The New Pinscape Build Guide
by Michael Roberts
First edition, October 2019
Revised and updated from time to time, most recently in August, 2024
>
Copyright and license
Copyright ©2016-2024 Michael J. Roberts.
This book is licensed under a
Creative Commons
Attribution-ShareAlike 4.0 International License. In brief, this means that
you're free to use, share, and adapt this work for any purpose,
without seeking further permission from the author, as long as you
give appropriate credit and pass along the same permissions in
your adapted material.
The Pinscape Controller firmware and the Expansion Board hardware
designs have similar Open Source license terms. See their respective
license files for details.
No Warranty
Just to be sure there's
no misunderstanding, I want to spell out that this documentation and
the related mechanical and electronic designs and computer software
have NO WARRANTY of any kind. This entire enterprise is a hobby
project, and I don't have a Quality Assurance department to
independently test any of it, so the material undoubtedly contains
numerous errors.
I'm making all of this available at no charge in the hope that it's
useful, but I can't guarantee that it'll work or that you'll be
successful building any of it.
Work involving electronic
circuitry has the potential to damage other connected equipment,
including expensive items such as computer motherboards.
Proceed at your own risk.
THIS WORK IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
ARISING FROM, OUT OF OR IN CONNECTION WITH THE WORK OR THE
USE OR OTHER DEALINGS IN THE WORK.
Caution
Building a
virtual pinball machine involves some inherently dangerous equipment
and activities, such as power tools and high voltages. Read the
manufacturer's instruction manuals for your tools and follow their
safety precautions. Wear safety glasses, hearing protection, and
other appropriate safety gear for each task. Don't attempt anything
that you don't understand or don't feel comfortable with.
Exercise extreme caution when working with electricity, especially
with high voltages. Higher voltages can cause electrocution, and even
low voltages can start fires and damage other equipment. Always
disconnect the power at its source before doing work on anything
electrical. Don't just switch it off - unplug it from the wall
outlet.
1. Preface
I first started thinking about building a virtual pinball machine at
least a couple of years before I actually did anything about it. I
was on the fence for so long because I thought it was one of those
ideas that sounds better than it really is. I also thought I might
get bored of it quickly. I loved the idea of a life-sized
pinball simulator, but I didn't think the real thing could live up to
my mental image of it. It didn't help that Visual Pinball always
seemed a little disappointing on my desktop PC. I thought a cabinet
would just make the video game's limitations more obvious by putting it on a bigger
screen. You've probably heard it said that the great thing about a
virtual cab is that it's like having 1,000 pinball machines
packed into the space of just one, but surely the variety is only
of secondary importance: if it weren't fun to play one virtual table,
why would you want 1,000 of them?
But I kept coming back to the idea. I'd check in on the forums from
time to time to see what was new. At some point, people started
talking about putting "feedback toys" in their cabs
.
That's when I finally decided I had to build one. "Toys" are physical
devices that create special effects in sync with the on-screen action.
The thing that grabbed my attention most was the idea of using
solenoids for a tactile
thunk when a flipper or bumper fires.
The ability to
feel the game action struck me as a whole new
dimension that you can't get in mere video pinball.
It's probably needless to say that all of my early reservations were
turned around once I started building my cab.
If you're reading this guide, you're probably at least curious about
building your own cab. In case you're still undecided, like I was,
let me offer this nudge: I think a cab really is a different
experience from playing pinball simulations on a desktop PC. It's not
just the same thing in a different box. The real controls and the
full-scale physical setup are more than just decorations; they're
transformative.
I should temper that by adding that a virtual cab won't trick you into
thinking you're playing a real pinball machine. It's not that
realistic. But it's not just desktop video pinball in a fancy box,
either. "Virtual" and "real" pinball each have their own advantages,
and they're each fun to play in their own way. I'm fortunate to have
a small collection of real pinball machines at home, and while I'd never
consider the virtual cab to be a replacement for any of those,
it is a great addition to the lineup, adding its own unique play style.
Pin cabs aren't just fun to play; they're fun to build. They make
great DIY projects. As much as I enjoy playing games on my cab, I
also really enjoyed building it, and I'm still coming up with ways to
improve it. Most of that work is on the software side these days,
although I still tinker with the hardware, too. One of the great
things about this hobby is that most of the software involved is open
source, so if there's something you don't like, you can change it.
That's one of my motivations for sharing the Pinscape Controller
project: I wanted to bring the benefits of open source to the hardware
side. When I started my cab, most of the hardware options were
proprietary devices designed more with video arcade projects in
mind, so I'm glad that I've been able to add some more
pinball-oriented designs into the mix.
This is a great time to be building a DIY pin cab, thanks to a
confluence of trends. One is that real pinball continues to thrive
among collectors, which is good for us because it keeps an active
market going for the specialized pinball-machine parts we need for our
projects. Another helpful trend is the popularity of hobby robotics,
which has made lots of advanced electronics accessible to DIYers. A
third is the growing interest in virtual pinball itself, which has
attracted a talented group of people who work on the open-source
software that makes virtual cabs possible. Virtual cabs will keep
getting better as long as people are actively working on the software.
The Pinscape Controller
This guide has grown into a pretty comprehensive set of instructions
for building a pin cab, from the woodworking and trim hardware to the
electronics and the software. It started out with a much smaller
scope, of serving as the user manual for my Pinscape Controller
project, and that remains a significant part of the book. The
Pinscape Controller is an open-source hardware and software project
that can act as the central hub for connecting most of the specialized
input and output electronics unique to virtual pin cabs: buttons,
sensors, and feedback devices like solenoids and lights. The
controller can handle nearly all of the special I/O functions in
a pin cab, including:
- Connecting flipper buttons and other pinball-style buttons to the PC
and using them to control the game
- Connecting a physical pinball plunger to the software, via a
position sensor that detects its position and motion, so that you can
launch the ball the traditional way, with precise control for tricky
skill shots
- Using an accelerometer to sense the motion of the cabinet,
so that you can nudge the cabinet and get a realistic, proportional
response in the simulated game
- Connecting feedback devices to the PC, so that the pinball software
can create lighting effects and tactile effects cued to the game action
Physically, the core of the Pinscape project is the Freescale
FRDM-KL25Z, a tiny, self-contained computing device about the size of
a credit card. It costs about $15 and comes fully assembled and ready to
use. You don't need to know anything about electronics to set it up;
you just plug in a USB cable and load some software.
The KL25Z by itself does a lot of the heavy lifting. It has a
built-in accelerometer (a good one), which nicely handles nudge sensing.
You can connect buttons (like the flipper buttons) directly
to the KL25Z, with no more work than running some wires.
Beyond buttons and nudging, the electronics work gets a little more
complicated. If you want to hook up a plunger sensor or connect
feedback devices (lights, motors, solenoids), you have to buy some
electronic components, and do some additional wiring and electronic
assembly work. That's all laid out in detail in this guide, and it's
very scalable - you can do as much or as little of this as you want,
according to your interests and comfort level working with
electronics. And you can add new features over time; it's all pretty
modular. I've tried to make all of the projects approachable even if
you don't already know much about electronics.
For the plunger, several options of varying difficulty are available.
The easiest option only requires buying a particular kind of
potentiometer (about $6) and connecting three wires. A more complex
but more precise option is what I'd call an "intermediate level" DIY
electronics project. All options are documented in detail in this
guide with step-by-step instructions.
If you want to connect feedback devices to the KL25Z, that also
requires some additional electronics work. There are some simple
options involving pre-built circuit boards that you can buy on eBay or
Amazon. The more advanced and more full-featured options involve the
"Expansion Boards", a set of circuit board plans that you can build
yourself. Again, this is all documented in this guide.
The Pinscape Controller is an entirely "open source" project, meaning
that all of the software is free to use, all of the source code and
hardware designs are published, and you're free to change and
customize them in any way. I'm always happy to integrate any
customizations that are generally useful back into the official
version so that everyone can benefit from them, but you're also free
to make private changes for your own use if you prefer.
Cabinet build guide
Beyond the Pinscape-specific material, this guide includes a lot of
information about building virtual pin cabs in general. The goal is
to provide a complete instruction manual for the DIY pin cab builder.
The guide even includes information on the various commercial products
that can fill the same roles as the Pinscape project, for people who
aren't interested in DIY for those aspects and prefer something
that comes ready-made.
I'm including the general virtual cab building material because I
would have really liked something like this when I started on my own
cabinet. There's a lot of information on building these machines on
the Web, mostly in forums and blogs, but it's really scattered and
hard to find and navigate. There is one other full build guide out
there that I'm aware of, though: Major Frenchy's
Mame in a Box, which offers a
big library of video tutorials on pin cab building. If your learning
style favors video presentations, or you just want another resource to
add to this one, check it out.
I can't quite boil things down to a ready-made kit with a master parts
list and easy assembly instructions. There are too many possibilities
and variations for that. Every cab is unique, which is exactly as it
should be for a DIY enterprise like this. So I'll try to go into as
much detail as I can, but in many areas the information is more like
advice than outright instructions.
Currency and updates
The first complete edition of this guide appeared in October, 2019
(after about three years of partial versions that were kept online as
a work-in-progress). "Complete", in the sense of covering all of the
topics I set out to cover at a level of detail that I set out to reach
- but not necessarily "finished", in the sense of the last possible
word being said on every subject, the text set in stone, never to
change again. I still see it as an ongoing project, and I revise and
expand it from time to time as I encounter errors and omissions, and
to keep up with changes in the virtual pinball world. (Most recently
in August 2024, according to the electronic
librarian that keeps track of the text.)
Many parts of this guide have an inherently long shelf life, because
the "real" pinball machines that virtual cabs are based on tend to
look and act much the same year after year. I don't think that's
likely to change, either, because at least a part of pinball's market
demand comes from nostalgia. The pinball makers are aware of this and
know that they can't change things too much before people stop
thinking of their products as "pinball". A lot of the basic design of
a commercial pinball machine (and thus of a virtual cab) is pretty
well anchored in the 1990s. That's good for the longevity of this
guide, because it means the parts about cab building don't need to be
updated every couple of months to chase a new fad. The same is true
of the backgrounder sections on woodworking, soldering, and so forth.
Some things do change rapidly, though, some so quickly that I know
there's no hope of keeping any guide up-to-date with them. The things
that move at warp speed are primarily related to the core electronics
- specifically, the TVs and video displays and the PC hardware specs.
All of that tends to undergo a complete revolution every four to six
months. I know there's no hope of keeping a list of "Best Intel Chips
of 2024" or "The Sharpest TVs Right Now" up to date, so I
don't even try to provide such ephemeral shopping lists. Instead, the
relevant sections provide a more general, and hopefully more lasting,
idea of what to prioritize when shopping. My hope is that this will help
the material remain relevant and useful for at least a little while.
In between those extremes - the Moore's-law churn of consumer
electronics on the one hand, and the timeless arts of woodworking and
soldering on the other - there's another area that changes at a
middling pace: the special software and hardware devices for playing
virtual pinball. Visual Pinball, PinMAME, DOF, etc - these are
generally open-source projects, or in some cases tiny one-person
businesses, that are in active development and that come out with new
versions once in an unpredictable while. I confess that I don't track
every one of those projects closely enough to know immediately when
something I've written about it here needs to be updated, and even if
I did, it would still take me a while to catch everything up. So it's
best to treat the guide as a secondary source of information
for the big software components, and look to the projects themselves, or
forum activity from their contributors, for the latest news.
If you encounter any errors, or anything that's out of date, I'd be
happy if you pointed it out so I could try to fix it. You can contact me on
vpforums.org (my user ID there is mjr.)
An explanation of "section incomplete" warnings
I originally started posting this guide in draft form in October 2016,
when it was just a skeletal outline. Back then, most of the sections
were just placeholders, like this:
This section is incomplete and will be expanded when time permits. Material to be added: (Some notes about what I intended to write would go here)
Those placeholders were there so that I could use the guide as its own
outline, and also so that readers would know that I hadn't forgotten
about the topic in question.
I finally finished filling in all of the planned material in October
2019, so at that point there were exactly zero of those boxes
remaining. You probably won't see any in the current guide - but I
can't rule that out entirely. I'm still revising and updating the guide
on a regular basis, and occasionally a new topic comes up that's big
enough that it will take some time to cover. When that happens, I
might resort to adding a few of those boxes back in. If you see any,
they mean that there's some new material I intend to add when I get a
chance.
>
2. What is a pin cab?
I'm not sure who created the first virtual pinball cabinet, but the
seed of the idea is pretty obvious in hindsight. Someone must have
been playing around with a pinball program on their desktop PC, and
wondered what it would be like to turn the monitor sideways, to make
the layout more like a real pinball table's proportions.
Then they thought to lay it down flat, so they could stand over it
like a real pinball playfield. And then what about switching to a big
flat-panel TV that's the same overall size as a real pinball table?
The finishing touch was putting the big TV inside an old cabinet
salvaged from a defunct real pinball, right where the playfield used
to go, for the full life-sized experience.
At its most basic, that pretty much sums up a virtual pin cab. You
take a Windows PC, install Visual Pinball and/or other pinball
simulator software, attach a TV in the 40" range as the primary
monitor, and put the TV inside a pinball cabinet body where the
playfield would normally go. Put another TV in the backbox to display
the backglass artwork. Connect some speakers in the backbox to the PC
sound card, and you have the full audio/visual simulation.
What makes this so special?
Okay, you're thinking, so a pin cab is just a desktop pinball player
in the guise of a real machine. Maybe that sounds somewhat
interesting: the idea of playing on a full-size
playfield is pretty novel if you're used to playing pinball in a
cramped little perspective window on a PC monitor. But in the end,
isn't it just the same game on a bigger screen? Wouldn't the novelty
wear off pretty quickly?
As they say in the infomercials, "but wait, there's more..."
Real flipper buttons! Once we have the displays in a proper
cabinet arrangement, we can't just plop a boring old PC keyboard on
top and go on batting the ball with the Shift keys like on the
desktop. It's a real pin cab, so it needs real flipper buttons.
Yes, you can connect the real buttons to the PC. There's a special
device called a key encoder that lets you do this. Key encoders are
fairly cheap and easy to set up (and the Pinscape Controller can
handle this function, of course). They trick Windows into thinking
you're still just pressing regular keyboard keys, so you can go on
using the same pinball software.
This makes a positively huge difference in playability. If you've
played any desktop pinball or tablet pinball, you probably already
have a sense for how awkward the controls are; you've undoubtedly lost
a good number of balls from having your fingers stray just a little
off the keys at crucial moments. Even so, it'll probably still be a
revelation the first time you play virtual pinball with real flipper
buttons.
You don't have to (and shouldn't) stop at flipper buttons, by the way.
You can hook up all of the standard buttons - the Start button, Magna
Save buttons, the coin chutes, even the service buttons inside the
coin door that let you access the operator menus.
A real plunger! Desktop pinball games all use a "timed" plunger
that pulls back as long as you're pressing a key. Which obviously
doesn't even remotely resemble how you interact with the plunger on a real
machine. On a cabinet, you can install an actual pinball plunger, and
connect it to a sensor that lets the PC read its position. This lets
you launch a ball exactly like in a real game. The Pinscape
Controller offers this capability, and several commercial options are
available as well.
Real nudging! Real pinball games are physical, mechanical
systems. The game action obeys the laws of physics, not the whims of
a video game programmer. I think that's why pinball remains
interesting to so many people even in an age of impossibly
sophisticated video games. Pinball's physicality means you can
interact with the game in a very direct and visceral way.
Desktop pinball offers an imitation of nudging that's half-hearted at
best, letting you "nudge" by pressing a button. Like the timed
plunger, it's nice that they tried, but it's nothing like the real
thing.
A pin cab makes it possible to bring back real physical interaction.
A virtual cab already has the same heft and feel of a real cab, so
you'll find yourself unconsciously nudging it like the real thing,
your brain expecting it to influence the ball. But what if you really
could influence the ball that way? Good news: you can! There's a
device called an accelerometer that can measure exactly the sort of
motion you impart to the cabinet by nudging. Accelerometers are cheap
and ubiquitous these days, thanks to smart phones. The
microcontroller board used in the Pinscape Controller has an
accelerometer built in, and the Pinscape software is set up to read
the acceleration data and send it to the pinball simulator
program. Most of the available commercial plunger kits offer the same
capability. The accelerometer doesn't just sense the fact that you
nudged, but actually measures the amount of force you applied, and
passes that along to the simulator, so that the response in the
simulation is proportional to the strength of the physical nudge.
Mechanical feedback! Blinking lights! Once the early cabinet
builders mastered all of the above, they started coming up with ways
to make the experience even more realistic by adding mechanical
feedback - devices that actually move inside the cab to simulate
flippers, slingshots, and bumpers.
Real pinball is a tactile
experience. The solenoids that whack the ball around are really
powerful, and you can feel them shake the cabinet every time they
fire. Digitized sound effects just aren't the same. For a more
realistic virtual experience, you can put solenoids and other
physical devices inside your cab that produce similar tactile
effects in the virtual game. The pinball software can
trigger these feedback devices in sync with the game play. So when a
bumper fires in the simulation, you can actually feel a solenoid fire
in your cab. You can likewise add bright LEDs and strobes that
flash in sync with game events. This makes for a dramatic light
show, much more interesting than just images on a TV.
The current generation of pinball software makes it fairly
straightforward to attach an array of mechanical devices and external
lights. You need another I/O controller for this capability, known in
this case as an "output controller". The Pinscape Controller can
handle this task, and there are several commercial options as well.
As for the feedback effects, there's a fairly standard set of lights,
solenoids, and motors that most people use, but the control systems
are so flexible that you hook up almost anything you can think of.
That sounds like a lot of work...
If you're new to the virtual cabinet world and you weren't already
acquainted with all of these bells (literally) and whistles, you might
be feeling a little intimidated by all of this. You might have been
picturing just the basics of the Windows PC in the fancy wooden box,
and you might have been thinking in terms of what you could build out
of ordinary PC equipment. But a lot of the stuff I just mentioned
obviously can't be done with ordinary PC parts alone.
The good news is that everything described above is not only possible,
but well understood. It's all been reduced to recipes that you can
follow. Lots of people have built cabs with these features. The
software infrastructure that supports all of this is mature, and it's
specifically designed with all of these features in mind. There's no
need to "hack" anything to trick the software into doing these things;
the software already knows all about backbox displays, DMDs, nudging,
plungers, and feedback devices. You just need to tell it what you
have installed, and it'll take advantage of it to create a great
playing experience.
Most importantly, the whole setup can be built by a committed DIYer.
That's where this guide comes in. We'll explain how to implement all
of the things that go into a virtual pin cab, covering the best DIY
solutions as well as the commercial product options.
By the way, "DIY" doesn't mean "poor man's", which is the way a lot of
people think of it. In fact, it's really quite the opposite these
days, thanks to technologies like ubiquitous computing, 3D printing,
and the relentless pace of progress in electronics. DIY means you
can build exactly what you want. It means you don't have to settle
for what some marketing department thought was good enough for the
least common denominator. Yes, you do still see forum discussions
about "hacks" and cheap solutions. That's not what this guide is
about. The approaches we'll cover in this guide are modern,
no-compromises solutions. Some of them have capabilities that you
simply can't find in the commercial alternatives.
3. A Visual Guide to the Virtual Pinball Cabinet
A Visual Guide to the Virtual Pinball Cabinet
When I first started building my own pin cab, I found it hard to get a
handle on all of the pieces involved. I knew I wanted real flipper
buttons, but how do you connect them to the PC? I wanted a plunger,
but how the heck do you make a PC take input from a plunger? I wanted
feedback devices to simulate the flipper solenoids and replay knocker
and so on, and I understood that I needed an LedWiz for that, but
beyond that I didn't really know what it could do or how to
connect anything to it. And knowing how many questions I had,
I shuddered to think about the questions I didn't even know enough
to ask.
The diagram below will, I hope, clear up some of that fog, especially
the unknown unknowns. It's is a comprehensive map of all of the
electronic systems and devices that make up a virtual pinball machine.
It doesn't answer the detailed questions, like exactly how you hook up
the LedWiz or install software, but it offers a bird's-eye view of
everything that goes into one of these machines. It shows what each
component does and how everything fits together. The idea is to let
you see the whole system at a glance. This diagram shows pretty much
everything electronic in a pin cab, so you should be able to
quickly spot any major components that weren't already on your radar,
and decide if you need to add them to your plans.
This is a big-picture view, but it's also loaded with details that
you can view interactively. Roll over any component with the mouse
(or tap it) to learn more about it. There are also some general notes
following the diagram. But don't feel like you have to cram for
a quiz: we'll cover everything in the chart in much
greater depth in later sections.
Roll over/tap features to show details • See notes below
Feature Details
Notes
- The machine shown here is fully decked out. A bit more than fully,
in fact: some things are redundant, such having both a "real DMD" and
a "DMD TV". If you're in the planning stages for building a cab, you'll
only need to consider the components related to the features you
plan to include.
- This isn't a complete wiring diagram or schematic. For that,
refer to the Build Guide sections on the individual subsystems.
- "DOF" (referred to several times in the detail popups) stands for
DirectOutput Framework, one of the key pieces of software you'll want
to install on the PC inside a cab. DOF is the software that handles
the feedback devices.
How the Pinscape Controller fits in
You won't find any one box on the diagram that represents the Pinscape
Controller. That's because Pinscape is only one of several possible
choices for the functions it performs, and because Pinscape can perform
several different functions. So the diagram instead shows boxes for the
individual functions conceptually. If you do decide to use a Pinscape
Controller, it can fill any or all of these roles:
- Key encoder
- Accelerometer
- Plunger interface
- Output controller
Even though these functions are shown as separate boxes on the diagram,
a single Pinscape unit can fill
all
of these roles simultaneously.
The Pinscape Expansion Boards also serve as the "Power
Booster", which is shown as another separate box.
If you're using the stand-alone KL25Z without
the expansion boards, you'll need something to serve as
the power booster if you want to connect feedback devices. The Build
Guide includes circuit plans.
15,11-337,235 24V power supply
#num top: 40%;
A number of common feedback devices require 24V DC power. These
include the most common type of contactors used to simulate
flippers, slingshots, and bumpers, as well as real pinball
chime coils. If you're using any devices requiring 24V, it's
handy to have a dedicated 24V supply in the cabinet, since this
isn't one of the voltages you can get from the secondary PC power
supply. If you don't have any of the common 24V devices, there's
no need for this extra unit.
390,19-823,236 Secondary PC power supply
#num top: 40%;
This is a second PC-type power supply that isn't connect
to your PC at all, but is used to provide power to the feedback
devices and other devices in your cab. You actually don't need
to use a PC power supply per se here, since we're not using any
of its special PC capabilities but just using it as a source of
5V and 12V DC. But PC power supplies are great for this because
they're an extremely cheap way to get a good high-current source
of 5V and 12V power. The reason we care about having a 5V and 12V
supply is that these two voltage levels are exactly what's needed
for most of the common feedback devices. And for devices requiring
other voltage levels, we can usually use inexpensive step-up
and step-down converters that draw their power from the 5V or
12V lines.
9,426-229,571 RGB flashers
Real pinballs usually have a number of "flasher" lights (bright lamps
under plastic domes) around the playfield. These produce a brilliant
light that's a key part of the show. Emulated tables will of course
include the playfield flashers in the on-screen image, but a video
monitor can't approach the brightness of the real thing. For a better
simulation of the original light show, virtual cabs often include
real flashers, usually a set of 5 positioned inside the cabinet
just behind the back edge of the playfield TV, and/or on top of the backbox.
The flashers in virtual cabs usually use clear plastic domes rather than
colored domes, and use RGB LEDs as the lamps, so the software can
use them to display flashes in any color. High-power
RGB LEDs that produce very bright light can be found on eBay: look for
"3W star RGB LED".
Note that this type of LED usually requires a resistor for each
color channel, to limit the electric current that flows through the
LED element. The resistors aren't shown on the diagram, but the
Build Guide section on wiring these devices has full details.
9,593-228,718 Strobe lights
This is another popular lighting effect on virtual cabs. These are simply
bright white lights. You can find the type most pin cab people use by
searching eBay for "22 LED strobe". These are designed
for use on cars and trucks, which means they run on 12VDC, which is
perfect for a pin cab.
9,744-206,913 Contactors/solenoids
The most basic "tactile" effect in a virtual cab is the
thunk
made by the flippers, slingshots, knockers, and the like. The best way to
implement this is with something physically similar that actually goes
thunk itself. Digitized sound from the speakers just doesn't have
the same tonal quality or create the same sensation in your fingertips.
One obvious approach is to use real pinball flipper and bumper
assemblies, hidden inside the cab. Some cab builders do go that route, but
these are expensive and take up a lot of space. A good compromise that many
cab builders use is some kind of self-contained solenoid device. The most
popular choice is the Siemens 3RH1140-1BB40 24VDC contactor, which is basically
a beefy relay designed to switch high-power loads; it has a solenoid-driven
switching mechanism inside that makes a decently pinball-like sound. Another
popular option is automotive starter solenoids. Open-frame relays (easily
found on eBay) can also serve.
44,913-180,1100 Replay knocker
The replay knocker is such a distinctive feature of pinball machines that
most virtual cab builders wouldn't dream of being without one. Digitized
audio simply can't do justice to the hammer blast of a real knocker. Most
cab builders opt for an authentic knocker coil assembly, which you can buy
new from any pinball supplier. The real ones aren't very expensive, so hardly
anyone bothers to look for a DIY alternative.
9,1105-216,1246 Shaker motor
If you've ever played a real
Earthshaker, or almost any recent
Stern game, you've probably encountered a shaker motor in a real pinball.
Shakers do what the name implies: they shake the machine (and the floor around it)
like a minor earthquake is going on. This is one of the most dramatic feedback
effects you can include in your machine, and it can really add excitement
during play. The implementation is simple: it's just a DC motor with an off-balance
weight attached. It's fairly straightforward and inexpensive to build one
yourself. If you do include one, you'll get a lot of use out of it, because
the standard DOF setup triggers it at well-chosen events in many tables,
even those without shakers originally.
9,1246-195,1398 Gear motor
Lots of real tables have something on the playfield that's controlled
by a little electric motor, which you can hear when it's in action.
These motors are usually linked with gears to the playfield features
they control, and the gears are what make most of the noise. For a more
realistic rendition of this distinctive sound, many cab builders like to
include an actual geared motor in their cab. The software can activate
this in sync with the game action, just like in the real game.
Two main types of motor are popular among cab builders for this role.
The first is the robotics motors available from many sellers on eBay:
small DC motors with a couple of brass gears attached.
They make about the right amount of noise, but some people think
the quality of the noise is too "whiny". The other common type is
auto windshield wiper motors. These are usually quieter and lower
pitched than the robotics motors.
9,1399-194,1564 Fan
A small handful of real pinballs featured fans on the backbox, most notably
Whirlwind. Given the puny number of real machines with fans,
you might wonder why you'd want one for a virtual cab.
But then you'd be surprised at how many virtual cab builders include one.
Like the shaker motor, the standard DOF setup triggers the fan on suitable
events in lots of tables that didn't have one in real life, so you'll get a
lot more use out of it than just playing
Whirlwind and
Twister.
And like the shaker, it's
a particularly tactile and dramatic effect that can be a lot of fun.
Many cab builders use fans that are designed for automotive or boat use
(since these conveniently run on 12VDC) and mount them on top of the
backbox
a la Whirlwind. Some cab builders have created sneaky
hidden fan setups, with the fan inside the cab, blowing air at the player
through an opening in the coin door or a vent under the machine. My own
machine uses a replica of the
Whirlwind fan with a custom
enclosure designed to fit the theming of my cabinet art.
29,1599-189,1764 Beacons
This is another popular light-show effect: a police-car rotating beacon
light, or a pair of them, on top of the backbox. A surprising number of
real machines had beacons; police themes are apparently as popular
in pinball as on CBS. (In fact,
F-14 Tomcat had
three,
and it wasn't even police-themed.) Like the shaker and fan, you'll get
plenty of use out of beacons even in games that never had them originally.
It's fairly easy to find suitably sized rotating lights of this sort
on-line, especially from auto supply stores. A bonus is that anything
designed for cars will conveniently run on 12VDC. There are also novelty
beacon lights designed as party decorations, but those tend to be
poor imitations.
3,1780-268,1986 Chimes & bells
If you're a fan of classic electromechanical pinballs, you might
consider installing some real chimes and/or bells. As with the knocker,
recorded audio doesn't do justice to real percussion instruments.
One option is to install an original pinball "chime unit" from the 1960s
or 70s. These are basically little xylophones, with three or four metal
bars and solenoid-driven hammers. The pinball manufacturers haven't made
these in a long time, so if you want the real equipment from the EM era,
your best bet is to find a salvaged unit on eBay. It might take some
patience since there aren't all that many in circulation. There's also
at least one modern reproduction unit available commercially (look for
"McCullough's Chime Unit"), but reviews are mixed as to whether it
sounds like the originals. The pinball suppliers don't sell full chime
units, but they do sell many of the parts, so you might be
able to cobble one together with a mix of original and improvised parts.
Another option is to find some suitable "shell" type bells, which were
used instead of chimes on many EM machines. You can use a regular knocker
coil to strike them. Bells have their own distinctive sound, so
a serious EM enthusiast might even want both bells and chimes, for more
variety and authenticity in configuring different tables. Yet another
possibility is an alarm-clock type of bell that strikes repeatedly when
energized, since a few real pinballs had these (
Taxi,
Space
Shuttle). Finally, a working decorative bell can also make a nice
"topper" (something mounted on top of the backbox), as in the original
Fire!.
4,2004-263,2049 LED strips/undercab lighting
Many cab builders like to put RGB LED strips on the bottom of the cabinet
or the back of the backbox. Look for "5050 LED strip" on eBay; these
are adhesive-backed strips with LEDs spaced every couple of centimeters,
designed for accent lighting. These strips only show one color at a
time across the whole strip (unlike the "addressable" strips, which
can show animated effects but require a special controller), so
they're best for ambient lighting effects. This is a popular "mod"
among real pinball owners, too. It creates a pool of light around
the machine, adding to the overall show.
423,823-731,1050 Step-up converter for knocker
#num top: 30%;
Real pinball knockers in modern games are mostly designed to run on 50V.
They'll work on lower voltages, but to get the proper amount of force for
the knocker effect, you need at least 35V or so. There's nothing else in
a typical virtual cab that needs that kind of voltage, so in all likelihood
you'll end up needing a special power supply just for the knocker. A cheap
and easy way to do this is to use a step-up voltage converter. These are
available on eBay for about $15. These take 12V as input (which you can
get from your secondary PC power supply), and let you dial in a higher
voltage for the output up to some limit. Look for a converter that can go
up to at least 35V, and preferably closer to 50V, and one that can supply
about 5A at the highest output voltage.
430,1058-749,1209 Step-down converter for shaker motor
#num top: 35%;
If you build a custom shaker motor, you'll probably want to base it on
a 12V DC motor, which means that you could power it directly from the 12V
line from your secondary power supply. However, many people find that
their shakers are too intense at full power, so they want to be able to
turn down the power a bit. One easy way to do this is by dropping the
voltage slightly with an adjustable step-down voltage converter. You
can find these on eBay for a few dollars. These take 12V as input and
produce an output voltage that you can adjust to any lower voltage.
Connect the output to the motor, and adjust the output (by turning
the control screw on the converter) to get the level of intensity you
find most pleasing.
419,1271-719,1403 Output controller
#num top: 20%;
To control feedback devices, you need an output controller. This is
a special device that you connect to the computer with a USB cable.
The device takes software commands from the PC and translates them to
electrical signals that turn your output devices on and off, in sync
with the on-screen game action, to create feedback effects to enhance
play. Almost any sort of electrical device can be used for feedback:
lights, motors, solenoids, bells, chimes. Some controllers use relays
to switch connected devices on and off (e.g., Sainsmart relay boards).
Others use solid-state (transistor) circuitry (LedWiz, PacLed, Pinscape).
Solid-state controllers almost always require some sort of "power booster"
to connect anything more powerful than an LED or small lamp.
$pinscapeLogo$The Pinscape Controller can serve as an output controller. If you use
the stand-alone KL25Z, the number of outputs is limited: about 20 devices
if you're also using it for any button inputs, or about 30 if not. The
plain KL25Z also requires power booster circuits to power anything, even
small LEDs. With the expansion boards, the number of outputs is practically
unlimited, plus the power boosters are built in, so you can connect
powerful devices like solenoids and motors directly.
419,1445-703,1643 Output power booster
If your output controller has solid-state (transistor) outputs, you'll
probably need some kind of power booster to connect anything beyond
LEDs and small lamps. The LedWiz and PacLed devices
both have this requirement, as does the stand-alone KL25Z with the Pinscape
software.
There are several ad hoc solutions that work with any controller.
One is to use relays; that's a simple solution, but has some drawbacks.
Another is to use the common "LED amplifiers" sold on eBay. These work
for high-current LEDs but might not be suitable for solenoids and motors.
For a more robust solution, you can use a booster designed specifically
for your controller. Zeb's Boards sells specially designed booster boards
for the LedWiz and PacLed devices. That's a more expensive option, but
easy to set up and superior to the ad hoc solutions.
$pinscapeLogo$If you're using the Pinscape Controller with the expansion boards, you
won't need any other boosters, because the expansion boards have powerful
booster circuits built in. If you're using the stand-alone KL25Z, you can
use one of the ad hoc solutions (relays, LED amplifiers), or you can build
your own inexpensive solid-state booster circuits using a simple circuit
design detailed in the Build Guide.
784,839-1056,1191 Addressable LED strips
#num top: 25%;
An addressable LED strip is an adhesive-backed strip about a
centimeter wide with a row of small LEDs down its length.
"Addressable" means that each LED on the strip can be controlled
independently, for animated lighting effects. This is still a
relatively new and rare "toy" in virtual pin cabs. Some cab
builders place these strips along each side of the playfield TV,
where the addressable lights can be tied to flashing lights and
other events on the playfield.
A special controller device is required to connect this type of
light strip to the PC, typically by USB. Free open-source firmware
is available that turns a Teensy 3.1 (an inexpensive Ardunio-type
USB device) into an addressable strip controller that works with
Visual Pinball.
735,1705-1003,1853 Plunger interface
#num left: auto; right: 0px; top: 15%;
This is a USB device that connects the plunger sensor to the PC.
Several options are available, including commercial products from
Zeb's Boards and VirtuaPin. Many of the available plunger devices
also include accelerometers for nudge sensing, and some also
include key encoders for button input. Plunger input is sent to
the PC as joystick input, since that's the format that Visual Pinball
and other emulators use to read the data.
$pinscapeLogo$This is one of the roles the Pinscape Controller can fill.
In fact, plunger sensing was the whole project's original purpose.
548,1746-735,1988 Plunger sensor
#num top: 25%;
To connect a standard pinball plunger to the PC, you need some kind
of sensor that reads the position of the physical plunger and
converts it into an electrical signal. There are many approaches.
The Pinscape Controller can use an optical sensor that
essentially takes rapid pictures of the plunger and finds the
position by scanning the images; it can also work with
a potentiometer that's mechanically linked to the plunger, using
the varying electrical resistance of the pot to determine the position.
The Zeb's Boards kit uses a quadrature sensor,
which senses the motion by counting pulses in a moving magnetic
bar code. The VirtuaPin kit uses an IR proximity sensor, which uses the
brightness of infrared light reflected from the tip of the
plunger to estimate the distance from sensor to tip.
The type of sensor you use will depend primarily on which
controller you choose; if you go with a commercial kit, it will
include the sensor.
Note that virtually all of the sensor options are designed
to work with a standard pinball plunger assembly. The
commercial kits usually include the plunger.
For Pinscape or other DIY options, you can get the
plunger assembly from any pinball parts supplier.
748,2018-973,2134 Accelerometer
#num top: 25%;
Nudging is such an integral and unconscious part of real pinball
play that good emulation demands a way to sense when you nudge,
shake, or shove the cabinet. The best way to do this is with
an accelerometer. A good one can tell the difference between
a slight nudge and a hard shove, allowing the simulation to
react proportionally.
Visual Pinball and other pinball emulators have good support
for accelerometer-based nudging. They take accelerometer
input via the standard USB joystick interface, so you just
need a device that reports acceleration data this way.
$pinscapeLogo$The Pinscape Controller can fill this role
(and the accelerometer on the KL25Z is very good). Most of the
commercial plunger kits also include a nudge feature, so you
probably won't need a separate accelerometer if you have any sort of
plunger device. If you decide not to install a plunger, you can
install a Pinscape Controller or one of the other plunger kits for
its accelerometer features alone if you wish.
960,15-1301,158 Switched power strip
This is a second power strip that provides line power to
all of the secondary devices in your system: the TVs, the
audio amplifiers, and the feedback devices. The line power
coming into this strip is controlled by the power switch
relay, so the strip receives power when the PC is turned
on and is effectively "unplugged" when the PC is off. This
provides nice integration for all of the systems in your
cabinet so that you can control everything with the main
PC soft power button.
An alternative to using the switching relay and a
second power strip here is to combine everything into one
"smart" power strip designed for computers. A smart strip
has a "master" outlet that plugs into the PC, and controls
the other outlets according to whether the PC is turned on
or off. This is simpler to set up than using a separate
relay, but some people have trouble getting these to work
reliably. Some motherboards don't seem to draw enough
power to trigger the "smart" switching function on some
of these strips.
1286,17-1526,247 Power switch relay
#num top: 50%;
This lets the PC control power to all of the secondary
systems in your cabinet: the TVs, the audio amplifiers,
and the feedback devices. This works as follows: when the
PC is turned on, the 12V power supply from the PC turns on,
which activates this relay, supplying power to the second
"switched" power strip. When the PC is off, the 12V line
turns off, which turns off the relay, which cuts power to
the second power strip. This effectively "unplugs" all of
the devices on the second power strip. You'll want to choose
a relay specifically designed for switching high-power loads.
The type designed for air conditioners and water heaters is
perfect. Because of the high voltage going through the
relay terminals, you'll want to be sure to thoroughly enclose
this relay in a protective plastic box so that you don't
ever accidentally touch any exposed wires, and so that
nothing shaking loose in the cabinet can ever come into
contact with the wires.
An alternative to the power switch relay is to use a
"smart" power strip designed for computer use. Smart power
strips do the same thing as the relay, but this action is
built in to the strip, so you don't have to buy extra parts
or do any wiring. Smart power strips are more expensive,
though, and some cab builders have had problems with their
sensitivity. Smart strips are triggered by the amount of
power being drawn through the "master" outlet connected to
the PC, so if your PC doesn't draw enough power, it might
not trigger the smart strip to turn on the other outlets.
An external relay doesn't have this
problem because it's triggered by PC power supply voltage
output rather than its current input, which makes the relay
approach work on every PC. Smart strips can also be
perfectly reliable, but this depends on the combination
of PC and smart strip model you choose.
1536,17-1774,161 Main power strip
#num top: 50%;
For the PC power supply connection, you'll want a simple
power strip that's left plugged in all the time. This lets
you control power to the PC with the "soft" power button.
Most people use a power strip with a built-in surge
suppressor to protect the PC from power spikes in your
house wiring and utility service. For a neat, integrated
look to your cabinet, mount this inside the cabinet, and
run its power cord out through a hole, to serve as the
main power cord that you plug into the wall outlet.
Note that most power strips have a built-in manual switch
to turn power to the outlets on and off. Even though
we're calling this the "unswitched" power strip, it's
perfectly okay to use a power strip with one of these
manual switches. You'll just ignore that switch and
leave it on all the time.
593,336-1045,571 Playfield audio amplifier
This is a
secondary audio amplifier, connected to your
extra sound card. This is an optional system; most cab builders
don't bother with it. If you choose to use it, this is simply
another amplifier like the one powering your main speakers.
This one connects to the second sound card in the PC and to the
playfield effects speakers, usually positioned inside
the cabinet under the playfield TV. The purpose of this second
set of speakers is to audibly place the table sounds effects
closer to their simulated sources. The table sounds are things
like the ball rolling around and bumping into things, the flippers,
the bumpers, and so on - sounds that in the real game would
be coming from the playfield area.
One alternative to a separate playfield audio amp is to
use the speakers built in to your playfield TV. Many flat
panel speakers are too small and tinny for this to sound any
good, though. Another alternative is to use a multi-channel
amp for the main audio amplifier, with enough independent
channels to drive the main speakers and the playfield
speakers.
594,575-983,792 Playfield speakers
#num top: 50%;
This is an optional,
secondary set of speakers dedicated
to reproducing the playfield sound effects, such as the ball
rolling around and bumping into things, the bumpers, the flippers,
etc. These speakers should be placed inside the main cabinet,
under the playfield. Visual Pinball doesn't currently do
anything to position these sound effects spatially, so a single
speaker is all you really need here. However, you'll probably
want a stereo pair anyway to help spread out the sound so
that it doesn't sound like it's all coming from a single point
on the playfield. You can also use a separate subwoofer for
this set of outputs. Some people use "tactile" subwoofers
here - the type that video gamers and home theater enthusiasts
attach to their chairs to create a Sensurround® effect.
A tactile subwoofer can let you feel the ball rolling and
bumping effects through the cabinet, which can add to the
realism, although you might find that you have to edit some
tables to tone down their effects. Some are too much of a
good thing with a tactile sub.
An alternative to using separate speakers here is to play
these effects through your playfield TV's built-in speakers.
Flat panel TV speakers are often too small and tinny for
this to sound any good, though; many table
effects need good bass reproduction to sound right.
1247,404-1705,556 Main audio amplifier
#num left: -4ex; top: 50%;
The audio amplifier for your main speakers. This connects to your
PC's audio output - the "line out" jack on your motherboard, if
it has one, or on your main sound card - with a standard audio
cable. Many types of amplifiers can be used here. Many people
use car amps, since they're compact and run on 12V, which means
they can be powered from a PC power supply. Another popular
option is to use powered computer speakers. You could even use a
home-audio receiver or amplifier, although these tend to be too
bulky to easily fit in a pin cab. If you use a subwoofer, you'll
want at least a "2.1" channel amp - two stereo channels plus a
mono subwoofer channel. Some 4-channel car amps can be wired
with one pair of channels "bridged" together to serve as the
subwoofer channel.
1211,580-1720,776 Main speakers and subwoofer
#num left: 25%; top: 5%;
If you're building your cab in the style of the real machines from
the 1980s and 90s, the main speakers will consist of a pair of small
(4" to 5") "satellite" style speakers mounted behind the speaker
panel in the backbox, and a separate large (8" to 10") subwoofer
mounted on the floor of the main cabinet, facing down through a
circular opening. Cab builders often use car speakers for these,
since many good options are available in the right size range.
If you're building your cab in the style of an older machine from
the electromechanical era, you'll have to be more creative about
where to put the speakers, since the "sound systems" on those
machines consisted of actual noisemakers (chimes and bells), not
speakers.
1440,821-1972,989 Backglass TV
This is a TV positioned where the translite or backglass would
normally go in a real pinball. This is connected to the PC video
card with HDMI or DVI like an ordinary PC monitor, and Windows sees
it as a second display. If you haven't done this before, it's
easier than it sounds, because Windows has built-in support for multiple
displays that actually works pretty effortlessly. Visual Pinball and other
emulators can easily be set up to display the animated backglass
graphics on this separate monitor for realistic play.
If you build your cab following the 1990s style, with a separate
speaker/DMD panel, most
30" widescreen (16:9) TVs will be a good fit. They're almost
exactly the right width, but they're not quite tall enough, so
there will be about a 1" gap above and below. You can cover
the gap with a painted or decal mask on the translite.
Some cab builders opt for a single
monitor filling the whole backbox area rather than using a
separate speaker panel. That arrangement is even tricker
because the backbox has a nearly square aspect ratio, and
square TVs simply don't exist. The usual solution is to use
a widescreen monitor in portrait mode, and submerge part of
into the cabinet below the backbox. This has disadvantages,
obviously.
1200,839-1378,874 Backglass TV video cable
The backglass TV connects to the PC video card with an ordinary
video cable, usually HDMI on the TV side, and either HDMI or DVI-D
on the PC side.
1482,1095-1951,1165 Real DMD
Most real pinballs from the 1990s and later used Dot Matrix Displays,
or DMDs, positioned in the speaker panel at the bottom of the backbox.
The real DMDs from the 90s were mostly 128x32 plasma displays; these
are extremely bright and have a distinctive amber color. Recent Stern
games have switched to LED displays with the same pixel layout, and still
in monochrome, but with different colors on different games. Visual Pinball
and some other emulators can take advantage of the authentic equipment,
either plasma or LED, to display animated graphics just like the real
machines. You can't get more
authentic for the games that had DMDs originally. For a modern
variation, full-color RGB LED panels are now available with the same
pixel layout, allowing more variations than the traditional monochrome.
A slight drawback to real DMDs is
that their low resolution makes them less flexible for games from the
pre-DMD era, such as the alphanumeric games. Another complication is that
you'll need some extra hardware: namely, a DMD interface board to connect
it to the PC, and in the case of a plasma DMD, a special power supply.
1170,1050-1442,1125 Power supply for real DMD
#num left: -10%;
If you're using a
plasma Dot Matrix Display (DMD), you'll need a
special power supply module just for the display, since the plasma
panels require high voltages that you can't get from a regular PC power
supply. Suitable power supplies are available
commercially, or you can build one yourself if you're good with
electronics. Most LED DMDs run on 5V, meaning they don't need
separate power supplies but can use the regular PC PSU.
1170,1131-1442,1240 DMD interface module
#num left: -10%;
If you're using a Dot Matrix Display (DMD), you'll need a special
device to connect the DMD to the PC. This applies to both the
plasma and LED panels. DMD panels won't work directly with a PC,
as they don't have any of the necessary electronics on board to
connect to a regular video source. Fortunately, there are special interface
modules available that bridge this gap. These connect to the PC
via USB cable, and translate the PC software commands to the
electronic signals that control the DMD. One option is a commercial
product called PinDMD (available in verions, PinDMD2 and PinDMD3).
Another option is an open-source DIY project with the confusingly similar
name Pin2DMD.
1479,1221-1951,1344 DMD TV
Most real pinballs from the 1980s and 90s had score displays
positioned in the speaker panel the bottom of the backbox. The
early versions of these panels used 14-segment alphanumeric
displays. More modern games changed to Dot Matrix Displays (DMDs),
which can display full graphics, albeit at
fairly low resolution (usually 128x32 pixels). One
way to simulate both types of display is to use a small TV or a
laptop LCD panel, positioned in the speaker panel where the DMD
would go in a modern machine. Like the playfield and backbox
TVs, this is just another video monitor as far as Windows is concerned.
Visual Pinball and other pinball programs can take advantage of it show
the DMD graphics or alphanumeric score. A 15" laptop screen is
almost exactly the right width for the standard DMD size of real
pinballs; it's taller than the real thing, but you can hide the excess
height behind the speaker panel. An alternative is to use a real
pinball DMD. Another is to leave this out entirely, and overlay the
DMD area onto the bottom of the main backglass TV.
1286,1332-1395,1361 DMD monitor video cable
If you use a TV or video monitor for the DMD area, this connects
to the PC video card with an ordinary video cable. This is usually
VGA for a third monitor, for the simple practical reason that
most video cards don't have three HDMI/DVI ports but do usually
have a spare VGA port left over even after connecting two other
monitors.
1471,1363-1951,1725 Playfield TV
#num left: -3ex;
A large TV or monitor goes where the main playfield sits in a real
pinball. You connect this to the PC video card with an ordinary
video cable, and Windows simply sees the TV as a monitor.
A regular 16:9 widescreen TV is a pretty good approximation
to the aspect ratio of a real playfield when rotated 90° (for
"portrait mode"). You can either choose a TV that fits your cabinet,
or build a custom cabinet around your TV. Before deciding, you should
be aware that all of the pinball cabinet hardware you can buy off-the-shelf
is designed to fit just two size options, known as "standard body"
and "widebody". If you build a cabinet with custom dimensions, you'll
need custom versions of some of the accessory hardware.
The standard body is 20.5" wide on the inside, which
is enough to fit most 39" TVs and some 40". The widebodies are 23.25"
wide on the inside, which will fit up to about a 45" TV. In terms
of the displayed image size, a 39" TV yields about the closest match
to the true object sizes; the image on a larger TV in a widebody is
a bit larger than life. Many people use widebody plans anyway, for
the greater flexibility in choosing a TV, and also because larger-than-life
can also be fun.
1244,1668-1432,1700 Playfield TV video cable
The playfield TV connects to the PC video card with an ordinary
video cable, usually HDMI on the TV side, and either HDMI or DVI-D
on the PC side.
1237,1772-1764,1867 Sound card for secondary audio
#num left: -10%;
Visual Pinball can take advantage of
two separate audio systems.
The first is used to play back the original "soundtrack" of the game (the
music, speech, and sound effects that played through the backbox speakers
on the original arcade machine). The second system plays the "table" sound
effects, such as the sound of the ball rolling around the field and hitting
things, and the sounds made by the bumpers, flippers, and other solenoids.
It makes the simulation a little more realistic to play the table
effects from speakers inside the cabinet, under the main TV, closer
to where they'd come from in a real machine. To take full advantage of VP's
ability to separate the sound effects, you have to add a separate sound card.
Most modern motherboards have a "sound card" built in, so all you need is
one add-in sound card to get the second set of channels. This might sound
like it's asking for trouble with Windows device conflicts, but it's
actually no problem, as Windows has good support for using multiple
sound cards. Connect your backbox speakers
to the primary audio output (usually the one on your motherboard),
and connect your in-cabinet "table effects" speakers to the extra
audio card. The second sound card is completely optional, as VP
will play everything through a single set of speakers by default,
but the extra spatial separation from a second set of speakers is a
nice little enhancement.
1214,1889-1618,1963 Video (graphics) card
#num left: -10%;
Pinball emulators are fundamentally video games, so a good video card
is important. Video pinball doesn't lean on the graphics processor
quite as heavily as the most demanding 3D games, so you don't need a super
high-end gaming rig, but you'll definitely want something more powerful
than a basic business-graphics card. Look for a good mid-range gaming card.
An important feature to consider is support for multiple monitors.
If you plan a 3-monitor setup (playfield, backglass, DMD), be sure
your card has at least three outputs, with a set of connectors
compatible with your monitors. The reason that multiple-monitor
support is important is that most people find that you get much
better performance by connecting
all monitors to
one
video card than splitting monitors across cards.
1223,1990-1382,2211 PC motherboard
#num left: -33%;
The heart of a virtual pinball machine is a standard PC motherboard
running Windows.
1473,2106-1906,2220 PC soft power button
#num left: -5%;
Standard PC motherboards have wiring for connecting a "soft" power
button - push the button to turn the PC on, push it again to tell
Windows to power down. The button wiring can be connected to any
ordinary momentary pushbutton switch. The type of button commonly
used for a real pinball machine's front-panel Start button is a good choice, because
it's easy to install in cabinet and has an integrated microswitch
that's easy to wire. On real pinball machines, it's standard to
place a "hard" on/off switch (which physically connects and
disconnects line power) on the bottom of the cabinet, near the
right edge and a few inches back from the front. This is nicely
hidden away but easy to reach and easy to find by feel. For a
virtual machine, I recommend placing the "soft" power button in
the same spot.
1473,2221-1834,2334 PC reset button
#num left: -5%;
Most PC motherboards have wiring for connecting a reset button,
to forcibly reboot the system in case the operating system crashes.
This can be connected to a simple pushbutton switch, such as the type
used for the soft power button or the front-panel Start button; one
possibility is to place this on the bottom of the cabinet near the
power button. Or you can connect this to something akin to the
"service buttons" inside the coin door. For modern Windows systems,
this type of button isn't all that useful, but some people like to
include one just in case.
1193,2297-1470,2453 PC power supply
An ordinary PC power supply unit (PSU) is needed to power the
motherboard. This should be connected to an
unswitched
power inlet, since the PC should always be physically plugged in
to wall power to allow turning it on with the soft power switch.
I recommend powering
only the PC components with this PSU,
and using separate power supplies for the feedback devices.
823,2350-1019,2481 Key encoder
#num top: 15%; left: -3ex;
This is a core device that almost every virtual pinball machine needs.
It lets you to connect real pinball buttons (flipper buttons, Start
buttons, etc) to the PC. Most of these devices connect via USB, while
some connect to a PS/2 keyboard port. Depending on the
device, the physical buttons in your cabinet are mapped either to
keyboard input on the PC or joystick button input. Some key encoders
let you program which keyboard keys or joystick buttons are sent to
the PC, and some have pre-set mappings that you can't change.
$pinscapeLogo$The Pinscape Controller can fill this role. It lets you
map buttons to keyboard keys or joystick buttons of your choosing (or a
mix of the two), and lets you program all of the mappings individually.
Pinscape also lets you assign a "Shift" button that gives every other
button a secondary assignment, letting you access more functions
without adding more physical buttons. There are also commercial key encoder
devices available that offer similar features, including the i-Pac and KeyWiz.
Or, if you buy one of the commercial plunger kits, it will probably
provide button input as a bonus feature, although it'll have a limited
number of inputs and probably won't let you choose your own key mappings.
630,2206-1069,2305 6.3V step-down converter
#num top: -3ex;
The most common type of illuminated pushbutton for the front panel
of your machine (e.g., the Start button) uses #555 light bulbs. These
bulbs are designed to run on 6.3V, which is a rather odd voltage that
you won't find anywhere in a PC. These bulbs will also work on 5V
(available from the PC power supply), but they'll look a little
dim at the reduced voltage. If you don't like that, one solution is to replace
your incandescent #555 bulbs with LED equivalents, most of which will
work on 5V without loss of brightness. Another solution is to keep
the incandescent bulbs and supply them with the right voltage, by using an
adjustable step-down voltage converter, which can be found on eBay
for a few dollars. What these do is take a power supply voltage
on their input terminal, say 12V, and let you select a lower
voltage on the output terminal by turning a dial. Get one of
these and set it to 6.3V for your illuminated buttons. A single
converter can supply power to multiple buttons.
25,2125-338,2476 Coin door position switch
Real pinball machines have a switch that senses when the coin door
is open. This is usually implemented with a plunger switch that's
pushed in by a bracket when the coin door is closed, and released
when the door is open. You can get the authentic type of switch
from pinball suppliers. You can also use a regular microswitch,
although it's a little harder to get the mounting geometry right
with such a small switch. You can also just install a manual
"coin door" button, which is simpler to set up but a little
less convenient to use, obviously. In any case, it's useful to
have something to serve this role, since many tables
won't let you access the service menu unless they think the door
is open, which requires that they get the appropriate switch signal.
Whatever type of control you choose for this, you can connect it to
the key encoder like your other buttons.
381,2123-560,2461 Tilt bob & slam tilt
#num top: 25%;
If you have an accelerometer, you'll probably also want a real
tilt bob. This is a really simple device that consists of a freely
hanging metal weight surrounded by a metal ring. When the
weight touches the ring, it makes electrical contact and acts
like a switch. Shaking the machine makes the weight swing; shaking
too much makes it swing far enough to touch the ring. The pinball
software can simulate this at a simplistic level using the accelerometer
data, but real cabinet motion is complex enough that the simulation isn't
usually very convincing. A real tilt bob works better, and it's cheap
enough and easy enough to set up that I think every cab with an
accelerometer should have one. Just wire it to the key encoder
like a button.
There's another type of tilt detector called a "slam tilt". It's
usually built in to real coin doors. It looks like an oversized leaf
switch with a big metal weight at the end of one leaf. This detects
hard shoves on the front of the cabinet, mostly to deter arcade customers
from seriously abusing the equipment or trying to break into the coin box.
It's not very important in
a virtual machine because you're probably going to treat it more kindly
anyway. But if you're a completist, you can connect this to the key
encoder like your other switches. As with other coin door items,
it will probably be wired to the coin door wiring harness.
26,2649-323,2876 Hidden buttons
Some cabinet builders like to add a few extra buttons that aren't
part of a real pinball, but serve some special "virtual" function.
And because the buttons aren't authentic, many builders like to put
such buttons somewhere out of plain sight, so as not to affect the
aesthetics. One good hidden location is the bottom
of the cabinet, near the front edge, where buttons can be
easily reached and identified by feel. This is good for buttons
you might want to access frequently, like a volume control or
a manual "Coin In" button. Another option is to hide buttons inside
the cabinet, close to the coin door or even mounted on the coin door
itself. This option is best for buttons that you'll access
infrequently or that you don't want curious guests messing
around with, like a manual "coin door" button or service
menu buttons.
338,2621-555,2876 Coin acceptor switch
If you have a real coin door, and you choose to install real
coin acceptors (often called "coin mechansims" or just "mechs"),
you can set up your machine so that feeding in a quarter sends
a coin signal to Visual Pinball. This is actually pretty easy,
because the coin mechs use a simple microswitch that's tripped
by the passage of a coin through the acceptor slot. So all you
have to do is wire the switch to your key encoder. The slight
complication (as with the coin door service buttons) is
that the coin switches are usually wired to a connector or wire
harness along with all of the other coin door wires, so you
might have to spend a little time sleuthing out which wires
connect to the coin switches. Once you do, just connect them
to the key encoder. Note that if you also have a manual
"Coin In" button, you can simplify things by wiring the
coin acceptor switch and Coin In button in parallel, so that
either one can be used to add a coin in the simulation.
570,2660-751,2876 Manual coin button
It's handy to have a dedicated button somewhere on your machine
to simulate inserting a coin. You won't need it very often,
because it's fairly easy to set most games to Free Play
mode where coins aren't needed. Some older games are difficult
or impossible to set to Free Play, though; the easiest way
to handle them is to feed them fake coins with a button. Some
cab builders just add a Coin button to the front panel, alongside
the Start and Exit buttons. Others hide a button under the
bottom of the cabinet or inside the coin door. My favorite
solution is to use the Coin Reject buttons on the coin chutes,
assuming you have a standard coin door. You can position
microswitches behind these buttons so that pushing one triggers
a switch. Whatever placement you choose, you can simply wire
this button to your key encoder like the rest.
770,2660-1019,2876 Service buttons
Real pinball machines from the 1980s onward have a set of
"service" buttons inside the coin door. These let the operator
access the machine's setup menus for adjusting game options,
pricing, etc. The same buttons are useful in
your virtual machine because they let you make the same
types of adjustments to the virtual tables you play.
If you have a real coin door on
your machine, it'll come with the standard set of service
buttons for its vintage (older machines usually had three
buttons, newer machines usually have four). You can wire
these to your key encoder just like all of the other buttons.
The only complication is that your real coin door will probably
be pre-wired to some kind of wiring harness or connector, so
you'll have to figure out what each connector terminal is
wired to. An alternative to using the genuine coin door
service buttons is to install some extra buttons of your own,
probably placed out of sight somewhere (see "hidden buttons").
1020,2660-1484,2876 Front panel buttons
Most virtual pinball machine builders include the most
common buttons that real machines have. The only one that's truly
universal is the Start button, but enough machines from the 1990s
also had an "Extra Ball" button (sometimes called "Buy In" or
something else) that many virtual cabs include one. A "Launch Ball" button
is also useful, as a fair number of 1990s pinballs had buttons in lieu of
plungers. Some cab builders even dispense with the plunger entirely and
use only a Launch button, since plungers are more expensive and
more complicated to set up than buttons.
Some cab builders add one or more buttons on top of the lockdown
bar (the bar at the front that holds the top glass in place),
replicating the "Fire" button found on many recent Stern games.
A handful of older games had one or more extra buttons here as well.
These are trickier to install than front-panel buttons
because they need holes in the lock bar.
Virtual pin cabs need at least one extra button that
real games lack: an "Exit" or "Menu" button, to exit the
current table and return to the game picker menu.
Some cab builders add other special-purpose buttons
for other game picker functions, such as
"Instructions" or "Flyer"; others prefer to keep the front panel buttons
to a minimum, to be more like real machines.
A "Coin In" button can also be handy, although this can be
handled more elegantly by using the Coin Reject button on the
coin chute.
The best choice for most of the front panel buttons is the
"button & lamp assembly" that you can find from
pinball and arcade suppliers. These have everything in one nicely
integrated package: pushbutton, trim, microswitch, and lamp.
They easily mount on the panel face through a round drill hole,
and can optionally be set flush with the panel by routing a
recess. ("Launch Ball" buttons have
a larger button face, but these are available in the same
type of combined assembly.)
The buttons have four terminals on the back: two for the
switch, and two for the lamp. Connect the switch terminals to
your key encoder, and connect the lamp terminals to your output
controller. The output controller can then turn the button light
on at appropriate times in the game.
1496,2518-1968,2867 Flipper buttons
If there's a single must-have feature for a virtual pinball machine,
this would be it. There's a certain feel unique to real flipper
buttons, which makes them essential to proper emulation. You can
order standard flipper buttons from a pinball supplier, along with
leaf switches. The leaf switches connect to your Key Encoder the
same way as any other switch.
Most cab builders install two sets of flipper buttons on
each side of the cabinet. The second set is optional, but I'd
recommend them. The front set, as you'd expect, is for
the flippers. The rear set, located just behind these, is used for
other functions that vary by table. Everyone calls these
"Magna Save" buttons, because that's the most widely known
feature on real machines that used extra buttons like these.
But it's a bit of a misnomer, since most of the tables that
had extra buttons like these used them for different purposes
entirely. There are enough tables that take advantage of extra
buttons that most cab builders think it's worthwhile to include
them.
Starting in the mid 1990s, the real pinball manufacturers began
moving from leaf switches to optical-interruptor switches.
You can use optical switches in a virtual cab if you wish, although
they're more expensive, and they don't feel exactly the same. The
main reason they moved to optical switches on real machines is that
they stand up better to heavy arcade use than leaf switches. That's
less of a concern with home use, so most cab builders go with the
cheaper and simpler leaf switches.
Flipper buttons are available in numerous colors, so you can
choose something that coordinates with your cabinet artwork.
Or, for a cool lighting effect, use clear buttons, and place a
pair of small RGB LEDs behind each one. Connect the LEDs to
your output controller. The pinball software will then be able
to light up your flipper buttons in the same color originally used
on the real machine whenever you load a table.
4. Resources
Here are some resources I've found helpful while building my cabinet.
Contacting the author
I encourage you to use the
virtual
cabinet forums for most support-type questions. The forums have
the advantage that other people might be able to answer before I see
the question, so you might get an answer more quickly. The other plus
is that the public discussion might help other people who have similar
questions.
If you don't want to post the question publicly for some reason, you
can send me a private messages (PM) on
vpforums. My ID there is
mjr.
Other build guides
- Major Frenchy's Mame in a Box
offers a large set of video tutorials on building pin cabs. Its goal
is to be a comprehensive build guide like this one, including
a lot of material in video format.
- Pinball Electrical 101
by Maxxsinner. This is one of the first guides to wiring common I/O devices
in a pin cab, primarily buttons and feedback devices. This guide
is quite old and out of date at this point, and many of its ideas
have been superseded by better and more modern ways of doing things,
so I wouldn't use it as a blueprint for a new build. I'm mentioning it mostly
for historical reference, since it was highly influential in the
early days and had some great ideas that led us to where we are now.
Web forums
There are a number of Web forums dedicated to virtual cab building.
These are good places to seek help with general questions on your
build, and to connect with other virtual pinball enthusiasts.
- VP Forums >
Virtual
Pinball Cabinets forum. I read this one regularly and try to help
out with questions when I can (Pinscape-related and otherwise). This
is the most active of the cab-focused forums I frequent. It has a
broad membership, a fair number of whom are long-time members with a
lot of pin cab experience. Technical questions posted here usually
get prompt and helpful replies.
- VP Universe >
Cabinet Discussion. This is another good cab
builder forum. It has more of a DIY bent than VP Forums,
which you'd think would make it a better fit for my projects, but I
have to admit that I don't keep up with this one as much as VPF.
- Pinside. This is a forum site
for people who collect real pinball machines, so don't go here
for help setting up Visual Pinball or an electronic plunger. Even so,
the real pinball sites can still be interesting to visit, because
virtual cabs do have some things in common with the real ones,
particularly in the physical construction of the cabinet. Pinside can
also be a great resource if you're working on a Visual Pinball
re-creation of a particular table. It's a good bet that you can
connect there with collectors who own the table you're working on, and
they might be able to answer questions about the finer points of that
game's operation, send you closeup photos of playfield parts, etc.
Pinball cabinet bodies, pre-built and kits
- VirtuaPin sells everything from
individual replacement parts to complete, fully assembled, fully
operational virtual pinball machines. They have an especially good
selection of parts and kits for DIYers. Notably, they sell "flat
pack" cabinet kits, with all of the wood for a cab pre-cut, routed,
mitered, and ready to assemble: kind of like an Ikea bookshelf without
the ümlauts. They also offer fully assembled (empty) cabinets.
They use quality materials and computer-controlled cutting, and let
you customize the standard plans if you have something unusual in mind
(e.g., non-standard dimensions to fit a specific monitor). Their
standard cab kits are faithful replicas of the Williams/Bally
1990s cabinet design, which in my opinion is the gold standard. I used a
VirtuaPin flat pack as the basis for my own machine and couldn't be
happier with it.
Pinball cabinet artwork - design
- Stuzza on
VP Forums has long been designing custom cabinet artwork for other
forum members. You can commission a custom project through him
for a fee. He doesn't do the printing, just the
graphic design work, providing the artwork in digital form ready for
printing. He also has a large collection of past work that he makes
available for free.
- VirtuaPin offers custom graphic design
services for a fee. They also offer several ready-made themes of their own
design, as well as licensed reproductions of the original artwork from several
real pinball machines.
Pinball cabinet artwork - printing
- Brad Bowman a/k/a Lucian045 on VP Universe
offers custom decal printing for pin cabs. Brad has a unique combination of
skills for this, because he not only runs a print shop, but also happens
to be a long-time virtual cab enthusiast himself.
Brad offers special pricing to pin cab builders in his
VP Universe thread.
Brad printed the decals for my own machine; he was great to work with and
the print work was top notch. I was also greatly impressed by the
materials he uses. I read a lot of horror stories before building my cab
about how difficult it is to install decals properly, but the media that Brad
uses are easy to work with. Brad's
standard package is for the main cabinet and backbox, but he was able to do my
speaker panel and translite art as custom add-ons.
- VirtuaPin also offers custom
decal printing. VirtuaPin's standard package is for the main cabinet and
backbox art, and they have add-on options for speaker panels and
translites.
- GameOnGrafix.com offers
custom decal printing for arcade machines. They specialize mostly in
video game cabs, but they have a pinball package as well. Look for it
under the "customer designed" section.
Pinball cabinet hardware and other pinball parts
- VirtuaPin stocks most of the
essential cabinet hardware used in virtual cabs. They have some nice
bundle kits that are good deals and can save you a lot of time figuring
out which parts you need. Their selection is limited, but they have
good coverage for the most common virtual cab parts.
- Pinball Life is a parts
supplier for real pinball owners, which makes them a great place to
find authentic cabinet parts. They sell a wide range of replacement
parts for the real machines. I've ordered from them several times
(both for my real machines and my virtual cab) and have always had
good experiences. PBL's catalog is a good middle ground between
VirtuaPin's very targeted selection and Marco's almost too-big catalog.
- Marco Specialties is
another pinball parts supplier. I've ordered from Marco a few
times and recommend them. They have by far the biggest catalog of all of
the suppliers I've encountered. So big that it's almost too big!
It's so big that it can be difficult to find what you're
looking for. But by the same token, if you need something obscure,
this is often the only place to find it. Tip: if a search on
the Marco site turns up so many hits that your eyes are glazing
over scrolling through the results, try a Google search for Marco Specialties
plus what you're looking for. Google tends to be better at finding
the most relevant matches, so it might get you to the right product page
quicker. Also, if possible, search by part number, since more generic
keyword searches can turn up so many hits, and since the Marco product
listings don't always use the same keywords you're expecting.
- Planetary Pinball Supply,
yet another pinball parts vendor. PPS mostly stocks specialty parts
for machines from the 1990s and later, with better coverage for later
models. They don't seem to have nearly
the same catalog depth as Marco, but what they have in stock often
seems to be somewhat complementary to Marco: if it's a reasonably
common part and Marco doesn't have it on hand, try PPS, and vice
versa.
- SuzoHapp is a giant manufacturer
of parts for all things coin-operated, which incidentally includes
pinball machines. They're the original manufacturer for a lot of the
standard parts that Williams and Stern used. They make a lot of
the basic parts you find in common across machines, such as buttons,
trim, coin doors, and so on. The pinball suppliers above resell a lot
of SuzoHapp's pinball-related parts, but it can be worth checking
SuzoHapp's site as well, because they sometimes offer additional
variations of the parts that the pinball supplier sites don't sell.
- Bolt Depot is a great source
for fasteners. If you haven't built a pin cab before, you're probably
thinking that nuts and bolts are just an afterthought and that you can
pick up what you need at Home Depot. But pin cabs actually use a lot
of weird specialty fasteners that can be tough to find.
There's nothing pinball-specific about Bolt Depot, but I'm including
them in the Cabinet Hardware section because they turned out to be a
great source for most of the obscure nuts and bolts I couldn't find
at my local big-box stores.
- eBay is great for some things,
but it's definitely not the first place I'd look for pinball parts.
The main reason is price. There seem to be a lot of price gougers
on eBay when it comes to pinball parts. I've seen many cases where the
price for a shiny, brand-new part from Pinball Life or Marco
Specialties is less than the eBay price for the same part in a rusty,
beat-up, old used version. Even so, some virtual cab builders have
gotten lucky with great deals on eBay, so it can be worth doing some
comparison shopping there as you compile your parts lists. eBay
is a good option - sometimes the only option - for out-of-production parts that the suppliers
no longer carry. For example, chime units from the 1970s are all but
impossible to find anywhere else.
Special-purpose electronics for virtual pinball
Given how obscure a hobby this is, it's kind of amazing how many
commercial products are available for it. Here are some of the specialized
products that cab builders often find useful.
- Zeb's Boards makes a number
of electronic devices specifically for virtual pin cabs, ranging from
add-ons and accessories for DIYers (LedWiz booster board, voltage
converters) to complete turn-key solutions for input and output
(plunger kit, feedback kit). Zeb's is well regarded for great
products and excellent customer service. (I'm a delighted customer of
Zeb's myself.)
- VirtuaPin sells a number of specialized
pin cab devices, including a plunger kit and DMD (dot matrix display) kits.
- Groovy Game Gear makes the
LedWiz, which is probably the most widely used device in pin cabs for
connecting feedback devices. They also make a key encoder device, and
sell lots of arcade game accessories like joysticks and buttons. Their
focus is actually DIY video arcade games rather than pinballs, but there's
obviously a lot of overlap between the two.
- Ultimarc is another company that
makes products for DIY video games that can cross over to
virtual pinball. Notable Ultimarc products include the PacLed output
controller devices (similar to the LedWiz) and the i-Pac key
encoder. They also sell controls like joysticks and buttons.
- Arnoz sells a number of
fully built circuit boards based loosely on the Pinscape Expansion Boards designs.
His system is modular, so you can buy what you need and add onto it as
you go. This is a great option if you want some of the
Expansion Board features but you don't want to build the boards yourself.
TVs and other general consumer electronics
I probably don't need to mention any of these unless you
time-traveled here from 1972, but then again, maybe you did; pinball is an anachronistic
sort of hobby... Very briefly, a few places to look for your
cabinet TVs and other basic consumer electronics:
PC components
As with the consumer electronics, you probably already know the right
places to go for PC components. But for the sake of completeness:
Electronic parts and components
- Mouser Electronics is my go-to
Web retailer for electronics. Mouser is a major electronics
distributor that carries a staggering range of components. They have just
about everything electronic you could ever need, and their product
pages have excellent technical detail and links to manufacturer
data sheets and documentation. Their
prices are moderate: generally lower than buying the same thing from a
general retailer like Amazon (when you can find it there
at all), but generally higher then buying from the cheapest sellers on
eBay (again, if you can even find it there). One of Mouser's great
features is their careful packaging for loose parts: everything gets
wrapped in clearly labeled zip-lock bags, so you can easily tell the
100-ohm resistors from the 1K resistors without having to read the
color-stripe codes. Mouser's only downside is also one of their big
virtues: that their catalog is so huge. The vast number of parts they
stock can make it hard to find things, even with their excellent
parametric search system. Fortunately, you won't have
to do your own searches for most of the Pinscape parts, since we give
you exact part numbers for just about everything.
- DigiKey is another major
electronics distributor very much like Mouser. They have a similar
selection and similar prices.
- Newark is yet another
distributor. They also run the element14
community for electrical engineers and hobbyists, which has forums
and online articles related to electronics.
- eBay is a good place to find
some electronics. Anything you need in large quantities can be
a real bargain on eBay compared to buying from a regular retailer,
especially if you can find a Chinese warehouser selling it. The
downsides of eBay are (a) that eBay's search engine is just miserable
at finding generic parts like "100 ohm resistors", (b) only a very
limited selection of electronic parts are available at all, (c)
there's often no way to know the manufacturer or source of the parts,
so quality can be unpredictable, and (d) the listings don't tend to
give you the same level of detail you get on Mouser (e.g., the exact
size of the part). Despite all of those drawbacks, I've had good luck with generic parts
like MOSFETs and resistors - those can be much cheaper than buying
the equivalent name-brand parts from Mouser.
Custom circuit boards
- OSH Park is a US PCB maker that
specifically caters to hobbyists like us. They charge by square inch
of board space - as of this writing, $5/sq in, for three copies of the
board, with shipping included. That makes them a fantastic bargain
for small prototype boards. They also make it extremely easy to
order, by letting you upload an EAGLE .brd (board layout) file
directly (most of the other guys make you do some extra steps to
generate special CAD/CAM formats). And they're in the US, so if
you're also in the US, turnaround tends to be quick - you don't have
to wait for international shipping or customs clearance. The only
snag is that the per-square-inch pricing gets really expensive for
larger boards.
- elecrow.com is a Chinese
company that makes custom circuit boards in small batches (lots of 5
to 10 pieces) at bargain prices. Look under "Services" and "PCB
Prototyping" in their category list. I've been using them for group
orders of the Pinscape Expansion Boards, and all of the batches have
turned out well. The downside, if you're not in China, is that the
international shipping is expensive - more expensive than the
manufacturing cost in most cases. But the boards are cheap enough
that the overall price usually comes out to only about $2 to $3 per
board when ordering minimum lot sizes. Like most PCB makers, Elecrow
requires you to generate "Gerber" files (a special file format for
manufacturing use) rather than uploading the EAGLE design files
directly. That takes a little extra work and probably seems very
intimidating if you haven't done it before, but it's not actually all
that hard; the process is explained step-by-step in
Chapter 93, Fabricating the Expansion Boards.
- PCB Shopper is a great
comparison site for PCB manufacturers. The site lets you enter
the details of your order, then provides quotes from a wide
range of vendors.
3D printing
If you don't plan to buy a 3D printer at home, there are several
excellent online 3D-print services that you can send your design out
to.
- All3DP is a shopping service for 3D
printing. Upload your design, and it'll give you price quotes from
multiple vendors for different materials and process options, with
direct ordering links. This has become the first place I check
because of the excellent price comparison engine.
- Shapeways has been my top
vendor for a long time because of their excellent materials and
reasonable prices for small jobs. I've had several items made here
with good results.
- 3D Hubs is another on-line 3D
print service. In the past, they were the "Über for 3D printing"
(connecting buyers with local sellers offering 3D printing services),
but lately (2019) they seem to have dropped that model and switched
to simply offering their own fabrication services.
The online services cost more than home printing in terms of
materials, but of course that doesn't count the cost of buying the
printer itself. Plus, the commercial vendors offer far superior
materials to what you can use in a home printer. Home printers mostly
use ABS and PLA, which are fine for prototyping, but not for
functional parts, since they're brittle and tend to disintegrate if
exposed to any friction. The commercial services offer nylon
materials (such as PA12 and PA11) that are much more durable. Many
also offer the newer MJF (multi-jet fusion) process, which seems to
produce particularly tough and durable parts. I'd highly recommend
considering MJF for any functional mechanical parts.
Custom laser cutting and CNC fabrication
- SendCutSend offers precision
laser cutting for metals, plastics, and other materials, and CNC
cutting for wood. They can also do custom bending of metal parts.
They do a really great job and their prices are
quite reasonable.
- Ponoko does custom laser
cutting of a wide range of materials, including plastics and metals. This is
a good option for custom flat plastic parts that require precision
cutting. I've used Ponoko for several projects, including the acrylic
face plate for my speaker/DMD panel, all with good results.
- TAP Plastics does laser
cutting, and they can also do straight cuts with conventional
equipment. The latter is a cheaper option for basic rectangular
pieces like a translite cover or apron cover. TAP has numerous store
locations on the west coast - if there's one in your area, you can
avoid shipping costs by visiting in person.
Software source code
Many of the core software components in a virtual pinball machine are
open source, meaning that the source code is published for anyone to
inspect, customize, and contribute to.
- Visual Pinball.
The leading open-source pinball simulator and table design tool.
- DirectOutput Framework (DOF).
System software that allows applications (Visual Pinball, PinballX)
to control feedback devices in the cabinet (lights, solenoids, etc).
- B2S Backglass.
Software that works with Visual Pinball to display animated backglass artwork,
with the animations synchronized to the game play.
- Pinscape controller.
KL25Z firmware for an all-in-one virtual pinball I/O controller, with
plunger sensing, button input, accelerometer nudge sensing, and feedback
device control.
- PinballY. A menu
system and game launcher (also known as a "front end") for virtual
pin cabs. This lets you browse your games, start games, and switch
between games using a graphical arcade-style UI rather than the
Windows desktop, to give your cab more of a finished arcade machine
feel and disguise the fact that it's a Windows PC under the covers.
In case you're wondering about some obvious omissions in the list
above, the following are not open-source: PinballX, HyperPin,
Future Pinball, and the online DOF config tool. Those are "freeware",
meaning there's no charge to use them, but their creators chose to
keep the source code secret. That might not matter to you if you
didn't want to see the source code, but I generally prefer using
open-source programs even then, because of the greater assurance that
the project can keep going if and when the original developer gets
bored of it and stops working on it.
Pinball table information
- IPDB (the Internet Pinball
Database) has detailed information on, and photos of, nearly all of
the commercial pinball machines ever made.
- vpforums has a collection of
resources useful for creating new virtual pinball tables,
such as playfield graphics, sound effect recordings, and 3D models of
playfield parts. Click "Design Resources" in the top navigation bar
for links to the various collections.
Part Two. Planning and Building the Cabinet
5. Road Map
Building a virtual pin cab is a big project. You shouldn't go into it
thinking it's the light work of a couple of weekends. But it's also
not an impossibly huge job, even though it can seem that way at times
- especially during the research phase when you're trying to get your
arms around all of the details.
Good organizers always say that the way to tackle a big job is to
break it down into smaller pieces until the pieces are manageable. So
let's look at the main sub-tasks that go into a pin cab build.
You don't have to attack these sub-tasks in the exact order listed
here. Even so, we've tried to put things in a reasonable order
that'll make the build process efficient. Some tasks are easier if
others have been completed first, so you might find yourself
backtracking or putting a job on hold if you tackle some of the later
tasks on our list before completing some of the earlier ones.
Decide on the cabinet dimensions and TV size
You don't have to plan out your entire system in advance, but one
thing you should settle early is the overall scale of your build and
the size of TV you're going to use. Many other decisions depend
upon the exact cabinet dimensions and the amount of space the TV
will occupy, so you'll save yourself a lot of backtracking if you
have hard numbers for these from the very beginning.
The thing that makes TV sizing tricky is that you can only buy TVs in
certain sizes. Ideally, you'd be able to design and build your
cabinet without giving too much thought to a TV, and then just drop in
a suitable TV when the time comes. But when that time comes, you
might find that all of the models you like are 1" too wide to fit, and
the next size down is 4" narrower than you wanted.
This leads some cab builders to start by picking a TV, and then tailor
the cabinet to fit the TV like a glove. But that's not for everyone.
If you plan to re-use an old pinball cabinet or buy an off-the-shelf
cabinet kit, you're stuck with standard dimensions. You might also
want to use standard dimensions for the sake of faithful simulation,
or simply because the cabinet hardware parts (lockdown bars, side
rails) are cheapest and easiest to find in the standard sizes.
The same issues apply to a lesser extent to the backbox TV, although
most cab builders aren't as concerned about an exact fit here since
it's hardly the focal point of the game. My advice is to figure out
the backbox TV separately after deciding on the main TV and cabinet
dimensions.
Go shopping
Once you know the basic scale of your system, you can start buying the
main components. We provide a master part list for a fully decked-out
cabinet in
Chapter 20, Cabinet Parts List. You can choose a subset from that
list that fits your own goals and budget.
Even with our master parts list to work from, you'll still have to do
some original research, particularly for selecting the TV monitors and
the PC components. There are too many options for both to allow
simple one-size-fits-all recommendations, plus those product
categories move so quickly that any concrete advice we could offer
would be obsolete before you read this. Fortunately, apart from the
TV and PC, a lot of the rest of the cabinet can be built out of
standard parts. The real pinball machine manufacturers were very
cost-conscious, which drove them to build their games on common
platforms with mostly interchangeable parts. The exterior shell of a
virtual cab is almost identical to a real pinball (or can be, at
least, depending on your design goals), so we can build our cabs
out of those same interchangeable parts.
Build the PC
Now that you have some of the groundwork laid, you can start actually
building something. Most cab builders like to start with the PC,
probably because it's the most familiar territory to PC gamers. Plus
it provides some (relatively) instant gratification, since it doesn't
take too much work to get a new PC up and running.
If you've ever built your own desktop PC from scratch, you'll know
exactly what's involved in building the PC inside your pin cab. The
main work required is the research needed to pick out the parts:
motherboard, CPU, graphics card, power supply, memory, hard disk.
We'll tell you all the parts you need in
Chapter 10, Designing the PC, and we'll
offer some advice about how to select them, but you'll still have to
do the research to select the exact components you want. Once you
pick out the parts, it's pretty easy these days to do the actual
assembly.
Set up the main PC software
The next step after building the PC is usually installing the core
software, including the operating system and some pinball simulators.
Most of the popular pinball software runs only on Windows, so that's
the OS that almost all pin cabs use. We'll cover how to install
the main pinball players in
Chapter 15, Pinball Software Setup.
Build the cabinet body
Now we come to the cabinet itself, in the literal sense of the wood
box that houses everything. This part of the build can be as simple
as buying a new or used cabinet that's already assembled, or as
elaborate as doing the woodworking from scratch. We'll cover the
various options in
Chapter 21, Cabinet Body.
Design and install the artwork
A pin cab is a significant piece of furniture to have in your house,
so it's worth putting some effort into its exterior appearance. Some
cab builders opt for a natural wood look to better fit in a domestic
environment, and some choose a simple one-color paint job. For most
of us, though, the aim is to replicate the look of a real pinball
machine, which means using custom artwork in the distinctive graphic
style of the real machines. One great way to get a thoroughly
authentic look is with digitally printed decals. We'll cover the
options in
Chapter 22, Cabinet Art.
This is one of those steps where the order is fairly important.
You'll want to get the artwork in place before you start installing
the cabinet hardware or any of the insides of the machine.
Assemble the cabinet hardware
Once you have the wood shell of the cabinet built and finished
with artwork, you can install the "hardware" - the side rails,
lockdown bar, coin door, legs, and the parts that attach the
backbox to the main body. We'll go over the standard equipment
and how to install it all in
Chapter 23, Cabinet Hardware Installation.
Set up your power supplies
You'll need a standard PC power supply to power the motherboard and
other PC components. If you're installing any feedback devices,
you'll need additional power supplies for those. We'll explain what
you need in terms of power supplies for the various components in
.
Most cab builders also like to set up a power distribution system that
turns power on and off across the whole system with a single button.
We'll explain how to do this in
Chapter 11, Power Switching.
This is all basic infrastructure that the rest of your system will
depend upon, so it's a good idea to get this figured out and installed
now, before installing any of the electronics. Another reason to do
this early is that the power supplies take up a lot of space - it's
good to reserve the space they'll need early so you don't find
yourself having to move things around later to make room.
Install the PC in the cabinet
You can now finalize the PC installation inside the cab body.
If you haven't already put together the computer components,
this is a good time to finish that up.
Mounting the PC in the cabinet is usually straightforward. The main
decision to make is what kind of enclosure you want to use: some
people use a regular desktop case, but most cab builders use the
cabinet itself as the "case", simply mounting the motherboard and
other components to the cabinet floor or walls. We cover the
possibilities in
Chapter 10, Designing the PC.
Install the TVs
I think it's better to get the TV installed fairly early in the build
process, but a lot of cab builders feel it needs to go in last,
because it covers the whole top of the cabinet.
In either case, you should at least map out exactly where the TV will
go before getting too much further, so that you can plan around its
space requirements when installing everything else.
My recommendation is to install the TV in such a way that it can be
easily removed at any time. If you do that, you can get everything in
place for it early on, which will give you a very concrete idea of the
space you need to carve out for it in the cab. But you can leave it
out of the cab while installing the power supplies and feedback
systems, so that you have easy access to the interior, knowing that
you can pop the TV back in place when the time comes. And if you make
the install/uninstall process easy enough, you can pop it in just to
test clearances and fit from time to time.
