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Gottlieb THE PREMIER NAME IN PINBALL = = ‘SUPER MARIO BROS. LICENSED BY PREMIER TECHNOLOGY ‘UNDER AUTHORIZATION Techi nology INSTRUCTION MANUAL GAME #733 (3 BALL GAME) INSTRUCTION MANUAL PARLE OF CONTENTS. SECTION PAGE(S) T. TNSTATTATTON...... eed II. GAME PLAY AND SCORING. eases! XII. TEOT MopE I. SELF-TEST... eee eee eee ooy, II. BOOKKEEPING. a III. GAME ADJUSTMENTS...-.+.++4+4++4+7-15 IV. BURNIN... ee ee eee ee eee ee eee eee eS beet eee ee ee 16922 IV. THEORY OF OPERATION.. V. GENERAL INFORMATION......-+ 0.200004 +24-26 VI. WIRING AND SCHEMATIC DIAGRAMS. VII. PARTS INFORMATION... QROUPLECHOOTING CUIDE..- VINSIDE BACK COVER GAME PROM: DISPLAY PROM: SOUND PROMS: (TYPE 26¢512) (TYPE _27C020-25) (TYPE 27€256) (TYPE _27C020-25) 733 /GPROM 733 [DSPROM 733 /DROML 733/AROML 733/YROML 733 /KROM2 NOTE: ANY PROM CHANGES DURING PRODUCTION WILL BE INDICATED BY A REVISION NUNBER FOLLOWING THE GAME NUMBER. CONSULT YOUR DISTRIBUTOR FOR ANY PROM CHANGE UPDATE. Premier Technology 759 INDUSIHIAL DHIVE BENSENVILLE, IL 60106 1-708-350-0400 TELEX 219008 PRM, FAX: 1-708-350-1097 (©1992 PREMIER TECHNOLOGY THE PREMIER HOTLINE ‘COPYRIGHT ALL RIGHTS RESERVED 1-800-444-0761 Premier’ ADDENDUM ATTACH TO AND A PART OF. SUPER MARIO BROS. (GAME #733) INSTRUCTION MANUAL GAME AS SHIPPED VARIES FROM THE INSTRICTTON MANUAT. AS PRINTED. CORRECTED PAGE 14 48) EACLAMATION ROUND Scoring sequence during the exclamation round. EASY = 3,000,000 = 5,000,000 - 16,006,000 ~ 10,000,000 ##* MEDIUM = 1,000,000 - 2,000,000 - 3,000,000 5,000,000 ~ 10,000,000 ~ 10,000,000 HARD = 1,000,000 - 2,000,000 - 3,000,000 5,000,000 - 16,000,000 - ctart from 1,000,000 again. 49) QUICK-SHOT MAXIMUM Scoring Limit ror quick snot. EASY = 20,000,000 +x MEDIUM = 10,000,000 HARD = 5,000,000 and disable Extra Ball award. ADDED TO PAGE 15 57) CAVE EXTRA ‘BALL Sets amount of time units that the cave extra ball remains lit. The second and third values take effect after the first and second extra balls have been collected respectively. tee EASY = 8, 4, 2 MEDIUM ='6,/3, 2 MARN = 4, 5,5 58) TOP HOLE 20,000,000 e* EASY = Lit’until end of ball in play. HARD — Lit until collected or end of ball in play. CORRECTED PAGE 12 Add names for game adjustment steps 57 and 58 as shown above to the Test Mode Flowchart. FORM NO, PT 7-6-92 29327 Premier’ ADDENDUM Tecnnsiogy ATTACH TO AND A PART OF SUPER MARIO BROS. (GANE #733) INSTRUCTION” MANUAL, GAME AS SHIPPED VARIES FROM THE: INSTRUCTION MANUAL AS PRINTED. CORRECTED PAGE 32 Output of A1P3 should read "TO A8P3 DISPLAY CONTROLLER" CORRECTED PAGE 46 Added note. "C29 and C30 are mounted on foil side of board". CORRECTED PAGE 48 VR1 should be 1N4759A @ 62V. Alco, output D2-8 ehould he +42V CORRECTED PAGE 49 Dot Matrix Dispiay cnangea to part no. 29191. Input at A4J1-2 should be -100VDC. CORRFCTEN PAGE 58 Voltage output at pins 13 and 14 of C-28957 transformer should be SOVAC. CORRECTED PAGE 59 ‘Tweeter speaker capacitor C1 changed to 10uf, non-polarized, part no. XO-1168. CORRECTED PAGE 61 A9P10 pin numbers 1,4,2,5 should be pin numbers 2,5,1,4 respectively. THE FOLLOWING CHANGES ARE INCORPORATED ON ALL GAMES STARTING WITH SERIAL NO. 90501 CHANGED PAGE 67 ZTEM 17, UPPER FLIPPER ASSEMBLY, PART NO. MA-1790B ITEM 53, LEFT FLIPPER ASSEMBLY, PART NO. MA~1790 ITEM 54, RIGHT FLIPPER ASSEMBLY, PART NO. MA-1791 CHANGED PAGE 12 LEFT FLIPPER ASSEMBLY, PART NO. MA-1790 RIGHT FLIPPER ASSEMBLY. PART NO. MA-1791 ITEM 7, FRAME, LEFT SIDE, PART NO. 29158 ITEM 7, FRAME, RIGHT SIDE, PART NO. 29157 ITEM 12, STOP STUD/BRACKET ASSEMBLY, PART NO. 29154 DELETE (3) ITEM 22 AND REPLACE WITH (3) ITEM 5 (10-32 x 3/8" SHCS UNBRAKO) ALSO ADD (3) #10 SPLIT LOCKWASHERS FA~634 FORM NO. PT 5-21-92 29180 SYSTEM 3 OVERVIEW System 3 contains many new features which improve game play and reliability. Some of these features are as follows: 1) Now lithium battery providee data retention for a minimum of 5 years under normal operation and virtually eliminates battery leakage. Also a low battery warning is given in the displays when the voltage drops to the critical level. 2) New interlocking connector system for improved reliability. 3) Use Or High speea cMus Lecimuluyy fur low power consumption and cooler operatio: 4) Improved solenoid driver reliability due to simplified cirouitry and tho wee of Rugged Paver MASFRTS 5) Lamp short protection. 6) Switch matrix input protection. 7) Easy line voltage adjustment on location. 8) Improved bookkeeping functions. 9) New 128 x 32 Dot Matrix Display. 