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GAME No. 0B87 
Form No. 0B87-00300 





WARNING 

THIS GAME MUST BE GROUNDED. FAILURE TO DO SO MAY 
RESULT IN DESTRUCTION TO ELECTRONIC COMPONENTS 


WARNING: This equipment generates uses and can rad, ate rad,o frequency energy and ,t no. and used m 
accordance with the instructions manual may cause interference to radio communications It has been tested 

Tcc R uT M C 7 Py W 'd ,he " T '° r a CLASS A compu,m 9 device pursuant to SUBPART J of PART IS of 
FCC RULES which ^e designed to provide reasonable protection against such interference when operated 
m a commerical environment Operation of this equipment m a residential area ,s likely tocause interference in 
which case the user at his own expense will be required to take whatever measures may be required to correct 


ELECTRICAL BULLETIN: FOR ALL APPARATUS POVFRFn rv n amai-siam 

STANDARDS ASSOCIATION (CSA) STANDARD C22 2 7} 7 WHICH FMPmS^A 
SUPPLY CORD TERMINATED WITH A POLARIZED 2^PR0NG ATT^CHM^NT^PLUcf. A 

CAUTION: JP P^y^N 1 ELECTRIC SHOCK DO NOT USE THIS (POLARIZED) 

PLUG WITH AN EXTENSION CORD, RECEPTACLE OR OTHER OUTI FT 
^SSTHE BLADES CAN BE FULLY INSERTED TO PREvInT°BLADE 

ATTENTION: P°UR p REVENIF 'CHOCS ELECTRIQUES NE PAS UTILISER CETTE 

& C JranW 

d E e T c R o E u^e S r E t REES a F0ND 


tfsatfty MIDWAY 




OUR TOLL FREE numbers for 

SERVICE INFORMATION CONCERNING THIS GAME, OR ANY 
OTHER BALLY MIDWAY GAME YOU NOW HAVE ON LOCATION 

CALL US FOR PROMPT, COURTEOUS 
ANSWERS TO VOUR PROBLEMS. 

VIDEO — Continental U.S. 1-800-323-7182 

PINBALL mm Continental U.S. 1-800-323-3555 
(/Satty MIDWAY 


-r°601 West Belmont Avenue Frank!, n Park Illinois 6013! 


phone 0 / 2 / 45/-9200 


‘ COPYRIGHT MCMLXXXIV BY BALLY MIDWAY MFG. CO. ALL RIGHTS RESERVED 

BELMONT AVE.. FR^UN pIrk IL 6 OI 3 T PERM ' SSI ° N RE ° UESTS ' WRITE: BALLY MIDWAY MFG. CO.. 10601 W.' 


Printed in U.S. A. 




Installation and General Game Operation Instructions 

INDEX 


I. 

II. 

ill. 

IV. 

V. 


VI. 

VII. 
VIII 

IX. 

X. 

XI. 


INSTALLATION 

GENERAL GAME OPERATION 

BOOKKEEPING FUNCTIONS 

FEATURE OPERATION AND SCORING 
GAME ADJUSTMENTS 

A. PLAYFIELD ADJUSTMENTS 

B. BACKBOX ADJUSTMENTS 

CREDITS/COIN 

MAXIMUM CREDITS 

BALLS/GAME 

MATCH FEATURE OPTION 

CREDIT DISPLAY 

HIGH SCORE FEATURE OPTION 

HIGH SCORE TO DATE 

GAME FEATURE OPTIONS 

SOUND OPTION 

C. FRONT DOOR GAME ADJUSTMENTS 

HIGH SCORE FEATURE 

HIGH SCORE TO DATE FEATURE 

RECOMMENDED SCORE CARDS 

RECOMMENDED SETTINGS 

ROUTINE MAINTENANCE ON LOCATION 
TROUBLE SHOOTING ON LOCATION . . . 

SERVICE/PARTS 

PARTS LIST 


PAGE 
. 1 
. 2 
. 3 
. 4 
. 5 
. 5 
. 5 
. 5 
. 6 
. 6 
. 6 
. 6 
. 6 
. 6 
. 7 
. 7 

. 8 
. 8 
11 
12 
13 
13 
19 

20-35 


BLOCK DIAGRAM-ELECTRONIC PINBALL GAME 


A14: 

SQUAWK AND 

TALK 

MODULE 


SWITCH 

MATRIX 

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I 


I. INSTALLATION 

Assemble the game as follows: 

Bolt legs to cabinet. Bolt back box to cabinet. Use flat washers under bolt heads Gentlv feed 
cable connectors and ground braid through cable port in back box. Screw arnnnH hrain ♦ 
braid in back box. Carefully and fully insert connectors on printed circuit assemblies 

On all games there are certain items that should be checked after shipment These are visual 
inspections which may avoid time consuming service work later. Minor troubles caused hv 
abusive handling in shipment are unavoidable. Cable connectors may be loosened switches 
(especially tilt switches) may go out of adjustment. Plumb bob tilt switch should aiwavs he 
adjusted after game is set on location and leg levelers are adjusted. 

Visual inspections before plugging in line cord : 

1 . Check that all cable connectors are completely seated on printed circuit assemblies. 

2. Check that cables are clear of all moving parts. 

3. Check for any wires that may have become disconnected. 

!hS heCk , SW !! Che !j° r '° 0Se SOlde,: 0r other forei 9 n material that may have come loose in 
shipment and could cause shorting of contacts. 

5 Check wires on coils for proper soldering. Cold solder connections may not show uo in 
factory inspection, but vibration in shipment may break contact. 

6. Check that fuses are firmly seated and making good contact. 

7. Check the transformer for any foreign material shorting across wiring lugs. 

8. Check wiring of transformer to correspond to location voltage. See figure 1. 

Check adjustment of the three (normally open) tilt switches: 

1 . Panel tilt on bottom of playfield panel . 

2. Plumb bob tilt on left side of cabinet near front door. 

3. Ball tilt above plumb bob tilt. Insert the smaller ball ( 1 5/16" dia.) into the ball tilt assemblv 
Raised JUS hG braCkGt S ° thG ba " WHI r ° H free t0 C ° ntact the switch blade ’ if front of cabinet fs 

TRANSFORMER CONNECTION INSTRUCTIONS 


REFER TO POWER SUPPLY SCHEMATIC 
IN GAME MANUAL FOR TABLE “A” 


115 VAC, 2-8,3-6,7-10 
120 VAC, 2-8,4-6.7-1 1 
220 VAC. 4-8. 7-9 
240 VAC, 4-8.7-11 


PART OF POWER-TRANSFORMER MODULE A2, LOCATED IN LOWER CABINET 



II. GENERAL GAME OPERATION 
Place ball into playfield by outhole. 

Coin game. Coin should be rejected. Plug in line cord. Move power ON-OFF master switch at 
bottom right front corner of cabinet to ‘ON’ position. The game will play a power-up tune to 
announce game-readiness. Drop targets are reset, scores are set to zero, alternating with the 
High Score to Date, and the game is ready for play. Coin game. The game should accept the 
coin and post credits* for coins accepted (adjustable). Pressing the credit button on the door will 
cause the outhole kicker to serve the ball to the shooter alley. The 1st player-up iite is lit A 
game-up tune* is played to announce play-readiness. ’ ' ~ 

One player is posted each additional time the credit button is pressed (one to four can play). The 
credits are reduced by one each time the credit button is pressed until the credits are reduced to 
zero. 

Shooting the ball initiates play. 

The game awards all points earned by the player. If spinner is turning and scoring when the ball 

hits a target, the spinner and the target scores are awarded. 

When the ball enters the outhole, the bonus score is added to the total score. The player-up 
and/or ball in play on the back box is advanced one position. The outhole kicker serves the ball 
iO the shooter alley and play is resumed. This continues until each player has played the 
allowable number of balls per game (adjustable). At this time the ‘Game Over’ light is lit A 
random Match* number appears and the ‘Match’ light is lit. If the number is the same as the last 
two digits in a player’s score, a free game is awarded. 

Extra balls won during the course of the game are played immediately after the player s regular 
ball enters the outhole. The player-up and/or ball in play on the back box are not advanced for 

extra ball play. Bonus score is added to the player s score before the game serves the extra ball 
for play. 

Scoring over 10,000,000 gives “High Score to Date” award. 

At the end of the game, a High Score to Date is alternately flashed with all 4 player scores If the 
‘High Score to Date’ is beat, this feature* awards free games. 

Tilting the game results in loss of a ball. The flippers, thumper-bumpers, etc., go ‘dead.’ Bonus 
points are not scored. The purpose of the tilt penalty is to discourage the player from jostling the 
machine in an attempt to prolong play. Game action becomes normal after the ball kicker 
assembly serves the ball to the shooter alley. 

Slamming the machine results in loss of the game. All feature lights go out, the game goes 
dead, and a time delay occurs. The purpose of the time delay is to discourage unnecessary 
abuse of the machine. After the delay, the Game Over’ light lites and the power-up tune is 
played. The time delay occurs anytime one of the slam switches is made to contact. There are 
two factory installed slam switches, on the front door, and one on left side of cabinet. (Any 
number of slam switches could be installed by the operator, to meet his individual requirement.) 
The switch should be adjusted to have approximately 1/16" gap between the contacts. The 
weighted blade should be adjusted to attain the desired sensitivity. Decreasing the gap 
between contacts will make the switch more sensitive. Opening the gap will reduce sensitivity. 


'Some tunes and features can be disabled by operator If so desired See Back Box Adjustments 
NOTE; ; Scoring and feature units will differ from game to game. 


