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Part 1: introduction and overview
T
Machine
Have you ever wanted to build your own pinball machine
with a custom layout, artwork, sounds and lighting? It
might seem like a daunting project, combining electronics,
mechanics and software. In this series, we show how to
design and build every part at home, from scratch!
his major project, presented
over the next few issues, will provide you with all the pieces to make
your own pinball machine. You can
pick and choose all aspects of it and
‘roll your own’ by 3D printing. Not
only does that make it incredibly customisable, it avoids the expense of
buying commercial pinball machine
parts. They can add up fast!
It seems like just a few months
ago that I was talking with our most
esteemed editor and asked what he
thought a fun project would be. His
answer was somewhat unexpected:
a pinball machine. My immediate
response was, “Sure, why not. I always
wanted to build one of those as a kid.”
I should have reflected on the reasons why I never went ahead with that
before. In retrospect, that was a bit of
a “... hold my beer” moment!
The technology in a pinball machine
is not advanced, but it is definitely in
the complex electromechanical world.
There are some very substantial forces
involved in many of the mechanisms
on a pinball deck, and controlling
them reliably is not easy. There is a lot
of electrical sensing and control, and
therefore (in old-school machines, at
least), a lot of wiring.
Make no mistake, if you decide to
follow my lead, you will be embarking
on a major project, and there will be a
lot of work. However, nothing about it
is really difficult, especially since we
have already done much of the hard
work. We will be presenting triedand-tested electronic and mechanical designs.
Critically, you will be able to download some files and start printing tested
and verified 3D parts immediately.
While the PCB and wiring are superficially impressive, the majority of the
effort in this project has gone into realising a DIY-friendly approach to making the critical kickers, flippers, targets
and bumpers.
Of course, it is possible to buy parts
to make a pinball machine; however,
they are excruciatingly expensive.
Also, many of the parts on the market
are second-hand, which introduces
reliability concerns.
So what we did was draw on some
experience and skills in 3D printing
to bring more of a DIY approach to
this project. That keeps costs down,
as does using a Raspberry Pi Pico 2
microcontroller module as the ‘brains’
of the system.
Australia's electronics magazine
siliconchip.com.au
Phil Prosser’s Phenomenal
Pinball
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Silicon Chip
This also means that should anything break in the future, it will be
easy to repair. Simply print a replacement part, swap it in, and away you
go! We could even see Silicon Chip
readers making and sharing their own
elements to enhance this new ‘pinball
ecosystem’.
Don’t get the impression that following my instructions will completely
remove the need for mechanical skills.
Still, you will be making parts that
we (and you) know will work when
assembled and wired correctly.
We spent a lot of time simplifying
the wiring, with ribbon cables for most
of the lights and sensors, and a control
board that is ‘plug and play’. This was
an attempt to keep the inevitable spaghetti wiring manageable!
We will present all the component
parts required for a decent pinball
machine, including:
Flippers
Bumpers (that kick radially)
Kickers (that kick outwards)
Targets
Rollovers (which detect the ball
passing over)
Loader and ball release
A range of lighting parts
A scoreboard
A control system and a power
supply
You will be able to use some or all of
the parts we used. You may decide to
make more or fewer of some of them,
or make your machine larger or smaller
than ours.
Before deciding if you’re going to
build your own pinball machine, you
will probably want to see what ours
looks like and how it is to play. To
that end, in addition to the photos in
this and the following articles, we also
have several gameplay videos you can
view at the following link: siliconchip.
com.au/Video/Pinball1
The controller includes more
self-testing functions than we would
normally include, allowing you to use
a computer to monitor the state of the
machine and test every component.
So, we have some pretty solid built-in
help for debugging. In a complex system like this, you want to be confident
that you can track down any problems
that arise.
In addition to electronic and electromechanical parts, we will also provide
several 3D-printable deck sections,
especially around the reloader and
ball release, which we think is pretty
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cool. You don’t have to use these if
you don’t want to; you may prefer to
do some woodworking instead, or flex
some of your other skills. The controller won’t care.
So, you can make a deck that suits
your needs; you don’t need to copy
ours (but you certainly can if you want
to!). We have included all the Fusion
360 CAD files in our download section,
so if you want to modify these parts,
you can do so. This software is free for
non-commercial (hobbyist) use.
