WEBVTT
Kind: captions
Language: en

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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,

00:00:20.782 --> 00:00:23.732
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,

00:00:46.126 --> 00:00:48.219
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

00:01:07.710 --> 00:01:09.055
we call time.

00:01:09.801 --> 00:01:11.837
We’ll begin at the start.

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Pinball machines are an awful lot of fun,

00:01:14.118 --> 00:01:18.969
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,

00:01:40.221 --> 00:01:44.920
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

00:02:07.728 --> 00:02:12.065
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,

00:10:06.718 --> 00:10:12.959
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

00:10:26.507 --> 00:10:31.034
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.

00:11:19.217 --> 00:11:22.985
So now… what are these everythings?

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First, we have the total playmeter.

00:11:25.550 --> 00:11:29.931
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.

00:11:41.283 --> 00:11:43.600
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).

00:11:49.560 --> 00:11:54.201
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.

00:12:21.727 --> 00:12:26.855
In fact, score reels are technically a kind
of continuously stepping stepper unit -

00:12:26.855 --> 00:12:32.786
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.

00:12:39.330 --> 00:12:43.095
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.

00:12:49.570 --> 00:12:54.753
And you can change the machine’s behavior
based on what you wire to that circuit board.

00:12:54.753 --> 00:12:59.280
If you add a second solenoid to this mechanism
which can step it in reverse,

00:12:59.280 --> 00:13:02.787
then you’ve got a step up/step down stepper unit.

00:13:02.787 --> 00:13:06.208
This machine has two of those which we’ll be looking at later.

00:13:06.208 --> 00:13:11.727
But if the second solenoid resets the stepper
to its starting position with a single actuation,

00:13:11.727 --> 00:13:15.006
you’ve got a step up/reset stepper unit.

00:13:15.006 --> 00:13:22.395
The ball count unit, coin unit, and player unit
are all reset with a single pulse to their reset solenoids,

00:13:22.395 --> 00:13:27.741
so when the score motor and coin relay send a pulse of power to their reset coils,

00:13:27.741 --> 00:13:31.611
they all return to their starting positions in one fell swoop.

00:13:31.834 --> 00:13:34.489
And that’s what the coin relay just did:

00:13:34.489 --> 00:13:38.953
in addition to switching the game on by pulsing the game over relay latch coil,

00:13:38.953 --> 00:13:43.814
it got all of the game’s critical stepper units reset to a known beginning state.

00:13:43.814 --> 00:13:46.453
The ball count unit was reset to ball one.

00:13:46.453 --> 00:13:49.103
The player unit was reset to player one.

00:13:49.103 --> 00:13:51.919
And the coin unit was reset to…

00:13:51.919 --> 00:13:53.576
single player.

00:13:53.576 --> 00:13:55.097
Don’t worry about that right now.

00:13:55.097 --> 00:14:02.750
But also don’t forget that we have to return 20 other stepper units 
back to a known state - the score reels.

00:14:02.750 --> 00:14:09.092
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.

00:14:10.828 --> 00:14:11.553
[ka-CHUNK]

00:14:13.504 --> 00:14:17.248
It’s been a challenge to decide how best to go about this.

00:14:17.248 --> 00:14:22.010
Remember that the coin relay also sent power to the reset relay up here -

00:14:22.010 --> 00:14:27.049
but you’ll notice that there is in fact more than one reset relay:
there are four,

00:14:27.049 --> 00:14:31.560
helpfully numbered one, two, three, and reset relay.

00:14:31.560 --> 00:14:37.281
For your sake, I’m gonna call those numbered fellas
the bump relays 1, 2, and 3.

00:14:37.281 --> 00:14:40.009
Trust me, that makes way more sense.

00:14:40.009 --> 00:14:46.122
The main reset relay, like so many others in the machine, will lock on through a switch within itself

00:14:46.122 --> 00:14:51.385
but this time its interlocking switch
can get power from three separate sources.

00:14:51.385 --> 00:14:52.808
Did I say three?

00:14:52.899 --> 00:14:54.790
I meant 22.

00:14:55.034 --> 00:15:03.019
See, the primary thing the reset relay is actually doing
is sending pulses through the score motor to those bump relays.