2 


III. BOOKKEEPING FUNCTIONS 

The game is designed to help the operator perform certain accounting functions. The game can 
display the number of total plays and replays (free games). It can display the number of coins 
dropped down each coin chute. The bookkeeping functions are displayed on all player score 
displays simultaneously. An identification number, 05 to 15, appears on the Match/Ball in Play 
window as follows: 1 

05 — 00 to — 40 = Current Credits 

*06 100000 to — 99999 = Total Plays (Payed & Free Games) 

*07 10000 to — 99999 = Total Replays (Free Games) 

08 — 00 to — 99999 = Game Percentage 

09 00 to 99999 = Total times ‘High Score to Date’ is beat 

*1 0 — 1 0000 to — 99999 = Coins Dropped thru Coin Chute #1 
*11 — 1 0000 to — 99999 = Coins Dropped thru Coin Chute #2** 

*1 2 — 1 0000 to — 99999 = Coins Dropped thru Coin Chute #3** 

*1 3 00 to — 99999 = Number of Specials awarded from Panel Specials Only 

*14 — 00 to — 99999 = Numberof minutes of Game Play 

*1 5 — 00 to — 99999 = Number of Service Credits 

The game displays the first bookkeeping entry if the Self-Test button (See Fig. Ill) on the inside 
of the front door is pressed ten times. Alternately push and release the Self-Test button at one 
second intervals. The number 05 appears in the Match/Ball in Play’ window. Current credits 
appear on the player score displays. Each additional press of the button causes the next entry 
to be displayed. 

After the data in each bookkeeping register is recorded, it can be set to zero simply by pressing 
switch button S33, located on A4, the MPU module in the back box (See Fig. Ill), or by pressing 
the Coin Chute #3 switch. Any or all registers can be cleared by alternating between the 
Self-Test button and the switch button S33 on the MPU module or Coin Chute #3 switch. The 
operator is given this option as a possible convenience and can elect to use or not use it as his 
needs direct. 

Pressing the button 5 more times causes the game to play the power-up tune and liqht the 
Game Over light. 

Service credits are designed to allow the serviceman to test the game under actual play 
conditions without disturbing the bookkeeping records that reside at identification numbers 06 ' 
07, 10, 11 and 12. 

To obtain Service Credits, push and release the Self-Test switch until identification number 05 
appears in the Match/Ball in Play’ window. Hold in the Credit button until the desired number of 
Service Credits (up to five) appears on the player score displays. 

NOTE: If, upon accessing identification number 05, a number of credits greater than five is 
displayed, pressing the credit button has no effect. 

Identification number 1 5 is reserved as a record of the number of Service Credits used. 

•The 1 0,000 level is pre-set at the factory; can be set to zero, initially, it desired . " 

If Coin Chute is not used in game, number displayed (if other than 00) on Player Score displays has no significance. 

NOTE: if Total Play register is reset to zeroes then Total Replays" register should also be reset to zeroes to maintain the 
game percentage value. 


3 


A. ABCD FEATURE: FEATURE OPERATION & SCORING 

Making A & B top rollovers, top arrow lites alternate to score 25,000 points. 

Making A-B-C & D rollovers, drops one or two drop targets from 7 bank (depending on SW. #8 setting) 
and lites the right lane lite for 20K 1st time, 40K 2nd, 60K 3rd & so on. 

A-B-C-D also flashes the bumper for 3000 points when made in this sequence. 1st time left bumper, 
2nd time right bumper, 3rd time bottom bumper. Bumper flashing will reset after each ball. 

B. SAUCER FEATURE 

Saucer scores top Right lane SPL W/L and scores 500 or 7000 points for each lit ball on pool table, 
plus super bonuses of 56K and 1 12K timer multipliers (depending on SW.#16 setting) 

C. INLINE DROP & BANK SHOT TARGET FEATURE 

1st target down 5000 points awarded and 2X lites. 

2nd target down 10,000 points awarded and 3X lites. 

3rd target down 15,000 points awarded and 4X lites. 

4th target down 20,000 points awarded and 5X lites. 

Bank shot 1st time hit scores 50,000 points, 2nd time (1 replay), bank shot values ALT or after SPL is 
made, will camp on 50,000 points (depending on SW. #24 setting) 

D. NO RECALL ON MULTIPLIERS 

E. SINGLE DROP TARGET FEATURE 

It scores 500 points if no right lane lite is lit, or will score the lite value and will advance it to next higher 
value. When target is down, it will not come back up until ball is ejected thru saucer and come thru 
either lane A or B. 

F. ROLL OVER BUTTON FEATURE 

Rollover button scores as follows: 

500, 10,000, 30,000, 50,000, EXTRA BALL, 70,000, SPL, and then will camp on 70,000 Pts. Or will 
score 500, 10,000, 30,000, 50,000, EXTRA BALL, 70,000 Pts. and will stay on 70,000 after this 
sequence is completed, on next ball will score 500, 10,000, 30,000, 50,000, 70,000, SPL, and will 
camp back on 70,000 Pts. (depending on SW. #14 setting). 

G. 7 BANK DROP & DELUXE TARGETS FEATURE 

Knocking 1 thru 7 or 9 thru 1 5 targets, single target 8 ball will flash. 2000 points for each target and 3000 
points for each deluxe target is awarded when hit. Deluxe lites will not come on until 8 ball target is 
made. When 8 ball is made, deluxe lites will flash few times and will stay lit. By knocking the deluxe 
lites, 1st time 50,000 points will be awarded and deluxe SPL will lite, or 7 targets will reset (depending 
on SW. #23 setting) 

Two more SWITCHES are involved with deluxe feature: 

SW. #21 can recaii or reset the deluxe lites after each ball. 

SW. #22 can advance the deluxe lites on backbox on any time deluxe on playfield is made or only 
when playfield SPL deluxe is made. 

SW. #24 is also provided for deluxe feature on playfield to score as follows: 

See page 7 for deluxe 50K or special lite adjustment. 

H. OUTLANE SPECIAL FEATURE 

When right lane values are advanced all the way to top, the outlanes will lite to alternate for SPL. 


4 


*• 8 BALL spl feature 

Could be turned on with 56K, and 1 12K bonus or with 112K bonus only. 

& RIGHT LANE STROBE LITES FEATURE 

strobh^and they reset on^ou, hole* 6 ** 0r hi,s inli "° the li.es on both lanes w„, be 

“.back box deluxe feature 

.i,es e wrn;, a ;LL d . e u^faHa S remadf b0X ” ™ de 9a ™ wil1 a " afd ° to 3 replays. Baokbox deluxe 

Itto E w POS ' TION22 ' ^ 

SETTO “oJ> 

SET TO “02” 

SET TO “03” 


BACKBOX DELUXE FEATURE 

No Award 

One Credit 

Two Credits 

Three Credits 



Sp»r E f ,AL REPLAY/X ‘ BALL/ NOVELTY modes 


^ Self test position 16 
playfield X-Balls and Specials 

8 Ball Special 
Deluxe Special 
Saucer Special 
Left or right out Special 
Inline target special 
Left lane Special 

Left lane X-Ball 

Self -test position 17 

Scoring Thresholds 

®°’99° if same P |a y er shoot again is lit. 
( ) 25,000 if same player shoot again is lit. 


Set to “03 ” 
""Award 

Replay 

Replay 

Replay 

Replay 

Replay 

Replay 

X-Ball 

Set to ”03” 
Award 
Replay 


Set to “02” 
Award 

X-Ball* 

X-Ball* 

X-Ball* 

X-Ball* 

X-Ball* 

* 

X-Ball** 

Set to “02” 
Award 
X-Ball‘* 


Set to “01” 
Award 

50,000 

50,000 

50,000 

50,000 

50,000 

50.000 

25.000 

Set to “01” 
Award 
No Award 



s 


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V. GAME ADJUSTMENTS 

A. Ptayfield Panel Post Adjustments: 

Posts that control left and right outlane opening on panel can be removed to make access 
to outlanes easier or harder for ball to enter. See Figure II. 

Easier entry will decrease playing time and scoring (conservative). 

Harder entry will increase playing time and scoring (liberal). 

B. Back Box Game Adjustments: 

Each game has thirty-two switches located on A4, the MPU module, located in the back 
box, that allow play to be customized to the location. See Figure III. Credits per coin, 
maximum credits, credit display, balls per game, match feature, high game feature, 
special award and melody are selectable by means of the switches. The switches are 
contained in four-sixteen lead packages numbered Si-8, S9-16, S17-24, and S25-32 for 
easy identification. The “ON” toggle position is marked on the assembly. Turn off power 
before making adjustments. 

Credits/Coin Adjustments: 

The credits per coin are selectable by means of S17-S20 for coin chute #2 (Center). The 
switch settings and resultant credits/ coin are as follows: 


S20 

S19 

SIB 

S17 

Credits/Coin 

S20 

S19 

SI 8 

S17 

Credits/Coin 

OFF 

OFF 

OFF 

OFF 

Same as Coin Chute #1 Settings 

ON 

OFF 

OFF 

OFF 

8/1 Coin 

OFF 

OFF 

OFF 

ON 

1/1 Coin 

ON 

OFF 

OFF 

ON 

9/1 Coin 

OFF 

OFF 

ON 

OFF 

2/1 Coin 

ON 

OFF 

ON 

OFF 

10/1 Coin 

OFF 

OFF 

ON 

ON 

3/1 Coin 

ON 

OFF 

ON 

ON 

11/1 Coin 

OFF 

ON 

OFF 

OFF 

4/1 Coin 

ON 

ON 

OFF 

OFF 

12/1 Coin 

OFF 

ON 

OFF 

ON 

5/1 Coin 

ON 

ON 

OFF 

ON 

13/1 Coin 

OFF 

ON 

ON 

OFF 

6/1 Coin 

ON 

ON 

ON 

OFF 

14/1 Coin 

OFF 

ON 

ON 

ON 

7/1 Coin 

ON 

ON 

ON 

ON 

15/1 Coin 


The credits given are selectable by means ot switches 1-5 incl., for coin chute #1 and 
switches 9-13 incl., for coin chute #3. Thirty-one different credit ratios are available for 
each coin chute. The switch settings and resultant credits/ coin are listed below. 

