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When you need a machine to count but you don’t have a computer,

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just build yourself one of these.

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This is a stepper unit - one of six inside this pinball machine.

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In a previous video, we looked at the targets on its playfield,

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how the machine totals and shows you your score,

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and how, with a few relays and a wacky contraption called the score motor,

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the machine can perform automated sequences.

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Sequences such as awarding 5,000 points with a single switch hit,

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or even scanning through the five letter targets and awarding points
based on how many you hit earlier in the game.

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If you haven’t seen that video, I would highly recommend watching it first.

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I've summoned a clicky thing for your convenience.

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A lot of what I cover here builds from that video,

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and since we’ve got a lot ahead of us still,

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I promise you that I will be striving with fervent commitment to restrain my various recapitulations

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to as diminutive a quantity and length as I can possibly muster

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in the (perhaps optimistic) hope that my restraint in this matter will result in a more economical expenditure of that most precious and finiteresource

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we call time.

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We’ll begin at the start.

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Pinball machines are an awful lot of fun,

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but we mustn't forget that
the primary reason for their existence isn’t fun —

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it’s money money money!

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This machine’s prime directive is to relocate
some quarters from your pockets to the cash box locked inside.

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And to make that more likely, it doesn’t work unless you put money in it.

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When the “game over” indicator on the backglass is illuminated

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the flippers are disabled,
the ball gets a break and chills in the outhole,

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and the only way to start the game and play it is by feeding it a quarter.

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And would you believe it’s literally the quarter that starts the game?

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‘Cause it is.

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This leaf switch here is what will kick the
machine out of game-over mode and start the reset sequence.

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And it’s actuated by the movement of a small trip wire

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that quarters fall onto if they’re accepted by the coin mechanism.

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Coins that are rejected by the coin mech will fall forward of this point

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and end up behind the coin return flap so you can get them back.

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Now, I’m not gonna get into the actual coin mechanisms here.

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But I will add two bits of trivia.

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Oh, right.

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Firstly, these coin mechs are modular components
that can be swapped without tools.

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Partly that’s for maintenance considerations -

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these are fiddly things which need occasional cleaning,
adjustment, and possibly replacement.

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But they can also be swapped for different denominations,

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and when this particular machine left the factory,
one of these coin mechanisms probably accepted dimes.

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You’d get one play for 10 cents, or three plays for a quarter -

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a volume discount!

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There are several options actually as far as how you
want to configure the plays per coin type,

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and this coin door can even accommodate
a third coin mech in the middle position -

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right now it’s simply blanked off.

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At some point in this machine’s life,

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its operator swapped the dime acceptor for a second quarter acceptor,

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changed the faceplate to reflect that,

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and configured the machine for one coin one play.

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The other interesting thing here is this:
the coin lockout magnet.

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This electromagnet must be energized in order
for the machine to take your coins.

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If it’s not, spring tension causes small wire loops
to poke into the validation path of the coin mechanisms

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which causes them to return all coins even if they’re deemed good.

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The purpose of this is twofold:
one, if the machine is switched off it can’t possibly start a game,

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so you don’t want it taking people’s money.

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And secondly, even when the machine is on,

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it can only process one thing at a time.

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If, say, you wanted to add a second player
(which you do by feeding it a second quarter)

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but you did that while it was in the middle of the reset sequence,

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the coin hitting the leaf switch wouldn’t actually do anything,
thus the machine would just steal your quarter, and you’d be mad.

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To reduce the risk of that happening, the coin lockout magnet gets its power through a switch on the index stack in the score motor.

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It will thus only be energized when the score
motor is stopped and idle,

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which is the machine’s only state in which
it can correctly process that you’ve inserted a coin.

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Technically someone could shove a quarter
in at just the right moment and still have it get eaten,

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but the odds are very slim.

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[clacking as magnet energizes and de-energizes]

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Moving on, though, between games the machine stands by in game-over mode where nothing works and this light is on.

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And what puts it in game over mode, you ask?

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Why, the game over relay! Which lives here in the main cabinet.

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This is effectively the main on/off switch
for the game’s automated functions.

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This switch within the relay breaks the return
path to the transformer for an awful lot of stuff

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including the flippers, the bumpers,
all of the targets and their respective relays,

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basically the whole game stops working when
the game over relay is tripped.

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Because, ya know,

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game over.

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Now, you may notice that this relay is not like any of the others we’ve seen.

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It has two electromagnets because this is a latching relay.

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Not, it should be noted, a relay which “latches”
by powering itself through some other switch somewhere else in the machine,

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but one that mechanically latches into one of two stable states.

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This coil, the trip coil, will shut off the game once it's fired.

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The other coil is the latch coil which…

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turns on the game once it's fired.

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Also, quick note, this is the Williams logo.

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Not the Motorola logo.

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They are awfully darn similar, but Williams made these relays in-house.

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So did Bally and Gottlieb - when you make thousands of pinball machines
per month and each machine has dozens of relays,

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it definitely pays to roll your own.

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See, they’re rolls of wire.

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Wire’s rolled around a hollow cor-

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anyway, moving on...

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Given what we’ve just learned about the game over relay and
how one coil turns off the machine and the other coil turns it on,

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what do you suppose the coin switches in the coin door
send power to to start the game?

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That’s right, the coin relay!

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Or maybe the 10 cent relay.

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Or even the 25 cent relay!

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OK, I’m skipping over all of the stuff you can do
for different coin types and plays per coin.

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It involves the score motor and adjustment jacks
and is a layer of complexity we just don’t need right now.

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But it is in fact the coin relay that actually gets the ball rolling.

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And folks, explaining the next steps here is going to take a while.

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If you haven’t already gathered,

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a lot of stuff needs to happen when you insert a coin to play this game.

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The machine has various mechanisms throughout
that may be in any number of configurations

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depending on how the last game went -

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including, of course, the score readouts.

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But we need them all to return to a known starting point 
before we can begin a new game.

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We are about to embark on a dissection of
this machine’s reset sequence,

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and I regret to inform you that calling it a single sequence
is quite the oversimplification.

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So strap in.

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Up here on the schematic is the coin relay’s coil.

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It becomes energized by the coin switches,
but as we’ve seen before,

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a switch within the relay provides a power bypass
so the relay will lock on and stay energized

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even after the original signal from the coin switch is lost.

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The coin relay is also one of the many things
that will start the score motor turning.

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And just like the 5,000 point relay we looked at in the last video,

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its power bypass goes through switch 5-b in the score motor.

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So here we have another example of a relay that locks on,
starts the score motor, makes some stuff happen as the score motor turns,

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and releases just before the score motor returns to the parked position.

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This unassuming little switch in the coin relay
is what actually resets and starts the game.

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Looking at the schematic, you’ll notice that the circuit branches off at this point and meets another two switches.

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This switch here is in the score motor on switch stack one,

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and since it’s normally open,
power doesn’t make it through just yet.

