Professional Documents
Culture Documents
Find-It-In-Front:
Find-It-In-Front:
® Or d
er
th e
K op
50 it S tion TOURNAMENT PINBALL
Dr.
Dr. Pinball
Pinball Section
Section
2-5 PI al SYSTEM READY!
01 PN T o
1 -0 : P
0 S
™
The inside cover & the front pages
DR. ¶ thru DR. ¿ covers the basics...
Find the answers to your questions here... The Portals™Service Menu,
If you still need help, give us a call! Section 3, is your Technical Friend...
/RZHU0DJQHW23727UDQVFHLYHU%RDUG3URSHU&RQQHFWLRQ,03257$17
It is VERY IMPORTANT that the OPTO (Transceiver) Boards are
connected correctly to the Lower Amplifier Board (under the
playfield nearest the lower magnet) for this apllication.
5(&(,9(5
6,'(
LOWER
MAGNET
OPTO
Amplifier
PCB 5(&(,9(5
6,'(
J2
J1
75$160,77(5
6,'(
*UHHQ :LUH
2-Pin
Z-Header
GRN /
VIO-BLU
New to our Pinball Games?
Don’t forget to go over Section 3, Chapter 1, Portals Service Menu Introduction. If using Diagnostics...very
useful! Got confused? Comments? Questions? Call Technical Support at 800-542-5377 or 708-345-7700 (Option 1).
%DFNER[3&%)XVHV520V%ULGJHV5HOD\V3) &DELQHW)XVHV&DE6ZLWFKHV
Inside Coin Door Playfield Power
Interlock Switch
W'LVSOD\3RZHU6XSSO\%G
F1
CPU U210 U212
GAME
SOUND & EPROM CMOS
VOICE ROMS RAM
6ROHQRLG
([SDQGHU U7 U37 U36 U21 U17
%RDUG ‡
7RXUQDPHQW )RU 6FKHPDWLFV DQGRU
,QWHUIDFH &RPSRQHQW 3DUWV RQ 3& &386RXQG%G,,Z$70(/S
%RDUG ‡ %RDUGV VKRZQ RQ WKLV SDJH
UHYLHZ 6HFWLRQ &KDSWHU
‡ UK or Tournament 3ULQWHG &LUFXLW %RDUGV
7KH <HOORZ 3DJHV
,23RZHU'ULYHU%RDUGT
GAMES ONLY
For more info., see Section 5,
Chp. 4, PCBs (Yellow Pages)
F24 F26
F9 F22 F23 *** All BRIDGES rated
35A @ 100v ***
+50v DC High
B1 Current Coils
'LVSOD\&RQWUROOHU%GX F25F27 +20v DC Low
G.I. F8 F7 B2 Current Coils
7KH 'LVSOD\ &RQWUROOHU KDV WKH 'LVSOD\ Relay
Relay B3 B3
+/-12v DC
Sound /
(3520 /RFDWLRQ 8 520 Display / Logic
7KLV ERDUG LV ORFDWHG EHKLQG WKH B2
; 'RW 0DWUL[ 'LVSOD\ %RDUG U5 B20 BRIDGES
BRIDGES B20
+18v DC
Illumination
+5v DC Logic
B21 B21 Voltage
Dot Matrix Display
Bd. (Reverse Side) F6 F21
1R)XVHV
B1
DISPLAY EPROM U5 / ROM 0 U5 F28 F20
)LQG,W,Q)URQW
'U3LQEDOO :
'5
),1',7,1)5217'U3LQEDOO6HFWLRQ([SODLQHG
The key technical data from various parts of the manual were extracted and combined into the "Find- It-In-Front:
: =
Dr. Pinball Section." This section (pages '5 - ) will assist the technician in locating important technical
information needed to troubleshoot the Pinball Machine. Dr. Pinball is also available in a Flow Chart Help Format
in the Game Display. To access, enter the Portals Service Menu.
,I &RLO
)ODVKODPS 7HVWLQJ
??????+RZ,W:RUNV?????? WKH 3OD\ILHOG
First, the operator / technician must enter the Service Menu Mode 3RZHU ,QWHUORFN
(for a complete description of the Portals Service Menu and ICONS 6ZLWFK PXVW EH
Read! Section 3, Chapter 1). To get into the Service Menu Mode, SXOOHG RXW
power-up the game (if not already) and open the Coin Door. On the
Coin Door is the Portals Service Switch Set (Red, Green & Black
Buttons).
Step 1: Push down the Black "BEGIN TEST" Button. Looking at the
Video Display you will momentarily see the introductory screen
followed by the MAIN MENU.
,QVLGH &RLQ 'RRU
Step 2: Move through the Menus
by pushing the Red "LEFT"
or Green "RIGHT" Buttons. 3RUWDOV 6HUYLFH
6ZLWFK 6HW
Step 3: Select or activate the Icons by pushing the Black "ENTER" 5HG
*UHHQ
Button. %ODFN
While in the Portals Service Menu, the Start Button can be used
in lieu of the Black Button; the Left & Right Flipper Buttons can
be used in lieu of the Red & Green Buttons. However, in Switch or
Active Switch Tests only the Red & Green Buttons can be used.
In our Portals Service Menu, selecting the "DR." Icon
will bring the operator/technician into DR. PINBALL (Flow
Chart Menus), the "on-screen" diagnostic aide. This is a
feature that will allow you to utilize the power of the micro-
processor assisting in troubleshooting a problem with the
machine in a Flow Chart format (follow the questions & answer by using the Mini-Icons in the display).
After entering Portals , the MAIN MENU now appears with the
"DIAG" Icon (GO TO DIAGNOSTICS MENU) flashing; press the
Black "ENTER" Button to activate this ICON. The DIAGNOS-
TICS MENU now appears with the "SW" Icon (GO TO SWITCH
MENU) flashing; use the Red "LEFT" or Green "RIGHT"
Buttons, until
the "DR." Icon
(DR. PINBALL)
is flashing:
)LQG,W,Q)URQW
'5; 'U3LQEDOO
',$*1267,&$,'6
If this display flashes, the game is indicating that CMOS RAM
memory (CPU Loc. U212) has been corrupted. This is caused
be either failure in memory (e.g. batteries are dead and/or faulty
RAM) or upon installation of updated version of game code.
Opening the Coin Door will initiate a Factory Restore (Reset),
by opening the Memory Protect Switch. Check battery voltage
at VBATT Test Point on the CPU/Sound Bd. (more details in Section 5, Chapter 4, PCBs).
?????????&38',36:,7&+6(77,1*6?????????
Location of Dip Switch [SW300] is on the CPU/Sound Board (Right of CN6, Top Middle)
8 88 8 8
CPU COUNTRY SETTING: Pos. CPU COUNTRY SETTING: Pos. CPU COUNTRY SETTING: Pos.
8 88 888 8 8
CPU COUNTRY SETTING: Pos. CPU COUNTRY SETTING: Pos. CPU COUNTRY SETTING: Pos.
8 8888 8 8
CPU COUNTRY SETTING: Pos. CPU COUNTRY SETTING: Pos. CPU COUNTRY SETTING: Pos.
88 8 88 8
CPU COUNTRY SETTING: Pos. CPU COUNTRY SETTING: Pos. CPU COUNTRY SETTING: Pos.
8 8 8 88
CPU COUNTRY SETTING: Pos. CPU COUNTRY SETTING: Pos. CPU COUNTRY SETTING: Pos.
8 8 8 888
CPU COUNTRY SETTING: Pos. CPU COUNTRY SETTING: Pos. CPU COUNTRY SETTING: Pos.
)LQG,W,Q)URQW
'U3LQEDOO Z
'5
,Q 6:,7&+ 0(18
DOVR VHOHFW
$&7,9( DQG
'(',&$7('
6:,7&+ 7(676
6:,7&+0$75,;*5,''(',&$7('6:,7&+(6 /2&$7,216
&ROXPQ 1: Q1 2: Q2 3: Q3 4: Q4 5: Q5 6: Q6 7: Q7 8: Q8 *5281' GROUND
'ULYH
GRN-BRN GRN-RED GRN-ORG GRN-YEL GRN-BLK GRN-BLU GRN-VIO GRN-GRY ,& BLK
5RZ 8
5HWXUQ CN5-P1 CN5-P3 CN5-P4 CN5-P5 CN5-P6 CN5-P7 CN5-P8 CN5-P9 ,13876 CN6-P1, -P11
1: U400 1 Cabinet Side 9 Below P/F 17 Below P/F 25 Below P/F 33 Below P/F 41 Below P/F 49 Below P/F 57 Below P/F 1: U206 DS-1 on Cabinet Side
WHT-BRN LT HEAD TOMBSTONE LOWER BONUS VARI- UPPER LEFT GRY-BRN #1 LEFT
BUTTON STAND-UP 1 LEFT X INLANE - TARGET LEFT OUTLANE FLIPPER
CN7-P9 (UK ONLY) POP LFT OPTO 1 POP CN6-P2 BUTTON
Sw. Part Number: 180-5160-00 515-5162-08 515-5162-08 180-5015-03 500-6227-02 See Sw. 41 Note 180-5015-03 500-6227-02 Sw. Part Number: 180-5160-00
2: U400 2 Coin Door 10 18 ~ P/F 26 Below P/F 34 Below P/F 42 Below P/F 50 Below P/F 58 Below P/F 2: U206 DS-2 Below Playfield
WHT-RED 4TH NOT SUPER LOWER BONUS VARI- UPPER LEFT GRY-RED #2 LEFT
COIN SLOT USED JACKPOT RIGHT X INLANE - TARGET RIGHT RETURN FLIPPER E.O.S
CN7-P8 OPTO POP MID OPTO 2 POP LANE CN6-P3 (End-of-Stroke)
Sw. Part Number: 180-5204-00 See Sw. 18 Note 180-5015-03 500-6227-02 See Sw. 42 Note 180-5015-03 500-6227-02 Sw. Part Number: 180-5149-00 on Flipper
3: U400 3 Coin Door 11 Below P/F 19 Below P/F 27 Below P/F 35 Below P/F 43 Below P/F 51 Below P/F 59 Below P/F 3: U206 DS-3 on Cabinet Side
WHT-ORG 6TH 4-BALL TOMBSTONE LOWER BONUS VARI- UPPER LEFT GRY-ORG #3 RIGHT
COIN SLOT TROUGH 5 BOTTOM X INLANE - TARGET BOTTOM SLINGSHOT FLIPPER
CN7-P7 #1 (LEFT) POP RT OPTO 3 POP CN6-P4 BUTTON
Sw. Part Number: Future Use 180-5119-02 515-5162-08 180-5015-03 500-6227-02 See Sw. 43 Note 180-5015-03 180-5054-00 (x2) Sw. Part Number: 180-5164-00 Doubled
4: U400 4 Coin Door 12 Below P/F 20 Below P/F 28 Below P/F 36 Below P/F 44 Below P/F 52 Below P/F 60 Below P/F 4: U206 DS-4 Below Playfield
WHT-YEL RIGHT 4-BALL LEFT SIDE D
O RIGHT LOCK VARI- RIGHT GRY-YEL #4 RIGHT
COIN SLOT TROUGH SPINNER SCOOP T ORBIT 1- TARGET OUTLANE FLIPPER E.O.S.
CN7-P6 #2 ENTRY S TOP VUK CN6-P6 (End-of-Stroke)
Sw. Part Number: 180-5204-00 180-5119-02 180-5010-04 180-5183-00 500-6227-02 180-5180-00 180-5116-01 500-6227-02 Sw. Part Number: 180-5149-00 on Flipper
5: U401 5 Coin Door 13 Below P/F 21 Below P/F 29 Below P/F 37 45 Below P/F 53 Above P/F 61 Below P/F 5: U206 DS-5 on Cabinet Side
CENTER
WHT-GRN COIN 4-BALL RIGHT SCOOP
D
O NOT
LOCK RIGHT RIGHT GRY-GRN #5 UPPER RT.
SLOT / TROUGH SPINNER VUK T USED 1- RAMP RETURN FLIPPER
CN7-P5 DBA #3 S MIDDLE LANE CN6-P7 BUTTON
Sw. Part Number: 180-5204-00 180-5119-02 180-5010-04 180-5183-00 180-5179-00 180-5190-28 500-6227-02 Sw. Part Number: Same as DS-3 above.
6: U401 6 Coin Door 14 Below P/F 22 Below P/F 30 Below P/F 38 Above P/F 46 Below P/F 54 In Cabinet 62 Below P/F 6: U206 DS-6 on Coin Door
WHT-BLU LEFT 4-BALL TOMBSTONE BEHIND MINI LOCK START RIGHT GRY-BLU #6 VOLUME
COIN SLOT TROUGH 4 HEAD PLAYFIELD 1- BUTTON SLINGSHOT (RED BUTTON)
CN7-P3 VUK OPTO LEFT BOTTOM CN6-P8 (In Test: LEFT)
Sw. Part Number: 180-5204-00 See Sw. 14 Note 515-5967-06 500-6227-02 180-5183-00 180-5178-00 180-5174-00 180-5054-00 (x2) Sw. Part Number: 180-5192-02
7: U401 7 Coin Door 15 Below P/F 23 Below P/F 31 Above P/F 39 Above P/F 47 Below P/F 55 In Cabinet 63 7: U206 DS-7 on Coin Door
WHT-VIO 5TH 4-BALL SHRUNKEN LEFT MINI LEFT TOURNAMENT NOT GRY-VIO #7 SERV. CRED.
COIN SLOT STACKING HEAD RAMP PLAYFIELD JACKPOT START USED (GREEN BUTTON)
CN7-P2 OPTO OPTO MAKE CENTER LOOP CN6-P9 (In Test: RIGHT)
Sw. Part Number: Future Use See Sw. 15 Note See Sw. 23 Note 180-5190-28 180-5183-00 500-6227-02 180-5174-00 Sw. Part Number: 180-5192-04
8: U401 8 Cabinet Side 16 Below P/F 24 Below P/F 32 Below P/F 40 Above P/F 48 Below P/F 56 In Cabinet 64 8: U206 DS-8 on Coin Door
WHT-GRY RT SHOOTER IDOL TOMBSTONE MINI LEFT PLUMB NOT GRY-BLK #8 BEGIN TEST
BUTTON LANE EYE 2+3 PLAYFIELD ORBIT BOB USED (BLACK BUTTON)
CN7-P1 (UK ONLY) OPTO RIGHT TILT CN6-P10 (In Test: ENTER)
Sw. Part Number: 180-5160-00 180-5157-00 See Sw. 23 Note 515-5162-08 180-5183-00 500-6227-02 See Sw. 56 Note Sw. Part Number: 180-5192-00
'6
'6
2SWLRQDO
7RXUQDPHQW
.LW 5HTXLUHG
'6
3OD\ILHOG5 Switch Part Notes: ¥ Yen Coin Switch is 180-5091-00. Part Numbers
which start with 515- or 500- include the bracket, target, and/or housing.
Switches 14, 15, 18, 23, 24, 41, 42 & 43 Part Note: Transmitter & Receiver
OPTO PC Boards are used as Switches: Transmitter: 515-0173-00 (Sw. 14
& 15); Receiver: 515-0174-00 (Sw. 14 & 15); Transceiver: 500-6775-00
(Qty. 2/per) (Sw. 18, 23 & 24); Transceiver: 520-5234-00 (Sw. 41-43)
Sw. 56 Part Note: The Switch is comprised of a Hanger Bracket
= Switches above Playfield. (535-5319-00) and Contact Wire (535-7563-01) located in the Cabinet.
Some Switch Diodes may be located under the playfield, in the Cabinet
= Switches below Playfield. or Backbox on Terminal Strips or Diode Boards and not on the assemblies.
DOTS: D iode O n T erminal S trip, see Sec. 5, Chp.2, Playfield Wiring.
= Switches not on Playfield.
)LQG,W,Q)URQW
'5 [ 'U3LQEDOO
,Q /$03 0(18
DOVR VHOHFW
/$030$75,;*5,' /2&$7,216
&ROXPQ 1: U17 2: U16 3: U15 4: U14 5: U13 6: U12 7: U11 8: U10
Y
5RZ YEL-BRN YEL-RED YEL-ORG YEL-BLK YEL-GRN YEL-BLU YEL-VIO YEL-GRY
*URXQG J13-P9 J13-P8 J13-P7 J13-P6 J13-P5 J13-P4 J13-P3 J13-P1
1: Q33 1 #555 Bulb 2 #555 Bulb 3 #555 Bulb 4 #555 Bulb 5 #555 Bulb 6 #555 Bulb 7 #555 Bulb 8 #555 Bulb
RED-BRN SUPER SUPER SUPER SUPER SHOOT SUPER SUPER RIGHT
J12-P1 JACKPOT 2 MIL JACKPOT 3 MIL JACKPOT 1 MIL JACKPOT 4 MIL AGAIN JACKPOT 5 MIL JACKPOT 6 MIL SPECIAL
2: Q34 9 #555 Bulb 10 #555 Bulb 11 #44 Bulb 12 #555 Bulb 13 #555 Bulb 14 #555 Bulb 15 #555 Bulb 16 #44 Bulb
RED-BLK LEFT 1 IDOL 2 IDOL 3 IDOL 4 IDOL 5 IDOL TOMBSTONE SCOOP
J12-P2 SPECIAL COUNTER COUNTER COUNTER COUNTER COUNTER 1 ARROW
3: Q35 17 #555 Bulb 18 #555 Bulb 19 #555 Bulb 20 #555 Bulb 21 #555 Bulb 22 #555 Bulb 23 #555 Bulb 24 #555 Bulb
RED-ORG ( R ) IPLEYS R ( I ) PLEYS RI ( P ) LEYS RIP ( L ) EYS RIPL ( E ) YS RIPLE ( Y ) S RIPLEY ( S ) GRID A1
J12-P3 (UPPER LEFT)
4: Q36 25 #555 Bulb 26 #555 Bulb 27 #555 Bulb 28 #555 Bulb 29 #555 Bulb 30 #555 Bulb 31 #555 Bulb 32 #555 Bulb
RED-YEL GRID GRID GRID GRID GRID GRID GRID GRID
J12-P4 B1 C1 A2 B2 C2 A3 B3 C3
5: Q37 33 #555 Bulb 34 #555 Bulb 35 #555 Bulb 36 #555 Bulb 37 #555 Bulb 38 #555 Bulb 39 #555 Bulb 40 #555 Bulb
RED-GRN LOWER D
O LOWER D
O LOWER D
O SKILL TOMBSTONE TOMBSTONE MILLION LOOP
J12-P5 LEFT POP TS RIGHT POP TS BOT POP TS SHOT 2 3 PLUS JACKPOT
6: Q38 41 #555 Bulb 42 #555 Bulb 43 #555 Bulb 44 #555 Bulb 45 #555 Bulb 46 #555 Bulb 47 #555 Bulb 48 #555 Bulb
RED-BLU VARI-TARGET VARI-TARGET VARI-TARGET VARI-TARGET VARI-TARGET VARI-TARGET VARI-TARGET VARI-TARGET
J12-P6 SPECIAL EB ? (MYSTERY) S.A. N.A. EUROPE AUSTR. ASIA
7: Q39 49 #555 Bulb 50 #44 Bulb 51 #44 Bulb 52 #44 Bulb 53 #555 Bulb 54 #555 Bulb 55 #555 Bulb 56 #555 Bulb
RED-VIO TOMBSTONE PENGUIN ADVANCE RIGHT RIGHT VARI-TARGET
J12-P8 5 TOMBSTONE SPINNER JACKPOT LOCK RIPOFF ANTAR.
8: Q40 57 #555 Bulb 58 #555 Bulb 59 #555 Bulb 60 #555 Bulb 61 #555 Bulb 62 #555 Bulb 63 #44 Bulb 64 #555 Bulb
RED-GRY CENTER LITE GATE UPPER D
O UPPER D
O UPPER D
O TOMBSTONE VARI-TARGET
J12-P9 JACKPOT HEAD OPEN LEFT POP TS RIGHT POP TS BOT POP TS 4 AFRICA
9: Q41 65 #44 Bulb 66 #555 Bulb 67 #555 Bulb 68 #555 Bulb 69 #555 Bulb 70 #555 Bulb 71 #555 Bulb 72 #555 Bulb
RED-WHT LEFT LIGHT COLLECT BIG- SUPER THE HEAD
J12-P10 SPINNER MULTIBALL LOCKS FOOT BONUS JACKPOT ODDITORIUM KNOWS BOZO
10: Q42 73 #555 Bulb 74 #555 Bulb 75 #555 Bulb 76 #44 Bulb 77 #44 Bulb 78 #44 Bulb 79 #555 Bulb 80 #555 Bulb
RED BONUS X BONUS X BONUS X BACK PANEL BACK PANEL BACK PANEL TOURNAMENT START
J12-P11 INLANE LEFT INLANE CTR INLANE RT A B C BUTTON BUTTON
2SWLRQDO
7RXUQDPHQW
.LW 5HTXLUHG
3OD\ILHOG5
UHDUYLHZ 9%DFNSDQHO
= Lamps above Playfield. Lamp Part Notes: #555 Bulb Clear = 165-5002-00. #44 Bulb Clear =
= Lamps below Playfield.
165-5000-44. See Section 4, Chapter 1, Parts Identification & Location,
Pages 72-74 for more details on bulbs and corresponding sockets.
Some Lamp Diodes may be located under the playfield, in the Cabinet or
Lamps 76, 77 & 78 are located = Lamps not on Playfield. Backbox on Terminal Strips and not on or with the Lamp Socket.
on the rear of the Back Panel. DOTS: D iode O n T erminal S trip, see Sec. 5, Chapter 2, Playfield Wiring.
)LQG,W,Q)URQW
'U3LQEDOO \
'5
,Q &2,/ 0(18
DOVR VHOHFW
&<&/,1*
&2,/
7(67
&2,/6'(7$,/('&+$577$%/(
+LJK &XUUHQW &RLOV *URXS Drive Driver
Transistor Ouput Board
Power Line
Color
Power Line
Connection
Power
Voltage
Drive Transistor
Control Line Color
D.T. Control
Line Connect
Coil GA-Turn
or Bulb Type
32-1800 !
090-5036-00T
#4 LEFT RAMP DIVERTER Q4 I/O YEL-VIO J10-P4/5 50v DC BRN-YEL J8-P5
32-1800 !
090-5031-00
Power
#5 RIGHT RAMP DIVERTER Q5 Driver YEL-VIO J10-P4/5 50v DC BRN-GRN J8-P6
26-1200 !
090-5031-00
#6
#7
LOWER LEFT POP
LOWER RIGHT POP
Q6
Q7
6 YEL-VIO
YEL-VIO
J10-P4/5 50v DC
J10-P4/5 50v DC
BRN-BLU
BRN-VIO
J8-P7
J8-P8 26-1200 !
090-5044-00T
26-1200 !
090-5044-00T
#8 LOWER BOTTOM POP Q8 YEL-VIO J10-P4/5 50v DC BRN-GRY J8-P9 090-5044-00T
5
#10 UPPER RIGHT POP Q10 YEL-VIO J10-P4/5 50v DC BLU-RED J9-P2 26-1200
26-1200 !
090-5044-00T
#11 UPPER BOTTOM POP %$ Q11 YEL-VIO J10-P4/5 50v DC BLU-ORG J9-P4
24-9400 !
090-5044-NL
#12 SCOOP VUK Q12 I/O YEL-VIO J10-P4/5 50v DC BLU-YEL J9-P5
23-8000 !
090-5036-00T
Power
#13 LOCK KICKER Q13 Driver YEL-VIO J10-P4/5 50v DC BLU-GRN J9-P6
25-1400 !
090-5001-00B
6
#14 UPPER RIGHT FLIPPER Q14 BLU-YEL~3A J10-P1/2 50v DC BLU-BLK J9-P7
22-1080 !
Fuse~RED-YEL 090-5067-00T
#15 LEFT FLIPPER (50v RED/YEL) Q15 GRY-YEL~3A J10-P1/2 50v DC ORG-GRY J9-P8
22-1080 !
Fuse~RED-YEL 090-5032-00T
#16 RIGHT FLIPPER (50v RED/YEL) Q16 BLU-YEL~3A J10-P1/2 50v DC ORG-VIO J9-P9
Fuse~RED-YEL 090-5032-00T
#17 LEFT SLINGSHOT Q17 BRN J7-P1 20v DC VIO-BRN J7-P2 23-8000 !
23-8000 !
090-5001-00T
#18 RIGHT SLINGSHOT
#19 AUX - IDOL MAGNET
Q18
Q19
5 BRN
VIO-YEL~AUX.
J7-P1
J10-P3
20v DC
50v DC
VIO-RED
ORG to
J7-P3
J7-P4 22-6500 !
090-5001-00T
VIO-ORG
22-6500 !
BD.~VIO-RED 090-5042-00
#20 AUX - HEAD MAGNET Q20 I/O VIO-YEL~AUX. J10-P3 50v DC ORG-YEL to J7-P6
VIO-YEL
32-1800 !
Power BD.~VIO-RED 090-5042-00
#21 AUX - VARI RESET Q21 VIO-YEL~AUX. J10-P3 50v DC ORG-GRN to J7-P7
Driver BD.~VIO-RED VIO-GRN 090-5031-00-ND
6
#22 IDOL OPTO LED Q22 BRN J7-P1 20v DC VIO-BLU J7-P8 SWITCHED
!
GROUND
#23 TOP POST Q23 BRN J7-P1 20v DC VIO-BLK J7-P9 26-1200
090-5044-00T
#24 OPTIONAL COIL Q24 RED J16-P7 5v DC VIO-GRY J7-P10 Opt. 5v
D iode O n T erminal S trip (if noted)
#25 FLASH: LWR POPS/LWR LT X2 Q25 ORG J6-P10 20v DC BLK-BRN J6-P1 #89 Bulb
165-5000-89
5
#26 FLASH: LEFT SPINNER Q26 ORG J6-P10 20v DC BLK-RED J6-P2 #89 Bulb
165-5000-89
#27 FLASH: UPPER LEFT Q27 ORG J6-P10 20v DC BLK-ORG J6-P3 #906 Bulb
165-5004-00
#28 FLASH: HEAD Q28 I/O ORG J6-P10 20v DC BLK-YEL J6-P4 #906 Red
165-5004-02
Power #89 Bulb
#29 FLASH: VARI-TARGET Q29 Driver ORG J6-P10 20v DC BLK-GRN J6-P5 165-5000-89
6
#30 FLASH: UPR POPS/RT RMP X2 Q30 ORG J6-P10 20v DC BLK-BLU J6-P6 #89 under PF
#906 Ramp
#31 FLASH: RIGHT SPINNER Q31 ORG J6-P10 20v DC BLK-VIO J6-P7 #89 Bulb
165-5000-89
#32 FLASH: RIGHT RAMP LOWER Q32 ORG J6-P10 20v DC BLK-GRY J6-P8 #906 Bulb
165-5004-00
1RWH ,Q 7HVW )ODVK /DPSV 0HQX )ODVK ,FRQ )ODVKHUV WHVWHG DUH DOO )ODVK /DPSV ORFDWHG EHWZHHQ 44 7KLV *DPH 44
$X[LOLDU\ 8. 21/< Drive Driver
Transistor Ouput Board
Power Line
Color
Power Line
Connection
Power
Voltage
Drive Transistor
Control Line Color
D.T. Control
Line Connect Coil GA-Turn
AUX 1: LEFT UP/DOWN POST Q1UK 3X BRN J7-P1 20v DC WHT J2-P3 26-1200 !
!
090-5044-00T
Trans. 23-1100
AUX 2: CENTER UP/DOWN POST Q2 BRN J7-P1 20v DC RED J2-P4
!
Driver 090-5030-00T
AUX 3: RIGHT UP/DOWN POST Q3 BRN J7-P1 20v DC ORG J2-P7 26-1200
Board
! !
090-5044-00T
Coil Note: Either -00B or -00T can be used for coil replacements. B/T listed is preferable for easier diode access & may differ on game.
)LQG,W,Q)URQW
'5 ] 'U3LQEDOO
&2,/ )/$6+/$03/2&$7,216
7\SLFDO6ZLWFK:LULQJ 6FKHPDWLF
'HGLFDWHG6ZLWFK6FKHPDWLF
7\SLFDO/DPS:LULQJ 6FKHPDWLF
<(/
5('
-XXX -XXX
&20021
Diode
1N4001
7\SLFDO&RLO:LULQJ
$QRGH 1RQ 1N4004 &DWKRGH
$X[ $X[ %DQGHG 6LGH %DQGHG 6LGH
'ULYH
7UDQVLVWRU
3RZHU 6XSSO\
9ROWDJH
$X[ = Coils / Flash Lamps above Playfield.
= Coils / Flash Lamps below Playfield.
= Coils / Flash Lamps not on Playfield.
&RORU = Color of Mini-Mars of Flash Lamp Bulb.
Some Coil or Flash Lamp Diodes may be located under the playfield, in the
Cabinet or Backbox on Terminal Strips or Diode Boards and not on the assemblies.
DOTS: D iode O n T erminal S trip See Section 5, Chapter 2, Playfield Wiring.
3OD\ILHOG5 Coil Q24 is Optional. If either a Coin Meter, Token Dispenser or Knocker (all
optional equipment) is required, call Technical Support for more information,
1-800-542-5377 or 1-708-345-7700.
)LQG,W,Q)URQW
'U3LQEDOO ^
'5
'RPHVWLF3LQEDOO 5HGHPSWLRQ'LVWULEXWRUV0DS
?????????,QWHUQDWLRQDO'LVWULEXWRUV0DS?????????
For Parts & Service, call your nearest Distributor. View the above maps & the directories on the next page to locate your closest Distributor in your state, province, or
country. Distributors and phone numbers are subject to change. Call Stern® Pinball, Inc. (Parts Sales & Technical Support) with any questions or if your Distributor
cannot help you: 1-800-542-5377 (in USA or Canada) or 1-708-786-5466. Visit us at www.SternPinball.com for current Distributor Information & other pinball needs.
)LQG,W,Q)URQW
'5 _ 'U3LQEDOO
'RPHVWLF3LQEDOO 5HGHPSWLRQ'LVWULEXWRUV'LUHFWRU\
$/$%$0$ ,2:$ 0,66285, 1257+ '$.27$ 7(11(66(( &$1$'$
%LUPLQJKDP 9HQGLQJ *UHDWHU $PHULFD 'LVW *UHDWHU $PHULFD 'LVW 0+ $VVRFLDWHV ,QF %UDG\ 'LVWULEXWLQJ
Birmingham (1) Johnston Kansas City (1) Fargo Memphis 217$5,2
1-205-324-7526 1-515-278-4455 1-816-531-4300 1-701-282-7877 1-901-345-7811 6WDUEXUVW &RLQ 0DFK
)UDQFR 'LVWULEXWLQJ 0RVV 'LVWULEXWLQJ 0RVV 'LVWULEXWLQJ 2+,2 Parts & Service Only: Toronto
Montgomery (2) Des Moines Kansas City (1) $WODV 'LVW ,QWHUQDWLRQDO *UHHQ *$0(6 1-416-251-2122
1-334-834-3455 1-515-266-6422 1-816-231-6600 Cincinnati (1) Memphis %5,7,6+ &2/80%,$
$5,=21$ ,1',$1$ 6KDIIHU 'LVWULEXWLQJ 1-513-851-4100 1-901-353-1000 Parts & Service Only:
%HWVRQ :HVW $WODV 'LVW ,QWHUQDWLRQDO St. Louis (2) &OHYHODQG &RLQ 7(;$6 &DQ &RLQ 0DFKLQH
1-314-645-3393
Phoenix Indianapolis Cleveland (2) $PXVHPHQW 'LVWULEXWRUV Burnaby (1)
1-480-380-8857 1-317-786-6892 1(%5$6.$ 1-216-692-0960 San Antonio (3) 1-604-420-4008
0RXQWDLQ &RLQ 6KDIIHU 'LVWULEXWLQJ &HQWUDO 'LVW 6KDIIHU 'LVWULEXWLQJ 1-210-225-3844 Parts & Service Only:
Phoenix Indianapolis Omaha Columbus (3) %HWVRQ 7H[DV 3DFLILF 9HQGLQJ
1-602-269-7596 1-317-899-2530 1-402-493-5600 1-614-421-6800 Dallas (1) Vancouver (2)
&$/,)251,$ .$16$6 *UHDWHU $PHULFD 'LVW Macedonia (4) 1-214-638-4900 1-604-324-2164
%HWVRQ :HVW 8QLWHG 'LVW ,QF Omaha 1-330-467-4850 &RPPHUFLDO 0XVLF
Buena Park (1) Wichita 1-402-553-2812 2./$+20$ Dallas (1)
1-714-228-7500 1-316-263-6181 1(9$'$ *DOD[\ 'LVWULEXWLQJ 1-214-741-6381
So. San Francisco (2) /28,6,$1$ 0RXQWDLQ &RLQ Tulsa 'LVFRXQW $UFDGH *DPHV
Crowley (1)
1-650-952-4220 $0$ 'LVWULEXWRUV ,QF Las Vegas (1) 1-918-835-1166
&$ 5RELQVRQ Metairie (1) 1-702-798-0900 25(*21 1-817-297-0440
Los Angeles (3) 1-504-835-3232 5HQR *DPH 6DOHV %HWVRQ :HVW +$ )UDQ] &R
1-323-735-3001 Parts & Service Only: Reno (2) Portland Houston (2)
1-713-523-7366
San Francisco (4) 1HZ 2UOHDQV 1RYHOW\ 1-775-829-2080 1-503-772-4567
1-650-871-4280 New Orleans (2) 1(: -(56(< 0RXQWDLQ &RLQ San Antonio (3)
&2/25$'2 1-504-888-3500 %HWVRQ (QWHUSULVHV Portland 1-210-226-6322
0RXQWDLQ &RLQ 0$5</$1' Carlstadt (1) 1-503-234-5491 0DVWHU 6DOHV
Corsicana (4)
Denver %HWVRQ (QWHUSULVHV 1-201-438-1300 6SHFLDOW\ &RLQ 3URGXFWV 1-903-874-4740
1-303-427-2133 Baltimore -DFN *XDUQLHUL Portland
&211(&7,&87 6HUYLFH &R ,QF 1-503-786-9200 87$+
1-410-646-4100 3LQEDOOVDOHVFRP 0RXQWDLQ &RLQ
7'0 'LVWULEXWLQJ Parts & Service Only: Lakewood (2) Toll-Free
Salt Lake City
Williamantic :HLQHU 'LVWULEXWLQJ 1-732-364-9900 1-800-987-4946
1-860-423-1403 Baltimore 1(: 0(;,&2 3(116</9$1,$ 1-801-262-5494
)/25,'$ 1-410-525-2600 %HWVRQ (QWHUSULVHV 6WUXYH 'LVWULEXWLQJ
0RXQWDLQ &RLQ Salt Lake City
%LUPLQJKDP 9HQGLQJ 0$66$&+86(776 Albuquerque King Of Prussia (1)
1-801-328-1636
Orlando (1) %HWVRQ (QW 1(&2 1-505-345-7706 1-610-265-1155
:$6+,1*721
Pittsburgh (2)
1-407-425-1505 Norwood (1) 1(: <25. 0RXQWDLQ &RLQ
%UDG\ 'LVWULEXWLQJ 1-781-769-9760
%HWVRQ (QWHUSULVHV
1-412-331-8703
Miami [Miramar] (2) *HND\ 6DOHV New Hyde Park (2) &OHYHODQG &RLQ 0DFKLQH Seattle
1-954-874-1100 Pittsburgh (2) 1-206-682-5700
E. Longmeadow (2)
Orlando (1) 1-413-525-2700
1-516-354-4647 1-412-920-1300 :,6&216,1
1-407-872-1666 0,&+,*$1
Syracuse (3)
1-315-437-2400
5RWK 1RYHOW\ 6XSHULRU 3LRQHHU 6DOHV 6YF
*(25*,$ $WODV 'LVW ,QWHUQDWLRQDO Parts & Service Only:
Wilkes-Barre (3)
1-570-824-9994
Green Bay (1)
1-920-336-5800
*UHDWHU 6RXWKHUQ 'LVW Wyoming (1)
%D\ &RLQ
Smyrna 1-616-241-1472 Richmond Hill (1)
6287+ &$52/,1$ Menomonee Falls (2)
1-262-781-1420 Note: For states and
1-770-803-3040 &OHYHODQG &RLQ 0DFKLQH 1-718-291-5757 Parts & Service Only: Canadian Provinces
,//,12,6 Livonia (2) *UHHQ &RLQ /LHEHUPDQ9LNLQJ 9HQG
1257+ &$52/,1$ Mrytle Beach Menomonee Falls (2)
which do not have
$PHULFDQ 9HQGLQJ 1-734-432-1040
%UDG\ 'LVWULEXWLQJ 1-262-703-4168
Distributors, call the
Elk Grove Village 0,11(627$ Charlotte (1)
1-843-626-1900 neighboring state or
province with the city
1-847-439-9400 /LHEHUPDQ 0XVLF 1-704-357-6284 closest to you (indicated
$WODV 'LVW ,QWHUQDWLRQDO Minneapolis (1)
2SHUDWRUV 'LVWULEXWLQJ with a white dot). States
Elk Grove Village 1-952-887-5299 Archdale (2) or Provinces with more
1-847-952-7500 0RVV 'LVWULEXWLQJ 1-336-884-5714 than 1 city containing a
:RUOG :LGH 'LVWULEXWLQJ Richfield (2) distributor are numbered.
Elk Grove Village 1-612-798-8030 View the map on the
847-434-0400 previous page.
Note: Distributors are subject to change. Visit us at www.SternPinball.com for current Distributor Information.
????????,QWHUQDWLRQDO'LVWULEXWRUV'LUHFWRU\????????
$5*(17,1$ %HOJLXP &RQWLQXHG *(50$1< 1(: =($/$1' 6287+ $)5,&$ 81,7(' .,1*'20
6RXWK &RPSDQ\ Parts & Service Only: $'3 *DXVHOPDQQ &RLQ &DVFDGH /WG . : $PXVHPHQWV (OHFWURFRLQ
Mar Del Plata 6SOLQ 6$ Espelkamp Christchuch Port Elizabeth London, England
[54] 2234-95-5532 Liege [49] 5741-27-3384 [64] 3338-1411 [27] 4148-4-3344 or [44] 2089-65-2055
$8675$/,$ [32] 4362-7677 %HUJPDQQ ,QW·O *DPLQJ Parts & Service Only: [27] 4148-4-2940 Parts & Service Only:
$PXVHPHQW 0DFK 'LVW '(10$5. Rellingen $PFR 0DFKLQH 6XSSOLHV 63$,1 (OHFWURFRLQ $IWHUVDOHV
Matraville -. $XWRPDWHU $6 [49] 4101-3-0240 Auckland &RPHUFLDO &RFDPDWLF Cardiff, S. Glamorgan
[61] 2931-6-6000 Thisted Witten [64] 9846-7606 Coslada (Madrid) [44] 2920-45-0345
$8675,$ [45] 9792-0925 [49] 2302-28-2540 125:$< [34] 9167-1-6980
(1*/$1' 0(;,0 9HQGFRPDWLF Parts & Service Only:
Parts & Service Only: VHH 81,7(' .,1*'20 Espelkamp Oslo 6HQWH 6$
Madrid
5 5XSS ),1/$1' [49] 5772-4-9422 [47] 2291-8383
Leibnitz 3HOLND 5D\2\ +2//$1' 32578*$/ [34] 9154-1-7112
[43] 3452-8-6105 Espoo VHH 7+( 1(7+(5/$1'6 -DFLQWR 0DUWLQV 6$ 6:('(1
Parts & Service Only: [35] 5894-370-2925 ,7$/< 560 Belas %MXYLD )ULWLG $%
7$% )5$1&( 7HFQRSOD\ 6$ [35] 1214-32-5624 or Bjuv
Ansfelden San Marino [35] 1214-32-5638 [46] 4238-6900
$YUDQFKHV $XWRPDWLF 5866,$ 6:,7=(5/$1'
[43] 7229-7-8040 Ducey [39] 5499-0-1508
%(/*,80 [33] 2338-9-6162 7+( 1(7+(5/$1'6 2'$ *DPH 0DFKLQHV 1RYRPDW $*
1$086&2 6)$ -9+ *DPLQJ 3URGXFWV Moscow Harkingen
Brussels Paris Tilburg [095] 219-2949 or [41] 6238-8-8961
[095] 219-8917 Note: From inside the
[32] 2414-4596 [33] 1532-6-8080 [31] 1359-5-3200
US, use prefix 011-.
)LQG,W,Q)URQW
'U3LQEDOO `
'5
32:(55(48,5(0(176
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.
75$163257$7,21???????*$0(',0(16,216???????
ToPS +4" The overall Front / Back Height
dimensions include the added "
with the Leg Levelers turned all
the way in.
75" Back Width * P L E A S E N O T E:
To reduce the possibility If the optional ToPS Kit is
Back Height *
)LQG,W,Q)URQW
'5 = 'U3LQEDOO
7KH5LSOH\·V%HOLHYH,WRU1RW3LQEDOO*DPH6HUYLFH0DQXDO*HQHUDO7DEOHRI&RQWHQWV
See Sections 3 & 5, Table Of Contents, for details of that Section and it’s Chapters.
Lower Magnet OPTO (Transceiver) Board Proper Connection IMPORTANT!... Inside Front
X Backbox PCB Fuses, ROMs, Bridges, Relays Playfield/Cabinet Fuses, Cab. Switches.................DR. X
X Find-It-In-Front: Dr. Pinball Section Explained X How It Works ......................................................DR. Y
X Diagnostic Aids X CPU DIP Switch Setting ......................................................................................DR. Z
X Switch Matrix Grid, Dedicated Switches & Locations .......................................................................DR. [
X Lamp Matrix Grid & Locations.............................................................................................................DR. \
X Coils Detailed Chart Table....................................................................................................................DR. ]
X Coil & Flash Lamp Locations ..............................................................................................................DR. ^
X Domestic Pinball & Redemption and International Distributors Maps ............................................DR. _
X Domestic Pinball & Redemption and International Distributors Directories ..................................DR. `
X Power Requirements X Transportation X Game Dimensions........................................................DR. a
Game Manual General Table of Contents ..............................................................................i-ii
SECTION 1...............................................................................................................................1-4
Chapter 1, After Set-Up .................................................................................................................................... 1
Z Pinball Game Set-Up Procedures ................................................................................................................ 1
Z Pinball Game Set-Up Future Reference....................................................................................................2-3
Z Z
Z How to Secure the Backbox... Leg Leveler Adjustment Easy Access... - 2 Positions ........................ 4
SECTION 2...............................................................................................................................5-6
Chapter 1, Game Operation & Features .......................................................................................................... 5
Z Start of Game Features (Starting a Normal Game, ... Team Play, ... Tournament Play with ToPS )
Z During Game Features (Feature Mode & Combination Shots, Multiball, Replay Feature)
Z End of Game Features (Game Endings, Match Features, Entering Initials/Name) ...................................... 5
Z
Z Auto Percentaging Instruction Card ........................................................................................................ 6
SECTION 3.............................................................................................................................7-57
Z Portals Service Menu System Table of Contents (detailed outline of this section)............................. 7
Z Portals Service Switch Set Access & Use (Function 1, ...; Function 2, ...; Function 3, ...) .................. 8
Chapter 1, Portals Service Menu Introduction .............................................................................................. 9
Z How to Use This Section .............................................................................................................................. 9
Z Portals Service Menu Icon Tree............................................................................................................10-11
X
Z Portals Service Menu Example Exiting the Portals Service Menu .................................................12-14
Chapter 2, Go To Diagnostics Menu .........................................................................................................15-31
Chapter 3, Go To Audits Menu ..................................................................................................................32-37
Chapter 4, Go To Adjustments Menu........................................................................................................38-46
Chapter 5, Go To Installs Menu .................................................................................................................47-50
Chapter 6, Go To Reset Menu....................................................................................................................51-52
Chapter 7, Go To Tournament Menu .........................................................................................................53-57
SECTION 4...........................................................................................................................58-74
Chapter 1, Parts Identification & Location (The Pink Pages)...................................................................... 59
Overview .................................................................................................................................................... 59
Ripley’s Believe It or Not!® Backbox Assembly....................................................................................... 60
Speaker Panel Assy. for the Backbox & Associated Parts:......................................................................... 61
Cabinet - General Parts & Switches......................................................................................................62-63
Main Playfield - General Parts, Metal Rails/Ball Guides & Switches (Above) .......................................64-65
Main Playfield - General Parts & Switches (Below).................................................................................... 66
Playfield - Plastics (Screened & Clear) & Decals ....................................................................................... 67
Main Playfield - Rubber Parts Red, Black & White (Rings Actual Size) ..................................................... 68
Section 4, Chapter 1, Parts Identification & Location (The Pink Pages) Continued on the Next Page
$SULO L
Section 4, Chapter 1, Parts Identification & Location (The Pink Pages) Continued from the Previous Page
LL $SULO
6HFWLRQ
3RUWDOV6HUYLFH0HQX6\VWHP
7DEOHRI&RQWHQWV
Service Switch Set (Red, Green & Black Buttons) Access & Use ......................................................... 8
] Function 1, Volume Menu / Function 2, Service Credits Menu / Function 3, Portals Service Menu .................................... 8
&KDSWHU3RUWDOV 6HUYLFH0HQX,QWURGXFWLRQ
How to Use This Section ............................................................................................................................ 9
Portals Service Menu Icon Tree for Ripley’s Believe It or Not!® Pinball .......................................10-11
] Example .......................................................................................................................................................................... 12-13
QUIT THIS SESSION (Exiting the Portals Service Menu) & Problem / Solution Table ...................... 14
&KDSWHU*R7R'LDJQRVWLFV0HQX2YHUYLHZ
GO TO DIAGNOSTICS MENU ............................................................................................................... 15
Go To Switch Menu Switch Test Active Switch Test Dedicated Switch Test ........................................16
] Switch Matrix Grid & Dedicated Switches
] Switch Matrix Grid Locations, Typical Switch Wiring & Schematic, Dedicated Switch Schematic ........................................ 17
Go To Coil Menu Single Coil Test Cycling Coil Test........................................................................................18
] Partial Coils Detailed Chart ...
] Coil & Flash Lamp Locations, Typical Coil WIring, Bulb Types used for Flash Lamps .......................................................... 19
] Coils Detailed Chart Table .................................................................................................................................................... 20
] Backbox I/O Power Driver Board Detailed Wiring Diagram .................................................................................................. 21
Go To Lamp Menu Single Lamp Test Test All Lamps Row & Column Lamp Tests...............................22
] Lamp Matrix Grid
] Lamp Matrix Grid Locations, Typical Lamp Wiring & Schematic, Bulb Types used for Lamps.............................................. 23
Test Flash Lamps Clear Ball Trough............................................................................................................................24
Technician Alerts (Switch Detection and Pinball Detection) .................................................................................... 24-25
Service Phone # Begin Play Test .................................................................................................................................25
Fire Knocker Sound / Speaker Test (Speaker Phase Testing) Begin Burn In......................................................26
Dot Matrix Test (Dot Matrix Display Explained) ......................................................................................................... 26-27
Ripley Specific (LED Test and Vari-Target Test) ........................................................................................................ 27-28
6HF0HQX,QWUR
Go To Fuse Table (with Example)......................................................................................................................................29
BACKBOX LAYOUT LOCATIONS: Fuses, Bridges, Relays & ROMs..................................................... 30
Dr. Pinball Coil Flow Chart Switch Flow Chart Lamp Flow Chart ..........................................................31
&KDSWHU*R7R$XGLWV0HQX2YHUYLHZ
] EARNINGS & STANDARD AUDIT TABLES.......................................................................................................................... 32
GO TO AUDITS MENU........................................................................................................................... 33
Earnings Audits (01-14)......................................................................................................................................................33
Standard Audits (01-68)................................................................................................................................................ 34-35
Feature Audits (01-33) ........................................................................................................................................................36
Go To Printer Menu Quick Printout Full Printout Reset Printer .............................................................37
&KDSWHU*R7R$GMXVWPHQWV0HQX2YHUYLHZ
] STANDARD & FEATURE ADJUSTMENT TABLES............................................................................................................... 38
GO TO ADJUSTMENTS MENU............................................................................................................. 39
Standard Adjustments (01-52) ..................................................................................................................................... 39-43
Feature Adjustments (01-27)........................................................................................................................................ 44-46
Custom Message (Direct Access to Standard Adjustment 31).......................................................................................46
&KDSWHU*R7R,QVWDOOV0HQX2YHUYLHZ
GO TO INSTALLS MENU....................................................................................................................... 47
Install Extra Easy, Easy, Normal, Hard or Extra Hard......................................................................................................47
Install Directors Cut Install 3-Ball or 5-Ball $.50 Competition Free Play Competition
Install Home Play Film Star Reset Install Novelty Install Add-A-Ball Install Factory ...............................48
]
]
Overview of Standard Adjustment Changes upon selectoin of an Install: ............................................................................ 49
Overview of Feature Adjustment Changes upon selection of an Install: ......................................................................... 49-50
&KDSWHU*R7R5HVHW0HQX2YHUYLHZ
GO TO RESET MENU............................................................................................................................ 51
Reset Coin Audits Reset Game Audits Reset High Scores Reset Credits Factory Reset .......................51
] Example ............................................................................................................................................................................... 52
&KDSWHU*R7R7RXUQPDPHQW0HQX
GO TO TOURNAMENT MENU (OPTIONAL USE ONLY)...................................................................... 53
] TOURNAMENT ADJUSTMENT TABLES & TOURNAMENT AUDIT TABLE ........................................................................ 54
Tournament Adjustments (01-13) ......................................................................................................................................55
Start Tournament Stop Tournament Tournament Prizes Tournament Audits (01-12)....................................56
Tournament Audits Continued Sign Messages A-B (Tournie Adj. 14-15) .................................................................57
x&KDSWHU%DFNER[:LULQJ
%DFNER[,23RZHU'ULYHU%RDUG'HWDLOHG:LULQJ'LDJUDP
%DFNER[%RDUG/D\RXW:LULQJ'LDJUDP
x&KDSWHU3OD\ILHOG:LULQJ
*HQHUDO,OOXPLQDWLRQ&LUFXLW'HWDLOHG:LULQJ'LDJUDP
3OD\ILHOG6ZLWFK:LULQJ'LDJUDP 3OD\ILHOG/DPS:LULQJ'LDJUDP
3OD\ILHOG7HUPLQDO6WULSV)XVHV 0LVF:LULQJ'HVFULSWLRQV /RFDWLRQV
)OLSSHU&LUFXLW:LULQJ'LDJUDP
x&KDSWHU&DELQHW:LULQJ
7UDQVIRUPHU3RZHU:LULQJ'LDJUDP
&DELQHW&RLQ'RRU:LULQJ'LDJUDP
&2,/6'(7$,/('&+$577$%/(
+LJK &XUUHQW &RLOV *URXS Drive Driver
Transistor Ouput Board
Power Line
Color
Power Line
Connection
Power
Voltage
Drive Transistor
Control Line Color
D.T. Control
Line Connect
Coil GA-Turn
or Bulb Type
32-1800 !
090-5044-00B
#4 LEFT RAMP DIVERTER Q4 I/O YEL-VIO J10-P4/5 50v DC BRN-YEL J8-P5
32-1800 !
090-5031-00
Power
#5 RIGHT RAMP DIVERTER Q5 Driver YEL-VIO J10-P4/5 50v DC BRN-GRN J8-P6
26-1200 !
090-5031-00
#6
#7
LOWER LEFT POP
LOWER RIGHT POP
Q6
Q7
6 YEL-VIO
YEL-VIO
J10-P4/5 50v DC
J10-P4/5 50v DC
BRN-BLU
BRN-VIO
J8-P7
J8-P8 26-1200 !
090-5044-00T
26-1200 !
090-5044-00T
#8 LOWER BOTTOM POP Q8 YEL-VIO J10-P4/5 50v DC BRN-GRY J8-P9 090-5044-00T
5
#10 UPPER RIGHT POP Q10 YEL-VIO J10-P4/5 50v DC BLU-RED J9-P2 26-1200
26-1200 !
090-5044-00T
#11 UPPER BOTTOM POP %$ Q11 YEL-VIO J10-P4/5 50v DC BLU-ORG J9-P4
23-8000 !
090-5044-NL
#12 SCOOP VUK Q12 I/O YEL-VIO J10-P4/5 50v DC BLU-YEL J9-P5
23-8000 !
090-5001-00T
Power
#13 LOCK KICKER Q13 Driver YEL-VIO J10-P4/5 50v DC BLU-GRN J9-P6
25-1400 !
090-5001-00B
6
#14 UPPER RIGHT FLIPPER Q14 BLU-YEL~3A J10-P1/2 50v DC BLU-BLK J9-P7
Fuse~RED-YEL
22-1080 !
090-5067-00T
#15 LEFT FLIPPER (50v RED/YEL) Q15 GRY-YEL~3A J10-P1/2 50v DC ORG-GRY J9-P8
Fuse~RED-YEL
22-1080 !
090-5032-00T
#16 RIGHT FLIPPER (50v RED/YEL) Q16 BLU-YEL~3A J10-P1/2 50v DC ORG-VIO J9-P9
Fuse~RED-YEL 090-5032-00T
#17 LEFT SLINGSHOT Q17 BRN J7-P1 20v DC VIO-BRN J7-P2 23-8000 !
23-8000 !
090-5001-00T
#18 RIGHT SLINGSHOT
#19 AUX - IDOL MAGNET
Q18
Q19
5 BRN
VIO-YEL~AUX.
J7-P1
J10-P3
20v DC
50v DC
VIO-RED
ORG to
J7-P3
J7-P4 22-6500 !
090-5001-00T
BD.~VIO-RED VIO-ORG
22-6500 !
090-5042-00
#20 AUX - HEAD MAGNET Q20 I/O VIO-YEL~AUX. J10-P3 50v DC ORG-YEL to J7-P6
BD.~VIO-RED VIO-YEL
32-1800 !
090-5042-00
Power VIO-YEL~AUX.
#21 AUX - VARI RESET Q21 Driver BD.~VIO-RED J10-P3 50v DC ORG-GRN
VIO-GRN
to J7-P7 090-5031-00-ND
6
SWITCHED
#22 IDOL OPTO LED Q22 BRN J7-P1 20v DC VIO-BLU J7-P8
!
GROUND
#23 TOP POST Q23 BRN J7-P1 20v DC VIO-BLK J7-P9 26-1200
090-5044-00T
#24 OPTIONAL COIL Q24 RED J16-P7 5v DC VIO-GRY J7-P10 Opt. 5v
D iode O n T erminal S trip (if noted)
#25 FLASH: LWR POPS/LWR LT X2 Q25 ORG J6-P10 20v DC BLK-BRN J6-P1 #89 Bulb
165-5000-89
5
#26 FLASH: LEFT SPINNER Q26 ORG J6-P10 20v DC BLK-RED J6-P2 #89 Bulb
165-5000-89
#27 FLASH: UPPER LEFT Q27 ORG J6-P10 20v DC BLK-ORG J6-P3 #906 Bulb
165-5004-00
#28 FLASH: HEAD Q28 I/O ORG J6-P10 20v DC BLK-YEL J6-P4 #906 Red
165-5004-02
Power #89 Bulb
#29 FLASH: VARI-TARGET Q29 Driver ORG J6-P10 20v DC BLK-GRN J6-P5
6HF6FKHPDWLFV
165-5000-89
6
#30 FLASH: UPR POPS/RT RMP X2 Q30 ORG J6-P10 20v DC BLK-BLU J6-P6 #89 Bulb
165-5000-89
#31 FLASH: RIGHT SPINNER Q31 ORG J6-P10 20v DC BLK-VIO J6-P7 #89 Bulb
165-5000-89
#32 FLASH: RIGHT RAMP LOWER Q32 ORG J6-P10 20v DC BLK-GRY J6-P8 #906 Bulb
165-5004-00
1RWH ,Q 7HVW )ODVK /DPSV 0HQX )ODVK ,FRQ )ODVKHUV WHVWHG DUH DOO )ODVK /DPSV ORFDWHG EHWZHHQ 44 7KLV *DPH 44
$X[LOLDU\ 8. 21/< Drive Driver
Transistor Ouput Board
Power Line
Color
Power Line
Connection
Power
Voltage
Drive Transistor
Control Line Color
D.T. Control
Line Connect Coil GA-Turn
AUX 1: LEFT UP/DOWN POST Q1UK 3X BRN J7-P1 20v DCWHT J2-P3 26-1200 !
!
090-5044-00T
Trans. 23-1100
AUX 2: CENTER UP/DOWN POST Q2 BRN J7-P1 20v DC RED J2-P4
!
Driver 090-5030-00T
AUX 3: RIGHT UP/DOWN POST Q3 BRN J7-P1 20v DC ORG J2-P7 26-1200
Board
! !
090-5044-00T
Coil Note: Either -00B or -00T can be used for coil replacements. B/T listed is preferable for easier diode access & may differ on game.
6HFWLRQ &RLOV'HWDLOHG
3DJH &KDUW7DEOH
6HFWLRQ & KD SW H U R I
$IWH U6 H W 8S
6HF$IWHU6HW8S
3LQEDOO*DPH6HW 8S3URF HGXU HV
...after reading the Pinball Game Set-Up
Instruction Sheet (SPI Part Nº 755-5310-00)
included with your New Pinball Game,
continue with the below procedures:
:LWKWKH%DFN*ODVV5HPRYHG
1. Check all connectors in the Backbox for
loose wire terminations. Reseat any loose wire
by pushing in on the terminal. Push on all
connectors plugged into the CPU/Sound Board,
I/O Power Driver Board, and the Display Power
Bd. to check that they are properly seated.
Ensure Fluorescent Light Tube is seated
correctly. Check that all fuses are seated
properly. Close and lock the Backbox and
secure its’ keys back inside the Coin Door.
:LWKWKH 3OD\ILHOG*ODVV5HPRYHG
2. Remove all shipping tie downs, shipping
blocks, packing foam, etc., if present. READ
ALL PRINTED INFORMATION! Shipping
Instructions and/or Decals describe warnings,
cautions, and/or important information specific
to the game. SAVE ALL IN CABINET!
6. Lower the playfield and ensure game is level side-to-side by adjusting Leg Levelers, if required. See the
illustration "Leg Leveler Adjustment" on Page 4. Start with the Leg Levelers turned all the way in (1.25"
from floor to bottom of leg), depending on the condition of the floor, adjust the Leg Levelers as required until
the game pitch is 6.5°, determined by the Bubble Level.
USE THE BUBBLE LEVEL ON THE WOOD RAIL (LOWER RIGHT) TO DETERMINE IF LEVEL IS ACHIEVED.
BUBBLE SHOULD APPEAR BETWEEN THE 2 BLACK LINES. SEE PAGE 4 FOR AN ILLUSTRATION.
7KHSOD\ILHOGLQFOLQHDIIHFWVGLII LFXOW\ RISOD\8VHWK HUHFRPPHQGHG
LQFOLQH*DPHGLIILFXOW\LVEHVWYDULHGXVLQJJDPHDGMXV WPHQWV
:LWKWKH&RLQ'RRU2SH Q
7. If desired, perform any self tests at this time (see Section 3, Chapter 1, Portals Service Menu Introduction,
and Chapter 2, GO TO DIAGNOSTICS MENU, for instructions on how to enter "Begin Play Test" and "Game
Name Test" Menus to test components on the game).
8. If desired, adjust Game Pricing, Standard and/or Custom (see Section 3, Chapter 4, GO TO ADJUSTMENTS
Per CE: "The MENU and Section 3, Chapter 5, GO TO INSTALLS MENU to adjust Game Difficulty, 3- or 5-Ball Play, Home
appliance has
to be placed in or Tournament Settings, Novelty, Add-A-Ball, etc.).
a horizontal
position." "This
appliance is
not to be
cleaned by a
Water Jet."
6HFWLRQ&KDSWHU
$IWHU6HW8S 3DJH
Open up the Printable Version in
3L QEDO O*DPH6HW 8S)XW XU H5HIHUHQFH both 8-1/2 X 11 & 11 X 17.
6HF$IWHU6HW8S
6HFWLRQ&KDSWHU
3DJH $IWHU6HW8S
3L QE DO O*DPH6HW 8S)XW XU H5HIHUHQFH&RQW LQXHG
6HF$IWHU6HW8S
6HFWLRQ&KDSWHU
$IWHU6HW8S 3DJH
+RZWR6HFXUHWKH%DFNER[IRU7UDQVSRUWLQJ
For more Backbox details & part numbers, see Section 4,
6HF$IWHU6HW8S
/HJ/HY HOHU$GMXVWPHQW
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
Hex
wood rail. 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 Bubble
Shooter Lane.
should be
between Use a pinball to roll down the center of the playfield for 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.
(D V\$FF HVV6HU Y LF H6\VW HP 3RVL WL RQV
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).
6HFWLRQ&KDSWHU
3DJH $IWHU6HW8S
6HFWLRQ & KD SW H U R I
*DP H 2SHUDWLR Q )HDWXUHV
6W DU WRI*D P H)HDW XU HV 'X UL QJ*DPH)HDW XU HV
6WDUWLQJD1RUPDO*DPH )HDWXUH0RGH &RPELQDWLRQ6KRWV
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
sufficient credit in the game). Multiball is started after completion of certain features
(amount of balls used depends on game rules).
The display now indicates the player or # of players
6HF*DPH2S
selected from the total depressions of the Start 5HSOD\)HDWXUH
Button. The display indicates the ball in play, and a
ball is served to the Shooter Lane. An introduction is Replay awards are given as the player exceeds a High
shown followed by Skill Shot Graphics and/or instruc- Score Level during game play. This can be adjusted
tions. Pressing the Start Button after ball 1 of any with Standard Adj. 3, Replay Award (Default =
player will start a new game (if credits are available), CREDIT). Players exceeding the High Score Levels
but only if the Start Button is depressed for 2-3 can receive: CREDIT, EXTRA BALL, or SPECIAL.
seconds. This delay is to avoid accidental "re-starts" Adjust to NONE if a replay award is not desired.
of a game. Note: Any partial credit remaining during
game play after the end of ball 1, or power down, will
be eliminated.
(QGRI*DPH)HDWX UHV
*DPH (QGLQJV
6WDUWLQJ7HDP3OD\ 'RXEOH V When all player(s) have played all balls (including any
This option is adjustable with Standard Adj. 50, Team Extra Balls), the game ends. If power is interrupted
Scores (Default = NO). If Standard Adj. 50, Team during the course of a game, it will end that game (see
Scores is changed to YES, then Team Play will be Starting a Normal Game). Closure of the Plumb Bob
made available. Team Play only works in a 4-Player Tilt Switch according to the number of tilts set,
Game. The totals for Players 1/ 3 (Team 1) & Players Standard Adj. 15, Tilt Warnings (Default = 01) or
2 / 4 (Team 2) are then displayed individually as well prolonged closure, will end the current Ball-In-Play.
as the combined score for BOTH TEAMS. Closure of the Slam Tilt Switch on the Coin Door ends
the current game(s).
6WDUWLQJ7RXUQDPH QW3OD\ZLWK
0DWF K)HDWXUH
This Pinball Game is ToPS (Tournament Pinball
System) Ready. Optional Tournament equipment & At the end of each ball, earned bonuses are collected.
hardware (sold separately) is required. Review At the end of the last ball of a game (including any
Section 3, Chp. 7, GO TO TOURNAMENT MENU, for extra balls, if applicable), earned bonuses are col-
more info! lected, then the system produces a random 2-digit
number (a multiple of 10; 00 to 90). Matching the last
Unlike a "Normal Game", the Tournament Game is 2 digits of the player’s score with this number awards a
started by depressing the Tournament Start Button credit. In Std. Adj. 13, Match Percentage (Default =
(located on the Front Molding, if installed). If adequate 8%) can be changed from 0-10%. Changing the
credit(s) are posted and a Tournament is started via percentage to 0% displays the "Match Animation" at
Portals (select the "TOUR" Icon in the Main Menu), the end of the game, however, will never match nor
the Tournament Start Button will flash. Any adjust- award anything. Changing this adjustment to OFF will
ments or installs changed will not be in affect. Starting not display the "Match Animation" nor award anything.
a Tournament Game defaults to preprogrammed
Tournament Rules (e.g. No Extra Balls, Specials or (QWHULQJ,QLWLDOV1DPH
Bonus Credits are awarded); however, starting a If player achieved a new High Score in a game or
Normal Game after a Tournament Game will then achieved a Special Feature (if given) the player may
revert back to any unique adjustments or installs enter 3 Initials. In Std. Adj. 29, High Score Initials
performed previously. During and End of Game (Default = 3 Initials) can also be changed to 10-Letter
Features operate in the same manner (differences in Name. Use the Flipper Buttons to choose a letter or
adjustment defaults are present). character as seen on the Dot Display. Hitting the Start
Button locks in the letter or character and proceeds to
the next letter. The game then proceeds into the
Game-Over Mode and then to the Attract Mode.
Note: Standard Adj. 31, Custom Message (Default
= ON) can be displayed during the Attract Mode; enter
letters in the same fashion.
