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GAME #1173 FUTURE SPA | AM. VA v. Mi. VIL vill IX. x. xi. Installation and General Game Operation Instructions INDEX INSTALLATION GENERAL GAME OPERATION BOOKKEEPING FUNCTIONS FEATURE OPERATION AND SCORING GAME ADJUSTMENTS A. PLAYFIELD ADJUSTMENTS B. BACKBOX ADJUSTMENTS CREDITS/COIN MAXIMUM CREDITS BALLS/GAME MATCH FEATURE OPTION CREDIT DISPLAY HIGH SCORE FEATURE OPTION . HIGH SCORE TO DATE GAME FEATURE OPTIONS SOUND OPTION ceeeeeee C. FRONT DOOR GAME ADJUSTMENTS HIGH SCORE FEATURE HIGH SCORE TO DATE FEATURE RECOMMENDED SCORE CARDS RECOMMENDED SETTINGS ROUTINE MAINTENANCE ON LOCATION TROUBLE SHOOTING ON LOCATION SERVICE/PARTS, PARTS LIST PAGE NWO DHMH HHRHHAAHDADHN o " 12 13 13 19 20-31 1. INSTALLATION Assemble the game as follows: Bolt legs to cabinet. Bolt back box to cabinet. Use flat washers under bolt heads. Gently feed cable connectors and ground braid through cable port in back box. Screw ground braid to braid in back box. Carefully and fully insert connectors on printed circuit assemblies. On all games there are certain items that should be checked after shipment. These are visual inspections which may avoid time consuming service work later. Minor troubles caused by abusive handling in shipment are unavoidable. Cable connectors may be loosened, switches (especially tilt switches) may go out of adjustment. Plumb bob tilt switch should always be adjusted after game is set on location and leg levelers are adjusted. Visual inspections before plugging in line cord. 4. Check that all cable connectors are completely seated on printed circuit assemblies. 2. Check that cables are clear of all moving parts. ! 3. Check for any wires that may have become disconnected. 4. Check switches for loose solder or other foreign material that may have come loose in shipment and could cause shorting of contacts. 5. Check wires on coils for proper soldering. Cold solder connections may not show up in factory inspection, but vibration in shipment may break contact. 6. Check that fuses are firmly seated and making good contact. 7. Check the transformer for any foreign material shorting across wiring lugs 8. Check wiring of transformer to correspond to location voltage. See figure 1 Check adjustment of the three (normally open) tilt switches: 1. Pane tilt on bottom of playfield panel 2. Plumb bob tilt on left side of cabinet near front door. 3. Ball tilt above plumb bob tilt. Insert the smaller ball (15/16" dia.) into the ball tilt assembly, and adjust the bracket so the ball will rll free to contact the switch blade, if front of cabinet is | raised. TRANSFORMER CONNECTION INSTRUCTIONS 322191, TRANSFORMER WIRING FOR 220240, E2491, TRANSFORMER WIRING FOR 115!120\. Sales crcuelmPut Solgo crcuelNeUt oe av eee on 220.240. | rausrmunnt lo |b Lies Tocetmen, | | fon 120M. Tle Lugs $ AND Fo 240, PUT Wenvy HOGeiven Pur Heavy | ———— eb Ls oe —— | ‘RCLOW 4eA0 ON UO fon 720v, pur wenyy ____] fom 118. Luas 9 anD 1 ToseTHER (i en on Eee PT Wea WeLCOW (EAD OM LO aflston ALLY PART NO. £714, aniston aie PARE NO. £713 {cave it exaet ust Be USED GEA i eaanet Musi a Useo FOR DPEAMOH AT EDO NOVA FoR OPEMtion A F508 120¥A ' FIGURE |. TRANSFORMER (PART OF POWER—TRANSFORMER MODULE A2, LOCATED IN BACK BOX) ; 1 een ne ae ene ne ee eS eS SS eS ee ll, GENERAL GAME OPERATION Place ball into playfield by outhole. Coin game. Coin should be rejected. Plug in line cord. Move power ON-OFF master switch at bottom right front corer of cabinet to ‘ON’ position. The game will play a power-up tune to announce game-readiness. Drop targets are reset, scores are set to zero, alternating with the ‘High Score to Date’, and the game is ready for play. Coin game. The game should accept the coin and post credits’ for coins accepted (adjustable). Pressing the credit button on the door will cause the outhole kicker to serve the ball to the shooter alley. The 1st player-up lite is lit. A game-up tune* is played to announce play-readiness. The bonus score is advanced to 1000 points. ‘One player is posted each additional time the credit button is pressed (one to four can play) The credits are reduced by one each time the credit button is pressed until the credits are reduced to zero. Shooting the ball initiates play. Rebound switches score 10 points. Thumper-bumpers, when not lit, score 10 points. ‘The game awards all points earned by the player. If spinner is turing and scoring when the ball hits a target, the spinner and the target