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MINI ARCADE PONG
WITH SIX ‘CLASSIC’ BUGS FIXED
3
5
by Dr Hugo Holden
Pong was one of the first commercially successful video games, and I
reckon that Arcade Pong was the best version ever made. So I decided
to make a fun home version of the game, copying the arcade version as
closely as possible, but on a significantly smaller board. While I was at it, I
thought I’d fix six bugs that were in the original design!
A
rcade Pong is the most sophisticated and brilliant version of Pong
ever created. Mr Allan Alcorn created
this masterpiece at Atari in 1972. It
completely outclasses any coded or
software-based Pong, and also outclasses any hardware-based Pong on
a single LSI chip.
Editor’s note: there was also the
Magnavox Odyssey, a home video
games console which was released a
few months before Atari released the
Pong arcade machine. The Odyssey
featured a “table tennis” game.
Original Arcade Pong boards are
large and becoming rarer, so for history’s sake, I decided that I wouldn’t
modify one. Instead, I would create
my own, more compact version based
on that design. I used discrete logic
ICs placed in a neat grid, in the same
arrangement as the original. This way,
when an IC is referred to at a particular
location in the Atari documentation,
it matches up with my board.
My design eliminates the six bugs
present in the original, and it also
provides some simple onboard diagnostics via two TIL311 hexadecimal
displays.
I have seen PCB designs from others aiming to recreate Arcade Pong,
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Silicon Chip
but they have the ICs in a completely
different configuration, and they are
generally larger than my design.
The bugs in the original design did
not detract at all from the brilliance
and creativity of the original circuit from 1972. For a circuit of such
complexity, needing to get to market
quickly, some unresolved problems
are to be expected.
How a Pong machine works
The original circuit (including bugs,
which as described below, I fixed) is
shown in Fig.1. It also includes an
onboard rectifier and regulator, which I
didn’t bother with in my version, since
regulated DC power supplies are now
readily available and inexpensive.
The paddle architecture alone in
Pong’s arcade version was more complicated than any home Pong version,
with 42 possible states of ball motion.
The ball motion “vector” (to think of
ball motion in analog terms) is formed
from combined horizontal and vertical
motion components.
On the vertical side, there are three
up and three down ball motion components. There is also a state of zero vertical motion, leaving a horizontal motion
component only in that condition.
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There are three horizontal motion
components too, determined by the
HIT counter, which combine with the
vertical motion components to produce an overall perceived motion vector for the ball that a player observes
on the video screen.
Although the ball motions are generated digitally, the player perceives
the motion in a more analog manner,
due to the persistence of the phosphor
on the CRT screen and other factors.
The three horizontal and three
vertical motion components combine to produce a motion vector, and
this occurs in four screen quadrants
because the ball could be travelling up
or down, or left or right. So this gives
36 states of motion or ball ‘velocity vectors’ (4 quadrants x 3 x 3 components).
However, there are three additional
states of motion that have zero vertical velocity. These are the horizontal
states of motion on their own, determined by the HIT counter during
gameplay. This adds another six states
of possible ball motion during gameplay (3 x 2), giving 42 total unique ball
velocity vectors.
This is more than enough to convince the player that the game is functioning in a smooth and analog fashion.
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The genius of the game was that the
vertical components of ball motion
were determined by where on the paddle the ball made contact. When this
interaction occurs, data relating to the
condition is clocked into the vertical
velocity encoder circuitry, one of the
many very clever sub-circuits.
The further away from the paddle
centre that the ball and paddle interact, the higher a vertical velocity is
encoded. The upper half of the paddle is encoded for increasing vertical
velocity upwards, while the lower half
is encoded for increasing downward
motion. The paddle centre is encoded
for zero vertical velocity.
Also, the horizontal motion speeds
up in a volley when there are no misses
by either player. After four consecutive
hits, the horizontal component of ball
velocity increases. By 12 hits with no
misses, the horizontal velocity component speeds up yet again.
These ball motion features, combined with the sound effects and
score-keeping, make for a version of
Pong that outclasses all other versions.
One of the earliest prototypes made for the Pong circuit.
Clever design
Out of all the circuits I have seen
after a lifetime of interest in electronics, Pong is up there in the top two
most impressive. One reason for this
is the combination of technical creativity and fun, making the best out
of the current technology of the time,
seldom seen together, all wrapped up
in one design.