CREDITS/COIN ADJUSTMENTS 


COIN CHUTE 


SWITCHES 


CREDITS 

#1 (HINGE SIDE) 

5 

4 

3 

2 

1 


OR #3 

13 

12 

11 

10 

9 


(RIGHT SIDE) 

OFF 

OFF 

OFF 

OFF 

OFF 

1/1 Coin 


OFF 

OFF 

OFF 

OFF 

ON 

2/1 Coin 


OFF 

OFF 

OFF 

ON 

OFF 

3/1 Coin 


OFF 

OFF 

OFF 

ON 

ON 

4/1 Coin 


OFF 

OFF 

ON 

OFF 

OFF 

5/1 Coin 


OFF 

OFF 

ON 

OFF 

ON 

6/1 Coin 


OFF 

OFF 

ON 

ON 

OFF 

7/1 Coin 


OFF 

OFF 

ON 

ON 

ON 

8/1 Coin 


OFF 

ON 

OFF 

OFF 

OFF 

9/1 Coin 


OFF 

ON 

OFF 

OFF 

ON 

12/1 Coin 


OFF 

ON 

OFF 

ON 

OFF 

14/1 Coin 


OFF 

ON 

OFF 

ON 

ON 

1/2 Coins' 


OFF 

ON 

ON 

OFF 

OFF 

2/2 Coins' 


OFF 

ON 

ON 

OFF 

ON 

3/2 Coins' 


OFF 

ON 

ON 

ON 

OFF 

4/2 Coins' 


OFF 

ON 

ON 

ON 

ON 

5/2 Coins' 


ON 

OFF 

OFF 

OFF 

OFF 

6/2 Coins* 


ON 

OFF 

OFF 

OFF 

ON 

7/2 Coins' 


ON 

OFF 

OFF 

ON 

OFF 

8/2 Coins* 


ON 

OFF 

OFF 

ON 

ON 

9/2 Coins* 


ON 

OFF 

ON 

OFF 

OFF 

12/2 Coins* 


ON 

OFF 

ON 

OFF 

ON 

14/2 Coins* 


ON 

OFF 

ON 

ON 

OFF 

1/1st Coin 


ON 

OFF 

ON 

ON 

ON 

0/1 st Coin* 


ON 

ON 

OFF 

OFF 

OFF 

0/ 1st Coin* 


ON 

ON 

OFF 

OFF 

ON 

1/1stCoin 


ON 

ON 

OFF 

ON 

OFF 

1 /1st Coin 


ON 

ON 

OFF 

ON 

ON 

1/1 st Coin 


ON 

ON 

ON 

OFF 

OFF 

0/ 1st Coin*** 


ON 

ON 

ON 

OFF 

ON 

0/1st Coin" 


ON 

ON 

ON 

ON 

OFF 

0/ 1st Coin*** 1 

ON ON 

'No Credits until 2nd coin is dropped 

ON 

ON 

ON 

0/1 st Coin*** 


"No Credits until 4th coin is dropped 
"*No Credits until 3rd coin is dropped. 
'"No Credits until 5th coin is dropped. 


TOTAL 

CREDITS CREDITS CREDITS CREDITS CREDITS/COINS 


2/2nd Coin 


- 


3/2 

1 /2nd Coin 

1 /3rd Coin 

1/4th Coin 


3/4 

1/2nd Coin 

0/3rd Coin" 

2/ 4th Coin 


3/4 

1/2nd Coin 

1/3rd Coin 

2/ 4th Coin 


5/4 

2/ 2nd Coin 

1/3rd Coin 

3/ 4th Coin 


7/4 

2/2ndCoin 

2/3rd Coin 

2/ 4th Coin 


7/4 

0/2nd Coin*** 

1/3rd Coin 



1/3 

0/2nd Coin" 

0/3rd Coin" 

1 / 4th Coin 


1/4 

0/2nd Coin**** 

0/3rd Coin*”* 

0/4th Coin*"* 

1/5th Coin 

1/5 

0/2nd Coin*** 

1 /3rd Coin 

0/4th Coin"" 

1/5th Coin 

2/5 


5 


MAXIMUM CREDITS: 

by coining, by winnin^eplay^ o^both The maxi^um^ n T ber f of 9 ames that can be accumulated 
switches 25 and 26. Four credit limits are availSS^S^ ^ ^ ° f 

C A R X ED,TS M 2 S 6 W,TCHE 2 S 5 

]0 OFF OFF 

15 OFF ON 

25 ON OFF 

40 ON . ON 


BALLS PER GAME: 


# BALLS /GAME 

5 

4 

3 

2 


SWITCHES 


32 

OFF 

ON 

OFF 

ON 


31 

ON 

OFF 

OFF 

ON 


MATCH FEATURE: 

number mTch^ in P ' ay window and the 

awarded. The Match Feature creates an incentive to play 99 P8yerS SC ° re ’ 8 free game is 

MATCH 

ON 
OFF 

CREDIT DISPLAY: CREDITS DISPLAYED 

YES 
NO 


SWITCH 28 

ON 

OFF 

SWITCH 27 

ON 

OFF 


HIGH SCORE FEATURE: 

see Ba " " a, each o. ,he two or three score levets. 



AWARD 

REPLAY 
EXTRA BALL 
NOVELTY 
NO AWARD 


SELF TEST Jfj 
POSITION 16 

SE3 UTO “03 " 

SET TO “02- 
SET TO “01- 
SET TO “00- 


SELF TEST 
POSITION 17 

&ELICUQ3: 
SET TO 02- 
SET TO "01- 
SET TO “00" 


Fokina, ions otreptay/X-haIPNoveity Modes see page 4A K. Spec, a, Rep, lay/X-batt, /Novelty 

HIGH SCORE TO DATE OR OVER 10,000,000 SCORE FEATURE: 

jo, 000, 000 pomt 9n Each timethi^ha^ns Thewnmnq'^^^ 1 *h° K { ° date ' S beat ° r player exceeds 
This score is displayed on all 4 player score disDlavs atm ^ cora b ® comes { he new high score to beat 
Recommended setting is underlined. SP ' 8yS 8t the end of each game as an incentive to p?ay.' 

high score to date feature 

No Award 
One Credit 
Two Credits 
Three Credit 


SELF TEST POSITION 19 
SET TO “00"- 
SET T CUmL. . ' 

SET TO "02- 
SET TO “03" 



■ w r 


6 



h 


W 

^2 


Vi 


SOUND OPTION 

The game is designed to make several tones and noises to announce power-up, game-up, etc. The 
tones are intended to attract attention to the game and increase game usage. The tones are controlled 
by pressing self test button until the #18 shows on the match/ball in play display. Now pulse replay 


buttsw. to sourvi s><ator\<3, . 


Setting “00” 

Most switches associated chimes without feature background. 


Setting "01" 

Playfield switches associated chimes with background. 


Setting “02” 

Most scoring will have noise effect without background. 


[Setting "03" 

b/ost all scoring will have a noise effect with background. 


GAME FEATURE OPTIONS: 

Inline target 50K or special lite adjustment: 

Liberal - SW. 6 ON 50K and special lites alternate. 

Conservative SW. 6 OFF Only 1 special per ball. 

C and D rollover lane lite adjustment: 

Liberal SW. 7 ON Making C or D lane puts both lites out. 

Conservative SW. 7 OFF Making C or D lane only puts that lane lite out. 


A, B, C, D rollover lane 7 drop target adjustment: 

Liberal SW.8 0N Completing A, B, C, D rollover drops 2 targets down. 

Conservative SW. 8 OFF Completing A, B, C, D rollover drops 1 target down. 


Left lane feature step up lite adjustment: 

Liberal SW. 14 OFF Lite sequence, no lite, 10K, 30K, 50K, X-Ball, 70K, SPEC., 70K 

and 70K stays on 

Conservative SW. 1 4 OFF First ball sequence, no lite, 1 0K, 30K, 50K, X-Ball, 

70K and 70K stays On. 

Next ball sequence, no lite, 1 0K, 30K, 50K, 70K, SPECIAL 
70K and 70K stays On. 


8 Ball Special lite adjustment: 
Liberal SW. 15 ON 

Conservative SW. 1 5 OFF 

Saucer hole scoring adjustment: 
Liberal SW. 16 ON 

Conservative SW 16 OFF 


Completing 8-Ball 2nd and 3rd time scores 1 replay each. 
Completing 8-Ball 3rd time scores 1 replay. 

Saucer scores rack and bonus values plus any lit 
2X, 3X, 4X or 5X. 

Saucer scores rack and bonus values only. 


Panel D-E-L-U-X-E lite next ball adjustment: 

Liberal SW. 21 ON Any D-E-L-U-X-E lite out will not come on after 

completion of 8-Ball for next ball. 

Conservative SW. 21 OFF Any D-E-L-U-X-E lite out will come back on after 

completion of 8-Ball for next ball. 


Back Box D-E-L-U-X-E lite advance adjustment: 

Liberal SW.22 0N Completing playfield D-E-L-U-X-E advances back 

D-E-L-U-X-E 1 step each time. 

Conservative SW. 22 OFF Completing playfield D-E-L-U-X-E advances back 

D-E-L-U-X-E only when special is lit. 


Panel D-E-L-U-X-E 7 drop target reset adjustment: 

Liberal SW. 23 ON Completing 8-Ball and Deluxe does not reset 7 drop 

targets until outhole. 

Conservative SW. 23 OFF Completing 8-Ball and D-E-L-U-X-E will reset targets. 


DELUXE 50K OR SPECIAL LITE ADJUSTMENT: 

Liberal SW. 24, 6 ON Lites Special, 50K, Special, 50K. 

Medium SW. 24 OFF, 6 ON Lites 50K, Special, 50K, Special.* 

Semi-Medium SW. 24 ON, 6 OFF Lites Special, 50K, 50K, 50K. 

Conservative SW. 24, 6 OFF Lites 50K, Special 50K, 50K. 

Number of games replays per game adjustment: 

Liberal SW. 29 ON All replays earned will be collected. 

Conservative SW. 29 OFF Only 1 replay per player per game. 


Game Over Attract Adjustment: 

SW. 30 ON Voice says “Quit talking and start chalking" 

“8-Ball Deluxe." 

