:18,337 --> 00:28:19,257
BRRRRGHHHHH

384
00:28:19,257 --> 00:28:20,000
buzz]

385
00:28:20,510 --> 00:28:24,948
The lights in the machine even dim while&nbsp;I do this - it’s a lot of current!

386
00:28:26,479 --> 00:28:30,238
At this point, we’ve looked at how&nbsp;everything on the playfield works,

387
00:28:30,238 --> 00:28:32,816
we’ve seen how the machine shows you your&nbsp;score,

388
00:28:32,816 --> 00:28:35,979
and we’ve seen how points get added to it.

389
00:28:35,979 --> 00:28:40,768
But the machine is doing a heckuva a lot&nbsp;more than
simply adding point values together.

390
00:28:40,768 --> 00:28:44,466
Which you might have been able to tell by all&nbsp;the stuff inside.

391
00:28:44,466 --> 00:28:50,271
There are layers and layers of complexity built atop the basic scoring&nbsp;functions.

392
00:28:50,271 --> 00:28:53,789
For instance, the machine has to know how to count.

393
00:28:53,789 --> 00:28:57,097
You get three balls per game&nbsp;and then it ends.

394
00:28:57,097 --> 00:29:04,392
It also needs to know how many players there are
and change which set of score&nbsp;reels is active after each ball—

395
00:29:04,392 --> 00:29:10,750
but also not do that if the current player
scored an extra ball&nbsp;and gets to shoot again.

396
00:29:10,750 --> 00:29:16,058
Then there’s the bonus ladder I referenced earlier
which always starts&nbsp;at five thousand points,

397
00:29:16,058 --> 00:29:20,561
but can be advanced when you hit certain targets in increments of 5,000.

398
00:29:20,926 --> 00:29:24,056
And I think that’s a&nbsp;good place to move to next:

399
00:29:24,056 --> 00:29:26,190
the number five.

400
00:29:26,190 --> 00:29:27,703
Here, watch this.

401
00:29:27,703 --> 00:29:29,828
[bell rings five times]

402
00:29:30,411 --> 00:29:33,013
How&nbsp;on earth do you suppose that happened?

403
00:29:33,013 --> 00:29:39,535
I hit a switch just once,
but the score reel moved five times all on its own.

404
00:29:39,827 --> 00:29:42,206
[ding ding ding ding ding]

405
00:29:42,206 --> 00:29:45,436
Well, remember that ticking it was doing in the beginning?

406
00:29:45,436 --> 00:29:48,841
Perhaps you noticed&nbsp;it happened in groups of five.

407
00:29:48,841 --> 00:29:50,389
Listen again.

408
00:29:50,389 --> 00:29:55,053
[clacking noises in quintuplets, plus a humming sound]

409
00:29:55,334 --> 00:29:59,726
Turns out the number 5 appears all over the place.

410
00:29:59,726 --> 00:30:02,103
This target is worth five hundred points,

411
00:30:02,103 --> 00:30:06,349
this lane scores 5,000, as does the kickback target.

412
00:30:06,349 --> 00:30:09,452
The bonus values increment in steps of 5,000 points.

413
00:30:09,452 --> 00:30:12,613
And then there’s this thing's name: AZTEC.

414
00:30:12,613 --> 00:30:14,269
That&nbsp;has five letters in it.

415
00:30:14,269 --> 00:30:20,621
And some of the targets will award points
based on how many of those&nbsp;five letters are lit.

416
00:30:20,834 --> 00:30:23,279
How... how is it doing all that?

417
00:30:23,279 --> 00:30:26,613
And why does everything happen in fives?

418
00:30:26,613 --> 00:30:31,297
Well,&nbsp;it’s time I introduce you to the score motor.

419
00:30:31,297 --> 00:30:37,472
This wonky looking contraption is the closest&nbsp;
thing this machine has to a central processing unit.

420
00:30:37,798 --> 00:30:42,840
The score motor consists of an electric&nbsp;motor which,
through a speed-reduction gearbox,

421
00:30:42,840 --> 00:30:50,869
slowly rotates a series of eight cams&nbsp;upon which rest
a ridiculous number of&nbsp;switches in eight stacks.

422
00:30:50,869 --> 00:31:00,000
The stacks, from&nbsp;left to right, are called index, one, two, three, four, five,
impulse, and impulse&nbsp;forward.