To give you an idea of how cleverly
the sub-circuits are implemented, a
single standard binary-to-7-segment
display encoder IC is multiplexing
the video for both players’ on-screen
score displays.
Also, the size of the player paddles
and score segments on the screen in
the arcade game were a well-proportioned use of the video display area;
much better than in some home Pong
versions where the scores and paddles
(bats) appeared larger.
Clearly, some compromises were
made when this arcane circuit of
around 66 TTL ICs was miniaturized
down into a single integrated circuit
for home Pong versions.
Bugs in original Pong
The original Arcade Pong “Syzygy
E” PCB contains six known bugs. My
version, besides being considerably
smaller, also addresses and fixes all six.
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Another later revision prototype PCB being tested before the final design.
1960s and 70s plastic TTL ICs aren’t made of the same kind of plastic as modern
chips; it is a much harder type of resin. I find them reliable; these new-old-stock
parts were 35-45 years old, but worked perfectly the first time I powered it up.
60Hz displays on 50Hz mains power
Like the original Arcade Pong, this design produces a more-or-less NTSC-compatible
composite video signal, using the American frequencies of 59.97Hz for vertical sync and
around 15,750Hz for horizontal sync. But many small monochrome PAL (50Hz/15,625Hz)
monitors have sufficient horizontal and vertical hold adjustment range to lock onto this
signal. Sometimes with vintage 50Hz CRT monitors, you need to reduce the value of the
vertical oscillator timing capacitor a tad to get the vertical hold control into range.
Australia’s electronics magazine
June 2021 39
Fig.1: the original
circuit diagram
for the arcade
version of Pong.
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Australia’s electronics magazine
siliconchip.com.au
siliconchip.com.au
Australia’s electronics magazine
June 2021 41
Fig.2: this
modification to
the original Pong
circuit fixes one of
the bugs whereby
the ball becomes
‘trapped’. This can
occur if the paddle
range pot is out of
adjustment.
1. The Ghost in the Machine Bug
This bug was not found for over 40
years. It came about due to a mistake
in the original PCB design. Pin 10 and
pin 1 of IC A6 (a 7450) had reversed
labels on Atari’s original schematic,
and the original PCB designer copied this. This meant that the least significant bit of paddle data, processed
by the vertical velocity encoder, was
switched between the two players.
The result was that one player’s paddle could influence the other player’s
interaction with the ball. Also, this
reduced the number of possible ball
motion states. It produced a “spooky”
and unpredictable effect, in that sometimes the ball would bounce from an
unexpected angle from the paddle,
depending on where the other player’s paddle was positioned.
This bug was fixed by connecting
the tracks correctly to the 7450 IC at
location A6, ie, swapping the connections to pins 1 & 10.
This bug is not present in Arcade
Pong Doubles, only the original Pong
E Syzygy boards.
2. Ball Trapped in Blanking Bug
This is a very complex and infrequently presenting bug. In effect, it
represents a ‘logic race’ that the game
cannot escape from if it gets into it.
The result is that the ball can become
‘trapped’ inside the vertical blanking
interval instead of inside the active
raster scan time interval.
It can occur if the paddle range potentiometer is out of adjustment (or the
paddle range is increased; see below).
In this case, the ball oscillates between
the paddle edge and vertical blanking.
The ball becomes ‘trapped’ in synchronicity with the vertical blanking
interval and appears in a vertically
elongated form (if the vertical blanking
area is visible on the monitor screen),
moving horizontally to and fro in the
vertical blanking interval, unable to
escape.
This can usually be corrected by
turning the game off and on again. It
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Silicon Chip
is a rare bug to appear, but the game
‘locks up’ when it does. Very rarely,
the bug would appear at switch-on,
disabling the game until it is reset.
The cure is to deploy an unused
74107 flip-flop in IC A2, as shown
in Fig.2.
Flip-flop A2a is used to reverse
the ball’s vertical velocity after the
ball signal V.VID and vertical blanking V.BLNK become coincident. The
addition of the second flip-flop, A2b,
and rewiring A2a solves the problem,
allowing enough time for the ball to
always escape the vertical blanking
interval without remaining trapped
there.
Also, flip-flop A2b with both J and
K tied high toggles very reliably. More
details on this can be found in the link
at the end of the article.
3. Paddle Range Limitation
The original paddle range was limited. This has the effect of allowing the
ball to travel above a player’s paddle
no matter how hard they rotate the
control against its stop. This made
some players angry as they knew they
could have hit the ball if the control
had allowed them.
The designer pointed out that this
‘feature’ always meant the game would
finish, as two experts could otherwise
play it for a very long time. But even
with good players, someone usually
misses, especially when the ball’s horizontal velocity is at maximum after 12
consecutive hits (especially if the player
has a beer or a hamburger in the other
hand and they are chatting to friends).
The modification made here allows
full range of the paddles close to the
vertical blanking intervals, so that the
ball cannot get around (over or under)
the paddle. It does not cause any problems, provided the ball trapped in
blanking bug fix, described above, is
present.
If not, the extended paddle range
can more likely push the ball into
blanking, where it can get trapped.
This change is made by replacing one
Australia’s electronics magazine
1N4148 in the original design with
three in series, as shown in Fig.3.
Note: do not attempt to use any
other variant of the 555 timer IC than
the NE555N; preferably, use an early
Signetics unit. Many other 555 types,
whether CMOS versions, the NE555P
or the LM555, have small differences
that show up in the timing and generation of the paddle image, with the paddle appearing early or late or exhibiting non-linear control.
4. Screen Video Horizontal Image
Displacement Bug
The horizontal sync pulse is located
with respect to horizontal blanking so
that, with the horizontal hold setting
of the monitor properly adjusted, the
screen image is displaced to the left
(especially the ‘net’ line).
To improve this, the horizontal hold
control on the monitor can be turned
a little. This is because most monitors have a horizontal AFC circuit
with a DC control to their local horizontal scan oscillator, so any offset
in the sync timing with respect to the
video (image) signal causes a horizontal phase shift or displacement of the
video image on the scanning raster.
However, when the horizontal hold
control is centred, the monitor can
sometimes lose horizontal picture
lock when first turned on from cold,
as the AFC circuit goes out of “capture range”.
Therefore, the sync pulse is better
repositioned within the blanking time
to be closer to video industry standards
(NTSC). There are several ways to do
this with the spare gates and flip-flops
available in the circuit. The method I
used is simple, as it just uses one spare
flip-flop – see Fig.4.
The NEW H.SYNC signal replaces
the HSYNC signal that feeds into pin
12 of the sync-pulse-mixing XOR gate
at location A4. Although this arrangement doesn’t exactly give a standard
sync pulse to blanking relationship, it
is very close, and the picture centring
is much better on the monitor.
siliconchip.com.au
►
The 16H signal is available from pin
4 of the IC at location E4, while 32H
is from pin 9 of the IC at location F9.
HBLNK is available at pins 4, 8 and
12 of the IC at location H5.
This bug was fixed in Atari Pong
Doubles, but that particular circuit fix
required three extra gates, as well as
the flip-flop, to achieve the same result.
Also, I found that if a modification
is made to place the sync pulse almost
identically to industry standard (NTSC
video), and the net line is centred
almost perfectly, then the score images
appear to be displaced a little to the
right. So the better picture position is
with the net displaced a tiny bit to the
left and the score a little to the right,
when the horizontal hold control on
the monitor is set correctly.
Some monitors (very few) have an
internal horizontal phasing control, so
the image horizontal picture centring
can be adjusted after the horizontal
hold control is correctly set.
5. The Weak Net Bug
This bug occurs due to the propagation delays in the two 7493 counters in
the horizontal sync generator. Cumulative delays in this ripple counter system can upset the timing in the generation of the net signal.
When specimens of the 7493
counter IC had shorter propagation
delays in each flip-flop, typically the
7493AN counter chips, a timing error
developed in the drive to the flip-flop
pulse synchroniser circuit (F3 and G3)
that generated the net pulses.
The result is weak-looking, thin
or faint net on the screen image. The
fix is to clock the flip-flop at pin 9 of
the IC using the 1H signal rather than
the clock signal. This way, the timing
errors or differences in 7493 ICs do not
affect the net pulse width. This modification is shown in Fig.5.
