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16P-496-100

® 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 1 W i t h Three P R O M Sockets and Game


IDENTIFICATION R O M Socket.
Circuit Boards C Revision Level 4 C P U Board W i t h o u t
A Revision Level 6 C P U Board Required for T h i r d P R O M and Game R O M Sockets.
M e m o r y P r o t e c t i o n F e a t u r e and for D Revision Level 3 C P U Board.
games that use game R O M and P R O M s . E D r i v e r Board.
B Revision Level 4 C P U Board Equipped F Power Supply B o a r d .
496

Location of Major Assemblies


A Master Display I O p t i o n a l Speech M o d u l e
B Player I Display J Sound Board
C Player 2 Display K Keylock for Backglass
D Player 3 Display L Fuse Card
E Player 4 Display M L a m p Bridge Rectifier
F D r i v e r Board N Solenoid Bridge Rectifier
G C P U Board O Transformer
H Power Supply Board P 6C1 L a m p Capacitor
496

Q C o i n Loci<out Relay VV P l u m b Bob T i l t


R Diagnostic Switches X Slam T i l t
S M e m o r y Protect Interlock V Speaker
T Ball R o l l T i l t Z Line Fuse
.U Credit Knocker AA Line Filter and Varistor
V Volume Control
496

SECTION 2 3. W i t h the plaj'field up, adjust the short blade for 1/16
MECHANICAL MAINTENANCE inch contact gap.

General Switch Blade Adjustments 4. The backup blade ( w h i c h prevents v i b r a t i o n ) should be


adjusted parallel to and just barely in contact w i t h the
There are different types o f switch blades used in any game. shorter blade.
V a r i o u s l e n g t h s , t h i c k n e s s a n d f o r m s are selected
characteristics to satisfy specific operational c o n d i t i o n s
(bounce, current capacity, etc.). F o r this reason, always use a
blade o f the same type for replacement. Basic guidelines for Tilt Switches
switch adjustments follow:
1. To make the p l u m b bob tilt more sensitive, raise the
1. Never k i n k or bend a blade sharply; adjust w i t h a p l u m b bob on the shaft. T o make it less sensitive, lower
sweeping, b o w i n g m o t i o n w i t h a switch adjusting t o o l or the bob on the shaft.
d u c k b i l l pliers.
2. T o make the ball roll tilt more sensitive, raise the
2. Before adjusting any switch, check that the screw assembly at the front p i v o t slot. T o make it less sensitive,
h o l d i n g the switch stack is tight. T h i s is recommended lower the assembly at the front p i \ o t slot.
because spacers in the switch stack occasionally shrink
3. The slam tilt and playfield tilt switches are adjusted by
causing a p o o r adjustment.
f o r m i n g the switch blades.
3. Except when otherwise indicated, blade type switches
should have at least 1/32 inch between open contacts
and have at least a 1/32 inch f o l l o w - t h r u when closed.
Flippers
4. F i r s t adjust the a c t u a t i n g blade f o r a p p r o x i m a t e
Flippers are c o n t r o l l e d by the flipper pushbuttons at each
gapping and the other blade for the final gap and for
side o f the cabinet. Each coil consists o f t w o windings: a p u l l -
follow-thru.
in w i n d i n g and a lighter gauge h o l d - i n w i n d i n g . The hold-in
w i n d i n g is n o r m a l l y bypassed by a closed switch.
Contact Care
The p u l l - i n w i n d i n g produces a strong stroke. However, i f
1. Switch contacts should be cleaned only when they cause this w i n d i n g were to remain energized by the player it w o u l d
a malfunction. overheat. T o reduce this high current, the h o l d - i n w i n d i n g is
2. F o r flipper b u t t o n and flipper end-of-stroke switches, put in series w i t h the p u l l - i n w i n d i n g by opening the end-of-
remove tarnish w i t h a contact file and then b u r n i s h . stroke switch.
Severely b u r n t contacts should be replaced as an
1. Adjust the long blade so that it is moved by the flipper
assembly.
pawl assembly for about the last I /8 inch o f movement.
3. A l l other types o f contacts M U S T N O T be filed or
2. M a n u a l l y depress the plunger fully and adjust for
burnished.
a p p r o x i m a t e l y 3/32 inch gap.
4. T o clean contacts o f other blade type switches, close the 3. There should be about 1/32 inch f o l l o w - t h r u w i t h the
contacts on a clean piece o f paper about the thickness o f plunger released.
a business card and wipe gently u n t i l the contacts are
clean. 4. N E V E R L U B R I C A T E the plunger; use coin machine
lubricant where required on the link assembly.
5. F o r d r o p target switches, r e m o v e the t w o screws
securing the circuit board. Clean the circuit b o a r d 5. F o r weak or sluggish flipper a c t i o n , check for all the
plating w i t h a rag and pencil eraser. Carefully clean the following:
wiper contacts w i t h a b u r n i s h i n g t o o l - d o not use an
a. D i r t y , p i t t e d , or misadjusted flipper b u t t o n or end o f
abrasive.
stroke contacts.

Rollover Switches b. W o r n out coil sleeves.


Rollover Switches are activated by a wire f o r m or b u t t o n c. Loose or broken bushing.
which is actuated by the ball.
d. W o r n o u t fiber links.
1. Before adjustment, make sure that the wire f o r m
rollover is centered in the slot or that the switch blades e. W e a k o r b r o k e n return spring.
are positioned under the b u t t o n actuator.
f. C o i l loose
2. Adjust the l o n g blade (closest to the playfield) to hold
g. Loose screws
the rollover up. Check this c o n d i t i o n w i t h the playfield
lowered. h. F l i p p e r b i n d i n g on playfield.

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

General Procedure High Score to Date


Game status functions are displaved and can be set in test 04. Depressing :-z H Score Reset switch in the game over
To enter test04. the A U T O - U P M A N U A L - D O W N switch m o d e c h a r . j r s :rt ; . ; r : e n : h i g h score to date ( F u n c t i o n 12) to
is set to A U T O - U P and the A D V A N C E p u s h b u t t o n is the value o f :i-.e ? i ; K u r high score to date ( F u n c t i o n 13).
depressed in the game over mode. Test 04 w i l l be entered The value o: : u r . ; : ; : - i3 car. be changed to any m u l t i p l e o f
w i t h the number o f credits display s h o w i n g 0 4 and the ball in 10,000 poiRis. : i i - :i-e aiue of function 13 set to zero, the
play display s h o w i n g 00. high score to date fei-.u^e :^ disabled. T o change the backup
I f problems are encountered m a k i n g game adjustments (for high score to date, p r o : ; ; ! as follows:
example, the A D V A N C E p u s h b u t t o n does not function 1. I f not already i n les: W . enter test 04 in one o f the
after entering test 04) refer to t r o u b l e s h o o t i n g in Section 6. f o l l o w i n g ua>s:
Refer to Table I . Functions 00 t h r o u g h 12 are system audit a. F r o m t h e s a m e o v e r m o d e , set the AUTO-
totals and cannot be changed from the coin door. Functions UP M . A . N U . A . L - D O \ h to A U T O - U P and
13 t h r o u g h 35 can all be adjusted f r o m the coin door. depress the . ^ D W A N C E p u s h b u t t o n .
In test 04, to advance f r o m the system audit totals to game b. F r o m diagnostics, set the A U T O - U P / M A N U A L -
feature status display, the A U T O - U P / M A N U A L - D O W N D O W N s w i t c h to A U T O - U P and depress the
switch is first set to A U T O - U P . Each time the A D V A N C E A D V A N C E p u s h b u t t o n to advance the diagnostics
pushbutton is depressed, the display w i l l advance to the next to test 04.
higher function number. H o l d i n g the A D V A N C E push-
b u t t o n depressed causes the function numbers to advance 2. Set the . A L T O - U P N L A N U A L - D O W N switch to the
rapidly. W i t h the A U T O - U P / M A N U A L - D O W N switch set desired p o s i t i o n and operate the advance p u s h b u t t o n
to M A N U A L - D O W N , depressing ( o r h o l d i n g d o w n ) .the u n t i l function 13 is indicated on the ball in play display.
A D V A N C E p u s h b u t t o n causes the function numbers to The backup high score to date is indicated in the Player 1
decrease ( f r o m 00 to 35 to 34, etc.). display-.

