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Part 2: electronics
Phil Prosser’s Phenomenal
Pinball
L
ast month, we showed the
overall configuration of the pinball machine and introduced pretty
much all the modules that make it up.
Besides the cabinet, controller, score
display and deck, pretty much everything else is modular. Those modules
fall into two broad categories: electronic and electromechanical.
It helps to have the electronic parts
working as you build the electromechanical parts, so that you can test and
actuate them properly. Therefore, we
will present the electronics first, starting with the circuitry and then the
PCBs and assembly instructions (we
published the parts list last month).
Some parts are required, like
the Control Board and Power Supply. Most of the others are optional,
although you’ll almost certainly want
to build most of them. In some cases,
like the bumpers, targets and kickers,
most good machines will have several.
With pinball, more is more!
Our Control Board has been designed
to have enough inputs and outputs for
what most constructors will need.
Later, we will eventually present an
expansion board, in case someone
wants to build a monster pinball game!
While not strictly necessary, it’s
very helpful to have a computer with
a USB port for testing. You also need a
serial terminal program such as PuTTY
to access the debugging information.
Now let’s get stuck into the electronic side of the game.
Circuit details
Machine
The full circuit of the Control Board
is shown in Fig.4 overleaf. The sections in dashed boxes are repeated
multiple times, as described in the
notes at the top of those boxes.
We use 74HC595 serial-to-parallel
shift registers to drive all the outputs
and 74HC165 parallel-to-serial shift
registers for monitoring all inputs.
This allows us to have hundreds of
I/Os with just a few pins used on the
Pico 2. These chips are relatively inexpensive, so the board doesn’t cost a
huge amount to build despite its size.
All this I/O could have been handled
in a single very-high-pin-count FPGA
or microcontroller, but this would
probably cost about the same as the
discrete solution and would definitely
need to be a surface-mount device. We
thought it was best to make this easy to
work on. There is also a level of nostalgia in using old-school devices.
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This customisable pinball machine has everything you’d
expect: a ball launcher, flippers, bumpers, ramps, targets,
rollovers, sound effects, flashing lights – the works. You can
build it just like ours or design your own using the electronic
and mechanical modules we’ve designed and tested.
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Adding to the number of parts on
the Control Board, there is substantial input and output protection. The
inputs can be expected to be subject
to some pretty serious EMI. Given that
this is a large device and very mechanical, it is also likely that during construction and servicing, the inputs will
be subject to abuse.
All inputs have 1kW series resistors and clamp diodes limiting the
74HC165 input voltages to safe levels. We also have 1kW pullup resistors
to 3.3V on all inputs, making it easy
to connect switches between these
pins and GND. This means that if you
choose not to use a particular input or
sensor, it defaults to an inactive state.
The 1kW pull-ups provide a relatively low impedance, which makes
coupled noise less likely to be a problem. We run a ground line along with
each input group from the controller to the pinball deck, which should
minimise ground-related noise problems that can occur when switching
high currents.
There are four 74HC165 devices
on the board, providing 32 discrete
inputs. This is just enough to make a
decent pinball machine.
We considered using resistor arrays
on the inputs and outputs, but the
cost from reputable suppliers was far
more than individual parts. We felt the
trade-off between parts count and cost
to constructors fell well on the side of
individual resistors.
LED outputs
We need a lot of lights to make the
machine pretty, meaning we also need
a lot of controllable outputs. We chose
to use LEDs for most outputs, though
you could connect incandescent bulbs with some modifications. The supply
current draw could
get out of hand
unless you
are careful,
though.
There are
thirteen 74HC595
chips on the board,
providing a total of
104 outputs. 40 of these
are dedicated to the score
and player number displays.
The remainder is buffered with
open-collector transistors. This allows
us to drive LEDs at much higher currents than the 74HC595 supports,
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which is 50mA total per chip.
We run the white LEDs at 25mA,
although the transistors will happily
sink much more current than that with
lower-value current-limiting resistors.
The LED outputs use 64 transistors,
but these are cheap and any pin-compatible NPN device will do (BC337/8,
BC546/7/8/9 etc). If you need to handle more current, that is quite possible;
just watch the 5V supply total limit.
All the 74HC595 shift register
inputs are driven in parallel with the
SER (serial data) and SRCLK (serial
clock) signals, so data is clocked into
all shift registers simultaneously.
However, this has no effect on the outputs of any chips until one of the individually driven RCLK pins is driven,
allowing us to clock eight bits of data
to any of these chips at any time.
Every time eight bits (one byte)
of data is clocked to a register and
latched, the states of the eight connected outputs are updated simultaneously. We are driving these devices
way below their maximum rate and
can still update all the outputs in a
couple of hundred microseconds.
From a modern data communications perspective, this is terrible. But
since we are interacting with human
beings, this allows a solid 1kHz update
rate for everything on the pinball table,
which is more than fast enough.
One concern we had was driving
SRCLK and SER to so many devices
across such a large board. We have
included a 100W
series resistor
at the driving end.
The signal measured across the board
is quite clean, showing very safe setup
and hold times without undue ringing.
Power outputs
Pinball machines need to be able
to drive solenoids at relatively high
voltages and current, as well as things
like bells and lamps. This is a job for
a power Mosfet. Having only 3.3V to
drive the Mosfet gates from the Pico 2
demands the use of logic-level devices.
In our machine, we use 12V 1.5/2A
solenoids but drive them at 24V. The
flippers use two in parallel, which
amounts to a short-term demand of 6A,
although only for 100ms or so. This is
why we have 10,000μF of supply bulk
storage on the 24V rail (split between
the Control Board and the Power Supply Board).
For these Mosfets, we have specified IRLZ44NPBF devices, which are
about $1 each if you buy 12. These
are rated at 55V and 47A with a maximum 1.8V Vgs (gate-source voltage)
threshold. This means we can drive
them straight from the 74HC595 outputs, given that the chip is running
from a 3.3V supply, for compatibility
with the Pico 2.
Make sure you use logic-level
devices (ideally the ones we’ve specified) or they won’t work properly. Be
careful as not all ‘logic-level’ Mosfets
are equal; for example, we cheekily
used some MTP3055VL devices in
development, but these are only “on”
enough to allow testing, and should
not be used in a permanent installation.
Each power output has a normally
reverse-biased 1N4004 diode across
it to absorb the significant inductive spikes from the solenoids.
These are included on
the controller as ‘belts
and braces’; you will
see that we also
specify diodes
across the
solenoids
themselves
under the pinball
deck. Once you see the
machine in operation, you
will understand our conservative approach here.
...continued on page 54
Photo 6: the Control Board for the Pinball
Machine will take a while to build. But
since it’s split up into sections, you can tackle
it one bit at a time.
July 2026 51
Fig.4: the Control Board is large but it’s made of lots of repeated sections, so we’re only showing each one once. There
are four instances of the input section inside the dashed red box, giving 32 total inputs. The tables show their default
functions. There are five low-current output sections (green box) to drive the Player and Score 7-segment displays and
eight medium-current outputs (cyan box) to drive up to 64 LEDs (note the use of different resistor values in some sections).
The 12 high-current outputs are inside the purple dashed box, with the default functions of each listed.
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July 2026 53
Sound interface
We used a ‘1-bit PWM DAC’ library
for sound, which uses the onboard
PWM modulator and an interrupt
service routine (ISR) to generate an
analog 8-bit output at a sampling rate
of 11kHz. This is not hifi, but it does
the job.
The output is from a single digital
I/O line at pin 7 (digital output GP5).
It goes through a low-pass RC filter
before being amplified by an LM384
power amplifier, producing sound
from the small connected loudspeaker.
Future expansion
We’ve considered what might happen if someone more ambitious than us
runs out of inputs or outputs, so we’ve
provided a four-pin header (CON20)
and three two-pin headers (CON35CON37) for future expansion. In a
pinch, CON35-CON37 can be used as
three extra switch inputs.
We plan to describe a board in a
future issue that can be connected to
these four headers to provide even
more inputs and outputs. In theory,
we (or you) could add any number of
both, but most likely we will add one
bank of 8 inputs, two to four banks
of 8 LED outputs and one bank of 4-8
high-current Mosfet-based outputs.
That should be enough for a very complex Pinball Machine indeed!
Keep in mind that the existing
Photo 7: the Power Supply Board
provides 3.3V and 5V DC rails to
power the Pico 2, LEDs and so on
from the 24V supply. It also passes
the 24V supply through to
power the solenoids and audio
amplifier.
design already has several
spare inputs and outputs,
so it’s possible to build a
somewhat more complex machine than
ours without needing any expansion. It depends
on how ambitious you are!
The software will need to
be modified to handle the extra
I/Os but that should not be difficult.
Power Supply Board
Old-school pinball machines ran
their solenoids at quite high voltages, in many cases exceeding what
are currently considered ‘safe’ levels.
We want to make our pinball machine
something that anyone can fiddle with,
without fear of a significant shock. So
the whole thing operates from a 24V
DC 5A plugpack or power brick. A rating higher than 5A won’t hurt.
We have used several different supplies while working on this project,
including a 20V 6A laptop docking
station supply. This is a touch short
of our target of
24V, but works
well enough and
it was free.
We succeeded in achieving excellent performance from the flippers
with a 24V rail, but had to use dual
solenoids per flipper and overdrive the
12V DC rated solenoids at 24V. This
gives us the oomph we need without
the use of hazardous voltages.
To ensure the power supply rail
handles the high current pulses, we
have 6600μF of storage on the Power
Supply Board and another 4400μF on
the Control Board.
Our lighting in the game is all
LED-based, so the power supply has
Fig.5: the power supply is mercifully simple. The incoming 24V DC (or thereabouts) is fed straight through with some
capacitors to help handle current spikes. That supply is also converted efficiently to 3.3V and 5V rails to power digital
logic and LEDs by a pair of integrated buck (step-down) regulators, REG1 & REG2.
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high-efficiency buck (step-down) conversion of the 24V DC to 3.3V DC and
5V DC rails for logic and lighting. The
current draw on these rails can exceed
1A, so linear regulators are not a sensible option.
The Power Supply circuit is shown
in Fig.5. It’s intended to be mounted
reasonably close to the Control Board,
as there are some quite high current
spikes that will be drawn when solenoids are actuated. We won’t linger
on the power supply design, as it is
quite conventional, with the two stepdown converter sections basically
being lifted straight from the LM2576
data sheet.
The only difference between the
two buck regulator sections is in the
feedback divider resistor ratios. The
LM2576T-ADJ uses negative feedback
to regulate its feedback pin to 1.23V. So
with a feedback ratio of 2.6 (1 + 1kW
÷ 1.6kW), that results in an output of
3.198V (1.23V × 2.6; close enough to
3.3V). Similarly, 1 + 3kW ÷ 1kW = 4
and 1.23V × 4 = 4.92V.
All rails are fused, as we have a
creeping suspicion that there will be
quite some ‘poking around under the
deck’ for a machine that is well used.
The 3.3V and 5V converters are pretty
efficient (typically about 80%), so their
normal draw from the 24V rail will be
a couple of hundred milliamperes in
the worst case.
For example, a 1A draw from the
5V rail is a load power of 5W. At 80%
efficiency, that’s 6.25W drawn from
the input, which is just over 250mA
for a 24V supply.
We have used rather chunky pluggable terminal connectors for the outputs on this board, and in many other
places in this project, such as for solenoids. The current will see 3A pulses
when each flipper is operated, with
brief pulses to 6A. So we cannot use
lightweight plugs and wiring. These
connectors are rated at 10A and allow
you to unplug parts of the machine
during construction and service.
Photo 8: the
finished Pinball
Machine (legs
not shown).
Note that the
backboard
has a strip of
white LEDs
run around the
inside of the
bezel that flash
when certain
events are
triggered.
Remaining circuits
The Control Board and Power Supply contain about 95% of the electronics in the Pinball Machine, but there
are another 10 simple circuits/boards
used, mostly to keep the wiring manageable:
1. Player Number Board: this is a
simple 7-segment display on a small
carrier board wired to a 10-pin IDC
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Fig.6: these helper circuits (starting with the Player Number Board) mostly serve
to simplify wiring the various LEDs, switches, sensors and solenoids up to the
Control Board without the wiring becoming a mess. They all connect back to
the Control Board with some combination of 10-way ribbon cables and figure-8
cables for the solenoids.
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July 2026 55
Fig.7: the circuit
diagram and PCB
overlay for the Score
Board, which uses
six 7-segment LED
displays. These displays
must have commonanode wiring. Don’t
trick yourself and
accidentally install
common-cathode parts,
they look identical but
don’t work.
header (Fig.6). Connecting it to one
of the low-current output headers on
the Control Board allows the current
player number to be displayed.
2. Score Board: this board has six
7-segment displays, four 10-pin IDC
headers and a small amount of drive
circuitry (Fig.7). It’s driven by four
low-current output sets to show the
score as four digits plus two zeroonly digits (so the score is always a
multiple of 100). That means you can
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get a score approaching one million
– much more impressive than mere
thousands!
The onboard resistors and transistors allow the zero digits to be switched
on or off using pin 8 of CON101, meaning there’s no connection to the decimal point segment of DISP1.
3. General LED Board: this connects
up to eight separate LEDs to a 10-way
ribbon cable (Fig.8). The LEDs connect
to this board via two-pin polarised
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headers. It’s driven from one of the
medium-power outputs on the Control
Board and is used for general lighting
and effects.
4. Bumper LED Board: this has
eight LEDs in a circle and fits around
the outside of bumpers (Fig.9). Like
the General LED Board, it connects
to a medium-power output set on the
Control Board.
The Bumper LEDs use one 8-bit output port each from the Controller and
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Fig.8: the General LED Board, which
connects up to eight separate LEDs.
generate patterns triggered by time and
when the ball hits the bumper hard
enough. We used the brightest reasonably-priced LEDs we could find. The
resistors on the Control PCB set their
drive current to 20mA.
Our deck had drilled holes into
which we inserted 3D-printed clear
LED bezels, to be described in a future
article. The PCB is mounted with the
LEDs pushed into the bezels, and we
glue a couple of the LEDs to the bezels
to secure the assembly. As shown in
Photo 4 last month (and reproduced
on page 62), this board is sized to
fit around the bumper mechanisms.
5. Cascade LED Board: this has 15
LEDs in a triangle pattern (Fig.10).
The extra LEDs let us flash some
interesting patterns. It’s typically
placed in the middle of the deck
and is driven by two medium-
power output sets on the Control Board. Note that there is
no LED16 due to the triangular layout.
6. Switch Input Board: this
connects up to six regular
switches and two inductive
sensors to an 8-way input port
on the Control Board (Fig.14).
The inductive sensors differ by
needing a 24V supply voltage, hence
the 3-way connectors for them. These
should connect to CON2-CON4 on the
Control Board as those are the input
headers with a connection to 24V
(CON1 supplies 3.3V).
7. General Input Board: this connects up to eight regular switches to
an 8-way input port on the Control
Board (Fig.15).
8. High-Current Interface: this adds
four back-EMF clamp diodes across
the wires to up to four solenoids
(Fig.11). It’s important that these are
close to the solenoids. It can also simplify the wiring by keeping the four
figure-8 cables from the Control Board
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Fig.9: the circuit diagram and PCB overlay for
the Bumper LED Board is shown above and
to the left. Depending on how you plan
your Pinball Machine, you might need
several of these.
Fig.10(a): the PCB overlay
for the Cascade LED Board.
The circuit diagram
for this board is shown
overleaf.
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July 2026 57
Fig.11: the HighCurrent Interface
Board. This board
should be kept close
to the solenoids.
Fig.10(b): the circuit overlay for the Cascade LED Board. Note that it
only has 15 LEDs instead of 16 due to the layout.
together up to this board. This board
is used for the flippers and reload
mechanisms or other things you want
to control.
9. Rollover Board: this connects
up to eight inductive sensors to an
8-way input port on the Control Board
(Fig.12).
10. Bumper Driver Board: this is
like a combination of the General Input
Board and High-Current Interface
(Fig.13). Having them together means
one less board to mount, as they are
both required for bumpers and kickers.
It also provides one extra high-
current channel, allowing for the
three bumpers and two kickers to be
connected via a single board, plus
three extra headers and current-
limiting resistors for high-power LEDs
(mounted on top of the bumpers) to
be wired in parallel with the bumper
solenoids.
Control Board assembly
First, make sure you have a good
couple of hours spare and are armed
with a cup of your favourite beverage.
Construction is not hard, but it is a
proper task. Get all the parts together
and ready. Follow the plan, and if
you stop, make sure you stop somewhere sensible so you can pick up in
an orderly manner.
The Control Board PCB overlay is
shown in Fig.16 (at actual size, but
split across two pages). Start by fitting
all the resistors. There are only a few
values, which is a mercy, but there
are a lot of the 1kW, 220W, 150W and
82W parts (plus just a few of the 100W,
2.2W and 2.7W). We mounted them all
in the marked sections on the PCB, one
value at a time.
An old trick when loading a lot of
parts is to get a sheet of packing foam
or similar. Once you have bent the
leads of the parts and inserted them
through the pads, put this on top of
the board, then holding the foam to
the PCB, you can flip it over knowing
all your parts won’t fall out.
Another cheeky trick if you find
yourself stuck is to solder some parts
from the top of the board.
Next, install the diodes. Start with
the 1N4148s, which are the most
numerous (64), and watch their polarities as they don’t all face the same way.
After that, solder the larger 1N4004s,
again paying attention to their orientation (don’t forget D1, all by itself next
to the Pico mounting position).
Fig.14: the Switch Input Board. This
connects up to six regular switches
and two inductive sensors.
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Fig.12: the
Rollover
Board (left
and below)
connects
up to eight
inductive
sensors.
Fig.13: the Bumper Driver Board PCB overlay is shown
directly above, and its respective circuit diagram directly
below. It provides an extra high-current channel allowing
for three bumpers and two kickers to be connected via a
single board.
Now is a good time to solder all
the ICs to the board. There are a few
things to watch out for here. First,
don’t get the 74HC165 and 74HC595
chips mixed up, as they come in
the same package but have different
functions.
Second, double-check the orientation of each part before soldering it!
It’s really annoying to fix a rotated chip
and usually involves destroying it to
get it off the board safely.
Third, we suggest you solder chips
directly to the board rather than use
sockets, as sockets can oxidise and
become a source of unreliability. Also,
since these are fairly sturdy logic
chips with lots of protection, they are
unlikely to fail, and sockets are an
additional cost. Still, if you want to
use sockets, you certainly can.
Fig.15: the General Input Board
connects up to eight switches to the
Control Board.
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July 2026 59
Next, load all the 100nF capacitors.
We used (and suggest you use) ceramic
capacitors as they are better for bypassing digital ICs. However, if you have a
box full of 100nF greencaps or MKTs,
you certainly could use them.
Now mount all the terminal block
sockets and headers, including the
box headers. All connectors are
keyed; be careful to get them in the
right way around, as we rely on the
ribbon cables to simplify a lot of wiring and you don’t want them back
to front. The notch is marked on the
silkscreen.
We have specified boxed connectors
for the 10-way cables so that as long as
you mount the headers the right way
around, it should be almost impossible to break anything no matter where
you plug things in.
Loading the transistors is easiest if
you mount them close to the board
and solder all the outside legs from
the top of the board. This gives you
plenty of room to get your soldering
iron in, then flip the board, solder the
outside pins on the bottom, then snip
off the outside legs before soldering
the middle pin.
Now you can install the pushbutton
switch and LED next to it, followed by
all remaining capacitors. Mount all the
Mosfets, making sure you do not short
any of the tabs together; heatsinks are
not required. Follow with the volume
potentiometer.
Now fit two SIL header strips to the
Raspberry Pi Pico 2. These can be cut
or snapped from a longer header (eg,
snap a 40-pin header in half to get two
20-pin headers).
While you could solder the Pico
2 directly to the board for reliability
(making sure you get it the right way
around!), we recommend that you
instead solder header sockets to the
board, allowing it to be unplugged if
necessary.
Phew, you are finished. Sit back and
behold that Control Board, straight
from the 1970s, except for the Raspberry Pi board, of course! You will
need a power supply before you can
test it, though...
Power Supply
The locations of all the components on the Power Supply Board are
shown in Fig.17 overleaf. Fit the resistors, then the diodes (watch the orientations), followed by the fuse clips
and fuses, then the capacitors. Next,
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solder the output socket in place, double checking that you have it the right
way around.
The regulators do not need heatsinks the way we use them. If yours
came with five pins side-by-side, use
fine-nose pliers to crank them out
to match the PCB pad pattern, then
solder them in place with the tabs
orientated as shown in the overlay
diagram.
Power supply testing
Check that all the components are
on the Power Supply Board, including the fuses; then you are ready for
testing.
Your power supply doesn’t need to
be rated at exactly 24V DC, but lower
voltages will result in less ‘oomph’ for
the electromechanical parts. It does
need to be able to deliver at least 5A.
We have not tried voltages above
24V, but it should work up to about
30V, with 19V being about the lowest
we would bother with. We encourage
you to look in your drawer of outdated
laptop and docking station power supplies, as these are usually 19-21V at a
very high current.
To test the board, apply 24V DC
or thereabouts to either of the input
connectors. There is no reverse polarity protection, so take care with your
wiring!
Check the 3.3V output; it should
be between 3.1V and 3.4V. Similarly,
check the 5V DC output; it should be
between 4.7V and 5.1V.
If either voltage is too high, our prototypes regulated fine with no load, but
it’s possible yours needs a load on it,
so add a 100W resistor across that output and check again.
If it’s still too high (or too low),
there’s something wrong with the
board, so switch off the power and
check it carefully for dry joints, short
circuits, incorrectly orientated or
wrong-value components. Check the
orientations of the diodes and verify
that the LM2576s are -ADJ versions.
Also check that your power supply
is working properly and that the input
voltage is as expected with the board
powered up.
Fig.16: the Control Board is
substantial, in part because it
completely avoids the use of surfacemount parts. A lot of the work is
simply in fitting the many resistors
and diodes, but once you’ve done that,
the rest is not too bad.
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July 2026 61
At this point, you should have
a functional power supply and are
almost ready to test the Control Board.
However, it will be much easier to test
it once you’ve built some of the various LED and breakout boards.
Remaining board construction
Photo 4: this photo (from last month) gives an idea of what the wiring is like on
the underside of the Pinball Machine.
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These boards are all pretty simple to
build, so we will just give some brief
notes for each. Use the overlay and circuit diagrams, Figs.6 to 15, as a guide
to assemble them. Importantly, it will
also help to have an idea at this stage of
how many of each board you will need,
which depends on your intended deck
layout (if it’s similar to ours, you can
stick to our suggestions).
Even if you don’t know, it’s pretty
safe to build one of each for now. You
will almost certainly need more than
one Bumper LED Board, as bumpers
are a staple of a good pinball game.
Most of the smaller boards have
all the components on one side. The
exceptions are the Bumper and Cascade LED Boards, which have the connectors on the back, and the Player and
Score LED Boards, which have the displays on the front and everything else
on the back.
When building the High-Current
Interface Board, watch the orientations
of the pluggable headers. These need
to accommodate the screw terminals,
as shown on the overlay, and be in
the same orientation as on the Control Board, or the diode will short out
the controller output and most likely
blow a fuse.
For the Player and Score Boards,
make sure you use common-anode
7-segment displays; common-cathode
types will not work. Also, get the
header the right way around.
For those boards with LEDs or transistors, be careful to orientate them as
shown in the diagrams. That also goes
for all the connectors, including the
pluggable terminal blocks.
For those boards with LEDs, you
may need to solder them on extended
leads to fit the deck; if you’re unsure,
solder them with maximum lead
length. Once these are installed under
the deck, some extra lead length is
not a problem, and makes installation easier. Keep the heights consistent regardless.
Also consider that you may want
to use different colour LEDs in some
places. We used a mix of red and
white; there’s nothing stopping you
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Fig.17: the power supply layout. You will note that the output connectors are in
a different position than shown in the photos, so that a 6-way connector can be
used to match the Control Board.
from using other colours if it suits
your build, just make sure they are
high-brightness LEDs.
The parts lists last month includes
everything you need to build the
boards, but nothing to mount them.
We’ll get to that later when we start
assembling the Machine. You’ll probably need big bags of M3 machine
screws and tapped spacers, although
we will also describe the 3D-printed
mounts we used in our build.
Controller testing
The first step is to load the software
onto the Pico 2; you can download it
from siliconchip.au/Shop/6/3628
Once you have the ZIP, locate the
UF2 file within and extract it. With
the Pico 2 unplugged from the Control
Board, hold the BOOTSEL button on
it while plugging the cable into your
computer using a USB data cable.
BOOTSEL is the small-surface mount
button on the Pico 2.
It will appear as a removable drive
on your computer. Drag-and-drop the
UF2 file onto that drive. It will copy
and, after a few seconds, the drive
should disappear and the Pico 2 will
reboot.
Before plugging the Pico 2 into the
Control Board, make sure the Power
Supply Board is producing the right
voltages. Wire up the two 6-way pluggable terminal blocks to each other,
ensuring the correct voltage is applied
to each input on the Control Board
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with the right polarity. Double-check
this before applying power!
Apply power and check that all
three supply rails are still delivering
the correct voltages. If not, check that
the electrolytic capacitors on the Control Board are the right way around,
and poke around for anything getting
hot. Without the Pico 2 plugged in, not
much should be happening.
Now remove the power, wait a few
seconds, plug in the programmed
Raspberry Pi (the right way around!)
and apply power again. Check that
the heartbeat LED next to the Pico 2 is
blinking. If it is not, the Pico 2 is either
not programmed or is very unhappy.
Check the 3.3V and 5V rails; if they
are OK and the LED is not blinking,
unplug the Pico 2 from the controller
board and power it using a USB cable.
The LED on the Pico 2 should blink.
If not, the Pico 2 is not programmed.
If it does not blink, there is a fault on
the Control Board (could the LED be
reversed?).
Assuming it’s ‘alive’, now it’s time
to make a few 10-pin ribbon cables
with IDC plugs on each end. Make
them long enough to be reused in the
machine as you build it later. Check
that the triangle on each connector
indicating pin 1 aligns with the redstriped part of the cable, or at least that
it points to the same side of the cable
at each end – see Fig.18.
It’s important when crimping the
IDC connectors that you use enough
force to compress the connector so the
blades slice fully through the insulation and contact the wires within, but
not so much that you break the plastic.
It’s a tricky balancing act, but it helps
to apply force evenly across the top of
the connector during crimping.
Now, using five such cables, join the
Score and Player displays to the Control Board. Connect CON107 on the
Player display to CON5 and CON101104 on the Score Board to CON6CON9, respectively.
Apply power and you should see
“SC Pin Ball” scroll across the four
display segments on the left a couple
of times. If that does not happen at all,
check the data and control lines, especially SER and SRCLK. These lines
run to most of the ICs on the Control
Board, so a failure anywhere (like a
short circuit) could stop the whole
thing from working. Look for solder
bridges on the Pico 2 connections.
Also check your cables, which are
easily overlooked culprits. Check
pins 9 and 10 especially carefully if
no LEDs work.
If only some displays or segments
are working, look for the control lines
having a problem, including those
that go to pin 12 on IC5 through IC9
(L_PLAYER & L_DIGITS0-3). The most
likely cause would be in the soldering or an improperly crimped ribbon
cable.
We use the score display in the SelfTest mode, so you will need to get it
working before proceeding.
Fig.18: here’s how to crimp the ribbon cables. Most IDC connectors come with
strain reliefs like this and are in three pieces. If yours lack that, only having two
pieces, the cable can just pass straight through. Pin 1 (red stripe) is usually also
marked with a moulded triangle on each connector
Australia's electronics magazine
July 2026 63
Screen 1:
while we used
PuTTY, you
could use any
serial terminal
program to
monitor the
Control Board’s
output in SelfTest mode.
You will see
a scrolling
status list in the
window. Your
COM port will
differ; check in
Device Manager
to see which port
you should use.
Screen 2: any input that is active (pulled low) is reported by name in this
mode. Normally, you make a single input active at a time and check that it was
correctly detected. Here, we have intentionally pulled Bumper 1 and Kicker 1 to
ground.
Assuming the display works, hold
the Self-Test button (S1) on the Control
Board while powering the system up.
This puts the controller into test mode.
It provides serial data via a USB serial
port regarding its status and relevant
data for a series of tests for the inputs,
LED outputs and power outputs. You
really should use this for all testing
and debugging.
In Self-Test mode, data is also written to the score display, but considering we have four display digits to
work with, the output is pretty brief.
The controller emulates a serial connection, so all you need to do is plug
it into a computer and run a terminal
like PuTTY or Tera Term Pro to display what the controller is sending.
On a Windows PC, you can go into
Device Manager and look at which
serial port your computer has assigned
to the Pico 2. This varies – search for
and open Device Manager, then look at
Ports (COM & LPT), which will show
you the serial port number. Tera Term
also shows the available ports and
their names when you launch it.
We ran PuTTY on our computer,
clicked on serial connection and then
“Open”. This opens a window that
prints out data on the serial port – see
Screen 1.
In test mode, you will get relevant
data sent out about once per second,
depending on what test you are running. You will know that you are in
Self-Test mode as the heartbeat LED
does not blink. Instead, data is sent
on the serial line and to the Score
display.
Input tests
Screen 3: testing the LED ports one at a time.
Screen 4: testing the high-current (‘power’) output ports, one at a time.
64
Silicon Chip
Australia's electronics magazine
The first test is reading the inputs.
This will present data to you on the
serial console as shown in Screen 2.
Simultaneously, the Score display will
scroll the value of the inputs in two
four-character HEX numbers. These
are arranged as MSB first, LSB last.
There is a space in between to let you
see the two words.
We have inverted the logic in the
display, so 1 means the input is active,
ie, pulled low.
You can stimulate each input to the
controller by shorting that input to
ground and you should see the corresponding input value change. We
used the General Input PCB for this,
as it breaks out all eight inputs run
from the ribbon cable to eight two-pin
headers. We shorted each in turn with
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a screwdriver. You could also use a
jumper shunt.
A quick-and-dirty test is to short
each input in turn and look for the
reported input state changing. Even if
you don’t bother decoding the input, if
the value changes each time you short
a different input, it’s likely that all the
inputs are working. If an input does
not work, check the associated input
soldering, resistor, cabling and diodes.
If a whole input bank does not work,
check that IC’s soldering. Before desoldering chips, check the soldering and
the control lines carefully, as getting
those ICs off the board realistically
requires a hot air gun or snipping
every lead off and individually desoldering them.
Output tests
Once you are satisfied that all the
inputs are working, press and hold the
Self-Test button for a second or so to
progress to the output tests. A quick
press might not work because of how
the software works in test mode. A
message will be presented on the serial
output and also the score display.
Press the Self-Test button again; this
makes the Player LED port blink on
and off at 1Hz. A second press runs
each LED in series for that port. The
serial report on your computer should
show something like Screen 3.
Repeat this test for the four Score
board headers, the three Bumper headers, the two Pattern LED headers; then
the Rollover LEDs, Target LEDs and
General LEDs (those three are on one
header each).
If a whole port does not work, debug
the control lines and check your soldering, especially around the associated IC. If individual LEDs do not
work, look from the output IC through
the transistor to the output connector.
Power Output tests
Next come the power outputs. These
tests make the output active for 100ms,
then off for 600ms. We run the test this
way, as if you have a solenoid connected, it will be driven very hard, and
we do not want to leave power applied
for an indefinite period. If you have the
serial port connected still, you will see
these states reported on the terminal,
as shown in Screen 4.
The next three button presses will
start bumpers 1-3 pulsing on and off.
Connecting a bumper or LED with a
1kW series resistor to see these operate.
siliconchip.com.au
Photo 9: this photo gives you an
idea of the size of the Pinball
Machine. It stands 153cm tall
(71cm for the legs alone), 60cm
wide and 112cm deep.
After that are the two kickers, then the
left and right flippers.
The eighth press activates the second kicker, although I didn’t use that in
my machine. A ninth press triggers the
ball load solenoid, then after that the
ball release solenoid. The bell comes
next; this operates at 50% duty cycle
since we use a 12V bell, and if you run
this test with the bell plugged in, we
don’t want to melt it.
If all of these fail, then we need
to look at the SER and SRCLK lines
(although if you got this far, surely they
are OK). If the first eight or second four
fail but not all, look at IC22-IC23 plus
the L_Power0 and L_Power_1 lines.
If an individual output fails, check
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for soldering problems and wiring
problems, especially around the Mosfets. These Mosfets are pretty chunky,
so it is very unlikely that they will
fail if you have the diodes installed
correctly.
Now plug the speaker into CON10
and turn up the volume to a moderate
level. Apply power and listen for a tune
at start-up. If this fails, look around the
power amplifier and volume pot.
Next month
You should now have the controller
up and running. Next month we will
start describing how to 3D-print and
assemble parts like the bumpers, kickSC
ers, targets and flippers.
July 2026 65
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