Skip to main content

Full text of "Firepower II Firepower II Operations Manual"

See other formats


Service Manual 


• OPERATION 

• ADJUSTMENTS 

• DIAGNOSTICS 

• LOGIC AND 
SCHEMATIC DIAGRAMS 



ROM SUMMARY 


ROM 

PART NO. 

DESCRIPTION 

BOARD 

LOCATION 

Game ROM 0 

A-5343-10350 

ROM, 4Kx8, REV 1 (Blue) 

CPU 

IC26 

Game ROM 1 

A-5343-10349 

ROM, 4Kx8, REV 1 (Blue) 

CPU 

IC14 

Flipper ROM 2 

A-5343-09553 

ROM, 4Kx8, REV 1 (Blue) 

CPU 

IC20 

Flipper ROM 2 

A-5341-09554 

ROM, 4Kx8, REV 1 (Blue) 

CPU 

IC17 

Sound ROM 3 

A-5343-04970 

ROM, 2Kx8 (White) 

Sound 

IC12 


Special Considerations When 
Replacing Circuit Boards 

CPU BOARD 

1. Revision level 7 CPU Boards (batteries located on 
lower left corner at board) of later boards must be 
used. 

2. Must be equipped with blue-labeled Flipper ROMs 
and Game ROMs. 

3. Jumpers W3, W10, W11, W14, W17, W19, W20, and 
W22 must be connected. Jumpers W4, W9, W12, 
W15, W16, W18, W21, and W23 must be removed. 
With the exception of W25, (Factory Setting Jumper) 
all other jumpers are not changed. 

DRIVER BOARD 

Must be equipped with zero-ohm resistors or wire jump- 
ers (W9-W16) in place of switch matrix drive series 
resistors R204-R211. 

SOUND BOARD 

Must be jumpered for ROM operation and be 
equipped with Sound ROM 13. (Jumpers W2, W5, W7, 
W9, W10, W12. and W15 connected; W3, W4, W6, W8. 
W11, and W13 removed). 

POWER SUPPLY BOARD 

1. Model D 8345 board required (equipped with 
relay). 

2. Fuse F4 (lOA-SB) for flipper soienoids must be 
installed. 

DISPLAY BOARDS 

Model C 8363 Master Display and 7-digit Slave Dis- 
plays required. 


SERVICE MAMUAL 





CONTENTS 


• CHAPTER 1 Oam* Setup 

Warnings & Notices 6 

instaiiation 6 

Inspection 6-7 

Power Turn-On ^ 

Location of Controls ^ 

•CHAPTER 2 Game Operation 

Gome Operation 10 

Bookkeeping and Game Evaluation 10-11 

Game Adjustments Procedure 12 

Pricing Chart 13 

• CHAPTER 3 Diagnostic Procedures 

ROM Summary. 16 

Special Considerations when 

Replacing Circuits Boards 16 

Self-Diagnostic Tests (including lamp , switch 
and solenoid charts) 17-22 

• CHAPTER 4 Drawings 

Backbox Wiring Diagram 25 

CPU Board Assembly Drawing 26 

CPU Board Logic 27 

Driver Board Assembly Drawing 28 

Driver Board Logic Diagram (Sheet 1 of 2) 29 

Driver Board Logic Diagram (Sheet 2 of 2) 31 

Power Supply Assembly and 

Schematic Diagrams 32 

Power Wiring Diagram 33 

Sound Board Assembly Drawing 34 

Sound Board Logic Diagram 35 

Insert Board Wiring Diagram 37 

C-8363 Master Display Board Assembly Drawing 38 

C-8363 Master Display Board Logic Diagram 39 

C-8364 and C-8365 Slave Display Board 
Assembly and Schematic Diagrams 40 

Cabinet Wiring Diagram 41 

Playfleld Lamp Wiring Diagram 42 

Playfield Solenoid Wiring Diagram 43 

Playfleld Switch Wiring Diagram 44 

• CHAPTERS Unique Parts 46 


4 



CHAPTER 1 Game Setup 


Warnings & Notices 
instaiiation 
inspection 
Power Turn-On 
Location of Controis 



Warnings & Notices 

WARNING: 

1. FOR SAFETY AND RELIABILITY, WILLIAMS does not 
recommend or authorize any substitute parts or 
modifications of WiLLIAMS equipment. 

2. USE OF NON-WILLIAMS PARTS and modifications of 
game circuitry may adverseiy affect game play, 
or may cause injuries. 

3. SUBSTITUTE PARTS, MODIFICATIONS AND GAME 
“CONVERSIONS” may void FCC type-acceptance. 

4. SINCE THIS GAME IS PROTECTED by Federal copy- 
right, trademark and patent laws, so-called game 
"conversions" may be Illegal under Federal law. 

5. THIS “CONVERSION” PRINCIPLE ALSO APPLIES to 

unauthorized facsimiles of WILLIAMS equipment, 
logos, designs, publications, assemblies and 
games (or game features not deemed to be in the 
public domain), whether manufactured with 
WILLIAMS components or not. 

RF INTERFERENCE NOTICE: 

CABLE HARNESS PLACEMENTS AND GROUND STRAP 
ROUTING on this game have been designed to keep 
RF radiation and conduction within levels accepted 
by FCC regulations. 

TO MAINTAIN THESE LEVELS, reposition harnesses anc 
reconnect ground straps to their original placements 
if they should be disconnected during maintenance. 


9. Remove ties securing cabinet and playfield 
cables and pull these cables up through pedestal 
hole. 

10. Interconnect cabinet and playfield cables with 
those of backbox. All are shape, size and color- 
coded: 

General Illumination Connector: 6-Pin WHITE 
Switch Connector: 15-Pin WHITE 
Lamp Connector: 24-Pin WHITE 
Solenoid Connector: 36-Pin BLACK 
Cabinet Connector: 36-Pin WHITE 

11. Push Remote Volume Control Cable (GRAY), ter- 
minated in a 4-Pln connector, and Transformer Sec- 
ondary Harness, terminated in four connectors: 2- 
Pin WHITE. 6-Pin BLUE, 9-Pin WHITE, and 12-Pin WHITE 
into backbox. 

12. Lift up backbox and position on cabinet pedestal, 
engaging brackets for support. 

13. Secure backbox to cabinet using two bolts 
and related washers. 

14. Connect ground braid, and WHITE-RED wire under 
wing nut and washer at bottom of backbox. 

15. Guide Remote Volume Control Harness through 
harness clips on back of backbox and connect 4 
Pin connector to Sound Board 10J4. 

16. Connect Transformer Secondary cable 
connectors: 

6-Pin BLUE (7 wires) to 6-Pin WHITE (7 wires) 

12-Pin WHITE to Power Supply 3J1 
2-Pin WHITE to Power Supply 3J9 
9-Pin WHITE to Sound Board 10J1 




installation 


With legs attached to cabinet, proceed as follows: 

1. Unlock and remove backglass from backbox. 

2. Remove shipping insert and shipping blocks from 
insert door. 

3. Unlatch and open Insert door. 

4. Unlatch speaker panel, disconnect speaker 
cable, and remove speaker panel. Close and 
latch insert door. 

5. Reach into the cabinet pedestal hole and pull up 
the line cord. Insert the line cord into the notch in 
thecabinet pedestal. DO NOT PLUG IN AT THIS TIME. 

6. Position backbox face-down on top of cabinet 
with neck opening facing rear of cabinet. 

7. Pull five cable connectors from backbox. 

8. Reach into pedestal hole of cabinet, pull up 
ground strap braid wire, and push it into backbox. 


Inspection 


A. Check all connectors In backbox for loose wire 
termination. Reseat any loose wires by pushing in 
on terminal. 

B. Push on all connectors attached to Master Display, 
CPU, Driver, and Sound Boards, and check termina- 
tions on capacitor and bridge rectifiers at lower 
right of backbox. 

C. Gently press on all socketed 1C packages on CPU 
and Sound Boards. 

D. Check that two fuses on Sound Board and seven 
fuses on Power Supply Board are secure. 

E. Push on connector attached to Slave Display 
Boards. 



6 



F. Check that line fuse in bottom of cabinet is secure. 

G. Check transformer input connector in bottom of 
cabinet for ioose wire termination. Reseat any 
ioose wires by pushing in on termination. 

H. Check cabinet to coin door connector for loose 
wire termination. Reseat any loose wires by push- 
ing In on termination. 


Power Turn-On and Game 
Setup 

This machine MUST BE PLUGGED iNTO A PROPERLY 
GROUNDED OUTLET to PREVENT SHOCK HAZARD and to 
ensure PROPER GAME OPERATiON. DO NOT use a “che- 
ater” piug to defeat the ground pin on iine cord, and 
DO NOT cut off ground pin. Line voitage MUST agree 
with that specified on the back of cabinet or serious 
damage to machine couid occur. For iow-iine appii- 
cations (105 or 210V ac), refer to the power wiring 
diagram. 

A. With the coin door ciosed, piug game in and turn it 

ON. Game shouid come on in Game Over mode as 
indicated by Piayer 1 score reading zero, Game 
Over iights iit, and High Score to Date aiternating 
with piayer scores. 

B. if game comes on in the Diagnostic Mode (Credits 
dispiay showing 04, Baii in Piay Dispiay showing 

OO, and Piayer 1 dispiay showing game identifica- 
tion) turn game OFF and ON again. 

1. if game now comes on in Game Over mode, 
bookkeeping and game evaiuation totais 
have been reset to zero. 

2. if game stiii comes on in Diagnostic Mode, 
open coin door and turn game OFF, and ON 
twice. This is an indication of batteries being 
removed with power OFF or coming ioose 
during shipment. This has aiso resuited in fea- 
tures reverting to factory settings. Any 
changes from factory settings must be re- 
entered using procedures provided in instruc- 
tion bookiet. 

C. if game stiii comes on in Diagnostic Mode, CPU 
board or memory-protect circuit may have faiied. 

D. Piace three baiis on piayfieid next to outhoie. 

E. Perform diagnostic tests and make any desired 
chariges to features as described in instruction 
bookiet. 


Location of Controls 


ON-OFF SWITCH — On bottom of cabinet in the area of 
the right front ieg as you face the game. 