00:15:03.019 --> 00:15:04.965
When the reset relay is energized,

00:15:04.965 --> 00:15:10.245
power flows through impulse switch D
which will send pulses to bump relays 1 and 2,

00:15:10.245 --> 00:15:15.243
and a second branch flows through impulse switch A
to pulse bump relay 3.

00:15:15.243 --> 00:15:17.323
And this is what that looks like:

00:15:17.323 --> 00:15:22.417
those three relays are clacking away in the backbox 
five actuations at a time.

00:15:22.417 --> 00:15:26.056
Of course, I’ve rigged this to keep on clacking nonstop.

00:15:26.056 --> 00:15:29.799
Typically they only do this ten times and then the game is reset.

00:15:29.799 --> 00:15:32.155
What is it that those bump relays do?

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,

00:15:38.119 --> 00:15:40.150
or advance their position.

00:15:40.150 --> 00:15:44.924
And each one of the score reels will stop automatically
when it reaches zero.

00:15:44.924 --> 00:15:46.941
If you’re wondering how that could happen,

00:15:46.941 --> 00:15:50.691
remember the 9th position switch we saw in the last video?

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.

00:15:58.960 --> 00:16:02.730
The little pivoting arm that pushes the switch stack up at the nine position

00:16:02.730 --> 00:16:07.779
swings the other way at the zero position and opens these two switches.

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.

00:16:13.509 --> 00:16:17.153
When it’s showing any number other than zero, that switch is closed

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.

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

00:16:30.168 --> 00:16:32.104
and it stops moving.

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.

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,

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.

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 -

00:16:58.217 --> 00:17:00.131
this switch in the index stack,

00:17:00.131 --> 00:17:01.957
this switch in the bonus relay,

00:17:01.957 --> 00:17:05.862
and the 20 switches in all of the score reels.

00:17:05.862 --> 00:17:09.052
Oh and look at that - there’s a mistake in the schematic!

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.

00:17:14.665 --> 00:17:15.996
How embarrassing!

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.

00:17:20.280 --> 00:17:23.020
Jokes aside, that’s understandable.

00:17:23.020 --> 00:17:28.230
It’s actually quite odd that this game uses five score reels per player.

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

00:17:33.228 --> 00:17:38.914
during the development of the new solid-state control systems
which would use digital display technologies,

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.

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.

00:17:50.764 --> 00:17:52.748
Aztec wasn’t alone in this,

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,

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.

00:18:07.810 --> 00:18:12.240
So I bet that little slip-up on the schematic was simply out of habit.

00:18:12.240 --> 00:18:15.944
Anyway, in action the resetting of the scores looks like this:

00:18:15.944 --> 00:18:18.283
[CLACK CLACK CLACK CLACK CLACK ... CLACk CLAck CLack Clack clak]

00:18:18.283 --> 00:18:22.162
Every score reel gets bumped until it shows zero.

00:18:22.162 --> 00:18:25.798
Since it should only take nine bumps at most to reach zero,

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.

00:18:30.585 --> 00:18:34.267
[two sets of five clacks, diminishing as more reels reach zero]

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.

00:18:41.191 --> 00:18:44.516
If we look at the three bump relays during this sequence,

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.

00:18:54.234 --> 00:18:59.940
Now twenty solenoids all firing at the same time is a recipe for a blown fuse,

00:18:59.940 --> 00:19:05.048
so you might have noticed
that the score reels were actually moving in two groups.

00:19:05.048 --> 00:19:07.220
It’s very subtle, but see if you can spot it.

00:19:07.602 --> 00:19:09.760
I’ll slow that down.

00:19:09.760 --> 00:19:14.450
This grouping is accomplished
by the impulse-forward switch on the score motor.

00:19:14.450 --> 00:19:15.299
That switch,

00:19:15.299 --> 00:19:18.194
which the schematic designates impulse switch D,
 
 
 
 
 
 
 
 
 

00:19:18.194 --> 00:19:22.219
is positioned literally forward of the other impulse switch stack.
 
 
 
 
 
 
 
 
 

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.
 
 
 
 
 
 
 
 
 

00:19:27.276 --> 00:19:29.219
Instead they alternate,
 
 
 
 
 
 
 
 
 

00:19:29.219 --> 00:19:33.756
and the number three bump relay fires before one and two.
 
 
 
 
 
 
 
 
 

00:19:33.756 --> 00:19:37.984
That breaks the score reel solenoids into a group of 12 and a group of 8,

00:19:37.984 --> 00:19:40.780
much more manageable current-wise.