For more details on Adjustments, see Sec. 3, Chp. 4.
Continued Next Page.
*DPH2SHUDWLRQ 6HFWLRQ&KDSWHU
)HDWXUHV 3DJH
$XWR3HUFHQWDJLQJ
This game is equipped with Auto Percentaging, Standard Adj. 01, Replay Type (Default = AUTO, adjustable).
The Replay Percent is automatically adjusted, Standard Adj. 02, Replay Percentage, or you can set a Fixed
Replay Score. Four levels may be selected. Adjustments allow awarding of a "CREDIT" (or your setting) as each
level is exceeded. This can be adjusted with, Standard Adj. 03, Replay Award (Default = CREDIT). With the
Autopercentage Feature, if the actual replay percent- age is higher or lower than that desired, the game will
automatically adjust for the new recommended percentage score(s). You may choose to make a different
"score-to-beat" adjustment; this is done by utilizing Standard Adj. 04, Replay Levels. For more details with
Adjustments, see Section 3, Chapter 4, GO TO ADJUSTMENTS MENU; also, see see Section 3, Chapter 5, GO
TO INSTALLS MENU for further customization of your Pinball Game.
, QVW UX FW LRQ&D UG
6HF*DPH2S
Below is a COPY of the Game Instruction Card (SPI Nº: 755-5181-00 USA) which is included with every game.
If your card is lost or damaged, simply COPY this page and cut out the Instruction Card as a temporary replace-
ment until a new card is ordered.
(Hint: COPY & CUT along the dotted line and fold in the center to keep the "COPY" sturdy.)
COPY &
CUT
)RUPRUHGHWDLOHGJDPHUXOHVYLVLWRXUZHEVLWH#
ZZZ6WHUQ3LQEDOOFRPDQGFOLFNRQWKH
5LSOH\·V%HOLHYH,WRU1RWRU*DPH$UFKLYH
3RS%XPSHU/LQN
FOLD
HERE
Click on
card to
open the
Instruction
Card for
printing.
6HFWLRQ&KDSWHU *DPH2SHUDWLRQ
3DJH )HDWXUHV
6HUYLFH6ZLWFK6HW5HG*UHHQ %ODFN%XWWRQV$FFHVV 8VH
The Service Switch Set provides access for three (3) ,QVLGH &RLQ 'RRU ,I &RLO
functions available for your use. They are Volume )ODVKODPS 7HVWLQJ
Menu, Service Credits Menu and Portals Service WKH 3OD\ILHOG
Menu. All are accessed separately depending on which 3RZHU ,QWHUORFN
colored button (Red, Green or Black) is pushed first. 6ZLWFK PXVW EH
5HG SXOOHG RXW
*UHHQ
D
%ODFN
7KH 0HPRU\
3URWHFW 6ZLWFK LV
GLVDEOHG ZKHQ WKH
&RLQ 'RRU LV RSHQ
UHTXLUHG IRU DQ\
FKDQJHV
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).
3XVKLQJ
5HG VW )XQFWLRQ9ROXPH0HQX
Pushing the Red "VOLUME" Button first, enters the Volume
Menu. While in this Mode, to DECREASE the volume, hold down
or depress the Red "LEFT" Button until desired the volume is
achieved; to INCREASE the volume, hold down or depress the
Green "RIGHT" Button until the desired volume is achieved.
6HF0HQX,QWUR
Note: Pushing the Left or Right Flipper Buttons operates the same as the Red
or Green Buttons of the Service Switch Set, while in this Volume Mode.
Set between 0-31; Once your adjustments are made, this menu will
automatically exit a few seconds after the last button depression.
3XVKLQJ
*UHHQ VW
)XQFWLRQ6HUYLFH&UHGLWV0HQX
Pushing the Green "SERVICE CREDITS" Button first, adds
Service Credits (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. Std. Adj. 16, Credit Limit, determines this,
however, it can be changed from 04-50; for details see Chapter 4 of
this Section 3. Once your credits are added, this menu will
automatically exit a few seconds after the last button depression.
Note: This function is disabled if Standard Adjustment 30, Free Play, is set to
YES. The Service Credits are limited to the Credit Limit in addition to any paid open
credits present in the game (e.g. If the Credit Limit is 30, and there are 8 paid credits Adjustments
present, only 22 Service Credits can be applied.).
Please read the remainder of this Chapter for more information on the Portals Service Menu. The remaining six
(6) Chapters of this Section explains all Icons & Menus in detail. Read! Read! Read!
6HF0HQX,QWUR
Use the Red "LEFT" & Green "RIGHT" Buttons (or Left & Right Flipper Buttons) to move the selected Icon
left or right, and the Black "ENTER" Button (or Start Button) to activate the selected Icon. The use of the
Service Switch Set (Red, Green, & Black Buttons) is required in Switch Test or Active Switch Test, as the
Start & Flipper Buttons are a part of this test.
The MAIN MENU now appears with the "DIAG" Icon (GO TO DIAGNOSTICS MENU) flashing:
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 "ENTER" Button (or Start Button) will select the
Icon and the Menu Screen will change to the menu selected. Select the "PREV" Icons to move backwards
through the menu levels. Select the "QUIT" Icon to completely exit the Service Mode.
View the Portals Service Menu Icon Tree on the next pages for a complete overview of all menus used in this
system. The "HELP" Icon & "?" Mini-Icon provide explanation of ICON usage in the Menu where the "HELP" Icon
or "?" Mini-Icon was selected. View QUIT THIS SESSION (Exiting the Portals Service Menu) at the end of this
chapter (reference Section 3, Chapter 1, Portals Service Menu Introduction).
The chapters in this section, which coincide with the MAIN MENU, will also provide more detailed information.
Use both the manual and the display to help customize, troubleshoot and/or diagnose faults, if any.
Page 10
the LEFT or to the RIGHT
ENTERING THESE NOTED MENUS, YOU MUST PULL OUT available for selection.
Power Interlock Switch for operation with the Coin Door open.
*theWHEN
Section 3, Chapter 1
CONTINUED NEXT PAGE.
SWITCH x
ACTIVE DEDICATED SINGLE CYCLING SINGLE TEST ROW COLUMN LED VARI- COIL SWITCH LAMP
TEST SWITCH SWITCH COIL COIL LAMP ALL LAMP LAMP TEST TARGET FLOW FLOW FLOW
XX TEST TEST TEST TEST TEST LAMPS TEST TEST X TEST CHART CHART CHART
SWITCH MENU COIL MENU LAMP MENU BION MENU DR. PINBALL MENU
AUDITS MENU
Explanation & usage of common Large & Mini-Icons used in various Menus & Sub-Menus:
Note: Note:
In Sub-Menu If a new MINI-
Tests or Displays, ICON is used for
EARNINGS STANDARD FEATURE GO TO further action is
Portals™Service Menu Icon Tree
ADJUSTMENTS MENU
OPTIONAL
PRINTOUT KIT
(sold separately) View the Answer NO or END current
IS REQUIRED Move LEFT or DECREMENT RUN (or acti-
RIGHT, select (-) or vate) selected schematic YES for Flow coil selection
previous/next INCREMENT test or coil. (DRAWing) of Chart Menu to select a new
QUICK FULL RESET FOR OPERATION current display. questions in coil for diag-
PRINTOUT PRINTOUT PRINTER OF THIS MENU. or move (+) displayed
STANDARD FEATURE CUSTOM backwards/ value or select Select while current Dr. Pinball nosing in Dr.
ADJUST- ADJUST- MESSAGE XX XX XX forwards. previous/next. switch, lamp or coil Menus. Pinball Menus.
MENTS MENTS XX PULSE coil. is viewed.
Portals™ Service
Menu Introduction
PRINTER MENU
Portals™Service Menu Icon Tree Continued
MAIN MENU
Portals™ Service
GO TO GO TO GO TO GO TO GO TO GO TO QUIT
Menu Introduction
Note: After selection of any of the DIAGNOSTICS
X X
AUDITS ADJUSTMENTS INSTALLS RESET TOURNAMENT
X THIS Note: After selection of any of the
1st 13 Install Icons, the request is MENU MENU MENU MENU MENU MENU SESSION 1st 4 Reset Icons, the request is
installed and returns to the Install installed and returns to the Reset
Menu. The last icon activated Menu. Selecting a "FACT" Icon,
before exiting this menu will supercede the request is installed and exits the
any previous Icon selected in the group. Portals™ Service Menu System.
I N S TA L L S M E N U SELECTING
THIS ICON
IN ANY
MENU
WILL
EXIT
TM
PORTALS,
AND WILL
INSTALL INSTALL INSTALL INSTALL INSTALL INSTALL INSTALL INSTALL $ .50 FREE PLAY INSTALL FILM INSTALL INSTALL INSTALL RETURN
EXTRA EASY NORMAL HARD EXTRA DIRECTORS 3-BALL 5-BALL COMPETI- COMPETI- HOME STAR NOVELTY ADD-A- FACTORY TO THE
EASY XX XX XX HARD CUT XX XX TION TION PLAY RESET XX BALL XX ATTRACT
MODE.
OPTIONAL
TOURNAMENT KIT
(sold separately)
IS REQUIRED
XX
TOURNAMENT START STOP TOURNA- TOURNA- SIGN FOR OPERATION
ADJUST- TOURNA- TOURNA- MENT X
MENT MESSAGES OF THIS MENU. For more detailed information on these Menus,
MENTS MENT MENT PRIZES AUDITS A-B review Chapters 1-7 in this Section 3.
Page 11
Section 3, Chapter 1
Sec. 3: ...Menu Intro.
3RUWDOV 6HU YLFH0HQX([DPSOH
This example will demonstrate activation of Icons in the DIAGNOSTICS MENU. The example will show activation
of the "SW" Icon (GO TO SWITCH MENU). In this menu, the switches can be tested individually and also all
active switches can be tested. Use the same technique to access all the Icons in the Portals Service Menu.
Follow Portals Service Menu Icon Tree on the previous pages as a guide to help navigate through the entire
system (Also, go to the chapter in this manual explaining the icon(s) selected.).
If the display is in any other menu other than the MAIN MENU, use the Red "LEFT" & Green "RIGHT" Buttons
D
to select the "PREV" Icon and press the Black "ENTER" Button to activate the ICON thus moving back to the
previous menu. Do so until MAIN MENU appears.
Chapters 2 through 7 will cover all menu items within the Portals Service Menu. The Icon is shown preceding
the text. Find the Icon in the Portals Service Menu by navigating with the Red or Green Buttons. Each chapter
started is from the MAIN MENU. Within the chapter, and Sub-Menu will be covered sequentially with their
explanation & function. If the operator "gets lost", select and activate the "PREV" Icon until the display indicates
MAIN MENU. For more help on Button Usage, select & activate the "HELP" Icon or "?" Mini-Icons.
6HF0HQX,QWUR
([ DPSOH
After entering Portals , the MAIN MENU now appears with the "DIAG" Icon (GO TO DIAGNOSTICS MENU)
flashing:
Press the Black "ENTER" Button to activate this ICON. The DIAGNOSTICS MENU now appears with the
"SW" Icon (GO TO SWITCH MENU) flashing:
Press the Black "ENTER" Button to activate this icon. The Switch Test Display now appears.
6HF0HQX,QWUR
All switches can be tested one at a time. When possible, use a pinball to close any playfield switches; rolling the
ball at Stand-Up Targets or over/under switches is suggested. Use finger for all non-playfield switches. As each
switch is closed, the respective Switch Matrix Grid Position (1-64) will be lit.
To view the schematic for the switch selected, press either the Red or Green Button to select the "DRAW"
Mini-Icon. Press the Black Button to activate this Mini-Icon; do so while the switch is momentarily closed.
This will bring up the Switch Schematic Display. The display describes the switch in the Switch Matrix which
includes the name of the switch, the Return (Row) Wire and the Drive (Column) Wire, drive transistor, and the
"Pin-Outs" from the CPU/Sound Board. Activating the "DRAW" Icon when a switch is not closed, will give the
generic switch schematic as shown below.
To exit any display where there are no Mini-Icons (Schematics or Help Displays), press any button to return to
the previous Menu.
While in Switch Test or Active Switch Test, the Flipper & Start Buttons are deactivated (because they can be
part of these tests). Use the Red "LEFT," Green "RIGHT" and/or Black "ENTER" Buttons to select and
activate the "MINI-ICONS" at the bottom of the display. In Switch Test, if the "<<" or ">>" Mini-Icon is activated,
the display will go to (slip between) the previous tests (Active & Dedicated Switch Tests). Use either the Red or
Green Button to select the "PREV" Mini-Icon. Press the Black "ENTER" Button to return to Switch Test Menu.
To exit out of this Sub-Menu, select and activate the "PREV" Icon in the Menu. The DIAGNOSTICS MENU now
appears with the "SW" Icon (GO TO SWITCH MENU) flashing. Go through other Diagnostics selections or exit.
To exit the Portals Service Menu, select & activate the "QUIT" Icon (see the next page).
In the MAIN MENU and in all SUB-MENUS, if the "QUIT" Icon or "QUIT" Mini-Icon is selected and
activated, the Portals Service Menu Session will be exited and returned to the Attract Mode.
D
The game will go into the same Power-Up Routine as if turning on the game. Upon Power-Up, the CPU Game
Code & Display Code versions with Check-Sums are shown, followed by the Location ID & Game ID Numbers
and Alerts, if any (see Section 3, Chapter 2, GO TO DIAGNOSTICS MENU, Technician Alerts).
The below Problem / Solution Table was designed to answer some common problems frequently asked.
3UREOHP6ROXWLRQ7DEOH
PROBLEM SOLUTION
Will not enter the Service Mode x Check the Service Switch(es) (Red, Green & Black Buttons) for loose connections or bad Ground.
after depressing the Black x Check the associated wiring harness to/from the CPU/Sound Board, Connector CN6.
"BEGIN TEST" Button. x Check CPU/Sound Board for possible failure.
6HF0HQX,QWUR
All Service Buttons (Red, Green x Check the Service Switches wiring harness for poor or no connection and/or broken wires.
and Black) appear nonfunctional.
The Green Service Button in x Check to make sure the Game is not in "Free Play." If the game is set to Free Play, adding Service
the Attract Mode will not enter Credits is not required.
the SERVICE CREDITS MENU x Check the Service Switches wiring harness for poor or no connection and/or broken wires.
to add Service 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, Chapter 4,
SCHEMATICS & TROUBLESHOOTING.
x Check for a stuck switch on the Green Button.
Icons "scroll" along continuously x If the Service Switch Set and/or the Coin Door was replaced, ensure the Locking Mechanism on the
in the MAIN MENU. Green Button was removed. If the Green Button "clicks" and locks into an up/down position, the
Green Button has this lock switch. Remove it. (Ref. to Svc. Bulletin #74.)
The Start and Flipper Buttons x This is normal. These switches are deactivated, as they are a part of the Switch Test. Use the Red
do not select or activate Icons in "LEFT" or Green "RIGHT" & Black "ENTER" Buttons in this Sub-Menu. Refer to Section 3,
the SWITCH TEST MENU. Chapter 2, GO TO DIAGNOSTICS MENU, Switch Test.
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).
Some Icons appear x If no printing equipment is connected, the "-" Icon, "+" Icon and "RUN" Icon will appear not to function.
non-functional in the PRINTER Refer Section 3, Chapter 3, GO TO PRINTER MENU.
MENU(S).
Some Icons appear x If there is no other test under this Menu, the "<<" & ">>" Mini-Icons will appear not to function. The
non-functional in the GAME remaining Icons should function as normal. Note: If there is no "Go To (Game Name) Test(s), the
SPECIFIC MENU under the "GAME NAME" Icon will not invoke another display.
DIAGNOSTICS MENU.
The display returns to the
ATTRACT MODE exiting the x This is normal. After a FACTORY RESET, the Service Session is automatically exited. Refer to
Service Session after a Section 3, Chapter 6, GO TO RESET MENU, Factory Reset.
FACTORY RESET.
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).
activating the "RUN" Icon.
In ADJUSTMENTS MENU, with
the Coin Door CLOSED, x This is normal. The Memory Protect Switch is enabled when the Coin Door is CLOSED. Changes
adjustments are not getting can be made with the Coin Door OPEN only.
changed as desired (using the
Flipper & Start Buttons).
In Portals Service Menu, the x The Volume adjustment can only be made when in the Attract Mode. The Volume Mode is entered
volume cannot be adjusted with by pressing the Red "VOLUME" Button. Then use the Red "LEFT" to decrease / decrement (-) or
the Red or Green Buttons. Green "RIGHT" Button to increase / increment (+) the volume.
In Portals 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 Portals
Help Display appears to be Service Menu, and re-enter. If the problem persists, call Technical Support for additional help.
non-functional.
Important: Upon Power-Up (Game Reset) or opening the Coin Door watch the Display for any Alerts.*
If this display flashes, the game is indicating that CMOS RAM memory
(CPU Loc. U212) has been corrupted. This is caused be either failure in
memory (e.g. batteries are dead and/or faulty RAM) or upon installation
of updated version of game code. Opening the Coin Door will initiate a
Factory Restore (Reset), by opening the Memory Protect Switch.
Check battery voltage at VBATT Test Point on the CPU/Sound Bd. (more details in Sec. 5, Chp. 4, PCBs).
This flashing display is shown immediately upon opening the Coin
Door as a reminder that 20v/50v DC power to the playfield is disabled.
All electro-mechanical devices (such as Coils) cannot be tested with
the switch pushed in. PULL OUT the Power Interlock Switch ONLY if
you’re in a Testing Menu requiring power. See Access & Use in
Chapter 1 of this Section for the location of this switch. Closing the Coin Door will automatically reset this switch.
6HF'LDJQRVWLFV
alert the operator of a coil malfunction (coil doesn’t energize or coil fires
a multiple number of times). OPERATOR ALERT! works by monitoring
any switch activated coil that has the potential to trap a ball when
disabled (more details in this Chapter, Technician Alerts, Pages 24-25).
* If this Tech Report Alert flashes (along with an audible sound), the
game has detected faulty switches and/or missing pinballs. Select the
"TECH" Icon for information (review Technician Alerts, Pages 24-25).
* For this Alert display to appear, Standard Adj. 49, must be changed
to POWERUP, COIN DOOR or POWERUP AND COIN DOOR, the
default is NEVER (review Section 3, Chp. 4, GO TO ADJUSTMENTS MENU, Standard Adjustments, Page 44).
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 go to the DIAGNOSTICS MENU, then select the "CLR" Icon to enter the CLEAR BALL TROUGH
MENU. Select the "RUN" Mini-Icon and press the Black "ENTER" Button or Start Button to remove one pinball
at a time (this feature also useful to retrieve a pinball for game testing in Begin Play Test & Game Specific Tests).
* 2 7 2' , $ * 1 26 7 , & 6 0 (1 8
After entering Portals , the MAIN MENU now appears. To initiate, from the MAIN MENU, select the
"DIAG" Icon with either the Red "LEFT" or Green "RIGHT" Buttons (the Flipper Buttons operates in
the same manner) and press the Black "ENTER" Button (the Start Button operates in the same
manner). The DIAGNOSTICS MENU appears. Continue through this chapter for the explanation & usage of the
Icons in the DIAGNOSTICS MENU. Usage Note: Only in Switch & Active Switch Tests, the Flipper & Start
Buttons cannot be used as the alternate navigation buttons as they are a part of these tests. After exiting these
tests, the Left & Right Flipper and Start Buttons can once again be used. Continue through this chapter for the
explanation & usage of the Icons in the DIAGNOSTICS MENU.
*R7R 6HFWLRQ&KDSWHU
'LDJQRVWLFV0HQX 3DJH
*R7R6ZLWFK0HQX
To initiate, from the DIAGNOSTICS MENU, select the "SW" Icon with either the Red "LEFT" or Green
"RIGHT" Buttons and press the Black "ENTER" Button. Switches are configured in an 8 x 8 Matrix of
Columns (Switch Drives) and Rows (Switch Returns) with up to 64 possible switches. The SWITCH
TEST MENU consists of three (3) parts: Switch Test, Active Switches & Dedicated Switch Test. Reminder:
The Flipper & Start Buttons (part of Switch Tests) cannot be used as navigation buttons during these test(s)
6ZLWFK7HVW
D
To initiate, from the SWITCH MENU, select the "TEST" Icon with either the Red or Green Buttons &
press the Black Button. In Switch Test, close each switch and observe the display. The display will
describe the switch in the Switch Matrix Grid (below), which includes the switch name, Return (Row)
Wire, Drive (Column) Wire and the "Pin-Outs" from the CPU/Sound Board. When the switch is closed, the
information if displayed momentarily. To view the schematic for the switch selected, press either the Red or Green
Button to select the "DRAW" Mini-Icon. Press the Black Button to activate this Mini-Icon; do so while the switch
is momentarily closed. To return to Switch Test, press the Black Button again.
$F WLYH6ZLWF K7HVW
To initiate, from the SWITCH MENU, select the "ACT" Icon with either the Red or Green Buttons & press
the Black Button. If still in a previous test, select the "PREV" Mini-Icon to return to SWITCH MENU or
select either of the "<<" or ">>" Mini-Icons to move through the tests. In Active Switch Test, if any
switches are stuck closed (or made from the presence of a pinball), the display sequences through the Switch
Names, Return (Row) Wire, Drive (Column) Wire, Drive Transistor, Part Number and the "Pin-Outs" from the
CPU/Sound Board. This cycle continues until all switches are cleared or until the test is exited.
will describe the switch which includes the Switch Name, Return (Row) Wire, Drive (Column) Wire, Part
Number and the "Pin-Outs" from the CPU/Sound Board.
6:,7&+0$75,;*5,' '(',&$7('6:,7&+(6
&ROXPQ 1: Q1 2: Q2 3: Q3 4: Q4 5: Q5 6: Q6 7: Q7 8: Q8 *5281' GROUND
'ULYH
GRN-BRN GRN-RED GRN-ORG GRN-YEL GRN-BLK GRN-BLU GRN-VIO GRN-GRY ,& BLK
5RZ 8
5HWXUQ CN5-P1 CN5-P3 CN5-P4 CN5-P5 CN5-P6 CN5-P7 CN5-P8 CN5-P9 ,13876 CN6-P1, -P11
1: U400 1 Cabinet Side 9 Below P/F 17 Below P/F 25 Below P/F 33 Below P/F 41 Below P/F 49 Below P/F 57 Below P/F 1: U206 DS-1 on Cabinet Side
WHT-BRN LT HEAD TOMBSTONE LOWER BONUS VARI- UPPER LEFT GRY-BRN #1 LEFT
BUTTON STAND-UP 1 LEFT X INLANE - TARGET LEFT OUTLANE FLIPPER
CN7-P9 (UK ONLY) POP LFT OPTO 1 POP CN6-P2 BUTTON
Sw. Part Number: 180-5160-00 515-5162-08 515-5162-08 180-5015-03 500-6227-02 See Sw. 41 Note 180-5015-03 500-6227-02 Sw. Part Number: 180-5160-00
2: U400 2 Coin Door 10 18 ~ P/F 26 Below P/F 34 Below P/F 42 Below P/F 50 Below P/F 58 Below P/F 2: U206 DS-2 Below Playfield
WHT-RED 4TH NOT SUPER LOWER BONUS VARI- UPPER LEFT GRY-RED #2 LEFT
COIN SLOT USED JACKPOT RIGHT X INLANE - TARGET RIGHT RETURN FLIPPER E.O.S
CN7-P8 OPTO POP MID OPTO 2 POP LANE CN6-P3 (End-of-Stroke)
Sw. Part Number: 180-5204-00 See Sw. 18 Note 180-5015-03 500-6227-02 See Sw. 42 Note 180-5015-03 500-6227-02 Sw. Part Number: 180-5149-00 on Flipper
3: U400 3 Coin Door 11 Below P/F 19 Below P/F 27 Below P/F 35 Below P/F 43 Below P/F 51 Below P/F 59 Below P/F 3: U206 DS-3 on Cabinet Side
WHT-ORG 6TH 4-BALL TOMBSTONE LOWER BONUS VARI- UPPER LEFT GRY-ORG #3 RIGHT
COIN SLOT TROUGH 5 BOTTOM X INLANE - TARGET BOTTOM SLINGSHOT FLIPPER
CN7-P7 #1 (LEFT) POP RT OPTO 3 POP CN6-P4 BUTTON
Sw. Part Number: Future Use 180-5119-02 515-5162-08 180-5015-03 500-6227-02 See Sw. 43 Note 180-5015-03 180-5054-00 (x2) Sw. Part Number: 180-5164-00 Doubled
4: U400 4 Coin Door 12 Below P/F 20 Below P/F 28 Below P/F 36 Below P/F 44 Below P/F 52 Below P/F 60 Below P/F 4: U206 DS-4 Below Playfield
WHT-YEL RIGHT 4-BALL LEFT SIDE D
O RIGHT LOCK VARI- RIGHT GRY-YEL #4 RIGHT
COIN SLOT TROUGH SPINNER SCOOP T ORBIT 1- TARGET OUTLANE FLIPPER E.O.S.
CN7-P6 #2 ENTRY S TOP VUK CN6-P6 (End-of-Stroke)
Sw. Part Number: 180-5204-00 180-5119-02 180-5010-04 180-5183-00 500-6227-02 180-5180-00 180-5116-01 500-6227-02 Sw. Part Number: 180-5149-00 on Flipper
5: U401 5 Coin Door 13 Below P/F 21 Below P/F 29 Below P/F 37 45 Below P/F 53 Above P/F 61 Below P/F 5: U206 DS-5 on Cabinet Side
CENTER
WHT-GRN COIN 4-BALL RIGHT SCOOP
D
O NOT
LOCK RIGHT RIGHT GRY-GRN #5 UPPER RT.
SLOT / TROUGH SPINNER VUK T USED 1- RAMP RETURN FLIPPER
CN7-P5 DBA #3 S MIDDLE LANE CN6-P7 BUTTON
Sw. Part Number: 180-5204-00 180-5119-02 180-5010-04 180-5183-00 180-5179-00 180-5190-28 500-6227-02 Sw. Part Number: Same as DS-3 above.
6: U401 6 Coin Door 14 Below P/F 22 Below P/F 30 Below P/F 38 Above P/F 46 Below P/F 54 In Cabinet 62 Below P/F 6: U206 DS-6 on Coin Door
WHT-BLU LEFT 4-BALL TOMBSTONE BEHIND MINI LOCK START RIGHT GRY-BLU #6 VOLUME
COIN SLOT TROUGH 4 HEAD PLAYFIELD 1- BUTTON SLINGSHOT (RED BUTTON)
CN7-P3 VUK OPTO LEFT BOTTOM CN6-P8 (In Test: LEFT)
Sw. Part Number: 180-5204-00 See Sw. 14 Note 515-5967-06 500-6227-02 180-5183-00 180-5178-00 180-5174-00 180-5054-00 (x2) Sw. Part Number: 180-5192-02
7: U401 7 Coin Door 15 Below P/F 23 Below P/F 31 Above P/F 39 Above P/F 47 Below P/F 55 In Cabinet 63 7: U206 DS-7 on Coin Door
WHT-VIO 5TH 4-BALL SHRUNKEN LEFT MINI LEFT TOURNAMENT NOT GRY-VIO #7 SERV. CRED.
COIN SLOT STACKING HEAD RAMP PLAYFIELD JACKPOT START USED (GREEN BUTTON)
CN7-P2 OPTO OPTO MAKE CENTER LOOP CN6-P9 (In Test: RIGHT)
Sw. Part Number: Future Use See Sw. 15 Note See Sw. 23 Note 180-5190-28 180-5183-00 500-6227-02 180-5174-00 Sw. Part Number: 180-5192-04
8: U401 8 Cabinet Side 16 Below P/F 24 Below P/F 32 Below P/F 40 Above P/F 48 Below P/F 56 In Cabinet 64 8: U206 DS-8 on Coin Door
WHT-GRY RT SHOOTER IDOL TOMBSTONE MINI LEFT PLUMB NOT GRY-BLK #8 BEGIN TEST
BUTTON LANE EYE 2+3 PLAYFIELD ORBIT BOB USED (BLACK BUTTON)
CN7-P1 (UK ONLY) OPTO RIGHT TILT CN6-P10 (In Test: ENTER)
Sw. Part Number: 180-5160-00 180-5157-00 See Sw. 23 Note 515-5162-08 180-5183-00 500-6227-02 See Sw. 56 Note Sw. Part Number: 180-5192-00
6HFWLRQ&KDSWHU *R7R
3DJH 'LDJQRVWLFV0HQX
6:,7&+0$75,;*5,'/2&$7,216
6HF'LDJQRVWLFV
7\SLFDO6ZLWFK:LULQJ 6FKHPDWLF
'HGLFDWHG6ZLWFK6FKHPDWLF
2SWLRQDO '6
7RXUQDPHQW
'6 .LW 5HTXLUHG '6 Switch Part Notes: ¥ Yen Coin Switch is 180-5091-00. Part Numbers which start
with 515- or 500- include the bracket, target, and/or housing.
Switches 14, 15, 18, 23, 24, 41, 42 & 43 Part Note:
3OD\ILHOG5 Transmitter & Receiver OPTO PC Boards are used as Switches:
Transmitter: 515-0173-00 (Sw. 14 & 15); Receiver: 515-0174-00 (Sw. 14 & 15);
Transceiver: 500-6775-00 (Qty. 2/per) (Sw. 18, 23 & 24); Transceiver: 520-5234-00
(Sw. 41-43)
= Switches above Playfield. Sw. 56 Part Note: The Switch is comprised of a Hanger Bracket (535-5319-00) and
= Switches below Playfield. Contact Wire (535-7563-01) located in the Cabinet. Some Switch Diodes may be
located under the playfield, in the Cabinet or Backbox on Terminal Strips or Diode
= Switches not on Playfield. Boards and not on the assemblies.
DOTS: D iode O n T erminal S trip, see Sec. 5, Chp.2, Playfield Wiring.
*R7R 6HFWLRQ&KDSWHU
'LDJQRVWLFV0HQX 3DJH
*R7R&RL O0HQX
To initiate, from the DIAGNOSTICS MENU, select the "COIL" Icon with either the Red "LEFT" or Green
"RIGHT" Buttons and press the Black "ENTER" Button. The coils are listed in groups. Coils 01-16 are
typically High Current Coils (although Low Current
Coils may be used in these positions & will be noted). Coils 3$57,$/&2,/6'(7$,/('&+$57
17-32 are typically Low Current Coils. Flash Lamps are
typically used in positions 25-32 (although may be used in +LJK &XUUHQW &RLOV *URXS Drive Coil GA-Turn
Transistor or Bulb Type
any position & will be noted). Q1 26-1200 !
D
#1 TROUGH UPKICKER
!
090-5044-00B
#2 AUTOLAUNCH Q2 23-8000
24-9400 !
090-5001-00B
#3 VARI VUK Q3
32-1800 !
090-5036-00T
#4 LEFT RAMP DIVERTER Q4
32-1800 !
090-5031-00
Playfield Wiring. For more on troubleshooting and #10 UPPER RIGHT POP Q10 26-1200
!
090-5044-00T
diagnosing, see Sec. 5, Chapter 4, Printed Circuit Boards.
#11 UPPER BOTTOM POP %$ Q11 26-1200
24-9400 !
090-5044-NL
#12 SCOOP VUK Q12
23-8000 !
090-5036-00T
6LQJOH&RLO7H VW #13 LOCK KICKER Q13
25-1400 !
090-5001-00B
6HF'LDJQRVWLFV
To initiate, from the COIL MENU, select the "TEST" #14 UPPER RIGHT FLIPPER Q14
22-1080 !
090-5067-00T
Icon with either the Red or Green Buttons and
press the Black Button. Ensure the Power #15 LEFT FLIPPER (50v RED/YEL) Q15
22-1080 !
090-5032-00T
Interlock Switch is pulled out. Select either the "-" or "+" #16 RIGHT FLIPPER (50v RED/YEL) Q16 090-5032-00T
Mini-Icons. Start with the "+" Mini-Icon to start the manual
Single Coil Test from #1 (the test runs through all Coils and /RZ &XUUHQW &RLOV *URXS Drive Coil GA-Turn
Transistor or Bulb Type
Flash Lamps #1-#32 & Optional UK Only Auxiliary Positions
AUX 1-3). Press the Black Button on the "+" Mini-Icon, as #17 LEFT SLINGSHOT Q17 23-8000 !
!
090-5001-00T
each coil is selected, the display will describe the Coil or #18 RIGHT SLINGSHOT Q18 23-8000
22-6500 !
Flash Lamp Name with the corresponding number, the wire 090-5001-00T
with colors, the "Pin-Outs" from the I/O Power Driver Board, #19 AUX - IDOL MAGNET Q19
22-6500 !
090-5042-00
the Coil Voltage and Gauge-Turns (e.g. 23-800). Press the #20 AUX - HEAD MAGNET Q20
32-1800 !
090-5042-00
Black Button again to move forward in the test. To test and
view a particular Coil or Flash Lamp, select the "RUN" #21 AUX - VARI RESET Q21 090-5031-00-ND
Mini-Icon and press the Black Button. Each time the Black #22 IDOL OPTO LED Q22 SWITCHED
!
GROUND
Button is pushed, the Coil or Flash Lamp will fire on the
Playfield and/or Backbox, with the display indicating the Coil #23 TOP POST Q23 26-1200
090-5044-00T
or Flash Lamp information. Continue with the same #24 OPTIONAL COIL Q24 Opt. 5v
procedure to run through the entire test. D iode O n T erminal S trip (if noted)
! !
Coil Note: Either -00B or -00T can be used for coil $X[LOLDU\ 8. 21/< Drive
Transistor Coil GA-Turn
replacements. B/T listed is preferable for easier diode
AUX 1: LEFT UP/DOWN POST Q1 26-1200 !
access & may differ on game.
!
090-5044-00T
AUX 2: CENTER UP/DOWN POST Q2 23-1100
26-1200 !
090-5030-00T
AUX 3: RIGHT UP/DOWN POST Q3 090-5044-00T
6HFWLRQ&KDSWHU *R7R
3DJH 'LDJQRVWLFV0HQX
&2,/ )/$6+/$03/2&$7,216
6HF'LDJQRVWLFV
7\SLFDO&RLO:LULQJ
$QRGH 1RQ 1N4004 &DWKRGH
%DQGHG 6LGH %DQGHG 6LGH
$X[ $X[
'ULYH
7UDQVLVWRU
3RZHU 6XSSO\
9ROWDJH
%XOE7\SHVXVHGIRU)ODVK/DPSV
#89 Bulb
(Bayonet)
#906 Bulb
(Wedge Base)
3OD\ILHOG5
Some Coil or Flash Lamp Diodes may be located under the playfield, in the
Cabinet or Backbox on Terminal Strips or Diode Boards and not on the assemblies.
= Coils / Flash Lamps above Playfield. DOTS: D iode O n T erminal S trip See Section 5, Chapter 2, Playfield Wiring.
= Coils / Flash Lamps below Playfield.
Coil Q24 is Optional. If either a Coin Meter, Token Dispenser or Knocker (all
= Coils / Flash Lamps not on Playfield. optional equipment) is required, call Technical Support for more information,
&RORU = Color of Mini-Mars of Flash Lamp Bulb. 1-800-542-5377 or 1-708-345-7700.
*R7R 6HFWLRQ&KDSWHU
'LDJQRVWLFV0HQX 3DJH
,Q &2,/ 0(18
DOVR VHOHFW
&<&/,1*
&2,/
7(67
&2,/6'(7$,/('&+$577$%/(
+LJK &XUUHQW &RLOV *URXS Drive Driver
Transistor Ouput Board
Power Line
Color
Power Line
Connection
Power
Voltage
Drive Transistor
Control Line Color
D.T. Control
Line Connect
Coil GA-Turn
or Bulb Type
26-1200 !
D
32-1800 !
090-5036-00T
#4 LEFT RAMP DIVERTER Q4 I/O YEL-VIO J10-P4/5 50v DC BRN-YEL J8-P5
32-1800 !
090-5031-00
Power
#5 RIGHT RAMP DIVERTER Q5 Driver YEL-VIO J10-P4/5 50v DC BRN-GRN J8-P6
26-1200 !
090-5031-00
#6
#7
LOWER LEFT POP
LOWER RIGHT POP
Q6
Q7
6 YEL-VIO
YEL-VIO
J10-P4/5 50v DC
J10-P4/5 50v DC
BRN-BLU
BRN-VIO
J8-P7
J8-P8 26-1200 !
090-5044-00T
26-1200 !
090-5044-00T
#8 LOWER BOTTOM POP Q8 YEL-VIO J10-P4/5 50v DC BRN-GRY J8-P9 090-5044-00T
+LJK &XUUHQW &RLOV *URXS Drive Driver Power Line Power Line Power Drive Transistor D.T. Control
Line Connect
Coil GA-Turn
or Bulb Type
!
Transistor Ouput Board Color Connection Voltage Control Line Color
5
#10 UPPER RIGHT POP Q10 YEL-VIO J10-P4/5 50v DC BLU-RED J9-P2 26-1200
26-1200 !
090-5044-00T
#11 UPPER BOTTOM POP %$ Q11 YEL-VIO J10-P4/5 50v DC BLU-ORG J9-P4
24-9400 !
090-5044-NL
#12 SCOOP VUK Q12 I/O YEL-VIO J10-P4/5 50v DC BLU-YEL J9-P5
23-8000 !
090-5036-00T
Power
#13 LOCK KICKER Q13 Driver YEL-VIO J10-P4/5 50v DC BLU-GRN J9-P6
25-1400 !
090-5001-00B
6HF'LDJQRVWLFV
6
#14 UPPER RIGHT FLIPPER Q14 BLU-YEL~3A J10-P1/2 50v DC BLU-BLK J9-P7
22-1080 !
Fuse~RED-YEL 090-5067-00T
#15 LEFT FLIPPER (50v RED/YEL) Q15 GRY-YEL~3A J10-P1/2 50v DC ORG-GRY J9-P8
22-1080 !
Fuse~RED-YEL 090-5032-00T
#16 RIGHT FLIPPER (50v RED/YEL) Q16 BLU-YEL~3A J10-P1/2 50v DC ORG-VIO J9-P9
Fuse~RED-YEL 090-5032-00T
/RZ &XUUHQW &RLOV *URXS Drive Driver Power Line Power Line Power Drive Transistor D.T. Control
Line Connect
Coil GA-Turn
or Bulb Type
!
Transistor Ouput Board Color Connection Voltage Control Line Color
#17 LEFT SLINGSHOT Q17 BRN J7-P1 20v DC VIO-BRN J7-P2 23-8000
23-8000 !
090-5001-00T
#18 RIGHT SLINGSHOT
#19 AUX - IDOL MAGNET
Q18
Q19
5 BRN
VIO-YEL~AUX.
J7-P1
J10-P3
20v DC
50v DC
VIO-RED
ORG to
J7-P3
J7-P4 22-6500 !
090-5001-00T
VIO-ORG
22-6500 !
BD.~VIO-RED 090-5042-00
#20 AUX - HEAD MAGNET Q20 I/O VIO-YEL~AUX. J10-P3 50v DC ORG-YEL to J7-P6
VIO-YEL
32-1800 !
Power BD.~VIO-RED 090-5042-00
#21 AUX - VARI RESET Q21 VIO-YEL~AUX. J10-P3 50v DC ORG-GRN to J7-P7
Driver BD.~VIO-RED VIO-GRN 090-5031-00-ND
6
#22 IDOL OPTO LED Q22 BRN J7-P1 20v DC VIO-BLU J7-P8 SWITCHED
GROUND
#23 TOP POST Q23 BRN J7-P1 20v DC VIO-BLK J7-P9 26-1200 !
090-5044-00T
#24 OPTIONAL COIL Q24 RED J16-P7 5v DC VIO-GRY J7-P10 Opt. 5v
D iode O n T erminal S trip (if noted)
#25 FLASH: LWR POPS/LWR LT X2 Q25 ORG J6-P10 20v DC BLK-BRN J6-P1 #89 Bulb
165-5000-89
5
#26 FLASH: LEFT SPINNER Q26 ORG J6-P10 20v DC BLK-RED J6-P2 #89 Bulb
165-5000-89
#27 FLASH: UPPER LEFT Q27 ORG J6-P10 20v DC BLK-ORG J6-P3 #906 Bulb
165-5004-00
#28 FLASH: HEAD Q28 I/O ORG J6-P10 20v DC BLK-YEL J6-P4 #906 Red
165-5004-02
Power #89 Bulb
#29 FLASH: VARI-TARGET Q29 Driver ORG J6-P10 20v DC BLK-GRN J6-P5 165-5000-89
6
#30 FLASH: UPR POPS/RT RMP X2 Q30 ORG J6-P10 20v DC BLK-BLU J6-P6 #89 under PF
#906 Ramp
#31 FLASH: RIGHT SPINNER Q31 ORG J6-P10 20v DC BLK-VIO J6-P7 #89 Bulb
165-5000-89
#32 FLASH: RIGHT RAMP LOWER Q32 ORG J6-P10 20v DC BLK-GRY J6-P8 #906 Bulb
165-5004-00
1RWH ,Q 7HVW )ODVK /DPSV 0HQX )ODVK ,FRQ )ODVKHUV WHVWHG DUH DOO )ODVK /DPSV ORFDWHG EHWZHHQ 44 7KLV *DPH 44
$X[LOLDU\ 8. 21/< Drive Driver Power Line Power Line Power Drive Transistor D.T. Control
Line Connect Coil GA-Turn
!
Transistor Ouput Board Color Connection Voltage Control Line Color
AUX 1: LEFT UP/DOWN POST Q1 BRN J7-P1 20v DC WHT J2-P3 26-1200
UK 3X
!
090-5044-00T
Trans. 23-1100
AUX 2: CENTER UP/DOWN POST Q2 BRN J7-P1 20v DC RED J2-P4
!
Driver 090-5030-00T
AUX 3: RIGHT UP/DOWN POST Q3 BRN J7-P1 20v DC ORG J2-P7 26-1200
Board
! !
090-5044-00T
Coil Note: Either -00B or -00T can be used for coil replacements. B/T listed is preferable for easier diode access & may differ on game.
6HFWLRQ&KDSWHU *R7R
3DJH 'LDJQRVWLFV0HQX
Backbox I/O Power Driver Board Detailed Wiring Diagram
#906
Left Spinner
Shrunken Head Magnet
Driver Board Q26
BLK-ORG
Clear
Bulb
#27 Flash:
Upper Left BLK BLK
520-5137-01 3
X1
22-650
Q27 #906
Red
Bulb
#28 Flash:
BLK-YEL X1 Head Q21 Aux. Bd.
4 Vari Target Release
Q28 #89
J6
ORG-GRN
Clear #30 Flash: Upr.
ORG-YEL
Bulb
BLK-BLU X2 Pops/Rt Rmp X2
6
#89
ORG
Q30 Clear #31 Flash:
FROM Bulb
Right Spinner
WHT-RED BLK-VIO X1
Transformer
7
Q31 #906 3 2 1 5 6 7
#32 Flash: Right
DRIVE 3
Bulb
DRIVE 2
DRIVE 1
BLK-GRY X1 Ramp Lower J2
J17- 8
BRIDGE 2 P6 Q32
20v LOW I/O BD.
ORG 20v DC LOW POWER .
520-5235-03
CURRENT
COILS 10
J7
CONTROLLED #20 Aux - J10- J10-
LAMPS VIO-YEL Head Magnet P3 P7/9
6 I/O BD. I/O BD.
GND J13- Q20 #21 Aux -
BRDG 20 P10 FROM FROM
FROM VIO-GRN Vari-Target VIO-YEL BLK
BLU-WHT I/O BD. 7 High Power Ground
Transformer FROM Q21 #22 Idol 50v DC
13v AC 8A BLU OPTO LED
LAMP COLUMNS VIO-BLU
Slo-Blo 8
J17- +18v DC
P9 Q22 #23 Top
I/O BD. F22 VIO-BLK Post
9 26-1200
Q23 Optional #24 Optional
(VIO-GRY) OPTIONAL Coil J16-
10 P8
Note: All Coils require diodes. Q24 #1 Trough I/O BD.
Some diodes may be located on FROM
Terminal Strips & not on the coil itself. J8 1 BRN-BLK 26-1200 Upkicker
RED
D iode Q1 Power Out
On Q1-Q8 #2 +5v DC
T erminal STP20N10L BRN-RED 23-800 Autolaunch
S trip 110-0106-00 3
Q2 #3 Vari
For the Playfield Terminal Strips,
Fuses & Misc. Wiring Descriptions & BRN-ORG 26-1200 VUK
Pin-2
Locations, see Section 5, Chapter 2, 4
Playfield Wiring. Q3 #4 Left Ramp
BRN-YEL 32-1800 Diverter
J8
5
Q4 #5 Right Ramp To Pin-2 of the Upper
BRN-GRN Diverter Magnet OPTO Trans-
7A 6 32-1800 ceiver (Copper Wire,
J11- Slo-Blo Q5 #6 Lower Cathode Side) Board as a
P3 BRIDGE 1 SWITCHED GROUND .
I/O BD. BRN-BLU 26-1200 Left Pop
F6 50v HIGH 7 See Section 5, Chapter 4,
FROM CURRENT Q6 PCBs, Playfield Switches
BLK-YEL #7 Lower
COILS 3A Right Pop (... Sw. 24), Page 143.
AC Voltages IN BRN-VIO 26-1200
Slo-Blo 8
48v AC GND Q7
BRDG 1 #8 Lower
F21 BRN-GRY 26-1200 Bottom Pop
9
3A
Q8 #9 Upper
Slo-Blo F20
J11- J9 1 BLU-BRN 26-1200 Left Pop
MAGNET(S),
P2 Q9
F20 FOR
#10 Upper
IF USED
J10 J9
5 P1/2
Q12 #13 Lock I/O BD.
BLU-GRN 23-800 Kicker
6
Q13 #14 Upper 3A
Slo-Blo
BLU-BLK 25-1400 Right Flipper BLU-YEL
10 9 8 7 5 4 3 2 1 J10 7
Q14 #15 Left 3A
Slo-Blo
ORG-GRY 22-1080 Flipper GRY-YEL
8
YEL-VIO RED-YEL Q15 #16 Right
BLACK HIGH POWER HIGH POWER
Flipper
3A
Slo-Blo
GROUND ORG-VIO 22-1080 BLU-YEL
50v DC 50v DC 9
Q16 These Coil Fuses are located
under playfield NEAR assembly,
see Sec. 5, Chp. 2, Playfield Wiring.
YEL-BLK VIO-YEL
HIGH POWER HIGH POWER
24v AC 50v DC
Go To Section 3, Chapter 2
Diagnostics Menu Page 21
*R7R/D PS0HQX
To initiate, from the DIAGNOSTICS MENU, select the "LAMP" Icon with either the Red "LEFT" or Green
"RIGHT" Buttons and press the Black "ENTER" Button. Controlled lamps are configured in and 8 x 10
Matrix of Columns (Lamp Drives) and Rows (Lamp Returns) with up to 80 lamps possible. The Lamp
Test Menu consists of four (4) parts: Single Lamp Test, Test All Lamps, Row Lamp Test & Column Lamp Test.
6LQJOH/DPS7HVW
D
To initiate, from the LAMP MENU, select the "ONE" Icon with either the Red or Green Buttons and
press the Black Button. Select either the "-" or "+" Mini-Icons. Start with the "+" Mini-Icon to start the
manual Single Lamp Test from Column 1, Row 1, Lamp 1. Press the Black Button on the "+" Mini-Icon,
as each lamp is selected, the lamp will light at it’s location on the playfield as well as the display, indicating the
Lamp Matrix Grid Position (below), lamp name with the corresponding number, Return (Row) Wire & Color, Drive
(Column) Wire & Color, and associated drive transistors. Press the Black Button again to move forward in the
test. To test and view a particular lamp, select the "RUN" Mini-Icon and press the Black Button. Each time the
Black Button is pushed, the lamp will light-up on the playfield, with the display indicating the lamp information.
Continue with the same procedure to run through the entire test.
7HVW$OO/DPSV
To initiate, from the LAMP MENU, select the "ALL" Icon with either the Red or Green Buttons and press
the Black Button. If still in Single Lamp Test (or any 1 of the 4 tests), select the "PREV" Mini-Icon to
return to LAMP MENU or select either of the "<<" or ">>" Mini-Icons to move through the tests, keep
activating until Test All Lamps is displayed. The display will indicate ALL LAMPS ON and the lamps on the
playfield will be lit, alternating between the rows in the Lamp Matrix Grid.
MENU or select either of the "<<" or ">>" Mini-Icons to move through the tests, keep activating until Row
or Column Lamp Test (whichever desired) is displayed. In this test, each set of lamps in each Row or
Column of the Lamp Matrix Grid (respective to each test) will light-up on the playfield and is indicated in the
display.
/$030$75,;*5,'
&ROXPQ 1: U17 2: U16 3: U15 4: U14 5: U13 6: U12 7: U11 8: U10
Y
5RZ YEL-BRN YEL-RED YEL-ORG YEL-BLK YEL-GRN YEL-BLU YEL-VIO YEL-GRY
*URXQG J13-P9 J13-P8 J13-P7 J13-P6 J13-P5 J13-P4 J13-P3 J13-P1
1: Q33 1 #555 Bulb 2 #555 Bulb 3 #555 Bulb 4 #555 Bulb 5 #555 Bulb 6 #555 Bulb 7 #555 Bulb 8 #555 Bulb
RED-BRN SUPER SUPER SUPER SUPER SHOOT SUPER SUPER RIGHT
J12-P1 JACKPOT 2 MIL JACKPOT 3 MIL JACKPOT 1 MIL JACKPOT 4 MIL AGAIN JACKPOT 5 MIL JACKPOT 6 MIL SPECIAL
2: Q34 9 #555 Bulb 10 #555 Bulb 11 #44 Bulb 12 #555 Bulb 13 #555 Bulb 14 #555 Bulb 15 #555 Bulb 16 #44 Bulb
RED-BLK LEFT 1 IDOL 2 IDOL 3 IDOL 4 IDOL 5 IDOL TOMBSTONE SCOOP
J12-P2 SPECIAL COUNTER COUNTER COUNTER COUNTER COUNTER 1 ARROW
3: Q35 17 #555 Bulb 18 #555 Bulb 19 #555 Bulb 20 #555 Bulb 21 #555 Bulb 22 #555 Bulb 23 #555 Bulb 24 #555 Bulb
RED-ORG ( R ) IPLEYS R ( I ) PLEYS RI ( P ) LEYS RIP ( L ) EYS RIPL ( E ) YS RIPLE ( Y ) S RIPLEY ( S ) GRID A1
J12-P3 (UPPER LEFT)
4: Q36 25 #555 Bulb 26 #555 Bulb 27 #555 Bulb 28 #555 Bulb 29 #555 Bulb 30 #555 Bulb 31 #555 Bulb 32 #555 Bulb
RED-YEL GRID GRID GRID GRID GRID GRID GRID GRID
J12-P4 B1 C1 A2 B2 C2 A3 B3 C3
5: Q37 33 #555 Bulb 34 #555 Bulb 35 #555 Bulb 36 #555 Bulb 37 #555 Bulb 38 #555 Bulb 39 #555 Bulb 40 #555 Bulb
RED-GRN LOWER D
O LOWER D
O LOWER D
O SKILL TOMBSTONE TOMBSTONE MILLION LOOP
J12-P5 LEFT POP TS RIGHT POP TS BOT POP TS SHOT 2 3 PLUS JACKPOT
6: Q38 41 #555 Bulb 42 #555 Bulb 43 #555 Bulb 44 #555 Bulb 45 #555 Bulb 46 #555 Bulb 47 #555 Bulb 48 #555 Bulb
RED-BLU VARI-TARGET VARI-TARGET VARI-TARGET VARI-TARGET VARI-TARGET VARI-TARGET VARI-TARGET VARI-TARGET
J12-P6 SPECIAL EB ? (MYSTERY) S.A. N.A. EUROPE AUSTR. ASIA
7: Q39 49 #555 Bulb 50 #44 Bulb 51 #44 Bulb 52 #44 Bulb 53 #555 Bulb 54 #555 Bulb 55 #555 Bulb 56 #555 Bulb
RED-VIO TOMBSTONE PENGUIN ADVANCE RIGHT RIGHT VARI-TARGET
J12-P8 5 TOMBSTONE SPINNER JACKPOT LOCK RIPOFF ANTAR.
8: Q40 57 #555 Bulb 58 #555 Bulb 59 #555 Bulb 60 #555 Bulb 61 #555 Bulb 62 #555 Bulb 63 #44 Bulb 64 #555 Bulb
RED-GRY CENTER LITE GATE UPPER D
O UPPER D
O UPPER D
O TOMBSTONE VARI-TARGET
J12-P9 JACKPOT HEAD OPEN LEFT POP TS RIGHT POP TS BOT POP TS 4 AFRICA
9: Q41 65 #44 Bulb 66 #555 Bulb 67 #555 Bulb 68 #555 Bulb 69 #555 Bulb 70 #555 Bulb 71 #555 Bulb 72 #555 Bulb
RED-WHT LEFT LIGHT COLLECT BIG- SUPER THE HEAD
J12-P10 SPINNER MULTIBALL LOCKS FOOT BONUS JACKPOT ODDITORIUM KNOWS BOZO
10: Q42 73 #555 Bulb 74 #555 Bulb 75 #555 Bulb 76 #44 Bulb 77 #44 Bulb 78 #44 Bulb 79 #555 Bulb 80 #555 Bulb
RED BONUS X BONUS X BONUS X BACK PANEL BACK PANEL BACK PANEL TOURNAMENT START
J12-P11 INLANE LEFT INLANE CTR INLANE RT A B C BUTTON BUTTON
6HFWLRQ&KDSWHU *R7R
3DJH 'LDJQRVWLFV0HQX
/$030$75,;*5,'/2&$7,216
UHDUYLHZ
Lamps 76, 77 & 78 are located
on the rear of the Back Panel.
5%DFNSDQHO
93OD\ILHOG
6HF'LDJQRVWLFV
7\SLFDO/DPS:LULQJ 6FKHPDWLF
<(/
5('
-XXX -XXX
Diode
1N4001
%XOE7\SHVXVHGIRU/DPSV
9 (Wedge)
#555 Bulb
165-5002-00
#44 Bulb :
(Bayonet)
165-5000-44
2SWLRQDO
7RXUQDPHQW
.LW 5HTXLUHG Lamp Part Notes: #555 Bulb Clear = 165-5002-00. #44 Bulb Clear = 165-5000-44.
See Section 4, Chapter 1, Parts Identification & Location, Pages 72-74 for
more details on bulbs and corresponding sockets.
= Lamps above Playfield. Some Lamp Diodes may be located under the playfield, in the Cabinet or
Backbox on Terminal Strips and not on or with the Lamp Socket.
= Lamps below Playfield.
DOTS: D iode O n T erminal S trip, see Section 5, Chapter 2, Playfield Wiring.
= Lamps not on Playfield.
*R7R 6HFWLRQ&KDSWHU
'LDJQRVWLFV0HQX 3DJH
7HVW)OD VK/DPSV
To initiate, from the DIAGNOSTICS MENU, select the "FLASH"
Icon with either the Red "LEFT" or Green "RIGHT" Buttons
and press the Black "ENTER" Button. After selecting this Icon
the display will indicate CYCLING FLASHERS. The Flash Lamps will 38// 287 WKH 3RZHU ,QWHUORFN 6ZLWFK
cycle continuously until the test is exited. This test allows the technician IRU RSHUDWLRQ ZLWK WKH &RLQ 'RRU RSHQ
to easily spot any burned-out bulbs and replace them. Flashers tested
are Flash Lamps in Positions: Q1-Q32 and in this game Flash Lamp(s) are : Q25-Q32.
D
After selecting this Icon, and if any of the below criteria is met, the display will indicate any or all of the following
categories: POSSIBLY BROKEN SWITCH, CHECK SWITCHES and/or HYPERSENSITIVE SWITCH (Sw. #16,
Shooter Lane, is used as an example). If more than one switch is reported, the Switch Number and Name will
cycle within the category, and then will cycle the categories. To return to the DIAGNOSTICS MENU, select the
"PREV" Mini-Icon and press the Black "ENTER" Button.
6ZLWFK'HWHFWLRQ
During game play, activation of switches are monitored. In programming, every switch is given a minimum &
maximum value based on the game. The switches are monitored every 5 minutes of game play with a "sliding
window" of 15 minutes. If a switch is determined to be faulty, game play is compensated.
x Switches noted as POSSIBLY BROKEN SWITCH should be checked,
then adjusted or replaced. Important: A switch reported as "possibly
broken" may actually be an unused switch due to lack of usage and
not because they’re broken. This can happen, if a switch is located
in a "hard" shot position, and the players are not making the shot.
Game programming will still compensate for this unplayed switch.
Determination of switch usage can be checked in Audits (review Section 3, Chapter 3, GO TO AUDITS MENU).
Find the associated Audit with the switch in question and check usage; compare it to commonly used switches for
comparison. After any switch is checked and repaired or replaced, it’s suggested to test the switch in the PLAY
TEST MENU (see the next page) or Single Coil Test (reviewed earlier in this chapter, Page 18) where the asso-
ciated coil to the switch can be tested as well. After correcting the problem, the switch will still be reported until the
game is played and the switch is again monitored as specified above. Only you can determine if a switch getting
reported is bad or if the switch is currently not getting actuated during game play.
Technicians Alerts continued on the next page.
6HFWLRQ&KDSWHU *R7R
3DJH 'LDJQRVWLFV0HQX
7H FK QLFLDQ$OH UWV&RQWLQX HG
3LQEDOO'HWHFWLRQ
While in Technician Alerts Menu, if the following is displayed, the game
has detected one (1) or more pinball(s) missing and has compensated
for the lost pinball(s) to provide normal game play.
Important: Determine where the pinball is! Do not add pinball(s) until it is determined the pinball(s) are indeed
missing & not just stuck. If pinball(s) are added, & if the original stuck pinball has freed itself, the pinball game will
not operate properly with the extra pinball(s). When the pinball is recovered, the above display will not appear the
next time Technician Alerts is visited (a game must be played for the pinball to be determined as found).
During game play, a ball can get trapped or stuck. If after approximately 15 seconds of inactivity or "no scoring,"
Ball Search is started. Note: If the pinball is in the Plunger Lane or "held" on the flipper, no Ball Search will be
performed. The game will perform one Ball Search in an attempt to "find" or free-up the pinball.
If the game does not see a switch closure (indicating the pinball has not
been found), this display will appear with a count-down timer of 20
seconds, 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.
7HFK5HSRUW$OHUW2SWLRQ
6HF'LDJQRVWLFV
This game has the capability of automatically alerting the operator upon Power-Up and/or opening the Coin
Door if any switch problems and/or missing pinballs has occurred. Review Section 3, Chapter 4, GO TO
ADJUSTMENTS MENU, Standard Adjustments. The Standard Adjustment to change is 49. The default for this
feature is NEVER. The options are: POWERUP, COIN DOOR or POWERUP AND COIN DOOR.
6HU YLFH3KRQH
To initiate, from the DIAGNOSTICS MENU, select the "SERV" Icon with either the Red "LEFT" or Green
"RIGHT" Buttons and press the Black "ENTER" Button. After selecting this Icon the display will
indicate a phone number to call if technical assistance is required (In USA Code: 1-800-KICKERS).
%HJLQ3OD\7HVW
To initiate, from the DIAGNOSTICS MENU, select the "PLAY"
Icon with either the Red "LEFT" or Green "RIGHT" Buttons
and press the Black "ENTER" Button. After selecting this Icon
the technician can test certain play functions to insure all switch activated 38// 287 WKH 3RZHU ,QWHUORFN 6ZLWFK
coils function without entering game play. For example, by rolling the ball IRU RSHUDWLRQ ZLWK WKH &RLQ 'RRU RSHQ
over the Shooter Lane switch, the Autoplunger should fire. If it kicks to
early or too late, the switch actuator should be adjusted to compensate for this error. If it fails to fire, use the
Switch Test or Coil Test to help determine the cause of the failure. During this Play Test, check all coil assemblies
with related switches in the game. For unique Game Test(s), select the "BION" Icon in the DIAGNOSTICS MENU,
reviewed on Pages 27-28.
*R7R 6HFWLRQ&KDSWHU
'LDJQRVWLFV0HQX 3DJH
)LUH.QRFNHU
To initiate, from the DIAGNOSTICS MENU, select the "KNOCKER" Icon with either the Red "LEFT" or
Green "RIGHT" Buttons and press the Black "ENTER" Button. The digitally mastered "Knocker" is
sounded.
6RXQG6SHDNHU7HVW
To initiate, from the DIAGNOSTICS MENU, select the "SPKR" Icon with either the Red "LEFT" or Green
D
"RIGHT" Buttons and press the Black "ENTER" Button. The BSMT 2000 Sound System produces
true digital stereo sound from Backbox & Cabinet Speakers or "Mono" on the Cabinet Speaker (when
used by itself). After selecting this Icon, select the "-" or "+" Mini-Icons and press the Black "ENTER" Button to
activate the first test. Repeat to visually see & hear all tests. Select the "RUN" Mini-Icon to activate the test
chosen without moving to the next test.
Note: During Sound Tests, the display shows the speaker identification and the corresponding sound(s). The
sound functions allow verification that both channels are functioning properly & that the speaker connections are
correct.
6SHDNHU3KDVH7HVWLQJ
Connections to each of speakers are polarized and each must be connected appropriately for 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 test to cycle through the Backbox & Cabinet, and Backbox Sine (repeated) functions. If
the Cabinet Sine produces more volume and bass than the Left Sine, the speakers are connected properly. If it
produces the same or less, one speaker is connected improperly. To isolate and correct reversed speaker
connections, one of two methods may be used.
1. Check each speaker for polarity markings. If the speakers have polarity markings, verify that the Backbox
Speaker RED-WHT Wire and the Cabinet Speaker YEL-WHT Wire is connected to the negative (-) terminal.
6HF'LDJQRVWLFV
2. Disconnect the speaker output connector from the CPU / Sound Board and connect a 1.5-volt battery across
each speaker pair one at a time while observing the speakers. Make sure the positive battery terminal is
connected to the positive lead (CN4, Pin-3 (RED-BLK) or Pin-6 (YEL-BLK)) each time. As the connection is
made, check speaker cone movement; proper connections are indicated by outward movement.
Note: For ROM Usage (Summary $XWR 0DQXDO 7HVWV 6RXQGV 3URGXFHG
Table) & Locations, see Page # Speaker Test Tone
: in the "Find-It-In-Front: Dr. Sound/OPSYS EPROM (Loc. U7) Level 1-3+ (Music Test)
Pinball Section". Voice ROMs
(U17, U21, U36 and/or U37) which Voice ROMs: 1 (U17) 2 (U21) 3 (U36) 4 (U37) Speech Pattern 1-3+
are 8MB must have a Jumper at
W6 on the CPU/Sound Board to function properly.
%HJLQ%X UQ,Q
To initiate, from the DIAGNOSTICS MENU, select the "BURN" Icon with either the Red "LEFT" or Green
"RIGHT" Buttons and press the Black "ENTER" Button. After selecting this Icon the Begin Burn-In
Test will start. At this stage the game will exercise all CPU I/O Functions (Dot Matrix Display Test, Coil
Testing, Lamp Testing, Sound..., etc.). This is provided to constantly exercise sounds, coils, etc... Cumulative
Burn-In minutes will be displayed. Note: To reset Burn-In minutes to 00 see Section 3, Chapter 6, GO TO RESET
MENU, Factory Reset. Caution: Performing a Factory Reset will reset all other information as well.
' R W 0 DW UL [7H V W
To initiate, from the DIAGNOSTICS MENU, select the "DOT TEST" Icon with either the Red "LEFT" or
Green "RIGHT" Buttons and press the Black "ENTER" Button. After selecting this Icon the Dot Matrix
Test immediately begins. Note: Pressing any button will exit the test & return to DIAGNOSTICS MENU.
The display will immediately illuminate & cycle for 1 pass of each test continuously for each of the following:
7HVW 7HVW
Illuminates 1 vertical column of dots, turning it off Illuminates 1 horizontal row of dots, turning it off
& illuminating the next column, until each column has & illuminating the next row, until each row has been
been individually lit, while the other columns are off. individually lit, while the other rows are off.
6HFWLRQ&KDSWHU *R7R
3DJH 'LDJQRVWLFV0HQX
'RW0DWUL[7HV W&RQWLQX HG
7HVW 7HVW
Note: Pressing the Red, Green, Black or Flipper Buttons will exit the test & return to DIAGNOSTICS MENU.
'RW0DWUL['LVSOD\([SODLQHG
The display utilizes a Micro-Processor Control Board mounted in piggyback fashion to the Dot Matrix Display
(128 X 32) Driver Board. The purpose behind this board is to provide more information to the operator as well as
displaying graphics to the player.
