Pinball Medic's
Electromechanical and Solid State Pinball Solenoid Coil Charts
   On this Page
- Coil Chart Index by manufacturer
- Wire Turns VS Coil Strength
- Coil Sleeve Charts
- Coil Part Number Suffix & Prefix
- Wire Gauge Chart
- Coil Chart Abbreviations
- Coil Sleeves Metal VS. Plastic
- Pinball Coil Supply Voltages
- Flipper Coil Wiring (E.O.S. Type)
- Flipper Coils, Drive Circuits Supply Voltages & Current Types
- Coil Body Differences
- Electromagnetic Coils
- Flipper Shaft Bushing Chart
- Bell/Chime Coil Sleeve Charts
- Converting a Coil's Current Supply Type AC to DC
- Page Comments
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The Magnetic Coil chart, Flipper Bushing Chart and this page's Comments have been moved.   Please use our Contact form to add a comment or a correction about this page.

NEW! Pinball Medic needs coil information on the following:
 Allied Leisure, Alvin G, Atari, Brunswick/Briar Wood, Capcom, Game Plan, Genco, Keeny, Playmaic and United.  We need part numbers, coil resistance, wire turns and any other pertinent coil design information. This info will appear on a separate coil information page.

 A new coil spec submission form will be available soon. New "rare" or "hard to find" coil information charts and coil "mug shot" photo pages will also be added. Coil photos will indicate the sleeve length and type and aid in the part number selection when the coil's label is missing or destroyed. Coil label images may also be added.

  EM=Electro Mechanical   SS=Solid State or Electronic   K=1000 Ohms   AC=Alternating Current
  DC=Direct Current    More Abbreviations


 Solenoid Coil Body Differences
(Flipper and large core bank reset coils are not included in this comparison.)

 Bally
and Gottlieb use the same standard 1 1/2 inches long coil body.  Gottlieb and Bally coils usually use a 1 5/8 inch long coil sleeve.
 Replace a Gottlieb coil with a Bally manufactured coil substitution only if a genuine coil is unattainable.
Pinball Medic Amusements Pinball Solenoid Coil Charts  A typical Williams or Data East coil uses a 1/16 of an inch shorter coil body then a Gottlieb coil.
 Williams coil body length is 1 5/8 inches.  Standard length of coil sleeve for Williams coils is 1 3/4 inches long.

 
Williams manufactured coils have the word "Williams" or their logo "W" stamped on the coil's wrapper. Remanufactured or aftermarket coils usually only have the coil's part number.

 Early EM pinball flipper coils can be the same size and have the same core travel length as a standard non-flipper solenoid coil. However, in most cases, SS flipper coils are much longer in core travel length and coil sleeve, usually have three wire lugs and use a pair of coils on the same coil body. Longer length flipper coils increase the core/plunger and flipper paddle travel distances.

 Coil Substitutions using a different coil manufacturer then the original coil
 It is always best to use a coil with the exact part number of the original. However, this cannot always be found. Specs like coil body length, coil diode (if present on original coil), coil sleeve type/length and coil body style should always be the same between the original coil and its substitute coil. Coil body length, lug placement/length and coil sleeve type should always be considered when substituting coil part numbers. A match can usually be found by comparing the function of the original coil with the typical function of the substitute coil. Pinball game coils have been specifically designed to operate the mechanism they were installed in. See our Tech Tips and Arcade Game Tech Help pages for more information.

 Gottlieb is always the exception to any standardised industrial coin operated game coil or part number scheme.  Their coil part numbers do not provide any useful construction method information and are based on a Gottlieb's part drawing or blue print number. Gottlieb coil part numbers usually start with the letter "A". Although, Williams used the letter 'A' on a few of their coils too.
 A substitute for Gottlieb coils can be found by matching a known good Gottlieb coil's ohmage with the ohmage of a Bally coil or by matching a typical Bally coil's function.

Typical solenoid coil stopcoil stop with a centered hole used for auto ball shooters and VUK  A Coil Stop is the metal support bracket located usually at the base or bottom end of a coil (near the wire lugs or the coil's plastic base). It is used to both hold the coil onto its mounting bracket and to stop the solenoid plunger at the end of its travel.
 Vast differences exist between coil stops used by pinball manufacturers. These differences include stop bracket height, width and mounting hole spacing
 Note: We will add a coil stop photo and info page in the future.


 A special purpose coil stop lets the coil plunger or core travel through the stop providing a greater travel distance. Examples include Bell, Knocker, VUK (Vertical Up Kicker) coil stops. They are also used on out-lane ball saver units to launch the ball back onto the playfield. These special stops have a hole in the center for the core to travel through them and use a special coil sleeve with an extended sleeve after the flange.
 The longer the distance a plunger moves/travels, the more force it will have at the end of its travel and the louder the noise it will cause when it strikes a bell, chime, cabinet wood or other sound producing device.

 Note: Bell, Chime and Knocker units usually require a coil sleeve with an extended base like the
Williams/Bally Reference Part Number 03-7067-3 and these are usually longer then a stock coil sleeve.

 Coil stops can become magnetized by the coil's magnetic field. This situation is the third most likely cause of slow to operate or stuck/jammed solenoid plunger problems. The number one reason is dirty core or coil sleeve followed by coil overheating resulting in a melted plastic coil sleeve and a bad/burnt coil.

 Flipper coil stops are usually built larger and with thicker metal brackets. They are very prone to "magnetizing and mushrooming". This is caused by the strong magnetic field strength and constant use of the flipper coil windings. A magnetized coil stop can cause a solenoid to be sluggish, slow to operate or to become stuck at the end of the solenoid plunger core's travel. The only sure way to solve a problem with magnetized or mushroomed coil stops is with replacement.
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Old Gottlieb style pinball coil stop with four screw mounting holesWavy spring steel coil spacer Wavy Spring Spacers and Gottlieb Coil Stops
 A spring steel wavy ring (or washer) spacer was often used by Gottlieb and Chicago Coin EM games between the top coil bracket and the solenoid coil (the coil's sleeve runs through this washer/spacer) to keep the coil from moving or vibrating when activated.

 These spring steel "spacers" can often be found on SS or EM Gottlieb or Bally pinball games to allow for a Data East or Williams coil substitution and for other erroneous reasons. This is not a legitimate use for this part. Leaving out the spring ring spacer during legitimate coil substitution can cause the coil to vibrate and make a loud noise every time the coil is activated.

 Gottlieb used a wrap around coil stop on its strongest coils including drop down target reset and flipper coils (during the early EM pinball days and on early to modern SS drop target unit reset coils). This coil stop is shown in the photo on the left). Other pinball manufacturers tended to use the common ninety degree angled bracket with only two mounting screws. The Gottlieb wrap around coil stop incorporates stronger mounting using four screws and doesn't tend to bend or break apart, however, it will magnetize and mushroom the same as any other coil stop (damage can occur to all coil stop types after long periods of use). They often have "mushroomed" front surfaces due to the impact of the plunger or solenoid core and are in need of replacement. Flipper coil stops take the most abuse and should be checked often.

 Note on Gottlieb pinball replacement parts:  Gottlieb has forbidden any aftermarket company from remaking their unique game parts. No one can legally download a copy of a Gottlieb game manual, schematic, side art image, game PROM data or even an old parts catalog.  This situation will eventually cause electronic and electromechanical Gottlieb pinball machines to become non-repairable as soon as the limited stock of NOS parts are depleted and when no one can find any information on Gottlieb manufactured games. There is currently only one authorized Gottlieb parts dealer in the USA!


plastic VS metal solenoid coil sleevesVery bad metal coil sleeve Metal VS Plastic Coil Sleeves, Coil Parts Lubrication
 Metal or Copper coil sleeves should be replaced with plastic sleeves.
A plastic coil sleeve will operate for a longer time and provide an improved performance over their metal counterparts. If the coil sleeve can not be removed from the coil body then this indicates the coil has become too hot and has melted the plastic sleeve. Replace both the coil and its sleeve.