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The score motor has to move forward a bit to close this switch.

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But power will make it through this switch in the game over relay.

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Now, you might very well be saying to me,

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“but that switch is drawn as open, dingus!”

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And you’d be right!

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But this particular switch is a confusing little bugger.

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Every switch in the schematic is depicted
as either normally open or normally closed,

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which is obvious enough for nearly everything in the game.

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Normal is defined by a switch’s resting position,

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so in the case of relays that means their position when the relay isn’t energized.

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But the game over relay doesn't have a single resting position,
it has two resting positions!

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Its two separate coils flip it back and forth between one and the other.

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So, for the purposes of drawing that relay’s switches in the schematic,

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the drafters had to just pick one.

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And, unfortunately for us looking at this specific part
of the game’s logic and sequencing,

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they decided to depict the game over relay in its latched position 
(meaning the game is on and in-play).

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For most of the schematic that decision makes much more sense,

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but since I’m going through what happens to actually turn the game on,

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prior to inserting a coin the game over relay is in fact tripped

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and thus every one of its switches is in the opposite position from how it’s drawn.

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Therefore, at the moment you insert a quarter
and the coin relay energizes,

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power does get sent up through here to the reset relay coil
and so the reset relay pulls in.

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And just in case you’re not confused enough already,

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you should know that the reset relay isn’t actually responsible
for resetting the game - it only resets the scores.

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I will explain that in a moment but for now

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we’re going to ignore that and focus on the next thing that’s about to occur.

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Since the coin relay also starts the score motor turning,

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in just a moment switch 1-B will be pushed closed by the movement of cam 1

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and a pulse of power will get sent through to all this stuff.

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Now you’ll notice that the reset relay is
also involved here with these two switches.

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Why?

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Well, there’s some complicated interlocking
going on here since this is a multiplayer game.

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For now, let’s pretend we’re just starting a new single player game.

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Since the reset relay has been pulled in to reset the scores,

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this make-break switch will send power down this way
and we’ll skip the coin unit step up coil.

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This switch is also closed

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so the upshot is that everything shown here except the coin unit step up coil

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will get actuated by the score motor through the coin relay.

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So now… what are these everythings?

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First, we have the total playmeter.

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That’s this odometer-lookin' thing which
counts how many times the game has been played

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which is useful to know for lots of reasons,
including gauging the need for servicing and auditing the machine’s cash intake.

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Then, remember, we’re skipping the coin unit step up coil.

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Instead we hit the coin unit reset coil.

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Then there’s the game over relay latch coil
(which, remember, actually turns on the game).

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And we also send power to reset the ball count unit and the player unit.

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What are all those units?

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Stepper units!

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That’s what you saw in the thumbnail and I mentioned in the beginning.

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These are the devices that allow the machine to count
and/or change its behavior based on their physical positions.

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Stepper units come in three flavors:

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continuously stepping,

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step up/step down,

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and step up/reset.

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Now, they might look pretty complicated but in reality they’re a pretty simple idea.

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In fact, score reels are technically a kind
of continuously stepping stepper unit -

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a solenoid advances a ratcheting mechanism
which moves the drum forward by 36 degrees.

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They are continuously stepping because they
can only move in one direction and don’t have a defined end-point.

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But you don’t have to move a plastic drum with numbers printed on it -

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you could also move a series of wipers across a circuit board
which will bridge contact patches together.

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And you can change the machine’s behavior
based on what you wire to that circuit board.

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If you add a second solenoid to this mechanism
which can step it in reverse,

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then you’ve got a step up/step down stepper unit.

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This machine has two of those which we’ll be looking at later.

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But if the second solenoid resets the stepper
to its starting position with a single actuation,

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you’ve got a step up/reset stepper unit.

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The ball count unit, coin unit, and player unit
are all reset with a single pulse to their reset solenoids,

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so when the score motor and coin relay send a pulse of power to their reset coils,

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they all return to their starting positions in one fell swoop.

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And that’s what the coin relay just did:

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in addition to switching the game on by pulsing the game over relay latch coil,

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it got all of the game’s critical stepper units reset to a known beginning state.

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The ball count unit was reset to ball one.

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The player unit was reset to player one.

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And the coin unit was reset to…

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single player.

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Don’t worry about that right now.

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But also don’t forget that we have to return 20 other stepper units 
back to a known state - the score reels.

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I’m sorry we’re moving back and forth so much but what I’ve just described all takes place in a fraction of a second.

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[ka-CHUNK]

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It’s been a challenge to decide how best to go about this.

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Remember that the coin relay also sent power to the reset relay up here -

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but you’ll notice that there is in fact more than one reset relay:
there are four,

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helpfully numbered one, two, three, and reset relay.

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For your sake, I’m gonna call those numbered fellas
the bump relays 1, 2, and 3.

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Trust me, that makes way more sense.

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The main reset relay, like so many others in the machine, will lock on through a switch within itself

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but this time its interlocking switch
can get power from three separate sources.

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Did I say three?

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I meant 22.

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See, the primary thing the reset relay is actually doing
is sending pulses through the score motor to those bump relays.

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When the reset relay is energized,

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power flows through impulse switch D
which will send pulses to bump relays 1 and 2,

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and a second branch flows through impulse switch A
to pulse bump relay 3.

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And this is what that looks like:

218
00:15:17,323 --> 00:15:22,417
those three relays are clacking away in the backbox 
five actuations at a time.

219
00:15:22,417 --> 00:15:26,056
Of course, I’ve rigged this to keep on clacking nonstop.

220
00:15:26,056 --> 00:15:29,799
Typically they only do this ten times and then the game is reset.

221
00:15:29,799 --> 00:15:32,155
What is it that those bump relays do?

222
00:15:32,155 --> 00:15:38,119
The switches within these relays send pulses
of power to all of the score reels to repeatedly bump them,

223
00:15:38,119 --> 00:15:40,150
or advance their position.

224
00:15:40,150 --> 00:15:44,924
And each one of the score reels will stop automatically
when it reaches zero.

225
00:15:44,924 --> 00:15:46,941
If you’re wondering how that could happen,

226
00:15:46,941 --> 00:15:50,691
remember the 9th position switch we saw in the last video?

227
00:15:50,691 --> 00:15:58,960
Well, I strategically ignored the other switches in that stack
until right now because those are zero position switches.

228
00:15:58,960 --> 00:16:02,730
The little pivoting arm that pushes the switch stack up at the nine position

229
00:16:02,730 --> 00:16:07,779
swings the other way at the zero position and opens these two switches.

230
00:16:07,779 --> 00:16:13,509
One of the switches connects the solenoid
in the score reel to its respective bump relay switch.

231
00:16:13,509 --> 00:16:17,153
When it’s showing any number other than zero, that switch is closed

232
00:16:17,153 --> 00:16:23,728
so the score reel solenoid will repeatedly receive a pulse of power
during the reset and thus keep moving forward.