00:19:40.780 --> 00:19:43.973
OK - so at this point, the game is on,

00:19:43.973 --> 00:19:45.715
the scores all show zero,

00:19:45.715 --> 00:19:50.390
and the stepper units the game needs to keep track of its program are all reset.

00:19:50.390 --> 00:19:52.262
So now what?

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.

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.

00:20:04.232 --> 00:20:06.843
Apparently it’s called the ball release coil.

00:20:06.843 --> 00:20:11.001
OK, so it’s gonna get power from switch 4-B in the score motor,

00:20:11.001 --> 00:20:15.427
but only if this switch in the outhole relay is closed.

00:20:16.101 --> 00:20:19.661
[sigh]
so let’s find the outhole relay then.

00:20:19.661 --> 00:20:21.641
Oh, it’s right up here.

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),

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.

00:20:32.524 --> 00:20:36.009
But what gives it the initial pulse of power is…

00:20:36.009 --> 00:20:39.453
the… um…

00:20:39.453 --> 00:20:40.678
what’s all this?

00:20:40.678 --> 00:20:46.301
Why is it going through the bonus relay…
and the bonus unit zero position switch?

00:20:46.301 --> 00:20:50.211
I’ll tell you why: it’s another utterly confusing thing!

00:20:50.211 --> 00:20:54.785
The outhole switch - that is, the switch the ball closes
when it lands in the outhole

00:20:54.785 --> 00:20:58.994
- energizes the bonus relay, not the outhole relay.

00:20:58.994 --> 00:21:04.640
The outhole relay, in turn, is energized by
the bonus unit’s zero position switch.

00:21:05.161 --> 00:21:07.690
For now, we’re gonna ignore the bonus unit.

00:21:07.690 --> 00:21:10.367
I promise this is going to make sense eventually.

00:21:10.434 --> 00:21:12.755
So - we’ve inserted a coin.

00:21:12.755 --> 00:21:15.043
The game and the score have reset

00:21:15.043 --> 00:21:18.024
We’re on ball one and player one is up.

00:21:18.024 --> 00:21:22.380
The bonus unit was in the zero position,
so the outhole relay did get energized

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.

00:21:27.158 --> 00:21:31.780
And now the ball is finally in the shooter
lane and the game can be played.

00:21:32.440 --> 00:21:37.703
But now, I’m going to put the ball back into the outhole - watch what happens.

00:21:37.703 --> 00:21:40.881
[several mechanical noises in a rhythmic sequence]

00:21:41.749 --> 00:21:45.950
The ball was sent back to the shooter lane
after two cycles of the score motor,

00:21:45.950 --> 00:21:50.155
and the ball-in-play did not change. We’re still on ball one.

00:21:50.155 --> 00:21:51.825
I can just keep doing this forever

00:21:51.825 --> 00:21:54.499
[that same rhythmic sequence]

00:21:54.499 --> 00:21:58.426
and the game will keep serving me the ball again and again.

00:21:58.426 --> 00:21:59.944
Why is it doing this?

00:21:59.944 --> 00:22:03.367
[KA ch ch ch ch ka-CHUNK  ch ka-CHAKA clunk]

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.

00:22:09.191 --> 00:22:12.997
It may not get the ball into the shooter lane on the first try.

00:22:12.997 --> 00:22:15.586
The designers foresaw that possibility

00:22:15.586 --> 00:22:19.958
(or, more likely, older games screwed this up and they learned a lesson)

00:22:19.958 --> 00:22:22.905
so they designed an interrupt into the program

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.

00:22:28.615 --> 00:22:31.732
That interrupt is in the form of a relay, would you believe it?

00:22:31.732 --> 00:22:35.275
And that relay is the ball index relay.

00:22:35.275 --> 00:22:39.625
This is the relay itself, and this is where it lives on the schematic.

00:22:39.625 --> 00:22:45.182
This relay is connected to switches in the 10, 100, and 1,000 point relays.

00:22:45.250 --> 00:22:46.400
In this particular game,

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:

00:22:52.030 --> 00:22:54.538
if it doesn’t hit a 100 point rollover button,

00:22:54.538 --> 00:22:56.497
it may hit the 10 point bumpers,

00:22:56.497 --> 00:22:59.155
and if it misses both it will absolutely go through

00:22:59.155 --> 00:23:02.010
one of the 1,000 point rollover lanes.