VOLUME CONTROL — Accessibie through coin door on 
ieft cabinet waii. 

DIAGNOSTIC SWITCHES— Advance, AUTO-UP/ 
MANUAL-DOWN, and high score reset switches are 
iocated on back of coin door. Refer to diagnostic and 
adjustment procedures for operation. 

MEMORY PROTECT SWITCH— Must be open to ciear 
bookkeeping and make game adjustments. Located 
on inside of coin door frame and automaticaiiy opens 
when coin door opens. 

CPU DIAGNOSTIC SWITCH— Operates board seif test 
expiained in diagnostic procedures. Located on ieft 
edge of CPU board. 

SOUND BOARD DIAGNOSTIC SWITCH— On top edge of 
sound board and used to initiate sound board seif test. 
Refer to diagnostic procedures. 

SOUND SPEECH MIXER CONTROL— Used in games with 
speech to baiance ievei of synthesised sound and 
speech. Located on speech moduie. 


7 



CHAPTER 2 Game Operation 


Game Operation 

Bookkeeping and Game Evaluation 
Game Adjustments Procedure 
Pricing Chart 



Game Operation 


Game Over Mode — Turn game ON; player 1 score 
shows 00; all player scores alternate the high score to 
date, Game Over lamp lights. All playfield lamps 
cycle in attract mode. 

Credit Posting — Insert coins; sound produced, number 
of credits displayed. If maximum credits* exceeded 
by coin or high score to date, credits posted correctly 
and coin lockout de-energizes until remaining credits 
are below maximum. No credits may be won and 
coins are rejected while the coin lockout is de- 
energized. 

Game Start — Push credit button; start-up tune played, 
ball served, credit display reduced by one player 1 
up flashes until first scoring switch is made, ball In 
play shows 1. Pushing credit button before ball 2 is 
displayed allows additional players. 

Bonus — Bonus is advanced (from 1,000 to 99,000) once 
by making A-B-C-D lanes, and tor F-l-R-E-P-O-W-E-R 
targets when not lit, and three times for flipper return 
lanes when lit. Completing orbit shot scores 5,000 and 
three advances, or 10,000 and ten advances when lit 
for bonus holdpver. Lighting A-B-C-D advances bonus 
multipliers (2x, 3x and 5x), and scores 25,000 points 
with 5x lit. Operating right flipper (Lane Change fea- 
ture) alternates lit lanes. 

Orbit Shot — Entering spinner lane and exiting orbit out 
gate completes orbit shot. Lighting F-l-R, E-P-O, or W-E- 
R lights individual jet bumpers for 1,000 points and 
Orbit Shot* arrow for ten seconds to award bonus 
holdover. Completing Orbit with bonus holdover 
arrow lit awards bonus memory for next ball. If bonus 
holdover has been awarded. Orbit scores 25,000 
points. 

F-l-R-l-P-O-W-E-R— Completing F-l-R-E-P-O-W-E-R: 

• Lights one flipper return lane and spinner the first 
time 

• Lights other flipper return lane the second time 

• Lights Ramp Shot for Extra Ball the third time 

• Lights FIREPOWER and one drain Special the fourth 
time 

• Aurards FIREPOWER special the fifth time 

• Scores 50,000 points the sixth and succeeding times 

Drain Specials will alternate by hitting kickers. 

Ramp Shot — Completing Ramp Shot scores 5,000 or lit 
value (mystery or extra ball). Making right flipper 
return lane when lit lights ramp shot for Mystery value* 
(20,000 to99,000) for seven seconds. 

Multi-Ball — Making eject hole* scores 5,000 or lit 
value, and advances lit value, locks ball, and another 
ball Is put into play. Hitting release target* scores 


25,000 or lit value, advances lit value, and initiates 
two bail Multi-Ball. All scoring during Multi-Ball dou- 
bles except for the eject hole which scores 5,000 and 
ejects ball. 

End of Game — If bonus holdover Is lit at end of last ball 
the bonus and multipliers will score. Then same 
amount of bonus will score without multipliers to 
award bonus holdover. Match Digits* appear in ball 
in play display, credit* awarded tor match. Exceed- 
ing High Score to Date awards three* credits. Match, 
High Score to Date, and Game Over sound made as 
appropriate. 


Bookkeeping and 
Game Evaluation 

(Functions 01-17) 

1. Set AUTO-UP/MANUAL-DOWN switch to AUTO-UP 
and depress ADVANCE pushbutton. Test 04 is indi- 
cated in the credits display. Function 00 in Match 
display, and Game Identification in Player 1 dis- 
play. 

2. Operate the ADVANCE pushbutton to display Func- 
tions 01 thru 04 on the Match display (See Table 1) 
and record the corresponding totals (number ot 
coins and total paid credits) from fhe Player 1 
display. (To review a total that has been advanced 
past, set switch to MANUAL-DOWN and operate the 
ADVANCE pushbutton). 

3. Operate the ADVANCE pushbutton to display Func- 
tions 05, 06, and 07 in the Match display and 
record the corresponding free credit totals from 
the Player 1 display. 

4. Operate the ADVANCE pushbutton to display Func- 
tion 08 in the Match display. Total credits is indi- 
cated in the Player 1 display, total free credits in 
the Player 2 display, and percentage of free 
credits in the Player 4 display. 

5. Operate the ADVANCE pushbutton to display Func- 
tion 09 thru 12 In the Match display and record the 
corresponding totals from the Player 1 display. 


*lndicates game program adjustable features. 

Lane Change and Mulfl-Ball are trademarks of Wil- 
liams Electronics, Inc. 


10 



6. Operate the ADVANCE pushbutton to display Func- 
tions 13 thru 17 in the Match display and record 
the corresponding totals from the Player 2 display. 

7. With switch set to MANUAL-DOWN operate ADV- 
ANCE to display Function 50 in the Match Display. 
From Function 50 you can return to game over or 
zero audit totals and return to game over. Perform 
step 8.a. or 8.b. as desired. 

8. a. To return to game over, set the switch to AUTO-UP 

and depress ADVANCE. 

b. To zero audit totals and return to game over set 
switch to AUTO-UP. operate the credit button to 
display 35 in the Player 1 display, and depress 
ADVANCE. 


RESETTING HIGH SCORE TO DATE 

1. Using game adjustment procedure, set Function 13 
to the desired reset value. 

2. Depress HIGH SCORE RESET pushbutton. 

FACTORY AUDIT TOTALS 

(Functions 42-49) 

The factory audit functions are not assigned. 


Table 1. Audit Totals 



DESCRIPTION 


FUNCTION 

PLAYER 1 

PLAYER 2 

00 

Game Identification (2521 1) 

— • 

01 

Coins. Left chute 

— 


(closest to coin door hinge) 

— 

02 

Coin, center chute 

— 

03 

Coin, right chute 

— 

04 

Total Paid Credits 

— 

05 

Special Credits 

— 

06 

Replay Score Credits 

— 

07 

Match Credits 

— 

08 

Total Credits 

Free Credits 

09 

Total Extra Balls 

— 

10 

Ball Time in Minutes 

— 

11 

Total Balls Played 

— 

12 

Current High Score to Date 

— 

13 

Backup High Score to Date 

High Score to Date 
Credits Awarded 

14 

Extra Ball 1 Score 

Times exceeded 

15 

Extra Ball 2 Score 

Times exceeded 

16 

Extra Ball 3 Score 

Times exceeded 

17 

Extra Ball 4 Score 

Times exceeded 


11 




Game Adjustment Procedure 


(Functions 13-41) 

Coin door must be open to change settings. 

1. Set AUTO-UP/MANUAL-DOWN switch to AUTO-UP 
and depress the ADVANCE pushbutton. Test 04 is 
indicated in the Credits display, Function 00 in 
Match display, and game identification in Player 1 
display. 

2. To raise Function number in Match display, oper- 
ate ADVANCE pushbutton with switch set to AUTO- 
UP. To iower Function number, operate ADVANCE 
with switch set to MANUAL-DOWN. 

3. With desired Function indicated in Match display, 
raise value in player 1 display by operating credit 
button with switch set to AUTO-UP; lower value by 
operating credit button with switch set to MANUAL- 


DOWN. Value left in Player 1 display is the new 
setting. For values see Table 2, and for pricing 
Table 3. 

4. Repeat steps 2 and 3 until all required adjustments 
have been made. 

5. Operate ADVANCE until Function 50 is indicated In 
Match display. From Function 50 you can return to 
game over or restore factory settings. Perform step 
6 or 7 as desired. 

6. To return to game over, depress ADVANCE with 
switch set to AUTO-UR 

7. To restore factory settings and zero audit totals: 

a. Operate Credit button with switch set to AUTO-UP 
until 45 Is indicated in Player 1 Display. 

b. Depress ADVANCE. The game returns to Test 04. 
Function 00. 

c. Set switch to MANUAL-DOWN and depress AD- 
VANCE to indicate Function 50. 

d. Set switch to AUTO-UP and depress ADVANCE. 


Table 2. Game Adjustments 


FUNCTION 

DESCRIPTION 

NOTES 

•FACTORY 

SETTING 

13 

Backup High Score to Date (HSTD Credits Awarded) 

1 

2,500,000 

14 

Replay 1 Score (Times exceeded) 

2 

800,000 

15 

Replay 2 Score (Times exceeded) 

2 

1,500,000 

16 

Replay 3 Score (Times exceeded) 

2 

0 

17 

Replay 4 Score (Times exceeded) 

2 

0 

18 

Maximum Credits 

3 

30 

19 

Standard and Custom Pricing Control 

4 

01/02 

20 

Left Coin Slot Multiplier 

4 

09/09 

21 

Center Coin Slot Multiplier 

4 

04/45 

22 

Right Coin Slot Multiplier 

4 

01/18 

23 

Coin Units Required for Credit 

4 

02/05 

24 

Coin Units Bonus Point 

4 

04/45 

25 

Minimum Coin Units 

4 

00 

26 

Match: 00 = Match ON; 01 = Match OFF 

— 

00 

27 

Special: 00 = Awards Credit; 01 = No Special; 




02 = Awards Points 

— 

00 

28 

Replay Scores: 00 = Awards Credit; 01 = Awards Extra Ball 

— 

00 

29 

Maximum Plumb Bob Tilts 

— 

00 

30 

Number of Balls (03 or 05) 

— 

03 

31 

Eject and Release Values: 




00 = 1st Lamp not Lit initially; 01 = 1st Lamp Lit initially 

— 

01 

32 

Mysterytime: 00 = 5 seconds; 01 = 7 seconds 

— 

01 

33 

Holdovertime: 00 = 7 seconds: 01 = 10 seconds 


01 

34 

Extra ball memory: 00 = No memory: 01 = Memory 


01 

35 

Background sound: 00 = Background ON; 




01 = Background OFF 


00 

36-39 

Not Used 

— 

00 

40 

High Score Credits 

1 

03 

41 

Maximum Extra Balls at one time (00 = No Extra Ball) 

— 

07 


NOTES: 

•Second Factory Setting value is with jumper W25 on CPU Board connected. 

