WEBVTT
Kind: captions
Language: en

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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).

00:10:28.179 --> 00:10:30.919
All of these award points when&nbsp;they’re hit,

00:10:30.919 --> 00:10:35.880
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.

00:10:50.784 --> 00:10:54.479
I’ve just not gotten around to ordering the right&nbsp;piece of glass for it yet.

00:10:54.479 --> 00:11:00.114
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.

00:11:47.536 --> 00:11:53.748
A small solenoid (a type of electromagnet) pulls on&nbsp;a plunger 
when electric current runs through it,

00:11:53.748 --> 00:11:57.449
and that advances the mechanism by one step.

00:11:57.449 --> 00:12:03.121
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

00:12:33.292 --> 00:12:35.973
when the button&nbsp;is depressed by the weight of the ball.

00:12:36.229 --> 00:12:41.613
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.

00:12:47.267 --> 00:12:49.030
But that’s not all that happened.

00:12:49.030 --> 00:12:51.419
A bell rang at the same time.

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

00:12:55.658 --> 00:12:58.491
This is a unit with chimes.

00:12:58.491 --> 00:13:03.672
Each of its three chimes has a solenoid sitting below it
and when power is sent to the coil

00:13:03.672 --> 00:13:08.143
it&nbsp;flings a plunger up into the chime which gives it a right smack.

00:13:08.143 --> 00:13:10.421
[Three dings, a la the NBC&nbsp;theme]

00:13:10.421 --> 00:13:12.580
That certainly rings a bell.

00:13:12.580 --> 00:13:21.887
Since two solenoids were fired with one switch - 
solenoids&nbsp;that draw a lot of current and are located in two very different places -

00:13:21.887 --> 00:13:25.312
the switch on the&nbsp;playfield isn’t what’s powering them.

00:13:25.312 --> 00:13:28.749
Instead, the playfield switch powers a relay.

00:13:28.749 --> 00:13:33.391
Specifically,&nbsp;the 100 point relay which lives in the backbox.

00:13:33.391 --> 00:13:36.263
Relays are switches that are actuated&nbsp;with

00:13:36.263 --> 00:13:37.547
- wait for it -

00:13:37.547 --> 00:13:39.471
an electromagnet!

00:13:39.471 --> 00:13:44.520
A coil of wire creates a magnetic field when&nbsp;it’s energized
which pulls on an armature,

00:13:44.640 --> 00:13:48.143
and that in turn actuates a series of&nbsp;switches.

00:13:48.143 --> 00:13:51.737
Sometimes relays are simple, and sometimes they’re not.

00:13:51.737 --> 00:13:53.616
In pinball machines&nbsp;like this,

00:13:53.616 --> 00:13:55.154
** they’re not **

00:13:55.154 --> 00:13:58.215
Pinball pushes relays to their conceptual limit

00:13:58.215 --> 00:14:02.867
using them to create&nbsp;the game logic and do countless other tasks,

00:14:02.867 --> 00:14:06.393
but that’s a big part of why I like these machines so much.

00:14:06.393 --> 00:14:12.838
Notice that some of these switches are normally open
and the contacts close when the&nbsp;relay is energized,

00:14:12.838 --> 00:14:15.292
but some of them are just the opposite.

00:14:15.292 --> 00:14:18.970
There’s even a third option - make/break&nbsp;switches.

00:14:18.970 --> 00:14:21.214
We’ll see some of those later.

00:14:21.214 --> 00:14:25.527
In this case, the switch on the playfield,&nbsp;
since it was worth 100 points,

00:14:25.527 --> 00:14:29.593
completed a circuit to energize the 100 point relay.

00:14:29.593 --> 00:14:34.152
When&nbsp;that pulled on its armature, these two switch contacts closed

00:14:34.152 --> 00:14:40.016
which completed a circuit both&nbsp;to the hundreds position score reel
and the small chime.

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.

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.

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.

00:15:03.812 --> 00:15:06.552
In fact there are six.

00:15:06.680 --> 00:15:11.541
One of these additional switches is there 
to&nbsp;ensure the score reel actually moves.

00:15:11.541 --> 00:15:15.173
Solenoids are fast, but they’re not instantaneous.

00:15:15.173 --> 00:15:18.195
If&nbsp;the ball just brushes up against a target,

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.

00:15:27.706 --> 00:15:33.622
So, these two contacts actually provide a way for the relay to power itself.

00:15:33.622 --> 00:15:37.321
If I bridge&nbsp;them with a screwdriver you’ll see it pull in.

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.

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.

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.

00:16:00.144 --> 00:16:05.172
At that point it breaks the circuit&nbsp;powering the relay, so the relay lets go.

00:16:05.172 --> 00:16:08.732
Here’s what that looks like on the&nbsp;schematic for the machine.

