Pinball Medic's
Electromechanical and Solid State Pinball Solenoid Coil Charts

If you find this free information valuable or helpful, please give Pinball Medic support by posting our home page link onto
web sites, forums or social networks that deal with pinball and other coin operated games.


Go directly to
The Coil Charts
Coil Sleeve & Flipper Bushing charts    Electro-Magnetic Coil types    Pinball Game Type and Coil Chart Abbreviations
Metal VS Plastic coil sleeves      Coil Part Number suffix & Prefix numbers and letters
Coil Wire Turns and Strength Rules    Flipper Coil Wiring
Flipper Coils,  Drive Circuits,  Coil Supply Voltages and Current Types
We are building pinball relay coil charts and will either post them here or on a separate page.
Pinball Games |  Video Games |  Pinball Repair & Restoration |  Video Game Repair & Restoration |  We buy Arcades |  Contact Us
Pinball Board Charts |  Replacement Circuit Boards |  Coin-Op Tech Tips |  More Arcade tips |  Ring Kit |  Game Balls |  Forums   Site Map
Pinball Medic Amusements Pinball Solenoid Coil Charts The majority of Williams coil part numbers indicate the construction method of the coil. The first letter or two indicates the type of sleeve, the position or length of the wire terminal lugs.

 Example of a Williams coil part number AE-23-800   In our example - 23=wire gauge; 800=number of turns of wire.

 Coil Body and Stop Differences - 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.
A standard sized Gottlieb or Bally coil body is 1 1/2 inches long (uses a 1 5/8 inch long coil sleeve). Williams used a 1 5/8 inch length coil body (with a 1 3/4 inches long coil sleeve). Replace a Gottlieb coil with a Bally manufactured substitution coil only if a genuine Gottlieb coil is unavailable.

Typical solenoid coil stopcoil stop with a centered hole used for auto ball shooters and VUK A Coil Stop is the metal 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 hold the coil to its mounting bracket and to stop the solenoid plunger at the end of its travel (see coil stop examples in the photo to the left).
 Special purpose coil stops let the coil's plunger travel through them to allow for a greater travel distance. For example, a bell or knocker solenoid has a coil stop with a hole in the center of it.  The longer the distance a plunger moves the more force it will have at the end of its travel and the louder the noise it will cause when the plunger strikes a bell, chime or other sound device.
 Bell and knocker units usually require a coil sleeve with an extended base like the Williams/Bally Reference Part Number 03-7067-3 and are sometimes longer then a stock sleeve.

 Vast differences exist between coil stops used by pinball manufacturers. These differences include stop bracket height, width and mounting hole spacing. We will add coil stop info to this page soon.

 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 dirt and then coil overheating resulting in a melted plastic coil sleeve and a bad coil.

 Flipper coil stops are very prone to "magnetizing and mushrooming" caused by the strong magnetic field strength 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.

 Bally, for a short period of time in the 70's and early 80's, used a cheap coil stop with mounting holes too close together and used too thin of a metal to make the stop. These issues caused mounting holes in the coil stop brackets to crack between them. A broken coil stop can destroy the coil by allowing it to either fall off the mechanism and overheat or become misaligned with its plunger core causing excessive wear, loss of power and sometimes noise. No aftermarket part manufacturer seems to make this often broken part. The only replacement available is a completely new mechanism (flippers are very prone to coil stop breakage) with a stronger made coil stop installed.
 NOTE:  Pinball Medic has had to start upgrading whole flipper units by replacing the old mechanism with a complete new flipper unit and mounting bracket. These new flipper units are expensive (more then $50 each), however, provide a path way to rebuild the flipper in the future as coil stops can be found for these new mechanisms, but not for the original Bally/Stern flipper units.