423
00:31:00,000 --> 00:31:05,755
Incidentally impulse forward just has a single switch
which is&nbsp;used only in the reset sequence.

424
00:31:05,755 --> 00:31:09,625
Ah, sequence - what a good word!

425
00:31:09,625 --> 00:31:13,462
That is&nbsp;pretty much the whole idea of the score motor.

426
00:31:13,462 --> 00:31:17,007
It allows things to happen automatically&nbsp;in a sequence.

427
00:31:17,007 --> 00:31:22,039
On every one of the eight cams there are a series of divots or bumps.

428
00:31:22,039 --> 00:31:25,798
These will actuate the switch stacks as the cam rotates:

429
00:31:25,798 --> 00:31:32,864
either the stack will briefly fall&nbsp;into the divot
and the switches within will make or break contact as they move,

430
00:31:32,864 --> 00:31:35,882
or, in the&nbsp;case of the two impulse cams at the far right,

431
00:31:35,882 --> 00:31:42,069
a series of bumps will push up on the switch&nbsp;stack
which accomplishes the same thing.

432
00:31:42,069 --> 00:31:48,976
The cams one through five are all offset
such that the&nbsp;switches they actuate will be bumped in-sequence,

433
00:31:48,976 --> 00:31:50,732
one two three four five,

434
00:31:50,732 --> 00:31:56,594
and impulse and impulse&nbsp;forward are bumped five times with every rotation.

435
00:31:56,594 --> 00:32:01,686
The index cam on the far left is critical for the&nbsp;score motor’s functions.

436
00:32:01,686 --> 00:32:06,139
The switch on the top of this stack is the Motor Run switch.

437
00:32:06,139 --> 00:32:10,985
It’s much like&nbsp;the self-powering interlocks we’ve been looking at in other relays.

438
00:32:10,985 --> 00:32:16,551
When closed, it provides power&nbsp;to the motor and thus it will run - and crucially,

439
00:32:16,551 --> 00:32:21,351
that switch is closed whenever the motor is&nbsp;out of its parked position.

440
00:32:21,351 --> 00:32:23,428
Once it gets back to the park position,

441
00:32:23,428 --> 00:32:28,802
the switch stack&nbsp;falls into the divot,
that switch opens, and the motor stops.

442
00:32:28,802 --> 00:32:37,607
In practice, this&nbsp;means that if anything should cause the motor to start moving,
it will keep itself&nbsp;moving until it’s made a complete cycle.

443
00:32:37,607 --> 00:32:40,084
It even works if I just push on it.

444
00:32:40,084 --> 00:32:45,884
[rapid clicking and motor noise]

445
00:32:45,884 --> 00:32:47,858
But you’ll&nbsp;notice that when I did that…

446
00:32:47,858 --> 00:32:49,266
[chickachickachickachickachickachunk]

447
00:32:49,266 --> 00:32:51,366
nothing happened.

448
00:32:51,366 --> 00:32:59,920
This is what’s both very confusing and completely&nbsp;critical
to understand about electromechanical systems like this.

449
00:32:59,920 --> 00:33:02,989
With the exception of the&nbsp;motor run switch,

450
00:33:02,989 --> 00:33:09,944
the rest of these switches aren’t connected to anything
even when the&nbsp;game is on and in-play.

451
00:33:09,944 --> 00:33:19,221
They’re just… there, clicking away without accomplishing a thing&nbsp;
because the wire's they're connected to hit dead ends.

452
00:33:19,221 --> 00:33:28,630
It takes two to tango, and to make&nbsp;something happen
the machine performs a dance where it constantly rewires itself on the&nbsp;fly.

453
00:33:28,630 --> 00:33:31,534
And what does it use to make that happen?

454
00:33:31,534 --> 00:33:33,847
That’s right, relays!

455
00:33:33,847 --> 00:33:36,655
That’s why there are so&nbsp;many of them in this machine.

456
00:33:37,056 --> 00:33:47,656
To actually make something occur, you need a relay to connect&nbsp;these bouncing switches to other things in the machine that way they’ll, y’know, do stuff.

457
00:33:47,656 --> 00:33:51,464
Take this rollover worth 5,000 points as an example.

458
00:33:51,464 --> 00:33:56,174
You’ll never guess what the 5,000 point&nbsp;rollover switch completes a circuit to.

