A typical Williams
or Data East
coil uses a 1/16 of an inch shorter coil body then a Gottlieb
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, Modern SS flipper coils use much longer core travel length coils 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 and longer return springs. 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 game coil or part number scheme. Their coil part numbers do not provide any useful construction method information and are based on a 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
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.
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. These differences include stop bracket height, width and mounting hole spacing
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
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 base brackets. They are very prone to "magnetizing and mushrooming" due to 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. Top of Page 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!
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. Top of Page 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.
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). Coil part number Suffix or Prefix
- AE-23-800 - 04
and letter or number coil suffix / prefix
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.
' 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. 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 American Wire Gauge number
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 Top of Page Coil Strength by Turns of Wire Rule
This 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. The (generally accepted) Coil Pull-In Strength Rule:
We don't agree with this report. It is here only to provide more detailed information on how a solenoid coil is constructed.
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
inductive EMF "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.
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 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.
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.
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 do 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. 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.
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
for most of the early model electronic Williams pinball games. 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. Top of Coil Page Note:
Good coil diodes do not affect coil strength, solenoid core or coil stop magnetizing. 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
- Some 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 (when using a very cheap VOM meter).
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. Top of Page 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. Top of Page
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
pinball coils. Coil Charts by
- Williams EM Coils
- Williams Old to New
Part Number Conversion
- Williams Coil Prefix / Sleeve Chart
- Williams Flipper Chart
- BALLY EM Coils
- 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 EM Pinball Coil Chart
Williams Pinball Coil Chart
GAMEPLAN GOTTLIEB Chicago Coin Zaccaria
Data 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
Williams Old Coil Number to New Coil Part Number Cross-Reference Chart
|Coil Number||Typical Application|| ||Coil Number||Typical Application|
|A-22-550||Ball Release, Unit Step-up||C2-26-800||Bell, Chime|
|A-23-600||Ball Ejector, Unit Step-up||FL-20-300/28-400||Flipper|
|A2-26-1300||Chime||G-21-400||Horse Race Ball Shooter|
|B-26-800||Score Drum, Unit Reset||G-22-550||Jet Bumper, Drop Target, Reset|
|B-27-1100||Reset||G-23-750||Jet Bumper, Ball Ejector, Kicker|
|B-28-1450||Score Drum Unit||G-23-750-DC||DC Jet Bumper, Kicker|
|B1-26-800||Score Drum, Unit Reset||EM=Electromechanical (relay operated)|
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
Late Model Williams Electronic Pinball Game Flipper Coils