ADVANCE

AUTO-UP/
MANUAL-DOWN

HIGH
SCORE
RESET

Figure I . Coin Door Diagnostic Switches

8
Table Game Adjuslmenis

FUNCTION DESCRIPTION NOTES

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

*lndicates settings are game-dependent.


496

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

To disable the high score to date feature, set f u n c t i o n


13 to zero. M a x i m u m Credits
M a x i m u r r . crec::5 is- the number o f credits that can be posted
4. If no further game adjustments are required, t u r n the (by p u t t i n g coins i n the game or free credit awards) before
gatne O F F and back O N to r e t u r n to the game over the c o i n loc?;ou: relay is released. M a x i m u m credits is
mode. F u n c t i o n IS anc :ne factory setting is 20. M a x i m u m credits
may be set i n ; , -.alue f r o m I to 99; setting m a x i m u m
credits to z e r : >e:s ".ne game to a free play mode.
Replay Scores
There are four possible replays awarded f r o m scoring. The To make changes : J m a x i m u m credits, proceed as follows:
factory setting for the first three replay scores are p r o v i d e d in
1. I f not alreacy in ".es: 04. enter test 04 in one o f the
Table 1 and on the i n s t r u c t i o n booklet inside the game. T h e
f o l l o w i n g vsay5
f o u r t h replay is disabled. Replay I is f u n c t i o n 14, replay 2
function 15, replay 3 f u n c t i o n 16, and replay 4 function 17. a. F r o m tne ; i - e er m o d e , set t h e A U T O -
Replay points can be increased or decreased by any m u l t i p l e U P M A M A : . - D O W N switch to A U T O - U P and
of 10,000 points. T o make changes to replay points, proceed depress :ne A D ' ' . A \ C h p u s h b u t t o n .
as follows:
b. F r o m d i a £ n c s t : c s . set :ne 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 to A U T O - U P a n d 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 : : c n :o advance the diagnostics
a. F r o m the g a m e o v e r m o d e , set the A U T O - to test 04.
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 orerate 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 u n t i l F u n c t i c n 1S is indicated on the ball in play
D O W N s w i t c h to A U T O - U P and depress the display.
A D V A N C E p u s h b u t t o n to advance the diagnostics 3. T o raise the — a x i m u m c r e d i t s set the A U T O -
to test 04. U P M A N U A L - D O W N switch to A U T O - U P .
2. Set the A U T O - U P / M A N U A L - D O W N switch to the To lower the n - a x i m u m credits set it to M A N U A L -
DOWN.
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 function 14 is indicated on the ball in p l a y 4. Operate the Credit b u t t o n u n t i l the desired number o f
display. m a x i m u m credits is indicated on the Player I display,
3. T o change the score for Replay I , proceed as follows: 5. If no further game adjustments are required, turn the
a. T o raise the r e p l a y p o i n t s , set the A U T O - game O F F and back O N to r e t u r n to the game over
U P / M A N U A L - D O W N switch to A U T O - U P . mode.
To lower the replay points, set it to M A N U A L -
DOWN.
Game Pricing
b. Operate the C r e d i t b u t t o n u n t i l the desired value is Standard Game Pricing
indicated on the Player I display. This feature accounts for differences in coin d o o r
mechanisms and h o w credits are awarded. F u n c t i o n 19 can
NOTE
be set to select one o f seven standard game pricing schemes
T o disable any replay p o i n t , raise or lower the value w i t h fixed values for F u n c t i o n s 20 t h r o u g h 24. ( F u n c t i o n 19
in the Player I display to zero. can also be set to a l l o w c u s t o m p r i c i n g schemes where
Functions 20 t h r o u g h 24 are set w i t h a p p r o p r i a t e values as
4. W i t h the A U T O - U P / M A N U A L - D O W N switch set to
described in the C U S T O M G A M E P R I C I N G paragraphs).
A U T O - U P , depress the A D V A N C E p u s h b u t t o n one
time. F u n c t i o n 15 is indicated on the ball in play display To .select one o f the standard p r i c i n g schemes, proceed as
and the current value o f replay 2 is indicated on the follows:
Player I display.
I. I f n o t already in test 04, enter test 04 in one o f the
5. To change the score for replay 2, p e r f o r m steps 3a and f o l l o w i n g ways:
3b.
a. F r o m the g a m e o v e r m o d e , set the A U T O -
6. Repeat step 4 to display F u n c t i o n 16 on the ball in play U P / M A N U A L - D O W N switch to A U T O - U P and
display and the replay 3 score in the Player I display. depress the A D V A N C E p u s h b u t t o n .

10
496

Table 2. Standard and Custom Price Settings

COIN DOOR FUNCTION


MECHANISM CREDITS 19 20 21 22 23 24

Twin-Quarter l/25c, 3/50c, 7/$l 00 03 12 03 02 12


Quarter, Dollar, Quarter l/25c, 3/50C, 7/$l coin only 00 03 14 03 02 00
l/25<c, 7/$l coin only 00 01 07 01 01 00
.1/25C, 3/50C, 6/Sl 01 01 04 01 01 02
l/25c, 6 / $ l coin only 00 01 06 01 01 00
.1/25C, 5/$r 05 01 04 01 01 04
I/25C, 5/$l coin only 00 0! 05 01 01 00
.1/25C, 4/$l 0201 04 01 01 00
l/50(t, 3/$l 0001 04 01 02 04
1/50C 0001 04 01 02 00
IDM, 5DM,2DM . 2 / l D M , 5/2DM, 14/5DM 03 13 65 26 05 65
l / I D M , 3 / 2 D M , 10/5DM 0009 45 18 05 45
20-Cent, 50-Cent l/20c, 3/50c 0006 00 15 05 00
1 Franc, 5 Frank • l / l F , 6/5F 0401 00 05 01 05
1/IF, 7/5F 0006 00 30 05 30
25 Cent, .1/25C, 4 / l G 0601 00 04 01 00
1 Guilder, l/25c, 5 / l G 0001 00 04 01 04
50 Yen, 100 Yen •1/50Y, 2/lOOY 0701 00 02 01 00
1 Franc or I / I F , 3/2F 0001 01 01 01 02
Twin-I Franc I/IF 0001 01 01 01 00
5 Franc, •', •1/5F, 2/lOF 0701 00 02 01 00
10 Franc 1/IOF 00 01 00 02 02 00
Twin-2 Franc .I/2F 02 01 04 01 01 00
10, 20 Franc .1/1 OF, 2/20F 07 01 00 02 01 00
Twin-I Sucre I/3S, 2/5S 00 02 00 02 05 00
•Indicates standard price settings by adjusting only Function 19. For other price settings, set Function 19 to 00 and set Functions 20
through 24 to the values indicated in the chart.

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

Examples: 5c 10c 25c Coin door


250 25<P 25C;; ^ 25 = 1:1:1 1 Play/15c, 2 Plays/25c
I D M 5 D M 2 D M ; - 1 = 1:5:2 Ratio = 1:2:5
25c - I G ; ^ 4 = 1:0:4 L =I
5c lOc 25c; - 5 = 1:2:5 C = 2
2. D e t e r m i n i n g the values o f F u n c t i o n s 20 t h r o u g h 24 is R = 5
done in one o f t w o ways. The first m e t h o d requires that Lr = 1
bonus credit F u n c t i o n 24 be set to zero. The second In this example, m e t h o d provides proper values but
m e t h o d defines the F u n c t i o n 24 value. Since some method 2 w i l l not:
p r i c i n g schemes m a y be i m p l e m e n t e d w i t h e i t h e r
m e t h o d , some w i t h o n l y the first m e t h o d , and others Method 1
w i t h only the second m e t h o d , b o t h methods w i l l have to Cd =-2
be tried in some cases. Cn = 5 (five 5c coins required for 2 plays)

12
496

Function 20 Cd X L = 2 X 1 = 02 4. Operate the credit b u t t o n u n t i l the desired number o f