SW. 30 OFF No Voice 


7 


C. FRONT DOOR GAME ADJUSTMENTS 
High Score Feature Adjustments: 

a, each o, three score 

(00) any or all ofth^terelsjhdested 8 ' 1 te ^ “ deSired ' " is also Possible to reset or turn off 
1 • Push and release Self-Test button (See Fioum im 

ta *0e credit button in. To decre^ete a!*-?-?. 1 ? te leased, if 


desired, by hofoing the credit button in ^octecreasethes!? 6 T®';' " Can increased, if 

nnm£ Pr6SS and release ,he Se lf-Test button Release the? the credit button in 

number appears. Note that the level changes 1 0 noo f , bUtt0n when ,he desired 

eft on the displays, the high score feature! eliminatedfor that let??' " ““ nUmber W is 
3. Reoeat stone i QnH O xi 


_ ~ v- ioc,,,, u, taiearor that level. 

isoT?' PlaTC^m fort "* nUmbers 

respectively. y Qlspiay are for the second and third levels, 

High Score to Date and 10,000,000 Feature: 

excels 10 S 000 S Mo%ws Ward fr0e 93meS Wh ® n ‘ H ' 9h Score '° Date’ is beat, or if the player 

mco^StlTotntumge game piL^The ad T* ^ periodl »* reset 10 thd factor 
High Score Feature Adjustment, Steps 1 and 2 Cnnt!n S ment procedure <s the same as for the 
identification number ’04’ appears on the «» 

Any level from ‘00’ to 9 9Qn nnn nor. u . o ep 2. 

Off, he feature, as itdo^on f * ia *° * noted tha, ’00’ does NOT turn 

discussed under 'Back Box Game AdmustiUntJ’ 6 ' S tUmed 0,f by self ,est P° s i'i°n 19 as 

SELF TEST SETUP FOR 16-22: 

Ste!te?X!“ sho - in play. N, 

ositions 20, 21 setups go from “00” thru “15” ’ Re P eatf or positions 17. 18 , 19or£ 

SOUND 

Boart T*™ is als, a Mas ™ S!™ and Taa 

asr--— rsssi.. 


8 



A. 

R-521 

RUBBER PARTS 

W DIA. 

(D 

B. 

R-521-1 

1 "DIA. 

(2) 

C. 

R-521-2 

V/t" DIA. 

(4) 

D. 

R-521 -4 

2 Vi" DIA. 

(2) 

E. 

R-533-3 

FLIPPER 

(3) 

F. 

R 243 

5/16" DIA. 

(10) 


PANEL TOP PARTS 

1. Arch Rail 

2. Rail Post 

3. Rail Post Cap 

4. Bottom Arch 

5. Shooter Gauge 

6. Ball Gate.(R) 

7. Ball Gate (L) 

8. Screened Plastics (Set) 

9. Thumper Cap 

10. Thumper Cap Collar 

11. Ball Gate 

12. Plastic Ball Guide (Blue) 

13. Rollover Wire & Brkt. 

14. Targets Switch Assy. 

15. Rollover Button 

16. Ball Guide Assy. 

17. (4) Inline Target Assy. 

18. (1) Inline Target Assy. 

19. Minipost & Rubber 

20. (7) Drop target 
Assy./Memory 

21. Flippers Shaft Assy. 

22. Ball Guide Wire 

23. Rollover Wire S Bracket 

24. Ball Guide Assy. (L) 

25. Ball Guide Assy. (R) 

26. Buffer Wire 

27. Ball Return Wire S Brkt. 

Clear Plastics (Set) 

(Not Shown) 

28. Ball Guide Wire 

29. Bail Gate Assy. 

LIB. - LIBERAL 
MED. - MEDIUM 
CONS. - CONSERVATIVE 

INDICATES MOVABLE POSTS 
FOR SCORING ADJUSTMENTS 


M-1 774-6 

C-907 (3) 

C-908 (3) 

P-5871-84 

P-6359-45 

A-1475-13 

A-1475-12 

A-2890-151 

A-4009-1 (3) 

A-4011-1 (3) 

ASE-2250-27 

C-935-2 (3) 

ASE-2806 (4) 

ASE-2911-3 

C-900 

A-3032-69 

ASE-2993-12 

ASE-2993-5 

ASE-2836-2 (3) 

ASE-3038-3 
ASE-2214-21 (3) 
M-1 21 -27 (2) 

ASE-2806- 1 (2) 
A-2898-39 
A-2898-38 
M-1 21 -53 (2) 

ASE-2806-21 
A-2890-152 

M-121-93 

ASE-2250-85 


9 




FIGURE 3E. ELECTRONIC PIN BALL MACHINE 




RECOMMENDED 


Instruction, Score Cards and High Score Feature Settinqs 
to be used on EIGHT BALL DELUXE 


5-BALL 

REPLAYS 

Instruction Card M-1508-98-E 

ScoreCard M-1508-98-A 

1 Replay at 1 ,000,000 
1 Replay at 2,000,000 

EXTRA BALL 

Instruction Card M-1508-98-F 

Score Card M-1 508-98-A W/NN-1 

1 Extra Ball at 1 ,000,000 
1 Extra Ball at 1 ,600,000 


ADDITIONAL CARDS 

REPLAYS 

M-1508-H-1 400,000 950,000 

M-1 508-1-1 450,000 1,000,000 

M-1508-J-1 500,000 1,000,000 

M-1508-K-1 500,000 1,100,000 

M-1508-L-1 550,000 1,100,000 

M-1508-M-1 600,000 1,100,000 

M-1508-N-1 650,000 1,200,000 

M-1 508-0-1 700,000 1,200,000 

M-1508-P-1 700,000 1,400,000 

M-1508-Q-1 800,000 1,400,000 

M-1508-R-1 900,000 1,400,000 

M-1508-S-1 900,000 1,500,000 

M-1 508-T-1 1 ,000,000 1 ,500,000 

M-1508-U-1 1,000,000 1,600,000 

M-1508-V-1 1,000,000 1,800,000 

M-1508-W-1 1,000,000 2,000,000 

M-1508-X-1 1,100,000 1,800,000 

M-1508-Y-1 1,100,000 2,000,000 

M-1508-FF-1 1,200,000 2,000,000 
M-1508-GG-1 1,300,000 2,000,000 
M-1508-HH-1 1,400,000 2,100,000 
M-1 508-11-1 1,400,000 2,200,000 


EXTRA BALL 

M-1508-NN-1 1,000,000 1,600,000 
M-1 508-00-1 1,000,000 2,000,000 
M-1508-PP-1 1,200,000 2,200,000 
M-1508-QQ-1 1,400,000 2,400,000 


Instruction Card, Novelty 
M-1508-98-G 

BLANKS (3) 

High game to date recommended levels; 
(reset periodically) 

3 BALL 1 ,300,000 
5 BALL 2,200,000 


3-BALL 

REPLAYS 

Instruction Card M-1508-98-E 

Score Card M- 1 508-98-B 

1 Replay at 600,000 
1 Replay at 1,100,000 


11 


RECOMMENDED settings 

■ r ap. w 


■ iswmmenDEI 

| ball spIc“ T u?I step up 

PANELDR nv E SC0RING 

BACK BOX DELUX^ ,t! XT BALL 
panel DELUXE U 7 X non T D E -^ DVANCE 
DELUXE 50K ORSPECm/^Q GET RESET 
NUMBER OF REPLAY? pci ^ 6 Pa 9 e 7 ) 

game over attract R GAME 

RAI^f PER GAME 

balls per game 


replay 

Instruction Card 
Score Card 
Major Mode 

Match 

Nigh Score to Date 

X-BALL 

Instruction Card 
Score Card 
Major Mode 

Match 

High Score to Date 

NOVELTY 

Instruction Card 
Major Mode 

Match 

High Score to Date 


3-BALL 

M-1508-98-E 

M-1508-98-B 

Seif Test Position 16 17 

Set to “03” 

SW. 28 ON 
Self Test Position 19 
Set to “03” 


M-1508-98-G 
Self Test Position 16 17 
Set to “01” 

SW. 28 OFF 
Self Test Position 19 
Set to “00” 


SW. 6 
SW. 7 
SW. 8 
SW. 14 
SW. 15 
SW. 16 
SW. 21 
SW. 22 
SW. 23 
SW. 24 
SW. 29 
SW. 30 
SW. 31 
SW. 32 


3-BALL 

ON 

ON 

ON 

ON 


ON 

ON 

ON 

ON 

ON 

ON 

ON 

ON 

OFF 

OFF 


5-BALL 

ON 
OFF 
ON 
ON 
OFF 
ON 
OFF 
ON 
ON 
OFF 
ON 
ON 
ON 
OFF 


5-BALL 

M-1508-98-E 
M-1508-98-A 
Self Test Position 16 17 
Set to “03” 

SW. 28 ON 
Self Test Position 19 
Set to “03” 

M-1508-98-E 

M-150 8-98-AW7NN-1 

Self Test Position 16 17 
Set to “02” 

SW. 28 OFF 
Self Test Position 19 
Set to “00" 


M-1508-98-G 
Self Test Position 16 17 
Set to “01” 

SW. 28 OFF 
Self Test Position 19 
Set to “00” 


12 


VIII. ROUTINE MAINTENANCE ON LOCATION: 

Self-Test routines are written into the game design. They are particularly useful for routine 
maintenance. The tests are described below. The first test is automatic and occurs on 
power-up. This test causes the MPU module A4 to examine itself for failures. Seven flashes of 
an LED indicates proper operation. The second series of self-diagnostic tests causes the MPU 
to ‘exercise’ each of the other modules in such a way as to make their faults, if any, obvious. 
See Figure III and Page ii. 

It is recommended that these tests be used several times a week to check out the games 
before play. If faults are discovered, they may be corrected on location if the operator has a 
stock of replacement modules. See "Trouble Shooting on Location.” 