233
00:16:23,728 --> 00:16:30,168
But once it gets to zero, that switch opens 
so the pulses no longer make it through to the score reel’s solenoid

234
00:16:30,168 --> 00:16:32,104
and it stops moving.

235
00:16:32,104 --> 00:16:37,174
The other switch in the switch stack is part
of the interlock circuit of the reset relay.

236
00:16:37,174 --> 00:16:45,492
And every single one of those in the machine is wired in parallel
so that if any score reel should be on a number other than zero,

237
00:16:45,492 --> 00:16:52,670
the reset relay will remain energized
and thus it will keep firing the bump relays to get them to zero.

238
00:16:52,670 --> 00:16:58,217
That means there are actually twenty-two different
switches that can provide power to the reset relay -

239
00:16:58,217 --> 00:17:00,131
this switch in the index stack,

240
00:17:00,131 --> 00:17:01,957
this switch in the bonus relay,

241
00:17:01,957 --> 00:17:05,862
and the 20 switches in all of the score reels.

242
00:17:05,862 --> 00:17:09,052
Oh and look at that - there’s a mistake in the schematic!

243
00:17:09,052 --> 00:17:14,665
Somebody forgot how many score reels they
were putting in this machine and said there were only 16 switches.

244
00:17:14,665 --> 00:17:15,996
How embarrassing!

245
00:17:15,996 --> 00:17:20,280
It’s a good thing schematics don’t have
comment sections or they’d never hear the end of it.

246
00:17:20,280 --> 00:17:23,020
Jokes aside, that’s understandable.

247
00:17:23,020 --> 00:17:28,230
It’s actually quite odd that this game uses five score reels per player.

248
00:17:28,230 --> 00:17:33,228
Most of its contemporaries only used four, 
and I have a hunch that since this machine was built

249
00:17:33,228 --> 00:17:38,914
during the development of the new solid-state control systems
which would use digital display technologies,

250
00:17:38,914 --> 00:17:45,917
Williams realized that all of the score reel parts
they had in their inventory were about to become obsolete.

251
00:17:45,917 --> 00:17:50,764
So they might as well start using five per player to try and get rid of ‘em.

252
00:17:50,764 --> 00:17:52,748
Aztec wasn’t alone in this,

253
00:17:52,748 --> 00:18:00,143
several other Williams games from 1976 such as
Grand Prix and Space Mission also use 20 score reels per game,

254
00:18:00,143 --> 00:18:07,810
but as far as I can tell all games released in 1975
stuck with four per player, 16 total.

255
00:18:07,810 --> 00:18:12,240
So I bet that little slip-up on the schematic was simply out of habit.

256
00:18:12,240 --> 00:18:15,944
Anyway, in action the resetting of the scores looks like this:

257
00:18:15,944 --> 00:18:18,283
[CLACK CLACK CLACK CLACK CLACK ... CLACk CLAck CLack Clack clak]

258
00:18:18,283 --> 00:18:22,162
Every score reel gets bumped until it shows zero.

259
00:18:22,162 --> 00:18:25,798
Since it should only take nine bumps at most to reach zero,

260
00:18:25,798 --> 00:18:30,585
two cycles of the score motor (with five bumps each)
is enough to reset all the scores.

261
00:18:30,585 --> 00:18:34,267
[two sets of five clacks, diminishing as more reels reach zero]

262
00:18:34,267 --> 00:18:41,191
Once they’re all on zero, all of their zero-position switches are open,
so the reset relay will de-energize.

263
00:18:41,191 --> 00:18:44,516
If we look at the three bump relays during this sequence,

264
00:18:44,516 --> 00:18:54,234
you’ll see tremendous amounts of arcing going on when the machine resets, especially after a four-player game where nearly every score reel is off of zero.

265
00:18:54,234 --> 00:18:59,940
Now twenty solenoids all firing at the same time is a recipe for a blown fuse,

266
00:18:59,940 --> 00:19:05,048
so you might have noticed
that the score reels were actually moving in two groups.

267
00:19:05,048 --> 00:19:07,220
It’s very subtle, but see if you can spot it.

268
00:19:07,602 --> 00:19:09,760
I’ll slow that down.

269
00:19:09,760 --> 00:19:14,450
This grouping is accomplished
by the impulse-forward switch on the score motor.

270
00:19:14,450 --> 00:19:15,299
That switch,

271
00:19:15,299 --> 00:19:18,194
which the schematic designates impulse switch D,

272
00:19:18,194 --> 00:19:22,219
is positioned literally forward of the other impulse switch stack.

273
00:19:22,219 --> 00:19:27,276
That way the two don’t get actuated at the
same time by the movement of the cams below.

274
00:19:27,276 --> 00:19:29,219
Instead they alternate,

275
00:19:29,219 --> 00:19:33,756
and the number three bump relay fires before one and two.

276
00:19:33,756 --> 00:19:37,984
That breaks the score reel solenoids into a group of 12 and a group of 8,

277
00:19:37,984 --> 00:19:40,780
much more manageable current-wise.

278
00:19:40,780 --> 00:19:43,973
OK - so at this point, the game is on,

279
00:19:43,973 --> 00:19:45,715
the scores all show zero,

280
00:19:45,715 --> 00:19:50,390
and the stepper units the game needs to keep track of its program are all reset.

281
00:19:50,390 --> 00:19:52,262
So now what?

282
00:19:52,262 --> 00:19:58,398
Well, it needs to kick the ball out of the outhole and into the shooter lane
so you can actually play the game.

283
00:19:58,398 --> 00:20:04,232
Let’s look on the schematic for the outhole kicker
coil so we can find out what sends it power.

284
00:20:04,232 --> 00:20:06,843
Apparently it’s called the ball release coil.

285
00:20:06,843 --> 00:20:11,001
OK, so it’s gonna get power from switch 4-B in the score motor,

286
00:20:11,001 --> 00:20:15,427
but only if this switch in the outhole relay is closed.

287
00:20:16,101 --> 00:20:19,661
[sigh]
so let’s find the outhole relay then.

288
00:20:19,661 --> 00:20:21,641
Oh, it’s right up here.

289
00:20:21,641 --> 00:20:26,302
OK so that relay’s got its own switch to lock it on (of course it does),

290
00:20:26,302 --> 00:20:32,524
and like so many other things that power path will eventually be
broken by switch 5-B in the score motor.

291
00:20:32,524 --> 00:20:36,009
But what gives it the initial pulse of power is…

292
00:20:36,009 --> 00:20:39,453
the… um…

293
00:20:39,453 --> 00:20:40,678
what’s all this?

294
00:20:40,678 --> 00:20:46,301
Why is it going through the bonus relay…
and the bonus unit zero position switch?

295
00:20:46,301 --> 00:20:50,211
I’ll tell you why: it’s another utterly confusing thing!

