how many fuses to keep on hand?

Homicidal

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how many is to many, is there even such a thing as to many?

taito plate why did they staple these....

and Thunderball Proto art for fun
 

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Inb4 I jinx myself but out of all the games I own, never had a single fuse blow... I have replaced the fuse blocks and fuses in my pac tho.
 
My personal recommendation is: "One pack of each rating of fuse your machines require". Though, that could technically be less, if you already had that, and one blew.

I've also found that I invariably miss at least 1 rating, and that will be the one that goes first.
 
never hurts to have extras, but if you go through that many fuses in 10 lifetimes, then you have some serious electrical issues that need to be remedied (either in your cabinets or in your walls)
 
can honestly say ive used not a one fuse from this stash.
recently found this in a hoard or parts
 

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A 5pk of any variety you'll need, is plenty. A few years ago I invested in my fuse stash, and covered for pretty much anything requiring the standard 1-1/4" fuses. I bought one 5pk of each fuse rating, from Bob Robert's site, for Fast Blow and Slow Blow. Doubled up on what I commonly run into on repairs(1A and 3A FB or SB).

If you can find one, get a circuit breaker/tester in 3A or 5A, it will save you wasting fuses if you are troubleshooting a problem. Scored a couple of those years ago from BR, for about $5. If needed, I could make a couple, but they would cost more, as I would only be stocking a small supply of parts required.
 
I just cleaned out the Radio Shack of all the commonly used fuses as they were 1/2 off so have more than I really should right now.
I generally just replace every fuse in a game I get from a non collector. Amp values are normally wrong, fast blows instead of slo, broken fuses, semi blown slos that get red hot but still pass current.
I figure for $4 per game, it's a very small investment and saves me from pulling it out from the wall 4 times as 20 year old fuses go in succession.
I keep the old fuses that test good but have found many slo blows that test good but don't work and a likely reason I got that "non-working" game for cheap.
 
I would say no fuses. I have some but I never use them. I couldn't tell you the value of any of them. My games don't blow fuses because they all work. I keep the fuses just in case. I never know what I might get a game that would need them.
 
I probably have 1000+.

A few hundred for g07 repairs.

I picked up a few hundo somewhere else for cheap or free.

Then I've bought a bunch just to have for repairs.
 
I probably have about 10 of each common fuse in the 1-5A range for both fast and slow blow

You can find a few fast blows at Lowes but they don't have any slow in the right size... It's a bit harder to come by them unless you have an electronics store nearby.

I actually didn't even know Radioshack still sold fuses... would have saved me hassle when I was in need of a couple one time. I thought they just turned into sprint stores and carried nothing but cell phone crap.

Probably why they are going out of business left and right. Used to be the place to go for RC car/plane stuff and electronic components... now all they do is tout their cell phone stuff.

Plus it's getting to that point where people don't even know what a radio is... lol
 
From observation of games I receive from other people, you don't need them. Everyone just seems to wrap them with aluminum foil. :)
 
My personal recommendation is: "One pack of each rating of fuse your machines require". Though, that could technically be less, if you already had that, and one blew.

I've also found that I invariably miss at least 1 rating, and that will be the one that goes first.

Exactamundo.
 
I keep a pretty good sized assortment of them. It seems like every time I get a new machine in that the former Owner has put the wrong size fuses in.
 
when defunct radioshack's go under and sell their overpriced product for 85-90%+ off, people then to buy up all their stock (like myself), it's quite worth it.

fuses-1of2.jpg


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