scores are awarded. When the ball enters the outhole, the bonus score is added to the total score. The player-up and/or ballin play on the back box is advanced one position. The bonus score is advanced to 1000 points. The outhole kicker serves the ball to the shooter alley and play is resumed. This continues until each player has played the allowable number of balls per game (adjustable). ‘Atthis time the ‘Game Over lights lit. A random Match number appears and the ‘Match’ light is lit, If the number is the same as the last two digits in a player's score, a free game is awarded Extra balls won during the course of the game are played immediately after the player's regular ball enters the outhole. The player-up and/or ball in play on the back box are not advanced for extra ball play. Bonus score is added to the player's score and the bonus is set to 1000 points before the game serves the extra ball for play. Scoring over 1,000,000 gives "High Score to Date” award. ‘Atthe end of the game, a’ High Score to Date’s alternately flashed with all 4 player scores. Ifthe "High Score to Date’ is beat, this feature* awards free games. Tilting the game results n loss of aball. The flippers, thumper-bumpers, etc., go ‘dead: Bonus points are not scored. The purpose of the filt penalty is to discourage the player from jostling the machine in an attempt to prolong play. Game action becomes normal after the balll kicker assembly serves the ball to the shooter alley. Slamming the machine results in loss of the game. All feature lights go out, the game goes ‘dead; and a time delay occurs. The purpose of the time delay is to discourage unnecessary abuse of the machine. After the delay, the ‘Game Over light lites and the power-up tune is played. The time delay occurs anytime one of the slam switches is made to contact There is ‘one factory installed slam switch on the front door. (Any number of slam switches could be installed by the operator, to meet his individual requirement.) The switch should be adjusted to have approximately 1/16” gap between the contacts. The weighted blade should be adjusted to attain the desired sensitivity. Decreasing the gap between contacts will make the switch more sensitive. Opening the gap will reduce sensitivity “Some tunes and features can be disabled by operator so desired, See Back Box Adjustments BBTFruaeuarTmwaue=eewtEeagtazs Ill. BOOKKEEPING FUNCTIONS The game is designed to help the operator certain perform accounting functions. The game can display the number of total plays and replays (free games). It can display the number of coins dropped down each coin chute. The bookkeeping functions are displayed on all player score displays simultaneously. An identification number, 05 to 14, appears on the Match/Ball in Play window as follows: 05— O0to— 40=Current Credits +06—10000 to—99999= Total Plays (Payed & Free Games) *07—10000 to—99999 = Total Replays (Free Games) 08— 00 to—99999=Total times ‘High Score to Date’ is beat *09—10000 to—-99999=Coins Dropped thru Coin Chute #1 *40—10000 to—99999=Coins Dropped thru Coin Chute #2** *441—10000 to—99999=Coins Dropped thru Coin Chute #3** *12— 00 to—99999=Number of Specials awarded from Panel Specials Only “13— 00 to—99999=Number of minutes of Game Play *14— 00 to—99999=Number of Service Credits The game displays the first bookkeeping entry if the Self-Test button (See Fig. Ill) on the inside of the front door is pressed ten times. Alternately push and release the Self-Test button at one second intervals. The number 05 appears in the ‘Match/Ball in Play’ window. Current credits appear on the player score displays. Each additional press of the button causes the next entry tobe displayed. After the data in each bookkeeping register is recorded, it can be set to zero simply by pressing switch button $33, lgcated on A4, the MPU module in the back box (See Fig. II), or by pressing the Coin Chute #3 switch. Any or all registers can be cleared by alternating between the Self-Test button and the switch button $33 on the MPU module or Coin Chute #3 switch. The operator is given this option as a possible convenience and can elect to use or not use it as his needs direct. Pressing the button once more with the 14th entry displayed causes the game to play the power-up tune and light the Game Over light. Service credits are designed to allow the serviceman to test the game under actual play conditions without disturbing the bookkeeping records that reside at identification numbers 06, 07,09, 10.and 11 To obtain Service Credits, push and release the Self-Test switch until identification number 05 appears in the ‘Match/Ball in Play’ window. Hold in the Credit button until the desired number of Service Credits (up to five) apears on the player score displays. NOTE: If, upon accessing identification number 05, a number of credits greater than five is displayed, pressing the credit button has no effect Identification number 14 is reserved as a record of the number of Service Credits used. “The 10,000 level is pre-set a the factory: can be sett zero, intial. deste. 