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,

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.

00:23:15.558 --> 00:23:17.772
Anyway, here’s why it’s important:

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,

00:23:23.918 --> 00:23:28.651
and it will not increment the ball count if the ball ends up in the outhole.

00:23:28.651 --> 00:23:32.611
It will just keep trying to serve the ball to you over and over again.

00:23:32.611 --> 00:23:36.788
But once it does, you’re free to have a ball and play the game.

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.

00:23:42.539 --> 00:23:46.350
Except for this: Advance Bonus.

00:23:46.350 --> 00:23:48.681
Some of the targets advance the bonus value,

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.

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,

00:24:00.166 --> 00:24:06.419
but you can increase the bonus value
by hitting the targets that say “advance bonus.”

00:24:06.419 --> 00:24:09.372
Watch what happens when I hit the center rollover button.

00:24:09.372 --> 00:24:09.872
[clack]

00:24:10.809 --> 00:24:15.117
We hear a click, and the next light on the bonus ladder is now lit.

00:24:15.117 --> 00:24:16.273
That click:

00:24:16.273 --> 00:24:17.004
[clack]

00:24:17.247 --> 00:24:20.221
It came from, well two things actually:

00:24:20.221 --> 00:24:24.618
the advance relay and the bonus unit step up coil.

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.

00:24:30.463 --> 00:24:34.770
You may notice that there's a pretty large crack in it.

00:24:34.770 --> 00:24:36.590
Did I do that?

00:24:36.590 --> 00:24:37.714
That’s not important.

00:24:37.714 --> 00:24:40.811
This is a step up/step down stepper unit.

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.

00:24:47.730 --> 00:24:49.984
This has eleven possible positions:

00:24:49.984 --> 00:24:52.845
zero, 5,000, 10,000,

00:24:52.845 --> 00:24:57.763
15, 20, 25, 30, 35, 40, 45, and 50,000 points.

00:24:57.763 --> 00:25:03.179
The contacts and wipers here are mostly used
for the indicator lights in the playfield.

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 -

00:25:11.327 --> 00:25:17.309
thereby showing how many steps
away from the zero position the bonus unit’s mechanism is.

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.

00:25:23.680 --> 00:25:26.899
But you know that’s what’s going on because I just told you.

00:25:26.899 --> 00:25:29.431
That’s the critical piece of information here:

00:25:29.431 --> 00:25:33.487
“how many steps is the mechanism away from zero?”

00:25:33.487 --> 00:25:37.960
That in and of itself is what’s totaling the points to be awarded.

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.

00:25:44.201 --> 00:25:48.580
The ball’s gonna end up in the outhole and land on the outhole switch.

00:25:48.580 --> 00:25:53.207
When it closes, power that’s coming from
the score motor and traveling through this switch

00:25:53.207 --> 00:25:57.262
can finally make it through and energize the bonus relay coil.

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.

00:26:04.789 --> 00:26:09.306
To find out how that happens, we need to look
at the 1,000 point relay.

00:26:09.306 --> 00:26:12.416
In addition to all the stuff down here that we looked at before,

00:26:12.416 --> 00:26:14.624
there’s a path through the double bonus relay

00:26:14.624 --> 00:26:16.577
and this bonus relay switch

00:26:16.577 --> 00:26:22.237
and the ball index relay to this grey and white wire up at D-7.

00:26:22.237 --> 00:26:27.053
And what we find once we go up there is impulse switch C.

00:26:27.053 --> 00:26:31.941
Since that’s going to send five pulses of power through
as the score motor turns,

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.

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.

00:26:43.555 --> 00:26:46.297
Watch how this sequence actually occurs.

00:26:46.297 --> 00:26:48.326
[five dings, then a clunk]

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.

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.

00:27:04.147 --> 00:27:07.612
Let’s find that on the schematic so we can see why that happened.

00:27:07.612 --> 00:27:12.831
Here we are - that coil gets its power through
switch 5-A in the score motor.

00:27:12.831 --> 00:27:16.793
That then travels through a make/break switch in the double bonus relay,

00:27:16.793 --> 00:27:19.650
before hitting the switch in the bonus relay.

