Академический Документы
Профессиональный Документы
Культура Документы
® December, 1979
ft*..".
SOLID STATE FLIPPER
MAINTENANCE MANUAL
GORGAR, PRODUCTION
LASER BALL, AND LATER GAMES
I •
ELECTRONICS. INC.
For service call T O L L - F R E E : An Xcor International Inc., Company
800-621-4765 3401 N . California Ave., Chicago, I L 606IJ
In Illinois Call: Cable Address: W I L C O I N , C H I C A G O
800-972-7898 (312) 267-2240
496
FOREWORD
This instruction manual provides identification and mechanical adjustment, game adjustment, bookkeeping, diagnostic, and
troubleshooting procedures; and general interconnection i n f o r m a t i o n for the latest solid state flipper games. Affected games
include G O R G A R and later conventional flippers and p r o d u c t i o n L A S E R B A L I , and later wide-body flippers.
This manual is to be used in c o n j u n c t i o n w i t h the I n s t r u c t i o n Booklet and Game M a n u a l , b o t h provided w i t h the game.
The I n s t r u c t i o n B o o k l e t provides a q u i c k reference for a description o f game operation; game adjustment, bookkeeping and
diagnostic procedures; and lamp, switch; and solenoid assignments. The booklet should be kept in the envelope provided on the
cabinet just inside the coin door.
The Game M a n u a l provides installation procedures, electrical and unique mechanical adjustments, unique maintenance
i n f o r m a t i o n , and assembly and schematic diagrams.
CONTENTS
Section Page
1. IDENTIFICATION 2
C i r c u i t Boards 2
L o c a t i o n o f M a j o r Assemblies 5
2. MECHANICAL MAINTENANCE 7
General S w i t c h Blade Adjustments 7
Contact Care 7
Rollover Switch 7
T i l t Switch 7
F l i p p e r Care 7
3. GAME ADJUSTMENTS 8
^ General Procedure 8
H i g h Score to D a t e 8
Replay Scores 10
M a x i m u m Credits 10
Game P r i c i n g 10
H i g h Score Credits 13
Match 13
Special 13
Scoring A w a r d s 14
M a x i m u m Plumb Bob Tilts 14
N u m b e r o f Balls 14
U n i q u e Game Adjustments 14
Restoring Factory Settings 15
4. BOOKKEEPING A N D GAME EVALUATION . 15
Feature Access 15
H i g h Score Reset 16
Resetting A u d i t Totals 16
5. BUILT-IN DIAGNOSTICS 16
D i s p l a y Digits Test 16
L a m p Test - Test 01 16
Solenoid Test - Test 02 17
Switch Test - Test 03 17
Auto-Cycle Mode 17
6. MAINTENANCE 18
Board Replacement 18
C P U B o a r d Self-Test 20
Sound B o a r d and Speech M o d u l e Self-Tests . . . . 22
S o u n d B o a r d Self-Test 22
T r o u b l e s h o o t i n g Charts 22
^ 7. INTERCONNECTION CHARTS 28
1
496
SECTION 2 3. W i t h the plaj'field up, adjust the short blade for 1/16
MECHANICAL MAINTENANCE inch contact gap.
7
496
SECTION 3
GAME ADJUSTMENTS W i t h the desired function number s h o w i n g in the ball in play
This section provides i n f o r m a t i o n for m a k i n g game adjust- displav. the current setting is shown on the Player I display.
ments and reviewing game status. W i l l i a m s n o w provides a W i t h the A U T O - U P / M A N U A L - D O W N switch in the
greatly simplified method o f c u s t o m i z i n g the game to the A U T O - U P p o s i t i o n , depressing the Credit B u t t o n advances
l o c a t i o n or the o p e r a t o r ' s r e q u i r e m e n t s . T h i s section the value of the current setting on the Player I display.
provides detailed procedures for m a k i n g these changes. H o l d i n a the credit b u t t o n depressed causes the value to
advance rapidly. W i t h the A U T O - U P / M A N U A L - D O W N
There are four switches, all accessible f r o m the coin d o o r switch set :o N L A N U A L - D O W N , depressing ( o r h o l d i n g in)
(Figure 1) or the front o f the cabinet, w h i c h are used to the credit b u t t o n causes the value to decrease. The value left
display and change game features: showing on the display is the new current setting.
1. A U T O - U P / M A N U A L - D O W N toggle switch (inside After all c h i :-zi> have been made and reviewed using test 04,
coin d o o r ) the game is : •.r—ed O F F and then back O N to return to the
2. A D V A N C E p u s h b u t t o n (inside coin d o o r ) game o\r ~
3. H i g h Score Reset switch (inside coin d o o r )
4. Credit B u t t o n — f r o n t o f cabinet
ADVANCE
AUTO-UP/
MANUAL-DOWN
HIGH
SCORE
RESET
8
Table Game Adjuslmenis
00 G a m e Identification I Notes:
01 C o i n s , Left Chute (Closest to 2 1. Game I d e n t i f i c a t i o n in F u n c t i o n 00 readout indicates game
coin door hinge number (ggg) and revision level ( n ) o f I ' K O M s or G a m e
02 C o i n s , Center Chute 2 ROM.
03 C o i n s , Right Chute 2
2. Functions 01-11 cannot be changed from the c o i n d o o r ;
04 T o t a l Paid Credits 2
however they can be set to zero as described in .Section 4.
05 T o t a l Specials 2
06 T o t a l Replay ( E x t r a Ball) Scores 2 3. T o t a l Credits ( F u n c t i o n 08) is the sum o f F u n c t i o n 04 and as
07 M a t c h and High Score to Date Credits 2 applicable, F u n c t i o n s 05, 06, and 07.
08 T o t a l Credits 2,3 4. T o t a l E x t r a Balls ( F u n c t i o n 09) is the sum of the game e x t r a
09 T o t a l E x t r a Balls 2,4 ball feature a n d Functions 05 and 06, as applicable.
10 T o t a l Ball Time in Minutes 2
II T o t a l Number of Balls Played 2
5. Current H i g h Score to D a t e ( F u n c t i o n 12) can be changed to
the value o f the Backup H i g h Score to D a t e ( F u n c t i o n 13) by
12 C u r r e n t High Score to Date 5
operating the H I G H S C O R E R E S E T switch while in the
13 B a c k u p High Score to D a t e 6
game over m o d e .
14 R e p l a y 1 Score 7
15 R e p l a y 2 Score 7 6. Inunction 13 m a y be set to any m u l t i p l e o f 10,000 points.
16 R e p l a y 3 Score 7 Setting F u n c t i o n 25 to zero w i t h F u n c t i o n 13 set to any score
17 R e p l a y 4 Score 7
but zero p e r m i t s the H i g h Score to Date feature to operate
but no credits are awarded.
18 M a x i m u m Credits 8
19 S t a n d a r d and Custom P r i c i n g Control 9 7. Eunctions 14-17 (Replay Scores) m a y be set to any m u l t i p l e
(00-07) of 10,000 p o i n t s . Setting a f u n c t i o n to zero disables the
20 Left C o i n Slot Multiplier 9 replay score p o i n t . Always disable the Replay 4 level first,
21 Center C o i n Slot Multiplier 9 the Replay 3 level second, etc. T h e replay levels must be set
with ascending values.