459
00:33:56,174 --> 00:34:01,495
It’s none other than the 5,000 point relay
which lives&nbsp;on the underside of the playfield.

460
00:34:01,495 --> 00:34:06,602
This relay has three switch contacts
which all connect to&nbsp;the score motor.

461
00:34:06,602 --> 00:34:12,544
The switch on the right sends power to the motor to start it turning
which&nbsp;you can observe when I bridge the contacts.

462
00:34:12,544 --> 00:34:18,369
[motor runs in bursts]

463
00:34:18,369 --> 00:34:22,285
The switch on the left is yet another&nbsp;relay interlock.

464
00:34:22,285 --> 00:34:26,880
The rollover switch is what sends the initial power&nbsp;
to the relay coil to energize it,

465
00:34:26,880 --> 00:34:27,501
[CLACK]

466
00:34:27,501 --> 00:34:31,447
but once these contacts are touching, the relay&nbsp;keeps itself powered.

467
00:34:31,447 --> 00:34:36,597
If I bridge these contacts, you’ll see the relay pull in and lock itself on.

468
00:34:36,597 --> 00:34:42,949
If this feels familiar, well it’s doing the same thing as the switches on the points relays in the&nbsp;backbox:

469
00:34:42,949 --> 00:34:48,012
it keeps the relay energized until its task is actually complete.

470
00:34:48,012 --> 00:34:51,639
And right now, I’ve&nbsp;disabled the score motor.

471
00:34:51,639 --> 00:34:58,858
Since it’s not moving, this relay cannot complete its task
and&nbsp;the machine is locked up in this state.

472
00:34:58,858 --> 00:35:03,252
Its task, remember, is to add 5,000 points to&nbsp;the score.

473
00:35:03,252 --> 00:35:07,317
And the middle contact in the relay is what makes that possible.

474
00:35:07,317 --> 00:35:11,858
When closed, this&nbsp;connects the 1,000 point relay in the backbox

475
00:35:11,858 --> 00:35:15,818
to this switch on top of the impulse cam of the&nbsp;score motor.

476
00:35:15,818 --> 00:35:19,919
When I plug the score motor back in, the cams begin rotating

477
00:35:19,919 --> 00:35:24,116
and since the impulse&nbsp;cam actuates its switch stack five times,

478
00:35:24,116 --> 00:35:28,454
the 1,000 point relay will receive five pulses&nbsp;through this switch.

479
00:35:28,673 --> 00:35:35,431
[five clacks and dings]

480
00:35:35,431 --> 00:35:40,125
And right after it sends the fifth pulse, the relay lets go.

481
00:35:42,749 --> 00:35:48,768
That’s&nbsp;because the relay’s interlock
is connected through a normally-closed switch on&nbsp;cam five.

482
00:35:48,768 --> 00:35:53,555
Once cam five is actuated, that switch is broken so the relay&nbsp;
releases.

483
00:35:53,555 --> 00:35:56,206
And now the machine is at rest.

484
00:35:56,206 --> 00:36:02,372
This happens very quickly (which is incidentally&nbsp;the point)
so it’s kind of hard to keep track of.

485
00:36:02,372 --> 00:36:09,515
However, I can slowly rotate the score&nbsp;motor by hand
so we can observe each individual action occur.

486
00:36:09,515 --> 00:36:16,914
Once the 5,000 point relay becomes&nbsp;energized, it locks on by keeping itself powered through a switch on cam five.

487
00:36:16,914 --> 00:36:21,649
It also connects&nbsp;the impulse switch through to the 1,000 point relay.

488
00:36:21,649 --> 00:36:28,967
As I turn this, we hear the machine dinging&nbsp;and buzzing
every time this switch stack pops up.

489
00:36:28,967 --> 00:36:35,547
But the relay’s still locked on because cam 5 hasn't been actuated yet.

490
00:36:35,547 --> 00:36:42,215
When that switch stack falls into the divot,
we hear a click as the relay&nbsp;loses power and lets go.

491
00:36:42,215 --> 00:36:43,242
[buzz/ding....