We'll look at options for installing the playfield TV, including
advice about how to maintain easy access to the cabinet, in
Chapter 29, Playfield TV Mounting. That chapter includes a detailed plan
for how to install the TV that achieves the goal of easy installation
and removal, as well as allowing access to the cabinet interior for
most jobs without even removing the TV.
Install buttons
You'll probably want to install and wire your cabinet buttons shortly
after getting the cabinet assembled and the PC working, both for the
sake of early play testing and because it's easier to do the
installation work while the cabinet is still fairly empty. We'll
go over which buttons you need and how to install them in
Chapter 34, Cabinet Buttons.
Set up I/O controllers
I/O controllers are separate components - usually USB devices - that
handle the connections between the PC and the unique devices in a
virtual pin cab: buttons, plunger, accelerometer (for nudging),
flashing lights, and mechanical and tactile feedback devices.
You don't have to set up all of the I/O controllers or functions at
once. At this stage in the build, though, you'll at least want to set
up the button input controller (also known as the key encoder), so
that you can test out the newly installed cabinet buttons.
Install a plunger
The plunger can be installed at any point in the build, but you'll
want to get it in place before you finalize the TV installation. The
space in the plunger area is tight (even on a real machine), so it's
worthwhile to do some measuring and planning. The plunger is close to
the flipper buttons, and on a virtual cab it competes for space with
the TV. We'll cover the details of installing the basic physical
plunger as well as the options for connecting it to the software
in
Chapter 37, Plunger.
Install feedback devices
You'll probably find that you'll install the feedback devices in
stages, rather than as all at once. Output controllers control
devices individually, so you can easily set up a few now and add more
later.
Set up the sound system
The audio system in a pin cab is essentially just a PC desktop speaker
system, but it has some special considerations. The main one is that
most cab builders want to place the speaker drivers in the same places
they go in the standard 1990s cabinet design. You can also embellish
your system by using two independent audio systems - one for music and
one for mechanical sound effects - or even a tactile subwoofer like the
ones popular for home theaters and gaming chairs. We'll cover the
options in
Chapter 41, Audio Systems.
6. Serviceable Design
Real pinball machines have numerous design elements that are there
purely for the sake of serviceability - that is, to make the machines
easier to repair, upgrade, and maintain. These features are often the
products of a series of refinements that wouldn't have been obvious
without experience, and a lot them are hidden, internal features that
you wouldn't even realize are there when you're just playing the
games.
It's not surprising that serviceability is such a high priority for
the pinball manufacturers when you consider who their customer is.
The thing to realize is that players are not their customer.
Players are only the "end users". The customer is the
commercial operator who buys the machines for their arcades and
routes. The player mostly wants machines that are fun to play. An
operator certainly cares about that, too, because an arcade game earns
quarters by being fun to play. But what the operator cares even more
about is high reliability and low repair costs. A machine that's down
for repairs isn't earning quarters no matter how much fun it is.
Some of things that they do in real pinball machines to make them
serviceable translate readily into the world of virtual cabs, where we
can copy them to get the same benefits. But new virtual cab builders
are often unaware of how the real machines work, so they don't know
there's a good design they can copy - instead they make things up as
they go. And of course the first time you build anything,
you're likely to come up with quick-and-dirty ways to solve immediate
problems without considering the longer-term costs. So I want to
point out a few of the serviceability features in the real machines
that we can leverage for virtual use, so that you're aware of them,
and so you can keep them in mind as you plan your build.
What makes a machine serviceable
Before we get to implementation details, let's look at what
serviceability really means in the abstract. These are what I
consider the key goals of a serviceable design:
- Accessibility. You should be able to access everything in the
machine easily, without having to destroy anything, without having to
de-construct anything, and ideally without any tools.
- Modularity. You should be able to remove and replace most
individual parts or subsystems without having to destroy anything, and
with as little work as possible. Electrical connections should be
pluggable, for example, rather than being hard-wired or soldered;
parts should be secured with removable/reusable fasteners like screws,
rather than permanently glued or nailed.
Specific recommendations
With the abstract goals above in mind, here are some concrete
recommendations for how to achieve them, based in part on how the real
machines accomplish the same ends. Things are different in a virtual
cab, naturally, but some of the ideas from the real machines carry
over surprisingly well.
Liftable playfield
The real machines are set up so that the playfield can be tilted up
from the front and lifted all the way up to lean against the backbox.
This lets you access the entire interior of the main cabinet and the
entire underside of the playfield without taking anything
apart. It's like popping the hood of a car to get to the engine.
It lets you get in and out quickly. Minor jobs remain minor because
it only takes a few seconds to open the machine up.
In my opinion, this is the ideal way to arrange a virtual cab as well.
Accessing the interior of the main cabinet is at least as important in
a virtual cab as a real machine, as that's where we typically install
the PC motherboard and most of the feedback devices. In the virtual
cab, it's the main TV (in place of the playfield) that needs to tilt
up and out of the way like a car hood.
This is why I always advise against any design that involves the main
TV being difficult or impossible to remove, such as installing the TV
in routed grooves along the side walls.
Removable TVs
On the real machines, the playfield not only tilts up and out of the
way, but can also be removed entirely. They even make this fairly
easy: the playfield isn't actually permanently attached, but is only
resting on the pivots that let it tilt up, so remove it is just a
matter of lifting it off the pivots.
In a virtual machine, it's equally important to make the TVs
removable. They are of necessity at the very front of every part
of the machine, so you need to get past them to get to anything
else. If it's hard to remove any of the TVs, it's hard to service
what's behind it.
For the playfield TV, the ideal as far as I'm concerned is to
installed it analogously to a real playfield, with the same ability to
tilt it up for smaller jobs and remove it entirely for larger jobs.
The backbox TV(s) should likewise be removable, and like the playfield
TV, this should be possible without a lot of disassembly and certainly
non-destructively (meaning you shouldn't have to rip off the sides or
cut any new holes anywhere).
If you're using a separate DMD TV, that should of course be removable
as well. This one is usually easy to make modular, at least, since
it's so small.
Foldable backbox
On the real machines, the backbox is attached to the main body with a
hinge that lets it fold forward, so that it lies flat on top of the
main cabinet. This is a key feature to make it practical to transport
the machine, since it's too tall, top-heavy, and fragile to move it
with the backbox upright.
Some pin cab builders figure that they can just remove the backbox if
they ever need to move the machine. Consider the amount of wiring
that you'd have to disconnect to do that, and the risk of breaking
something when redoing the wiring. If a folding backbox is impossible
because of the geometry of your backbox TV, then at the very least, be
sure that the wiring connectors are all modular, so that it's quick
and reliable to reconnect the wiring.
Modular wiring connectors
Real pinball machines have lots of wiring internally, with many
interconnections. (Stern Pinball has estimated that there's about
half a mile of wire in a typical Stern machine from the 2000s. It
might even be a bit higher in the 1990s machines, since they used
lower-tech electronics to implement a similar feature complexity.)
The real machines deal with their many connection points mostly by
using plug-and-socket connectors.
In the 1990s machines, they made heavy use of a few different
connector types made by Molex. You see the term "Molex connector"
used almost generically as though it referred to some specific
physical plug type, but it's actually a particularly unhelpful term
when you're searching for parts. Molex the company makes a
huge array of diverse connector types, so "Molex connector" can refer
to all sorts of things. If you want to be helpful when describing a
particular connector to someone, you need to give them a Molex part
number or at least the Molex product line name.
Pluggable connectors of the sort used in the real machines have two
important virtues:
- You can easily connect and disconnect them at any time
- You can't get a connection wrong when re-connecting something,
because the plug only fits in the one place where it's supposed to go
Most virtual pin cab builders intuitively recognize the important of
modular wiring - of using some kind of removable connectors rather
than soldering everything together permanently. But many new pin cab
builders gravitate towards screw-terminal blocks, and in my opinion,
those don't quite achieve the full goal here. Terminal blocks do
avoid the need for permanently soldered connections, so they address
the first point above right, but they miss the mark on the second
point. Consider what happens if you have a couple of terminal blocks
for wiring a particular part, and you disconnect the wiring: where do
the wires go when it's time to reconnect them?
Proper pluggable connectors of the sort we're talking about are
definitely a bit more work to set up than screw terminals. But
they're great once they're in place, because you can arrange things so
it's practically impossible to plug things in the wrong way. These
connectors can also be time-consuming to select during the design
phase, because there are so many options available. I'm convinced you
could build a nice engineering career on a solid knowledge of the Molex
catalog and of which connector to use when. I've tried to make your
job here a little easier via pointers to some good basic options
in
Chapter 80, Connectors.
There are three clever techniques used in the real machines to make
the connections "idiot-proof", which are worth cribbing when you're
wiring your virtual cab:
- Whenever possible, use a unique connector type. It's impossible to
plug a nine-prong Molex .062" plug into an eight-prong socket. If
there's only one nine-prong Molex .062" plug and one nine-prong socket
in the whole build, that's one connection that you can't plug back
in to the wrong place.
- Wherever you have to use the same connector type more than once, use
a "keyed" connector. That means that you snip off one pin on the plug
side, and block the corresponding socket on the receptacle side. If
you try to plug the wrong 9-pin plug into the wrong 9-pin receptacle,
that wrong plug won't have the right pin clipped, so it won't fit into
the blocked socket.
- Use plug-and-socket connectors that only plug in one way, so that
you can't accidentally plug something in backwards. You get this
benefit automatically for connector types that have asymmetrical
shapes. All of the Molex .062 and .093 connectors are inherently
designed this way, for example.
7. Selecting a Playfield TV
For most cab builders, the playfield TV is the most important piece of
hardware in the system. A pin cab is, after all, fundamentally a
video game. The weight of this importance makes it tough to decide
on the perfect TV, but it's even more complicated because of the
physical constraints of a pin cab, and the special performance
demands of video gaming.
I'd love to simplify this by offering a list of Amazon "buy it now"
links for the best TVs for the job. Unfortunately, I really can't,
because any such list would be out of date by the time you're reading
this. TV product life cycles are only about six months these days.
In fact, even "real time" recommendations on the forums can go stale
quickly. If you talk to someone who already finished their project,
they probably bought their TV at least a few months ago, so their
particular model might already be hard to find. Your best bet is
usually to share notes with other people who are out shopping right
now.
Since I can't give you a list of models to choose from, I'll instead
try to offer some advice to help you figure out what to buy. This
section attempts to answer the questions that new pin cab builders
often have when looking for a TV (and maybe answer some questions you
didn't know you should ask).
Size constraints
Whatever else you look for in a TV, it has to fit your cabinet.
Obviously that means it can't be bigger than the available space.
Most people want a TV that's as big as possible within that
constraint, to minimize any "dead space" not covered by the TV image.
There are two ways to approach this problem of finding the ideal fit:
- Pick a TV that fits your cabinet
- Build a cabinet that fits your TV
Most people go with the first approach, because they've already
decided to use the standard dimensions of a real pinball machine.
Using standard dimensions is important if you want it to look
authentic, since the real machines all come in about the same size and
have recognizable proportions. Building to a standard size also lets
you use off-the-shelf pinball parts for your cabinet hardware
(lockdown bar, side rails, legs, and so on), which is another key part
of making it look authentic.
Not everyone feels compelled to use standard dimensions, though. If
you're doing your own woodworking, you can tailor the machine's
dimensions for a custom fit to any TV of your choosing. This gives
you more flexibility in picking out a TV. The tradeoff is that a
non-standard size and proportions can harm the illusion that it's a
real machine. You'll also need to buy custom parts for some of the
cabinet hardware, since off-the-shelf parts are sized to fit the
standard cabinet widths and lengths. Custom parts are almost always
more expensive than standard parts and can be harder to find.
In either case, whether you're picking a TV to fit your cabinet or
sizing your cabinet to fit a TV, the dimensions that matter are the
inside width of the cabinet and the exterior height of
the TV. You're going to turn the TV sideways to mimic the layout of a
pinball playfield, so the height of the TV has to fit across the width
of the cabinet.
Note that the width of the TV isn't a constraint in most cases.
Normal pinball playfields are considerably more elongated than 16:9
TVs, so any TV that fits into the available cabinet width will easily
fit front-to-back, with room to spare.
Leftover front-to-back space
As mentioned above, a 16:9 TV will fit front-to-back in a normally
proportioned cab with room to spare, meaning there will be some extra
space that the TV doesn't fill. Assuming you find a TV that's nearly
as big as possible for the cabinet width, the extra space will amount
to about 6" in a standard body cabinet, and about 7" in a widebody.
Some people are bothered by that leftover space, and some aren't.
Before you decide that it's a problem, consider that you can put the
space to good use. If you're using a plunger, it will jut into the
front of the cabinet by about 3", which might necessitate moving the
TV back that far. You can fill the gap that creates with an "apron",
similar to on a real pinball machine, with an instruction card and
price sheet. A 3" apron at the front still leaves 3" to 4" at the
back. This is an ideal place to put a row of flasher domes, for
bright lighting effects during play.
Some new cab builders get very fixated on the idea of covering every
available millimeter with video display, and especially hate the idea
of any extra space at the front. They insist on having the TV start
exactly zero millimeters from the lockbar. I understand this
instinct; I had the same thoughts myself when I was first building my
cab and discovered the space conflict between plunger and TV. I
ultimately decided that the plunger was important enough to justify
the space at the front. Once I had everything assembled, I found that
it makes absolutely no difference when playing to have the TV set back
a few inches. If you think about it, you'll see why: your brain pays
attention to the parts of the visual field where the action is taking
place, and essentially makes you blind to the rest. It's the same
effect as when you're watching a movie: you really don't see the
curtains around the screen, you just see what's on the screen. A few
inches of "curtains" in the form of an apron won't even register
visually during play.
If you're still absolutely certain you can't live with any leftover
space front-to-back, there are a couple of options for eliminating it:
- Build your cab to a non-standard size, shortening it from the
standard length to eliminate the excess space. This can make the
proportions of the finished product look unusual or "wrong" if you're
used to seeing the real machines, but that doesn't bother everyone,
and some cab builders prefer that to the excess space. A non-standard
length also means you can't use a standard pinball glass cover or side
rails.
- Use an ultra-wide TV instead of a 16:9 set. A few TVs are available
with 21:9 aspect ratios. That's actually even more oblong than
standard playfields (which are about 18.7:9), so it goes too far the
other direction, but you could tuck some of the extra TV length into
the area under the backbox.
This approach has some downsides. For one, it's hard to find
ultra-wide TVs in our size range. The format never caught on with
consumers, so there aren't very many models available. For another,
you might be making things hard on yourself when it comes time
to setting up software. Almost everyone uses 16:9 TVs or monitors
for playing pinball, so most of the software assumes that layout.
Picking a TV based on cabinet size
If you're basing your design on a pre-determined cabinet size,
you need to pick a TV that fits the cabinet.
TV sizes are always stated in terms of the "diagonal" size, which
is the distance between diagonal corners on the display area.
However, recall that the relevant dimension for fitting to a
pin cab is the TV's height. How do you translate between
height and diagonal size? You can get a rough approximation
using this formula:
D = 2.04 × (W − 1)
>
W is the inside width of the cabinet in inches (the distance
between the inside surfaces of the cabinet side walls), and
D is the nominal diagonal size in inches of the
biggest TV that will fit. This formula assumes a ½" bezel all
around.
But that's only an approximation, because manufacturers always round
the diagonal size up, and because the the size of the bezel varies
from model to model. So use the formula as a guideline, not as an
exact specification. Shop for TVs with a stated diagonal size within
an inch (plus or minus) of the size you get out of the formula. Then
check each TV's specifications to get its actual height.
When you're looking at the TV specs, the one to pay attention to is
usually called "height without stand". Most flat-screen TVs come with
a stand that you can choose to attach or not. In our case, we won't
need it, since we're going to lay the TV on its back rather than
stand it up on a tabletop.
Applying the formula, we get the following results for the standard
cab dimensions:
Type | Cab inside width | Max. TV size (diagonal) |
Standard body | 20.5" | 39.8" |
Wide body | 23.25" | 45.4" |
So if you're building a standard body cab, you should be able to fit
most 39" TVs, and possibly a 40" TV, if it has a narrow enough bezel.
For a widebody, you can fit about a 45" TV.
Building a cab around the TV
If you're willing to customize your cab dimensions to fit your TV,
you're much less constrained in your TV options. You can go out and
find the perfect TV first, then measure it and design your cabinet
plans around the TV's dimensions.
I'd recommend adding ¼" to ½" to the exterior height you
measure for the TV to get the cabinet inside width. This will give
you a little extra room for getting the TV in and out of the cabinet.
Remember that the TV height determines the inside width of the
cabinet, but most other dependencies are tied to the outside width.
The width of your lockdown bar, front and back cabinet walls, and
glass cover all depend on the outside width. If you're using
standard ¾" plywood, the outside width will be 1.5" wider
than the inside width.
Custom-width cabinet hardware
There are two main pieces of cabinet hardware that depend on the
cabinet width: the lockdown bar and the glass cover.
You can buy a custom-made lockdown bar with a tailored width
from
VirtuaPin and others.
Search for "custom lockdown bar". The prices on these are about twice
the price of the standard lock bars, but it will let you create an
authentic look for your custom cabinet.
You won't be able to find custom-width playfield glass from pinball
vendors, but it should be easy to find locally from any window glass
shop. Ask for 3/16" tempered glass. Window glass vendors should be
able to cut this to any custom size for you. Alternatively, you can
use acrylic (plexiglass), which you can buy in custom sizes from local
vendors like
TAP Plastics.
Squeezing in a too-big TV
The perennial question that new cab builders ask is: how do I cram in
a TV that's slightly too big for my cabinet design?
Part of the reason this comes up so often is that you can't buy a TV
in just any size. You can only buy a size they actually sell. It's
unlikely that you'll find a TV for sale that's a perfect fit to any
standard cabinet plans. So you have two options: (a) you can pick a
TV that's slightly smaller than the ideal, which (being smaller) will
easily fit, but which (being smaller) will leave an unsightly gap
around the edges. Or (b) you can pick a TV that's slightly bigger
than ideal, and find some "hack" to make it fit.
The other part of why this comes up so often is that most new cab
builders hate option (a) and believe they won't be happy unless they
find a way to cram in a too-big TV.
My advice is to suppress your knee-jerk reaction to option (a). When
we were considering the related problem of the leftover front-to-back
space earlier, I mentioned that you won't really notice the space
while playing, because your brain tends to focus so much on the action
and ignore the periphery. Well, the same thing applies to leftover
space side-to-side. Despite what your instincts might tell you, it
really won't make much of a difference during play if you leave a
little blank space on each side of the screen. In fact, if you look
closely at real pinball machines, you'll observe that they give up
about half an inch on each side of the playfield for wood rails around
the perimeter.
What you gain by going with the "next notch down" option is an easy
fit, a simpler design, and the ability to maintain easy access to
the cabinet interior after the TV is installed. I consider these
to be important features.
Okay, I tried. I know some people just can't be convinced of this.
So what if you have your heart set on a TV that's a little too big?
Is there any way you can squeeze it in without redesigning the whole
cab? Yes, there are some options.
De-case it
One approach is to "de-case" the TV - remove the outer plastic case
and just use the internal LCD panel.
A few years ago, this was practically a standard practice among cab
builders. At the time, the plastic cases were quite a lot larger than
the panels inside, so the only way to get a reasonable fit was to take
the cases off.
Times have changed, though, and most cab builders now leave their TVs
intact. There are two main reasons for this. The first is that cases
have shrunk to the point where they're practically no bigger than the
panels inside, so de-casing doesn't offer a meaningful size reduction.
The other is that many newer TVs simply can't be de-cased without
damage. The way manufacturers have managed to make modern cases so
svelte is that they've removed the internal supports that made older
models bulkier. That means the cases themselves now have to serve as
exoskeletons that hold everything together. There's a big risk of
cracking the delicate glass panel that holds the LCD elements if you
remove the structural support provided by the case.
I'd advise against de-casing for any newer set. If you want to
attempt it despite the risk, I'd try to get advice first from someone
who's disassembled the same model. The pin cab community is small
enough that you probably won't find anyone there, so you might try
casting a wider net. For example, perhaps look for someone who's
successfully repaired the type of TV you have.
Route grooves for the TV
Another way to make a slightly-too-big TV fit is to make the cabinet
a little wider on the inside, but only where the TV goes, by routing
out grooves in the side walls wide enough for the TV. Here's how
this might look:
I'm not a big fan of this approach for two reasons. First, it weakens
the side walls. Second, it makes it much more difficult to remove the
TV if you want to access the inside of the cabinet for repairs or
upgrades. I see easy access to the interior as a top priority. If
you use routed grooves, you'd have to remove either the front wall or
the back wall of the cabinet to take out the TV, and to do that you'd have
to take off the legs. That's enough to make me rule out this approach
if it were my own cab.
A similar alternative is to route out grooves like this all the way to
the top of the side walls. That would at least let you remove the TV
from the top, but it would weaken the walls even more than simple
grooves.
Despite my strong reservations, routed grooves like this are fairly
popular among cab builders. But the tradeoffs are too onerous for
me to recommend this approach.
Use thinner plywood
Rather than routing grooves, you could simply use thinner plywood for
the walls. That would increase the inside width without changing
the exterior dimensions. You'd still be able to use off-the-shelf
hardware (like the lockbar), since that's all sized according to the
exterior width.
One downside of this approach is that the cabinet would obviously be a
little less sturdy. But that's probably okay for home use, since your
cab won't have to stand up to the punishment a public arcade machine
receives. The other downside, probably more important, is that
flipper buttons and some other parts are sized for the plywood width,
so you'll have some ill-fitting parts to deal with.
Also, keep in mind that you'll have to make adjustments to the
carpentry if your plans call for miter joints or the like. Joint
dimensions will depend on the plywood width.
TV features and performance
So far, we've been focused exclusively on picking the right size of
TV. But that's hardly the only criterion. You also want a TV that
displays a good image, and one that works well for games, which have
somewhat different characteristics from ordinary video sources.
Let's look at some of the specific features to consider, and the
performance metrics you should pay attention to.
1080p vs 4K vs 8K
1080p HD TVs were the standard for pin cab playfields for a long time,
largely because that was the highest resolution we could get in this
size range. Starting around 2017, though, the industry starting
moving towards the "Ultra HD" standard, also known as "4K". And
in mid 2019, an even newer generation known as "8K" has started to
become available.
The difference between 1080p, 4K, and 8K is pixel resolution. In
other words, the pixels on 4K sets are smaller than on 1080p sets, and
the pixels on 8K sets are smaller still. A 4K set has four times the
number of pixels per unit area as 1080p, and 8K has four times the
pixels per unit area as 4K. The smaller the pixels are, the harder it
is for the eye to discern individual pixels; smaller pixels blend
together better to make a more realistic image.
Higher pixel resolution comes at a cost in performance, though (in
addition to the higher dollar cost). More pixels means more work for
the PC. The PC has to fill in every pixel on the display on every
video frame, so the larger number of pixels means the PC has to do
more computation on every frame. If you use a 4K TV, you'll need a
more powerful CPU and graphics card to keep up with the higher
computational load. So if you want to use 4K, you'll need a more
powerful and thus more expensive computer rig. 8K likewise requires
a more powerful computer than 4K.
Recommendations
If I were building a new cab right now, I'd go with 4K for the
playfield TV. It's well supported by the operating system and pinball
software, and the price premium for a 4K TV over a 1080p TV isn't that
large. You will have to spend more for a 4K-capable video card, but
even that is entering the mainstream, and enough options are available
that the price doesn't have to go into the stratosphere.
I wouldn't go as far as 8K right now, though. It's much more
expensive than 4K right now, and I'm skeptical that it will even make
much of a visible difference in a pin cab application, since at this
viewing distance, 4K is already approaching the limits of the human
retina's ability to resolve pixels. (Although I'm sure some people
will be able to see the difference.)
Finally, on the off chance you come across a 720p set, skip it. 720p
used to be common in this size range; it's almost extinct at these
sizes now, but you might still see a few on sale. They're cheap, but
they're really not suitable for the playfield. 720p simply isn't
adequate resolution for the viewing distance of a playfield TV. (720p
is generally just fine for a backglass TV, though. That's a
smaller TV at a greater distance, and the graphics it displays aren't
as demanding.)
LCD, LED, QLED, OLED
There are currently two main display technologies available: LCD and
OLED. There's also an older flat-panel technology called plasma
that's not currently being manufactured, but you might still see used
sets or remainders available. Here's a brief overview of each panel
type.
LCD: This is currently the most common display type. An LCD
panel uses liquid crystal pixels that can range between (almost)
opaque and (almost) transparent. A backlight is placed behind these
pixels. When the liquid crystal turns opaque, it looks black (or at
least dark gray) because it's blocking the light from the backlight.
When it turns transparent, it looks white because it lets (most of)
the light from backlight through.
LED: This is really the same thing as an LCD TV, but it uses
an LED-based backlight instead of the fluorescent backlights used
on older LCD TVs. "LED" is a marketing term that the manufacturers
use as an intentional bit of misdirection, because they know that
consumers think of LCDs as an older, boring technology. But an
LED TV actually is an LCD TV by a different name.
QLED: This is yet another marketing term for an LCD TV. In
this case, it's an LCD panel with a special type of LED backlight
called a QLED or quantum-dot LED. Quantum sounds even more cutting-edge
than LED, doesn't it?
All of these LCD TV types, whether the manufacturers call them LCD,
LED, or QLED, are fundamentally the same backlight-and-shutter design.
The fundamental weakness shared by all LCD panels is that the
shutters can't turn 100% opaque, so they can't display true blacks,
just varying shades of dark gray. Some panels are better at this
than others, and it's one of the big quality differentiators among
LCD models. LCD panels also have inherent limits on viewing angle
because of the way light has to be funneled through the shutters.
Again, some models are better at this than others.
The backlight type does make some difference. LED backlights
generally produce better color fidelity than fluorescent tubes did,
and they use less power and run cooler. All of that is great for a
pin cab, so if you're considering an LCD TV, I'd definitely give
priority to the LED models. But you'll hardly have to even think
about that since practically all of the TVs in this size use LED
backlights. QLED backlights supposedly have even better color
fidelity than regular LEDs, according to the manufacturer's claims,
but I haven't seen any independent testing confirming this.
OLED: This is a truly is a different display type, not just a
variation on the LCD. An OLED panel is an array of small "organic
LED" pixels, each of which can be turned on or off individually.
There's no backlight, since the OLED pixels emit their own light
directly. ("Organic" doesn't mean that they grow them without
antibiotics and pesticides, but rather refers to the chemical
components making up the emitter.)
On paper, OLED has big advantages over LCD. Producing light at the
pixels rather than blocking light with a shutter allows for true
blacks, which makes for higher contrast and better-looking images.
Emitting light directly at the display surface (rather than blocking
light from a backlight) allows for unlimited viewing angle. However,
OLED is still a relatively immature technology, and reviews of current
models are mixed. There are several potential drawbacks. The first
is brightness: current OLED models are only about half as bright as
LED-backlit LCDs. The second is display lag. Console gamers have
reported substantial lag in many available OLED sets. A third is
"burn in", where pixels get "stuck" if a static picture (like a
pinball playfield!) stays on the screen for too long at a time. Early
OLED models also had problems with pixel lifetime, which was
particularly problematic in that the color components in the pixel can
degrade over time at different rates, causing the color balance to
change as the panel ages. Newer OLED panels will probably have
better longevity and color stability, but I'm not sure the problem has been
completely solved yet. In any case, don't dismiss OLED because of
these concerns. These are just things you should dig into when you're
researching models. These concerns might disappear entirely over the
next few model years as the technology matures.
Plasma: There used to be yet another display technology known
as plasma. These used gases trapped in tiny glass cells to generate
light. As in an OLED, the individual pixels emitted light (rather
than blocking light like in an LCD), so plasmas had many of the same
virtues as OLEDs. But they were never as popular with consumers as
LCDs, and never as cheap to manufacture, so the electronics companies
eventually all stopped making them (the last ones were built around
2015). Plasmas generally had excellent picture quality, but they had
a couple of drawbacks for virtual pin cab use. For one, they
generated a lot of heat; for another, their glass panels were fragile
and not meant to support their own weight when laid on their backs, as
we need to do in a pin cab. I'd avoid them for pin cabs as a result.
But it's really moot now given that you can't buy them anyway.
Recommendations: Most of your options in our size range will be
LED-backlit LCD TVs. Fortunately, that also happens to be an
excellent choice for our needs. It's a mature technology that the TV
manufacturers have gotten very good at building, so many excellent
TVs in our size range are available.
I'd also consider OLED if you can find a suitable model. I think OLED
will eventually be a superior option, because the light-emitting
pixels are inherently superior to the shutter-based LCD design for
producing high contrast and for wide viewing angle. However, there
aren't many OLED models available yet, so your options will be
limited. They're also more expensive, and the technology might not be
mature enough yet to be an ideal fit for gaming. Be sure to look
carefully at the concerns mentioned above relating to OLED,
particularly display lag and image retention. If you find an OLED you
like, do some research on the Web to see if any console gamers have
experience with it, since console gaming places the same demands
on a TV as virtual pinball.
Flat vs. curved screens
It almost goes without saying, but a pinball playfield is best
simulated with a flat-screen display.
This is generally an easy requirement to fill with current TVs, since
most LCD and OLED models have perfectly flat screens. But some models
are now available with a convex curvature across the width of the
panel. This is supposed to give you a wrap-around effect like in a
large-format movie theater. Some people like the effect, others see
it as little more than a sales gimmick. Whatever your feelings about
it for a living room TV, though, I'd recommend against it for a
virtual pinball playfield TV. A playfield TV is oriented in portrait
mode, which defeats the purpose any wrap-around effect. The curvature
will only serve to distort the geometry of the image.
Input lag
One of the really important differences between video gaming and
regular TV viewing is that gaming is interactive. The animation on
the screen responds to actions you take in the game. This exposes an
element of TV performance that's not noticeable in normal passive
viewing: "input lag". This is the amount of time that passes between
the TV receiving the electronic signal for a video frame, and the
video frame actually appearing optically on the display panel.
Input lag is important (in a bad way) to video gaming because it
creates a time gap between when you press a button and when the
resulting action appears on screen. If the time gap is long enough
for you to perceive, it makes the gaming action feel leaden and
unresponsive. You want the flipper to flip the instant you press the
button, not a couple of seconds later after the ball has already
rolled off the end!
Don't confuse input lag with "refresh rate", "response time", or
"pixel cycle time". The refresh rate refers to how many times per
second the TV draws a video frame. The response time or pixel cycle
time refers to how quickly a physical pixel can change color. These
times are important in their own right, because they affect how smooth
motion looks on the display. But they're entirely different things
unrelated to input lag.
Where to find input lag numbers
I've never seen a manufacturer list input lag in their spec sheets, so
you have to dig a bit to find information on it. Manufacturers do
often quote pixel cycle times, response times, and/or refresh times,
but remember that input lag isn't in any way related to those.
Your best bet for finding concrete data on input lag is console gaming
Web sites, since console gamers use regular TVs like we do. One good
site is
displaylag.com. They
measure input lag with special equipment and post the numbers on their
site. They have a large database of current models that they update
regularly.
What's an acceptable input lag?
Short answer: 40ms or less.
You don't need a TV with zero input lag, and it's impossible to find
such a thing anyway. As long as the actual lag time is below a certain
threshold, you won't be able to perceive any lag time at all, so
anything below that threshold might as well be zero.
Human time perception varies according to context, but for video
gaming, the main thing that matters is action/reaction timing. An
action/reaction sequence is something like this: You push a button. A
light appears on screen. Did the light appear exactly when you pushed
the button, slightly before, or slightly after? When researchers do
this experiment, they find that time gaps of up to about 50ms are
perceived as exactly simultaneous. In other words, humans can't tell
the difference between truly simultaneous and about a 50ms delay.
It's not a matter of how smart you are or how closely you're paying
attention; it's simply a fact of human nervous system physiology.
Our neurons can only move signals so quickly, and as a result our
brains perceive events that are very close together in time as
though they were perfectly simultaneous.
This doesn't mean a TV with a 50ms input lag time is automatically
good enough. You don't perceive the TV's lag time in isolation, but
rather in combination with all of the other sources of latency in the
overall system: delays from the key encoder device, the USB
connection, the Windows video drivers, the pinball software itself.
The latency from these other components varies, but in a well-tuned
system it might add up to around 10 to 20ms. So that leaves us with
30 to 40ms to work with for the TV.
What causes input lag?
Input lag is caused by the internal digital processing that the TV
does to the image before realizing it on the display. Most of this is
processing that enhances the picture in some way: resolution
up-scaling, frame interpolation, sharpness enhancement, noise
reduction, motion smoothing. Modern TVs all do these enhancements
digitally, by putting the pixels into a memory buffer inside the
TV and running some software algorithms over the pixels. The
software processing takes time, just like on a PC, and that
processing time is what causes the lag.
Note that input lag has nothing to do with the physical pixels, so you
can't guess anything about input lag based on what type of panel
technology the TV uses. LCD, LED, OLED, plasma - none of those are
inherently faster or slower in terms of input lag. It's purely a
function of the digital image processing going on inside the TV.
How can you minimize input lag?
The best way to minimize input lag is to buy a TV with low input lag.
You can't generally find this information on manufacturer spec sheets,
but you can check gamer Web sites like
displaylag.com. As described
above, you don't need a TV with zero
input lag (such a thing doesn't exist), you just need a TV with input
lag low enough to be imperceptible. I'd use a threshold of 30ms to
40ms, and rule out sets with much higher lag times.
Definitely stay away from sets with unusually high lag times. Some
TVs currently on the market have lag times above 100ms, which will be
maddeningly obvious during game play.
Even if your TV has great lag time numbers on paper, you'll still need
to adjust its menu settings to get the best performance out of it.
Even the fastest TVs can have bad lag times when all of their picture
enhancement modes are enabled, and all of those modes are usually enabled
by default when you first take your new TV out of the box. Every TV has
its own menu settings that affect lag in different ways, so you might
need to do a little Web research or experimentation, but here are a
couple of rules of thumb applicable to most TVs:
- Turn on "Game Mode". Most TVs have a few master modes you can
select from, with names like Movie, Pro, Vivid. One of these is
usually a Game mode. If your set has such a mode, select it. In most
cases, the main purpose of this mode is to minimize input lag, so it's
the easiest way to go straight to the right settings on most sets.
- Turn off all picture and motion enhancement features: sharpness,
noise reduction, high frame rates (120Hz or 240Hz, for example), and
especially anything related to motion smoothing. Motion smoothing is
the worst offender because it usually involves
buffering up several frames for interpolation purposes, which
deliberately delays the display by that many frames.
Effect of connector types on lag
In some cases, you might see different lag times with different
connector types. Most newer TVs use HDMI connectors exclusively, so
you might not have any other options. But if your TV has a mix of
connector types (HDMI, DVI-D, DP), and you can't eliminate lag via
mode settings, you might try different connector types to see if one
type is better than the others.
There's nothing inherently good or bad about any of the connector
types that affects input lag, so don't look for a rule like "DVI-D is
fastest". Any such claims you see on the Web would only apply to a
particular TV model, if they're even true. The only reason connectors
would have any effect is that the internal electronics in some TVs
have a faster path for some connectors than others.
Picture quality
This is probably the easiest metric to find opinions on, since
everyone buying a TV for any use cares about it. You can simply look
at user reviews on Web stores that sell the TV to get an idea of what
people think of different models. For professional reviews, you can
check Web sites and magazines that specialize in consumer electronics.
Basic video picture quality is generally excellent for most newer TVs,
so user reviews are more useful for ruling out the occasional problem
model than for distinguishing among the best models.
Viewing angle
Some types of displays produce a better image when viewed head-on than
when viewed at an angle. LCD panels tend to have this property.
Viewing from a steep angle can make the picture look dimmer, washed
out, or uneven.
The position of the playfield TV is in a full-sized cabinet
creates an off-axis viewing angle of about 50° to 60°,
depending on the height of the player, so it's important to
find a TV that maintains its image quality when viewed from that
kind of angle.
Unfortunately, the manufacturer claims for viewing angles in the
specifications aren't usually helpful, because they only tell you the
range where you can see any image at all. In fact, they usually quote
the viewing angle as 180°, which is just the maximum for viewing a
planar surface. We're really interested in the range of angles where
the picture quality holds up without significant loss of brightness or
uniformity. The best way to check is to look at the set in person and
specifically try viewing it from about 60° off axis.
If you can't check your candidate models in person, you can at least
check user reviews for any red flags about viewing angle. Viewing angles
are generally excellent in newer 1080p and 4K LCD panels, and people
have come to expect this, so other buyers will probably have noticed if a
model has any problems with this.
Note that viewing angle is almost never an issue with OLED or plasma
displays. These technologies have their light emitters located
directly at the surface of the display, which makes them viewable from
any angle.
Motion artifacts
Some TVs are better than others at displaying moving objects
realistically. Pinball simulation obviously involves a bunch of
rapidly moving objects, so motion rendering is an important
element of the overall picture quality in a pin cab TV.
When a TV doesn't handle motion well, you'll perceive effects known as
motion artifacts:
- Blur (a moving object looks fuzzy)
- Ghosting (a moving object looks washed out or partially transparent)
- Jitter or judder (objects jerk or vibrate rather than
moving smoothly)
It's commonly understood that the "pixel refresh time", also known as
"response time", tells you how well a TV renders motion. Yes and no;
the refresh rate is important, but it doesn't tell the whole story.
Don't get too attached to the idea that you can just look for a TV
with the fastest pixel update speed and call it a day. One problem is
that there's no standard way to measure these values, so manufacturers
can pick whatever measurement is the most favorable; this makes it
fairly meaningless to compare the numbers for different models. The
other issue is that the apparent smoothness of motion depends on other
factors besides the pixel response time. It's more complex than that
because motion perception happens in the human visual system, not in
the TV. Motion artifacts like those listed above are caused by the
interactions between your visual system and the display technology.
Faster refresh rates generally reduce these artifacts, but other
factors contribute to the artifacts as well, so refresh rate isn't a
perfect proxy for motion rendering quality.
The best way to determine a TV's motion handling is (as always) to
view it in person with suitable content. If possible, watch the TV in
action playing a pinball video game, or some other video game with
small moving objects against a fixed background. If that's not
possible, try ESPN - sports tend to have a lot of motion of the right
sort.
If you can't check the TV in person and you can't find another pin cab
builder using the same TV, try user reviews on Web stores. Motion
rendering is important to regular TV viewers, especially sports fans,
so you should at least be able to check for complaints about
particular motion artifacts or problems.
Image retention
Some TVs suffer from a problem known as image retention, or "pixel
burn-in", where pixels get "stuck" if you leave a static image on the
screen for too long. This leaves a sort of ghost image stuck on the
screen. This was a major problem in the ancient days of CRTs. This
is, in fact, why they invented "screen saver" programs. The job of
the screen saver is to keep varying the image displayed so that no one
pixel will ever be held on at the same color for long periods.
Image retention has always been a concern for gamers because many
video games have portions of the image that are fairly static for long
periods. For example, console games often have score displays and
on-screen controls that are always in the same place. Pinball is even
worse in that most of the playfield just sits there motionless most of
the time.
Fortunately, image retention is practically non-existent for LCD
panels. If you're considering an LCD TV (whatever the backlight type
- LED, QLED, fluorescent), you'll probably be immune from any concerns
about pixel burn-in.
OLED sets are a different matter. Some OLED TVs are reportedly
affected by image retention. If you're looking at an OLED model, look
for reviews from console gamers to see if anyone has had problems with
image retention on that model.
8. Selecting a Backbox TV
Most virtual cabs use a TV to simulate the backglass artwork of the
real pinball machines. The backglass art is a distinctive and
universal feature of pinball, and an important part of the aesthetic,
so it's a must for most cab builders to replicate it in our virtual
systems. It also serves a practical purpose, in that it's where
many games display the score.
This chapter will try to help you design your backbox layout and
pick a TV for it. We're just in the planning stages here; we'll
get into the details of actually installing everything in
Chapter 30, Backbox TV Mounting.
Choosing the right backbox TV
If you've just gone through the
Chapter 7, Selecting a Playfield TV chapter,
you're probably exhausted from thinking about all of the complex
technical criteria that go into picking the right TV for your main
cabinet. Fortunately, the backbox TV is a lot less demanding
in terms of tech specs.
Really, the only important factor in choosing a backbox TV is size.
You have to pick a TV that will fit in your backbox and fill the space
it's supposed to cover. Most of the rest of this chapter is devoted
to helping you decide what type of backbox layout you'd prefer, and to
helping you determine the right TV size for your selected layout.
You can mostly ignore the rest of the technical factors that are so
important to the playfield TV. The backglass area isn't part of the
physical action in a real pinball machine, with the exception of a
handful of tables with extremely novel designs, and even for those
it's only a very small part of the action. For most games, it's
mostly decorative, and shows mostly static images. So it's not all
that important to find a TV with fast motion rendering or low input
lag.
You don't even need a very high res monitor. Most people find that a
720p TV is perfectly fine for the backbox TV. The backglass artwork
from real pinballs is mostly hand-painted graphics, and that kind of
source material tends to look good even on lower resolution displays.
The main picture quality features I'd look for are good black levels
and color accuracy; those are more important than pixel resolution for
cartoon graphics. Also consider viewing angle, so that the image
doesn't fade too much when you're standing off to the side.
Virtual backglass options
There are two very different ways that you can set up your cab's
backglass TV. Before you start picking out a TV, you should
decide on one of these configurations, since it will determine
the TV size you need.
The two options are commonly known as the two-monitor and
three-monitor configurations.
The
three-monitor setup mimics the physical layout of real
pinballs made from about the mid 1980s. That's when the real
machines started using a "speaker panel", a separate section
at the bottom of the backbox containing the score display
and speakers. Nearly all pinballs made after about 1984
used this arrangement.
For virtual pinball, this is called the "three-monitor"
setup because it means you'll have a total of three video displays
in your cabinet: the main one for the playfield, the
TV in the backglass area, and a small monitor in the
"DMD" (dot matrix display) area. The third monitor
can be a small TV or laptop display, or it can be an
actual pinball score display device just like the real
1990s machines used.
Most virtual cab builders creating full-sized cabinets use
the three-monitor setup. It provides the most realistic
rendition of modern games that had speaker panels in the
real machine, and it also gives you a good place to put
the audio speakers (which is one of the big reasons the
real machines adopted this design in the first place).
The
two-monitor setup dispenses with the speaker panel
and uses a single large monitor to fill the whole backbox.
The advantage of the two-monitor design is flexibility. Classic
tables from the 1960s and 1970s had larger backglasses that filled the
entire backbox area, and the full-size monitor lets you display these
older backglasses more realistically. A three-monitor setup has to
squeeze the older, taller backglasses into a shorter area, which can
distort the artwork. And you can still play modern games that had
speaker panels originally, since the software can display a graphic
rendition of the speaker panel on the screen.
Two-monitor setups are less common in full-sized virtual cabs, but you
might be drawn to this design if you're especially fond of older
tables from the "EM" (electro-mechanical) era. The artwork on those
older tables can't be displayed as nicely on a three-monitor setup.
To help you decide, let's look at how various generations of real
machines configured their backboxes.
Backglass styles through the years
Early pinballs displayed the score by lighting up individual point
counter lights on the backglass. Pinballs in the 1960s and early 70s
used mechanical score reels, which were positioned in little windows
in the backglass art. These changed to 7-segment digital displays
(similar to early pocket calculator displays) in the mid 70s, but they
kept the same basic layout, with the digital displays positioned in
the same little windows in the artwork that the mechanical reels had
occupied.
Examples of pinball score display styles through the ages:
point value lights (1940s-50s); mechanical reels (1960s);
7-segment digital displays (1970s-80s); dot matrix displays (1990s)
The biggest change came in the late 1980s, when Williams split the
backbox between the glass artwork and a separate speaker/display
panel. This arrangement had some major advantages, so it quickly
became the standard. For one thing, it provided a good place for
speakers. Pinball makers were doing everything they could to
keep up with the competition from video games, and part of that
was replacing the old bells and chimes from the electro-mechanical
days with digital sound effects. Hiding the speakers inside
the cabinet didn't make for very good acoustics, so Williams
decided to dedicate some of the backbox area to speaker grilles.
That meant sacrificing some of the artwork area.
Early examples of the split design with separate backglass and
speaker/display panel (1987). The lower panel is a separate
piece that contains the score displays and a pair of speakers.
These early games used 14-segment alphanumeric displays; later
games used a single large 128x32 dot matrix display.
The three-monitor configuration in detail
Most people building full-sized cabs opt for the three-monitor setup.
Part of the reason is practical. It's easier to make everything fit,
it gives you a good place for the speakers, and it's easier to find a
suitably sized TV. The other part is the aesthetics: it looks more
like a real machine from the modern era.
You'll probably gravitate towards this design if you're generally more
interested in modern tables than classics from the 1970s or earlier.
This is also the most straightforward design if you plan to use a
dedicated dot matrix display (DMD) device, since it replicates the
setup of the real pinball machines that used those devices. It would
be possible to fit a DMD somewhere else if you really wanted to, but
the main motivation most people have for using a real DMD in the first
place is to make the cab look more authentic, so unconventional
placement would somewhat defeat the purpose.
Standard three-monitor setup, with TV for backglass
and separate display for DMD area. The third display
can be a small TV or laptop display panel, or it can
be a real pinball DMD device. The clear glass or acrylic
cover in the shape of a standard translite is optional;
it's there to better replicate the appearance of a real
machine, and to help hide the edges of the TV, which
won't quite perfectly fill the space.
A 16:9 TV is a close (but not perfect) match to the standard
proportions for modern translites. It leaves just a little
extra space above and below.
The three-monitor setup is great for reproducing the backglass art for
modern machines that had the speaker panel setup in real life. It's
not as good for older machines without speaker panels, since their
backglass art was almost square. Displaying square artwork on a 16:9
TV requires a vertical squeeze to make it fit. This distorts the
geometry a bit, as illustrated below.
Original proportions of classic backbox artwork (left);
squeezing it onto a 16:9 monitor (right)
As you can see, full-height artwork is a little distorted by the
vertical squeeze. I'm personally not too bothered by it on my own
three-monitor setup, but then again I mostly play newer tables. If
you play a lot of older games and you think the distortion would
really bother you, you might consider the two-monitor option described
later in the chapter.
Sizing the TV
The standard size of a modern backbox is about 27" by 27" on the
inside. This leaves room side-to-side for about a 30" widescreen TV.
Unfortunately, it's not possible (currently) to buy a 30" TV. The
closest options I've seen are 28" and 29". If you can find a 30", it
should be a perfect fit, but failing that you should look for a 29" or
28".
The next size up is 32", but this is too wide for a standard backbox.
(You can't even fit a 32" with kludges like thinner side walls or
routed slots in the side walls, since most 32" TVs are a hair wider
than the outside dimensions of a standard backbox.) The only
way to make a 32" fit is to build a custom backbox that's about two
inches wider than standard. For some cab builders, it's worth doing
this to get a perfect fit to a common TV size. If you go this route,
keep in mind that you'll also need to a custom speaker panel and
translite to match the special width.
The proportions of the standard translite space are approximately
16:10 (width to height). That's very close to standard 16:9 TVs -
just a hair taller. Some computer monitors come in 16:10 ratios, so
you might check to see if you can find something like that in the 29"
or 30" range, but it's unlikely. Fortunately, 16:9 is so close to the
real aspect ratio that you don't have to worry about distorted
geometry in the artwork. The only reason to prefer a 16:10 monitor is
that it would more completely fill the available space.
Score panel options
The three-screen configuration obviously requires that third screen,
in the score panel window in the speaker panel.
This third screen can be another video display, or it can be a
dedicated DMD (dot matrix display) device like the ones used in the
real machines from the 1990s. Furthermore, it can be exactly
like the ones used in the 1990s - specifically, a certain type of
monochrome plasma display, which is still being made - or it can be
a similar device with the same pixel layout that uses LEDs instead
of plasma.
The two-monitor configuration in detail
So far, we've only looked at the "three-monitor" setup. Way back at
the top of the chapter, we said that there was another option,
without the speaker panel, where you use one large TV to fill
the entire backbox space. This is known as the "two-monitor"
configuration, because you end up with two TVs in your system (one for
the main playfield, one for the backglass). Let's finally take a look
at this alternative.
This is arguably the more flexible option, although it's also the more
difficult of the two to set up. It's more flexible because it does a
better job at reproducing older machines with full-height backglasses
at the correct proportions, but it doesn't leave out the newer
machines either, since it can show a newer machine's speaker panel
"virtually" with on-screen graphics. The virtual rendition of a
speaker panel obviously can't look quite as realistic as an actual
speaker panel, but it does the job. If you're a big fan of classic
tables from the electromechanical era, where the backglass art filled
the whole backbox space, you might be willing to live with the fake
speaker panels on modern machines in exchange for proper artwork proportions
on classic tables.
But there are some major drawbacks. One is that it doesn't leave
room for speakers. The real pinball makers adopted the separate panel
design in part because it allowed the speakers to be exposed, which
makes them sound better. You'll have to find another place for
your speakers if you go the two-monitor route. You might be stuck
(as the older real machines were) with placing the speakers somewhere
inside the cabinet, which might somewhat reduce the audio quality.
The other big challenge is that it's impossible to buy a TV with
exactly the right proportions to fit a backbox. The modern standard
backbox is roughly square, about 27" wide by 27" tall (on the inside).
Virtually all TVs and computer monitors sold today have 16:9 aspect,
and the ones that don't are mostly even wider.
The solution that most two-screen cab builders use is to turn the TV
sideways, so that the long dimension is vertical. This will make the
TV too tall for the backbox, but you can cut an opening in the floor
of the backbox and tuck part of the TV through the opening and into
the main cabinet. This is illustrated below.
Typical two-monitor setup. The TV has to extend into
the cabinet through the "neck" in order to fit vertically.
Proportions of the display in a two-monitor setup. The
monitor can't fill the whole width of the backbox because
it has to fit through the neck into the main cabinet.
You should be aware of a big drawback of this arrangement: you won't
be able to fold the backbox down without removing the TV. On real
pinball machines, the backbox is designed to fold down so that it lies
flat on top of the cabinet, to allow for easier transportation. With
the TV arranged like this, you'll have to take out the TV if you want
to fold down the backbox. And you really should fold it down before
transporting it, because there's a big risk of breaking something
during transport with the backbox up, due to its weight and the
leverage it has in that position.
TV size
Considering only the backbox inside width of 27", the ideal set would
be about 53". But that won't work because of the need to tuck the end
of the TV into the main cabinet. So your actual size constraint is
the main cabinet width. This means that your maximum backbox TV
size is exactly the same as your main playfield TV size. For a
standard width cabinet (20.5" inside width), you can use a 39" or
possibly a 40" TV; for a widebody cabinet (23.25" inside width), you
can use a 45" TV.
This will leave some leftover space on either side of the TV if you
use the standard modern backbox dimensions. You could simply fill
this area with a black border or decorative graphics.
There's another alternative, though. If you're enough of a fan of
older EM machines to want a two-monitor setup in the first place, I'd
suggest adjusting your cabinet plans to use a narrower backbox to fit
the monitor. This will actually make your whole cabinet better fit the classic
theme, since narrower backboxes were common until about the early
1980s. For example, the classic Gottlieb "wedgehead" style of the
1960s had backboxes about the same width as the cabinets. A 39"
TV will fit these backboxes perfectly.
9. Selecting a DMD Device
Most real pinball machines from the mid 1980s to present use a split
backbox setup, with a backglass at the top showing the game's theme
artwork, and a separate panel at the bottom containing a scoring
display and the audio speakers.
Typical WPC backbox layout. The bottom 1/3 is the speaker panel,
containing the audio speakers and a dot matrix display (DMD).
Games made up until about 1995 used the style shown here, with
silkscreened graphics on the front of the speaker panel. Later
Williams games used a more generic black plastic panel without
any graphics apart from a Williams or Bally logo. The upper 2/3 is the backglass,
displaying backlit still artwork for the game.
The backglass portion on most machines from the 1990s is just some
static artwork, usually a "translite" (a screen-printed piece of
plastic film stuck to the back of a clear sheet of glass), lit
from behind.
The scoring window changed over the years. In the 1980s, they used
segmented numeric displays, and later alphanumeric displays, like on
old pocket calculators. In the early 90s, they switched to
monochrome dot matrix displays ("DMDs"), typically 128x32 dots. The
DMDs could display full graphics, although 128x32 monochrome pixels is
obviously very coarse by today's standards.
Many virtual cab builders follow the 1990s design, except that they
replace the backglass with a video monitor. This means that you need
a separate display device in the DMD area, which is why this design is
usually called the "three-screen" cabinet: you have one screen for the
playfield, a second for the backglass, and a third for the DMD. The
third screen can be an actual 128x32 monochrome plasma DMD, just like
in the the 1990s originals, but most cab builders these days
substitute a small video panel instead, since that's cheaper, easier
to set up, and more versatile.
This section looks at the options for the third screen, to help you
decide which type to use, and offers some pointers for buying the
equipment you decide on.
Overview of DMD technologies
The DMDs in the original 1990s pinball machines were monochrome plasma
displays, 128 pixels wide by 32 pixels high. That made for very large
pixels that you could see individually. This visible "dot" structure,
and the particular amber color of the plasma, gave the displays a
distinctive appearance that many people now see as a defining feature
of this generation of pinballs. To a lot of people, it doesn't
feel like real pinball if it doesn't have the amber dots.
You can still buy the original plasma panels, and it's even possible
to use them in a virtual cab (although, as of this writing, there are
no commercial interface kits available to facilitate this). There are
also newer display technologies that can be substituted into the score
panel to achieve similar looks, with some modern improvements.
The first newer alternative is LED-based 128x32 dot matrix displays. LED
displays are available with the same pixel pitch and layout as the
original plasmas, so they can serve as close substitutes. LEDs don't
perfectly replicate the nuances of plasma's visual effect, which has a
soft, analog, neon feel to it that some people find charming.
LEDs are crisp and bright but can seem a little harsh in comparison.
But LEDs definitely share some of the more important positive
properties of plasma, particularly high brightness and wide viewing
angle. LEDs are also cheaper than plasma and longer lasting, so
collectors of the real machines often replace defunct plasmas with LED
panels when repairs are needed. LEDs are also being used on many new
titles being shipped today, so plasma is no longer the sole "original
equipment" on real pinballs. Stern no longer ships new games with
plasma displays at all; they switched to LED DMDs in 2013.
The original LED DMD panels were monochrome (available in a variety of
colors, including something approximating the distinctive plasma
amber), but panels are now widely available with RGB pixels, which can
display full-color graphics.
The other newer alternative to plasma is to use an actual video
display, typically an LCD panel. For a virtual cab, an LCD panel is
easier to set up in terms of software, since it just looks like
another video monitor as far as Windows is concerned. Pinball
simulators will happily simulate the look of a plasma DMD on a video
display by drawing large amber dots to simulate the 128x32 pixel
structure. Of course, an LCD panel can't perfectly reproduce the
brightness or viewing angle of a plasma, but it can at least do a
passable impression of the appearance.
A 15" diagonal 16:9 LCD screen happens to fit the width of the standard
DMD opening in the pinball speaker panels. It's a trifle taller than
the standard panels overall, but since it sits behind the panel,
that's not typically a problem, as it's hidden behind the translite,
which sits directly on top of the speaker panel.
Recommendations
For a virtual cab, you can in principle use any of these technologies
- an original plasma DMD, a monochrome LED DMD, a full-color RGB LED DMD, or a
video display. (Although what you can actually buy right now is
somewhat more limited.) The tradeoffs are complex, but it mostly
comes down to your priorities:
- If you have fond memories of the 1990s machines, and you want to
match that look, a plasma display is the way to go. Plasmas are the
authentic equipment, so they'll look exactly right. A plasma is also
quite bright, so some people like the way it becomes part of the
"light show". The downsides are that plasma displays are expensive
and fairly complex to set up. They require a special high-voltage
transformer as the power supply; VirtuaPin sells an appropriate
transformer, so it's at least easy to source, but it adds to the
complexity for installation. Another downside to plasma devices is
that they fade as they age and eventually wear out, although I believe
their longevity is a function of powered-on time, so you can probably
expect a plasma to last a very long time in home use. I have several
real pinball machines with original plasma displays that have been in
home use for over 25 years, and I haven't had one exhibit any signs of
fading or failing yet.
- If you want to replicate the 1990s look but want to reduce the
complexity a bit, a monochrome LED is a good choice. These look very
close to the plasmas - they're even brighter, and you can even get
them in a fairly close color match to that special plasma amber if you
want, as well as in a range of other colors. They're a bit simpler to
set up than plasmas because they don't require the special power
supply. They also have a longer reliable service life than plasma.
They're more complex to set up than a video display, though, and
more expensive.
- If you like the "dots" look of the 1990s machines but want to add
full color support, consider an RGB LED. These are slightly
more expensive than the monochrome LEDs, and they're about the same in
terms of setup complexity.
I was really excited when the RGB LEDs first came out, because
I thought they were going to be the perfect combination of
the original plasma look and modern full-color flexibility.
But I'm sorry to report that the reality isn't that simple. I know
some people are going to hate me for saying this (particularly people
selling RGB DMDs!), but I actually think a video display does a more
convincing job of replicating the "dots" look than an RGB LED. The
problem is that the sub-pixel structure on the RGB LEDs is way
too obvious; it makes the individual dots look too small. It's
very noticeably different from the plasma and monochrome LEDs.
That's a first-hand opinion, too: I have machines with both kinds
of displays at home, and to my eye the video display looks more
like the real thing.
- If you're not attached to the idea of using 1990s-era equipment for
its own sake, a video display is the best overall option. It's
cheaper than any of the 128x32 DMD options, it's easier to set up,
it's more flexible, and to my eye it actually does a better job of
re-creating the "dots" look than the RGB LED displays do.
The only drawback of a video display (other than that it's not
authentic 1990s pinball equipment, which you might or might not
consider a drawback) is brightness. The plasma displays are
quite bright, and a monochrome LED is even brighter. (RGB LEDs
are a mixed bag on this score because of the sub-pixel structure;
brightness depends quite a bit on the color being displayed at
any given pixel.) From comparing my own machines with different
display technologies, though, I think this is often overblown
when people talk about it on the forums. Side by side, they're
really not that different. And I think when you compare the
overall visual quality, an LCD video panel has the edge.
In terms of flexibility, a video display can do both "dots" and
full-resolution graphics. The "dots" look can be easily
simulated on a full-res display, and all of the pinball software
is set up to do just that, because it's all written primarily for
desktop machines where video displays are the only thing going.
What a video panel can do that a 128x32 DMD can't is display
high-res graphics when it's not displaying "dots". For example,
when playing an EM game that doesn't use the score window at all,
you can use it to display added game graphics or manufacturer
logos at full resolution. Video panels also look much
nicer when playing 1980s "alphanumeric display" games, because
they can accurately simulate the 14-segment display look.
Video is also the most compatible option. Every pinball program
for Windows naturally works with a video display, since that's
just how Windows works; support for a DMD device has to be
intentionally added on by each program's creator (or hacked in
by reverse-engineering, which the pin cab community has
successfully accomplished with several commercial titles).
When I first started on my virtual pin cab project, almost everyone
building cabs felt that plasmas were the Cadillac of scoring displays,
worth almost any amount of extra cost and extra trouble to set up.
But I think this has completely reversed in the time since then,
because the real pinball world has largely moved on to more modern
technologies. These days, pinball machines you might see in public
places use such a mix of dot matrix and video displays that both seem
perfectly "real" now. Some of the newer Stern titles are shipping
with DMD-sized video displays as original equipment, and Jersey Jack
Pinball's entire line uses large video monitors in place of the DMD
panel. You even see lots of classic 1990s machines retrofitted with
full-color video displays, thanks to
ColorDMD, a company that makes
drop-in replacement displays for the old machines. So I expect that
many cab builders starting new projects now and in the days to come
will be less fixated than earlier cab builders were on the idea that
the plasma DMDs were the only "real" pinball displays. There's
definitely a lot of nostalgia value to the old plasmas, but overall
I've come to think that video is the best option.
Purchase options
At one point, it was possible to buy any of the display technologies
mentioned above - plasma, monochrome LED, RGB LED, or video. But the
buying options have become a lot narrower lately. The PinDMD v2
doesn't appear to be available any longer, and that was the only
readily available way to hook up an original plasma display or a
monochrome LED panel.
So at the moment, there are two options: video, or RGB LED.
LCD video panel
If you plan to use a video panel for the score display, the best fit
is a 16:9 panel, approximately 15.5" diagonal. This is just about a
perfect fit for the 13.6" width of the standard DMD opening in a
speaker panel. A panel of that size is just barely taller (by about a
centimeter) than the standard speaker panel's outside dimensions, but
that's typically not a problem, because the excess height is easily
behind the translite panel, assuming you're using one.
A few TVs are available in this size range, but I'd recommend against
those. They tend to use low-quality LCD panels. The much better
solution is to use a laptop display panel.
You can buy replacement laptop LCD panels in this size range on eBay
or Amazon. These panels come bare, with no interface electronics,
because they're sold for repair work where you only need to replace
the panel and nothing else. This means that you have to buy a
separate piece of electronics, called a video controller, that
serves as the interface between the panel and the PC video card.
To find these parts, start by searching eBay for "15 wuxga". You
should find a number of matches, usually listed as replacement parts
for Dell, HP, Acer, and other laptop brands. You should narrow the
list to panels that specify 1080p or, equivalently, WUXGA (1920x1080)
resolution, and a screen size of 15.5 or 15.6 inches. The price range
for these panels as of this writing is about $50 to $100. The matches
you're looking for are just bare laptop display panels - an LCD screen
in a thin metal shell. They'll look something like this:
Don't try to choose a specific panel yet; just keep the search results
ready. The next step is to find a video controller that works with
one of these panels. eBay doesn't provide any tools to help with
this, so you'll have to do some manual searching. Open a new eBay
search window. Go down your list of panels. For each one, find its
model number in the listing and type it into the search window, adding
"controller". For example, if you find a panel with model number
LP156WH4T, type "LP156WH4T controller" into the search box. If you're
lucky, that will turn up a few hits with the model number in the
title. Be sure the model number is actually in the title or is
explicitly mentioned in the listing as a compatible model. The
controllers will usually look something like this:
If you don't have any luck, or you're not sure you found the right
match, I'd recommend picking a panel that looks good and contacting
the seller to ask which controller to use. The seller should be able
to point you to the right device. Most of these panels use similar
control interfaces, so you don't actually need a controller designed
especially for your panel. Sellers list them for specific panels
simply because they know people like us are searching for them that
way! Technically, you just need a controller that matches the
interface type on your panel, but the ads don't usually list enough
information to find them that way, so a model number search is the
only way to be sure.
Pay attention to connectors. Most of the interface boards will have a
VGA input and either a DVI-D or HDMI input. If you've already picked
out a graphics card for your cabinet PC, be careful to pick an
interface board that has a connector matching an available output on
your graphics card, taking into account the outputs you'll be using
for your main playfield TV and backbox TV.
How do you know if a panel is good in terms of video quality,
reliability, etc.? You're not going to find reviews (professional or
user-written) for any of these OEM parts, so it's a bit of a
crapshoot. Fortunately, laptop panels in this class have gotten to be
good enough that you should be okay with anything that meets the
specs. Do pay attention to the resolution, though: the WUXGA laptop
displays seem to be uniformly good, but the lower res displays are
uniformly bad.
One note on setting up your new panel: be aware that the control board
might support more resolution modes and refresh rates than the panel
itself does. Many of the modes that the controller allows you to
select with the Windows control panel might simply not work with the
panel or might produce poor-quality video. When you first set up the
panel in Windows, make sure you select the screen size (resolution)
and refresh rate that exactly match the panel's physical design. That
might take some trial and error, since eBay OEM parts don't usually
come with any documentation. If the display looks fuzzy or distorted,
or doesn't show anything at all, try other refresh rates to see if you
can find one that looks better.
RGB LED
If you decide on to use an RGB LED dot matrix display device, there
are two ways to accomplish it: you can buy one commercially, or you
can build one yourself using DIY plans that some pin cab enthusiasts
developed and published.
RGB LED - commercial
VirtuaPin sells the PinDMD v3, a
full-color (RGB), LED-based, 128x32 dot matrix display. The display
panel has the same physical dimensions and dot pitch as the original
plasma displays in the 1990s machines. It's about $270.
This is a turn-key commercial kit, so it's relatively plug-and-play.
It uses a USB device to interface to the PC. It requires some
software setup; instructions are included, and VirtuaPin offers
warranty support.
RGB LED - semi-DIY
Pin2DMD is a DIY project for
building an RGB DMD panel from parts. The site provides a parts list and
assembly instructions, as well as software for a microcontroller to
interface to the PC and run the display. The prices for the parts
vary, but at a guess they'll total about $100.
Note the confusingly similar name: Pin2DMD is the DIY project,
and PinDMD v3 is the commercial product above.
The Pin2DMD site includes software to install on a microcontroller
board (one of the parts that goes into building the project) that
interfaces with the PC and runs the display. However, note that the
software is not open-source, and requires payment of a license
fee.
The closed-source software makes me hesitate to recommend the project.
It's supposedly "DIY", but given that you don't have any control over
the software or any ability to change it to suit your needs, I think
"DIY" is actually a negative in this case. You have to do the
assembly yourself, you don't get any warranty support, and you don't
even get any control over the final product. Open-source projects
have the first two drawbacks, but they make up for it by giving you
full control to customize and expand. You don't get that here; you
just get the bad aspects of DIY and the lack of control of commercial
products. But I guess you can at least save some money vs the
retail version.
Plasma panels
Plasma doesn't appear to be an option at the moment. VirtuaPin
formerly offered the "v2" PinDMD, which was a monochrome of the PinDMD
v3 device mentioned above that worked with your choice of monochrome
128x32 LED panels or the original plasma panels used in the 1990s
machines. But that product doesn't appear to be available anywhere as
of this writing.
You can still buy the bare Vishay plasma panels from
VirtuaPin, along with the special
80V/100V transformers needed to power their high-voltage sections, but
VirtuaPin doesn't sell anything that would let you hook it up to a PC.
I don't know of any other commercial or DIY options for connecting
these.
If you're an experienced software developer with some hardware
knowledge, you could design your own controller using one of the
inexpensive ARM-based microcontroller boards, such as a Raspberry,
BeagleBone, or one of the STM32F series boards. The software involved
is actually very simple: you just need to consume USB packets from
the PC and send out a clocked serial bit stream to the plasma device,
1 bit per pixel. The electronic interface is documented in the Vishay
data sheets, and it will be immediately recognizable and
straightforward to anyone who's done any device interface work with a
microcontroller before. If you do create such a project, please
publish it as open source, and let me know about it so I can include
here.
Monochrome RGB panels
As with the plasma panels, you can buy monochrome RGB panels as
components, but there's no software interface to the PC available.
The panels are available from a few after-market pinball suppliers who
sell them as drop-in replacements for dead plasma displays in real
pinballs. Since they're specifically designed as drop-in replacements
for the Vishay panels, their electronic interface is identical, so any
solution you can find that will work with the Vishay panels will work
equally well with these. As requested above, please let me know about
any solution you develop or find for this and I'll add it here.
10. Designing the PC
The core of a pin cab is a PC running Windows. You could
theoretically build a pin cab around a Mac, an iPad, a Raspberry Pi,
or just about any other sort of computer. But for our purposes in
this guide, the only real option is a Windows PC, because that's where
all of the software runs.
I've observed that most pin cab builders like to start their projects
by building the PC and setting up the software, before they've even
started thinking about what's needed to build the pinball machine body
that'll house it. This is a natural first step for most of us,
because most of us know our way around PCs at least a little bit - the
way that most people discover the pin cab world in the first place is
through the PC pinball simulation community. It's also an attractive
place to start because you can see some immediate results, before
getting into the more daunting parts of the project.
Off-the-shelf or custom build
The easiest and most obvious way to get a PC is to buy one from a
retail PC maker, or even re-use one you already have. But most pin
cab builders come from a PC gaming background, so you probably already
know enough about PCs to know the benefits of building one yourself
rather than buying off-the-shelf. If you've built your own PCs in the
past, you know what's involved. If you haven't built one before, you
might be surprised at how easy it is. Modern PCs snap together out of
components practically like Lego blocks. The hardest part is often
the shopping, since there are so many options out there.
The big benefit of building your own PC is that you get to pick
exactly what you want for each component. The retail PC makers
usually give you a few options for CPU speed, hard disk size, graphics
card, and so on, but they're usually pretty limited choices from a
small pre-set list. If you build your own, you can choose exactly
what you want from the whole universe of available products in each
category.
The rest of this chapter proceeds from the assumption that you're
going to build a custom PC, because that's what most pin cab builders
do. But that's not a must; if you're not comfortable building your
own PC, you can definitely build a perfectly good pin cab around a
retail PC. If you go that route, I'd suggest you focus on PCs that
are specifically designed and marketed for gaming. PC pinball is
fundamentally a video game, and it benefits from exactly the same
hardware upgrades that mainstream video gamers need. Pay particular
attention to the graphics card: that's the hardware element that makes
the biggest different for PC pinball performance. You might find the
material in this chapter helpful even for picking out a pre-built PC,
just for the background knowledge of what to look for and which
elements are the most important to pin cab performance.
Performance considerations
I can't give you any hard numbers for performance metrics, since
things change too quickly in this business and any benchmarks I quote
would be obsolete in a couple of months. I can offer some general
advice, though.
The first bit of advice is that you should consider the virtual cab PC
to be a gaming PC. That might seem obvious, but my point isn't merely
that you're going to use it to play games, but rather that "gaming PC"
is a special category of PC. The thing that makes a gaming PC
different from a run-of-the-mill home or business PC is upgraded
performance, particularly for graphics. Gamers use special disks,
special memory, and most of all special graphics cards.
The second bit of advice is that you don't have to take this idea of
upgraded performance to its logical extreme. You do need good
performance, but you don't need the absolute best performance
available. Pinball emulation is demanding, but it's not as complex as
the latest "triple A" video games at any given time. My rule of thumb
is that you should look for the "second best" in most of the product
categories. Survey what's available, and don't buy the most expensive
thing you can find; focus your attention on the second price tier.
Products in that second tier are usually only slightly less capable
than the top-tier products, but much cheaper - you often see crazy
things like 90% of the performance for half the price. The gamers who
want the very best are willing to pay, pay, pay for it. So
products in that second tier often offer a much better balance between
price and performance.
To a first approximation, the CPU and GPU together determine your
machine's overall performance. And of the two, the graphics card is
generally the more important. These are the parts you should pay the
most attention to when researching what to buy.
Other components - motherboard, memory (RAM), disks, USB controllers -
also contribute to performance, but to a much lesser degree. How much
should you worry about those? If you talk to serious video gamers,
they'll tell you that every element is critical, down to the
military-grade titanium screws holding their ballistic carbon-fiber
cases together. That's true as far as it goes, but "extreme gaming
RAM" and the like will only contribute a few percentage on most
systems. Most people can't perceive that kind of difference in actual
use; you'd only know it's there if you measured it with benchmarking
tools. If it's important to you to build the fastest system possible,
then by all means do so; that can be fun in its own way. If your main
focus is pinball rather than PC benchmarks, I'd focus my research time
and cash budget on the CPU and GPU, and I wouldn't go too far out
of my way seeking the optimal choices for the other components.
Just look for parts from reputable manufacturers that fit the specs
you need.
Operating System
Recommended: Windows 11, 64-bit, Home edition. Windows 10 is also
still a good choice.
Windows is the best operating system option for a pin cab PC, because
almost all of the popular pinball software runs only on Windows.
This is starting to change, with some of the open-source software
being ported to Linux and MacOS, but it will be a while before the
ports are as solid as the Windows versions, and most of the
commercial games will probably never be ported.
Which version
I'd recommend the latest, currently Windows 11. The main reason is
that Microsoft only offers full updates to their DirectX technologies
(their gaming technlogy layer) on the current OS version at any given
time. This means that newer games will increasingly be unable to run
on the older Windows versions; if you want to be able to run the
latest games, you pretty much have to have the latest Windows.
Older versions: As of this writing, Windows 10 is still well
supported, but all of the older versions are now out of support, so
they're no longer receiving updates from Microsoft. As I'm sure
you've heard from many other people, the big concern when Microsoft
terminates updates is that security bugs in the OS won't get fixed, so
it will become increasingly vulnerable to malware. For a pin cab PC,
I think the termination of DirectX updates is an even bigger problem.
Which edition?
The "Home" edition of Windows is fine for a pin cab. You can buy the
more expensive "Pro" edition if you prefer, but the added features in
the Pro editions are intended more for business users. I don't think
there's anything in Pro that's important for a typical pin cab.
32-bit or 64-bit?
Easy: Use the 64-bit edition. The 32-bit version
of Windows is only for old hardware with CPUs from about 2002 or
earlier. Every Intel and AMD PC CPU you can buy today is 64-bit. The
64-bit version of the operating system takes full advantage of the
CPU's capabilities, and is still fully compatible with 32-bit
application software.
Emulation and virtualization options
Nope. Don't even consider it. Even though it's technically possible
to run Windows as a guest operating system using VM software on Linux
and MacOS, it's not a viable option for gaming software. 3D gaming
performance on virtualized hardware is uniformly unacceptable. The
same applies to Wine (a Windows API emulator on Linux).
Hardware components
Here are the PC components you need to assemble the computer that
runs a virtual pin cab.
CPU
Most people start planning PC builds with the CPU, because other
choices hinge on which CPU you choose.
This is obviously an area where any specific product recommendations I
make will quickly become outdated, but there are some guidelines that
seem pretty stable over time.
First, any current Intel or AMD CPU that's in the middle of the
performance range or better should handle most of the pinball software
easily.
Second, most gaming software, including pinball simulators, generally
benefits more from what they call "scalar performance" than from
adding more "cores". Scalar performance refers to how fast each
individual CPU core runs, and it's roughly proportional to the clock
speed, as long as you're comparing chips that are from the same
generation.
Adding more cores is usually less beneficial for pinball software than
scalar performance, because most game software has a single critical
path (that can only run on a single core at a time) that determines
the overall performance. However, more cores are better to a point;
I'd go with a CPU with at least four to six cores.
Third, the CPU feature called "hyperthreading" is generally considered
not very useful for gaming software. Hyperthreading is the main
distinguishing feature of some of the highest-end Intel and AMD CPUs,
and it improves performance for many types of software, but most
gaming software is designed in a way that hyperthreading doesn't do
much for it. It might not be worth the cost bump in a pin cab.
CPU performance is always a hot topic in the gaming community, so it's
easy to find lots of detailed performance data on gaming-related Web
sites. Several sites run extensive benchmarking suites and publish
their results. You should give the most weight to tests for gaming
performance, since pinball simulators are similar to other video games
in the way they use the machine's hardware resources.
CPU fan
Most modern CPUs require a special fan mounted directly on top of the
chip. If you buy your CPU in retail packaging, it usually includes a
suitable fan. However, some vendors sell unpackaged "OEM" versions
intended for use by business buyers building systems for resale, and
these usually don't include anything but the bare CPU. In that case,
you'll need to buy a CPU fan separately. These can be found on Newegg
and other sites that sell components by using a search term like "i5
fan". Check the specs on the options you find to make sure your
specific CPU type is listed, since these fans usually have to match
the exact shape and size of the chip.
Motherboard
The motherboard is the main system board with all of the core
electronics, and connectors for all of the add-in cards, disks, and
input devices.
Choose a CPU before looking for motherboards.
Any given motherboard only works with specific CPUs. Once you
know the CPU you're going to use, you should be able to find
suitable motherboards by searching the Web for "xxx motherboard",
where "xxx" is your CPU type. Use the detailed CPU part number,
like "i5-7600k".
I've had good results with motherboards from Gigabyte, but several
other manufacturers make good motherboards as well.
For a pin cab, your needs from a motherboard aren't very complex.
Here are the main features I'd look for:
- Must have: Compatibility with your chosen CPU
- Must have: At least one fast expansion slot for a graphics card,
typically PCI Express x16 (as of this writing).
- Must have: At least two additional expansion slots, in case you want
to add a sound card, Wi-Fi card, USB card, or any other add-ins.
- Must have: Memory slots for at least 8GB of RAM. (This is almost a given;
it's hard to find a board without at least this much capacity
these days.)
- Nice to have: on-board Ethernet port. This is standard on nearly
all modern motherboards. Wi-Fi is less important, because you might
not be able to use a built-in antenna effectively; the walls of a
pin cab are thick enough to significantly block the signal. An
external antenna is usually better if you want Wi-Fi on the cab,
and for that you'll probably need an add-in card or an external
USB Wi-Fi adapter.
- Nice to have: integrated audio. Nearly all modern motherboards
include audio outputs. This isn't required, though, as you can add a
sound card via an expansion slot if needed.
- Nice to have: USB 2 and USB 3 connectors. Some older USB
devices don't work well with USB 3 ports, so it's helpful to have both
types in case you need a USB 2 port for some devices. This isn't
required, though, since an external USB 2 hub can serve the same
function.
Performance considerations: Not really an issue, unless you're
looking to build an extreme gaming system. A motherboard designed for
a particular CPU is almost always based on the Intel or AMD chipset
mated to that CPU, so you won't see a huge amount of variation among
different boards for the same CPU. If you're concerned about finding
the fastest motherboard for your CPU, you can do some research on
benchmark sites on the Web.
What about on-board graphics? Unimportant,
because you'll need a separate graphics card whether or not the
motherboard has its own built-in graphics. There might be exceptions,
but all of the built-in motherboard graphics chip sets I've ever seen
are low-end, suitable for business graphics, not gaming.
If the motherboard doesn't have on-board graphics, great, that's one
less thing to worry about when configuring the BIOS. If it does have
on-board graphics, as most modern motherboards do, it's still not a
problem because you should be able to disable it in
the BIOS setup. In fact, many BIOSes will do this automatically
when they detect the presence of a separate video card.
Graphics cards
The graphics card is the most important component for game
performance. It's even more important than the CPU for games, because
it's actually a whole separate computer in its own right that does
most of the computing work for displaying 3D graphics. Fast graphics cards
are capable of drawing more complex images more rapidly, making for
smoother game action.
You should wait until after selecting a motherboard to choose a
graphics card, because you need a graphics card that matches the
"slot" type on your motherboard. Your motherboard specs should tell
you what kind of graphics cards it accepts; look for "graphics cards"
or "expansion slots" in the spec sheet. For quite a while now,
motherboards have been standardized on "PCI Express" slots for the
graphic interface. These are quoted with a speed like "x16", so you
might see "PCI Express x16" in the expansion slot list. Once you find
that information, that tells you what types of graphic cards are
compatible.
Graphics cards are available from many manufacturers, but most
(regardless of manufacturer) use chip sets made by either Nvidia or
AMD. The spec sheet should tell you the underlying chip set, and in
fact, most cards from most brands include this information right in
the name. For example, a "Gigabyte Geforce GTX 1050" is based on the
Nvidia 1050 chip set. You'll start to recognize the chip set names if
you shop around enough, since you'll see the same numerical
designations over and over on different brands of cards. The
performance of a graphics card is almost entirely a function of the
chip set, not the brand, so you should see reasonably similar
performance from cards based on a given chip set even if they're from
different brands.
Which chip set? Check the forums for advice on current models.
This is another area where something in the second tier of the current
available performance range is usually a good choice.
Note that a 4K main monitor is more demanding than a regular HD (2K)
monitor, so you should bias your search towards the higher end if
you're planning on 4K.
Video memory: Video cards have their own on-board memory,
usually 1GB or more on a modern card. The fastest type of memory has
a type like "GDDR3" or "GDDR5". A higher number suffix indicates
faster memory. Visual Pinball and other gaming software benefits from
larger memory sizes with faster memory.
Display size and refresh rate: Any modern video card should be
able to drive a 1080p main monitor and a couple of additional smaller
monitors. (1080p or even 720p is perfectly adequate for a backglass
TV.) A higher-end card might be needed if you're using a 4K main
monitor.
Outputs/connectors: Be sure you have enough outputs for all of
the monitors you plan to connect, taking into account the playfield
TV, the backbox TV, and the score display (DMD) TV, if you're using
that.
Most higher-end graphics cards offer several output ports with
different types of connectors. You can almost always use all of the
outputs simultaneously to drive multiple monitors. This lets you
use a single graphics card to drive all of the TVs in your system.
I'd recommend finding a card with at least two of the following
connectors, in any combination: HDMI, DVI-D, Display Port (DP). All
of these types can be connected (using passive adapters) to HDMI
inputs, which is what you'll need on almost any modern TV. As long as
you have two ports of these types, you should have no problem
connecting two TVs to the card.
If you're planning to also use a third display for the DMD area,
you'll need a third output for that. A VGA or DVI-D connector will
usually work for this third output, since DMD monitors are usually
implemented with laptop displays or small desktop monitors. Most
video cards have a VGA output in addition to one or more of the more
modern connectors listed above, so this is fairly easy to find.
If you're going to use a real pinball DMD instead of a small video
display, you won't need to connect that the graphics card.
Real DMDs aren't video devices, so they don't connect to your graphics
card; they connect instead to a special external controller via USB.
You should check the specs to confirm that the card you're considering
can handle the two or three simultaneous outputs you plan to use.
Nearly all modern graphics cards allow this, but it's worth checking
to be sure.
Port compatibility: You don't necessarily need an exact match
between the output port types on your video card and the input ports
on your TVs and monitors. Many of the port types are electrically
compatible with each other, meaning you can connect them with a
simple cable that has the right plug on each end.
The following combinations of port types are compatible.
The only requirement is a cable with the corresponding connector
type at each end. These are relatively inexpensive and can be
easily found online.
TV IN | Video Card OUT | Compatible? |
HDMI | HDMI | Yes |
DVI-D | Yes |
DisplayPort | Yes |
DVI-D | HDMI | Yes |
DVI-D | Yes |
DisplayPort | Yes |
DisplayPort | DisplayPort | Yes |
VGA | VGA | Yes |
DVI-I | Yes |
Two cards for two monitors: Not advised. It
seems like
two cards would be better than one - more hardware is always faster,
right? But in practice, two cards are actually
slower than one.
Everyone on the forums who's tried this has had the same results: you
get lower frame rates, more stutter, and more lag with multiple video
cards.
The technical reasons for this are unclear (my wild guess is that it's
due to increased PCIe bus contention). Without understanding the
cause, I can't rule out the possibility that some systems exist
where two cards would go faster than one. But if there are, they seem
to be the exception; many people have tried it and had poor results.
By far the best way that anyone has found to improve performance of the
pinball simulators is to use a faster video card.
Memory (RAM)
I'd recommend at least 8GB of motherboard RAM. This is enough memory
for Windows plus the pinball simulator to run comfortably without
"swapping" to disk. More RAM is generally better - particularly for
future-proofing, considering that Windows and other software tends to
need more memory on every update. If you have the budget, you can
install as much memory as your motherboard can accept.
The type of RAM chip you use must match the requirements for your
motherboard. You can find the RAM type requirements in your
motherboard's spec sheet, but it's usually easier to find the right
chips by typing your motherboard's model number into a Web store's RAM
search. Most online stores that sell RAM let you search for
compatible chips by motherboard, narrowing the results to show only
compatible products once you enter the motherboard information.
You'll probably be able to find many compatible RAM chips for your
motherboard. These will be listed with a speed class like "DDR3-2000"
or "DDR4-2133". "DDR3" and "DDR4" are essentially versions of the
electrical interfaces, so your motherboard will probably accept
exactly one of these types. The suffixes like "-2000" are clock
speeds, so higher numbers are faster in terms of the bus clock. These
numbers don't translate directly or linearly to overall system
throughput, since there are many other factors besides the raw clock
speed that affect the actual performance, but using higher-speed RAM
will generally increase overall system speed. I'd recommend buying
the fastest speed class that your motherboard supports, since the
price differences between RAM types aren't usually dramatic, but you
can let your budget decide, since the performance differences probably
won't be dramatic either.
Note that you might see the "DDR" speed class combined with another
class with a "PC" prefix, such as "PC3-16000". These are just
different ways of stating the same information. Don't compare "DDR"
speeds with "PC" speeds, since they're different systems - only
compare "DDR" speeds with other "DDR" speeds, and "PC" speeds with
other "PC" speeds.
In addition to the "DDR" speed class, you might see a series of other
specs, such as "Timing 15-17-17-35" or "CAS Latency 15". These
numbers are further details about the memory speed. Hardcore gamers
try to optimize these, but I don't recommend worrying about them,
because they represent very slight differences in speed that might not
even be noticeable in actual use. The "DDR" speed class and the total
amount of RAM are much more important.
Hard Disk
The best type of hard disk for a virtual pin cab PC is an SSD, which
isn't actually a "disk" at all, but serves the same storage function
using flash memory instead of magnetic media. SSDs are much faster
than conventional hard disks, especially for booting Windows and
loading software. Booting Windows from an SSD typically takes ten or
twenty seconds, compared with a minute or more with a conventional
hard disk.
