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Fhe tieie Drapsnoell section) ‘The inside cover & the front pages DR. © thru DR. @ oovers the basios... Find tho anewors to your qui 2 questions here... ‘f you stil need help, give us call (fl) Susan White x Parts: ABE Seles Me) Matorr Chas Siddiqi Technical Support ENGINEER The Portals” Garvice Menu, Seotion &, ie your Technical Frisnd... Joe Blackwell DIRECTOR, Parts Sales & Technical Support (Mie |. Alter {| Technical Support am too q i Fj ADMINISTRATOR Please call us at 1-800-542-5377.0r SORE Ba 1-708-345-7700 for Technical Support. Visit us at our Web Site www.SternPinball.com. ‘SPI Part Number 780-5077-00 For Proper Operation of The Simpsons” Pinball é é Party, five (5) Pinballs must be inctalledl (4)... \ OEE Removal of the 2nd Level (Upper) Mini-Playfield for-Service or Access Underneath (3) 13 | ont. Removal: There are three (3) Thumb ‘Screws (Black Knobs) which secures the} 2nd Level Mini-Playfield to the Support Posts. Two (2) are located just below the MiniFliper Bats, and the rd one is behind the Plastic Ramp. You can now carefully move the playfield] TAKE CARE! when lifting so as not to damage the bulbs on the Back Panel. If the playfield needs servicing outside or away from the game cabinet, note the wiring and connector harness from the TV Set (via the Back Panel Access Hole) and the remaining harnesses via the Main Playtield Access Hole (all of which need to be disconnected). Reinstallation: After the Mini-Playfield is positioned back into place, hold down firmly while tightening the Thumb Screws. After all three knobs are secured, press down firmly with one hand on the playfield and ensure there is no movement (or play). If harnesses were disconnected, ensure they were all properly fed through the same access holes and the connectors are seated correctly, It is always a good idea to enter Diagnostics (Begin Play Test) or play a game with the glass removed to ensure all switches, coils and lamps are still working properly. IU re Foal Look over the TOURNAMENT MENU in Portals"! [tod Read over Section 3, Chapter 7, Pages 53-57. {rou An Optional Tournament Kit is required for this ToPS™ Ready Pinball Game. EE You can now easil tnd end Tournaments for cash, tokens, tickets or points! Leow aur Roast DOO OEE lew to our Pinball Game: Don't forget to go over Section 3, Chapter 1, Portals” Service Menu Introduction. /f using Diagnostics...very usefull Got confused? Comments? Questions? Cail Technical Support at 800-542-5377 or 708-345-7700 (Opten 1). Backbox PCB Fuses, ROMs, oe Relays, P/F & Cabinet Fuses, Cab. Switches ‘QUICK REFERENCE FUSE CHART FL %A250v 83. UK Teumarmont ‘GAMES ONLY Thain Contr ts te display {tt Tas bend eet bein the 128 X 92 Dot Matrx Display Board. Ee Fer locations & more informaiion an fuses, sae Sec. 5, Chapter 2. (Looation: US / ROM 0}. Find-It-In-Front: Dr. Pinball ‘80vDC._High Voltage Di F6 | 7A 250v SB, | 50vDG__Primary High Power Cols/Fippers [F7 [5A 250vS.B. | 20v00 Low Power Cols Fe | 5A 250v5.B. | 12vDC_Looic Power F9 | $A 250v SB._| 120 Logic Power ([Faol an 2s0v 6.8. | S0v00_Magnoi(sy/Ausllary NOT USED F211 3A260v $B. | §0v 06 _Coils 7 a F22| BA 250v S.B._| 18D Controled Lamps F23| 4A260vS.B. | SvDC—Lodio F24| 5A250v SB. | 6v AC G1. Lavos (ANT io WHT-BRN) [ir F25| 5A280v SB. | 6.2v ACG. Laos (YEL to WHT-VEL 26! 5A250v SB. | 6.9v AC_ G.I Lamps (GAN to WHT-GRN) F27| 5A 250y SB | 8.3v AC GL Lary je: | 2av AG Not Used Spat a 7 ma] 8A 250 SB. | 116 AC Main Fuso Line (Domest or USA) a SA 2508 8 11 “Fisall a inieinationsi) 0] 5 . ‘CBU Voice | Hin) (DISPLAY Controter [fa 3A 2507S.8. | 50vDC Ri. & Ur. Rt. Flips uu-vensneo.ve.| Wa | 3A 250 S.8._50vDC_Left Floper (GRY-VELSRED-YEL) Wa 8A 2508.8. | 60vDC Up. P/F Pi, Fp. ow veu=neb-ve wa] gA 2508.8. | 60/DC Ups. P/FLt Fi [@AV=RED-VEL) For Gehematcs and/or Cagpnert Parton PC Boa caro 480 OC High Siren Co 320/00 Low Girne cas 124 00 Seana? Bplay oie “18/00, iitmiton Ty fg ih S448 9 FIND-IT-IN-FRONT: Dr. Pinball Section Explained J 4 4 4 ‘The key technical data from various parts of the manual were extracted and combined into the "Find: Iten-Front: Dr. Pinball Section." This section (pages DR. @ - ©) will assist the technician in locating important technical information needed io 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. RVR How Ht Works WARARR First, he operator / technician must enter the Service Menu Mode (for & complete description of the Portals” Service Menu and ICONS Read! Section 3, Chapter 1). To get into the Service Menu Mode, power-up the game (if not already) and open the Coin Door. On the Sain Door i the Portals Service Switch Set (Red, Green & Black juttons). Step 1: Push down the Black “BEGIN TEST” Button. Looking at tho ‘Video Display you will momentarily see the introductory screen ‘ollowed by the MAIN MENU. Step 2: Move through the Menus by pushing the Red *LEFT or Green "RIGHT" Button: ‘Stop 3: Solest or activate the icons by pushing the Black "ENTER’ ‘Button. 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 Swifch or ‘Active Switch Tests only the Red & Green Buttons can be used. In our Portals” Service Menu, selecting the "DR." Icon vill bring he gperatarechnician rio 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 Flew 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" loon (GO TO SWITCH MENU) flashing: use the Red "LEFT" or Green "RIGHT" Buttons, until the "DR. Icon (DR. PINBALL) is flashing: F MORE £0 10 SWITCH MEN! Press the Black "ENTER" Button to activate this ICON. The DR. PINBALL MENU (Flow Chart Menus) now appears with the COIL “DR." Icon flashing. Three (3) fcons, Coil "DR.", Switch "DR." and Lamp "DR." are available for selection. Selecting a particular icon will give you a choice of which specific Coil (any Bnd all col assembles such as Fippers, VUKs, Magnets, etc. ‘Switch or Lamp Circult needs to be diagnosed. After selection, Dr. Pinball will now display a question or a procedure to follow such as "Does the lamp turn on?* or "Check bridge rectifier 53.20, i short replace When Dr. Pinal csolays a question or f catty a provseure, Dr Pinball vil expect a response such aS. |paae te REEF RO“ or VES" Sou tro operatornectnician must respond by (WEY SWITCH FLOW CHART (BEG using the Red or Green Buttons to "SELECT" a Mini-Icon and the Black Button to “ACTIVATE or ENTER" your selection. For Mini-Icons explanations & details, see the end of Section 3, Chapter 2, GO TO DIAGNOSTICS MENU, Dr. Pinball. A E ea LAH FLOM CHART nr E Seas. Find-It-In-Front: Feri pr. @ L (ip esb Ray Dr. Pinball |! ALUMNAE A AMAA Duvonostic ails MAA ITAA If this display flashes, the game is indicating that CMOS RAM memory (CPU Loc. U272) has been corrupted. This is caused OPEN THE DOOR be either failure in memory (e-9. battories are dead and/or faulty RAM) or upon installation of updated version of game code. Opening the Coin Door wil inate a Factory Restore (Reset), by opening the Memory Protect Switch. Check battery volta @VBATT Test Point on the CPUISound Bd, (more detais in Section 8, Chapter 4, PCB). Peed This dis ‘is shown momentarily during Game Mode or OPERATOR ALERT! —_| powortipt) aon tre operas 01 eol reetuncton (coi doesnt #2 AUTO LAUNCH energize or coil fires a multiple number of times). OPERATOR ALERT! works by monitoring any switch activated coil that has COIL MALFUNCTION | the potential to trap a ball when disabled (e.g. in the Auto Launch, Scoop, Eject, etc.). This alert can also appeer if a ‘switch associated with a ere: #16 Shooter Lane & #2 Auto Launch) is stuck closed (caused by a switch jam or ‘stuck ball); the CPU/Sound Board will activate the coil approximately ten times and if the switch remains closed, the game will report this switch in Technician Alerts & will indicate the following display warning: If this dis ‘flashes with an audible sound), th PLEASE CHECK fae dood uly sichos anclog ming pnbaltochece, TECH REPORT enter the Portals“Service Menu System, select the "DIAG" Icon (GO TO DIAGNOSTICS MENU) {rom the MAIN MENU and PORTALS->DIAG->TEGH | select the "TECH" icon (more details in Section 3, Chapter 2, GO TO DIAGNOSTICS MENU). ARR CPu DIP SWITCH SETTINGS LAAARALAR Location of Dip Switch [SW300] is on the CPU/Sound Board (Right of CN6, Top Middle) ONE Z Swa00 Ba a : we fe 5 5 exe y Oo oe est 3 68 = SSS lal Bk 7 as ive |} eee ¥ fa . Se Se Sls =o (fl is RB howe “ss naar |G] Fa a Se Se Seed) So F288 C253, A245 bisiaa! ear Tes Eee Cie Soten bet eco t Saco SST USA _lovivlylvivivivivivi SERoEEg serena a ST lore) Twlvl lvivi¥i EE France orivyi wives | Norway: [er-i¥ iy! iviviy) Truce SETTING: [res [Scour serine: [ho (occurs [EE ‘Australia {4 tet ietetetel Germany |= Lal | wwiy'¥ L Portugal [io lyivivllwivle! Belgium 2 Greece || nn - Spain 2 Leletel | Canada {24 [Italy Shivivivt betel ‘Sweden [oalal [4 lei Sonar pe TS ‘Geu SoUNTT SETTING: [Pes FERRER] “cA COUNTRY aN: [fos Denmark f24{4)=1 Netherlands [24-1 Metetyate! | Switzerland [terete |. Finland 24 New Zealand [24-111 Ae Find-Ht-In-Front: Ses Dr. Pinball ACTIVE and DeDloateD a GEE. oF Gak.GRY NSPS, Ft oie retin (i i rf cr Nar aLUT Ge vines | ns w Ean LEGEND NOTE: snes nertettoe l= Sees mod io [i] = rund bo Cat ‘Swich Part Hote: ¥ Yon Ca Sch is T0-5091-00. Pan umber Which tat wih Ec 00- inva iMabracket inge and hasng. Tapes: Soe Apren|,Stanc-Up Tyg, friar views. Soha are ised agaln nfo Prkand Bo Pages and Is fhe secre aca ey used on. ‘Sw, 18815 Pat Note: Tansmior&Feseer CPTO PC Boards ae usa obo Sich 148 15. Trnsnier 51551733 Racor: 15-S172-00. ‘Swe 85 Part Note:The Such is cmprsed of «Hanger Bectt (85:5919:0) and Corac Wire (635-759-017) cae ae Cadi. Some Sviteh Diodes are ocala unde he payed n Trina Sips or ios Boards and ton Ineasgenties. DOTS: Qinde Qn Tem! $9 or DODB: Diode Qr Diode Bow ind-It-In-Front: Dr. Pinball 1 LAMP MENU | Madoo'oloct: us Co ae Fa TO LAME MEN ‘EST ALL Lave, Row ae COUMN SINGLE. LAM Tests. #5555 i RAG Sina Leieet Paaeue, Ph HOF | GE | WEE ese EE ssa EE sssson 45506 agen | gare |g, nH | eurauve [GEL Woes SERS? | odtiton | ox SSStins ‘#555 Bub ws=56ub E555 2u0 canine | omuce | ganaas | acyl ona GALE | RSs | SN | POH Taos Essen BY ses suc |. 