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Four machines. One basement. One very patient wife.
Sal DiMarco's home page · insert coin

[ The Machines | The One on the Way | Buying a Machine | Basic Repair | The Wife's Rules | High Scores ]

WELCOME! I'm Sal. I'm 44, I drive a delivery route, and I have played pinball since I was tall enough to reach the flippers at the bowling alley on Route 9. In 1994 I bought my first machine from a guy who was closing a bar, put it in the basement, and told my wife Donna it was the only one. She has never let me forget that sentence.

There are now four down there, plus one that is being trucked in from two states away next month, and the basement is officially the DiMarco Family Arcade, admission free, no quarters required (I put them all on free play). This page is for anybody who has ever thought "I would love to have one of those in my house." You can. It's cheaper than you think and harder than you think, and it's the best thing I've ever spent money on that wasn't my kids.


THE MACHINES

Donna has asked me not to put the exact titles on the Internet, on the theory that it's like posting a list of what's in your house with the address underneath. She's probably right. So here they are by the numbers instead. Anybody who comes by can see for themselves.

#1: THE OLD MAN
Electromechanical, mid-1970s
Bought 1994, from a bar
A four-player electromechanical ("EM") game. No computer chips at all. The score is kept on spinning number reels, the sounds are real chimes hit by little solenoids, and everything, every bumper and target and bonus, is wired through relays and a big motorized score motor that goes clunk-clunk-clunk when you get a bonus. It has two flippers, three pop bumpers, drop targets and a spinner. When you open the cabinet it looks like the inside of a telephone exchange. It is the easiest machine I own to understand and the hardest to keep adjusted. Also my favorite. It smells like 1975.
#2: THE FIRST BIG ONE
Solid-state, early 1990s
Bought 1996, from an operator
A solid-state machine with a dot-matrix display, the orange-dot screen in the backbox that shows animations and the score. Multiball, ramps, a talking soundtrack, a ball lock, and about six hundred light bulbs. This is the era where pinball got complicated: rules with modes and wizard goals, where you have to do things in the right order instead of just keeping the ball alive. The kids love it. I love it. It also has the most things that can break.
#3: THE PROJECT
Solid-state, mid-1990s
Bought 1997, at auction, "as-is"
Bought for a song at a coin-op auction because it didn't boot. Turned out to be a blown fuse and a bad connector on the power board, which cost me $12 and two weekends of reading. Then a flipper rebuild. Then new rubbers. Then a full playfield cleaning, which took a whole Saturday. Then a bulb at a time. It is now the best playing machine in the basement, and I know every inch of it. Nothing in this hobby feels as good as making one of these play like new.
#4: DONNA'S MACHINE
Solid-state, late 1990s
Bought 1998, from an operator
Called Donna's Machine because she picked it, because it was the one that got her to come down and play, and because she now holds the high score on it and has for eleven months (see below, and don't say anything to me about it). A big, bright, fast one with three flippers and a couple of toys on the playfield that move. It was about four years old when I got it, off a route, so it had been played hard and needed everything cleaned, but nothing was broken.

If you want to know what the big names of the '90s are, ask anybody who was in an arcade: The Addams Family is the one everybody has heard of and the one that sold more than any other machine ever made; Twilight Zone is the one the serious players talk about; Medieval Madness and Attack from Mars are the new-ish ones the kids ask for by name. Whether any of those are in my basement is between me, Donna and the people who've been down there.


THE ONE ON THE WAY New!

Machine #5 is a late-'70s early solid-state game, the generation right after the EMs: the first pinballs with digital scoring displays (glowing orange numbers) and electronic sounds, but still a plain playfield with no ramps. I bought it from a fellow in Ohio who answered my ad in a collectors' newsletter, and it's coming on a freight truck the second week of October, strapped to a pallet, wrapped in about nine blankets. It "mostly works" which in this hobby means it doesn't work. I am happy about this. That is what winter is for.

Where it goes: the corner where the water heater used to be. Donna's position on machine #5 is covered under The Wife's Rules, section 3.


BUYING A MACHINE: WHAT I'VE LEARNED

Where they come from.

  • Operators. The companies that put machines in bars, arcades and bowling alleys ("routes"). Every couple of years they sell off the older games to make room for new ones. Find the name on the sticker on the side of any machine in a bar and call. Route games have been played to death and are usually filthy, but the operator kept them running, and they're often the cheapest way in. Be friendly; the operator's shop is also where you'll get parts and advice later.
  • Coin-op auctions. Big auction houses run them a few times a year in a hotel ballroom or a warehouse: rows and rows of pinballs, video games, jukeboxes. You get one look and a few minutes to try the game, and everything is as-is. Great prices if you know what you're doing, disasters if you don't. Bring a flashlight, look under the playfield, and check the backbox for burned boards and the cabinet for water damage. Sit on your hands until you've seen a few things sell.
  • Private sellers through the classifieds and collectors' newsletters. Usually well cared for, usually more money.
  • Distributors sell new machines and take trade-ins. New ones are a lot of money; a good used one is not.

What to check. Play it. Does every flipper snap? Do all the displays light and all the digits work? Turn it off and look at the playfield with a flashlight at a low angle for worn paint, especially in front of the pop bumpers and around the ball drain. Look at the cabinet bottom and the legs for rust and rot. Open the backbox and look for burnt spots on the circuit boards and corroded batteries (the battery pack that saves the high scores leaks, and when it does it eats the board; this is the number one thing that kills a solid-state game). Ask when the machine was last on a route and where it has been since. A machine that sat in a garage for six years is going to have surprises.

