(Topic ID: 250370)

Williams Beat The Clock Clock Operation


By o-din

5 months ago



Topic Stats

  • 74 posts
  • 15 Pinsiders participating
  • Latest reply 2 days ago by o-din
  • No one calls this topic a favorite

You

Linked Games

Topic Gallery

There have been 15 images uploaded to this topic. (View topic image gallery).

RashUnselfishHummingbird-size_restricted.gif
MVIMG_20200203_213316 (resized).jpg
DSCN6640 (resized).JPG
DSCN6634 (resized).JPG
DSCN6631 (resized).JPG
image-29 (resized).jpg
2CCE4024-3A44-49F6-8C9B-B1A6CAECDD0A (resized).jpeg
5F673A55-D107-4F9B-9B90-F787FE10B387 (resized).jpeg
DSCN6408 (resized).JPG
397iak (resized).jpg
df084777e7a9a9798f6138ebd4ac58ba27616481 (resized).jpg
image-27 (resized).jpg
DSCN6405 (resized).JPG
DSCN6404 (resized).JPG
DSCN6403 (resized).JPG

There are 74 posts in this topic. You are on page 2 of 2.
#51 4 months ago

It's a super neat game we are all playing regularly. Fortunately it was all working when I got it, but it is on the to do list to shop it out and rebuild the pop bumpers to make it even more snappy.

I did some work on the flippers and it has a unique setup that uses one coil for each side with a long link between them. Besides the link, the only other unique part is one lever on each side has a slightly longer pin to hold two links.

#52 4 months ago
Quoted from o-din:

It's a super neat game we are all playing regularly. Fortunately it was all working when I got it, but it is on the to do list to shop it out and rebuild the pop bumpers to make it even more snappy.
I did some work on the flippers and it has a unique setup that uses one coil for each side with a long link between them. Besides the link, the only other unique part is one lever on each side has a slightly longer pin to hold two links.

I have no idea what I’m up against because I picked it up at an estate sale online. “It lights up and needs a new switch” is what I was told by some southern real estate gentleman. Upon further inspection By the person who picked it up for me the “switch “ was actually a light switch that missing out of a gang box that was attached to the back of the head that was rigged as a power switch. Who knows I might get lucky and change out the cord, add credits and play but I doubt it.

#53 4 months ago
Quoted from Murphdom:

I have no idea what I’m up against because I picked it up at an estate sale online. “It lights up and needs a new switch” is what I was told by some southern real estate gentleman. Upon further inspection By the person who picked it up for me the “switch “ was actually a light switch that missing out of a gang box that was attached to the back of the head that was rigged as a power switch. Who knows I might get lucky and change out the cord, add credits and play but I doubt it.

As long as the playfield and plastics are good, and a backglass is at least available, the rest is incidentals.

I bought a classic arcades plexi glass and although it took two to get a good one, I must say he was some of the best customer service I've ever dealt with.

It's not a $300 Shay, but he is trying. And it looks pretty darn good.

#54 4 months ago

I got lucky with the backglass. The plastics need to be flattened a bit which is no big deal.

2CCE4024-3A44-49F6-8C9B-B1A6CAECDD0A (resized).jpeg
#55 4 months ago

My backglass was presentable but had some of the traditional fading in the red. The replacement turned out to be better than expected. Colors really pop. Price was certainly right.

#56 4 months ago

o-din Maybe this is a dumb question but what happens if you lock the 5th ball straight out of the shooter lane? Does a ball come from the balls played trough or is there actually 6 balls loaded into the machine in case that happens? I’m just curious so when I pick up the machine and load the machine with balls.

#57 4 months ago
Quoted from Murphdom:

o-din Maybe this is a dumb question but what happens if you lock the 5th ball straight out of the shooter lane? Does a ball come from the balls played trough or is there actually 6 balls loaded into the machine in case that happens? I’m just curious so when I pick up the machine and load the machine with balls.

Not mine, but can you read this? They got it all figured out.

image-29 (resized).jpg
#58 4 months ago

I don’t think that answers the question does it? Unless I’m missing something. I looked through Inkochnitos site and IPDB and can’t find anything either.

#59 4 months ago

Last ball left goes in in star hole and advances clock 5 positions then kicks out of hole back into play where you are free to do it again.

With any other balls left it stays in hole until it either gets released by a ball in play or the second to last ball drains, then the ball in the star advances the clock 5 positions and is released.

#60 4 months ago

Thanks.That’s what I figured initially before even asking you.Reading the card again it makes sense. Living off a few hours of sleep a day sometimes makes me a little slow on the uptake.

#61 4 months ago

It's four or five clicks or positions between numbers on the clock.

So you have to get multiball rocking if you want it to advance.

3 months later
#62 14 days ago

So now that I have Beat The Clock back together, I have decided to address the clock operation. From the factory, the clock does not reset, so any game started, the clock will be in the position it was at when the last game ended. When the clock gets to 12 it lites the 6 on the clock for special, and the two outer kickout holes for special thru a setup relay. Only getting a kickout hole special will reset the relay and turn those lights off.