SSDs also smaller than convention disks, and they're essentially
immune to damage from vibration or shock. The shock resistance is
good for a pin cab since you'll want to be able to nudge the machine
without worrying about damaging the disk.
The main drawback of SSDs is that they're more expensive than
conventional hard disk per gigabyte. Fortunately, a pin cab doesn't
need a very large disk, so most pin cab builders will find that a
suitably sized SSD is well within a reasonable budget for the PC
components.
How much storage do you need? Let's look at what you'll typically
need to install on a pin cab PC:
- Windows operating system: about 20GB
- Visual Pinball: about 20MB
- Future Pinball: about 100MB
- VP and FP tables: varies, hundreds of MB
- PinballX (menu system): about 40MB
- PinballX media (table images, videos, etc): varies, hundreds of MB
- Web browser: 1GB
- Other software and utilities: varies, hundreds of MB
We obviously can't come up with an exact number here because the total
will depend on how many tables you install. But we can still come up
with a pretty good upper bound, since there are only so many tables
out there (perhaps 1000 in circulation), and they're not all that big
individually (perhaps 1MB to 20MB apiece). Even if you install all of
the tables you can find, and even if you never delete the less
interesting ones, you're probably talking about less than 20GB of
total disk space required for them.
Adding all of this up, we come up with about 45GB. Realistically,
you'll want to increase that figure to account for the inherent
overhead in the way Windows uses disk space, and to leave some room
for temporary files, downloads, etc. So I'd recommend an absolute
minimum disk size of about 65GB, and preferably at least 120GB. But
given current prices, I'd step up to about 250GB - that size is available
for about $100 US as of this writing, which makes it the best value in
terms of price per gigabyte. 250GB is plenty of space for all current
pin cab needs and leaves lots of space for future expansion. Depending
on when you read this, the best value size might be even larger, so
shop around to see what's available.
Power supply
Virtually all motherboards and disk drives are compatible with the
standard "ATX" type of power supply. The only exceptions are
motherboards designed for very small form factor machines, so as long
as you're using a standard full-sized motherboard, you should be able
to use any ATX power supply from any manufacturer.
ATX power supplies are so standardized that you don't have to worry
about the types of plugs it has or the types of voltages it produces.
These are all uniform across all ATX power supplies. The only thing
that varies is the total power capacity, expressed as a number of
Watts. You'll have to pick a power supply that produces at least
the wattage required by your motherboard and other components.
You can determine your wattage requirement by adding up the power
figures in the specs for your motherboard and video card. Those are
the two components that draw the most power in your system. Be sure
to pay attention to the video card, because it might require even more
power than your motherboard does.
For example, if your motherboard spec sheet says that it requires
200W, and your video card requires 300W, you'll need a power supply
that provides at least 500W. I'd add about 100W to the total you come
up with from the motherboard and video specs, to account for the
little bit of extra power that will be drawn by the disk and USB
devices, so in this example I'd look for a power supply rated for at
least 600W. The number you come up with here is just a minimum: you
can buy any power supply rated at this number or higher.
Sound cards
Most modern motherboards have integrated audio. For a basic setup,
this is all you'll need.
If you want, you can add a separate sound card that plugs into an
expansion slot on your motherboard. This will let you set up a
second, independent set of speakers on the added card, in addition to
the main set of speakers attached to the motherboard audio outputs.
Why would you want two sets of outputs? Visual Pinball has a special
feature that lets you take advantage of two audio systems to separate
the "music" tracks from the playfield sound effects. Many pin cab
builders set things up so that the music plays from the backbox
speakers, the same arrangement as in the real machines from the 1990s,
and the playfield sound effects play through a separate set of
speakers located inside the cabinet under the TV. The playfield
effects include the sound of the ball rolling and bumping into things,
so it improves the simulation to have these sounds come from the
direction of the playfield.
If you do want to install a separate sound card for the playfield
effects, you don't need anything fancy. Any inexpensive sound card
will do. Just make sure that it uses the same type of expansion slot
that you have on your motherboard. For most modern motherboards,
these will be standard PCI slots.
Case or caseless
Most pin cab builders house the whole PC inside the cabinet. This
makes everything self-contained and adds to the illusion of a real
machine. That's not a requirement, though: some cab builders simply
put a regular PC on the floor next to the cabinet. This works, but
it's not as nicely integrated, and you'll have to run several cables
(video and USB) between the external PC and the cab. It's fairly
obvious how to set that up, so we'll ignore that option and focus on
how to set up a PC inside the cabinet.
There are two main options for mounting the PC components inside
the cabinet. The first is to build the PC using a conventional
tower case, and then put the case inside the cabinet. The second
is to skip the case and mount all of the PC components directly
inside the cabinet, attaching them to the floor of the cabinet
or one of the inside walls. The cabinet itself serves as the
case. Each approach has some tradeoffs.
The main advantage of using a conventional PC case is that it
provides structural support to hold the video card and other add-in
cards in place, and provides places to mount the disks. A case also
provides physical protection from falling objects, and provides
shielding for the radio frequency energy that a PC produces.
The big downside of using a case is that it takes up a lot of space.
A typical mid-tower case is about 14x16x7 inches. A standard pin cab
is 20.5" wide on the inside, and you'll have about 9 or 10 inches of
vertical clearance between the floor and the playfield TV. That
leaves enough room for a tower case lying on its side, but just
barely.
Note that there's such a thing as a "small form factor" case. These
take up less space, as the name suggests, but they're not really a
good option for pin cabs. The big problem is that they don't
accommodate full-size PCIe video cards. The video card is so critical
to performance that you won't want to be limited to the few available
small form factor options.
If you skip the case, it's straightforward to mount the motherboard,
disk, and power supply to the floor of the cabinet. The only real
complication is that the video card and other add-in cards will need
some kind of structural support to keep them from working loose from
the motherboard slots. One option is a partial case, known as an "I/O
panel" or "I/O tray". You can search for these on the Web by looking
for terms like "ATX I/O panel" or "mATX motherboard tray" (use "ATX"
or "mATAX" according to your motherboard's "form factor" spec).
Another option is to fashion your own ad hoc support from wood or
sheet metal. We'll look at specifics in
Chapter 27, Installing the PC.
Fans
PC components and TVs generate heat when running, so you'll want to
make sure the cabinet interior is well ventilated. Most cab builders
do this by installing a couple of PC case fans in specially cut
openings in the floor or back wall of the cabinet. See
Chapter 28, Cooling Fans for more.
Network
You'll definitely want network connectivity in your cab PC, so that
you can download software and pinball tables from the Internet.
Nearly all motherboards have built-in Ethernet ports for wired
connections. If you'll have access to a wired router port in your pin
cab's ultimate location, the built-in Ethernet port is all you'll
need. If not, you'll want to consider another option, such as WiFi or
powerline networking.
If you're already using WiFi for your other devices, you can get your
pin cab on the network by adding a WiFi card. Some motherboards have
built-in WiFi, so you might not even need to add anything; check your
motherboard specs.
If you do add WiFi to your pin cab PC, I'd recommend doing so with a
PCI add-in card that has an external antenna with at least a few feet
of wire, to allow locating the antenna away from the motherboard. The
reason is that the wood walls of a pin cab can substantially block the
WiFi radio signal, so you'll get a much better signal if you can move
the antenna outside of the cabinet. A built-in antenna or an antenna
that's attached directly to the PCI card might not get a strong enough
signal.
Another option is a "powerline" network. These send signals over your
house's AC electrical wiring rather than by radio, so they're not
susceptible to the interference and blockage problems that make WiFi
problematic in some setups. They also don't require any extra wiring,
since they use the existing power wiring in your house. To make this
work, you'll need one powerline adapter connected to the pin cab PC
via the motherboard's Ethernet port, and a second powerline adapter
connected to a port on your Ethernet router. Netgear, Linksys, and
others make starter kits that come with the necessary equipment to set
this up.
I always prefer a wired Ethernet connection when possible, since it's
extremely reliable and almost effortless to set up. Powerline is my
second choice when a wired Ethernet connection isn't possible, since
it tends to be more reliable than WiFi and easier to set up. WiFi
is great for mobile devices, but a pin cab has to be plugged into
the power outlet anyway, so I think powerline is the way to go if
you can't arrange a regular wired Ethernet connection.
Port connections
Assuming you're placing your PC inside the cabinet, you'll need a way
to connect the keyboard, mouse, and (if you're using one) the Ethernet
cable.
One easy way to deal with the keyboard and mouse is to buy wireless
devices. Modern wireless keyboards and mice come with USB
transceivers; just plug the transceivers into USB ports on the
motherboard and you're set. Similarly, using WiFi or powerline
Ethernet (see the
Network section
above) eliminates the need for external network cabling. Making
everything wireless is the most convenient approach, but it's more
expensive, and I've never been fully satisfied with the performance
of any wireless keyboard or mouse I've used.
If you're using wired devices, a simple solution is to drill a hole in
the cabinet big enough for the cables (preferably somewhere
inconspicuous, like the floor or back wall), pull the cables through
the opening, and plug them into the appropriate motherboard ports.
The downsides of this approach are that it uses up a couple of feet of
cable inside the cab (which might put your keyboard and mouse on too
short a leash), and that it's inconvenient to disconnect and reconnect
the devices (you have to open up the machine to get to the plugs).
If you want something a little more elegant and flexible, you can
install the appropriate port connectors on the exterior of your
cabinet and wire them to the motherboard internally. You can set this
up pretty easily with parts made for installing data jacks in wall
plates that resemble regular electrical outlet plates. These are
commonly used for home theater and office installations. Here
are the parts I'd recommend:
- 1 Keystone wall plate insert with 2 openings, for the keyboard and
mouse
- 1 Keystone wall plate insert with 1 opening, for the Ethernet port
- 2 Keystone snap-in USB 3.0 female-to-female couplers
- 1 Keystone PS2 (6-pin mini DIN) female-to-female coupler
(optional, if you're using an older keyboard with a PS2 connector
instead of USB)
- 1 Keystone snap-in RJ45 Cat6 female-to-female coupler
- 4-foot standard male-to-male cables for each of the above
connections
Optical disks
Most pin can builders don't include any optical disks (CD-ROM or
DVD-ROM) in their systems. And it almost goes without saying that
floppy disks and other removable media are obsolete and can be
skipped.
Apart from the operating system, you should be able to load all
necessary software by network download. The operating system itself
can be installed from a USB thumb drive. Newer versions of Windows
can be purchased on a pre-loaded thumb drive, and you can also use
your existing desktop PC to create an installable thumb drive image
from Windows DVD-ROM install media.
11. Power Switching
When you push the ON button your virtual cab, you want everything
to turn on automatically: all the TVs, the audio system, the feedback
devices, etc. Likewise, when you're done playing, you don't want to
run around shutting everything off separately; you just want to press
the OFF button and have the whole thing shut down.
There are some challenges to achieving this kind of power integration,
but they can all be overcome with a little planning and setup work.
This chapter covers what you need to know to achieve single-button
on/off control.
Soft power control through the computer
The key to whole-system power control is to let the computer control
the power. Modern PCs are designed for "soft power" control, which
means that the operating system software controls the power to the
motherboard. This is how Windows shuts off power when you select
"Shut Down" from the Start menu.
Using the soft power control on the PC motherboard itself is easy.
You just need to wire a pushbutton to the power control pins on
your motherboard. These pins are usually part of the "Front Panel"
or "F_PANEL" header. If you were going to install the motherboard
in a regular desktop case, the case would have a 10-pin connector
that you'd plug into this header on the motherboard.
The exact location of the front panel header varies by motherboard,
but it's usually easy to find. Look for a 10-pin connector near one
of the edges of the motherboard. It's usually labeled F_PANEL or
FRONT PANEL.
Intel defined a standard arrangement for this header a long time ago,
so almost all motherboards use the same setup. You should check your
motherboard's documentation to be sure, but the power switch pins are
almost always the red pins in the diagram above - pins number
6 and 8 in the standard numbering.
To power up the PC via the soft power control, all you have to do is
connect those two red pins together for a moment. To turn the power
off through Windows, just momentarily connect them again.
To connect a pushbutton to the soft power controls, you simply connect
one terminal of the pushbutton to one of the red pins, and the other
terminal to the other red pin. It doesn't matter which order they're
connected in.
The standard place on a virtual cab to mount the power button is
on the bottom of the cabinet, at the lower right corner. See
the "Floor" section in
Chapter 21, Cabinet Body for
the standard location in the WPC cabinet plans.
Type of connector use with F_PANEL
The standard F_PANEL connector uses two rows of pins with 0.1" pin
spacing. This is a standard type of connector. To learn more about
how to build a plug to connect here, see "0.1" pin headers" in
Chapter 80, Connectors. I'd recommend building a connector using a
0.1" crimp pin housing, as described in that section.
Controlling everything else through the PC
If you have a desktop PC, you've probably noticed that your monitor
shuts itself off whenever you power down the computer, and turns
itself back on when you boot up the computer. You don't have to worry
about switching your monitor on and off separately; it just follows
the PC's lead.
That's the template for how the cab should work. We want the TVs and
everything else in the cab to follow the PC's lead when turning on or
off.
Unfortunately, we can't count on the other devices in a pin cab to
switch themselves on and off with the PC the way a computer monitor
does. Computer monitors only do this because they're specifically
designed for it. They work by way of the video signal. When there's
no incoming video signal, a monitor assumes that the computer is
turned off, so it goes into standby mode. Regular TVs usually don't
have this feature, nor do audio amplifiers or the miscellaneous power
supplies we use in a pin cab for feedback devices. So we have to give
them some help, by adding our own power control machinery that we
design to mirror the PC's power state.
There are two main options for implementing this, but they both work
the same way: they control power to the AC outlets for the TVs
and other devices, according to whether the PC is on or off.
The basic idea is that we install a power strip inside our pin cab,
with a set of outlets for plugging in the AC power cords for the
various devices. But we have two kinds of outlets in the power strip:
one special outlet for the PC, and a bunch of outlets for everything
else. The special outlet for the PC is always powered - that is, you
effectively leave the PC plugged into the wall outlet all the time.
The other outlets are switched, meaning that they only receive
power when the switch is on. When the switch is off, they don't
receive any power at all, so it's exactly like completely unplugging
whatever's plugged into them. We use those switched outlets for the
TVs, audio system, and all feedback devices.
Conceptual outline of how the PC can control
power to other devices. The PC is plugged into an
outlet that always receives AC power, allowing it to be
switched on and off through the PC's "soft power" button. The
TVs, audio system, and feedback devices are plugged into a
second set of outlets that are controlled by an automatic
switching control. The automatic control cuts AC power to the
secondary outlets whenever the PC is off, forcing all of the
other devices to turn off.
The final piece of the puzzle is how the outlet switch is controlled.
It's not a "switch" in the sense of a wall switch that you operate
manually. Rather, it's an electronically controlled switch,
controlled by the PC's power state. When the PC is on, the switch
turns on automatically. When the PC is off, the switch turns off
automatically.
Since everything except the PC is plugged into switched outlets, all
of those devices have no choice but to follow the PC's lead. When the
PC is off, the switch cuts their power off at the source, so they have
to turn off immediately whether they want to or not. They don't need
any in-built circuitry to know whether the PC is on or off; we
override all of that and control their power at the source.
Let's look at the two main ways we can implement this "switched
outlet" setup.
Option 1: Smart power strip
You can buy pre-packaged "smart power strips" from Amazon or Best Buy
that implement the sort of behavior we've been describing. This is
supposed to be the easy way to implement a switched outlet, since it's
plug-and-play. Just plug your computer into the designated outlet and
the strip does its magic.
The reason I hedged by saying it's supposed to be the easy way
is that it doesn't always turn out to be that easy. Some people run
into snags with it, which we'll come to in a moment.
If you want to buy a smart power strip, try searching online stores
for "smart power strip" and "green power strip". ("Green" because
they save energy by cutting power to idle devices.) The specific
product I used in my cab is an APC P7GB, which works well for me.
A retail smart power strip will have a specially designated "master"
outlet or "computer" outlet, which is where you plug in the PC. The
smart switching feature works by monitoring this special outlet to see
if any power is flowing through it. When the sensor detects power
flowing through the master outlet, the strip figures that the PC is
on, so it turns on power to the other outlets. When the master outlet
isn't drawing any power, the strip assumes that the PC is off, so it
cuts power to the other outlets.
The good thing about this design is that doesn't require any special
cooperation with the PC. It doesn't need any special connections to
the PC or any special software. It works purely by monitoring the
PC's power usage through its main power plug.
The weakness of the design is that nearly all PCs draw a little bit of
power even when they're off, so the sensor in the smart strip that
detects power usage in the master outlet has to be calibrated to allow
for that. The smart strip can't just wait for the power level to drop
to absolute zero, because that never actually happens. To make
matters worse, there's no "standard" idle power level; every PC is a
little different, and it can even depend upon what's connected to the
computer, since some USB devices draw power through the PC even when
the PC is off. The maker of a smart strip doesn't know what kind of
PC you're going to use with it, so they can't tailor the threshold level
to your particular model. They just pick a level based on averages
across many models. This usually works, but not always. Some
PCs are so energy-efficient that they always stay below the threshold
levels, so a smart strip might never detect that those PCs are on.
Other PCs draw enough power when turned off that they remain above the
threshold levels at all times, so a strip might never detect that
those PCs are off.
Every strip has its own power threshold level, and every PC has its
own power characteristics, so it's not easy to predict if a given
strip will work with a given PC. The only way I know to find out is
to test the specific pairing. So if you're going to test a smart
strip, buy it from a store with a good return policy, in case it
doesn't work with your computer.
Another disadvantage of the packaged smart strips is that they usually
have a mix of switched and non-switched outlets, which means that they
don't have very many switched outlets. For example, my APC P7GB only
has three switched outlets out of 7 total, which isn't enough for all
of the things I need to plug into switched outlets. That's easily
solved by plugging a regular dumb power strip into one of the switched
outlets to create more switched outlets, but that takes up extra space
in the cab, so it would be tidier if the smart strip had more switched
outlets built-in.
Option 2: DIY switched outlets
Note: there's a retail product called the IoT Power Relay that's
almost exactly like the DIY solution we're about to describe, but it
comes pre-built, saving you the work of finding the component parts
and assembling them. You might also prefer it for safety reasons, if you're
uncomfortable working with high-voltage wiring. See
Option 3 below for more details.
A second way to implement automatic power switching is to build it
yourself. This is more complex than buying a retail smart power
strip, but it's more reliable and more flexible. It eliminates the
problem that some smart strips have with properly sensing the on/off
status of the computer. If you have any problems getting a smart
strip to work with your computer, you can use this approach instead.
This approach also makes it easier to add more switched outlets; the
smart strips usually only have three or four switched outlets, which
might not be enough for a decked-out pin cab. (With a smart strip,
you can always plug a dumb power strip into one of the switched
outlets add more switched outlets, but that takes up more space in the
cabinet. If you build your own DIY switcher, you can start with
a dumb strip that already has enough outlets for your needs.)
You'll need three things to build your own switched outlets:
- A small power strip (the ordinary "dumb" kind) with 2 or 3 outlets, to provide
the unswitched outlets for the PC and the switched power strip
- A second ordinary power strip, with 6 or so outlets, to provide
the switched outlets
- A 12VDC relay that can switch large power loads of at least
120VAC and 20A
For both power strips, I recommend buying strips equipped with
surge suppressors. The primary strip will be running your
PC, and the secondary strips will be running your TVs, so both
would benefit from surge suppression.
Relays that switch large loads are also known as contactors.
You can find suitable devices on eBay, built into little circuit
boards that simplify the wiring. Here's a picture of what to look
for:
Search on eBay for "12V contactor board". You should be able to find
listings that look similar to the picture above. (You don't need to
find an exact match - the picture is just to give you an idea of what
they look like.) The most common type currently listed has output
limits of 250VAC and 30A, which is safely above our minimums.
Make sure the control signal is listed as exactly 12VDC.
Be sure that your relay or contactor has a diode installed
across the coil. This is important because it protects the
12V power supply and your PC electronics from the voltage
spikes caused by the relay's magnetic coil.
If you use an eBay contactor board, it'll
probably have such a diode pre-installed, but you should
visually inspect the board to make sure. If you're using
a plain relay or contactor you bought as a separate component,
you'll have to install a diode yourself. See
Chapter 53, Coil Diodes
for wiring instructions.
>
Here's the basic wiring diagram:
The theory of operation is simple. When the PC is ON, the PC power
supply sends power to the disk connectors. This provides 12V to
the relay, which turns the relay on, which in turn connects AC
power to the switched power strip. When the PC is in one of the "soft
off" modes, the PC power supply turns off power to the disk
connectors, which cuts the 12V power to the relay. This switches
the relay off, which cuts AC power to the switched power strip.
This is equivalent to unplugging everything connected to the switched
power strip, so all of the TVs and other devices will turn off.
Most of the connections shown are just a matter of plugging in power
cords: plug the PC power supply into the unswitched outlet, plug the
TVs and other devices into the switched outlet. But there are three
DIY steps required:
Step one: Find an unused disk connector on your PC
power supply. Connect the control wires from the relay
board to the disk connector wires as follows:
- Red relay wire → Yellow power supply wire
- Black relay wire → Black power supply wire
Step two: Make absolutely sure everything is unplugged
for this step, because we have to cut into the AC power wiring.
On this step, we're going to cut the power cord in half for your
second power strip: the one with 6+ outlets that's going to
become the switched power strip. You don't have to cut it
exactly in half, though; you should cut it where it will be
most convenient for your physical layout. To figure out where that
is, you should take a moment to do a rough fit in your cabinet to
determine where you're going to situate the two power strips and the
relay. Look at the diagram above and observe how the power cord from
the second strip is going to be split into two parts, with the relay
in the middle. Find a good point to cut the power cord so that you'll
have a little slack on both sides of the cut when all of this is
assembled.
Inside the power cord, you're going to find three internal wires.
They should be color coded black, white, and green. The black wire
is the one that we're going to connect to the relay. This is the
"hot" or "line" wire that carries the voltage, so it's the one we
want to interrupt to switch the outlets off.
The white and green wires are going to simply connect directly across
both halves of the split power cord. In the diagram, we showed them
connected by wire nuts, because we're assuming that you're going to
have to cut the cord in half all the way through, severing all three
wires inside. If you're really careful, you might be able to save
that step by cutting only the black wire in half and leaving the white
and green wires intact. If you can manage that, there's no need for
the wire nuts. If you do end up having to cut the cord fully in half,
though, reconnect the white and green wires by stripping a bit of
insulation off the ends (about 1/2" worth), feeding the ends into a
wire nut, and twisting them together until their securely in place.
Make sure there's no exposed bare wire sticking out of the nut when
you're done. As shown in the diagram, connect green to green and
white to white - all we're doing here is undoing the cut and restoring
the green and white wires to their original condition. You might want
to wrap the nuts and some of the surrounding wire in electrician's
tape when you're done to secure everything in place.
The black wires connect to the input and output terminals on the
relay. It doesn't matter which black wire goes to the input and which
goes to the output; either way is equivalent. The relay terminals
might be labeled input and output or K0 and
K1. Many of these boards have four terminals; when they do,
each pair of terminals is simply connected together. For example,
there might be two terminals labeled K0; these are wired together
inside the board, so you can just pick one of the two to connect one
black wire.
Step three: Secure everything in place and cover the
high-voltage wiring for safety.
Once everything is wired, permanently fasten the relay board to the
cabinet floor (or wall) with screws. I'd also recommend using
standoffs, to leave a little open air under the board. Secure the
power strips in place. I'd also secure the cut power cord portions,
perhaps with wiring staples, to ensure that the wire nut joints aren't
jostled or stressed and that the black wires can't be accidentally
pulled out of the relay terminals.
Finally, you'll have to improvise a cover for the entire relay
assembly, so that there's absolutely no exposed metal or wire. The
black wires will carry AC line voltage, which is hazardous high
voltage. You don't want to allow anything loose in the cabinet to
come into contact with the AC wiring, and you don't want any risk of
touching it yourself while working in the cabinet. Remember that
the AC line voltage will be live on these wires whenever the
cabinet is plugged in, even when the computer is turned off. I'd
recommend going to Home Depot and getting a plastic electrical
junction box, of the type used inside the wall in your house wiring
for switches and outlets. Get a box big enough that the relay board
will entirely fit into it. Place it over the relay board and screw it
into the cabinet so that the relay is permanently covered.
Option 3: IoT Power Relay
There's a retail product, called the IoT Power Relay, that implements
the functionality described in the
DIY
option above, but without the need for you to buy individual
components and assemble them. You can buy these from Amazon and other
online retailers; search for
IoT Power Relay. As of this
writing (February 2021) they sell for about $27.
The IoT Power Relay is set up to trigger based on just about any AC or
DC voltage, so you can set it up exactly as described above for the
DIY option, using the 12V wires (yellow and black) from one of your
primary PC power supply's unused disk connectors as the trigger
source. Note that the IoT Relay's trigger input is polarized, so you
have to connect yellow and black in the correct order. Be sure that
the yellow wire from the disk plug connects to the "+" terminal of the
IoT Relay trigger input, and the black wire from the disk plug
connects to the "-" terminal of the relay trigger input.
Once you have that wired up, just get an ordinary "dumb" power strip,
and plug it into one of the IoT Relay's "Normally Off" outlets. The
Relay may have outlets marked "Normally Off", "Normally On", and/or
"Unswitched", depending on which revision you get. For our purposes,
you can ignore everything except the "Normally Off" outlets. Those
are the ones that switch ON when the trigger voltage from the main
power supply switches on. Note that you don't even need an extra dumb
power strip if you only need two switched outlets, since all
versions of the IoT Relay have at least two switched outlets built in.
For most cabs, though, that's probably not enough - you'll probably
have four or five things that you want to plug into the switched power
strip (secondary ATX power supply, 24V power supply, DMD or DMD video
panel, backglass TV, audio amplifier). The extra power strip is
just there to provide those additional outlets.
The TV Power Memory Problem
Now we come to the eternal bane of pin cab builders everywhere:
power memory, or more typically, power forgetfulness.
If you've been following along for the first part of this chapter,
your cabinet is now set up (or you at least have a plan) so that
everything in it will turn on and off automatically with the computer.
This happens thanks to our "smart strip", which controls AC power to
every outlet (apart from the computer's own outlet) according to
computer's power status.
The "power memory problem" in a nutshell is that many TVs won't
turn on with this setup. Instead, they'll go into "standby" mode,
where they'll stay dark while awaiting an IR remote control command.
A TV in standby mode won't show a picture even if it's receiving an
active video signal. This is bad for our "smart strip" system,
because the smart strip makes the TV think it's being plugged
in anew each time the PC is powered up. If the TV is designed to go
into standby mode each time it's plugged in, the TV will effectively
remain off, defeating our wonderful one-button power control.
How to tell if your TV has the problem
The only reliable way to determine if a particular TV has the power
memory problem is to test it. If you're still shopping and want to
test a TV before you buy it, you really have to find the exact model
you're considering in a showroom or friend's house and test that
specific TV. Don't count on similar models from the same manufacturer
working the same way; it's not consistent across product lines.
The thing that really makes it hard to shop for this feature is that
it's almost impossible to find good information about this online.
You won't find it listed in a spec sheet or Amazon product page, and
most people won't even know what you're talking about it if you ask.
Your best bet is to ask on the virtual pin cab forums, because at
least some people there will understand the question; even so, there
are so many TV models that it's always hard to find someone who owns
the exact one you're considering.
If you do have a way to test a model in person (or by proxy), you can
get a definitive answer using the following text procedure. Ideally,
you should try this using the same video input on the TV that you're
going to use when it's installed in your cabinet. For example, if
you're going to connect it to your PC by HDMI, run the test with the
TV set to view an HDMI video source. The reason this is important is
that some TVs have different behavior on this test with different
sources.
Here's the test:
- Plug in the TV
- Turn it on
- Let it run for a couple of minutes
- Unplug the TV without turning it off first
- Wait a few minutes
- Plug it back in
On that last step, if it turns back on and returns to showing the same
video source as before, hooray! The TV has good power state memory.
It should just work automatically with a smart strip in a pin cab, so
you shouldn't need to pursue any of the solutions below.
If the TV goes into standby mode after being plugged back in, it has
the problem. You'll need one of the solutions below if you want to
use it in your cab and you want single-button power control to work
properly.
Solutions to the TV power-on problem
Fortunately, the power memory problem can be solved. Here are several
possible solutions, in order of DIY-ness.
Solution 1: Buy a TV that doesn't have the problem
The easiest solution to this problem is to not have it in the first
place. You can simply decide when buying a TV that power memory is a
must-have feature, and reject any models that lack it.
My guess is that about 50% of the people in the pin cab forums would
agree with that approach, because they really don't want to mess with
any of the workarounds. Personally, I don't like this
approach, because power memory is hardly the most important thing to
me about choosing a TV. I think it's much more important to consider
picture quality, motion blur, input latency, physical fit for the
cabinet, price, and probably a few other features, before worrying
about whether it has power memory. You might rule out some otherwise
superior candidates if you consider this a deal-breaker. I'd only
consider power memory a "nice-to-have" feature, meaning I'd only use
it to decide between sets that are otherwise equals. The power memory
problem is solvable by the other means we'll see below, so it's really
not the end of the world if your TV needs a little help powering on.
Solution 2: Keep the remote handy
Of the 50% of cab builders who don't think power memory is the
king of all TV features, I'd guess that about 50% of them throw in the
towel on single-button power-up if their TVs don't have it. Because
there's always the easy manual solution: keep the remote handy and
press the On button every time you power up the cabinet.
This really isn't a terrible solution. I'm too much of a
perfectionist to accept it for my own cab. It's not the inconvenience
of it that's the problem for me; it's just that it makes the project
feel a little unfinished. But in practical terms, it costs no
significant amount of time and is only a minor inconvenience. If you
can live with the rough edge, and the solutions below seem like more
trouble than they're worth, you can stop here and call it done.
Solution 3: Tape down the On button
For some TVs, you can get away with a simple hack. It's
inelegant (which is, after all, the proper definition of "hack"), and
it doesn't work at all on most TVs. But it's worth trying, because if
it does happen to work on your TV, it's a really simple solution
that you can implement in a matter of minutes.
Here's the idea. On some TVs, if you keep the on/off button pressed
down all the time, the TV will turn on and stay on whenever you
plug it in. If your TV works this way, you can improvise some simple
mechanical way of keeping the button pressed down permanently.
Before you start thinking about how to stick the button down, test
your TV to see if the trick works for it:
- Unplug the TV.
- Manually hold down the On/Off button.
- Keep holding down the button while you plug in the TV.
- Keep holding it down continuously for a couple of minutes.
Don't let go even briefly on that last step. The point is to test to
see if holding the power button down for 10 seconds or 30 seconds or
60 seconds activates some special hidden action, like powering the TV
back off, or rebooting it, or bringing up a service menu. "Long
press" gestures often do something special like that on modern
electronics, since everything these days needs to have a way to reboot
it in case of software crashes. 30 seconds is almost always enough
for a "long press" to take effect, but I'd give it a couple of minutes
just to be sure.
If the TV turned on and stayed on, and you didn't activate some
special hidden action by holding down the button for a long time, the
hack will work.
To implement the hack, you just need to fashion something mechanical
to hold down the button permanently. For some models, it's as easy as
wrapping some duct tape around the bezel to apply pressure to the
button. If that doesn't work for your TV's geometry, try taping a
small object (a few pennies, perhaps) between the button and the tape,
or try fashioning the right shape out of a paper clip or a little
strip of sheet metal. If you have a 3D printer, maybe you can come up
with the right shape for a custom plastic clip.
The big limitation of this hack is that it only works for certain TVs.
Many TVs will respond by cycling repeatedly between On and Off or
activating some special action. That's why you should try the test
before worrying about how to implement the hack.
Solution 4: Pinscape TV ON system
If you're using the Pinscape expansion boards, there's a feature built
in to help deal with TVs that won't turn on automatically when plugged
in. The Pinscape boards have a power sensor that tracks the power
supply status, and two mechanisms for sending an ON command to the TV:
a relay that can be hard-wired to the TV's On/Off button, and an IR
emitter that can be programmed to send the TV's IR remote control
command code to turn on. These features can be configured in the
Pinscape software to send the TV ON signal (by relay and/or remote)
after an adjustable delay interval after the rest of the system powers
up, to give the TV a chance to "boot up" and make itself ready to
receive commands.
Solution 5: eBay timer board
You can build your own equivalent of the Pinscape TV ON feature using
a type of electronic timer circuit board available on eBay.
Note: I recommend against using this solution, because it
requires taking the TV apart; it's only included here for reference.
If possible, use the Pinscape IR transmitter solution instead.
See
Chapter 114, TV ON Switch. The IR approach is non-invasive and fairly
easy to build. You can use it even if you're not using Pinscape for
anything else.
>
This approach works by simulating a manual button press on the TV's
On/Off button, shortly after the system power is turned on. We don't
physically press the button, but rather simulate it electronically, by
soldering wires to the button's switch contacts and connecting them
briefly at the proper moment.
There are three important details required to make this work properly:
- We have to sense when the TV power switches from OFF to ON
- We have to wait a few seconds after that, to give the TV time to
initialize
- We have to simulate a momentary button press only; we
can't continuously hold down the button.
To accomplish all of this, we need a timer circuit. The circuit has
to be triggered by the power coming on. It then has to pause for a
delay time, long enough for the TV to get ready to accept command
input, then it has "press the button" for just a moment. Here's
what the timing looks like:
We're assuming that the timer is controlling a relay (an electronic
switch). The "button press" is simulated by the relay toggling on
briefly.
To implement this, we need the timer circuit itself, and then we need
to connect it electrically to the TV's On/Off button.
Buying a timer: Suitable boards are available on eBay, but
unfortunately it's rather difficult to find the needle in the haystack
for this sort of item. The ones you're looking for are no-brand
hobbyist products sold by Chinese companies, so there's not a
particular store or product name I can point you to. You'll have to
sift through the listings to find the right thing, but here's an eBay
search term you can use as a starting point: "relay cycle timer".
To find the right timer, first make sure you find something with a
relay. Most of the timer boards you'll find do use a relay, but some
use solid-state switches (such as MOSFETs) instead. A relay is
important for this application. Second, read through the descriptions
and look for a list of "modes". The mode you're looking for should be
described like this: "when the power turns on, the relay is
disconnected, then delay T1, turn on the relay, delay T2, turn off the
relay".
When you get the board, you'll have to program it according to the
instructions (if any are provided) to set the correct mode and delay
times. Set the initial delay time to about 7 seconds, and the second
delay time to about 0.25 seconds. You can test that it's configured
properly by cycling the power: each time you plug it into power, there
should be about a 7 second delay, and the relay should click ON and
immediately OFF.
Connecting to the TV: You'll have to be comfortable with taking
the TV apart at this stage, because we have to connect some wires to
the On/Off button.
There are no generic instructions for taking a TV case apart, so you're
on your own for this part. Your goal is to open the case and expose the
little circuit board containing the On/Off button.
Needless to say, use extreme caution with this step. In modern LCD
TVs, the LCD panel and polarizing filter are very thin, brittle
plastic sheets and often have no structural support other than the
outer case, so it's very easy to crack them during the removal process
or after the case is off. Removing the case will also void the
warranty, so you're assuming the entire risk of breaking something
by proceeding.
>
Once you get the case open, you should find a little circuit board
located under the area where the buttons on the case are situated.
It's usually long and narrow, and looks something like this:
The red arrows in the photo above show the soldering points for the
button leads. The little squarish silver objects are the buttons.
These are normally situated immediately under the exterior plastic
buttons on the TV's bezel; pressing on the exterior plastic button has
the effect of pushing down on this metal part, which is the real
button.
Once you find this circuit board, identify which button corresponds to
the On/Off button on the outer case. Do this by position: just find
the inner button that's situated underneath the On/Off button on the
case. You can also do this by counting buttons from right to left,
since there should be the same number of silver buttons on the circuit
board as plastic buttons on the case.
Next, identify the switch leads. There are probably four leads to
these switches, one at each corner. On the TVs I've looked at, the
leads are in pairs that are electrically connected together, so there
are really only two wires here even though it looks like four. Put
your multimeter in continuity test mode and check the leads in pairs.
Find a pair that are not connected normally, but that become
connected when you press the button. These are the leads you want
to solder to.
The next step is possibly even more delicate and tricky than opening
the case. You have to solder wires to the button leads you just
identified. To do this, use fine hookup wire, 24 AWG or thinner.
Strip a very short length of insulation from the ends, around 1/8".
Melt a little solder onto the end of the wire. Position the end of
the wire at the desired contact point. Now get out some tape (I used
thin strips of masking tape here) and secure the wire to the board a
couple of inches away from the contact point. The idea is to hold it
in place at the desired position before soldering so that the solder
can just flow over the junction with everything already positioned
properly. Once everything is in place, heat the end of the wire for a
few moments, long enough for the solder to melt and flow onto the
switch lead. Remove the soldering iron carefully and try to hold
everything very still for a few moments so that the solder can
solidify over the junction point. If all went well, the wire should
stick to the switch lead. The connection will be delicate at best, so
you'll want to secure the wire with a couple more pieces of tape to
minimize mechanical stress on it.
TV On/Off switch with wires soldered to leads
Repeat this process for the second lead. Once both are soldered and
held securely in place with tape, test your work with the multimeter.
Use continuity test again. Connect the meter leads to the free ends
of the wires you just soldered. The meter should read open/no
connection. Press the button, and the meter should read
closed/connected. If that works, you're set. Put the TV case
back together, taking care to run your newly attached wires out
a suitable opening.
Now you just need to connect the newly attached wires to the timer
board relay. Attach the wires to the relay common (COM) and
normally open (NO) terminals on the timer board. (If the relay
only has two switch terminals, those are the two to use!)
Finally, to power the relay board itself, connect its DC+ and DC-
terminals to the appropriate voltage inputs from the
secondary
ATX power supply. For example, if it requires 5V for power, connect
its DC+ input to the red +5V wire on the secondary power supply, and
connect its DC- input to the black 0V/Ground wire on the secondary
power supply. See
Chapter 45, Power Supplies for Feedback for advice on connecting
wires to the power supply.
Note that you must use a secondary ATX power supply to power
the timer board (not the main PC power supply), and the
secondary power supply must be plugged into the switched power
strip. That's key to the whole scheme, because the timer board has to
be powered up at the same time as the TV in order for the countdown to
start at the same time the TV receives power.
Solution 6: DIY timer circuit
This works much like the eBay timer board described above, except that
it saves you the trouble of tracking down the right item on eBay. The
tradeoff is that you have to assemble your own circuit board instead.
But you don't have to design the circuit: you can just build it from
my plans.
As with the eBay timer board, I recommend against using this solution,
because it requires taking the TV apart. If possible, use the Pinscape
IR transmitter solution instead. See
Chapter 114, TV ON Switch.
>
You can download the schematic, in EAGLE and PDF format, along with
and an EAGLE printed circuit board layout, here:
Beta test warning: I haven't built or tested this incarnation
of the schematic linked above, which is an EAGLE rendition of the
original hand-drawn schematic I used to build the TV ON timer in my
own cab. The circuit I built based on the hand-drawn original is
well-tested (I've used it for several years without a hitch), but I
could have made errors doing the EAGLE translation. I also haven't
done a test run of the board design, although my experience has been
that EAGLE PCB layouts work fine as long as the schematic is sound.
If you're willing to be a beta-tester for these plans, please let
me know how it goes!
Before ordering parts, check your TV's timing! If you need
different timing, you will need to order different values for parts C8
and/or R10. These parts determine the initial delay time. The
delay time can be calculated from these as:
1.1 × R × C
>
where R is in Ohms and C is in Farads. With the default values
as shown in the shematic, the delay is 1.1 × 2.2M × 2.2uF
= 5.3 seconds. Before you order parts, test your TV to determine
if it requires a longer delay time:
- Unplug it
- Wait a few minutes
- Plug it in
- Use a timer to wait for 4 seconds
- Press the On button
If the TV turns on, try the test a few more times to make sure the
timing is reliable. If so, the default 5 second delay should work.
If your TV ignores the first button press on some trials, it probably
needs a longer delay time. Try the test again with longer wait times
until you find the shortest reliable waiting period. I'd add a second
or two to the result as a cushion. Now you can reverse the timing
formula above to find new values R10 and/or C8. For example, if you
need a delay of 7 seconds, you could keep the resistance value the
same and calculate a capacitor value of 2.89uF. Round up to the next
common size, which in this case is 3.3uF, which would make the actual
wait time about 8 seconds.
Build the board: Assemble the circuit, following the schematic
or using the printed circuit board (PCB) design provided in the plans.
The circuit is complex enough that I'd recommend building it on the
PCB rather than ad hoc. You can have the PCB manufactured by
OSH Park for about $12 for three
copies of the board, or at any PCB maker of your choice. You'll have
two copies of the board left over to give to friends or use on your
next cab!
Install the TV wires: The next step is to open your TV and
solder wires to its On/Off button. The procedure is described in the
section on eBay timers above.
Connect the board: Once you have wires connected to the TV's
On/Off button, connect the other ends of the wires to one of the "K1"
relay switches, on the Normally Open side. If you're connecting
directly to the relay, connect to pins 4 and 8 or pins 9 and
13. The relay in the spec is double-pole, meaning that it can
switch two separate televisions on at the same time. That's why you
have your choice of which relay pins to connect. If you have a second
TV that needs the same treatment, you can simply connect it to the
other pair of pins. If you use the PCB design, connect the TV wires
to JP12 pins 1 and 2 (labeled "TV1" on the board silkscreen) or
pins 3 and 4 ("TV2").
Connect power to the board: Finally, connect the power inputs
to your
secondary ATX power supply. As with the eBay timer,
the scheme is predicated on the timer getting its power through a
source that's switched on at the same time as the TV, because the
power-on time is the start of the delay timer countdown. If you're
building from the schematic, connect VCC to +5V (a red wire) from the
ATX supply, and connect GND to ATX ground (a black wire). If you're
using the PCB layout, connect an ATX red wire to the JP7 +5V (marked
on the silkscreen), and connect a black wire to JP7 GND. See
Chapter 45, Power Supplies for Feedback for advice on connecting wires to an ATX
power supply.
This circuit design is designed for this single function, so there's
no need to "program" it as with the eBay timers. All you have to
do is plug it in and it should work.
Solution 7: Use a USB IR transmitter
I'm only going to provide an outline for this solution, because I
haven't tried implementing it myself. You'll have to do a little
product research to fill in the details.
You can buy a device for your PC that lets you plug an IR transmitter
into a USB port. Software on the PC can then command the IR
transmitter to send a signal. You can use one of these to send the ON
command to your TV via IR remote during the Windows boot process.
I don't have any specific product recommendations, but your best bet
might be to search for "winlirc transmitter" or "winlirc blaster".
winlirc is open-source software that lets Windows send and receive IR
commands, so a winlirc-compatible device with a transmitter should
serve the function we need here.
Once you find a suitable device, install it on your PC and arrange the
IR emitter so that it's within range of your TV's remote receiver.
Now you just need to set up a script on the PC that sends your TV's
ON command while Windows is booting. You should be able to do this
by creating a .CMD file containing the command line sequence to
send the IR command, then placing a shortcut to the .CMD file in
your Start menu's Startup folder.
12. I/O Controllers
One of the big things that elevates the virtual cabinet experience
above ordinary desktop computer pinball is the ability to use real
pinball controls: flipper buttons, coin slots, a plunger, "nudging" by
actually nudging the cabinet. An equally big enhancement is feedback
devices that create tactile effects, lighting effects, and mechanical
sound effects that aren't just coming from a speaker.
If you're new to virtual pinball, you might wonder how all of this is
possible, since normal PCs don't have any provisions for connecting
any of these unusual devices. There's no "flipper button" connector
on a Dell desktop. The secret ingredient is something called an I/O
Controller ("I/O" for "Input/Output"). These are special hardware
devices that plug in to the standard PC ports (usually USB) and
provide the special wiring needed to connect buttons, accelerometers,
plunger sensors, solenoids, lights, and so on. They provide the
physical bridge between the PC and the unique pinball hardware.
This chapter gets into the details of what these devices do, and
offers some suggestions for what to buy. The subject can seem
overwhelming at first, because there are lots of product options, and
they all have different combinations of features and functions. We'll
try to make it easier by breaking things down by function, and giving
you a comprehensive list of the products available and which functions
they offer. Towards the end of the chapter, you'll find a
product/feature matrix that shows everything at a glance.
I/O controller functions
Let's start by looking at the main categories of functions that these
devices can handle.
Button input: A device that lets you wire regular pinball
buttons to the PC is called a "key encoder". These devices are pretty
easy to set up. You just run a pair of wires to each button (flipper,
Start, etc) and connect them to the encoder. The encoder attaches to
the PC with a USB cable. When you press a connected button, the
encoder emulates either a keyboard key press or a joystick button
press. As far as the PC software is concerned, you're just typing
on the keyboard or using a joystick.
Nudge input: This type of device uses an electronic
accelerometer to sense the motion of the cabinet. Good accelerometers
are sensitive enough and accurate enough to detect when you nudge the
cabinet and to measure how hard each nudge is. The pinball software
can use this information to apply a corresponding acceleration to the
virtual ball - in proportion to the strength of the nudge, so you can
get realistic reactions for soft nudges, hard nudges, and a continuum
in between. Nudge devices usually connect to the PC via a USB cable
and emulate joysticks, so a physical nudge looks to the PC software
like a momentary deflection on a joystick handle. The strength of the
nudge is indicated by the magnitude of the deflection, which is what
allows the software to differentiate between soft nudges and hard
nudges.
Plunger input: This is a very specialized type of input device,
because it has to use some type of position sensor to track the motion
of the plunger, and then translate the readings from that sensor into
a format that the PC can understand. Plunger devices usually attach
to the PC via a USB cable and emulate joystick input. This is the
same way most nudge sensors work, so we need a way for the PC to tell
the two apart. This is usually accomplished by using different
"joystick axis" assignments for each device.
Feedback output: Output controllers let you connect
feedback devices to the PC so that the software can control them. As
with the other devices, these usually use USB connections to the PC.
Unlike the various input controllers, which all emulate ordinary PC
input devices (mainly keyboards and joysticks), output controllers all
need special software on the PC. Fortunately, the required special
software is already integrated with the main pinball player programs.
Available devices
Now let's look at the available devices. Some of the devices fall
neatly into single categories, and others can perform multiple functions.
Pinscape Controller, running on just the KL25Z (no expansion boards).
Open source software, DIY hardware; about $15 for the main microcontroller board.
Key encoder, plunger input, nudge input, feedback device control.
This is an open source project that can handle all of the I/O
controller functions with a single device. The main hardware required
is a KL25Z, which is a $15 microcontroller that comes fully assembled
and ready to use. By itself, the KL25Z can handle button input and
nudging (it has an excellent built-in accelerometer). Plunger input
and feedback device control require additional hardware that's
described later in this Build Guide. The Pinscape software does just
about everything the various single-function commercial devices do,
with some added bells and whistles of its own. It includes fully
assignable button inputs (using keyboard keys and/or joystick
buttons), a "shift button" feature, LedWiz emulation for universal
software compatibility, "night mode", high-precision nudge input,
high-precision plunger input, and numerous other features. It's
highly configurable via its setup program (which runs on Windows,
and is free and open-source), and the firmware itself is
open-source, so you're free to customize it if you need to do
anything beyond what the configuration options allow, or if
you want to add whole new features. The firmware includes
built-in support for several types of plunger sensor technologies,
so you have a choice of different plunger setups.
The standalone KL25Z can handle button, nudge, and plunger input
with little more work than attaching wires. It gets a little more
complicated if you want to use it with feedback devices, because
it needs some additional electronics to do that, as explained
in Chapter 49, Pinscape Outputs Setup (Standalone KL25Z).
>
Pinscape Controller with expansion boards. Open source
software and hardware design; components cost about $100 for
a full build. Key encoder, plunger input, nudge input, feedback
device control.
This is an extension of the basic Pinscape Controller project that
adds a set of circuit boards, primarily to provide more
feedback device outputs. The boards make it possible to
control a much larger number of feedback devices than the KL25Z can
control on its own. The boards also provide built-in handling for
high-power devices, so that you can connect things like motors,
solenoids, replay knockers, fans, and flashers without any
additional booster circuits. The hardware design is open-source,
so you can build everything yourself from components, which add up to
about $100 for a full-featured build. You can also opt to build only
sections of the boards if you only need a subset of the features,
which reduces the cost accordingly.
>
Zeb's Boards plunger kit. Commercial, about $140 from
zebsboards.com. Plunger
input, nudge sensor, key encoder.
This kit comes with the control board and plunger sensor that attaches
to a standard pinball plunger (available separately for about $30).
In addition to plunger input, Zeb's kit also handles nudging via an
on-board accelerometer, and provides key encoding for up to 20 buttons
(with fixed key mappings). Zeb's plunger gets the best user
reviews of the commercial plunger options. It uses a high-precision
sensor for the plunger that provides realistic plunger motion in
the pinball simulation.
>
VirtuaPin plunger kit. Commercial, $140 to $160 from
virtuapin.net. Plunger input,
nudge sensor, key encoder.
The VirtuaPin kit comes with a control board and plunger sensor, and
optionally includes the physical plunger assembly. Like other
commercial plunger kits, the VP kit is very easy to set up, with
little assembly required beyond attaching the sensor to the plunger.
The control board has an excellent on-board accelerometer for nudge
sensing, and has wiring for up to 16 button inputs. Button inputs are
hard-coded as joystick buttons and can't be assigned to keyboard keys.
If you're picky about realism in the plunger, be aware that this kit
uses an IR proximity sensor to detect plunger position, and these
sensors have relatively poor distance resolution. Some users have
reported that the plunger animation can be choppy.
>
i-Pac 2 and i-Pac 4. Commercial, $39/$59 from
ultimarc.com. Key encoder.
The i-Pac devices are full-featured key encoders. Their target market
is video game cabinet builders, but they work equally well for virtual
pinball, since the needs are basically the same. Buttons are fully
assignable (via a setup program on the PC) to keyboard keys and
joystick buttons. The devices have a "shift button" feature that lets
you assign two meanings to each physical button by holding down a
designated shift button to activate the second meaning.
>
i-Pac Ultimate I/O. Commercial, $99 from
ultimarc.com. Key encoder,
feedback device control.
This is a hybrid of the i-Pac and PacLED devices that provides button
input encoding and feedback device control. The key encoder features
are just like the i-Pac devices, with 48 button inputs. The feedback
output controller is designed specifically for attaching 32 small
(20mA) RGB LEDs. For a virtual pinball cabinet, you'll want to attach
other devices that require higher power, so you'll need external
booster circuitry, such as Zeb's booster board. One warning: as of
this writing, this device's output controller feature isn't as well
supported in the standard virtual pinball software as the LedWiz and
PacLed devices, so you might encounter some difficulty setting up the
software to take advantage of it. The button input feature will work
seamlessly, though.
>
The LedWiz was the first output controller widely adopted among
virtual pinball cabinet builders, and as a result, it's the most
universally supported option. This device is aimed at video game
cabinet builders, so it was designed especially for controlling LEDs
(thus the name), but it's not limited to LEDs. It can control just
about any type of device. The caveat is that it has a low limit
on how much current it can control per device (500mA), so you can't
connect high-power devices directly. You can work around that by
adding an external booster board to increase its power limits.
That 500mA limit is adequate for most types of lights, including
flasher LEDs and button lamps. A booster is needed for most
mechanical devices, like knockers, motors, and solenoids.
>
PacLed-64. Commercial, $59 from
ultimarc.com. Feedback
device control.
This device is well supported by the newer open-source pinball
software systems (including Visual Pinball and PinballX), but it's not
as compatible with older systems like Future Pinball as the LedWiz is.
It provides 64 outputs for small LEDs. Like the LedWiz, this device
was designed for video game cabinet builders, but its power handling
is even more limited and isn't sufficient for high-powered lights like
flashers and strobes. So you'll need to combine this with a booster
board for almost anything in a virtual pinball cabinet.
>
SainSmart USB relay boards. Commercial, about $20-$40. Feedback
device control.
SainSmart makes USB-controlled relay board with 8 relay outputs.
Software on the PC can send USB commands to turn attached devices on
and off through relay switches. The relays can be used to control
devices that use high power levels, so they're good for devices
like solenoids, contactors, and replay knockers. However, these
boards aren't a good choice for lighting devices, since relays
on simple on/off switches and thus can't control brightness. For
lights (especially flashers and button lights), you'll want to be
able to control the intensity level of each output. The other
slight disadvantage of relays is that they add a small lag time
for switching devices on and off, which can make the device response
slightly out of sync with the game action. Most people don't find
this noticeable, though.
Warning! DOF is currently only compatible with the 8-relay Sainsmart
boards. Sainsmart makes the boards in different sizes, from 4 to 16
channels, but DOF only works with the 8-relay version.
Warning! There seem to be some no-brand devices out there that
look ridiculously similar to the Sainsmarts, with the same blue
lays laid out the same way, but which aren't compatible at the software level.
That means they won't work with the existing pinball software,
unless you can do some additional programming to add support
yourself. I'd avoid look-alike boards that aren't clearly branded
as Sainsmart products.
>
Zeb's Boards booster board. Commercial, $75 from
zebsboards.com. Feedback
device add-on.
This board lets boost the power from 16 outputs on an LedWiz or PacLed
output controller. The booster board itself isn't an output
controller, so you can't use it alone; it has to be used in
conjunction with one of the output controllers. The booster board
raises the power level on 16 of the output controller's ports to 6A,
which is enough to control anything in a pin cab, including high-power
devices like replay knockers, shaker motors, gear motors, fans,
beacons, and solenoids. If you need more than 16 boosted ports, you
can add more of these boards to boost an additional 16 ports per
board.
>
SainSmart (non-USB) relay board. Commercial, $20 to $40.
Feedback device add-on.
These boards are similar to the SainSmart USB relay boards, but they're not
controlled by USB. Instead, they're controlled by individual inputs
to the relays. You can connect the relay control inputs to the
output ports of an LedWiz or PacLed unit to boost the power
handling capability of the controller via the relays. You can
then attach a high-power device, such as a replay knocker or
solenoid, to the relay. The controller unit will switch the relay on
and off, and the relay will in turn switch your high-power device
on and off. This is a simple way to boost the power handling of
an LedWiz or PacLed unit. Note that the relay switching adds a
small amount of lag time, which can make the feedback response
slightly out of sync with the game action, although most people
who have set these up don't find this to be noticeable.
>
Zeb's Boards output kits. Commercial, $550 to $900 from
zebsboards.com. Feedback
system including controller
and feedback devices.
These kits offer turnkey feedback setups that include not only the
output controller device but also all of the feedback devices
themselves, all fully assembled and wired. Everything comes
pre-mounted to a couple of modular panels for easy installation in a
cabinet.
>
Recommendations
For the DIYer: I'm biased, obviously, but if you like building
things yourself, my pick would be Pinscape. For a fully decked-out
system with all the feedback devices, go with the expansion boards.
For the input features only (buttons, plunger, nudging), the
standalone KL25Z is all you need. I'm pretty sure Pinscape has all of
the features of the best-of-breed commercial products
(plus some extra features they don't have), equal or better
performance, and a lower price tag. And the open-source design
puts you in complete control. You can change anything that's not
to your exact liking; and if you take "DIY" especially seriously,
you can use my code as a starting point and rewrite as much of
it as you want from scratch.
If you want "no compromises": Again, I'm biased, but I think
the answer here is Pinscape. It has the most full-featured and
highest performance implementation I'm aware of for each of the
components. It's highly configurable through its Config Tool, so you
can set it up exactly how you want it. And again, it's open-source,
so if there is anything you want it to do that it doesn't already do,
you can add it; or if there's anything it does do that's not quite the
way you want it, you can change it.
If you're uncomfortable with DIY: You'll probably be happier
with the commercial options if you're not comfortable building this
sort of thing yourself. The commercial products come ready to
install, with only some basic setup required. The big challenge is
figuring out which devices you need, since their functions overlap in
somewhat confusing ways. Here are my recommendations for some common
scenarios:
>
For a simple feedback system with lights only: If the only
feedback devices you want are lighting devices (flashers, strobes, and
button lights, for example), I'd recommend an LedWiz as the output
controller. The LedWiz is inexpensive, and for just lights, it's
simple to set up, since that's exactly what it's designed for. A
single LedWiz has plenty of ports for a pin cab's lighting needs. The
LedWiz is a good choice for lighting devices because it can display a
range of brightness levels, which allows for fades, flash patterns,
and RGB color mixing effects. The LedWiz isn't as ideal for
high-power devices like solenoids and motors, since it can only handle
limited power to each port; while it's possible to use it for these
devices, you need additional hardware add-ons, which largely negates
the whole "it's simple" advantage.
For a simple feedback system with solenoids and motors only: If
you want a feedback system consisting only of tactile effects (replay
knocker, flipper and bumper solenoids, shaker motor), get a SainSmart
USB relay board. I'd get the 16-output type so that you have plenty
of outputs for extras you might want to add later. The SainSmart
board is the easiest thing to set up for high-power devices. The
downside is that relays are strictly On/Off switches, so the SainSmart
can't display different brightness levels if you use it to control
lights - it can only turn them fully on and fully off. That makes it
good for devices like solenoids and motors, but not so good for lamps
and LEDs, where you need brightness control to get the full range of
effects. The other disadvantage is that the relays are mechanical, so
they can eventually wear out; some people on the forums have reported
having to replace their SainSmart boards every couple of years due
to relay failure.
For a plunger-less system: If you don't want to include a
plunger in your setup, use a KL25Z running Pinscape as the input
device. You don't need the expansion boards if you're just using the
input features. The installation work for buttons and nudge input is
pretty much the same as for any of the commercial options, and
Pinscape is a lot cheaper and has more features.
For a turn-key plunger: If you want a plunger but don't want to
build the electronics yourself, buy Zeb's plunger kit. It's easy to
set up and gets generally good reviews from users.
For a turn-key feedback system: If you're the opposite of a
DIYer, and you don't want to do a lot of planning or parts sourcing or
assembly work, buy one of Zeb's pre-built feedback kits. They're
expensive, but they'll save you a lot of work, and they'll eliminate
any anxiety you might feel about the things going wrong if you build
it yourself.
>
Feature matrix
Here's a summary of the key features of the available controllers,
to help you decide on a combination of devices for your system based
on the features you plan to include.
Device |
Key Encoder |
Plunger |
Nudge |
Feedback Output |
Name |
Type/ Price |
|
|
|
>
|
|
>
✔ |
|
|
|
|
>
Pinscape (standalone) |
Open source $15 |
24+ |
✓ |
✓ |
Multiple options |
High |
✓ |
22+ |
4mA |
✓ |
Yes |
Pinscape w/expansion boards |
Open source ∼$100 |
24+ |
✓ |
✓ |
Multiple options |
High |
✓ |
Zeb's Boards plunger kit |
Commercial $140 |
20 |
- |
- |
Poten-tiometer |
High |
✓ |
|
|
|
|
VirtuaPin plunger kit |
Commercial $140 |
16 |
- |
- |
IR |
Low |
✓ |
|
|
|
|
i-Pac 2 |
Commercial $39 |
32 |
✓ |
✓ |
|
|
|
|
|
|
|
i-Pac 4 |
Commercial $65 |
56 |
✓ |
✓ |
|
|
|
|
|
|
|
i-Pac Ultimate I/O |
Commercial $99 |
48 |
✓ |
✓ |
|
|
|
SainSmart USB relay board |
Commercial $20-$40 |
|
|
|
|
|
|
4- 16 |
12A |
|
No |
Zeb's Boards booster board |
Commercial $75 |
|
|
|
|
|
|
SainSmart relay board (non-USB) |
Commercial $20-$40 |
|
|
|
|
|
|
Zeb's Boards output kits |
Commercial $550- $900 |
|
|
|
|
|
|
16- 64 |
1A- 6A |
✓ |
No |
Footnotes:
1. The 4 Amp limit applies to the
general purpose outputs on the power board. There are 32 of these on
each power board. In addition, the main board has 16 flasher/strobe
outputs that can handle 1.5A each, and 16 outputs for button LEDs that
can handle 20-50mA each. The typical setup uses one main board and
one power board, which gives you 65 total outputs, plenty for a
decked-out cab. If you need more, you can add extra power boards for
another 32 of the high-power outputs per, up to the software limit of
128 total outputs.
2. This device's outputs are
designed to drive low-power LEDs, which it can do without any extra
booster circuitry. A booster board is needed to drive anything
needing higher power, such as flasher LEDs or mechanical feedback
devices.
3. The LedWiz can handle 500mA per
output, which is sufficient for most types of lights, including LED
flashers and button lamps. A booster board is required for most
non-lighting devices, such as contactors, replay knockers, solenoids,
fans, shakers, and gear motors.
4. This device works in conjunction
with one of the output controllers (LedWiz, PacLed-64, etc). It
can't be used alone; it has to be used in combination with an output
controller.
13. PC Hardware Setup
If you bought an assembled PC, all you have to do at this stage is
unpack it. If you're building a PC from parts, you might want to do a
preliminary test build at this point to make sure everything's working,
and to confirm that you have everything you need.
If you're going to install your PC equipment in your pin cab without a
standard PC case, you can do your test build with the parts spread out
on a tabletop. Be sure to do your work on a non-conductive surface
like wood to avoid accidental shorts.
Static electricity precautions
Many of the parts in a PC are sensitive to static electricity,
particularly the CPU and memory chips. That's why everything comes
packaged in those silvery plastic anti-static bags.
Your body can accumulate a significant static charge, enough to damage
semiconductors, so you have to be careful handling these parts to
avoid zapping them when you touch them.
The way to protect against damage when handling static-sensitive parts
is to frequently "ground" yourself, meaning that you electrically
connect yourself to the earth. Professional engineers do this with
something called a grounding strap, which is a conductive bracelet
that you wear on your wrist and connect by a wire to your house's
ground wiring. That keeps you connected to the earth ground the whole
time you're working. You probably don't have one of these unless you
do a lot of electronics work, but you can achieve the same thing by
simply touching a metal surface that's connected to earth ground
periodically while you're working.
Where do you find a grounded metal surface to touch while working?
When you're working on a PC, there's one that's always close at
hand: the power supply case.
Here's what I suggest. Before you start any other work, get your
power supply out of the box and plug it in. Put it on the
table where you're going to do your work. Find a bare metal
surface on the power supply case. If there are no bare metal
surfaces, an unpainted screw head on the case will work. The key is
bare metal attached to the case.
As long as the power supply is plugged in with a three-pronged plug,
you can now ground yourself at any time by touching that bare metal
surface.
You don't have to keep in contact with the grounded metal all the
time, although it's ideal if you do (which is why they invented those
grounding bracelets). But do ground yourself frequently while
working, at least every few minutes, and every time you return to the
work station after walking around. Walking around is is a great way
to accumulate static charge. Another good time is whenever you're
about to open an anti-static bag or start handling a new part.
Assembling the motherboard
You should find detailed installation instructions for assembling your
motherboard in its packaging. If you bought a retail-packaged CPU, it
should also include its own instructions for installing it in the
motherboard.
You should follow the setup instructions in your motherboard's
documentation, since every board is a little different. In general,
though, here are the steps:
- Install the CPU in its socket. Be especially diligent about
static electricity precautions while handling the bare CPU.
- Install the CPU fan. Most motherboards have clips or sockets
for securing the fan, so this is usually just a matter of fitting
the fan into place.
- Connect the CPU fan wiring. The CPU fan should have a short wire
connector that mates to a "CPU FAN" socket or pin header on the
motherboard.
- Plug in the memory (RAM) chips.
- Insert the video card into its motherboard slot. Note that some
motherboards have multiple slots that are physically capable of
holding the video card, but one slot might be better than the others
because it has a faster data connection. Check your motherboard
documentation to see if one slot is designated as the special slot for
the video card. The documentation might not put it in these terms;
it might instead list the PCI "x" speeds for the different slots,
such as x1, x4, or x16. The highest "x" speed is the fastest slot,
so it's the one to use for the video card.
- Connect the storage device (hard disk or SSD).
- Connect the power supply to the motherboard. There are usually
two connectors from the power supply that plug directly into the
motherboard.
- Connect the power supply to the video card. Most higher-end
video cards have a dedicated connection directly to the power
supply. Your power supply should have the special mating
plug attached to one of the wires in the bundle of cables
coming out of the supply.
- Connect the power supply to the hard disk or SSD. These
devices have their own power connection. As with the video card,
the hard disk/SSD has a dedicated power connector that will mate
with one of the connector wires coming out of the power supply.
- Connect a video monitor to the video card.
- Connect a keyboard and mouse to USB ports on the motherboard.
- If you have a wired Ethernet network, connect a cable to the
network plug on the motherboard.
Video card precautions
If you're assembling everything on a tabletop without a standard PC
case, the video card's connection to the motherboard will be
fragile, since it won't have the structural support that a normal case
provides. The PCI slot is really only meant to provide the electrical
connection; it's not meant to provide structural support or anchor the
card in place.
You'll definitely need to secure the card physically in your eventual
installation in the pin cab. For testing purposes, though, you can
work with this flimsy setup as long as you're careful not nudge
anything while the power is on. Even a little nudge, like someone
bumping into the table, can be enough to momentarily
interrupt the electrical connection in the socket. I'd avoid that; in
most cases the only harm will be to make the PC reboot itself
immediately, but these cards really aren't meant to be hot-plugged
(taken in and out with the power on) and could be damaged by this.
Power it on
Once you have everything assembled as described above (and according
to any additional instructions in your motherboard's documentation),
you're ready to give it a test run.
Modern PC motherboards have "soft power" controls, so even though it's
already connected to the power supply, it won't actually turn on until
you press the "on" button. If you have a case, the "on" button is the
one on the case. If you're working without a case, though, you have
to find the "Power Switch" pins on the motherboard. Check your
motherboard documentation to find the right pins. The motherboard
manual will tell you that these are the pins to connect to the "Power
Switch" connector wires from your case.
Once you identify the "power switch" terminals, you turn the PC on
simply by shorting these two pins together for a moment. They're
usually right next to each other on the motherboard, so if you don't
have the right kind of connector handy, you can simply touch a metal
screwdriver tip to both pins at the same time. (Be careful not to
touch any other pins while doing this, of course.)
BIOS Setup
When the PC first powers up, you should see a brief message flash on
the screen telling you to press a key on the keyboard to enter the
BIOS Setup. It's usually one of the function keys, often F8 or F12,
but it varies by motherboard. You'll just have to watch for the
message to find the right key. You should also be able to find this
information in your motherboard's documentation.
You should be able to reboot by pressing Alt+Ctrl+Del on your
keyboard, which should give you another chance to press the magic BIOS
Setup key. You can also power cycle by shorting the "Power Switch"
pins together again to turn the PC off, then wait a few seconds and do
it again to power up again.
You have to press the magic BIOS Setup key at just the right moment
after the power comes on. It usually works to tap on the key rapidly
while the machine is powering up.
The BIOS Setup lets you configure the machine's hardware and verify
that everything you physically attached (memory, disk, video card) is
being properly recognized by the motherboard. It's worth running
the setup as a very basic test, since the fact that it runs at all
confirms that the video card, keyboard, CPU, and memory are all
working.
14. Windows Setup
Once you have the PC hardware set up, the next step is to
install Windows.
We won't try to provide a Windows installation tutorial here, since
the Web has much more comprehensive information on that than we could
provide here - and you probably won't need to look at any of that
anyway, since Microsoft has managed to make the process fairly
automatic in most cases. But we do have some recommendations for
settings specifically for pin cabs.
So continue below after you've gone through the basic Windows
installation procedure.
DON'T turn off UAC
User Account Control (UAC) is a Windows security feature added in
Windows Vista, and present in all Windows versions since, that makes
Windows ask for your permission when an application tries to do
something that affects core resources in the operating system, such as
altering a system registry setting.
You might see advice on the forums telling you to turn off UAC to
avoid those prompts. I recommend ignoring that advice. Leave
UAC enabled.
I recommend
against disabling UAC because doing so can cause software
compatibility problems. UAC is an integral part of modern Windows
systems, and removing it actually changes the way Windows works
internally, which can break some application software. If you're
technically inclined and curious about the details, see Mark
Russinovich's article in Microsoft's TechNet Magazine, June 2007,
Inside
Windows Vista User Account Control. For a less technical
explanation, try a Google search for "Why not disable UAC".
Disabling UAC also increases your vulnerability to system damage
from malware and unintentional software bugs.
Any advice you see about disabling UAC is likely outdated. The notion
comes from the early days of Windows Vista, when UAC was first
introduced. A lot of software at the time wasn't properly designed
for the tighter security rules added in Vista, so some people resorted
to disabling UAC in an attempt to keep their old software running.
As time has gone on, though, most software has been updated to work
properly, and UAC itself has been improved to make it less intrusive.
Arrange monitors
If you're using multiple monitors, Windows will combine their display
areas into a single large virtual desktop.
Windows lets you adjust the way the monitors are arranged within the
virtual desktop via a control panel. The idea is that if you have two
physical monitors sitting side by side on a desk, you can arrange the
virtual desktop to match. To reach this control panel, bring up the
Display control panel, then click Adjust Resolution.
This control panel shows a diagram of how the physical monitors are
lined up across the virtual desktop. You can drag the monitors in
the diagram to rearrange them. How you arrange your monitors is
mostly up to you, but there's one important rule you should
follow:
The main display should be
at the upper left of the virtual display area.
Note that the "main display" isn't necessary display #1. The
numbering is just a way to identify the monitors and is somewhat
arbitrary. The "main display" is simply the one you designate as such
using the "Make this my main display" button in the control panel.
I recommend the following layout:
- Make your playfield monitor the main display
- Arrange the monitors in a single row
- Make sure the main display is at the left end of the row
Some versions of Windows only allow certain monitors to be the main
display, so you might not have the option to make your playfield
monitor the main one. If you can't, you should still arrange things
so that the main monitor is at the left end of the row.
The reason I recommend this arrangement is that some software, notably
VPinMAME, can have odd problems if the main monitor isn't at the left
extreme of the virtual desktop. Windows internally assigns the
"origin" of the pixel coordinate space to the top left of the main
monitor, so any monitor that's to the left of this (or above it) in
the virtual desktop area will have negative pixel coordinates. Some
software (like VPinMAME) gets confused by the negative coordinates.
If you don't follow this advice about the layout, VPinMAME won't be
able to properly remember your screen layout, because it incorrectly
interprets negative coordinates as errors.
Turn off "Sticky Keys"
Most pinball software uses the Shift keys to control the flippers.
Windows has an accessibility feature called "Sticky Keys" that locks
the shift keys on if you press them several times in a row. The
feature is well-intentioned - it's there to help people who have
difficulty pressing several keys at once - but it interacts horribly
with pinball games. It can make the flipper get stuck in the up
position after a bunch of rapid flips.
Sticky Keys is an accessibility feature, so you'll find it on the
"Ease of Access Center" control panel, which you can find in the
main Control Panel window.
On most versions of Windows, you can also find this control panel by
pressing Windows+S ("Search") and typing "Sticky Keys" into the box.
Look for "Change how your keyboard works" or "Make the keyboard
easier to use" in the search results.
Once you find the dialog, look for the checkbox labeled "Turn on
Sticky Keys". Make sure it's un-checked.
Automatic login
Windows normally asks you for a username and password every time you
start up the computer. This is great for office or work PCs.
It's not great for pin cabs, where you want to be able to turn on
the machine and get straight to playing pinball. It's a little crazy
to have to get out the keyboard and log in first.
Fortunately, Windows lets you disable the login requirement, so that
the machine boots straight to the Windows desktop each time you turn
it on. Here's the procedure:
- Press Windows+R ("Run Program")
- Type netplwiz into the Run box and press Enter.
This should bring up the advanced user accounts control panel
(titled "User Accounts" on most Windows versions).
- Look for the checkbox "Users must enter a user name and password to
use this computer" (circled on the screen shot above). Un-check this box.
- Click OK to confirm the changes.
- A new dialog should appear asking you to enter the credentials
to use to sign in automatically when Windows reboots. Enter the
username and password you wish to use and click OK.
The next time you boot, Windows should automatically log in to
the account you selected and go straight to the desktop.
Remove (or don't install) anti-virus software
On any gaming PC, it's best to minimize the number of background tasks
running. Background tasks take CPU time away from the main program
that's running. This can have a visible effect on the animation in a
game, since even a very short interruption in the animation updates
can cause momentary glitches and stutters.
Probably the most important background task to get rid of is
third-party antivirus or anti-malware software. Virtually all of
these programs use significant system resources and will noticeably
hurt game performance. If you built the PC yourself and did a fresh
install of Windows, you can simply elect not to install any
third-party security software. If you bought a pre-built PC, and the
vendor larded it up with "free trial" security software, I'd remove it
all.
It might seem crazy in this day and age to run a PC without any
security software, and I certainly wouldn't recommend going without on
an ordinary PC, but a pin cab isn't an ordinary PC. The difference is
that you'll probably only use it for playing pinball - not for
browsing random Web sites, opening random emails, or downloading
random programs. As long as you're careful about what you install,
your risk of encountering any malware should be small. Stick to the
well-known pinball programs and add-ons, and always get them from
reputable sites.
An exception: you can (and should) leave the built-in Windows
security features enabled, particularly Windows Defender and the
Windows Firewall. Those have a negligible impact on system
performance, and they provide a good baseline level of protection.
Backing up your system data
Everyone knows how important it is to back up the data on a PC, in
case you ever need to recover from hardware failures, accidental file
deletions, or malware attacks. It's a lot of work to set up all
the software on a pin cab, so backups are as important for a pin cab
as for any other PC.
The approach I've used for a long time is to back up to external USB
hard disks. Those are reliable and fairly inexpensive, and most of
them come bundled with backup software. More recently I've added
cloud backup as a second layer of protection. There are several good
on-line backup services that run about $10/month for reasonable
storage quotas.
Here are some things I consider important when setting up your
backup plan:
- It should be automatic. It should run on a schedule so that
you don't have to remember to run it yourself. It's too easy to put
it off or forget about it entirely if you have to do it manually.
The cloud backup services make this particularly easy.
- The media should be offline between backup sessions, meaning
not physically connected computer you're backing up. This will
protect your data in case of a hardware failure (such as a power spike
that fries everything connected to the computer) or a system-wide
malware infection. If you back up to an external USB disk, simply
unplug it from the computer after each backup.
- Better still, the media should be off-site, at a physically
separate location. This will protect your data in case of a
whole-house disaster like a fire or flood. This is a big benefit
of cloud services.
- Backups should be versioned. Versioning is particularly
critical for malware protection, because an infection might not be
immediately apparent, so your most recent backup might include
infected files without your knowing it. Keeping multiple versions
lets you go back in time to a point before the infection. Versioning
is also a nice safety net in general - it lets you go back to
an older working configuration if something goes wrong with a
software update, for example.
- The backup software should do a whole-disk scan. If you have to
manually choose the files that get backed up, you'll inevitably miss
something important. I always prefer starting with a default that
includes everything on the disk, and then manually selecting files
to exclude.
- The backup scan should include the Windows registry as part of the
backup, since Windows itself and many application programs
store a lot of important configuration data there.
15. Pinball Software Setup
Now let's look at the software needed to transform this from
a plain Windows PC to a pin cab machine.
The main software you need, of course, is the pinball simulator. To
take advantage of the special features of a cab, you also need some
add-ons to display the backglass artwork and control the feedback
devices. You'll also want a "front end" program that provides an
interactive menu for selecting tables to play. We'll look at the
options for all of these in this chapter.
Should I use "Run as Administrator" for everything?
The simple answer is No. You might find advice in the forums or FAQs
or other guides saying that you should routinely run everything in
Admin Mode. My advice is to ignore that other advice, because it's
usually outdated or misinformed.
What is "Admin Mode" anyway? Microsoft divided things into "Admin"
and "User" spaces to protect the internals of the system from being
accidentally damaged by software bugs or user errors, or intentionally
damaged by malware. Programs running in User Mode have some
restrictions on what they can access, but Admin Mode programs can
access everything. Admin Mode is supposed to be reserved for special
system programs that have a legitimate reason to modify your system
internals - programs like installers, disk management tools, and
system control panels. Everything else is supposed to run in regular
"User" mode.
So why do so some people on the forums tell you that you should
use Admin Mode routinely, when Microsoft says you shouldn't? The
reason is mostly "history". In the old days, there were a few
isolated software components in the pinball simulation ecosystem that
really did require Admin Mode to work properly. The snag is that
Windows erects protective barriers around an Admin Mode program.
Those barriers prevent it from interacting with regular User programs.
But the pinball ecosystem is made up of a bunch of programs that were
designed to interact with each other. So if you run program X in
Admin Mode, and program Y needs to interact with it, then you
also have to run program Y in Admin Mode. I think you can see
where this idea that "you've got to just run everything in Admin Mode
all the time" came from - it was a blunt instrument, but it was a way
to get around these program interaction problems that Admin Mode
created.
Okay, so if "Admin Mode everywhere all the time" is a simple way to
solve thorny problems, why am I saying you shouldn't use it?
The main reason is that, while it might solve some problems, it
creates others. Microsoft doesn't want you to use Admin Mode
routinely for everything, so you're always somewhat fighting with
Windows if you do. It also reduces your system's security by
defeating all of the protective mechanisms that Microsoft designed
into Admin Mode in the first place.
The right solution - from a security perspective, and in terms of
simplicity - is to stop using Admin Mode for any of your
pinball software. If you run everything in regular User Mode,
everything will be able to interact as it was designed to, with no
hassles at the system level. Remember how I said that this whole
Admin Mode fiasco is historical, because it was a requirement for
certain components in the old days? Fortunately, it really is
mostly relegated to the past now. Those old Admin Mode requirements
were almost all due to software bugs, not actual engineering
requirements, and all of the cases that I'm aware of have been fixed
in modern versions. As of 2020, I don't think that any of the common
pin sim components require Admin Mode, as long as you've updated to
current versions.
If you do encounter any up-to-date pinball-related programs that say
"Admin mode required", you should take a critical look at them and
make sure the requirement is real, not just a misunderstanding.
There's still a lot of confusion about this, so you can't always trust
the FAQs and guides. My personal policy is that I simply won't run
programs with unnecessary Admin Mode dependencies until the developer
fixes them. I realize that not everyone can bring themselves to be so
ruthless, when faced with a fun new feature that they really want. If
you find a program that you can't live without, and there's just no
way around its "requires Admin Mode" problem, I'd at least try to hold
firm on one thing: don't let it "infect" the rest of your system with
its Admin Mode requirement. One concrete thing you can do is to use
PinballY as your front end. It
has the ability to launch Admin Mode programs
without running
in Admin Mode itself. A major cause of the Admin Mode infection is
that none of the other front ends can launch Admin Mode programs
unless you also run them in Admin Mode, and of course if you do that,
everything they launch will be in Admin Mode. And as I said, that
might
seem like it works for a while, but it's likely to
eventually cause its own problems.
Customization log
Before you do anything else, I think it's a good idea to create
"customization log" file. This is just text file for your own use -
you can create it with Notepad and leave it empty for now. Put it
someplace where you'll be able to find it easily in the future, such
as right on the Windows desktop on your cab PC.
The point of this file is to jot down all of the special
customizations you make to Visual Pinball and other software. VP in
particular forces you to make some customizations in ways that you'll
have to repeat each time you update to a new version. For example,
some customizations require that you hand-edit VP's shared script
files, and those changes will be lost on each update because VP will
overwrite the scripts with its own updated copies. That's not a very
friendly design on VP's part, I know, but it's just the way some
things in VP work.
I'll mention this file again in other chapters when these sorts of
changes come up, with a suggestion that you make a note in your
customization log file. For now, just create the file so it'll be
ready when you need it. In the future, whenever you make a change
that warrants inclusion, add a note about it to the file. When it
comes time to update VP or other software, you can refer back to this
file to reinstate any customizations that got lost in the update
process. The same goes if you ever have to rebuild your Windows
system due to a system upgrade or disk failure.
Free pinball players
There are three main free pinball player programs for Windows:
- Visual Pinball 9
- Visual Pinball 10 (also known as VP X)
- Future Pinball
Visual Pinball is the essential program for a virtual cab. VP is an
open-source project with an active developer community and frequent
updates. Hundreds of tables are available, including re-creations of
a pretty good percentage of all of the real pinball machines across
the decades, plus many original tables. VP has excellent support for
the whole gamut of special pin cab features: backglass monitors, DMDs,
feedback devices, plunger inputs, accelerometer nudging.
I counted VP 9 and 10 as two separate programs because they're not
compatible with each other's tables, so you really have to install
both. There's also a much older version 8, plus a couple of
different, mutually incompatible versions of VP 9. Some people like
to keep all of these installed because, again, individual tables are
all tied to specific VP versions, so you need all of the VP versions
if you want the ability to play all of the tables out there. (VP
isn't very good at compatibility.) Fortunately, there's a combined
installer that sets up the whole collection of VP versions with a
single download and a single install process.
Future Pinball is another free player, but unlike VP, it's no longer
being maintained or updated. Its original creator abandoned it a long
time ago and never released the source code, so it's basically a dead
end. Even so, you might want to install it to gain access to its
tables, since there are a few re-creation tables (particularly from
the 1970s or before) where there's an FP version but no VP version.
Visual Pinball 9 and 10
Visual Pinball 10, or "VP X", is the latest version, and VP 9 is the
previous version. You'll want to install both versions because
they're not compatible with each other's table files, and you'll want
to be able to run both kinds of tables.
You can recognize VP 9 tables by the ".vpt" filename suffix. VP 10
tables use the ".vpx" suffix.
The easiest way to set up both versions is to use the VP Installer.
VP is actually a collection of about five programs that work together,
and in the old days, you had to go download them all individually and
then go through a complex series of steps to configure them. The VP
Installer bundles everything into a single download, and provides a
Windows Setup program that configures it all automatically.
Here are the steps to install VP (both versions 9 and 10) with the
VP Installer:
- Go to vpforums.
- On the navigation bar near the top, click Getting Started. This
will pop up a menu. Under "Install Visual Pinball", click "VP Installer".
- Even though this is called the "VP X Installer", it's actually
the combined installer for VP 9 and 10.
- Click the Download button and follow the instructions to download
the file. If you see several version options, pick the one with the
highest number, since it should be the latest. You might need to
create an account and log in before you can start the download.
- Unzip the downloaded file into a temporary folder on your hard disk.
- Double-click the Setup program.
- Important: when the program asks for a destination folder,
use a folder in your hard disk's root folder, such as
C:\Visual Pinball.
You can use a folder different name, but don't use anything
within the Windows "Program Files" folder tree. Yes, that's
the normal location for installing programs, but don't use it
for VP. You'll create huge headaches for yourself if you do.
The issue is that some VP components need to write files
to their own install folders, and Windows has security restrictions
against programs writing within the Program Files tree. The simple
solution is to install VP somewhere else.
- If the program asks which DMD components to install, it's talking
about the special "Dot Matrix Display" hardware devices that you can
optionally install in your cab to re-create the plasma scoring display
on 1990s pinballs. If you're using a video monitor (such as a small
TV or laptop display) for this, or you don't have a DMD panel at all,
use the default option. If you're using a special external DMD device
(PinDMD 2, PinDMD3, or Pin2dmd), select the corresponding option.
The VP Installer asks this question because each of the external hardware
DMD devices require their own special software. The VP developers are
working to combine all of this into a single unified system, which
will eventually make it unnecessary to choose which one to use.
If the installer doesn't ask this question, don't worry - it means
you have a newer version with the unified software.
Future Pinball
Future Pinball isn't as essential as VP. It's an older system that
hasn't been updated since 2010, and it's unlikely that it ever will be
updated again, since its author abandoned the project without ever
publishing the source code. I don't find its physics as convincing
as VP's, and due to its age, FP's support for special
cabinet features is limited.
Even so, many cab builders think FP is worth installing, since it's
free and it has lots of tables available.
You can recognize tables written for FP by the ".fpt" filename suffix.
To install FP:
- Go to the Future Pinball site, futurepinball.com
- Click on the Download button near the top of the page
- Click on the Download link
- Run the downloaded .exe file, which will set up the program for you
Commercial pinball players
Some good commercial pinball games are also available. Here are
the main commercial titles popular with cabinet builders:
- Pinball FX.
A commercial pinball simulation available on Windows and other
platforms. In 2018, this company acquired the Williams licenses that
Farsight (see below) formerly held. They're gradually releasing table packs
featuring re-creations of Williams/Bally/Midway titles. Pinball FX
also offers a large collection of "fantasy" titles (original tables
that never existed as real machines) from before they bought the
Williams licenses, many based on popular media themes including the
Star Wars movies and Marvel comics. Their older fantasy games
had a decidedly unreal flavor, as they chose to fully embrace their
video-game-ness by including elements that would have been impossible
in a physical table. For some people that's a positive, since it
makes the game action more diverse than in a real pinball machine, but
it can be a negative if your tastes run more toward simulation and
realism. Recognizing this, the FX developers say they've made changes
to the physics engine in the new re-creations to make them
play more realistically. This product has a Pin Cab mode available;
to get it, you have to send a request to the publisher's tech
support staff and provide proof that your cab is operated
non-commercially.
- The Pinball Arcade by
Farsight Studios. Detailed and accurate re-creations of real machines
from the 1960s through the 2000s, available on Windows and other
platforms. TPA formerly boasted a large collection of
Williams/Bally/Midway titles that included many of the best
pinballs ever made. But Farsight's license to those titles was
terminated in 2018 (to be taken over by the Pinball FX developers), so
the editions you can buy now only include Gottlieb and Stern titles.
Gottlieb dominated the EM era, so there are some great classics in
there if you like the older machines, and Stern has been steadily
producing newer machines since Williams withdrew from the market, many
of which are popular and well-regarded.
The commercial games are playable on pin cabs, but they cater mostly to
desktop users, and have limited support for pin cab features (DOF,
multiple monitors, real DMDs, etc). Pin cab users aren't a big enough
market to attract much commercial support, and of course the
open-source developers who created all of the pin cab technologies
are unable to modify closed-source commercial products.
Cabinet enhancements
Visual Pinball and the other pinball player programs are basically PC
video games. To take full advantage of a cabinet, there are some
additional pieces of software that you need.
Backglass display software
To display backglass artwork when playing Visual Pinball games, you
need an add-on program called B2S Backglass Server. B2S is installed
automatically along with VP if you used the VP Installer. If you set
up VP manually, you'll have to install B2S separately.
Tactile feedback and lights
If you're installing any feedback devices in your cab - solenoids,
shaker motors, flashing lights - then you need some additional
software called DOF (DirectOutput Framework) to control the feedback
devices.
DOF is an add-on program that lets Visual Pinball and other software
access your output controller. DOF acts as the coordinator between
the simulated game and the physical feedback devices, to synchronize
feedback effects with the game action: firing your flipper solenoids
when the flipper flips, activating the shaker motor when the castle is
destroyed, etc.
PinVol
PinVol is a utility I wrote to make it easier to control the audio
volume during play. It lets you adjust the volume using cabinet
buttons, and its special ability is that it helps equalize the volume
level across different tables. It remembers your volume settings for
each table individually, and automatically restores the table-specific
settings whenever you switch tables. It has some additional special
features for pin cabs, such as "night mode" (to reduce volume across
all tables for late-night play) and individual level controls for
multiple sound cards, all accessible from cabinet buttons.
You can find the download link and installation instructions
on the
PinVol page.
Game selectors, or "front ends"
When your pin cab is finished, you'll probably want it to give the
appearance of being a full-fledged arcade machine, not a plain old
Windows PC. When you turn on the power, you won't want to see the
Windows desktop at any point; you'll want something that looks more
like a video game instead. It's also important to be able to operate
all controls with the basic set of pin cab buttons - flipper buttons,
Start, Exit.
This can all be accomplished with a program known on the forums as a
"front end", so-called because it's the first thing you see when you
walk up to the pin cab. A front end program serves as a replacement
for the Windows desktop. It provides a video game-style user
interface that lets you browse through your installed tables, launch
tables, and switch between tables. A good front end will let you
operate everything with the pin cab buttons so that you don't have to
reach for the mouse or keyboard.
The most widely used front end currently is PinballX, which is free
but closed-source. The original front end, HyperPin (also
free-but-closed-source), is still around, but it's not very widely
used any more; most people consider PinballX's user interface to be
more modern and more pin-cab-friendly. There are also two newer
options: PinUp Popper, another free/closed-source program; and my own
PinballY, free and open-source.
PinballY
This is my own project, brand new in late 2018. I tried to make it
easy and quick to set up so that you can try it out without a lot
of hassle. It's designed specifically for pin cabs, and has built-in integration
with most of the pin cab ecosystem, including
Chapter 46, DOF,
real DMD devices, joysticks (for button input), and multiple monitors.
It's also highly customizable via a built-in Javascript scripting
engine.
PinballY is similar to the other front ends in terms of user interface
appearance and functionality. The main reason I wrote it was that I
wanted an open-source option (all of the other front ends I know of
are closed-source).
PinUp Popper
PinballX
PinballX is currently the most popular front end for pin cabs. It has
a minimalistic user interface that's well designed for pin cabs,
letting you access all functionality with just four buttons
(flippers, Start, and Exit), but also letting you use
other buttons if you have them (e.g., MagnaSave).
You can download PinballX from its home site,
pinballx.com. It's free to
download, but it's closed-source, and installed versions "expire"
after a period of time, requiring you to update. Follow the Download
link from the main page to download the installer.
After running the installer program, you have to run the
Settings.exe program in the PinballX folder. PinballX needs to
know a bunch of things about your system before it will work properly.
You should go through at least the Basic settings. Pay particular
attention to the following:
- Display Settings page: Assign the monitors you're using
for the playfield (which PinballX calls the "main display"),
backglass, and DMD (dot matrix display). Also set the rotations.
- Startup Settings: Set "Start with Windows" to Yes if you want
the program to launch automatically when you boot the system.
- Keyboard Input Settings: set the key assignments to match
the keys assigned to your cabinet buttons. If you're mapping
the buttons to joystick buttons, you can assign those on the
next page, Joystick Input Settings.
- Future Pinball, Visual Pinball: Set the directory paths
for these programs. The "Working Path" field should be set
to the folder containing each program.
Adding tables to the PinballX menu
PinballX doesn't go out and find your tables by itself. You
have to enter each table into PinballX's menu list yourself.
You do this using the Game List Manager program in the PinballX
program directory. Before running this, make sure you configured
the directory locations with the PinballX Settings program as
described above.
The PBX installer will pre-populate the menu list with a few
games for demo purposes, so the first thing you'll probably want
to do is delete these. Simply click the Delete button next to
each game in the list. Note that there are multiple game lists
(Visual Pinball, Future Pinball, MAME), so you'll have to select
each list with the drop list at the top of the window and delete
its games.
Each pinball game you set up has a bunch of associated "media" items:
a "wheel" image, which provides the title graphic shown in the menu
when you navigate to the table; a playfield image; a backglass image;
a DMD image; the advertising flyer for the game; an instructions card;
video versions of the table and backglass images; and audio to play
when you launch the game. You can set up each of these items
individually, but that's extremely tedious, especially if you have
lots of games to add.
Fortunately, there's an easier way.
The quick way to set up a game is to use the "Import Media Pack"
button at the top. This lets you add a game, along with all of
its related media items, in one operation. You'll still need to
select the game's playable file (the .vpx file for VP 10, for
example), but everything else will be set up automatically.
To set up a game using the "import" button, start by downloading the
game's media pack. You can find media packs on
vpforums. Select "Frontend
Media & Backglass" on the navigation bar, then click "Complete
Media Packs" under the Media Packs section. This will take you to a
gigantic list of "HP Media Pack" files. The "HP" is for HyperPin, but
PinballX knows how to read these same files. Navigate through the
list to find the game you're looking for.
Each of these "HP Media Pack" files is an ordinary ZIP file.
Don't unpack them. Simply download them to the Tables directory
for the appropriate pinball player version. For example, if you're
setting up a Visual Pinball 10 game, download the corresponding
table pack to the Visual Pinball 10\Tables folder.
Now go to the PinballX Game Manager. Select the list for the
appropriate pinball player at the top (e.g., select "Visual Pinball").
Don't click Add Game at any point. Instead, click Import Media
Pack. Select the ZIP file you downloaded. This will automatically
create a new entry for the game and populate it with the media items
in the ZIP file. Now click on the Select button next to the Game
field for the newly added item. Choose the playable game file from
the list. Note that this will only show you a list of game files
you've already installed in the Tables folder, so you'll have to
actually download the game into the Tables before you can complete
this step.
After you exit out of the Game Manager program and restart PinballX,
you should now see the newly added game show up in the menu.
As you add tables to your system, you'll need to repeat this process
for each one.
HyperPin
HyperPin was the original front end for pin cabs. It's an offshoot of
the similarly named HyperSpin, which is a popular front end for
home-brew video game cabinets. Since HyperPin came from the video game
world, it was designed around an assumption that you have a big bunch
of buttons. Pin cab builders tend to prefer a more minimalistic
approach, with only a small set of buttons closer to what's found on
most real pinball machines. This has always made HyperPin a little
ill-fitting on a pin cab, since its UI depends on having a fairly
large number of buttons that can be mapped to individual functions. A
lot of early pin cab builders designed their cabs specifically for
HyperPin by installing four or five extra buttons on the front panel
dedicated to front-end functions. But most of us don't like the extra buttons
on aesthetic grounds, because they take away from the real pinball
look. That's a big part of why so many pin cab builders migrated to
PinballX when it became available.
The home site for HyperPin is
hyperspin-fe.com. Click
the Download button in the main navigation bar, then look for
"HyperPin" in the Category list.
Where to find tables
Visual Pinball tables: The biggest collection I've seen of VP
cabinet-mode tables is
vpforums. Click "Visual
Pinball Tables" in the navigation bar at the top. The popup menu has
several sections; the ones you'll want to look in for pin cab use are
"VP9 Cabinet Tables" and "VPX Tables" section. VP 9 requires tables
to be designed specially for cabinet use, which is why it has a
special section. VP 10 unifies cabinet and desktop modes, so it
doesn't have a separate cabinet section - any VPX table should work in
cabinet mode.
vpuniverse also hosts
VP tables, although their collection isn't as extensive. Click
the Downloads link in the navigation bar to find tables.
Future Pinball tables: As with VP 10, all Future Pinball table
files are playable in cabinet mode. You just have to adjust the
camera settings for each table to get it lined up properly for
cabinet play.
vpforums
has a large collection of FP tables: click "Downloads" in
the navigation bar, then look in the "Future Pinball Tables"
section.
Backglasses: Some tables include the B2S backglass files
with the Visual Pinball table files, but most don't, so you'll
usually have to download backglass files separately.
vpforums has a large
collection of these: click "Frontend Media & Backglasses"
on the navigation bar, then select "dB2S Animated Backglasses"
under the Backglasses section.
PinballX & HyperPin media:
vpforums has a large collection
of media packs for the front-end menu program. Click "Frontend Media
& Backglasses" on the navigation bar, then select "Complete Media
Packs" from the "Media Packs" section. "HP Media Pack" files
work in both HyperPin and PinballX.
16. Backglass Software Setup
If your pin cab has a separate backglass monitor, you'll want it to
display the appropriate backglass artwork for the current game. And
you'll want this to be more than just a still image, since the
backglass is an active part of many games, showing information on
score, bonus features, etc.
Fortunately, this is well supported in Visual Pinball. VP can display
live, animated backglass artwork that synchronizes with the game
action. VP requires an add-on program called B2S Backglass Server to
do this. B2S works alongside Visual Pinball to display the animated
backglass artwork, simulating the same backglass lighting effects,
score displays, and animated elements that you'd see on a real
machine. B2S is specifically designed for a cabinet setup where you
have a separate monitor for the backglass.
To get all of this working, you have to install the B2S software
itself, and then there are some extra setup steps required for each
table. This chapter explains how to set up the B2S software and
configure tables to use it.
B2S Installation
The first step to getting backglasses working is to install the
B2S software itself.
If you installed Visual Pinball using the VP Installer program, B2S
should have been installed automatically as part of the setup process,
so you're already set.
If you didn't use the VP installer (that is, you installed VP manually
from ZIP files or something like that), you'll have to install B2S
separately. To find the download:
- Go to vpforums.org
- Click Getting Started the top navigation bar
- Select Essential Files > Frontends and Addons
- Find "B2S Backglass Server" in the file listing
There might be several versions of B2S Backglass Server in the file
list. I'd recommend picking the one with the highest version number
to make sure you have the latest update. Click the link, which will
take you to the download page. That should contain links for
downloading the file and for installation instructions. Note
that you'll have to create a vpforums account to download a
file, if you don't already have one.
Click the "instructions" link on the download page and follow the
steps. Here's the basic procedure:
- Unzip all of the files from the downloaded B2S ZIP file
into your Visual Pinball\Tables folder.
- Right-click the file B2SBackglassServer.dll. Select Properties from
the menu. Check for a message under the "General" tab saying
something like "This file was downloaded from the Internet and has
been blocked." If you find this, there should be an "Unblock" button.
Click it. If you don't find any such message, no action is required.
- Right-click the application file B2SBackglassServerRegisterApp.exe.
Select Run as administrator from the menu.
- Check the README.TXT file from the downloaded ZIP file for any
additional instructions or notes for the version you downloaded.
Download backglass files
Okay, you've installed B2S, loaded up a game in VP... and didn't
see any backglass artwork. That's because installing B2S isn't
the last step. You also have to do a little extra work to set up
each table. This is work that you'll have to repeat for each
new table you download, but fortunately it's only a one-time job for
each table.
Most VP table files are distributed without any backglass artwork.
Some authors bundle the two together, but in most cases you have
to download the backglass file separately.
Fortunately, it's fairly easy to find backglass files.
vpforums.org has a large collection:
- Go to vpforums.org
- Click Frontend Media & Backglass on the top
navigation bar
- Click Backglasses > dB2s Animated Backglasses
Files are listed by table title, so just find the title of the table
you're looking for and click through the links to download the file.
Are B2S files and .vpt/.vpx files paired?
No. You don't have to find the exact matching B2S
version for your table. Any B2S for a given title should work
with any .vpt/.vpx game for the same title. E.g., you don't need a
specially paired B2S for "Funhouse_NightMod_ToyMod_991_v26.vpt"; any
B2S for Funhouse should work.
This is the whole reason that the table files and backglass files are
usually distributed separately. The B2S files and VP table files are
more or less independent in terms of their operation and design. A
particular .vpt or .vpx file should work with just about any
.directb2s file for the same table. There's no need to find a
matching set for a particular version of either.
2-screen and 3-screen versions
Some of B2S backglasses have "2-screen" and "3-screen" variants. The
difference is how the speaker/DMD panel graphics are handled:
- A 2-screen backglass includes graphics for the speaker panel as part
of the backglass window. This is ideal if you have a single large
monitor in your backbox and no separate DMD video monitor or real DMD
device.
- A 3-screen backglass separates the graphics for the backglass area
and speaker panel area into different windows, so that you can
position the two areas separately on your physical monitor layout.
This is ideal if you have a 1990s-style backbox, with a 16:9 monitor
at the top, and a separate speaker panel with its own DMD video
monitor or real DMD device.
In cases where both types are available, choose the one that matches
your physical cab setup. But it's also okay if only one type is
available and it's the "wrong" one for your cab. You can always use
either format. The worst that happens with the "wrong" format is that
the geometry will be a bit distorted because the proportions were
designed for a different monitor layout.
Installing the .directb2s file
After downloading a backglass file, perform
these steps:
- Unpack it from the ZIP/RAR container if necessary
- Put it in your Visual Pinball Tables folder (the same
folder where you keep your .vpt/.vpx files)
- Rename the file so that it matches the name of the .vpt/.vpx
file you want to use it with, but keeping the .directb2s suffix
(e.g., if the table file is called Funhouse_NightMod_v2.vpx,
rename the B2S file as Funhouse_NightMod_v2.directb2s)
It's essential to put the .directb2s file in the same location
as the table file and to rename it to match the .vpt/.vpx file name.
That's how B2S finds the file. If the name and location aren't
matched like this, B2S can't usually locate the file and won't
show any backglass artwork.
(B2S does actually have some "fuzzy matching" that tries to find a
matching file even if the name doesn't exactly match, but in my
experience, that does more harm than good. B2S's fuzzy matching
usually just picks something random and wrong, and the fact that
it's doing it at all makes it that much harder to figure out why
the wrong file is getting picked. The only way to make B2S pick
the right file reliably is to give it the exact same name as
the table file.)
Enable B2S on each table
There's one more step before the backglass artwork will appear during
a game: you have to enable B2S mode for each individual game. This is
a one-time step, but you have to do it separately for each table.
Most VP 10 tables will automatically use B2S if present, so this step
isn't usually required for VP 10. However, if you try a VP 10 table
and it doesn't work, it might be an unusual case that requires the VP
9 procedure below.
Some later VP 9 tables, from 2016 and later, also will automatically
work with B2S.
Given that most VP 10 tables and some VP 9 tables will work "out of
the box" without any modification, the first step is to simply fire up
the game in VP and see if the backglass appears. If so, you're all
set with that game. If not, try this procedure:
- Open the table in the VP editor (see Chapter 18, Customizing VP Tables)
- Open the table script (VP 9: Edit > Script menu command;
VP 10: View > Script command)
- Look for a line like this:
Const cController = 0
- Note that the variable name cController might be slightly different,
so just look for something that roughly matches that format.
- If you find such a line, change the "0" to the number listed for B2s
(usually 3). Save and run the table. If it successfully displays
the backglass, you're set.
- If you can't find the code above, look for something like this:
Set Controller = CreateObject("VPinMAME.Controller")
- If you find that, replace it with this:
Set Controller = CreateObject("B2S.Server")
- Save the game and try again.
If none of the above helped, and the table is a re-creation of an
older EM (electro-mechanical) game from the 1970s or earlier, the game
will need more extensive modification to make it work with B2S. The
work needed is beyond the scope of this chapter. Your best bet might
be to contact the author of the table and request a B2S-capable
update, or see if someone else on the forums wants to take it on.
17. Optimizing Performance
Virtual pinball is in essence a video game, and video games place
special demands on PC performance. The first prerequisite for
adequate performance is adequate hardware, particularly the CPU and
graphics card. You can find advice on selecting suitable components
in
Chapter 10, Designing the PC.
Even with fast hardware, though, you'll need to do some tuning to get
the best video game performance out of your system. This chapter
offers some advice on things to try.
Here's my quick list of the most fruitful optimizations with VP:
>
- Minimize background tasks and other running programs (see
General Windows optimizations)
>
- Use a CPU affinity tool to give VP exclusive access to a group
of CPU cores (see Controlling CPU affinities)
>
>
How to approach system optimization
The whole point of optimizing is to make the game play better, in your
subjective view. It's worth making a point to keep that in mind,
because it's easy to get bogged down in the numbers, trying to make
specific benchmark figures or performance metrics as perfect as
possible. It's best not to get too obsessed with any one benchmark,
because there's no benchmark that captures everything, and there's
always a point of diminishing returns when you start focusing on
making one number as high as you can get it.
That said, objective metrics are extremely helpful when making
adjustments. For many of the adjustments you can make, there's no
one-size-fits-all ideal setting, since the effects vary by system, so
you'll have to experiment in many cases to find the right setting.
You'll also have to experiment to see which types of adjustments make
any sort of difference. Objective numbers can be really helpful
to see if adjustments are having any effect and if they're moving
the needle in the right direction. It's easy to trick yourself
into seeing differences that aren't there if you don't have some
kind of hard data to look at.
Measuring VP performance: frames per second
The most common performance metric in video games is the "frame rate",
in Frames Per Second or FPS. This is the number of times per second
that the game software can fully render the scene and update the video
graphics.
VP can display the current frame rate and some other statistics
on-screen while you play. Activate this display by pressing F11 while
a game is running.
At first glance, it might seem strange that this isn't identical to
your video card's refresh rate, usually 60 Hz (updates per second).
The reason for the difference is that most video games (VP included)
do their graphics rendering on their own schedule, according to how
quickly they can do the computing work to produce each frame.
In order to produce smooth animation, VP's frame rate has to be at
least as fast as the hardware refresh rate. If VP can't produce a new
frame in time for the next hardware refresh, the TV will keep
displaying the same frame as on the last refresh. This will make the
picture momentarily freeze on the TV, which makes the motion appear
jerky.
In practice, it's not good enough for the VP frame rate to merely be
higher than the TV's refresh rate. It has to be much higher,
by a factor of two or more. This is because the FPS rates that VP
shows you is an average over many frames. The actual time it takes to
produce any individual frame can vary quite a lot from one frame to
the next. Some frames might take two or three times as long as the
average frame to produce. If your average FPS rate is only marginally
above the TV's refresh rate, all of those slower-than-average frames
will take longer than one refresh cycle to generate, so you'll see a
lot of repeated frames and jerky motion.
What makes a frame take longer than average? It's a matter of the
complexity of the physics and graphics models that go into making up
the frame. You'll typically see the frame rate slow down during
multiball sequences, for example, since the physics engine has to
compute the motion of the additional balls.
How to check your graphics card refresh rate
- Open the Display control panel in Windows
- Go to the Adjust Resolution section
- Click Advanced settings
- In the Adapter tab, click List All Modes
This will show you the list of screen resolutions and refresh rates
that your GPU supports.
Most graphics cards and TVs use a standard 60
Hz video refresh rate. Many LCD TVs have nominal refresh rates of 120
or 240 Hz, but this isn't the video signal rate; it's just the LCD
panel update rate, which uses interpolation to synthesize fake frames
between the actual frames. A small number of TVs and computer
monitors can accept true video signal rates higher than 60 Hz, but to
take advantage of that you also need a video card that can generate
such signals.
It's always best to use a graphics mode that exactly matches the
native resolution of your TV: 1280x720 for a 720p TV, 1920x1080 for a
1080p TV, or 3840x2160 for a 4K TV.
How to reduce stutter
The jerky motion that happens when frames are repeated due to slow
rendering is called "stutter". It's more or less impossible to make
VP absolutely stutter-proof, since there are occasional oddball
situations in any game where the physics computations get extremely
complex and overwhelm even the fastest hardware. But it's at least
possible to reduce stutter to the point where you'll hardly ever see
it.
There are really two separate sources of stutter, which require
separate solutions.
The first source of stutter is the raw computational time that VP
spends updating the physics and rendering the graphics. The physics
updates are done on the main CPU, and the rendering is mostly done on
the graphics card (the GPU). So the obvious route to faster updates
is faster hardware. For most people, that's something to consider in
the planning stages, but it's not practical in terms of budget to
update your whole PC every time a table is too slow. Barring hardware
updates, the main way to increase VP's raw rendering rate is by
adjusting VP's graphics options. We'll cover that below in
VP video settings.
The second source of stutter is a little more subtle. Windows
multi-tasks - runs many programs at once - by letting programs
take turns using the CPU. Windows lets each program run for a
fraction of a second, then interrupts it and lets another app take its
turn. With most applications, you never notice this turn-taking,
because it happens so quickly that it creates the illusion that every
program is running at the same time. The illusion can start to break
down with video games, though. The problem is that the turn-taking
interruptions can happen at inopportune times that make VP miss its
window for updating the graphics in time for a video refresh cycle,
causing repeated frames and thus stutter.
One obvious way to reduce these interruptions is to minimize the
number of other running programs, as outlined in
General Windows optimizations below.
That only goes so far, though, as you can't shut off everything else.
To deal with the programs that have to keep running, there's a
powerful technique known as CPU "affinity", which lets you partition
your hardware and give special VP special access to parts of it.
We'll talk about that later in
Controlling
CPU affinities.
General Windows optimizations
You can find lots of advice on the Web about general Windows tuning
and gaming PC tuning. There's so much advice of that sort available
that I won't try to reiterate it all in detail here, other than to
mention the main points:
- Delete unused programs, especially any bloatware pre-installed
by the PC vendor
- Disable unnecessary startup programs
- Remove or disable unnecessary background programs and Windows "services"
- Disable programs running in the "system tray" (the little icon area
in the Windows task bar near the clock)
- If you're using Windows 10, turn off all of the cloud features in
the system "Privacy" settings, to minimize background network access.
- Remove third-party antivirus/antimalware software
The last one (removing third-party antimalware programs) might make
you uncomfortable. It's up to you, obviously, but I think it's
worthwhile for a machine that you use as a dedicated pin cab PC and
not as your main PC. There are two reasons I think you can go
without. First, Windows 7 and later have pretty good protection
built-in, in the form of Windows Defender. That's positioned for
marketing purposes as "basic" protection only, to give you the
impression you need something stronger, but it actually scores fairly
high in most independent testing. Second, you can greatly reduce your
exposure to malware by using the pin cab PC exclusively as a pin cab
PC: don't store sensitive personal files on it, don't use it for
email, don't use it for random Web browsing (limit Web use to trusted
sites), and don't download random files (only download from trusted
sites). Email and random Web browsing are the primary vectors for
malware, so you can minimize exposure to avoiding those vectors as
much as possible.
Controlling CPU affinities
The most powerful tool I've found for reducing stutter is CPU
affinity. This a mechanism inside Windows for assigning each running
program to a preferred group of CPU cores.
A "core" is a CPU within your CPU. The processor chips used in modern
PCs, such as Intel i5 or i7 chips, are actually made up of multiple
CPUs packed onto one piece of silicon. For example, an i5-8250 chip
contains four complete CPUs. The term "core" is used to distinguish
these CPU sub-units from the chip as a whole, which is also commonly
called a CPU.
Windows has built-in support for multi-core chips. It automatically
spreads work across the cores to optimize overall system throughput,
and for most purposes you don't even have to think about it. As
usual, though, video gaming doesn't exactly fit the typical program
profile that the Windows default settings are designed for. The
core affinity feature in Windows lets you override the defaults
to optimize performance for special cases like games.
CPU affinity goals
The basic idea is to partition your CPU's cores into two groups: VP,
and everything else. When you're running a table in VP, the game
itself is the only performance-critical task in the whole system;
everything else can take a back seat and wait its turn. So we're
going to give the lion's share of your PC's computing power to the
game, and give all other running programs the leftovers. For CPU affinity
settings, the smallest unit we can work with when dividing things up
is one CPU core, so if your CPU has N cores, we're going to allocate
N-1 of the cores to the game, and give the one remaining core to
everything else.
The point of this partitioning is to give the pinball software the
most exclusive access we can to a set of CPU cores. This reduces the
chances that another program running in the system will be able to
interrupt VP or its components in the middle of some time-critical
tasks. (And virtually everything VP does is time-critical, since it's
a real-time physics simulation.)
In practice, I find that this makes a night-and-day difference in
stutter, reducing it from noticeable to practically never on my pin
cab.
CPU affinity tools
PinAffinity: This is a simple CPU affinity setter I wrote
specifically for pin cabs. It's designed to be extremely simple to
set up and completely automatic once configured, and it's free and
open-source. You can find it here:
PinAffinity.
Instructions for basic pin cab setup are included in the download, but
here's a quick overview:
- Download the "bit" version that matches your copy of Windows (32-bit or 64-bit)
- Unzip the files into a folder on your hard disk
- Run PinAffinity.exe
- Use the "Add Program" menu to add the .EXE file for each pinball
player program on your system to the designed Pinball program list
- Minimize the PinAffinity window and leave it running in the background
while you play. It automatically sets CPU affinities for new processes
as they're created.
- If you wish, you can create a shortcut to PinAffinity.exe in your
Start Menu "Startup" folder so that the program automatically launches
each time you boot
Other tools: On my own cab, I used to use a freeware program
called PriFinitty. Unfortunately, it's no longer available; the
developer abandoned the project a long time ago and never released the
source code.
Another option is Process Hacker 3, available here:
wj32.org/processhacker/. Process Hacker is a full
Task Manager replacement, so it's not specifically designed for the
pin cab use case, but it has the basic function we need (the ability
to set CPU affinities persistently on a per-program basis). Note that
you'll need a "nightly build" version of Process Hacker 3. The
current public release version, Process Hacker 2, can control CPU
affinities for live processes but can't save them or apply them
automatically to new processes.
Recommended CPU affinity configuration
I recommend the following basic configuration:
- Assign three cores to VP (and any other pinball software you use)
- Assign the remaining cores to everything else
PinAffinity uses those settings by default.
Why three cores for VP? You might have read that Visual Pinball is
single-threaded, so it might not seem like it would benefit from more
than one core. It's true that VP's core physics and graphics run on a
single thread, but if you look at a VP process with a tool like
Process Explorer, you'll see that it has about 20 threads running.
Where are they all coming from if VP is single-threaded? Mostly from
the external subsystems that VP uses. VPinMAME runs on its own
thread; DirectInput and DirectSound create multiple threads to service
I/O events; DOF creates a thread for each output controller it
accesses; and most video card graphics drivers create several
additional threads.
The main VP physics/rendering thread and the VPinMAME thread each
consume significant CPU time; the rest of the threads do little actual
computing work, as they only exist to service I/O events and timed
events as they occur. The VP and VPM threads probably don't come
close to saturating the CPU on your machine; you'll probably see only
10% to 20% CPU usage on these threads. But even so, they both benefit
from having a free core available because they both need "real time"
responsiveness to keep up with external events. In the case of
VPinMAME, it has to respond to game events immediately when they
happen, and has to maintain precise time sync with the audio playback
to prevent audible glitches in the soundtrack. In the case of VP, the
physics/rendering thread has to keep in precise sync with the video
refresh cycle; any lag in rendering is visible as stutter. It also
has to respond quickly to input events to avoid perceptible latency
(e.g., so that the flippers don't feel sluggish when you press the
buttons).
That's why three cores seems to be the sweet spot for VP performance.
We have two threads that run more or less continuously (the main VP
physics/rendering thread, and the VPinMAME thread), and a bunch of
other threads that need to respond quickly to events but do little
work. If you give this collection of threads three cores to work
with, Windows will be able to balance the load so that everything has
near-real-time CPU access.
One video card or two?
One of the frequently asked questions on the forums is whether it's
better to use a single video card that can support multiple monitors,
or a separate video card for each monitor. (Most pin cabs have either
two or three monitors: the main playfield TV, the backglass TV, and
possibly a third monitor for the score display or "DMD" - the dot
matrix display.)
This question actually contains two components, so let's unpack it.
The first part is: can my video card handle multiple monitors? The
second part is: would I get better performance by adding an extra
video card for the second and third monitors?
The answer to the first part is basically always yes. All modern
gaming cards have support for multiple monitors and provide built-in
ports for connecting two to four monitors. And Windows has excellent,
fully automatic support for multiple monitors built in. When you're
setting up your system, there shouldn't be anything special you have
to do with either your video card or Windows to configure multiple
monitors; you shouldn't have to do anything more than just plugging
them all in.
What about performance, though? Intuitively, it seems like more video
hardware should translate to faster performance, for the same reasons
that CPUs with more cores run faster. It seems like an extra card
would take some load off the main graphics card. In practice, though,
adding a second card makes most systems run slower. I can only
speculate about the reasons for this, but I suspect that it has to do
with contention for the data bus that connects the CPU and GPU. A
second video card creates bus contention that doesn't exist if there's
only one video card. Whatever the reason, most system in practice run
faster with a single video card handling all monitors.
"One card is faster" isn't an absolute rule, though. I have heard
from people who found that adding a second card actually did improve
performance on their systems. But this seems relatively uncommon; for
most systems, it seems that you'll get better performance by buying
one fast video card than by trying to split the load across two
or more cards.
Input lag
A common performance problem in video games is input lag: a noticeable
delay between pressing a button and seeing the result on-screen. On a
pin cab, this is mostly noticeable with the flippers. Input lag makes
it feel like the flippers are slow to respond when you push the
buttons.
Latency can come from many sources, but in most cases, the culprit
turns out to be the TV. That's the place to focus your efforts to fix
the problem, in part because it's almost always the biggest
contributor to lag by far, and in part because there aren't really any
adjustments to be made anywhere else in the system. Everything else
is probably already running as fast as it can.
You can find more about input lag and how to minimize it in
Chapter 7, Selecting a Playfield TV. We won't repeat all of the detail
here, but the main point is that you should be sure your TV is set up
with as little image processing as possible, especially enhancement
modes related to "motion smoothing". Look for a Game Mode setting in
your TV's setup menus; that usually selects the right combination of
settings to minimize lag, since this is a concern for video games in
general.
Audio lag
Audio lag is a noticeable delay between visual events appearing
on-screen and the playback of the corresponding audio effect. This
fortunately isn't a common problem. If you experience it, though,
here are a few things to try.
Check your sound card's settings. (Open the Windows "Sound"
control panel, select your card, and click Properties.) Make sure
that everything is turned off under the Enhancements tab.
Some sound cards have extra properties tabs that control special
hardware features of the card. Check any extra you see and make sure
that any processing modes, effects, or enhancements are disabled.
If you're using an add-in sound card (rather than motherboard audio),
and it came with its own separate settings program, go through that
and make the same kinds of checks: look for any effects or processing
modes that might be slowing things down, and disable any you find.
If you're using your TV's built-in speakers through the HDMI video
connection, check the setup menus to see if there's a setting
specifically for audio delay or audio sync. Your TV might be
intentionally delaying the audio signal so that it syncs up with
delays in the video signal processing, and it might let you adjust the
delay time. If so, make it as short as possible.
VP video settings
Visual Pinball has a number of options related to graphics rendering
that can affect performance. To access these options, start VP without
loading a game, in editor mode. On the menu, select Preferences >
Video Options.
The effects on performance of the different settings vary by system,
and many of them trade off between quality and speed, so you'll have
to experiment to find the ideal settings for your system. Here's
an overview of the main settings that affect performance:
- Anti-aliasing: this controls extra graphics processing to make edges
look smoother. Disabling it does the least processing, so it will be
the fastest, at the expense of rougher looking edges. The performance
impact of the different anti-aliasing modes depends on your video
card.
- Ball reflections, ambient occlusion: these control extra rendering
to create more realistic graphics. Turning them off results in
faster rendering times.
- FPS limiter: setting this to 0 (the default) allows VP to render
video frames as fast as it can. Setting it to 1 makes VP synchronize
its rendering cycle with the actual video refresh rate. Some people
find that synchronized rendering produces smoother graphics, so you
might want to try it to see if it makes any noticeable difference for
you. If not, I'd leave it at the default 0 setting.
- Exclusive full-screen mode: this makes VP take over the monitor
completely when running in full-screen mode, rather than sharing it
with other programs. This can improve graphics performance on some
systems, but it can cause weird glitches with Windows multitasking,
so I'd avoid it unless it makes a big difference for you.
18. Customizing VP Tables
One of the great things about the Windows virtual pinball environment
is that so many tables are available in a format that lets you modify
and customize them in any way you please. The free pinball player
programs (Visual Pinball, Future Pinball) are also full pinball
construction programs. You can open any table for Visual Pinball or
Future Pinball in its editor and make your own modifications.
(The same can't be said of the commercial pinball games, such as
Farsight's Pinball Arcade or Pinball FX/2 and FX/3. With those,
you're stuck with what they sell you, which is never a perfect fit for
cabinet play. That's one big reason that VP is so popular with pin
cab builders.)
This chapter provides an overview of how to customize tables in Visual
Pinball. We go into detail on a few of the key customizations often
needed to adapt a table to cabinet play. Many of the tables available
for VP were designed with regular desktop in mind, and weren't
tested on a cab by their original authors, so they
need some tweaking to look and play their best on a cab.
Opening a table in the VP editor
Visual Pinball is, at its core, a pinball construction program that
also happens to let you play the tables. So editing a table is
really the default thing that VP does.
In VP 8 and 9, the first thing you see when you start the program
is a blank table editor window. Use the File > Open menu
command to open a table in the editor.
In VP 10, they tried to make VP a little friendlier for the "average
user", who just wants to play existing tables rather than creating
their own. So VP 10 starts by bringing up a "Select Table File"
dialog when you first start the program, and then immediately starts a
game session with the table you select. If you want to edit a table instead,
you have to bypass this initial dialog. Just click Cancel in the
dialog, then use the File > Open menu to open a table in the
editor, just like in VP 8/9.
Adjusting the viewing angle
When VP runs a game, the image you see on the display is a rendering
of a 3D model of the table. To construct this image, VP uses an
imaginary camera that views the model from a selected position in
space. You can adjust this camera position to create different views
of the table.
I find that most of the VP tables I download need some adjustment in
their viewing angle to look their best on a pin cab display. And most
pin cab builders feel the same way, because the ideal viewing angle is
subjective. No one viewing angle will satisfy everybody.
VP 9: Adjusting the viewing angle in VP 9 is a bit tedious
because you have to do it by typing numbers into a property sheet in
the editor, and then run the game to test the results. I always have
to iterate this process five or ten times before I find a satisfactory
solution.
- Open the table in the VP editor
- On the left tool palette, click the Backdrop button
- Make sure the properties panel on the right is showing; if it's
not, click the Options button on the left tool palette
- The properties panel should be labeled Backdrop at the
top; if it's not, click in a background area of the editor window
to select the backdrop
In the Backdrop properties window, the Colors & Formatting
section contains all of the viewing angle options. The exact settings
vary a lot from one table to the next, so there's no one-size-fits-all
setting list I can give you. You'll just have to experiment with the
different settings to see the effect they have. Change a setting and
run the table to see the result. Change one thing at a time so that
you can see each setting's individual effect.
Here's an overview of the individual settings and what they do:
- Inclination: The camera tilt, in degrees. 0 points the
camera straight down at the table. Positive values tilt the camera
upwards. For cabinet use, this should usually be close to 0.
- Field of view: The camera's viewing angle. This is analogous
to a zoom lens on an optical camera. Zero produces an extremely flat
view, like a telephoto image from a long way away; a high number
(120-150) creates an exaggerated fisheye lens view. A value around 20
is usually good for cabinet use.
- Layback: The camera's distance from the front of the table.
Higher values create a more tilted perspective. 0 creates a view from
right over the center of the table. You want a value that places the
camera a little ways out in front of the table, just like the normal
viewing position for a player. A value of about 2/3 of the Y offset
below is usually good.
- XY Rotation: For cabinet play, set this to 270.
- X Scale: This adjusts the table's size relative to the
width of the monitor, which is confusingly the height of the table,
when rotated 270 degrees for cabinet play. Adjust this to fit
the table in the monitor across the monitor's width. This varies
a lot by table, since it's a function of the playfield dimensions
as well as the camera angle settings above. A value of around 1.4
works for many tables, but you'll have to fine-tune it for each table.
- Y Scale: This adjusts the table's size relative to
the height of the monitor, which is the width of the table, when
rotated 270 degrees for cabinet play. Adjust to fit. A value
of around 2.0 works for many tables, but you'll have to
fine-tune it for each table.
- X Offset: This adjusts the side-to-side position of
the table, which is confusingly the vertical position on the
monitor, when rotated 270 degrees for cabinet play. Adjust
this so that the table is positioned properly. A value of
around -450 works for most tables, but you'll have to fine-tune
it for each table.
- Y Offset: This adjusts the top-to-bottom position of
the table, which is confusingly the horizontal position on the
monitor, when rotated 270 degrees for cabinet play. Adjust
this so that the table is positioned properly. A value of
around 50 works for most tables, but you'll have to fine-tune it.
VP 10: You can use exactly the same procedure as above with VP
10, but VP 10 also has an interactive "camera mode" that's a little
easier to use. Camera mode lets you see the effect of each change
immediately on the rendered table, without having to switch back and
forth between editor mode and play mode repeatedly.
To activate camera mode, use the menu command Table >
Camera/Light Edit Mode, or press F6. Follow the on-screen
instructions to cycle through the settings and make adjustments.
The settings listed above for VP 9 all have the same meanings
here.
The camera mode controls are a little cumbersome, and it's hard to set
exact values with them. You can always go back and fine-tune
the values with the properties editor (using the VP 9 procedure
above) to make any final adjustments.
Fake 3D table elements
One thing to note is that a lot of tables have some "fake 3D" table
elements that don't respond well to viewing angle adjustments.
For example, consider Rudy's head in Funhouse. On the real
machine, of course, Rudy is a rather large 3D chunk of plastic. But
some VP versions of Funhouse don't use a 3D model object for
Rudy; they just use a photo of Rudy pasted onto a flat surface in the
VP model. That's what I mean by a "fake 3D" element: it's meant to
look like it's 3D, but it's actually just a flat photo in the
software.
The problem with these fake 3D objects is that the viewing angle captured
in the photo will stay the same no matter how much you change the
viewing angle of the table. The photo is, after all, just a photo. If
you change the overall table viewing angle too far, it will become
extremely obvious that the flat photo is now from the wrong
perspective.
There are a few ways you can deal with this when you run into it:
- You can live with the distortion. The distortion will become
more obvious the further you change the table viewing angle, so
if you only need to adjust the angle a little bit, the distortion
might remain tolerable.
- You can take or find a new photo from the new angle and replace
the one in the table. This is tough unless you have access to the
real machine, but you might get lucky and find a suitable image
on the Web. You can find a lot of images on the Web for the more
popular titles, after all.
- You can substitute a real 3D model (known in VP parlance as
a "primitive") for the fake, flat photo. Ask on the forums to
see if someone has already created one; there are 3D models
of lots of pinball elements floating around (even unique ones
like Rudy's head). Browse through some generic 3D model
sites looking for something similar that you can adapt via
Blender or SketchUp. If it's not too complex, create one
yourself with one of those programs.
Once you have a 3D object, you have to save it in the Wavefront
".obj" format. This is a common format that most 3D editors
can save to. Next, create a "primitive" object in VP and
import the .obj file. You'll also need a "texture" (an image
that's projected onto the 3D surface to provide its coloration).
The details are beyond the scope of this guide, but you should be
able to get help in the forums if you're not familiar with
VP primitives.
Viewing and editing the table script
Many customizations in VP are made through the table's "script".
Every table has a script, which is basically a little computer program
that carries out certain operations when you're playing a game with
the table. It's called a "script" by way of analogy to the script for
a movie or play. A movie script is a series of things the actors are
supposed to say and do during the movie; a VP table script is a series
of things the computer is supposed to do while the the is running.
To view a table's script:
- In VP 8/9, use the Edit > Script menu command
- In VP 10, use the View > Script menu command
That brings up a text editor window showing the script. You can
simply type into this window to edit the code.
Table scripts are by their nature utterly unique, meaning there are no
fixed patterns that they have to follow. However, there are certain
conventions that many table authors follow, so you'll start to see
patterns after you've looked at a few scripts.
VP scripts are written in the Visual Basic language. (Which makes for
some confusing initials: VP scripts are VB scripts!) If you want to
be more technical, VP actually uses a variant of Visual Basic called
"Visual Basic Scripting" or VBS. Beware example code you find on the
Web, because many Web examples of "Visual Basic" use a different
variant known as "Visual Basic for Applications" or VBA. VBA is much
more powerful, so unfortunately, many generic Visual Basic examples on
the Web just won't work in VP's simpler version of the language.
Option variables
As mentioned above, many VP table authors follow common conventions
and patterns for how scripts are arranged. One of these common
patterns you'll often see is a set of "option variables" defined near
the top of the script, that let you select some pre-programmed
variations on the table's behavior. It's always a good idea to scan through
the script for a new table you've installed to see if it has any
option settings and customize them to your liking.
To see if a table has any option variables, read through the comments
near the top of the script. A comment in VP starts with an
apostrophe ('), and the VP editor usually shows it as green text:
Script options are typically defined as Visual Basic variable
assigments or Const (named constant) definitions.
Most authors group these near the start of the script, to make
them easy for people to find without having to read through the
whole of the script, and prominently label them with comments
so that you'll know what they're for.
For example, here are the options at the top of Whirlwind for
VP 9:
Const cController = 3
Const cDMDRotation = 0
Const cGameName = "whirl_l3"
Const Flashers_ON = 1
Const GI_ON = 1
Const Flippers_Sound_ON = 1
Const SlingShot_Sound_ON = 1
Const Bumpers_Sound_ON = 1
Const StormMode = 1
Const RotatingWilliamsW_ON = 1
Const BlueApron_ON = 1
Const Plunger2Ramp_ON = 1
You don't have to be much of a programmer to know what to do
with these: just change the number after the "=" in any line where you want
to change to a different setting.
How to fix up tables for a real plunger
Many VP 9 tables require some scripting changes before they'll work
properly with a plunger device. Most VP 10 tables work with plungers
automatically, but you might run into a few that need the same kind
of fixup as is often needed for VP 9. The changes are sometimes
fairly complex, so we cover this topic in a separate
chapter:
Chapter 39, Fixing VP Plungers.
How to enable B2S backglasses
Most VP 10 tables will work with B2S without any modification, as
will some later (2016+) VP 9 tables. Earlier VP 9 tables often require
some slight modifications to the table script to enable backglass
art, though. See
Chapter 16, Backglass Software Setup for details.
How to play table sound effects through the backbox speakers
If you have a separate set of playfield effects speakers inside your
cabinet, VP decides whether to use your main backbox speakers or
your playfield effects speakers as follows:
- If the sound comes from the game's ROM (the original game's
software, being emulated in VPinMAME), it's played through the backbox
speakers
- Otherwise, it's played through the playfield effects speakers
If you don't have a separate set of playfield effects speakers, all
sounds are played through your main speakers. See "Playfield effects
speakers" in
Chapter 41, Audio Systems for more about
setting up the extra speakers.
Assuming you do have playfield effects speakers, you might want to
override the rule about playing all of the non-ROM sounds through
the playfield effects speakers. VP lets you override it on an
effect-by-effect basis.
First, let's think about why the rule is set up this way in the first
place. The ROM soundtrack is the game's original soundtrack from the
arcade game, so on the real version of the machine, all of the
sounds from the ROM were played back through the real machine's
backbox speakers. So it makes sense that we'd want to do the same
thing in a virtual cab. What about the "non-ROM" sounds? Those are
sound effects that the VP table author added into the simulation of
the table. These are almost all meant to simulate the sound made by
something mechanical on the playfield, like the ball rolling around
and bumping into things, bumpers bumping, etc. So in almost all
cases, you want these to sound like they're coming from the playfield
area rather than from the backbox.
Now let's think about why you might want to override this for some
sounds. Occasionally, you might have a mechanical sound that actually
would have come from the backbox on the original real machine. For
example, some EM-era machines had scoring bells situated in the
backbox. Likewise, any simulated score reel sounds ought to come from
the backbox area. In addition, some tables might have the occasional
added voice or music effect that supplements the game's original ROM
soundtrack, so you might want these to play through the backbox
speakers as though they were part of the ROM soundtrack.
In VP, table sound effects are tied to one or the other set of
speakers (playfield or backbox) on an effect-by-effect basis. All of
the sounds are initially set to play through the playfield effects
speakers. To change an effect to play through the backbox speakers
instead, here's the procedure:
- Launch VP
- Open the game in the VP editor (don't run it)
- On the menu, select Table > Sound Manager
- Find the sound you want to redirect to the backbox speakers and select
it in the list; you can use the Play button to listen to each sound if
you're not sure it's the one you're looking for
- Check its current speaker assignment:
- In VP 9, if the "Import path" looks like a regular file name,
it's assigned to the playfield effects speakers; if it says
*Backglass Output*, it's assigned to the backbox speakers
- In VP 10, the "Output" column will say either Table
(plays through the playfield effects speakers) or Backglass
(plays through the backbox speakers)
- If it's not already on the backbox speakers, click Toggle BG Out
(VP 10) or To BG Out (VP 9)
If you want to go the other direction - change a sound that's already on
the backbox speakers to use the playfield effects speakers instead -
the process is exactly the same with VP 10. Just select the sound in
the list and click Toggle BG Out to switch it back to
Table mode. The process in VP 9 is rather ugly: you have to
export the sound effect to a WAV file and re-import it. What's more,
some VP versions have a bug that won't let you export a sound that's
been set to the backglass output, so you're kind of stuck. The best
workaround would be to download a fresh copy of the table, export the
sound from that fresh copy, and import the sound into your modified
version of the game.
What about changing some of the ROM sounds to play back through the
table effects speakers? Sorry; it can't be done. All of the ROM
sounds are handled by VPinMAME, which doesn't have any options for
changing the speakers for a specific sound. Remember that the ROM
software is more of a "black box" than a VP table, since it's
emulating an old arcade machine that didn't work like a PC with modern
abstractions like WAV files. VPinMAME doesn't have any way to
make a simple list of the sounds in a ROM that you could use to choose
speakers like you can with the table sounds in VP.
How to enable DOF
DOF support is similar to B2S support: for most VP tables and some
later VP 9 tables, DOF support is automatic, whereas earlier VP 9
tables usually require some script modifications. See
Chapter 46, DOF Setup for details.
Removing sound effects for DOF play
If you have DOF mechanical feedback devices (solenoids, gear motors),
you'll usually want to disable the digitized sound effects that tables
play back to simulate the same events, since the digitized sounds tend
to sound fake (not to mention redundant) when real mechanical devices
are firing at the same time.
Chapter 46, DOF Setup describes how to remove
the unwanted sound effects.
How to fix EM tables that use the wrong coin keys
Some re-creations of EM (electro-mechanical) tables use the "wrong"
keyboard keys for some functions, especially the coin-in buttons.
If you're having problems with an EM game where it won't respond
to your pin cab's coin buttons, this might be the cause.
The reason you see this in EM tables in particular (as opposed to more
modern "solid state" games - the type with electronic displays of some
kind) has to do with VPinMAME. VPinMAME is the part of the Visual
Pinball system that normally handles most of the keyboard functions,
including coin handling. The thing is that EM re-creations don't
typically use VPinMAME, because VPM's function is to emulate the
original ROM software from an electronic game. Part of the definition
of "EM" is that it doesn't have any software, ergo no VPM involvement.
And without VPM, it's completely up to the table script to handle all
of the keyboard interaction, including the coin keys. EM table
authors often hard-code the coin function to a specific keyboard
key, which might not match your pin cab's button setup.
Fortunately, it's not too hard to fix these when you find them.
The procedure is to find the place in the table's script where the
coin key is handled, and change the script to test for the
correct key.
- Open the table in the VP editor
- Open the table's script
- Search for the string "_KeyDown". This should take you to
a line that looks like this:
Sub Table_KeyDown(ByVal keycode)
- Note that the "Table_" prefix might be different in the actual
table, but the rest should be the same. This is the start of the
key handler subroutine. The code we're looking for now is
somewhere in this subroutine, which is all of the code up until
the next line like this:
End Sub
- Most people indent the code in this section to make it easier
to see that all of the code up to the End Sub goes
together.
- At this point, you'll have to read through the code to find the
section that handles the coin input. Hopefully, the table author will
have put in a comment, or at least used well-named variables. Look
for the words "coin", "credit", or maybe something like this:
Credits = Credits + 1
- If you can find the right section, it should be preceded by a
test for the key code. That will usually look like one of the following:
Case 6:
If KeyCode = 6 Then
- The number after "Case" or "Keycode=" might be different. It's
usually 6, which is the scan code for the "5" key on the keyboard
(confusingly!), since that's what most desktop users expect for the
coin-in key. It might also be 4 (the scan code for the "3" key),
since that's another common coin-in assignment.
- If you find that line, change the number to the word AddCreditKey
- Close the script and save the table
The special symbol AddCreditKey is VP's way of referring
to the key assigned to the coin function in the VP option settings.
If the script was using a hard-coded scan code, this change should
make the table use the correct key as set in the options.
19. Cabinet Building Tools
It's hard to overstate the importance of using the right tool for a
given job. Good tools can make a seemingly difficult task easy, and
can let an amateur produce professional-looking results. Here are
some recommendations for the tools needed to build a virtual cab.
Basic hand tools
These core tools are needed for the most basic DIY projects. You'll
probably already have most of them on hand for routine home
maintenance needs. You'll probably need most of these even if you're
starting with a pre-assembled cabinet, and you'll certainly need them
if you're assembling a cabinet from a flat-pack kit or from scratch.
- Screwdrivers: a basic set of Phillips and flat-head screwdrivers
in assorted sizes
- Hex nut driver set with assorted English and metric sizes
- Hammer
- Pliers
- Needle-nose pliers
- Sheet-metal shears
- Assorted wood and metal files
Basic power tools
Some basic wood-working power tools are good to have on hand even if
you're starting with a pre-assembled cabinet, to facilitate finishing
work and simple customizations.
- Drill
- Assorted drill bits, from ⅛" to ½"
- Hole saws for your drill, various sizes (3/4", 1", 1⅛", 1⅜")
(some people swear by Forstner bits, but I find hole saws are easier
to work with for these sizes)
- Power screwdriver (optional, but makes for less manual labor)
- Power sander (essential for surface preparation if you're going to
apply paint or decals)
- Jigsaw (not essential, since a router can handle just about any
job where a jigsaw would be useful, and a router can often do it better;
but a jigsaw is easier for quick-and-dirty cuts)
Saws
If you're building a pin cab from scratch, you'll need one or more of
the following:
- Table saw
- Track saw
- Band saw
A track saw is basically a circular saw that runs along a metal track,
allowing you to cut nice straight lines at precise locations. This is
a great tool for cutting up large sheets of plywood, and for making
cuts at arbitrary angles (such as the sloped side walls of a pin cab). A regular
circular saw can work for this, too, but it's more difficult to cut
perfectly straight lines with finish quality.
Most woodworkers would probably pick the table saw if they could have
only one type of saw. Table saws are extremely versatile and are capable
of precise, repeatable work. I think the ideal setup is to have
both a table saw and a track saw. Table saws are perfect for
about 90% of the cuts needed to build a pin cab, but a few of the
larger pieces in a pin cab are difficult and cumbersome on a table
saw. Track saws excel at handling large pieces.
A band saw can probably do everything a table saw can do. Some
woodworkers consider them superior and safer tools. I don't have any
experience with band saws myself, so I don't have much of an opinion,
but I can appreciate their inherent safety advantages. Band saws
don't tend to cause "kickback" (throwing a work piece back at the
operator at high speed), which is a major hazard with table saws.
Table saw accessories: If you go with a table saw, there are
a couple of accessories that are worth buying along with it.
- Finish blade for plywood. Table saws usually come packaged with
coarser blades meant for cutting solid wood. Plywood is more delicate
because of its layered structure, so it's better to use a finer-tooth
blade. Look for a blade labeled as a "finish" blade or a "plywood"
blade - these usually have 40 or more teeth and will produce a smooth
edge that will need little or no sanding. The same goes for track
saws, but those usually seem to come with finer-tooth blades by
default.
- Push block with a "tunnel" for the blade, such as a Microjig
Grr-ripper or Delmar Tools push block. These make it easier and safer
to push work pieces through the table saw, especially when making
narrow rip cuts (lengthwise down the board).
Router
If you're building a cabinet from scratch, it's good to have a router
on hand. This is useful even if you're building from a kit, since you
might want to add extra openings beyond what comes with the kit. A
router is a versatile power tool with a high-speed rotating bit that
can move over a piece of wood to cut grooves, holes, and edges. Some
of the things a router can help you accomplish:
- Cutting custom-shaped holes
- Forming joinery edges (bevels, miters, rabbets, dados)
- Cutting grooves
- Routing out depressions or hollows
If you're starting with a flat-pack kit, most of the cuts and joinery
edges should be pre-cut, but a router is still useful for a few tasks
that the kits usually leave for you to do. In particular, a router is
required to cut the edge grooves needed to install the plastic holders
for the playfield glass, and you can also use it to cut custom holes
for speakers, fans, and buttons. For this type of light usage, a
hand-held router is adequate; good options are available for under
$100.
Hand routers come in two main types: fixed-base routers and plunge
routers. A plunge router has a spring mechanism that lets you lower
the bit straight down into the work piece while keeping the base flat
against the work piece; this is useful for routing grooves and cutting
openings in the interior of a work piece. Plunge routers usually have
a latch that locks in a depth, effectively making it the same as a
fixed-based router, so plunge routers are the more versatile of the
two types. However, plunge routers won't always fit into router
tables (see below), so check compatibility before buying a router and
table. Some routers come with both fixed bases and plunge bases that
you swap as desired.
Recommended router bits:
- For general hole-cutting and dados, a basic set of straight bits in
assorted sizes (1/4", 3/8", 1/2", 3/4").
- For installing the playfield glass guides, a slot cutter bit with a
3/32" groove width. Freude makes a suitable groove cutter with a
9/16" groove depth and 3/32" grove width (part number 63-106).
- If you're building a cabinet from scratch, there are special router
bits you can use to make certain types of corner joins for the main
cabinet. My preference is type of a corner join that doesn't require
special bits, as described in Appendix 12, Lock Miter I: The Plywood-Friendly Way.
Router accessory:
- Circle jig for your hand router. This is an attachment for the
router that lets you cut circular openings of just about any size. This
is good for cutting large circular openings (larger than a drill bit
can make). It's fairly easy to create a circle jig yourself (look it
up on Youtube), or you can buy one.
Router table
Some routing tasks require a table-mounted router, and some are just
easier with a table.
If you have a hand router, you can buy a bench-top table that you
can attach your existing hand router to. There are several
"universal" router tables available that will work with most brands of
routers, so you probably don't need to buy a table made especially for
your router - it's usually possible to mix and match brands.
Electronics
- Soldering station. If you're doing even simple electronics work,
it's worth investing in a decent soldering station. A soldering
station is different from a basic soldering iron in that a station has
a thermostat that controls the tip temperature, which maintains
consistent soldering conditions. Stations also heat up much more
quickly and have much better tips than cheap soldering irons. I'm
very happy with my Hakko FX88D (available for under $100). If you've
been frustrated in the past trying to do soldering work with a cheap
iron, and you think it's because you don't have the right skills,
you'll be amazed at your overnight transformation into a soldering
genius when you switch to a proper soldering station.
- Solder. Another thing that will amaze you by improving you
soldering skills overnight is to switch to a good solder. The stuff
they sell at Home Depot might be okay for plumbing and other rough
work, but it's not very good for electronics. The type I like is
Kesler 44 63/37 Sn/Pb rosin core solder.
- Digital multimeter. An essential tool for troubleshooting
electronics. The main functions I use regularly are continuity testing,
voltage, resistance, and current. Virtually ever meter available
will have these basic functions.
One feature you should definitely look for is "auto-ranging".
That means that the meter automatically senses the order of
magnitude of the reading for each input type (rather than requiring
you to select the range with the dial). The cheapest meters (in
the $10 range) lack auto-ranging. It's worth a few extra dollars
to get this feature.
I don't have any specific brand recommendations. My professional
electrical engineer friends have always sworn by their Fluke meters,
and I'm sure they're great products, but they're quite pricey. You
can find less prestigious brands with similar capabilities for
as little as $20. I think that even the cheap meters are pretty
good at this point in terms of accuracy and features, thanks to the
relentless march of progress on digital electronics, although they
probably lack the build quality of the Flukes and other top brands.
If you're looking for a meter for occasional hobby use,
I'd buy based on price and user reviews.
20. Cabinet Parts List
When I built my cabinet, one of the unexpectedly big jobs was just
figuring out what I needed to buy. This chapter is an attempt to save
you some of that legwork by presenting a master list of everything that
goes into a virtual pinball machine. The list is organized into
categories to make it easier to digest and easier to find things.
The list starts
below after a few
preliminary notes.
Pinball part references
Many of the items on the list are replacement parts for real pinball
machines. When possible, these are listed with the original
manufacturer part numbers. This makes it easy to find the exact part
you're looking for, since most arcade suppliers include these numbers
in their catalogs and databases. You can enter one of these numbers
into the search box on most pinball vendor Web sites to find that
exact part, without having to wade through a ton of hits for similar
items, as is often the case if you search by name or description.
Most of the part numbers are even unique enough to yield good results
from a Google search.
The part numbers listed are mostly for Williams/Bally 1990s era
machines, also known as WPC machines (for "Williams Pinball
Controller", the core electronics platform used throughout that
generation). Those machines had a very uniform cabinet design, and
most of the core cabinet parts used a single design shared across many
games. Williams is no longer in the pinball business (much to the
regret of pinball enthusiasts), but the modern machines being made by
Stern and a few smaller boutique pinball companies still hew very
closely to the WPC cabinet design, and use most of the same parts, or
equivalents that can be used interchangeably. As a result, it's easy
to find new replacement parts for most of the WPC cabinet components,
which makes the WPC hardware an excellent basis for building a new
cabinet from scratch.
Fasteners
Pinball machines use a lot of different fasteners, including machine
screws, wood screws and sheet-metal screws, carriage bolts, hex nuts,
flange nuts, and T-nuts. Most of these are generic parts that you can
buy anywhere, but some of them are unusual and can be hard to find
outside of the pinball vendors.
Here's a quick overview of the terminology and sizing specifications
for most of the fasteners used in a pin cab.
Wood screws and sheet-metal screws have pointy ends that are designed
to penetrate soft material and form threads in the material as you
screw them in the first time. Machine screws and bolts have flat ends
that can only be used with pre-threaded receptacles, usually nuts.
Machine screw sizes are specified by three quantities, like so:
diameter-thread x length
>
For example:
#8-32 x 1" bolt = diameter #8, thread pitch 32, length 1"
>
There are two unit systems for this:
- The American (also known as Imperial) system, used for most American
products, expresses the diameter in inches or "#" units (see below);
it gives the length in inches; and the thread pitch is expressed in
threads per inch. So a #8-32 x 1" machine screw has a diameter
of #8 (about 5/32"), 32 threads per inch, and 1" length.
- The Metric system, used almost everywhere outside of the US,
expresses everything in millimeters. Metric parts are designated
with an "M" before the diameter. An M5-0.8 x 12mm machine screw
has a diameter of 5mm, thread pitch of 0.8mm between threads,
and a length of 12mm.
Wood screws and sheet metal screws are sized by just the diameter and
length, as in #6 x 1". Since they form their own threads when screwed
in, you don't need a matching part with the same thread pitch, so
that's not usually specified. Sheet metal screws and wood screws are
basically the same thing, with subtle differences in the way the
threads are shaped. Sheet metal screws come in a bewildering variety
of options for the exact shape of the pointy end, with the different
shapes being optimized for tapping into particular types of
material, but I've never found any virtual pinball situation where
this matters. Sheet metal screws often work well with wood, and in
fact, they're often used this way in the original pinball machines.
The length of a screw or bolt is the portion excluding the head.
The "#" diameter units are used in the American system for sizes less
than 1/4", where the fractions become inconvenient to write. (In this
context, "#" is pronounced "number". Modern audiences will be tempted
to call a #8 screw a "hashtag eight", but that will get you funny
looks from machinists.) Each "#" size represents an exact size in
fractions of an inch, but I don't think there's any kind of formula
for it; you just have to look it up in a table. Higher "#" numbers
are larger diameters: #10 is bigger than #8, which is bigger than #6.
Here's a quick reference to the "#" sizes commonly used in pinball
machines (you can find more comprehensive tables on the Web):
# Size | Decimal Inches | Nearest fraction | Metric |
#4 | 0.109375" | 7/64" | 2.778mm |
#5 | 0.125" | 1/8" | 3.175mm |
#6 | 0.140625" | 9/64" | 3.572mm |
#8 | 0.15625" | 5/32" | 3.969mm |
#10 | 0.1875" | 3/16" | 4.763mm |
Every hardware manufacturer and hardware store uses these standard
units to label their parts. #6 always means the same thing in a
machine screw no matter where you buy it. Note, however, that M6 and
#6 are different sizes, and can't be used together. This can be
confusing because the "M" sizes and "#" sizes happen to look very
close to each other when you eyeball them, but they're not close
enough to actually mix and match parts.
For machine screws, the thread number (the "32" in "#10-32",
for example) is an important extra spec giving the thread pitch (the
number of threads per inch). Screws and nuts will only fit together
if they have the same diameter and thread pitch; for example, a
⅜"-20 bolt won't fit into a ⅜"-32 nut, because the
threads are spaced differently.
The terms "machine screw" and "bolt" are basically interchangeable.
"Bolt" is usually used for larger parts, above about 1/4", but otherwise
a bolt is just a big machine screw.
Here are the most common fastener types you'll see in the parts lists:
- Machine screws with slotted heads for tightening with a screwdriver
(usually flat or Phillips)
- Hex-head machine screws and bolts, for tightening with a socket wrench
- Carriage bolts.
These are bolts with smooth rounded heads, for places where an
external bolt should be inconspicuous and not easily removable from
the outside. They have square necks that fit into square holes on the
receiving end, which is what serves in place of a wrench to hold them
still when you're tightening a nut on the other end. Most of the
carriage bolts used in a pinball machines are available with a black
finish that makes them blend better with the artwork.
- Flange nuts are
hex nuts with integral washers. Whiz flange nuts or flange lock
nuts have serrated surfaces on the bottom of the integrated washer
to help lock them in place when tightened.
- T-nuts are threaded sockets
that are installed permanently in a piece of wood. These are used
when you need to be able to screw a bolt into an internal location
that you can't access to insert a regular nut by hand. Some T-nuts
have prongs that let you pound them into like a nail to secure them,
while others can be screwed in to their install location with wood screws.
SEMS screws and lock nuts
Almost all of the machine-screw fasteners in a commercial pinball
machines are special vibration-resistant variations of the basic
types. It's easy to understand why, given the amount of mechanical
action in a physical pinball game. I think it's worth using these
parts in a virtual cabinet, too, especially if you're including
tactile feedback devices. It's annoying to have to keep re-tightening
screws that shake loose over time, and parts that work themselves free
can cause damage.
There are three special fasteners in particular that are used over and
over in the commercial machines. You can substitute these just about
anywhere that regular machine screws and nuts are called for.
- SEMS machine screws are regular machine screws with the
addition of an attached lock washer at the head. The lock washer adds
a lot of grip between the head and the attached part once once the
screw is tightened down. ("SEMS" is reportedly a shortening of
"asSEMbled".)
- Elastic Stop Nuts (ESN)s are steel hex nuts with nylon thread
inserts that add a lot of friction, requiring extra torque to turn the
nut. Also known by the trade name Nyloc nuts. Note that we're not
talking about nuts made entirely of plastic - the nylon part in these
is just a lining inside the threading, and the main body is made of
steel, zinc, or stainless steel.
- Keps nuts are hex nuts with permanently attached lock
washers. As with SEMS screws, the lock washers add grip between the
nut and the attached part when the nut is tightened. In the
commercial pinballs, ESNs are much more common and could be considered
the default, but Keps nuts are useful in places where you can't (or
don't want to) apply a lot of torque to the screw that the nut
attaches to. ("Keps" is a trade name, taken from "shaKEProof".
They're also called K-lock nuts and washer nuts.)
Cabinet trim hardware variations
The WPC cabinets were basically all the same - Williams came up with a
good design and stuck to it for many years. But there was one
significant variation to be aware of: a number of titles, marketed as
the "Superpin" games, had extra-wide bodies for the main cabinet,
allowing a wider-than-normal playfield. All of extra-wide titles came
in the same extra-wide size, so even taking these into account, there
are still only two widths we need to concern ourselves with: the
standard machines and the widebody machines. What's more, the only
thing that's different about the widebody machines is the width of the
main cabinet; the other dimensions (including the backbox dimensions)
and all design elements are identical between the regular and widebody
machines. As a result, the widebodies share all of the same hardware
with the standard machines except for the main front-top metal trim
piece, known as the lockdown bar, and of course the glass cover.
If you go back further in time, before the 1990s, the cabinets become
increasingly different from WPC machines. You should be aware of this
when you go shopping, particularly if you shop on eBay for used parts.
If you're building from scratch to the WPC plans, you'll want to make
sure that any used parts you buy are compatible with WPC cabinets.
By the same token, if you're refurbishing a used cabinet from the
1980s or before, check carefully when buying new replacement parts
from arcade suppliers, because arcade suppliers mostly stock parts for
1990s machines. New parts probably won't fit a 1970s cabinet unless
they're specifically listed as such. If you are trying to refurbish
an old cabinet, one particularly good arcade vendor to try is Marco
Specialties. They have an unusually deep catalog with parts for lots
of older machines. Find the original operator's manual for the
machine you're restoring, if possible, since that will usually include
a detailed list of the machine's parts, with manufacturer part numbers
that you can look up on pinball vendor Web sites to find the exact
version. If you shop on eBay, it's harder to be sure of
compatibility. Ideally, look for parts for the exact title you're
refurbishing, but failing that, go by manufacturer and year; the
pinball makers mostly re-used parts across their product lines for a
few years at a time, so a part of the same vintage from the same
manufacturer will usually fit.
Where to buy
Most of the parts in the master list are fairly standardized,
interchangeable parts used in most WPC-era machines, and in most
cases, used in 2000s machines from Stern, Jersey Jack, and others.
Most of these parts are readily available on the Web from pinball
parts vendors and arcade machine dealers. If you live in a major
metro area, you might even be able to find a local arcade dealer
who stocks some parts, although you'll probably need to
look to the Web for the more obscure stuff.
Some of the vendors I've used:
Most of the generic hardware (nuts, bolts, screws) can also be found
at hardware stores, Amazon, and eBay. Note that some of these are
available in special finishes from the pinball vendors that you might
not find at regular hardware stores (e.g., carriage bolts in black,
chrome bolts for attaching the legs).
Custom-cut pieces of glass can be found locally almost anywhere from
window glass stores. Check for local businesses that install and
repair residential windows. Custom sizes of acrylic and other
plastics can be found locally at plastics stores and some hardware
stores. (If you're on the west coast, check for a local
TAP Plastics.) You can also buy
an uncut acrylic sheet from a hardware store and cut it to size
yourself with a special plastic cutter knife, but that doesn't produce
as clean a cut as you can get from a pro at a plastics store.
VirtuaPin part bundles
If you're building a cab from scratch, you can save some time on
shopping (and possibly save money as well) by buying a pre-packaged
parts bundle from
VirtuaPin.
You can find these on their Web site under "Bundle Deals". They offer
two packages of particular interest to new cab builders:
VirtuaPin Cab Builder's Kit: This includes most of the standard
cabinet hardware items used on typical 1990s era machines (the
"Williams WPC" style). The kit comes in standard-body and wide-body
versions, so choose the one matching your cabinet plans. Parts
included in these kits are marked in the lists below with
VP Cab Kit
.
I recommend this kit. It's cheaper than buying the same parts
individually, and it gets you about 80% of the way to a complete cab
in terms of the accessories.
The only downside is that the kit is only available in the standard
chrome/stainless steel finishes for the trim parts. That's exactly
what most people want, since it's the standard look on most real
machines. But some of the newer Stern machines come with a
powder-coat finish on most of the metal trim, color-coordinated to
complement the artwork. That's a nice upgraded look that you might
want for your own build. Other metallic finishes are possible as
well, such as brass. Another custom upgrade that some people want is
a lock bar with a "Fire" button in the middle. That requires a
special lock bar and matching "receiver", which you can't currently
get with the VirtuaPin kit. If you want to choose your own finishes
(see "Custom finishes" below) or include a "Fire" button on the lock
bar, you're better off skipping the kit and buying everything
à la carte, since you'd throw away most of the kit.
VirtuaPin Button Kit: This includes most of the buttons in a
typical virtual cab. In the list below, we've marked the items in
this kit with
VP Button Kit
.
I'm ambivalent on this kit. It'll save you some time, but it's less
of a bargain than the cab builder's kit because it includes some
buttons you probably won't use. It also lacks some that you might
want to add. If you don't mind doing the extra planning and shopping,
I'd skip this kit and buy buttons individually, so that you can get
exactly what you want.
Custom finishes
Most of the exterior metal trim - legs, side rails, lockdown bar - is
available in multiple finishes. The "standard" finishes are chrome
for the legs, brushed stainless steel for the lock bar and side rails,
and black powder-coat for the coin door. With some extra work, you
can get all of these parts in other finishes, such as brass, gold, or
just about any powder-coat color.
The big vendors mostly just offer the standard finishes, but Marco
Specialties often has a few alternatives available to match recent
Stern titles. Stern typically releases a Limited Edition version of
each new title, with upgraded trim, usually in a powder-coat color
that complements the cabinet art. Marco usually stocks a selection of
such trim, but it's hit or miss. If you're lucky, you might be able
to find a full set of trim in a color featured on a past Stern LE
game.
You might also be able to find trim in alternative finishes from pinball
"mod" sellers. A number of small vendors sell upgrade parts,
including custom-finished trim, to the pinball collector market.
These guys all sell online and on eBay; try a Web search for "pinball
side rail" (for example) plus the type of finish you're seeking.
If you have a specific idea for the look you want, your best option
might be to buy "raw" or "unfinished" trim and find someone to apply
the desired custom finish.
Pinball Life sells
unfinished legs, side rails, and backbox hinges, specifically as a
base for custom finishes. This is a much better starting point than
the standard parts, because a refinisher would have to strip the
existing finish off first, which is expensive and time-consuming.
You can find services online that offer custom powder coat and
metallic finishes - you ship them the parts, and they do the work and
ship them back. You might also be able to find a local business that
does this, if you live in a major metro area. Try looking for local
shops that refinish antiques and/or auto and motorcycle parts.
Master parts list for a virtual pinball machine
>
| |
Item | Qty |
---|
Wire: 22-24 AWG stranded You'll use a surprising
amount of wire to connect various parts of the machine together:
buttons, lights, feedback devices. It's convenient to have a few
spools of wire on hand throughout the build. You can use 22 or 24
gauge wire for practically everything, and it's cheaper (by the foot)
to buy wire in large spools, so I'd pick one size and buy lots of it.
If you're only installing buttons, 100ft should be adequate; if you're
installing feedback devices, you'll probably want at least 200ft on
hand. Buy several assorted insulation colors to make the wiring
easier to trace.
| 100ft+ |
Wire: 18 AWG stranged You'll also need some thicker wire for some of the power wires
and speaker wires. I recommend 18 AWG as a good general-purpose
choice for these higher power wires. 50 to 100 feet should be
adequate for most pin cabs. I'd start with two 25' spools, one with
white insulation and one with black.
| 50ft |
Solder A good quality solder makes a surprising difference in the
ease of work and the quality of your results. I really like
Kester 44 rosin core solder. You can get it in
1oz tubes, but the 1lb rolls are a much better deal if
you think you might do any significant amount of soldering
in the future.
| 1oz-1lb |
#6 wood screws, various lengths I found that I used an amazing number of wood screws for
all sorts of random tasks. The vast majority were #6 wood
screws - these are the right size for all sorts of miscellaneous
jobs. Keep an ample supply on hand so that you don't have to
keep running to Home Depot. Recommendation: buy 100 #6 x ½",
100 in ¾", 100 in 1", 100 in ¾", and perhaps 25 1¼".
| Lots |
Nails As with #6 screws, it's convenient to have a supply of various nails
on hand. You'll mostly need finishing nails rather than anything
heavy-duty. I mostly used 1" and ¾" brads, so I'd recommend
buying a bunch of each.
| Lots |
Wood glue If you're doing your own woodworking or building from a flat pack,
you'll need a good wood glue for the joints. It's a good
thing to have on hand for miscellaneous jobs even if you have a
pre-assembled cab.
| 1 tube |
Epoxy Some things are easiest to assemble or attach with a strong glue.
Get a two-component epoxy (the type with two tubes of goo that
you mix together just before use). I don't recommend "superglues"
(cyanoacrylate glues) for most cab uses.
| 1 tube |
Hardwood plywood, ¾", 4'x8' sheet If you're doing your own woodworking from scratch, I recommend using
a furniture-quality hardwood plywood for all of the cabinet pieces.
This is what they used on the real machines. The ¾" thickness
is important for making the accessories fit properly. Some people
use particle board or melamine, which are cheaper, but I prefer
plywood. MDO plywood (a hybrid sheet product with a plywood core
and an MDF veneer) is an excellent alternative if you can find it.
It combines plywood's superior strength with the perfectly smooth
surface finish of MDF, so there's essentially no prep work needed
for paint or decals. It's possible to make do with a single
4'x8' sheet, but it's easier with two sheets. See
Appendix 9, Plywood Cutting Plans for Cabinet Construction.
| 1 or 2 |
Plywood, ½", 4'x8' sheet The cabinet floor and the back wall of the backbox are typically
made from 1/2" material. Most commercial machines use particle
board for these parts, since they're not cosmetic. I prefer
plywood since it's stronger and lighter.
| 1 |
Flat pack kit As an alternative to raw lumber, you can buy a pre-cut flat pack
kit. VirtuaPin and others sell these. A flat pack has all of the
cabinet pieces cut to size and ready to assemble.
| 1 |
Custom cabinet decal set A set of decals covering the visible surfaces of the cabinet and
backbox.
| 1 |
Translite decal The backbox TV's display area will necessarily be smaller than
the translite, so there will be some gaps around the edges.
You can use decals to fill the gaps decoratively.
| 1 |
DMD panel decal The real machines during the late 1980s and early 1990s had
printed artwork filling the DMD panel, with a custom design
for each title to complement the backglass artwork.
The later WPC-era machines (from about 1995 to 2000)
switched to generic, matte black panels, decorated only with
the manufacturer logo. I personally prefer the more
ornate look of the early 1990s machines, which you can
reproduce using a printed decal with your own custom artwork
based on the graphics theme for your main cab. If you
prefer the more neutral style of the later generic panels,
you can approximate that with a simple black paint job.
| 1 |
Side rails WPC style: Williams/Bally A-12359-3, 01-8993-2
| 2 VP Cab Kit |
Mounting tape for side rails Double-sided foam tape, ¾" wide, .032" (approx) thick. This goes between the
rails and the side of the cabinet. About 80" length required.
| 80 inches |
#8-32 x 1¼" carriage bolts For attaching the side rails
| 2 |
#8-32 hex ESN lock nut These go with the carriage bolts for attaching the side rails
| 2 |
Lockdown bar
- WPC Standard: Williams/Bally D-12615, A-18240
- WPC Widebody: Williams/Bally A-16055, A-17996
- WPC Custom width: available from VirtuaPin and others
- Stern standard width with center "FIRE" button: search for "premium lockbar"
| 1 VP Cab Kit |
Lockdown bar receiver
- WPC (standard, widebody, or custom): Williams/Bally part A-16673-1, A-9174-4
- Stern lockbar receiver with center "FIRE" button: Stern 500-7237-00
Important: This part mates with the lockdown bar, so make sure you choose a receiver that matches the type of lockdown bar you have. The Williams WPC receiver is the same for standard, widebody, and custom widths of WPC lockbars. For other brands, check the vendor site for the compatible receiver after you select a lockbar. | 1 VP Cab Kit |
Leg brackets Williams/Bally 01-11400-1
| 4 VP Cab Kit |
#8 x 5/8" wood screws, hex-head, slotted For attaching the leg brackets to the cabinet.
Williams/Bally 4108-01219-11, 4608-01081-1
| 32 |
Steel legs Williams/Bally A-19514
| 4 VP Cab Kit |
Leg levelers with nuts Williams/Bally 08-7377
| 4 VP Cab Kit |
Cabinet leg protectors Optional; these can help protect the cabinet decals or paint from wear around
the leg joints. These weren't original equipment on WPC-era machines; Marco
Specialties and Pinball Life carry several options, including felt and metal
versions. The metal ones are said to be better for decals, but this is moot
if you trim the decals around the leg contact area.
| 4 |
Leg bolts, ⅜"-16 x 2¾" or 2½" The longer 2-¾" length is easier to work with, especially if you're using
leg protectors. The type sold by pinball vendors has a chrome finish and
rounded dome ("acorn") head for a nicer appearance than generic hex
bolts from hardware stores.
Williams/Bally 4322-01125-40
| 8 VP Cab Kit |
Leg bolt nuts, ⅜"-16 thread Hex nuts, ⅝" outside diameter. Williams/Bally 4422-01117-00
| 8 |
⅜"-16 T-nuts Install in the "shelf" at the back of the cabinet, to mate with the
wing bolts installed in the backbox floor to secure the backbox in the
upright position.
| 2 |
Coin door The WPC style is available fully assembled with the mounting frame, coin
slots, slam tilt switch, operator buttons, and wiring harness, but
generally without the coin acceptor mechanisms. Williams/Bally
part 09-37000-1; alternate part numbers: 09-46000, 09-96017,
09-17002-26, 09-23002-1, and 09-61000-X, 09-61000-1.
Available as an add-on in the VP cab kit | 1 |
Coin mechanisms for coin door Optional. You need these if you want use actual coins.
One "mech" is required per coin slot (the WPC doors above have two slots).
| 1-2 |
¼"-20 x 1¼" carriage bolts, black For attaching coin door and lockdown bar. Williams/Bally 4320-01123-20B
Note: another 6 are needed for backbox | 6 VP Cab Kit |
¼"-20 flange locknuts Williams/Bally 4420-01141-00
Note: another 6 are needed for backbox | 6 VP Cab Kit |
Cashbox Optional. Sits under the coin slots to collect inserted coins. You
need something for this purpose if you plan to use coins; the
standard box is well designed for the job, but it's rather large.
You might prefer to improvise something more compact.
The standard cashbox consists of two parts: the plastic tray
(Williams part 03-7626, Stern part 545-5090-00), and a metal cover
(Williams part 01-10020, Stern 535-5013-03, 535-5013-02, 535-5013-01).
| 1 |
Cashbox nest bracket Optional; recommended for use with a standard cashbox.
Attaches to the inside front wall of the cabinet just under the coin
door to keep the cashbox from sliding around.
Williams part #01-6389-01.
| 1 |
Cashbox lock bracket Optional; recommended for use with a standard cashbox.
Attaches to the short dividing wall on the cabinet floor that
delineates the cashbox area at the front, to anchor the cashbox when
installed. Williams/Bally part 01-10030 or 1A-3493-1.
| 1 |
Tempered glass sheet for playfield cover
- Standard body: 43" x 21" x 3/16", Williams A-08-7028-T
- Widebody: 43" x 23¾" x 3/16", Williams A-08-7028-1
- Custom cabinet: 3/16" thick
tempered glass, cut to a custom size per your plans.
You should be able to order this at a local window glass shop.
Tip: ask the shop to omit any marking or etching certifying
that it's tempered glass. Glass makers might assume that
you want a certification mark, since some building codes
require the marking for certain uses in home construction,
such as a glass shower enclosure. You don't need any
certification for use in a pinball machine, though,
so you'd probably prefer to omit any such markings,
to avoid visual clutter.
| 1 |
Playfield glass rear plastic channel Standard width: Williams/Bally 03-8091
Widebody: Williams/Bally 03-8091-2
| 1 VP Cab Kit |
Playfield glass side rail plastic channels Williams/Bally 03-7135-1
| 2 VP Cab Kit |
Fully assembled: Williams/Bally B-12445-1, B-12445-6, B-12445-7.You can also buy the individual parts separately if you wish to
customize. Pinball Life lets you choose colors for the knob and
rubber tip, but you'll have to buy à la carte if
you want a custom knob. Note that you can buy a knobless shooter
rod and epoxy on your own custom knob for a unique look.
Note also that springs are available in different tensions.
I'd recommend a lower tension spring for virtual pinball use
since you're never going to hit an actual ball: lower tension
means lower speed and less cabinet rattling.
The part numbers below are Williams/Bally references as usual:
- Shooter rod: 20-9253
- Shooter housing: 21-6645-1
- Shooter housing sleeve: 03-7357
- Barrel spring (¾" long x ⅝" diam): 10-149
- Inner spring (5½" long x ½" diam): 10-148-1
- E-clip (⅜" shaft, 5/16" groove): 20-8712-37
- Washers (25/64" x ⅝", 16 gauage, qty 2): 4700-00051-00
- Rubber Tip: 545-5276-00
If you buy a commercial plunger kit, the plunger assembly is usually included. | 1 |
Ball shooter mounting plate Williams/Bally 01-3535
Note! This isn't typically included in the commercial plunger kits or the "complete assemblies" sold by arcade vendors. | 1 |
#10-32 x ⅝" machine screws
Not typically included with commercial plunger kits or complete assemblies. | 3 |
Tilt-up playfield TV mounting
Playfield holder bracket (left side) Williams/Bally 01-8726-L-1
| 1 |
Playfield holder bracket (right side) Williams/Bally 01-8726-R-1
| 1 |
Pivot nut, 7/16" Williams/Bally 02-4244. The 1/2" version (Williams 02-4329) will also work.
| 2 |
Carriage bolt, 3/8"-16 x 1-3/4", black | 2 |
Washer, 3/8" x 1" outside diameter (quantity 2) | 1 |
Hex nut, 3/8"-16
| 2 |
Backbox hinges Williams/Bally 01-9011.2-R, 01-9011.2-L
| 2 VP Cab Kit |
Hex pivot bushings for backbox hinges ½" shaft, ¾" diameter head, ¼" hex center, ⅜-16 thread.
Williams/Bally 02-4352
| 2 VP Cab Kit |
Pivot bushing carriage bolts ⅜"-16 thread, ¾" long. Williams/Bally 4322-01139-12B
| 2 VP Cab Kit |
¼"-20 x 1¼" carriage bolts, for attaching backbox hinges Williams/Bally 4320-01123-20B
This is in addition to the 6 needed for the coin door and lockdown bar. The VP cab kit provides 10, so you need two extra for the full set. | 6 VP Cab Kit |
Backbox hinge backing plates These go inside the backbox to strengthen the connection points for
the carriage bolts above. Williams/Bally 01-9012
| 2 |
¼"-20 whiz flange locknuts Williams/Bally 4420-01141-00
This is in addition to the 6 needed for the coin door and lockdown bar. The VP cab kit provides 10, so you need two extra for the full set. | 6 VP Cab Kit |
Backbox latch Williams/Bally 20-9347
| 1 VP Cab Kit |
Backbox latch bracket Williams/Bally 01-8397
| 1 VP Cab Kit |
Wing bolts, ⅜"-16 x 2" Install in the floor of the backbox to lock the backbox in the upright position.
Williams/Bally 20-9718
| 2 |
Backbox translite lock plate assembly Keyed lock to secure the translite. Not truly necessary in home use,
but a nice touch to complete the look of the real machines.
Williams/Bally A-13379
| 1 |
Lower speaker panel bracketA black metal "U" channel that screws into the bottom of the backbox, to
hold the DMD panel in place. The only place I've seen the original
part for sale is PlanetaryPinball.com, but you
can sometimes find upgraded versions in custom finishes (brass,
chrome) from "mods" vendors. You can substitute a generic aluminum
⅝" x ⅝" U channel from a hardware store, cut to
the required length (27⅛" for the standard backbox width)
and painted black.
Williams/Bally 01-8569-1
| 1 |
Tempered glass or acrylic (Plexiglass) sheet, 18⅞" x 27" x ⅛" thick | 1 |
Backglass side trim, Black trim pieces that attach to the side edges of the translite.
Williams/Bally 03-8228-3
| 2 VP Cab Kit |
Backglass top trim Black trim piece that attaches to the top edge of the translite.
Williams/Bally 03-8228-2
| 1 VP Cab Kit |
Backglass lift channel Black trim piece that attaches to the bottom edge of the translite,
and serves as a handle for removing it from the backbox. This fits
into the speaker panel H channel.
Williams/Bally 03-8229-1
| 1 VP Cab Kit |
Speaker/DMD panel (pre-WPC-95 style)
Speaker panel H channel Black trim piece that attaches to the top edge of the DMD panel. The
"H" shape makes a channel in the top that the translite fits into, to
hold the translite in place.
Williams/Bally 03-8265-1
| 1 VP Cab Kit |
Speaker panel latch brackets These hold the speaker panel in place in the backbox.
Williams/Bally 01-8535
| 2 |
#8-32 x 3/8" flat-head countersunk machine screws These attach the latch brackets to the speaker panel.
Williams/Bally 4008-01041-06
| 4 |
#8-32 x 3/8" pan-head machine screws For attaching the speakers and "H" channel trim to the speaker panel.
Williams/Bally 4008-01005-06, or SEMS version (with attached locking washer) 4006-01003-06
| 12 |
#8 external tooth locking washer For attaching the speakers and "H" channel trim to the speaker panel
(required only if you're not using a SEMS screw with attached washer).
Williams/Bally 4703-00008-00
| 12 |
4" Speaker screen for backbox speakers Use for DMD panels with 4" speaker openings. The standard type is black plastic; they're also available in metallic finishes
(brass, chrome).
Stern 535-8081-00, 535-8081-01
| 2 |
WPC-95 speaker screen for backbox speakers This is specifically designed for the molded plastic WPC-95 speaker panel, but
it should also be adaptable to a 5.25" speaker opening in the older style
of panel. You might have to cut holes for the speaker mounting screws to
make it fit properly.
Williams/Bally 04-10382-7-4
| 2 |
7" Speaker screen for backbox speakers Can be used for DMD panels with 5.25" speaker openings, but you have to cut it to size.
Williams/Bally 03-8603-1, 03-8603-3, 01-6733.
| 2 |
Dot Matrix Display deviceThis is the display device that goes in the opening
in the middle of the panel to display the score and other
graphics. Options:
- 15-16" LCD TV, monitor, or laptop display
- PinDMD 2 or 3 (commercial "real DMD" device)
- Pin2dmd (DIY open-source LED DMD device)
| 1 |
Speaker/DMD panel (WPC-95 style)
WPC-95 speaker panel Available with embossed Williams or Bally logos in silver or gold.
Williams/Bally 04-10382-7A, 04-10382-7B, 04-10374-7A, 04-10374-7G.
| 1 |
Bushing buttons Installed in the backbox to support the speaker panel.
Williams/Bally 02-5223
| 4 |
Speaker grill Usually included with the speaker panel assembly; available separately if not.
Williams/Bally 04-10382-7-4
| 2 |
Speaker retainer rings for 5.25" speakers The speaker panel assembly might include retainer rings for 5.25" and 3"
speakers. For a virtual cab you'll usually want two of the 5.25" retainers,
so you might need to order one separately.
Williams/Bally 04-10382-7-2
| 2 |
Dot matrix display shield Clear plastic cover for the DMD window. Might be included with the
speaker panel assembly.
Williams/Bally 01-13636
| 1 |
Operating System Windows 7, 8, or 10 recommended. Home edition is fine.
| 1 |
CPU A CPU with 4 or more cores is recommended, such as a current generation
Intel Core i5 series.
| 1 |
Motherboard Choose a motherboard based on the CPU you wish to use. Motherboards
are designed to work with specific CPU types, so your choices will depend
on the CPU type you plan to use.
| 1 |
CPU fan Most modern CPUs require a powered fan to be directly mounted on the
CPU itself. Your CPU purchase might include this if you buy a boxed
retail package; if not, many suitable third-party options are available.
| 1 |
Graphics adapter Virtual Pinball isn't as demanding as other 3D games but does require
at least a mid-range graphics adapter. If cost is no object, buy a
high-end gaming card. But those are usually two
to three times as expensive the mid-range cards, which are fine for
pinball. Get a card with at least 2GB, preferably 3G or more.
You generally should use only one graphics adapter even for
a 2- or 3-monitor system, as performance is usually higher with one
card driving multiple monitors than with multiple cards.
| 1 |
ATX power supply Choose the wattage capacity according to the needs of your motherboard
and graphics card.
| 1 |
RAM (system memory) Choose RAM chips that match the specs for your motherboard. RAM
contributes to performance; more is better.
| 1 |
Hard disk or SSD I'd recommend using an SSD (solid-state disk) over a conventional
hard disk, both for the dramatically faster boot times and for the
immunity to shock and vibration.
| 1 |
Case or tray Optional. Some people like to use a conventional PC case, but
this takes up a lot of room inside the cabinet. It's more common
to mount the motherboard and other components directly to the cab
wall or floor. You might also consider a conventional metal case
to enclose the PC parts, or a "motherboard tray" (an open frame
that holds the motherboard and helps secure the expansion cards, but
doesn't enclose anything).
| 1 |
Fans Most cab builders include at least two standard PC case fans
to move air through the cabinet. These can be mounted on the floor
and/or the rear wall.
| 2+ |
Disk cables Your motherboard will probably come with suitable cables for
connecting your hard disk, but if not, you can buy these separately.
| 1 |
Power strip Most cab builders like to be able to control power to the whole
system through the PC's soft power button. You can do this with
a "smart" power strip inside the cab, or you buy an ordinary
power strip and make it "smart" with a contactor. A separate
power strip in the backbox is useful (perhaps a small one with
only 3 or 4 outlets), for plugging in the backbox TV(s) and any
other devices situated there.
| 1+ |
12VDC contactorNot needed if you buy a "smart" power strip. If you buy an ordinary
power strip, though, you use a contactor to make it act like a
smart one. Route the line power to all devices other than the PC
(including the TVs and the feedback device power supplies) through
the contactor, and control the contactor via the main PC power
supply's 12V output. When the PC is on, the contactor turns on and
supplies power to everything else. More on this in Chapter 11, Power Switching.
| 1 |
Flipper buttons You need two for regular flipper buttons, and another two for Magna Save
buttons if desired. If you want to light the buttons, buy a transparent
type; if you want to light them with variable color (RGB) lights, buy
clear transparent buttons.
Flipper buttons come in two lengths: 1⅛" and 1⅜". The
VirtuaPin button kit uses the longer type to mate with their switch
holders. Most real machines use the shorter length, so most of the
options available from pinball vendors are only available in the
shorter length. If you're looking for transparent buttons for
illumination but you want the longer length so that you can use the
VirtuaPin switch holders, look for part 515-7791-00.
- 1⅛" buttons: part number A-16883
- 1⅜" buttons (not transparent): part 3A-7531
- 1⅜" buttons, transparent: 515-7791-00, 3A-7531-13
| 2-4 VP Button Kit |
Flipper button leaf switches The flipper buttons mentioned above are just the buttons, without
the electronic switch part. The buttons have to be paired with switches.
The gold standard is leaf switches. Some newbie cab builders really
want to use microswitches instead, since they're so much easier to find
and install, but it's almost universally agreed that leaf switches are
the only thing that feels right. The problem with microswitches is that
they have some intentional mechanical hysteresis at the point of contact,
whereas leaf switches are perfectly smooth. That's critical for
flippers because it gives you greater control and better tactile feedback.
For a virtual pin cab, it's best to use low-voltage leaf
switches with gold-plated contact points. That's the only type
VirtuaPin sells, so you'll be safe if you go with theirs. If you buy
from a pinball vendors like Pinball Life or Marco Specialties, make
sure you get the low-voltage, gold-plated type, because the pinball
parts vendors also sell a high-voltage type designed for older
pinball machines. The high-voltage switches use tungsten contact
points, which have higher electrical resistance than gold contacts,
so they don't work as well in low-voltage logic circuits.
| 2-4 VP Button Kit |
Flipper button leaf switch holders Optional. VirtuaPin sells their leaf switches with plastic holders that fit
over the buttons and are held in place with Palnuts (below). This
makes the switch positioning and installation dead simple, but be
aware that these only work with the long (1⅜") buttons. If
you're using the more common 1⅛" buttons, these won't fit.
The holders might also conflict with lighting devices for the buttons,
such as the LiteMite boards (below).
If you can't use the holders, it's still fairly easy to install the leaf
switches, by attaching them directly to the wall of the cabinet.
So you definitely don't need the holders.
But they're convenient if you're using compatible buttons.
| 2-4 VP Button Kit |
Palnuts This screw onto the flipper button shaft on the inside of the cab to
hold the button in place. You need one for each button. I prefer the
nylon type, because they won't run the risk of shorting any nearby
wire connections.
Williams/Bally 02-3000, 20-9222, 3A-7532.
| 2-4 VP Button Kit |
LiteMite PCBs for flipper button lighting (optional) These make it easy to install LEDs to illuminate transparent flipper buttons.
Buy the full-color RGB type to let DOF set custom colors per game.
Use one per flipper and Magna Save button.
| 2-4 |
Start button | 1 VP Button Kit |
Exit button | 1 VP Button Kit |
Extra Ball button (optional) | 1 |
Launch Ball button (optional) | 1 VP Button Kit |
Coin button (optional) | 1 |
Main PC power button | 1 VP Button Kit |
Tilt bob (optional)
| 1 |
Amplifier for primary (backbox) audio system The standard setup needs a "2.1" channel amplifier (two stereo channels, one subwoofer channel).
Most people use 12VDC car amplifiers. You can skip the amplifier if you're using
powered PC speakers with their own built-in amplifier.
| 1 |
Midrange speakers for backbox speaker panel (primary audio system) | 2 |
Subwoofer for main cabinet (primary audio system) | 1 |
Amplifier for secondary audio system Optional. Only needed if you have a second audio system for mechanical playfield sounds.
| 1 |
Midrange speakers for secondary "in-cabinet" audio system Optional. Use one or two speakers for a basic system, four for a "surround"
system (for placing sound effects at their proper location in the playfield area).
| 1-4 |
Subwoofer for secondary audio system Optional. Used for a 2.1 or 4.1 in-cabinet speaker system.
| 1 |
Tactile subwoofer for secondary audio system Optional; replaces the regular "subwoofer for secondary audio system" above. This
can be used as a substitute for other tactile feedback devices, or together with them.
| 1 |
7" Speaker screen for subwoofer (or larger, if you're using a larger subwoofer) Williams/Bally 03-8603-1, 03-8603-3, 01-6733.
| 1 |
Output controllerUSB device that receives commands from the pinball software on the PC
and switches lights, solenoids, and motors on and off. Options:
- LedWiz
- PacLed
- Pinscape Controller
- SainSmart
| 1 |
Power boostersMost output controllers can only handle devices with low power, such as
LEDs. Power boosters let you connect higher power devices, such as
solenoids and motors.
| 1 |
Secondary PC power supply Most cab builders install a second ATX power supply for feedback
devices, so that the main PC supply isn't affected by the extra load.
PC power supplies are great for 5V and 12V devices because they have
very large capacity; a cheap and low-end supply is fine for this job.
| 1 |
24V power supply Some devices require higher voltages. You can add an inexpensive
closed-frame 24V supply if you have any devices that need it.
| 1 |
Step-down converter for 6.3VIf you're using front-panel buttons with #555 incandescent bulbs,
you can supply them using a step-down converter board to convert 12V
from the PC PSU to the required 6.3V. Inexpensive converters are
available on eBay to convert to selectable voltage levels. You
can also find fixed-voltage 6V converters at pololu.com.
| 1 |
Step-down converter for shaker motor A second step-down converter can be used to supply your shaker
motor. You can use this to reduce the voltage level if the shaking
effect is too strong at full speed.
| 1 |
Step-up converter for replay knocker Pinball replay knockers are built for 50V supplies; they'll run on
less but will make a weaker sound. A step-up converter can be used
to supply them with higher voltages if desired.
| 1 |
High-output RGB LEDs for flashers A set of five bright RGB lights to reproduce the bright flashing lights
on pinball playfields, for a more faithful reproduction of the real
thing's brightness than the video rendition can achieve. Most people
use 3W RGB "star" LEDs available on eBay.
| 5 |
Pinball dome lights for flashers | 5 |
Strobe light This supplements the RGB flashers with an extra-bright white light for
strobe effects. Most people use 22-LED white car strobe lights available
on eBay.
| 1-2 |
Flipper feedback simulators A device inside the cabinet to simulate the tactile "thunk" of a flipper
firing. You can use a real flipper assembly for the most authentic effect,
but most people use a lower-cost option such as a contactor (a large relay)
or a solenoid.
| 2 |
Slingshot feedback simulators Another tactile "thunk" effect generator. This is the same sort of effect
as the flippers or bumpers, so most people use the same types of devices
for all of these, but some like to vary the devices to get different effects.
| 2 |
Bumper feedback simulators Another "thunk" device, usually done with the same types of devices as
for flippers and slingshots.
| 6 |
Shaker motor A DC motor with an off-balance weight attached, to make the machine
vibrate when activated for a rumble or earthquake effect.
| 1 |
Gear motor A DC motor with an integrated step-down gear, used for the noise the
gears make. This is to simulate the sound of the motors that many
real pinballs use to animate playfield elements.
| 1 |
Replay knocker | 1 |
FanUsually placed on the top of the backbox, à la Whirlwind.
| 1 |
Beacons Rotating or flashing lights like on a police car, usually placed on
top of the backbox. This is another light-show element, but it's
also popular because so many real pinballs have these.
| 1 |
Under-cab or rear-facing RGB light strips RGB light strips attached to the underside of the cabinet and/or
the back of the backbox, for ambient lighting while playing.
| 1 |
In-cab addressable RGB light strips A different type of light strip that allows each LED to be controlled
individually. These can create animated lighting effects like on a
theater marquis. A controller is required (below).
| 1 |
Controller for addressable RGB light strips
| 1 |
>
21. Cabinet Body
On the forums, virtual pinball machines are always called "pin cabs".
It's appropriate that the cabinet is the defining feature of these projects,
since it's what sets them apart from video pinball on an ordinary PC.
This chapter is about the literal cabinet part of
that - building the physical housing of the machine.
The bulk of this section consists of detailed plans for building a
replica of a 1990s-era Williams pinball cabinet, with some slight
changes to accommodate video pinball instead of a mechanical
playfield. With some tweaks, you can use the plans here to build a
replacement cabinet for an actual WPC-era pinball machine. The plans
are complete enough to build the whole thing from scratch, starting
with a couple of sheets of plywood.
Before we get to the building plans, we'll discuss the reasons behind
the design of the cabinet (both the original pinball machine design
and our "virtual" modifications), and some important things you should
consider before finalizing your own design. Every pin cab project is
unique, and I think most people will want to make at least some
customizations to the generic plans I provide.
This section has a lot of background information and digressions on
small (sometimes trivial) details, so it's rather lengthy. When
you're ready to go out to your workshop and get building, you might
prefer a more concise step-by-step list of dimensions and tasks. I've
tried to provide something along those lines in a couple of
appendices:
Design goals
The goal for most of us is to replicate the exterior appearance of a
real pinball machine. That's what I set out to do with my own virtual
cab, and I'm assuming in this section that it's your goal as well.
This chapter is therefore mostly a guide to building a replica of a
Williams pinball machine cabinet from the 1990s, using the same
materials and parts. The plan here isn't an exact replica,
because some modest changes are needed to make the virtual-pinball
elements fit better, but most of the differences are small. For the
most part, you could use the plans here to build a replacement cabinet
for a real machine (and just in case you actually want to do that,
I've tried to point out where and how my plans diverge from the WPC
design).
Even though the WPC design is more than 30 years old now, it's still
more or less the most "modern" pinball cabinet design, since most new
pinball titles today are built with essentially the same cabinet plan
and trim hardware as in the 1990s. Pinball is a much smaller industry
today than it was then, and I don't think the manufacturers have the
scale these days to do as much custom designing and machining, so they
keep re-using a lot of the time-tested parts and designs from the 90s.
Plus, the WPC cabinet design simply got most things right; there's not
much practical reason to change it. So newer machines look very much
like machines from the 1990s, as far as the basic cabinet shell goes.
The only major change on the outside is the audio/video panel in the
backbox, which on newer machines usually features a video screen in
place of a dot matrix display, but that's not really a change to the
cabinet; it's just something that drops in to the standard cabinet
layout. You can build the basic WPC cabinet plan and take your pick
of speaker/display panel styles.
When I was building my own virtual machine, I discovered that the
design of the 1990s pinball cabinets is something of a secret art.
It's not secret due to any conspiracy of silence; it's just that
there's a lot of knowledge and experience that went into the design
that no one bothered to write down anywhere. Not anywhere public,
anyway; I imagine that there are still a lot of old engineering
diagrams and blueprints gathering dust in a basement file cabinet
somewhere, but those documents aren't available to hobbyists.
Owners of the real machines can learn a lot of the design details of
the original cabinets through observation, but if you don't have a
real machine to take apart and examine, you pretty much have to guess.
I'm fortunate to have some real machines at home, and that turned out
to be a huge help for building a virtual cab. Whenever I was unclear
on something, I could look at a couple of actual examples to see how
they did it, and see some of the variations in different model years. I
took advantage of that many times. So my goal in this section is to
pass along as much of that otherwise undocumented knowledge as I can,
in this one place, in an order that essentially provides a recipe for
building one of these cabinets.
I know that not everyone wants their cab to look exactly like a modern
commercial pinball machine. You might be basing your project on the
classic Gottlieb wedge-head machines of the 1970s, for example, or you
might want to create something completely novel. Even if you're
aiming for a different look, though, you might find it helpful to
understand how the 1990s WPC cabinet design works. Those cabinets are
the result of decades of refinement. Pin cabs have to solve a number
of geometry and functional constraints, and you'll face many of the
same issues in creating a wholly new cabinet design. It can be
helpful to see what the pros came up with after many iterations.
Build, buy, or convert?
There are three main options for creating the body of your cabinet:
- Build it yourself from scratch
- Buy a new empty pinball cabinet, pre-built or as a kit
- Convert an old real pinball machine into a virtual cabinet
If you're new to virtual pinball, the approach that might seem most
appealing at first glance is to convert an old real machine. Indeed,
some of the earliest virtual cabs were built as conversions from
machines that would otherwise have been scrapped, and it was a popular
approach in the early years. It has the advantage that it starts off
from the very beginning looking exactly like a real pinball machine,
and it saves you the trouble of coming up with your own cabinet
design and sourcing parts.
The conversion approach has become a lot less appealing lately because
of increasing prices. Almost every pinball machine is a collector's
item these days; old machines command surprisingly high prices even
when they're beat up, since there are plenty of people looking for
restoration projects. If you're lucky enough to find a donor machine
that no one wants to restore, it'll probably be in such bad cosmetic
condition that it might actually be cheaper and easier to start from
scratch. (You should also be prepared for some negative comments on
the forums, since there's a preservationist sentiment even among the
virtual pinball crowd. Many people see pinballs from past decades as
works of historical significance that can't be fully or genuinely
re-created once lost.)
Happily, the "build" and "buy new" alternatives are both quite
practical, and I consider both of them superior to conversion, even
without the price considerations. You can buy high-quality
reproduction cabinets that look exactly like the real thing, in kit
form or fully assembled. Or, if you have some basic woodworking
skills, you can build an excellent reproduction cabinet yourself. The
real machines use fairly simple designs that you don't have to be a
master carpenter to reproduce. This section provides ready-made
plans, so there's no research required.
What's more, it's easy to obtain all of the genuine cabinet hardware
(metal rails, legs, etc) needed to fit out a custom-built cabinet and
make it look exactly like a real machine. All of the hardware is
standardized across machines, and several big online pinball suppliers
sell the parts. You can thank the collectors for that - they buy
these parts to repair and restore their machines, so there's a
healthy market in the parts that keeps them readily available.
Here are my recommendations:
- For most people, I recommend using a VirtuaPin flat-pack kit. I
used this approach myself, and I'm very happy with the results. It's
not the cheapest option, but it's reasonably priced, and it yields an
excellent finished product. It's about the same level of difficulty
as assembling an Ikea product. With a little care, the result will be
essentially indistinguishable from a brand new commercial pinball machine
cabinet.
- If you enjoy woodworking and have a decently equipped workshop,
consider a scratch build. Doing it yourself is much cheaper than
buying a VirtuaPin flat pack, assuming you already have the tools, and
you should be able to get equally professional results with a little
care. Pinball cabinets are relatively simple as woodworking projects
go; they're built out of ordinary plywood, and they're all straight
lines and (mostly) easy joinery. But it does require some tools
beyond the home-handyman basics, and it's a fair amount of work, so
don't choose this option just because of the potential cost savings -
choose it because you enjoy this sort of construction project.
- If you don't want to do any woodworking, and you don't even want to
assemble a kit, you can order a fully built cabinet from VirtuaPin or
from a number of other vendors. VirtuaPin's pre-assembled product is
the best one I've seen, and it's the only one I know of that
faithfully reproduces the design of the real pinball machines. (It's
good enough that some collectors restoring real machines buy this kit
to use as their replacement cabinets.) The products I've seen from
other vendors use idiosyncratic designs and non-standard trim
hardware, so they don't look quite like the real thing. If a
realistic appearance is important to you, take a close look before
buying to make sure you like the design.
- I generally don't recommend trying to re-purpose an old real pinball
as a virtual cab, in part because old cabinets tend to be so beat up
that restoration would be more labor-intensive than building a new one,
and in part because the economics rarely pan out.
More on that below.
Economics of new vs used
If you're set on the idea of re-purposing a used cabinet, I'd suggest
doing a little research first to make sure you don't overpay. The
question you want to ask is: would I actually save money buying the
used cab, or would it be cheaper to buy the same parts new?
To answer this, ask the seller for a list of all the hardware parts
that the used cabinet includes - the legs, side rails, lockbar, etc.
Don't assume that everything is included, because a lot of eBay
sellers strip all of the parts out and sell them separately; a used
cabinet might not come with anything beyond the wood box. And only
consider the hardware that you'll actually use on your virtual cab,
since those are the only parts you'd have to buy if you were starting
from scratch. Only count parts that you actually need in the virtual
cab (e.g., don't count the playfield, bumper caps, etc), and only
count used parts if they're in usable condition.
To help you get started here's a list of the main parts that real
machines and virtual cabs have in common. See
Chapter 20, Cabinet Parts List
for a more detailed parts list with descriptions. We left the price
column blank, since prices obviously vary over time and from one
vendor to the next, so you'll have to fill that in by checking current
prices at your preferred vendor(s) (such as
VirtuaPin,
PinballLife, or
Marco Specialities). For
the "wood body" line item, you can use VirtuaPin's flat pack or
unfinished cab body offerings for comparison. Remember, only include
the parts that the seller is including with the new cab, since you
want to compare new-vs-used for what you're actually getting from the
seller.
Add up the prices of the new parts, and compare the result to the
seller's asking price for the used cab. If the asking price for the
used cab is cheaper than the new parts, and everything's in good
enough shape that you can actually use it, you've found a good bargain.
If the seller is asking more for a beat-up used cab than what you'd
pay new, I'd pass on the deal.
☑ | Description | Price New |
☐ | Main cabinet wood body | $ |
☐ | Backbox wood body | $ |
☐ | Legs (qty 4) | $ |
☐ | Leg levelers ("feet") (qty 4) | $ |
☐ | Leg brackets (qty 4) | $ |
☐ | #8 x 5/8" wood screws for leg brackets (Williams ref 4108-01219-11, 4608-01081-11), or #10 screws if preferred (qty 32) | $ |
☐ | Leg bolts (⅜"-16 x 2¾" or 2½") (qty 8) | $ |
☐ | Side rails (qty 2) | $ |
☐ | Lockbar | $ |
☐ | Lockbar receiver | $ |
☐ | Coin door | $ |
☐ | Coin acceptors ("coin mechs") | $ |
☐ | Cashbox tray (Williams ref 03-7626) | $ |
☐ | Cashbox lid (Williams ref 01-10020) | $ |
☐ | Cashbox nest bracket (Williams ref 01-6389-01) | $ |
☐ | Cashbox lock bracket (Williams ref 01-10030) | $ |
☐ | Carriage bolts, black, ¼"-20 x 1¼" (qty 6: 4 for coin door + 2 for lockbar) | $ |
☐ | Flange locknuts, ¼"-20 (qty 6: 4 for coin door + 2 for lockbar) | $ |
☐ | Top glass | $ |
☐ | Rear plastic channel for glass | $ |
☐ | Side rail plastic channels for glass (qty 2) | $ |
☐ | Plunger (ball shooter) assembly | $ |
☐ | Ball shooter mounting plate (Wiliams ref 01-3535) | $ |
☐ | #10-32 x ¾" bolts for mounting plunger assembly (qty 3) | $ |
☐ | Backbox hinges (qty 2) | $ |
☐ | Backbox hinge backing plates (qty 2) | $ |
☐ | Carriage bolts, ¼"-20 x 1¼" (qty 6, for backbox hinges) | $ |
☐ | Flange locknuts, ¼"-20 (qty 6, for backbox hinges) | $ |
☐ | Pivot bushing carriage bolts (qty 2) | $ |
☐ | Hex pivot bushings (qty 2) | $ |
☐ | Backbox latch | $ |
☐ | Backbox latch bracket | $ |
☐ | Backbox lock plate assembly | $ |
☐ | U-channel, metal, ⅝" x ⅝" x 27⅛" (backbox speaker panel holder) | $ |
Where to find used machines
Your best bet for finding a used machine at a good price will be local
sellers. Search your local craigslist and local newspaper classified
ads. A particularly good place to find a deal is at an estate sale.
Heirs often want to clear out the house quickly and won't have any
sentimental attachment to an old pinball.
If you can't find anything locally, eBay will give you access to
sellers nationally (and even internationally). But I wouldn't get my
hopes up; it's hard to find a good deal on a used cab on eBay these
days. For one thing, shipping a cabinet is expensive due to the size
and weight; shipping can add about $400 to the price. For another,
eBay sellers know they can get top dollar for used cabs, so the base
price is unlikely to be a bargain. Most eBay sellers are also savvy
enough to strip a machine of all of the parts and sell them off
separately, which largely defeats the purpose of reusing an old
machine.
Kits and pre-built cabinets
If you can't find or don't want to use a salvage machine, but you also
don't want to build everything from scratch, there are several
companies that will sell you a brand new cabinet. For options, search
the web for "new pinball cabinet" or "pinball cabinet restoration".
One vendor I can recommend from personal experience is
VirtuaPin. They sell cabinets in both kit
form and fully assembled, and can customize them to your specifications.
You should be able to find options ranging from "flat pack" kits that
you assemble yourself, to fully assembled cabinets with all of the
hardware and artwork installed.
The cheapest and most DIY option is a flat pack kit. This is like an
Ikea bookshelf: it consists of the wood parts, pre-cut and
pre-drilled, ready for you to assemble. This is the cheapest kit
option, since you provide the assembly labor, and because shipping is
cheaper than for a bulky assembled cab. The degree of difficulty is
slightly higher than for assembling Ikea furniture, but only slightly;
no real woodworking skills are required, and you'll just need basic
tools like screwdrivers and hammers. You might also have to do some
sanding to even out corners and edges. And you'll have to do your own
finish work (painting, staining, or applying decals). I used the
VirtuaPin flat-pack kit for my own cabinet, and I highly recommend it.
They use a good furniture-grade plywood, and the design is a faithful
reproduction of the WPC cabinets that Williams shipped in the 1990s,
so the result is exactly like a brand new real machine.
The next step up in price and completeness is an assembled cabinet
shell. This is just the wood shell, typically unfinished (ready for
you to paint, stain, or apply decals), and without any of the cabinet
hardware accessories installed. This eliminates the assembly work
required for a flat pack. It's considerably more expensive to ship
because it's so bulky.
At the high end price-wise, you can buy a fully assembled cabinet with
all of the hardware and graphics pre-installed. VirtuaPin sells these
in addition to their flat-pack and assembled-but-unfinished products.
All of the VirtuaPin options use the same materials and design as
their flat pack, so they all yield excellent reproductions of the
1990s Williams machines. There are other vendors selling pre-built
cabinets as well, but check their designs carefully before buying,
because I've seen a couple of other vendors who use their own ad hoc
designs that look a bit cheap and cheesy to my eye.
Tip: Ask about the
button hole layout. If you order a kit or pre-built cabinet, ask
the seller for details on the locations of button holes they
pre-drill, and ask them to customize the drilling to your plans if you
have something else in mind. The vendor might drill holes by default
that you don't want. Pay particular attention to the placement of the
plunger and flipper button holes. Many virtual cab builders choose
non-standard locations for these to accommodate the playfield TV (see
"The dreaded plunger space conflict" in
Chapter 29, Playfield TV Mounting
and "Positioning the plunger" in
Chapter 37, Plunger).
If you're
not sure how you want to handle this at the time of your order, you
can simply ask the vendor not to drill any holes for the plunger or
other controls. That will give you the flexibility to drill them
yourself later when you know how everything will fit together.
Scratch build
A scratch build is the cheapest option if you already have most
of the tools required. The raw materials consist mostly of a couple
of sheets of plywood. If you don't already have the tools, it's probably
cheaper to buy a pre-built cabinet, but not by a huge margin
- you don't need a huge set of tools. A scratch build also lets
you build exactly what you want.
Lumber:
- 3/4" (nominal) plywood, two 4'x8' sheets, for almost all of the main cabinet and
backbox. Choose a quality hardwood plywood that's graded for furniture or
cabinetry use. Commercial pin cabs are typically birch.
The ¾" thickness is important, as many of the
trim parts and controls (like flipper buttons and plunger) are
designed to fit into ¾" walls.
MDO plywood is even nicer, if you can find it. MDO is a
hybrid product with a plywood core and an MDF veneer, so it has
the strength and lightness of plywood and the flat, grainless
surface finish of MDF. The MDF veneer saves hours of prep work
for painting and decals.
It's just barely possible to fit a standard-width cab into a single 4' x 8' sheet,
but it's much easier with two sheets. See Appendix 9, Plywood Cutting Plans for Cabinet Construction
for layout suggestions.
- 1/2" (nominal) plywood or particle board, one 4'x8' sheet, for the
cabinet floor and the back wall of the backbox. Most commercial
machines use particle board, to cut costs, since these pieces aren't cosmetic.
Plywood is a nice upgrade if your budget permits. It's stronger
and lighter.
- A length of 2x2 (nominal) board, for corner braces. A nominal 2x2
is actually 1.5" on a side. It usually comes in 8-foot lengths. You
need at least 5 feet, so one 8-foot board will leave you with some
spare material for test cuts and do-overs.
- A length of 1x2 (nominal) board, for a trim piece for the backbox.
You can also fashion this out of the same 2x2 as the leg braces, but
it's easier with a 1x2. This board needs to be at least 28" long.
"Nominal" lumber dimensions refer to what the lumber yard calls it,
not the true size. Plywood is generally 1/32" thinner than the
nominal thickness, and dimensional lumber, such as 1x2 or 2x2 strips,
is generally 1/4" to 1/2" less in each dimension than the nominal
size. So when the list above calls for 3/4" plywood, it means you
should buy what the lumber yard calls 3/4" plywood, even though the
true thickness will be slightly less than that.
Some cab builders use MDF (fiberboard) instead of plywood for the
whole build. I prefer plywood, but MDF works too. Each material has
some advantages over the other. MDF is cheaper, and it's nearly
perfectly uniform in thickness and composition. MDF sheets also tend
to be perfectly flat, whereas plywood often has some warping, even
fresh from the factory. The downsides of MDF are that it's heavier,
it's not as sturdy or as durable as plywood, it doesn't hold screws as
well, and it can sag over time.
Most commercial cabinets use a mix of plywood and particle board:
plywood for the cab and backbox walls, and particle board for the
cabinet floor and the back of the backbox. I'm normally in favor of
faithfully replicating the original details, but in this case I see no
benefit, since the particle board in the originals was purely for cost
reduction and not for any functional reason. It's a worthwhile
upgrade to use plywood for everything.
I personally prefer to use real pinball parts wherever possible,
instead of trying to improvise something out of common hardware parts.
It can be a bit more expensive to use the real parts, but they tend to
look better, and in many cases they're easier to work with because
they're purpose-built for a specialized job. An exception is that
many of the fasteners and generic nuts and bolts that you can buy
anywhere. But even some of the generic-sounding hardware can be hard
to find outside of pinball vendors. Anything that I listed with a
Williams part number in the master list (
Chapter 20, Cabinet Parts List) is
probably hard to find outside of pinball suppliers.
Choosing a cabinet design
As far as I'm concerned, there's only one cabinet design that we need
to concern ourselves with: the WPC cabinet. This is the cabinet that
Williams (and its co-brands Bally and Midway) used for nearly all of
their machines made during the 1990s, which were based on the
electronics platform known as WPC, for Williams Pinball Controller.
Thus the name "WPC cab". I don't know if Williams ever had an
official internal name for this series of cabinets, but probably
not; I don't think they thought of it like that. My guess is that they
treated each game's cabinet as unique, as suggested by the unique part
number assigned to each game's cab. So "WPC cabinet" is a made-up
term of convenience, not an official name - and it's also not quite
precise, in that the last dozen or so System 11 titles also used the
same design. The wood shop apparently didn't coordinate their
updates in lock-step with the electronics department. But even so,
"WPC cab" is a pretty good name for our purposes, and other pinball
people will probably know what you're talking about if you refer to
it.
One good reason to use the WPC cabinet design is that it's by far the
easiest to find parts for. Machines from this generation are still
widely deployed, and they share a lot of the same parts (Williams
quite intentionally re-used parts across titles to keep their own
costs down), so there's plenty of demand for most of the common
cabinet parts even today. If you design to the WPC specs, you'll be
able to take advantage of that, since your machine will be compatible
with the same readily-available parts. Using real pinball parts gives
your machine an authentic look, and it's a lot easier than engineering
and fabricating your own custom metal parts.
Another reason to use the WPC cabinet plan is that it still looks
up-to-date, because most newer commercial machines are still using the
same exterior design. Stern's latest machines still look almost
identical, as do the machines from the boutique pinball makers like
Jersey Jack and Spooky Pinball. This cabinet style is what you'll see
almost every time you encounter a recent pinball title in an arcade or
bar. A virtual cab following the same plan will look exactly like
what everyone expects a real pinball machine to look like.
For a DIY project, you're always free to come up with something
completely different, either to fit your particular needs or purely to
be unique. If you have other ideas for how your cabinet should look,
you can take as much or as little from the WPC design as suits you.
We provide detailed plans for the WPC design later in this
section. Before we get to the plans, though, there are some
variations that you might want to consider, so that you can customize
the plans for your project's specific goals.
Standard and Widebody cabinets
The WPC design is what we usually call the "standard" cabinet, because
Williams/Bally/Midway used this for most of the machines
they shipped in the 1990s. However, they also used a variation of the
plan with a slightly wider main cabinet, to accommodate a larger
playfield. This wider variation was used for seven titles in all:
The Twilight Zone (1993), Indiana Jones: The Pinball
Adventure (1993), Judge Dredd (1993), Star Trek: The
Next Generation (1993), Popeye Saves the Earth (1994),
Demolition Man (1994), and Red & Ted's Road Show
(1994). The official marketing name for these games was "Superpin",
but no one ever uses that term; everyone in the virtual pinball world
calls these the "widebody" machines.
The widebody design is identical to the standard WPC cabinet in almost
every detail, except that the main cabinet is 2¾ inches wider
than the standard body. All of the other dimensions are exactly the
same as in the standard body.
A lot of people assume that the widebody WPC cabinet design had a
corresponding "widebody backbox", but not so.
Williams used the same backbox dimensions for their standard
and widebody machines. In fact, my guess is that they chose the
widebody width they did precisely because it's as wide
as you can go without making the backbox wider.
That doesn't mean that you can't customize the backbox size if you're
using a widebody design, just that you don't necessarily have to. If
you're going wider than wide, though - if your main cabinet outer
width goes over about 25" - then you will have to widen the backbox,
assuming you plan to use the WPC-style hinges. The backbox has to be
at least 3.5" wider than the cabinet for the WPC-style hinges to
work.
Widebody machines require a wider lockbar and cover glass. Pinball
vendors sell widebody versions of both that fit the Superpin cabinet
dimensions, so you can still use off-the-shelf parts with this design.
The widebody lockbar fits the standard lockbar receiver (the hardware
piece that mounts in the cabinet to hold the lockbar in place), so you
don't need a special version of the receiver. All of the other
hardware is interchangeable with the standard body machines.
Note that my plans in this section peg the standard-body cabinet
exterior width at 21-7/8", which is what I read on the tape when I
carefully measure my own original Williams cabinets, whereas most
other Internet plans I've seen say it's 22". Maybe everyone else is
rounding up, or maybe my cabs have shrunk a little bit over the years
(they did all leave the factory more
than 30 years ago). It's a pretty trivial difference, but I thought
I'd mention it. The standard lockbar will fit in either case, but it
might be a little snug on a 22" wide cabinet.
Custom width
In addition to the WPC standard-body and Superpin widebody designs,
there's a third option: you can design a cabinet with a custom width
that doesn't match either of the Williams WPC-era designs.
The main reasons to build to a custom width are to get an exact fit for
your playfield TV, or to accommodate a TV that's even wider than what
will fit in a WPC widebody cabinet.
A custom width requires a custom lockbar and custom glass cover. As
long as you use the standard cabinet length, you can still use all of
the other off-the-shelf hardware.
To order a custom lockbar, contact
VirtuaPin. They're the only
current source I know of, so hopefully they'll keep selling them. Expect
to pay about double the price of the standard lockbar (which
I think is a pretty reasonable premium for a made-to-order metal
part that has to look nice).
The lockbar is mated with a second part known as the
"lockbar receiver". The receiver does not need to be
customized for different widths; the standard receiver will work with
any lockbar width, as long as your cabinet is wide enough to accommodate it
(a minimum of 19½ inches inside width) . Keep the minimum
size in mind if you're designing a mini-cab that's narrower
than the standard-body cabinets.
Pinball vendors don't sell custom glass, but you should be able to
order it from a local window glass dealer. Any glass shop should be
able to fabricate a custom glass sheet for you in almost any desired
size. Once you know the inside width of your cabinet, order a
tempered glass sheet in the required width, by 43" length, by 3/16"
thickness.
When calculating the required width of your glass, take into account
the overhang beyond the inside dimensions. The easy rule of thumb is
to make the glass ½" wider than the inside width
of your cabinet (that is, the distance between the insides of the side
walls). For example, the standard body cabinet has an inside wall-to-wall
width of 20½ inches, so the standard playfield glass is 21" wide.
One more tip about ordering custom glass: ask the vendor to omit any
marking that identifies the glass as tempered. Glass shops sometimes
include a certification marking on tempered glass, in case you're planning
to use it for something like a shower enclosure where tempered glass
is legally required by building codes. You don't need any such
marking for legal purposes in a virtual cab, so you'll probably prefer
to avoid the visual clutter.
How to choose a cabinet width
If it weren't for the constraint of fitting a TV, I'd recommend the
standard-body plan and leave it at that. Using the standard
dimensions produces a machine with exactly the right proportions to
look authentic, and it lets you use readily available off-the-shelf
parts for all of the hardware. It's the easiest, most cost-effective
approach, and it looks good.
But sadly, TV manufacturers don't always cooperate with our virtual
pinball plans. TV manufacturers only make TVs in certain sizes, so
we're stuck with whatever sizes are on offer. The TV you pick based
on price and performance might not be available in exactly the
right size for a standard cabinet.
What size TVs will the standard cabinet sizes accommodate? There's no
absolute rule here, since the nominal diagonal size of a TV doesn't
tell you the exact exterior dimensions - the only way to be sure is to
measure the TV. You might also be able to find the dimensions listed
in the specs on the manufacturer's Web site or on a retailer site.
Generally speaking, a standard-body cab will accommodate most TVs up
to 39" diagonal, and you might be able to squeeze in some 40" models;
and a widebody should handle most TVs up to 45".
When I built my own cab, I chose standard-body dimensions, mostly
because I wanted my virtual cab to blend in with my small collection
of real standard-body pinballs. At the time, 39" TVs were readily
available, so you could easily find a TV to fit the standard-body
dimensions. As of 2022, though, 39" TVs are rare. The most common TV size
that's in range for a pin cab today is probably 42", and that requires
a widebody cabinet. So if I were building a new cab right now, I'd
probably have to go with a widebody design. In any case, I'd try to
use one of the original WPC sizes - standard or widebody - rather than
building to a custom size tailored to the TV, so that I could
use off-the-shelf cabinet hardware.
Custom length
As long as we're on the subject of custom widths, we should consider
lengths as well.
As with a custom width, the main reason to build to a custom length is
make a TV fit exactly. As discussed in
Chapter 7, Selecting a Playfield TV, a
real pinball playfield is much more elongated than a 16:9 TV screen; a
typical 1990s era playfield is more like 20:9. So placing a 16:9 TV
in a standard-sized cabinet leaves a few inches of dead space at the
front and/or rear of the cabinet. Some cab builders don't like that
idea because they want to fill every square inch with TV display area.
One way to deal with the extra space is to remove it by shortening the
cabinet length to exactly fit the TV.
In my opinion, it's better to stick with the standard cabinet length
and accept that there will be some extra front-to-back space. The
main problem with a custom length is that you won't be able to find
side rails or glass guides; no one sells those in custom sizes as far
as I know, and they'd be difficult to fabricate yourself unless you
have some good metal-working tools. Besides, the extra space can
be put to good use for features that you might want anyway:
- If you're going to install a plunger, you might need 3-4" of extra
space between the front of the TV and the front of the cab to make
room for the plunger mechanism.
- Even if you don't need the space for a plunger, I still like setting
the TV back a few inches from the front for the sake of sight-lines,
so that you don't have to look straight down to see the flippers.
- Space at the front of the TV can be used for an "apron" similar to
that on a real machine, with printed instruction cards, or even small
monitors that display live instruction cards, scores, etc.
- Space at the back of the TV can be used for a flasher panel or
LED matrix.
Custom backbox sizes
As with the main cabinet dimensions, some virtual cab builders choose
to deviate from the standard backbox sizing to better fit a selected
TV.
Finding a backbox TV that fits the available space can be even more
vexing than finding a playfield TV. There are two big problems here.
The first is proportions: modern TVs all use the 16:9 aspect ratio,
but the translites in the WPC design are much squarer: approximately
13:9, closer to the old-fashioned NTSC 4:3 ratio. The second problem
is that there are very few models available that are even close to the
right size. The most popular current TV size that's close to what we
need is probably 32", but a 32" TV is too wide for a standard backbox.
The next size down tends to be 27" or 28". A 28" TV will leave about
an inch of dead space on each side, and a few inches above and below.
A 29" would be close to perfect, but that's never been a common size.
You can't control what sizes the TV manufacturers make available, so
you can either live with a little dead space around the perimeter, or
you can resize the backbox to fit the TV. I personally think the dead
space is the better compromise, in part because it lets you use
standard off-the-shelf pinball parts, but mostly because the backbox
shape will look "wrong" if you change it from the standard. This is a
case where I think a lot of cabinet builders tend to fixate on the
wrong thing during the planning stages, by focusing on the dead space
rather than the overall proportions. The thing that you might not
appreciate during the planning stage is that any dead space tends to
disappear into the background when you're actually playing. Your eye
sees what's there (the backglass graphics), not what's missing (the
dead space around the edges). The proportions of the overall outline,
on the other hand, are always noticeable.
If you do want to consider custom dimensions for the backbox, keep in
mind that some of the associated hardware parts are sized for the
standard dimensions, so you might not be able to use off-the-shelf
parts for everything. Here are the parts that will be affected
(see the illustration below if you're not familiar with all
of these):
- The glass or plexiglass cover for the TV. This isn't a required
part, but I recommend including it because it creates a more authentic
appearance. There's no downside to a custom size for this part,
because it doesn't come in an off-the-shelf version to begin with;
you'll have to custom-order it even if you're using the standard size.
You can have this made at any local window glass shop or plastics
store, and they'll be able to cut it to whatever size you need.
- Trim pieces for the glass/plexi cover. Real pinball machines use
black plastic trim around the edges of the translite. These are only
available in the standard sizes. You can fairly easily cut them to
smaller lengths if necessary, but there's no good way to make them
longer, so you'll have to live with some gaps if you use a wider
or taller than normal size.
- Speaker panel "H" channel and translite lift trim. These are plastic
trim pieces that go at the top of the speaker panel and bottom of the
translite, respectively, and they're sized to the standard width. If
you use a wider-than-normal width, you can use the standard pieces,
but there will be some gaps at the edges.
- Speaker panel. If you use a non-standard width, you'll need a
custom speaker panel, assuming you're using the three-monitor
configuration. No one sells those in custom sizes, so you'll have to
fabricate one yourself. The ready-made speaker panels are made from
plywood or particle board, so building your own only requires
woodworking tools. Be aware that it's a fairly advanced project
requiring precision work. You'll have to cut two large circular holes
the speakers and a large rectangular opening for DMD. I'd recommend
using a CNC machine (a computer-controlled cutting machine that cuts
according to a digital plan). There are online services for this,
such as SendCutSend.
If you live in or near a major city, you might also be able to find
a local CNC service, or a "maker" facility that lets you use their
equipment for an hourly fee.
Mini cabs
A popular variation on the basic cab design is to scale things down a
bit from the real machines. This can be especially attractive if you
don't have a lot of space, and might help gain acceptance from
skeptical spouses or housemates.
There's no "standard" mini-cab design, but you can find ideas from
other people's builds by searching the cab forums at sites like
vpforums. Many people who've built their
own cabs post build logs with details of their design.
If you want to design a mini-cab from scratch, you can start with the
basic WPC design, and just scale down all of the dimensions based on
the playfield monitor you choose. A 32" TV makes a good core to build
a mini-cab around; if you scale everything down proportionally, it
yields a cab that's about 3/4 of the full size. That's enough of a
reduction to fit more comfortably into a residential setting, but it's
still big enough to be free-standing.
A few people on the forum have shrunk things down even further, to
table-top or hand-held size, using a small computer monitor or tablet
as the playfield.
For a mini-cab in the 3/4 scale range, you should be able to build it
pretty much the same way that you'd build a full-size cabinet. You'll
have to make the same adjustments to cabinet hardware discussed above
under "custom width" and "custom length", but otherwise you should be
able to use standard materials (such as ¾" plywood for the
enclosure) and many of the standard hardware parts. One thing to keep
in mind is that interior space will be a bit tight for the
electronics, but you should be able to fit the necessary computer
parts and a basic set of feedback devices.
If you reduce the scale to table-top or hand-held dimensions, you'll
have to invent a lot more of the design on your own, since most of the
standard hardware will be too large. That's beyond the scope of this
guide, but you should be able to find one or two examples in the
forums or elsewhere on the Web if you're looking for inspiration.
Note also that all of the pinball software discussed in this guide is
for Windows PCs, so if you're considering something else (like a
tablet or Raspberry Pi) as the computer core, you'll also have to find
other software to use. There are some decent commercial pinball games
for tablets that could serve, but the commercial games don't tend to
have any integration with cabinet features, so it might be challenging
to make everything work the way you want it to.
WPC cabinet plans
We now present our WPC standard-body cabinet plans. These are based
primarily on measurements taken from actual WPC pinball machines, with
some additions and modifications to accommodate the peculiarities
of virtual pinball. I've tried to identify all of the
deviations from the real machines, for those with a special interest
in accurately re-creating the originals.
Other Internet plans
There are several other pinball cabinet plans available on the Web,
including other replica WPC designs. Some of the other WPC plans I've
seen have slight variations from mine, so you might want to compare
and contrast any others you find as a sanity check, and to see if
there's anything you prefer in the variations. I've taken a great
deal of care to check my plans against actual WPC machines, and I
believe the version presented here is the closest to the real thing
that I've seen, but of course that doesn't mean they're the ideal
plans for every build, just that they're close to what Williams
actually did build. You might have good reasons to deviate from that.
Most of the details can be changed in small ways without much
affecting the usability of the finished machine. (One detail that you
probably shouldn't tinker with is the placement of the
flipper buttons, since that's such a crucial part of the feel,
and it's highly consistent on the real machines.)
One set of plans I'll call out in particular is Jonas Kello's Sketchup
model, available on
github:
>
The nice thing about his 3D model is that you can look at it from all
angles, which might be helpful whenever my illustrations leave
something unclear about the spatial relationships between components.
Jonas's model appears to have been prepared with excellent attention
to detail. One warning, however: he explains that he took his
measurements from a widebody WPC machine (Star Trek: The Next
Generation) and adjusted them to infer the standard-body
dimensions. This creates an opportunity for errors and
inconsistencies to creep in, and I have in fact found a couple of
errors in his model that are likely due to this. My measurements were
taken directly from standard-body machines (Theatre of Magic
and Medieval Madness), so even though my figures undoubtedly
have inaccuracies of their own, they're at least free of that
particular source of error. In addition, even where our measurements
essentially agree, there are a number of slight differences, on the
order of 1/16" to 1/8", which I attribute to some combination of
measurement error and actual variations in the machines we sampled.
Another set of plans worth mentioning can be found in this Pinside
thread by Swinks, which has measurements from original WPC
standard-body machines (per the thread, mostly taken from Creature from the Black Lagoon,
with some corroboration against Bram Stoker's Dracula and Stern's
Iron Man):
>
Finally, Greg Butcher, a/k/a mameman, drew up a set of WPC widebody
plans many years ago that's often referenced in the virtual
cab forums. They have some inaccuracies in the details of the
construction, but they're still a useful reference. Jonas Kello
captured them in his github repository:
>
Joinery
In wood-working, joinery is the art of forming joints where pieces of
wood meet. There's a lot more to this than just nailing boards
together; joins can involve angled edges to hide seams, and
interlocking tabs and slots to add strength. Joinery is a huge
subject that goes well beyond my expertise, so I won't try to offer a
primer here. However, I do want to provide a quick overview of how
the corner joints are built in the real pinball machines, because
you might want to adapt these - either to something simpler or
to something better.
Apart from the corner joins, most of the joins we use in the plans are
straightforward enough that you probably won't need to change them.
Most of the joins (save the corners) are simple dado or rabbet joins
that you can execute with straight router bits or a table saw.
The only place in a pin cab where fancy joins are called for is at the
corners of the main cabinet. The front corners in particular are
prominently visible, so you'll want them to look nice, and they need
to be fairly strong, given how heavy a pin cab is. There are several
good ways to do these joins, and even the commercial manufacturers
haven't settled on a single best way - they've used a number of
approaches over the years. I'll go over the details for several good
options below.
Locking miter: This is the corner join used on the WPC cabinets of
the 1990s. It's called a "locking miter" because the outside edges meet
at a 45° angle (that's the "miter"), and it has a sort of
jigsaw-puzzle pattern of interlocking tabs and slots that align
the pieces and hold them together (the "lock").
Locking miter join, shown at the front left corner of the main cabinet.
This is the type of join that Williams
used for the original WPC cabinets from the 1990s.
This is a really nice way to make your corners. The mitered corner
makes the seam invisible, and the join is very strong when glued
thanks to all of the surface area in the interlocking tabs. You
can see from the diagram that that shape is a little complicated
to cut, but it's surprisingly approachable, even if you don't
have a lot of woodworking experience. For a complete recipe,
using a table saw and router table, see
Appendix 12, Lock Miter I: The Plywood-Friendly Way.
There's also an alternative approach that uses a special-purpose
router bit, explained in
Appendix 13, Lock Miter II: The Special Router Bit Way. The first
approach works a lot better with plywood, so I think
it's the right one for a pin cab project.
Locking rabbet: This is essentially a simplified version
of the locking miter join that dispenses with the 45° bevel
at the corner.
This join was used on many commercial machines of the 1980s, including
many Williams System 11 machines. It has the same self-aligning and
self-squaring advantages as the locking miter join. It's a step down
aesthetically, since there's a seam along one side, but that
can be minimized by making the front tab fairly thin. The trade-off
is that a thinner tab is more delicate prior to assembly, so you have
to be careful handling the piece. This join is quite a lot easier to
execute than the locking miter; it only requires three cuts at each
corner.
I haven't written a recipe for this join, but it's easy to find Web
tutorials, since it's used a lot in mainstream cabinetry,
especially for drawers. Search for "locking rabbet join" or "locking
drawer join".
Mitered rabbet: This is join has a mitered corner like the
lock miter, but it dispenses with the interlocking tabs, and uses
a simpler "rabbet" pattern instead.
Mitered rabbet join, at the corner between the front wall and
left wall of the cabinet.
Top view of the front section, with a mitered rabbet at each
corner.
The mitered rabbet has the same aesthetic advantage as the lock miter,
in that it places the seam exactly at the corner. It's also fairly
strong when glued.
You can make a mitered rabbet using either a special router bit set or
just a table saw. I haven't attempted either myself, so I won't try
to provide instructions, but you can find tutorials on the Web.
Search for "mitered rabbet with table saw" or "mitered rabbet router
bit". The difficulty level seems similar to
that of the lock miter, but it doesn't require as many separate
steps, so it's at least a little less labor-intensive.
Double rabbet: This is a simpler option that you can make with
a table saw or a straight router bit. The double rabbet join
dispenses with the diagonal cut out to the corner, and instead uses
square interlocking notches. It's easier to construct, but it has a
couple of drawbacks. For one, it leaves a visible seam along one of
the joined faces. For another, it makes it a little trickier to
translate the cabinet measurements to the wood pieces, because of the
way one piece slightly extends the apparent length of the adjoining
piece.
Double rabbet join, similar to the join used in Williams System 11 cabinets.
This is a simpler alternative to the lock miter join used in
the WPC cabinets, but it has the drawback that it leaves a
seam along one face near the corner.
If you decide to use the double rabbet join, there are a couple of
things you can do to minimize the visibility of the seam. First,
choose the placement of the seam so that it's on the less visible
face. The seam only affects one or the other adjoining face at each
corner, so you have a choice of which wall will have the seam. The
Williams System 11 cabinets placed the seams on the sides (rather than
the front face), which seems like the better choice aesthetically,
since the front is more visible. Second, cut the front piece a tiny
bit wider (1/16", perhaps) than the final size, so that it leaves a
little overhang when initially assembled, as illustrated below.
After assembly, the overhang lets you sand down the excess material
until it's exactly flush with the adjoining section. It's almost
impossible to get the surfaces perfectly flush in the initial cut, so
your best bet is to start with a slight overhang that you can sand
until flush. You can then add wood filler at the seam to further
smooth it out.
Simple 45° miter: Some pin cab builders simply cut the ends of
the main cabinet walls at a 45° bevel angle, for plain miter
joins:
Woodworkers generally consider this an inferior join for large
cabinets, since glue is weak when joining end-grain to end-grain like
this, and because it's difficult to get the pieces aligned and squared
properly given the lack of any interlocking structure. Even so, it
might be viable for a pin cab if you're using the new-style Williams
leg brackets (part 01-11400-1), since they add a lot of corner
strength. I wouldn't personally use this join, but it's an option if
you want to simplify the woodworking.
Adjusting dimensions for joinery
Pay close attention to the effects of your chosen corner joins on the
overall dimensions.
The dimensions shown in our plans assume that you're using a mitered
join of some kind for the main cabinet corners. Our illustrations
show those corners with a mitered rabbet, so you'll see that join in
the close-ups. Any miter join, including the locking miters and the
simple 45° miter, is equivalent in terms of all of the
measurements, so there's no need to make any adjustments for those.
With the mitered joins, note how each individual piece's dimensions
exactly match the assembled cabinet's outside dimensions for
that section:
In contrast, with the rabbet join, note how the "inside" piece (the
one forming the face with the seam) is slightly shorter than the
assembled cabinet's outside dimensions. This will be shorter at each
corner by the depth of the rabbet groove, which is typically half the
plywood thickness, so assuming there's a join like this at each end,
the overall piece will need to be cut shorter than the desired final
outside dimensions by 2 × ½ × the plywood thickness =
1 × the plywood thickness:
Likewise, for a butt join, the inside piece will need to be shortened
by 2 × the plywood thickness, compared to the finished outside
dimensions:
Our measurements for the main cabinet are based on using mitered joins
at the visible corners, so be sure to adjust the dimensions before
cutting if you're using a different join.
Edge finishes
On the original WPC cabinets, the outside bottom edges of the side and
front walls are finished with a chamfer (a 45° bevel), about
⅛" wide. I don't think they did that for looks, but rather to
soften the plywood edge, to make it less sharp and splintery. On my
cab, I kept it simpler and just sanded the edges smooth. If you do
decide to apply a chamfer with a router bit, it might be a good idea
to test the bit on a piece of scrap plywood first - I've read that
some plywood will chip if you try to bevel the edge like this, and
that would defeat the whole purpose of smoothing it.
On the WPC machines, the front vertical edges (at the corners between
the front wall and the left and right walls) are square, without any
rounding or beveling. Some of the newer Stern machines round those
edges out slightly - it looks like they route the edge with a 1/8"
roundover bit. I just lightly sanded the corners on my cab until they
felt smooth.
Exploded view
This view shows all of the pieces making up the
main cabinet body.
The triangular wood pieces at the corners go under the metal brackets
the leg bolts screw into. They provide reinforcement at the corners
(to prevent the corners from splitting) and help strengthen the leg
attachment. The leg bolts (two per corner) go through these at a
45° angle.
The two pieces at the top rear form a "shelf" that the backbox rests
on. The rectangular routed opening in the horizontal piece is to pass
power and video cables between the cabinet and backbox. The opening
shown is what's used on the real machines, and it works well for a
virtual cab as long as you only need to pass cables through. You
might need a larger opening, though, if you plan to use a large
monitor in your backbox that needs to extend into the main cabinet.
This isn't an issue for a typical three-monitor setup with a laptop
display for the DMD (or a real DMD device).
The smallish slat near the bottom front attaches to the floor on the
real machines to form a niche to hold the cashbox. (The cashbox
sits under the coin slots to collect the inserted coins.) Most
virtual builds omit this piece to leave more room for the PC
motherboard, which most people situate on the floor of the cab about
halfway back.
Cutting up the plywood
Side walls
Here are the side walls. The views are from the interior of the
cabinet, to show details on the joinery routing.
(The flipper button holes and leg bolt holes are marked, but for the
sake of readability, the dimensions aren't shown here. We'll provide
close-up diagrams for these elements, with all of the measurement
details, later in the section.)
Left side wall, viewed from the cabinet interior side
Right side wall, viewed from the cabinet interior. The
right wall is a simple mirror image of the left wall.
Remember that we're measuring the dimensions of the pieces based on a
mitered join (either a mitered rabbet or lock miter) at the front and
rear corners, meaning that the piece's dimensions match the outside
dimensions of the assembled cabinet. If you're using a different join
at the corners, be sure to make any necessary adjustments. See
Joinery above.
Some more views to help with visualization:
Backbox hinge pivot:
The backbox pivot is a ½"-diameter drilled hole for attaching
the WPC-style backbox hinge. If you're using a different hinge system
to attach the backbox, omit this.
Note: Some people prefer to wait to drill for the hinge pivots until
after assembling the cabinet and attaching the hinges to the backbox,
so that they can drill the pivots based on the actual assembled
alignment of the backbox. The procedure I've always used is basically
the opposite: drill the hinge pivot first, attach the hinges there,
and then drill the backbox bolts for the hinges based on the final
alignment. I haven't tried it the other way, so I'm not sure if that
would be easier or harder overall, but the basic idea is the same
either way. Use your discretion as to which approach sounds better.
Floor dado:
The dado at the bottom is for the cabinet floor. Use a ½"
straight router bit to cut a groove ⅜" deep (halfway into the
thickness of the plywood), parallel to the bottom edge of the wall,
¼" from the bottom edge. This is on the inside face of
the wall; the edge of the cabinet floor fits into this groove when
assembled.
Left cabinet wall showing the dado (groove) for joining with
the cabinet floor. Route the dado with a ½" straight bit
to ⅜" depth, ¼" (or ⅜", if you prefer) from the bottom edge. This groove
runs the whole length of the side wall. This is on the interior
face, since it joins with the cabinet floor. The diagonal/step
shape along the vertical edge at the left is the mitered rabbet cut
for joining to the front wall, illustrated in more detail above.
Note: Some other people's WPC-replica plans show the floor dado at
3/8" from the bottom, rather 1/4" as depicted above. My original WPC
cabinets measure 1/4", but I measured one older System 11 machine at
3/8". The larger 3/8" offset will make the joint a little stronger,
and shouldn't much affect anything else, so I don't see any downside;
use your discretion. Whatever you decide, be sure to route the
corresponding dados in the front and back walls at the same offset,
since they all have to align when assembled.
Cashbox fence slot:
The slot for the
cashbox fence is only
needed if you plan on installing said fence, which is useful if you're
going to use the standard type of coin collector box ("cashbox") made
for commercial pinball machines. The cashbox sits at the front of the
cabinet under the coin slots, and the fence helps hold it in place.
Most virtual cab builders don't use the standard cashbox because it
takes up so much space. I'd omit the fence if you're not going to
use the standard cashbox.
The routed slot isn't strictly necessary even if you do include the
fence, but it makes it easier to install the fence during cabinet
assembly by providing an anchor point to glue it to.
The slot only goes in the right wall. You can move it to the left
wall if that's more convenient - it really doesn't matter which side
it's on. But you only need a slot on one side or the other.
If you're going to use a custom cashbox that's not the standard size,
you should move the fence (and thus the fence slot) to match the
depth of the box.
Edge finishes
The original WPC cabinets use a slight chamfer (a 45° bevel) on
the outside bottom edges of the side walls, to soften the edge and
reduce splintering. This is optional, but it will reduce the chances
of snagged clothes and cuts from bumping into the side.
See
Edge finishes above.
Leg bolts
The leg bolt holes are a little tricky. The bolts go through the
corners at a 45° angle, so they bore through both adjoining walls
at each corner. So, as shown in the illustration, the left and right
walls only have "half a hole" for each bolt - really more of a
semicircular notch.
Leg bolt holes, front (above left) and rear (above right).
The distances are shown from the bottom of the cabinet. Note
that the front legs are mounted higher on the wall than the
rear legs. The legs themselves are the identical parts front
and back, so the different mounting position is used to give
the cabinet its characteristic tilt angle. The bolts
are 3/8" diameter.
Cutaway view (with the front wall removed) showing the leg
bolts installed, to better illustrate how the bolt holes
intersect the side wall. The triangular wood piece that
normally fills the gap between the metal plate and the
inside wall is also hidden.
Illustration of how the leg install positions affect the
cabinet slope.
The legs are mounted higher on the cab in the front,
which effectively raises up the back end slightly to slope
the machine down toward the front. Standard
pinball legs come with adjustable foot pads that you can use to
make sure all four legs touch down and to fine-tune the
playfield slope. The slope isn't needed for "physics"
reasons on a virtual machine, but it's still desirable
for an authentic appearance, and it also improves the
viewing angle for the main TV.
There are two approaches to drilling the holes:
Preparing to drill for a leg bolt at the front right corner,
using a general-purpose drill guide block. This drill block features a notch
specifically for drilling into a corner at a 45° angle.
I'm using a band clamp wrapped around the whole cabinet to
hold the drill block in place. You have to clamp the drill
block down pretty tightly, and even then you have to be careful
to use a steady hand - those 45° notches are small, and
the drill gives you a lot of leverage.
Personally, I find the "before" approach too difficult to do by
hand, because of the 45° angle and because you have to get the
notches on the adjoining edges align perfectly. This is
probably only workable if you're making the panels with a CNC machine.
I'd go with the drill-after-assembly approach otherwise.
With either method, the holes should end up being a tight fit for the
bolts. That's good, since you don't want the legs to be wobbly on a
250-pound cabinet. But if they're too tight, try rubbing a little
paraffin wax or a similar dry lubricant on the bolts. (I wouldn't use
anything oily or greasy.) If that still doesn't work, you can use
a small round file to expand the holes slightly - but as little as
possible, to avoid weakening the corner.
Flipper buttons
Here's the drilling plan for a set of two flipper button holes on each
side. The front button in each set is the regular flipper button, and
the rear button is the "MagnaSave" button, which is for the benefit of
some pinball games that have extra controls beyond the regular flipper
buttons. The rear buttons are optional, and not everyone likes them
since they're not all that common on real machines, but I think it's
good to include them because of the large number of virtual tables
that make use of them. See
Appendix 4, Tables with MagnaSave Buttons for more
about these buttons, and a list of some of the tables that use them.
Note! Some side rails are wide enough to cover the flipper
buttons, in which case they'll come with pre-drilled holes for
the buttons. The WPC rails are narrow enough that they sit
entirely above the flipper buttons, so they don't need any
holes for the buttons. If you're using wide rails that do
cover the flipper button area, ignore our drilling locations!
Your cabinet flipper button holes need to line up with the ones in the rails.
So use the button holes in your rails to determine where to drill.
>
Flipper button drill hole detail for WPC-type side rails.
Measurements are in inches; distances are to the center points
of the holes. (Don't use these locations if you're using older
side rails that cover the flipper buttons. Instead, use the
pre-drilled flipper button holes in your rails as drilling templates,
so that the cabinet holes line up with the holes in the rails.)
The distances in the diagram are measured are from the center of the
drill holes to the front and top edges of the wall, square with the
front edge. The measurements are referenced to the outside
face of the fully assembled cabinet. If you're measuring prior to
assembly, make any adjustments needed to account for offsets from your
front corner joins. Mitered joins shouldn't require any adjustments,
since the outside edges of all faces go all the way to the corners.
Don't rely on the locations in the diagram if you're using wide side
rails that extend over the flipper buttons. Those come with
pre-drilled holes for the flipper button, so you'll need the cabinet
wall drill locations to match the pre-drilled rail holes. Do a dry
fit with the rails to determine the drilling location.
How to drill:
- The easy way: drill straight through with a 1⅛" diameter hole
saw or Forstner bit. This works only if you're using something to
anchor the button on the inside, such as the VirtuaPin flipper switch
bracket or an LED board (see Chapter 55, Button Lamps) to illuminate the button.
- The original way (used on most of the real machines): This
pattern has a narrow waist for the stem of the button, and larger
insets on the outside and inside for the body of the button and
the Pal nut, respectively.
- Drill a small pilot hole (1/8") on the center, all the way through
- Use a 1⅛" hole saw, Forstner bit, or router bit to drill a
5/16"-deep depression from the outside, on the same center
- Use the same 1⅛" bit to drill a 3/16"-deep depression from the inside
- Drill the rest of the way through with a ⅝" bit, on
the same center
Schematic diagram of the "original" flipper button drilling
pattern. This is an edge-on view of the side wall.
The original "stepped" pattern lets you fasten the button with a Pal
nut, without any additional brackets on the inside. Use this pattern
if you don't plan to use an LED board or switch holder bracket. The
straight-through approach is better if you're planning to use an LED
board to illuminate the button, since it provides a tunnel for the
light to shine through. But you need some sort of bracket on the
inside in this case, because the Pal nut fits through the larger
1⅛" hole. An LED board can serve as the bracket, as will a
VirtuaPin flipper switch holder. If you're not planning to use one of
those, the original stepped pattern is better.
Variations:
- The rear (MagnaSave) buttons are optional. If you don't want to
include them, simply don't drill the holes. The regular flipper buttons
go at the same position whether or not you include the MagnaSave
buttons.
- There are at least two other good ways to position the MagnaSave
buttons. Some people place them directly below the flipper buttons,
and some people prefer them diagonally behind and below the flipper
buttons. Both of those patterns have precedents in real pinball
machines that had the extra buttons (see
Appendix 4, Tables with MagnaSave Buttons). The layout in my diagrams is based on
the Williams MagnaSave games from the 1980s, so it's probably the most
familiar look to most players, but not everyone likes the feel, due to
the stretch to reach the rear buttons. The more vertical layouts are
arguably easier to reach, and make it it easier to keep a finger on
each button.
- Williams System 11 games (1980s) placed the flipper buttons about
1/4" higher than shown in my diagrams, which are based on the WPC
games (1990s). System 11 games used broader side rails that
covered the flipper buttons, so I think the slightly different
positioning is purely to accommodate the different rails. I don't
think it noticeably affects the feel.
Glass channel slots
If you're going to install the standard side rails and a glass cover
over the playfield, you should also install a set of "glass channels".
These are plastic "U"-shaped trim pieces that fit under the side
rails, along the left and right edges. These hold the glass at the
sides.
Because the glass channels are "U" slots along the length of the
machine, you can slide the glass in and out of the channels through
the front of the machine, after removing the lockbar. This is part of
the tried-and-true design of the real machines that lets an operator
easily open up the machine for maintenance access, and I think it's
a great thing to replicate in a virtual cab.
The glass channels are installed under the side rail. Here's a
close-up of how they look when installed:
The channels attach to the side wall via a "spine" sticking out of the
bottom of the plastic channel. The spine which fits into a slot in the
top edge of the side wall.
This is a neat design, in that you don't need any fasteners or
adhesives. You just press the spine into the slot, and it's held
there by friction. If it's ever necessary to take the channel out,
you can just pull it out. On the other hand, it presents us with
another little wood-working challenge: how do we cut that precise
little slot?
As usual, it turns out that there's a special tool for this job, and
it's really easy once you have that magic tool. What you need in this
case is a special-purpose router bit called (naturally) a slot cutter.
Just as a drill bit is designed to drill a hole of a specific
diameter, each slot cutter bit is designed to make a slot of a
specific width and depth. For this job, you need a bit with a 3/32"
slot width and 3/8" slot depth. (A deeper slot, like 1/2" or 5/8",
will also work if you can't find a bit for that exact depth. But the
width is important - it should be exactly 3/32".) The bit I use
for this is Freude part #63-106, which works perfectly.
Once you have the necessary slot cutter bit, cut a slot along the top
edge of the sloped portion of each side wall, centered along the edge,
starting about 1½" from the front and ending at the top of the
sloped section. The photos below give an overview of how you set up
the bit and cut the slot.
Slot-cutter bit, 3/32" slot width, 3/8" depth (the photo shows a
Freude #63-106, but other brands are available with the same specs)
The slot-cutter bit set up in a hand router. This bit works best
with a fixed-base router. A plunge router will also work -
you just have to lock the depth. You can also do this
with a router table, using your router table's setup for a bit
with a pilot point. I'm using a hand router for these illustrations,
since I've found that to be an easy way to use this bit,
but the process is essentially the same with a table.
Measure the thickness of the plywood, and mark the centerpoint.
To make sure you found the exact center, flip the board over
and measure the same distance from the other side. Adjust your
measurement and repeat until the center mark is accurate.
Now clamp the board to a horizontal surface. Make sure the
router is unplugged! Place the router base flat on top of the board,
with the bit against the edge. Using the router's cut depth
adjustment (see your router's instructions), adjust the bit
depth so that the slot cutter blade lines up with the center
line you marked in the previous step. Lock the router at this
depth - this sets the bit to cut the slot at the center of
the board's edge.
You're all set to cut the slot. Plug the router in. Make sure
the board is securely clamped to a horizontal surface. Place
the router flat against the board with the bit hanging over
the edge right next to the starting point for slot. For safety,
always make sure that the bit isn't touching the work piece
(or anything else!) when you switch the router on - so
position it so that the bit is just clear of the work piece,
at the point you want to start the cut, with the base flat
against the board. Keep the router base flat against the
board at all times throughout this procedure, and hold
the router in both hands to keep it steady. When the router is up to speed, gently
slide it sideways into the edge of the board to start cutting
the slot. The bit's pilot point will automatically stop
the bit at the correct slot depth, so just keep sliding
it into the edge until it hits the pilot point. Now slowly
move the router along the edge of the board, parallel to
the edge, keeping the pilot point pressed against the edge,
until you reach the end of the span where you want the slot
to be. Finally, withdraw the bit from the slot, by sliding
the router sideways away from the edge of the board just far enough
for the bit to move clear of the slot, then turn off the router.
Front wall
The front wall is the most complex section of the cabinet. It has a
whole bunch of things attached: the coin door, several pushbuttons,
the plunger, the lockbar, and the leg bolts. There are so many things
vying for a limited amount of space that the positioning of each part
is pretty constrained; everything fits together like a 3D puzzle.
I initially tried to cram all of the measurements for all of the
cutouts into a single diagram, but I quickly abandoned that idea,
since it was way too busy. So instead, I've broken it out into
several diagrams, one for each set of cutouts. We'll start with the
basic outline and its overall dimensions, with the purpose of each
cutout labeled.
Main cabinet front panel, viewed from the front (exterior side).
Remember that we're measuring the dimensions based on a mitered
rabbet join at the corners, and that you might need to adjust the
dimensions slightly if you're using a different join style.
See
Joinery above.
More views for visualization:
The overall width is based on the standard-body design. If you're
building a widebody or custom-width cabinet, adjust the width of this
piece accordingly. Keep the coin door cutout centered horizontally at
the new width, and keep the buttons and plunger at the same distance
from their respective side walls.
The dado at the bottom is for joining with the floor of the cabinet.
This is exactly the same as the ones in the side walls: route a
½" wide groove to a depth of ⅜" (half the thickness of
the plywood) along the whole bottom edge, on the interior side,
¼" from the bottom. As mentioned earlier, some other published
WPC plans offset this dado from the bottom by 3/8" instead of 1/4";
use the same offset that you used for the side walls.
The leg bolts go through the corners of the front face at a 45°
angle, just like the way they work with the side walls. Route notches
for the bolts exactly as we described earlier for the side walls. Use
the same positioning (measured from the bottom edge) as for the front
legs on the side pieces. The front notches in the side walls need to
align with the notches in the front wall when the cabinet is
assembled.
The top edge of the front wall should be cut at a 10° bevel angle,
to match the slope of the side walls. This corresponds to a rise of
about ⅛ over the thickness of the plywood. In other words, the
height at the back face (the side facing the interior of the cabinet)
should be about ⅛ taller than the height at the front face (the
exterior side), as illustrated below.
Side view of front panel (viewed from right) showing the slight
angle at the top, to match the slope of the side walls.
The angled top edge will result in the best fit, but you can just cut
it square if your saw can't handle beveled cuts. If you cut it
square, cut the piece according to the shorter exterior height.
Using a square cut means that the back top edge won't quite align with
the top edges of the side walls. But this whole area is covered by
the lockbar when the machine is assembled, so it'll only be visible
when you remove the lockbar to access the interior. The gap won't
affect alignments for any of the trim hardware, so it won't have any
functional impact.
If you do use the sloping top edge, note that all of the measurements
shown in our diagrams and plans are based on the front face -
the shorter exterior side. Things will be off by ⅛" if you
measure with reference to the top edge of the back side, since it's
slightly taller. So be sure to do all of your measuring and drilling
from the front side.
Edge finishes
The original WPC cabinets use a slight chamfer (a 45° bevel) on
the outside bottom edge of the front wall, to soften the edge and
reduce splintering. This is optional, but it's a little nicer than a
sharp square plywood edge. See
Edge
finishes above.
Coin door cutout
The rectangular cutout in the center of the front wall is for a
standard pinball coin door. All pinball manufacturers have been using
the same coin door dimensions since the 1980s, so just about any coin
door made for any modern pinball brand should fit the same cutout.
Suzo Happ makes a universal replacement door that fits this template,
and you can also still buy the original Entropy coin doors that
Wiliams used in their 1980s machines. I'm not as certain that
pre-1980s doors are as standardized, so if you have an older coin
door, you should measure it before using the diagram below, to make
sure it fits.
Coin door cutout and bolt locations, viewed from the interior
face of the front panel. Important: the measurements referenced to
the top edge will be slightly different (about 1/8" less) when
measured on the exterior face, because of the angled cut on the
top edge. The interior face is about 1/8" taller than the exterior
face because of the slant.
The cutout in the diagram above is fairly generous. It leaves about
1/8" of play on all sides for an easy fit, so it should easily
accommodate manufacturing variations in the coin doors. By the same
token, when cutting it out, err on the side of cutting inside the lines.
The actual cutout doesn't need to be even a hair
bigger than depicted.
The four 9/32"-diameter drill holes around the perimeter of the coin
door cutout are for the carriage bolts that fasten the door to the
plywood. Use ¼"-20 x 1½" carriage bolts for these.
Mate them to ¼"-20 hex nuts, which go on the inside. The
carriage bolts are available in black, which is what the WPC machines
use to match the powder black finish of the WPC-style doors. The
bolts are also available in stainless steel, chrome-plated steel, and
silicon bronze, one of which might look nicer if you have a door with
a metallic finish.
Note! The spacing between the coin door cutout and the four bolt holes
around the perimeter is tight (only about 3/16"). Measure and
drill carefully.
The coin door is usually centered left-to-right. If you're using a
custom width, simply figure the position so that it's centered
horizontally. Don't try to center it vertically, though. The
vertical position has to align with your lockbar receiver, because the
coin door's top center bolt hole has to align with the receiver's
center bolt hole, as illustrated below.
If you're using the standard WPC-era parts (a 1990s coin door and a
Williams WPC lockbar receiver), the vertical position shown in our
diagrams should align the receiver properly. If you're using
different parts, they might have a different design, so you might need
to adjust the vertical position to match. See the "dry fit" procedure
in the lockbar receiver section below for advice on how to figure the
right position for different parts.
If you're not using a coin door at all, you should obviously omit the
rectangular cutout, as well as the drill holes around the perimeter.
Note that the top center hole is shared by the coin door and lockbar
receiver, though, so if you're using a standard lockbar receiver,
you'll still need to drill that hole even though you don't need it for
the coin door.
Lockbar receiver
The three small drill holes shown at the top of the front wall plan
are for the carriage bolts that fasten the lockbar receiver to the
front wall. (If you're not sure what the receiver is or what it's for,
we'll explain more about it shortly.)
As with the coin door, use the center point of the front wall (left to
right) as the horizontal reference point for the center hole.
The receiver has to be positioned vertically so that the lockbar will
fit properly when inserted into the receiver. The vertical position
of the bolt holes in our plans is specifically for a Williams WPC
lockbar receiver, to place it at the right height so that the lockbar
will fit properly.
Fine-tuning: I've found in my builds that the bolt positions
above, which come from measuring original Williams equipment, can make
the lockbar fit a little tighter than I like - not so much that it
doesn't fit, just enough to make the fit feel a little clunky. Moving
the bolt drill positions upwards by 1/32" to 1/16" might actually work a
little better. If you do this, it would be a good idea to also move
all of the coin door positions (cutout and bolts) by the same amount,
since the coin door has to align with the lockbar center bolt. If you
want to evaluate for yourself whether this would be a good idea or
not, try the "dry fit" procedure described below - that's intended to
help you re-figure the drill positions if you're using non-standard
equipment, but it works equally well with the standard parts. I'd
start by marking the standard positions above on your front wall
panel, then do a dry fit and check the receiver's bolt holes against
the markings. If they look a little off vertically, adjust
accordingly. For the standard Williams receiver, the ideal vertical
position is where the two little tabs sticking up at the front of the
receiver line up exactly with the top edge of the front cabinet wall.
(On my original Williams equipment, I see variations in this fit from
the tabs being perfectly flush with the top of the wall, to being
about 1/16" below.)
If you're using a WPC receiver, but other side rails or glass guides: The measurements
here assume that you're using the WPC lockbar receiver and the
WPC-style side rails and plastic glass guides. The thickness of the
rails and guides is important to the overall positioning. If
any of this is different in your setup, you might have to
adjust the bolt positions vertically, since the lockbar might sit at a
slightly different height than with the full set of standard parts.
It's difficult to figure the right position on paper, because the
parts have to fit together in a sort of 3D puzzle, and they fit
tightly enough that there's not much room for error. I think it's
easier and more reliable to do a "dry fit" with all of the parts
together and take measurements from that. See the procedure below.
If you have to adjust the vertical position of the bolt holes, you
should adjust the coin door position to match. The coin door has to
line up with the lockbar's center bolt, so if you move the lockbar
bolts up or down, the coin door has to be moved up or down by the same
amount.
If you're not using a WPC receiver: There are several other
options for a lockbar receiver besides the WPC part. If you're using
something different, it'll probably have a whole different drilling
pattern for its fasteners. It might not even use the same bolts.
The best way to figure the right drilling positions (if needed at
all) is to gather your equipment and do a "dry fit" as described
below.
Note that the center hole is still needed for the coin door, if you're
using one, regardless of whether your lockbar uses it.
Dry fit: Here's a procedure you can use to fit your lockbar
and other related parts together prior to drilling any holes, to measure
or fine-tune the positioning:
- Set up the front and side walls in their assembled positions.
- Set up the side rails with the glass guides, if they'll be part of
the final setup.
- Plug the lockbar into the receiver.
- Position the lockbar at the top front where it'll be during
normal use. You want the lockbar to sit snugly on top of the
side rails when everything is put together, so at this stage it's
a good simulation to simply set the lockbar on top of the rails.
- Now hold the receiver's front surface flush against the inside front
wall. Make sure the lockbar is still where you want it.
- Mark the positions on the inside of the front wall corresponding to
the positions of the three bolt holes in the receiver. (The bolt
holes in the receiver are actually little slots, to give you a little
wiggle room to make up for measuring errors, so mark the position
at the center of each slot.)
You can now take it all back apart, and drill at the marked
positions instead of the ones in the plans.
How the lockbar works
In case you're not already familiar with how all of the pinball trim
pieces work, here's a brief overview.
The "lockbar" (also known as the "lockdown bar") is the metal trim
piece along the top front edge of the machine. It's so named because
it serves to lock the top glass cover in place. It also functions as
a trim piece, for the sake of appearance as well as to provide a
comfortable place to rest your hands while operating the flipper
buttons. Standard lockbars have nice smoothly rounded corners. Try
playing a round on a machine with the lockbar removed if you want
experience for yourself how unpleasant the plywood edges are as a
hand-rest.
If you're using standard pinball parts, the lockbar mates with a part
inside the cabinet called the "receiver". A couple of prongs that
stick down out of the lockbar fit into receptacles in the receiver,
where there are some spring-loaded latches that grab the prongs and
secure the lockbar. A lever on the receiver, which you can reach
through the coin door opening, lets you release the latches and free
the lockbar. With the lockbar off, you can slide out the glass to
access the interior. It's all cleverly designed to let an operator
open up the machine quickly and without any tools, while keeping it
buttoned up against intrusion by mischief-makers.
The receiver attaches to the inside of the front wall of the cabinet.
It's fastened with three carriage bolts. This is what the drill holes
at the top of the front wall are for. The center bolt is shared
between the coin door and receiver - both parts have holes in this
position that align when everything is assembled. This is why the
vertical position of the coin door is so important: the coin door
aligns with the lockbar receiver, and the receiver has to align with
the top of the wall so that the lockbar fits properly.
Front panel buttons
The three large
circular holes at the top left of the front panel diagram are for
buttons that the player uses to start and exit games and otherwise
interact with the software. Our plans assume that you're using SuzoHapp
small pushbutton (pictured at right), which are the type used for
most of the front-panel button on real machines since the 1990s.
These are the exact type that most pinball suppliers will sell you if
you buy a replacement Start button, Extra Ball button, or generic
"pushbutton with lamp assembly". There are other similar buttons
available from other companies that you can use as well, but you might
need to adjust the drilling dimensions and/or spacing for other
models.
Typical button positioning, with three buttons (usually
"Start", "Extra Ball", and "Exit"). Viewed from front/outside
of front panel.
Attention: Replacement
cabinet builders: If you're building a replacement cabinet for a
real pinball machine, take measurements from a factory original of the
same title to determine the button placement. The cabinet artwork for some
titles includes designs around the front panel button(s), so you might
also want to check alignment with the art.
For the SuzoHapp style of pushbuttons, drill the holes in two stages.
First, using a 1⅜" Forstner bit, from the front (outside) face,
drill a recess 3/8" deep (about half of the plywood thickness).
Don't drill all the way through. In the diagram, the recess
is the larger circle drawn around each button. Then drill a 1" hole
on the same center the rest of the way through. The recess allows the
button to sit flush with the front surface of the cabinet.
Above left: Drilling detail for the button holes, viewed from the exterior
face. Drill a 1⅜"-diameter recess to ⅜" depth
(about halfway through the plywood). A Forstner bit works best
for this. Then drill a 1" diameter the rest of the wall through,
on the same center. Above right: when installed, the
buttons are recessed in the routed depressions, so the button faces are
roughly flush with the outer surface of the cabinet.
The recess is optional. It's the way that the buttons were mounted on
the real 1990s machines, and I think it looks more finished. But if
you want to keep things simpler, you can skip the recess and simply
drill a 1" hole straight through. The buttons will jut out by about a
quarter inch if you omit the inset, but this won't look "wrong", since
the buttons are trimmed to work with this mounting style as well.