00:16:08.732 --> 00:16:14.181
Full disclosure, 
I’ve made some alterations to this and hidden a&nbsp;fair bit

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.

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

00:16:29.953 --> 00:16:33.555
(though it’s AC so&nbsp;it flows in both directions).

00:16:33.555 --> 00:16:37.002
The 100 point relay coil is right here.

00:16:37.002 --> 00:16:41.574
It will become energized when&nbsp;any of these switches close.

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.

00:16:48.522 --> 00:16:52.727
But this switch is labeled "100 point relay."

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.

00:16:59.102 --> 00:17:02.416
So, it closes when the relay energizes,

00:17:02.416 --> 00:17:06.089
and since it also provides power to the relay&nbsp;coil,

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.

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.

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,

00:17:28.254 --> 00:17:32.918
the relay&nbsp;will lose that bypass signal and de-energize.

00:17:32.918 --> 00:17:37.557
Another contact in the relay has to do with the&nbsp;number 9.

00:17:37.557 --> 00:17:44.344
The score reels are not mechanically linked - 
each one operates entirely independently&nbsp;of the others.

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

00:17:52.271 --> 00:17:56.295
so two reels have to move in order to display that sum.

00:17:56.295 --> 00:18:01.312
[dings]&nbsp;
They do - and did you notice that two bells rang this time?

00:18:01.312 --> 00:18:04.734
[ding… ding… ding…

00:18:05.609 --> 00:18:08.161
dongs]

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 - 

00:18:14.961 --> 00:18:20.461
but only&nbsp;when the 100 point score reel is on the number 9.

00:18:20.461 --> 00:18:24.407
Look back at the score reel and you’ll find a&nbsp;stack of switches

00:18:24.407 --> 00:18:27.093
(which we call a switch stack, oddly enough)

00:18:27.093 --> 00:18:28.895
sitting near the top.

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.

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.

00:18:43.906 --> 00:18:45.953
Take a look at the schematic again.

00:18:45.953 --> 00:18:49.195
These are&nbsp;the 9th position switches on the score reels,

00:18:49.320 --> 00:18:53.995
and you’ll see that they connect to that&nbsp;switch within the 100 point relay.

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;

00:19:01.000 --> 00:19:04.252
then the next time the 100 point relay&nbsp;fires,

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.

00:19:13.096 --> 00:19:16.746
All of the succeeding score reels&nbsp;have this interlock,

00:19:16.746 --> 00:19:22.054
so a score of 99,990 will correctly roll to 100,000

00:19:22.054 --> 00:19:24.381
when a single 10-point&nbsp;bumper is hit.

00:19:24.381 --> 00:19:28.303
[three chimes and a loud clack]

00:19:28.303 --> 00:19:30.212
Speaking of the 10-point bumpers,

00:19:30.212 --> 00:19:34.613
now’s&nbsp;a good time to go over the various target types on the playfield.

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.

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,

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,

00:19:53.842 --> 00:19:58.907
and also steps the number match unit...

00:19:58.907 --> 00:20:00.393
Don’t worry about&nbsp;that yet.

00:20:00.393 --> 00:20:02.924
Uh, there’s a lot going on in here!

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,

00:20:08.395 --> 00:20:12.969
but one of the switch contacts is&nbsp;attached to the face of the target.

00:20:12.969 --> 00:20:16.111
The gap between the contacts here is important;

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.

00:20:22.397 --> 00:20:27.413
But if they’re too close, simply brushing against the target will register as a hit.

00:20:27.413 --> 00:20:30.617
So it’s&nbsp;generally best to be somewhere in the middle.

00:20:30.617 --> 00:20:34.828
The rollover lanes are essentially the same thing&nbsp;as the rollover buttons,

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.

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.

00:20:47.610 --> 00:20:51.297
Generally the ball can travel over these in&nbsp;either direction,

00:20:51.297 --> 00:20:55.975
but you’ll notice that the designers had an evil streak with the outlanes.

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.

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,

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.

00:21:16.517 --> 00:21:18.035
Boo!

00:21:18.035 --> 00:21:24.357
The spinning target, while very different in its&nbsp;execution,
is similar to the rollover lanes.

00:21:24.357 --> 00:21:30.055
The metal plate that the ball hits is attached&nbsp;to an eccentric… axle? I guess?

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.

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,

00:21:42.262 --> 00:21:46.574
repeatedly connecting and disconnecting the two contacts as it spins.

00:21:46.574 --> 00:21:50.648
When this target&nbsp;is hit just right, it’s quite the show.

00:21:50.648 --> 00:21:54.936
[rapid clacking and dinging]

00:21:54.936 --> 00:21:57.238
But not quite the show that the pop bump-

00:21:57.238 --> 00:21:59.885
I mean&nbsp;jet bumpers can put on.