The board is controlled by a 6809E Microprocessor and its personality ROM (Unique to the Game). It receives
Data, Reset & Clock Information from the CPU/Sound Board via the ribbon cable and sends back multiple Status
and Busy Signals to the CPU. This is to insure synchronized communication between the CPU and the Display
6HF'LDJQRVWLFV
Controller Board. The Drivers for the rows and columns are provided on 5 surface mounted integrated circuits on
the Dot Matrix Display Driver Board.
/('7HV W
Selecting the"LED TEST"
Icon will bring up the LED
TEST MENU with the "+"
Mini-Icon flashing and the
LED Test set to ALL OFF.
This test is provided to allow
a method of testing the 5X7
x3 Dot Display. Note:
These LEDs are not
Controlled Lamps (i.e. not
part of the Lamp Matrix).
Select and activate the "+"
Mini-Icon to cycle (forward) or
the "-" Mini-Icon to cycle
(backwards) between the six
(6) LED Tests. Each LED
TEST will cycle continuously
until the next or previous test is chosen, or if the menu is exited.
Note: For more details on the Playfield Dot Display (5X7) x3 LED Board, see the end of Section 5, Chapter 4,
Printed Circuit Boards (PCBS), ...Schematic, Component Layout & Parts, Pages 146-147.
Ripleys Specific continued on the next page.
*R7R 6HFWLRQ&KDSWHU
'LDJQRVWLFV0HQX 3DJH
5LSOH\V6SHF LILF&RQWLQXHG
9DUL7DUJHW7H VW
Selecting the"VARI" Icon will
bring up the VARI-TARGET 38// 287 WKH 3RZHU ,QWHUORFN 6ZLWFK
TEST MENU with the "RUN" IRU RSHUDWLRQ ZLWK WKH &RLQ 'RRU RSHQ
Mini-Icon flashing. Note: Upon selection of the "VARI" Icon, (and with
the Power Interlock Switched pulled out), the Reset Coil (Q21) will engergize, reseting the Target to to the HOME
POSITION (all the way forward or Position 2). This test is provided to allow a method of testing Switch OPTOs
D
To adjust: Loosen Target Front Stop Bracket (A), position target until it locks onto Position 2 (A-1). Now tighten
bracket (A) into place (hand torque tight). Move target up a few notches, then reset target to
ensure it goes back to Position 2 (A-1). To prevent locking into Position 7 (B-1), loosen
Target Back Stop Bracket (B) and tighten when target no longer can lock into Pos. 7 (B-1).
4 %
Position 5 - No Switches are closed. OPTO
Switches
Vari Target set to Position 2 for 41-43
Reset $ HOME Position. Adjust Stop (A)
Coil Bracket to 2nd tooth. Should not
lock on 7th, adjust Back Stop (B).
7RRWK DW 3RV KDV EHHQ UHPRYHG WR SUHYHQW ORFNLQJ Note: For more details on the 3-Switch U-Shaped OPTO PC Board,
see the end of Section 5, Chapter 4, Printed Circuit Boards
(PCBS), ...Schematic, Component Layout & Parts, Pages 148.
6HFWLRQ&KDSWHU *R7R
3DJH 'LDJQRVWLFV0HQX
*R7R)XVH7DEOH
To initiate, from the DIAGNOSTICS MENU, select the "FUSES" Icon with either the Red "LEFT" or
Green "RIGHT" Buttons and press the Black "ENTER" Button. The FUSE TABLE MENU now
appears. This provides the technician with the current Fuse Table for this game (also noted on a decal in
the Backbox).The fuses are located in the Backbox (on the Display Power Supply Board and the I/O Power
Driver Board), and also in the Cabinet (under the playfield by the Flippers and/or by any unique assembly
requiring an additional fuse, such as magnets). For the complete Fuse List in the Quick Reference Fuse Chart &
:
Pictorials, see the next page or Page # (front of this manual).
([ DPSOH
After entering Portals , the MAIN MENU now appears with the "DIAG" Icon (GO TO DIAGNOSTICS MENU)
flashing:
Press the Black "ENTER" Button to activate this ICON. The DIAGNOSTICS MENU now appears with the
6HF'LDJQRVWLFV
"SW" Icon (GO TO SWITCH MENU) flashing; use the Red "LEFT" or Green "RIGHT" Buttons, until the
"FUSES" Icon (GO TO FUSE TABLE) is flashing:
Press the Black Button to activate this ICON. The FUSE TABLE now appears.
Select and activate the "+" Mini-Icon to view the next fuse in the group. Continue to select either the "+" or "-"
Mini-Icons to view each fuse one at a time. The display will describe the fuse identification number (e.g. Main, F1,
F6, F7, etc.), rating of fuse (e.g. 5A 250v S.B. - i.e. 5 Amp, 250 volt, Slo-Blo), location of fuse (i.e. Backbox: Board
Name located on; or Cabinet: Under the playfield or in Service Outlet), and ‘use of fuse’ (e.g. 90v DC High Voltage
Power, etc.). The current fuse listed will remain in the display until the next fuse is chosen or when the Sub-Menu
is exited by selecting & activating the "PREV" or "QUIT" Mini-Icons.
Go To Fuse Table continued on the next page.
*R7R 6HFWLRQ&KDSWHU
'LDJQRVWLFV0HQX 3DJH
%DFNER[3&%)XVHV520V%ULGJHV5HOD\V3) &DELQHW)XVHV&DE6ZLWFKHV
Inside Coin Door Playfield Power
Interlock Switch
9'LVSOD\3RZHU6XSSO\%G
F1
CPU U210 U212
GAME
SOUND & EPROM CMOS
VOICE ROMS RAM
6ROHQRLG
([SDQGHU U7 U37 U36 U21 U17
%RDUG ‡
7RXUQDPHQW )RU 6FKHPDWLFV DQGRU
,QWHUIDFH &RPSRQHQW 3DUWV RQ 3& &386RXQG%G,,Z$70(/5
%RDUG ‡ %RDUGV VKRZQ RQ WKLV SDJH
UHYLHZ 6HFWLRQ &KDSWHU
‡ UK or Tournament 3ULQWHG &LUFXLW %RDUGV
7KH <HOORZ 3DJHV
,23RZHU'ULYHU%RDUG6
GAMES ONLY
For more info., see Section 5,
Chp. 4, PCBs (Yellow Pages)
F24 F26
F9 F22 F23 *** All BRIDGES rated
35A @ 100v ***
+50v DC High
B1 Current Coils
'LVSOD\&RQWUROOHU%G: F25F27 +20v DC Low
G.I. F8 F7 B2 Current Coils
7KH 'LVSOD\ &RQWUROOHU KDV WKH 'LVSOD\ Relay
Relay B3 B3
+/-12v DC
Sound /
(3520 /RFDWLRQ 8 520 Display / Logic
7KLV ERDUG LV ORFDWHG EHKLQG WKH B2
; 'RW 0DWUL[ 'LVSOD\ %RDUG U5 B20 BRIDGES
BRIDGES B20
+18v DC
Illumination
+5v DC Logic
B21 B21 Voltage
Dot Matrix Display
Bd. (Reverse Side) F6 F21
1R)XVHV
B1
DISPLAY EPROM U5 / ROM 0 U5 F28 F20
6HFWLRQ&KDSWHU *R7R
3DJH 'LDJQRVWLFV0HQX
'U3LQE DOO
To initiate, from the DIAGNOSTICS MENU, select the Cross "DR." Icon with either the Red "LEFT" or
Green "RIGHT" Buttons and press the Black "ENTER" Button. This will bring you (the operator /
technician) into DR. PINBALL (Flow Chart Menus) which offers you a choice of three (3) Icons:
Coil "DR.", Switch "DR." and Lamp "DR." Icons. Selecting a particular Icon will give you a choice of which specific
Coil (any and all coil assemblies such as Flippers, VUKs, Magnets, etc.), Switch or Lamp circuit needs to be
diagnosed. Dr. Pinball will now display a question or give a procedure to follow such as "Does the lamp turn
on?" or "Check bridge rectifier BR-20, if short replace." When Dr. Pinball displays a question or requests a
procedure, Dr. Pinball will expect a response such as "NO" or "YES" (see below examples of the Mini-Icons which
will prompt the operator). You the operator/technician must respond by using the Red or Green Buttons to
"SELECT" a Mini-Icon and the Black Button to "ACTIVATE or ENTER" your selection.
&RLO)ORZ&KDUW
To initiate, from the DR. PINBALL MENU, select the Coil "DR." Icon with either the Red or Green
Buttons and press the Black Button. This is the Coil Flow Chart. Follow the questions, answering by
using the Mini-Icons in the display.
6ZLWFK)ORZ&K DUW
To initiate, from the DR. PINBALL MENU, select the Switch "DR." Icon with either the Red or Green
Buttons and press the Black Button. This is the Switch Flow Chart. Follow the questions, answering
by using the Mini-Icons in the display.
/DPS)ORZ&K DUW
To initiate, from the DR. PINBALL MENU, select the Lamp "DR." Icon with either the Red or Green
Buttons and press the Black Button. This is the Lamp Flow Chart. Follow the questions, answering by
6HF'LDJQRVWLFV
using the Mini-Icons in the display.
The following are the Mini-Icons with explanations for the DR. PINBALL Sub-Menus:
Select and activate either the "-" or "+" Mini-Icons to diagnose a Coil, Lamp or Switch. Select and activate the
"RUN" Mini-Icon to test selected item. The "PREV" Mini-Icon allows you to go back to previous question. Select
the "QUIT" Mini-Icon to exit Portals completely. Select the "?" Mini-Icon (Help) to see directions on button usage.
Select and activate either the "NO or "YES" Mini-Icons to answer a question given. Select and activate the "END"
Mini-Icon to change to a new item to test. The "PREV" Mini-Icon allows you to go back to previous question.
Select the "QUIT" Mini-Icon to exit Portals completely. Select the "?" Mini-Icon (Help) to see directions on button
usage.
After a diagnosis is given, select and activate the "END" Mini-Icon to change to a new item to test. The "PREV"
Mini-Icon allows you to go back to previous display. Select the "QUIT" Mini-Icon to exit Portals completely.
Select the "?" Mini-Icon (Help) to see directions on button usage.
In COIL FLOW CHART MENU, select and activate the "PULSE" Mini-Icon to pulse the coil selected. Select and
activate the "END" Mini-Icon to change to a new item to test. The "PREV" Mini-Icon allows you to go back to
previous question. Select the "QUIT" Mini-Icon to exit Portals completely. Select the "?" Mini-Icon (Help) to see
directions on button usage.
*R7R 6HFWLRQ&KDSWHU
'LDJQRVWLFV0HQX 3DJH
CLICK RED BOX ON THE NEXT PAGE TO RESET THIS PAGE. BE CAREFUL!
STARTING METER Reading : STARTING METER Date (MM/DD/YR) : AUDITOR’S NAME : CURRENT VOLUME SETTING:
...... ......
......... ..
&RS\ WKLV SDJH IRU )LHOG $XGLW 7UDFNLQJ 3HUIRUPDQFH
CURRENT METER Reading : AUDIT Date (MM/DD/YR) : CPU Version : DISPLAY Version : GAME LOCATION NAME :
...... ......
........
($51,1*6 67$1'$5'$8',77$%/(6
($51,1*6$8',76
$XGLW GHILQLWLRQV IROORZ LQ WKLV &KDSWHU
67$1'$5'$8',76
$XGLW GHILQLWLRQV IROORZ LQ WKLV &KDSWHU
To track Feature & Tournament Audits, see Pages 36 or 54.
6HFWLRQ&KDSWHU *R7R
3DJH $XGLWV0HQX
back to
Page 32 6HFWLRQ &K DS WHU RI
*R 7R $XGLWV 0HQX
X 2YHU YL HZ
The Portals Service Menu System provides 115 Audits for accounting purposes and for evaluation of Game
Programming. The Audits are divided into 3 groups: Earnings Audits (Audits 01-14), Standard Audits
(Audits 01-68) and Feature Audits (Programming Use Only) (Audits 01-33). For details on Tournament
Audits, see Section 3, Chapter 7, GO TO TOURNAMENT MENU. Audits which are named Proprietary are also
for Future Expansion or Programming. Game code may get upgraded during production; compare all Audits in
the display with the manual and make any corrections to the Audit Table (previous page), as necessary. Audits are
subject to change (with or without notice). To view Audits in the display, enter the Portals Service Menu System.
For how to RESET Audits, see Section 3, Chapter 6, GO TO RESET MENU.
*272$8', 760(18
6HF*R7R$XGLWV
After entering Portals , the MAIN MENU now appears. Select the "AUD" Icon in the MAIN MENU with
either the Red "LEFT" or Green "RIGHT" Buttons (the Flipper Buttons operates in the same manner)
and press the Black "ENTER" Button (the Start Button operates in the same manner). The AUDITS
MENU appears. Continue through this chapter for the explanation & usage of the Icons in the AUDITS MENU.
*R7R 6HFWLRQ&KDSWHU
$XGLWV0HQX 3DJH
6W DQGDU G$X GLW V
To initiate, from the AUDITS MENU, select the "S.P.I." Icon with either the Red "LEFT" or Green
"RIGHT" Buttons and press the Black "ENTER" Button. Select and activate either of the ">>"
Mini-Icons to view the next or previous Audit in this group. The display will describe the Audit Number,
Audit Name and the Current Audit Total (Value). The current Audit will remain in the display until the next Audit
is viewed or when this Menu is exited.
11 HIGH SCORE AWARDS: Provides the total Awards (Credits, Extra Balls, or Scores) for exceeding the
High-Score-To-Date scores.
HIGH SCORE PERCENT: Provides the percentage total by dividing Standard Audit 11, HIGH SCORE
12
AWARDS, by Standard Audit 14, TOTAL PLAYS.
TOTAL FREE PLAYS: Provides the total Free Credits for Replays, High-Score-To-Date, Specials and
13
Match.
TOTAL PLAYS: This total is derived by adding the sum of Earnings Audit 01, TOTAL PAID CREDITS, and
14 Standard Audit 13, TOTAL FREE PLAYS.
Note: Free Credits are not recorded in the Audit until they are actually used.
0 – 499K SCORES: Provides the total number of games the Player’s final score was
15 0 and 499,990 points.
16 0500K – 999K SCORES: ... and the Player’s final score was between 500,000 and 999,990 points.
17 01M – 01.9M SCORES: ... and the Player’s final score was between 01,000,000 and 01,999,990 points.
18 02M – 02.9M SCORES: ... and the Player’s final score was between 02,000,000 and 02,999,990 points.
19 0 03M – 03.9M SCORES: ... and the Player’s final score was between 03,000,000 and 03,999,990 points.
20 04M – 05.9M SCORES: ... and the Player’s final score was between 04,000,000 and 05,999,990 points.
21 06M – 07.9M SCORES: ... and the Player’s final score was between 06,000,000 and 07,999,990 points.
22 08M – 09.9M SCORES: ... and the Player’s final score was between 08,000,000 and 09,999,990 points.
23 10M – 11.9M SCORES: ... and the Player’s final score was between 10,000,000 and 11,999,990 points.
24 12M – 13.9M SCORES: ... and the Player’s final score was between 12,000,000 and 13,999,990 points.
25 14M – 15.9M SCORES: ... and the Player’s final score was between 14,000,000 and 15,999,990 points.
26 16M – 17.9M SCORES: ... and the Player’s final score was between 16,000,000 and 17,999,990 points.
27 18M – 19.9M SCORES: ... and the Player’s final score was between 18,000,000 and 19,999,990 points.
28 20M – 24.9M SCORES: ... and the Player’s final score was between 20,000,000 and 24,999,990 points.
29 25M – 29.9M SCORES: ... and the Player’s final score was between 25,000,000 and 29,999,990 points.
30 30M – 39.9M SCORES: ... and the Player’s final score was between 30,000,000 and 39,999,990 points.
40M+ SCORES: Provides the total number of games the Player’s final score was
31 40,000,000 points and over.
AVERAGE SCORES: This total is derived from adding the Final Score of each game to a table and dividing
32
this sum by Standard Audit 14, TOTAL PLAYS.
6HFWLRQ&KDSWHU *R7R
3DJH $XGLWV0HQX
6WDQGDUG$X GLWV&RQWLQXHG
67$1'$5' $8',7 1$0( 'HILQLWLRQ
SERVICE CREDITS: Provides the total number of times the Portals Green Button (Dedicated Switch 7)
33 was pushed in Attract Mode.
See Section 3, Chapter 1, Service Switch Set Access & Use, for how to receive Service Credits.
See Sec. 3, Chp. 6, GO TO RESET MENU, Reset Credits, for how to delete Service (and Paid Credits).
34 BALL SEARCH STARTED: Provides the total number of times the game performed a Ball Search.
LOST BALL FEEDS: Provides the total number of times the game added a pinball to play when it could not
35 find a pinball after Ball Search.
See Section 3, Chapter 2, GO TO DIAGNOSTICS MENU, Technicians Alert [Pinball Detection].
LOST BALL GAME STARTS: Provides the total number of times the game started with a pinball missing
36 from the ball trough at the start of a game.
See Section 3, Chapter 2, GO TO DIAGNOSTICS MENU, Technicians Alert [Pinball Detection].
37 LEFT DRAINS: Provides the total number of times Rollover Switch 57 was closed.
CENTER DRAINS: Provides the total number of times the pinball had drained when the last switch
38
closed was not Switch 57 or Switch 60.
39 RIGHT DRAINS: Provides the total number of times Rollover Switch 60 was closed.
40 TILTS: Provides the total number of times Contact Switch 56 was closed.
TOTAL BALLS SAVED: Provides the total number of times this feature was used (this feature can be
41 turned ON or OFF, see Standard Adj. 38, FREEZE TIME in Section 3, Chapter 4, GO TO ADJUSTMENTS
MENU, Standard Adjustments). This feature is enabled at the start of each pinball and is disabled as
soon as a predetermined number of switches are "closed" or the allocated time has expired.
>> 42 - 49 PROPRIETARY: Proprietary Audits are used for Future Expansion or Programming.
50 BASE REPLAY: Provides the current base Replay Level Score.
LEFT FLIPPER USED: Provides the total number of times the Left Flipper Button (Dedicated Switch 1)
51
was pushed in Game Mode.
6HF*R7R$XGLWV
RIGHT FLIPPER USED: Provides the total number of times the Right Flipper Button (Dedicated Switch 3)
52
was pushed in Game Mode.
>> 53 - 54 PROPRIETARY: Proprietary Audits are used for Future Expansion or Programming.
55 0 - 1 MINUTE GAMES: Provides the total number of games the total game time was between
0:00 and 1:00 minute.
56 1 – 1.5 MINUTE GAMES: Provides the total number of games the total game time was between
1:00 and 1:30 minutes.
1.5 – 2 MINUTE GAMES: Provides the total number of games the total game time was between
57
1:30 and 2:00 minutes.
2 – 2.5 MINUTE GAMES: Provides the total number of games the total game time was between
58 2:00 and 2:30 minutes.
2.5 – 3 MINUTE GAMES: Provides the total number of games the total game time was between
59 2:30 and 3:00 minutes.
3 – 3.5 MINUTE GAMES: Provides the total number of games the total game time was between
60 3:00 and 3:30 minutes.
61 3.5 – 4 MINUTE GAMES: Provides the total number of games the total game time was between
3:30 and 4:00 minutes.
62 4 – 5 MINUTE GAMES: Provides the total number of games the total game time was between
4:00 and 5:00 minutes.
63 5 – 6 MINUTE GAMES: Provides the total number of games the total game time was between
5:00 and 6:00 minutes.
64 6 – 8 MINUTE GAMES: Provides the total number of games the total game time was between
6:00 and 8:00 minutes.
8 – 10 MINUTE GAMES: Provides the total number of games the total game time was between
65
8:00 and 10:00 minutes.
10 – 15 MINUTE GAMES: Provides the total number of games the total game time was between
66 10:00 and 15:00 minutes.
15+ MINUTE GAMES: Provides the total number of games the total game time was
67 15:00 and over.
RECENT REPLAY PERCENT: Percent figured with programming thresholds for a determined number of
68 games (again based on programming thresholds). The percentage reflects replay total awards for
exceeding replay score levels.
*R7R 6HFWLRQ&KDSWHU
$XGLWV0HQX 3DJH
)HD WX UH$ XGL WV
&RS\ WKLV SDJH IRU )LHOG $XGLW 7UDFNLQJ 3HUIRUPDQFH
To initiate, from the AUDITS MENU, select the "BION" Icon with either the Red "LEFT" or Green
"RIGHT" Buttons and press the Black "ENTER" Button. Select and activate either of the ">>" Mini-
Icons to view the next or previous Audit in this group. The display will describe the Audit Number, Audit
Name and the Current Audit Total (Value). The current Audit will remain in the display until the next Audit is
viewed or when this Menu is exited. Audits Definition: Programming Use Only. The proprietary information
provides the 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).
)($785($8',77$%/(
)($785($8',76
352*5$00,1* 86( 21/<
UNLABELED BOXES ARE FOR FUTURE EXPANSION.
24 PROPRIETARY 01 24 PROPRIETARY 01
25 PROPRIETARY 02 25 PROPRIETARY 02
26 PROPRIETARY 03 26 PROPRIETARY 03
27 PROPRIETARY 04 27 PROPRIETARY 04
28 PROPRIETARY 05 28 PROPRIETARY 05
29 PROPRIETARY 06 29 PROPRIETARY 06
30 PROPRIETARY 07 30 PROPRIETARY 07
31 PROPRIETARY 08 31 PROPRIETARY 08
32 PROPRIETARY 09 32 PROPRIETARY 09
33 PROPRIETARY 10 33 PROPRIETARY 10
6HFWLRQ&KDSWHU *R7R
3DJH $XGLWV0HQX
*R7R3U LQWHU 0HQX 237, 21 $/86(21/<
Operational Usage Note: The use of the following Sub-Menus are OPTIONAL and provided as a
convenience only. No special equipment was included with your Pinball Game. To initiate, from the
AUDITS MENU, select the "PRNT" Icon with either the Red "LEFT" or Green "RIGHT" Button and
press the Black "ENTER" Button. The PRINTER MENU appears. A Tournament Serial Interface (TSI) Board
and a RS-232 Communication Device (which can download serial information) are required for proper operation
of these Sub-Menus. Entering the menus & selecting/activating the Icons without the equipment mentioned, will
not affect the Pinball Game nor the operation of the Portals Service Menu System in any way. An optional
Printer Kit is available for purchase (contact your local distributor).
4XLFN3ULQWRXW
To initiate, from the PRINTER MENU, select the "QUIK" Icon with either the Red or Green Button and
press the Black Button. Select either the "-" or "+" Mini-Icon and press the Black Button to start the
printout. Per the display instruction, the Start Button can also be pressed to start the printout. Only the
Earnings Audits can be retrieved and/or printed for further processing.
)XOO3ULQWRXW
To initiate, from the PRINTER MENU, select the "ALISON" Icon with either the Red or Green Button and
press the Black Button. Select either the "-" or "+" Mini-Icon and press the Black Button to start the
download. Per the display instruction, the Start Button can also be pressed to start the download. All
6HF*R7R$XGLWV
Earnings, Standard, Feature & Tournament Audits can be retrieved and/or printed for further processing.
5HVHW3ULQWHU
To initiate, from the PRINTER MENU, select the "RESET" Icon with either the Red or Green Button and
press the Black Button. Select either the "-" or "+" Mini-Icon and press the Black Button to clear the
"Nº of copies printed" count total appearing in the display. Operational Usage Note: Activating the
"QUIK" Icon (in the previous Quick Printout) without the special equipment and unique software, will still provide a
"count total" in this Reset Printer Menu, which does not affect the operation of the Portals Service Menu System
in any way. Activating this "RESET" Icon will reset the "count total" in the display to 00.
)($785($8',7$%%5(9,$7,21686(',17+,6&+$37(5
? AWD EB
Extra
Mystery Awarded Ball
S. SJ MIL
Super
Super Jackpot Million
VARI X 2X
Variable
Variable Number Double
)RUKRZWR5(6(7$XGLWVVHH6HFWLRQ&KDSWHU*2725(6(70(18
*R7R 6HFWLRQ&KDSWHU
$XGLWV0HQX 3DJH
CLICK THE RED BOX ON PAGE 33 TO RESET THIS PAGE. BE CAREFUL!
STARTING METER Reading : STARTING METER Date (MM/DD/YR) : AUDITOR’S NAME : CURRENT VOLUME SETTING:
...... ......
......... ..
CURRENT METER Reading : AUDIT Date (MM/DD/YR) : CPU Version : DISPLAY Version : GAME LOCATION NAME :
...... ......
........
($51,1*6 67$1'$5'$8',77$%/(6
($51,1*6$8',76
67$1'$5'$8',76
)($785($8',77$%/(
)($785($8',76
352*5$00,1* 86( 21/<
UNLABELED BOXES ARE FOR FUTURE EXPANSION.
24 PROPRIETARY 01 24 PROPRIETARY 01
25 PROPRIETARY 02 25 PROPRIETARY 02
26 PROPRIETARY 03 26 PROPRIETARY 03
27 PROPRIETARY 04 27 PROPRIETARY 04
28 PROPRIETARY 05 28 PROPRIETARY 05
29 PROPRIETARY 06 29 PROPRIETARY 06
30 PROPRIETARY 07 30 PROPRIETARY 07
31 PROPRIETARY 08 31 PROPRIETARY 08
32 PROPRIETARY 09 32 PROPRIETARY 09
33 PROPRIETARY 10 33 PROPRIETARY 10
&RPPHQWV
08/7,:((.72851$0(17$8',77$%/(6
STARTING METER Reading : STARTING METER Date (MM/DD/YR) : AUDITOR’S NAME : CURRENT VOLUME SETTING:
...... ......
......... ..
CURRENT METER Reading : AUDIT Date (MM/DD/YR) : CPU Version : DISPLAY Version : GAME LOCATION NAME :
...... ......
........
TOTAL NET ACCUM.
01 PLAYS 06 EARNINGS 11 JACKPOT
TOURNAMENT ACCUM. TOTAL
02 PLAYS 07 PLAYS 12 # TOURNAMENTS
TOTAL ACCUM.
03 GAME EARNINGS 08 TOUR. PLAYS
TOTAL ACCUM.
04 TOUR. EARNINGS 09 EARNINGS
ACCUM.
05 JACKPOT 10 TOUR EARNINGS
STARTING METER Reading : STARTING METER Date (MM/DD/YR) : AUDITOR’S NAME : CURRENT VOLUME SETTING:
...... ......
......... ..
CURRENT METER Reading : AUDIT Date (MM/DD/YR) : CPU Version : DISPLAY Version : GAME LOCATION NAME :
...... ......
........
TOTAL NET ACCUM.
01 PLAYS 06 EARNINGS 11 JACKPOT
TOURNAMENT ACCUM. TOTAL
02 PLAYS 07 PLAYS 12 # TOURNAMENTS
TOTAL ACCUM.
03 GAME EARNINGS 08 TOUR. PLAYS
TOTAL ACCUM.
04 TOUR. EARNINGS 09 EARNINGS
ACCUM.
05 JACKPOT 10 TOUR EARNINGS
STARTING METER Reading : STARTING METER Date (MM/DD/YR) : AUDITOR’S NAME : CURRENT VOLUME SETTING:
...... ......
......... ..
CURRENT METER Reading : AUDIT Date (MM/DD/YR) : CPU Version : DISPLAY Version : GAME LOCATION NAME :
...... ......
........
TOTAL NET ACCUM.
01 PLAYS 06 EARNINGS 11 JACKPOT
TOURNAMENT ACCUM. TOTAL
02 PLAYS 07 PLAYS 12 # TOURNAMENTS
TOTAL ACCUM.
03 GAME EARNINGS 08 TOUR. PLAYS
TOTAL ACCUM.
04 TOUR. EARNINGS 09 EARNINGS
ACCUM.
05 JACKPOT 10 TOUR EARNINGS
STARTING METER Reading : STARTING METER Date (MM/DD/YR) : AUDITOR’S NAME : CURRENT VOLUME SETTING:
...... ......
......... ..
CURRENT METER Reading : AUDIT Date (MM/DD/YR) : CPU Version : DISPLAY Version : GAME LOCATION NAME :
...... ......
........
TOTAL NET ACCUM.
01 PLAYS 06 EARNINGS 11 JACKPOT
TOURNAMENT ACCUM. TOTAL
02 PLAYS 07 PLAYS 12 # TOURNAMENTS
TOTAL ACCUM.
03 GAME EARNINGS 08 TOUR. PLAYS
TOTAL ACCUM.
04 TOUR. EARNINGS 09 EARNINGS
ACCUM.
05 JACKPOT 10 TOUR EARNINGS
67$1'$5' )($785(
$'-8670(177$%/(6
5HYLHZ2YHUYLHZUHJDUGLQJFKDQJHV
67$1'$5'$'- 8670(176
1U $'-8670(17 1$0( 86$ <285 1U $'-8670(17 1$0( 86$ <285
'()$8/7 6(77, 1* '()$8/7 6(77, 1*
01 REPLAY TYPE AUTO 27* DEFAULT HIGH SCORE #4 25,000,000
02* REPLAY PERCENTAGE 10% 28 HSTD RESET COUNT 2,000
03 REPLAY AWARD CREDIT 29 HIGH SCORE INITIALS 3 INITIALS
04* REPLAY LEVELS 1: 12,000,000 30 FREE PLAY NO
05 REPLAY BOOST YES 31 CUSTOM MESSAGE ON
06 SPECIAL AWARD CREDIT 32 FLASH LAMP POWER NORMAL
07* SPECIAL PERCENTAGE 0% 33 COIL PULSE POWER NORMAL
08 FREE GAME LIMIT 05 34 KNOCKER VOLUME NORMAL
09* EXTRA BALL LIMIT 09 35 GAME RESTART YES
10* EXTRA BALL PERCENTAGE 25% 36 BILL VALIDATOR NO
11 GAME PRICING USA 5 37 BKGRND MUSIC VOLUME 01
12 MATCH AWARD CREDIT 38* FREEZE TIME OFF
13* MATCH PERCENTAGE 9% 39 UK POST SAVE ENABLED NO
14 BALLS PER GAME 03 40 TIMED PLUNGER OFF
15 TILT WARNINGS 01 41 FLIPPER BALL LAUNCH DISABLED
16 CREDIT LIMIT 30 42 COINDOOR BALL SAVER NO
17 ALLOW HIGH SCORES YES 43 COMPETITION MODE NO
18 GRAND CHAMPION AWARDS 01 44 CONSOLATION BALL YES
6HF$GMXVWPHQWV
6HFWLRQ&KDSWHU *R7R
3DJH $GMXVWPHQWV0HQX
back to
Page 38 6HFWLRQ & KD SW H U R I
*R 7R $G MXV WP H Q WV 0 H Q X
2YHU YL HZ
The Portals Service Menu System provides 79 Adjustments to vary Game Functions to customize for your
particular needs. The Adjustments are divided into 2 groups: Standard Adjustments (01-52) and Feature
Adjustments (01-27). Game code may get upgraded during production; compare all Adjustments in the display
with the manual and make any corrections to the Adjustment Table (previous page), as necessary. Adjustments
are subject to change (with or without notice). To view Adjustments in the display, enter the Portals Service Menu
System. When a change is made and then the next / previous Adjustment is selected (or the Sub-Menu is exited),
the display will momentarily flash REQUEST INSTALLED. For further customization of Game Play Difficulty or
Game Play Type or how to RESET ONLY the Adjustments, see Section 3, Chapter 5, GO TO INSTALLS MENU.
Important: The Coin Door must be OPEN allowing the Memory Protect Switch
to be disabled, so any Adjustment changes can be made.
6HF$GMXVWPHQWV
*272$'-8670(1760(18
After entering Portals , the MAIN MENU now appears. Select the "ADJ" Icon in the MAIN MENU with
either the Red "LEFT" or Green "RIGHT" Buttons (the Flipper Buttons operates in the same manner)
and press the Black "ENTER" Button (the Start Button operates in the same manner). The
ADJUSTMENTS MENU appears. Continue through this chapter for the explanation & usage of the Icons in the
ADJUSTMENTS MENU.
6 W DQG DU G $G M X VW P H QW V
To initiate, from the ADJUSTMENTS MENU, select the "S.P.I." Icon with either the Red "LEFT" or Green
"RIGHT" Buttons and press the Black "ENTER" Button. Select and activate either of the ">>" Mini-
Icons to view the next or previous Adjustment in this group. Select and activate either of the "-" or "+"
Mini-Icons to change the setting, if desired (the Default Setting is noted in the definitions below). The display will
describe the Adjustment Number, Adjustment Name and the Current Adjustment Setting. The current
Adjustment will remain in the display until the next Adjustment is view or when this Menu is exited.
WARNING: Changes made in any Adjustments will be lost after a FACTORY RESET or removal of the CPU/Sound Board Batteries.
1U 67$1'$5' $'-8670(17 1$0( 'HILQLWLRQ
REPLAY TYPE: Set to AUTO, DYNAMIC, FIXED or NONE. Default is AUTO. Selecting NONE will make
Standard Adjustments 2-5 NOT AVAILABLE. Selecting FIXED will make Standard Adjustment 2 NOT
AVAILABLE. If selected AUTO, DYNAMIC or FIXED, you will need to then select the number of Replay
Levels and Score Threshold (in Standard Adj. 4) desired for the player to receive a Replay Award (select
type in Standard Adj. 3). The Default Score appears as a starting point after the Level amount is selected.
AUTO & DYNAMIC will then get based on the Replay Percentage (in Standard Adjustment 2).
x Select FIXED to give the player a Replay Award as the Score Threshold is reached. This Score Threshold will not adjust up or
01
down. x Select AUTO to give the player a Replay Award as the Score Threshold is reached. This Score Threshold will automa-
tically adjust up or down based on the Replay Percentage chosen (in Std. Adj. 2). The game periodically adjusts based upon the
Player Base Skill Level. x Select DYNAMIC to give the player a Replay Award as the Score Threshold is reached. This Score
Threshold will go down every game based on the Replay Percentage selected. 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 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.
REPLAY PERCENTAGE: Set between 01% - 50. Default is 10%. This Adjustment is required if Standard
02 Adjustment 1 is set to AUTO or DYNAMIC.
Standard Adjustments 03-11 continued on the next page.
*R7R 6HFWLRQ&KDSWHU
$GMXVWPHQWV0HQX 3DJH 020603
6WDQGDUG$GMXVWPHQWV&RQWLQX HG
67$1'$5' $'-8670(17 1$0( 'HILQLWLRQ
03 REPLAY AWARD: Set to EXTRA BALL, CREDIT, TICKET* or TOKEN*. Default is CREDIT. Select EXTRA
BALL if awarding a CREDIT, TICKET/TOKEN is prohibited in your area.
*TICKET or TOKEN is selected, the game will require an optional Ticket or Token Dispenser
If selected Token, then Standard Ajustment 46, Q24 Option, must be changed accordingly.
REPLAY LEVELS: Set between 1 - 4 for the number of Replay Levels to be active. Default is 1: 12,000,000.
04 A "Drop-Down" Table appears showing Replay Level 1. Adjust the Replay Level between 10M - 9.99B
(Default Score appears as a starting point) using the "-" or "+" Mini-Icons, then use the ">>" Mini-Icon to
go to next Level (if selected more than 1) and select the next highest Threshold Score(s) desired.
REPLAY BOOST: Set to YES or NO. Default is YES. This Adjustment works only when Standard
Adjustment 1, Replay Type, is set to FIXED or AUTO.
When set to YES, while FIXED or AUTO maintains the Replay Levels, Replay Boost works as follows: If the Replay Level is
05 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 21,000,00 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.
SPECIAL AWARD: Set to EXTRA BALL, CREDIT, TICKET*, TOKEN* or POINTS. Default is CREDIT.
06 Select EXTRA BALL or POINTS if awarding a CREDIT or TICKET/TOKEN is prohibited in your area.
07 SPECIAL PERCENTAGE: Set between 1% - 5%. Default is 0%. This adjustment allows the operator to
adjust how frequently the Special Feature is made available to the player.
08 FREE GAME LIMIT: Set between 01 - 09, NO FREE GAMES or UNLIMITED. Default is 05. Set the
maximum number of Free Games that may be accumulated per game.
09 EXTRA BALL LIMIT: Set between 01 - 09, NO EXTRA BALLS or UNLIMITED. Default is 09. Set the
number of Extra Balls that may be accumulated per game.
10 EXTRA BALL PERCENTAGE: Set between 01% - 50%. Default is 25%. This adjustment allows the
operator to adjust how frequently the Extra Ball Feature is made available to the player.
6HF$GMXVWPHQWV
GAME PRICING: There are two (2) methods available for Coin Switch Programming: Standard & Custom.
11
Set between USA 1 thru EURO 12 or CUSTOM. USA Factory Default Setting is USA 5.
The Dip Switch Settings (Sw. 300) on the CPU/Sound Board for each Country must match with what is shown in the USA & Int’l.
Standard Pricing Select Tables for your country to have correct operation (see the next page). For a Standard Selection (USA or
International): Select & activate either of the "-" or "+" Mini-Icons to move backward or forward in the Display; With your choice
appearing in the display, select & activate the ">>" Mini-Icon to advance and "lock-in" the change (display will momentarily flash
REQUEST INSTALLED).
If CUSTOM is selected (appears in display), after selecting & activating any Mini-Icon (except for "-" or "+"), the display will momentarily
flash REQUEST INSTALLED with the display "LEFT COIN: 0 PULSE" appearing. Use the "<<" or ">>" Mini-Icons to select the next
choice (see Table Examples below) and the "-" or "+" Mini-Icons to customize the PULSES, CREDITS & CLICKS from 0 to 99.
The prescribed number of PULSES required for 1 CREDIT must be set according to the Pricing Scheme desired. Some simple
calculations are required to get the proper set-up. After customizing, test the set-up with appropriate Coins or Bills and adjust, if
necessary. Note: Clicks can be changed if an optional Coin Meter is installed.
LEFT CENTER RIGHT FOURTH ONE BONUS BONUS BONUS BONUS LEFT CENTER RIGHT FOURTH
LEFT CENTER RIGHT 4TH Example 1 COIN: COIN: COIN: COIN: CREDIT: 1: 2: 1: 2: COIN: COIN: COIN: COIN:
25¢ $1.00 25¢ Not Used 1 /50¢ 2 /75¢ 3/ $1.00 3 12 3 1 4 0 0 0 0 1 4 1 1
Coin Mechanisms Used Pricing Scheme Desired PULSES PULSES PULSES PULSE PULSES PULSES PULSES CREDITS CREDITS CLICK CLICKS CLICK CLICK
In Example 1, note the LEFT (and RIGHT) COIN: 3 PULSES and ONE CREDIT: 4 PULSES. Since every Coin inserted produces 3
Pulses & every Credit requires 4 Pulses, 2 Coins (50¢) will produce 6 Pulses (4 Pulses for the 1st Credit + 2 Pulses remains in
escrow). The 3rd Coin (75¢) provides another 3 Pulses for a total of 5 Pulses (4 Pulses for the 2nd Credit + 1 Pulse remains in es
crow). The 4th Coin ($1.00) provides another 3 Pulses for a total of 4 Pulses (4 Pulses for the 3rd Credit + 0 Pulses remain). The
CENTER COIN: 12 PULSES is set this way (with a Bill Validator attached); every $1-Bill inserted produces 12 Pulses or 3 Credits.
LEFT CENTER RIGHT FOURTH ONE BONUS BONUS BONUS BONUS LEFT CENTER RIGHT FOURTH
LEFT CENTER RIGHT 4TH Example 2 COIN: COIN: COIN: COIN: CREDIT: 1: 2: 1: 2: COIN: COIN: COIN: COIN:
25¢ $1.00 25¢ Not Used 1 /50¢ 2 /75¢ 7/ $2.00 3 12 3 1 4 24 0 1 0 1 4 1 1
Coin Mechanisms Used Pricing Scheme Desired PULSES PULSES PULSES PULSE PULSES PULSES PULSES CREDIT CREDITS CLICK CLICKS CLICK CLICK
In Example 2, similar to Example 1, however, BONUS CREDITS are implemented. In addition to receiving 3 plays for every $1.00,
the player is awarded an extra Credit for every 2nd dollar inserted before game start.
LEFT CENTER RIGHT FOURTH ONE BONUS BONUS BONUS BONUS LEFT CENTER RIGHT FOURTH
LEFT CENTER RIGHT 4TH Example 3 COIN: COIN: COIN: COIN: CREDIT: 1: 2: 1: 2: COIN: COIN: COIN: COIN:
25¢ $1.00 25¢ Not Used 1 /25¢ 6/ $1.00 13/ $2.00 5 20 5 0 4 20 40 1 0 1 4 1 1
Coin Mechanisms Used Pricing Scheme Desired PULSES PULSES PULSES PULSES PULSES PULSES PULSES CREDIT CREDITS CLICK CLICKS CLICK CLICK
In Example 3, a Pricing Scheme for a cheaper game is shown. An extra Pulse is put in escrow for every 25¢, thus at 4X 25¢
inserted, another Credit is given, and the BONUS 1: 20 PULSES threshold is also met, so 6/ $1.00 is achieved. BONUS 2: 40
PULSES is set, so when this threshold is met with $2.00, 13 Credits are produced.
LEFT CENTER RIGHT FOURTH ONE BONUS BONUS BONUS BONUS LEFT CENTER RIGHT FOURTH
LEFT CENTER RIGHT 4TH Example 4 COIN: COIN: COIN: COIN: CREDIT: 1: 2: 1: 2: COIN: COIN: COIN: COIN:
10p 50p £1 20p 1 /30p 2 /50p 5 /£1 1 6 15 2 3 0 0 0 0 1 4 1 1
Coin Mechanisms Used Pricing Scheme Desired PULSE PULSES PULSES PULSES PULSES PULSES PULSES CREDITS CREDITS CLICK CLICKS CLICK CLICK
In Example 4, a Pricing Scheme using a different currency (i.e. British Sterling) is shown to provide another way coins (or tokens)
can be utilized to custom tailor to your own needs.
Standard Adjustment 11, Custom Pricing, continued on the next page.
6HFWLRQ&KDSWHU *R7R
3DJH $GMXVWPHQWV0HQX
6WDQGDUG$GMXVWPHQW&RQWLQXHG
67$1'$5' $'-8670(17 1$0( 'HILQLWLRQ
86$ ,QWHUQDWLRQDO6WDQGDUG3ULFLQJ6HOHFW7DEOHV
CPU/SOUND BOARD COUNTRY COIN MECHANISMS (SWITCHES) PRICING SCHEME Requires SPI
DIP SWITCH 300 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.
USA 1 1 /$.25 755-5400-01
99999999
ON
OFF USA 2 1 /$.50 2 /$.75 3 /$1.00 755-5400-02
USA 3 1 /$.50 755-5400-02
USA 4 1 /$.50 For USA Defaults 6 & 7 use: 755-5400-02
$.25 $1.00 $.25
USA 5 ª ª 1 /$.50 5 /$2.00 755-5400-02 755-5400-00
USA 6 1 /$.50 2 /’4 X 25¢’ 3 /$1.00 Bill 9 Used to promote
USA 7 1 /$.50 4 /$1.50 6 /$2.00 the Bill Validator.
8 88
Pos.
Australia 1 © ª 1 /$A1 3 /$A2 755-5406-00
9 9999
ON
20¢ $A1 $A2 (Side 1)
OFF Australia 2 1 /$A1
8
Pos. For different Euro Pricing Scheme (other than below default), go to Adjustment 11 and scroll through Euro 1-12 for new setting (see end of table Euro 1-12).
ON
OFF 9 999999
Belgium
Euro 1
L.50 L1.00 L2.00 1 /L.50
755-5401-01
88
Pos.
755-5400-00
999999
ON
OFF
Canada Can$.25 Can$.25 Can$1 Can$2 1 /50¢ 2 /75¢ 3/ Can$1 or -01 or -02
8 8
Pos.
Denmark 1 © 1 DKr ª 1 /3 DKr 2 /5 DKr 755-5402-00
99 9999
ON
5 DKr 10 DKr 20 DKr (2-Sided)
OFF Denmark 2 1 /2 DKr 3 /5 DKr 7 /10 DKr
8 8
Pos. For different Euro Pricing Scheme (other than below default), go to Adjustment 11 and scroll through Euro 1-12 for new setting (see end of table Euro 1-12).
ON
OFF 9 99999
Finland
Euro 8
L.50 L1.00 L2.00 1 /L1.00 3 /L2.00
755-5401-08
6HF$GMXVWPHQWV
88
Pos. For different Euro Pricing Scheme (other than below default), go to Adjustment 11 and scroll through Euro 1-12 for new setting (see end of table Euro 1-12).
8
Pos. Italy: For different Euro Pricing Scheme (other than below settings), go to Adjustment 11 and scroll to Custom for this Unique Coin Door & Mech.
8
Pos.
New Zealand 1 © ª 1 /$NZ1 755-5406-00
9 9 9 9 9 9 9 New Zealand 2
ON
$NZ1 $NZ2 (Side 2)
OFF 1 /$NZ1 3 /$NZ2
8 8
Pos.
Norway 1 © ª 1 /5 NKr 755-5403-00
9 9 9 9 9 9 Norway 2
ON
10 NKr 5 NKr 20 NKr (2-Sided)
OFF 1 /10 NKr 3 /20 NKr
8 8
Pos. Portugal: For different Euro Pricing Scheme (other than below settings), go to Adjustment 11 and scroll to Custom for this Unique Coin Door & Mech.
ON
OFF 9 9 9 9 9 9 Portugal L.50 L.50 1 /L.50
755-5401-01
8 8
Pos. For different Euro Pricing Scheme (other than below default), go to Adjustment 11 and scroll through Euro 1-12 for new setting (see end of table Euro 1-12).
ON
OFF 9 9 9 9 9 9 Euro 3
Spain L.50 L1.00 L2.00 1 /L.50 3 /L1.00
755-5401-03
88 8
Pos.
Sweden 1 © ª 1 /10 SKr 2 /15 SKr 3 /20 SKr 755-5404-00
9 9 9 9 9 Sweden 2
ON
1 SKr 5 SKr 10 SKr (2-Sided)
OFF 1 /5 SKr
88
Pos.
Switzerland 1 © ª 1 /1 SwF 6 /5 SwF 755-5405-00
99 9 9 9 9 Switzerland 2
ON
1 SwF 2 SwF 5 SwF (2-Sided)
OFF 1 /1 SwF 3 /2 SwF 9 /5 SwF
/()7 &(17(5 5,*+7 7+ 7+
888
Pos. UK also utilizes the 5th Coin Slot Switch (not available with Custom Pricing).
UK 1 3 /£1 7 /£2 755-5407-00
9 9999
ON
OFF UK 2 4 /£1 755-5407-01*
UK 3 1 /50p 5 /£2 755-5407-01
10p 50p £1 20p £2 755-5407-01*
UK 4 1 /30p 4 /£1
UK 5 © ª 1 /£1 3 /£2 755-5407-01
UK 6 3 /£2 *use blank side 755-5407-01*
Note: The Country Setting Option above noted with "«" & "»" denotes the Factory Default Setting (subject to change).
Std. Adj. 11, Custom Pricing, and Std. Adj. 12-31 continued on the next page.
*R7R 6HFWLRQ&KDSWHU
$GMXVWPHQWV0HQX 3DJH
6WDQGDUG$GMXVWPHQW&RQWLQXHG
67$1'$5' $'-8670(17 1$0( 'HILQLWLRQ
(XUR6XPPDU\3ULFLQJ6HOHFW7DEOH
Pos. Alternate Settings /()7 &(17(5 5,*+7 7+
ON S E E A B O V E Euro 1 1 /L.50 755-5401-01
OFF S E T T I N G S Euro 2 1 /L.50 5 /L2.00 755-5401-02
Euro 3 1 /L.50 3 /L1.00 755-5401-03
1 /L.50 6 /L2.00
Euro 1-12 are alternate settings for
countries using the Euro: 755-5401-04
Euro 4
If choosing an alternate Euro Setting
Euro 5 optional 1 /L.50 3 /L1.00 7 /L2.00 755-5401-05
L.50 L1.00 L2.00 L.20 2 /L.50
other than your Country’s Default,
please remember to use your Euro 6 755-5401-06
1 /L1.00 5 /L4.00
Country Dip Switch Setting.
Euro 7 optional 755-5401-07
Euro 8 1 /L1.00 3 /L2.00 755-5401-08
Euro 9 1 /L1.00 2 /L1.50 3 /L2.00 755-5401-09
Euro 10 1 /L1.00 3 /L2.00 7 /L3.00 755-5401-10
Euro 11 1 /L1.00 4 /L2.00 755-5401-11
Euro 12 2 /L1.00 9 /L4.00 755-5401-12
12 MATCH AWARD: Set to CREDIT, TICKET* or TOKEN*. Default is CREDIT. *read note under Std. Adjustment 3.
MATCH PERCENTAGE: Set between 0% - 10% or OFF. Default is 9%. At 0% the match display occurs at
13
the end of the game but never awards a Credit. Set to OFF, no Match Animation Feature is shown.
14 BALLS PER GAME: Set between 02 - 10. Default is 03. Set the number of balls per game.
15 TILT WARNINGS: Set to 00, 01 or 03. Default is 01. Set the number of Plumb Bob Tilt Switch closures
before the ball in play is tilted.
16 CREDIT LIMIT: Set between 04 - 50. Default is 30. Set the maximum credits allowed.
ALLOW HIGH SCORES: Set to YES or NO. Default is YES. When set to YES if a player exceeds any 1 of
17 the 4 High Scores, the player may receive an award (depending on Standard Adjustment 03, Replay
Award). Set to NO to disable this feature. There are 5 High Scores that will allow the player to enter their
initials (or name) (see Standard Adjustment 29, High Score Initials).
GRAND CHAMPION AWARDS: Set between 00 - 05. Default is 01. Set the number of awards, awarded
6HF$GMXVWPHQWV
18
for exceeding Level 1 (the highest of the five (5) Levels).
HIGH SCORE #1 AWARDS: Set between 00 - 03. Default is 01. Set the number of awards, awarded for
19 exceeding Level 2.
20 HIGH SCORE #2 AWARDS: Set between 00 - 02. Default is 00. Set the number of awards, awarded for
exceeding Level 3.
HIGH SCORE #3 AWARDS: Set between 00 - 01. Default is 00. Set the number of awards, awarded for
21
exceeding Level 4.
HIGH SCORE #4 AWARDS: Set between 00 - 01. Default is 00. Set the number of awards, awarded for
22 exceeding Level 5.
GRAND CHAMPION SCORE: Set between 1,000,000 - 9,999,000,000 or 00 (increments of 1M). Default is
23 50,000,000. Set the desired High Score Level to which Level 1 may be achieved. A score higher than
the default, cannot be reset by Standard Adjustment 28, HSTD Reset Count. The High Score will revert
to the Default Score ONLY if a Factory Reset is done or the batteries are removed from the CPU/Snd. Bd.
24 DEFAULT HIGH SCORE #1: Set between 1,000,000 - 9,999,000,000 or 00 (increments of 1M). Default is
40,000,000. Set the desired High Score Level to which Level 2 may be achieved. Read Std. Adj. 28.
DEFAULT HIGH SCORE #2: Set between 1,000,000 - 9,999,000,000 or 00 (increments of 1M). Default is
25 35,000,000. Set the desired High Score Level to which Level 3 may be achieved. Read Std. Adj. 28.
26 DEFAULT HIGH SCORE #3: Set between 1,000,000 - 9,999,000,000 or 00 (increments of 1M). Default is
30,000,000. Set the desired High Score Level to which Level 4 may be achieved. Read Std. Adj. 28.
DEFAULT HIGH SCORE #4: Set between 1,000,000 - 9,999,000,000 or 00 (increments of 1M). Default is
27
25,000,000. Set the desired High Score Level to which Level 5 may be achieved. Read Std. Adj. 28.
HSTD RESET COUNT: Set between 100 - 9,900 or OFF (increments of 100). Default is 2,000. HSTD
28 (High Score To Date). Set the number of games between "automatic resets of High Score Levels" to
"Default Scores" for ONLY Standard Adj. 24-27, Default High Score #1-#4.
HIGH SCORE INITIALS: Set to 3 INITIALS or 10 LETTER. Default is 3 INITIALS. When set to 3
29 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.
30 FREE PLAY: Set to YES or NO. Default is NO. When set to YES, no coins are required for Game Play.
CUSTOM MESSAGE: Set to ON, CHANGE or OFF. Default is ON. When set to CHANGE, a new
message can be set or the old one can be edited (select the "+" Mini-Icon to change settings until
"CHANGE" appears in the display, then select the ">>" Mini-Icon to access.). This adjustment can be
31 accessed in two (2) ways by either selecting the "S.P.I." Icon and advancing to this Adjustment, or can be
directly accessed by selecting the "ABCD CUST MSG" Icon in the ADJUSTMENTS MENU.
View the Custom Message Shortcut summary (end of this chapter) for how to enter text or symbols.
6HFWLRQ&KDSWHU *R7R
3DJH $GMXVWPHQWV0HQX
6WDQGDUG$GMXVWPHQWV&RQWLQX HG
67$1'$5' $'-8670(17 1$0( 'HILQLWLRQ
32 FLASH LAMP POWER: Set to NORMAL, DIM or OFF. Default is 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.
COIL PULSE POWER: Set to NORMAL, HARD or SOFT. Default is 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
33 is decreased by 12.5% of the normal pulse rate. This adj. is provided to compensate for Low Line or High
Line voltage conditions where the solenoids (coils) appear to kicking too weak or too hard. Adjust as
required.
KNOCKER VOLUME: Set to NORMAL, LOW or OFF. Default is NORMAL. When set to LOW, the volume
34 is decreased 50%. When set to OFF, no sound is heard when the "knocker" is sounded.
GAME RESTART: Set to YES or NO. Default is YES. When set to YES, a new game may be started
35 during any ball after the first ball is completed (if credits are available). Pressing the Start Button during
the first ball will add additional players. When set to NO, the game disables the Start Button after the first
ball until the final ball is in play. Review Sec. 2, Chp. 1, GAME OPERATIONS & FEATURES, for details.
36 BILL VALIDATOR: Set to YES or NO. Default is NO. When set to YES, in Game Attract Mode the Display
will show an "Insert Bill Animation." When set to NO, the Display will show an "Insert Coin Animation."
BKGRND (BACKGROUND) MUSIC VOLUME: Set between 01 - 15. Default is 01. After volume is set via
37 Portals Service Buttons (see Section 3, Chapter 1, PORTALS SERVICE MENU INTRODUCTION) 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 FX the same level.
FREEZE TIME (BALL SAVE): Set to OFF, 0:01-0:15 or AUTO. Default is OFF. When set to OFF this
feature is unavailable. Set between 0:01 through 0:15 (single increments) for the ball to be sent back into
38
play if the time set is not met (per ball). Set to AUTO to automatically adjust the Freeze Timer based on
the average ball time.
UK ONLY
Dip Switch Must Be Set UK POST SAVE ENABLED: Set to YES
or NO. Default is NO, (UK Default is YES). When set to YES this feature is available when lit. Set to NO
39 to disable this feature. (UK Games have Outlane/Center Post Save Devices which are accessed in
6HF$GMXVWPHQWV
differently; Non-UK Games cannot adjust this setting.)
TIMED PLUNGER: Set to OFF or 0:15 - 1:00. Default is OFF. When set to 0:15 to 1:00, the plunger will
40 "Autoplunge" the ball (at the time set) when the ball is at the beginning of play, awaiting the skill shot by
the player.
FLIPPER BALL LAUNCH: Set to DISABLED, LEFT FLIPPER, RIGHT FLIPPER, EITHER FLIPPER or
41 BOTH FLIPPERS. Default is DISABLED. This feature allows the player to operate the Auto Ball Launch
with the FLIPPER BUTTON(S) depending on which setting is chosen.
COINDOOR BALL SAVER: Set to YES or NO. Default is NO. When set to NO, this feature is not
42 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.
COMPETITION MODE: Set to YES or NO. Default is NO. When set to NO, this feature is not available. If
an Install of either $.50 or Free Play Comp. was made (changing default to YES), and was changed
43 back to NO, the COMPETITION MODE will be turned OFF (see Sec. 3, Chp. 5, GO TO INSTALLS MENU,
$. 50 or Free Play Competition). Set to YES, this feature is available (required for Competition Modes);
this feature will equalize random game features and global score values during multi-player games.
CONSOLATION BALL: Set to YES or NO. Default is YES. When set to YES, the EXTRA BALL (Playfield
44
Light Insert, location varies) will be lit on the last ball in play, if certain programming criteria is met.
FAST BOOT: Set to YES or NO. Default is YES. When set to NO or if you hold the RIGHT Flipper Button
during Power-Up, this feature is not available and will display all normal Power-Up screens. When set to
45 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.
Q24 OPTION: Set to COIN METER, TOKEN DISPENSER or KNOCKER. Default is COIN METER. This
Coil (Solenoid) Location is left "open" at the Factory to allow for these optional Mechanisms to be added
46 to the game. If selecting TOKEN DISPENSER, Standard Adjustments 03, 06 & 12 should be changed to
TOKEN. Call Technical Support at 1-800-542-5377 if more information is required on this option.
TICKET DISP. INSTALLED: Set to YES or NO. Default is NO. This adjustment is required only for games
47 which have an optional Deltronics (DL-1275 PCB Style) Ticket Dispenser Installed. Unique CPU Sound
Board Dip Switch (Sw. 300) Setting required, which also changes the Default to YES.
ALLOW PLAYER COMP. MODE: Set to YES or NO. Default is YES. Competition Mode unrandomizes
feature events, and standardizes game play and rule sets (varies from game to game) for fair compe-
48 titions. With adequate credit, to enter Competition Mode, hold the Flipper Button in while pressing the
Start Button. Watch the Dot Display for more details (rules and operation are subject to change).
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.
Standard Adjustments 49-52 continued on the next page.
*R7R 6HFWLRQ&KDSWHU
$GMXVWPHQWV0HQX 3DJH
6WDQGDUG$GMXVWPHQWV&RQWLQX HG
67$1'$5' $'-8670(17 1$0( 'HILQLWLRQ
TECH ALERT WARNING: A Portals Function. Review Sec. 3, Chp. 2, GO TO DIAGNOSTICS MENU,
Page 25, regarding Technician Alerts and its’ functions. Set to NEVER, POWERUP, COIN DOOR or
POWERUP AND COIN DOOR. Default is NEVER. When set to NEVER, the Tech Report Alert display
49 will not appear upon Power-Up or opening the Coin Door, if the game detects any problems. When set to
POWERUP, the display will appear only upon Power-Up (if problems detected). When set to COIN
DOOR, the display will appear only when the Coin Door is opened (if problems detected). When set to
POWERUP AND COIN DOOR, the display will appear upon Power-Up and if the Coin Door is opened (if
problems detected).
TEAM SCORES: Set to YES or NO. Default is NO. Set to YES, then Team Play will be made available.
Team Play only works in a 4-Player Game. The totals for Players 1 / 3 (Team 1) & Players 2 / 4 (Team 2)
50 are then displayed individually as well as the combined score for BOTH TEAMS to enable Team Play
(Doubles). See Section 2, Chapter 1, Game Operation & Features, for non-adjustable Features.
51 LOCATION ID: Set between 00 to 9999. Default is 00. This adjustment allows the operator to assign a
location identification number to the audit print-out sheet. (Will not be affected by Factory Reset.)
52 GAME ID: Set between 00 to 9999. Default is 00. This adjustment allows the operator to assign a game
identification number to the audit print-out sheet. (Will not be affected by Factory Reset.)
)HD WX UH$GMX VWPHQWV
To initiate, from the ADJUSTMENTS MENU, select the "BION" Icon with either the Red "LEFT" or
Green "RIGHT" Buttons and press the Black "ENTER" Button. Select and activate either of the ">>"
Mini-Icons to view the next or previous Adjustment in this group. Select and activate either of the "-" or
"+" Mini-Icons to change the setting, if desired (the Default Setting is noted in the definitions below). The display
will describe the Adjustment Number, Adjustment Name and the Current Adjustment Setting. The current
6HF$GMXVWPHQWV
Adjustment will remain in the display until the next Adjustment is view or when this Menu is exited. Game Play,
Rules, Settings and Explanation Subject to Change.
03 POPS LIT AT GAME START: Set between 01 - 05. Default is 02. Note: This adjustment determines how
many Pop Bumper Lamps are on at Ball Start.
TEMPLE JEWELS GAME START: Set between 01 - 05. Default is 03. Note: This adjustment determines
04
how many Jewels are lit at Game Start.
MAXIMUM TEMPLE EXTRA BALLS (EBS) LIT: Set between 01 - 05. Default is 03. Note: This
05 adjustment determines how many Extra Balls can be lit from the Temple Award. After this number, a
Bonus Score is given instead.
06 RIPLEYS LETTERS GAME START: Set between 01 - 06. Default is 00. Note: This adjustment
determines how many R-I-P-L-E-Y-S Letters are lit at Game Start.
EASY VARI TARGET: Set to YES or NO. Default is NO. When set to YES, the Vari-Target will not reset
07
after a soft hit.
TEMPLE GATE TIMED: Set to YES or NO. Default is NO. When set to YES, the Temple Gate will only be
08 open for a short time after the Ramp Shot lights it.
IDOL BALL SAVER: Set to YES or NO. Default is NO. When set to YES, the pinball will be returned to the
09 player if the Idol throws the ball out-of-play (ball drain). OPERATOR NOTE: Setting this to YES WILL
AFFECT your Ball Time and Earnings.
EXTRA BALL MEMORY: Set to YES or NO. Default is YES. When set to YES, this feature bonus (Extra
10 Ball Lit) will be retained in memory from ball-to-ball for the same player. When set to NO, this feature will
go out at the end of each ball.
AFRICA HITS FOR LETTER (LTR): Set between 01 - 07. Default is 05. Note: This adjustment determines
11 how many number of JACKPOTS are needed to gain a R-I-P-L-E-Y-S Letter.
6HFWLRQ&KDSWHU *R7R
3DJH $GMXVWPHQWV0HQX
)H DWX UH $GMX VWPH QWV&RQWLQXH G $G M XV W P H Q W V V X EM H F W W R F K D QJ H
)($785( $'-8670(17 1$0( 'HILQLWLRQ
ANTARCTICA HITS FOR LETTER (LTR): Set between 01 - 07. Default is 06. Note: This adjustment
12 determines how many number of ORBITS are needed to gain a R-I-P-L-E-Y-S Letter.
0
13 ASIA HITS FOR LETTER (LTR): Set between 05 - 50. Default is 25. Note: This adjustment determines
how many number of SPINNER SPINS are needed to gain a R-I-P-L-E-Y-S Letter.
AUSTRALIA HITS FOR LETTER (LTR): Set between 01 - 07. Default is 06. Note: This adjustment
14
determines how many number of VARI-TARGET HITS are needed to gain a R-I-P-L-E-Y-S Letter.
EUROPE HITS FOR LETTER (LTR): Set between 01 - 07. Default is 07. Note: This adjustment
15 determines how many number of TOMBSTONES are needed to gain a R-I-P-L-E-Y-S Letter.
16 NORTH AMERICA HITS FOR LETTER (LTR): Set between 01 - 07. Default is 05. Note: This adjustment
determines how many number of JACKPOTS are needed to gain a R-I-P-L-E-Y-S Letter.
SOUTH AMERICA HITS FOR LETTER (LTR): Set between 01 - 08. Default is 06. Note: This adjustment
17 determines how many number of HEAD HITS are needed to gain a R-I-P-L-E-Y-S Letter.
18 BELIEVE IT OR NOT! (BION) SCOOP DIFFICULTY: Set to EASY, MODERATE or HARD. Default is
MODERATE. Note: This adjustment controls how easy it is to relight the BELIEVE-IT-OR-NOT sequence.
19 SHARED BOZO LETTERS: Set to YES or NO. Default is YES. When set to YES, the B-O-Z-O spellout will
be retained in memory from player-to-player.
TIMER SECONDS: Set between 10 - 50. Default is 30. Note: This adjustment determines the initial
20 amount of seconds for a Continent Timer (Antarctica, Asia and Europe Continents)
21 IDOL HITS FOR EXTRA BALL LIT: Set between 05 - 15. Default is 12. Note: This adjustment determines
how many number of IDOLS are needed to light the Extra Ball feature.
IDOL HITS FOR SPECIAL LIT: Set between 16 - 60. Default is 40. Note: This adjustment determines
22
how many number of IDOLS are needed to light the Special feature.
6HF$GMXVWPHQWV
The following adjustments are Proprietary and are to be used for Future Expansion. IF ADJUSTMENTS
WERE CREATED after the printing of this manual, view the Dot Display and note them below.
PROPRIETARY 01: Set between 01 - 100. Default is 01. Note: This adjustment is for Future Expansion.
23
PROPRIETARY 02: Set between 01 - 100. Default is 01. Note: This adjustment is for Future Expansion.
24
PROPRIETARY 03: Set between 01 - 100. Default is 01. Note: This adjustment is for Future Expansion.