492
00:36:43,242 --> 00:36:44,385
clunk]

493
00:36:47,519 --> 00:36:48,074
[ding]

494
00:36:48,074 --> 00:36:48,724
[clunk]

495
00:36:52,223 --> 00:36:53,913
[ding/buzzzzz]

496
00:36:53,913 --> 00:36:54,771
[clunk]

497
00:36:55,464 --> 00:36:57,055
[click]

498
00:36:57,565 --> 00:37:00,922
As you can imagine, the timing here is critical

499
00:37:00,922 --> 00:37:09,380
and the cams&nbsp;are aligned so that the fifth bump of the impulse switch
happens just before cam 5&nbsp;actuates its switches

500
00:37:09,380 --> 00:37:15,320
(which also happens just before we get back to the start&nbsp;point
and the index switch actuates.)

501
00:37:15,320 --> 00:37:20,908
With the score motor re-enabled, this&nbsp;all happens quickly and automatically.

502
00:37:20,908 --> 00:37:25,411
I hope you can appreciate how amazingly&nbsp;bonkers this is.

503
00:37:25,411 --> 00:37:33,337
And that was one of the simplest relays in the machine
causing&nbsp;it to do one of the simplest automated&nbsp;tasks it can do.

504
00:37:33,337 --> 00:37:39,889
We’ve still got&nbsp;a bajillion relays to look at,
plus a solid 32 other switches in the score&nbsp;motor,

505
00:37:39,889 --> 00:37:42,653
and we’re how long into this video?

506
00:37:42,653 --> 00:37:48,394
Yeah, I can’t cover how everything works in this&nbsp;machine,
let alone in a single go.

507
00:37:48,394 --> 00:37:50,998
So there will definitely be a second part.

508
00:37:50,998 --> 00:37:55,143
But before we&nbsp;conclude here, let’s talk about the AZTEC targets,

509
00:37:55,143 --> 00:37:57,283
how they light up their respective letters,

510
00:37:57,283 --> 00:38:00,800
and why that changes what other targets do.

511
00:38:00,800 --> 00:38:06,125
By now, I hope you know what the switches in&nbsp;these targets send power to.

512
00:38:06,125 --> 00:38:07,666
Say it with me now,

513
00:38:07,666 --> 00:38:09,077
relays!

514
00:38:09,077 --> 00:38:14,326
And Williams was kind enough to&nbsp;mount them in order
on this support below the playfield.

515
00:38:14,326 --> 00:38:15,773
Here’s the A relay,

516
00:38:15,773 --> 00:38:16,978
the Z relay,

517
00:38:16,978 --> 00:38:18,032
the&nbsp;T relay,

518
00:38:18,032 --> 00:38:19,332
the E relay,

519
00:38:19,332 --> 00:38:21,168
and the C relay.

520
00:38:21,168 --> 00:38:24,553
For now, let’s just focus on the A relay.

521
00:38:24,553 --> 00:38:28,907
This single relay&nbsp;features all three kinds of switch contacts.

522
00:38:28,907 --> 00:38:36,397
The three leftmost switches are normally open,
and as&nbsp;the relay pulls on its armature the contacts are pushed together.

523
00:38:36,397 --> 00:38:40,823
Then we have a normally closed&nbsp;switch - this one does just the opposite.

524
00:38:40,823 --> 00:38:44,202
But the two on the right are make/break switches.

525
00:38:44,202 --> 00:38:48,742
The relay moves the center blade,
and instead of turning something on or off,

526
00:38:48,742 --> 00:38:53,006
it redirects&nbsp;the flow of power from one place to another.

527
00:38:53,006 --> 00:38:59,453
Like the 5,000 point relay we just looked at,&nbsp;
this relay will power itself once it has been actuated.

528
00:38:59,453 --> 00:39:05,978
As soon as the left hand switch&nbsp;makes contact,
it provides a power bypass and the relay becomes locked on.

529
00:39:05,978 --> 00:39:10,939
And this&nbsp;relay will stay locked on until the end of the ball-in-play.

530
00:39:10,939 --> 00:39:17,762
The next three switches have&nbsp;to do with the center target and the kickback lane -
I’ll get back those in a moment.

531
00:39:17,762 --> 00:39:26,560
The two&nbsp;switches on the end, the make/break switches,
change the machine’s behavior and&nbsp;appearance once the A target has been hit.

532
00:39:26,560 --> 00:39:33,799
The A rollover lane is marked “Lites A,”
1000, and&nbsp;“Lites Spinning Target.”

533
00:39:33,799 --> 00:39:36,380
Obviously that means it lights some things up,

534
00:39:36,380 --> 00:39:39,737
but it also makes this&nbsp;light go out.