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.

00:22:06.710 --> 00:22:10.811
They’re triggered by a circular platform known as the skirt.

00:22:10.811 --> 00:22:15.877
This is&nbsp;attached to a stick resting in a bowl below the playfield.

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,

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.

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.

00:22:38.791 --> 00:22:44.021
When that occurs, the ball finds itself&nbsp;between that ring and the skirt.

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.

00:22:51.157 --> 00:22:54.381
Since the ring is angled at roughly 45&nbsp;degrees,

00:22:54.381 --> 00:22:57.358
the ball gets flung away from the bumper.

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.

00:23:06.861 --> 00:23:08.919
This wasn’t always standard practice, though,

00:23:08.919 --> 00:23:13.515
so many older&nbsp;games exhibit severe wear around the bumpers.

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.

00:23:19.752 --> 00:23:22.491
It’s just like the targets we’ve been&nbsp;looking at,

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.

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,

00:23:35.345 --> 00:23:40.019
which locks on in a similar fashion to the points relays we looked at earlier.

00:23:40.019 --> 00:23:43.484
A contact&nbsp;within that pop bumper relay awards points,

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.

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.

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,

00:24:02.212 --> 00:24:07.112
so it kinda-sorta&nbsp;half-fires and it doesn’t award points.

00:24:07.112 --> 00:24:10.379
And finally, we have the slingshots.

00:24:10.379 --> 00:24:16.070
These&nbsp;dastardly things are hardly a target worth hitting as they only score 10 points,

00:24:16.070 --> 00:24:21.884
and they&nbsp;have a nasty habit of flinging the ball right into the outlanes.

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.

00:24:28.817 --> 00:24:33.935
In the center of the&nbsp;long edge is a kicker just behind the rubber ring.

00:24:33.935 --> 00:24:37.555
The kicker is flanked on either side by two switch&nbsp;contacts.

00:24:37.555 --> 00:24:41.647
When the ball hits the rubber ring and either of those switches close,

00:24:41.647 --> 00:24:46.063
power is sent to&nbsp;a solenoid below which pushes the kicker outward,

00:24:46.063 --> 00:24:49.954
stretching the rubber ring and flinging&nbsp;the ball away.

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,

00:24:56.467 --> 00:25:00.761
and the switches behind the rubber&nbsp;only provide power to the solenoid.

00:25:00.761 --> 00:25:04.301
Oh, right, I forgot about the kickback&nbsp;lane here.

00:25:04.301 --> 00:25:09.164
This thing is sort of a combo
of the slingshot kicker and a rollover&nbsp;lane.

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.

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.

00:25:27.103 --> 00:25:31.737
A bridge rectifier&nbsp;and capacitor are attached to the underside of the playfield

00:25:31.737 --> 00:25:36.741
which means that there is in fact&nbsp;a single semiconductor in this machine!

00:25:36.741 --> 00:25:39.920
Or four depending on how you wanna define things.

00:25:39.920 --> 00:25:45.388
It&nbsp;turns out that solenoids powered by DC can be stronger than AC-powered ones,

00:25:45.388 --> 00:25:49.184
and Williams&nbsp;began tinkering with them around this time.

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.

00:25:54.839 --> 00:25:59.743
Everything else,&nbsp;including the flippers, is powered by 24 volts AC.

00:25:59.743 --> 00:26:02.151
And why don’t we talk about the flippers?

00:26:02.151 --> 00:26:06.867
As with pretty much everything that moves,
they’re powered by a solenoid.

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.

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.

00:26:18.082 --> 00:26:22.192
Then they pull&nbsp;on a linkage, and the flipper bat pops up.

00:26:22.192 --> 00:26:25.020
Flipper coils, though, are unique.

00:26:25.020 --> 00:26:29.175
See, a strong solenoid&nbsp;needs quite a lot of power.

00:26:29.175 --> 00:26:32.116
That means they get hot over time.

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.

00:26:38.880 --> 00:26:41.575
But&nbsp;the flippers are controlled by the player,

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.

00:26:47.334 --> 00:26:50.366
That could cause the coils to overheat.

00:26:50.366 --> 00:26:53.368
And coils&nbsp;that overheat tend to get melty,

00:26:53.368 --> 00:26:55.076
then smoky,

00:26:55.076 --> 00:26:58.416
and on rare occasions, firy.

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)

00:27:07.377 --> 00:27:12.437
but we want the flippers to be able to stay up without&nbsp;causing any trouble.

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.

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.

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.

00:27:31.418 --> 00:27:34.179
This bypasses half of the coil’s length,

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.