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.
(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 Chart||Old 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 Number||Typical Application||Old = New Coil Number||Old = New Coil Number|
|A-25-850||Outhole Kicker||CO-25A-7 = A-25-1050||E-184-213 = A-27-1300|
|A-25-950||Outhole Kicker||CO-25GG-7 = B-25-925||E-184-218 = F-31-1500|
|A-25-1000||Thumper Bumper||CO-25H-7 = BC-25-925||E-184-224 = F-31-2100|
|A-26-1100||Outhole Kicker||CO-26A-9 = A-26-1100||E-184-231 = CA-29-800/31-900|
|A-26-1200||Sling Shot||CO-26GG-9 = B-26-1100||E-184-235 = AK-25-1050|
|A-27-1100||Kickout||CO-27R-11 = C-27-1000||E-184-236 = J-28-1100|
|A-28-1900|| ||CO-28R-15 = C-28-1100||E-184-241 = AF-25-600/31-1000|
|AF-25-500/28-1000||Flipper||E-184-41 = BF-27-1250||E-184-243 = A-26-1200|
|AF-25-600/28-800||Flipper||E-184-46 = EA-30-1150||E-184-248 = FC-30-1300|
|AF-25-600/31-1000||Flipper||E-184-47 = EA-32-1550||E-184-249 = BF-28-1500|
|AF-26-650/28-800||Flipper||E-184-55 = B-29-1200||E-184-250 = D-30-700|
|AF-26-750/28-800||Flipper||E-184-56 = A-27-1100||E-184-252 = BB-26-655/32-1245|
|AF-27-1000/32-1300||Flipper||E-184-74 = CF-28-1025||E-184-254 = FC-30-1400|
|AK-27-1300||Knocker||E-184-75 = E-32-1700||E-184-257 = AP-25-1050|
|AP-25-850||Outhole Kicker||E-184-112 = EA-29-950||E-184-260 = B-28-1600|
|AP-26-1200||Disappearing Post||E-184-135 = BA-25-925||E-184-261 = AP-31-3000|
|AP-27-1300||Thumper Bumper, Sling Shot||E-184-155 = D-27-425||E-184-262 = A-26-1200|
|B-25-750|| ||E-184-156 = D-28-500||E-184-263 = AF-27-775/31-861|
|B-25-925||E-184-160 = B-25-750||E-184-264 = A-28-1900|
|B-26-1100||Ball Count, Bonus, |
Credit Units Step-up
|E-184-175 = AP-27-1300||E-184-265 = AF-25-600/31-1000|
|B-27-1300||Free Ball Escape, Stepping Unit||E-184-180 = CE-33-4800||E-184-266 = D-29-675|
|BA-25-925|| ||E-184-190 = AF-25-600/31-1000||E-184-268 = AF-26-750/31-900|
|BA-26-1040||E-184-204 = AF-27-1000/32-1300||E-184-269 = FC-33-2600|
|BC-25-925||E-184-205 = B-27-1300||E-184-270 = AB-31-3000|
|BF-27-1250||E-184-206 = CD-29-1600||E-184-271 = AK-24-750|
|C-27-1000||Knocker||E-184-207 = A-27-1400||E-184-272 = A-25-1000|
|C-27-1300|| ||E-184-274 = FC-32-2100|
|C-28-1100||Ball Count, Bonus, |
Credit Units Reset
Back to Coil Chart Index
|CD-29-1600||Ball Count, Bonus, |
Credit Units Step-up
| Chicago Coin EM Pinball Coil Chart|| || GAMEPLAN COILS|
|Coil Number||Typical Application||Coil Number||Resistance||Wire Gauge||Number of Wire Turns per Coil Winding|
|J-22-500||Player Control Unit Step-up||21-50006B||25.8||28||1800|
|J-22-550||Ball Return, Unit Step-up||21-50007B||8.0||24||1000|
|J-23-700||Match Unit (00-90 Unit)||21-50008B||l.2/21.5||22/30||375/800*|
|J-24-850||Thumper Bumper||* No Williams coil equivalent as original coil's core diameter is vary large. |
|J-26-800||Ball Kicker|| |
Back to Coil Chart Index Top of Page
|N-24-700||Scoring Drum Unit|
|N-24-700-X||Scoring Drum Unit|
|NA-26-900-X||Scoring 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.
Back to Coil Chart Index
|Data East Coil Part Number||Approximated New Stern Pinball |
Coil Part Number and
Coil Resistance (Ohms)
Flipper coil used on 500-5031-03 flipper assembly.
| 23-620 / 30-2600 |
Coil Resistance 2.4 / 75
|Flipper Coil |
|090-5012-00||22-800 / 30-2600 |
Coil Resistance 2.8 / 90.5
|TORPEDO ALLEY- upper right flipper|
single winding flipper coil.
Three lugged coil body (one lug not used) with one diode across coil.
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)
Single winding flipper coil.
Only two wire lugs on coil body with coil diode wired across them.
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
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.
|090-5026-00||Equivalent to Gottlieb A-19217||CHECKPOINT - Used on single bank drop target assembly 500-5240-00. |
|090-5011-00||22-750 / 30-2600 |
Coil Resistance 2.6 / 92
|LASER WAR, TORPEDO ALLEY, TIME MACHINE|
Single winding flipper coil.
Three lugged coil body (one lug not used) with one diode across coil wire lugs.