10) Capability for operators to enter their own messages in the attract moae. 11) Use of new SMART SWITCH™ technology which eliminates the use of contact points on switches. Therefore Ue need Cur Cleaning dirty contact points is eliminated. ‘Thie equipment has heen found to comply with the limits for a Class A digital device, pursuant to Part 15 of the FCC Rules. These limits are designed to provide reasonable protection against harmful interference when the equipment is operated ian a Commercial cnvironment, This equipment generates, uscs, and ean radiate radio frequency energy and, if not installed and used in accordance with the instruction manual, may cause harmful interference to radio communications. Operation of this ‘equipment in a residential area 1s likely to cause harmful interference in which case the user will be required to correct the interference at his own expense. A. SET-UP 1. 2. Bolt the legs to the cabinet. Lift Lightbox into an upright position, Be sure none of the cables are crimped in between the lightbox and cabinet. Engage the snap in the rear of the Vighthew fa tha cabinet. To remove the lightbox backglass and gain servicing access to the Bioctrenice panel and the ineert lamp assembly, proceed as follows: UNLOCK THE LIGHTBOX BY TURNING THE KEY A QUAPTER TIN CLACKWTSR. LIFT UP THE BACKGLASS RETAINING BOTTOM ‘TRIM ABOUT 3/4" TO CLEAR THE "H REYALNING CHANNEL UN HE TUF EOGE oF THE DISPLAY/SPEAKER PANEL, PIVOT OUT TOWARDS YOU AND SLIDE THE BACKGLASS owN ANN OUT, CARRFULLY SET ASIDE. REMOVE THE "H" RETAINING CHANNEL, SLIDE THE PLEXIGLASS INSERT UP AND OUT, SLIDE UP AND KEMUVE IHE DISPLAY/SPEAKER PANEL AND LAY FACE DOWN ON THE CABINET. UNLOOSEN THE TWO WING NUTS ON THE LEFT SIDE AND PUSH THE LOCK SLIDE UPWARDS, THIS ALLOWS THE LIGHTBOX LAMP INSERT TO SWING OUT AND FOR GAINING ACCESS TO THE ELECTRONICS PANEL. Secure the lightbox to the cabinet with the bolts and washers provided. 0 REPLACE THE BACKGLASS, INSERT THE DISPLAY/SPEAKER PANEL, ENSURE THAT THE METAL TADS OK THE PANEL MATD INTO THD WOOD RETAINERS, SLIDE IN THE PLEXIGLASS PANEL AND INSERT THE "H" RETAINING CHANNEL. SLIDE THE BACKGLASS UP INTO THE LIGHTBOX, PIVOT INWARDS AND SLIDE DOWN INTO THE’ *H" CHANNEL, TURN THE KEY % QUARTER TURN COUNTERCLOCKWISE TO LOCK THE LIGHTBOX. open the cabinct door and loosen the front moulding locking arm. Remove the front moulding from the vabinet. Slide the playfield glass toward you and remove it, carefully set aside. Raise the playboard and pivot, it upwards and back towards the lightbox, INSTALLATION hold in place and insert the prop stick into the countersunk hole on the underside uf Ue playfield- CAUTION! Use prop stick when servicing under the playrield. 10.Unravel and straighten out the power line cord located at the rear of the cabinet. 11.Proceed to "B. CHECK-OUT". B. CHECK-OUT 2. eleuh Uist all cables are clear of moving parts. 2. Check for any loose wires. 3. Check switches for loose solder or other foreign matter. 4. Be certain all fuses are firmly seated. 5. Check transformer for any foreign matter across terminals. 6. Be sure that the Transformer Panel power input connector Ai2J5, Sorresponds to the supply voltage. 7. Check the setting of the normally open tilt switch on the underside of the playficld, one blade chould be free-floating with a weight on the end. ©. The plumb-bob tilt oan be adjucted by loosening the clip and raising the plunb-bob to increase its sensitivity, or lowering it to Seciease its sensitivity. 9. Lower the playfield into the cabinet. Using the leg adjusters, level the piayiteia and set tne pitch. Recomnended pitch is 6°. 10.Plug the line-cord into a properly Grounded 3-wire receptacle ONLY! 11.Refer to Section III to make all necessary game adjustments. 12.Re~install the playfield glass, front moulding and lock the pabinet dane 13.CAUTION! If this game has been ‘Subjected to extreme cold, allow to warm up to room tomporature. . COIN METER (OPTIONAL) A 412vdc mechanical coin meter may be installed by the operator to count total coins accepted by the machine. The coin meter leads should be soldered to the lugs on the terminal strip mounted inside the front door on the right side (see Figure 1). If the coin meter ic polarized, the positive lead (red) should be attached to the lug that has the cathode (banded) side of the diode attached to it otherwise the leads may be attached in any order. The COIN METER adjustment must be set to on and the following four adjustments should be set to tne number of pulses (counts) required for each coin denomination used. NOTE: Make sure that the GAME MODE adjustment is not set to either REPLAY + TICKETS or TICKETS ONLY (see Game Adjustments