00:27:40.720 --> 00:27:44.952
That might seem backwards but that’s just how solenoids work.

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.

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.

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.

00:28:06.006 --> 00:28:08.142
And for a demonstration of this principle,

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.

00:28:13.814 --> 00:28:15.071
[buzz

00:28:15.071 --> 00:28:15.571
BZZTTZZTTZZZ

00:28:15.571 --> 00:28:16.071
buzz

00:28:16.071 --> 00:28:16.571
BZZTTZZTTZZZ

00:28:16.571 --> 00:28:17.071
buzz

00:28:17.071 --> 00:28:17.788
BRRRRRGGGGGHHH

00:28:17.788 --> 00:28:18.337
buzz

00:28:18.337 --> 00:28:19.257
BRRRRGHHHHH

00:28:19.257 --> 00:28:20.000
buzz]

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!

00:28:26.479 --> 00:28:30.238
At this point, we’ve looked at how&nbsp;everything on the playfield works,

00:28:30.238 --> 00:28:32.816
we’ve seen how the machine shows you your&nbsp;score,

00:28:32.816 --> 00:28:35.979
and we’ve seen how points get added to it.

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.

00:28:40.768 --> 00:28:44.466
Which you might have been able to tell by all&nbsp;the stuff inside.

00:28:44.466 --> 00:28:50.271
There are layers and layers of complexity built atop the basic scoring&nbsp;functions.

00:28:50.271 --> 00:28:53.789
For instance, the machine has to know how to count.

00:28:53.789 --> 00:28:57.097
You get three balls per game&nbsp;and then it ends.

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—

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.

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,

00:29:16.058 --> 00:29:20.561
but can be advanced when you hit certain targets in increments of 5,000.

00:29:20.926 --> 00:29:24.056
And I think that’s a&nbsp;good place to move to next:

00:29:24.056 --> 00:29:26.190
the number five.

00:29:26.190 --> 00:29:27.703
Here, watch this.

00:29:27.703 --> 00:29:29.828
[bell rings five times]

00:29:30.411 --> 00:29:33.013
How&nbsp;on earth do you suppose that happened?

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.

00:29:39.827 --> 00:29:42.206
[ding ding ding ding ding]

00:29:42.206 --> 00:29:45.436
Well, remember that ticking it was doing in the beginning?

00:29:45.436 --> 00:29:48.841
Perhaps you noticed&nbsp;it happened in groups of five.

00:29:48.841 --> 00:29:50.389
Listen again.

00:29:50.389 --> 00:29:55.053
[clacking noises in quintuplets, plus a humming sound]

00:29:55.334 --> 00:29:59.726
Turns out the number 5 appears all over the place.

00:29:59.726 --> 00:30:02.103
This target is worth five hundred points,

00:30:02.103 --> 00:30:06.349
this lane scores 5,000, as does the kickback target.

00:30:06.349 --> 00:30:09.452
The bonus values increment in steps of 5,000 points.

00:30:09.452 --> 00:30:12.613
And then there’s this thing's name: AZTEC.

00:30:12.613 --> 00:30:14.269
That&nbsp;has five letters in it.

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.

00:30:20.834 --> 00:30:23.279
How... how is it doing all that?

00:30:23.279 --> 00:30:26.613
And why does everything happen in fives?

00:30:26.613 --> 00:30:31.297
Well,&nbsp;it’s time I introduce you to the score motor.

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.

00:30:37.798 --> 00:30:42.840
The score motor consists of an electric&nbsp;motor which,
through a speed-reduction gearbox,

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.

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.

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.

00:31:05.755 --> 00:31:09.625
Ah, sequence - what a good word!

00:31:09.625 --> 00:31:13.462
That is&nbsp;pretty much the whole idea of the score motor.

00:31:13.462 --> 00:31:17.007
It allows things to happen automatically&nbsp;in a sequence.

00:31:17.007 --> 00:31:22.039
On every one of the eight cams there are a series of divots or bumps.

00:31:22.039 --> 00:31:25.798
These will actuate the switch stacks as the cam rotates:

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,

00:31:32.864 --> 00:31:35.882
or, in the&nbsp;case of the two impulse cams at the far right,

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.

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,

00:31:48.976 --> 00:31:50.732
one two three four five,

00:31:50.732 --> 00:31:56.594
and impulse and impulse&nbsp;forward are bumped five times with every rotation.

00:31:56.594 --> 00:32:01.686
The index cam on the far left is critical for the&nbsp;score motor’s functions.

00:32:01.686 --> 00:32:06.139
The switch on the top of this stack is the Motor Run switch.

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.

00:32:10.985 --> 00:32:16.551
When closed, it provides power&nbsp;to the motor and thus it will run - and crucially,

00:32:16.551 --> 00:32:21.351
that switch is closed whenever the motor is&nbsp;out of its parked position.