The earlier 7493 counter ICs had
about 18ns delay per internal flip-flop,
siliconchip.com.au
Fig.3 (left): this modification
is used in conjunction with
the ‘fix’ in Fig.2 to extended
the paddle range so that
it can be used close to the
vertical blanking intervals.
This means the ball can’t
get around the paddle in
edge cases.
►
Fig.4 (right): a new
horizontal sync pulse is
made with a spare flip-flop
to improve the horizontal
hold control and fix screen
displacement.
Fig.5: propagation
delays in the 7493
counter ICs (F8/9)
cause a faint net on
the screen image.
This is fixed by
clocking pin 9 (CLK)
of flip-flop F3 using
the 1H signal from
one the horizontal
sync generators.
and there being eight flip-flops in
two 7493s, this yielded a delay of
about 144ns. Add about 16ns for the
74107 flip-flop, giving a total of 160ns
between the 256H going high and the
clock pulse going low.
The clock pulse has an interval of
about 140ns, so in this case, the 256H
signal rises about 20ns after the clock
pulse goes low. This results in a typical
Australia’s electronics magazine
net pulse length of about 120ns.
However, the 7493AN counter IC
is often faster than the earlier 7493N,
with a delay of about 13ns per flipflop, giving a total delay of 120ns. So
256H rises about 20ns before the clock
pulse goes low, upsetting the net pulse
generator. This results in a net pulse
of only about 20ns long, which looks
very weak on the screen image.
June 2021 43
Fig.6: gates at
C1 and D1 are
used to create a
NEWBALL signal
to help deal with
screen tear due
to the ball being
visible during
blanking periods.
The final PCB, with a bit of glare from the camera flash. Since this was originally
a 1970s design, it seemed fitting to populate the PCB with vintage TTL ICs.
Clocking flip-flop F3 with the 1H
signal, instead of CLOCK, results in a
net pulse in the range of 140 ±20ns,
with the variability caused by the difference in the 7493 counter IC specimens. It always gives a normal-looking
net pulse on the screen, regardless of
the properties of individual ICs.
6. The Ball Monitor Sync
Disturbance Bug
In the analog video signal, picture
information should not appear inside
the horizontal and vertical blanking
periods. These intervals are the province of the sync pulses during the monitor’s beam fly-back time.
In the original Pong design, the ball
was not gated out of the blanking intervals, and appeared in this area when
the ball ‘bounced’ off the screen edges.
This makes the picture on the monitor
jump vertically a little sometimes, or
get a small horizontal picture tear as
the ball bounces, depending on how
vulnerable the particular monitor is to
a sync disturbance.
The designer had given thought to
the vertical blanking interval, because
the net pulse is gated out of vertical
blanking. But the ball signal is not gated
out of horizontal or vertical blanking.
The BALL signal appears on output
pin 4 of the IC at G1. Unused gates at
locations C1 and D1 are deployed to
create a NEWBALL signal, gating the
ball signal out of both the horizontal
and vertical blanking time (Fig.6).
Making it more compact
An Apple IIc monitor undergoing modifications so that it can be powered from
the same 12V DC supply as the rest of the Pong game.
44
Silicon Chip
Australia’s electronics magazine
With no negative reflection on the
genius of the original design implied
here, the arcade PCB design was large
and cumbersome at 395 x 220mm.
Of course, there was plenty of space
inside an arcade game cabinet, so it
hardly mattered.
This variant of Arcade Pong, with
all the above bugs corrected, fits on a
PCB measuring just 245 x 165mm, as
shown overleaf – including the details
of all the components.
It has been possible to design a
much smaller version than the original
arcade PCB by altering the track design
and running the IC power rails down
the long IC axes, unlike the original
design, which had them perpendicular to the long axis of the ICs.
I designed this new PCB by hand,
like the original arcade game PCB. I
worked on this design for about two
years on and off.
siliconchip.com.au
I added some ‘onboard diagnostics’
via two TIL311 hexadecimal displays.
One display monitors the 4-bit data
from the vertical velocity encoder output, while the other shows the 4-bit
data from the hit counter. This is useful to see that everything is working
normally, but most, perhaps not all
faults, if present, are usually evident
in gameplay.
Another advantage of the new PCB
is that it can be powered from any
common garden-variety 5V switchmode power supply. This saves space
by not having the power supply components on the PCB, as in the original
Arcade version.