section). D. TICKET DISPENSER (opTIONAL) ‘This machine is equipped to easily interface to the Deltronic Labs #0L-4-S-8 ticket dispenser with the outside mounting option. To install the dispenser, first locate the five partially drilled holes on the inside of the cabinet on the right side (see Figure 1). The four holes are for mounting the cabinet with #10 X 1-1/4" carrlaye bulls. The "D* hole is for INSTALLATION cable access to the unit. Drill the "A" holes out from the inside of the cabinet using a 13/64" drill pit. Drill the "B" hole out from the inside of the cabinet using a 1” drill bit. The GAME MODE adjustment io uscd to set whether to dispense a number of tickets along with each replay awarded (PEPIAY + TICKETS) or to dispense a number of tickets in place of each replay awarded (TICKETS ONLY). The TICKETS TO AWARD adjustment is used to set the number of tickets to dispense for each replay awarded (see Game Adjustments section). NOTE: Make sure that the COIN METER adjustment is set to off when using a ticket dicpencor E. BILL ACCEPTOR [oPTIONAL) B® DLL acceptor van be easily interfaced electrically to this machine. The two unused 522 (green-red-red) and 622 (hine-reA—red) center chute switch wires should be attached to the switch output of the bill acceptor (see Cabinet /Lightbox Schematic Diagram). The line voltage plug located inside the cabinet on the right side can be used for supplying power to the unit. une Cenvex CHUTE SETTING adjustment can then be used to set the number of credits to be issued for cach bill accepted. PLAYFIELD PROP STICK KNOCKER, ASSEMBLY urine oF Ticker O1SPENSER ar cs LINE VOLTAGE OUTLET FOR BILL ACCEPTOR FIGURE 1. 1 ll. GAME PLAY AND SCORING KICKING RUBBERS SCORE 90. TOGGLE TURTLE SHELLS IF NOT IN A ROUND. POP BUMPERS SCORE 3000 OR 1,000,000 BUMPERS ROUND. WHEN IN MEGA- TOGGLE TURTLE SHELLS IF NOT IN A ROUND. UPPER PLAYFIELD HOLE SCORE 200,000 OR 20,000,000 WHEN FLASHING. SCORE ! VALUE WHEN IN ! ROUND. AWARD QUICK-PICK WHEN KEY IS FLASHING. UPPER PLAYFIELD SPOT TARGET (YOSHI) SCORE 3000. ADD 500,000 TO YOSHI’S BONUS. FLASH FEATHER TARGET FOR A TIME IN A ROUND. IF NOT HITTING TARGET TWICE CONSECUTIVELY WHEN NOT IN A ROUND FLASHES THIS ‘TARGET. SCORE 3,000,000 WHEN FLASHING. COLLECT YOSHI’s —_couNTDOWN YOSHI'S COUNTDOWN ROUND. wuEN IN ADVANCE 1-2-2-4 WHEN 2 TS FTASHTNG RIGHT RAMP SCORE 100,000 WHEN MARIO IS NORMAL OR 500,000 WHEN MARIO IS SUPER. ‘and 100 TENDS A ia Patrt COMPLETE 1-2-3-4 WHEN 4 IS FLASHING. SCORE ! VALUE WHEN 1N : OUND. ADVANCE S-U-P-E-R WHEN LIT. POP BUMPER SPOT TARGETS SCORE 30,000. SCORE | VALUE WHEN IN | Pntwn ADVANCE SHELLS WHEN LIT. LEFT RAMP SCORE 3000 UNLIT. SCORE QUICK-SHOT VALUE WHEN FLASHING. ADVANCE 1-2-3-4 WHEN 1 IS FLASHING. acorn } VALUE WIN IN} ROUND. LEFT HOLE SCORE 50,000. TOGGLE TURTLE SHELLS IF NOT IN A ROUND. AWARD RONUS CHANCE WHEN LIT. ADVANCE $-U-P-E-R WHEN FLASHING. AWARD QUICK-PICK WHEN KEY IS FLASHING. AWARD MULTIBALL WHEN FLASHING. LEFT RAMP SPOT TARGET SCORE 100,000 OR 5,000,000 WHEN FLASHING. i. GAME PLAY AND SCORING BECOME SUPER MARIO IF FAST-FLASHING. LIGHT FUSE DURING BOMB FLASHING. ROUND WHEN CAVE SPOT TARGETS: SCORE 30,000 OR AWARD EXTRA BALL WHEN FLASHING. ADVANCE COIN ROUND. snguencn Ir NOT IN A COLLReT TaITaT/S com RONTS TR TW LUIGI’S COUNTUP ROUND. LIGHT BONUS CHANCE LAMP IF NOT IN A ROUND. LEFT RETURN SCORE 50,000. ADVANCE BULLET SEQUENCE. RIGHT RETURN SCORE 50,000, FLASH QULCK-SHOY WHEN LANE 18 Lit. LEFT OUTLANE SCORE 200,000 UNLIT. SCORE 20,000 AND KICK BALL BACK INTO PLAY WHEN INVINCIBLE IS FLASHING. SCORE 20,000, KICK BALL BACK INTO PLAY AND FLASH KICKSAVE FOR A TIME WHEN KICKSAVE IS LIT AND INVINCIBLE IS OFF. IF MARIO IS SUPER AND KICKSAVE HAS BEEN USED, THEN GO BACK TO BEING NORMAL MARIO, UNLESS INVINCIBLE. RIGHT OUTLANE SCORE 200,000. CONTINUE PLAY BY RELEASING A BALL TO THE SHOOTER LANE AND KICKING IT BACK INTO PLAY. CASTLE SCORE 500,000 UNLET. COLLECT JACKPOT WHEN IN MULTIBALL. COLLECT EXTRA BALL IN CASTLE ROUND. COLLECT SPECIAL WHEN FLASHING. DESTROY A CASTLE WHEN FLASHING. RIGHT HOLE, SCORE 60,000. AWARD MYSTERY WHEN LIT. ADVANCE S-U-P-E-R WHEN FLASHING. AWARD QUICK-PICK WHEN KEY IS FLASHING. RIGHT LANE ROLLOVER SCORE 50,000. LIGHT RIGHT HOLE MYSTERY WHEN LIT. ADVANCE 1-2-3-4 WHEN 3 IS FLASHING. SUUKE 1 VALUE WHEN IN 1 KOUND. ADVANCE SHELLS WHEN LIT, OUTHOLE COLLECT YOSHI'S BONUS. ll, GAME PLAY AND SCORING ADDITIONAL FEATURES CATCHUP (IN MYSTERY) PLAYER WHO GETS CATCHUP IS INMEDIATELY GIVEN A SCORE EQUAL TO THE HIGHEST GCORE IN THE CAME. MULTIBALL AND JACKPOT COLLECT PLAYER RECEIVES 2 BALL MULTIBALL IF HE IS NORMAL MARIO AND 3 BALL MULTIBALL IF HE 10 OUPER