The defining aspects of a pinball
machine include a spring-launch
mechanism and a playfield with obstacles and targets. Hitting the targets
increases your score. The game ends
when the ball goes into the ‘gutter’ a
few times (usually three).
Variants of the pinball game with
these features have been
around since the 1700s. In
the 1900s, more complexity was added, including
flippers and a coin operation mechanism, allowing
pinball to become a commercial game.
Post-WWII (the early
1950s) saw the widespread
introduction of electrification and automated flippers, with the familiar
placement of flippers near
the bottom of the deck,
allowing longer play and better control of the ball.
Through to the mid1970s, all pinball
machines remained
electromechanical devices utilising relays for
control and
capturing
scoring.
In the
mid-1970s, microprocessors were
introduced, which enabled much more
complex lights, sounds, scores and
other functions.
My rash promise to the editor was
to bring the essence of this very long
history of the game together into a
project that you can make yourself. As
implied above, you will be able to ‘mix
and match’ and even customise our
part designs into your own creation.
As a final comment, this collection
of the controller, electromechanical
parts, example deck and software
will do a lot of your heavy lifting.
Even so, building a machine is a substantial undertaking. Keeping an oldschool pinball machine operational
is a very technical job, and building
one from scratch inevitably has some
tricky parts.
Photo 1: the
general layout
of the Pinball
Machine.
It’s highly
configurable;
you don’t need to
do everything the
same as us. You
could have more
or fewer bumpers,
kickers, LEDs and so
on. It’s designed to be
flexible, to suit your
idea of how a pinball
game should work.
June 2026 27
Fig.1: the system block diagram.
Inputs are shown with red lines
and outputs with blue. All inputs
are active-low inputs, some from
open-collector inductive sensors
and some from pushbutton
switches and microswitches.
The outputs are direct drive for
the 7-segment displays, opencollector outputs for the LEDs
and open-drain Mosfet outputs
for the high-power devices.
For those of you with an artistic bent
(or who know people with such skills),
this will be an opportunity to let your
creativity loose. We have made basic
decorations for our machine, but we
are sure that you, the reader, will come
up with something even more unique!
For those with a software background, we are also providing the full
Visual Studio code, so you can hack
into it and change the logic, tunes,
sound effects, light sequences and
whatever else you want. The world is
your oyster.
Let’s start with the system block diagram, shown in Fig.1.
The central Control Board is a
hefty 246.5 × 240.5mm, loaded full of
through-hole parts. None of these are
remotely fancy; the Raspberry Pi Pico
2 is the only high-tech part.
This board has inputs for all buttons
and sensors, LED drivers for the displays (a mix of 7-segment displays and
individual LEDs), 12 Mosfet outputs
that can drive very heavy loads, and
interfaces for inductive proximity sensors. For the LEDs, the 7-segment displays are driven directly by 74HC595
serial-to-parallel registers, while individual LEDs have bipolar transistor
buffers to handle higher currents.
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Silicon Chip
All the inputs and LED connections are via 10-way ribbon cables,
which run to small breakout boards
local to where the LEDs and inputs
are (see Photo 2). This simplifies the
wiring considerably, as you can crimp
a 10-way IDC ribbon connector in seconds using a vise or (ideally) a dedicated crimping tool.
All power outputs are via pluggable headers using figure-8 cables. We
used cheap speaker cable. This all
operates at 24V DC and up to 6A, so
we can’t use lightweight connectors.
We recommend pluggable screw terminals, which again are quick and
easy to assemble. If you are tempted to
solder these wires to the board, have
a bit of a think about servicing this
machine later.
Australia's electronics magazine
We found the best arrangement
was to have the power supply and
controller behind the main display,
with ribbon cables and high-current
cables running from there to breakout
boards at your sensors and effectors –
see Photo 2.
The Control Board is busy, as you
can see from Photo b1 overleaf.
Top deck
We 3D printed the entirety of the
top deck. We did this because we
could dream up a rather complex layout, print it, try it, then tweak it so the
game played better. The flippers can
drive the ball in a range of angles, for
example we wanted to have interesting things happen fairly often, so we
moved the bridge entry to the left of
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3D-printed Electromechanical Parts
Here’s an overview of the critical
parts of the pinball machine that
can be 3D-printed using files you
can download from our website. In
addition to the printed parts, some
standard hardware is used (screws,
nuts, washers etc) plus, depending
on the part, pre-made switches,
solenoids and other bits and pieces.
