If it helps, my procedure with flipper coils is to regard them as similar to normal solenoids.
A check that can be made for operation of an additional flipper switched this way is to manually raise the lower flipper paddle, operating the switch, and then press the flipper button. Provided that the relay is On, the upper flipper should operate normally as the button is pressed
The solenoids that have locked On are the six designated as 'Special' solenoids. They're isolated and enabled as a group, by the same logic circuits that control the flipper relay.
- The banded end of the diode shows which terminal to apply the supply wiring (and no other, with Williams games like this)
- The plain end of the diode shows where to connect the return/ground wire, it's no matter whether this leads to a button switch and relay contacts or a drive transistor/relay driver
- The coils' own End of Stroke switch connects across the centre and plain/return terminals, shorting out the secondary winding (on serial-wound coils like these)
- An additional Normally-Open switch for an extra flipper connects to the tail end of each coil (plain ends of the diodes) to complete the return for the 2nd coil when it closes
A check that can be made for operation of an additional flipper switched this way is to manually raise the lower flipper paddle, operating the switch, and then press the flipper button. Provided that the relay is On, the upper flipper should operate normally as the button is pressed
The solenoids that have locked On are the six designated as 'Special' solenoids. They're isolated and enabled as a group, by the same logic circuits that control the flipper relay.
Last edited: