Corvette_Manual 6472KB Dec 05 2011 04:11:52 PM

Corvette_Manual 6472KB Dec 05 2011 04:11:52 PM
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DIP SWITCH SETTINGS
EPROM Jumper Settings for U6 W1
AND JUMPERS | 1MEG, 2MEG, 4 MEG EPROM in | Out |
Dip Switch Chart
Country SW1 | SW2 | SW3 | SW4 | SW5 | SW6 | SW7 | SW8
America Off Off On On On On On On
Euopean Off Off On On On Off On On
French Off Off On On On On Off Off
German Off Off On On On On On Off
Spain Off Off On On Off On On On
SOLENOID/FLASHER TABLE
(Sol. Function Solenoid Voltage Connections Drive Drive Connections Drive | Solenoid Part number
No. Type Xister Wire Flashlamp Type
Playfield Backbox Cabinet Playfield Backbox Cabinet | Color | Playfield Backbox
01 {Trough Eject High Power | J107-2 Q82 | J130-1 Vio-Brn | AE-26-1500 |
02 [ZR-1 Low Rev Gate High Power | J107-2 Q80 | J130-2 Vio-Red |SM1-28-900-DC
03 [Kickback High Power | J107-2 Q78 | J130-4 Vio-Org | AE-23-800
04 |Pit Stop Popper High Power | J107-2 Q76 | J130-5 Vio-Yel | AE-23-800
05 |ZR-1 Up Rev Gate High Power | J107-2 Q64 | J130-6 Vio-Grn |[SM1-35-4000-DC
06 {Not Used High Power | J107-2 Q66 | J130-7 Vio-Blu
07 {Knocker High Power J107-2 Q68 J130-8 Vio-Blk AE-23-800
08 |Route 66 Kickout High Power | J107-2 Q70 | J130-9 Vio-Gry | AE-23-800
09 |Left Slingshot Low Power J107-3 Q58 | J127-1 Brn-Blk | AE-26-1200
10 Right Slingshot Low Power J107-3 Q56 | J127-3 Brn-Red | AE-26-1200
11 [Left Jet Low Power J107-3 Q54 | J127-4 Brn-Org | AE-26-1200
12 {Bottom Jet Low Power J107-3 Q52 | J127-5 Brn-Yel | AE-26-1200
13 ¡Right Jet Low Power J107-3 Q50 | J127-6 Brn-Grn | AE-26-1200
14 INot Used Low Power J107-3 Q48 | J127-7 Brn-Blu
15 |ZR-1 Lockup Low Power J107-3 Q46 | J127-8 Brn-Vio | AE-30-2000
16 [Loop Gate Low Power J107-3 Q44 | J127-9 Brn-Gry | A-14406
17 ¡Race Direction Flasher J107-6 Q42 | J126-1 Blk-Brn A-19159
18 ¡Left Race Enable Flasher J107-6 Q40 | J126-2 Blk-Red 14-8015
19 |Right Race Enable Flasher J107-6 Q38 | J126-3 Blk-Org 14-8015
20 [Tenth Corvette Flasher J106-5 Q36 J125-5 Blk-Yel 24-8802
21 [Jets Flasher J107-6 Q28 | J126-5 Blu-Grn | 24-8704
22 [Right Ramps Flasher J107-6 | J106-5 Q30 | J126-6 | J125-7 Blu-Blk 24-8704 24-8802
23 [Upper Left Flipper Flasher J107-6 | J106-5 Q34 | J126-7 | J125-8 Blu-Vio 24-8704 24-8802
24 [Catch Me Flasher J107-6 | J106-5 Q32 | J126-8 | J125-9 Blu-Gry | 24-8704 24-8802
25 |ZR-1 Ramp Gen. Purpose | J107-6 | J106-5 Q26 | J122-1 | J124-1 Blu-Brn 24-8802 24-8802
26 [ZR-1 Underside Gen. Purpose | J107-6 | J106-5 Q24 | J122-2 | J124-2 Blu-Red | 24-8704 24-8802
27 ¡Right Rear Panel Gen. Purpose | J107-6 | J106-5 Q22 | J122-3 | J124-3 Blu-Org | 24-8802 24-8802
28 {Right Standup Gen. Purpose | J107-6 | J106-5 Q20 | J122-4 | J124-5 Blu-Yel 24-8802 24-8802
33 [Diverter Power High Power | J907-6,7 Q2 | J902-6 Yel-Vio | A-15943-1
34 |Diverter Hold Low Power |J907-6,7 Q7 | J902-4 Org-Vio | A-15943-1
General lllumination
01 [Upper Left Gl. J121-1 Q18 | J121-7 Wht-Brn #44
02 |Upper Right С... J121-2 Q10 | J121-8 Wht-Org 444
03 [Lower Left G.. J121-3 | J120-3 Q14 | J121-9 | J120-9 Wht-Yel 444 4555
04 [Lower Right Gl. J121-5 | J120-5 Q16 | J121-10 | J120-10 Wht-Grn 444 4555
05 |Backbox Title G.I. J120-6 Q12 J120-11 Wht-Vio 4555
Flipper Circuits Voltage Drive Drive Drive Wire Coil Coil
Connections Transistors Connectors Colors Part No. Color
Playtield Power Hold Playfield Power Hold
Lwr. Lt. Power |J907-4 (Red-Blu)] Q3 J902-9 Yel-Blu
Lower Left Flipper Lwr. Lt. Hold |J907-4 (Red-Blu) Qs J902-7 Org-Blu | FL-11629 BLUE
Lwr. Rt. Power |J907-1 (Red-Grn)| Q4 J902-13 Y el-Grn
Lower Right Fiipper Lwr. Rt. Hoid |J907-1 (Red-Grn) Qi J902-11 Org-Grn} FL-11629 BLUE
Upr. Lt. Power |J907-8 (Red-Gry)| Q1 J902-3 Yel-Gry
Upper Left Flipper Upr. Lt. Hold |J907-8 (Red-Gry) QS J902-1 Org-Gry | FL-11630 RED
Upr. Rt. Power | J907-6 (Red-Vio)| Q2 J902-6 Yel-Vio
Upper Right Fiipper Upr. Rt. Hold |J907-6 (Red-Vio) Q7 J902-4 Org-Vio NOT USED
J1xx=Power Driver Board; J9xx=Fliptronic || Board; 24-6549=#44 bulb; 24-8704=#89 bulb; 24-8768=#555 bulb; 24-8802=#906 bulb
ATTENTION
This game uses a new Security CPU Board that is not downward compatible to
the CPU boards used in previous games. The new board has an added security
chip that can be interchanged between other Corvette games and software
revision levels. The CPU board itself is interchangeable with later model games,
but must be equipped with the correct security chip and software for that specific
game.
The games’ electronic ID number is shown in the display during power-up. The
number displayed is the same nine digit number printed on the security chip
label. The first three digits are the project number without a country specific
code. An example of the power-up display is shown below, the electronic ID
number is bolded.
536 100006 |
IMPORTANT NOTICE
PLEASE READ
This pinball game is equipped with a SAFETY FEATURE to prevent shocks from the solenoid
circuit when the coin door is open. A new interlock switch assembly (part no. A-18249-1), located
at the left of the coin door opening, has been added to the game. This assembly is a bracket
containing the existing memory protect switch on the bottom and a new interlock switch on the
top. When the coin door is open, the new interlock switch opens, breaking the connection to the
+50V and +20V winding of the transformer secondary.
A special tool called the Service Switch Actuator is provided for the serviceman/technician that
repairs the game. This tool is painted yellow and located in a bag stapled inside the cabinet.
The Service Switch Actuator slips over the interlock switch and holds it closed while the coin door
is open, allowing the serviceman to test and repair the solenoid circuit.
Hold the top interlock switch in, then slide the short end of the Service Switch Actuator over the
top of the interlock switch bracket and the long end over the center of the switch plunger to hold it
in.
SERVICE SWITCH ACTUATOR
0171179) ff]
NEW INTERLOCK SWITCH— 77
(5643—09112-00)
^^
MEMORY PROTECT SWITCH
(5643-09268-00)
ci
BRACKET
(01-12676) -
hh — WHT-RED_ (928
СОМ 1
| WAT-RED (920)
CF
=—
А ren SWITCH ASSEMBLY
(A—18249—1)
(A—18249-2. JAPAN ONLY)
CORVETTE.
Midway Manufacturing Company reserves the rights to make modifications and
improvements to its products.
The specifications and parts identified in this manual are subject to change without
notice.
TABLE OF CONTENTS
Game Rules and Shot MAD............…......errrerrerennrarseerenensanserarecera non ananaa cran cn censure A-H
Section 1 - Game Operation & Test Information …………………………. 1-1
(System WPC) ROM Summary...............e.......esecerecereonocnrerennen ere renane ener rarereneeee. 1-1
Pinball Game Assembly Instructions .......................ee-..sesriecrerresoceneree renace eee. 1-2
Raising the Playfield ......................—.e.eeseereeiiencince reece reac esse areca rae eee 1-5
Game Control Locations ...................e..eseressceserecicercereercecceer e ereereeeo econ eeceecen eee. 1-6
Game Operation ..................e.erenezoccaconercacercerrenreteeterernacecacareneenanrarecereearaaarocceereeeee 1-7
Menu System Operation and Main Menu...............—.——.....1veecrecererooncerer eee 1-8
Bookkeeping Menu ............................eeermeercencoreconcanenon Toon nean arre eone rre neneere. 1-9
B.1 Main Audits .................ec....resrdemmcccoceortaaarnenieo erre race na ne nererenana ercer. 1-9
B.2 Earnings Audits....................e....ecsecerreerrecacconrenesnarenecooe e enea eee. 1-9
B.3 Standard Audits ......................re.eesmeererescenoccanarrencaneen e encarece errata 1-9
B.4 Feature Audits....................ee-...eeesmiereiececcorcir nene cereer recae rene. 1-10
B.5 Histograms...................e..seeecrrcercacanerecoocioaraarearee career enaneee erro aeanen. 1-11
B.6 Time-Stamps..............e.e.secerocesonerceneaoeroreneo cea ee rene aereaceeearre ee. 1-11
Printouts Menu ........................eecsvecericercerr reos eneneaeee eee r rear rrerecerrnenaoreen remo. 1-12
Test Menu....................e...eerecocenasrarceroerranesenarona recae rea neraaacereesrerecaranceneare arme 1-13
T.1 Switch Edges Test .................e=...eeeeeececerrenecne cocer mecano ecera eens 1-13
T.2 Switch Levels Test....................erreeececoorecearencazoccacevavacan reee nene ateos 1-13
T.3 Single Switch Test......................eercercscocrenccarenerrencacen e reee erre 1-13
T.4 Solenoid Test..................eeeecsrecereveorencaereceocace aereo recerca renace 1-14
T.5 Flasher =) EEE BEE ERARAR RAR RER ERRERRABR RR ER EEK EERARURKRKRELGG 1-14
T.6 GI. Tests..............eeecrrirnereocrercereoncacacaoocooanennerecercarraneceaenee neones 1-14
T.7 Sound and Music Test ................ee.2eee..ee=eeeserenercacescereracaneee reee. 1-15
T.8 Single Lamp Test ...................eeresceerevecerrnereccacereoreneoareaneacanecarnenee ee 1-15
T.9 All Lamps Test ...................eeseeceeecaccrercareaeocconeneaeeenoe reee ree nnercoceen e. 1-15
T.10 Lamp and Flasher Test...................e.eerrerccioecceceoreeereasea tenen 1-15
T.11 Display Test ...................ee.rmeeexrirareocerrecroe ne oceeoe ren nana recerr nene 1-15
T.12 Flipper Coil Test......................eeeecrrerceerre rene cecero e cenanea een. 1-16
T.13 Ordered Lamp Test..................e..eeeereerevcercconreaeneanenoterooncaa cane sane 1-16
T.14 Lamp Row-Col Test.....................eeeesecureremecarorrerreseceeaccer enero 1-16
T.15 Dip Switch Test ...............e..-e.rereevcocrcercorcocearenarcareerranererene neones 1-16
T.16 Z-R1/LT-5 Test.…...…..............…rerereseerceceesensereneemsrrencan nca a race ce mn scee 1-16
T.17 Race Test.....................eeccecricerecenarenenooreorenrecareoeravenaeanacacorerereeneea 1-17
T.18 Empty Balls Test .....................eeeecenrmecicreroceorecenceracacovenarerreraoceanee 1-17
Utilities Menu........................ree.cerrecaceccroceceneresoe ne venera ooo acer aerea ocenene nera. 1-18
U.1 Clear Audits ...................ceenmeecevenracacoacoccevacarenectancareneacanarea enana 1-18
U.2 Clear Coins..................e..eeereseeccavrrereececorencar neeceecarenarraceaeeenennane ce 1-18
U.3 Reset H.S.T.D..................ecarcssccorarreccococrrrenaneeeooraoeeenacece verme. 1-18
U.4 Set Time 8: Date......................rrercosrraseceoccaveonencecrorencereraverecaeorenemena 1-18
U.5 Custom Message ..................e....e0enireriecccenerenesceeror cese seer ave seers 1-18
U.6 Set Game |.D. .................ecerracrcccaraaarreccenenerarencaneaveneeceeeaartone rana. 1-18
U.7 Factory Adjustments ..................e.ee..eresscurnsiioerrarceneeoccancanee eee eee 1-19
U.8 Factory Reset......................esmecccovenernuercanereor e cantarooreneeeaecan eee eres 1-19
U.9 Presets..................ecreccorincccnenarecanoorenecce ra rerranaranecoceenacenamecer erre nee. 1-19
Game Difficulty Table for U.S./Canada/France.................e....—...... 1-19
Game Difficulty Table for Germany/Europe ...................e.eserveeecea 1-19
Preset Table U.S./Canada.................er-eeeeresrericeccercorerrecenesceree enero 1-20
Preset Table Germany/Europe ................e ee. esnereerececcacernerececen 1-22
Preset Table France ....................eesecricerrcecerienr nene coc reee 1-22
U.10 Clear Credits...................eeeecernceorecccarerncacanceoor ener encerrona anes eas 1-22
U.11 Auto Burn-I1n...............e.....erccemicercesceriocnerceo ree rearecanneceioereeeacene 1-22
Adjustment Menu .......................eeeoecevrrincecarooancacccoec enana ener erases ee ae masse en as 1-23
A.1 Standard Adjustments................-......eeessesceresrernernerevene carecen. 1-23
A.2 Feature Adjustments...................e...ee.essrcerercercanenenencerecocecere caerme. 1-27
A.3 Pricing Adjustments ...................... e... eseescccccervorornronencancaerecanee verme. 1-31
Pricing Table..................e......e..siecccerreceerareeconcccare reee renane nana. 1-33
A.4 H.S.T.D. Adjustments.................e....eeoneccerrarcroctoreccacenvecorvea re eases anne 1-34
A.5 Printer Adjustments..................——e.....eececcorernoenrrenneneneecece re recene enema. 1-36
Error Messages ..................eceeeesrariececccecennorrecerarcen aerea acee er eren enana seance mena ren vanne 1-37
CPU Board, Sound Board Error Codes..................e..e.eeescererrercanccen erroneo ene. 1-38
©] (oJ i goo 2 neones 1-39
LED LiSt...............- een enecaeocenoocococacaceorrecanenrernerananecoraneoocermanarrare aca cana ooooceorreneneee 1-40
a nancee nece ere nerrea e rareaneoaecera nene anenmene 1-41
Maintenance Information .....................e.e...-r.esecererreroeneneecenen tee rene recen reee ee ee 1-42
Section 2 - Game Parts Information es 2-1
Backbox Assembly .....................reee.eesececorececieareneararcenecne recaer arre naneee reee es 2-2
Cabinet 110 enerre on raneea ear necene mane. 2-3
WPC CPU Security Board Assembly ......................eeenreiamcercconncarrenveccncee nene. 2-4
Sound Board Assembly .....................eeeer.1eercercrcacroorcarernenaeneannenne or aeeeen eres 2-5
Fliptronic ll Board Assembly......................eesereirericereencarr carnero ere nance nar eneoceenen. 2-6
Dot Matrix Controller Board Assembly ..................e....e...esmesevescarocereocennacance ene. 2-7
WPC Power Driver Board Assembly ....................e.e..eercsricancrorenenanen crece 2-8
Coin Door Interface Board Assembly .....................r...eeeseseecececcoricanrearenen nece 2-10
Flipper Opto Board Board Assembly... rrr eee 2-10
Trough 7 IRED Board Assembly .....................ee.eeeeeeeerncanernereneenenneen een. 2-11
Trough 7 IR TSTR Board Assembly .......................e..eeeeresecererernerene are reeeeneeees 2-11
10-Opto Switch Board & Bracket Assembly .......................esereccrrcaninenenren encon. 2-12
Dual H-Drive Motor Controller 3 Bracket Assembly .....................e..eemmemeneernnono 2-13
Motor Driver Slave Board 8 Bracket Assembly ...................ee=..ereereaimiineenzeoo... 2-14
Motor Driver Master Board Assembly......................e..-.ereracernerenecan recaen 2-15
Opto Board Assembly.........................eee.eseeececerrcarnrcencanenercenen corea ene eanerenceneeaes 2-15
1) reee are eee e errr eee e seen e nna aes 2-16
Kicker Arm (Slingshot) Assembly .....................-.e-.ree=esecercocarererencaneaaarnencecenne. 2-18
Outhole Ball Trough 11 eoeeeaee eee 2-19
Jet Bumper Assembly......................e..esccrarorricenereacacoreeroncen nene enea ee nnecene erronea. 2-20
W119) cennense 2-20
1) A tecrareaecanerannremenane 2-21
Ramp Diverter Assembly....................e..eeosrreicrcenenerercarenceooceeneneaerean nene e eens 2-21
Kicker Bracket Assembly..................e.e..ereerrreeieccecoacarocarenn nene eneane ace renace. 2-22
Ball Gate Actuator Assembly......................r—.esesererccerercareeereenan eee eee eee e. 2-22
Tilt Mechanism Assembly......................ee...eese0ceveoresrerecenerercare recaer reee ee eee nae 2-23
Knocker Assembly ....................eesenercacercecareeeeocceeoreereraenererere cane cenceocen once 2-23
1 recae ecenreme ee 2-24
1 ranecane rec eonereee 2-25
Engine Assembly No. 4 .................e....eececezereeseneereneorrenaecareaeranoenescareceave reenanvem. 2-26
Engine 8 Ramp Assembly.....................-.eee.mescecercccoreeioanancarerencavenceneeoccce enana 2-27
Engine Ramp Assembly ......................e.e..sereeccocerccrnarceneenenencan cane erase se nares 2-28
A nene arranco cenecceccere ene 2-29
Engine Assembly No. 3 .......................esenereneavaresccrerernanranecareneacoceenececa rearme 2-30
Engine Assembly No. 2 ........................reeeeerresverceroacre ronca career ere eee ee rere ea 2-30
11 renace. 2-31
10 encara narareeneeeeerecaeaerecaneae 2-32
Kick-Out Coil Assembly .........................ee.esemereerescercarerroecenororarcanerearerocenrecereeme. 2-33
110 nenecanennereceneneeneces 2-34
Gear Box Assembly....................eereccciicecaronreernanoracacarereueeca rr errerearcarercene recae. 2-35
1 reee. 2-35
Universal Power Interface Assembly .........................e.eeecccrecccrrcenanec en ene eee 2-36
Роз! & СаЫ!е Lit... RER E ER RKAR RBB RER ER EE BEER RR RR R RAR RRRR GRAN EEE RB EEG EEES 2-37
Unique Parts LiSt.....................ereeeeesccccacormecaceacaacoseotaceneceeeamanarcanoateaee e recorren 2-38
Universal Power Interface/Coardset Application Chart .......................... een 2-39
Upper Playfield Parts...............——c.er.eercereonecarracaconcen ener nncan nena ecro cer necc er ee. 2-40
Lower Playfield Parts... cco ener reves eens reas assess sana nan 2-42
Ramps .................eseccoreeriearoeceneocecoenecceneec en aanoecen ee rovaneraancacanacacerereeeneeranenencenenene 2-43
Lamp Matrix 8 Parts Locations ......................e.eesesreriererereeeeance e ene 2-44
Switch Matrix € Parts Locations..................ee=....eeseececisescereo ren nera eee Ree. 2-46
Solenoid/Flasher Table & Parts Locations ..................e...seerereieresiceioc arce ee 2-48
Rubber Rings .......................secererrrerrecieecroneeren ear rene e oeccea nen cenannennerooacceceneeee ee 2-50
Ball Shooter...................e..e..esriicererresrces renacer estereo ree renracenarerarereeo ere eee. 2-51
Notes ...............irenarcenoaceracaoneanaranoranecaneorvorena nene nanacee venere aracarentereanerecar esa re acero. 2-52
Section 3 - Wiring Diagrams and Schematics.................................. 3-1
Connector & Component Identification.......................eesserrereeserrmeee acc EB RAU 3-1
(012-110) CT TT 3-2
SD 3-2
LAMP Matrix. coerce cree cts cence sree esr rear eanen acen enenececeeceernenenemenane. 3-4
BE renacer eo rear can neccaa reee. 3-4
Solenoid/Flasher Table ..................e..e=mmrerereeecacconcerervenrenaneaa ano reaneoncorerenenaee anne 3-5
Solenoid Wiring .................ee.=e.sir..seeecesreceren e area eee rene enence rara eoenarceceo recaer. 3-6
Flasher Wiring .............-.........eeececrrcoccerenr rea ece reee acenenraneacene eee rentaaaneanreveneceenae 3-7
Solenoid/Flasher Circuit Drawing ..................-.e===seeeeeciiencarerenar ener rene reese een 3-8
LED 8 Photo Transistor P.C.B. Assemblies.........................eeesenreecceoriecrcer e 3-11
Flipper Opto Board......................-—....eeesesererrecar eee eee rene enana enee roca carecen es 3-12
Flipper Circuit Diagrams...................ee=.eersesececcorenereneceneacacanace re en cene nene neceneneee 3-13
Trough 7 IRED P.C.B. Assembly.....................-e_.esesccercerraerneranaaoerecece encon 3-16
Trough 7 IR TSTS P.C.B. Assembly ....................e.eer.eareeserivecrecccrerereenreonananen. 3-17
Opto SW10 P.C.B. .............eeeeeesecererrereeeneoanenerenennanean aa necaceoccerenrareaanereacecaoeeanees 3-18
Opto SW10 P.C.B. SchematiC.............................0000000re0nen cercana. 3-19
Opto Track Limit P.C.B. Assembly .......................e.eeecacocccecceoeraneannaeneaacanceceees 3-20
Opto Track Encoder P.C.B. Assembly .......................ereemesriecereceranoconeacanenenaaes 3-21
Engine Fuli-Stroke Opto P.C.B. Assembly ....................e....eemuvericececeice 3-22
Slave 110) naaccencanrence nan ee 3-23
Slave P.C.B. Schematic ................eeeesrreccencecasaveacarrarearncanerenenacaorertenreeneenaneneneae 3-24
Motor Driver Master P.C.B. Assembly ....................ceesceccesrcoreaarocececoccacoceneerenenm 3-25
Dual H-Driver Motor Controller P.C.B. Assembly .....................eeseevreceraacari. 3-26
Dual H-Driver Motor Controller P.C.B. SchematiC....................eeerermeerneeceneee 3-27
Fliptronic li P.C.B. Interdboard Wiring.................-e-.e..e-.eeeesesecerneare nora nece cae 3-28
Power Driver P.C.B. Interboard Wiring.........................eseerseverecereneneneenea eee 3-29
Security CPU P.C.B. Interboard Wiring ..........................e0=eeseverercencerececaneec eee. 3-32
Sound P.C.B. Interboard Wiring ...................e..eeeeeeerrrenicececcccce cree eee 3-33
Dot Matrix Controller P.C.B. Interboard Wiring....................ee..ee=rcearecerreeecaceenos 3-34
Coin Door Interface P.C.B. Interboard Wiring …..…..…...…...…..….….…...…....csrrerencecnss 3-35
Coin Door Interface P.C.B. SchematiC...................ee.eeaeccccccccrerercenenane eee. 3-36
Bally's
CORVETTE Pinball
Playfield Shot Maps and Game Rules
PLAYFIELD SHOTS
RACE TRACK
ZR—1/LT—5 ENGINE CYMKHANA
JET BUMPERS
ZR—1/L1—5 RAMP TURBO BOOST
SPINNER
LEFT OUTER LOOP
INNER LOOP
RIGHT OUTER LOOP
SKID PAD RAMP a
HORSEPOWER JACKPOT
SIDE PIPE,
KICKBACK FLIPPER FEED
TURBO BOOST
ENABLE STANDUPS
ROUTE 66 RAMP
(TAKE ROUTE 66 TO
CROSSED FLAGS DRAGWAY
& MAY OTHER PLACES.)
KICKBACK
PLAYFIELD SHOTS
PIT STOP &—(|
START CHALLENGE
(Tr
MILLION
o
N
TORQUE JACKPOT—
LITE LOCK
QUALIFY —
\
COLLECT 10 OF THE
SENA
©
—
I
CS LT-1 LANE CHANGE
SKILL SHOT
-- LOCK
[TX
I
(о) \ То) ~~
| | RACE TODAY
sE | KICKBACK ENABLE
a STANDUP
E
LITE KICKBACK
GREATEST CORVETTES
OF ALL TIME
Sh EXTRA BALL
LANE CHANGE
TT CATCH ME LAMP
;
NOTE: INSERTS MARKED WITH "A" ARE HIGH PERFORMANCE PARTS.
COLLECT CARS: |
The CORVETTE player collects cars by winning the CORVETTE CHALLENGE, visiting stops
along ROUTE 66, and LOCKING BALLS and playing MULTIBALL. By collecting all nine cars,
the player faces PUZZLE MODE, during which the player attempts to complete the puzzle for
the tenth car, the future car. When the future car is discovered, it is revealed in the backglass
artwork and PUZZLE MULTIBALL is started.
The cars are earned in the following order:
©
AUS
ee
1953 Blue Flame Six
1963 Grand Sport
1963 Fuelie Split Window Coupe
1967 Stingray L-88
1971 LT-1 Stingray
1978 Indy Pace Car L-82
1982 Collector Edition L-83
1989 Corvette Challenge L-98
1993 ZR-1 40th Anniversary LT-5
© 00 М О с в О №:
SPEED PARTS:
During main play, certain shots will be lit in order to collect a SPEED PARTS. The number of
SPEED PARTS available are based on the player's position in the CORVETTE CHALLENGE
ladder. When an SPEED PART is collected, the associated shot's point value and
CHALLENGE advance value are doubled. This allows the player to win CORVETTE
CHALLENGE races as they become more difficult. Collecting all available SPEED PARTS
lights START CHALLENGE. The SPEED PARTS lamp inserts are blue in color.
The SPEED PARTS are:
Speed Part Associated Shot Car Availability Level
BIG BLOCK L. Outer Loop 2 - 1963 Grand Sport
HI LIFT CAMS ZR-1/LT-5 Ramp 1 - 1953 Blue Flame Six
6-SPEED TRANS
ZR-1/LT-5 Ramp
8 - 1989 Corvette Challenge L-98
FUELIE Inner Loop 4 - 1967 Stingray L-88
NITROUS Inner Loop 7 - 1982 Collector's Edition
STICKY TIRES Skid Pad Ramp 5 - 1971 LT-1 Stingray
Z07 SUSPENSIÓN R. Outer Loop 9 - 1993 ZR-1 40th Anniversary LT-5
BIG BRAKES R. Outer Loop 3 - 1963 Fuelie Split Window Coupe
SUPER CHARGER R. Outer Loop 6 - 1978 Indy Pace Car L-82
D
CORVETTE CHALLENGE: |
When START CHALLENGE is lit, the pitstop shot starts a CORVETTE CHALLENGE. During
CORVETTE CHALLENGE, the cars on the race track display the race progress. The car in lane
#1 (left/blue) represents the player and the car in lane #2 (right/red) represents the machine.
The machine's car moves towards the finish at a steady pace and the player's car moves as
targets, shots, ramps, and flippers are made. Harder shots move the car farther than easy
shots. If the player's car reaches the finish before the machine's car, the player wins the
CORVETTE CHALLENGE and the next car in the ladder. As the player moves up the
CORVETTE CHALLENGE ladder, the races become more difficult.
PUZZLE MODE:
During PUZZLE MODE, a number of shots are lit and the dot matrix display shows an
incomplete puzzle. Each of the lit shots completes one of the missing puzzle pieces.
Completing the puzzle awards the 10th Corvette Future car, illuminating it in the back glass
artwork. This starts a four ball multiball during which the ZR-1/LT-5 ramp is a JACKPOT shot
worth a score times the number of balls in play. Other shots are valued based on the number of
CORVETTE CHALLENGE races won throughout the game.
LITE LT-5 LOCK:
During main play, the left outer loop shot lights the LT-5 LOCK lamp on the ZR-1/LT-5 ramp.
LT-5 LOCK:
During main play, when the LT-5 LOCK lamp is lit and the ZR-1/LT-5 ramp shot is made, the
ball is captured and locked by the ZR-1/LT-5 engine mechanism. Locking three balls starts the
Mid-Ohio Endurance multiball (3) during which all shots award a fixed point value. Two
JACKPOT shots are available for increased scoring, TORQUE JACKPOT and HORSE POWER
JACKPOT. When a JACKPOT shot is made, it is disabled until the other JACKPOT is also
made, at which point they are both again available.
LT-5 REMATCH:
At the end of the Mid-Ohio Endurance multiball, if no JACKPOTs were made, the muitiball can
be restarted by shooting the ZR-1/L.T-5 ramp before the timer expires.
ROUTE 66:
The Route 66 (right ramp) shot gives a progression of awards for every other completion of the
shot. The qualifying shot tells the player what to expect for the next shot. The next shot gives
an award as follows:
Award Level Award
Start Catch Me
Award Challenge Car
Start Pitstop Hurryup
Award Challenge Car
Enable QuadraJets
Award Challenge Car
Start Catch Me
Bonus X Increase
Award Challenge Car
Award Points
Award Special
SOONOUANOUN A0
RACE TRACK COMBOS: |
Each set of recognized COMBO shots award a visit to a different FAMOUS RACE TRACK and
a millions plus point award, which builds over the life of the ball. The following list comprises the
recognized COMBOS.
COMBO Deccription
Right Outer, Skid Pad Ramp, Inner Loop
ZR-1 Ramp, Skid Pad Ramp, Inner Loop
Right Outer, Inner Loop
ZR-1 Ramp, Inner Loop
Right Outer Loop, Inner Loop, Skid Pad
ZR-1 Ramp, Inner Loop, Skid Pad Ramp
Right Outer Loop, Skid Pad Ramp
Inner Loop, Skid Pad Ramp
ZR-1 Ramp, Skid Pad Ramp
Right Outer Loop, Route 66 Ramp
Left Outer Loop, ZR-1 Ramp
Right Outer Loop, Inner Loop, RAUCOUS
ZR-1 Ramp, Inner Loop, RAUCOUS
Right Outer Loop, RAUCOUS
ZR-1 Ramp, RAUCOUS
SPARK PLUGS:
A SPARK PLUG is collected for shooting lit arrows. An award is given at every eight SPARK
PLUGS collected. The SPARK PLUG awards toggle between light RACE TODAY and points.
EXTRA BALL is also awarded at a percentaged number of SPARK PLUGS.
CATCH ME:
When CATCH ME is lit, the ROUTE 66 (right ramp) starts the mode. CATCH ME mode is a
timed sequence in which a shot is flashing and the player must make the shot before the time
expires. If the shot is made, the timer is reset and another shot begins flashing. After the last
shot is completed, a two ball multiball is started during which all shots are worth a point value.
PITSTOP HURRY UP:
This is a timed sequence in which a point value is reduced until the player shoots the PIT-IN
shot. If the shot is made before the time expires, a two ball multiball is started during which the
PIT-IN shot becomes a JACKPOT worth the stopped point value. After a preset number of
JACKPOTs have been awarded, the QUALIFY (left outer loop) shot must be made to re-lite the
JACKPOT.
RACE TODAY:
When RACE TODAY is lit, the ROUTE 66 (right ramp) starts the mode. Drag Race mode pits
the player against the machine in a simulated drag race. The ball is held and attention turns to
the Cross Flags drag strip. The race tree lamps count down and the player races the car in lane
#1 (left/blue) against the car in lane #2 (right/red). Using the left flipper button to accelerate, the
player shifts with the right flipper button against the tachometer shown in the dot matrix display.
If the player wins the race, a two ball multiball is started during which all ramp shots are worth a
fixed point value.
QUADRAJETS: |
When QUADRAJETS are enabled, the value of each JET BUMPER hit is multiplied by four for
the duration of the ball.
TURBO BOOST:
When one or more of the left three bank standup targets are hit, a hurry up is started to
complete the remaining target(s). Each time the set it completed in time, the TURBO BOOST is
enabled for an additional period of time. When TURBO BOOST is enabled, the point value of
the SPINNER and all shots as well as the advance value during CORVETTE CHALLENGE is
increased based on the TURBO BOOST value. The TURBO BOOST value is increased each
time the SPINNER shot is made and decays with time. When TURBO BOOST is enabled, an
ICON appears in the lower right corner of the dot matrix display.
WORLD SPEED RECORD:
When the left or right outer loop shot is completed two or more times in succession, the player is
eligible to win the WORLD SPEED RECORD. The winner of the WORLD SPEED RECORD is
allowed to place their initials, which are displayed along with the High Score To Date (HSTD)
information. SPECIAL is also awarded to the WORLD SPEED RECORD champion.
CORNERING RECORD:
When the inner loop shot is completed two or more times in succession, the player is eligible to
win the CORNERING RECORD. The winner of the CORNERING RECORD is allowed to place
their initials, which are displayed along with the High Score To Date (HSTD) information.
SPECIAL is also awarded to the WORLD SPEED RECORD champion.
SKILL SHOT:
Each time a ball is served (excluding ball saves), a basic SKILL SHOT is available in the top
BUMPER JET entry lanes. A SKILL SHOT point value is awarded by using the flipper buttons
to LANE CHANGE such that the ball rolls over the blinking light.
SUPER SKILL SHOT:
If during SKILL SHOT the code (Left, Right, Left, Left) is entered using the flipper buttons, the
SUPER SKILL SHOT is activated. When active, the outer loop control gate is open and a
SUPER SKILL SHOT point value is awarded for making either of the INNER LOOP or SKID
PAD RAMP shots. Entering the code (Right, Left, Right, Right) deactivates the SUPER SKILL
SHOT.
BONUS COUNT:
At the end of a ball, a tally is made of the following items and multiplied by the BONUS
MULTIPLIER:
FAMOUS RACE TRACKS visited
CORVETTE CHALLENGE cars collected
CATCH ME mode shots completed
RAUCOUS completed
TURBO BOOST remaining
BIG POINTS
о о В о № г
BONUS MULTIPLIER:
The bonus multiplier is increased by completing the set of three LT-1 top rollover lamps. The ¢
flipper buttons cause Lane Change to occur, assisting the player in collecting all three lamps.
The bonus multiplier sequence is 2X, 4X, 6X, and 8X.
EXTRA BALL:
There are two possible extra balls that can be awarded. The first is lit when the bonus multiplier
reaches 8X. The second is at an adjustable level based on the number of SPARK PLUGS
collected.
(System WPC) ROM Summary
IC
Game 1
Game 1
Music/Speech
Music/Speech
Music/Speech
Music/Speech
Music/Speech
Music/Speech
NOTICE
TYPE
27c040
27c040
27c040
27c040
27c040
27c040
27c040
27c040
BOARD
CPU
CPU
Audio
Audio
Audio
Audio
Audio
Audio
SECTION ONE
GAME OPERATION
AND TEST INFORMATION
LOCATION
U6
U6
su?
SU3
SU4
Sus
SU6
SU7
PART NUMBER
A-5343-50036-1A (Domestic)
A-5343-50036-1X (Foreign)
А-5343-50036-52
А-5343-50036-53
А-5343-50036-54
А-5343-50036-55
А-5343-50036-56
A-5343-50036-S7
Order replacement ROMs from your authorized MIDWAY MANUFACTURING CO. Distributor. Specify:
(1) Part Number (if available); (2) ROM Level (number on the label); (3) Game in which ROM is used.
1-1
PINBALL GAME ASSEMBLY INSTRUCTIONS
CORVETTE IS A 4 BALL GAME.
Power: Domestic 120V @ 60 Hz Dimensions: Width: 22" Approx.
Foreign 230V @ 50 Hz Depth: 52" Approx.
Japan 100V @ 50 Hz Height: 75" Approx.
Temp: 32° F to 100° F
(0° C to 38° C)
Humidity: Not to exceed 95% relative. Weight: Approx. 325 Lbs. (crated)
1. Remove all cartons, parts, and miscellaneous items from the shipping container and set them aside.
2. Leg levelers and leg bolts are provided among the parts in the cash box. Install leg levelers on front
and back legs (View 1). Place the cabinet on a support and attach rear legs using leg bolts (View 2).
3. Attach the front legs using leg bolts (View 2).
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Detailed View-Leg Leveler
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VIEW 2
4. Reach into the cabinet and backbox and ensure that the interconnecting cables are not kinked or
pinched. Be careful to avoid damaging wires at any stage of the assembly process.
. Raise the hinged backbox upright and latch it into position. Unlock the backbox, and remove the
backglass, storing it carefully to avoid damage. Remove the shipping screws holding the Insert Panel.
Unlatch and open the Insert Panel. Carefully lift the Speaker Panel and lay it down on the playfield
glass. Be careful not to damage the Dot Matrix Display/Driver Board. This allows access to the bolt
holes used for securing the backbox upright. Install the washer-head mounting bolts through the
bottom holes of the backbox into the threaded fasteners in the cabinet to secure the backbox. Close
the Insert Panel and latch into position. Replace the Speaker Panel. Reinstall the backglass, and lock
the backbox.
A CAUTION
FAILURE TO INSTALL the backbox mounting hardware properly can cause personal injury.
NEVER TRANSPORT a pinball game with the hinged backbox erect. Always lower the backbox
forward onto the playfield cabinet on a layer of protective material to prevent marring or damage and
possible personal injury.
. Extend each leg leveler slightly below the leg bottom, so that all four foot pads protrude approximately
the same distance. Remove the cabinet from its support and place it on the floor.
. Unlock and open the coin door. Move the molding latch lever toward the left side of the game, to
release the front molding. Lift the front molding off the playfield cover glass, return the latch lever to
the right, and close the coin door. Carefully slide the glass downward, until it clears the grooves of the
left and right side moldings. Lift the glass up and away from the game, storing it carefully to avoid
breakage.
. Place a level or an inclinometer on the playfield surface. Adjust the leg levelers for proper playfield
level (side-to-side). NOTE: These measurements must be made ON the playfield, not the cabinet nor
the playfield cover glass. Tighten the nut on each leg leveler shaft to maintain this setting.
. Adjust leg levelers to the desired playfield pitch (front to back). The recommended pitch level is 6 1/2
degrees.
CAUTION
Playfield pitch angle adjustments can affect the operation of the plumb bob tilt, inside the cabinet. The
plumb bob weight is among the parts in the cash box; the operator should install the weight and adjust
this tilt mechanism for proper operation, after completion of the desired playfield pitch angle setting.
The unit is factory installed for a 6 1/2 degree angle. If an adjustment is necessary, loosen screw at
the bottom of the unit. Move the pointer, one groove at a time to the left or right, depending on the
degree desired. Hold pointer in place and tighten screw.
10. Move the game into the desired location; recheck the level and pitch angle of the playfield.
11. Verify that the required number of balls are installed in the game. CORVETTE uses 4 balls.
12. Install playfield mylars if desired.
NOTE: The CORVETTE playfield has a special hardcoat surface and does not require a full
protective mylar. However, mylars can be purchased through your local Bally Distributor. Specify
part number 03-9295-1 for full playfield mylar.
13. Clean and reinstall the playfield cover glass, reversing the procedure of step 7.
14. To attach line cord, remove envelope stapled to the inside cabinet (near cashbox). Remove the four
Phillips-head screws that mount the line cord cover plate to the rear cabinet. Match the prongs on
the plug with the holes in the receptacle and push line cord securely into place. Make sure cord
aligns with the indentation of plate (indentation should point toward bottom of cabinet). Remount line
cord cover plate. If desired, tamper resistant screws are provided in an envelope marked "Security
Screws” (located in cashbox) to remount cover plate.
(Part of cabinet shown
for reference only) |
Phitllips—head Screw
Line Cord & Plug
Tamper—resistont Screw
e RAISING THE PLAYFIELD
! CAUTION
Do not raise the playfield straight up! This game uses a slide assembly to raise and lower the
playfield.
To Raise Playfield:
1. Grasp bottom arch and carefully lift up playfield
only high enough to clear safety brackets. Rear
guide legs should not hit wood guide rails or be
used to slide out playfield.
~— Safety Bracket
(2 used)
Rear Guide Leg. — \-
(2 used) |
| Ne Guide Rail
(2 used)
2. Pull the playfield out toward you until it stops (rest
0 position) and raise it approximately 3”.
Be sure playfield is in locked position and
does not slide back into the cabinet. If it
does, repeat Step 2 before proceeding to Step
3.
3. Rotate playfield to upright service position (lean
on backbox) by pulling toward you and up.
Listen for the sound of a click; this insures
locking and pivoting sequence.
To Lower Playfield:
4. Rotate the playfield to the rest position. This Side Mechanism
unlocks the pivoting sequence. (2 used)
5. Push back playfield into cabinet and into playing
position. Pivot Mechanism
(2 used)
1-5
GAME CONTROL LOCATIONS
Cabinet Switches
The On-Off switch is located on the bottom of the cabinet near the right front leg.
The Start Button is the push-button to the left of the coin door on the cabinet exterior. Press the Start
button to begin a game, or during the diagnostic mode, to ask for HELP.
Coin Door Switches
The operator controls all game adjustments, obtains bookkeeping information, and diagnoses problems,
using only four push-button switches mounted on the inside of the coin door. The Coin Door Switches
have two modes of operation Normal Function and Test Function.
Normal Function
The Service Credits button puts credits on the game that are not included in any of the game audits.
The Volume Up (+) button raises the sound level of the game. Press and hold the button until the
desired level is reached.
The Volume Down (-) button lowers the sound level of the game. Press and hold the button until the
desired level is reached. See Adjustment A.1 28 to shut sound OFF completely.
The *Begin Test button starts the Menu System Operation and changes the Coin Door Switches from
Normal Function to Test Function.
Test Function
The Escape button allows you to get out of a menu selection or return to the Attract Mode.
The Up (+) button allows you to cycle forward through the menu selections or adjustment choices.
The Down (-) button allows you to cycle backward through the menu selections or adjustment
choices.
The *Enter button allows you to get into a menu selection or lock in an adjustment choice.
7 \
/ , ,
/ Coin Door Button Locations Y
NORMAL MODE FUNCTION \
BCH
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\ CE MODE TRON By /
Flipper Button
Ball Shooter
ees
On-0ff Switch
*To reset High Score, hold down the Begin Test/Enter switch for 5 seconds while in the Attract
Mode.
1-6
GAME OPERATION
A caution
After assembly and installation at the site location, this game must be plugged into a properly
grounded outlet to prevent shock hazard, and to assure proper game operation. DO NOT use a
‘cheater’ plug to defeat the ground pin on the line cord. DO NOT cut off the ground pin.
POWERING UP. With the coin door closed, plug the game in and switch it On. In normal operation,
testing will show in the display as the game performs Start-Up Tests. Once the Start-Up Tests have
been successfully completed the last score is displayed. After which, the game goes into the Attract
Mode.
Note: After the game has been on location for a period of time, the Start-Up Tests may contain
messages concerning game problems. See ‘Error Messages’ for more detailed information regarding
messages.
Open the coin door and press the Begin Test Switch. The display shows the game name, number,
and software revision. The message changes. The display shows the sound software revision,
revision level of the system software and date the game software was revised.
Example: CORVETTE Sound Rev. P-O
50036 Rev. PA-O Sy. 3.23 7/13/94
Press the Enter button to enter the WPC Menu System (refer to the section entitled 'Menu System
Operation' for more information). Slide the Service Switch Actuator over the top interlock switch
located in the bottom left corner of the coin door opening. Perform the entire Test Menu routine to
verify the game is operating satisfactorily.
ATTRACT MODE*. After completing the Test Menu routine, press the Escape button three times to
enter the Attract Mode. During the Attract Mode the display shows a series of messages informing the
player of the recent highest scores”, "custom messages"", and the score to achieve to obtain a replay
award”
CREDIT POSTING. Insert coin(s). A sound is heard for each coin and the display shows the number
of credits purchased. So long as the number of maximum allowable credits* are NOT exceeded by
coin purchase or high score, credits are posted correctly.
STARTING A GAME. Press the Start button once. A startup sound plays and the credit amount
shown in the display decreases by one. The display flashes 00 (until the first playfield switch is
actuated), and shows ball 1. If credits are posted, additional players may enter the game by pressing
the Start button once for each player, before the end of play on the first ball.
TILTS. Actuating the cabinet tilt switch inside the cabinet ends the current game and proceeds to the
Game Over Mode. With the third closure* of the plumb bob tilt switch, the player loses the remaining
play of that ball, but can complete the game.
END OF GAME. All earned scores and bonuses are awarded. If a player's final score exceeds the
specified value, the player receives a designated award for achieving the current highest score. A
random digit set" appears in the display. Credit" may be awarded when the last two digits of any
player's score match the random digits. Match, high score, and game over sounds are made, as
appropriate.
GAME OVER MODE. Game Over will show in the display. Afterward, the high scores flash on the
display. The game proceeds to the Attract Mode.
*Operator-adjustable feature.
1-7
Main Menu
B. Bookkeeping Menu
P. Printouts Menu
MENU SYSTEM OPERATION
The Main Menu allows you to choose from several categories, which in turn lead to other menus. To
access the Main Menu, open the coin door and press the Begin Test button, then press the Enter button.
Press the Up or Down buttons to cycle through the Main Menu. Press the Enter button to access a
menu. Press the Escape button to return to the Main Menu. Press the Start button for HELP at any time.
B.1 Main Audits
B.2 Earnings Audits
B.3 Standard Audits
B.4 Feature Audits
B.5 Histograms
B.6 Time-Stamps
T. Test Menu
P.1 Earnings Data
P.2 Main Audits
P.3 Standard Audits
P.4 Feature Audits
P.5 Score Histograms
P.6 Game Time Histograms
P.7 Time-Stamps
P.8 All Data
U. Utilities Menu
T.1 Switch Edges
T.2 Switch Levels
T.3 Single Switches
T.4 Solenoid Test
T.5 Flasher Test
T.6 General lllumination
T.7 Sound & Music Test
T.8 Single Lamps
T.9 All Lamps
T.10 Lamp & Flasher Test
T.11 Display Test
T.12 Flipper Test
T.13 Ordered Lamp Test
T.14 Lamp Row-Col Test
T.15 Dip Switch Test
T.16 ZR-1/LT-5 Test
T.17 Race Test
T.18 Empty Balls Test
A. Adjustments Menu
U.1 Clear Audits
U.2 Clear Coins
U.3 Reset H.S.T.D.
U.4 Set Time 8 Date
U.5 Custom Message
U.6 Set Game |.D.
U.7 Factory Adjustments
U.8 Factory Resets
U.9 Presets
U.10 Clear Credits
U.11 Auto Burn-in
A.1 Standard Adjustments
A.2 Feature Adjustments
A.3 Pricing Adjustments
A.4 H.S.T.D. Adjustments
A.5 Printer Adjustments
Press Escape
To move out of a menu selection.
Press Enter
To get into a menu selection.
Press Up
Increases sequence; Example A.1, A.2, A.3, A.4.
Press Down
Decreases Sequence; Example A.4, A.3, A2, A.1.
Use Up and Down to cycle through the
selections in a menu.
Use Escape and Enter to move into and out of the
selected menu
Press the Up or Down buttons to cycle through the menu. Press the Enter button to access an audit
O menu. Press the Escape button to return to the Bookkeeping Menu.
B. BOOKKEEPING MENU
B.1 Main Audits
B.2 Earning Audits
B.3 Standard Audits
B.4 Feature Audits
B.5 Histograms
B.6 Time-Stamps
One Button Audit System. The Bookkeeping Menu is obtainable directly from the Attract Mode.
Repeatedly pressing the Enter button, while in the Attract Mode, will cycle through all of the game audits.
B.1 Main Audits
B.1 01 Total Earnings 00 B.1 06 Total Plays 00
B.1 02 Recent Earnings 00 B.1 07 Replay Awards 00
B.1 03 Free Play Percent 00 B.1 08 Percent Replays 00
B.1 04 Average Ball Time 00 B.1 09 Extra Balls 00
B.1 05 Time Per Credit 00 B.1 10 Percent Extra Ball 00
B.2 Earning Audits”
B.2 01 Recent Earnings 00 B.2 08 Total Earnings™ 00
B.2 02 Recent Left Slot 00 B.2 09 Total Left Slot” 00
B.2 03 Recent Center Slot 00 B.2 10 Total Center Slot* 00
B.2 04 Recent Right Slot 00 B.2 11 Total Right Slot” 00
B.2 05 Recent 4th Slot 00 B.2 12 Total 4th Slot” 00
B.2 06 Recent Paid Credits B.2 13 Total Paid Credits”
B.2 07 Recent Service Credits B.2 14 Total Service Credits*
*These audits are NOT resettable. They are a record of the earnings of the game since the "CLOCK 1ST
SET" Time-Stamp.
B.3 Standard Audits
B.3 01 Games Started 00 B.3 20 Time Per Credit 00
B.3 02 Total Plays** 00 B.3 21 Play Time 00:00:00
B.3 03 Total Free Play 00 B.3 22 Minutes On 00
B.3 04 Free Play Percent 00 B.3 23 Balls Played 00
B.3 05 Replay Awards 00 B.3 24 Tilts 00
B.3 06 Percent Replays 00 B.3 25 Replay 1 Awards 00
B.3 07 Special Awards 00 B.3 26 Replay 2 Awards 00
B.3 08 Percent Special 00 B.3 27 Replay 3 Awards 00
B.3 09 Match Awards 00 B.3 28 Replay 4 Awards 00
B.3 10 Percent Match 00 B.3 29 1 Player Games 00
B.3 11 H.S.T.D. Credits 00 B.3 30 2 Player Games 00
B.3 12 Percent H.S.T.D 00 B.3 31 3 Player Games 00
B.3 13 Extra Ball 00 B.3 32 4 Player Games 00
B.3 14 Percent Extra Ball 00 B.3 33 H.S.T.D.ResetCount 00
B.3 15 Tickets Awarded 00 B.3 34 Burn-in Time t 00:00:00
B.3 16 Percent Tickets 00 B.3 35 1st Replay Level 00
B.3 17 Left Drains 00 B.3 36 Left Flipper 00
B.3 18 Right Drains 00 B.3 37 Right Flipper 00
B.3 19 Average Ball Time 00
** “Total Plays" only counts completed games. A game is considered complete when the final ball
begins. Audit information from incomplete games is ignored, therefore test and servicing operations do
not affect the Audits.
{ This Audit is not resettable.
1-9
B.4
B.4
B.4
B.4
B.4
B.4
B.4
B.4
B.4
B.4
B.4
B.4
B.4
B.4
B.4
B.4
B.4
B.4
B.4
B.4
B.4
B.4
B.4
B.4
B.4
B.4
B.4
B.4
B.4
B.4
B.4
B.4
B.4
B.4
B.4
B.4
B.4
B.4
B.4
B.4
Feature Audits
01
02
03
04
05
06
07
08
09
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
BUY-IN EX. BALLS
MULTIBALLS
CHALLENGE STARTS
ROUTE 66 VISITS
CARS WON
CHAMP CREDITS
STD. BALL SAVES
DEF. BALL SAVES
SKILL SHOTS
SUPER SKILL SHOTS
LEFT KICKBACKS
SPARK PLUGS
S. PLUG EX. BALL
BONUS X
BONUS X EX. BALL
ZR-1 MULTIBALLS
ZR-1 REMATCH
CATCH MULTIBALLS
RACE MULTIBALLS
PIT-IN MULTIBALL
PUZZLE MULTIBALL
HP JACKPOTS
TORQUE JACKPOTS
PUZZLE JACKPOTS
PUZZLE STARTS
CHALLENGE WINS
CARS WASHED
CATCH ME ENABLES
CATCH ME STARTS:
CATCH ME WINS
CATCH ME SHOTS
DRAG RACE ENABLE
DRAG RACES
DRAG RACE WINS
HURRYUP STARTS
PIT-IN JACKPOTS
QUADRAJETS
TURBO ENABLES
TWIN ENABLES
SUPER REV PLAYS
B.5
B.5
B.5
B.5
B.5
B.5
B.5
B.5
B.5
B.5
B.5
B.5
B.5
B.5
B.5
B.5
B.5
B.5
B.5
B.5
B.5
B.5
B.5
B.5
B.5
B.5
B.5
B.6
B.6
B.6
B.6
B.6
B.6
B.6
B.6
B.6
B.6
B.6
B.6
B.6
Histograms
01 0.0-0.4 Million Scores 00%
02 0.5-0.9 Million Scores 00%
03 1.0-1.4 Million Scores 00%
04 1.5-1.9 Million Scores 00%
05 2.0-2.9 Million Scores 00%
06 3.0-3.9 Million Scores 00%
07 4.0-4.9 Million Scores 00%
08 5.0-5.9 Million Scores 00%
09 6.0-7.9 Million Scores 00%
10 8.0-9.9 Million Scores 00%
11 10-15 Million Scores 00%
12 15-20 Million Scores 00%
13 Over 20 Million 00%
14 Game Time 0.0-1.0 Mins 00%
15 Game Time 1.0-1.5 Mins 00%
16 Game Time 1.5-2.0 Mins 00%
17 Game Time 2.0-2.5 Mins 00%
18 Game Time 2.5-3.0 Mins 00%
19 Game Time 3.0-3.5 Mins 00%
20 Game Time 3.5-4.0 Mins 00%
21 Game Time 4-5 Mins 00%
22 Game Time 5-6 Mins 00%
23 Game Time 6-8 Mins 00%
24 Game Time 8-10 Mins 00%
25 Game Time 10-15 Mins 00%
26 Game Time Over 15 Mins 00%
Time-Stamps
The Time-Stamps Menu allows you to view dates and times that are important to game software.
01
02
03
04
05
06
07
08
09
10
11
12
Current Time
Clock 1st Set
Clock Last Set
Audits Cleared
Coins Cleared
Factory Setting
Last Game Start
Last Replay
Last H.S.T.D. Reset
Champion Reset
Last Printout
Last Service Credit
1-11
Press the Up or Down buttons to cycle through the menu. Press the Enter button to access a menu.
Press the Escape button to return to the Printouts Menu.
P, PRINTOUTS MENU
(optional board required)
P.1 Earnings Data
P.2 Main Audits
P.3 Standard Audits
P.4 Feature Audits
P.5 Score Histograms
P.6 Time Histograms
P.7 Time-Stamps
P.8 All Data
The Printouts Menu is a combination of the other menus. This menu allows you to access and print
information in the available menu selections.
If no printer is attached the message “Waiting for Printer” appears in the displays.
Note: Set print specification from the Adjustment Menu, A.5 Printer Adjustments.
Use the Service Switch Actuator to hold in the top interlock switch located in the bottom left
corner of the coin door opening. The actuator must be in place in order to activate the solenoids
and flashlamps.
Press the Up or Down buttons to cycle through the menu. Press the Enter button to access a test. Press
the Escape button to return to the Test Menu.
Note: During any test, press the Start button to obtain the wire color, driver number, connector number
and fuse location.
TI, TEST MENU
T.1 Switch Edges
T.2 Switch Levels
T.3 Single Switch
T.4 Solenoid Test
T.5 Flasher Test
T.6 General Illumination
T.7 Sound 8 Music Test
T.8 Single Lamps
T.9 Al Lamps
T.10 Lamp & Flasher Tests
T.11 Display Test
T.12 Flipper Test
T.13 Ordered Lamps Test
T.14 Lamp Row-ColTest
T.15 Dip Switch Test
T.16 ZR-1/LT-5 Test
T.17 Race Test
T.18 Empty Balls Test
The switch matrix, on the left side of the display, shows the state of all switches. A dot indicates
the switch is open, and a square indicates the switch is closed. The numbers assigned to each switch
indicate where the switch is located in the matrix. The number on the left indicates the column, and the
number on the right indicates the row. Example: Switch 23 is 2nd column, 3rd row.
A short to ground, on either the row or column wire, appears as a shorted row(s). However, a
column wire shorted to ground disappears when all the indicated row switches are open. A row wire
shorted to ground does not disappear.
A shorted diode in the switch matrix can cause other switches to appear closed. These
"phantom" switches (though not actually closed) complete a rectangle in the switch matrix. Therefore, if
two switches in the same column are closed (example; #22 and #24), and a third switch is pressed in
another column but in the same row as one of the first two (example; #32), the "phantom" switch #34 is
falsely indicated as closed. The switch with the shorted diode is diagonally opposite the "phantom "
switch (in this case #22).
T.1 Switch Edges Press each switch one at a time. The name and number of the switch is
shown in the display. If a switch other than the one pressed, or no switch at all is indicated, the
system has detected a problem with the switch circuit.
T.2 Switch Levels This test automatically cycles through all switches that are detected
closed. The name and number of each switch that is detected is shown in the display. A filled
square indicates the switch's position in the matrix.
T.3 Single Switches The Single Switch Test isolates a particular switch by blocking signals
from all other switches. Use the Up or Down buttons to select the switch to be tested.
1-13
T.4 Solenoid Test The Solenoid Test has three modes: Repeat, Stop, and Run. Only one
solenoid should pulse at a time. The system has detected a problem if; more then one solenoid
pulses, a solenoid comes On and stays On, or no solenoids pulse during the Repeat or Run
modes.
The Repeat Mode pulses a single solenoid. After entering this test, Solenoid 1 shows in
the display. and the corresponding solenoid activates. Press the Up or Down button to
cycle through the solenoids, one at a time. The same solenoid pulses until the Up or
Down button is pressed. Either press the Escape button to return to the Test Menu, or
press the Enter button to advance to the next mode.
Repeat
Stop - The Stop Mode halts the Solenoid Test. Press Enter during the Repeat mode and the
Solenoid Test Stops. No solenoids should be activated while the test is stopped. Either
press the Escape button to return to the Test Menu, or the Enter button to advance to the
next mode.
Run - The Run Mode cycles through the solenoids automatically. The display shows the name
and number of the solenoid currently being pulsed. Either press the Escape button to
return to the Test Menu, or the Enter button to advance to the next mode.
T.5 Flasher Test This tests the flashlamp part of the solenoid circuit exclusively. This, like
the Solenoid Test has three test modes: Repeat, Stop, and Run. During this test, only one
flashlamp circuit should pulse at a time. The system has detected a problem if more than one
circuit pulses, a circuit stays On, or no circuits pulse during the Repeat or Run modes.
Repeat - The Repeat mode pulses a single flashlamp. After entering this test, the name and
number of the first flashlamp circuit will show in the display and the corresponding bulb(s)
flash. Press the Up or Down button to cycle through all of the flashlamp circuits one at a
time. The same circuit pulses until the Up or Down button is pressed. Either press the
Escape button to return to the Test Menu, or press the Enter button to advance to the
next mode.
Stop - The Stop Mode halts the Flasher Test. No flashlamp circuit should be active during this
mode. Either press the Escape button to return to the Test Menu, or the Enter button to
advance to the next mode.
Run - The Run Mode cycles through the flashlamps automatically. The display shows the
name and number of the flashlamp circuit currently being pulsed and the corresponding
bulb(s) flash. Either press the Escape button to return to the Test Menu, or the Enter
button to advance to the next mode.
T.6 General lilumination This test checks all of the General illumination circuits. There are two
modes of operation: Stop and Run.
Stop - Press the Up or Down buttons to cycle through the General lllumination Test manually.
All illumination is tested first, followed by an individual circuit test. The circuit name and
number will show in the display while the corresponding lamps light. If any other results
occur the system has detected an error.
Run - Press the Enter button any time during Stop mode and the General Illumination Test
cycles through automatically. For each circuit shown in the displays the corresponding
bulbs should light. If any other results occurs the system has detected a problem.
1-14
T.7 Sound and Music Test The Sound and Music Test allows you to check the audio
circuits. This test has three modes for testing the sound and music circuits: Run, Repeat, and
Stop.
Run -
Repeat -
Stop -
The Run Mode steps through a sequence of sounds and music. Pressing the Up or
Down button during this portion of the Sound and Music test advances to a particular
sound/tune without having to wait for the program to play all the sounds available in the
test. A sound/tune should be heard for each name and number that appears in the
display. Any other results indicate the system has detected a problem.
Press the Enter button at any time during the Run Mode to cause the program to stop
and repeat a particular sound/tune. The same sound should repeat continuously until
the Up or Down button is pressed. Any other results indicates the system has detected a
problem.
Press the Enter button at any time during the Repeat Mode to stop this test altogether.
No sound/tune should be heard. Any other results indicates the system has detected a
problem.
T.8 Single Lamp Test The number assigned to each lamp indicates the lamp's position in the
matrix. The number on the left indicates the column. The number on the right indicates the row.
Example: Lamp 23 means 2nd column, 3rd row.
This test checks each lamp circuit individually. Press the Up or Down button to cycle through this
test. For each name and number that is shown in the display the corresponding lamp should
light. Any other results indicate the system has detected a problem.
T.9 All Lamps Test This test causes all the controlled lamps to flash at the same time. Every
controlled lamp should flash. Any other results indicate the system has detected a problem.
T.10 Lamp and Flasher Test This test causes all the flashlamps and the controlled lamps to
flash at the same time. The controlled lamps blink, while the flashlamps cycle from highest to
lowest. Any other results indicates the system has detected a problem.
T.11 Display Test This test automatically lights every dot in the Dot Matrix Display. A series of
patterns appear in sequence. Each pattern turns On and Off a section of dots. Every dot on the
display should be turned On and Off during this test.
T.12 Flipper Coil Test The Flipper: Coil Test has three modes: Repeat, Stop, and Run.
Only one flipper should pulse at a time. The system has detected a problem if more than one
flipper pulses, a flipper comes On and stays On, or no flippers pulse during the Repeat or Run
modes.
Repeat - The Repeat Mode pulses a single flipper. After entering this test, coil 01 shows in the
display and the corresponding flipper activates. Press the Up or Down button to cycle
through the flipper coils, one at a time. The same flipper coil pulses until the Up or Down
button is pressed. Either press the Escape button to return to the Test Menu, or press
the Enter button to advance to the next mode.
Stop - The Stop Mode halts the Flipper Coil Test. Press Enter during the Repeat mode and the
Flipper Coil Test stops. No flipper coil should be activated while the test is stopped.
Either press the Escape button to return to the Test Menu, or the Enter button to advance
to the next mode.
Run - The Run Mode cycles through the flippers automatically. The display shows the name
and number of the flipper coil currently being puised. Either press the Escape button to
return to the Test Menu, or the Enter button to advance to the next mode.
T.13 Ordered Lamp Test The number assigned to each lamp indicates the lamp's position in the
matrix. The number on the left indicates the column. The number on the right indicates the row.
Example - Lamp 23 means 2nd column, 3rd row.
This test checks each lamp circuit individually. Press the Up or Down button to cycle through the
lamps. Lamps light in a clock-wise or counter clock-wise direction starting from the bottom of the
playfield. Direction depends on which button, Up or Down, is pressed. For each name and
number that is shown in the display the corresponding lamp should light. Any other results
indicates the system has detected a problem.
T.14 Lamp Row-Col Test This test allows individual rows and columns in the lamp matrix
to be operated. This is useful for trouble-shooting wiring and driver problems.
Press the UP or DOWN buttons to cycle trough the different rows and columns.
T.15 Dip Switch Test This test is used to show the positions of the dip switches on the CPU
board (U27).
T.16 ZR-1/LT-5 Test Select T.16 from the Test Menu and press "ENTER" to begin the ZR-
1/LT-5 (engine) test. Once the "SELF TEST" completes successfully, the "UP" and "DOWN"
buttons can be used to select the following tests. Use the "ENTER" button to start the selected
test, and the "ESCAPE" button to abort the selected test.
The status of the "FULL LEFT" and "FULL RIGHT" optical switches and the angular position are
displayed on the dot matrix display during all tests.
SELF TEST - This test verifies that the engine is fully operational. This test is run automatically
upon entry to the ZR-1/LT-5 TEST. It can also be started manually by pressing the "ENTER"
button when selected.
AUTO RUN - This test runs the engine in an oscillatory fashion until the "ESCAPE" button is
pressed. The test pauses the engine periodically.
1-16
ENGINE LEFT - This test moves the angular position of the engine to the left (counter-clockwise)
until the "FULL LEFT" optical switch closes.
ENGINE RIGHT - This test moves the angular position of the engine to the right (clockwise) until
the "FULL RIGHT" optical switch closes.
ENGINE CENTER - This test moves the angular position of the engine to the center. At this
point, neither the "FULL LEFT" nor the "FULL RIGHT" optical switches should be closed.
T.17 Race Test Select T.17 from the Test Menu and press "ENTER" to begin the RACE TRACK
test. Once the "SELF TEST" completes successfully, the "UP" and "DOWN" buttons can be used
to select the following tests. Use the "ENTER" button to start the selected test, and the
"ESCAPE" button to abort the selected test.
The status of the "LEFT START", "RIGHT START", "LEFT ENCODER", and “RIGHT ENCODER"
optical switches and car positions are displayed on the dot matrix display during all tests.
SELF TEST - This test verifies that the race track is operational. This test is run automatically
upon entry to the RACE TEST. It can also be started manually by pressing the "ENTER" button
when selected.
LEFT HOME - This test drives the left car in reverse until the "LEFT START" optical switch is
closes.
LEFT FORWARD - This test drives the left car forward while the "+" button is pressed.
LEFT REVERSE - This test drives the left car in reverse while the "-" button is pressed.
RIGHT HOME - This test drives the right car in reverse until the "RIGHT START" optical switch is
closes.
RIGHT FORWARD - This test drives the right car forward while the "+" button is pressed.
RIGHT REVERSE - This test drives the right car in reverse while the "-" button is pressed.
T.18 Empty Balls Test Select T.18 from the Test Menu and press "ENTER" to begin the EMPTY
BALLS test.
This test kicks out all balls loaded in troughs, lockups, poppers, and kickouts until no balls remain
in those locations.
Note: As the trough kicks out balls, they will stack up in the shooter groove, which may require
manual clearing in order to allow further balls to be kicked out.
Press the Up or Down buttons to cycle through the menu. Press the Enter button to access a utility.
Press the Up or Down buttons to see the setting choices. Press the Enter button to lock in a choice. If a €
mistake is made, press Escape while "Saving Adjustment Value” is in the display. The original settings is
retained and the new settings is ignored. Press the Escape button to return to the Utility Menu.
U. UTILITIES MENU
U.1 Clear Audits
U.2 Clear Coins
U.3 Reset H.S.T.D.
U.4 Set Time & Date
U.5 Custom Message
U.6 Set Game 1.0.
U.7 Factory Adjustments
U.8 Factory Resets
U.9 Presets
U.10 Clear Credits
U.11 Auto Burn-in
U.1 Clear Audits Press the Enter button to clear the Standard Audits (except Burn-In Time),
Feature Audits, and Histograms.
U.2 Clear Coins Press the Enter button to clear the Earnings Audits.
U.3 Reset H.S.T.D. Press the Enter button to clear the High Score to Date Table and the Grand
Champion.
U.4 Set Time and Date Press the Enter button to activate the time and date. Use the Up or
Down button to change the value, then press the Enter button to lock in that value. If a mistake is
made, press the Escape button while “Saving Adjustment Value” is displayed. The new value is
ignored and the original value is retained.
U.5 Custom Message Set A.1 20 to ON before writing a Custom Message. Press the Enter
button to begin entry of the custom message. Use the Up or Down button to cycle through
letters. Use the Start button to cycle through punctuation marks. Press the Enter button to lock
in the desired letter and punctuation. If you make a mistake, use Up and Down to select the
"back-arrow" character. The "back-arrow" character is located before the space character and
after the number nine. Press Enter while the back-arrow shows to erase the previously entered
character. Once your message is complete, press and hold the Enter button until "Message
Stored" is displayed.
Press the Escape button to cancel the new message. The message "Press Enter to Reset"
appears. |f you press Enter, the custom message is cleared and no message is displayed. If
Escape is pressed, the original message remains intact.
U.6 Set Game 1.0. This utility allows the operator to install a message, such as game location, that
only appears on printouts . Press the Enter button to activate Set Game |.D.. Use the Up or
Down button to cycle through letters. Use the Start button to cycle through punctuation marks.
Press the Enter button to lock in the desired letter and punctuation.
1-18
e U.7 Factory Adjustment Press the Enter button to restore the adjustments to factory settings.
U.8 Factory Reset Press the Enter button to restore the adjustments to their factory setting, clear
the Audits, H.S.T.D Table, and Custom Message/Game |.D.
U.9 Presets Use the Up or Down buttons to cycle through the available Presets. When the desired
Preset is displayed, press the Enter button to lock in that Preset. If a mistake is made, press the
Escape button while “Saving Adjustment Value” is displayed. The new value is ignored and the
original value is retained.
Game Difficulty Levels The game play difficulty adjustments can be changed to a
combination that is MUCH LESS to MUCH MORE difficult than Factory Settings. The Game
Difficulty Setting Table lists the adjustments and settings that comprise the individual groups.
U.9 01 Install Extra Easy MUCH LESS difficult than factory setting.
U.9 02 Install Easy Somewhat LESS difficult than factory setting.
U.9 03 Install Medium About the SAME as factory setting.
U.9 04 Install Hard Somewhat MORE difficult than factory setting.
U.9 05 Install Extra Hard MUCH MORE difficult than factory setting.
Game Difficulty Setting Table for U.S./Canadian/French Games
Ад). Adjustment Description Extra Easy Easy Medium Hard Extra Hard
No. U.9 01 U.9 02 U.9 03 U.O 04 U.9 05
A.2 05 | Ball Saves 2 2 1 1 0
A.2 06 | Ball Save Time 11 9 7 5 2
A.2 07 | Lock Difficulty Extra Easy Easy Medium Hard Extra Hard
A.2 08 | Race Difficulty Extra Easy Easy Medium Hard Extra Hard
A.2 09 | Catch Difficulty Extra Easy Easy Medium Hard Extra Hard
A.2 10 | Challenge Difficulty Extra Easy Easy Medium Hard Extra Hard
Game Difficulty Setting Table for German/European Games
Adj. Adjustment Description Extra Easy Easy Medium Hard Extra Hard
No. U.9 01 U.9 02 U9 03 U.O 04 U9 05
A.2 05 | Ball Saves 2 2 1 1 0
A.2 06 | Ball Save Time 11 9 7 5 2
A.2 07 | Lock Difficulty Extra Easy Easy Medium Hard Extra Hard
A.2 08 | Race Difficulty Extra Easy Easy Medium Hard Extra Hard
A.2 09 | Catch Difficulty Extra Easy Easy Medium Hard Extra Hard
A.2 10 | Challenge Difficulty Extra Easy Easy Medium Hard Extra Hard
1-19
U.9 06 Install 5 Ball
U.9 07 Install 3 Ball
Adjustments U.9 06 and U.9 07 can be used to change a game to 3 or 5
ball play, including the changing of certain features to the recommended 3- and 5-ball level. The
Preset Game Adjustments Table for U.S./Canadian Games lists the adjustments and settings
that comprise the individual groups.
Preset Game Adjustments Table for U.S./Canadian Games
Adjustment Adjustment Install 3-Ball Install 5 Ball
Number Description U.9 07 U.9 06
(factory)
A.1 01 Balls Per Game 3 5
A.1 07 Replay Start 650,000,000 750,000,000
A.2 04 Extra Ball Level 10 18
A.2 05 Ball Saves 1 1
A.2 06 Ball Save Time 7 5
A.2 07 Lock Difficulty Medium Hard
A.2 10 Challenge Difficulty Medium Hard
U.9 08 Install Add-A-Ball
Ball awards. Individual adjustments are affected, as follows:
Adjustment Name
A113
A114
A.1 15
A.1 17
A.1 19
A.4 04
A.4 05
A.4 06
A.4 08
A.4 07
U.9 09 Install Ticket
Replay Boost
Replay Award
Special Award
Extra Ball Ticket
Match Feature
Champion Credits
High Score 1 Credits
High Score 2 Credits
High Score 3 Credits
High Score 4 Credits
New Setting
Off
Extra Ball
Extra Ball
No
Off
00
00
00
00
00
Individual adjustments are affected, as follows:
Adjustment Name
A114
A.1 15
A.1 16
A.1 17
A.1 31
A.4 02
Replay Award
Special Award
Match Award
Extra Ball Ticket
Ticket Expansion Board
H.S.T.D. Award
1-20
New Setting
Ticket
Ticket
Ticket
Yes
Yes
Ticket
This option deletes all Free Play awards and replaces them with Extra
This option deletes Credit awards and replaces them with Ticket awards.
U.9 10 Install Novelty This option removes all Free Play and Extra Ball awards. Individual
adjustments are affected, as follows:
Adjustment Name New Setting
A.1 04 Max. Extra Ball Off
A.1 05 Replay System Fixed
A.1 09 Replay Level 1 Off
A.1 10 Replay Level 2 Off
A.1 11 Replay Level 3 Off
A.1 12 Replay Level 4 Off
A.1 15 Special Award Points
A.1 19 Match Feature Off
A.4 01 Highest Score On
A.4 04 Champion Credits 00
A.4 05 High Score 1 Credits 00
A.4 06 High Score 2 Credits 00
A.4 07 High Score 3 Credits 00
A.4 08 High Score 4 Credits 00
U.9 12 Serial Capture This sets up the printer adjustments for serial transmission to a laptop
computer (9600 baud, 40 column, no page breaks, serial printer). This option requires the
installation of the optional printer kit, part number 63110.
1-21
U.9 17 Install German 1e
U.9 18 install German 2e
U.9 19 Install German 3»
U.9 20 Install German 4e
U.9 21 Install German 5e
U.9 22 install German Ge
Adjustments U.9 17 through U9 22 are used to modify game pricing
and type of game play. The Preset Game Adjustments Table for German/European Games lists
the adjustments and settings that comprise the individual groups. NOTE: German Replay starts
at 50,000,000.
Preset Game Adjustments Table for German/European Games
Adj. # | Adj. Description German 1 German 2 German 3 German 4 German 5 German 6
U.9 17 U9 18 U.S 19 Ug 20 U.9 21 Ug 22
A.1 14 | Replay Award Credit Ticket Audit Credit Ticket Audit
A.115 | Special Award Credit Extra Ball Points Credit Extra Ball Points
A.115 | Match Award Credit Ticket Credit Credit Ticket Credit
A.119 | Match Feature 7% 7% Off 7% 7% Off
A.3 01 | Game Pricing 6 spiele/5 DM | 6 spiele/5 DM | 6 spiele/5 DM | 7 spiele/5 DM | 7 spiele/5 DM | 7 spiele/5 DM
A402 | H.S.T.D. Award Credit Ticket Credit Credit Ticket Credit
A.404 | Champion Credits 03 03 00 03 03 00
A.4 05 | High Score 1 Credits | 01 01 00 01 01 00
A.4 06 | High Score 2 Credits | 00 00 00 00 00 00
A.4 07 | High Score 3 Credits | OO 00 00 00 00 00
A.4 08 | High Score 4 Credits | 00 00 00 00 00 00
* The German DIP Switch Settings are: SW4 SW5 SW6 SW7 Sws
On On On On Off
U.9 23 Install French 1*
U.9 24 Install French 2*
U.9 25 Install French 3*
U.9 26 Install French 4*
U.9 27 Install French 5*
U.9 28 Install French 6*
Adjustments U.9 23 through U.9 26 are used to modify game pricing
and type of play. The Preset Game Adjustments Table for French Games lists the adjustments
and settings that comprise the individual groups.
Preset Game Adjustments Table for French Games
| Adj. # | Adjustment Description | French 1 | French 2 | French 3 {|French4 | French 5 | French 6 |
Ug 23 |U9 24 |U.9 25 [U9 26 [U9 27 |U9 28
[A.201 | Extra Ball Percent 20% 15% 25% 25% 20% 20% |
* The French DIP Switch Settings are: SW4 SW5 SW6 _ SW7 SWB8
On On On Off Off
U.10 Clear Credits Press the Enter button to clear the game Credits.
U. 11
Auto Burn-in
Press the Enter button to activate Auto Burn-in. This utility automatically
cycles through several tests. This will help in find intermittent problems. The tests that Auto
Burn-in cycle through are: the Display Test, Sound and Music Test, All Lamps Test, Solenoid
Test, Flashers Test, General lllumination Test, and the Flipper Coil Test. All of the tests are run
concurrently. The time spent on the current burn-in cycle, and the total time the game has spent
in burn-in are displayed.
1-22
Press the Up or Down buttons to cycle through the menu. Press the Enter button to access an
adjustment. Press the Up or Down buttons to see the setting choices. Press the Enter button to lock in a
choice. If a mistake is made, press Escape while "Saving Adjustment Value" is in the display. The
original settings is retained and the new value is ignored. Press the Escape button to return to the
Adjustment Menu.
A. ADJUSTMENTS MENU
A.1 Standard Adjustments
A.2 Feature Adjustments
A.3 Pricing Adjustments
A.4 H.S.T.D Adjustments
A.5 Printer Adjustments (optional board required)
A.1 Standard Adjustments
A.1 01 Balls Per Game
A “game” is defined by specifying the number of balls to be played.
Range: 1-10
A.1 02 Tilt Warnings
The number of total actuation's of the plumb bob mechanism that can occur before the game is
“tilted”.
Range: 1-10
A.1 03 Maximum Extra Balls
The number of extra balls that a player may accumulate.
Range: 1-10
A.1 04 Maximum Extra Balls/Ball in Play
The number of extra balls to be awarded per ball in play.
OFF - No maximum number of Extra Balls per ball in play.
1-10 - 1 through 10 Extra Balls per ball in play.
A.1 05 Replay System
The type of replay system to be used.
Fixed - Replay value is set and does not change during game play.
Auto % - Replay starting value is set and changes every 50 games to comply with the
percentage of replays desired.
A.1 06 Replay Percent*
The percentage of replays the players are able to earn when Auto Replay is used.
Range: 5-50%
A.1 07 Replay Start*
The replay start value when Auto % Replay is used. The range of this setting is 100,000,000 to
700,000,000.
1-23
A.1 08 Replay Levels* |
The number of replay levels used by the Auto % Replay mode. The range of this setting is 1 to 4. a
When two replay levels are chosen, the second replay level is automatically adjusted to twice the
starting replay level value. When three of four replay levels are chosen, their values are
automatically adjusted to three or four times the starting replay level.
*For Auto % Replay.
A.1 09 Replay Level 1
A.1 10 Replay Level 2
A.1 11 Replay Level 3
A.1 12 Replay Level 4
The values used for the 1st through 4th levels of Fixed Replay. Range: 00 - 25,000,000.
A.1 13 Replay Boost
The replay score can be temporarily boosted by the selected amount EACH time the player
reaches or exceeds the replay score. This temporary boost is canceled when credits equal O, the
player inserts another coin, or Begin Test is pressed.
ON - Score is boosted between 1,000,000 and 75,000,000 points.
OFF - Replay score is not boosted.
A.1 14 Replay Award
For the form of award automatically provided when the player exceeds any replay level for either
Auto % Replay, or Fixed Replay. @
Credit - Reaching each Replay level awards credit.
Ticket - Reaching each Replay level awards a ticket.
Ball - Reaching each Replay level awards an Extra Ball.
Audit - Reaching each Replay level awards nothing to the player; it does increase the
entry value of the Audit Item(s) maintaining a tally of these awards.
A.1 15 Special Award
The award automatically provided when the player scores a special.
Credit Scoring a Special awards a Credit.
Ticket Scoring a Special awards a Ticket.
Ball - Scoring a Special awards an Extra Ball.
Points Scoring a Special awards 30 Million points.
A.1 16 Match Award
The award automatically provided when the players wins a match.
Credit - Winning a Match awards a Credit.
Ticket - Winning a Match awards a Ticket.
A.1 17 Extra Ball Ticket
À Ticket is awarded when the player earns an Extra Ball.
YES - The player is awarded a Ticket in addition to an Extra Ball.
NO - The player is not awarded a Ticket.
1-24
A.1 18 Maximum Ticket/Player |
The amount of Tickets each player can earn.
Range 00 - 100
A.1 19 Match Feature
The desired percentage for the Match Feature occurring at the end of the game.
OFF - Match Feature is not available.
1-50% - 1% is ‘hard’; 50% is ‘extremely easy’. The Match Feature selects a random two-
digit number at the end of the game and compares each players score for an identical two digits
in the rightmost two positions. A matching of these two digits results in an award of a Credit or a
Ticket.
A.1 20 Custom Message
The message displayed during the Attract Mode.
YES - A message is displayed
NO - A message is not displayed.
A.1 21 Language
The language the game uses: English, French, or German.
A.1 22 Clock Style
The style of clock the game uses: A.M./P.M., or 24 Hours.
A.1 23 Date Style
The style of date the game uses: Month/Date/Year, or Date/Month/Year.
A.1 24 Show Date and Time
The date and time show in the Attract Mode.
YES - Show date and time in status report, or Attract Mode.
NO - Do Not show date and time in status report or Attract Mode.
A.1 25 Allow Dim lilumination
The game program dims the General lllumination for special effects and during the Attract Mode.
YES - Dim General lllumination for spiral effects and Attract Mode.
NO - Do Not dim General Illumination.
A.1 26 Tournament Play
Equalize Multi-ball and Jackpots during multi-player games, (do not carry over to next player).
YES - Keep Multi-ball and Jackpots equal.
NO - Do Not Keep Muliti-ball and Jackpots equal.
1-25
A.1 27 Euro. Scr. Format |
Use either commas or dots between digits when numbers are displayed.
YES - Dots instead of commas, (example 1.000.000).
NO - Commas instead of dots, (example 1,000,000).
A.1 28 Minimum Volume Control
The volume can be turned Off.
YES - Volume can be turned Off.
NO - Volume can be turned Down but not Off.
A.1 29 General Illumination Power Saver
This allows the general illumination and controlled lamps to be dimmed following a time interval
after a game is played. Power Saver Level (A.1 30) determines dimness of the lamps. Using this
feature will substantially increase the life of the lamps.
Setting: - Off, 2-60 Minutes
A.1 30 Power Saver Level
When General Illumination Power Saver (A.1 29) is set to On, this controls the intensity of the
G.l. and controlled lamps once the game has been idle for a specified period of time.
Range: 4-7 (4 = dimmest, 7 = brightest)
A.1 31 Ticket Expansion Board
When a Ticket Expansion Board is connected, full control of the ticket dispenser is available.
This includes a ticket low/error lamp, resume on ticket jam switch, and manual ticket dispense
switch.
Yes - Ticket Expansion Board is connected.
No - Ticket Expansion Board is NOT installed in the game.
A.1 32 No Bonus Flips
The activation of flippers during the end of ball "bonus" sequence. Setting this to "YES" may
extend the life of the flipper mechanisms.
A.1 33 Game Restart
When the start button is pressed during or after the 2nd ball, the game in progress will end and a
new game will begin. This adjustment has 3 settings to determine how this is handled.
Never: - Do not allow a new game to start until the current game is over.
Slow: - Restart if the start button is pressed continuously for over 1/2 second. This helps
to prevent the unintended restart of game in progress.
Instantly: - Restart as soon as the start button is pressed.
When the start button is pressed during game over, or during the 1st ball (to add a player), it is
always handled instantly.
1-26
A.2 Feature Adjustments
A.2 01
A.2 02
A.2 03
A.204
BUY EXTRA BALL
This determines whether each player may buy one extra ball for one credit at the end of a game.
Settings: 1 Credit
OFF
Factory Default: 1 Credit
EX. BALL MEMORY
This determines whether the lit Extra Ball stays in memory from ball to ball.
Setting: YES
NO
Factory Default: YES
EX. BALL PERCENT
This determines the total percentage of extra balls desired (for all extra balls awarded from all
features except replay score levels). The game will adjust the number of SPARK PLUG levels
required for an extra ball to achieve the requested percentage. Set to FIXED to disable the
automatic percentaging of the SPARK PLUG Extra Ball.
Setting: FIXED
15-40%
Factory Default: 20%
EX. BALL LEVEL
This is the number of SPARK PLUGS necessary to light the EXTRA BALL lamp. The machine
will start with this value and modify it as necessary to achieve the percentage specified in A.2 03.
To use a fixed level for the extra ball, set A.2 03 to FIXED, then set this level.
Setting: 2-10
Factory Default: 4
1-27
A.2 05 BALL SAVES |
This determines how many times a ball will be saved when it drains. The ball will be saved only
once per ball-in-play. The ball saver is available each ball until the adjusted number of ball saves
is used by the player.
Settings: OFF
1-5
Factory Default: 1
Example of ball save usage:
With BALL SAVES = 1 (factory default)
BALL 1: Ball save available
Ball drains after ball saver time-out
BALL 2: Bal! save available
Bali drains during ball saver timer, and ball is delivered back
onto the playfield
BALL 3: Ball save NOT available
Note: Unless the BALL SAVES setting is OFF, a very short ball save is provided even after the player has
used up all of their ball saves.
A.2 06 BALL SAVE TIME
This sets the number of seconds that the ball saver is activated.
Setting: 4-15
Factory Default: 7
A.2 07 LOCK DIFFICULTY
This determines the difficulty of enabling the LT-5-LOCK lamp. Both the LITE LOCK and LT-5
LOCK lamps are affected by this setting.
Settings: EXTRA EASY
EASY
MEDIUM
HARD
EXTRA HARD
Factory Default: MEDIUM
Game Start Ball Start Memory
LITE LT-5 LITE LT-5 LITE LT-5
LOCK LOCK LOCK LOCK LOCK LOCK
Extra Easy -- -- yes -- yes yes
Easy yes -- -- yes yes yes
Medium -- -- -- yes yes yes
Hard -- -- -- yes no yes
Extra Hard -- ves -- -- по yes
1-28
A.2 08 RACE DIFFICULTY
This determines the difficulty of the RACE TODAY feature. This affects the RACE TODAY lamp.
Settings: EXTRA EASY
EASY
MEDIUM
HARD
EXTRA HARD
Factory Default: MEDIUM
Game Start Ball Start Memory
RACE TODAY RACE TODAY RACE TODAY
Extra Easy yes -- yes
Easy -- -- yes
Medium -- -- yes
Hard -- -- по
Extra Hard -- -- по
A.2 09 CATCH DIFFICULTY
This determines the difficulty of the CATCH ME feature. This affects the CATCH ME lamp.
Settings: EXTRA EASY
EASY
MEDIUM
HARD
EXTRA HARD
Factory Default: MEDIUM
Game Start Ball Start Memory
CATCH ME CATCH ME CATCH ME
Extra Easy yes -- yes
Easy -- -- yes
Medium -- -- yes
Hard -- -- по
Extra Hard -- -- no
A.2 10 CHALLENGE DIFFICULTY
This determines the difficulty of the CORVETTE CHALLENGE feature. This affects the START
CHALLENGE lamp.
Settings:
EXTRA EASY
EASY
MEDIUM
HARD
EXTRA HARD
Factory Default: MEDIUM
Game Start Ball Start Memory
START START START
CHALLENGE CHALLENGE CHALLENGE
Extra Easy -- yes yes
Easy yes -- yes
Medium -- -- yes
Hard -- -- по
Extra Hard -- -- no
1-29
This determines whether the Super Skill Shot is enabled. When the Super Skill Shot is enabled,
entering a code with the flippers toggles back and forth between the basic Skill Shot and Super
Skill Shot. The code is Left, Right, Left, Left to activate Super Skill Shot and Right, Left, Right,
Right to deactivate Super Skill Shot.
A.211 SUPER SKILL SHOT €
Setting: YES
NO
Factory Default: YES
A.212 CHALLENGE FLIPS
This determines whether flipper button hits contribute to CORVETTE CHALLENGE race
progress.
Setting: YES
NO
Factory Default: YES
1-30
A.3 Pricing Adjustments
A.3 01 Game Pricing (if set to custom, then 02 to 09 are available)
The cost of a game is selected from the Standard Pricing Table or by installing Custom pricing.
A.3 02 Left Coin Units
A.3 03 Center Coin Units
A.3 04 Right Coin Units
A.3 05 4th Slot Units
The number of coin units purchased by a coin passing through the left, right, center, and fourth
coin chutes.
A.3 06 Units/Credits |
Defines the number of coin units required to obtain 1 credit. A coin unit counter in the game
program totals the number of coin units purchased through all coin chutes prior to each game. If
the total number of these coin units exceeds or matches the Unit per Credit value by a multiple
(or more, coin units) of the specified Units per Credit value the Credits display shows the proper
number of credits. The coin unit counter retains any remaining coin units, until the start of Ball 2;
then the coin unit counter is cleared (its contents are zeroed).
A.3 07 Units/Bonus
Additional credits are to be indicated in the credits display, when a certain number of coin units
are accumulated.
A.3 08 Bonus Credits
The number of credits that are awarded when the Units/Bonus level is achieved.
A.3 09 Minimum Units
No credits are to be posted (indicated in the credit display), until the credits unit counter reaches
a particular value, by setting this value to 02 (or more).
A.3 10 Coin Door Type (if set to custom, then 11 to 15 are available)
This adjustment is used to preset adjustments 11 through 15, based on standard coin doors
(U.S.A., German, Etc.).
A.3 11 Collection Text
The coin system used to display the Earning Audits.
A.3 12 Left Slot Value
A.3 13 Center Slot Value
A.3 14 Right Slot Value
A.3 15 4th Slot Value
The monetary value of the left, center, right, and 4th coin chutes.
A.3 16 Maximum Credits
The maximum number of credits the game can accumulate, either through game play awards or
coin purchases. The range of this setting is 5 through 99. Reaching the specified setting
prevents the award of any credits. The factory default is 10.
1-31
A.3 17 Free Play |
The player can operate the game without a coin (free play) or with a coin.
NO - A coin is necessary for game play.
YES - Game play is free; no coin required.
A.3 18 Hide Coin Audits
The coin audits may, or may not be displayed.
YES - The coin audits are not displayed.
NO - The coin audits are displayed.
HIDE NAMES - The coin audit value is shown but not the audit name.
A.3 20 Base Coin Size
The number of ticket per coin calculations.
A.3 21 Coin Meter Units
It is possible to connect a coin meter to the knocker coil driver which will log all coins through all
slots. This adjustment activates the use of the knocker driver for this purpose, and determines
the value of each unit on the meter. For example, to show the total amount of money collected
as "total quarters", set this adjustment to "0.25". To show the amount of money collected as
"total dollars", set this adjustment to “1.00”.
Setting this adjustment to anything other than Off establishes the coin unit for a meter attached to
the knocker driver, and overrides use of the knocker during awards.
A.3 22 Dollar Bill Slot
The system normally reguires 150 microseconds between coin pulses. This is too long a delay
for a fast-pulsing dollar bill validator. This adjustment may be used to tell the game that there is a
fast pulsing dollar bill validator connected to one of the coin switches. The options are:
NONE = No validator connected.
LEFT = Validator connected to left slot.
CENTER = Validator connected to center slot.
RIGHT = Validator connected to right siot.
FOURTH = Validator connected to fourth slot.
A.3 23 Minimum Coin Microseconds
This is the minimum width required for coin pulses to be accepted as valid coins. This may be
changed to prevent certain kinds of cheating.
1-32
Pricing Table
Country Coin Chutes 4th Games/Coins Display Pricing Adjustments A3
Left Center Right Chute 02 03 04 05 06 07 08 09
USA 256 $1.00* 25€ $1.00 1/50¢. 2/75¢. 3/$1 2 50¢, 75¢, $1.00
25 $1.00 25¢ $1.00 1/3X25¢ 2 USA1 1/$0.75
25 $1.00 25¢ $1.00 1/50¢, 2/$1 2 USA 2/$1.00
25 $1.00 25¢ $1.00 1/50¢. 3/$1.00 2 USA 3/$1.00
25 $1.00 254 $1.00 1/2x25¢, 2/$1.00, 3/$1.50, 6/$2.00 2 USA 6/$2.00
25 $1.00 25¢ $1.00 | 12256, 2/91.00, 3/$1.50, 5/$2.00 12 USA 5/$2.00
25 $1.00 25€ $1.00 1/3X25€, 2/$1.50 4/$2.00 2 1/.75, 4/$2.00
25 $1.00 25¢ $1.00 | 17256, 2/51.00, 4/$1.50, 6/$2.00? 6/$2.00 4/$1.50
256 25€ 256 - 1/4x25¢ 2 1/$1.00
25 $1.00 25¢ $1.00 1/50¢. 2/$1 2 CAN. 2/$1.00
25 $1.00 25¢ $1.00 1/50¢, 3/$1.00 2 CAN. 3/$1.00
25 $1.00 25¢ $1.00 | 45056, 2/$1.00, 3/$1.50, 6/$2.00 ® CAN. 6/$2.00
25 $1.00 25€ $1.00 | 405€, 2/$1.00, 3/$1.50, 5/$2.00 12 CAN. 5/$2.00
25 $1.00 25¢ $1.00 | 127x056, 2/$1.00, 4/$1.50, 6/$2.00° 6/$2 4/1.50
25 $1.00 256 $1.00 1/3X25¢, 2/$1.50 4/$2.00 2 1/75, 4/2.00
256 $1.00* 25€ $1.00 1/75¢, 2/$1.50, 3/$2.00 2 1/.75, 3/2.00
25 $1.00 25€ $1.00 1/3X25¢ 2 CAN. 1/$0.75
Austria 5sch 10sch 10sch - 1/2x5sch 3/2x10sch 2 AUSTRIA
5sch - 10sch - 2/5sch, 5/10sch CUSTOM 02 00 05 00 01 00 01 00
Australia 206 $1 $1 $2 1/$1, 3/$2 2 AUSTRALIA 1
20¢ $1 $1 $2 1/$1, 2/$2 AUSTRALIA 2
U.K. £1.00 50P 20P 10P 1/3x10P, 2/50P. 4/01 2 U. KINGDOM
1Fr 2Fr 5Fr - 1/2Fr, 2/3Fr, 3/4Fr, 5/5F SWISS 2
Belgium SFr 20Fr 50Fr - 1/4x5Fr. 1/20Fr 3/50Fr 2 BELGIUM
1/1DM, 2/2DM, 5/5DM 2 GER. 1/1DM
1/1DM, 2/2DM, 6/5DM 2 GER. 6/5DM
Holland 1G - 1G - 11G 2 HOLLAND
Sweden 1Kr SKr 10Kr 1Kr 1/10Kr. 2/15Kr. 3/20Kr 1,2 SWEDEN 1
1Kr 5Kr 10Kr 1Kr 1/5Kr 2 SWEDEN 2
France 1Fr SFr 10Fr 20Fr 4/3x1Fr. 2/5Fr. 5/10Fr 10/20Fr 23 TARIF 1
1Fr SFr 10Fr 20Fr | 4/2x1Fr, 3/6Fr, 7/OFr ,14/20Fr 23 TARIF 2
1Fr SFr 10Fr 20Fr | 4/5Fr, 3/10Fr, 7/2x10Fr , 7/20Fr 1:23 TARIF 3
"Fr SFr 10Fr OFF | 2/6Fr, 4NOFr,9/2x10Fr, 9/20Fr 23 TARIF 4
1Fr SFr 10Fr 20F5 | 2/5Fr, 5/10Fr, 11/2x10Fr, 11/20F¢ 23 TARIF 5
1Fr 5Fr 10Fr 20Fr 1/5Er. 3/10Fr 6/20Fr 2-3 TARIF 6
Italy 500L 500L 500L - 1/500L 2 ITALY 1
25P - 100P - 1/25P, 5/100P CUSTOM 01 00 04 00 01 04 01 00
25P - 100P - 1/25P, 4/100P CUSTOM 01 00 04 00 01 00 01 00
25P - 100P - 1/2x25P, 2/100P CUSTOM 01 00 04 00 02 00 01 00
25P . 100P - 1/2x25P, 3/100P CUSTOM 03 00 12 00 04 09 01 06
Denmark 1Kr 5Kr 10Kr 20Kr 1/2x1kr. 3/5kr 7/10kr 2 DENMARK 1
1Kr 5Kr 10Kr 20Kr 1/5kr 3/10kr 6/20kr 1:2 DENMARK 2
New $1.00 - $2.00 - 1/61, 3/$2 NEW ZEALAND 1
Zealand $2.00 - $1.00 - 1/61, 3/$2, ($2-$1 door) NEW ZEALAND 2
Argentina 10€ 10€ 10€ - 1/1 Token 2 ARGENTINA
Greece 10D 20D 50D - 1/2x10D, 1/20D, 3/50D GREECE
Antilles 25€ 256 1G - 1/25¢, 4/1G ANTILLES
Netherlands 1Hfl 2.5HII 2 5Hfl - 1/1 HI], 3/2.5HII NETHERLANDS
Note: 1. Factory Default. 2. Standard Setting - Change by pressing Enter button. 3. Other functions are also affected.
* Only if Bill Acceptor and Center Coin Chute are available.
1-33
A.4 H.S.T.D. Adjustments
A.4 01 Highest Scores
The game maintains a record of the four highest scores achieved to date.
OFF - No high scores are recorded, or displayed.
ON - The four highest scores are stored in memory and displayed in the Attract Mode.
A.4 02 H.S.T.D. Award
The award given for achieving the High Score To Date, or the Champion H.S.T.D: Credit or
Ticket.
A.4 03 Champion H.S.T.D.
The “Highest” High Score is displayed in the Attract Mode. This score is not cleared when “High
Score Reset Every” occurs.
ON - The “Highest” High Score is retained in memory and is displayed.
OFF - The “Highest” High Score is not retained.
A.4 04 Champion Credits
The operator chooses the number of credits or tickets awarded for a Grand Champion Score.
Range: 00 - 10.
A.4 05 H.S.T.D. 1 Credits
A.4 06 H.S.T.D. 2 Credits
A.4 07 H.S.T.D. 3 Credits
A.4 08 H.S.T.D. 4 Credits
The number of credits or tickets to be awarded whenever a player exceeds the 1st, 2nd, 3rd, and
4th highest scores. Range: 00 - 10.
A.4 09 High Score Reset Every
The number of games to be played before an automatic reset of the displayed "Highest Score"
occurs. The values provided upon reset are those selected by the operator in the Back-up High
Scores. Range: OFF (disabled); 250 to 20, 000.
A.4 10 Backup Champion
The Back-up Grand Champion Score. Range: 00 - 99,900,000.
A.4 11 Backup H.S.T.D. 1
A.4 12 Backup H.S.T.D. 2
A.4 13 Backup H.S.T.D. 3
A.4 14 Backup H.S.T.D. 4
The first through the fourth Back-up High Score values. The game automatically restores this
value when the High Score Reset Every value is reached. Range: 00 - 99,900,000.
1-34
A.415 DEFAULT SPEED CHAMPION |
O This determines the default World Speed Record loop champion level.
Setting: 1-50
Factory Default: 3
A.4 16 DEFAULT CORNERING CHAMPION
This determines the default Cornering Record loop champion level.
Setting: 1-50
Factory Default: 3
A.417 CREDIT LOOP CHAMPS
This determines the number of credits awarded for the World Speed Record and Cornering
Record loop champions.
Setting: 0-3
Factory Default: 1
1-35
A.5 Printer Adjustments (optional board required)
A.5 01 Column Width
The column width to be printed. Range: 22 - 80.
A.5 02 Lines Per Page
The amount of lines per page. Range: 20 - 80.
A.5 03 Pause Every Page
Choose whether the printer pauses at the end of a page.
YES - The printer does pause.
NO - The printer does not pause.
A.5 04 Printer Type
Select the type of printer . Choices: Parallel, Serial, ADP., Mini-Drucker, or NSM.
A.5 05 Serial Baud Rate
The baud rate used for Serial or ADP communications (bit rate). Choices: 300, 600, 1200, 2400,
4800, or 9600.
A.5 06 Serial D.T.R. (Data Terminal Ready)
When a Serial Printer is used, this line may be connected to a printer output line signaling that
the printer is busy.
Normal - Normal D.T.R. signal goes low to indicate the printer is not ready.
Inverted - Inverted D.T.R. (busy) signal goes high to indicate printer is not
ready.
Ignore - D.T.R. signal is ignored.
A.5 07 Auto Printout
With the optional printer board installed, this adjustment allows the initiation of printouts
whenever the game detects a printer connected to the game. Parallel printers are detected
automatically by plugging them in and putting them on-line. Serial printers (or computers) are
detected by sending a carriage return (ASCII 0x0D) or XON (ASCII Ox11).
This adjustment has the following settings:
OFF Disable automatic printouts
MAIN AUDS Main Audit table (B.1)
EARNINGS Earning Audits (B.2)
STD. AUDITS Standard Audits (B.3)
FEATURES Feature Audits (B.4)
HISTOGRAMS Histograms (B.5)
TIMESTAMPS Time Stamps (B.6)
ALL DATA All of the above data
The table specified above will automatically be printed when a printer (or computer) is detected.
If the printer is detected during game over or test mode, the printout will take place right away.
If the printer is connected while a game is being played, it will take up to 10 seconds to be
detected, after which the printout will occur. The game will resume after the printout is complete.
Automatic printout will only take place if the coin door is open.
After an automatic printout has been generated, a second automatic printout will not be possible ¢
until a new game has started, or test mode begins.
1-36
ERROR MESSAGES
The WPC game program has the capability to aid the operator and service personnel. At Game Turn-on,
or after pressing the Begin Test switch, (once the game has been operating for an extended period), the
display may signal with the message, "Press ENTER for Test Report". This indicates the game program
has detected a possible problem with the game.
To obtain details of the problem, open the coin door and press the Begin Test switch. Press the Enter
button to begin displaying the message(s). The following messages apply to your game.
Check Ramp Diverter
This message is displayed if the game has detected that the diverter is not functioning correctly.
After any problem is corrected, the message will be cleared when the game detects 3 correctly
diverted balls (during game play) in each direction.
Check Switch ##.
This message indicates that at least one switch was stuck ‘On’ at game turn-on or has NOT been
actuated during ball play (for 90 balls or A30 games). The game program compensates the
game play requirements affected by each disabled switch to allow ‘nearly normal’ play. This
helps keep the game earning, until the service technician can repair the problem.
To verify the problem, refer to the Test Menu text describing Switch Testing, and check each
reported switch using applicable switch tests. Always check switch operation using a ball, to
simulate game conditions. Switch problems may often be resolved by adjusting the wire switch
actuators, fixing switch circuitry problems, securing loose connectors, etc. Mechanisms using
‘opto switches’ (drop targets, etc.) need to be checked for proper power connections (+12V dc
and ground).
Check Fuses F115 and F116 and Opto 12V Supply.
This message will be displayed if the game senses that all optical switches are not functioning.
This usually occurs when there is no 12V supply to the playfield optics.
The problem is likely to be a blown fuse (F115 or F116) or at connectors J112, J116, J117 or
J118 on the power driver board.
Opto Trough Bad Check Connectors, Wires and 12V Supply
This message will be displayed if all of the optics in the playfield ball trough are not functioning.
This is usually caused by a problem with a ball trough connector supplying 12V and Ground for
the optical circuits.
Pinball Missing.
This game normally uses 4 balls; however, it will operate with as few as one ball. This message
announces that a ball is missing or stuck. When the ball is located, return it to the game via the
Outhole. Other possibilities for this problem could be malfunctions of the Ball Trough optos or
the Ball Shooter switch.
ххххх Sw. is Stuck On.
This message indicates that a switch, which is not usually On, remains in the On position after
the game is switched On. The stuck switch is essential for game play (for example, a coin chute
switch, the slam tilt switch, the plumb bob tilt switch), and should be cleared to permit proper
game operation.
1-37
Ground Short Row-N, Wht-xxx. |
This message indicates that the switch wires being called out are touching a grounded part on
the playfield or coin door. The following should be checked:
1. Slam Tilt (or other coin door) switch touching the grounded coin door.
2. A leaf-type, playfield switch touching a grounded part.
3. Players poking metallic objects (wires, coat hanger, etc.) into the game
4. Switch cable insulation pierced or damaged allowing bare wire contact with a grounded part
5. All switches in a row closing at the same time. Note: This instance is NOT a switch problem;
however, for most games this is a very rare possibility.
U6 Checksum Error.
The game ROM checksum is invalid. If this occurs replace the game ROM.
Time and Date Not Set.
The real time clock is not set. If this occurs go to U.4 of the Utilities Menu and set the time and
date.
Factory Settings Restored.
This message indicates that the CMOS RAM no longer retains any custom Pricing or Game
Adjustment settings and has reverted to factory default settings. Generally, the following CPU
checks will isolate the cause of the CMOS RAM memory failure. The voltage at pin 28 and pin
26 of U8 should be +5V (game turned On) and at least +4V (game turned Off). When the voltage
drops below +4 V, memory reset occurs. Check the batteries and battery holder. Be sure that
the batteries are good and that there is no contamination on the battery holder terminals. Turn
the game OFF, and use an ohmmeter to check diodes D1 and D2 on the CPU Board. D1 should
read 0 ohms when forward-biased and infinite ohms when reverse-biased. D2 should read 15
ohms when forward-biased and infinite ohms when reverse-biased. Note: Readings taken from
Analog Meter. This message can also indicate that there is an open diode on a 50V coil circuit
and noise is entering the circuit.
CPU L.E.D.'s
The CPU has three L.E.D.'s located on the upper left side of the board: D19, D20, and D21. On
game power-up D19 and D21 turn on for a moment then, D19 turns off and D20 starts to blink
rapidly. D21 remains on. The system has detected a problem if the following happens:
CPU Board L.E.D. Error Codes
Center L.E.D. blinks one time - ROM Error U6
Center L.E.D. blinks two times - RAM Error U8
Center L.E.D. blinks three times - Custom Chip Failure U9
Sound Board Beep Error Codes
Upon Game Turn-On:
1 Beep = Sound Board O.K.
2 Beeps = U2 Failure
3 Beeps = U3 Failure
4 Beeps = U4 Failure
5 Beeps = US Failure
6 Beeps = U6 Failure
7 Beeps = U7 Failure
8 Beeps = U8 Failure
9 Beeps = U9 Failure
1-38
OPTO THEORY
The opto receiver (Photo Transistor) should be approximately 0.1-0.7 volts when the opto beam
is unblocked and approximately 11-13 volts when the opto beam is blocked. The opto transmitter
(L.E.D.) should always be approximately 1.4 volts. Note, the transmitter (L.E.D.) is larger than
the receiver (Photo Transistor); it protrudes further from its case.
LED Board Photo Transistor Board
Transmitter Receiver
1.0-1.1 Volts 0.1-0.7V Unblocked
11-13V Blocked
Green WHT BLK Blue
— О
) (| с
Infrared Ray >
SOLDER я À SOLDER
Gray Black White
Green
1-39
LED List
J4
Ub U8 U9
0 06 CPU Board
CPU Board
D19, Blanking
D20, Diagnostic
D21, +5vdc
At Game Turn-On = D19 & D21 On, D20 Off
During Normal Operation = D19 Off, D20 flashing, D21 On
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Power Driver Board
LED 1, +12vdc, Switch Circuit, Normally On
LED 2, High/Low Line Voltage Sensor, Normally On
LED 3, High/Low Line Voltage Sensor, Normally Off
LED 4, +5vdc, Digital Circuit, Normally On
LED 5, +20vdc, Flashlamp Circuit, Normally On
LED 6, +18vdc, Lamps Circuit, Normally On
LED 7, +12vdc, Power Circuit (Motors, Relays, Etc.), Normally On
1-40
Fuse List
-liptronic | Audio Board
Controller (i=
Board 2/2
| US
>| 502
ZE 150)
Jot Matrix
Controller Board
Audio Board Power Driver Board
F501 -25V Circuit 3A, 250V, S.B. F101
+50VDC General (Left Flipper)
F502 +25V Circuit 3A, 250V, S.B. F102 +50VDC General (Right Flipper)
F103 Solenoid 425-428
Dot Matrix Controller Board F104 Solenoid #9-#16
F601 +62V Circuit 3/8A, 250V, F.B. F105 Solenoid #1-#8
F602 -113V and -125V Circuits 3/8A, 250V, F.B. F106 G.l. #5 Wht-Vio
F107 G.l. #4 Wht-Grn
Fliptronic Il Controller Board F108 G.l. #3 Wht-Yel
F901 Upper Right Flipper ЗА, 250\, S.B. F109 G.l. #2 Wht-Org
F902 Upper Left Flipper 3A, 250v, 5.8. F110 G.l. 41 Wht-Brn
F903 Lower Right Flipper 3A, 250V, S.B. F111 Flasher Secondary
F904 Lower Left Flipper 3A, 250V, S.B. F112 Solenoid Secondary
F113 +5V Logic
F114 +18V Lamp Matrix
F115 +12V Switch Matrix
F116 +12V Secondary
Line Filter
Domestic Game
Foreign Game
1-41
3A, 250V, S.B.
3A, 250V, S.B.
3A, 250V, S.B.
5A, 250V, S.B.
5A, 250V, S.B.
7A, 250V, S.B.
5A, 250V, S.B.
8A, 32V, N.B.
3/4A, 250V, F.B.
3A, 250V, S.B.
8A
5A, S.B.
MAINTENANCE INFORMATION
LUBRICATION
The two main lubrication points of the Ball Eject mechanism* are the pivots for the arm. The mechanism
of other playfield devices are somewhat similar and have the same lubrication requirements. A medium
viscosity oil (switch target grease) is satisfactory for these devices.
Because of the functional design (arm-actuated via solenoid plunger operation), the pivot points of the
Left and Right Kickers ("Slingshots") all require lubrication as a regular servicing procedure.
Lubrication to ensure proper operation also applies to the target blades of Drop Targets. MBI Instrument
Grease, also known as Drop Target Switch Lubricant, (Bally part number of El 165), is a recommended
lubricant.
SWITCH CONTACTS
Playfield Switches
For proper game operation, switch contacts should be free of dust, dirt, contamination, and corrosion.
Blade switch contacts are plated to resist corrosion. Cleaning blade switch contacts requires gentle
closing of the contacts on a clean business card or piece of paper, and then pulling the paper about 2
inches, which should restore the clean contact surface. Adjust the switch contacts to a 1/16-inch gap.
Flipper Switches
This game uses the new Fliptronic II Electronic Flipper System. The end-of-stroke switches are
NORMALLY OPEN and should close when the flipper is energized. All end-of-stroke switches are gold
flashed computer grade leaf switches. Only low computer current is carried through these switches. DO
NOT FILE or abrasively clean these switches! DO NO REPLACE these switches with the old style
tungsten high current type switches, as intermittent operation could occur. Please note that unlike the old
style of flipper, an end-of-stroke switch failure will not harm the flipper. The game will notify the operator
of a switch being misadjusted in the test report, but will continue to play. The end-of-stroke switches are
a means by which the new electronic flippers feel and play with all of the subtleties of the old flippers.
CLEANING
Good game action and extended playfield life are the results of regular playfield cleaning. During each
collection stop, the playfield glass should be removed and thoroughly cleaned and the playfield should be
wiped off with a clean, lint-free cloth. The game balls should be cleaned and inspected for any chips,
nicks, or pits. Replace any damaged balls to prevent playfield damage.
Regular, more extensive, playfield cleaning is recommended. However, avoid excessive use of water
and caustic or abrasive cleaners because they tend to damage the playfield surface. Playfield wax (or
any carnauba based wax), or polish may be used sparingly, to prevent a buildup on the playfield surface.
Do not use cleaners containing petroleum distillates on any playfield plastics because they may dissolve
the plastic material or damage the artwork.
*May not be used on all games.
1-42
Notes
1-43
Notes
1-44
SECTION TWO
GAME PARTS
INFORMATION
2-1
50036-BB
Backbox Assembly
15
J506
903
18
A
tem Part No.
1. 01-6645
2. B-10686-1
3. A-12497
4. A-14092-5
5, A-12498
6. A-12697-3
7. A-16917-50036
8. A-17651-50036
9. A-17814-50036A
10. 01-9047
11. A-18614
12. A-14039.1
13. A-13379
14. 50036-IN
15. A-15472-1
16. A-18532
A.
J2o2 1201
1 J211 J213
a
7 > +
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7
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1
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NA AS
+ Ribbon Cables
Description Item Part No.
Venting Screen 17. 5795-12653-03
Knocker Assembly
Insert Bd.Hinge Assy., Upr.
WPC Mounting Plate Assy.
Insert Bd. Hinge Assy., Lwr.
Power Driver Assembly
Sound Board Assembly
WPC Security CPU Board
Backbox, Screened
Insert Stop Bracket
Speaker/Display Assembly
Dot Matrix Controller Board
Lock & Plate Assembly
Insert Board
Fliptronic Il Board
Motor Driver Master PCB Assy.
18. 5795-13018-01
19. 5795-10938-15
20. 5795-12838-30
21. 5795-10938-32
22. 5795-14325-00
+ Miscellaneous Parts
A-8552-50036
03-8228-2
03-8228-3
03-8229-1
08-7456
31-1357-50036
2-2
APS A
O ORPO 0/0
10
22
19
16
20
(mn)
Description
Ribbon Cable, 3"
Ribbon Cable, 23.5"
Ribbon Cable, 15"
Ribbon Cable, 30"
Ribbon Cable, 32"
Ribbon Cable, V-8 Mtr.
Tempered Backglass Assy.
Glass Channel Top (1)
Glass Channel Edge (2)
Glass Lift Channel (1)
Backbox Glass:27x18-7/8"
Screened Translight
item Part No.
1. A-16773
2. A-17730-2
3. 20-9663-2
4. A-16883-4
5. A-17900-1
6. A-17540
7. 5610-13953-00
8. 5555-12929-00
9. 20-9347
10. A-17051-1
11. С-10843-2
12. А-19123
13. 20-6502-A
14. A-15361
15. *
16. A-17316
17. 01-10714
18. А-12359-4-В
19. 11-1213
50036-CAB
Cabinet Assembly
Description
Lever Guide Assembly
Ball Shooter w/Knob Assy.
Push Button w/Sw., Start
Flipper Button, Red (2)
5-Ball Cashbox Assembly
Univ. Power Interface Assy.
WPC Transformer
Speaker, 4Q, 6", 25w
Toggle Latch
Coin Door Interface Board
Leg Assembly
Front Molding Assy., Black
Plum Bob
Tilt Mechanism Assembly
Cordset
Opto Flipper Assembly (2)
Line Cord Cover
Side Molding Assembly (2)
Wood Cabinet
* See Application Chart p.2-39.
2-3
item
20.
21.
22.
23.
24.
25.
26.
77
E
Part No.
01-11408
02-4329-1
02-4352
20-9663-18
01-11400
A-18249-1
09-61000-1
+ Miscellaneous
A-17195
01-10797
01-12352
01-9011-L
01-9011-R
08-7028-T
08-7377
20-6500
©
Description
Plate Spacer (2)
Pivot Nut, 7/8" (4)
Pivot Bushing (2)
Push Button w/Sw., Green
Leg Plate (4)
Cable & Interlock Switch Assy.
Coin Door-USA
Tilt Switch Assy. w/Cable
Playfield Support Bar, 18"
Clip Bracket
Backbox Mtg. Bracket, Left
Backbox Mtg. Bracket, Right
Tempered Plfd. Glass: 21"x43"
Leg Leveler Adjuster, 3"
Steel Ball, 1-1/16" (4)
WPC CPU Security Board Assembly
A-17651-50036
J213 J210
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Part Number Designator Description Part Number Designator Description
5010-09034-00 R14-R22, R27-R42, — Res., 10KQ, %w, 5% 5281-10182-00 U11-U13, U15 IC, 74LS240 / DRVR
R86, R94, R90, R98 5284-12651-00 U21 IC, 4548
5010-09314-00 R52, R54, R56, R58, Res., 1.2KQ, им, 5% 5315-13924-00 U23 IC, 74HC4514 LTCH 1to16 Dec.
R60, R62, R64, R66, 5281-09246-00 U26 IC, 74.5139 2 T 4 Decoder
R75-R82 5340-13062-00 U8 IC/RAM 32kX8 Static
5010-09358-00 R3, R43-R51, R53, Res., 1KQ, %w, 5% 5370-12272-00 U16-U19 IC, LM339 Quad Comp
R55, R57, R59, R61, 5370-12687-00 U10 MC 34064
R63, R65, R67-R74, 5521-10931-00 0SC1 8.00MHZ OSC 14PIN DIP
R84, R101, R102, 5520-12084-00 X1 Crystal 32.768 KHz
R105, R106 5551-09822-00 LI Inductor, 4.7 4H, 3.04.
5010-09416-00 R5-R8, R12, R13, Res., 470Q, %w, 5% 5671-13732-00 D19-D21 Display LED Red
R87-R89, R99, R100 5700-08985-00 U4 Socket IC 40P .6"
5010-09085-00 R1, R2, R4, R96, Res., 1.5KQ, %w, 5% 5700-12088-00 U6 Socket IC 32P .6"
R97, R107 5700-12424-00 U9 Socket 84 Pin PLCC
5010-09534-00 W3, W4, W7, W9 Res., 0Q 5700-10176-00 U22 Socket IC 28 P .6"
5010-10989-00 R92 Res., 470KQ, %w, 5% 5791-10850-00 J201, J204 Connector, 26-pin Header Str
5010-12104-00 R91 Res., 22MQ, %w, 5% 5791-14090-05 J213 Connector, 5-pin Header Str
5010-08991-00 R103, R104 Res., 4.7KQ, %w, 5% 5791-10862-07 J210 Connector, 7-pin Header Str
5019-09362-00 SiP1 SIP 4.7K, 9R, 10P, 5% 5791-13830-08 J212 Connector, 8-pin Header Str
5040-08986-00 C31 Cap., 100M, 10v (20%) 5791-13830-09 J208, J209 Connector, 9-pin Header Str
5043-08980-00 В Cap., .01M, 50v (+80, -20%) 5791-13830-11 206, J207 Connector, 11-pin Header Str
5043-09030-00 C27 Cap., .047M, 50v, (+20%) 5791-12516-00 J202, J211 34 Hen 2x17 Str
5043-09065-00 C3,-C26, C51, C52 Cap., 470P, 50v, (+20%) 5048-11033-00 C50 Cap., .022 pF
5043-09491-00 C29, C30 Cap., 22P, 1KV (+10%) 5791-13830-12 J205 Cap., 12-pin Header Str
5043-09492-00 C28 Cap., 100P, 50v (+10%) 5043-09845-00 C32, C33 Cap., 1KP, 50v (+10%)
5041-09163-00 C53, C54 Cap., 2.2uF, 15v (20%) Ax. 5645-09025-00 U27 Switch DIP 8 POS
5070-08919-00 D2-D18 Diode, 1N4148 150MA 5162-12422-00 U20 IC, ULN 2803A
5070-09266-00 D1, D25 Diode, 1N5817, 1.0A. A-5400-50036-1 U22 WPC PIC 16C57 Micro-C
5160-10269-00 Q1-Q3 Trans., 2N3904 NPN A-5343-50036-1 U6 Game ROM Assembly
5700-10389-00 U20 IC Socket 18-pin A-17643 - Battery Holder PCB Assy.
5281-09308-00 U3 IC, 74LS245 TRNCV 5400-10320-00 U4 MCEBSBOYE 2Mhz uP
5281-09486-00 U14, U24 IC, 74LS374 8 D F/F 5410-12426-00 U9 WPC ASIC-89
5281-09851-00 US IC, 74LS14 SMT TRG 20-9665-1 - PCB Standoffs
5281-09867-00 U1, U2, U7 IC, 74LS244 OCT BUF H-18258 - WPC CPU Security Cable
Part Number
4004-01005-06
4404-01119-00
5010-08772-00
5010-08774-00
5010-08991-00
5010-09034-00
5010-09035-00
5010-09036-00
5010-09219-00
5010-09358-00
5010-09534-00
5010-13420-00
5010-13607-00
5010-13517-00
5040-09365-00
5040-09421-00
5040-13417-00
5041-09009-00
5041-13187-00
5043-08996-00
5043-10267-00
5048-11028-00
5048-11029-00
5048-11030-00
5048-11033-00
5048-12036-00
5048-13418-00
5048-13608-00
5048-13609-00
5048-13610-00
5048-13611-00
5070-09045-00
A-16917-50036
Sound Board Assembly
DC Power
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Designator Description Part Number Designator Description
U27, U28 MS, 4-40 x 3/8" 5070-09054-00 D5-D9 Diode Signal 1N4004
U27, U28 Nut 4-40 5250-13302-00 U25 78L05 Pos 5V reg TO-92
A39, R41 Resistor, 15KQ, Yaw, 5% 5250-13303-00 U?6 79LO5 Neg 5V Reg TO-92
R30, R34, R37, Resistor, 22KQ, Yaw, 5% 5283-10551-00 U17 IC74F00 Fast Quad NAND
R42, R45 5311-10946-00 U22 IC74HC74 Dual D Flip Flop
R10, R12-R16 Resistor, 4.7Q,% w, 5% 5311-10947-00 U23 IC74HC125 Quad Tri-State Buffer
R47 Resistor, 10KQ, aw, 5% 5311-10948-00 U15 IC74HC138 1 of 8 Decoder
R11, R19, R33, R40 Resistor, 47K, %w, 5% 5315-12009-00 U18, U19 IC74HCT374 Octal D Flip Fiop
R46 Resistor, 100Q, Yaw, 5% 5311-12043-00 U13, U14 IC74HC174 Hex D Flip Flop
R31, R32, R38 Resistor, 8.2KQ, 4w, 5% 5311-12538-00 U24 IC74HC14 Hex Schmitt Inverter
R50 Resistor, 1KQ,% w, 5% 5311-12287-00 U30-U32 IC74HC541 Octal Bus Driver
W4, W6 Resistor,0Q (Jumper) 5340-13304-00 U10-U12 ICSRAM 2Kx8 35ns .300 DIP
R36, R44 Resistor, 68002, Yaw, 5% 5370-12730-00 U21, U29 ICTLO84 Quad Op AMP
R20-R29, R48, R49 Resistor, 6.2KQ, 1/8w, 1% 5370-13419-00 U27, U28 Audio Power Amp TDA2030AV
R35, R43 Resistor, 15Q, law, 5% 5371-13299-00 U20 IC DAC AD-1851 168it
C15, C18, C19, Cap., 1pF, 63v, Alum Ax. 5520-13301-00 Y1 Crystal 10MHZ Parallel resonant
C32, C41 5551-09822-00 Li Inductor, 4.7puH, 3Amp.
C52 Cap., 100uF,25v,Alum Ax. 5700-12047-00 U16 IC, Socket 24-Pin .300 DIP
C20, C21 Cap., 10,000uF, 35v, Alum. 5700-12088-00 U2-U9 IC, Socket 32-Pin .600 DIP
C36, C44 Cap., 22uF,10v, Tant Alum 5705-126 38-00 U27, U28 Heatsink 5298-B
C22 Cap., 4.7pF, Tant Axial. 5733-12060-01 F501, F502 MT3AG PCMounted Fuse Holder
C4, C5,C10-C13 Cap., .10pF, 50v, Cer Ax. 5791-10862-04 J1, J2 Connector, 4-pin Header STR .156
C31, C35, C38, C43, C46, C4 5791-10862-05 J3 Connector, 5-pin Header STR .156
C50-C79 5791-10862-07 J4 Connector, 7-pin Header STR .156
C37, C45 Cap., 150pF,50v, Cer Ax. 5791-12516-00 P1 Connector, 34 Hen 2x17 STR .100
C16, C17 Cap., 22pF, 50v, Cer Ax. A-17002 U16 PAL Sub-Assembly
C48 Cap., 100pF,50v, Cer Ax. A-5343-50036-52 Ua ROM Sub-Assembly
C49 Cap., 470pF,50v, Cer Ax. A-5343-50036-S3 U3 ROM Sub-Assembly
C33 Cap., .022uF,50v, CerAx. А-5343-50036-54 U4 ROM Sub-Assembly
C34, C4 Cap., .22pF, 50v, Cer Ax. A-5343-50036-55 Us ROM Sub-Assembly
C30, C39, C40 Cap., .047uF,50v, Cer Ax. A-5343-50036-S6 U6 ROM Sub-Assembly
C8 Cap., 6800pF, 50v, Cer Ax. A-5343-50036-57 U7 ROM Sub-Assembly
C7, C24, C26 Cap., 3900pF, 50v, Cer Ax. А-5343-50036-58 us ROM Sub-Assembly
C2, C3, C9, C27, C29 Cap., 1000pF, 50v, Cer Ax. A-5343-50036-59 U9 ROM Sub-Assembly
C6, C23, C25, C28 Cap., 680pF, 50v, Cer Ax. 5731-10356-00 F501, F502 Fuse, 3Amp, 250v, Slow Blow
D1-D4
MR-501 Rectifier Diode
2-5
A-15472-1
Fliptronic ll Board Assembly
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Part Number Designator Description Part Number Designator Description
01-10572 Q1-Q4 Heatsink 5070-09054-00 D1-D24 Diode, 1N4004
20-9684 Q5-Q12 Fastener Snap In 5100-09690-00 BR1 Bridge Rectifier
4006-10003-08 Q1-Q4 Mach. screw, 6-32 5162-12635-00 Q5-Q12 Trans., TIP102 NPN
4406-01128-00 Q1-Q4 Nut 6-32 KEPS 5190-09016-00 Q13, Q20 Trans., 2N4403 PNP
5010-09034-00 R37-R44, R53 Res., 10KQ, w, 5% 5191-12179-00 Q1-Q4 Trans., TIP36C PNP
5010-09358-00 R22, R24, R26, Res., 1KQ, Yaw, 5% 5315-12009-00 U2 IC, 74HCT374
R28, R30, R32, R34, 5315-12031-00 US IC, 74HCT244
R36, R45-R52 5315-12812-00 U1 IC, 74HCT138
5010-09361-00 R1-R4 Res., 2200, Yaw, 5% 5315-12951-00 U3 IC, 74HCTOO
5010-09416-00 R21, R23, R25, Res., 470Q, мм, 5% 5370-12272-00 U4, U6 IC, LM339 Quad Comp
R27, R29, R31, R33, 5731-10356-00 F901-F904 Fuse S-B, 3A., 250v
R35 5733-12060-01 Fuse Holder (F901-F904)
5010-09534-00 W3, Wa Res., 0Q 5791-10862-05 J901, J904 Connector, 5-pin Header
5010-10171-00 R13, R20 Res., 562, Y%w, 5% 5791-10862-09 J907 Connector, 9-pin Header
5011-12956-00 R5, R12 Res., 2.7KQ, 1w, 5% 5791-10862-13 J902 Connector, 13-pin Header
5040-08986-00 C1 Cap., 100M, 10v 5791-13830-06 J905, J906 Connector, Str Sq. Pin Hdr.