It still uses the original 74-series DIL
TTL ICs. LS-TTL ICs can also be used,
reducing the power consumption to
around 360mA <at> 5V rather than about
1.2A with standard TTL.
However, there is something quite
wonderful about the power-hungry
74-series TTL ICs. This is the sort of
robust technology which comprised
the computers in the Apollo spacecraft. They are very trustworthy chips.
If you are keen to build your own
copy of my Mini Arcade Pong, you
can do so. You can get the PCBs from
the Silicon Chip Online Shop, and
all the other parts are easy enough to
obtain. The possible exceptions are the
TIL311/DIS1417 7-segment displays,
but they are not necessary – they are
mainly for ‘debugging’ purposes. You
can get them from sellers on eBay if
you feel you need them.
Fig.7: the upper half of this
circuit is an optional buffer
transistor which is used
to help drive a 75W input
impedance for the monitor.
The lower half is the audio
amplification and volume
control.
sync tip to sit just at +50mV to +100mV
or thereabouts. A reasonable starting
value is 1kW.
The original coupling capacitor
should be linked out. The 33-75W
resistor is chosen so that when the
output is terminated with 75W, the
overall amplitude (sync + video) is
about 1V peak-to-peak across the termination resistor.
Audio-wise, in my Mini Arcade
Pong ‘cabinet’ (pictured), I just used
the Champ amplifier (February 1994;
siliconchip.com.au/Article/5303),
which uses an LM386 IC, to drive the
speaker. A small single or two-transistor amp would be fine, as long as
there is a volume control. Some video
monitors have sound and a speaker
built-in, but not all.
A simplified version of the basic
arrangement I used for volume control and audio amplification
is shown at the bottom
of Fig.7.
Another possible solution would be to use a
video buffer IC like the
MAX497. This contains
four buffers; one could
be used for the video,
with the other three
paralleled for the audio.
These ICs work fine with
Video buffering
The video output is formed using
just three resistors to mix the sync
pulses and video. This was simply
fed into the high-impedance video
input of a domestic TV set, which
would have had an impedance of a
few kilohms.
Most newer video monitors, CRTs or
other types, have a 75W input impedance, although some have a switch
select ‘High Z’ mode. So you might
need to add a buffer transistor to this
design to feed the signal into your display, to make sure that the video output can successfully drive a 75W cable
that is terminated with 75W.
This can be done simply with an
emitter-follower, as shown in Fig.7.
This circuit (or a similar one) could be
built on a small daughterboard.
The pull-up resistor value (X) needs
to be adjusted to get the bottom of the
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The finished product
has a retro vibe, except perhaps
for the LED-illuminated start button!
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June 2021 45
Parts List – Mini Arcade Pong
1 double-sided Pong PCB coded 08105211, 245 x 165mm
1 5V DC 1.5A regulated supply
1 monochrome TV or monitor with composite video input
2 5kW 24mm linear panel-mount potentiometers (for paddles)
1 50kW 24mm logarithmic panel-mount potentiometer (volume control)
1 small amplifier module (eg, the Champ)
1 speaker to suit amplifier module
1 enclosure to fit all assemblies
2 large knobs, to suit 5kW pots, for paddles (larger is better for ease of use)
1 smaller knob, to suit 50kW volume control pot
1 SPDT momentary pushbutton switch
2 50kW mini horizontal trimpots
1 14.31818MHz crystal (X1)
1 red binding post
1 black binding post
14 PCB pins (optional)
Various lengths & colours of medium-duty hookup wire
Hardware to mount PCB, power supply & other components in the enclosure
Semiconductors
2 TIL311 or DIS1417 hexadecimal 7-segment displays with inbuilt logic