Function 21 Cd X C = 2 X 2 = 04 high score credits is indicated on the player 1 display.
Function 22 Cd XR = 2X5=IO
Function 23 Cn X L r = 5 X I = 05 5. I f no further game adjustments are required, t u r n the
Function 24 00 game O F F and back O N to return to the game over
mode.
Method 2
Cd = 2
Cn = 5
Match
Function 20 ( C d - I ) X L = (2-1) X ] = 01
F u n c t i o n 26 controls the match features. I f this function is
Function 2! ( C d - I ) X C = (2-1) X 2 = 02
set to 00, the match feature is on. I f it is set to 0 1 , the feature
Function 22 (Cd-1) X R = (2-1) X 5 = 05
is off. W i t h the match feature on, a free credit is awarded at
Function 23 Cn X L r = 5 X 1 = 05
game over when the last t w o digits o f a players score match
Function 24 Cn X (Cd-1) = 5 X (2-1) = 05
the digits shown in the ball in play display.
By s t u d y i n g the values obtained in m e t h o d 2 it w i l l be
To change the match feature, proceed as follows:
determined that the values set up pricing for 2 plays for ISc
(no plays for 15c). This example shows that some pricing 1. I f not already in test 04, enter test 04 in one o f the
schemes can be set up using only one o f the methods. f o l l o w i n g ways:
20c - 50c Coin door a. F r o m the g a m e o v e r m o d e , set the A U T O -
1 Play/20c, 3 Plays/50c U P / M A N U A L - D O W N switch to A U T O - U P and
R a t i o = 2:0:5 depress the A D V A N C E p u s h b u t t o n .
L =2
b. F r o m diagnostics, set the A U T O - U P / M A N U A L -
C =0
D O W N s w i t c h to A U T O - U P and depress the
R = 5
A D V A N C E p u s h b u t t o n to advance the diagnostics
Lr = 2
to test 04.
I n this example, only method 1 w i l l produce proper values.
2. Set the A U T O - U P / M A N U A L - D O W N switch to the
Method 1 desired p o s i t i o n and operate the A D V A N C E push-
Cd = 3 b u t t o n u n t i l F u n c t i o n 26 is indicated on the ball in play
Cn = 2.5 ( t w o and one-half 20ti coin required f o r 3 plays) display.
Function 20 = Cd X L = 3 X 2 = 06 3. To raise the value o f F u n c t i o n 26, set the A U T O -
Function 21 = Cd X C = 3 X 0 = 00 U P / M A N U A L - D O W N switch to A U T O - U P .
Function 22 = Cd X R = 3 X 5 = 15 To lower the value, set it to M A N U A L - D O W N .
Function 23 = Cn X L r = 2.5 X 2 = 05
Function 24 = 00 4. Operate the credit b u t t o n u n t i l the desired value is
indicated on the player 1 display (00 for match on or 01
for match off).
High Score Credits 5. I f no further adjustments are required, t u r n the game
F u n c t i o n 25 determines the number o f credits to be awarded O F F and back O N to return to the game over mode.
when the current highest score is exceeded by a player. N o t e
that the backup high score to date ( F u n c t i o n 13) must be set
to some value other than zero for the high score feature to
operate. W i t h F u n c t i o n 25 set to zero and F u n c t i o n 13 set to Special
any value other t h a n zero, the high score to date feature w i l l F u n c t i o n 27 controls the special feature. I f this f u n c t i o n is set
still function but no credits w i l l be awarded. T o change the to 00, a special awards a free credit; w i t h the feature set to 01
n u m b e r o f credits for exceeding the high score, proceed as or 02, a special awards an extra ball or bonus points,
follows: respectively. T o change the a w a r d for a special, proceed as
follows:
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: 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:
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 a. F r o m the g a m e o v e r m o d e , set the A U T O -
depress the A D V A N C E p u s h b u t t o n . 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 .
b. F r o m diagnostics, 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 b. F r o m diagnostics, set the A U T O - U P / M A N U A L -
A D V A N C E p u s h b u t t o n to advance the diagnostics D O W N s w i t c h to A U T O - U P and depress the
to test 04. A D V A N C E p u s h b u t t o n to advance the diagnostics
to test 04.
2. Set the A U T O - U P / M A N U A L - D O W N switch to the
desired p o s i t i o n and operate the A D V A N C E push- 2. Set the A U T O - U P / M A N U A L - D O W N switch to the
b u t t o n u n t i l F u n c t i o n 25 is indicated on the ball in play desired position and operate the A D V A N C E push-
display. b u t t o n u n t i l F u n c t i o n 27 is indicated on the ball in play
display.
3. To increase the n u m b e r o f credits, 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 . 3. To raise the value o f F u n c t i o n 27, set the A U T O -
To decrease the number o f credits, set it to M A N U A L - U P / M A N U A L - D O W N switch to A U T O - U P .
DOWN. To lower the value, set it to M A N U A L - D O W N .

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

5. Repeat steps 2, 3, and 4 for any other unique game T E S T 04


adjustments. READOUT DESCRIPTION

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

3. Set all switches on the M A S T E R C O M M A N D switch


to O F F (move to the right). Feature Access
A l l o f these features can be accessed from the coin d o o r (See
4. Set switch 7 on the M A S T E R C O M M A N D switch to Figure I). To o b t a i n bookkeeping totals proceed as follows:
O N (move to the left).
1. W i t h the game in the game over mode, set the A U T O -
5. M o m e n t a r i l y depress the M A S T E R C O M M A N D U P / M A N U A L - D O W N switch to A U T O - U P .
E N T E R p u s h b u t t o n . The L E D s should blink once.
2. 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 . The
6. T u r n the game O F F and back O N t w o times to return to game w i l l go i m m e d i a t e l y to diagnostics test 04. The
the game over mode. number o f credits display indicates 04; the ball in play
display indicates function 00, and the Player I display
indicates the P R O M identification (game number and
revision level).
SECTION 4
GAME BOOKKEEPING AND EVALUATION
NOTE
This section provides an e x p l a n a t i o n o f the b u i l t - i n game
b o o k k e e p i n g features. T h e b o o k k e e p i n g and game If indications are not as stated, refer to t r o u b l e s h o o t i n g
evaluation features consist of: procedures in Section 6.

- cm
MASTER
COMMAND
/ I\
LED

NOT USED

LED
ZERO RESTORE AUTO-CYCLE
AUDIT FACTORY MO DE
MASTER
TOTALS SETTINGS
COMMAND
ENTER

DIAGNOSTIC

Figure 2. Master Command Switch Settings

15
496

3. M o m e n t a r i l y depress the A D V A N C E pushbutton. 8-position m i n i a t u r e slide switches and t w o pushbutton


Function 01 is indicated on the number o f credits switches located on the right side o f the C P U B o a r d . The
display and the n u m b e r o f coins t h r o u g h the left chute l o w e r S - p o s i t i o n s w i t c h is n o t used a n d t h lower
(closest to coin d o o r hinge) is indicated on the Player I ( D I A G N O S T I C ) p u s h b u t t o n s w i t c h is used o n l y f o r
display. t r o u b l e s h o o t i n g . S w i t c h n u m b e r 8 on the M A S T E R
C O M M A N D slide switch is set to O N (moved to the left)
4. Repeat step 3 to o b t a i n the readings for functions 02
and all other switches are set to O F F (moved to the right).
(coins t h r o u g h center chute), 03 (coins t h r o u g h right
Then the M A S T E R C O M M A N D E N T E R pushbutton is
chute), and 04 ( t o t a l paid credits). depressed. To reset F u n c t i o n 01 t h r o u g h 11 to zero, proceed
NOTE as follows:

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.

7. 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 07 6. M o m e m a n h . cet^ress the MASTER COMMAND


is indicated on the ball in play display. The t o t a l credits E N T E R pushbuttcr.
awarded for the M a t c h and H i g h Score to Date features
is indicated on the player I display. 7. Close a n d l a t c h the insert d o o r and replace the
backglass. T u r r the game O F F and back O N to return to
8. 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 08 the game o\"er mode.
is indicated on the ball in play display. The total credits
(sum o f paid credits and, as applicable, Functions 06
t h r o u g h 08).

9. The percentage o f paid credits may be calculated as


follows: SECTION 5
BUILT-IN DIAGNOSTICS
F u n c t i o n 04 F u n c t i o n 08 = % paid credits
This section describes the b u i l t - i n diagnostics used to test the
10. 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 09 displays, lamps, solenoids, and switches in the game.
is indicated on the ball in play display. The t o t a l n u m b e r C o n t r o l of diagnostics is f r o m t w o switches in the coin door.
of extra balls (sum o f the game extra ball feature. .An .Auto-Cycle test, w h i c h is initiated by switches on the
S p e c i a l , S U P E R F L A S H , a n d F u n c t i o n 0 6 . as CPU B o a r d , repeatedly tests the displays, lamps, and
applicable). solenoids. Refer to Figure 3. I n a d d i t i o n to the tests
I 1. 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 10 described i n this section, there are C P U B o a r d and S o u n d
is indicated on the ball in play display. The t o t a l ball B o a r d self-tests w h i c h are d e s c r i b e d i n S e c t i o n 6,
time in minutes is indicated on the player 1 display. .Maintenance.