25
PROPRIETARY 04: Set to YES or NO. Default is NO. Note: This adjustment is for Future Expansion.
26
PROPRIETARY 05: Set to YES or NO. Default is NO. Note: This adjustment is for Future Expansion.
27
)RUIXUWKHUFXVWRPL]DWLRQRI*DPH3OD\'LIILFXOW\RU*DPH3OD\7\SHRUKRZWR
5(6(721/<WKH$GMXVWPHQWVVHH6HFWLRQ&KDSWHU*272,167$//60(18
*R7R 6HFWLRQ&KDSWHU
$GMXVWPHQWV0HQX 3DJH
&XVW RP0HVVDJH
To go directly to Standard Adjustment 31, Custom Message, from the ADJUSTMENT MENU, select
the "CUST MSG" Icon with either the Red "LEFT" or Green "RIGHT" Buttons and press the Black
"ENTER" Button. At the top left corner of the Display, the letter A is indicated (blinking) in the first
available position (Thirty-Six (36) characters including spaces are available). Vary the letter(s) by operating the
Left and Right Flipper Buttons (or "RED" or "GREEN" Buttons). With the desired letter indicated, depress the
Start Button to lock in the letter and advance to the next character. Repeat this procedure until the desired
message is completed in the display. Select the "<" or ">" characters to back-space (erase) and/or to move
forward in an already typed message. After completion, press the "BLACK" Button, "REQUEST INSTALLED" is
indicated and then exits this sub-menu.
6HF$GMXVWPHQWV
)RUIXUWKHUFXVWRPL]DWLRQRI*DPH3OD\'LIILFXOW\RU*DPH3OD\7\SHRUKRZWR
5(6(721/<WKH$GMXVWPHQWVVHH6HFWLRQ&KDSWHU*272,167$//60(18
6HFWLRQ&KDSWHU *R7R
3DJH $GMXVWPHQWV0HQX
6HFWLRQ &K DS WHU RI
*R7R,QVWDOOV0HQX
2YHU YL HZ
The Portals Service Menu System provides 15 Installs to vary Game Play (Feature Adjustments) Difficulty
or Game Play Type and Install Factory (restores all adjustments to Factory Defaults).
Important: The Coin Door must be OPEN allowing the Memory Protect Switch
to be disabled, so any Install changes can be made.
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. Important: Before preceding, write down any previously changed Adjustment
Defaults. 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).
If the settings are not to your liking, perform one of the following:
1.: Manually change the Standard & Feature Adjustments Settings (perform task in the ADJUSTMENTS
MENU, see Section 3, Chapter 4, GO TO ADJUSTMENTS MENU).
2.: Install Factory (see opposite this page) 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.
6HF*R7R,QVWDOOV
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.
:$51,1*
6HOHFWLRQ DFWLYDWLRQRIWKH
,QVWDOO)DFWRU\,FRQZLOO
FKDQJHDOO$GMXVWPHQWV
,QVWDOOVWRWKH)DFWRU\'HIDXOW
*272, 167$//60(18
After entering Portals , the MAIN MENU now appears. Select the "INST" Icon in the MAIN MENU with
either the Red "LEFT" or Green "RIGHT" Buttons (the Flipper Buttons operates in the same manner)
and press the Black "ENTER" Button (the Start Button operates in the same manner). The INSTALLS
MENU appears. Continue through this chapter for the explanation & usage of the Icons in the INSTALLS MENU.
View Pages 49 & 50 for an Overview of the Standard & Feature Adjustment(s) which have changed upon selection.
*R7R 6HFWLRQ&KDSWHU
,QVWDOOV0HQX 3DJH
View Pages 49 & 50 for an Overview of the Standard & Feature Adjustment(s) which have changed upon selection.
&RPSHWLWLRQDND,)3$
To initiate, from the INSTALLS MENU, select the "PAY" Icon with either the Red "LEFT" or Green
"RIGHT" Buttons and press the Black "ENTER" Button. Game Play Type is set to TOURNAMENT
PAY MODE. "REQUEST INSTALLED" is indicated and returns to the INSTALLS MENU with the "PAY"
Icon flashing.
, QVW DO O+RPH3OD \
To initiate, from the INSTALLS MENU, select the "HOME" Icon with either the Red "LEFT" or Green
"RIGHT" Buttons and press the Black "ENTER" Button. Game Play Type is set to NORMAL HOME
PLAY. "REQUEST INSTALLED" is indicated and returns to the INSTALLS MENU with the "HOME" Icon
flashing.
) LO P 6WD U5HVHW
To initiate, from the INSTALLS MENU, select the "STAR" Icon with either the Red "LEFT" or Green
"RIGHT" Buttons and press the Black "ENTER" Button. Game Play Type is set to EASY HOME
PLAY. "REQUEST INSTALLED" is indicated and returns to the INSTALLS MENU with the "STAR" Icon
flashing.
To initiate, from the INSTALLS MENU, select the "NOV" Icon with either the Red "LEFT" or Green
"RIGHT" Buttons and press the Black "ENTER" Button. Game Play Type is set to RESTRICTED PLAY.
"REQUEST INSTALLED" is indicated and returns to the INSTALLS MENU with the "NOV"
Icon flashing.
,QV WD OO $G G $ % DO O
This setting is recommended where local laws restrict certain game features.
To initiate, from the INSTALLS MENU, select the "A.A.B" Icon with either the Red "LEFT" or Green
"RIGHT" Buttons and press the Black "ENTER" Button. Game Play Type is set to RESTRICTED PLAY.
"REQUEST INSTALLED" is indicated and returns to the INSTALLS MENU with the "A.A.B" Icon flashing.
6HFWLRQ&KDSWHU *R7R
020603
3DJH ,QVWDOOV0HQX
2YHUYLHZRI6WDQGDUG$GMXVWPHQW&KDQJHVXSRQVHOHFWLRQRIDQ,QVWDOO
21/< 7+( 67$1'$5'
$'-8670(176 /,67('
$5( $))(&7(' $6 127('
,1 7+( 7$%/(6 %(/2:
6HF*R7R,QVWDOOV
18 GRAND CHAMPION AWARDS 00 00 details).
19 HIGH SCORE #1 AWARDS 00 00
20 HIGH SCORE #2 AWARDS 00 00
21 HIGH SCORE #3 AWARDS 00 00
22 HIGH SCORE #4 AWARDS 00 00
23 GRAND CHAMPION SCORE 5,000,000
24 DEFAULT HIGH SCORE #1 4,000,000
25 DEFAULT HIGH SCORE #2 3,000,000
26 DEFAULT HIGH SCORE #3 2,000,000
* If Competition
27 DEFAULT HIGH SCORE #4 1,000,000
Mode was set, it is
30 FREE PLAY NO YES YES YES suggested to Install
35 GAME RESTART NO NO Factory to restore all
38 FREEZE TIME 0:10 Adjustments to the
Factory Defaults.
42 COINDOOR BALL SAVER ** ( YES ) ** ( YES ) ** Then recustomize, if
43 COMPETITION MODE *** YES *** YES *** desired.
** Adjustment 42 Default will not change; Installing $ .50 or Free Play Competition will override this Adjustment regardless of the setting.
*** If Adjustment 43 is changed back to NO after this Install, the Competition Mode Install will be canceled (turned off).
2YHUYLHZRI)HDWXUH$GMXVWPHQW&KDQJHVXSRQVHOHFWLRQRIDQ,QVWDOO
21/< 7+( )($785(
$'-8670(176 /,67('
$5( $))(&7(' $6 127('
,1 7+( 7$%/(6 %(/2:
Overview of Feature Adjustment Changes (this table) ... continued on the next page.
*R7R 6HFWLRQ&KDSWHU
,QVWDOOV0HQX 3DJH
2YHUYLHZRI)HDWXUH$GMXVWPHQW&KDQJHVXSRQVHOHFWLRQRIDQ,QVWDOO&RQWLQXHG
21/< 7+( )($785(
$'-8670(176 /,67('
$5( $))(&7(' $6 127('
,1 7+( 7$%/(6 %(/2:
)RUKRZWR5(6(7$XGLWVDOVRFDQ5(6(7+LJK6FRUHV&UHGLWVRU5HVHW$OO
$GMXVWPHQWVVHH6HFWLRQ&KDSWHU*2725(6(70(18
6HFWLRQ&KDSWHU *R7R
3DJH ,QVWDOOV0HQX
6HFWLRQ & KD SW H U R I
*R7R5 H V H W 0 H Q X
2YHU YL HZ
The Portals Service Menu System provides five (5) functions to reset Coin & Game Audits, High Scores,
Credits or to reset ALL AUDITS, ADJUSTMENTS & INSTALLS back to the Factory Default Settings.
Important: The Coin Door must be OPEN allowing the Memory Protect Switch
to be disabled, so any Reset changes can be made.
:$51,1*
$VVRRQDVDQ\5HVHW,FRQLV
VHOHFWHG DFWLYDWHGWKH
LQIRUPDWLRQDVVRFLDWHGZLWK
WKH5HVHW,FRQLVORVW
*2725(6(70(18
After entering Portals , the MAIN MENU now appears. Select the "RESET" Icon in the MAIN MENU
with either the Red "LEFT" or Green "RIGHT" Buttons (the Flipper Buttons operates in the same
manner) and press the Black "ENTER" Button (the Start Button operates in the same manner). The
6HF*R7R5HVHW
RESET MENU appears. Continue below for the explanation & usage of the Icons in the RESET MENU.
5HVHW&RL Q$XGL WV
To initiate, from the RESET MENU, select the "COIN" Icon with either the Red or Green Buttons and
press the Black Button. ONLY the Coin Audits (05-13) will be reset to zero (0), Factory Default
Settings. "REQUEST INSTALLED" is indicated and returns to the RESET MENU with the "COIN" Icon
flashing.
5HVHW*DPH$XGL WV
To initiate, from the RESET MENU, select the "AUD" Icon with either the Red or Green Buttons and
press the Black Button. ONLY the Game Audits (01-04) & Standard Audits (01-67) will be reset to
zero (0), Factory Default Settings. Note: Coin Audits (05-13) & Software Meter Audit (14) will not be
reset. "REQUEST INSTALLED" is indicated and returns to the RESET MENU with the "AUD" Icon flashing.
5HVHW+LJK6FRUHV
To initiate, from the RESET MENU, select the "HSTD" Icon with either the Red or Green Buttons and
press the Black Button. ONLY the High Scores will be reset to the current values. Note: If these
five (5) adjustments were not personally changed by you, the Factory Default Settings will be used (see
Section 3, Chapter 4, GO TO ADJUSTMENTS MENU, Standard Adjustments 18-22). "REQUEST
INSTALLED" is indicated and returns to the RESET MENU with the "HSTD" Icon flashing.
)D FW RU \ 5HVHW
To initiate, from the RESET MENU, select the "FACT" Icon with either the Red or Green Buttons and
press the Black Button. All Audits (except for Audit 14, Software Meter), all Adjustments and
Installs will be reset to the Factory Default Settings. Note: To RESET ONLY the ADJUSTMENTS &
INSTALLS (leaving all the Audits alone), see Section 3, Chapter 5, GO TO INSTALLS MENU, Install Factory.
"REQUEST INSTALLED" is indicated and the Service Menu is exited, returning to the Attract Mode.
*R7R 6HFWLRQ&KDSWHU
5HVHW0HQX 3DJH
([ DPSOH
After entering Portals , the MAIN MENU now appears. Use the Red "LEFT" or Green "RIGHT" Buttons to
select the "RESET" Icon (GO TO RESET MENU).
Press the Black "ENTER" Button to activate this ICON. The RESET MENU now appears with the "COIN"
Icon (RESET COIN AUDITS) flashing:
6HF*R7R5HVHW
From the RESET MENU, select any of the Icons ("COIN", "AUD", "HSTD", "CRED") with either the Red or Green
Buttons and press the Black Button to activate the ICON chosen. After the ICON is selected & activated,
"REQUEST INSTALLED" is indicated and is returned to the RESET MENU with the previously selected Icon
flashing.
Important:
Before performing any RESET, write down your last Audit Totals (see Section 3, Chapter 3, GO TO AUDITS
MENU) and any personalized Adjustment changes you may have made (see Section 3, Chapter 4, GO TO
ADJUSTMENTS MENU).
If the "FACT" Icon is select and activated, "REQUEST INSTALLED" is indicated and the Service Menu is exited,
returning to the Attract Mode. See the previous page for explanation & usage of the Icons in the RESET MENU.
6HFWLRQ&KDSWHU *R7R
3DJH 5HVHW0HQX
6HFWLRQ & KD SW H U R I
*R7R7RXUQDPHQW0HQX
2Y HU YLHZ
The Portals Service Menu System provides 6 Steps
necessary to SET-UP, START, MONITOR and END
Pinball Tournaments on your Tournament Pinball System
Ready Pinball Game. OPTIONAL EQUIPMENT &
HARDWARE (SOLD SEPARATELY) ARE REQUIRED Tournament Operation Note:
FOR PROPER OPERATION AND USE OF THIS MENU.
The use of the Tournament Equipment and/or
Game code may get upgraded during production; running a Tournament is OPTIONAL and to be
compare all Tournament Adjustments & Audits in the used solely in the discretion of the owner.
display with the manual and make any corrections to the
Tournament Adjustments and/or Audits Tables (next It is the sole responsibility of the operator to
page), as necessary. Tournament Adjustments & Audits ensure that this product is used in conformity
are subject to change (with or without notice). To view with all applicable laws. Stern Pinball, Inc.®
Tournament Adjustments & Audits in the display, enter disclaims any such responsibility.
the Portals Service Menu System. When any change
is made and then the next / previous item is selected (or Due to continuing product innovation,
the Sub-Menu is exited), the display will momentarily information in this chapter is
flash REQUEST INSTALLED. For details on Earnings, subject to change without notice.
Standard & Feature Audits, see Section 3, Chapter 3,
GO TO AUDITS MENU. For details on Standard &
Feature Adjustments, see Section 3, Chapter 4, GO
TO ADJUSTMENTS MENU.
6HF7RXUQDPHQW
For more details on the equipment & hardware required,
Installation and Set-up, read the ToPS Tournament
Pinball System Kit Installation Manual (SPI Part
Number: 780-6011-01) provided in the Optional
Tournament Kit (SPI Part Number: 502-5011-00), not included with this ToPS Ready Pinball Game.
To order, contact your local Distributor (view Pages DR. _ & ` in the Find-It-In-Front: Dr. Pinball). You can also
call Technical Support or visit our website (details on the back cover of this manual).
Important: The Coin Door must be OPEN allowing the Memory Protect Switch
to be disabled, so any Tournament changes can be made.
*R7R 6HFWLRQ&KDSWHU
7RXUQDPHQW0HQX 3DJH
72851$0(17
$'-8670(17
7$%/(6
72851$0(17$'- 8670(176
1U $'-8670(17 1$0( 86$ <285 1U $'-8670(17 1$0( 86$ <285
'()$8/7 6(77,1* '()$8/7 6(77,1*
01 CREDITS PER PLAY 02 08 # OF PRIZES 03
02 JACKPOT BASE $20.00 09 AWARD TYPE CASH
03 JACKPOT INCREMENT $00.50 10 SHOW PLAYER’S CASH YES
04 JACKPOT MAX. $2,500.00 11 TOURNAMENT TYPE BUMP N’ WIN
05 CURRENT DATE/TIME JAN. 01, 2004 12:00:00 AM 12 BUMP N’ WIN BASE 20,000,000
06 START DATE FEB. 01, 2004 12:00:00 AM 13 BALLS PER TOURNAMENT 03
07 END DATE MARCH 01, 2004 12:00:00 AM
Note: The above adjustments must be set just before selecting and activating the "STRT" Icon (START TOURNAMENT).
See the following pages for explanation and more details.
6,*10(66$*(6$%$'-8670(176
1U $'-8670(17 1$0( 86$ <285 1U $'-8670(17 1$0( 86$ <285
'()$8/7 6(77,1* '()$8/7 6(77,1*
6HF7RXUQDPHQW
STARTING METER Reading : STARTING METER Date (MM/DD/YR) : AUDITOR’S NAME : CURRENT VOLUME SETTING:
...... ......
......... ..
CURRENT METER Reading : AUDIT Date (MM/DD/YR) : CPU Version : DISPLAY Version : GAME LOCATION NAME :
...... ......
........
___________________________________________________________________________________________
___________________________________________________________________________________________
___________________________________________________________________________________________
___________________________________________________________________________________________
TOURNAMENT START DATE : TOURNAMENT END DATE :
See Adj. 06 & 07 above >>
............
72851$0(17$8',77$%/(
72851$0(17$8',76
$XGLW GHILQLWLRQV IROORZ LQ WKLV &KDSWHU
6HFWLRQ&KDSWHU *R7R
3DJH 7RXUQDPHQW0HQX
7R XU QD PHQW $GM XVW P HQW V
To initiate, from the TOURNAMENT MENU, select the "SET UP" Icon with either the Red "LEFT" or
Green "RIGHT" Buttons and press the Black "ENTER" Button. Select and activate either of the ">>"
Mini-Icons to view the next or previous Tournament Adjustment in this group. Select and activate either of
the "-" or "+" Mini-Icons to change the setting, if desired (the Default Setting is noted in the definitions below). The
display will describe the Tournament Adjustment Number, Tournament Adjustment Name and the Current
Tournament Adjustment Setting. The current Tournament Adjustment will remain in the display until the next
Tournament Adjustment is viewed or when this Menu is exited.
Note on Tournament Adjustments 5, 6 & 7: *Requires the TIMEKEEPER IC (included in the kit) installed
in Location U212 on the CPU/Snd. Board. How to change the CURRENT DATE/TIME, START DATE & END
DATE: Upon entering the menu, the ">>" Mini-Icon and the Month is flashing. Use the "+" or "-" Mini-Icon to
change the month. Select the ">>" Mini-Icon again, now the day can be changed. Continue this until all is set to
your liking. After the CURRENT DATE/TIME (T. Adj. 05) and the START & END DATE/TIME (T. Adj. 06/07) are set,
the "STRT" Icon must be activated, in order for the Tournament to start and end automatically. In the event you
have to End a Tournament before your designated date/time or you do not have the TIMEKEEPER IC installed
go back to the TOURNAMENT MENU and select the "END" Icon (see the next page) to stop the Tournament.
IMPORTANT FOR TOURNAMENT USERS: Select the settings carefully. Before allowing players to begin after
you’ve started a Tournament, double-check the Normal Mono-Color Dot Display and Top Multi-Color Dot (Beta
Brite®) Display to ensure everything you want is displayed correctly. Once a Tournament is started, no
adjustments can be made until you end the Tournament (by selecting the "END" Icon). Allowing players to qualify,
then ending a Tournament prematurely to make corrections will affect the outcome of the Tournament.
WARNING: Changes made in any Adjustments will be lost after a FACTORY RESET or removal of the CPU/Sound Board Batteries.
1U 72851$0(17 $'-8670(17 1$0( 'HILQLWLRQ
01 CREDITS PER PLAY: Set between 01 - 10. Default is 02. Set the maximum number of Credits that may
be accumulated per game.
6HF7RXUQDPHQW
JACKPOT BASE: Set between $00.00 - $999,999.00 (increments of $1). Default is $20.00. Set the initial
02 Prize Pool Amount to be offered for the Tournament. Note: The displays will present the words "PRIZE
POOL" in lieu of the word "JACKPOT".
JACKPOT INCREMENT: Set between $00.00 - $999,999.99 (increments of 1¢). Default is $00.50. Set the
03 Prize Pool Increment which will increase the Prize Pool Amount with each Tournament Game played.
JACKPOT MAX.: Set between $00.00 - $999,999.00 (increments of $1). Default is $2,500.00. Set the
04 maximum cap to be placed on the Prize Pool during a Tournament. Note: The displays will present the
words "PRIZE POOL" in lieu of "JACKPOT".
05 CURRENT DATE/TIME: Set the current MONTH, DAY, YEAR, HOUR (AM/PM), MINUTE and SECOND.
Default is JAN. 01, 2004 12:00:00 AM.
06 START DATE: Set the desired MONTH, DAY, YEAR, HOUR (AM/PM), MINUTE and SECOND. Default is
FEB. 01, 2004 12:00:00 AM.
END DATE: Set the desired MONTH, DAY, YEAR, HOUR (AM/PM), MINUTE and SECOND. Default is
07 MARCH 01, 2004 12:00:00 AM.
# OF PRIZES: Set between 01 - 05 (If Tournament Adj. 11 is set to REGULAR) or 02 - 05 (If Tournament
Adj. 11 is set to BUMP N’ WIN). Default (for either) is 04. Set the max. number of Prize Positions to be
awarded during a Tournament. Selections are as follows (percentage distribution cannot be changed):
08 If below Tournament Adj. 11 is set to REGULAR : ......If Trn. Adj. 11 is set to BUMP N’ WIN (Default) :
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)
AWARD TYPE: Set to CASH, POINTS, TICKET, NONE or PRIZE. Default is CASH.
This adjustment determines how the Prize Pool is to be represented
in the Attract Mode on both the Normal and top Beta-Brite® Displays.
09 Select CASH for the displays to represent the Prize Pool amount (based on Jackpot Base and Max.) in
$Dollars. Select POINTS for the displays to represent the Prize Pool amount in Points. Select TICKET for
the display to represent the Prize Pool amount in Tickets. Select NONE NOT TO represent the Prize Pool
amount (if prize(s) to be awarded are not Cash, Points or Tickets). Select PRIZE, if applicable.
SHOW PLAYER’S CASH: Set to YES or NO. Default is YES. When set to YES, the >>> previous <<<
10 Tournament Winners & Cash amount will show in the Attract Mode on both Dot Displays.
11 TOURNAMENT TYPE: Set to REGULAR or BUMP N’ WIN. Default is BUMP N’ WIN.
Score Range and
BUMP N’ WIN BASE: Set between X,000,000 - XX,000,000 (increments of 1M). Default is *varies*. Set
Default varies from
12
title to title.
the desired Bump N’ Win Tournament base score. Tournament Adj. 11 must be set to BUMP N’ WIN.
BALLS PER TOURNAMENT: This adjustments only affects TOURNAMENT GAMES. Set between 02 - 09.
13 Default is 03. Set the max. number of balls per game.
*R7R 6HFWLRQ&KDSWHU
7RXUQDPHQW0HQX 3DJH
6W DU W7RXU QD P HQW V H O H F W R Q O \ D I W H U 6 H W 8 S L V F R P S O H W H G
To initiate, from the TOURNAMENT MENU, select the "STRT" Icon with either the Red "LEFT" or Green
"RIGHT" Buttons and press the Black "ENTER" Button. The "START TOURNAMENT?" MENU
appears with the "NO" Mini-Icon flashing.
If Set-Up (Tournament Adjustments) was not
completed OR the Tournament Audits were not
recorded from the prior Tournament, exit this Menu
by activating the "NO" Mini-Icon. If Set-Up was
completed and the Tournament Audits were
recorded, select and activate the "YES" Mini-Icon.
The Pinball Game is set to Tournament Ready
Mode (the Flashing Tournament Button must be depressed for a Tournament Game after the proper credit is
inserted). "REQUEST INSTALLED" is indicated and returns to the TOURNAMENT MENU with the "STRT" Icon
flashing. Note: If the "STRT" Icon appears to be non-functioning, it is because a Tournament is in progress. The
Tournament must first be stopped (select and activate the "END" Icon in the TOURNAMENT MENU).
6 W R S 7R X U QD P H QW V H O H F W L I Q R 7 , 0 ( . ( ( 3 ( 5 L V L Q V W D O O H G
* If Timekeeper is NOT installed or you have to end the Tournament prematurely, use this Icon to end it.
To initiate, from the TOURNAMENT MENU, select the "END" Icon with either the Red "LEFT" or Green
"RIGHT" Buttons and press the Black
"ENTER" Button. The "END TOURNAMENT?"
MENU appears with the "NO" Mini-Icon flashing. If
the Tournament was not completed, exit this Menu
by activating the "NO" Mini-Icon. If the Tournament
was completed (the End Date set has passed), select
and activate the "YES" Mini-Icon. The Pinball Game is
taken out of Tournament Ready Mode (to readjust
any Tournament Adjustments, the Tournament must be "stopped"). "REQUEST INSTALLED" is indicated and
6HF7RXUQDPHQW
returns to the TOURNAMENT MENU with the "END" Icon flashing. Record your Tournament Audits at this
time as they will be reset (except for the "Accumulative Audits) if another Tournament is started!
6HFWLRQ&KDSWHU *R7R
3DJH 7RXUQDPHQW0HQX
7RX UQDPHQW$XGLWV&RQWLQX HG
72851$0(17 $8',7 1$0( 'HILQLWLRQ
The following Tournament Audits WILL NOT BE RESET if a new Tournament is started. ALL AUDITS can be reset if a Factory Reset is done!
07 ACCUM. TOTAL PLAYS: Provides the accumulative total amount of Regular & Tournament Games played
since the first Tournament was played.
08 ACCUM. TOUR. PLAYS: Provides the accumulative total amount of Tournament Games played since the
first Tournament was played.
09 ACCUM. EARNINGS: Provides the total Gross Earnings accepted, since the first Tournament was played.
ACCUM. TOUR EARNINGS: Provides the accumulative total Tournament Game Earnings since the first
10 Tournament was played.
ACCUM. JACKPOT: Provides the accumulative total of Prize Pool (Jackpot) Amounts paid out since the
11 first Tournament was played.
12 # TOURNAMENTS: Provides the number of Tournaments (not individual Tournament Games) since the first
Tournament was played.
6HF7RXUQDPHQW
Tournament Adjustment is viewed or when this Menu is exited.
*R7R 6HFWLRQ&KDSWHU
7RXUQDPHQW0HQX 3DJH
Sec. 4: Parts Id. ...
6HF3DUWV,G
6FUHZV 1XWV
3OD\ILHOG+H[6SDFHUV
3OD\ILHOG3RVWV 6SDFHUV
3OD\ILHOG6PDOO%D\RQHW
7\SH%XOEV 6RFNHWV
3OD\ILHOG/DUJH%D\RQHW
7\SH%XOE 6RFNHWV
&DELQHW 3OD\ILHOG:HGJH%DVH%XOEV
6RFNHWV
3LQEDOO /RFDWLRQ 0DLQW .LW $YDLODEOH &KDSWHU 7KH %OXH 3DJHV
2YHUYLHZ
7KLV NLW FRQVLVWV RI R] 1RYXV :D[ )LQH 'UDZLQJVIRU0DMRU
5HG FORWK DQG DOO 5XEEHU $VVHPEOLHV 5DPSV
5LQJV %XOEV XVHG LQ WKLV 3LQEDOO 0DFKLQH
$VN \RXU GLVWULEXWRU DERXW WKH 'HOX[H
3LQEDOO /RFDWLRQ 0DLQWHQDQFH .LW
ZKLFK LQFOXGHV )OLSSHU 5HEXLOG .LWV
3DUWV,GHQWLILFDWLRQ 6HFWLRQ&KDSWHU
/RFDWLRQ 3DJH
1RWVROGDVDQDVVHPEO\RUGHUWKHLQGLYLGXDOSDUWVDFWXDOO\UHTXLUHG
%DFNER[$VVHPEO\,WHPV
‡ Item 20,
Button
Hole Plug
(Black) is
$3
the optional
ToPS Ac-
cess Hole; $
if removing
for the
Optional
ToPS Kit,
save with
the game.
6LGH
9LHZ:
Qty. 2
% $3
$3 $
$ $
$3 $3
$ $
Associated
Parts (AP-)
)URQW9LHZ listed in the
Parts Table on
The Backglass is Not Shown in the next page.
this Front View for clarity.
$3 7DNH1RWH $3 $3
&
% * An asterisk ( * ) indicates item(s) are not noted in the pictorials. & Right Side
Pivot Hinge
† When ordering Item 3, CPU/Sound Bd., please specify the
Game Name to receive the board with the correct ROMs.
1º %$&.%2; 3$57 1$0( 47< 63, 3$57 1º 1º %$&.%2; 3$57 1$0( 47< 63, 3$57 1º
6HF3DUWV,G
Starter - Fluorescent (FS2 Light) 27* Ground Strap (5") (by Item 12) 1 600-5006-05
10 1 165-5011-01
11 Lock Mounting Plate 1 535-8128-01
12 Lock 5/8" Barrel, 3/4"ø, 1.5" Flat Cam 1 355-5055-00
Items 11-12 are secured by: #8 X 5/8" TP Torx T20 (Qty. 4) (237-5947-00)
6HFWLRQ&KDSWHU 3DUWV,GHQWLILFDWLRQ
3DJH /RFDWLRQ
1RWVROGDVDQDVVHPEO\RUGHUWKHLQGLYLGXDOSDUWVDFWXDOO\UHTXLUHG
6SHDNHU3DQHO$VV\IRUWKH%DFNER[,WHPV
$VVRF3DUWV
DQG$VVRF3DUWV%DFNJODVV$VVHPEO\ 3LYRW+LQJHV/HIW 5LJKW,WHPV$3$$3&
Qty. 2
Qty. 2
7DNH1RWH )URQW9LHZ
* An asterisk ( * ) indicates
item(s) are not noted in (Broken View)
the pictorials. $3 $3
% &
1. Ordering the complete
Speaker Panel Assembly,
515-6888-03 (Items 1-15)
will include all hardware. 6LGH9LHZ/DLG'RZQ
For clarity, the below drawing does not show the speaker(s).
For Securing Hardware, see the Parts Table below, under Item 6.
For Securing Hardware, see the Parts Table below, under Item 4.
For Securing Hardware, see the Parts Table below, under Item 3.
1º 63($.(5 3$1(/ 3$57 1$0( 47< 63, 3$57 1º 1º ,1',9,'8$/ 3$57 1$0( 47< 63, 3$57 1º
6HF3DUWV,G
1 Speaker Panel (Black Wood) 1 525-5515-00 15 Plastic Shield (Display Cover) 1 545-5884-00
Dot Matrix Disp. Bd. Mounting Bracket Item 15 is secured to Item 2 by: #6 X 3/8" SLT HWH AB (Zinc) (Qty. 8) (234-5000-00)
2 2 535-8368-01
Item 2 is secured to Item 1 by: #8 X 3/4" SLT HWH AB (Zinc) (Qty. 4/per) (234-5103-00)
3DUWV,GHQWLILFDWLRQ 6HFWLRQ&KDSWHU
/RFDWLRQ 3DJH
5 * % &DELQHW*HQHUDO3DUWVJ 6ZLWFKHVF
Red
Green
Black )RU%DFNER[3DUWVVHH
WKHSUHYLRXVWZRSDJHV
Qty. 2
(QODUJHG
9LHZ RI ,WHP
LQVLGH WKH &RLQ 'RRU ,WHP
%XWWRQV %UDFNHW 'HFDO VROG VHSDUDWHO\
)RU XVDJH VHH 6HFWLRQ &KDSWHU 3RUWDOV
6HUYLFH 0HQX ,QWURGXFWLRQ 3DJH
7DNH1RWH
‡ Item 11, Button Hole Plug
(Blk) is the Optional Tournie
Button Access Hole. If
removing for the
Optional Tourna-
ment Button,
save with
the game. 9LHZ RI WKH EDFN RI WKH &DELQHW ZLWK WKH %DFNER[ LQ WKH GRZQ SRVLWLRQ
Qty. 2
Qty. 2
,WHP LV VWDSOHG RQ WKH LQVLGH EDFN ZDOO DQG WKH LQVLGH ERWWRP RI WKH FDELQHW
'
&
1º &$%,1(7 3$57 1$0( 47< 63, 3$57 1º 1º &$%,1(7 3$57 1$0( 47< 63, 3$57 1º
1 RBION Screened Cabinet (No Parts) 525-5395-15P-81 11‡ Button Hole Plug (Blk) (Happ #52-6214-00) 1 500-6566-00
2 Black Leg with Leveler Asm. 4 500-5921-50 12 P/F Glass (Tmprd.) 21" X 43" X 3/16" 1 660-5001-00
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). 13 Hex Key Allen Wrench 5/16" 1 777-0001-00
Corrugated Tubing Black 11e4"ø X 2.6’ Lg.
3 Start Button (Red) + Lamp Assembly 1 500-6388-02 14 2 605-5008-00
Above Item 14 covers the Cables Wiring Harnesses going into the Backbox from the Cab.
Item 3 includes the Switch. FOR SWITCH ONLY see Item 25 on the Next Page.
15 #1 Roto Lock Male (R2-0055-02) 1 355-5006-01
* Diode Terminal Strip 2-Lug (810) Isolated 1 055-5203-00 Item 15 is secured by: #10-24 X 1-3/4" Carr. Bolt Sq. Neck (Qty. 2) (231-5022-00),
Above Item is secured below button in cabinet by: #6 X 1/2" SLT HWH AB Zinc (Qty. 1) #10-24 Nylon Stop Nut (Qty. 2) (240-5206-00) and #10 Washer 7/32" X .5" X 1/16" (Qty. 2)
(234-5101-02). Note: 1N4004 Diodes (112-5003-00) are used in all Diode applications. (242-5003-00)
4* #555 Wedge Base Bulb (Clear) 1 165-5002-00 16 #1 Roto Lock Female (on Backbox) 1 355-5006-02
Item 4 is included with Item 3, for just a replacement Bulb use the above number.
17 Coin Door (with Validator) USA only 1 500-5018-172
5 Ball Shooter (Plunger) Assembly 1 500-6146-00-04 Item 17 is secured by: 1/4"-20 X 1-1/4" Carriage Bolt Sq. Neck (Qty. 4) (231-5003-00)
FOR A BREAKDOWN OF PARTS SEE: Sec. 4, Chp. 2, Drawings for ... Assemblies... 1/4"-20 Flange Nut (Qty. 4) (240-5300-00) and Fend Washer 1/4" I.D. X 1" O.D. (Qty. 3)
(242-5009-00) Note: For Coin Door other than USA call Technical Support for SPI Part Nº.
6 Flipper Button (White) Assembly 2 500-5026-38
Item 6 is secured by: Pal Nut for Flipper Button (Metal) (Qty. 2/per) (240-5003-01) and Coin Door Sw. (USA) (Happ Control) 2 180-5024-01
is fitted with: O-Ring 11/32" X 7/32" X 1/16" (Qty. 1/per) (545-5850-00) Item 6 DOES NOT
include the Switch. FOR SWITCHES ONLY see Items 23A/B on the Next Page.
18 FYI: Coin Dr. Sw. (USA) (Coin Control) 0 180-5024-00
FYI: Coin Door Switch ( ¥ Japan) 0 180-5091-00
7 Rear Glass Channel 20-3/8" Length 1 545-5038-00 19 Bracket for below Portals Switches 1 535-6860-03
8 Plastic Channel 42-5/8" Lg. (Left/Rt.) 2 545-5017-00 19B Push-Button Portals Switch (Black) 1 180-5192-00
9 Side Armor "with holes" (Left & Right) 2 535-7297-02 19R
Item 9 is secured by: Pem Stud 1/4 X 1" FH (Qty. 2/per) (237-6116-01), 1/4-20 Flange Nut
Push-Button Portals Switch (Red) 1 180-5192-02
(Qty. 2/per) (240-5300-00) and #8 X 5/8" T20 Tamper Proof (Qty. 2/per) (237-5947-00) 19G Push-Button Portals Switch (Green) 1 180-5192-04
10 Front Molding - Black 1 500-5757-02-00 Ordering Note: Securing hardware for switches included. For Decal Kit, see Page 67.
Item 10 requires: Self-Adhesive Foam Rubber 3/8" X 3/16" X 20-3/8" (626-5001-00). Parts Table & Views continue on the next page.
6HFWLRQ&KDSWHU 3DUWV,GHQWLILFDWLRQ
030703
3DJH /RFDWLRQ
&DELQHW*HQHUDO3DUWVJ 6ZLWFKHVF&RQWLQXHG
(QODUJHG 9LHZ RI WKH
3OXPE %RE 7LOW 6ZLWFK $
Qty. 2
6HH
(QODUJHG %
$ 9LHZ /HIW
7DNH1RWH
* An asterisk ( * ) indicates item(s) are not noted in the pictorials. *
.
J +
Items noted with a white square F
Legend Note: Items noted with a black square
are Switches.
are General Parts.
%
&DELQHW%DFN/LJKWVDUHORFDWHG $
RQWKH:RRG%DFN3DQHO
6HH WKH %OXH 3DJHV 6HFWLRQ &KDSWHU (QODUJHG 9LHZ RI 3RZHU %R[ &DELQHW %RWWRP ,QVLGH )URQW 5LJKW
1º ,1',9,'8$/ 3$57 1$0( 47< 63, 3$57 1º 1º ,1',9,'8$/ 3$57 1$0( 47< 63, 3$57 1º
6HF3DUWV,G
Parts Table & Views continue on the previous page. 29 Transformer 5.7v AC (with Ballast Winding) 1 010-5012-01
20 Dual Switch Assembly 1 500-5808-00 Item 29 is secured by: 1/4"-20 X 5/8" PPH MS (Zinc) (Qty. 4) (237-5854-00) and
1/4" Split Lock Washer (Qty. 4) (244-5000-00)
ORDERING ABOVE (ITEM 20) ASSEMBLY PART Nº WILL INCLUDE:
20A Mounting Bracket 1 535-6958-00 30 Speaker 8" ø Rd. 8010 4: 1 031-5007-00
20B Playfield Power Interlock Sw. (Top) 1 180-5136-00 31 Speaker Grill 7" X 7" 1 545-5072-03
20C Memory Protect Switch (Bottom) 1 180-5000-01 Items 30 & 31 are secured by: #6-32 X 1-1/4" Fin Shank Screw (Qty. 4) (237-5883-00) and
Item 20 is secured to Cabinet by: #8 X 1/2" SLT HWH AB (Zinc) (Qty. 2) (234-5101-00) #6-32 Keps Nut (Qty. 4) (240-5008-00)
21 Front Molding Lockdown Assembly 1 500-6509-00 32 Power Input Box Sub-Assy. 1 515-5360-07
Item 21 is secured by: #10-24 X 1-1/4" Carr. Bolt (Qty. 2) (231-5012-00), #10-24 Keps Nut
ORDERING ABOVE (ITEM 32) SUB-ASSY. PART Nº WILL INCLUDE:
(Qty. 2) (240-5207-00), #8 X 5/8" HWH AB Zinc (Qty. 4) (234-5102-04) and
#10 Washer 7/32" ID X 1/2" OD X 1/16" (Qty. 2) (242-5003-00) 32A Power Box (Plain) 1 535-5932-00
32B Service Outlet (for USA) 1 180-5008-01
22 Lockdown Spring (connected to handle) 1 265-5008-00 32C Line Cord 10’ ROJ 3" Max. 1 034-5000-10
23A Flipper Switch - Self-Cleaning (Lt. Flipper) 1 180-5160-00 32D Recessed Cup for Line Cord 1 545-5122-00
23B Flipper Sw. - X2 Stack (Rt. & Upr. Flippers) 1 180-5164-00 32E* Line Filter 1 150-5000-00
24* Foam Strip (For Item 23 - Noise Suppression) 4 626-5042-00 32F* Varistor TNR159211KM
32G Fuse 8 Amp 250v Slo-Blo (Domestic) 1
1 150-5001-00
200-5000-05
25 Start Button Switch (ONLY) 1 180-5174-00 32H Fuse Holder 1 205-5001-00
26 Grills 2-1/2" X 18" (on Back & Bottom) 2 545-5072-02 32I* On/Off Switch Bracket 1 535-8318-00
27 Cabinet Plumb Bob Tilt Switch 1 See Parts Below 32J On/Off Rocker Sw. (APEM R2101C5NBB) 1 180-5001-03
32K Power Box Decal 1 820-6123-03
ORDER ONLY INDIVIDUAL PART(S) NEEDED:
27A Bracket for Hanger Wire 1 535-5221-00 33 Cash Box Plastic Bottom 1 545-5090-00
27B Hanger Wire 1 535-5319-00 34 Cash Box Cover (Validator) 1 535-5013-03
27C Contact Wire Form 1 535-7563-01 35 Cash Box Lock Bracket (wire) 1 535-7562-00
27D Plumb Bob Weight (includes Thumb-Screw) 1 535-5029-00
Items 27A & 27C are secured by: #8 X 1/2" SLT HWH AB (Zinc) (Qty. 4) (234-5101-00) 36 Large Hair-Pin Clip 1 535-7772-00
Optional Meter (+12v DC w/Diode & Bracket) G-0053-013-102
28A Slide & Pivot Support Bracket - Right 1 535-5990-00 37* Optional Meter (+12v DC w/Diode, No Bracket)
28B Slide & Pivot Support Bracket - Left 1 535-5989-00 G-0053-013-102A
Items 28A & 28B are secured by: #10-24 X 1-1/4" Carriage Bolt Sq. Neck (3/per)
(231-5012-00) and #10-24 KEPS Nut (3/per) (240-5207-00)
3DUWV,GHQWLILFDWLRQ 6HFWLRQ&KDSWHU
/RFDWLRQ 3DJH
3OD\ILHOG*HQHUDO3DUWVJ0HWDO5DLOV%DOO*XLGHVJ 6ZLWFKHVF$ERYH
1º $%29( 3/$<),(/' 3$57 1$0( 47< 63, 3$57 1º 1º $%29( 3/$<),(/' 3$57 1$0( 47< 63, 3$57 1º
PF
P/F Screened w/ Inserts & NO Parts
P/F Complete w/ Inserts & ALL Parts
1
1
830-5100-81
505-6004-81-81
:RRG5DLOV
*HQHUDO,WHPV 22
23
Wood Rail (Bot. Left, 6.69" Route) 14.25"
Wood Rail (Middle Left) 4.69"
1
1
525-5635-00
525-5007-61
Arch (Blk. Metal) w/ Kickback on Rt Cutout Item 23 is secured by: #4 X 5/8" PFH (Black) (Qty. 2) (237-5833-00)
1 1 535-8392-05
Item 1 is secured to the playfield by Item 17 and : #10-32 X 5/16" PH FL U/C MS STL 24 Wood Rail (Upper Left) 3.88" 1 525-5007-61
Zinc (Qty. 2) (237-6013-00). Usage Note: When replacing the Arch, order new replacement
Nelson Protect Strips (not included) (Qty. 2) (545-5212-02). 25 Wood Rail (Right) 42" 1 525-5007-59
Items 22-25 are secured by: #6 X 1-1/4" PFH A (Zinc) (Qty. 13 total) (237-5804-00)
2 Instruction Card (USA) RBION 1 755-5181-00
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.
0HWDO)ODW5DLOV:LUH)RUPV %DOO*XLGHV
Spanish 755-5181-02; German 755-5181-03; Italian 755-5181-04; French 755-5181-05.
26 Metal Rail (Center Drain under Arch) 1 535-8393-00
3 Coin Card (2-Sided) 1 755-5400-00 27 Metal Rail (#1, Shooter Lane, Right) 1 535-9319-00
Usage Notes: Use Item 3 (Back: 1 Play 50¢ - 5 Plays $2) for Adj. 6, Game Pricing, USA 5
Setting, or (Front: 1 Play 50¢ - 3 Plays $1) for Adj. 6, Game Pricing, USA 8 Setting. 28 Metal Rail (#2, Shooter Lane / Flap Gate, Lt.) 1 535-9320-00
4 Coin Card (2-Sided) 1 755-5400-02 29 Metal Rail (#3, Lower Ball Lock, Left) 1 535-9321-00
Usage Notes: Use Item 4 (Front: 1 Play 50¢) for Adj. 6, Game Pricing, USA 2-7 Setting,
30 Metal Rail (#4, above Metal Rail #1 above) 1 535-9322-00
(Back: is Blank) for Custom Settings.
Availability: See Appendix J (back of manual) for all current Coin Cards (USA, Canada, 31 Metal Rail (#5, Full Top Orbit [Loop]) 1 535-9323-00
Euro & other International). If this is a non-US Game, Coin Card(s) provided will differ. Metal Rail (#6, Top Orbit, Right Side Mid)
32 1 535-9324-00
5* Light Reflector (Silver Color Plastic) 2 545-5409-01 33 Metal Rail (#7, Top Orbit, Right Side Top) 1 535-9325-00
6* Mini-Mars Lite Cover (Snap-In) (Clear) 3 550-5030-01 34 Metal Rail (#8, under Upper Pops) 1 535-9326-00
* Note: Item 5 (Qty. 1) and Item 6 (Qty. 3) are located on the Plastic Ramp Assemblies, see
Drawings for Major Assemblies & Ramps ( BLUE PAGES ), Pages 75-98. 35 Metal Rail (#9, S. Head, Rt. Side, OPTO Mnt.) 1 535-9327-00
Mini-Mars Lite Cover (ALTERED) (Clear) 36 Metal Rail (#10, S. Head, Lt. Side, OPTO Mnt.) 1 535-9328-00
7 2 550-5088-01
Usage Notes: Item 7 was made from 550-5031-01 (Altered Screw Down Lite Cover, 1-Tab, 37 Metal Rail (#11, Orbit Top, behind Head) 1 535-9329-00
Clear). The cut-away is required for lamp placement. Metal Rail (#12, Inner Left Orbit [Spinner])
38 1 535-9330-00
8 Level Assembly 1 515-7214-00 Metal Rail (#13, Lt. Orbit, Right Side)
For Individual Items use : .882" 8MM Vial Mtg. Flange (545-6027-00), Level .8mm Empire
39 1 535-9331-00
Items 26-39 are secured by: #8 X 1/2" SLT HWH AB (Zinc) (Qty. 1/per Tab) (234-5101-00)
#0224 (545-6001-01) or Level Bracket (535-9010-00). Flange secured by: #6-32 X 1/4" and Items 27 + 30 also require: #6 X 1/2" PTH A (Zinc) (Qty. 1/per Tab) (237-5809-00)
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: #6 X 1/2" HWH AB Zinc Red (Qty. 2) (234-5001-02) 40 Metal Rail (#14, Left Side, Middle) 1 535-9358-00
9 Pinball (Steel) 1" ø 4 260-5000-00 Item 40 is secured under the Plyfld by: #8 X 1/2" SLT HWH AB (Zc) (Qty. 2) (234-5101-00)
10* Plug-Cap (3/16") Black Plastic 0 545-5232-01 41 Metal Rail (#15, under Metal Rail #8 above) 1 535-9402-00
* Note: Item 10 should plug hole if a Center Post (@ Drain) is used, then removed. Item 41 is secured by: #8 X 1/2" SLT HWH AB (Zinc) (Qty. 2) (234-5101-00)
Ball Guide (Ball Return to Flipper, Left & Rt.)
6SLQQHUV:LUH*DWH )ODS*DWHV 42 2 535-9332-00
Item 42 is secured by: #6-32 X 3/8" PPH MS ext. Sems Zinc (Qty. 3/per) (232-5201-00)
Item 13 is secured by: #6 X 1-3/4" PPH (Zinc) (Qty. 2) (237-5511-00) and Spiral Wire Ramp
Washer, .187" ID X .875" OD X .048 Thk (Zinc) (Qty. 2) (242-5059-00) 46 1 535-9302-00
47 VUK Exit Wire Ramp 1 535-9306-00
14 Flap Gate Mounting Brckt. (by Kicker) 1 535-9335-00
Item 14 is secured to rail by: #8-32 X 3/8" PFH MS (Zinc) (Qty. 1) (237-6030-00) and 48 Right Wire Ramp 1 535-9305-00
#8 X 1/2" SLT HWH AB (Zinc) (Qty. 2) (234-5101-00) Note: For Securing Hardware on Items 45-48, see Drawings for Major Assemblies & Ramps
( BLUE PAGES ), Pages 75-98.
Flap Gate (for above Items 13 & 14) 1 535-9333-00
15 Hinge Pin (for above Items 13 & 14) 1 535-9336-00
Note: Switch Gates are also located on the Plastic Ramp Assemblies, see Drawings for
0LVFHOODQHRXV
Major Assemblies & Ramps ( BLUE PAGES ), Pages 75-98. 49 Shrunken Head (Molded, Altered) 1 880-5081-01
%UDFNHWVIRU0RXQWLQJ 0LVF6ZLWFKHV 3&%RDUGV
16 Playfield Hanger Bracket 2 535-8385-00 A Micro Switch, Spinner (1 -1/4") 2 180-5010-04
Item 16 is secured to the P/F by: #8-32 X 7/8" HWH MS Zinc (Qty. 2/per) (237-5890-00) Item A requires a Switch Body Protect Plate (Qty. 1/ea.) (535-6539-00) & is secured by:
#2-56 X 1/2" HWH Sr (Qty. 2) (237-5937-02) and #2-56 Hex Nut (Qty. 2) (240-5301-00).
17 Arch Retaining (Hold-Down) Brackets 2 535-8394-00
Item 17 is secured to the P/F by: #8 X 1/2" SLT HWH AB (Zinc) (Qty. 3/per) (234-5101-00) B Transceiver Board Asm. (520-5237-00) 5 500-6775-00
Note: For Switches and/or PCBs located on Major Assemblies and/or Plastic Ramp
18 Bracket, Ramp Mounting 3 515-6508-00 Assemblies, see Drawings for Major Assemblies & Ramps ( BLUE PAGES ), Pages 75-98.
Item 18 is secured by: #6 X 1/2" PTH A (Zinc) (Qty. 2/per) (237-5809-00)
21 Bracket, Plastic Arrow (-20) Mounting 1 535-9409-00 $VN \RXU GLVWULEXWRU DERXW WKH 'HOX[H 3LQEDOO /RFDWLRQ
Item 21 is secured by: #6-32 Nylon Stop Nut (Qty. 2) (240-5005-00)
Plastic -20 & Socket are secured to Item 21 by: Rivet, 1/8" ø X 3/16" (Qty. 2)
0DLQWHQDQFH .LW ZKLFK LQFOXGHV )OLSSHU 5HEXLOG .LWV
(249-5001-00) and #6 Riveting Lock Washer (Qty. 2) (246-5000-00)
Note: Individual Plastics (-05, -20) are not available individually, ordering of kit is )RU $VVHPEOLHV 5DPSV 6ZLWFKHV RQ $VVHPEOLHV
required. For all pieces, see Playfield - Plastics (Screened & Clear) & Decals, Page 67.
%DFN 3DQHO 3DUWV DQG RWKHU ,QGLYLGXDO 3DUWV
Note: For Mounting Brackets located on Major Assemblies and/or Plastic Ramp
Assemblies, see Drawings for Major Assemblies & Ramps ( BLUE PAGES ), Pages 75-98. QRW OLVWHG RQ WKLV SDJH YLHZ WKH %OXH 3DJHV
6HFWLRQ&KDSWHU 3DUWV,GHQWLILFDWLRQ
3DJH /RFDWLRQ
3OD\ILHOG*HQHUDO3DUWVJ5DLOVJ 6ZLWFKHVF$ERYH&RQWLQXHG
%
%
$
&OHDU
$
%
6HF3DUWV,G
&OHDU
6HH $SSHQGL[ - DW WKH EDFN RI WKLV PDQXDO IRU DOO
FXUUHQW &DUGV 86$ &DQDGD (XUR ,QWHUQDWLRQDO 237,21$/ )25
72851$0(17
DYDLODEOH WKURXJK \RXU GLVWULEXWRU RU GRZQORDG YLD
RXU ZHEVLWH VHH EDFN RI PDQXDO FRYHU
86( 21/<
1RW ,QFOXGHG
66666666
237,21$/ )25
+20( 86( 21/<
4W\
1RW ,QFOXGHG
7DNH1RWH
1. Some items or parts may be included with or associated with a
Major Assembly or Ramp Assembly; see the Blue Pages,
Sec. 4, Chp. 2. for parts required not appearing on this page. If
you still cannot find the part required, Call Stern® Pinball, Inc.
Technical Support, 1-800-542-5377 or 1-708-345-7700 (Opt. 1).
2. Items 1, 11, 21 & 44 have associated Individual Plastics
and/or Decals. These pieces are not available individually. For
the Plastic and/or Decal Kits (or views), see the page after next,
J
Playfield - Plastics (Screened & Clear) & Decals, Page 67.
3. Legend Note: Items noted with a black square
with a white square F
Parts. Items noted with a cyan square J are General
are Rails. Items noted
are Switches and Misc. PC Board(s).
3DUWV,GHQWLILFDWLRQ 6HFWLRQ&KDSWHU
/RFDWLRQ 3DJH
3OD\ILHOG*HQHUDO3DUWVJ 6ZLWFKHVF%HORZ
1º %(/2: 3/$<),(/' 3$57 1$0( 47< 63, 3$57 1º
*HQHUDO,WHPV
1 Insulation Fiche Paper (under Right Flipr.) 1 545-5721-00
2 Diode Terminal Strip 3-Lug (813) Isolated 1 055-5204-03
3 Diode Terminal Strip 5-Lug (824) Isolated 4 055-5204-05
Items 2-3 are secured by: #6 X 1/2" SLT HWH AB Zinc (Qty. 1 per tab) (234-5001-02).
Note: 1N4004 Diodes (112-5003-00) are used in all Diode applications. 1N4001 Diodes
$
can be used for Switches and/or Lamps. See Sec. 5, Chp. 2, P/F Diode Terminal Strip...
3A 250v Slo-Blo Fuse 3 200-5000-08
4 Fuse Clip Holder (Socket) 3 205-5000-01
Item 4 is secured by: #6 X 1/2" PPH AB (Qty. 1/per) (237-5805-00)
Note: Item 4, Fuse Clip Holder (Socket) 205-5000-01 is part of a set of 12 (205-5000-12).
You can order them as individuals (...-01) or a set of 12 (...-12).
5* Diode Terminal Strip/Fuse Decals A-E 820-6221-81
Note: For Decal Descriptions & Locations, see Sec. 5, Chp. 2, Playfield Wiring, Page 105.
( %
6 Metal Rail (#14, Left Side, Middle) 1 535-9358-00 ( ( &
Item 6 is secured by: #8 X 1/2" SLT HWH AB (Zinc) (Qty. 2) (234-5101-00) ( ,
-01:
Clear
'
%UDFNHWVIRU0RXQWLQJ Plastic
Piece,
see
7 Playfield Support Slide Bracket 2 535-6862-02 next
page.
Item 7 is secured by: #8 X 1/2" SLT HWH AB (Zinc) (Qty. 2/per) (234-5101-00) and
#8-32 X 5/8" HWH Swage (Serr) Zinc (Qty. 1/per) (237-5975-03)
7DNH1RWH
* An asterisk ( * ) indicates item(s) are not noted in the pictorials.
3LQEDOO /RFDWLRQ 0DLQWHQDQFH .LW $YDLODEOH 1. For Sockets & Bulbs (drawings & part numbers) see Pgs. 72-74.
7KLV NLW FRQVLVWV RI R] 1RYXV :D[ )LQH 5HG 2. Some items or parts may be included with or associated with a
Major Assembly or Ramp Assembly; see the Blue Pages,
FORWK DQG DOO 5XEEHU 5LQJV %XOEV XVHG LQ WKLV 3LQEDOO 0DFKLQH Sec. 4, Chp. 2. for parts required not appearing on this page. If
you still cannot find the part required, Call Stern® Pinball, Inc.
$VN \RXU GLVWULEXWRU DERXW WKH 'HOX[H 3LQEDOO /RFDWLRQ
0DLQWHQDQFH .LW ZKLFK LQFOXGHV )OLSSHU 5HEXLOG .LWV J
Technical Support, 1-800-542-5377 or 1-708-345-7700 (Opt. 1).
3. Legend Note: Items noted with a black square
Parts. Items noted with a white square F are General
are Switches and
Miscellaneous PC Boards.
6HFWLRQ&KDSWHU 3DUWV,GHQWLILFDWLRQ
3DJH /RFDWLRQ
3OD\ILHOG3ODVWLFV6FUHHQHG &OHDU 'HFDOV
6HF3DUWV,G
Attention: No individual Plastic or Decal can be ordered
separately, unless noted otherwise. *
Other miscellaneous plastics and/or decals can be found on the Backbox & Speaker
Panel Assemblies (Pages 60-61), Cabinet - General Parts (Pages 62-63) and
Playfield - General Parts & Switches (Below) (Page 66).
3DUWV,GHQWLILFDWLRQ 6HFWLRQ&KDSWHU
/RFDWLRQ 3DJH
3OD\ILHOG5XEEHU3DUWV5HGJ%ODFNJ :KLWHF5LQJV$FWXDO6L]H†
*
!"#$%
!%(#
*
*
*
*
%
*
7DNH1RWH
*
*
$ ' &
!"#$%&$'(
6HF3DUWV,G
&
% %
.% "#"$"*#,$&% "#"$"*#,$"% .%
1 ( $
%&( . "#"$"*&,$&& .* "#"$"*#,$&. 9( *4.75+,, -./ 8
: , "#"$"*#,$". .*
"#"$"*#,$.' #& 9( 4.750,, -./ 8
:
( )*+(
$
%&( "#"$"*&,$&, '
.# -/ 0 .#
2* 3$
!..4*%56'4*%56.4.75 "#"$","&$&&
)'** +#&&!,*# ." "#"$"*#,$.0 9( *e 50,, -./
, 8
: ." "#"$"*#,$70 ."
6HFWLRQ&KDSWHU 3DUWV,GHQWLILFDWLRQ
3DJH /RFDWLRQ
3OD\ILHOG0HWDO3RVWV6FUHZV 1XWV$FWXDO6L]H†
Items 1, 3 & 4 Posts can Top
Top
use 3/8" O.D. Black Ring,
6
545-5348-19 or White
6
Ring, 545-5348-69. Thread Thread
Top
Top
6
Top Top Thread
9:
Thread
6
Thread
6
Thread
6
Tap 6
Tap
No
6
Tap
9
Bottom
6
Thread
Items 3 & 4: Note the Thread Lengths.
9:
Bottom
Thread
5 9 : 9 :
Item 15 Adjustable Sliding Post can
use 5/16" I.D. Black Ring, 545-5348-02
5
Bottom
Bottom
Bottom
Bottom
or White Ring 545-5348-52. Thread Thread Thread
Thread Items 11-14 Posts can use a Black Post Rubber Sleeve (Tall),
545-5308-00 or White Post Rubber Sleeve (Tall), 545-5308-08.
Side Front
Nut Note: All nuts shown with a " " are used in this game. The quantities (not specified) vary.
The remaining Items listed are not used in this game and are noted for reference only (used in prior games).
Shown Below~ Shown Below~ Shown Below~ Shown Below~ Shown Below~
9 :
#6-32 #6-32 #6-32 #6-32 1e4" X 20
KEPS Nut
Nylon Stop Nut: Hex Nut T-Nut:
Flange Nut:
6 6 6
240-5005-00 (with Star Washer): (No Star Washer): 240-5002-00 240-5300-00
6 6
Bottom 240-5008-00 240-5004-00
Thread
6HF3DUWV,G
Bottom Assembly, 515-6459-04".
Nylon Stop Nuts KEPS Nuts Hex Nuts T-Nuts Miscellaneous Nuts
Note: The "Fins" keep the screw Not Shown: Not Shown: Not Shown: Not Shown: Not Shown:
from turning inside the wood hole.
#6-32 #6-32 #8-32: #6-32 Plastic Pal Nut
(w/ 1e4" Hex Body): (w/ 1e4" Hex Body): 240-5103-00 (w/Side Cut Off): (on Flipper Buttons):
Items 17-20 all 240-5002-01 240-5003-00
240-5010-00 240-5011-00 #10-32:
Bottoms are
240-5201-00 #8-32: Metal Pal Nut
#8-32: #8-32:
240-5104-00 240-5101-00 (on Flipper Buttons):
9:
240-5102-00
#10-24:
Thread 240-5202-00 #10-32 240-5003-01
#10-32: #10-32:
†
240-5007-00 240-5001-00
#10-24: #10-24: 240-5209-00
6L]H DQGRU TXDQWLWLHV PD\ FKDQJH GXULQJ SURGXFWLRQ
1º 0(7$/ 3267 1$0( 47< 63, 3$57 1º 1º 0(7$/ 3267 1$0( 47< 63, 3$57 1º
1 Mini-Post Wood Screw 530-5004-00 11 Post Hex Base #6-32 Tap/#10-32 Bot. 530-5332-01
2 Mini-Post Wood Screw (no cut-away) 2 530-5004-01 12 Post Hex Base (No Tap)/#10-32 Bot. 530-5332-00
3 Mini-Post MS / #10-32 Bot. .4" Thread 4 530-5005-01 13 Post Hex Base #8-32 Top/#10-32 Bot. 530-5332-02
4 Mini-Post MS / #10-32 Bot. .875" Thread 11 530-5005-00 14 Post Hex Base #6-32 Top/#10-32 Bot. 5 530-5332-03
5 Post Fasten #8-32 Top / #6-32 Bot. 1 530-5008-00 15 Adjustable Sliding Post (Brass) #8-32 Bot. 2 530-5621-00
6 Post Fasten #6-32 Top / #6-32 Bot. 13 530-5012-02
A #6-32 X 3/4" Fin Shank Screw 237-5921-02
7 Post Fstn. #6-32 Top / Wood Scr. Bot. 10 530-5010-02
B #6-32 X 7/8" Fin Shank Screw 237-5921-04
8
9
Post #6-32 Top / Wood Screw Bottom
Post Fasten #6-32 Top / #8-32 Bot.
530-5263-01
530-5007-00 C
#6-32 X 1 " Fin Shank Screw 4 237-5883-00
D #6-32 X 13/16" Spiral Fin Shank Screw 19 237-5957-00
10 Post #6-32 Tap / #6-32 Bottom 530-5127-00
3DUWV,GHQWLILFDWLRQ 6HFWLRQ&KDSWHU
/RFDWLRQ 3DJH
Hex Spacers: 3OD\ILHOG+H[6SDFHUV$FWXDO6L]H†
Tap
e
e
e
e
e
e
e
$ $ $
H[DPSOH RI %V
$ e
% e
with Male #6-32 Thread
1-end, #6-32 Tap on other.
e
7DNH1RWH
Items 1-33 are wide. Items 34-39 are 5/16" wide. With Items
1e4"
e
1-3A, 4A, 5 & 6A (the tap goes thru the length of spacer). With
Items 7, 8A, 9-33 & 34-49, the tap is up to 5e8" deep on each end.
Note: Items 3B, 4B, 6B (Not Shown) & 8B (Shown as example
e
e
of all "B" Styles) all have a #6-32 Threaded end, the other end
Tapped (same as Items 7-33).
e
e
‡ Hex Spacers Not Used in current games may no
e
longer be available. Choose an available size (+/-)
e
and compensate with washers or other spacers.
e
e
e
e
e
e
e
5
e
Top &
Bottom
e
e
Thread
e
e
e e
e
e
e
e
A Standard USA 9 Inch Ruler
is provided on the back cover.