 Solenoids are designed to operate without any lubrication of any kind. Application of any type of Oil, Graphite or Grease is NOT recommended and can cause jamming or in some cases grease/plastic FIRES!!
 No type of coil sleeve, plastic or metal
ever requires ANY FORM of OIL, Graphite or any other type of lubrication!

 See our grease tech tip and our oil type tech help for more information on why not to use any lubrication on plastic pinball parts.
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 Part Number Indications of Coil Construction
 The majority of Williams and Bally coil part numbers indicate the construction method used to build the coil. The first letter or two indicates the type of sleeve, the position or length of the wire terminal lugs.

 An example of a Williams coil part number is AL-23-550.  An AL coil has base wire lugs on the left and middle of the coil's base.
 In our example - 23=wire gauge; 500=number of turns of wire.

 The first two digits in the Williams coil part number (Ex. AE-23-550) indicate the American Wire Gauge (AWG).
 The last set of part number digits (Ex. AE-23-550) indicate the number of turns of wire on the coil.

 The example solenoid coil (AE-23-550) would be a very strong coil because of the small number of turns of wire*. A typical use for a coil this strong would be in an outhole ball eject mechanism or YUK unit. These types of devices are only activated for a short period of time and must push a heavy game ball up a steep slope or lift it out of a hole.
 *See the Coil Wire Turns Strength Rule for information on how to estimate coil strength by the number of coil wire turns.

 Flipper coils usually have two sets of part numbers (Ex. 21-550/26-1200) because they have two coil windings on the same solenoid coil body. The first set of part numbers (21-550 in the example) indicate the wire gauge and strength of the flipper (pull in coil used to raise the flipper). The last number set (26-1200) indicates the coil strength used to hold the flipper fully upright (solenoid core "hold in" coil, used on E.O.S. type flippers).

PinballMedic AL style coil lugs SM style and sb-28-1450-dc coils Coil part number Suffix or Prefix - AE-23-800 - 04 and letter or number coil suffix / prefix (SA3-23-850DC) indicate the following coil modifications.
 Coil Sleeve Type used (Metal or plastic sleeve and length, always replace metal with plastic sleeves.)
 Coil Diode Polarity and position (diode mounted on the top or bottom side of coil base)
 Wire Lug Placement, length of the wire lug at the base of the coil or the length of the mounting insulator or coil base.
 Note: Suffix numbers or letters follow a coil part number. Prefix numbers or letters are before the coil's part number.

 Bally or Williams pinball solenoid coils have places for three terminal lugs on the coil's plastic base, left, middle and right edge. The positions are as viewed with the lug end of the coil facing you and the lugs on top of the plastic coil base.

 The 'AL' and 'AR' Prefixed coils are used when the lugs on an 'AE' coil would be in the way of a metal coil mounting bracket or any other close mechanical device.
 AL has lugs on the left and middle. AE has lugs on left and right (both corners) AR has lugs on the right and middle of the coil base.

coil diode on lug top view drawing Williams Coil Prefix / Matching Coil Sleeve Chart
  "
= Inch    Coil Sleeve Length Charts
SG-23, SG-1-23, SF-20 = 1 3/4" plastic coil sleeve
SA-23 = 1 3/4" aluminum coil sleeve
SA-2-23 / 2 3/4" plastic flanged coil sleeve
SA-3-23, SFL-19 = 2 1/4" plastic coil sleeve
SA-4-23 = 2" plastic flanged
FL-23 = 2 3/16" plastic coil sleeve

 Wire Gauge = Wire Size
 The higher the American Wire Gauge number the smaller the diameter of wire. A small diameter wire has more resistance per foot then a large diameter wire. However, a large diameter wire can take more heat without burning then a small wire.
 A small wire makes the coil cheaper to manufacture because wire is sold by the pound and not by the length of the spool of wire. Therefore, there are many more feet of wire on a spool of small diameter wire then on a large diameter wire spool (unless the wire was measured by the foot). Small size wire can also lead to a coil that is easy to burn up because a small size wire will heat up faster then a large diameter wire.
  American wire gauge / wire size chart

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 Coil Strength by Turns of Wire Rule

 The coil strength rule is based on what is observed in the field, what's generally accepted as fact by most game repairmen/restorers and is what Pinball Medic uses on a daily bases.   However, a counter view point is presented here in three parts Part 1   Part 2 and the Conclusion (PDF format).  The conclusion is the most important part.
 We don't agree with this report. It is here only to provide more detailed information on how a solenoid coil is constructed.


 The (generally accepted) Coil Pull-In Strength Rule:  The greater the number of turns of wire on a coil, the weaker (less pull in strength) the solenoid coil. Inversely, the fewer the number of wire turns the stronger the pull-in strength of the solenoid coil.

 Note: Coil anti-kickback diodes do not effect coil strength. They help protect the coil's trigger switches and driver transistors from the high voltage/current reversed polarity "kick-back" caused by the removal of the power supply voltage from the coil.

 Given the same power supply voltage and current type, A Williams 23-500 coil will produce a stronger pull-in strength then a 23-850 coil.

 Note:
New Coil suppliers often offer "Hot" or "Extra Strong" solenoid coils as a way to "Upgrade" a game for faster play or perhaps make a particularly hard to make skill shot on a steep ramp easier to obtain (often resold at a premium price). These coils are modified regular stock coils with a few turns (10 turns - up to a layer of wire turns) of wire removed from the coil. These aftermarket coils usually don't last very long in a game and are not recommended. They can often break playfield or other hard to find game parts with their increased strength.  Non standard or too strong replacement coils can also over burden already stressed coil drive electronics and power supplies shortening their life spans.

  Coil Current and Voltage Types
 Raising the power supply voltage was used over the years to increase the strength of solenoid coils in arcade games. An increase in power supply voltage gives the coil designer a wider range of coil strengths, an easier way to 'tune' the coil's strength to the pull in force required and increases the upper maximum strength level of a coil. High coil supply voltages (greater then 24 volts) can also make a coil easier to over heat, increases the likelihood for the game's player to receive a shock and usually requires more turns of wire then a coil designed to work at a lower voltage because of Ohm's Law.
 The type of coil supply current can also effect the power of a solenoid coil. Direct Current (DC) offers approximately four times the strength of an Alternating Current (AC) coil with the same supply voltage and the same number of wire turns. Also, DC coils can be driven by transistors (instead of relay contacts) as long as a coil diode (reverse polarity biased diode) is provided to absorb the 'kickback' of the coil when power is removed. DC can simplify the driver circuitry used in electronic pinball games and provide stronger solenoids without increasing the coil's voltage supply.

Bridge Rectifier In the early years of EM pinball games, AC to DC current conversion was both rare and expensive to do (No current type conversion was needed with an all battery powered woodrail table top pinball). Current conversion (from AC to DC) was eventually made cheap and easy with a semiconductor diode bridge rectifier. This early 'AC' era started the tradition of not converting every game coil to DC that lasted all the way to to the start of electronic pinball (sling shots and pop bumpers are usually the only DC coils in an older EM game). Everyone had to wait for electronic games (SS) to force the use of DC to power every solenoid coil.