22 Right C o i n Slot Multiplier 9
23 C o i n Units Required for Credit 9 8. Selling M a x i m u m Credits ( F u n c t i o n 18) to zero places the
24 C o i n Units Bonus Point 9 game in a free play mode.
25 High Score Credits 6
9. A typical factory setting for p r i c i n g is shown. W i t h F u n c t i o n
26 M a t c h (00 O N , 01 O F F )
19 set to 00, Functions 20-24 must be set manually. Refer to
27 Special Table 2 or 3 f o r seven standard p r i c i n g schemes (selected by
00 = A w a r d s Credit values o f 01 -07 for F u n c t i o n 19) and custom pricing values.
01 = A w a r d s Extra Ball
02 = A w a r d s Points
28 S c o r i n g Awards
00 = Credits at Replay S c o r e
01 = E x t r a Ball at Replay Score
29 M a x i m u m Plumb Bob T i l t s (1-9)
30 N u m b e r of Balls (03 or 05)
31
thru Unique G a m e Adjustments
35
3. T o change the backup high score to date, proceed as 7. To change the score f o r replay 3, p e r f o r m steps 3a and
follows: 3b.
a. T o lower the b a c k u p v a l u e set the A U T O - 8. Repeat step 4 to display F u n c t i o n 17 on the ball in play
U P / M A N U A L - D O W N switch to M A N U A L - d!spla> and the replay 4 score on the Player I display.
DOWN.
T o raise the backup value, set it to A U T O - U P . 9. To change the replay 4 score, p e r f o r m steps 3a and 3b.
b. Operate the credit b u t t o n u n t i l the desired backup 10. I f no further game adjustments are required, t u r n the
value is indicated on the player i display. game O F F and back O N to return to the game over
mode.
NOTE
10
496
b. F r o m diagnostics, set the A U T O - U P / M A N U A L - 1. I f not already in test 04, enter test 04 in one o f the
D O W N s w i t c h t o A U T O - U P and depress the f o l l o w i n g ways:
A D V A N C E p u s h b u t t o n to advance the diagnostics
to test 04. a. F r o m t h e g a m e o v e r m o d e , set t h e A U T O -
U P / M A N U A L - D O W N switch to A U T O - U P and
2. Set the A U T O - U P / M A N U A L - D O W N switch to the depress the A D V A N C E p u s h b u t t o n .
desired p o s i t i o n and operate the A D V A N C E push-
b. F r o m diagnostics, set the A U T O - U P / M A N U A L -
b u t t o n until F u n c t i o n 19 is indicated on the ball in play
D O W N s w i t c h to A U T O - U P a n d depress t h e
display.
A D V A N C E p u s h b u t t o n to advance the diagnostics
3. Refer to Table 2 and determine the value o f F u n c t i o n 19 to test 04.
required for the desired p r i c i n g scheme. (Standard
2. Set the A U T O - U P / M A N U A L - D O W N switch to the
pricing is set in b o l d type).
desired p o s i t i o n and operate the A D V A N C E push-
4. T o raise the value o f F u n c t i o n 19 set the A U T O - b u t t o n u n t i l F u n c t i o n 19 is indicated on the number o f
U P / M A N U A L - D O W N switch to A U T O - U P . credits display.
To lower, set it to M A N U A L - D O W N .
3. Set the A U T O - U P / M A N U A L - D O W N s w i t c h to
5. Operate the Credit b u t t o n u n t i l the value determined in M A N U A L - D O W N and operate the C r e d i t b u t t o n u n t i l
step 3 is shown in the Player I display. 00 is indicated for F u n c t i o n 19 on the Player I display.
W i t h F u n c t i o n 19 set to 00, Functions 20 t h r o u g h 24 are
6. I f no further game adjustments are required, t u r n the set to zero and now can be changed as required.
game O F F and back O N to return to the game over
mode. 4. Refer to Table 2 (or use the e x p l a n a t i o n f o l l o w i n g this
p r o c e d u r e ) a n d d e t e r m i n e the r e q u i r e d values f o r
C u s t o m Game P r i c i n g Functions 20 t h r o u g h 24.
W i t h F u n c t i o n 19 set to zero, the five Functions 20 t h r o u g h
24 m a y be set m a n u a l l y f o r c u s t o m g a m e p r i c i n g 5. Set the A U T O - U P / M A N U A L - D O W N s w i t c h t o
requirements. F u n c t i o n s 20, 2 1 , and 22 relate to the type o f A U T O - U P and m o m e n t a r i l y depress the A D V A N C E
coin d o o r mechanism and Functions 23 and 24 relate t o h o w p u s h b u t t o n . F u n c t i o n 20 should be indicated on the ball
credits are awarded. A large n u m b e r o f c u s t o m game p r i c i n g in play display.
schemes are provided in Table 2 and are set in light type. I f 6. F o r single chute c o i n doors, o m i t this step and leave the
the required pricing scheme is not provided in Table 2, refer value o f 00. F o r t w i n or 3-chute coin doors, operate the
to the e x p l a n a t i o n that follows the procedure to determine C r e d i t b u t t o n u n t i l t h e v a l u e f o r F u n c t i o n 20
the values for Functions 20 t h r o u g h 24. Proceed as follows: determined in step 4 is indicated i n the Player I display.
II
496
7. M o m e n t a r i l y depress the A D V A N C E p u s h b u t t o n . B o t h methods use the ratio calculated in step I , the largest
F u n c t i o n 21 should be indicated on the ball in play number o f credits defined in the p r i c i n g scheme, and the
display. n u m b e r o f smallest value coins required to o b t a i n the largest
n u m b e r of credits.
8. F o r t w i n chute coin doors, o m i t this step and leave the
value o f 00. F o r single and 3 chute coin doors, operate Method 1
the Credit b u t t o n u n t i l the value for F u n c t i o n 21 deter- F u n c t i o n 10 = Cd X L
mined in step 4 is indicated on the Player 1 display. F u n c t i o n 21 = Cd X C
F u n c t i o n 22 = Cd X R
9. M o m e n t a r i l y depress the A D V A N C E p u s h b u t t o n . F u n c t i o n 23 = Cn X Lr
F u n c t i o n 22 should be indicated on the ball in play F u n c t i o n 2-- = 00
display.
Method 2
10. F o r single chute coin doors o m i t this step and leave the ) X L
F u n c t i o n 20
value o f 00. F o r t w i n or 3-chute coin doors, operate the iCd- I X C
F u n c t i o n 21
C r e d i t b u t t o n u n t i l the value for F u n c t i o n 22 deter-
F u n c t i o n 22 • Cd- ! R
mined in step 4 is indicated on the Player I display.