6HF3DUWV,G
1º +(; 63$&(5 1$0( 47< 63, 3$57 1º 1º +(; 63$&(5 1$0( 47< 63, 3$57 1º
1 1e "
4 X 1e4" : #6-32 Tap (both ends) 254-5008-00 19 23e8" X 1e4" : #6-32 Tap (both ends) 254-5008-28
2 3e "
8 X 1e4" : #6-32 Tap (both ends) 254-5008-12 20 21e2" X 1e4" : #6-32 Tap (both ends) 254-5008-16
3A 1e "
2 X 1e4" : #6-32 Tap (both ends) 9 254-5008-03 21 25e8" X 1e4" : #6-32 Tap (both ends) 254-5008-08
3B* Identical to 3A with #6-32 Thread end 254-5024-03 22 23e4" X 1e4" : #6-32 Tap (both ends) 254-5008-15
,WHPV ZLWK QR 4W\ TXDQWLW\ DUH QRW XVHG LQ WKLV JDPH
4A 5e "
8 X 1e4" : #6-32 Tap (both ends) 254-5008-02 23 27e8" X 1e4" : #6-32 Tap (both ends) 254-5008-31
6L]H DQGRU TXDQWLWLHV PD\ FKDQJH GXULQJ SURGXFWLRQ
4B* Identical to 4A with #6-32 Thread end 254-5024-02 24 3" X 1e4" : #6-32 Tap (both ends) 254-5008-14
5 3e "
4 X 1e4" : #6-32 Tap (both ends) 6 254-5008-04 25 31e8" X 1e4" : #6-32 Tap (both ends) 1 254-5008-19
6A 7e "
8 X 1e " : #6-32 Tap (both ends)
4 254-5008-05 26 31e4" X 1e4" : #6-32 Tap (both ends) 1 254-5008-26
6B* Identical to 6A with #6-32 Thread end 254-5024-05 27 31e2" X 1e4" : #6-32 Tap (both ends) 1 254-5008-27
X 1e4" : #6-32 Tap (both ends) 28 35e8" X 1e4" : #6-32 Tap (both ends) 254-5008-25
7 1" 254-5008-06
11e8" X 1e4" : #6-32 Tap (both ends) 29 33e4" X 1e4" : #6-32 Tap (both ends) 254-5008-36
8A 254-5008-17
Identical to 8A with #6-32 Thread end 30 4" X 1e4" : #6-32 Tap (both ends) 254-5008-21
8B 254-5024-17
11e4" X 1e4" : #6-32 Tap (both ends) 31 41e4" X 1e4" : #6-32 Tap (both ends) 254-5008-30
9 254-5008-11 43e8" X 1e4" : #6-32 Tap (both ends)
10 15/16" X 1e4" : #6-32 Tap (both ends) 254-5008-34 32 254-5008-29
33 51e4" X 1e4" : #6-32 Tap (both ends) 254-5008-35
11 ‡ 13e8" X 1e4" : #6-32 Tap (both ends) 254-5008-33 11e4" X 5/16" : #6-32 Tap (both ends)
12 11e2" X 1e4" : #6-32 Tap (both ends) 254-5008-09 34 254-5018-09
35 13e4" X 5/16" : #6-32 Tap (both ends) 254-5018-06
13 ‡ 15e8" X 1e4" : #6-32 Tap (both ends) 1 254-5008-13 2" X 5/16" : #6-32 Tap (both ends)
13e4" X 1e4" : #6-32 Tap (both ends) 36 254-5018-07
14 254-5008-10 37 4" X 5/16" : #6-32 Tap (both ends) 254-5018-03
15 ‡ 17e8" X 1e4" : #6-32 Tap (both ends) 254-5008-20 38 45/16" X 5/16" : #6-32 Tap (both ends) 254-5018-00
16 2" X 1e4" : #6-32 Tap (both ends) 254-5008-07 4.92" X 5/16" : #6-32 Tap (both ends)
21e8" X 1e4" : #6-32 Tap (both ends)
39 254-5018-04
17 2 254-5008-32 40 17e8" X 3e8" : #8-32 Thread (both ends) 530-5285-00
18 21e4" X 1e4" : #6-32 Tap (both ends) 254-5008-18
†
6HFWLRQ&KDSWHU 3DUWV,GHQWLILFDWLRQ
3DJH /RFDWLRQ
3OD\ILHOG3RVWV 6SDFHUV$FWXDO6L]H†
** 9DULRXV
&RORUV ** 9DULRXV
&RORUV ** /LPLWHG
&RORUV **
545-5348-02 or
545-5348-02 or
545-5348-01 or
Black Ring, or
545-5151-00
can use 5/16"
545-5348-51
White Ring,
Black Ring,
545-5348-52
545-5348-01
White Ring,
6
5
5
e
under Items Items 4-5 Posts used in pairs can use 3e4" through 3"
7DNH1RWH
AP-B/-C on Rubber Rings, see Rubber Parts for Part Numbers.
Page 61).
Material Difference
6HF3DUWV,G
e
e
e
e
e e e e e e e e e
1º 3267 63$&(5 1$0( 47< 63, 3$57 1º 1º 3267 63$&(5 1$0( 47< 63, 3$57 1º
†
,WHPV ZLWK QR 4W\ TXDQWLW\ DUH QRW XVHG LQ WKLV JDPH
3DUWV,GHQWLILFDWLRQ 6HFWLRQ&KDSWHU
/RFDWLRQ 3DJH
3OD\ILHOG %DFN3DQHO6PDOO%D\RQHW7\SH%XOEV 6RFNHWV$FWXDO6L]H†
$ %
$PEHU %OXH
&OHDU
6HF3DUWV,G
6HFWLRQ&KDSWHU 3DUWV,GHQWLILFDWLRQ
3DJH /RFDWLRQ
3OD\ILHOG/DUJH%D\RQHW7\SH%XOE 6RFNHWV$FWXDO6L]H†
&
%XOE
6HF3DUWV,G
†
,WHPV ZLWK QR 4W\ TXDQWLW\ DUH QRW XVHG LQ WKLV JDPH
6L]H DQGRU TXDQWLWLHV PD\ FKDQJH GXULQJ SURGXFWLRQ
1º /$5*( %8/% 62&.(7 1$0( 47< 63, 3$57 1º 1º /$5*( %8/% 62&.(7 1$0( 47< 63, 3$57 1º
C #89 Bulb 6 165-5000-89 3 2-Lug Stand-Up Long Socket 077-5102-00
1 2-Lug Laydown Standard Socket 6 077-5100-00 4 2-Lug Stand-Up Rev. Mount Socket 077-5103-00
2 2-Lug Stand-Up Short Socket 077-5101-00 5 2-Lug Stand-Up Rv. Mnt. Short Socket 077-5106-00
6 2-Lug Straight Leg Socket 077-5107-00
3DUWV,GHQWLILFDWLRQ 6HFWLRQ&KDSWHU
/RFDWLRQ 3DJH
3OD\ILHOG:HGJH%DVH%XOEV 6RFNHWV$FWXDO6L]H†
(
$PEHU %OXH
*UHHQ ' %OXH
&OHDU
&OHDU
5HG <HOORZ
5HG <HOORZ
%XOEV %XOEV
(on each side) but was never required).
DE7RS9LHZE6LGH9LHZLV1RW6KRZQ
7DNH6SHFLDO1RWH
Item 7a is an IDC (Insulation
Displacement Connection) Style
DE Socket (this style is solderless).
This socket is secured to the
playfield or component by Items
8a or 8b Snap-On Socket
Brackets, or may also be snapped
into specially cut Clear and/or
Screened Plastic Pieces (used
5/16" D only when sockets are positioned
closely together and/or in a special
applications, e.g. on Ramps). If
Plastic Pieces are used to mount
some 7a or 7b Sockets, it will be
6HF3DUWV,G
1º :('*( %8/% 62&.(7 1$0( 47< 63, 3$57 1º 1º :('*( %8/% 62&.(7 1$0( 47< 63, 3$57 1º
D #555 Wedge Base Bulb (Clear) 71 165-5002-00 1 Wedge Base Socket (Laydown) 2 077-5026-01
D #555 Wedge Base Bulb (Red) 165-5054-02 2 Wedge Base Socket (Offset) 077-5029-00
D #555 Wedge Base Bulb (Green) 165-5054-04 3 W.B. Socket (Bumpers/Special App.) 6 077-5206-00
D #555 Wedge Base Bulb (Blue) 165-5054-05 4 Wedge Base Socket (Laydown GI) 077-5030-00
D #555 Wedge Base Bulb (Yellow) 165-5054-06 5 #555 only Wedge Base Socket (Twist) 077-5007-00
E #906 Wedge Base Bulb (Clear) 165-5004-00 6 #906 only Wedge Base Socket (Twist) 077-5016-00
E #906 Wedge Base Bulb (Red) 2 165-5004-02 7a IDC Snap-On Socket 63 077-5216-00
E #906 Wedge Base Bulb (Amber) 165-5004-03 7b IDC Snap-On Socket No Diode 3 077-5216-01
E #906 Wedge Base Bulb (Blue) 165-5004-05 8a 5/16" Ht. Snap-On Socket Bracket 55 545-5760-18
E #906 Wedge Base Bulb (Yellow) 165-5004-06 8b* 19/32" Ht. Snap-On Socket Bracket 545-5760-19
†
6HFWLRQ&KDSWHU 3DUWV,GHQWLILFDWLRQ
3DJH /RFDWLRQ
6HFWLRQ & KD SW H U R I
'UDZLQJVIR U0DMR U$V V HPEOLHV 5DP SV
7 K H %OXH3DJHV
2YHU YL HZ
Drawings are provided for the Major Assemblies in this game with individual parts of each assembly numbered.
Items noted with a white circle are mounted above the playfield; items noted with a black circle are mounted
below. All numbered parts describe the NAME, QUANTITY & PART Nº. ASSOCIATED PARTS (AP-) are noted
and/or viewed with the associated Major Assembly. Important: Read all "Take Note:" items.
For Cabinet, Backbox and/or General Playfield Parts (not described herein), see the Pink Pages, 59-74.
6HF'UDZLQJV
6LGH 6FRRS
3DJH
5
0DJQHW
DQG 2372 /RFN
3DJH .LFNHU
3DJH
9 6OLQJVKRWV : 9
3DJH
! !
Coil Note: Either -00B or -00T can be used for coil replacements. -00B
or -00T listed is preferable for easier diode access and may differ on game.
'UDZLQJVIRU0DMRU 6HFWLRQ&KDSWHU
$VVHPEOLHV 5DPSV 3DJH
%DOO6KRRWHU3OXQJHU$VVHPEO\,WHPV
0DQXDOO\ODXQFKWKHEDOOLQWRSOD\
1º ,1',9,'8$/ 3$57 1$0( 47< 63, 3$57 1º 1º ,1',9,'8$/ 3$57 1$0( 47< 63, 3$57 1º
1 Housing (Shooter Assembly) 1 535-5067-02 2 Rod Assembly (w/Black Knob) 1 515-6557-00
Item 1 is secured to the Cabinet by: Support Plate (Qty. 1) (535-5027-00), #10-32 X 1/2" Comp. Spring (GREEN, .035" ø)
PPH (Sems) Zinc TF (Qty. 3) (237-6033-00), #10 Split Lock Washer (Qty. 3) (234-5003-00) 3 1 266-5001-07
and #6 X 5/8" HWH AB (Zinc) (Qty. 2) (234-5002-00) 4 Compression Spring (Short Plunger) 1 266-5010-00
5 Bushing, 3/8" I.D. (Oilite) 2 280-5010-00
6 Washer, 3/8" I.D. X 5/8" O.D. X 1/16" 3 242-5014-00
7 Retaining Ring, 3/8" ø Shaft 1 270-5012-00
8 Plunger Tip (Black 50 Duro) 1 545-5276-00
??????????????????????????????????????????????????
$XWRSOXQJHU$UP:HOG$VVHPEO\ 9 : $XWRSOXQJHU&RLO$VVHPEO\
,WHPV %,WHPV
$XWRPDWLFDOO\ODXQFKHVWKHEDOOLQWRSOD\ :RUNVLQFRQMXQFWLRQZLWKWKH$UP:HOG$VP
1º $50 :(/' 3$57 1$0( 47< 63, 3$57 1º 1º ·3/81*(5 &2,/ 3$57 1$0( 47< 63, 3$57 1º
1 Arm Weld Assembly 1 515-6526-00 6 Autoplunger Coil Bracket Assembly 1 515-6527-00
Item 1 is secured to Item 2 by: Retaining Ring, 1/4" ø Shaft (Qty. 1) (270-5002-00) Items 1 & 6 are secured below the P/F by: #8 X 1/2" HWH AB (Zc.) (Qty. 9) (234-5101-00)
Pivot for clarity. PN, 500-6092-03B; or order the individual part(s) actually required.
For Securing Hardware, see the Parts
Table above, under the item desired.
E-Ring E-Ring
Qty. 2
Link
Roll
Coil Sleeve thru Coil
Pin
4
Plunger
6HFWLRQ&KDSWHU 'UDZLQJVIRU0DMRU
3DJH $VVHPEOLHV 5DPSV
%DOO7URXJK$VVHPEO\,WHPV
DQG$VVRFLDWHG3DUWV6HH3DUWV7DEOHEHORZ
2UGHULQJ1RWH,GHQWLFDOWRZLWKH[FHSWWLRQVVHHQRWHEHORZ,WHP3DUWV7DEOH
1º ,1',9,'8$/ 3$57 1$0( 47< 63, 3$57 1º 1º ,1',9,'8$/ 3$57 1$0( 47< 63, 3$57 1º
1 Ball Trough Outhole Mounting Bracket 1 515-6580-01 11 Trough Ball Guide Plate 1 535-7801-00
Item 1 is secured below the playfield by: #8 X 1/2" HWH AB (Zinc) (Qty. 6) (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 Micro Switch (Roller Actuator, Lite-Force) 3 180-5119-02
Item 2 requires: Heat Shrink Tubing 1/8" ø PUI-24 (Qty. 1"/per) (605-5006-00) 12 Dual OPTO TRANS Board Assembly 1 515-0173-00
Switch has a Diode (1N4004) (112-5003-00). Can be replaced with (1N4001) (112-5001-00). 13 Dual OPTO REC Board Assembly 1 515-0174-00
Sw. Body Protect Plate Not Required Items 12 & 13 are by: #6-32 X 5/8" HWH Swage (Serr) Zinc (Qty. 3/per) (237-5976-04)
3 0 535-6539-00 For Individual Items use : Dual OPTO Transmitter Board (Qty. 1) (520-5173-00), Dual
4 Coil Mounting Bracket 1 535-7330-01 OPTO Receiver Board (Qty. 1) (520-5174-00), OPTO PCB Tube Spacer (Brass) (Qty. 3/per)
Item 4 is secured to Item 1 by: #8-32 X 3/8" HWH Swage (Sr.) Zinc (Qty. 4) (237-5975-00) (530-5308-02) and OPTO PCB Rubber Grommet (Qty. 3/per) (545-5518-00)
Ordering Note: If 500-6318-24 is unavailable, order the individual part(s) actually required.
5 Coil Retaining Bracket 1 535-5203-03 This assembly is identical to 500-6318-14, -15 or -25 except for the quantity of Item 2 (an
Item 5 is secured to Item 4 by: #8-32 X 1/4" HWH MS (Serr) Zinc (Qty. 2) (237-5964-01) additional switch & diode is required for the 5-Ball Trough) and Item 3, Swich Body Protect
Plates, are not required when using Item 11 (req. for Magnet use).
6 Coil, 26-1200 1 090-5044-00B
Coil has a Diode (1N4004) (112-5003-00) positioned @ bot (below lugs opposite windings).
ASSOCIATED PARTS ARE NOT INCLUDED WITH THE ABOVE ASSEMBLY.
7 Coil Sleeve (Short) (Formost #10-7077) 1 545-5076-01
8 Plunger Assembly 1 515-5941-01 1º $662&,$7(' 3$57 1$0( 47< 63, 3$57 1º
For Individual Items use : Plunger (530-5210-00) & Nylon Plunger (530-5277-01) AP-A Ball Trough Enter / Exit Scoop 1 535-7329-01
Item AP-A secured to the playfield by: #8 X 1/2" HWH AB (Zinc) (Qty. 4) (234-5101-00).
9 Compression (Return) Spring 1 266-5020-00
10 Rubber Bumper (Grommet) 1 545-5105-00 AP-B*
Steel Balls (1-1/16" ø) 4 260-5000-00
7DNH1RWH
* An asterisk (*) indicates item(s) are not noted in the pictorials.
! !
Coil Note: Either -00B or -00T can be used for coil replacements.
B/T listed is preferable for easier diode access & may differ on game.
For a break-down of parts of Items 12 & 13, OPTO Boards (515-0173-00 &
515-0174-00), see Section 5, Chapter 4, Trough Up-Kicker Dual OPTO
Boards Theory of Operation & Schematic, Component Layout & Parts.
7DNH6SHFLDO1RWH
$3
$
Item AP-A, Enter / Exit Scoop, 535-7329-01 (not included with the 4-Ball
Trough Assembly), is shown how it is actually positioned over the 4-Ball
Trough Assembly. It is mounted above the playfield.
(QWHU([LW6FRRS
See securing
6HF'UDZLQJV
hardware under
Items 12 & 13.
SW. 15
6HH2UGHULQJ1RWH$ERYH
4
Qty. 3
SW. 15
SW. 14
Item 12, Dual OPTO TRANS (Transmitter)
Board, 515-0173-00, is mounted on the
other side of the Trough Assembly, in line
with Item 13, Dual OPTO REC (Receiver)
Board, 515-0174-00, using same hardware.
'UDZLQJVIRU0DMRU 6HFWLRQ&KDSWHU
$VVHPEOLHV 5DPSV 3DJH
)OLSSHU/HIW$VVHPEO\,WHPV
DQG$VVRF3DUWV<HOORZ)OLSSHU%DW 6KDIW$VV\,WHP$3$%
1º ,1',9,'8$/ 3$57 1$0( 47< 63, 3$57 1º 1º ,1',9,'8$/ 3$57 1$0( 47< 63, 3$57 1º
1 Flipper Base Plate (LEFT) 1 See FRP1 13 Crank Bar 1 530-5070-02
Item 1 is secured below the playfield by: #10 X 1/2" HWH MS (Serr) Zinc ST (Qty. 8) Item 13 requires: Bushing, .192" ø ID X .312" ø OD X .195" (Qty. 1) (530-5139-00)
(237-5949-00) Ordering Note: Use Item FRP1, see the end of this Parts Table.
14 ® Switch Actuator (LEFT) Sub-Assy. 1 515-7257-01
2 Flipper Bat Bushing (White Plastic) 1 545-5070-00 For Individual Items use : Actuator & Spring Bracket (LEFT) (530-9038-01) and ® Switch
Item 2 is secured to Item 1 by: #6-32 X 3/8" HWH Swage (Ser.) Zc. (Qty. 3) (237-5976-02) Actuator (White Plastic) (545-5612-00) and is secured to the Bracket by:
Rivet, 1/8" ø X 1/4" Lg. (Qty. 1) (249-5003-00)
3 Power (End of Stroke) Switch 1 180-5149-00
Item 3 is secured to Item 1 by: #6-32 X 5/8" HWH Swage (Ser.) Zc. (Qty. 2) (237-5976-04) 15 Set Screw: #10-32 X 3/4" Socket Hd. 2 237-6144-00
Item 15 requires: #10-32 Nylon Stop Nut (Qty. 1 Flipper Link Side Only) (240-5203-00)
4 Sw. Plate/Spring Return Brkt. (LEFT) 1 535-7354-01 Tool Required for Item 15: 5/32" or 4mm Allen Wrench
5 Flipper Return Spring 1 265-5035-00 Flipper Rebuild Parts for Easier Installation, $ave $:
6 Coil Stop Bracket Sub-Assembly 1 515-6308-01 Flipper Base Plate Kit (LEFT)
Item 6 is secured to Item 1 by: #10-32 X 3/8" SHWH Swage (Serr) Zinc (Qty. 2)
(237-5985-00) and #10 Split Lock Washer (Qty. 2) (244-5003-00)
FRP1 Includes Item 1 pre-threaded, with the 515-6617-01
Securing Hardware for Items 2, 3, 6 & 8.
7 Spring Washer (17/32" ID X 3/4" X 1") 1 269-5002-00 Plunger, Link & Crank (LEFT) Assy.
8 Coil Support Bracket 1 535-7356-00 FRP2 Includes above Items 12, 13, 14 and 15 515-7203-01
Item 8 is secured to Item 1 by: #8-32 X 3/8" HWH Swage (Ser.) Zc. (Qty. 2) (237-5975-00) and is pre-assembled.
Coil, 22-1080 (YEL-GRN) (Left) Flipper (LEFT) Rebuild Kit
9 1 090-5032-00T FRP3 Same as FRP2, but also includes above 500-6307-10
Coil has a Diode (1N4004) (112-5003-00) positioned @ top (above lugs next to windings).
Items 6 & 10.
10 Coil Sleeve 1 545-5388-00
11 Deflector Pad (Bumper) 1 545-5428-00 ASSOCIATED PARTS ARE NOT INCLUDED WITH THE ABOVE ASSEMBLY.
12 Flipper Plunger & Link Sub-Assy. 1 515-6304-03 1º $662&,$7(' 3$57 1$0( 47< 63, 3$57 1º
For Individual Items use : Flipper Plunger with "Flat" (530-5349-01) and Plunger "Flipper"
YELLOW Flipper Bat & Shaft (Plain)
Link (545-5611-01) and is secured to the Plunger by: Bushing, .16" ø ID X .281" ø OD X AP-A (Non-Knurled End) Assembly 1 515-5133-06-06
.187" (Qty. 1) (530-5532-00) and Spirol Pin ø 5/32" X 3/4" Lg. (Qty. 1) (251-5015-02)
AP-B Large Flipper RED Rubber Ring 1 545-5277-22
The differences
between the
Left & Right
Flippers are:
The coils
<(//2: may also
differ
depending
on the game.
/HIW4
6HF'UDZLQJV
7DNH1RWH
® "R" indicates Item noted is
secured with rivet(s) as listed.
$3
6HFWLRQ&KDSWHU 'UDZLQJVIRU0DMRU
3DJH $VVHPEOLHV 5DPSV
)OLSSHU5LJKW$VVHPEO\,WHPV
DQG$VVRF3DUWV<HOORZ)OLSSHU%DW 6KDIW$VV\,WHP$3$%
1º ,1',9,'8$/ 3$57 1$0( 47< 63, 3$57 1º 1º ,1',9,'8$/ 3$57 1$0( 47< 63, 3$57 1º
1 Flipper Base Plate (RIGHT) 1 See FRP1 13 Crank Bar 1 530-5070-02
Item 1 is secured below the playfield by: #10 X 1/2" HWH MS (Serr) Zinc ST (Qty. 8) Item 13 requires: Bushing, .192" ø ID X .312" ø OD X .195" (Qty. 1) (530-5139-00)
(237-5949-00) Ordering Note: Use Item FRP1, see the end of this Parts Table.
14 ® Switch Actuator (RIGHT) Sub-Assy. 1 515-7257-00
2 Flipper Bat Bushing (White Plastic) 1 545-5070-00 For Individual Items use : Actuator & Spring Bracket (RIGHT) (530-9038-00) and ® Switch
Item 2 is secured to Item 1 by: #6-32 X 3/8" HWH Swage (Ser.) Zc. (Qty. 3) (237-5976-02) Actuator (White Plastic) (545-5612-00) and is secured to the Bracket by:
Rivet, 1/8" ø X 1/4" Lg. (Qty. 1) (249-5003-00)
3 Power (End of Stroke) Switch 1 180-5149-00
Item 3 is secured to Item 1 by: #6-32 X 5/8" HWH Swage (Ser.) Zc. (Qty. 2) (237-5976-04) 15 Set Screw: #10-32 X 3/4" Socket Hd. 2 237-6144-00
Item 15 requires: #10-32 Nylon Stop Nut (Qty. 1 Flipper Link Side Only) (240-5203-00)
4 Sw. Plate/Spring Return Brkt. (RIGHT) 1 535-7354-00 Tool Required for Item 15: 5/32" or 4mm Allen Wrench
5 Flipper Return Spring 1 265-5035-00 Flipper Rebuild Parts for Easier Installation, $ave $:
6* Coil Stop Bracket Sub-Assembly 1 515-6308-01 Flipper Base Plate Kit (RIGHT)
Item 6 is secured to Item 1 by: #10-32 X 3/8" SHWH Swage (Serr) Zinc (Qty. 2)
(237-5985-00) and #10 Split Lock Washer (Qty. 2) (244-5003-00)
FRP1 Includes Item 1 pre-threaded, with the 515-6617-00
Securing Hardware for Items 2, 3, 6 & 8.
7 Spring Washer (17/32" ID X 3/4" X 1") 1 269-5002-00 Plunger, Link & Crank (RIGHT) Assy.
8 Coil Support Bracket 1 535-7356-00 FRP2 Includes above Items 12, 13, 14 and 15 515-7203-00
Item 8 is secured to Item 1 by: #8-32 X 3/8" HWH Swage (Ser.) Zc. (Qty. 2) (237-5975-00) and is pre-assembled.
Coil, 22-1080 (YEL-GRN) (Right) Flipper (RIGHT) Rebuild Kit
9 1 090-5032-00T FRP3 Same as FRP2, but also includes above 500-6307-00
Coil has a Diode (1N4004) (112-5003-00) positioned @ top (above lugs next to windings).
Items 6 & 10.
10 Coil Sleeve 1 545-5388-00
11 Deflector Pad (Bumper) 1 545-5428-00 ASSOCIATED PARTS ARE NOT INCLUDED WITH THE ABOVE ASSEMBLY.
12 Flipper Plunger & Link Sub-Assy. 1 515-6304-03 1º $662&,$7(' 3$57 1$0( 47< 63, 3$57 1º
For Individual Items use : Flipper Plunger with "Flat" (530-5349-01) and Plunger "Flipper" YELLOW Flipper Bat & Shaft (Plain)
Link (545-5611-01) and is secured to the Plunger by: Bushing, .16" ø ID X .281" ø OD X AP-A (Non-Knurled End) Assembly
1 515-5133-06-06
.187" (Qty. 1) (530-5532-00) and Spirol Pin ø 5/32" X 3/4" Lg. (Qty. 1) (251-5015-02)
AP-B Large Flipper RED Rubber Ring 1 545-5277-22
The differences
between the
Left & Right
7R2UGHUWKH)OLSSHU5LJKW5HEXLOG.LWDVNIRU3DUW1U
Flippers are:
LQFOXGHV,WHPV
Item 1,
Item 4,
and
Item 14
(just the
Bracket)
The coils
may also
differ <(//2:
depending
on the game.
5LJKW4
6HF'UDZLQJV
For Securing Hardware, see the Parts
Table above, under the item desired.
DEDICATED
SW. 04
*5((1
7DNH1RWH
® "R" indicates Item noted is
$3
secured with rivet(s) as listed.
'UDZLQJVIRU0DMRU 6HFWLRQ&KDSWHU
$VVHPEOLHV 5DPSV 3DJH
)OLSSHU8SSHU5LJKW$VVHPEO\,WHPV
DQG$VVRF3DUWV<HOORZ)OLSSHU%DW 6KDIW$VV\,WHP$3$%
1º ,1',9,'8$/ 3$57 1$0( 47< 63, 3$57 1º 1º ,1',9,'8$/ 3$57 1$0( 47< 63, 3$57 1º
1 Flipper Base Plate (RIGHT) 1 See FRP1 13* Crank Bar 1 530-5070-02
Item 1 is secured below the playfield by: #10 X 1/2" HWH MS (Serr) Zinc ST (Qty. 8) Item 13 requires: Bushing, .192" ø ID X .312" ø OD X .195" (Qty. 1) (530-5139-00)
(237-5949-00) Ordering Note: Use Item FRP1, see the end of this Parts Table.
14 ® Switch Actuator (RIGHT) Sub-Assy. 1 515-7257-00
2 Flipper Bat Bushing (White Plastic) 1 545-5070-00 For Individual Items use : Actuator & Spring Bracket (RIGHT) (530-9038-00) and ® Switch
Item 2 is secured to Item 1 by: #6-32 X 3/8" HWH Swage (Ser.) Zc. (Qty. 3) (237-5976-02) Actuator (White Plastic) (545-5612-00) and is secured to the Bracket by:
1e " X 3e " Spacer Gray Rivet, 1/8" ø X 1/4" Lg. (Qty. 1) (249-5003-00)
3 4 8 2 254-5000-02
Item 3 is secured to Item 1 by: #6-32 X 5/8" HWH Sw. (Ser.) Zc. (Qty. 1/per) (237-5976-04) 15* Set Screw: #10-32 X 3/4" Socket Hd. 2 237-6144-00
Item 15 requires: #10-32 Nylon Stop Nut (Qty. 1 Flipper Link Side Only) (240-5203-00)
4 Sw. Plate/Spring Return Brkt. (RIGHT) 1 535-7354-00 Tool Required for Item 15: 5/32" or 4mm Allen Wrench
5 Flipper Return Spring 1 265-5035-00 Flipper Rebuild Parts for Easier Installation, $ave $:
6* Coil Stop Bracket Sub-Assembly 1 515-6308-01 Flipper Base Plate Kit (RIGHT)
Item 6 is secured to Item 1 by: #10-32 X 3/8" SHWH Swage (Serr) Zinc (Qty. 2)
(237-5985-00) and #10 Split Lock Washer (Qty. 2) (244-5003-00)
FRP1 Includes Item 1 pre-threaded, with the 515-6617-00
Securing Hardware for Items 2, 3, 6 & 8.
7 Spring Washer (17/32" ID X 3/4" X 1") 1 269-5002-00 Plunger, Link & Crank (RIGHT) Assy.
8 Coil Support Bracket 1 535-7356-00 FRP2 Includes above Items 12, 13, 14 and 15 515-7203-00
Item 8 is secured to Item 1 by: #8-32 X 3/8" HWH Swage (Ser.) Zc. (Qty. 2) (237-5975-00) and is pre-assembled.
Coil, 25-1400 (RED-RED) (Upr. Rt.) Flipper (RIGHT) Rebuild Kit
9 1 090-5067-00T FRP3 Same as FRP2, but also includes above 500-6307-00
Coil has a Diode (1N4004) (112-5003-00) positioned @ top (above lugs next to windings).
Items 6 & 10.
10* Coil Sleeve 1 545-5388-00
11 Deflector Pad (Bumper) 1 545-5428-00 ASSOCIATED PARTS ARE NOT INCLUDED WITH THE ABOVE ASSEMBLY.
12 Flipper Plunger & Link Sub-Assy. 1 515-6304-03 1º $662&,$7(' 3$57 1$0( 47< 63, 3$57 1º
For Individual Items use : Flipper Plunger with "Flat" (530-5349-01) and Plunger "Flipper" YELLOW Flipper Bat & Shaft (Plain)
Link (545-5611-01) and is secured to the Plunger by: Bushing, .16" ø ID X .281" ø OD X AP-A (Non-Knurled End) Assembly
1 515-5133-06-06
.187" (Qty. 1) (530-5532-00) and Spirol Pin ø 5/32" X 3/4" Lg. (Qty. 1) (251-5015-02)
AP-B Large Flipper RED Rubber Ring 1 545-5277-22
The differences
between the
Upper & Lower
The coils
may also 5('
differ
depending
5LJKW4
on the game.
8SSHU
6HF'UDZLQJV
7DNH1RWH
® "R" indicates Item noted is
$3
secured with rivet(s) as listed.
6HFWLRQ&KDSWHU 'UDZLQJVIRU0DMRU
3DJH $VVHPEOLHV 5DPSV
%XPSHU7RS$VVHPEOLHV
4W\,WHPV
*Q11 Coil Note:
is a Lugless Coil.
%XPSHU%RWWRP$VV\
4W\,WHPV
For the Bumper
Bottom Assy. with a
%XPSHU6ZLWFK$VV\
4W\,WHPV
Lugless Coil use SPI
DQG$VVRFLDWHG3DUWV6HH3DUWV7DEOHEHORZ PN: 515-6459-04-NL
$3
$3
LAMPS $
' LAMPS 33-35 & 60-62
$VVHPEOHG
' 33-35 &
60-62
9LHZ
$3
&
3/$<),(/'
:22'
LOWER: UPR:
SW. 49
$3
7DNH1RWH
$3
$3
! Coil Note: ! Either
$
44 44
% -00B or -00T can be
used for coil replace-
7RS For Securing Hardware,
see the Parts Table below,
ments. B/T listed is
([SORGHG under the item desired. preferable for easier
diode access & may
9LHZ differ on game.
$3
1º %803(5 723 3$57 1$0( 47< 63, 3$57 1º
% 1 #555 Wedge Base Bulb 1 165-5002-00
2 Wedge Base Socket 1 077-5206-00
3 Bumper Body 1 545-5197-00
7DNH1RWH Item 3 is secured by: #5 X 7/8" PRH AB (Zinc) (Qty. 2) (237-5826-00)
6HF'UDZLQJV
SW. 26
SW. 27 Coil has a Diode (1N4004) (112-5003-00) positioned @ top (above lugs next to windings).
SW. 49
SW. 50 11 Coil Sleeve 1 545-5031-00
SW. 51
12 Fiber Yoke 1 545-5609-00
13 Metal Yoke 1 535-7346-00
14 Metal Yoke Stop 1 535-7347-00
Item 14 is secured by: #6-32 X 1/4" HWH Swage (Serr.) Zinc (Qty. 2) (237-5976-01)
Coil Bracket Welded Assembly
%RWWRP 15 1 515-5939-00
Item 15 is secured by: #6-32 X 1-3/16" Spiral Fin Shank (Qty. 3) (237-5957-00) and
([SORGHG #6-32 Nylon Stop Nut (Qty. 3) (240-5005-00)
9LHZ
1º %803(5 6:,7&+ 3$57 1$0( 47< 63, 3$57 1º
16 Switch Bracket 1 535-7342-00
Item 16 is secured by: #8 X 1/2" HWH AB (Zinc) (Qty. 2) (234-5101-00)
44
44
* Coil Note: 17
18
Spoon Switch Actuator
Bumper Stack (Blade) Switch
1
1
545-5610-01
180-5015-03
Q11 is a Lugless Coil. Note the Switch has a Diode (1N4004) (112-5003-00). Can be replaced with (1N4001) (112-5001-00).
Part Nr., Item 10 in the Parts Table.
Switch Body Protect Plate
19 1 535-7344-00
Items 18 & 19 are secured by: #6-32 X 3/4" HWH Swage (Serr) Zc. (Qty. 2) (237-5976-05)
The Top & Bottom Assemblies are secured together by hardware included in assemblies.
Side View of 14 & 15
'UDZLQJVIRU0DMRU 6HFWLRQ&KDSWHU
$VVHPEOLHV 5DPSV 3DJH
%DOO'HIOHFWRU$VVHPEO\8SSHU5LJKW2UELW,WHPV
:KHQHQHUJL]HGLWGHIOHFWVWKHSLQEDOOEDFNGRZQWKH5LJKW2UELWWRWKH8SSHU5LJKW)OLSSHU%DW
1º ,1',9,'8$/ 3$57 1$0( 47< 63, 3$57 1º
1 Ball Deflector Coil Mounting Bracket 1 535-6857-02
Item 1 is secured below playfield by: #8 X 1/2" SLT HWH AB (Zc) (Qty. 4) (234-5101-00)
Item 2 is secured by: #8-32 X 1/4" PPH MS (Sems) Zinc (Qty. 2/per) (232-5300-00)
4
Coil has a Diode (1N4004) (112-5003-00) positioned @ bot (below lugs opposite windings).
/RFN.LFNHU/DVHU.LFN$VVHPEO\,WHPV
:KHQHQHUJL]HGLWNLFNVWKHORFNHGSLQEDOOVLQWRSOD\
Item 1 is secured below playfield by: #8 X 1/2" SLT HWH AB (Zinc) (Qty. 3) (234-5101-00)
Item 2 is secured by: #8-32 X 1/4" PPH MS (Sems) Zinc (Qty. 2/per) (232-5300-00)
Coil, 23-800
4
3 1 090-5001-00B
Coil has a Diode (1N4004) (112-5003-00) positioned @ bot (below lugs opposite windings).
4 Coil Sleeve (Short) (Formost #10-7077) 1 545-5076-01
5 Spring Washer, 17/32" ID X 3/4" X 1" 1 269-5002-00
6 Plunger Assembly 1 515-5000-02
7 Compression (Relay) Spring 1 266-5022-01
8 Rubber Bumper (Grommet) 1 545-5105-00
Ordering Note: If 500-5862-00 is unavailable, order the individual part(s) actually required.
This assembly is identical to 500-5862-01 (Coil Position: Lugs Face Left) and 500-5862-02
(Coil Position: lugs face right). Remove coil and put into same position.
7DNH1RWH
! !
Coil Note: Either -00B or -00T
can be used for coil replacements.
B/T listed is preferable for easier
diode access & may differ on game.
IF CABLE WIRING (SOLDERED ON) IS
REQUIRED WITH ASSEMBLY, ADD "-81"
(500-5862-00-81). IF ONLY THE CABLE
WIRING IS REQUIRED, USE SPI PART
NUMBER 036-5493-13-81.
6HFWLRQ&KDSWHU 'UDZLQJVIRU0DMRU
3DJH $VVHPEOLHV 5DPSV
6OLQJVKRW$VVHPEOLHV4W\,WHPV
1º ,1',9,'8$/ 3$57 1$0( 47< 63, 3$57 1º 1º ,1',9,'8$/ 3$57 1$0( 47< 63, 3$57 1º
1 Slingshot Bracket Assembly 1 515-5339-01 6 Compression (Return) Spring 1 266-5020-00
Item 1 is secured below the playfield by: #8 X 1/2" HWH AB (Zinc) (Qty. 3) (234-5101-00) Slingshot Stack (Blade) Switch
7 2 180-5054-00
2 Coil Retaining Bracket 1 535-5203-03 Switch has a Diode (1N4004) (112-5003-00). Can be replaced with (1N4001) (112-5001-00).
Item 2 is secured to Item 1 by: #8-32 X 3/8" PPH MS (Sems) (Qty. 2) (232-5301-00) Switch Body Protect Plate
8 2 535-5045-00
3 Coil, 23-800 1 090-5001-00T Items 7 & 8 are secured to Item 1 by: #6-32 X 5/8" HWH Swage (Qty. 4) (237-5976-04)
Coil has a Diode (1N4004) (112-5003-00) positioned @ top (above lugs next to windings).
9® Riveted Arm & Tip Assembly 1 515-5340-01
4 Coil Sleeve 1 545-5031-00 For Individual Parts use (requires drilling out rivet & rereviting) :
Arm (515-5341-01), Kicker Tip (545-5216-01) and Rivet, 1/8" ø x 1/4" Lg. (249-5003-00)
5 Plunger & Link Assembly 1 515-5338-00 The Riv. Arm is secured to Item 1 by: Retaining Ring, 1/4" ø Shaft (Qty. 1) (270-5002-00)
For Individual Items use : Plunger 2" Lg. (530-5025-01), Plunger Link (545-5293-00) and Ordering Note: If 515-5340-01 is unavailable, order the individual part(s) actually required.
Roll Pin 1/8" ø x 5/8" Lg. (251-5008-00) The Plunger Link is secured to the Riveted Arm
by: Retaining Ring, 1/4" ø Shaft (Qty. 1) (270-5002-00) Ordering Note: If 500-5849-00 is unavailable, order the individual part(s) actually required.
Ordering Note: If 515-5338-00 is unavailable, order the individual part(s) actually required.
7DNH1RWH
! !
Coil Note: Either -00B or -00T can be used for coil replacements.
B/T listed is preferable for easier diode access & may differ on game.
® "R" indicates Item noted is secured with rivet(s) as listed.
Kicker
Tip
Arm
E-
Ring
Hinge
Stud
6HF'UDZLQJV
SW. 62 Rt. Pin
(Qty. 2)
Plunger
Qty. 2
Qty. 2
5LJKW4
/HIW4
'UDZLQJVIRU0DMRU 6HFWLRQ&KDSWHU
$VVHPEOLHV 5DPSV 3DJH
0DJQHW&RLO%UDFNHWZLWK7KUHDGHG%XVKLQJDQG0LVFHOODQHRXV3DUWV,WHPV
:KHQHQHUJL]HGKROGVWKHEDOOXQGHUWKH6KUXQNHQ+HDGDQGWKHQWKURZVLW
1º ,1',9,'8$/ 3$57 1$0( 47< 63, 3$57 1º 1º ,1',9,'8$/ 3$57 1$0( 47< 63, 3$57 1º
1 Magnet Coil, 22-650 (6" Leads + Conn.) 1 500-6791-00 3 Threaded Core Plug 1 530-5320-00
For Individual Items use : Magnet Coil (22-650) (090-5042-00), 1 X 2, .093" Connector 3/4-16 Hex Nut
Plug 03-09-2022 (045-5004-02) and Male Lugs 18ga (Qty. 2) (055-5021-09) 4 1 240-5315-00
2 Bracket, Mag. Core Mount (Threaded Bushing) 1 515-6141-00
Item 2 is secured to the playfield by: #8 X 1/2" SLT HWH AB (Zinc) (Qty. 3) (234-5101-00)
4
0DJQHW&RLO%UDFNHWZLWK2372+ROHDQG7UDQVFHLYHU23723&%,WHPV
:KHQWKH'XDO23726ZLWFKLVFORVHGWKHFRLOLVHQHUJL]HGWRWKURZWKHSLQEDOO
1º ,1',9,'8$/ 3$57 1$0( 47< 63, 3$57 1º 1º ,1',9,'8$/ 3$57 1$0( 47< 63, 3$57 1º
1 Magnet Coil, 22-650 (6" Leads + Conn.) 1 500-6791-00 2 Bracket, Magnet Core Mount (w/ OPTO Hole) 1 515-6141-00
For Individual Items use : Magnet Coil (22-650) (090-5042-00), 1 X 2, .093" Connector Item 2 is secured to the playfield by: #8 X 1/2" SLT HWH AB (Zinc) (Qty. 2) (234-5101-00)
Plug 03-09-2022 (045-5004-02) and Male Lugs 18ga (Qty. 2) (055-5021-09)
3 Transceiver OPTO PCB Assembly 2 500-6775-00
Item 3 is secured to Item 2 by: #6 X 3/8" PPH (Zinc) Type-25 (Qty. 2) (237-5880-00)
2-Pin to J2 on the
Lower OPTO Amplifier
Bd. (nearest magnet).
6HHWKHLQVLGHIURQWFRYHU
IRUDQXQGHUSOD\ILHOGSKRWR
7DNH1RWH
6HF'UDZLQJV
SW. 24
For a break-down of parts of Item 3, Transceiver OPTO
PCB (500-6775-00), see Section 5, Chapter 4, Printed
5(&(,9(5 Circuit Boards ( YELLOW PAGES ), Pages 142-143.
6,'(
THIS
TRANSMITTER
ALSO HAS A
SW. 24
& Q22
75$160,77(5
6,'(
2-Pin to Z-Header (2-Pin)
Playfield Harness GRN &
VIO-BLU Wire. The GRN
Wire then goes to J1 on the
Lower OPTO Amplifier Bd.
6HFWLRQ&KDSWHU 'UDZLQJVIRU0DMRU
3DJH $VVHPEOLHV 5DPSV
6FRRS98.$VVHPEO\,WHPV
:KHQHQHUJL]HGWKHEDOOLVNLFNHGEDFNRXWWRZDUGVSOD\HUEDOOFDQHQWHUIURPWKHIURQWRUVLGH
1º ,1',9,'8$/ 3$57 1$0( 47< 63, 3$57 1º 1º ,1',9,'8$/ 3$57 1$0( 47< 63, 3$57 1º
1 Scoop / Coil Mounting Bracket (Welded) 1 515-7361-00 7 Spring Washer, 17/32" ID X 3/4" X 1" 1 269-5002-00
Item 1 is secured below playfield by: #8 X 1/2" SLT HWH AB (Zinc) (Qty. 4) (234-5101-00) Plunger Assembly
8 1 515-5000-02
2 Micro Switch (Happ #95-1128-00) 1 180-5183-00 9 Compression (Relay) Spring 1 266-5020-00
3 Switch Body Protect Plate 1 535-6539-00 10 Rubber Bumper (Grommet) 1 545-5105-00
Items 2 & 3 are secured to Item 1 by: #2-56 X 1/2" HWH Ser Black (Qty. 2) (237-5937-02)
and #2-56 Hex Nut (Qty. 2) (240-5301-00). Switch has Diode (1N4004) (112-5003-00). 11 Kit: Decals (Screened) -21 1 802-5000-81
Can be replaced with (1N4001) (112-5001-00). Note: Individual Decal (-21) is not available individually, ordering of kit is required. For all
pieces, see Playfield - Plastics (Screened & Clear) & Decals, Page 67.
4 Coil Retaining Bracket 1 535-5203-03 Ordering Note: If 500-6774-00 is unavailable, order the individual part(s) actually required.
Item 4 is secured by: #8-32 X 1/4" PPH MS (Sems) Zinc (Qty. 2/per) (232-5300-00)
4
SW. 29
Cable
6HF'UDZLQJV
For Securing Hardware, Wiring Harness
see the Parts Table above, (036-5493-15-81).
under the item desired.
'UDZLQJVIRU0DMRU 6HFWLRQ&KDSWHU
$VVHPEOLHV 5DPSV 3DJH
9DUL7DUJHW$VVHPEO\,WHPV
:RUNVLQFRQMXQFWLRQZLWKWKH9DUL98.VHHQH[WSDJHZKLFKLVVHFXUHGWRWKHVLGH
1º ,1',9,'8$/ 3$57 1$0( 47< 63, 3$57 1º 1º ,1',9,'8$/ 3$57 1$0( 47< 63, 3$57 1º
1 Main Frame (Vari-Target Housing) 1 535-9308-00 8 3-Switch U-Shaped OPTO PCB 1 520-5234-00
Item 1 is secured below playfield by: #8 X 1/2" SLT HWH AB (Zinc) (Qty. 2) (234-5101-00) Item 8 is secured to Item 5 by: #8-32 X 3/8" SLT Ser HWH (Zinc) (Qty. 2) (237-5975-00)
3 Bracket, Target Stop (Back) 1 535-9317-00 10 Kit: Decals (Screened) -97 1 802-5000-81
Item 3 is secured to Item 1 by: #8-32 X 3/8" SLT Ser HWH (Zinc) (Qty. 3) (237-5975-00) Note: Individual Decal (-97) is not available individually, ordering of kit is required. For all
pieces, see Playfield - Plastics (Screened & Clear) & Decals, Page 67.
4® Vari-Target Arm Riveted Assembly 1 515-7323-00 Ordering Note: If 515-7322-00 is unavailable, order the individual part(s) actually required.
For Individual Items use : Target Arm (No Parts) (535-9309-00), Hub (530-5644-00),
OPTO Interrupter Single Blade (535-9310-00), OPTO Intrerupter Double Blade
7DNH1RWH
(535-9311-00), Rivet, 1/8" ø X 3/16" Lg. (Qty. 2) (249-5001-00) <Secures Interrupters to
Target Arm and Rivet, 1/8" ø X 1/4" Lg. (Qty. 2) (249-5003-00) <Secures Hub to Target Arm
Item 4® is secured by: Retaining Ring, 1/4" ø Shaft (Qty. 1) (270-5002-00)
® "R" indicates Item noted is secured with rivet(s) as listed.
5 Bracket, OPTO PCB Mount 1 535-9316-00
Item 5 is secured to Item 1 by: #8-32 X 3/8" SLT Ser HWH (Zinc) (Qty. 2) (237-5975-00) For a break-down of parts of Item 8, 3-Switch U-Shaped OPTO
6 Bracket, Mini-Coil Mount 1 535-9313-00 PCB (520-5234-00), see Section 5, Chapter 4, Printed Circuit
Item 6 is secured to Item 1 by: #8-32 X 3/8" SLT Ser HWH (Zinc) (Qty. 2) (237-5975-00) Boards ( YELLOW PAGES ), Page 148.
7 Mini-Coil & Bracket Assembly 1 515-7329-00 IF ONLY THE CABLE WIRING IS REQUIRED, USE SPI PART
For Individual Items use : Mini-Coil, 32-1800 No Diode (090-5031-00-ND), Coil Armature
(535-9314-00), Hanger Plate Frame (535-6198-00), Spring (265-5024-00) NUMBER 036-5493-17-81 (FOR BOTH THE VARI-TARGET &
Item 7 is secured to Item 6 by: #8-32 X 3/8" SLT Ser HWH (Zinc) (Qty. 1) (237-5975-00)
VARI-VUK ASSEMBLIES).
/HIW6LGH
9LHZ
Section 3,
4
Chapter 2, Go
To Diagnostics
Menu, Page 28.
SW. 41
SW. 42
SW. 43
6HFWLRQ&KDSWHU 'UDZLQJVIRU0DMRU
3DJH $VVHPEOLHV 5DPSV
9DUL98.3RSSHU$VVHPEO\,WHPV
:RUNVLQFRQMXQFWLRQZLWKWKH9DUL7DUJHWVHHSUHYLRXVSDJH$OVRVKRZQVHSDUDWHGIRUFODULW\
5LJKW6LGH
9LHZ
SW. 52 SW. 52
Coil Sleeve thru Coil For Item 10, see the
Parts Table on the
previous page.
4
4
6HF'UDZLQJV
1º ,1',9,'8$/ 3$57 1$0( 47< 63, 3$57 1º 1º ,1',9,'8$/ 3$57 1$0( 47< 63, 3$57 1º
11 Bracket, Vari-VUK (Popper) 1 535-9318-00 18 Spring Washer, 17/32" ID X 3/4" X 1" 1 269-5002-00
Item 11 is secured to Item 1 (previous page) by: #8-32 X 3/8" SLT Ser HWH (Zinc) Fische Paper (Coil Insulator)
(Qty. 2) (237-5975-00) and #8-32 Nylon Stop Nut (Qty. 2) (240-5102-00) 19 1 545-5431-00
Item 11 is secured below playfield by: #8 X 1/2" SLT HWH AB (Zc.) (Qty. 2) (234-5101-00) 20 Plunger Assembly 1 515-5941-01
For Individual Items use : Plunger (530-5210-00) & Nylon Plunger (530-5277-01)
12 Micro Sw. "Y" (Happ #95-0418-00) 1 180-5116-01
Fische Paper (Switch Insulator) 21 Compression (Relay) Spring 1 266-5020-00
13 1 545-5759-00
Switch Body Protect Plate 22 Rubber Bumper (Grommet) 1 545-5105-00
14 1 535-6539-00 Ordering Note: If 515-7325-00 is unavailable, order the individual part(s) actually required.
Items 12-14 are secured to Item 1 by: #2-56 X 1/2" HWH Ser Black (Qty. 2) (237-5937-02)
and #2-56 Hex Nut (Qty. 2) (240-5301-00). Switch has Diode (1N4004) (112-5003-00).
Can be replaced with (1N4001) (112-5001-00).
7DNH1RWH
! !
Coil Note: Either -00B or -00T can be used for coil replacements.
B/T listed is preferable for easier diode access & may differ on game.
IF ONLY THE CABLE WIRING IS REQUIRED, USE SPI PART NUMBER
036-5493-17-81 (FOR BOTH THE VARI-TARGET & VARI-VUK
ASSEMBLIES).
'UDZLQJVIRU0DMRU 6HFWLRQ&KDSWHU
$VVHPEOLHV 5DPSV 3DJH
6WHHO0HWDO5DPS,QGLYLGXDO3DUWV2QO\,WHPV
1º ,1',9,'8$/ 3$57 1$0( 47< 63, 3$57 1º
1® Steel (Metal) Ramp Riveted Asm. 1 515-7328-00
For Individual Items use : Steel Ramp Welded Asm. (No Parts) (515-7327-00), Ramp Flap
(535-9337-00) and Rivet, 1/8" ø X 3/16" Lg. (Qty. 2) (249-5001-00).
Item 1 is secured above the playfield @ flap by: #4 X 5/8" PFH (Black) (Qty. 2)
(237-5833-00) and @ back tab by: #8 X 1/2" SLT HWH AB (Zinc) (Qty. 2) (234-5101-00)
and is secured below the playfield @ pem by: #8 Washer .17" ID X 1/2" OD X .042" THK
(Qty. 1) (242-5015-00) and #8-32 Nylon Stop Nut (Qty. 1) (240-5102-00)
7DNH1RWH
® "R" indicates Item noted is secured with rivet(s) as listed.
2-Pin to J1 on the
Upper OPTO Amplifier
Bd. (near ramp). 5(&(,9(5
75$160,77(5 6,'(
6,'( 2-Pin to J2 on the
Upper OPTO Amplifier
Bd. (near ramp).
SW. 18
6HF'UDZLQJV
6HFWLRQ&KDSWHU 'UDZLQJVIRU0DMRU
3DJH $VVHPEOLHV 5DPSV
3ODVWLF/HIW 5LJKW5DPSV2YHUYLHZ
The drawings on this page show the Plastic Ramps assembled
and "solid". For a breakdown of parts on the Left Plastic Ramp,
see Pages 90-91. For a breakdown of parts on the Right Plastic
Ramp, see Pages 92-93. For Wire Ramps, see Page 94. For a
breakdown of parts on the Shrunken Head, see Page 95.
6HF'UDZLQJV
'UDZLQJVIRU0DMRU 6HFWLRQ&KDSWHU
$VVHPEOLHV 5DPSV 3DJH
/HIW3ODVWLF5DPS,QGLYLGXDO3DUWV2QO\,WHPV
3DUWV7DEOHDQG9LHZVFRQWLQXHGRQWKHQH[WSDJH
1º ,1',9,'8$/ 3$57 1$0( 47< 63, 3$57 1º 1º ,1',9,'8$/ 3$57 1$0( 47< 63, 3$57 1º
1® Left Plastic Ramp Riveted Assembly 1 515-7320-00R 4 Ramp Gate Switch (Left) 1 500-6593-01
For Individual Items use : Left Plastic Ramp (No Parts) (545-6089-00), Ramp Flap For Individual Items use : Gate Bracket (Left) (535-9171-01), Wire Form (535-9172-00),
(535-9300-00), Switch Bracket (Qty. 3) (535-61373-00), #6 Lock Washer (Qty. 8) Micro Switch (Qty. 1) (180-5190-28), #2-56 X 1/2" HWH Ser Black (Qty. 2) (237-5937-02),
(246-5000-00) and Rivet, 1/8" ø X 3/16" Lg. (Qty. 8) (249-5001-00). Switch Body Protect Plate (Qty. 1) (535-6539-00), #2-56 Hex Nut (Qty. 2) (240-5301-00),
Item 1 is secured above the playfield @ flap by: #4 X 5/8" PFH (Black) (Qty. 2) Switch Diode (1N4004) (Qty. 1) (112-5003-00)
(237-5833-00) and @ front exit by: see below Ref. A & B. Item 4 is secured to Item 1 by: #8-32 X 3/8" SLT HWH MS (Zinc) (Qty. 2) (237-5868-00)
and #8-32 Nylon Stop Nut (Qty. 2) (240-5102-00)
2 Micro Switch (Happ #95-1128-00) 3 180-5183-00
Switch Body Protect Plate 5 Bracket, Mini-Coil Mount (Plate Divtr.) 1 535-9437-00
3 3 535-6539-00 Item 5 is secured to Item 1 by: #8-32 X 5/8" SLT Ser HWH (Zinc) (Qty. 2) (237-5975-03)
Items 2 & 3 are secured by: #2-56 X 1/2" HWH Ser Black (Qty. 2/per) (237-5937-02) and and #8-32 Hex Nut (between Plate & Ramp) (Qty. 2) (240-5103-00)
#2-56 Hex Nut (Qty. 2/per) (240-5301-00). Switch has Diode (1N4004) (Qty. 1/per)
(112-5003-00). Can be replaced with (1N4001) (112-5001-00). Parts Table continued on top of next page.
Q27
SW.
31
4
Qty. 4
Qty. 4
6HF'UDZLQJV
Qty. 3 Qty. 3
SW. 38 SW. 39 SW. 40
Qty. 3
Qty. 3
Qty. 3
G.I.
$
A = Ramp Mounting Bracket
(Qty. 1) (515-6508-00),
#6 X 1/2" PTH A Zinc (Qty. 2)
(237-5809-00),
3-1/2" X 1/4" Hex Spacer #6-32
Tap (Qty. 1) (254-5008-27),
#6-32 X 3/8" PPH MS Ext. Sems
(Zinc) (Qty. 1) (232-5201-00) and
$ % #6 Washer (Qty. 1) (242-5001-00)
%
B = 1-5/8" X 1/4" Hex Spacer
#6-32 Tap (Qty. 1) (254-5008-13),
#6-32 X 3/8" PPH MS Ext. Sems
(Zinc) (Qty. 1) (232-5201-00) and
#8 Washer (Qty. 2) (242-5005-00)
onto a Post Hex Base (Red
Sleeve) (Qty. 1) (530-5332-03)
6HFWLRQ&KDSWHU 'UDZLQJVIRU0DMRU
3DJH $VVHPEOLHV 5DPSV
/HIW3ODVWLF5DPS,QGLYLGXDO3DUWV2QO\,WHPV&RQWLQXHG
3DUWV7DEOHDQG9LHZVFRQWLQXHGIURPWKHSUHYLRXVSDJH
1º ,1',9,'8$/ 3$57 1$0( 47< 63, 3$57 1º 1º ,1',9,'8$/ 3$57 1$0( 47< 63, 3$57 1º
6 Mini-Coil & Bracket Assembly 1 515-7329-00 10 P/F Dot Display (5X7) X3 LED PCB 1 520-5236-00
For Individual Items use : Mini-Coil, 32-1800 (090-5031-00), Coil Armature Assembly Item 10 is secured to Item 9 by: #6-32 X 5/8" PPH MS (Zinc) (Qty. 4) (237-5503-00), 1/4"
(515-7356-00 & -02), Hanger Plate Frame (535-6198-00), Spring (265-5024-00) Slf. Rtn. Plastic Spacer White (Qty. 4) (254-5007-02) and #6-32 Nylon Stop Nut (Qty. 4)
Item 6 is secured to Item 5 by: #8-32 X 3/8" PFH 82ø Undercut (Zinc) (Qty. 1) (240-5005-00)
(237-6030-00) IDC Snap-On Socket No Diode
11 1 077-5216-01
7 Ramp Guard (Left Side) 1 535-9425-00 12 #906 Wedge Base Bulb (Clear) 1 165-5004-00
8 Ramp Guard (Right Side) 1 535-9425-01 13 Mini-Mars (Snap-In) Clear 1 550-5030-01
Items 7 & 8 are secured to Item 1 by: #8-32 X 3/8" SLT HWH MS (Zinc) (Qty. 2/per)
(237-5868-00) and #8-32 Nylon Stop Nut (Qty. 2/per) (240-5102-00) 14 Wedge Base Socket (Laydown) 1 077-5026-01
15 #555 Wedge Base Bulb (Clear) 1 165-5002-00
9® Kit: Plastics (Scrnd. Display Cover) 1 803-5001-81 Light Reflector (Silver Plastic)
Note: Individual Plastic (830-6020-00) is available as an assembly only, ordering of kit is 16 1 545-5409-01
required. For all pieces, see Playfield - Plastics (Screened & Clear) & Decals, Page 67. Plastic Mini-Lite Hood (Red)
Item 9 is secured to Item 1 @ Top by: 3-1/8" X 1/4" Hex Spacer #6-32 Tap (Qty. 1)
17 3 550-5061-02
(254-5008-19) and #6-32 X 3/8" HWH Swage (Qty. 2) (237-5976-02) and secured to Item 1 18 Rubber Ring, 3/16" I.D. White (back) 3 545-5348-51
@ brackets by: #8-32 X 3/8" SLT HWH MS (Zinc) (Qty. 2) (237-5868-00) and #8-32 Nylon 19 Rubber Ring, 5/16" I.D. White (front) 3 545-5348-52
Stop Nut (Qty. 2) (240-5102-00)
20 Bracket, Wire Ramp Retainer 1 535-9429-00
Items 17-20 are secured to Item 1 by: #6-32 X 1-1/2 PPH MS (Zinc) (Qty. 2/per)
(237-5510-00) and #6-32 Nylon Stop Nut (Qty. 4) (240-5005-00)
Parts Table continued at bottom of this page.
/W6LGH
9LHZ
Qty. 4
)URQW
Qty. 4 9LHZ
4
Qty. 3
Qty. 3
6HF'UDZLQJV
SW. 38
7DNH1RWH 1º ,1',9,'8$/ 3$57 1$0( 47< 63, 3$57 1º
IF ONLY THE CABLE WIRING 21 Mini-Post MS / #10-32 Bot. .4" Thread 4 530-5005-01
IS REQUIRED, USE SPI 22 Rubber Ring, 3/8" O.D. White (front) 4 545-5348-69
PART NR. 036-5493-03-81 Items 21 & 22 are secured to Item 1 by: #10-32 Nylon Stop Nut (Qty. 4) (240-5203-00)
(LT RAMP) & 036-5493-18-81 23 Mini-Jewel Plastic Post (Clear) 2 550-5052-01
(DOT DISPLAY). Item 23 is secured to Item 1 by: #6 X 3/8" SLT HWH AB (Zinc) (Qty. 1/per) (234-5000-00)
'UDZLQJVIRU0DMRU 6HFWLRQ&KDSWHU
$VVHPEOLHV 5DPSV 3DJH
5LJKW3ODVWLF5DPS,QGLYLGXDO3DUWV2QO\,WHPV
3DUWV7DEOHDQG%RWWRP+DOI9LHZRQWKHQH[WSDJH
Qty. 2
$
Q30
SW. 53
Qty. 2 Qty. 2 Qty. 2
$
A = Ramp Mounting Bracket
(Qty. 2) (515-6508-00),
#6 X 1/2" PTH A Zinc
(Qty. 2/per) (237-5809-00),
2-1/8" X 1/4" Hex Spacer #6-32 Tap
(Qty. 2) (254-5008-32),
#6-32 X 3/8" PPH MS Ext. Sems (Zinc)
(Qty. 2/per) (232-5201-00) and
#6 Washer (Qty. 2/per) (242-5001-00)
7DNH1RWH
® "R" indicates Item noted is secured with a rivet
as listed.
IF ONLY THE CABLE WIRING IS REQUIRED,
USE SPI PART NUMBER 036-5493-02-81.
Micro Switch (Qty. 1) (180-5190-28), #2-56 X 1/2" HWH Ser Black (Qty. 2) (237-5937-02),
Switch Body Protect Plate (Qty. 1) (535-6539-00), #2-56 Hex Nut (Qty. 2) (240-5301-00),
Switch Diode (1N4004) (Qty. 1) (112-5003-00)
Item 2 is secured to Item 1 by: #8-32 X 3/8" SLT HWH MS (Zinc) (Qty. 2) (237-5868-00)
and #8-32 Nylon Stop Nut (Qty. 2) (240-5102-00)
6HFWLRQ&KDSWHU 'UDZLQJVIRU0DMRU
3DJH $VVHPEOLHV 5DPSV
5LJKW3ODVWLF5DPS,QGLYLGXDO3DUWV2QO\,WHPV&RQWLQXHG
3DUWV7DEOHDQG7RS+DOI9LHZRQWKHSUHYLRXVSDJH
Qty. 2
$
Qty. 2
$
A = Ramp Mounting Bracket
Qty. 2
(Qty. 2) (515-6508-00),
#6 X 1/2" PTH A Zinc
(Qty. 2/per) (237-5809-00),
2-1/8" X 1/4" Hex Spacer #6-32 Tap
(Qty. 2) (254-5008-32), Qty. 2
#6-32 X 3/8" PPH MS Ext. Sems (Zinc)
(Qty. 2/per) (232-5201-00) and
#6 Washer (Qty. 2/per) (242-5001-00)
7DNH1RWH
® "R" indicates Item noted is secured with a rivet as listed.
IF ONLY THE CABLE WIRING IS REQUIRED, USE SPI PART
4 NUMBER 036-5493-02-81.
1º ,1',9,'8$/ 3$57 1$0( 47< 63, 3$57 1º
7 Ramp Guard (Right Side) 1 535-9426-01
Items 6 & 7 are secured to Item 1 by: #8-32 X 3/8" SLT HWH MS (Zinc) (Qty. 2/per)
6HF'UDZLQJV
(237-5868-00) and #8-32 Nylon Stop Nut (Qty. 2/per) (240-5102-00)
'UDZLQJVIRU0DMRU 6HFWLRQ&KDSWHU
$VVHPEOLHV 5DPSV 3DJH
:LUH5DPSV2YHUYLHZ
C C
6
B B
Securing Hardware (onto Left Plastic Ramp):
VUK Exit Wire Ramp
A: Retainer Bracket (secured on Left Plastic Ramp)
( from Vari-VUK )
(Qty. 1) (535-9429-00) 535-9306-00
B: #6-32 X 1-1/2" PPH MS (Zinc) (Qty. 2)
A (237-5510-00) (thru Light Hood, Front) Securing Hardware (onto Playfield &
C: #6-32 Nylon Stop Nut (Qty. 2) (240-5005-00) D Metal Rail #5):
D: #8 X 1/2" SLT HWH AB (Zinc)
D
(Qty. 3) (234-5101-00)
E: #8-32 X 3/8" SLT SER HWH (Zinc)
(Qty. 1) (237-5975-00)
F: #8 Washer .17" ID X 1/2" OD X .042"
(Qty. 1) (242-5015-00)
535-9302-00
K
L
6HFWLRQ&KDSWHU 'UDZLQJVIRU0DMRU
3DJH $VVHPEOLHV 5DPSV
6KUXQNHQ+HDG,QGLYLGXDO3DUWV2QO\,WHPV
1º ,1' 3$57 1$0( 47< 63, 3$57 1º
1 Bracket, Head & Lamp Mount 1 535-9395-00
Item 1 is secured above the plfd. by: #8 X 1/2" SLT HWH AB (Zinc) (Qty. 4) (234-5101-00)
72&+$1*(%8/%
The Shrunken Head is only secured over the
Mounting Bracket by a fold inside the neck.
To remove, pull the front of the neck forward
and off of the front tab (A). Head can now be
easily removed. To put back on, hook the back
of the next at the rear tabs then pull the front
of the neck over the front tab.
%(&$5()8/2)3/$67,&6,17+(
$5($2)7+(6+581.(1+($'
$
7RS
9LHZ
Q28
6HF'UDZLQJV
$
Q28
$
)URQW 5HDU
9LHZ 9LHZ
'UDZLQJVIRU0DMRU 6HFWLRQ&KDSWHU
$VVHPEOLHV 5DPSV 3DJH
%DFN3DQHO,QGLYLGXDO3DUWV2QO\,WHPV
3DUWV7DEOHDQG5HDU9LHZRQWKHQH[WSDJH
Ordering Note: Plastic Pieces and Decals shown are for reference only. Plastics & Decals are not available
individually. The entire Plastics Kit or Decals Kit needs to be ordered. For the Plastics Kit use SPI Part Number
803-5000-81. For the Decals Kit use SPI Part Nr. 802-5001-81.
Qty. 5
7RS
9LHZ
G.I. G.I.
Qty. 5
G.I.
G.I. G.I.
G.I.