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Switches oR. ° } Find-H-In-Front: Dr. Pinball Section Explained > How It Works R. @ } Diagnostic Aids > CPU DIP Switch Setting > Switch Matrix Grid, Dedicated Switches & Locations .. F Lamp Matrix Grid & Locations... Detailed Chart Table Game Manual General Table of Contents... SECTION 1... Chapter 1, After Set-Up.. D Pinball Game Set-Up Procedures. D- Pinball Came Set-Up Future Reference. > How to Seoure the Backbox... [> Leg SECTION 2.. Chapter 1, Game Operation & Feature: D Start of Game Features (Starting a Normal Game, Starting Team Play, Starting League Play) > During Game Features (Feature Mode & Combination Shots, Multiball, Replay Feature) D- End of Game Features (Game Endings, Match Features, Entering Initials/Name) .. > Auto Percentaging [> Instruction Card .. SECTION 3..... D Portele™ Service Menu System Table of Contents (detailed outline of this section) > Portals™ Service Switch Set Access & Use (Function 1, netion 3, Chapter 1, Portals™ Service Menu Introduction. D> How to Use This Section D- Portale™ Service Menu loon Tree D> Portals™ Service Menu Example > Exiting the Portalo™ Service Ment Chapter 2, Go To Diagnostics Menu Chapter 3, Go To Audits Menu. Chapter 4, Go To Adjuctments Men Chapter 5, Go To Installs Menu Chapter 6, Go To Reset Menu.. Chapter 7, Go To Tournament Menu SECTION 4 .. Chapter 1, Parts Identification & Locat Overview.. The Simp: Speaker Panel Assy. Cabinet - General Main Playfield - General Parts, Met i Main Playfield - General Parte & Switches (Below) Main Playfield & Mini-Playfield - Plastics dorooned & Glee) & Deca Main Playfield - Rubbor Pato Rod {Rings Actual Size) . Se ee Lei atc Locate (ihe Bak Pages) Gotnacd os te st Page January 2003 = SECTION 5 .. APPENDIXES A-1 .. Section 4, Chapter 1, Parts Identification & Location (The Pink Pages) Continued from the Previous Page Main lay & Mini-Payfield~ Metal Poots(Sorews} sod Nuts (Actual Size Main Playfield & Mini-Playfield - Hex Spacers (Actual Si Main Ploy & Mii Payfeld - Posts fe Spcere (Motu ize Main Playfield 8 Mi Small Bayonet Type Bulbs & Sookets (Actual Size) . Main Plagjold & Mini-Playfield ~ Large Bayona Type Bulb and Gookelo (Actual Size) Main Playfield & Mini-Playfield - Wedge Base Bulbe and Sockets (Aotual Size Chapter 2.1 for Major Assemblies & Ramps (The Blue Pages) Ball Shooter (Planger) Reoombly, 600-6146-00-04 Autoplunger Arm Weld Assembly, 500-6091-0 with ...Coil Assembly, 500-6092-08 ... 5-Ball Trough Assembly, 500-6318-16 and Associated Parte: (Loft) jel asso and Associated Part: (Right) Fipper (2nd Love Plaghcld, Lo) Asoombly, 500-6643. and Asaoclated Pa Fpper (2nd Lovel Plated Re ‘Assembly, 500-6548-26 and Associated Parts: Flipper (Mid. Playfiold, Upr. Right) Assembly, 500-6543-24 and Aeaooiatod Parte: 82 ‘Turbo (Pop) Bumper Top Assy., 515-6459-01 (Qty. 3) (Top) 83 Turbo (Pop) Bumper Bottom Assy., 515-6459-04 (Qty. 3) (Mid) 83 Bot) 83 Turbo (Pop) Bumper Guitch Aooy, S15-8459-09 (Qty. 9) and Associated Pare Homer Head ‘actiator (Upr. fdeal Boe One Style) Ass » 500-6543-21 Homer Head Assembly Inia Slingshot Ascombles, 600-5849-00 (Oty. 80° Eject Assembly, 600-6511! and Sed Bais: Bot) 86 VUK (Vertical Up-Kicker, Right Style) Assembly, 500-6659-00 (Top) 87 UK (Vertical Up-Kicker, Right Style) Assembly, 500-6860-00 .. (Bot) 87 -Bank Drop Target Assembly, 500-6577-3" 88-89 Bart & Skateboard on Rail Individual Parts Ory. 90 Main Playfield - Left & Right Plastic Rampe Individual Parte Only 91 Mah Playfield & Min-Playfild - Ramps Overview 92 pe AsgembI TEE: ALLL LEVEL MINI-PLAYFIELD (BELOW) MMM A AWM MM, i foe ‘Door Individual Ps (Beh) 98 General Individual Parts ae piniiiinir LEVEL MINI-PLAYFIELD (ABOVE ETM TAT TTS a, Os General Individual Parts Above Only . Couch Ball-Look Individual Parts Only, TV (Color Dot Display) & LED (Mode Signifier) Individual Parte Only eft Plastic Remp & Plasto Trough Ramp in Individual Parts Onl (> UK ONLY OPTIONAL: 10-5782 DUK ONLY OPTIONAL: 4/0 [> chomatics & Troubleshooting Table of Contents (detailed outline of this section). D> Coile Detailed Chart Table .. Chapter 1, Backbox Wiring (The Yellow Pages) Chapter 2, Playfield Witing (The Yellow Pages) Chapter 8, Cabinet Wiring (The Yellow Pages) .. Chapter 4, Printed Circuit Boards (PCBs) (The Yellow Pages) D> Appendixes A-J Table of Contents (outline of this section] D Appendixes A-... Plastic Part Color Chart. Glossary of Terms .. Limited Warranty, Cautions, Warnings & Notices > Switch Matrix Grid & Dedicated Switches P Lamp Matrix Grid ae, Gsee INEALEPARIVI January 2003 Chapter 1 of 1 With the Back Glass Removed: 4. 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, VO Power Driver Board, and the Display Power Bd. to check hal hey ate property 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. With the Playfield Glace Removed: = 2. Make sure the proper amount of pinballs en were installed (Amount of balls are always specified on decal attached to the lock down assembly and at the top of the inside cover). After Set-Up = Pinball Game Set-Up Procedures & Tenn Ee aS : jon a 7 5 included witn your Hew Pinball Game. Ee eee eee z Continue with the below procedures: sane ES Bs F 3 3. Remove all shipping tle downs, shipping biocks, packing foam, Shipping instruction pages, etc. (f any) ftom the game. READ ALL TINTED INFORMATION! Shipping instructions, labels and/or decals deseribe warnings, cautions, and/or important information gpecticts the game. SAVE ALL PRINTED INFORMATION. 4 alse the played and support by ting the Prop Fiod (located on the lef, inside the cabinet). The end of the Prop Rad should be placed into ne hole under playeld, Seo he ilustration "Easy Access Service System -3 Positions" on Page 4. 5, Visually inspect all cabinet cables and ‘connector terminations; ensure no wires or ‘cables are pinched and that cable harnesses are not pulled tight. 6. Lower the playfield and ensure game is level side-to-side by adjusting Leg Levelers, i required. See the ilustration "Leg Leveler Adjustment" on Page 4. Start with the Leg Levelers turned all the way in (1.25" ‘rom 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. The playfield inol incline; Game difficulty is best varie With the Coin Door Open: 7. Wdesired, perform any self tests at this time (see Section 3, Chapter 1, Portals™ Service Menu Introduction, and Chapter 2, GO TO DIAGNOSTICS MENU, ior instructions on how to enter ‘Begin Play Test" and "Game ‘Name Test” Menus to test components on the game). e affects diffioulty of play. Use the recommended 4 using game adjustments. 8. I desired, adjust Game Pricing, Standard and/or Custom (see Section 3, Chapter 4, GO TO ADJUSTMENTS MENU and Section 3, Chapter 4, GO TO INSTALS MENU to adjust Game Difficulty, 3- or 5-Ball Play, Home or Tournament Settings, , Add-A-Ball, 6tc.). C AER. narnia") é X Spore: Section 1, Chapter igen \ Aiter Set-Up Pinball Game Set-Up Future Reference CAUTION: At least 2 people are required to move and maneuver game. Use proper moving equipment & extreme care while handling. Pinball game is 260Ibs (+/- 10), Refer to Game Manual for further Game Set-Up Procedures (Sec. 1, Chp. 1) and other important information! TOOLS REQUIRED: 5/8” Socket Wrench & Utility Knife 199g nes ei Sah 1, Before opening box, lay the . Slide game out using the 3, Remove the Four (4) Ident box flat on its side with Black Nylon Strapping as a ical Legs with Levelers “TRUCK THIS SIDE ONLY” handie. from the carton and set facing the floor. aside. (SAVE! all packing ‘materials and information sheets related to this pinball until Set-Up Is complete.) 