00:32:21.351 --> 00:32:23.428
Once it gets back to the park position,

00:32:23.428 --> 00:32:28.802
the switch stack&nbsp;falls into the divot,
that switch opens, and the motor stops.

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.

00:32:37.607 --> 00:32:40.084
It even works if I just push on it.

00:32:40.084 --> 00:32:45.884
[rapid clicking and motor noise]

00:32:45.884 --> 00:32:47.858
But you’ll&nbsp;notice that when I did that…

00:32:47.858 --> 00:32:49.266
[chickachickachickachickachickachunk]

00:32:49.266 --> 00:32:51.366
nothing happened.

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.

00:32:59.920 --> 00:33:02.989
With the exception of the&nbsp;motor run switch,

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.

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.

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.

00:33:28.630 --> 00:33:31.534
And what does it use to make that happen?

00:33:31.534 --> 00:33:33.847
That’s right, relays!

00:33:33.847 --> 00:33:36.655
That’s why there are so&nbsp;many of them in this machine.

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.

00:33:47.656 --> 00:33:51.464
Take this rollover worth 5,000 points as an example.

00:33:51.464 --> 00:33:56.174
You’ll never guess what the 5,000 point&nbsp;rollover switch completes a circuit to.

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.

00:34:01.495 --> 00:34:06.602
This relay has three switch contacts
which all connect to&nbsp;the score motor.

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.

00:34:12.544 --> 00:34:18.369
[motor runs in bursts]

00:34:18.369 --> 00:34:22.285
The switch on the left is yet another&nbsp;relay interlock.

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,

00:34:26.880 --> 00:34:27.501
[CLACK]

00:34:27.501 --> 00:34:31.447
but once these contacts are touching, the relay&nbsp;keeps itself powered.

00:34:31.447 --> 00:34:36.597
If I bridge these contacts, you’ll see the relay pull in and lock itself on.

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:

00:34:42.949 --> 00:34:48.012
it keeps the relay energized until its task is actually complete.

00:34:48.012 --> 00:34:51.639
And right now, I’ve&nbsp;disabled the score motor.

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.

00:34:58.858 --> 00:35:03.252
Its task, remember, is to add 5,000 points to&nbsp;the score.

00:35:03.252 --> 00:35:07.317
And the middle contact in the relay is what makes that possible.

00:35:07.317 --> 00:35:11.858
When closed, this&nbsp;connects the 1,000 point relay in the backbox

00:35:11.858 --> 00:35:15.818
to this switch on top of the impulse cam of the&nbsp;score motor.

00:35:15.818 --> 00:35:19.919
When I plug the score motor back in, the cams begin rotating

00:35:19.919 --> 00:35:24.116
and since the impulse&nbsp;cam actuates its switch stack five times,

00:35:24.116 --> 00:35:28.454
the 1,000 point relay will receive five pulses&nbsp;through this switch.

00:35:28.673 --> 00:35:35.431
[five clacks and dings]

00:35:35.431 --> 00:35:40.125
And right after it sends the fifth pulse, the relay lets go.

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.

00:35:48.768 --> 00:35:53.555
Once cam five is actuated, that switch is broken so the relay&nbsp;
releases.

00:35:53.555 --> 00:35:56.206
And now the machine is at rest.

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.

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.

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.

00:36:16.914 --> 00:36:21.649
It also connects&nbsp;the impulse switch through to the 1,000 point relay.

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.

00:36:28.967 --> 00:36:35.547
But the relay’s still locked on because cam 5 hasn't been actuated yet.

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.

00:36:42.215 --> 00:36:43.242
[buzz/ding....

00:36:43.242 --> 00:36:44.385
clunk]

00:36:47.519 --> 00:36:48.074
[ding]

00:36:48.074 --> 00:36:48.724
[clunk]

00:36:52.223 --> 00:36:53.913
[ding/buzzzzz]

00:36:53.913 --> 00:36:54.771
[clunk]

00:36:55.464 --> 00:36:57.055
[click]

00:36:57.565 --> 00:37:00.922
As you can imagine, the timing here is critical

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

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.)

00:37:15.320 --> 00:37:20.908
With the score motor re-enabled, this&nbsp;all happens quickly and automatically.

00:37:20.908 --> 00:37:25.411
I hope you can appreciate how amazingly&nbsp;bonkers this is.

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.

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,

00:37:39.889 --> 00:37:42.653
and we’re how long into this video?

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.

00:37:48.394 --> 00:37:50.998
So there will definitely be a second part.

00:37:50.998 --> 00:37:55.143
But before we&nbsp;conclude here, let’s talk about the AZTEC targets,

00:37:55.143 --> 00:37:57.283
how they light up their respective letters,

00:37:57.283 --> 00:38:00.800
and why that changes what other targets do.

