Pinball Medic's
Electromechanical and Solid State Pinball Solenoid Coil Charts
Coil Charts
Pinball Medic Amusements Pinball Solenoid Coil ChartsThe majority of Williams coil part numbers indicate the construction method of the coil. The first letter or two indicates the type of sleeve or the position or length of the wire terminal lugs.

Example of a 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. As a general rule, Gottlieb and Bally used a 1 1/2 inch coil body (with a 1 5/8 inch long coil sleeve). Williams used 1 5/8 inch coil body (with a 1 3/4 inch coil sleeve).
A thin round 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 when it is activated. These can often be found on Bally / Gottlieb pinball games to allow for a Williams coil substitution. This is not a legitimate use for this spacer ring, however it is commonly found on old EM and early solid state games for erroneous coil substitution reasons.

NEW - A Coil Stop is the metal bracket located usually at the 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.

Vast differences exist for coil stops between pinball manufacturers. These differences include stop bracket height, width and mounting hole spacing.
Coil stops can become magnetized by the coil's magnetic field or "mushroomed" from repeated solenoid plunger/core to coil stop impacts and are the second most likely cause of slow to operate or jammed solenoid plunger problems. The number one reason for slow to operate solenoid coil mechanisms is dirt or coil overheating resulting in a melted plastic coil sleeve
Normally solenoids are designed to operate without any lubrication. Application of any type of oil  is NOT recommended and can cause jamming or in some cases grease/plastic fires!
Flipper coil stops are very prone to magnetizing due to the strong magnetic strength of the flipper coil windings. A magnetized coil stop can cause a solenoid to be sluggish. The only sure way to solve a problem with magnetized or mushroomed coil stops is with replacement.

PinballMedic AL style coil lugsBally/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.

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.
Part number suffix or Prefix (numbers or letters following a coil part number) - AE-23-800-04) and letter and number prefixes (SA3-23-850DC) indicate the following coil modifications - coil sleeve type used (metal or plastic sleeve and length), diode polarity, wire lug placement, length of the wire lug at the base of the coil or the length of the mounting
insulator or coil base.PinballMedic SM style coil

Wire Gauge and Number of Wire Turns Rule
The higher the American Wire Gauge number, the smaller the diameter of wire. A small diameter wire has more resistance then a large diameter one 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 . This 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 digits in the 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.

sb-28-1450-dc coil 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 pull in strength:  The greater the number of turns of wire on a coil the weaker the solenoid coil and the fewer the number of wire turns the stronger the pull-in strength of the solenoid coil.
Raising the power supply voltage was used over the years to increase the strength of solenoid coils in arcade games. An increase in voltage allows 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 a coil. High coil supply voltages (greater then 24volts) tends to make a coil easier to over heat, increases the likelihood for a player to receive a shock from the game and usually require more turns of wire then a coil designed to work at a lower voltage.
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 coil with the same supply voltage.

Weaker coils (large number of turns of wire, Example a relay coil with 6000 turns of wire) can withstand longer activation times. Pinball solenoid coils are never activated for more then about a quarter to half of a second during normal game play (Electro-mechanical pinball coils are activated for a much longer time then on an electronic pinball game). 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 coilCoils 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 a large diameter wire. Score reel, chime, 'lock' relay and the 'hold' coil on most early flipper coils 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 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 coils can over burden already stressed coil drive electronics shorting their life spans.
typical flipper assembly"High Tapping" a game with a normal line voltage is also 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 our Additional Tech Tips page for more info on high tapping the game's transformer.

Flipper Coils, Drive Circuits and Coil Supply Voltages
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 does have to be able to be held in (coil activated) permanently without burning up the 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 coilThis 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 polarityCoil 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 voltage 24 volt solenoid coils. 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 a voltage. Players could receive painful shocks if the game was not properly grounded either by the grounding lug on the power cord or by a missing ground wire on a metal game part.

