Main Restorations Software Audio/Jukebox/MP3 Everything Else Buy/Sell/Trade
Project Announcements Monitor/Video GroovyMAME Merit/JVL Touchscreen Meet Up Retail Vendors
Driving & Racing Woodworking Software Support Forums Consoles Project Arcade Reviews
Automated Projects Artwork Frontend Support Forums Pinball Forum Discussion Old Boards
Raspberry Pi & Dev Board controls.dat Linux Miscellaneous Arcade Wiki Discussion Old Archives
Lightguns Arcade1Up Try the site in https mode Site News

Unread posts | New Replies | Recent posts | Rules | Chatroom | Wiki | File Repository | RSS | Submit news

  

Author Topic: Testing a Coin Door  (Read 1815 times)

0 Members and 1 Guest are viewing this topic.

escher

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 162
  • Last login:May 28, 2021, 12:18:21 am
  • Out of the game for way too long
Testing a Coin Door
« on: June 07, 2006, 07:48:56 am »
I searched and didn't find anything detailed, but looking for "coin door" brings up a whole lot of project threads stating "Installed coin door," so I very well may have missed one.  My apologies if this has been discussed to death.

Anyhow, I just picked up a coin door (with mechs and all) on Ebay, and it looks like it's in absolutely fantastic condition.  However, I'd like to hook it up and make sure it all works as advertised.  What's the best way to go about doing this?  What connections/power are needed and so forth?  If pictures are needed, I can post them later today.

Thanks for any help.

SirPeale

  • Green Mountain Man
  • Global Moderator
  • Trade Count: (+23)
  • Full Member
  • *****
  • Offline Offline
  • Posts: 12963
  • Last login:August 04, 2023, 09:51:57 am
  • Arcade Repair in New England
    • Arcade Game and Other Coin-Op Projects
Re: Testing a Coin Door
« Reply #1 on: June 07, 2006, 07:53:29 am »
The credits are just a switch, and it's up to you whether you want to hook the lights to +5V or +12V.  Just make sure you get a bulb that matches.

escher

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 162
  • Last login:May 28, 2021, 12:18:21 am
  • Out of the game for way too long
Re: Testing a Coin Door
« Reply #2 on: June 07, 2006, 08:03:58 am »
The credits are just a switch, and it's up to you whether you want to hook the lights to +5V or +12V.  Just make sure you get a bulb that matches.

I was thinking that the coin mechs needed power of some sort.  It's distinctly possible that I was delirious when I was looking over it last night though, so I could be wrong.

Thanks for the tip, and I'll check it more thoroughly tonight.

SirPeale

  • Green Mountain Man
  • Global Moderator
  • Trade Count: (+23)
  • Full Member
  • *****
  • Offline Offline
  • Posts: 12963
  • Last login:August 04, 2023, 09:51:57 am
  • Arcade Repair in New England
    • Arcade Game and Other Coin-Op Projects
Re: Testing a Coin Door
« Reply #3 on: June 07, 2006, 08:49:28 am »
There are special mechs that require power, but if you have a standard coin door I doubt you have them.

escher

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 162
  • Last login:May 28, 2021, 12:18:21 am
  • Out of the game for way too long
Re: Testing a Coin Door
« Reply #4 on: June 07, 2006, 09:52:42 am »
There are special mechs that require power, but if you have a standard coin door I doubt you have them.

According to the seller, it's off an old T2 machine.  I doubt there's anything overly special about it.

Timoe

  • Trade Count: (+2)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 1662
  • Last login:July 14, 2009, 09:50:12 am
  • Team-Oh-tAy-Oh
    • Rattlin' Trash
Re: Testing a Coin Door
« Reply #5 on: June 07, 2006, 08:56:32 pm »
Drop a quarter in the slot:   it should fall out the back somewhere.



Drop a nickel in a slot:  It should get trapped in there.  You will press the "coin Reject" button and the nickel will drop into the coin return area.



(this is assuming your mechs are set up for quarters and not "foreign" monies)   :o

escher

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 162
  • Last login:May 28, 2021, 12:18:21 am
  • Out of the game for way too long
Re: Testing a Coin Door
« Reply #6 on: June 07, 2006, 09:23:17 pm »
Drop a quarter in the slot:   it should fall out the back somewhere.

Drop a nickel in a slot:  It should get trapped in there.  You will press the "coin Reject" button and the nickel will drop into the coin return area.

Thanks.  :P

Now, just to show that I'm not crazy for asking, this coin door has a volume knob inside, a service button, a two-position switch that I'm not sure what it does, what appears to be a knocker, and a hookup for a coin counter underneath (that I don't see an actual counter for).  Pictures below.
« Last Edit: June 07, 2006, 10:11:19 pm by escher »

Timoe

  • Trade Count: (+2)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 1662
  • Last login:July 14, 2009, 09:50:12 am
  • Team-Oh-tAy-Oh
    • Rattlin' Trash
Re: Testing a Coin Door
« Reply #7 on: June 07, 2006, 11:17:50 pm »
I actually wasnt being sarcastic.  I had to test my door when I put in new mechs that support both tokens and quarters.  I had to fiddle with it a bit to get the tokens to be accepted properly.

Kremmit

  • - AHOTW -
  • Wiki Contributor
  • Trade Count: (+2)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 3165
  • Last login:June 17, 2025, 04:07:55 pm
  • Who the heck is that?
Re: Testing a Coin Door
« Reply #8 on: June 08, 2006, 12:28:10 am »
You've got a volume knob, a service switch, some other switch, and a credit switch (the "knocker").  If you're using it on a MAME project, you probably wont' need any of them.  The connectors are just what the door used to conect to the T2 wiring harness- you'll probably just want to cut the wires for the coin slots and lights out of the harness and wire them up directly to your encoder, and 12v power, respectively.

psychopanda

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 108
  • Last login:August 31, 2006, 01:13:17 pm
    • PsychoPanda's Secret Grotto
Re: Testing a Coin Door
« Reply #9 on: June 08, 2006, 11:36:07 am »
Weird, so is that knocker from a Q*Bert or Pinball machine?

escher

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 162
  • Last login:May 28, 2021, 12:18:21 am
  • Out of the game for way too long
Re: Testing a Coin Door
« Reply #10 on: June 08, 2006, 12:00:35 pm »
Weird, so is that knocker from a Q*Bert or Pinball machine?

From what Kremmit said, I think I was wrong about what it actually is.  He suggests that it's a manual credit switch, which makes more sense.

I'm still quite the noob when it comes to genuine arcade parts.  :)

psychopanda

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 108
  • Last login:August 31, 2006, 01:13:17 pm
    • PsychoPanda's Secret Grotto
Re: Testing a Coin Door
« Reply #11 on: June 08, 2006, 12:04:09 pm »
I wonder if the volume is for the speakers or for an alarm in case someone tampers with the coin door? I think it's kind of cool that you got those pieces with your coin door. Good luck with trying to figure them out. :)

escher

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 162
  • Last login:May 28, 2021, 12:18:21 am
  • Out of the game for way too long
Re: Testing a Coin Door
« Reply #12 on: June 08, 2006, 12:09:02 pm »
I wonder if the volume is for the speakers or for an alarm in case someone tampers with the coin door? I think it's kind of cool that you got those pieces with your coin door. Good luck with trying to figure them out. :)

I  have a feeling that all of that stuff controlled stuff on the actual game board.  The game volume, the service switch, etc.  It's definitely neat, even if it goes unused.

All-in-all, I'd call it a good $32 spent (including shipping!).  :)