Old Gottlieb style pinball coil stop with four screw mounting holes In the early days, Gottlieb tended to use a wrap around coil stop on its strongest coils (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.
 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: New or NOS Gottlieb solenoid parts are usually much harder to find then the more common Williams stops. 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, game PROM image or even a parts catalog.  This is making Gottlieb pinball games difficult to repair or restore. This situation will eventually cause Gottlieb games 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!
New!  NOTE: Williams chose to sell all of their pinball part designs to a small Austrian company that never produce very many replacement parts or replacement playfields. Bally and Williams parts designs have lately been resold to a new pinball parts manufacturing company in the U.S. It is yet to be determined if this new company will remake many of the rare and hard to find coils and other pinball parts so desperately needed by pinball hobbyist and coin-op repair shops around the world.
plastic VS metal solenoid coil sleeves
Metal VS Plastic Coil Sleeves and Sleeve Lubrication
 Metal or Copper coil sleeves should be replaced with plastic sleeves, if they can be removed. A plastic coil sleeve will operate for a longer time and provide an improved performance.
 Solenoids are designed to operate without any lubrication. Application of any type of OIL 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 require ANY FORM of OIL or any other type of lubrication.
Wavy spring steel coil spacer See our Tech Tip pages for more information on why not to use any lubrication on plastic pinball parts and what type of oil to use on motor oiling felt pads and leg level adjusters.
 A thin, round and made of spring metal ring spacer was often used by Gottlieb and Chicago Coin games between the top coil bracket and the solenoid coil to keep the coil from moving or vibrating when activated.
 These "spacers" can often be found on 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 spring steel spacer. Leaving out the ring spacer during legitimate coil substitution can cause the coil to vibrate and make a loud noise every time the coil is activated.

 Coil part number suffix or prefix (suffix=numbers or letters following a coil part number) - 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), coil diode polarity and position (top or bottom of wire lugs), wire lug placement, length of the wire lug at the base of the coil or the length of the mounting insulator or coil base.
 Bally or Williams pinball solenoid coils have places for three terminal lugs; left edge, middle, and right edge of the coil's plastic base. The positions are as viewed with the lug end of the coil facing you and the lugs on top of the plastic coil base.

PinballMedic AL style coil lugs SM style and sb-28-1450-dc coils The 'AL' and 'AR' 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.

Wire Gauge, Number of Wire Turns and Coil Strength Rules

 The higher the American Wire Gauge number, the smaller the diameter of wire. A small diameter wire has more resistance per foot of wire then a large diameter wire and will take fewer turns of wire for a given coil supply voltage.  This makes the coil cheaper to manufacture because wire is sold by the pound and not by the length of the spool of wire. Small sized wires can also lead to a coil that is easy to burn because a small size wire will heat up faster then a large diameter 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.
  American wire gauge/size information

 Our example solenoid coil (AE-23-550) would be a very strong coil. A typical use for a coil this strong would be in an outhole ball eject mechanism. An outhole ball eject device is only activated for a short period of time but must push a heavy game ball up a steep slope or lift it out of a hole to move the ball into the ball shooter lane.

Coil Strengths, Turns of Wire Rule and Coil Power Supply Voltages

 Coil pull in strength wiring rule:  The greater the number of turns of wire on a coil the weaker the solenoid coil.
The fewer the number of wire turns the stronger the pull-in strength of the solenoid coil.


 The coil's wire diameter does not effect coil strength to any effective degree. 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 chime coils are all examples of mechanisms that typically use a coil 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 wound with small diameter wire and use many turns of wire. This produces a physically small coil size and very high resistance relay coil (low relay coil pull in strength). High coil resistance provides little current flow and less heat inside the relay's core.   Wire size information

 Raising the power supply voltage was also used over the years to increase the strength of solenoid coils in arcade games (This is not the same as high tapping a game.). An increase in voltage gives a 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 24volts) 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 relays) that use no moving parts, as long as a coil diode (reverse polarity biased) is provided to absorb the 'kickback' of the coil. DC can simplify the driver circuitry used in electronic pinball games and provide stronger solenoids.

Bridge Rectifier When some early EM pinball games were made, AC to DC current conversion was both rare and expensive to do. Current conversion was eventually made cheap and easy with semiconductors inside of a bridge rectifier. However, the early expense of current conversion started the tradition of not converting AC into DC that lasted all the way to to the start of electronic pinball games.
 There were a very few old table top or wood rail pinball games powered with a battery. No AC to DC conversion was needed and the whole game was powered with battery supplied DC current.

 This tradition or trend is one reason why very few electromechanical pinball game was ever made with all direct current powered coils. Game designers would rather spend a lot of time trying to engineer AC relays that don't hum then to convert a whole game to DC.  Everyone had to wait till electronic games forced the use of DC to power everything to get the coil strength and ease of design benefits that direct current provides.