If a 24 volt coil needed more strength or a slightly faster plunger pull in speed, then the 24 volt Alternating Current supply was converted to Direct Current for only a few coils inside of the game.  This current type conversion (AC to DC, converted by bridge rectifier) was done mostly on Pop Bumpers and Sling Shot coils during the middle ages of pinball (1960-80's).
The higher 50 volt supply (DC current this time) 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.

Differences in Coil Driver Circuits - Old model Williams/Bally Electronic pinball games use 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. One transistor supplies the positive voltage and the other the ground to the activated coil.
EOS end of stroke switch flipper wiringIn later model games, both sides (wire lugs) of a solenoid coil have a transistor connected to them. 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 an AC coil to make it compatible with direct current 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. The size and number of 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" wire can be used to de-energies banks of relays and/or multiple solenoid mechanisms at the same time.  For example; the "common" wire can be used to switch off all playfield solenoid coils or remove power from all flipper coils.
The "Tilt" relay uses a common wire disconnect in the event the game is tilted. During a "tilt" all flipper coils and/or all ball manipulation playfield mechanisms are disabled along with all scoring units.
Because multiple "common" 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 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 condition or non-conduction during resistance measurement.
Your readings in the real world may very slightly from what has been presented on this arcade coil charts page. All voltages and coil resistances listed are the average or most common voltage / resistance measurement.

sa3-23-900_dc_coilLow 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 (This 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 and power source.

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.
  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 and therefore the coil should last longer without overheating. Coil body length, lug placement, length and coil sleeve type should always be considered when substituting coil part numbers. It is usually the case that the original coil part number can be bought new and 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 are 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 Additional Tech Tips pages.

PinballMedic Gottlieb pinball coilGottlieb is always the exception to any industrial coin op 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.

Other pinball game and coin-op arcade technical info can be found on Pinball Medic's Tech Tips or Tech Tips Two pages.

Pinball Type Abbreviations:
EM = Electromechanical
(score reels, relays)   SS = Solid State (digital score displays, chips (integrated circuits))
VUK=Vertical Up Kicker   G. P.=General Purpose Application

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 and will not repair these brands of pinball.

 Pinball Coil Charts by Manufacture 
GAMEPLAN   WILLIAMS PINBALL SOLENOID COIL CHART  BALLY PINBALL COIL INFORMATION CHART   Chicago Coin  GOTTLIEB COIL RESISTANCE CHARTS  Zaccaria
NEW Data East coil substitutions chart Data East to New Stern Approximated Coil Substitutions

Williams EM Pinball Solenoid Coils Chart
Coil Number Typical Application Late Model Solid State Pinball Game Flipper Coils (1990-Later)
A-22-550Ball Release, Unit Step-up FL11753 used for small flippers, parallel wound, "weak" flipper strength (Yellow coil wrapper) - power 9.8 ohms; hold 165 ohms
A-23-600Ball Ejector, Unit Step-up FL11722  "weak" flipper strength, parallel wound (Green Coil Wrapper Color) power stroke coil 6.2 ohms; hold flipper upright coil 160 ohms
A2-23-750Knocker, Bell FL24/600-30/2600 same as FL11722 except series wound
A2-26-1025Chime FL11630 "standard" flipper strength, parallel wound, used on nearly all Williams system 11 pinball games (Red Coil Wrapper Color) - power 4.7 ohms; hold 160 ohms
A2-26-1300Chime FL23/600-30/2600 same as FL11630 except series wound
B-26-800 Score Drum, Unit Reset FL15411 strong flipper, parallel wound, used for main flippers on Addam's Family, Twilight Zone, etc.   (Orange Coil Wrapper Color) - power 4.2 ohms; hold 145 ohms
B-27-1100Reset FL11629 strongest Williams flipper, parallel wound, Used on most of the newest WPC system games (Blue Coil Wrapper Color) - power 4 ohms; hold 132 ohms
B-28-1450 Score Drum Unit
B1-26-800Score Drum, Unit Reset  Williams Old Coil Number to New Coil Part Number Cross-Reference Chart 
C2-26-800Bell, Chime
DC designates the coil is made for Direct Current instead of the 24 volt Alternating Current used in most EM Pinball.
Coils made for DC have a diode across its terminals. Coil polarity must be observed for DC coils.
FL-20-300/28-400Flipper SA-23-850DC ~ AE-23-800-01
FL-21-375/28-400Flipper SA3-23-850DC ~ AE-23-800-04
FL-26-950/250Step-up SA2-23-850DC ~ AE-23-800-05
G-21-400Horse Race Ball Shooter SG-23-850DC ~ AE-23-800-06
G-22-550Jet Bumper, Drop Target, Reset SA4-23-850DC ~ AE-23-800-07
G-23-750Jet Bumper, Ball Ejector, Kicker
Pinball Medic's Williams coil data charts
Coil Prefix   /  Matching Coil Sleeve chart  "=inch
COIL SLEEVE INFO
SG-23, SG-1-23, SF-20
=  1 3/4" plastic
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
SA-4-23 =  2" plastic flanged,   FL-23 =  2 3/16" plastic
G-23-750-DCDC Jet Bumper, Kicker
Return to Top Solenoid Coil Sleeve Chart
Bally, Gottlieb, Williams, Stern, Data East flipper sleeve