00:27:19.650 --> 00:27:22.747
Because of the sequencing in the cams of the score motor,

00:27:22.747 --> 00:27:29.096
switch 5-A is actuated just after the fifth pulse of the 1,000 point coil.

00:27:29.096 --> 00:27:32.074
So, as we saw, we got 5,000 points,

00:27:32.074 --> 00:27:36.201
then the bonus unit moved down to 10,000 points remaining.

00:27:36.201 --> 00:27:38.544
Now the ball is still in the outhole,

00:27:38.544 --> 00:27:41.907
and the bonus unit is still not in the zero position.

00:27:41.907 --> 00:27:43.417
So what happens next?

00:27:43.417 --> 00:27:45.380
The same exact thing.

00:27:45.380 --> 00:27:49.818
The 1,000 point relay coil gets five pulses, awarding 5,000 points,

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.

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.

00:28:03.102 --> 00:28:06.505
[five dings, then a clunk - repeated three times]

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.

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.

00:28:19.174 --> 00:28:21.339
And now, things change.

00:28:21.339 --> 00:28:24.495
Remember how the bonus relay was getting power?

00:28:24.495 --> 00:28:30.528
It initially came through this make/break switch marked 
“bonus unit zero position switch.”

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.

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,

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.

00:28:54.334 --> 00:28:57.309
So now, what happens next?

00:28:57.309 --> 00:29:00.154
We know the outhole relay has been energized,

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?

00:29:07.441 --> 00:29:10.689
Well, we do know three things are going to happen for sure:

00:29:10.689 --> 00:29:14.292
it needs to give the ball back so ball two can be played,

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

00:29:19.071 --> 00:29:23.405
(like the AZTEC relays, and let’s not forget the ball index relay),

00:29:23.405 --> 00:29:27.488
and then it needs to move the ball-in-play from one to two.

00:29:27.488 --> 00:29:31.169
Let’s look at those one at a time, starting with those relays.

00:29:31.169 --> 00:29:33.480
That’s actually pretty simple.

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

00:29:39.404 --> 00:29:43.728
is wired through this normally-closed switch in the outhole relay.

00:29:43.728 --> 00:29:45.988
As soon as the bonus count is finished,

00:29:45.988 --> 00:29:51.464
those relays will all release since the outhole relay becomes energized and opens this switch.

00:29:51.464 --> 00:29:53.307
And sure enough, that’s what we see.

00:29:53.307 --> 00:29:57.404
[ten dings as bonus is counted down, then several clunks]

00:29:57.404 --> 00:30:02.311
Since it also has to give the ball back,
let’s revisit the ball release coil.

00:30:02.311 --> 00:30:04.029
We’ve already looked at that before,

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.

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.

00:30:18.540 --> 00:30:23.515
That’s handled by the ball count unit
which lives here in the main cabinet.

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.

00:30:32.174 --> 00:30:34.053
To explain what that means,

00:30:34.053 --> 00:30:38.289
this arm light up the ball-in-play lights on the backglass.

00:30:38.289 --> 00:30:43.636
And there’s actually voltage going through the
light bulb filaments all the time -

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.

00:30:49.883 --> 00:30:53.224
They reach a dead end at the contact patches.

00:30:53.224 --> 00:30:57.969
The wiper arm, though,
will complete the circuit once it touches the patch.

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.

00:31:03.880 --> 00:31:09.009
Oh, and by the way - I do appreciate how Williams
arranged the lights in the order

00:31:09.009 --> 00:31:12.154
1, 4, 2, 5, 3.

00:31:12.154 --> 00:31:14.735
Since this can be set to three-ball play,

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.

00:31:21.111 --> 00:31:22.665
Clever thinking.

00:31:22.665 --> 00:31:26.108
The other wiper and contact patches on this stepper?

00:31:26.108 --> 00:31:29.026
Those come into play at the very end of the game.

00:31:29.026 --> 00:31:31.949
See if you can guess what they complete a circuit to.

00:31:31.949 --> 00:31:35.242
As a refresher, this is a step up/reset stepper,

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.

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.

00:31:46.690 --> 00:31:50.364
Let’s find the ball count unit step up coil.

00:31:50.364 --> 00:31:52.747
That’s up here - and now

00:31:52.747 --> 00:31:57.242
you’re going to get a clue about how this machine handles multiplayer games.

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.