G.I. G.I.
Qty. 4
LAMP
76
LAMP LAMP LAMP
76 77 78
Qty. 4
G.I.
G.I.
Qty. 4
G.I. G.I.
Qty. 3
Qty. 3
G.I. G.I.
G.I. G.I.
G.I.
G.I.
G.I. G.I.
6HFWLRQ&KDSWHU 'UDZLQJVIRU0DMRU
3DJH $VVHPEOLHV 5DPSV
%DFN3DQHO,QGLYLGXDO3DUWV2QO\,WHPV
7RS )URQW9LHZVRQWKHSUHYLRXVSDJH
1º ,1' 3$57 1$0( 47< 63, 3$57 1º
Wood (Blue) Back Panel
1 1 525-5638-00
5HDU Plain (No Parts)
2-Lug Staple Down
9LHZ 2 Socket
2-Lug Laydown
10 077-5000-00
3 Socket 4 077-5003-00
3-Lug Laydown
4 Socket (3 Lugs Flat) 3 077-5006-00
Items 3 & 4 are secured by: #6 X 1/2" SLT HWH AB (Red) (Qty. 1/per)
(234-5001-02) Control Lamps (Item 4) require a Diode (1N4004)
(112-5003-00). Can be replaced with (1N4001) (112-5001-00).
Black 7/16" O.D.
G.I.
5 Rubber Ring 7 545-5348-17
Qty. 10
#44 Bulb
6 (Clear) 7 165-5000-44
#44 Bulb
7 (Yellow) 5 165-5053-06
#44 Bulb
8 (Red) 5 165-5053-02
G.I. Bracket, Back Panel &
9 Playfield Mount 2 535-8964-00
Item 9 is secured below the playfield and to Item 1 by:
#8 X 1/2" SLT HWH AB (Zinc) (Qty. 4) (234-5101-00)
G.I.
Qty. 3
6HF'UDZLQJV
G.I.
Qty. 3
G.I.
LAMP 76 LAMP 77 LAMP 78
Qty. 3
G.I. G.I.
G.I.
Qty. 4 Qty. 4
G.I.
G.I. G.I.
7DNH1RWH
* An asterisk (*) indicates item(s) are not noted in the
pictorials.
G.I. Qty. 4 IF THE BACK PANEL CABLE WIRING IS REQUIRED,
USE SPI PART NUMBER 036-5493-04-81.
'UDZLQJVIRU0DMRU 6HFWLRQ&KDSWHU
$VVHPEOLHV 5DPSV 3DJH
???8.21/<237,21$/ ??? 8.21/<237,21$/
%DOO'HIOHFWRU$VVHPEOLHV 8S'RZQ3RVW$VV\
4W\,WHPV ,WHPV
1º ,1',9,'8$/ 3$57 1$0( 47< 63, 3$57 1º 1º ,1',9,'8$/ 3$57 1$0( 47< 63, 3$57 1º
1 Ball Deflector Coil Mounting Bracket 1 535-6857-02 1 Up/Down Post Coil Mounting Bracket 1 515-6840-00
Item 1 is secured below the playfield by: #8 X 1/2" HWH AB (Zinc) (Qty. 4) (234-5101-00) Item 1 is secured below the playfield by: #8 X 1/2" HWH AB (Zinc) (Qty. 6) (234-5101-00)
5 Spring Washer (17/32" ID X 3/4" X 1") 1 269-5002-00 5 Coil Sleeve (with extension) 1 545-5847-00
6 Solid Plunger Assembly 1 515-6858-00 6 Spring Washer, 17/32" ID X 3/4" X 1" 1 269-5002-00
7 Compression (Relay) Spring 1 266-5022-01 7 Plunger & Shaft Assembly 1 515-6844-00
8 #10-32 Adj. Spindle Stop w/Rubber Tip 1 280-5014-00 ORDERING ABOVE (ITEM 7) SUB-ASSY. PART Nº WILL INCLUDE:
Item 8 is secured by: #10-32 Keps Nut (Qty. 1) (240-5208-00) 7A Ball Bumper Plastic (Top) Red 1 550-5029-02
Ordering Note: If 500-5788-02 is unavailable, order the individual part(s) actually required. 7B* Roll Pin, 3/32" ø X 1/2" Long 1 251-5002-00
7C* Retaining Ring, 1/4" ø Shaft 1 270-5002-00
7D Plunger & Shaft Sub-Assembly 1 515-6841-00
7E Plunger Head 1 530-5511-00
7F #10-32 X 3/8" PPH MS (Sems) Zinc 1 232-5401-00
Ordering Note: If 515-6844-00 is unavailable, order the individual part(s) actually required.
Item 7D, part of Item 7, Plunger & Shaft Sub-Assembly, is 1 piece and cannot be ordered
separated.
7DNH1RWH 7DNH1RWH
! !
Coil Note: Either -00B or -00T can be * An asterisk (*) indicates item(s) are not
used for coil replacements. B/T listed is noted in the pictorials.
! !
preferable for easier diode access & may
differ on game. Coil Note: Either -00B or -00T can be
used for coil replacements. B/T listed is
preferable for easier diode access & may
differ on game.
$
'
$X[
$X[
'
(
)
6HFWLRQ&KDSWHU 'UDZLQJVIRU0DMRU
3DJH $VVHPEOLHV 5DPSV
Section 5 Chapter 1 of 4
Backbox Wiring
Backbox I/O Power Driver Board Detailed Wiring Diagram Q19 Aux. Bd.
Idol Magnet
#89
Clear
Bulb
#25 Flash: Lwr
J6 1 BLK-BRN X2 Pops/Lwr Lt X2 BLK 22-650 BLK
Partial View Q25-Q32 Q25 #89
Clear
Bulb
#26 Flash:
Q20 Aux. Bd.
I/O Power TIP122
110-0067-00 2
BLK-RED X1
#906
Left Spinner
Shrunken Head Magnet
Driver Board Q26
BLK-ORG
Clear
Bulb
#27 Flash:
Upper Left BLK BLK
520-5137-01 3
X1
22-650
Q27 #906
Red
Bulb
#28 Flash:
BLK-YEL X1 Head Q21 Aux. Bd.
4 Vari Target Release
Q28 #89
J6
ORG-GRN
Clear #30 Flash: Upr.
ORG-YEL
Bulb
BLK-BLU X2 Pops/Rt Rmp X2
6
#89
ORG
Q30 Clear #31 Flash:
FROM Bulb
Right Spinner
WHT-RED BLK-VIO X1
Transformer
7
Q31 #906 3 2 1 5 6 7
#32 Flash: Right
DRIVE 3
Bulb
DRIVE 2
DRIVE 1
BLK-GRY X1 Ramp Lower J2
J17- 8
BRIDGE 2 P6 Q32
20v LOW I/O BD.
ORG 20v DC LOW POWER .
520-5235-03
CURRENT
COILS 10
J7
CONTROLLED #20 Aux - J10- J10-
LAMPS VIO-YEL Head Magnet P3 P7/9
6 I/O BD. I/O BD.
GND J13- Q20 #21 Aux -
BRDG 20 P10 FROM FROM
FROM VIO-GRN Vari-Target VIO-YEL BLK
BLU-WHT I/O BD. 7 High Power Ground
Transformer FROM Q21 #22 Idol 50v DC
13v AC 8A BLU OPTO LED
LAMP COLUMNS VIO-BLU
Slo-Blo 8
J17- +18v DC
P9 Q22 #23 Top
I/O BD. F22 VIO-BLK Post
9 26-1200
Q23 Optional #24 Optional
(VIO-GRY) OPTIONAL Coil J16-
10 P8
Note: All Coils require diodes. Q24 #1 Trough I/O BD.
Some diodes may be located on FROM
Terminal Strips & not on the coil itself. J8 1 BRN-BLK 26-1200 Upkicker
RED
D iode Q1 Power Out
On Q1-Q8 #2 +5v DC
T erminal STP20N10L BRN-RED 23-800 Autolaunch
S trip 110-0106-00 3
Q2 #3 Vari
For the Playfield Terminal Strips,
Fuses & Misc. Wiring Descriptions & BRN-ORG 26-1200 VUK
Pin-2
Locations, see Section 5, Chapter 2, 4
Playfield Wiring. Q3 #4 Left Ramp
BRN-YEL 32-1800 Diverter
J8
5
Q4 #5 Right Ramp To Pin-2 of the Upper
BRN-GRN Diverter Magnet OPTO Trans-
7A 6 32-1800 ceiver (Copper Wire,
J11- Slo-Blo Q5 #6 Lower Cathode Side) Board as a
P3 BRIDGE 1 SWITCHED GROUND .
I/O BD. BRN-BLU 26-1200 Left Pop
F6 50v HIGH 7 See Section 5, Chapter 4,
FROM CURRENT Q6 PCBs, Playfield Switches
BLK-YEL #7 Lower
COILS 3A Right Pop (... Sw. 24), Page 143.
AC Voltages IN BRN-VIO 26-1200
Slo-Blo 8
48v AC GND Q7
BRDG 1 #8 Lower
F21 BRN-GRY 26-1200 Bottom Pop
9
3A
Q8 #9 Upper
Slo-Blo F20
J11- J9 1 BLU-BRN 26-1200 Left Pop
MAGNET(S),
P2 Q9
F20 FOR
#10 Upper
IF USED
J10 J9
5 P1/2
Q12 #13 Lock I/O BD.
BLU-GRN 23-800 Kicker
6
Q13 #14 Upper 3A
Slo-Blo
BLU-BLK 25-1400 Right Flipper BLU-YEL
10 9 8 7 5 4 3 2 1 J10 7
Q14 #15 Left 3A
Slo-Blo
ORG-GRY 22-1080 Flipper GRY-YEL
8
YEL-VIO RED-YEL Q15 #16 Right
BLACK HIGH POWER HIGH POWER
Flipper
3A
Slo-Blo
GROUND ORG-VIO 22-1080 BLU-YEL
50v DC 50v DC 9
Q16 These Coil Fuses are located
under playfield NEAR assembly,
see Sec. 5, Chp. 2, Playfield Wiring.
YEL-BLK VIO-YEL
HIGH POWER HIGH POWER
24v AC 50v DC
1
BLK-BRN
10 9 8 7 6 5 4 3 2 1
BLK-RED
12
{
J3 ONLY used if UK GAME BLK-ORD
1 2 3 4 5 6 7 8 9 10 11 12
(Aux. Driver Bd. Required) BLK-YEL
See Section 5, Chapter 4,
LAMPS
FLASH
BLK-GRN
J6
or
Printed Circuit Boards (PCBs), if ToPS™ Kit is installed, Tourna-
BLK-BLU
AUXILLIARY
BLK-VIO
IN PORT
Pages 150-154, ment Serial Interface (TSI) Board BLK-GRY
J3
required. KEY (P-9)
for UK & Special Application(s)
9
ORG +20v DC
or
3X Transistor Driver Board if Printer Interface Board
10
is used (see Sec. 5, Chp. 3,
and ToPS™ Overview & Wiring, Cabinet/Coin Door Wiring
1
BRN +20v DC
regarding the use of J2 & J3. Diagram, bottom right corner).
10 9 8 7 6 5 4 3 2 1
VIO-BRN
LOW CURRENT
VIO-RED
SOLENOIDS
J2 I/O to under Playfield VIO-ORG
KEY (P-5)
Connector for 19-LED
J7
{
5
VIO-YEL
10
Board (Rings).. VIO-GRN
1 2 3 4 5 6 7 8 9 10
VIO-BLU
Move Conn. J2 to J4 on TSI VIO-BLK
CN7 from
AUXILLIARY
TO DISPLAY CONTROLLER VIO-GRY
OUT PORT
J1 Bd. if ToPS™ Kit installed, {Opt. Coin Meter}
Cabinet & then connect the Tournament
J2
10
Connector from J1 on TSI Bd.
Playfield to J2 I/O Board.
1
}
RED BRN-BLK
9 8 7 6 5 4 3 2 1
HIGH CURRENT
KEY (P-2)
Note: If the Printer Interface
2
SOLENOIDS
BRN-RED
Board is used, the Dot Display
1
RED BRN-ORG
2 26
J8
or Tournament Wiring must be BRN-YEL
10
1
2
1
25
RIBBON CABLE
BLK
ONLY
2
1
CN7
RIBBON CABLE
WHT-YEL
9
WHT-GRN
KEY (P-4)
J1
CPU/
4
WHT-BLU
1
ONLY
WHT-VIO BLU-BRN
9 8 7 6 5 4 3 2 1
SOUND
UK
{ WHT-GRY BLU-RED
HIGH CURRENT
SOLENOIDS
KEY (P-3)
1
20
19
3
BOARD II BLU-ORG
J9
RED-WHT 16v AC BLU-YEL
(w/ATMEL) RED 8v AC
BLU-GRN
BLU-BLK
4
DEDICATED SWITCH INPUTS
12
J17
UNK BLK-RED GRY 19v AC
1 2 3 4 5 6 7 8 9 10 11 12
9
(SWITCH TO GROUND)
5
2
8
DS-8 GRY-BLK
DS-7 GRY-VIO GRY-GRN 19v AC
1
DS-6 GRY-BLU RED-YEL +50v DC
10 9 8 7 6 5 4 3 2 1
3
6
CN6
9
WHT-RED 16v AC RED-YEL +50v DC
DS-5 GRY-GRN or N.C.
DS-4 GRY-YEL BLU-WHT 13v AC VIO-YEL +50v DC
OUTPUTS
VOLTAGE
KEY KEY (P-5) YEL-VIO +50v DC
J10
5
6
BLK (GND) BLK (GND).
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
10
6 5 4 3 2 1
POWER
BLK (GND)
J16
BLK-WHT
OUT
1
KEY
VOLTAGES
YEL-BLK 24v AC
5
J11
RED +5v DC BLK-ORG 48v AC
AC
9
GRN-GRY
SWITCH COLUMNS
GRN-BLU Printer
3
GRY-WHT +12v DC
I/O POWER
(DRIVES)
CN5
GRN-ORG
GRN-RED
1
RED-BRN
KEY (P-2) CN2 520-5137-01
12 11 10 9 8 7 6 5 4 3 2 1
RED-BLK
ILLUMINATION (G.I.'s)
2
GRN-BRN VIO
CN4 from RED-ORG
1 2 3 4 5 6 7 8 9
GRN
RED-YEL
1
ROWS (GND)
{
YEL
SP3 SP2 SP1
I/O
GENERAL
RED-GRN
7 6 5 4 3 2 1 6NOT
5 4 USED
3 2 1 BRN-WHT
J14
J15
J12
LAMP
KEY (P-5) RED-BLU
7 5 1
CN3 Power
5
7
TRANSFORMER RED-VIO
1
Driver WHT-GRN
RED-WHT
YEL-WHT
KEY (P-5)
RED-GRY
RED-BLK
YEL-BLK
5
CN5 to Board
WHT-YEL
WHT-BRN
4 6
J13 RED-WHT
RED
Cabinet & LAMP
N/C
N/C
Playfield 10 9 8 7 6 5 4 3 2 1 12
2 1
YEL-WHT
YEL-WHT
YEL-WHT
10
1-6 are all
J14, Pins
5.7v AC
KEY (P-2)
+18v
YEL-GRN
YEL-GRY
BLU DC
YEL-BRN
YEL-RED
YEL-BLU
YEL-BLK
YEL-VIO
Important:
YEL
YEL
YEL
CN1 CN2 to
2
26
14
NOT USED
Sec. 5: Backbox ...
NOT USED
SWITCH 2
SWITCH 4
SWITCH 6
SWITCH 8
GROUND
GROUND
GROUND
GROUND
GROUND
GROUND
from Display
STAT Ø
DATA 1
DATA 3
DATA 5
DATA 7
RESET
STAT 2
BUSY
Xfrmr.
{
DISPLAY ENABLE
COL. LATCH
ROW CLOCK
ROW DATA
PIX CLOCK
SER. DATA
NOT USED
NOT USED
SWITCH 1
SWITCH 3
SWITCH 5
SWITCH 7
DATA Ø
DATA 2
DATA 4
DATA 6
STROBE
NOT USED
STAT 1
STAT 3
1
YEL-BLK -110v DC
7
RED +5v DC
1
25
13
GRY-YEL -98v DC
7
DISPLAY
1
BLU +18v DC
2
KEY (P-5)
3
3
CN2
POWER J2 J1
CN1
YEL (GND)
5
5
BLK (GND)
4
BLK (GND)
4
RED +5v DC
DISPLAY CONTROLLER BD.
3
BLK-RED 110v AC
6
BLU +12v DC
520-5138-00
2
WHT-GRN 88v AC
520-5055-03
7
VIO-YEL +68v DC
1
J3
3 2 1
3 2 1
+5v DC RED
KEY (P-2)
GND BLK
RELAY
RELAY
V V DRIVER
DRIVER
V V
YEL
V V 1
YEL G.I. 5.7v AC General
2 INPUT Illumination
FROM
Secondary
YEL (G.I.) Bulbs
XFRMR
5.7v AC
Primary
3 (5.7v AC)
YEL-WHT 5A 250v
4 SLO-BLO Fuses
YEL-WHT
F27 F26 F25 F24
5
YEL-WHT
6
Y
Transformer J14
Y PRI-103.5-115-207-230V 50/ J15 9 8 7 6 5 4 3 2 1
60Hz 750VA CLASS 130 EPBO
9 8 7 6 4 3 2 1
J15-P6 to J15-P1 (Fuse F24)
VIOLET
GREEN
YELLOW
BRN-WHT
WHT-VIO
WHT-GRN
WHT-YEL
B = BRN-WHT to WHT-BRN
Location: Back Panel X10
WHT-BRN
V
5 ea. color
& Yellow
#44 Red
V Circuit
1
Above Playfield: G.I. in Above Playfield: G.I. in
V #1 #2 #10*
Light Reflector on Right
Ramp aimed at Head.
Light Reflector on -16 V V Note: Various Colors, see
Page 62 for Part Numbers.
Plastic aimed at Head.
G V V J15-P7 to J15-P2 (Fuse F25)
Y = YEL to WHT-YEL
Location: Upr. Rt. & Mid. Rt. P/F X8
WHT-YEL
G
#44 Bulb
Circuit 8 ea.
GG 2
YEL #1 #2 #8*
Door Door
14 ea.
G G Circuit
4
VIO #1 #2 #13*
* G.I. Bulb quantities may change Note: GI above P/F is #555 Bulb.
during production.
2
GRN-RED Q2 3
3
GRN-ORG Q3 4
4
GRN-YEL Q4 5
5
GRN-BLK Q5 6
Switch 1 Switch 9 Switch 17 Switch 25 Switch 33 Switch 41 Switch 49 Switch 57
6
GRN-BLU Q6 7
Left Button Head Tomb- Lower Bonus X Vari-Target Upper Left Left
(UK ONLY) Stand-Up stone 1 Left Pop Inlane - Left OPTO 1 Pop Outlane
7
GRN-VIO Q7 8
Switch 2 Switch 10 Switch 18 Switch 26 Switch 34 Switch 42 Switch 50 Switch 58
8
GRN-GRY Q8 9
4th Not Spr. Jack- Lower Bonus X Vari-Target Upper Right Left
Coin Slot Used pot OPTO Right Pop Inlane - Mid. OPTO 2 Pop Return Lane
CPU/Sound Board
Expansion
6th ] 4-Ball Trough Tomb- Lower Bonus X Vari-Target Upper Bot. Left
N/C 10
Coin Slot #1 (Left) stone 5 Bot. Pop Inlane - Rt. OPTO 3 Pop Slingshot
Switch 4 Switch 12 Switch 20 Switch 28 Switch 36 Switch 44 Switch 52 Switch 60
1
WHT-BRN U400 9
Right 4-Ball Left Side Right Lock 1 - Vari-Target Right 2
WHT-RED U400 8
Coin Slot Trough #2 Spinner Scoop Entry Orbit Top VUK Outlane
Switch 5 Switch 13 Switch 21 Switch 29 D Switch 37 Switch 45 Switch 53 Switch 61
3
WHT-ORG U400 7
O
Center Coin 4-Ball Right Scoop
T
S Not Lock 1 - Right Right 4
WHT-YEL U400 6
Slot / DBA Trough #3 Spinner VUK Used Middle Ramp Return Lane
Switch 6 Switch 14 Switch 22 Switch 30 D Switch 38 Switch 46 Switch 54 Switch 62
5
WHT-GRN U401 5
O
Left 4-Ball Trough Tomb- Behind
T
S Mini Play- Lock 1 - Start Right 6
WHT-BLU U401 3
Coin Slot VUK Opto stone 4 Head field Left Bottom Button Slingshot
WHT-VIO U401
Expansion
7 2
5th ] 4-Ball Stack- Shrkn. Left Mini Play- Lt. Jackpot Tournament Not 8
WHT-GRY U401 1
Coin Slot ing Opto Head OPTO Ramp Make field Center Loop Button Used
Wire & IC
Switch 8 Switch 16 Switch 24 Switch 32 Switch 40 Switch 48 Switch 56 Switch 64
Switch
ROW
RETURN
SWITCH PIN
Right Button Shooter Idol Eye Tomb- Mini Play- Left Plumb Not Return IC
Source N º :
RETURN CN7
(UK ONLY) Lane OPTO stone 2+3 field Right Orbit Bob Tilt Used LM339AN
Playfield Lamp Wiring Diagram Please Note: Switch & Lamp Descriptions may differ slightly than that of the Dot Display due to space restraints.
J13-Pin 10 is Power Out for +18v DC to
D D iode D D iode the Display Power Supply Bd at CN1-Pin 6 BLUE 10
O On O On
Note: All Switch, Lamp & Coil assemblies require diodes. Some diodes are located For Lamp(s): T T erminal -or- D D iode
under the playfield on Terminal Strips or Diode Boards and not on the assemblies. 33-35 & 60-62 S S trip B B oard
1
YEL-BRN U17 9
2
YEL-RED U16 8
3
YEL-ORG U15 7
4
YEL-BLK U14 6
Lamp 1 Lamp 2 Lamp 3 Lamp 4 Lamp 5 Lamp 6 Lamp 7 Lamp 8 5
YEL-GRN U13 5
8
YEL-GRY U10 1
Left Special 1 Idol Counter 2 Idol Counter 3 Idol Counter 4 Idol Counter 5 Idol Counter Tombstone 1 Scoop Arrow
Wire & IC
Lamp 17 Lamp 18 Lamp 19 Lamp 20 Lamp 21 Lamp 22 Lamp 23 Lamp 24
Lamp
COLUMN
DRIVE
LAMP PIN
Grid.....
Drive IC
Source N º :
DRIVE J13
( R ) IPLEYS R ( I ) PLEYS RI ( P ) LEYS RIP ( L ) EYS RIPL ( E ) YS RIPLE ( Y ) S RIPLEY ( S ) A1 (Upr. Left) VN02N
Lamp 25 Lamp 26 Lamp 27 Lamp 28 Lamp 29 Lamp 30 Lamp 31 Lamp 32 Lamp
Return
I/O Power Driver Board
Transistor
Source N º :
STP19N06L LAMP
Grid B1 Grid C1 Grid A2 Grid B2 Grid C2 Grid A3 Grid B3 Grid C3
ROW RETURN J12
Lamp 33 Lamp 34 Lamp 35 Lamp 36 Lamp 37 Lamp 38 Lamp 39 Lamp 40 RETURN Wire & Transistor PIN
D D D
Lower....
O
T Lower....
O
T Lower....
O
T 1
RED-BRN Q33 1
Left Pop S Right Pop S Bottom Pop S Skill Shot Tombstone 2 Tombstone 3 Million Plus Loop Jackpot
Lamp 41 Lamp 42 Lamp 43 Lamp 44 Lamp 45 Lamp 46 Lamp 47 Lamp 48 2
RED-BLK Q34 2
RED-ORG Q35
Sec. 5: Playfield ...
Collect The 9
RED-WHT Q41 10
Left Spinner Multiball Light Locks Bigfoot Bonus Super Jackpot Odditorium Head Knows BOZO
Lamp 73 Lamp 74 Lamp 75 Lamp 76 Lamp 77 Lamp 78 Lamp 79 Lamp 80
10
RED Q42 11
Bonus X
X Inlane Left
Bonus X
X Inlane Cnt.
Bonus X
X Inlane Rt. Back Panel A Back Panel B Back Panel C
Tourna-........
ment Button Start Button
From I/O Pwr.
Driver Board
N/C 12
J16-Pins 9-15
S16
2 SE 3
meaning: "Diode On Diode Board").
Q15 S1 Q01
S1 4 Q02
5
DS4 Legend:
L5
( Q13 )
S57 L1
L2 L6
L7
( Q13 ) Q = Coil / Flash (see Page 101)
L3 DTS / TS = ( Diode ) Terminal Strips (A-E)
S59 S62
S58 S46
Ripley's BION!™
E
Q17 Q18 S45
L8
L9 S61 Switches:
S59 S62 29 Scoop
S44 VUK................
L30 L31 L32
PC plif O
Terminal
B ier
m T
Trough............
L27 L28 L29
SW. 29
L10 L13 to S24 —WHT-GRN
to Q22
L11 L14 L24 L25 L26
—ORG-GRN
L12 to GRN-YEL
et) Q22 L23
ng L22
Sw
Q19 (Ma
L21
. GND
Q12 L20
S24 L18 L19
E
L17
SW. 28
OPTO —ORG-YEL
L15 S19 to GRN-YEL
L49
S29
DTST-GRNN Terminal —WHT-YEL
S-U HT
H -GR Strip
.W
L41 —WO RG SQ
— EL .W
SQ
S1
7 R G-YYEL S-U HT
L42 —O HT- 28
—WDTS S
Ripley's BION!™ Ripley's BION!™
D C
Q8
C
L43
L35 S27 S29 Lamp: Lamps:
3A 33 Lwr. Left Pop 35 Lwr. Bot. Pop
S28
L50
LAMP 35
(Flash) —YEL-RED / BLK L36 UPPER RIGHT —YEL-BRN —YEL-ORG
DTS L34 L46 FLIPPER FUSE & BLK & BLK
L51
LAMP 33
Q6 RED BLU-
2
L37
L54
—BLK
S32 S3
S25
L38 L48
L34
SQ. WHT
—BLK —RED-GRN
L55
S-U X2 L40
LAMP 34
L56
Q31
(Flash) —RED-GRN —BLK
D —YEL-BRN / BLK
—BLK
—RED-GRN Q26
L3
9
L57
L64 L52
—YEL-RED
B & BLK
Terminal DTS L33 (Flash)
Strip L65 L66
L67 Terminal
L58
L70
S43
S42
S41
DTS Q11 / BLK from Coil
—BLU-ORG/ RED from Coil
—YEL-VIOU / BLK
—YEL-BL
B
Terminal
Coil ( Q ) & Lamp:
Q11 Upr. Bot. Pop
Bumper...........
A
Terminal
Lamps:
60 Upr. Left Pop
Bumper...........
L59
Q3
Q21 —BLK Strip 62 Upr. Bot. Pop Strip 61 Upr. Right Pop
—RED-GRY Bumper........... Bumper...........
DTS L62
COIL Q11
L71 L62
LAMP 60
L63
SQ. WHT
Lugless
—BLU-ORG —YEL-BLK
X3 Driver PCB S-U DTS L60 & BLK from Coil & BLK
Q11Coil —YEL-BLK / BLK
NAR. YEL S51 —BLK
S9
ag
net S-U —RED-GRY —YEL-VIO —BLK Sec. 5: Playfield ...
—BLK & RED from Coil
Q20 M
S4
9 Q30 —YEL-GRN / BLK
S22 (Flash) DTS L61
S23 L60 —YEL-BLU —RED-GRY
S47 OPTO Q9
A & BLK
LAMP 61
LAMP 62
S50
Terminal
—BLK —BLK
Q10
L61 Strip
S33
—RED-GRY —YEL-GRN
S34
S35 & BLK
S30
S48
to S23 S36 See the Pink Pages, Playfield - General
Parts & Switches (Below) (Pg. 66) for
PC plif O
B ier
m T
A OP
Q23
L73 L74
Terminal Strips, Diodes, Fuses and Fuse
L75
Holders Part Numbers.
BACK PANEL L76-L77-L78
OOOOOOOOOOO
1 2 3 4 67 12
Note on this Game: 3-Flippers are used (Lower Left, Lower &
RIGHT LEFT
E.O.S. E.O.S. Upper Right).
ON ASSY. ON ASSY.
N.C. DEDICATED N.C. DEDICATED
SWITCH SWITCH Technical Overview
DS-4 DS-2
Our Flipper System
uses one supply voltage
BLK
(50v DC) for both kick &
NOTE:
(GROUND) N.C. = Normally Closed hold. Once the Game
N.O. = Normally Open CPU detects a Flipper
OOOOOOOOOOOOOOO Cabinet Switch closure
1 11 15
Q13 (during game play) it
POWER OUT applies a 40msec pulse
J16 Q14 to the gate of the Flipper
MOS FET Drive Transistor (STP-
Q15 STP20N10L 20N10L). If it continues
to detect a Flipper
Q16 Cabinet Switch closure
(the player holding the
J10 J9 button in) it will continue
I/O POWER VOLTAGE HIGH CURRENT to pulse the flipper drive
DRIVER BOARD OUTPUTS SOLENOIDS
(PARTIAL VIEW)
transistor 1msec every
10 2 1 9 8 7 1
OOOOOOOOOO OOOOOOOOO 12msecs for the duration
of the hold cycle.
2 RED-YEL 50V DC 2 BLU-BLK
The 3A 250v Slo-Blo Fuses BLU-BLK The E.O.S. (End-Of-
are located under the playfield
NEAR the Flipper Assembly,
ORG-GRY Stroke) Switch serves
Coil Wrap: YEL-GRN ORG-VIO
see previous page for locations. the same function as
LOWER before as it prevents
3A SLO-BLO RIGHT
(Located under Playfield) FLIPPER foldback when the play-
RED-YEL 50V DC BLU-YEL 22-1080 COIL er has the flipper ener-
Coil Wrap: YEL-GRN
gized to capture balls.
The E.O.S. Switch is a
LOWER normally closed switch
Sec. 5: Playfield ...
3A SLO-BLO LEFT
(Located under Playfield) FLIPPER which opens approxi-
RED-YEL 50V DC GRY-YEL 22-1080 COIL mately 1/16" when the
Coil Wrap: RED-RED flipper is energized. The
Game CPU will detect a
UPPER
3A SLO-BLO RIGHT switch closure if the flip-
(Located under Playfield) FLIPPER per bat is forced back by
RED-YEL 50V DC BLU-YEL 25-1400 COIL
a high velocity shot or
rebound on the playfield
and will apply another
40msec pulse of 50v DC
to the coil.
3 BLU-WHT 13V AC
2 9 8
TO
FOR 18V DC
1 115V AC 5 CONTROL LAMPS
LINE J11
CORD BLK-YEL 48V AC
11 3
1V1 GRN (to (E)arth Ground) FOR
VARISTER 24V AC
YEL-BLK 50V DC
Domestic = SERVICE OUTLET
130V (Domestic / International) 15 1 COILS
International = 1F1 TO
275V Domestic =
Note: Not All International Games
HOT (L)oad 24V AC
have or require a Service Outlet. BRIDGE 1
8A 250V BLK-ORG 48V AC
Slo-Blo Fuse 12 2
Int'l. = BRN 220V AC
International = Domestic = BLK 115V AC
5A 250V
CN1
Slo-Blo Fuse WHT-GRN 88V AC
2 1
DISPLAY
JUMPERS FOR VOLTAGE VARIATION WHT POWER
1 3 SUPPLY
BOARD
BLK-RED 100V AC
8 2
BLK
1 2 3
<<<
4 5 6 CONFIGURATON FOR 1F/M3 J14
YEL-WHT
<<<
4 4 (G.I.'s)
OR LOWER LINE VOLTAGES
FOR INTERNATIONAL USE 5 5 ONLY ON
COIN DOOR
EXPORT/ HIGH 6 6
LINE VOLTAGE BLK
230/218/206 VOLTS 1 2 3
1F1= 5A 250V SLO BLO 4 5 6
Pin:
GRY-BLK GRY-BLK
10 10 BEGIN TEST /
N.O. ENTER: BLACK START / TOURNIE BUTTON LAMPS
GRY-VIO GRY-VIO BUTTON
9 9 SERVICE CRED- Lamp
Lamp
N.O. ITS / RT.: GREEN 80
80
GRY-BLU GRY-BLU BUTTON Tournie
Start
UPPER 8 8 VOLUME / RED-XXX
RIGHT FLIPPER N.O. LEFT: RED 11
BUTTON GRY-GRN BUTTON
7 Lamp p J12 p
RIGHT FLIPPER 79 I/O PWR
BUTTON GRY-ORG Tournie DRVR BD.
4 q J13 q
LEFT FLIPPER
BUTTON GRY-BRN YEL-VIO
2 3
N.O. G.I. YEL-GRY
WHT-GRN YEL-WHT 1
DEDICATED 3 LAMPS
SWITCHES G.I.
5.7V AC GRN YEL on
8 COIN
DOOR ------------------------------------------------------------
p J15 p UK ONLY: 2 Extra Cabinet Buttons for the
I/O PWR DRVR BD.
Post Save™Feature are used. The Left But-
ton operates the Left Outlane Ball Deflector.
The Right Button operates the Right Outlane
COIL POWER FOR USA 2 SLOT Ball Deflector. Both buttons pushed together
INTERLOCK SWITCH I/O PWR AMP CONNECTOR TO COIN DOOR ONLY operate the Center Up/Down Post. Both but-
DRVR BD. $ BILL ACCEPTOR (DBA) tons are located under the Flipper Buttons.
Normally Open - 1 q J17 q ------------------------------------------------------------
RED-WHT 16V AC BLK 115V AC LINE
UK ONLY
7 4 (AC)
20v DC WHT VOLTAGE
N.O. 6 (AC)
COILS TRANSFORMER
1N4001 DIODE
WHT-BRN
DIODE SPI PART No.
Common - 1
(XFRMR) 7 9
112-5001-00 WHT-GRY
WHT-RED 16V AC GRN-BRN
I/O PWR 8 1 1
DRVR BD. WHT-GRN
BUTTON
BUTTON
p CN5 p CN1
CPU/SND I/O DRVR BD J16-3: ORG-BRN 1
1
2
3
SW RET 2 5
4
KEY SW 1 11 2
corresponds to the Coin
1 1 20V DC 6
2
GRY-BLU
4
3
5
BRN-WHT
PRNTR BUSY 4
SENTINEL SW 3 13
WHT-RED
WHT-VIO
WHT-ORG
KEY
N/C
p J7 p N/U 7 ORG-WHT
N/U 14 5
I/O PWR INTERFACE GRY-VIO 8 N/C 6
DRVR BD. BOARD SW 4 15 9
I/O DRVR BD J16-7: BRN
520-5037-01 7
10 +5V DC N/C 8
RED 9
CPU BD CN7-10: BLK
COIN DOOR GND
10
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
Tr o u g h U p - K i c k e r D u a l O P T O B o a r d s C o m p o n e n t La y o u t & Pa r t s
520-5173-00 (TRANS) Boards Actual Size 520-5174-00 (REC)
(Screened Text Printed Larger for Clarity)
00-3715-025 00-4715-025
CER
SNART
103
105
562
1B1
562
Q4
MGE3
MGE3
1B1
2A 7
2A 7
105
103
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
3OXQJHU SOXQJHU
9LHZIDFLQJWURX JKZLWKSOD\ WRF KH FN
ILHOGLQ6HU YLFH 3RVLWLRQ VZLWFK DV
VKRZQ
6HFWLRQ&KDSWHU 3ULQWHG&LUFXLW
3DJH %RDUGV3&%V
6HFWLRQDOYLHZIURPULJKW)LJD E
5HF 7UDQV
)LJD 6LGH )LJE 6LGH
/LJKW 3DWK
3LQEDOO
(Note
alignment)
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, 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)
%($0
/LI W
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
)LJD )LJE
&RUUHFW3RVLWLRQ ,QFRUUHFW3RVLWLRQ
3ULQWHG&LUFXLW 6HFWLRQ&KDSWHU
%RDUGV3&%V 3DJH
Dot Matrix Display / Display Controller Bd. Combined Display Connections
BLK 3 GND
— 2 KEY J3
RED 1 +5 VDC
520-5055-03
DATA 3 DATA 2
J1
DATA 1 DATA Ø
SWITCH 8 SWITCH 7
SWITCH 6 SWITCH 5
SWITCH 4 SWITCH 3
SWITCH 2 SWITCH 1
CN3-Pin 2 NOT USED NOT USED CN3-Pin 1
Dot Matrix Display
Explained
CN1-Pin 14 NOT USED NOT USED CN1-Pin 13
The display utilizes a Micro-
GROUND SER. DATA Processor Control Board
GROUND PIX CLOCK RIBBON CABLE mounted in piggyback fashion
GROUND COL. LATCH to the Dot Matrix Display (128 X
J2
GROUND ROW CLOCK 32) Driver Board. The purpose
GROUND ROW DATA behind this board is to provide
CN1-Pin 2 GROUND DISPLAY ENABLE CN1-Pin 1
more information to the
operator as well as displaying
graphics to the player.
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 500V 330K W R8 MJE15030
47K W 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
D i s p l a y Po w e r S u p p l y B o a r d C o m p o n e n t La y o u t & Pa r t s
®
Actual Board Size 5” X 3.3”
4 3
J1
U2
U1-A
J5
U1-C U1-D
J3-1
J3-2
J3-3
C
U4
B
U9
J2
U1-F
J4-1 U10
Sec. 5: PCBs
U1-E
J4-2
A J4-3
J4-4
J4-5
J4-6
4 3
Section 5, Chapter 4 Printed Circuit
Page 114 Boards (PCBs)
Display Controller Board Schematic
2 1
U8
U3
U7
C
U5 U6
U1-B
Sec. 5: PCBs
A
U11 ®
Schematic Set
Sheet 1 of 1
SIZE REV.
D E
SPI Display Controller Board
SPI Part Nº: 520-5055-03 JUNE 2001
Prepared By: CES Inc. Edited By: SPI Inc.
Non-Text Document
Model: 237-0255-00 Dated: 06/17/01
2 1
Printed Circuit Section 5, Chapter 4
Boards (PCBs) Page 115
D i s p l a y C o n t r o l l e r B o a r d C o m p o n e n t La y o u t & Pa r t s
C42
C52
R15
R14
R7 U8
K6T0808C1D-GB55
SAMSUNG 046A
J2
R6 J1
R1
R16
R12
R2
C45
R18
C23
U3
U3
C18
C12
C11
C17
C16
C10
C9
C8
C15
C14
C13
C7
C6
C5
C4
C3
C2
C1
R19
U9
R28
R26
R24
R22
R10
74HCT245D
09AD7YK C48 U2 U7
(ST) PHILIPPINES
74LS245DW 74HCT273D
EF68B09EP
02C5RVK 03FC59K C50
C44
WB2060034
C51 C49
R13
6
RESET
U10
R5
R29
R27
R25
R23
R17
R9
C53
C34 C41
C22 +
C33 C40 L1
1
J4
C35 XILINX® C43
XC9572XL™
U1 R21
74HCT04D
08A51XX
TQ100AEN0101 C32
C28 F1168339A
7C
FB2 C39
+ C21 R20
U4 C47
U5 C46
+
C19 C31
R4
C29
C37 J5
DISP. CNTRLR.
C27
C20 + R8
Actual Board Size 20.5cm X 12.5cm
L52B
27C040
U11 11AJ
FB1
R3
6 1
J3 4MB
ROM1 ROM0
26 1 100- U7 74HCT273D
27 1 100-5045-00 U8 K6T0808C1D-GB55, Int. Samsung 046A
28 1 100- U9 74HCT245D
29 1 100- U11 LM3940IMP-3.3
30 1 140- RSN1 8MHZRSN (8Mhz) Crystal
31 2 n/a FB1, FB2 Ferrite Bead, FB0370
32 0 FID1-3 FIDTP50M
If a part is required where a part number is not provided, call Technical Support (see back of cover).
5v Supply:
An AC voltage of approximately 9v comes into the board at [J17-(1-4)] this AC voltage is then full-wave rectified
by bridge BRDG 21 and filtered by Capacitor C203. The resulting voltage is 11v DC which is inserted into a linear
voltage regulator for the output of 5v DC. This 5v regulated voltage can be adjusted by potentiometer R116 the
voltage should be set to 5.00v. Besides powering the I/O Board the regulated 5 volts supplies power to the CPU /
Sound Board, Gas Plasma (Dot Matrix) Display and Plasma (Display) Controller Board. Power for these
devices comes off the I/O Board on [J16-(4-8)].
+5v, +20v, +50v, +18v, & +12v LED Indicators:
These DC voltages are derived on the I/O Board by /(' 6833/< 92/7$*(
rectification and filtering. Each has a LED indicating that /
power is being supplied to each of these voltage sources. / Y
The -12v supply comes from the same transformer winding
as the +12v thus it does not have a LED indicator. / Y
/ Y
** Note that the +50v & +20v power sources are turned off / Y
by the Interlock Switches when the Coin Door is OPEN.
Reset Circuitry:
The I/O will reset in three (3) cases:
1. The CPU is in reset. The CPU’s reset signal is fed into the I/O through connector J1 and forces
the I/O into reset.
2. The 5v supply has fallen below 4.75v.
3. The watchdog is not being fed by the scanning of the light matrix. More specifically Pin-19 of U6
must be toggling once every 50ms to prevent the watchdog from resetting. The scanning of the
light matrix is controlled by the CPU through J1.
LED L204 shows the reset state of the I/O Board. If this LED is not lit either the 5v DC is below 4.75v or the
CPU/Sound Board is holding the I/O in reset. If the LED is flashing this means that the watchdog is not being
feed by the CPU/Sound Board and the I/O is oscillating into and out of reset. If the LED is continuously on the
board is out of reset and communication from the CPU to the lamp matrix is confirmed. Testpoint Blanking is the
actual reset signal on the I/O Board. A low voltage indicates that it is in reset this will turn off all Solenoid (Coil)
Drivers, Flash Lamps, Lamp Matrix Drivers, Auxiliary Outputs and Flipper Outputs. A high voltage indicates that it
is out of reset and normal operation can take place.
Address Decoding:
All Address decoding is done by two 74LS138’s (U204 & U205) (3 of 8 decoder). Both of these must be in
operation for the I/O Board to function properly.
Note 1 x Clip on the resistor side with the white stripe. xx R1 controls Q1, R2 controls Q2, et cetera...
Auxiliary In & Out:
J2-8 CMOS Outputs sometimes used for a printer interface.
J3-8 CMOS Inputs general purpose inputs.
Lamp Matrix:
J12 has 10 low side drivers for the lamp strobes which consist of 19N06L MOSFETS. Only one lamp strobe
6HF3&%V
should be low at any time. Again the scanning of the lamp strobes keeps the I/O from resetting. J13 has 8 high
side drivers with each having a status indicator. All the status indicators are logically ’OR’ed together and fed back
to the CPU/Sound Board. The status can identify open loads (for example open lamp filaments or intermittent
connections) and short circuits. These drivers are also short-circuit protected.
3ULQWHG&LUFXLW 6HFWLRQ&KDSWHU
%RDUGV3&%V 3DJH
I / O Po w e r D r i v e r B o a r d S c h e m a t i c ( S h e e t 1 o f 5 )
4 3
B
Sec. 5: PCBs
NOTES:
R ALL RESISTOR VALUES ARE IN OHMS ( W ), 1/4W, 5%, UNLESS OTHERWISE SPECIFIED.
R ALL CAPACITOR VALUES ARE IN MICROFARADS ( mF ), UNLESS OTHERWISE SPECIFIED.
R 0.1 MICROFARADS ( mF ) BYPASS CAPACITOR ON ALL IC’S.
4 3
Section 5, Chapter 4 Printed Circuit
Page 118 Boards (PCBs)
I / O Po w e r D r i v e r B o a r d S c h e m a t i c ( S h e e t 1 o f 5 )
2 1
Sec. 5: PCBs
A
®
Schematic Set
Sheet 1 of 5
SIZE REV.
D E
SPI I/O Power Driver Board
SPI Part Nº: 520-5137-01
Prepared By: CES Inc. Edited By: SPI Inc.
Model: 237-0161-00 Dated: 09/05/97
2 1
Printed Circuit Section 5, Chapter 4
Boards (PCBs) Page 119
I / O Po w e r D r i v e r B o a r d S c h e m a t i c ( S h e e t 2 o f 5 )
4 3
B
Sec. 5: PCBs
4 3
Section 5, Chapter 4 Printed Circuit
Page 120 Boards (PCBs)
I / O Po w e r D r i v e r B o a r d S c h e m a t i c ( S h e e t 2 o f 5 )
2 1
NOTES:
R ALL RESISTOR VALUES ARE IN OHMS ( W ), 1/4W, 5%, UNLESS OTHERWISE SPECIFIED.
R ALL CAPACITOR VALUES ARE IN MICROFARADS ( mF ), UNLESS OTHERWISE SPECIFIED.
R 0.1 MICROFARADS ( mF ) BYPASS CAPACITOR ON ALL IC’S.
Sec. 5: PCBs
A
®
Schematic Set
Sheet 2 of 5
SIZE REV.
D E
SPI I/O Power Driver Board
SPI Part Nº: 520-5137-01
Prepared By: CES Inc. Edited By: SPI Inc.
Model: 237-0161-00 Dated: 09/05/97
2 1
Printed Circuit Section 5, Chapter 4
Boards (PCBs) Page 121
I / O Po w e r D r i v e r B o a r d S c h e m a t i c ( S h e e t 3 o f 5 )
4 3
B
Sec. 5: PCBs
4 3
Section 5, Chapter 4 Printed Circuit
Page 122 Boards (PCBs)
I / O Po w e r D r i v e r B o a r d S c h e m a t i c ( S h e e t 3 o f 5 )
2 1
NOTES:
R ALL RESISTOR VALUES ARE IN OHMS ( W ), 1/4W, 5%, UNLESS OTHERWISE SPECIFIED.
R ALL CAPACITOR VALUES ARE IN MICROFARADS ( mF ), UNLESS OTHERWISE SPECIFIED.
R 0.1 MICROFARADS ( mF ) BYPASS CAPACITOR ON ALL IC’S.
JAN 2001 Cut trace on solder side at Aux. Out Port J2-PIN1 thru J2-PIN3 & TS JET
J2-PIN5 thru J2-PIN9; Soldered Resistor 100W 1/4W 5% (SPI N1:
121-5007-00). This Modification (highlighted below at J2 with a
dotted-line box) was accomplished on boards produced after Jan. 1, 2001.
This board is backwards compatible for the White Star™ Board System.
Resistor 100W
D
Sec. 5: PCBs
A
®
Schematic Set
Sheet 3 of 5
SIZE REV.
D E
SPI I/O Power Driver Board
SPI Part Nº: 520-5137-01
Prepared By: CES Inc. Edited By: SPI Inc.
Model: 237-0161-00 Dated: 09/05/97
2 1
Printed Circuit Section 5, Chapter 4
Boards (PCBs) Page 123
I / O Po w e r D r i v e r B o a r d S c h e m a t i c ( S h e e t 4 o f 5 )
4 3
D
The below circuit(s) continue at the address shown (#-XY).
# = Sheet Number (1-5), X = Column Grid, Y = Row Grid
B
Sec. 5: PCBs
4 3
Section 5, Chapter 4 Printed Circuit
Page 124 Boards (PCBs)
I / O Po w e r D r i v e r B o a r d S c h e m a t i c ( S h e e t 4 o f 5 )
2 1
Sec. 5: PCBs
A
®
Schematic Set
Sheet 4 of 5
SIZE REV.
D E
SPI I/O Power Driver Board
SPI Part Nº: 520-5137-01
Prepared By: CES Inc. Edited By: SPI Inc.
Model: 237-0161-00 Dated: 09/05/97
2 1
Printed Circuit Section 5, Chapter 4
Boards (PCBs) Page 125
I / O Po w e r D r i v e r B o a r d S c h e m a t i c ( S h e e t 5 o f 5 )
4 3
C
The above circuit(s) continue at the address shown (#-XY).
# = Sheet Number (1-5), X = Column Grid, Y = Row Grid
B
Sec. 5: PCBs
4 3
Section 5, Chapter 4 Printed Circuit
Page 126 Boards (PCBs)
I / O Po w e r D r i v e r B o a r d S c h e m a t i c ( S h e e t 5 o f 5 )
2 1
Sec. 5: PCBs
NOTES:
R ALL RESISTOR VALUES ARE IN OHMS ( W ), 1/4W, 5%, UNLESS OTHERWISE SPECIFIED.
R ALL CAPACITOR VALUES ARE IN MICROFARADS ( mF ), UNLESS OTHERWISE SPECIFIED.
R 0.1 MICROFARADS ( mF ) BYPASS CAPACITOR ON ALL IC’S.
A
®
Schematic Set
Sheet 5 of 5
SIZE REV.
D E
SPI I/O Power Driver Board
SPI Part Nº: 520-5137-01
Prepared By: CES Inc. Edited By: SPI Inc.
Model: 237-0161-00 Dated: 09/05/97
2 1
Printed Circuit Section 5, Chapter 4
Boards (PCBs) Page 127
I / O Po w e r D r i v e r B o a r d C o m p o n e n t La y o u t
Test Points:
TEST •
LED
TEST • ¬TIP TPL3
TEST • ¬BLANKING
¬L204 LED
•
¬RESET
TEST
•
ST
®
TE
LEDs :
¬L201+50v
¬L202+18v
¬L200+20v
¬L203+12v
LEDs
•
TEST
• ¬FET TPL1
ST
TE
•
TEST
LED :
LED
¬L2+5V
¬R116 POT
Sec. 5: PCBs
•
ST
TE
6HF3&%V
3ULQWHG&LUFXLW 6HFWLRQ&KDSWHU
%RDUGV3&%V 3DJH 030703
To view
Playfields
(above &
below), click
this box.
Sec. 5: PCBs
CPU Section:
The CPU is a 68B09E (U209) with up to 8 MBytes of CPU Code Space (U210). The CPU code is bank selected
by the use of U211 and each bank consists of 16 KBytes. 8 KBytes of RAM (U212) is available to the CPU. The
RAM is battery backed and has a write protected area. Battery back up is accomplished by 3-AA Cells (BAT1)
Battery Pack which has a TEST POINT (TP): VBATT to check the battery voltage status. The write protected area
consists of 512 Bytes used for storing game settings. This section of RAM can only be written to when the coin
door is open. The Coin Door switch comes into the CPU on CN6-12 and is fed into the address decoding PAL
U213. When this memory protect signal is low writes to the protected RAM area are prohibited. Address decoding
for the system is accomplished by one PAL U213 and one 1-of-8 decoder U214.
A watchdog is used to monitor the CPU and the 5v supply. If the 5v supply is below 4.75 the watchdog will hold
the CPU/Sound Board & I/O Board in reset. The watchdog must be fed at a rate of 250ms or faster. The signal
used to feed the watchdog comes from the EPROM Bank select signal used to load U211.
The I/O Interface CN1 is buffered by two (2) HC245 Chips (U207 & U208). The CPU’s reset line is buffered by
Q10 and fed over to the I/O through CN1. An I/O Strobe Signal is fed through CN1-15 and is used to notify the I/O
that a valid address is being sent.
Switches:
The Switch Matrix consists of eight (8) 2N3904 Transistors(Q1-Q8) which pull one of 8 strobes ‘low’ to activate a
Single Column of switches. The Switch Return Signals are fed into CN7 [SWITCH ROWS] and are highly filtered
and compared to a 2.5v reference voltage. The Switch Return Voltage must be below 2.5v to make a Valid Switch
Closure. If false switches are appearing, check that none of the 2N3904 Transistors are permanently pulling the
strobe line low. Only one strobe from CN5 [SWITCH COLUMNS] should be low at any time. CN6 [DEDICATED
SWITCH IN] is a Dedicated Bank of Input Switches. Switches connected to CN6 are connected to ground instead
of a strobe and may be read at any time.
Plasma Interface:
The data path for communication to and from the Plasma Controller Board is 8 bits wide. There are separate
Input and Output Busses. Data going out to the controller comes from the CPU’s Data Bus through U201 and
onto CN8-Pins 11-18. Status back from the Plasma Controller comes in on CN8-Pins 22-26 and is fed into U202
for input to the CPU’s Data Bus. Two control signals that go out to the Plasma Controller are PRES [TP17:
PLASMA RESET] and CN8-Pin 19 [PSTB - Plasma Strobe]. The Plasma Reset is software controllable through
U216/B and also has a test point "Plasma Reset". The Plasma Strobe Signal to the controller is generated from
U216/A and is used to latch data into the Plasma Controller.
6HF3&%V
3ULQWHG&LUFXLW 6HFWLRQ&KDSWHU
%RDUGV3&%V 3DJH
C P U / S o u n d B o a r d I I ( w i t h AT M E L P r o c e s s o r ) S c h e m a t i c ( S h e e t 1 o f 4 )
J I H G F
P [ 25:0 ]
P_A [ 19:1 ]
[ 2, H-5: 2, E-5:
+3.3V+3.3V+3.3V +3.3V 2, C-5: 2, A-4:
P0 2, A-3 ]
J3 P1
P2
JTAG
1K
1K
1K
1K
P3
1X7
P5
P6
1
2
3
4
5
6
7
5
P7
R434
R435
R436
R508
+3.3V P8
1-5J 1-5I 1-5H 1-5G 1-5F
R470 J_RST P9
+3.3V [ 2, A-2 ]
TDO
100 P11
VDD CORE
TMS
TDI
JP3 1 P12
VDD IO TCK P13
Jumper
R433
[*] [ 1, J-1 ]
P24 / BMS 2
1X3
[**] [ 1, D-3: 1, G-1 ]
NRD / NOE [ 2, C-1** ]
+3.3V
NRST [ 2, F-5 ]
P19
VDD
NCS3 [ 2, I-2 ]
P20
VDD IO CORE VDD IO R437 VDD IO
P25 / MCKO
100K
C413 100nF
P23
C412 100nF
C415 100nF
C410 100nF
C434 47pF
C414 47pF
C435 47pF
C411 47pF
NCS1
NCS0
P24
MCKI
P25
P23
P_D [ 15:8 ]
P_D [ 7:0 ]
Y1 +3.3V
NWAIT 1 4
OE VCC TO ATMEL
2 3
R502
GND OUT MCKI
33
99
98
97
96
95
94
93
92
91
90
89
88
87
86
85
84
83
82
81
80
79
78
77
76
100
RXD1
NCS1
1-4H
MCKI
VDD IO
TDI
P25
1-4I
GND
P23
1-4J
P27
NRST
VDD IO
NWDOVF
TCK
TDO
P24
GND
GND
NCS0
NWAIT
1-4G
TMS
NWR1 / NUB
NWRO / NWE
NRD / NOE
P26
VDDCORE
1-4F
TO XILINX
C418 100nF
16 60
C419 47pF
C417 100nF
C416 47pF
P_A14 A13 P9 P9 / IRQ0
17 PQFP100 59 / TIOB2
18 A14 P8 58
P8
GND P7 P7 / TIOA2
19 57 / TCLK2
P_A15 20 GND P6 56
P6
P_A16 A15 P5 P5 / TIOB1
21 55 P4 / TIOA1 / SST0 [ 4, J-2 ]
P_A17 22 A16 P4 54
P_A18 A17 P3 P3 / TCLK1
23 53
P_A19 24 A18 GND 52
A19 GND
3
P_A20 25 51
P28 / A20 / CS7 A20 / P2 P2 / TIOB0
VDD CORE
VDD IO
+3.3V+3.3V+3.3V+3.3V
GND
D10
D12
D13
D14
D15
P30
P31
D11
P29
D0
D1
D2
D3
D4
D5
D6
D7
D8
D9
P0
P1
100K
100K
100K
100K
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
R476
R477
R478
R479
VDD CORE VDD IO
VDD IO
P30 / A22 / CS5 P3
P_D10
P_D12
P_D13
P_D14
P_D15
P_D11
P_D0
P_D1
P_D2
P_D3
P_D4
P_D5
P_D6
P_D7
P_D8
P_D9
P_A22 [ 2, C-1 ] P6
P31 / A23 / CS4 P9
P13
TP20
Test Point P_D [ 15:8 ]
P_D12
P_D13
P_D14
P_D15
P_D0
P_D1
P_D2
P_D3
VDD
CORE VDD IO VDD IO
100K
100K
100K
100K
100K
100K
100K
100K
100K
100K
100K
100K
100K
100K
100K
100K
C423 100nF
C425 100nF
C421 100nF
C420 47pF
C422 47pF
C424 47pF
1-2J
2
R441
R442
R443
R444
R445
R446
R447
R448
R449
R450
R451
R452
R453
R454
R455
R456
1-2G 1-2F
1-2H
1-2I
+3.3V
P_D [ 7:0 ]
100K
100K
1 48 P_D0
P_A1 P_A16
2 A15 A16 47
P_A17
P_A2 P_A15 A14 BYTE# P_D1
3 46 P_D2
P_A3 P_A14 A13 GND
ADDRESS P_A4 P_A13
4
5 A12 I/O15/A-1 45
44
P_D15 P_D3
P_A12 A11 I/O7 P_D7 P_D4
BUS P_A5
DATA
R459
6 43
R457
R458
36 P_D12
P_A13 14 VPP I/O11 35
P_D11
P_A14 IRQ1 NC I/O3 P_D3 P_D13
P10 15 34 P_D14
P_A15 16 RDY/BUSY# I/O10 33
P_D10
P_A16 P_A19 A18 I/O2 P_D2 P_D15
17 32
P_A18 A17 I/O9 P_D9
1 1-1J
ATMEL
23 26
P_A3
24 A2 CE# 25
P_A2 A1 A0 P_A1
AT49BV1614
[ #, X-Y ] coming [ #, X-Y ] going
from ... to ...
The circuit(s) continue at the address shown [ #-XY ].
# = Sheet Number (3-5), X = Column Grid, Y = Row Grid
J I H G F
E D C B A
U37 U36 U21 U17
P_A1 12 1 P_A20 P_A1 12 1 P_A20 P_A1 12 1 P_A20 P_A1 12 1 P_A20
P_A2 11
A0 VPP P_A2 11
A0 VPP P_A2 11
A0 VPP P_A2 11
A0 VPP
P_A3 10 A1 P_A3 10 A1 P_A3 10 A1 P_A3 10 A1
P_A4 9
A2 P_A4 9
A2 P_A4 9
A2 P_A4 9
A2
P_A5 8
A3 13 P_D0 P_A5 8
A3 13 P_D0 P_A5 8
A3 13 P_D8 P_A5 8
A3 13 P_D8
P_A6 7
A4 D0 14 P_D1 P_A6 7
A4 D0 14 P_D1 P_A6 7
A4 D0 14 P_D9 P_A6 7
A4 D0 14 P_D9
P_A7 6
A5 D1 15 P_D2 P_A7 6
A5 D1 15 P_D2 P_A7 6
A5 D1 15 P_D10 P_A7 6
A5 D1 15 P_D10
A6 D2 A6 D2 A6 D2 A6 D2
5
P_A8 5 17 P_D3 P_A8 5 17 P_D3 P_A8 5 17 P_D11 P_A8 5 17 P_D11
P_A9 A7
27 1-5E D3 18 P_D4 P_A9
1-5D 27
A7 D3 18 P_D4 P_A9 27
A7 D3 18 P_D12 P_A9 27
A7 D3 18 P_D12
P_A10 26
A8 D4 19 P_D5 P_A10 26
A8 D4 19 P_D5
1-5C
P_A10 26
A8 D4 19 P_D131-5B P_A10 26
A8 D4 191-5A P_D13
P_A11 23
A9 D5 20 P_D6 P_A11 23
A9 D5 20 P_D6 P_A11 23
A9 D5 20 P_D14 P_A11 23
A9 D5 20 P_D14
P_A12 25
A10 D6 21 P_D7 P_A12 25
A10 D6 21 P_D7 P_A12 25
A10 D6 21 P_D15 P_A12 25
A10 D6 21 P_D15
P_A13 4 A11 D7 P_A13 4 A11 D7 P_A13 4 A11 D7 P_A13 4 A11 D7
P_A14 28
A12 P_A14 28
A12 P_A14 28
A12 P_A14 28
A12
P_A15 29
A13 P_A15 29
A13 P_A15 29
A13 P_A15 29
A13
P_A16 3
A14 P_A16 3
A14 P_A16 3
A14 P_A16 3
A14
P_A17 2 A15 22 NCS2 P_A17 2 A15 22 NCS2 P_A17 2 A15 22 NCS2 P_A17 2 A15 22 NCS2
P_A18 30
A16 CS P_A18 30
A16 CS P_A18 30
A16 CS P_A18 30
A16 CS [ 1, I-4: 2, C-2 ]
P_A19 31
A17 24 ROE1 P_A19 31
A17 24 ROE2 P_A19 31
A17 24 P_A19 31
A17 24 ROE2
A18 OE A18 OE A18 OE A18 OE [ 2, C-3 ]
+5V +5V +5V +5V
16 32 16 32 16 32 16 32
GND VCC GND VCC GND VCC GND VCC
27C040 27C040 27C040 27C040
ROE1
[ 2, C-3 ]
P_D [ 15:8 ]
P_D [ 7:0 ] P_D [7..0]
[ 2, F-2 ]
TP11 -5A
AO/NLB [ 2, G-2 ] Test Point
U7 AOR NS CN3 NS
10 U35 NS R12 NS
R112 NS 1 POT 1A
A0 100K 2 POT 1B
NS
P_A1 9 R-INPUT 8 RT_IN RT_OUT 1 C76 10uF 2.2K
P_A2 8 A1 5 3
3 POT 1C
A2 LT_IN LT_OUT +
NS 4
4
P_A3 7 7 4
P_A4 A3
6 1-4E 11 P_D0 VOL VS +5A 5
6 2
P_A5
P_A6
5
A4
A5
D0
D1
12
13
P_D1
P_D2
1-4D
CREF 1-4C
GND
1-4B
NS R13 NS 1-4A
6
P_A7
4
3
A6
A7
D2 15 P_D3 C79 C46 NS TDA8199
C52NS NS C45 100K
1X6
P_A8
P_A9
25
24
A8
A9
D3
D4
16
17
P_D4
P_D5 10uF
+ .1uF .1uF C77 10uF .1uF
NS
R25
VOLUME
P_A10 21 D5 18 P_D6 +
P_A11 23
A10 D6 19 P_D7 -5A -5A
P_A12 2 A11 D7 R316 2.2K
P_A13 26
A12
P_A14 27
A13 0
P_A15 1
A14
A15 20
CS
22 R14
OE
+5V 22K
14
GND VCC
28 R19 NSC100 10uFNS R100 NS R101 NS
27256/27512 100K + 22K 470
NRD / NOE C75 2200pF NS R102
+
+3.3V [ 2, C-1: 1, G-1: 1, I-4 ]
U100 1 22K
C101
22uF
NS
+12V VIN 2 NS
100K
Jumper
JP4 1X3 5 VIN
1 3
+VS
NSOUT 4
NCS1 NCS0 NS -VS
2
+
C102 C106 D100 3 TDA2030A NS NS
3
R510
R103
22K
NS NS 1N4004
-12V
NS NS
NS100uF NSC105
R9
2
7
3 7 5
B
1-2E DATA VREF 1-2D 1-2C C112 + C113
1-2B C111 C123 1-2A
100uF .1uF .1uF .1uF
2
WS AOL
6 LM833 V- R22
R8
TDA1543 4 -5A 47K
1K
R24 C114 10uF R108 R109
NOTES: R ALL RESISTOR VALUES ARE IN OHMS ( W ), 1/4W, 5%, UNLESS OTHERWISE SPECIFIED. NS: Not Stuffed Prepared By: CES Inc. Edited By: SPI Inc.
R ALL CAPACITOR VALUES ARE IN MICROFARADS ( mF ), UNLESS OTHERWISE SPECIFIED. R 0.1 mF BYPASS CAPACITORS FOR ALL INTEGRATED CIRCUITS (ICs). Model: RHT SCH1008 Dated: 06/13/03
E D C B A
J I H G F
VDD IO +3.3V
TP1
+3.3V Test Point
+5V U405
3
VIN
+3.3V
2 R504 R505 R506 R507
VOUT 100K 100K 100K 100K
1
ADJ R465
+ 100
LT1086 C427 C428
5 2-5J
.1uF 1000uF
LED2
RED
2-5I
[ 1, G-4 ]
[ 1, G-4 ]
P14/TXD0
P21/TXD1
2-5H
SRXD0
18
17
16
U403
B0
B1
A0
A1
2-5G
2
3
4
STXD0
STXD1
2-5F
[ 1, G-4 ]
SRXD1 B2 A2 P15/RXD0
LED 15
B3 A3 5
P22/RXD1 [ 1, H-4 ]
14 6 [ 1, H-4 ]
RST OUT 13
B4 A4 7
NRST
12
B5 A5 8
B6 A6 R466
[ 1, F-5 ] 11 9
P8 B7 A7 +3.3V
20 1 100
+3.3V +3.3V 10
VCC DIR
GND OE 19 LED1
RED
74HC245 LED
R480
10K CN9
U406 F1 STXD0 1 2
FER_BEAD SRXD0 3 4
+3.3V DS1233 5 6
3 2 STXD1
VCC RESET# RST_IN +5V SRXD1 7 8
+3.3V 9 10
GND GND +3.3V
GND 2x5
1
4
4 2-4J
1
NS
S1
2-4I
4
Test Point
2-4H
VDDCORE 1
2-4G
U219
8
2-4F
3
0 1 8
2-3J 2 PBRST VCC 7 2-3I 2-3H The2-3G
circuit(s) continue at the address shown [ #-XY2-3F].