12. 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 1 1 Display Digits Test


is indicated on the ball in play display. The t o t a l number This test allows a complete test o f all the displays. Proceed as
of balls is indicated on the player 1 display. follows:

13. 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 12 1. F r o m the game over m o d e , set the A U T O - U P /


is indicated on the ball in play display. The current H i g h M A N U A L - D O W N s w i t c h o n the c o i n d o o r t o
Score to Date is indicated on the player 1 display. MANUAL-DOWN.

14. T u r n the game O F F and back O N to r e t u r n to the game 2. 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 on


over mode. I f desired, reset the H i g h Score to Date to the coin door. A l l displays should go blank.
the backup value and reset the audit totals to zero as 3. 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
explained in the f o l l o w i n g paragraphs.
again. A l l displays should indicate all O's.
High Score Reset 4. Repeat step 3, as desired. The i n d i c a t i o n on the displays
The current H i g h Score to D a t e ( F u n c t i o n 12) may be reset should sequence to all I's, 2's, . . . 9's, and O's . . .
to the backup H i g h Score to Date ( F u n c t i o n 13) f r o m the
coin door. To adjust the backup H i g h Score to Date, see 5. I f no further tests are required, t u r n the game O F F and
S e c t i o n 3. W i t h the game in the game over mode, back O N to return to the game over mode.
m o m e n t a r i l y depress the H I G H S C O R E R E S E T push- L a m p Test—Test 01
button. This test causes a l l m u l t i p l e x e d lamps to b l i n k on and ofL
N o t e t h a t general i l l u m i n a t i o n lamps are not c o n t r o l l e d by
Resetting Audit Totals this test or by any test. Proceed as follows:
Functions 01 to I I m a y be reset to zero using switches
located on the C P U B o a r d . Refer to Figure 2, there are t w o 1. Enter the L a m p Test in one o f the f o l l o w i n g ways:

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

Figure 3. Normal Operation and Diagnostic Flow Chart 17


496
a. F r o m the D i s p l a y D i g i t s test, set the A U T O - 3. I f it is desired to change game adjustment o r review
U P / M A N U A L - D O W N switch to A U T O - U P and game status, refer to Section 3, Game Adjustments.
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 . Otherwise, t u r n the game O F F and back O N to return to
the game over mode.
b. F r o m the game over mode,
(1) Set the A U T O - U P / M A N U A L - D O W N switch to Auto Cycle Mode
M A N U A L - D O W N and m o m e n t a r i l y depress the T h i s m o d e is p r o v i d e d to help diagnose i n t e r m i t t e n t
A D V A N C E pushbutton. problems by c o n t i n u o u s l y p e r f o r m i n g the D i s p l a y Digits,
Lamps, and Solenoid tests. Each cycle o f this mode
(2) Set the switch to A U T O - U P and operate the
sequences t h r o u g h the display tests, flashes the lamps 64
A D V A N C E p u s h b u t t o n u n t i l 01 is indicated on
times, and pulses each solenoid. T h i s mode is initiated by
the number o f credits display.
using the coin d o o r switches and t w o switches on the C P U
The m u l t i p l e x e d lights should b l i n k on and ofL B o a r d . Refer to Figures 1 and 2 and proceed as follows:
2. I f no further tests are required, t u r n the game O F F and 1. With the game in the game over mode, set the A U T O -
back O N to return to the game over mode. U P / M A N U A L - D O W N 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 A D V A N C E p u s h b u t t o n .
Solenoid Test—Test 02
A l l displays should go b l a n k .
This test permits checking o f all solenoids by causing the
D r i v e r Board to pulse each solenoid. Proceed as follows: 2. Remove the backglass and unlatch and open the insert
door.
1. Enter the Solenoid Test in one o f the f o l l o w i n g ways:
3. Set all switches on the M A S T E R C O M M A N D slide
a. F r o m the D i s p l a y Digits or L a m p Test, set the
switch to O F F (move to the right).
A U T O - U P / M A N U A L - D O W N switch to A U T O -
UP and operate the A D V A N C E p u s h b u t t o n until 02 4. Set switch 6 to O N (move to the left).
is indicated on the number o f credits display.
5. M o m e n t a r i l y depress the M A S T E R C O M M A N D
b. F r o m the game over mode, E N T E R p u s h b u t t o n . The L E D ' s should b l i n k once.
(1) Set the A U T O - U P / M A N U A L - D O W N 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 6. 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 D V A N C E pushbutton. 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
(2) Set the switch to A U T O - U P and operate the p u s h b u t t o n . The A u t o Cycle mode should start w i t h the
A D V A N C E p u s h b u t t o n u n t i l 02 is indicated in display digits test.
the number o f credits display. 7. To gain manual c o n t r o l d u r i n g the D i s p l a y Digits Test,
The ball in play display should indicate each solenoid 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
number as it is being pulsed. the toggle switch set to M A N U A L - D O W N .

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 .

a. F r o m the D i s p l a y Digits, L a m p , or Solenoid Tests,


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 operate the A D V A N C E p u s h b u t t o n SECTION 6
u n t i l 03 is indicated on the n u m b e r o f credits display. MAINTENANCE

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

removed; i f a game R O M and P R O M s are used, J4 must be Power Supply Board


connected and J3 removed. Refer to tiie F o r e w o r d o f the Fuse F4 ( l O A SB or, for games w i t h four flippers, ISA SB)
Game M a n u a l for specific requirements i f earher C P U for flipper solenoids must be installed on the replacement
Boards must be used. T o replace the C P U B o a r d , proceed as board. Proceed as follows:
follows: 1. T u r n the game O F F .
1. T u r n the game O F F . 2. U n p l u g the six cables f r o m the board.

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

Table 3. Typical Voltage Measurements

METER MEASURE TYPICAL


VOLTAGE SETTING ACROSS READING

Unregulated + 50V dc (+) F5 + 1IV dc


Logic Supply (-) Ground

Logic B+ + IOV dc (+) 3J6-7 + 5.1V dc


(Gray Lead)
(-) Ground

Lamp Supply + 50V dc (+) F3 + 18V dc


(-) Ground

Solenoid Supply +50V dc (+) F2 +40V dc


(-) Ground

Display Voltage +250V dc (+) 3J5-4 CAUTION +100V dc


(Brown-White lead) HIGH
(-) Ground VOLTAGE

-250V dc (+) 3J5-3 CAUTION -lOOV dc


(Orange and White- HIGH
Black Leads) VOLTAGE
(-) Ground

General lOV ac (+) Fuse Card Fuse 6.3V ac


Illumination (-) Fuse Card Terminal
i _ 1

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.

IC3 IC4 IC5 IC6


102

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

JUMPERS (X = connected, O = removed)

APPLICATIONS W2 W3 W4 W5 W6 W7 W8 W9 WIO Wll WI2 W13


2K ROMs (White Labels) X 0 0 X 0 X 0 X X 0 0 0
4K ROMs (Blue Labels) 0 X 0 X o X 0 X X 0 o 0
Laser Ball with Sound
PROM 0 X X o X 0 X o 0 X X o
Later Sound PROMs o X X o X o X o o X X o
Notes:
1. Jumper W l must be connected on games without Speech Module. I t must be removed for speech.
2. Jumper W15 always connected.

