Showing posts with label Midway. Show all posts
Showing posts with label Midway. Show all posts

Thursday, March 9, 2023

1969 Midway Sea Raider repair

Midway's 1969 Sea Raider arcade repairs

To write is to illuminate. The writer must gild the edges of the mundane with his words to evoke something within the reader. But to paraphrase a fellow pinball writer I greatly respect: There's only so much you can write about changing a pinball coil. What then? Coin operated amusement devices are a means to an end. In the collecting world, the means are often confused with the end. The machines themselves are MacGuffins, a device to advance the plot. So to loop back to the Sea Raider(s) what do you do when you have a totally boring road trip and boring repairs? You try to fluff it up somewhat.

I like arcade games of that era. They have a certain naive charm. Over the years I've accumulated a few. Space Gun, Road Runner, Wild Cycle, S.A.M.I. and now Sea Raider.

Yes, the game play is simplistic and repetitive but I just love the colors, the sounds, the black lights the cardboard scenery.

A miniature Potemkin village, an allegory of the world we live in. Cardboard facades, flashy lights and mirrors. All to entertain and liberate you from your coins.

 


 

 

 

 

 

 

 

 

On a personal level, Sea Raider holds a special space in my memory. It was the first arcade game I ever got working. I wouldn't say fixed, but it worked and played- ish. I was 18 and had little repair experience then. I eventually sold the game around 2007 or 2008. I've missed it ever since.

 

A bit of condensed semi reliable arcade history:

Post WW2 was a time of innovation in the United States. The coin-op industry was no different: Flippers, bowlers, increasingly complex one ball games followed by bingo machines, driving games, shuffle alleys, etc. But by the 1960's what was new and novel was now stale and formulaic. The industry needed something new.

On the other side of the world, by the 1960's, the post war recovery of Japan was creating huge innovation, same with the emergent Japanese coin-op industry. The US coin-op industry took notice of the Japanese innovation boom and copied the games for the western market.

I think Kasco's Indy 500 (1969) produced under license as Chicago Coin's Speedway is the best known of these games. SEGA's Periscope led to Midway's Sea Raider, the first of a new era of submarine games (Sea Devil, Submarine, Sea Wolf). Curiously, Sea Raider cabinet art bares a remarkable resemblance to Bally's 1946 Undersea Raider.

 



The Japanese influence reinvigorated the North American EM coin-operated industry. These new games had cool effects and electronic sounds. But it was to be short lived: By 1972, the first video games appeared on the market and the rapidly developing solid state and computer technology meant that the days of electro-mechanical technology were numbered.

For more in depth coin operated amusement history, I recommend this super long article about the US and Japanese coin operated industry. It's way more detailed and well worth the read.

Sea Raider repairs:

Sea Raiders is a super basic game to work on. I think it's a good game to work on as an introduction to electro-mechanical arcade repair.

The best games to find are warehouse finds. From experience, the more previous owners between you and the last Coin Operator that put the game into storage, the more questionable repairs and "restorations" the games suffer from.

I was fortunate to find these games in an untouched state (other than the coin door lock that was drilled out). I honestly didn't think there were any warehouse find games like these left in the Republic of Quebecistan. They still have the period correct Dime and Quarter coin mechanisms, the coin boxes with the tops and even the back door keys. The cabinets are solid and have minimal moisture damage.

 

 


 

 

 

 

 

 

 

 

 

I have two examples of the same title in similar condition, both operated the same way, stored the same way, even the serial numbers make them less than 10 games apart off the assembly line, so needless to say the repairs were very similar on both games.

The last thing you should do when you first acquire your warehouse find is to plug it in. First: inspect the game. Inspect everything top to bottom, front to back. Start with the plug (stecker), the power cord, the switch, the fuse clips, the fuses, the transformer, all the wiring inside the game. Then everything else: connectors, relays, steppers, motors, coils, etc.

Look for any and all damage, corrosion, missing parts, loose parts. Clean out the cabinet and set aside any parts you may find at the bottom of the cabinet. These parts tell machine's story and can point you towards problems with the game. Then, you have a good overview of the repairs required.



 

 

 

 

 


 

 

 

 


 

 

 

 

 

 

 

Gearmotors:

Sea Raider uses multiple Multi-Products gearmotors. They have felt pads that should be periodically oiled. An oil hole is provided.