MARIO. PLAYER WHO ENTERS CASTLE COLLECTS JACKPOT. JACKPOT ADVANCES EACH TIME IT IS COLLECTED. AWARD ,IS 5,000,000 ~ 10,000,000 - 20,000,000 - 40,000,000 ~ 40,000,000. ‘THE | AWARD RESETS 10 5,000,000 TOR EVERY NEW MULPIBALL ROUND. QUICK-SHOT PLAYER RECEIVES HIGHER SCORES/AWARDS EACH TINE NE COLLECTS QUICK-sIl0T DY SHOOTING THE LEFT RAMP. THE AWARDS ARE 1,000,000 = 2,000,000 - 5,000,000 - FRTRA'BATL. - 7-000.000 = 10.000.000 = 15,000,000 - 20,000,000 - 20,000,000. INVINCIBLE (IN MYSTERY) A PLAYER CAN BECOME INVINCIBLE FROM A MYSTERY AWARD. WHEN A PLAYER IS. INVINCIBLE, THE KICKSAVE IS CONTINUALLY ACTIVATED, THE CENTER DROP TARGET BETWEEN THE FLIPPERS IS CONTINUALLY KALSED, AND THE RIGHT OUTLANE GIVES CONTINUED PLAY WITH A NEW BALL BEING KICKED FROM THE SHOOTER LANE. SUPER MARIO A PLAYER WHO ADVANCES S-U-P-E-R BECOMES SUPER MARIO. THIS LIGHTS THE KICKSAVE, RESETS THE CENTER DROP TARGET BETWEEN HE FLIPPERS, AND DESTROYS A CASTLE IF (HE BALL 15 SMUL LNYU THe CASTLE WHILE SUPER. IF THE PLAYER USES THE KICKSAVE OR KNOCKS DOWN THE CENTER DROP TARGET, THEN HE RFUFRTE RACK TO NORMAT. MARTO, THEN, THE CASTLE IS NO LONGER FLASHING FOR ‘DESTRUCTION. THE FEATHER LAMP FLASHES FOR A TIME WHEN THE PLAYER REVERTS BACK TO NORMAL MARLO. IF HE PLAYER HITS THE FEATHER TARGET, HE THEN BECOMES SUPER AGAIN. HE CAN DO THIS oNeR DER BALL. AMY AWARD RECPIVEN TH a ROUND THAT WAS STARTED WHEN MARIO WAS SUPER IS DOUBLED. BULLET SEQUENCE ADVANCE THE SEQUENCE LEFT RETURN LANE. BY HITTING THE COMPLETING THE SEOURNCE FLASHES THE CASTLE. ENTERING THE CASTLE WHEN FLASHING STARTS THE VIDEO MODE. 1-2-3-4 SEQUENCE COMPLETING THE 1-2-9-4 SEQUENCE PLASIED THE LEFT HOLE FOR MULTIBALL FOR A TINE PERIOD. COIN SEQUENCE COMPLETING THE COIN aEQUENcE rLAsnEs THE CAVE EXTRA BALL FOR A TIME PERIOD. TURTLE SHELL SEQUENCE, COMPLETING THE TURTLE SHELL SEQUENCE FLASHES INK HULES TOK YUICN-FICR. QUICK PICK THE PLAYER CHOOSES TO ENTER A RANDOM ROUND OR SCORE 3,000,000. 4 (Grate en elnino GAME PLAY AND SCORING ROUNDS COMPLETING ALL SPECIAL TOR A TINE BOMB ROUND. LIGHT THE FUSE BY HITTING THE LEFT RAMP SPOT TARGET WHEN FLASHING. AFTER DOING 80, FALL “INTO A HOLE TO SCORE 10,000,000 OR 30,000,000 (SEE ADJUSTMENTS). THE UPPER PLAYFIELD HOLE Dtavo. LIT 70. CONTINUE. coonzNe 20,000,000 FOR THE REST OF THE BALL. YOSHI'S COUNTDOWN ROUND HIT YOSHI'S SPOT TARGET TO COLLECT THE COUNTDOWN VALUE. THE VALUE DOES NOT COUNT DOWN DURING MULTIBALL. LUIGI'S CAVE COUNTUP ROUND HIT THE CAVE SPOT TARGETS TO COLLECT THE COUNTUP VALUD. CASTLE RXTRA RAL. ROUND, ENTER THE CASTLE DURING THIS ROUND TO COLLECT AN EXTRA BALL. ! ROUND HIT THE ! TARGETS TO COLLECT INCREASINGLY HIGHER SCORES. THE SCORES RANGE FROM 1,000,000 - 2,000,000 ~ $,uuu,vuu = $,vuu,vuy = 4U,u0U,uuU — 10,000, 000 ROUNDS LIGHTS THE PERIOD. MEGA-RTIMPFRS ROUND, HIT BACH POP BUMPER TO SCORE 1,000,000. CASTLE FEATURE ENTER THE CASTLE WHEN SUPER MARIO TO DESTROY THE CASTLE. DESTROYING ALL 7 CASTLES AWARDS 0 - 3 SPECIALS. CASTLES COMPLETED ARE REMEMBERED FROM GAME TO GAME. BONUS CHANCE SCORE 200,000 - 1,000,000 - 2,000,000 ~ 5,000,000’ 200,000,000 DEPENDING ON WHAT ‘APPEARS ON THE’ THREE WHEELS OF bonue. 3 SEVENS ~ SCORE 200,000,000 3. OF A KIND ~ SCORE 5,000,000 ANY 3 MUSHROOMS - SCORE 2/000, 000 ? CHERRY CHERRY ~ SCORE 2,000,000 2? CHERRY - SCORE 1,000,000 BILCH SCORE 200,000 il, TEST MODE There are several functions accessible to the operator while in the test mode. ‘Inese runctions are Self-Test, Bookkeeping, Game Adjustments, and Burn-In. Each of these functions will be oxplained in detail later in this section. To enter the test mode, the game must be in the attract mode (aame over). Then depress the Test button located just inside the front door of the game. The operator will be given a choice as to which tunction he wants to access. Pressing the appropriate button will select that function. NOTE: The Test button may be held in to fast forward through the steps of a partienlar fimetion. To exit the test mode or change functions the Slam switch (front door) must be activated or the power must be turned off. . SELF-TEST ' This function will allow the operator to test all the hardware related devices in the game. Each test is described below. ‘A. MEMORY TEST This function tests all memory devices on the Control Board (A1). If all Lhe devices pass Ue Lest an “oR” will be displayed. If a failure occurs, a description of the faulty component will be dicplayed. Then after a short period of time the Game Prom check sum will be displayed. The Credit button can be used to restart this test. B. LAMP CHECK ynis runction wii. riasn aii tne controlled lamps and flasher