Figure 4. Sound Board Jumper Details


21
496

Sound Board and Speech Module Self-Tests Sound Board Self-Test


Depressing the Diagnostic pushbutton switch on the Sound When a Sound R O M is used, depressing the diagnostic
Board initiates the self-tests. The test first checks the pushbutton causes a check of the I C I 2 R O M . I f the chip
contents of Sound R O M (1CI2). If the chip passes its test the passes its test the test proceeds to produce several electronic
test proceeds to produce several sounds from IC12 Sound sounds. The cycle just described is then repeated from the
R O M and then produces speech from the ROMs on the test of ICI2. For games using a sound P R O M , a similar
Speech Module. The cycle just described is then repeated sequence is performed. To terminate the Self-Test, the game
from the test of ICI2. To stop the self-test the game must be must be turned OFF and back ON.
turned OFF and O N . For the self-test proceed as follows:
1. Perform the CPU Board Self-Test.
1. Perform the CPU Board Self-Test.
2. Morr.entarily depress the diagnostic pushbutton switch
2. Momentarily depress the diagnostic pushbutton on the on the Sound Board.
Sound Board.
3. I f no sounds are produced,check the volume control
3. I f no sounds are produced; and connections to it. Refer to Table 15.
a. Turn the game OFF, disconnect the Speech Module 4. I f sounds are produced but one or more sounds are
cable from the Sound Board, and connect a jumper missing in Solenoid Test 02, refer to Table 14.
from 10J4 pin 1 to the negative (-) terminal of C29.
b. Turn the game back ON and momentarily depress
the Diagnostic pushbutton on the Sound Board. I f Troubleshooting Charts
Sounds are now produced, refer to Table 13 for Tables 4 through !2 are used in conjunction with the
faulty Speech Module. diagnostic test descnbed in Section 5 to isolate problems
and repair faulty games. For specific problems with:
c. I f no sounds are produced,check volume control in
cabinet and connections to it. Refer to Table 13 for Game Operation -See Table 4
faulty Sound Board. Switches—See Table 5
Solenoids—See Table 6
4. I f only electronic sounds are produced with silent Lamps—See Table ~
intervals; Game does not operate or blows fuses—See Table 8
a. Check setting of balance control on Speech Module. Master Display —See Table 9
Player Display—See Table 10
b. Refer to Table 13 and troubleshoot for faulty Sound Losing memory—See Table 11
Board or Speech Module. No response to CPU Self-Tests or intermittent operation
See Table 12
5. I f only electronic sounds are produced without silent
intervals refer to Table 13 and troubleshoot for faulty
Sound Board or Speech Module.
Troubleshooting procedures provided in Tables 13, 14, and
6. I f only speech and is produced; 15 are to be used with Sound Board/Speech Module Self-
a. Isolate Sound Board as in 3. a., turn game back ON Tests described in Section 5. For certain types of problems,
and momentarily depress diagnostic pushbutton on use of Solenoid Test 02 is also necessary. Before
Sound Board. troubleshooting, perform the Self-Tests. The Self-Test
procedures provide a guide for use of the troubleshooting
b. I f the electronic sounds ase now produced check procedures.
Sound Analog connection to Speech Module and
check R8, R12, and R16 on Speech Module. I f no A multimeter and a pulse-stretching logic probe are required
other sounds are produced, refer to Table 13 for for fault isolation. When the procedures require checking for
faulty Sound Board. activity, use of the logic probe provides the better indication.
However, checking for meter deflection with the multimeter
7. I f sounds are produced properly but one or more set for AC voltage, should give an indication of activity.
sounds are missing in Solenoid Test 02, refer to Table When required to check for the occurrence of a pulse, the
14. logic probe is required.

Table 4. Game Operation and Adjusimenls

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)

1 SWITCH 4-8 S W I T C H E S A L L SWITCHES

Always Actuated Always Actuated Switch Closure Displays 1. Check adjustments


1. Check contacts 1. Check adjustments Multiple Switch Numbers 2. Check Connectors 2J2,
2. Check shorted wires 2. Check shorted wires on 1. Check adjustments 2J3, are not exchanged
playfield or to 2J2, 2J3 2. Check shorted wires on 3. Replace D r i v e r B o a r d
Never Actuates
3. Replace D r i v e r B o a r d playfield or to 2J2, 2J3
1. Check adjustment
. , ^ . 3. Replace D r i v e r B o a r d
2. Check b r o k e n wires Never Actuated
3. Check for open diode by 1. Check adjustment Switch Displays Incorrect
j u m p e r i n g across diode 2. Check b r o k e n wires on No.
and actuating. playfield or 2J2, 2J3 1. Check correct switch
3. Check plug 8P1/8J1 for chart for game and check
broken wires or pushed adjustment
out pins 2. Incorrect w i r i n g on play-
4. Replace D r i v e r B o a r d field 2J2, 2J3, or 8P1/8J1
3. Check Connector keying

Table 6. Solenoids
(Place Diagnostics in Test 02)

1 SOLENOID ALL SOLENOIDS

Never Actuates Always Actuated Never Actuated


1. Check solenoid C h a r t to verify 1. Shorted wire for that solenoid 1. Check for +28 V D C o n Power
number correct and in use 2. Shorted driver for that solenoid on Supply fuse 3 F 2 t o g r o u n d
2. B r o k e n wire to solenoid D r i v e r Board—replace D r i v e r 2. Check fuse 3 F 2 o n Power Supply
3. Shorted diode across solenoid Board 3. Check Connectors 3J3 and 3J4 o n
4. S h o r t e d / b u r n e d out solenoid Power S u p p l y
5. Open d r i v e r for that solenoid— 4. Check Connector 2J9, 2J10, 2J11,
replace D r i v e r B o a r d 2J12 for b r o k e n / s h o r t e d wires.
5. Replace D r i v e r B o a r d

FLIPPERS IN GENERAL

ONE FLIPPER A L L FLIPPERS

Never Operates Never Operate


1. Switch contacts on flipper b u t t o n open or out o f 1. Check Fuse 3 F 4 on Power Supply and 8P2
adjustment. connection.
2. Shorted diode across coil. 2. D i o d e or resistor in d r i v e r circuit shorted.
3. Relay 2Z1 on d r i v e r board faulty.
Flipper Weak
4. Other fault in driver circuit. Replace driver board.
1. Switch contacts on flipper b u t t o n out o f adjustment or
pitted contacts. Operates with Game Over, etc.
2. End of stroke switch on solenoid not adjusted 1. Replace D r i v e r Board
properly.
3. Check connections on solenoid and check for b i n d .

END-OF-STROKE A C T I V A T E D FLIPPER DUAL-ACTION FLIPPER PAIR

Never Operates Never Operates


1. End-of-stroke switch contacts on actuating flipper 1. Check connectors f r o m switches to b a c k b o x to D r i v e r
open or out o f adjustment. Board.
2. Switch contacts on flipper b u t t o n open or out o f
2. Check w i r i n g f r o m actuating flipper end-of-stroke
adjustment.
switch to flipper coil.
3. Shorted diode across coil.

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)

1 LAMP 4-8 L A M P S ALL LAMPS GENERAL ILLUMI.

Always O F F Always O F F Always O F F Always O N


1. Check B u l b 1. Check w i r i n g ( b r o k e n 1. Check fuse 3F3 on P o w e r Normal Condition
2. Check D i o d e (Observe wires) Supplv
Always O F F
Polarity) 2. Check Connectors (2J5, 2. Check for -18 V D C on
1. Check Fuse o n Fuse C a r d
3. Check w i r i n g ( b r o k e n 2J7) fuse ?F3 to g r o u n d
2. Check for +6.3 V A C
wires) 3. Check Connector 3J4
3. Replace D r i v e r B o a r d 3. Check Connectors (3J3)
4. Check Connector
Glows D I M 4. Check Connectors 9P1
Glows D I M 8P2 8 J :
1. Check B u l b (correct and 8 P 2 / 8 J 2
1. Check w i r i n g ( b r o k e n 5. Check w i r i n g ( b r o k e n or
#bulb) 5. Check w i r i n g ( b r o k e n or
wires) shorts)
2. Check Diode (Observe short)
2. Check Diode 6. Replace D n v e r B o a r d
Polarity) Glows D I M
3. Check Connectors (2J5, Glows D I M
3. Check w i r i n g (shorted 1. Check Hne voltage
2J7) 1. Check line voltaee
wires)
4. Replace D r i v e r B o a r d 2. Check for - i J V D C on
Always O N fuse 3F3 to g r o u n d
1. Check D i o d e (Observe Always O N
Polarity) 1. Check w i r i n g (shorted
2. Check w i r i n g (shorted wires)
wires) 2. Check Diodes
3. Check Connectors (2J5,
2 J 7)
4. Replace D r i v e r B o a r d
A l l lamps are N 4 4 or equivalent
A l l diodes are IN4001 or equivalent

Table 8. Inoperative or Blows Fuses

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

Table 9. Master Display


(Place Diagnostics in Display Digits Test)
USE E X T R E M E C A U T I O N W H E N M E A S U R I N G H I G H VOLTAGES!!!