MPU Module Self-Test: 

At power on, the LED on the MPU module flashes once. (Flicker-Flash). After a pause, it 
flashes six more times and goes out. A power-up tune is played to announce game readiness. 
This indicates proper MPU operating condition and successful completion of the power-up 
test. 

Game Self-Diagnostic Tests: 

1 . Pressing the Self-Test button inside the door initiates the Self-Test routine. See Figures III 
and IV. All switched lamps flash off and on continuously. 

2. Pressing the Self-Test button again causes each digit on each display to cycle from 0 thru 
9, and repeat continuously. 

3. Pressing the Self-Test button again causes each solenoid to be energized, one at a time, 
in a continuous sequence. Hold both flipper buttons 'in' during this test. The number 
appearing on the Player Score displays is the same as the number assigned to the solenoid. 
The sound of a solenoid pulling-in as a number appears indicates proper operation. The 
absence of sound is improper. If sound is absent, see Page 17 for help in Solenoid 
identification. 

4 . Pressing Self-Test button again causes the sound module to play the “Game Over" tune 
repeatedly. 

5. Pressing the Self-Test button again causes the MPU to search each switch assembly for 
stuck contacts. If any are found, the number of the first set encountered is flashed on the 
Player Score displays. The number remains until the fault is cleared. See Page 1 7 for help in 
Stuck Switch identification. Other numbers may follow if more stuck contacts are present. If 
there are no stuck switches, the Match/Bali in Play display flashes ‘O'. 

6. Pressing the Self-Test button 23 more times causes the MPU to step thru the threshold 
and bookkeeping functions described previously and finally to repeat the power-up test. For 
more rapid exit to power-up, turn the game off, then on. The game is now ready to play. 

After successful completion of the Self Diagnostic Test procedure, set the game up for play. 
Exercise each rollover, thumper-bumper, slingshot, etc., by hand until each switch assembly 
on the playfield has been checked for proper operation. If actuating a switch assembly 
results in intermittent or no response, clean contacts by gently closing them on a clean 
business card or piece of paper and wiping until they wipe clean. Regap, if necessary, to 
1/16 ". Do not burnish or file Gold Plated Switch Contacts. 

IX. TROUBLESHOOTING ON LOCATION 

The game is designed to make troubleshooting easy. Several simple procedures are given 
herein that cover the greatest, percentage of game failures. They are written for an operator on 
location and require module replacement. (See Figure III) Symptoms and the action to be 
taken are given for each type of problem. 

If the problem is more complicated and is not solved by following this procedure, more detailed 
procedures are available from Bally. See the Parts List for ordering information. 


13 


FIGURE IV 


SELF DIAGNOSTIC TEST 



(6) I ORUffjjf Sgjgf 


hold flipper buttons in during test. 


14 





1A) 


2A) 


2B) 

3A) 


3B) 


SYMPTOM: Game does not play power-up tune when power is turned on. General 
Illumination is present. 


ACTION: 


CAUTION: 


SYMPTOM: 

ACTION: 


SYMPTOM: 

ACTION: 

SYMPTOM: 


ACTION: 


SYMPTOM: 

ACTION: 


A) Turn power OFF . Open back box, Locate light emitting diode (LED) 
on MPU module A4. 

B) Turn Power ON. LED must flash 7X to indicate that module A4 is 
good. Correct flash sequence is flicker/flash-pause-and then six more 
flashes and LED goes out. 

C. If LED does not come on, or does not flash, or flashes, but less than 
7X, turn off power. Replace MPU module A4. 

Replacement MPU Module must have same Part Number or incor- 
rect operation will result! See Parts List for MPU Module Part 
Number. 

Turn power ON. 

D) If game is correct, it is now ready for play. If game is not correct, refer 
to Module Replacement procedure. (See Parts List.) 

Not all feature lamps light during game play. 

A) With power ON, open front door. Press button (Self-Test switch) 
once. If the game is correct, all feature lamps flash ON and OFF. 

B) Carefully raise playfield or open back box to gain access to lamps. 

C) Replace bulbs that do not flash. 

D) If game is correct, it is now ready for play. 

E) If game is not correct, turn power OFF Replace Lamp Driver Module 
A5. Turn power ON and repeat A. 

F) If game is correct, if is now ready for play.* 

G) If game is not correct, turn power OFF. Replace MPU module A4. 
See CAUTION 1 C. Turn powerON and repeat A. 

H) If game is correct, it is now ready for play.* If game is not correct, refer 
to Module Replacement procedure. (See Parts List.) 

One or some switched lamps always ON. 

Repeat 2AA, AB, AE. and AF and. if necessary AG & AH. 

Display digits improper on one or several, but less than all Display 
Driver module(s). A1. Improper: One or several segments always OFF 
digits mottled or several segments or digit(s) always ON. 

A) With power ON, open front door. Press button (Self-Test switch) 
twice. If the game is correct, each digit on each Display Driver Module A1 
(5 used/game) displays the count 1-9 and 0 continuously in all 6 digit 
positions. Note defective Display Driver modules. 

B) Turn power OFF. 

CAUTION: High Voltage is supplied to the Display Driver Modules, 
A1, from the Solenoid Driver/Voltage Regulator Module A3. Wait 30 
seconds for High Voltage to Bleed Off. 

C) Replace Display Driver module(s) Al. Turn power ON. Repeat A. 

D) If game is correct, it is now ready to play * If game is not correct, refer 
to Module Replacement procedure. (See Parts List.) 

All displays improper (all five display Driver modules). Improper: Digit(s) 
always on or off/segment(s) always on or off, all displays. 

A) Repeat 3AA, and AB. 

B) Replace MPU module A4. See CAUTION NOTE, 1C. Turn Dower 
ON. Repeat A. 


15 






m 

■ 

« 

i 

« 

i 

R 

I 

I 

R 

I 

I 

I 

I 


3C) 


4A) 


SYMPTON- F =i e iS "™* - *0 
SYMPTON. One or several displays always off 

ACTION: A) Do 3AA, AB, AC, and AD. 
symptom ? , Repeat 3BB and Bc < if necessary. 

ACTION !?' e ™ <S) d ° (eS) PU "' in duri "9 <* same. 

AU I IUN. A ) With nn\Kjar HM t a . — . 


' ■ -"y wuioc ui uame. 

With power ON, open front door. Press button (Self-Test switch) three 


4B) 


5) 


6) 


a * 

numbers that do not have the sound nf a Sn n f ° d ! s pu,sed Note any 
Identification Table, Page 1 Tand^Figu^y 0 en0 d assoc,a,e d- See Solenoid 

solenoid. Turn powefoFR Inspect' the sSfenoid b ° X> 9ain aCdess ,0 lhe 

ready fofplaif* iTsotenoid taring wascoiTecb turrf power off™ 0 '" * * dOW 
NOTE eP 3A C B e " 0id Driver/Volt a9e "Water module A3. See CAUTION 

correcSnToteTol^ F 98 ™ * C0TOC '' " 1 iS 1 " 0W ready <° P' a V- If game is no, 
G) Replace Sound Module A8. 

corecSTowS OFF?*™ * C ° rect " iS " ow ,eady 10 P' ay "same is no. 
I) Replace MPU module A4, See CAUTION NOTE, ,C. 

SYMPTOM iS "°' 

MPT0M -W^^“^ soleTOids (ba " **■ 

subject to damage. Limit troubleshontinn t er9 ‘ zed cont| nuously, they are 

followed by five minutes with power OFFRenL^ 6 W ' th P ° Wer ON - 

damaged solenoids. P ' Repea as necessary. Replace 

SYMPTOM: No S^n AE ' ^ AG ' AH ^ if " eCeSSary A ' and AJ 

ACTION; A) With Power ON, open from door, press Self-Test switch four times 
B) Turn volume control clockwise to Max. 

connector ( JSj^nd^inpu't'connector^j Ji ) incorrect ’ tr Z seating speaker lead 
procLd^’ S ° Und WHI be h6ard - if incorrect ’ refer t0 Mada le Replacement 
ACTION OM: F ^1 (D 1 ° P Ta : 9atS ’ etc -> does score. 


ACTION: 


AO With power ON, open front door. Press button (Self-Test switch) live 


n,!mb£' “a^nKeT^tr 1 ^ *"S* ««*< *«"> « « a 
tificalion Table, Page 17 arfoRgure V d p ays ' see Swilch Assembly Iden- 

niimber. Visually^^ identified Pom lhe 

power OFF. ° y t0 p ay lf Same is not correct, turn the 

D) Replace MPU module A4. See CAUTION NOtE 1 , C. 

ACTION: See Module Replacement Procedure. F.O. 560 


•Turn power On-Off switch OFF and then ON. 


