WEBVTT
Kind: captions
Language: en

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How do you suppose up to four players can compete with&nbsp;
each other on this old pinball machine

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filled with nothing but wires and relays?

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Well, with wacky contraptions like this one here.

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This is the player unit,
and with the&nbsp;help of two other mechanisms inside this machine

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it will alter the machine’s programming
to&nbsp;allow competing players take turns as the game progresses.

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Welcome to part three of a deep dive&nbsp;
into this electromechanical pinball machine.

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If you haven’t seen the earlier videos,&nbsp;
be warned parts of this might be hard to follow.

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Linky-dinks are available to find part&nbsp;one and two,
but I’ll do my best here to lightly recap important concepts where necessary.

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First,&nbsp;though, let’s talk about something simple.

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That.

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This machine has several anti-cheating measures&nbsp;built into it.

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They’re designed to detect a player
moving the machine and penalize them if they&nbsp;do so.

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Skilled players are able to physically push the game cabinet around
to keep the ball&nbsp;from draining, a technique called nudging.

00:01:05.333 --> 00:01:07.839
And for the record I suck at that!

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But if you’re&nbsp;good at it you can become
much more likely to get a high score and win a replay.

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Operators&nbsp;don’t love those - they want your quarters, not your satisfaction!

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So if you get too&nbsp;rough, the machine will register a tilt.

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The tilt light comes on, the flippers shut&nbsp;off,

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and you’re forced to lose that ball.

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Now, if tilt seems like a weird word to describe&nbsp;this penalty,

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tilting is a very old pinball term dating back to the
flipperless ball-shooting&nbsp;machines of the 1930’s.

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As those became popular,
before long they started becoming used as&nbsp;gambling devices.

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Initially this was just the players making bets on each other
but later&nbsp;the manufacturers started leaning into it.

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The written rules of the games they sold would&nbsp;
soon award “credits” for certain high scores,

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and the proprietor of the establishment which&nbsp;
hosted the games would pay those credits out to winners.

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As this practice spread, cheating became&nbsp;a serious problem.

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Especially since these early games were small and light enough that&nbsp;you could easily pick them up and manipulate how the balls would roll around.

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So they needed&nbsp;a way to warn the proprietor of the establishment
that the game cabinet had been tilted during the&nbsp;game.

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In the early days there were many clever ways this was done which to save time I won’t get&nbsp;into

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but it usually involved a simple mechanism with a
precariously perched object that reset&nbsp;with the coin slide.

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At the start of the game something like a ball would find itself on top of&nbsp;a stick,

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and if it fell off that perch, that meant the game was tilted during play
and that would&nbsp;void the score and thus prevent any payouts.

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The early and problematic relationship between&nbsp;gambling and pinball
led to it being outlawed&nbsp;in some locales for many years.

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And, uh, by the way - Williams?

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They still exist.

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They make slot machines.

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And Bally?

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That name’s on some&nbsp;casinos, isn’t it?

00:03:13.029 --> 00:03:15.519
Though that lineage is much murkier.

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The Bally name and logo also ended&nbsp;up on fitness centers.

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And theme parks.

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And sports networks.

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Anyway, pinball machines&nbsp;with flippers
were usually earnestly meant for amusement only.

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Like this one!

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You can&nbsp;tell because it says "for amusement only."

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But since you can score free games

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(usually&nbsp;- there’s a fun legal loophole I’ll cover later)

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and free games hurt the operator’s bottom&nbsp;line,
anti-cheating measures are still in-place.

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And this machine has several anti-cheating&nbsp;devices!

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This one here is the most common - pretty much every pinball machine
from the 1940’s&nbsp;through today has a mechanism just like this,

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called the tilt bob.

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You might also&nbsp;call it a plumb bob because that’s technically what it is.

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A conical weight&nbsp;is suspended on a rod much like a pendulum,

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and the weight rests in the center of a ring&nbsp;
which surrounds it but doesn’t touch it.

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24 volts AC is applied across the weight and&nbsp;that ring,

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meaning together they are really just a strange pair of switch contacts.

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If&nbsp;someone were to start shaking the machine,
the weight will start to swing and get close to&nbsp;the ring.

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Shake it too hard and they’ll touch.

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And guess what that does?

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It sends voltage to&nbsp;the tilt relay!

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If the tilt relay energizes, it locks on,

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illuminates the tilt&nbsp;indicator,

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and opens this switch.

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That disables practically everything in the game&nbsp;
so you will instantly stop scoring points,

00:04:50.263 --> 00:04:55.004
and most importantly the flippers are disabled&nbsp;
so you will lose the ball.

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The tilt penalty is only the ball-in-play
so unless you tilted&nbsp;on your last ball the game isn’t over.

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But you also lose any bonus points you&nbsp;
might have accumulated during that ball

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and even an extra ball if you managed&nbsp;to score one.

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To pour salt in the wound, the machine still executes the bonus sequence&nbsp;
as normal once the ball lands in the outhole,

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but the tilt relay prevents it from awarding&nbsp;any points

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so it becomes a sadistic countdown
where you watch it deny every point you had&nbsp;previously built up.

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Once that’s complete, though, the outhole relay energizes as normal
which&nbsp;un-trips the tilt relay and the game continues.

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As you may have guessed, the weight&nbsp;can be moved up and down on the rod to increase or decrease the sensitivity of&nbsp;the tilt switch.

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Stingy operators would move the weight very far up so the wider diameter&nbsp;of the cone almost entirely filled the ring.

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But those with more forgiving temperaments might&nbsp;
lower it so more violent shaking is needed for the machine to register a tilt.

00:05:57.631 --> 00:06:02.236
And right above&nbsp;the tilt bob it is a second tilt switch in this machine.

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A ball is placed in this track which,&nbsp;like the tilt bob, is energized at 24V.

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The track is a little knackered as the original&nbsp;ball is missing 
and this second pinball is just a little too big - but it does work.

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If the&nbsp;ball rolls forward and touches this contact,

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since the ball is energized by the track, the tilt&nbsp;relay will trip.

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This is designed to detect that someone is lifting the front of the machine
to&nbsp;make the playfield level and keep the ball from draining.

00:06:34.153 --> 00:06:37.962
These electromechanical games&nbsp;have fairly shallow playfields

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so the normal tilt switch wouldn’t necessarily swing enough
to&nbsp;trip in that case, at least if set more liberally.

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Now these aren’t the only two kinds of tilt&nbsp;switches out there,
in fact this machine has a third one hanging on the playfield.

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And there&nbsp;were other varieties in use throughout the years.

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But before I move on, if you spied the anti-cheat&nbsp;switch in the schematic earlier -

00:07:01.436 --> 00:07:05.665
that’s actually something else entirely unrelated to tilting.

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That switch is normally closed and in series with the coin switches.

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It lives on the coin&nbsp;door and you’ll notice that here it’s labeled "anti-slam switch."

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This switch is there because&nbsp;someone banging on the coin door could cause the leaf switches of the coin mechanisms to close

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and&nbsp;start the game without actually paying for a game.

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If they try that the anti-slam switch will open&nbsp;to prevent a false purchase.

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Later machines in the solid state era would use this switch&nbsp;
to trigger a slam tilt - which is a much more severe penalty.

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Slam tilts end the game entirely&nbsp;as a punishment for someone 
bashing on the coin door or perhaps violently kicking the machine.

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This game, though, has no ability to do that.

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With the cheating out of the way, let’s talk&nbsp;about
how this machine handles multiplayer games.

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As a quick refresher, this is just a&nbsp;huge mess of wires we’re asking to do stuff for us.