 Additional Williams Old Coil Part Numbers and Coil Wiring Information Chart 
More coil info is coming soon.
Coil Part Number Coil Resistance (OHM) Wire Gauge (AWG) Coil Part Number Coil Resistance (OHM) Wire Gauge (AWG) Turns -- Coil Type
FL176364.4 SZ-23-300098.823-3000 -- Relay
FL-21-400/33-1300-DC1.5/88 S-27-5004.527-500 -- Relay
FL-24-600/30-26003.3/72    
FL-21-375/28-4001.5/9.0    
FL-25-950/31-6006.4/23.5    
SFL-20-300/30-800-DC1.0/24    
SFL-20-300/33-1500-DC1.0/??    
SFL-21-400/33-1300-DC2.2/52    
SFL-23-600/30-2600-DC7/73.4    
SG-25-850-DC6    
SG-25-1000-DC7.5    
SA-5-24-7504    

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 -- Coil Resistance Old ~ New Coil Number Old ~ New Coil Number
A-25-850Outhole Kicker CO-25A-7 ~ A-25-1050 E-184-241 ~ AF-25-600/31-1000
A-25-950Outhole Kicker CO-25GG-7 ~ B-25-925 E-184-243 ~ A-26-1200
A-25-1000Thumper Bumper CO-25H-7 ~ BC-25-925 E-184-248 ~ FC-30-1300
A-26-1100Outhole Kicker CO-26A-9 ~ A-26-1100 E-184-249 ~ BF-28-1500
A-26-1200Sling Shot CO-26GG-9 ~ B-26-1100 E-184-250 ~ D-30-700
A-27-1100Kickout CO-27R-11 ~ C-27-1000 E-184-252 ~ BB-26-655/32-1245
A-28-1900 CO-28R-15 ~ C-28-1100 E-184-254 ~ FC-30-1400
AF-25-500/28-1000Flipper E-184-41 ~ BF-27-1250 E-184-257 ~ AP-25-1050
AF-25-600/28-800Flipper E-184-46 ~ EA-30-1150 E-184-260 ~ B-28-1600
AF-25-600/31-1000Flipper E-184-47 ~ EA-32-1550 E-184-261 ~ AP-31-3000
AF-26-650/28-800Flipper E-184-55 ~ B-29-1200 E-184-262 ~ A-26-1200
AF-26-750/28-800Flipper E-184-56 ~ A-27-1100 E-184-263 ~ AF-27-775/31-861
AF-27-1000/32-1300Flipper E-184-74 ~ CF-28-1025 E-184-264 ~ A-28-1900
AK-27-1300Knocker E-184-75 ~ E-32-1700 E-184-265 ~ AF-25-600/31-1000
AP-25-850Outhole Kicker E-184-112 ~ EA-29-950 E-184-266 ~ D-29-675
AP-26-1200Disappearing Post E-184-135 ~ BA-25-925 E-184-268 ~ AF-26-750/31-900
AP-27-1300Thumper Bumper, Sling Shot E-184-155 ~ D-27-425 E-184-269 ~ FC-33-2600
B-25-750 E-184-156 ~ D-28-500 E-184-270 ~ AB-31-3000
B-25-925 E-184-160 ~ B-25-750 E-184-271 ~ AK-24-750
B-26-1100Ball Count, Bonus, Credit Units Step-up E-184-175 ~ AP-27-1300 E-184-272 ~ A-25-1000
B-27-1300Free Ball Escape, Stepping Unit E-184-180 ~ CE-33-4800 E-184-274 ~ FC-32-2100
BA-25-925 E-184-190 ~ AF-25-600/31-1000
Chicago Coin EM Pinball Coil Chart
Coil Number Typical Application
FJ-24-850Thumper Bumper
FJ-25-1050Action Kicker
FJ-26-1200Ball Saver
FJ-29-400/21-375Flipper
H-26-650Unit Reset
J-22-500Player Control Unit Step-up
J-22-550Ball Return, Unit Step-up
J-23-700Match Unit (00-90 Unit)
J-23-750Action Kicker
J-24-850Thumper Bumper
J-26-800Ball Kicker
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
BA-26-1040 E-184-204 ~ AF-27-1000/32-1300
BC-25-925 E-184-205 ~ B-27-1300
BF-27-1250 E-184-206 ~ CD-29-1600
C-27-1000Knocker E-184-207 ~ A-27-1400
C-27-1300 E-184-213 ~ A-27-1300
C-28-1100 Ball Count, Bonus, Credit Units Reset E-184-218 ~ F-31-1500
CB-31-2000Bell E-184-224 ~ F-31-2100
CC-31-2000Chime E-184-231 ~ CA-29-800/31-900
CD-29-1600 Ball Count, Bonus, Credit Units Step-up E-184-235 ~ AK-25-1050
CG-29-1600Chime E-184-236 ~ J-28-1100
E-184-237 ~ BA-26-1040
N-21-650
N-24-800
Drop Target
Drop Target
 GAMEPLAN COILS 
Coil Number Resistance Wire Gauge Number of Turns of Wire per Coil Winding
21-50001B4.7524850
21-50002B2.8/13.425/27400/1000
21-50003B7.5251050
21-50004B33.9292000
21-50005B15.4271400
21-50006B25.8281800
21-50007B8.0241000
21-50008Bl.2/21.522/30375/800   No Williams coil equivalent as coil diameter is large.
21-50009B6.2231100    No Williams coil equivalent as coil diameter is usually large.
Return to Top PINBALL MEDIC AMUSEMENTS COIL CROSS-REFERENCE CHARTS Pinball Medic Bally pinball solenoid coil data charts

NEW  Data East to Stern Part Number Conversions 
Data East was bought by Stern.
Note: The coils on this chart are approximately interchangeable but 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 Coil Part Number Approximated 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-19217.CHECKPOINT - 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