535
00:39:39,737 --> 00:39:43,820
It’s this make/break switch that changes which lights are lit.

536
00:39:43,820 --> 00:39:50,658
Before I hit the&nbsp;target, 6 volts was sent to the right-hand contact
which illuminated the lamp above the lane.

537
00:39:50,658 --> 00:39:52,935
But&nbsp;once I hit it and the relay locked on,

538
00:39:52,935 --> 00:40:00,123
power was redirected to the contact on the left
which&nbsp;leads to the two A lamps as well as the spinner.

539
00:40:00,123 --> 00:40:05,133
Lighting the spinner target changed its point&nbsp;value from 100 to 1,000 points.

540
00:40:05,133 --> 00:40:06,337
How?

541
00:40:06,337 --> 00:40:09,522
Well, that's what the other make/break switch&nbsp;did.

542
00:40:09,522 --> 00:40:16,299
It disconnected the spinner from the 100 point relay
and connected it&nbsp;instead to the 1,000 point relay.

543
00:40:16,299 --> 00:40:18,794
Now, I could just tell you that,

544
00:40:18,794 --> 00:40:24,612
but you&nbsp;might have noticed that the wires in this machine are color-coded
so you can&nbsp;trace where they go.

545
00:40:24,612 --> 00:40:26,498
Let’s follow their path.

546
00:40:26,498 --> 00:40:28,712
This is the spinning target switch.

547
00:40:28,712 --> 00:40:33,096
When closed,&nbsp;it sends power out this gray wire with a red stripe.

548
00:40:33,096 --> 00:40:38,274
It ends up bundled in the harness and&nbsp;comes back out right here at the relay.

549
00:40:38,274 --> 00:40:46,260
There, it’s sent out either through the white&nbsp;wire with a red trace on the right 
or the brown wire with a yellow trace on the left.

550
00:40:46,260 --> 00:40:48,320
Those wires re-enter the harness,

551
00:40:48,320 --> 00:40:54,265
split out towards the back into this small bundle
that's&nbsp;connected through a Jones plug to the backbox,

552
00:40:54,265 --> 00:41:01,669
and sure enough those two wires eventually&nbsp;end up at the coils
 of the 100 and 1,000 point relays.

553
00:41:01,669 --> 00:41:06,295
Which one is connected depends&nbsp;on whether or not the relay is energized.

554
00:41:06,295 --> 00:41:08,765
And here's what that looks like on the&nbsp;schematic.

555
00:41:08,765 --> 00:41:12,727
Power is sent through the spinner switch on the grey and red wire.

556
00:41:12,727 --> 00:41:16,743
That ends up at the make/break switch in the A relay.

557
00:41:16,743 --> 00:41:20,641
The normally closed contact&nbsp;connects over to the 100 point relay,

558
00:41:20,641 --> 00:41:24,428
so the spinning switch will send power there&nbsp;when closed.

559
00:41:24,428 --> 00:41:27,118
But, when the A relay is energized,

560
00:41:27,118 --> 00:41:32,880
power is redirected to the brown and yellow&nbsp;wire
which connects up to the 1,000 point relay.

561
00:41:32,880 --> 00:41:38,520
But the spinning target is only one of three&nbsp;targets
that the A relay will change in value.

562
00:41:38,520 --> 00:41:41,978
There’s also the center target and the kickback&nbsp;lane.

563
00:41:41,978 --> 00:41:49,436
Those targets are worth a set value when none of the letters are lit, 
but if even a single&nbsp;letter is lit they’re worth more points -

564
00:41:49,436 --> 00:41:52,401
in fact, more for every letter that’s lit.

565
00:41:52,401 --> 00:41:56,099
In the case of&nbsp;the center target, it’s 1,000 points for each lit letter,

566
00:41:56,099 --> 00:42:00,432
and the kickback lane awards 10,000 points&nbsp;for each lit letter.

567
00:42:00,432 --> 00:42:06,056
That means that, technically, the targets have six possible values each.

568
00:42:06,421 --> 00:42:10,566
How&nbsp;can this sort of circuitry possibly manage that?

569
00:42:10,566 --> 00:42:13,576
Well, it’s actually simpler than it might seem.

570
00:42:13,576 --> 00:42:16,001
Let’s look at the center target first.