 Most modern electronic pinball games use a DC solenoid supply that is usually not capacitor filtered or voltage regulated. It can be considered pulsed DC. The voltage and current will drop to zero 120 times per second using the 60 cycle wall plug supply in the U.S.A.
 This zero voltage point is used on the MPU board to determine when to fire a solenoid (by transistor or SCR), to update a score digit and to trigger a none maskable interrupt in the MPU so it can start scanning for closed switches or time how long a coil or light has been activated. Pinball solenoid coils are never activated for more then about a quarter to half of a second during normal game play.

090-5026-00_100 coil Relays can be designed to be activated for a very long time (Examples - coin lock out or hold relay coils - Electromechanical (EM) pinball coils are activated for a much longer time then in electronic pinball games). If a relay or coin lockout coil is built with enough turns it can be activated indefinitely without overheating and eventual coil destruction.

 Coils that may be activated for a long period of time (either by design or by a faulty/shorted playfield switch on an EM pinball) usually have at least 1300 or more turns of wire. Score reel, chime, 'lock' relay, coin lockout coils and the 'hold' relay coil on most EM pinball games are examples of long activated coils. Some relay coils can have as much as 6000 turns of wire.

  Wire size chart - Large diameter wires will not heat up as fast as a small diameter wire (This assumes the same amount of current is flowing through the two different wire sizes with the same amount of total coil resistance.). Large sized wires are used in coils that are to be activated many times during game play and/or for strong coils like the power stroke winding on flipper coils. Pop bumpers, sling shots and chimes are all examples of mechanisms that typically use a coil winding with a low wire gauge number (large diameter wire).
 Long energized relays (coin lock-out, lock relays) use another wiring method to keep from overheating. Typically, they are made with small diameter wire and use many turns of wire. This produces a physically small coil size and a very high resistance relay coil. High coil resistance provides little current flow and less heat inside the relay's core.

 NOTE: "High Tapping" a game with a normal line voltage is not recommended as this can cause coils to overheat. Fixing or repairing the game's power supply is vastly superior to increasing the power supply voltage through High Tapping a game.  See the Arcade Tech Tips page for more info on high tapping the game's transformer or our coin-op catastrophe collection for some interesting burnt coil photos.
typical flipper assemblyEOS end of stroke switch flipper wiring
 Flipper Coils, Drive Circuits, Coil Supply Voltages and Current Types
 Additional Data East and Saga flipper coil information is on our pinball circuit board charts

 Flipper coils usually have two sets of part numbers (Ex. 21-550/26-1200, EOS flipper wiring) because they have two coil windings on the same solenoid coil body. The first set of part numbers ( 21-550 ) indicate the strength of the flipper (pull in coil used to raise the flipper). The last set of (26-1200) indicate the coil strength used to hold the flipper fully upright (solenoid core hold in coil).

 The number of wire turns on the second set of the flipper coil part number is always larger then the first number of wire turns because the coil does not need to be as strong when holding the flipper upright. The flipper coil "hold" coil does have to be activated permanently without burning up the coil. This is why many turns of wire are used on the "hold upright" flipper coil.

090-5020-20 coil Flippers on many modern pinball games (Modern = Dot Matrix Display) use a one winding solenoid coil. One winding flipper coils are supplied with two different D.C. voltages at different times in the operation of the flipper.  "Solid State" flippers are driven by solid state electronics (a driver transistor instead of directly from the flipper buttons).
 The E.O.S. switch no longer shorts out a solenoid coil winding. It now indicates to the flipper driver circuitry "the flipper is at the fully upright position". The End of Stroke switch no longer has to carry a large current source on solid state flippers and therefore can be built with the same low current capacity as a normal playfield switch.

 On solid state flippers, a high voltage (usually 50 volts) is used to move the flipper and a safer, lower voltage (usually 18 volts) is used on the same flipper coil winding to hold the flipper upright.
 This new type of flipper coil doesn't have two sets of coil winding numbers in its part number. In fact, single winding flipper coils usually have only an arbitrary, non-specific part number on them (example; 090-5020-20). The part number doesn't indicate anything about how the coil was constructed or its pull in strength. Solid State flipper coils can be identified with a flipper strength chart using the coil's wrapper color or by simply using the game manual's coil charts.

 Note: Data East and some other pinball manufacturers used a wrapperless coil with only a small part number sticker that usually burns up with the coil.

  Differences in Coil Driver Circuits -  Older model Williams/Bally/Stern electronic pinball games use bipolar driver transistors ( tip120 ) to supply Direct Current to an activated coil. Usually, both sides (coil's wire lugs) of a solenoid coil have a transistor connected to it. The two transistors have to be conducting (turned on) before the solenoid coil will activate. These types of circuits are commonly referred to as a solenoid coil matrix.

 A small number of Pinball games use the 'old fashioned' one driver component for one load (coil/lamp) method (non-multiplexed driver circuit). However, this is usually done with a SCR and not a transistor. SCR's can handle more current and be less voltage spike sensitive compared to the typical driver transistor. SCRs tend to reverse bias and cut themselves off during a reverse polarity voltage spike (caused by the coil's kickback) and can handle the inrush current caused by a cold bulb filament. A transistor will burn itself out after only a few high voltage spikes from the coil are applied.
 In only the most recent games, a MOSFET was used to drive all coils. MOSFET's are an improved form of transistor with built in spike blocking diodes. A MOSFET can handle a lot more current and in most cases, are easier to drive with common logic chips. MOSFETs are used in all of the new Pinball replacement circuit boards because of their improved characteristics.
 Here is a Driver Transistor - Connector Chart - PDF for most of the early model electronic Williams pinball games.

DC coil diode polarityDiode schematic symbol Note: A reversed biased coil diode is shown in this photo. Hot=positive supply voltage These diodes only briefly conduct after the power is removed from the coil and channel the reversed polarity kick-back high voltage/current by shorting out the coil and returning the high voltage back into the coil instead of through the coil's driver transistor. The "Hot" wire in the photo is the positive source wire and is connected to the Cathode or negative diode wire.

 Most, but not All DC (Direct Current) coils use a reversed biased coil diode across their terminals to short-out the voltage spike caused when the coil is deactivated. This diode can be incorporated into the coil driver's circuit board. Some "DC" coils on EM games use a high current trigger switch (used mostly on Sling-Shots and Pop Bumpers)instead of a coil diode. Adding the coil diode to DC EM coils can save some of the operational life times of any type of trigger switch if they are installed in their reversed biased condition.
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Note: Good coil diodes do not affect coil strength, solenoid core or coil stop magnetizing.

Photo of coil diode Coil Current Converting from DC to AC (SS-DC coil or "- DC" after the part number) to an AC solenoid coil can be done by simply removing the coil's diode. An AC coil can be converted into a DC coil by adding a reversed biased coil diode. The diode should be rated for at least 200 volts at one amp (1n4003) or higher (1n4007=1000 volt PIV diode). There isn't any difference in the actual coil of wire on AC or DC powered solenoid coils.
 Both the size and number of wire turns have to match before a current type conversion can take place. The diode must be reversed biased or the coil will look like a short to its driver circuitry and will blow a solenoid coil fuse and potentially the driver transistor.
 There is an important difference in the coil's driver method between an AC and DC powered coils. AC coils are usually driven by a relay contact and a DC coil type is usually driven by a transistor(s) unless it is inside of an electromechanical pinball game to increase the power of a playfield mechanism. In this case, it is driven by a high current Tungsten trigger switch or a relay contact switch and gets its power after it has been converted by a bridge rectifier from AC to DC current.