Coil Resistance in ohms: 3.4
|ROBOCOP, PHANTOM OF THE OPERA, BACK TO THE FUTURE |
THE SIMPSONS, CHECKPOINT
Data East to Williams Coil Part Number Conversion Chart
Back to Coil Chart Index
|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 Number||Williams Coil Number||Data East||Williams|
|090 - 5001 - 00||23 - 800||090 - 5023 - 00||22 - 600|
|090 - 5002 - 00||24 - 900||090 - 5025 - 00||24 - 1570|
|090 - 5003 - 00||27 - 1300||090 - 5030 - 00||23 - 1100|
|090 - 5004 - 00||27 - 1500||090 - 5031 - 00||32 - 1800|
|090 - 5005 - 00||23 - 840||090 - 5032 - 00||22 - 1080|
|090 - 5006 - 00||23 - 620 / 30 - 2600||090 - 5034 - 00||25 - 1240|
|090 - 5008 - 00||23 - 1200||090 - 5036 - 00||24 - 940|
|090 - 5010 - 00||32 - 590||090 - 5036 - 01||24 - 940|
|090 - 5011 - 00||22 - 750 / 30 - 2600||090 - 5037 - 43||23.5 - 765*|
|090 - 5012 - 00||23 - 800 / 30 - 2600||090 - 5041 - 00||25 - 1800|
|090 - 5013 - 00||23 - 700 / 30 - 2600||090 - 5042 - 01||22 - 650|
|090 - 5015 - 00||27 - 1400||090 - 5044 - 00||26 - 1200|
|090 - 5016 - 00||29 - 2000||090 - 5046 - 00||28 - 1050|
|090 - 5017 - 00||22 - 500||090 - 5053 - 00||23 - 800|
|090 - 5019 - 00||23 - 750||090 - 5054 - 00||31 - 1500|
|090 - 5020 - 10||21 - 900||090 - 5059 - 00||29 - 1000|
|090 - 5020 - 20||22 - 900||090 - 5061 - 00||24 - 780|
|090 - 5020 - 30||23 - 900||090 - 5062 - 00||23 - 1500|
|090 - 5021 - 00||20 - 400||090 - 5064 - 02||20.5 - 480*|
|090 - 5022 - 00||23 - 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).
Gottlieb EM Pinball Coil Chart
|Catalog Number||Typical Application |
Coil Body Differences
|Catalog Number||Typical Application|
|A-489||Gate||A-5196||bank set up|
|A-1084|| ||A-5197||roto unit, bank set up|
|A-1118||bank relay, bonus control||A-5662|
|A-1496||replay unit step up, stepping unit step-up, hole kicker, |
bonus step-up (advance coil), player unit step-up, ball return
|A-7800||bank set up|
|A-3890||"R" relay coil||A-7833||A-9479 drop target bank reset, |
sequence bank reset
|A-3891|| ||A-7834||A-9736 coin lockout|
|A-4893||pop bumper, multiple hole kicker |
23-535 2.1 ohms
|A-7835||A-9740 vari-target reset|
|A-5141||flipper||A-7836||A-9740 vari-target reset|
|A-5143||bell, knocker||A-7837||A-12092 chime|
|A-5193||ten step unit||A-7846||A-15259 scoring unit|
|A-5194||G.P, replay unit reset, slingshot kicker, hole kicker, |
subtract bonus - 24-780 4.5 ohms
|A-7847||A-15555 drop target bank reset|
|A-5195||ball stop, chime 26-1305 12.3 ohms||A-8447|| Top of Page|
|Wavy Coil Spacer||NOTE: 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.
