This is only a preview of the October 2026 issue of Silicon Chip. You can view 36 of the 104 pages in the full issue, including the advertisments. For full access, purchase the issue for $10.00 or subscribe for access to the latest issues. Articles in this series:
Items relevant to "Mighty USB-C Bench Supply, Part 1":
Items relevant to "Programmable USB-PD Modules":
Items relevant to "Audio Spot Frequency Oscillator":
Items relevant to "Phenomenal Pinball Machine, Part 5":
Purchase a printed copy of this issue for $14.00. |
Part 5: final assembly
Phil Prosser’s Phenomenal
B
y now, you should be familiar
with the deck, the various parts
and the software. We are not going to
try to give full constructional details,
as they would be very long and complicated. You should be able to figure
the rest out with a bit of guidance. We
expect you will make your own layout, taking your own approach to the
deck and its decoration.
Our play surface is 470mm wide. If
you are keeping to this, you can use
our entire lower section unchanged.
You can either copy our middle and
upper play area or make your own
from scratch, or based on ours. The
CAD files on our website can be used
as a starting point to make your own
deck parts (www.siliconchip.com.au/
Shop/6/3628). Our Machine is shown
in Photo 1. This final article will therefore touch on the following:
Finishing the deck off
Assembly of the ‘back box’ with
the controller, power supply, speakers and scoring
Final installation of the electromechanical parts on the deck
Wiring
Decoration
Testing
We will provide a few pointers on
the software in this article, which
should set you on the path of being
able to change lights, interactions
of switches and rollovers to scoring,
lights and high current outputs and
also sounds. This requires some programming skills but the code is not
terribly complicated.
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Machine
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Putting parts on the deck
For assembly, most parts simply
interface with one another. Around
the flippers, the ‘inner runways’ and
the ‘kicker’ shown in Fig.30 require
about 33mm separation to make the
alleyways. For the rest of the deck,
refer to Photo 23 and the lead photo.
Now that you have a deck layout
and your game design sorted, let’s get
it running.
Power supply & controller
This final article in this series shows how we went about
finishing our pinball machine deck and integrating all
the electronics, wiring and electromechanical kit. We
will also provide pointers and tips on the wiring, layout
considerations and how to test and modify the design.
Mount the assembled and tested
power supply and controller boards
to the back panel of your backboard.
We used 10mm-long M3-tapped standoffs (spacers), marking the location of
drill holes using the PCB as a stencil.
With them mounted, connect the
6-way headers between the Power
Supply and Controller boards. These
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74
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are straight across and should be simple. Use heavy-duty wire.
Drill a 13mm hole in the rear panel
and install the chassis barrel plug. We
glued ours in place. Wire this to the
Power Supply Board, making sure that
the polarity is correct. Use a multimeter to check your connections.
We assume that the controller
has already been verified as working. Apply power and check that the
heartbeat LED flashes. If not, unplug
your power supply and check that it
is OK. Run the Controller from a USB
connection to your computer. If this
does not get the LED flashing, reload
the software.
Check the 5V rail is OK; this really
only drives the LEDs. Check for short
circuits or parts not installed properly.
The back box
How you approach the back box is a
matter of your style. We assume that, at
a minimum, you want to show the score
and player number. It’s also a good idea
to put a speaker or speakers in there, as
well as some form of lighting.
Install the score and player PCBs to
your backbox first. We have provided
bezels that you can print to make these
tidy, which you can glue to the backboard. We used 12mm-long 6G wood
screws to gently hold the PCBs in place.
Install the speakers and the grille(s)
of your choice. We painted the interior
of the cut holes black, which made our
hand-cut holes invisible.
~33mm
~33mm
~3
3m
~3
m
Next, work out how you want the
lighting installed. You can use LED
strip lighting, which is kind of expensive but easy to install, or individual
LEDs, which you can install in LED
holders. This may form part of your
front panel design. Since the strip
lighting is designed for a 12V supply,
cut it into two strips and wire them
in series to suit the 24V DC supply.