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To perform specific tasks, the&nbsp;machine uses the score motor 
which is a contraption that rhythmically actuates a&nbsp;whole bunch of switches in stacks.

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When combined with the various relays throughout the machine&nbsp;
which connect those switches to other devices,

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the machine can execute automated sequences.

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It might perform some action multiple times,
which is how targets like this award 5,000&nbsp;points.

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Or the switches might activate
several different mechanisms in a logical&nbsp;sequence.

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You might call that a program.

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Relays aren’t the only thing which determines&nbsp;
what all those switches in the score motor do, though.

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The game is also filled with several&nbsp;stepper units.

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These contraptions rewire the machine based on their physical position, 
which&nbsp;will change as other actions take place.

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These can be used as a simple kind of memory,
such&nbsp;as in the ball count unit and the bonus unit,

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or they might alter specific steps
in the&nbsp;machine’s program depending on their position.

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And this stepper, called the coin unit,
is what&nbsp;determines how many players can play the game.

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How does it do that?

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Well, when you deposit&nbsp;a quarter,

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the coin switches trip the coin relay

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which causes the machine to reset&nbsp;everything including the coin unit.

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Once reset, its main program loop begins and it&nbsp;serves the first ball to you.

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And now you have a choice.

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You can either plunge that&nbsp;ball and commit to a single player game,

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or you can give it another quarter to add a&nbsp;second player.

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If you deposit another quarter, the machine doesn’t reset this time.

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Since the&nbsp;game was powered on by the first quarter,
the now latched game over relay locks out the reset&nbsp;relay.

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That prevents the coin relay and the score motor from resetting the game
a second time and instead causes&nbsp;it to do only one thing:

00:10:06.717 --> 00:10:09.611
step the coin unit up.

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With the coin unit now in its second position,&nbsp;
the backglass indicates that two can play.

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These lights are controlled with this wiper arm&nbsp;here,
with each of those contacts wired to one of the four light sockets.

00:10:22.989 --> 00:10:27.300
But the other wipers&nbsp;in the coin unit are doing something more interesting.

00:10:27.300 --> 00:10:32.553
Through their new position, they&nbsp;have altered the end-of-ball sequence.

00:10:32.553 --> 00:10:38.673
That sequence occurs at the end of a ball via the&nbsp;outhole relay 
and it has four discrete steps:

00:10:38.720 --> 00:10:45.331
First, the score motor will pulse the ball&nbsp;count unit step up coil 
to move the game from&nbsp;ball 1 to ball 2.

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Next it pulses the player&nbsp;unit reset coil which resets the player unit.

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Then the bonus unit step up coil gets a pulse to&nbsp;
put it back on 5,000 points for the next ball.

00:10:58.095 --> 00:11:02.301
And finally the ball release coil is pulsed&nbsp;
to return the ball to the shooter lane.

00:11:04.043 --> 00:11:10.038
[rapid mechanical sounds as the sequence occurs repeatedly]

00:11:15.048 --> 00:11:23.221
That sequence works fine for single-player games&nbsp;
but it doesn’t work for the two-player game we have just paid for.

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After the first player has played&nbsp;their first ball and lost it,

00:11:26.879 --> 00:11:33.014
step one in that sequence - advancing the ball count unit - can’t&nbsp;happen.

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The game does need to return the ball so player two can play their turn,

00:11:37.535 --> 00:11:41.755
but the game&nbsp;should still be on ball one.

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To accomplish this, the coin unit serves as an interrupt.

00:11:45.722 --> 00:11:54.747
Although&nbsp;the end-of-ball sequence does still occur,
the coin unit will not allow the ball count unit&nbsp;to advance in step one.

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Remember this convoluted circuit path in the schematic?

00:11:58.564 --> 00:12:04.145
In order for the&nbsp;ball count unit to receive
the pulse of power coming from the outhole relay,

00:12:04.145 --> 00:12:07.594
that pulse has&nbsp;to make it through the coin unit.

00:12:07.594 --> 00:12:11.788
And with the coin unit in the second position for a two-player&nbsp;game,

00:12:11.788 --> 00:12:15.336
this link is moved down from here to here,

00:12:15.336 --> 00:12:21.216
thus the original circuit path is broken&nbsp;and the ball count unit cannot advance.

00:12:21.216 --> 00:12:23.429
Great, that makes sense.

00:12:23.429 --> 00:12:28.863
But the machine also&nbsp;has to switch from player 1 to player 2.

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How’s that happen?

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Well, remember how the second step in&nbsp;the end-of-ball sequence
was to reset the player unit?

00:12:36.396 --> 00:12:39.035
You might have wondered what that does.

00:12:39.035 --> 00:12:41.964
The&nbsp;player unit is what we looked at in the opening.

00:12:41.964 --> 00:12:47.700
It’s another stepper unit that lives in the backbox
and it’s arguably the&nbsp;most complicated of them all.

00:12:47.700 --> 00:12:52.707
It’s got a TON of wires attached to it,
and rather than wiper arms

00:12:52.707 --> 00:13:01.868
it’s got a fiberglass disc with 24 spring-loaded contacts
sliding over a sea of brass rivets&nbsp;almost like snowshoes.

00:13:01.868 --> 00:13:06.079
Those contacts on the moving disc are simply linked together in pairs

00:13:06.079 --> 00:13:13.749
so what they actually do is bridge together a different set of wires
connected to the rivet&nbsp;board depending on the mechanism’s position.

00:13:13.749 --> 00:13:19.115
Despite its apparent complexity,
the bulk of&nbsp;this unit’s job is actually pretty simple:

00:13:19.115 --> 00:13:22.066
there are four score displays in this machine,

00:13:22.066 --> 00:13:27.218
but only one of those displays should have points added to it 
as the ball hits&nbsp;targets.

00:13:27.218 --> 00:13:30.142
This device is what controls that:

00:13:30.240 --> 00:13:36.840
the player unit connects the points relays in the&nbsp;
backbox to only one set of score reels at a time,&nbsp;&nbsp;

00:13:36.840 --> 00:13:44.382
and it illuminates the player-up light to show&nbsp;which set of score reels
is active (and thus&nbsp;which player is up).

00:13:44.382 --> 00:13:48.893
Of course, then, it has&nbsp;four positions - one position for each player.

00:13:48.893 --> 00:13:56.214
Its reset position is for player one and it will&nbsp;
always return there when the reset coil is fired.

00:13:56.214 --> 00:14:01.364
That was step two in the end-of-ball sequence&nbsp;- reset the player unit.

00:14:01.364 --> 00:14:06.986
But at the end of the first player’s first ball,
we need the opposite to&nbsp;occur!

00:14:06.986 --> 00:14:10.076
We need it to step up to player two.

00:14:10.076 --> 00:14:16.381
And sure enough, that’s what happens
after the first&nbsp;ball is lost - with a nice and distinct clack.

00:14:16.892 --> 00:14:21.008
[bell ringing as points are added, then several distinct clacks]

00:14:21.576 --> 00:14:23.357
Why did that happen?

00:14:23.357 --> 00:14:30.348
If you guessed the coin unit&nbsp;had something to do with it,
you’d be guessing correctly but only indirectly.

00:14:30.348 --> 00:14:34.418
Let’s find the&nbsp;player unit step up coil on the schematic.

00:14:34.418 --> 00:14:35.855
Here it is.

00:14:35.855 --> 00:14:41.878
Now, it gets its pulse from the outhole relay&nbsp;
and switch 2-B in the score motor but looky here,

00:14:41.878 --> 00:14:47.350
it’s gotta go through a make/break switch in the&nbsp;player reset relay.

00:14:48.132 --> 00:14:50.489
There’s always another relay.