 Pinball Coil Voltages by Game Manufacturer
 Gottlieb 1947 to 1989: 28 Volts, Gottlieb 1989 (system3) to 1996: 50 Volts.
 Williams 1947 to 1963: 50 Volts, Williams 1963 to 1986: 28 Volts.
 Williams 1986 to 1989: 28 or 50 Volts.
 Williams 1989 to 1999: 50 Volts Bally 1947 to 1977: 50 Volts.
 Bally 1977 to 1988: 43 Volts, Bally 1988 to 1999: 50 Volts.
 Zaccaria: 39 Volts.   Game Plan ?? Volts.

 Coil voltage information is from a R.G.P. post and has not been 100% verified.

 
High Coil Voltage Warning - Early EM pinball and late model electronic games use a relatively high 50 Volt solenoid coil voltage. This high drive voltage produced coils with very strong pull in strengths and a wider range of coil strength adjustments then the much lower 28-39 voltage solenoid coils.
 Use Caution when working with these higher voltages. Anything over 48 volts is considered dangerous by an electrician. Wear rubber gloves if you are not comfortable when working around these higher voltages. Remember, the kickback voltage on a DC coil with a bad coil diode can be hundreds of volts. The kick-back voltage is why you can see arcing when the E.O.S. switch is opened on a flipper coil (non Fliptronic flipper coil). These high voltages can be dangerous for people with hart conditions. Precautions should be taken when working on any powered on machine.

 Higher coil voltage speeds up the game play and allows for mechanisms that can physically lift a game ball and plunge it back onto the playfield (such as a Vertical Up Kicker (V.U.K.)). The 50 volt source was abandoned during the "middle ages" of pinball (late 70's to 80's games) because of the shock potential of this high of a voltage. Players could receive painful shocks if the game was not properly grounded from either a missing grounding lug on the power cord or by a missing ground wire on a metal game part.

 The higher 50 volt supply (DC current) was reintroduced in late model (1989-later) pinball games because game metal part grounding methods slightly improved and the typical game player demanded higher game speeds. Stronger flippers were needed for the steeper sloped ramps and playfields of the modern pinball game. Also, greater playfield mechanism complexity began to be used on modern (Dot Matrix Display or DMD) pinball games requiring very strong solenoid coils.

 Coil Voltage and Resistance Readings - Voltage measurements are affected by the method of measurement and the condition of the circuit (loaded or unloaded circuit, Peak versus RMS versus Average voltage readings). It is common place to indicate a standard supply voltage on a schematic when presenting a coil voltage (24 volts instead of the measured 28 volts - 50 instead of 60 volts (60 volts = Not loaded circuit voltage).
 Coil Resistance measurements can also be affected by the method of measurement. Ohm meter lead resistance, accuracy of the meter, temperature of the coil wire, condition of the coil's wire lugs (corroded or clean), coil diode bias during the resistance measurement.
 Your readings in the real world may very slightly from what has been presented on this arcade coil charts page, however, should not vary by more then an Ohm. All coil voltage and resistance readings listed are the average or most common voltage / resistance measurements.
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sa3-23-900_dc_coil Low Line Voltage Adjustment - Most Coin-Op Arcade games including both Electro-mechanical and electronic games have a way to increase the amount of voltage the power supply provides to compensate for low line voltage (Line voltage is measured at the wall plug or voltage source receptacle). A long distance between power transmission line transformers, an old fuse breaker, wiring corrosion and even different power line voltages between countries can cause a lowering of the power supply voltage. This condition can cause all of the game coils to appear to be weak or sluggish.  A low line voltage condition can even cause random game resets as describe on the Tech Tips page. Line Voltage should be checked before a game is turned on for the first time or when the game has been moved to a new location.
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 Other pinball game and coin-op arcade technical info can be found on Pinball Medic's Tech Tips
 on Arcade Game Tech Tips and on our Wiki page.

  Pinball Type and Chart Abbreviations:
  EM = Electromechanical
(score reels, relays).
  SS = Solid State or Electronic (digital score displays, chips (integrated circuits)).
  NOS = New Old Stock. An old part that has never been used on a game.
  VUK=Vertical Up Kicker   G. P. = General Purpose coil application
  EOS = End of Stroke Switch used on most flipper units
(usually a leaf switch).

 The charts below show solenoid coil numbers and typical application. They do not indicate Pinball Medic's current solenoid coil inventory. Pinball Medic Amusements does not stock any Atari or Zaccaria pinball coils.

 Coil Charts by
 Manufacture

 - Williams EM Coils
 - Williams Old to New
 Part Number Conversion
 - Williams Coil Prefix / Sleeve Chart
 - Williams Flipper Chart
(Late Models)
 - BALLY EM Coils
 - GAMEPLAN
 - GOTTLIEB EM Coils
 - GOTTLIEB Flipper Coils
 - More Gottlieb Coils
 - Gottlieb Relay/Coil Turns & Resistance Chart
 - Equivalent Gottlieb Solenoid & Relay Coil Substitution Chart
 - "A" Coil Chart
 - Date East to Stern Conversion
 - DE to Williams Conversion
 - Chicago Coin
 - Zaccaria (Imported to USA)
 - Zaccaria to Williams Coil Conversion
 - Solenoid Coil Sleeve Chart
 - Solenoid Coil Sleeve Length Chart
 - Flipper Bushing Chart
 - Electro Magnetic Coil Chart
 - Top of Coil Chart Page
Bally pinball coil charts WILLIAMS PINBALL SOLENOID COIL CHART  GOTTLIEB COIL RESISTANCE CHARTS Data East coil substitutions chart
  Bally EM Pinball Coil Chart
   Williams Pinball Coil Chart
   GAMEPLAN    GOTTLIEB    Chicago Coin   Zaccaria


Data East coil substitutions chartData East to New Stern Approximated Coil Substitution Chart



Early Williams Model Electronic Pinball Driver Transistor - Connector Chart - PDF
Williams Coil Part Numbers example - 22-500 = 22 gauge wire size with 500 turns of wire on the coil


Williams EM Pinball Solenoid Coil Chart
Coil NumberTypical Application Coil NumberTypical Application
A-22-550Ball Release, Unit Step-upC2-26-800Bell, Chime
A-23-600Ball Ejector, Unit Step-upFL-20-300/28-400Flipper
A2-23-750Knocker, BellFL-21-375/28-400Flipper
A2-26-1025ChimeFL-26-950/250Step-up
A2-26-1300ChimeG-21-400Horse Race Ball Shooter
B-26-800Score Drum, Unit ResetG-22-550Jet Bumper, Drop Target, Reset
B-27-1100ResetG-23-750Jet Bumper, Ball Ejector, Kicker
B-28-1450Score Drum UnitG-23-750-DCDC Jet Bumper, Kicker
B1-26-800Score Drum, Unit ResetEM=Electromechanical (relay operated)


Williams Old Coil Number to New Coil Part Number Cross-Reference Chart
SA-23-850DC = AE-23-800-01     SA3-23-850DC = AE-23-800-04     SA2-23-850DC = AE-23-800-05
SG-23-850DC = AE-23-800-06     SA4-23-850DC = AE-23-800-07


  A Williams coil with a "DC" in its part number is made to operated on Direct Current. Not all coils made for DC have a diode across their terminals or even the "DC" designation. Installing a coil diode on these direct current coils will help prevent switch pitting, but will not effect the coil's pull-in strength. Incorrect diode polarity will cause the solenoid fuse to open or destroy the coil's powering transistor.

