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BATMAN and all related characters and elements are trademarks of and © DC Comics. (s08) Stern Pinball, Inc. All Rights Reserved.
Go to www.sternpinball.com and Find Service Game Manual (with updates), Game Code,
click Tech. Support & Parts Sales Appendixes, Coin Cards, Service Bulletins and much more!
SPI Part Number
• Toll-Free: 1-800-KICKERS (542-5377) or 1-708-345-7700 • eMail: parts.service@sternpinball.com • 780-50A3-00
IMPORTANT!
There are 2 types of
Crane Assemblies
used on this game.
Before ordering any
More on
parts, you will need to
Pgs. 85-96. identify which Crane
Assembly you have.
(ROUND WITH 2 FLAT SIDES)
TEAR-DROP
SHAPE (ROUND
MOTOR HUB HOLE)
SHAFT
TYPE 1
The Scarecrow Crane & Motor Assemblies can
be identified by the shape of the hub hole on
the crane along with the motor shaft shape.
The ROUND HUB HOLE is Type 1.
The SQUARE HUB HOLE is Type 2.
The following pages break-down the parts for
each of the 2 types of assemblies separately.
Ensure you identify the correct assembly
before ordering.
SQUARE
SHAPE (SQUARE
MOTOR HUB HOLE)
SHAFT
TYPE 2
More on
Pages 85-96.
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*Note: The CPU/Sound PCB
does not have fuses.
Playfield Power
Interlock Switch
4-Button
Switch Set Playfield Power
Interlock Switch
Service Outlet
(on Power Box),
if equiped.
On/Off Switch
4-Button Switch Set: (Under Cabinet) US / Canada / Japan :
For operational usage, see Sec. 3, Chapter 1, 8 Amp 250v Slo-Blo Fuse
6 Cabinet Bottom
Service Menu Introduction. International : Transformer on
8 Amp 250v Slo-Blo Fuse
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The key technical data from various parts of the manual were extracted and combined into the "Find- It-In-Front:
Dr. Pinball Section." This front section ( Pages '5 - X X]
) will assist the technician in locating important
technical information needed to troubleshoot the Pinball Machine. To enter the SERVICE MENU, read below.
6HUYLFH6ZLWFK;6HW2YHUYLHZ
The four buttons (inside Coin Door) have dual functions depending if you have entered the Service Menu or not.
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EXAMPLE:
To enter the SERVICE MENU, then enter the SWITCH TEST
MENU via the DIAGNOSTIC MENU, perform the below steps.
Step 1 Press [ SELECT ].
Step 2 With the "DIAG" Icon highlighted, press [ SELECT ].
Step 3 With the "SW" Icon highlighted, press [ SELECT ].
Step 4 With the "TEST" Icon highlighted, press [ SELECT ].
Press any switch. If wired correctly, the information in the display
will match the information in the Switch Matrix (see DR. 4).
Press [ < ] or [ > ] to move left or right through the menus.
Press [ BACK ] to go back a menu, exit or escape at any time.
Continue through the other menus.
More details & information about the SERVICE MENU is covered
in Section 3. The Service Menu is subject to change. Update
this game with the latest code downloaded from out website with
a USB Memory Stick (64MB min., recommendation 128MB or higher). See the inside front cover for directions or
in the Service Menu "Go To Utilities Menu" then "Go To USB Menu" and follow prompts.
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This audible / visual alert display is shown when the 50V / 20V
Power is disabled (by opening the Coin Door). PULL OUT THE
INTERLOCK SWITCH ONLY WHILE IN THE SERVICE MENU
FOR COIL, SWITCH OR PLAY TESTING WHEN THE COIN
DOOR IS REQUIRED TO STAY OPEN FOR SERVICE BUTTON
USE! Pulling out the Power Interlock Switch or pressing the
’escape’ Green [ BACK ] Button will remove the alert display. Initial display presentation is accompanied by 3
audible tones (the bright display warning will go dim after approximately 30 seconds).
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The 8-Pos. Dip Switch [SW1] is on the CPU/Sound Board (between Conn. J3 & J13, lower left corner)
888 8 88
CPU COUNTRY SETTING: Pos. CPU COUNTRY SETTING: Pos. CPU COUNTRY SETTING: Pos.
8 88 8888 8 8
CPU COUNTRY SETTING: Pos. CPU COUNTRY SETTING: Pos. CPU COUNTRY SETTING: Pos.
8 8 8 8
CPU COUNTRY SETTING: Pos. CPU COUNTRY SETTING: Pos. CPU COUNTRY SETTING: Pos.
8 8 8 8 88 8
CPU COUNTRY SETTING: Pos. CPU COUNTRY SETTING: Pos. CPU COUNTRY SETTING: Pos.
88 88 88 88
CPU COUNTRY SETTING: Pos. CPU COUNTRY SETTING: Pos. CPU COUNTRY SETTING: Pos.
8 88 888 8 88
CPU COUNTRY SETTING: Pos. CPU COUNTRY SETTING: Pos. CPU COUNTRY SETTING: Pos.
88 8 8 888
CPU COUNTRY SETTING: Pos. CPU COUNTRY SETTING: Pos. CPU COUNTRY SETTING: Pos.
8 8 8 8
CPU COUNTRY SETTING: Pos. CPU COUNTRY SETTING: Pos. CPU/SND PCB SETTING: Pos.
8 8 8 8
CPU COUNTRY SETTING: Pos. CPU COUNTRY SETTING: Pos.
9 99999 9 9 9999
ON ON
Finland OFF
Norway OFF
88 8 8
CPU COUNTRY SETTING: Pos. CPU COUNTRY SETTING: Pos.
Note: Slide Dip Switch 8 to Position ON (with Dip Switches 1-7 in the OFF Position) only to reboot the game with
the latest version BOOT EPROM installed at U9 on the CPU/Sound Board (S.A.M. System only). Currently, this is
also the procedure to update your game with the latest software code update file. For the latest version, visit our
website. If you have questions about updating your game code, call Technical Support for assistance.
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SWITCH MATRIX GRID [ #1 – #64 ] {Switch Locations : next page}
CPU/ 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16
IC-U22A IC-U22B IC-U22C IC-U22D IC-U16A IC-U16B IC-U16C IC-U16D IC-U36A IC-U36B IC-U36C IC-U36D IC-U40A IC-U40B IC-U40C IC-U40D
Sound RETURN RETURN RETURN RETURN RETURN RETURN RETURN RETURN RETURN RETURN RETURN RETURN RETURN RETURN RETURN RETURN
Find-It-In-Front:
Dr. Pinball
Board WHT-BRN WHT-RED WHT-ORG WHT-YEL WHT-GRN WHT-BLU WHT-VIO WHT-GRY TAN-BLK TAN-RED TAN-ORG TAN-YEL TAN-GRN TAN-BLU TAN-VIO TAN-WHT
J6-P9 J6-P8 J6-P7 J6-P6 J6-P5 J6-P3 J6-P2 J6-P1 J12-P9 J12-P8 J12-P7 J12-P6 J12-P4 J12-P3 J12-P2 J12-P1
SW. # 1 SW. # 2 SW. # 3 SW. # 4 SW. # 5 SW. # 6 SW. # 7 SW. # 8 SW. # 9 SW. # 10 SW. # 11 SW. # 12 SW. # 13 SW. # 14 SW. # 15 SW. # 16
01 X LEFT MIDDLE RIGHT SCARE- C.[ENTER] R. [IGHT] TOURNA-
Q1 ( B ) AT- B ( A ) T- BA ( T ) - BAT- BAT- BAT- TOP TOP TOP NOT ALFRED CROW RAMP EN- STANDUP MENT START
MAN MAN MAN ( M ) AN M ( A ) N MA ( N ) LANE LANE LANE USED TARGET VUK TRANCE TARGET START BUTTON
DRIVE
GRN-BRN «515-7640-05
D.O.T.S. » « D.O.T.S. » « D.O.T.S. » « D.O.T.S. » « D.O.T.S. » « D.O.T.S. » « D.O.T.S. » « D.O.T.S. » « D.O.T.S. » « D.O.T.S. » « D.O.T.S. » « D.O.T.S. » « D.O.T.S. » « D.O.T.S. » CABINET CABINET
515-7640-05 515-7640-05 515-7640-05 515-7640-05 515-7640-05 500-6227-04 500-6227-04 500-6227-04 515-7640-02 180-5209-00 180-5010-01 515-7496-08-00 180-5174-00 180-5174-00
J1-P1 below playfield below playfield below playfield below playfield below playfield below playfield below playfield below playfield below playfield below playfield below playfield above playfield above playfield In Cabinet In Cabinet
SW. # 17 SW. # 18 SW. # 19 SW. # 20 SW. # 21 SW. # 22 SW. # 23 SW. # 24 SW. # 25 SW. # 26 SW. # 27 SW. # 28 SW. # 29 SW. # 30 SW. # 31 SW. # 32
02 (4-BALL) (4-BALL) (4-BALL) (VUK OPTO) (STACK OPTO) LEFT LEFT RIGHT RIGHT
Q2
NOT TROUGH TROUGH TROUGH TROUGH TROUGH SHOOTER LEFT RETURN SLING- SLING- RETURN RIGHT LEFT RIGHT BOTTOM
DRIVE USED #4 (L) #3 #2 #1 (R) JAM LANE OUTLANE LANE SHOT SHOT LANE OUTLANE BUMPER BUMPER BUMPER
GRN-RED NOT USED «180-5119-02
D.O.T.S. » « D.O.T.S. »
180-5119-02
« D.O.T.S. » TRANS. / REC. TRANS. / REC. « D.O.T.S. » « D.O.T.S. » « D.O.T.S. » « D.O.T.S. » « D.O.T.S. » « D.O.T.S. » « D.O.T.S. » « D.O.T.S. » « D.O.T.S. » « D.O.T.S. »
180-5119-02 TX 515-0173-00 TX 515-0173-00 180-5157-00 500-6227-04 500-6227-04 180-5054-00 180-5054-00 500-6227-04 500-6227-04 180-5015-04 180-5015-04 180-5015-04
J1-P3 below playfield below playfield below playfield RX 515-0174-00 RX 515-0174-00 below playfield below playfield below playfield 2 per Asm. 2 per Asm. below playfield below playfield below playfield below playfield below playfield
SW. # 33 SW. # 34 SW. # 35 SW. # 36 SW. # 37 SW. # 38 SW. # 39 SW. # 40 SW. # 41 SW. # 42 SW. # 43 SW. # 44 SW. # 45 SW. # 46 SW. # 47 SW. # 48
03 L. [EFT] L. [EFT] C.[ENTER] POP POP SCARE- TOP JOKER JOKER BATMOBL. R. [IGHT]
Q3SKILL LOOP LEFT JOKER JOKER BUMPER BUMPER NOT RIGHT CROW NOT RIGHT DROP LOCKUP CRASH JOKER
DRIVE SHOT SPINNER LOOP TARGET TARGET TARGET SPINNER USED LOOP VUK EXIT USED EJECT TARGET #1 TARGET TARGET
GRN-ORG «500-6227-04
D.O.T.S. » « D.O.T.S. » « D.O.T.S. »
180-5010-04 180-5087-00
« D.O.T.S. » « D.O.T.S. » « D.O.T.S. » « D.O.T.S. » « D.O.T.S. » « D.O.T.S. » « D.O.T.S. » « D.O.T.S. » « D.O.T.S. » « D.O.T.S. » « D.O.T.S. » « D.O.T.S. » « D.O.T.S. »
515-7640-04 515-7640-04 515-7568-08 180-5010-04 180-5087-00 180-5010-01 180-5186-01 180-5158-00 180-5157-00 180-5213-00 515-7640-04
J1-P4 below playfield above playfield above playfield below playfield below playfield below playfield above playfield above playfield above playfield below playfield below playfield below playfield above playfield below playfield
SW. # 49 SW. # 50 SW. # 51 SW. # 52 SW. # 53 SW. # 54 SW. # 55 SW. # 56 SW. # 57 SW. # 58 SW. # 59 SW. # 60 SW. # 61 SW. # 62 SW. # 63 SW. # 64
04 L. [EFT] JOKER JOKER JOKER MINI- MINI- MINI- CRANE CRANE CRANE CRANE CRANE CRANE MINI- BATMOBL.
Q4 STANDUP POS. POS. POS. PLFD PLFD PLFD POS. POS. POS. POS. POS. POS. NOT PLFD RAMP
DRIVE TARGET #1 (HOME) #2 #3 (AWAY) (TOP L.) (TOP R.) (BOT L.) #6 (AWAY) #5 #4 #3 #2 #1 (HOME) USED (BOT. R.) EJECT
GRN-YEL «515-7568-08
D.O.T.S. » « D.O.T.S. » « D.O.T.S. » « D.O.T.S. » « D.O.T.S. » « D.O.T.S. » « D.O.T.S. » « D.O.T.S. » « D.O.T.S. » « D.O.T.S. » « D.O.T.S. » « D.O.T.S. » « D.O.T.S. » « D.O.T.S. »
520-5291-00 520-5291-00 520-5292-00 180-5057-00 180-5057-00 180-5057-00 520-5290-00 520-5290-00 520-5290-00 520-5290-00 520-5290-00 520-5290-00
« D.O.T.S. » « D.O.T.S. »
180-5057-00 180-5119-02
J1-P5 below playfield below playfield below playfield above playfield below playfield below playfield below playfield below playfield below playfield below playfield below playfield below playfield below playfield below playfield below playfield
« FOR MORE ABOUT DIODE ON TERMINAL STRIPS « D.O.T.S. », SEE SECTION 5, CHAPTER 2, PAGES 104 – 105. »
BLK
BLK BLU BRN GRY GRN LGN ORG PNK RED TAN VIO WHT YEL
Wire Color Abbreviations used: Black
Black Blue Brown Gray Green Light Grn. Orange Pink Red Tan Violet White Yellow
DR. x
J13-P10 (PLUMB BOB) TILT NOTCH USED BUTTON) BUTTON) BUTTON) BUTTON) (1)2345678 1(2)345678 12(3)45678 123(4)5678 1234(5)678 12345(6)78 123456(7)8 1234567(8)
NOT USED
See Sec. 4, OPTIONAL IF USED NOT USED NOT USED NOT USED NOT USED NOT USED SW. POS. SW. POS. SW. POS. SW. POS. SW. POS. SW. POS. SW. POS. SW. POS.
Chp. 1, Pg. 45 502-5032-00 180-5119-02 180-0000-00 180-5192-04 180-5192-02 180-5192-02 180-5192-00 #1 ON #2 ON #3 ON #4 ON #5 ON #6 ON #7 ON #8 ON
for cab. parts Optional Kit Below P/F a/b playfield Coin Door Coin Door Coin Door Coin Door
SWITCH MENU: SWITCH, ACTIVE, SINGLE & SERVICE
6:,7&+/2&$7,216
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SW. 41 GATE UNDER
UPPER PLAYFIELD.
STAND-UP
TARGET
BELOW
CRANE
'
' '
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Switch Part Notes: ¥ Yen Coin Switch is 180-5091-00.
= Switches above Playfield. Part Numbers which start with 515- or 500- include the
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[ C. = CENTER ] [ L. = LEFT ] [ R. = RIGHT ]
LAMP MATRIX GRID [ #1 – #80 ] {Lamp Locations : next page}
I/O 01 02 03 04 05 06 07 08
Power IC-U17 IC-U16 IC-U15 IC-U14 IC-U13 IC-U12 IC-U11 IC-U10
Driver 18VDC 18VDC 18VDC 18VDC 18VDC 18VDC 18VDC 18VDC
Find-It-In-Front:
Dr. Pinball
YEL-BRN YEL-RED YEL-ORG YEL-BLK YEL-GRN YEL-BLU YEL-VIO YEL-GRY
Board J13-P9 J13-P8 J13-P7 J13-P6 J13-P5 J13-P4 J13-P3 J13-P1
01 #555 Clear LP. # 1 #555 Clear LP. # 2 #555 Clear LP. # 3 #555 Clear LP. # 4 #555 Clear LP. # 5 #555 Clear LP. # 6 #555 Clear LP. # 7 #555 Clear LP. # 8
Q33
START TOURNAMENT SHOOT LEFT LEFT JOKER BATMOBILE SCARECROW
GROUND BUTTON START BUTTON AGAIN OUTLANE RETURN LANE PLAYED PLAYED PLAYED
RED-BRN
J12-P1 « D.O.T.S. » 165-5002-00 OPTIONAL 165-5002-00 « D.O.T.S. » 165-5002-00 « D.O.T.S. » 165-5002-00 « D.O.T.S. » 165-5002-00 « D.O.T.S. » 165-5002-00 « D.O.T.S. » 165-5002-00 « D.O.T.S. » 165-5002-00
02 #44 Clear LP. # 9 #555 Clear LP. # 10 #555 Clear LP. # 11 #555 Clear LP. # 12 #555 Clear LP. # 13 #555 Clear LP. # 14 #555 Clear LP. # 15 #555 Clear LP. # 16
Q34
JOKER RIGHT RIGHT BRUCE COMMISSIONER RACHEL THE THE
GROUND MULTIPLIER RETURN LANE OUTLANE WAYNE GORDON DAWES SCARECROW JOKER
RED-BLK
J12-P2 « D.O.T.S. » 165-5000-44-HF « D.O.T.S. » 165-5002-00 « D.O.T.S. » 165-5002-00 « D.O.T.S. » 165-5002-00 « D.O.T.S. » 165-5002-00 « D.O.T.S. » 165-5002-00 « D.O.T.S. » 165-5002-00 « D.O.T.S. » 165-5002-00
03 #555 Clear LP. # 17 #555 Clear LP. # 18 #555 Clear LP. # 19 #555 Clear LP. # 20 #555 Clear LP. # 21 #555 Clear LP. # 22 #555 Clear LP. # 23 #555 Clear LP. # 24
Q35
HARVEY LUCIUS ALFRED
GROUND DENT FOX PENNYWORTH ( B ) ATMAN B ( A ) TMAN BA ( T ) MAN BAT ( M ) AN BATM ( A ) N
RED-ORG
J12-P3 « D.O.T.S. » 165-5002-00 « D.O.T.S. » 165-5002-00 « D.O.T.S. » 165-5002-00 « D.O.T.S. » 165-5002-00 « D.O.T.S. » 165-5002-00 « D.O.T.S. » 165-5002-00 « D.O.T.S. » 165-5002-00 « D.O.T.S. » 165-5002-00
04 #555 Clear LP. # 25 #44 Clear LP. # 26 #44 Clear LP. # 27 #44 Clear LP. # 28 #44 Clear LP. # 29 #555 Clear LP. # 30 #555 Clear LP. # 31 #555 Clear LP. # 32
Q36
EXTRICATE RESCUE LOCATE NOT LEFT LOOP CRANE POS.
GROUND BATMA ( N ) IMPOSTORS! LAU RACHEL THE JOKER USED MULTIPLIER #6 (AWAY)
RED-YEL
J12-P4 « D.O.T.S. » 165-5002-00 « D.O.T.S. » 165-5000-44-HF « D.O.T.S. » 165-5000-44-HF « D.O.T.S. » 165-5000-44-HF « D.O.T.S. » 165-5000-44-HF « D.O.T.S. » 165-5002-00 « D.O.T.S. » 165-5002-00 « D.O.T.S. » 165-5002-00
05 #555 Clear LP. # 33 #555 Clear LP. # 34 #555 Clear LP. # 35 #555 Clear LP. # 36 #44 Clear LP. # 37 #44 Clear LP. # 38 #555 Clear LP. # 39 #44 Clear LP. # 40
Q37
BAT LEFT JOKER JOKER JOKER LEFT GORDON L. MULTIPLIER
GROUND MISSIONS MYSTERY LOOP ARROW ARROW LOCK #3 LOCK #2 TARGET TARGET
RED-GRN
J12-P5 « D.O.T.S. » 165-5002-00 « D.O.T.S. » 165-5002-00 « D.O.T.S. » 165-5002-00 « D.O.T.S. » 165-5002-00 « D.O.T.S. » 165-5000-44-HF « D.O.T.S. » 165-5000-44-HF « D.O.T.S. » 165-5002-00 « D.O.T.S. » 165-5000-44-HF
06 #44 Clear LP. # 41 #555 Clear LP. # 42 #555 Clear LP. # 43 #555 Clear LP. # 44 #555 Clear LP. # 45 #555 Clear LP. # 46 #44 Clear LP. # 47 #555 Clear LP. # 48
Q38
JOKER CRANE POS. CRANE POS. CRANE POS. CRANE POS. NOT BATMOBILE BATMOBILE
GROUND LOCK #1 #5 #4 #3 #2 USED 3 2
RED-BLU
J12-P6 « D.O.T.S. » 165-5000-44-HF « D.O.T.S. » 165-5002-00 « D.O.T.S. » 165-5002-00 « D.O.T.S. » 165-5002-00 « D.O.T.S. » 165-5002-00 « D.O.T.S. » 165-5002-00 « D.O.T.S. » 165-5000-44-HF « D.O.T.S. » 165-5002-00
07 #555 Clear LP. # 49 #44 Clear LP. # 50 #44 Clear LP. # 51 #44 Clear LP. # 52 #44 Clear LP. # 53 #44 Clear LP. # 54 #555 Clear LP. # 55 #555 Clear LP. # 56
Q39
BATMOBILE CENTER RAMP SCARECROW VUK RIGHT LOOP R. MULTIPLIER SCARECROW SUPER
GROUND 1 MULTIPLIER MULTIPLIER MULTIPLIER TARGET VUK ARROW JACKPOT SCARECROW
RED-VIO
J12-P8 « D.O.T.S. » 165-5002-00 « D.O.T.S. » 165-5000-44-HF « D.O.T.S. » 165-5000-44-HF « D.O.T.S. » 165-5000-44-HF « D.O.T.S. » 165-5000-44-HF « D.O.T.S. » 165-5000-44-HF « D.O.T.S. » 165-5002-00 « D.O.T.S. » 165-5002-00
08 #555 Clear LP. # 57 #555 Clear LP. # 58 #44 Green LP. # 59 LED WB WHT LP. # 60 LED WB WHT LP. # 61 #44 Green LP. # 62 #555 Clear LP. # 63 #555 Clear LP. # 64
Q40
EXTRA ALFRED MINI-PLFD LEFT POP RIGHT POP MINI-PLFD RIGHT BAT
GROUND BALL TARGET (BOT. L.) BUMPER BUMPER (TOP L.) LOOP ARROW POD
RED-GRY
J12-P9 « D.O.T.S. » 165-5002-00 « D.O.T.S. » 165-5002-00 « D.O.T.S. » 165-5053-04-HF « D.O.T.S. » 112-5024-08 « D.O.T.S. » 112-5024-08 « D.O.T.S. » 165-5053-04-HF « D.O.T.S. » 165-5002-00 « D.O.T.S. » 165-5002-00
09 #555 Clear LP. # 65 #555 Clear LP. # 66 #555 Clear LP. # 67 #44 Green LP. # 68 #555 Clear LP. # 69 #555 Clear LP. # 70 #555 Clear LP. # 71 #555 Clear LP. # 72
Q41
GRAPPLING MACHINE MINI-PLFD SCARECROW BATMOBILE JOKER LEFT
GROUND HOOK GUN CANNON (BOT. R.) SKILL SHOT SKILL SHOT SKILL SHOT TOP LANE
RED-WHT
J12-P10 « D.O.T.S. » 165-5002-00 « D.O.T.S. » 165-5002-00 « D.O.T.S. » 165-5002-00 « D.O.T.S. » 165-5053-04-HF « D.O.T.S. » 165-5002-00 « D.O.T.S. » 112-5024-08 « D.O.T.S. » 165-5002-00 « D.O.T.S. » 165-5002-00
10 #555 Clear LP. # 73 #555 Clear LP. # 74 #44 Green LP. # 75 #44 Clr X2 LP. # 76 #44 Clear LP. # 77 #555 Clear LP. # 78 #555 Clear LP. # 79 #555 Clear LP. # 80
Q42
MIDDLE RIGHT MINI-PLFD BAT (MIDDLE OF ...) BATMOBILE JOKER SCARECROW
GROUND
DR. z
RED
TOP LANE TOP LANE (TOP R.) SYMBOL POP BUMPERS ILLUMINATION ILLUMINATION ILLUMINATION
J12-P11 « D.O.T.S. » 165-5002-00 « D.O.T.S. » 165-5002-00 « D.O.T.S. » 165-5053-04-HF « D.O.T.S. » 165-5000-44-HF « D.O.T.S. » 165-5000-44-HF « D.O.T.S. » 165-5002-00 « D.O.T.S. » 165-5002-00 « D.O.T.S. » 165-5002-00
« FOR MORE ABOUT DIODE ON TER- BLK
BLK BLU BRN GRY GRN ORG RED VIO WHT YEL
MINAL STRIPS « D.O.T.S. », SEE Wire Color Abbreviations used: Black
Black Blue Brown Gray Green Orange Red Violet White Yellow
SEC. 5, CHP. 2, PAGES 104 – 105. »
LAMP MENU: ONE, ALL, ROW, COLUMN & ORDERED
/$03/2&$7,216
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Lamp Part Notes: #555 Wedge Base (W.B.) Bulb Clear
= Lamps above Playfield. = 165-5002-00. #44 Bayonet Bulb (Heavy Filament)
Clear = 165-5000-44-HF.
= Lamps below Playfield.
See Section 4, Chapter 1, Parts Identification &
= LEDs Bulbs / Location, Pages 60-62 for more details on bulbs and
= corresponding sockets.
Aux. Lamps on PCB; see pages 138-139.
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&2,/6'(7$,/('&+$577$%/(
+LJK &XUUHQW &RLOV *URXS Drive Driver
Transistor Ouput PCB
Power Line
Color
Power Line
Connection
Power Drive Transistor D.T. Control
Voltage Control Line Color Line Connect
Coil GA-Turn
or Bulb Type
#4 JOKER LOCKUP
I/O
Q4 Power YEL-VIO J10-P9/10 50VDC BRN-YEL J8-P5 23-8000 !
090-5001-ND
6
090-5004-ND
#7 JOKER DROP TARGET DOWN Q7 YEL-VIO J10-P9/10 50VDC BRN-VIO J8-P8 32-1250 !
090-5060-01-ND
#8 SHAKER MOTOR (OPTIONAL) Q8 RED-WHT J17-P7 16VAC BRN-GRY J8-P9 S. Motor Kit
12VDC 502-5027-00
+LJK &XUUHQW &RLOV *URXS Drive Driver
Transistor Ouput PCB
Power Line
Color
Power Line
Connection
Power Drive Transistor D.T. Control
Voltage Control Line Color Line Connect
Coil GA-Turn
or Bulb Type
#11 BOTTOM POP BUMPER Q11 YEL-VIO J10-P9/10 50VDC BLU-ORG J9-P4 26-1200 !
090-5044-ND
#14 BATMOBILE RAMP CONTROL GATE Q14 YEL-VIO J10-P9/10 50VDC BLU-BLK J9-P7 32-1250 !
090-5060-01-ND
#17 LEFT SLINGSHOT Q17 BROWN J7-P1 20VDC VIO-BRN J7-P2 23-8000 !
090-5001-ND
23-8000 !
#18 RIGHT SLINGSHOT
5
Q18 BROWN J7-P1 20VDC VIO-RED J7-P3 090-5001-ND
#19 SCARECROW HOME FLASHER Q19 ORANGE J6-P10 20VDC VIO-ORG J7-P4 #89 Bulb
165-5000-89
I/O
#20 NOT USED Q20 Power VIO-WHT J7-P6
Driver #89 Bulb
#21 BACK PANEL FLASHER Q21 ORANGE J6-P10 20VDC VIO-GRN J7-P7
6
165-5000-89
#22 JOKER FLASHER (X3) Q22 ORANGE J6-P10 20VDC VIO-BLU J7-P8 #89 Bulb
165-5000-89
#89 Bulb
#23 SCARECROW FLASHER %$ Q23 ORANGE J6-P10 20VDC VIO-BLK J7-P9 165-5000-89
#24 OPTIONAL (e.g. COIN METER) Q24 RED J16-P4>8 5VDC VIO-GRY Optional
J7-P10
5VDC
P Coil Note: ! -ND means ’No Diode’. -00B or -00T can be used for coil replacements, but the diode must be removed. Call for more info.
/RZ &XUUHQW &RLOV *URXS Drive Driver
Transistor Ouput PCB
Power Line
Color
Power Line
Connection
Power Drive Transistor D.T. Control
Voltage Control Line Color Line Connect
Coil GA-Turn
or Bulb Type
#25 POP BUMPERS FLASHER (X3) Q25 ORANGE J6-P10 20VDC BLK-BRN J6-P1 #89 Bulb
165-5000-89
Motor
#26 JOKER MOTOR (! see Pages 76-77)
5
Q26 BROWN J7-P1 20VDC BLK-RED J6-P2 041-5108-00
#27 LEFT SLINGSHOT FLASHER Q27 ORANGE J6-P10 20VDC BLK-ORG J6-P3 #89 Bulb
165-5000-89
I/O Relay Asm
#28 SCARECROW MOTOR RELAY Q28 Power BROWN J7-P1 20VDC BLK-YEL J6-P4 511-5159-01
Driver #89 Bulb
#29 RIGHT SLINGSHOT FLASHER Q29 ORANGE J6-P10 20VDC BLK-GRN J6-P5
6
165-5000-89
#30 JOKER MOTOR RELAY Q30 BROWN J7-P1 20VDC BLK-BLU J6-P6 Relay Asm
511-5159-00
#31 SCR’CROW MOTOR (! see Pgs. 94-95) Q31 BROWN J7-P1 20VDC BLK-VIO J6-P7 Motor
041-5107-*
#32 BATMOBILE CRASH FLASHER (X2) Q32 ORANGE J6-P10 20VDC BLK-GRY J6-P8 #89 Bulb
165-5000-89
Note: In Test Flash Lamps Menu ("Flash" Icon), only Flashers are tested in numeric order. This Game: #19, #21-#23, #25, #27, #29 & #32
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&RORU = Color of Mini-Mars or Flash Lamp Bulb.
Coil Q24 is Optional.
= Coils / Flash Lamps above Playfield. If either a Coin Meter, Token
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CHOOSE EARNINGS or STANDARD AUDITS
*272$8',760(18($51,1*6$8',76>²@67$1'$5'$8',76>²@
Perform the below steps to review the audits. Enter the SERVICE MENU, then enter the EARNINGS AUDITS or
STANDARD AUDITS MENUS. For audit definitions or summary, review Section 3, Chapter 3, GO TO AUDITS
MENU. Try the "DUMP AUDITS TO USB" Feature to create a text file of your audits. Don’t forget to set the DATE
& TIME in the UTILITIES MENU. See Section 3, Chapter 5, GO TO UTILITIES MENU, for more information.
Audit Number
Step 1 Press [ SELECT ]. Audit Name
Press [ BACK ] to exit for Audit Result
escape at any time.
Step 2 Press [ > ]. Go to the
"AUD" Icon.
Press [ SELECT ]. ($51,1*6$8',76>²@T
Step 3 Press [ > ]. Go to the 1U ($51,1*6 $8',7 <285 1U ($51,1*6 $8',7 <285
"EARN" or "S.P.I." Icon. 1$0( 5(68/7 1$0( 5(68/7
TOTAL COINS THROUGH
Press [ SELECT ]. 1 PAID CREDITS 8 FOURTH SLOT
Step 4 Press [ < ] [ > ] to FREE GAME COINS THROUGH
2 PERCENTAGE 9 FIFTH SLOT
move between audits. AVERAGE TOTAL
3 BALL TIME 10 COINS
AVERAGE TOTAL
4 GAME TIME 11 EARNINGS
COINS THROUGH METER
5 LEFT SLOT 12 CLICKS
COINS THROUGH SOFTWARE
6 RIGHT SLOT 13 METER
COINS THROUGH
7 CENTER SLOT
67$1'$5'$8',76>²@T
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1$0( 5(68/7 1$0( 5(68/7 1$0( 5(68/7
TOTAL 8.0M – 9.99M RIGHT
1 BALLS PLAYED 21 SCORES 41 DRAINS
TOTAL 10.0M – 12.49M TILTS
2 EXTRA BALLS 22 SCORES 42
EXTRA BALL 12.5M – 14.99M TOTAL
3 PERCENTAGE 23 SCORES 43 BALLS SAVED
REPLAY 1 15.0M – 17.49M LEFT FLIPPER
4 AWARDS 24 SCORES 44 USED
REPLAY 2 17.5M – 19.99M RIGHT FLIPPER
5 AWARDS 25 SCORES 45 USED
REPLAY 3 20.0M – 24.99M 0 – 1 MINUTE
6 AWARDS 26 SCORES 46 GAMES
REPLAY 4 25.0M – 29.99M 1 – 1.5 MINUTE
7 AWARDS 27 SCORES 47 GAMES
TOTAL 30.0M – 39.99M 1.5 – 2 MINUTE
8 REPLAYS 28 SCORES 48 GAMES
REPLAY 40.0M – 49.99M 2 – 2.5 MINUTE
9 PERCENTAGE 29 SCORES 49 GAMES
TOTAL 50.0M – 74.99M 2.5 – 3 MINUTE
10 SPECIALS 30 SCORES 50 GAMES
SPECIAL 75.0M – 99.99M 3 – 3.5 MINUTE
11 PERCENTAGE 31 SCORES 51 GAMES
TOTAL 100.0M – 149.99M 3.5 – 4 MINUTE
12 MATCHES 32 SCORES 52 GAMES
HIGH SCORE 150.0M+ 4 – 5 MINUTE
13 AWARDS 33 SCORES 53 GAMES
HIGH SCORE AVERAGE 5 – 6 MINUTE
14 PERCENT 34 SCORES 54 GAMES
TOTAL SERVICE 6 – 8 MINUTE
15 FREE PLAYS 35 CREDITS 55 GAMES
TOTAL BALL SEARCH 8 – 10 MINUTE
16 PLAYS 36 STARTED 56 GAMES
0.0M – 1.99M LOST BALL 10 – 15 MINUTE
17 SCORES 37 FEEDS 57 GAMES
2.0M – 3.99M LOST BALL 15+ MINUTE
18 SCORES 38 GAME STARTS 58 GAMES
4.0M – 5.99M LEFT RECENT
19 SCORES 39 DRAINS 59 REPLAY PERCENT
6.0M – 7.99M CENTER Note: Audits are subject to change (with or without notice).
20 SCORES 40 DRAINS
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STANDARD ADJUSTMENT 1
*272$'-8670(1760(1867$1'$5'$'-8670(176>²@
Peform the below steps to review the adjustments. Enter the ADJUSTMENTS MENU, then enter the STANDARD
ADJUSTMENTS MENU. For adjustment definitions or summary, review Section 3, Chapter 4, GO TO ADJUST-
MENTS MENU. See Section 3, Chapter 5, GO TO INSTALLS MENU (via the UTILITIES MENU), to easily
change all adjustments required depending on the Install Type (Easy, Hard, 5-Ball, Home Play, etc.) desired.
Step 1 Press [ SELECT ]. Press [ BACK ] to exit or escape at any time.
Adjustment Number
Step 2 Press [>]. Go to the "ADJ" Icon. Adjustment Name
Press [ SELECT ]. Adjustment Setting
Step 3 ... "S.P.I." Icon. Press [ SELECT ]. Adjustment Comment
Step 4 STANDARD ADJUSTMENT #1 appears with the Adjustment Name [ REPLAY TYPE ] flashing. With the
Adjustment Name flashing, press [ < ] [ > ] to move between adjustments.
Step 5 To change the Adjustment Setting, press [ SELECT ]. With the Adjustment Setting flashing, press [ < ] [ > ]
repeatedly until the desired setting appears. Press the [ SELECT ] to "install" the change. The Adjustment
Comment (bottom text line) will indicate [ INSTALLED/FACTORY DEFAULT ], if the Factory Default Setting is
selected or [ INSTALLED ] if the change is not the Factory Default Setting.
67$1'$5'$'-8670(176>²@T
1U 67$1'$5' 86$ <285 1U 67$1'$5' 86$ <285
$'-8670(17 1$0( '()$8/7 6(77,1* $'-8670(17 1$0( '()$8/7 6(77,1*
1 REPLAY TYPE AUTO 32 HIGH SCORE #1 __,000,000
2 ‡ REPLAY PERCENTAGE 10% 33 HIGH SCORE #2 __,000,000
3 ‡ REPLAY AWARD CREDIT 34 HIGH SCORE #3 __,000,000
4 ‡ REPLAY LEVELS 1 35 HIGH SCORE #4 __,000,000
5 ‡ AUTO REPLAY START __,000,000 36 HSTD INITIALS 3 INITIALS
6 ‡ DYNAMIC REPLAY START 60,000,000 37 HSTD RESET COUNT 2000
7 ‡ REPLAY LEVEL #1 15,000,000 38 FREE PLAY NO
8 ‡ REPLAY LEVEL #2 30,000,000 39 LANGUAGE ENGLISH
9 ‡ REPLAY LEVEL #3 45,000,000 40 PLAYER LANGUAGE SELECT YES
10 ‡ REPLAY LEVEL #4 60,000,000 41 CUSTOM MESSAGE ON
11 ‡ REPLAY BOOST YES 42 FLASH LAMP POWER NORMAL
12 SPECIAL LIMIT 1 43 COIL PULSE POWER NORMAL
13 ‡ SPECIAL PERCENTAGE 10% 44 KNOCKER VOLUME NORMAL
14 SPECIAL AWARD CREDIT 45 GAME RESTART YES
15 FREE GAME LIMIT 5 46 BILL VALIDATOR NO
16 EXTRA BALL LIMIT 5 47 MUSIC VOLUME 1
17 ‡ EXTRA BALL PERCENTAGE 25% 48 BALL SAVE TIME 0:05
18 GAME PRICING USA 10 49 TIMED PLUNGER OFF
19 MATCH PERCENTAGE 9% 50 FLIPPER BALL LAUNCH OFF
20 MATCH AWARD CREDIT 51 COINDOOR BALL SAVER NO
21 BALLS PER GAME 3 52 COMPETITION MODE NO
22 TILT WARNINGS 2 53 CONSOLATION BALL YES
23 CREDIT LIMIT 30 54 FAST BOOT YES
24 ALLOW HIGH SCORES YES 55 Q24 OPTION COIN METER
25 HIGH SCORE AWARD CREDIT 56 TICKET DISPENSER NO
26 GRAND CHAMPION AWARDS 1 57 PLAYER COMPETITION YES
27 HIGH SCORE #1 AWARDS 1 58 TEAM SCORES NO
28 HIGH SCORE #2 AWARDS 0 59 LOCATION ID 0
29 HIGH SCORE #3 AWARDS 0 60 GAME ID 0
30 HIGH SCORE #4 AWARDS 0 61 TIME FORMAT 12-HOUR
31 GRAND CHAMPION SCORE __,000,000 62 COIN INPUT DELAY 30
63 LOST BALL RECOVERY YES
Factory Defaults Settings are subject to change during production (especially Standard Adjustments 2, 4, 5, 13, 16-17, 19, 31-35 & 47).
‡ Not all Standard Adjustments are shown. Depending on the setting (whether Factory Default or if changed by the operator), associated
adjustments do not appear, if not required. Note: If Game Dip Switch other than USA is installed, different Defaults will appear.
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FEATURE AUDIT 1
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Perform the below steps to review the audits. Enter the AUDITS MENU, then enter the FEATURE AUDITS
MENU. Try the "DUMP AUDITS TO USB" Feature to create a text file of your audits. *Don’t forget to set the DATE
& TIME in the UTILITIES MENU. See Section 3, Chapter 5, GO TO UTILITIES MENU, for more information.
Step 1 Press [ SELECT ]. Press [ BACK ] to exit or escape at any time.
Step 2 Press [ > ]. Go to the "AUD" Icon. Audit Number
Press [ SELECT ]. Audit Name
Audit Result
Step 3 Press [ > ]. Go to the "GAME" Icon. Press [ SELECT ].
Step 4 Press [ < ] [ > ] to move between audits. % = AUDIT RESULT DIVIDED BY STANDARD AUDIT 16 (TOTAL PLAYS).
Feature Audits are subject to change (with or without notice). View Feature Audits on the Dot Display only. To
export all audits to your memory stick (creating a text file), perform the following. Enter the AUDITS MENU, then
enter the DUMP AUDITS TO USB. Note: The "DUMP" Icon can also be accessed in the USB MENU via the
UTILITIES MENU (see Section 3, Chapter 5, GO TO USB MENU via the UTILITIES MENU for details).
Step 1 Insert your USB Compatible Memory Stick into the USB port on
the CPU/Sound Board (S.A.M. System). If the Memory Stick has space
available and is free of errors, a dated file* is generated (* ensure your
Date & Time is set prior to selecting or the dated file will have the default
date of 20XX_01_01; see Section 3, Chapter 5, SET DATE / TIME via the
UTILITIES MENU for details).
Step 2 Press [ SELECT ] to save the file to your Memory Stick. Press
[ SELECT ] again to continue or [ BACK ] to exit or escape at any time.
Step 3 Remove the Memory Stick and insert into your PC or Mac to save
the file (which can then be copied, printed or emailed). The audits are numbered sequentially without a number
restart between the three types of audits (Earnings, Standard and Feature).
FEATURE ADJUSTMENT 1
*272$'-8670(1760(18)($785($'-8670(176>²@
Peform the below steps to review the adjustments. Enter the SERVICE MENU, then enter the FEATURE
ADJUSTMENTS MENU. For adjustment definitions or summary, review Section 3, Chapter 4, GO TO ADJUST-
MENTS MENU. See Section 3, Chapter 5, GO TO INSTALLS MENU (via the UTILITIES MENU), to easily
change all adjustments required depending on the Install Type (Easy, Hard, 5-Ball, Home Play, etc.) desired.
Step 1 Press [ SELECT ]. Press [ BACK ] to exit or escape at any time.
Adjustment Number
Step 2 Press [>]. Go to the "ADJ" Icon. Adjustment Name
Press [ SELECT ]. Adjustment Setting
Step 3 Press [>]. Go to the "GAME" Icon. Adjustment Comment
Press [ SELECT ].
Step 4 FEATURE ADJUSTMENT #1 appears with the Adjustment Name [ POP BUMPER DIFFICULTY ] flashing.
With the Adjustment Name flashing, press [ < ] [ >] to move between adjustments.
Step 5 To change the Adjustment Setting, press [ SELECT ]. With the Adjustment Setting flashing, press [ < ] [ > ]
repeatedly until the desired setting appears. Press the [ SELECT ] to "install" the change. The Adjustment
Comment (bottom text line) will indicate [ INSTALLED/FACTORY DEFAULT ], if the Factory Default Setting is
selected or [ INSTALLED ] if the change is not the Factory Default Setting.
Feature Adjustments are subject to change (with or without notice). View Feature Adjustments on the Dot
Display only. Use the Installs Menu (via the Utility Menu) to automatically change a select group of Feature
Adjustments (see Section 3, Chapter 5, Go To Utilities Menu).
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USB Compatible Data Storage Device (Thumb, Flash or Jump Drives) required to copy game code into system.
S.A.M. System compatible, tested & SPI approved USB Data Storage Devices 128MB+
available through your local distributor: Ask for SPI Part Number (P.N.) 970-0128-00
* to get the Data Storage Device with the latest Game Code copied to it, add "the game title name" to above P.N..
STYLE, COLOR, SIZE AND MANUFACTURER SUBJECT TO CHANGE.
&
5
5
CR2430
USB
1.1/2.0
PORT
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Lithium Stick
COIN CELL IF MORE THAN ONE FILE IS PRESENT ON MEM-
BATTERY
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This game must be connected to a properly grounded outlet to reduce shock hazard & insure pro-
per game operation. See Sec. 5, Schematics & Troubleshooting, Chp. 3, Cabinet Wiring (Transformer
Power Wiring), for transformer connections required for Normal, High, and Low Line conditions.
Normal Line: 110v AC - 125v AC @ 60Hz
Domestic AVG OPERATION MAX OPERATION
use an 8AMP 250v Slo-Blo Fuse. CURRENT: 2.8AMP CURRENT: 8AMP
WATTAGE: 329w WATTAGE: 940w
High Line: 218v AC - 240v AC @ 50Hz
Export AVG OPERATION MAX OPERATION
use 2x 5AMP 250v Slo-Blo Fuses. England
CURRENT: 1.8AMP CURRENT: 5AMP | 8AMP* & Hong
(*England & Hong Kong use an 8
AMP 250v S/B Fuse.)
WATTAGE: 412w |
WATTAGE: 1145w 1832w* an
Kong use
8A Fuse.
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The overall Front / Back
Height dimensions include the
added 1" with the Leg Lev- + 4G"
elers turned all the way in.
* P L E A S E N O T E:
The TO URNMENT PLAY 75"
Sign or betaBRITE Color To reduce the possibility of damage,
Dot Display will add up to
Back Height *
27"
/
4 " to the overall Back
observe ALL precautions whenever
Height for a total of 79 ". 0 28"
transporting the game.
Back Width Read & follow Section 1,
Ceiling Height Requirement: Chapter 1, Pinball Game Set-Up
An additional 1 " is Procedures, and
required for the rotation ( ) How to Secure the
of the Backbox to the upright Backbox for Transporting.
position. Remove the legs and secure the
The complete Back Height game within the transporting vehicle.
required with Sign or Dot
Display and rotation: 81" SAVE AND RETAIN ALL
PRINTED INFORMATION
23" INSIDE THE CABINET !
47"
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Pinball Game Set-Up Future Reference
Sec. 1: After Set-Up
Section 1, Chapter 1
Page 2 After Set-Up
Pinball Game Set-Up Future Reference
Section 1, Chapter 1
After Set-Up Page 3
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For more Backbox details & part numbers, see Section 4,
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Attach the four (4) Leg Assemblies to cabinet corners with the eight (8) leg bolts provided . Cabinet Leg
Start adjustment with the leg levelers turned all the way
in.
View the bubble in the level provided on the right side 3e -16
8
wood rail. Hex
Nut
Bubble
Bubble Level Adjust the front or rear levelers as necessary to cause
located on
the wood rail the bubble to float between the two (2) black lines.
next to the
Shooter Lane. Bubble
should be Use a pinball to roll down the center of the playfield for
between Leg Leveler
the 2 black
lines.
side-to-side leveling. turned all
the way in.
YOUR PLAYFIELD PITCH IS NOW AT 6.5° AS
REQUIRED FOR PROPER GAME PLAY!
Note: For custom adjustment greater than >6.5° can be achieved by turning out the rear leg leveler(s), however, it is not recommended.
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With the front molding & glass removed, carefully lift the playfield (take care when using the Bottom Arch to hoist).
Position 1
When lifted high enough, the Playfield Support
Slide Brackets (Fig. 1A) can be seen and can clear
the cabinet front (Fig. 1B). At this time, pull the play-
field toward the front of the cabinet, checking that the
mechanical components clear the cabinet front, then
rest the playfield on the Playfield Support Slide
Brackets at the front channel of cabinet (Fig. 1C);
Position 2
With the playfield at rest, hold the sides & pull toward
the front of the cabinet (approx. 6" to 8"), until
resistance is felt from Edge Slide Brackets stopping
against the Slide & Pivot Support Brackets located
on either side of the cabinet (Fig. 2A). At this time,
swivel the playfield toward the Backbox, then rest on
the top edge (Fig. 2B & 2C).
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Insert coin(s). The game generates a sound for the Features are lit on the playfield and started by
first coin & for each subsequent coin with the display completing certain shots (e.g. completion of Target
indicating the number of credits posted. Press the Banks, Orbit(s), Ramp(s) and/or any combination of
Start Button and a start-up sound is produced, and the shots).
the posted credits are reduced by one. Subsequent
players can be added (up to 4 can play!) by pressing 0XOWLEDOO
the Start Button before the end of ball 1 (with Multiball is started after completion of certain features
sufficient credit in the game). (amount of balls used depends on game rules).
The display now indicates the player or # of players
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selected from the total depressions of the Start 5HSOD\)HDWXUH
Button. The display indicates the ball in play, and a Replay awards are given as the player exceeds a High
ball is served to the Shooter Lane. Pressing the Start Score Level during game play. This can be adjusted
Button after ball 1 of any player will start a new game with Standard Adj. 3, Replay Award (Default =
(if credits are available), but only if the Start Button is CREDIT). Players exceeding the High Score Levels
depressed for 2-3 seconds. This delay is to avoid can receive: CREDIT, EXTRA BALL, or SPECIAL.
accidental "re-starts" of a game. Note: Any partial Adjust to NONE if a replay award is not desired.
credit remaining during game play after the end of the
first ball, or power down, will be eliminated.
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This option is adjustable with Standard Adjustment When all player(s) have played all balls (including any
(Adj.) 58, Team Scores (Default = NO). If Standard Extra Balls), the game ends. If power is interrupted
Adj. 58, Team Scores is changed to YES, then Team during the course of a game, it will end that game (see
Play will be made available. Team Play only works in Starting a Normal Game). Closure of the Plumb Bob
a 4-Player Game. The totals for Players 1/ 3 (Team 1) Tilt Switch according to the number of tilts set,
& Players 2 / 4 (Team 2) are then displayed individually Standard Adj. 22, Tilt Warnings (Default = 2) or
as well as the combined score for BOTH TEAMS. prolonged closure, will end the current Ball-In-Play.
Closure of the Slam Tilt Switch on the Coin Door ends
6WDUWLQJ7RXUQDPH QW3OD\ the current game(s).
This Pinball Game is Tournament Ready. Optional
Tournament betaBRITE Color Dot Display & 0DWF K)HDWXUH
hardware (sold separately) is available. Review At the end of each ball, earned bonuses are collected.
Section 3, Chapter 6, GO TO TOURNAMENT MENU, At the end of the last ball of a game (including any
for more info! extra balls, if applicable), earned bonuses are col-
lected, then the system produces a random 2-digit
Unlike a "Normal Game", the Tournament Game is number (a multiple of 10; 00 to 90). Matching the last
started by depressing the Tournament Start Button 2 digits of the player’s score with this number awards a
(located on the Front Molding, if installed). If adequate credit. In Std. Adj. 19, Match Percentage (Default =
credit(s) are posted and a Tournament is started 9%) can be changed from 0-10%. Changing the
(set-up properly) via the Service Menu (select the percentage to 0% displays the "Match Animation" at
"TOUR" Icon in the Main Menu), the Tournament the end of the game, however, will never match nor
Start Button will flash. Any adjustments or installs award anything. Changing this adjustment to OFF will
changed will not be in affect. Starting a Tournament not display the "Match Animation" nor award anything.
Game defaults to preprogrammed Tournament Rules
(e.g. No Extra Balls, Specials or Bonus Credits are
awarded); however, starting a Normal Game after a (QWHULQJ,QLWLDOV1DPH
Tournament Game will then revert back to any unique If player achieved a new High Score in a game or
adjustments or installs performed previously. During achieved a Special Feature (if given) the player may
and End of Game Features operate in the same enter 3 Initials. In Std. Adj. 36, HSTD (High Score To
manner. Date) Initials (Default = 3 Initials) can also be
changed to 10-Letter Name. Use the Flipper
Buttons to choose a letter or character as seen on
'X UL QJ*DPH)HDW XU HV the Dot Display. Hitting the Start Button locks in the
9LGHR0RGH letter or character and proceeds to the next letter. The
game then proceeds into the Game-Over Mode and
Our games may feature video interactive play modes. then to the Attract Mode.
Also, don’t forget to watch the display for hints or
instructions. The interactive video modes require the Note: Standard Adj. 41, Custom Message (Default
player to play on-screen using the flipper buttons. = ON) can be displayed during the Attract Mode; enter
When in video mode, the ball-in-play is "held" (usually letters in the same fashion. For more details on
in a Scoop, Eject Saucer or lock of some sort). Adjustments, see Section 3, Chapter 4.
, QVW UX FW LRQ&D UG
Below is a COPY of the Game Instruction Card (SPI Number:
755-51A3-12-Y English Front / Spanish Back). For a replacement
Game Instruction Card simply COPY this page and cut out the card
as a temporary replacement until a new card is ordered through your
distributor; or download from our website, www.sternpinball.com,
and click on the pinball game desired or click the the Game Archive
link. Multiple language Instruction Cards are included with the PDF.