Gottlieb EM Pinball Coil Chart
Catalog Number Typical 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 Number Typical Application Coil Resistance
(Ohms)
Wire Gauge-
Number of Turns
Coil Wrapper Color
A-489 gate A-1496 General Purpose 2.95 23-635 YELLOW
A-1084 A-4893 G. P. 2.1 22-535 RED
A-1118 bank relay, bonus control A-5194 G. P. 4.5 24-780 BLUE
A-1119 rollover relay A-5195 G. P. 12.3 26-1305 WHITE
A-1496 replay unit step up, stepping unit step-up, hole kicker, bonus step-up (advance coil), player unit step-up, ball return A-16570
A-16890
A-17876
G. P.
G. P. / Relay
G. P.
15.5
231
24
27-1450
35-4000
28-1750
GREEN
ORANGE
TAN
A-1856 A-17891 5 Target Reset 3.35 22-850 WHITE
A-3498 A-18102 3/7(X2) Target Reset 9 24-1430 RED
A-3890"R" relay coil A-18318 4 Target Reset 6.7 24-1130 ORANGE
A-3891 A-18642 Trip/Relay 58 33-1590 WHITE
A-4893 pop bumper, multiple hole kicker   23-535   2.1 ohms A-19300 G. P. 7.8 25-1075 ORANGE
A-5141 flipper A-19508 Target Trip / Relay 35 32-1250 YELLOW
A-5143 bell, knocker A-20558 Relay 156 34-3400 WHITE
A-5193 ten step unit A-21741 VUK 2.5 23-575 ORANGE
A-5194 G.P, replay unit reset, slingshot kicker, hole kicker, subtract bonus
24-780 4.5 ohms
A-26450 G. P. 42 29-2400 PINK
A-5195 ball stop, chime   26-1305  12.3 ohms A-26451 G. P. 65.8 30-3000 BLUE
A-5196 bank set up A-26452 Target Trip / Relay 137 35-2450 PINK
A-5197 roto unit, bank set up A-26926 3 Target Reset 32.8 27-2650 BLUE
A-5662 A-27926 G. P. 64.7 29-3475 BLUE
A-6698 A-30297 G. P. 66.5 30-2750 BLUE
A-6821
A-7676 GOTTLIEB FLIPPER COILS
A-7677 coin lockout Catalog Number Typical Application Pull-In / Hold Coil
(Ohms)
Wire Gauge /
Number of Turns
Coil Wrapper Color
A-7687 A-17875 Flipper 2.4 / 40 24-560/
31-1100
YELLOW
A-7688 A-20095 Super Flipper 1.55 / 35.5 22-450/
31-900
RED
A-7800 bank set up A-24161 Small Flipper 2.2 / 40 23-520/
31-1050
BLUE
A-7833A-9479 drop target bank reset, sequence bank reset A-25959 Flipper 3.85 / 202 22-445/
30-1225
RED
A-7834A-9736  coin lockout A-26646 Flipper 4.57 / 201 25-725/
33-3470
BLUE
A-7835 A-9740  vari-target reset A-27642 Flipper 9.1 / 203 27-950/
33-3700
YELLOW