 Power supply wires to DC Coils have polarity and can only be attached to the coil with the positive wire going to the coil diode's cathode (negative end wire of diode, Marked with either a white or black band on diode's body) and the negative (grounding) wire going to the Anode or positive end of the diode (a reversed biased diode will only conduct when there is a high voltage reversed polarity inductive "kick back" when the coil is deactivated). The Positive end of the diode is not normally marked. See this coil diode photo or the replacement BYV 26d diode part listing for more information.


 Late Model Williams Electronic Pinball Game Flipper Coils  (1990-Later, DC Powered Coils)
  Flipper Coil Sleeves   Coil Sleeve Length Chart   Flipper Bushing Chart

 FL11753 used for small flippers, parallel coiled, "weak" flipper strength (Yellow coil wrapper) - power 9.8 ohms; hold 165 ohms

 FL11722 "weak" flipper strength, parallel coils (Green Coil Wrapper Color) power stroke coil 6.2 ohms; hold flipper upright coil 160 ohms

 FL24/600-30/2600 same as FL11722 except series round coils

 FL11630 "standard" flipper strength, parallel coils, used on nearly all Williams system 11 pinball games (Red Coil Wrapper Color)
  - power 4.7 ohms; hold 160 ohms

 FL23/600-30/2600 same as FL11630 except series wound coils

 FL15411 strong flipper, parallel coils, used for main flippers on Addam's Family, Twilight Zone, etc. (Orange Coil Wrapper Color)
 - power 4.2 ohms; hold 145 ohms

 FL11629 strongest Williams flipper, parallel coils, Used on most of the newest WPC system games (Blue Coil Wrapper Color)
  - power 4 ohms; hold 132 ohms

  Back to Coil Chart Index

Bally EM Pinball Coil Charts

Bally EM Pinball Coil ChartOld Bally Coil Number to New Coil Cross-Reference Charts
(Old Bally Coil Chart information is originally from a Bally Chart dated Jan. 6, 1971)
Coil NumberTypical ApplicationOld = New Coil NumberOld = New Coil Number
A-25-850Outhole KickerCO-25A-7 = A-25-1050E-184-213 = A-27-1300
A-25-950Outhole KickerCO-25GG-7 = B-25-925E-184-218 = F-31-1500
A-25-1000Thumper BumperCO-25H-7 = BC-25-925E-184-224 = F-31-2100
A-26-1100Outhole KickerCO-26A-9 = A-26-1100E-184-231 = CA-29-800/31-900
A-26-1200Sling ShotCO-26GG-9 = B-26-1100E-184-235 = AK-25-1050
A-27-1100KickoutCO-27R-11 = C-27-1000E-184-236 = J-28-1100
A-28-1900 CO-28R-15 = C-28-1100E-184-241 = AF-25-600/31-1000
AF-25-500/28-1000FlipperE-184-41 = BF-27-1250E-184-243 = A-26-1200
AF-25-600/28-800FlipperE-184-46 = EA-30-1150E-184-248 = FC-30-1300
AF-25-600/31-1000FlipperE-184-47 = EA-32-1550E-184-249 = BF-28-1500
AF-26-650/28-800FlipperE-184-55 = B-29-1200E-184-250 = D-30-700
AF-26-750/28-800FlipperE-184-56 = A-27-1100E-184-252 = BB-26-655/32-1245
AF-27-1000/32-1300FlipperE-184-74 = CF-28-1025E-184-254 = FC-30-1400
AK-27-1300KnockerE-184-75 = E-32-1700E-184-257 = AP-25-1050
AP-25-850Outhole KickerE-184-112 = EA-29-950E-184-260 = B-28-1600
AP-26-1200Disappearing PostE-184-135 = BA-25-925E-184-261 = AP-31-3000
AP-27-1300Thumper Bumper, Sling ShotE-184-155 = D-27-425E-184-262 = A-26-1200
B-25-750 E-184-156 = D-28-500E-184-263 = AF-27-775/31-861
B-25-925E-184-160 = B-25-750E-184-264 = A-28-1900
B-26-1100Ball Count, Bonus,
Credit Units Step-up
E-184-175 = AP-27-1300E-184-265 = AF-25-600/31-1000
B-27-1300Free Ball Escape, Stepping UnitE-184-180 = CE-33-4800E-184-266 = D-29-675
BA-25-925 E-184-190 = AF-25-600/31-1000E-184-268 = AF-26-750/31-900
BA-26-1040E-184-204 = AF-27-1000/32-1300E-184-269 = FC-33-2600
BC-25-925E-184-205 = B-27-1300E-184-270 = AB-31-3000
BF-27-1250E-184-206 = CD-29-1600E-184-271 = AK-24-750
C-27-1000KnockerE-184-207 = A-27-1400E-184-272 = A-25-1000
C-27-1300 E-184-274 = FC-32-2100
C-28-1100Ball Count, Bonus,
Credit Units Reset
Pinball Medic Bally pinball solenoid coil data charts

Back to Coil Chart Index
CB-31-2000Bell
CC-31-2000Chime
CD-29-1600Ball Count, Bonus,
Credit Units Step-up
CG-29-1600Chime
N-21-650Drop Target
N-24-800Drop Target


Chicago Coin EM Pinball Coil Chart  GAMEPLAN COILS
Coil NumberTypical ApplicationCoil NumberResistanceWire GaugeNumber of Wire Turns per Coil Winding
FJ-24-850Thumper Bumper21-50001B4.7524850
FJ-25-1050Action Kicker21-50002B2.8/13.425/27400/1000
FJ-26-1200Ball Saver21-50003B7.5251050
FJ-29-400/21-375Flipper21-50004B33.9292000
H-26-650Unit Reset21-50005B15.4271400
J-22-500Player Control Unit Step-up21-50006B25.8281800
J-22-550Ball Return, Unit Step-up21-50007B8.0241000
J-23-700Match Unit (00-90 Unit)21-50008Bl.2/21.522/30375/800*
J-23-750Action Kicker21-50009B6.2231100*
J-24-850Thumper Bumper*  No Williams coil equivalent as original coil's core diameter is vary large.
J-26-800Ball KickerPINBALL MEDIC AMUSEMENTS COIL CROSS-REFERENCE CHARTS

Back to Coil Chart Index    Top of Page
J-27-1700 
J-28-1700Pop-Up Target
J-29-400/21-375Flipper
J-29-400/22-400Flipper
N-24-700Scoring Drum Unit
N-24-700-XScoring Drum Unit
N-26-1000Knocker, Chime
NA-26-900-XScoring Drum Unit

Data East to Stern Part Number Conversion

 Note: The coils on this DE to Stern substitution chart are approximately interchangeable. These charts do not account for special length coil sleeves or coil body differences between flipper coils and their equivalent non-flipper coil counterparts. Substitutions are based on number of turns of wire and wire gauge only.
 Data East was bought by Stern and then went out of business.