00:14:50.489 --> 00:14:56.547
If that relay is energized, then the player unit&nbsp;will reset in the end-of-ball sequence.

00:14:56.547 --> 00:15:01.365
But if it's not energized, the player unit will step&nbsp;up.

00:15:01.365 --> 00:15:05.498
So it must not have been energized during the first end-of-ball sequence.

00:15:05.498 --> 00:15:11.361
Why not?&nbsp;Because the ball count unit didn’t step up.

00:15:11.361 --> 00:15:18.757
The coil for that player reset relay gets&nbsp;energized by
an end-of-stroke switch in the ball-count unit.

00:15:18.757 --> 00:15:25.998
That means the ball count&nbsp;unit has to physically move
in order for the player reset relay to energize

00:15:25.998 --> 00:15:29.163
and cause&nbsp;the player unit to reset.

00:15:29.163 --> 00:15:31.757
So do you see what just happened?

00:15:31.757 --> 00:15:40.458
Since the coin unit just prevented&nbsp;the ball count unit from stepping up to ball two, 
the ball count stayed on ball one.

00:15:40.458 --> 00:15:45.184
And because of&nbsp;that, the player reset relay could not energize

00:15:45.184 --> 00:15:54.295
and thus the next pulse coming from switch 2-B via the&nbsp;outhole relay
stepped the player unit up instead of resetting it.

00:15:54.295 --> 00:15:57.909
And now that the player unit&nbsp;has moved to its second position?

00:15:57.909 --> 00:15:59.825
Player two is up.

00:15:59.825 --> 00:16:05.132
The next ball that’s played will add points&nbsp;
to the second player’s score reels.

00:16:05.132 --> 00:16:11.604
And that’s literally the only difference as far as how the&nbsp;
game operates when the ball is on the playfield.

00:16:11.680 --> 00:16:14.854
Once the second player’s first ball is lost,

00:16:14.854 --> 00:16:18.844
the&nbsp;machine will execute the end-of-ball sequence as it always does.

00:16:18.844 --> 00:16:25.718
But now we want the machine to&nbsp;advance to ball 2
and go back to player 1.

00:16:25.718 --> 00:16:27.840
How will that happen?

00:16:27.840 --> 00:16:29.844
You might have spotted it&nbsp;already.

00:16:29.844 --> 00:16:38.400
Since the player unit moved to the player 2 position,
the coin unit is no longer&nbsp;interrupting the ball count unit.

00:16:38.400 --> 00:16:41.350
That link which moved down from here to here?

00:16:41.350 --> 00:16:44.072
Well, take a look&nbsp;at the player unit right next to it.

00:16:44.072 --> 00:16:48.969
When player 1 was up its link was at the top so the circuit&nbsp;
was broken.

00:16:48.969 --> 00:16:53.612
But with player 2 up, the link is now in the second position.

00:16:53.612 --> 00:16:56.237
And that matches the&nbsp;coin unit.

00:16:56.237 --> 00:16:59.295
So when player 2 loses their ball,

00:16:59.295 --> 00:17:07.187
the pulse coming from the outhole relay
and switch&nbsp;1-C to advance the ball count unit will now make it through.

00:17:07.187 --> 00:17:10.752
And of course, once it does, the ball&nbsp;count unit will advance,

00:17:10.752 --> 00:17:19.814
so its end-of-stroke switch energizes the player reset relay,
meaning&nbsp;the next pulse in the sequence which comes from switch 2-B

00:17:19.814 --> 00:17:24.281
will in fact reset the player unit&nbsp;back to player 1.

00:17:24.281 --> 00:17:28.306
And so, ball 2 - player 1.

00:17:28.306 --> 00:17:34.603
So what would happen if we gave the machine three quarters at the start
for a three-player game?

00:17:34.603 --> 00:17:38.891
Well, that would step the coin unit into its third position.

00:17:38.891 --> 00:17:43.965
And its link as shown on the&nbsp;schematic moves down to here.

00:17:43.965 --> 00:17:52.399
That means the coin unit will interrupt the ball count unit
until&nbsp;the player unit is on player 3.

00:17:52.399 --> 00:17:59.510
So the first player loses their ball,
and in the end-of-ball sequence the player unit steps&nbsp;up to player 2.

00:17:59.510 --> 00:18:06.633
Then the second player loses their ball, and the same exact thing happens:
the player unit steps up to player 3.

00:18:06.633 --> 00:18:10.410
But, with the player unit in the player 3 position,

00:18:10.410 --> 00:18:15.867
the next time a ball is lost, the coin unit’s interrupt is bypassed.

00:18:15.867 --> 00:18:19.459
So the ball count unit can advance as normal

00:18:19.459 --> 00:18:25.763
which then allows the player reset relay
to reset the player&nbsp;unit back to player 1.

00:18:25.763 --> 00:18:33.769
Put simply, the coin unit is saying
“you must not advance the ball count until the player unit has reached player three.”

00:18:33.769 --> 00:18:40.935
And once that condition is met, the&nbsp;ball count unit can advance 
which of course moves the game along but also,

00:18:40.935 --> 00:18:46.049
through the player&nbsp;reset relay, puts player one back up to bat.

00:18:46.049 --> 00:18:51.595
Now the last thing to address here is how
extra&nbsp;balls work in multiplayer games.

00:18:51.595 --> 00:18:55.177
If you score one, the extra ball relay locks on.

00:18:55.177 --> 00:19:02.972
And you may&nbsp;recall from the previous videos that this prevents 
the ball count unit from advancing so you get a&nbsp;free ball.

00:19:02.972 --> 00:19:05.464
But if we look at the schematic again,

00:19:05.464 --> 00:19:13.333
you’ll see that in fact the first and&nbsp;second step
in the end-of-ball sequence are interrupted by the extra ball relay.

00:19:13.333 --> 00:19:19.998
The ball count pulse and&nbsp;the player unit pulse
both go through this normally-closed switch.

00:19:19.998 --> 00:19:25.233
So, if it’s open thanks to you scoring an extra ball, neither will happen.

00:19:25.233 --> 00:19:31.111
So at the end of&nbsp;your ball
the game awards the bonus points and then simply returns the ball,

00:19:31.111 --> 00:19:36.000
and&nbsp;that’s why the light on the backglass says “same player shoots again.”

00:19:36.000 --> 00:19:38.567
In a&nbsp;single player game it’s just a free ball,

00:19:38.567 --> 00:19:44.397
but in a multiplayer game
it interrupts the&nbsp;game’s progression from one player to the next.

00:19:44.397 --> 00:19:48.728
So, if you’ve got your head around all that, I have great news:

00:19:48.728 --> 00:19:52.121
that’s the most complex thing in this video.

00:19:52.121 --> 00:19:54.980
From here on out, things&nbsp;get easier.

00:19:54.980 --> 00:20:00.271
And now’s a good time to explain something
about pinball machines from this&nbsp;time period.

00:20:00.271 --> 00:20:06.604
If you haven’t noticed it before,
the playfield completely resets after&nbsp;the ball is lost.

00:20:06.604 --> 00:20:12.334
Every ball begins with no letters lit
and the bonus at 5,000&nbsp;points.

00:20:12.334 --> 00:20:17.518
This was a compromise which made multiplayer games possible.

00:20:17.518 --> 00:20:25.437
Single-player&nbsp;games of this time period often had
fairly deep and complex rulesets that unfolded over the game.

00:20:25.437 --> 00:20:28.891
But multiplayer games couldn’t do that.

00:20:28.891 --> 00:20:36.750
Relay logic is what powers these things,
and&nbsp;there isn’t a practical way to save the state of each player’s progress.