Back to Coil Chart Index
|Catalog Number||Typical Application||Coil Resistance |
|Wire Gauge- |
Number of Turns
|Coil Wrapper Color|| ||Catalog Number||Typical Application||Coil Resistance |
|Wire Gauge- |
Number of Turns
|Coil Wrapper Color|
|A-4893||G. P. ||2.1||22-535||RED||A-19300||G. P. ||7.8||25-1075||ORANGE|
|A-5194||G. P. ||4.5||24-780||BLUE||A-19508||Target Trip / Relay||35||32-1250||YELLOW|
|A-5195||G. P. ||12.3||26-1305||WHITE||A-20558||Relay||156||34-3400||WHITE|
|A-15259||EM Score Reel||??||??||A-21741||VUK||2.5||23-575||ORANGE|
|A-16570||G. P. || 15.5||28-1750||GREEN||A-26450||G. P. ||42||29-2400||PINK|
|A-16890||G. P. / Relay||231||27-1450||ORANGE||A-26451||G. P. ||65.8||30-3000||BLUE|
|A-17876||G. P. ||24||35-4000||TAN||A-26452||Target Trip / Relay||137||35-2450||PINK|
|A-17891||5 Target Reset||3.35||22-850||WHITE||A-26926||3 Target Reset||32.8||27-2650||BLUE|
|A-18102||3/7(X2) Target Reset||9||24-1430||RED||A-27926||G. P. ||64.7||29-3475|
|A-18318||4 Target Reset||6.7||24-1130||ORANGE||A-30297||G. P. ||66.5||30-2750|
GOTTLIEB FLIPPER COIL CHART Back to Coil Chart Index
See the "A" Coil Chart for more coil information.
|Catalog Number||Typical Application||Pull-In / Hold Coil |
|Wire Gauge / Number of Turns||Coil Wrapper Color||Usage|
|A-17875||Flipper||2.4 / 40||24-560 / 31-1100||YELLOW||Flipper|
|A-20095||Super Flipper |
|1.55 / 35.5||22-450 / 31-900||RED||Super Flipper|
|A-24161||Small Flipper||2.2 / 40||23-520 / 31-1050||BLUE||Small Flipper|
|A-25959||Flipper||3.85 / 202||22-445 / 30-1225||RED||Flipper (new)|
|A-26646||Flipper||4.57 / 201||25-725 / 33-3470||BLUE||Flipper (new)|
|A-27642||Flipper||9.1 / 203||27-950 / 33-3700||YELLOW||Flipper (new)|
|A-27643||Flipper||11.59 / 269||28-960 / 33-4700||WHITE||Flipper (old)|
|A-28740||Flipper||6.02 / 207||26-790 / 33-3600||TAN||Flipper (new)|
|A-29876||Flipper||2.36 / 202||23-560 / 33-3325||ORANGE||Flipper (new)|
|A-30468||Flipper||11.59 / 269||28-960 / 33-4700||WHITE||Flipper (old)|
|A-31272||Flipper||44.8 / 268||30-2200 / 34-3575||BLUE||Flipper|
Gottlieb Solenoid/Relay Coil Wire Turns and Resistance Chart
Back to Coil Chart Index
|Gottlieb Coil||Wire Gauge/Turns||Ohms||Wrapper Color||Usage|
|A-1118||?||3.6||BLACK||Feature Bank Relay|
|A-1496||23-635||2.95||YELLOW||Pops, Slings, General Purpose|
|A-4893||22-535||2.1||RED||Up Kicker, Pop Bumpers|
|A-5141||?||1.7/ 6||GREEN||Flipper (EM)|
|A-5141 y dot||?||1.0/ 6||GREEN |
|Flipper High Power (EM)|
|A-5143||?||3.6||BLACK||1960s Bell coil|
|A-5194||24-780||4.5||BLUE||Up Kicker, Pop Bumpers, Slings|
|A-5195||26-1305||11.6||WHITE||Knocker, Outhole Coil|
|120 Volt Start Relay (1960s)|
|A-9736||?||22|| Unknown Coil |
|1st Ball Relay (1975-1979)|
|A-9738||?||32||tilt Hold Relay (1975-1979)|
|A-9740||?||24||Game Over Relay (1975-1979)|
|A-16890||35-4000||231||ORANGE||Q/T Relay System 1 and Sys 80|
|A-17891||22-850||3.35||RED||5 Bank Reset|
|A-17891||22-850||3.35||WHITE||5 Target Reset|
|A-18102||24-1430||9.0||ORANGE||Target Bank Reset (uses 2)|
|A-18318||24-1130||6.7||4 Target Bank Reset|