296
00:20:50,211 --> 00:20:54,785
The outhole switch - that is, the switch the ball closes
when it lands in the outhole

297
00:20:54,785 --> 00:20:58,994
- energizes the bonus relay, not the outhole relay.

298
00:20:58,994 --> 00:21:04,640
The outhole relay, in turn, is energized by
the bonus unit’s zero position switch.

299
00:21:05,161 --> 00:21:07,690
For now, we’re gonna ignore the bonus unit.

300
00:21:07,690 --> 00:21:10,367
I promise this is going to make sense eventually.

301
00:21:10,434 --> 00:21:12,755
So - we’ve inserted a coin.

302
00:21:12,755 --> 00:21:15,043
The game and the score have reset

303
00:21:15,043 --> 00:21:18,024
We’re on ball one and player one is up.

304
00:21:18,024 --> 00:21:22,380
The bonus unit was in the zero position,
so the outhole relay did get energized

305
00:21:22,380 --> 00:21:27,158
which caused the ball release coil to be fired
when switch 4-B of the score motor was actuated.

306
00:21:27,158 --> 00:21:31,780
And now the ball is finally in the shooter
lane and the game can be played.

307
00:21:32,440 --> 00:21:37,703
But now, I’m going to put the ball back into the outhole - watch what happens.

308
00:21:37,703 --> 00:21:40,881
[several mechanical noises in a rhythmic sequence]

309
00:21:41,749 --> 00:21:45,950
The ball was sent back to the shooter lane
after two cycles of the score motor,

310
00:21:45,950 --> 00:21:50,155
and the ball-in-play did not change. We’re still on ball one.

311
00:21:50,155 --> 00:21:51,825
I can just keep doing this forever

312
00:21:51,825 --> 00:21:54,499
[that same rhythmic sequence]

313
00:21:54,499 --> 00:21:58,426
and the game will keep serving me the ball again and again.

314
00:21:58,426 --> 00:21:59,944
Why is it doing this?

315
00:21:59,944 --> 00:22:03,367
[KA ch ch ch ch ka-CHUNK  ch ka-CHAKA clunk]

316
00:22:03,367 --> 00:22:09,191
Well, suppose the ball release coil is getting
weak or the mechanism is gummed up in some way.

317
00:22:09,191 --> 00:22:12,997
It may not get the ball into the shooter lane on the first try.

318
00:22:12,997 --> 00:22:15,586
The designers foresaw that possibility

319
00:22:15,586 --> 00:22:19,958
(or, more likely, older games screwed this up and they learned a lesson)

320
00:22:19,958 --> 00:22:22,905
so they designed an interrupt into the program

321
00:22:22,905 --> 00:22:28,615
which prevents it from advancing to the next ball
until the ball has actually hit a target.

322
00:22:28,615 --> 00:22:31,732
That interrupt is in the form of a relay, would you believe it?

323
00:22:31,732 --> 00:22:35,275
And that relay is the ball index relay.

324
00:22:35,275 --> 00:22:39,625
This is the relay itself, and this is where it lives on the schematic.

325
00:22:39,625 --> 00:22:45,182
This relay is connected to switches in the 10, 100, and 1,000 point relays.

326
00:22:45,250 --> 00:22:46,400
In this particular game,

327
00:22:46,400 --> 00:22:52,030
the ball must hit at least one target worth those point values
as it enters the playfield:

328
00:22:52,030 --> 00:22:54,538
if it doesn’t hit a 100 point rollover button,

329
00:22:54,538 --> 00:22:56,497
it may hit the 10 point bumpers,

330
00:22:56,497 --> 00:22:59,155
and if it misses both it will absolutely go through

331
00:22:59,155 --> 00:23:02,010
one of the 1,000 point rollover lanes.

332
00:23:02,010 --> 00:23:09,006
hat means that technically the only relay that
needs to activate the ball index relay is the 1,000 point relay,

333
00:23:09,006 --> 00:23:15,558
but all three can activate it most likely for redundancy
in case one of those switches gets dirty or fails.

334
00:23:15,558 --> 00:23:17,772
Anyway, here’s why it’s important:

335
00:23:17,772 --> 00:23:23,918
until this relay is energized,
the game does not consider the ball to have made it to the playfield,

336
00:23:23,918 --> 00:23:28,651
and it will not increment the ball count if the ball ends up in the outhole.

337
00:23:28,651 --> 00:23:32,611
It will just keep trying to serve the ball to you over and over again.

338
00:23:32,611 --> 00:23:36,788
But once it does, you’re free to have a ball and play the game.

339
00:23:36,788 --> 00:23:42,539
Since I’ve already gone over how all the stuff on the playfield works,
we’re not going to get into much at all here.

340
00:23:42,539 --> 00:23:46,350
Except for this: Advance Bonus.

341
00:23:46,350 --> 00:23:48,681
Some of the targets advance the bonus value,

342
00:23:48,681 --> 00:23:55,327
shown by this arc of illuminated inserts on the playfield 
which us pinball nerds call the bonus ladder.

343
00:23:55,327 --> 00:24:00,166
Every ball begins with 5,000 points
which will be awarded at the end of the ball,

344
00:24:00,166 --> 00:24:06,419
but you can increase the bonus value
by hitting the targets that say “advance bonus.”

345
00:24:06,419 --> 00:24:09,372
Watch what happens when I hit the center rollover button.

346
00:24:09,372 --> 00:24:09,872
[clack]

347
00:24:10,809 --> 00:24:15,117
We hear a click, and the next light on the bonus ladder is now lit.

348
00:24:15,117 --> 00:24:16,273
That click:

349
00:24:16,273 --> 00:24:17,004
[clack]

350
00:24:17,247 --> 00:24:20,221
It came from, well two things actually:

351
00:24:20,221 --> 00:24:24,618
the advance relay and the bonus unit step up coil.

352
00:24:24,618 --> 00:24:30,463
The bonus unit lives on the underside of the playfield,
not too far from the bonus ladder, as it turns out.

353
00:24:30,463 --> 00:24:34,770
You may notice that there's a pretty large crack in it.

354
00:24:34,770 --> 00:24:36,590
Did I do that?

355
00:24:36,590 --> 00:24:37,714
That’s not important.

356
00:24:37,714 --> 00:24:40,811
This is a step up/step down stepper unit.

357
00:24:40,811 --> 00:24:47,730
One solenoid moves the wiper arms forward by one step,
and the other moves them backward by only one step.

358
00:24:47,730 --> 00:24:49,984
This has eleven possible positions:

359
00:24:49,984 --> 00:24:52,845
zero, 5,000, 10,000,

360
00:24:52,845 --> 00:24:57,763
15, 20, 25, 30, 35, 40, 45, and 50,000 points.

361
00:24:57,763 --> 00:25:03,179
The contacts and wipers here are mostly used
for the indicator lights in the playfield.