lamps continuously. This will allow the operator to cacily check for and replace any burned out light bulbs. . LAMP MATRIX TEST This test will allow the operator to single step through and check the operation of cach lamp in the game. The left flipper button will decrement the active lamp number by one while the right flipper button will increment the active lamp number by one. The strobe number and the return numper are compinea to rorm the lamp number (strobe,return) which is’ shown in the display along with a decoription of the lamp. The Credit button can be used to restart this test. Only one lamp at a time should flash during this test. D. RELAY AND SOLENOID TEST This test will allow the operator to single step through and check the operation of each relay and solenoid driver in the game. The left and night Clipper Dullons are used to change the active driver number. The selected driver description and number will appear in the display The Credit button is then used to activate the driver for a short tine period. Solenoid #31 ("Q" relay) is always on during this test so as to provide power to devices such as the pop bumpers and kicking rubbers (see Playboara schematic vlagram). E. SWITCH MATRIX TEST This test will allow the operator to test the operation of all the switches used in the game. If no switches are closed when this test is started, the message "ALL SWITCHES OPEN" will be displayed. If any switches are closed elther before or after this test is started, the closed switch(s) name and number will bo dicplayed. The ctrobe number and the return number are combined to form the switch number (strobe, return). The Credit button can be used to restart this test. F. DISPLAY TEST This test allows the operator to check the operation of the 128 x 32 dot matrix display. The right flipper button is used to advance this test. The first three steps check the different levels of display intensity. Each block that appears on the display should be of lesser intensity than the one to the left of it. when all four blocks appear in the display at the same tine, it is normal to see them slightly flicker. During the next four steps a diagonal pattern is stepped from left to right HL TEST MODE in the display. While in this part of the test every fourth pixel only in each row of dots chould be lit. During the next eight steps another diagonal pattern is stepped from left to right in the display. While in this part of the test every eighth pixel only in each row of dots should be lit. The Credit button can be used to restart tnis test. H. SOUND TEST unis test allows the operator to test the interface lines from the Control Board (Al) to the Sound Board (A6). Every time the right flipper button is pressed, a different tone should be heard from the Sound Board. During each tone, the sound line connection which is being tested will be shown in the display. After the tone stops the sound line which is being tested Will still be kept at a low level (<-8v) until the right flipper button is pressed again or the Credit button ie used to restart the teat. 1. FRONT DOOR TEST This test allows the operator to check the operation of the coin chutes used in the game. Utilizing this function will not affect any bookkeeping values. Fach coin chute closure is categorized and shown in the display. The Credit button can be used to restart this teat. H. BOOKKEEPING The Test button is need to step through bookkeeping. The display will contain a description of each step, the step number, and two different bookkeeping values. The value in the leftmost column represents long term bookkeeping. The value in the rightuwet Colum (in brackets) represents short term bookkeeping. These two values are provided so that the nperatar may compare recent performance with long term performance and then make any necessary game adjustments. NOTE: The left column of the first four steps (coin chute counts) will not be displayed unless the credit button is pressed during that active step number. The left flipper button will allow the operator to reset all of the left Geng term) and right (chort term) bookkeeping values. The right flipper button will allow the operator to reset all of the right (short term) bookkeeping values only. If the R,BOOK AUTO-RESET adjustment is on, the right (short term) bookkeeping will automatically be reset after every 2000 plays (see Game Adjustments). Therefore, the operator doco not need te reset the short term bookkeeping himself unless he prefers to follow his own procedure. Also, this feature will aid in adjusting the game payout percentage to the caliber of players