00:20:36.750 --> 00:20:45.729
Some games might enable&nbsp;different features depending on the ball in play:
Gottlieb, for instance, was very fond of doubling&nbsp;the bonus on the last ball.

00:20:45.729 --> 00:20:50.786
But multiplayer capability required a fairly simple ruleset,

00:20:50.786 --> 00:20:57.945
and in most cases these multiplayer games are better understood
as one-ball games which are merely repeated a few&nbsp;times

00:20:57.945 --> 00:21:00.853
in the hopes of getting a very high score.

00:21:00.853 --> 00:21:06.807
And you might want to get a very high score in the hopes of winning a free&nbsp;game.

00:21:06.807 --> 00:21:09.597
Which brings us to the credit unit.

00:21:09.597 --> 00:21:12.785
This is another stepper unit which lives in the&nbsp;backbox.

00:21:12.785 --> 00:21:16.320
It’s a step up / step down stepper like the bonus unit -

00:21:16.320 --> 00:21:23.077
one coil moves it up by&nbsp;one position,
and the other moves it back down by only one position.

00:21:23.077 --> 00:21:33.069
This little window in the backglass graphics reveals&nbsp;what position the stepper is in
and thus whether there are any credits on the machine (and how many).

00:21:33.069 --> 00:21:35.926
If there are none,&nbsp;this is blank.

00:21:35.926 --> 00:21:41.558
But you might have earned yourself a replay
by getting a high score or perhaps a special.

00:21:41.558 --> 00:21:47.630
In that case, the credit unit step up coil is fired and the window will show a 1.

00:21:47.630 --> 00:21:52.943
And now, the game can&nbsp;be started again using the start button on the front.

00:21:52.943 --> 00:22:01.114
With a credit on the machine, the start&nbsp;button will energize the coin relay
just as if you had inserted a coin and so the game will&nbsp;start.

00:22:01.114 --> 00:22:05.674
It also steps the credit unit down to remove one credit.

00:22:05.674 --> 00:22:07.467
Now, much like the bonus unit,

00:22:07.467 --> 00:22:11.659
to the game logic,&nbsp;the credit unit can only be in one of two states:

00:22:11.659 --> 00:22:15.180
no credits, or yes credits.

00:22:15.180 --> 00:22:22.478
The number of credits shown&nbsp;simply indicates how many steps away
from the zero position the mechanism happens to be,

00:22:22.478 --> 00:22:30.245
and thus&nbsp;how many times a credit can be removed
(and a game started or a player added) before it’s back to&nbsp;zero.

00:22:30.245 --> 00:22:35.379
All this thing is doing is pressing on this switch stack with this peg.

00:22:35.379 --> 00:22:40.882
If it’s got a credit,&nbsp;the peg has moved away from the stack and this switch is closed.

00:22:40.882 --> 00:22:43.617
That connects the start button to&nbsp;the coin relay.

00:22:43.617 --> 00:22:45.382
And if it doesn’t have a credit,

00:22:45.480 --> 00:22:51.294
the peg presses on the stack and this switch is&nbsp;open
which disables the start button.

00:22:51.294 --> 00:22:57.158
There's another peg on the same wheel which will press&nbsp;
the switch stack from the other direction once&nbsp;it hits it -

00:22:57.158 --> 00:23:01.864
and this defines the maximum&nbsp;number of credits the machine will store.

00:23:01.864 --> 00:23:08.673
Once this switch is open, the credit unit step up&nbsp;
coil is disconnected and it can’t add any more.

00:23:08.673 --> 00:23:14.401
You can move that peg to a few different positions which alter that maximum number of credits the machine will allow.

00:23:15.120 --> 00:23:24.429
Incidentally, the mere presence of this thing is&nbsp;what kept pinball
illegal in some jurisdictions&nbsp;even after flipper games became common.

00:23:24.429 --> 00:23:31.215
Some&nbsp;lawmakers apparently believed that
if you could win a free game, you could then…

00:23:31.215 --> 00:23:38.565
sell it? I guess?&nbsp;to another player
and then somehow that made this a gambling machine.

00:23:38.565 --> 00:23:47.235
Now, this sounds absurd&nbsp;at first but it’s a little understandable
when you know that the same companies&nbsp;that made these pinball machines

00:23:47.235 --> 00:23:50.353
also made bingo machines.

00:23:50.353 --> 00:24:01.720
Those looked an awful lot&nbsp;like pinball machines (built into identical cabinets)
but they didn’t have flippers&nbsp;and they were explicitly gambling machines.

00:24:01.720 --> 00:24:06.254
Bingo machines were terribly addictive and&nbsp;insidious devices.

00:24:06.254 --> 00:24:16.254
They tended to make your odds of winning slightly better
by quasi-randomly&nbsp;enabling more features and thus making a win&nbsp;slightly more likely

00:24:16.254 --> 00:24:23.635
if you gave them more money before the&nbsp;clock on the timed game
(did I mention it's a timed game?) ran out.

00:24:23.635 --> 00:24:28.360
I’ve linked to a very good explanation from a collector&nbsp;
if you’d like to learn more about them.

00:24:29.120 --> 00:24:32.535
Those machines also awarded credits if you won

00:24:32.535 --> 00:24:36.005
which&nbsp;were technically just free games.

00:24:36.005 --> 00:24:39.208
But you might win hundreds at a time.

00:24:39.208 --> 00:24:46.295
And the&nbsp;proprietor could knock them off the machine
with a hidden button and pay you out their cash&nbsp;value.

00:24:46.295 --> 00:24:52.542
The distinction between pinball machines and bingo machines 
might seem obvious enough in hindsight,

00:24:52.542 --> 00:25:01.077
but anyone who knows how poorly Congress seems to understand the internet
should be able to&nbsp;piece together why this confusion occurred.

00:25:01.077 --> 00:25:04.198
The pinball manufacturers were crafty, though.

00:25:04.198 --> 00:25:07.765
They just wanted to sell these machines to operators.

00:25:07.765 --> 00:25:12.219
Vertical integration and strict profit-sharing&nbsp;agreements weren't trendy yet,

00:25:12.219 --> 00:25:15.614
so they only made their profit when they sold the machines.

00:25:15.614 --> 00:25:17.697
They didn't care how they got used.

00:25:17.697 --> 00:25:21.872
So,&nbsp;to get around some of the stricter anti-pinball laws

00:25:21.872 --> 00:25:28.316
they began producing altered versions of&nbsp;their flipper games
known as add-a-ball machines.

00:25:28.316 --> 00:25:31.269
In these games, there was no credit unit.

00:25:31.269 --> 00:25:33.370
You&nbsp;couldn’t win a free game.

00:25:33.370 --> 00:25:35.285
Law satisfied!

00:25:35.285 --> 00:25:38.424
But you could win more balls.

00:25:38.424 --> 00:25:44.835
These machines, rather than&nbsp;displaying the ball-in-play,
showed balls-to-play.

00:25:44.835 --> 00:25:48.449
The ball count unit became a step up/step down&nbsp;stepper,

00:25:48.449 --> 00:25:53.448
and the game was configured to begin with a certain number of balls, lets say 5.

00:25:53.448 --> 00:25:57.929
Then,&nbsp;when you lost that ball, it would step down to 4 remaining.

00:25:58.560 --> 00:26:02.296
The game would end when you reached zero balls remaining of&nbsp;course

00:26:02.296 --> 00:26:08.852
but you could fairly easily add a ball through
scoring enough points or hitting a certain&nbsp;target sequence.

00:26:08.852 --> 00:26:13.223
And you could often end up with more balls to play&nbsp;than you started with!

00:26:13.223 --> 00:26:15.173
Ah, loopholes.