[ ] Description in brackets shown in Player 2 Display. 

1 Function 13 may be set to any muiitiple of 100,000 points. Setting Function 40 zero with Function 13 set to any score but 
zero permits the High Score to Date feature to operate but no credits are awarded. 

2. Functions 14-17 (Replay Scores) may be set to any multiple of 100,000 points. Setting a function to zero disables the 
replay score point. 

3. Setting Maximum Credits (Function 18) to zero places the game in a free play mode. 

4. With Function 19 set to 00, Functions 20-25 must be set manually. Refer to Table 2 for eight standard pricing schemes 
(selected by values of 01-08 for Function 19) and custom pricing values. For Straight quarter play, set Function 19 to 00. 
Function 23 to 01 and Function 24 to 00. All other pricing functions should remain at their factory settings. 


12 




Table 3. Standard and Custom Price Settings 


COIN DOOR 


FUNCTION 

MECHANISM 

CREDITS 

19 

20 

21 

22 

23 

24 

25 

Twiri’Quarter 

1/25C, 3/500, 7/$1 


03 

12 

03 

02 

12 

00 

Quarter. Dollar, Quarter 

1/250, 3/500, 7/$1 coin only 


03 

14 

03 

02 

mm 

00 


1/250, 7/$1 coin only 


01 

07 

01 


Ba 

00 


1/250, 3/500, 6/$1 


01 

04 

01 

01 

mm 

00 


1/250, 6/$1 coin only 

00 

01 

06 

01 

01 

00 

00 


1/250, 5/$1 


01 

04 

01 

01 


00 


2/500, 5/$1 


01 

04 

01 

01 

04 

02 


1/250, 5/$1 coin only 

00 

01 

05 

01 

01 

00 

00 


•1/250, 4/$1 

01 

01 

04 

01 

01 


00 


2/500, 4/$1 


01 

04 

01 

01 

00 

02 


•1/500, 2/750, 3/4 x 250 

05 

03 

15 

03 

04 

15 

00 


4/$1 or 5 X 25^ 









1/500, 3/$1, 4/$1.25 

00 

03 

12 

03 

04 

15 

00 


1/500, 3/$1, 7/$2 

00 

12 

48 

12 

14 

96 

18 


H/500, 3/$1, 6/$2 

03 

01 

04 

01 

mm 


00 


1/500 





mm 

00 


1DM, SDM. 2DM 

•1/1DM, 3/2DM, 10/5DM 



■a 

MEM 

■a 

45 



2/1DM, 5/2DM, 14/5DM 





mm 

65 


20-Cent. 50-Cent 

1/200, 3/500 

00 

06 

00 

15 

05 

00 

00 

1 Franc, 10 Franc, 5 Franc 

H/2F, 3/5F only. 8/10F only 

04 

01 

16 

06 

02 

00 

00 

25 Cent, 

•1/250, 4/1G 

06 

01 

00 

04 

01 

00 

00 

1 Guilder. 

1/250, 5/1G 

00 

01 

00 

04 

01 

04 

00 

Twin 100 Yen 

2/100Y 

00 

02 

00 

02 

01 

00 

00 

1 Franc or 

1/IF, 3/2F 

00 

01 

01 

01 

01 

02 

00 

. Twln-1 Franc 

1/IF 

00 

01 

01 

01 

01 

00 

00 

5 Franc, 

•1/5F, 2/10F 

07 

01 

00 

02 

01 

00 

00 

10 Franc 

•1/10F 

08 

01 

00 

02 

02 

00 

00 

Twln-2 Franc 

•1/2F 

03 

01 

04 

01 

01 

00 

00 

10. 20 Franc 

•1/iOF. 2/20F 

07 

01 

00 

02 

01 

00 

00 

Twln-1 Sucre 

1/3S, 2/5S 

00 

02 

00 

02 

05 

00 

00 


•Indicates standard price settings by adjusting only Function 19. For other price settings, set Function 19 to 00 and set 
Functions 20 through 25 to the values indicated In the chart. 


13 











CHAPTER 3 Diagnostic Procedures 


ROM Summary 
Special Considerations when 
Replacing Circuits Boards 
Self-Diagnostic Tests 



ROM SUMMARY 


ROM 

PART NO. 

DESCRIPTION 

BOARD 

LOCATION 

Game ROM 0 

A-5343-10350 

ROM, 4Kx8, REV 1 (Blue) 

CPU 

IC26 

Game ROM 1 

A-5343-10349 

ROM, 4Kx8, REV 1 (Blue) 

CPU 

IC14 

Flipper ROM 2 

A-5343-09553 

ROM, 4Kx8, REV 1 (Blue) 

CPU 

IC20 

Flipper ROM 2 

A-5341-09554 

ROM, 4Kx8, REV 1 (Blue) 

CPU 

IC17 

Sound ROM 3 

A-5343-04970 

ROM, 2Kx8 (White) 

Sound 

IC12 


Special Considerations When 
Replacing Circuit Boards 

CPU BOARD 

1 Revision ievei 7 CPU Boards (batteries iocated on 
iower left corner at board) of iater boards must be 
used. 

2. Must be equipped with blue-iabeied Flipper ROMs 
and Game ROMs. 

3. Jumpers W3, W10, W11. W14. W17, W19, W20. and 
W22 must be connected. Jumpers W4, W9, W12, 
W15. W16. W18. W21, and W23 must be removed. 
With the exception of W25, (Factory Setting Jumper) 
all other jumpers are not changed. 

DRIVER BOARD 

Must be equipped with zero-ohm resistors or wire jump- 
ers (W9-W16) in piace of switch matrix drive series 
resistors R204-R211. 

SOUNDBOARD 

Must be jumpered for ROM operation and be 
equipped with Sound ROM 13. (Jumpers W2, W5, W7, 
W9, W10, W12, and W15 connected: W3, W4, W6, W8, 
W11. and W13 removed). 

POWER SUPPLY BOARD 

1. Model D8345 board required (equipped with 
relay). 

2. Fuse F4 (10A SB) for flipper solenoids must be 
installed. 

DISPLAY BOARDS 

Model C 8363 Master Display and 7-digit Slave Dis- 
plays required. 



Diagnostic Procedures 

^ DISPLAY DIGITS TEST 

1. Set AUTO-UP/MANUAL-DOWN switch to MANUAL- 
DOWN and depress ADVANCE. Displays should 
indicate all O’s. 

2. Set the switch to AUTO-UP. Displays should se- 
quence from all O’s thru all 9’s. Comma segments 
should come on when odd digits are displayed. 

3. To stop cycling, set switch to MANUAL-DOWN. 

V Operate ADVANCE pushbutton to step through the 

tests one number at a time. Set switch to AUTO-UP to 
resume cycling. 


SOUND TEST 

1. From Display Digits Test depress ADVANCE with the 
switch set to AUTO-UR Test 00 should be indicated 
in the Credits display and the Match display 
should sequence from 00 thru 06. Different sounds 
should be produced for 00. 01, 02, 03. and 04. 

2. To continuously pulse a single sound, set the toggle 
switch to MANUAL-DOWN. Operate ADVANCE push- 
button to sequence through sounds one at a time. 
Set toggle switch to AUTO-UP to resume 
sequencing. 

LAMP TEST 

From Sound Test depress ADVANCE with the switch set 
to AUTO-UR Test 01 should be indicated in the Credits 
display and all multiplexed lamps should flash. 


r 

SsCOLUMN 

1 1 



m 


IHHDi 

IjB 



MOM 



8 



YEL-BRN 







YEL-GRY 

1 ROW 

2J5-8 




2J5-6 




Ml 


IMEIEQ 


2J5-2 


RED- 

Game 


1,000 


9,000 

“F" 


“R" 


Lower Left 

2x 


Release 

1 

BRN 

Over 


Bonus 


Bonus 





Jet Bumper 



Target 

100K 


2J7-1 


1 


9 

17 


25 


33 

41 


49 

57 


RED- 

Match 


2,000 


10,000 



“A” 


Upper Right 

3x 



2 

BLK 



Bonus 


Bonus 





Jet Bumper 





2J7-2 


2 


10 

18 


26 


34 

42 


50 



RED- 

Tilt 





“R" 


“B” 


Upper Left 

5x 



3 

ORN 










Jet Bumper 





2J7-3 


3 


11 





35 

43 


51 



RED- 

High 


4,000 


40,000 

“E" 


“C" 


Lower Right 

Eject 

Hole 

10K 


spinner 

4 

YEL 

Score 


Bonus 


Bonus 





Jet Bumper 



2J7-4 


4 


12 

20 


28 


36 

44 

52 

60 


RED- 

Shoot 


5,000 


60,000 

“P" 


“0" 


Left Flipper 

Eject 

Hole 

20K 


Not 

5 

GRN 

Again 


Bonus 


Bonus 





Return Lane 


Used 


2J7-5 




13 

21 


29 


37 

45 


53 

61 


RED- 

Shoot 


6,000 


80,000 

“0" 