11 Coin Chute is not used in game, number displayed (other than 00} on Player Sore dsplayshas no signicance, FUTURE SPA #1173-E FEATURE OPERATION & SCORING ‘A. When the ball goes thru 6 top rollovers F-U-T-U-RE, lites the corresponding lite in center of playfield. Act conter target spots S-P-A letters when hit. A.2 liting FUTURE SPA first time 18,000 bonus lites. Liting FUTURE SPA second time 36,000 bonus and special lites. Liting FUTURE SPA third and each additional time awards one replay. B. Saucer & Rollover Button Features A—Saucer; 1st time scores 3,000 points 2nd time scores 6,000 points. 3rd and each additional time scores 9,000 points and will reset back to 3,000 when ball goes thru outhole. B—Rollover button; {st time scores 2,000 points. 2nd time scores 4,000 points. 3rd time scores 6,000 points. 4th time scores 8,000 points. Sth and each additional time scores 10,000 points and will reset back to 2,000 points when ball goes thru outhole C. 4 In-Line Drop Target Feature ‘st target down lites left & right spinners for 1,000 points and spots FUTURE SPA letters if spots letter lite is on. 2nd target down lites 2X multiplier and does spotting as first target 8rd target down lites 4X multiplier and does spotting as first target “ath target down lites 6X multiplier and does spotting as first target. Last stand up target lites extra ball first time hit, special 2nd time hit and 20,000 points 3rd and each additional time hit (all 4 in-line targets score 400 points each when hit), D. Left Kicker Feature ‘time ball in kicker scores 3,000 points spots FUTURE SPA letters if spot letter lite is on and will kick ball back on playfield 2nd time ballin kicker scores 5,000 points. 3d time ballin kicker scores 7,000 points. “ath and each additional time scores 9,000 points and kicker will do spotting as first time providing spot letter lite is on. E. Top Arrows 5,000 point Feature When all 6 top rollovers are made 2 top green arrow lites alternate for §,000 points. F. Top Arrows Gate Feature When ball goes thru Yellow lit arrow, left bottom gate opens to score 3,000 points. PUSPPRR ETRE HE PES G. Bonus Score and Recall Feature Abonus of 2,000 points for each FUTURE SPA lit lite is awarded when ball enters outhole, times any lit multiplier. 48,000 and 36,000 bonus points are part of the multiplier, The recall feature applies to lit FUTURE SPA 18,000 and 36,000 bonus only. H. Bottom 1,000 Bumper Feature When center target SPA lites are out, right bottom bumper lites to score 1,000 points. 1. Special Replay/X-Ball/Novelty Modes Switch #6 and #7 give the operator flexibility to award a replay, extra ball or score (Novelty) when a special is scored (drop target, S-P-A). The following chart explains the settings, SW.6 ON SW. 6 OFF SW.6 ON ‘SWITCH SW. 7 ON SW.7 ON SW.7 OFF Positions Replay X-Ball Novelty ‘SPA Special Replay X-Ball* 50,000 Drop target special Replay : 50,000 Drop target X-Ball X-Ball X-Ball"* 25,000 Scoring thresholds Replay X-Ball"* No award (().50,000 4 Same Player Shoot Against (9)25.000 Same Player Sroot Agar BERS BRRSRSRRBRE RR E EB 4a, V. GAME ADJUSTMENTS A. Playfield Panel Post Adjustments: Posts that control left and right outlane opening on panel can be moved to make access to outlanes easier or harder for ball to enter. See Figure I. Easier enty wil decrease playing time and scoring (conservative). Harder enty wil increase playing ime and scoring (iberal, B. Back Box Game Adjustments: Each game has thirty-two switches located on AA, the MPU modtle, located in the back box. that alow play to be customized tothe location. See Figure Il. Credits per coin, maximum redis, eat display, balls per game, match feature, high game feature, special award and melody are selectable by means ofthe switches. The switches are contained infoursixteen tead packages numbered S1-8, S9-16, 17-24 and 25-32 for easy identification. The “ON