1. Flippers (Photo a1) – these are
the way the user interfaces with the
ball. They’re positioned near the
bottom of the machine and pivot
upwards when the user presses a
button. If timed correctly, they will
fling the ball up as it passes near
them into the location desired by
the user. If timed incorrectly, the
ball may go somewhere you don’t
want it – including in the gutter at
the bottom, ending your turn. They
use two solenoids to give enough
speed and power to kick the ball
properly.
Photo a1: one flipper; a pair of these are
what the player uses to move the balls
around the deck and (hopefully) score
points while avoiding the ball falling
down the bottom, ending their turn.
Note that this flipper is missing its
rubber band.
2. Bumpers (Photo a2) – these
are circular objects on the deck that
detect when the ball hits them and
push it away rapidly (driven by a solenoid). They make noise, flash lights
and cause the ball to ping around rapidly, making the game much more
exciting.
3. Kickers (Photo a3) – these are
positioned touching a flexible band. If
the ball hits the band, that is detected
by a switch and the kicker then
pushes the band out, causing the ball
to fly away. They’re a bit like bumpers
except they operate semi-linearly,
rather than radially.
4. Targets (Photo a4) – these are
basically labelled switches that
detect when they are hit by the ball,
usually increasing the player’s score.
They’re typically placed against the
side of the machine, where the player
can fling the ball (if they have sufficient skill).
siliconchip.com.au
5. Rollovers (Photo a5) – these
are designs drawn on the deck with
a corresponding inductive sensor
underneath. The machine detects
when the ball rolls over the image,
increasing the score or having
some other effect.
Photo a2: bumpers like this
are scattered (or clustered)
around the deck, giving the
ball a little boost while
flashing lights and
making noises (and
possibly adding to the
score).
Photo a3: kicker(s) work
somewhat similarly to
bumpers but in a more linear
fashion. They’re usually
attached to taut bands that
push the ball away when the
kicker moves them.
where it started and moved the targets
up the deck.
Making a ball game with a bridge is
the one thing I wanted to do as a kid.
You will probably form your own
opinions on the layout; there is nothing stopping you from moving stuff
around. Mind you, by the time we
were satisfied with our layout, the
sales staff in our local electronics shop
were convinced we were 3D printing
a battleship!
While we used Fusion 360 to design
all our parts, for those at the start of a
3D modelling journey, there are much
simpler tools like Tinker-Cad that you
could start with. Our experience is that
you need to be willing to try different
versions of the overall layout until you
find one that plays well.
Photo a5:
inductive
sensors
mounted under
the deck form
‘rollovers’,
which can add
to the score or
trigger other
actions. The
zones are
indicated on
the deck with
decorations
like circles or
starbursts.
Photo
a4: aim the
ball perfectly
at these targets for
bonus points! They’re
illuminated and trigger
microswitches when hit.
Photo 2: the machine’s wiring is greatly simplified by using 10-way ribbon cable
for most runs. Breakout boards at the far end make it easy to connect to LEDs,
inputs and so on.
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June 2026 29
Electronic Parts
The Pinball Machine uses more
than a dozen boards, most of them
breaking out ribbon cable connections to simplify the wiring.
1. Control Board (Photo b1) – this
hosts the Raspberry Pi Pico 2 and a
lot of I/O. It senses all the switches
and other inputs, then makes decisions to take action, triggering various outputs like LEDs and solenoids. It also keeps score, keeps
track of the current player, and controls the flippers and ball launching
mechanisms.
2. Power Supply (Photo b2) – the
whole machine is run from a 24V
DC 5A ‘brick’. This board derives +5.5V
and +3.3V rails from the incoming
24V DC, then distributes all three rails
to the Control Board.
3. Player & Score Displays (Photo
b3) – these are mounted on the backboard and show the current player
number and their score. They connect
to the Control Board with one 10-way
ribbon cable per digit and are driven
from 74HC595 IC outputs with current-limiting series resistors.
4. Cascade & Bumper LED Boards
(Photo b4) – these simplify the construction of groups of LEDs that shine
through small windows on the deck.