00:38:00.800 --> 00:38:06.125
By now, I hope you know what the switches in&nbsp;these targets send power to.

00:38:06.125 --> 00:38:07.666
Say it with me now,

00:38:07.666 --> 00:38:09.077
relays!

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.

00:38:14.326 --> 00:38:15.773
Here’s the A relay,

00:38:15.773 --> 00:38:16.978
the Z relay,

00:38:16.978 --> 00:38:18.032
the&nbsp;T relay,

00:38:18.032 --> 00:38:19.332
the E relay,

00:38:19.332 --> 00:38:21.168
and the C relay.

00:38:21.168 --> 00:38:24.553
For now, let’s just focus on the A relay.

00:38:24.553 --> 00:38:28.907
This single relay&nbsp;features all three kinds of switch contacts.

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.

00:38:36.397 --> 00:38:40.823
Then we have a normally closed&nbsp;switch - this one does just the opposite.

00:38:40.823 --> 00:38:44.202
But the two on the right are make/break switches.

00:38:44.202 --> 00:38:48.742
The relay moves the center blade,
and instead of turning something on or off,

00:38:48.742 --> 00:38:53.006
it redirects&nbsp;the flow of power from one place to another.

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.

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.

00:39:05.978 --> 00:39:10.939
And this&nbsp;relay will stay locked on until the end of the ball-in-play.

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.

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.

00:39:26.560 --> 00:39:33.799
The A rollover lane is marked “Lites A,”
1000, and&nbsp;“Lites Spinning Target.”

00:39:33.799 --> 00:39:36.380
Obviously that means it lights some things up,

00:39:36.380 --> 00:39:39.737
but it also makes this&nbsp;light go out.

00:39:39.737 --> 00:39:43.820
It’s this make/break switch that changes which lights are lit.

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.

00:39:50.658 --> 00:39:52.935
But&nbsp;once I hit it and the relay locked on,

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.

00:40:00.123 --> 00:40:05.133
Lighting the spinner target changed its point&nbsp;value from 100 to 1,000 points.

00:40:05.133 --> 00:40:06.337
How?

00:40:06.337 --> 00:40:09.522
Well, that's what the other make/break switch&nbsp;did.

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.

00:40:16.299 --> 00:40:18.794
Now, I could just tell you that,

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.

00:40:24.612 --> 00:40:26.498
Let’s follow their path.

00:40:26.498 --> 00:40:28.712
This is the spinning target switch.

00:40:28.712 --> 00:40:33.096
When closed,&nbsp;it sends power out this gray wire with a red stripe.

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.

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.

00:40:46.260 --> 00:40:48.320
Those wires re-enter the harness,

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,

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.

00:41:01.669 --> 00:41:06.295
Which one is connected depends&nbsp;on whether or not the relay is energized.

00:41:06.295 --> 00:41:08.765
And here's what that looks like on the&nbsp;schematic.

00:41:08.765 --> 00:41:12.727
Power is sent through the spinner switch on the grey and red wire.

00:41:12.727 --> 00:41:16.743
That ends up at the make/break switch in the A relay.

00:41:16.743 --> 00:41:20.641
The normally closed contact&nbsp;connects over to the 100 point relay,

00:41:20.641 --> 00:41:24.428
so the spinning switch will send power there&nbsp;when closed.

00:41:24.428 --> 00:41:27.118
But, when the A relay is energized,

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.

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.

00:41:38.520 --> 00:41:41.978
There’s also the center target and the kickback&nbsp;lane.

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 -

00:41:49.436 --> 00:41:52.401
in fact, more for every letter that’s lit.

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,

00:41:56.099 --> 00:42:00.432
and the kickback lane awards 10,000 points&nbsp;for each lit letter.

00:42:00.432 --> 00:42:06.056
That means that, technically, the targets have six possible values each.

00:42:06.421 --> 00:42:10.566
How&nbsp;can this sort of circuitry possibly manage that?

00:42:10.566 --> 00:42:13.576
Well, it’s actually simpler than it might seem.

00:42:13.576 --> 00:42:16.001
Let’s look at the center target first.

00:42:16.001 --> 00:42:20.952
The center target switch sends power to the center target relay, of course,

00:42:20.952 --> 00:42:24.719
which is similar to the the 5,000 point relay we looked&nbsp;at earlier.

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,

00:42:32.673 --> 00:42:37.491
and releases just after the fifth pulse of&nbsp;the 100 point relay.

00:42:37.491 --> 00:42:40.162
Thus, it adds 500 points to the score.

00:42:40.880 --> 00:42:43.848
But look at the circuit path on the schematic.