(optional – A1, B1) [eBay]
10 7400 or 74LS00 quad 2-input NAND gate ICs (B2, B7, C1, C3, E1, E6, G3,
H1, H4, H5)
7 74107 or 74LS107 dual JK flip-flop ICs (A2, C8, D9, F3, F6, G6, H2)
4 74161, 74LS161 or 9316DC synchronous 4-bit counters (A3, B3, G7, H7)
1 7486 or 74LS86 quad 2-input XOR gate IC (A4)
5 7474 or 74LS74 dual positive-edge triggered flip-flop ICs (A5, B5, C2, E7, H3)
2 7450 or 74LS50 dual 2-input AND-OR-invert gate ICs (A6, B6) [Rockby]
2 7420 or 74LS20 dual 4-input NAND gate ICs (A7, H6)
7 7493 or 74LS93 dual 2-bit up-counter ICs (A8, B8, E8, E9, F1, F8, F9)
4 NE555N timer ICs (A9, B9, F4, G4) [eBay]
1 7483 or 74LS83 4-bit binary adder IC (B4) [Rockby, Futurlec]
6 7410 or 74LS10 triple 3-input NAND gate ICs (C4, D4, D5, D8, E2, G5)
1 7448 or 74LS48 BCD to 7-segment decoder IC (C5) [Futurlec]
2 74153 or 74LS153 dual 4-input multiplexer ICs (C6, D6)
2 7490 or 74LS90 modulus-10 decade counters (C7, D7)
3 7404 or 74LS04 hex inverter ICs (C9, D1, E4)
3 7402 or 74LS02 quad 2-input NOR gate ICs (D2, F5, G1)
2 7430 or 74LS30 8-input NAND gate ICs (D3, F7)
3 7427 or 74LS27 triple 3-input NOR gate ICs (E3, E5, G2)
1 7425 or 74LS25 dual 4-input NOR gate with strobe IC (F2)
[Rockby, Futurlec]
2 2N3904 NPN small signal transistors (Q1, Q3)
1 2N3906 PNP small signal transistor (Q2)
1 6.8V 1.5kW unidirectional TVS (eg, 1N6267)
1 1N4004 400A 1A diode
9 1N4148 small signal diodes
Capacitors
2 220μF 10V axial electrolytic
1 4.7μF 10V tantalum or multi-layer ceramic
1 4.7μF 10V axial electrolytic
1 1.0μF 10V tantalum or multi-layer ceramic
2 120nF 63V MKT
33 100nF 50V ceramic
1 100pF ceramic or greencap
Resistors (all mini 1/4W 1% metal film)
1 330kW
3 1kW
46
1 220kW
2 470W
Silicon Chip
2 56kW
3 330W
1 2.2kW
4 220W
2 1.5kW
3 100W
1 1.2kW
Australia’s electronics magazine
high-value input resistors in the range
of 5kW, but most circuits show the
inputs terminated with 75W. Their
input impedance is actually very high.
Building the cabinet
Once I confirmed it worked, the next
step was to mount the PCB in a housing
and pair it up with a suitable monochrome monitor. A suitable monitor
for this job is the small monitor used
with the vintage Apple IIc computer.
I got my hands on one of those
old Apple IIc computer monitors
and modified it to run from 12V DC
rather than mains power. This way,
the monitor can be powered from the
same power supply as the rest of the
Pong console. This is also convenient
because the Apple IIc typically runs
from 115V AC. The Apple IIc monitor
also has a handy stand that elevates
it to a good viewing level.
Apple IIc monitors generally come
with a green phosphor (P31) CRT; however, I changed this for a white phosphor CRT, since monitors used with
Pong were generally modified TV sets
with white (P4) phosphor CRTs.
I then mounted the completed Pong
PCB, power supply (compact switchmode PSU), speaker and Champ
amplifier module in a high-quality
Hammond painted aluminium enclosure for the final result. I also added
an illuminated push-to-start button.
Once all the components are
mounted in the cabinet, it’s just a
matter of wiring them up. The power
supply outputs go to the binding posts
(positive to red). Connect either the
VID & GND terminals to your display
input (possibly via a buffer circuit, as
described above).
GND & SND go to the amplifier
input, with its output going to the
speaker (and whatever power supply
arrangement the amplifier requires).
Wire the N/O, GND & N/C terminals
to your momentary game start pushbutton switch (which was a coin detector in the arcade version).
The remaining two pairs of three terminals are wired across the two controller paddles, with PLL to the wiper of
the left-hand player’s pot and PLR to the
right-hand player’s. Connect the +VE
terminals to the clockwise track ends,
and GND to the anti-clockwise ends.