00:26:15.173 --> 00:26:23.716
Oh, that’s also partly why the outlanes&nbsp;on this machine
say “special” when lit, rather than “replay” when lit.

00:26:23.716 --> 00:26:28.543
The operator could configure this&nbsp;
to award an extra ball rather than a credit,

00:26:28.543 --> 00:26:33.863
which would be enough to satisfy
at least some&nbsp;of the weird legal prudes out there.

00:26:33.863 --> 00:26:38.787
I think that also might be why the credit unit doesn’t show&nbsp;a zero:

00:26:38.787 --> 00:26:48.619
disable replays and make the special an extra ball
and then there’s plausible deniability that&nbsp;this machine can even store credits.

00:26:48.619 --> 00:26:52.097
Then again, it was also just an option given to operators

00:26:52.097 --> 00:26:57.574
and&nbsp;would enable the same playfield design
to be used in both add-a-ball and replay machines

00:26:57.574 --> 00:27:08.108
so I’m not sure how&nbsp;much the legal issue influenced the term “special”
but the use of it to imply “replay” was nearly&nbsp;universal

00:27:08.108 --> 00:27:10.458
unless you lived where it was illegal.

00:27:10.458 --> 00:27:16.680
But of course I’ve skipped the most important&nbsp;thing - 
what adds credits in the first place?

00:27:16.680 --> 00:27:20.808
Well, first of course there’s the outlanes when&nbsp;lit for a special.

00:27:20.808 --> 00:27:25.086
When it’s lit and the ball hits the switch, the credit unit steps up.

00:27:25.086 --> 00:27:35.768
The lane&nbsp;is only lit if the bonus unit is at the maximum position AND you’ve lit
every letter in AZTEC&nbsp;so it’s pretty hard to score a special.

00:27:35.768 --> 00:27:40.853
Plus which outlane is lit flips back and forth as you&nbsp;hit 10 point targets

00:27:40.853 --> 00:27:44.524
so it’s pretty rare to earn one this way.

00:27:44.524 --> 00:27:48.949
But you can also win replays by&nbsp;getting a high enough score.

00:27:48.949 --> 00:27:50.627
How’s that work?

00:27:50.627 --> 00:27:58.123
Well, until now I’ve been deliberately ignoring&nbsp;
all these wires going to some of the score reels.

00:27:58.123 --> 00:28:03.789
Three of the five reels in every player position&nbsp;
have a circuit board attached to it.

00:28:03.789 --> 00:28:11.323
That board has 11 wires coming from it:
a common connection&nbsp;and 10 wires for each of the 10 digits on that reel.

00:28:11.323 --> 00:28:17.307
A wiper on that circuit board connects&nbsp;
the common connection to one of the 10 wires.

00:28:17.307 --> 00:28:24.079
That wiper is attached to the drum, so as it&nbsp;rotates,
the single wire connected to the common wire changes

00:28:24.079 --> 00:28:29.098
with the specific wire connected&nbsp;corresponding to the number shown on the drum.

00:28:29.098 --> 00:28:31.469
How does that give you free games?

00:28:31.469 --> 00:28:36.364
Well, here&nbsp;in the backbox you’ll find a rather strange adjustment jack.

00:28:36.364 --> 00:28:43.963
This connector has 10 positions,
and next to it are 9 differently-colored wires with their own plugs.

00:28:43.963 --> 00:28:48.664
Those loose wires&nbsp;are connected to the drums at the 100,000 position.

00:28:48.664 --> 00:28:55.362
And the connector you plug them into&nbsp;has each hole
wired to the drums of the 10,000 position.

00:28:55.362 --> 00:29:02.082
This guide here shows how to use them -&nbsp;
if you want to award a replay at 350,000 points,

00:29:02.082 --> 00:29:07.650
then you need to plug the yellow&nbsp;wire,
for scores between 310,000 and 400,000,

00:29:07.650 --> 00:29:12.688
into the bottom-left hole&nbsp;of the connector, the 50,000 position.

00:29:12.688 --> 00:29:22.334
Now, what that actually did was&nbsp;link the 3 in the 100,000s score reel
to the 4 in the 10,000s score reel.

00:29:22.334 --> 00:29:24.646
Betcha thought I was gonna say five.

00:29:24.646 --> 00:29:32.705
But see, the machine has to add that credit at&nbsp;the moment the display
first reads 3, 5, something something something points.

00:29:32.705 --> 00:29:40.306
And the&nbsp;action which takes place before that happens
is the rolling of this digit from 4 to 5.

00:29:40.306 --> 00:29:45.950
What&nbsp;actually moves that score reel forward in the game
is the 10,000 point relay.

00:29:45.950 --> 00:29:54.004
So what these plugs&nbsp;do is connect this switch in the 10,000 point relay
to the credit unit step up coil,

00:29:54.004 --> 00:29:58.040
but that&nbsp;connection goes through the first two score reels.

00:29:58.560 --> 00:30:03.615
If and when they are in the correct position,
in this case 3 and 4,

00:30:03.615 --> 00:30:12.720
then the next pulse of the 10,000 point relay
will of course roll the&nbsp;4 up to a 5 but it will also award a credit.

00:30:12.720 --> 00:30:16.458
And here’s that mess of wiring drawn in the&nbsp;schematic.

00:30:16.458 --> 00:30:22.467
On the left are the 10,000 point score reels
and on the right are the 100,000 point reels.

00:30:22.467 --> 00:30:24.906
The adjustment jack is in the middle.

00:30:24.906 --> 00:30:31.357
Like the player unit, these arrows represent the link
the&nbsp;score reels are making based on their position,

00:30:31.357 --> 00:30:38.716
and since the schematic is drawn with the game&nbsp;reset,
the top position is zero, then 1 through 9 follow.

00:30:38.716 --> 00:30:47.390
The yellow wire is connected to the 3 in&nbsp;the 100,000 point score reels
and when it’s plugged into this position on the adjustment jack,

00:30:47.390 --> 00:30:52.044
then when&nbsp;the displays reads 3,4 something something points,

00:30:52.044 --> 00:30:57.026
there’s a link through all this mess and up to&nbsp;this switch here.

00:30:57.026 --> 00:31:03.412
The next time the 10,000 point relay energizes, as it will when rolling the 4&nbsp;to a 5,

00:31:03.412 --> 00:31:10.147
it sends a pulse through the credit or extra ball adjustment
and finally through to the&nbsp;credit unit step up coil.

00:31:10.147 --> 00:31:12.079
And so you won a replay!

00:31:12.079 --> 00:31:13.233
[knock]

00:31:13.233 --> 00:31:15.881
Which brings us to knockers.

00:31:15.881 --> 00:31:20.550
When this machine awards credits,
it also energizes the knocker.

00:31:20.550 --> 00:31:26.847
This is a solenoid&nbsp;attached to the cabinet
which simply whacks its bracket to make a knocking sound.

00:31:26.847 --> 00:31:27.952
[knock]

00:31:27.952 --> 00:31:29.605
Why?

00:31:29.605 --> 00:31:32.400
The&nbsp;exact reason is likely lost to history,

00:31:32.400 --> 00:31:39.311
but the sound is unique and lets both players&nbsp;
and operators know that a free game was won.

00:31:39.311 --> 00:31:42.900
On these electromechanical games the knocker is&nbsp;fairly subtle,

00:31:42.900 --> 00:31:49.686
but into the solid state era,
the manufacturers started having fun making&nbsp;them startlingly loud.

00:31:49.686 --> 00:31:55.410
In machines from the early '90s,
the sound level is similar to a&nbsp;balloon popping in your face.