 Weaker coils (large number of turns of wire, Example a relay coil with 6000 turns of wire) can withstand longer activation times without overheating because of the many turns of wire that has to be used and the higher coil wire resistance. Many turns of wire produces a coil with lots of resistance that limits current flow and hence decreases the heat inside of a coil.
 Pinball solenoid coils are never activated for more then about a quarter to half of a second during normal game play. Unless they were designed to be activated for a very long time like "coin lock out" or "hold" relay coils (Electromechanical (EM) pinball coils are activated for a much longer time when compared to 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.
090-5026-00_100 coil Coils that may be activated for a long period of time (either by design or by a faulty/shorted play field switch on an EM pinball) usually have at least 1300 or more turns of a large diameter wire. Score reel, chime, 'lock' relay, coin lockout coils and the 'hold' relay coil on most EM pinball games are examples of a coil designed to be activated for a long time without overheating.

 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. These coils are modified regular stock coils with a few turns of wire removed from the coil (often resold at a premium price). 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 shorting their life spans.
typical flipper assembly "High Tapping" a game with a normal line voltage is not recommended either 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 our Arcade Tech Tips page for more info on high tapping the game's transformer. Or our coin-op catastrophe collection for some interesting coil photos.

Flipper Coils, Drive Circuits and 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 in example) indicate the strength of the flipper (pull in coil used to raise the flipper). The last set of numbers (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 strong when holding the flipper upright. The flipper coil "hold" coil does have to be able to be activated permanently without burning up the coil. This is why a lot of turns of wire are used on the "hold upright" coil on a flipper coil.

 Flippers on modern pinball games (Dot Matrix Display pinball games) use only one coil winding. One winding flipper coils are supplied with two different voltages at different times in the operation of the flipper. (One winding flippers are sometimes referred to as "solid state" flippers even though they are still operated by a solenoid coil. They are driven by solid state electronics (driver transistor instead of directly from the flipper buttons). A higher voltage (usually 50 volts) is used to move the flipper and a lower voltage (usually 18 volts) is used on the same flipper coil winding to hold the flipper upright.
090-5020-20 coil 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. One coil winding flipper coils can be identified by a flipper strength chart using the coil's wrapper color or by simply using the game's manual. However, Data East and some other pinball manufacturers liked to use a wrapper less coil with only a small part number sticker that usually burns up with the coil.
DC coil diode polarityDiode schematic symbol Coil Voltages - 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 adjustment then the much lower 28-39 voltage solenoid coils.
 Use Caution: Anything over 48 volts is considered dangerous by an electrician. Wear rubber gloves if you are not comfortable when working around these higher voltages.
 Higher coil voltage speeds up the game play and allows for mechanisms that have to 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 either by the missing grounding lug on the power cord or by a missing ground wire on a metal game part.
 If a coil needed more strength or a slightly faster plunger pull in speed, then the Alternating Current power supply was converted to Direct Current for only a few coils inside of the late model EM pinball game.  This current type conversion (AC to DC, converted by bridge rectifier) was done mostly on Pop Bumpers and Sling Shot coils during the electromechanical ages of pinball. Electronic pinball game coils were usually all powered by DC current (transistor driven coils).
 The higher 50 volt supply (DC current) was reintroduced in late model pinball games because game metal parts 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.

Photo of coil diodeEOS end of stroke switch flipper wiring Differences in Coil Driver Circuits - Old model Williams/Bally Electronic pinball games use bipolar driver transistors to supply Direct Current to an activated coil. Usually, but not always, transistors (tip120) are used to ground one side (wire lug) of a solenoid coil in an early solid state pinball game. The other coil wire lug is connected to the appropriate supply voltage for the coil to be activated.
  In later model games, both sides (wire lugs) of a solenoid coil have a transistor connected to it. Both transistors have to be activated before the solenoid coil will activate. These types of circuits are commonly referred to as a solenoid coil matrix.
 All DC (Direct Current) coils use a coil diode across their terminals to absorb the voltage spike caused when the coil is deactivated. Unless this diode is incorporated into the coil driver circuit board.

