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Space Shuttle
Return to Flight
Creator: Williams
Designer: Barry Oursler
Year: 1984
IPDB Link:
http://www.ipdb.org/machine.cgi?id=2260
Date of Writing: 29th December 2005
This article is not complete yet! It will be updated with restoration
description and photos when the game is finished.
Even
though I rotated a lot of older games (most were System 11) and found out
that none of them had enough long-time replayability, I always kept my eyes
and thoughts on Space Shuttle. I was first introduced to the game when I
scrolled through the Williams games starting from 1980 to 1999, trying to
find out which games might be of interest to me. I was still a beginner and
wanted to buy my second pinball machine after Arena had left, and since I
found older machines appealing at the time because of their classic design
and old-school gameplay, many games from the 80s caught my eye including the
Shuttle. I was impressed by the layout of the playfield, classic yet
moder-nized with features such as ramps and standup targets. The artwork and
theme also fascinated me. I am very interested in space exploration and the
technology behind it, and the Space Shuttle with the triumphs and drama
around it is a perfect theme for a loaded pinball game. Even though the name
"Space Shuttle" sounds bland, the machine seemed to be a very fine piece
which covers the technology, astronomy and drama very well. Still, when it
came to the decision which machine to buy, I chose Space Station over Space
Shuttle because I thought that it had more complex gameplay (which was true)
and created an even better atmosphere of space (which was partly true),
especially with its sound and soft visuals. Also, the game seemed to be more
fun in the long run when I compared them both in Visual Pinball (which
turned out to be false). When I sold Space Station again because it didn't
live up to my expectations, I wanted to have a Shuttle instead, but there
wasn't one available at that time and so I went on with other games.
I was very excited to find a Shuttle on eBay quite a few times, and every
time I bid on it, I thought I'd win the auction. Two of these Shuttles even
had mylar on the playfield which significantly distinguished them from
unmylared machines. I lost all these auctions in the end, so I kept going
with other games, finally dropping System 11 and moving on to WPC and DMD.
And I still wanted that Shuttle, some-day. The game has such an atmosphere
and replayability despite its simple gameplay, the rush you get when you
play it, the speed of the ball and how powerfully it's kicked around, and
the fact that this game needs true skill to reach highscores (since there
aren't many rules, you are "forced" to play well and long) - all of that
never ceased to amaze me when I played it in a very well done conversion in
Visual Pinball during all that time I waited to get it. If I can play a
pinball game in a virtual version for more than one year, is there any
reason I shouldn't buy it? True, after the disaster with Xenon I found that
not every classic game can be a success in my collection, but for some
reason this was different.
And now I have it, and I know it was worth the wait. The simulation is so
close to the real machine, not just visually but also physically, that I
felt right at home on my first game. It just plays damn right! If you get
good at this game, it's a rush to play for a long time. I haven't managed to
get anywhere near a highscore yet where I managed #1 on Visual Pinball, so
there must be a difference in skill level, which is always good. The game is
challenging over and over again and never bores me - and if it ever does, no
problem, because I have three other complex and modern games standing on the
opposite side.
The Arrival
This
was a funny story. Usually the guy who drives the pinball machine to my
house and unloads it will also carry it into the flat with me. Not so this
time! This man seemed to be in such a rush (notice that he arrived WAY too
early even though his sheet said "not before 12:00") that he let me sign two
papers and off he went, leaving me with a packaged and paletted Space
Shuttle pinball game on the street. Well, since there was no way to carry it
inside alone, I resorted to my friend Chris who luckily was at home and had
time to drop by and help with the installation. Once the game was all set
and ready, the first thing I was worried about was the transistor for the
right bumper which was replaced by the previous owner, but he had informed
me that he saw the new transistor getting hot when the machine was turned
on, so he left it to me to find out what the cause was. When we turned the
game on, it took ten seconds in attract mode until there was a small crackle
accompanied by the smell of sulphor. It was clear that the transistor had
burned out and the bumper wouldn't work, but the game booted up on the next
power cycle and was playable from the start. Not only the bumper, but also
the left sling-shot was dead, and many of the bonus matrix lamps were not
working. At first I suspected the lamps or sockets to be the problem, but I
found out later that all of these lamps were in one column in the lamp
matrix and the problem was a transistor too. The game was also very dirty
and since it never had mylar applied except for slingshot moons, there was
some noticeable wear in the matrix area as well as in the center playfield.
Other Shuttles are worn down to the wood at much bigger spots, though.
Fixing this wear or at least doing damage control will certainly be possible
even though it will take time.
