Hacking a Gottlieb Lucky Hand
by Steve Charland, parts by Tim MeighanGottlieb used the same playfield layout for two great games in 1977, Jacks Open and Lucky Hand. Jacks Open is the replay version of the game while Lucky Hand is the Add-A-Ball version of the game. Lucky Hand could be set so that the "WOW" feature awarded either an extra ball or 50,000 points (novelty setting). On novelty setting, players could accumulate much higher scores which were indicated by "lightbox" type scoring in addition to the normal score reels.
On an RGP challenge by Mike Ostradick on June 18, 2007 (link), armed with a Lucky Hand to work with and an extensive background in EM pins, Steve Charland developed the following "hack" which modifies Lucky Hand so that the lightbox advance feature unit is split, awarding extra balls (WOW's) AND counting scores over 199,990 points instead of one or the other.
A player could now score up to 1,999,990 points while accumulating extra balls during add-a-ball play. Nice.
Hacking a Gottlieb Lucky Hand
by
Steve Charland
WARNING: I suggest reading all of what needs to be done before jumping in on this hack. You might be in over your head and should stop before you kill your game (or not, if you do it the easy way). This is something that should only be done if you have a good grasp of EM function and the ability to read a schematic so you don't get lost.
SELECTING THE BEST DISK AND WIPER SET FOR THIS HACK
I picked a bonus unit disk set for this hack because it has just about everything you need to make it work. You will have to add 3 wipers to the wiper disk to make all 5 WOW's light when won. It looks a lot nicer when you use the correct parts and wire in to the same harness for the hack. My good friend Tim Meighan was kind enough to make a matching disk/wiper set for this hack to make my game look correct. He can be contacted at TimMeighan@msn.com if you would like to purchase a set of ready-made disks from him, or have him add more rivets to yours. Also thanks to Tim for contributing to this article.
Here are some pics of Tim's work, used in the implementation of this "hack".
Left to right:
a. back of custom disk,
b. Both custom disk and wiper,
c. back of custom wiper,
d. front of custom wiper,
e. Custom disk and wiper installed.SPLITTING THE WOW/100,000 UNIT
Gottlieb wasn't one to waste space or money on lots of extra parts. In the case of some of their later add-a-ball games, they took this philosophy to the extreme, allowing two completely different features to operate from one stepper unit. Of course, only one of these two features could be functional on location at a time and the one you got depended on whether the game was set to add-a-ball or novelty play.
One of these features was to keep track of "add-a-balls" (accumulated extra balls) earned through WOW's. On Gottlieb EM's, a WOW is the add-a-ball equivalent of a SPECIAL on a replay game. The other feature was to provide lightbox bulb-scoring of multiple 100,000's beyond what the score reels could hold, since the reels simply rolled back over to zero after 99,990.
It's easy to see that both of these features are desirable, so our objective with this hack is to split this unit and activate BOTH features at the same time during normal game play. There are two ways to complete this objective. Remove the "WOW" portion from the "lightbox advance" unit, or remove the "100,000" count from it. I chose the WOW to start because it *seemed* simpler but after it was done, really isn't, I'm always doing things the hard way. Both methods move about the same amount of wires but there is very little switch adjustment to do in the second hack. Would I do the hack again this way? NO, I'd go the other route but nothing is learned that way (especially by me). We'll go over doing the easy hack too. (make sure the wire used to run the coils is at least 18 gauge, 20 gauge for any lights minimum) The neat part about both hacks that the game can be converted back to original since you don't have to cut any wires. :)
MOVING THE "WOW" FEATURE TO A SEPARATE UNIT
2. Add a male Jones plug to novelty plug location in the head. This is optional but I like to do it when working out a new hack as an additional point of reference.
MAKING THE WOW UNIT STEP UP
MAKING THE KNOCKER POP AT STEP UP OF THE "WOW" UNIT
MAKING BOTH UNITS RESET AND THE "WOW" UNIT STEP DOWN WITH THE "BALL COUNT" UNIT
We'll deal with reset completed runout switches first. Right now, there are two, one on the "ball count" unit and one on the "100,000" unit. Another switch needs to be added in line with these two and installed on the added "WOW" unit. I chose to put the new switch between the zero position ball count and "100,000" reset completed switches. This switch will tell the game that the "WOW" unit has reset along with everything else and to then stop the reset.
This next step is important, it involves the game over portion of the hack (mentioned above). If ignored, "game over" won't work correctly. It will only go to game over after the last ball is played and it gets kicked back to the plunger lane via the through switch. We want it to turn the game off before doing so.
An Alternative Method: MOVING THE 100,000 FEATURE TO A SEPARATE UNIT
For those that want to do this the easy way ;-) , I'll explore this hack (since my game is working the other way and I have no plans to change it now). I'll be doing the shortened version to save time (without extra comments or optional connections like Jones plugs). What will be needed is a bonus stepper unit with matching disks and a stepper gear from a credit unit. The reason for the gear change is that a credit unit gear allows for advancing past position 15, a bonus unit stepper unit gear does not. 4 more rivets will need to be added to the disk so the counter can go up to 1,900,000 like it originally does in novelty mode. The easiest way to do this is to send the disk to Tim Meghan for modification or have a new one made. Nothing should change on the wiper disk if it came from a bonus unit.
1b. Install the stepper unit ("100,000" unit) in the same place as step 1 above.
2b. Add 4 rivets to the disk and wire up the backside to work correctly during advance. Note: If you do nothing to the disk, it will only count to 1,500,000 which is more than enough.
3b. Move all ten of the 100,000 light wires from the "lightbox advance" unit disk and install them on the new "100,000" unit disk in their proper positions.
4b. Jumper a wire from the "lightbox advance" unit chassis lug to the added "100,000" unit chassis lug.
5b. Run a black wire from an existing coil up to the two coils on the added "100,000" unit for ground.
6b. Remove the wire (blue-white-red on Lucky Hand) from the 100,000 relay and run it to an added run out switch on the "100,000" unit. This switch is to limit the step up to 19. Connect the other side of this switch to the other lug on the added "100,000" unit step up coil.
7b. Run a reset wire from the reset coil (slate-yellow on Lucky Hand) on the ball count unit up to a zero position switch on the added "100,000" unit. From the other side of that switch, jumper a wire to the reset coil on the added "100,000" unit for AX reset.
8b. Splice a zero position switch into the line (brown-white-red on Lucky Hand) for the AX reset relay and install it in the same place mentioned in step 12 above for reset completed.
That should do it. It's easier, with less switch adjustments to make. I don't think I missed anything.
Anyone wanting to try this can contact me at ccharland@comcast.net if you need assistance.
Or, ask Team-EM on RGP.