F u n c t i o n 23 Cn • L r
F u n c t i o n 24 iCd-1)
11. M o m e n t a r i l y depress the A D V A N C E p u s h b u t t o n . c- •
F u n c t i o n 23 should be indicated on the ball in play
Where:
display. Cd = the larges: n'.imber of credits in scheme
12. Operate the credit b u t t o n u n t i l the value for F u n c t i o n 23 Cn = the n u m b e r .?: j r - a i l e s t value coins required for C d
determined in step 4 is indicated i n the Player ! display. L = Left chute rai:o n u m b e r
C = Center chute r a t i o n u m b e r
13. M o m e n t a r i l y depress the A D V A N C E p u s h b u t t o n . R = R i g h t chute r a t i o n u m b e r
F u n c t i o n 24 should be indicated on the ball in play L r = Lowest c o i n chute r a t i o
display.
Examples:
14. O m i t this step i f no bonus credits are to be awarded for
inserting a certain value o f coins. T o a w a r d bonus cred- 25c - 25c C o i n d o o r
its, operate the C r e d i t b u t t o n u n t i l the value for F u n c - 1 P l a y / 2 5 c , 3 Plavs, 50c
t i o n 24 determined in step 4 is indicated on the Player I R a t i o = 1:0:1
display. L = I
C = 0
15. I f no other game adjustments are to be made, t u r n the R = I
game O F F and back O N to r e t u r n t o the game over Lr = I
mode.
In this example either m e t h o d w i l l produce propervalues for
Pricing Formulas functions 20-24.
There are five different functions used to set custom game
pricing. Three pertain to the coin d o o r mechanism and the Method 1
other t w o determine h o w credits are awarded. Since there Cd = 3
are m a n y c o m b i n a t i o n s o f coin values and c o i n mechanisms, Cn = 2 ( t w o 25c coins f o r 3 plays)
this e x p l a n a t i o n details h o w the functions relate to each Function 20 = Cd X L = 3 X 1 = 03
other and provides a generalized procedure f o r defining the Function 21 = Cd X C = 3 X 0 = 00
desired p r i c i n g scheme. Function 22 = Cd X R = 3 X 1 = 03
P r o p o r t i o n a l values are assigned to Functions 2 0 , 2 1 . and 22 Function 23 = Cn X L r = 2 X 1 = 02
for the left (closest t o hinge on coin d o o r ) , center, and right Function 24 = 00
coin chute, respectively.
Method 2
F u n c t i o n 23 defines the value o f coins required f o r a single Cd = 3
credit in relation to the p r o p o r t i o n a l values assigned to Cn = 2
functions 20, 2 1 , and 22. F u n c t i o n 24 permits a w a r d i n g a
Function 20 = (Cd-1) X L = (3-1) X 1 = 02
bonus credit f o r depositing some value o f coin(s). A general
Function 21 = ( C d - I ) X C = 00
procedure follows:
Function 22 = ( C d - 1 ) X R = 02
1. D e t e r m i n e the r a t i o o f the coin chute values by d i v i d i n g Function 23 = C n X L r = 2 X 1 = 02
by the largest n u m b e r that leaves a remainder o f zero. Function 24 = C n X (Cd-1) = 2 X (3-1) = 2 X 2 = 04
12
496
13
496
4. Operate the Credit b u t t o n u n t i l the desired value is 4. Operate the credit b u t t o n u n t i l the desired number o f
indicated in the player 1 display: p l u m b bob tilts is indicated on the player I display.
00 - Special A w a r d s C r e d i t 5. If no further game adjustments are required, t u r n the
01 - Special A w a r d s E x t r a Ball game O F F and back O N to r e t u r n to the game over
02 - Special A w a r d s Points mode.
5. I f no other game adjustments are required, t u r n the
game O F F and back O N to return to the game over
mode. N u m b e r o f Balls
F u n c t i o n 30 controls the number o f regular balls. To adjust
F u n c t i o n 30 proceed as follows:
Scoring Awards
1. I f n o : already in test 04, enter test 04 in one of the
F u n c t i o n 28 controls whether exceeding replay points
f o l l o \ \ ; n g ways:
awards a free credit or an extra ball. Setting the function to
00 awards a credit; setting it to 01 awards an extra ball. To a. F r o m the aame o v e r m o d e , set t h e A U T O -
adjust scoring, proceed as follows: U P M A N U . A L - D O W N switch to A U T O - U P and
depress the A D V A N C E p u s h b u t t o n .
1. I f not already in test 04, enter test 04 in one o f the
f o l l o w i n g ways: b. F r o m ciasnostics. set the A U T O - U P / M A N U A L -
D O W N s w i t c h to A U T O - U P and depress the
a. F r o m the g a m e o v e r m o d e , set t h e A U T O -
A D \E p u s h b u t t o n to advance the diagnostics
U P / M A N U A L - D O W N switch to A U T O - U P and
to test 04.
depress the A D V A N C E p u s h b u t t o n .
2. Set the A I T O - U P M A N U A L - D O W N switch to the
b. F r o m diagnostics, set the A U T O - U P / M A N U A L -
desired p o s i t i o n and operate the A D V A N C E push-
D O W N s w i t c h to A U T O - U P and depress the
b u t t o n u n t i l F u n c t i o n 30 is indicated on the ball i n play
A D V A N C E p u s h b u t t o n to advance the diagnostics
display.
to test 04.
3. To increase the number o f resular balls per game, set the
2. Set the A U T O - U P / M A N U A L - D O W N switch to the
A U T O - U P M A N U A L - D O \ \ h to A U T O - U P .
desired position and operate the A D V A N C E push-
To decrease the number, set it to . M A N U A L - D O W N .
b u t t o n u n t i l F u n c t i o n 28 is indicated on the ball in play
display. 4. Operate the credit b u t t o n u n t i l the desired number o f
balls is indicated i n the player 1 display.
3. To raise the value o f F u n c t i o n 28, set the A U T O -
U P / M A N U A L - D O W N switch to A U T O - U P . 03 - 3 Ball Plav
To iower the value, set it to M A N U A L - D O W N . 05 - 5 Ball Play
4. M o m e n t a r i l y depress the C r e d i t b u t t o n so that the 5. I f no further game adjustments are required, t u r n the
desired value is indicated on the player 1 display (00 for game O F F and back O X to return to the game over
credit, 01 for extra ball). mode.
5. I f no f u r t h ^ adjustments are required, t u r n the game
I ' n i q u e Game Adjustments
O F F and back O N to return to the game over mode.