Our plans show the positions for three buttons, but that's only a
suggestion. As far as software usability goes, the virtual pinball
software more or less requires a minimum of two buttons: "Start" and
"Exit". The third button in our plans can assigned be any other
function of your choice, or you can omit it entirely. See
Chapter 34, Cabinet Buttons for ideas and recommendations. I think it's a
good idea to include a third button, even if don't already have a
clear use for it in mind, since it will be hard to add one later. You
can change the meanings of the buttons at any time in the software, so
you're not stuck with the functions you choose initially.
I assigned my third button as "Extra Ball", since that's used on a lot
of real machines from the 1990s. Another useful function is "Coin In"
(to simulate inserting a coin), although I prefer implementing that
via the coin return buttons on the coin door, since that's a more
natural and inconspicuous place for it. Other possibilities
include game-specific extra buttons, or special functions in
your game navigator software.
Omitting a button is easy. If you only want to include two buttons,
simply drill the top two holes at the positions shown, and skip the
bottom one.
It's difficult to add more buttons beyond the three shown given the
space constraints. With the spacing shown, there's not enough room
for a fourth button at the top, since the lockbar receiver will get in
the way, nor at the bottom, where the leg brackets will conflict.
However, you just barely make room if you move the top button up about
½" (that's the limit before it conflicts with the lockbar
receiver) and then tighten up the spacing on the other buttons by
about ⅛". That will give you just enough room for a fourth
button at the bottom.
Plunger and Launch button
Our plan includes a traditional mechanical plunger, at the
standard position used on nearly all real machines, at the upper right
corner corner of the front face. We also include a Launch Ball
button, situated just below the plunger, to accommodate tables that
originally used a button or trigger in place of the traditional
plunger.
Be aware that this traditional plunger position doesn't work for
everyone! In particular, it can get in the way of the TV if you want
to place the TV very close to the front wall. See "Other
plunger/Launch button layouts"
below for an alternative
plan that swaps the positions of the plunger and launch button to make
room for the TV. If you haven't thought about the TV conflict issue,
see "The dreaded plunger space conflict" in
Chapter 29, Playfield TV Mounting and "Positioning
the plunger" in
Chapter 37, Plunger.
Attention:
Replacement cabinet builders: If you're building a replacement cabinet
for a real pinball machine, don't rely on my plunger positioning! The
plunger on a real machine has to line up with the shooter lane on the
playfield, so it depends on the playfield depth, which varies from one
title to the next. The differences can be substantial - the
Williams System 11 games generally have the plunger about 1" higher
than on the WPC games. Your best bet is to measure the factory
drill positions from an original cabinet for your specific game. If you
don't have access to one, try asking on a pinball owners forum such as
Pinside.
Drilling positions for plunger
and Launch Ball button, with the plunger in the standard position used
on real machines, and the Launch button below.
Drilling pattern for the plunger opening. Reference the
vertical location from the main plan to the top dotted line.
For the standard plunger-on-top configuration, this is 2½"
from the top of the panel.
To cut the plunger opening:
- Drill a ¾" hole at the large green circle at top
center. It's best to use a router, or a drill with a hole saw bit
or Forstner bit. (Don't use a spade bit; they make ragged, chipped
holes in plywood.)
- Drill ⅜" holes at the three smaller green circles.
- Use a jigsaw or router to cut along the perimeter of the shape described
by the four holes, shown as the black outline on the diagram.
The illustration at right shows how this looks when assembled.
This arrangement, with the plunger on top and a Launch button below,
is the one I prefer. It has two main virtues. First, the plunger
position matches the real machines of the 1990s, so it looks "normal"
if you're used to the way those machines look. Second, it's nice to
have the dedicated Launch button for tables that use one, and this
placement looks the most natural to me. You won't actually find any
real tables that have both a plunger and a Launch button, so that
much is not quite authentic - but many real machines did have some
sort of button at the same location (e.g., an Extra Ball button), so
it doesn't look at all out of place.
Other plunger/Launch button layouts
The traditional plunger location shown above doesn't work for
everyone, because it can create a space conflict with the TV if you
want to position the TV at the very front of the cabinet. Before you
drill anything, take a moment to consider if you'd prefer some other
setup. Here are the most common options:
- Include only the plunger, with no Launch button. Some people prefer
a more authentic-looking setup with just the plunger. This an easy
modification: just don't drill the hole for the Launch button.
- Invert the arrangement so that the Launch button goes on top and the
plunger goes below. Some people use this arrangement to make room for
the TV to fit closer to the front of the cab. To make this change,
use the inverted plan below.
- Include only the plunger, but lower it to get it out of the way of
the TV, so that the TV can be mounted closer to the front of the cab.
To implement this, use the inverted plan below, and skip drilling the
hole for the Launch button.
- Include only the Launch button, with no plunger. To do this, use
the inverted plan below, but don't cut the plunger opening.
Inverted plunger/Launch button
Here's the inverted layout, with the plunger below the Launch button.
This places the Launch button at the exact position used on real
machines that use this control (which also happens to be the standard
plunger position, not surprisingly), so it'll look authentic as far as
that goes; of course, the addition of the plunger below the button
isn't to be found on any real machines.
Inverted arrangement with the Launch button on top and the
plunger on the bottom.
Note that the spacing between the plunger and Launch button is a tiny
bit tighter with the inverted layout than with the normal layout (by
about an eight of an inch). This is due to space constraints. The
plunger can't safely be moved much lower, because the exterior side of
the plunger housing will conflict with the front right leg if you do.
If you really need to move the plunger even lower than shown (to make
room for the TV, for example), you might be able to eke out a few
extra 16ths of an inch, but it might be an uncomfortably tight fit.
Measure your actual parts carefully before making changes.
Other cutouts
I don't recommend any other controls or ports in the front wall, since
this is the most conspicuous part of the machine other than the
playfield area, it's already pretty busy with just the standard
controls. However, there are a few extra items that some people add
here:
- Volume controls
- Night mode switch
- USB/keyboard/mouse ports
I'd personally avoid the front panel for all of these and place them
on the bottom or back of the cab instead, where they'll be less
visible.
For volume controls, I'd recommend using doubled-up flipper buttons
instead of a separate knob (see my
PinVol page for
an explanation). But if you really want a separate knob, and you
don't want to have to reach under the machine to operate it,
one way to make it inconspicuous is to install it in the coin door,
by drilling a hole for the knob stem.
Rear wall
The rear wall is a lot simpler than the front wall. It just has a
couple of openings for cooling vents, and another for the power inlet.
Nothing has to align with standard trim pieces here, so the placement
of the openings is flexible.
Rear wall, viewed from the interior side.
The fan openings are designed to accommodate 120mm PC case fans,
mounted just behind the openings (on the inside of the cab) and
oriented to blow air out the back. These aren't authentic to the
original WPC design (for the original layout, see the diagram below).
The WPC machines had smaller, passive vents. Most virtual cab
builders want to include fans to actively blow air through the
cabinet for cooling, which the larger openings accommodate.
The power inlet opening is there to pass the machine's main power cord
through the back, for plugging into a wall outlet. This is the same
as the original WPC equipment, which has a C14 power inlet (the same
type of power cord connector used on most desktop computers) behind
the opening.
The size and placement of the fan openings and power inlet are merely
suggestions. Customize them as you see fit. Take care that anything
you install on the back wall doesn't get in the way of the playfield
TV, but that usually isn't a problem, since the back end of the TV is
usually well forward of the back wall. The leg notches and floor dado
should be implemented as shown, since those do have to align with
other parts.
Attention:
Replacement cabinet builders: The circular fan openings shown in
the diagram above aren't authentic to the original WPC cabinet design.
A replacement cab for a mechanical pinball machine should follow
the pattern used in the Williams cabinets of the 1980s and 90s,
with passive vent openings as shown below.
Original rear wall design used on the real machines,
with passive cooling vents instead of fan openings, viewed
from the interior side. This
is the layout of the Williams cabinets of the 1980s and 1990s.
Virtual cab builders usually replace the vent slots with larger circular
openings that can accommodate PC case fans, to provide active cooling.
Virtual cabs tend to need active cooling in the main cabinet because
they typically house a TV and a PC motherboard, both of which
can generate a lot of heat.
Most people use the same joinery style for the rear wall as for the
front wall, but that's not required. I think a mitered join (such as
a mitered rabbet or lock miter) is nice here, since it yields seamless
corners, but that's probably not as cosmetically important as it is at
the front. A simpler join that produces visible seams, such as a
rabbet or even a butt join, can be perfectly adequate aesthetically.
Top view of rear section, showing the joinery shapes at the
rear corners. This uses the mitered rabbet as described in
the side walls section earlier.
The leg bolt notches work exactly like on the front and side panels.
Use the same measurements as the rear leg notches on the side
panels, since those need to align with the ones on the back wall when
the cabinet is assembled. See the side wall section above for details.
The floor dado is a routed groove that the floor fits into when you
assemble the cabinet. This is the same as the floor dados on all of
the other pieces: use a ½" straight bit to route a a groove
⅜" deep (about half the thickness of the plywood), parallel to
the bottom edge, offset ¼" from the bottom edge. See the side
wall section above for a diagram. As mentioned earlier, some other
published WPC plans offset the dado by 3/8" from the bottom rather
than 1/4", which might be preferable for added strength at the joint.
Whatever offset you choose, use it consistently for all of the floor
dados on the sides, front, and back.
Power inlet
The hole near the lower right of the back wall plan is for the main AC
power inlet. On the real machines, this is a 2½" diameter hole
positioned as shown. There's nothing special about this location for
a virtual cab; move it and/or resize it as needed for your own power
supply setup. If you're not sure how you're going to set up the main
power supply, you can just follow the generic plan, since it's pretty
versatile; the opening is large enough that you could just feed a
power strip's cord or an extension cord through it, and it could also
accommodate a C14 inlet mounted in the opening. You can drill a hole of
this size with a hole saw bit, or using a hand router with a circle jig.
Fan openings
The fan holes in our back wall plan represent a deviation from the
real WPC cabinet design, to meet the special needs of the virtual cab.
Real pinball machines don't need much cooling for the main cabinet, so
the WPC cabs just have a pair of small passive vents at the back.
Virtual cabs, in contrast, tend to need active cooling with fans, since
the main cab has a big TV and (in most cases) a PC motherboard.
Our plans provide two openings in the rear wall designed for PC case
fans. The idea is that you place an exhaust fan (blowing air out of
the cabinet) on the inside of each opening. The cabinet floor (which
we'll get to next) has another similar opening for an intake fan.
This arrangement is designed to work with the natural air flow from
the tilt of the monitor: the tilt makes the monitor higher at the
back, so warm air will tend to flow towards the back of the cabinet as
it rises. The exhaust fans at the back will help remove the hot air
and pull cooler outside air into the cabinet from the floor vent.
The holes shown in the diagram are for 120mm fans (about 4¾"
inches diameter). This is a common size for PC case fans, but other
sizes are available; some people like to super-size their fans because
larger tends to be quieter. Resize the openings for your fans as
needed.
There's nothing magical about our placement of the fan openings, so
move them as needed. I recommend keeping them relatively high up on
the wall to take advantage of the natural flow of rising warm air.
The point is to remove the hottest air from the cabinet, and that will
tend to move towards the upper portion of the space.
Other rear wall cutouts
Here are some other optional items that you might want to consider, as
long as you're drilling holes in this piece. There's no standard
placement for any of these, so use whatever location is convenient for
your setup.
- Ethernet port. Wired network ports can come in handy even if you're
planning to install a Wi-Fi card or powerline Ethernet. The rear of
the cabinet adjacent to the power inlet is an excellent place for this.
Keystone jacks are useful here. See "External I/O plugs" in
Chapter 27, Installing the PC.
- USB ports. It's also good to have some external USB ports, and the
back of the cab makes a convenient place for a couple of these. As
with Ethernet, you can use Keystone jacks. If you're installing a
Keystone jack plate for Ethernet anyway, you can make it a 3-gang or
4-gang plate and populate it with a couple of USB ports while you're
at it.
- Keyboard/mouse ports (these are usually just more USB ports). I
prefer the floor of the cab near the front, since that's where you'll
actually want to use the keyboard and mouse, but the back of the cab
will do if you just want a single cluster of ports.
- Openings to pass wires for light strips on the back of the cab
(see Chapter 58, Undercab Lighting)
Back rails
The real WPC cabinets have a pair of wood rails on the back, as
illustrated below. Each rail has a pair of hard plastic furniture
slider pads attached (the nail-in type, typically 3/4" diameter, white
or tan), one at each end. These are designed to let you stand the
machine on its back, with the backbox folded. The machine is more
compact in this configuration, which can be helpful for moving,
shipping, and storage.
These rails are optional. If you want to include them, cut the
two strips at the size shown. On the WPC machines, the ends
are beveled at about 30°.
Shipping configuration: legs removed, backbox folded down,
placed on back. The machine can be strapped to a pallet
and boxed or plastic-wrapped. This is good for freight
shipping because it has relatively small footprint and
it's easy to move with a pallet jack.
Floor
The floor is constructed from 1/2" thickness plywood (or particle
board or MDF, if you prefer).
Our plan for the floor of the cab makes some concessions to the
special needs of the virtual cab, so its cutouts aren't quite
identical to the normal WPC floor design. In particular, we moved the
subwoofer from roughly the middle to closer to the rear of the cab,
and we added an opening near the front for a PC case fan to actively
draw outside air into the cabinet, to supplement the fans at the back
that blow hot air out. The power button cutout is also slightly wider
than on the WPC machines (1-3/8" in this plan vs. 1-1/8" in the
originals), to accommodate an arcade-style pushbutton.
Main cabinet floor, viewed from above. Use 1/2" thick material.
When you assemble the cabinet, the floor fits into grooves (dados)
routed in the side, front, and back walls of the cabinet. No
additional joinery routing is required on the floor piece itself.
The "cashbox fence" isn't a cutout - it simply marks the location of a
short wall installed here on the real machines, mostly to hold the
cashbox in place. (The cashbox is a plastic box that sits under the
coin slots to collect the booty. It comes in a standard size for
Williams machines; you can buy one from a pinball vendor.) If you're
not planning to use the standard type of cashbox, you can omit the
fence, which will leave more open space for PC parts. However,
you'll certainly need some sort of container to collect coins,
if you're using them; you don't want loose metal discs rolling around
your electronics-packed cab interior. The standard cashbox is a
convenient solution. But it's also awfully large. On my own cab, I
improvised a much more compact coin box using a plastic food
container.
If you want to install the fence, it's 3" tall by ¾"
thick. Cut the length to match the inside cabinet width. Mount it at
the position shown (or whatever position is right for your cashbox,
if you use something custom). This isn't a structural element, so it
doesn't have to be very strong; you can fasten it with glue and/or
nails. Note: the distance shown (11⅛") is from the front of
the floor piece, which recesses into the dado in the front wall by
about ⅜". If you install this after assembling the rest of the
cab, it goes 10¾" from the inside front wall.
The subwoofer opening is shown at the size used in the WPC machines,
but the position is further back than in the real machines, where it's
closer to the middle (22-1/4" from the back, to be precise). The
virtual plan moves it back to create more contiguous floor space for
the PC motherboard. I don't think it'll affect the acoustics much (if
at all) if you want to move it further back still, for an even bigger
stretch of open space.
You should consider changing the diameter of the subwoofer cutout to
match the speaker you select. The 5-3/8" diameter cutout is based on
the 6" speakers used in the WPC machines. Those are small by modern
standards; automotive subwoofers are in the 8"-and-up range. If you
do use a larger speaker, it'll sound better if the opening is roughly
the same size as the speaker aperture.
The large fan opening towards the front isn't part of the original WPC
design. It's a virtual cabinet add-on for our greater cooling needs.
This is meant to be an
intake fan, with a PC case fan mounted
on the interior surface and oriented so that it blows air
into
the cab. This helps draw in cool air from the bottom to replace hot
air being blown out by the fans at the back. See
Chapter 28, Cooling Fans for
more on this subject.
As with the fan openings in the back wall, the position and size shown
are only suggestions, and there's nothing special about the exact
placement shown, other than that it's generally close to the front of
the cabinet to promote front-to-back air flow. The opening is sized
for a common 120mm PC case fan. Some people think it's better to use
two intakes to match the two vents in the back, so you could add a
mirror-image opening on the opposite side (near the power button).
But I wouldn't go too overboard on adding fan vents, as they eat into
the space available for the PC components and other items, plus
too many cutouts will weaken the floor.
The two small (1½" diameter) holes near the back corners
are from the the original WPC design, and they're for ventilation.
These are redundant in our design with the added opening for the
PC intake fan, but I'd keep them anyway for freer air flow.
They don't take up much floor space.
The power button opening is shown at the standard position for real
machines, which works equally well in a virtual cabinet. The cutout
in our plan is slightly wider than in the original WPC design (1-3/8"
vs. 1-1/8"), to accommodate more types of buttons. The real machines
use a "hard" on/off switch here that controls the AC power to the main
transformer, so turning it off is basically the same as unplugging the
machine from the wall. On a virtual cab, we usually want a "soft"
power button instead, since we're working with a Windows PC, and
Windows doesn't like abrupt power loss. Windows wants the power to
remain on throughout the shutdown process, so a soft power control is
needed. You just need a pushbutton that's wired to the "power
button" connector on the PC motherboard. I use one of the common
SuzoHapp rectangular arcade-style pushbuttons. This type of switch
can be mounted as illustrated below, which recesses it nicely into the
opening.
Installing a SuzoHapp rectangular pushbutton (part #D54-0004-5x)
in the power button opening. Cut a small piece of plywood
(about 2" x 3") to serve as the mounting plate. Drill
holes as shown. Mount the button on the plate, then
insert the button into the cutout. Attach the mounting plate
to the cab floor with a couple of small wood screws.
Cab floor materials
The real WPC machines had particle board floors. I'm usually all for
faithful replication of the originals, but this is a detail that I
only see as a negative. I'm sure the only reason they used particle
board is that it cut a few dollars off the cost. Plywood is lighter
and stronger, so I'd stick with that. The problem with particle board
is that it tends to sag over time, especially in a big unsupported
horizontal span like this. That's been known to happen with older
real machines, and I suspect it might be even more likely in a virtual
cab, because we tend to install more things on the floor.
Customizing cutouts to accommodate the PC
Before finalizing your floor cutouts, you might want to figure out
where you're going to place the PC components, so that you can
customize the cutouts to better suit the PC. Some particular
things to consider:
- If you're going to install the PC in a full case (such as a desktop
case or a mid-tower case), you might need to move the subwoofer
opening further back to make room.
- The PC needs good air flow for cooling. The air intake openings
should be positioned so that they're close to the PC, and so that
they'll be unobstructed. If you're installing the PC in a full case,
you should figure out where the case's air intake will end up, and
place a floor opening at the same spot, so that the case can draw in
outside air directly.
Other floor cutouts
Here are some ideas for other cutouts you might want to make in the
cab floor, as long as you're working on this piece. These aren't
things you'll find in the real machines, and there's no particular
standard place to put them in a virtual cab, but you can consider
making provisions for them if they look useful for your build.
- Keyboard and mouse ports (typically USB). The floor is a good place
for ports for input devices that you might want to connect for doing
administrative work on the PC, since it's out of sight but within easy
reach. I'd pick an area near a front corner, perhaps opposite the
power button. Keystone jacks work well for this. See "External I/O
plugs" in Chapter 27, Installing the PC.
- Openings for undercab light wiring. If you're going to install
light strips on the bottom of the cab for ambient lighting, you'll
need a small hole somewhere in the floor for the wiring. A 1"
diameter hole somewhere along one of the edges is pretty
flexible for this purpose. See Chapter 58, Undercab Lighting.
- Volume buttons or knob. Some people like to put dedicated volume
controls somewhere on the cab, and the bottom (somewhere near the
front) is a popular choice because it's out of sight but easily
reachable. You can use a volume dial here if your amplifier uses one,
or an up/down rocker switch. I installed a rocker switch for this
purpose on my own cab, wired through the keyboard encoder to send the
Volume Up and Volume Down keyboard commands to Windows. On a new
build, I'd probably dispense with the extra switch, and use "shifted"
flipper buttons in combination with
PinVol.
- Other hidden controls, such as an audio mute button or a "night
mode" switch (to silence noisier devices for late night use).
The bottom of the cabinet is a good place for controls that you want
to keep hidden but accessible. There's an even better place for
controls that you want to be
restricted, not merely hidden:
inside the coin door. Controls located there will not only be out of
sight during normal play, but won't even be accessible to ordinary
users who don't have the key, preventing kids or guests from messing
with anything you don't want messed with. It's the same reason the
real machines locate the operator menu buttons on the inside of the
coin door. See
Chapter 40, Coin Door.
Cashbox fence
Cashbox fence. Cut from 3/4" plywood. This piece attaches to
the cabinet floor just behind the cashbox area, to form a well
for the cashbox. Note: adjust the width for your cabinet width
if building a widebody or custom width. The piece should be
3/8" wider than your cabinet's inside width.
Route a 3/8" wide by 3/8" deep groove, flush with one end.
This forms a locking tab that fits into the corresponding
slot in the right side wall, for easier assembly.
Note: If you chose not to pre-route the cashbox fence slot in the
right side wall, omit the locking tab. Simply deduct 3/8" from the
piece's width, and don't route the groove at the end.
This is a short wall on the floor of the cabinet that delineates the
space at the front of the machine where the cashbox goes. On the real
machines, it makes a little cubby hole for the cash box and keeps it
from sliding around, so that it stays positioned properly under the
coin mechanisms.
I don't think most virtual cab builders bother to include a standard
cashbox, since it takes up a lot of space at the front. A virtual cab
often needs this space for the PC components and other electronics.
You'll probably want to skip the fence if you don't use a cashbox. If
you do use the standard type of cashbox, though, the fence is worth
including, since it holds the box in place.
Cashbox fence. The metal tab sticking up
is the "cashbox lock bracket", which is attached to the
fence, and fits through a slot in the cashbox lid.
This is designed to hold a padlock for higher security.
Cashbox lock bracket
(Williams/Bally part 01-10030 or 1A-3493-1).
While you're cutting the piece for the fence, also cut two triangular
pieces that we'll use to attach the fence to the side walls on the
cabinet. These are normally triangular pieces 3" long, which can be
made by slicing a 2x2 board in half down its length at a 45°
angle. The triangular profile of these wedges isn't important; they
just sit in the corners of the fence to help support it. A plain
rectangular piece of 1x2 or 2x2 board would be just as functional. If
you want to use the traditional wedge-shaped pieces, see
Appendix 14, How to Make Corner Braces (and other wood prism shapes) for ideas on fabricating them.
The original machines have a metal bracket in the middle, called the
cashbox lock bracket (part number 01-10030 or 1A-3493-1), which can be
used with a padlock to secure the cashbox. You probably won't feel
the need for such strong anti-theft measures on a home-use machine,
but if you want to include the bracket anyway for the sake of
completeness, attach the bracket to the fence as illustrated below.
Do this before installing the fence in the cabinet, since
it'll be hard to drill the holes after it's in place.
Cashbox lock bracket. Center the bracket left to right, and
make it flush with the bottom of the fence. Attach with two #8 x 7/8"
machine screws mated with #8 T-nuts, or with #8 wood screws.
The original WPC machines use two #8 x 7/8" machine screws and #8
T-nuts to secure the bracket; drill 7/32" holes for this setup, using
the bracket as a template for the drill locations, and pound in the
T-nuts on the back side of the fence. If you want to keep things
simpler, use #6 or #8 wood screws instead of the machine screws and
T-nuts. That won't be as strong, but it doesn't have to be built
like a bank vault for home use.
Rear shelf
This piece sits on top of the cabinet at the very back, where
the slope of the side walls flattens to form a shelf for the
backbox. The backbox sits on top of this piece. It has openings
for the wiring between the backbox and the main cabinet, and
holes for a pair of bolts that secure the backbox, so that
it can't tip over.
Cutting plan:
Rear shelf. Match the shelf's width to the outside
width of your cabinet. Cut the front edge with a 10°
bevel angle, to match the slope of the glass cover.
The width shown is for the standard-body WPC cabinet dimensions. If
you're using a different cabinet width, match the shelf width to your
main cabinet's outside width. Leave the bolt holes and center opening
the same size, keeping them centered left-to-right as shown.
Front edge 10° bevel:
Cut the front edge with a 10° bevel angle. This matches
the slope of the glass cover, so that the plastic trim piece that
holds the back of the glass is angled at the same slope as the glass.
This makes the glass fit more easily into the trim. If your saw can't
make the 10° angled cut, you can cut it square, but it'll make it
a little harder to get the glass to fit into the trim.
Routing: Route the bottom edges of the shelf as shown below. This forms a
"rabbet" that fits into the top of the cabinet.
Shelf lip: A separate piece of plywood attaches under the
shelf, at the very front edge, to form a "lip". This is mostly to
make a big enough area to attach the plastic trim piece that holds the
glass. On the original WPC machines, the lip is only as thick as the
plywood:
Shelf lip on the original WPC machines. The lip is simply
another piece of plywood, about 1" deep. This should be
the same width as the inside of your cabinet.
Optionally, you might want to make the lip extend further
down, perhaps 2", like this:
Alternative shelf lip design that extends further down,
to cover a larger gap between the shelf and the TV and
devices at the back of the machine (e.g., flasher panel).
The height is up to you. It's just a matter of how much space you
want to fill between the shelf and the top of the TV and any other
devices at the back of the TV, such as a flasher panel. On the
original mechanical machines, the lip didn't have to be very tall,
because they wanted to leave a lot of space open to make room for
tall playfield features at the back, such as ramps and decorations. A virtual
cab's "playfield" is just a flat TV panel, though. That might leave a
big vertical gap at the back, which you might want to cover with the
shelf lip. A lot of cabs use some of that space for flasher
panels or LED light strips, in which case the lip can be shorter. If
you haven't decided yet how you're going to use the space at the back
of the TV, I'd probably use a short lip like on the WPC machines, and
fill any leftover space in the final build with a back wall attached
to the TV.
Note that the plywood-thickness lip is probably the smallest you
should make it, so that there's a big enough area to attach the plastic
trim channel for the back of the glass.
In any case, you should cut the lip with the same 10° bevel angle
that you used on the front edge of the shelf so that the slope is
continuous across both pieces.
Central wire opening:
The rectangular center opening is for routing wire bundles between
the main cabinet and the backbox. You can leave this the same
size even if you're using a custom cabinet width - just keep it
centered left-to-right.
The opening is large enough to accommodate a lot of wiring, but
you might need to expand it if you plan to recess an oversized
backbox monitor into the main cabinet.
If you customize the cutout shape, remember to make the same changes
in the cutouts in the backbox floor. For alignment, use the back edge
as the reference point, because the backbox's back wall will be flush
with the cabinet's back wall when the backbox is installed and placed
upright. For left-to-right alignment, use the center point as the
reference; the backbox is wider than the shelf, but it'll be centered
horizontally when installed, so the center points will line up.
Bolt holes:
The 15/32" drill holes on either side of the central opening are for bolts that
secure the backbox in the upright position. Install a ⅜"-16
T-nut on the bottom side of each bolt hole. (A T-nut is a type of
nut that attaches permanently to a piece of wood.) Insert the
barrel of the T-nut into the hole as shown and pound it in to secure it.
When everything's assembled, these T-nuts will mate with wing screws
that you install in the backbox to prevent the backbox from tipping over:
The wing screws are important for safety, so be sure to lay the
groundwork for them by installing the T-nuts. Even if you're
installing a latch on the back of the backbox, you should still use
the wing screws and T-nuts, since most latches aren't strong enough to
truly secure the backbox.
Corner braces for the leg bolts
One last detail. We need some corner braces that go under
the brackets used to fasten the legs.
The corner braces have a triangular profile, with these dimensions:
You'll need four pieces in this shape:
- Two for the front corners, 6" to 8½" long
- Two for the rear corners, 6" to 21½" long
The minimum length is 6" all around, to fill the space under the leg
brackets. But you can make them longer if you want, to provide more
reinforcement at the corners. At the front, they can reach from the
floor of the cabinet to the top of the brackets, which is about
8½". They shouldn't go any higher than that, because if they
did, they could get in the way of the plunger and front panel buttons.
At the back, they can reach from the floor to the top of the cab,
which is about 21½".
If you wish, you can pre-drill the holes for the leg bolts. (This
is best if you're using the minimum 6" length. If you're making the
braces taller, you'll probably want to install them in the corners
first, and then drill holes from the outside, to make sure they
line up with the holes in the cabinet corners.)
If you want to pre-drill the holes, drill ½" diameter holes in each piece. You can
also just use your brackets as drilling templates. Drill through the
diagonal face (the widest face), on the centerline, square through
that face towards the opposite corner.
Drill starting on the diagonal (widest) side, square into
that face. The hole should come out on through the opposite corner.
One hole will be near the center (vertically) of the wood piece, and
the other will be near the edge. Make four identical copies of this piece.
Backbox
The backbox is (happily) a whole lot simpler than the main cabinet.
It doesn't have as many cutouts, and we don't have to get as fancy
with the corner joins. The top and bottom surfaces are typically out
of view, so we can use joins that leave seams, by hiding the seams on
the top and bottom edges where they won't be seen. All of the joins
for the backbox can be accomplished with straight router bits.
The backbox is mostly built from the same ¾" plywood
used in the main cabinet. There's one exception, though: the back
wall is made from ½" plywood. The original WPC backboxes had
½" thick back walls, so we're sticking to the same plan to keep
the interior dimensions the same.
If you want to substitute ¾" plywood for the back wall, it's
fairly easy. You just have to adjust the routed grooves in the other
walls where the back wall joins to accommodate the thicker panel.
We'll give you a reminder about that when we get there.
Exploded view of backbox
Corner joins, viewed from the front. This type of join leaves a
seam along one face, but we orient the joins to place the seams
along the top and bottom , which are normally out of view.
(For purists, I have to confess that my design has a discrepancy from
the original WPC design, which is that the joinery at the bottom of
the back wall is different. The original WPC back wall simply butts
up against the floor, whereas my design uses a rabbet to match the
other three sides of the back wall. This is obviously an
inconspicuous area - I didn't even notice the deviation until some
time after publishing this chapter - and I can't think of any way the
difference affects function. The rabbet is perhaps a bit stronger,
and works as a glue joint, whereas the original butt join requires
nailing. Williams might have used the original butt join simply for
manufacturing convenience: it's more forgiving of measurement errors,
in that you don't have to get the bottom and back pieces to line up
precisely. If you want to modify my plan to reinstate the original
design, cut the back wall 3/8" taller, make the floor piece 1/2" less
deep, and omit the rabbet at the back of the floor.)
Translite and DMD guides
The backbox requires some simple rectangular wood strips that acts as
guides to hold the translite and speaker/DMD panels in place.
Quantity | Material | Dimensions |
2 | ½" plywood | 4¾" x ¾" |
2 | ½" plywood | 15" x ¾" |
1 | ¾" plywood | 27⅛" x ¾" |
2 | ¾" plywood | 12⅜" x 1" |
1 | ¾" reducer molding or nominal 1x2 square-edge board, cut to a similar shape (see diagram below) |
27⅛" length |
The plywood pieces aren't visible to players, so don't worry about
making the edges look pretty. They're all hidden behind the backglass
or speaker panel when the machine is assembled.
The "reducer molding" shape is a more challenging trim piece that
requires an angled cut. And this one is visible to players -
in fact, its whole purpose is cosmetic - so you'll want to make it
look nice.
One way to make the molding piece is to start with a nominal 1x2
board, at least 28" long, and cut it lengthwise ("rip" it) with a
diagonal cut, so that it has this approximate cross-section:
The diagram above is based on the molding used in the original
Williams machines, but you don't have to reproduce the shape
perfectly, because this piece is purely cosmetic - the shape doesn't
have to mesh with any other parts and doesn't serve any mechanical
function. It's just there to hide the top glass channel and give it a
finished look. The only important thing is to give it a pleasing
tapered shape. The rounded corners are likewise not required, but
they look a little nicer; you can get that effect simply by sanding
the corners until they start to round out.
An alternative to cutting this shape yourself is to buy a pre-cut wood
molding in roughly the same shape. There's a common type of floor
trim called a 3/4" reducer molding that has roughly this same
shape and size. A 3/4" reducer molding will typically be a bit deeper
than the profile we want, and it'll usually have a tab that sticks
out from the back. You'll need to cut off the tab if present.
Once you have a strip with the right profile, cut it to a length of 27⅛".
Translite lock plate preparation
If you're planning to install a translite lock plate, there's some
preparation you can do at this stage that will make installing the
lock easier and more secure when you get there. If you don't know
what the translite lock plate is, you can learn about it in the
"Translite lock" section in
Chapter 23, Cabinet Hardware Installation. Briefly, it's a
keyed lock that you can install at the inside top of the backbox to
secure the translite. For a home machine, the security function isn't
important, but you might want to include the lock anyway if you're a
stickler for realism, since it's there on all of the real machines
going back at least to the 1980s.
The translite lock is installed in the front translite guide
(described in the section above), which is part of the ceiling of the
backbox. The front guide has a gap of about 2 inches in the middle,
specifically for the lock.
On the real machines,
they install the lock plate with #8-32 "security" Torx machine screws,
which have a special version of the Torx head that's meant to be
tamper-resistant. These are
machine screws, not wood screws,s
so they can't self-tap in wood; they need to be fastened with
nuts. If you look at the arrangement pictured above, you can see that
there's no way to install ordinary hex nuts by hand with this setup,
because you'd have to get behind the wood trim somehow - and that's
going to be glued in place by the time you're ready to install the
screws. So the question is: how do you install a nut in a place you
can't reach? The answer is a T-nut. A T-nut is threaded like a hex
nut, but it's permanently installed in the wood rather than being
screwed on by hand. They're specifically for this type of situation
where you need to pre-install a nut someplace that'll be inaccessible
after assembly.
So, if you want to install the lock the original way, the
required preparation is to pre-install T-nuts in the 12⅜" x 1"
trim pieces:
- Mark the drill center at 1/2" from one end, centered across the width
- Using a 3/4" Forstner bit, drill an inset on the marked center about 1/8" deep, to countersink the T-nut
- Drill the rest of the way through on the same center with a 7/32" bit
- Insert a #8-32 x 1/4" T-nut from the recess side
- Pound it in flush into the recess
Simpler alternative: rather than pre-drilling and installing the
T-nuts, you can discard the Torx screws that come with the lock plate
kit, and attach the lock to the trim with ordinary wood screws
instead. That eliminates the need for the T-nuts. The reason they
use the machine screws and T-nuts on the commercial machines is to
harden the lock against prying. You're probably not as concerned with
that in a home-use machine, in which case wood screws are fine. You
can install wood screws after the trim is installed, so there's no
need for all this prep work if that's what you're going to use.
Extra routing for translite lock
There's a little extra routing you need to do to ensure a good
fit for the translite lock. You can skip this if you're not
installing a lock.
In the 27⅛" x ¾" x ¾" piece, route a 2"
wide notch in the center of one side, to ⅜" depth.
This is necessary to leave room for the lock tab when it's in the
"locked" position. The tab is slightly wider than the slot, so it
needs this extra room on the other side.
Backbox sides
Backbox left and right sides, shown from the interior side
to detail the routed grooves for the joins. These are mirror images
of one another.
Note that the rear groove's width should equal the thickness of your
back wall plywood. Our plans assume you're using ½" plywood
for the back wall, so the groove is shown at ½" width.
3D view of the routed grooves in the side walls, to clarify the geometry.
The routing at the back edge assumes you're using ½" plywood for
the back wall. If you're using a different thickness, simply increase the
width of the groove to match the thickness of your back wall.
Backbox top
The top of the backbox has a few special features:
- The front edge should be cut at a 7° angle to match the
slope of the front edges of the side walls.
- The side edges are routed on the top side in a rabbet cut, to fit
the rabbet grooves in the side walls.
- The back edge is routed on the bottom side in another rabbet cut,
to fit the back wall.
- A 1/2" wide, 3/8" deep groove runs across the width of the bottom
side of the piece. This matches the plane where the translite fits.
The translite doesn't actually sit in this space most of the time, but
this groove provides a little extra room to lift the translite into
when inserting and removing it. You can omit this if you're not using
a standard translite.
- A 2" wide rectangular depression is routed in the middle of the
translite groove, on the bottom side of the piece, to accommodate the
translite lock. Center this side to side, and refer to the diagram
below for the dimensions. This is only needed to make room for the
translite lock, so you can omit it if you're not using a lock.
Backbox top piece (roof)
To match the slope of the front sides, the front edge of the
top piece should be cut at a 7° angle. This is an edge-on
view from the left side.
3D view of top piece, viewed from top front, to show routing
detail on the top side. The grooves at the wide are ⅜"
deep and ⅜" wide, all the way to the outer edges.
Top piece, bottom side, viewed from the back, to show routing
detail on the bottom side.
If you're planning to install any "toppers" (decorations on top of the
backbox, such as a rotating beacon, fan, bell, or flashers; see
Chapter 42, Backbox Toppers), consider pre-drilling any openings in the roof
that will be needed for mounting hardware or wiring.
Backbox floor
Backbox floor
To match the slope of the front walls, cut the front edge
at a 7° angle. This is an edge-on view from the left side.
3D view of backbox floor, viewed from back side, to show routing
detail. The groove at back is ⅜" deep and ½" wide,
flush with the back edge. The ½" width should match the
plywood thickness of the back wall.
Backbox floor, bottom side, to show routing detail.
Above: Cutouts in floor of backbox. The rectangular
cutout is for passing cables between the backbox and cabinet.
The 1"-diameter holes on either side of the cable cutout are for
safety bolts that lock the backbox in the upright position.
The ¼"-diameter holes along the outer edges (three on
each side) are for the WPC-style hinge brackets that attach
the backbox to the main cabinet. The hinge bolt positions
shown are for a standard-width main cabinet - they need to
be adjusted for a widebody or custom-width cabinet (see below).
Cable cutout: The rectangular center cutout is meant to match
the corresponding cutout in the "shelf" at back of the main cabinet.
If you're customizing the shape of the cutout, remember to make the
same changes in both places. To figure the alignment between the two
parts, use the back edge as the reference point in both places. When
the backbox is installed and placed upright, its back wall will be
flush with the back wall of the main cabinet. For left-to-right
alignment, use the center point as the reference: the backbox is wider
than the shelf, but it will be centered side-to-side when installed,
so the center points will line up.
Lock bolts: The 1"-diameter holes on either side of the center
cutout are for locking bolts. These should be aligned on the same
centers as the corresponding ½" holes in the main cabinet
shelf. If you had to move those to accommodate a custom center
cutout, move these holes to match. Note that the shelf holes are
½" diameter, whereas the corresponding backbox are 1" diameter.
As with the center cutout, the reference point to use for alignment is
the centerpoint of the back edge, because that will line up on the
shelf and backbox.
Hinge bolts: The ¼" diameter holes near the outer edges
(three on either side) are for carriage bolts that attach the
WPC-style hinges to the backbox. Drill these only if you're using the
WPC-style hinges.
Important! The positions shown are for a standard-width main cabinet.
If you're using a widebody or custom-width cabinet, or a custom
backbox width, you'll need to refigure the positions. Use this
formula:
Inset = (Backbox Width - Cabinet Width - 2⅜") ÷ 2
>
Plug in the outside widths of the backbox and cabinet (as they
will be when assembled). The result is the inset of the bolt holes
from the left and right edges of the floor, so simply substitute this
for the measurement shown in our diagram.
If you don't want to take chances on getting the measurements perfect
before-hand, you can wait to drill these holes until you've assembled
your cabinet and backbox, at which point you can set it up and use the
hinges themselves as a drilling template to mark the proper positions.
This is getting a little ahead of ourselves, but here's the procedure:
- Make sure the shelf is in place in the cabinet, if you haven't
already installed it. No need to glue it yet; just set it in place.
- Attach the hinges to the main cabinet using their pivot bolts.
They'll rotate freely, so be careful not to let them scratch anything.
- Put the backbox in position. Center it left-to-right, and align the
back wall of the backbox so that it's flush with the back wall of the
main cabinet. The front of the shelf will stick out slightly further
than the front of the backbox; that's normal. Have an assistant
hold it up so that it doesn't fall over from this precarious
position - it's heavy enough to be dangerous!
- Rotate the hinges up into position where they'll attach to the
backbox. Make sure the contact area is flush with the bottom of
the backbox. Mark bolt hole positions.
- Take down the backbox and drill at the marked positions.
Backbox back wall
The back wall of the backbox on the real machines is typically 1/2"
plywood (or particle board or MDF, if you prefer). It's a simple
rectangular piece, with some holes for passive cooling.
Backbox back wall. The holes near the top are for passive ventilation.
Note that the back wall uses ½" plywood.
Backbox ventilation
The original WPC backboxes used passive ventilation, via seven
1½"-diameter holes along the top of the back wall. ("Passive"
meaning that they didn't use fans to circulate air; they relied on
natural air flow driven by hot air expanding and rising.)
Some virtual cab builders add powered fans to the backbox for extra
cooling. My experience has been that this passive cooling is adequate
for the backbox (see
Chapter 28, Cooling Fans), but some people are concerned
about heat from the backbox video displays. If you want to add active
cooling, I'd remove the passive vent holes and replace them with one
or two larger circular openings for 120mm PC case fans, similarly
placed near the top of the back wall. You could also add some intake
vents at the bottom, although I don't think that's necessary, as air
will be drawn in from the main cabinet through the openings in the
backbox floor.
If you add cooling fans, be aware of the space requirements for the
other equipment plan to install in the backbox, such as the TV, DMD,
replay knocker, and bells.
Backbox back door
Some virtual cab builders make the back of the backbox into a door
rather than a fixed wall.
The plan I'm presenting here uses a fixed back wall, following the
original Williams design. On the real machines, most of the main
control electronics are mounted on this wall - the CPU board, sound
board, power supply board, etc. To access these parts for service,
the operator simply removes the translite and accesses the interior
from the front side.
The complication for a virtual cab is that we fill most of the backbox
with a TV. Some cab builders mount the TV in such a way that it can't
be easily removed, in which case you won't be able to access anything
behind the TV through the translite side. That's where a back door
comes in handy.
I don't have an alternative set of plans to offer using the back door
approach, so if you want to go that route, you'll have to improvise
something. Other people have built such schemes into their cabs, so
you might be able to find ideas by checking build threads on the
forums.
I personally prefer the fixed back wall, instead of a door. The main
reason is that it makes the backbox a lot stronger if the back is a
solid, fixed panel. I also don't like the idea of using a permanent
mounting for any of the TVs, since doing so makes it very difficult to
repair or upgrade the machine later. I prefer to install all of the
TVs (and other major components) in such a way that you can remove
them non-destructively when necessary. In the case of the backbox TV,
I favor mounting it so that it can be removed through the front of the
backbox, preferably without having to disassemble anything. That
removes any need for a back door. It also makes it easy to replace
the TV, if that should ever become desirable or necessary.
Toppers
If you're installing some kind of "topper" (a decoration on top of the
backbox, such as a beacon, fan, bell, or flashers: see
Chapter 42, Backbox Toppers), consider pre-drilling any openings needed for
the mounting hardware and wiring.
How to assemble the cabinet
Before you glue everything together more or less irrevocably, it's a
good sanity check to do a "dry fit" of the pieces (fitting them
together without any glue or nails) to check that everything is the
right size and aligns as expected. Check for any dados that are too
tight, and use sandpaper or a file to expand them slightly as needed.
Check the alignment of the rabbet joins.
Tip: When you do the dry fit, once you have the whole thing
together and you're happy with the fit of all of the corners, make
alignment marks showing the current alignment of the floor with
all four walls. In other words, draw a little line at the inside seam
between the floor and the wall, somewhere along the seam. When you're
doing the final glue assembly, you can use the marks to re-align the
floor at the same, known-to-work position. This is helpful because it
can be difficult to slide the floor around in the groove once the glue
is applied, so it's good to be able to get it in exactly the right
position on the first try.
Have a good quality wood glue on hand. This will be used at all of
the joints. Optionally, you can also use finish nails (perhaps
¾" #18 brads) along the seams, spaced a few inches apart.
Nails will add some strength and will serve to hold the joints in
place while the glue dries, but the trade-off is that they create a
certain amount of risk of splitting wood around the edges. I used
nails for my own build, but I don't think they're really necessary.
If you're using the joins we suggested (dadoes at the floor seams, and
either the mitered rabbet or double rabbet joins at the corners), I
think glue alone will be plenty strong.
It's also great to have an assistant on hand. The job is easier with
two people.
It should be fairly obvious how the pieces fit together, but here's a
suggested assembly order.
Pre-assemble the shelf
Install a #6-32 x ⅜ on the bottom side of each bolt hole.
(These are there to mate with safety bolts screwed in through the
matching holes in the backbox, to secure the backbox in the upright
position.)
Glue together the two pieces that make up the shelf as illustrated
below. The front edge of the lip should be flush with the front edge
of the top piece.
Set the assembled shelf aside for the glue to dry, so that it'll be
set when we're ready to install it in the cab later on.
Main cabinet
Start by joining the floor to one of the
side walls. Put glue along the inside of the dado (groove) at the
bottom of the side wall as illustrated below. Don't use an excess of
glue - you just want a single continuous bead down the center of the
groove. Insert the floor into the groove. Make sure the front and
rear edges are properly aligned and flush, and ensure that it's
pressed down all the way into the dado.
If you made alignment marks during the dry fit, this is the time to
use them! Make sure that the alignment marks made earlier on these
two pieces line up. That should ensure that the floor is properly
aligned relative to the front and back pieces later on.
Beware that this arrangement is precarious! The floor piece will want
to tip over; the dado isn't strong enough by itself to hold it
upright. Keep the floor piece supported so that gravity doesn't
stress the joint. It's good to have an assistant to hold things in
this position until you get to the next piece.
Next, add the back wall. Put glue along the dado and edge of the back
wall that we're about to join, as shown below. Again, use continuous
bead of glue. Put the back wall piece in place. As before, make sure
that the edges are aligned properly and that the floor is pressed all
the way into the dado in the back wall.
Now do the same thing with the front wall.
Add the remaining side panel.
Leg brackets
The next step is to install the leg brackets. The brackets will be
permanently installed in the cabinet, so this is a one-time step that
you won't have to repeat when you want to attach or remove the legs.
The procedure here assumes you're using the standard brackets used on
newer machines, Williams/Bally part 01-11400-1. These brackets have
integrated threading for the bolts, so no additional nuts or other
fasteners are needed - you just screw the bolts into the brackets.
You'll need four of these brackets. The matching bolts are
⅜"-16, in 2½" or 2¾" lengths. Note that you'll
probably want to buy the bolts from a pinball vendor rather than use
generic hardware store bolts, for cosmetic reasons: the ones made for
pinball machines have nice shiny finishes and rounded heads that look
nicer than generic galvanized hex-head bolts. You'll need eight bolts
(two per leg). No washers or nuts are needed, as the brackets are
threaded and serve as the fasteners.
The recommended brackets have their own threading for the bolts, which
lets you attach and detach the legs purely from the exterior of the
cabinet. In other words, there's no need to reach inside the cabinet
with a wrench to turn a nut or other fastener, since no other
fasteners are needed - the bolts screw directly into the threaded
holes in the brackets. That's important because it's difficult to
reach into the interior corners (especially with a wrench) once all of
the equipment inside is installed. So the threaded brackets make
things much easier in the long run, but they require some extra work
for the initial installation, since you have to align them and fasten
them inside the cabinet. That's what the procedure below is intended
to accomplish.
All four legs are interchangeable - there's no such
thing as a "front leg" or a "back leg" or a "right leg" or a "left
leg". You should simply have four identical parts for the legs. The
same is true of the metal leg brackets.
Before we begin, it's worth noting how the positioning of the leg
bolts relative to the floor of the cabinet affects how the brackets
and corner braces are installed. The bolt holes are higher up on the wall
in front, lower in back, to give the cabinet a slight forward tilt
when it's set up. (The legs themselves are all the same length, so we
get the tilt by mounting the legs at different heights.) Because
of this asymmetry, we can flip the brackets upside down in front
to keep them lower on the wall.
We'll start with a dry fit (no glue) to make sure everything fits,
before we finalize the install. The bolt holes tend to be tight,
which is good in that you don't want a lot of play or wobble when the
legs are attached. But the bolt holes in the wood can be so tight
initially that the leg bolts just won't fit. We need to make sure
that the bolts will fit properly.
With the cabinet on its side, place the leg in position, and insert
the bolts through the leg holes and into the cabinet. If the fit is
too tight to get them through by hand, use a round file to ream out
the holes enough to get them to fit.
The point of using the legs for this step is just to make sure that
the spacing of the bolt holes in the legs matches the spacing in the
cabinet. We're not actually attaching the legs permanently yet; we're
only attaching the brackets at this point. The legs can be easily
attached and detached at any time once the brackets are installed.
Once the bolts fit comfortably, slip the triangular wood space piece
over the bolts.
Now attach the metal leg bolt bracket. Screw in the bolts to make
sure everything still fits.
If anything is wrong with the fit, go back and use a round file to
open up the holes in the cabinet walls and/or the corner braces as needed.
(Obviously, don't attempt to modify the legs themselves or the metal
bolt bracket! We consider those to be the source of truth here -
they're the reference points we're trying to match with the wood
parts.)
Once you're satisfied with the fit, take the bracket off and remove
the corner brace. We're now ready to install this all permanently.
Keep the legs and bolts in place, since we still want them there as
the reference point for final alignment.
Apply glue to the sides of the corner brace that face the cabinet walls.
(Those are the narrower sides. Don't glue the wider side that faces
the bracket.) Use a thin layer of glue covering the whole face.
Avoid the area around the bolt holes to avoid too much glue oozing in
there.
Put the corner brace back in place. Press it against the cabinet walls
to attach the glue.
Reattach the bracket and screw the bolts into it. Screw them in all
the way this time so that the leg is firmly attached. Don't
over-tighten.
Use #8 x 5/8" wood screws to attach the metal bracket to the
cabinet walls and to the corner brace. The standard plates have holes for
three screws on each side and two more in the middle to attach to the
brace. Don't leave out any screws; we want the bracket attachment to
be very sturdy, so we want to distribute the load over as many screws
as possible. Tighten the screws but be careful not to over-tighten
and strip the wood.
Note: some people recommend using #10 x 3/4" screws instead of #8,
since the larger screws are a bit stronger. I don't think it's
necessary - the original Williams cabs used #8 screws, and those seem
to hold up over the years - but I also don't see it doing any harm to
upgrade to the larger screws. The only thing to watch out for is that
3/4" screws could potentially poke through 3/4" plywood, or could come
close enough to poking through to dimple the outer veneer. Check
before screwing them in that they're not too long for your actual
plywood stock. If it looks like it's going to be close, you can
simply add a washer or two to each screw for some extra padding.
Use #8 x 5/8" wood screws to fasten the leg bracket to the
cabinet and corner brace at the locations shown (arrows). You can
substitute #10 x 3/4" wood screws for greater strength if desired,
but check them against your plywood stock to make sure they won't
poke through the other side.
Once the wood screws are all in place, unscrew the main leg bolts and
remove the leg.
Repeat this process for each corner until all four leg brackets are
attached.
Cashbox fence
If you decided to include the fence that delineates the cashbox area,
this is a good time to install it. Flip the cabinet upright for this
step.
Installation option 1: using the locking tab. If you routed
a slot in the side wall for the fence's locking tab, apply some glue
to the tab and to the bottom of the fence, and fit the tab into the slot.
Orient the piece so that the tab is on the side facing the front
of the cabinet.
Place it against the floor, straight across the width of the cab.
Glue the triangular braces behind the fence at the corners.
Installation option 2: no locking tab. If you chose to skip the
locking tab and slot, you can position the fence now to fit your
cashbox. Grab your cashbox and place it against the front wall.
Position the fence to leave about 1/2" of play behind the
cashbox.
Without using any glue yet, set the fence in place at the desired
position. The normal location, to fit a standard cashbox, is 10-3/4"
back from the inside of the front wall, but you should change this
to match your cashbox's depth if you're using a non-standard size.
Apply glue to the two square sides of the 3"-tall triangular pieces
that you cut along with the fence. Making sure to keep the fence at
the desired position, press the triangular pieces into place on the
rear side of the fence at each side, to fasten the wall to the
two sides of the cab.
Back rails
If you want to include the back rails, attach them to the back of the
cabinet, oriented vertically, near the edges. The exact positioning
isn't particularly important, as long as the rails form a stable
base for standing the machine on its back, so make any adjustments
needed to keep clear of your fan vents and other openings in the
back wall.
Attach these to the back with glue and finish nails (1¼" #18
brads should work). Nail down the centerline, with a nail every 4" or
so.
If desired, affix hard plastic furniture slider pads near the ends.
The exact type isn't important; the ones Williams used in the 1980s
and 1990s were typically the nail-in type, hard plastic, 3/4"
diameter, white or tan.
Shelf
At this point, you can install the shelf that you assembled back at
the start of the build process. We saved this for last, because the
shelf gets in the way when you're trying to work around the back of
the cabinet interior (such as installing the rear leg brackets). In
fact, for just this reason, you might want to wait even longer on this
step, and come back to it later, after installing parts that attach to
the back wall, such as:
- Fans
- Power inlet
- Power strips
- Ethernet port
- USB ports
If you want to hold off installing the shelf for now, you can just set
it aside and make a mental note to come back here when you're ready.
If you haven't already done so, install ⅜"-16 T-nuts in the
holes on either side of the central rectangular opening, on the
bottom side of the board. These mate with the wing bolts that
are meant to be attached through matching holes in the floor of
backbox. The bolts are an important safety measure to secure the
backbox in the upright position while deployed.
Once you are ready to install the shelf, start by flipping the cabinet
upright.
Run glue around the edges of the shelf where it joins the main cabinet
(as shown below), and set it in place.
If the top of the shelf sticks out at all from the side or back walls,
use a power sander to remove excess material until it's flush with the
adjoining wall.
Backbox
Assembling the backbox is much like assembling the main cabinet.
Start with the top and one of the side walls. Apply a bead of glue to
the groove on the side piece, then fit the top piece into the groove.
Attach the floor.
Add the remaining side wall.
The back wall should now fit into the grooves along the back edges
of all four walls. Apply glue around the grooves, and put the back
wall into place. It should fit so that it's flush with the edges
of the walls.
The back should be flush with the back edges of the adjoining
walls when installed.
In addition to the glue, you can add some finish nails to strengthen
the back wall. Use small finish nails, such as 1" #18 brads. Drive
them in from the back of the back wall, around the perimeter, set in
about 3/16" from the edges. Space them every few inches; four or five
nails on each side should be sufficient.
Corner bracing
The original WPC backboxes had steel braces at the corners to
strengthen the joints. The glued corner joints are actually pretty
sturdy all by themselves, if you construct them using the rabbeted
design described above, but apparently Williams deemed it necessary to
add some heavy reinforcement. I'm sure that came from
experiences with commercial operators who banged up their machines
with rough handling and then complained when they broke.
In my opinion, you shouldn't need any corner braces for a machine in
home use. The glued corners should be plenty strong. But if you'd
like to reproduce the original construction faithfully, or you just
don't trust the glue joints, here are the details for the Williams
design. The part number for the braces is #01-9167, and
they're fastened to the backbox walls with ¼"-20 x 1-¼"
carriage bolts (black finish, 4320-01123-20B) and ¼"-20 flange
nuts (4420-01141-00). You'll need four of the braces and sixteen each
of the carriage bolts and flange nuts. Place one brace at each
corner, more or less all the way back against the back wall, and use
the holes in the brace as a drilling template to drill holes for the
carriage bolts. Insert the carriage bolts with the heads on the
outside, and fasten with the flange nuts on the inside.
WPC backbox brace, Williams part #01-9167, installed at the
upper corner. The real WPC-era machines used one bracket like
this at each corner. If you want to go this route, use the
brace as a drilling template to drill ¼" holes for
the bolts, and fasten the brackets with ¼"-20 x 1¼"
carriage bolts (on the outside) mated with ¼"-20 flange nuts
(on the inside).
The Williams corner bracing is about as strong as you can get. You'd
have to rip the wood apart before those bolts would come out. The
downside is the bolts are visible on the outside of the backbox. (Not
too visible, though; the WPC machines use black bolts that tend
to disappear into the artwork unless you're looking closely.)
How the carriage bolts look on the outside. They have smooth
rounded heads (with no screwdriver slots), and come in silver
and black finishes.
If you don't care about using the exact original parts, but you still
want some kind of corner reinforcement, you might consider using
generic steel 1" corner braces instead. You can buy these at any
hardware store. Use ¾"-long wood screws to attach them, in a
size that fits the holes in the corner braces you buy (typically #6
or #8 wood screws). Use two or three braces per corner. Keep them within
5" of the back wall, so that they won't be visible when the translite
is in place. This setup isn't as ridiculously strong as the Williams brackets
and carriage bolts, but it provides some reinforcement, and it doesn't
require any externally visible fasteners.
Alternative reinforcement using generic hardware-store corner
braces, fastened with wood screws. Be sure to keep the braces
behind the translite plane (5" from the back wall), so that
they're not visible.
Translite/DMD guides
The WPC backbox has some little wood blocks along the walls that act
as guides for the translite and DMD/speaker panel. These might or
might not be interesting to you for your virtual cab, because a
virtual backbox is a little different from a real one. Specifically,
our backbox uses a TV in place of the normal translite, and in some
cases a single TV replaces both the translite and DMD panel.
But it's not a simple matter of TV or translite. You might
actually still want something similar to a translite, to mask out the
bezel around the perimeter of the TV. There are two common ways to
handle this:
- Create a custom wood cover for the TV area, with a cutout for the
TV.
- Use a glass or plexiglass translate in front of the TV. Optionally,
you can use paint of decals around the perimeter of the plexi to mask
out the dead space beyond the edges of the TV display.
Both serve the same function, of hiding the TV's bezel so that you
only see the screen, but I very much prefer the second option. The
first option calls way too much attention to the virtual-ness of the
cab. The second makes it look like a real pinball machine.
(There's a third, less common option. Some people route grooves into
the side of the backbox exactly deep enough to contain the TV's
bezels. This requires an extremely thin bezel, and requires that you
use a custom backbox size chosen to perfectly match the TV, so it's
not compatible with the standard plans.)
If you're planning to use a custom wood cover instead of a translite,
you can skip this section, as your custom cover won't need the guides
that hold the conventional parts in place.
Before proceeding with installing these, there are some cases
where some of the guides should not be installed:
- If you're not using a standard speaker/DMD panel, don't install the
lower guides (the ones at the bottom of the side walls) until you've
worked out whether or not you need them. These are designed for the
pre-WPC-95 style of speaker panel only, and might not work if you're
using a home-brew design of your own.
- If you're using a WPC-95 speaker panel - the type that's made out
of a single piece of molded black plastic - don't install the lower
guides. The lower guides are only for the older pre-WPC-95 speaker
panel. If you're using a standard panel type but you're not sure
whether it's WPC-95 or pre-, consult Chapter 31, Speaker/DMD Panel for
help.
- If you haven't finalized your backbox TV install plan yet, don't
install the upper side wall guides. Those get in the way of some
TV installation methods. See Chapter 30, Backbox TV Mounting for more.
Assuming that you're using the standard translite and the early 1990s
style of speaker/DMD panel, here's a cutaway view showing the
placement of the guides on the sides of the cabinet. Note that the
right side wall isn't shown in this view, but (as you would probably
expect) has the same two guide pieces shown on the left wall, at the
same positions in mirror image.
Guides for the translite and speaker/DMD panel on side walls. The
distances shown are to the inside surfaces of the back wall and floor
in the assembled backbox. Note that some backbox TV installation
designs work better without the 15" upper pieces, so
you might want to defer installing these until you've finalized
your backbox TV plan. Also note that the lower pieces are only
used for the "original" style of speaker/DMD panel, not
the WPC-95 molded plastic type.
The top piece is 15" x ¾" x ½", and the bottom is
4¾" x ¾" x ½". Orient them so that the
¾"-wide face is against the side wall. Both pieces run
parallel to the rear wall.
There's nothing sophisticated about the installation of these on the
real machines - they're just glued and nailed. You should do the same
thing. Apply a little glue on the back of each piece and nail it into
place with finish nails (I'd suggest 1" #18 brads). Use one nail about
every 4" down the length of each strip, centered in the strip.
Here are the guides on the inside of the backbox "roof":
Cutaway side view of the top guides. The pieces labeled "A",
"B", and "C" are detailed below.
Note how the "A" and "B" pieces align with the translite groove
in the ceiling.
Note that piece "A" should be installed with the notch facing
the ceiling of the cab.
Top guides, viewed from below.
All three pieces run parallel to the rear wall.
Aligning the T-nuts in the "B" pieces: If you installed the
T-nuts for the translite lock plate as described earlier, you should
make sure they're correctly aligned for your lock plate when you
install the "B" pieces. Use this procedure:
- Lay out the pieces at the install location as described above,
but don't glue anything yet.
- Orient the pieces so that the T-nuts are on the side that will be
glued to the ceiling of the backbox.
- Grab your lock plate and its Torx screws. You don't need to
assemble the rest of the parts yet, but it's also okay if you've
already done so.
- Put the lock into position. Make any adjustments to the positions
of the "B" pieces to match up the screw holes in the lock plate
with the pre-drilled holes in the "B" pieces.
- Fasten the lock plate by screwing in and tightening the screws.
- With the lock plate installed, glue and nail the trim pieces into
position.
You can now remove the lock plate if desired (for example, if you
still need to paint the backbox), knowing that the "B" pieces will
be perfectly aligned for the lock plate when you're ready to
re-install it.
22. Cabinet Art
If you're building your machine's cabinet from scratch, you'll want
to decide on what the exterior will look like. This might be a simple
flat black paint job, or you might prefer full-color graphics like
on a modern real pinball machine.
Real pinball machines have always featured eye-catching cabinet
artwork. The motivation was always commercial, of course - the art
was there to grab your attention and entice you to drop in a few
quarters. But that didn't mean it wasn't also art. Pinball has a
recognizable graphics style - actually, several different styles over
the decades, but each recognizably "pinball art". It's natural for
virtual pin cab builders to want to tap into that by using artwork
that would look at home on a real pinball machine.
Reproducing the authentic pinball art style can mean different things,
depending on which era you're talking about. Machines built in the
1950s through 1970s tended to use abstract graphics, painted in three
or four bold colors with stencils. The stencil artwork continued into
the 1980s, but the graphics became more intricate and representational.
In the 1990s, the manufacturers started using a multi-color
silk-screening process, which allowed for higher-resolution graphics
with more detailed designs.
Top left: Gottlieb's Abra Cadabra (1975), with abstract
stencil graphics typical of machines built in the 1950s through 70s.
Top right: Williams's Space Station (1987), with the more
intricate stencil graphics of the 1980s. Bottom: Bally's
Theatre of Magic (1995), which used the high-resolution
silk-screen graphics typical of the 1990s.
In the 2000s, the remaining manufacturers switched from screen
printing to plastic decals. Decals are cheaper to produce, but they
also offer more options to the designers, since they can be printed in
high resolution and full color. (Silk-screening's palette is limited
by the number of color layers used, and has to use half-tone patterns
for in-between colors.) The switch to decals opened up even more
options for art designers, including full photo-realism.
When to install artwork
I think it's best to paint or install decals just after completing the
assembly of the wood cabinet, before installing any of the interior
equipment, and certainly before installing the trim.
I'd wait until after assembly to do any decorating, because that lets
you do a final pass with a power sander to even out surfaces, smooth
corners, and remove any excess glue. It also eliminates the risk
of scratching or marring the artwork during the assembly process.
It's better to paint and install decals before installing any interior
equipment, since that will add weight and make the cabinet harder to
move around. You'll want to be able to flip the cabinet onto
different sides while working on paint or decals, so you don't want it
weighed down with internal parts.
Virtual pin cab design options
As a virtual pin cab builder, you have several good options available.
The right option is a matter of taste and budget.
Natural wood style. This isn't common, but some people choose
to make their cabs look like a piece of fine furniture or cabinetry,
to better fit into a home environment. If you want this kind of look,
you can use a wood stain or a natural clear finish with cabinet-grade
plywood. You can even buy pre-finished plywood to skip the staining
step.
Single-color painting. This is another simple, understated look
that some people use to make their machine relatively inconspicuous
for the home environment (as inconspicuous as a six-foot-tall,
five-foot-long, three hundred pound wood box can be, anyway). The
most common single-color paint job is solid black, since that tends to
disappear into the background nicely.
Stencil graphics. To a lot of people, the electromechanical era
(1950s through 1970s) is the Golden Age of pinball, and tables from
that era define what a pinball machine is supposed to look like. To
be sure, the EM era's graphical style is unmistakeably distinctive,
and it's iconic of pinball in popular culture. The stencil graphic
style that these machines used is also something that you can
reproduce on your own, at low cost and without any special equipment.
You just need to make a stencil mask out of cardboard and masking
tape, and then apply spray paint in as many colors as desired.
Full-color decals. Many pin cab builders want to reproduce the
look of machines from the modern era (1990s and onwards). These
machines use elaborate designs printed in full color at high
resolution. The real machines from the 1990s used high-res screen
printing; newer machines almost all use plastic decals to achieve the
same look. Happily, professional custom decal printing is readily
available for one-off print jobs, and is even relative affordable.
This isn't something you can do at home with DIY equipment, since it
requires special industrial printers, but there are lots of print
shops that have the equipment and can do the job for a reasonable fee.
And since the printing is done on what's essentially a giant
industrial version of an ink-jet printer, you can print virtually any
custom design by preparing the graphics with a PC photo editor
program.
Using decals
Most pin cab builders these days opt for decals, since they allow for
such unlimited creativity in the artwork.
First-time cabinet builders are sometimes skeptical about decals,
thinking that they'll look like cheap stickers. It might reassure you
to know that most of the newer real machines now use decals for their
artwork, using the same materials that a good print shop would use for
your cab decals. If you can find a newer Stern machine to look at,
you can get a first-hand look at what kind of finish you can expect.
When printed on quality stock and applied properly, you can achieve a
finish that's pretty close to the screen printing used in the 1990s
machines. Decal printing is actually superior in some ways; you get a
wider color gamut and finer dot pitch, and the plastic finish is more
resistant to light scratches.
Surface preparation for decals
You should check with your decal vendor for advice about surface
preparation. I'd always give your vendor's advice priority over any
generic advice you see on the forums or in build guides like this one.
Different vendors use different film stocks, and what works best for
one type might not be ideal for others.
With that in mind, I'll give you my own generic advice, based on
working with a couple of different decal sources.
The first question is whether or not to paint before applying decals.
I say yes, mostly because I want to make sure that any exposed wood
areas around the edges of the decals match the decal background color,
to hide the transition. Paint can affect how the decals adhere, so if
your vendor says you should or shouldn't paint, I'd follow their
advice; but if they say you can go either way, I'd paint.
Note that paint is probably required if you use a grain filler (which
we'll come to shortly). Grain fillers don't adhere strongly on their
own - they have to be sealed with paint or lacquer.
If your cabinet is built with plywood, the second question is how to
prepare the surface, apart from the optional painting. No additional
prep is necessary for MDF or MDO plywood, since the factory finish is
paper-smooth. With regular plywood, though, the veneer has visible
wood grain. Vinyl decals adhere so tightly that the wood grain will
be visible through the decals if you don't take some additional steps.
Wood grain showing through the decals isn't really a problem, but most
of the commercial machines have a smooth finish, so I prefer to
minimize it for a more "factory" look.
I think the only way to achieve a grain-free finish is to use a wood
grain filler product before painting. My experience is that sanding
alone won't completely eliminate the grain texture, no matter how much
sanding you do or how fine the grit, because sanding won't eliminate
the pores in the wood grain. The pores are what make the grain show
through paint and decals, because they absorb the paint unevenly.
Wood grain fillers are specifically designed to fix this by plugging
up exposed pores at the surface, so that paint is absorbed more
uniformly.
Some pin cab people have reported good results using paint alone.
I've had less than perfect results that way myself, and all of the
kitchen cabinet pros seem to agree that grain fillers are a must if
you want a piano finish, but maybe it's a matter of finding the right
paint. It would certainly save a lot of labor to skip the filler
step. Some paints, particularly primers, do make claims that they can
serve as a surface defect filler.
If you do decide to use a grain filler, you can find lots of how-to
videos about product selection and application procedures on the Web.
Most of the videos I've found are focused on painting kitchen
cabinets, so that's a good search term to use, but the same techniques
work on pin cabs. If you want to skip the video research, here's a
procedure that has worked well for me. It's time-consuming, but it
doesn't require any special expertise or equipment.
Applying decals
Decal application is scary the first time you do it, especially since
the decals are expensive, and there are at least a few horror stories
on the forums about how difficult decals are to work with. But it's
one of those things where you don't need special magical skills. If
you follow the right procedure, you should be able to get good results
reliably.
There are two basic techniques: the "wet" and "dry" methods. This is
one of those topics that inspires an almost religious fervor in a lot
of people: proponents of the wet method will tell you that you'd have
to be crazy to even think about the dry method, and advocates of the
dry method will say the same thing if you're contemplating the wet
way.
The "wet" method involves spraying the cabinet surface and the back of
the decal with a soapy solution just before application. Some decal
film stock requires this as a way to release trapped air bubbles, but
newer, higher-tech decal materials are designed with tiny pores that
release air bubbles on their own, eliminating the hard requirement to
use the wet method. Even so, some people still like the wet method
for a whole separate reason, which is that it keeps the decal from
attaching too strongly at first, so that you can slide the decal
around to fix any initial alignment errors.
The "dry" method simply applies the decal directly to the clean, dry
surface. Newer films don't need any help releasing small air bubbles, so
there's no need for soapy sprays. The decal adheres strongly right
away with this method, so you don't get to slide it around to play
with alignment - but you shouldn't have to do that if you use the
right procedure, because you'll get it aligned beforehand.
You can find Youtube videos for both methods. This is a good
subject to preview on video so that you can get a little mental
practice before attempting it. Search for "pinball decal dry
method", for example.
As with surface preparation, I'd always take your vendor's advice on
application method over anything generic that you see in the forums or
from me. Some media might simply require the wet method, because
of the air bubble issue that affects some film types.
On the other hand, some decals might not be able to tolerate too
much added moisture.
Personally, I prefer the dry method. It's the one that my decal
vendors have all recommended, and it seems simpler and cleaner to me.
I can understand the appeal of the do-over potential of the wet
method, but at the same time, it seems prone to a little less accuracy
exactly because of the slipperiness.
The key to making the dry method work is to lock in the alignment
before you expose the adhesive. Here's the procedure I use:
Trimming edges
Most print shops will print the decals slightly larger than the final
size you want to install, usually about an extra inch on each side.
This is intentional; it's to give you a little room for error in the
final alignment.
The standard procedure is to align the decals, affix them, then go
around the edges with an X-Acto knife to trim the decals to be exactly
flush with the edges. This is surprisingly easy; you just let the
edge of the wood guide the knife. As long as the knife is sharp,
it should make a perfect cut exactly at the edge.
Cutting out holes
When you design and apply the decals, you should simply let them cover
the holes in the cabinet for the flipper buttons, front panel buttons,
and coin door cutout. After installing, use an X-Acto knife to trace
around the edge of each opening. Cut from the outside, and let
the edge of the opening guide the knife - the same procedure used to
trim excess material around the edges.
Finding a printer
My decals were printed by Brad Bowman a/k/a
Lucian045 on
VP Universe (also reachable at
bjbowman045@gmail.com). I
highly recommend him. Brad is a serious virtual pinball enthusiast
who also happens to run a professional sign printing shop. It's great
to work with a printer who knows how pin cabs are set up, because that
means he'll be able to picture what you have in mind for any special
customizations. The decal stock that Brad uses is also just great:
very easy to work with and very durable. I of course can't guarantee
that Brad will still be offering print services by the time you read
this, but you can always drop him a line to find out.
Other options include
VirtuaPin and
GameOnGrafix.com. Both
offer custom decal printing. VirtuaPin specializes in pin cabs and I think
they use similar print stock to what Brad Bowman uses. GameOnGrafix
is more oriented towards home-brew video game cabs, but they also
provide a template for pinball cabinets, and anyway it's basically
the same sort of decal for either type of machine.
You can also try any shop that does commercial sign printing. This is
a common commercial service, so you can probably find local vendors in
your area, especially if you live near a major city. The type of
adhesive plastic material used for pin cab details is also commonly
used for commercial signage.
Artwork requirements
Most print shops will expect you to provide your artwork in an
electronic format, such as JPEG or TIFF. Check with your vendor for
their requirements and recommendations. You should be able to use
just about any photo editor or painting program on your PC to create
the graphics and convert them into the vendor's preferred format.
Decal printing is essentially the same as printing on a home ink-jet
printer. The only real difference is that the decal prints are
physically a lot larger. So keep in mind that the pixels you see on
the computer screen will be spread out over a much larger area when
printed. Images that look smooth and sharp on-screen might be fuzzy
with jagged edges when blown up to pinball decal size. To look good
at full size, the final image will need a pixel resolution of about
300 dots per inch (dpi) when printed. The side panels of a full-sized
pinball machine are about 50" x 24", so if you want to fill that space
at 300dpi, you'll need the source image to be about 15,000 pixels by
7,200 pixels - about 100 Megapixels.
Creating your artwork
There are three main options for creating your artwork.
Design it yourself. If you're feeling creative and you're good
with a graphics editor like Photoshop or Illustrator, you can design
your own original artwork.
Opting for a completely original design gives you the freedom to
come up with whatever look appeals to you. But starting with a blank
page is also pretty intimidating. Here are some ideas for where
to begin:
- If you want to create something in the style of the real machines,
start by choosing an era. Go to IPDB
and browse through pictures of machines from the era, to get a sense of the
prevailing graphic style. If a particular machine's design strikes
you as particularly appealing, use that as your starting point.
- Choose a name for your machine. That will automatically plant some
ideas about its theme. A lot of pin cab builders name their machines
after their favorite movie, TV show, or comic book character,
following the long tradition in the real machines of using licensed
themes.
- A popular motif is to focus on the virtualness of the
machine and/or its ability to run many different games: "Multiball",
"Megapin", "Pinball Holodeck", "Pinball Matrix", etc.
- Another way to emphasize the multi-game aspect of a virtual cab is
to use a collage of prominent artwork elements from your favorite real
pinball machines, such as Rudy from Funhouse and the
Addams family characters from The Addams Family.
- There's a lot of public-domain (copyright-free) artwork on the Web
that you can use as a starting point. For example, if you like space
themes, check the NASA, JPL, and Hubble Space Telescope Web sites for
some very pretty, high-resolution astronomy images that are free to use.
I used a Hubble photo of the Carina nebula as the backdrop for my own
cab side art. (Do be sure that any images you take from the Web are
truly public-domain or licensed for free use. Reputable print shops
won't accept artwork that you don't have the proper rights for.)
Commission original custom art. If you're not interested in
creating your own artwork, but you still want something original, you
can find an artist to create something custom for you. For example,
stuzza on
vpforums creates original art for
forum members, for a fee. A stuzza design is generally a pastiche of
pop culture clip art based on a theme you provide. See the
long-running thread
"
Cabinet
Artwork I have created" for his contact information and examples
of his work.
VirtuaPin also
offers custom graphic design services for a fee.
Use a pre-made design. Stuzza on vpforums has also released a
number of free designs that you can download and use without a
commission fee. See the "Cabinet Artwork" thread mentioned above for
links. I've also come across occasional pin cab artwork
elsewhere on the Web; try an image search for "pinball cabinet side art".
Reproduce artwork from a real pinball. Some cab builders opt to
use the original artwork from their favorite real machine. Be aware
that the graphics from virtually all historical commercial machines
are still under copyright, so a reputable print shop won't accept an
order that reproduces a real machine's artwork without proper
clearance from the rights holders, which almost always requires paying
a license fee.
VirtuaPin sells
authorized reproductions of the original art for several popular
classic pinball titles. You can also find ready-to-use decal sets
with reproduction artwork from many more titles from pinball supply
vendors - search for "pinball cabinet decals".
Backbox warning label
Most commercial machines display a big block of warning text on the
back of the backbox, warning operators to bolt the backbox properly
and fold it down for transport. The warnings were there for the usual
legal liability reasons, so if you're just building a cab for your
own use at home, you can leave the area blank. But some cab builders
might like to include the warnings for the sake of meticulous
re-creation of the originals. See
Chapter 43, Extras - Backbox warning
label for a picture of the typical text.
23. Cabinet Hardware Installation
This section covers the hardware trim on the main cabinet, with
details on what all the hardware does and how to install it.
We assume that you've already built the basic plywood cabinet as
described in
Chapter 21, Cabinet Body, and that you've already painted it
and/or applied decals, as described in
Chapter 22, Cabinet Art. It's best
to finish the artwork before installing any hardware, since some the
hardware will get in the way of painting or applying decals once
installed.
The sections below are arranged in our recommended order of
installation. The order matters in some cases because of dependencies
among parts. For example, you should install the side rails before
installing the lockbar, since the lockbar's final alignment depends on
the side rails being there, and you have to install the glass channels
before the side rails because the channels act as spacers and supports
for the rails. We've tried to present things in the easiest overall
order, to get alignments right the first time and to minimize
backtracking.
What to buy
Leg brackets
You should attach the leg brackets early in the cabinet build, during
the basic wood assembly. The brackets are meant to be permanently
installed; they can be left in place with the legs on or off the
machine.
You probably won't want to attach the legs themselves early on, since
you'll probably want the cab sitting on the floor or workbench while
you install the PC, TVs, and other internal components.
Note that we won't get to the legs themselves until
near the end
of this chapter, as you'll probably want to keep the cab on the floor
or on your workbench while you're installing the PC, TVs, and other
internal components.
Glass channels
These are plastic pieces that go under the side rails, to hold the top
glass cover in place.
The glass channels aren't visible, so they're not "trim" in the
cosmetic sense, but they have two important functional roles. The
first is that they let you slide the top glass in and out of the
machine at any time, without tools. To remove the glass, you just
unlatch and remove the lockbar, then slide the glass out the
front. To put the glass back, slide it in the front, and
pop the lockbar into place.
The second important functional role of the glass channels is to act
as vertical spacers and supports for the metal side rails. All of the
side rails made since the 1970s or so are designed to be paired with
the glass channels. The geometry of the rails simply takes it for
granted that the plastic channels will be there - if they're not,
there will be a big gap under the rails, which would make them
too weak.
To install the glass channels, the first step is to route a groove
along the center top of the side wall. (If you followed our
construction plans in
Chapter 21, Cabinet Body, you should already have
done this.) There's a special router bit for this job, called a slot
cutting bit. For this particular slot, you need a slot cutter bit
with a 3/32" slot width and a depth of ⅜" or greater. I
used Freude part number 63-106; equivalent bits are available from
other brands.
Alternative to routing the slot
Some virtual cab builders forego
routing the slot, because it seems too difficult, or just because they
don't want to buy a special tool that they'll only ever use once. But
they still want to install the channels. How do you make the spine
fit without the slot? You can't, but you can chop off the
spine to take it out of the picture. The glass channels are a fairly
strong plastic, but they are just plastic, so it's possible to remove
the spine with a sharp utility knife, a Dremel tool, or something
similar. With the spine removed, you can install the channel with
staples or glue. You don't have to go overboard with a super-strong
attachment, since the metal rail will sit directly on top of the
channel, and that by itself will largely keep it from going anyway.
Personally, I don't recommend this approach. I'd install it the
"right" way with the slot, since it makes a tidier installation and
doesn't risk damaging the plastic piece. Cutting the slot probably
seems intimidating if you haven't done that sort of thing before, but
the special bit makes it really easy.
Installing the channel
Once the slot is routed, install the plastic channel simply by
pressing the "spine" that runs along the bottom of the channel into
the plywood slot. Don't use any glue or fasteners; the spine
will be held in place by friction, and if that's not enough, the side
rail on top of it will prevent it from going anywhere.
You should expect the spine to be a tight fit in the slot. You'll
need to press it in fairly firmly. Don't force it too aggressively,
though - you don't want to split the plywood. If the channel is way
too tight, you can always go over the channel with the router bit
again to widen it out slightly.
Alternatives to the glass channels
What if you don't want to include the glass channels? Not all virtual
pin cab builders do, either because they're not using the cover glass
at all, or because they want to install it some other way.
My own recommendation is to use cover glass and use the standard glass
channels. That'll look the most authentic and it'll be easier to set
up than something improvised. But if you're intent on another
approach, you'll still need something to serve as spacers under
the rails.
If all you need is to fill the space, and you don't care about sliding
the glass in and out, you can use any material of the right size.
Something like foam tape or rubber weather-stripping material would
work. The target size for the spacer is about 7/16" thick, 5/8" wide,
and 42" long. Affix your chosen spacer material with glue or
double-sided foam tape, starting about 3" from the front of the cab.
Be sure to take the thickness of the adhesive into account when sizing
the spacer - the total overall thickness (height) of the
spacing material should be about 7/16", including any adhesive
layer. If you're using foam tape that's ¼" thick, for example,
the spacer material would only need to be about 3/16" thick.
Improvised spacer material under the side rail. Only use this
if you're not using the normal glass channels! The point is
to substitute something that provides the same vertical spacing and
support as the glass channels if you're not using the actual
glass channels.
If you're using cover glass and want to be able to slide it in and
out, I don't think there's any reason to look for alternatives to the
standard plastic channels. They're the exact right thing for the job.
Side rails
These are trim pieces that go along the top side edges of the cabinet.
On all modern machines, they're made of sheet metal, usually with a
stainless steel finish.
(In the very early days of pinball, the side edges were trimmed with
wood molding instead of metal, which is the source of the term "wood rail
pinballs" that's often used to refer to such machines. If you want to
use something like that, it would require custom wood-working; there's
no such thing as a "standard" wood side rail, and nothing
of the sort that you can buy off-the-shelf, as they haven't made
commercial wood-rail machines in many decades.)
WPC-style side rail. Note that the rail is narrow enough
along the side wall that it doesn't reach the flipper buttons.
Older side rails (from the 1980s and before) extend further
down the side and typically do cover the flipper buttons,
requiring holes in the rails for the flipper buttons.
The WPC-style rails
The design of the side rails varies by manufacturer and vintage. The
illustration above shows the WPC style from the 1990s, which continues
to be the standard for everything made since. It's the type I'd
recommend if you're buying new parts from a pinball supply vendor.
It's the easiest type to find, too, since it's the only type anyone
has been using in new machines for the last 30 years or so.
If you're using side rails salvaged from an older (1980s or earlier)
machine, they might look different. The big difference with the older
designs is that they're usually much wider, extending down the sides
far enough to cover the flipper buttons. Because they overlap the
flipper buttons, the older rails usually have pre-drilled holes for
the buttons - so you have to be careful to drill the cabinet button
holes so that they line up with your rails. The WPC rails don't have
any such alignment requirement because they don't overlap the flipper
buttons. The only alignment you have to worry about for them is making
sure that the buttons are entirely below the rails.
The WPC-style rails are symmetrical. They don't have "left" and
"right" versions because the same rail can be used on either side.
Simply flip the rail over to switch sides. The older rails with
pre-drilled flipper button holes can't do that trick, so they
come in left/right sets.
Fasteners
Three fasteners are required for each side rail:
- At the front, an #8-32 x 1-1/4" carriage bolt, #8-32 ESN lock nut,
and #8 washer
- Along the sides, double-sided foam tape, about 3/4" wide by .03" thick
- At the back, a spiral nail (Williams part numbers FA-701,
20-6505-L, or 20-6505-K), or a plain nail or wood screw (see notes below)
Foam tape: Side rails sometimes come with foam tape already
installed. If yours didn't, you can buy the tape separately from a
pinball vendor (search for "side rail tape"), or use a generic
double-sided foam tape. You need tape that's about ¾" wide and
about .03" (0.75mm) thick. (The original Williams specs called for
.032" thickness, but you don't have to match that perfectly.) Each
rail takes 40" of tape, for 80" total.
Rear fasteners: The original machines used spiral nails to
fasten the rails at the back. Spiral nails have flat, smooth
heads like nails, and spiral ridges like screws. You pound them in
with a hammer like regular nails. The spiral ridges give them a
lot more grip than regular nails, to prevent loosening from
vibration.
Spiral nails, 0.1" diameter x 1" length, Williams/Bally
part 20-6505-L. These are traditionally used to fasten
the side rails at the back.
I actually don't much like the spiral nails, because they're quite
difficult to remove, which causes a lot of grief to collectors
restoring old machines. You might wonder (I sure did) why you can't
use the same carriage bolts as at the front. The answer is that the
shelf gets in the way on the inside - you can't access the fastener
from the inside to attach a nut. So you need a fastener that screws
in or pounds in purely from the outside, without the need to attach
anything on the inside. Spiral nails fit the bill, but so would a
plain nail or wood screw. The next question, then, is why not just
use regular wood screws? You could simply unscrew them if you ever
wanted to remove them. Part of the rationale at the factory might be
tamper resistance, which you probably don't care about for home use,
but the other reason is that whatever fastener you use has to fit into
the tiny gap between the side rails and the backbox hinge arms. Most
nails (including the spiral nails) meet this need. Most regular
screws don't; the heads are too thick. You need something that's 1mm
or less. For reference, the spiral nail heads are about 0.8mm thick.