in different locations. If there happens to be a najor error in a long term bookkeeping value the word ERROR will appear to the right of that bookkeeping value. Tu wuisect Luis error the long term bookkeeping must be reset. A description of each bookkeeping step ix given in the tect mode flowchart. ti GAME ADJUSTMENTS This function allows the operator to make any adjustments to his game as nevesbary. A. FACTORY SETTINGS Upon entering the game adjustment section of bookkeeping, the operator is ylven a cholce to idaa all ractory + settings or to single step through the game adjustments and adjust each section individually. I£ ho chocece to enter the factory settings by depressing the Credit button, he will also be aiven a choice of what language to load. By using the right flipper button he may choose the appropriate language and then depress the credit putton again to enter the settings. After the settings are loaded the display should show the meccage “FACTORY GETPINGG LOADED" for a short time and then proceed to game adjustment step 1. At any time during the previous steps the operataer may either exit the test mode or depress the Test button to proceed immediately to game adjustment step 1. i, TEST MODE WARNING Toading the factory settings will affect all previous game adjustment settings. Therefore be careful when selecting this feature. B. GAME ADJUSTMENT STEPS Each time the Test button is pressed a description of the next step appears in the display along with the step number and the current status of that step. Unless otherwise specified, the left and right flipper buttons are used to change the poccible coloctions in each step 1) SCORE REPLAY LEVEL 1 2) SCORE REPTAY LEVRT. 2 3) SCORE REPLAY LEVEL 3 Each Score Replay Level may be set by using the left flipper button to decrement the score and the right flipper button to increment the score. The Credit. button can be to load the factory setting for individual level if desired. If Auto-Percentaging adjustment is Replay Levels 2 & 3 can only be to on or off. If Replay Level 2 is on, the score level will be set to lwo Ciues Replay Level 1. Tf Replay Level 3 is on, the score level will be set to three times Replay Level 1. Thi allows the operatar several combinations of levels in the used each the on, set, Auto-Percentaging mode (i.e. 1, 1 & 2, 1&3, or16&2& 3). 4) HIGH GAME TO DATE 1 5) HIGH GAME TO DATE 2 6) HIGH GAME ‘TO DATE 3 7) HIGH GAME TO DATE 4 8) HIGH GAME TO DATE 5 Bach High Came To Date may be cot by using the left flipper button to decrement the score and the right flipper button to increment the Score. The Credit button can be used to load the factory setting for the displayed level and all those below it. 9) GAME PRICING This step provides a choice of loading a standard setting for a particular country or a custon setting. When a standard setting is selected, the following steps (10-17) are skipped. 10) CHUTE 1 UNITS (L) 11) CHUTE 2 UNITS (R) 12) CHUTE 3 UNITS (Cc) 13) CHUTE 4 UNITS 14) UNITS REQUIRED FOR CREDIT 15) UNITS REQUIRED FOR BONUS 16) BONUS CREDITS 17) MINIMUM UNITS REQUIRED FOR CREDIT Steps 10-17 are used if a custom setting is selected in step 9 (GAME PRICING). Steps 10-13 select the number of units that each chute is worth when a coin is dropped into that particular chute. The value entered far atep 14 determines how many units must be accumulated for a credit to be issued on the gane. Steps 15 and 16 determine how many units must be accumulated for any bonus credits to be issued. A value of zero entered for step 15 will Glsable the bonus ceature. step 17 indicates the number of units required before any credits are iesued (coo Cain Chute Setting Table for examples). 18) COIN METER If set to ON, the pulses to be given for each of the four coin chutes can be defined so that the number of puises tor a given cnute are in relation to the currency denomination. If set to OFF, steps 19 22 will be skipped. 19) CHUTE 1 PULSES 20) CHUTE 2 PULSES 21) CHULE 3 PULSES 22) CHUTE 4 PULSES The four steps above are used to set the number of pulses to be issued for each of the four coin chutes. 23) 2 COIN BUY-IN BONUS At the end of a game a 10-second timer is initialized allowing each plaver that participated in the previous game a chance to purchase 1 credit for each coin inserted. 