00:31:57.045 --> 00:31:58.267
♫ fanfare ♫

00:31:58.267 --> 00:31:59.078
[KNOCK]

00:32:01.601 --> 00:32:08.869
That is until they got too cheap to&nbsp;put in an actual knocker coil 
and started playing a sound effect through the&nbsp;loudspeakers.

00:32:08.869 --> 00:32:14.457
Williams started it but
they at least tried to emulate the old sound with&nbsp;their games.

00:32:14.457 --> 00:32:17.163
Meanwhile, over at Stern?

00:32:17.163 --> 00:32:19.464
Well, if you know you know.

00:32:19.464 --> 00:32:22.208
Put it back,&nbsp;guys. That noise is hideous.

00:32:22.208 --> 00:32:23.073
Also,

00:32:23.160 --> 00:32:24.671
fun knocker fact,

00:32:24.671 --> 00:32:28.337
while video games really&nbsp;did a number on the pinball manufacturers,

00:32:28.600 --> 00:32:34.560
some notable early arcade games
were made by the&nbsp;likes of Bally, Williams, and Gottlieb.

00:32:34.560 --> 00:32:36.592
Gottlieb produced Q*Bert,

00:32:36.592 --> 00:32:40.918
and for fun they installed one&nbsp;of their knocker coils into the game cabinet

00:32:40.918 --> 00:32:45.692
so it made an actual thud shortly after Q*Bert fell&nbsp;off the board.

00:32:45.692 --> 00:32:48.214
Also, Haunted Mansion fans?

00:32:48.214 --> 00:32:54.380
That wrap on a table is probably coming from a pinball knocker,
or at least something quite similar.

00:32:54.380 --> 00:32:57.484
Now did you notice something when we were looking&nbsp;at this mess?

00:32:57.484 --> 00:33:00.412
The player unit was also involved.

00:33:00.412 --> 00:33:04.271
If you’re wondering why, well what would&nbsp;happen if, say,

00:33:04.271 --> 00:33:13.576
player 2 lost their ball and then, once they were awarded their bonus points,
they ended up with 345,720 points?

00:33:13.576 --> 00:33:22.357
Player 2’s score reels would then display 3 and 4,
so the 10,000 point relay would be set up to&nbsp;award a replay.

00:33:22.357 --> 00:33:27.108
But when any other player is up, that connection must be broken.

00:33:27.108 --> 00:33:35.831
Otherwise the&nbsp;next player to score enough points to bump their 10,000 point relay
will win Player 2's replay&nbsp;undeservedly.

00:33:35.831 --> 00:33:42.253
So the player unit only connects the score reels
of the player&nbsp;that’s currently up to the credit unit.

00:33:42.253 --> 00:33:48.944
But there’s one more way you might score a replay,
and that’s with the number match feature.

00:33:48.944 --> 00:33:54.506
At the end of the game (if that feature&nbsp;is enabled),
a number appears on the backglass.

00:33:54.506 --> 00:33:56.872
That number will either be&nbsp;double-zeros,

00:33:56.872 --> 00:33:57.543
10,

00:33:57.543 --> 00:33:58.237
20,

00:33:58.237 --> 00:33:58.758
30,

00:33:58.758 --> 00:33:59.507
40,

00:33:59.507 --> 00:34:00.159
50,

00:34:00.159 --> 00:34:00.659
60,

00:34:00.659 --> 00:34:01.471
70,

00:34:01.471 --> 00:34:02.755
80, or -

00:34:02.755 --> 00:34:04.618
and this might shock you

00:34:04.618 --> 00:34:06.453
- 90.

00:34:06.453 --> 00:34:11.879
If that&nbsp;number matches the last two digits in your score, you win a replay.

00:34:11.879 --> 00:34:12.781
[knock]

00:34:12.781 --> 00:34:16.585
Now you probably already have a&nbsp;good sense of how that might work.

00:34:16.585 --> 00:34:24.522
The 10s score reels also have the circuit board attached to&nbsp;them,
so their position is “known” to the game.

00:34:24.522 --> 00:34:30.279
It would seem that the number that appears&nbsp;
on the backglass must be determined by some other mechanism,

00:34:30.279 --> 00:34:35.582
and if it and the last digit&nbsp;in your score match, then you win a replay.

00:34:35.582 --> 00:34:37.578
This is that mechanism.

00:34:37.578 --> 00:34:41.346
It’s called the number&nbsp;match unit and it’s a very simple device.

00:34:41.346 --> 00:34:46.664
This is just another stepper unit and like the score&nbsp;reels it merely spins in circles.

00:34:46.664 --> 00:34:56.635
The match unit receives a pulse to advance with the 10 point&nbsp;relay,
so every time a 10-point target is hit, this moves to its next position.

00:34:56.635 --> 00:34:59.955
The match feature&nbsp;is only one part of its job, though -

00:34:59.955 --> 00:35:06.584
this little switch is what’s been causing some of the targets&nbsp;
to change as the ball moves around.

00:35:06.584 --> 00:35:15.666
A cam in the center of the match unit alternately opens then&nbsp;
closes this switch which energizes a relay called the change relay.

00:35:15.666 --> 00:35:19.968
That relay is what’s flipping&nbsp;which of the bumpers are lit for 1,000 points,

00:35:19.968 --> 00:35:22.962
which of these two targets will award bonus&nbsp;points when hit,

00:35:22.962 --> 00:35:26.822
and it also flips the lane that's lit for special.

00:35:26.822 --> 00:35:31.243
I’d go over how it does that but&nbsp;the answer, as I’m sure you know by now,

00:35:31.243 --> 00:35:32.944
is wires.

00:35:32.944 --> 00:35:37.746
The number match feature is done by the circuit&nbsp;boards
on either side of the match unit,

00:35:37.746 --> 00:35:43.885
and both of them have a pair of wipers bridging
a common wire with 10 other wires, just like the score reels.

00:35:43.885 --> 00:35:51.458
One circuit board illuminates the&nbsp;lights on the backglass which indicate
the number this is on (though that’s hidden until the end of&nbsp;the game),

00:35:51.458 --> 00:35:55.654
and the other board links to the 10s score reels of every player.

00:35:55.654 --> 00:36:02.332
If the score reel’s&nbsp;position matches this mechanism's position at the end of the game, the machine awards a replay.

00:36:02.332 --> 00:36:04.850
In fact, one for every player that matches.

00:36:04.850 --> 00:36:05.921
[knock knock]

00:36:06.883 --> 00:36:14.942
This works more or less identically to&nbsp;how the high score credit award worked,
at least as far as the linking between the score&nbsp;reels and the match unit,

00:36:14.942 --> 00:36:19.698
but it’s the game over relay which actually awards those credits.

00:36:19.698 --> 00:36:21.453
Look&nbsp;here on the schematic.

00:36:21.453 --> 00:36:33.982
Switches 2-C, 3-C, 4-C, and 5-B are always sending pulses through the 10s&nbsp;score reels, then through the number match unit, and to the credit unit throughout the game.

00:36:33.982 --> 00:36:41.859
But&nbsp;this switch in the game over relay prevents those pulses from going anywhere when the game&nbsp;is switched on.

00:36:41.859 --> 00:36:49.658
When the game switches off, which happens when switch 1-B advances
the&nbsp;ball count unit and trips the game over relay,

00:36:49.658 --> 00:36:52.268
those pulses can make it through.

00:36:52.268 --> 00:37:01.135
So if the score&nbsp;reel’s position matches the match unit’s position,
a pulse will make its way to the credit&nbsp;unit step up coil and you win a game.

00:37:01.135 --> 00:37:06.250
The number match is the very last thing the&nbsp;
machine does before it shuts off.