COPY &
CUT
FOLD
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X Table of Contents for Section 3........................................................................................................................................................7
X Service Swtich X4 Set Acces & Use ................................................................................................................................................8
Z Function 1: SERVICE CREDITS MENU Z Function 2: VOLUME MENU Z Function 3: SERVICE MENU
X Service Menu Introduction ...............................................................................................................................................................9
Z How to Use This Section
X BATMAN Pinball Service Menu Icon Tree.............................................................................................................................10-11
X Exit Service Menu............................................................................................................................................................................12
Z Problem / Solution Table
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X Go To Switch Menu .........................................................................................................................................................................14
Z Switch Test Z Active Switch Test Z Switch Alerts
X Go To Coil Menu ..............................................................................................................................................................................15
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Z Single Coil Test Z Cycling Coil Test
X Go To Flash Lamps Menu ...............................................................................................................................................................15
Z Single Flash Lamp Test Z Cycling Flash Lamp Test
X Go To Lamp Menu ...........................................................................................................................................................................16
Z Single Lamp Test Z All Lamps Test Z Row Lamps Test Z Column Lamps Test Z Ordered Lamps Test
X Game-Specific Tests .......................................................................................................................................................................17
Z Drop Target Test Z Joker Motor Test Z Scarecrow Motor Test
X Ball Trough Test ..............................................................................................................................................................................17
X Technician Alerts.............................................................................................................................................................................18
X Knocker Test X Sound / Speaker Test X Begin Burn-In ........................................................................................................19
X Dot Matrix Test.................................................................................................................................................................................20
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X Earnings Audits [ #1 – #13 Definitions ] ........................................................................................................................................21
X Standard Audits [ #1 – #59 Definitions ] ................................................................................................................................. 22-23
X Feature Audits [ #1 – #34+ ] ............................................................................................................................................................24
X Tournament Audits [ #1 – #14 ] subject to change .......................................................................................................................24
X Dump Audits to USB .......................................................................................................................................................................24
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X Standard Adjustments [ #1 – #63 ]........................................................................................................................................... 25-32
X Feature Adjustments [ #1 – #31+ ] .................................................................................................................................................32
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X Go To Installs Menu................................................................................................................................................................... 33-34
Z Install Extra Easy Z Install Easy Z Install Medium Z Install Hard Z Install Extra Hard Z Install 3-Ball Z Install 5-Ball
Z Install Competition Z Install Directors Cut Z Install Home Play Z Install Novelty Z Install Add-A-Ball Z Install Factory
X Enter Custom Message...................................................................................................................................................................35
X Set Custom Pricing .........................................................................................................................................................................35
X Set Date / Time.................................................................................................................................................................................36
X Go To Resets Menu .........................................................................................................................................................................36
Z Reset Coin Audits Z Reset Game Audits Z Reset Grand Champion (Score) Z Reset High Scores Z Reset Credits
Z Reset Factory Settings
X Go To USB Menu .............................................................................................................................................................................36
Z Update Game Code Z Backup to USB Memory Stick Z Dump Audits to USB
X How To Update Your Game Code for S.A.M. System Machines ..................................................................................................37
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X Start Tournament / Stop Tournament ...................................................................................................................................... 39-40
X View Tournament Datat X Tournament Audits [ #1 – #14 ] X Sign Messages A-B ..............................................................40
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The 4-Button Service Switch Set provides access for three (3) ,I &RLO
functions available for your use: 1: SERVICE CREDIT, )ODVKODPS 7HVWLQJ
2: VOLUME [ – ] / [ + ] and 3: SERVICE MENU.
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To access any of these three (3) functions you must first open the Coin Door (see pictorial above) with the
Game in the Attract Mode (not already in any Function or Menu stated below) and then follow below.
Pushing the GREEN BUTTON first.
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Pushing the Green [ SERVICE CREDIT ] Button first, adds a
Service Credit per push (will not affect your audits as "paid"
credits). This is useful for the technician to test games in regular
play without affecting the game audits. Each depression adds 1
credit; up to 50 credits can be applied. Standard Adjustment 23,
Credit Limit, determines this, however, it can be changed from
04-50; for details see Chapter 4 of this Section 3.
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Note: Once your credits are added, this menu will automatically exit a few
seconds after the last button depression or when the Green [ BACK ] or Black
[ SELECT ] Button is pushed. This function is disabled if Standard Adjustment
38, Free Play, is set to YES. The Service Credits are limited to the Credit Limit in addition to any paid credits present in the game (e.g. If the
Credit Limit is 30, with 8 paid credits present, only 22 Credits can be applied.).
Pushing either RED BUTTON first. Pushing either RED BUTTON first.
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Pushing either of the Red [ VOLUME ] Buttons first, enters the VOLUME MENU. While in this Mode, to
DECREASE the volume, hold down or depress the 1st Red [ < / – ] Button until desired the volume is achieved;
to INCREASE the volume, hold down or depress the 2nd Red [ + / > ] Button until the desired volume is achieved.
Note: The volume can be set between 0-63; Once your adjustments are made, this menu will automatically exit a few seconds after the last
button depression or when the Green [ BACK ] or Black [ SELECT ] Button is pushed.
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Important: The Switch Bracket holds the Playfield Power Interlock. It is located just inside the Coin Door
frame (see pictorial of the Coin Door on the previous page). The Button Switch for the Playfield Power Interlock
Switch must be pulled out for electro-mechanical device testing or diagnostic purposes (this is required). If this
button is pushed in, the Playfield Power is disabled while the Coin Door is OPEN.
To get into the SERVICE MENU MODE review "Function 3: SERVICE MENU" on the previous page. After
Power-Up, push down the Black [ SELECT ] Button to begin. Looking at the display you will momentarily see
"SERVICE MENU" followed by the MAIN MENU:
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Use the Red [ < / – ] / [ + / > ] Buttons to move the selected Icon left or right, and the Black [ SELECT ]
Button fto activate the selected Icon.
The MAIN MENU now appears with the "DIAG" Icon (GO TO DIAGNOSTICS MENU) highlighted:
As the operator views the Menu Screen(s), the symbols indicates that there are more Icons to select in
each direction. The Icon selected will blink. Pushing the Black [ SELECT ] Button will select the Icon and the
Menu Screen will change to the menu selected. Select the Green [ BACK ] Button to move backwards through
the menu levels. Press the Green [ BACK ] Button repeatedly or select the "QUIT" Icon to completely exit the
SERVICE MENU Mode.
View the SERVICE MENU Icon Tree on the next pages for a complete overview of all menus used in this system.
The "HELP" Icon provides an explanation of ICON usage or any other information in the Menu where the "HELP"
Icon was selected (when available).
>> TO UPDATE THE GAME CODE, REVIEW THE STEPS ON THE INSIDE FRONT COVER OF THIS MANUAL.
Use both the manual and the display to help customize, troubleshoot and/or diagnose faults, if any.
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Page 10
Sec. 3: ...Menu Intro.
Section 3, Chapter 1
MAIN MENU These non-selectable Icons
GO TO GO TO GO TO GO TO GO TO EXIT appear in the selected Menu
DIAG- AUDITS ADJUST- UTILITIES TOUR- SERVICE
NOSTICS MENU MENTS MENU NAMENT MENU only when there are MORE
MENU MENU MENU Icons to the LEFT or to the
RIGHT available for selection.
TOUR-
EARNINGS STANDARD FEATURE NAMENT DUMP STANDARD FEATURE CONTINUED START STOP VIEW TOUR- SIGN
AUDITS AUDITS AUDITS ADJUST- ADJUST- TOUR- TOUR- TOURNA- NAMENT MESSAGES
X
AUDITS AUDITS TO USB MENTS MENTS NEXT PAGE. NAMENT NAMENT MENTXDATA AUDITS A-B
DIAGNOSTICS MENU
* * * * *
CONTINUATION OF
Service Menu
SUB-MENUS.
Introduction
ACTIVE SINGLE CYCLING SINGLE CYCLING SINGLE ALL ROW COLUMN ORDERED
SWITCH SWITCH SWITCH COIL COIL FLASH FLASH LAMP LAMPS LAMPS LAMPS LAMPS CONTINUED
TEST TEST ALERTS TEST TEST LAMP
TEST
LAMP
TEST TEST TEST TEST TEST TEST NEXT PAGE.
SWITCH MENU COIL MENU FLASH LAMPS MENU LAMP MENU . . . M E N U S C O N T.
Introduction
Service Menu
Chapter 2 Chapter 3 Chapter 4 Chapter 5 Chapter 6 MAIN MENU These non-selectable Icons
For more detailed information on the Menus and, GO TO GO TO GO TO GO TO GO TO EXIT appear in the selected Menu
DIAG- AUDITS ADJUST- UTILITIES TOUR- SERVICE
Sub-Menus, review Section 3, Chapters 2-–6 . NOSTICS MENU MENTS MENU NAMENT MENU only when there are MORE
MENU MENU MENU Icons to the LEFT or to the
RIGHT available for selection.
UTILITIES MENU NOTE: Depending on Game Type, Version, selections made, Dip Switch settings, location and/or areas,
some Icons may appear non-functional or may not appear at all. Some Icons change depending on
selections (e.g. Selecting and activating the "STRT" Icon [ Start Tournament ] will be replaced with the
"STOP" Icon [ Stop Tournament ] ). In displays where changes can be made or to perform a function,
remember, use the GREEN Button to go [ BACK ], exit or escape, the RED Buttons to [ < / – ] DECREASE
GO TO ENTER SET SET GO TO GO TO / [ + / > ] INCREASE a value or setting, and the BLACK Button to [ SELECT ] next or as 'OK' / 'ENTER'.
INSTALLS CUSTOM CUSTOM DATE / RESETS USB
MENU MESSAGE PRICING TIME MENU MENU
CONTINUATION OF
SUB-MENUS.
Section 3, Chapter 1
INSTALL INSTALL
INSTALL INSTALL
INSTALL INSTALL
INSTALL INSTALL INSTALL
INSTALL INSTALL
INSTALL INSTALL INSTALL
INSTALL INSTALL INSTALL INSTALL INSTALL
INSTALL RETURN EXIT DISPLAY
EXTRA EASY
EASY MEDIUM
MEDIUM HARD EXTRA 3-BALL
3-BALL 5-BALL COMPETI- DIRECTOR'S
5-BALL X HOME NOVELTY
NOVELTY ADD-A- FACTORY TO ... SERVICE HELP
EASY XX XX HARD
XX HARD XX XX TION CUT PLAY XX BALL FACTORY
XX [ MENU ] MENU SCREEN
I N S TA L L S M E N U ... MENUS CONTINUED
Note: Press [ SELECT ] to Install; Press [ BACK ] to cancel. After selection of any of the Install Icons, the request is installed and
returns to the Install Menu. The last icon activated before exiting this menu will supercede any previous Icon selected in the group.
Page 11
Turning the game on/off will start the Power-Up Routine. Upon Power-Up, the DISPLAY will indicate the
COUNTRY, FILE VERSION and LANGUAGE(S) installed. LANGUAGE/COUNTRY: change via Dip Switch.
The below Problem / Solution Table was designed to answer some common problems frequently asked.
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PROBLEM SOLUTION
Will not enter the SERVICE x Check the Service Switches [ GREEN, RED (X2) & BLACK Buttons ] for loose connections or bad ground.
MENU after depressing the x Check the associated wiring harness to/from the CPU/Sound Board, Connector J13.
Black [ SELECT ] Button. x Check CPU/Sound Board for possible failure.
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All Service Buttons [ x x x x x Check the Service Switches wiring harness for poor or no connection and/or broken wires.
Buttons ] appear nonfunctional.
The Green Button in the Attract x Check to make sure the Game is not in "Free Play." If the game is set to Free Play, adding Service
Mode will not enter the SERVICE Credits is not required.
CREDITS MENU to add Service x Check the Service Switches wiring harness for poor or no connection and/or broken wires.
Credits.
x Check the Dot Matrix Display for loose wiring harness for poor or no connection and/or broken wires.
The Display "blanks out." x Check F1 (3/4A Fuse) on the Display Power Supply Board. Refer to Section 5, SCHEMATICS &
TROUBLESHOOTING.
Icons "scroll" along continuously x Check for a stuck switch on either of the Red Buttons.
in the MAIN MENU.
The Start and Flipper Buttons x This is normal. These switches are deactivated, as they are a part of the Switch Test.
do not select or activate Icons in Refer to Section 3, Chapter 2, GO TO DIAGNOSTICS MENU, Switch Test.
the SWITCH TEST MENU.
Can’t move selection of Icon with x Check the Flipper Buttons for loose connections or bad Ground and refer to Section 5, Chapter 2,
the Left and/or Right Flipper Playfield Wiring, #-Flipper Circuit Wiring Diagram.
Buttons. x This is normal only in Diagnostic’s Switch & Active Switch Tests (see previous Problem).
x Some functionality of the Service Menu may not have been completed during development. If exists, it
Some Icons appear non-func- should only be a non-critical function, such as the "HELP" Icon, which will explain the usage of icons.
tional in the MENU or missing. When completed, a software update will correct the problem. Software updates are announced via
Service Bulletins (if critical) and on our website http://www.sternpinball.com/GAME-code.shtml; view
the Game Code Library Message Board Marquee or click Previous Messages for past announcements.
In COIL TEST MENU, the coils
and flashlamps do not fire after x Ensure the POWER INTERLOCK SWITCH is pulled out (see the start of this Chapter).
pressing the Black [ SELECT }
Button.
In the SERVICE MENU, the
volume cannot be adjusted with x The Volume adjustment can only be made when in the Attract Mode (see the start of this Chapter).
either of the Red Buttons.
In the SERVICE MENU, the
display seems to lock up, or the x If you cannot clear the situation by exiting back one Menu, exit completely out of the SERVICE MENU,
Help Display appears to be and re-enter. If the problem persists, call Technical Support for additional help.
non-functional.
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To initiate, from the MAIN MENU, select the "DIAG" Icon. The DIAGNOSTICS MENU provides tests for switches,
coils, flash lamps, lamps, sounds and dots in the Dot Matrix Display. Each feature may be tested manually or
automatically after entering the SERVICE MENU (see Section 3, Chapter 1, Service Menu Introduction).
The [ CYCLING COIL TEST ] / [ FLASH LAMP TEST ] may be used for a quick verification of automatic test
functions. The [ SWITCH TEST ] / [ SINGLE COIL TEST ] / [ SINGLE LAMP TEST ] / [ ALL LAMPS TEST ] /
[ ROW LAMPS TEST ] / [ COLUMN LAMPS TEST ] / [ FLASH LAMP TEST ] may be used for troubleshooting.
All DIAGNOSTICS MENU Icons and there usages are explained throughout this chapter in the same order as
seen in the Dot Matrix Display. NOTE: Depending on Game Type, Version, selections made, Dip Switch settings,
location and/or areas, some Icons may appear non-functional or may not appear at all. Some Icons change
depending on selections (e.g. Selecting and activating the "STRT" Icon [ Start Tournament ] will be replaced with
the "STOP" Icon [ Stop Tournament ] ). Icons and/or functions, order and operation are subject to change.
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In displays where changes can be made or to perform a function, use the GREEN Button to go [ BACK ], exit or
escape, the RED Buttons to [ < / – ] MOVE BACK / LEFT / DECREASE / [ + / > ] MOVE FORWARD / RIGHT /
INCREASE a value or setting, and the BLACK Button to [ SELECT ] next or as "OK / ENTER / ENERGIZE."
Important: Upon Power-Up (Game CPU Reset) or opening the Coin Door watch the Display for any Alerts.*
This audible / visual alert display is shown when the 50V / 20V
Power is disabled (by opening the Coin Door). PULL OUT THE
INTERLOCK SWITCH ONLY WHILE IN THE SERVICE MENU
FOR COIL OR SWITCH TESTING & BURN-IN WHEN THE
COIN DOOR IS REQUIRED TO STAY OPEN FOR SERVICE
BUTTON USE! Pulling out the Power Interlock Switch or
pressing the ’escape’ Green [ BACK ] Button will remove the alert display. Initial display presentation is
accompanied by 3 audible tones (the bright display warning will go dim after approximately 30 seconds).
CAUTION! Remove all pinballs from the Ball Trough prior to lifting the playfield to it’s full upright position
for servicing. PULL OUT the Power Interlock Switch for operation. To eject pinballs, select the "DIAG"
Icon from the MAIN MENU to enter the DIAGNOSTICS MENU. Select the "CLR" Icon to enter the BALL
TROUGH TEST MENU. Press the Black [ SELECT ] Button. To return to the DIAGNOSTICS MENU, press the
Green [ BACK ] Button. This feature also useful to retrieve a pinball for game testing in Switch or Coil Tests.
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To initiate, from the DIAGNOSTICS MENU, select the "SW" Icon. Switches are configured in an 4 X 16
Matrix of Rows [ Switch Drives ] and Columns [ Sw. Returns ] with up to 64 possible switches. Dedicated
Switches are configured in a 2 X 16 Matrix of Rows [ Dedicated Sw. Drives / Ground ] and Column [ Ded.
Switch Returns ] with up to 32 possible dedicated switches (includes the 8 dip switch positions). The SWITCH
TEST MENU consists of three (3) parts: Switch & Active Switch Tests and Switch Alerts to test all switches.
D
Reminder: The Flipper & Start Buttons (part of Switch Tests) are temporarily disabled as Service Menu Navigation Buttons during these
test(s) so they can be tested and shown on-screen. Pressinng the Green [ BACK ] Button (Dedicated Switch D-21), Light Green-Black /
Black (GND), will exit Switch Test or Active Switch Test. Upon entering Switch Test, you will notice that some switches are already indicated as ’closed’. 6
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To initiate, from the SWITCH MENU, select the "TEST"
Icon. Ensure the Power Interlock Switch is pulled out
if testing with the Coin Door open and the activation of
coils is required. Upon entering Switch Test, you will notice that D-24 position is highlighted and accompanied by a short audible tone when pressed. 6
some switches are already indicated as closed. In the examples,
the 4-Ball Trough Switches #18, #19, #20 & #21 are shown
closed (pinballs at rest in the ball trough), along with the Flipper
E.O.S. Dedicated Switches D-10 & D-12 (End-of-Stroke
Switches are ’normally closed’). If the game has more flippers
with E.O.S. Dedicated Switches, CPU Dip Switch Setting other
than 1-8 OFF or switches stuck closed, more dots will be After pressing the switch (to make it close), the display will indicate the last switch number. 6
indicated (enter Active Switch Test to reveal the names).
In Switch Test, close each switch and observe the display (switch closure is
accompanied by a short audible tone). In the example, the Black [ SELECT ]
Button Dedicated Switch D-24 is pressed. The Dot Matrix Display will light up
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(highlight) the corresponding dot in the on-screen matrix, display the switch
name, switch number and the Switch Drive / Return wire colors. When not
closing a switch, the display indicates NONE and the last switch number closure.
For the Switch Matrix Grid and Dedicated Switch Grid, see Find-It-In-Front: Dr.
Pinball, DR. 4 or escape out of this test and enter Active Switch Test (described
below) to view the names of the switches closed. Note: Pressinng the Green
[ BACK ] Button (Ded. Switch D-21), Lt. Green-Black / Black (GND), will exit the
Switch Test.
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To initiate, from the SWITCH MENU, select the "ACT"
Icon. In Active Switch Test, if any switches are stuck
closed (or normally closed from the presence of pin-
ball(s) as in the Ball Trough), the display will flash the correspond-
ing dot(s) in the on-screen matrix, display the name and the
Switch Drive / Return wire colors. If more than one switch is
closed, the switch information will change with each switch. This
cycle continues until all switches are cleared or until Active
Switch Test is exited. In the example, the Black [ SELECT ]
Button Dedicated Switch D-24 is pressed and held down. The ... D-24 is held down. The display will cycle and flash each dot, naming each switch ... closed. 6
display will cycle and flash each dot, naming each switch which
is closed. To determine the switch number, compare the high-
[
lighted dot to the same position in the Switch Matrix Grid, see
Find-It- In- Front: Dr. Pinball, DR. .
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To initiate, from the SWITCH MENU, select the "ALRT" Icon. In Switch Alerts Menu, possible inoper-
able switches are marked with an "X" (OUT OF SERVICE). Mark switches IN or OUT OF SERVICE by
pressing the Black Button while the intended switch is highlighted and change with either of the Red
Buttons. Switches which are determined as "OUT OF SERVICE" by the game or manually, will be automatically
marked as "IN SERVICE" as soon as the game determines a valid switch closure (after adjusting, fixing or
replacing the switch, then testing/actuating the switch). Note: A Factory Reset will also put the switch back "IN
SERVICE" in which the game will need to redetermine if the switch should be marked OUT OF SERVICE.
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To initiate, from the DIAGNOSTICS MENU, select the "COIL" Icon. Coils #01 – #16 are typically High
Current Coils (although Low Current Coils may be used in these positions & will be noted). Coils #17 –
#32 are typically Low Current Coils. Flash Lamps are typically used in positions #25 – #32 (although
Flash Lamps may be used in any position and will be noted). Auxiliary Coils may be used in positions #33 – #35.
Remember, use the GREEN Button to go [ BACK ], exit or escape, the RED Buttons to [ < / – ] GO BACK
[ + / > ] GO FORWARD, and the BLACK Button to [ SELECT ] ENERGIZE the coil (solenoid) or flash lamp.
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To initiate, from the COIL MENU, select the "TEST"
Icon. Ensure the Power Interlock Switch is pulled out
if testing with the Coin Door open. Upon entering
Single Coil Test, you will notice the #1 coil is shown. The Dot
Matrix Display will indicate the coil or flash lamp name, coil 7\SLFDO&RLO:LULQJ 6FKHPDWLF
(solenoid) or flash lamp number and the Coil or Flash Lamp
Power Line / Drive Transistor Control Line wire colors. To
determine the "Pin-Outs" from the I/O Power Driver Board, the
Coil Voltage Gauge-Turns (e.g. 23-800) or lamp type (e.g. #89 or
_
#906 Bulb), view the Coils Detailed Chart Table, see Find-It-In-
Front: Dr. Pinball, DR. or for more on troubleshooting and
diagnosing, see Section 5.
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To initiate, from the COIL MENU, select the "CYC" Icon.
Ensure the Power Interlock Switch is pulled out if
testing with the Coin Door open. The test pulses each
regular coil or flash lamp sequentially (cycling) on the Playfield
and in the Backbox (if coils or flash lamps are used). The Dot
Matrix Display indicates the same information you will find in Single Coil Test.
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To initiate, from the DIAGNOSTICS MENU, select the "FLASH" Icon. The two tests allows the technician
to easily spot any burned-out flash lamps and replace them. Unlike Single Coil Test, which tests all coil
(solenoids), including flash lamps, Single and Cycling Flash Lamp Tests, test only the flash lamps
used in the game. Flash Lamps are typically used in positions #25 – #32 (although Flash Lamps may be used in
any position and will be noted).
Remember, use the GREEN Button to go [ BACK ], exit or escape, the RED Buttons to [ < / – ] GO BACK /
[ + / > ] GO FORWARD, and the BLACK Button to [ SELECT ] ENERGIZE the flash lamp.
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To initiate, from the FLASH LAMPS MENU, select the
"TEST" Icon. Ensure the Power Interlock Switch is
pulled out if testing with the Coin Door open. Upon
entering Single Flash Lamp Test, you will notice the first Flash
Lamp is shown. The Dot Matrix Display will indicate the flash %XOE7\SHVXVHGIRU)ODVK/DPSV
lamp name, flash lamp number and the Flash Lamp Power Line /
Drive Transistor Control Line wire colors. To determine the "Pin-
Outs" from the I/O Power Driver Board or lamp type (e.g. #89 or
_
#906 Bulb), view the Coils Detailed Chart Table, see Find-It-In-
Front: Dr. Pinball, DR. or for more on troubleshooting and
diagnosing, see Section 5.
#906 Bulb #89 Bulb
(Wedge Base) (Bayonet)
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To initiate, from the FLASH LAMPS MENU, select the
"CYC" Icon . Ensure the Power Interlock Switch is pulled out if testing with the Coin Door open. The
test pulses each flash lamp sequentially (cycling) on the Playfield and in the Backbox (if flash lamps are
used). The Dot Matrix Display indicates the same information you will find in Single Flash Lamp Test.
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To initiate, from the DIAGNOSTICS MENU, select the "LAMP" Icon. Controlled lamps are configured in
and 8 X 10 Matrix of Rows [ Lamp Returns / Ground ] and Columns [ Lamp Drives / 18VDC ] with up to
80 lamps possible. The LAMP TEST MENU consists of five (5) parts: Single Lamp Test, Test All
Lamps, Row Lamps Test, Column Lamps Test and Ordered Lamps Test* to test all lamps.
Remember, use the GREEN Button to go [ BACK ], exit or escape, the RED Buttons to [ < / – ] GO BACK /
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LEFT / [ + / > ] GO FORWARD / RIGHT, and the BLACK Button to [ SELECT ] next or as "OK / ENTER."
Upon entering Single Lamp Test, ... the #1 lamp is shown. .... Display will light up ... the dot ... :
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To initiate, from the LAMP MENU, select the "ONE"
Icon. As each lamp is selected, the lamp will light at it’s
location on the playfield as well as the Dot Matrix
Display. Upon entering Single Lamp Test, you will notice the #1 lamp is shown. The Dot Matrix Display will light
]
up (highlight) the corresponding dot in the on-screen matrix, display the lamp name, lamp number and the Lamp
Return / Drive wire colors. For the Lamp Matrix Grid, see Find-It-In-Front: Dr. Pinball, DR. , at the beginning
section of this Service Game Manual.
Upon entering All Lamps Test, ... the Dot Matrix Display is flashing "ALL LAMPS ON" ... :
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To initiate, from the LAMP MENU, select the "ALL"
Icon. Upon entering All Lamps Test, you will notice the
Dot Matrix Display is flashing ALL LAMPS ON and the
lamps on the playfield will be lit, alternating between the rows in the Lamp Matrix Grid. The Dot Matrix Display will
light up (highlight) all of the dots in the on-screen matrix.
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Upon entering Row Lamps Test, you will notice the #1 lamp row is shown. :
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To initiate, from the LAMP MENU, select the "ROW"
Icon. As each lamp row is selected, the lamps in the
row will light on the playfield as well as the Dot Matrix
Display. Upon entering Row Lamps Test, you will notice the #1 lamp row is shown. The Dot Matrix Display will
light up (highlight) the corresponding row of dots in the on-screen matrix, display the lamp row number, the Lamp
Return wire colors, the I/O PCB Connector and transistor number.
Upon entering Column Lamps Test, you will notice the #1 lamp column is shown. :
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To initiate, from the LAMP MENU, select the "COL"
Icon. As each lamp column is selected, the lamps in
the column will light on the playfield as well as the Dot
Matrix Display. Upon entering Column Lamps Test, you will notice the #1 lamp column is shown. The Dot Matrix
Display will light up (highlight) the corresponding row of dots in the on-screen matrix, display the lamp column
number, the Lamp Drive (18VDC) wire colors, the I/O PCB Connector and IC number.
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#44 :
LED
White (Bayonet) White
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To initiate, from the DIAGNOSTICS MENU, select the "GAME" Icon. Ensure the Power Interlock Switch
is pulled out when testing with the Coin Door open. This Menu is provided to allow the technician a
simple method of testing game specific coils and/or switches, if required.:
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To initiate, from the GAME-SPECIFIC TESTS MENU, select the "DROP" Icon. Use this sub-menu to test
the proper operation of coil solenoids Q5 (#5 Joker Drop Target Up), Q7 (#7 Joker Drop Target Down)
and Switch 45.
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To initiate, from the GAME-SPECIFIC TESTS MENU, select the "JOKE" Icon. Use this sub-menu to test
the proper operation of coil solenoid Q26 (#26 Joker Motor), Relay Q30 (#30 Joker Motor Relay) and
Switches 50, 51 & 52.
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(Dedicated Switch D-16, Crane Hit).
CAUTION: DO NOT MOVE CRANE BY HAND. USE MOTOR TEST. IF
SERVICING GAME, TURN OFF POWER. DO NOT GET FINGERS CAUGHT IN
THE GEAR CHAIN DRIVE IN THE MECHANISM UNDER THE PLAYFIELD.
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To initiate, from the DIAGNOSTICS MENU, select the "CLR" Icon. Ensure the Power Interlock Switch is
pulled out if testing with the Coin Door open. This Menu is provided to allow the technician a simple
method of removing the balls from the trough and also, to test functionality of the trough, ensuring proper
trough operation. Upon entering Ball Trough Test, you will notice that four switches are already indicated as
closed. In the example, the 4-Ball Trough Switches #18, #19, #20 & #21 are shown closed (pinballs at rest in the
ball trough). To return to the DIAGNOSTICS MENU, press the Green [ BACK ] Button.
Press the Black [ SELECT ] Button to eject the ball in the first
position Switch #21 (VUK OPTO Trough #1 (R)). Simultaneously,
the Dot Matrix Display and the playfield will eject the ball to the
Trough Up-Kicker, eject from the Trough Up-Kicker into the
Shooter Lane, momentarily closing Switch #23 (Shooter Lane),
and is ejected onto the playfield where the technician can easily
retrieve the pinball or allow the ball(s) to re-enter the trough to continue Ball Trough Test. The Dot Matrix Display
indicates Switch #18 (4-Ball Trough #4 (L)) as open as the remaining three (3) pinballs shift over one (1) position
to the right. If the technician allows the ejected pinball to reenter the ball trough, the Dot Matrix Display will
indicate Switch #18 as closed. REMINDER: Switch #22 is the stacking OPTO switch; If more than five (5) pinballs
are used, the additional switches will be noted. In this game, four (4) pinballs are used and required for proper
operation.
CAUTION! Continuous use off the above test may overheat the Trough Up-Kicker Coil.
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To initiate, from the DIAGNOSTICS MENU, select the
"TECH" Icon. This Menu is provided to show any switch
or solenoid problems and/or missing pinballs. If upon
entering the SERVICE MENU the display indicated an asterisk
( * ) and "USE –/+ TO VIEW TECH. ALERTS", alerts are present.
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Coil Test (reviewed earlier in this chapter, Pages 14-15) where the associated coil to the switch can be tested as
well. After correcting the problem, the switch will marked "IN SERVICE" and the switch is again monitored as
specified above. Only you can determine if a switch marked OUT OF SERVICE is actually inoperable, or if it is
just not getting actuated during game play.
If the game does not see a switch closure (indicating the pinball has not been found), the Dot Matrix Display may
indicate [ LOCATING PINBALLS PLEASE WAIT ... ], during which Ball Search will continue until the timer runs
out (this feature will not happen if the game is in Competition Mode; Ball Search will continue until the pinball is
found, unstuck and/or replaced manually). The display will momentarily acknowledge the missing pinball(s). The
game will provide another pinball into play and will compensate for the lost pinball. Game play will appear normal.
Note: This detection and compensation will happen with every pinball, if each suffers the same fate of a ball trap.
If all balls get trapped, the game cannot be played or started until the situation is rectified.
Important: Determine where the pinball is! Do not add pinball(s) until it is determined the pinball(s) are indeed
missing and not just stuck. The most common places for a pinball to be stuck is in device holes (ejects and VUKs)
or ball troughs. Determine that all devices are functionally properly. Check around plastic pieces and ramps to
see if the pinball got jammed or stuck.
When the found pinball or a replacement pinball is added to the Ball Trough, the Technican Alert will immediately
clear and will then indicate any remaining alerts (if present) or NO TECHNICIAN ALERTS.
Enter the BALL TROUGH TEST (review the previous page) to cycle the pinballs and to check proper switch and
coil operation. If a pinball was added, and the originally stuck pinball has freed itself at a later time, the game will
not operate correctly.
NOTE ON DEVICE MALFUNCTION : While in TECHNICIAN
ALERTS MENU, if the following is displayed, the game has
detected a "device malfunction." Check the device indicated
(coil and/or switch).
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To initiate, from the DIAGNOSTICS MENU, select the "KNO- CKER" Icon. The digitally mastered
"Knocker" is sounded. The knocker sound is used to alert the player if he/she has received a special,
replay or a credit from the Match Award feature. Press the Black [ SELECT ] Button to activate the
knocker. To return to the DIAGNOSTICS MENU, press the Green [ BACK ] Button.
FACTOID: The knocker got it’s name from the ’original knocker’ (20th century pinball games), which
used a coil and when energized (fired), the plunger would strike a wood panel inside the cabinet.
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To initiate, from the DIAGNOSTICS MENU, select the
"SPKR" Icon. This system produces true digital stereo
sound from Backbox & Cabinet Speakers or "Mono" on
the Cabinet Speaker (when used by itself). This Menu is
provided to allow the technician a simple method of testing the
speakers if rewired or replaced.
Upon entering Sound / Speaker Test, you will notice the Dot
Matrix Display indicating the first option of available music and/or
sound(s) in this test. Press the Red [ + / > ] Button to cycle
through the available music and/or sounds, and press the Black
[ SELECT ] Button to play the option shown in the Dot Matrix Display. Press the Green [ BACK ] Button to exit.
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the best quality sound. If one speaker has the
positive and negative connections reversed
with respect to the other one, bass frequencies
will not be produced properly and the overall
sound quality will be poor. To test for proper
speaker phasing, use the Sound / Speaker
Test to cycle through the available music and
sound. If the sound is not balanced or doesn’t
sound correct, check the speaker wiring.
1. Check each speaker for polarity markings. If the speakers have polarity markings, verify that the Backbox
Speaker’s RED-BLK Wires and the Cabinet Speaker YEL-BLK Wire(s) are connected to the negative (–) terminal.
2. Disconnect the speaker output Connector J10 (AUDIO) from the CPU / Sound PCB (in the Backbox) and
connect a 1.5-volt battery across each speaker pair one at a time while observing the speakers.
3. Make sure the positive (+) battery terminal is connected to the positive lead [ J10, Pin-2, CH A+ ] (RED-WHT)
or [ J10, Pin-4, CH B+ ] (YEL-WHT) each time. As the connection is made, check speaker cone movement;
proper connections are indicated by outward movement.
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To initiate, from the DIAGNOSTICS MENU, select the "BURN" Icon. After selecting this Icon, press the
Black [ SELECT ] Button to begin (initiate) the Burn-In Test. Ensure the Power Interlock Switch is
pulled out if testing with the Coin Door open (required for coil function). Upon entering Burn-In Test, the
game will exercise all CPU I/O Functions: Dot Matrix Display Test, Coil Cycling Testing, All Lamps Test and
Sound / Speaker Test. Press the Green [ BACK ] Button, to pause and to view the cumulative Burn-In minutes.
Press the Green [ BACK ] Button again to return to the DIAGNOSTICS MENU.
Note: To reset Burn-In minutes back to 0:00, see Section 3, Chapter 5, GO TO RESET MENU (via the UTILITIES
MENU), Reset Factory Settings. CAUTION: Performing a FACTORY RESET will reset all other information
as well (read Section 3, Chapter 5, GO TO UTILITIES MENU, for more information).
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To initiate, from the DIAGNOSTICS MENU, select the "DOT TEST" Icon. After selecting this Icon the Dot
Matrix Test immediately begins. The Dot Matrix Display will immediately and continuously illuminate and
cycle each of the 5 Tests for 1 pass each. To return to the DIAGNOSTICS MENU, press the Green
[ BACK ] Button.
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Illuminates all the dots,
Illuminates all the dots, except for one row
except for one column from top to bottom.
from left to right.
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Illuminates 1 vertical column of dots,
turning it off & illuminating the next column,
until each column has been individually lit,
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To initiate, from the DIAGNOSTICS MENU, select the "TIX" Icon. This Menu (Icon) will only appear if
Standard Adjustment 56, Ticket Dispenser, is set to YES (Default = NO*). *Note: Some games
shipped from the factory with a unique Dip Switch Setting will default to YES). To view and/or change
your setting, see Section 3, Chapter 4, GO TO ADJUSTMENTS MENU. Please remember, if you install an
optional Ticket Dispenser, and your default setting is "NO," you will have to reset it back to "YES" if a Factory
Reset is performed.
After selecting this Icon, the Ticket Dispenser Test will start. With the Ticket Dispenser properly installed,
manually feed your tickets into the dispenser. The dispenser will activate and pull in the first ticket. Press the
Black [ SELECT ] Button (which energizes Coil #35, Aux 3: Switched Ground) to advance a ticket. Feeding your
Tickets into the dispenser works because Coil #33, Aux 1: Ticket Advance (Enable) is always ’energized’. With a
Ticket Meter installed, as one Ticket Passes through the Ticket Dispenser, one ’click’ is fired to the Meter (Coil
#34, Aux 2: Ticket Meter) for each ticket passing through. Dedicated Switch D-19, Ticket Notch, will also be
indicated on-screen (in combination with a audible sound) as "closing" as the notch between the tickets passes
through. In this test you can clear ticket jams and check and/or clear tickets in Escrow, if necessary. To return to
the DIAGNOSTICS MENU, press the Green [ BACK ] Button.
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To initiate, from the MAIN MENU, select the "AUD" Icon. The AUDITS MENU provides 99* Audits for accounting
purposes and for evaluation of Game Programming. The Audits are divided into 4 groups: x Earnings Audits
[ #1 – #13 ], x Standard Audits [ #1 – #59 ], x Feature Audits (Programming Use Only) [ #1 – #+ ] and
x Tournament Audits [ #1 – #14 ], "T AUD" Icon provided as an alternate access to Tournament Audits (*if data is
available). For more information on the TOURNAMENT MENU, review Section 3, Chapter 6, GO TO TOURNA-
MENT MENU). Try the "DUMP AUDITS TO USB" feature to create a text file of your audits. Don’t forget to set the
DATE & TIME in the UTILITIES MENU. See Section 3, Chapter 5, GO TO UTILITIES MENU, for more information.
Audits which are named Proprietary are also for Future Expansion or Programming. Game code may get
upgraded during production; compare all Audits in the Dot Matrix Display with the manual and make any
corrections, as necessary. Audits are subject to change (with or without notice).
All AUDITS MENU Icons and there usages are explained throughout this chapter in the same order as seen in the
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Dot Matrix Display. NOTE: Depending on Game Type, Version, selections made, Dip Switch settings, location
and/or areas, some Icons may appear non-functional or may not appear at all. Icons and/or functions, order and
operation are subject to change.
In displays where changes can be made or to perform a function, use the GREEN Button to go [ BACK ], exit or
escape, the RED Buttons to [ < / – ] MOVE BACK / LEFT / [ + / > ] MOVE FORWARD / RIGHT to view the next
audit in the group, and the BLACK Button to [ SELECT ] the sub-menus.
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To initiate, from the AUDITS MENU, select the "EARN" Icon. The Dot Matrix Display will indicate the
audit number (in this group), audit name and the audit total or value. The current audit will remain on the
display until the next audit is viewed or when this sub-menu is exited.
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To initiate, from the AUDITS MENU, select the "S.P.I." Icon. The Dot Matrix Display will indicate the audit
number (in this group), audit name and the audit total or value. The current audit will remain on the
display until the next audit is viewed or when this sub-menu is exited.
#13 HIGH SCORE AWARDS [ 0 ] : Total Awards (Credits, Extra Balls, or Scores) for exceeding the
High-Score-To-Date scores.
#14 HIGH SCORE PERCENT [ 0% ] : Percentage value is ’High Score Awards’ (Standard Audit 13) divided by
’Total Plays’ (Standard Audit 16).
#15 TOTAL FREE PLAYS [ 0 ] : Total Free Credits for Replays, High-Score-To-Date, Specials and Match.
#16 TOTAL PLAYS [ 0 ] : This total is derived by adding the sum of ’Total Paid Credits’ (Earnings Audit 1) and
’Total Free Plays’ (Standard Audit 15). Note: Free credits are not recorded in the Audit until actually used.
#17 0.0M–1.99M SCORES [ 00 ] : Total number of games the Player’s final score was between
0 and 1,999,990 points.
#18 2.0M–3.99M SCORES [ 00 ] : Total number of games the Player’s final score was between
2,000,000 and 3,999,990 points.
#19 4.0M–5.99M SCORES [ 00 ] : Total number of games the Player’s final score was between
4,000,000 and 5,999,990 points.
#20 6.0M–7.99M SCORES [ 00 ] : Total number of games the Player’s final score was between
6,000,000 and 7,999,990 points.
#21 8.0M–9.99M SCORES [ 00 ] : Total number of games the Player’s final score was between
8,000,000 and 9,999,990 points.
#22 10.0M–12.49M SCORES [ 00 ] : Total number of games the Player’s final score was between
10,000,000 and 12,499,990 points.
#23 12.5M–14.99M SCORES [ 00 ] : Total number of games the Player’s final score was between
12,500,000 and 14,499,990 points.
#24 15.0M–17.49M SCORES [ 00 ] : Total number of games the Player’s final score was between
15,000,000 and 17,499,990 points.
#25 17.50M–19.99M SCORES [ 00 ] : Total number of games the Player’s final score was between
17,500,000 and 19,999,990 points.
#26 20.0M–24.99M SCORES [ 00 ] : Total number of games the Player’s final score was between
20,000,000 and 24,999,990 points.
#27 25.0M–29.99M SCORES [ 00 ] : Total number of games the Player’s final score was between
25,000,000 and 29,999,990 points.
Standard Audits 28-59 continued on the next page.
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#28 30.0M–39.99M SCORES [ 00 ] : Total number of games the Player’s final score was between
30,000,000 and 39,999,990 points.
#29 40.0M–49.99M SCORES [ 00 ] : Total number of games the Player’s final score was between
40,000,000 and 49,999,990 points.
#30 50.0M–74.99M SCORES [ 00 ] : Total number of games the Player’s final score was between
50,000,000 and 74,999,990 points.
#31 75.0M–99.99M SCORES [ 00 ] : Total number of games the Player’s final score was between
75,000,000 and 99,999,990 points.
#32 100.0M–149.99M SCORES [ 00 ] : Total number of games the Player’s final score was between
100,000,000 and 149,999,990 points.
#33 150.0+M SCORES: Total number of games the Player’s final score was 150,000,000 points and over.
#34 AVERAGE SCORES [ 00 ] : This total is derived by adding the Final Score of each game to a table and
dividing this sum by ’Total Plays’ (Standard Audit 16).
#35 SERVICE CREDITS [ 0 ] : Total ’Green [ SERVICE CREDIT ] Button’ Dedicated Switch (D-21) closures in
Attract Mode (not while in the SERVICE MENU). See Section 3, Chapter 1, Service Switch X4 Set
Access & Use, for how to receive Service Credits. See Section 3, Chapter 5, GO TO RESET MENU
(via GO TO UTILITIES MENU), Reset Credits, for how to delete credits.
#36 BALL SEARCH STARTED [ 0 ] : Total number of times the game performed a Ball Search.
#37 LOST BALL FEEDS [ 0 ] : Total number of times the game added a pinball to play when it could not find a
pinball after Ball Search (review Section 3, Chapter 2, GO TO DIAGNOSTICS MENU, Technicians
Alert [ Pinball Detection ]).
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#38 LOST BALL GAME STARTS [ 0 ] : Total number of times the game started with a pinball missing from the
ball trough at the start of a game (review Section 3, Chapter 2, GO TO DIAGNOSTICS MENU,
Technicians Alert [ Pinball Detection ]).
#39 LEFT DRAINS [ 0 ] : Total ’Left Outlane’ Switch (24) closures.
#40 CENTER DRAINS [ 0 ] : Total number of times the pinball had drained when the last switch closed was not
the ’Left Outlane’ (24) or the ’Right Outlane’ Switch (29).
#41 RIGHT DRAINS [ 0 ] : Total ’RIght Outlane’ Switch (29) closures.
#42 TILTS [ 0 ] : Total ’Tilt Pendulum’ Dedicated Switch (D-17) closures.
#43 TOTAL BALLS SAVED [ 0 ] : Total number of times this feature was used. This feature is adjustable from
0:01–0:15, AUTO or NO BALL SAVES (review Section 3, Chapter 4, GO TO ADJUSTMENTS MENU,
Standard Adjustment 48, Ball Save Time). This feature is enabled at the start of each pinball and is
disabled as soon as a predetermined number of switches are "closed" or the allocated time has expired.
#44 LEFT FLIPPER USED [ 0 ] : Total ’Left Flipper Button’ Dedicated Switch (D-9) closures in Game Mode.
#45 RIGHT FLIPPER USED [ 0 ] : Total ’Right Flipper Button’ Dedicated Switch (D-11) closures in Game Mode.
#46 0 - 1 MINUTE GAMES [ 0 ] : Total games in which the total game time was between 0:00 and 1:00 minute.
#47 1 – 1.5 MINUTE GAMES [ 0 ] : Total games where play time was between 1:00 and 1:30 minutes.
#48 1.5 – 2 MINUTE GAMES [ 0 ] : Total games where play time was between 1:30 and 2:00 minutes.
#49 2 – 2.5 MINUTE GAMES [ 0 ] : Total games where play time was between 2:00 and 2:30 minutes.
#50 2.5 – 3 MINUTE GAMES [ 0 ] : Total games where play time was between 2:30 and 3:00 minutes.
#51 3 – 3.5 MINUTE GAMES [ 0 ] : Total games where play time was between 3:00 and 3:30 minutes.
#52 3.5 – 4 MINUTE GAMES [ 0 ] : Total games where play time was between 3:30 and 4:00 minutes.
#53 4 – 5 MINUTE GAMES [ 0 ] : Total games where play time was between 4:00 and 5:00 minutes.
#54 5 – 6 MINUTE GAMES [ 0 ] : Total games where play time was between 5:00 and 6:00 minutes.
#55 6 – 8 MINUTE GAMES [ 0 ] : Total games where play time was between 6:00 and 8:00 minutes.
#56 8 – 10 MINUTE GAMES [ 0 ] : Total games where play time was between 8:00 and 10:00 minutes.
#57 10 – 15 MINUTE GAMES [ 0 ] : Total games where play time was between 10:00 and 15:00 minutes.
#58 15+ MINUTE GAMES [ 0 ] : Total games in which the total game time was 15:00 minutes and over.
#59 RECENT REPLAY PERCENT [ 0% ] : Percent figured with programming thresholds for a determined
number of games. The % reflects replay total awards for exceeding replay score levels.
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To initiate, from the AUDITS MENU, select the "GAME" Icon. The Dot Matrix Display will indicate the
audit number (in this group), audit name and the audit total or value. The current audit will remain on the
display until the next audit is viewed or when this sub-menu is exited.
Feature Audits Definition: Programming Use Only. The proprietary information Total number of times a feature
was started, awarded, lit, played and/or completed (awarded); also, the total number of Switch Closures during
certain modes or features are tracked (a predetermined single/multiple variations of switch closures are used to
determine the lighting and/or completion of the feature stated). SEE THE DOT MATRIX DISPLAY FOR
CURRENT FEATURE AUDITS.
Feature Audits are subject to change (with or without notice). View Feature Audits on the Dot Display only.
To export all audits to your memory stick (creating a text file), perform the following. Enter the AUDITS MENU,
then enter the DUMP AUDITS TO USB. Note: The "DUMP" Icon can also be accessed in the USB MENU via the
UTILITIES MENU (see Section 3, Chapter 5, GO TO USB MENU via the UTILITIES MENU for details).
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"T AUD" Icon provided as an alternate access to Tournament Audits (if data is available). For more
information on the TOURNAMENT MENU, review Section 3, Chapter 6, GO TO TOURNAMENT MENU).
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To initiate, from the AUDITS MENU, select the "DUMP" Icon. Follow the on-screen prompts to perform a
Data Dump (download). A dated text file will be created on your USB Memory Stick
Step 1 Insert your USB Compatible Memory Stick into the USB port on
the CPU/Sound Board (S.A.M. System). If the Memory Stick has space
available and is free of errors, a dated file* is generated (* ensure your
Date & Time is set prior to selecting or the dated file will have the default
date of 20XX_01_01; see Section 3, Chapter 5, SET DATE / TIME via the
UTILITIES MENU for details).
Step 2 Press [ SELECT ] to save the file to your Memory Stick. Press
[ SELECT ] again to continue or [ BACK ] to exit or escape at any time.
Step 3 Remove the Memory Stick and insert into your PC or Mac to save
the file (which can then be copied, printed or emailed). The audits are numbered sequentially without a number
restart between the three types of audits (Earnings, Standard and Feature).
Note: The "DUMP" Icon can also be accessed in the USB MENU via the UTILITIES MENU
(see Section 3, Chapter 5, GO TO USB MENU via the UTILITIES MENU for details).
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To initiate, from the MAIN MENU, select the "ADJ" Icon. The ADJUSTMENTS MENU provides 64+/– Adjustments
to vary Game Functions to customize for your particular needs. The Adjustments are divided into 2 groups:
x Standard Adjustments [ #1 – #63 ] and x Feature Adjustments (Programming Use Only) [ #1 – #+ ].
For quick and easy customization of Game Play Difficulty or Game Play Type or how to RESET ONLY the
Adjustments, review Section 3, Chapter 5, GO TO INSTALLS MENU (via the UTILITIES MENU). Shortcut:
Enter Custom Message (Standard Adj. 41) and Set Custom Pricing (via Standard Adjustment 18, Game
Pricing) can be quickly accessed via the UTILITIES MENU, see Section 3, Chapter 5, GO TO UTILITIES MENU.
Adjustments which are named Proprietary are also for Future Expansion or Programming. Game code may
get upgraded during production; compare all Adjustments in the Dot Matrix Display with the manual and make any
corrections, as necessary. Adjustments are subject to change (with or without notice).
All ADJUSTMENTS MENU Icons and there usages are explained throughout this chapter in the same order as
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seen in the Dot Matrix Display. NOTE: Depending on Game Type, Version, selections made, Dip Switch settings,
location and/or areas, some Adjustments may appear non-functional or may not appear at all. Adjustments
and/or functions, order and operation are subject to change. If in doubt use the Factory Default Settings.
In displays where changes can be made or to perform a function, use the GREEN Button to go [ BACK ], exit or
escape, the RED Buttons to [ < / – ] SELECT PREVIOUS [ + / > ] SELECT NEXT when the adjustment name or
setting is flashing and the BLACK Button to [ SELECT ] toggle between the ADJUSTMENT and SETTING.
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To initiate, from the ADJUSTMENTS MENU, select the "S.P.I." Icon. The Dot Matrix Display will indicate
the adjustment number (in this group), adjust. name, adjust. setting and comment line. The current
adjustment will remain on the display until the next adjustment is viewed or when this sub-menu is exited.
#1 REPLAY TYPE: Set to AUTO, NONE, FIXED or DYNAMIC. Factory Default = AUTO. AUTO & DYNAMIC
are based on the Replay Percentage (Standard Adjustment 2). x Select FIXED to give the player a
Replay Award (Standard Adjustment 3) as the Replay Levels (Standard Adjustments 7-10) are
reached. The Replay Level(s) (Standard Adjustments 7-10) will not adjust up or down. x Select AUTO
to give the player a Replay Award (Standard Adjustment 3) as the Auto Replay Start (Standard
Adjustment 5) score level is reached. This score threshold will automatically adjust up or down based on
the Replay Percentage chosen (Standard Adjustment 2). The game periodically adjusts based upon
the Player Base Skill Level. x Select DYNAMIC to give the player a Replay Award (Standard
Adjustment 3) as the Dynamic Replay Start (Standard Adjustment 6) score level is reached. This score
threshold will go down every game based on the Replay Percentage (Standard Adjustment 2) selected.
x Select NONE to turn off Standard Adjustments 2-11.
#2 REPLAY PERCENTAGE: Set between 1% – 50%. Factory Default = 10%. Adjustable only if AUTO or
DYNAMIC is installed in Replay Type, Standard Adjustment 1. For [ DYNAMIC ] example, if the score
threshold is 50,000,00 and the Replay Percentage selected is 10%, every game a player does not
reach the score threshold, the score to reach will drop by 5,000,000 (10% of 50M). This will continue
every game until the threshold score is reached. Thus, if the score then drops to 15,000,000 after 7
games and is then achieved, the Replay Award (Standard Adjustment 3) is given. The original score
threshold is added to 15,000,000 and is now 65,000,000. It will then take the same player 10 games to
reach 15,000,000. This adjustment is shown only if AUTO or DYNAMIC is installed in Replay Type
(Standard Adjustment 1).
Standard Adjustments 3-18 continued on the next page.
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#3 REPLAY AWARD: Set to CREDIT, TICKET*, TOKEN* or EXTRA BALL. Factory Default = CREDIT. Set the
type of award to be given to the player when the appropriate Replay Score threshold or level is acheived.
If awarding a CREDIT, TICKET or TOKEN is prohibited in your area, select EXTRA BALL. This adjustment
is not shown if NONE is installed in Replay Type (Standard Adjustment 1).
*Note: If TICKET or TOKEN is selected, the game will require an optional Ticket or Token Dispenser and then Q24 Option (Standard Adj. 55) must be changed accordingly.
#4 REPLAY LEVELS: Set between 1 – 4 for the number of Replay Levels to be active. Factory Default = 1.
This adjustment is not shown if NONE is installed in Replay Type (Standard Adjustment 1).
#5 AUTO REPLAY START: Set between 5,000,000 – 150,000,000 (increments of 1,000,000) for the Auto
Replay Start threshold. Factory Default = __,000,000. This adjustment is shown only if AUTO is
installed in Replay Type (Standard Adjustment 1).
#6 DYNAMIC REPLAY START: Set between 5,000,000 – 150,000,000 (increments of 1,000,000) for the
Dynamic Replay Start threshold. Factory Default = __,000,000. This adjustment is shown only if
DYNAMIC is installed in Replay Type (Standard Adjustment 1).