F u n c t i o n s 31 t h r o u g h 35 p r o v i d e g a m e - d e p e n d e n t
adjustments for the E x t r a B a l l feature, l i b e r a l to
conservative play, playfield restore, and (when applicable)
M a x i m u m Plumb Bob Tilts
s o u n d o p t i o n s . F o r a d j u s t m e n t values, refer to the
F u n c t i o n 29 controls the m u l t i p l e tilt feature. The p l u m b
supplemental m a n u a l or to the game adjustment and
bob tilt can be set so that the ball in play does not tilt the first
time that the bob contacts the ring. A l l tilts d o not have this diagnostic procedures b o o k l e t provided w i t h the specific
capability. game. Proceed as follows:
To change the n u m b e r o f p l u m b bob tilts (1-9) proceed as 1. I f not already in test 04, enter test 04 in one o f the
follows: f o l l o w i n g ways:
1. I f not already in test 04, enter test 04 in one o f the a. F r o m the g a m e o v e r m o d e , set the A U T O -
f o l l o w i n g ways: U P / M A N U A L - D O W N switch to A U T O - U P and
depress the A D V A N C E p u s h b u t t o n .
a. F r o m the g a m e o v e r m o d e , set the A U T O -
U P / M A N U A L - D O W N switch to A U T O - U P and b. F r o m diagnostics, set the A U T O - U P / M A N U A L -
depress the A D V A N C E p u s h b u t t o n . D O W N s w i t c h to A U T O - U P and depress the
A D V A N C E p u s h b u t t o n to advance the diagnostics
b. F r o m diagnostics, set the A U T O - U P / M A N U A L - to test 04.
D O W N s w i t c h to A U T O - U P and depress the
A D V A N C E p u s h b u t t o n to advance the diagnostics 2. Set the A U T O - U P / M A N U A L - D O W N switch to the
to test 04. desired position and operate the A D V A N C E push-
b u t t o n u n t i l the function number is indicated o n the ball
2. Set the A U T O - U P / M A N U A L - D O W N switch to the in play display.
desired p o s i t i o n and operate the A D V A N C E push-
b u t t o n u n t i l F u n c t i o n 29 is indicated on the ball in play 3. T o raise the value, set the A U T O - U P / M A N U A L -
display. D O W N switch to A U T O - U P .
To lower the value set it to M A N U A L - D O W N .
3. T o increase the number o f p l u m b bob tilts, set the
A U T O - U P / M A N U A L - D O W N switch to A U T O - U P , 4. Operate the credit b u t t o n u n t i l the desired value is
To decrease the number, set it to M A N U A L - D O W N . indicated on the player 1 display.
14
496
6. I f no further game adjustments are required, t u r n the 00 P R O M Identification (Game N o . and Revision
game O F F and back O N to return to the game over level)
mode. 01 Coins Left Chute (Closest to coin d o o r hinge)
02 Coins Center Chute
Restoring Factory Settings 03 Coins Right Chute
The factory settings are restored using the coin d o o r switches 04 T o t a l Paid Credits
and t w o switches on the C P U B o a r d . Refer to Figures 1 and 05 T o t a l N u m b e r o f Specials
2 and proceed as follows: 06 Total N u m b e r o f Credits or E x t r a Balls for
Replay Scores
1. W i t h the game in the same over mode, set the A U T O -
07 M a t c h / H i g h Score to Date Credits
U P / M A N U A L - D O W N switch to M A N U A L - D O W N
08 T o t a l Credits ( S u m o f 04-07 as applicable)
and m o m e n t a r i l y depress the A D V A N C E p u s h b u t t o n .
09 T o t a l E x t r a Balls ( S u m o f E x t r a Ball features,
A l l displays should go b l a n k . The coin door must
and 05 and 06 as applicable)
remain open.
10 T o t a l Ball T i m e in M i n u t e s
2. Remove the backglass and unlatch and open the insert 11 T o t a l N u m b e r o f Balls played
door. 12 Current H i g h Score to Date
- cm
MASTER
COMMAND
/ I\
LED
NOT USED
LED
ZERO RESTORE AUTO-CYCLE
AUDIT FACTORY MO DE
MASTER
TOTALS SETTINGS
COMMAND
ENTER
DIAGNOSTIC
15
496
I f it is desired to recheck a t o t a l that y o u have advanced 1. \ M t h the same in the game over mode, set the coin d o o r
past, set the A U T O - U P / M A N U A L - D O W N switch to A U T O - U P M A N U A L - D O W N switch to M A N U A L -
M A N U A L - D O W N and operate the A D V A N C E push- DOW A .
b u t t o n . This w i l l cause the function number to decrease 2. i M o m e n i a r r y depress the A D V A N C E p u s h b u t t o n . A l l
( f r o m 04 to 03, etc.)
displa\ should go b l a n k .
5. Operate the A D V A N C E p u s h b u t t o n u n t i l F u n c t i o n 05
3. U n l o c k anc .'emove the backglass and open the insert
is indicated in the ball in play display. The t o t a l number
door.
of Special awards is indicated on the Player I display.
4. M o v e all switcres on the M A S T E R C O M M A N D slide
6. Operate the A D V A N C E p u s h b u t t o n u n t i l F u n c t i o n 06 switch to the right : O F F ) .
is indicated in the ball i n play display. The total number
of credits or extra balls for replay scores is indicated in 5. M o v e swi-cn - or. the M A S T E R C O M M A N D slide
the Player 1 display. switch to tne ieit i O N i.
16
496
POWER ON
N O R M A L OPERATION DIAGNOSTICS
BATTERY FAILURE
PRESS D I A G N O S T I C S T A R T
CPU SELF TEST
GAME PRESS A D V A N C E IN A U T O - U P
ROM TEST
OVER RAM TEST
PRESS A D V A N C E IN M A N U A L - D O W N
C M O S RAM TEST
LEDS BLINK T W I C E
PRESS
INSERT
CREDIT
COIN{S)
BUTTON
FOR CREDIT
TO PLAY
ENTER MASTER
COMMANDS
PRESS
1 ADVANCE
NORMAL
PLAY f
DISPLAY DIGITS
TEST
PRESS ADVAHtCE
IN A U T O - U P
AUTO LAMP
CYCLE TEST
MODE TEST 01
PRESS
ADVANCE
SOLENOID
TEST 02
I I
PRESS A D V A N C E
IN A U T O - U P
SWITCH
DIAGNOSTIC
TEST 03
AUTO'UP
o
HIGH
o PRESS
ADVANCE
SCORE MANUAL- ADVANCE ENTER
RESET DOWN
TEST DISPLAY/CHANGE
AT G A M E STATUS
FUNCTION TEST 04
00
POWER OFF
2. T o repeatedly pulse solenoids one at a time set the switch 8. T o return to the A u t o Cycle mode, set the toggle switch
to M A N U A L - D O W N and m o m e n t a r i l y depress the to A U T O - U P and m o m e n t a r i l y depress the A D V A N C E
A D V A N C E pushbutton. The solenoid number pushbutton.
indicated in the ball in play display should be pulsed 9. To gain m a n u a l c o n t r o l d u r i n g the Solenoid test,
repeatedly. m o m e n t a r i l y depress the A D V A N C E p u s h b u t t o n w i t h
3. Each time the A D V A N C E p u s h b u t t o n is depressed, the the toggle switch set to M A N U A L - D O W N .
next solenoid w i l l be indicated in the ball in play display 10. T o return to the A u t o Cycle mode, set the toggle switch
and w i l l be pulsed. to A U T O - U P .
4. I f no further tests are required, t u r n the game O F F and 1 I . T o exit the A u t o Cycle mode and advance to Switch Test
back O N to return to the game over mode. 03, set the toggle switch to A U T O - U P and depress the
Switch Test—Test 03 A D V A N C E p u s h b u t t o n d u r i n g the S o l e n o i d Test.