A-7836A-9740  vari-target reset A-27643 Flipper 11.59 / 269 28-960/
33-4700
WHITE
A-7837A-12092  chime A-28740 Flipper 6.02 / 207 26-790/
33-3600
TAN
A-7846A-15259  scoring unit A-29876 Flipper 2.36 / 202 23-560/
33-3325
ORANGE
A-7847A-15555  drop target bank reset A-30468 Flipper 11.59 / 269 28-960/
33-4700
WHITE
A-8447  A-31272 Flipper 44.8 / 268 30-2200/
34-3575
BLUE
Return to Top Pinball Medic Gottlieb coil charts
Gottlieb Coil/Relay Information
Gottlieb Coil Wire Gauge/Turns Ohms Wrapper Color Usage
A-1118?3.6blackfeature bank relay
A-149623-6352.95Yellow Pops, Slings, General Purpose
A-489322-5352.1RedUp kicker, pop bumpers
A-5141?1.7/ 6 GreenFlipper (EM)
A-5141 y dot?1.0/ 6 Green 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
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-1689035-4000231Orange Q/T Relay sys1&80
A-1689035-4000225OrangeQ/T relays
A-1787524-560/31-11002.8/40YellowFlippers
A-1787628-175024Tan General Purpose
A-1789122-8503.35Red5 bank reset
A-1789122-8503.35White 5 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-1950832-125035Yellow Target Trip/Relay
A-2009522-450/31-9001.55/35.5RedSuper flipper
A-2055834-3400156WhiteGate relay
A-2174123-5752.5OrangeVertical Up kicker
A-2645029-240042Pink General Purpose
A-2645130-300065.8Blue General Purpose
A-2645235-2450137Pink Target Trip/Relay
A-2692627-265032.8Blue 3 Target Reset
A-2792629-347564.7Blue General Purpose
A-3029730-275066.5Blue General Purpose
Gottlieb CoilWire Gauge/TurnsOhmsWrapper ColorUsage
Gottlieb Flipper Coil Chart
A-1787524-560/ 31-11002.8/ 40Yellow Flipper
A-2009522-450/ 31-900 1.55/ 35.5Red Super Flipper
A-2416123-520/ 31-10502.2/ 40Blue Ssmall Flipper
A-2595922-445/ 30-12253.85/ 202Red Flipper (new)
A-2664625-725/ 33-34704.57/ 201Blue Flipper (new)
A-2764227-950/ 33-37009.1/ 203Yellow Flipper (new)
A-2764328-960/ 33-470011.59/ 269White Flipper (old)
A-2874026-790/ 33-36006.02/ 207Tan Flipper (new)
A-2987623-560/ 33-33252.36/ 202Orange Flipper (new)
A-3046828-960/ 33-470011.59/ 269White Flipper (Old)
A-3127230-2200/ 34-357544.8/ 268Blue Flipper
Gottlieb CoilWire Gauge/TurnsOhmsWrapper ColorUsage