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 -

00:42:50.984 --> 00:42:52.416
uh, here it is,

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.

00:43:00.348 --> 00:43:03.308
If they’re all&nbsp;closed, then we’re fine -

00:43:03.308 --> 00:43:05.934
the 100 point relay will be pulsed five times

00:43:05.934 --> 00:43:09.346
and we get&nbsp;those 500 points added to the score.

00:43:09.346 --> 00:43:14.288
But if any one of the AZTEC letter targets has been&nbsp;hit,

00:43:14.288 --> 00:43:17.720
its respective switch in its relay is open,

00:43:17.720 --> 00:43:20.509
and since all those switches are wired in series,

00:43:20.509 --> 00:43:22.558
this circuit path is broken.

00:43:22.558 --> 00:43:24.615
So it no longer works.

00:43:24.615 --> 00:43:29.156
Ah, but we get 1000 points for every letter&nbsp;that’s lit.

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.

00:43:33.850 --> 00:43:39.522
Here again we see switches in the A, Z, T, E, and C relays.

00:43:39.522 --> 00:43:44.479
These are normally open, but close&nbsp;when their respective relay is energized.

00:43:44.479 --> 00:43:48.129
And right above them we see switches in a circle.

00:43:48.129 --> 00:43:51.860
This is how the schematic tells us those are in the score motor.

00:43:51.860 --> 00:43:56.439
And the notation tells us where&nbsp;in the score motor those switches are.

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).

00:44:02.880 --> 00:44:07.916
The Z relay through stack one, switch A
(the bottom&nbsp;switch in the stack).

00:44:07.916 --> 00:44:11.178
The T relay through stack 2, switch A.

00:44:11.178 --> 00:44:14.147
The E relay through stack 3, switch&nbsp;A.

00:44:14.147 --> 00:44:17.572
And the C relay through stack 4, switch A.

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.

00:44:24.124 --> 00:44:29.289
So you can imagine what’s happening here&nbsp;as a sort of scanning sequence.

00:44:29.289 --> 00:44:32.729
When the center target is hit and its relay is energized,

00:44:32.729 --> 00:44:38.609
each of the letter relays receives a pulse of power at their respective switches.

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.

00:44:46.657 --> 00:44:50.285
But as the motor turns, that switch opens

00:44:50.285 --> 00:44:54.142
and then the following&nbsp;relays get pulsed one at a time.

00:44:54.142 --> 00:44:58.462
Whichever relays are energized will have this switch closed,

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.

00:45:06.066 --> 00:45:10.652
Thus it adds 1,000 point for every lit letter.

00:45:10.652 --> 00:45:13.128
This is pretty wild, right?

00:45:13.128 --> 00:45:20.517
Despite&nbsp;just being a tangled mess of wires, relays, switches, a motor and some cams,

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

00:45:26.842 --> 00:45:29.985
and&nbsp;awards points if it has been.

00:45:29.985 --> 00:45:35.088
This results in a unique pattern of dings depending on&nbsp;which targets are lit.

00:45:35.088 --> 00:45:39.335
I won’t waste your time any further by going through every&nbsp;possible combination,

00:45:39.335 --> 00:45:41.015
but here are a few:

00:45:41.525 --> 00:45:42.920
[ding ding / ding ding]

00:45:44.378 --> 00:45:45.631
[ding / ding / ding]

00:45:47.308 --> 00:45:48.654
[ding/ ding ding ding]

00:45:50.221 --> 00:45:51.382
[ding ding ding / ding]

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.

00:45:58.730 --> 00:46:01.768
That’s what I’ve been calling&nbsp;the kickback lane -

00:46:01.768 --> 00:46:06.661
Williams decided to refer to this as the shooter
which is very confusing since, y’know,

00:46:06.661 --> 00:46:08.330
this is also the shooter.

00:46:08.330 --> 00:46:13.577
But anyway, that&nbsp;target works in essentially the exact same way as the center target,

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

00:46:18.860 --> 00:46:20.928
(thus awarding 5,000&nbsp;points)

00:46:20.928 --> 00:46:25.047
and pulses the 10,000 point relay for every lit letter.

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.

00:46:35.469 --> 00:46:39.750
While I covered a lot of what this machine does&nbsp;in this video,

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.

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

00:46:52.456 --> 00:46:53.699
like this one:

00:46:54.246 --> 00:46:55.301
[ding ding ding ding ding /

00:46:55.481 --> 00:46:56.334
ding ding ding ding ding /

00:46:56.476 --> 00:46:57.267
ding ding ding ding ding /

00:46:57.434 --> 00:46:58.333
ding ding ding ding ding /

00:46:58.501 --> 00:46:59.368
ding ding ding ding ding

00:46:59.368 --> 00:47:01.235
tuck click clack ka-chunky shwhup]

00:47:01.235 --> 00:47:05.783
Yep, it added 25,000 points to the score all on its own,

00:47:05.783 --> 00:47:10.000
then changed the&nbsp;ball-in-play light from one to two.