|A-18642||33-1590||58||WHITE||Memory Relay, Target Trip Relay|
|A-21741||23-575||2.5||ORANGE||Vertical Up Kicker|
|A-26926||27-2650||32.8||BLUE||3 Target Reset|
Equivalent Gottlieb Solenoid & Relay Coil Substitution Chart
|Coil Number Equivalents||Type||Ohms||Usage|
|A-1119||relay||2.1||in series usage with another relay|
|R20-1, A-9746||relay||1.5||in series usage with another relay|
|R20-2, A-7688, A-9733, A-487||relay||2.5||Interlock, in series usage with another relay|
|R20-3, A-9742, A-7834, A-1084||relay||10||Tilt|
|R20-4, A-9735, A-7676, A-7835, A-5662, A-3891, A-489||relay||15||most common relay used for general use|
|R20-5, A-9736, A-7677||relay||25||30v hold, Alt, Coin Lockout, 1st ball|
|R20-6, A-5294, A-3890||relay||385||120 volt R (reset) & S (start) relays|
|A-9740, A-6698, A-7846||relay||22||Credit Hold, Game over hold, pop relay, |
| A-9738, A-7836, A-3498||relay||32||110v hold, 30v hold, Tilt Hold|
|A-6821, A-5457||relay|| ||general|
|A-5141, A-1657, A-1546||solenoid||1.7, 6||Flipper|
|A-5193, A-3104||solenoid|| ||reel drive|
|A-5195, A-1943, A-622, A-12092||solenoid||12||Chime, Ball release|
|A-5196, A-1318, A-9479, A-15555||solenoid|| ||Bank step-up, Bank reset|
|A-9479, A-5196, A-1318, A-15555||solenoid||bank reset|
|A20-2, A-17875 (use high power winding)||solenoid||Counter|
|A20-4, A-5197, A-7800, A-1640||solenoid||Bank reset, Bank SU, Roto, turret shooter|
|A20-6, A-5143, A-5194, A-940, A-1448, A-3537, A-2563||solenoid||3.6||Reset, Kicker, Bell, Knocker|
|A20-8, A-4893, A-939, A-2435||solenoid|| ||Bell, Pops, Hole eject|
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
Back to Coil Chart Index
|Typical Application||Zaccaria Coil||Coil Wrapper Color||Resistance |
|Williams Brand Coil Substitution |
|Flipper Coil||D.50 S.600 / D.14 S.5000||TAN||3.50 / 4800 |
Pull In/Hold coil
|Flipper Coil||D.45 S.500 / D.14 S.6000||GREEN||3.50 / 5300||Williams 25-500/35-6000 or Bally 25-500/34-5050 |
The Zaccaria coil doesn't have a plastic wire lug coil base
|Small Sized Flipper||D.355 S.1000 / D.14 S.6000||BLUE||10 / 5500||27-1000/35-6000|
|Ball Trough Kicker||D.40 S.1200||PINK |
|Coin Door Lockout||D.12 S.6000|| Note: This coil's wrapper is usually missing because it gets so hot. |
|Drop Targets Reset||D.50 S.1600||ORANGE||110||24-1600 - 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 Bumper||D.45 S.1000||YELLOW||7.70||25-1000|
|Ramp||D.355 S.1000 / D.14 S.6000||BLUE||100 / 5500||27-1000/35-6000|
AWG - American Wire Gauge - Wire Sizing Chart Zaccaria to Williams Coil Conversion
|Wire Diameter |
|Linear electrical |
| ||AWG |
|Wire Diameter||Linear electrical |
|Zaccaria to Williams Coil Substitution |
|00||9.27||0.26||21||0.723||41.99||D. 71 - S. 1700 = 21 - 1700|
|0||8.25||0.33||22||0.644||52.95|| Top of Page|
|2||6.54||0.51||24||0.511||84.20||D. 50 - S. 1600 = |
24 -1600 or A 24 -1400
|3||5.83||0.64||25||0.455||106||D. 45 - S. 1000|
|4||5.19||0.81||26||0.405||134||D. 40 - S. 1200|
|5||4.62||1.03||27||0.361||169||The 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.
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