Wiring it up
Now let’s do some cabling. Cut
the 1.5mm-thick aluminium bar into
140mm-long and 10mm-wide lengths,
then bend them into an 80mm-long,
25mm-tall bracket shape, as seen in
Photo 24. Slip large-diameter heatshrink tubing over the brackets and
shrink it so that the edges of the metal
don’t cut through wires (or wrap them
in some kind of flexible plastic). Drill
holes in the flanges for
screws to mount them.
There are other options,
but you will need something to keep the cabling
under control. Otherwise,
the wiring will become a
nightmare!
Start the wiring with the
score and player headers.
We pulled the ribbon cable
through the brackets to the
PCB and cut lengths about
100mm too long. We then
installed the crimp connectors on the controller end
and reinstalled them to get the lengths
right. Pull the cables and install the
final crimped connectors.
Use a labelling machine to label
every cable, otherwise, by the time
you finish wiring this up, you will
never be able to trace cables through
the loom! If you don’t have a labelling machine, you can use small paper
labels (ideally laminated) or tags.
Make sure the labels are legible and
not confusing.
Connect the speakers in series to
get a 16W impedance. The LM384 is
operating from 24V DC and should not
drive a 4W load. Measure and install
the speaker wire to the Control Board
and label it.
Now apply power and check that
you get sound and the scrolling message on the score display. Remember
that the rightmost two characters on
Photo 1 (reproduced
from part 1): you could
create an exact copy
of this, using the
files and diagrams
supplied, or
do your own
thing.
3m
m
Fig.30: the arrangement of the inner
runways and the kicker.
siliconchip.com.au
Australia's electronics magazine
October 2026 75
the score display are not used except
in scoring.
If you run into trouble, check the
power supply rails. Verify that the
heartbeat LED is flashing; if not,
unplug the displays and find the short
circuit.
Hold down the self-test button at
power-up and connect your computer
running serial terminal software to
debug these outputs. Check that the
inputs and outputs make sense.
Run the LED self-tests and, if you
find a problem, check the cabling
between the controller and LEDs.
Lower deck section
There is a fair bit of wiring even
in our relatively simple demonstration build. This is shown in Photo 4,
reproduced below (from part 1 of this
series). We are proud to have kept this
under control and avoided the chaos
we have seen in many traditional
pinball machines. If you use labels
and our recommended wiring system,
you will get a similar or better result.
Install the loader sections as well as
the flippers and associated runways.
Make sure that the deck sections fit
tightly together and double-check
that the screws for the solenoids are
secured with Loctite or similar; if they
come loose, it will be a hassle.
You will need to install Switch Input
and High-Current Interface boards
Photo 23 (left): our deck, shown previously before we got to assembling all the electromechanical parts. The ramp is pretty
fun; the ball goes over a rollover as it exits that causes all the lights to flash brightly. You can decide how much of this you
want to copy and what you want to change.
Photo 4 (right): this view (reproduced from part 2) shows all the wiring under our deck. As you can see, there’s a lot going
on, but we kept it all pretty neat and nothing is too difficult. Working on the wiring is actually quite easy. Note our “home
made” tilt switch made from fencing wire and a handful of screws in the bottom left.
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Australia's electronics magazine
siliconchip.com.au
under the deck, which is easy to do
using 20mm-long 6GA wood screws
and the 3D-printed 8mm spacers. The
exact location does not matter, provided it does not interfere with your
mechanical parts – refer to Photo 25.
The Switch Input board has inputs for:
The Cascade LED sensor that triggers the triangular cascade LEDs
An optional tilt input
The Start Game button
The Coin button/mechanism
The Game Lost sensor input
The Player Add button
The Left Flipper trigger button
The Right Flipper trigger button
We used inductive sensors for both
the Game Lost and Cascade sensors.