 


 

 

 

 

 

 

 

Stepper Units:

Make sure the ratchet gear and shaft spins freely. Free up the drive arm... and the reset arm. Check all the pivot points. Clean the coil stops, coil sleeves and plungers. Burnish the contact pads. Check the wiper assembly. Lube up metal on metal moving parts. There are different schools of thought when it comes to choice of lubricants... pick your libation of choice.



 

 

 

 


 

 

 

 

 

 

 

 

 

 

To clean the contact discs. I use a green Scotch-brite pad (the 3M ones, not the knockoffs)  with pure Isopropyl and shop rags. Then I use an electrician's eraser or a fiber pen to clean the conductive pads. Then I use a nylon bristle brush to really clean between the pads. Then I inspect for burnt micarta (phenolic and fiber material) between the pads. Remove the burnt micarta with dentists tools or a hobby knife. To finish it off, I buff the micarta with Novus 2 to take off the swirl marks, making sure to remove all the clay residue from Novus.

Before:

 

 

 

 

 

 

 

 

After:


 

 

 

 

 

 

 

 

On the printed circuit discs for the torpedo course arm disc and the ship target panel disc I use shop rags, Isopropyl and Novus 2 to avoid damaging the traces and pads. Again I check for burnt material. The ship target panel disc is notorious for burning between the pads at the point where the boat reverses.

 

 

Selector unit:


 

 

 

 

 

 

 

The selector unit switches had to be cleaned. The unit is at the very top of the cabinet. Most of the wires used for this sub assembly are solid wires. I thought it better to unscrew all of the stacks at once instead of one at a time and risk breaking a wire. Top switches are for ship hit detection. Bottom switches are for guiding the torpedo arm left or right. Each switch stack had to be handled gingerly to avoid it falling apart. Cleaned the switch points with a flex stone and a small wire brush. While the unit was apart I found a few wires that were improperly soldered.

 

Torpedo course arm unit:

One of the machines had some damage to the torpedo course arm unit wiring loom. Part of the torpedo arm rubbed on the wiring that interfered with the arm at end of stroke. That made the whole assembly a shock hazard. Got a good zap off that one. Simple electrical tape fix and I properly tucked away the wiring loom to stop it from rubbing.


 

 

 

 

 

 

 

 

 

 

New lamps for Sea Raider:

Sea Raider uses #1895 12V bulbs throughout the game. These are getting harder to find now. I bought some N.O.S. bulbs from eBay. 

 



 

Jones connector at the bottom of the cabinet (not pictured):

There is a Jones connector at the very bottom of the cabinet. It is used for the coin door and the neon light power. In both games, that connector was problematic and had to be addressed.

Sound Unit:

Sea Raider has a sound unit that produces three distinct sound effects: a radar ping (beep), torpedo white noise once a torpedo is launched and an explosion sound for torpedo/ship hits.

One one of my machine, the sound unit worked perfectly.

One the other machine, the radar pings didn't work. I had to replace two capacitors. From experience working on a few games from that era, the old silver Sprague capacitors tend to be problematic.


 

 

 

 

 

 

 

 

 


I didn't have any axial capacitors of the right value on hand so I will have to make do with radial caps. They look sorta bodged in, and they are.



 

 

 

 

 

 

 

Sound board diagram

Sound board diagram for dummies

 

In conclusion, Sea Raider is an ideal addition to a game room. It has a small footprint, it's simple (to repair and to play) and it's an artifact of the silver age of the coin-operated amusement industry. I recommend it as a novelty in any pinball heavy game room.

 

Links/ references:

Pete's Game room Sea Raider repair

Some other Sea Raider repair log

Pinrepair.com Sea Raider

Wednesday, February 1, 2023

Two Midway Sea Raiders in 2022

 Midway's 1969 Sea Raider arcade

Midway's Sea Raider




This was my only coin operated amusement road trip of 2022.

I don't go on arcade roadtrips much anymore,

partly because I'm out of space for machines, but that never stopped me before. 

But mostly for misanthropic reasons...

Already in 2019 I was completely fed up with everything and everyone. The last three years have been a complete gong show and my misanthropy has grown by a order of magnitude since.

But a repair dude has got to repair and I got bored.

So I looked at the classifieds... and found a lot of two 1969 Midway Sea Raiders. The games were sold as a pair, non-working untouched warehouse finds at a very reasonable price... 300 kilometers from home.