 
Theme & Design
As
I said above, the theme is perfectly captured in this machine. The Space
Shuttle is prominently featured on the backglass and has a very nice
strobing lamp effect behind the thruster exhaust fire! The playfield
features the open shuttle in the center, interestingly with cannons armed to
the sides (pointing at the ball locks), and the shuttle is called "Defender"
which seems to imply that this is a fantasy scenario where a Space Shuttle
is used as a defensive weapons array... Apart from that inaccuracy, the
artwork also features astronauts hovering in space and maintaining a
telescope (an astronaut wrote that it's supposed to be Hubble, but this
telescope was not yet in orbit when the game was designed). The
plastics are coloured in blue and have stars on them to let the GI light
through, there is a shuttle spinner that shows the resting shuttle on the
front and the thrusting shuttle on the back side, the bumpers are white with
red frames on the caps and have a triangular plastic on top that looks like
a set of iron beams holding the bumpers together - a nice touch! And then
there is of course the plastic model of a Space Shuttle which was the first
"toy" to be used in any pinball machine. In general, Space Shuttle is said
to be the game that saved Williams from closing down their pinball branch
and pulsed new life into the genre next to all the arcade video games which
stole players from the pinball empire.
The audio side of things creates a "melodic" background sound (which is
basically a wave of sound pulses that go up and down) mixed with synthesized
explosions, rocket boosters and various artificial scoring effects. The key
to coolness is the speech: the sentences are made of nine words (I believe)
which are combined in certain ways to shape instructions or infor-mative
phrases, such as "ready pilot one", "airlock open" or "three, two, one,
liftoff". Also, there is a really freaky scream sound that occurs in various
random cases and really enhances drama in the game!
Gameplay
Space Shuttle's gameplay is fairly simple as is normal with EE games, but
it's a lot more fun than earlier machines because it is faster, more loaded
and multiball is a rush even on such an old machine! There are two "goals"
apart from the usual goodness like highscores, extra balls and specials: the
timed drop target in front of the center ramp must be knocked down to access
the ramp, which starts Stop & Score, rolling numbers from 10,000 to 99,999
on the displays. If within the time limit of the target the ramp is made, it
scores the currently displayed value. Also, every time the ramp is made, the
popup post between the flippers (the "heat shield") is raised for a few
seconds so that the ball can't easily drain through the center. The second
goal is to maximize the ramp's scoring power in multiball, which is easily
started by locking one or two balls in the two locks on both sides, then
hitting the ramp to release them. Once multiball is started, the background
sound will change to a computer-styled mix of beeps, the balls are released
one by one, the popup post is raised for an extended time so balls can't get
easily lost on multiball start, and the ramp is permanently open and lit for
Stop & Score.
Other scoring opportunities are the bonus multiplier which can easily be
raised in the bumper lanes, the S-H-U-T-T-L-E spellout on the standup
targets and the ramp drop target which will score a randomly predefined
award, the spinner which can raise in value and the bank of three drop
targets in the spinner lane which aren't easy to hit, but if made, they
raise the spinner value and open the airlock, a ball saving gate on the
right outlane.
 
It's also worth noting that Space Shuttle
has a ringing dinging BELL built into the cabinet which serves as a
replacement for the knocker, but it also informs you of ramp shots on Stop &
Score as well as S-H-U-T-T-L-E spellout prizes, and it goes really wild when
you score a special or an extra ball! It's really loud at that point and you
shouldn't be playing the game at midnight unless you're alone!
Technology and its Problems
As dirty as the game was, it played fast and snappy, even the old flippers
(one diode on the coil and no filter capacitor = big sparks at the EOS
switch) still had a lot of power. I have been playing lots of games on the
machine in this state and it was so much fun that I didn't think a lot about
starting with restoration, but instead I wanted to get the game to run with
all the bells and whistles it had (okay, the bell already worked!), so I
started looking at the lamp matrix problem and found out that the manual
doesn't state which transistor is respon-sible for which lamp matrix row and
column! I removed the MPU board to test all the transistors and got zero
readings for the transistors I suspected to be lamp matrix controllers, and
I later found out that I was testing the wrong way since these transistors
are TIP41s and no TIP120s like the ones used for solenoids. At any rate,
when I installed the board again and turned the machine on, the whole bonus
lamp matrix lit up! Obviously the transistor for the column wasn't broken
after all, but there was either a cold solder joint or a cracked solder pad
which I had "corrected" when I moved the transistors around for testing.
Next time I remove the board for further repair, I will resolder all the
lamp transistors to fix this problem.
 
Before I went on with the bumper and
slingshot, I had to take a look at the power supply board because the
machine sometimes wouldn't boot up when turned on. It just lit up the GI and
not even the displays came online. The problem was simple: a connector on
the board wasn't tight at all, in fact it sat so loosely that I wondered how
it could even run current at all! Resoldering both pads had the connector
sit tight again and the machine booted up again. Suddenly, the left standup
switch also worked!