Data East Coil Part NumberApproximated New Stern Pinball
Coil Part Number and
Coil Resistance (Ohms)
Typical Use
090-5006-00
Flipper coil used on 500-5031-03 flipper assembly.
23-620 / 30-2600
Coil Resistance 2.4 / 75
Flipper Coil
SECRET SERVICE
090-5012-0022-800 / 30-2600
Coil Resistance 2.8 / 90.5
TORPEDO ALLEY- upper right flipper
090-5020-30
single winding flipper coil.
Three lugged coil body (one lug not used) with one diode across coil.
23-900
Coil Resistance: 3.8
Single winding flipper coil.
TEENAGE MUTANT NINJA TURTLES, STAR TREK 25th ANNIVERSARY
HOOK (lower flippers), BATMAN, ROCKY & BULLWINKLE
JURASSIC PARK (upper right is 090-5030-00)
LAST ACTION HERO, BAYWATCH, TOMMY
BATMAN FOREVER (upper right flipper)
AUSTIN POWERS (left flipper only, right flipper is 090-5030-00)
090-5030-00
Single winding flipper coil.
Only two wire lugs on coil body with coil diode wired across them.
AE-23-1100
with long Data East flipper sleeve and coil diode added.
Single winding flipper coil.
HOOK, LETHAL WEAPON 3, MARY SHELLEY'S FRANKENSTEIN
BAYWATCH (lower left, upper right flipper, lower right flipper is 090-5020-30), STARSHIP TROOPERS
VIPER NIGHT DRIVIN', LOST IN SPACE, SOUTH PARK, SHARKEY'S SHOOTOUT, NASCAR
090-5032-OT
Single winding flipper coil.
Three lugged coil body (one lug not used) with one diode across coil.
Flipper coil with diode for solid state flipper systems replaces part 090-5032-00.
Single winding flipper coil.
BATMAN FOREVER, STAR WARS (Data East), TALES FROM THE CRYPT, WWF ROYAL RUMBLE, GUNS N' ROSES
GOLDEN EYE, ID4 INDEPENDENCE DAY, SPACE JAM, STAR WARS TRILOGY, LOST WORLD JURASSIC PARK
X-FILES, GODZILLA, Stern/Sega HARLEY DAVIDSON, STRIKER XTREME, MONOPOLY
MAVERICK, APOLLO 13, STARSHIP TROOPERS - upper right flipper,   ROLLER COASTER TYCOON

Note:'T' suffix indicates diode is on the 'Top' or coil winding side of the spool lugs.
'B' indicates coil diode is on the 'Bottom' side of the spool lugs.

090-5026-00Equivalent to Gottlieb A-19217CHECKPOINT - Used on single bank drop target assembly 500-5240-00.
090-5011-0022-750 / 30-2600
Coil Resistance 2.6 / 92
LASER WAR, TORPEDO ALLEY, TIME MACHINE
090-5020-20
Single winding flipper coil.
Three lugged coil body (one lug not used) with one diode across coil wire lugs.
22-900
Coil Resistance in ohms: 3.4
ROBOCOP, PHANTOM OF THE OPERA, BACK TO THE FUTURE
THE SIMPSONS, CHECKPOINT
Back to Coil Chart Index

Data East to Williams Coil Part Number Conversion Chart 

Note: The coils on this DE to Williams substitution chart are approximately interchangeable.
Chart does not account for special length coil sleeves or coil body differences between flipper coils and their equivalent non-flipper coil counterparts.
Substitutions are based on number of turns of wire and wire gauge only.
Data East Part NumberWilliams Coil NumberData EastWilliams
090 - 5001 - 0023 - 800090 - 5023 - 0022 - 600
090 - 5002 - 0024 - 900090 - 5025 - 0024 - 1570
090 - 5003 - 0027 - 1300090 - 5030 - 0023 - 1100
090 - 5004 - 0027 - 1500090 - 5031 - 0032 - 1800
090 - 5005 - 0023 - 840090 - 5032 - 0022 - 1080
090 - 5006 - 0023 - 620 / 30 - 2600090 - 5034 - 0025 - 1240
090 - 5008 - 0023 - 1200090 - 5036 - 0024 - 940
090 - 5010 - 0032 - 590090 - 5036 - 0124 - 940
090 - 5011 - 0022 - 750 / 30 - 2600090 - 5037 - 4323.5 - 765*
090 - 5012 - 0023 - 800 / 30 - 2600090 - 5041 - 0025 - 1800
090 - 5013 - 0023 - 700 / 30 - 2600090 - 5042 - 0122 - 650
090 - 5015 - 0027 - 1400090 - 5044 - 0026 - 1200
090 - 5016 - 0029 - 2000090 - 5046 - 0028 - 1050
090 - 5017 - 0022 - 500090 - 5053 - 0023 - 800
090 - 5019 - 0023 - 750090 - 5054 - 0031 - 1500
090 - 5020 - 1021 - 900090 - 5059 - 0029 - 1000
090 - 5020 - 2022 - 900090 - 5061 - 0024 - 780
090 - 5020 - 3023 - 900090 - 5062 - 0023 - 1500
090 - 5021 - 0020 - 400090 - 5064 - 0220.5 - 480*
090 - 5022 - 0023 - 700*One half of a wire gauge will make very little difference.
Use the next lower gauge when substituting (smaller gage number equals larger diameter wire).

  Back to Coil Chart Index

Gottlieb EM Pinball Coil Chart

Catalog NumberTypical Application
Coil Body Differences
Catalog NumberTypical Application
A-489 GateA-5196bank set up
A-1084 A-5197roto unit, bank set up
A-1118bank relay, bonus controlA-5662PINBALL MEDIC AMUSEMENTS COIL CROSS-REFERENCE CHARTS
A-1119rollover relayA-6698
A-1496replay unit step up, stepping unit step-up, hole kicker,
bonus step-up (advance coil), player unit step-up, ball return
A-6821
A-7676
A-1856Pinball Medic Gottlieb coil chartsA-7677coin lockout
A-7687 
A-3498A-7688
A-7800bank set up
A-3890"R" relay coilA-7833A-9479 drop target bank reset,
sequence bank reset
A-3891 A-7834A-9736   coin lockout
A-4893pop bumper, multiple hole kicker
23-535   2.1 ohms
A-7835A-9740   vari-target reset
A-5141flipperA-7836A-9740   vari-target reset
A-5143bell, knockerA-7837A-12092   chime
A-5193ten step unitA-7846A-15259   scoring unit
A-5194G.P, replay unit reset, slingshot kicker, hole kicker,
subtract bonus - 24-780 4.5 ohms
A-7847A-15555 drop target bank reset
A-5195ball stop, chime   26-1305   12.3 ohmsA-8447    Top of Page
Wavy Coil SpacerNOTE: Bally and Gottlieb use the same coil body. A typical Williams or Data East coil uses a 1/16 of an inch shorter coil body. The use of a wavy coil spring washer to make a Williams coil fit into a Gottlieb machine is not the correct use of either the coil body or the spring washer.
Improper coils can cause a loud vibration (buzzing) noise every time the coil is activated.

GOTTLIEB COIL CHART
See the "A" Coil Chart for more Gottlieb and Williams coil info.

Catalog NumberTypical ApplicationCoil Resistance
(Ohms)
Wire Gauge-
Number of Turns
Coil Wrapper Color Catalog NumberTypical ApplicationCoil Resistance
(Ohms)
Wire Gauge-
Number of Turns
Coil Wrapper Color
A-1496General Purpose2.9523-635YELLOWA-18642Trip/Relay5833-1590WHITE
A-4893G. P. 2.122-535REDA-19300G. P. 7.825-1075ORANGE
A-5194G. P. 4.524-780BLUEA-19508Target Trip / Relay3532-1250YELLOW
A-5195G. P. 12.326-1305WHITEA-20558Relay15634-3400WHITE
A-15259EM Score Reel????A-21741VUK2.523-575ORANGE
A-16570G. P. 15.528-1750GREENA-26450G. P. 4229-2400PINK
A-16890G. P. / Relay23127-1450ORANGEA-26451G. P. 65.830-3000BLUE
A-17876G. P. 2435-4000TANA-26452Target Trip / Relay13735-2450PINK
A-178915 Target Reset3.3522-850WHITEA-269263 Target Reset32.827-2650BLUE
A-181023/7(X2) Target Reset924-1430REDA-27926G. P. 64.729-3475
A-183184 Target Reset6.724-1130ORANGEA-30297G. P. 66.530-2750