16 


SOLENOID IDENTIFICATION TABLE 


Self 

Test# 

SOLENOID IDENTIFICATION 

Self 
Test # 

SOLENOID IDENTIFICATION 

01 

LEFT SLINGSHOT 

11 

#4, 12 DROP TARGET 

02 

RIGHT SLINGSHOT 

12 

#5, 13 DROP TARGET 

03 

KNOCKER 

13 

#6, 14 DROP TARGET 

04 

LEFT THUMPER BUMPER 

14 

#7, 15 DROP TARGET (BOTTOM) 

05 

RIGHT THUMPER BUMPER 

15 

7 DROP TARGET RESET 

06 

BOTTOM THUMPER BUMPER 

16 

4 DROP TARGET RESET 

07 

SINGLE DROP TARGET RESET 

17 

SAUCER 

08 

#1,9 DROP TARGET (TOP) 

18 

OUTHOLE KICKER 

09 

#2, 10 DROP TARGET 

19 

COIN LOCKOUT DOOR 

10 

#3, 11 DROP TARGET 

20 

Kl RELAY (FLIPPER ENABLE) 


Switch 

Self 

SWITCH ASSEMBLY SELF-TEST DISPLAY NUMBERS 

Switch 

Self 

Test # 

DESCRIPTION 

Test # 

DESCRIPTION 

01 

2X INLINE DROP TARGET 

21 

5, 13 DROP TARGET 

02 

3X INLINE DROP TARGET 

22 

6, 14 DROP TARGET 

03 

4X INLINE DROP TARGET 

23 

7, 15 DROP TARGET 

04 

5X INLINE DROP TARGET 

24 

30 POINT REBOUND (2) 

05 

INLINE BACK TARGET 

25 

“D” TARGET 

06 

CREDIT BUTTON 

26 

“E” FIRST TARGET 

07 

TILT (3) 

27 

“L” TARGET 

08 

OUTHOLE 

28 

“U” TARGET 

09 

COIN 111 (RIGHT) 

29 

“X” TARGET 

10 

COIN 1 (LEFT) 

30 

“E” 2ND TARGET 

11 

COIN 11 (MIDDLE) 

31 

RIGHT OUTLANE 

12 

“A" ROLLOVER 

32 

LEFT OUTLANE 

13 

“B" ROLLOVER 

33 

SINGLE DROP TARGET 

14 

“C" ROLLOVER 

34 

SAUCER 

15 

“D" ROLLOVER 

35 

ROLLOVER BUTTON 

16 

SLAM (2) 

36 

RIGHT SLINGSHOT 

17 

1, 9 DROP TARGET 

37 

LEFT SLINGSHOT 

18 

2, 10 DROP TARGET 

38 

LEFT THUMPER BUMPER 

19 

3, 11 DROP TARGET 

39 

RIGHT THUMPER BUMPER 

20 

4, 12 DROP TARGET 

40 

BOTTOM THUMPER BUMPE 


NOTE: SLINGSHOT & THUMPER BUMPER COILS 
WILL BE ENERGIZED WHEN SWITCH IS MADE. 


17 







\cA 

u 


V O 


iAH 


°.°l?\ 



o 

o 

o 

o 

o 


o 

o 

o 

o 

o 


r© ®^V© 

O 

o o %S-1 

°„ ° °ot,4 




II (I L'v© 
9 ©I '\ 


o ° ° 

o ° 

o 

O O O 

c> o 



SiO o 


15)U (31 


O INDICATES SWITCH ASSEMBLY 
IDENTIFICATION NUMBERS. 
NOTE: CABINET: 07, 16 
DOOR 06, 09 

10, 11, 16 

f 1 INDICATES SOLENOID 
— 1 IDENTIFICATION NUMBERS. 
NOTE: DOOR. 19 
BACKBOX: 20 
CABINET: 03 



. 16 ) ( 10 . 



m © 


FIGURE V 


8 









ASSEMBLY ADJUSTMENTS: 


GENERAL: 

All switch assemblies consist of leaf springs, contacts, separators, plastic tubing and screws 
to hold them to the mounting surface. Before attempting to adjust a switch assembly, make 
sure that these screws are tight. If not, tighten screw closest to the contact end of the leaf 
sorinq first This will prevent the assembly from being secured in such a manner that the leaf 
springs tend to fan out. In general, all leaf springs are adjusted for a 1/16" gap in the open 
oosition and ,010" overtravel or wipe in the closed position. All contacts should be in good 
condition. Unless otherwise instructed, they should be dry or non-lubricated. All contacts 
should be free of dust and dirt. Contacts, with the exception of the flipper button switch 
assemblies are plated to resist corrosion. Filing or burnishing breaks the finish and encour- 
aqes corrosion. Clean by closing the contacts over a clean piece of paper (e.g. a business 
card) and wiping gently until the contacts are clean. For the flipper button switch assemblies 
ONLY: Tarnish can be removed with a contact file followed by a burnishing tool. Severely 
pitted contacts must be replaced as an assembly. In general, contacts need be cleaned or 
replaced and adjusted only when they are found to be a source of game malfunction. 


X. SERVICE PARTS: 

A parts catalogue is available upon request. The catalogue is illustrated and lists all replace- 
ment parts for each game manufactured by Bally. Requests should be addressed to: 

BALLY MANUFACTURING CORPORATION 
2640 WEST BELMONT AVENUE 
CHICAGO, ILLINOIS 60618 
ATTN: PARTS DEPARTMENT 


SERVICE HINTS: 

The Bally playfield has an improved tuff-coat finish with excellent wearing properties. Its life 
expectance, as well as play appeal, can be extended by periodic cleaning of the playfield. 

DO - Bally recommends you clean your playfield with Wildcat #125 (Wildcat Chemical Co., 
1333 W Seminary Drive, Ft. Worth, Texas 76115). Wildcat #125 is a combination cleaner and 
polish. Bally has tried and tested this product and found it to be very effective. If Wildcat #125 
is not available, Bally suggests you ask your Distributor to order it. Inspect and hand polish the 
ball in a clean cloth. A chipped ball must be replaced. It can ruin the finish on the playfield in a 

short period of time, 

DON’T: Use water in large quantities, highly caustic cleaners, abrasive cleaners or cleaning 
pads on the playfield. Do not allow a wax or polish build up. Waxes yellow with age and spoil 

play appeal. 


19 


XI. PARTS LIST 

EIGHT BALL DELUXE 

MISCELLANEOUS 

Transformer (Domestic or Export) 

Bulbs, #44 ' 

Fuse, 1 Amp. 3 AG Slow Blow (Playfield Solenoid Protection)’ 

ASSEMBLY COILS 

Coin Lockout , . 

Flipper (3) ’ ’ 


Knocker 

Outhole Kicker 

Thumper-Bumper (3) 

Sling-Shot (2) 

Drop Target Reset (3) 

Individual Drop Target (2) 

Individual Drop Target (5) 

Single Drop Target Reset ’ 

Saucer 

PLAYFIELD PARTS 

MODULES 

Lamp Driver A5 

Display Driver A1 (1 used) 

Display Driver A1 (4 used) 

Solenoid Driver/ Voltage Regulator A3 
MPU A4 " 

Transformer & Rectifier A2 

Rectifier Board (Part of A2) 

Squawk & Talk 

Auxiliary Lamp Driver A9 
Solenoid Expander 

REPAIRS PROCEDURES/AIDS 

Module & Component Replacement 
AID (Assistance in Diagnostics) 

Kit, used with F.O.560-1 

MODULE COMPONENTS 

SEE MODULE PARTS LIST 


PART NUMBER 

■ E-122-142 

■ E-1 25-22 

■ E-1 33-44 


FO-36-7000 

AQ-25-500/ 

34-4500 

AR-26-1200 

AT-26-1200 

AN-26- 1200 

AN-26- 1200 

NB-26-1900 

CV-31-2000 

CJ-31-2000 

AO-27-1300 

AT-27-1300 

See Figure II 


AS-2518-23 

AS-25 18-21 

AS-25 18-58 

AS-2518-22 

AS-2962-26 

AS-2877-6 

AS-2518-54 

AS-3107-2 

AS-2518-52 

AS-2518-66 


F 0.560-1 

KIT #485-1 


MODULE COMPONENT STARTER KITS 

Kit #558-For a Rectrfier S Boarflr(Partof e A2) >St " eeded elec,ronic par,s ,or use in Module repair.) 

k!! C MPU Board A4 (Less Me ™ r V U1-U6) 

K ®° lenoid ^/Voltage Regulator A3 

Kit #493 -For Display Driver A1 

Kit #494-For Lamp Driver A5 


20 




3-32 

33 

34 

35 

36 

37 

38 

39 

40 

41 

43 

44 

47 

48 


49 

50 

52 

53 

54 

55 

56 

57 

59 

60 
61 
62 

64 

65 
68 

70 

71 

73 

74 

75 

77 

78 

79 

80 
81 


Reference 

DESIGNATION 

A4 (see note 1) 

A4 (see note 2) 


A4: MPU MODULE 

COMPONENT PARTS LIST 


See Schematic 

C14, C15 

C18 

C16 

C4, C5 

C3, C6-C13, Cl 7, C81 
C79, C41-C67 
C19-C31, C78, C33-C40 
C1.C2, C68-C77 
C32 
Q5 

Q1,Q2 

CR44 

CR1-CR7, CR11-CR43 

CR45-CR49 

CR8 

VR1 

LI, L2 

U12 

U19 

U9 

U10,U11 

U7 

U20 

U14, U18 

U15 

U16 

U17 

U8 

BT1, BT2, BT3 
S33 

S1-S8, S9-S16, S17-S24 
S25-S32 


J2 

J1 

J3, J5 

J4 

J5 


NOTE 1 : 


BALLY 
PART# 

~AS-2962-26 
AS-2518-35 


E-00586-0067 

E-00586-0088 

E-00586-0081 

E-00586-0073 

E-00586-0085 

E-00586-0083 

E-00586-0082 

E-00586-0084 

E-O0586-OO77 

E-00585-0023 

E-00585-0031 

E-00587-0006 

E-00587-0014 

E-00679 

E-00598-0008 

E-00604-0003 

E-00620-0004 

E-00620-0005 

E-00620-0028 

E-00620-0029 

E-00620-0030 

E-00620-0032 

E-00620-0033 

E-00620-0034 

E-00620-0035 

E-00620-0041 

E-00620-0042 

E-00628-0003 

E-00658-0001 

E-00677 

E-00712 
E-0071 2-0001 
E-0071 2-0003 
E-0071 5 
E-0071 5-0004 
E-0071 5-001 7 
E-00715-0018 
E-0071 5-0024 


description 

MPU Module Complete. 

MPU Module less Program 
Memory, Ul-6 incl. 