Left 


Right Flipper 

Eject 

Hole 

50K 


Not 

6 

BLU 

Again 


Bonus 


Bonus 



Drain 

Special 


Return Lane 


Used 


2J7-6 




14 

22 


30 

38 

46 


54 

62 


RED- 

Double 


7,000 


Bonus Holdover 

“W” 


Right 


Mystery 

— 

Eject Hole 

Not 

7 

VIO 

Score 


Bonus 





Drain 

Special 


Lock Arrow 

Used 


2J7-9 


7 _ 


15 

23 


31 

39 

47 


55 

63 


RED- 

Bonus 


8,000 


Fire 



Ball 


Extra 

Release 


Not 

8 

GRY 

Holdover 


Bonus 


Power 

Special 



in 

Play 


Ball 

Target 

50K 


Used 



2J7-8 


£ 


16 

24 


32 

EM 

48 


56 

64 



Figure 1. Lamp Matrix 



17 




























Figure 2. Lamp Locations 


Function 

Game Over | 
Match / „ 

Tilt } 

High Score I 
Shoot Again I 
Shoot Again ^ 
Double Score 
Bonus Holdover 

1.000 Bonus 

2.000 Bonus 

3.000 Bonus 

4.000 Bonus 

5.000 Bonus 

6.000 Bonus 

7.000 Bonus 

8.000 Bonus 

9.000 Bonus 

10.000 Bonus 

20.000 Bonus 

40.000 Bonus 

60.000 Bonus 

80.000 Bonus 
Bonus Holdover 
Fire Power Special 


Backbox 

Lamps 


upn 

“O" 

“W" 

“E" 

“R" 

“A" 

"B" 

-C" 

“D" 

Left Drain Special 
Right Drain Special 
Ball in Play 

Lower Left Jet Bumper 

Upper Right Jet Bumper 

Upper Left Jet Bumper 

Lower Right Jet Bumper 

Left Flipper Return Lane 

Right Flipper Return Lane 

Mystery 

Extra Bali 

2x 

3x 

6x 

Eject Hole 10K 
Eject Hole 20K 
Eject Hole 50K 
Eject Hole Lock Arrow 
Release Target 50K 
Release Target 100K 
Release Target 150K 
Release Arrow 
Spinner 
Not Used 
Not Used 
Not Used 
Not Used 


18 



SOLENOID TEST 



1. From Lamp Test depress ADVANCE with the switch 
set to AUTO-UP. Test 02 should be indicated in the 
Credits display. The Match display sequences 
trom 01 thru 25. Corresponding solenoids 01 thru 
24 are pulsed. Flipper relationship is de-energized 
with subtest 25. 

2. To continuously pulse a single solenoid set switch 
to MANUAL-DOWN. Operate ADVANCE pushbutton 
to sequence through the solenoids one at a time. 
Set switch to AUTO-UP to resume sequencing. 


Sol. 

No. Function 

1 Outhole 

2 Ball Ramp Thrower 

3 Eject Hole 

4 Orbit Complete Flash Lamps 

5 Not Used 

6 Not Used 

7 Not Used 

8 Not Used 

9 Not Used 

10 Not Used 

11 Generali Illumination Relay 

12 Not Used 

13 Not Used 

14 Not Used 

15 Bell 

16 Coin Lockout 

17 Lett Kicker 

18 Right Kicker 

19 Lower Left Jet Bumper 

20 Upper Right Jet Bumper 

21 Upper Left Jet Bumper 

22 Lower Right Jet Bumper 


Figure 5. Solenoid Locations 



19 



Table 4. Solenoid Connection 


SOL. 

NO. 

FUNCTION 

WIRE 

COLOR 

CONNECTIONS 

DRIVER 

TRANS. 

SOLENOID ' 

PART NO. 

01 

Outhole 

GRY-BRN 

2P11-4. 8P3-1 

Q15 

SG1-23-850-DC 

02 

Bail Ramp Thrower 

GRY-RED 

2P11-5, 8P3-2 

Q17 

SA3-23-850-DC 

03 

Eject Hole 

GRY-ORN 

2P11-7. 8P3-3 

Q19 

SG1-23-850-DC 

04 

Orbit Complete Flash Lamps 

GRY-YEL 

2P11-8, 8P3-4 

Q21 

Type 83 

05 

Not Used 

GRY-GRN 

2P11-9, 8P3-5 

Q23 


06 

Not Used 

GRY-BLU 

2P11-3. 8P3-6 

Q25 


07 

Not Used 

GRY-VIO 

2P11-2, 8P3-7 

Q27 


08 

Not Used 

GRY-BLK 

2P11-1, 8P3-8 

Q29 


09 

Not Used 

BRN-BLK 

2P9-9, 8P3-9 

Q31 


10 

Not Used 

BRN-RED 

2P9-7, 8P3-10 

Q33 


11 

General Illumination Relay 

BRN-ORN 

2P9-1. 3P7-1 

Q35 

5580-09555 

12 

Not Used 

BRN-YEL 

2P9-2. 8P3-12 

Q37 


13 

Not Used 

BRN-GRN 

2P9-3, 8P3-13 

Q39 


14 

Not Used 

BRN-BLU 

2P9-4. 8P3-14 

Q41 


15 

.Bell 

BRN-VIO 

2P9-5. 7P1-17 

Q43 

SM-29-1000-DC 

16 

Coin Lockout 

BRN-GRY 

2P9-6. 7P1-18. 7P2-4 

Q45 

904218-696 

*17 

Left Kicker 

BLU-BRN 

2P12-7, 8P3-17 

Q2 

SG1-23-850-DC 

*18 

Right Kicker 

BLU-RED 

2P12-4, 8P3-18 

Q4 

SG1-23-850-DC 

*19 

Lower Left Jet Bumper 

BLU-ORN 

2P12-4. 8P3-19 

Q6 

SG1-23-850-DC 

*20 

Upper Right Jet Bumper 

BLU-YEL 

2P12-6, 8P3-20 

Q8 

SG1-23-850-DC 

*21 

Upper Left Jet Bumper 

BLU-GRN 

2P12-8. 8P3-12 

Q10 

SG1-23-850-DC 

*22 

Lower Right Jet Bumper 

BLU-BLK 

2P12-9, 8P3-22 

Q12 

SG1-23-850-DC 


Right Flipper 

BLU-VIO 

2P12-1, 7P1-7 

— 

SFL-19-400/ 

30-750-DC 


Left Flipper 

BLU-GRY 

2P12-2. 7P1-9 

— 

SFL-19-400/ i 

30-750-DC 1 

r ^ 


•NOTES: 

1. Special switch connections for solenoids 17 through 21 ore os follows: 

17— ORN-BRN— 2P13-5. 8P3-24 

18— ORN-RED— 2P13-3. 8P3-25 

19— ORN-BLK— 2P13-2. 8P3-26 

20— ORN-YEL— 2P13-4. 8P3-27 

21— ORN-GRY— 2P13-8, 8P3-28 
Flipper button connections ore os follows: 

Right— ORN-VIO—2P12-1. 7P1-7 
Left— ORN-GRY— 2P12-2, 7P1-9 
Sol. 16 is Coin-Co port number 

Typical wiring for solenoids and special switches follows: 


RED(B+) 


2 . 


. BLK (GND ) 

— ^W“ 


H6- 


SWITCH TEST 

1. From Solenoid Test depress ADVANCE with the 
switch set to AUTO-UP. Test 03 should be Indicated 
in the Credits display and any stuck switches in the 
Master display. As stuck switch(es) is displayed a 
sound Is produced. The display continuously 
cycles through the stuck switches and as they are 
opened, the number is removed from the se- 
quence. When all switches are open, the Match 
display is blank and the sounds stop. 

2. If all switches in a row are displayed, first verify 
that all are open and then check for a short to 
ground on the row wire. 


3. Operate switches; a sound is produced and switch 
number is momentarily indicated in the ball in 
play display. If two switches in a row are Indicated 
with one switch closed, check for a short between 
the column wires; for multiple indication check ' 
column wire for short to ground. If two switches in a 
column are indicated with one switch closed, 
check for short between row wires 

4. If proper indications are obtained in Test 03 but 
matrix problem is suspected in game play, discoi^^ 
nect lamp connectors 2P5 and 2P7. Recheck 
game play. Perform CPU Self-Test if problei^^ 
remains. If problem is cleared, check for short be- 
tween lamp matrix and jet bumper mounting 
brackets. 


20 



Figure 4. Switch Locations 



Switch 


No. 

Function 

(Score) 

1 

Plumb Tilt 


2 

Ball Roll Tilt 


3 

Credit Button 


4 

Right Coin 


5 

Center Coin 


6 

Left Coin 


7 

Slam Tilt 


8 

High Score Reset 


9 

Outhole 


10 

Right Bali Ramp 


11 

Left Ball Ramp 


12 

Ball Shooter Trough 


13 

Lane Change 


14 

Ramp in Roll Under 


15 

Ramp out Roll Under 


16 

Center Left Standup 

(100) 

17 

Standup 

(100) 

18 

Spinner 

(100/1000) 

19 

Orbit in Roll Under 


20 

Upper Left Standup 

(50) 

-H- 

Mot 


22 

Upper Right Standup 

(50) 

23 

Eject Hoie 

(5000/Lit Value) 

24 

Reiease Target 

(1000) 

25 

"F" Target 

(1000) 

26 

”1" Target 

(1000) 

27 

“R” Target 

(1000) 

28 

“E” Target 

(1000) 

29 

■P" Target 

(1000) 

30 

"O" Target 

(1000) 

31 

“W Target 

(1000) 

32 

“E” Target 

(1000) 

33 

“R” Target 

(1000) 

34 

“A” Roliover 

(1000) 

35 

“B” Roiiover 

(1000) 

36 

“C" Roiiover 

(1000) 

37 

"D" Rollover 

(1000) 

38 

Left Outlane 

(10,000) 

39 

Right Outlane 

(10,000) 

40 

Orbit Out Gate 


41 

Lower Left Jet Bumper 

(100/1000) 

42 

Upper Right Jet Bumper 

(100/1000) 

43 

Upper Left Jet Bumper 

(100/1000) 

44 

Lower Right Jet Bumper 

(100/1000) 

45 

Left Flipper Return Lane 

(1000) 