This test permits checking o f all m u l t i p l e x e d switches in the O p e r a t i o n is now as previously described f o r Test 03.
game. Proceed as follows: 12. T o terminate the A u t o - C y c l e mode and go to game over,
1. Enter the S w i t c h Test in one o f the f o l l o w i n g ways: t u r n the game O F F and back O N .
b. F r o m the game over mode, This section provides procedures for board replacement,
(1) Set the A U T O - U P / M A N U A L - D O W N switch to CPU and Sound B o a r d self-tests, and t r o u b l e s h o o t i n g
M A N U A L - D O W N and m o m e n t a r i l y depress the procedures. For any problems first p e r f o r m the C P U B o a r d
A D V A N C E pushbutton. Self-Tests. For sound problems also p e r f o r m the Sound
(2) Set the switch to A U T O - U P and operate the Board Self-Test. After p e r f o r m i n g the self-test(s), refer to the
A D V A N C E p u s h b u t t o n u n t i l 03 is indicated on t r o u b l e s h o o t i n g charts that f o l l o w .
the number o f credits display.
Board Replacement
A l l stuck switches w i l l be sequentially indicated on the ball in
play display. I f there are no stuck switches, the display w i l l C P U Board
T o remove the C P U B o a r d , the D r i v e r Board muse first be
be b l a n k .
u n m o u n t e d . Revision level 6 C P U Boards are required for
2. A c t u a t e each switch and check f o r the proper switch the m e m o r y p r o t e c t i o n feature. I f a game R O M is used
n u m b e r on the ball i n play display. instead o f P R O M s , j u m p e r J3 must be connected and .14
18
4y6
2. Remove the six screws and star washers that secure the 3. Remove the six screws and star washers that secure the
driver board to its m o u n t i n g bracket. board to its m o u n t i n g bracket.
3. Carefully u n p l u g the D r i v e r Board f r o m the CPU 4. P o s i t i o n the replacement b o a r d on the m o u n t i n g
Board. bracket and secure w i t h the six screws and star washers
removed in step 2.
4. Disconnect the seven plugs f r o m the C P U B o a r d .
5. Reconnect the six cables unplugged in step 2.
5. Remove the t w o screws and star washers that secure thi
top o f the C P U Board to its m o u n t i n g bracket in the 6. T u r n the game O N and check power supply voltage
backbox. (The b o t t o m o f the board is secured by a using Table 3 as a guide.
groove in the bracket.)
6. L i f t the C P U Board up and remove it f r o m the backbox. Master D i s p l a y Board
Proceed as follows:
7. Inspect the P R O M s and R O M s :
1. T u r n the game O F F .
a. I f the replacement board does not have proper
P R O M S or Game R O M , use the ICs from the old 2. U n p l u g the seven cables from the board.
C P U board. 3. Remove the four nuts and lockwashers that secure the
b. I f the replacement board does not have green-labeled board to the nylon spacers on the insert d o o r and
R O M s , use the R O M s f r o m the old b o a r d . remove the b o a r d .
8. For revision level 6 C P U Boards using a Game R O M , 4. Position the replacement board on the spacers a..J
check that j u m p e r s J3/ J4 are connected as appropriate. secure it using the four nuts and lockwashers removed in
step 3.
9. Set the replacement C P U Board into the groove in the
bracket and secure it at the top w i t h the t w o screws and 5. Reconnect the seven cables unplugged in step 2.
star washers removed in step 5. 6. T u r n the power O N and p e r f o r m the display digits test in
10. Reconnect the cables disconnected in step 4 using the accordance w i t h procedures provided in Section 5.
keys and cut-off pins as a guide. M a k e sure that the pins
are aligned, the connectors are f i r m l y seated, and that no Slave D i s p l a y Board
pin terminations have been pushed out o f the plugs. Proceed as follows:
11. Carefully plug the D r i v e r Board onto the C P U Board 1. T u r n the game O F F .
and m o u n t the D r i v e r Board to the bracket using the six 2. U n p l u g the cable connected to the board.
screws and star washers removed in step 2.
3. Remove the four nuts and lockwashers that secure the
12. T u r n the game O N and p e r f o r m the C P U Board Self- board to the n y l o n spacers on the insert door and
Test procedures. remove the board.
4. Position the replacement board on the spacers and
secure it using the four nuts and lockwashers removed in
D r i v e r Board
step 3.
Proceed as follows:
5. Reconnect the cable unplugged i n step 3.
1. T u r n the game O F F .
6. T u r n the game O N and perform display digits test in
2. Disconnect the 12 plugs from the board.
accordance w i t h procedures provided in Section 5.
3. Remove the six screws and star washers that secure the
board to its m o u n t i n g bracket. Sound Board
When replacing the Sound B o a r d , the replacement board
4. Carefully u n p l u g the D r i v e r Board f r o m the C P U Board
must be a D8224 Sound Board, have the proper P R O M or
and remove the D r i v e r B o a r d .
R O M installed, and be j u m p e r e d a p p r o p r i a t e l y . Proceed as
5. A l i g n the replacement board over the pins on the C P U follows:
Board and carefully p l u g it onto the C P U Board.
1. T u r n the game O F F .
6. Secure the board to the m o u n t i n g bracket using the six
2. U n p l u g the four or five cables f r o m the Sound B o a r d .
screws and star washers removed in step 3.
3. Remove the four screws and star washers that secure the
7. Reconnect the cables disconnected in step 2 using the board to its m o u n t i n g bracket and remove the board.
keys and cut-off pins as a guide. M a k e sure that the pins
are aligned, the connectors are f i r m l y seated, and that no 4. I f the replacement board is not equipped w i t h the proper
pin terminations have been pushed out o f the plugs. P R O M or R O M , use the I C f r o m the old board.
8. T u r n the game O N and p e r f o r m L a m p , Solenoid, and 5. Refer to Figure 4 and check the j u m p e r s on the
Switch tests in accordance w i t h procedures provided in replacement board. I f it is not j u m p e r e d appropriately,
Section 5. j u m p e r as required.
19
496
6. Position the replacement board on its mounting bracket CPU Board Self-Test
and secure with the four screws and star washers A pushbutton switch on the CPU board is used to initiate the
removed in step 3. CPU Board Self-Test. The coin door must be open to
perform this test. Successful completion of the test is
7. Reconnect the cables unplugged in step 2. indicated by the LEDs blinking twice. Failure of a test is
8. Set option switches as foflows: indicated by one or both of the LEDs lightingand staying lit.
a. If optional Speech Module is provided, set switch 2 to Proceed as follows:
ON for speech, 1. Open the coin door.
b. Set option switch I to ON or O F F to select
synthesized sounds or musical notes as appropriate. NOTE
Should step 2 be performed with the coin door closed,
9. Turn the game ON and perform the Sound Board and both LEDs will stay on. This results in audit totals being
Speech Module Self-Test or the Sound Board Self-Test zeroed and, unless the following action is taken, game
as appropriate. adjustments will revert to factory settings. Turn the
game OFF and ON twice. Next, open the coin doorand
proceed with step 2.