Here are the thinnest options I've found in a wood screw:
- "Pancake-head" roofing screws, such as Bolt Depot part number 27072
(#10 x 1" combination Phillips/square drive, pancake-head, type 17,
zinc-plated steel)
- Grabber BP32Z screws (#8 x 1"
Phillips drive, modified truss head, fine thread)
The heads on both of those are quite thin as screws go, but they're
still too thick for our purposes. The heads on the Bolt Depot roofing
screws are about 1.6mm thick, and the Grabbers are about 2mm thick.
That's thicker than our maximum of 1mm. One solution is to
modify these screws, by using a metal file or grinding wheel to shave
some material off the tops until they're down to 1mm.
Grabber BP32Z screws, original condition on left, and with the
head filed flatter on the right. The original head is about 2mm
thick; I was able to get this one down to about 1.2mm, which
was thin enough to fit under my backbox hinges.
Top view of the BP32Z screws, original on left, filed down on right.
I filed it until there was no evidence of the domed part in the
center, leaving the head almost as flat as a nail head. There's
still enough of the Phillips indents to work with.
Alternatively, you might be able to make a flat-head wood screw work,
if you can countersink the conical part of the head far enough to make
the top more or less flush with the rail.
You could also use a plain old nail, if you don't care about eventual
removal and you don't want the bother of finding the unusual spiral
nails. A regular nail might work itself loose over time more easily
than a screw or a spiral nail, but that's probably not a huge concern
for a home-use-only machine.
If you find another option that works, please let me know and I'll
mention it here.
Install the glass guides first
Before installing the side rails, install the plastic channels that
hold the top glass (see
Glass channels
above). If you're not planning to use the standard plastic channels,
you should install some kind of spacers of roughly the same size.
Part of the function of the channels is to act as vertical supports
for side rails, so you need something to fill that space if you're not
using the plastic guide channels.
Installing the side rails
Start by sticking a strip of the double-sided tape to the inside of each
rail. The tape should cover most of the length of the "L" shaped part
of each rail, out to about an inch from each end. Don't put any tape
on the tapered end sections.
The tape goes along the inside side surface - the surface that will
face the side wall of the cabinet. Only peel off the backing on the
side facing the metal rail at this point. Leave the backing in place
on the other side.
Next, do a "dry fit" to the cabinet, placing the rail in position,
resting it on top of the glass channel. The front of the rail should
be almost flush with the front wall of the cab. Leave just
enough of a margin (1/16" to 1/8") that it doesn't stick out at all,
so that it won't snag anyone's clothing.
We're going to assume that you haven't drilled the holes for
the side rail carriage bolts yet. This is the time to do that. Mark
the cabinet positions where the front holes in the rails line up.
Only drill for a carriage bolt at the front; at the back, you'll have
to use a screw or nail, because a bolt would conflict with the shelf.
Remove the rails and drill at the marked positions (straight through)
with a 11/64" drill bit.
Warning: if you installed decals that cover this area, you might want
to use an X-acto knife to cut an opening in the decal before drilling,
so that the drill bit doesn't catch on or pull at the decal while
you're drilling. This area will be covered by the side rail once
that's installed, so the decal cut-out won't be visible.
You're now ready for final installation. There are two ways to
proceed from here: you can stick the rail to the cabinet with the foam
tape, or you can leave the tape un-sticky for now and only use the
front bolt. The first way - using the tape - is the way it's meant to
be done for permanent installation. The second way - without sticking
the tape yet - is better if you're not ready to commit to the final
setup yet (for example, if you might want to touch up the artwork
later). The bolt will hold the rail in place well enough for testing
and casual play, so there's no hurry to finalize the tape yet.
In either case, start by setting the rail in place again and lining it
up with the carriage bolt hole you just drilled. Insert the bolt from
the outside, and attach the nut on the inside. If you don't
want to finalize on the tape yet, just tighten the nut, secure the
back of the rail (with a spiral nail, plain nail, or wood screw, as
mentioned earlier), and call it done for now.
If you want to finalize the installation by attaching the double-sided
tape, here's the recommended procedure:
- Start with the side rail bolted on as described above.
- Run a length of wide painter's tape along the bottom edge of the
rail, down its whole length, centered on the bottom edge. In other
words, half of the width of the tape should be sticking to the side
rail itself, and the other half should be sticking to the adjoining
side of the cabinet.
- Remove the bolt.
- Leaving the painter's tape in place, fold the side rail down,
using the painter's tape as a "hinge". The rail should now be
hanging upside down from the painter's tape, with its inside face
(and the double-sticky tape) exposed.
- Remove the adhesive backing from the double-sticky tape.
- Carefully fold the side rail back up and into position, using
the painter's tape as a hinge again. This should precisely
return it to the original position.
- Press along the side to adhere the double-sticky tape to the
cab wall.
- Re-fasten the carriage bolt.
- Install the fastener at the back (spiral nail, plain nail, or wood screw,
as mentioned earlier)
- Remove the painter's tape.
Rear glass trim
Assuming you're going through this section in order, you've already
installed the glass channels that go under the side rails. If not,
you should go back and do that before proceeding.
After the side glass channels are installed, there's one more part to
install for the top glass, which a piece of plastic trim at the back
of the machine. This provides a slot for the rear edge of the glass
to fit into.
This piece of trim attaches to the "shelf" at the back of the cabinet
with a few screws, so it's pretty simple at that level (no wacky new
router bits required!). But I found it a bit tricky to get the
alignment right when I installed it on my machine.
The thing that makes it tricky to install is that the opening in the
trim for the glass is just about the same thickness as the glass, so
there's not much room for error in aligning it. If the trim isn't
aligned perfectly with the glass, the glass will snag on the edges
of the trim when you try to slide the glass into place.
The procedure I used was to try to position the trim using the glass
itself as a guide. Like I said, I found this a bit difficult in the
execution, but I don't have any better ideas.
- Slide the glass into the side channels, almost all the way to the back
- Fit the trim onto the back of the glass, orienting it as shown below
- Slide the glass all the way back, pushing the trim flush against
the back shelf
- Mark the position of the trim on the rear wall
- Remove the glass
At this point, the obvious thing to do is to put the trim back at the
marked position and screw it into the shelf with some wood screws.
That's indeed how I proceeded. The problem I had is that the position
we marked above had the glass already in place, and the glass tends to
apply a little pressure on the bottom lip that tilts it down slightly.
If you install it at exactly this position, the bottom lip of the trim
will spring back up without the glass there, so when you try to insert
the glass, it'll get hung up there.
I ended up just iterating this a few times with test installs before I
found the magic spot. Before you commit to a position, try testing
the proposed location with something to hold it in place temporarily,
such as masking tape, or a trusty assistant. Slide the glass in and
out at the test position. Adjust until you find the spot where the
glass will slide in smoothly.
Once you find the right spot, fasten the trim to the rear wall with
wood screws. #6 x ¾" should work.
For what it's worth, the install positions on the real machines I've
looked at vary from the top of the trim being flush with the top of
the shelf, to being as much as ¼" above the shelf. So maybe
there's not a mathematically predictable position, as it seems that
even the pros resorted to ad hoc alignment. I think this was
especially hard on my virtual cab build because my shelf was cut
square at the front edge - I didn't use the 10° bevel angle
that's recommended in the
Chapter 21, cabinet body plans.
With the square front edge, my plastic trim piece wasn't aligned
properly with the slope of the glass cover. You'll probably have an
easier time with this than I did if you used the bevel angle.
Lockbar and receiver
The "lockbar" is the metal trim piece at the front top of the cabinet,
so named because it serves to lock the glass cover in place. You'll
also see it called a "lockdown bar" and a "lock bar" and various other
variations on the "locking" theme. The vendors use all of these
terms, inconsistently, so you might want to try them all if you're
searching to buy one online.
The "official" name that appears in the Williams parts books is "front
molding assembly", so that's another search term to try when shopping.
The lockbar (the name we'll settle on here) serves three main
purposes. The first is the locking function that's right in the
name. The bar serves to lock the top glass in place, by preventing the
glass from sliding out the front. If you want to remove the glass,
you first have to remove the lockbar. The lockbar itself is secured
by some latches inside the machine, which can be engaged and released
via a lever you can reach by opening the coin door. So you can't
take off the glass without removing the lockbar, which you can't
do without opening the coin door, which you can't do without the keys.
The second function of the lockbar is cosmetic. It serves as
decorative trim along the top front edge, as suggested by the official
Williams name for the part, "front molding assembly".
The third function is to provide a comfortable place to rest your
hands while playing. The natural hand position while playing is to
grip the front corners of the machine with your fingers on the flipper
buttons. The lockbar has nice rounded corners right where your palms
go. This hand-rest function becomes apparent the first time you try
playing a round of pinball on a machine without the lockbar installed
- the bare plywood corners can be awfully sharp.
If you're not planning to use a genuine pinball lockbar, you should
come up with a substitute that at least provides a comfortable
hand-rest, and, if you're using a glass cover, that prevents the
glass from sliding out.
In the standard setup, the lockbar mates with another part, usually
called the lockbar receiver. (The official part name that
appears in the Williams manuals is "lever guide assembly".) The
receiver attaches to the inside of the machine, at the top of the
front wall, and isn't visible to players.
The receiver is installed at the top of the front wall, on the
interior side:
Fire button
Many of the 2000s Stern machines feature a button on the top of the
lockbar, usually labeled "Fire" or something similar. The button
typically activates special features in the game, so it's another
interactive game control on par with the flipper buttons and
plunger.
You don't have to install a physical Fire button on your virtual cab
to play the Stern games that feature a Fire button, since the Visual
Pinball re-creations always provide a substitute control that you can
use instead, usually the MagnaSave buttons (see
Appendix 4, Tables with MagnaSave Buttons.) But some people like to install a
dedicated lockbar Fire button anyway, since it replicates the playing
experiences more faithfully for tables that featured the button in the
original arcade version. If you're a big fan of the more recent Stern
titles, it might be worth including a physical Fire button on your
lockbar.
The simplest and surest way to install a Fire button is to buy a
Fire-button-ready lockbar and receiver made for the Stern machines.
Those parts are specifically designed to accept the button, so
installation is straightforward. You can also adapt regular
lockbar parts to use a Fire button, but it's more work - we'll
explain how below.
Option 1: Use Stern parts designed to include the Fire button.
This is the simplest approach, since you don't have to modify
any of the parts.
- To find a lockbar that can accommodate the button, the search term
that seems to work best is "premium lockbar", because Stern typically
only includes the extra button as an added feature on the upgraded
versions of their games ("premium" or "limited edition"). One
example: lockbar for Star Trek Premium, Stern part 500-7283-22.
- The receiver that's compatible with a center button is
Stern part 500-7237-00
- The button itself is an extra-long (1-3/8") clear flipper
button, Stern part 515-7791-00
- Button collar (mounted on top of lockbar), Stern 545-7292-10
- Mounting plate (mounted under lockbar), Stern 545-7291-00
- Palnut (secures button to lockbar), Stern 240-5003-01, Williams/Bally 02-3000
- #8-32 Keps nuts, quantity 2 (secures mounting plate), Stern 240-5104-00
As far as I can tell, there's no such thing as a "generic"
lockbar-with-button. They're all made for specific games (Star
Trek, Lord of the Rings, Game of Thrones,
AC/DC, etc), and all of the ones I can find come with
powder-coat finishes (not the standard chrome) and special
game-specific badges. The game-specific badge in particular would be
a big negative for me, in that it would clash with my custom theming,
but it's actually a separate part that you could remove and replace
with something custom. You'd also almost be forced to use the
matching powder-coat finish on the legs and side rails. That might
be something you want anyway, as it can look snazzy, but it would
increase the cost for those parts. And finally, keep in mind that
these lockbars are only available in the standard-body cab width, so these
wouldn't be an option if you're building a widebody or custom size.
Feedback request: I'd sure like to know if there are any
generic lockbar-with-button options (with the button
hole, in the standard chrome finish, and without any
game-specific badging). Please pass along a pointer if you know of
such a product available commercially. Also, if you've personally
modified a regular lockbar and receiver combo to include a Fire
button, I'd like to hear about how you did that and how well it turned
out. I'd be thrilled to have detailed conversion plans to add to this
section. The options above seem regrettably limiting.
Option 2: Add a Fire button to a regular lockbar. It's possible
to install a Fire button in a standard Williams lockbar and receiver,
but you have to modify some of the parts and do some custom
assembly work.
Parts:
- Transparent flipper button, 1-1/8" length, part A-16883-13
- Pushbutton mounting spacer, part 545-7292-10
- Pal nut, Part 240-5003-01
- Use my custom board:
- Grab these plans and fabricate them at OSH Park:
mjrnet.org/pinscape/downloads/Lockbar-Fire-Button-LED-plus-switch.zip
- Switch: DTS-62K-V
- LEDs: Kingwin WP154A4SEJ3VBDZGC/CA, quantity 2 (or any other 5mm common-anode RGB LED)
- 100 Ohm resistors, 2mm x 7mm size, qty 2 ("R" resistors)
- 47 Ohm resistors, 2mm x 7mm size, qty 4 ("B" and "G" resistor)
- Molex 22-05-3071 connector
- Generic 0.1" crimp-pin wire housing, 7 pin positions
- Or use a generic membrane switch (search Amazon or eBay for single key membrane switch)
and any LED that you can fit into the space
Step 1: Drill a hole in the center of your lockbar the same diameter
as the stem of the flipper button (typically 5/8", but measure
yours to be sure). I haven't tried this myself, but the advice
I've heard is to use a stepped drill bit. Drilling metal usually
works better with the drill at low speeds, and a drill press is
better than a hand drill.
Step 2: Place the spacer on the button, insert the button in the lockbar hole
you just drilled, and secure on the back with the Pal nut.
Step 3: Connect the LED and switch.
If you're using a membrane switch and a separate LED, you'll
have to improvise mountings for them. You should attach everything
to the receiver, not the lockbar, so that you can easily remove
the lockbar. Make sure that all of the wiring connections are
insulated so that nothing shorts if it comes into contact with
the metal parts in the receiver or lockbar.
If you're using my circuit board, solder the parts, then attach it to
the receiver (not the lockbar) directly behind the button. It should
just fit into the space between the lockbar and receiver, so I think
you can get away with a simple approach like taping it to the receiver
with something strong, perhaps electrical tape or duct tape. Make
sure there's a layer of insulation between the board and the metal
receiver parts, to prevent shorts. Electrical tape will work
for this, but something like "fish paper" would be better.
Build the wire housing and wire it to the control boards. The
terminals marked SW connect to the switch, so connect these to
your key encoder (connect one to the key encoder "Common" or "Ground"
terminal, and connect the other to the switch input you've assigned as
the Fire button). Connect the pin marked + to a +5V power
supply. Connect the pins marked R, G, and B to
your DOF output device controller ports for the Red, Green, and Blue
segments of the Fire button light.
Installing the lockbar receiver
Before you install the lockbar receiver, install the side rails, as
described earlier in this section. The lockbar should fit snugly on
top of the side rails, so the rails have to be in position before you
can fine-tune the lockbar positioning.
Start by fitting the lockbar into the receiver (with nothing installed
in the cab yet).
Put the lockbar/receiver assembly into position. On the inside of
the cab, the vertical part of the receiver should be flush with the
front wall. On the outside, the lockbar should be resting on the
side rails, slightly overlapping their front edges so that there's
no gap. The front of the lockbar should overhang the front wall
of the cab slightly (by about 1/8" to 3/16").
If you haven't already drilled the holes in the front wall for the
receiver's three carriage bolts, mark the center positions of the
bolt holes in the receiver on the inside wall. The positions
of the bolt holes are illustrated below. After marking the
locations of the holes, remove the lockbar/receiver assembly
and drill them at 5/16" diameter. Put the assembly back in
place.
The receiver attaches with three ¼-20 x 1¼" carriage
bolts and ¼-20 lock nuts. These are available in silver or
black finishes. Most of the real machines use black bolts to make
them less conspicuous. I've only been able to find them in black
from the pinball supply vendors (Pinball Life, Marco
Specialties) - they're not
just painted black, but actually have
a black oxide finish.
Insert the carriage bolts from the outside of the cabinet:
Attach lock nuts on the inside. You might need to pull the lever on
the receiver to access one or more of them, since parts of the
mechanism can slide in front of the bolt holes. If it's too hard to
fit the nuts onto the bolts with the lockbar in place, remove the
lockbar for that step. I'd put it back in place before final
tightening, though, to make sure things stay properly aligned. The
receiver provides a little bit of play in the bolt holes to let you
fine-tune the position, and the best way to do that is to use the
lockbar itself as the guide.
Note that the center bolt is shared with the coin door, so you should
leave that out for now if you're going to install a coin door next.
I'd still insert the center bolt during the fitting process to make
sure the holes are all properly aligned, but don't actually fasten it
yet.
Check final alignment by removing the lockbar and then putting it back
in place. You should be able to smoothly remove it and re-attach it,
and it should still be sitting at the desired position when latched in
place again. If it's too tight or too loose, you can loosen the bolts
again and tweak the receiver positioning to improve the fit. The
receiver has oversized bolt holes to give you a little play to get the
position right.
You can also adjust the locking tension slightly via the two brass
adjustment screws on the top of the receiver, as illustrated below.
Tighten the screws (turn them clockwise) to push down on the latches
and increase the tension when the lockbar is installed.
DIY alternatives to real pinball lockbars
Some pin cab builders don't use real lockbars because of the cost, or
because they're building an unusual cab design where the standard
lockbar doesn't fit the style or the available space.
If size (not price) is the only factor, note that you can buy lockbars
in custom widths (made to your specifications) from
VirtuaPin.
Fashioning your own metal lockbar seems like a challenging job for a
DIYer, short of having access to a well-equipped metal shop. I'm
afraid I don't have any workable suggestions here; it's not the sort
of thing you can make on a 3D printer, which is the magic answer
to almost everything else these days. The closest starting point
might be an "L" bar, which you can buy from hardware stores in
various metals and thicknesses - but I'm not sure how you'd mold that
to the more complex shape of a standard lockbar with its rounded
corners at each side.
If you're going for a furniture look with wood trim all around, it's
possible to craft a wood version using fairly ordinary wood-working
tools. Here are some vpforums threads that might be helpful:
Another possibility is to use a 3D printer to fabricate a plastic
lockbar. Here's a vpforum thread about that, with advice about
materials and finishes to make it look like a metal lockbar:
DIY alternatives to a real lockbar receiver
To save a little money, some virtual cab builders omit the receiver,
even while using a real lockbar. The receiver is a purely internal
part, so it doesn't serve any cosmetic function, and some pin cab
builders find the price (currently about $80) unreasonable for a part
with such a simple job. The main thing that makes a standard receiver
so expensive is that it has to be rather heavy-duty to fulfill its
role as a security lock. For a home machine, you might not be
concerned about teenagers trying to pry the thing apart to steal
quarters.
One simple solution might be to use Velcro. You'd have to attach some
filler material to the bottom of the lockbar to fill the space between
the lockbar and the top of the front wall. Once the two areas are in
contact, you can simply glue a bunch of Velcro to each side. This
would hold the lockbar reasonably well, although obviously not in a
truly "locking" way, and it would probably feel a bit wobbly compared
with the real ones.
A more elaborate home-made alternative is described here:
>
Briefly, the idea is to place a pair of toggle latches on the inside
front wall of the cabinet, positioned to align with the hooked prongs
that stick out of the bottom of the lockbar. To fasten, you reach in
through the coin door, hook the latches to the prongs, and engage the
latches. To release, you again reach in through the coin door and
disengage the latches. The downside is that it would require a fair
bit of dexterity to reach the latches through the coin door, since
they need to be positioned around the corner on each side. In
contrast, the standard receiver can be engaged and disengaged with a
lever that's positioned within easy reach.
Note that some of the newer Stern machines actually use lockbars with
a similar toggle-latch design. Compatible Stern lockbars are equipped
with under-carriage latch-hook parts that are specifically designed to
be used this way, so you might find it easier to use this approach
with a compatible Stern lockbar than with a lockbar designed to fit
the standard Williams/Bally receiver. Refer to these parts:
- Stern lockbar, dual luggage latch, 5500-6882-03-00
- Luggage latch, 355-5038-00
Cashbox
If you're planning to drop coins into the coin slots, you'll need
something to catch the coins on the other side. You don't want them
rolling around loose where they could randomly short out wiring or get
wedged in something mechanical.
The real machines' solution is the "cashbox". It's a low-profile
plastic box with a metal lid, with slots in the lid that line up with
the coin chutes. It sits just inside the coin door. When a coin
goes through one of the chutes, it drops straight into the cash box.
The cash box is sized to fit through the coin door, so the operator
can easily collect the machine's income when making rounds.
The cashbox has essentially just one design these days, which looks
like the illustration above. Older machines used a variety of shapes
and sizes, but nearly all pinballs made since the 1990s use the same
design that Williams used in the WPC machines. Since it's so close to
a standard, it's the one you can buy from pinball vendors. Most of
them sell it in two separate pieces: a plastic tray, and a metal lid.
They don't separate them just to make your life difficult; it's for
modularity, so that the same tray works with lids with different slot
patterns for different coin door layouts. The three-slot lid
illustrated above is for the typical US coin door configuration. If
you have a non-US coin door, you should be able to find a matching
cashbox lid at a European pinball parts vendor.
Installation
The cashbox itself doesn't require installation per se; you just pop
it into the space at the front of the machine. But you do have to
install two brackets to hold it in place, plus a little "fence"
or divider wall, called out in the illustration above.
The first bracket goes at the front of the cab, directly under the
coin door. This is the "cashbox nest bracket", Williams part
01-6389-01. It prevents the box from sliding back and forth.
The nest bracket has three screw holes. The center one is meant to
align with the bottom bolt in the coin door, so that you share the
same bolt between the coin door and this bracket. If you haven't
already installed the coin door, slip a carriage bolt (¼-20 x
1¼") through the hole from the front of the cab for alignment.
(If you've already installed the coin door, just remove the nut from
the bottom bolt.) Slip the nest bracket's center hole over the
bolt to position the bracket. Make sure it's level, then fasten
the two outside holes to the cab's front wall with wood screws
(#6 x ¾" should work).
If you've already installed the coin door, reattach the nut on the
center bolt. Otherwise just leave that off (and take the bolt
back out) for now; you'll install it when you get to the coin door.
The second bracket is the "cashbox lock bracket" (Williams part
01-10030 or 1A-3493-1), which attaches to the fence
called out in the earlier illustration. If you followed our plans
from
Chapter 21, Cabinet Body, you've already installed that. If not, you
should go back now and follow the plans in that chapter under "Cashbox
fence".
Once both brackets are in place, installing the cashbox is a simple
matter of dropping it into the space delineated by the fence, fitting
the slot at the back of the cashbox lid over the lock bracket. To
remove the cashbox, lift the back edge high enough to clear the lock
bracket, and pull the cashbox out. This is all meant to be done
through the coin door, since the cashbox is sized to fit through the
door.
(If you look more closely at the lock bracket, you'll see that it has
a little slot at the top. That's for attaching a padlock, to add an
extra layer of security to protect the booty even if someone gets past
the coin door. Probably not something you'll need in a home machine.)
DIY cashbox
Apart from cost, the main reason you might want to consider designing
your own home-made cashbox substitute is that the real ones are rather
large. The standard cashbox is great at its job, but it takes up a
whole foot of floor space at the front of the cab, which impinges on
space you might want to use for PC parts or feedback devices.
Improvising a home-made cashbox isn't too challenging, since it's just
a box with a couple of holes in the lid. You could easily fashion one
out of plywood or acrylic. I created one using a plastic food
container; I found one with about the right depth, and used an X-acto
knife to cut slots in the lid that line up with the coin chutes. I
use a bungee cord (connected to a couple of eyelets screwed into the
floor) to hold it in place. It's certainly not as elegant as the real
cashbox (particularly the bungees pinning it down), but it only takes
up about 5" of floor space.
Coin door
The coin door is a complex enough subsystem that we've devoted a whole
chapter to it (
Chapter 40, Coin Door). But we'll go over the basic
installation process here.
If you're using a standard lockbar-and-receiver combination, it's
easier to install the receiver before installing the coin door.
Follow the procedure above. The receiver shares its center attachment
bolt with the coin door, so you'll need to remove the center bolt in
the receiver if it's currently in place.
The standard coin door assembly comes with the door itself and the
frame already assembled, so there's not much to installing it. Start
with the door closed and locked. Fit it into through the coin door
opening in the front wall.
Holding the door in place, insert carriage bolts (¼-20 x
1¼") through the four holes around the perimeter of the door
frame. Fasten them on the inside with ¼-20 lock nuts.
The top bolt in the coin door is shared with the lockbar receiver,
if you're using one. Thread the bolt through the matching hole
in the receiver mechanism, and attach the lock nut on the interior
side of the receiver, so that it secures the receiver as well as
the coin door.
If you're installing the full set of cashbox hardware, the bottom bolt
in the coin door frame will be shared with the cashbox "nest bracket".
Thread the bolt through the matching hole in the nest bracket and
attach the lock nut on the interior side of the bracket.
Coin mechs
If you bought a brand new coin door, it probably didn't come with coin
"mechs" (mechanisms), the gadgets that sit behind the coin
slots to validate inserted coins. You can buy those separately. The
mechanical quarter acceptor used in typical US coin doors is an
inexpensive add-on (about $10 each). I think it's worth including these
in a virtual cab, for the added realism of being able to use real coins.
The installation procedure is
detailed under "Coin mechs" in
Chapter 40, Coin Door.
Custom coin slot inserts
On most types of coin doors, it's possible to replace the illuminated
"25¢" signs (known as "inserts") on the coin slots, to show
different coin denominations, or better yet, your own custom graphics.
See "Custom coin slot inserts" in
Chapter 40, Coin Door.
Coin door position switch
On real pinball machines, there's a switch inside the cabinet that
detects whether the door is open or closed, just like the light switch
in a refrigerator door. It's useful to include this switch in a
virtual cab, because many ROM-based tables won't let you access the
setup menus unless they get a signal from the switch indicating that
the door is open.
Full instructions on setting up the door switch (as well as connecting
it to the virtual pinball software) can be found in
Chapter 40, Coin Door, under the section "Coin
door position switch".
Plunger
If you bought a full plunger assembly, it probably came assembled.
If not, or if you bought the separate components, assemble as shown
below.
- Slip the barrel spring over the shooter rod and push to the knob end
- Slip the washer over the shooter rod and push down to the barrel spring
- Insert the nylon sleeve into the shooter rod opening in the housing
(from the inside of the housing)
- Insert the shooter rod into the opening the housing (from the outside
of the housing)
- Slip the other washer onto the shooter rod
- Slip the main spring onto the shooter rod
- Attach the E-clip to the rod. You'll have to hold the spring back
while you do this, since the spring will be compressed in its normal
position. The E-clip fits into the groove near the end of the rod.
Use needle-nosed pliers to snap it into position.
- Fit the rubber tip over the end of the rod. (This is optional in a
virtual cab; you probably don't need the tip unless you're using some
kind of optical sensor that requires it. Leaving it out will save a
little space if you have tight clearance to the TV.)
If you haven't already routed the opening in the front wall for the
plunger, see "Plunger and Launch button" in
Chapter 21, Cabinet Body.
For installation in the cabinet, you'll need three #10-32 x ⅝"
machine screws (¾" length will also work) and a ball shooter
mounting plate (Williams/Bally part 01-3535). You can improvise
something to replace the mounting plate if you prefer, but the
plate makes things a lot easier and only costs about $2.
Fully assemble all of the plunger parts (except for the mounting
plate) as described above, then fit the assembly through the
triangular opening in the front wall, from the outside. The three
prongs in the front of the housing should fit in the obvious way at
the corners of the triangular cutout. Align the mounting plate on
the inside, fitting the large hole at the center over the shooter
rod. The mounting plate should sit flush with the front wall of
the cabinet. Screw in the three #10-32 bolts.
Legs
You'll probably want to leave the legs off for most of the build
process. It's easier to install the internal parts (the PC, TVs,
buttons, feedback devices, etc) with the machine on the floor or on
your workbench. That's why we've saved this for near the end of the
hardware chapter. On the other hand, it's easy to attach and detach
the legs as needed, so you can always test them for fit.
Assuming the leg brackets are already installed (see
above), attaching the legs is pretty
easy. You'll need eight bolts (two per leg), ⅜-16 by
2½" or 2¾". The longer length is usually needed if you
have leg protectors of some kind. You should buy the bolts from a
pinball vendor rather than using generic hardware store parts, as the
pinball bolts look nicer; this is a cosmetic item.
The legs on modern machine are all interchangeable
front/back/left/right, so you should have a set of four
identical legs. (The front and back legs are the same length. The
forward tilt of the machine comes from the back legs being attached
lower on the cabinet than the front legs.)
If you haven't already attached the "levelers" (the round foot pads)
to the legs, do so before installing the legs. These simply screw in
to the holes on the bottoms of the legs.
The levelers let you adjust the slope of the machine slightly, and
also let you adjust each leg so that all four legs are planted on the
floor (to solve the classic wobble problem with a four-legged table on
an uneven surface). It's best to screw all of the levelers all the
way in initially (so that they're as "retracted" as possible), then
adjust as needed once the machine is situated. The levelers can get a
little wobbly themselves at their maximum extension, so keep them
retracted and only extend as needed.
Start by setting the machine on its back. This lets you attach the
front legs without any weight on them.
Position each leg at the corner of the cabinet where it goes, aligning
the bolt holes in the leg with the bolt holes in the cabinet. If
you're using leg protectors, they go between the leg and the cabinet.
Insert the two bolts and thread them into the bracket. There's no
need for any nuts or washers, as the brackets themselves are threaded
and serve as the fasteners. Use a hex driver or wrench to tighten the
bolts. They should be tight enough that the legs won't wobble, but
don't tighten so much that you strip the threads or crush the plywood.
Tip the machine forward until the front legs touch down on the floor,
then lift the back of the machine high enough to attach the back legs.
Have an assistant hold the back of the machine up while you
install the rear legs, which bolt on just like the front legs. Be
sure to have your assistant continue holding the machine off the
ground in back until all of the rear bolts are fully tightened.
When the machine is situated at its permanent location, adjust the leg
levelers (the foot pads at the bottom) to level the machine, so that
all four feet are firmly on the floor without wobble. (On a real
machine, you'd also take this opportunity to adjust the leg levelers
to fine-tune the cabinet's tilt to level the playfield side-to-side
and make its slope match the manufacturer's prescription. But this is
superfluous on a virtual cab, where game gravity only exists within
the simulation.)
To remove the legs, simply reverse the installation procedure.
Leg protectors: A lot of people use some sort of padding
between the legs and the cabinet, to protect the cabinet corners where
the legs attach against wear from the pressure and motion of the legs.
You can find these on pinball parts vendors by searching for "leg
protectors". I've seen two types: felt and metal. The felt
protectors will just protect against scratches, while the metal ones
help reinforce the whole corner. In commercial pinball machines, it's
common to see wear and damage at the leg attachment points, so a lot
of collectors consider leg protectors a must. My own experience is
that machines in home use don't need them, but they won't do any harm,
and they're a relatively inexpensive bit of insurance. One case where
I'd consider them more seriously is a cabinet built from MDF, since
MDF isn't as strong as plywood, especially for concentrated pressure
points like the leg joints.
Protecting decals: With commercial machines, it seems to be a
common problem that cabinet decals can wrinkle around the legs, due
the pressure that the legs apply against the side of the cabinet and
motion at the joint. I haven't seen many reports of this with virtual
pin cabs, so it might not be as much of an issue in home-use-only
settings, but I think it's worth taking some precautions. One
preventive measure that's often suggested is to use metal leg
protectors, but I've seen mixed reviews of how well this works. The
solution I prefer is to cut out the decals under the legs, to
eliminate any contact between the legs and the decals. With the legs
installed, take an X-Acto knife and cut through the decal around the
perimeter of each leg. You can then peel off the part of the decal
under the leg, or just leave it - even if that section wrinkles, it
shouldn't affect the rest of the decal, since it's no longer attached.
Top glass
If you've set things up as we described above, with the plastic channels
for the glass along the side rails and in back, the glass can be easily
installed and removed at any time, without tools.
To install the glass, remove the lockbar, and slide the glass through
the front of the machine, fitting the edges into the plastic channels
under the side rails. Slide it back until it's nested in the trim at
the back. Put the lockbar back in place to keep the glass from
sliding back out on its own.
To remove the glass, simply reverse the procedure.
24. Backbox Hardware Installation
This section continues with the cabinet trim hardware, moving on now to
the backbox.
We assume that you've already built the wood shell of the backbox as
described in
Chapter 21, Cabinet Body, and that you've already painted it
and/or applied decals, as described in
Chapter 22, Cabinet Art. It's best
to finish the artwork before installing any hardware, since some the
hardware will get in the way of painting or applying decals once
installed.
Translite lock
The real machines have a keyed lock at the top of the backbox that
secures the translite, so that arcade customers can't steal the
translite or get into the backbox to mess with the electronics.
The operating principle is pretty simple. In the locked position, a
metal tab on the lock sticks into the slot at the top of the backbox
trim that the translite fits into. This prevents lifting the
translite, which is necessary to remove it.
In the unlocked position, the metal tab swings out of the way, letting
you lift the translite into the slot, which in turn lets you remove it.
With the lock open, there's enough play that you can remove the
translite, as described
below.
With the lock closed, the tab prevents moving the translite far enough
to free it from the top and bottom trim channels, so it's effectively
locked in place.
The translite lock is purely for the sake of security - it's there to
prevent anyone without the key from removing the glass. The glass
won't fall out on its own, though, even if you don't install the lock
- it's held in place by the slots it sits in, and you have to
intentionally maneuver it out of the slots to remove it. So it's not
a functional necessity in a home setting, unless you have obnoxious
friends. (The exception is that the glass could conceivably come
loose during transport if you give it a bumpy enough ride. A lock
does help prevent this by ensuring that the glass can't move out of
its slots.)
Installing the translite lock
First, assemble the pieces of the lock plate. Slip the lock through
the hole in the plate, slip the hex nut over the back of the lock,
and tighten the nut.
It should look like this when assembled.
The pinball vendors sell the lock plate assembly as a complete kit,
which includes a pair #8-32 machine screws with security Torx heads.
There are two reasons you might want to discard these and substitute
your own wood screws. The first is that they're the security Torx
type, so you need the special security type of Torx driver to use
them. "Security screwdriver" is a bit hyperbolic when anyone can go
buy one at Home Depot, but it's at least a slight deterrent against
mischief simply because most people don't have one lying around. The
second reason you might be inclined to discard the special screws is
that they're machine screws, not wood screws. They won't attach well
to plain wood. They require T-nuts, which must be pre-installed
behind the trim, as explained in "Translite lock plate preparation" in
Chapter 21, Cabinet Body. If you skipped that step
when installing the trim, it's probably too late. Fortunately, wood
screws are a pretty decent alternative, especially if you're not
concerned about the security aspect of the lock. And if you are
concerned about that, you could substitute tamper-resistant wood
screws.
Before installing the lock plate, use a key to check the orientation
of the lock. Turn the lock so that it's in the extended position,
with the lock tab sticking up perpendicular to the plate. Be
sure to install it with the tab facing the back of the backbox.
If you did already install T-nuts for the Torx screws, simply put the
lock plate in position, and fasten it with the Torx screws.
If you didn't install the T-nuts, discard the Torx screws that came
with the kit, and substitute a pair of wood screws. I'd go with #6 x
¾". Rounded-head screws will look better, as will black screws
if you can find them (if not, you can just paint the heads black after
installation if you want).
Line up the lock plate over the gap in the top trim. It should be
centered over the gap, which should be the same as centering it
side-to-side overall in the backbox. Mark the positions of the screw
holes. Remove the plate and drill pilot holes for the #6 screws. Put
the lock plate in position again and fasten the screws.
Where to keep the keys
With the real machines, the standard way to keep track of your
translite keys is to keep them on a little hook inside the coin door.
The WPC and SuzoHapp doors provide a hook specifically for this
purpose, located next to the coin mechs.
If you're not installing a standard coin door or can't find the key
hook, you might put a little eyelet or hook on the inside wall of the
cab somewhere convenient, and hang the keys there.
DIY alternatives
If you don't need the locking function, but your backbox has the gap
in the trim where the lock plate goes, I'd simply install a 1" x 4"
plate, either metal or a thin piece of wood, painted black. Screw it
in with #6 x ¾" wood screws, at holes placed about ⅜"
from either edge. Use rounded-head screws, and either use black
screws or paint the heads black after installation.
If you haven't yet installed the wood trim where the plate goes,
I'd simply run a single piece of wood all the way across rather
than replicating the gap in the standard plans.
Backbox hinges
Real pinball machines are designed with a hinge that lets you tilt the
backbox forward until it's lying flat on top of the main cabinet.
This is an essential feature if you want to transport a pinball
machine, as it would be too tall, top-heavy, and fragile with the
backbox in the normal position. And you certainly wouldn't want to
remove the backbox every time you moved the machine, as that's a major
operation that requires disconnecting a lot of wiring, which always
creates a risk of breaking something when you reassemble it.
WPC hinges
On the WPC machines, the backbox is attached to the main cabinet with
a clever hinge mechanism that uses rotating arms connected to pivots
on the sides of the cabinet.
I consider this setup clever, in part because it wouldn't have
occurred to me to do it this way, but mostly because it has has some
nice functional advantages over the more obvious "door-hinge"
approach, where you simply put a regular hinge at the front of the
backbox. A door-hinge approach is workable, and in fact it's used
on a lot of older pinball machines from before the WPC era - we'll
have more on this shortly, since it's a viable alternative if the
WPC approach doesn't work for you for some reason. But the WPC
system more elegant: it looks nicer, it makes for simpler cabinet
geometry, and it's easier to install and to get everything aligned
properly. Door-hinge systems can be tricky to get aligned.
So assuming you're building a full-scale cabinet, the WPC approach is
all upside. And it's not particularly expensive; the required parts
will only set you back about $30.
The only reasons I can think of not to use the WPC hinges are (a) that
you're building a mini-cabinet that's too small for the standard parts
to fit properly, or (b) that you're specifically reproducing a cabinet
style from a different era, so you want to use the same hinge system
they used. If one of these applies to your build, you can skip down
to the "Alternatives" section below for some other ideas.
Installing the WPC hinges
One of the advantages of the WPC hinge mechanism is that it's
easy to set up. If you followed the WPC cabinet plans in
Chapter 21, Cabinet Body, you've already drilled the mounting holes in
the main cabinet and backbox. To review, the parts get mounted
here:
...and here:
See "Backbox floor" in
Chapter 21, Cabinet Body for
drilling locations, which depend on your cabinet width. If you
haven't already drilled these, an easy way to figure the exact
position is to use the hinge arm itself as a drilling template, after
attaching it to the main cabinet first. We'll point out the right
time to do that in a moment.
You should already have your side rails installed at this point, since
the hinges will get in the way of installing them later.
Note that there's a "left" and a "right" hinge arm - they're mirror
images. Be sure to install the correct one on each side. They should
be oriented with the pivot point pointing towards the front of the
cabinet, and the little "wing" that attaches to the backbox pointing
away from the cabinet side:
Start with the hinge pivot joint. This uses the ½" diameter
hole drilled in the side of the main cabinet:
- Fit a ⅜"-16 x ¾" carriage bolt into the squarish
opening on the side of the hinge arm. Orient the hinge arm so
that it's hanging from the bolt, so that it doesn't swing down
into this position on its own and scratch the side of the cab.
- Insert the carriage bolt into the pivot hole in the main cabinet
- From the inside of the cabinet, thread the pivot bushing
(Williams part 02-4352) by hand onto the end of the carriage bolt
- Use a ¼" hex wrench to tighten the pivot bushing from
the inside of the cab
When tightened, this arrangement should leave a little clearance
(about 1/8") between the hinge arm and the main cabinet, and you
should be able to rotate the hinge arm around the pivot. (It's okay
if it's tight.)
Install both hinge arms (left and right) using the procedure above.
Position the backbox on the shelf at the back of the cabinet, centered
side to side, with its back flush with the back wall of the main
cabinet. (Have an assistant hold the backbox steady while you're
working so that you don't accidentally knock it over.)
Rotate the hinge arm around the pivot until the side with the three
bolt holes meets the bottom side of the backbox. Be careful about
rubbing the sides of the cab so that you don't scratch the artwork.
If you haven't already drilled the holes in the backbox floor for
attaching the hinge bracket bolts, this is the time! Make sure the
hinge arm is flat against the bottom of the backbox, and that it's
precisely parallel to the side of the cab. You should be able to see
a little gap between the hinge arm and cab across its whole length.
The hinge shouldn't be pressing against the cab anywhere, since that
could scratch the artwork when you rotate the backbox. Once you have
it aligned to your satisfaction, mark the positions of the three bolt
holes. Repeat on the other side. Remove the backbox and drill
¼" holes at the marked positions.
On the inside of the backbox, position the backing plate
(01-9012) over the bolt holes.
Install three ¼"-20 x 1¼" carriage bolts in each hinge
arm, inserting from the bottom side, and through the mounting plate.
Fasten each with a ¼"-20 whiz flange locknut. Tighten
securely.
The backbox is now attached! You should be able to freely tilt it
forward so that it lies flat against the top of the cab. (It's a good
idea to put down some padding when doing this, so that you don't
scratch up the side rails or the front edges of the backbox.)
If you ever need to remove the backbox, just take out the carriage
bolts attaching the hinge arms to the bottom of the backbox. You can
leave the hinge arms themselves attached permanently.
Alternative hinge mechanisms
Most commercial machines made from the 1990s to present use the WPC
hinge system described above. Most earlier machines that I've
encountered use something more like conventional door hinges, with the
hinges attached at the bottom front of the backbox. The backbox folds
down forwards onto the cabinet, as in the WPC system, but the pivot
point is the door hinge rather than the side bolts. The Williams
System 11 machines from the 1980s use this approach, as shown below.
Williams System 11 backbox mounting (Space Station,
1987). This used door hinges at the front of the backbox.
Note how the backbox has to be raised slightly above the
cabinet on a pedestal, to make space when folded down
for the part of the backbox that overhangs the front of the hinge.
I think the WPC system is nicer in a lot of ways, but the door-hinge
system might be a good alternative in cases when the WPC parts won't
fit, such as a mini-cab or an ultra-wide cab. If you use the System
11 machines as your model, pay close attention to the way it requires
a "pedestal" to raise the backbox about an inch above the main
cabinet, to make room for the front overhanging portion of the backbox
when it folds down. The standard WPC plans won't work well with a
hinge like this, because the backbox sits directly on top of the
cabinet in the WPC design. If you want to adapt the WPC plans for
this arrangement, you'll have to add something like the System 11
pedestal.
The pedestal has to be at least as high as the distance
the backbox projects out in front of the hinge, to make
room for that part when the backbox is folded down.
Hinge system with backbox folded down.
Backbox latch
This is a minor bit of hardware that helps when setting up the
machine, by temporarily securing the backbox in the upright position,
preventing it from falling forward if bumped. The standard part is a
simple toggle latch that attaches to the back of the main cabinet, with
a mating bracket that attaches to the back of the backbox.
I said "temporarily", because the toggle latch isn't strong
enough to serve as a permanent way of securing the backbox. Let me
show you the warning that they silkscreen on the back of the real
backboxes in big yellow letters:
Their point is that this little toggle latch isn't all that strong; it
could fail if the backbox were bumped too hard. The backbox is quite
heavy and has a lot of leverage, so you need something a lot stronger
to truly secure it. The solution is to install the wing bolts
described below. The toggle latch is just meant to be a temporary
helper while you're getting the wing bolts in place.
Install this after you've set up the backbox hinges, so that you're
working in terms of the actual final alignments.
For fasteners, use any suitable wood screw. On the real machines,
they usually use #6 x ¾" sheet metal screws with hex heads. (I
know, "sheet metal screw" doesn't sound like the right thing for
screwing into wood, but they actually work just fine as self-tapping
screws with plywood.)
- Set up the machine with the backbox in the upright position. Have
an assistant brace the backbox while you're working so that it doesn't
fall forward.
- Attach the bracket (the top piece) first. Align it in the center
of the backbox side-to-side, with the bottom edge roughly flush with
the bottom of the backbox.
- Figure the position of the latch itself by hanging it from the
bracket with the lever pulled partially open, so that there's no
tension on the spring, as illustrated below.
- Fasten the bottom bracket at this position. When you close the
latch all the way, it should pull the spring tight so that the bracket
stays latched.
Backbox safety bolts
As the warning placard above points out, the little toggle latch on
the back of the backbox is helpful to keep the backbox from flopping
over while you're setting up the machine, but it's not strong enough
to rely on beyond that. For a deployed machine, you need something
stronger, specifically a couple of big bolts installed in the floor of
the backbox.
The parts required are a pair of ⅜"-16 x 2" "wing bolts", like
the one pictured below. Wing bolts are basically just regular bolts
with wing nuts in place of the heads. This lets you turn them by
hand, for tool-free installation. (The wing nut at the top isn't a
separate part; it's integral, like the hex head on a regular bolt.)
The wing nut head also serves as a built-in washer.
You can buy wing bolts in the right size from pinball vendors. You
might be able to find them at some hardware stores as well, although
they're too obscure for the big-box stores like Home Depot. In a
pinch, you could substitute ordinary hex-head bolts of the same size,
but note that you'd need to use some kind of giant washers (over 1"
outside diameter) in conjunction, because the hex heads by themselves
will slip right through the 1" top holes (defeating the purpose).
If you've done the necessary prep work as described in the "Rear
shelf" section in
Chapter 21, Cabinet Body, installing the bolts
is trivial. Just pass them through the holes on either side of the
floor opening and thread them into the pre-installed T-nuts. There's
no need for washers or other parts. Hand-tighten. You don't have to
go beyond hand-tight, since they don't have to hold the backbox up
most of the time; gravity takes care of that for the most part.
The bolts only kick in if the backbox gets bumped or pushed.
What is a translite?
We're all pinball nerds here, so a quick digression on definitions is
in order! There's a bit of a disagreement between virtual
pinball people and real pinball people about what "translite" means.
So to avoid confusion, I want to make sure we're all clear on what
we mean by the word.
Throughout this guide, I use the term "translite" to refer to a
clear plastic or glass sheet that you install in front of the main
backbox TV. There's no artwork printed on it (other than perhaps
some masking around the edges, to hide the TV bezel), since we want to
let the TV handle all of the artwork display. The virtual translite
is thus essentially a bit of trim in a virtual cab to disguise the
TV-ness of our virtual setup and make it look on the outside more like
a real pinball machine.
Okay, so that's how I use the term in this guide. It's also how
the term is commonly understood in the virtual pin cab community, so
that's the way you'll usually see it used on the forums. But
technically speaking, it's wrong! At least, it's not what it means
to (most) pinball people when they're talking about the real machines.
Technically, in a real pinball context:
- A translite is a thin, translucent plastic decal, printed
with graphics. There's no glass involved in the translite itself.
This plastic decal that they call the translite is then affixed to a
clear glass sheet to create a pseudo-backglass. Most modern pinball
machines (1990s and later) use this type of assembly in place of a
true backglass. It's only a "pseudo" backglass because...
- A backglass is a glass sheet with artwork directly painted or
silkscreened on the glass. True backglasses were usually used on
machines built before about 1990, when the manufacturers switched to
the cheaper translite process.
Those are the technical meanings, but even real pinball people often
use the words translite and backglass loosely and
interchangeably. They'll often call the translite-plus-glass assembly
a translite, or even a backglass. So I think we virtual pinball
people can be forgiven for appropriating translite to mean
kind of the opposite of what it really means, in that we use it to
refer to the plain glass sheet without any artwork.
Creating a translite
The basic material for the translite is a clear sheet of either glass
or acrylic. If you're using glass, it should be tempered glass. I
personally prefer acrylic for the translite because it's so much
lighter than glass.
Dimensions for the standard WPC-style translite:
- Thickness: ⅛"
- Size: 18⅞" high x 27" wide
The size obviously depends on your backbox dimensions.
The size above is for the standard WPC setup, with the backbox built
to the standard dimensions and a standard-sized speaker/DMD panel
installed. If you're not using a speaker panel, you'll probably want
to increase the height to cover the entire backbox area, so you'd make
it about 26½" high if you're using the standard backbox
dimensions.
Where to buy: The clear glass or plastic sheet isn't something you
can find as a standard pinball part from any vendor. Fortunately, it's
easily found as a generic part.
- For glass, you can have a custom glass sheet made by just about any
window glass company. Look for local companies that install or repair
residential window glass.
- For acrylic, try TAP Plastics
or a similar local plastics vendor. You can also buy acrylic in
standard sizes at Home Depot and other hardware stores, and cut it to
a custom size yourself using a plastic knife. This doesn't tend to
make as clean an edge as you'd get from a plastics shop, but that
doesn't really matter, since the edges are all covered by trim pieces
anyway.
Edge masking
It's nearly impossible to make the backglass TV fill the entire space
that's available for the translite in the standard backbox design.
Part of the reason is that a TV's viewable screen area never
completely spans the full height and breadth of the unit; there's
always at least a thin bezel around the edges. The other factor is
that the backbox space is much squarer than the 16:9 aspect ratio
that's all but universal on current TVs. It's impossible to find a TV
that fills the vertical space fully, given the constraint of also
fitting in the available width. You can get down to a fraction of an
inch of dead space on the sides, but you'll still have more than an
inch at the top and bottom in the best case.
Most cab builders want to cover up all of the dead space around the
edges of the TV, so that only the live display area of the TV is
visible. Understandably, they don't want the insides of the backbox
to be visible.
One way that some cab builders deal with this is to create a wood
(or similar) cover with a cutout for the TV area.
I don't personally like this look very much, because to my eye, it
calls attention what it's meant to hide. I mean that it makes it more
even more obvious than it otherwise would be that there's a smaller TV
embedded in a bigger backbox space. I also find that it looks too
different from the real machines, which creates an impression of
home-brew-ness that's at odds with my goal of a realistic appearance.
Given that we're talking about translites, I think you can probably
guess that the approach I prefer is to use a clear glass or plastic
cover for the whole area. That's exactly what the real machines use,
so it looks as close to authentic as you can get, given the inherent
differences in what's behind the glass. But that still leaves the
problem that you can see into the dead space around the TV, since
a clear glass or plastic cover is, after all, clear.
The best solution, in my opinion, is to combine the "cutout" idea from
the wood cover with the clear translite, by masking out the edges of
the translite. There are two ways to do this:
- The easy way is to paint around the perimeter with black spray
paint. Paint on the back side of the panel, so that the front has a
uniform glossy sheen - that'll largely eliminate the visibility of the
"cutout" that I find objectionable in the wood cover approach.
Measure the TV display area size, and use masking tape and paper to
cover the cutout area. Paint around the edges.
- The other way is to use printed decals to create the mask. You can
have custom decals made for this use just like for the cabinet artwork
(see Chapter 22, Cabinet Art). I used this approach for my own cab,
because I figured the real machines have artwork here, so I should
too.
I used decals printed in the conventional way, to adhere to the front
side of the translite. It would have been better to print them in a
reverse format, with the adhesive on the graphics side so that they
could have been stuck to the back side of the translite. This would
have created a more uniform finish on the front, just like why you
want to paint on the back if you're using a painted mask.
I really like the way my translite with decals turned out, but for
practical purposes you might be better off with a simple black mask.
The thing that you might not expect about the decals is that you
simply don't see them while playing. The TV display is so much
brighter that it completely overwhelms them to the point of utter
invisibility. Which is exactly what you want, as it turns out: you
want it to look like the backbox of the game you're playing, not like
a TV embedded in a virtual cab. So that works out great, but my point
here is that as far as playing goes, there's no difference between
decals and black paint. And when the cab is powered down, the decals
arguably create the same visual impression that I said I don't
like with the wood cutout approach - the way the visible borders call
attention to what's missing in the middle. But somehow I don't
dislike the look in this flat "2D" version; in person, it actually
looks very much like a real translite, even if it would be a rather
art-impoverished one on a real machine. Even so, a plain black paint
mask would do a better job of hiding the TV cutout when the power's
off; it would just like a solid dark sheet. You could easily
mistake it for a regular translite with really dark graphics that need
some backlighting to come to life.
Assembling the trim
The standard WPC translite setup uses four trim pieces around the
edges:
- A "lift channel" at the bottom, part 03-8228-1
- A top trim piece, part 03-8228-2
- Two side trim pieces (one for each side edge), Williams/Bally part 03-8228-2
They're all dead simple to install. Each is a plastic piece with a U-shaped
channel that the glass/plastic sheet fits into. Just align each piece at the
center of its respective edge and press it onto the glass.
Note that the trim pieces don't cover every millimeter of the edges - there's
a little uncovered space at the corners. That's normal.
How to install the translite
If you installed a translite lock, make sure it's unlocked, with the
tab turned "sideways" so that it's not sticking out into the top glass
channel. You'll have to use the key to do this. The whole purpose of
the lock is that the tab blocks the channel so that the glass can't be
removed, but this equally well prevents inserting the glass when the
tab is in the "locked" position.
Holding the translite at an angle, lean the top edge against the
guides at either side of the backbox, and slide it upwards into the
slot at the top.
Lift it high enough into the slot that the bottom edge clears the
bottom trim channel. Holding it by the "lift trim" at the bottom,
move the bottom edge forwards until the translite is flat against
the guides, then lower it into the bottom trim channel until it's
seated.
If you have a translite lock, turn the key to the locked position to
secure the translite. Most pinball owners store the key inside the
coin door, hanging it on a little wire hook that's usually located
alongside one of the coin slots.
How to remove the translite
If you installed a translite lock, insert the key and turn it to the
unlocked position.
Holding the translite by the "lift trim" at the bottom, slide it
upwards until the bottom clears the lip of the bottom trim channel.
That lets you tilt the bottom outwards.
Now just lower the translite out of the top slot. It's now entirely
free of the backbox trim, so you can remove it.
25. Cabinet Grounding
All of the externally exposed metal parts in your pin cab should be
"grounded", meaning that the metal parts are all electrically
connected to the Earth ground wire in your AC power plug. This
includes the leg bolts, side rails, front lockbar, coin door, and
plunger housing.
Grounding serves several puproses:
- Safety. If a wire inside the cab carrying voltage ever comes loose,
it could come into contact with one of the exposed metal parts, which
would create an electric shock risk to anyone using the cab.
Grounding all of the metal parts reduces shock risk by shunting any
stray voltages directly to ground. It also reduces the chances of
a fire or other damage from an electrical mishap, in that
a short to ground should quickly trip a fuse or circuit breaker and
cut off power at the source, hopefully before anything can get
red-hot inside the cab.
This alone makes grounding a must, since the combination of
electricity and exposed metal surfaces creates a real risk to
human safety in the absence of proper grounding.
- Static electricity protection. Semiconductors are extremely
sensitive to static electricity. You can destroy a computer chip
or transistor just by touching it if you have a static charge on
your body. The cab itself can accumulate a static charge as well,
which can likewise be a threat to the chips inside the cab.
Grounding the metal
parts in the cab neutralizes any charge on them, and neutralizes the
charge on your body when you touch them.
Grounding the metal parts is a huge convenience any time you're
working inside the cab, because it lets you discharge any static
on your body simply by touching the side rails or lockbar.
That greatly reduces the chance that you'll zap any chips
you touch.
- Radio interference shielding. Virtual cabs have computer
motherboards and other electronics inside that both generate radio
frequencies and can be affected by radio waves in the air. The big
metal parts in a cab can act like antennas to transmit and receive
this energy. Grounding the metal parts prevents that, and
reduces the ability of radio waves to penetrate in or out of the
cabinet. This will reduce the chances that your cab will interfere
with nearby Wi-Fi networks or garage door openers or cell phones, and
it'll help avoid things like picking up local radio stations on your
cab speakers.
When to install
Grounding is infrastructure work that should be done early in the
build. The best time is after you've assembled the cabinet body and
installed the metal trim parts, and before you've started installing
the internal components (PC, TV, feedback devices). Running the
grounding wire is easier while the cabinet is still mostly empty.
Parts
The ideal type of wire to use for grounding is flat copper
braid. This is a bare (no insulation) wire bundle with a large
number of small wires woven into a wide, flat braid.
Braided wire is great for this because it has high current capacity,
and the flat form factor makes it easier to connect to metal parts by
providing a large surface for contact. The high current capacity is
important because the whole point is to carry the large surge current
that would occur if a power supply voltage is ever shorted to ground.
The ground wire has to be robust enough that it won't melt before the
fuse or circuit breaker trips and cuts off the power at the source.
I'd recommend 1/4" (or larger) tinned copper braid. 20 or 25 feet
should be adequate. You can find this at electronics vendors, Amazon,
or eBay.
What is Earth ground?
Earth ground is pretty much what it sounds like: an electrical
connection into the soil. If your house is wired properly, there's a
big metal stake driven into the ground somewhere in or around your
foundation, and the stake is wired to the "third prong" in all of the
AC outlets in your house. In the US, that's the round prong at the
bottom of the plug. (In older houses, a buried water pipe might serve
in place of a metal stake, and in older houses still, where the old
two-prong outlets are installed, you might not have any Earth
grounding at all.)
For the purposes of a pin cab, we rely on the house wiring to provide
the connection to Earth ground, via that third prong on the AC plug.
How to connect to the Earth ground
One end of your grounding wire needs to connect to the Earth ground
in your house wiring. To get there, we can piggy-back on the AC power
connection you're using for your PC power supply. That should have a
three-conductor power cord, since your PC power supply needs to be
grounded.
There are several ways to tap into that ground connection. The
best option will depend on your setup and the type of power supply
you're using, so look these over and pick the one that works best
for you.
Option 1: ATX case
If your PC power supply has a bare metal case, the case itself can
serve as the ground connection.
Any ATX power supply with a metal case will have its case connected to
Earth ground, for the same safety reasons we need to ground the metal
parts on the pin cab. If the case isn't painted, you should be able
to get good electrical contact to ground using with the case itself.
It's a good idea to test this with a multimeter, to make sure there's
not some kind of coating that insulates the case. With the PSU
unplugged from power, and your meter set to resistance (Ohms) mode,
measure the resistance between the ground prong on the power supply's
AC wall plug (in the US, that's the round bottom prong) and random points
on the exterior of the case. It should read close to zero Ohms (you
might see a very small resistance on the order of 1 ohm or less). If
you get consistent near-zero readings at various random points on the
case, the case will make an excellent grounding connection.
To connect the ground braid to the power supply case, you can simply
pin the braid under the power supply, pinching the braid between the
PSU and the cabinet surface where you're installing it. As long as
the PSU is attached tightly to some surface, pinning the braid under
it should keep the braid in place and provide a nice solid electrical
connection.
Option 2: ATX case screw
If your PC power supply has a painted or lacquered case that prevents
the first approach, you might still be able to use the case, by
connecting to one of the mounting screw holes - the screw holes
intended to be used for mounting the PSU inside a PC tower or desktop
case. Even if the case is painted, there's a good chance that the
threaded screw holes will be conductive.
You should be able to check this visually. If the threads look
metallic, this is probably a good place to connect.
If the visual check looks promising, try the multimeter test. With
the PSU unplugged from power, and your meter set to measure resistance
(Ohms), test the reading between the ground prong on the PSU's AC wall
plug (the bottom round prong, in the US version) and the threads in
the screw hole. If you see a reading close to zero Ohms, you have a
good place to connect ground.
To use this method of connection, you'll need:
- About 2 feet of 14 gauge (or thicker) wire
- An unpainted metallic #6-32 x ¼" machine screw
- A "ring" terminal that fits around the screw and that fits the wire
To install:
- Cut the wire to about 2 feet
- Attach a ring terminal to each end (by crimping or soldering,
according to what kind of ring terminal you're using)
- Slip one of the ring terminals over the screw, and screw it
tightly into the case
- Slip the other ring terminal over a wood screw, and then screw it
through the grounding braid and into the cabinet wall
The last step can wait until you're ready to install the power supply
in the cab. The dangling ground wire should serve as enough of a
reminder, but put it on your to-do list if you think you might forget!
And when you're running the grounding braid around the cabinet, make
sure you bring it close enough to the area reserved for the power
supply that the ground wire will be able to reach it easily.
Option 3: AC plug
If you can't find a way to make a connection to your ATX power supply,
you can connect directly to the power line. I don't recommend this
approach unless you have some electronics experience, since it
requires cutting into the main AC power wiring. This approach also
has the downside that it doesn't make the ground connection as
permanent as the others, since it uses a removable plug. Someone down
the road might decide to unplug it because they want to use the outlet
for something else, without realizing how important it is to leave
it in place.
In order for this approach to work, you'll need a setup that follows
the basic plan we outlined in
Chapter 11, Power Switching. Something
like this:
Specifically, you'll need an unswitched power strip that connects
directly to the wall outlet. All of the outlets on that power strip
will have a connection to Earth ground through the wall outlet plug,
so we can get the Earth ground connection we need inside the cab via
an unused outlet on the power strip.
The idea here is simple: we need a power cord that only has a
connection to the ground prong in the outlet. I can suggest three
ways to achieve this:
- Buy a "ground plug", such as a "Desco universal ground connection"
or "StaticTek banana jack outlet plug ground adapter" (try Amazon or
eBay). These are AC plugs with dummy prongs for the two power prongs,
and a ground prong that connects to a banana jack or similar
connector. They're designed to be used with anti-static wrist
straps and mats for doing electronics work. You'll also need a banana
plug that fits the jack. Attach a wire (14 gauge or thicker) to the
banana plug; plug it in the jack and secure it; and connect the other
end of the wire to the braid.
This approach has the advantage that
you can't get the wiring wrong, since the ground plug only has a
connection to the one ground prong. The downside is that the banana
plug isn't permanently installed, so it could fall out, disconnecting
all of the ground connections you went to all this trouble to install.
If you go this route, I'd find some way to permanently secure the plug
so it can't fall out, perhaps with electrician's tape or heat-shrink
tubing.
- Buy a replacement power supply cord (making sure it's the 3-prong
type). This has a regular AC outlet plug at one end and three
insulated wires (black, white, and green) coming out the other end.
The green wire is the one that connects to the Earth ground
prong. Use wire nuts to cover the white and black wires, which you
don't want to connect to anything, and secure with
electrician's tape. Connect the green wire to the braid.
- Buy a replacement power plug (e.g., Leviton 3W102-E, GE 54301
household plug). This is similar to the above but doesn't have any
wires attached - it's just the plug, with screw terminals to
attach wires. I like this option a little better than using a cord
because you don't have to secure any stray wires. Simply connect a 14
gauge (or thicker) wire to the ground screw terminal (which is usually
indicated by a green screw, or might simply be labeled "ground" or
"Earth"). Leave the other two terminals unconnected. Connect
the other end of the wire to the braid.
For all of these options, plug the plug into a free outlet on the
unswitched power strip. Connect the ground wire from the plug to your
braid with a "ring" terminal: connect the ring terminal to the wire
(by crimping or soldering, for example), slip the ring over a wood
screw, and drive the screw through the braid into the cabinet
wall or floor.
Whichever type of ground plug you choose, it would be a good idea to
do something to lock the plug into the outlet it's using, so that it
doesn't fall out on its own and so that you don't remove it while
working on something and forget to put it back. This is the crucial
link for all of the grounded metal, so it should always be connected.
Wrap a couple of loops of electrician's tape around the plug and the
power strip, for example. At the very least, put a big "do not
unplug" placard on it.
Option 4: Tap into the power strip
If you're confident that you know what you're doing, there's a better
alternative to the approach above: tap directly into the power strip's
internal wiring. It's better in that it's not easily undone (unlike
the plug-in approach above, where someone could unplug the plug,
thinking it's not important). But it's dangerous unless you know
exactly what you're doing, since it requires modifying the power
strip.
The idea is to connect an additional wire directly to the ground
wire in your main unswitched power strip.
- Open up the power strip (by removing its case)
- Identify where the ground wire from the cord connects to the
internal wiring
- Connect a length of 14 gauge (or thicker) wire to this point
(using whatever technique is appropriate to the way the power
strip is constructed: solder the new wire to the existing wire,
add it to the existing screw terminal, or whatever else works)
- Find a way to route the new wire out of the power strip's
case, perhaps by drilling a hole somewhere for it
- Reassemble the case with the newly added wire routed through
to the outside
- Connect a ring terminal to the other end of the wire
- Slip a wood screw through the ring terminal, and drive the
screw through the braid into the cabinet wall
How to connect cab parts to the ground braid
The basic technique is to run a single, uninterrupted braid around the
perimeter of the cab, bring it into contact with each metal part that
needs to be connected.
The reason it's best to use a single run of wire is that it greatly
reduces the chance of severing the connection to multiple parts.
Consider what might happen if you daisy chained separate wire
segments from one metal part to the next: suppose the Earth ground
connects to A, and A connects to B, and B connects to C. If the
connection between A and B gets disconnected for some reason, you lose
not only the connection to B, but also the connection to C. With a
single braid, in contrast, the only way that could happen is if the
braid itself were to break, which is highly unlikely.
Here's a suggested routing:
Use staples to fasten the braid to the cabinet wall every few inches
between connections, so that it doesn't flop around.
Remember that the ground braid is uninsulated, so you don't want to
let it come into contact with exposed terminals on any powered
devices. Ideally, you should avoid having any bare wire or exposed
terminals (other than the ground braid) in the first place, since
they're inherently dangerous. If possible, cover any exposed
terminals that are present on devices you install with some kind of
insulator, such as heat-shrink tubing, electrical tape, or a plastic
cover.
To connect an individual metal item to the braid, all you have to do
is bring the braid and the metal into contact.
- For anything that has a large surface that fastens tightly to the
cabinet, a great way to accomplish this is to run the braid under that
part, sandwiching the braid between the part and the cab. This
provides a large contact area, ensuring a good electrical connection,
and secures the braid in place mechanically. It also has the virtue
of being easy to set up.
- Alternatively, if there's a place where a metallic screw is attached
to the item, you can drive the screw through the braid, or pin the
braid under a washer held down by the screw.
Legs
Simply run the ground braid under each leg bolt plate.
Side rails
The side rails are held on by carriage bolts at the front. Those are
metallic, and they're in contact with the rails, so we can ground the
rails by grounding the bolts. The bolts don't by themselves offer
much surface area to make contact with the ground braid, though, so we
have to add something to serve as a connector.
My approach was to use a small metal plate with two holes, one for the
bolt itself, and a second for a wood screw. I ran the braid under the
plate, and fastened the wood screw through the braid to ensure a solid
electrical connection.
On some of the real machines, they simply pin the braid under a
washer.
Plunger housing
Run the ground braid under the mounting plate, or fasten it with
a wood screw through one of the free holes in the plate.
Lockbar
Route the braid under a portion of the lockbar receiver where it
attaches to the front wall, or fasten it with a wood screw through
one of the free holes in the receiver.
Coin door
You can ground the coin door through the carriage bolts that attach
it. (It'll also be grounded indirectly through the lockbar receiver,
assuming you've grounded that, since the top coin door bolt also is in
contact with the receiver.) Run the ground braid alongside one or
two of the carriage bolts on either side of the door, and pin it
under a washer.
Backbox
There's not any metal trim in the standard backbox setup, so you might
not need to extend the ground wire there. However, the real machines
do, because they have some hidden metal pieces that benefit from
grounding. In particular, they place a metal grating over the vent
holes along the top of the back side of the backbox, primarily to
serve as radio frequency shielding. That needs to be grounded to be
effective as shielding. They also run the ground braid under the
metal backing plates that mate with the carriage bolts that fasten the
hinge arms, as safety grounding for the exposed carriage bolt heads.
(I guess there actually is some metal trim on the backbox, if
you count those bolts.)
If you do want to run a ground wire to the backbox, I'd use a separate
braid loop in the backbox, and connect it to the braid in the main
cabinet via a run of regular hookup wire (14 gauge or thicker). The
reason to use hookup wire to bridge the sections is that this portion
will need to be long enough to cover the added distance when the
backbox is folded down.
Testing
Before declaring the grounding project complete, test that you have a
good connection between the metal parts and the ground plug on your
main power inlet.
Set your multimeter to resistance (Ohms). With the power unplugged
from the cab, measure the resistance between the ground prong on your
main AC power plug for the cab and each of the exposed metal parts.
It should read close to zero Ohms in each case.
26. Inside the Cabinet
The modern virtual pin cab can be pretty complex on the inside. A
decked-out cab can actually have more equipment packed into it than a
real pinball machine, which is kind of perverse given that this is all
about software simulation. But it makes sense when you consider that
we're not just building a computer; we're building a computer/pinball
hybrid. The computer part by itself has more to it than most desktop
systems, because of the extra monitors and the specialized
input/output peripherals. And the pinball part includes a pretty
large subset of a real machine.
With so much to install, making everything fit can be a challenging 3D
puzzle. I'd like to be able to present a simple, one-size-fits-all
layout here, but that's not really possible. Pin cabs are too
individualized. But I can at least offer one possible solution. In
this section, we'll walk through a model pin cab that includes just
about everything I can think of, and look at where each major element
goes in this setup. The model takes into account the space constraints,
and it also follows my philosophy of serviceability, meaning that it's
designed so that everything can be accessed fairly easily for repairs
and upgrades, even after the machine is fully built.
The arrangement described in this section is based on my own cab, so I
consider many of the design decisions to be tried and true. It's not
an exact replica, though. I've made some revisions in an attempt to
improve things that weren't ideal in my original design. I also made
room for additional equipment that's not in my build. My cab is
pretty decked out, but for the purposes of this section, I've tried to
imagine an "ultimate" cab with all of the toys.
This is, of course, not the only possible solution to the question of
how to arrange things, and I'm sure it's far from the best solution.
Some of it might not work at all for your setup, given that you might
have completely different constraints from your PC packaging or TV
size. So I'll try to explain the rationale behind each element's
placement, so that even if you can't use the exact layout as
presented, you can at least gain some insight from it to use in
formulating your own layout.
Playfield, apron, and flashers
These elements (or some subset of them) form the top layer in the main
cabinet.
The basic arrangement is pretty straightforward, but the details can
be surprisingly hairy. First, there's the placement of the TV: do you
place it flush with the top of the cab, or recessed like a real
playfield? How far in? At what angle? All the way at the front, or
set back to make room for the plunger? These are all among the most
frequent questions that new cab builders ask. You can see from the
diagram what I prefer, but this is a matter of aesthetics, and there
are other schools of thought. Second, once you've decided upon the
desired look, you still have to implement it physically. That's trickier
than it might look, especially if you want to fulfill my admonition to
make the machine serviceable (
Chapter 6, Serviceable Design).
Serviceability requires that the TV be easily removed. You can
probably guess I'm not in favor of just nailing it in there and
calling it done.
It's extremely important to plan out exactly where the TV goes before
you start arranging anything else inside the cabinet. The TV assembly
forms a ceiling that constrains the vertical space available to
everything else, so you need to know where that is.
If possible, you should actually install the TV early on, not just
make plans, so that you can see the space it delineates for real
rather than just as measurements. But don't do that unless you're
using a mounting that's easily removable, because you won't want the
TV in the way while you're installing everything else. If you use a
mounting system like the one I outline in
Chapter 29, Playfield TV Mounting, you'll be able to install and remove
the TV with little effort.
Some notes on the flasher panel. I've depicted the back panel with
the traditional five flasher domes. Each is a clear plastic dome with
a 3W RGB LED inside. This is such a ubiquitous setup that the most
popular pinball software (Visual Pinball with DOF) is programmed to
assume it's there. However, some people replace the five-flasher
panel with an array of individually addressable LEDs - sort of a
coarse dot-matrix display. The physical setup for that is basically
the same; just remove the flasher domes and substitute addressable LED
strips or arrays. Some people also do both, by installing a
five-flasher panel as shown and adding an addressable LED strip or
two, across the top and/or bottom.
See
Chapter 56, Flashers and Strobes and
Chapter 65, Addressable Light Strips.
You could also fit one or more light strips across the "lip"
(illustrated below) that sits below the backbox shelf. Keep
in mind that there's a standard trim piece for the top glass that also
affixes here, so check how that will fit before finalizing plans.
See "Rear glass trim" in
Chapter 23, Cabinet Hardware Installation.
Power inlet
Okay, let's take the TV out and look inside the cab. We'll start with
some simple infrastructure: the power strips. I like to put these at
the very back of the cabinet.
Why at the back? For one thing, that's where the power cord
customarily comes in. For another, it's a really good fit for the
geometry: most power strips are long and narrow, which is a shape that
fits nicely along the bottom of the back wall. And finally, it's good
to put something low-maintenance back there, because that area is
relatively difficult to reach into once everything's assembled. The
very back is blocked from above by the backbox shelf, so it's a little bit
of an inconvenience to access. It's just reachable enough for
plugging and unplugging AC cords, but you wouldn't want to have to get
back there with tools if you can avoid it.
I recommend installing
two power strips: a small strip that
you'll plug directly into the wall outlet, and a second, larger strip
that acts as a "smart" strip, providing power to its outlets only when
the PC is powered on. All of the accessories (the TVs, audio
amplifiers, and feedback devices) plug into the switched outlets,
which lets you turn the whole cab on and off with the PC soft power
controls. You can implement the switched outlets by buying a smart
power strip (they don't design them for pin cabs specifically, but
it's the same idea: they're for turning off your monitors and printers
when you're not using the computer), or by building your own. This is
all covered in much more detail in its own section,
Chapter 11, Power Switching.
I'd put the large put strip along the base of the back wall, and mount
the smaller strip on the rear wall a little ways above. Put it high
enough up that it won't be in the way of the plugs on the main strip.
We have enough stuff to pack in here that it's important to think
three-dimensionally, so utilize wall space when it makes sense.
The power strips should be secured in place somehow. As always, I'd
avoid anything permanent, such as gluing them down: think
serviceability when choosing installation methods. Adhesive Velcro on
the bottom would be a good choice for the large strip mounted on the
floor. I wouldn't use Velcro for anything mounted on a
vertical surface; the glue on it doesn't hold up over time when under
constant tension from gravity. I'd use some sort of screw-in brackets
instead. Or you could build a little shelf for it (jutting out from
the rear wall), and Velcro it to the strip to the shelf.
Rear exhaust fans
As long as we're looking at the back, don't forget the exhaust fans.
As mentioned above, the backbox shelf makes this area at the back
cumbersome to access when the cab gets fuller, so it's good to get
the fans in place early.
Rear wall exclusion zone
After installing the power strips and exhaust fans, there's still
a lot of open space on the rear wall. I'd recommend leaving
this space unused for now, for several reasons:
- It's hard to reach after the machine is assembled, as mentioned
earlier, due to the way the backbox shelf overhangs this area
- There will eventually be a bunch of wires and cables that you'll
have to route through this area from the backbox
- If you're using a liftable playfield TV mounting like the one
outlined in Chapter 29, Playfield TV Mounting, you'll need to keep
most of this space open so that the TV has room to maneuver;
plus, the TV overhang will make the space even harder to reach
After everything else is assembled, you can reconsider this space if
there's "just one more thing" you want to install and you can't find
space for it anywhere else. At that point you'll have a more concrete
idea of the constraints on this space, so it'll be easier to decide
if it makes sense to mount anything else here. In my cab, I find this
space so hard to access that I wouldn't put anything here besides
what we've already covered.
Subwoofer
The subwoofer's position is forced by where you placed the floor
opening for it. That should be installed next, so that you can take
it into account when positioning other things.
Most subwoofers have screw holes around the perimeter of the speaker
opening. Use suitable wood screws. If you're using a screen cover,
place it between the speaker and the cabinet floor. For a plastic
screen, you might want to pre-cut holes where the screws go; driving a
wood screw through the plastic can bend or twist the plastic.
Intake fans
As with the subwoofer, the intake fan or fans are constrained to be
placed at the openings you made for them, so they should be installed
now to ensure that you don't create space conflicts for them later.
Most PC fans come in square mounting frames (like the one illustrated
above) with screw holes at the corners that you can use to secure the
fan to the cab floor.
Note that you can buy dust filters for PC fans. Since this is an
intake fan, it's a great place to put a filter, to reduce dust buildup
inside the cab. Place the filter between the fan and the cab floor.
PC power switch
The SuzoHapp "large rectangular button" (part number D54-0004-5x) is a
good form factor for the main power button. It fits in the power
switch opening used in the standard WPC plans, and it's large enough
that it's easy to operate by feel (which is nice because it's hidden
on the bottom of the cabinet, so you want to be able to just reach
under and press it without having to see what you're doing).
You can install this type of button by creating a small mounting plate
using plywood or any other convenient material. Cut holes in the
mounting plate using the drilling template below, then assemble as
illustrated. Then simply screw the plywood mounting plate into the
cab floor from the inside. This will leave the button perfectly
recessed in the switch opening.
Drilling template for SuzoHapp large rectangular pushbutton
(part D54-0004-5x)
You can easily substitute any of the other similar SuzoHapp
pushbuttons (small round pushbutton, square pushbutton) if you prefer.
I like the large rectangular button because it fits the opening nicely
and it's large enough that it's easy to operate by feel, which is
helpful given the hidden location.
Coin door switch
On a real machine, there's a switch that senses whether the coin door
is open or closed. This is also useful to include on a virtual cab,
because some of the emulated ROMs use it to control access to the
operator menus. See
Chapter 40, Coin Door for more.
The coin door itself should have a pre-installed metal plate that acts
as an actuator for the switch. This is positioned at the bottom of
the door on the hinge side. It's attached to the door, so that it
swings out when the door opens.
There are different ways to mount a coin door switch (which you can
read more about in the
Chapter 40, Coin Door chapter), but my
recommendation is to use the standard pinball parts. They're
purpose-built for this, so they're easy to install and reliable, and
they're not particularly expensive. The standard parts consist of a
metal mounting bracket and a "plunger" switch. The bracket is
designed so that the plunger switch simply snaps - a couple of plastic
clasps on the switch hold in place.
Snap the switch into the plate, then mount the plate so that actuator
on the door presses the switch plunger all the way in when the door
is closed. The plate mounts to the front wall of the cab with
wood screws.
Note that the standard mounting plate has slots for two switches: a
large switch with six connectors, and a small switch with three
connectors. On the real machines, the large switch is used an
interlock to cut off high-voltage power to the playfield when the door
is open, and the small switch is connected to the CPU to let the
software know when the door is open. For a virtual cab, most people
don't bother with the high-voltage interlock, since we don't tend to
have any exposed high voltages to worry about in the first place. So
you probably only need one switch, for the software. The large or
small version will work equally well for that, so just install
whichever one you bought and leave the other slot in the mounting
plate empty.
Front buttons
If you're using the common SuzoHapp "small round pushbutton"
assemblies, they're easy to install. Start by disassembling the
button. Gently twist the squarish base about 1/8 of a turn
to free it, then pull it out. Unscrew the nut
Now just insert the button through the front wall hole (from the
outside) and reverse the disassembly procedure: screw the nut back
onto the shaft, and pop the lamp base assembly back into place, giving
it a slight twist to lock it. The lamp base only fits in a certain
orientation, so just rotate it until you find the magic spot.
If you're installing a Launch Ball button, it works the same way.
Flipper buttons
The flipper buttons simply fit through the holes and are fastened with
Palnuts on the inside. The rounded knob on the outside end of the
button tends to be a tight squeeze - I guess that's intentional to
keep them from getting wobbly over time. But it can take a little
effort to force them into the hole the first time you install them.
Seat them by applying pressure from the outside until the collars are
flush with the cabinet wall. (I wouldn't try to force them flush by
overtightening the Palnuts, since I'd be afraid of stripping the
plastic threads.)
Note that if you drilled the flipper button holes straight through at
1⅛" (which is what I recommend), the Palnuts will be about the
same size as the holes, so they won't clamp the buttons down very
well. Don't worry - this will be fine as long as you're using one or
both of the following:
If you're planning to install one of those, you can just leave the
Palnuts loose for now and come back to this later. If you're not
using one of those, and the Palnuts are too loose, you might need to
add a suitable washer.
If you're installing the LightMite LED boards, they'll go under the
Palnuts as illustrated below. You'll need to assemble them with
LEDs and connectors first, so hold off on installing them if you
haven't gotten to that yet. See
Chapter 55, Button Lamps
for more.
If you're installing the VirtuaPin leaf switch holders, they also
install under the Palnut - it should be pretty obvious how those work.
If you're not using the VirtauPin leaf switch holders, you'll need to
mount the leaf switches to the cab wall instead. This takes a tiny
bit of improvisation.
Here's what I did. The standard leaf switches have little insulator plates at
the bottom that separate the switch leaves. The whole thing is held
together by a pair of bolts fastened with nuts. To attach these to
the cab wall, you can take out the nuts and bolts and substitute wood
screws. Use screws long enough to pass through the whole leaf switch
assembly, with about 1/2" left over to screw into the cab wall.
That's almost all there is to it. But there's a slight snag:
the switches will be too close to the cab wall if you mount them
as-is. You need to add a little spacer to move them out from the wall
about a quarter inch. I found that ⅜" plywood was just about
right, so I cut some small (1" x 1") squares and used those as the
spacers.
One last note before you actually install the switches. If you're
installing a plunger, spacing on the plunger side will be tight. The
flipper buttons happen to be positioned right alongside the plunger
rod.
On the real machines, they leave just enough room to make it work, but
we virtual people have an added challenge here, which is that we also
need to install a plunger position sensor of some kind. That can add
bulk around the plunger rod that isn't there on the real machines.
All of the commercial and DIY sensor designers know this is an issue,
and they take it into account in their designs, but space is so tight
to begin with that some of the sensors push the limits here. So you
might find it difficult to make everything fit.
There are two tricks that can help. The first is that you can mount
the switches sideways or diagonally, instead of vertically as shown in
the illustrations above. That can help get them out of the way of the
moving plunger parts. I'd treat this as a last resort, since sideways
mounts can create other conflicts (with the TV or apron, for example).
The second trick only applies if you're using the VirtuaPin switch
holders. If so, then your flipper buttons are extra-long, and you can
swap them with shorter ones. The VirtuaPin switch holders only fit
onto 1-3/8" buttons, whereas most modern commercial pinball machines
use 1-1/8" buttons. So if you're using the longer buttons, you can
save 1/4" by swapping them for the more common 1-1/8" buttons. The
downside is that this requires ditching the VirtuaPin switch holders,
which are convenient, and instead mounting the leaf switches to the
cabinet wall as described above.
Adjusting the leaf switch gap
Most people in the pinball world agree that leaf switches are the only
thing that feel right for flipper buttons, so they're almost
obligatory in a virtual cab. But they do have one downside, which is
that they sometimes need a little mechanical adjustment to get the
switch blades aligned properly. Good operation depends on having just
the right gap size between the contact points.
I wouldn't worry about making adjustments when first installing brand
new leaf switches. I'd start with the assumption that they were
aligned correctly at the factory. However, once you start using the
buttons, keep an eye out for any flaky behavior: missed presses,
random flipper flipping while holding a button down, weird
auto-repeats, etc. If you see anything like that, you can take a
closer look at the switches to see if they need adjustment. You might
even have to re-adjust them from time to time, although in a home-use
cab I wouldn't expect having to do that more than once every couple
of years.
Whatever you do, don't clean the contacts with anything
abrasive. You might see advice in "real pinball" contexts about
sanding or scrubbing leaf switch contacts to remove oxidation. That's
only for real pinball machines with high-voltage leaf switches, which
use tungsten contact points. For a pin cab, it's better to use
switches with gold contact points, since those work better for low
voltages. Abrasive cleaning is bad for the gold contacts since it can
remove the thin gold plating layer. The main reason that you see
people recommend harsh scrubbing for the old tungsten switches is that
tungsten oxidizes over time (especially in the presence of constant
electrical switching), and the oxide layer is a good insulator, so you
have to periodically scrape it off. Gold doesn't oxidize, so
gold-contact switches don't tend to need much cleaning in the first
place. But if you think your switches do need cleaning, use a
slightly damp soft cloth and rub gently.
Testing: If you suspect flaky behavior from your leaf
switches (or any other switches), but you're not sure, you can use
the Pinscape Config Tool to take a closer look. (Assuming you're
using Pinscape as your key encoder - if not, check your key encoder's
instructions to see if it has a similar testing function.)
Fire up the Pinscape Config Tool, and click on the Button Tester
icon on the main screen. This will bring up a window that gives
you a direct view of each button switch at the hardware level.
For the button or buttons that you suspect,
press and hold the button and observe the status shown in the
tester window. If the button is working properly, the on-screen
status should show a nice, steady "On" indication, without any
blinking or flickering. If you see the "On" indication flicker
at all, you should try adjusting the leaf switch as described
below. Likewise, when you release the button, the on-screen
display should show a solid "Off" indication.