A full circuit analysis can be found
at www.worldphaco.com/uploads/
LAWN_TENNIS.pdf
Continued on page 85
siliconchip.com.au
siliconchip.com.au
Australia’s electronics magazine
June 2021 47
The T0053298599 is well-suited for heavy-duty usage. It is solid and includes a
settings lock feature to prevent tampering in production environments.
can be beneficial when working with
solder wick.
So having a good variety of tips
available at reasonable prices (around
$8 each) is definitely a plus in our
books.
Safety rest
Included with the station is a PH70
safety rest, which is also equipped
with rubber feet. Like the power unit,
the safety rest feels weighty and is
not likely to slide around. The rest
has a generous space for the included
sponge and several holes to store
spare tips.
Controls
The three buttons form a simple and
intuitive interface. The menu button
cycles between standby time, offset,
units and lock, with the up and down
buttons changing the selected value.
The lock feature is intended for a
production environment, to prevent
operators from adjusting the settings,
although you might also find it useful
to avoid accidental changes.
The manual is quite thick, but
mostly from including almost 30 languages. There are detailed pictograms,
so even if there weren’t any words, the
unit would be easy to use.
Hands-on testing
The manual states that the iron can
heat from 50°C to 350°C in 28 seconds.
We timed it at 50 seconds from ambient (around 20°C) to 380°C; perhaps
this varies depending on the type of tip
fitted. The nominal operating range is
100°C to 450°C with a stability of ±6°C.
That’s a reasonably wide range, and
if you need to work with a range of
low-melt solders, for example, in constructing white-metal models, then the
Weller T0053298599 should have the
range and accuracy to do so.
We had no trouble using the iron
with a typical 99.3% tin/0.7% copper
lead-free solder, which has a much
higher melting point than standard
tin/lead solder. Even working along
rows of closely spaced pins, the iron
was able to keep up the heat.
Having said that, our work typically
doesn’t involve really heavy-duty soldering. But based on our experience,
we think that it would handle larger
jobs reasonably well, as long as you
used a suitable tip.
We found that the default standby
timeout of two-minutes was a little
short, but it can be increased to 99
minutes, which we think should be
sufficient for most cases.
Conclusion
We would certainly have no complaints about using this station for our
everyday soldering tasks.
It is sturdy, adjustable and responsive, and would be well suited to
duties much more intensive than we
could throw at it.
The Weller T0053298599 kit is available at Bunnings Warehouse for $249,
including GST. This unit was provided
for review by Weller Tools.
Visit www.bunnings.com.au/
weller-70w-240v-soldering-station_
p0248144 to purchase the station and/
or spare parts, including tips. Here’s
a short link to the above: siliconchip.
SC
com.au/link/ab8n
Suite 201, Level 2, 184 Bourke Road
Alexandria NSW 2015
www.weller-tools.com.au/
Arcade Pong: the ANT terminal (continued from page 46)
You might be wondering about the purpose of the "ANT" terminal on the PCB.
It's close to the VID terminal, so you might
think it's meant to drive a TV set's antenna
input. But that is not its purpose.
In the arcade machine, the ANT terminal was connected to a wire about a
meter long, leading nowhere in the arcade
cabinet.
It connects to the base of the transistor that resets the game, which is floating,
except for the tiny leakage of a diode. So
the base voltage can float to be just on the
verge of causing the transistor to conduct.
siliconchip.com.au
Back in the 1970s, it was surprising how
resourceful teenagers were at trying to get
free credits on arcade games.
One trick was to deliver an electrostatic
charge, or burst of RF, into the machine to
clock up credits, as though multiple coins
had been put in the coin mechanism.
It was possible to prevent this with
extensive RF filtering on all the logic circuits and wires leading to coin mechanism,
switches etc.
In Pong, however, one coin gave one
game play credit. Atari decided to simply
detect any electrostatic or RF burst, using
Australia’s electronics magazine
that antenna wire, and reset the game, making it impossible to get a free credit. That
is one reason why the original transistors
used (2N3643 and 2N3644) in the game's
reset circuit were RF types.
I left the "ANT" connection on my design
so that my PCB could be used to replace/
repair a genuine arcade game console.
It is surprising how few people can fix
the original boards and run around in circles until they have replaced nearly every IC.
The originals were not socketed, and many
original arcade machine PCBs have been
destroyed by botched repair jobs.
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June 2021 85
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