Optional Speech Module
When replacing the Speech Module, either the C 8226 or C 2. With the game turned O N , locate the D I A G N O S T I C
8228 board may be used as long as it is equipped with the pushbutton on the right side of the CPU board.
proper ROMs as indicated in the Game Manual. 3. Momentarily depress the D I A G N O S T I C pushbutton.
Proceed as follows: The LEDs should blink twice and all displays should go
1. Turn the game OFF. blank.
2. Unplug the Speech Module interconnect cable from the 4. For the following indications of the LEDs, proceed as
Sound Board. follows:
3. Remove the four screws and star washers that secure the OFFO Indicates R O M / P R O M failure; one or more
board to its mounting bracket and remove the board. of IC17, IC20, IC2I, IC22,and IC26 are faulty.
Isolate the faulty chip(s) by substitution.
If the replacement board is not equipped with the proper
ROMs, use the ICs from the old board. ON^t- Indicates R A M failure (IC13 or IC16), replace
the CPU Board.
5. Position the replacement board in its mounting bracket OFF O
Indicates C M O S R A M ( I C I 9 ) failure.
and secure with the four screws and lockwashers
removed in step 3.
ON -Jlk:Replace the CPU Board.
ON H ^ ' -
6. Plug the interconnect cable into the Sound Board. 5. I f the LEDs come on and stay on when the game is first
turned O N or the L E D s remain off when the
7. Turn the game ON and perform the Sound Board and D I A G N O S T I C pushbutton is depres,sed, refer to Table
Speech Module Self-Test. 12 in the troubleshooting charts that follow.
20
496
-4 R E M O V E D FOR SPEECH;
Wl-
\D WITH NO
/ SPEECH M O D U L E .
W15
^ W 2 CONNECTED, W 3 R E M O V E D W I T H
WHITE-LABELED S O U N D ROM.
W 3 CONNECTED, W 2 R E M O V E D W I T H
BLUE-LABELED S O U N D ROM.
n n
W7 W9 _W12_
W8 W10 W13
Wl 1
A. SOUND R O M JUMPERS
Wl
W15
W 7 / W 8 S H O W N FOR
LASER B A L L W I T H
S O U N D PROM.
_W2__ ,
W3
ICS 1C4 IC5 IC6
,_W4__ /
_W5__ \
n n JQ. W6
W9 _W12_
_W10_ W13
W11
B. SOUND P R O M JUMPERS
JUMPER CONNECTION C H A R T
G A M E OPERATION ADJUSTMENTS
1. Play game manually to verify No Control from Coin Door Unable to Adjust Setting
problem. Diagnostic Switches 1. Check for open Credit button
2. Review Section 2, Game Opera- 1. Check cabling for the switches in switch
tion. 7P1, 7P2, and IP4. 2. Replace CPU Board.
3. Place in Diagnostics Test 04; 2. Check for stuck Credit button
review and change game adjust- switch.
ments to that desired. 3. Replace CPU Board.
22
496
Table 5. Switches
(Place Diagnostics in Test 03)
Table 6. Solenoids
(Place Diagnostics in Test 02)
FLIPPERS IN GENERAL
J- Flipper Weak
1. End-of-stroke switch on actuating flipper out o f
adjustment or pitted contacts.
2. E n d - o f stroke switch on flipper not adjusted properly.
3. Check connections on solenoid and check for bind.
23
487
Table 7. Lamps
(Place Diagnostics in Test 01)
MACHINE INOPERATIVE
1. Remove p l u g f r o m w a l l outlet and measure w a l l voltage.
2. W i t h machine unplugged, check the line fuse, line c o r d , and O N / O F F switch w i t h an O h m m e t e r for c o n t i n u i t y .
3. Check for any loose connections on line filter, O N O F F switch.
4. Check that power connector to transformer is securely connected.
5. Check a l l fuses o n power supply board.
6. P l u g machine i n , t u r n on and check voltage o n p o w e r supply board fuses.
M A C H I N E BLOWS FUSE
Wall Fuse or Circuit Breaker Fuse Machine Fuse I n d i v i d u a l Power Supply Fuse
1. Disconnect wall plug. 1. Check for correct fuse rating. 1. Disconnect load from p o r t i o n o f
2. Disconnect connector f r o m line 2. Check varistor, line filter, line cord the power supply that blows the
filter to transformer. for shorts. fuse by disconnecting the
3. Check line cord w i t h O h m m e t e r for 3. Disconnect connector f r o m hne appropriate plug.
shorts. filter to transformer and t r y a. 3 F I (+100 V D C , -100 V D C )
4. Check varistor and line filter for another fuse. disconnect 3P5
shorts. 4. I f fuse still blows, repeat steps 1-3. b. 3F2 (+28 V D C ) disconnect 3P4,
5. P l u g c o r d i n w a l l and see i f wall 5. I f fuse does not blow, disconnect 3P3
fuse still blows - i f yes, disconnect 3P1 and 3P2 plugs f r o m the power c. 3F4 ( F l i p p e r +28 V D C )
whatever else is on same w a l l plug supply board and reconnect plug disconnect 3P3
circuit and repeat steps 3 and 4 f r o m line filter to transformer. d. 3F3 (+18 V D C ) disconnect 3P4
above. 6. I f fuse blows, check transformer e. 6F1 (6.3 V A C ) disconnect 7 P I ,
and b o t h lamps and solenoid 8P2, 9 P I
rectifiers for shorts. f. 3F5, 6F2, or 6F3 (+5 V D C )
7. I f fuse does not blow, p l u g in 3P2 disconnect 3P6, 3P5
and 3 P I then t r y again. I f fuse now 2. I f fuse still blows, replace Power
blows, disconnect 3P3, 3P4, 3P5, Supply.
3P6, and t r y another fuse. I f fuse 3. I f fuse does not blow, check for
still blows replace Power S u p p l y . shorts in w i r i n g , burned out
8. I f fuse doesn't b l o w , h o o k up 3P3, solenoids, etc.
3P4, 3P5, and 3P6 one at a time. I f
fuse blows when any one is
plugged, look for burned out
solenoid, dead shorts, etc.
24
487
NO D I S P L A Y INCORRECT D I S P L A Y
1. Check -100 V D C , +100 V D C & fuse 3F1 on Power 1. Check +100 V D C , -100 V D C at 4J7
Supply. 2. Check for broken or shorted wires on 4J5, 4J6, 1J5,
2. Check connectors 3J5, 4J7, 4J5, 1J3, 1J5, 1J6, 1J7 1J6, 1J7
3. Check for +100 V D C and -100 V D C on connector 3. Replace Master Display Board
4J7—replace Power Supply Board if voltage incorrect
4. Replace Master Display Board.
1. Check correct location of connector from Master 1. Check correct location of connectors from Master
Display Board. Display Board
2. Replace Player Display—if still incorrect, replace 2. Check voltage +100 V D C and -100 V D C on connector
Master Display Board. 4J7
3. I f voltages are correct—replace Master Display Board.
J. Check that the batteries are properly seated. Perform procedures for intermittent operation provided
2. Turn game OFF and wait 30 seconds. in Table 12.
3. Check battery voltage from the anode of 1D17 to
ground. I f less than 3.9 V D C , replace the batteries.