8 9 Seer a Op 4, Atthis point DO NOT CUT — ‘STRAPPING (You want to keep the Backbox secured in : 6. Install FRONT LEGS using the down position). Loosen 5, Lift game into an UPRIGHT the bolts removed from Step and remove the 8 Leg Bolts POSITION (Coin Door 4, Secure tightly. Take care (use 5/8" Socket Wrench) Facing Up). not to scratch the Black and set aside. Finish on any of the Legs. o oe a 7. Carefully set the game down onthe FRONT LEGS. Care 9, Cut BLACK NYLON ‘STRAPPING. CAUTION: should be taken...Game is ‘Strapping will SNAP, protect heavy, two (2) people are 8. Using supports or two (2) your eyes! Use extreme recommended for this and people, prop the rear of the ‘care when using a utility the following step. Cabinet up and instefl REAR knife or scissors. LEGS. Secure tightly. Section 1, Chapter 1 ee, Paee2 eo cnenipaece After Sef-Up 12. The next step you will remove the PLAYFIELD GLASS & BACK GLASS to access the inside of the 11, After the BACKBOX is in the UPRIGHT POSITION, ‘hette locate the 5/16" HEX KEY. fod 40. Lift the Backbox into the While inserted, rotate KEY ie a UPRIGHT POSITION with a 3/4 turn unt latched mi hinge (Ensure the cables do not & locked. get pinched). NOTE: KEYS aro tind to the Shooter Rod! (F ‘equipped) or taped tothe Playfield Glacs (it foped wih Auto Plunger Button). Remove eys. Ono (1) set of keys opens tno Cain Door, the other satis usad to unlock tho Back Glass to ‘gain ocess fo the Wnko Star Board System. 13. Open the Coin Door and pull the YELLOW HANDLE 14, Through the open Coin tothe LEFT and at the Door, remove the RETAIN- same time pull up on the ING RING at the rear of the FRONT TOP MOLDING CASH BOX and open. and temove. The GLASS Remove the PINBALLS & ‘can now be pulled out the PLUMB BOB from the towards you and removed ‘ean ARE PARTS BAG, TAKE CARE while moving: ave the other in cabin). Set glass on a safe surface. Install the PINBALLS by : placing them on the play- field so they can roll into the Outhole Ball Trough. 15. Install the PLUMB BOB on the Hanger Wire & tighten the Thumb Screw. Loosening the Thumb ‘Screw & lowering or raising the PLUMB BOB makes the Games Tilt Function more or less sensitive. Remove the PINBALL GAME MANUAL (stapled fo Si ofthe loft wal ofthe cabin). Review Section 1, ‘Chapter 1, which descnbes hort fo it the pleyfoid ‘access tho Plumb Bob Tit Assembly. The manual ‘ives you all the important information you need to repare for final setup and athe important information {such as Paris, Diagnostics, Schematics and more... Seotion 1, Chapter 1 Leste Page 8 How to Secure the BackiQS@for Transporting For more Backbox details & part numbers, see Section 4, Step 2. Chapter 1, Backbox Assembly, Pages 60-61. eae baneat Reena. Roars, eer Cea Sea} de kad Leg Leveler Adjustment Attach the four (4) Leg Assemblies to cabinet comers with the eight (8) leg bolts provided Start adjustment with the leg levelers turned all the way in, View the bubble in the level provided on the right side wood rail Adjust the front or rear levelers as necessary to cause ‘the bubble to float between the two (2) black lines, Use a pinball to rol down the center of the playfield for side-to-side leveling. YOUR PLAYFIELD PITCH IS NOW AT 6.5° AS REQUIRED FOR PROPER GAME PLAY! Note: Forcustom adjustment greater than 6.5" can be achieved by tuning out he rea Teg level(s), however, it isnot recommended. CUO Easy Access Service System - 3 Positions With the front molding & glass removed, carefully lift the playfield (take care when using the Bottom Arch to hoist). Positions 1 & 2 ‘When lifted high enough, the Playfield Support Slide Brackets (Fig. 7A) can be seen & can clear 1B the cabinet front. At this time, pull the playfield Fig. 1A ~ ‘toward the front of the cabinet, checking that the ed BE SSS mechanical components clear the cabinet front, then <= oe C test the playfield on the Playtlefd Support Side [= —=——aa— i Brackets at the tront channel of cabinet (Fig. 1C); ‘epiom pu ‘Or, the Prop Rod (located on the right inside of cabinet) can be used by positioning the Prop Rod end into the receiving playfield hole (Fig. 1B). Position 3 7 With the playfield at rest, hold the sides & pull toward the front of the cabinet (approx. 6 to 8"), until resistance is fell rom Edge Slide Brackets stopping against the Slide & Pivot Support Brackets located (on other side of the eabinet (a. 2A). At this time, swivel the playtield toward the Backbox, then rest on the top edge (Fig. 2B & 20). Seotion 1, Chapter 1 Page 4 Chapter 1 of Game Operation & Features Start of Game Features Starting a Normal Game Insert coin(s). The game generates a sound for the first coin & for each subsequent coin with the display indicating the number of credits posted. Press the Start Button and a start-up sound is produced, and the posted credits are reduced by one. Subsequent avers can be added (up to ean play) by pressing the Start Button before the end of ball 1 (wit sufficient credit in the game). The display now indicates the player or # of playors selectod from ihe otal deprossions ofthe Start Button. The display indicates the ballin play, and a ball is served to the Shooter Lane. An introduction is shown followed by Skill Shot Graphics andor instruc- tions, Pressing the Start Button afer ball of any layer will start a new game (if credits are available), toniy ithe Start Button is deprossed for 2-3. seconds. This delay is to avoid accidental "re-starts" of game, Note: Any partial ret remaining during gama play ator the end of bal 1, or power down, wi eliminated. Starting Team Play (Doubles!) pam Play i a four (4) player game The totais for Players 1/S (Team 1) & Players 2/4 (Team 2) are dis- played individually as well as the combined score for sams. Team Play only works na 4Payer game, Inallotner cases, the individual scores are shown. Starting League Play After credit is posted, while holding in the Left Flipper Button, press the Start Button. League Play has, now begun, The differences between Normal Game Play and League Play are: There is no "auto-percent. aging" (2.9. no Extra Balls, Specials, etc. are awarded 10 players with very low scores on tha sacond or third ball). Mystery Features are awarded in a set order rather than random in Normal Game Play. Percentage Game Featutes are not automatically advanced as they are for the Regular Play Features. Starting Tournament Play with [QPS This Pinball Game is ToPS™ (Tournament Pinball System) Ready. Optional Tournament equipment & hardware (sold separately) is required. Unlike a "Normal Game’, the Tournament Game is started by epressing tho Yournament Start Button (locatad on the Front Molding, if installed). \{ adequate credit(s) are posted and a Tournament is started via Porlals™ (select the “TOUR Icon in the Main Menu), the Tournament Start Button will fash. Any adjust- Imants or nstals changed wil not bo in affoct. Starting a Tournament Game dofauils to preprogrammed Tournament Rules (e.9. No Extra Balls, Specials or ‘Bonus Credits are awarded); however, starting a Normal Game atter a Tournament Game will then revert back to any unique adjustments or ngtalls performed previously. ‘During and End of Game Features operate in the same manner (differences in ustment defaults are present). Review Section 3, Chp. 7, GO TO TOURNAMENT MENU, for more inio! Game Operatio & Features During Game Features Feature Mode & Combination Shots Features are iit on the playfield and started completing certain shots (e.g. completion of Target Banks, Orbit(s), Famp(s) andlor any combination of the shots). Multiball ‘Muttball is started after completion of certain features (amount of bails used depends on game rules). Replay Feature Replay awards are given as the player exceeds a High Sora Laval during gamo pay. This can be adjustod with Standard Adj. 3, Replay Awards (Default = CREDIT). Players exceeding the High Score Levels, Gan receive: CREDIT, EXTRA BALL, or SPECIAL. Adjust to NONE if a replay award is not desired, End of Game Features Game Endings When all player(s) have played all balls (Including any Sura Balls), the game ence. if poner is nterupled rng the cours of = game wil ond that gamo (cae Starting a Normal Game), Closure of the Plumb Bob Tilt Switch according to the number of tits set, Standard Aa). 