 Changing a coil with a "- DC" after the part number to an Alternating Current (AC) coil can be accomplished by removing the coil diode across the coil's wire lugs.
 A coil diode can also be added to a substitute AC coil to make it compatible with direct current (DC) activated coils. The AC or DC coil's part number must match the required coil before a current type conversion can take place. Compare the wire size and the number of turns on the replacement coil with the original coil before removing or adding a coil diode. Both the size and number of wire turns have to match before this type of coil substitution can be done.
 In electromechanical games (EM), each relay or game mechanism coil gets it's power from the appropriate voltage tap on the main transformer. This power is routed though a combination of leaf, score cam and relay switches to one side of the coil to be activated. The other coil wire lug connects to a common wire usually connected directly or indirectly through relay or score cam leaf switches to a "0" or center tap terminal on the transformer's secondary winding. This "common wire"  connects one side of many coils to the same tap on the transformer
 A common supply wire can be used to de-energies banks of relays and/or multiple solenoid mechanisms at the same time.  For example; the "Tilt" relay uses a relay to disconnect the supply wire to a bank of relays and playfield parts in the event the game is tilted. During a "tilt" all flipper coils and/or all ball manipulation playfield mechanisms not needed to remove the ball from the playfield are disabled along with all scoring units.
 Because multiple "supply wires" can be used on the same transformer tap inside of a game, the tilt relay only interrupts the common wire to any mechanism that is "safe" to remove power from without trapping the ball on the playfield. Kickout holes, vertical up kicker and other mechanisms that require the game ball to drop into a hole are supplied with power during the tilt so they can operate normally to remove the game ball from the playfield. The "tilt" relay removes power to all scoring circuits so any activated playfield mechanism will not add to the total score for the player who tilted the game.PinballMedic AE style coil lugs

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


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

 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=unloaded 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. All coil voltage and resistance readings listed are the average or most common voltage / resistance measurement.

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). Usually 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.

Coil Part Number Substitutions

 It is always best to use a coil with a small wire gauge number (large diameter wire) and same number of wire turns as the original coil, but only if the exact part number cannot be found. However, specs like core length, coil diode (if present on original coil) and coil body style should always be the same between the original coil and its substitute coil.
  For example; a 23-800 coil will have the same pull in strength as a 26-800 coil, however, the larger wire used in the 23-800 will take a longer time to heat up. Therefore, the coil should last longer without overheating assuming there is not a fault with the coil's driver suppling continuous current to the coil. Coil body length, lug placement / length and coil sleeve type should always be considered when substituting coil part numbers. Usually the original coil part number can be purchased new. A coil part number substitution should only be considered when a new replacement coil is not available.
 Pinball game coils have been specifically designed to operate the mechanism they were installed in. If a coil is no longer available and two potential substitute coils are manufactured then install the coil with the lower wire gauge number and the same wire turns number. This rule assumes there is no difference in the construction of the original and the substitution coils except for their wire diameter.
For additional information on coils see the Coil Body Differences by coil manufacturer section on this page and our Tech Tips and the Arcade Game Tech Tips pages.

 Gottlieb is always the exception to any industrial coin operated game coil or part number scheme.  Their coil part numbers do not provide any useful information and usually start with the letter "A".
 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 coil function.

 Solenoid coil sleeve, coil magnet and flipper bushing  information.

a look inside an EM pinball cabinet Other pinball game and coin-op arcade technical info can be found on Pinball Medic's Tech Tips
on  Arcade Game Tech Tips or on our Forum pages.

   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 Application
  EOS = End of Stroke Switch used on most flipper units (usually a leaf type of 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 have any Atari or Zaccaria pinball coils.

 Pinball Coil Charts by Manufacture 
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 chart
Data East to New Stern Approximated Coil Substitutions Chart



 Williams EM Pinball Solenoid Coil Chart 

Coil NumberTypical ApplicationCoil 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 Reset 

 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

If a Williams coil has a "DC" in its part number, this designates the coil is made for Direct Current. Coils made for DC have a diode across their terminals.
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 or common) 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") (Positive end of diode is not normally marked). This reverse polarity "kick back" only occurs when the coil is deactivated. See this coil diode photo or the replacement BYV 26d diode part listing for more information. Most coils including relay coils used in most early EM Pinball games are powered by Alternating Current. No coil diode is required for AC driven coils.