toggle postion is marked onthe assembly. Tur off power before making adjustments. Credits /Coin Adjustments: “The etbts per coin are selectable by means of S17-S20 fo coin chute #2. The switch settings and resultant xedits/coin are as follows: sa0 S19 S18 S17 Creits/Coln SH SE SH EF Saran con cnt #1 Setngs Oke Gee Ore “ON Vicon Oke See “ON OFF BICon Oke See GN ON SiGon Ske “ou OFF OFF 41Con SEE Ou Ore Sou 81580 See ON “oN ore B1Son See GN ON ON TiGon : Oh Ger OFF OFF BiCon BN Ser See CoN Sicon \ BN SEE SON ORF Tort Goin SN See ON SON Hii con 8A Sn cee ORF I2riGon ON ON Ser CON IyiGan GN Bu SON cee | atGon BN BN ON SN TSiGon “The credits given per coin are selectable by means of switches 1-5incl.. for coin chute #1 and switches 9-13 incl, for coin chute #3. Thirty-one diferent credit ratios are available for each Coin chute. The switch settings and resultant credits/coin are listed below. CREDITS/COIN ADJUSTMENTS. COIN CHUTE, SWITCHES CREDITS /CONN #1 (HINGE SIE) . 3 ones aon OFF OFF 3/2 COINS: OFF OFF 3/2. COINS OFF OFF 1/COIN OFF OFF LzcoINs' OFF ON 2:COIN OFF ON 2/2 COINS’ OFF ON 3/CON OFF ON 3/2 CONS ‘ON OFF 2/COIN, ON OFF 2COINS ON. OFF 5/COIN ON OFF 5/2 COINS: ON 6/COIN ON 5:2. CONS’ on COIN oN 7/2COINS: orF B:CoN, OFF 8-2CONS OFF 3:0 OFF 3/2. COINS: OFF ‘O/C nn cies srt secnacomis ompee OFF 10:2 CONS Gre reat sicon Two Crest stcons OFF ' prowied na noscomgoearedberneen OFF 12 CONS! tshansdeacam cope tscoungorcare oN 12coN western ON 12,2 COINS: ON '3/CON ON 13:2 COINS ON ON ON 15, COIN . ON 15/2 COINS WHELs BREE RPE RTE BESTE E 7S SSeS RS RS REE RE RE RRB R RE RE eee MAXIMUM CREDITS: The maximum credits accepted by the machine limits the number of games that can be accumulated by coining, by winning replays or both. The maximum number of credits is selectable by means of switches 25 and 26, Four credit limits are, available, Switch settings are listed below. ‘MAXIMUM SWITCHES CREDITS 2° 25 40 OFF OFF 15 OFF ON 25° ON OFF 40 ON ON BALLS PER GAME: # BALLS/GAME SWITCH 31 7 5 ON . 3 OFF MATCH FEATURE: When the Match Feature is ON, a random number appears in the Match/Ball in Play window and the word MATCH is illuminated. If the number matches the tens digit in a player's score, a free game is awarded. The Match feature creates an incentive to play. : MATCH SWITCH 28 ‘ON ON. OFF OFF CREDIT DISPLAY: CREDITS DISPLAYED SWITCH 27 YES + ON oa . NO OFF HIGH SCORE FEATURE: ‘The game is designed to award an Extra Ball or Free Game at each of the three score levels. See Front Door Game Adjustments. AWARD SWITCH7 SWITCH6 REPLAY ON ON. EXTRA BALL ON OFF NO.AWARD OFF OFF HIGH SCORE TO DATE OR OVER 1,000,000 SCORE FEATURE: The game is designed to award tree games as an option if high score to date is beat or player exceeds 1,000,000 points. Each time this happens, the winning score becomes the new high score to beat. This score is displayed on all 4 player score displays at the end of each game as an incentive to play. Recommended setting is underlined . HIGH SCORE TO DATE FEATURE SWITCH22 SWITCH21 No Award OFF OFF One Credit OFF ON Two Credits ON OFF Three Credits ON ON. State and local laws may regulate,ihe use dj... ~ above features, and they have been designed to allow for appropriate adjustment in fi@F}g pgnforth to.such requirements. ZS @ ESB SSS SxS gg #1173 FUTURE SPA SOUND OPTION: The game is designed to make several tones and noises to announce power-up, game-up, etc. The tones are intended to attract attention to the game and increase game usage. The tones are controlled by switch settings as shown. ‘SW. 29, 30 ON. Playfield switches associated noises with background. SW. 29 ON, SW. 30 OFF Playtield switches associated noises without background. SW.29,30 OFF. Most scoring will have a chime effect. SW. 29 OFF, SW. 30 ON, Most all scoring will have a noise effect. GAME FEATURE OPTIONS: 2 top green and yellow arrow adjustment Liberal SW.16 ON First"U" and’, “T” and 2nd “U' lite together. Conservative SW.16 OFF First"U" and "R’, "T" and 2nd "U'" lte one at a time. Kickback and drop target spotiite adjustment Liberal SW.240N__ Lites stay ON. Conservative SW.240FF Lites come on every 3rd time. Drop target special adjustment Liberal SW.32ON__ Special can be collected more than one time. Conservative SW.32OFF Special can be collected only one time, then 20,000 lites. ‘Thumper bumper lite adjustment: Liberal SW.8 ON 1,000 Lite stays on Conservative SW.8 OFF 1,000 Lite comes on with SPA SES RT RERPRESTRTT RECESS C. FRONT DOOR GAME ADJUSTMENTS High Score Feature Adjustments: The game is designed to award an extra ball (option) or a free game at each of three score levels. The recommended levels are on the score card in the game. Any level from 10,000 to 990,000 can be set, as desired. Itis also possible to reset or turn off (00) any or all of the levels, if desired, 1. Push and release Self-Test button (See Figure Ill) at one second intervals approximately six times or unti identification number 01 appears on the ‘Match/Ball in Play’ display. 