24) camm rorennr ravour This step is used to set the game payout percentage used when the Auto-Percentaging adjustment is on. ‘The value entered for this step is compared to the value calculated by dividing total replays by total plays (see Bookkeeping section). Total Il. TEST MODE COIN CHUTE SETTING TABLE coin chutes Chute Adjustment steps country Left Right Center Playe/coin(s) ios ao 1142 13 14 15 16 17 ‘USA -25 625) $2 1/.80, 2/.75, 3/$1 03 03 12 00 04 00 00 00 USK (Custom) 180, Wer my At na an a? Aa mt on 3.25, 4/81 (02 02 04 00 01 00 00 00 1/.25, 5/S1 01 02 04 00 02 04 01 00 i 1{ .20 2 §2 = | 2/3e.20, 2/81, 5/32 02 10 20 00 05 20 01 00 ana 2 +2000 $2 $2 cl 1/5x.20, 1/$1, 3/$2 01 05 10 00 05 10 01 00 \ natin err 20rr ore — | 2/20Pc, 2/40Fe, 2/s0re | 02 04 20 00 04 20 03 00 canada 28 $1 == | a/.80, 27.75, a/ea 03 12 00 00 04 00 00 00 canary Telands| 25P 100P - | - | 1/25P, 4/100 Pesetas ©1 04 00 09 02 00 00 00 Denmark kr 10K - —- «| 1/3xiKe, 4/10 Kroner 01 10 00 00 03 10 01 00 Finland Sika ‘1Mka Bae : 1/3x1 Markka, 2/5 Markkaa! 10 02 00 00 05 00 00 00 a | are se tore | asamie, 2/sre, s/sore | 02 10 20 00 05 20 02 00 France a iPr SFr 10Pr - 2/SPr, 4/10Fr, 9/2x10Fr 02 10 20 00 05 40 01 10 oe are 5Pr 10Fr - 1/sFr, 3/10Fr, 7/2x10Fr 03 15 30 00 10 60 01 15 Germany SoM 20M DM | 1/10, 2/20M, 6/5 D-Hark | 08 02 01 00 01 05 01 00 Tealy soor soon - - | 2/500 Lire 01 01 00 00 01 00 00 00 voor 00% ~ | 4/800 xen, a/2nt00 ren | 02 01 00 00 01 oz vi wo New Zealand +20 .20 : - 1/20 Cents 01 01 00 oO on 00 00 00 Norway Sk 10kr ~~~ ‘| 1/SKr, 2/10 Kroner 01 02 00 00 01 00 00 00 Spain soop 100P - - | 1/100, 6/500 Pesetas | 05 01 00 00 01 05 03 00 ‘Sweden aor skr =~ aRe | 1/SeiRe, 1/sKr, 2/10Kr | 10 05 00 01 05 00 00 00 switewiana | are see zee - | ayure, sare, 1/2 vrance | ui 07 05 00 01 00 00 00 United it ae SOP 20P = 10P. 1/3x10P, 2/50P, 4/1 Pound) acer 2 1g SOP 20P = 10P- 1/S0P, 3/1 Pound q Universal - i ae 1/1 Coin 01 01 00 00 01 00 O00 a0 I. TEST MODE replays include all replays won from beating the score replay level, achieving a new high game to date. winning a playfield special, and all match replays. When the GAME MODE adjustment is set to Add a Ball this setting refers to extra ball percentage rather than eplay percentage. The value entered in this case will be compared to the value calculated by dividing total evra halig won by total plays (see Bookkeeping section). ) HATCH PERCENT PAYOUT This step is used to set the match payout percentage. If this step is set to zero, the match will be disabled. NOTE: The resulting value from eubtracting the value entered for this step from the value entered for the GAME PERCENT PAYOUT adjustment indicates what percentage is left for any other means of winning a replay during a game. 26) HIGH GAME REPLAYS This step is used to set the number of replays to award when the highest game to date hae been Beaton. 27) MAXIMUM CREDITS This step sets the maximum number of credits allowed on the game. 28) TILT WARNINGS This step sets the numper of tilts allowed before the current player's ball in play is terminated. 29) BALLS PER GAME This step sets the game to 3-ball play or Shall play. 30) GAME MODE This step allows the game to be played in Keplay, xeplay + vickets, Tickets Only, Add a Ball, or Novelty mode. In Replay mode all Specials and replaye are allowed. Replay + Tickets mode is the same as Replay mode with the addition of one or more tickets to be issued (TICKETS TO AWARD) alona with each replay. In Tickets only mode one or more tickets will be issued in place of each replay won. In Add a Ball mode all Score Level Replays and Playfield Specials award an extra ball in place of a replay. Also the Match and High Game To Date awards are disabled. However, after the Add a Ball mode is selected, the PLAYFIELD SPECIAL, MATCH PERCENT PAYOUT, and HIGH GAME REPLAYS adjustments may be individually set whatever setting may be deoired. In Novelty mode all Specials and Extra Balls award 50,000,000 points and the Scare Replay Levels, Match. and High Game to Date awards are disabled. NOTE: Tf eiluer Uw Replay + Tickets or Tickets only setting is selected do not set the COIN METER setting ta an 31) TICKETS TO AWARD This step allows the operator to pel Ue tuuber uf Lickels lo award, when a replay has been won. This setting will only apply when the CAME MODE ic cot to oither Replay + Tickets, or Tickets only. 32) LANGUAGE This step allows the Test Mode steps to be displayed in English, German, or French. 33) AUTO-PERCENTAGING If this step is set to on, the Score Replay Levels will be adjusted periodically so that the Game Percent Payout setting will match the actual Replay Percentage displayed in Bookkeeping. NOTE: If the GAME MODE is set to Add a Dall, the Extra Dall Percentage in bookkeeping is used in place of the Replay Percentage. 