They connect back to the Control
Board via one or two 10-way ribbon
cables for each assembly.
5. Bumper & Kicker Interface
Board (Photo b5) – this connects
up to three bumpers and two kickers to the Control Board. Placing it
near those devices simplifies the
wiring. It connects the switches
back to Control Board inputs via
a 10-way ribbon cable, with additional figure-8 cables for each solenoid.
6. Power Distribution Board
(Photo b6) – this makes it easy to
connect multiple solenoids or other
Photo b1: the Control Board. It’s a bit of a monster, but all the parts are
cheap, commonly available and easy to solder. In a sense, it’s just a
Raspberry Pi Pico 2 with a lot of I/O.
Photo a1: one flipper; a pair of these are
what the player uses to move the balls
around the deck and (hopefully) score
points while avoiding the ball falling
down the bottom, ending their turn.
They’re driven by two solenoids each to
give good ball acceleration!
Photo b2: the power supply
simply derives 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.
The final version moves the
output connectors to align with
those on the Control Board.
Photo b3: the current player and score
displays are simple
7-segment LED digits
mounted on a PCB.
The current-limiting
LEDs are on the
Control Board.
If your woodworking skills are
strong, you could start by making
much of the deck out of timber, such
as plywood. That may make it easier
to experiment. You can either paint
it to get a good finished product, or
replace pieces with 3D-printed plastic parts once you have finalised the
configuration.
Bite-sized chunks
There are quite a few parts to this
project, which we will describe in sections. This article presents the overview and how it all comes together,
the architecture and top-level software
description.
Over the next couple of months,
we will describe the electronic modules and provide parts lists along
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Silicon Chip
with assembly and testing instructions. That will include the controller and I/O board, plus several other
related parts
If you’re planning to build the Pinball Machine, that will give you time
to gather the components and start getting the electronics up and running,
which will help with testing the electromechanical parts later.
Once all the electronic parts have
been described, we will provide the
3D printing files and describe how
to put those parts together. That will
include the electromechanical parts
such as the kickers, flippers and suchlike. You can make these ‘standalone’,
purchase commercial versions, or even
design your own.
When all the parts have been fully
Australia's electronics magazine
explained, we’ll give more details on
our example layout for the machine
we built. This allows us to present
how to bring this lot together; we hope
inspires you to develop your own deck
layout, artwork and gameplay.
That means the construction details
for this new Pinball Machine will be
spread out over the next few issues,
finishing before the end of the year.
Pico 2 software
The processing is all done by the
Raspberry Pi Pico 2. We gravitated to
this as it is so easy to use, powerful
enough for the job, and inexpensive
too. The design does need to grapple
with somewhat limited I/O, but by
normal standards, the Raspberry Pi
has plenty.
siliconchip.com.au
higher-power devices to a single
output on the Control Board.
7. Rollover Interface Board
(Photo b7) – this simplifies the
wiring to inductive rollover sensors, allowing up to eight to be connected to the Control Board via a
single 10-way ribbon cable.
8. Input & LED Breakout Boards
(Photo b8) – these simplify wiring
to switches and LEDs, allowing up
to eight of each to be wired back
to the Control Board via a single
10-way ribbon cable. The three-pin
headers are for inductive sensors,
like with the rollovers.
Photo b7 (above): this board makes it easy
to connect up to eight inductive sensors
to the Control Board via a single ribbon
cable. Use more than one if you want
more than eight rollovers!
Photo b5 (lower left): this board provides a local
connection point for the wiring of up to three bumpers
and two kickers. All the inputs go to the Control
Board via a single ribbon cable, while the
solenoid drive comes from the Control Board via
one figure-8 wire per bumper/kicker.
Photo b6 (lower right): this allows you to
connect several high-current devices to
simplify the wiring. These are straightthrough connections with added flyback
diodes.
Photo b4 (above): these
boards arrange 15 and
8 LEDs, respectively,
and connect them back
to 10-way header(s)
for connection to the
Control Board. Much
easier than wiring them
by hand!
The software is essentially a state
machine. There are two main modes:
normal operation and Self-Test. If you
hold the TEST button while it is booting, the machine goes into the Self-Test
mode; otherwise, the system boots into
normal operation. The software structure is shown in Fig.2.
After normal initialisation, the system goes into the Idle state, monitoring
the coin, player add and start inputs.