This board has 24V supplied to it
and can power standard sensors. You
could use more conventional microswitch sensors for these if you want to.
The inductive sensors are mounted
in 3D-printed holders, as shown in
Photo 26.
The Start Game, Coin and Player
Add switches are standard pushbutton switches, while our tilt sensor
was made from fencing wire with a
simple weight to detect the machine
being tilted. SW-200D, SW-420D and
SW-520D pre-made tilt sensors are also
available inexpensively on websites
like AliExpress.
Install the Coin, Player Add and
Start buttons on your case. Our
arrangement is shown in Photo 27.
Also install the left and right flipper
buttons to your case. We used large
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arcade-style switches that have the
right ‘clicky’ feel.
The Game Lost sensor needs to go
right where the ball sits in front of the
reloading mechanism, as the software
uses this sensor as an input to detect
when the ball is lost and needs to be
reloaded. All the inputs are labelled
on the PCB, and you can neatly wire
these inputs through to them. Label
the plugs, as all the wires look alike.
Later on you won’t remember what
each connects to!
You need to run heavy-duty speaker
wires for the Launch, Reload, Left and
Right flipper solenoids from the controller to the High-Current Interface
Board.
Make very sure that you get the
polarities right, as while the solenoids
are not polarised, the flyback catch
diodes on the High-Current Interface
Board certainly are.
This board has four identical channels, which are not labelled. Use them
however it is convenient – just ensure
that you connect the solenoids to the
right outputs.
We can now test the lower deck
section.
01 Apply power to the machine.
The system should power up.
02 Run the Self-Test routines and
test each part individually. You should
be able to push each of the buttons and
see the test routine report that they
are pressed.
03 Put a steel object on the inductive sensors and verify that this is
Photo 25: the power wires from the
Controller come in on the left to the
High-Current Interface Board, as does
the 10-way ribbon cable for I/O lines.
They route to your local parts and
sensors from here.
Photo 24: the control board, power supply, score display and one speaker mounted in the back box. Note the brackets
below and to the right of the control board that went from a piece of aluminium and covered in heatshrink tubing. We
used several of these to keep the wiring looms neat.
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October 2026 77
reported in the test routine. Most sensors also have LEDs on the back that
will show you they are working.
04 The self-test routine also has
the ability to test the solenoids. Run
these tests and check that the flippers
and loaders actuate as expected. If
not, verify that the inductive sensors
are wired correctly, check the ribbon
cabling for the inputs, and examine the
power wiring to the solenoids. If the
polarity is swapped on the power connections, you will damage the flyback
diodes and possibly the Mosfet (as we
unfortunately found out).
Installing the LED lights
We have made 3D printable bezels
that accommodate 5mm LEDs and are a
push-fit into holes drilled in the deck.
These use 8mm, 10mm and 12mm
diameter bezels that we printed in
clear PLA (we liked the 12mm type).
We drilled the deck and installed these
prior to painting it. These were used
for all LEDs on our deck; the files are
in the Led_Holder folder.
You can use a hammer to get them
in if needed (but you must hammer
from the top of the deck). Those that
are not tight can be secured with a
drop of superglue on the rear to hold
them in place.
During painting, we cut 12mm
diameter circles from contact adhesive and stuck these on the bezels so
that the paint wouldn’t cover the clear
windows. To do this, we sharpened the
end of a piece of 12mm copper water
pipe and used it as a die. You could
also use a 12mm leather punch.
The cascade LEDs can fit directly
into the bezels if drilled as shown in
Fig.19. The cascade LEDs can be jiggled into the bezels and secured with
a drop of superglue between a couple
of the LEDs and their bezels.
The circular LEDs around the bumpers can also be drilled as shown in the
diagram, and the target LEDs placed
directly in front of each target. The
circular bumper LEDs install similarly to the cascade LEDs. Both sets
connect to the labelled headers on the
controller board using 10-way ribbon
cable, which you should run through
the cable loom.