362
00:25:03,179 --> 00:25:11,327
These bonus lights are wired to these little studs,
and the wipers connect each individual light up to a power source as they move -

363
00:25:11,327 --> 00:25:17,309
thereby showing how many steps
away from the zero position the bonus unit’s mechanism is.

364
00:25:17,309 --> 00:25:23,680
The player doesn’t realize that’s what’s going on -
they just know how many bonus points they’re due at the end of the ball.

365
00:25:23,680 --> 00:25:26,899
But you know that’s what’s going on because I just told you.

366
00:25:26,899 --> 00:25:29,431
That’s the critical piece of information here:

367
00:25:29,431 --> 00:25:33,487
“how many steps is the mechanism away from zero?”

368
00:25:33,487 --> 00:25:37,960
That in and of itself is what’s totaling the points to be awarded.

369
00:25:37,960 --> 00:25:44,201
To explain how that works, let’s say there’s
15,000 points on the bonus ladder and you lose your ball.

370
00:25:44,201 --> 00:25:48,580
The ball’s gonna end up in the outhole and land on the outhole switch.

371
00:25:48,580 --> 00:25:53,207
When it closes, power that’s coming from
the score motor and traveling through this switch

372
00:25:53,207 --> 00:25:57,262
can finally make it through and energize the bonus relay coil.

373
00:25:57,262 --> 00:26:04,789
That relay will lock on through this switch here, and then…
well it's got to award 15,000 points.

374
00:26:04,789 --> 00:26:09,306
To find out how that happens, we need to look
at the 1,000 point relay.

375
00:26:09,306 --> 00:26:12,416
In addition to all the stuff down here that we looked at before,

376
00:26:12,416 --> 00:26:14,624
there’s a path through the double bonus relay

377
00:26:14,624 --> 00:26:16,577
and this bonus relay switch

378
00:26:16,577 --> 00:26:22,237
and the ball index relay to this grey and white wire up at D-7.

379
00:26:22,237 --> 00:26:27,053
And what we find once we go up there is impulse switch C.

380
00:26:27,053 --> 00:26:31,941
Since that’s going to send five pulses of power through
as the score motor turns,

381
00:26:31,941 --> 00:26:37,953
the 1,000 point relay gets actuated five times
and 5,000 points are added to the score.

382
00:26:37,953 --> 00:26:43,555
But of course we’re not done - and indeed,
adding those points isn’t all that happened.

383
00:26:43,555 --> 00:26:46,297
Watch how this sequence actually occurs.

384
00:26:46,297 --> 00:26:48,326
[five dings, then a clunk]

385
00:26:48,326 --> 00:26:55,405
Just after the 5,000 points are awarded, we hear a clunk 
and the bonus ladder moves down to 10,000 points.

386
00:26:56,863 --> 00:27:02,654
That clunk was the bonus unit reset coil moving
the stepper unit’s wiper arms back one notch.

387
00:27:04,147 --> 00:27:07,612
Let’s find that on the schematic so we can see why that happened.

388
00:27:07,612 --> 00:27:12,831
Here we are - that coil gets its power through
switch 5-A in the score motor.

389
00:27:12,831 --> 00:27:16,793
That then travels through a make/break switch in the double bonus relay,

390
00:27:16,793 --> 00:27:19,650
before hitting the switch in the bonus relay.

391
00:27:19,650 --> 00:27:22,747
Because of the sequencing in the cams of the score motor,

392
00:27:22,747 --> 00:27:29,096
switch 5-A is actuated just after the fifth pulse of the 1,000 point coil.

393
00:27:29,096 --> 00:27:32,074
So, as we saw, we got 5,000 points,

394
00:27:32,074 --> 00:27:36,201
then the bonus unit moved down to 10,000 points remaining.

395
00:27:36,201 --> 00:27:38,544
Now the ball is still in the outhole,

396
00:27:38,544 --> 00:27:41,907
and the bonus unit is still not in the zero position.

397
00:27:41,907 --> 00:27:43,417
So what happens next?

398
00:27:43,417 --> 00:27:45,380
The same exact thing.

399
00:27:45,380 --> 00:27:49,818
The 1,000 point relay coil gets five pulses, awarding 5,000 points,

400
00:27:49,818 --> 00:27:55,672
and just after the fifth pulse the bonus unit steps down 
and now 5,000 points remain.

401
00:27:55,672 --> 00:28:03,102
Since it’s still not at zero and the ball is still in the outhole, we repeat this once more and our 15,000 points have been awarded.

402
00:28:03,102 --> 00:28:06,505
[five dings, then a clunk - repeated three times]

403
00:28:06,505 --> 00:28:14,017
However, after those last 5,000 points are awarded
the bonus unit reset coil is still going to get pulsed.

404
00:28:14,017 --> 00:28:19,174
Once it gets that pulse, it’s going to move
and end up in the zero position.

405
00:28:19,174 --> 00:28:21,339
And now, things change.

406
00:28:21,339 --> 00:28:24,495
Remember how the bonus relay was getting power?

407
00:28:24,495 --> 00:28:30,528
It initially came through this make/break switch marked 
“bonus unit zero position switch.”

408
00:28:30,528 --> 00:28:39,541
At zero, power is redirected, disconnecting power from the bonus relay coil
and instead sending power to the outhole relay coil.

409
00:28:39,541 --> 00:28:46,135
Also of note, the bonus relay’s power bypass
went through a zero-position switch in the bonus unit, too,

410
00:28:46,135 --> 00:28:54,334
so once the bonus unit has made it to the zero position, 
the bonus relay is de-energized and effectively locked-out.

411
00:28:54,334 --> 00:28:57,309
So now, what happens next?

412
00:28:57,309 --> 00:29:00,154
We know the outhole relay has been energized,

413
00:29:00,154 --> 00:29:06,990
but without hunting through the schematic to find every outhole relay switch,
how are we to know what it actually does?

414
00:29:07,441 --> 00:29:10,689
Well, we do know three things are going to happen for sure:

415
00:29:10,689 --> 00:29:14,292
it needs to give the ball back so ball two can be played,

416
00:29:14,292 --> 00:29:19,071
it also needs to reset any of the relays
that might have been triggered in the last ball

417
00:29:19,071 --> 00:29:23,405
(like the AZTEC relays, and let’s not forget the ball index relay),

418
00:29:23,405 --> 00:29:27,488
and then it needs to move the ball-in-play from one to two.

419
00:29:27,488 --> 00:29:31,169
Let’s look at those one at a time, starting with those relays.

420
00:29:31,169 --> 00:29:33,480
That’s actually pretty simple.

421
00:29:33,480 --> 00:29:39,404
Every relay which locks on through the course of a ball-in-play
but resets when a new ball begins

422
00:29:39,404 --> 00:29:43,728
is wired through this normally-closed switch in the outhole relay.