The coin input can be a simple push
button, but if you want to be a little
bit fancy, you could create a coin slot.
All it needs to do is pull the coin input
low each time a coin is sensed.
Once “Start” is pressed in the idle
state, and assuming you have sufficient credit, the machine moves to
the RunGame state. The system runs
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Photo b8: these three input and LED
output breakout boards simply break
out the eight connections on the
10-wire ribbon cable to eight separate
polarised headers for easy wiring and
maintenance.
Photos 4 & 5: the adjacent photo
gives an idea of what the wiring
is like on the underside of the
Pinball Machine.
The photo below and right is an
expanded view of the Control
Board wiring that is shown in
Photo 2.
Fig.2: the software has two main
modes: test mode and normal
gameplay. The code is written in
Visual Studio C, and does nothing
tricky, so most software-conversant
people should be able to modify it.
a loop that looks at all the inputs and,
depending on changes to any inputs,
triggers the required action:
For the flipper, kicker, bumper
and reload mechanism sensor inputs,
this action is to trigger the associated
solenoid for the required time, then to
return to an idle state. Scores are incremented for some of these. The flippers
are a little different; if the player holds
these, the system continues to generate a solenoid output but with a lower
duty cycle using pulse-width modulation (PWM) – there will be more on
why that’s necessary later.
For targets and rollovers, this
action can be to light up LEDs and to
increment scores.
Sounds are triggered by these
inputs or time passing.
Because the majority of the pinball
machine is fairly one-to-one causal
input-to-output, you don’t need to use
all the inputs or outputs. You have
great flexibility in how you build your
machine.
We provide the source code as part
of the download, so if this is your
thing, you can modify the software to
make it your own. Indeed, we encourage this. If you make something cool,
please let us know and share it!
Once the player loses and the ball
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is sensed in the reloader mechanism,
the system preloads the ball using
a solenoid, and the player number
increments. The system indicates the
player whose turn it is on the main display and provides their score. Players
have a total of three balls (programmable) and they take turns for each
of their three balls in round-robin
fashion.
In the GameOver state, the system
presents the score for each player in
turn. Once this cycle completes, the
system returns to the Idle state.
We will describe the significant selftest capabilities of the software later,
after we’ve built some of the hardware.
During construction, this is probably
the most important part of the code.
Software development
The Raspberry Pi Pico add-on for
Visual Studio is a joy to use. Coming
from a hardware engineer who turns
the air blue every time software has to
be written, this is high praise. While
this author has generated many lines of
code for this and other projects, every
time I write code, it is an exercise in
learning (and patience!).
The Pi development add-on to
Visual Studio with AI assistance is
truly a generational step forward, and
Australia's electronics magazine
we encourage you to look inside the
code and give it a crack. The best outcome is your own awesome machine,
and the worst is you revert to the baseline code.
Control Board
The Control Board carries a lot of
parts but is not that complex. Its heart
is the Raspberry Pi Pico 2, mounted
via a pair of headers. There is a small
power interface and an audio section.
The remainder is all buffered inputs
and outputs (I/Os). This is required for
the sensors and outputs such as LEDs
and solenoids.
The Control Board has six main
functional areas, as per Fig.3. These
sections are also delineated by silkscreen ink on the actual board; we will
describe in general how the Control
Board works below.
Sensor inputs: the Controller monitors all inputs, including user controls
like the flipper buttons, coin slot, start
button and such. At the same time, it
also watches gameplay inputs such
as target sensors, rollover sensors and
mechanism sensors on kickers and
bumpers.
State changes on these inputs trigger actions. This includes changes
in the state of the game, the score
siliconchip.com.au
Pinball Machine Kits
Note that we are supplying partial
kits for this project, primarily
for the Control Board and Power
Supply - see the Online Shop on
page 86 for details.
and controlling outputs. The outputs
affected might drive lights, bells, LEDs,
or more active outputs like flippers and
kickers. This would be really easy were
it not for the sheer number of inputs
and outputs.
Low-power outputs: there are 40 of
these, for driving the 7-segment LED
displays that show the current player
and score. They can source or sink
about 8mA each.
Medium-power outputs: there are
64 of these to drive LEDs for effects
spread around the playing area. 16 of
these sink around 30mA for driving
white LEDs, while the other 48 sink
around 20mA for red LEDs. You could
change the current limit mix to suit
your machine.