00:37:06.250 --> 00:37:13.747
Since the score motor was pushed out of its home position
by&nbsp;the outhole relay, even though the game over relay is about to trip

00:37:13.747 --> 00:37:16.132
it will still complete the cycle.

00:37:16.132 --> 00:37:22.871
And&nbsp;actually, take a look - if I move the last digit of player 1
to match the number that's lit,

00:37:22.871 --> 00:37:28.342
then every&nbsp;time I push the score motor forward, it awards a replay.

00:37:28.342 --> 00:37:30.772
Wait, why didn’t that work?

00:37:30.772 --> 00:37:34.116
Oh, the player&nbsp;reset relay also has to be pulled in.

00:37:34.116 --> 00:37:39.234
So if I hold it in and then turn the score motor - there we&nbsp;have it.

00:37:39.234 --> 00:37:42.133
The knock tells me it added a credit.

00:37:42.133 --> 00:37:43.905
[kachunkaKNOCKkachunkahunkaclack]

00:37:43.905 --> 00:37:48.867
Now, you might wonder - if it’s the 10&nbsp;point relay which moves the match unit,

00:37:48.867 --> 00:37:54.820
that means the match unit and the 10 reel are&nbsp;always moving at the same time.

00:37:54.820 --> 00:38:00.339
Wouldn’t that mean the machine could get stuck in a loop&nbsp;
where it’s always awarding a match?

00:38:00.339 --> 00:38:02.166
Well, not really.

00:38:02.166 --> 00:38:09.928
Remember that the scores are reset&nbsp;to zero between games,
and the number match unit doesn’t move during that process.

00:38:09.928 --> 00:38:15.942
So it will&nbsp;desynchronize unless the game ends with the score reel on zero.

00:38:15.942 --> 00:38:21.492
And to fix that potential issue,&nbsp;the numbers the match unit picks aren’t in order.

00:38:21.492 --> 00:38:26.883
You’ll notice that as I advance it manually,&nbsp;
the numbers move around quite frantically.

00:38:26.883 --> 00:38:29.926
Actually - probability people.

00:38:29.926 --> 00:38:31.646
I have&nbsp;a question about this.

00:38:31.646 --> 00:38:37.054
Intuitively, since the match unit has 10 positions
and the&nbsp;score reels have 10 positions

00:38:37.054 --> 00:38:41.088
then it should award a replay 10% of the time.

00:38:41.088 --> 00:38:46.403
But, and I’ll admit&nbsp;I haven’t kept track over hundreds of games to confirm this,

00:38:46.403 --> 00:38:51.572
it sure feels as though it happens&nbsp;much less frequently.

00:38:51.572 --> 00:38:53.557
Is that possible?

00:38:53.557 --> 00:39:00.355
It feels like it shouldn’t be,
but since the two&nbsp;mechanisms are running in different sequences,

00:39:00.440 --> 00:39:06.148
there are scenarios where it’s not possible&nbsp;
to get a match if they stay synchronized.

00:39:06.148 --> 00:39:11.969
Say the match unit starts on 6 and the game&nbsp;starts with the score reel on zero.

00:39:11.969 --> 00:39:18.881
If the two mechanisms always move together then it’s&nbsp;
impossible during that game to win a replay.

00:39:18.881 --> 00:39:23.291
It will just be repeating these 10 pairs, none of&nbsp;which match.

00:39:23.291 --> 00:39:31.150
So unless the mechanism is faulty,
the only possible way for a match to occur&nbsp;if the match unit starts on 60

00:39:31.150 --> 00:39:38.485
is if a second player is added so their ten-point scoring
desynchronizes the match unit and player 1.

00:39:38.560 --> 00:39:44.835
Now, there’s a confounding issue, here, which is&nbsp;
that the match unit in this game isn’t working quite right -

00:39:44.835 --> 00:39:48.256
many times the mechanism doesn’t advance when it&nbsp;should.

00:39:48.256 --> 00:39:49.949
It’s kind of sticky.

00:39:49.949 --> 00:39:57.356
But even if it were working perfectly, I suspect given&nbsp;how the game works
and the sloppiness of the real world

00:39:57.356 --> 00:40:03.983
there will be occasions where the&nbsp;10 point score reel moves
but the match unit doesn’t, or vice versa.

00:40:03.983 --> 00:40:08.872
But I am really curious to&nbsp;the probabilities here if it were working perfectly.

00:40:09.689 --> 00:40:12.440
Wait a minute,&nbsp;I can just do a matrix can’t I?

00:40:12.440 --> 00:40:20.185
OK, of the 100 possible ending combinations
assuming the two mechanisms stay synchronized throughout a single-player game,

00:40:20.185 --> 00:40:22.421
10 result&nbsp;in a match.

00:40:22.421 --> 00:40:26.871
So it does seem as though the likelihood is 1 in 10 overall,

00:40:26.871 --> 00:40:36.264
but the odds of&nbsp;getting a match in the next game are heavily influenced by where the match unit ends in the&nbsp;previous game.

00:40:36.264 --> 00:40:45.642
If it ends on 60, 40, 30, or 20, then you cannot win a match in the next game&nbsp;
(assuming, again, the mechanisms stay synced).

00:40:45.642 --> 00:40:53.551
But your odds of getting a match are great&nbsp;
if the previous game ended with the match unit on 70 or 50.

00:40:53.551 --> 00:40:58.926
But how multiplayer games&nbsp;mess with this,
where each player up jumbles the sequencing up,

00:40:58.926 --> 00:41:00.359
is well over my head.

00:41:00.359 --> 00:41:05.442
I have tried&nbsp;to give it some thought but it hurts too much so I’m throwing it out to you!

00:41:05.442 --> 00:41:18.182
I fully expect it&nbsp;to still be 1 in 10 overall but this bunching of possibilities combined with how the sequences&nbsp;might synchronize then desynchronize feels fishy.

00:41:18.182 --> 00:41:24.700
Now if you didn’t spot it before, the coin unit&nbsp;makes itself known
one more time at the end of the game.

00:41:24.700 --> 00:41:28.249
Remember, it determines how many players&nbsp;can play.

00:41:28.249 --> 00:41:33.636
And what if the number match unit landed on zero in a single-player game?

00:41:33.636 --> 00:41:40.189
Three score&nbsp;displays would match because they’re all zeroes,
but you only paid for one game.

00:41:40.189 --> 00:41:48.102
Since it’s in the reset position,
the coin unit prevents the number match feature from working on players 2 through 4.

00:41:48.102 --> 00:41:52.630
But, in a two player game, these three arrows all move down

00:41:52.630 --> 00:41:59.671
so now switch 3-C will pulse the 2nd player player and award a replay if it matches.

00:41:59.671 --> 00:42:03.209
Three players? Then 4-C gets hooked&nbsp;up, too.

00:42:03.209 --> 00:42:12.121
And in a four player game, every score display gets checked against the match unit,&nbsp;
and any time one of them matches, you score a replay.

00:42:12.121 --> 00:42:16.113
And with that - we’ve reached the end.

00:42:16.113 --> 00:42:20.593
As in,&nbsp;I think I’ve gone over pretty much everything this game does.

00:42:20.593 --> 00:42:27.685
But this won’t be the last&nbsp;video - at least two more videos
on Aztec will be put out on Connextras.

00:42:27.685 --> 00:42:35.768
The first&nbsp;will be an unscripted one where I go over some frequently asked questions -
so, uh, ask your&nbsp;questions in the comments below!

00:42:35.768 --> 00:42:42.393
And the second will be a sights-and-sounds video where I&nbsp;
make audio recordings of it going through its various sequences

00:42:42.393 --> 00:42:45.880
and explain what’s&nbsp;on the screen for those who can’t see it.