#7 REPLAY LEVEL #1: Set between 5,000,000 – 150,000,000 (increments of 1,000,000). Factory Default =
__,000,000. Set the first or only Replay Level. This adjustment is shown only if FIXED is installed in
Replay Type (Standard Adjustment 1).
#8 REPLAY LEVEL #2: Set between 5,000,000 – 150,000,000 (increments of 1,000,000). Factory Default =
__,000,000. Set the second Replay Level. This adjustment is shown only if FIXED is installed in Replay
Type (Standard Adjustment 1) and 2 is intalled in Replay Levels (Standard Adjustment 4).
#9 REPLAY LEVEL #3: Set between 5,000,000 – 150,000,000 (increments of 1,000,000). Factory Default =
__,000,000. Set the third Replay Level. This adjustment is shown only if FIXED is installed in Replay
Type (Standard Adjustment 1) and 3 is intalled in Replay Levels (Standard Adjustment 4).
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#10 REPLAY LEVEL #4: Set between 5,000,000 – 150,000,000 (increments of 1,000,000). Factory Default =
__,000,000. Set the fourth Replay Level. This adjustment is shown only if FIXED is installed in Replay
Type (Standard Adjustment 1) and 4 is intalled in Replay Levels (Standard Adjustment 4).
#11 REPLAY BOOST: Set to YES or NO. Factory Default = YES. When set to YES, while FIXED or AUTO
maintains the Replay Levels, Replay Boost works as follows: If the Replay Level is 7,000,000
(regardless of the Replay Percentage), and the Player scores 20M, and receives the Replay Award, the
next game the Current Replay Level is added to this base. Thus the next game, the Replay Level is
14,000,000. The Player agains scores 20M. The next game the Player will need to achieve 21,000,000
to earn the Replay Award. If the Player does not achieve 21,000,000, the next game reverts back to the
original 7,000,000 or the new adjusted level maintained by the Fixed or Autopercentaging Feature. This
adjustment is shown only if AUTO or FIXED is installed in Replay Type (Standard Adjustment 1).
#12 SPECIAL LIMIT: Set between 1 – 5, UNLIMITED or NO SPECIALS. Factory Default = 1. Set the maximum
number of Specials that may be accumulated per game.
#13 SPECIAL PERCENTAGE: Set between 1% – 50%. Factory Default = 10%. This adjustment allows the
operator to adjust how frequently the Special Feature is made available to the player. This adjustment
is not shown if NO SPECIALS is installed in Special Limit (Standard Adjustment 12).
#14 SPECIAL AWARD: Set to CREDIT, TICKET*, TOKEN*, POINTS or EXTRA BALL. Factory Default =
CREDIT. Select EX. BALL or POINTS if awarding a CREDIT or TICKET / TOKEN is prohibited in your area.
This adjustment is not shown if NO SPECIALS is installed in Special Limit (Standard Adjustment 12).
*Note: If TICKET or TOKEN is selected, the game will require an optional Ticket or Token Dispenser and then Q24 Option (Standard Adj. 55) must be changed accordingly.
#15 FREE GAME LIMIT: Set between 1 – 9, UNLIMITED or NO FREE GAMES. Factory Default = 5. Set the
maximum number of Free Games that may be accumulated per game.
#16 EXTRA BALL LIMIT: Set between 1 – 9, UNLIMITED or NO EXTRA BALLS. Factory Default = 5. Set the
number of Extra Balls that may be accumulated per game.
#17 EXTRA BALL PERCENTAGE: Set between 1% – 50%. Factory Default = 25%. This adjustment allows the
operator to adjust how frequently the Extra Ball Feature is made available to the player. This
adjustment is not shown if NO EXTRA BALLS is installed in Extra Ball Limit (Standard Adjustment 16).
#18 GAME PRICING: There are two (2) methods available for Coin Switch Programming: Standard & Custom.
Set between AUSTRALIA 1 – UK 6 or CUSTOM. Factory Default = USA 10. Shortcut: Set Custom
Pricing and instructions, review Section 3, Chapter 5, GO TO UTILITIES MENU, Set Custom Pricing.
The appropriate Dip Switch Setting (Dip Sw. 1-8 location CPU/Sound PCB SW1) in relationship to the
Pricing Scheme selected is important (view the tables on the following pages for more information).
Standard Adjustment 18, Game Pricing, continued on the next page.
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CPU/SOUND PCB COUNTRY COIN MECHANISMS (SWITCHES) PRICING SCHEME Requires SPI
DIP SWITCH SW1 SETTING COINS THRU ... SLOT: Number of Plays (Credits) for Price Amount Shown Coin Card(s)
SETTING OPTION(S) LEFT CENTER RIGHT 4TH See "Appendix J" for Coin Cards Examples & Info! Part Number
Pos. Default Highlighted USD // UNITED STATES DOLLAR // [ $ ]
ON USA 1 1/0.25 755-5400-01-Y
OFF 99999999 USA 2 1/0.50 2/0.75 3/1.00 755-5400-09-Y
USA 3 1/0.50 For USA 6 and USA 7 use: 755-5400-02-Y 755-5400-02-Y
USA 6 Note: If player uses X4 25¢ quarters =
HIGHLIGHTED USA 4 1/0.50 2 plays. However, $1 bill = 3 plays! 755-5400-02-Y
= Factory Default USA 5 1/0.50 2/1.00 3/1.50 5/2.00 755-5400-08-Y
HIGHLIGHTED USA 6 1/0.50 2 /’4 X 25¢’ 3 /$ 1.00 Bill 9 Used to promote
the Bill Validator.
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OFF 1/2 2/4 3/5 4/7 5/9 7/10 (2-Sided)
Pos. Default Highlighted JPY // JAPANESE YEN // [ ¥ ]
ON 8 8 8 JAPAN 1
1/100 755-5408-01-Y
OFF 9 9 9 9 9 JAPAN 2 1/100 3/200 (2-Sided)
Pos. Default Highlighted LTL // LITHUANIA LITAI // [ Lt ]
ON 88 88
755-5416-00-Y
OFF 9 9 9 9 LITHUANIA (1 Side)
Pos. Default Highlighted TOKEN // Middle East currency used to buy token // [ TOKEN ]
888 8 755-5416-00-Y
9 9 9 9 MIDDLE EAST WRNHQ WRNHQ
ON
OFF (use Side 1)
Pos. Default Highlighted NZD // NEW ZEALAND DOLLAR // [ $NZD ]
ON 8 NEW ZEALAND 1
1/1 755-5406-00-Y
OFF 9 9 9 9 9 9 9 NEW ZEALAND 2 1/1 3/2 (Side 2)
Pos. Default Highlighted NOK // NORWEGIAN KRONE // [ Kr ]
ON 8 8 NORWAY 1 1/10 755-5403-01-Y or
OFF 9 9 9 9 9 9 NORWAY 2 1/10 3/20 -02-Y / (2-Sided)
NORWAY 3 1/20 755-5403-03-Y
NORWAY 4 1/20 3/40 (2-Sided)
Pos. Default Highlighted 6 LEFT SWITCH CAN BE WIRED TO BILL ACCEPTOR 6 RUB // RUSSIAN RUBLE // [ Ruble ]
ON 8 88
755-5411-00-Y
OFF 99 9 9 9 RUSSIA (2-Sided)
Pos. Default Highlighted ZAR // SOUTH AFRICAN RAND // [ R ]
ON 8 8 SO. AFRICA 1
1/2.00 755-5409-01-Y
OFF 9 9 9 9 9 9 SO. AFRICA 2 1/3.00 2/5.00 (2-Sided)
Pos. Default Highlighted SEK // SWEDISH KRONOR // [ kr ]
ON 88 8 SWEDEN 1
1/10 2/15 3/20 755-5404-00-Y
OFF 9 9 9 9 9 SWEDEN 2 1/5 (2-Sided)
Pos. Default Highlighted CHF // SWISS FRANCS // [ Sg ]
ON 88 SWITZERLAND 1
1/1 2/2 3/3 4/4 6/5 755-5405-00-Y
OFF 99 9 9 9 9 SWITZERLAND 2 1/1 3/2 5/3 7/4 9/5 (2-Sided)
Pos. Default Highlighted TWD // TAIWANESE DOLLAR // [ TWD ]
ON 88
755-5412-00-Y
OFF 999 9 9 9 TAIWAN (use Side 1)
Pos. Default Highlighted 6 5TH COIN SLOT NOT AVAILABLE WITH CUSTOM PRICING 6 GPB // UNITED KINGDOM POUNDS // [ £ ]
ON 888 UK 1 LEFT CENTER RIGHT 4TH 5TH 3/1.00 7/2.00 755-5407-00-Y
OFF 9 9999 UK 2 4/1.00 755-5407-01-Y*
ATTENTION: UK 5TH UK 3 1/0.50 2/1.00 3/1.50 5/2.00 755-5407-01
COIN SLOT TIED TO 6TH UK 4
1/0.30 2/0.60 3/0.90 4/1.00 755-5407-01-Y*
CHANNEL ON ELEC. UK 5 5
Coin Only
1/1.00 3/2.00 755-5407-01
COIN MECH UK 6 3/2.00 *use blank side 755-5407-01-Y*
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CPU/SOUND PCB COUNTRY COIN MECHANISMS (SWITCHES) PRICING SCHEME Requires SPI
DIP SWITCH SW1 SETTING COINS THRU ... SLOT: Number of Plays (Credits) for Price Amount Shown Coin Card(s)
SETTING OPTION(S) LEFT CENTER RIGHT 4TH See "Appendix J" for Coin Cards Examples & Info! Part Number
Pos. Default Highlighted EUR // EUROPEAN UNION EUROS // [ L ]
ON S E E B E L O W Euro 1 1/0.50 755-5401-01-Y
OFF S E T T I N G S Euro 2 1/0.50 2/1.00 3/1.50 5/2.00 755-5401-02-Y
Euro 1-12 are alternate settings for Euro 3 1/0.50 3/1.00 755-5401-03-Y
countries using the Euro. 755-5401-04-Y
Euro 4 1/0.50 2/1.00 3/1.50 6/2.00
Euro 5 optional 1/0.50 3/1.00 4/1.50 7/2.00 755-5401-05-Y
HIGHLIGHTED 755-5401-06-Y
Euro 6 2/0.50
= Factory Default Euro 7 1/1.00 2/2.00 3/3.00 5/4.00 755-5401-07-Y
HIGHLIGHTED Euro 8 optional 1/1.00 3/2.00 755-5401-08-Y
Euro 9 1/1.00 2/1.50 3/2.00 755-5401-09-Y
= Not Shown on Coin
Card Euro 10 1/1.00 3/2.00 7/3.00 755-5401-10-Y
Euro 11 1/1.00 4/2.00 755-5401-11-Y
Euro 12 2/1.00 4/2.00 6/3.00 9/4.00 755-5401-12-Y
For a different Euro Pricing Scheme (other than Factory Default listed below), scroll through Standard Adjustment 18:
Euro 1-12 or CUSTOM* for new setting (reference above Euro 1-12 Summary). Keep the Country Dip Switch Setting the same as listed below.
Pos. Default Highlighted EUR // EUROPEAN UNION EUROS // [ L ]
ON 8 AUSTRIA
755-5401-09-Y
OFF 9999999 Euro 9
Pos. Default Highlighted
ON 8 BELGIUM
755-5401-01-Y
OFF 9 999999 Euro 1
Pos. Default Highlighted
ON 8 8 FINLAND
755-5401-08-Y
OFF 9 99999 Euro 8
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#19 MATCH PERCENTAGE: Set between 0% – 10% or OFF. Factory Default = 9%. At 0% the Match
Animation Feature occurs at the end of the game but never awards the Match Award (Standard
Adjustment 20). Set to OFF, no Match Animation Feature is shown.
#20 MATCH AWARD: Set to CREDIT, TICKET* or TOKEN*. Factory Default = CREDIT. This adjustment is
not shown if OFF is installed in Match Percentage (Standard Adjustment 19).
*Note: If TICKET or TOKEN is selected, the game will require an optional Ticket or Token Dispenser and then Q24 Option (Standard Adj. 55) must be changed accordingly.
#21 BALLS PER GAME: Set between 1 – 10. Factory Default = 3. Set the number of balls per game.
Standard Adjustments 22-36 continued on the next page.
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#22 TILT WARNINGS: Set between 0 – 3. Factory Default = 2. Set the number of Plumb Bob Tilt Switch
closures before the ball in play is tilted. Each closure generates an audible alert and/or display alert.
#23 CREDIT LIMIT: Set between 4 – 50. Factory Default = 30. Set the maximum credits allowed.
#24 ALLOW HIGH SCORES: Set to YES or NO. Factory Default = YES. When set to YES, if a player exceeds
the Default Grand Champion or 1-4 High Scores, the player may receive a High Score Award (Standard
Adjustment 25) and enter their 3 Initials or 10-Letter Name (Standard Adjustment 36). Set to NO to
disable this feature. The following Standard Adjustments 25-37 are not shown if NO is installed.
#25 HIGH SCORE AWARD: Set to CREDIT, TICKET* or TOKEN*. Factory Default = CREDIT. Set the type of
award to be given to the player when the appropriate Grand Champion Score or High Score #1 – #4
threshold or level is acheived. If awarding a CREDIT, TICKET or TOKEN is prohibited in your area, install
NO in Allow High Scores (Standard Adjustment 24). This adjustment is not shown if NO is installed in
Allow High Scores (Standard Adjustment 24).
*Note: If TICKET or TOKEN is selected, the game will require an optional Ticket or Token Dispenser and then Q24 Option (Standard Adj. 55) must be changed accordingly.
#26 GRAND CHAMPION AWARDS: Set between 0 – 5. Factory Default = 1. Set the number of High Score
Award(s) (Std. Adj. 25), awarded for exceeding the Grand Champion Score (Standard Adjustment 31).
This adjustment is not shown if NO is installed in Allow High Scores (Standard Adjustment 24).
#27 HIGH SCORE #1 AWARDS: Set between 0 – 3. Factory Default = 1. Set the number of High Score
Award(s) (Std. Adj. 25), awarded for exceeding the High Score #1 (Standard Adjustment 32).
This adjustment is not shown if NO is installed in Allow High Scores (Standard Adjustment 24).
#28 HIGH SCORE #2 AWARDS: Set between 0 – 2. Factory Default = 0. Set the number of High Score
Award(s) (Std. Adj. 25), awarded for exceeding the High Score #2 (Standard Adjustment 33).
This adjustment is not shown if NO is installed in Allow High Scores (Standard Adjustment 24).
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#29 HIGH SCORE #3 AWARDS: Set between 0 – 1. Factory Default = 0. Set the number of High Score
Award(s) (Std. Adj. 25), awarded for exceeding the High Score #3 (Standard Adjustment 34).
This adjustment is not shown if NO is installed in Allow High Scores (Standard Adjustment 24).
#30 HIGH SCORE #4 AWARDS: Set between 0 – 1. Factory Default = 0. Set the number of High Score
Award(s) (Std. Adj. 25), awarded for exceeding the High Score #4 (Standard Adjustment 35).
This adjustment is not shown if NO is installed in Allow High Scores (Standard Adjustment 24).
#31 GRAND CHAMPION SCORE: Set between 1,000,000 – 1,000,000,000 (increments of 1,000,000).
Factory Default = __,000,000. Set the desired Grand Champion Score level a player needs to exceed
to earn the High Score Award (Standard Adjustment 25). A score higher than the default, cannot be
reset by Standard Adjustment 37, HSTD Reset Count. The Grand Champion Score will revert to the
Factory Default Score ONLY if a Reset Grand Champion is performed in the RESET MENU (via the
UTILITIES MENU, see Section 3, Chapter 5) or if the game is without power for more than 12 hours after
the CPU/Sound PCB Coin Cell Battery is expired or removed. This adjustment is not shown if NO is
installed in Allow High Scores (Standard Adjustment 24).
#32 HIGH SCORE #1: Set between 1,000,000 – 1,000,000,000. Factory Default = __,000,000. Set the desired
High Score #1 level a player needs to exceed to earn the High Score Award (Standard Adjustment 25).
A score higher than the default, will be reset by Standard Adjustment 37, HSTD Reset Count. The High
Score will revert to the Factory Default Score ONLY if a Reset High Scores is performed in the RESET
MENU (via the UTILITIES MENU, see Section 3, Chapter 5) or if the game is without power for more
than 12 hours after the CPU/Sound PCB Coin Cell Battery is expired or removed. This adjustment is not
shown if NO is installed in Allow High Scores (Standard Adjustment 24).
#33 HIGH SCORE #2: Set between 1,000,000 – 1,000,000,000. Factory Default = __,000,000. Set the desired
High Score #2 level a player needs to exceed ... (continued in Standard Adjustment 32 definition above).
#34 HIGH SCORE #3: Set between 1,000,000 – 1,000,000,000. Factory Default = __,000,000. Set the desired
High Score #3 level a player needs to exceed ... (continued in Standard Adjustment 32 definition above).
#35 HIGH SCORE #4: Set between 1,000,000 – 1,000,000,000. Factory Default = __,000,000. Set the desired
High Score #4 level a player needs to exceed ... (continued in Standard Adjustment 32 definition above).
#36 HSTD (HIGH SCORE TO DATE) INITIALS: Set to 3 INITIALS or 10 LETTER NAME. Factory Default = 3
INITIALS. When set to 3 INITIALS, the player is allowed only 3 initials to input. When set to 10
LETTER NAME, the player is allowed to enter 10 initials to input. This adjustment is not shown if NO is
installed in Allow High Scores (Standard Adjustment 24).
Standard Adjustments 37-49 continued on the next page.
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#37 HSTD (HIGH SCORE TO DATE) RESET COUNT: Set between 100 – 9900 or OFF (increments of 100).
Factory Default = 2000. Set the number of games between "automatic resets" of High Scores back to
the Factory Defaults for ONLY Standard Adj. 32 – 35, High Score #1 – #4. The High Score will revert to
the Factory Default Scores when the number of games stated is reached. Reset High Scores can be
performed in the RESET MENU (via the UTILITIES MENU, see Sec. 3, Chp. 5) anytime or if the game is
without power for more than 12 hours after the CPU/Sound PCB Coin Cell Battery is expired or removed.
This adjustment is not shown if NO is installed in Allow High Scores (Standard Adj. 24).
#38 FREE PLAY: Set to YES or NO. Factory Default = NO. When set to YES, no coins are required for Game
Play.
#39 LANGUAGE: Set to ENGLISH, GERMAN, FRENCH, SPANISH or ITALIAN. Factory Default = ENGLISH.
Set the language for the game. Language of game is also shown in the Dot Display (along with the
Game Title and code version) at the start-up routine which follows a game reset or power-up.
#40 PLAYER LANGUAGE SELECT: Set to YES or NO. Factory Default = YES. When set to YES, after the
player presses the Start Button (to start a game with adequate credit ), the player has the option to
choose a language by pressing either Flipper Button before game start (options of languages installed
are shown on the Dot Display). Note: If set to NO or if only one langauge is installed and the setting is
set to YES, the game will start immediately after the Start Button press. Language(s) available are
dependent on game destination from the factory. Other languages may be available on-line for
download and installed on your game. With the proper dip switch installed, the langauge option(s) can
be changed. For more information or help, call Technical Support at 800-542-5377 (708-345-7700).
#41 CUSTOM MESSAGE: Set to ON, CHANGE or OFF. Factory Default = ON. Shortcut: Enter Custom
Message and instructions, review Sec. 3, Chp. 5, GO TO UTILITIES MENU, Enter Custom Message.
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#42 FLASH LAMP POWER: Set to NORMAL, OFF or DIM. Factory Default = NORMAL. When set to DIM, the
Flash Lamps impulse power is reduced by 25% and when set to OFF the Flash Lamps will not flash.
For Flash Lamps used in this game, Go To Flash Lamps Menu via the DIAGNOSTICS MENU (see
Section 3, Chapter 2, GO TO DIAGNOSTICS MENU, Page 15).
#43 COIL PULSE POWER: Set to NORMAL, HARD or SOFT. Factory Default = NORMAL. When set to
HARD, the coil pulse power is increased by 12.5% of the normal pulse rate. When set to SOFT the coil
pulse power is decreased by 12.5% of the normal pulse rate. This adjustment is provided to compen-
sate for Low Line or High Line voltage conditions where the solenoids (coils) appear to kicking too weak
or too hard. Adjust as required.
#44 KNOCKER VOLUME: Set to NORMAL, OFF or LOW. Factory Default = NORMAL. When set to LOW, the
volume is decreased 50%. When set to OFF, no sound is heard when the "knocker" is sounded. Test
the knocker sound in the Fire Knocker Test via the DIAGNOSTICS MENU (see Section 3, Chapter 2,
GO TO DIAGNOSTICS MENU, Page 19).
#45 GAME RESTART: Set to YES or NO. Factory Default = YES. When set to YES, a new game may be
started during any ball after the first ball is completed (if credits allow). Pressing the Start Button during
the first ball will add additional players (up to 4, if credits allow). When set to NO, the game disables the
Start Button after the first ball until the final ball is in play.
#46 BILL VALIDATOR: Set to YES or NO. Factory Default = NO. When set to YES, in Game Attract Mode an
"Insert Bill Animation" is shown in the display (or just the absense of the Coin Animation). When set to
NO, an "Insert Coin Animation" is shown. #46 Not yet implemented.
#47 MUSIC VOLUME: Set between 1 – 15. Factory Default = 1. After volume is set via Service Buttons this
adjustment can be utilized to adjust the background music (1 all the way on, 15 all the way off) while
keeping the Special Sound Effects at the same level.
#48 BALL SAVE TIME: Set between 0:01 – 0:15, AUTO or NO BALL SAVES. Factory Default = 0:05. When
set to NO BALL SAVES this feature is unavailable. Set between 0:01 through 0:15 (single increments)
for the ball to be sent back into play if the time set is not met (per ball). Set to AUTO to automatically
adjust the Ball Save Timer based on the average ball time.
#49 TIMED PLUNGER: Set to OFF or 0:01 – 1:00. Factory Default = OFF. The plunger will "Autoplunge" the
ball (at the time set) when the ball is at the beginning of play, waiting for the player.
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#50 FLIPPER BALL LAUNCH: Set to OFF, LEFT FLIPPER, RIGHT FLIPPER, EITHER FLIPPER or BOTH
FLIPPERS. Default is OFF. This feature allows the player to operate the Auto Ball Launch with the
Flipper Button(s) depending on which setting is chosen.
#51 COINDOOR BALL SAVER: Set to YES or NO. Factory Default = NO. When set to NO, this feature is not
available. When set to YES, this feature allows the Coin Door to be opened during game play; the ball
will drain but the game will be placed "on hold". When the Coin Door is closed, the pinball will return to
the Shooter Lane, and the game will resume. Useful at locations where technicians change the cash
box regularly at exact times of the day where players can be on the game.
#52 COMPETITION MODE: Set to YES or NO. Factory Default = NO. When set to NO, this feature is not
available. Set to YES, this feature will equalize random game features and global score values during
multi-player games by predetermined competition rules set by programming. If an Install Competition
was made via the INSTALLS MENU (which automatically changes this setting to YES), and this setting
was changed back to NO, the Competition Mode will be turned OFF (cancelled).
#53 CONSOLATION BALL: Set to YES or NO. Factory Default = YES. When set to YES, the EXTRA BALL
(lamp insert, location varies) will be lit on the last ball in play, if certain programming criteria is met.
#54 FAST BOOT: Set to YES or NO. Factory Default = YES. When set to NO or if you hold both Flipper
Buttons during Power-Up, this feature is not available and will display all normal Power-Up screens.
When set to YES, the game will not display the normal informative Power-Up screens, specifically the
CPU Version screen and the Location/Game ID screen. Regardless of the setting, normal Power-Up
safety checks are still performed. #54 Not yet implemented.
#55 Q24 OPTION: Set to COIN METER, TOKEN DISPENSER or KNOCKER. Factory Default = COIN METER.
This Coil (Solenoid) Location is left "open" at the Factory to allow for these optional Mechanisms to be
added to the game. If selecting TOKEN DISPENSER, Standard Adjustments 3, 14, 20 & 25 should be
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changed to TOKEN. Call Tech. Support at 1-800-542-5377 if more information is required on this option.
#56 TICKET DISPENSER: Set to YES or NO. Factory Default = NO. This adjustment is required only for
games which have an optional Deltronics (DL-1275-2 PCB Style, SPI Part Nr. 515-7275-00) Ticket
Dispenser installed. Unique CPU Sound Bd. Dip Switch Setting required, changes the Default to YES.
#57 PLAYER COMPETITION: Set to YES or NO. Factory Default = YES. Competition Mode unrandomizes
feature events, and standardizes game play and rule sets (varies from game to game) for fair
competitions. With at least one credit posted, or with the game set for ’FREE PLAY’, during the
game-over Attract Mode, press the Left Flipper Button and hold it in for approximately one second.
The following message will appear on the display for approximately 10 seconds: ’COMPETITION MODE
READY ... PRESS START NOW’. If a game is started (either by pressing the ’START’ button for a
regular game, or by pressing the ’TOURNAMENT START’ button for a tournament game) while this
message appears on the display, then competition mode will be enabled for all players during the game.
General rules are covered in the Instruction Card. Other Hints and/or Rules can be made known on this
game either visually (the Dot Display or Flashing Light Inserts) or can be audible.
#58 NOT AVAILABLE THIS GAME / TEAM SCORES: Set to YES or NO. Factory Default = NO. Set to YES,
then Team Play will be made available. Team Play only works in a 4-Player Game. The totals for
Players 1 / 3 (Team 1) & Players 2 / 4 (Team 2) are then displayed individually as well as the combined
score for BOTH TEAMS to enable Team Play (Doubles). See Section 2, Chapter 1, Game Operation
& Features, for non-adjustable Features.
#59 LOCATION ID: Set between 0 to 9999. Factory Default = 0. This adjustment allows the operator to assign
a location identification number to the audit print-out sheet. (Will not be affected by a Factory Reset.)
#60 GAME ID: Set between 0 to 9999. Factory Default = 0. This adjustment allows the operator to assign a
game identification number to the audit print-out sheet. (Will not be affected by a Factory Reset.)
#61 TIME FORMAT: Set to 12-HOUR or 24-HOUR. Factory Default = 12-HOUR. This adjustments determines
how the time is displayed. Time used for Tournament and Data Dumps where a time stamp is required.
#62 COIN INPUT DELAY: Set between 30 to 60 or OFF. Factory Default = 30. This adjustment creates a short
time delay between the moment the coin is inserted into the Coin Slot to the moment the CPU/Sound
PCB registers the coin (30 = approxiamately 1/2 second).
#63 LOST BALL RECOVERY: Set to YES or NO. Factory Default = NO. Set to YES, at the start of the 5th
consecutive ball search (with no scoring between searches), the game will consider any balls in play to
be permanently lost and will attempt to recover from this situation by serving a new ball into play from the
ball trough. Set to NO (to suppress this adjustment behavior) for the game to perform the "ball search"
indefinitely until the lost balls are found or replaced.
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ADJUSTMENT NAME DEFAULT SETTING ADJUSTMENT NAME DEFAULT SETTING
1 REPLAY TYPE AUTO 32 HIGH SCORE #1 __,000,000
2 ‡ REPLAY PERCENTAGE 10% 33 HIGH SCORE #2 __,000,000
3 ‡ REPLAY AWARD CREDIT 34 HIGH SCORE #3 __,000,000
4 ‡ REPLAY LEVELS 1 35 HIGH SCORE #4 __,000,000
5 ‡ AUTO REPLAY START __,000,000 36 HSTD INITIALS 3 INITIALS
6 ‡ DYNAMIC REPLAY START __,000,000 37 HSTD RESET COUNT 2000
7 ‡ REPLAY LEVEL #1 __,000,000 38 FREE PLAY NO
8 ‡ REPLAY LEVEL #2 __,000,000 39 LANGUAGE ENGLISH
9 ‡ REPLAY LEVEL #3 __,000,000 40 PLAYER LANGUAGE SELECT YES
10 ‡ REPLAY LEVEL #4 __,000,000 41 CUSTOM MESSAGE ON
11 ‡ REPLAY BOOST YES 42 FLASH LAMP POWER NORMAL
12 SPECIAL LIMIT 1 43 COIL PULSE POWER NORMAL
13 ‡ SPECIAL PERCENTAGE 10% 44 KNOCKER VOLUME NORMAL
14 SPECIAL AWARD CREDIT 45 GAME RESTART YES
15 FREE GAME LIMIT 5 46 BILL VALIDATOR NO
16 EXTRA BALL LIMIT 5 47 MUSIC VOLUME 1
17 ‡ EXTRA BALL PERCENTAGE 25% 48 BALL SAVE TIME 0:05
18 GAME PRICING USA 10 49 TIMED PLUNGER OFF
19 MATCH PERCENTAGE 9% 50 FLIPPER BALL LAUNCH OFF
20 MATCH AWARD CREDIT 51 COINDOOR BALL SAVER NO
21 BALLS PER GAME 3 52 COMPETITION MODE NO
22 TILT WARNINGS 2 53 CONSOLATION BALL YES
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To initiate, from the ADJUSTMENTS MENU, select the "GAME" Icon. The Dot Matrix Display will indicate
the adjustment number (in this group), adjust. name, adjust. setting and comment line. The current
adjustment will remain on the display until the next adjustment is viewed or when this sub-menu is exited.
>>> FACTORY RESET or CODE UPDATE NOTE: Don’t forget, any changes you make to your adjustments will
revert back to the Factory Default settings if you perform a Factory Reset or update your Game Code.
See Section 3, Chapter 5, GO TO UTILITIES MENU (Go To Resets Menu & Go To USB Menu), Page 38.
This game is Shaker Motor Enabled. Set options in the Feature Adjustment. (typically the last one).
# SHAKER MOTOR (OPTIONAL) : Set to NONE, MINIMAL USE, MODERATE USE or MAXIMAL USE.
Factory Default = MODERATE USE. Set to any of the varying "... USES" if an Optional Shaker Motor Kit
(SPI Part Number 502-5027-00) was installed correctly in this pinball machine. See the assembly (kit)
on the last page of Section 4, Chapter 2 (Blue Pages). Also see Shaker Motor Coil (Q8) in the Coils
Detailed Chart Table at the begining of Section 5, Chapter 1 (Yellow Pages).
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To initiate, from the MAIN MENU, select the "UTIL" Icon. The UTILITIES MENU provides ways to quickly and
easily customize your game with Installs (pre-sets for game Standard & Feature Adjustments), set-up a Custom
Message (short-cut to Standard Adjustment 41, Custom Message), set-up Custom Pricing (short-cut to
Standard Adjustment 18, to the Custom Pricing Sub-Menu), set-up the Date and Time (required if the date and
time is needed to be accurate for data dumps and for tournaments), reset certain particular game data or perform
a complete Factory Reset and to download game data, update or backup game code in the USB MENU.
All UTILITIES, INSTALLS, RESETS MENU and USB MENU Icons and there usages are explained throughout
this chapter in the same order as seen in the Dot Matrix Display. NOTE: Depending on Game Type, Version,
selections made, Dip Switch settings, location and/or areas, some Icons may appear non-functional or may not
appear at all. Installs (Adjustments), Icons and/or functions, order and operation are subject to change.
If in doubt use the Factory Default Settings (review Install Factory on the next page).
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In displays where changes can be made or to perform a function, use the GREEN Button to go [ BACK ], exit or
escape, the RED Buttons to [ < / – ] MOVE BACK / LEFT / [ + / > ] MOVE FORWARD / RIGHT to view the next
audit in the group, and the BLACK Button to [ SELECT ] the sub-menus.
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To initiate, from the UTILITIES MENU, select the "INST" Icon. The INSTALLS MENU provides 13
Installs to vary Game Play Difficulty (set with Feature Adjustments) or Game Play Type and Install
Factory (restores all adjustments to Factory Defaults).
For detailed customization or to check current Adjustments Defaults (either changed by YOU in the
Adjustments Menu or by this INSTALLS MENU or for Factory Default Settings), see Section 3, Chapter 4, GO TO
ADJUSTMENTS MENU. After completing one or more of the Installs in this chapter, go back to the
ADJUSTMENTS MENU to see which Standard and/or Feature Adjustments have changed (Feature
Adjustments and/or settings are subject to change during production, and may differ than what is described in the
tables at the end of this chapter). The Dot Display will indicate if a setting is a Factory Default or not. If the
settings are not to your liking, perform one of the following:
1.: Manually change the Standard & Feature Adjustments Settings (perform this task in the ADJUSTMENTS
MENU, see Section 3, Chapter 4, GO TO ADJUSTMENTS MENU).
2.: Install Factory (see the last install) on how to reset all of the Standard & Feature Adjustments back to the
Factory Default Settings.
Multiple Installs can be set to vary game play; however, for Installs that have one or more Adjustments in
common, the last "Install" selected & activated, will supersede any previously changed Adjustment(s) from any
prior Installs. Any adjustments which you changed and are not affected by the Install will remain as set.
For example, if you want a 5-BALL Game set to EXTRA EASY: Select and activate the "5BAL" Icon first (which
will typically change any Feature Difficulty Adjustments to HARD), then select & activate the "X.EZ" Icon to
change back the Difficulty Adjustments to EXTRA EASY. However, if the "X.EZ" Icon was selected & activated
first, then the "5BAL" Icon was selected & activated, the game will be set to a 5-BALL Game set to HARD.
Remember, use the GREEN Button to go [ BACK ], exit or escape and the BLACK Button to [ SELECT ] to
INSTALL your new setting(s).
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To initiate, from the INSTALLS MENU, select one of the "X.EZ,"
"EASY," "FACT," "HARD," or "X.HD" Icons. The Dot Matrix Display
will indicate the INSTALL EXTRA EASY, EASY, MEDIUM, HARD or EXTRA HARD depending on choice. Follow
the on-screen prompts to perform the Install. Set the Game Play Difficulty level.
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To initiate, from the INSTALLS MENU, select the "3BAL" Icon. The Dot Matrix Display will indicate the
INSTALL 3-BALL. Follow the on-screen prompts to perform the Install.
Set the Game Play Type to 3 Balls per game (Factory Default is 3 Balls per game, not including extra’s...).
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To initiate, from the INSTALLS MENU, select the "5BAL" Icon. The Dot Matrix Display will indicate the
INSTALL 5-BALL. Follow the on-screen prompts to perform the Install.
Set the Game Play Type to 5 Balls per game (not including extra balls earned by the player, if any).
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To initiate, from the INSTALLS MENU, select the "COMP" Icon. The Dot Matrix Display will indicate the
INSTALL COMPETITION. Follow the on-screen prompts to perform the Install.
Set the Game Play Type to "Tournament" Rules. Programming varies and is subject to change.
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To initiate, from the INSTALLS MENU, select the "DCUT" Icon. The Dot Matrix Display will indicate the
INSTALL DIRECTOR’S CUT. Follow the on-screen prompts to perform the Install.
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Set the Game Play Type to programmer’s choice. Programming varies and is subject to change.
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To initiate, from the INSTALLS MENU, select the "HOME" Icon. The Dot Matrix Display will indicate the
INSTALL HOME PLAY. Follow the on-screen prompts to perform the Install.
Set the Game Play Type to "Home" Rules. Programming varies and is subject to change.
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To initiate, from the INSTALLS MENU, select the "NOV" Icon. The Dot Matrix Display will indicate the
INSTALL NOVELTY. Follow the on-screen prompts to perform the Install.
********** This setting is recommended where local laws restrict certain game features. **********
Set the Game Play Type to "Restricted" Rules. Programming varies and is subject to change.
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To initiate, from the INSTALLS MENU, select the "A.A.B." Icon. The Dot Matrix Display will indicate the
INSTALL ADD-A-BALL. Follow the on-screen prompts to perform the Install.
********** This setting is recommended where local laws restrict certain game features. **********
Set the Game Play Type to "Restricted" Rules. Programming varies and is subject to change.
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To initiate, from the INSTALLS MENU, select the "FACT" Icon. The Dot Matrix Display will indicate the
INSTALL FACTORY. Follow the on-screen prompts to perform the Install. CAUTION! All Standard
and Feature Adjustments which were changed in the INSTALLS MENU or ADJUSTMENTS MENU are
returned to the Factory Defaults (as indicated in the Dot Display in the ADJUSTMENTS MENU). Note: To
perform a complete Factory Reset, GO TO THE RESETS MENU. Escape back to the UTILITIES MENU, select
the "RESET" Icon, then select the "FACT" Icon in the RESETS MENU (review the end of this chapter, Page 38,
Reset Factory Settings).
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To initiate, from the UTILITIES MENU, select the "ABCD CUST MSG" Icon. The SET CUSTOM
MESSAGE (a short-cut for Standard Adjustment 41, Custom Message) provides an opportunity to have
a text message appear in the the Attract Mode. Follow the on-screen prompts to complete [ END ].
Remember, use the GREEN Button to go [ BACK ], exit or escape, the RED Buttons to [ < / – ] MOVE LEFT /
CHOOSE NEXT [ + / > ] MOVE RIGHT / CHOOSE PREVIOUS, and the BLACK Button to [ SELECT ] as ’OK’.
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To initiate, from the UTILITIES MENU, select the "PRIC" Icon. The CUSTOM PRICING MENU (a
short-cut for Standard Adjustment 18, Game Pricing, and setting selected is CUSTOM) provides an
opportunity to set Custom Pricing.
Note ! MONETARY AMOUNT MUST BE SELECTED FIRST! Press [ BACK ] to – DECREASE or [ SELECT ] to
+ INCREASE the [ < $ > ] monetary amount (e.g. look at the right side of the display from $0.25 to $0.50 ).
Press [ < / – ] to – DECREASE or [ + / > ] to + INCREASE the credit quantity (e.g. look at the left side of the
display from 0 CREDITS AT: to 1 CREDIT AT:).
REMINDER
In these menus:
IF EXAMPLE CUSTOM PRICING SETTING DESIRED IS :
1 Play for $0.50, 3 Plays for $1.00 and 7 Plays for $2.00 Press [ BACK ] to – DECREASE [ < $ ]
THEN YOU WILL NEED TO PERFORM THE FOLLOWING : Press [ SELECT ] to + INCREASE [ $ > ]
Step 1 The starting display appears as below if no Step 2 Press [ SELECT ] to + INCREASE to $0.50.
prior Custom Pricing was installed. Press [ + / > ] to + INCREASE to 1 CREDIT A
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Step 3 Press [ SELECT ] to + INCREASE to $1.00. Step 4 Press [ SELECT ] to + INCREASE to $2.00.
Press [ + / > ] to + INCREASE to 2 CREDITS Press [ + / > ] to + INCREASE to 4 CREDITS
Step 5 Press [ SELECT ] to + INCREASE the amount Step 6 Press [ SELECT ] to INSTALL.
once (example = $2.25). Press [ < / – ] once Press [ < / – ] / [ + / > ] or [ BACK ] to edit.
Step 7 Press [ SELECT ], press [ BACK ] twice to exit the SERVICE MENU with your Custom Pricing installed.
To correct or make new changes, reenter, which brings you to Step 6. Press [ BACK ] repeatedly until the
monetary amount shown is the desired amount and then continue following the above steps with your new or
corrected settings. If you are still having difficulty or if you have any questions, please call Technical Support
800-542-5377 or 708-345-7700, option 1.
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To initiate, from the UTILITIES MENU, select the "TIME" Icon. The SET TIME MENU appears with the
MONTH flashing. Setting the date and time is required for ’Data Dumps’ and Tournament Start and End
Dates. If the setting of Standard Adjustment 61, Time Format, is set to 12-HOUR (Factory Default) the
time will be expressed in the AM / PM format. If Standard Adjustment 61, Time Format, is set to 24-HOUR the
time will be expressed in the 24-hour format.
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To initiate, from the UTILITIES MENU, select the "RESET" Icon. The RESETS MENU provides six (6)
functions to reset only the Coin Audits, reset only the Game Audits, reset only the Grand Champion
Score, reset only the High Score(s), reset only the paid Credits (includes Service Credits) or to reset
ALL DATA back to the Factory Default Settings.
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To initiate, from the RESET MENU, select the "COIN" Icon. ONLY the Coin Audits
[ Earnings Audits 5–12 ], will be reset to zero (0), Factory Default Settings. Follow the on-screen prompts
to perform the Reset.
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To initiate, from the RESET MENU, select the "AUD" Icon. ONLY the Game Audits
[ Earnings Audits 1–4, Standard Audits 1–59 and Feature Audits 1–XX* ], will be reset to zero (0),
Factory Default Settings. Follow the on-screen prompts to perform the Reset. *varies per game title.
To initiate, from the RESET MENU, select the "GC" Icon ONLY the Grand Champion Score
[ adjustable via Standard Adjustment 31 ], will be reset to Factory Default Setting. Follow the on-screen
prompts to perform the Reset.
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To initiate, from the RESET MENU, select the "HSTD" Icon. ONLY the High Score(s) [adjustable via
Standard Adjustments 32–35 ], will be reset to Factory Default Setting(s). Follow the on-screen prompts
to perform the Reset. Note: High Scores (but not Grand Champion Score) are reset automatically every
2,000 games (Factory Default Setting) [adjustable via Standard Adjustment 37, HSTD Reset Count ].
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To initiate, from the RESET MENU, select the "CRED" Icon. ONLY the Credits (includes Service
Credits) [ adjustable via Standard Adjustment 23, Credit Limit ], will be reset to zero (0), Factory Default
Settings. Follow the on-screen prompts to perform the Reset.
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USB Compatible Data Storage Device (Thumb, Flash or Jump Drives) required to copy game code into system.
S.A.M. System compatible, tested & SPI approved USB Data Storage Devices 128MB+
available through your local distributor: Ask for SPI Part Number (P.N.) 970-0128-00
* to get the Data Storage Device with the latest Game Code copied to it, add "the game title name" to above P.N..
STYLE, COLOR, SIZE AND MANUFACTURER SUBJECT TO CHANGE.
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4B } With the "UPDT" Icon highlighted, press [SELECT].
4C } Insert the Data Storage Device [w/latest file(s)] into the USB Port.
4D } If more than one file is present on the Data Storage Device,
press [<] or [>] to locate your file. Press [SELECT] to update.
4E } Follow on-screen prompts. $
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Sec. 3: Go To Utilities
Section 3, Chapter 5 Go To
Page 38 Utilities Menu
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MENU UNDER EVOLUTION
To initiate, from the MAIN MENU, select the "TOUR" Icon. The TOURNAMENT MENU provides ways to quickly
and easily start and stop a tournament. Also, tournament data can be viewed (audits, prize info, etc.).
All TOURNAMENT MENU Icons and there usages are explained throughout this chapter in the same order as
seen in the Dot Matrix Display. NOTE: Depending on Game Type, Version, selections made, Dip Switch settings,
location and/or areas, some Icons may appear non-functional or may not appear at all. Icons and/or functions,
order and operation are subject to change.
In displays where changes can be made or to perform a function, use the GREEN Button to go [ BACK ], exit or
escape, the RED Buttons to [ < / – ] HIGHLIGHT PREVIOUS or DECREASE / [ + / > ] HIGHLIGHT NEXT or
INCREASE to highlight the desired option, and the BLACK Button to [ SELECT ] it or activate.
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To initiate, from the TOURNAMENT MENU, select the "STRT" Icon. The START TOURNAMENT MENU
allows the operator to start a tournament. Select QUICK START or CUSTOM Tournament Start. For the
first time Tournament Set-Up, it is recommended to select CUSTOM. Follow the on-screen prompts.
After completion of all options in QUICK START or CUSTOM, the Tournament is started, the START TOURNA-
MENT MENU is exited and returns to the TOURNAMENT MENU.
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Increase or decrease the: x DAYS, HOURS and MINUTES x PRIZE POOL $ (DOLLAR) and ¢ (CENT) AMOUNT
x INCREMENT THE PRIZE POOL PER PLAY INCREASES $ and ¢ AMOUNT
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x Confirm the current date and time (if it was not set previous via the UTILITIES MENU it can be set-up in this
display as well). Enter the MONTH, DAY, YEAR and TIME
x Choose the Tournament Start Date: MONTH, DAY, YEAR and TIME
x Choose the Tournament End Date: MONTH, DAY, YEAR and TIME
x Choose the CREDITS per play desired (01-10). Set the maximum number of Credits that may be accumulated
per game. Note: The current pricing is displayed; to change pricing GO TO THE ADJUSTMENTS MENU.
x Increase or decrease the number of PRIZES (01-05 HIGH SCORE; 02-05 B’N’W). Set the maximum # of Prize
Positions to be awarded during a Tournament. Selections are as follows (% distribution cannot be changed):
.......HIGH SCORE: .......BUMP N’ WIN :
Set to 01 1 Winner 100% (1) Prize Pool Cannot set to 01. Minimum of 2 winners required.
Set to 02 2 Winners 65% (1) 35% (2) Set to 02 2 Winners 65% (1) 35% (2)
Set to 03 3 Winners 50% (1) 30% (2) 20% (3) Set to 03 3 Winners 50% (1) 25% (2) 25% (3)
Set to 04 4 Winners 50% (1) 25% (2) 15% (3) 10% (4) Set to 04 4 Winners 40% (1) 20% (2) 20% (3) 20% (4)
Set to 05 5 Winners 50% (1) 20% (2) 15% (3) 10% (4) 5% (5) Set to 05 5 Winners 40% (1) 15% (2) 15% (3) 15% (4) 15% (5)
x Select the AWARD TYPE (CASH, POINTS, PRIZE, TICKETS or NONE). Select CASH for the displays to
represent the Prize Pool amount (based on Jackpot Base and Max.) in $Dollars. Select POINTS for the display
to represent the Prize Pool amount in Points. Select PRIZE, if applicable. Select TICKET for the display to
represent the Prize Pool amount in Tickets. Select NONE NOT TO represent anything.
Custom Start continued on the next page.
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The following option is available only if CASH was selected as the AWARD TYPE.
x Select the option to SHOW PLAYER CASH (YES or NO). Select YES for the display to represent the
>>> previous <<< Tournament Winners & Cash amount (or Points, Prizes, etc.) will show in the Attract Mode.
x Select the kind of TOURNAMENT desired (BUMP ’N’ WIN or HIGH SCORE).
The following options are available only if BUMP ’N’ WIN was selected as the TOURNAMENT TYPE.
x Select or confirm the BASE POINT AMOUNT (00 or 1,000,000 – 4,294,967,295 increments of 1,000,000.
x Select or confirm the RANGE AMOUNT (00 or 1,000,000 – 4,294,967,295 increments of 1,000,000).
x Select the BALLS per game (1 – 10).
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To initiate, from the TOURNAMENT MENU, select the "STOP" Icon. The STOP TOURNAMENT MENU
allows the operator to stop a tournament. Note: This Icon only appears if a Tournament was set-up and
is running (in place of the Start Icon).
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x Use the BLACK Button to [ SELECT ] to confirm. Press the BLACK Button again to continue.
The STOP TOURNAMENT MENU is exited and returns to the TOURNAMENT MENU.
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To initiate, from the TOURNAMENT MENU, select the "DATA" Icon. If no data is available, the display will
indicate NO PREVIOUS DATA. Press the GREEN Button to escape [ BACK ] to the TOURNAMENT
MENU.
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To initiate, from the TOURNAMENT MENU, select the "AUD" Icon. The Dot Matrix Display will indicate
the audit number (in this group), audit name and the audit total or value. The current audit will remain on
the display until the next audit is viewed or when this sub-menu is exited.
01 TOTAL PLAYS : Total number of Regular and Tournament Games played while a Tournament is in progress.
This total is derived by adding the below Tournament Audit 02 with Regular Plays.
02 TOURNAMENT PLAYS : Total number of Tournament Games played while a Tournament is in progress.
03 TOTAL QUALIFYING PLAYS : Total number of times a player qualified (invited to enter name).
04 TOTAL GAME EARNINGS : Total Gross Earnings accepted, while a Tournament is active (in progress).
05 TOTAL TOUR. EARNINGS : Tournament Earnings (Audit 04 less Reg. Game Earnings) while a Tournament is in progress.
06 JACKPOT (PRIZE POOL TOTAL) : Total Prize Pool (Jackpot) Amount to be paid out while a Tournament is in progress.
07 NET EARNINGS : Provides the total Net Earnings (Gross Earnings less Prize Pool) while a Tournament is active (in progress).
08 ACCUM. TOTAL PLAYS : Accumulative total amount of Regular & Tourn .Games played since the first Tournament was played.
09 ACCUM. TOUR. PLAYS : Accumulative total amount of Tournament Games played since the first Tournament was played.
10 ACCUM. QUALIFYING PLAYS : Accumulative total number of times a player qualified (invited to enter name).
11 ACCUM. EARNINGS : Total Gross Earnings accepted, since the first Tournament was played.
12 ACCUM. TOUR EARNINGS : Accumulative total Tournament Game Earnings since the first Tournament was played.
13 ACCUM. JACKPOT : Accumulative total of Prize Pool (Jackpot) Amounts paid out since the 1st Tourn. was played.
14 # TOURNAMENTS : Number of Tournaments (not individual Tournament Games) since the first Tournament was played.
6,*1 0 (66$*(6 $²%
To initiate, from the TOURNAMENT MENU, select the "A-B TEXT" Icon. At time of print, menu
non-functional. If made available in future code updates, this menu will allow the operator to display
"Location" and "Prize" Messages. Follow the on-screen prompts to complete [ END ].
Remember, use the GREEN Button to go [ BACK ], exit or escape, the RED Buttons to [ < / – ] MOVE LEFT /
CHOOSE NEXT [ + / > ] MOVE RIGHT / CHOOSE PREVIOUS, and the BLACK Button to [ SELECT ] as ’OK’.
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Z Cabinet Inside Views Z Cabinet Parts & Switches Table
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Z Metal Posts & Fin Shank Screw Drawings Z Metal Posts Table Z Fin Shank Screws Table Z Playfield Location Drawing
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Z Nylon Stop Nuts Table Z Keps Nuts Table Z Hex Nuts Table Z T-Nuts Table Z Flange Nuts Table Z Pal Nuts Table
Z Wing Nuts Table
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Z Hex Spacers Drawings Z Hex Spacers Table Z Playfield Location Drawing
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Z Rubber Parts Drawings Z Rubber Bumper Pads Table Z Rubber Bumper Post Sleeves Table Z Rubber Rings Table
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Z Bulbs & Socket Drawings Z Bulbs (#44 / LED & #455) Table Z Small Bayonet Sockets Table
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28 5 28
17 18 19 21
27
12 13
6 7
14
6
USB
Port 30
t Coin
Battery 7A
20
7B 37
Boot :
EPROM
27 27
I/O Power Driver PCB CPU/Sound PCB
9 8R
8L 9
Item 4 is secured
over Item 3
11
1 3
27 2
25 41 4
40 32-38 40
Nr. BACKBOX PARTS QTY. SPI PART Nr. Nr. BACKBOX PARTS QTY. SPI PART Nr.
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1 Backbox Batman (No Parts) 1 525-5631-17-A3 Starter - Fluorescent (FS2 Light) 1 165-5011-01
Item 1 Note: Chrome T-Molding is installed and cannot be ordered separately. 11 Starter Base (with leads) [on Item 8L]
Fuse Description (820-6384-00) and High Voltage Caution (uL) (820-6082-01 & -02) Decals. 1 077-5213-00
Item 11 is secured to Item 8L by: #4-40 X 1/2" PPH MS (Sems) Zc. (Qty. 2) (237-5813-00)
2 PCB Metal Mounting Plate [Display] 1 535-9769-00 Ballast Mounting Plate
Display Power Supply PCB
12 1 535-8657-00
3 1 520-5138-00 13 Ballast CU452-W 1/2" Core 120v 60 Hz 13W 1 010-5015-00
Item 3 is secured to @ bottom by: #8-32 X 3/8" SHWH Swg. (Zinc) (Qty. 2) (237-5975-00)
Items 12 & 13 are secured to Item 1 by: #8 X 1/2" SHWH AB (Zinc) (Qty. 2) (234-5101-00)
4 Plastic Cover [DANGER HIGH VOLTAGE] 1 830-6053-00 >>> CAUTION - VERY HOT" Decal (820-6266-00)
Items 3 & 4 are secured to @ top by: 1-1/4" X 3/8" Plastic Spacer Gray (Qty. 2) EU / UK Only : Ballast, 5/8" Core 50/60 Hz (010-5015-01)
(254-5000-05) and #8-32 X 1-3/4" SHWH Ser. (Zinc) (Qty. 2) (237-5975-28)
14 Ground Strap (5") 1 600-5006-05
5 PCB Metal Mounting Plate [I/O+CPU] 1 535-9664-00 15* Roto Lock Male (on Cabinet) 1 355-5006-01
Items 2 & 5 are secured to Item 1 by: #8 X 1/2" SHWH AB (Zinc) (Qty. 1/hole)
(234-5101-00) and #10 Washer 7/32" I.D. X .5" O.D. X 1/16" Thick (Qty. 1/hole) (242-5003-00) 16 Roto Lock Female (R2-0002-02) 1 355-5006-02
Note: Where a Wire Clamp (Item 27) is mounted, a #10 Washer is not required. Item 16 is secured by: #10-24 X 1-3/4" CBSN (231-5022-00), #10-24 Keps Nut (Qty. 2)
(240-5207-00), #10-24 X 2" CBSN (231-5045-00) and
6 I/O Power Driver PCB [S.A.M. Sys.] 1 520-5249-00 #10 Washer 7/32" I.D. X .5" O.D. X 1/16" (Qty. 5) (242-5003-00); See opposite next page.