00:47:10.000 --> 00:47:12.075
Apparently it can count.

00:47:12.075 --> 00:47:17.115
And it also knows your&nbsp;score - cross 350,000 points and...

00:47:17.115 --> 00:47:19.003
[ding ding *clunk* ding ding]

00:47:19.003 --> 00:47:20.989
you’ve won a replay.

00:47:20.989 --> 00:47:23.738
Stay tuned for how that all works.

00:47:23.738 --> 00:47:27.428
It’s just as nuts as everything you saw here.

00:47:27.428 --> 00:47:29.864
Thank you very much for watching.

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.

00:47:35.535 --> 00:47:39.488
The thing&nbsp;is, though, it’s not nonsense - it’s logic!

00:47:39.488 --> 00:47:43.331
And that’s part of why I like machines like&nbsp;this so much.

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.

00:47:49.583 --> 00:47:54.214
It blows my mind how folks of the past figured all this out

00:47:54.214 --> 00:47:57.479
and got these things&nbsp;manufactured in mass.

00:47:57.479 --> 00:48:02.634
And perhaps even more mind-blowing, while this machine is from 1976

00:48:02.634 --> 00:48:08.416
most of the tech&nbsp;in here existed in some form back in the 1930’s.

00:48:08.416 --> 00:48:13.545
It just got built up in layer after layer&nbsp;
until we arrived at this.

00:48:13.545 --> 00:48:14.827
And to be honest,

00:48:14.920 --> 00:48:16.814
this machine isn’t that complex.

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.

00:48:23.721 --> 00:48:28.005
In fact, twenty years prior to this one getting manufactured,

00:48:28.005 --> 00:48:31.785
Bally introduced&nbsp;a game with multiball.

00:48:31.785 --> 00:48:33.413
Yeah.

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…

00:48:37.813 --> 00:48:39.709
I need to go to bed.

00:48:40.000 --> 00:48:41.668
G’night everybody.

00:48:42.568 --> 00:48:45.126
♫ coin-operatedly smooth jazz ♫

00:48:46.301 --> 00:48:49.720
You didn’t know this but I’m even wearing PJs.

00:48:52.162 --> 00:48:54.955
You never know what I’ve got on below&nbsp;the desk.

00:48:54.955 --> 00:48:56.551
Or behind the pinball…

00:48:59.540 --> 00:49:01.060
In fact, 10 copies…

00:49:01.060 --> 00:49:01.954
I…

00:49:02.793 --> 00:49:04.206
slightly…

00:49:04.206 --> 00:49:08.520
ooh, left&nbsp;handed teleprompter control’s gonna throw me off.

00:49:08.520 --> 00:49:10.329
Just gonna need to pick this up.

00:49:10.329 --> 00:49:13.035
Quite the assortment of weird ob…

00:49:13.035 --> 00:49:14.093
ahhhh!

00:49:14.093 --> 00:49:17.868
We can slide the glass out and the playfield will&nbsp;simpy lift right up.

00:49:17.868 --> 00:49:20.039
I botched the word “simply”

00:49:20.039 --> 00:49:22.510
To find… de ber da ka ta ka da bakatakaww

00:49:22.510 --> 00:49:24.401
And just a bit, I promised.

00:49:24.401 --> 00:49:25.815
Promised?

00:49:26.070 --> 00:49:27.713
That’s not the… what?

00:49:27.968 --> 00:49:33.251
Large rings may be stretched across two or more posts to create&nbsp;a linear barrier,

00:49:33.251 --> 00:49:37.011
but sometimes that sounds weird and I’m gonna start over.

00:49:37.011 --> 00:49:40.814
But you’ll find plenty of individual rings with their own rings, too.

00:49:42.017 --> 00:49:44.646
Well, this line’s not going great!

00:49:44.646 --> 00:49:47.404
And that advances the mechanism by one&nbsp;step.

00:49:47.951 --> 00:49:51.067
It, or it would if I weren’t so clumsy.

00:49:52.853 --> 00:49:56.209
Ever since I was a young boy,
I've played the silver ball.

00:49:56.209 --> 00:49:59.077
But sadly I got started
long into its downfall

00:49:59.077 --> 00:50:02.411
and you really couldn't find 'em
in many amusement halls

00:50:02.411 --> 00:50:06.109
but that wouldn't stop me:
just hadda play pinball!

00:50:06.109 --> 00:50:08.238
[imagined guitar riff clashes with soprano sax]