34) REPLAY LIMIT This step may be set to no limit or one per player per game. 35) HIGH GAMES 2-5 This step will determine if High Gamee to Date (2-58) will be caved or erased when power is turned off. 36) ATTRACT SOUND This step determines whether or not sounds are enabled during the attract mode (game over). In, TESTA aaa " SYSTEM 3, TEST M( MODE noLane vavdr7s 1597 sea C7] asi visa GJ ssn uvss3v anus xan] seat amisa G] ssa sivasau@) 2 ODE FLOWCHART 27) ATTRACT MESSAGE This step is used to enable or disable an operator message during . the attract made (game over) Thic step is also used to enter a user message into memory. To enter a message press the Credit button. The current message will be displayed and the cursor position will be indicated by the flashing character. If the vuisent position is Llauk, a flashing directional arrow will appear. This type of arrow will indicate which direction the cursor will mave if the Credit button is pressed. The Credit button is also used to select characters after they have been chosen using the left and right flipper buttons. |. TEST MODE 38) TREE PLAY If this step is set to on, a game may be started without any credits posted on the machine. 39) RIGHT BOOKKEEPING AUTO-RESET If this step is set to on, all the short term bookkeeping steps (in brackets) will reset after 2000 plays. Otherwise they will not reset untii10,uu0 games nave been played on the machine. 40) PLAYPIELD crEecIAL When a playfield special is won, either a replay or an extra ball is awarded to the player based on the setting of this step. ADJUSTMENTS OPERATOR ADJUSTMENT SETTINGS (tee FACTORY DEFAULT SETTING) 41) GAME DIFFICULTY AUTOMATICALLY SETS VARIOUS ADJUSTMENTS LISTED BELOW IN STEPS 42 - 49. THE FINE-TUNE SETTING ALLOWS THE OPERATOR TO INDIVIDUALLY SELECT EACH ADJUSTMENT. (ENG.) — (FR.) ‘STEP tee wae 41 GAME DIFFICULTY VERY EASY EASY = MEDIUM HARD = VERY HARD. 42 ROUND TIMING VERY EASY EASY = MEDIUM HARD ~—- VERY HARD 43° EXTRA BALL & VERY EASY EASY MEDIUM HARD VERY HARD 44 KICKSAVE EASY FASY = MENDTHM «= MENTIM HARD 45 BOMB ROUND SCORING EASY EASY EASY HARD HARD 46 YOSHI'S COUNTDOWN EASY EASY EASY HARD HARD 47 JACKPOT MAXIMUM EASY EASY EASY HARD HARD 48 EACLAMATLUN KUUND (1) EASY EASY HARD HARD HARD 49 QUICK-SHOT MAXIMUM EASY EASY MEDIUM MEDIUM HARD 13 Il. TEST MODE 42) ROUND TIMING VERY EASY = Slowest EASY = Slow MEnTIM = Average HARD = Faster VERY HARD = Fastest 43) EXTRA BALL PERCENTAGE controls how often an extra ball is awarded in mystery. If actual extra ball perventaye is less Lia Ure below setting, then mystery could award an extra ball. VERY EAcY = 50% EASY = 40% MEDIUM = 30% HARD = 20% VERY HARD = 10% 44) KICKSAVE HADY = Enable kicksave un cach new ball. Do not time out kicksave if in a round. Do not time out kickeave if it has not been used. Light kicksave for a time if the left return rollover is hit. MEDIUM = Enable kicksave on each new ball. Do not time out kicksave if it has not been used. HARD = Enable kicksave by falling into uppor playfield hole or receiving it in mystery. Start timing out kicksave once it is received. 45) BOMB ROUND SCORING Score received for falling in left or right noles ater ruse is lit in pomp round. EASY = 30,000,000 HARD = 20,000,000 46) YOSHI'S COUNTDOWN EASY = Countdown round continues until value reaches zero. HARD = Countdown round ends when countdown is collected. 47) JACKPOT MAXIMUM Amount of jackpot award EASY ~ 5,000,000 10,000,000 ~ 20,000,000 - 40,000,000 ~ 40,000,000 HARD = 5,600,000 ~ 10,000,000 = 10,000,000 14 49) EXCLAMATION ROUND (1) Scoring sequence during the exclamation round. EASY = 3,000,000 - 5,000,000 ~ 10,000,000 - 10,000,000 HARD = 1,000,000 ~ 2,000,000 - 3,000,000 - 5,000,000 - 10,000, u00 - 10,000,000 49) QUICK-SHOT MAXIMUM Seoring limit for quick-chet. EASY = 20,000,000 MEDIUM = 10,000,000 HARD = 7.000.000 50) TOURNAMENT MODE Controls various carry over and spotting features. *#* OFF = Normal play ON = 1) AUTO-SKILL disabled 2) UAxCHUY disabled 3) BONUS CHANCE always awards 1,000,000 MYSTERY Alvaye adde a shell Each castle destroyed scores 10,000,000 with no special award’ for completing all castles. ” 5) 51) CATCHUP Include catchup as an available MYSTERY award. OFF = No te ON = Yes 52) REPLAYS FOR 7 CASTLES The number of replays won if a player destroys all 7 castles. Factory setting is 1. 53) AUTO-SKILL Various game features become more difficult as game recognizes a player's increased skill level. OFF ~ Disabled +#* ON = Enabled 54) REPLAY LEVEL BOOST Automatically raises the replay score Jevel if player has won a replay and his skill level is determined to be at a high enough level. OFF = Disabled ON = Enabled

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