09,TitWarnings (Defaul = 01) or rolonged closure, will end the current Ball-in-Play. josure of the Slam Tilt Switch on the Coin Door ends the current game(s).. Match Feature At the end of each ball, earned bonuses are collected. At the end of the last ball of a game (including any extra balls, i applicable), earned bonuses aro col- lectad, then the system produces a random 2-digit ‘number (a multiple of 10; 00 to 90), Matching the last 2 digits of the player's score with this number awards a credit. In Std, Adj. 07, Match Percentage (Default = '8%) can be changed from 0-10%. Changing the percentage to 0% displays the “Match Animation” at the end of the game, however, will never match nor award anything, Changing this adjustment to OFF wil Rot display the "Matoli Animation* nor award anything, Entering Initials/Name {f player achieved a new High Score in a game or achieved a Special Feature (if given) the player may enter 3 Initials. In Std. Adj. 24, High Scare Initials (Defauit = 3 Initials) can also be changed to 10-Letter Name. Use the Flipper Buttons to choose a letter or character as seen on the Dot Display. Hitting the Start Button locks in the letter or character and proceeds 10 the next letter, The game then proceeds into the Game-Over Mode and then to the Attract Mode. Note: Standard Adj. 26, Custom Message (Default jaQN can be dsplayed during tne Atact Mode; tor letters in the same fashi For more details on Adjustments, see Sec. 3, Chp. 4. Continued Next Page. Section 2, Chapter 1 Page 5 et qa Ef oH Auto Percentaging This game is equipped with Auto Percentaging, Standard Adj. 01, Replays: Fixed/Auto (Default = 12%, adwustable), The Replay Percent is automatically adjusted 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 relay percent- age is higher o ower than that desired the game wil automaticaly ada fr the no recommended percentage score(s). You may choose to make a different "score-to-beat" adjustment: this is done utizing Standard Adj. 02, Replay Levels. For more deials with Adjustments, see Saction 8, Chapter 4, GO ADJUSTMENTS MENU; also, see see Section 3, Chapter 5, GO TO INSTALLS MENU for further customization of your Pinball Game. Instruction Card Below is a COPY of the Game Instruction Card (SPI N°. 755-5177-00 USA) which is included with every game. it your cards lost or damaged, simply COPY this page and cut out the Instruction Card as a temporary replace- ment until a new card is ordered. I(Hint: COPY & CUT along the dotted line and fold in the center to keep the "COPY" sturdy.) ren rare For more detailed game rules, visit our website @ ' www. SternPinball.com and click on the : "The Simpsons” Pinball Party" or "Game Archive" Pop Bumper Link. : ‘OBJECT: Help the citizens of Springfield party Ike there's no tornorrow! F” GET DUFFED!: Shoot Moe's (Right Ramp) tolight Extra Ball and tho Treehouse of Horror. F LIVING ROOM: Shoot into the Garage or the Treehouse (Left Ramp} to enter the | Upper Playfield ITCHY & SCRATCHY: Shoot past Drop Targets for Itchy & Scratchy Multibal |, OTTO'S BUS TOURS: Shoot Otto to enable shots for double scoring. COMIC BOOK GUY: Hit CBG io light Hurry-Ups. Collect them hetore they go away! | DAREDEVIL BART: Hit Captive Ball to gt playfield shots for big points! TV: Shoot under the TV to slart modes } MULTIBALL: Lock bells in he couch fo start Multibll In Mutibal, shoot couch for .. Super Jackpot TIMER: Aimed foatures uss the same timer. ‘Starting any feature resets timer for al features! Section 2, Chapter 1 Page 6 Game Operation ‘& Features Service Switch Set (Red, Green & Black Buttons) Access & Use "@. Function 1, Volume Menu’ Functon 2, Sorvice Credis Menu / Function 3, Portais™ Service Mona. Chapter 1, Portals™ Service Menu Introduction © ExaMBe wn Eade Uy 4 QUIT THIS SESSION (Exiting the Portals™ Service Menu) & Problem / Solution Tal Chapter 2, Go To Diagnostics Menu (Overview) ... ©. GO TO DIAGNOSTICS MENU.. = Go. To Switch Menu tilt Switch Test Mill Active Switch Test till Dedicated Switch Test ‘mien Matto Grid & Decoatae Stches Swnat Matte Grd Locate, Total Sich Wing & Serato, Dedkaled Switch Schemas ' 30,To Coll Monu MM Single Coll Test ait Cycling Coil Test Partal Cs Detaled Chart & Cola riash Lamp tecasos, Typical Col Wing, Bulb Typos used for Fash Lamps. © Cole bates Char Table ‘GoTo Lamp Menu Mm Single Lamp Test mim Test A Lampe mi Row & Column Lamp Tei. Ge Go To Lamp Meny ma Single Lamp Test mm Test AlLanps Kat Row &Co mn Lamp Tes ‘© Lamp Matioc Grid Locatons, Typical Lamp Wing & Schemate, Bub Types used for Lamps. fest Flash Lamps ii Clear Ball Trough. sansa Technician Alerts (Switch Detection and Pinball Detection) .....» ‘Service Phone # Begin Play Test ll Fire Knocker. ‘Sound / Speaker Test ‘Speaker Phase eating see ew In Mi Dot Matrix Test (Dot Matrix Display Explained), est. a Im Go To Fuse Table (with Exampie) BACKBOX LAYOUT LOCATIONS: Fuses, Bridges, Relays & a Dr. Pinball Mim Coli Flow Chart mimi Switch Fiowch ‘Chart i Lamp Flow ha Chapter 3, Go To Audits Menu (Overview) ‘© EARNINGS & STANDARD AUDIT TABLES, GOTO AUDITS MEN | Earmings Audits (01-1 standard Audits (01-€ Feature Audits (01-168 Go To Printer Menu mat Chapter 4, Go To Adjustments Menu (Overview) F] © STANOARDA FEATURE ADJUSTMENT TABLES... id |.GO TO ADJUSTMENTS MENU... Im Standard Adjustments (01-48). Feature Adjustments (01-34) sustom Message (Direct Access to Adjustment 31)... Chapter 6, Go To Installs Menu (Overview) © GO TO INSTALLS MENU.......0001. i Install Extra Easy Ml Install Easy... A Install Normal Mi Install Hard i tinsial Extra Hard i install 3-Gall minstali 5 Bail 1 $.50 Tournament Mi Free Play Tournament i Install Home Play. Filen Star Reset Mt Install Novelty M instal! Add-A-Ball i Install Factory. 3 Golo a Suncare Adjuctoor Changes and. Factura gustmort Gnehgs Wi slacon of those tas AB Chapter 6, Go To Recet Menu (Overview) . ©.GO TO RESET MENU. W Fleset Coin Audits m Reset Gamo Audits M Reset High Scores m Reset Cres ‘mi Factory Reset... rae Chapter 7, Go To Tournmament Menu... © GO TO TOURNAMENT MENU (OPTIONAL USE ONLY). “TOURNAMENT ADJUSTMENT TABLES & TOURNAMENT AUDI ae 1 Tournament Audits Continued I Sign Messages A-B (Toumie Adj. 11-12) um yeN Portals™ Service a Coes. Section 3 Menu System Oh (Pasiky Page 7 Pe EtG Service Switch Set (Red, Green & Black Buttons) Access & Use ‘The Service Switch Set provides access for three (3) ic functions available for your use. They are Volume Menu, Service Credits Menu and Portals”Service Menu. All are accessed separately depending on which colored bution (Red, Green or Black) is pushed first. To access any of these three (3) functions you must first open the Coin Doar (see pictorial above) with the Game in the Attract Mode (not already in any Function or Menu stated 001). SRE NE RTE ETE Function 1, Volume Menu Pushing the Fred Button (vo.ume /Lern first, enlers 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. \Noie: Pushing the Left oc Right Pipper Buttons operates he same as the Red ‘oF Green Buttons ofthe Service Smich So, wie mts Volume Mode. ‘Set between 0 and 31; 15 is the Factory Default. Onoe your adjustments are made, this menu will automatically exit a few seconds after the last button depression. OUR Function 2, Service Credits Menu Bushing the Green Bution senvice cRepirs /maip frst, acs Service Credits (will not affect your audits as ‘paid credits). This is Useful for the technician to test games in regular play without affect- ing the game audits. Each depression adds 1 credit; up to 50 credits can be applied. Adj. 11, 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 automa- ically exit few seconds after the last button depression, Note: This function ie deabled it Adjustment 25, Free Play, i set to YES. Tho Serdce Credits are iiled to he Credt Limit n adsiion to any paid credits present Inthe pane fog 0 Crea Li 9, an thre ae pad cred resent oy 22 Sonic Crs can be applied). Function 3, Portals” Service Menu Pushing the Black Button (BEGIN TEST /ENTER) fist, enters the Portals” Service Menu. Once in, navigate through all menus depressing the Red "LEFT" or Green "RIGHT" Buttons. Note: Pushing the Left oc Right Flipper Buttons the same as the Red ‘Green Buttons of the Service Sulton Sol, whilo inthis Service Modo. Select or activate the Icon chosen (the Icon will be "flashing’) by pushing down or depressing the Black "ENTER" Button. Note: Pushing te Start Button operates the same as the Black Button ofthe Service Switch Set, while i tis Senice Mode. 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! Portals™ Service Section 8, Chapter 1 Menu Introduction Page 8 Chapter 1 of 7) Portals™ Service Menu Introduction Important: The Dual Switeh Bracket holds the Playfield Power Interlock & Memory Protect Switches. Is locatad ust ins he Goin Door fame (Seepctori ofthe Coin Door on the prvious page), The Burton Switch at the top is the Playfield Power Interlock Switch. It must be pulled out for elactro-mechanical device testing oF diagnostic purposes (this is required). If this button is pushed in, the Playfield Power is disabled while the Cain Door is OPEN. The Button Switch at the bottom is the Memory Protect Switch. It's enabled while the Coin Door is CLOSED; meaning any adjustment changes that aro made will not be written to memory. lf changing adjustments is required, ensure the Coin Door is OPEN to disable this switch, thus allowing for desired changes. How to Use This Section ‘This section will cover all functions available in the Portals” Service Menu in a Step-By-Step process. This section is divided into chapters which coincide with the MAIN MENU. ‘The previous arid following pages in this Chapter wil instruct the operator on how to move through the Menus. Is simple, easy and fun to use! ‘To get into the Service Menu Mode review "Function 3, Portals™Service Menu on the previous page. After Poier-Up, push down the Black "BEGIN TEST" Button to begin. Looking at the display you will momentarily see “Service Menu’ with a satelite flying from right to left pulling a banner *Portals@n." followed by the MAIN MENU: | RUILSS oT ee Use the Red "LEFT" & Green "RIGHT" Buttons (or Left & Right Flipper Buttons) to move the selected leon left or right, and the Black “ENTER” Button (or Start Button) to activate the selected [con. 