High-power outputs: these are for
driving solenoids and such, supplied
from 24V, at up to an amp or more
(although the 5A power supply limits
the total current and thus the power
of all loads).
Control and audio section: this
includes the Pico 2, a ‘heartbeat’
LED and the audio amplifier, which
is driven from a PWM output on the
Pico 2.
Power supply interface: the separate Power Supply Board does all
the heavy lifting here. The six-way
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power connector on the Control Board
matches that on the Power Supply
Board.
How will it all come together?
The Control Board has a six-way
pluggable connection to the power
supply. There are seventeen 10-way
IDC-style box headers for the inputs
and LED outputs, and twelve high-
current outputs to the solenoids and
high-power devices via two-way pluggable terminals.
The Control Board normally lives
in the backboard cabinet on a pinball
machine. The I/O wiring runs from
this to distributed local boards, either
for direct presentation of LEDs or local
wiring to the sensors.
By using lots of 10-way ribbon cables
with IDC connectors at each end, we
keep the wiring much simpler and
neater than if single-wire spaghetti ran
everywhere. That means your job will
be much easier in building it. An initial prototype we built without using
this system, instead using crimp connectors on individual wires, turned out
to be quite annoying to build.
Next month
In the next issue, we will start by
building the electronics, starting with
the Control Board, then the Power Supply and the other electronics. After
that, we will walk readers through
the construction and testing of the
bumpers, kickers, flippers and other
3D-printed parts. Then we’ll get to the
fun bit – putting it all together into a
cohesive game!
Finally, overleaf you will find the
part lists for all the electronics. If you’re
keen to build the Pinball Machine, start
gathering them and we’ll have the conSC
struction details next month.
Fig.3: the six main functional blocks of the Control Board, which you will find
outlined on the board itself.
Australia's electronics magazine
June 2026 33
Parts List – Pinball Machine Electronics Modules
Control Board (one required)
1 double-sided PCB coded 08107261, 246.5 × 240.5mm
17 2×5-pin boxed IDC headers (CON1-CON9, CON11-CON18)
4 2-pin polarised vertical headers, 2.54mm pitch
(CON10, CON35-CON37)
1 4-pin polarised vertical header, 2.54mm pitch
(CON20; optional, for future expansion)
12 2-way vertical pluggable terminal blocks, 5.08mm pitch
(CON21-CON28, CON31-CON34)
1 6-way vertical pluggable terminal block, 5.08mm pitch
(CON38-CON40)
2 20-pin header strips (for MOD1)
2 20-pin female headers (for MOD1)
1 SPST momentary PCB-mount tactile key switch (S1)
1 10kW logarithmic taper 16mm single-gang potentiometer (VR1)
Semiconductors
1 Raspberry Pi Pico 2 microcontroller module (MOD1)
4 74HC165 8-bit parallel-to-serial shift registers, DIP-16 (IC1-IC4)
15 74HC595 8-bit serial-to-parallel shift registers, DIP-16
(IC5-IC9, IC11-IC18, IC22-IC23)
1 LM384N 5W power amplifier IC, DIP-14 (IC10)
12 IRLZ44NPBF N-channel Mosfets, TO-220 (Q21-Q28, Q31-Q34)
64 BC338 or similar 100-800mA NPN transistors, TO-92 ▲
(Q111-Q188 ■)
1 3mm or 5mm LED (LED1)
13 1N4004 400V 1A diodes (D1, D21-D28, D31-D34)
64 1N4148 or 1N914 75V 200mA signal diodes ▲ (D111-D428 ■)
■ not all numbers in the range are used
▲ it may be cheaper to buy 100
Capacitors
2 2200μF 35V electrolytic, 7.5mm pitch
