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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. |
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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.
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. |
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THE ONE ON THE WAY 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. |
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BUYING A MACHINE: WHAT I'VE LEARNED
Where they come from.
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. |
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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.
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. |
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THE WIFE'S RULES
Posted on the basement door in Donna's handwriting. Reproduced here with her permission and one edit from her.
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HIGH SCORES
Current as of Sept. 21, 1999. Grand champion on each machine. Initials as entered. Challengers welcome any Saturday afternoon.
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.
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OTHER BASEMENTS AND GARAGES
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