TD ST 6 BSEL [ 3, J-2 ]
3
4
TOL RST 5
RESET# [ 3, A-2: 4, J-2: 2, A-2] # = Sheet Number (3-5), X = Column Grid, Y = Row Grid
GND RST IORESET [ 3, A-2 ]
NS NS DS1232
R314 R475
0 0
NS
U412
1
P_A5
2
A4 A5 44 P_A6
P_A4
3
A3 A6 43 P_A7
P_A3
4
A2 A7 42 P_A8
P_A2
5
A1 OE# 41 NRD/NOE [ 1, G-1: 1, I-4, 2, C-1 ]
P_A1
6
A0 BHE# 40 NWR1/NUB [ 1, H-4 ]
[ 1, I-4 ] NCS3
7
CS# BLE# 39 A0/NLB [ 1, E-4 ]
P_D0
8
I/O0 I/O15 38 P_D15
P_A [16:1] P_D1
9
I/O1 I/O14 37 P_D14 P_D [15..0]
[ 1, J-2: 2, C-3 ] P_D2
10
I/O2 I/O13 36 P_D13 [ 1, A-4: 1, F-2 ]
P_A1 P_D3
11
I/O3 I/O12 35 P_D12 P_D0
P_A2 +3.3V VDD VSS 34 P_D1
P_A3
P_A4 P_D4
12
13
VSS
I/O4
NS VDD 33
I/O11 32
+3.3V
P_D11
P_D2
P_D3
14
P_A5 P_D5
15
I/O5 I/O10 31 P_D10 P_D4
P_A6 P_D6 I/O6 I/O9 30 P_D9 P_D5
ADDRESS 2-2J 16
I/O8 29 DATA
2
P_A7 [ 1, I-4: P_D7 I/O7 P_D8 P_D6
17
P_A8 1, J-1: NWR0/NWE WE# NC 2-2H28 2-2G P_D7 2-2F
BUS P_A9 2, C-2 ] 2-2IP_A16 18
19
A15 A8 27 P_A9 P_D8 BUS
P_A10 P_A15 A14 A9 26 P_A10 P_D9
OF ARM P_A11 P_A14 20
21
A13 A10 25 P_A11 P_D10 OF ARM
P_A12 P_A13
22
A12 A11 24 P_A12 P_D11
P_A13 NC NC 23 P_D12
P_A14 P_D13
P_A15 IDT71V016SA P_D14
P_A16 SOJ44 P_D15
MTG_SLOT
1
ZF5
2-1J 2-1I
+5V +3.3V2-1H 2-1G 2-1F
MTG_SLOT
C283 C284 C285 C286 C287 C288 C289 C291 C292 C436 C437 C438 C439 C440 C441 C443 C444
.1uF .1uF .1uF .1uF .1uF .1uF .1uF .1uF .1uF .1uF .1uF .1uF .1uF .1uF .1uF .1uF .1uF
J I H G F
E D C B A
D [7..0] [ 3, A-2 & 4, J-2 ]
+3.3V U404
P16 18 2 D0
[ 1, F-5 ] P16 P17 17 B0 A0 3 D1
R462 R463 R464 [ 1, F-5 ] P17 B1 A1
100K 100K 100K [ 1, F-5 ] P18 P18
P19
16
15 B2 A2
4
5
D2
D3
DATA
[ 1, F-5 ] P19 B3 A3
TP2
Test Point [ 1, F-5 ] P20
P20
P23
14
13 B4 A4
6
7
D4
D5
BUS
[ 1, F-5 ] P23 B5 A5
[ 1, F-5 ] P0
P0
P0 [ 1, F-5 ] P24
P24
P25
12
11 B6 A6
8
9
D6
D7
OF 68B09E
5
[ 1, F-5 ] P25 B7 A7
2-5E 2-5D
TP3 TP5 2-5C 20
2-5B 1
Test Point Test Point +5V 10 VCC DIR 19
2-5A
U407A U407B
2 5 12 9
D Q 6 D Q 8 E [ 3, J-2 ] +3.3V +3.3V
3 Q 11 Q
CLK +5V CLK +5V
1 14 13 14
+5V 4 CLR VCC 7 10 CLR VCC 7
PRE GND PRE GND
R468 R469
74LS74A 74LS74A 100K 100K
8MHZ
2-4E 2-4D
+5V 2-4C
X_P11
2-4B
P11
2-4A
[ 1, F-5 ] 4
Q# X_P12 P12 [ 1, F-5 ]
+3.3V
ZG3 ZG8
1 2 1 2 +3.3V +3.3V
1X2 1X2
ZG5
2
1X2
1
ZG11
2
1X2
2-3D
[ 1, A-5 ] ROE2
2-3C
1
2
3
4
I/O1
NC1
I/O/GTS1
VCC4
2-3B
I/O30
I/O31
51
52
53
54
NWDOVF
P5
2-3A
[ 1, H-4 ]
[ 1, F-5 ]
3
1 2 1 2 I/O/GTS2 I/O32 P6 [ 1, F-5 ]
5 55 [ 3, A-2 ]
1X2 1X2 6
VCC1 I/O33 56
SNDSTB
[ 1, J-2: 2, J-2 ] P_A1 I/O2 I/O34
7 57
ZG6 8
NC2 VCC5 58
P_D0
9
I/O3 I/O35 59
Q#
1 2 P_D15 I/O4 I/O36 RST_IN
10 60 RST_OUT
1X2 P_D14
11
I/O5 I/O37 61
P_D1
12
I/O6 I/O38 62
P_D2
13
I/O7 GND5 63
P_D13
14
I/O8 I/O39 64
P_D12 I/O9 I/O40 INT# [ 3, E-3 ]
[ 1, A-4 ] 15 65 J_RST [ 1, G-5 ]
ROE1 16
I/O10 I/O41 66
[ 1, E-2 ] SND_DATA I/O11 I/O42 DPSW [ 3, C-1: 4, J-2 ]
[ 1, E-2 ] 17 67 [ 2, H-3: 3, A-2: 4, J-2 ]
WS 18
I/O12 I/O43 68
RESET#
[ 1, E-2 ] SND_CLK
MOUNTING HOLES 19
I/O13
NC3
I/O44
GND6 69
20 70 X_P11
P_D3
21
I/O14 I/O45 71
MH1 MH4 GND1 I/O46 X_P12
22 72
8MHZ 23
I/O/GCK1 I/O47 73
D0
1 1 1 1 [ 1, F-4 ] 40MHZ I/O/GCK2 NC8
24 74
2 2 2 2 25
GND2 I/O48 75
D1
P_D5
26
I/O15 GND7 76
27
VCC2 I/O49 77
D2
28
I/O/GCK3 I/O50 78
D3
I/O16 I/O51
2
Mounting Hole Mounting Hole P_D11 D4
29 79
2-2D
P_D4
2-2C 30
I/O17 I/O52
2-2B 80
D5 2-2A
2-2E
MH2 MH5 P_D10
31
I/O18 NC9 81
32
GND3 I/O53 82
D6
1 1 1 1 P_D9
33
I/O19 I/O54 83
D7
2 2 2 2 P_D8
34
I/O20 TDO 84
XTDO
35
NC5 GND8 85
P_D6 I/O21 I/O55 BUSY [ 4, J-2 ]
36 86
P_D7
37
I/O22 I/O56 87
[ 1, J-1: 1, I-4: 2, I-2 ] NWR0/NWE I/O23 I/O57
Mounting Hole Mounting Hole 38
VCC3 VCC6 88
39 89
MH3 MH6 40
I/O24 I/O58 90
[ 3, A-2 ] A0 I/O25 I/O59
[ 1, A-5: 1, I-4 ] NCS2 41 91
1 1 1 1 42
I/O26 I/O60 92
2 2 2 2 [ 1, J-3 ] P_A21 I/O27 I/O61
43 93
44
NC6 I/O62 94
45
GND4 I/O63 95
46
TDI I/O64 96
Mounting Hole Mounting Hole 47
NC7 I/O65 97
48
TMS I/O66 98
49
TCK VCC7 99
[ 1, G-1: 1, I-4: 1, D-3 ] NRD/NOE I/O28 I/O/GSR
[ 1, J-3 ] 50 100
P_A22 I/O29 GND9
FIDUCIALS
XC9572XL
Sec. 5: PCBs
Sheet 2 of 4 :
ZF1 ZF2 ZF3 J2 XILINX® Processor Memory /
+3.3V
Regulators & Bypass Capacitors
2-1E
TOOLING HOLES
2-1D
Xilinx
JTAG
1
2
3
4
5
2-1C
XTCLK
XTDO
XTDI
XTMS
2-1B
Schematic Set
Sheet 2 of 4
2-1A
®
1
6 SIZE REV.
NOTES: R ALL RESISTOR VALUES ARE IN OHMS ( W ), 1/4W, 5%, UNLESS OTHERWISE SPECIFIED. NS: Not Stuffed Prepared By: CES Inc. Edited By: SPI Inc.
R ALL CAPACITOR VALUES ARE IN MICROFARADS ( mF ), UNLESS OTHERWISE SPECIFIED. R 0.1 mF BYPASS CAPACITORS FOR ALL INTEGRATED CIRCUITS (ICs). Model: RHT SCH1008 Dated: 06/13/03
E D C B A
J I H G F
[ #, X-Y ] coming
from ...
[ #, X-Y ] going
to ...
U212
A0
The circuit(s) continue at the address shown [ #-XY ]. JP1 8K 2 32K
A1
10
9 A0
A1
D0
D1
11
12
D0
D1
R306 A2 8 13 D2
# = Sheet Number (3-5), X = Column Grid, Y = Row Grid 1 3 A3 7 A2 D2 15 D3
+5V +5V A4 6 A3 D3 16 D4
10K A5 5 A4 D4 17 D5
1X3 A5 D5
A6 4 18 D6
5
Jumper A6 D6
A7 3 19 D7
3-5J 3-5I 3-5H 3-5G A8 25 A7 D7 3-5F
+5V +5V A9 24 A8
A10 21 A9
A11 23 A10
A12 2 A11
R414 26 A12 20 RAMCS#
A13 CS
10K
10K
10K
10K
10K
220 1
A14 22 E#
L201 D200 OE
+5V 28
R/W 27 RW
VCC
1N5817
R301
R302
R303
R304
R305
14
RED U211 D201 GND
LED XA0 2 3 D0 VBATT
Q0 D0 62256
XA1 D1
1
5 4 1N5817
Q1 D1
1
XA2 6 7 D2
Q2 D2
1X2
XA3 9
Q3 D3 8 D3 BAT1 C290
XA4 12 13 D4 x3 AA
XA5 15
Q4 D4 14 D5 4.5V .1uF
CELLS
2
16
Q5 D5 17 BAT3
Q6 D6
19
Q7 D7 18 J1
2
+5V
20 11
VCC CLK
10 1 A15 A15
R432
GND OE
BSEL
10K
74LS374
4 3-4J 3-4I
R431
10K
+5V
+5V
3-4H 3-4G
RW
3-4F
R299
NS 10K
U210
R300
XA5 1 12 A0
VPP A0 11 A1
0 +5V A1 10 A2
32 A2 9 A3
VCC A3 8 A4
16 A4 7 A5
GND A5 6 A6
A6 5 A7
D0 13 A7 27 A8
D1 14 D0 A8 26 A9
D2 15 D1 A9 23 A10
D3 17 D2 A10 25 A11
D4 18 D3 A11 4 A12
D5 19 D4 A12 28 A13
D6 20 D5 A13
D7 21 D6 29 XA0
D7 A14 3 XA1
E# 22 A15 2 XA2
[ 2, C-5 ] E# CS A16 30 XA3
ROMCS# 24 A17 31 XA4 AVMA AVMA
3
OE A18
3-3I 3-3H
RW RW
3-3J 3-3G 3-3F
27C040
XA [ 5:0 ]
XA0
A [ 15:0 ]
[ 2, C-4 ] Q E
[ 2, C-4 ] E Q
XA0
[ 2, H-3 ] BSEL BSEL
A10 A10
ROMCS#
3-2J
2 D7
U215B
3-2I
R312 L200
3-2H
AVMA 2
U215A
5 VMA
3-2G
10
GND
U213
VCC
3-2F
20
+5V
12 9 A15 1
D Q 8
+5V D Q 6 I1
BSEL Q 330 Q 3 Q A14 2
I2 01
19 ROMCS# ROMCS#
11 RED A13 3 18 RAMCS# RAMCS#
CLK +5V CLK +5V I3 I/02
RESET# LED 1 14
E# 4
I4 I/03
17 IOPORT IOPORT
13 14 CLR VCC Q 16 A9 A9
10
CLR VCC 7
+5V 4 7
5
I5 I/04
+5V PRE GND PRE GND VMA 6
I6 I/05
15 A10 A10
RW 7
I7 I/06
14 SNDSTB SNDSTB
74AHCT74 74AHCT74 A11 8 13 XA0 XA0
A12 9 I8 I/07 12 IOSTB IOSTB
A0 11 I9 08
I10
R310
U216B PRES
PAL16V8Q
MPIN MPIN
A0 12 9 0
POUT 11
D Q
Q
8 R311 NS
CLK +5V 0
13 14
+5V 10
CLR VCC
PRE GND
7 U214
A8 1
A Y0 15 SWLO SWLO
Sec. 5: PCBs
74AHCT74 A9 2
Y1 14 DPSW DPSW
TP17 A10 3 B 13 BSEL BSEL
Test Point C Y2 12 SWSTB SWSTB
Y3
U216A PLASMA_RESET A12 6
4 G1 Y4
11
10
SWM
PLIN
SWM
PLIN
1 3-1J
+5V
POUT
2
3
D
CLK
Q
Q
5
6
3-1I
+5V
PSTB 3-1H 3-1G
A7 5
8
G2A
G2B
GND VCC
Y5
Y6
Y7
9
7 3-1F
16
POUT
STATUS
+5V
POUT
STATUS
1 14
4
CLR VCC 74LS138
7
PLIN PRE GND
74AHCT74 PRES
PSTB
PLIN
RESET#
J I H G F
E D C B A
D3
+5V
1N4004
1K
1K
1K
1K
1K
1K
1K
1K
1K
CN6
5
1
R278
R279
R280
R281
R282
R283
R284
R285
R286
3-5E 3-5D U206 3-5C 3-5B
2
3-5A 3
D0 2
A0 B0
18 R287 39K 4
D1 3
A1 B1
17 R288 39K KEY PIN 5 5
D2 4
A2 B2
16 R289 39K 6
D3 5
A3 B3
15 R290 39K 7
D4 6
A4 B4
14 R291 39K 8
D5 7
A5 B5
13 R292 39K 9
D6 8
A6 B6
12 R293 39K 10
D7 9
A7 B7
11 R294 39K 11
RW R295 220 12
1 +5V
DIR
C247 470pF
C248 470pF
C249 470pF
C250 470pF
C251 470pF
C252 470pF
C253 470pF
C254 470pF
SWLO 19 20 1X12
OE VCC
10
GND
74HC245
MPIN
C255
.1uF
RAMCS#
D [ 7:0 ]
3-4E 3-4D
RW
3-4C 3-4B
3-4A
4
U207
D0 18 2
D1 17 B0 A0 3
D2 16 B1 A1
U209 +5V D3 15 B2 A2 4
5
A0 8 31 D0 D4 14 B3 A3 6
A1 9 A0 D0 30 D1 D5 13 B4 A4 7
A2 10
A1 D1 29 D2 D6 12 B5 A5 8
A3 11
A2 D2 28 D3 D7 11 B6 A6 9
A4 A3 D3 D4 B7 A7
A5
12
13
A4 D4 27
26 D5
R296 R297 +5V 1 RW CN1
A6 14 A5 D5 25 D6 10K 10K 20 DIR 2 1
A7 15
A6 D6 24 D7 VCC 4 3
A8 16
A7 D7 10 19 6 5
A8 GND OE
C256 470pF
C257 470pF
C258 470pF
C259 470pF
C260 470pF
C261 470pF
C262 470pF
C263 470pF
A9 17 8 7
A10 18
A9 7
A10 VCC +5V 74HC245 10 9
A11 19 12 11
A12 20
A11 2 14 13
A13 A12 NMI 4 INT# 16 15
21
A14 22
A13 FIRQ 3 18 17
A14 IRQ
MPIN
A15 23 20 19
A15 39 +5V
TSC 1 IOPORT 2x10
38 GND
AVMA 36 LIC
3
AVMA R298
RW 34 E
32
6 R/W
3-3E
BA
E
Q
35 Q 10K3-3D 3-3C U208 3-3B 3-3A
5 40 2 18
33 BS HALT 37 3 A0 B0 17
BUSY RST 4 A1 B1 16
A2 B2
A [ 15:0 ]
68B09E 5 15
6 A3 B3 14
7 A4 B4 13
8 A5 B5 12
9 A6 B6 11
A7 B7
RESET#
1
470pF
470pF
470pF
470pF
470pF
470pF
470pF
470pF
+5V DIR +5V
20
VCC
[ 2, 3-A ] INT# IOPORT 19 10
OE GND
C264
C265
C266
C267
C268
C269
C270
C271
E 74HC245
IOSTB
Q
FIRQ
XA0 TP12
BSEL Test Point A0
A10
D [7..0] [ 2, A-5: 4, J-2 ]
A0 [ 2, C-2 ]
SNDSTB [ 2, A-3 ]
3-2E
3-2D 3-2C 3-2B RESET# [3-2A
2, A-2: 2, H-3: 4, J-2 ]
IORESET [ 2, H-3 ]
2
ROMCS# R412
RAMCS# IORESET Q10
IOPORT 2N3904
A9 1K
R413
A10
10K [ #, X-Y ] coming [ #, X-Y ] going
SNDSTB from ... to ...
XA0
IOSTB The circuit(s) continue at the address shown [ #-XY ].
# = Sheet Number (3-5), X = Column Grid, Y = Row Grid
MPIN [ 4, J-2 ]
MPIN
SWLO
Sec. 5: PCBs
DPSW DPSW [ 2, A-2: 4, J-2 ]
BSEL
SWSTB SWSTB [ 4, J-2 ]
SWM Sheet 3 of 4 :
SWM [ 4, J-2 ]
PLIN Program Memory
1
POUT PLIN [ 2, A-5: 4, J-2 ] 3-1A
3-1E 3-1D POUT [ 4, J-2 ] 3-1B
STATUS 3-1C
STATUS [ 4, J-2 ] ®
Schematic Set
Sheet 3 of 4
SIZE REV.
PRES [ 4, J-2 ]
D A
PSTB PRES
PSTB [ 4, J-2 ]
PLIN
RESET#
CPU/Sound Bd. II w/ ATMEL Processor
SPI Part Nº: 520-5300-00
NOTES: R ALL RESISTOR VALUES ARE IN OHMS ( W ), 1/4W, 5%, UNLESS OTHERWISE SPECIFIED. NS: Not Stuffed Prepared By: CES Inc. Edited By: SPI Inc.
R ALL CAPACITOR VALUES ARE IN MICROFARADS ( mF ), UNLESS OTHERWISE SPECIFIED. R 0.1 mF BYPASS CAPACITORS FOR ALL INTEGRATED CIRCUITS (ICs). Model: RHT SCH1008 Dated: 06/13/03
E D C B A
J I H G F
+5V
10K
10K
10K
10K
10K
10K
10K
10K
NS
NS
NS
NS
NS
NS
NS
NS
NS
R200
R201
R202
R203
R204
R205
R206
R207
D [ 7..0 ] D[7
U200
5 CN8
4-5J 4-5I R208
R209
R210
R211
NS220
220
220
220
4-5H 18 4-5G
17 B0
16 B1
15 B2
A0
A1
A2
2
3
4
5
D0
D1
D2
D3 ADC
4-5F
1 R212 220 14 B3 A3 6 D4
2 R213 220 13 B4 A4 7 D5
3 R214 220 12 B5 A5 8 D6
4 R215 220 11 B6 A6 9 D7
5 B7 A7
470pF
470pF
470pF
470pF
470pF
470pF
470pF
470pF
6
7
NS +5V 20
10 VCC DIR
1
19 PLIN
8 GND OE RESET# RESE
9
+5V 74HC245
NS
NS
NS
NS
NS
NS
NS
NS
C201
C200
C202
C203
C204
C206
C205
C207
10
11
12
4.7K
4.7K
4.7K
4.7K
4.7K
4.7K
4.7K
4.7K
13
14
15
16
17 +5V U201
RESET#
R216
R217
R218
R219
R220
R221
R222
R223
18 20 1
19 VCC (MR#)CLR# 11 POUT
20 CP
21 2 3 D0
22 5 1Q(Q0) (D0)1D 4 D1
23 6 2Q(Q1) (D1)2D 7 D2
24 9 3Q(Q2) (D2)3D 8 D3
25 12 4Q(Q3) (D3)4D 13 D4
26 15 5Q(Q4) (D4)5D 14 D5
4 16 6Q(Q5) (D5)6D 17 D6
2X13
4-4J 4-4I 4-4H
19 7Q(Q6) (D6)7D 18 D7 4-4G 4-4F
8Q(Q7) (D7)8D
C209 470pF
C211 470pF
C213 470pF
C215 470pF
C208 470pF
C210 470pF
C212 470pF
C214 470pF
10
GND
74HCT273
+5V
4.7K
4.7K
470
NS
R242
R243
R409
PSTB
PRES
PLIN
+5V
C229 470pF
C230 470pF
C408 470pF
10K
10K
10K
10K
10K
NS
R224
R225
R226
R227
R228
U202
3
R229 220 18 2 D3
R230 220 174-3GB0 A0 3 D4
16 B1 A1
4-3J 4-3I 4-3H 4-3F
R231 220 4 D5
R232 220 15 B2 A2 5 D6
R233 220 14 B3 A3 6 D7
MPIN 13 B4 A4 7 D2
C217 470pF
C219 470pF
C216 470pF
C218 470pF
C220 470pF
SST0 12 B5 A5 8 D1
BUSY 11 B6 A6 9 D0
[ #, X-Y ] coming [ #, X-Y ] going B7 A7
from ... to ...
20 1
The circuit(s) continue at the address shown [ #-XY ]. +5V 10 VCC DIR 19 STATUS
GND OE
# = Sheet Number (3-5), X = Column Grid, Y = Row Grid 74HC245
2 -5A
VR1 + C30
4-2I FB2 FB1
C29
4-2H 4-2G 4-2F D [7..0] D [7
3 2
3 2 1000uF .001uF
7905C
1
1
C125 .1uF
FB4 FB3
C40 C49
CN2 +5V
+ C38 C31 C37 +5VDC
22uF .1uF + 1
D1 .1uF 470uF .001uF -12VDC 2
10K
10K
10K
10K
10K
10K
10K
10K
1N4004 3
4
KEY PIN 5 5
6
+12VDC
1X6
R260
R261
R262
R263
R264
R265
R266
R267
+12V
POWER
VR2
+5A FB6 FB5
Sec. 5: PCBs
3 1
3 1
7805C +
C39 C81 C51
2
.1uF 470uF .001uF
U205
1
2 D0 2 18 18
4-1J 4-1I 4-1H D1 3 A0 B0
4-1G 17 4-1F 17
D2 4 A1 B1 16 16
D3 5 A2 B2 15 15
D4 6 A3 B3 14 14
D5 7 A4 B4 13 13
D6 8 A5 B5 12 12
+ A6 B6
C47 C59 D2 D7 9 11 11
1N4004 A7 B7
.1uF 22uF
1 20
SWM 19 DIR VCC 10 +5V
OE GND
74HC245
J I H G F
E D C B A
D408
+5V
1N4004
560
560
560
560
560
560
560
560
R423
R424
R425
R426
R427
R428
R429
R430
D [ 7..0 ]
ADC
4-5E 4-5D
R234 Q1
4-5C 4-5B
4-5A
5
1K 2N3904
R235 Q2
1K 2N3904
U203 +5V CN5
RESET# RESET# 1 20 R236 Q3
SWSTB 11 (MR#)CLR# VCC 1
CP 1K 2N3904 KEY PIN 2 2
3
D0 3 2
D1 4 (D0)1D 1Q(Q0) 5 R237 4
D2 (D1)2D 2Q(Q1) Q4 5
7 6
D3 8 (D2)3D 3Q(Q2) 9 1K 2N3904 6
D4 13 (D3)4D 4Q(Q3) 12
7
D5 14 (D4)5D 5Q(Q4) 15 R238 8
D6 (D5)6D 6Q(Q5) Q5 9
17 16
D7 18 (D6)7D 7Q(Q6) 19 1K 2N3904
(D7)8D 8Q(Q7) 1X9
10 R239 SWITCH
GND Q6
2N3904 COLUMNS
74HCT273 1K
R240 Q7
1K 2N3904
4-4E 4-4D R241 4-4C 4-4B
.01uF
.01uF
.01uF
.01uF
.01uF
.01uF
.01uF
.01uF
Q8 4-4A
1K 2N3904
C221
C222
C223
C224
C225
C226
C227
C228
+5V
10K
10K
10K
10K
10K
10K
10K
10K
R244
R245
R246
R247
R248
R249
R250
R251
U204 SW300
D0 2 18 1 16
D1 3 A0 B0 17 2 15
D2 4 A1 B1 16 3 14
D3 5 A2 B2 15 4 13
3
D4 6 A3 B3 14 5 12
4-3E
D5 7 A4 B4 13 4-3D 6 4-3C 11 4-3B 4-3A
D6 8 A5 B5 12 7 10
D7 9 A6 B6 11 8 9
A7 B7
1 20
DPSW 19 DIR VCC 10 +5V SW DIP8
OE GND +5V
74HC245
3.3K
R410
+5V
VREF
V+ 3 U400A
3.3K
SWSTB 5
2
A 4 VREF
DPSW +5V
+
+5V C409
V- 12 LM339AN 22uF
U400B
R411
560
560
560
560
560
560
560
560
V+ 3
7
1
B 6 VREF
+5V
2
R401
R402
R403
R404
R405
R406
R407
R408
D [7..0] V- 12 LM339AN
4-2E
V+ 3 U400C 4-2D 4-2C
R415
4-2B
D400
4-2A
9
14 220 1N4148
C 8 VREF R416 D401
C401 .1uF
C402 .1uF
C403 .1uF
C404 .1uF
C405 .1uF
C406 .1uF
C407 .1uF
+5V LM339AN
V- 12
V+ 3 U401C Sheet 4 of 4 :
9
Switch Connectors
18
17
16
15
14
4-1E
14
V-
C
12
8
LM339AN +5V
4-1D
U401D
VREF 4-1C 4-1B
Schematic Set
Sheet 4 of 4
4-1A
®
1
13 V+ 3
12 11 SIZE REV.
11 13
D 10 VREF D A
V- 12 LM339AN CPU/Sound Bd. II w/ ATMEL Processor
SPI Part Nº: 520-5300-00
NOTES: R ALL RESISTOR VALUES ARE IN OHMS ( W ), 1/4W, 5%, UNLESS OTHERWISE SPECIFIED. NS: Not Stuffed Prepared By: CES Inc. Edited By: SPI Inc.
R ALL CAPACITOR VALUES ARE IN MICROFARADS ( mF ), UNLESS OTHERWISE SPECIFIED. R 0.1 mF BYPASS CAPACITORS FOR ALL INTEGRATED CIRCUITS (ICs). Model: RHT SCH1008 Dated: 06/13/03
E D C B A
1
Q4 Q5 U204
1 1 C225 R427 R286 R295 C255 U205 C404 D405 D402 D400
U203
LM339AN
R238
U206
Page 140
C224 R426 U206 R278 R294 C247 R251 U204 R422 D406 D403 D401 ( -- ) SIZE AA 1.5V ( + )
U203 R237 Q3 Q6 R267 U205
1 1 C226 R428 R279 R293 C248 R250 C291 C407 D407 D404
R239 R266 R401
C223 R425 R280 R292 C249 R249 U400 C401 R406 R403 BAT1
R236 Q2 Q7 R265 R402
1 1 C227 R429 R281 R291 C250 R248 R416 R408 R404
R240 R264
U400
GND
74HC245
74HC245
C222 R424 R282 R290 C251 R247 R417 C402 R405
( -- ) SIZE AA 1.5V ( + )
Q1 Q8
74HC245
R235 R263
1 1
74HCT273
C228 R430 R283 R289 C252 R246 R415 C400
R262
LM339AN
NOTE
Section 5, Chapter 4
R466
TE
NOTE
R410
+
U403 U404 ST +
D104 C117 + LED1 C409
R469
R433
DS1233 • U209 VBATT
C124
D105 C120 R507 E Q
U407 D201
U406 TEST U209
R479
U406 •
NO
U405 U213 U212
TP7
U102 U214
U407 U210
+
C422
C423
+ +
TE
+
TP5
R111
NO
C429
R476 R462
74HC245
74HC245
C115 U212
C116 U214 U213
•
R480
TE
R504 + R464 U210
U405
C427 R455
•
C438 C441 C9
LT1086
+
74LS74
+ C444 JP3
C114 + EPROM R453
C433
C118
C428 R451
011
R108 C119 GND_SIGNAL R449 NOTE
150318
+
+
74LS138
R109 R22 +
C430
+ U219 C431 FLASH
R447
• C24
+
PAL16V8Q
R445
68B09E
+
+
R110 R24 S1 C432 + R443
TEST
F1 +3.3V C413 P2 C286
R441
•
NOTE
C80 P1
27C040
R106
6264 \ MS62256
NOTE
+
C123
LED2 U402 C425 P0
•
•
CPU GAME
C287
C110
• R456
CN4
D102
TP1
•
7
R465 Y1
R454
PLE
R297
TE
C113
00041N
R434
R435
R436
TP8C443
D103
40.000M
SQ3300S
J2 R452
SP3
ST
R450 L201 R296 R301
R107
Xilinx 1 ATMEL 1MB C290 R431
7
+
+
+ + R448
•
JTAG JTAG R509R502
AT91R40008 C434 C282 JP1
C108 C109 J3 R446 + D200
C447 U412 C410 R444 +5V 8K
R508
R470
C435 C288
C448
U414 R400 R475 R432
1
R442 R414 32K
C111
C418 C415
+
+
SP2
+ + C419
DS1232
C420
U414 R437 U215 S2 R299 GND
U200 U413
C412
C411
R314
C450
R104 R21 XILINX® RESET
C421
C437 R298 R501
SP1
R105 R9
XC9572XL U8
TE U215 C206 R209 R201
R312
ST
1
C449 C445
R102 C105 U8 C207 R208 R200
C451
C285
TP20
R458
•
C439
L200
C440
D101 C106 ATMEL C204 R211 R203
R457
C446
NOTE
NOTE
+
+ NCS1 NCS0 R305
74HC245
C122
6
1 2
R103
+ C281 C203 R212 R204
NOTE
C101 U211
•
C200 R215 R207
+
+ U7 U37 U36 U21 U17
C104
R302 U211 C278 C201 R214 R206
+
+
NOTE
C103
C100 R19 R303 C209 R217
•
JP4
R100 R14 U216 U201 C208 R216
NCS1 R300
R101 C75 C211 R219
R311
POT1
NCS0 R304
R316 R315
74LS374
C210 R218
PLASMA CNTLR
R310
R510
1
27C040
27C040
27C040
27C040
CPU SOUND
R409
27256 / 27512
+
74AHCT74
+
NOTE
25 26
CN3
R12 C77
VOICE ROM 4
VOICE ROM 3
VOICE ROM 2
VOICE ROM 1
C213 R221
74HCT273
C408
•
M27C0400I-I2FI
M27C0400I-I2FI
M27C0400I-I2FI
M27C0400I-I2FI
+
+
+
C45 C283 U207 C289 C214 R222
TDA8199
C35 C59 C40
+
+ D1 CN8
R13 U35 C76 8MB 8MB 8MB 8MB C271 C256 C215 R223
C34 C125
U208 U207 U202
R112 C47 + C31 C18
C52 C269 C263 C277 C229 R242
+
D2
U26 VR1 C4 C3 C2 C1
C268 C257 C230 R243
C50 C33 C48
C267 C262 C220 R229 R224
TDA
1543
R8 R7 R16 VR2 C38 C30
+ C266 C258 C219 R230 R225
+
74HC245
74HC245
74HC245
NOTE
U30
FB4
•
CPU / SOUND BOARD C264 C259 C217 R232 R227
C P U / S o u n d B o a r d I I ( w i t h AT M E L P r o c e s s o r ) C o m p o n e n t La y o u t
+
+
LM
833
+
+ C78 C51 FB2 C270 C260 C216 R233 R228
19
1
+
R17 AOR + 6 1 CN1
C79 10 2
FB5 FB1 R412 R413
CN2 CN9
2
20
TE
–12
+12
+5V
GND
TE
TE
TES
ST
T
Actual Board Size
ST
ST
14.67” X 9.125”
•
¬E
¬Q
¬JP1
TP11
•TP12
• TP17
¬JP2
¬JP4
¬JP3
¬JP3
¬GND
¬GND
¬GND
¬LED1
LEDs
¬FIRQ
¬LED2
¬U219
TEST
¬U402
¬VBATT
XILINX
•
¬JTAG J2
¬JTAG J3
¬SW200
8K/32K
• TP16 TP11:
¬S2 RESET
¬P2, P1, P0
¬GND_SIGNAL
NOTE
Boards (PCBs)
Printed Circuit
•
[ 1, D-4 ]
TP16: [1, C-1],
¬PLASMA_RESET
[ 2, J-3 ]
[ 3, H-5 ]
[ 3, G-4 ]
Test Points (TP):
[ 2, I-5 ]
[ 2, C-1 ]
[ 1, E-3 ]
[ 1, I-5 ]
[ 2, G-5 ]
[ 1, G-1 ]
[ 1, G-5 ]
16 3 C430, C431, C433 (near U403, U404) 1.0uF, ##v, Radial Lytic Cap.
17 1 125-5017-00 C35 10uF, 16v, Radial Tant. Cap.
Capacitors*
18 4 125-5017-00 C78, C79, C107, C114 (C76, C77, C100: NS) 10uF, 25v-35v, Radial Lytic Cap.
19 2 125-5015-00 C109, C112 (C102, C104: NS) 100uF, 25v, Radial Lytic Cap.
20 1 125-5014-00 C409 22uF, 16v, Radial Lytic Cap.
21 4 125-5020-00 C40, C59, C108, C115 (C101: NS) 22uF, 25v, Radial Lytic Cap.
22 2 125-5012-00 C116, C119 220uF, 25v, Radial Lytic Cap.
23 2 125-5019-00 C31, C81 470uF, 25v, Radial Lytic Cap.
24 39 125-5028-00 C208>C215, C216>C220, C229, C230, C247>C254, 470pF (471), Cer. Cap.
C256>C263, C264>C271 (C200>C207, C408: NS)
25 2 125-5037-00 C30, C428 1000uF, 16v, Radial Lytic Cap.
26 17 C427, C429, C436>C441, C443, C445>C451 SMT .1uF Cap.
27 2 C432, C442 (near U403 & U404) SMT 10uF Cap.
28 9 C411, C414, C416, C419, C420, C422, C424, C434, C435 SMT 47pF Cap.
29 10 C410, C412, C413, C415, C417, C418, C421, C423, C425, C426 SMT 100nF Cap.
30 7 112-5003-00 D1>D3, D102>D105, D408 (D100, D101: NS) 1N4004, Diode
& LEDs*
Diodes
Resistors / Transistors*
:::
58 1 U414 XILINX®, XC9572XL
59 1 (See Pg. # Table) U7 512K EPROM Sound (27512)
60 1 (See Pg. # Table) U210 (32-Pin, IC Socket, 077-5217-00) 1MB EPROM CPU Game (27C040)
61 4 (See Pg. # Table) U17, U21, U36, U37 (32-Pin, IC Socket, 077-5217-00) 8MB EPROM Voice 1-4 (M27C0400I-12FI)
ICs / RAMs / ROMs / EPROMs
P l a y f i e l d O P T O Tr a n s m i t t e r / R e c e i v e r A m p l i f i e r B o a r d S c h e m a t i c
P / F O P T O Tr a n s m i t t e r / R e c e i v e r A m p l i f i e r B d . Pa r t s ( C o m p . La y o u t n e x t Pa g e )
ITEM QTY PART NUMBER REF-DESIGNATOR DESCRIPTION
Sec. 5: PCBs
Printed Circuit
2 5
Boards (PCBs)
Part of Playfield Cable
2-conductor cable SILVER Anode 1
J4
Transceiver Board COPPER Cathode RECEIVER 2
2
500-6775-00 Transc. Board RECEIVER
500-6775-00 SIDE SILVER Anode 1
J3
TRANSMITTER TRANSMITTER 2
COPPER Cathode 2
SIDE 2-conductor cable
UPPER
Transceiver Board OPTO Amplifier Board J1 J5
ABOVE PLAYFIELD SWITCH 23 520-5239-01
500-6775-00
TRANSMITTER (LEFT & RIGHT OF
SIDE SHRUNKEN HEAD) J2
J5
J1
J3 J4
Front
OPTO
J2
Receiver
520-5239-01
Transmitter /
Amplifier PCB
J3 J4
Back
Transceiver Board
ABOVE PLAYFIELD
RECEIVER 500-6775-00 (LOWER MAGNET) Switch 24
SIDE
2-conductor cable SILVER Anode 1
J2
COPPER Cathode RECEIVER 1
2
SILVER Anode GRN J1
Part of Playfield Cable
1 1 1 TRANSMITTER 1
COPPER Cathode 2 2 VIO-BLU N.C. 2
2-conductor cable
Part of Playfield Cable
N.U. 1
Q22
Page 143
Section 5, Chapter 4
5 To I/O Bd. J16 pin 8
To I/O Board J7 Pin08
520-5239-01
Sec. 5: PCBs
P l a y f i e l d X 3 ( Tr i p l e ) D r i v e r B o a r d S c h e m a t i c
Sec. 5: PCBs
J2
Front J1
+50V Out
VIO-RED
J2 x3 Driver Board Vari-Target
520-5235-03 Trip Releasel
ORG-GRN
Upper Magnet
(Shrunken Head)
ORG-YEL
J1
Lower Magnet
Sec. 5: PCBs
Back (Idol)
ORG
Page 146
Section 5, Chapter 4
To I/O
Board J2
P1
ORG-BRN
P2
ORG-RED
P3
ORG-BLK
P5
ORG-YEL
P6
ORG-GRN
P7
ORG-BLU
P8
ORG-VIO
P9
ORG-GRY
KEY
P10 +5V
ORG-WHT
J16-P5
RED
J16-P11
BLK
Boards (PCBs)
Printed Circuit
Playfield Dot Display (5X7) x3 LED Board (ABC Left R amp/Upr. P/F Sign) Schematic
P/F Dot Display (5X7) x3 LED Bd. (ABC ... Sign) Component Layout & Parts
Back Side
See Section 4, Chapter 2 (Blue Pages), Pages 90-91 for more details.
Note: The Housing (cover) is not included with this PC Bd. Assembly.
Front (Dot Block) Side
3 - Po s i t i o n O P T O P C B o a r d ( Va r i -Ta r g e t )
C o m p o n e n t La y o u t & Pa r t s
Pin-3 KEY
Component
( Solder Side )
Sec. 5: PCBs
Note: In this game, this OPTO Board is used as a Playfield Detection Switch for the "Vari-Target" Assembly.
See the Switch Matrix Grid (Pgs. 16-17 or 104). PCB is used for Sw. 41-43, (GRN-BLU, WHT-XXX).
NC
KEY
RED
NC
ORG-RED
ORG-BRN
ORG-BLK
PNK-WHT
Auxilliary
Driver
Board
NC
KEY
WHT
RED
BLK
BLK
ORG
Auxilliary
Driver
Board
UK & Special App. 3X Transistor Driver Bd. Component Layout (Sol. Exp. Bd.)
Sec. 5: PCBs
ORG-WHT
10
9 ORG-GRY ORG-BRN
1
ORG-VIO ORG-RED
Conn. 8
ORG-BLU ORG-BLK
2
to I/O 7
ORG-GRN ORG-YEL
3
Power 6 4
ORG-YEL ORG-GRN
Driver 5 5
Board ORG-BLU
4 KEY 6
J2 ORG-BLK ORG-VIO
3 7
ORG-RED ORG-GRY
2 8
ORG-BRN ORG-WHT
1 9
KEY 10
PNK-WHT RED +5V
12 11
BLK GND
11 12
10
Conn. 9 To I/O Board J16-11
to I/O 8 To I/O Board J16-5
Power 7
Driver 6
Board 5
J3 4
3
2
1
FROM
BRN
Low Power
20v DC
J7-
P1
I/O BD.
+5V NC 1
NC 2
3 Left Post 26-1200 AUX. 1
KEY
RED
Auxilliary 1 NC
(Q1)
4 2 KEY
Driver WHT
NC 5 3
ORG-RED 6 Board 4
RED Center Post 23-1100 AUX. 2
ORG-BRN 7 520-5068-01 BLK (Q2)
5
ORG-BLK 8 BLK
6
PNK-WHT 9 ORG Right Post 26-1200 AUX. 3
J1 J2 7
(Q3)
Sec. 5: PCBs
Coin Meter
RED 1 1 RED +5VDC
> From existing 3-Pin
02003
NC 2 2 NC
Connector in Game
BLK 3 3 BRN-BLK
Cabinet for Meter
J6
ORG-WHT ORG-BRN
10 10 1
9 ORG-RED
KEY 9 2 1
ORG-GRY ORG-BLK
Conn. 8
ORG-VIO
8 3 2
to I/O 7
ORG-BLU
7 4
ORG-YEL
KEY 3
Power 6 6
J1 J4 5 4
ORG-GRN ORG-GRN
Driver 5 5 6 5
Board ORG-YEL ORG-BLU
4 KEY 4 7 6
J2 ORG-BLK ORG-VIO
3 3 8 7
ORG-RED ORG-GRY
2 2 9 8
ORG-BRN ORG-WHT
1 1 10 9
Tournament KEY 10
PNK-WHT 12
Serial 1 +5VDC RED RED +5V
11
12 Interface J5 BLK GND
BLU-WHT 11 2 GND BLK 12
11 Board
GRN-WHT 10 >From existing
10 520-5220-00
BRN-WHT 9 2-Pin Cabinet
Conn. 9
PINK Harness To I/O Board J16-11
to I/O 8 8 To I/O Board J16-5
GRY
Power 7 7
J2 J3
VIO
Driver 6 6
BLU Not
Board 5 5
GRN Used
J3 4 4
YEL 3
3
ORG 2
2
BRN 1
1
J7
Optional
RS2 Printer Port
FROM
BRN
Low Power
20v DC
J7-
P1
I/O BD.
+5V NC 1
NC 2
3 Left Post 26-1200 AUX. 1
KEY
RED
Auxilliary 1 NC
(Q1)
4 2 KEY
Driver WHT
NC 5 3
ORG-RED 6 Board 4
RED Center Post 23-1100 AUX. 2
ORG-BRN 7 520-5068-01 BLK (Q2)
5
ORG-BLK 8 BLK
6
PNK-WHT 9 ORG Right Post 26-1200 AUX. 3
J1 J2 7
(Q3)
Sec. 5: PCBs
Coin Meter
RED 1 1 RED +5VDC
> From existing 3-Pin
02003
NC 2 2 NC
Connector in Game
BLK 3 3 BRN-BLK
Cabinet for Meter
6 5 4
B
Sec. 5: PCBs
6 5 4
Section 5, Chapter 4 Printed Circuit
Page 152 Boards (PCBs)
To u r n a m e n t S e r i a l I n t e r f a c e B o a r d S c h e m a t i c ( S h e e t 1 o f 1 )
3 2 1
Sec. 5: PCBs
A
®
Schematic Set
Sheet 1 of 1
SIZE REV.
D A
NOTES:
R ALL RESISTOR VALUES ARE IN OHMS ( W ), 1/4W, 5%, UNLESS OTHERWISE SPECIFIED.
SPI Tournament Serial Interface Bd.
SPI Part Nº: 520-5220-00
R ALL CAPACITOR VALUES ARE IN MICROFARADS ( mF ), UNLESS OTHERWISE SPECIFIED.
R 0.1 MICROFARADS ( mF ) BYPASS CAPACITOR ON ALL IC’S. Prepared By: CES Inc. Edited By: SPI Inc.
Non-Text Document
Model: 237-0268-00 Dated: 08/2002
3 2 1
Printed Circuit Section 5, Chapter 4
Boards (PCBs) Page 153
To u r n a m e n t S e r i a l I n t e r f a c e B o a r d C o m p o n e n t La y o u t
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
domestic SPI Pinball Games
J6 DATA
Connected to To CABLE
Moved from I/O Bd. J2
TSI TO BETA brite® (if used)
I/O Power ELECTRONIC
Driver Bd. J2 J1 COLOR MESSAGE To To Playfield
}
} DISPLAY TSI
J4
19-LED Board
(Conn. under P/F)
}
ORG-WHT
1 2 3 4 5 6 7 8 9 10
1 2 3 4 5 6 7 8 9 10
KEY
ORG-GRY ORG-BRN
10 9 8 7 6 5 4 3 2 1
ORG-VIO ORG-RED
12 11 10 9 8 7 6 5 4 3 2 1
ORG-BLU ORG-BLK
ORG-GRN KEY
ORG-YEL ORG-YEL
ORG-BLK ORG-GRN
ORG-RED ORG-BLU
ORG-BRN ORG-VIO
ORG-GRY
ORG-WHT
KEY
THIS SIDE:
Tournament Large Cable
Wiring Harness (036-5477-98) +5V
Serial Interface to RED
I/O Power Driver Board 2 1 BLK
G ND
Connected to To
}
To From
I/O Power TSI TSI existing
Driver Bd. J3 J2 J5 harness
}
PNK-WHT
1 2 3 4 5 6 7 8 9 11 10 12
1 2 3 4 5 6 7 8 9 10 11 12
BLU-WHT +5V
GRN-WHT FROM I/O
J16-P5
RED
BRN-WHT FROM I/O
J16-P11
BLK
PNK GND
GRY
VIO
BLU
GRN
YEL
ORG
BRN
Sec. 5: PCBs
$SSHQGL[HV$- $SSHQGL[HV$-
7DEOHRI&RQWHQWV 7DEOHRI&RQWHQWV
$33(1',;$
3LQEDOO*DPH)LUPZDUH7DEOH
&KLS 3URJUDP 86$ %G 5DZ &KLS 3URJUDP 86$ %G 5DZ
(3520 6L]H 3DUW 1 9HU /RF 3DUW 1 (3520 6L]H 3DUW 1 9HU /RF 3DUW 1
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.
$SSHQGL[$ 3LQEDOO*DPH
)LUPZDUH7DEOH
$33(1',;$
3LQEDOO*DPH)LUPZDUHIRU:KLWH6WDU%RDUG6\VWHP7DEOH
&KLS 3URJUDP 86$ '07 %G 5DZ &KLS 3URJUDP 86$ '07 %G 5DZ
520 6L]H 3DUW 1 &KHFN 6XP /RF 3DUW 1 520 6L]H 3DUW 1 &KHFN 6XP /RF 3DUW 1
Apollo 13 (Note 1) Striker Xtreme (Notes 4, 5)
Game ROM (1M) 965-0208-00 A5.01 | $09FF U210 960-5009-00 Game ROM (1M) 965-0326-68 A1.02 | $E4FF U210 960-5009-00
Sound (512K) 965-0212-00 V1.00 | $5244 U7 960-7001-02 Sound (512K) 965-0327-68 V1.00 | $3BCA U7 960-7001-02
Display (4M) 965-0213-00 A5.00 | $B92B ROM 0 960-5015-01 Display (4M) 965-0328-68 A1.03 | $1957 ROM 0 960-5015-01
Voice 1 (4M) 965-0209-00 V1.00 | $7FC7 U17 n/a (masked) Voice 1 (8M) 965-0329-68 V1.00 | $482A U17 960-5016-00
Voice 2 (4M) 965-0210-00 V1.00 | $8E55 U21 n/a (masked) Voice 2 (8M) 965-0330-68 V1.00 | $7312 U21 960-5016-00
Voice 3 (4M) 965-0211-00 V1.00 | $08EE U36 n/a (masked) Voice 3 (8M) 965-0331-68 V1.00 | $DE2F U36 960-5016-00
Voice 4 (8M) 965-0332-68 V1.00 | $C508 U37 960-5016-00
Golden Eye (Note 1)
Game ROM (1M) 965-0214-42 A4.04 | $3FFF U210 960-5009-00 NFL (Notes 4, 5) Not on CD-R or Website: Code through Distributor Only.
Sound (512K) 965-0217-42 V1.00 | $D615 U7 960-7001-02 Game ROM (1M) 965-0339-73 A1.00 | $D2FF U210 960-5009-00
Display (4M) 965-0218-42 A4.00 | $E6ED ROM 0 960-5015-01 Sound (512K) 965-0340-73 V1.00 | $ U7 960-7001-02
Voice 1 (4M) 965-0215-42 V1.00 | $3E32 U17 n/a (masked) Display (4M) 965-0341-73 A1.01 | $845A ROM 0 960-5015-01
Voice 2 (4M) 965-0216-42 V1.00 | $71F0 U21 n/a (masked) Voice 1 (8M) 965-0342-73 V1.00 | $ U17 960-5016-00
Voice 2 (8M) 965-0343-73 V1.00 | $ U21 960-5016-00
Twister (Note 2) Voice 3 (8M) 965-0344-73 V1.00 | $ U36 960-5016-00
Voice 4 (8M) 965-0345-73 V1.00 | $ U37 960-5016-00
Game ROM (1M) 965-0219-41 A4.05 | $E9FF U210 960-5009-00
Sound (512K) 965-0221-41 V1.00 | $1FFF U7 960-7001-02
Display (4M) 965-0222-41 A4.00 | $FD01 ROM 0 960-5015-01 Sharkey’s Shootout (Notes 4, 5)
Voice 1 (4M) 965-0220-41 V1.00 | $3650 U17 960-5015-01 Game ROM (1M) 965-0333-72 A2.11 | $49FF U210 960-5009-00
Voice 2 (4M) 965-0223-41 V1.00 | $9300 U21 960-5015-01 Sound (512K) 965-0334-72 V1.01 | $9796 U7 960-7001-02
Display (4M) 965-0335-72 A2.01 | $6C33 ROM 0 960-5015-01
ID4: Independence Day (Note 2) Voice 1 (8M) 965-0336-72 V1.00 | $58EA U17 960-5016-00
Voice 2 (8M) 965-0337-72 V1.00 | $272B U21 960-5016-00
Game ROM (1M) 965-0224-45 A2.02 | $9CFF U210 960-5009-00 Voice 3 (8M) 965-0338-72 V1.00 | $41AE U36 960-5016-00
Sound (512K) 965-0227-45 V1.00 | $222B U7 960-7001-02
Display (4M) 965-0228-45 A2.00 | $ABF7 ROM 0 960-5015-01
Voice 1 (4M) 965-0225-45 V1.00 | $3AE1 U17 960-5015-01 High Roller Casino (Notes 4, 5)
Voice 2 (4M) 965-0226-45 V1.00 | $206E U21 960-5015-01 Game ROM (1M) 965-0346-65 A3.00 | $90FF U210 960-5009-00
Sound (512K) 965-0347-65 V1.00 | $581C U7 960-7001-02
Space Jam (Note 2) Display (4M) 965-0348-65 A3.00 | $74B3 ROM 0 960-5015-01
Voice 1 (8M) 965-0349-65 V1.00 | $E12D U17 960-5016-00
Game ROM (1M) 965-0229-43 A3.00 | $E6FF U210 960-5009-00 Voice 2 (8M) 965-0350-65 V1.00 | $38F4 U21 960-5016-00
Sound (512K) 965-0233-43 V1.00 | $F1E7 U7 960-7001-02 Voice 3 (8M) 965-0351-65 V1.00 | $1B54 U36 960-5016-00
Display (4M) 965-0234-43 A3.00 | $0057 ROM 0 960-5015-01 Voice 4 (8M) 965-0352-65 V1.00 | $D720 U37 960-5016-00
Voice 1 (4M) 965-0230-43 V1.00 | $DBA8 U17 960-5015-01
Voice 2 (4M) 965-0231-43 V1.00 | $DDF1 U21 960-5015-01
Voice 3 (4M) 965-0232-43 V1.00 | $F32A U36 960-5015-01 Austin Powers (Notes 4, 5)
Game ROM (1M) 965-0353-74 A3.02 | $5DFF U210 960-5009-00
The Star Wars Trilogy - Special Edition (S.E.) (Note 2) Sound (512K) 965-0354-74 V1.00 | $DA7B U7 960-7001-02
Display (4M) 965-0035-74 A3.00 | $6A34 ROM 0 960-5015-01
Game ROM (1M) 965-0235-56 A4.03 | $5EFF U210 960-5009-00 Voice 1 (8M) 965-0356-74 V1.00 | $D2B9 U17 960-5016-00
Sound (512K) 965-0238-56 V1.00 | $4A7D U7 960-7001-02 Voice 2 (8M) 965-0357-74 V1.00 | $9E75 U21 960-5016-00
Display (4M) 965-0239-56 A4.00 | $8817 ROM 0 960-5015-01 Voice 3 (8M) 965-0358-74 V1.00 | $51F3 U36 960-5016-00
Voice 1 (4M) 965-0236-56 V1.00 | $E66B U17 960-5015-01 Voice 4 (8M) 965-0359-74 V1.00 | $0AE5 U37 960-5016-00
Voice 2 (4M) 965-0237-56 V1.00 | $8F54 U21 960-5015-01
Monopoly® (Notes 4, 5)
The Lost World: Jurassic Park (Note 2) Game ROM (1M) 965-0360-75 A3.03 | $5EFF U210 960-5009-00
Game ROM (1M) 965-0240-53 A2.02 | $C8FF U210 960-5009-00 Sound (512K) 965-0361-75 V1.00 | $8C18 U7 960-7001-02
Sound (512K) 965-0243-53 V1.00 | $A35B U7 960-7001-02 Display (4M) 965-0362-75 A3.01 | $A381 ROM 0 960-5015-01
Display (4M) 965-0244-53 A2.01 | $7F46 ROM 0 960-5015-01 Voice 1 (8M) 965-0363-75 V1.00 | $35E6 U17 960-5016-00
Voice 1 (4M) 965-0241-53 V1.00 | $1D27 U17 960-5015-01 Voice 2 (8M) 965-0364-75 V1.00 | $B35A U21 960-5016-00
Voice 2 (4M) 965-0242-53 V1.00 | $8DA4 U21 960-5015-01 Voice 3 (8M) 965-0365-75 V1.00 | $8A9F U36 960-5016-00
Voice 4 VNot Used U37
The X-Files (Note 2)
Game ROM (1M) 965-0245-46 A3.03 | $A2FF U210 960-5009-00 Playboy (Notes 4, 5, 7)
Sound (512K) 965-0248-46 V1.00 | $6648 U7 960-7001-02 Game ROM (1M) 965-0367-76 A5.00 | $7DFF U210 960-5009-00
Display (4M) 965-0249-46 A3.00 | $66D0 ROM 0 960-5015-01 Sound (512K) 965-0368-76 V1.02 | $E7C2 U7 960-7001-02
Voice 1 (4M) 965-0246-46 V1.00 | $349D U17 960-5015-01 Display (4M) 965-0369-76 A5.00 | $A5FF ROM 0 960-5015-01
Voice 2 (4M) 965-0247-46 V1.00 | $629C U21 960-5015-01 Voice 1 (8M) 965-0370-76 V1.00 | $9ABE U17 960-5016-00
Voice 2 (8M) 965-0371-76 V1.00 | $9F34 U21 960-5016-00
Starship Troopers (Note 3) Voice 3 (8M) 965-0372-76 V1.00 | $374B U36 960-5016-00
Voice 4 (8M) 965-0373-76 V1.00 | $237A U37 960-5016-00
Game ROM (1M) 965-0250-59 A2.00 | $85FF U210 960-5009-00
Sound (512K) 965-0253-59 V1.00 | $64B2 U7 960-7001-02
Display (4M) 965-0254-59 A2.00 | $E77B ROM 0 960-5015-01 RollerCoaster Tycoon (Notes 4, 5, 7)
Voice 1 (4M) 965-0251-59 V1.00 | $152A U17 960-5015-01 Sound (512K) 965-0374-78 V1.00 | $F663 U7 960-7001-02
Voice 2 (4M) 965-0252-59 V1.00 | $0291 U21 960-5015-01 Game ROM (1M) 965-0375-78 A7.01| $40FF U210 960-5009-00
Voice 3 (4M) 965-0255-59 V1.00 | $95A7 U36 960-5015-01 Voice 1 (8M) 965-0377-78 V1.00 | $3C4A U17 960-5016-00
Voice 2 (8M) 965-0378-78 V1.00 | $057A U21 960-5016-00
Viper Night Drivin’ (Note 4) Voice 3 (8M) 965-0379-78 V1.00 | $04D7 U36 960-5016-00
Display (4M) 965-0376-78 A7.00 | $8E23 U5 Disp. Cntrlr. 960-5015-01
Game ROM (1M) 965-0266-35 A2.01 | $C5FF U210 960-5009-00
Sound (512K) 965-0271-35 V1.00 | $4DF8 U7 960-7001-02
Display (4M) 965-0272-35 A2.01 | $C17D ROM 0 960-5015-01 The Simpsons Pinball Party (Notes 4, 5, 7)
Voice 1 (4M) 965-0267-35 V1.00 | $8018 U17 960-5015-01 Sound (512K) 965-0381-77 V1.01 | $A7EE U7 960-7001-02
Voice 2 (4M) 965-0268-35 V1.00 | $2157 U21 960-5015-01 Game ROM (1M) 965-0382-77 A4.00 | $4FFF U210 960-5009-00
Voice 3 (4M) 965-0269-35 V1.00 | $B5A6 U36 960-5015-01 Voice 1 (8M) 965-0383-77 V1.00 | $9719 U17 960-5016-00
Voice 4 (4M) 965-0270-35 V1.00 | $D01E U37 960-5015-01 Voice 2 (8M) 965-0384-77 V1.00 | $16ED U21 960-5016-00
Voice 3 (8M) 965-0385-77 V1.00 | $ADCE U36 960-5016-00
Lost In Space (Note 4) Voice 4 (8M) 965-0386-77 V1.00 | $E7E5 U37 960-5016-00
Display (4M) 965-0387-77 A4.00 | $8A03 U5 Disp. Cntrlr. 960-5015-01
Game ROM (1M) 965-0282-60 A1.01 | $B2FF U210 960-5009-00
Sound (512K) 965-0287-60 V1.00 | $A6AF U7 960-7001-02
Display (4M) 965-0288-60 A1.02 | $32AB ROM 0 960-5015-01 Terminator® 3: Rise of the Machines (Notes 4, 5, 7)
Voice 1 (4M) 965-0283-60 V1.00 | $4391 U17 960-5015-01 Sound (512K) 965-0388-79 V1.00 | $D2FD U7 960-7001-02
Voice 2 (4M) 965-0284-60 V1.00 | $8215 U21 960-5015-01 Game ROM (1M) 965-0389-79 A4.00 | $F8FF U210 960-5009-00
Voice 3 (4M) 965-0285-60 V1.00 | $5832 U36 960-5015-01 Voice 1 (8M) 965-0390-79 V1.00 | $1838 U17 960-5016-00
Voice 4 (4M) 965-0286-60 V1.00 | $8971 U37 960-5015-01 Voice 2 (8M) 965-0391-79 V1.00 | $F0D5 U21 960-5016-00
Voice 3 (8M) 965-0392-79 V1.00 | $89DA U36 960-5016-00
Godzilla (Note 4) Voice 4 (8M) 965-0393-79 V1.00 | $1200 U37 960-5016-00
Display (4M) 965-0394-79 A4.00 | $6E49 U5 Disp. Cntrlr. 960-5015-01
Game ROM (1M) 965-0289-40 A2.05| $B1FF U210 960-5009-00
Sound (512K) 965-0294-40 V1.00 | $0CC8 U7 960-7001-02
Display (4M) 965-0295-40 A2.00 | $C929 ROM 0 960-5015-01 The Lord of the Rings (Notes 5, 7, 8)
Voice 1 (4M) 965-0290-40 V1.00 | $0D75 U17 960-5015-01 Sound (512K) 965-0401-80 V1.01 | $36BC U7 960-7001-02
Voice 2 (4M) 965-0291-40 V1.00 | $CCCF U21 960-5015-01 Game ROM (1M) 965-0402-80 A8.00 | $94FF U210 960-5009-00
Voice 3 (4M) 965-0292-40 V1.00 | $227F U36 960-5015-01 Voice 1 (8M) 965-0403-80 V1.00 | $1792 U17 960-5016-00
Voice 4 (4M) 965-0293-40 V1.00 | $DB69 U37 960-5015-01 Voice 2 (8M) 965-0404-80 V1.00 | $67F1 U21 960-5016-00
Voice 3 (8M) 965-0405-80 V1.00 | $89B6 U36 960-5016-00
South Park (Notes 4, 5) Voice 4 (8M) 965-0406-80 V1.00 | $EA49 U37 960-5016-00
Display (4M) 965-0407-80 A8.00 | $3C88 U5 Disp. Cntrlr. 960-5015-01
Game ROM (1M) 965-0301-71 A1.03 | $58FF U210 960-5009-00
Sound (512K) 965-0306-71 V1.00 | $1286 U7 960-7001-02
Display (4M) 965-0307-71 A1.01 | $166F ROM 0 960-5015-01 Ripley’s Believe It or Not!® (see website)
Voice 1 (8M) 965-0302-71 V1.00 | $7BF8 U17 960-5016-00 VIEW ROM LABEL for current version & checksums
Voice 2 (8M) 965-0303-71 V1.00 | $9CCC U21 960-5016-00
Voice 3 (8M) 965-0304-71 V1.00 | $ADD9 U36 960-5016-00
Voice 4 (8M) 965-0305-71 V1.00 | $6659 U37 960-5016-00 footnotes:
1 ROMs on CPU/Sound Bd.: 520-5136-00 (Stereo) & Display Cont. Bd.: 520-5055-01
Harley-Davidson® (Notes 4, 5, 6) Original (1999-2001) 2 ROMs on CPU/Sound Bd.: 520-5136-10 (Mono) & Display Cont. Bd.: 520-5055-01
Game ROM (1M) 965-0319-67 A1.03 | $3EFF U210 960-5009-00 3 ROMs on CPU/Sound Board: 520-5136-15* (Mono) (*FCC 11-97) &
Sound (512K) 965-0320-67 V1.00 | $F4FF U7 960-7001-02 Display Controller Board: 520-5055-02* (*FCC 11-97)
Display (4M) 965-0321-67 A1.04 | $FC7C ROM 0 960-5015-01 4 ROMs on CPU/Sound Bd.: 520-5136-16† (Mono) (†FCC 02-98) &
Voice 1 (8M) 965-0322-67 V1.00 | $CD26 U17 960-5016-00 Display Controller Board: 520-5055-03‡ (‡FCC 02-98)
Voice 2 (8M) 965-0323-67 V1.00 | $9396 U21 960-5016-00 5 This game uses 8MB VOICE ROMS at U17, U21, U36 & U37 (if 3 ROMs use U37 will
Voice 3 (8M) 965-0324-67 V1.00 | $FB72 U36 960-5016-00 be unused) requiring a Jumper at Loc. W6. Refer to CPU/Snd. Bd. Schematic (2 of 3).
6 Harley-Davidson® 2nd Edition: For Game ROM, Sound & Display info (version,
: Harley-Davidson® (Notes 4, 5, 6, 8) 2nd Edition (2002-2003)
Voice 4 (4M) 965-0325-67 V1.00 | $6100 U37 960-5015-01 check sums, part numbers) call Tech Support or check our website (see back cover)
for current versions or other info. Raw Part numbers are identical to the H-D® original.
Game ROM (1M) 965-0319-67A A1.06 | $23FF U210 960-5009-00 7 ToPS (Tournament Pinball System) READY!