For location play this would be great, giving the player an incentive to drop another coin if the hand on the clock is anywhere near 12. However, I use all my games for competition and earning a special is part of that. The way my game came modded, the clock would reset to around 7, and go around and max out at 6, sometimes causing the coil to lock on. Now, it's rare in a game the clock goes all the way around, but it does happen.

So I took this idea and decided to try to improve upon it, by using the correct parts from a resettable stepper and adding a few switches and a relay. It took a lot more time than I thought it would but the end result is now the clock will start at 7, get to 6 and score the special if it is lit, then reset to 7 and start over again.

What happened was after I was done, it worked great during the game, but I had to find another way to reset it at startup, so the four switch reset relay became a five switch relay and the one unused backbox jones plug was the perfect place to attach the wire. All works great now.
DSCN6631 (resized).JPGDSCN6634 (resized).JPG

#63 14 days ago

10 games in and this is the closest I got to 12. Working on this thing kicked my ass. Hope I can make it to The Invaders tonight.
DSCN6640 (resized).JPG

#64 13 days ago

I didn't make it to 12 on the game, but made it thru The Invaders which started a 12. Love that show. But I couldn't tell you what happened on it.

#65 13 days ago
Quoted from o-din:

But there is a reason somebody did this and it may not be the only one. Probably to cut down on free replays.

its still pretty difficult to get a free play , keeping both balls in play with flipper set up is difficult

#66 13 days ago
Quoted from singlezero:

its still pretty difficult to get a free play

Tell me about it.

#67 12 days ago

Quick question:
How in the hell do you get the backglass out?

I don't have the head attached so it makes it a little more squirrely but it doesn't seem to drop down like a wedge head and there is no room for it to go up enough to clear the back board. I even took off the top brackets but everything is so close at the bottom, I don't want to drag the glass against the wood.

What am I missing?

Thanks!

Also, here's a glimpse of my machine. Man, I love the art on this thing!
MVIMG_20200203_213316 (resized).jpg

#68 12 days ago

I agree, the artwork is typical of the era, particularly with the space rockets. I acquired one recently and am looking forward to restoring it at some point in time.

#69 12 days ago
Quoted from ReallifePin:

How in the hell do you get the backglass out?

You will need to remove the lightboard and hinges and the stops that the light board rest on. It is what it is.

#70 11 days ago
Quoted from o-din:

You will need to remove the lightboard and hinges and the stops that the light board rest on. It is what it is.

Okay. Thanks. That is what it looked like. I was really hoping that wasn't the case but my Globe Trotter is the same way. I feel better knowing I'm not missing something. I appreciate it.

#71 11 days ago
Quoted from ReallifePin:

Okay. Thanks. That is what it looked like. I was really hoping that wasn't the case but my Globe Trotter is the same way. I feel better knowing I'm not missing something. I appreciate it.

Annoying as hell. Did you buy a repro?

#72 11 days ago
Quoted from Murphdom:

Annoying as hell. Did you buy a repro?

No, it's original. It is damaged at the bottom but the rest is in good shape. I was just going to touch it up but since I have to take everything out I may wait until I repaint the head.

#73 9 days ago
Quoted from o-din:

I didn't make it to 12 on the game, but made it thru The Invaders which started a 12. Love that show. But I couldn't tell you what happened on it.

David Vincent foiled the Invaders plans again, yet they persist.

Seriously though, I don't understand how Me TV has copies of The Invaders that look (much) worse than the DVD's.

1 week later
#74 2 days ago
RashUnselfishHummingbird-size_restricted.gif
Promoted items from the Pinside Marketplace
From: $ 18.00
Apparel - Men
Pinside Shop
$ 69.99
Playfield - Toys/Add-ons
Lighted Pinball Mods
$ 65.00
Cabinet - Armor And Blades
Texas Pinball
From: $ 159.95
Cabinet - Sound/Speakers
Pinball Pro
$ 149.00
Playfield - Toys/Add-ons
Sparky Pinball
$ 9.99
Eproms
Matt's Basement Arcade
$ 27.25
Playfield - Toys/Add-ons
The MOD Couple
$ 79.00
Cabinet - Armor And Blades
PinGraffix Pinside Shop
$ 15.00
Playfield - Decals
Metal-Mods
$ 79.95
Playfield - Toys/Add-ons
pinballmod
$ 2.00
Playfield - Decals
Doc's Pinball Shop
$ 4.49
Electronics
Yorktown Arcade Supply
$ 50.00
Playfield - Toys/Add-ons
Just 3D Mods
From: $ 50.00
Gameroom - Decorations
Pinball Art Prints
$ 150.00
Lighting - Interactive
Professor Pinball
$ 7,599.00
Pinball Machine
Little Shop Of Games
$ 369.00
Cabinet - Decals
Mircoplayfields
$ 209.99
$ 99.00
Lighting - Under Cabinet
Rock Custom Pinball
$ 40.00
Gameroom - Decorations
Arcade Arts
$ 10.00
Electronics
Yorktown Arcade Supply
$ 9.95
Playfield - Toys/Add-ons
pinballmod
There are 74 posts in this topic. You are on page 2 of 2.

Hey there! Got a moment?

Great to see you're enjoying Pinside! Did you know Pinside is able to run thanks to donations from our visitors? Please donate to Pinside, support the site and get anext to your username to show for it! Donate to Pinside