Back to Coil Chart Index
GOTTLIEB FLIPPER COIL CHART
See the "A" Coil Chart for more coil information.
Catalog NumberTypical ApplicationPull-In / Hold Coil
(Ohms)
Wire Gauge / Number of TurnsCoil Wrapper ColorUsage
A-17875Flipper2.4 / 4024-560 / 31-1100YELLOWFlipper
A-20095Super Flipper
Very Strong
1.55 / 35.522-450 / 31-900REDSuper Flipper
A-24161Small Flipper2.2 / 4023-520 / 31-1050BLUESmall Flipper
A-25959Flipper3.85 / 20222-445 / 30-1225REDFlipper (new)
A-26646Flipper4.57 / 20125-725 / 33-3470BLUEFlipper (new)
A-27642Flipper9.1 / 20327-950 / 33-3700YELLOWFlipper (new)
A-27643Flipper11.59 / 26928-960 / 33-4700WHITEFlipper (old)
A-28740Flipper6.02 / 20726-790 / 33-3600TANFlipper (new)
A-29876Flipper2.36 / 20223-560 / 33-3325ORANGEFlipper (new)
A-30468Flipper11.59 / 26928-960 / 33-4700WHITEFlipper (old)
A-31272Flipper44.8 / 26830-2200 / 34-3575BLUEFlipper

Back to Coil Chart Index

Gottlieb Solenoid/Relay Coil Wire Turns and Resistance Chart

Gottlieb CoilWire Gauge/TurnsOhmsWrapper ColorUsage
A-1118?3.6BLACKFeature Bank Relay
A-149623-6352.95YELLOWPops, Slings, General Purpose
A-489322-5352.1REDUp Kicker, Pop Bumpers
A-5141?1.7/ 6GREENFlipper (EM)
A-5141 y dot?1.0/ 6GREEN
Yellow dot
Flipper High Power (EM)
A-5143?3.6BLACK1960s Bell coil
A-519424-7804.5BLUEUp Kicker, Pop Bumpers, Slings
A-519526-130511.6WHITEKnocker, Outhole Coil
A-7112?155RED or
BLACK
120 Volt Start Relay (1960s)
A-9736?22 Unknown Coil
Wrapper Color
1st Ball Relay (1975-1979)
A-9738?32tilt Hold Relay (1975-1979)
A-9740?24Game Over Relay (1975-1979)
A-1657027-145015.5GREENBall Release
A-1689035-4000231ORANGEQ/T Relay System 1 and Sys 80
A-1689035-4000225Q/T Relays
A-1787524-560/31-11002.8/40YELLOWFlippers
A-1787628-175024TANGeneral Purpose
A-1789122-8503.35RED5 Bank Reset
A-1789122-8503.35WHITE5 Target Reset
A-1810224-14309.0ORANGETarget Bank Reset (uses 2)
A-1831824-11306.74 Target Bank Reset
A-1864233-159058WHITEMemory Relay, Target Trip Relay
A-1930025-10757.8ORANGEBall Kicker
A-1950832-125035YELLOWTarget Trip/Relay
A-2009522-450/31-9001.55/35.5REDSuper Flipper
A-2055834-3400156WHITEGate Relay
A-2174123-5752.5ORANGEVertical Up Kicker
A-2645029-240042PINKGeneral Purpose
A-2645130-300065.8BLUEGeneral Purpose
A-2645235-2450137PINKTarget Trip/Relay
A-2692627-265032.8BLUE3 Target Reset
A-2792629-347564.7General Purpose
A-3029730-275066.5General Purpose
Back to Coil Chart Index

Equivalent Gottlieb Solenoid & Relay Coil Substitution Chart
Coil Number EquivalentsTypeOhmsUsage
A-1119relay2.1in series usage with another relay
R20-1, A-9746relay1.5in series usage with another relay
R20-2, A-7688, A-9733, A-487relay2.5Interlock, in series usage with another relay
R20-3, A-9742, A-7834, A-1084relay10Tilt
R20-4, A-9735, A-7676, A-7835, A-5662, A-3891, A-489relay15most common relay used for general use
R20-5, A-9736, A-7677relay2530v hold, Alt, Coin Lockout, 1st ball
R20-6, A-5294, A-3890relay385120 volt R (reset) & S (start) relays
A-9740, A-6698, A-7846relay22Credit Hold, Game over hold, pop relay,
vari-target
A-9738, A-7836, A-3498relay32110v hold, 30v hold, Tilt Hold
A-6821, A-5457relay general
A-5141, A-1657, A-1546solenoid1.7, 6Flipper
A-5193, A-3104solenoid reel drive
A-5195, A-1943, A-622, A-12092solenoid12Chime, Ball release
A-5196, A-1318, A-9479, A-15555solenoid Bank step-up, Bank reset
A-9479, A-5196, A-1318, A-15555solenoid bank reset
A20-2, A-17875 (use high power winding)solenoid Counter
A20-4, A-5197, A-7800, A-1640solenoid Bank reset, Bank SU, Roto, turret shooter
A20-6, A-5143, A-5194, A-940, A-1448, A-3537, A-2563solenoid3.6Reset, Kicker, Bell, Knocker
A20-8, A-4893, A-939, A-2435solenoid Bell, Pops, Hole eject
Pinball Gottlieb pinball solenoid coil charts

  Back to Coil Chart Index    Top of Page

Zaccaria Pinball Coils 

 Zaccaria coils numbers specify the diameter of the wire and the number of turns. Example: D. 50 - S. 1600

 The D. in the coil part number is the diameter of the wire in the coil in millimeters multiplied by 100.
 The S. number is the number of turns of wire in the coil.
 i.e. D=50 & S=1600 then a coil with .5mm diameter wire or approximately a 24 Gauge wire size with 1600 turns of wire should be used.

 Flipper coils usually have two sets of coil numbers because they contain two coils of wire on the same solenoid coil form.

 When substituting another brand of coil for a Zaccaria pinball coil, it is better to go down on the gauge of wire (larger diameter wire) then change the number to turns on a coil. i.e. coil calls for 27 Gauge wire. However, a 26 gauge wire is the more common size, then a 26 Gauge wire should be used instead of a 28 or higher gauge wire. A large diameter wire can take more current flow without heating up then a small diameter wire.
 The number of turns on a coil (S value) dictates the strength of the pull in force of the coil (lower number of turns = stronger pull in or coil strength).
 To find a Williams substitute coil number use the AWG spec from the National Bureau of Standards Chart below.