7 CPU/Sound PCB [S.A.M. System] 1 520-5246-00 17 Lock Mounting Plate 1 535-0072-00
7A: 8MB EPROM #M27C801-100F1 (960-5016-00)
Ordering Note: Programmed EPROM (965-BOOT-SAM) 18 Lock 5/8" Barrel, 3/4"ø, 1.5" Flat Cam 1 355-5055-00
7B: Coin Cell Battery (CR2430 3V) (000-0644-01) Items 17 & 18 are secured by: #8 X 1/2" TP Torx T20 Black (Qty. 2) (237-6173-05)
For USB Memory Stick Information, see Item 30 on the next page. Back Vent Grill 2-1/2" X 18"
Items 6 & 7 are secured to Item 5 by: #8-32 X 3/8" SHWH Swage (Zinc) (Qty. 10)
19 1 545-5072-02
(237-5975-00) and 1/4" Slf. Rtn. Spacer White (Qty. 5 [ I/O ] / Qty. 4 [ CPU ]) (254-5007-05) 20 Ribbon Cable, 20-Pin (3.5") 1 036-5000-350
Item 20 connects the I/O Pwr. Drvr. PCB to the CPU/Sound PCB; For 14-Pin see next page.
8L Fluorescent Light Bracket (Left Style) 1 535-7739-00 Button Hole Plug (Blk) (Happ #52-6214-00)
8R Fluorescent Light Brckt. (Right Style) 1 535-7739-01 21 1 500-6566-00
Item 21 plugs the Access Hole required if using optional BETAbrite Sign or Data cables.
Items 8L & 8R are secured to Item 1 by: #10-24 X 1-1/4" Carriage Bolt Square Neck
(Qty. 2/per) (231-5012-00), #10-24 Keps Nut (Qty. 2/per) (240-5207-00) and 22 Header Sign TOURNAMENT PINBALL 1 545-6133-00
3/4" X 3" Reinforced Strapping Tape (Qty. 1, sold in 12" length only) (626-5040-00)
Fluorescent Lamp Holder (Socket)
23 Friction Hinge (Black) behind 56 2 390-5053-00
9 2 077-5214-01 24 Block / Sign & Hinge Stop (Black) 2 545-6174-00
Item 9 is secured to Items 8L and 8R by: #6-32 X 5/8" PPH MS (Sems) Zinc (Qty. 1/per)
(232-5203-00) Lock-In Fluor. Bulb with Yellow Socket Clip (Qty. 1/per) (545-6271-00) Item 22 is sandwiched between Items 23 & 24 through 2 holes on each side. Item 23
is secured to Item 1 by: #8-32 X 3/8" PPH MS Ext. Sems (Zinc) (Qty. 2/per) (232-5301-00)
10 Fluorescent Tube 24" (F20T9CW) 1 165-5061-00 and Item 24 to Items 22-23 by: #8 X 5/8" PPH AB Black (Qty. 2/per) (232-5101-01)
PARTS TABLE & VIEWS CONTINUED ON THE NEXT PAGE. :
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42
36
Qty. 2
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1
31
16 16
Qty. 2 35
29L
)URQW9LHZ 29R 29R
(Broken View)
For Securing Hardware, see the Parts Table below, under the Item desired.
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41 38 37 39
39 41
42 36 42
40 40
6LGH9LHZ 35 32 34 35 31
Nr. BACKBOX PARTS QTY. SPI PART Nr. Nr. SPEAKER PANEL PARTS QTY. SPI PART Nr.
9 PARTS TABLE & VIEWS CONTINUED FROM THE PREVIOUS PAGE. 31 Speaker Panel (Black Wood) 1 525-5515-00
25 Braided Wire (1-1/2 Feet) 1 600-5001-00 32 Plastic Shield (Display Front Cover) 1 545-5884-00
Item 25 is secured by: Staple 5/16" (Qty. 23) (631-5000-00) Item 33 is secured to inside Item 31 by: #6 X 3/8" SHWH AB (Zinc) (Qty. 8) (234-5000-00)
26* Zip Cable Tie (Screw Down Style) 2 040-5005-00 33* Foam 3/16" Thick X 1/4" Wide X 12" 3 626-5026-00
Item 26 is secured @ inside bot. by: #8 X 1/2" SHWH AB (Zinc) (Qty. 1/per) (234-5101-00) Above Item 33 is self-adhesive. Located between Items 32-34. Sold in 12" Lengths only.
27 Clamps [Multiple Sizes] 15 040-5000-XX 128 X 32 Dot Matrix Display PCB 1 520-5052-00
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Item 27 secured by: #8 X 1/2" SHWH AB (Zinc) (Qty. 1/per) (234-5101-00) For the
following sizes, replace -XX with: .1/4" Double = -23 (Qty. 5); 1/2" Single = -06 (Qty. 3); 34 // EURO ONLY RoHS // 128 X 32 DM Pin-LED PCB 520-5052-04
3/4" Single = -08 (Qty. 4); 1" Single = -09 (Qty. 1); 1-1/4" Double = -30 (Qty. 1) // EURO ONLY RoHS // Dot Matrix Pin-LED Bezel 545-6281-00
28 Foam 3/16" Thick X 1/4" Wide X 12" 3 626-5026-00 Item 34 is secured to Item 35 by (at corners): 3/16" X 3/8" Spacer Gray (Qty. 4)
(254-5000-18) and #6-32 X 1/2" SHWH Swage (Serr) Zinc (Qty. 4) (237-5976-03)
Above Item 28 is self-adhesive. 17.5" strip on each side. Sold in 12" Lengths only.
35 Dot Matrix Display Mounting Bracket 2 535-8368-01
29L Pivot Hinge (Left Style) 1 535-7999-00 Item 35 is secured to Item 31 by: #8 X 1/2" SHWH AB (Zinc) (Qty. 4/per) (234-5101-00)
29R Pivot Hinge (Right Style) 1 535-7999-01 Plastic Shield (Display Back Cover)
Items 29L-29R are secured to Backbox by: 1/4"-20 X 1-1/4" C.B. Sq. Neck (Qty. 4) 36 1 830-6040-00
(231-5003-00) and 1/4"-20 Flange Nut (Qty. 4) (240-5300-00) Item 36 is secured to Item 34 by: 1/2" X 1/4" Hex Spacer #6-32 Tap (Qty. 4)
Items 29L-29R are secured to Cabinet by: Spacer Hex Nut 1/2" O.D. - 1/4-20 X 1/2" TD (254-5008-03), 3/4" X 1/4" Hex Spacer #6-32 Tap (Qty. 2) (254-5008-04), #6-32 X 1/4" PPH
(Black) (Qty. 1/per) (254-5042-00), Nylon Spacer (Black) (Qty. 1/per) (242-5084-00), MS (Sems) Zinc (Qty. 2) (232-5200-00) and #6-32 X 3/8" PPH (Qty. 6) (232-5201-00)
1/4-20 X 1/2" Carriage Bolt Square Neck (Black) (Qty. 1/per) (231-5072-00) and Ribbon Cable, 14-Pin (33")
Washer 1" O.D. X 1/2" I.D. X 1/16" (Black) (Qty. 1/per side, only if required) (242-5087-00)
37 1 036-5260-33
Memory Stick USB 1.1+ [Generic] 64MB // EURO ONLY RoHS // LED Ribbon Cable Filter PCB 520-5259-00
30* 970-0064-00 Item 37 (14-Pin) connects the 128 X 32 Dot Matrix Display PCB to the CPU/Sound PCB.
Memory Stick USB 1.1+ [Generic] 128MB 970-0128-00
Item 30 was not included with your game. Read the inside cover or go on-line for more info.
Display Cable (Wiring Harness) 1 036-5454-01
38 // EURO ONLY RoHS // LED Display Adapter Harness
To order with the latest game code copied onto it, add -A3 to the Part Nr. (970-0128-00-A3). 036-5520-00
Speaker (Shld.) 4" 8: #MG ELE 4060SH 2
File(s) can be downloaded from our website (Files are 25MB or larger, DSL or Fast Modem
recommended). Not all manufacturers of Memory Sticks are compatible with our system. 39 031-5004-02
Test it out, if it doesn’t work properly, return your purchase and order the memory stick
40 Speaker Grill (Chrome w/no Artwork) 2 535-8081-04
through you local pinball distributor (Stern Pinball Memory Sticks guaranteed compatible).
Items 39-40 are secured by: #8 X 1/2" SHWH AB (Black) (Qty. 4/per) (234-5101-01)
(ASM. REF. 505-6002-A3-A3, Items 1-42 Only, [29-30 not included in assembly])
41 Ground Strap (25") [ 2 per : Items 35 & 39 ] 4 600-5006-25
7DNH1RWH 42 Speaker Panel Hook Bracket 2 535-7009-02
Item 42 is secured by: #8 X 1/2" SHWH AB (Zinc) (Qty. 2/per) (234-5101-00)
* An asterisk ( * ) indicates item(s) are not noted in the pictorials. (ASM. REF. 515-6888-05, Items 31-42 Only [includes wiring])
Nr. BACKGLASS PARTS QTY. SPI PART Nr. Nr. BACKGLASS PARTS QTY. SPI PART Nr.
i* Glass (Tempered) 25.906" X 19.187" X .125" 1 660-5038-02 iv* Bottom Plastic Lift Channel - 26" 1 545-6313-01
ii* Batman Film Art (#A3) 1 830-52A3-00 v* Plastic Edging (Left/Right) - 18-1/8" 2 545-5018-14
Top Plastic Channel - 26" Items i-v are secured to Item i by: 3M Tape (Double-Sided), 12" (Qty. 1) (626-5080-00)
iii* 1 545-5018-15 Note: Only 6" required, sold in 12" lengths only.
(ASM. REF. 515-5450-00-A3 , Items i-v)
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15
Qty. 2
7
13
View of the back of the Cabinet with the Backbox in the down position.
9R
5 8
Qty. 2
3S 12
10 5
17 16 24 Qty. 2
1
4T
18
30G
Item 30E
(Power On/Off Switch)
is located under the Cabinet 30F
(Front Right) directly below the
Power Box (in the Cabinet). 17
30D
Qty. 4
Item 2 Ordering Note: 7DNH1RWH
2 Leg comes with Leveler.
21 * An asterisk ( * ) indicates item(s)
Leveler can be purchased
separately. Leg cannot be are not noted in the pictorials.
ordered WITHOUT Leveler
(see Parts Table below, Item 2). 18
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Nr. CAB. PARTS & SWITCHES QTY. SPI PART Nr. Nr. CAB. PARTS & SWITCHES QTY. SPI PART Nr.
1 Screened Cabinet Batman (No Parts) 525-5395-15P-A3 7 Rear Glass Channel 20-3/8" Length 1 545-5038-00
2 Black Leg with Leveler Asm. 4 500-5921-50 8 Plastic Channel 42-5/8" Lg. (Left/Rt.) 2 545-5017-00
Item 2 is secured by: Leg Bolt Back Plate (535-5703-00) and Leg Bolt 3/8" X 16 X 2-1/2"
Hex 5/8" Hd. (2/per) (231-5001-01) Leg Leveler ONLY (3/8"-16 X 3") (500-5017-00). 9L Side Armor (Left) with Button Guard 1 535-9596-00
9R Side Armor (Right) with Button Guard 1 535-9596-01
3S Start Button (Green Round) with Sw. + Lamp 1 500-6388-44-TL Items 9L & 9R are secured @ front & side by: Pem Stud 1/4 X 1" Flange Head Black
4T Tournament Button (Yel. Sq.), w/Sw. + Lamp 1 500-6587-06-TL Tamper (Qty. 1/per) (237-6116-01), 1/4-20 Flange Nut (Qty. 1/per) (240-5300-00) and #8 X 1/2" T20
Proof Black (Qty. 5/per) (237-6173-05); @ rear (backbox) by: #10-24 X 1" Sq. Neck
Item 3S & 4T includes the Switch & Lamp (No Wiring; desolder old wiring where
required). Switch or Bulb replacement: ! "
TWIST LOCK (-TL) >> not snap-in << Carrg. Bolt Black (Qty. 1/per) (231-5021-00) and #10-24 Hex Nut (Qty. 1/per) (240-5202-00)
Assembly Parts Included : Microswitch (180-5174-00); #555 Wedge Base Clear Bulb Front Molding (Black) < NO BUTTON HOLE >
(165-5002-00); If 4T is not desired, use optional Button Plug Black (500-6566-00). 10 1 500-6882-02-00
Requires 3-Lug Terminal Strip (055-5204-03) and Diodes, 1N4004 (Qty. 2) (112-5003-00) Item 10 includes: Self-Adhesive Foam Rubber 3/8" X 3/16" X 20-3/8" (3’) (626-5001-00)
inside cabinet under button(s) for Lamp Operation (Diode for Switch, located on Switch.) Items 10 works with Item 22 (next page) ONLY.
Flipper Button (Red) Assembly (No Switch) 11 Playfield Glass (Tempered) 21" X 43" X 3/16" 1 660-5001-00
5 2 500-5026-32
Item 5 is secured by: Pal Nut for Flipper Button (Metal) (Qty. 2/per) (240-5003-01) 12 Hex Key Allen Wrench 5/16" 1 777-0001-00
Pal Nut inside cabinet secured by: #8 X 1/2" SHWH AB (Zinc) (Qty. 1/per) (234-5101-00) Corrugated Tubing Black 1"ø X 2.6’ Lg.
and Washer (Zinc), .187" ID X .875" OD X .048" Thick (Qty. 1/per) (242-5059-00) 13 1 605-5008-03
Above Item 13 covers the Cable Wiring Harnesses going into the Backbox from the Cabinet.
6S Flipper Switch Single Assembly 2 500-6889-01
Assembly Parts Included : Flipper Switch Stack Single (Paliney Contact) (180-5160-01) 14 Roto Lock Male (R2-0055-02) 1 355-5006-01
and Capacitor - Ceramic .05 Mfd 25 volt (130-5001-00) Item 14 is secured by: #10-24 X 1-3/4" Carriage Bolt Square Neck (Qty. 2) (231-5022-00),
Item 6S/6D are secured to Cab. by: #6 X 1-1/4 SHWH AB (Zinc) (Qty. 2/per) (237-5959-00) #10-24 Nylon Stop Nut (Qty. 2) (240-5206-00) and
#10 Washer, 7/32" ID X 1/2" OD X 1/16" Thick (Qty. 2) (242-5003-00)
6D Flipper Switch Double Assembly 0 500-6890-01 15 Roto Lock Female (on Backbox) 1 355-5006-02
Assembly Parts Included : Flipper Switch Stack Double (Paliney Contact) (180-5164-01)
and Capacitor - Ceramic .05 Mfd 25 volt (130-5001-00) 16 Ball Shooter (Plunger) Assembly 1 500-6146-00-04
Item 6S/6D are secured to Cab. by: #6 X 1-1/4 SHWH AB (Zinc) (Qty. 2/per) (237-5959-00) FOR A BREAKDOWN OF PARTS SEE: Sec. 4, Chp. 2, Drawings for ... Assemblies...
PARTS TABLE & VIEWS CONTINUED ON THE NEXT PAGE. :
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5 Door 5
Qty. 1 17 4T
per side
if used
6S 23 Qty. 2 6S Switch
4T (Lamp
inside)
Enlarged 19 Power
Interlock
Inside Switch
Cabinet Lamp Diodes on
View of
Items 5 & 6S, 1 Terminal Strip
below button(s).
Flipper Button
and Flipper Switch 20 20B-R-R-G 21 25
(Stack) Single Asm. Enlarged Inside Cabinet View
of Items 3S, 4T and 25 (25B, 25C,
25H & 25W), Plumb Bob Tilt Switch.
32 33
30 25C
34 25
31
30J Item 30D
(Power On/Off Switch) is located under the
30A 30i Cabinet (Front Right) directly below the
Qty. 11 Power Box (under the Cabinet).
35 25B
28 29
25H
Always keep your
Qty. 3 Service Game Manual
in the Game Cabinet
so you’ll always know
36 where it’s at!
30E
26R 26L
25C 25W
27
Thumb-Screw
included with
Plumb Bob only.
Enlarged Inside Cabinet View of
30F
Items 30: Power Box (30A), Service
Outlet (30E), Fuse (30i) and Fuse
Holder (30J).
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IInside Cabinet View without the Backbox or Playfield. square J
Legend Note: Items noted with a cyan
F
are Cabinet Parts. Items noted
with a white square are Switches.
Nr. CAB. PARTS & SWITCHES QTY. SPI PART Nr. Nr. CAB. PARTS & SWITCHES QTY. SPI PART Nr.
9 PARTS TABLE & VIEWS CONTINUED FROM THE PREVIOUS PAGE. 27 Transformer 5.7VAC (with Ballast Winding) 1 010-5012-01
17 Coin Door 2-Cht $V Up-Stk. 4-Button Bracket 1 501-5018-172 Item 27 is secured by: 1/4"-20 X 5/8" PPH MS (Zinc) (Qty. 4) (237-5854-00) and
Item 17 is secured by: 1/4"-20 X 1-1/4" Carriage Bolt Square Neck (Qty. 4) (231-5003-00) 1/4" Split Lock Washer (Qty. 4) (244-5000-00)
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1/4"-20 Flange Nut (Qty. 4) (240-5300-00) and Fend Washer 1/4" I.D. X 1" O.D. (Qty. 3) Woofer (Speaker) Grill 7" X 7"
28 1 545-5072-03
Woofer 8" ø Round 8010 4:
(242-5009-00) Note: For Coin Door other than USA call Technical Support for SPI Part Nr.
23 Lockdown Spring (connected to handle) 1 265-5008-00 31 Cash Box Plastic Bottom 1 545-5090-00
Item 23 is secured by: #8 X 1/2" SHWH AB (Zinc) (Qty. 1) (234-5101-00) 32 Cash Box Cover (Validator) 1 535-5013-03
and #10 Washer, 7/32" ID X 1/2" OD X 1/16" Thick (Qty. 1) (242-5003-00)
33 Cash Box Lock Bracket (U-Wire) 1 535-7562-00
24 Grills 2-1/2" X 18" (on Back & Bottom) 2 545-5072-02 Item 33 is secured by: #8 X 5/8" HWH AB (Green) (Qty. 2) (234-5102-04)
Plumb Bob Tilt Switch Indivual Parts Only Ind. Parts Only Large Hair-Pin Clip
25B: Bracket for Hanger Wire (535-5221-00)
34 1 535-7772-00
25 25C: Contact Wire Form (535-7563-01) 35 Clamps [Multiple Sizes] 12 040-5000-XX
SWITCH: 25H: Hanger Wire (535-5319-02) Item 35 is secured to Item 1 by: #8 X 1/2" SHWH AB (Zinc) (Qty. 1/per) (234-5101-00)
25W: Plumb Bob Weight (535-5029-00) (includes Thumb-Screw) For following sizes, replace -XX with: 3/4" Single = -08 (Qty. 9); 1-1/2" Single = -10 (Qty. 3)
Item 25B is secured to Cabinet by: #6 X 5/8" SHWH AB (Zinc) (Qty. 4) (234-5002-00)
36 Zip Cable Tie (Screw Down Style) 3 040-5005-00
26L Slide & Pivot Support Bracket (Left) 1 535-5989-00 Item 36 is secured by: #8 X 1/2" SHWH AB (Zinc) (Qty. 1/per) (234-5101-00)
26R Slide & Pivot Support Bracket (Right) 1 535-5990-00 37† Meter +12VDC with Bracket Optional opt. G-0053-013-102
Items 26L & 26R are secured by: #10-24 X 1-1/4" Carriage Bolt Square Neck Black † Meters (Diode included) are optional and were not included in this Pinball Machine. Order
(3/per) (231-5012-00) and #10-24 KEPS Nut (3/per) (240-5207-00) without the bracket use G-0053-013-102A. More information or Qs? Call Technical Support.
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19
18
Nr. THE PLAYFIELD QTY. SPI PART Nr. 18
Main P/F Screened w/ Inserts & NO Parts 1 830-5100-A3
P/F P/F Complete w/ Inserts & ALL Parts 1 505-6004-A3-A3 Ref.
Plastic
-07
Nr. MISC. PARTS (ABOVE) QTY. SPI PART Nr. 16
Pages
1 Arch (Black Metal) [ no Forks ] 1 535-8392-01 12 79 & 82
17 18 12
Item 1 is secured to Item 9 below by: #10-32 X 5/16" PFH U/C MS (Zinc) (Qty. 2)
(237-6013-00) Usage Note: When replacing the Arch, order new replacement Nelson 6 6
Protect Strips 7-5/8" (not included) (Qty. 2) (545-5212-04; use -02 for 8-9/16" size)
For Decals, see Playfield Top - Plastics Kit, Decals & Mylar Kits.
23 6
22 6
2 Inst. Card [Eng./Spanish] BATMAN 1 755-51A3-12-Y
Note : Visit www.sternpinball.com for a PDF copy of the Game Instruction Card which will
also have any translated Instruction Cards made for this game. Find Game Link or Archives. 5
Spanish 755-51A4-12-Y; German 755-51A4-03-Y; Italian 755-51A4-04-Y; French 755-51A4-05-Y.
2 3A 5
9
download other
download other coin
coin
card options,
card options, click
click 3B
www.sternpinball.com!
www.sternpinball.com!
4 Light Cover w/ tabs (Blue) 2 550-5031-05
Item 4 (on plastic) is secured by: #6-32 X 1/2" PPH Sems (Zc.) (Qty. 2/per) (232-5202-00)
and #6-32 Nylon Stop Nut (Qty. 2) (240-5005-00) Nr. MISC. MOLDED PARTS QTY. SPI PART Nr.
Light Reflector (Silver Plst.) REF540N 20 Batman Figurine (Modified) 1 880-5105-02-01
5 8 545-5409-01 Item 20 is secured to Item 15 by: #6 X 3/8" PPH AB (Zinc) (Qty. 2) (232-5000-00),
Ordering Note : #555 Wedge Base Bulb (165-5002-00) (Qty. 1/per); 4" Cable Tie (Qty. 2) (040-5001-00B) and #6-32 Nylon Stop Nut (Qty. 1) (240-5005-00)
Wedge Base Socket (Laydown) (077-5026-01) (Qty. 1/per) (views on Page 62)
Light Hood (Red) [@ Top Lanes] 21 Scarecrow Figurine (Modified) 1 880-5105-01-01
6 4 550-5061-02 Joker Figurine (Modified)
Item 6 is secured by: #6 X 1-3/4" PPH MS (Zinc) (Qty. 2/per) and #6-32 T-Nut (Qty. 2/per) 22 1 880-5105-03-01
(240-5002-00); Rubber Ring (Black) 3/16" I.D. (Qty. 1/per) (545-5348-01); Rubber Ring For more details, see Section 4, Chapter 2, Driver Disc Asm., Page 78 (Blue Pages).
(Black) 5/16" I.D. (Qty. 1/per) (545-5348-02)
23 Batmobile 1 880-5105-04
7 Bubble Level Assembly 1 500-6815-00 For more details, see Sec. 4, Chapter 2, Batmobile Ramp Asm., Pages 80-81 (Blue Pages).
Assembly Parts Included : Level .8mm Empire #0224 (545-6001-01) or Level Mount
(545-6068-00). Flange secured by: #6-32 X 1/4" PPH MS (no Sems) Zinc (237-5500-00)
and #6-32 Keps Nut (240-5008-00) Item 7 is secured to the Wood Rail by: 5 Qty. 2 5
#6 X 1-3/4" PPH AB (Zinc) (Qty. 2) (232-5009-00) 13
8 Pinball (Steel) 1-1/16" ø 4 260-5000-00 BLUE
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4 4
Nr. MISC. BRACKETS (ABOVE) QTY. SPI PART Nr.
9 Shooter Ramp (Shooter Lane) 1 535-0251-00
Item 9 is secured to the Playfield (P/F) by: ##4 X 1/2" PFH (Zinc) (Qty. 2) (237-5840-00)
10 Bracket, Playfield Hanger 2 535-8385-00 7
Item 10 is secured to the Playfield (P/F) by: #8-32 X 7/8" Unslotted HWH MS Zinc
(Qty. 2/per) (237-5890-00) and #8-32 T-Nut (Qty. 2/per) (240-5101-00)
JFare
1 535-5307-07 Legend Note:
18 Bracket, 1-Way Gate 2 535-9079-00 Items noted with a white square are Misc. Parts (Above).
Wire Form for 18 (gate left, Plastic #17) Items noted with a cyan square Misc. Brackets (Above).
1 535-9553-00
Wire Form for 18, I.D. 1.5" X O.D. 2.25" X .75" 1 535-5307-02
19 Bracket (w/Spring Flap) 1-Way Gate 1 510-5072-00 2SWLRQDO .LWV DYDLODEOH WKURXJK \RXU 'LVWULEXWRU
Wire Form for 19 (see drawing on P/F) 1 535-0235-00 3LQEDOO /RFDWLRQ 0DLQWHQDQFH 6WDQGDUG .LW $
Kit includes : 8 oz. Novus Wax #2 Fine (Red) (675-0003-01), Cloth, Rubber Rings (used
above playfield), Bulbs (Bulb quantities vary and is limited to 25 per type), Fuses (1/per type)
and 4 Pinballs. Note: Quanties, sizes and contents subject to change without notice.
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Nr. THE PLAYFIELD QTY. SPI PART Nr.
Main P/F Screened w/ Inserts & NO Parts 1 830-5100-A3
P/F P/F Complete w/ Inserts & ALL Parts 1 505-6004-A3-A3
6 6 Page
65
Nr. MISC. PARTS (BELOW) QTY. SPI PART Nr.
Page 1 Insulation Fiche Paper (under Lower Flippers) 2 545-5721-00
66 Page
67 2J Relay + Conn. Asm. (Q26/30) Joker 1 511-5159-00
2S Relay + Conn. Asm. (Q28/31) Scarerow 1 511-5159-01
Item 2 is secured by: #6 X 1/2" SHWH AB (Zinc) Red (Qty. 2/per) (234-5001-02)
For more details on Item 4, see Sec. 5, Chapter 1, Backbox Wiring, Page 99.
1 3 3 Individual Part Reference Only: Relay Picker #PC113-2C-C1-24D-LD-X (190-5004-00)
10 1 Page
64 3A 250v Slo-Blo Fuse 3 200-5000-08
3 Fuse Clip Holder (Socket) 3 205-5000-01
Page Item 3 is secured by: #6 X 1/2" PPH AB (Qty. 1/per) (237-5805-00)
Page 68 Note: Item 3, Fuse Clip Holder (Socket) 205-5000-01 is part of a set of 12 (205-5000-12).
68 You can order them as individuals (...-01) or a set of 12 (...-12).
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Pages
72–73 Page
69
4A
Pages 4C
74–77
10
2J Page 10
7 71 7
10 10 4A 10
9 9
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* An asterisk ( * ) indicates item(s) are not noted in the pictorials.
Legend Note:
J are Miscellaneous Parts (Below).
Items noted with a black square
Items noted with a green square J are Misc. Brackets (Below).
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Deluxe Kit includes : Pinball Location Maintenance Standard Kit as described plus a
quanity of Flipper Rebuild Kits. Note: Quantity varies which equals the same quantity of
flippers used in this game. 9 THIS GAME KIT INCLUDES (2) FLIPPER REBUILD KITS 9
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Nr. SWITCHES QTY. SPI PART Nr. A-35
R/U Gate Asm. (Right Loop) 1 Ind. Parts Only F&G
Individual Parts Only : Switch (180-5087-00), Switch Body Protect Plate
(535-6539-00), Diode 1N4004 (112-5003-00), #2-56 X 1/2" Uns. Serr. HWH #4 E-64 A-41
A-41 Head TR3 Black (Qty. 2/per) (237-5937-02), Gate Bracket for A-41 (535-7756-02)
and Wire Form (.75" Bottom) for A-41 (535-7755-01)
(ASM. REF. ONLY 515-6556-03) H J-53 J-54
R/U Gate Asm. (Left Loop) 1 Ind. Parts Only
Individual Parts Only : Switch (180-5087-00), Switch Body Protect Plate
(535-6539-00), Diode 1N4004 (112-5003-00), #2-56 X 1/2" Uns. Serr. HWH #4
A-35 Head TR3 Black (Qty. 2/per) (237-5937-02), Gate Bracket for A-35 (535-7756-01)
and Wire Form (.63" Bottom) for A-35 (535-7755-02)
(ASM. REF. ONLY 515-6556-04)
B-13 J-55 J-63
A-# Switch (for Wire Gates) 2 180-5087-00
Switch Matrix Numbers 35 & 41
A-35 C-34
C-39
A-41 535-7756-01
Bracket Shown
Switch
------------------------------
535-7756-02
i-14
Bracket Not Shown
is ’reversed’ STAND-UP
TARGET B-42
BELOW
A-35 CRANE
A-41
Bottom Width
535-7755-02 = .63" Switch
Bottom Width
535-7755-01 = .75"
D-47
Bracket
Roll-Under Gate : C-34
Mounting Bracket
535-7756-01
Wire See Parts Table (C-34) for
5HDU 8QGHUVLGH 9LHZ Form
Individual Spinner Parts.
(535-0236-00), #6-32 X 1/4" PPH (Qty. 2) (232-5200-00) and Spinner Target for
C-34 (515-7088-00). Spinner Decals are included in Decal Kit (802-5000-A3).
Spinner (Enter/Exit Bumper Area) 1 Ind. Parts Only
Individual Parts Only : Switch (180-5010-04), Switch Body Protect Plate
(535-6539-00), Diode 1N4004 (112-5003-00), #2-56 X 1/2" Uns. Serr. HWH #4
C-39 Head TR3 Black (Qty. 2/per) (237-5937-02), Spinner Bracket for C-39 is part or
flat rail (535-0162-00) and Spinner Narrow Target for C-39 (515-7088-00).
Spinner Decals are included in Decal Kit (802-5000-A3).
H[DPSOH
"A-#" means, it is Item Number A-# in the Part Table. The "-#"
indicates more than 1 switch is present. So it is replaced with the
Switch’s "Switch Matrix Number" (e.g. A-48, Item A Switch and
one of the Switches referenced is from Switch Matrix Number 48).
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Nr. SWITCHES QTY. SPI PART Nr.
K-23 Switch (Shooter Lane) 1 180-5157-00
Associated Part Not Included : Switch Mounting Bracket (535-6173-00)
Bracket secured to Playfield by: #6 X 1/2" SHWH AB (Zinc) (Qty. 2) (234-5001-02)
(N) 4-Ball Also see Section 4, Chapter 2, (Blue Pages): Shooter Lane Switch Assembly, Page 64.
Trough L-46 Sw. (Ball Lock Lane) Bracket Differs 1 180-5157-00
(Aa/b) 4- Associated Part Not Included : Switch Mounting Bracket (535-6173-01)
Bracket secured to Playfield by: #6 X 1/2" SHWH AB (Zinc) (Qty. 2) (234-5001-02)
Ball Trough
M-# Sw., Roll-Over Std. Force (Right Mount Style) 8 500-6227-04
(O) Lt. & Rt. (K) Shooter Bracket secured to Playfield by: #6 X 1/2" SHWH AB (Zinc) (Qty. 2/per) (234-5001-02)
Flippers Switch Matrix Numbers See Switch Matrix on DR. 4
(Y) Rachel W-# Sw. & Target Riveted Asm. 1" X 1-1/2" (Green) 3 515-7640-04
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Target Asm. Parts Included : Stack Sw. (180-5207-00) and 1-1/2" Rect. Target Blue
(W) In Front (P) Pop (545-5145-04); Use 500-7063-04 to include : Bracket, Switch Mounting (535-6896-00),
of Joker Bumpers Anti-Loft Switch Back Plate (535-9823-01) & Silicone Foam Pad 3/16" (626-5078-00).
Switch Matrix Numbers 36, 37 & 48
X-# Sw. & Target Riveted Asm. 1" X 1-1/2" (Blue) 6 515-7640-05
Asm. Parts Included : Stack Sw. (180-5207-00) and 1-1/2" Rect. Target Blue
(M) Roll- (545-5145-05); Use 500-7063-05 to include : Bracket, Switch Mounting (535-6896-00),
Anti-Loft Switch Back Plate (535-9823-01) & Silicone Foam Pad 3/16" (626-5078-00).
Over Sws.
Switch Matrix Numbers 1, 2, 3, 4, 5 & 6
Y-# Switch & Target Riveted Asm. 1" Sq. (White) 2 515-7568-08
Asm. Parts Included : Stack Sw. (180-5207-00) & 1" Square Target White (545-5470-08);
Use 500-6984-08 to include : Bracket, Switch Mounting (535-6896-00), Anti-Loft Switch
(S) Eject Back Plate (535-9823-01) & Silicone Foam Pad 3/16" (626-5078-00).
Switch Matrix Numbers 38 & 49
V – Y Plastic Targets are rivted with : Rivet 1/8" ø X 3/16" (Qty. 1/per) (249-5001-00) and
Washer 9/64" I.D. X 5/16" O.D. X .048" Thick (Zinc) (Qty. 1/per) (242-5017-00) and require
Diode, 1N4004 (112-5003-00)
If only 1 switch type for the item exists, the Switch Number will be
listed with the Item Number (e.g. D-23, Item D Switch and the Switch
Matrix Number is 23).
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DQG:LUH)RUPVJ Upr.
P/F
Nr. FLAT RAILS QTY. SPI PART Nr. under BG-1
FR1 Flat Rail (Left Side & Top) 1 535-0147-00 Upr. BG-5
FR2 Flat Rail (Right Side) 1 535-0148-00 WF-2 P/F
FR3 Flat Rail (#6) 1 535-0161-00
FR4 Flat Rail (#7) 1 535-0162-00
FR5 Flat Rail (#8) 1 535-0213-00 WF-4
FR6 Ball Guide (Upper Playfield) 1 535-0229-00
FR7 Flat Rail (under Bottom Arch) 1 535-8393-00
Item FR7 is secured by: T (Qty. 4) BG-2
FR-3 FR-4
Nr. WOOD RAILS QTY. SPI PART Nr.
WR1 Wood Rail (Right), w/ B-Level Holes 1 525-5160-59
WR2 Wood Rail, 38" (Left Side) 1 525-5007-03 FR-1
Items WR1–WR3 are secured by: #6-32 X 1-3/4" PPH MS (Zinc) (Qty. 16) (237-5804-00) BG-3
FR-4
254-5008-05
Hex Spacer, 7/8"
FR-5
F
Playfield Legend Note: opposite direction. Take Note before
J J
Items noted with a white square are Flat Rails. disassembling. To order assembled with wiring,
Items noted with a magenta square are Wood Rails. use 511-5033-01-A3. For an exploded view,
Items noted with a red square
Items noted with a cyan square J
are Ball Guides (Snubber Wires)
are Wire Forms.
see the Mini-Playfield on Pages 78-79.
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803-5000-A3 Kit #1 (Plastics*) includes: 803-5001-A3 Kit #2 (Plastics*) includes:
Plastic Sets (830-6072-XX & 830-6090-00); Mini-Upper Playfield Plastic Only (830-6086-01)
Upper Track Pivot Ramp (830-6091-00), Ramp Cover
(830-6092-24) and Reveal Roof (830-6088-00) 802-5000-A3 Kit (Decals) includes:
Decal Set (820-6409-XX)
-
**
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** 802-5001-A3 Kit (Mylar) includes:
Ball Drop (820-5815-00), Bumper Area (820-6420-00)
and Full Optional Mylar (820-5999-A3)
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#6-32 Thread
#6-32 Thread
#8-32 Thread
Front View Side View
† The item type (size / description), the quantity and/or location used, are subject to change without notice. Service Bulletins will anounce any changes, if warranted.
1 2 3 5 6 7 8A 8B
4
#10-32 Thread
#10-32 Thread
#10-32 Thread
#8-32 Thread
#6-32 Thread
#6-32 Thread
Item 4 Post can use 5/16" I.D. Black Ring, Items 6-8 Posts can use 7/16" O.D. Black Ring,
545-5348-02 or White Ring 545-5348-52. 545-5348-17 or White Ring, 545-5348-67.
Items A & B Note: Typically used to secure Hex Spacers onto the
Items 11-16 & 18 Posts can use a Black A&B Playfield Wood or Back Panel.
Bumper Post Sleeve (Tall)
require a Bumper Post Sleeve. Item D Note: Quantity 3/per on the Coil
------------------------------------------------- D Bracket Welded Assembly (515-5939-00)
Items 12-15 & 18 Posts are typically secured in the Bumper Bottom Assembly (515-6459-04).
by a #10-32 Nylon Stop Nut, 240-5203-00 and
#10 Washer, 242-5010-00 (Item 11 Post use a
#6-32 Thread
#6-32 Thread
#6-32 Thread
#6-32 Thread
#8-32 Nylon Stop Nut, 240-5102-00; Item 16
Post use a #8-32 T-Nut, 240-5101-00).
F
Items noted with a white square wood hole.
are Metal Posts. Items noted
with a black square are Fin J A B C D
Shank Screws.
#8-32
#6-32 Thread
#8-32 Thread
#6-32 Thread
Tap
#6-32 #8-32
Tap Tap #6-32
#6-32 No Tap
Tap Tap
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18
10 11 12 13 14 15 16 17
#10-32 Thread
#10-32 Thread
#6-32 Thread
#8-32 Thread
#8-32 Thread
#10-32 Thread
#10-32 Thread
#10-32 Thread
#10-32 Thread
Nr. METAL POSTS QTY. SPI PART Nr. Nr. METAL POSTS QTY. SPI PART Nr.
1 Post [Fasten] #6-32 Thread // Wood Scr. 6 530-5010-02 12 Post [Hex Base] NO TAP // 10-32 Thread 530-5332-00
2 Post [Fasten] #6-32 Thread // #6-32 Thread 18 530-5012-02 13 Post [Hex Bs.] #6-32 TAP // #10-32 Thread 3 530-5332-01
Post [Fasten] #8-32 Thread // #6-32 Thread 14 Post [Hex Bs.] #8-32 Thread // #10-32 Thread 530-5332-02
3 3 530-5008-00 Post [Hex Bs.] #6-32 Thread // #10-32 Thread
4 Post Brass [Adjustable, Sliding] #8-32 Thread 530-5621-00 15 9 530-5332-03
16 Post [Hex Bs.] #8-32 TAP // #8-32 Thread 530-5332-04
5 Mini-Post Wood Screw (no cut-away) 1 530-5004-01 17 Post [Hex Bs.+Groove] #6-32 TAP // #10-32 Thr. 2 530-5679-00
6 Mini-Post Wood Screw 530-5004-00 Post [Hex Bs.+Groove] #8-32 TAP // #10-32 Thr.
Mini-Post MS // #10-32 .4" Thread
18 530-5753-00
7 530-5005-01
8A Mini-Post MS // #10-32 .875" Thread 3 530-5005-00 Nr. FIN SHANK SCREWS QTY. SPI PART Nr.
8B Mini-Post Short MS // #10-32 .875" Thread 530-5749-00 A #6-32 X 3/4" Fin Shank Screw 237-5921-02
9 Post [Fasten] #6-32 Thread // Wood Screw 530-5263-01 B #6-32 X 7/8" Fin Shank Screw 1 237-5921-04
10 Post #6-32 Tap // #6-32 Thread 530-5127-00 C
#6-32 X 1 " Fin Shank Screw (4) 237-5883-00
11 Post [Fasten] #6-32 Thread // #8-32 Thread 530-5007-00 D #6-32 X 13/16" Spiral Fin Shank Screw 9 237-5957-00
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† The item type (size / description), the quantity and/or location used, are subject to change without notice. Service Bulletins will anounce any changes, if warranted. 3DO :LQJ1XWV
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13
15
15 17
2
15 9 Top & Side Views :
17 15 2
3 15 on
Buty 8 2 2 N1
5 5
K1
5
H1
5
T1
5
F1
15
D D Nr. NYLON STOP NUTS* QTY. SPI PART Nr.
2 N0 #2-56 Nylon Stop Nut 2 240-5321-00
15 on
15 N1 #6-32 Nylon Stop Nut 67 240-5005-00
Buty 12
15 N2 #6-32 N.S. Nut (with 1e4" Hex Body) 240-5010-00
N3 #8-32 Nylon Stop Nut 32 240-5102-00
D #10-32 Nylon Stop Nut
N4 22 240-5203-00
N5 #10-24 Nylon Stop Nut 2 240-5206-00
Item N5 used with #10-24 X 1-3/4" Carriage Bolt Square Neck Black (231-5022-00) located
in the Cabinet for the Roto Lock (Male) (355-5006-01).
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2 2 H8 7e8"-14 Hex Nut 240-5317-00
2 2
Nr. T-NUTS* QTY. SPI PART Nr.
5 T1 #6-32 T-Nut 36 240-5002-00
2 #6-32 T-Nut (with Side Cut Off)
T2 240-5002-01
T3 #8-32 T-Nut 18 240-5101-00
T4 #10-32 (Black Oxide) T-Nut 240-5007-00
T5 #10-32 T-Nut (with Side Cut Off) 240-5205-00
T6 #10-32 X 5/16" 3-Prong T-Nut 240-5204-00
T7 #10-24 T-Nut 240-5200-00
Nr. FLANGE NUT* QTY. SPI PART Nr.
1e " X 20 Flange Nut
F1 4 10 240-5300-00
Item F1 used with 1/4-20 X 1-1/4 Sq. Neck Carriage Bolt Black (231-5003-00) located in the
Cabinet for the SIde Armor (Front) and Pivot Hinges.
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Hex Spacers:
Tap
1e " 3e " 1e" 5e " 3e " 7e" 1"
4 8 2 8 4 8
1e " 1 2 3A 4A 5 6A 7
† The item type (size / description), the quantity and/or location used, are subject to change without notice. Service Bulletins will anounce any changes, if warranted.
4
H[DPSOH RI %V
#8-32 Thread
8A 11e8" 8B 11e8" with Male #6-32 Thread
1-end, #6-32 Tap on other.
41
9 11e4" 7DNH1RWH
Items 1-33 are 1e4" wide. Items 34-39 are 5/16" wide. With Items 1-3A, 4A,
10 5 & 6A (the tap goes thru the length of spacer). With Items 7, 8A, 9-33 &
15/16" 34-39, the tap is up to 5e8" deep on each end. Note: Items 3B, 4B, 6B
(Not Shown) & 8B (Shown as example of all "B" Styles) all have a #6-32
11 Threaded end, the other end Tapped (same as Items 7-33). 35 11e4"
13e8"
‡ Hex Spacers Not Used in current games may no
longer be available. Choose an available size (+/-)
12 11e2" and compensate with washers or other spacers. 17e8" 36 13e4"
_ Hex(withSpacer Nut 1/5" O.D. X 1/4"-20 BO (254-5042-00) (Qty. 2)
13 15e8" _ Hex Spacer (254-5052-00) (Qty. 4)
Pivot Hinges Item 29L/R, Page 43, Backbox Parts). 37 2"
15 17e8" 42 43
#8-32 Thread
16 2"
31e4" 26 27 31e2"
17 21e8" 31e8" 25 28 35e8"
44
18 21e4" 24 29
3" 33e4"
Item 44 Hex Spacer
38 4"
19 23e8" 27e8" 23 30 4" 1.13" X .31" #8-32 M/F
(Qty. 0) (254-5050-00) 39 45/16"
20 31 41e8" Not Used This Game
1e
2 "2
32 41e4" 34A 51e4"
21 25e8" 33 43e8" 34B 53e4" 40 4.92"
22 23e4" A Standard USA 9 Inch Ruler
is provided on the back cover.
6HF3DUWV,G
Nr. HEX SPACERS QTY. SPI PART Nr. Nr. HEX SPACERS QTY. SPI PART Nr.
1 1e "
4 X 1e4" : #6-32 Tap (both ends) 254-5008-00 20 21e2" X 1e4" : #6-32 Tap (both ends) 254-5008-16
2 3e "
8 X 1e4" : #6-32 Tap (both ends) 254-5008-12 21 25e8" X 1e4" : #6-32 Tap (both ends) 254-5008-08
3A 1e "
2 X 1e4" : #6-32 Tap (both ends) 2(5) 254-5008-03 22 23e4" X 1e4" : #6-32 Tap (both ends) 254-5008-15
3B* Identical to 3A with #6-32 Thread end 254-5024-03 23 27e8" X 1e4" : #6-32 Tap (both ends) 254-5008-31
4A 5e "
8 X 1e4" : #6-32 Tap (both ends) 2 254-5008-02 24 3" X 1e4" : #6-32 Tap (both ends) 254-5008-14
4B* Identical to 4A with #6-32 Thread end 2 254-5024-02 25 31e8" X 1e4" : #6-32 Tap (both ends) 254-5008-19
5 3e "
4 X 1e4" : #6-32 Tap (both ends) 7(2) 254-5008-04 26 31e4" X 1e4" : #6-32 Tap (both ends) 254-5008-26
6A 7e "
8 X 1e4" : #6-32 Tap (both ends) 3 254-5008-05 27 31e2" X 1e4" : #6-32 Tap (both ends) 254-5008-27
6B* Identical to 6A with #6-32 Thread end 254-5024-05 28 35e8" X 1e4" : #6-32 Tap (both ends) 254-5008-25
33e4" X 1e4" : #6-32 Tap (both ends)
7 1" X 1e4" : #6-32 Tap (both ends) 254-5008-06 29 254-5008-36
X 1e4" : #6-32 Tap (both ends)
8A 1 e8" X 1e4" : #6-32 Tap (both ends)
1
254-5008-17 30 4" 254-5008-21
41e8" X 1e4" : #6-32 Tap (both ends)
8B Identical to 8A with #6-32 Thread end 254-5024-17 31 254-5008-23
41e4" X 1e4" : #6-32 Tap (both ends)
9 11e4" X 1e4" : #6-32 Tap (both ends) 2 254-5008-11 32 254-5008-30
43e8" X 1e4" : #6-32 Tap (both ends)
10 15/16" X 1e4" : #6-32 Tap (both ends) 254-5008-34 33 51e4" X 1e4" : #6-32 Tap (both ends)
254-5008-29
11 ‡ 13e8" X 1e4" : #6-32 Tap (both ends) 1 254-5008-33 34A 53e4" X 1e4" : #6-32 Tap (both ends)
1 254-5008-35
12 11e2" X 1e4" : #6-32 Tap (both ends) 1 254-5008-09 34B 11e4" X 5/16" : #6-32 Tap (both ends)
1 254-5008-38
13 ‡ 15e8" X 1e4" : #6-32 Tap (both ends) 254-5008-13 35 13e4" X 5/16" : #6-32 Tap (both ends)
254-5018-09
13e4" X 1e4" : #6-32 Tap (both ends) 36 254-5018-06
14 254-5008-10 37 2" X 5/16" : #6-32 Tap (both ends) 254-5018-07
15 ‡ 17e8" X 1e4" : #6-32 Tap (both ends) 4 254-5008-20 38 4" X 5/16" : #6-32 Tap (both ends)
X 1e4" : #6-32 Tap (both ends)
254-5018-03
16 2" 254-5008-07 39 45/16" X 5/16" : #6-32 Tap (both ends) 254-5018-00
17 21e8" X 1e4" : #6-32 Tap (both ends) 254-5008-32 40 4.92" X 5/16" : #6-32 Tap (both ends) 254-5018-04
18 21e4" X 1e4" : #6-32 Tap (both ends) 254-5008-18 41 17e8" X 3e8" : #8-32 Thread (both ends) 530-5285-00
19 23e8" X 1e4" : #6-32 Tap (both ends) 254-5008-28
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3DJH /RFDWLRQ
3OD\ILHOG7RS+H[6SDFHUVF&RQWLQXHG
Item 3A Note: Quantity 4 on the
3A Static Shield located on the Speaker
Panel; Quantity 1 on the Display
Controller PCB (both in Backbox).
Item 5 Note: Quantity 2 on the
5
† The item type (size / description), the quantity and/or location used, are subject to change without notice. Service Bulletins will anounce any changes, if warranted.
15
Qty. 2
3A under
4B
5 5
5 5
5
6HF3DUWV,G
5
7DNH1RWH
Legend Note:
Items noted with a white square . are Hex Spacers.
3DUWV,GHQWLILFDWLRQ 6HFWLRQ&KDSWHU
/RFDWLRQ 3DJH
3OD\ILHOG7RS3ODVWLF3RVWV 6SDFHUVF 0HWDO6SDFHUVJ$FWXDO6L]H†
can use 3/16"
9DULRXV Black Ring,
&RORUV 545-5348-01 or
(White) Ring,
545-5348-51 9DULRXV
&RORUV
† The item type (size / description), the quantity and/or location used, are subject to change without notice. Service Bulletins will anounce any changes, if warranted.
(White) Ring, 545-5348-52
can use 5/16" Black Ring,
545-5348-02 or
can use
Rubber
can use 5/16" can use 3/16" Sleeve
Black Ring, Black Ring, 545-5348-01 or (Short),
545-5348-02 or (White) Ring, 545-5348-51 545-
(White) Ring, 5151-00
545-5348-52
2* 3*
1*
Note the Part Nr. & 9 GLPHQVLRQ LV PHDVXUHG IURP WKLV SRLQW
1" Material Difference 32 7e
8" 31 11e8"
11e2"
Nr. PLASTIC POSTS & SPACERS QTY. SPI PART Nr. Nr. PLASTIC POSTS & SPACERS QTY. SPI PART Nr.
3e " X 3e " O.D. X .175" I.D. Pls. Spacer (Gray)
1** Top Lane Plastic Mini-Lite Hood (Red) 4 550-5061-02 17 8 8 254-5000-12
Item 1 typically secured by: #6-32 X 1-3/4" PPH MS (Zinc) (Qty. 2/per) (237-5511-00) and 1e " X 3e " O.D. X .175" I.D. Pls. Spacer (Gray)
Washer 9/64" X 5/16" O.D. X 1/32" (Qty. 2/per) (242-5017-00), if used. 18 2 8 1 254-5000-01
5e " X 3e " O.D. X .175" I.D. Pls. Spacer (Gray)
2** Mini-Jewel Plastic Post (Clear) 11 550-5052-01 19 8 8 254-5000-14
3e " X 3e " O.D. X .175" I.D. Pls. Spacer (Gray)
Item 2 typically secured by: #6 X 3/8" HWH AB (Zinc) (Qty. 1/per) (234-5000-00) 20 4 8 254-5000-07
7e " X 3e " O.D. X .175" I.D. Pls. Spacer (Gray)
3** 11/16" 1-Groove Plastic Post (Clear) 37 550-5059-01 21 8 8 254-5000-11
Item 3 Only : Use Part Number (550-5059-00) for color Black. 22 1" X 3e8" O.D. X .175" I.D. Pls. Spacer (Gray) 254-5000-04
4** 1-Groove Jewel Plastic Post (Color) 550-5034-XX 23 11e8" X 3e8" O.D. X .175" I.D. Pls. Spacer (Gray) 1 254-5000-06
Items 3 & 4 typically secured by: Post Fastening Screw #6-32 Top / #6-32 Bottom Item 23 Only : Add the letter " N " for color Natural (if available) or " B " for color Black.
(Qty. 1/per) (530-5012-02) For view of post, see Item 2, Page 52.
24 11e4" X 3e8" O.D. X .175" I.D. Pls. Spacer (Gray)
(2) 254-5000-05
1e " Self Retain. Plastic Spacer (White)
5‡ 4 * 254-5007-02 25 11e2" X 3e8" O.D. X .175" I.D. Pls. Spacer (Gray)
1 254-5000-08
6‡ 9/16" Self Retain. Plastic Spacer (White) * 254-5007-05 26 115/16" X 3e8" O.D. X .147" I.D. Pls. Spr. (Gray)
1 254-5000-15
3e "
7‡ 8 Self Retain. Plastic Spacer (White) * 254-5007-01 Items 13-26 Only : Spacers may also be Black in color (random from vendor).
1e " Shown and listed for reference only : 254-5000-10: 21e2" X 3e8" O.D. X .175" I.D.
8‡ 2 Self Retain. Plastic Spacer (White) * 254-5007-04 Not
-13: 5/16" X 1e4" X .147"; -16: 5/16" X 5/16" X .190"; -17: 13e4" X 3e8" O.D. X .175" I.D.
5e "
9‡ 8 Self Retain. Plastic Spacer (White) * 254-5007-00
254-5007-03 27 1e4" X 5/16" O.D. X .144" I.D. Metal Spacer
1 5/
10 ‡ 3e "
4 Self Retain. Plastic Spacer (White) * 254-5014-03
28 e2" X 16" O.D. X .144" I.D. Metal Spacer 254-5014-00
11 ‡ 1" Self Retain. Plastic Spacer (White) * 254-5007-06 9/ " X 5/ " O.D. X .144" I.D. Metal Spacer
12 1e "
2 X 1e4" O.D. X .147" I.D. Pls. Spacer (White) 254-5000-03 29 3 16 5/16 254-5014-04
13 1e "
8 X 3e8" O.D. X .175" I.D. Pls. Spacer (Gray) 254-5000-19 30 e14" X 5/16" O.D. X .144" I.D. Metal Spacer 254-5014-01
14 3/16" X 3e8" O.D. X .175" I.D. Pls. Spacer (Gray) 4(4) 254-5000-18 31 1 e8" X 16" O.D. X .144" I.D. Metal Spacer 254-5014-02
1" X 5/16" O.D. X .144" I.D. Metal Spacer
15 1e "
4 X 3e8" O.D. X .200" I.D. Pls. Spacer (Gray) 254-5000-02 32 7 254-5001-00
1e " X 3e8" O.D. X .175" I.D. Pls. Spacer (Gray) 33 ‡ e8" Plastic Spacer Support (Dual-Locking) 254-5039-14
16 4 254-5000-09 PARTS TABLE & VIEWS CONTINUED ON THE NEXT PAGE. :
6HFWLRQ&KDSWHU 3DUWV,GHQWLILFDWLRQ
3DJH /RFDWLRQ
3OD\ILHOG7RS3ODVWLF3RVWV 6SDFHUVF 0HWDO6SDFHUVJ&RQWLQXHG
3
† The item type (size / description), the quantity and/or location used, are subject to change without notice. Service Bulletins will anounce any changes, if warranted.
3
3
3
2 3 3
3
3 3 3
3
3 2
2
13 2
13 3
2
3 2
3 26 2
3
3 )RU 8SSHU 3OD\ILHOG 3
3RVWV DQG RWKHU SDUWV
VHH 6HF &KS
3DJHV %/8(
3 3
3
3 3 3 3
3
3 3
3
3 3
6HF3DUWV,G
3 3
34 35 3
2
Nr. PLASTIC POSTS & SPACERS QTY. SPI PART Nr.
34 Plastic Spacer, Plastic Mounting .5" 0 254-5054-00
35 Plastic Spacer, Plastic Mounting 1.13" 0 254-5054-01
Item 6 Note: Qty. 2 on the on the I/O Power Driver PCB (in Backbox), under Bridges
6 4 & 5; Qty. 4 per on the OPTO Amplifier PCBs;
Item 7 Note: Qty. 5 on the I/O Power Driver PCB, under Bridges 1, 2 & 3 and outside
7 edge support holes; Qty. 4 on the CPU/Sound outside edge support holes;
Item 8 Note: Qty. 4 on the OPTIONAL Shaker Motor PCB (in Cabinet);
8
Item 14 Note: Qty. 4 on the Dot Matrix Display (in Backbox);
14
Item 24 Note: Qty. 2 support the Display Controller PCB Warning Cover (in Backbox);
24
7DNH1RWH
Legend Note:
.
J
Items noted with a (White) square are Plastic Posts & Spacers.
Items noted with a cyan square are Metal Spacers.
3DUWV,GHQWLILFDWLRQ 6HFWLRQ&KDSWHU
/RFDWLRQ 3DJH
3)7RS %RW5XEEHU3DUWV%ODFNJ %OXHJ5LQJV$FWXDO6L]H†
10 11 12 13 14 15
† The item type (size / description), the quantity and/or location used, are subject to change without notice. Service Bulletins will anounce any changes, if warranted.
10 12 14 15
11 13
16 545-5348-67
Note: Item 14, 7/16" O.D. Black Rings (Qty. 55 of 64) are used to cusion
the Bayonet Sockets under the playfield (between bracket & playfield).
3e " O.D. Rubber Ring BLK
15
8 545-5348-19
3e " O.D. Rubber Ring WHT
8 545-5348-69
Small Flipper BLACK Ring
545-5207-00
16 (Soft Duro)
Small Flipper RED Ring
(Soft Duro) 545-5207-22
Large Flipper BLACK Ring
(50 Duro) 2 545-5277-00
Large Flipper YELLOW Ring
(50 Duro) (use -06 40 Duro) 545-5277-04
17 Large Flipper WHITE Ring
(50 Duro) 545-5277-08
Large Flipper RED Ring
(Soft Duro) 545-5277-22
Nr. RUBBER BUMPER PADS QTY. SPI PART Nr.
A* Bumper BLK Pad (Lg. w/ grommet) 4 545-5428-00
Item A are located on Flipper Assemblies. See next page for location.
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3DJH /RFDWLRQ
3OD\ILHOG7RS %RWWRP5XEEHU3DUWV%ODFNJ %OXHJ&RQWLQXHG
Item A Note:
Located below ~ on three (3) assemblies:
Left Flipper (Page 66), Right Flipper (Page 67)
and Tumbler Ramp Coil Mounting Base
(Page 80).
Item B Note:
† The item type (size / description), the quantity and/or location used, are subject to change without notice. Service Bulletins will anounce any changes, if warranted.
13
9
13
13 13
13
14 14
3 3
6HF3DUWV,G
14
16 16
7DNH1RWH
Legend Note:
J are Black Rubber Parts.
Items noted with a blue squareJ are
Items noted with a black square
Blue Rubber Parts.
3DUWV,GHQWLILFDWLRQ 6HFWLRQ&KDSWHU
/RFDWLRQ 3DJH
3OD\ILHOG7RS %RWWRP6PDOO%D\RQHW6RFNHWV %XOEVJ$FWXDO6L]H†
A1 B C
Clear Red Blue Yellow
Red Clear
Amber
Green
† The item type (size / description), the quantity and/or location used, are subject to change without notice. Service Bulletins will anounce any changes, if warranted.
Blue
White
#44 Amber
LED Bulb #455
Bulbs or (Bayonet Style) Bulb
Orange
2 3 4 5 6
6HF3DUWV,G
8 9 10
7
Nr. BULBS (#44) QTY. SPI PART Nr. Nr. BULBS (LED & #455) QTY. SPI PART Nr.
#44 Bulb (Clear) Heavy Filament 64 165-5000-44-HF B LED Module (WHT) (12.8v 20-25mA) Bynt. 112-5023-08
A #44 Bulb (Green) Heavy Filament Item B Note: Different Colors available (not used in this game) ~
4 165-5053-04-HF Red (112-5023-02); Amber (112-5023-03); Green (112-5023-04); Blue (112-5023-05);
Item A Note: Amber (165-5053-03-HF); Yellow (165-5053-06-HF); Red (165-5053-02-HF);
Blue (165-5053-05-HF); Orange (165-5053-07-HF) C #455 Twinkle Bulb 165-5003-00
Nr. SMALL BAYONET SOCKETS QTY. SPI PART Nr. Nr. SMALL BAYONET SOCKETS QTY. SPI PART Nr.
1 2-Lug Staple Down Socket 12 077-5000-00 9 3-Lug Laydown Socket (3 Lugs Flat) 077-5006-00
2 3-Lug Stand-Up Socket (Med. Brkt.) 4 077-5008-00 10 2-Lug Stand-Up Socket (Tall Bracket) 077-5005-00
3 2-Lug Stand-Up Socket (Med. Brkt.) 077-5002-00 11 3-Lug Stand-Up Long Shell Socket 077-5013-00
4 2-Lug Stand-Up Socket (Short Brkt.) 30 077-5223-00 12 2-Lug Stand-Up Lg. Shell Socket (GIs) 077-5031-00
5 2-Lug Stand-Up Sckt. (Short Bracket) 077-5002-31 13 1-Lug S-U Lg. Shell Sckt. (Med. Brkt.) 077-5012-00
6 3-Lug Staple Down Socket 077-5001-00 14 3-Lug S-U Lg. Shell Sckt. (45° Brkt.) 077-5035-00
7 2-Lug Laydown Socket 6 077-5003-00 15 3-Lug Laydown Socket (2 Lugs Bent) 8 077-5032-00
8 3-Lug Stand-Up Socket (Tall Bracket) 8 077-5009-00
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3DJH /RFDWLRQ
3OD\ILHOG7RS %RW6PDOO%D\RQHW6RFNHWV %XOEVJ$FWXDO6L]H† &RQWLQXHG
† The item type (size / description), the quantity and/or location used, are subject to change without notice. Service Bulletins will anounce any changes, if warranted.
11 12 13 14 15
3OD\ILHOG%RWWRP/DUJH%D\RQHW6RFNHWV %XOEVJ$FWXDO6L]H†
D
Clear
1 2
#89
Bulb
6HF3DUWV,G
3 4 5 6
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/RFDWLRQ 3DJH
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E1 E2 E5 E4 F1 F2 F3 F4 F5
† The item type (size / description), the quantity and/or location used, are subject to change without notice. Service Bulletins will anounce any changes, if warranted.
#555
Bulbs Yellow E3
#906 Note: Always replace with same type bulb in original application.
Bulbs
E6
White
1 2 3
LED Bulb
(Wedge Base)
Just squeeze
the "side 5a
arms" of the
socket together
and pull away
from the plastic
or bracket for easy
Bulb replacement. 6
5a only
5b
5b is Yellow with No Diode
Nr. BULBS (#555) QTY. SPI PART Nr. Nr. BULBS (LED & #906) QTY. SPI PART Nr.
E1 #555 Wedge Base Bulb (Clear) 57* 165-5002-00 E6 LED Module (WHT) (5v - 6.3v) Wedge Base 2 112-5024-08
Item E6 Bulb Note : Typically used with Item 4 Socket in Pop Bumpers.
E2-E5 #555 Wedge Base Bulb (Clear) 165-5054-03
Item E2-E5 Bulb Note: Different Colors available (not used in this game) ~ F #906 Wedge Base Bulb (Clear) 1 165-5004-00
Red (165-5054-02); Green (165-5054-04); Blue (165-5054-05); Yellow (165-5054-06); Item F Note: Different Colors available (not used in this game) ~
* Qty. 20 Item E located on the LAMP X20 PCB, see Sec. 5, Chp. 4, Pages 132 – 134. Red (165-5004-02); Amber (165-5004-03); Blue (165-5004-05); Yellow (165-5004-06)
Nr. WEDGE BASE SOCKETS QTY. SPI PART Nr. Nr. WEDGE BASE SOCKETS QTY. SPI PART Nr.
1 Wedge Base Socket (Laydown) 8 077-5026-01 5a IDC Snap-On Socket (Biege) 49 077-5216-00
2 Wedge Base Socket (Offset) 077-5029-00 5b IDC Snap-On Socket No Diode (Yel.) 077-5216-01
Wedge Base Socket (Laydown GI) 5/ " Ht. Bracket (White)
3 077-5030-00 5c 16 49 545-5760-18
4 W.B. Socket (Bumpers/Special App.) 3 077-5206-00 6 Light Reflector (Silver Plst.) REF540N 8 545-5409-01
Note Item 6 : Typically used with Item 1 (but will fit on any similiar Wedge Base Socket).
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: Associated Parts: Ball Trough Enter/Exit Scoop, 535-7329-01; Steel Balls (1-1/16" ø), 260-5000-00
)OLSSHU/HIW$VVHPEO\1'
: Associated Parts: WHITE Flipper Bat & Shaft Asm., 515-5133-08-06; Large Flipper BLACK Rubber Ring, 545-5277-00
)OLSSHU5LJKW$VVHPEO\1'
: Associated Parts: WHITE Flipper Bat & Shaft Asm., 515-5133-08-06; Large Flipper BLACK Rubber Ring, 545-5277-00
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Nr. 4-BALL TROUGH PARTS QTY. SPI PART Nr. Nr. 4-BALL TROUGH PARTS QTY. SPI PART Nr.
1 Ball Trough Outhole Mounting Bracket 1 515-6580-01 11 Not Used Trough Ball Guide Plate 0 535-7801-00
Item 1 is secured below the playfield by: #8 X 1/2" SHWH AB (Zc.) (Qty. 4) (234-5101-00) Item 11 is secured to Item 1 by: 1/4" X 5/16" X .144" I.D. Spacer Tap. (Qty. 1)
(254-5014-03) and #2-56 X 1/2" HWH (Ser) UNS #4HD TR3 BO (Qty. 4) (237-5937-02)
2 Coil Mounting Bracket 1 535-7330-01
Item 2 is secured to Item 1 by: #8-32 X 3/8" HWH Swage (Sr.) Zinc (Qty. 4) (237-5975-00) 12 Dual OPTO TRANS Board Assembly 1 515-0173-00
Coil Retaining Bracket 13 Dual OPTO REC Board Assembly 1 515-0174-00
3 1 535-5203-03 Items 12 & 13 are secured by: #6-32 X 5/8" HWH Swg (Ser) Zc (Qty. 3/per) (237-5976-04)
Item 3 is secured to Item 2 by: #8-32 X 1/4" SHWH (Serr) Zinc (Qty. 2) (237-5975-04)
For Individual Items use : Dual OPTO Transmitter Board (Qty. 1) (520-5173-00), Dual
4 Coil, 26-1200 [ NO DIODE ] 1 090-5044-ND OPTO Receiver Board (Qty. 1) (520-5174-00), OPTO PCB Tube Spacer (Brass) (Qty. 3/per)
COIL DOES NOT REQUIRE A DIODE. SEE # COIL NOTE BELOW FOR DETAILS. (530-5308-02) and OPTO PCB Rubber Grommet (Qty. 3/per) (545-5518-00)
Ordering Note: If 500-6318-14-ND is unavailable, order the individual part(s) actually required.
5 Coil Sleeve (Short) (Formost #10-7077) 1 545-5076-01 This assembly is identical to 500-6318-24-ND, -15 or -25 except for the quantity of Items 9 &
6 Steel & Nylon Plunger Assembly 1 515-7309-01 10 (Qty. 4/per on 5-Ball Trough) and Item 11, required when a Magnet Mech. is used in the
game (this game it is NOT required). -ND means no diode on Item 4, Coil, 26-1200.
7 Compression (Return) Spring 1 266-5020-00
8 Rubber Bumper (Grommet) 1 545-5105-00 ASSOCIATED PARTS ARE NOT INCLUDED WITH THE ABOVE ASSEMBLY.
9 Micro Switch (Roller Actuator, Lite-Force) 3 180-5119-02
Item 9 requires: Heat Shrink Tubing 1/8" ø PUI-24 (Qty. 1"/per) (605-5006-00)
Nr. ASSOCIATED PART(S) QTY. SPI PART Nr.
Switch has a Diode (1N4004) (112-5003-00). Can be replaced with (1N4001) (112-5001-00). AP-A Ball Trough Enter / Exit Scoop 1 535-7329-01
Item AP-A secured to the playfield by: #8 X 1/2" SHWH AB (Zinc) (Qty. 4) (234-5101-00).
10 Switch Body Protect Plate 3 535-6539-00
AP-B Steel Balls (1-1/16" ø) 4 260-5000-00
AP-
7DNH6SHFLDO1RWH A
Item AP-A, Ball Trough Enter / Exit Scoop,
535-7329-01 (not included with the 4-Ball
Trough Assembly), is shown floating
above and rotated slightly for clarity.
AP- 2
B
Qty. 4
PLAYFIELD CUT-AWAY VIEW
6HF'UDZLQJV
Qty. 3 SW. 22 SW. 22
Spacer
(see Item 11) 9 See securing hardware
under Items 12 & 13.
13
SW. SW. 21
18 SW. 21
SW.
For Securing Hardware, 19 SW.
see the Parts Table above, FOR 4/5-BALL WITH 20
under the item desired. 11 TROUGH GUIDE
PLATE SEE END OF
CHAAPTER
10 5 2
12
Qty. 3
Item 12, Dual OPTO TRANS
(Transmitter) Board, 515-0173-00,
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Nr. FLIPPER (LEFT) PARTS QTY. SPI PART Nr. Flipper Rebuild Parts for Easier Installation, $ave $:
1 Flipper Base Plate (LEFT) 1 See FRP1
Item 1 is secured below by: #8 X 1/2" SHWH AB (Zinc) (Qty. 8) (234-5101-00)
FRP FLIPPER BASE PLATE KIT (LEFT) :
Includes Item 1 pre-threaded >+< Securing 515-6617-01
Ordering Note : Individual Part (535-7275-01) is not prethreaded, see Item FRP1. 1 Hardware for Items 2, 3, 6 & 8.
2 Flipper Bat Bushing (White Plastic) .25" ø I.D. 1 545-5070-00
Item 2 is secured to Item 1 by: #6-32 X 3/8" HWH Swage (Ser.) Zc. (Qty. 3) (237-5976-02)
Power (EOS / End-of-Stroke) Switch 12
3 1 180-5149-00 Plunger
Item 3 is secured to Item 1 by: #6-32 X 5/8" HWH Swage (Ser.) Zc. (Qty. 2) (237-5976-04)
Spring Washer
behind Coil 8 4 Bushing
LEFT (see Item 12)
Support Bracket
STYLE 12 Spiral Pin
LEFT
5
11 Flipper Item 12’s Bushing is also
Link shown separated from the
Flipper Plunger & Link
Sub-Assembly for clarity.
3
LEFT DEDICATED
STYLE SW. D-10
AP- Reference
1 A Service
Bulletin 152
13 for additional
information
The differences between on Items 12
the Left & Right Flippers & 14.
are:
#10 Nylon
Item 1, Item 4 and 2 Stop Nut
LEFT
Item 14® AP- (see Item 15)
STYLE
B
The coils may also differ
depending on the game. #10 Split
Lock Washer
ASSOCIATED PARTS ARE NOT INCLUDED WITH THE ABOVE ASSEMBLY. (see Item 15) 14®
Nr. ASSOCIATED PART(S) QTY. SPI PART Nr. 7DNH1RWH use 4mm
WHITE Flipper Bat & Shaft Assembly 15 or 5/32"
AP-A (Non-Knurled End) without Rubber Ring
1 515-5133-08-06 ® "R" indicates Item noted is Allen
Wrench
Large Flipper BLACK Rubber Ring secured with rivet(s) as listed.
AP-B 1 545-5277-00
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Nr. FLIPPER (RIGHT) PARTS QTY. SPI PART Nr. Flipper Rebuild Parts for Easier Installation, $ave $:
1 Flipper Base Plate (RIGHT) 1 See FRP1
Item 1 is secured below by: #8 X 1/2" SHWH AB (Zinc) (Qty. 8) (234-5101-00)
FRP FLIPPER BASE PLATE KIT (R I G H T) :
Includes Item 1 pre-threaded >+< Securing 515-6617-00
Ordering Note : Individual Part (535-7275-00) is not prethreaded, see Item FRP1. 1 Hardware for Items 2, 3, 6 & 8.
2 Flipper Bat Bushing (White Plastic) .25" ø I.D. 1 545-5070-00
Item 2 is secured to Item 1 by: #6-32 X 3/8" HWH Swage (Ser.) Zc. (Qty. 3) (237-5976-02)
Power (EOS / End-of-Stroke) Switch
12
3 1 180-5149-00 Plunger
Item 3 is secured to Item 1 by: #6-32 X 5/8" HWH Swage (Ser.) Zc. (Qty. 2) (237-5976-04)
14® RIGHT 7
STYLE 8 Plunger Bushing
(see Item 13)
6HF'UDZLQJV
Coil Sleeve
thru Coil 10 Bushing
(see Item 12)
12
5LJKW4 Spiral Pin
6 12',2'(
Item 12’s Bushing is also Flipper
4 shown separated from the Link
5 Flipper Plunger & Link
Sub-Assembly for clarity.
RIGHT
2
3 Reference
RIGHT DEDICATED Service
1 STYLE SW. D-12 AP- Bulletin 152
A for additional
information
13
The differences between on Items 12
the Left & Right Flippers & 14.
are:
RIGHT #10 Nylon
Item 1, Item 4 and Stop Nut
Item 14® STYLE
(see Item 15)
AP-
The coils may also differ B #10 Split
depending on the game.
Lock Washer
ASSOCIATED PARTS ARE NOT INCLUDED WITH THE ABOVE ASSEMBLY. 14® (see Item 15)
Nr. ASSOCIATED PART(S) QTY. SPI PART Nr. 7DNH1RWH use 4mm
WHITE Flipper Bat & Shaft Assembly 15 or 5/32"
AP-A (Non-Knurled End) without Rubber Ring
1 515-5133-08-06 ® "R" indicates Item noted is Allen
Wrench
Large Flipper BLACK Rubber Ring secured with rivet(s) as listed.
AP-B 1 545-5277-00
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Nr. SLINGSHOT PARTS QTY. SPI PART Nr. Nr. SLINGSHOT PARTS QTY. SPI PART Nr.
1 Slingshot Bracket Assembly 1/per 515-5339-01 6 Compression (Return) Spring 1/per 266-5020-00
Item 1 is secured below the playfield by: #8 X 1/2" SHWH AB (Zc.) (Qty. 3) (234-5101-00) Slingshot Stack (Blade) Switch
7 2/per 180-5054-00
2 Coil Retaining Bracket 1/per 535-5203-03 Only 1 of the 2 Switches has a Diode (1N4004) (112-5003-00). See Note Below on Drawing.
Item 2 is secured to Item 1 by: #8-32 X 3/8" PPH MS (Sems) (Qty. 2) (232-5301-00) Can be replaced with (1N4001) (112-5001-00).
4 Coil Sleeve 1/per 545-5031-00 9® Riveted Arm & Tip Assembly 1/per 515-5340-01
For Individual Parts use (requires drilling out rivet & rereviting) :
5 Plunger & Link Assembly 1/per 515-5338-00 Arm (515-5341-01), Kicker Tip (545-5216-01) and Rivet, 1/8" ø x 1/4" Lg. (249-5003-00)
For Individual Items use : Plunger 2" Lg. (530-5025-01), Plunger Link (545-5293-00) and The Riv. Arm is secured to Item 1 by: Retaining Ring, 1/4" ø Shaft (Qty. 1) (270-5002-00)
Roll Pin 1/8" ø x 5/8" Lg. (251-5008-00) The Plunger Link is secured to the Riveted Arm Ordering Note: If 515-5340-01 is unavailable, order the individual part(s) actually required.
by: Retaining Ring, 1/4" ø Shaft (Qty. 1) (270-5002-00)
Ordering Note: If 500-5849-00-ND is unavailable, order the individual part(s) actually
Ordering Note: If 515-5338-00 is unavailable, order the individual part(s) actually required. required. This assembly is identical to 500-5849-02-ND with the exception of Item 3, which
uses a Coil, 27-1500 [NO DIODE] (090-5004-ND) instead.
7DNH1RWH
# #
Coil Note: NO DIODE ON LUGS. If replacing with a coil of the
same gauge and turn and it has a diode on it, remove it before using. Kicker
Tip
® "R" indicates Item noted is secured with rivet(s) as listed.
LEFT
SW. 26
(Qty. 2)
7 9®
Switch Diode Wiring Note:
9®
Cathode Side to LEFT
Lug of Short Blade SW. 26 Link
(WHT Jumper to (Qty. 2) this
2nd Switch) Hinge side
RIGHT Stud Riveted
Anode Side to
Kicker
Tip
7 SW. 27 Arm
:
Middle Lug (Qty. 2)
(TAN-RED)
7
Lug of Long Blade
(GRN-RED & WHT Switch Diode Wiring Note:
Jumper to Retaining
2nd Switch) Ring Cathode Side to RIGHT
Lug of Short Blade SW. 27
(WHT Jumper to Kicker (Qty. 2)
2nd Switch) Tip
Anode Side to 7
:
Middle Lug
1 Retaining 9®
1 (TAN-ORG) Ring
Retaining
Ring Lug of Long Blade
(GRN-RED & WHT
5
Riveted
Arm Jumper to
2nd Switch)
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switch
3
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4 1 Switch Only
Coil
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through
Coil Hinge Coil
Retaining Stud Sleeve
Ring through
Coil
4
/HIW4
Diode on
1 Switch Only
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12
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1 PLAYFIELD
LAMPS
7DNH1RWH WOOD
60 (LEFT) DOTS: The
61 (RIGHT) Lamp Diode,
Q23 (BOT)
1N4004, is
not located on
the socket (nor
AP- included); it’s locat- 13
2 ed on a Terminal Strip
A under the playfield. See 8
Section 5, Chapter 2,
3 Playfield Terminal
15 12
Strips.., Pgs. 104–105, 9
for more details. 4
14
3 15
15 13
14
4
For Securing Hardware,
see the Parts Table below,
1 under the item desired.
10
5 3 12
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16 44
16–18 SPOON
SWITCH
ACTUATOR
INCLUDED
WITH ITEM 17
5 11
18 18
LEFT SW. 30
RIGHT SW. 31
BOT. SW. 32
8–14 17
For Securing Hardware, see the Parts
Table below, under the item desired.
15 Nr. BUMPER BOTTOM PARTS QTY. SPI PART Nr.
8 Plunger 1/per 530-5348-00
6HF'UDZLQJV
6 9 Compression (Return) Spring 1/per 266-5047-00
10 Coil, 26-1200 [ NO DIODE ] 1/pe 090-5044-ND
7 COIL DOES NOT REQUIRE A DIODE. SEE # COIL NOTE ABOVE FOR DETAILS.
11 Coil Sleeve 545-5031-00
12 ',2'(
1/per
15 12 Fiber Yoke 1/per 545-5609-00
44 13 Metal Yoke 1/per 535-7346-00
14 Metal Yoke Stop 1/per 535-7347-00
Item 14 is secured by: #6-32 X 1/4" HWH Swage (Serr.) Zinc (Qty. 2/per) (237-5976-01)
7DNH1RWH 15 Coil Bracket Welded Assembly 1/per 515-5939-00
# Coil Note: # NO DIODE Item 15 is secured below the playfield by: #6-32 X 1-3/16" Spiral Fin Shank (Qty. 3/per)
(237-5957-00) and #6-32 Nylon Stop Nut (Qty. 3/per) (240-5005-00)
ON LUGS. If replacing with a
coil of the same gauge and turn (ASM. REF. 515-6459-04-ND (Qty. 3), Items 8-15)
and it has a diode on it, remove
it before using. Nr. BUMPER SWITCH PARTS QTY. SPI PART Nr.
16 Switch Bracket 1/per 535-7342-00
Nr. BUMPER TOP PARTS QTY. SPI PART Nr. Item 16 is secured by: #8 X 1/2" HWH AB (Zinc) (Qty. 2/per) (234-5101-00)
LED Module (WHT) (6.3v) Wedge Base 2 112-5024-08 17 Bumper Stack (Blade) Switch Assy. 1/per 180-5015-04
1 #906 Wedge Base Bulb (Clear) Included with Item 17 : Spoon Switch Actuator (545-5610-02).
1 165-5004-00 Switch has a Diode (1N4004) (112-5003-00). Can be replaced with (1N4001) (112-5001-00).
2 Wedge Base Socket 3 077-5206-00
18 Switch Body Protect Plate 1/per 535-7344-00
3 Bumper Body 1/per 545-5197-00 Items 17 & 18 are secured by: #6-32 X 3/4" HWH Swage (Serr) Zc. (Qty. 2) (237-5976-05)
Item 3 is secured above the P/F by: #5 X 7/8" PRH AB (Zinc) (Qty. 2/per) (237-5826-00)
Can substitute Item 17 with 180-5015-05 (ASM. REF. 515-6459-09/R (Qty. 3), Items 16-18)
4 Ring Assembly 1/per 515-5085-00 ASSOCIATED PARTS ARE NOT INCLUDED WITH THE ABOVE ASSEMBLIES.
Item 4 is secured by: #6-32 Nylon Stop Nut (Qty. 2/per) (240-5005-00)
5 Bumper Skirt (Switch Actuator) 1/per 545-5607-00 Nr. ASSOCIATED PART(S) QTY. SPI PART Nr.
6 Bumper Skirt Compression Spring 1/per 266-5048-00 AP- A Kit: Plastics (incl. -09, -10 & -11) 1 803-5000-A3
Note: ndividual Plastics (830-6072-XX, 830-6090-XX & 830-6092-24) are not available
7 Bumper Base 1/per 545-5195-00 individually, ordering of kit is required.
(ASM. REF. 515-6459-01L (Qty. 2), Items 1-7; 515-6459-01-FL (Qty. 1), Items 1 Diff.) Item AP-A is secured Item 3 by: #5 X 7/8" PRH AB (Zinc) (Qty. 2/per) (237-5826-00)
The Top & Bottom Assemblies are secured
together by hardware noted in Item 4.
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Nr. VUK PARTS QTY. SPI PART Nr. 9
1 Bracket, VUK (Left Style) No Actuator 1 535-9590-02
2 Coil Retaining Bracket 1 535-5203-03
Item 2 is secured to Item 1 by: #8-32 X 1/4" PPH MS (Sems) (Qty. 2) (232-5300-00)
7DNH1RWH
* An asterisk (*) indicates item(s) are not noted in the pictorials.
# Coil Note: #
NO DIODE ON LUGS. If replacing with a coil 4
of the same gauge and turn and it has a diode on it, remove it before 12',2'(
using.
DOTS: The Switch Diode, 1N4001, is not located on either VUK Assembly
3
(nor included); it’s located on a Terminal Strip under the playfield near this Qty. 2
assembly. See Section 5, Chapter 2, Playfield Wiring, Pages 104–105, for
2 4
more details.
2 6
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13
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3URFHGXUHRQWKHQH[WSDJH
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5HDU 9LHZ
17 17
For Securing Hardware, see
the Parts Table on the next
17 page, under Item desired. 1 )URQW
2
9LHZ
19
20 20
4
13
SW. 45
9
6HF'UDZLQJV
7
10
4
3 18
12
11
15 4
6
16
14 14
21 21
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3DJH $VVHPEOLHV 5DPSV
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Nr. DROP TARGET PARTS QTY. SPI PART Nr. Nr. DROP TARGET PARTS QTY. SPI PART Nr.
1 Bracket, Drop Target (Left Side) 1 << see drawing 14 Bracket, Target Lift (1-Bank D/T) 1 535-7706-01
2 Bracket, Drop Target (Right Side) 1 535-8746-01 15 Plunger (Drive Coil) 1 530-5410-00
Items 1 & 2 are secured below the playfield by: #8 X 1/2" SLT HWH AB (Zinc) Item 15 is secured to Item 14 by: #10-32 X 3/8" PPH (Sems) (Qty. 1) (232-5401-00)
(Qty. 3/per) (234-5101-00)
16 Compression (Return) Spring 1 266-5020-00
3 Back Plate (1-Bank Drop Target) 1 535-7713-00 D/T Target White (Rollover)
Bracket, Support (1-Bank D/T)
17 1 545-5533-01
4 1 535-7712-00 18 Spring, Target Reset 1 265-5003-00
5 Bracket, Height Adjustment 1 535-7709-01 Bracket, Trip Coil Mounting
Bracket, Target Retainer (1-Bank D/T)
19 1 535-8745-00
6 1 535-7728-00 20 Coil, 32-1250 [ NO DIODE ] Asm. 1 515-6916-01-ND
7 Bracket, Coil Housing 1 535-7707-00 Assembly Parts Included : Actuator Flap Plate (535-8597-00) and Retainer Clip
Bracket Cap, Coil Housing (530-5550-00).
8 1 515-6533-00 Item 20 is secured to Item 19 by: #8-32 Nylon Stop Nut (Qty. 1) (240-5102-00) and
Items 1-3, 5, 7-8 are secured to Item 4 by: #8-32 X 3/8" HWH Sw. (Qty. 16) (237-5975-00) #8 Washer (Qty. 1) (242-5005-00)
9 Coil, 27-1500 [ NO DIODE ] 1 090-5004-ND Height Adj. Screw (#8-32 X 1" HWH)
COIL DOES NOT REQUIRE A DIODE. SEE # COIL NOTE BELOW FOR DETAILS. 21 1 237-6003-00
Item 21 is adjusts the Height of Item 5 Bracket, which raises/lowers Item 17, Target.
10 Coil Sleeve 1 545-5709-00 Ordering Note: If 500-6440-01-ND (if you have Item 1 bracket 535-8746-00) is unavailable,
order the individual part(s) actually required. If 500-7136-00 (if you have Item 1 bracket
11 Spring Washer (17/32" ID X 3/4" X 1") 1 269-5002-00 535-0257-00) is unavailable, order the individual part(s) actually required.
12 Bracket, Switch (1-Bank D/T) 1 535-7710-00
13 Switch (D/T) 1 180-5158-00
7DNH1RWH
Item 13 is secured to Item 12 by: #4-40 X 5/8" HWH TF (Qty. 2) (237-5945-00) # #
Coil Note: NO DIODE ON LUGS. If replacing with a coil of the
Switch has a Diode (1N4004) (112-5003-00). Can be replaced with (1N4001) (112-5001-00). same gauge and turn and it has a diode on it, remove it before using.
7DUJHW VKRZQ
RXWVLGH DVVHPEO\ 3OD\ILHOG Ref. A 1/2"
LV $FWXDO 6L]H 17
)URQW 9LHZ
1 2
17
9 6LGH
&XW
9LHZ
7DUJHW+HLJKW$GMXVWPHQW
3URFHGXUH
6HF'UDZLQJV
With the Drop Target (Rollover) (Item 17)
in the D O W N P O S I T I O N, adjust
the height of the Target so the top is just
slightly over 1/2" above the feet of the Left
& Right Side Brackets (Items 1 & 2) as
shown above (see Ref. A). Keep in Mind:
This adjustment procedure should have
the TOP SIDE of the Drop Target "flush to
slightly above" the playfield surface after
reinstalling the assembly to the underside
of the Playfield (see Ref. A above). This
(Drop Target) target height up
'UDZLQJVIRU0DMRU 6HFWLRQ&KDSWHU
$VVHPEOLHV 5DPSV 3DJH
Reveal (Joker) (Idler & Driver Disc Assemblies), Individual Parts Only (Items 1-10)
Continued on the next page. Page Subject to Change
NO. PART NUMBER DESCRIPTION QTY. NO. PART NUMBER DESCRIPTION QTY.
1 see Pages 76-77 MOTOR ASSEMBLY 1 6 242-5038-00 WASHER 13/64 ID X 5/8 OD X 1/16 1
2 see 2A-2C, Pg. 75 IDLER DISC ASSEMBLY 1 7 803-5000-A3 Kit #1: Plastics (incl. Roof, 830-6088-00) 1
3 545-6344-00 DELRIN WASHER 1 8 530-6508-00 THREADED POST 1
4 530-6507-00 SUPPORT HUB 1 9 254-5008-35 HEX SPACER - 5 1/4 " 1
5 see 5A-5G, Pg. 75 DRIVER DISC ASSEMBLY 1 10 237-5918-00 6-32 x 1/2 PHILLIPS FLAT HEAD ZINC 2
INTERNAL REF. ONLY 500-7131-00 (ITEMS 1-10)
10
LOCTITE 243
For a break-down
of Item 2 parts,
2A-2C see next page.
2 7
For a break-down
of Item 5 parts,
see next page.
9
5
5A-5G
Sec. 4: Drawings ...
LOCTITE 243
For a break-down of
Item 1 parts, 6
see Pages 76-77.
2B
5D
5B
5C
5A
2A
5E 5F 5C
43
E2
LOCT
15
IT
10
CT
ITE 2
LO
12 5
43
7
3
8 12
4
17
18
19
2
Sec. 4: Drawings ...
7
Item 2 includes in connector the required
Varistor 56V P68Z10 (130-5004-00) and
3
24
16
CT
LO
43
E2
17 242-5003-00 #7/32" ID X .50" OD X .062" WASHER 3
IT
CT
8
LO
3
18A/B/C
19
1 7
LOCTITE 243
16
13
14 9
LO
LOCTITE 243
CT
I
TE
11
24
16
3
37
37H
14
Qty. 2 13
2
37F
36
37G
Qty. 5 22 –62
37B
2
Lamp #80 33 20
Qty. 2 –61
5 12
Qty. 2 Qty. 6
3 Qty. 2 30
4 11 15 10
G.I. 39 38
16 32
24
2 35
26
19
–63
Sec. 4: Drawings ...
26 16
1 6
830-6086-01 9 Qty. 3
12 Qty. 6
6
21 28
40
8
29 27 Qty. 19
31
26
–28
9 Qty. 5
23
2
17 Qty. 2 34 Qty. 5
22 18
Qty. 2
7
25
Section 4, Chapter 2 Drawings for Major
Page 78 Assemblies & Ramps
Mini-Playfield Assembly, Individual Parts Only (Items 1-40) Continued
Exploded Assembly View on the previous page.
Page Subject to Change
NO. PART NUMBER DESCRIPTION QTY. ASM. REF. ONLY 511-5150-00 (ITEMS 1-40);
1 803-5001-A3 Kit #2: Upper P/F (incl. 830-6086-01) 1 ASM. REF. ONLY 511-5033-00 (ITEMS 37A–37H)
2 803-5000-A3 Kit #1: Plastics (incl. -28, -60 thru -63) 1
3 077-5026-01 WEDGE BASE SOCKET (LAYDOWN) 2
4 165-5002-00 #555 WEDGE BASE BULB (CLEAR) 2 E
5 545-5409-01 LIGHT REFLECTOR (SPOTLIGHT) 2 A 803-5000-A3 PLASTIC #60 830-6072-60 1
6 232-5302-00 SCREW, #8-32 X 1/2" PPH MS SEMS 3 B 550-5059-01 PLASTIC POST - CLEAR 1 C
C 237-5510-00 SCREW, 6-32 X 1-1/2" PPH 1
7 see 7-1–7-6 below SWITCH BRACKET ASM - LEFT 2 D 240-5005-00 6-32 NYLOK STOP NUT 1
E 545-5348-01 3/16 ID RUBBER RING 1
8 see 8-1–8-6 below SWITCH BRACKET ASM - RIGHT 2 F 550-5052-01 MINI POST - CLEAR 1
9 240-5203-00 #10-32 NYLON STOP NUT 5 G 237-5809-00 SCREW, #6 X 1/2" PTH A 1
H 237-5880-00 SCREW, #6 X 3/8 PPH T-25 1
10 254-5000-06 SPACER - 1-1/8" GRAY 1 I 803-5000-A3 PLASTIC #63 830-6072-63 1 G
11 232-5203-00 SCREW, #6-32 x 5/8" PPH (ZINC) SEMS 9 J 550-5052-01 MINI POST - CLEAR 1
K 237-5809-00 SCREW, #6 X 1/2" PTH A 1
12 530-5012-02 #6-32 POST SCREW 6 L 237-5880-00 SCREW, #6 X 3/8 PPH T-25 1
13 254-5049-03 HEX SPACER M/F 1/4" STUD - 1/2 " 1
H B
1
14 535-0245-00 ONE-WAY GATE BRACKET
249-5001-00 RIVET - 1/8" X 3/16" 2
15 535-5307-07 ONE-WAY WIRE GATE 1
-60
16 254-5024-02 HEX SPACER MALE/FEMALE - 5/8" 4
17 254-5008-05 HEX SPACER - 7/8 " 2
18 254-5008-03 HEX SPACER - 1/2 " 2
A F
19 254-5008-02 HEX SPACER - 5/8 " 1 K
L
20 232-5201-00 SCREW, #6-32 X 3/8" PPH MS SEMS 5
21 232-5202-00 SCREW, #6-32 X 1/2" PPH MS SEMS 4
D
22 545-5348-05 BLACK RUBBER - 1" ID 2
23 535-0240-00 WIRE-BATMAN RIGHT 1
–63
24 535-0239-00 WIRE-BATMAN LEFT 1
25 232-5200-00 SCREW, #6-32 X 1/4" PPH SEMS 2
26 242-5008-00 WASHER, 1/4" ID X 1/2" OD X 1/16" TH 9 I
27 240-5005-00 #6-32 NYLON STOP NUT 19 J
28 242-5001-00 #6 WASHER 21
29 237-5809-00 SCREW, #6 X 1/2" PTH A 5
–52
–51
1-3A
1-3B
1-3C
1-3E
1-3D
1-3F
Qty. 2
Qty. 2
Qty. 2
4 BACK
6 5
CLEVIS PIN 2-3A
FRONT
CLEVIS PIN
Qty. 2
2-2
2-3D
2-1
Sec. 4: Drawings ...
2-3E
Qty. 2 2-3B
2
3
Qty. 3
2-4
2-3C
Plun
ger
3 Spring Pin
7
Plunger & Link Asm.
(511-5146-00, Item 3) includes Pivo
t Link
Plunger (530-6547-00),
Pivot Link (545-6350-00), 2-3
Bushing (530-5532-00) Bushing
and
Spring Pin 5/32" X 3/4" (251-5015-02) 2-3F
Qty. 4
1-5G 1-5A
1-5B
1-4 –52
–29
Qty. 2
19.25"/per side
D/S TAPE UHMWPE
Qty. 22
626-5068-02
1-5 1-8
NO. PART NUMBER DESCRIPTION QTY. NO. PART NUMBER DESCRIPTION QTY.
1 see 1-1–1-8 below UPPER AND LOWER TRACK ASM. 1 1-5 511-5144-00 LOWER TRACK ASSEMBLY 1
2 7
LOCTITE 243 8
Qty.4
3 4
Qty. 2 9
11
1 LOCTITE 243 10
3
9
8
5
Sec. 4: Drawings ...
535-9375-00
ONE-WAY WIRE GATE
(NOT SHOWN)
1 525-5681-00 BACK PANEL, BATMAN 1 12 803-5000-A3 Kit #1: Plastics (incl. 830-6090-21 & -23) 1
165-5000-44-HF BULB - #44 - HEAVY FILAMENT 8 165-5000-89-HF #89 - CLEAR - HEAVY DUTY 1
2 13
077-5000-00 SOCKET - STAPLED - 2 LUGS 8 077-5100-00 LAYDOWN STANDARD SOCKET 1
3 515-7705-00 ROLL DOWN RAMP-BACK PANEL 1 14 040-5000-06 1/2" CABLE CLAMP 3
4 535-0228-00 PIVOT RAMP TRANSITION 1 165-5053-04-HF #44 BULB - GREEN, H.D. 4
5 15 077-5008-00 SOCKET - SHORT
240-5002-00 #6-32 T-NUT 5 4
6 240-5101-00 #8-32 T-NUT 5 112-5003-00 DIODE - 1N4004 4
165-5000-44-HF BULB - #44 - HEAVY FILAMENT 6 249-5001-00 RIVET - 1/8" X 3/16" 4
7
077-5003-00 SOCKET - SHORT LAYDOWN 2-LUG 6 246-5000-00 #6 LOCK WASHER, EXT TOOTH 4
8 234-5000-00 SCREW, #6 X 3/8" HWH 10 16 232-5203-00 SCREW, #6-32 x 5/8" PPH SEMS ZINC 2
9 232-5303-00 SCREW, #8-32 X 5/8" PPH MS SEMS 4 ASM. REF. ONLY 500-7125-00 (ITEMS 1-16)
10 240-5005-00 #6-32 NYLON STOP NUT 2
232-5206-00 1/4" SELF RETAINING SPACER 3 A
11
254-5007-02 SCREW, #6-32 X 1" PPH SEMS 3
12
B
5 2
8 16
7
13
4 5
6
6
10
B 15
1
11 12 9
6
2
M.P. #3811R
Q8
8
Motor
Sec. 4: Drawings ...
6
9
Q8
Motor
2-6
10 Not Shown
PAGES 85 – 90
CHECK YOUR GAME
IF TYPE 1 OR TYPE 2
(THERE ARE SOME
PARTS WHICH DIFFER,
DEPENDING ON TYPE.)
820-6437-01
MOVE ONLY WITH THE SCARECROW MOTOR
TEST VIA THE SERVICE MENU (DIAGNOSTICS)
PLASTIC KIT
(QTY. 1+*) (803-5000-A3)
*USE AS MANY TO ENSURE
PENDULUM IS 1/8" – 3/16" 830-6072-96
ABOVE PLAYFIELD
HAND!
1
437-0
E B Y
RA W MOTOR )
N
820-6
L O N C O
NOTE TYPE 1
NOTE TYPE 1
SPROCKET &
BRACKET
IS 4-HOLE
MOUNT
820-6437-00
10 11
5
6
NOTE TYPE 1
NOTE TYPE 1 SPROCKET & BRACKET IS 4-HOLE MOUNT
SPROCKET ROUND HOLE
LOCTITE 243
@ 2 SET SCREWS
9
511-5166-00 includes 511-5137-00 Crane OPTO Actuator
and 530-6549-01 Sprocket (4 mounting holes)
3
ASSEMBLY NOTE:
Sec. 4: Drawings ...
8
5
2 LOCTITE 243
5
NOTE TYPE 1 BRACKET IS 4-HOLE MOUNT
LOCTITE 243
6 REF ONLY 511-5137-00, ITEMS 1-3 // 511-5166-00, ITEMS 1-6
NO. PART NUMBER DESCRIPTION QTY.
1 1 515-7709-00 CRANE STOP BRACKET (4-HOLE MNT) 1
2 535-0212-02 CRANE OPTO FLAG 1
3 249-5001-00 RIVET - 1/8" X 3/16" 2
4 530-6549-01 SPROCKET (4-HOLE MNT) incl. Set Scr. 1
2 SPACER, 3/16"
5 254-5000-18 4
6 237-6023-00 #8-32 X 1/2" PF MS SS 91771A194 4
3
1 10 TEAR-DROP
SHAPE (ROUND
MOTOR HUB HOLE)
SHAFT
TYPE 1
LOCTITE 243
LOCTITE 243
5
7
6
4
1
Sec. 4: Drawings ...
PAGES 91 – 96
CHECK YOUR GAME
IF TYPE 1 OR TYPE 2
(THERE ARE SOME
PARTS WHICH DIFFER,
DEPENDING ON TYPE.)
820-6437-01
MOVE ONLY WITH THE SCARECROW MOTOR
TEST VIA THE SERVICE MENU (DIAGNOSTICS)
PLASTIC KIT
(QTY. 1+*) (803-5000-A3)
*USE AS MANY TO ENSURE
PENDULUM IS 1/8" – 3/16" 830-6072-96
ABOVE PLAYFIELD
HAND!
1
437-0
E B Y
RA W MOTOR )
N
820-6
L O N C O
NOTE TYPE 2
NOTE TYPE 2
SPROCKET &
BRACKET
IS 3-HOLE
MOUNT
820-6437-00
SQUARE
13 SHAPE (SQUARE
MOTOR HUB HOLE)
SHAFT
TYPE 2
10 11
5
6
NOTE TYPE 2
NOTE TYPE 2 SPROCKET & BRACKET IS 3-HOLE MOUNT
SPROCKET KEYED
LOCTITE 243
@ 2 SET SCREWS
9
511-5166-01 includes 511-5137-01 Crane OPTO Actuator
and 530-6549-04 Sprocket (3 mounting holes)
3
ASSEMBLY NOTE:
Sec. 4: Drawings ...
8
5
2 LOCTITE 243
1 10 SQUARE
SHAPE (SQUARE
MOTOR HUB HOLE)
SHAFT
TYPE 2
LOCTITE 243
LOCTITE 243
5
7
6
4
1
Sec. 4: Drawings ...
6FKHPDWLFV 6HFWLRQ&KDSWHU
:LULQJ 3&%V 3DJH
Use the below Coils Detailed Chart Table in conjunction with Sec. 5, Chp. 1, Backbox I/O Power Driver Board
Detailed Wiring Diagram (I/O Board Connectors J6, J7, J8 & J9) and Backbox Board Layout Wiring Diagram:
+LJK &XUUHQW &RLOV *URXS Drive Driver
Transistor Ouput PCB
Power Line
Color
Power Line
Connection
Power Drive Transistor D.T. Control
Voltage Control Line Color Line Connect
Coil GA-Turn
or Bulb Type
#4 JOKER LOCKUP
I/O
Q4 Power YEL-VIO J10-P9/10 50VDC BRN-YEL J8-P5 23-8000 !
090-5001-ND
6
090-5004-ND
#7 JOKER DROP TARGET DOWN Q7 YEL-VIO J10-P9/10 50VDC BRN-VIO J8-P8 32-1250 !
090-5060-01-ND
#8 SHAKER MOTOR (OPTIONAL) Q8 RED-WHT J17-P7 16VAC BRN-GRY J8-P9 S. Motor Kit
12VDC 502-5027-00
+LJK &XUUHQW &RLOV *URXS Drive Driver
Transistor Ouput PCB
Power Line
Color
Power Line
Connection
Power Drive Transistor D.T. Control
Voltage Control Line Color Line Connect
Coil GA-Turn
or Bulb Type
#11 BOTTOM POP BUMPER Q11 YEL-VIO J10-P9/10 50VDC BLU-ORG J9-P4 26-1200 !
090-5044-ND
#14 BATMOBILE RAMP CONTROL GATE Q14 YEL-VIO J10-P9/10 50VDC BLU-BLK J9-P7 32-1250 !
090-5060-01-ND
#17 LEFT SLINGSHOT Q17 BROWN J7-P1 20VDC VIO-BRN J7-P2 23-8000 !
090-5001-ND
23-8000 !
#18 RIGHT SLINGSHOT
5
Q18 BROWN J7-P1 20VDC VIO-RED J7-P3 090-5001-ND
#19 SCARECROW HOME FLASHER Q19 ORANGE J6-P10 20VDC VIO-ORG J7-P4 #89 Bulb
165-5000-89
I/O
#20 NOT USED Q20 Power VIO-WHT J7-P6
Driver #89 Bulb
#21 BACK PANEL FLASHER Q21 ORANGE J6-P10 20VDC VIO-GRN J7-P7
6
165-5000-89
#22 JOKER FLASHER (X3) Q22 ORANGE J6-P10 20VDC VIO-BLU J7-P8 #89 Bulb
165-5000-89
#89 Bulb
#23 SCARECROW FLASHER %$ Q23 ORANGE J6-P10 20VDC VIO-BLK J7-P9 165-5000-89
#24 OPTIONAL (e.g. COIN METER) Q24 RED J16-P4>8 5VDC VIO-GRY Optional
J7-P10
5VDC
P Coil Note: ! -ND means ’No Diode’. -00B or -00T can be used for coil replacements, but the diode must be removed. Call for more info.
/RZ &XUUHQW &RLOV *URXS Drive Driver
Transistor Ouput PCB
Power Line
Color
Power Line
Connection
Power Drive Transistor D.T. Control
Voltage Control Line Color Line Connect
Coil GA-Turn
or Bulb Type
#25 POP BUMPERS FLASHER (X3) Q25 ORANGE J6-P10 20VDC BLK-BRN J6-P1 #89 Bulb
165-5000-89
Motor
#26 JOKER MOTOR (! see Pages 76-77)
5
Q26 BROWN J7-P1 20VDC BLK-RED J6-P2
6HF6FKHPDWLFV
041-5108-00
#27 LEFT SLINGSHOT FLASHER Q27 ORANGE J6-P10 20VDC BLK-ORG J6-P3 #89 Bulb
165-5000-89
I/O Relay Asm
#28 SCARECROW MOTOR RELAY Q28 Power BROWN J7-P1 20VDC BLK-YEL J6-P4 511-5159-01
Driver #89 Bulb
#29 RIGHT SLINGSHOT FLASHER Q29 ORANGE J6-P10 20VDC BLK-GRN J6-P5
6
165-5000-89
#30 JOKER MOTOR RELAY Q30 BROWN J7-P1 20VDC BLK-BLU J6-P6 Relay Asm
511-5159-00
#31 SCR’CROW MOTOR (! see Pgs. 94-95) Q31 BROWN J7-P1 20VDC BLK-VIO J6-P7 Motor
041-5107-*
#32 BATMOBILE CRASH FLASHER (X2) Q32 ORANGE J6-P10 20VDC BLK-GRY J6-P8 #89 Bulb
165-5000-89
Note: In Test Flash Lamps Menu ("Flash" Icon), only Flashers are tested in numeric order. This Game: #19, #21-#23, #25, #27, #29 & #32
6HFWLRQ&KDSWHU %DFNER[
3DJH :LULQJ
Relay with Wiring + Conn. for:
Backbox I/O Power Driver Board Reveal (Joker) Motor (511-5159-00) and
(Coils Q1-Q32) Scarecrow (Crane) Motor (511-5159-01) 1 NC 2
ALL FUSES RATED 250V SLO-BLO 3 NO 4
Detailed Wiring Diagram I/O FUSE CHART INFO IN BACKBOX & PAGE DR. 1 PICKER RELAY without wiring (190-5004-00)
Specifications: #PC113-2C-C1-24D-LD-X 5 C 6
Partial View (520-5249-00) COIL 24VDC 12A 250VAC/28VDC
DRY
+28
10A 277VAC 1/2HP 125VAC
For complete and detailed schematics of the Connectors, Coils, Flash Lamps, Bridges and Fuses noted below, see the I/O Power Driver PCB (Sheets 1 & 2 of 4) in Section 5, Chapter 4, Printed Circuit Boards (PCBs).