00:32:03.510 --> 00:32:05.629
Power goes through the outhole relay,

00:32:05.629 --> 00:32:07.394
then the extra ball relay,

00:32:07.394 --> 00:32:09.390
then the ball index relay,

00:32:09.390 --> 00:32:11.989
then switch 1-C in the score motor,

00:32:11.989 --> 00:32:18.176
then it takes one of several possible paths
through the player unit and coin unit

00:32:18.176 --> 00:32:22.986
before finally hitting the coil which moves the ball count unit up.

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.

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.

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…

00:32:43.933 --> 00:32:46.773
wherever they happen to be depending on how well you did

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.

00:32:52.530 --> 00:32:53.874
You play ball two,

00:32:53.874 --> 00:32:57.141
the first target the ball hits energizes the ball index relay,

00:32:57.141 --> 00:32:59.645
the rest of the ball goes how it goes,

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.

00:33:05.270 --> 00:33:08.241
The outhole switch energizes the bonus relay,

00:33:08.241 --> 00:33:12.202
which will award 5,000 points then step the bonus unit down.

00:33:12.202 --> 00:33:15.126
It repeats that until the bonus unit hits zero,

00:33:15.126 --> 00:33:17.921
at which point the bonus relay becomes locked out,

00:33:17.921 --> 00:33:19.902
the outhole relay takes over,

00:33:19.902 --> 00:33:23.045
whatever relays that locked on in the prior ball are all released,

00:33:23.045 --> 00:33:27.417
and the score motor sends pulses of power to several things in-sequence

00:33:27.417 --> 00:33:30.170
including the ball count unit to move to ball three

00:33:30.170 --> 00:33:33.502
and the ball release coil to send it back to the shooter lane.

00:33:33.502 --> 00:33:35.149
Simple!

00:33:35.149 --> 00:33:37.313
But I’ve forgotten something.

00:33:37.313 --> 00:33:41.866
Every ball begins with 5,000 points on the bonus ladder already.

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.

00:33:49.415 --> 00:33:54.524
And sure enough it is, through switch 3-b in the score motor.

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,

00:33:59.994 --> 00:34:04.418
it takes two cycles of the score motor for it to return the ball to you.

00:34:04.418 --> 00:34:07.933
[five rapid ticks, a clunk, then more ticking and clunking]

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 -

00:34:13.619 --> 00:34:19.631
the outhole switch energized the bonus relay,
and it attempted to award 5,000 points.

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.

00:34:25.143 --> 00:34:30.029
Then, with the bonus unit in the zero position,
the outhole relay took over.

00:34:30.029 --> 00:34:32.782
It’s no different from any other ball drain.

00:34:32.782 --> 00:34:36.300
However, since the ball never made it onto the playfield,

00:34:36.300 --> 00:34:39.350
these open switches in the ball index relay

00:34:39.350 --> 00:34:44.429
prevented it from actually awarding those 5,000 points while the bonus relay did its thing

00:34:44.429 --> 00:34:49.434
and from incrementing the ball count when the outhole relay returned the ball.

00:34:54.128 --> 00:34:55.758
Pretty clever.

00:34:55.834 --> 00:34:58.160
But let’s get back to where we were.

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.

00:35:04.070 --> 00:35:08.200
That becomes possible when all of the AZTEC letter targets have been hit.

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.

00:35:15.160 --> 00:35:16.866
I am not going over that.

00:35:16.866 --> 00:35:19.463
But when set to conservative, as it is now,

00:35:19.463 --> 00:35:22.298
once all of the AZTEC relays are energized,

00:35:22.298 --> 00:35:26.914
the center target becomes lit for an extra ball by the setup relay.

00:35:26.914 --> 00:35:31.525
That lights the “when lit” light and also closes this switch.

00:35:31.525 --> 00:35:33.971
If you manage to hit the center target, then,

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

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.

00:35:45.002 --> 00:35:47.184
How does that give you an extra ball?

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

00:35:52.670 --> 00:35:56.813
was a normally-closed switch in the extra ball relay.

00:35:56.813 --> 00:36:00.896
Since, once you’ve earned an extra ball,
that switch becomes open…

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.

00:36:08.549 --> 00:36:11.569
The game will do everything it normally does at the end of a ball,

00:36:11.569 --> 00:36:15.446
including awarding the bonus and returning the ball to you to be played again,

00:36:15.446 --> 00:36:18.184
but it won’t move the ball count unit.