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 tost. ‘The MAIN MENU now appears with the "DIAG" /con (GO TO DIAGNOSTICS MENU) flashing: BCU {As the operator views the Menu Screan(s), the Mere Heke 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" con to completely exit the Service Mode. View the Portals" Service Menu leon Tree on the next pages fr a completo overview ofall menus used n this system. The "HELP* Icon & "2" Mini-Icon provide explanation of ICON usage in the Menu where the “HELP” [con or "2* Min?-lcon 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, wit! also provide more detailad information. Use both the manual and the display to help customize, troubleshoot and/or diagnose faults, if any. ay Portals™ Service aN a, Section 3, Chapter 1 re Menu Introduction ee Page 9 Hee 20d), uoo] Nua 201M9g,, [Hod Acmd formats SEO PPP " -40-| Sage [angunesa nouns ‘ava sit 40. | Spun [amount anon Portals™ Service Menu Introduction fukty Portals™ Service Menu Icon Tree Ges Prams do sg 9 wp yan ured 0 pg apa og “Tan Warie ROX“ O3.0W ONE Ra AOOTHSLNT 4000 NIO3 A 03 18510 qo dWanOd HOH O1alsaAb Id Wado SI yoOd NIOD -won99j9s103 qeyene Hondenn oro a suo SOB RGw Sie avout 3uh Section 3, Chapter T Page 10 Steyn maaes ™ Service Menu Icon Tree Continued Gos Pema pay Portals ‘sierdey maynai unabyr paysyop eco Lod OSTIWLSNI 1s3no3d PP P>> ‘wan si 40 aa (fysyesedes pjos) ‘53096 Sucny sassy | suazuo | “fait Moo. atte) “aoae | 13520 aor jade Ls ie roe [OH Hal Panuyuog eed, Uoo} Nuay ea!N9g,,, ‘Bese | ama [wou wou, ase 28 regions | EXGy | ananon| BEB! | AGH | u8Sdool uBio} saves | mye | AG | comme | wuow | am | va muoror | Ea | AMARC | BREE | alain (PSS) TRB | TRG | aiden | ate | Heit | atin | vom EEE = Oe 1 He heh sabe [23 ey at eaten The wershs nue e21010s wi S/eH40d hi ‘dnoi6 ay) ut peyaajes uo9y snoinasd Aue s wos sreed | Fama Ho i Shipe Lai er ees oe at ee pore, iyssnbel 2yj ‘eut02|}o60e PIS) rss | van, | en | a Barbet oa) Ssuoay ered 3 % ey} 40 Aue jo donaeyes Joyy BION Lem, | gk (Mavagal Se3e | env Sa ‘Uj J0 Aue Jo UopDeIeS LOY >" Mink-Icon is activated, the display will goto (slip between) the previous tests (Active & Dedicated Switch Tests). Use either the Red or Green Button to select the "PREV" Min-loon. 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, seloct & activate the "QUIT" Icon (soe the next page). & Portale™ Service z Sirota Section 3, Chapter 1 Menu Introduction 7, > Fiat Page 13 «Menu intro. Fes Esty 4} [QUIT THIS SESSION (Exiting the Portals”Service Menu) In the MAIN MENU and in all SUB-MENUS, if the "QUIT" icon or "QUIT" Mini-lcon is selected and QD activated, tne Portals” Service Menu Session will be exited and returned to tne Attract Mode, A SUIT THIS SESSTOM (Aa The gare wil go into the same Power-Up Route as turning on the game. Upon Pawer-Up, the CPU Game Code & Display Code versions with Check-Sums are shown, followed by the Location ID & Game ID Numbers and Alerts, i 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. Problem / Solution Table Ea Sr ‘wot enta he Serica Mode | + Crock he Serve Seh(e) (Re, Green & Black Butons) boos conection orbad Grind Sf doprescing the Black | Chock in asgocated wing heros tytn the CPU/Sound Boar, Conactor GNS pry “sen rest" Button + Ghook CPU/Sound Boars for passive wre. Fa ai conice unons (ed, Green Fags 21 Serves Butns (Red een, | Gneck te Serve Swienes king hemes or poor or no conection andor broken wes, The Green Service Button in 1 : Br agecicso ene |* Shosktumata nate Ganesan ree Pay” fe game soto Fe Py adr Somes poker tera ily + Chaok the Serviea Switchas wiring harness for poor or no connection andlor broken wires, ~ Ghee Bot avn lay Bote wn Taran or por ovo soneslan andar botan vga {Green Button hes tis lock swrteh, Remove K. (Ber. fo Sve. Bulletin #74, is sonal, These sutches are deactnated, as they are apart of the Switch Test. Use the Red "LEFT" or Green “RIGHT” & Black "ENTER" Bullone inthis Sub-Menu. Peter to Section 3, EY a ‘The Display Bins out 2 Shes FF (748 Fuse) onthe Bplay Power Supply Board Acker 'o Sec 8, Crp &, SCHEMATICS & g mm ‘fadustesHoorine sitet z Chock ora sik evi ono Green Buon, io FE scons “ert atong contnucusly | Hine Servce Swish Set andlor tne Goin Boot wes engure the Locking Mechanism on te Me is WAIN ENE oY |* Groen Button wes romened.! Pe Greon Sut ‘ks ang ioc to an upiaewm postion, the FJ ‘The Start and Flipper Buttons |» donot select or activate fears in | he SWITCH TEST MENU: ‘Chapter 3, GOTO DIAGNOSTICS MENU, Switch Tost. ‘Carr move selection of Icon with |» Chack the Flipper Buttons for loose connectons or bad Ground and rafer to Section 8, Ghanter 2 the Left andor Fight Flipper | ” Plate Wiring, #Flioper Circuit Wing Diagram. | Buttons: + This is normal only in Diagnostic’ Switch & ‘Active Switch Tests (s00 provious Problem) ‘Some Icons appear homfunctonal + Iho printing equipments connected, the = con, "4" Icon and "RUN" feo wil appear not to function, ungtonalin the PRINTER |" Refer Saction 3, Ghapter 8, GO TO PRINTER MENU, eo Soo crapper aa + Tiers noaeyet nde is Me, th ce 83" con wi appar nto tnton The Poa eae et teloved ta nies Piero tes Cae Nao Tate SPEIIS MENU unde "GAME NANTE® icon wil not invoke anatnordhplay. ‘The di returns to the } TIMER MOET She |. the tengmal. Aor FACTORY RESET, the Senco Session automaticaly oxod. Pero Soma coeratate Sie 8 Sipe QO TS RAGE en lly Raat acrear nese the nastape anette ter | + Eneue te PONER INTERLOGK SWITCH pulled outs th tar of ti Chapt Shafastamge dg motire ator | + Ereuro to ut 00 the tart t) feta PUN far ln ADJUSTMENTS MENU, with (OSED, fa Ooin Door CL. dl ‘+ This is normal. The Memory Protect Switch is enabled when the Coin Door is CLOSED. Changes adisimentar not gating, ||" Line made Con Bact OPEN OM Fioper’ Siar Butong | i Potala” Service tena, he ony The volume Hod soumerarnatbe sated win |" by pest VOLUME Burfon then use the Red-LEPTS io docrensa desement (or ‘nefed or Green Butons eden “RIGHT” Baton foe nce) Ie oun. In Portals” Service Menu, te : Gleplay seems To ock up, or the | + If you cannot clear the station by ening back one Menu, ext completely out ofthe Portals” Hat Dipl appears tobe Service Nenu, and e-eies. I tre problem porsisis, cal Technical Support for adltonal help. nor funetord. Portals™ Service ALEPARII Menu Introduction Section 8, Chapter 1 Page 14 Chapter 2 of 7 Go To Diagnostics Menu Overview ‘The Portals” Service Menu System provides tests for sounds, display, lamps, switches and colls. Each feature may be tested manually or automatically after entering the Portals" Service Menu (see Chapter 7 of this Section). ‘The automatic tests (e.g. Cycling Coils, Test Flash Lamps) may be used for a quick verification of automatic test functions and the manual tests Piay Test, Single Lamp/All/ Row / Column Tests, and ’Game Name’ Tests) may be used for troubleshooting, All Icons and there usages are explained throughout this chapter in order. Important: Upon Power-up, opening the Coin Door or exiting Portals”, watch the Display for any Alerts. {fh display flashes, the game is indicating that CMOS RAM memory (CPU Loc. U212) has been corupted. This is caused be eltherfalure in OPEN THE DOOR | memory (0.9. batteries are dead and/or faulty RAM) of upon installation ‘of updated version of game code.. Opening the Coin Door wil initiate a Factor Rests (Rese) by opeing the Memory Protect Suit ‘Check battery voltage at VBATT Test Point on the CPU/Sound Bi. (more details in Sec. 5, Chp. 4, PCBs). CoIN DOOR TS OFEN This flashing display is shown immediately upon opening the Coin Door as a reminder that 20v/50v DC power to the playfield is disabled. CIEE on [Retemen aicreonmer arse, |_comf Babe THrERLOcK | youre ina Testing Menu roquting 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. This display is shown momentarily during Game Mode or Power-Up to. OPERATOR ALERT! | alert tne operator ofa oot mattunction (coll doesn't energize or col tres #2 AUTO LAUNCH a multiple number of times). OPERATOR ALERT! works by monitoring COIL MALFUNCTION any switch activated coil that has the potential to trap a ball when disabled (more details in this Chapter, Technician ts, Pages 24-25). It this display flashes with an audible sound), the game has PLEASE CHECK ateted faut entones andor miseng pba, To eae oar he TECH REPORT