#89 (Clear) X3 #25 Pop Bumper 7 8
J6q Safety Switches used with the
BLK-BRN Flasher (X3) motors ARE NOT part of the
J6: P1-8 Q25 1
#26 Joker Switch Matrix. Over-travel of the
+20VDC BLK-RED Motor motor causes the NC contacts of
Q26 2 the switch to open, thus breaking
#89 (Clear) X1 #27 Left
Q25-Q32 the circuit. When the relay is
BLK-ORG Slingshot Flasher activated, the motor will reverse
Q27 3
#28 Scarecrow direction.
BLK-YEL Motor Relay
FLASH LAMPS or
LOW CURRENT
Q28 4
SOLENOIDS
J6
WHT-BRN
BRN-WHT
DRIVE Q26
DRIVE Q30
WHT-RED
BLK-RED
BLK-BLU
BLK-GRN Slingshot Flasher
BROWN
from Switch
+20VDC
Q29 5
#30 Joker Motor
Motor
Motor
BLK-BLU Relay
Q30 6
#31 Scarecrow M 5 3
BLK-VIO Motor 6 4 2 1
J6 Q25-Q32 Q31 7 6 5 4 3 2 1
TIP122 #89 (Clear) X2 #32 Batm. Crash BOTH MOTORS (041-5108-00 +041-5107-02):
F
(110-0067-00) BLK-GRY Flasher (X2) In connector requires Varistor 56V P68Z10
WHT-RED
WHT-BRN
BLK-RED
BRN-WHT
BLK-BLU
BROWN
Motor
Motor
DRIVE Q26
from Switch
DRIVE Q30
+20VDC
Q32 8 (130-5004-00) and Cap Radial .1uF 100V
[ 9 KEY ] (130-5005-00). See Pages 88-89 & 94-95 for
ORG 20VDC LOW POWER q for information and motor views.
BRDG2 / F10 J6-P10
10
BRN
J7-P1 J7q BRN 20VDC LOW POWER q
FUSE F10 20VDC q
J7: P1-9 1
#17 Left
+20VDC VIO-BRN Slingshot 23-800
Q17 2
#18 Right F 2 1 F 2 1
Q17-Q24 VIO-RED Slingshot 23-800
Q18 3 M 2 1
M 2 1
#89 (Clear) X1 #19 Scarecrow
WHT-RED
WHT-BRN
BRN-WHT
BROWN
Motor
Motor
from Switch
+20VDC
VIO-ORG Home Flasher
LOW CURRENT
FLASH LAMPS
SOLENOIDS or
Q19 4
J7
DRY
+28
Q2 3
Q1-Q8 #3 Top Right 7 8
BRN-ORG Eject 26-1200
Q3 4
#4 Joker Lockup
SOLENOIDS
BRN-YEL 23-800
J8
(Autolaunch)
CURRENT
P6 [ J1 ] P2
STP22NE10L #7 Joker Drop WHT-BRN
BRN-WHT
x
DRIVE Q31
DRIVE Q28
WHT-RED
Shaker
from Switch 2
from Switch 1
BLK-YEL
YELLOW
BROWN
(110-0106-00) Motor PCB
+20VDC
Q7 8 x
P3 [ J2 ] P2
#8 Shaker
Motor
Motor
RED
WHT-RED
WHT-BRN
BLK-VIO
BRN-WHT
BLK-YEL
BROWN
from Switch 2
Motor
Motor
DRIVE Q31
from Switch 1
DRIVE Q28
+20VDC
Q10 2
Q9-Q16 [ 3 KEY ] #11 Bottom Pop
BLU-ORG 26-1200 Bumper Q15-Q16: These Coil Fuses
Q11 4
#12 Left Control are located under the playfield Sec. 5: Backbox ...
NEAR the assembly, see
SOLENOIDS
#13 Batmobile
BLU-GRN 23-1500 Ramp Down J10-P6/7 RED-YEL
Q13 6 I/O PCB
50VDC q
#14 B'mb. Ramp +50VDC F 1 2 F 2 1 F 2 1
BLU-BLK 32-1250 Control Gate
J9 Q9-Q16 Q14 7 RED-YEL
VOLTAGE OUTPUTS M 1 2
M 2 1
M 2 1
STP22NE10L #15 (Lower)
BROWN
YELLOW
WHT-RED
WHT-BRN
BRN-WHT
BROWN
+20VDC
from Switch 2
Motor
Motor
from Switch 1
+20VDC
-12VDC
Ground
Ground
Ground
Ground
Ground
Ground
+ 5VDC
+ 5VDC
+ 5VDC
+ 5VDC
+ 5VDC
+12VDC
-12VDC
YEL-BLK 24VAC
J11 J10
13VAC
13VAC
16VAC
16VAC
19VAC
GRY 19VAC
BLK-ORG 48VAC CONNECT THE 1 2 3 4 5 6 1 2 3 4
BLK-YEL 48VAC
YEL-BLK 24VAC
RED 8VAC
RED 8VAC
BLK GND
GND
GND
GND
20-PIN RIBBON POWER AUDIO
CABLE TO I/O J1
GRY-WHT +12V
BLK-WHT
BLK
BLK
BLK
BLK
BLK
BLK
RED-BLK CH A-
GRY-WHT
VIO-YEL
YEL-VIO
YEL-VIO
RED-YEL
RED-YEL
RED-WHT
BLK Ground
9 BLU-WHT
BLU-WHT
RED
RED
RED
RED
RED
4 GRY-GRN
-RED
5 GRY-WHT
GRY-RED
BLK
BLK
BLK Ground RED-WHT CH A+
19 BLK-WHT -12V YEL-BLK CH B-
7 WHT
YEL-WHT CH B+
KEY
KEY BLK Ground
RED +5V
J9
1
8
visit http://www.sternpinball.com/GAME-code.shtml
3
6
Reset
1
2
3
RED
2 1 Button
Important:
When connecting any 20 19 TAN-RED
5.7VAC G.I.s FROM Ribbon Cable, always TAN-ORG
8 COL 10
TRANSFROMER ensure the " Red Line " 7 COL 11
POWER FROM THE TAN-YEL
YELLOW TRANSFORMER side of the ribbon cable J1 KEY
6 COL 12
goes to the Pin-1 side 5 J15
PORT
YELLOW TAN-GRN
USB
YELLOW J17 of any Dual 0.1" Header
2 1 TAN-BLU
4 COL 13
1 2 3 Connector. 3 COL 14
TAN-VIO 2 COL 15
4 5 6
YEL-WHT TAN-WHT 1 COL 16
9 VIOLET
BROWN
INPUT BLACK
WHT-BRN
10 Ground (S.A.M. System)
DISPLAY
J15 GRN-WHT
BLU-WHT
10
BLACK
G.I.s 11 10 Ground
PNK-WHT 12 LT GRN-GRY 9 SW D=24 14-PIN RIBBON
+18VDC
BLUE
LT GRN-VIO 8 SW D=23 MOVE TO 'ON'
POSITION
CABLE TO J5
10 LT GRN-BLU 7 SW D=22 DOT DISPLAY
YEL-BRN ORG-BRN 1 LT GRN-BLK TO UPDATE
9 ORG-RED 6 SW D=21 P2
SERIAL PORT
8 YEL-RED 2 LT GRN-YEL vDIP SW. 8
YEL-ORG ORG-BLK 5 SW D=20
7 3 LT GRN-ORG 4 SW D=19 v ON 8
YEL-BLK KEY 4 LT GRN-RED 7
6
5 YEL-GRN ORG-YEL
ORG-GRN
5 KEY
3
2
SW D=18 6
5 J3 J2 J1
4
YEL-BLU
YEL-VIO ORG-BLU 6 LT GRN-BRN 1 SW D=17 4
3
DEDICATED SWITCHES DEDICATED SWITCHES SWITCH STROBES J4
3 7
ORG-VIO
SW D-12
SW D-14
SW D-10
SW D-16
SW D-13
SW D-15
SW D-11
KEY J13 2
Ground
Ground
Ground
SW D-2
SW D-8
SW D-6
SW D-4
SW D-3
SW D-5
SW D-1
SW D-7
SW D-9
8
ROW 8
ROW 2
ROW 1
ROW 7
ROW 5
ROW 6
ROW 4
2
ROW 3
OFF
YEL-GRY ORG-GRY 9
1
1 ORG-WHT DED. SWITCHES
10 SW1
J13 J2 DIP
LAMP COMLUMS SWITCH 10 9 8 7 6 5 4 3 2 1 12 11 10 9 8 7 6 5 4 3 2 1 9 8 7 6 5 4 3 2 1
+20VDC
+20VDC
18V J9 J8 J7 AUXILLIAR
J12 HIGH CURRENT HIGH CURRENT LOW CURRENT J6 OUTPUT
LAMP ROWS GROUND SOLENOIDS SOLENOIDS SOLENOIDS FLASH LAMPS
KEY
KEY
N.U.
KEY
GRN-ORG
GRY-ORG
GRN-GRY
GRY-GRN
GRN-RED
GRN-BRN
PNK-ORG
PNK-GRN
GRY-RED
GRY-BRN
PNK-GRY
PNK-BRN
GRN-BLU
PNK-RED
GRN-YEL
GRN-BLK
GRY-BLU
GRY-BLK
GRY-YEL
12 11 10 9 8 7 6 5 4 3 2 1 9 8 7 6 5 4 3 2 1 9 8 7 6 5 4 3 2 1 10 9 8 7 6 5 4 3 2 1 10 9 8 7 6 5 4 3 2 1
PNK-BLU
GRN-VIO
PNK-YEL
GRY-VIO
PNK-VIO
BLACK
BLACK
BLACK
KEY
KEY
N.C.
KEY
KEY
KEY
ORG-GRY
Backbox Board Layout Wiring
BRN-ORG
RED-WHT
RED-ORG
RED-GRN
BRN-GRN
RED-GRY
BRN-GRY
BRN-RED
BLU-ORG
RED-BRN
BLK-ORG
BLU-GRN
BLK-GRN
BLU-RED
VIO-ORG
RED-BLU
BRN-BLU
BLK-GRY
BLU-BRN
ORANGE
RED-BLK
ORG-VIO
BLK-RED
VIO-GRN
RED-YEL
BRN-YEL
BRN-BLK
BLK-BRN
VIO-RED
VIO-GRY
VIO-BRN
RED-VIO
BRN-VIO
BLU-YEL
BLK-BLU
BLU-BLK
BLK-YEL
VIO-BLU
VIO-YEL
VIO-BLK
BLK-VIO
BROWN
RED
Section 5, Chapter 1
14 NOT USED 13 NOT USED 128 DOT MATRIX 520-5138-00
12 GROUND 11 SER. DATA
10 GROUND 09 PIX CLOCK x 32 DISPLAY PCB
CN2 to Display
08 GROUND 07 COL. LATCH YEL-BLK
J4 BABCOCK
– 110VDC
{
{
RED – 110VDC 1
– 98VDC
+5VDC GRY-YEL
+12VDC
Ground
Ground
7
+5VDC
Page 100
WHT-GRN
2 110VAC BLUE
1 88VAC +12VDC 7
VIO-YEL
Diagram
+68VDC 8
CN1
KEY
CN2
GRY-YEL
YEL-BLK
YELLOW
VIO-YEL
BLACK
BLUE
14-PIN
RED
RIBBON
CABLE TO
CPU / SOUND
J5 DISPLAY
Sec. 5: Backbox ...
Section 5 Chapter 2 of 4
Playfield Wiring
General Illumination Circuit Detailed Wiring Diagram Partial View I/O Power Driver PCB
Below: Bottom of Playfield shown +5VDC (520-5249-00)
as if leaning up against the Backbox. 20
qF1
3 D0 VCC Q0
2
U21 G.I. RELAY 5A
250V
L9
74HCT273 RLY1 SLO-BLO
DATA LATCH 1 D50
U20 11 CLK 5 NC R14 1N4148 AP2012EC
3 NO LED
10 qF2 680
GND 2
6 NC 5A L10
4 NO 250V
SLO-BLO
7 D51
+20VDC
D49 R15 1N4148 AP2012EC
1N4004 LED
8 qF3 680
Y V R150 FRL264
1K Q44 5A
250V
L11
AP2012EC
MMBT3904 G.I.s 5.7VAC
V RELAY TRANSISTOR INPUT FROM
SLO-BLO
D52
LED
V DRIVER TRANSFORMER R16 1N4148
Y
Y V V qJ14 qF4 680
YEL
1
J14 TRANSFORMER
YEL 5A L12
2ndary 5.7v AC
V 2 250V
SLO-BLO
YEL
Primary
YY V 3 D53
Above P/F X2: Above Playfield:
AP2012EC
LED
G.I. in Light Reflector on G.I. in Light Reflector on YEL-WHT 4 R17 1N4148
Left Slingshot Plastic. Right Slingshot Plastic. V
YEL-WHT 5 680
V YEL-WHT 6
Transformer
J15q
J15
[ 5 KEY ]
PRI-103.5-115-207-230V 9 8 7 6 4 3 2 1
V 50/60Hz 750VA
CLASS 130 EPBO GENERAL ILLUMINATION
Y V
9 8 7 6 4 3 2 1
Y V J15-P6 to J15-P1 (Fuse F1)
VIOLET
GREEN
YELLOW
BRN-WHT
WHT-VIO
WHT-GRN
WHT-YEL
B = BRN-WHT to WHT-BRN
Location: Playfield Top X13 &
Upper P/F X3
WHT-BRN
#555 Bulb
3 ea. G.I.
#44 Bulb
13 ea.
Y Circuit
Above P/F X2: BB 1
G.I. in Light Reflector
above Upper Plastic. #1 #2 #16*
Note: Various Colors, see
Page 62 for Part Numbers.
Y Above Playfield: B J15-P7 to J15-P2 (Fuse F2)
G.I. in Light Reflector
Y = YELLOW to WHT-YEL
B front of Bottom Bumper.
Location: Playfield Left Side X8 &
Y Slingshot Left X2
B WHT-YEL
#555 Bulb
2 ea. G.I.
#44 Bulb
B
Circuit
B 8 ea.
B 2
B B YEL #1 #2 #10*
B
B
B B J15-P8 to J15-P3 (Fuse F3)
B G = GREEN to WHT-GRN
Location: Back Panel X14
B This Edge is “Top of Playfield” + US Coin Door X2 (Euro X3)
WHT-GRN YEL-WHT
Coin On Coin
#555 Bulb
#44 Bulb
Door Door
14 ea.
Circuit
Sec. 5: Playfield ...
2 ea.
Below: Located at the top of the P/F, rear view of the Back Panel.
3
GRN #1 Wiring
Harness #3 #14*
GIs on rear Back Panel (X14) Connector YEL
Circuit
4
VIO #1 #2 #12*
* G.I. Bulb quantities may change during production.
Switch Return IC Source Number : LM339D Surface Mount Switch Return IC Source Number : LM339D Surface Mount
IC-U22A
IC-U22B
IC-U22C
IC-U22D
IC-U15A
IC-U15B
IC-U15C
IC-U15D
IC-U35A
IC-U35B
IC-U35C
IC-U35D
IC-U40A
IC-U40B
IC-U40C
IC-U40D
Ground
Ground
SWITCH RETURNS
SWITCH RETURNS
J12
J12p
[ 4 KEY ]
[ 5 KEY ]
BLACK J6q
J6
10
10
1
CPU/Sound PCB
WHT-BRN
WHT-RED
WHT-ORG
WHT-YEL
WHT-GRN
WHT-BLU
WHT-VIO
WHT-GRY
BLACK
TAN-BLK
TAN-RED
TAN-ORG
TAN-YEL
TAN-GRN
TAN-BLU
TAN-VIO
TAN-WHT
p Switch Returns p
Return 1 Return 2 Return 3 Return 4 Return 5 Return 6 Return 7 Return 8 Return 9 Return 10 Return 11 Return 12 Return 13 Return 14 Return 15 Return 16
Switch 01 Switch 02 Switch 03 Switch 04 Switch 05 Switch 06 Switch 07 Switch 08 Switch 09 Switch 10 Switch 11 Switch 12 Switch 13 Switch 14 Switch 15 Switch 16
LEFT MIDDLE RIGHT NOT ALFRED SCARE- C. RAMP RIGHTS-UP TOURNA- START
(B) ATMAN B (A) TMAN BA (T) MAN BAT (M) AN BATM (A) N BATMA (N) TOP LANE TOP LANE TOP LANE USED TARGET CROW VUK ENTRANCE TARGET MENT START BUTTON
D D D D D D D D D D D D D D D D
O O O O O O O O O O O O O O O O
Drive 1
T T T T T T T T T T T T T T T T
S S S S S S S S S S S S S S S S
Switch 17 Switch 18 Switch 19 Switch 20 Switch 21 Switch 22 Switch 23 Switch 24 Switch 25 Switch 26 Switch 27 Switch 28 Switch 29 Switch 30 Switch 31 Switch 32
NOT TROUGH TROUGH TROUGH Trough TROUGH SHOOTER LEFT L. RETURN L. SLING- R. SLING- R. RETURN RIGHT LEFT RIGHT BOTTOM
u D
USED #4 (LEFT)
D D
#3
D
#2
D
#1 (RIGHT)
D
JAM
D
LANE OUTLANE
D D
LANE
D
SHOT
D
SHOT
D
LANE OUTLANE
D D
BUMPER
D
BUMPER BUMPER
D
Switch O O O O O O O O O O O O O O O O
Drive 2
T T T T T T T T T T T T T T T T
Drives S S S S S S S S S S S S S S S S
u
Switch 33 Switch 34 Switch 35 Switch36 Switch 37 Switch 38 Switch 39 Switch 40 Switch 41 Switch 42 Switch 43 Switch 44 Switch 45 Switch 46 Switch 47 Switch 48
J1
SWITCH D
O
SKILL
SHOT
LT. LOOP
SPINNER
D
O
D
O
LEFT
LOOP
D
O
LT. JOKER
TARGET
D
O
CT. JOKER
TARGET
BUMPER
TARGET
D
O
D
O
BUMPER
SPINNER
D
O
NOT
USED
D
O
RIGHT
LOOP
D
O
VUK
EXIT
D
O
NOT
USED
D
O
TOP RT.
EJECT
D
O
DROP
TARGET
D
O
JOKER
LOCKUP #1
D
O
CRASH
TARGET
RT. JOKER
D
O
TARGET
Drive 3
STROBES T T T T T T T T T T T T T T T T
S S S S S S S S S S S S S S S S
J1q GRN-BRN
Q1 1
Switch 49 Switch 50 Switch 51 Switch 52 Switch 53 Switch 54 Switch 55 Switch 56 Switch 57 Switch 58 Switch 59 Switch 60 Switch 61 Switch 62 Switch 63 Switch 64
Playfield Switch Wiring Diagram
[ 2 KEY ]
GRN-RED LEFT S-UP JOKER JOKER JOKER MINI-PLFD MINI-PLFD MINI-PLFD CRANE CRANE CRANE CRANE CRANE CRANE NOT MINI-PLFD B-M RAMP
Q2 3 TARGET POS. #1 (H) POS. #2 POS. #3 (A) (TOP L.) (TOP RT.) (BOT LT.) POS. #6 (A) POS. #5 POS. #4 POS. #3 POS. #2 POS. #1 (H) USED (BOT R.) EJECT
D D D D D D D D D D D D D D D D
O O O O O O O O O O O O O O O O
GRN-ORG
Drive 4
T T T T T T T T T T T T T T T T
Q3 4 S S S S S S S S S S S S S S S S
Section 5, Chapter 2
GRN-YEL
Q4 5
GRN-BLK
Q5 6
GRN-BLU
Q6 7
GRN-VIO D D iode
Q7
Page 102
8 For Switch(es): O On
12 & 45 T T erminal
S S trip
GRN-GRY
Q8 9 -or-
NOTE : All Switch, Lamp & Coil assemblies require diodes. D D iode
Switch Drive Transistor Some diodes are located under the playfield on Terminal O On
D D iode
Source Number : 2N3904 Strips or Diode Boards and not on the assemblies. B B oard
Please NOTe: Switch & Lamp Descriptions may differ slightly than that of the Dot Display due to space restraints.
U17
U16
U15
U14
U13
U12
U10
U11
Lamp Drive IC Source Number : VN02N
J13q YEL-GRY
9
1
[ 2 KEY ]
I/O POWER DRIVER PCB
N/C
YEL-BRN
YEL-RED
YEL-ORG
YEL-BLK
YEL-GRN
YEL-BLU
YEL-VIO
q Lamp Drives q
Return 1
START TOURNAMENT SHOOT LEFT LEFT RETURN JOKER BATMOBILE SCARECROW
BUTTON
D BUTTON
D AGAIN
D OUTLANE
D LANE
D PLAYED
D PLAYED
D PLAYED
D
O O O O O O O O
T T T T T T T T
t S S S S S S S S
Lamp Lamp 09 Lamp 10 Lamp 11 Lamp 12 BRUCE Lamp 13 COMM. Lamp 14 RACHEL Lamp 15 SCARE- Lamp 16
Return 2
JOKER RIGHT RETURN RIGHT WAYNE COM- GORDON COM- DAWES COM- CROW COM- JOKER COM-
Returns MULTIPLIER
D LANE
D OUTLANE
D PLETED
D PLETED
D PLETED
D PLETED
D PLETED
D
t O
T
O
T
O
T
O
T
O
T
O
T
O
T
O
T
S S S S S S S S
J12
LAMP RETURNS
Return 3
Lamp 17 HARVEY Lamp 18 LUCIOUS Lamp 19 ALFRED
DENT COM-
PLETED
D
O
FOX COM-
PLETED
D
O
PENNYWORTH
COMPLTD.
D
O
Lamp 20
( B ) ATMAN
D
O
Lamp 21
B ( A ) TMAN
D
O
Lamp 22
BA ( T ) MAN
D
O
Lamp 23
BAT ( M ) AN
D
O
Lamp 24
BATM ( A ) N
D
O
T T T T T T T T
S S S S S S S S
J12q RED-BRN
Lamp 25 Lamp 26 Lamp 27 Lamp 28 Lamp 29 Lamp 30 Lamp 31 LEFT Lamp 32
Return 4
Q33 1 BATMA ( N ) BATMAN TARGET BATMAN TARGET BATMAN TARGET BATMAN TARGET NOT USED LOOP MULTI- CRANE POS. #6
Lamp Return Transistor Source Number : STP20N10L
D AWARD
D #1 AWARD
D #2 AWARD
D #3 AWARD
D #4 D PLIER
D (AWAY)
D
RED-BLK O O O O O O O O
Q34 2 T
S
T
S
T
S
T
S
T
S
T
S
T
S
T
S
RED-ORG Lamp 33 Lamp 34 Lamp 35 Lamp 36 Lamp 37 Lamp 38 Lamp 39 Lamp 40 LEFT
Return 5
Q35 3 BAT MISSIONS MYSTERY LEFT LOOP JOKER ARROW JOKER LOCK #3 JOKER LOCK #2 GORDON MULTIPLIER
D D ARROW
D D D D D (TARGET)
D
RED-YEL O O O O O O O O
Q36 4 T
S
T
S
T
S
T
S
T
S
T
S
T
S
T
S
RED-GRN Lamp 41 Lamp 42 Lamp 43 Lamp 44 Lamp 45 Lamp 46 Lamp 47 Lamp 48
Return 6
Q37 5 JOKER LOCK #1 CRANE POS. #5 CRANE POS. #4 CRANE POS. #3 CRANE POS. #2 NOT USED BATMOBILE 3 BATMOBILE 2
D D D D D D D D
RED-BLU O O O O O O O O
Q38 6 T
S
T
S
T
S
T
S
T
S
T
S
T
S
T
S
[ 7 KEY ]
RED-VIO Lamp 49 Lamp 50 CENTER Lamp 51 SCARE- Lamp 52 RIGHT Lamp 53 RIGHT Lamp 54 SCARE- Lamp 55 Lamp 56
Return 7
Q39 8 BATMOBILE 1 RAMP MULTI- CROW VUK MUL- LOOP MULTI- MULTIPLIER CROW VUK SUPER JACKPOT SCARECROW
D PLIER
D TIPLIER
D PLIER
D (TARGET)
D ARROW
D D D
RED-GRY O O O O O O O O
Q40 9 T
S
T
S
T
S
T
S
T
S
T
S
T
S
T
S
RED-WHT Lamp 57 Lamp 58 Lamp 59 MINI- Lamp 60 LEFT Lamp 61 RIGHT Lamp 62 MINI- Lamp 63 Lamp 64
Return 8
Q41 10 EXTRA BALL ALFRED TARGET PLAYFIELD (BOT. BUMPER BUMPER PLAYFIELD (TOP RIGHT LOOP RIGHT LOOP
D D LEFT)
D D D LEFT) ARROW
D AWARD
D #4
Section 5, Chapter 2
RED O O O O O O O
Q42 11 T
S
T
S
T
S
T
S
T
S
T
S
T
S
N/C Lamp 65 Lamp 66 Lamp 67 Lamp 68 MINI- Lamp 69 SCARE- Lamp 70 BAT- Lamp 71 Lamp 72
Return 9 Return 10
12 RIGHT LOOP RIGHT LOOP RIGHT LOOP PLAYFIELD (BOT. CROW SKILL MOBILE SKILL JOKER SKILL LEFT TOP
AWARD
D #3 AWARD
D #2 AWARD
D #1 RIGHT)
D SHOT
D SHOT
D SHOT
D LANE
D
O O O O O O O O
T T T T T T T T
D D iode S S S S S S S S
For Lamp(s): O On
60, 61, 78, 79 & 80 T T erminal Lamp 73 Lamp 74 Lamp 75 MINI- Lamp 76 Lamp 77 Lamp 78 BAT- Lamp 79 Lamp 80 SCARE-
Page 103
S S trip MIDDLE TOP RIGHT TOP PLAYFIELD (TOP BAT SYMBOL POP BUMPERS MOBILE ILLUMI- JOKER ILLUMI- CROW ILLUMI-
-or- LANE
D LANE
D RIGHT)
D D D D NATION D NATION D NATION
NOTE : All Switch, Lamp & Coil assemblies require diodes. D D iode O O O O O O O O
O On T T T T T T T T
Some diodes are located under the playfield on Terminal D D iode S S S S S S S S
Strips or Diode Boards and not on the assemblies. B B oard
820-6221-LR
LOWER LEFT FLIPPER FUSE LOWER RIGHT FLIPPER FUSE
820-6221-LL
Rated 3A 250V S.B. Rated 3A 250V S.B. wires depending where the switch or lamp is in the string.
RED RED 3A S.B. BLUE
–YEL 3A S.B. GRAY
–YEL –YEL –YEL READ GAME MANUAL FOR MORE INFO! LOOK FOR INFO OR WARNING DECALS!
BATMAN
820-6221-A3A
LAMP 60 RED-GRY
PINBALL
LEFT
BUMPER 1N4004
1N4004
BLACK
J12-9
RED-
GRY
TERMINAL STRIP
J13-6
I/O PCB
BLK YEL-BLK YEL-
YEL -GRN
BLK
BLK
BLK
BLACK
J13-5
YEL-
RIGHT
BUMPER LAMP 61 GRN
BLACK YEL-GRN
SPECIAL APPLICATION FUSE READ GAME MANUAL FOR MORE INFO! LOOK FOR INFO OR WARNING DECALS!
Rated 3A 250V S.B. 820-6221-A3B
BATMAN
BLU
–GRN 3A S.B. BLU
–YEL SWITCH 12 PINBALL
1N4004
ORG-(YEL) ORG-(YEL) TAN-YEL
J12-6
CPU PCB
CONN.
SCARE-
C
CROW
VUK
B
TERMINAL STRIP
J1-1
GRN-BRN GRN-BRN GRN-BRN
READ GAME MANUAL FOR MORE INFO! LOOK FOR INFO OR WARNING DECALS!
BATMAN
820-6221-A3C
SWITCH 45 PINBALL
G ORG-GRN ORG-GRN
1N4004
TAN-GRN
J12-P4
CPU PCB
CONN.
JOKER
DROP
TARGET TERMINAL STRIP
J1-4
GRN-ORG GRN-ORG GRN-ORG
D
E
Sec. 5: Playfield ...
READ GAME MANUAL FOR MORE INFO! LOOK FOR INFO OR WARNING DECALS!
BATMAN
820-6221-A3G
LAMP 78 PINBALL
1N4004
ORG-RED RED
J12-11
I/O PCB
BATMOBILE
ILLUMINATION
(SPOT-LIGHT) TERMINAL STRIP
J13-4
YEL-BLU YEL-BLU
READ GAME MANUAL FOR MORE INFO! LOOK FOR INFO OR WARNING DECALS!
BATMAN
820-6221-A3F
LAMP 79 PINBALL
1N4004
ORG-RED RED
J12-11
I/O PCB
JOKER
ILLUMINATION
(SPOT-LIGHT) TERMINAL STRIP
J13-3
YEL-VIO YEL-VIO
READ GAME MANUAL FOR MORE INFO! LOOK FOR INFO OR WARNING DECALS!
BATMAN
820-6221-A3E
LAMP 80 PINBALL
1N4004
ORG-RED RED
J12-11
I/O PCB
SCARECROW
ILLUMINATION
(SPOT-LIGHT) TERMINAL STRIP
J13-1
YEL-GRY YEL-GRY
READ GAME MANUAL FOR MORE INFO! LOOK FOR INFO OR WARNING DECALS!
BATMAN
820-6221-A3D
COIL 23 JUMPER ONLY
PINBALL
(NO DIODE HERE)
BLACK VIO-BLK
J7-P9
I/O PCB
SCARECROW
ORG
BLK
FLASHER
(BOT. BUMPER) TERMINAL STRIP
J6-P10
BLACK ORG Sec. 5: Playfield ...
Ground
Upper Left Flipper, if used. The Outside RIGHT
IC-U4
IC-U4
IC-U4
IC-U4
IC-U4
IC-U4
IC-U4
IC-U4
Dedicated Switch IC FLIPPER BUTTON located on the Cabinet
Source Number : LVC245A operates both the Right Flipper & Upper Right
Flipper, if used. RIGHT & LEFT BUTTONS:
J3 These switches are Double-stacked. Pressing
[ 3 KEY ]
J3q
1 2 4 5 6 7 8 9 10
DEDICATED SWITCHES
half-way down operates the Lower Flippers
(respectively); pressing full down operates both
GRY-BRN
GRY-RED
GRY-ORG
GRY-YEL
GRY-GRN
GRY-BLU
GRY-VIO
GRY-BLK
BLACK
the Lower Flipper & Upper Flippers
(respectively) simultaneously.
Our Flipper System uses one supply voltage (+50VDC) for both kick & hold. Once the Game CPU detects a Flipper
Cabinet Switch closure (during game play) it applies a 40msec pulse to the gate of the Flipper Drive Transistor
(STP22NE10L). If it continues to detect a Flipper Cabinet Switch closure (the player holding the button in) it will continue
to pulse the flipper drive transistor 1msec every 12msecs for the duration of the hold cycle.
The E.O.S. (End-Of-Stroke) Switch serves the same function as before as it prevents
J10
VOLTAGE OUTPUTS
foldback when the player has the flipper energized to capture balls. The E.O.S.
Dedicated Switch is a normally closed switch which opens approximately 1/16" when
the flipper is energized. The Game CPU will detect a switch closure if the flipper bat is
J10q forced back by a high velocity shot or
10
rebound on the playfield and will apply
Partial View I/O I/O POWER DRIVER PCB another 40msec pulse of 50VDC to the
9 Power Driver PCB
(520-5249-00) J9q coil.
8 1
MOS FET
IC Source Number : 2
7 STP22NE10L [ 3 KEY ]
+50VDC
HIGH CURRENT SOLENOIDS
4
#13 Upper PF Left 3A
+50VDC
RED-YEL
6
Flippers
Q13 5
6
BLU-GRN 00-0000 Flipper GRY-YEL SLO-BLO
J9
HIGH
POWER 5 +50VDC
#14 Upper PF Right 3A
4
Q14 7
BLU-BLK 00-0000 Flipper BLU-YEL SLO-BLO
Sec. 5: Playfield ...
[ 3 KEY ] +50VDC
BLACK #15 (Lower) 3A
2 GROUND Q15 8
ORG-GRY 22-1080 Left Flipper GRY-YEL SLO-BLO
1 +50VDC
#16 (Lower) Right 3A
Q16 9
ORG-VIO 22-1080 Flipper BLU-YEL SLO-BLO
FOR AUDIO
ORANGE GRY-GRN 19VAC F13 5A S.B.
9 9 4 3
WHT-BLK BLU-WHT 13VAC
JUMPER
3 3 9 8
JUMPER
WHT-BRN F9 8A S.B.
5 5 TO BRIDGE 4
J17+J11
GRY-BLU tSW. D-16 16VAC RED-WHT
UPPER RIGHT FLIPPER E.O.S. 7
IC-U4 7 N.C. 20VDC COMMON - 1
J3
1N5404
1
D3
250V SLO-BLO
J2q [ 3 KEY ]
10W 10W
BLUE
20J1ROE
OHMITE
RED
qF3
+12VDC
2.5A
5 R1 4
tCPU/Sound PCBu
J8
[ 4 KEY ] J8q
BLU 3 5 [ Q8 ] BRN-GRY
9
OPTIONAL
250V SLO-BLO
2.5A SPARE
RED BRN-GRY
Q6 SHAKER MOTOR 2 6
1N5404
qF2
D2
J13q BLACK TICKET NOTCH p INSIDE CABINET LEFT SIDE WHEN INSTALLED p
J13
(IF USED)
Ground 10
qSW. D-19
N.O.
IC-U41 4 J16q
J16+J7
GND OPTIONAL
N.O. (Black) +5VDC RED 4
LT. GRN-BRN –
IC-U41 1 8
pSW. D-17 J7q
TILT PENDULUM
(PLUMB BOB) VIO-GRY
GND 10
(Black)
J10q YEL-WHT Q24 OPTIONAL COIL
(OUT A–) 4 ~ e.g. Coin or Tix Meter ~
(location : Coin Door)
J10
YEL-BLK
OUT A [+] 3
AUDIO
RED-WHT
(OUT B –) 2
(loc. : under Right Flip. Button)
RED-BLK CABINET POWER SOURCE CONNECTOR
OUT B [+] 1 BOTTOM J16
SPEAKER J16q
POWER OUT
+5VDC RED 4
(GND) BLK –
8
BACKBOX BACKBOX +12VDC GRY-RED
LEFT RIGHT 3
SPEAKER SPEAKER
Sec. 5: Cab. & Coin
TOURNAMENT
BUTTON
SWITCH DRIVES / SW. RETURNS
qSW. 15
LAMP COL. 18V / LAMP ROWS
2 8
J12+J1
N.O.
TAN-WHT YEL-BRN 9
1
pSW. 16 3-LUG DIODE
TERMINAL STRIP
START BUTTON ORG-BRN
J1q J12q
GRN-BRN pLAMP 2 RED-BRN
1 TOURNAMENT BUTTON 1
ORG-BRN
pLAMP 1
START BUTTON
pCPU/Sound PCBp pI/O POWER DRIVER PCBp
Section 5, Chapter 3 Cabinet and Coin
Page 108 Door Wiring
Coin Door Wiring Diagram
SW. 0D-2 PNK-RED
IC-U2 7 PNK-GRN
DEDICATED SWITCHES
tSW. 0D-5
PNK-YEL 5TH COIN SLOT
IC-U2 6 PNK-YEL
tSW. 0D-4
BLACK
J16+J15
IC-U2 2 1 4 7 10 1 4 7 10
BLACK 2 5 8 2 5 8 J15q
Ground 1 WHT-GRN 7
J13q BLACK 3 6 9 12 3 6 9 12 YEL-WHT
1
Ground YELLOW GREEN
IC-U41 9 4
BLACK 3
tCPU/Sound PCBu
LT. GRN-VIO
IC-U41 8 LT. GRN-GRY
tSW. D-24
LT. GRN-BLU (location : Coin Door) SELECT BUTTON ( BLACK ) Note: If a +20VDC
BROWN ( I/O J7-P1 ),
IC-U41 7 LT. GRN-VIO is connected to Pin-3
tSW. D-23 of the Coin Door 4-Pin
LT. GRN-BLK + / > BUTTON ( RED ) Flat Connector and a
IC-U41 6 LT. GRN-BLU C120 is required, see
tSW. D-22 the Electronic Coin Mech.
LT. GRN-BRN < / – BUTTON ( RED ) PCB Wiring below.
IC-U41 1 LT. GRN-BLK
tSW. D-21
BLACK
BACK BUTTON ( GREEN )
LT. GRN-RED
BLACK
tSW. D-18
SLAM TILT (OPTIONAL)
1-SLOT COIN DOOR WITH C120 CAPABILITIES (NO INTERFACE COIN MECH PCB REQUIRED)
USES CABLE WIRING HARNESS
036-5509-31A (+12VDC GRY-RED)
036-5509-31B (ICT/KAL ONLY) / 036-5509-31C (ODA ONLY) / 036-5509-31D (SPAIN ONLY)
NON-US NON-C120 2-SLOT COIN DOOR NON-US NON-C120 3-SLOT COIN DOOR
USES CABLE WIRING HARNESS USES CABLE WIRING HARNESS
036-5509-32 036-5509-33
IF YOUR GAME HAS AN ELECTRONIC COIN MECH. INTERFACE PC BOARD ( 520-5193-00 ): #555 G.I. BULB
J7+J15
WHT-GRN 7
036-5509-31 (S.A.M. SYSTEM) YEL-WHT
1
CN1
YELLOW
2 GREEN 6
BROWN +20VDC
ELECTROIC COIN MECHANISM
+20VDC BROWN
+20VDC 1 BLK BLACK
3
+20VDC J7q
GND 2 4
KEY 3 BROWN 1
to 12-PIN MOLEX BLOCK CONNECTOR BLACK
INTERFACE PCB
PNK-BRN (P-3) SW. D-1 CPU J2-P2 LEFT COIN SLOT IF YOUR GAME HAS A
SW. D-1 5 PNK-RED (P-2) SW. D-2 CPU J2-P3 CENTER COIN SLOT 2 5 8
SW. D-2 6 PNK-ORG (P-1) SW. D-3 CPU J2-P4 RIGHT COIN SLOT +20VDC BROWN WIRE TO
SW. D-3 7 2 6 9 12 THE 4-PIN CONNECTOR, THE
CABLE WIRING HARNESS IS
036-5509-31. PLEASE NOTE: IF THE WIRE IS NOT
1 2 3 4 5 6 7 8 9 10 to COIN MECH BROWN BUT +12VDC GRY-RED INSTEAD, USE CABLE
Red Stripe 1 2 WIRING HARNESS 036-5509-31A, AND DO NOT USE THE
+12VDC
Switch
9 10
CN2
to the Coin Mech. Conn. Pins 1-10
CN3
5 4 3 2 1
NOT SHOWN ARE THE WIRES FOR
PINS 4, 6, 7, 8, 9 & 10 (SERVICE BUTTONS
& OPTIONAL SLAM TILT); THEY ARE
PNK-GRN (P-5) SW. D-5 CPU J2-P7 5TH COIN SLOT IDENTICAL TO ABOVE 12-PIN MOLEX
BLOCK CONNECTOR
PNK-YEL (P-6) SW. D-4 CPU J2-P6 4TH COIN SLOT
~ WIRING CONFIGURATION WILL VARY ACCORDING TO COUNTRY ~
JUMPER PLUG q
(SPI PART #036-5530-120)
110+VAC
N. AMERICA
LINE VOLTAGE
1
2 4
3 5 7 115
6 8 10 VOLTS
9 11
12
4
1 BLK 1
1
7 2 BLK 4
10 3 WHT-BLK 7
4 WHT-BRN
1 4 5 WHT-BRN
2 3 2 1
7 6 BRN (or YEL-WHT)
10 5
3 6 4
6
7 WHT-ORG 7
8 WHT-ORG 9
8
12-PIN F/M CONN. 9-PIN F/M CONN.
BACK VIEW p 9 ORG p BACK VIEW
10 BLK
11 WHT
12 N/U
t JUMPER PLUG
(SPI PART #036-5530-100)
98VAC – 109VAC 10
JAPAN or 11
100
VOLTS N. AMERICA LOW Black & White wires from
the POWER BOX, cabinet bottom
LINE VOLTAGE to 12-Pin Conn., Pins 10 & 11..
2 1 WHT/XXX
RED (Switch Row/
R2 Return +)
LED 1 R1 4.7K W E
R1 TLRH180P 10M W B
180 W Q2
G D 2N3906
S C
R3 Q1
LED 1 10K W 2N5460
TLRH180P
A Te s t
Point
G=Gate D=Drain S=Source
B Te s t
Point
B=Base E=Emitter C=Collector
R2 3 WHT/XXX
180 W (Switch Row/
R5 Return +)
LED 2 R4 4.7K W E
TLRH180P 10M W B Q4
LED 2 G D 2N3906
TLRH180P
S C
BLK R6 Q3
1 10K W 2N5460 2 GRN/XXX
A Te s t
Point (Switch Col/
520-5173-00 520-5174-00 Drive -)
GND Transmitter Receiver = Emitting Light
Trough Up-Kicker Dual OPTO PCBs (515-0173-00 & 515-0174-00) Component Layout & Parts
520-5173-00 (TRANS) Boards Actual Size 520-5174-00 (REC)
(Screened Text Printed Larger for Clarity)
LED2 LED2
00-3715-025 520-5173-00 520-5174-00 00-4715-025
REC CER
SNART TRANS
R4
R6
103
105
R5
1B1
562 R2
Q3
R2 562
Q1
Q4
MGE3
MGE3
1B1
2A 7
Q2
R1
2A 7
105
R3
103
R1
LED1 LED1
CN1
CN1
B. CLOSED OPTO (Light Blocked) = SWITCH CLOSED. Place meter leads across points A and B on the
LED1 Circuit (Refer to Schematic Drawing on previous page, 520-5174-00 Receiver Side). It should read
approximately 0.0 - 0.1v DC. The LED2 Circuit operates the same.
)LJ% B. CLOSED OPTO (Light Blocked) = SWITCH CLOSED. Place Scope lead
at Pin-1 of OPTO Rec. Board with Scope Grounded (see Schematic). The
Scope should display a PULSE STREAM indicating Q2 has switched "On"
as shown in Fig. B, Wave Form Diagram. This is your Switch Drive Pulse.
7URXJK'XDO2372%RDUGV$OLJQPHQW7HVWIRU/('
When a working OPTO is installed and connected in a game, the transmitter should light (LED1 lower & LED2
upper) when the power is switched on. With the playfield in Service Position #1 (playfield lifted up in the half-way
position resting on the Prop Rod or edge slide support brackets) and the game on, the LED lights should show up
as a BRIGHT RED RINGS through the back of the Receiver Board around the Receivers LED1 & LED2 (see
Fig. 1). Testing only LED1: With the game in Switch Test Mode, lifting the Trough Plunger with a fingertip should
block the BEAM and cause the Switch Position to trigger (see Fig. 2). View Fig. 2a & 2b (on the next page) for a
sectional view of the Light Path (note alignment) and what happens as a ball breaks the light beam.
/LI W
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9LHZIDFLQJWURXJKZLWKSOD\
ILHOGLQ6HU YLFH3RVLWLRQ
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VZLWFK DV
VKRZQ
Section 5, Chapter 4 3ULQWHG&LUFXLW
Page 112 %RDUGV3&%V
6HFWLRQDOYLHZIURPULJKW)LJD E
5HF 7UDQV
)LJD 6LGH )LJE 6LGH
/LJKW 3DWK
3LQEDOO
(Note
alignment)
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When a working OPTO is installed and connected in a game, the transmitter should light (LED1 lower & LED2
upper) when the power is switched on. With the playfield in Service Position #1 (playfield lifted up and resting on
the Playfield Support Slide Brackets) and the game on, the LED lights should show up as a BRIGHT RED RINGS
through the back of the Receiver Board around the Receivers LED1 & LED2 (see Fig. 1, previous page). Testing
only LED2: TO PERFORM THIS TEST, A PINBALL MUST BE IN THE BALL TROUGH. With the game in Switch
Test Mode, lifting the Trough Plunger with a finger tip should block the BEAM on LED2 and cause the Switch
Position to trigger (see Fig. 3). View Fig. 3a & 3b for a sectional view of the Light Path (note alignment) and what
happens as a "double-stacked" ball scenario breaks the light beam.
/LJKW 3DWK
3OXQJHU (Note
EORFNV alignment)
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SOXQJHU
WRF KH FN
VZLWFK DV
VKRZQ
, 0 3 2 5 7 $ 1 7
If replacement of LED is required, insure that is mounted correctly
before and after soldering (See Fig. 4a / 4b).
6HF3&%V
Sec. 5: PCBs
)LJD )LJE
&RUUHFW3RVLWLRQ ,QFRUUHFW3RVLWLRQ
Sec. 5: PCBs
Sec. 5: PCBs
Sec. 5: PCBs
Sec. 5: PCBs
P25 [3,4]
47PF 100nF 47PF 100nF NCS1 NOE 10K
P24 [4]
NWDOVF
MCKI
NCS2
C62
C61
TDO
TMS
TCK
P23
NRSTCPU +3.3V
TD I
[5]
NCS3
NUB
100
U8 RXD1
100nF
47PF
99
98
97
96
95
94
93
92
91
90
89
88
87
86
85
84
83
82
81
80
79
78
77
76
R208 100K
NWRO/NWE
VDDCORE
NRD/NOE
VDDIO
VDDIO
P27/NCS3
P26/NCS2
P24/BMS
P22/RXD1
NRST
NCS1
NCS0
MCKI
GND
GND
NWDOVF
GND
TDO
TCK
TDI
P23
NWR1/NUB
P25/MCKO
NWAIT
TMS
[3,4] A0/NLB P21/
TXD1/ +3.3V
1 NTRI 75 TXD1 [5] +3.3V
D [3,4] A[20 :1] 2 A0/NLB 74
A1 3 GND P20/SCK1 73
A2 4 A1 P19 72
A2 P18 P18
A3 5 71 P17
A3 P17 R64 C43
A4 6 70 P16
A5 7 A4 P16 69 100K
A5 P15/RXD0 RXD0 [5] 100nF
A6 8 68 TXD0 [5]
A7 9
10
A6
A7
P14/TXD0
P13/SCK0
67
66 IN T
Y1
VDDIO VDDIO P12/FIQ 1 4
A8 11 65 OE VCC
A9 12 A8 GND 64
A10
A11
13
14
A9
A10 AT91R40008 P11/IRQ2
P10/IRQ1
63
62
P10/I RQ1 2
GND OUT
3 R69 MCKI
A11 PQFP100 VDDIO
A12 15 61 33
A13 16 A12 VDDCORE 60 40.000MHz
A13 P9/IRQ0 IR Q0 [4]
A14 17 59
18 A14 P8/TIOB2 58
19 GND P7/TIOA2 57 +3.3V
A15 20 GND P6/TCLK2 56
A15 P5/TIOB1 MD [6]
A16 21 55 MC [6]
A17 22 A16 P4/TIOA1 54
A17 P3/TCLK1 ML [6] +4.5V
P29/A21/CS6
P30/A22/CS5
P31/A23/CS4
A18 23 53
A18 GND R68
VDDCORE
A19 24 52
P0/TCLK0
P1/TIOA0
A20 25 A19 GND 51 100K
P28/A20/CS7
VDDIO
P2/TIOB0
VDDIO
GND
D10
D11
D12
D13
D14
D15
R223
D0
D1
D2
D3
D4
D5
D6
D7
D8
D9
P10/ 10K
VDDIO IRQ1
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
AT91R4008
VDDCO RE
C70 C71 VDDIO C110
R86
47PF 100nF VDDIO 3.3K
C A21 0.01 UF
A22
D0
D1
D2
D3
D4
D5
D6
D7
D8
D9
0D1
1D1
2D1
3D1
4D1
5D1
A23
[3 ,4] D[15:0]