Pinball Medic's Williams coil data charts

 Williams Coil Prefix / Matching Coil Sleeve chart 
"=inch COIL SLEEVE INFO
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

 Late Model Williams Electronic Pinball Game Flipper Coils (1990-Later) 
(DC Coils)

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 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

 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 NumberTypical Application -- Coil ResistanceOld ~ 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-upE-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 ResetPinball Medic Bally pinball solenoid coil data charts
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 Turns of Wire 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 coil diameter is vary large.
J-26-800Ball KickerPINBALL MEDIC AMUSEMENTS COIL CROSS-REFERENCE CHARTS
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 Conversions 

Note: The coils on this DE to Stern substitution chart are approximately interchangeable but 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 was bought by Stern.
Data East Coil Part NumberApproximated New Stern Pinball
Coil Part Number and
Coil Resistance in 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' suffix indicates 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.
22-900
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 

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 (preferred) or higher wire gauge when substituting.

 Gottlieb EM Pinball Coil Chart 

Catalog NumberTypical Application
Coil Body Differences
Bally and Gottlieb use the same coil body.
A typical Williams or Data East coil uses a 1/16" shorter coil body.
Catalog NumberTypical Application
A-489gateA-5196bank set up
A-1084 A-5197roto unit, bank set up
A-1118bank relay, bonus controlA-5662PINBALL MEDIC AMUSEMENTS COIL CROSS-REFERENCE CHARTS
A-1119 rollover relayA-6698
A-1496replay unit step up, stepping unit step-up, hole kicker, bonus step-up (advance coil), player unit step-up, ball returnA-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 
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

 GOTTLIEB FLIPPER COILS 

Catalog NumberTypical ApplicationPull-In / Hold Coil
(Ohms)
Wire Gauge /
Number of Turns
Coil Wrapper Color Gottlieb CoilWire Gauge/TurnsOhms Wrapper ColorUsage
A-17875Flipper2.4 / 4024-560/
31-1100
YELLOWA-1787524-560/ 31-11002.8/ 40YellowFlipper
A-20095Super Flipper1.55 / 35.522-450/
31-900
REDA-2009522-450/ 31-9001.55/ 35.5RedSuper Flipper
A-24161Small Flipper2.2 / 4023-520/
31-1050
BLUEA-2416123-520/ 31-10502.2/ 40Blue Ssmall Flipper
A-25959Flipper3.85 / 20222-445/
30-1225
REDA-2595922-445/ 30-12253.85/ 202RedFlipper (new)
A-26646Flipper4.57 / 20125-725/
33-3470
BLUEA-2664625-725/ 33-34704.57/ 201BlueFlipper (new)
A-27642Flipper9.1 / 20327-950/
33-3700
YELLOWA-2764227-950/ 33-37009.1/ 203YellowFlipper (new)
A-27643Flipper11.59 / 26928-960/
33-4700
WHITEA-2764328-960/ 33-470011.59/ 269WhiteFlipper (old)
A-28740Flipper6.02 / 20726-790/
33-3600
TANA-2874026-790/ 33-36006.02/ 207TanFlipper (new)
A-29876Flipper2.36 / 20223-560/
33-3325
ORANGEA-2987623-560/ 33-33252.36/ 202OrangeFlipper (new)
A-30468Flipper11.59 / 26928-960/
33-4700
WHITEA-3046828-960/ 33-470011.59/ 269WhiteFlipper (Old)
A-31272Flipper44.8 / 26830-2200/
34-3575
BLUEA-3127230-2200/ 34-357544.8/ 268BlueFlipper

 Gottlieb Coil/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 w/ yellow dotFlipper 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 black120 volt start relay (1960s)
A-9736?22?1st ball relay (1975-1979)
A-9738?32?tilt hold relay (1975-1979)
A-9740?24?Game Over relay (1975-1979)
A-1657027-145015.5GreenBall release
A-1689035-4000231OrangeQ/T Relay sys1&80
A-1689035-4000225OrangeQ/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-1831824-11306.7Orange4 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-2792629-347564.7BlueGeneral Purpose
A-3029730-275066.5BlueGeneral Purpose
 Gottlieb Flipper Coil Chart 
Gottlieb CoilWire Gauge/TurnsOhmsWrapper ColorUsage
A-1787524-560/ 31-11002.8/ 40YellowFlipper
A-2009522-450/ 31-9001.55/ 35.5RedSuper Flipper
A-2416123-520/ 31-10502.2/ 40Blue Ssmall Flipper
A-2595922-445/ 30-12253.85/ 202RedFlipper (new)
A-2664625-725/ 33-34704.57/ 201BlueFlipper (new)
A-2764227-950/ 33-37009.1/ 203YellowFlipper (new)
A-2764328-960/ 33-470011.59/ 269WhiteFlipper (old)
A-2874026-790/ 33-36006.02/ 207TanFlipper (new)
A-2987623-560/ 33-33252.36/ 202OrangeFlipper (new)
A-3046828-960/ 33-470011.59/ 269WhiteFlipper (Old)
A-3127230-2200/ 34-357544.8/ 268BlueFlipper