46 

Right Flipper Return Lane 

(1000) 

47 

Left Kicker 

(10) 

48 

Right Kicker 

(10) 

49 

Piayfield Tilt 


50 

Not Used 


51 

Not Used 


52 

Not Used 


53 

Not Used 


54 

Not Used 


55 

Not Used 


56 

Not Used 


57 

Not Used 


58 

Not Used 


59 

Not Used 


60 

Not Used 


61 

Not Used 


62 

Not Used 


63 

Not Used 


64 

Not Used 



NOTE: Second value scored when lit 


21 






SXOLUMN 

r- 


2 

3 

4 


5 


6 

7 


8 

n 



GRN-BRN 

GRN-RED 

GRN-ORN 

GRN-YEL 

GRN-BLK 

GRN-BLU 

1 GRN-VIO 

GRN-GRY 

1 ROW 

2J2-9 


2J2-8 

2J2-7 

2J2-6 


2J2-5 


2J2-3 

2J2-2 


2J2-1 

1 


WHT- 

Plumb 


Outhole 

Standup 

“F" 


“R" 


Lower Left 

Playfield 


Not 


1 

BRN 

Tilt 



100 

Target 


Target 


Jet Bumper 

Tilt 


Used 






1000 


1000 


100/1000 






2J3-9 


1 

9 

17 


25 


33 

41 


49 







Right 

Spinner 





Upper Right 

Not 


Not 






Ball Ramp 

100/1000 



Rollover 


Jet Bumper 

Used 


Used 










100/1000 








2 

10 

18 




EM 

42 


50 


58 


WHT- 

Credit 


Left 

Orbit in 

“R” 


“B” 


Upper Left 

Not 


Not 


Q 

ORN 

Button 


Ball Ramp 

Roll Under 

Target 


Rollover 


Jet Bumper 

Used 


Used 






1000 


1000 








2J3-7 


3 


19 


27 


35 

43 


51 


59 


WHT- 

Right 


Ball 

Upper 

"E” 


“C” 


Lower Right 

Not 


Not 


A 

YEL 

Coin 


Shooter 

Left 

Target 


Rollover 


Jet Bumper 

Used 


Used 





Trough 

Standup 

1000 


1000 


100/1000 






2J3-6 


4 

12 

50 20 


28 


36 

44 


52 


60 


WHT- 

Center 


Lane 

Not 

“P” 


“D" 


Left Flipper 

Not 


Not 


5 

GRN 

Coin 


Change 

Used 

Target 

1000 


Rollover 

1000 


Return Lane 
1000 

Used 


Used 


■ 




13 

21 


29 


37 

45 


53 


61 



Left 


Ramp in 

Upper Right 

•‘O” 


Left 


Right Flipper 

Not 


Not 




Coin 


Roll Under 

Standup 

Target 


Outlane 


Return Lane 

Used 


Used 






50 

1000 


10,000 


1000 









14 

22 


30 


38 

46 


54 


62 


WHT- 

Slam 


Ramp out 

Eject Hole 

"W” 


Right 

Outlane 


Left 

Not 


Not 


7 

VIO 

Tilt 


Roll Under 

5000/Lit Value 

Target 



Kicker 

Used 


Used 







1000 


10,000 


10 






2J3-3 


7_ 

15 

23 


31 


39 

47 


55 


63 

■ 


High Score 
Reset 


Center 

Release 

“E" 


Orbit 


Right 

Not 


Not 


i 



Left 

Target 

Target 


Out 


KicKer 

Used 


Used 




Standup 

1000 

1000 


Gate 


10 





■ 




100 16 



32 


40 

48 


56 


64 


Figure 3. Switch Matrix 


CPU BOARD SELF-TEST 

Depress the DIAGNOSTIC pushbutton on the left side of 
the CPU Board. The following indications are provided. 
With 0 indication the game returns to the game over 
mode. 

0 - Test Passed 

1 - IC13 RAM Faulty 

2 - IC16 RAM Faulty 

3 - IC17 ROM 2 Faulty 

4 - IC17 ROM 2 Faulty 

5 - IC20 ROM 1 Faulty 

6 - IC14 Game ROM 1 Faulty 

7 - IC26 Game ROM 0 Faulty 

8 - IC19 CMOS RAM or Memory Protect Circuit Faulty 

9 - Coin-door closed, Memory Protect Circuit Faulty, or 
IC19 CMOS RAM Faulty. 

Note that “O’ remaining after power turn-on indicates 
CPU Board lockup. 

SOUND BOARD SELF-TEST 

Depress DIAGNOSTIC pushbutton on the top of the 
Sound Board. Several electronic sounds should be pro- 
duced. This sequence of sounds is repeated until the 
game is turned OFF and back ON. 


INITIATING AUTO-CYCLE MODE 

1. Set AUTO-UP/MANUAL-DOWN switch to AUTO-UP and 
depress ADVANCE pushbutton. Test 04 is indicated 
in Credit display and Function 00 in Match Dispiay. 

2. Set switch to MANUAL-DOWN and depress AD- 
VANCE to indicate Function 50 in the Match Dispiay. 

3. Set switch to AUTO-UP and operate Credit button to 
indicate 15 in Player 1 Display. 

4. Depress ADVANCE pushbutton to start Auto-Cycle 
mode. Each cycle of this mode sequences thru the 
Display Digits Test, Sound Test (00), Lamp Test (01), 
and Solenoid test (02). 

5. To terminate the test and return to game over, turn 
the game OFF and back ON. 


22 


















CHAPTER 4 Drawings 


Backbox Wiring Diagram 

CPU Board Assembly Drawing 

CPU Board Logic 

Driver Board Assembiy Drawing 

Driver Board Logic Diagram (Sheet 1 of 2) 

Driver Board Logic Diagram (Sheet 2 of 2) 
Power Suppiy Assembiy and 
Schematic Diagrams 
Power Wiring Diagram 
Sound Board Assembly Drawing 
Sound Board Logic Diagram 
Insert Board Wiring Diagram 
C-8363 Master Display Board Assembly Drawing 
C-8363 Master Dispiay Board Logic Diagram 
C-8364 and C-8365 Siave Dispiay Board 
Assembly and Schematic Diagrams 
Cabinet Wiring Diagram 
Piayfieid Lamp Wiring Diagram 
Soienoid Wiring Diagram 
Piayfieid Switch Wiring Diagram 



Ill HHIUH 111111111 llllimi IHHMH 



lift if 


If ftyiii 


11111 


COIN DOOR DIAGNOSTIC 
SWITCHES AND MEMORY 
PROTEST INTERLOCK 


CPU BOARD 

© 


tidos wamI 


IC35 

DIAG DISPLAY 


k IC» 
rCAMC ROM 0 


5 ICI4 
GAME ROM I 



DRIVER BOARD 

© 



III III II HHIlill_ 


SUIIISI lllililil 
? ! ? ‘ H i § § 



I 11 I 4H4 4 44H 


nil II' 

















© 




NOTES: 

1. CONNECTIONS ARE INDICATED BY 
CIRCLED NUMBERS AS FOLLOWS: 

® CPU BOARD 

(D DRIVER BOARD 

(D POWER SUPPLY BOARD 

@ MASTER DISPLAY BOARD 

(D SLAVE DISPLAY BOARD 

© BACKBOX 

® CABINET 

© PLAYHELD 

© INSERT BOARD 

® SOUNDBOARD 

® NOT ASSIGNED 

® NOT ASSIGNED 

® NOT ASSIGNED 

® NOT ASSIGNED 

® FLIPPER POWER SUPPLY 

2. REFER TO POWER WIRING DIAGRAM 
FOR CONNECTIONS TO 3PL 


BILL OF MATERIAL 
FLIPPER POWER SUPPLY 

ITEM PART PART 

NO. NO. MSIGNATION DESCRIPTION 

1 5768-09725-00 BARE PC. BOARD 

2 5100-09690-00 BRl BRDG. REC. 35A 200V 

3 5040-09794-00 Cl CAP. ELECTROLITIC 100 u1 

250V AXIAL 

4 5043-09072-00 C3 CAP. CERAMIC 0. 1 uf 500V 

5 5731-09651-00 F2 FUSE 5 A S.B. 250V 

6 5732-09178-00 FUSE HOLDER 

7 5791-09453-00 15JI & 15J2 9 PIN HEADER 

8 5791-09038-00 I5J3 6 PIN HEADER 




Backbox Wiring Dun 















515 





PI A I DISPLAY OUTPUT 


RS.R9.R20 RESISTOR FC IK OHM 


54 Il50l0-OOT9K)0 |8M-R3!^l?6iR42[HeSISIQIl FC 4.7K OHM S*4 1 / 4 W 





0-09006-00 R22 RESISTOR FC 6.8K OHM 5 V# 


i0-090S6-00 I Rl9iR3a RESISTOR FC lOO OHM 5% l/4W 


5010-09107-00 R36-R39.R46-R 




W KXUKU 


2S.R32.RI0.RII IRESISTOR FC 22K OHM 


039-00 


5010-094^2-00 


5010-08997-00 


5oia*-09oa3-oa 


5043-‘0e98l0-00 


RI2 Iresistorf 


R43i iRESISTOR FCSSOKOHM S%' /IW 




C I-C 22 C 20 CSOi 

C32-037rC63-C67| CAPACITOR .CERAMIC '.OlMFO 50 V 





5041-09243-00 



C24 CAPACITOR C ERA MIC J MFJ3 50V 

C25 C26 iCAR^ClTQR CERAMIC 27 PFD IKV 


C^7 CAf^ClTOR TANT. IQ MFD IQV 

C3 J 1 ^PA C . ITQ R T ANL.'l M F0..25V 

C84 CARAC I TOR CERAMIC .047MFD 50V 


:29..C38-C62 


&d-C82,C8S|Cd6 


CAPACITOR CERAMIC 470PF0 50V 4a 


IffrlBfitHgSiSMBil 


iRHH-BiffTrnmui 


5791^09026-00 

. U 1 

HEADER 




NOTE; USE EITHER S64|-093I2-00|S64I-09024-00 OR S64I-09S7I-00 



D-8342 


CPU Board Assembly Drawing 





















































































515 



27 



























28 


Driver Board Assembly Drawing 












































515 



(Sheet I of 2 ) 29 






SOLENOID I DRIVE 


SOLENOID 2 DRIVE 


SOLENOIDS DRIVE 


SOLENOID 4 DRIVE 


SOLENOID 5 DRIVE 






4 


hsi A 2N440t ^ 



5 





1 



1q23^ 


^icTlp 

aC4X)I 


^2.7K|^2 p4l ^^ 


. . e7 ^2>r 

I ^^■^ 72N44orv74oe| 

<R43 £^5 A 7L 5 
?2.7K Jgg® 5 r44 ■#“ 

Ir >560 12 

f / ^Q2^ 

1 V^oeLiS^ 

>R46^5o^ a 


S6D 02^ 

SOLENOID 6 DRIVE (2JII-3) A 


, 570 ^ 02^ 

SOLENOID 7 DRIVE (SEES) —h 







//////, ^ ^ '////// 77 . ^ 


515 



Driver Board Logic Diagram 
(Sheet 2 of 2) 


31 


5765-09A66 

5013-09426 








32 


Power Supply Assembly and Schematic Diagrams 























SOUND BOARD 
SUPPLY 18.7 VAC. C.T. 