D1 0
D1 1
D1 2
D1 3
D1 4
D1 5
VDDCORE VDDIO VDDIO VDDCORE VDDIO
D0
D1
D2
D3
D4
D5
D6
D7
D8
D9
100K
100K
100K
100K
100K
100K
100K
100K
100K
100K
100K
100K
100K
100K
100K
100K
C50 C51 C49 C48 C53 C52 C74 C75 C64 C63
47PF 100nF 47PF 100nF 47PF 100nF 47PF 100nF 47PF 100nF
R84
R85
R82
R83
R80
R81
R78
R79
R76
R77
R74
R75
R73
R72
R71
R70
+3.3V
32
SMT4148 +3.3V
+12V PLACE
24mmBAT SHORTING A0/NLB 12 1 A19
VCC
U54 TRACE
BETWEEN U43 A1
A2
11
10
A0
A1
VPP
3 2 D25 2 PADS A2
A3
VIN VOUT
SMT4148
OF 0 OHM
RESISTOR
Y2 1
VCC2 VCC1
8
A4
9
8 A3
A4 D0 13 D0
1 ADJ 2 7 P18 A5 7 14 D1
1
2 X1 SCLK A6 6 A5 D1 D2
LM317T R213 A6 D2 15
B 3 6 P17 A7 5 17 D3
R215 220 C256 R214 220 3 X2 I/O A8 A7 D3 D4
27 18
4
2.2 UF 220 A9 A8 D4 D5
R216 32.768KHz 4 5 P16 26
A9 D5 19
GND RST A10 23 20 D6
470 +5V A11 A10 D6 D7
25 21
D26 DS1302 A12 A11 D7
4
SMT4148 A13 A12
28
A14 29 A13
D28 C174 A15 A14
3 EPROM
0.1 UF A16 2 A15
SMT4148 A16 CS 22
A17 30
GND
A18 31 A17
A18 OE 24
R66 100K +3.3V +3.3V NRD/NOE
C255 27C040
16
0.22F
C89
A0/N LB 12 13 D0 0.1 UF U13 U48
VCC
A1 11 A0 D0 14 D1
A2 10 A1 D1 15 D2 A5 1 44 A6 X2_A5 1 44 X2_A6
A2 D2 A4 A0 A17 A7 X2_A4 A4 A5 X2_A7
A3 9 17 D3 2 A1 A16 43 2 A3 A6 43
A4 8 A3 D3 18 D4 A3 3 42 A8 X2_A3 3 42 X2_A8
A4 D4 A2 A2 A15 NR D/NOE X2_A2 A2 A7 X2_NR D/ NOE
A5 7 19 D5 4 A3 OE# 41 4 A1 OE# 41
A6 6 A5 D5 20 D6 A1 5 40 NU B X2_A1 5 40 X2_NUB
A6 D6 U13_ CS A4 BHE# A0/NLB A0 BHE# X2_A0/ NLB
A7 5 21 D7 6 CS# BLE# 39 6 CS# BLE# 39
A8 27 A7 D7 +12V D0 7 38 D1 5 X2_D0 7 38 X2_D15
I/O0 I/O15 I/O0 I/O15
Sec. 5: PCBs
A9 26 A8 D1 8 37 D1 4 X2_D1 8 37 X2_D14
A9 I/O1 I/O14 I/O1 I/O14
I DT71V016SA
A17 22 23 A18 22 23
A9 A10 NC NC
IDT71V416YS IDT71V016SA
5 4 3
+3.3V +3.3V
TEST POINTS
TP3 TP4 TP5 TP6 TP7 TP8 TP9TP10
C46 C45 C44 C40 C42 C67 C68 C47 C202 C203 C204 C205 C206 C207 C208 C209
0.1UF 0.1UF 0.1UF 0.1UF 0.1UF 0.1UF 0.1UF 0.1UF 0.1UF 0.1UF 0.1UF 0.1UF 0.1UF 0.1UF 0.1UF 0.1UF
XC95144XL XC95144XL
+5V
+3.3V
+3.3V
C257
U55
20
0.1UF
+3.3V
C175 C176 J5
J7
VCC
47PF C260
47PF C261
47PF C262
47PF C263
47PF C264
47PF C265
NRSTJTAG NRSTJTAG 15 16 2x7
18 19
GND
17 OE 1
20
19 DIR
C88 C87 C84 C85 C86 +3.3V
10PF 10PF 10PF 10PF 10PF 2x10 74HCT245
10
PROCESSOR
JTAG
+3.3V +3.3V
R193 R194
+3.3V +3.3V 10K 10K
C211 C212 C243
U44 U45 C213 C214 C244
0.1UF 0.1UF 0.1UF FF2 1 56 FF3 FF2 1 56 FF3 0.1UF 0.1UF 0.1UF
FF1 2 A23 A24 FF1 2 A23 A24 VPEN
A16 A22 NC 55 A17 A16 A22 NC 55 A17
3 54 3 54
A15 4 A15 A16 53 BYTE# A15 4 A15 A16 53 BYTE# BYTE#
A14 5 A14 BYTE# 52 A14 5 A14 BYTE# 52
A13 6 A13 VSS 51 D15 A13 6 A13 VSS 51 D15
A12 DQ15/A-1 A12 DQ15/A-1 +3.3V +3.3V +3.3V
A12 7 50 D7 A12 7 50 D7
A11 A11 DQ7 D14 A11 DQ7
8 49 C210 A11 8 49 D14
A10 9 A10
A9
DQ14
DQ6
48 D6 A10 9 A10
A9
DQ14
DQ6
48 D6 XILINX
+3.3V A9
A20
10
11 A8 DQ13
47
46
D13
D5
100nF A9 10
A20 11 A8 DQ13
47
46
D13
D5
C177
0.1 UF
R96
1K
R95
1K
R94
1K
JTAG
A21 12 A19 DQ5 45 D12 A21 12 A19 DQ5 45 D12
R195
WF 0 13 A20
WE#
DQ12
DQ4
44 D4 WF1 13 A20
WE#
DQ12
DQ4
44 D4 J8
Sec. 5: PCBs
10K RESET# 14 43 RESET# 14 43
A22 15 RESET# VCC 42 D11 A22 15 RESET# VCC 42 D11 1
2 1 16 A21 DQ11 41 D3 VPEN 16 A21 DQ11 41 D3 2
WP#/ACC DQ3 WP#/ACC DQ3 XTCK A
P10/IRQ1 17 40 D10 P10/IRQ1 17 40 D10 XTDO 3
A19 18 RY/BY# DQ10 39 D2 A19 18 RY/BY# DQ10 39 D2 4
1X2 A18 DQ2 A18 DQ2 XTDI
A18 19 38 D9 A18 19 38 D9 XTMS 5
JP1 A8
A7
20
21
A17
A7
DQ9
DQ1
37
36
D1
D8
A8
A7
20
21
A17
A7
DQ9
DQ1
37
36
D1
D8
6
S29GL128NS
A6 22 35 D0 A6 22 35 D0
A5 DQ0 A5 DQ0
TSOP56
TSOP56
A5 23 34 GF0 A5 23 34 GF1
A4 24 A4 OE# 33 A4 24 A4 OE# 33
A3 VSS A3 VSS
A3 25
A2 CE#
32 A3 25
A2 CE#
32 STERN PINBALL, INC.
A2 26 31 A1 A2 26 31
A1
27
28
A1
NC
NC
A0
NC
VIO
29 30
27
28
A1
NC
NC
A0
NC
VIO
29 30
CPU / Sound PCB (S.A.M. System)
520-5246-00 Sheet 1 of 5 Rev. G 041806
S29GL128N S29GL128N
3 2 1
+3.3V
C121
0.1 UF
U25
[2,4] D [15:0]
D0 18 2
D0 D1 17 B0 A0 3
B1 A1
D1
D2
D2
D3
16
15 B2 A2
4
5 J9
D3 D4 14 B3 A3 6 2 1
D4 D5 13 B4 A4 7 4 3
D5 D6 12 B5 A5 8 6 5
D6 D7 11 B6 A6 9 8 7
D B7 A7
D7
10 9
47PF
47PF
47PF
47PF
47PF
47PF
47PF
47PF
D8 20 1 12 11
D9
+3.3V VCC DIR IOPORT NWE [2,4 ]
10 19 14 13
D10 GND OE 16 15
D11 74LVC245 18 17
+3.3V
C124
C120
C118
C116
C106
C117
C119
C122
D12 20 19
D13
D14 2x10
D15 C123
0.1 UF
U26
2 18
[2,4] A0/NLB 3 A0 B0 17
[2,4] A1 4 A1 B1 16
[2,4] A2 5 A2 B2 15
[2] [2,4] A3 6 A3 B3 14
IORESET [2,4] A4 A4 B4
7 13
R133 Q9 [2] IOSTB A5 B5
8 12
2N3904 [2,5] RESET# 9 A6 B6 11
1K [2] A9 A7 B7
R134
47PF
47PF
47PF
47PF
47PF
47PF
47PF
47PF
10K +3.3V 1 20 +3.3V
19 DIR VCC 10
[2] IOPORT OE GND +3.3V
+3.3V
74LVC245
C125
C127
C146
C149
C148
C147
C145
C126
C78
10K
10K
10K
10K
10K
10K
10K
10K
0.1 UF
D10
+5V +4.5V
C173
U14
4.7K
C +3.3V DL4004
R102
R103
R120
R100
R119
1K
1K
1K
1K
1K
1K
1K
R101
1K
100 UF
R98
R99
C26 D0 2 18 U22A
3 A0 B0 17 U22B
0.1 UF D1
U2 J2 D2 4 A1 B1 16 U22C
R16
R15
R14
R13
R12
R11
R10
R17
R9
5 A2 B2 15 U22D
D3
6 A3 B3 14 U15A
2 18 R35 39K 1 D4
D0 7 A4 B4 13 U15B
3 A0 B0 17 R36 39K 2 D5
D1 8 A5 B5 12 U15C
A1 B1 3 D6
D2 4
A2 B2
16 R39 39K
4 KEY PIN 5 D7 9 A6 B6 11 U15D
D3 5 15 R40 39K A7 B7
6 A3 B3 14 R41 39K 5
D4
7 A4 B4 13 R42 39K 6 1 20 +3.3V
D5 DIR VCC
8 A5 B5 12 R43 39K 7 19 10
D6 OE GND
9 A6 B6 11 R44 39K 8
D7
A7 B7 R19 4.7K 9 74LVC245
10
1 20 +3.3V
DIR VCC 11
47PF
47PF
47PF
47PF
47PF
47PF
47PF
47PF
19 10 SWM [2]
OE GND 12
74LVC245 1X12
C16
C15
C14
C13
C12
C11
C10
C9
DSW
MPIN
+4.5V
C27
1K
1K
1K
1K
1K
1K
1K
1K
R45
0.1UF
3.3K
U4
R26
R25
R24
R23
R22
R21
R20
R18
J3
D8 2 18 R46 39K
B +3.3V A0 B0 1
KEY PIN 3
D9 3 17 R47 39K
4 A1 B1 16 R48 39K 2
D10
5 A2 B2 15 R49 39K 3
D11
C29 6 A3 B3 14 R50 39K 4
D12
0.1 UF 7 A4 B4 13 R51 39K 5
D13
D14 8 A5 B5 12 R52 39K 6
9 A6 B6 11 R53 39K 7
D15
A7 B7 8 +3.3V +3.3V
+3.3V 9
1 20 +3.3V
DIR VCC 10
47PF
47PF
47PF
47PF
47PF
47PF
47PF
47PF
+3.3V 19 10
OE GND C184
1X10
1K
1K
1K
1K
1K
1K
1K
10K
10K
10K
10K
10K
10K
10K
10K
74LVC245 0.1 UF
C31
C24
C23
C22
C21
C20
C19
C18
C17
0.1 UF DSW
U5 U36
SW1
R55
R56
R57
R58
R59
R60
R61
R159
R160
R161
R162
R163
R164
R165
R166
D8 2 18 1 16
D9 3 A0 B0 17 D8 2 18 U35A
2 15 A0 B0
D10 4 A1 B1 16 D9 3 17 U35B
3 14 A1 B1
D11 5 A2 B2 15 D10 4 16 U35C
4 13 A2 B2
D12 6 A3 B3 14 D11 5 15 U35D
5 12 +4.5V A3 B3
D13 7 A4 B4 13 +3.3V D12 6 14 U40A
6 11 A4 B4
D14 8 A5 B5 12 D13 7 13 U40B
7 10 A5 B5
1K
1K
1K
1K
1K
1K
1K
1K
R76
R77
R78
R79
R80
R81
R82
19 10
J13 OE GND
Sec. 5: PCBs
74LVC245
KEY PIN 2
47PF
47PF
47PF
47PF
47PF
47PF
47PF
19 10
OE GND
1X10
74LVC245
C201
C194
C195
C196
C197
C198
C199
C200
DPSW
5 4 3
1K
1K
1K
1K
1K
1K
1K
1K
C25
0.1 UF
R1
R2
R3
R4
R5
R6
R7
R8
+3.3V
U1
RESET# 1 20
[2] SWSTB
11 (MR#)CLR# VCC
CP
R29 1K Q1
2N3904 R30 1K Q2 J1
2N3904
D0 3 2 1
PIN 2
KEY
D1 4 (D0)1D 1Q(Q0) 5 2
D2 7 (D1)2D 2Q(Q1) 6 3
D3 8 (D2)3D 3Q(Q2) 9 R31 1K Q3 4 D
D4 13 (D3)4D 4Q(Q3) 12 2N3904 R32 1K Q4 5
D5 14 (D4)5D 5Q(Q4) 15 2N3904 6
D6 17 (D5)6D 6Q(Q5) 16 7
D7 18 (D6)7D 7Q(Q6) 19 8
(D7)8D 8Q(Q7) 9
R33 1K Q5
+4.5V 10 2N3904 R34 1K Q6
GND 2N3904 1X9
74LV273 SWITCH
COLUMNS
R121
3.3K R37 1K Q7
0.1 UF
0.1 UF
0.1 UF
0.1 UF
0.1 UF
0.1 UF
0.1 UF
0.1 UF
2N3904 R38 1K Q8
2N3904
VREF
C1
C2
C3
C4
C5
C6
C7
C8
+4.5V
3
V+ 5
R122
3.3K 2 +4.5V
A
4 VREF
U22A
1K
1K
1K
1K
1K
1K
1K
1K
VREF
C102 12 V- +4.5V
3
LM339 V+ 7
22UF 1
B
R128
R126
R124
R109
R107
R113
R105
R111
6
U22B
12 V-
+4.5V LM339
3 R127 220 D9 SMT4148
V+ 9
14
C R125 220 D8 SMT4148
8 VREF
U22C J6
VREF
C
12 V- +4.5V
3 D7
LM339 V+ 11 R123 220 SMT4148
U22A 10
13 9
U22B D
10
U22C
U22D
U22D R112 220 D5 SMT4148 8
7
12 V- 6
KEY PIN 4
U15A LM339
U15B +4.5V R110 220 D4 5
3 4
U15C V+ 5 SMT4148
2 3
U15D
A R108 220 D3 2
4 VREF
U15A SMT4148
1
VREF
12 V- +4.5V 1X10
3
LM339 V+ 7 R106 220 D2
SWITCH
1 SMT4148 ROWS
B
6
U15B R104 220 D1
SMT4148
12 V-
+4.5V LM339
3
V+ 9
0.1 UF
0.1 UF
0.1 UF
0.1 UF
0.1 UF
0.1 UF
0.1 UF
0.1 UF
14
C
8 VREF
U15C
VREF
12 V- +4.5V
3
LM339 V+
C105
C104
C103
11
C83
C82
C81
C80
C79
13
D
10
U15D
12 V-
+4.5V LM339
3 B
V+ 5
2 +4.5V
A
4 VREF
U35A
1K
1K
1K
1K
1K
1K
1K
1K
VREF
12 V- +4.5V
3
LM339 V+ 7
1
B
R151
R152
R153
R154
R155
R156
R157
R158
6
U35B
12 V-
+4.5V LM339
3 R167 220 D11 SMT4148
V+ 9
14
C R168 220 D12 SMT4148
8 VREF
U35C J12
VREF
12 V- +4.5V
3 D13
LM339 V+ 11 R169 220 SMT4148
U35A 10
13 9
U35B D
10
U35C U35D R170 220 D14 SMT4148 8
KEY PIN 5
U35D 7
12 V- 6
U40A LM339
U40B +4.5V R171 220 D15 5
3 4
U40C V+ 5 SMT4148
U40D 2 3
A R172 220 D16 2
4 VREF
U40A SMT4148
1
VREF
12 V- +4.5V 1X10
3
Sec. 5: PCBs
LM339 V+ 7 R173 220 D17
SWITCH
1 SMT4148 ROWS
B
6
U40B R174 220 D18
SMT4148
A
12 V-
+4.5V LM339
3
V+ 9
0.1 UF
0.1 UF
0.1 UF
0.1 UF
0.1 UF
0.1 UF
0.1 UF
0.1 UF
14
C
8 VREF
U40C
VREF
12 V- +4.5V
3
V+
STERN PINBALL, INC.
LM339
C186
C187
C188
C189
C190
C191
C192
C193
11
13
D
10
CPU / Sound PCB (S.A.M. System)
U40D 520-5246-00 Sheet 2 of 5 Rev. G 041806
12 V-
LM339
3 2 1
+3.3V +3.3V
D
C258
U6 0.1 UF
1 20
(MR#)CLR# VCC
DC LK 11
CP
[2,3 ] A[ 20: 1]
A7 3 2 1
A6 (D0)1D 1Q(Q0) 2
4 5
A5 (D1)2D 2Q(Q1) 3
7 6
A4 (D2)3D 3Q(Q2) 4
8 9
A3 (D3)4D 4Q(Q3) 5
13 12
A2 (D4)5D 5Q(Q4) 6
14 15
A1 (D5)6D 6Q(Q5) 7
17 16
(D6)7D 7Q(Q6) 8
[2,3 ] A0/NLB 18 19
(D7)8D 8Q(Q7) 9
[2] USB
10 [2] NRD/NOE 10
GND 11
[2,3 ] NW E
74LV273 [2] IRQ0 12
14
C
[2] P25 16
[2] NWAIT 17
+5V
B L3
15UH
C241 C178
0.1 UF 4.7UF
J15
HOST 1
USB +V [2] BRESET#
TYPE A 2 DATA– R129 USB_DM
33
D-
3 DATA+ R130 33 USB_DP
D+
4 RPD_EN
GND
R11 7 R11 8
15K 15K
S
S
6
5
Sec. 5: PCBs
5 4 3
[2,3 ] D[ 15: 0]
+3.3V
D10
D11
D12
D13
D14
D15
D0
D1
D2
D3
D4
D5
D6
D7
D8
D9
D
100
U49
99
98
97
96
95
94
93
92
91
90
89
88
87
86
85
84
83
82
81
80
79
78
77
76
D0
D1
D2
D3
D4
D5
D6
D7
D8
D9
D10
D12
D13
D14
D15
D16
D17
D18
D19
VDD
VSS
VSS
VSS
BWIDTH[1]
D11
+3.3V
+3.3V
1 75
2 A7 VDD 74
3 A6 D20 73
4 A5 D21 72
5 A4 D22 71
6 A3 D23 70
7 A2 D24 69
8 A1 D25 68
9 A0 D26 67
10 CS_N D27 66
11 OE_N VDD 65
12 WE_N VEXT3 64
INTR_OUT VSS C101 C107
13 63
14 VSS AT43USB380 D28 62 470PF 2.2UF
15 VEXT1
VDD
PQFP100 D29
D30
61 C
16 60
17 SYS_CLK D31 59
WAIT_N WAKEUP_EN P23 [2]
18 58
19 DREQ_N BWIDTH[0] 57
20 DACK_N TP4 56
21 CPCLK RCV_DATA 55 +3.3V
DISCHARGE DCLK DCLK
22 54
23 EN TP5 53 R218 1K
R91 LOW_CUR SO
10K 24 52
25 PUMP_EN SCK 51
SESS_LOW VSS
SESS_HIGH
SESS_END
SESS_VLD
RESET_N
CLK_SEL
RPD_EN
RPU_EN
VEXT2
XTAL1
XTAL2
VDD
VDD
VSS
VSS
VSS
TP0
TP1
TP2
TP3
LFT
DM
DP
CS
ID
SI
+3.3V AT43USB380
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
R27
0 B
+3.3V
R92
R62
0 100K
USB_DM
USB_DP
RPD_EN
TP12
Sec. 5: PCBs
Y3 A
1 2 R93
330
C30 6.000MHz C66 C97 C98 C99 C100
22PF 22PF .033UF .033 UF 470PF 2. 2UF STERN PINBALL, INC.
CPU / Sound PCB (S.A.M. System)
520-5246-00 Sheet 3 of 5 Rev. G 041806
3 2 1
U34 R147
100
3
VIN
2
D VOUT LED1
1 C171 C172 LED-GRN
ADJ
0.1 UF 100 UF
LT1086
TP2
U3
VD DCORE 1 8
VDDCORE VOUT C2-
2 7 C28
C1- GND
C57 C58 C60 1.0 UF
10UF 3 6
1.0 UF 1.0 UF C1+ C2+
+3.3V 4 5
VIN SHDN/SS +3.3V
C182 C59 LT1503
C
0.1 UF 10UF
TP13
L4 L5
+5V
C92 C247 FB095_3712 C248 FB095_3712
0.1 UF 47 UF 0.1 UF
J11
TP14 +5V_IN
1
L6 L7 –12V_IN
2
–12V 3
4
C91 C249 FB095_3712 C250 FB095_3712 +12V_IN 5
B
6
0.1 UF 47 UF 0.1 UF
1X6
POWER IN
TP15
L8 L9
+12V
C90 C293 FB095_3712 C251 FB095_3712
0.1 UF 47 UF 0.1 UF
GROUND POSTS
MH2 MH8 MH3
ZG2 1 3
1 1 1 3 1 1
2
2 2 2 2 2
ZG3 5 4
5 4
Mounting Hole Mounting Hole Mount ing Hole
ZG4 0.235 with Vias
MH7 MH4
3 3
Sec. 5: PCBs
ZG5 1 1
1 3 1 3
2
2 MOUNTING 2
2
A ZG6 5
5 4
4 HOLES 5
5 4
4
5 4 3
+3.3V
R148
100
LED2
+3.3V +3.3V LED-YEL D
C168
U32
0.1 UF 3 2
VCC RESET# RESET# [2, 3]
C167
GND
GND
0.01 UF
DS1233
1
4
S1
1 4
2 3
SPST520
+5V
C1+
C33
U52 C37
1 2 V+ 0.1 UF
0.1 UF C1- C+ V+ 6 V-
V-
C2+
3
4 C1- 14 C41
SERIAL A J4
C2+ T1OUT 13
C39 5
R1IN 0.1 UF
5 7
0.1 UF C2- C2- T2OUT 9
8 4
R2IN
11 8
[2] TXD0 12 T1IN 16 RS232_TD0
[2] RXD0 +5V 3
10 R1OUT VCC
7
[2] TXD1 T2IN RS232_R D0
9 15 2
[2] RXD1 R2OUT GND C72
10UF 6
SP232ACN 1 B
DE9P
10
11
C34 C36 C38 C35
22PF 22PF 22PF 22PF
+5V
J14
R88 1
3.3K
L2
1 2 3 4 5 6
RS232_TD1 2
3
U53 RS232_R D1 4
C1+ 2 V+ 5 FB-0805
1
C+ V+ 6 V- 6
Sec. 5: PCBs
C1- V-
3 6MOD6
C2+ C1- 14 RS232_TD0
4 A
C2+ T1OUT 13 RS232_R D0 PHONE
R1IN JACK
C2- 5 7 RS232_TD1
C2- T2OUT 8 RS232_R D1
TXD0 R2IN
11
RXD0 T1IN 16
12 +5V
TXD1 R1OUT VCC STERN PINBALL, INC.
10
RXD1 T2IN 15
9
R2OUT GND CPU / Sound PCB (S.A.M. System)
SP232ACT
520-5246-00 Sheet 4 of 5 Rev. G 041806
3 2 1
U16
R220 47 1 16
[2] BCKIN BCK SCK MD [2]
R221 47 2 15
[2] DIN DATA ML MC [2]
R222 47 3 14
[2] LRCIN LRCK MC ML [2]
4 13 R219 47
DGND MD SC KI [2]
D
+5 AUD
5 NC ZEROL/NA 12
6
VCC ZEROR/OA 11
C165 7 10
VOUTL VCOM
10UF 8 9 C166
VOUTR AGND C162
10UF R89 R90 680PF
PCM1755 100K 100K
C108 C109
470PF 470PF
R137 10K
U33 L1
Sec. 5: PCBs
1 3
GND
0.1 UF 10UF
5 4 3
R200 22K
U50
+12V 1 2
5 VIN VIN
+VS
C
-VS
4
OUT
C226 C227 TDA2030A
3
R205 22K
1 U51
1
+12V 2
VIN
5 VIN
+VS
-VS
4
OUT
C234 C235 TDA2030A
3
3 2 1
2 CN2 -100V
8PKK156C
3 KEY
4 CN2 GND
C7 8PKK156C
5 CN2 GND
0.1 uF 8PKK156C
R1 500V GND +5V
Q3
GND 6 CN2 +5V
8PKK156C
130 W
5W
D3 R4 MJE15030
+12V 7 CN2 +12V
1N5228 8PKK156C
D1 3.9V 1.5K W
1N4004 + 1/2W 8 CN2 +60V
C1 .. Q1 Q5 8PKK156C
220 uF MPSA92 C3
200V 0.1 uF R6
88V AC CN1 1 R2 D5 330K W R8 MJE15030
47K W 500V
1N4760A 1/2W 2K W
7PKK156E 1W 68V 5W
110V AC CN1 2
7PKK156E F1
XFRMR CN1 3 D6 R10
_GND R3 1N4764A C4 R7 GND 1.5K W
7PKK156E 0.75A 47K W 100V 0.1 uF 330K W 1/2W
S.B. 1W 500V
GND CN1 4 GND 1/2W
7PKK156E + C2
.. Q2
GND 220 uF D7
KEY 5 200V MPSA42
1N4743
13V
D2 D4 R5
+20V CN1 6 +20V
1N4004 1N5228 .. Q4
7PKK156E 3.9V MJE15031
1.5K W
+5V CN1 7 +5V 1/2W
7PKK156E
OPTO Interrupter PCB (520-5291-00) Component Layout & Parts (Driver Disc, Joker Asm.)
Item Source Part Number Cust Part # Class Type Description Ref Des
Sec. 5: PCBs
Section 5, Chapter 4
Page 138
Auxilliary Lamps #86 (D7), #87 (D8) & #88 (D9)
can be tested in the Lamp Matrix Test (DIAGNOSTICS).
Advance to the last row, (#81-#88) AUX. B-STROBE DATA 0-9
Sec. 5: PCBs
OPTO & LED PCB (520-5290-00) Component Layout (Scarecrow [Crane] Assembly)
Auxilliary Lamps
#86 (D7), #87 (D8) & #88 (D9)
can be tested in the Lamp Matrix Test
(DIAGNOSTICS).
Advance to the last row, (#81-#88)
AUX. B-STROBE DATA 0-9
OPTO Interrupter PCB (520-5292-00) Component Layout & Parts (Idler Disc, Joker Asm.)
Zoom 300%
Cabinet Bottom
® DATA Cable
BETA brite Electronic Color Message Display ®
BETA brite Power Cable Power
Supply
Plugs into Service Outlet
provided in the bottom of all
I/O POWER DRIVER & TO CPU/SOUND PCB domestic SPI Pinball Games
AUX. DRIVER PCBs IN BACKBOX
IN BACKBOX (LEFT SIDE) (RIGHT SIDE) J14
N/C
10
9
Conn. 8
to I/O 7
ORG-BLU (DATA 5) TO FLASH X2 LED PCBs (4 EA.) ABOVE
Power 6
ORG-GRN (DATA 4) THE PLAYFIELD (AUXILLARY OUTPUTS)
Driver 5
ORG-YEL (DATA 3) SEE PAGES 136-137 FOR SCHEMATIC,
PCB KEY WIRING AND COMPONENT LAYOUT.
4
J2 3
ORG-BLK (DATA 2)
ORG-RED (DATA 1)
2
ORG-BRN (DATA 0)
1
PNK-WHT (STROBE)
12
11
10
Conn. 9 NC 1
to I/O 8 NC 2 1 NC
Power 7 J16 KEY
I/O PCB KEY 3 Auxiliary 2 AUX 1: TICKET ADVANCE
Driver 6
+5VDC 1 RED 4 3 WHT ( ENABLE ) WHITE
Driver
6-PIN CONN.
J16
12-PIN
WHT CONN.
J16 I/O PCB
BLK 1 1 BLK
J16-P3 I/O PCB GND
RED 2 RED
LT. GRN-ORG
LT. GRN-ORG
I/O PCB +5VDC 2
GRY-RED 3 3 GRY
+12VDC
1K
LT. GRN-ORG
Coin Meter 5V PULL-UP
J16 (TIX. ENABLE)
LT. GRN-ORG
I/O PCB
RED 1 1 RED
+5VDC J13-P4
02008 NC 2 2 NC CPU/SND
BLK 3 3 VIO-GRY 1 2 3 4 5 DED. SW.
Q24
J7-P10 Terminal Strip TICKET
I/O PCB 500-6640-00 NOTCH
DEDICATED
IN CABINET SWITCH 19
Deltronics DL-1275 Circuit Board (RIGHT SIDE)
or compatible TO BACKBOX
Sec. 5: PCBs
NC
KEY
RED
NC
ORG-RED
ORG-BRN
ORG-BLK
PNK-WHT
Auxiliary
Driver
Board
NC
KEY
WHT
RED
BLK
BLK
ORG
Auxiliary
Driver
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Ripley’s Believe It or Not!® (Notes 7, 8) Spider-Man Pinball (S-M) (Notes 7, 9)
Sound (512K) 965-0408-81 V1.00 | $D93D U7 960-7001-02 Boot B-02 (8M) 965-BOOT-SAM X2.10 | $F625 U9 960-5016-00
Game ROM (1M) 965-0409-81 A3.20 | $43FF U210 960-5009-00 unprogrammed
Voice 1 (8M) 965-0410-81 V1.00 | $067B U17 960-5016-00 Memory Stick 128MB (970-0128-00) Version System Bin Files:
Voice 2 (8M) 965-0411-81 V1.00 | $C8B8 U21 960-5016-00 English + Spanish 1.3ES 1.27+ spd_1_30_es.bin
Voice 3 (8M) 965-0412-81 V1.00 | $64C2 U36 960-5016-00 English + French 1.3EF 1.27+ spd_1_30_ef.bin
Voice 4 (8M) 965-0413-81 V1.00 | $5341 U37 960-5016-00 German+French 1.3GF 1.27+ spd_1_30_gf.bin
Display (4M) 965-0414-81 A3.00 | $DE4B U5 DC PCB 960-5015-01 English + Italian 1.3EI 1.27+ spd_1_30_ei.bin
NOTE: THE TYPICAL SIZE PER UNZIPPED BIN FILE IS 25MB – 30MB+/–
Elvis® (Notes 7, 8)
Sound (512K) 965-0415-84 V1.00 | $8CD2 U7 960-7001-02
Game ROM (1M) 965-0416-84 A5.00 | $50FF U210 960-5009-00
Voice 1 (8M) 965-0417-84 V1.00 | $538D U17 960-5016-00
Voice 2 (8M) 965-0418-84 V1.00 | $8BCD U21 960-5016-00
Voice 3 (8M) 965-0419-84 V1.00 | $60F8 U36 960-5016-00
Voice 4 (8M) 965-0420-84 V1.00 | $14D8 U37 960-5016-00
Display (4M) 965-0421-84 A5.00 | $A1F6 U5 DC PCB 960-5015-01
NASCAR® (Notes 7, 8)
Sound (512K) 965-0429-86 V2.00 | $32B3 U7 960-7001-02
Game ROM (1M) 965-0430-86 A4.50 | $39FF U210 960-5009-00
Voice 1 (8M) 965-0431-86 V2.00 | $CFFB U17 960-5016-00
Voice 2 (8M) 965-0432-86 V2.00 | $22C0 U21 960-5016-00
Voice 3 (8M) 965-0433-86 V2.00 | $5FC8 U36 960-5016-00
Voice 4 (8M) 965-0434-86 V2.00 | $2902 U37 960-5016-00
Display (4M) 965-0435-86 A4.00 | $92BD U5 DC PCB 960-5015-01
** GAMES BELOW THIS LINE / NEXT COLUMN ARE S.A.M. SYSTEM GAMES
7225'(50(025<67,&.:,7+*$0(),/(6
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World Poker Tour Pinball (WPT) (Notes 7, 9)
Boot B-02 (8M) 965-BOOT-SAM X1.04 | $7E62 U9 960-5016-00
unprogrammed
Memory Stick 128MB (970-0128-00) Version System Bin Files:
English + Spanish 1.12AL 1.17+ WPT0112AL.bin
English Only 1.12A 1.17+ WPT0112A.bin
English + French 1.12AF 1.17+ WPT0112AF.bin
French Only 1.12F 1.17+ WPT0112F.bin
German + French 1.12GF 1.17+ WPT0112GF.bin
German Only 1.12G 1.17+ WPT0112G.bin
English + Italian 1.12AI 1.17+ WPT0112AI.bin
Italian Only 1.12I 1.17+ WPT0112I.bin
NOTE: THE TYPICAL SIZE PER UNZIPPED BIN FILE IS 25MB – 30MB+/–
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CPU (256K) 965-0004-00 LWAR.C5 C5 960-5007-00 CPU (512K) 965-0082-00 A2.08 C5 960-7001-02
Sound (Old) (256K) 965-0005-00 J5 960-5007-00 Voice 1 (2M) 965-0083-00 U17 960-5010-00
Sound (Old) (256K) 965-0006-00 J6 960-5007-00 Voice 2 (2M) 965-0084-00 U21 960-5010-00
Sound (Old) (256K) 965-0007-00 J7 960-5007-00 Sound (256K) 965-0085-00 U7 960-5007-00
Display (2M) 965-0086-00 A2.06 ROM 0 960-5010-00
- OR - Display (2M) 965-0087-00 A2.06 ROM 1 960-5010-00
Sound (256K) 965-0008-00 7F 960-5007-00 (Used on Display PCB 520-5055-00)
Sound 1 (512K) 965-0009-00 6F 960-7001-02
Sound 2 (512K) 965-0010-00 4F 960-7001-02 -OR-
Display (4M) 965-0087-04 A2.06 ROM 0 960-5015-00
Secret Service (Used on Display PCB 520-5055-01)
CPU (256K) 965-0011-00 A4-6 B5 960-5007-00
CPU (256K) 965-0012-00 A4-6 C5 960-5007-00 Star Wars
Voice 1 (512K) 965-0014-00 6F 960-7001-02 CPU (512K) 965-0119-00 A1.03 C5 960-7001-02
Voice 2 (512K) 965-0015-00 4F 960-7001-02 Voice 0 (4M) 965-0132-00 U17 960-5015-00
Sound (256K) 965-0013-00 7F 960-5007-00 Voice 1 (2M) 965-0133-00 U21 960-5010-00
Sound (256K) 965-0131-00 U7 960-5007-00
Torpedo Alley Display (2M) 965-0120-00 A1.04 ROM 0 960-5010-00
Display (2M) 965-0121-00 A1.04 ROM 1 960-5010-00
CPU (256K) 965-0016-00 A2-1 B5 960-5007-00 (Used on Display PCB 520-5055-00)
CPU (256K) 965-0017-00 A2-1 C5 960-5007-00
Voice 1 (512K) 965-0019-00 6F 960-7001-02 -OR-
Voice 2 (512K) 965-0020-00 4F 960-7001-02 Display (4M) 965-0122-00 A1.05 ROM 0 960-5015-00
Sound (256K) 965-0018-00 7F 960-5007-00 (Used on Display PCB 520-5055-01)
* Note: Display EPROMS (4M) for Maverick thru Batman Forever require an access time of 120 Nsec or faster.
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* Note: For complete Appendix Information for Games Laser War 54 Elvis® AUG 04
780-5084-00 8MB 8MB 8MB 8MB
through Batman Forever, see any Service Game Manual
55 The Sopranos FEB 05
SM
between Apollo 13 through Ripley’s Believe It or Not! 8MB 8MB 8MB 8MB
or on-line at our website www.sternpinball.com/parts.htm; 780-5085-00
also available on CD-R, 970-2003-00 (The Simpsons
Pinball Party, T3® and The Lord of the Rings ). 56 NASCAR® JUL 05 8MB 8MB 8MB 8MB
780-5086-00
29 Apollo 13 NOV 95 4MB 4MB 4MB Not n/a 57 Grand Prix SEP 05 8MB 8MB 8MB 8MB
(A13) 780-5044-00 Used 780-5091-00
30 Golden
Eye
FEB 96
780-5042-00 4MB 4MB Not
Used
Not
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31 Twister APR 96 4MB 4MB Not Not n/a 3URGXFWLRQ S.A.M. System CPU/Sound Board
780-5041-00 Used Used
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32 ID4: Independ-
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JUL 96
780-5045-00
4MB 4MB Not
Used
Not
Used
n/a 6$0 6\VWHP DQG 0DQXDO
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33 Space
Jam
OCT 96
780-5043-00 4MB 4MB 4MB Not
Used n/a 58 World Poker Tour JUN 06 8MB B-02 chksum LOC:
(WPT) 780-5088-00 V2.1+ $F625 U9
34 Trilogy - Sp. Ed. FEB
The Star Wars 97
780-5056-00 4MB 4MB Not
Used
Not
Used n/a 59 The Simpsons APR 06 8MB B-02 chksum LOC:
Kooky Carnival 780-5090-00 V2.1+ $F625 U9
35 The Lost World: JUN 97 4MB 4MB Not Not n/a 60 ©Disney’s AUG 06 8MB B-02 chksum LOC:
Jurassic Park 780-5053-00 Used Used Pirates of the Caribbean 780-5092-00 V2.1+ $F625 U9
The AUG 97 Not Not
36
X-Files 780-5046-00
4MB 4MB
Used Used
n/a 61 Famil Guy DEC 06
780-5093-00 8MB B-02 chksum LOC:
V2.1+ $F625 U9
37 Starship
Troopers
NOV 97
780-5059-00 4MB 4MB 4MB Not
Used n/a 62 Spider-Man MAY 07 8MB B-02 chksum LOC:
780-5094-00 V2.1+ $F625 U9
38 Viper
Drivin’
Night FEB 98
780-5035-00 4MB 4MB 4MB 4MB n/a Games 58 – current, S.A.M. System : CPU/Sound & I/O Power Driver PCBs
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39 4MB 4MB 4MB 4MB n/a
Space 780-5060-00
40 Godzilla SEP 98 4MB 4MB 4MB 4MB n/a
780-5040-00
South
41 Park JAN 99 8MB 8MB 8MB 8MB W6
780-5071-00
42 Harley- AUG 99 8MB 8MB 8MB 8MB W6
a Davidson® 780-5067-01
42 Harley-David- SEP 02 8MB 8MB 8MB 8MB W6
b son®2nd Ed. 780-5067-10
42 Harley-David- OCT 04 8MB 8MB 8MB 8MB W6
c son® 3rd Ed. 780-5087-00
43 Striker MAR 00 8MB 8MB 8MB 8MB W6
a Xtreme 780-5068-01
43 NFL OCT 00 8MB 8MB 8MB 8MB W6
b 780-5073-00
44 Sharkey’s JUL/OCT 00 8MB 8MB 8MB Not W6
Shootout 780-5072-01 Used
45 High Roller JAN 01 8MB 8MB 8MB 8MB W6
Casino 780-5065-00
46 Austin MAY 01 8MB 8MB 8MB 8MB W6
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47 MONOPOLY® 780-5075-00
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52 The Lord of
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520-5137-01 520-5136-16 520-5138-00 520-5052-00 520-5055-03 515-0173-00 515-0174-00 4-Ball Trough
128 X 32 Dots Dual OPTO Dual OPTO over Up-Kicker
Playboy for UK ONLY> Sol-
Miscellaneous DC Relay Bd. Relay Bd. enoid Expander Bd.
PC Boards: 520-5066-00 520-5010-00 520-5192-00
520-5137-01 520-5136-16 520-5138-00 520-5052-00 520-5055-03 515-0173-00 515-0174-00 4-Ball Trough 520-5222-00
RollerCoaster 128 X 32 Dots Dual OPTO Dual OPTO over Up-Kicker 1-Position
Tycoon Miscellaneous DC Relay Bd. Mini-Dot Display (3 by 5X7) for UK ONLY> Sol-
enoid Expander Bd. 520-5082-00 520-5083-01 Behind 1-Bank Switch Detect
PC Boards: 520-5066-00 520-5221-00 (Ramp Enter Sign) 520-5192-00 Long Hop OPTO Long Hop OPTO Drop Target on Wheel Spin
The 520-5137-01 520-5136-16 520-5138-00 128 520-5052-00 520-5055-03 515-0173-00 515-0174-00 4-Ball Trough
Simpsons X 32 Dots Dual OPTO Dual OPTO over Up-Kicker
Pinball Miscellaneous LED Bd. Color Dot Display (4 by 5X7) for UK ONLY 999
Aux. Driver Bd.
Party PC Boards: 520-5219-00 520-5225-00 (TV Set) 520-5068-01
Terminator® 520-5137-01 520-5136-16 520-5138-00 128 520-5052-00 520-5055-03 515-0173-00 515-0174-00 4-Ball Trough
3: X 32 Dots Dual OPTO Dual OPTO over Up-Kicker
Rise of the Miscellaneous for UK ONLY 999 515-7307-00 515-7308-00 TXCannon
Aux. Driver Bd.
Machines PC Boards: 520-5068-01 Single OPTO Single OPTO Trough
520-5137-01 New 520-5138-00 520-5052-00 520-5055-03 515-0173-00 515-0174-00 4-Ball Trough 500-6746-00
The Lord 520-5300-00 128 X 32 Dots Dual OPTO Dual OPTO over Up-Kicker (White Trans.)
of the
Miscellaneous 19-LED PCB OPTO Transmitter / Receiver for UK ONLY 999 515-7307-00 515-7308-00 Orthanc Tower 500-6747-00
Rings Aux. Driver Bd.
(Black Rec.)
PC Boards: 520-5242-00 Amplifier PCB 520-5239-00 520-5068-01 Single OPTO Single OPTO Trough
520-5137-01 520-5300-00 520-5138-00 128 520-5052-00 520-5055-03 515-0173-00 515-0174-00 4-Ball Trough 500-6775-00
Ripley’s X 32 Dots Dual OPTO Dual OPTO over Up-Kicker OPTO Trnscvr
Believe It
Miscellaneous 520-5236-00 OPTO Transmitter / Receiver for UK ONLY 999 520-5234-00 520-5234-00 520-5235-03
or Not!® Aux. Driver Bd. Vari-Target
PC Boards: X3 Dot Display Amplifier PCB 520-5239-01 520-5068-01 3-Pos. OPTO 3-Pos. OPTO X3 Aux. Drvr
520-5137-01 520-5300-00 520-5138-00 128 520-5052-00 520-5055-03 515-0173-00 515-0174-00 4-Ball Trough
X 32 Dots Dual OPTO Dual OPTO over Up-Kicker
Elvis®
Miscellaneous for UK ONLY 999
Aux. Driver Bd.
PC Boards: 520-5068-01
520-5137-01 520-5300-00 520-5138-00 520-5052-00 520-5055-03 515-0173-00 515-0174-00 4-Ball Trough 500-6775-00
NASCAR® 128 X 32 Dots Dual OPTO Dual OPTO over Up-Kicker OPTO Trans.
and [NDSE] Miscellaneous 520-5235-03 OPTO Transmitter / Receiver for UK ONLY 999 (Qty. 16)
Aux. Driver Bd.
PC Boards: X3 Aux. Drvr Amplifier PCB 520-5239-01 520-5068-01 Switch Detect.
520-5137-01 520-5300-00 520-5138-00 128 520-5052-00 520-5055-03 515-0173-00 515-0174-00 4-Ball Trough 500-6775-00
X 32 Dots Dual OPTO Dual OPTO over Up-Kicker OPTO Trans.
Grand Prix
Miscellaneous 520-5235-03 OPTO Transmitter / Receiver for UK ONLY 999 (Qty. 16)
Aux. Driver Bd.
PC Boards: X3 Aux. Drvr Amplifier PCB 520-5239-01 520-5068-01 Switch Detect.
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520-5249-00 520-5246-00 520-5138-00 520-5052-00 515-0173-00 515-0174-00 520-5251-00 ’U’ 1/per PCB
World Poker Backbox Backbox Backbox 128 X 32 Dots 4-Ball Trough 4-Ball Trough 500-6775-00 Jail Bars Up Ace/Hole Mech
Tour 4 Switch Pairs
(WPT) Miscellaneous 520-5254-00 520-5250-14 520-5239-01 520-5247-00 520-5248-00 (Qty. 8) 520-5252-04 ’U’ 4/per PCB
PCBs : 50V Step-Up Drv 14LED 5X7 Disp. OPTO Amplifier Ace/Hole Mech Ace/Hole Mech Drop Targets 4- & 8- Banks
The 520-5249-00 520-5246-00 520-5138-00 520-5052-00
Simpsons Back Door Back Door Cabinet Rear 128 X 32 Dots 520-5253-00-ASY
Kooky Coin Drop
Miscellaneous 515-5742-00 500-6700-00 (Qty. 11)
Carnival PCBs : Shaker PCB Relay (incl. Wiring + Conn.)
520-5249-00 520-5246-00 520-5138-00 520-5052-00 515-0173-00 515-0174-00
©Disney’s Backbox Backbox Backbox 128 X 32 Dots 4-Ball Trough 4-Ball Trough 500-6775-00
Pirates 5 Switch Pairs
of the Miscellaneous 520-5239-01 511-5024-03
Caribbean PCBs : OPTO Amp. (X3) Relay (incl. Wiring + Conn.) (Qty. 10)
520-5238-00 : H-E-A-R-T LED PCB
520-5249-00 520-5246-00 520-5138-00 520-5052-00 515-0173-00 515-0174-00 500-6775-00 520-5252-01 ’U’ 1/per PCB
Backbox Backbox Backbox 128 X 32 Dots 4-Ball Trough 4-Ball Trough 3 Switch Pairs
(Qty. 6) Drop Target 1-Bank
Family
Guy Miscellaneous 520-5239-01 520-5261-00 511-5042-01 500-6775-01
PCBs : OPTO Amp. (X2) Stepper Motor Trgt. Sensor (X2) 1 Switch Pair 520-5252-04 ’U’ 4/per PCB
(Qty. 2) Drop Target 4-Bank
511-5046-00 : Mini Playfield Lamp PCB
520-5249-00 520-5246-00 520-5138-00 520-5052-00 515-0173-00 515-0174-00 500-6775-00
Backbox Backbox Backbox 128 X 32 Dots 4-Ball Trough 4-Ball Trough 3 Switch Pairs
Spider- (Qty. 6)
Man
Miscellaneous 520-5239-01
PCBs : OPTO Amp. (X2)
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initial: Master: 520-5004-00 plus:
2-Flipper 520-5002-00
x Laser War 520-5005-00 (Qty. 2): 7 Digit Alpha/Numeric
Board Not Required replaced with: 520-5006-00 (Qty. 2): 7 Digit Numeric
520-5002-02 520-5007-00 (Qty. 1): 4 Digit Numeric
520-5002-01 was not used.
x Secret Service 3-Flipper
x Torpedo Alley Board Not Required
520-5000-00 520-5014-01
x Time Machine 2-Flipper 7 Digit Alpha/Numeric Combined
Board Not Required
x Playboy 35th Anniversary * 520-5002-02
520-5033-00
x ABC Monday Night Football * 2-Flipper
x Robocop (*only for 100 games of 520-5030-00
x Phantom of the Opera 16 Digit Alpha/Numeric Combined
x Back to the Future Playboy 35th Anniv. &
x The Simpsons ABC Mon. Night Football) 520-5002-03
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x Teenage 520-5002-03
Mutant Ninja
Turtles 520-5042-00
520-5047-00
x Batman 128 X 16
x Star Trek 520-5033-00
25th Anniv.
x Hook 2-Flipper 520-5050-01
x Lethal
Weapon 3
x Star Wars 520-5047-01
x Rocky & Bull-
winkle & Friends 520-5050-02 520-5055-00
x Jurassic Park 520-5076-00
3-Flipper
x Last Action 520-5070-00 520-5052-00
Hero 2-Flipper 128 X 32
520-5050-03
x Tales from
the Crypt 520-5076-00 520-5047-02
x The Who’s 3-Flipper
Tommy
520-5055-01
x WWF Royal 520-5070 / 5080 -00
520-5077-00
Rumble 4-Flipper (2X2)
x Guns N’
Roses 520-5076-00
x Maverick 3-Flipper 520-5102-00 520-5103-00 Paddle Boat
520-5050-03 Single OPTO Single OPTO Wheel Enter
x Mary Shelley’s 520-5076-00 520-5077-00
Frankenstein 3-Flipper 520-5075-00
520-5047-03 520-5092-01
520-5070 / 5080 -00 192 X 64 520-5124-00 520-5125-00 5-Ball Trough
x Baywatch
4-Flipper (2X2) Single OPTO Single OPTO over Up-Kicker
520-5126-02
x Batman 520-5076-00 520-5124-00 520-5125-00 4-Ball Trough
Forever 3-Flipper Single OPTO Single OPTO over Up-Kicker
Miscellaneous Boards (Lamp Boards & Relay Boards) not listed above can be found in each individual game manual.
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S.A.M. System Games DO NOT REQUIRE DIODES. If you use a coil from your stock which has a diode, remove it ONLY FOR S.A.M. System Games.
**
World Poker Tour 090-5032-ND 090-5030-ND
(WPT)** 4 22-1080 [ NO DIODE ]
SAME
23-1100 [ NO DIODE ]
SAME
©Disney’s Pirates of the 090-5030-ND
Caribbean** 2 23-1100 [ NO DIODE ] SAME Not Used Not Used
090-5030-ND SAME 090-5062-ND
Family 3 Norm. 23-1100 [ NO DIODE ] 23-1500 [ NO DIODE ]
Not Used
Guy ** 090-5046-01-ND
2 Mini 27-950 [ NO DIODE ] SAME
Spider- 090-5032-ND 090-5032-ND
Man ** 3 22-1080 [ NO DIODE ] SAME Not Used
22-1080 [ NO DIODE ]
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Robocop 090-5020-20
22-900 -YEL-YEL-
SAME Not Used Not Used
Checkpoint 090-5020-20
22-900 -YEL-YEL- SAME Not Used Not Used
Batman 090-5020-30
23-900 -GRN-GRN- SAME Not Used Not Used
Hook 090-5030-00
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090-5020-30
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23-900 -GRN-GRN- SAME Not Used Not Used
Maverick 090-5032-00
22-1080 -YEL-GRN SAME Not Used 090-5032-00
22-1080 -YEL-GRN-
Mary Shelley’s Frankenstein 090-5030-00
23-1100 -ORG-ORG- SAME Not Used 090-5030-00
23-1100 -ORG-ORG-
Baywatch 090-5030-00
23-1100 -ORG-ORG-
090-5020-30
23-900 -GRN-GRN-
090-5025-00
24-1570 -See Note-
090-5030-00
23-1100 -ORG-ORG-
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22-1080 -YEL-GRN-
090-5020-20
22-900 -YEL-YEL- Not Used 090-5020-30
23-900 -GRN-GRN-
Apollo 13 090-5032-00
22-1080 -YEL-GRN-
SAME Not Used Not Used
Twister 090-5020-20
22-900 -YEL-YEL-
090-5032-00
22-1080 -YEL-GRN- Not Used Not Used
Godzilla † 090-5032-00T
22-1080 -YEL-GRN- SAME Not Used Not Used
MONOPOLY® † 090-5032-00T
22-1080 -YEL-GRN- SAME Not Used 090-5062-00T
23-1500 -BLU-BLU-
Playboy † 090-5030-00T
23-1100 -ORG-ORG- SAME Not Used Not Used
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The Lord of the Rings Balrog (Motor & Gate) Multi Prod. Motor 20VDC Series 600B (or equiv.) 041-5088-01
Open/Close Movement 50/60Hz 10 RPM Bi-Directional MOTOR ONLY
RIPLEY’S BELIEVE IT OR NOT!® (NO MOTOR USED)
Haydon Switch & Instrument, Inc. Stepper Motor 500-6809-00
Elvis 12VDC 10W (041-5089-00), incl. Connector
Front/Back Movement (Non-Captive Shaft not included) Requires 7.25" Shaft:
Elvis® HSI #46868-12-002 530-5658-00
::: OPTIONAL 999 Multi #3811 0630 Motor (Vibrator) 12VDC 515-5893-01
Shaker (041-5029-01) 3100 RPM (w/DRL PTS) incl. Connector
The Sopranos SM Bada Bing! Girls x2 Autotrol Synchronous Motor 24VAC 4W 041-5092-00
Rotating Posts Movement 50/60Hz 45.7/54.9 RPM Bi-Directional w/1" Shaft + 12" Leads
NASCAR® and [NDSE] Back Panel Rotating (Car) Multi Products Motor & Gear Box 20VDC 041-5093-00
Windmill (Skill Ball Enter) Model #8000 (EX-04-073) 10 RPM MOTOR ONLY
Grand Prix Back Panel Rotating (Car) Multi Products Motor & Gear Box 20VDC 041-5093-00
Windmill (Skill Ball Enter)
MOTOR ONLY Model #8000 (EX-04-073) 10 RPM
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The following table only list games that used motors. Part Numbers starting with "515-" will include the Wiring Harness & Connector.
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Goal Post Motor 24v A.C.
ABC Monday Night Football Up/Down Movement 60 RPM CW 515-5222-00
Organ Bowman Motor 24v
Phantom of the Opera Up/Down Movement 60Hz 3W 11 RPM CCW 515-5256-00
Mag Wheel
(in Backbox) Motor D.C. (KEN) 041-5005-00
Checkpoint
Johnson Motor
Shaker (Vibrator) 041-5002-00
Spinning Pizza Ball Gear Motor 24v A.C.
Teenage Mutant Ninja Turtles Deflector 325 RPM CW 515-5397-00
Bar Target Bowman Motor 24v
Batman Up/Down Movement 60Hz 3W 11 RPM CCW 515-5256-00
Bowman Motor 24v
Swinging Target
221e2 RPM 515-5534-00
Star Trek 25th Anniversary Gear Motor 24v A.C.
Transporter F/X
31e2 RPM 500-5421-00
Cooling Fan 41e2" Motor 12v
(for Transporter F/X) 041-5014-00
Motor 21e2
v A.C.
Lethal Weapon 3 Spinning Light
4000 RPM CCW 041-5017-00
Bar Target Bowman Motor 24v
Up/Down Movement 60hz 3W 11 RPM CCW 515-5256-00
Star Wars R2D2 Robot Bowman Motor 24v A.C.
Left/Right Movement 221e2 RPM CW 515-5571-00
Death Star Bowman "G" Motor 24v A.C.
Rotation 60Hz 6 RPM CW 515-5570-00
Nell Log "Cutting Blade" Autotrol Model E Motor 24v
Rocky & Bullwinkle & Friends Forward/Back Movement 60hz 4W 3 RPM CCW 041-5023-00
T-Rex Multi Motor 5v D.C.
Left/Right Movement 041-5025-00
Jurassic Park T-Rex Bowman Motor 24v
Up/Down Movement 11 RPM CW 041-5026-00
Johnson Motor
Shaker
(Vibrator) 041-5002-00
Crane Multi Products Motor 12v D.C.
Left/Right Movement #3312 OSC 041-5027-00
Last Action Hero
Johnson Motor (Vibrator) 10.5v D.C.
Shaker 10 AMP 2950 RPM CW 041-5029-00
Tombstone Bowman Motor 24v A.C.
Up/Down Movement 6 RPM CCW 515-5900-00
Tales from the Crypt
Johnson Motor (Vibrator) 10.5v D.C.
Shaker
10 AMP 2950 RPM CW 041-5029-00
Mirror Bowman Motor 24v A.C.
Up/Down Movement 6 RPM CCW 515-5900-00
The Who’s Tommy Servo Motor
Flipper Blinders (94102) 041-5032-00
Spinning Airplane
Propellers Motor D.C. 041-5033-00
Johnson Motor (Vibrator) 10.5v D.C.
WWF Royal Rumble Shaker
10 AMP 2950 RPM CW 041-5029-00
Motor 24v A.C.
Maverick, The Movie Turning Paddle Wheel
10 RPM 041-5036-00
Creature Head
Mary Shelley’s Frankenstein Left/Right Movement Servo Motor (94102) 041-5032-00
Cannon Bowman Motor 24v A.C.
Batman Forever Left/Right Movement 60Hz 3W 6 RPM CCW 515-6383-00
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I. Electrical Source, Energy & Signal Converters VI. Handles, Locks, Catches, Latches, Keys
010- Transformers 355- Handles, Locks, Catches, Latches
031- Speakers and Keys
090- Solenoids (Coils)
150- Filters, Outlets, Varistors, Thermistors VII. Fabricated Parts
200- Fuses 390- Hinges
501- Coin Doors
II. Conductors, Connectors & Insulators 515- Sub-Assemblies
034- Line Cords 520- Printed Circuit Boards (PCBs)
036- Cable Assemblies & Wiring Harnesses 522- Display Glass
041- Motors 525- Wood Parts
045- Connectors (All Types) 530- Screw Machined Parts
055- Lugs (M/F), Pins (M/F), Discs, 535- Fabricated Parts
Ring Terminals, 545- Molded (Extruded) Plastic and
Terminal Strips, etc. Rubber Parts (Rings, Sleeves, etc.)
