NOTE: THESE REDESIGNED BRACKETS IN THE KIT ARE ONLY FOR JJP GUNS AND ROSES. They will NOT work on PotC or any other JJP. Kits for the other JJP machines will be released as I finish custom brackets for each. Prototypes for Pirates of the Caribbean and Wonka are being tested now.
At last, I have completed adapting the SPIKE/SPOOKY flipper coil cooling kit so it works on JJP 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 SPIKE Tibetan Breeze page, it is all there for you to enjoy at your leisure.
During testing for the conversion of this kit to JJP machines, it became clear that the higher temps possible on JJP coils during long play sessions, or with lots of trap play required a fan that could push more air. Initially we tried a 20% more CFM fan, but that wasn't quite enough to keep the flipper coils below the threshold of fade, so eventually a 50% CFM fan was tested that did the job. So this kit has fans with 50% more air flow than the original SPIKE or Spooky kits just to keep the cooled temps on JJP machines the same.
Now that this kit exists in JJP form, the benefit is yours to claim. All you need to do is purchase a kit and spend 15-30 minutes installing it in your JJP pinball machine. It has already been tested on all JJP machines with great results all the JJP machines benefit from the breezes it creates.
This expanded JJP-specific 3 flipper kit contains:
3 x Fans with 50% higher CFM than standard
3 x fan brackets with hardware
1 x Fused ATX power adapter with rectifier diode
2 x 7.5 foot cable to connect fans to power adapter
1 x 4' extension for JJP machines with the electronics in the head
1 x Molex-ended secure-connect splitter
18 x Zipties for a clean installation
1 x Precision cutter for zipties
1 x Complete illustrated instructions for installation
WHAT CAUSES FLIPPER COIL FADE?
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 while maximizing performance to approximately a "first flip" level.
Here's a really easy to understand explanation of electrical resistance with an experiment:
SHOULD I WORRY ABOUT FLIPPER COIL FADE?
If your playing time is sessions of 30 minutes or less, you don't have to worry about fade, and these fans are completely unnecessary. It only happens over time and usually isn’t noticeable for 40 minutes or more if you start with a “cold” game (there are games that get hot enough to fade faster than this, but they are not the majority). 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 about 100-110F, staying well below the threshold where fade begins, no matter how long you play.
WHAT TEMPERATURE DOES FADE BEGIN?
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.
DO ALL STERN/SPOOKY/SPIKE MACHINES HAVE FLIPPER COIL FADE?
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 have been tested and definitely 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.
WHY IS FLIPPER FADE SO BAD ON NEW MACHINES? WHY DON'T THEY FIX IT?
Flipper fade is not new. Games as far back as 1989 have been noted to have flipper fade by tournament players playing them in tournaments where the games are played for days straight. In general, though, the older pins are less deep, and were rarely in homes where they were played sometimes for hours at a time, so people didn't experience fade unless they were tournament players, and the smart ones got on the machines early because they knew the machine would be "tired" later in the tournament.
The first well-known pin with severe fade that people had at home was Lord of the Rings, in the early 2000s, which notoriously had fade so severe you often couldn't make the important ring shot after 45 minutes or so, which was a problem given that it was a KEY shot in the game.
Flipper fade isn't a defect, per se. It's physics at work. Programmers can minimize or delay the buildup of heat, but because of physics, heat will always be an issue, it's just a question of how much and how fast. These fans constantly dissipate the heat from the flipper coils, solving the problem.
ARE THESE MAGIC FLIPPER-FIXING DEVICES?
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 standard Tibetan Breeze flipper cooling kits available for all Spike2 machines, Rick and Morty machines, and JJP GnR machines. The new Tibetan Breeze ZEN kits allow for a mounting on formerly "impossible" machines where the clearance was too tight for the standard kits. So ZEN kits work on all Spike2, Spooky, CGC, Big Lebowski and soon Legends of Valhalla. Stern SAM and Whitestar ZEN kits are up next.