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