Portals”Service Menu System, select the "DIAG" Icon (GOTO =) =. DIAGNOSTICS MENU) from ine MAIN MENU and selac the "TECH" | PORTALS-DIAG-> TECH | tor rore ucaisin ihe Craptoy Teohniclen Alerts, Pages 2028) 4A CAUTION: Romove pinbatis irom the Ball Trough prior to iting the playfield for servicing. This can easily be ‘done in the Portals” Service Menu System. Select the "DIAG /con ftom 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 & press the Start Button to remove one ball at a time. This is 2lso useful to retrieve one ball for game tosting in Begin Play Test & ‘Game Name’ Tests. PULL OUT the Power interlock Switch for operation. MELEE TMEEE EMEA EXPLANATION & UGAGE OF COMMON LARGE & MINI-ICONS USED IN VARIOUS MENUS & SUB-MENUS: Select and activate + MORE » (2) gk nto EDP! SSS eter) erie FIRE tie menor Tepper ocd acne Sy ote Salut nd et PULSE cot TI) iw tre sehematic(ORAWINg) of una ce bc Wie coon Soom, Ce COe eee & ou) at ‘Quit, exis & fovew HELP TLS pREOUS Menu, “retuné tye” Soren athe ramon Ritect Mode, current Mer, * Help Note: An explanation ofeach Mintcon thet menu evel, Sri tron witch ntl adel whare neice are ble for selection, pressing any spay GO TO DIAGNOSTICS MENU After entering Portals”, the MAIN MENU now appears. To initiate, rom 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 Iconsin the DIAGNOSTICS MENU. Usage Note: Only in Switch & Active Switch Tests, the Flipper & Start Buttons cannot be used as tho alternate navigation buttons as they are a part of these tests. Alter oxiting those tests, the Left & Right Flipper and Start Buttons can once jpn be used. Continue through this chapter for the explanation & usage of the /cons in the DIAGNOSTICS MEN| 6 fo Go To i Section , Chapter 2 Diagnostics Menu Paaiy Page 15 ee °° To Switch Menu ie | initiate, from the DIAGNOSTICS MENU, seloct the "SW" icon with either the Red "LEFT" or Green SU) | “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) a Switch Test To initiate, rom the SWITCH MENU, select the "TEST" /con with either the Red or Green Buttons & EST} press the Black Button. In Switch Test, close each switch and obsorve the display. The display will describe the switch in the Switch Matrix Grid (below), which includes the switch name, Return (How) Wire, Drive (Column) Wire and the *Pin-Outs" from the CPU/Sound Board. When the switch is closed, the information i displayed momentarily. To view the schematic for the switch selected, press elther 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. Active Switch Test To initiate, from the SWITCH MENU, select the “ACT” con with either the Red or Green Buttons & press. the Black Button. If stil in_@ previous test, select the "PREV" Min-Icon to return to SWITCH MENU or LEE LI select either of the <<" or ">>" Minz-icons to move through the tests. in Active Switch Test, if any suutehes are stuck closed (or made fom the presence ofa pba), he play sodvenoos through fe Such Names, Return (Row) Wire, Drive (Column) Wire, Drive Transistor, Part Number and the "Pin-Outs" from the CPU/Sound Board. This cycle continues until ali switches are cleared or until the test is exited, Dedicated Switch Test To initiate, irom the SWITCH MENU, select the "DED" /con with either Flipper Button & press the Start Button (the Service Switches are deactivated during this test.). In Dedicated Switch Test, the display D | will descripe the switch which includes the Switch Name, Return (Row) Wire, Drive (Column) Wire, Part Number and the "Pin-Outs” from the CPU/Sound Board. SWITCH oe GRID = an bala mae | a eet he ewe Me ce E ate ait zr au A ‘nar ee oF FL a bo a Pel wee ore BALL os |e cs alte | | “a EE ee coe BEL 88002 EME conve PEL o 1 ~ ORTER KAR EMART ‘¢ I, | BBB | sroven, [Ee ‘tot aa EOD cases eli FA fawn eae Reha aro | KM eMART ea Et ae acon | MU 7 a ae ist Go To Section 3, Chapter 2 7 Ss Diagnostics Menu Page 16 SWITCH MATRIX GRID LOCATIONS WIIEETSSSTTTIVIIVTT ! ‘Typical Switch Wiring & Schematic Dedicated Switch Schematic Deteaed Su, ts ent GRY-XXX, BLK case WL EEMAMIT ISAM ELAR LISTEN LEGEND WoTE: = Suiches moured etove to Py, f= Swittes mauried tolow th Payfeld. [7] = Sntchos mount in tho Cabinet Sle Pac te: ¥ Yo Can Si 8080-0, Pat nami ir at iS 0 haa ace ganda, Ta: Sa pod, ‘Stanc.Up Terps, itor vews Suits are istadepain inthe Pak and Bue Paces ate assorbiy and socrng haar hey Su 148 lor ae: Tovar & Reps CP7O PC Boao ares rah Sica 18 Tanto S16: S58 Raorer 18817000 ai rie: Te uh icra ot cl (9557 2d Gn Vin 32807) ent Bhat Teamval Stns or ied Beards ar nce ta essonbles. playfield on Somsprs: Biss Qe Tema Go” C208: Dlss Qn Bice Bon oy fle volts Gn) Go To (OSes Section 3, Chapter 2 Diagnostics Menu (Pahy Page 17 Pe cere oa f_j|Go To Coil Menu 52,7 | To initiate, irom the DIAGNOSTICS MENU, select the "COIL" /con with elther 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 17-32 are typically Low Current Coils. Flash Lamps aro typically used in positions 26-32 (although may be used in any position & will be noted). PARTIAL COILS DETAILED CHAR’ Emme ‘COIN_DOOR 15 OPEN PLAYFIELD HIGH POWER OISABLED BY COIN DOOR INTERLOCK for operation with the Coin Door open. a 3 #4 PULL OUT the Power Intetlook Switch id a 7 we Important: The Partial Coils Detailed Chart Tablo is used as a reference against the Coil & Flash Lamp Locations on the next page. For the complete Coils Detailed Chart Table, see| the reverse of the following page. The Chart is shown to ‘41_ [TROUGH UP-KICKER ai [AUTO LAUNCH 2 [estate ar 1080 [COUCH RELEASE 0s | 2 DROPS RESET UP os | ee POHY & SCRATCHY EJECT (UK) | 05 | 27-15% pad [UPPER LEFT VUK 8 | 2.) ITV RELEASE a7 | ee, |]HOMER HEAD a8 | 22-900 Compare against tne Backbox /O Power Driver Board pre Dotailed ilhing Diagram (shown again in Sec. 5, Chapter 1, #9 |LEFT BUMPER _ ag Playfield Wiring. For mare on troubleshooting and (#10 |RIGHT BUMPER aro 28-1200 Aiggnosing, 80¢ Soc 6, Chapter 4, Printed Crcutt Boards. 4, [gortom BUMPER on ae | ; [#12 |UPF LEFT FLIPPER ata | 2100, | f}| Single Coil Test lv1a [UPF RIGHT FLIPPER, one | 241570, | EEE? | To initiate, rom the COIL MENU, solect the “TEST” jg44 [TOP RIGHT FLIPPER ‘owe | 23-1100 leonwith either the Red or Green Buttons and = seco prass the Black Button. Ensure the Power 5 ‘22-1080 LEFT FLIPPER (S0vRED/VEL) | ors | 22.1080 | interlock Switch is pulled out, Select elther the *"or"*" lag IMin-Icons. Start with the "+" Mini-Icon to start the manual RIGHT FLIPPER (50v RED/VEL) _| are | 27-1000 ISingle Coil Test from #1 (the test runs through all Coils and IFiash Lamps #1-¥82 & Optional UK Only Auxiliary Positions AUX 1-3). Press the Black Button on the "+" Mini-Icon, aS |#17 leach coil is solected, the display will describe the Coil or Flash Lamp Name with the corresponding number, the wire #18 ith colors, the "Pin-Outs" from the /O Power Driver Board, |#19 he Coil Voltage and Gauge-Turns (2.9. 23-800). Press the [Black Button again to move forward in the test, To test and ‘view a patticular Coil or Flash Lamp, select tho "RUN" 21 Mini-Icon and press the Black Button. Each time the Black Button is pushed, the Coil or Flash Lamp will fre on the LEFT SLINGSHOT 217 | 89, | RIGHT SLINGSHOT "23-000, [UPPER RIGHT EJECT 36-100 | [v20 |GARAGE DOOR (EJECT) 200 FLASH: POPS GLEAR tere 6ub | FLASH: R.RAMP RED | #088 Playfield and/or Backbox, with the display indicating the Coil ‘of Flash Lamp information. Continue with the same procedure to run through the entire test. | Cycling Coil Test To initiate, from the COIL MENU, select the "CYC" |#25. FLASH: R.RAMP ORANGE Icon with either the Red of Green Buttons and |ya6 I CAE | press the Black Button. {fst in a previous test, select the "PREV" Mini-icon to return to COIL MENU or a7 FLASH: ITCHY cng | £205 Bu #606 BB FLASH: SCRATCHY a2 FLASH: HOMER HEAD a27 | #2585] ‘select either of the "<<" or ">>" Mini-Icans to move to v8 Cycling Coll Test (selecting again will return to Coil Test). ‘Tho test pulses each regular Col or Flash Lamp sequentially {#28 FLASH: COUCH FLASH: COMIC BOOK GUY (cycling) on the Playfield and in the Backbox (it Colls are [ago DROP BANK TRIPS: used), The display indicates CYCLING COILS. FLASH: UPF ORANGE FLASH: UPF RED ection 8, Chapter 2 Page 18 [AUX 1: LEFT UP/DOWN POST ‘AUX’: CENTER UP/DOWN POST | | AUK a: RIGHT UPDOWN POST. [aa | 20120 whe Go To <\Diagnostios Menu COIL ot bay LAMP LOCATIONS Perr ipe Co 1 cde Coil Wiring, 905 Bull Srtocs appre [crs stanntrast 2h lar mono is Optional a Con Meter, Toe Dispenser rKoockor i requed (bo opto) ca Technical Suppo for mor inomatn, 18005425877 or 1 708-346-700 Sanaa UX AX Sar ply or OO. Flash Lamp Part Note: [az] = Color of irs Mars ovr bub, ‘Some Coil/ Fest Lamp Diodes are located under the plat on Teil Sips or Dd Gourds and nat on he assembles. ors: puto an Tal $e or DoDe: oi Qo Be Ror rh Faint chat a) Go To 4 a, Diagnostics Ment Section 8, Chapter 2 Page 19 lei eie kes Guan eLt ore TO COT. MEN NG) i#1_ [TROUGH UP-KICKER at YELVIO | J10-P465 |s0/0C) BRN-BLK jr2_[AUTO LAUNCH |, | yeLwo [stores lewoc] “eRnAeo es a yeLvio | s1046 [soc] BANORG ls4_|DROPS RESET UP a | WO. | veLwio | siopas |sw¢] _pan-vet_| 1#5_|ITCHY & SCRATCHY EJECT (VUK)| a5 | Driver |_YEL-vIO | J10-P4s [ewoc| BRUGRN [6 _|UPPER LEFT VUK fas} | vetwio | sropas [sone] emau lw7_ {TV RELEASE ar YELVIO | J1O-PA (50-00) BRN-VIO '#8_ [HOMER HEAD os | SAY 7p _|2w0c]_ BRNGRY vo [LEFT BUMPER a yeLwio | s10-p4s [50.00] BLU-BRN [ato [RIGHT BUMPER aw), | yetwio | sro-as |sope| BLu-AED 111 [soto BUMPER ‘ant yeLwio | sto.pas |se0e| BLU-oRG [eta |UPF LEFT FLIPPER az] vO [Hai | serve ene] suv [s13 [UPRIGHT FLIPPER (073 | Driver |pBAedeb es, | sto-Pi2 |sone| BLu-GRN 14 [TOP RIGHT FLIPPER oe) RERELAR | vier [sone eLu-auK #15 [LEFT FLIPPER (60v REDIYEL) | ats, GRYYELIA | s10-P1/2 [s00c| ORG-GRY | fit6 [RIGHT FLIPPER (5ov REDVEL)_[ai6 SBLUYEL-E | stot [se0c] _onG-vio z eae #17 |LEFT SLINGSHOT air BRN zvoc] viosan | v7.p2 (,,22000,/ je lou suncsHoT ow) [omy aoc] Wio-nED | wre [25800 -| #19 [UPPER RIGHT EJECT aie! BRN zoe] vioone | rea (20,200, }#20 [GARAGE DOOR (EJECT) 020 peat BRN zoo] wo-ver_ | v7re_| 26,1200 Je2t [FLASH: POPS CLEAR zt | Driver | ona “Jenoe! viocrn | ure7 _|*eeeub! #22 |FLASH: RRAMP RED oz] y | one femoc) vioewu | sre | eeu #28 |FLASH: F.RAMP ORANGE oes ona vionu | rea [#205 5ub '#24 |OPTIONALCOM | RED j witeny | arpa | OP-Sy. fe pats santero Per TC 1725 |FLASH: ITCHY 26 ORG | vePIO \20-00) BLKSAN | ve-p1 | "05 Bu i726 [FLASH: SCRATCHY ee #27 |FLASH: HOMER HEAD on] orc | veri |2n0c| eLKona | vers | #6 Sub) nae [FLASH: COUCH cas] YO, | ona | veri [ave] puxven | vers [ieee '#29 [FLASH: COMIC BOOK GUY as] Driver | ORG | 6rI0 200c| BLKGAN | uses [#05 SUD #30 [DROP BANK TRIPS oy BAN | s7Pt [awoe| eux-buu | vere | {1280 #01 |FLASH: UPF ORANGE ast ‘ong | ve-rta [aoc] aLKvio | v6-r7 | '0o Sd 132 |FLASH: UPF RED 02 onc | veri 200c| pux-cry | vera | #206 3uD ok a a a a TF aa aa yea AUX: LEFT UP/DOWN POST. pea [AUX 2: CENTER UP/DOWN POST eee AUX 3: RIGHT UPMOWN POST | aa Section 3, Chapter 2 S Go To Page 20 Diagnostios Menu Backbox 1/0 Power Driver Board Detailed Wiring Diagram py sucann fn [mea SASS 28a ce BEB on moO Aig eae exo _forsot SER = a set. Saat tee) | Se {rrp} BRN20V De Low POWER Sa [| woam _ 23% enn] cag g 5 |sluonm feign} Sts ats: 7 2 Th pve feat at : wover__faeznot Bo a EB ST 20 ee se me 5 perros) lay fame, apie & a come Ee axwaeo _ {76-"200} ten oat BRN 20v DC ra 3 Ey C3 | snore frastosat fost » _fostinnt BOR e Blew, Sa teot SBh ie te 7 3 swsix 123T100) Fh UYEL OM | naceameneen, BI 17 tn oy ate 2 au H Go To 9 Section 3, Chapter 2 Diagnostics Menu @aithy Page 2 Go To Lamp Menu To initiate, from the DIAGNOSTICS MENU, select the "LAMP" /con with either the Red "LEFT" or Green AHP] "RIGHT" Buttons and press the Black "ENTER" Button. Controlled lamps are configured in and 8 x 10 =FLEE! Matrix of Columns (Lamp Drives} and Rows (Lamp Returns) with up to 80 lamps possible. The Lam ‘Test Menu consists of four (4) parts: Single Lamp Test, Test All Lamps, Row Lamp Test & Column Lamp Test. Fee, Single Lamp Test To initiate, from the LAMP MENU, select the "ONE" icon with either the Red or Green Buttons and OME | Press. the Black Button. Select either the *-" or "+" Mini-fcons. Start with the "+" Mini-icon to start the. == manual Single Lamp Test from Column 1, Row 1, Switch 1, Press the Black Button on the "+" Mini-Icon, as each lamp is selected, the Pa light at it's location on the playfield as well as the display, indicating the Lamp Matrix Grid Position (below), lamp name wit 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 particutar jamp, select the “RUN" Mini-/con and press the Btack 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. (EE Test All Lamps To initiate, from the LAMP MENU, select the "ALL" Icon with either the Red or Green Buttons and press ALL the Black Button. If sti in Single Lamp Test (or any 1 of the 4 tests), select the "PREV" Min-icon to relum to LAMP MENU or solect either of the "<<" of ">>" Mini-Icons to move through the tests, keop activating until Test All Lamps is displayed. The display will indicate ALL LAMPS ON and the lamps on the Playfield will be ft, alternating between the rows in the Lamp Matrix Grid. Row & Column Lamp Tests To initiate, from the LAMP MENU, solact the "ROW" or "COL" Icon with either the Red or Green Buttons and press tne Blaek Button. sili a previous tes, solct tne “PREV” Minoan io return to LAMP MENU or select either of the "<<" or ">>" Mini-fcons to move through the tests, keep activating until Row oy Column Lamp Test (whichever desired) f iplayed. In this test, each set o lamps ineach Row or | Column of the Lamp Mairix Grid (respective fo each test wil ight-up on the playfield and is indicated in the display. LAMP MATRIX GRID "ale " Sesee BW ste anf es a Psias, [ecm Daag (rans ron Pere fioee sass mee BD as nnn BI sobs SIR | ase | ase | th | Sate pf ois BB ‘ie ene : Ic ME [Care 58560 BY 4555 Bao DaneDev. | DAREDEWIL ‘G0P8 [By acuteor Le "auitecn sssan A ts5e scree | AgHTRMe HEA | SRB Tre x Ee? ‘+5556 +5000 oo 2xsoonIne | KimkeyarT | GaaAGe | CLEANTHE AviceMaNt | "MUARY UP” | SRAgHT GaehGe 555 gaaace, | FuGytOoRart aR UP 555005 555805 MLLOOP AHHOW. 555 ub 5B SBE 158m ‘oTfgseus | exewenteny | cunry rusty | FlGHT ORBIT “ours | xaconNe | saicjto=) HURRY U2 ‘5580 co snou Usa MAGGIE BART ory som EY tess bab ght Lock, SUPER AB 06 sours) BB} AcirOr_ Geeniz BY Geertz FE Geet (ED) HONE WLU’ | (ED wGeuN |” (ED, BARTS CE ISRYRS | OER onsS | Cate” | RK jon , Chapter at a Chapter 2 Stoo Py : GA @ czaeio wore tans rts te te Pe i arena nb as VAY IYTLLUIV IPI IIIT TS Typical Lamp Wiring & Schematic Bulb Types used for Lamps a Ppee abe? = f= UMMM AII DAM =Lomps mowrein the Cabin Lamp Pat Note: #556 Bub Gia 16550200. #44 Eu Clear = 165500048. Se Sacto $, hep, Pats ld. & Location, Pages 72-74 more deals on bubs 4 ‘and con {an Fart, Ginn cds atc 0 FC, DRIER. Sun Chap Pind Cul Bou (PB) Ps Some Lamp Diodes ar oeted under the plafledon Tora! Sipe OTS: Boe Qn Temna Sip o DODB: Die Qn Dots Boon (ah fous bela oe Go To Diagnostics Menu Section 8, Chapter 2 Gxaky Page 23 =y] Test Flash Lamps COIN DOOR 1S OPE i Eat | Tonto, tom the DIAGNOSTICS MENU, slat ne "ELASHT PLAYE TELE HIGH POWER icon with either the Red "LEFT" or Green “RIGHT” Buttons H and press the Black "ENTER" Button. Atter selecting this con |_COIN DOOR INTERLOCK the espa wllinceata CYCLING FLASHERS, The Fash Lamps il PULL OUT the Power Interlock Suitch cyele continuous unt the testis exited, This fost allows the technician for operatic : {Besely spot any bumed-out bubs and replace thom. Flashers tested _‘0" oPeration with the Coin Door open. are Flash Lamps in Positions: Q1-032 and in {his game Flash Lamp(s) are in Position(s): 021-028, 025-028, 081-082. Clear Ball Trough COIN DOOR 1S OPEN Tinta tomine paanosTics MENU, wectescin | PLAY CAIRO BY nn SLE rd press the Black “ENTER” Butlon, ThisMonu s proveed | COIN DOOR TNTERLOCK {o allow the technician a simple method of removing the balls from the PULL OUT the Power Interlock Switch trough and also, to test functionality of the trough, ensuring proper tough for operation with the Coin Door open. opefation, Attor selecting this /con the display will show a graphic of the ball trough with balls in the trough with its corresponding switch number. Seleot the “RUN” Mini-leon to eject the ballin the first position. Simultaneously, the cisplay and the playfield will eject the ball to the Trough Up-Kicker, gjee tom th Trough Up-Kicko int the Shooter Lane and wi be ejectad onto the played wher the techrician ‘can easily retriove the pinball or allow the ball(s) 0 re-enter the trough to continue Clear Ball Trough Test. AA CAUTION: Continuous use of above test may overheat the Trough Up-Kicker Coil. Ak feq| Technician Alerts FLAYFIED STATUS | i ‘Wo iniiate, ftom the DIAGNOSTICS MENU, select he Tech” [POSSIBLY BROKEN SHITCH {con vith either the Red "LEFT" or Green "RIGHT" Buttons ‘0 SHOOTER LAHE and press the Black "ENTER" Button. This Menu is provided (EREMGUITIS to show any switch problems and/or missing pinballs. After selacting this PLAYFIED STATUS icon, the display will indicate any or all of the following categories: star POSSIBLY BROKEN SWITCH, CHECK SWITCHES or HYPER- CHECK SWITCHES SENSITIVE SWITCH (Sw. #16, Shooter Lane, is used as an example). aefl2 SHOOTER LANE if more than one switch is reported, the Switch Number and Name wil PREWOUITIS :ycle within the category, and then wil cycle the categories. To return to ihe DIAGNOSTICS MENU, select & activate the ‘PREV" Mini-icon. PLAYFIED STATUS HYPERSENSITIVE SWITCH Switch Detection ‘02 SHOOTER LANE (BREMOUETS [Ouring game play, activation of switches and operation of coils with Jassociatod switches are monitored. In programming, every switch 's given a minimum & maximum value based on ine game. The switches are monitored every 5 minutes of game play with a “sliding window” of 15 minutes. Ifa Lswitch is determined to be faulty, game play is compensated. 