The target LEDs need to be wired
via one of the LED breakout boards.
Fig.19 (from part 3): the holes in the deck for our Pinball Machine. Note the
rectangular cut-outs for the targets & kickers. You will need to fettle them when
installing those parts, but it’s better to start with them too small than too big!
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Installing the targets
The cutouts for the targets are shown
in Fig.19 (from part 3). These can be
siliconchip.com.au
Photo 26: there are versions of this 3D print for 8mm and 12mm diameter sensors
with two, three or four screw holes, allowing you to get sensors into tight places
easily. There is a grub screw hole in the rear of the holder to secure the sensor.
Photo 27: our front panel is pretty simple. We used stencils to spray the labels,
which are in the download package. You need all three inputs to the Controller
for the three buttons. We installed the launcher while we arranged the lower
deck sections.
cut using a handsaw. We needed to do
a little fettling to get the holes to just
fit the target assemblies. We drilled
12mm holes for the target LEDs, which
light up when you hit a target. The targets screw to the underside of the deck
with 16mm-long 6GA wood screws.
You need to install the General Input
and General LED boards under the
deck. We placed ours on one side of
the deck, as shown in Photo 28. It is a
touch hard to see in the pictures here,
but each has a 10-way ribbon cable that
runs from the interface board through
the wiring loom to the respective input
and output connectors on the controller board.
Wiring from the target microswitches to the input board is via
light-duty hookup wire and polarised
header plugs. Label these, but if you
get them in the wrong spots, you will
simply have the wrong LEDs lighting
when you hit the target. We zip-tied
these all together to keep things tidy
under the deck.
Testing the LEDs
Apply power to the system with
the Self-Test button held down. Run
through the tests until you get to the
appropriate LED tests. You should
have tested the LEDs on the PCBs earlier, which is important if you are gluing them into the deck.
If these tests fail, you most likely
have a problem with your plugs or
crimping. Are both plugs the right
way around? Did they crimp properly?
Swap them with other LEDs to see if
they light up . Are the individual LEDs
wired the right way around?
Installing bumpers & kickers
The kickers need an odd-shaped
hole in the deck, as shown in Fig.19.
We cut a rectangle using a handsaw,
then made the extra notch cutout.
As we installed the kicker, we found
that we needed to extend the cutout
somewhat. We did this using a file and
knife, avoiding cutting too large a hole,
which would make the deck unsightly.
We installed the posts and the top
of the kicker, which are 3D-printed
from the files “Square Rope Kicker”
and “Posts Top L and R” in the Posts
Photo 28: the labelling makes this a little messy, but it’s absolutely necessary if you plan to remove or service parts later
(and you almost certainly will need to).
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Australia's electronics magazine
October 2026 79
folder. These secured using M4 ×
50mm machine screws and hex nuts.
We used 5 × 5mm neoprene rubber
for the kicker ‘rope’ and superglued
this into a rubber band that was tight
on the posts. The kicker mounts with
its foot just next to the ‘rope’. Screw
it into place under the deck using 6G
× 16mm wood screws.
You need four kicker microswitch
brackets in total. These mount under
the deck with the microswitch lever
touching the rope. Once secured using
16mm wood screws, adjust these by
bending the lever with a pair of pliers
so that moving the rope a little causes
the switch to activate. Getting this right
is important, but once set, the adjustment is stable.
The bumpers fit through a 25mm
hole in the deck that you can drill
using a spade bit. The edges of this are
hidden by the skirt, so a little tearing
on the edge of the drill hole is OK. You
need to print and install the bumper
shim, which provides extra clearance
for 12mm LED holders and makes construction easier.
Assemble the upper and lower deck
parts of the bumper, as described last
month. We set the gap between the ball
sensor and deck to about 2mm and
ensured that the sensor worked well.