4 470μF 25V low-ESR electrolytic, 5mm pitch
1 47μF 16V electrolytic, 2.5mm pitch
1 4.7μF 50V electrolytic, 2.5mm pitch
33 100nF 50V radial ceramic, 5mm pitch
Resistors (all axial ¼W ±5% or better)
1 2.2kW
41 220W
3 100W
1 2.7W
145 1kW
48 150W
16 82W
Power Supply (one required)
1 double-sided PCB coded 08107262, 106.5 × 83mm
1 miniature 5/5.08mm-pitch 2-way terminal block (CON41)
1 PCB-mount DC barrel socket (CON42) [Altronics P0620]
1 6-way vertical pluggable terminal block, 5.08mm pitch
(CON43-CON45)
2 LM2576T-ADJ 3A adjustable buck regulators, TO-220-5
(REG1, REG2) [Altronics Z0589]
2 1N5822 30V 3A schottky diodes (D2, D3)
6 M205 fuse clips (F1-F3)
1 M205 5A fast-blow fuse (F1)
2 M205 2A fast-blow fuses (F2, F3)
2 100μH 3-5A toroidal inductors (L1, L2) [Altronics L6622]
3 2200μF 35V electrolytic capacitors, 7.5mm pitch
2 470μF 35V electrolytic capacitors, 5mm pitch
2 100μF 35V electrolytic capacitors, 5mm pitch
4 100nF 50V ceramic or film capacitors, 5mm pitch
1 3kW ±1% ¼W axial resistor
1 1.6kW ±1% ¼W axial resistor
2 1kW ±1% ¼W axial resistors
Player LED display board (one required)
1 double-sided PCB coded 08107263, 37 × 52mm
1 red common-anode 12.7mm (0.5-inch) 7-segment single-digit
LED display (DISP7) [Altronics Z0191, Mouser HDSP-511E]
1 2×5-pin boxed IDC header (CON107)
Score LED display board (one required)
1 double-sided PCB coded 08107264, 142 × 51.5mm
6 red common-anode 12.7mm (0.5in) 7-segment single-digit LED
displays (DISP1-DISP6) [Altronics Z0191, Mouser HDSP-511E]
4 2×5-pin boxed IDC headers (CON101-CON104)
2 BC338 or similar 100-800mA NPN transistors, TO-92 (Q1, Q2)
2 1kW ¼W axial resistors
12 220W ¼W axial resistors
LED output board (one or more required)
1 double-sided PCB coded 08107265, 49 × 38.5mm
1 2×5-pin boxed IDC header (CON50)
8 2-pin polarised vertical headers, 2.54mm pitch (CON51-CON58)
Bumper LED board (several required)
1 double-sided PCB coded 08107266, 84.5 × 84.5mm
1 2×5-pin boxed IDC header (CON48)
8 5mm ultra-bright clear-lens 20mA red LEDs (LED17-LED24)
[Mouser 941-C503BRCNCW0Z0AA1]
Cascade LED board (one required)
1 double-sided PCB coded 08107267, 89.5 × 99mm
2 2×5-pin boxed IDC headers (CON46, CON47)
15 5mm ultra-bright clear-lens 30mA white LEDs (LED1-LED15)
[Mouser 941-C503DWANCCBEB151]
Switch input board (several required)
1 double-sided PCB coded 08107268, 54.5 × 38.5mm
1 2×5-pin boxed IDC header (CON70)
2 3-pin polarised vertical headers, 2.54mm pitch (CON71, CON75)
6 2-pin polarised vertical headers, 2.54mm pitch
(CON72-CON74, CON76-CON78)
General Input board (one or more required)
1 double-sided PCB coded 08107269, 49 × 38.5mm
1 2×5-pin boxed IDC header (CON60)
8 2-pin polarised vertical headers, 2.54mm pitch (CON61-CON68)
High-current interface board (one required)
1 double-sided PCB coded 08107260, 38.5 × 66.5mm
8 2-way vertical pluggable terminal blocks, 5.08mm pitch
(CON91-CON98)
4 1N4004 400V 1A diodes (D4-D7)
Rollover interface board (one or more required)
1 double-sided PCB coded 08117261, 65.5 × 38.5mm
1 2×5-pin boxed IDC header (CON80)
8 3-pin polarised vertical headers, 2.54mm pitch (CON81-CON88)
Bumper driver board (one required)
1 double-sided PCB coded 08117262, 93.5 × 77.5mm
1 2×5-pin boxed IDC header (CON110)
11 2-pin polarised vertical headers, 2.54mm pitch (CON111-121)
10 2-way vertical pluggable terminal blocks, 5.08mm pitch
(CON131-CON140)
5 1N4004 400V 1A diodes (D11-D15)
3 390W ±5% 1W resistors
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