Tools: This is one of those jobs where you really need
a special-purpose tool. The right tool makes this otherwise
quite difficult job pretty easy. The right tool in this
case is a "leaf switch wrench", which is essentially a little metal
rod with a slit in one end that fits over a switch leaf and lets you
bend the metal by a precise amount at a precise point. You can buy
these from pinball vendors. On Pinball Life, search for "Ultimate
Leaf Adjuster Tool". I bought one of those a while back
for work on my real pinball machines, and I highly recommend it.
Dennis Miller on vpforums
sent me a great description of how he created his own leaf switch tool
from scratch, so I'll pass that along in case you'd like to
build one yourself as well:
All leaf bending needs to be done with the proper tool. I made mine
out of 1/8" steel rod. I cut a slot 1/2" deep into the end of the rod
with a hacksaw. I then heated and bent the rod at 90 degrees just
above the slot so that the slot was almost parallel to the shaft.
Slide the tool's slot over the leaf at its base insulator stack and
bend very gently, a little at a time, to coax the leaf into position.
The off-angle slot enables working close to cab walls.
>
How to adjust: Approach this as an iterative process. Make
small adjustments, test, and adjust again as needed. Make your bends
towards the bottom of the leaves, close to the insulators.
- Start with the leaf on the button stem side. Adjust it so that it just
touches the button stem when the button is at rest. There shouldn't
be any open gap between the button stem and the leaf, so that the leaf
starts moving the instant you start pressing the button. But don't
overdo it; you don't want the leaf exerting too much extra pressure
on the button, as that will make the button feel too stiff. The
button already has its own spring for tensioning.
- Once the button side leaf is adjusted properly, adjust the other
leaf so that the gap between the contact points is between 1/16" and 1/8".
- A 1/16" gap will make the button engage after pushing it in by about
a quarter of its total travel. 1/8" is closer to the halfway point.
I think the ideal point is a matter of taste, so test how it feels
to see what you prefer.
- Once you've decided on the preferred gap size, you should adjust
all of the flipper and MagnaSave buttons to use the same gap, to
give them a consistent feel.
Tilt bob
The tilt bob conventionally goes at the front left corner of the cab.
The exact placement isn't critical; just mount it in some free space
below the left flipper buttons. Be sure to leave enough space that
you'll be able to work on the wiring to the front buttons and coin
door.
If you buy your tilt bob as a pre-assembled unit with its own mounting
plate, mounting it is just a matter of screwing the mounting plate to
the cab wall. It's almost as easy if you don't get the assembled
version, though; you just have to mount the pendulum bracket and
the contact ring separately, in the same arrangement as used in
the pre-assembled units. See the illustration below.
Cashbox
This isn't something you have to "install", exactly; it just drops in.
But the standard type does take up a big chunk of space, so if you're
using that, you might want to keep it in place (or keep it handy)
while you're doing your space planning so that you take its bulky
presence into account.
PC and PSU
We're just about out of the standard "real pinball" parts, so let's
turn to the virtual part of the system. I'd start with the PC, since
it has a fairly large footprint.
Let's look at what we have available, now that we've taken into account
most of the items that have to go at pre-determined locations:
Given this layout-so-far, there's an obvious place where something the
size of an ATX motherboard or enclosed PC case would need to go:
We have a little flexibility with the power supply, but only so much:
it has to be close enough to the motherboard that the power cables for
the motherboard and video card can reach their sockets. The obvious
place is just behind the motherboard. That also happens to take good
advantage of the space there, which is somewhat constrained by the
presence of the subwoofer.
Setting up the PC hardware is a fairly significant project in itself,
so we give that its own chapter,
Chapter 27, Installing the PC. That section
covers other ways of installing the PC components, such as enclosing
them in a conventional desktop case, and goes into more detail about
choosing a location and implementing the installation.
Secondary power supplies
If you're installing feedback devices, you'll need to install power
for them. More details can be found in
Chapter 45, Power Supplies for Feedback, but
the executive summary is that you can generally cover most of the
bases with ATX power supply (that is, a separate unit of the same type
used for the PC motherboard's power supply) and one or two generic OEM
power supplies for higher voltages (such as 24V and/or 48V).
For the secondary ATX PSU, a good location is the mirror image of
where we placed the PC power supply: on the other side of the
subwoofer. Assuming you centered the subwoofer, there's a nice
ATX PSU-sized space on either side, so we might as well use it
that way.
The typical OEM power supplies come in long, low cases that fit well
into the space remaining at the back of the cabinet, between the
subwoofer and the power strips.
The OEM supplies are usually a good physical fit for this space, and
they're also a good functional fit, in light what I said earlier about
how the back section becomes increasingly inconvenient to work in as
you build out the cabinet. The power supplies are a good
set-it-and-forget-it kind of thing for a hard-to-access space. They
don't have any controls; you just plug them into power.
You do have to be able to access their power outputs, though,
whenever you want to plug in a new device. So there's a bit of
advance planning you should do when you install them. Specifically,
you should wire their outputs to connectors located somewhere more
accessible in the cabinet, more towards the front. Many people set up
a group of terminal strips like the one illustrated below somewhere
readily accessible, one for each voltage level, so that they can
easily connect each new device to its appropriate supply when the time
comes. (Be sure to protect any exposed terminals like these with
plastic covers, so that loose wires don't accidentally inject high
voltages into unsuspecting logic boards.)
A nice side benefit of installing the two ATX power supplies across
the aisle from one another is that we can use them to construct a
little shelf across the width of the cabinet. That'll be useful
later: you can see that the floor space is already almost all gone,
and we still have a number of important things left to find room for.
If you've been paying attention, you know how important I think it is
that you be able to access everything in the cabinet even after it's
fully assembled - the principle I call serviceability. So you should
be sure that this shelf can be easily removed! Don't glue it in or
anything like that. At the very least, fasten it with a couple of
easily removable screws. But better yet, use something you can undo
without tools: attach it to the power supplies with Velcro, for
example, or use toggle latches to lock it down. That way it'll only
take a few seconds to remove it if you have to get to the power
supplies.
Chime unit
See
Chapter 64, Chimes and Bells. This is a little percussion instrument that
replicates the iconic bings and bongs of the electro-mechanical
pinballs from the 1960s and 70s. The best way I know to accurately
reproduce the original sound is to find an authentic used chime unit
from an old machine, as they have some engineering that's hard to
replicate in a DIY design. The real units are quite bulky, though,
which limits where we can put them. The only place where a chime unit
will fit in our hypothetical fully-loaded cab is in a corner at the
back.
The original chime units are designed to be mounted to a side wall.
Use wood screws to attach it via the integrated mounting plate.
Try to keep the top within about 7" of the floor. This will help
avoid any clearance issues with the back of the TV when you lift it
up. (Assuming you opt for a liftable TV mounting, as outlined in
Chapter 29, Playfield TV Mounting.)
Much as I don't like hiding things away in the back of the machine, we
really don't have much choice when it comes to the chime unit.
There's just not enough space anywhere else. If your cab won't be as
fully loaded as the one we're developing here, though, you might have
some space for it in a more convenient area, so by all means put it
somewhere better if possible. I don't think the placement makes any
significant difference acoustically. For what it's worth, most of the
original machines that used these units also placed them in a corner -
typically the right front corner, below the plunger.
Shaker
See
Chapter 61, Shaker motors. The shaker is another bulky toy, and in this
case it
must be mounted on the cabinet floor to get the proper
effect. Fortunately, we have one large floor section still remaining,
mid-cab, opposite the PC motherboard.
Happily, this works out well, as this is just about exactly where we'd
put the shaker anyway, to get the best tactile effect, if space were
no concern. You want the shaker to be mounted with its motor axis
parallel to the cabinet's long axis, and that's a perfect fit for the
available space. You also want the shaker to be in roughly the middle
of the cab front-to-back so that it imparts a balanced sideways
motion. There's no benefit in centering it side-to-side, so I'd mount
near the wall, to leave more room around the PC for cable connections.
Gear motor
See
Chapter 62, Gear motors. These are meant to reproduce the sound of
the motorized playfield features on many pinballs from the 1980s and
1990s, such as Thing from
The Addams Family or the castle gate
from
Medieval Madness. To localize the sound effect properly,
the gear motor should be somewhere towards the back of the cabinet,
since the playfield features it's meant to imitate are typically
towards the back of the playfield. (The playfield features in
question are all unique to each game, so they're all in their own
unique locations, but for the most part they're somewhere near the
center rear of the playfield.)
There are two rather different types of motors that pin cab builders
tend to use for these. One type is the small robotics servomotors you
can buy on eBay. Those are so compact that space planning really
isn't an issue for them. The other popular type is an automotive
windshield wiper motor. Those are quite a lot larger, and do require
that you block out some space for them. We'll proceed with the
assumption that you're working with the larger type and need to find a
place for it.
If you're using a liftable TV frame design, you might be able to mount
the gear motor on the bottom side of the TV frame. That would let you
put it right in the middle of the playfield area, which is the ideal
location for the sound effect, plus it's easy to access for service.
This is the right option if you have a compatible TV mounting.
In the illustration above, we're assuming that the contactors for the
bumpers and slingshots are also mounted under the TV. A gear motor
should fit nicely between the "bumper" rows in the back half of the
playfield. See "Mounting contactors under the TV"
below for more about this.
If an under-the-TV mounting doesn't work in your cab, there are
several places it might fit. One possibility is to place it alongside
the shaker:
A second option is to use the little shelf we built over the ATX
power supply and subwoofer area:
The shelf is probably the best location in terms of localizing the
audio effect, and it's a great location in terms of service access.
The only problem is that there are a couple of other devices we'll
come to later that we'll need the space for. So we're not
going to be able to leave it here in the model we're developing, but
you can keep this location in mind as an option in your cab, if the
space ends up being available after you consider where the rest of the
parts go.
A third option is to place it in a corner at the back:
If you go this route, try to keep the top within about 7" of the
floor. This will help avoid any clearance issues with the back of the
TV when you lift it up. (Assuming you opt for a liftable TV mounting,
as outlined in
Chapter 29, Playfield TV Mounting.)
As I've said a few times, this isn't a great area to mount just about
anything, because it's hard to reach into in an assembled cab. But
gear motors tend to be zero-maintenance, so if you have to put
something back here, a gear motor isn't the worst choice. What I'd
recommend is to use a mounting apparatus that you can remove without
tools if necessary. Something like this, perhaps:
- Mount the motor to a small sheet of plywood (cut just large enough
for the job) with a pair of "U" clamps, which you can buy at any
hardware store
- Use something like a Z-clip (a heavy-duty type of picture hanger)
to hang the plywood carrier on the wall
- Secure the bottom with a thumb screw or toggle latch, so that it
can't come loose from the hanger
If you do need to access the gear motor, this will let you take it out
as a unit without having to do anything too complicated in the
confined space. Once it's out, you can make whatever changes are
needed, and just as easily put the whole unit back in place.
Controllers
See
Chapter 12, I/O Controllers. A pin cab requires some special USB
devices to connect the button inputs, plunger sensor, and feedback
devices. There are several options for these, but whichever you
choose, you're going to have some little circuit boards that you'll
need to mount somewhere in the cab. Most cabs need two or three
boards, most of which are on the order of 4" by 4".
Most of these boards can go just about anywhere that's convenient, but
there's one type of board that's pretty particular about location: the
accelerometer, also known as the nudge sensor. That board should be
mounted horizontally, close to the front of the cab, preferably close
to the center of the cab. The accelerometer senses the cabinet's
motion, and it does the best job at that if it's mounted in a central
location near the front.
If you're not using a full-sized cashbox, then you still have a
nice open space at the front, where the cashbox would go on a real
machine. That's an ideal spot for the controllers.
If you are using a full-sized cashbox, we're in a bit of a jam
now, because there's enough floor space left for the controllers.
This is, in fact, why I don't have a real cashbox in my own cab. But
I don't really like my hokey improvised substitute (a plastic food
container that happens to be about the right height, with holes cut in
the lid to line up with the coin slots). So given that this section
is about an idealized ultimate cab with everything, let's see how we
could make this work.
My proposal is basically to create some new floor space, by
thinking three-dimensionally:
What you're looking at is a shelf, running the width of the cabinet,
about 6½" above the floor, positioned over the back portion
of the cashbox.
This reclaims the floor space that we gave up to the cashbox. It's at
the right position for our accelerometer, and it gives us enough space
to mount a typical complement of I/O controller boards.
Some important considerations:
- For the sake of the accelerometer, the shelf must be quite solid,
and quite solidly mounted to the cabinet. It must move with
the cabinet; it shouldn't impart any extra vibration or wobble of
its own. For this reason, I think this shelf needs to be securely
screwed in, not held down with Velcro or anything like that.
But I think it's okay for this shelf to be more or less permanent,
since, if it's properly positioned, it won't block access to
anything.
- Position the shelf so that it doesn't block access to the
motherboard. This is especially important given that it needs
to be so solidly (permanently) attached to the cabinet.
- Use a sturdy material. I'd recommend a good quality 3/4" hardwood
plywood, the same sort of material used for the cabinet itself.
The shelf doesn't have to support any significant amount of weight,
but remember that we want it to be very solid so that we get good
accelerometer readings.
- At the recommended height, the shelf will leave enough space that
you can still conveniently maneuver the cashbox in and out
through the coin door, as intended.
- At this height, the shelf should also leave comfortable clearance
for a typical playfield TV with my recommended mounting. For the
purposes of the model, I assumed what are probably the worst-case
conditions in terms of how much headroom we have here: a fairly
thick TV (3.5") and a "deep" mounting style (with the TV at
full playfield depth). With those assumptions, we still have
about 3" of headroom to work with here. That's plenty of space
for any of the controllers I've encountered.
Fuses
See
Chapter 84, Fuses. Fuses can be used to protect your output
controller from overloads. You don't necessarily have to include a
fuse for every device, but it's good to cover the higher power
devices, such as motors and solenoids.
Your output controller might have its own built-in fuse holders, but
most of them don't, so fuses usually have to be installed separately.
We're going to assume you're installing them separately.
There are many types of fuses and fuse holders. For my own cab, I
went with the type that's common on the real pinball machines (not for
the sake of realism, but just because it saved me the trouble of
researching all of the other options). Those are the so-called 3AG
glass cartridge fuses, which look like this:
These can be used with little plastic holders that look like this:
This type of holder is designed to be mounted to any sort of surface
with a screw (which you can see in the photo), so we can mount these
on any convenient wood surface on the cab, such as the floor, a wall,
or that center shelf we created earlier over the ATX power supplies
and subwoofer:
I like the idea of centralizing the fuses in one big set like this,
since it makes it easier to find the fuse for a given circuit.
However, it has some disadvantages: it takes up a big block of space,
and it requires extra runs of wire to and from the central fuse panel.
You also have to make a chart of what each fuse is connected to.
Another option that you might prefer is to place each fuse near the
device it's connected to. The individual fuse holders are small and
can mount just about anywhere, so ad hoc placement per fuse avoids the
need to allocate space for a central fuse panel. And it can save a
lot of wire, since you can place each fuse somewhere along the section
of wire that you'd have to run out to the device anyway. Finally, it
might be easier to figure out which fuse goes with which device this
way, as long as you can manage to place each fuse physically close to
its device.
Keep in mind that the type of fuse holder pictured above has two
exposed metal terminals. If you're creating a central fuse panel out
of these, you should consider placing a plastic cover over it to
protect it from accidental contact from tools or loose wires. If
you're scattering the fuses (rather than creating a central panel),
you might want to use a more fully enclosed fuse holder instead of the
open type. For example, take a look at the Littlefuse 155 series
in-line twist-lock holders. Those are designed so that there are no
exposed terminals.
Littlefuse 155 series in-line 3AG fuse holders
Contactors (and other solenoid simulators)
See
Chapter 59, Flippers, Bumpers, and Slingshots. The real pinball machines have a lot of
powerful solenoids that kick the ball around and actuate other
playfield mechanisms. They're are strong enough that you can not only
hear them but feel the kick. Virtual pinball software can manage the
audio part with recorded audio, although that tends to be a weak
imitation that you'd never mistake for the real thing. In a pin cab,
we can do better, by simulating the kick of the solenoids with actual
solenoids. That can get a lot closer to the real sound, and can also
reproduce the tactile effect.
There are several types of solenoid-based devices that pin cab users
employ as substitutes for pinball solenoids: contactors (such as the
Siemens type pictured below), automotive starter relays, generic
open-frame solenoids, and even real pinball solenoids and their
associated mechanisms.
Common devices used to simulate pinball coil effects: Siemens
contactors; Ford starter relays; generic open-frame solenoids.
>
For the purposes of our illustrations, we'll use the Seimens
contactors. The Ford starter relays and most open-frame relays should
comfortably fit the same spaces, so you should be able to substitute
them without making other changes.
The standard complement of contactors consists of 10 units:
- Two flippers (left and right)
- Two slingshots (left and right)
- Six bumpers (three across the middle, three across the back)
The goal is to locate each contactor so that it matches up with the
position of the device it's intended to simulate, as it'll appear on
the main TV screen when you're playing a game. So you want the
contactor that's going to serve as the "left flipper" to line up
roughly with where the simulated left flipper is drawn on the TV
screen. It's obviously impossible to get that perfect for every game
when you're going to have hundreds of simulated games to choose from.
But all pinball playfields tend to follow the same template for the
core elements around the flipper area, and anyway, we don't have
to get it perfect, just close enough to be convincing.
So, taking the desired positions into mind, here's how we can
arrange the ten devices to fit the available space. Note that
the devices illustrated on the left wall are mirrored on the
right wall, but we're leaving them out of the diagram for the
sake of readability.
Mounting contactors under the TV
If you're using a liftable TV mounting like the one described in
Chapter 29, Playfield TV Mounting, you can move most of these to the
bottom side of the TV mounting frame, as illustrated below.
Here we've moved all of the contactors except the flippers to the
underside of the TV frame. We left the flippers where they were (on
the side walls), because the natural place for them on the TV frame is
a bit too close to the shelf where the I/O controllers are located.
If we didn't have that shelf, we could easily move the flipper
contactors to the TV frame as well. This is what it looks like
when we lower the TV back into its normal position:
As you can see, there's lots of room for everything, except for
the area around the I/O controller shelf.
The under-TV mounting style has some distinct advantages:
- It places the devices closer to the on-screen elements they're
intended to simulate
- It frees up space along the cabinet walls
- There's more room for larger devices than the original side-wall mounting
- The contactors are easier to access for service, since they're
more out in the open after you lift the TV up
I don't think there are any real disadvantages, either. I think it's
the right way to go if you have a suitable TV mounting. And it's
practically required if you plan to use real pinball mechanisms for
any of the solenoid devices; they're too large to be workable with the
side-wall mounting.
There is one important consideration if you go this route. You'll
definitely need to use a pluggable connector for the wiring to the
contactors, so that you can remove the whole TV-and-frame assembly
from the cab without having to cut wires. I recommend using one
of the Molex .062" wire-to-wire connectors, which are available
in plugs with up to 12 pins. That lets bundle the wiring for the
whole set of contactors into a single plug.
In-cab speakers
See
Chapter 41, Audio Systems. We've already covered the subwoofer, which
traditionally goes on the floor in the middle of the cab. But many
cabs also include a set of mid-range speakers inside the main body.
These are usually
in addition to the speakers in the backbox,
and serve a different purpose. The backbox speakers are there to play
the ROM music and voice effects. The speakers in the cab are there to
reproduce mechanical sounds that aren't already covered by the
solenoids and contactors. For example, the sound of the ball rolling
and bumping into things.
Visual Pinball has the ability to separate the music from the
mechanical effects and play each type of through a separate set of
speakers. Playing back the mechanical effects through speakers inside
the cabinet makes them seem to come from the playfield, improving the
illusion. VP 10 takes this one step further, by supporting a
four-speaker "surround sound" arrangement that localizes each sound
effect to the right point in the playfield plane.
There are several ways to configure in-cabinet speakers. If I were
building a new cab today, the only option I'd consider would be a
four-exciter system. This takes advantage of VP 10's spatial
localization capability to position effects in different parts of the
playfield.
An "exciter", by the way, is a type of speaker that works by making
the surface it's attached to vibrate. A conventional speaker works by
vibrating a paper cone. An exciter uses whatever it's attached to in
place of the paper cone. They're better than conventional speakers
for an in-cab speaker system for several reasons:
- They're much smaller than regular speakers, so it's easier to find
room for them in a crowded cab
- They're made specifically to be mounted to flat surfaces (like the
wall of a pin cab!)
- They work by transmitting their sound energy through whatever
they're attached to, which better reproduces the way mechanical sounds
in a real pinball machine travel through the cabinet
- Transmitting the sound through the cab wall produces more of
a tactile effect than a regular speaker does
The ideal mounting positions are at roughly the corners of the TV.
That's the arrangement that the VP software assumes when it calculates
the volume mixing levels to create the illusion that the sound is
coming from a particular point in space. It's pretty simple to
install exciters this way: just install two on each side wall,
below the TV, one near the front and one near the back. Most
exciters are quite flat and compact, so it's not hard to find
room even with everything we've installed so far.
Some people add one or two subwoofers to this setup as well. I
personally don't think that's necessary. For the types of sound
effects we're talking about in a pin cab, the only reason you'd want a
subwoofer is for more of a tactile effect. Exciters are already good
at producing tactile effects because of the way they transmit the
sound energy through the cab wall, so I think a subwoofer is
redundant. Besides, if you really need more bass from these channels,
you can make Windows mix the low-frequency bands from the surround
channels into the main subwoofer output.
I built my own cab before VP supported the four-channel surround
system, so I took a simpler approach, with two regular speakers and
tactile subwoofer:
This produces a decent effect, certainly better than no in-cab
speakers at all, but the lack of spatial positioning is sometimes too
obvious. It's particularly noticeable when the ball is near the top
or bottom of the playfield, since the sound always comes from a fixed
spot in the middle. That's why I'd go with the four-speaker system
now that it's an option.
Amplifiers
See
Chapter 41, Audio Systems. Unless you're using powered speakers, you'll
need some amplifiers. Most pin cab builders use small car amps, since
they're compact and (like everything automotive) run on 12VDC power.
Most of the cheap units can power a stereo speaker pair or a stereo
pair plus subwoofer (the latter being known as a 2.1-channel amp).
Many higher-end car amps can power four independent channels.
You'll typically need the following:
- One 2.1 amp for the backbox speakers + main subwoofer
- A second 2-channel or 2.1 amp for the front surround speakers
- A third 2-channel or 2.1 amp for the rear surround speakers
I've been keeping space for a couple of these units open on the
shelf over the subwoofer area:
What you can fit here will obviously depend on the specific equipment
you choose. You can probably fit two small car amps, and maybe three,
if you're able to stack two of them vertically.
Backbox
In the backbox, as in the main cabinet, we have a top layer that's
visible to the player. In the backbox this consists of the translite,
backglass TV, and speaker/DMD panel.
Those are all covered in detail in other sections:
There are some additional items that we can fit into the backbox, mounted
on the back wall.
- Replay knocker: typically mounted at the top of the backbox in a
corner. The knocker coil is mounted so that the open end points up
at the ceiling, with about a 1" gap to the ceiling. The metal strike
plate is mounted on the ceiling right above it. See Chapter 60, Replay Knockers.
- Shell bells. If you're a big fan of machines from the
electro-mechanical era, you can install a couple of round bells with
solenoid hammers. Similar bells were used in many machines from the
1960s and 70s. These serve exactly the same function as chimes, so in
a way they're redundant with a chime unit, but the reason you might
want to have both is that bells and chimes each have their own
distinctive sound. Some games from the EM era had bells and others
had chimes, so you can more accurately re-create a greater variety of
games if you have both. The backbox is a good place to install bells
if you have them; the bells have a large footprint, but they're flat
enough to fit behind a TV (in most cases, anyway), so this takes good
advantage of the wide but shallow space in the backbox. As a nice
bonus, it's true to the originals: it's where bells were usually
situated in the EM machines. See Chapter 64, Chimes and Bells.
- Repeating bell (not shown). The shell bells above work like chimes
in that they fire with one hammer strike at a time. There's a
different kind of bell used on some machines from the 1980s, which
rings continuously when energized, like an old-fashioned alarm clock
or telephone ringer. These look just like the shell bells, so they're
an equally good fit for this space. There should be plenty of room to
add one of these if desired. See Chapter 64, Chimes and Bells.
- Audio amplifier. We already proposed a place where you can fit a
couple of car-radio amplifiers into the main cabinet. You might also
be able to fit an amplifier into the backbox, either as an alternative
to the main-cabinet mounting or in addition (which might be necessary
if you need four channels of audio in the main cab for a
surround-sound setup). You'll probably have about 1" to 2" of depth
to work with behind the TV, which is enough to fit a small amplifier.
- Power strip. There should be enough space on the floor of the
backbox behind the DMD panel to install a small power strip. A
3-outlet strip fit easily in my backbox in this area. It's convenient
to have a few outlets here, so that you can plug in the backbox items
(TV, DMD panel, audio amp) without having to run more cables through
to the main cabinet.
27. Installing the PC
This section is about physically installing the PC components in your
cabinet. It's not about building the PC per se - things like how to
plug RAM into the motherboard, connect disks, install the graphics
card, connect the power supply cables, and so on. That sort of thing
varies depending on the exact mix of parts you're using, so that's
more the domain of the instructions that came with your components.
What we're going to talk about here is how all of the PC parts fit
into the pin cab.
Location
For a lot of our cabinet design questions, we can follow the example
of the real pinball machines, rather than having to invent
everything ourselves. But the real machines don't have PCs inside!
So they don't give us anything to go on for where to put the computer.
It might seem at first glance that there's at least a close parallel
in the real machines. The solid-state machines from the 1980s and
later might not have PCs inside, but they do contain computers of a
sort. They have a bunch of circuit boards that control the game
(including CPUs and RAM, even), located in the backbox. So if we
could follow what the real machines do, we'd put the PC in the
backbox.
But that doesn't translate very well to virtual cabs. The space
requirements of the respective "computers" are too different. In the
real machines, the electronics were all purpose-built custom boards,
so the designers were able to build them specifically to fit into the
available space in the backbox. We don't have that option; we have to
work with standard PC motherboards, which are designed to fit in a
standard PC case, not the more confined space of a backbox. When you
take into account that we also have to fit a TV into the backbox, we
only have about 1" of depth to work with - which wouldn't even be
enough room for a CPU fan, let alone a video card.
With the backbox ruled out, that leaves the main cabinet. That's assuming
you want the project to be self-contained, anyway, which is what most
cab builders want. If that's not a requirement for you, it opens up
the additional option of keeping the PC in a separate, external case,
and placing it on the floor.
Fortunately, the main cabinet works nicely as the location for the PC.
It's a large space, and it's mostly empty in a real machine, so we
don't have to give up any standard real-pinball elements to make space
available for the PC. And even though we're adding a TV to the main
cabinet, we actually get more space to work with than in a real
machine, because we don't have a physical playfield to contend with. We
just have the TV. A modern flat-screen TV is much thinner than a
typical pinball playfield, because playfields always have a bunch of
big solenoid coils and other mechanical parts sticking out from the
bottom side. So we come out a little ahead of the real machines in
terms of usable interior space.
Enclosure options
There are several different approaches to installing the PC. Here are
the ones I've seen on the forums:
- Build the PC in a conventional case, and put the case inside the cab
- Build the PC in a conventional case, and put the case outside the
cab, such as on the floor next to it
- Use an "open-frame" case or "motherboard tray", which has the
backbone of a regular case for attaching the motherboard, expansion
cards, disk drives, and power supply, but doesn't have an enclosure
- Mount the individual PC parts directly in the cabinet, with no
case or frame of any kind
I think the last option (no case) is probably the most common. It's
how I set up my own cab, and it worked well for me. But each approach
has its own merits. I wouldn't say that there's any single way that's
best for everyone, or conversely that any of them are flat-out wrong.
So let's look at each one in detail, to help you decide what will work
best for your cab, and give you some ideas about how to implement your
chosen approach.
Conventional case, inside the cab
This is the most straightforward approach: build your PC in a
conventional desktop or mid-tower case, and then stick the case
inside the pin cab.
Typical PC mid-tower case, 16" x 16" x 7", lying on its side
in the cab just behind the cashbox area.
The big question to ask when considering this approach is whether or
not it'll fit. If you're building a full-sized cab, and you're using
a typical ATX desktop case or mid-tower case, it should work, although
it'll be a little tight. A typical mid-tower ATX case is in the
neighborhood of 16" x 16" x 7", and a standard-body WPC cabinet has a
floor space of 20.5" x 50", so there's room for the case's footprint
no matter how you orient it. Vertical space is tighter. The cabinet
interior is about 14" high at the front and about 21" high at the
back, but remember that also have to fit a TV into the same space.
What's left over after installing the TV will depend on exactly where
you position the TV. Some people like to put it at the very top edge
of the cab, millimeters from the glass, but most people like to set it
further in, at about the depth of a real pinball playfield. The
latter case is the more difficult one in terms of space left for the
PC, so to be conservative, that's the one we'll assume. If the TV is
about 4" thick, a playfield-level mounting will leave about 7" of
vertical clearance at the very front - just enough for the
16x16x7-inch case lying on its side. But that's only at the very
front; you get more headroom the further back you put the PC, since
the TV slopes up. And you'll actually want to put the PC back a
little further anyway, to leave room at the front for the coin door
and plunger. So the answer is yes, it'll fit, at least for this
hypothetical 16x16x7 case.
Advantages of this approach:
- It's easy to build the PC, since you build it the "normal" way
- It's self-contained
- You can easily remove the whole thing to work on the PC outside
of the cab
- The case protects the PC components from loose objects in the cab
Disadvantages:
- It takes up a lot of space; you'll have less space room for
other things (such as feedback devices) than with an open-frame
case or no case
- Putting an enclosed case inside an enclosed pinball cabinet
might make cooling less effective
Considerations if you choose this approach:
- When building the main cabinet, you should consider moving the
subwoofer opening further towards the back than the location shown in
our WPC-style plans. (And note that our plans already place it further
back than it was in the real WPC machines, where it was nearly centered
front-to-back.) The mock-up diagram above uses the subwoofer
placement from our plans, and you can see that there's almost no room
between the subwoofer opening and the PC case. Keep in mind that the
speaker itself will be slightly larger in diameter than the opening.
- The case will need to be oriented to leave enough clearance for
video cables, USB cables, and power cords. That means that the back
plane of the case can't be flush with a wall. This might affect where
the fan intake vent ends up, so figure it out early so that you can
take it into account when build the cabinet.
- Position the case so that its air intake and cooling fan exhaust
vents aren't blocked. Ideally, position the intake vent close to an
opening in the cab floor, so that the intake can draw in outside air
directly (rather than the warmer recirculated air within the cab).
- You probably won't be able to fit a separate intake fan with this
arrangement. That's okay as long as the PC case intake is near a
floor vent opening. The PC's case fan will pull air in through the
vent and thus will serve the same function that an intake fan would
have served.
- If air flow does turn out to be a problem, you can always take the
cover off the case and just use the chassis, similar to the
"open-frame" case style discussed below. (That gives up one of the
advantages of using a full case, though: the protection afforded by
the complete enclosure.)
- Secure the case in place so that it doesn't slide around the
cabinet. I'd probably use wood blocks (perhaps nominal 2x2 strips) at
the edges, and something like an L-bracket to lock it down vertically.
I'd want the top bracket to be easily removable so that you can take
the PC out when needed. One of the big advantages I see in using a
full case is that it makes it easy to remove the PC as a unit to work
on it outside of the cab. Perhaps fasten the L-bracket with a
thumbscrew or wing bolt, so that you can remove it without tools, or
use something more of the nature of a toggle latch.
- You'll need to connect wiring to the PC's soft power button so that
you can turn the PC on with the cabinet's power button. (See
Chapter 11, Power Switching.) I'd find the wires leading to the
case power button, and splice my own extra wires onto these, running
the extra wires outside the case through an available opening.
You can then connect these to your cabinet power button.
Remember that we want to make it easy to remove the whole PC case
for maintenance work, so be sure to use some kind of modular,
pluggable connector for the switch wiring. Don't hard-wire it.
When you want to remove the case, you can just unplug that
connector to free the wires. See Chapter 80, Connectors.
Open-frame case
An "open-frame" PC case, also sometimes called a motherboard tray, is
an interesting compromise between using a full conventional PC case
and no case at all.
An open-frame case is basically just the backbone of a regular PC
case, without any enclosure. It has the usual mounting apparatus for
the motherboard, power supply, disks, and expansion cards, in the
usual spatial arrangement. Installing all of the parts works just
like in a regular case, except that there's no cover to put on when
you're done. These cases are sold mostly for people doing test builds
and experimentation, where they want easy access for frequent
component changes.
Pros:
- Assembling the PC components is as easy as for a conventional case
- Slightly more compact than an enclosed case
- Open air flow for cooling
Cons:
- Still fairly large, even though it's smaller than a full case
- The spatial arrangement of the components is dictated by the frame
design (you can't customize the footprint to work around space
constraints)
- PC components aren't protected from loose objects in the cab
Considerations for using an open-frame case:
- Secure the frame in the cab so that it doesn't move around. Some
open frames are specifically designed for lab-bench mounting, which
would translate directly for a pin cab setup. Otherwise, you'll have
to improvise something. I'd look for a way to fasten the floor of the
frame to the floor of the cab with a few brackets or latches, so that
it's not too much work to remove it.
- As with a conventional case, an open-frame case might conflict with
the subwoofer placement in our WPC-style plans, so you should plan
around that when building the cab.
- As with a conventional case, you'll have to tap into the frame's
power button wiring, so that you can connect the motherboard's
soft power switch to your cab power switch.
No case
Or, to put it another way, use the pin cab itself as the case. This
is how I built my own cab, and I think it's the most common approach.
I like it for its flexibility, especially the ability to position the
components to make room for other things in the cab. But it's more
work since you have to come up with custom mountings for everything.
Pros:
- Uses the least space
- You can arrange the components however you want, to minimize the
footprint and work around conflicts
- Open air flow for cooling
Cons:
- More work to plan and implement
- Requires ad-hoc support apparatus for the video card
- No protection against loose objects
- More difficult to remove the PC components for service
Tips for a no-case installation:
- The motherboard can go anywhere there's room for it, but I'd
recommend placing it in the middle of the cabinet front-to-back, and
up against one side. You probably don't want to put it at the very
front, because you need to leave room for the standard pinball
equipment like the cashbox, tilt bob, plunger, and flipper buttons.
You also don't want it at the very back, because that makes it hard to
reach once everything else is installed.
Possible placement of the PC motherboard and power supply.
This leaves room along the side opposite the motherboard for
external USB devices such as key encoders, plunger/nudge
devices, and feedback device controllers.
- The PC power supply can be placed up against the wall near the
motherboard. The exact placement isn't critical; it just has to be
within reach of the motherboard power connectors.
- The power supply (like the motherboard) needs to be fixed in place
somehow. I secured mine with L-brackets screwed into the cabinet
floor and wall. They're not screwed into the power supply itself;
they just hold it place by forming a sort of cage around it.
- I mounted my motherboard on a plywood carrier - so in a way it's
just a home-brew version of the "open-frame" case, although with more
control of the geometry than you get with a retail frame. This let me
assemble the PC and its expansion cards outside of the cabinet, and
drop the whole thing in as a unit. It likewise lets me remove the
assembly when necessary to work on it outside of the cab. The plywood
carrier is fastened to the cab floor with wood screws at the corners.
- PC motherboards attach to a conventional case with M3 machine screws
that screw into standoffs, which in turn screw into threaded holes in
the case. The standard standoffs won't work with a plywood carrier,
though, because the plywood doesn't have the threaded holes that the
standoffs fit into. As a replacement, you can use M3 or #4 by 1"
sheet-metal screws, combined with 1/2" tall nylon spacers
underneath. The sheet-metal screws will self-tap in plywood, so you
can simply fit them through the spacers and screw them directly into
the plywood. The spacers take the role of the standoffs to provide a
little air space between the motherboard and the plywood carrier.
- Alternatively, it is possible to use the standard standoffs, but it
requires some prep work. It's also much neater, so you might find it
worth the extra effort. The trick is to pre-install a set of #6
T-nuts in the plywood to fit the #6 machine screw bases of the
standard standoffs. T-nuts install from the back side of a
board. You'll have to drill holes for the T-nuts, and possibly
(depending on the thickness of the board) route insets on the bottom
side so that the T-nuts seat flush with the front surface of the
board. Once the T-nuts are in place, you can screw the standoffs into
the carrier as though it were a regular case chassis, and then install
the motherboard on top of the standoffs using M3 x 1/4" machine
screws.
- Hard disks can be placed anywhere convenient that's within reach of
the data cables and power connectors. If you're using an SSD
(solid-state disk), those are so light that you can secure them to the
floor or a wall with adhesive Velcro. I'd probably even use Velcro
for a hard disk, although due to the extra weight, I'd only mount that
flat on the floor rather than trying to stick it to a wall. That way,
gravity will be working with the Velcro rather than against it. I've
had problems with Velcro on a vertical surface sliding down the wall
over time, so I wouldn't trust it to hold a mechanical hard disk up
against gravity. If you want to mount a hard disk vertically, use
something more robust to secure it, like L-brackets with screws.
- This is more of a PC-planning thing, but you can avoid the need for
a separate disk of any kind by using an M-SATA drive. Those are
SSD/flash drives that are only about the size of a credit card and
plug directly into a slot on the motherboard, so there are no cables
to manage and no separate piece to mount. You need a motherboard with
an M-SATA slot to make this work, obviously.
External case
A rather different option from what we've been talking about thus far
is to "think outside the box": placing the PC in a conventional
tower case sitting on the floor next to the cab.
This doesn't yield the kind of integrated, self-contained, stand-alone
pinball machine replica that most pin cab builders are shooting for,
so it's definitely not to most people's taste. But it has two
features that might make it interesting to some people. The first is
that it lets you share a PC between the cab and other uses, such as
using it as your regular desktop PC most of the time. It's hard to
deny that buying a whole separate PC that will never be used for
anything but playing pinball is a bit of an extravagance. By the same
token, it's hard to deny that building a giant piece of furniture just
to play video pinball is an extravagance; but sharing the PC is one
way to rein in the cost where you can. The second thing that might
make an external PC attractive for some projects is that it uses zero
space inside the cab. That's not much of a concern for a full-size
cab, but if you're building a sufficiently "mini" mini-cab, you might
not have all that much free space to work with - or you might want to
save the space for something else, like more feedback devices.
Pros:
- Saves space inside the cab
- Lets you use the PC for other functions when not pinballing
Cons:
- Not self-contained
- You have to connect several cables each time you use it
The only integration work with an external PC is to run the video and
USB cables between the PC and the cabinet. You'll probably want to
minimize the number of cables, both to reduce visual clutter and to
make it easier to connect and disconnect cables when you want to
switch the PC between pinball mode and desktop mode.
My first suggestion is to place a USB hub inside the cabinet. Connect
all of the USB devices in the cab to the hub; all of that wiring will
be hidden inside the cab, and you won't need to touch any of it when
you connect and disconnect the PC. Then you just need one external
USB cable, between the PC and the hub.
My second suggestion is to use Keystone or similar wall plate
connectors for the USB cable and all of the video cables. See
"External I/O plugs"
below for more on
this. I'd set up all of the external ports on the back wall of the
cab. That will at least centralize all of the cable connections in
one place, which will make it easier to keep the cable bundle neat,
and will also make it easier to plug and unplug everything when you
move the PC. Putting the connectors in the back will keep the rat's
nest of cabling as out of view as possible.
External I/O plugs
If you're using a wired keyboard or mouse, or a wired Ethernet
connection, you'll need a way to plug these into the motherboard
from outside the cabinet.
A simple way to accomplish this is to drill a hole in the cabinet big
enough to accommodate the wires, then simply pull the cables through
the hole and plug them into the motherboard. This isn't very
convenient when you need to unplug or reconnect the cables, though,
since you'll have to open up the cabinet to get access to the plugs.
A better way is to install a set of the appropriate jacks on the
exterior of the cabinet. Then you can easily plug the devices into
the external jacks at any time, and just as easily unplug them. This
is fairly easy to set up, thanks to connectors you can buy for home
theater and office installations, where many people want to put USB
connectors and Ethernet cables in wall outlet plates.
For the keyboard and mouse connector, I recommend placing two USB
connectors (one for each device) on the floor of the cabinet near the
front. For the Ethernet connection, I recommend putting a port on the
back wall of the cabinet near the power inlet.
Warning! Before you install these jacks, you should figure out how
all of the internal parts in your cabinet are going to be laid out, so
that you're sure the chosen locations for the jacks won't get in the
way of anything else. The jacks require cutting holes in the cabinet,
so you can't easily move them if the locations end up conflicting with
something else.
USB, keyboard, mouse
For the keyboard and mouse ports, here are the parts I recommend:
- Keystone wall plate insert with 2 openings
- Keystone snap-in USB 3.0 female-to-female couplers (quantity 2)
- Keystone PS2 (6-pin mini DIN) female-to-female coupler (optional,
if you're using an older keyboard with a PS2 connector instead of USB)
- 4-foot standard USB cables (male A to male A) (quantity 2)
- 4-foot PS2 keyboard male-to-male cable (optional, if you're
using the PS2 keyboard connector instead of USB)
Note: you can get a 3-gang plate if you want to install the keyboard,
mouse, and ethernet in one spot, and you even get a 4- or 6-gang plate
if you want to add even more connections beyond these. I personally
prefer having the keyboard and mouse connections near the front of the
machine, since that's where I tend to use those devices, and I prefer
to have the Ethernet port in back to keep that cable out of the way.
That's why I recommend separate plates for these - it's simply because
I like to locate the two sets of plugs at opposite ends of the machine.
But if you want to minimize the number of holes to drill, you might
prefer to put everything in one plate instead.
To install: figure out where the plugs will go. I recommend the floor
of the cabinet near the front.
Using the wall plate insert as a template, mark the area on the floor inside
the cabinet where the rectangular middle section of the plate will go.
This is the area to cut out. Note that you should mark this area from the inside
to make sure there's room for the screw tabs on either end of the plate.
If you're using a jigsaw to cut this out, drill a hole at one corner big enough
to start the cut, then carefully cut the rectangular area out with the jigsaw.
If you're using a router, carefully route along the cutting outline.
Once the hole is cut, mount the plate on the inside of the cabinet,
with the outside of the plate facing out through the opening. Screw
down the plate with four 1/2" wood screws, one through each screw tab.
Insert the two USB couplers (or one USB coupler and one PS2 coupler, if
you're using that type) into the square openings from the inside of the
cabinet. They should attach so that the jack on the underside (exterior)
of the cabinet is flush; the body of the coupler should stick up into
the interior of the cabinet. Grab the matching 4' cables and plug one
end of each cable into the corresponding coupler. Plug the other end
of each cable into a suitable port on the motherboard.
That's it! This will give you a neat, recessed opening with the two
jacks for the keyboard and mouse. You can now plug your devices into
the jacks without having to open up the cabinet.
Ethernet
The procedure for the Ethernet connection is the same as for USB
ports. Here are the required parts:
- Keystone wall plate insert with 1 opening
- Keystone Cat6 (RJ45) female-to-female coupler
- 4' standard Ethernet Cat6 patch cable
As before, find the location in the cabinet where you'd like to
install the port. I recommend putting this connector on the back wall
of the cabinet near the power inlet, since it's tidier to keep the
Ethernet cable behind the machine rather than having to route it
underneath. Repeat the procedure to mark and cut the opening required
for the plate. Install and screw in the plate as before, pop in the
Ethernet coupler, and connect the short Ethernet cable between the
coupler and the motherboard Ethernet jack. Now you can plug an
external Ethernet cable between the external cabinet jack and your
router or wall plate.
HDMI
Keystone HDMI coupler modules are available that work just like the
USB and Ethernet modules. Follow the same procedures as described
above.
Other video
DVI-D, DisplayPort, and VGA connectors are too large for the standard
Keystone jacks, so you generally can't find these as Keystone modules.
However, you can find non-Keystone wall plates specially made
for the various video connectors. So if you're using an external PC
and need a set of video connectors, don't give up when you can't find
them in Keystone modules; instead look for one-off dedicated plates
for the video connector types you need. The procedure to set those
up is generally the same as for the Keystone plates.
28. Cooling Fans
The TV and the PC components inside a pin cab generate heat when
running, so it's necessary to ventilate the cabinet to keep it cool.
Most pin cab builders accomplish this by cutting a couple of air vents
in inconspicuous places on the cab and installing fans in the vents to
move air through the cabinet.
Most cab builders use PC case fans for this. They're a good fit
because they're designed for exactly this type of use, and they're
quiet and inexpensive. They also fit well with our electrical setup,
since they're built to work with a standard PC power supply, which
we'll already have to run the PC components.
How many fans?
It seems pretty standard to use two exhaust fans at the back of the
main cabinet, using common PC case fans. Most people also add one or
two intake fans on the floor of the cabinet. Passive intake openings
(without additional fans) will also work, since the pressure from the
exhaust fans will draw air in through the intakes anyway, but intake
fans will help increase the air flow.
This design is driven more by the practicalities of available space
than anything else. The back wall of the cabinet can easily fit a
couple of PC case fans, and you can usually find room on the floor of
the cabinet for at least one more, as an intake. I haven't attempted
any sort of quantitative analysis of how much cooling is needed, or
how much cooling this fan arrangement provides, but I think it's
pretty well proven in practice. Lots of people have built cabs with
roughly this setup, and I don't think I've ever seen reports on the
forums of significant problems with heating.
Fan placement
Our goal with the ventilation system is keep air moving throughout the
entire cabinet. We don't want any stagnant pockets of air that can
sit there and gather heat; we want to continually discharge the hot
air within the cab and replace it with fresh air from outside.
The best way to accomplish this is to put vent openings at each end of
the cabinet, front and back, and drive air through the vents with fans
at each opening. The fans should be oriented so that the fan at one
end is drawing air into the cabinet, and the fan at the other end is
blowing air out of the cabinet.
One set of fans should be installed in the back wall of the cabinet.
This is an obvious place in terms of cosmetics, since the back of the
machine isn't normally visible. It's also good in terms of air flow,
since it's at one end of the cabinet in the long direction. What's
more, you can take advantage of the tilt of the playfield TV. The TV
is normally installed at an angle, rising towards the back. Since
hot air naturally rises, heated air will tend to move towards the
raised back end of the playfield. Take advantage of this natural
convective flow by placing the rear vent(s) fairly high up on the
back wall, and orienting the fans so that they blow air out
of the cabinet.
The other set of fans should be installed near the front of the
cabinet. You almost certainly won't want to cut fan vents in the
front wall, for cosmetic reasons, so most people place the front fan
or fans in the floor of the cabinet, close to the front of the cab.
To maximize air flow, orient the front fan(s) to draw air
into the cabinet. The positive pressure (into the cabinet) of the
front fans will combine with the negative pressure (out of the
cabinet) of the rear fans to maintain a constant flow of air
front-to-back.
If you're planning to use coins with the coin chutes, remember to
leave room at the front of the machine for a container to collect
inserted coins. There's a standard coin tray design used on the real
machines, described in the "Cashbox" section in
Chapter 23, Cabinet Hardware Installation. That requires about 12" of clearance
at the front.
Typical cabinet fan arrangement. One or two fans are
placed in the floor near the front of the cabinet,
with the blades oriented to draw air into the cabinet.
Leave room for the coin collector box at the front (12"
for a standard pinball cashbox).
Another set of fans is installed high up on the back wall,
oriented to blow air out of the cabinet. This will
maintain air flow through the whole cabinet from
front to back.
Selecting fans
Most cab builders use 120mm PC case fans, similar to the type pictured
at right. The "120mm" refers to the diameter of the opening; 120mm is
about 4¾ inches.
Case fans come in several sizes, from 70mm to upwards of 200mm.
Larger diameter fans are generally quieter, and gamers building
high-end rigs can sometimes get so obsessed about it that fan size can
seem like a fetish. If you could fit a ceiling fan into a gaming rig,
that would probably be a thing. In my experience, though, you can get
good results in a pin cab with ordinary 120mm fans. Good ones can be
pretty nearly silent, certainly quiet enough to be inaudible over the
pinball action.
Like most PC components, case fans have a standardized form factor
that allows any fan of a given standard size to fit any case designed
for that size. The fan housing includes screw holes at the four
corners for attaching it to the PC case. For our purposes, we can use
wood screws through these holes to attach the fan to the cabinet wall
or floor.
I'd recommend looking for a fan with a 3-or 4-pin Molex plug like
those pictured below. This is the most common design in current use,
so it's the easiest to find and the most likely to be compatible with
your motherboard. These plugs are designed to fit into a mating
connector on your motherboard. Note that the 3-pin plugs are
compatible with 4-pin motherboard connectors (no adapter needed), so
you can buy a fan with either type if your motherboard has 4-pin
connectors.
If your motherboard doesn't have a fan connector at all, you'll have
to plug your fans directly into the ATX power supply. For a fan with
a 3- or 4-pin Molex fan plugs, you can do this with an adapter cable.
3- and 4-pin fan plugs, for connecting to your motherboard's
"SYS FAN" or "SYSTEM FAN" headers.
I don't have any particular brand recommendations. Fans are
standardized enough to be interchangeable, so once you decided on a
size, shop by price and/or user reviews.
Cutting the openings
Once you decide where to mount your fans, you should simply cut
circular openings in the cabinet wall and/or floor of the appropriate
size. If you're using 120mm fans, cut a circular opening 120mm in
diameter for each fan.
You don't have to get the size of the opening exact, since the fan
itself doesn't have to fit into the hole. The opening is purely for
the air vent. The fan itself will simply mount flush against the
inside surface of the cabinet wall or floor, covering the opening.
Installing the fans
Before installing the fans, figure out which way it blows air so that
you can install it with the air flowing in the right direction, into
or out of the cabinet.
How do you tell the direction the fan goes? Look for an arrow printed
or stamped on the side of the housing: if you can find one, it should
indicate the direction of air flow. Failing that, you can simply
connect the fan to power and check which way the air is blowing.
Once you determine which direction the fan goes, simply position it
over the opening with the appropriate side facing outwards, according
to whether you want it to serve as an intake fan or an exhaust fan.
Attach it to the cabinet wall or floor with four wood screws. #4 wood
screws should work well for most fans.
Powering the fans
The next step is to connect the fans to power.
If your fan has a
3-pin or 4-pin Molex connector (like the ones at right), look for a
SYSTEM FAN or SYS FAN connector on your motherboard. Most modern
motherboards have one or two of these connectors.
Motherboard fan connector. These are usually labeled
SYS FAN or SYSTEM FAN. Most modern motherboards have
at least one fan connector, usually two.
You can safely plug a 3-pin fan plug into a 4-bin motherboard fan
header. The connectors have keying slots to make sure the pins line
up correctly even if mixing 3- and 4-pin connectors. As long as the
fan plug physically fits the header, you can just plug it in directly
without any sort of adapter.
If you have more fans than available headers on your motherboard, you
can buy a splitter (also known as a "Y" cable) that lets you connect
multiple fans to one motherboard header.
If your motherboard doesn't have any fan connectors (which is
uncommon), you'll have to plug the fan directly into the power supply
instead. ATX power supplies don't typically include connectors for
the small fan plugs, though, so you'll need an adapter cable. You
can find these at PC component retailers: search for "fan ATX adapter
cable", and look for a cable with a male fan connector.
If your fan
has a larger 4-pin connector like the one pictured at right, it's
designed to plug directly into your ATX power supply rather than
plugging into the motherboard. You should find several mating
connectors on the power cords coming out of your power supply. You
can simply plug the fan connector into the matching power supply
connector.
Extension cables
You'll probably need a longer cable than what's attached to the fan.
The fan's built-in cable will be designed for the relatively confined
area of a normal PC case. Full-size pin cabs are quite a lot larger,
so the fans will probably be further away from the motherboard than in
a regular PC.
You can buy a fan extension cable from a PC parts vendor if necessary.
Alternatively, if you don't mind doing some soldering, you can simply
cut the existing fan wires in half and solder as much additional wire
as you need between the two segments to extend the cable length. If
you do this, be sure to wrap the exposed solder joints with
electrician's tape to insulate the wires.
Backbox cooling
Some cab builders also put a fan or two in the backbox, to provide
active ventilation for the TV there. Others use passive ventilation -
no fans, just vent holes in the rear wall of the backbox.
If you're using an older TV with a display technology that generates
significant heat, such as a plasma TV or an LCD TV with a fluorescent
backlight, a fan is worthwhile. Newer LCD panels with LED backlights
run cool enough that a fan probably isn't necessary, as long as you
provide good passive ventilation.
The standard cabinet design for most real machines in the 1980s and
90s used passive ventilation, typically with seven 1½" diameter
holes running across the width of the back wall, located about 1" from
the top and spaced 1" apart.
Typical backbox passive ventilation holes used in
real pinballs from the 1980s and 90s. Seven holes are drilled
across the width of the backbox's rear wall. Each hole is 1½"
in diameter; holes are spaced 1" apart and 1" from the top.
Note that the standard backbox design allows for some air movement
between the main cabinet and the backbox, via the large opening in the
floor of the backbox. That's why the ventilation holes are only
needed at the top of the backbox: as warm air rises through the
backbox and exits via the top vent holes, cooler air will be drawn in
through the cabinet opening. If you don't use the standard design
with the opening between the backbox and main cabinet, you should add
some air intake holes at the bottom of the backbox.
Is passive ventilation really enough for a TV? Let's consider how
much heat the traditional design was intended to handle in a real
machine, and compare that to our needs for a virtual cab. We'll use
electrical power as a proxy for heat. The real machines housed their
main control electronics in the backbox, along with their score
displays and about a dozen small incandescent bulbs for lighting the
backglass artwork. The total power usage of all of this equipment
adds up to about 50W. A 32" LED-backlit TV runs at about 55W. TVs
will probably get more efficient as time goes on, plus a backbox TV is
usually a little smaller than that (which usually translates to less
heat), so that 55W estimate is probably erring on the cautious side.
In other words, our TV should produce a pretty similar amount of heat
to what was in a real machine, so if the passive cooling was good
enough for the real thing, it should be adequate for a virtual
cab as well.
On the other hand, it seems that we don't have a lot of headroom
here: a TV will use up most of our estimated heat budget. If you're
also installing other backbox elements that generate significant
heat - particularly a plasma DMD - active cooling might start
looking like a good idea.
If you do decide to include a fan in the backbox, I can suggest
two configurations:
- The first is to keep the passive vent holes near the top, in the
same arrangement described above, and add the fan as an intake near
the bottom of the backbox. The positive pressure of the fan will
combine with the natural chimney effect of rising warm air to maintain
steady air flow.
- The second is to remove the passive vent holes and replace them with
one or two openings for, say, 120mm PC case fans, also near the top of
the machine. Install these PC fans in exhaust mode, with the fans
oriented to blow air outwards. This will draw in air from the main
cabinet and blow hot air out the top.
Be sure to consider space conflicts between the fans and the TV
and other backbox elements.
CPU fans
The CPU chip on your motherboard will probably require
a separate fan mounted directly on top of the chip. The CPU generates
a great deal of heat in a very concentrated area, so this fan is
needed to quickly move heat away from the surface of the chip.
The CPU fan shouldn't require any extra cabinet planning or cutting, since
it mounts directly on top of the CPU chip itself. It's basically part
of the CPU/motherboard assembly. If you buy your CPU in retail
packaging, a matching fan is usually included, so the only thing you
have to do is install it when you assemble the motherboard. If you
buy an unpackaged "OEM" CPU, you'll probably need to buy a fan
separately. You have to buy a fan designed for the particular chip
type, because it has to match the CPU's size and shape. You should be
able to find suitable fans on Newegg.com or other sites that
specialize in PC components.
29. Playfield TV Mounting
This section is about how to install the main TV - the one that takes
the place of the playfield.
This section tries to address the two big questions about installing
the TV. The first is where to position the TV in the cabinet, which
is as much a matter of aesthetics as of function. The second
is the engineering question of how to physically attach the TV to the
cabinet, once you've figured out where you want it.
Where to place the TV is one of the top questions that new cab
builders ask on the forums. It's one of those things that seems
self-evident at first glance, but has a lot of subtlety when you look
more closely. It's obvious that the TV has to lie on its back near
the top of the cab, but that doesn't quite answer the question, since
it leaves a few inches to play with to move the TV up and down and
front to back. Those few inches can make a lot of difference
aesthetically - it's that matter of what exact positioning is
ideal that raises all of the forum questions. This chapter surveys
the options and their respective pros and cons. I have some opinions
about what looks best, which I'll share, but I'll also try to give
equal time to the alternatives. I don't think there's a single right
answer, because everyone has their own priorities for their cab and
their own sense of what looks best.
After the survey of positioning alternatives, this section presents my
attempt at an all-purpose, universal TV mounting system. When I was
building my own cab, I found the TV mounting to be one of the more
challenging problems. The TV makers don't expect you to use a TV like
this, and the people who make pinball machines don't think of putting
a TV inside, so neither world gives us an example we can look to for
ideas, and neither world offers a ready-made hardware solution we can
apply. Every cab builder has always been on their own to work out
their own unique, ad hoc scheme. That always seemed like a waste of
energy to me; I've always thought there should be at least a basic
template we can follow. I think I've managed to come up with
something like that. This chapter provides a general-purpose design
that should be flexible enough to work with most TVs and most cabs,
using standard parts that you can readily buy. It's at least an
option to consider, and even if it isn't a good fit for your cab, it
might still give you some ideas to draw on. If you're looking for
even more ideas, at the end of the chapter, I'll outline a few
alternative mounting schemes that other cab builders have used.
We're assuming here that you've already picked out a TV to install.
If you're still shopping for a TV, there's a separate section with
advice about that,
Chapter 7, Selecting a Playfield TV.
Orientation
The playfield TV is always installed in "portrait" mode, to fit
the proportions of the cabinet. This represents a 90°
rotation from the standard way you view a widescreen TV.
But should it be 90° clockwise or 90° counter-clockwise?
Most virtual cab builders install it with the bottom of the TV
facing left in the cab:
In principle, it really shouldn't matter. Windows and all of the
pinball software should let you select whatever rotation you
want. But this is one of those cases where you can save yourself some
hassle by doing it the same way everyone else does it. There's still
a lot of older software in use in the pinball ecosystem, and some of
it might not be as adaptable as modern programs. I don't know of any
actual examples of software that will outright fail to work with other
rotations, but I know from helping people out with PinballY that
monitor rotation in general can cause configuration headaches,
especially with some of the commercial games.
Positioning options
Before we get to the mechanics of installing the TV, let's consider
exactly where you want to position it. To a first approximation, of
course, it goes "where the playfield goes". But a TV isn't quite the
same as a regular playfield, in either its nature or its size and
shape. So saying that the TV goes where the playfield goes is too
vague to constitute a plan. It leaves a couple of important
questions unanswered:
- Should the TV screen be flush with the top glass, or set in a bit
like a real pinball machine's playfield?
- Should the TV be all the way at the front, flush with the lockbar,
or should you set it back a few inches to make room for a plunger?
Judging by how often these questions come up on the forums, many
new cab builders agonize over these quite a bit.
I want to offer some thoughts about how to decide these questions.
Most new cab builders focus on how the placement will affect
playability. That's certainly the right priority. But the
thing is that playability actually won't be much affected, no matter
what TV positioning you go with. When you're playing, your eye adapts
to whatever setup you have, and before long you won't even notice it.
It's the same principle that makes the curtains around a movie theater
screen disappear once the film starts rolling. When you're playing,
it doesn't much matter where the TV is relative to the rest of the
cab. All of that disappears; your eye pays attention to the table.
This should be reassuring if you're been agonizing over the question,
because it means that you'll likely be happy with your cab's
playability no matter what you decide.
TV placement can make a big difference to the aesthetics of the cab,
though. Since playability isn't much of an issue, I think the
aesthetics are the better focus when making these decisions. In
addition, there are some functional considerations, since the TV
placement affects the space layout inside the cabinet. You might have
space constraints that decide some of these variables for you, before
you even get to think about how it'll look.
The dreaded plunger space conflict
One of the key space constraints that affects TV placement is the
plunger. This is an issue because the most natural placement of the
TV and of the plunger put them into conflict: they both want to
occupy the same space.
The natural place for the TV is all the way at the front of the
cabinet. The natural place for the plunger is where it goes on
the real machines. The problem is that the plunger sticks into
the cabinet by about 3", so if the TV is all the way at the
front, it overlaps the plunger.
Why isn't this a problem on the real machines? In part, it's because
the plunger sits just above the playfield on a real machine, so
they're in different planes vertically and thus don't collide. In
addition, on the real playfields, they cut a notch out of the
playfield at that corner specifically to make room for the plunger.
That lets you lift up the playfield without hitting the plunger.
If we could cut a notch out of the TV, we could solve this the
same way, but that's not really an option. Our options all involve
moving either the TV or the plunger to make room for the other:
- Move the TV down a couple of inches to clear the plunger. I don't
think I've ever heard of anyone doing this; I think it would put the
TV lower than anyone wants it. In addition, you'd now have the
problem that the plunger sticks out visibly above the TV, so you'd
have to do something to cover that up.
- Move the plunger upwards far enough to clear the TV. I don't think
this would be practical given the space constraints, but maybe you
could make it work by sharing the work: move the TV down slightly
and move the plunger up slightly. The plunger would stick out above
the TV, so you'd have to cover it up somehow.
- Get rid of the plunger and use a Launch Ball button instead. The
button doesn't create the same space conflict, so you can put it where
the plunger would normally go and still have the TV all the way at the
front. If you're not particularly attached to the idea of a plunger,
this option has the additional upside that it's a big simplification
overall, in that plungers are complicated on a virtual cab by their
very nature. A lot of us would never consider doing without a
plunger, though, since it's such an iconic pinball element.
- Move the plunger down to clear the TV. This requires moving it down
by about 3". Some cab builders take this approach because it lets
them both have a plunger and put the TV exactly where they
want. I personally don't like the resulting look, though - it gives
it a kind of weird home-brew vibe and makes it too obvious that it's
not a real pinball machine.
- Move the TV further back to clear the plunger. This has the
downside that it creates a gap at the front of the cab before the TV
starts, which is unacceptable to some cab builders (who want the TV at
the very front). In my opinion, though, a gap at the front isn't a
problem, and you can even turn it into a virtue. For one thing, you
can fill the space with something resembling the apron on a real
machine. I think a 3D element like this adds some nice texture to the
otherwise flat expanse of TV screen, and it's an opportunity for some
added decorative graphics. For another, you're going to have a
front-to-back gap somewhere, because a 16:9 TV simply doesn't
have the same proportions as a standard cab. If you put the TV at the
very front, the gap all ends up at the very back. I think it creates
a more balanced look to split the gap between the front and the back.
Which option is best comes down to the priority ranking you would
assign to these three goals:
- I want a plunger
- I want the launcher at normal height
- I want the TV at the very front
Basically, you get to pick two of these, but you can't have all three.
Pick the two that you think are the most important, and that decides
the question for you:
- I want a plunger, I want it at normal height: then you should move
the TV back. Personally, I rank these priorities highest, and
this is the solution I like best.
- I want a plunger, and I want the TV at the very front: then you
have to lower the plunger to clear the TV. I think that looks weird,
but tastes vary.
- I want the launcher at normal height, and I want the TV at the front:
then you have to dump the plunger and go with a Launch Ball button.
I wouldn't want to forego the plunger, but not everyone feels as
strongly.
Inset depth
The first decision you have to make about TV positioning is whether to
install the TV screen flush with the top of the cabinet, or recessed
into the cab by some distance. In the latter case, most cab builders
think of this in terms of placing the TV at the normal playfield depth
of the real machines.
These two main options are illustrated below, for the sake of
clarifying our descriptions, but I wouldn't try to make an aesthetic
judgment from the diagrams alone. The differences in question are
subtle enough that it's hard for an illustration or photo to capture
the full effect.
First, placing the TV flush with the top:
Playfield TV flush with the top of the cabinet, taking
the place of the top glass. The top glass can be added
if you set the TV back by about 1/4" to make room.
And second, recessing the TV into the cabinet to about the depth
of a normal playfield:
TV at roughly the same depth as a normal pinball playfield.
In comparing these for aesthetics, note that we've made the "filler"
areas at the top and bottom more conspicuous than they'd be in a real
build. You'll probably make these a darker color in your actual build
(probably black, maybe with some graphics decorations). We wanted to
make it obvious in the illustrations that they're not part of the TV
screen, which they might appear to be if we made them a flat black.
Pros and cons
Aesthetically, I have a strong preference for the inset version. I've
seen both setups in person, and I find the flush-top version to look
too much like a video game, with the whole top being a TV screen.
Setting the TV screen down into the cabinet makes it look more like a
regular pinball machine, and creates more of a 3D effect. It also
lets you add a raised apron at the front, which adds another 3D
element to contrast with the flatness of the TV screen.
Some people prefer the flush-top version on the theory that the
simulated pinball tables already depict a portion of the inset
depth. I don't find that reasoning convincing, because most of the
pinball programs let you adjust the point of view to show as much or
as little of the side walls on the TV as you want. The less the
better, as far as I'm concerned, because video images of the walls
take away TV space that could be used for actual playfield area, and
they don't look as realistic as real side walls.
In terms of playability, I don't think it makes any difference
one way or the other. For the most part, once you're into a game,
your eye only pays attention to the active playfield, and mostly
ignores the surroundings.
Functionally, each version has its advantages. The inset version
makes room for a flasher panel at the back, which I see as a major
plus, as well as LED strips along the sides. It also leaves
an air gap for cooling between the screen and the top glass (if you're
including top glass).
The flush-top version has the advantage that it rotates the screen
slightly closer to a head-on viewing angle. Everyone knows that the
picture degrades on many flat-screen TVs when viewed from too steep an
angle off to the side, so this might be a concern for some TVs.
However, I think a lot of cab builders get overly worried about this.
Keep in mind that the viewing angle difference between the "inset"
setup and the flush-top setup is only about 2-3°, and they're both
pretty far from head-on. I think on most TVs it will make little or
no difference. If you're concerned about it, test your TV from the
two angles and see if it makes a big enough difference to be the
deciding factor.
A second advantage of the flush-top setup is that it consumes a little
less vertical space in the cabinet. That's usually not a big deal one
way or the other in a full-sized cab, but the extra space might make a
bit difference in a mini-cab.
What is the standard real playfield depth?
If you're using an inset to simulate the playfield depth of the real
machines, what's the authentic distance?
We actually have a fairly large range to choose from, because the real
machines vary quite a bit, mostly by vintage. In the 1970s and
earlier, most machines had very shallow playfield insets: the
playfield surface was typically only about 1½" to 2" below the
top glass, all the way from front to back, and the top of the apron
was almost flush with the glass. In the 1980s, the depth started to
increase to make room for the three-dimensional features that became
common, such as ramps and two-level playfields. A mid-1980s machine
might have an inset of 3" at the front and 6" at the back. Note that
this generation started sloping the playfield relative to the top
glass, so that it had more headroom at the back, to allow for taller
ramps and other features. As the years went on, the 3D features got
even taller. By the 1990s, the playfield depth had increased to
around 4" at the front and 8½" at the back. It reached a
plateau at that point; the latest Stern machines tend to be about the
same.
Recommendations
I much prefer the "inset" style over the flush-top design
aesthetically, so that's my first recommendation. I'd only use a
flush-top design if you have to due to some kind of physical
constraint, like an oversized TV that can only sit on top of the side
walls.
Assuming you're going with the inset style, the depth and angle are
pretty flexible, since the real machines cover such a wide range. I
don't think you need to replicate the precise measurements of any
particular real machine - I think all you need to do to look "right"
is to maintain the general proportions. Specifically, I'd say this
means:
- the playfield should be set in by at least the height of the ball
(about an inch)
- it should be angled slightly upward (about 5° to 6° relative
to the floor)
- for WPC-style cabinets, the angle should be less than the angle of the
top glass, so that the back of the TV is set in deeper than the front
- for older EM-style cabinets, the angle should usually be about the same
as the top glass
In terms of looks, that gives us a pretty wide range to work with.
There is one practical consideration that I'd add: if you're using
an apron at the front and/or a flasher panel at the back, you'll need
to leave a little extra vertical space for those. Exactly how much
depends on how you want those features to look. For example, the
flasher panel can be horizontal, tilted, or vertical:
I personally like the tilted style best, but that's probably a matter
of taste more than anything else. In terms of space, a flat
flash panel only needs about 1¼" of headroom, for the height of
the domes. A tilted flasher panel needs more, depending on the angle;
I'd give it at least 2". A vertical panel needs at least an inch (for
the diameter of the domes), but you'd probably want to leave some
margin for visual borders as well.
To summarize my recommendations:
- Use the inset style
- Choose a depth based on the era your cabinet is based on:
- For a WPC-style cabinet, inset the playfield by about 2"
from the top of the wall at the front and 4-5" at the back
- For an EM-style cabinet (1970s or earlier), inset by
a uniform 1½" to 2", or as much as needed to make
room for the flasher panel
Front-to-back positioning
The second decision you have to make about TV positioning is where to
put it front-to-back. Assuming you're building a cabinet to something
like the standard proportions, the playfield area will be longer than
a 16:9 TV, so there will be some leftover space front-to-back. The
extra space typically amounts to about 6" in a standard-body cab.
The question here is whether to split the extra space between the
front and back ends of the cabinet, like this:
...or to put it all at the back, like this:
Space at the front can also be functionally useful, because of the
potential conflict between the TV and the plunger, as described in
"The dreaded plunger space conflict"
above. So you might have already
decided to set the TV back to make room for the plunger.
Even if you're not forced to set the TV back by your plunger setup,
I'd still consider it a valid aesthetic choice. Splitting the extra
space front and back makes for a more balanced look, in my opinion,
and I like the way an apron-like area in the front adds a 3D element.
But many cab builders are very attached to the idea of having the TV
all the way at the front, so that might be a higher priority for you.
For what it's worth, I also thought that way when I was planning my
cab layout, and only reluctantly accepted a front gap after
determining that it was the only workable solution for the plunger
conflict. But as it turned out, I think I'm happier with the
apron-style setup than I would have been with no front gap.
De-case it or not?
When I built my virtual cab, it was common practice to "de-case" your
playfield TV, meaning that you disassembled the TV and discarded the
outer plastic case, keeping only the bare LCD panel and circuit
boards. The point was to remove the bulky exterior bezels around the
perimeter of the screen, which at the time were often quite wide. On
many TVs, the case extended a couple of inches below the bottom of the
viewable screen area to make room for buttons and input jacks. That
was a huge problem for cab builders, because we use the TVs in
"portrait" mode - turned sideways. So if there was a wide area at the
bottom of the TV, it became a wide area along the left or right side
when we turned the TV sideways. Obviously quite undesirable in a cab.
The solution was to get rid of the case. After de-casing, you'd
normally be left with a bare LCD panel. That still had a bezel of a
sort, in the form of a metal frame holding the panel together, but it
was typically fairly thin - maybe 1/2" wide - and the same on each
side.
De-casing is no longer common. There are two big reasons for this.
The first is that it's simply not possible for many newer TVs. Older
LCD TVs were built around self-contained panels, so you could fairly
easily open up the case and extract the panel. The panel was usually
a sealed unit, so it would stay in one piece when you removed it.
With many newer TVs, it seems that the TV is the panel. That
is, there's no longer anything like a separate component inside that
you could call "the panel"; instead, the exterior plastic case serves
as an exoskeleton that holds the parts of the panel together. If you
take off the case, you're left with a bunch of loose parts that won't
stay together on their own. Several people on the forums have
reported discovering this the hard way.
The second reason is that there's no longer as much of a need to
remove the case (even if you could). The whole motivation in the old
days was to get rid of the bulky exterior bezel surrounding the
viewable screen area. Newer TVs generally don't have that bulky
exterior in the first place. The exterior bezels on newer TVs are
usually as minimal as the interior frames were on the old de-cased
panels, thanks to the exoskeleton design. Newer TVs also don't tend
to have any buttons or input jacks anywhere on the front, so there's
no need for one side to be any wider than the others.
I'd only consider de-casing a newer TV if you can find information on
the Web about how to safely de-case the particular model you're
using. In the absence of reliable information on the specific model,
I'd plan on using the TV with its case intact. Take this into
account when shopping by looking for a TV that has minimal bezels.
Use the full case width stated in the spec sheet when figuring which
TVs will fit in your cab. If you're designing a cab around a selected
TV, figure the cab size based on the TV's case width.
Side trim
Unless you're building your cabinet to a custom width to exactly fit
your TV, you'll probably have some space left over side-to-side
between the TV and cabinet walls. Most people want to hide the gaps
as much as possible.
The best option I know of is to use black acrylic strips, custom-cut
to the required width.
You can have acrylic cut to a custom size by a local plastics store or
hardware store. If you're on the west coast, check for a local
TAP Plastics store.
You can also order custom plastic online at
Ponoko.com. They have two
drawbacks compared to a local shop: you'll have to pay for shipping,
and their maximum sheet length is about 31". A TV in the
standard-body size range will usually be about 36" wide. You can deal
with that by splitting the trim along each side into two pieces, but
that leaves a seam.
You attach the trim on top of the TV's side bezels using a strong foam
tape.
Tilt-up mounting
In a real pinball machine, the playfield is mounted on a hinge at the
back, so that you can tilt it up like the hood of a car.
This gives you easy service access to the interior of the machine.
There's nothing to disassemble, no fasteners to remove; you just take
off the lockbar and lift the playfield.
The reason we're looking at how the real machines do this is that we
can use it as a model for how to mount the TV in a virtual cab.
Access to the interior is just as important for a virtual cab. And we
can copy more than just the idea - we can adapt the mechanisms used in
some of the real machines. As I've said before, it often pays to look
at how the real machines accomplish things, because they came out of
decades of experience solving some of the same problems.
How it works in a real machine
The exact mechanism used on the real machines varies by manufacturer
and vintage. The particular version that I think translates best
to a virtual cab is the one used in Williams machines from the 1980s
and early 1990s. They used a simple but clever scheme, with a hinge
bracket attached to the bottom of the playfield, and a pivot bolt
fastened to the side of the cabinet.
Here's a more schematic view:
Taking away the side wall of the cab for a moment, here's how this
all fastens to the cab:
The main fastener is the carriage bolt. (That's a type of bolt with a
smooth round head on the outside, without any screwdriver slots. This
makes it visually inconspicuous on the outside.) On the inside, we
slip a pivot nut over the bolt. The pivot nut is basically a round
metal sleeve that threads onto the bolt; it provides a smooth pivot
point for the bracket. A conventional hex nut is added on the end to
hold lock the assembly in place.
The nice thing about using a carriage bolt as the pivot is that it
only intrudes into the cabinet by about an inch. It doesn't get in
the way of anything inside the cab for maintenance access.
Going back to the bracket, note how it's open at the bottom. The
bracket isn't in any way permanently attached to the pivot pin, like
it would be in a regular door hinge. Instead, the playfield bracket
just sits on top of the pivot. It's held in place by gravity (a
playfield is heavy enough that gravity does a very good job of it!).
If you want to remove the playfield entirely, it's a simple matter of
tilting it up like this and then lifting it straight out of the cab:
That's the really clever thing about this arrangement. With this
simple mechanism, we get two levels of access, both without any
tools needed:
- For routine access, just tilt up the playfield (or TV in our case)
like a car hood
- If you need to remove the playfield (TV) entirely, unplug
the power and video cables from the TV and lift it out
There's a surprising third benefit to this design: it's fairly cheap.
Using the real pinball parts, it comes to about $20. It would be hard
to create a similarly functional mounting with generic parts from
a hardware store, and even if you could, it probably wouldn't be
any cheaper.
Adapting it to a TV
Here's my all-purpose plan for adapting this to a virtual cab TV. The
general design should work with virtually any TV and with any cab
size, although you'll have to adjust the dimensions if you're not
using the standard WPC cab size.
- Create a plywood base, approximately the size of a standard
playfield
- Attach the TV to the plywood base using the VESA mounting holes on
the back of the TV
- Attach the pinball playfield brackets to the back of the base, just
like they'd attach to a real playfield
- Attach the pivot nuts to the side walls of your cab, just like
they'd attach to a real cab
- Drop the TV into the cab so that the brackets rest on the pivots,
just like in a real cab
When I say this plan is "all-purpose", I mean not only that it'll fit
different cab sizes, but that it'll work with any of the TV placement
options we've discussed. The diagrams show the setup I like best,
with a recessed TV set about midway front-to-back, with an apron at
the front and flasher panel at the back. But that's all for the sake
of illustration. The plan doesn't force any of those decisions on
you. It's flexible enough to work with many alternative setups:
- You can put the TV anywhere you like front-to-back. The plan uses
a platform that holds the TV, running most of the length of the cab.
You can place the TV anywhere you like on the platform.
- You can use this plan for a flush-top TV or a recessed TV. It's
just a matter of where you position the hinge pivots.
- You don't have to use an apron or flasher panel with the plan.
They're optional add-ons.
At each stage in the plan, I'll point out where your TV placement
design decisions come into play.
Parts
The easiest way to implement this design is with the real pinball
parts. The playfield brackets in particular are highly specialized
for this job; there's no generic equivalent. Fortunately, the parts
aren't expensive.
- Playfield holder bracket (left side), Williams/Bally 01-8726-L-1
- Playfield holder bracket (right side), Williams/Bally 01-8726-R-1
- Pivot nut, 7/16", Williams/Bally 02-4244; or 1/2", 02-4329 (quantity 2)
- Carriage bolt, 3/8"-16 x 1-3/4", black, Williams/Bally 4322-01123-28B (quantity 2)
In addition, there are some generic hardware parts, which you can
get from the pinball vendors or from a hardware store:
- Washer, 3/8" x 1" outside diameter (quantity 2)
- Hex nut, 3/8"-16 (quantity 2)
Finally, the mounting base and bolts:
- Good-quality 1/2" to 3/4" hardwood plywood (at least 2' x 4')
- M4 or M6 bolts as needed for your TV's VESA mount, 20mm length for 1/2" plywood,
30mm length for 3/4" plywood (quantity 4)
- Washers to go with the M4/M6 bolts (quantity 4)
The plywood base isn't going to be visible, but you should use
high-quality material anyway, because it needs to be strong and (maybe
more importantly) flat. The cheaper stuff they use for framing and
roofing doesn't tend to be all that flat. You want a nice flat piece
here so that the TV sits securely and doesn't wobble due to a warped
base.
Don't use particle board or MDF. Particle board is terrible at
supporting point weights, as we need to do at the hinges. It also tends
to sag over time.
Strength and weight
The pivot setup puts all of the TV's weight on the hinges when the TV
is raised, so it's reasonable to ask if the hinges are strong enough.
We know that the mechanism has a proven track record on the real
machines, so as long as we're not asking more of it in terms of weight
than the real machines do, we should be safe. I'd estimate that a
pinball playfield (assembled) is in the range of 50 to 75 pounds.
A modern TV in the 40" range is under 20 pounds, and the plywood
should be around 10 pounds. That leaves us with a weight budget of
about 30 additional pounds for other features that we might want to
attach - apron, flasher panel, and solenoid devices to simulate
flippers and bumpers.
So I think we're very safe! The only thing to be concerned about
might be a full slate of unusually heavy feedback devices. Contactors
wouldn't be a problem by any means as they're quite light. Real
pinball mechanisms are heavier, though (they're the main reason the
real playfields are so heavy), so if you're using those you might want
to keep track of how much weight you're adding at each stage. You
can always split things up so that some of the devices are mounted
to the TV platform and others are mounted in the main cabinet.
How to install
Here's the step-by-step procedure for building and installing the
universal, all-purpose tilt-up mounting system.
Step 1: Measure your TV's depth. Place the TV on its back on the
plywood sheet you're going to use for the base, making sure it's flush
with the VESA mounting area, like it's going to be when installed.
Measure the height from the bottom of the platform to the top of the
TV.
This measurement will let us figure the alignment position of the
platform in the cabinet that will position the TV's screen surface
where you want it.
Step 2: Mark where the TV will go. Choose where you want
the TV to go in the cabinet, as described earlier in this chapter.
In particular, figure out the inset depth where you want the
TV screen surface to lie - flush with the top of the cabinet, or
set into the cabinet by some distance.
In your cabinet, measure and mark the positions where the bottom
of the platform will go towards the front and back of the side walls.
The front point should be right around the flipper buttons, and the
rear point should be around the rear shelf.
At each point, calculate the desired TV screen inset depth (the distance
you want between the top of the cabinet and the TV screen) plus the
TV-and-platform depth measured in Step 1.
For example, if you like my recommended inset of about 2" at the
front and 4" at the back, and your combined TV-and-platform depth
is 4", you'd mark a spot 6" below the top at the front and 8" below
the top at the back.
Once you mark the front and rear spots, mark a straight line through
the points with pencil or painter's tape. This will be the position
of the bottom of the platform.
Mark both side walls the same way.
Step 3: Install the front stops. When the TV
isn't
tilted up, it needs something near the front to support its weight. I
call these the "front stops" - the stops where the front of the TV
rests.
Each stop will have to support about a quarter of the weight
of the whole assembly (the combined weight of the TV, plywood base,
and any feedback toys you attach to the bottom of the base).
You can use a sturdy metal post or a wood block for each stop. It
only has to extend into the cabinet by about 3/4" of an inch to do the
trick, since we're going to make the plywood platform base almost as
wide as the cabinet. I'd suggest using a piece of 3/4" plywood cut to
a convenient size, say 2" x 2", fastened to the cab wall with
four #6 x 1¼" wood screws.
Align the top of each stop with the position where the bottom of
the platform will rest, as marked in the previous step. (If you
used painter's tape to mark the position, you might want to remove
it before installing the block on top of it!)
Step 4: Figure the length of the base. The base should
cover the area from about an inch or two behind the coin door
mechanisms, to about directly underneath the backbox shelf.
If you're using the standard-body WPC plans, the result should
be about 40".
Step 5: Create the plywood base. Cut the plywood base sheet as
shown below, making the following adjustments first:
- Adjust the width to equal 1/4" less than the inside width
of your cabinet
- Use the overall length you calculated in the previous step.
TV platform template for a standard-body WPC cabinet. Adjust
the length and width for your cabinet as described above.
The cutouts at the front are there to provide clearance around the
flipper buttons and plunger. They also make it easier to mount an
apron at the front, which we'll come to later. The cutouts at the back
are for mounting a flasher panel.
The shape shown is only a suggestion - it's really just the simplest
shape that fits the requirements. I wanted to provide something that
you can use "off the shelf", but at the same time I don't want to
imply that this shape is the only one that will work. Don't hesitate
to adjust it to fit any special requirements of your own. Just pay
attention to the core requirements that went into this design:
- It needs to fully cover your TV's VESA mounting area
- The front should come as close to the coin door as possible (while
clearing the protrusions on the inside), so that you'll be able to
reach in through the coin door and lift up the TV when you want
to access the cabinet interior
- The area near the back where the hinge brackets are mounted needs
to be at full width
- The area near the front where it'll rest on the front stops needs
to be at full width
- Front cutouts are required to make room for the flipper buttons and
plunger mechanism
- Rear cutouts aren't required, but are helpful for attaching a
flasher panel
Step 6: Measure for the hinges. I'm a fan of using the
actual work pieces to make the measurements whenever possible, since
there's less chance of making a mistake reading the ruler, and less
accumulation of rounding errors. So now that we have the platform
ready, we can use it to figure where the hinges go.
This step will also give us a chance to test the fit, to make sure the
platform looks as expected and fits the cabinet properly.
Place the platform in the cab where you want it to be situated when
finished. Rest the front end on the front stops we installed earlier,
and hold up the back end, aligning the bottom of the platform with
the pencil line or painter's tape that marks where it goes.
Judge the position mostly by the front: you want this to be within
easy reach through the coin door, so that you can use it to lift up
the TV when you want to access the interior, while leaving enough
clearance that it won't collide with the coin mechanisms and other
protrusions inside the door. Also check that the back lines up where
expected, right around the front of the backbox shelf. Exact
alignment isn't important.
Once it's in the right position, get out your pencil or painter's
tape and make another mark, this time making the position of the
rear cutout.
You can take the platform out, leaving behind the new rear marking.
Step 7: Determine the hinge position.
Now we come to the question of exactly where to position the pivot
point. It should be pretty apparent that the vertical position is
purely determined by the desired TV depth. But the front-to-back
position doesn't have to go at a fixed point. It has to go somewhere
near the back to make the balance work, but beyond that, should
it go at the very back, or somewhere closer to the midpoint? Remember
from the picture earlier of the real pinball playfield that
they positioned it quite a ways from the back. And they
did that for a reason, which will become clear shortly.
I'm going to give you a one-size-fits-all location for the hinges, but
I also want to let you know how I came up with it, and explain the
trade-offs involved. You might want to check my work and figure out
if you want to adjust the location for your cab.
First, the one-size-fits-all location: put the pivot point forward
of the rear shelf by about the combined depth of your TV and platform,
plus 1/2":
This is just a rule of thumb, so it might not be perfect for your
setup. But it should be pretty good for most cabs. The reason this
works is that it's just far enough forward to create clearance with
the backbox shelf to allow the TV to tilt up almost to the vertical.
Now to the details.
The p