If the sensor does not work at some
angles, check that the microswitch
is square in the recess in the bumper
assembly – once located properly, this
should operate reliably.
Screw the bumper to the deck using
16mm wood screws. Once adjusted, fix
the upper and lower sections together
using four 9mm self-tapping screws.
Put 2.54mm pluggable connectors
on the ball sense and LED outputs
and two-way terminal block plugs on
the solenoid wires. These will need
to have sufficient length to reach the
interface board. Plug all of these into
the labelled locations and you are set.
You need to install the Bumper
Driver Board, as shown in Photo 29.
Like all the under-deck PCBs, we
mounted this using the 3D-printed
8mm standoffs and 6G × 20mm wood
screws.
As with all the power and control
interfaces, run labelled 10-way ribbon cables with IDC connectors from
this board to the matching connectors
on the controller board. Also wire the
bumper and kicker switch outputs to
the interface board. The kicker microswitches are wired in parallel, so there
is only one wire going to the header
on the interface.
To test the kickers, first double-
check that the power cabling has the
right polarity. Boot the machine in
Self-Test mode and you should be able
to detect the sensors being pressed for
the bumper and kickers. If only some
fail, you have a wiring problem. Find
it and fix it. If all fail, check that the
IDC headers are both on the right way.
Then run the power tests. You
should see the kicker and bumpers
actuate during those tests.
Installing the upper deck
sensors
We installed several rollover sensors on our Pinball Machine, using
inductive sensors, as described earlier.
We have three between the runways at
the top of the deck, one at the exit of the
launch runway up the right hand side
of the deck, and one at the exit of the
tunnel. These all connect to the Rollover Board, which you need to install
at the rear underside of the deck.
The inductive sensors connect to
the rollover board using three-way
pluggable headers. On ours, ground
was blue, +24V was brown (you could
use red) and the open-collector output
was black. Use the printable holders
for these, which are in the “Sensor
Brackets” folder under “Lower Deck
Runway”.
We used 12mm sensors. These affix
under the deck using 16mm wood
screws and you can use a small self-
tapping box screw to secure the sensor
into these holders. Get the top of the
sensor flush with the deck. We painted
over ours. The rollover board connects
to the controller with a ribbon cable.
To test the sensors, run the controller in Self-Test mode and put a metal
object on each sensor in turn to see
the input toggle. If you have problems,
check that there is 24V supplied to the
sensors and verify that the cabling is
right.
Remainder of the upper deck
The remainder of the example upper
deck is runways and posts. Yours may
differ, but you will surely have some
structures and sensors in there. Ours
is shown in Photo 23.
The 3D-printed parts for our example deck are in the “Runways” folders
Photo 29: there’s
quite a lot going
on in this area
including the
flippers and
their interface,
two kickers and
many individual
LEDs. You can
also see one of
the bumpers
and the bumper/
kicker interface
board. We found
that labeling
things on the
underside of
the deck helped
us navigate our
way around
during set to
work.
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and “Posts” for the posts. We suggest
that if you are starting with the example
deck, you print these and lay them out
on your deck. While we have shown
hole locations in the drawing, we
would simply place these and screw
them down using 16mm wood screws.
The posts are placed 43mm apart,
which gives room for the thick
cloth-covered rubber band we strung
between the posts, allowing the 22mm
ball to still pass through.
With all these in place, you should
have everything sorted out and be
ready to sand and paint the deck.
Painting the deck
This author is no artist. After some
head-scratching, he came up with
some ideas for the theme and deck.
We leave the decoration to your imagination and would love to see what
you come up with! You can get stickers and decals for pinball machines.
While not cheap, these may be worth
considering.
The pinball surface takes a beating,
so if you’re painting the artwork, it
needs to be protected with a clear coat.
One tip, which I expect every professional painter will know: if using clear
coat over a range of different manufacturers’ colour coats, apply many thin
layers of clear coat to build a protective layer. Otherwise, you may find the
colour coat will bubble or fail.