571
00:42:16,001 --> 00:42:20,952
The center target switch sends power to the center target relay, of course,

572
00:42:20,952 --> 00:42:24,719
which is similar to the the 5,000 point relay we looked&nbsp;at earlier.

573
00:42:24,719 --> 00:42:32,673
Once powered it locks itself on, starts the score motor spinning,
hooks the 100 point relay&nbsp;up to the impulse switch on the score motor,

574
00:42:32,673 --> 00:42:37,491
and releases just after the fifth pulse of&nbsp;the 100 point relay.

575
00:42:37,491 --> 00:42:40,162
Thus, it adds 500 points to the score.

576
00:42:40,880 --> 00:42:43,848
But look at the circuit path on the schematic.

577
00:42:43,848 --> 00:42:50,984
Power comes through the impulse switch here,
then we have to follow a grey and&nbsp;white wire to B-19 -

578
00:42:50,984 --> 00:42:52,416
uh, here it is,

579
00:42:52,416 --> 00:43:00,348
and then it has to go through all of these&nbsp;normally closed switches 
before it makes it to the 100 point relay.

580
00:43:00,348 --> 00:43:03,308
If they’re all&nbsp;closed, then we’re fine -

581
00:43:03,308 --> 00:43:05,934
the 100 point relay will be pulsed five times

582
00:43:05,934 --> 00:43:09,346
and we get&nbsp;those 500 points added to the score.

583
00:43:09,346 --> 00:43:14,288
But if any one of the AZTEC letter targets has been&nbsp;hit,

584
00:43:14,288 --> 00:43:17,720
its respective switch in its relay is open,

585
00:43:17,720 --> 00:43:20,509
and since all those switches are wired in series,

586
00:43:20,509 --> 00:43:22,558
this circuit path is broken.

587
00:43:22,558 --> 00:43:24,615
So it no longer works.

588
00:43:24,615 --> 00:43:29,156
Ah, but we get 1000 points for every letter&nbsp;that’s lit.

589
00:43:29,156 --> 00:43:33,850
And we just have to move a little ways up on the schematic to see how that works.

590
00:43:33,850 --> 00:43:39,522
Here again we see switches in the A, Z, T, E, and C relays.

591
00:43:39,522 --> 00:43:44,479
These are normally open, but close&nbsp;when their respective relay is energized.

592
00:43:44,479 --> 00:43:48,129
And right above them we see switches in a circle.

593
00:43:48,129 --> 00:43:51,860
This is how the schematic tells us those are in the score motor.

594
00:43:51,860 --> 00:43:56,439
And the notation tells us where&nbsp;in the score motor those switches are.

595
00:43:56,439 --> 00:44:02,761
The A relay is connected through the index stack, switch B&nbsp;
(that’s the second switch from the bottom).

596
00:44:02,880 --> 00:44:07,916
The Z relay through stack one, switch A
(the bottom&nbsp;switch in the stack).

597
00:44:07,916 --> 00:44:11,178
The T relay through stack 2, switch A.

598
00:44:11,178 --> 00:44:14,147
The E relay through stack 3, switch&nbsp;A.

599
00:44:14,147 --> 00:44:17,572
And the C relay through stack 4, switch A.

600
00:44:17,572 --> 00:44:24,124
We already know that those switch stacks
are&nbsp;actuated by the score motor one at a time in order.

601
00:44:24,124 --> 00:44:29,289
So you can imagine what’s happening here&nbsp;as a sort of scanning sequence.

602
00:44:29,289 --> 00:44:32,729
When the center target is hit and its relay is energized,

603
00:44:32,729 --> 00:44:38,609
each of the letter relays receives a pulse of power at their respective switches.

604
00:44:38,609 --> 00:44:46,657
The A&nbsp;relay receives its pulse immediately
as it’s connected through a normally closed switch at&nbsp;the index position.

605
00:44:46,657 --> 00:44:50,285
But as the motor turns, that switch opens

606
00:44:50,285 --> 00:44:54,142
and then the following&nbsp;relays get pulsed one at a time.

607
00:44:54,142 --> 00:44:58,462
Whichever relays are energized will have this switch closed,

608
00:44:58,462 --> 00:45:06,066
so its respective pulse makes its way through the center target relay
and to the 1,000 point relay coil.

609
00:45:06,066 --> 00:45:10,652
Thus it adds 1,000 point for every lit letter.