Equivalent Gottlieb Solenoid & Relay Coil Substitution Chart
Gottlieb Relays and Coil Substitutes.
Coil Number EquivalentsType Ohms Usage
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-489,relay15most common relay used for general use
R20-5, A-9736, A-7677relay2530v hold, Alt, Coin Lockout, 1st ball
R20-6, A-5294, A-3890relay385 120 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


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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:
AWG commonly used
wire gauges
Diameter of
Wire in mm
Common Zaccaria
Coil Numbers
Williams Coil Substitution (Approximated)
20 0.813  
21 0.724 D. 71 - S. 1700 21 - 1700
22 0.643  
23 0.574
24 0.511 D. 50 - S. 1600 24 -1600 or A 24 -1400
25 0.455 D. 45 - S. 1000 25 - 1000
26 0.404 D. 40 - S. 1200 26 - 1200
27 0.361  
28 0.320
29 0.287
30 0.254
31 0.142 Return to Top
Typical Application Zaccaria Coil Coil Wrapper Color Resistance Williams Brand Coil Substitution (Approximated)
Flipper CoilD.50 S.600 / D.14 S.5000 Tan3.5O / 480O   Pull In/Hold coil24-600/35-5000
Flipper Coil
(This coil doesn't have a plastic wire lug base)
D.45 S.500 / D.14 S.6000 Green3.5O / 530O25-500/35-6000  Bally 25-500/34-5050
Small Sized FlipperD.355 S.1000 / D.14 S.6000 Blue10O / 550O27-1000/35-6000
Ball Trough KickerD.40 S.1200 Pink11O26-1200
KnockerD.40 S.1200 Pink11O26-1200
Coin Door Lockout D.12 S.6000
Drop Targets ResetD.50 S.1600 Orange11O24-1600 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.1000 Yellow7.7O25-1000
RampD.355 S.1000 / D.14 S.6000 Blue10O / 550O27-1000/35-6000
SlingshotD.40 S.1200
Pink
11O26-1200

Solenoid Coil Sleeve Chart
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.
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.
Flipper Shaft Bushings
These are not coil sleeves. We simply don't have another place to put this info.
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 Reference #03-6014.
Gottlieb Reference Number - Gottlieb A-2408.


The following info has not been completely verified. Check the length of your flipper bushing before ordering.
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

Important Note on Flipper Bushings:
Worn out or wrong type of Flipper bushings cause "flipper scrapes".
Check to see if your flippers ever contact the playfield. If they do then replace all flipper bushings immediately. Scrapes caused by the plastic flipper or its metal mounting bracket can't be refurbished.
Often route people and other 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. Playfield damage caused by flipper movement can be prevented, but not restored.

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

This is the magnet coil used on:
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.

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