00:36:18.184 --> 00:36:20.204
It will just stay where it was.

00:36:20.204 --> 00:36:23.987
It also doesn’t send a pulse through to the player reset relay,

00:36:23.987 --> 00:36:26.293
but that’s not important right now.

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,

00:36:33.231 --> 00:36:38.097
so once you get an extra ball, the “same player shoots again” lights remain lit

00:36:38.097 --> 00:36:42.712
until the same player shoots again and the ball actually hits something.

00:36:42.712 --> 00:36:47.338
The last thing I want to touch on
is what happens when you activate double bonus.

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 -

00:36:52.680 --> 00:36:57.064
when both conditions are met,
that will activate the double bonus relay.

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,

00:37:02.256 --> 00:37:05.546
but what they actually do is quite interesting.

00:37:05.546 --> 00:37:09.664
First, of course, it lights up the “double bonus when lit” indicator.

00:37:09.664 --> 00:37:15.447
But it also radically changes
how the bonus sequence occurs at the end of the ball.

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.

00:37:23.154 --> 00:37:28.322
That will make it rapidly fire five times with each score motor rotation.

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.

00:37:35.826 --> 00:37:39.462
In action, this means that the awarding of your bonus points

00:37:39.462 --> 00:37:43.440
happens much more quickly when double bonus is lit.

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,

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.

00:37:55.030 --> 00:37:56.752
So the process is really quick,

00:37:56.752 --> 00:37:59.628
taking at most two cycles of the score motor.

00:37:59.628 --> 00:38:01.623
[five rapid clunks, then three]

00:38:02.005 --> 00:38:03.731
[more clicks as it resets for the next ball]

00:38:10.000 --> 00:38:13.390
Of course, once the bonus unit reaches the zero position,

00:38:13.390 --> 00:38:14.904
the bonus relay releases,

00:38:14.904 --> 00:38:16.659
the outhole relay takes over,

00:38:16.659 --> 00:38:20.620
and the same end-of-ball sequence
we’ve been looking at happens once again.

00:38:20.620 --> 00:38:25.378
Which, by the way,
will remove power to the double bonus relay coil so...

00:38:25.378 --> 00:38:27.537
too bad on your next ball.

00:38:27.537 --> 00:38:30.404
I’m about to wrap this video up because runtime,

00:38:30.404 --> 00:38:33.257
but I want to focus on the word sequence.

00:38:33.257 --> 00:38:38.762
Remember that the score motor’s numbered switch stacks
are actuated one-at-a-time.

00:38:38.762 --> 00:38:41.887
In this clip, I’ve filmed the score motor in low-light

00:38:41.887 --> 00:38:45.708
so you can see how the arcing appears to travel from left-to-right.

00:38:46.576 --> 00:38:52.087
[rapid clicking and clacking]

00:38:52.087 --> 00:38:55.608
All of this is all happening thanks to the outhole relay -

00:38:55.608 --> 00:39:02.423
that one relay connects five things to these switches
and they are each actuated in order.

00:39:02.500 --> 00:39:04.448
Some of them we’ve already touched on -

00:39:04.448 --> 00:39:06.067
others we haven’t.

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.

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.

00:39:22.570 --> 00:39:24.370
And after the last ball,

00:39:24.370 --> 00:39:28.180
that is the action which shuts off the game.

00:39:28.180 --> 00:39:30.743
Since this is currently set to three-ball play,

00:39:30.743 --> 00:39:34.505
once the ball count unit moves into the position for ball four,

00:39:34.505 --> 00:39:39.709
the other wiper completes the circuit for the game over relay trip coil.

00:39:39.709 --> 00:39:43.800
The instant it moves to ball four, the game shuts off.

00:39:43.800 --> 00:39:46.171
You can see that if I bridge this switch together,

00:39:46.171 --> 00:39:51.168
despite being in the game over position,
ball 4 lights up on the backglass.

00:39:51.168 --> 00:39:54.795
The ball count unit is actually resting in the ball four position.

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,

00:40:01.719 --> 00:40:04.073
so as soon as the wiper touched it, boom.

00:40:04.073 --> 00:40:05.683
Game over.

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

00:40:10.612 --> 00:40:15.704
the game over relay trip coil is connected to this contact patch instead.

00:40:15.704 --> 00:40:17.628
So you would get to play ball four.