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.

Table JO. Player Display


(Place Diagnostics in Display Digits Test)
USE E X T R E M E C A U T I O N W H E N M E A S U R I N G H I G H VOLTAGES!!!

1 PLAYER DISPLAY I N C O R R E C T / O F F 2-4 PLAYER DISPLAYS I N C O R R E C T / O F F

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.

Table II. Losing Memory

G A M E COMES UP I N TEST 04 G A M E GOES TO DIAGNOSTICS F R O M


WHEN TURNED ON G A M E OVER OR D U R I N G PLAY

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.

Table 12. No Response to CPU Self-Test or Intermittent Operation

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

Table 13. Sound Problems on Games with Speech Module Option

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. Check that j u m p e r W l on Sound B o a r d 1. —


w i t h interval are produced. is removed and check setting o f balance
c o n t r o l on Speech M o d u l e .
2. Check for Speech D a t a activity: 2. a. A c t i v i t y at b o t h pins, proceed.
a. Sound B o a r d I C I O p i n 39 b. A c t i v i t y at P I A none on Speech
*b. Speech M o d u l e I C I p i n 12 (13) M o d u l e ; check p l a t i n g and connec-
tions
c. N o activity; I C 9 on Sound B o a r d or
I C 2 on Speech M o d u l e faulty.
3. Check for Speech C l o c k activitv: 3. Same as 2
a. Sound B o a r d I C l O p i n 19
*b. Speech M o d u l e I C I pin 9 (14)
4. Check for audio f r o m Speech M o d u l e -1. a. 300 m V r m s ac typical, proceed,
* I C I pin 3 (2) b. N o ac; I C I or associated c i r c u i t r y
faulty.
5. Check for audio f r o m Speech M o d u l e 5. a. 2 V r m s ac typical. C4, C I 2 , R8, R12,
IC3 p i n 7 or R13 faulty. Repair or replace,
b. N o audio. 1C3 or associated c i r c u i t r y
faulty. Repair or replace.
*First p i n no. for C 8228 Speech M o d u l e ; no.
in parentheses for C 8226

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

Some words garbled. — Substitute new chips on Speech M o d u l e one


at a time for ICS, I C 6 , and I C 7 .

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.

TABLE CONTINUED ON NEXT PAGE

26
496

Table 13. Sound Problems on Games with Speech Module Option (con't)

SYMPTOM CHECK INDICATION/ACTION

FAULTY SOUND BOARD

O n l y speech produced — I C I 2 , I C I O , 1 C I 3 , or Q2 faulty.

N o sounds produced after 1. a. Disconnect !0P4. 1. a. H u m produced, proceed.


speech m o d u l e discon- b. S h o r t pins 1 and 2 o f board b. N o h u m , check speaker connection,
nected in accordance w i t h connector w i t h fingers and listen for and I C l and associated c i r c u i t r y .
diagnostic procedure. low-level h u m f r o m speaker.

2. Check + 5 V , + I 2 V , and -12V. 2. —


3. Check Q3 collector voltage. 3. a. +5V; proceed.
b. OV; Q3, Q4, or associated c i r c u i t r y
faulty.
4. Check for activity at 1C9 p m 37. 4. a. N o activity Y l or I C 9 faulty.
b. A c t i v i t y . Substitute new plug-in chips
or replace sound board.

Table 14. Solenoid Test Sound Troubleshooting

SYMPTOM CHECK

Functions p r o p e r l y in Self-Test but 1. Check connection at 10P3 and 2P9.


one or more sounds missing i n 2. Replace R O M or P R O M
solenoid test. 3. Check for pulse f r o m D r i v e r B o a r d , replace driver i f pulse missing
4. Check for pulse f r o m S o u n d B o a r d buffer; replace buffer i f pulse missing
5. Check f o r pulses f r o m I C 6 o u t p u t ; replace I C 6 i f any pulses are missing.
6. Replace Sound B o a r d

Functions p r o p e r l y in Self-Test, 1. Check connectors I0P13 and 2P9.


but all sounds are missing in 2. Replace R O M or P R O M
solenoid test. 3. Remove connector 10P3 and m o m e n t a r i l y g r o u n d one o f the used
pins at 10J3. I f a sound is produced a solenoid d r i v e r transistor is stuck
on. Repair or replace D r i v e r B o a r d
4. Check that buffers are not stuck l o w that I C 6 o u t p u t is not stuck high.
Replace faulty chip
5. Replace Sound B o a r d

Table 15. Troubleshooting Games without Speech Module Option


No Sounds Produced in Self- Test

CHECK INDICATION/ACTION

1. Check +5V, +12V, and - I 2 V 1. —


2. a. Disconnect I0P4. 2. a. H u m produced; proceed.
b. S h o r t pins 1 and 2 o f b. N o h u m , check speaker connections
board connector w i t h fingers and I C l and associated c i r c u i t r y .
and listen for low-level h u m .

3. Check Q3 collector voltage. 3. a. +5V; proceed.


b. OV, Q3, Q4 or associated circuitry
faulty.

4. Check for activity at ICIO Pin 37. 4. a. N o activity; Y l or I C i O faulty,


b. A c t i v i t y . Substitute new plug in
chips or replace Sound B o a r d .

27
496

SECTION 7 Table 16. Solenoid Connections


INTERCONNECTION CHARTS SOL. WIRE DRIVER
The following interconnection charts are used to identify the NO. COLOR CONNECTIONS TRANS.
color and pin number of all the wires for all the components. 01 GRY-BRN PI 1-4, 8P3-17 Q15
The following conventions are used throughout— o; GRY-RED Q17
2P1 1-5, 8P3-I8
03 GRY-ORN 2Pi 1-7, 8P3-I9 QI9
1. IJI is connector J l on board 1. 04 GRY-YEL 2PI 1-8, 8P3-20 Q2I
3J6 is connector J6 on board 3. 05 GRY-GRN 2P1 1-9, 8P3-2I Q23
06 GRY-BLU 2P1 1-3. 8P3-22 Q25
2. J designations refer to the male part of plug. 0" GRY-VIO 2PI1-2, 8P3-23 Q27
OS GRY-BLK 2P1 1-1, 8P3-24 Q29
P designations refer to the female part of plug. 09 BRN-BLK 2P9-9,10P3-3 Q3I
3. The prefix numbers are as follows: 10 3RN-RED 2P9-7.10P3-2 Q33
1i BRN-ORN 2P9-1, 10P3-5 Q35
1. CPU Board i: BRN-YEL 2P9-2, 10P3-4 Q37
2. Driver Board 13 BRN-GRX 2P9-3, I0P3-7 Q39
3. Power Supply Board 14 BRX-BLi; 2P9-4, 7PI-16 Q41
4. Master Display Board 15 BR\-MO 2P9-5, 7P1-17 Q43
5. Slave Display Board 16 BRN-GRV 2P9-6, 7PI-18, 7P2-4 Q45
6. Back Box Miscellaneous *r BLL-BRX 2P12-7, 8P3-11 Q2
7. Cabinet BLL-RED 2P12-4. 8P3-I2 Q4
8. Playfield *19 BLT-ORN 2P12-3. 8P3-13 06
9. Insert Board '20 BLL-YhL 2P12-6. 8P3-I4 Q8
10. Sound Board *21 BLi;-GRX 2P12-S. 8P3-15 QIO
I I. Not Assigned BL.l-BLK 2P12-9. 8P3-16 QI2
12. Optional Speech Module
Refer to Table 15 for solenoid connections. Figure 12
provides identification of connectors used in the game.
*NOTES:
I. Special switch connections for solenoids 17 through 22
are as follows:
17 - ORX-BRN - 2P13-5. 8P3-5
18 - O R N - R E D - 2P13-3, 8P3-6
19 - ORN-BLK - 2PI3-2, 8P3-7
20 - ORN-YEL - 2P13-4, 8P3-8
21 - ORN-GRN - 2P13-8, 8P3-9
22 - ORN-BLU - 2P13-9, 8P3-10
2. Solenoid 15 may be used on playfield or may drive
lamps on Insert Board. BRN-VIO wire is then
connected to 6P2, 8P3-14, or 9P6-2.
3. Typical wiring for solenoids and special switches:

pj^yyy^ RED(B+)

->1-
BLK (GRD)

