Lots of good stuff to chat about, thanks for the comment - I'll respond bit-by-bit here:
Turf King is one of the last one ball games made. It is a closer cousin to the bingos than some of the earlier games. Victory Derby is much simpler (it has a multi-carry-over feature, but otherwise - put the hole in the correct pocket to win), but with Turf King I have the massive advantage of being able to turn 180 degrees in my gameroom and play the real deal. This will tell me if I have various features built correctly. Also, being one of the more complex games, I will have a very nice framework for the rest of the games to hang my jockey cap on, so to speak.
Quoted from cait001:First thought about the schematics is that dang it's kind of annoying they don't have the SPDT switches in a default state, and instead have them floating between. I liked Gottlieb schematics how the always specified a concrete game state.
All a matter of preference - I like the SPDT switches as displayed here as they nicely tell you each position, and there are only two. Based on the behavior, you can easily see which is touching. Gottlieb schematics are quite grounded and easy to follow (once you figure out their naming conventions).
Ah - yes. The Mixers are exactly those used in the bingos - 24 positions, each with an interesting pawl to allow for randomized (or sequential) movement. The sequential type is shown in a little drawing on the right corner of the schematic. They are numbered in exactly that way on the side.
Quoted from cait001:I need to understand these Odds discs better. I think, like bingo, it's the kind of thing that will make more sense to me as I see how the game actually advances and what is allowed and what does not occur.
This is an interesting thing. Turf King was made when Don Hooker had already been at Bally for a game or two. One of many innovations he provided were 'guaranteed advancing odds', which means that if you put in money, your odds will -never- decrease. Older games (like Victory Derby) could land you at any position on the odds. The older games did this through use of a spotting disc-type unit (selection, odds, and features all triggered from there), and in Turf King, there is an odds stepper. In this way, the odds can travel up, but only reset at start of game. Looking at the schematic, you can see in the bottom right the various positions on the odds stepper that allow for step once the mixers are in proper alignment. It gets harder to step once you reach a certain threshold. There is another relay that can pull in called the 'extra step' that will award up to 6(!) advances on the odds. This was later used in the bingos (and often removed by operators) to award similar (but smaller, typically) jumps in odds.
Quoted from cait001:I hadn't noticed all of the buttons at the front of the machine. I assume those are each pressed to "qualify" each section of the playfield by spending more credits.
One of the beautiful things about these games is that the entire playfield is qualified upon insertion of first nickel. Kinda like the bingos. Well, almost - there are three holes (left and right jockey cap, and feature) that are typically qualified through separate coin play. The buttons function like pic-a-play in later bingos: the leftmost plays for everything (red button), the star plays for odds (blue button), the clover plays for scoring features (auto-doubled in certain sections), the horseshoe changes your selections - AND grants a chance that one or more horses will be held for the next press of the horseshoe. Finally, the flag gives you a slightly higher probability of lighting the feature flag for a chance at 160/300 replays in one shot! The feature is separately reflexed and is actually a quite complex feature.
Quoted from cait001:Kind of brutal to have to hit ABCD (in order) on the SAME BALL isn't it? LOL. At least it seems the progress resets each time in the schematic
This is a carryover feature. The game remembers how many bumpers have been hit and will allow you to continue where you left off (thank goodness!). Once ABC and D are hit, the game will automatically double your next win, no matter what it is. If you earn a jockey cap, it does not count as a win (you have to get replays).
These are the jockey cap feature I mention above - if the hat is lit on the backglass -and- you manage to navigate the ball down to the appropriate pocket, the game will automatically step the 'wild stepper' to maximum position, which awards you all eight selections on your NEXT game. Guaranteeing a nickel is put in.
Yes, exactly this - there are two separate spotting discs used in Turf King, each with multiple wipers involved in the flashing situation. I can figure it out by measuring continuity, but the easiest is to put a piece of business card under each wiper that handles flash save one, rotate the unit, and note what lights in each position.
Quoted from cait001:I see in the manual Control Unit Disc #2 has "ODSS FLASH" which lines up to the displays in the schematics and might be what makes the lights flash.
Yes, unfortunately, this is where the documentation falls flat. I have dozens and dozens (hundreds) of hours perfecting the coin flash alone in the Multi-Bingo. It requires very careful timing and documentation that is missing. Knowing the wiper tells me which one provides the flash, but not which rivets on the disc flash what thing, if that makes sense. Turf King also has 'extra' flash switches that are enabled when pressing one of the footrail buttons, just to make life a little extra challenging. Once this is documented, I can do the same for Victory Derby. Hopefully this provides a really good headstart on most of the games (at least those made by Bally, the largest producer of them).
I haven't mentioned how I plan to do this, have I? I have a spare Turf King playfield, and will wire it into the Victory Derby. I mentioned that the tail of my wiring will come down into the front of the cabinet. I'll have Jones Plugs there to handle connectivity with the playfield, and from the female side, will wire to the small molex connectors on the boards. I've thought quite a bit about this setup since wiring the Multi-Bingo, with its many swappable playfields, and came to the conclusion that I was correct to use the plugs. It allows for an interface that is not fragile between the playfield and the game, while the fragile molex pins will remain plugged in, and I can rest easy during transport.
It makes for slightly more wire, but will make the game more reliable. Anyway, this means that the plugs in the head will be unchanged! So I can swap the VD playfield right back in place, and play that game, without having to worry about the damage done by my swap. I like this idea.