2. The number on the Player Score Displays is the score level.” It can be increased, if desired, by holding the credit button in. To decrease the score level, hold the credit button in and depress and release the Self-Test button. Release the credit button when the desired number appears. Note that the level changes 10,000 points at a time. {f the number ‘00’ is left on the displays, the high score feature is eliminated for that level. 3. Repeat steps 1 and 2 for the second and third score levels. The identification numbers ‘02’ and ‘03° on the Match/Ball in Play display are for the second and third levels, respectively. High Score to Date and 1,000,000 Feature: The game is designed to award tree games when ‘High Score to Date’ is beat, or if the player exceeds 1,000,000 points. Itis recommended that the level, which will build with play, be periodically reset to the factory recommended level to encourage game play. The adjustment procedure is the same as for the High Score Feature Adjustment, Steps 1 and 2. Continue pushing the Self-Test button until the identification number ‘04’ appears on the ‘Match/Ball in Play’ display and then do Step 2. Any level from ‘00’ to 990,000 can be set as described. It is to be noted that ‘00’ does NOT turn off the feature, as it does on High Score feature. The feature is turned off by positioning switches as discussed under ‘Back Box Game Adjustments: “Cane quickly stto00 by pressing $33 on the MPU assembly inthe back Box or Coin Chute switch #3. (See Figure it) #1173 FUTURE SPA RUBBER PARTS AL R521 4” Dia, 8 BL R211 1" Dia. (4 C. R-521-2 12" Dia. {i D. 521-3 2” Dia. 3) E. R525 3° Dia. ( F R-406-3 Flippers (2 6. R243 Ye" Dia, (20) PANEL TOP PARTS 4. Arch Rail M-1774-2 2. Rail Post C-907 (4) 3. Rail Post Cap C-908 (4 4, Bottom Arch R-5871-71 5. Shooter Gauge P-6359-37 6. Ball Gate (L) ‘A1475-12 7. Ball Gate (f) A-1475-13 8. Screened Plastic (Set) M-1330-166 9. Ball Guide (1 Sided) —(-938-5 (2) 10. Ball Guide (2 Sided) €-937-5 (5) 11. Thumper Cap A-3713-58 (4) 12. Thumper Cap A-3713-57 13. R.0. Wire & Brit. ASE-2806 9 14, LO. Wire & Brkt. —ASE-2806-2 48, Kicker Ass'y ASE-1566-26 16. R.O. Button 17. Ball Guide Ass'y. 18. Ball Guide Ass’y. 19. Ball Guide Ass'y 20. Ball Guide Ass’y. 21. Spinner Ass'y 22. Spinner Ass’y. 23. Gate & Wire Ass'y. 24. Sw. & Target (Y) 93-3 25. In Line Target Ass'y. AS! 26. Sw. & Target (Y) ASE-2911-21 27. Guide Wire M-121-56 (2) 28. Guide Wire M-121-88 29. Guide Wire M-121-89 30. Guide Wire M-121-33 (3) 31, Guide Wire M-121-30 32. Guide Wire M-121-45 33. Guide Wire M-121-80 34. Guide Wire M-121-18 36. Buffer Wire M-121-53 (2) 36. Guide Wire M-121-65 37. Guide Wire MeA21-46 38. Flipper & Shaft ASE-2214-24 (2) CONS. —Conservative ‘MED. —Medium Lib. —Liberal Indicates Movable Posts. For scoring adjustments. RBEESHEERESTEPEE ESE Ist PLAYER auxiliary Lamp Driver a1 omer = RIVER ASSYS ea eu 333 5-832 cx 80x ano PLAYER ser \ } eae \ { / Vourace recuLaTor 2 ! Aa aa ty SOLENOID DRIVER ASSY. creoirs z |_—— souno assy. CH / BALL ~. | LAMP ORIVER ASSY. PLAY - a8 PLAYER 3 fe TRANSFORMER ASSY a 0 PLAYER aa PLAYEIELD LF Test = BUTTON corr DUTTON ONT D008 os LEG LEVELING ADJUSTMENT, TYPICAL Law bce rue cos TY — on Position mT INCLINED DETAIL s1-$32 MPU ASSY. FIGURE IIL. ELECTRONIC PIN BALL MACHINE ~10- RECOMMENDED Instruction, Score Cards and High Score feature settings to be used on FUTURE SPA, #1173 3-BALL S-BALL REPLAYS REPLAYS Instruction Card M-1508-86-E Instruction Card M-1508-86-TT Score Card M-1508-86-B Score Card M-1508-86-A 1 Replay at 220,000 1 Replay at 260,000 1 Replay at 460,000 1 Replay at 500,000 EXTRA BALL EXTRA BALL Instruction Card M-1508-86-F Instruction Card M-1508-86-F Score Card M-1508-86-MM Score Card M-1508-86- MM 1 Extra Ball at 240,000 1 Extra Ball at 240,000 1 Extra Ball at 480,000 1 Extra Ball at 480,000 1 Extra Ball at 700,000 1 Extra Ball at 700,000 (ALL PLAYFIELD POSTS IN MEDIUM POSITION) ADDITIONAL CARDS REPLAYS EXTRA BALL M-1508-H = 120,000 360,000 M-1508-MM 240,000 480,000 700,000 M-1508-1 140,000 380,000 M-1508-NN 270,000 510,000 730,000 M-1508-J 160,000 400,000 M-1508-OO 300,000 540,000 760,000 M-1508-K — 180,000 420,000 M-1508-PP 330,000 570,000 790,000 M-1508-L_ 200,000 440,000 M-1508-QQ 360,000 600,000 820,000 M-1508-M 220,000 460,000 M-1508-RR 390,000 630,000 850,000 M-1508-N 240,000 480,000 M-1508-SS 420,000 660,000 880,000 M-1508-O 260,000 00,000 M-1508-P 280,000 520,000 M-1508-Q 300,000 540,000 INSTRUCTION CARD, NOVELTY M-1508-R 320,000 560,000 M-1508-S 340,000 580,000 M-1508-86-G M-1508-T — 360,000 600,000 M-1508-U 380,000 620,000 M-1508-V 400,000 640,000 BLANKS (3) M-1508-W 420,000 660,000 High game to date recommended M-1508-X 440,000 680,000 levels: (reset periodically): M-1508-Y 460,000 700,000 M-1508-AA 140,000 430,000 580,000 3-Bail 540,000 M-1508-BB 160,000 450,000 600,000 5-Ball 580,000 M-1508-CC 180,000 470,000 620,000 M-1508-DD 200,000 490,000 640,000 M-1508-EE 220,000 510,000 660,000 M-1508-FF 240,000 530,000 680,000 M-1508-GG 260,000 550,000 700,000 M-1508-HH 280,000 570,000 720,000 M-1508-II_ 300,000 590,000 740,000 M-1508-JJ 320,000 610,000 760,000 M-1508-KK 340,000 630,000 780,000 M-1508-LL 360,000 650,000 800,000 " ENNSEEG BES BERBER EUTE #1173 FUTURE SPA RECOMMENDED SETTINGS ‘SPECIAL: REPLAY swé SW.7 OPENS GATE AND 5,000 ARROW LITES SW.16 KICK BACK AND DROP TARGET SPOT LITE SW.24 DROP TARGET SPECIAL SW. 32 THUMPER BUMPER 1,000 LITE sw8 3-BALL S-BALL ON ON ‘ON ON ‘ON ON ‘ON OFF OFF OFF ON OFF The following chart gives recommendations for 3 typical types of operation. REPLAY Instruction Card Score Card Major Mode Match High Score to Date X-BALL Instruction Card Score Card Major Mode Match High Score to Date NOVELTY instruction Card Major Mode Match High Score to Date 3-BALL M-1508-86-E M-1508-86-8 ‘SW.6,7,ON SW. 28 ON SW. 21, 22, ON M-1508-86-F M-1508-86-B w/MM SW.6 OFF SW.70N ‘SW. 28 OFF ‘SW. 21, 22, OFF M-1508-86-G SW. 6, 7, OFF SW. 28 OFF ‘SW. 21, 22, OFF 12 S5-BALL M-1508-86-TT M-1508-86-A ‘SW.6, 7,ON ‘SW. 28 ON. SW. 21, 22,ON M-1508-86-F M-1508-86-A w/MM_ ‘SW.6 OFF ‘SW.70N, SW. 28 OFF SW. 21, 22, OFF M-1508-86-G SW.6, 7, OFF SW. 28 OFF SW. 21, 22, OFF Self- Test # 01 02 03 04 05 06 07 Self- Test # on 02 03 04 05 06 07 08 09 10 4 12 13, 14 16 16 7 18 19 20 GAME #1173-E FUTURE SPA (Figure V) SOLENOID IDENTIFICATION TABLE SOLENOID IDENTIFICATION OUTHOLE KICKER, KNOCKER SAUCER LEFT KICKBACK TOP LEFT THUMPER BUMPER TOP RIGHT THUMPER BUMPER: TOP CENTER THUMPER BUMPER Self- Test # 08 09 10 "1 12 13 14 SOLENOID IDENTIFICATION BOTTOM LEFT THUMPER BUMPER BOTTOM RIGHT THUMPER BUMPER LEFT SLINGSHOT DROP TARGET RESET COIN LOCKOUT DOOR Ki RELAY (FLIPPER ENABLE) GATE SWITCH ASSEMBLY SELF-TEST DISPLAY NUMBERS DESCRIPTION FIRST DROP TARGET DROP TARGET 2X DROP TARGET 4X DROP TARGET 6X FUTURITY TARGET CREDIT BUTTON THT (3) OUTHOLE COIN Il (RIGHT) COIN i (LEFT) COIN Il (MIDDLE) RIGHT ROLLOVER BUTTON 30-POINT REBOUND (4) RIGHT SPINNER LEFT SPINNER, SLAM (2) "ROLLOVER LANE RY ROLLOVER LANE 2nd"U" ROLLOVER LANE T" ROLLOVER LANE Self- Test # 24 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 DESCRIPTION ‘st"U" ROLLOVER LANE F” ROLLOVER LANE SPA TARGET SAUCER FLIPPER FEED LANE GATE OPEN ARROW LANE LEFT OUTLANE LEFT KICKBACK LEFT SLINGSHOT BOTTOM RIGHT THUMPER BUMPER BOTTOM LEFT THUMPER BUMPER TOP CENTER THUMPER BUMPER TOP RIGHT THUMPER BUMPER TOP LEFT THUMPER BUMPER NOTE: SLINGSHOT & THUMPER BUMPER COILS WILL BE ENERGIZED WHEN SWITCH IS MADE. m - = 1" " - a i ft " ® ul 8 gf a " a f ft #1173 FUTURE SPA © INDICATES SWITCH ASSEMBLY IDENTIFICATION NUMBERS. NOTE: CABINET: 07, 16 DOOR: 06, 09, 10, 11, 16 INDICATES SOLENOID IDENTIFICATION NUMBERS. NOTE: DOOR: 12 BACKBOX: 13 CABINET: 02 Freuee v XL PARTS LIST #1173 FUTURE SPA MISCELLANEOUS PART NUMBER Transformer (Domestic or Export) 122-131 Bulbs, #44 . Z E-125-22 Fuse, 1 Amp. 3 AG Slow Blow (Playfield Solenoid Protection) £-133-44 ASSEMBLY COILS Coin Lockout FO-36-7000 Flipper (2) ‘AQ-25-500/ 34-4500 Knocker AR-26-1200 Outhole Kicker + AN-26-1200 ‘Thumper-Bumper (5) AN-26-1200 Sling-Shot AN-26-1200 Drop Target Reset NO-26-1900 Saucer (1) .... ‘0-27-1300 Left Kickback AN-26-1200, Gate . GA-34-4000 PLAYFIELD PARTS See Figure Ih MODULES Lamp Driver A5 + AS-2518-23 Display Driver A1 (5 used) AS-2518-21 Solenoid Driver/Voltage Regulator A3 . AS-2518-22 MPU A4 : AS-2962-14 ‘Transformer & Rectifier AZ ........ceeeeseseeeeeeeeeees » AS-2877-3 Rectifier Board (Part of A2) ....0....cecccsreeesesseeeeeteetnteeeee AS-2518-49 Sound AS-3022-1 Auxiliary Lamp Driver Ad AS-2518-43 REPAIRS PROCEDURES/AIDS Module & Component Replacement FO.560-1 AID (Assistance in Diagnostics) Kit, used with FO.560-1 . KIT #485-1 MODULE COMPONENTS SEE MODULE PARTS LIST MODULE COMPONENT STARTER KITS (Each Kitcontains an assortmentof the most needed electronic parts for use in Module repair.) Kit #558—For Rectifier Board (Part of A2) kit #503—For MPU Board Ad (Less Memory U1-U6) Kit #492—For Solenoid Driver/ Voltage Regulator A3 Kit #493—For Display Driver At Kit #494—For Lamp Driver A5 kit #559—For Sound AB 20 a 60 —A2uJI-6. 