610
00:45:10,652 --> 00:45:13,128
This is pretty wild, right?

611
00:45:13,128 --> 00:45:20,517
Despite&nbsp;just being a tangled mess of wires, relays, switches, a motor and some cams,

612
00:45:20,517 --> 00:45:26,842
we have&nbsp;a machine which methodically checks whether each of the five letter targets has been hit

613
00:45:26,842 --> 00:45:29,985
and&nbsp;awards points if it has been.

614
00:45:29,985 --> 00:45:35,088
This results in a unique pattern of dings depending on&nbsp;which targets are lit.

615
00:45:35,088 --> 00:45:39,335
I won’t waste your time any further by going through every&nbsp;possible combination,

616
00:45:39,335 --> 00:45:41,015
but here are a few:

617
00:45:41,525 --> 00:45:42,920
[ding ding / ding ding]

618
00:45:44,378 --> 00:45:45,631
[ding / ding / ding]

619
00:45:47,308 --> 00:45:48,654
[ding/ ding ding ding]

620
00:45:50,221 --> 00:45:51,382
[ding ding ding / ding]

621
00:45:52,585 --> 00:45:58,730
You probably noticed that right alongside
the&nbsp;center target relay in the schematic was the shooter relay.

622
00:45:58,730 --> 00:46:01,768
That’s what I’ve been calling&nbsp;the kickback lane -

623
00:46:01,768 --> 00:46:06,661
Williams decided to refer to this as the shooter
which is very confusing since, y’know,

624
00:46:06,661 --> 00:46:08,330
this is also the shooter.

625
00:46:08,330 --> 00:46:13,577
But anyway, that&nbsp;target works in essentially the exact same way as the center target,

626
00:46:13,577 --> 00:46:18,860
but it pulses the&nbsp;1,000 point relay through the impulse switch
 when no letters are lit

627
00:46:18,860 --> 00:46:20,928
(thus awarding 5,000&nbsp;points)

628
00:46:20,928 --> 00:46:25,047
and pulses the 10,000 point relay for every lit letter.

629
00:46:25,047 --> 00:46:35,469
The only other difference&nbsp;is that the shooter coil gets fired at the end of the sequence through switch 4-E in the&nbsp;score motor to kick the ball out of the target.

630
00:46:35,469 --> 00:46:39,750
While I covered a lot of what this machine does&nbsp;in this video,

631
00:46:39,750 --> 00:46:46,178
it’s probably pretty obvious based on all the other stuff in here
that there’s a lot more to see.

632
00:46:46,178 --> 00:46:52,456
In part 2, we’ll&nbsp;take a look at how the machine manages to do
some of its more complex automated sequences

633
00:46:52,456 --> 00:46:53,699
like this one:

634
00:46:54,246 --> 00:46:55,301
[ding ding ding ding ding /

635
00:46:55,481 --> 00:46:56,334
ding ding ding ding ding /

636
00:46:56,476 --> 00:46:57,267
ding ding ding ding ding /

637
00:46:57,434 --> 00:46:58,333
ding ding ding ding ding /

638
00:46:58,501 --> 00:46:59,368
ding ding ding ding ding

639
00:46:59,368 --> 00:47:01,235
tuck click clack ka-chunky shwhup]

640
00:47:01,235 --> 00:47:05,783
Yep, it added 25,000 points to the score all on its own,

641
00:47:05,783 --> 00:47:10,000
then changed the&nbsp;ball-in-play light from one to two.

642
00:47:10,000 --> 00:47:12,075
Apparently it can count.

643
00:47:12,075 --> 00:47:17,115
And it also knows your&nbsp;score - cross 350,000 points and...

644
00:47:17,115 --> 00:47:19,003
[ding ding *clunk* ding ding]

645
00:47:19,003 --> 00:47:20,989
you’ve won a replay.

646
00:47:20,989 --> 00:47:23,738
Stay tuned for how that all works.

647
00:47:23,738 --> 00:47:27,428
It’s just as nuts as everything you saw here.

648
00:47:27,428 --> 00:47:29,864
Thank you very much for watching.

649
00:47:29,864 --> 00:47:35,535
I hope you&nbsp;enjoyed it and that I’ve been able to help you understand all this nonsense.

650
00:47:35,535 --> 00:47:39,488
The thing&nbsp;is, though, it’s not nonsense - it’s logic!