423
00:29:43,728 --> 00:29:45,988
As soon as the bonus count is finished,

424
00:29:45,988 --> 00:29:51,464
those relays will all release since the outhole relay becomes energized and opens this switch.

425
00:29:51,464 --> 00:29:53,307
And sure enough, that’s what we see.

426
00:29:53,307 --> 00:29:57,404
[ten dings as bonus is counted down, then several clunks]

427
00:29:57,404 --> 00:30:02,311
Since it also has to give the ball back,
let’s revisit the ball release coil.

428
00:30:02,311 --> 00:30:04,029
We’ve already looked at that before,

429
00:30:04,029 --> 00:30:11,781
and it is pulsed by switch 4-B in the score motor through the outhole relay
just like it was when it delivered the first ball of the game.

430
00:30:11,781 --> 00:30:18,540
But now, since we have played through the first ball,
it has to move the ball-in-play from one to two.

431
00:30:18,540 --> 00:30:23,515
That’s handled by the ball count unit
which lives here in the main cabinet.

432
00:30:23,515 --> 00:30:32,174
It’s another stepper unit but this one only has two wipers, 
both of which are wired to the common ground back to the transformer.

433
00:30:32,174 --> 00:30:34,053
To explain what that means,

434
00:30:34,053 --> 00:30:38,289
this arm light up the ball-in-play lights on the backglass.

435
00:30:38,289 --> 00:30:43,636
And there’s actually voltage going through the
light bulb filaments all the time -

436
00:30:43,636 --> 00:30:49,883
the only reason they aren't all lit right now
is that wires for each bulb are broken right here.

437
00:30:49,883 --> 00:30:53,224
They reach a dead end at the contact patches.

438
00:30:53,224 --> 00:30:57,969
The wiper arm, though,
will complete the circuit once it touches the patch.

439
00:30:57,969 --> 00:31:03,880
The corresponding light, then, becomes lit
depending on the position of the ball count unit’s arms.

440
00:31:03,880 --> 00:31:09,009
Oh, and by the way - I do appreciate how Williams
arranged the lights in the order

441
00:31:09,009 --> 00:31:12,154
1, 4, 2, 5, 3.

442
00:31:12,154 --> 00:31:14,735
Since this can be set to three-ball play,

443
00:31:14,735 --> 00:31:21,111
it would probably make you feel a little ripped off if the last ball shown
was in the middle of this yellow box.

444
00:31:21,111 --> 00:31:22,665
Clever thinking.

445
00:31:22,665 --> 00:31:26,108
The other wiper and contact patches on this stepper?

446
00:31:26,108 --> 00:31:29,026
Those come into play at the very end of the game.

447
00:31:29,026 --> 00:31:31,949
See if you can guess what they complete a circuit to.

448
00:31:31,949 --> 00:31:35,242
As a refresher, this is a step up/reset stepper,

449
00:31:35,242 --> 00:31:40,609
and its reset coil was pulsed at the beginning of the game
to return it to the ball one position.

450
00:31:40,609 --> 00:31:46,690
But now we’ve played ball one, the bonus points have been awarded,
and it needs to move to ball two.

451
00:31:46,690 --> 00:31:50,364
Let’s find the ball count unit step up coil.

452
00:31:50,364 --> 00:31:52,747
That’s up here - and now

453
00:31:52,747 --> 00:31:57,242
you’re going to get a clue about how this machine handles multiplayer games.

454
00:31:57,242 --> 00:32:03,510
The circuit path for the ball count unit step up coil
is about as convoluted as it could be.

455
00:32:03,510 --> 00:32:05,629
Power goes through the outhole relay,

456
00:32:05,629 --> 00:32:07,394
then the extra ball relay,

457
00:32:07,394 --> 00:32:09,390
then the ball index relay,

458
00:32:09,390 --> 00:32:11,989
then switch 1-C in the score motor,

459
00:32:11,989 --> 00:32:18,176
then it takes one of several possible paths
through the player unit and coin unit

460
00:32:18,176 --> 00:32:22,986
before finally hitting the coil which moves the ball count unit up.

461
00:32:22,986 --> 00:32:29,072
But all we need is a single pulse, and once it’s sent through
it moves to the next position.

462
00:32:29,072 --> 00:32:36,419
And now, ball two is shown on the backglass
and the ball is back in the shooter lane to be played again.

463
00:32:36,419 --> 00:32:43,933
Everything in the game is exactly as it was
in the very beginning other than the score reels for player one being…

464
00:32:43,933 --> 00:32:46,773
wherever they happen to be depending on how well you did

465
00:32:46,773 --> 00:32:52,530
and the ball count unit being in the second position
which illuminates the 2 on the backglass.

466
00:32:52,530 --> 00:32:53,874
You play ball two,

467
00:32:53,874 --> 00:32:57,141
the first target the ball hits energizes the ball index relay,

468
00:32:57,141 --> 00:32:59,645
the rest of the ball goes how it goes,

469
00:32:59,645 --> 00:33:05,270
and when you lose the ball
the exact same sequence we just went over will happen again.

470
00:33:05,270 --> 00:33:08,241
The outhole switch energizes the bonus relay,

471
00:33:08,241 --> 00:33:12,202
which will award 5,000 points then step the bonus unit down.

472
00:33:12,202 --> 00:33:15,126
It repeats that until the bonus unit hits zero,

473
00:33:15,126 --> 00:33:17,921
at which point the bonus relay becomes locked out,

474
00:33:17,921 --> 00:33:19,902
the outhole relay takes over,

475
00:33:19,902 --> 00:33:23,045
whatever relays that locked on in the prior ball are all released,

476
00:33:23,045 --> 00:33:27,417
and the score motor sends pulses of power to several things in-sequence

477
00:33:27,417 --> 00:33:30,170
including the ball count unit to move to ball three

478
00:33:30,170 --> 00:33:33,502
and the ball release coil to send it back to the shooter lane.

479
00:33:33,502 --> 00:33:35,149
Simple!

480
00:33:35,149 --> 00:33:37,313
But I’ve forgotten something.

481
00:33:37,313 --> 00:33:41,866
Every ball begins with 5,000 points on the bonus ladder already.

482
00:33:42,109 --> 00:33:49,415
That means the bonus unit step up coil must be getting pulsed
by the outhole relay at some point in its sequence.

483
00:33:49,415 --> 00:33:54,524
And sure enough it is, through switch 3-b in the score motor.

484
00:33:54,524 --> 00:33:59,994
This explains why if the ball lands in the outhole
before it hits a target on the playfield,

485
00:33:59,994 --> 00:34:04,418
it takes two cycles of the score motor for it to return the ball to you.

486
00:34:04,418 --> 00:34:07,933
[five rapid ticks, a clunk, then more ticking and clunking]

487
00:34:07,933 --> 00:34:13,619
What actually happened just there is the same
exact sequence as if you had lost the ball -

488
00:34:13,619 --> 00:34:19,631
the outhole switch energized the bonus relay,
and it attempted to award 5,000 points.