A quick look at at the cabinet dimensions from the flyer: 23 inches deep meant that I could theoretically fit both game in the back of the minivan. So I took a chance.











The road trip was uneventful except for terrible gas station coffee.

The seller was dubious the games would fit in the back of my van but in the end it worked out. With about 1 inch to spare.

I unloaded the games at my Freundin's place and fixed them up over the holiday season.



Next post the repairs


Sunday, July 3, 2022

Midway S.A.M.I. Arcade intermittent problem repair

I've owned this 1970 Midway S.A.M.I. arcade game for about a year now.




When I first got it I went over the whole game. Cleaned the discs and wipers. Took apart the control unit. Burnished the connectors and perfectly aligned the film with the plane position disc.

Still it had an intermittent problem that would cause the hit relay not to energize.

I would fiddle with the connectors and jiggle the wires, check the continuity between the control unit disc and the plane position disc and the issue would solve itself for a couple months.

I can't say I play this game a lot. It's not a good game to have in a home environment. The plane pattern is too easy to memorize and then there's no challenge to the game. But I like to play it occasionally. Or like when I have some people over.  So when I turn on the game, it's always a gamble whether the game behaves or not.

So when I turned the game ON earlier this week... no dice. Again the multimeter and connector jiggle routine. But this time I finally stumbled upon the problem.

Can you see the problem in the picture below? BTW I slightly enhanced the problem to make it easier to find.


Maybe in this picture?


Turns out the problem the whole time was a broken bare wire jumper for the grey wire between solder lugs on the Hit Relay unit.

The intermittent nature of the problem came from the broken jumper just touching the gob of solder on the lug for the hit relay coil hence why jiggling the wire would "fix it" for awhile.

On the schematic, the problem would be in the red box to put it into perspective.


I completely replaced the bare wire jumper and now it's all good.

This is the kind of stuff you have to look for when working on old arcade games.

 

Saturday, November 26, 2016

Pinball lifestyle: "The dose makes the poison"

To loosely quote Paracelcus:

"The dose makes the poison"

I might be getting close to the lethal dose of pinball... Maybe not, I have observed fellow humans with a lot more games than me. I'm safe, for now.

But I have a heck of a lot of games. A lot for the small space I live in...

Here is the latest pictorial inventory of my... I can't really say gameroom anymore. It's more like a game house.

Observe and enjoy!

Les cardiaques et les femmes enceintes sont priées d'éviter ce spectacle effrayant!

UPSTAIRS

Firecracker, a Bally game designed by Harry Williams, one of my personal favorite games

Bally Nip-It, the latest project. Tastefully modded by moi. Still fun.


Bally Surf Club bingo, with the mixer taken apart for a cleaning. I have a recurring problem with the neatsfoot oil that goes sticky. To be continued.

Williams Four Corners. Every picture tells a story. She is filled with secrets.


The ole Nishijin Super DX pachinko game. I've had this game for over 16 years.


Bally Hokus Pokus. Sadly, I don't have any room for this game at this point in time.


The Booz-Barometer. Circa 1958. A gift from my Ole Pa a long time ago.


North Star Richelieu. Bally Challenger one ball and Keeney Thriller. Future projects. Treasure Trove.



DOWNSTAIRS


Enjoy the view. I know I do.


Interflip "BAO!" Dragon, Bally "camel toe" Wizard! and Bally "Brass Bra" Lost World: my only solid state game



Bally Flip-Flop, Twin Win, Big Valley



Bally Carnival Queen Bingo, my first magic screen bingo.
Watling penny scale
Bally Super Wall Street Bingo. My first bingo machine. Pictures of the backglass of my game seen here were used with my permission in Nick Baldridge's virtual bingo.
Bally Miss Universe. Good looking game, awful gameplay.


... Bally Golden Gate and Mystic Gate Bingo


Keeney Little Buckaroo Upright
Bally bottomless hopper slot machine
Midway's Space Gun. My one and only gun game.
Midway's Table Tennis Remote Controlled wall game. The remotes are HUGE
AMI D-80 jukebox. My first restoration attempt.



THE WORKSHOP aka "B" SIDE

Projects and extra games


Bally Surf Club Bingo
Williams Spark Plugs Horsey game. Gambling machine in disguise
United's Singapore Bingo
Bally Star-Jet pinball. The first EM multiball that established the 3 ball multiball mode.


The Borg cube of extra games, projects and parts machines


Crazy!