Zaccaria to Williams Coil Conversion Chart
Typical ApplicationZaccaria CoilCoil Wrapper ColorResistance
Ohms
Williams Brand Coil Substitution
(Approximated)
Flipper CoilD.50 S.600 / D.14 S.5000TAN3.50 / 4800
Pull In/Hold coil
24-600/35-5000
Flipper CoilD.45 S.500 / D.14 S.6000GREEN3.50 / 5300Williams 25-500/35-6000  or Bally 25-500/34-5050
The Zaccaria coil doesn't have a plastic wire lug coil base
Small Sized FlipperD.355 S.1000 / D.14 S.6000BLUE10 / 550027-1000/35-6000
Ball Trough KickerD.40 S.1200PINK
Coil Wrapper
11026-1200
KnockerD.40 S.120011026-1200
Coin Door LockoutD.12 S.6000 Note: This coil's wrapper is usually missing because it gets so hot.
Drop Targets ResetD.50 S.1600ORANGE11024-1600 - Original coil has an unusual coil sleeve with an extended center section. A new Williams substitution coil will not come with this type of coil sleeve.
Pop BumperD.45 S.1000YELLOW7.7025-1000
RampD.355 S.1000 / D.14 S.6000BLUE100 / 550027-1000/35-6000
SlingshotD.40 S.1200PINK11026-1200


Back to Coil Chart Index

AWG - American Wire Gauge - Wire Sizing Chart Zaccaria to Williams Coil Conversion
AWG
Wire Gauges
Wire Diameter
(mm)
Linear electrical
wire resistance
(Ohm/Km)
 AWG
Wire Gauges
Wire DiameterLinear electrical
wire resistance
(Ohm/Km)
Zaccaria to Williams Coil Substitution
(Approximated)
000011.70.17190.91226.40 
00010.40.21200.81233.30
009.270.26210.72341.99D. 71 - S. 1700 = 21 - 1700
08.250.33220.64452.95    Top of Page
17.350.40230.57366.80
26.540.51240.51184.20D. 50 - S. 1600 =
24 -1600 or A 24 -1400
35.830.64250.455106D. 45 - S. 1000
45.190.81260.405134D. 40 - S. 1200
54.621.03270.361169The total length of wire on a coil can not be calculated from the Ohms per km approximation data on this chart.
General purpose Ohm meters are not accurate enough to measure factions of an Ohm. Also, coil wire and test equipment lead resistance will vary with temperature.

Metric Wire to AWG conversion chart.
64.121.30280.321213
73.661.63290.286268
83.262.06300.255339
92.912.60310.227427
102.593.28320.202538
112.304.13330.180679
122.055.21340.160856
131.836.57350.1431079
141.638.29360.1271361
151.4510.4370.1131716
161.2913.20380.1012164
171.1516.60390.08972729
181.0220.90400.07993441


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Solenoid Coil Sleeve Chart
Also see Coil sleeve length charts   "=Inch
All new replacement solenoid coils are shipped with the proper length and style of coil sleeve.
Replacing old dirty coil sleeves and cleaning the coil plunger are the least expensive ways to cure sluggish solenoids.
Replacement of metal coil sleeves with plastic sleeves is mandatory as the nylon plastic sleeves perform better and last longer.

1 1/4 inch pinball coil sleeveWilliams/Bally 03-7066-5 coil sleevetwo and one quarter inch coil sleeve03-7067-3 nylon coil sleeve with a 3/16 inch flange
1-3/4" Coil Sleeve
This 1-3/4" nylon coil sleeve is the most commonly used length on all brands of pinball machines.
Typically found on pop bumpers, slingshots, kickers, and early solid state and electromechanical flipper assemblies.
Reference Part Numbers:
Williams/Bally 03-7066.
Stern/Sega/Data East 545-5411-00.
2-3/16" Coil Sleeve
Used on Williams post -1980, Bally post- 1988, Stern post- 1999, Data East and Sega flipper assemblies.
This is the standard flipper coil sleeve replacement for all newer model solid state pinball machines.

Reference Part Number:
Williams/Bally 03-7066-5.
2-1/4" Coil Sleeve
This is the proper nylon coil sleeve for
Williams System 6 and System 7 flipper assemblies.

This coil sleeve is slightly longer than the much more common 2-3/16" sleeve. The extra 1/16 inch is needed to keep the flipper plunger return spring from getting wedged between the plunger and coil.
2-1/16" Coil Sleeve
Nylon coil sleeve with a 3/16" flange.
Used on Bell coils and Knocker units.

Williams/Bally Reference Part Number 03-7067-3

See our Arcade Tech Tips page for more info on coil and flipper sleeves.
Ball shooter rod sleeve ball popper rod sleeve inside of a coil sleeve  This special purpose Ball Popper/Shooter rod sleeve looks like a normal coil sleeve. Except they are usually at least two inches in length. Also, they usually can slide inside a normal coil sleeve (see photo on right of shooter sleeve) and most have a 1/4 inch inside diameter.
 This type of special sleeve is getting harder to find, but is essential to proper ball shooter rod operation.


 NOTE: Check for bent, dirty or "mushroomed tipped" metal shooter rods, bad shooter tip rubber and rod springs when replacing this sleeve.
bell knocker coil sleeve Bell, Chime or V.U.K. Coil Sleeve.
center hole coil stop used for bells and chimes Notice the extra length of sleeve after the coil stop ridge.
 This type of coil sleeve is used with coil stops with a centered hole.
 The coil's plunger passes through both the solenoid coil and coil stop to allow for a greater travel distance. The greater travel equates to more momentum and louder bell sounds.
  A VUK uses this greater core travel to lift the game ball much higher then it could if the plunger core was stopped by a normal coil stop. Allowing it to thrust the ball though a metal ramp above the VUK unit.
metal vs plastic coil sleevePlastic VS Metal Coil Sleeves
 It is best to replace a metal coil sleeve found in older electro-mechanical pinball games with a new plastic sleeve when ever possible.

 The plastic sleeve offers greater longevity and performance over the metal coil sleeve. Plastic does have a draw back as it will melt if the coil is energized for too long of a time. However, if a coil is hot enough to melt its coil sleeve then it is probably already burnt itself out.


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Standard Solenoid and Bell/Chime Coil Sleeve Lengths
G=Gottlieb,   B=Bally   W=Williams,   WB=new B and W part number (after W bought B)
CC/OS=Chicago Coin / Old Stern,   S/S/DE=new Stern / Sega / Data East

(Original Sleeve Manufacturer) - NOT part of the sleeve's part number
Coil Sleeve Length
in Inches
Manufacture's Part Number Bell/Chime/Up-kicker/V.U.K. Manufacture's Part NumberSpecialty
1-1/4"A8111 (G),
03-7066-1 (WB),
130-1536 / 91-1509 (CC/OS)
1-3/16" - 1-1/2"4A-159-1 (CC/OS) 
1-3/8"143-808 (CC/OS)1-5/8" - 2"A6087 (G), 03-7067 (WB),
4A-159 (CC/OS)
Bell
(short length sleeve)
1-5/8" - standard length for both G and BA5064 (G)1-9/16" - 1-13/16"03-7067-3 (WB) Back to Coil Chart Index


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1-3/4" - standard length for W545-5031-00 (S/S/DE),
03-7066 (WB)
1-11/16" - 1-13/16"545-5076-00 / 545-5076-01 (S/S/DE)
21411 (G)
1-13/16"A5065 (G),
03-7066-3 (WB)
2-1/16" - 2-1/4"25605 (G), 545-5709-00 (S/S/DE),
03-7067-5 (WB)
1-15/16" - 9/16" Diameter2A-232 (CC/OS)2-1/2" - 2-5/8"03-7067-1 (WB)
2-1/16"03-7066-4 (WB)2-1/2" - 2-3/4"A5142 (G), 545-5847-00 (S/S/DE),
03-7067-6 (WB), 167-800 (CC/OS)
Bell
(long length sleeve)
2-3/16"545-5388-00 (S/S/DE),
03-7066-5 (WB)
 The short bell sleeve length is used to ring a small sized bell mounted close to the coil.
 The long bell sleeve length is used on knockers, bells, and VUKs were the solenoid core must move a great distance without falling out of the coil sleeve. This sleeve usually sticks way out of both ends of the coil.

  *All sleeves listed on this chart are 1/4 inch inside diameter unless indicated otherwise.
2-15/16" *
9/16" Diameter Sleeve
03-7068 (WB)
2-1/2"A5172 (G)
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