Jl FI 




-H2V.D.C. 

“I2V.D.C. 


MASTER DISPLAY 


1 1 
p p 

8P3 

BLK 

□ 

RED III 

RED 

□ 

TPl 

RED , 

9PI 

{ 


35 SPEC. SW. 6ND 

36 SOL. B+ 


3 SOL. B+ CABINET 
24 



+ 16V.D.C. 
LAMP B+ 
DRIVER 
BOARD 





FLIPPER B+ 
PLAYFIELO 



Power Wiring Diagram 






515 



SOUND BOARD JUMPERS 


JUMPERS USED 

W2, W5, W7, W9, W10, 
W15 

TOM TYPE 

2Kx8 

2516, 2716 

FORMAT 

Sound & Speech 

GAMES USED IN 

Gorgar, Blackout, Firepower, Black Knight, 
Jungle Lord, Pharaoh. 

W1, W2, W5, W7, W9, 
W10, W15 

2Kx8 

2516, 2716 

Sound Only 

Defender Video & Pin, Solar Fire, 

Barracora, Hyperball, Stargate, 

Cosmic Gunfight, Varkon.TIme Fantasy. 

W3, W4, W5, W7, W10, 
W15 

W1, W3, W4, W5, W7, 
W10, W15 

W1, W2, W4, W5, W7, 
W10, W15 

4Kx8 

2532 

4Kx8 

2532 

2Kx8 

2516, 2716 

Sound & Speech 

Sound Only 

Sound Only 

SInistar (Upright & Cockpit Front) 

Robotron, Joust Video & Pin, Bubbles, 
Sinister (Cockpit Rear) 

Warlock 

W1. W3, W6, W7, W9 
W11, W12, W15 

512x8 

7641 

Sound Only 

Big Strike 




BILL OF MATERIAL 


ITEM PART REQ'D. 


NO. 

PART NO. 

DESIGNATION 

DESCRIPTION 

NO. 

1 

01-2 01-146-6 


BARE P.C. BOARD REV F 

1 

2 

5370-09156-00 

ICl 

TDA 2002 V AUDIO AMPLIFIER 

1 

3 

5280-09012-00 

IC2 

7442 BCD-DEC DECODER 

1 

4 

5280-09073-00 

IC3 

7400 QUAD 2 INPUT NAND 

1 

5 

5280-08973 

IC4 

7408 QUAD 2 INP. AND GATE 

1 

6 

5310-09153-00 

IC5 

4050 BUFFER 

1 

7 

5310-09154-00 

IC6 

4068 8 INPUT NAND GATE 

1 

8 

5310-08971-00 

IC7 

4069 HEX INVERTER 

1 

9 

5250-09157-00 

IC8 

7805 5 VOLT REG. W/TO 220 CASE 

1 

10 

5430-08972-00 

IC10 

6821 P.l .A. 

1 

11 

5340-09003-00 

icn 

6810 RAM 

1 

12 

5371-09152-00 

IC13 

1408 O/A CONVERTER 

1 

13 

14 

15 

16 

17 

5160-08938-00 

Q2, Q3, Q4 

2N4401 NPN TRANSISTOR 

3 

5075-09018-00 

ZRl 

IN5996A 6.8V ZENER DIODE 

1 

5100-09357-00) 

5100-09158-00) 

BR1 

MDA 200/3N253 

BRIDGE RECTIFIER 

1 

0 

18 

5520-09020-00 

Y1 

3.58 MHz CRYSTAL 

1 

19 

5010-08991-00 

R1,R18,R19,R21,R22, 
R27,R30,R31, R32 

RESISTOR, FC, 4.7K OHM, % 1/4 WATT 

9 

20 

5010-09036-00 

R2 thru RIO 

RESISTOR, FC, 100 OHM, 5$ 1/4W 

9 

21 

5010-09358-00 

R12,R15,R28,R36,R38 

RESISTOR, FC, IK OHM, 5J{ 1/4W 

5 

22 

5010-09181-00 

R14 

RESISTOR, FC, 1 OHM, 10$ 1/2 WATT 

1 

23 

5010-09161-00 

R16 

RESISTOR, FC, 2.2 OHM, 5$ 1/4 WATT 

1 

24 

25 

26 

5010-09361-00 

R17 

RESISTOR, FC, 220 OHM, 5$ 1/2 WATT 

1 

5010-08983-00 

R23, R24, R26 

RESISTOR, FC, 3.3K OHM, 5$ 1/4 WATT 

3 

27 

5010-09179-00 

R25 

RESISTOR, FC, 3.3M OHM, 5$ 1/4 WATT 

1 

28 

5010-09035-00 

R29 

RESISTOR, FC, 47K OHM, 5$ 1/4 WATT 

1 

29 

5010-09034-00 

R33, R35, R37 

RESISTOR, FC, 1 OK OHM, 5$ 1/4 WATT 

3 

30 

5010-09039-00 

R34 

RESISTOR, FC, 10 OHM, 5$ 1/4 WATT 

1 

31 

5043-08980-00 

C1, C16 thru C23, C31 

CAPACITOR, CER. .01 MFD. 50V. t80$, -20$ 

10 

32 

5043-09065-00 

C2 thru CIO 

CAPACITOR, CER. 470 PFD. 50V. +-20$ 

9 

33 

5043-09345-00 

C11 

CAPACITOR, CER. .001 MFD. +-20$ lOOV. 

1 

34 

5040-09365-00 

C12, C30, C36 

CAPACITOR, ELECT. 1 MFD. 63V. -10 +50$ 

3 

35 

5043-08996-00 

Cl 3, C24, C35 

CAPACITOR, CER. .1 MFD. 50V. +-20$ 

3 

36 

5040-09165-00 

C14 

CAPACITOR, ELECT. 1,000 MFD. 16V. +-20$ 

1 

37 

5040-09164-00 

C15 

CAPACITOR, ELECT. 470 MFD. 10V. +-20$ 

1 

38 

5040-08986-00 

C25 

CAPACITOR, ELECT. 100 MFD. 10V. +-20$ 

1 

39 

5040-08893-00 

C26 

CAPACITOR, ELECT. 1,000 MFD. 25V. +-20$ 

1 

40 

5040-09376-00 

C27 

CAPACITOR, ELECT. 4700 MFD. 16V. +-20$ 

1 

41 

5043-09180-00 

C28 

CAPACITOR, CER. 47 PFD. IK V. +-20$ 

1 

42 

5040-09343-00) 

C29 

CAPACITOR, ELECT. 10 MFD. 20V 

1 

43 

5043-09169-00 

C32, C33 

CAPACITOR, CER. DISC, 27 PFD. 1KV. +-10$ 

2 

44 

5041-09163-00 

C34 

CAPACITOR, TANTALUM 2.2 MFD. 15V. +-20$ 

1 

45 

5041-09031-00 

C37 

CAPACITOR, TANTALUM 1 MFD. 25V. +-20$ 

1 

46 

5641-09658-00) 

SW1 

MOMENTARY SWITCH SPOT 

1 

47 

5645-09330-00 

DS1 

2 STD, DIP SWITCH 

1 

48 

5731-06314-00 

FI, F2 

4 AMP SLOW BLOW FUSE 

2 

49 

5732-09178-00 


FUSEHOLDER 

4 

50 

5705-09172-00 


HEAT SINK THERMALLOY #6072B 

1 

51 

5705-09173-00 


HEAT SINK THERMALLOY #60718 

1 

52 

5705-09199-00 


HEAT SINK THERMALLOY #6030 

1 

53 

5700-09004-00 


24 PIN SOCKET 

1 

54 

5700-08985-00 


40 PIN SOCKET 

1 

55 

5791-09027-00 

10J1, 10J3 

9 PIN MALE CONNECTOR 09-65-1091 

2 

56 

5791-09028-00 

10J2, 10J4 

4 PIN MALE CONNECTOR 09-65-1041 

2 

57 

58 

4006-01003-06 


6-32x3/8" P-PH-S 

3 

59 

4406-01117-00 


6-32 HEX NUT 

3 

60 

5010-09534-00 


0 OHM RESISTOR 

A/R 

61 

5824-09248-00 

TP1 THR TP4 

TERMINAL #1502-1 

4 

62 

63 

64 

5010-09363-00 

R11 

RESISTOR, FC, 5.6K OHM 5$ 1/4 WATT 

1 

5019-09362-00 

SRI 

RESISTOR, 4.7K OHM 10 PIN SIP 

1 

65 

03-7520-1 


TIE WRAP 

1 

66 

4703-00007-00 


#6 EXT. LOCKWASHER 

3 

67 

20-9229 


THERMAL COMPOUND 

.01 


NOTES : 

1. USE THERMAL COMPOUND BETWEEN I Cl AND ICS, AND HEAT SINKS. 

2. CAUTION: AVOID STATIC DISCHARGE DAMAGE TO MOS LOGIC. 

3. SYMBOLS SHOWN ON COMPONENTS ARE FOR REFERENCE ONLY. 

DO NOT SCREEN OR STAMP. 