See schematic for value 
Capacitor, 470 PFD, Ikv 
Capacitor, .05 MFD 16V 
Capacitor, .1 MFD, 100V 
Capacitor, 4.5 MFD, 25V 
Capacitor, .01 MFD, 25V 
Capacitor, 470 PFD, 50V 
Capacitor, 390 PFD, 50V 
Capacitor, 820 PFD, 50V 
Capacitor, 3000 PF, ikv 
Transistor PNP (MPS-3702) 
Transistor (2N3904) 

Diode (IN4004) 

Diode (IN4148) 

LED (Green) 

Diode Zener (8.2V, IN9598) 

Inductor, 22 Micro Hy 

Timer (555) 

Quad 2 Input (4011) 

MPU I.C. (6800) 

PIA I.C. (6820) 

RAM I.C. (6810) 

HEX Buffer I.C. (14502B) 

HEX Inverter (4049B) 

Quad Memory Drive (MC3459L) 

Dual Monostable (9602) 

Quad 2 Inputs (74L00N) 

RAM (C MOS, P5101L-3) 

Battery 

Push Button Switch 
DIP Switch 

24 Pin Socket 
40 Pin Socket 
22 Pin Socket 
15 Pin Wafer Connector 
28 Pin Wafer Connector 
^ Pj n _ Wafer Connector 
19 Pin Wafer Connector 
17 Pin Wafer Connector 


man" aI^'puYBoT' ^S.296S^ *5-2962.2: SIX MILLION DOLLAR 

AS-2962- 7 : KISS. AS-2962-8: PARAGON AS-2962 g' S „ SUPERSONIC. AS-2962-6: STAR TREK 
TERS, AS-2962- 12: DOLLY PARTON AS-2962 I yT i,c£2«, N , D . SHAKER AS-2962-10: HARLEM GLOBE 
HOTDOGGIN, AS-2962-22- SKATEQai 7 . J 3 ' SILVERBA LL MANIA, AS-2962-18: MYSTIC AS 2962 2n 

flash G ORDON^ 6 f 26 S E K S L L L dIlux 6 E 3 ' 23: FR ° NTER ' AS ^-^ « 

NOTE 2: Older -place™, memory chips Ul-Ue.pecilylog game. soc k e, and pan nomher slaved p„ chip. 


ITEM 

REFERENCE 

DESIGNATION 

BALLY 

PART # 

DESCRIPTION 

1 

A5 

AS-2518-23 

Lamp Driver Module, Complete 

2 

R71-R79 

E-001 05-242 

Resistor, 20kn, 5%, ’AW 

3 

R1-R60, R70 

E-001 05-0237 

Resistor, 2kn, 5%, 14 W 

4 

R61-R69 

E-001 05-0256 

Resistor, 2.2M n, 14 W 

5 

Cl 

E-00586-0065 

Capacitor, .01 MFD, 500V 

6 

Q4-Q7, Q1 1 -Q1 4, Q1 8-Q21 , 
Q25-Q32, Q36-Q39, 
Q43-Q46, Q50-Q53, 
Q57-Q60 

E-00585-0014 

SCR, 2N5060 

7 

Q1-Q3, Q8-Q10, Q15-Q17, 
Q22-Q24, Q33-Q35, 
Q40-Q42, Q47-Q49, 
Q54-Q56 

E-00585-0029 

SCR, MCR106-1 

8 

U1-U4 

E-00620-0037 

I.C., Decoder, 14514B 

9 

J1, J3 

E-0071 5-0004 

28 Pin Wafer Connector 

10 

J4 

E-0071 5-0024 

17 Pin Wafer Connector 

11 

J2 

E-0071 5-001 4 

23 Pin Wafer Connector 

12 

TP1 , TP2, TP3 

P-05399 

Test Clip 


23 

























36 

37 

39 

40 

41 

42 

43 

44 

45 
55 

59 

60 
23 


A3: SOLENOID DRIVER/VOLTAGE REGULATOR MODULE 

COMPONENT PARTS LIST 


ITEM 

reference 

DESIGNATION 

BALLY 

PART # 

1 

A3 

AS-2518-22 

3-14 

Resistors 


15 

17 

18 

19 

20 

21 

22 

24 

25 

26 

27 

28 

RT1 

C25, 29 

C26 

C24 

C23 

C1-C8, C11-C21 

C27, C28 

K1 

Q1-Q19 

Q22, Q23 

Q21 

Q20 

E-00599-0014 

E-00586-0014 

E-00586-0059 

E-00586-0063 

E-00586-0062 

E-00586-0064 

E-00586-0065 

E-001 46-0795 

E-00585-0034 

E-00585-0041 

E-00585-0042 

E-00710 

30 

31 

33 

34 

CR1-CR21 

VR1 

U1, U3, U4 

U2 

E-00587-0015 

E-00598-0010 

E-00681 

E-00620-0039 


FI 

C22 


E-00592 

M-1839* 

E-00682 

E-00682- 

E-00682- 

E-00715- 

E-00715- 

E-00715- 

E-00715- 

M-1838 

E-00148 

E-00133 

E-00586 


0002 * 


-0001 

-0002 

-0039 

-0016 

-0020 

-0033 

•0021 

0029 

0085 


DESCRIPTION 

Solenoid Driver/Voltage 
Regulator Module, Complete 
Resistor, See Schematic for 
value. 

Pot. (Linear) 25K 
Capacitor, .1 MFD, 20V 
Capacitor, 160 MFD, 350V 
Capacitor, 2 MFD @ 25V 
Capacitor, 11700 MFD, 20V 
Capacitor, .002 MFD, Ikv 
Capacitor, .01 MFD, 500V 
Relay, Printed Circuit 
Transistor, SE9302 
Transistor, 2N3440 
Transistor, 2N3584 
+5V Regulator, LAS1405 or 
78H05KC or LM323K 
Diode (IN4004) 

Diode, Zener 140V, IN5275A 

1C. Transistor Array, CA3081 

l-C. Binary to 1/16 Decoder 

74L154 

Relay Socket 

Relay Holder 

Heat Sink, T05 

Heat Sink, T066 

Heat Sink, T03 Case 

15 Pin Wafer Connector 

12 Pin Wafer Connector 

25 Pin Wafer Connector 

9 Pin Wafer Connctor 

Shield-Plexiglass 

Fuse Clips 

Fuse 8 AG -3/16 Amp. 
Capacitor, .01 MFD, 25 V 


'USED WITH ITEM 24, E-00146-0791 , PLUG IN RELAY ONLY 


26 


A2: POWER TRANSFORMER MODULE 



COMPONENT PARTS LIST 


ITEM 

REFERENCE 

DESIGNATION 

BALLY 

PART# 

DESCRIPTION 

0 

A2 

AS-2877-6 

Power Transformer Module, 
Complete 

1 


AS-3071-2 

Transformer 

2 


E-148-25 

Fuse Holder 

3 

A2 

AS-251 8-54 

Power Module Assy. 

4 


M-1 829-4 

Hinged Support 

5 


M-1 829-3 

Edge Holder 

6 


M-1 829-5 

Spacer 

7 


P-6442-244b 

Fuse & Connect Brkt. 

8 


P-6442-246 

Chassis 

9 


RLPP-832-1 81 2 

Screw 

10 


RLPP-1 032-1 806 

Screw 

11 


P-2692-2 

Shield 

12 


M-469-936a 

High Voltage Sticker, 

13 


E-1 33-24 

3A S.B. Fuse 

14 


M-1 834 

H. S. Compound 


AS-2518-54 RECTIFIER BOARD ASSEMBLY 


ITEM 


0 

1 

3 

4 

5 

7 

8 
9 

10 

11 

12 

15 

16 

17 

18 

19 

20 
21 
22 

23 

24 

25 

26 


ROT*: 
rtutLt \ 
courten Tutt 

COHKK TO* ONLY 



® © ® © (£)<g) @ 

(Part of) A2: POWER TRANSFORMER MODULE 

COMPONENT PARTS LIST ULE 

REFERENCE 

designation 

"a 2 


P/OA2 

R1 

R2 

R3 

VR1 

CR5, CR6, CR7, CR8 
CR1, CR2, CR3, CR4 

Used with BRl-2 

BR1, BR2 

F2 

F3 

F4 

FI, F5 
J1 

TPl , 2, 3, 4, 5 
J2, J6 
J4, J5 
J3 

F2, 3, 4 
FI, 5 


AS-2518-54 

E-001 04-0092 
E-001 04-0091 
E-001 05-0226 
E-00623 
E-00587-0022 
E-00587-001 5 

P-1973-480 
E-00602-0006 
E-001 33-0028 
E-001 33-0004 
E-001 33-0005 
E-001 33-0027 

E-806-9 

P-05399 

E-805-6 

E-805-9 

E-805-12 

E-001 48-0021 

E-001 48-0022 


DESCRIPTION 

Power Transformer Module 
Complete 
Rectifier Board Assembly 
Complete 

Resistor, 10%, 600 Ohm, 10W 
Resistor, 25 Ohm, 5W 
Resistor, 5%, 100K Ohm y 4 W 
Varistor 
3A Diode 
Diode (IN4004) 

Spacer 

Bridge Rectifier 
Fuse, 3/ 4 a, 250V, 3AG 
Fu^e, 4A, 32V, 3AG 
Fuse 5A,-32V, 3AG 
Fuse, 20A, 32V, 3AG 

9 CKT Socket Header 
Test Clip 

6 CKT Pin Header 
9 CKT Pin Header 
1 2 CKT Pin Header 
Fuse Clips 

Fuse Clips (Low Resistance) 


28 


SQUAWK & TALK MODULE 
AS 2518-61A 




SQUAWK & TALK MODULE 
AS 251 8*61 A 

COMPONENTS PARTS LIST 


ITEM 

26 

27 

28 

29 

30 

31 

32 

33 

34 

35 

36 

37 

38 

39 

40 

41 

42 

43 

44 

45 

46 

47 

48 

49 

50 

51 

52 

53 

54 

55 

56 

57 

58 

59 

60 
61 
62 

63 

64 

65 

66 

67 

68 

69 

70 

71 

72 

73 

74 

75 

76 

77 

78 

80 

81 

82 

83 

84 

85 

86 


QTY. 