4. Check battery voltage from cathode of 1D17 to
ground. I f less than 3.2 V D C , replace diode and
recheck voltage.
5. Replace CPU Board.
LEDs D O NOT F L A S H A N D
R E M A I N OFF W H E N
LEDs R E M A I N O N AF 1 ER DIAGNOSTIC SWITCH
POWER TURN-ON DEPRESSED I N T E R M I l l E N T OPERATION
1. Check +5 V D C and Unregulated 1. Turn game OFF and back O N . 1. Make checks described in step 1
Logic B+ on CPU and Power 2. I f problems persist, check +5 V D C for LEDs remaining on after power
Supply Boards. (See Table 4.) I f from power supply. I f ok, replace turn-on.
low: CPU Board. 2. Replace CPU Board.
a. Check ac input from trans-
former.
b. Check wiring from transformer
to 3P1-10, -11, and -12.
c. Check 3D6 and 3D7.
d. Replace Power Supply Board.
2. Turn game OFF and completely
remove Driver Board from the
backbox. Reapply power and
depress the D I A G N O S T I C push-
button on the CPU Board. I f the
LEDs blink twice and then remain
OFF, replace the Driver Board.
Otherwise, replace the CPU Board.
25
496
0
SYMPTOM CHECK INDICATION/ACTION
F A U L T Y S O U N D B O A R D OR SPEECH M O D U L E
O n l y electronic sounds 1. Using logic probe check for negative " D " 1. a. .All pulses occur. Replace Speech
w i t h o u t interval are p r o d - and " B " Address Select pulses after last Module IC7.
ducd. sound: b. " D " Pulse or " B " pulse at S o u n d
a. Sound Board I C 2 p i n 6 ( " D " ) and p i n B o a r d only; Check p l a t i n g and
4 ("B") connections
b. Speech M o d u l e 1C6 p i n 20 ( " D " ) and c. N o " B " pulse; Speech M o d u l e I C 6 or
IC7 p i n 20 ( " B " ) I C 7 or S o u n d B o a r d I C 2 faulty.
Repair or replace.
d. N o " D " pulse; proceed.
2. Disconnect Speech M o d u l e cable and 2. a. Pulse, replace I C 6 on Speech M o d u l e
check for pulse at Sound Board I C 2 p i n b. N o pulse, replace I C 2 on Sound
6 Board
Some words replaced by Check for pulsing o f " C " Address select: a. Pulsing at Sound B o a r d I C 2 only; check
noise. a. S o u n d B o a r d I C 2 p i n 5 p l a t i n g and connections.
b. Speech M o d u l e 1C5 p i n 20 b. N o pulsing; Sound B o a r d I C 2 or Speech
M o d u l e ICS faulty. Repair or Replace.
c. Pulses at b o t h chips; Speech M o d u l e
ICS, I C 6 , or 1C7 faulty.
F A U L T Y SPEECH MODULE
Sounds produced after 1. Remove ICS, I C 6 , and IC7 f r o m Speech 1. a. Sounds produced, proceed.
Speech M o d u l e discon- M o d u l e . Reconnect module and remove b. N o sounds, replace Speech M o d u l e .
nected in accordance w i t h test lead connected to S o u n d B o a r d in
Diagnostic Procedure Diagnostic procedures. Repeat self-test.
2. Replace chips removed in step 1 one at a 2. Chip(s) w h i c h cause no sounds faulty.
time, repeating the self-test.
26
496
Table 13. Sound Problems on Games with Speech Module Option (con't)
SYMPTOM CHECK
CHECK INDICATION/ACTION
27
496
pj^yyy^ RED(B+)
->1-
BLK (GRD)
28
496
_5A-9I25
I PIN 5A-9090
6 PIN
4PIN i 5A-90e9
I 5A-9I04,
6 PIN
5A-9088
5A-9I05
9 PIN 15 PIN
5A-9I06
5A-90e7
12 PIN
18 PIN
5A-9I07
NETAL P»<S
METAL PINS 5A-90e0(lT
5A-90a(0
5A-9079-
5A-9I25
PIN F E M A L E in: 5A-9II0
fr ; 3 PIN F E M A L E
5A-924
I PIN MALE
l ® ® t
5A-9I08 5A-9^09 5A-9III
u
6 PIN FEMALE 2 P a FEMALE 3 PIN M A L E
5A-9I93
6 PIN F E M A L E
5A-9I33
5A-93I7(RED) 12 PIN F E M A L E
5A-93I8(BLUE)
6 P I N FEMALE
OOO
®QC)
5A-9I38
9 PIN M A L E
METAL PINS
\8
\—
C O G O
OC OC
5A-909e
5A-9094 5A-9I00"(8LACK) G o C O
5A-9096BLACK) 5A-9340(GfiEEN) OG GO 5A-902
15 P I N F E M A L E 2 4 PIN FEMALE C G GG 3 6 PIN F E M A L E
GO CO
5A-9097 O O O O
5A-9093 5 A - 9 0 9 9 BLACK) ffiCC®
5 A - 9 B 3 9 GREEN
5A-909S(BLACK) 2 4 PIN MALE 5A-9a
15 P N M A L E 3 6 PIN M A L E
29
496
30
496
D R I V E R B O A R D (con't) D R I V E R B O A R D (cont't)
i in Wire Color Function Pin Wire C o l o r Function
2P8 - L O G I C P O W E R B U S I N P U T 2P13 - S P E C I A L S W I T C H I N P U T S
1 Black Logic Ground 1 Key Key
2 Black Logic Ground Grange-Black Special Switch 3
3 Black Logic Ground Orange-Red Special S w i t c h 2
4 Black Logic Ground 4 Orange-Yellow Special Switch 4
5 Key Key Orange-Brown Special Switch 1
6 Gray Logic B+ (+5 VDC) 6 N C^ N o t Used
7 Gray Logic B+ (+5 VDC) 7 N C N o t Used
8 Gray Logic B+ (+5 VDC) 8 Orange-Green Special Switch 5
9 Gray Logic B+ (+5 VDC) 9 Orange-Blue Special Switch 6
31
496
32
496
4P6 - M A S T E R D I S P L A Y B C D I N P U T S 5P3 - P L A Y E R #3 S L A V E D I S P L A Y
B A C K BOX M I S C E L L A N E O U S C A B I N E T (con't)
Pin Wire Color Function Pin Wire Color Function
6P1/6J1 - S W I T C H E D A C I N P U T 7P2, 7J2 - C O I N D O O R
1 White-Red AC 1 Yellow 6.3 V A C D i s p l a y Lamps
2 White-Red Jumper Yellow-White 6.3 V A C D i s p l a y L a m p s
3 White-Red AC Red C o i l B+
4 White-Red Jumper 4 Brown-Gray Solenoid 16 ( C o i n L o c k o u t )