28
496

M A L E CONNECTORS AND F E M A L E RECEPTACLES


(UNLESS SPECIFIED OTHERWISE A L L CONNECTOR HOUSINGS ARE WHITE)

METAL PINS METAL PINS


5A-9076 5A-9077

_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

CPU BOARD D R I V E R BOARD


Pin Wire Color Function
Pin W ire Color Function
IJl - INTERBOARD CONNECTOR 2P1 - I N T E R B O A R D CONNECTOR
1P2 - L O G I C P O W E R B U S I N P U T *2P2 - S W I T C H C O L U M N DRIVE
1 Black Logic Ground 1 Green-Gray Switch C o l u m n #8
2 Black Logic G r o u n d ") Green-Violet Switch C o l u m n #7
3 Black Logic Ground ^ Gr;en-Blue Switch C o l u m n #6
4 Gray L o g i c B+ (+5 V D C ) 4 Kev Key
5 Gray L o g i c B+ (+5 V D C ) 5 Green-Black Switch Column #5
6 Gray L o g i c B+ (+5 V D C ) 6 G'rrl-'i'ellOW Switch Column #4
7 Key Key G-:":'--Orange Switch Column #3
8 N/C N o t Used 8 G —-Red Switch Column #2
9 Gray-White L o g i c B+ (+12 V 9 G-rr--Bro\vn Switch Column #1
Unregulated)
2P3 - S W I T C H R O W I N P U T S
1P3 - D I S P L A Y B L A N K I N G
1 \V-;:r-Grav Switch R o w #8
1 N/C N o t Used Key
2 N/C N o t Used \t Switch Row #7
3 Key Key 4 Switch Row #6
4 Blue-White Display Blanking Switch Row #5
6 Switch Row #4
1P4 - D I A G N O S T I C S W I T C H I N P U T S Switch Row #3
1 Black-Red 8 \\h::e-Rec ^ Switch Row #2
M e m o r y Protect I n t e r l o c k
White 9 Wn-e-Brown Switch Row #1
2 Diagnostic C o m m o n
3 Green Diagnostic Advance
2P4 - L A M P P O W E R B U S
4 Blue Diagnostic A u t o / M a n .
1 Blue L a m p B+
1P5- M A S T E R D I S P L A Y B C D OUTPUTS Blue L a m p B+
Blue-Yellow Kev Key
1 Display BCD Dl
4 Blue L a m p B+
2 Blue-Orange Display BCD CI
5 Blue L a m p B+
3 Blue-Red Display BCD Bl
6 N/C N o t Used
4 Blue-Brown Display BCD Al
7 Blue L a m p B+
5 Blue-Gray Display BCD D2
8 Blue L a m p B+
6 Key Key
9 Blue L a m p B+
7 Blue-Violet Display B C D C2
8 Blue-Black Display B C D B2
2P5 - L A M P C O L U M N DRIVE
9 Blue-Green Display B C D A2
1 Yellow Violet Lamp C o l u m n #7
1P6 - M A S T E R D I S P L A Y S T R O B E O U T P U T S 2 Yellow G r a y Lamp C o l u m n #8
3 Yellow Green Lamp C o l u m n #5
1 Violet-Gray Display Strobe #16
4 Key Key
2 Violet-Black Display Strobe #15
5 Yellow-Blue Lamp Column #6
3 Violet-Blue Display Strobe #14
6 Yellow-Orange Lamp Column #3
4 Violet-Green Display Strobe #13
7 Yellow-Black Lamp Column #4
5 Violet-Yellow Display Strobe #12
8 Yellow-Brown Lamp Column #1
6 Violet-Orange Display Strobe #11
Key 9 Yellow-Red Lamp Column #2
7 Key
8 Violet-Red Display Strobe #10
2P6 - L A M P G R O U N D S
9 Violet-Brown Display Strobe # 9
1 Black Lamp Ground
1P7 - M A S T E R D I S P L A Y S T R O B E O U T P U T S 2 Key Key
3 Black Lamp Ground
1 Brown-Gray Display Strobe #8
4 Black Lamp Ground
2 Brown-Violet Display Strobe #7
5 N/C Not Used
3 Brown-Blue Display Strobe #6
6 Black Lamp Ground
4 Brown-Green Display Strobe #5
7 Black Lamp Ground
5 Brown-Yellow Display Strobe #4
8 Black Lamp Ground
6 Brown-Orange Display Strobe #3
9 Black Lamp Ground
7 Brown-Red Display Strobe #2
8 Key Key *A1I Switch columns are not always used.
9 Brown-Black Display Strobe #1

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

^2P7- L A M P ROW DRIVE 2P12 - S P E C I A L S O L E N O I D S D R I V E

1 Red-Brown Lamp Row #1 1 Orange- Violet Right F l i p p e r Enable


2 Red-Black Lamp Row #2 2 Orange -Gray Left F l i p p e r Enable
3 Red-Orange Lamp Row #3 3 Blue-Orange Solenoid 19 (Special Solenoid 3)
4 Red-Yellow Lamp Row #4 4 Blue-Red Solenoid 18 (Special Solenoid 2)
5 Red-Green Lamp Row #5 5 Key Key
6 Red-Blue Lamp Row #6 6 Blue-Yellow Solenoid 20 (Special Solenoid 4)
7 Key Key 7 Blue-Brown Solenoid 17 (Special Solenoid i)
8 Red-Gray Lamp R o w #8 8 Blue-Green Solenoid 21 (Special Solenoid 5)
9 Red-Violet Lamp R o w #7 9 Blue-Black Solenoid 22 (Special Solenoid 6)

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

2P9 - C A B I N E T S O L E N O I D S D R I V E POWER SUPPLY


Brown-Orange Solenoid 11 Sound 3P1 - P O W E R B U S I N P U T S
Green-Violet Solenoid, 12 Sound
\'iolet Lamps (+18 V D C )
Brown-Green Solenoid 13 Sound Solenoids (+28 V D C )
2 Orange
Brown-Blue Solenoid 14 Credit K n o c k e r N o t Used
3 N/C
Brown-Violet Solenoid 15 90 V A C
4 White
Brown-Gray Solenoid 16 Coin Lockout
5 N/C N o t Used
Brown-Red Solenoid 10 Sound
6 N/C N o t Used
Key Key
7 N/C N o t Used
Brown-Black Solenoid 9 Sound
8 N/C N o t Used
9 White 90 V A C
2P10 - S O L E N O I D G R O U N D S 10 Gray 18.7 V A C
1 Black Solenoid Ground II Gray 18.7 V A C
2 Black Solenoid Ground 12 Gray-White 18.7 V A C C.T.
3 Black Solenoid Ground
4 Black Solenoid Ground 3P2 - P O W E R B U S I N P U T S
5 Key Key N o t Used
N/C
6 N/C N o t Used Not Used
2 N/C
7 Black Solenoid Ground Solenoid Rect.
3 Black
8 Black Solenoid Ground 4 N o t Used
N/C
9 Black Solenoid Ground 5 N o t Used
N/C
6 Black L a m p Rect.
2Pn - PLAYFIELD SOLENOIDS DRIVE
1 Gray-Black Solenoid 8 3P3 - S O L E N O I D P O W E R B U S
2 Gray-Violet Solenoid 7 N/C Not Used
1
3 Gray-Blue Solenoid 6 Black
*2 Ground
4 Gray-Brown Solenoid 1 Black G r o u n d (Spec. S w i t c h C o m m o n )
3
5 Gray-Red Solenoid 2 Blue F l i p p e r B+ (+28 V D C )
4
6 Key Key Blue F l i p p e r B+ (+28 V D C )
5
7 Graj'-O range Solenoid 3
6 Red Solenoid B+ (+28 V D C )
8 Gray-Yellow Solenoid 4
7 Red Solenoid B+ (+28 V D C )
9 Gray-Green Solenoid 5
*8 Red + 28 V D C
9 Key Key

*Connections p r o v i d e d at 3P3-2 and -8 only o n games w i t h


solenoid-controlled lamps on Insert B o a r d .