What they cost. I won't quote prices because they change and because I don't want Donna to add it up. I'll say that a rough EM is the cost of a used washing machine, a nice '90s game with a dot-matrix display is the cost of a good used car's down payment, and the famous titles are more. Moving one is two strong friends, a furniture dolly, straps, and a van. Take the legs off. Take the backbox down if it hinges. Never, ever move one alone. Ask my back.


BASIC REPAIR (THINGS I CAN ACTUALLY DO)

I am not an electronics guy. I own a multimeter and a soldering iron and I have learned enough to be dangerous. Here is the stuff any owner can do, in order of how likely it is to be your problem. Unplug the machine first. Solid-state games have high voltage on the display boards, and the big capacitors hold a charge even when it's off.

  1. Fuses. Something dead? Flippers dead, but the lights work? Sounds gone? Nine times out of ten it's a fuse. There are fuse holders in the backbox and under the playfield, and the fuse chart is printed inside the cabinet or in the manual. Pull each one and check it with the meter (a blown fuse doesn't always look blown). Replace it with exactly the same rating — same amps, slow-blow or fast-blow as marked. Putting in a bigger fuse to "fix" a fuse that keeps blowing is how you turn a $2 problem into a $200 board. If it blows again, something is drawing too much current, usually a stuck coil, and that's the real problem.
  2. Rubbers. The rubber rings around the posts and slingshots and the flipper rubbers dry out, crack, and turn the machine from bouncy to dead. A full ring kit costs a few dollars and comes sized for your game; you lift the playfield, pull the old ones off the posts (some you have to remove a post or a plastic to get at) and stretch the new ones on. Do this first on any used machine. It's like new tires.
  3. Bulbs. Hundreds of little #44 and #47 lamps, and a few flashers. They burn out one at a time forever. Buy them by the box of 100 and keep a spare box. A dark spot on a lit playfield is usually just a bulb, but sometimes it's a socket with a bad contact; scrape the socket with a small screwdriver.
  4. Cleaning the playfield. Lift the playfield, take off the balls (and replace them, new balls are cheap and old scratched balls chew up the paint). Take off the plastics if you're doing it right. Wipe down the playfield with a mild cleaner made for plastics and playfields, or a barely-damp cloth, never anything with ammonia. When it's clean and dry, a coat of a good carnauba paste wax and buff it. The ball will fly. Clean the rubbers with the same cleaner while you're in there. On a route game, expect the cloth to come out black. Twice.
  5. Flippers. If a flipper is weak or lazy, it's usually the end-of-stroke switch out of adjustment, a worn coil sleeve, or worn parts in the flipper assembly. The rebuild kits come with everything and instructions; it's an hour a flipper the first time and twenty minutes after that. A dead flipper on both sides at once: fuse.
  6. The batteries. On any solid-state game, find the battery pack on the main board and replace the batteries every year, and look for white crust. Some folks move the battery holder off the board with wires so a leak can't reach it. Do that.
  7. Switches and coils. A target or bumper that doesn't register is usually a switch that needs its contacts cleaned (a business card pulled between the contacts works) or its gap adjusted. Beyond that, and anything with the circuit boards themselves, I call a man named Ernie who fixed these for a living for thirty years and charges me in coffee and sandwiches. Find your own Ernie. Every town has one.

Two rules I live by: keep the manual (most machines came with a schematic and a parts list; if yours didn't, the reprints are available from the parts suppliers), and change one thing at a time, so that when it works you know why.


THE WIFE'S RULES

Posted on the basement door in Donna's handwriting. Reproduced here with her permission and one edit from her.

  1. No pinball after 10:00 on a school night. The whole house shakes.
  2. No pinball parts on the kitchen table, in the dishwasher, or in the freezer. (Don't ask.)
  3. One machine in, one machine out. (Sal's note: #5 was negotiated separately and approved under the "it's a project, honey" exception. This exception has now been closed.)
  4. The washer and dryer stay where they are.
  5. Anybody who comes to play brings something to eat.
  6. Any money from selling a machine goes to the kitchen floor before it goes to another machine.
  7. High scores are high scores. No "that one didn't count."
  8. If it's not fixed in six months, it goes. (Donna's edit: this rule has never once been enforced and she knows it.)

HIGH SCORES

Current as of Sept. 21, 1999. Grand champion on each machine. Initials as entered. Challengers welcome any Saturday afternoon.

Machine Score Who Since
#1 The Old Man148,730SALAug. 1998 (five-digit reels; it rolled over once, and I have witnesses)
#2 The First Big One1,206,443,210MJD (my son Mike, 16)July 1999
#3 The Project2,871,650,940SALSept. 1999 (finally)
#4 Donna's Machine3,442,118,370DONOct. 1998. Eleven months. I'm aware.

Yes, the '90s machines score in the billions and the '70s machine scores in the thousands. It's a different game. A hundred and forty thousand on the Old Man is about forty minutes of work with no ramps, no multiball and flippers the size of your thumb. You try it.

Under construction Coming this winter: a page on the #5 project with the whole sad story of what's wrong with it, and a page on the difference between EM and solid-state for people who want the details. As soon as I figure out how to get the pictures off the camera and into the computer, which my son says is easy and I say is not.


OTHER BASEMENTS AND GARAGES

PLAYERS SO FAR:
016904
since the page went up in October 1998

E-mail me!
[email protected]
Questions, parts leads, and anybody within driving distance with a machine to sell: write me. Donna reads the mail too, so keep it clean.

Last updated: September 21, 1999
© 1998, 1999 Sal DiMarco. The machine names mentioned belong to the companies that made them. The high scores belong to whoever earned them, mostly not me.

WebRing This site is a member of the Hobby Horse WebRing,
owned by Sal DiMarco
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