489
00:34:19,631 --> 00:34:25,143
That takes one cycle of the score motor,
and the bonus unit reset coil was pulsed at the end.

490
00:34:25,143 --> 00:34:30,029
Then, with the bonus unit in the zero position,
the outhole relay took over.

491
00:34:30,029 --> 00:34:32,782
It’s no different from any other ball drain.

492
00:34:32,782 --> 00:34:36,300
However, since the ball never made it onto the playfield,

493
00:34:36,300 --> 00:34:39,350
these open switches in the ball index relay

494
00:34:39,350 --> 00:34:44,429
prevented it from actually awarding those 5,000 points while the bonus relay did its thing

495
00:34:44,429 --> 00:34:49,434
and from incrementing the ball count when the outhole relay returned the ball.

496
00:34:54,128 --> 00:34:55,758
Pretty clever.

497
00:34:55,834 --> 00:34:58,160
But let’s get back to where we were.

498
00:34:58,160 --> 00:35:04,070
We are on ball three,
and this time let’s say you score an extra ball during play.

499
00:35:04,070 --> 00:35:08,200
That becomes possible when all of the AZTEC letter targets have been hit.

500
00:35:08,200 --> 00:35:15,160
And, quick note, that’s affected by the game’s difficulty
adjustment which we find here in the schematic.

501
00:35:15,160 --> 00:35:16,866
I am not going over that.

502
00:35:16,866 --> 00:35:19,463
But when set to conservative, as it is now,

503
00:35:19,463 --> 00:35:22,298
once all of the AZTEC relays are energized,

504
00:35:22,298 --> 00:35:26,914
the center target becomes lit for an extra ball by the setup relay.

505
00:35:26,914 --> 00:35:31,525
That lights the “when lit” light and also closes this switch.

506
00:35:31,525 --> 00:35:33,971
If you manage to hit the center target, then,

507
00:35:33,971 --> 00:35:39,425
a pulse of power is sent to the extra ball relay 
which then locks on until the end of the ball

508
00:35:39,425 --> 00:35:45,002
and lights up the "same player shoots again" lights
both in the backglass and on the playfield.

509
00:35:45,002 --> 00:35:47,184
How does that give you an extra ball?

510
00:35:47,184 --> 00:35:52,670
You may remember that one of the things in
that convoluted circuit path which incremented the ball count unit

511
00:35:52,670 --> 00:35:56,813
was a normally-closed switch in the extra ball relay.

512
00:35:56,813 --> 00:36:00,896
Since, once you’ve earned an extra ball,
that switch becomes open…

513
00:36:00,896 --> 00:36:08,549
well the pulse from the score motor that would increment the ball count unit
after the bonus countdown simply doesn’t make it through.

514
00:36:08,549 --> 00:36:11,569
The game will do everything it normally does at the end of a ball,

515
00:36:11,569 --> 00:36:15,446
including awarding the bonus and returning the ball to you to be played again,

516
00:36:15,446 --> 00:36:18,184
but it won’t move the ball count unit.

517
00:36:18,184 --> 00:36:20,204
It will just stay where it was.

518
00:36:20,204 --> 00:36:23,987
It also doesn’t send a pulse through to the player reset relay,

519
00:36:23,987 --> 00:36:26,293
but that’s not important right now.

520
00:36:26,293 --> 00:36:33,231
The extra ball relay’s interlock path goes through all the point relays
as well as the ball index relay,

521
00:36:33,231 --> 00:36:38,097
so once you get an extra ball, the “same player shoots again” lights remain lit

522
00:36:38,097 --> 00:36:42,712
until the same player shoots again and the ball actually hits something.

523
00:36:42,712 --> 00:36:47,338
The last thing I want to touch on
is what happens when you activate double bonus.

524
00:36:47,338 --> 00:36:52,680
You score double bonus by hitting either of
these targets after hitting the Z or T targets -

525
00:36:52,680 --> 00:36:57,064
when both conditions are met,
that will activate the double bonus relay.

526
00:36:57,064 --> 00:37:02,256
We’ve already seen the double bonus relay’s
switches come into play a few times in this video,

527
00:37:02,256 --> 00:37:05,546
but what they actually do is quite interesting.

528
00:37:05,546 --> 00:37:09,664
First, of course, it lights up the “double bonus when lit” indicator.

529
00:37:09,664 --> 00:37:15,447
But it also radically changes
how the bonus sequence occurs at the end of the ball.

530
00:37:15,447 --> 00:37:23,154
Notice that this make/break switch connects the bonus unit reset coil
to impulse switch B in the score motor.

531
00:37:23,154 --> 00:37:28,322
That will make it rapidly fire five times with each score motor rotation.

532
00:37:28,322 --> 00:37:35,826
We also find that this make/break switch redirects power 
from the 1,000 point relay to the 10,000 point relay.

533
00:37:35,826 --> 00:37:39,462
In action, this means that the awarding of your bonus points

534
00:37:39,462 --> 00:37:43,440
happens much more quickly when double bonus is lit.

535
00:37:43,440 --> 00:37:48,849
Since each spot on the bonus ladder is now worth 10,000 points
rather than 5,000,

536
00:37:48,849 --> 00:37:55,030
only a single pulse to the 10,000 point score reel
is required per lit spot on the ladder.

537
00:37:55,030 --> 00:37:56,752
So the process is really quick,

538
00:37:56,752 --> 00:37:59,628
taking at most two cycles of the score motor.

539
00:37:59,628 --> 00:38:01,623
[five rapid clunks, then three]

540
00:38:02,005 --> 00:38:03,731
[more clicks as it resets for the next ball]

541
00:38:10,000 --> 00:38:13,390
Of course, once the bonus unit reaches the zero position,

542
00:38:13,390 --> 00:38:14,904
the bonus relay releases,

543
00:38:14,904 --> 00:38:16,659
the outhole relay takes over,

544
00:38:16,659 --> 00:38:20,620
and the same end-of-ball sequence
we’ve been looking at happens once again.

545
00:38:20,620 --> 00:38:25,378
Which, by the way,
will remove power to the double bonus relay coil so...

546
00:38:25,378 --> 00:38:27,537
too bad on your next ball.

547
00:38:27,537 --> 00:38:30,404
I’m about to wrap this video up because runtime,

548
00:38:30,404 --> 00:38:33,257
but I want to focus on the word sequence.

549
00:38:33,257 --> 00:38:38,762
Remember that the score motor’s numbered switch stacks
are actuated one-at-a-time.

550
00:38:38,762 --> 00:38:41,887
In this clip, I’ve filmed the score motor in low-light

551
00:38:41,887 --> 00:38:45,708
so you can see how the arcing appears to travel from left-to-right.