31
496

POWER S U P P L Y (con't) MASTER DISPLAY


Pin Wire Color Function
Pin Wire Color Function
4P2 - M A S T E R D I S P L A Y P L A Y E R #2
3P4 - L A M P & S O L E N O I D P O W E R B U S
1 White-Black
1 Black Ground
2 Red-Black
2 Black Ground
? Red-Brown
3 Black Ground
4 Red-Orange
4 Black Ground
5 Red-Yellow
5 Blue L a m p B+ (+16 VDC)
6 ^"^llow
6 Blue L a m p B+ (+16 VDC)
Green
7 Blue L a m p B+ (+16 VDC)
S Orange
8 Blue L a m p B+ (+16 VDC)
9 N
9 Black Ground
\'!o;et
10 Black Ground Blue
II Black Ground Red
12 Black Ground

3P5 - D I S P L A Y P O W E R BUS Rrc-Green


1 Black Ground
2 N/C N o t Used
4P3 - M A S T E R D I S P L A Y P L A Y E R #3
3 Orange & W h t . - B l k -100 V D C
Cathode Keep A l i v e
4 Brown +100 V D C
lOO's
5 Key Key
Oran;e-Gree- 1 GOO'S
6 Gray Logic B+ (+5 V D C ) N C Kev
Orange-Blue lo.boo's
3P6 - L O G I C P O W E R B U S
6 O r a n g e - \t lOO.OOO-s
1 N/C N o t Used Orange-Brown Units
2 N/C N o t Used 9 Brown
3 N/C N o t Used 10 Red b
4 N/C N o t Used 11 Blue f
5 Key Key 12 Violet g, Segments
6 Gray-White Logic B+ (+12 V 13 Orange c
Un-regulated) 14 Green e
7 Gray Logic B+ (+5 V D C ) 15 Yellow d
8 Gray Logic B+ (+5 V D C )
9 Gray Logic B+ (+5 V D C ) 4P4 - M A S T E R D I S P L A Y P L A Y E R #4
10 Gray Logic B+ (+5 V D C )
Yellow d
II Black Ground
2 Green e
12 Black Ground
3 Orange c
13 Black Ground
4 Violet g ) Segments
14 Black Ground
5 Blue f
15 Black Ground
6 Red b
7 Brown a
MASTER DISPLAY 8 Yellow-Brown Units
4P1 - M A S T E R D I S P L A Y P L A Y E R #1 9 Yellow-Red lO's
10 Yellow-Orange lOO's
I Brown-Black Units
11 N/C Key
2 Brown-Red lO's
12 Yellow-Green 1 OOO's
3 Brown-Orange lOO's
13 Yellow-Blue 10,000's
4 Brown-Yellow 1,000's
14 Yellow-Violet 100,000's
5 Brown-Green 10,000's
15 White-Black C a t h o d e Keep A l i v e
6 N/C Key
7 Brown-Blue 100,000's
8 Brown a
9 Red b
10 Blue f
11 Violet g ) Segments
12 Orange c
13 Green e
14 Yellow d
is White-Black C a t h o d e Keep A l i v e

32
496

MASTER DISPLAY PLAYER DISPLAYS


Pin Wire Color Function
Pin Wire Color Function
5P2 - P L A Y E R #2 S L A V E D I S P L A Y
'4P5 MASTER DISPLAY STROBE INPUTS
Blue f
1 N/C N o t Used
2 Violet g
2 Brown-Gray Strobe ^ 8
3 Red-Blue 100,000's
3 Brown-Violet Strobe # 7
4 Green e
4 Violet-Gray Strobe #16
5 Yellow d
5 Violet-Black Strobe #15
6 Red-Green 10,000's
6 Brown-Black Strobe # 1
7 Red-Yellow 1,000's
7 Brown-Red Strobe # 2
8 N/C N o t Used
8 Brown-Orange Strobe # 3
9 Brown-White A n o d e Keep A l i v e
9 Brown-Yellow Strobe # 4
10 White-Black Cathode Keep A l i v e
10 Brown-Green Strobe # 5
11 Red-Orange lOO's
11 Brown-Blue Strobe # 6
12 Red-Brown lO's
12 Violet-Red Strobe #10
13 N/C Key
13 Violet-Orange Strobe #11
14 Orange c
14 Violet-Blue Strobe #14
15 Red-Black Units
15 Violet-Brown Strobe # 9
16 Red b
16 Violet-Green Strobe #13
17 Brown a
]7 Violet-Yellow Strobe #12
18 N/C N o t Used
N/C N o t Used

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

Blue- Red Bl Blue f


2 Violet p
Blue- Orange CI
Blue- W h i t e Blanking 3 Orange-Violet IOO,000's
Blue- Yellow Dl 4 Green e
Blue- B r o w n Al 5 Yellow d
Blue- Black B2 6 Orange-Blue 10,000's
Blue- Violet C2 7 Orange-Green 1,000's
Blue- G r a y D2 8 N/C N o t Used
Blue- Green A2 9 Brown-White A n o d e Keep A l i v e
10 White-Black Cathode Keep A l i v e
4P7 - M A S T E R D I S P L A Y P O W E R INPUTS 11 Orange-Yellow lOO's
12 Orange-Red lO's
White-Black Keep A l i v e -100 V D C 13 N/C Key
2 Brown + 100 V D C 14 Orange c
3 Gray Logic B+ (+5 V D C ) 15 Orange-Brown Units
4 N/C N o t Used 16 Red b
5 Black Ground 17 Brown a
6 Orange -100 V D C
N/C N o t Used

PLAYER DISPLAYS 5P4 - P L A Y E R #4 S L A V E D I S P L A Y


5P1 - P L A Y E R #1 S L A V E D I S P L A Y
1 Blue f
Blue f 2 Violet g
2 Violet g 3 Yellow-Violet 100,000's
3 Brown-Blue 100.000's 4 Green e
4 Green e 5 Yellow d
5 Yellow d 6 Yellow-Blue 10,000's
6 Brown-Green 10,000's 7 Yellow-Green 1,000's
7 Brown-Yellow 1,000's 8 N/C N o t Used
8 N/C N o t Used 9 Brown-White A n o d e Keep A l i v e
9 Brown-White A n o d e Keep A l i v e 10 White-Black C a t h o d e Keep A l i v e
10 White-Black Cathode Keep A l i v e 11 Yellow-Orange lOO's
11 Brown-Orange lOO's 12 Yellow-Red lO's
12 Brown-Red lO's 13 N/C Key
N/C Key 14 Orange c
14 Orange c 15 Yellow-Brown Units
15 Brown-Black Units 16 Red b
16 Red b 17 Brown a
17 Brown a 18 N/C N o t Used
N/C N o t Used
33
496

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

P L A Y F I E L D (con't) I N S E R T BOX (con't)


Pin Wire Color Function Pin Wire Color Function

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

1 Yellow 6.3 V A C D i s p l a y Lamps 1 N/C N o t Used


2 Yellow-White 6.3 V A C D i s p l a y Lamps 2 Red Speaker +
3 N/C N o t Used 3 Black Speaker C o m
4 Yellow 6.3 V A C D i s p l a y Lamps 4 N/C N o t Used
5 Yellow-White 6.3 V A C D i s p l a y Lamps
6 Yellow-Violet L a m p C o l u m n #7 10P3 - S O U N D S E L E C T I N P U T S
7 Yellow-Gray L a m p C o l u m n #8 I Key Key
8 Red-Brown Lamp Row # 1 2 Brown-Red Sound (10)
9 Red-Black L a m p R o w #2 3 Brown-Black Sound (9)
10 Red-Orange L a m p R o w #3 4 Brown-Yellow Sound (12)
1 1 Red-Yellow L a m p R o w #4 5 Brown-Orange Sound ( I I )
12 Red-Green L a m p R o w #5 6 N/C N o t Used
13 Red-Blue • L a m p R o w #6 7 Brown-Green Sound (13)
14 Red-Violet L a m p R o w #7 N/C N o t Used
15 Red-Gray L a m p R o w #8 N/C N o t Used

*On some games B r o w n - V i o l e t wire is connected to 8P3-4 for 10P4 - R E M O T E V O L U M E C O N T R O L


Solenoid 15 and Solenoid 20 is not used. 1 Red In
* O n games w i t h dual-action flippers Black-Blue and Black- 2 Black Out
Y e l l o w wires are connected to 8P3-9 and -15 for left and 3 N/C Key
r i g h t f l i p p e r switches, respectively. O n these games. 4 Shield Shield
Solenoid 21 is not used.

12P1/10J5 - S P E E C H M O D U L E INTERCONNECT

*9P6 used only on games w i t h solenoid controlled lamps on


insert board.

35

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