5 White-Red Jumper 5 \ N o t Used
6 White-Red Jumper 6 Green-Brown Switch C o l u m n #1
X C N o t Used
8 W hite-Yellow S w i t c h R o w #4
9 White-Green Switch R o w #5
* 6 P 2 / 6 J 2 - S O L E N O I D 15 10 \e S w i t c h R o w #6
11 White-Violet Switch R o w #7
1 Brown-Violet Solenoid 15 12 White-Gray Switch R o w #8
13 White Diagnostic C o m m o n
14 Green Advance
15 Blue Auto/Manual
CABINET
7P1/7J1 - C A B I N E T S O L E N O I D S & S W I T C H E S
PLAYFIELD
1 Yellow 6.3 V A C Display Lamps
2 Yellow-White 6.3 V A C D i s p l a y L a m p s • 8 P 1 / 8 J 1 - P L A Y F I E L D S W I T C H E S (White-15 P i n )
3 Red Solenoid B+
1 Green-Red Switch Column #2
4 White Diagnostic C o m m o n 2 Green-Orange Switch Column #3
5 Green Diagnostic Advance
3 Green-Yellow Switch Column #4
6 Blue Diagnostic A u t o / M a n . 4 Green-Black Switch Column #5
7 Orange-Violet R i g h t F l i p p e r Enable Green-Blue
5 Switch Column #6
8 Blue-Violet R i g h t Flipper Switch
6 Green-Violet Switch Column #7
9 Orange-Gray Left F l i p p e r Enable
7 Green-G ray Switch Column #8
10 Blue-Gray Left F l i p p e r Switch
8 White-Brown Switch R o w #1
11- 15 N/C N o t Used 9 White-Red Switch R o w #2
16 Brown-Blue Solenoid 14 ( K n o c k e r ) 10 White-Orange Switch R o w #3
*I7 Brown-Violet Solenoid 15 11 White-Yellow Switch R o w #4
18 Brown-Gray Solenoid 16 ( C o i n L o c k o u t ) 12 White-Green Switch R o w #5
19 Green-Brown S w i t c h C o l u m n #1 13 White-Blue Switch R o w #6
20 N/C N o t Used 14 White-Violet Switch R o w #7
21 White-Brown Switch R o w #1 15 White-Gray Switch R o w #8
22 White-Red S w i t c h R o w #2
23 White-Orange S w i t c h R o w #3
24 White-Yellow Switch R o w #4 8P2/8J2 - P L A Y F I E L D L A M P S
25 White-Green Switch R o w #5 (White-24 Pin)
26 White-Blue S w i t c h R o w #6 1 Yellow 6.3 V A C D i s p l a y
27 White-Violet Switch R o w #7 2 Yellow-White 6.3 V A C D i s p l a y
28 White-Gray Switch R o w #8 3 Yellow-Brown L a m p C o l u m n #1
29 N/C N o t Used 4 Yellow-Red L a m p C o l u m n #2
**30 Black-Blue Left ( D u a l A c t i o n ) 5 Yellow-Orange L a m p C o l u m n #3
F l i p p e r Switch 6 Yellow-Black L a m p C o l u m n #4
**31 Black-Yellow Right (Dual Action) 7 Yellow-Green L a m p C o l u m n #5
Flipper Switch 8 Yellow-Blue L a m p C o l u m n #6
32 Black Ground 9 Yellow-Violet L a m p C o l u m n #7
33 Black-Brown Audio 10 N/C N o t Used
34 Black-Red M e m o r y Protect I n t e r l o c k 11 Red-Brown Lamp Row # 1
12 Red-Black L a m p R o w #2
13 Red-Orange L a m p R o w #3
14 Red-Yellow L a m p R o w #4
15 Red-Green L a m p R o w #5
16 Red-Blue L a m p R o w #6
17 Red-Violet L a m p R o w #7
18 Red-Gray L a m p R o w #8
* O n some games, Solenoid 15 may be a playfield 19-22 N/C N o t Used
solenoid or may drive Insert Board lamps. The B r o w n - 23 Blue Flipper B+ (+28 V D C )
Violet solenoid wire w o u l d then be connected t o 6P2,
24 Blue Flipper B+ (+28 V D C )
;8P3, or 9P6.
• C o n n e c t e d only on games w i t h dual-action flippers. *A11 switch columns are not always used.
34
496
8P3/8J3 - P L A Y F I E L D S O L E N O I D S , S P E C I A L 9P2/9J2 - P L A Y E R 1 K E E P A L I V E
S W I T C H E S (Black) (24 Pin)
I Brown-White A n o d e Keep A l i v e
1 Red C o i l B+
2 Black G r o u n d (Special Switch 9P3/9J3 - P L A Y E R 2 K E E P A L I V E
Common)
3 Blue-Violet Right Flipper Coil I Brown-White A n o d e Keep A l i v e
4 Blue-Gray Left F l i p p e r C o i l
5 Orange-Brown Special S w i t c h 1 9P4/9J4 - P L A Y E R 3 K E E P A L I V E
6 Orange-Red Special Switch 2 1 Brown-White A n o d e Keep A l i v e
7 Orange-Black Special S w i t c h 3
8 Orange-Yellow Special S w i t c h 4 9P5/9J5 - P L A Y E R 4 K E E P A L I V E
* 9 Orange-Green Special Switch 5
I Brown-White A n o d e Keep A l i v e
10 Orange-Blue Special S w i t c h 6
11 Blue-Brown Solenoid 17 (Special Sol. 1)
•9P6/9J6 - I N S E R T B O A R D S O L E N O I D C O N T R O L L E D
12 Blue-Red Solenoid 18 (Special Sol, 2)
LAMPS
13 Blue-Orange Solenoid 19 (Special Sol. 3)
1 Red Solenoid B+ (+28 V D C )
*14 Blue-Yellow Solenoid 20 (Special Sol. 4)
2 Brown-Violet Solenoid 15
*I5 Blue-Green Solenoid 21 (Special Sol. 5)
3 Black Ground
16 Blue-Black Solenoid 22 (Special Sol. 6)
17 Gray-Brown Solenoid 1
18
SOUND B O A R D
Gray-Red Solenoid 2
19 Gray-Orange Solenoid 3 lOPI - P O W E R I N P U T S
20 Gray-Yellow Solenoid 4 1 Gray 18.7 VAC
21 Gray-Green Solenoid 5 2-4 N/C Not Used
22 Gray-Blue Solenoid 6 5 Gray-White 18.7 V A C C.T.
23 Gray-Violet Solenoid 7 6 Not Used
N/C
24 Gray-Black Solenoid 8 7 Kev Key
8 N C Not Used
I N S E R T BOX 9 Grav 18.7 VAC
9P1/9J1 - I N S E R T D O O R L A M P C O N N E C T O R
(BIack-15 P i n ) 10P2 - S P E A K E R I N P U T
12P1/10J5 - S P E E C H M O D U L E INTERCONNECT
35