4. OBSERVE INDEX MARK OF ALL INTEGRATED CIRCUITS; 
DIODES D1, D2, AND ZR1; 

CAPACITORS C12, C14, C15, C25, C26, C27; 


CDMWFr.TnRfi in.ii. in.i7. in.n. 



«PKAK.CLi( 
A AHM 


J2-3 


H 



SPARE. 












515 


♦izy. 

UMKIO. 



Sound Board Logic Diagram 

35 




PLAYERS #1 AND 3 PLAYERS #2 AND 4 



*> 


I- 

5 

lij 

cc 

o 

in 

« 


^ Q.<^ ^ ^ 

C fl) C C C C C 

m 0) 0) 0) O 0) 0) 

E E E E E 

2>> S? S S? S* S' 



a' 

c 2 c c c c 
0) ^ 0) 0) 0) 0) 
E* E E E E 

O)^ 0> 0> O (A O) 


oc g>> S' S' S' ««a)S?o) So STS' S' «« S’ 

^ T 0)0 b!bt-ID«a>N- — 


o o)^ 3 CO 


t-cNjco^incor^ooo)0^cMcoTfio<or^ooo> 


<o 00 o> o 


c>i 

OC 

UJ 

< 


CM 

? 


z z z 

LU LU UJ 

S S S 
o 00)0 


< 

H — vK H Q, 

ZOZ Z u] 

LU ::^ LU LU m 

2S5„2 ^ < 

0>ObO.««> 2 

w^LU^x^OLUQLUOo Lu^^uji— UJ 

O 8 8 CO ^ 2 CO 8 ° 2 O K ^ ^ ^ z ^ 

2 T Z 'o)+ o ® b - + ° O ° o Z 'd D « 


^CNico^LO<Of^ooo)0»-CMcoTfm<or^ooo)0 

T— CM 




•rt A 


LU 

> 


< 


< 

0 . 

LU 

(O 111 

b 

8 > 

g 8 

o r- 


.««z 

lU 
2 
bO 

- LU 
CO 


z^z 

LU^IU _ 
2-2 « 2 


< 

0 . 

LU 

LU 


8 


0>020^> = 

,LUOiugLUgO«5 


2 

O 


OCO0 
, ui 1 1 


.xLUgLUSUJSOOT^ ^LU/>UJIZLU 

S:?CO^CO^-Co82gOSco5:^COzcO 
^ oZdD (0 


^Z O)- 


T-cMco^ir)<of^ooo)OT->cMcoTi-io<or^ooo)0 



< 


Q — — 














ALL IC'S WITH 
DOT INDICATES 
PIN NO. i 



CREDIT/MATCH /BALL IN PI 






BILL OF MATERIAL 


ITEM 

PART 

PART 

NO. 

NO. 

DESIGNATION 

1 

5760-09461 


2 

5310-08971 

IC9,IC10,IC11 

3 

5310-08970 

IC3, IC4 

4 

5680-08969 

ICl, IC2 

5 

5680-08968 

IC7,IC8,IC12,IC13 

6 

5310-09450 

IC14 

7 

5010-08981 

R1-R14 

8 

5075-09135 

^R1 

9 

5043-08980 

C1,C2 C5 THRU C8 

10 

5010-09035 

R28, R29 

11 

5010-09086 

R17 

12 

5010-08982 

R18 THRU R27 

13 

5791-09437 

J1 THRU J4, J8 

14 

5010-09149 

R15, R16 

15 

5010-09534 

Wl, W3 


REQ»D 

DESCRIPTION NO. 

BARE P.C. BOARD 1 

MC14069 HEX INVERTER 3 

MC14543 BCD TO SEVEN SEGMENT 2 

LATCH/ DECODE R/ DRIVER 

UDN-7180 GAS DISCHARGE 2 

DISPLAY SEGMENT DRIVER 

UDN-6184A OR UDN-6118A GAS 4 

DISCHARGE DISPLAY SEGMENT DR. 

MC14081 QUAD 2-INPUT AND GATE 1 

RESISTOR, FC,10K OHM, 14 

5%, 1/2 WATT 

IN4740A ZENER DIODE 1 

lOV, 5%, 1 WATT 

CAPACITOR, CERAMIC, 0.01 MFD., 6 
50V, +80 -20% 

RESISTOR, FC,47K OHM, 2 

5%, 1/4 WATT 

RESISTOR, FC, 6.8K OHM, 1 

5%, 1/4 WATT 

RESISTOR, FC, 3 MEG. OHM, 10 

5%, 1/4 WATT 

20 PIN RIBBON HEADER 5 

RESISTOR, FC, 15K OHM, 2 

5%, 1/2 WATT 

RESISTOR, 0 OHM 2 


DIGIT CROSS REFERENCE 



7-SEGMENT 

STROBE 

DIGIT 

DECODER/DRIVER 

(DRIVER) 

Credit 10’s 

IC4/IC2 

1 (IC13) 

Credit Units 

IC4/IC2 

9 (IC12) 

Match 10’s 

IC3/IC1 

1 (JC7) 

Match Units 

IC3/IC1 

9 (IC8) 

#1 1,000.000 

IC3/IC1 

2 (IC13) 

#1 100,000’s 

IC3/IC1 

3 (IC13) 

#1 10.000's 

IC3/IC1 

4 (IC13) 

#1 1,000’s 

IC3/IC1 

5 (1C13) 

#1 100’s 

IC3/IC1 

6 (IC13) 

#1 10’s 

IC3/IC1 

7 (IC13) 

#1 Units 

IC3/IC1 

8 (IC13) 

#2 1.000,000’s 

IC3/IC1 

10 (IC12) 

#2 100.000’s 

IC3/IC1 

11 (IC12) 

#2 10.000’s 

IC3/IC1 

12 (IC12) 

#2 1,000’s 

IC3/IC1 

13 (IC12) 

#2 100’s 

IC3/IC1 

14 (IC12) 

#2 10’s 

IC3/IC1 

15 (IC12) 

#2 Units 

IC3/IC1 

16 (IC12) 

#3 1.000,000 s 

IC4/IC2 

2 (IC8) 

#3 100.000’s 

IC4/IC2 

3 (IC8) 

#3 10.000’s 

IC4/IC2 

4 (IC8) 

#3 1.000’s 

IC4/IC2 

5 (IC8) 

#3 100’s 

IC4/IC2 

6 (IC8) 

#3 10’s 

IC4/IC2 

7 (IC8) 

#3 Units 

IC4/IC2 

8 (IC8) 

#4 1.000,000’s 

IC4/IC2 

10 (IC7) 

#4 100.000’s 1 

IC4/IC2 

11 (IC7) 

#4 10,000’s 

IC4/IC2 

12 (IC7) 

#4 1.000's 

IC4/IC2 

13 (IC7) 

#4 100’s 

IC4/IC2 

14 {IC7) 

#4 10’s 

IC4/IC2 

15 (IC7) 

#4 Units 

IC4/IC2 

16 (IC7) 

#1 Comma 

-/ICl 

2.5 (IC13) 

#2 Comma 

-/IC2 

10.13 (IC12) 

#3 Comma 

-/ICl 

2.5 (IC8) 

#4 Comma 

-/IC2 

10.13 (IC7) 






+5VDC 

Al < 

(4J7-5)H: 

+5VDC 

81 

(?U7=T>» 

\ +5V0C 

Cl 

C4T7^ 

V+«VDC 

Dl 

CSSM- 


' USING DISPLAY DIGITS TEST 
PULSING FOR OV METER INDICATION 
HIGH FOR +5V METER INDICATION 


-M- USE EITHER IC3 8 IC4 OR ICS 8 IC6. 

(DO NOT INTERMIX OR USE ALL FOUR AT THE SAME TIME), 


■ icii;x>=-Nc 

^^4069 


6|lCI4 j^ NC 

SPARES 



























515 



C 8363 Master Display Board Logic Diagram 

39 





CP (J*\ 


























SOUND BOARD 


SHIELD 


AUDIO 

GND 


3 . 

POWER SUPPLY -I-28V 


SOL. 14 
(Q4I) 
SOL. 15 
(043) 
SOL. 16 
(045) 


COL. I 
COL. 2 


ROW I 
ROW 2 

DRIVER BOARD 3 

ROW 4 
ROW 5 
ROW 6 
ROW 7 
ROW 8 


FLIPPER! 

GROUND] 


PLAYFIELD FLIPPER COILSH 


CPU BOARD H 


MEM 
PROT. - 

GROUND • 
ADVANCE 

AUTO./- 

MAN. 


I 


POWER 6.3 
SUPPLY VAC 


3J8 


3P8 



YEL 


WHT-YEL 

































3 


4 

6 




7SWI_ ^7SW2 6 


7SW3 

PLUMB / BALL / CREDIT 

/qBOb /qRoll /q button 

TILT YTILT ? 

7DI ^7D2 ^703 


I Q Dvo / o n 


i |7LI6A 
-SCOIN 
-< LOCKOUT 


7LI6B 


7DII 


>7SW4 67SW5 6 7SW6 6 7SW7 

RIGHT /CENTER /LEFT /SLAM 
/qCOIN /qCOIN /qCOIN /qTILT 
^ CHUTE T CHUTE T CHUTE ^ 




A 7SW8 
/ HIGH 
/o SCORE 
T RESET 


7D4 


7D5 


7D6 


7D7 


7D8 


< 

< 

< 

< 

< 


8 

9 

10 

11 

12 


«■ 

f 



7SW73 

LOWER 

LEFT 

FLIPPER 


)L0CK 


1 


< 

< 


13 

14 

15 





7SW75 
ADVANCE 


AUTO-UP 


? 


7SW74 

^MANUAL-DOWN 


< 


4 


© 



W GENERAL 
(p; ILLUMINATION 


Cabinet Wiring Diagram 



PART OF DRIVER BOARD PART OF DRIVER BOARD 





























TYPICAL 



09 /] 

lAYFlELoi 

I 


•0 4 'M 4 


LAYFIBLqPLAYFIEmPLAYFlBLD 


4 . 


