Tibetan Breeze SPOOKY Rick and Morty 3-Flipper Cooling Kit
Tibetan Breeze SPOOKY Rick and Morty 3-Flipper Cooling Kit
Tibetan Breeze SPOOKY Rick and Morty 3-Flipper Cooling Kit
Tibetan Breeze SPOOKY Rick and Morty 3-Flipper Cooling Kit

Tibetan Breeze SPOOKY Rick and Morty 3-Flipper Cooling Kit

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NOTE: THIS KIT IS FOR RICK AND MORTY ONLY.  It has been redesigned with higher CFM fans and more durable brackets and therefore looks slightly different from photos, which will be updated soon.

Other Spooky machines will need customized brackets for each and will be released in the future.

At last, I have completed adapting the Spike2 flipper coil cooling kit so it works on Spooky machines as well, providing much-needed relief from long-play weak flippers and excessive heat on the playfield near the flippers. There is quite a story about how these kits came to be, but rather than re-tell it here, if you go to the Spike2 Tibetan Breeze page, it is all there for you to enjoy at your leisure.

Now that this kit exists in Spooky form, the benefit is yours to claim. All you need to do is purchase a kit and spend 10-15 minutes installing it in your Spooky Rick and Morty pinball machine. The results of the coil temperature testing are posted in the pictures of this listing. The remaining Spooky machines will be tested soon, but one thing is clear: all the machines benefit from the breezes it creates.

This expanded Rick and Morty-specific 3 flipper kit contains:
3 x 50% higher CFM fans
3 x Angled fan brackets with hardware
1 x Fused power adapter with rectifier diode
2 x 7.5 foot cable to connect fans to power adapter
1 x Molex-ended secure-connect splitter
18 x Zipties for a clean installation
1 x Complete illustrated instructions for installation

Spike2 Tibetan Breeze kits WILL NOT WORK on Spooky machines.


In general, with coils you're fighting the laws of thermodynamics. Energy (power) sent to the coil is converted to action and heat, and if there's not enough time between pulses to let the heat dissipate, the heat continues building, which increases electrical resistance of the coil windings, requiring more power for the same work which increases heat, in a loop. Unlike the other coils in the game, the flippers are firing all the time with few pauses of more than a few seconds, so they just build up heat, which affects their performance over time. Some games are better at building pauses into the action that gives the coils time to cool for short bursts. These fans help continuously dissipate the heat to prevent heat buildup and in turn, keep electrical resistance to a minimum.

Here's a really easy to understand explanation of electrical resistance with an experiment:

If your playing time is sessions of 30 minutes or less, you don't have to worry about fade. It only happens over time and usually isn’t noticeable for 40 minutes or more if you start with a “cold” game. However, once the fade starts, it only gets worse unless you let the machine rest (allowing time for the heat of the coils dissipate). This fan kit prevents the coils from heating up past 100-110F, staying well below the threshold where fade begins no matter how long you play.

There really isn't a hard answer for this because the player perceiving weakness is well after fade has actually started. It initially manifests as missed or bricked shots that you can easily make earlier in the game. It also depends on the size of the coil and whether or not it's dual wound.  Larger coils can get hotter before they feel weak to the player because they're powering through the electrical resistance.  However, larger coils are more destructive to the playfield because cold, they have much more power to launch the ball at targets, ramps, and plastics and that can damage them faster.  But, generally speaking for all but the largest coils (most Sterns) fade starts around 130F, and the flippers begin feeling weak to the player around the high 140s to low 150s.  Spooky and JJP can go higher before showing signs if they're using larger coils, but fade for long play sessions is a problem for all of them.

All Spike and Spooky machines are being tested and so far there is a range of fade, from none (Star Wars) to severe (Stranger Things) with most pins in-between (JJP machines are being tested now, and they do have fade for long sessions). Check the chart we have provided for the machines we’ve tested. Each machine is rated from “None” to “Severe.” If you don’t see your machine on the list and aren’t sure if you have it, we will eventually have them all tested, keep checking back or ask around. If you feel the effects of fade, no need to wait for us to confirm it.

No. These kits are ONLY designed to keep the flipper performance consistent for as long as you play by keeping the temperature of the coils around 100-110F, well below the beginning-of-fade threshold of about 130F. They will not give you magical pinball skills or let you fire off laser-focused shots suddenly. They will only let you play as well as you do on a "fresh" machine, even if your machine has been played for hours with these installed.

ARE THESE AVAILABLE FOR <insert pinball machine here>?
Currently there are plug and play pinmonk flipper cooling kits available for Spike, Spike2, and Spooky machines. Jersey Jack kit is under development and should be available before long. When that is completed I'll adapt the wiring and brackets as needed to create kits for older Sterns and Bally/Williams machines.


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