43V0C_60 omer be Le oe aon in Ril s6—ssi9 408-8 i, ae ov ae 35—A84-8 7 or | al sun Sa Haan 74131640 | wie} ErLl a. Crs—einig aie ma EF ret 3 “aaJ2- 13: LL i! = wal Led Lene Led LL] a _, mee | wef Leese d oil Low nao L - — ee a eee a} aaa Aes le —aase-8 51 sag. —st0 Pd 7135-7 e3—aase-2—st| ————? | [-a1—asur2 se—mes— ste | |_-53—nas2-4— s¥ 3 ——_ 31a s— ofa _—____J 10 A2dI-8 5.9 VAC, 60 —— ASS $e nas ‘28 ~~ deen ar 40 A2JI-2 ae 35 —— ASN $3 i a an 3) a PLAYEIELD AG notes |. INDICATES NOT USED 2, N/U=NOT USED ON PLAYFIELD 3. XINDICATES AID TEST POINT 4.ALL COIL DIODES ARE IN4OO4 (E-587-6) SWITCH DIODES ARE IN Ais ‘ALL. CAPACITORS ARE. .05 MFO, (E-586-80) 60, IASB 30 — A5J2-1oROP TARGET spoT LETTER——O— — A5J2-14 0k ROLLOVER BUTTON. ——O— — A5J2-I6 2x ROLLOVER BUTTON ——O—} — A5J2-20 4x ROLLOVER BUTTON —A5J2-6. 6 ROLLOVER BUTTON ——O—F |-20 —A5U2-7 8K ROLLOVER BUTTON ——O—J IN 4148, (E-587-14) - -ASJI-I@ cENTER TARGET "s" = ———-O—— ‘ABUICI9 ARST “U" ROLLOVER == ——O-———4 5 4 yoo. “AB JI-I7 "e" ROLLOVER ae ee “ABJI-23 LOWER *s" ——-— “ABJI-14 LOWER FIRST “U" —o—_ -ABUI-I5 LOWER "E* aS Ss “ABUJI-16 KICKBACK. 3K —o—_ -ASJI-28 SAUCER. 3K —o—_} 'ASJI-24"R" ROLLOVER ARROW ———>-—— ‘AS¥I-25 OROP TARGET 20K ——-O———+ -ABUI-26 N/U —o— AB JI-27 2x BONUS —o— AS J\=| CENTER TARGET *P* = ———CO -ABJI-9."T" ROLLOVER “ABJI-B 18K BONUS ——o- ABUI-3 LOWER "e* —o—_ "ABJI-2. LOWER “T* —5o 4 ASU I= IORIGHT SPINNER ——5—_] ABJ1-7 KICKBACK 5K —o—_ ‘ABJ 1-6 SAUCER 6K —5o—_4 "ABJI-5. 2NO "U" ROLLOVER ARROW ——O-——— [ASI = 11 ROP TAR, EXTRA BALL ———C-——4 ASJI-4 NU —o—_ -ABJI - 12.4x BONUS ——o-— “AB I~ 3 SAUCER 9K ——o— LA5J3-26 ENTER TARGET "a = —-O-—— -A5J3-25 200"U" ROLLOVER = ——O———4 “AB 3-19 36K BONUS —o— “AS 3-17 LOWER" —5—_ AS 3-16 LOWER 210" —o—_4 AS 3-23 LEFT SPINNER —5—_] 45) 3-27 rocxeacK 7K ae emma "ASU 3-21 "17 ROLLOVER ARROW ———-O———} “ASJ 3-20 OR0P TARGET SPECIAL ————-C-———4 ASU 3-22 same PLAYER 5.4. AB 3-24 6x Bons “ASU 3-1 "F" ROLLOVER ASI 3-12 'r* RoLLoveR ASU 3-15 spa sreciaL “ABJ 3-1 | LOWER "F™ “ABU 3-9 LOWER "Re ASU 3-13 EDIT moIcATOR AS 3-4 ixBacx. 9x “ABJ 3-2 BOTTOM LEFT 7.8 ‘ASd 3. LOFwST'y Raven aerow ——O——4 ASJ3~ 1.8 5-7-8 5K —o—_} 'A5J 3-3. BOTTOM GATE OPEN ARROH——C——— ASV 3- | 4kicxsack spos LeTTeER———O——} AQJ 1-7 FERIURE LAMP BUS.) ———— IG|w- 1192-16 ¢| Gilly WARTS COP sm P= SWITCH MAT! RIX FUTURE Sk W=1g2-I6q 32. 70 v 41 PT ]'F"2 (BOTTOM) bk 52.2 |‘T'6 (TOR) ypuis *R'=10 if 4 [Key 57 5 |2ND*U"9 co 6 |'s'-5(BoTTOm) = 4 58-7 [R41 | 8 E-G20- 2 Mic. to \4585¢ ist “U4 rs = aolade 20Kt7) SiS ta 16 Bn oe ais a iF “S"-3 (TOP) lume, STROBE '1"-7 (BOTTOM) Beart Re “a jaam | arizPe | qi To 13 [T ]A8I4-15 [Bor ; 32) 2 |ASI4-14 2 |- 90] 3 |Aasi-8 r | | Is} |e kev 6 |key 65] 7 |A5I4-6 i - 63! 8 j|ASJ4-7 PD: E 71/9 |ABI4-5 on . - 74 }10 |ASI4-4 i 84] 11 |ASI4-3 SIN/U 112 4 |N/U 13 i2|N/U i 14 |~ 58 LIS JASI4-11 | of BD y To lW- 1187-15 NOTES: 1. * INDICATES "AID" TEST POINT. ZIALL_ RESISTORS ARE 1/4 W, = 5% SIVOUTAGES SHOWN ARE FORA GAME UP CONDITION. 4.5¢R'S ARE MCR-I06-1, (E-585-29) a - SIPREFIX ALL REFERENCE DESIGNATION WITH “AS’ Oren ar ‘DESCRIPTION Toswe | Tee Em SLE BULB CHART (INSERT) (gure Spa 2k (#12) E-585-29 MERIOG IC) 32 7 |"F'-1 (TOP) 6 |'s’-S (BOTTOM) 5 |2ND“U~S Wod WN — ast 8 S29 'F'.2 (BOTTOM) “THe (TOP) “R10 KEY ]GNo @ND “s3 (TOP) “T7 (BoTToOM) Bally ™ VANUFACTURING CORP, 2640 BELMONT AVENUE yen at TN ST (RS) AUXILIARY LAMP rome [oar DRIVER BOARD W-1207-1 ve 7aLisa Shany mo « one ETO RMORAL tH Seo oan FARGHILD TeHOSKe PECOPER bs set slbkkis6-9 PIN KEY PIN 7 etki PREY PINS oo Us'kaioo-25 Pav key PI 2 SeRRIO0' 12 BIN KEY BIN 2 SS-knt5e-5 PIN REY PN & spt St BRED ALL. REFERENCE DestoaTiOnS “uit"a2*3" PINS 8 AND 1S ARE RduNdeo. e VOLTAGES SHOWN ARE FOR A GAME-UP conan “UiN"US" AND "Ua" ARE cA-SoeL/E680) t F. INDIGATES. ‘AiO! TEST PON. ye ae + Bonen, '—* ROUTE TO CABINET CONN SSROUTE TO BLACK BOX’ Cote du lee ROUTE 18 PLAYFIELD