Playing the game
We are sure that by this time you
have been playing the game in its various states of build; we certainly were.
The flow of gameplay is:
Boot the machine, which plays
the introduction sound clip
‘Insert coins’ by pressing the Coin
button. This is announced audibly.
Choose the number of players,
1-4, using the Add Player button.
Press the Start button, wait for the
ball to drop into place, then launch it.
Use the flippers to stop it from going
into the gutter (if you can). The game
will run until each player loses three
balls.
On Game Over, the player scores
are displayed and the system returns
to the idle state.
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Changing the sounds
We have used license-free sound
clips as part of the game. These can be
changed reasonably simply, but you
will need to install the compiler and
siliconchip.com.au
Pinball Machine Kits
Control Board (SC7659, $150)
includes the PCB and all non-optional onboard parts
Power Supply (SC7680, $50)
includes the PCB and all onboard parts
Cable & Connector Set (SC7681, $65)
includes 17 10-pin box headers, 34 10-pin IDC connectors, 10m of 10-way ribbon cable,
30 2-way pluggable terminal blocks and 20 2-way polarised headers.
build new sounds into the application.
In the “Sounds” folder (in the download package, under Visual Studio
files), you will find the WAV files we
used for our sounds, as well as many
“.h” files, which we need to copy into
the C source folder. There is also a
utility called “main.exe” that runs on
a PC. This converts a 44.1kHz stereo
WAV file into an 8-bit, 11kHz mono
header file that you simply copy into
the source folder.
The syntax for this program is:
main.exe INFILE.wav OUTFILE.h
This utility puts all the data into
the header, including the length of the
clip. It can’t be more than a few seconds long. You will need to copy the
generated files into the source folder
and rebuild the application.
The sound files are all stored in the
following header files. The names are
hopefully self-explanatory:
• Runway_1.h
• Runway_2.h
• Runway_3.h
• Pattern_Sensor.h
• Launch_Sensor.h
• Tunnel_Sensor.h
• Bumper_1.h
• Bumper_2.h
• Bumper_3.h
• Kicker_1.h
• Kicker_2.h
• Targets.h
• Start_Runway_Sensor.h
• Flipper.h
• Coin.h
• Player.h
• Launch_Are_You_Ready.h
• Credit_Needed.h
• Player_1_up.h
• Player_2_up.h
• Player_3_up.h
• Player_4_up.h
• Ooooh.h
• Game_Over.h
Changing the software
The rest of the source code is also
in the Visual Studio folder that’s part
Australia's electronics magazine
of the download package. We hope it
is reasonably self-explanatory. Key
aspects of its operation were described
in the first article in this series, including a state machine diagram. The state
machine calls quite simple functions
that update things like the current
player number, score and such.
The RunGame state is critical in that
it repeatedly calls five main functions:
01 Check_Inputs() reads the 32
serial inputs and when they change
between calls, triggers either light
updates, power updates or game
parameters like BallLost.
02 L i g h t s _ U p d a t e ( ) r u n s a
sequencer for light patterns. The software is capable of generating multiple
complex light patterns and sequences;
our example program keeps this simple. You could change this significantly.
03 Power_Update() drives the output Mosfets. There are several defined
variables for the on and off times, with
the ability to sequence these. Again,
our example keeps this simple.
04 set_score_display() updates the
score display.
05 set_player_display() updates
the player display and moves on to
the next player.
Conclusion
This is a monster project; one of the
largest ever presented in this magazine. We hope that if you take it on, you
have a lot of fun and make a pinball
machine that’s a blast to play. Please
send us photos and videos of the finished product!
Given its scope, and despite the
extensive instructions presented over
the last five issues, we wouldn’t be
surprised if constructors occasionally
need to ask questions. Please email us
in that case, via the general Silicon
Chip email address, and we’ll do our
best to get back to you with a useful
answer by the next business day (if
SC
not sooner).
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