552
00:38:46,576 --> 00:38:52,087
[rapid clicking and clacking]

553
00:38:52,087 --> 00:38:55,608
All of this is all happening thanks to the outhole relay -

554
00:38:55,608 --> 00:39:02,423
that one relay connects five things to these switches
and they are each actuated in order.

555
00:39:02,500 --> 00:39:04,448
Some of them we’ve already touched on -

556
00:39:04,448 --> 00:39:06,067
others we haven’t.

557
00:39:06,067 --> 00:39:13,060
But the order of operations is critical here because
each action that takes place might change the next.

558
00:39:13,789 --> 00:39:22,570
The very first thing the outhole relay makes happen is push a pulse through switch 1-C to increment the ball-count unit.

559
00:39:22,570 --> 00:39:24,370
And after the last ball,

560
00:39:24,370 --> 00:39:28,180
that is the action which shuts off the game.

561
00:39:28,180 --> 00:39:30,743
Since this is currently set to three-ball play,

562
00:39:30,743 --> 00:39:34,505
once the ball count unit moves into the position for ball four,

563
00:39:34,505 --> 00:39:39,709
the other wiper completes the circuit for the game over relay trip coil.

564
00:39:39,709 --> 00:39:43,800
The instant it moves to ball four, the game shuts off.

565
00:39:43,800 --> 00:39:46,171
You can see that if I bridge this switch together,

566
00:39:46,171 --> 00:39:51,168
despite being in the game over position,
ball 4 lights up on the backglass.

567
00:39:51,168 --> 00:39:54,795
The ball count unit is actually resting in the ball four position.

568
00:39:54,795 --> 00:40:01,719
But the 3 or 5 ball play adjustment jack has
connected the game over relay trip coil to this contact patch,

569
00:40:01,719 --> 00:40:04,073
so as soon as the wiper touched it, boom.

570
00:40:04,073 --> 00:40:05,683
Game over.

571
00:40:05,683 --> 00:40:10,612
If I had set this to five ball play,
it wouldn't have ended the game because in that case

572
00:40:10,612 --> 00:40:15,704
the game over relay trip coil is connected to this contact patch instead.

573
00:40:15,704 --> 00:40:17,628
So you would get to play ball four.

574
00:40:17,628 --> 00:40:19,363
And then ball five.

575
00:40:19,363 --> 00:40:23,608
At the end of ball five, though, the ball count unit would step up again

576
00:40:23,608 --> 00:40:29,399
and in the quasi-sixth position,
the game over relay would be tripped.

577
00:40:29,399 --> 00:40:31,606
With the game over relay tripped,

578
00:40:31,606 --> 00:40:35,609
the rest of the stuff the outhole relay normally does at the end of a ball...

579
00:40:35,609 --> 00:40:37,627
just doesn’t happen.

580
00:40:37,627 --> 00:40:43,078
For instance, the ball release coil doesn’t get power
since this switch is now open.

581
00:40:43,078 --> 00:40:47,061
In fact, none of the stuff below this point in the schematic will work.

582
00:40:47,061 --> 00:40:50,107
The game is over so it's shut off.

583
00:40:50,107 --> 00:40:53,755
But there is a different thing it might do at the end -

584
00:40:53,755 --> 00:40:56,542
and that is give you a free game.

585
00:40:56,542 --> 00:41:02,596
If the number at the end of your score happens
to match the number that appears in the clouds on the backglass,

586
00:41:02,596 --> 00:41:07,446
you’ll hear a knocking sound and suddenly the number 1 will appear here,

587
00:41:07,446 --> 00:41:10,342
indicating there’s a credit on the machine,

588
00:41:10,342 --> 00:41:13,827
and a new game can be played by pressing the start button.

589
00:41:14,834 --> 00:41:16,498
How’s that work?

590
00:41:16,498 --> 00:41:20,131
Well… I guess we’re gonna need a part three.

591
00:41:20,131 --> 00:41:23,910
I know, I know, but there’s a lot to this!

592
00:41:23,910 --> 00:41:25,624
We’re almost there, though.

593
00:41:25,624 --> 00:41:29,720
In part three, we’ll take a look at how this number match feature works.

594
00:41:29,720 --> 00:41:31,867
We’ll also look at the credit unit

595
00:41:31,867 --> 00:41:37,810
(did you know that that’s what made pinball illegal in some places?
Yeah, and we’ll get into that, too).

596
00:41:37,810 --> 00:41:40,591
We’ll also look at how multi-player games work,

597
00:41:40,591 --> 00:41:43,912
and finally we’ll talk about the tilt switch.

598
00:41:43,912 --> 00:41:46,800
Get too rough with the machine and boop -

599
00:41:46,800 --> 00:41:48,461
you’ve lost that ball.

600
00:41:48,461 --> 00:41:50,077
Better luck next time.

601
00:41:50,077 --> 00:41:53,057
Speaking of next time, see you next time!

602
00:41:53,960 --> 00:41:56,544
♫ tiltedly smooth jazz ♫

603
00:41:57,968 --> 00:42:00,060
In the perhaps ostimi…

604
00:42:00,458 --> 00:42:01,802
[disappointment]

605
00:42:02,121 --> 00:42:03,677
well...

606
00:42:05,706 --> 00:42:07,294
already got one!

607
00:42:07,294 --> 00:42:10,495
...that the primary reason for their existence isn’t fun.

608
00:42:11,052 --> 00:42:13,378
It’s… something weird happened.

609
00:42:13,378 --> 00:42:15,099
Mmmneergahbuhguhbuhbuhgaaaaah

610
00:42:15,099 --> 00:42:16,633
buhbuhbugabowwwah

611
00:42:16,633 --> 00:42:18,133
The main relay like --

612
00:42:18,133 --> 00:42:19,275
AAHHHH

613
00:42:19,275 --> 00:42:20,987
But you’ll notice that the…

614
00:42:20,987 --> 00:42:21,858
BLARGRRP!

615
00:42:21,858 --> 00:42:26,128
But one that mechanically latches into two stable…

616
00:42:26,128 --> 00:42:27,549
crap!

617
00:42:27,549 --> 00:42:29,800
Not the Motorola logo.

618
00:42:29,800 --> 00:42:32,263
Ble…mmmm okay, this is a long line.

619
00:42:32,263 --> 00:42:33,985
Gotta start at the bottom.

620
00:42:33,985 --> 00:42:38,323
…like so many others in this machine will lock on through a switch within itself

621
00:42:38,323 --> 00:42:42,020
but this time its interlocking power path oh crap.

622
00:42:43,254 --> 00:42:45,967
Did you get the two bits of trivia pun?

623
00:42:45,967 --> 00:42:48,744
Honestly I doubt even many Americans would.

624
00:42:48,744 --> 00:42:51,824
"Two bits" is an old expression for a quarter.

625
00:42:51,824 --> 00:42:54,721
That's what "shave and a haircut: two bits" means.

626
00:42:55,756 --> 00:42:59,043
The best jokes need explanations.