651
00:47:39,488 --> 00:47:43,331
And that’s part of why I like machines like&nbsp;this so much.

652
00:47:43,331 --> 00:47:49,583
You can actually look at them, pick it apart,
and understand what it’s&nbsp;doing and why.

653
00:47:49,583 --> 00:47:54,214
It blows my mind how folks of the past figured all this out

654
00:47:54,214 --> 00:47:57,479
and got these things&nbsp;manufactured in mass.

655
00:47:57,479 --> 00:48:02,634
And perhaps even more mind-blowing, while this machine is from 1976

656
00:48:02,634 --> 00:48:08,416
most of the tech&nbsp;in here existed in some form back in the 1930’s.

657
00:48:08,416 --> 00:48:13,545
It just got built up in layer after layer&nbsp;
until we arrived at this.

658
00:48:13,545 --> 00:48:14,827
And to be honest,

659
00:48:14,920 --> 00:48:16,814
this machine isn’t that complex.

660
00:48:16,814 --> 00:48:23,721
There are&nbsp;plenty of electromechanical pins out there
which have much deeper rulesets and many&nbsp;more targets.

661
00:48:23,721 --> 00:48:28,005
In fact, twenty years prior to this one getting manufactured,

662
00:48:28,005 --> 00:48:31,785
Bally introduced&nbsp;a game with multiball.

663
00:48:31,785 --> 00:48:33,413
Yeah.

664
00:48:33,413 --> 00:48:37,813
Maybe one day we can take a look at a more complex machine but&nbsp;for now…

665
00:48:37,813 --> 00:48:39,709
I need to go to bed.

666
00:48:40,000 --> 00:48:41,668
G’night everybody.

667
00:48:42,568 --> 00:48:45,126
♫ coin-operatedly smooth jazz ♫

668
00:48:46,301 --> 00:48:49,720
You didn’t know this but I’m even wearing PJs.

669
00:48:52,162 --> 00:48:54,955
You never know what I’ve got on below&nbsp;the desk.

670
00:48:54,955 --> 00:48:56,551
Or behind the pinball…

671
00:48:59,540 --> 00:49:01,060
In fact, 10 copies…

672
00:49:01,060 --> 00:49:01,954
I…

673
00:49:02,793 --> 00:49:04,206
slightly…

674
00:49:04,206 --> 00:49:08,520
ooh, left&nbsp;handed teleprompter control’s gonna throw me off.

675
00:49:08,520 --> 00:49:10,329
Just gonna need to pick this up.

676
00:49:10,329 --> 00:49:13,035
Quite the assortment of weird ob…

677
00:49:13,035 --> 00:49:14,093
ahhhh!

678
00:49:14,093 --> 00:49:17,868
We can slide the glass out and the playfield will&nbsp;simpy lift right up.

679
00:49:17,868 --> 00:49:20,039
I botched the word “simply”

680
00:49:20,039 --> 00:49:22,510
To find… de ber da ka ta ka da bakatakaww

681
00:49:22,510 --> 00:49:24,401
And just a bit, I promised.

682
00:49:24,401 --> 00:49:25,815
Promised?

683
00:49:26,070 --> 00:49:27,713
That’s not the… what?

684
00:49:27,968 --> 00:49:33,251
Large rings may be stretched across two or more posts to create&nbsp;a linear barrier,

685
00:49:33,251 --> 00:49:37,011
but sometimes that sounds weird and I’m gonna start over.

686
00:49:37,011 --> 00:49:40,814
But you’ll find plenty of individual rings with their own rings, too.

687
00:49:42,017 --> 00:49:44,646
Well, this line’s not going great!

688
00:49:44,646 --> 00:49:47,404
And that advances the mechanism by one&nbsp;step.

689
00:49:47,951 --> 00:49:51,067
It, or it would if I weren’t so clumsy.

690
00:49:52,853 --> 00:49:56,209
Ever since I was a young boy,
I've played the silver ball.

691
00:49:56,209 --> 00:49:59,077
But sadly I got started
long into its downfall

692
00:49:59,077 --> 00:50:02,411
and you really couldn't find 'em
in many amusement halls

693
00:50:02,411 --> 00:50:06,109
but that wouldn't stop me:
just hadda play pinball!

694
00:50:06,109 --> 00:50:08,238
[imagined guitar riff clashes with soprano sax]