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 fo lack of usage and not because they're broken. This can happen, ita switch Is located in a “hard” shot position, and the players are not making the shot. Game programming wif sti! compensate for this unplayed switch. Switches noted as CHECK SWITCHES are determined to be stuck closed ‘or open depending on switch usage. Free up the switch actuator, adjust or replace if necessary, Switches noted as HYPERSENSTIVE SWITCH means just that, the switch should be readjusted or replace if necessary. Determination of switch usage can be check 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 10 commonly used switches for comparison. After any switch is checked and repaired or replaced, i's suggested to test the switch in the PLAY TEST MENU (s09 the next page) o” Single Coll Test reviewed ease in his chapter, Page 18) whore tne associated coll to the switch can be tested as well. After correcting the problem, the switch will stil be reported until the game is played and the switch is again monitored as specified above. Only you can determine ft a switch ‘getting reported is bad or ifthe switch fs currently not getting actuated during game play. Coils are not reported in Technician Alerts, however, if a faulty switch is the culprit, the switch will then be reported. This display is shown OPERATOR ALERT! momentarly during Game Mode or Power-Up to alert the operator ota #2 AUTO LAUNCH coll malfunction (coll doesn't energize or coil fires a multiple number of fines) OPERAVOR ALERT! works by montorng any swrtonacivates [__COTL MALFUNCTION _ ccail that has the potential to trap a ball when disabled (e.g. in the Auto Launch, Scoop, Eject, etc.), This alert can also appear if a switch associated with a coil (e.g. #16 Shooter Lane & #2 Auto Launch) is stuck closed (caused by a switch jam or stuck ball); the CPU/Sound Board will activate the coil pproximtatoly ten times and it the switeh remains closed, the game wl PLEASE CHECK Spay slot PLEASE CHECK TRGHREPORT wi beshonm TECH REPORT. splay alert PLEA: ‘ibe shown, H 7 Technicians Alerts continued PORTALS->DIAG->TECH on the next page. Ja Go To Section 3, Chapter 2 = Diagnostics Menu Page 24 in Alerts Continued PLAYFIED STATUS Techni fa ‘While in Technician Alerts Menu, if the following is displayed, the PINBALL MISSING Jame has detected 1 or more pinball(s) missing and has compensated {ortho lost pinball) to provide normal gare pl BREGUET Important: Determine where the pinball is! Do not add pinball(s) unti it is determined the pinballfs) are indeed missing and not jus stuck. I pinballs) are added, andi tho original stuck pinball has freed sel, 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). Pinball Detection During garo play, a ball ean get tapped or stuck, I aor approximately 1§ seconds of inactiyty o no gcring,” Ball Search is started. Note: If the pinbal is in the Plunger Lane or “held” on the flipper, no Ball Search will performed. The game will perform one Ball Search in an attempt to “find” or free-up the pinball. ithe game does not se a switch closure (ndeating the pinbal Has not been found), tne olowing splay wil appear wih 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 LOOKING FOR Competition Mode; Ball Search will continue until the pinball is found, PINBALLS unstuck andior replaced manually). The display wil momentarily PLEASE WAIT 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, i each sultfers the same fate of a ball rap. if all balls get trapped, the game cannot be played or started unti the situation is recified. PLEASE CHECK Until any missing pinball is returned to play, the game upon Power-up, TECH REPORT ‘opening the Coin Door or exiting Portals”, will continue to momentar - - ‘splay the folowing along with an aude sound) PORTALS=>DIAG->TECH ee Service Phone # ‘To initiate, trom the DIAGNOSTICS MENU, select the "SERV" Icon with either the Red "LEFT" or Green [EERY| "RIGHT" Buttons and press the Black “ENTER” Button. AMtr selecting this fcon the capiy wi EET indicate a phone number to call if technical assistance is required (In USA Code: 1-800-KICKERS). [fi] Begin Play Test (+= To initiate, rom the DIAGNOSTICS MENU, select the "PLAY" Goin poor Ts OFEN rose en [oon with either the Red "LEFT" or Green "RIGHT" Buttons FLAY and press tho Black "ENTER" Button. Attar selecting this fon |_COIN DOOR INTERLOCK the technician can test cortain play functions to ineure all switeh activated PULL OUT the Power Interlock Switch cols function without entering game pley. For exemple, by roling the ball for operation with the Goin Door open ver the Shooter Lane suitch, the Auloplunger should fre. It kicks to early oF too lato, the switch actuator should be adjusted to compensale for this erro. I it als to fre, use the Switch Testor Coll Test to help detormino the caus of th failure. During this function, similar tesis may be performed on the "ejects", Slingshots, Vertical Up-Kiekers, Pop Bumpers, et, in tho game. For unique Play Test {unetions, select the TVTEST eon in the DIAGNOSTICS MENU. |Fire Knocker 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 igtaly mastered "knockers sounded. Sound / Speaker Test ‘To initiate, rom the DIAGNOSTICS MENU, select the "SPKR" [con with either the Red "LEFT" or Green "RIGHT" Buttons and press the Black "ENTER" Button. The BSMT 2000 Sound System produces (ue digital stereo sound from Backbox & Cabinet Speakers or “Mono” on the Cabinet Speaker (when used by itself). After selecting this icon, select the "or "+" Min/-lcons and press the Black "ENTER" Button to activate the first test. Repeat to visually see & hear all tests. Solact the “RUN” Mint-Icon to activate the test chosen without moving to the next test. Note: During Sound Tests, the display shows the speaker identitcation and the corresponcing sound|s). The ‘sound functions alfow verification that both channels are functioning properly & that the speaker connections are correct. Sound / Speaker Test continued on the next page. Stes. Section 3, Chapter 2 @aeike Page 25 Go To Jy Diagnostics Menu. Sound / Speaker Test Continued Speaker Phase Testing 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 willbe 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 Sing, 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 speater 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 connacted to the negative (-) terminal 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. eee ae ‘Speaker Test Sound/OPSYS EPROM (Loc. U7) Level 1-3+ (Music Test) Voice ROMs: 1 (U17) 2 (U21) 3 (U36) 4 (U37) ‘Speech Pattern 1-3+ Note: For ROM Locations, see Page DR. @. For ROM (Summary Table) see Page DR. © in the "Find-It-In-Front: Dr. Pinball Section". Voice ROMs (U17, U21, U36 & U37) which are MB must have a Jumper at W6 on the CPU/Sound Board to function properly. Begin Burn In Initiate, from the DIAGNOSTICS MENU, select the "BURN" (con with elther the Red “LEFT” or Green RIGHT” Buttons and pross the Black "ENTER" Button. Aftor selecting this icon the Begin Burn-in Testi start At this stage the game wil exercise all CPU 0 Functions (Dot Matrix Display Test, Coll festing, Lamp Testing, Sound..., otc.). This is provided to constantly exercise sounds, coils, etc... Cumulative, Burn-in minutes will be displayed. Note: To reset Buin-In minutes to 00 see Section 3, Chapter 6, GO TO RESET MENU, Factory Reset. Caution: Performing a Factory Reset will eset all other information as well. E=]/ Dot Matrix Test THAT | 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. The display wil immediately illuminate & cyole for 1 pass of each test continuously for each of the following tests: -oag} eto] at 7. Illuminates 1 vertical column of dots, turning it off & illuminating the next column, until each column has been individually it, while the other columns are off. 2. lluminates 1 horizontal row of dots, turning it off & illuminating the next row, until each row has been individually it, while the other rows are off. 3._Iluminates all the dots, except for one column trom left to right. 4,_Iluminates all the dots, except for one row from top to bottom. '.__Illuminates every other dot it in both the rows and columns. ‘Note: Pressing any button will exit the test & return to DIAGNOSTICS MENU. Dot Matrix Display Explained The display ullizes a Micro-Processor Control Board mounted in piggyback fashion to the Dot Matrix Display (128 X $2) 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 conirolled 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 communioation between the CPU and the Display Controller Board. The Drivers for the rows and columns are provided on 5 surface mounted integrated circults on the Dot Matrix Display Driver Board. Go To Diagnostics Menu Section 8, Chapter 2 Page 26

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