060- Polarizing Keys and Conn. Covers 550- Molded (Inserts)
077- Lamp Sockets
VIII. In-House Assemblies
III. Circuits & Circuit Elements 500- End Product (Systems and Models)
100- ICs 502- Kits (Created In-House)
110- Transistors 505- Cabinets (complete)
112- Diodes (All Types including LEDs & Modules) 510- Riveted Sub-Assemblies (In-House)
121- Resistors 511- Sub-Assemblies (In-House)
123- Resistors (Variable & Adjustable) 515- Sub-Assemblies*
124- Regulators & Bridge Rectifiers *2 or more 515-’s but still a sub-assembly.
125- Capacitors (Radial Lytics & Ferrites)
126- Piezo Crystal IX. Bulk Materials
127- Heatsinks 600- Braided Wire & Ground Straps
130- Capacitors (Tecates & Ceramics) 601- Stranded Wire
140- Oscillators (Clocks/Crystals) 602- Ribbon Cable
165- Light Bulbs 604- Telephone Line Cord
180- Switches 605- Sleeving (Shrink Tubing)
181- Switch Membranes (Pads) & Piezo Sensors 625- Velcro (non-adhesive)
190- Relays 626- Foam Rubber, Foam Pads, Rubber
960- EPROM (Raw Part) Bumpers (Blue Pads), Tape (All Types)
965- EPROM (Programmed Part) Velcro (adhesive) and String / Rope
IV. Bolts, Screws, Nuts, Washers & Nails X. Miscellaneous
231- Bolts 000- Tools (see also 777-) and Supplies
232- Screws (Pan Head) 040- Clamps, Ties & Clips
234- Screws (HWH) 042- Pulleys
237- Screws (Misc.) 091- Coin Mechs
240- Nuts (Misc.) 205- Fuse Holders
242- Washers (Flat, Round) 631- Staples
244- Washers (Split Lock) 660- Glass (Playfield, Backglass, etc.)
245- Nyliners 675- Cleaners
246- Washers (Lockers, External Tooth) 705- Packing & Shipping Items
281- Nails 755- Instruction, Coin Cards, Ins. Sheets
756- Information Sheets, Service Bulletins,
V. Mechanical Components Instruction Sheets in Kits and Templates
249- Rivets 777- Tools (Wrenches and Drivers)
251- Pins (Dowel), Finishing Nails, Hairpins, 780- Manuals
Spring Pins and Clevis Pins 802- Decal Kits (comprised of 820’s)
254- Stand-Offs, Spacers and Shims 820- Decals, Mylar and Labels (Sheets/Sets)
260- Steel Ball (All Types Steel, Glowing, Delrin, etc.) 803- Plastic Kits (comprised of 830’s)
265- Springs (Extension) 830- Plastic Pieces (Butyrate Sheets/Sets)
266- Springs (Compression) 880- Toys, Models, Figurines, etc.
267- Springs (Torsion) 900- Game Posters
269- Springs (Washers - Belleville, Wave)
270- Retaining Rings
280- Grommets, Bushings and Nyliners
283- Bearings
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If more than one Pricing Scheme is available for countries listed, the F. listed beside the option, denotes the Factory Default Setting.
FOR VIEWS OF THE LATEST or OPTIONAL USA, INTERNATIONAL / EURO AND CUSTOM COIN CARDS, VISIT OUR WEBSITE.
Not Shown USA 755-5400-10 Tournament Option $2 = X1; 755-5400-11 Tournament Option $1.50 = X1
USA 10 F. USA 10 USA 2-7 or CANADA FOR CUSTOM PRICING † USA 3 with ToPS USA 5 with ToPS
Backside is Blank
(Border Only)
Typeset your
Custom Pricing
755-5400-11 Front 755-5400-11 Back 755-5400-02 Front 755-5400-01, -02 or -04 Back 755-5400-03 or -09 Front 755-5400-03 Back / -08 Front
AUSTRALIA 1 F. AUSTRALIA 2 CROATIA FOR CUSTOM PRICING † DENMARK 1 F. DENMARK 2
Backside is Blank
(Border Only)
Typeset your
Custom Pricing
755-5406-00 Front 755-5406-00 Back 755-5410-00 Front 755-5410-00 Back 755-5402-00 Front 755-5402-00 Back
JAPAN 1 JAPAN 2 F. MIDDLE EAST ANY COUNTRY CAN USE NEW ZEALAND 1 F. NEW ZEALAND 2
755-5408-01 Front 755-5408-01 Back 755-5400-06 Front 755-5400-06 Back 755-5406-00 Back 755-5406-00 Front
NORWAY 1 F. NORWAY 2 RUSSIA F. RUSSIA (ALTERNATE) SOUTH AFRICA FOR CUSTOM PRICING †
Backside is Blank
(Border Only)
Typeset your
Custom Pricing
755-5403-01 Front 755-5403-01 Back 755-5411-00 Front 755-5411-00 Back 755-5409-01 Front 755-5409-01 Back
SWEDEN 1 F. SWEDEN 2 SWITZERLAND 1 F. SWITZERLAND 2 TAIWAN FOR CUSTOM PRICING †
Backside is Blank
(Border Only)
Typeset your
Custom Pricing
755-5404-00 Front 755-5404-00 Back 755-5405-00 Front 755-5405-00 Back 755-5412-00 Front 755-5412-00 Back
UK 1 UK 3 UK 5 F. FOR CUSTOM PRICING † Appendix J Notes:
1. Coin Card on Game is determined by original shipping
Backside is Blank country destination.
(Border Only) 2. Optional Coin Card(s), are available via your distributor or via
free download @ www.sternpinball.com/coinagecards.shtml.
Typeset your Older style Coin Cards (foreign or domestic) not available
Custom Pricing on our website or no longer available through your
distributor, are obsolete.
755-5407-00 Front 755-5407-00 Back 755-5407-01 Front 755-5407-01 Back 3. Coin Cards which have a Blank Backside can be used for
Not Shown EURO 755-5401-20 Tournament Custom (can fill in your own pricing). †Custom Pricing.
755-5401-01 1-Side Only 755-5401-02 1-Side Only 755-5401-03 1-Side Only 755-5401-04 1-Side Only 755-5401-05 1-Side Only 755-5401-06 1-Side Only
EURO 7 EURO 8 EURO 9 EURO 10 EURO 11 EURO 12
755-5401-07 1-Side Only 755-5401-08 1-Side Only 755-5401-09 1-Side Only 755-5401-10 1-Side Only 755-5401-11 1-Side Only 755-5401-12 1-Side Only
[(852)$&725<'()$8/76800$5<7$%/(\
EURO 1 EURO 2 EURO 3 EURO 4 EURO 5 EURO 6 EURO 7 EURO 8 EURO 9 EURO 10 EURO 11 EURO 12
BELGIUM GERMANY 2 NETHERLANDS GREECE FINLAND AUSTRIA FRANCE
ITALY 1 SPAIN
PORTUGAL
Section 3, Chapter 4, GO TO ADJUSTMENTS MENU, Adj. 18, Game Pricing, USA & International (non-Euro) and Euro 1-12 Summary &
International (Euro) Standard Pricing Select Tables, summarizes Standard or Custom Pricing Schemes & the Dip Switch Setting required.
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Ripley’s Believe It or Not!® (Notes 7, 8) Spider-Man Pinball (S-M) (Notes 7, 9)
Sound (512K) 965-0408-81 V1.00 | $D93D U7 960-7001-02 Boot B-02 (8M) 965-BOOT-SAM X2.10 | $F625 U9 960-5016-00
Game ROM (1M) 965-0409-81 A3.20 | $43FF U210 960-5009-00 unprogrammed
Voice 1 (8M) 965-0410-81 V1.00 | $067B U17 960-5016-00 Memory Stick 128MB (970-0128-00) Version System Bin Files:
Voice 2 (8M) 965-0411-81 V1.00 | $C8B8 U21 960-5016-00 English + Spanish 1.3ES 1.27+ spd_1_30_es.bin
Voice 3 (8M) 965-0412-81 V1.00 | $64C2 U36 960-5016-00 English + French 1.3EF 1.27+ spd_1_30_ef.bin
Voice 4 (8M) 965-0413-81 V1.00 | $5341 U37 960-5016-00 German+French 1.3GF 1.27+ spd_1_30_gf.bin
Display (4M) 965-0414-81 A3.00 | $DE4B U5 DC PCB 960-5015-01 English + Italian 1.3EI 1.27+ spd_1_30_ei.bin
NOTE: THE TYPICAL SIZE PER UNZIPPED BIN FILE IS 25MB – 30MB+/–
Elvis® (Notes 7, 8)
Sound (512K) 965-0415-84 V1.00 | $8CD2 U7 960-7001-02
Game ROM (1M) 965-0416-84 A5.00 | $50FF U210 960-5009-00
Voice 1 (8M) 965-0417-84 V1.00 | $538D U17 960-5016-00
Voice 2 (8M) 965-0418-84 V1.00 | $8BCD U21 960-5016-00
Voice 3 (8M) 965-0419-84 V1.00 | $60F8 U36 960-5016-00
Voice 4 (8M) 965-0420-84 V1.00 | $14D8 U37 960-5016-00
Display (4M) 965-0421-84 A5.00 | $A1F6 U5 DC PCB 960-5015-01
NASCAR® (Notes 7, 8)
Sound (512K) 965-0429-86 V2.00 | $32B3 U7 960-7001-02
Game ROM (1M) 965-0430-86 A4.50 | $39FF U210 960-5009-00
Voice 1 (8M) 965-0431-86 V2.00 | $CFFB U17 960-5016-00
Voice 2 (8M) 965-0432-86 V2.00 | $22C0 U21 960-5016-00
Voice 3 (8M) 965-0433-86 V2.00 | $5FC8 U36 960-5016-00
Voice 4 (8M) 965-0434-86 V2.00 | $2902 U37 960-5016-00
Display (4M) 965-0435-86 A4.00 | $92BD U5 DC PCB 960-5015-01
** GAMES BELOW THIS LINE / NEXT COLUMN ARE S.A.M. SYSTEM GAMES
7225'(50(025<67,&.:,7+*$0(),/(6
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World Poker Tour Pinball (WPT) (Notes 7, 9)
Boot B-02 (8M) 965-BOOT-SAM X1.04 | $7E62 U9 960-5016-00
unprogrammed
Memory Stick 128MB (970-0128-00) Version System Bin Files:
English + Spanish 1.12AL 1.17+ WPT0112AL.bin
English Only 1.12A 1.17+ WPT0112A.bin
English + French 1.12AF 1.17+ WPT0112AF.bin
French Only 1.12F 1.17+ WPT0112F.bin
German + French 1.12GF 1.17+ WPT0112GF.bin
German Only 1.12G 1.17+ WPT0112G.bin
English + Italian 1.12AI 1.17+ WPT0112AI.bin
Italian Only 1.12I 1.17+ WPT0112I.bin
NOTE: THE TYPICAL SIZE PER UNZIPPED BIN FILE IS 25MB – 30MB+/–
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Laser War Lethal Weapon 3
CPU (256K) 965-0004-00 LWAR.C5 C5 960-5007-00 CPU (512K) 965-0082-00 A2.08 C5 960-7001-02
Sound (Old) (256K) 965-0005-00 J5 960-5007-00 Voice 1 (2M) 965-0083-00 U17 960-5010-00
Sound (Old) (256K) 965-0006-00 J6 960-5007-00 Voice 2 (2M) 965-0084-00 U21 960-5010-00
Sound (Old) (256K) 965-0007-00 J7 960-5007-00 Sound (256K) 965-0085-00 U7 960-5007-00
Display (2M) 965-0086-00 A2.06 ROM 0 960-5010-00
- OR - Display (2M) 965-0087-00 A2.06 ROM 1 960-5010-00
Sound (256K) 965-0008-00 7F 960-5007-00 (Used on Display PCB 520-5055-00)
Sound 1 (512K) 965-0009-00 6F 960-7001-02
Sound 2 (512K) 965-0010-00 4F 960-7001-02 -OR-
Display (4M) 965-0087-04 A2.06 ROM 0 960-5015-00
Secret Service (Used on Display PCB 520-5055-01)
CPU (256K) 965-0011-00 A4-6 B5 960-5007-00
CPU (256K) 965-0012-00 A4-6 C5 960-5007-00 Star Wars
Voice 1 (512K) 965-0014-00 6F 960-7001-02 CPU (512K) 965-0119-00 A1.03 C5 960-7001-02
Voice 2 (512K) 965-0015-00 4F 960-7001-02 Voice 0 (4M) 965-0132-00 U17 960-5015-00
Sound (256K) 965-0013-00 7F 960-5007-00 Voice 1 (2M) 965-0133-00 U21 960-5010-00
Sound (256K) 965-0131-00 U7 960-5007-00
Torpedo Alley Display (2M) 965-0120-00 A1.04 ROM 0 960-5010-00
Display (2M) 965-0121-00 A1.04 ROM 1 960-5010-00
CPU (256K) 965-0016-00 A2-1 B5 960-5007-00 (Used on Display PCB 520-5055-00)
CPU (256K) 965-0017-00 A2-1 C5 960-5007-00
Voice 1 (512K) 965-0019-00 6F 960-7001-02 -OR-
Voice 2 (512K) 965-0020-00 4F 960-7001-02 Display (4M) 965-0122-00 A1.05 ROM 0 960-5015-00
Sound (256K) 965-0018-00 7F 960-5007-00 (Used on Display PCB 520-5055-01)
* Note: Display EPROMS (4M) for Maverick thru Batman Forever require an access time of 120 Nsec or faster.
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780-5084-00 8MB 8MB 8MB 8MB
through Batman Forever, see any Service Game Manual
55 The Sopranos FEB 05
SM
between Apollo 13 through Ripley’s Believe It or Not! 8MB 8MB 8MB 8MB
or on-line at our website www.sternpinball.com/parts.htm; 780-5085-00
also available on CD-R, 970-2003-00 (The Simpsons
Pinball Party, T3® and The Lord of the Rings ). 56 NASCAR® JUL 05 8MB 8MB 8MB 8MB
780-5086-00
29 Apollo 13 NOV 95 4MB 4MB 4MB Not n/a 57 Grand Prix SEP 05 8MB 8MB 8MB 8MB
(A13) 780-5044-00 Used 780-5091-00
30 Golden
Eye
FEB 96
780-5042-00 4MB 4MB Not
Used
Not
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31 Twister APR 96 4MB 4MB Not Not n/a 3URGXFWLRQ S.A.M. System CPU/Sound Board
780-5041-00 Used Used
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32 ID4: Independ-
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JUL 96
780-5045-00
4MB 4MB Not
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Not
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33 Space
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OCT 96
780-5043-00 4MB 4MB 4MB Not
Used n/a 58 World Poker Tour JUN 06 8MB B-02 chksum LOC:
(WPT) 780-5088-00 V2.1+ $F625 U9
34 Trilogy - Sp. Ed. FEB
The Star Wars 97
780-5056-00 4MB 4MB Not
Used
Not
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Kooky Carnival 780-5090-00 V2.1+ $F625 U9
35 The Lost World: JUN 97 4MB 4MB Not Not n/a 60 ©Disney’s AUG 06 8MB B-02 chksum LOC:
Jurassic Park 780-5053-00 Used Used Pirates of the Caribbean 780-5092-00 V2.1+ $F625 U9
The AUG 97 Not Not
36
X-Files 780-5046-00
4MB 4MB
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780-5093-00 8MB B-02 chksum LOC:
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37 Starship
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NOV 97
780-5059-00 4MB 4MB 4MB Not
Used n/a 62 Spider-Man MAY 07 8MB B-02 chksum LOC:
780-5094-00 V2.1+ $F625 U9
38 Viper
Drivin’
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39 4MB 4MB 4MB 4MB n/a
Space 780-5060-00
40 Godzilla SEP 98 4MB 4MB 4MB 4MB n/a
780-5040-00
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41 Park JAN 99 8MB 8MB 8MB 8MB W6
780-5071-00
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a Davidson® 780-5067-01
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c son® 3rd Ed. 780-5087-00
43 Striker MAR 00 8MB 8MB 8MB 8MB W6
a Xtreme 780-5068-01
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520-5137-01 520-5136-16 520-5138-00 520-5052-00 520-5055-03 515-0173-00 515-0174-00 4-Ball Trough
128 X 32 Dots Dual OPTO Dual OPTO over Up-Kicker
Playboy for UK ONLY> Sol-
Miscellaneous DC Relay Bd. Relay Bd. enoid Expander Bd.
PC Boards: 520-5066-00 520-5010-00 520-5192-00
520-5137-01 520-5136-16 520-5138-00 520-5052-00 520-5055-03 515-0173-00 515-0174-00 4-Ball Trough 520-5222-00
RollerCoaster 128 X 32 Dots Dual OPTO Dual OPTO over Up-Kicker 1-Position
Tycoon Miscellaneous DC Relay Bd. Mini-Dot Display (3 by 5X7) for UK ONLY> Sol-
enoid Expander Bd. 520-5082-00 520-5083-01 Behind 1-Bank Switch Detect
PC Boards: 520-5066-00 520-5221-00 (Ramp Enter Sign) 520-5192-00 Long Hop OPTO Long Hop OPTO Drop Target on Wheel Spin
The 520-5137-01 520-5136-16 520-5138-00 128 520-5052-00 520-5055-03 515-0173-00 515-0174-00 4-Ball Trough
Simpsons X 32 Dots Dual OPTO Dual OPTO over Up-Kicker
Pinball Miscellaneous LED Bd. Color Dot Display (4 by 5X7) for UK ONLY 999
Aux. Driver Bd.
Party PC Boards: 520-5219-00 520-5225-00 (TV Set) 520-5068-01
Terminator® 520-5137-01 520-5136-16 520-5138-00 128 520-5052-00 520-5055-03 515-0173-00 515-0174-00 4-Ball Trough
3: X 32 Dots Dual OPTO Dual OPTO over Up-Kicker
Rise of the Miscellaneous for UK ONLY 999 515-7307-00 515-7308-00 TXCannon
Aux. Driver Bd.
Machines PC Boards: 520-5068-01 Single OPTO Single OPTO Trough
520-5137-01 New 520-5138-00 520-5052-00 520-5055-03 515-0173-00 515-0174-00 4-Ball Trough 500-6746-00
The Lord 520-5300-00 128 X 32 Dots Dual OPTO Dual OPTO over Up-Kicker (White Trans.)
of the
Miscellaneous 19-LED PCB OPTO Transmitter / Receiver for UK ONLY 999 515-7307-00 515-7308-00 Orthanc Tower 500-6747-00
Rings Aux. Driver Bd.
(Black Rec.)
PC Boards: 520-5242-00 Amplifier PCB 520-5239-00 520-5068-01 Single OPTO Single OPTO Trough
520-5137-01 520-5300-00 520-5138-00 128 520-5052-00 520-5055-03 515-0173-00 515-0174-00 4-Ball Trough 500-6775-00
Ripley’s X 32 Dots Dual OPTO Dual OPTO over Up-Kicker OPTO Trnscvr
Believe It
Miscellaneous 520-5236-00 OPTO Transmitter / Receiver for UK ONLY 999 520-5234-00 520-5234-00 520-5235-03
or Not!® Aux. Driver Bd. Vari-Target
PC Boards: X3 Dot Display Amplifier PCB 520-5239-01 520-5068-01 3-Pos. OPTO 3-Pos. OPTO X3 Aux. Drvr
520-5137-01 520-5300-00 520-5138-00 128 520-5052-00 520-5055-03 515-0173-00 515-0174-00 4-Ball Trough
X 32 Dots Dual OPTO Dual OPTO over Up-Kicker
Elvis®
Miscellaneous for UK ONLY 999
Aux. Driver Bd.
PC Boards: 520-5068-01
520-5137-01 520-5300-00 520-5138-00 520-5052-00 520-5055-03 515-0173-00 515-0174-00 4-Ball Trough 500-6775-00
NASCAR® 128 X 32 Dots Dual OPTO Dual OPTO over Up-Kicker OPTO Trans.
and [NDSE] Miscellaneous 520-5235-03 OPTO Transmitter / Receiver for UK ONLY 999 (Qty. 16)
Aux. Driver Bd.
PC Boards: X3 Aux. Drvr Amplifier PCB 520-5239-01 520-5068-01 Switch Detect.
520-5137-01 520-5300-00 520-5138-00 128 520-5052-00 520-5055-03 515-0173-00 515-0174-00 4-Ball Trough 500-6775-00
X 32 Dots Dual OPTO Dual OPTO over Up-Kicker OPTO Trans.
Grand Prix
Miscellaneous 520-5235-03 OPTO Transmitter / Receiver for UK ONLY 999 (Qty. 16)
Aux. Driver Bd.
PC Boards: X3 Aux. Drvr Amplifier PCB 520-5239-01 520-5068-01 Switch Detect.
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520-5249-00 520-5246-00 520-5138-00 520-5052-00 515-0173-00 515-0174-00 520-5251-00 ’U’ 1/per PCB
World Poker Backbox Backbox Backbox 128 X 32 Dots 4-Ball Trough 4-Ball Trough 500-6775-00 Jail Bars Up Ace/Hole Mech
Tour 4 Switch Pairs
(WPT) Miscellaneous 520-5254-00 520-5250-14 520-5239-01 520-5247-00 520-5248-00 (Qty. 8) 520-5252-04 ’U’ 4/per PCB
PCBs : 50V Step-Up Drv 14LED 5X7 Disp. OPTO Amplifier Ace/Hole Mech Ace/Hole Mech Drop Targets 4- & 8- Banks
The 520-5249-00 520-5246-00 520-5138-00 520-5052-00
Simpsons Back Door Back Door Cabinet Rear 128 X 32 Dots 520-5253-00-ASY
Kooky Coin Drop
Miscellaneous 515-5742-00 500-6700-00 (Qty. 11)
Carnival PCBs : Shaker PCB Relay (incl. Wiring + Conn.)
520-5249-00 520-5246-00 520-5138-00 520-5052-00 515-0173-00 515-0174-00
©Disney’s Backbox Backbox Backbox 128 X 32 Dots 4-Ball Trough 4-Ball Trough 500-6775-00
Pirates 5 Switch Pairs
of the Miscellaneous 520-5239-01 511-5024-03
Caribbean PCBs : OPTO Amp. (X3) Relay (incl. Wiring + Conn.) (Qty. 10)
520-5238-00 : H-E-A-R-T LED PCB
520-5249-00 520-5246-00 520-5138-00 520-5052-00 515-0173-00 515-0174-00 500-6775-00 520-5252-01 ’U’ 1/per PCB
Backbox Backbox Backbox 128 X 32 Dots 4-Ball Trough 4-Ball Trough 3 Switch Pairs
(Qty. 6) Drop Target 1-Bank
Family
Guy Miscellaneous 520-5239-01 520-5261-00 511-5042-01 500-6775-01
PCBs : OPTO Amp. (X2) Stepper Motor Trgt. Sensor (X2) 1 Switch Pair 520-5252-04 ’U’ 4/per PCB
(Qty. 2) Drop Target 4-Bank
511-5046-00 : Mini Playfield Lamp PCB
520-5249-00 520-5246-00 520-5138-00 520-5052-00 515-0173-00 515-0174-00 500-6775-00
Backbox Backbox Backbox 128 X 32 Dots 4-Ball Trough 4-Ball Trough 3 Switch Pairs
Spider- (Qty. 6)
Man
Miscellaneous 520-5239-01
PCBs : OPTO Amp. (X2)
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initial: Master: 520-5004-00 plus:
2-Flipper 520-5002-00
x Laser War 520-5005-00 (Qty. 2): 7 Digit Alpha/Numeric
Board Not Required replaced with: 520-5006-00 (Qty. 2): 7 Digit Numeric
520-5002-02 520-5007-00 (Qty. 1): 4 Digit Numeric
520-5002-01 was not used.
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x Torpedo Alley Board Not Required
520-5000-00 520-5014-01
x Time Machine 2-Flipper 7 Digit Alpha/Numeric Combined
Board Not Required
x Playboy 35th Anniversary * 520-5002-02
520-5033-00
x ABC Monday Night Football * 2-Flipper
x Robocop (*only for 100 games of 520-5030-00
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Mutant Ninja
Turtles 520-5042-00
520-5047-00
x Batman 128 X 16
x Star Trek 520-5033-00
25th Anniv.
x Hook 2-Flipper 520-5050-01
x Lethal
Weapon 3
x Star Wars 520-5047-01
x Rocky & Bull-
winkle & Friends 520-5050-02 520-5055-00
x Jurassic Park 520-5076-00
3-Flipper
x Last Action 520-5070-00 520-5052-00
Hero 2-Flipper 128 X 32
520-5050-03
x Tales from
the Crypt 520-5076-00 520-5047-02
x The Who’s 3-Flipper
Tommy
520-5055-01
x WWF Royal 520-5070 / 5080 -00
520-5077-00
Rumble 4-Flipper (2X2)
x Guns N’
Roses 520-5076-00
x Maverick 3-Flipper 520-5102-00 520-5103-00 Paddle Boat
520-5050-03 Single OPTO Single OPTO Wheel Enter
x Mary Shelley’s 520-5076-00 520-5077-00
Frankenstein 3-Flipper 520-5075-00
520-5047-03 520-5092-01
520-5070 / 5080 -00 192 X 64 520-5124-00 520-5125-00 5-Ball Trough
x Baywatch
4-Flipper (2X2) Single OPTO Single OPTO over Up-Kicker
520-5126-02
x Batman 520-5076-00 520-5124-00 520-5125-00 4-Ball Trough
Forever 3-Flipper Single OPTO Single OPTO over Up-Kicker
Miscellaneous Boards (Lamp Boards & Relay Boards) not listed above can be found in each individual game manual.
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S.A.M. System Games DO NOT REQUIRE DIODES. If you use a coil from your stock which has a diode, remove it ONLY FOR S.A.M. System Games.
**
World Poker Tour 090-5032-ND 090-5030-ND
(WPT)** 4 22-1080 [ NO DIODE ]
SAME
23-1100 [ NO DIODE ]
SAME
©Disney’s Pirates of the 090-5030-ND
Caribbean** 2 23-1100 [ NO DIODE ] SAME Not Used Not Used
090-5030-ND SAME 090-5062-ND
Family 3 Norm. 23-1100 [ NO DIODE ] 23-1500 [ NO DIODE ]
Not Used
Guy ** 090-5046-01-ND
2 Mini 27-950 [ NO DIODE ] SAME
Spider- 090-5032-ND 090-5032-ND
Man ** 3 22-1080 [ NO DIODE ] SAME Not Used
22-1080 [ NO DIODE ]
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Robocop 090-5020-20
22-900 -YEL-YEL-
SAME Not Used Not Used
Checkpoint 090-5020-20
22-900 -YEL-YEL- SAME Not Used Not Used
Batman 090-5020-30
23-900 -GRN-GRN- SAME Not Used Not Used
Hook 090-5030-00
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23-900 -GRN-GRN- SAME Not Used Not Used
Maverick 090-5032-00
22-1080 -YEL-GRN SAME Not Used 090-5032-00
22-1080 -YEL-GRN-
Mary Shelley’s Frankenstein 090-5030-00
23-1100 -ORG-ORG- SAME Not Used 090-5030-00
23-1100 -ORG-ORG-
Baywatch 090-5030-00
23-1100 -ORG-ORG-
090-5020-30
23-900 -GRN-GRN-
090-5025-00
24-1570 -See Note-
090-5030-00
23-1100 -ORG-ORG-
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22-1080 -YEL-GRN-
090-5020-20
22-900 -YEL-YEL- Not Used 090-5020-30
23-900 -GRN-GRN-
Apollo 13 090-5032-00
22-1080 -YEL-GRN-
SAME Not Used Not Used
Twister 090-5020-20
22-900 -YEL-YEL-
090-5032-00
22-1080 -YEL-GRN- Not Used Not Used
Godzilla † 090-5032-00T
22-1080 -YEL-GRN- SAME Not Used Not Used
MONOPOLY® † 090-5032-00T
22-1080 -YEL-GRN- SAME Not Used 090-5062-00T
23-1500 -BLU-BLU-
Playboy † 090-5030-00T
23-1100 -ORG-ORG- SAME Not Used Not Used
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The Lord of the Rings Balrog (Motor & Gate) Multi Prod. Motor 20VDC Series 600B (or equiv.) 041-5088-01
Open/Close Movement 50/60Hz 10 RPM Bi-Directional MOTOR ONLY
RIPLEY’S BELIEVE IT OR NOT!® (NO MOTOR USED)
Haydon Switch & Instrument, Inc. Stepper Motor 500-6809-00
Elvis 12VDC 10W (041-5089-00), incl. Connector
Front/Back Movement (Non-Captive Shaft not included) Requires 7.25" Shaft:
Elvis® HSI #46868-12-002 530-5658-00
::: OPTIONAL 999 Multi #3811 0630 Motor (Vibrator) 12VDC 515-5893-01
Shaker (041-5029-01) 3100 RPM (w/DRL PTS) incl. Connector
The Sopranos SM Bada Bing! Girls x2 Autotrol Synchronous Motor 24VAC 4W 041-5092-00
Rotating Posts Movement 50/60Hz 45.7/54.9 RPM Bi-Directional w/1" Shaft + 12" Leads
NASCAR® and [NDSE] Back Panel Rotating (Car) Multi Products Motor & Gear Box 20VDC 041-5093-00
Windmill (Skill Ball Enter) Model #8000 (EX-04-073) 10 RPM MOTOR ONLY
Grand Prix Back Panel Rotating (Car) Multi Products Motor & Gear Box 20VDC 041-5093-00
Windmill (Skill Ball Enter)
MOTOR ONLY Model #8000 (EX-04-073) 10 RPM
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The following table only list games that used motors. Part Numbers starting with "515-" will include the Wiring Harness & Connector.
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Goal Post Motor 24v A.C.
ABC Monday Night Football Up/Down Movement 60 RPM CW 515-5222-00
Organ Bowman Motor 24v
Phantom of the Opera Up/Down Movement 60Hz 3W 11 RPM CCW 515-5256-00
Mag Wheel
(in Backbox) Motor D.C. (KEN) 041-5005-00
Checkpoint
Johnson Motor
Shaker (Vibrator) 041-5002-00
Spinning Pizza Ball Gear Motor 24v A.C.
Teenage Mutant Ninja Turtles Deflector 325 RPM CW 515-5397-00
Bar Target Bowman Motor 24v
Batman Up/Down Movement 60Hz 3W 11 RPM CCW 515-5256-00
Bowman Motor 24v
Swinging Target
221e2 RPM 515-5534-00
Star Trek 25th Anniversary Gear Motor 24v A.C.
Transporter F/X
31e2 RPM 500-5421-00
Cooling Fan 41e2" Motor 12v
(for Transporter F/X) 041-5014-00
Motor 21e2
v A.C.
Lethal Weapon 3 Spinning Light
4000 RPM CCW 041-5017-00
Bar Target Bowman Motor 24v
Up/Down Movement 60hz 3W 11 RPM CCW 515-5256-00
Star Wars R2D2 Robot Bowman Motor 24v A.C.
Left/Right Movement 221e2 RPM CW 515-5571-00
Death Star Bowman "G" Motor 24v A.C.
Rotation 60Hz 6 RPM CW 515-5570-00
Nell Log "Cutting Blade" Autotrol Model E Motor 24v
Rocky & Bullwinkle & Friends Forward/Back Movement 60hz 4W 3 RPM CCW 041-5023-00
T-Rex Multi Motor 5v D.C.
Left/Right Movement 041-5025-00
Jurassic Park T-Rex Bowman Motor 24v
Up/Down Movement 11 RPM CW 041-5026-00
Johnson Motor
Shaker
(Vibrator) 041-5002-00
Crane Multi Products Motor 12v D.C.
Left/Right Movement #3312 OSC 041-5027-00
Last Action Hero
Johnson Motor (Vibrator) 10.5v D.C.
Shaker 10 AMP 2950 RPM CW 041-5029-00
Tombstone Bowman Motor 24v A.C.
Up/Down Movement 6 RPM CCW 515-5900-00
Tales from the Crypt
Johnson Motor (Vibrator) 10.5v D.C.
Shaker
10 AMP 2950 RPM CW 041-5029-00
Mirror Bowman Motor 24v A.C.
Up/Down Movement 6 RPM CCW 515-5900-00
The Who’s Tommy Servo Motor
Flipper Blinders (94102) 041-5032-00
Spinning Airplane
Propellers Motor D.C. 041-5033-00
Johnson Motor (Vibrator) 10.5v D.C.
WWF Royal Rumble Shaker
10 AMP 2950 RPM CW 041-5029-00
Motor 24v A.C.
Maverick, The Movie Turning Paddle Wheel
10 RPM 041-5036-00
Creature Head
Mary Shelley’s Frankenstein Left/Right Movement Servo Motor (94102) 041-5032-00
Cannon Bowman Motor 24v A.C.
Batman Forever Left/Right Movement 60Hz 3W 6 RPM CCW 515-6383-00
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I. Electrical Source, Energy & Signal Converters VI. Handles, Locks, Catches, Latches, Keys
010- Transformers 355- Handles, Locks, Catches, Latches
031- Speakers and Keys
090- Solenoids (Coils)
150- Filters, Outlets, Varistors, Thermistors VII. Fabricated Parts
200- Fuses 390- Hinges
501- Coin Doors
II. Conductors, Connectors & Insulators 515- Sub-Assemblies
034- Line Cords 520- Printed Circuit Boards (PCBs)
036- Cable Assemblies & Wiring Harnesses 522- Display Glass
041- Motors 525- Wood Parts
045- Connectors (All Types) 530- Screw Machined Parts
055- Lugs (M/F), Pins (M/F), Discs, 535- Fabricated Parts
Ring Terminals, 545- Molded (Extruded) Plastic and
Terminal Strips, etc. Rubber Parts (Rings, Sleeves, etc.)
060- Polarizing Keys and Conn. Covers 550- Molded (Inserts)
077- Lamp Sockets
VIII. In-House Assemblies
III. Circuits & Circuit Elements 500- End Product (Systems and Models)
100- ICs 502- Kits (Created In-House)
110- Transistors 505- Cabinets (complete)
112- Diodes (All Types including LEDs & Modules) 510- Riveted Sub-Assemblies (In-House)
121- Resistors 511- Sub-Assemblies (In-House)
123- Resistors (Variable & Adjustable) 515- Sub-Assemblies*
124- Regulators & Bridge Rectifiers *2 or more 515-’s but still a sub-assembly.
125- Capacitors (Radial Lytics & Ferrites)
126- Piezo Crystal IX. Bulk Materials
127- Heatsinks 600- Braided Wire & Ground Straps
130- Capacitors (Tecates & Ceramics) 601- Stranded Wire
140- Oscillators (Clocks/Crystals) 602- Ribbon Cable
165- Light Bulbs 604- Telephone Line Cord
180- Switches 605- Sleeving (Shrink Tubing)
181- Switch Membranes (Pads) & Piezo Sensors 625- Velcro (non-adhesive)
190- Relays 626- Foam Rubber, Foam Pads, Rubber
960- EPROM (Raw Part) Bumpers (Blue Pads), Tape (All Types)
965- EPROM (Programmed Part) Velcro (adhesive) and String / Rope
IV. Bolts, Screws, Nuts, Washers & Nails X. Miscellaneous
231- Bolts 000- Tools (see also 777-) and Supplies
232- Screws (Pan Head) 040- Clamps, Ties & Clips
234- Screws (HWH) 042- Pulleys
237- Screws (Misc.) 091- Coin Mechs
240- Nuts (Misc.) 205- Fuse Holders
242- Washers (Flat, Round) 631- Staples
244- Washers (Split Lock) 660- Glass (Playfield, Backglass, etc.)
245- Nyliners 675- Cleaners
246- Washers (Lockers, External Tooth) 705- Packing & Shipping Items
281- Nails 755- Instruction, Coin Cards, Ins. Sheets
756- Information Sheets, Service Bulletins,
V. Mechanical Components Instruction Sheets in Kits and Templates
249- Rivets 777- Tools (Wrenches and Drivers)
251- Pins (Dowel), Finishing Nails, Hairpins, 780- Manuals
Spring Pins and Clevis Pins 802- Decal Kits (comprised of 820’s)
254- Stand-Offs, Spacers and Shims 820- Decals, Mylar and Labels (Sheets/Sets)
260- Steel Ball (All Types Steel, Glowing, Delrin, etc.) 803- Plastic Kits (comprised of 830’s)
265- Springs (Extension) 830- Plastic Pieces (Butyrate Sheets/Sets)
266- Springs (Compression) 880- Toys, Models, Figurines, etc.
267- Springs (Torsion) 900- Game Posters
269- Springs (Washers - Belleville, Wave)
270- Retaining Rings
280- Grommets, Bushings and Nyliners
283- Bearings
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If more than one Pricing Scheme is available for countries listed, the F. listed beside the option, denotes the Factory Default Setting.
FOR VIEWS OF THE LATEST or OPTIONAL USA, INTERNATIONAL / EURO AND CUSTOM COIN CARDS, VISIT OUR WEBSITE.
Not Shown USA 755-5400-10 Tournament Option $2 = X1; 755-5400-11 Tournament Option $1.50 = X1
USA 10 F. USA 10 USA 2-7 or CANADA FOR CUSTOM PRICING † USA 3 with ToPS USA 5 with ToPS
Backside is Blank
(Border Only)
Typeset your
Custom Pricing
755-5400-11 Front 755-5400-11 Back 755-5400-02 Front 755-5400-01, -02 or -04 Back 755-5400-03 or -09 Front 755-5400-03 Back / -08 Front
AUSTRALIA 1 F. AUSTRALIA 2 CROATIA FOR CUSTOM PRICING † DENMARK 1 F. DENMARK 2
Backside is Blank
(Border Only)
Typeset your
Custom Pricing
755-5406-00 Front 755-5406-00 Back 755-5410-00 Front 755-5410-00 Back 755-5402-00 Front 755-5402-00 Back
JAPAN 1 JAPAN 2 F. MIDDLE EAST ANY COUNTRY CAN USE NEW ZEALAND 1 F. NEW ZEALAND 2
755-5408-01 Front 755-5408-01 Back 755-5400-06 Front 755-5400-06 Back 755-5406-00 Back 755-5406-00 Front
NORWAY 1 F. NORWAY 2 RUSSIA F. RUSSIA (ALTERNATE) SOUTH AFRICA FOR CUSTOM PRICING †
Backside is Blank
(Border Only)
Typeset your
Custom Pricing
755-5403-01 Front 755-5403-01 Back 755-5411-00 Front 755-5411-00 Back 755-5409-01 Front 755-5409-01 Back
SWEDEN 1 F. SWEDEN 2 SWITZERLAND 1 F. SWITZERLAND 2 TAIWAN FOR CUSTOM PRICING †
Backside is Blank
(Border Only)
Typeset your
Custom Pricing
755-5404-00 Front 755-5404-00 Back 755-5405-00 Front 755-5405-00 Back 755-5412-00 Front 755-5412-00 Back
UK 1 UK 3 UK 5 F. FOR CUSTOM PRICING † Appendix J Notes:
1. Coin Card on Game is determined by original shipping
Backside is Blank country destination.
(Border Only) 2. Optional Coin Card(s), are available via your distributor or via
free download @ www.sternpinball.com/coinagecards.shtml.
Typeset your Older style Coin Cards (foreign or domestic) not available
Custom Pricing on our website or no longer available through your
distributor, are obsolete.
755-5407-00 Front 755-5407-00 Back 755-5407-01 Front 755-5407-01 Back 3. Coin Cards which have a Blank Backside can be used for
Not Shown EURO 755-5401-20 Tournament Custom (can fill in your own pricing). †Custom Pricing.
755-5401-01 1-Side Only 755-5401-02 1-Side Only 755-5401-03 1-Side Only 755-5401-04 1-Side Only 755-5401-05 1-Side Only 755-5401-06 1-Side Only
EURO 7 EURO 8 EURO 9 EURO 10 EURO 11 EURO 12
755-5401-07 1-Side Only 755-5401-08 1-Side Only 755-5401-09 1-Side Only 755-5401-10 1-Side Only 755-5401-11 1-Side Only 755-5401-12 1-Side Only
[(852)$&725<'()$8/76800$5<7$%/(\
EURO 1 EURO 2 EURO 3 EURO 4 EURO 5 EURO 6 EURO 7 EURO 8 EURO 9 EURO 10 EURO 11 EURO 12
BELGIUM GERMANY 2 NETHERLANDS GREECE FINLAND AUSTRIA FRANCE
ITALY 1 SPAIN
PORTUGAL
Section 3, Chapter 4, GO TO ADJUSTMENTS MENU, Adj. 18, Game Pricing, USA & International (non-Euro) and Euro 1-12 Summary &
International (Euro) Standard Pricing Select Tables, summarizes Standard or Custom Pricing Schemes & the Dip Switch Setting required.
*ORVVDU\ *ORVVDU\
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S T E R N ® P I N B A L L , I N C . L I M I T E D W A R R A N T Y
Stern® Pinball, Inc., ("seller") warrants only to the initial purchaser of its products that the items listed below are free from
defects in material and workmanship under normal use and service for the w a r r a n t y p e r i o d s p e c i f i e d:
Printed Circuit Boards PCBs (game logic): 2 months
Dot Matrix Display P CB: 9 months
No other parts of seller’s product are warranted. Warranty periods are effective from the initial date of shipment from seller to
its authorized distributors.
Seller’s sole liability shall be, at its option, to repair or replace products which are returned to seller during the warranty
periods specified, provided:
1. Seller is notified promptly upon discovery by purchaser that stated products are defective.
2. Such products are properly packaged and then returned freight prepaid, to seller’s plant.
This warranty does not apply to any parts damaged during shipment and/or due to improper handling, or due to improper
installation or usage, or alteration. In no event shall the seller be liable for any anticipated profits, loss of profits, loss of use,
accidental or consequential damages or any other losses incurred by the customer in connection with the purchase of a
Stern® Pinball, Inc. product.
WARRANTY DIS CLAIME R
Except as specifically provided in a written contract between seller and purchaser, there are no other warranties, express or
implied, including any implied warranties of merchantability or fitness for a particular purpose.
C A U T I O N S , W A R N I N G S & N O T I C E S
CAUTION
For safety and reliability, substitute parts and equipment modifications are not recommended (and may void any
warranties). Use of non-Stern® Pinball Inc. parts or modifications of game circuitry, may adversely affect game play, or
may cause injuries. Transport pinball games with hinged backbox in the down position only! Always take great care when
servicing any game. Always read the service manual before replacing or servicing components. SUBSTITUTIONS OF
PARTS OR EQUIPMENT MODIFICATIONS may void FCC Type acceptance.
....Always disconnect the line voltage before servicing. Some parts may still hold current when unplugged.
WARNING
This equipment generates, uses, and can radiate radio frequency energy, and if not installed and used in accordance
with the instructions manual, may cause interference to radio communications. It has been tested and found to comply
with the limits for a class a computing device pursuant to SUBPART J OF PART 15 OF FCC RULES, which are designed to
provide reasonable protection against such interference when operated in a commercial environment. Operation of this
equipment in a residential area is likely to cause interference in which case the user at his own expense will be required to
take whatever measures may be required to correct the interference.
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 the FCC rules. To maintain these levels, reposition harnesses
and reconnect ground straps to their original placements, if they become disconnected during maintenance.
(a) "The appliance has to be placed in a horizontal position."
(b) "This appliance is not to be cleaned by a Water Jet."
603335-7.12.1 (i) "Do not locate this appliance in an area where a Water Jet is used." (ii) "Do not clean this
appliance with a Water Jet." 60335-7.12.5 (b) If the supply cord is damaged, it must be replaced by the
manufacturer, its service agent or similarly qualified persons in order to avoid a hazard.
NOTICES
THIS DOCUMENT AND THE DATA DISCLOSED HEREIN OR HEREWITH IS NOT TO BE REPRODUCED (EXCEPT WHERE
NOTED), USED OR OTHERWISE DISCLOSED IN WHOLE OR IN PART TO ANYONE WITHOUT WRITTEN CONSENT OF
STERN® PINBALL, INC. WARNING: PRODUCTS IN THIS MANUAL, THE COMPANY NAME AND DEVICES AND THE
DESIGN OF THE MANUAL ITSELF, ARE PROTECTED BY FEDERAL PATENTS (AND PATENTS PENDING), DESIGN
REGISTRATIONS, TRADEMARKS AND COPYRIGHTS. ACTION WILL BE TAKEN IN THE EVENT OF INFRINGEMENT OR
IMITATION. THE RIGHT IS RESERVED TO CHANGE SPECIFICATIONS WITHOUT PRIOR NOTICE.
© 2008 Manufactured by Stern® Pinball, Inc. Icon
Designs, ToPS Logo, Bump N’ Win Logo & all
related indicia are trademarks of Stern® Pinball, Inc.
All Rights Reserved. Manufactured in the USA.
) DRIVE
GRN-BRN «515-7640-05
D.O.T.S. » « D.O.T.S. »
515-7640-05
J1-P1 below playfield below playfield
« D.O.T.S. » « D.O.T.S. » « D.O.T.S. » « D.O.T.S. » « D.O.T.S. » « D.O.T.S. » « D.O.T.S. » « D.O.T.S. » « D.O.T.S. » « D.O.T.S. »
515-7640-05 515-7640-05 515-7640-05 515-7640-05 500-6227-04 500-6227-04 500-6227-04
below playfield below playfield below playfield below playfield below playfield below playfield below playfield
SW. # 17 SW. # 18 SW. # 19 SW. # 20 SW. # 21 SW. # 22 SW. # 23 SW. # 24 SW. # 25 SW. # 26 SW. # 27 SW. # 28 SW. # 29 SW. # 30 SW. # 31 SW. # 32
« D.O.T.S. » « D.O.T.S. » CABINET
515-7640-02 180-5209-00 180-5010-01 515-7496-08-00 180-5174-00
CABINET
below playfield below playfield above playfield above playfield In Cabinet
180-5174-00
In Cabinet
02 (4-BALL) (4-BALL) (4-BALL) (VUK OPTO) (STACK OPTO) LEFT LEFT RIGHT RIGHT
Q2
NOT TROUGH TROUGH TROUGH TROUGH TROUGH SHOOTER LEFT RETURN SLING- SLING- RETURN RIGHT LEFT RIGHT BOTTOM
DRIVE USED #4 (L) #3 #2 #1 (R) JAM LANE OUTLANE LANE SHOT SHOT LANE OUTLANE BUMPER BUMPER BUMPER
GRN-RED NOT USED «180-5119-02
D.O.T.S. » « D.O.T.S. »
180-5119-02
« D.O.T.S. » TRANS. / REC. TRANS. / REC. « D.O.T.S. » « D.O.T.S. » « D.O.T.S. » « D.O.T.S. » « D.O.T.S. » « D.O.T.S. » « D.O.T.S. » « D.O.T.S. » « D.O.T.S. » « D.O.T.S. »
180-5119-02 TX 515-0173-00 TX 515-0173-00 180-5157-00 500-6227-04 500-6227-04 180-5054-00 180-5054-00 500-6227-04 500-6227-04 180-5015-04 180-5015-04 180-5015-04
J1-P3 below playfield below playfield below playfield RX 515-0174-00 RX 515-0174-00 below playfield below playfield below playfield 2 per Asm. 2 per Asm. below playfield below playfield below playfield below playfield below playfield
SW. # 33 SW. # 34 SW. # 35 SW. # 36 SW. # 37 SW. # 38 SW. # 39 SW. # 40 SW. # 41 SW. # 42 SW. # 43 SW. # 44 SW. # 45 SW. # 46 SW. # 47 SW. # 48
03 L. [EFT] L. [EFT] C.[ENTER] POP POP SCARE- TOP JOKER JOKER BATMOBL. R. [IGHT]
Q3
SKILL LOOP LEFT JOKER JOKER BUMPER BUMPER NOT RIGHT CROW NOT RIGHT DROP LOCKUP CRASH JOKER
DRIVE SHOT SPINNER LOOP TARGET TARGET TARGET SPINNER USED LOOP VUK EXIT USED EJECT TARGET #1 TARGET TARGET
GRN-ORG 500-6227-04 180-5010-04 180-5087-00»
« D.O.T.S. » « D.O.T.S. » « D.O.T.S. « D.O.T.S. » « D.O.T.S. » « D.O.T.S. » « D.O.T.S. » « D.O.T.S. » « D.O.T.S. » « D.O.T.S. » « D.O.T.S. » « D.O.T.S. » « D.O.T.S. » « D.O.T.S. » « D.O.T.S. » « D.O.T.S. »
515-7640-04 515-7640-04 515-7568-08 180-5010-04 180-5087-00 180-5010-01 180-5186-01 180-5158-00 180-5157-00 180-5213-00 515-7640-04
J1-P4 below playfield above playfield above playfield below playfield below playfield below playfield above playfield above playfield above playfield below playfield below playfield below playfield above playfield below playfield
SW. # 49 SW. # 50 SW. # 51 SW. # 52 SW. # 53 SW. # 54 SW. # 55 SW. # 56 SW. # 57 SW. # 58 SW. # 59 SW. # 60 SW. # 61 SW. # 62 SW. # 63 SW. # 64
04 L. [EFT] JOKER JOKER JOKER MINI- MINI- MINI- CRANE CRANE CRANE CRANE CRANE CRANE MINI- BATMOBL.
Q4 STANDUP POS. POS. POS. PLFD PLFD PLFD POS. POS. POS. POS. POS. POS. NOT PLFD RAMP
DRIVE TARGET #1 (HOME) #2 #3 (AWAY) (TOP L.) (TOP R.) (BOT L.) #6 (AWAY) #5 #4 #3 #2 #1 (HOME) USED (BOT. R.) EJECT
GRN-YEL «515-7568-08
D.O.T.S. » « D.O.T.S. » « D.O.T.S. » « D.O.T.S. » « D.O.T.S. » « D.O.T.S. » « D.O.T.S. » « D.O.T.S. » « D.O.T.S. » « D.O.T.S. » « D.O.T.S. » « D.O.T.S. » « D.O.T.S. » « D.O.T.S. »
520-5291-00 520-5291-00 520-5292-00 180-5057-00 180-5057-00 180-5057-00 520-5290-00 520-5290-00 520-5290-00 520-5290-00 520-5290-00 520-5290-00
« D.O.T.S. » « D.O.T.S. »
180-5057-00 180-5119-02
J1-P5 below playfield below playfield below playfield above playfield below playfield below playfield below playfield below playfield below playfield below playfield below playfield below playfield below playfield below playfield below playfield
« FOR MORE ABOUT DIODE ON TERMINAL STRIPS « D.O.T.S. », SEE SECTION 5, CHAPTER 2, PAGES 104 – 105. »
BLK
BLK BLU BRN GRY GRN LGN ORG PNK RED TAN VIO WHT YEL
Wire Color Abbreviations used: Black
Black Blue Brown Gray Green Light Grn. Orange Pink Red Tan Violet White Yellow
below. If your game requires parts and/or service, please contact your nearest STERN Pinball distributor
(See our Distribution List). For any additional assistance, contact our technical service staff at 800-KICKERS
(800-542-5377) or by e-mail ( parts.service@sternpinball.com ).
x Metric Conversion
If your STERN Pinball is in need of repair, please contact your nearest STERN Distributor. 1/16”
x
Pinball Game Parts Game Code Library 1/8”
• 2006+ Complete Pinball Service Game Manuals • Offering S.A.M. System Game Code 1/4”
5
in PDF Format available (includes parts and • Offering archived White Star Game Code 1/2”
.0625”
.125”
.25”
schematics). for all Data East®, Sega™ and STERN® 3/4”
• 2004 — 2005 Select Pinball Service Game Pinballs (EPROM Programmer required)
.75”
.5”
1/32”
Manual Excerpts only : Parts Identification & (.03125”)
Location (The Pink Pages), Drawings for Major Coinage Cards
Assemblies & Ramps (The Blue Pages) • Offering a range of Coinage Cards for 1” = 2.54 cm or 25.4 mm
• Appendixes A — J (updated with each game) download 1 cm = .3937”
1 mm = .03937”
• Country Setting, Pricing Scheme, Dip
6
Schematics, Theory of Operation Switch Setting (opens a pop-up window) For metric, multiply the inch
and Troubleshooting Tips • Custom Pricing Demonstration value by the metric value:
• Current S.A.M. System Games complete (for S.A.M. System) e.g.:
5” X 2.54 cm =
Schematic Section 12.7 cm or 127 mm
• Archived Drawings for the White Star Board Tricks & Tips
System™ • Pinball Machine Foam Cushion Packing For US, multiply the metric
value by the inch value:
• 1st Time Pinball Set-Up & Preventative e.g.:
Service Bulletins Maintenance 13 cm X .3937” =
5.1181”
7
NTE Semi-Conductor Cross Reference Track Your Order Via UPS Non-USA select your location
Radio Shack Component Catalogue
Visit our website www.sternpinball.com for Pinball & Redemption game information!
8
HELP US, HELP YOU! If you have any suggestions, questions, need technical advice,
find errors or have comments, contact us through our website or call!
This Game Service Manual and all other documents relating to this product, playfield components, features, rules, programming
9
and operation are subject to change without notice (Service Bulletins, if applicable, available through our website).