Unlike
the lamp transistors, the solenoid transistors are listed in the manual and
could easily be found on the board. I tested them and found out that the
whole row of three transistors responsible for the right bumper and left
sling-shot were burned out (the first of the three is not used for the
game)! Since the new transistor had burned out in a matter of seconds in
attract mode, and I had not seen the bumper coil energizing, I wasn't sure
what the problem was. To get closer to a clue, I removed the predriver and
the transistor for the bumper and replaced both with new components although
the new pre-driver gave me testing results that were unlike the others, and
I wasn't sure whether it was the right component for this game. When I
turned the game on with the board reinstalled, the transistor got pretty hot
and there was a humming noise coming from the speakers. Again, I was sure
that the bumper solenoid did not energize and I wondered why the transistor
got hot. I had tested the coil diode and the coil itself to make sure that
there was no power feedback from the coil to the transistor that might
destroy it. So I removed the board again and kept reading along
Marvin3m's System 3-7
pinball repair guide that helped a great deal with the diagnosis, even
though Space Shuttle is a System 9 game.
From
the guide, the next component I suspected were the two 7402 chips that sat
left next to the transistor rows. Could the chip for the broken row be
faulty and could this have caused all three transistors to fail? I removed
the chip from the socket (somebody obviously had installed sockets for these
chips previously, luckily for me) and tested it, and it failed! The other
chip was intact, and since I had no replacement, I exchanged the two chips
to see what happened. I wanted to test whether the intact chip would still
make the bumper's transistor run hot or not! Naturally, when the game was
turned on, the faulty chip made the two other bumpers energize because it
let the grounding signal through the intact transistors. I couldn't keep the
game on for long in this state, but I noticed that the right bumper's
transistor didn't warm up. It was hard to determine whether this was because
of the new chip or not since the game was only on for a few seconds. At
least I knew that the broken chip might have burned out the three
transistors in the upper row at one point in time, and I concluded that
replacing the bumper's predriver and transistor should have energized the
bumper just like it had happened with the other bumpers... but I couldn't
remember seeing the bumper energized with the new transistor before!
Puzzled, I exchanged the chips back to the old state, reinstalled the board
and turned the machine on. NOW the right bumper energized, but I didn't
notice it (since I was confident it wouldn't) until one minute was over!
That obviously blew the new transistor and I heard some distinct crackle
coming from under the playfield. Surprisingly the bumper coil looked and
tested good after this stress procedure, so I was lucky this time. At least
I could conclude that the chip WAS the cause of the broken transistor row
and the fact that every new transistor was burned out quickly when the
machine was turned on - however, whether or not the solenoid(s) energized
every time I can't say for sure. It did happen the third time, so I will buy
some new chips and see whether these fix the problem!
What's Due
In
the coming weeks, my Space Shuttle will receive an overhaul of the
play-field. This will include complete cleaning of all parts on top of and
underneath it, since lamps and lamp inserts need to be cleaned and some old
components like flippers and switches actually need to be replaced if I want
the best performance. After this I will try to touch up the worn areas which
will be easy in the black zones of the playfield, but very difficult on the
center (including the Space Shuttle Defender Star Base logo and the bonus
lamp matrix). I can imagine that some wear will remain after the touchup is
complete and I will try and seal this wear with lacquer coating. I have no
intention of clearcoating the whole playfield since that would be a little
overkill for an imperfectly restored work like this, plus it has all sorts
of damages to the existing coat that would remain underneath (you can't kill
these crowfeet and lamp insert coat rips without removing the paint). I can
only protect my retouched work with local coat spots and wax the whole
playfield after it's done. Maybe one day I'll come across a mildly used or
even NOS playfield (I've seen one on eBay!) and replace the current
playfield with it. Until then, it's simply an old machine and a few wear
spots and scratches are part of the experience! The cabinet and backbox as
well as the backglass are exceptionally good, though. The backglass has
virtually NO bubbled or scratched paint, only the bottom frame flakes the
paint a tiny bit.
Technically there is still an unresolved mystery to spontaneous resets that
can occur in attract mode or during gameplay. Since it's usually a bridge
rectifier that causes resets, I exchanged the two bridges inside the
backbox, but I later found out that those are used for the lamp and solenoid
matrix and thus exchanging them didn't help the resets (it was still a good
idea since they looked old enough). It might still be the bridge on the
power supply board, but I can't exchange that one easily because it has
broad legs. Plus, Marvin3m writes in his guide that diodes and filter
capacitors can be a much bigger problem with resets in this system
generation, so I might take a while to find out what causes them.
 
Media
The Internet Pinball
Database has interesting photos and info on this nice game.
Playing Space Shuttle on Visual Pinball is a ride with
Emkaah's excellent prerendered conversion for your PC! Get it from
VPForums. |
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