 Equivalent Gottlieb Solenoid & Relay Coil Substitution Chart 

Coil Number EquivalentsType OhmsUsage
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

 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 sized 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:

Typical Application -- Zaccaria CoilCoil Wrapper ColorResistanceWilliams Brand Coil Substitution (Approximated)
Flipper Coil -- D.50 S.600 / D.14 S.5000Tan3.50 / 4800   Pull In/Hold coil24-600/35-5000
Flipper Coil -- D.45 S.500 / D.14 S.6000
(This coil doesn't have a plastic wire lug base)
Green3.50 / 5300Williams 25-500/35-6000  or Bally 25-500/34-5050
Small Sized FlipperD.355 S.1000 / D.14 S.6000Blue10 / 550027-1000/35-6000
Ball Trough KickerD.40 S.1200Pink11026-1200
KnockerD.40 S.1200Pink11026-1200
Coin Door LockoutD.12 S.6000 
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


AWG - 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 = Willaims
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 
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. Also, wire and test equipment lead resistance will vary with temperature.
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

 Solenoid Coil Sleeve Chart 
Also see Coil sleeve length charts
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 sleeve
1-3/4"
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.
Williams/Bally 03-7066-5 coil sleeve
2-3/16"
This nylon sleeve is 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 Numbers:
Williams/Bally 03-7066-5.
two and one quarter inch coil sleeve
2-1/4"
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.

See our Arcade Tech Tips page for more info on coil and flipper sleeves.

03-7067-3 nylon coil sleeve with a 3/16 inch flange
2-1/16"
nylon coil sleeve with a 3/16" flange.

Williams/Bally Reference Part Number
03-7067-3

Plastic VS Metal

metal vs plastic coil sleeve It is best to replace a metal coil sleeve found in older electromechanical 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.

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" shooter rods and for bad rod springs when replacing this sleeve.
Bell, Chime or V.U.K. coil sleeve.
bell knocker coil sleevecenter 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 the coil stop to allow it a greater travel distance. The greater travel equates to more momentum and louder bell sounds.  A VUK uses this greater 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.
new chart!
Standard solenoid and Bell/Chime Coil Sleeve Lengths
G=Gottlieb,   W=Williams,  WB=new B and W part number (after W bought B)
CC/OS=Chicago Coin / Old Stern (PN),   S/S/DE=new Stern / Sega / Data East
(?)=(original sleeve manufacturer) - This is Not part of the part number
Coil Sleeve Length in InchesManufacture'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)
1-5/8" - standard length for both G and BA5064 (G)1-9/16" - 1-13/16"03-7067-3 (WB) 
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)
2-3/16"545-5388-00 (S/S/DE), 03-7066-5 (WB) The short bell length is used to ring a small sized bell mounted close to the coil.
The long Bell length is used on knockers, bells, and VUKs were the solenoid core must move a great distance without falling out of the coil. This sleeve usually sticks way out of the coil.
2-15/16" - 9/16" Diameter Sleeve03-7068 (WB)All sleeves listed on this chart are 1/2 inch diameter unless indicated otherwise.
Bell/Chime/Up-Kicker/V.U.P. are listed by two flange lengths by the following method,
Bell or Flanged Sleeve Length=To be included in the next update.
2-1/2"A5172 (G)

 Flipper Shaft Bushings 
These are flipper shaft plastic bushing and not coil sleeves.

Important Note on Flipper Bushings:

Worn out or wrong type of Flipper bushings cause "flipper scrapes".  If they do touch at any point in their movement then replace all flipper bushings immediately.
Scrapes caused by the plastic flipper body or its metal mounting bracket can be prevented but can't be restored to pre scrape condition. Often route people and game repair shops install the wrong bushing type for the pinball they are working on. Check and double check the flippers to make sure they have enough clearance between the flipper and the playfield.
545-5070-00 bushing
Stern/Sega &
Data East #545-5070-00

03-7568 Flipper Bushing
03-7568 Flipper Bushing

Used on all Williams pinball machines from 1980 to 1999.
Used on all Bally pinball machines from 1989 to 1999.