Display (4M) 965-0321-67A A1.05 | $B594 ROM 0 960-5015-01 8 ROMs on CPU/Sound Board II (with ATMEL Processor): 520-5300-00 &
Display Controller Board: 520-5055-03‡ (‡FCC 02-98)
Game Revisions can be updated after the Production Run. This Table is accurate as of the
printing of this manual. If any changes occurred, the next game manual will include the updated
information. The version stated is USA. If there is a question of as to the latest Code Revi-
sion & Check Sum call our Technical Support Department, 1-800-542-5377 or
1-708-345-7700 (Select Option 1). Visit our website www.SternPinball.com
3LQEDOO*DPH where code can be downloaded
(an EPROM Burner is required). $SSHQGL[$
)LUPZDUH7DEOH
$33(1',;%
6HPL&RQGXFWRUV,QWHJUDWHG&LUFXLWV,&5HOD\V&URVV5HIHUHQFH7DEOH
1 7 ( ( & * 5 & $
7DEOH 6RXUFH 67(51 5DGLR
6KDFN
7\SH
1 1XPEHU 3,1%$//
5(&7,),&$7,21 %/2&.,1* '$03(1,1* ',2'(6 $1'25 /,*+7 (0,77,1* ',2'(6 /('V
Diode 1N4001 112-5001-00 NTE552 ECG552 -—-—- SK9000
Diode 1N4004 112-5003-00 NTE116 ECG116 276-1103 SK3312
Diode 1N5401 112-0056-00 NTE5801 ECG5801 276-1143 SK9004
Diode 1N5404 112-5004-00 NTE5804 ECG5804 276-1144 SK9007
Diode
Diode
T6A10L
FR302
112-5006-01
112-5009-00
NTE5812
NTE588
ECG5812
ECG588
-—-—-
-—-—-
-—-—-
SK5014
Diode, Signal 1N914 112-5014-00 -—-—- -—-—- -—-—- -—-—-
MT5000UR or 165-5052-00
LED TLRH180P (old SPI Part N: -—-—- -—-—- 276-066B -—-—-
(T1-3/4 GaAIAs) 165-5100-00)
=(1(5 ',2'(6
Diode 1N4742A 12v 112-0061-00 NTE142A ECG142A 276-563 SK12V
Diode 1N4760B 68v 112-0062-00B NTE5092A ECG5092A -—-—- SK68V
Diode 1N4764A 100v 112-0049-00A NTE5096A ECG5096A -—-—- SK100V
Diode 1N5228 3.9v 112-0053-00 NTE5007A ECG5007A -—-—- SK3A9
Diode 1N5234B 6.2v 112-0047-00B NTE5013A ECG5013A 276-561 SK6A2
Diode 1N5379 110v 112-0072-00 NTE5157 ECG5157 -—-—- SK110X
Diode 1N6267A 6.8v 112-5011-00 NTE4902 ECG4902 -—-—- -—-—-
Diode 1N4752A 33v 112-5010-00A NTE147A ECG147A -—-—- SK33V
Diode 1N4736 6.8v 1w 112-5007-00 NTE5071A ECG5071A -—-—- -—-—-
75$16,67256 7<3( )(7 131 313 $1'25 6&5
FET Trans. STP20N10L 110-0106-00 NTE2987 ECG2987 -—-—- -—-—-
FET Trans. STP19N06L 110-0088-00 NTE2985 ECG2985 -—-—- -—-—-
FET Trans. VN02N 110-0089-00 -—-—- -—-—- -—-—- -—-—-
NPN Trans. 2N4401 110-0073-00 NTE85 ECG85 276-2009 SK3124A
NPN Trans. 2N6427 110-0070-00 NTE48 ECG48 -—-—- SK4906
NPN Trans. MJE340 110-0071-00 NTE157 ECG157 -—-—- SK3747
NPN Trans. MPSA42 110-0082-00 NTE287 ECG287 -—-—- SK3232
NPN Trans. 2N3904 110-0069-00 NTE123AP ECG123AP 276-2009 -—-—-
NPN Trans.
NPN Trans.
TIP122
MJE15030
110-0067-00
110-0101-00
NTE261
NTE375
ECG261
ECG375
276-2068
-—-—-
SK3896
SK9118
PNP Trans. 2N5401 110-0078-00 NTE288 ECG288 -—-—- SK3434
PNP Trans. MJE15031 110-0103-00 NTE292 ECG292 -—-—- SK3441
PNP Trans. MJE350 110-0072-00 NTE374 ECG374 -—-—- SK9042
PNP Trans. MPSA92 110-0100-00 NTE288 ECG278 -—-—- SK3434
PNP Trans. TIP42 110-0068-00 NTE332 ECG332 -—-—- SK9236
PNP Trans. TIP32C 110-0081-00 NTE292 ECG292 -—-—- SK3441
PNP Trans. TIP36C 110-0077-00 NTE393 ECG393 -—-—- SK3961
SCR Trans. 2N5060 110-0074-00 NTE5400 ECG5400 276-1067 SK3950
SCR Trans. SCR2800B 110-0083-00 NTE5461-8 ECG5461-8 -—-—- -—-—-
%5,'*( 5(&7,),(56 %5 &RPPHQWV
BR (Present)
5(/$<6
DB3501 or
CM3501
112-5000-00 For White Star I/O Bds., BR = 35 Amp @ 100v P.I.V.
&RPPHQWV
FRL-264 For PPB, Power Supply, & White Star I/O Boards,
Relay 190-5002-00
D024/02CK Relay = 24v DC 10 Amp DPDT
FRL-264 For CPU Boards,
Relay 190-5001-00
D006/04CV Relay = 6v DC 5 Amp 4 Pole DT
$SSHQGL[% 6HPL&RQGXFWRUV
&URVV5HI7DEOH
$33(1',;&
*DPH1DPH3URGXFWLRQ6WDUW'DWH0DQXDO3DUW1 &38-XPSHU,QIR†
CPU/Sound Board Sound U7 512K
3URGXFWLRQ *DPH 1DPH 3URGXFWLRQ CPU/Sound
‡ VHH 1RWH
† VHH 1RWH
† VHH 1RWH
5HPRYHG
&38 9HU
,QVWDOOHG
-XPSHUV
,QVWDOOHG
-XPSHUV
-XPSHUV
6WDUW 'DWH Board Game U210 1MB
3RVLWLRQ
6WDUW 'DWH
(3520
*DPH 1DPH DQG :KLWH 6WDU
%RDUG 6\VWHP DQG CPU/Sound Board Voice ROMS:
0DQXDO 31 0DQXDO 31 U17 U21 U36 U37
01 Laser War MAY 87 1* 5C J4 J6a J7a J5 J6 J7b 29 Apollo 13 (A13) NOV 95 4MB 4MB 4MB Not n/a
780-5001-00 2* 5B, 5C J4 J5a J6a J5 J5b J6b 780-5044-00 Used
02 Secret Service MAR 88 30 Golden Eye FEB 96 4MB 4MB Not Not n/a
780-5002-00 2* 5B, 5C J4 J5 780-5042-00 Used Used
03 Torpedo Alley AUG 88 31 Twister APR 96 4MB 4MB Not Not n/a
2* 5B, 5C J4 J5 780-5041-00 Used Used
780-5003-00
04 Time Machine DEC 88 32 ID4: Independence Day JUL 96 4MB 4MB Not Not n/a
2* 5B, 5C J4 J5 780-5045-00 Used Used
780-5004-00
05 Playboy 35th MAY 89 33 Space Jam OCT 96 4MB 4MB 4MB Not n/a
Anniversary 780-5005-00 2* 5B, 5C J4 J5 780-5043-00 Used
06 ABC Monday Night SEP 89 34 The Star Wars Trilogy - FEB 97 4MB 4MB Not Not n/a
Football 780-5007-00 2* 5B, 5C J4 J5 Special Edition 780-5056-00 Used Used
07 Robocop NOV 89 35 The Lost World: JUN 97 4MB 4MB Not Not n/a
2* 5B, 5C J4 J5 Jurassic Park 780-5053-00 Used Used
780-5006-00
08 Phantom of the Opera JAN 90 36 The X-Files AUG 97 4MB 4MB Not Not n/a
2* 5B, 5C J4 J5 780-5046-00 Used Used
780-5008-00
09 Back to the Future JUN 90 37 Starship Troopers NOV 97 4MB 4MB 4MB Not n/a
780-5009-00 3* 5B, 5C J4 J5 780-5059-00 Used
10 The Simpsons SEP 90 38 Viper Night Drivin’ FEB 98 4MB 4MB 4MB 4MB n/a
780-5012-00 3* 5B, 5C J4 J5 780-5035-00
11 Checkpoint FEB 91 39 Lost In Space JUN 98 4MB 4MB 4MB 4MB n/a
3* 5B, 5C J4 J5 780-5060-00
780-5010-00
12 Teenage Mutant Ninja MAY 91 40 Godzilla SEP 98 4MB 4MB 4MB 4MB n/a
3* 5B, 5C J4 J5 780-5040-00
Turtles 780-5017-00
13 Batman JUL 91 41 South Park JAN 99 8MB 8MB 8MB 8MB W6
780-5011-00 3* 5B, 5C J4 J5 780-5071-00
14 Star Trek 25th OCT 91 42 Harley-Davidson® AUG 99 8MB 8MB 8MB 8MB W6
Anniversary 780-5014-00 3* 5C J5 J4 a 780-5067-01
15 Hook JAN 92 42 Harley-Davidson® SEP 02 8MB 8MB 8MB 8MB W6
3* 5C J5 J4 b 2nd Edition 780-5067-10
780-5019-00
16 Lethal Weapon 3 JUN 92 43 Striker Xtreme MAR 00 8MB 8MB 8MB 8MB W6
3* 5C J5 J4 a 780-5068-01
780-5026-00
17 Star Wars OCT 92 43 NFL OCT 00 8MB 8MB 8MB 8MB W6
780-5024-00 3* 5C J5 J4 b 780-5073-00
18 Rocky & Bullwinkle & FEB 93 44 Sharkey’s Shootout JUL/OCT 00 8MB 8MB 8MB Not W6
Friends 780-5022-00 3* 5C J5 J4 780-5072-01 Used
19 Jurassic Park APR 93 45 High Roller Casino JAN 01 8MB 8MB 8MB 8MB W6
3* 5C J5 J4 780-5065-00
780-5020-00
20 Last Action AUG 93 46 Austin Powers MAY 01 8MB 8MB 8MB 8MB W6
3* 5C J5 J4 780-5074-00
Hero 780-5027-00
21 Tales from the Crypt NOV 93 47 MONOPOLY® SEP 01 8MB 8MB 8MB Not W6
780-5018-00 3* 5C J5 J4 780-5075-00 Used
22 The Who’s Tommy FEB 94 48 Playboy FEB 02 8MB 8MB 8MB 8MB W6
780-5028-00 3* 5C J5 J4 780-5076-00
23 WWF Royal Rumble MAY 94 49 RollerCoaster Tycoon AUG 02 8MB 8MB 8MB Not W6
3* 5C J5 J4 780-5078-00 Used
780-5023-00
24 Guns-N’-Roses JUL 94 50 The Simpsons Pinball JAN 03 8MB 8MB 8MB 8MB W6
3* 5C J5 J4 Party 780-5077-00
780-5029-00
25 Maverick SEP 94 51 Terminator® 3: MAY 03 8MB 8MB 8MB 8MB W6
780-5031-00 3* 5C J5 J4 Rise of the Machines 780-5079-00
26 Mary Shelley’s DEC 94 52 The Lord of the Rings NOV 03 8MB 8MB 8MB 8MB
Frankenstein 780-5036-00 3* 5C J5 J4 780-5080-00
27 Baywatch MAR 95 53 Ripley’s APR 04 8MB 8MB 8MB 8MB
3* 5C J5 J4 Believe It or Not!® 780-5081-00
780-5033-00
28 Batman Forever JUL 95 3* 5C J5 J4
780-5038-00
† Additional Info. for Installed / Removed Jumpers (above 1-28 only):
Game 1, Ver. 1, Board Combinations with ROM at Location 5C
Installed J1b, J3, J4, J6a, J7a & J8
Removed J1a, J2, J5, J6 & J7b
* Version 1 above has a 2K RAM which is a 24-pin IC in Position 5D;
Versions 2/3 below have a 8K RAM which is a 28-PIN IC in Position 5D.
Game 1, Ver. 2, Board Combinations w/ ROM at Locations 5B, 5C
Installed J1b, J3, J4, J5a, J6a, J7b & J8 ‡ Additional Information for Installed Jumper (above games 41-51):
Removed J1a, J2, J5, J5b, J6b, & J7a
x Installed W6 so 8MB ROMS can be utilized. See the CPU/Sound Board Schematic
Games 2-12, Ver. 2 or 3, Bd. Combinations w/ ROM at Locations 5B, 5C
(Sheet 2 of 3, Address Location 3E) in the games’ Service Game Manual. Game 52 -
Installed J1b, J3, J4, J5b, J6b, J7b & J8
current has a new CPU/Sound Board (see Pages 131-141).
Removed J1a, J2, J5, J5a, J6a & J7a
Games 14-28, Ver. 3, Board Combinations with ROM at Locations 5C See Appendix A for more detailed information on Pinball Game Firmware (EPROM
Installed J1b, J3, J5, J5b, J6b, J7b & J8 Name, Size, Part Numbers, USA Version & Checksum and Board Locations).
Removed J1a, J2, J4, J5a, J6a & J7a
0DQXDO3DUW1 $SSHQGL[&
&38-XPSHU,QIR
$33(1',;'
%RDUG7\SH7DEOH
*DPH 1DPH )OLSSHU 6RXQG 3RZHU 6XSSO\ 'LVSOD\ ;'LJLW
initial: Master: 520-5004-00 plus:
2-Flipper 520-5002-00 520-5005-00 (Qty. 2): 7 Digit Alpha/Numeric
x Laser War 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
*DPH )OLSSHU 6RXQG 3RZHU 'RW 0DWUL[ 'LVSOD\ 2372 2372 2372
1DPH 6XSSO\ 'LVSOD\ &RQWUROOHU 7UDQVPLWWHU 5HFHLYHU $SOOLFDWLRQ
x Checkpoint
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. 520-5050-01
x Hook 2-Flipper
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 520-5050-03 128 X 32
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) 520-5126-02 Single OPTO Single OPTO over Up-Kicker
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.
GAMES HEREON USE THE WHITE STAR BOARD SYSTEM (with the addition of the I/O Power Driver Board):
*DPH )OLSSHU ,2 3RZHU &386RXQG 'LVS 3RZHU 'RW 0DWUL[ 'LVSOD\ 2372 2372 2372
1DPH 'ULYHU 6WHUHR 6XSSO\ 'LVSOD\ &RQWUROOHU 7UDQVPLWWHU 5HFHLYHU $SOOLFDWLRQ
520-5080-00 520-5052-00 520-5124-00 520-5125-00 5-Ball Trough
520-5137-00
520-5136-00 520-5138-00 520-5055-01
2-Flipper 128 X 32 Single OPTO Single OPTO over Up-Kicker
Apollo 13 Light Boards 520-5130-01, -04 & -05 Magnet Interface, 7-
Miscellaneous Segment Display & Light Bd. 520-5130-06 Magnet Driver Board Relay Board
PC Boards: 520-5010-00
520-5130-02 Switch Membrane Board 520-5130-03
520-5080-00 520-5052-00 520-5124-00 520-5125-00 5-Ball Trough
520-5137-00 520-5136-00 520-5138-00 520-5055-01
2-Flipper 128 X 32 Single OPTO Single OPTO over Up-Kicker
Golden Eye
Miscellaneous Light Boards Mag. Processor X2 Driver Bd. Relay Board
PC Boards: 520-5128-05 through -08 520-5143-00 520-5010-00
GAMES HEREON USE THE WHITE STAR BOARD SYSTEM (with the deletion of the Flipper Board):
*DPH ,2 3RZHU &386RXQG 'LVS 3RZHU 'RW 0DWUL[ 'LVSOD\ 2372 2372 2372 0LVF 2372
1DPH 'ULYHU 0RQR 6XSSO\ 'LVSOD\ &RQWUROOHU 7UDQVPLWWHU 5HFHLYHU $SOOLFDWLRQ $SS
520-5137-01 520-5136-10 520-5138-00 520-5052-00 520-5055-01 520-5124-00 520-5125-00 5-Ball Trough
128 X 32 Single OPTO Single OPTO over Up-Kicker
Twister
Miscellaneous Light Boards Mag. Drv. Bd. Relay Board
PC Boards: 520-5145-01 through -07 520-5143-00 520-5010-00
520-5052-00 520-5124-00 520-5125-00 4-Ball Trough
520-5137-01 520-5136-10 520-5138-00 520-5055-01
Independence 128 X 32 Single OPTO Single OPTO over Up-Kicker
Day (ID4) Miscellaneous Light Boards Servo Mtr. Bd. 520-5082-00 520-5083-00 Alien Head
PC Boards: 520-5149-01 through -10 520-5152-00 Long Hop OPTO Long Hop OPTO Enter
520-5137-01 520-5136-10 520-5138-00 520-5052-00 520-5055-01 520-5124-00 520-5125-00 5-Ball Trough
Space Jam 128 X 32 Single OPTO Single OPTO over Up-Kicker
Miscellaneous 2X 7-Segment Display Board
PC Boards: 520-5153-00
520-5052-00 520-5124-00 520-5125-00 4-Ball Trough
The Star 520-5137-01 520-5136-10 520-5138-00 128 X 32 520-5055-01 Single OPTO Single OPTO over Up-Kicker
Wars Trilolgy
- Special Ed. Miscellaneous Relay Board
PC Boards: 520-5010-00
Table continued on the next page.
$SSHQGL[' %RDUG
7\SH7DEOH
$33(1',;'
%RDUG7\SH7DEOH
*DPH ,2 3RZHU &386RXQG 'LVS 3RZHU 'RW 0DWUL[ 'LVSOD\ 2372 2372 2372 0LVF 2372
1DPH 'ULYHU ROG QHZ 6XSSO\ 'LVSOD\ &RQWUROOHU 7UDQVPLWWHU 5HFHLYHU $SOOLFDWLRQ $SS
520-5137-01 520-5136-10 520-5138-00 520-5052-00 520-5055-01 520-5124-00 520-5125-00 4-Ball Trough 520-5162-00
The Lost 128 X 32 Single OPTO Single OPTO over Up-Kicker 2-Pos. Motor
World: J.P. Miscellaneous DC Relay Bd. Shaker Mtr. Bd. Sensor on
PC Boards: 520-5066-00 520-5065-00 Snagger Motor
520-5052-00 520-5124-00 520-5125-00 4-Ball Trough 520-5155-00
520-5137-01 520-5136-10 520-5138-00 520-5055-01
The X-Files 128 X 32 Single OPTO Single OPTO over Up-Kicker 3-Pos. Motor
Miscellaneous 520-5082-00 520-5083-00 File Cabinet Sensor on
PC Boards: Long Hop OPTO Long Hop OPTO Enter File Cab. Motor
520-5137-01 520-5136-15 520-5138-00 520-5052-00 520-5055-02
520-5124-00 520-5125-00 4-Ball Trough
Starship 128 X 32 Single OPTO Single OPTO over Up-Kicker
Troopers Miscellaneous 4X 7-Segment Display Board 520-5082-00 520-5083-01 L/R Orbit
PC Boards: 520-5166-00 Long Hop OPTO Long Hop OPTO Lane Enter
520-5137-01 520-5136-16 520-5138-00 520-5052-00 520-5055-03 520-5124-00 520-5125-00 4-Ball Trough
Viper Night 128 X 32 Single OPTO Single OPTO over Up-Kicker
Drivin’ Miscellaneous Relay Board 520-5082-00 520-5083-01
PC Boards: Jump Ramp
520-5010-00 Long Hop OPTO Long Hop OPTO
520-5052-00 515-0173-00 515-0174-00 4-Ball Trough
520-5137-01 520-5136-16 520-5138-00 520-5055-03
Lost In 128 X 32 Dual OPTO Dual OPTO over Up-Kicker
Space Miscellaneous Relay Board
PC Boards: 520-5010-00
520-5052-00 515-0173-00 515-0174-00 4-Ball Trough
520-5137-01 520-5136-16 520-5138-00 520-5055-03
Godzilla 128 X 32 Dual OPTO Dual OPTO over Up-Kicker
Miscellaneous Shaker Mtr. Bd.
PC Boards: 520-5065-00
520-5052-00 515-0173-00 515-0174-00 5-Ball Trough
520-5137-01 520-5136-16 520-5138-00 520-5055-03
128 X 32 Dual OPTO Dual OPTO over Up-Kicker
South Park
Miscellaneous 520-5082-00 520-5083-01 Kenny Under
PC Boards: Long Hop OPTO Long Hop OPTO Trough Enter
Harley- 520-5137-01 520-5136-16 520-5138-00
520-5052-00
520-5055-03
515-0173-00 515-0174-00 4-Ball Trough
Davidson® 128 X 32 Dual OPTO Dual OPTO over Up-Kicker
and Harley-
Davidson® Miscellaneous Relay Board Shaker Mtr. Bd. Diode Board 520-5082-00 520-5083-01 Motorcycle
2nd Edition PC Boards: 520-5010-00 520-5065-00 520-5146-00 Long Hop OPTO Long Hop OPTO Enter
520-5052-00 515-0173-00 515-0174-00 4-Ball Trough 520-5155-00
Striker 520-5137-01 520-5136-16 520-5138-00 520-5055-03
128 X 32 Dual OPTO Dual OPTO over Up-Kicker 3-Pos. Motor
Xtreme for UK ONLY> Sol- Sensor on
(NFL) Miscellaneous DC Relay Bd. Relay Board Diode Board enoid Expander Bd. 520-5082-00 520-5083-01 Goalie Under-
PC Boards: 520-5066-00 520-5010-00 520-5146-00 520-5192-00 Long Hop OPTO Long Hop OPTO Trough Enter Goalie Motor
520-5137-64 520-5136-64 520-5138-00 520-5052-00 520-5055-03 515-0173-00 515-0174-00 4-Ball Trough 520-5194-00
Sharkey’s 128 X 32 Dual OPTO Dual OPTO over Up-Kicker 4-Pos. Motor
Shootout Miscellaneous Relay Board Sol. Exp. Bd. Sensor on
PC Boards: 520-5010-00 520-5192-00 ?-Ball Motor
520-5052-00 515-0173-00 515-0174-00 4-Ball Trough 520-5194-00
520-5137-01 520-5136-16 520-5138-00 128 X 32 520-5055-03 Dual OPTO Dual OPTO over Up-Kicker 4-Pos. Motor
High Roller 520-5082-00 520-5083-01 Ball Lock Sensor on
Casino Long Hop OPTO Long Hop OPTO under Roulette Roulette
Miscellaneous Dot Display (5X7) in Slot Mach. for UK ONLY> Sol- 520-5196-00 520-5195-00 Up/Dn Ramp Wheel
enoid Expander Bd.
PC Boards: 520-5197-00 520-5192-00 3-Pos. OPTO 3-Pos. OPTO in Slot Mach. Motor
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 Dual OPTO Dual OPTO over Up-Kicker 520-5212-00
Austin Pulse-Stretcher
Powers Miscellaneous Relay Bd. (X3) for UK ONLY> Sol- 520-5082-00 520-5083-01 Time Machine
enoid Expander Bd. OPTO on Spini-Me
PC Boards: 520-5010-00 520-5192-00 Long Hop OPTO Long Hop OPTO Ramp
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 Dual OPTO Dual OPTO over Up-Kicker
Monopoly® for UK ONLY> Sol-
Miscellaneous DC Relay Bd. Mini-Dot Display (3 by 5X7) enoid Expander Bd. 520-5218-00 520-5210-00 Bank
PC Boards: 520-5066-00 520-5197-00 (Electric C° Sign) 520-5192-00 4-Pos. OPTO 4-Pos. OPTO Door
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 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
520-5052-00 515-0173-00 515-0174-00 4-Ball Trough 520-5222-00
520-5137-01 520-5136-16 520-5138-00 128 X 32 520-5055-03 Dual OPTO Dual OPTO over Up-Kicker
RollerCoaster 1-Position
Tycoon Miscellaneous DC Relay Bd. Mini-Dot Display (3 by 5X7) for UK ONLY> Sol- 520-5082-00 520-5083-01 Behind 1-Bank Switch Detect
enoid Expander Bd.
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 520-5052-00 515-0173-00 515-0174-00 4-Ball Trough
520-5137-01 520-5136-16 520-5138-00 520-5055-03
Simpsons 128 X 32 Dual OPTO Dual OPTO over Up-Kicker
Pinball LED Bd. Color Dot Display (4 by 5X7) for UK ONLY> Sol-
Miscellaneous enoid Expander Bd.
Party PC Boards: 520-5219-00 520-5225-00 (TV Set) 520-5068-01
Terminator® 520-5137-01 520-5136-16 520-5138-00 520-5052-00 520-5055-03 515-0173-00 515-0174-00 4-Ball Trough
3: 128 X 32 Dual OPTO Dual OPTO over Up-Kicker
Rise of the Miscellaneous for UK ONLY> Sol- 515-7307-00 515-7308-00 TXCannon
Machines enoid Expander Bd.
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 Dual OPTO Dual OPTO over Up-Kicker (White Trans.)
of the for UK ONLY> Sol-
Rings Miscellaneous 19-LED PCB OPTO Transmitter / Receiver enoid Expander Bd.
515-7307-00 515-7308-00 Orthanc Tower 500-6747-00
PC Boards: 520-5242-00 Amplifier PCB 520-5239-00 520-5068-01 Single OPTO Single OPTO Trough (Black Rec.)
520-5052-00 515-0173-00 515-0174-00 4-Ball Trough 500-6775-00
Ripley’s 520-5137-01 520-5300-00 520-5138-00 520-5055-03
128 X 32 Dual OPTO Dual OPTO over Up-Kicker OPTO Trnscvr
Believe It for UK ONLY> Sol-
or Not!® Miscellaneous 520-5236-00 OPTO Transmitter / Receiver enoid Expander Bd.
520-5234-00 520-5234-00
Vari-Target
520-5235-03
PC Boards: X3 Dot Display Amplifier PCB 520-5239-01 520-5068-01 3-Pos. OPTO 3-Pos. OPTO X3 Aux. Drvr
%RDUG $SSHQGL['
7\SH7DEOH
$33(1',;(
*HQHULF&RLO&URVV5HIHUHQFH*XLGH† ‡
67$1'$5' &2,/6 )/,33(5 &2,/6
*$78516 5HV : 63, 3$57 1 *$78516 5HV : 63, 3$57 1 *$8*(78516 5HV : &RLO :UDS 63, 3$57 1
20-400 1.0 : 090-5021-00 24-900 5.0 : 090-5002-00 21-900 † :
RED-RED* 090-5020-10†
22-500 1.7 : 090-5017-00 24-940 † 5.5 : 090-5036-00† 22-750/30-2600 ‡ 2.6 / 92.0 :
N/A 090-5011-00
22-600 2.2 : 090-5023-00 25-1240 9.3 : 090-5034-00 22-900 † 3.4 :
YEL-YEL 090-5020-20†
23-700 3.1 : 090-5022-00 26-1200 † 10.3 : 090-5044-00† 22-1080 † 4.3 :
YEL-GRN 090-5032-00†
23-750 3.4 : 090-5019-00 27-1300 14.2 : 090-5003-00 23-620/30-2600 ‡ 2.4 / 75.0 :
N/A 090-5006-00
23-800 † 3.6 : 090-5001-00† 27-1400 14.7 : 090-5015-00 23-700/30-2600 ‡ 3.0 / 83.5 :
N/A 090-5013-00
23-840 4.0 : 090-5005-00 27-1500 † 16.3 : 090-5004-00† 23-800/30-2600 ‡ 2.8 / 90.5 :
N/A 090-5012-00
23-1200 7.1 : 090-5008-00 28-1050 11.5 : 090-5046-00 23-900 3.8 :
GRN-GRN 090-5020-30
231e2-765 3.6 : 090-5037-03 29-2000 33.6 : 090-5016-00 23-1100 5.1 W ORG-ORG 090-5030-00
† Coil Part Numbers ending with a " T " signifies the Diode is on the top of the lug; 23-1500* 4.4 : BLU-BLU* 090-5062-00†
Coil Part Numbers ending with a " B " signifies the Diode is on the bottom of the lug.
‡ Coils noted with two "Gauge-Turns" are dual-wound. 24-1570* 9.5 : BLU-BLU* 090-5025-00
Order Note: All Coil Part Nºs listed Do Not Include Coil Sleeves (For the correct Coil 25-1400 : RED-RED* 090-5067-00†
Sleeve, refer to the Assembly Drawing the coil exists on and order separately).
25-1600 : WHT-WHT 090-5068-00†
Ohm values may vary +/- .03 : depending on meter calibration.
13.8 : BLU-GRN
Note:
25-1800 090-5041-00
* Flipper Coils: 23-1500 / 24-1570 have Color Wrap of "Blue-Blue", note the PNs. 21-900 / 25-1400 have a Color Wrap of "Red-Red", note the PNs.
)OLSSHU&RLO7DEOH‡ ††
1 RI
)/,33(56 Z(26 6ZLWFK )/,33(56 QR (26 6ZLWFK
*$0( 1$0( )OLSSHUV 63, 1 *$8*(78516 &RORU 63, 1 *$8*(78516 &RORU
/2:(5 /()7 /2:(5 5,*+7 833(5 /()7 833(5 5,*+7
Laser War ‡ 090-5011-00
22-750 / 30-2600 SAME Not Used Not Used
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
23-1100 -ORG-ORG-
090-5020-30
23-900 -GRN-GRN-
Not Used Not Used
$SSHQGL[( &RLO&URVV5HI*XLGH
)OLSSHU&RLO7DEOH
$33(1',;(
)OLSSHU&RLO7DEOH†
1 RI
)/,33(56 Z(26 6ZLWFK )/,33(56 QR (26 6ZLWFK
*$0( 1$0( )OLSSHUV 63, 1 *$8*(78516 &RORU 63, 1 *$8*(78516 &RORU
/2:(5 /()7 /2:(5 5,*+7 833(5 /()7 833(5 5,*+7
Last Action Hero 090-5020-30
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-
Batman Forever 090-5032-00
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
† Coil Part Nºs ending with a "T" signifies the Diode is on the top of the lug (on the coil-winding side); Coil Part Nºs ending with a "B" signifies the Diode is on the bottom of the lugs.
&RLO&URVV5HI*XLGH $SSHQGL[(
)OLSSHU&RLO7DEOH
$33(1',;)
0RWRU6SHFLILFDWLRQ7DEOH
The following table only list games that used motors. Part Numbers starting with "515-" will include the Wiring Harness & Connector.
*DPH 1DPH )XQFWLRQ 6SHFLILFDWLRQV 3DUW 1
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
Rocket Bowman Motor 24v A.C.
Up/Down Movement 60Hz 3W 6 RPM CCW 515-6383-00
Apollo 13 Moon Unit Multi Products Motor 24v A.C.
Rotational Orbit 50/60Hz 3W 6 RPM CCW 515-6487-00
Johnson Motor (Vibrator) 10.5v D.C.
Shaker 10 AMP 2950 RPM CW 041-5029-00
Satellite Bowman Motor 24v A.C.
Golden Eye Left/Right Movement 60Hz 3W 6 RPM CW 515-6528-00
$SSHQGL[) 0RWRU6SHFLILFDWLRQ
7DEOH
$33(1',;)
0RWRU6SHFLILFDWLRQ7DEOH
The following table only list games that used motors. Part Numbers starting with "515-" will include the Wiring Harness & Connector.
*DPH 1DPH )XQFWLRQ 6SHFLILFDWLRQV 3DUW 1
Spinning Disc Multi Products Motor 24v A.C. (041-5026-00)
with Magnet 50/60Hz 3W 325 RPM CCW 515-6347-00
Twister
Backbox Fan Multi Products Motor 24v A.C. (041-5052-00)
(Tornado Wind) 50/60Hz 3W 3600 RPM CW 515-6531-00
Alien Head Servo Motor
ID4: Independence Day Open/Close Movement (94322) 041-5045-00
X-Wing Bowman Motor 24v A.C. (041-5058-00)
The Star Wars Trilogy - S.E. Left/Right Movement 60Hz 3W 10 RPM CCW 515-6383-01
Snagger & Center Link Multi Products Motor 20v D.C. (041-5059-03)
Lift Up/Down Movement 9 RPM Non-Directional 515-6715-03
The Lost World: J.P.
Johnson Motor (Vibrator) 10.5v D.C.
Shaker
10 AMP 2950 RPM CW 041-5029-00
X-File Cabinet Multi Products Motor 20v D.C.
The X-Files Lift Up/Down Movement 9 RPM CCW 041-5057-00
Haydon Switch & Instrument, Inc. Stepper Motor 515-6794-00
Warrior Bug 12v D.C. 4.6W (041-5062-00), Series 36000:
Starship Troopers Forward/Reverse Movement 1.4"ø (Non-Captive Shaft not incl.) HSI #36864-12 Requires 7" Shaft:
(Unipolar) Travel per Step: .004 Step Angle: 15° 530-5503-00
Spinning Disc Multi Products Motor 24v A.C. (041-5046-00)
Lost In Space with Magnet 50/60Hz 3W 325 RPM CCW 515-6347-00
Johnson Motor (Vibrator) 10.5v D.C.
Godzilla Shaker
10 AMP 2950 RPM CW ‡ 041-5029-01
Johnson Motor (Vibrator) 10.5v D.C.
Shaker 10 AMP 2950 RPM CW ‡ 041-5029-01
Harley-Davidson®
Motorcycle Autotrol 24v A.C. (041-5072-02)
Lift Up/Down Movement 20 RPM CCW 515-7025-00
Goalie (Linebacker) Multi #3590 12v D.C. (041-5075-00)
Striker Xtreme (NFL) Left to Right Movement 60 RPM 515-7071-00
Mystery Ball Hankscraft Motor Model-E 24v A.C. (041-5076-00)
Sharkey’s Shootout Rotating Movement 50/60Hz 3W 20 RPM CW 515-7095-00
Roulette Wheel Multi Products Motor 20V D.C. (041-5078-00)
Rotating Movement 17 RPM CCW 515-7153-00
High Roller Casino Haydon Switch & Instrument, Inc. Stepper Motor 515-6794-00
Up/Dn. Ramp in Slot Mach. 12v D.C. 4.6W (041-5062-00), Series 36000:
Requires Shaft 4":
Lift Up/Down Movement 1.4"ø (Non-Captive Shaft not incl.) HSI #36864-12
(Unipolar) Travel per Step: .004 Step Angle: 15° 530-5503-01
Time Machine Multi Products Motor 24v A.C. (041-5079-00)
Rotating Movement 50/60Hz 20RPM CCW 515-7141-00
Austin Powers Laser Beam Autotrol Motor 24V A.C. (041-5081-00)
Left to Right Directional 50/60Hz 4W 10RPM Bi-Directional 515-7171-00
Dr. Evil Target Hankscraft Motor Model-E 24v A.C. (041-5030-00)
Lift Up/Down Movement 50/60Hz 6RPM CCW 515-5900-00
Mini-Flipper (Waterworks) Multi Prod. Motor & Gear Box #7000 EX00159A
Monopoly® Rotating Movement 20v D.C. 50/60Hz 85RPM CC/CCW 041-5083-00
Triangular Billboard Autotrol Motor (BD511 150-1387) 24v A.C.
Rotating Movement 50/60Hz 12RPM Bi-Directional 041-5086-02
Centerfold Mechanism Multi Products (3680) Motor 12v DC
Open/Close Movement 10/12 RPM CC/CCW 041-5075-04
Playboy
Haydon Switch & Instrument, Inc. Stepper Motor 515-6794-00
Tease Drop Screen 12v D.C. 4.6W (041-5062-00), Series 36000:
Requires 7" Shaft:
Lift Up/Down Movement 1.4"ø (Non-Captive Shaft not incl.) HSI #36864-12
(Unipolar) Travel per Step: .004 Step Angle: 15° 530-5503-00
Terminator® 3: Backbox Ball Shooter Multi Products Motor 24V A.C. (041-5079-01)
515-7317-00
Rise of the Machines Up/Down Movement 21 RPM CW
Balrog (Motor & Gate) Multi Prod. Motor 20V D.C. Series 600B (or equiv.)
The Lord of the Rings Open/Close Movement 50/60Hz 10 RPM Bi-Directional 041-5088-01
No motors were used on the following games: Laser War, Secret Service, Torpedo Alley, Time Machine,
Playboy 35th Anniversary, Robocop, Back to the Future, The Simpsons, Hook, Guns N’ Roses, Baywatch,
Space Jam, Viper Night Drivin’, South Park, RollerCoaster Tycoon , The Simpsons Pinball Party and
Ripley’s Believe It or Not!®
‡ Please Note: "-01" Shaker Motor is Not Compatible with old Shaker Motor 041-5029-00 (Shaker Motor Assy.
515-5893-00). THIS NEW MOTOR CAN ONLY BE USED IN NEW SHAKER MOTOR ASSY. 515-5893-01.
0RWRU6SHFLILFDWLRQ $SSHQGL[)
7DEOH
$33(1',;*
3DUW1XPEHU3UHIL[&ODVVLILFDWLRQ&RGHV
I. Electrical Source, Energy & Signal Converters
010- Transformers
031- Speakers
090- Solenoids (Coils)
II. Conductors, Connectors & Insulators
034- Line Cords
036- Cable and Harness Assemblies
041- Motors
045- Connectors (All Types)
077- Lamp Sockets
III. Circuits & Circuit Elements
100- ICs
110- Transistors
112- Diodes
121- Resistors
123- Resistors (Variable & Adjustable)
124- Regulators & Bridge Rectifiers
125- CAPS
140- Crystals
165- Light Bulbs
180- Switches
190- Relays
IV. Bolts, Screws, Nuts & Washers
231- Bolts
232- Screws (Pan Head)
234- Screws (HWH)
237- Screws (Misc.)
240- Nuts (Misc.)
242- Washers (Flat, Round)
244- Washers (Split Lock)
246- Washers (Lockers, External Tooth)
V. Mechanical Components
249- Rivets
251- Pins (Dowel)
254- Stand-Offs, Spacers and Shims
260- Steel Ball
265- Springs (Extension)
266- Springs (Compression)
269- Springs (Washers - Belleville, Wave)
280- Grommets and Bushing
VI. Handles, Locks, Catches & Latches, Keys & Hinges
355- Handles, Locks, Catches & Latches and Keys
390- Hinges
VII. Fabricated Parts (In-House Assemblies)
500- End Product (Systems and Models)
515- Sub-Assemblies
520- Printed Circuit Boards (PCBs)
522- Display Glass
525- Wood Parts
530- Screw Machined Parts
535- Fabricated Parts
545- Molded (Extruded) Plastic/Rubber Parts
550- Molded (Inserts)
VIII. Bulk Materials
600- Braided Ground Wire
601- Stranded Wire
602- Ribbon Cable
605- Sleeving (Shrink Tubing)
626- Foam Rubber
IX. Miscellaneous
705- Packing & Shipping Items
820- Decals and Labels (Sets & Misc.)
830- Butyrate (Plastic Pieces)
900- Game Posters
960- EPROM (Raw Part)
965- EPROM (Programmed Part)
$SSHQGL[* 3DUW1XPEHU3UHIL[
&ODVVLILFDWLRQ&RGHV
$33(1',;+
3OD\ILHOG,QVHUWV3ODVWLF/LJKW&RYHUV
1-1e2" X 3e4" 1-5e8" X 1-1e2" 2-1e4" X 1-1e8" 2-1e4" X 1-1e8" 1-1e4" X 1-1e2" 2" X 2-1e2"
3OD\ILHOG,QVHUWV $SSHQGL[+
3ODVWLF/LJKW&RYHUV
$33(1',;, 3/$67,& 3$57
&2/25 &+$57
6WDQG8S7DUJHWV 1º &RORU
-00 Black
"R" means Clear
«Target -01
Insert» is -02 Red
5 reversed,
allowing -03 Amber
for Rear -04 Green
Mounted -05 Blue
application.
-06 Yellow
-07 Orange
-08 White
7DNH1RWH -09 Purple
1. For Items A-E, for the Target Assembly use the "500-" SPI Nº; -10 Fluor. Orange
For the Target Assy. with Rear Mount add "R" to "500-" SPI Nº;
For just the «Target Insert» use the "545-" SPI Nº. -11 Fluor. Green
2. Items A-E come in various colors. These targets may not be -12 Fluor. Blue
Ç
available in every color. The "-XX" in should be replaced with the
desired 2-Digit Nº for the color desired described in the Chart . -13 Teal Green
As of date of print, the following colors were used for Items A-E: -14 Gray
-01 Clear (A, D); -02 Red (A, B, C, D, E); -03 Amber (D, E); -04 Green (A, B);
-15 Luminescent
-05 Blue (C); -06 Yellow (A, C), -09 Purple (B, D); -11 Fluorescent Green (A, B, D).
3. See Section 3, Chapter 2, Go To Diagnostics Menu, for switches -16 Gold
used corresponding to the Switch Matrix Grid of this game.
Nº 67$1'83 7$5*(7 1$0( 63, 3$57 1º Nº 67$1'83 7$5*(7 1$0( 63, 3$57 1º
Modular Stand-Up Target Narrow Assy. 500-6138-XX Modular Stand-Up Target Round Assy. 500-6075-XX
A Stand-Up Target Narrow (Insert)
D Stand-Up Target Round (Insert)
545-6138-XX 545-6075-XX
Modular Stand-Up Target Square Assy. 500-6139-XX Mod. Stand-Up Target 1" Spherical Assy. 500-6189-XX
B Stand-Up Target Square (Insert)
E Stand-Up Target 1" Spherical (Insert)
545-6139-XX 545-6189-XX
Modular Stand-Up Target Rectangle Assy. 500-6228-XX Note: To receive the Target Assembly with the « Target Insert »
C Stand-Up Target Rectangle (Insert)
« Reversed » simply add a "R" at the end of the Part Nº. See Side
545-6228-XX View picture above to compare (dashed line shows target reversed).
)
$
&
%
7DNH1RWH
' ( 1.
2.
For Items 1-4, "single" components can be ordered.
Items 1-4 come in various colors. These targets may not be
available in every color. The "-XX" in Part Nºs should be
replaced with the desired 2-Digit Nº for the color desired
described in the above Chart.
3. For switches used corresponding to the Switch Matrix
Grid of this game, see Sec. 3, Chp. 2, ...Diagnostics.
Nº 67$1'83 )/$7 7$5*(7 1$0( 63, 3$57 1º Nº 67$1'83 )/$7 7$5*(7 1$0( 63, 3$57 1º
Note: Item 2A, is a riveted Sub-Assy. which includes the following items for reference:
1 1" Round Stand-Up Target Assy. 500-5835-XX ‡A1— Stack Switch Radius End (180-5133-00), A2— Washer 5/16" (242-5017-00),
ORDERING ABOVE (ITEM 1) ASSY. PART Nº WILL INCLUDE: A3— Rivet 1/8" ø X 3/16" (249-5001-00) and A4— Rectangular Target (545-5145-XX).
1A‡ Switch & Target Assy. 1" Round 515-5966-XX 3 1" Sq. Stand-Up Target Assy. 500-5232-XX
1B Mounting Bracket 535-6896-00
1C Switch Back Plate 535-6452-00 ORDERING ABOVE (ITEM 3) ASSY. PART Nº WILL INCLUDE:
1D 6-32 X 3e4 HWH Swage (Qty. 2) 237-5976-05 3A‡ Sw. & Target Assy. 1" Square 515-5162-XX
1E Switch Diode, 1N4001 112-5001-00 Items 3B-F are identical to 1B-F Same as 1B-F
1F Foam Pad 626-5029-00 ‡ Note: Item 3A, is a riveted Sub-Assy. which includes the following items for reference:
Stack Switch Radius End (180-5133-00),
A1— Washer 5/16" (242-5017-00), A2—
‡ Note: Item 1A, is a riveted Sub-Assy. which includes the following items for reference: A3— Rivet 1/8" ø X 3/16" (249-5001-00) and A4— 1" Square Target (545-5470-XX).
A1— Stack Switch Radius End (180-5133-00), A2— Washer 5/16" (242-5017-00),
A3— Rivet 1/8" ø X 3/16" (249-5001-00) and A4— 1" Round Target (545-5456-XX).
4 Narrow Stand-Up Target Assy. 500-5857-XX
2 1" X 11e2" Stand-Up Rect. Target Assy. 500-5321-XX ORDERING ABOVE (ITEM 4) ASSY. PART Nº WILL INCLUDE:
ORDERING ABOVE (ITEM 2) ASSY. PART Nº WILL INCLUDE: 4A‡ Sw. & Target Assy. Narrow 515-5967-XX
2A‡ Sw. & Target Assy. 1" X 11e2" Rect. 515-6027-XX Items 4B-F are identical to 1B-F Same as 1B-F
Items 2B-F are identical to 1B-F Same as 1B-F ‡ Note: Item 4A, is a riveted Sub-Assy. which includes the following items for reference:
A1— Stack Switch Square End (180-5132-00), A2— Washer 5/16" (242-5017-00),
Item 2 Table Note continued A3— Rivet 1/8" ø X 3/16" (249-5001-00) and A4— Narrow Target
in the next column. (545-5210-XX).
$SSHQGL[, 6WDQG8S
7DUJHWV
to open Coin Card Files, insert Disc 2
$33(1',;-
&RLQ&DUGV86$ ,QWHUQDWLRQDO3ULFLQJ'HIDXOWV:)RU<HOORZ6WRFNDGG<WRWKH3DUW1XPEHU
Sec. 3, Chp. 4, Go To Adjustments Menu, Adj. 6, Game Pricing, USA & Int’l. Standard Pricing Select Table, summarizes Custom or Standard Pricing Schemes these Coin Cards represent.
USA 8 USA 5 USA 1* (optional) USA or CANADA USA 2-7 USA or CANADA
or CANADA Custom *† or CANADA Custom †
Front 755-5400-03 *‡ Back 755-5400-03 *‡ Front 755-5400-04 *‡ Back 755-5400-04 *†‡ Front 755-5406-00 Back 755-5406-00
CROATIA CROATIA DENMARK 1 DENMARK 2 EURO 1 EURO 2
Custom †
Front 755-5410-00 Back 755-5410-00 Front 755-5402-00 Back 755-5402-00 1-Sided 755-5401-01 1-Sided 755-5401-02
EURO 3 EURO 4 EURO 5 EURO 6 EURO 7 EURO 8
1-Sided 755-5401-03 1-Sided 755-5401-04 1-Sided 755-5401-05 1-Sided 755-5401-06 1-Sided 755-5401-07 1-Sided 755-5401-08
EURO 9 EURO 10 EURO 11 EURO 12 ToPS EURO ToPS EURO
Custom *‡ Custom *†‡
1-Sided 755-5401-09 1-Sided 755-5401-10 1-Sided 755-5401-11 1-Sided 755-5401-12 Front 755-5401-20 *‡ Back 755-5401-20 *†‡
JAPAN JAPAN NORWAY 1 NORWAY 2 Republic of S. AFRICA Republic of S. AFRICA
Custom † Custom †
Front 755-5408-00 Back 755-5408-00 † Front 755-5403-00 Back 755-5403-00 Front 755-5409-00 Back 755-5409-00
SWEDEN 1 SWEDEN 2 SWITZERLAND 1 SWITZERLAND 2 UK 1 UK 3
Front 755-5404-00 Back 755-5404-00 Front 755-5405-00 Back 755-5405-00 Front 755-5407-00 Back 755-5407-00
Coin Card(s) included with this Pinball game is/are
UK 5 UK Custom † ToPS UK ToPS UK determined by original shipping country destination.
Custom *‡ Custom *†‡ * Optional Coin Card shown is not included with this
game, but is available for sale or download.
† Any blank back side of the Coin Cards noted, can be
used for Custom Pricing.
‡ ToPS (TOURNAMENT PINBALL SYSTEM) ONLY.
See Sec. 3, Chp. 7, GO TO TOURNAMENT MENU.
Note: You can download any Coin Card (in PDF
Format, Adobe® Reader v5.0+ required) from our
website www.sternpinball.com/coinagecards.htm or
follow link(s) for info on getting all Coin Cards on CD-R.
Older style Coin Cards (foreign or domestic), not on
Front 755-5407-01 Back 755-5407-01 † Front 755-5407-02 *‡ Back 755-5407-02 *†‡ the website or no longer available through your
distributor, are obsolete.
3DUWV2UGHU
3 &KHFNOLVW1RWHV
*/2$$$5<2)%(5$
A Followed after a number means "Amp." or Ampage in an expres- P/F (Abbreviation) Playfield.
sion relating to an electrical object. (e.g. 8A). PIA LED (Acronym) Peripheral Interface Adapter Light Emitting Di-
AC (Acronym) Alternating Current. ode.. This is a diagnostic LED on the CPU; it should not be lit
during normal operation of a pinball game.
Adj. (Abbreviation) Adjustment(s).
Plumb Bob Tilt Weight on Tilt Assembly.
Assy. (Abbreviation) Assembly.
PPH (Abbreviation) Phillips Pan Head.
Au. (Abbreviation) Audit(s).
Pop(s) Another term for Turbo Bumper(s).
Bd. (Abbreviation) Board.
PPB (Acronym) Playfield Power Board ("Popcorn-Popping Bd.").
BOT (Abbreviation) Bottom.
PREV (Abbreviation) Previous.
Brkt. (Abbreviation) Bracket.
PSB (Abbreviation) Power Supply Board
Bridge Rectifier A configuration of a diode that allows current to
flow in one direction producing both positive and negative pul- RAM (Acronym) Random Access Memory. RAM can store input in-
sating DC Voltages. structions and supply output information.
Color Coding See Appendix H or I, Plastic Part Color Chart or Sec- Reflexive/Non-Reflexive Reflexive—Solenoid Drive Transistor is
tion 4, Chapter 1, Playfield - Plastic Posts & Spacers. enabled directly by a switch closure on the (Relating to CPU
Combination (Combo) [Shot] Any variable pinball shot(s) made Boards) solenoid assembly (Ver. 1/2).
Non-Reflexive—Solenoid Drive Transistor is enabled by the
successively. CPU after reading a switch closure in the Switch Matrix (Ver.
Conn. (Abbreviation) Connector. 3). Also note: All CPU Boards are backwards compatible (e.g.
Jurassic Park/Ver. 3 to Time Machine/ Ver. 2). Swapping a
CMOS Short for COSMOS (Complementary Symmetry M.O.S.); Ver. 2 Board to a Ver. 3 is not possible due to the special sole-
Complementary Metal-Oxide Semi-Conductor. noids section (i.e. Slingshots, Turbo Bumpers, etc.) changing
CN (Abbreviation) Connector (e.g. CN5-P3). from REFLEXIVE to NON-REFLEXIVE on Ver. 3 Boards.
CT (Abbreviation) Center. Relay An automatic switch operated by current in a coil.
DC (Abbreviation) Direct Current. ROM (Acronym) Read Only Memory. ROM cannot store input in-
structions but can supply output information. ROM can be pro-
DT (Abbreviation) Drop Target(s). grammed only once.
DOTS (Acronym) Diode On Terminal Strip. RMA (Abbreviation) Return Merchandise Authorization Number
EB (Abbreviation) Extra Ball. RT, Rt. or R. (Abbreviation) Right; ("R" at the end of Target Assy.
Eject Playfield surface device to kick ball back into play; Saucer. Part Nº signifies Target Insert is Reversed.)
EPROM (Acronym) Erasable Programmable Read Only Memory. RO (Abbreviation) Rollover (switches).
Can be erased using UV Light and re-programmed. Saucer See Eject.
e.g. (Abbreviation) Latin- Exempli gratia. For Example. Scoop A hole into the playfield. A metal scoop is in place to guide
EOS (Acronym) End-Of-Stroke (i.e. Switch for flipper). the ball into the kick-back under the playfield.
F (Abbreviation) Fuse (i.e. F23). Slam Tilt A switch which closes when the game is slammed into or
the Coin Door is slammed shut. Depending on adjustable set-
GA-Turn Gauge & Turn describing the windings on a coil (e.g. 23- tings, will cancel game in play when the number of closures re-
800, 23 is the gauge of wire and 800 is the amount of windings. quired is achieved.
G.I. (Abbreviation) General Illumination (Lamps). SMB (Abbreviation) Shaker Motor Board.
HWH (Abbreviation) Hex Washer Head. Solenoid A coil used for Electro Magnetic devices such as relays,
IC (Acronym) Integrated Circuit (As in after 24-Pin IC). flippers, slingshots, etc.
ID or I.D. (Acronym) Inside Dimension. SSFB (Abbreviation) Solid State Flipper Board.
i.e. (Abbreviation) Latin- Id est. That is. STEP Refers to the service switches on the coin door.
IO or I/O (Abbreviation) Input / Output (e.g. I/O Power Driver Bd.) Sub-Assy. (Abbreviation) Sub-Assembly.
LT, Lt. or L. (Abbreviation) Left. S-U or S/U (Abbreviation) Stand-Up ( targets).
Laser Kick A coil/plunger used above the playfield to kick pinball TM (Abbreviation) Trademark
back into play. Transfer [Shot] Maneuvering the ball in play from one flipper to the
LED (Acronym) Light Emitting Diode. other. With flipper in the up position and the ball cradled by that
flipper one would activate the flipper button in a quick repetitive
Loop [Shot] Continuously up a ramp and back to the flipper. manner to bounce the ball to the other side. Skilled players
Lwr. (Abbreviation) Lower. can rebound the ball off the slingshot.
Orbit [Shot] From the left or right flipper around the back rail of the Tri-Ball Three balls in play.
playfield back to the flipper. TTL (Abbreviation) Transistor-Transistor Logic
MB (Abbreviation) Magnet Board. Upr. (Abbreviation) Upper.
M-BALL or MBALL (Abbreviation) Multiball More than 1 ball in V or v (Abbreviation) Volt(s).
game play.
Ver. (Abbreviation) Version.
MID (Abbreviation) Middle
VUK (Acronym) Vertical Up-Kicker (Super or Standard).
Non-Reflexive See Reflexive.
X (Abbreviation) "Times" A multiplier; also used in dimensions.
No. or Nº or # (Abbreviation) Number
X-Ball An undetermined number of ball(s) during game play.
NPF (Acronym) No Problem Found.
Zener Diode A semi-conductor diode used for voltage regulation.
N.C. or NC (Abbreviation) Normally Closed. Application depends on reverse break-down voltage.
N.O. or NO (Abbreviation) Normally Open. "-00B" "B" at the end of Coil Part Numbers signifies that the diode
NS (Abbreviation) Not Stuffed. (Use in Part Listings, Sec. 5) is attached to the bottom of the lug.
OD or O.D. (Abbreviation) Outside Dimension. "-00T" "T" at the end of Coil Part Numbers signifies that the diode
is attached to the top of the lug (the side nearest the coil-wind-
P (Abbreviation) Pin (e.g. CN5-P3). ing).
PCB (Acronym) Printed Circuit Board
*ORVVDU\ *ORVVDU\
RI%HUPV RI%HUPV
6 7 ( 5 1 3 , 1 % $ / / , 1 & / , 0 , 7 ( ' : $ 5 5 $ 1 7 <
67(51 3,1%$// ,1& 6(//(5 :$55$176 21/< 72 7+( ,1,7,$/ 385&+$6(5 2) ,76 352'8&76 7+$7 7+(
: $ $5(
,7(06 /,67(' %(/2: 5 5 )5((
$ 1 7)520
< 3 '()(&76
( 5 , 2 ',1 0$7(5,$/
6 3 ( & ,$1'
) , :25.0$16+,3
(' 81'(5 1250$/ 86( $1'
6(59,&( )25 7+(
35,17(' &,5&8,7 %2$5'6 *$0( /2*,& 0217+6
'27 0$75,; ',63/$< %2$5'6 0217+6
12 27+(5 3$576 2) 6(//(5·6 352'8&7 $5( :$55$17('
:$55$17< 3(5,2'6 $5( ())(&7,9( )520 7+( ,1,7,$/ '$7( 2) 6+,30(17 )520 6(//(5 72 ,76 $87+25,=('
',675,%87256
6(//(5·6 62/( /,$%,/,7< 6+$// %( $7 ,76 237,21 72 5(3$,5 25 5(3/$&( 352'8&76 :+,&+ $5( 5(7851(' 72
6(//(5 '85,1* 7+( :$55$17< 3(5,2'6 63(&,),(' 3529,'('
6(//(5 ,6 127,),(' 352037/< 8321 ',6&29(5< %< 385&+$6(5 7+$7 67$7(' 352'8&76 $5( '()(&7,9(
68&+ 352'8&76 $5( 3523(5/< 3$&.$*(' $1' 7+(1 5(7851(' )5(,*+7 35(3$,' 72 6(//(5·6 3/$17
7+,6 :$55$17< '2(6 127 $33/< 72 $1< 3$576 '$0$*(' '85,1* 6+,30(17 $1'25 '8( 72 ,03523(5
+$1'/,1* 25 '8( 72 ,03523(5 ,167$//$7,21 25 86$*( 25 $/7(5$7,21 ,1 12 (9(17 6+$// 7+( 6(//(5 %(
/,$%/( )25 $1< $17,&,3$7(' 352),76 /266 2) 352),76 /266 2) 86( $&&,'(17$/ 25 &216(48(17,$/
'$0$*(6 25 $1< 27+(5 /266(6 ,1&855(' %< 7+( &86720(5 ,1 &211(&7,21 :,7+ 7+( 385&+$6( 2) $
67(51 3,1%$// ,1& 352'8&7
:$55$17< ',6&/$,0(5
(;&(37 $6 63(&,),&$//< 3529,'(' ,1 $ :5,77(1 &2175$&7 %(7:((1 6(//(5 $1' 385&+$6(5 7+(5( $5( 12
27+(5 :$55$17,(6 (;35(66 25 ,03/,(' ,1&/8',1* $1< ,03/,(' :$55$17,(6 2) 0(5&+$17$%,/,7< 25
),71(66 )25 $ 3$57,&8/$5 385326(
& $ 8 7 , 2 1 6 : $ 5 1 , 1 * 6 1 2 7 , & ( 6
&DXWLRQ
)25 6$)(7< $1' 5(/,$%,/,7< 68%67,787( 3$576 $1' (48,30(17 02',),&$7,216 $5( 127 5(&200(1'('
$1' 0$< 92,' $1< :$55$17,(6 86( 2) 12167(51 3,1%$// ,1& 3$576 25 02',),&$7,216 2) *$0(
&,5&8,75< 0$< $'9(56(/< $))(&7 *$0( 3/$< 25 0$< &$86( ,1-85,(6 75$163257 3,1%$// *$0(6 :,7+
+,1*(' %$&.%2; ,1 7+( '2:1 326,7,21 21/< $/:$<6 7$.( *5($7 &$5( :+(1 6(59,&,1* $1< *$0(
$/:$<6 5($' 7+( 6(59,&( 0$18$/ %()25( 5(3/$&,1* 25 6(59,&,1* &20321(176 68%67,787,216 2)
3$576 25 (48,30(17 02',),&$7,216 0$< 92,' )&& 7<3( $&&(37$1&(
$OZD\V 'LVFRQQHFW 7KH /LQH 9ROWDJH %HIRUH 6HUYLFLQJ 6RPH 3DUWV 0D\ 6WLOO +ROG &XUUHQW :KHQ 8QSOXJJHG
:DUQLQJ
7+,6 (48,30(17 *(1(5$7(6 86(6 $1' &$1 5$',$7( 5$',2 )5(48(1&< (1(5*< $1' ,) 127 ,167$//('
$1' 86(' ,1 $&&25'$1&( :,7+ 7+( ,16758&7,216 0$18$/ 0$< &$86( ,17(5)(5(1&( 72 5$',2
&20081,&$7,216 ,7 +$6 %((1 7(67(' $1' )281' 72 &203/< :,7+ 7+( /,0,76 )25 $ &/$66 $ &20387,1*
'(9,&( 38568$17 72 68%3$57 - 2) 3$57 2) )&& 58/(6 :+,&+ $5( '(6,*1(' 72 3529,'( 5($621$%/(
3527(&7,21 $*$,167 68&+ ,17(5)(5(1&( :+(1 23(5$7(' ,1 $ &200(5&,$/ (19,5210(17 23(5$7,21 2)
7+,6 (48,30(17 ,1 $ 5(6,'(17,$/ $5($ ,6 /,.(/< 72 &$86( ,17(5)(5(1&( ,1 :+,&+ &$6( 7+( 86(5 $7 +,6
2:1 (;3(16( :,// %( 5(48,5(' 72 7$.( :+$7(9(5 0($685(6 0$< %( 5(48,5(' 72 &255(&7 7+(
,17(5)(5(1&(
5) ,17(5)(5(1&( 127,&( &$%/( +$51(66 3/$&(0(176 $1' *5281' 675$3 5287,1* 21 7+,6 *$0( +$9(
%((1 '(6,*1(' 72 .((3 5) 5$',$7,21 $1' &21'8&7,21 :,7+,1 /(9(/6 $&&(37(' %< 7+( )&& 58/(6 72
0$,17$,1 7+(6( /(9(/6 5(326,7,21 +$51(66(6 $1' 5(&211(&7 *5281' 675$36 72 7+(,5 25,*,1$/
3/$&(0(176 ,) 7+(< %(&20( ',6&211(&7(' '85,1* 0$,17(1$1&(
1RWLF HV
7+,6 '2&80(17 $1' 7+( '$7$ ',6&/26(' +(5(,1 25 +(5(:,7+ ,6 127 72 %( 5(352'8&(' (;&(37 :+(5(
127(' 86(' 25 27+(5:,6( :$5
$511,1',6&/26('
* ,1 :+2/( 25 ,1 3$57 72 $1<21( :,7+287 :5,77(1 &216(17 2)
67(51 3,1%$// ,1& 352'8&76 ,1 7+,6 0$18$/ 7+( &203$1< 1$0( $1' '(9,&(6 $1' 7+(
'(6,*1 2) 7+( 0$18$/ ,76(/) $5( 3527(&7(' %< )('(5$/ 3$7(176 $1' 3$7(176 3(1',1* '(6,*1
5(*,675$7,216 75$'(0$5.6 $1' &23<5,*+76 $&7,21 :,// %( 7$.(1 ,1 7+( (9(17 2) ,1)5,1*(0(17 25
,0,7$7,21 7+( 5,*+7 ,6 5(6(59(' 72 &+$1*( 63(&,),&$7,216 :,7+287 35,25 127,&(
0DQXIDFWXUHG E\ 6WHUQ 3LQEDOO ,QF 3RUWDOV 5LSOH\ (QWHUWDLQPHQW ,QF &RS\ULJKW %(7$%5,7( DQG
,FRQ 'HVLJQV 7R36 /RJR %XPS 1· :LQ /RJR DOO $OO 5LJKWV 5HVHUYHG ORJR DUH WUDGHPDUNV RI $GDSWLYH 0LFUR
UHODWHG LQGLFLD DUH WUDGHPDUNV RI 6WHUQ 3LQEDOO ,QF 6\VWHPV ,QF UHJLVWHUHG LQ WKH 8QLWHG
$OO 5LJKWV 5HVHUYHG 0DGH LQ WKH 86$ 5LSOH\·V DQG 6WDWHV 3DWHQW DQG 7UDGHPDUN 2IILFH
%HOLHYH ,W $OO 5LJKWV 5HVHUYHG
0XOWLEDOO LV D UHJLVWHUHG WUDGHPDUN RI RU 1RW 'HVLJQHG E\ 3DW /DZORU 'HVLJQ ,QF
:LOOLDPV (OHFWURQLFV *DPHV ,QF 8VHG E\ SHUPLVVLRQ DUH WUDGH 3DW /DZORU /RXLV .R]LDU]
PDUNV RI
'HVLJQ 6RIWZDUH
$&7,9( DQG
'(',&$7('
6:,7&+ 7(676
,Q /$03 0(18
DOVR VHOHFW
parts.service@SternPinball.com
1-800-KICKERS
Inch Ruler
Æ
THIS PINBALL GAME IS
TOURNAMENT PINBALL SYSTEM READY!
Æ
1
Â
2
Ä
Metric
3
Conversion
1/16”
à Á
1/8”
1/4”
1/2”
.0625”
.125”
.25”
eMail
3/4”
.75”
.5”
1/32”
4
(.03125”)
1” = 2.54cm /25.4mm
708-345-7889
1cm = .3937”
1mm = .03937”
Ä
· For metric, multiply inch
value by metric value,
e.g. 5” X 2.54cm =
5
12.7cm or 127mm.
· For US, multiply metric
value by inch value,
e.g. 13cm X .3937” =
5.1181”
http://www.SternPinball.com
6
(Option 1) Fax
Visit our website for Pinball game information, Technical Support &
Part Sales (for Service Bulletins and a whole lot more!), Stern
News, Pinball Links and Distributor Listings. HELP US, HELP YOU!
If you have any suggestions, questions, need technical advice, find
7
This Game Service Manual and all other documents relating to this product, playfield components, features, rules, programming
and operation are subject to change without notice (Service Bulletins, if applicable, available through our website).
8
9
Tel
780-5081-00
to Europe from Stern Pinball,
Inc. are CE approved and will
have an "E" prefix attached to
t h e S e r i a l N u m b e r.
2020 Janice Avenue, Melrose Park, IL 60160