REFERENCE 

DESIGNATION 


1 R37 

5 012,36,57,58,81 

1 R51 

1 R52 

2 R9, 16 

1 R11 

1 R15 

1 R14 

4 R17, 18,39,40 

1 R1 
1 R68 

1 R34 

3 R31.88.89 

1 R79 

1 R35 

1 R83 

1 R7 

14 C2.5-8, 10, 11,17, 18,44,47-50 

2 C23, 35 

4 R84-87 

1 R6 

7 Cl 9, 24, 25, 28, 31, 34 42 
10 012,13,26,30,33,39,40 41 

45,46 

2 C9.20 

1 C32 

1 C21 

1 C15 

2 Cl 6, 22 

1 C27 

1 C29 

2 C3, 4 

1 C14 

2 C37, 38 

1 C51 

1 J1 
1 J2 

1 Used with VR1 
1 Used with U1 8 
12 

1 SW. 1 

3 CR7.8, 10 

5 CR1.5, 6, 9, 11 

1 Y1 
1 LED1 
3 Ql-2,5 

1 Used with U10 

3 CR2-4 

1 U1 


3 Used with U 1 , 7 , 11 

3 Used with U8, 9 , 12 

3 Used with U18, VR 1 

3 Used with U1 8, VR 1 

2 J3 


description 

Resistor, 'AW, 5%,30K 
Resistor, 'AW, 5%, 1 K 
Resistor, 'AW, 5%, 750K 
Resistor, 'AW, 5%, 9.1K 
Resistor, 'AW, 5%, 130K 

Resistor, 'AW, 5%, 150K 
Resistor, 'AW, 5%, 220K 
Resistor, 'AW, 5%, 1 ,8K 
Resistor, 'AW, 5%, 91 OK 
Resistor, 'AW, 5%, 27K 
Resistor, 'AW, 5%, 510ft 
Resistor, 'AW, 5%, 2,2 ft 
Resistor, 'AW, 5%, 220 ft 
Resistor, 'AW, 5%, 7,5K 
Resistor, 'AW, 5%, 1 ft 
Resistor, 'AW, 5%, 1 1 K 
Resistor, 'AW, 5%, 8.2K 
Capacitor, Ceramic, 01 fiF, 25V 
Capacitor, Ceramic, 47uF 1 6V 
Resistor, 'AW, 5%, 2.2K 
Resistor, 'AW, 470ft 
Capacitor, Electrolytic, l^F, 25V 

Capacitor, Ceramic, 1 /j.F, 25V 
Capacitor, Ceramic, 470pF, 50V 
Capacitor, Ceramic, 68pF 
Capacitor, Ceramic, lOOpF 
Capacitor, Electrolytic, 10/iF, 16V 
Capacitor, Tantalum, 4.7/j.F, 25V 
Capacitor, Electrolytic, 1000 M F 16V 
Capacitor, Electrolytic, 470/xp 6V 
Capacitor, Ceramic, 27pF 
Capacitor, Electrolytic, 4700/u.F, 25V 
Capacitor, Electrolytic, 330yuE 50V 

Capacitor, Monolythic, 10pF 

18 Pin Wafer Connector (156) 

6 Pin Wafer Connector (156) 
Heatsink, 6053B 
Heatsink, 6030B 
Test Points 
PC.B. Switch 
Diode (IN4004) 

Diode (IN4148) 

Crystal, 3.579 
LED 

Transistor, 2N3904 
Socket I.C. 16 Pin 
Diode, VR332 

6808 or 6802 (SEE NOTE 1 ) 

Microprocessor 

Socket, I.C. 40 Pin 

Socket, I.C. 28 Pin 

Screw 

Nut 

Header, 20 Pin 


2 C36, 43 

2 R69, 70 

1 Cl 

2 R28, 54 

AR Used with U1 8, VR1 
2 Q3, 4 

2 R82, 48 


Capacitor, 2fiF, 16V 
Pot. IK 

Capacitor, Electrolytic 47uF 
Resistor, 82K 
Thermal Compound 
Transistor, 2N4403 
Resistor, 'AW, 5%, 2.4K 
JUMPERS— SEE NOTES 


30 


BALLY 

PART# 

E-1 05-245 
E- 105-230 
E-1 05-344 
E-1 05-228 
E-1 05-203 
E-1 05-248 
E-105-161 
E-1 05-346 
E-1 05-347 
E-1 05-243 
E-1 05-3 11 
E-1 05-211 
E-1 05-303 
E-1 05-345 
E-1 05-1 96 
E-1 05-360 
E-1 05-223 
E-586-85 
E-586-130 
E-1 05-287 
E-1 05-342 
E-586-90 

E-586-89 

E-586-83 

E-586-120 

E-586-68 

E-586-135 

E-586-73 

E-586-136 

E-586-124 

E-586-121 

E-586-123 

E-586-147 

E-586-150 

E-736-18 

E-736-6 

E-682-1 1 

E-682-8 

P-5399 

E-658-1 

E-587-15 

E-587-14 

E-744-5 

E-679 

E-585-31 

E-712-16 

E-587-22 

E-620-125 or 128 

E-712-1 

E-712-28 

LSPR-00632-1 106 
N-00632-21 12 
E-766-20 

E-586-63 

E -599- 16 

E-586-148 

E-1 05-341 

M-1834 

E-585-23 

E-105-312 


AS-2518-52 AUXILIARY LAMP DRIVER 



A9: AUXILIARY LAMP DRIVER 

COMPONENT PARTS LIST 


ITEM 

QTY. 

REFERENCE 

DESIGNATION 

BALLY 

PART NO. 

DESCRIPTION 

1 

1 


P-2948-504 

PC.B. (M-645-512) 

2 

1 

U1 

E-620-134 

Quad Flip Flop 

3 

4 

U2 Thru U5 

E-620-108 

BCD to Decimal Decoder 

4 

28 

Q1 Thru Q28 

E-585-29 

S.C.R. 

5 

28 

RIO Thru R37 

E-1 05-237 

Resistor , 2K (l, V« W, 5% 

6 

8 

R1-4, R6-9 

E-1 05-242 

Resistor, 20K ft, 'A W, 5% 

7 

1 

R5 

E-1 05- 173 

Resistor, 2.2M, 'A W, 5% 

8 

1 

Cl 

E-586-85 

Capacitor, .01 ^f, 25V, ±20 % 

9 

1 

J1 

E-736-1 5 

Connector, KK1 56 1 5 Pin 

10 

1 

J2 

E-736-18 

Connector, KK1 56 1 8 Pin 

11 

2 

J3 

E-736-1 0 

Connector, KK156 10 Pin 

12 

2 

TP1.TP2 

P-5399 

Test Point 

13 

25 


M-1777-126 

Jumper 


©0 





A15: SOLENOID EXPANDER ASSEMBLY 

AS-2518-66 



REFERENCE 

designation 

J1 

K1 

U1 

P-2948-452 

R1 

CR1 


BALLY 

PART# 

E-736-10 
E-1 46-795 
E-620-172 
M-645-585 
E-1 05-21 9 
E-587-15 
Jumper 
W-1251b 


DESCRIPTION 

10 Pip ‘Molex’ KK15 
48 V. Relay 
MOC 3011 
PC. Board 
330 Ohm Resistor 
IN4004 Diode 
AWG. 22 1 y 2 " 
Schematic 











A1: 7 DIGIT DISPLAY DRIVER MODULE 


COMPONENTS PARTS LIST 


ITEM QTY. 


REFERENCE 

DESIGNATION 


R1.R3, R5, R7, R9, Rll 
R34, R56 

R14, R16, R18, R20, R22 
R24, R26, R35, R36, R37^ 

R38, R39, R40, R58, R62 
R43, R44, R45, R46 R47 
R48, R55 

R13, R15, R17, R19, R21 

R23, R25, R61, R60 

R27, R28, R29, R30, R31 

R32, R33 

R41 

R42 

R63 

C2 

Q7, Q8, Q9, Q10, Q11, Q12, Q21 

Q1 , Q2, Q3, Q4, Q5, Q6 

Q13, Q14,Q15,Q16,Q17 

Q18, Q19, Q20 Q22 

CR1-2 

VR1 

U1 


TP1-3 

R2, R4, R6, R8, RIO, R12, R57 
R49, R50, R51, R52, R53, R54 


BALLY 

PART# 

P-2948-424 

E-105-331 


E-1 05-229 

E-1 05-222 

E-1 05-231 
E-1 05-271 
E-1 05-248 
E-586-65 
E-585-32 
E-585-33 


E-587-14 

E-598-7 

E-620-38 

E-736-10 

E-680-7 

M-1836 

P-2399 

P-2399-1 

P-5399 

E-1 05-287 

E-1 05-242 

E-586-85 


DESCRIPTION 

PC. Board, M-645 546 
Resistor, 1 00K ft 


E-105-227 Resistor, 300K 

E-1 05-228 Resistor, 9.1 K fi 


Resistor, 1.5KI7 

Resistor, 1.2KO 

Resistor, 39K f 1 
Resistor, 240K O 
Resistor, 150KO 
Capacitor, .01 MFD, 500V 
Transistor (2N5401) 

Transistor (MPS-A42) 

Diode (IN4148) 

Zener Diode, 1 10V (IN3045A) 
1C. Decoder (MCI 4543) 

10 Pin Water Pin Connector 
(KK-156) 

7 Digital Display Panel 
Hi-Lo Screw, W/H 
Display Mounting (Top) 

Display Mounting Bottom) 
Test Clip 
Resistor, 2.2K n 
Resistor, 20K Q 

Capacitor, .01 MFD, 25V 


34 



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1251 





VECTOR ^RAWING FOR 
EIGHT BALL DELUXE 
EJECT SAUCER 






PLAYFIELD MYLAR PROTECTO RS 
FO-589 



ENCLOSED ARE TWO MYLAR PROTECTORS WHICH MAY BE 
ATTACHED TO THE PLAYFIELD IN FRONT OF THE SLINGSHOT 
KICKERS AS SHOWN IN SKETCH. THESE WILL HELP TO 
PRESERVE PAINT FINISH IN FRONT OF SLINGSHOTS. 

TO APPLY, SIMPLY REMOVE PAPER BACKING AND PLACE 
MYLAR WITH FLAT EDGE TOUCHING THE TWO SLINGSHOT 
POSTS. 


MYLAR 

SLINGSHOT PROTECTORS