00:42:45.880 --> 00:42:49.576
Oh, but I will address one thing which&nbsp;kept coming up:

00:42:49.576 --> 00:42:57.120
many of you have presumed that these electromechanical games
must be&nbsp;horribly unreliable and a pain to take care of.

00:42:58.360 --> 00:43:02.949
Well, as someone who has had this machine for over&nbsp;10 years and even -

00:43:02.949 --> 00:43:04.704
and here comes a surprise -

00:43:04.704 --> 00:43:10.000
had it on location in revenue service at a restaurant for a couple of years...

00:43:10.000 --> 00:43:11.244
I'm that weird.

00:43:11.670 --> 00:43:15.912
I&nbsp;can tell you from first-hand experience this isn’t the case!

00:43:15.912 --> 00:43:21.408
This machine has only had one thing break&nbsp;in all this time - and that was a flipper.

00:43:21.408 --> 00:43:24.435
One of them just broke on the shaft.

00:43:24.435 --> 00:43:31.213
The only other issue I had&nbsp;to take care of
over several thousand games was the slingshots -

00:43:31.213 --> 00:43:35.081
on occasion the kicker would&nbsp;slip out from behind the rubber ring

00:43:35.081 --> 00:43:37.549
and then this would happen.
[rapid, painful chattering]

00:43:37.549 --> 00:43:42.529
Luckily my friends who ran the restaurant
would shut it off right away and put it out of order,

00:43:42.529 --> 00:43:46.383
and all I needed was to&nbsp;slide out the glass and put the kicker back.

00:43:46.383 --> 00:43:50.727
In contrast, this Theatre of Magic machine from 1995,

00:43:50.727 --> 00:43:55.387
which lives in my home and doesn’t have the
general public giving it quarters and beating it&nbsp;up,

00:43:55.387 --> 00:43:59.811
oh and also is run by a computer rather than all this crap,

00:43:59.811 --> 00:44:06.963
has had at least a dozen things go&nbsp;wrong with it
which required repair in the last couple of years.

00:44:06.963 --> 00:44:09.037
I’m talking potentiometer adjustments,

00:44:09.037 --> 00:44:10.542
mechanical realignments,

00:44:10.542 --> 00:44:12.578
wire-reattachment and repair,

00:44:12.578 --> 00:44:14.439
parts replacements, switch adjustments,

00:44:14.439 --> 00:44:17.212
and even driver board repair.

00:44:17.212 --> 00:44:22.728
And still! It has a problem with the trunk motor where it&nbsp;
sometimes gets stuck for no apparent reason,

00:44:22.728 --> 00:44:24.916
there’s a light socket I need to repair,

00:44:24.916 --> 00:44:29.534
and now the right flipper is sticking in the up position.

00:44:29.534 --> 00:44:37.281
Pinball machines from the '80s&nbsp;and '90s are
an endless battle of weird little issues (especially as capacitors decay)

00:44:37.281 --> 00:44:41.482
but these&nbsp;electromechanical games are shockingly resilient!

00:44:41.482 --> 00:44:45.950
Aside from catastrophic mechanical failures like&nbsp;a flipper breaking off,

00:44:45.950 --> 00:44:51.535
the only truly troublesome thing
in these electromechanical games are the stepper&nbsp;units.

00:44:51.535 --> 00:44:57.120
They are rather delicate devices
and their proper operation relies on smooth movement,

00:44:57.120 --> 00:45:00.885
properly-tensioned springs, and clean contacts.

00:45:00.885 --> 00:45:03.936
If they get gummed up or the springs start to&nbsp;fail,

00:45:03.936 --> 00:45:08.244
the game logic breaks down
or sometimes it just doesn’t do what it should -

00:45:08.244 --> 00:45:16.736
for instance I did have to&nbsp;reimburse my friends at the restaurant for several games
when the coin unit didn’t step up properly&nbsp;for a second player.

00:45:18.067 --> 00:45:25.016
Other than that, though, these machines usually just require 
cleaning&nbsp;dirty switches and adjusting them if need be.

00:45:25.016 --> 00:45:29.642
And, if they’re adjusted properly, they should&nbsp;mostly clean themselves.

00:45:29.642 --> 00:45:37.480
Their rounded shape and over-extension as they’re actuated 
produces&nbsp;a rubbing action which grinds off any deposits.

00:45:37.480 --> 00:45:42.702
What is truly difficult with these old games is&nbsp;troubleshooting problems.

00:45:42.702 --> 00:45:48.329
If a single switch is out of adjustment, it can wreck a whole lotta&nbsp;stuff.

00:45:48.329 --> 00:45:54.503
And since all these switches look the same,
with some normally open yet others normally&nbsp;closed,

00:45:54.503 --> 00:45:58.519
finding the problem switch can be a nightmare.

00:45:58.519 --> 00:46:04.632
But if you can learn to read&nbsp;their schematics
and you understand what the game should do when,

00:46:04.632 --> 00:46:07.696
you’ll usually be able&nbsp;to find it pretty quickly.

00:46:07.696 --> 00:46:12.670
And I hope through these videos that
you’ll have some idea of how to do that for yourself.

00:46:12.670 --> 00:46:14.487
But I&nbsp;must warn you:

00:46:14.487 --> 00:46:17.089
if you decide to get a pinball machine of your own,

00:46:17.880 --> 00:46:23.699
before long you’re going to discover
why they put a power outlet inside the cabinet.

00:46:23.699 --> 00:46:25.941
That’s for your soldering iron.

00:46:25.941 --> 00:46:28.215
And you will need it.

00:46:28.215 --> 00:46:30.691
Sometimes&nbsp;annoyingly frequently.

00:46:31.650 --> 00:46:33.860
Sure is worth it, though.

00:46:34.748 --> 00:46:37.373
♫ salaciously smooth jazz ♫

00:46:38.634 --> 00:46:43.168
...between gambling and pinball
led to it being outlawed in some locales -

00:46:43.168 --> 00:46:43.869
locales.

00:46:43.869 --> 00:46:45.155
In some locales.

00:46:45.546 --> 00:46:46.629
In some locales.

00:46:46.949 --> 00:46:47.662
In some locales.

00:46:47.662 --> 00:46:50.025
I am really struggling with saying those words!

00:46:50.025 --> 00:46:53.364
With the coin unit now in its second position - ah!

00:46:53.364 --> 00:46:54.943
I should start it, huh?

00:46:54.943 --> 00:46:58.340
[ka-chunk and all the lovely noises]

00:47:02.142 --> 00:47:04.489
[another ka-chunk as he finally remembers to add a second player]

00:47:04.489 --> 00:47:06.164
I think I said relay funny.

00:47:06.164 --> 00:47:12.297
The pulse coming from the outhole relay and switch
1-C to advaooohhh [tiny burp] god that line is too long!

00:47:12.297 --> 00:47:16.614
Meaning the next pulse in the sequench whits comes from swi - ah crap.

00:47:16.614 --> 00:47:19.899
...until the player unit is on player 3.

00:47:20.823 --> 00:47:22.801
And I lost my place.

00:47:24.867 --> 00:47:28.535
So, ya think a video on Theatre of Magic and what these games
started to look like in the solid state era might be worth it?

00:47:28.535 --> 00:47:32.182
There is some cool stuff in there:
clever sensors, magnets, matrixed lamps and switches.

00:47:32.182 --> 00:47:35.703
Plus it's kind enough to keep track of things
and tell you when there are problems!

00:47:35.703 --> 00:47:37.452
Well, usually.

00:47:37.452 --> 00:47:39.857
Self-diagnostics only go so far...