A 

i4yfielx> 

j 

A 


uIyfielo 

I 


'M 

UYFIELO 

L 


14 


LAYFIELO 

4 


LAYFIELDi 

I 


16 


17 


A 25 /t 33 /] 41 /t 49 /t 57/1 


PLAYFIELOl 

4^ 




19 




FLAYFIEUaPLAYFIELD 


41 


PLAYFIELD 

4 


playfieldI 

41 


4. 


PLAYFIELDI 

4 


/ 


24 


PLAYFIELD 


4l 


4 


41 


PLAYFIELD 


4 


29^1 

PLAYFIELD 


4 


PLAYFIEUH PLAYFIELD 


4 


15 A 23 A 3\ A 39 A 


PLAYFIELD 

4 


/ 


32 


PLAYFIELD 

4 


PLAYFIELD 


4 


35 ^ 

PLAYFIELD 


4 


12 /t 20 ^ 28 > 36 > 44 > 52 > SO A 


PLAYFIELD 

4 


37 /t 

PLAYFIELD 

4 


^22 > 30 > 38 > 46 > 54 > 62 > 


PLAYFIELD 

4 


PLAYFIELD 

4 


PLAYFIELD 


4 


42 


PLAYFIEld 

4 


PLAYRELDf 

4 


PLAYFIELDI 

A. 


“•M 

BACKBOX 


4 


BACKBOX 


BACKBOM 




40 / 


4 


48 


PLAYFIELD 

4 


50 ^ 

PLATRELD 


4 


A 

IPLAYFIELD 

4 


PLAYFIELD 


4 


53 A 

PLAYFIELD! 

4 


playreld 


4 


55 


PLATRELD 


4 


/* 


56 


PLAYFIELD 

/ 

58 A 


PLAYRELD 

/ 

59 /f 

PLAYFIELD 


4 


PLAYFIELD 

/ 


61 /t 

NOT USED 


y 


NOT USED 

y 


A d 


NOT USED 

y 




64 > 


LAYFIELD PLAYFIELD PLAYFIELD NOT USED BACKBOX PLATFIELD NOT USED 


6 


4 


4 4 4 4 


y 


0!ARD wiring diagram for connections for BACKBOX LAMPS. 


Lamp 

No. 

1 

2 

3 

4 

5 

6 

7 

8 
9 

10 

11 

12 

13 

14 

15 

16 

17 

18 

19 

20 
21 
22 

23 

24 

25 

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 


Function 

Game Over 
Match 
Tilt 

High Score 
Shoot Again 
Shoot Again 
Double Score 
Bonus Holdover 

1.000 Bonus 

2.000 Bonus 

3.000 Bonus 

4.000 Bonus 

5.000 Bonus 

6.000 Bonus 

7.000 Bonus 

8.000 Bonus 

9.000 Bonus 

10.000 Bonus 

20.000 Bonus 

40.000 Bonus 

60.000 Bonus 

80.000 Bonus 
Bonus Holdover 
Fire Power Special 
“F" 

“I" 

“R" 


Backbox 

Lamps 


“E" 

“P” 

-O" 

-W" 

“E" 

“R" 

“A" 

"B" 

“C" 

-D" 

Left Drain Special 
Right Drain Special 
Bali in Play 

Lower Left Jet Bumper 

Upper Right Jet Bumper 

Upper Left Jet Bumper 

Lower Right Jet Bumper 

Left Flipper Return Lane 

Right Flipper Return Lane 

Mystery 

Extra Bail 

2x 

3x 

5x 

Eject Hole 10K 
Eject Hole 20K 
Eject Hole 50K 
Eject Hole Lock Arrow 
Release Target 50K 
Release Target 100K 
Release Target 150K 
Release Arrow 
Spinner 
Not Used 
Not Used 
Not Used 
Not Used 


42 


Playfield Lamp Wiring Diagram 



















515 




Solenoid Wiring Diagram 


43 


DRIVER BOARD DRIVER BOARD 






























TYPICAL 


515 



I 


i 




57 / 
NOT USED 

y 



’ 49 / 
PUYFIELD 

-i 


’ 41 / 
PLAYFIEID 

y 

I 

-4- 

t 

’ 09 / 

PIlAYFlEUD 

/ 

’ 17 / 

PLAYFIELD 

y 

’ 25 A 

PLAYFIELD 

/ 

' 33 / 

PLAYFIELD 

) 

t 

• 10 y 

PUYFIELD 

y 

18 y 

PLAYFIELD 

y 

» 26 / 
PLAYFIELD 

/ 

34 / 
PLAYFiaD 

/ 

42 / 
PLAYFIELD 

50 y 

NOT USED 

y 

' 58 / 

NOT USED 

y 


' " / 
PLAYFIELD 

• 19 y 
PLAYFIELD 

y 

’ 27/ 

PLAYFIELD 

/ 

’’35 / 
PUYFIELD 

y 

' “v 

PUYnELD 

NOT USED 

» 59 / 

NOT USED 

_/ 


' 12 y 

PL/BTFIELO 

y 

'20 / 
PLAYFIELD 

y 

’ 28 / 
PLAYFIELD 

y 

' 36 / 
PLAYFIELD 

y 

44 y 

PUYFIELD 

/ 

’ ®2/ 
NOT USED 

• 60 /' 
NOT USED 

y 

r 

' 13- / 
PLAYFIELD 

/ 

' 21 / 
NOT USED 

/ 

29 / 
PLAYFIELD 

/ 

’ 37 / 

PUYFIELD 

/ 

'■ 45 y 
PUYFIELD 

/ 

■ 53 y 
NOT USED 

y 

» 61 / 
NOT USED 

y 

1 

r 

' '4/ 

PLAYFIELD 

/ 

' 22 / 
PLAYFIELD 

/ 

' 30 / 

PLAYFIELD 

y 

• 38 / 

PLAYFIELD 

' 46 / 

PUYFIELD 

y 

' 54 / 

NOT USED 

y _ 

• 62 y 

NOT USED 

y 

ri 

15 y 

PLAYFIELD 

'■ 23 / 
PLAYFIELD 

y 

> 31 y 
PLAYFIELD 

y 

► 39 / 
PLAYFIELD 

y 

• 47^ 
PLAYFIELD 

• 55 y 

NOT USED 

y 

’ 63 /’ 

NOT USED 

/ 

r 

16 J 

PLAYFIELD 



24 J 
PLAYFIELD 

/ ■ 

32 J 
PLAYFIELD 



'40 / 

PUYFIELD 

y — 

48/1 

PLAYFIELD 



■ 56 /> 

NOT USED 

y — 

^64 / 
NOT USED 

y 


S¥ifitch 


No. 

Function 

(Score) 

1 

Plumb Tilt 


2 

Ball Roll Tilt 


3 

Credit Button 


4 

Right Coin 


5 

Center Coin 


6 

Left Coin 


7 

Slam Tilt 


8 

High Score Reset 


9 

Outhole 


10 

Right Ball Ramp 


11 

Left Ball Ramp 


12 

Ball Shooter Trough 


13 

Lane Change 


14 

Ramp In Roll Under 


15 

Ramp out Roll Under 


16 

Center Left Standup 

(100) 

17 

Standup 

(100) 

18 

Spinner 

(100/1000) 

19 

Orbit In Roll Under 


20 

Upper Left Standup 

(50) 

21 

Not Used 


22 

Upper Right Standup 

(50) 

23 

Eject Hole 

(5000/Llt Value) 

24 

Release Target 

(1000) 

25 

"F" Target 

(1000) 

26 

"1" Target 

(1000) 

27 

“R" Target 

(1000) 

28 

"E" Target 

(1000) 

29 

“P" Target 

(1000) 

30 

“O" Target 

(1000) 

31 

-W- Target 

(1000) 

32 

“E" Target 

(1000) 

33 

“R" Target 

(1000) 

34 

“A" Rollover 

(1000) 

35 

“B" Rollover 

(1000) 

36 

“C" Rollover 

(1000) 

37 

“D" Rollover 

(1000) 

38 

Left Outlane 

(10,000) 

39 

Right Outlane 

(10,000) 

40 

Orbit Out Gate 


41 

Lower Left Jet Bumper 

(100/1000) 

42 

Upper Right Jet Bumper 

(100/1000) 

43 

Upper Left Jet Bumper 

(100/1000) 

44 

Lower Right Jet Bumper 

(100/1000) 

45 

Left Flipper Return Lane 

(1000) 

46 

Right Flipper Return Lane 

(1000) 

47 

Left Kicker 

(10) 

48 

Right Kicker 

(10) 

49 

Playfield Tilt 


50 

Not Used 


51 

Not Used 


52 

Not Used 


53 

Not Used 


54 

Not Used 


55 

Not Used 


56 

Not Used 


57 

Not Used 


58 

Not Used 


59 

Not Used 


60 

Not Used 


61 

Not Used 


62 

Not Used 


63 

Not Used 


64 

Not Used 



NOTE: Second value scored when lit 


44 


Playfield Switch Wiring Diagram 


CHAPTER 5 Unique Parts 


UNIQUE PARTS 


PART NO. 


DESCRIPTION 


Backbox 


31-1146-521 

C-9939 


Screened Backgalss 
Flipper Power Supply Board 


Cabinet 


C-8500 

C-9905 


Main Transformer Assembly 
Flipper Transformer Assembly 


Playf ield 

31-1006-521 

C-9915-L 

C-9916-R 

D-9935 

12-6625 

12-6626 

B-9801 

12-6628 

A-8046 

A-9920 

A-9268 

31-1166-521 

B-9743 


Screened Playf ield Plastics 
Left Flipper Assembly 
Right Flipper Assembly 
Ball Chute Entrance Ramp 
Ball Chute Guide Wire (Upper) 

Ball Chute Guide Wire (Lower) 

Curved Ball Gate Support Assembly 
Curved Ball Gate Wire Assembly 
Stationary Target Assembly (Square) 
Stationary Target Assembly 
w/Playfield Plastic Support 
Stationary Target Assembly 
Stationary Target Decal 
Screened Spinner Target 


45