Williams/Bally reference #03-7568

03-6014 and A-2408 flipper Bushing
03-6014 and A-2408 Flipper Bushing

Williams nylon flipper bushing used on all games from Post Time (04/69) to Laser Ball (12/79).

Williams Part Reference #03-6014
Gottlieb Reference Part Number - Gottlieb A-2408

The following pinball games use this size of flipper bushing.

1969-04 Post Time, 1969-05 Suspense, 1969-06 Smart Set, 1969-09 Paddock, 1969-10 Expo, 1969-10 Roto, 1969-12 Set Up, 1969-12 Seven Up, 1970-01 Gay 90's, 1970-03 4 Aces, 1970-04 Jive Time, 1970-04 Rock 'N Roll, 1970-06 Aces & Kings, 1970-09 Strike Zone, 1970-10 Straight Flush, 1970-11 3 Jokers, 1970-12 Dipsy Doodle, 1971-02 Solids N Stripes, 1971-03 Doodle Bug, 1971-03 Love Bug, 1971-04 Gold Rush, 1971-04 Jackpot, 1971-08 Klondike, 1971-08 Planets, 1971-08 Yukon, 1971-08 Zodiac, 1971-10 Stardust, 1971-10 Yukon Special, 1972-01 Olympic Hockey, 1972-03 Granada, 1972-03 Spanish Eyes, 1972-05 Honey, 1972-05 Winner, 1972-08 Super Star, 1972-09 Big Star, 1972-09 Fan-Tas-Tic, 1972-12 Swinger, 1973-01 Travel Time, 1973-02 Fun-Fest, 1973-02 Summer Time, 1973-03 Match Race, 1973-05 Gulfstream, 1973-05 Tropic Fun, 1973-06 Jubilee, 1973-06 Skee Skill, 1973-09 Darling, 1973-10 OXO, 1974-01 Star Action, 1974-01 Tramway, 1974-02 Triple Action, 1974-03 Dealer's Choice, 1974-05 Skylab, 1974-07 Spacelab, 1974-07 Strato-Flite, 1974-10 Super-Flite, 1974-11 High Ace, 1974-11 Lucky Ace, 1974-12 Star Pool, 1975-03 Satin Doll, 1975-04 Big Ben, 1975-05 Pat Hand, 1975-07 Valencia, 1975-08 Triple Strike, 1975-09 Black Gold, 1975-09 Little Chief, 1975-12 Toledo, 1976-01 Space Mission, 1976-06 Space Odyssey, 1976-07 Aztec, 1976-11 Aztec, 1976-12 Blue Chip, 1976-12 Grand Prix, 1977-04 Liberty Bell, 1977-05 Big Deal, 1977-06 Hot Tip, 1977-07 Lucky Seven, 1977-08 Rancho, 1977-09 Argosy, 1977-10 Wild Card, 1977-11 Hot Tip, 1977-12 Road Champion, 1978-03 Lucky Seven, 1978-05 Contact, 1978-05 World Cup, 1978-08 Disco Fever, 1978-10 Pokerino, 1978-11 Phoenix, 1979-01 Flash, 1979-03 Stellar Wars, 1979-06 Rock 'N Roll, 1979-07 Tri Zone, 1979-09 Time Warp, 1979-12 Gorgar, 1979-12 Laser Ball

 Electro-Magnetic Coils 

20-10179 magnetic coil
20-10179

Magnet coil used on Tales of the Arabian Nights and Theatre of Magic.

Williams/Bally reference #20-10179.

Williams/Bally Magnet Coil 20-10197
Williams/Bally Magnet Coil
#20-10197

Electro-magnet coil used on Magna-saves
Theatre Of Magic, Champion Pub, No Fear, Tales of the Arabia Nights, Cirques Voltaire, Star Wars Episode 1

Williams/Bally 20-9247 Magnet coil
20-9247

Magnet coil used on many machines such as The Addams Family, Theatre of Magic, World Cup Soccer, and Twilight Zone.

Williams/Bally reference #20-9247.

Williams A-15685 magnet coil
A-15685

Magnet coil used on Williams High Speed II - The Getaway supercharger ramp.

Williams reference #A-15685.

Pinball Medic coin-op game sales, restoration, refurbishment, repair located in Austin, Texas
Copyright 2003-2012   All Rights Reserved