00:40:17.628 --> 00:40:19.363
And then ball five.

00:40:19.363 --> 00:40:23.608
At the end of ball five, though, the ball count unit would step up again

00:40:23.608 --> 00:40:29.399
and in the quasi-sixth position,
the game over relay would be tripped.

00:40:29.399 --> 00:40:31.606
With the game over relay tripped,

00:40:31.606 --> 00:40:35.609
the rest of the stuff the outhole relay normally does at the end of a ball...

00:40:35.609 --> 00:40:37.627
just doesn’t happen.

00:40:37.627 --> 00:40:43.078
For instance, the ball release coil doesn’t get power
since this switch is now open.

00:40:43.078 --> 00:40:47.061
In fact, none of the stuff below this point in the schematic will work.

00:40:47.061 --> 00:40:50.107
The game is over so it's shut off.

00:40:50.107 --> 00:40:53.755
But there is a different thing it might do at the end -

00:40:53.755 --> 00:40:56.542
and that is give you a free game.

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,

00:41:02.596 --> 00:41:07.446
you’ll hear a knocking sound and suddenly the number 1 will appear here,

00:41:07.446 --> 00:41:10.342
indicating there’s a credit on the machine,

00:41:10.342 --> 00:41:13.827
and a new game can be played by pressing the start button.

00:41:14.834 --> 00:41:16.498
How’s that work?

00:41:16.498 --> 00:41:20.131
Well… I guess we’re gonna need a part three.

00:41:20.131 --> 00:41:23.910
I know, I know, but there’s a lot to this!

00:41:23.910 --> 00:41:25.624
We’re almost there, though.

00:41:25.624 --> 00:41:29.720
In part three, we’ll take a look at how this number match feature works.

00:41:29.720 --> 00:41:31.867
We’ll also look at the credit unit

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).

00:41:37.810 --> 00:41:40.591
We’ll also look at how multi-player games work,

00:41:40.591 --> 00:41:43.912
and finally we’ll talk about the tilt switch.

00:41:43.912 --> 00:41:46.800
Get too rough with the machine and boop -

00:41:46.800 --> 00:41:48.461
you’ve lost that ball.

00:41:48.461 --> 00:41:50.077
Better luck next time.

00:41:50.077 --> 00:41:53.057
Speaking of next time, see you next time!

00:41:53.960 --> 00:41:56.544
♫ tiltedly smooth jazz ♫

00:41:57.968 --> 00:42:00.060
In the perhaps ostimi…

00:42:00.458 --> 00:42:01.802
[disappointment]

00:42:02.121 --> 00:42:03.677
well...

00:42:05.706 --> 00:42:07.294
already got one!

00:42:07.294 --> 00:42:10.495
...that the primary reason for their existence isn’t fun.

00:42:11.052 --> 00:42:13.378
It’s… something weird happened.

00:42:13.378 --> 00:42:15.099
Mmmneergahbuhguhbuhbuhgaaaaah

00:42:15.099 --> 00:42:16.633
buhbuhbugabowwwah

00:42:16.633 --> 00:42:18.133
The main relay like --

00:42:18.133 --> 00:42:19.275
AAHHHH

00:42:19.275 --> 00:42:20.987
But you’ll notice that the…

00:42:20.987 --> 00:42:21.858
BLARGRRP!

00:42:21.858 --> 00:42:26.128
But one that mechanically latches into two stable…

00:42:26.128 --> 00:42:27.549
crap!

00:42:27.549 --> 00:42:29.800
Not the Motorola logo.

00:42:29.800 --> 00:42:32.263
Ble…mmmm okay, this is a long line.

00:42:32.263 --> 00:42:33.985
Gotta start at the bottom.

00:42:33.985 --> 00:42:38.323
…like so many others in this machine will lock on through a switch within itself

00:42:38.323 --> 00:42:42.020
but this time its interlocking power path oh crap.

00:42:43.254 --> 00:42:45.967
Did you get the two bits of trivia pun?

00:42:45.967 --> 00:42:48.744
Honestly I doubt even many Americans would.

00:42:48.744 --> 00:42:51.824
"Two bits" is an old expression for a quarter.

00:42:51.824 --> 00:42:54.721
That's what "shave and a haircut: two bits" means.

00:42:55.756 --> 00:42:59.043
The best jokes need explanations.