conn iho a est ste | | ee, Peat Pd aa: wegso obs. Sa wae ST 2 se | 4 fe e)a pLz Joure 256.6 SOLED oRWE ASSEMBLY 3 ‘s akan 24 jo & a Bh LEFT eoxstex Gare Baby MANUFACTURING TOF lW-ite3-20¢] reagaesneanee Seer ced +5y—aywany ro. one 5 fj saoy" ‘25 B z 24100 K2t UF | Pe wcuasacr 4 e205 x21 | x22 BEEP PERE xe Pe wexesce eee0°37 BaP RR PPP rr pr U3, Pe wciesiace , eee0eF 3. Pr ARE McR i06-1 (€-s88.20), ALL OTHERS ARE P2000 -688-14) OR EQUNALENTS [i resisvors are aw, t5% NCATES "AID" TEST POINT. sisce : pees sztlse ‘ 3 waa, neu Na ey center tances" Fiasr “U" ROLLOVER Fe ROLLOVER Lower *s* LOWER FIRST LOWER “e™ KICKBACK 3K SAUCER 3 FRY ROLLOVER ARROW DROP TARGET 206 Nr eres ager serge ae Baars ee oe BEAT Sasen soon ee ose ca a fox ROLLOVER BUTTON ase Wow Wich scone To oxTe nu SeMORYEER euTToN ba Na Na Ne vice ex Rou Lover evTTON Shoe te SOF as sree | Sa or ne lcewrgn Tancer “e* Sip "Ue mcuoveR Se co EBWER 2h “us Leer ‘sinner Kicxeacx’ Tx moe TARE? SPEC TE OFEN ARROW porroy ert 19 ist turnover anon aed ‘ncaror Wek Sroreerren vt ax RotLoveR surTow ie ROLLOVER BUTTON s|W-lig2-20 }-to Puavrieio Lo puavrie.o hd "MANUFACTURING COR ca [a5 LAMP DRIVER SCHEMATIC |W-l182-20 (o.. Ban se06cr) un meauartoig nor asco on 8 SNe tale mocareO isis 17 BREF Ack REFERENCE DESIGNATIONS 28 BUS CEN ES, @ [SOLENoM GENERAL ILL. BUS GENERAL ILL. RET i. 20] SO. ENOID RET BLS. | \ SP we1as-2 TAR VOLTAGES SHOWN ARE FORGAME IN POWER: JP CONG Oh. S.PREEIX ALL REFERENCE, RESIGNATIONS, SVT AG MANUFACTURING CORF mgieieice® _NS2-€ ER TRENSOR! WESC [wiives-2d DISPLAY DIGIT ENABLE, } as 2m asd Jae ats gre oS) leo 1S $S00K ay 8 3 | -SECMENT BRIVERS MES*ASE ya) AL a4 is |g - NOTES: a — LLUNLESS OTHERWISE SPECIFIED ALL RESISTORS ARE 25%, /4W. G:PREFIK ALL REFERENCE NESIG, WITH ASSEMBLY REFERENCE NESIG."AI” 2.8 INDICATES “A10' TEST POT, sk Se vet FR SCTURING CORP 7 iatetees Ione Al INSERT 1 TeSCaven 27 ToeC aves si Tipcaven « TT CREO iro CABINET PLAYFIELO os NOTES INS, SOME WiRES NAY NOT BE USEO IN ALL GAMES 34 NOICATES. RID TEST PONT ar a ey ont 2 vo 3) f 20 mses 2 $0 ages —— e | fe Seen cue owe XS \ Pi ft aver Be | ey Jel f ee siege aacwmiay — o, IP es aeui-20-——— eis} fos apuzs 3 Fs et IB) pS eS 3 | kK ase e Te we 7 MPU Ad 17 6 Tee Te ye Tia 0 RRs ERE GEES Eh Bee SERS bag Rg ea STo erm [a bee ity ya ik fad bok Fo porwr [ho fe Mimon | rojo lano esto bse-rfarho ise? passe BBN, (oor co foltt fase“ tei liv geass fs a V3 aerer BS313 baw 96) 3 * 18113 lemeue wencaron % [is las, 4813 [ase 13 ve s3)I3 tafe Riate (Btagiowe ashe [owe mar ois eee aca Sia abies Ete ey Pe ie U7 fe 7 (eae srlit fermunee fe i Salt aes poate pss iS hey 18 pretence alg gist Us fais Se ara’ PII Fe [atom alee 90128 [oor ranart 20xf 2525 |n0"V" noLsoveR bse Friese 1 RRS wen CRS bret SEAR Ge Fe] i | | 3 3 | 4 34 | Set t Boel i 3 Boe am ely St tl Bi Pea hi eo spel 3. Te 34 i wel || ql 5 | 4) = l |svo yew can! Te niles ; sali 13 soll e3)1325 ois 1 ] Hl | 2s | -a0fT Jot tut RETeACKEOD | foe] s lass asus | 1 Poole lowe ous Meo | |/30]5 paw scars neu , | ps2 ]is fas3-2 si-w | [face omer | fps es 1 | perigee 3 7ho]N/u PuayrIeLD eT) sof TJoen i neni (-2o| 2 lseniut ner 5 [shane 60| 6 [sot eusscravr 20] 7 Jawa. wuss FroL & feewsce bose 70 9 FLIP SW. RET. -40| 10 =e ie Ge | wy ma fol temo. felt i|| 95] 5 fourroue 3 [au l es efter ' her + Joere 1] 3 iy if tolls |ferteuterrce | | a leorrom mar Fe || SEEMS SY ' i i i | © Bali WONFRCTURING CO “" PLUG CONNECTORS FUTURE Se W187-46¢ sreacer (0) TEST SW. RETURN ve sree to a agie-2 ere —7—] ree aass-9 n433-10 —— 832-5 Aass-11 = - matss - nass-16 cris masa - aas3-i2 —— cio aas3-1s ——| Asses GEN. ILL. BUS (5.9 VAC) @ RN nate Aalsci6 asi2-2 € os asia FupeER, oe Sarur 1 FSther Tesy ow © jex-s — | ail ——" B nass-1. — lee ee 8 Azs2-7 — AT CABINET ASS' NOTE ;-DIODES ARE IN 2 laasa-10 | s (ara 4 aass-is |S a S fears. Aars=15 laass=1e iaass=2 DOOR PLUG POWER GR yore SERVICE surest vey (See wore) W-1186-6, rovac es2-4 — g12-2 232-2 332-5 435-3 433-2 433-5 433-16 312-2 sia-t .4 232-9 A2I2-6 32-7 AQ 2 ee ET ASSY. WIRING ES ARE 1ac0a, (E-587-6) E- PIN |-2,90V INPUT 1-3, 100V INPUT 4-5,15V OUTPUT NO eRAO USA/ CALIFORNIA 126-75 LIE CORD JAPAN ONLY, IOOVAC ca ws" Fuse HOLDER, OSA 918. Fuse 12 3 O78 122-127, TRANSFORMER, PART OF K-5O7-1 ae ovac, BeroEe EUROPE e128. NOTE: (CAUTION) 1. USE GALLY PART HE-718 Foe Trees vad. 3 Rinoieates alo Test (Golly WRGERS TURING CORP, peteccaaes EIE Perr T a= WiHING DIAGRAM [== ELECTRONIC: W-1186-6

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