5040-09537-00 C2 Cap., 100uF, 100v 5791-12516-00 J903 34 Hen 2 x 17 STR
5043-08980-00 B Cap., .01uF, 50v
2-6
A-14039.1
Dot Matrix Assembly
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Part Number Designator Description Part Number Designator Description
5010-08991-00 Rt Res., 4.7KQ, мм, 5% 5311-10946-00 U4, U5, U17, IC, 74HC74
5010-09036-00 R14-R23 Res., 1002, aw, 5% U18, U20
5010-09224-00 R10 Res., 2700, aw, 5% 5311-10947-00 U9 IC, 74HC125
5010-12832-00 R3, R6, R12, R13 Res., 4.7KQ, Yaw, 5% 5311-10951-00 U10, U11 IC, 74HC161
5010-12841-00 В4, В5 Res., 1200, Yaw, 5% 5311-10977-00 Ue IC, 74HC04
5012-12830-00 R9 Res., 1.8KQ, 5w, 5% 5311-12817-00 U29 IC, 74HC165
5012-12842-00 R11 Res., 120Q, 5w, 5% 5311-12819-00 U21 IC, 74HC688
5012-12843-00 R8 Res., 4.7KQ, 5w, 5% 5311-12820-00 U23 IC, 74HC27
5010-10171-00 R7 Res., 56Q, %w, 5% 5311-12822-00 U13-U15 IC, 74HC193
5043-09492-00 C5, C8 Cap., 100P, 50v, (+10%) 5315-12009-00 U22 IC, 74HCT374
5040-08986-00 C3 Cap., 100M, 10v (£20%) 5315-12812-00 U1, U2,U30,U12 IC, 74HCT138
5040-12324-00 Ca, C7 Cap., 150M, 160v (+50%) 5281-09308-00 U28 IC, 74HCT245
5043-08980-00 BYPASS Cap., .01M, 50v (+80,-20%) 5315-12815-00 UB, U34 IC, 74HCT08
5043-09072-00 C6, C9, C10 Cap, .1M, 500v (+80,-20%) 5315-12816-00 U19 IC, 74HCT32
5043-09845-00 C1, C2,C11 Cap., 1KP, 50v (+20%) 5315-12821-00 U7 IC 74HCT240
5070-09054-00 D7 Diode, 1N4004, 1.0A. 5340-12278-00 U24 S/RAM 2064 150NS
5075-12824-00 De, D8 Zener, 1N4742A, 12v 5551-09822-00 11 Ind. 4.7uH, 3A.
5075-12823-00 D4, D5 Zener, 1N4758, 56v 5671-13732-00 D10 Display LED Red
5075-12826-00 D3 Zener, IN4758A, 62v 5705-09199-00 Q3, Q6, Q7 Heatsink, 6030B
5100-12833-00 BR1, BR2 Bridge, 400v, 1A 5731-12328-00 F601, F602 Fuse, 3/8A., SB, 250v
5150-10269-00 Q1 Trans., 2N3904 NPN 5733-12060-01 Fuse Holder (F601, F602)
5164-09056-00 Q2,Q10 Trans., MPSDO2 NPN 5791-10850-00 J602 Connector, 26-pin Header
5164-12154-00 Q3,Q7 Trans., MJE 15030 NPN 5791-10862-05 3605 Connector, 5-pin Header
5194-09055-00 04, @5 Trans., MPSD52 PNP 5791-10862-07 J606 Connector, 7-pin Header
5194-12155-00 Q6 Trans., MUE15031 PNP 5791-10862-08 J604 Connector, 8-pin Header
5281-09738-00 U16, U25-U27 IC, 74LS157 5791-12516-00 J601 34 Hen 17x2 STR
5281-10033-00 U3 IC, 74LS30 5791-12827-00 J603 14 Hen 7x2 STR
5281-10043-00 1/31-U33, U35 IC, 74LS175
Part No.
5010-08981-00
5010-08991-00
5010-08992-00
5010-08993-00
5010-08997-00
5010-08998-00
5010-09034-00
5010-09085-00
5010-09086-00
5010-09224-00
5010-09314-00
5010-09324-00
5010-09358-00
5010-09361-00
5010-09416-00
5010-11079-00
5010-12427-00
5012-12632-00
5019-10143-00
5040-08986-00
5040-09421-00
5040-09537-00
Designator
R260
R9, R12, R15, R18,
R21, R23, R27, R31,
R35, R39, R43, R47,
R51, R55, R59, R63,
R67, R71, R75, R79,
R83, R87, R91, R95,
R99, R126, R128,
R130, R132, R134,
R136, R138, R140,
R227
R8, R11, R14, R17,
R20, R177, R179,
R181, R183, R185,
R187, R189, R191
R25, R29, R33, R37,
R41, R45, R49, R53,
R57, R61, R65, R69,
R73, R77, R81, R85,
R89, R93, R97,
R101, R103, R106,
R109, R112, R115,
R118, R121, R124
R24, R28, R32, R36,
R40, R44, R48, R52,
R56, R60, R64, RES,
R72, R76, R80, R84,
R88, R92, R96,
R100, R102, R105,
R108, R111, R114,
R117, R120, R123
R155, R157, R159,
R161, R165, R167,
R169, R171
R142-R149, R197-
R198
R194, R196, R251,
R253-R257
R252
R192, R202-R205
R176, R178, R180,
R182, R184, R186,
R188, R190
R206
R154, R156, R158,
R160, R162, R164,
R166, R168, R170,
R193, R199, R250
R104, R107, R110,
R113, R116, R119,
R122, R125
R22, R26, R30, R34,
R38, R42, R46, R50,
R54, R58, R62, R66,
R70, R74, R78, R82,
R86, R90, R94, R98,
R127, R129, R131,
R133, R135, R137,
R139, R141
R7, R10, R13, R16,
R19
R150-R153, R172-
R175
R224
SAI
Ca
C2
C8
A-12697-3
WPC Power Driver Assembly
Description
Res, 10KQ, Yaw, 5%
Res., 4.7KQ, “aw, 5%
Res., 560Q, 4w, 5%
Res., 68KQ, ew, 5%
Res., 2.7KQ, %w, 5%
Res., 2.2KQ, Yaw, 5%
Res., 10KQ, Yaw, 5%
Res., 1.5KQ, Yaw, 5%
Res., 6.8KQ, Ww, 5%
Res., 270Q, Yaw, 5%
Res., 1.2K, 4w, 5%
Res., 27KQ, aw, 5%
Res., 1KQ, aw, 5%
Res,, 2200, Yew, 5%
Res., 470Q, им, 5%
Res., 51Q, Yaw, 5%
Res., .220, 1w, 5%
Res., .12Q, 10w, 5%
SIP 470Q, 9R, 10-pin, 5%
Cap., 100M, 10v (x20%)
Cap., 100M, 25v (+50, -10%)
Cap., 100M, 100v (20%)
2-8
Part No.
5040-12313-00
5043-08980-00
5043-08996-00
5043-09845-00
5048-10994-00
5070-08919-00
5070-09054-00
5100-096 90-00
5131-12725-00
5162-12422-00
5162-126 35-00
5194-09055-00
5191-12179-00
5192-12428-00
5250-12634-00
5281-09486-00
5281-09487-00
5281-10182-00
5370-12272-00
5460-12423-00
5671-13732-00
5701-09652-00
5705-091 99-00
5705-12637-00
5705-12638-00
5733-10450-00
5791-10862-03
5791-10862-04
5791-10862-05
5791-10862-06
5791-10862-07
5791-10862-09
5791-10862-11
5791-10862-12
5791-10862-13
5791-13830-05
5791-13830-09
5791-12516-00
5824-09248-00
5041-091 63-00
5730-09071-00
5731-09432-00
5731-09651-00
5731-10356-00
5730-09797-00
5705-12698-00
Designator
C5-C7, C11, C30
B-BYPASS
C13-C20, C31
C1, C12
C3
D33, D34
D1-D3, D5-D12, D17-
D32, D38
BR1-BR5
Q10, Q12, Q14, Q16,
Q18
U19
Q20, Q22, Q24, Q26,
Q28, Q30, Q32, Q34,
Q36, Q38, Q40, Q42,
Q44, Q46, Q48, Q50,
Q52, Q54, Q56, Q58,
Q63, Q65, Q67, Q69,
Q75, Q77, Q79, Q81,
Q83-Q90
Q9, Q11, Q13, Q15,
Q17, Q19, Q21, Q23,
Q25, Q27, Q29, Q31,
Q33, Q35, Q37, Q39,
Q41, Q43, Q45, Q47,
Q49, Q51, Q53, Q55,
Q57, Q59-Q62, Q71-
Q74
Q64, Q66, Q68, Q70,
Q76, Q78, Q80, Q82
Q91-Q98
Q1
U1-U5, U18
U10-U13
U9
U6, U15, U16
er
LED1, LED4-LED7
Q1
Q2
Q1
Q10, Q12, Q14, Q16,
Q18
F101-F116
J108, J119, J136
J103, J116-J118
J104-J106, J112,
J123, J124, J128,
J129, J131, J132
J107
J101, J109, J114
J102, J122, J125,
J127, J130, J137,
J138
J120, J121
J115
J126
J111
J133-J135
J113
TP1-TP8
ca
F114
F112
F106-F111, F113
F101-F105, F116
F115
Description
Cap., 15KM, 25v (+20%)
Cap., .01M, 50v (+80, -20%)
Cap., .1M, 50v (+20%)
Cap., 1KP, 50v (+20%) Axial
Cap., .33M, 50v (+20%) Axial
Diode 1N4148, 150MA.
Diode 1N4004, 1.04.
Bridge, 35A., Rect, 200v
Triac BT138E
IC ULN 2803 OC-DRL
Transistor, TIP 102
Transistor, 2N5401 PNP
Transistor, TIP36C PNP
Transistor, TIP 107
Reg LM 323 5v
IC, 74L.5374 8D F/F
IC, 74LS74 Dual D F/F
IC, 741.5240 L/Drvr.
IC, LM339 Quad Comp.
IC, LM7812
Display LED Red
Thermal Pad
Heatsink 6030B
Heatsink 5054
Heatsink 52988
Fuse Holder PC MT3AG
Connector, 3-pin Header .156
Connector, 4-pin Header .156
Connector, 5-pin Header .156
Connector, 6-pin Header .156
Connector, 7-pin Header .156
Connector, 9-pin Header .156
Connector, 11-pin Header .156
Connector, 12-pin Header .156
Connector, 13-pin Header .156
Connector, 5-pin Header
Connector, 9-pin Header
34 Hen 2x17 STR
Test Point #1502-1
Cap., 2.2MF Tant
Fuse, 8A, 32v
Fuse, S-B, 7A., 250v
Fuse, S-B, 5A., 250v
Fuse, S-B, 3A., 250v
Fuse, S-B, 3/4A., 250v
Heatsink #62365
A-12697-3
WPC Power Driver Assembly
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A-17051-1
Coin Door Interface PCB Assembly
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Part Number Designator Description
5791-10862-03 J8 Connector, 3-pin Header Str Sq.
5791-10862-05 J2, J9 Connector, 5-pin Header Str Sq.
5791-10862-11 J1, J7 Connector, 11-pin Header Str Sq.
5791-10862-12 J3 Connector, 12-pin Header Str Sq.
5791-10862-13 J5 Connector, 13-pin Header Str Sq.
5791-10862-15 J6 Connector, 15-pin Header Str Sq.
5645-09025-00 SW5 Switch DIP 8 Pos.
5070-09054-00 D1 -D11 Diode, 1N4004, 1.0A.
5791-11000-10 J4 Connector, 10-pin Header Str Sq.
A-17316
Flipper Opto PCB Assembly
|
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|
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dT item Part Number Description
с
| 1. 03-9001 Interrupter Flip-Opto
2. A-16384 Flipper Opto Sw. Assy.
(2) 5010-08930-00 Res., 4702, %w, 5%
| 5490-12451-00 Opto Inter Lg. 10mA.
5791-12462-07 Connector, 7-pin Header
pall
A-18617
Trough 7 IRED PCB Assembly
О 5
LED6
LEDS
O
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J1
Part No. Designator Description
5671-12731-00 LED1 - LED? Infra Red Diode
5791-12622-09 J1 Connector, 9-pin Header Sq.
A-18618
Trough 7 IR TSTR PCB Assembly
ri
TI
O
2,9 “o
О
Part No. Designator Description
5163-14114-00 Qi - Q7 Infra Red Photo Transistor
5791-12622-09 J1 Connector, 9-pin Header Sa.
Opto Track Limit PCB Assembly
Part Number Designator Description
E) (ог |) 5791-12622-06 J1 Connector, 6-pin Header
5010-08930-00 R1, R2 Res., 470Q, 1/2w, 5%
ОРТО? 5070-09054-00 D1, D2 Diode, 1N4004, 1.0A.
5490-12451-00 OPTO1, OPTO2 Opto Integrated, 10mA.
OPTO! 5
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A-18159-1
10-Opto Switch PCB & Bracket Assembly
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ltem Part No. Designator Description
1. A-18159 - 10-Opto PCB Assembiy
5040-10974-00 C1 Cap., 100uFd, 35v
5043-08980-00 C2-C4 Cap., 0.01uFd, 50v
5671-13732-00 LED1 Display Red LED1
5370-12272-00 U1-U3 |.C. LM339, Quad Compar
5070-09054-00 D1-D13 Diode, 1N4004, 1.0A.
5010-12928-00 R1-R7, R25, R28, R31 Res., 2700, 2w, 5%
5010-09999-00 R8-R21, R23, R24, Res., 2KQ, YW, 5%
R26, R27, R29, R30
5010-09314-00 R22 Res., 1.2KQ, %, 5%
5010-09162-00 R32, R35, R39-R41 Res., 100KQ, Yaw, 5%
5010-08774-00 R33, R34, R36 Res., 22K, 4w, 5%
5010-09034-00 R37, R38 Res., 10KQ, Yaw, 5%
5791-10862-12 J3 Connector, 12-pin Header
5791-10862-09 J1, J2 Connector, 9-pin Header
5791-10862-05 J4-J6 Connector, 5-pin Header
2. 01-10756 - Bracket
3. 07-6688-18N - Rivet, 3/16 X 1/8"
2-12
A-19242
Dual H-Drive Motor Controller & Bracket Assy.
5010-09034-00
5070-09054-00
5162-12635-00
5192-12428-00
5370-12272-00
5671-13732-00
5551-09822-00
5010-09534-00
5791-12273-11
5791-12273-04
R10, R16, R17, R19,
R22, R24
R4, R6, R7, R9, R11,
R12, R18, R20, R21,
R23, R25, R26
D1-D18
Q1, Q3, Q6, Q8
Q2, Q4, Q7, Q9
U1
LED1
L1-L4
JP1, JP2
J1
J2, J3
2-13
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item Part No. Designator Description
1. 01-10756 Bracket
2. 07-6688-18N Rivet, 3/16 X 1/8"
3. A-19159 Dual H-Driver PCB Assy.
5040-10974-00 C1,C3 Cap., 100uFd, 35v, Rad.
5043-08980-00 C2, C4-C9 Cap., 0.01pFd, 50v, Ax.
5010-09999-00 Rf Res., 2KQ, %w, 5%
5010-08991-00 R2, R3, RS, RS, Res., 4.7KQ, %w, 5%
Res., 10K, Yaw, 5%
Diode, 1N4004, 1.0A.
Trans, TIP102, NPN
Trans., TIP107, PNP
IC, LM339, Quad
LED Display RED
Inductor, 4.7uH, 3A
Jumper, 0Q
Connector, 11-pin Header
Connector, 4-pin Header
A-19243
Motor Driver Slave Board & Bracket Assembly
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2.
3.
01-10756
07-6688-18N
2-14
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ltem Part No. Designator Description
1. A-18533 Motor Driver Slave Board Assy.
5040-12808-00 | C1,C12 Cap., 10pfd, 35v, EI. Ax.
5040-10974-00 C7, C10 Cap., 100ufd, 50v, El. Rad.
5048-10994-00 C8, C9, C13-C16 Cap., 0.33pfd, 50v, Cer. Ax.
5045-14316-00 C3 Cap., 0.47ufd, 63v, 5%, Ax.
5048-14319-00 C4 Cap., 0.1ufd, 50v, 5%, Ax.
5043-08996-00 C2, C5, Cs, C11 Cap., 0.1ufd, 50v, 20%, Ах.
5370-12960-00 U1, U3 IC, LM324, Quad Op-Amp
5371-12727-00 U2 IC, AD7524, DAC
5250-09157-00 U4 Reg, 7805, 5v, 1.0A.
5070-09054-00 D2-D5 Diode, 1N4004, 1.0A.
5160-10269-00 Q1, Q2 Trans., 2N3904, NPN
5162-12635-00 Q3-Q6 Trans., TIP102, NPN Darl.
5075-14321-00 D1 Zener, 1N5225B, 3v, 1/2w
5671-13732-00 LED1 LED Display RED
5013-14135-00 R3-R6, RY, R25 Res., 10KQ, %w, 1%
5013-14317-00 R24 Res., 12.1KQ, aw, 1%
5013-14136-00 R7,R8 Res., 20KQ, aw, 1%
5013-14137-00 R31 Res., 6190, Yaw, 1%
5010-12065-00 R2 Res., 120K, law, 5%
5010-08984-00 R36, R37 Res., 1KQ, 4w, 5%
5010-09034-00 R1, R10-R19, R27- Res., 10KQ, %w, 5%
R29, R43
5010-09224-00 R45 Res., 27002, Yaw, 5%
5010-09162-00 R26, R38 Res., 100KQ, Yaw, 5%
5010-09160-00 R30, R32-R35, R44 — Вез., 2200, %w, 5%
5012-14318-00 R39, R42 Res., 0.51Q, 5w, 5%
5791-10862-05 14 Connector, 5-pin Header
5791-10862-09 J5 Connector, 9-pin Header
5791-10850-00 J3 Connector, 26-pin Header
5791-13830-04 J1 Connector, 4-pin Header
5705-12464-00 Q3-Q6 Heatsink, w/pins
4004-01005-06 Q3-Q6 Mach. Screw, 4-40x3/8"
4404-01119-00 Q3-Q6 Nut, 4-40, SNUT
Bracket
Rivet, 3/16 x 1/8"
Part No.
5040-12988-00
5048-12036-00
5043-08996-00
5040-09421-00
5281-09486-00
5281-10043-00
5162-12422-00
5460-12423-00
A-18532
Motor Driver Master Board Assembly
08000 R17
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LED1
Designator Description Part No. Designator Description
C1,C3 Cap., 10uFd, 35v, Rad. 5010-09358-00 R1-R6, R8-R16 Res, 1K, 1/4w, 5%
C2, C4, C10 Cap., 0.22uFd, 50v, Ax. 5010-09001-00 R7 Res., 330, 1/4w, 5%
C5-C8 Cap., 0.1uFd, 50v, Ax. 5010-09034-00 R17 Res., 10K, 1/4w, 5%
C9 Cap., 100uFd, 25v, Rad. 5010-09356-00 R18 Res., 820, 1/4w, 5%
U1 IC, 74LS374, Oct. Latch 5791-10850-00 J1, J3 Connector, 26-pin Header
U2 IC, 74LS175, Quad FF 5791-10862-05 J2 ; Connector, 5-pin Header
U3, U4 IC, ULN2803, Array Drv 5671-13732-00 LED1 LED Display Red >
U5 Reg, 7812, +12v
A-19141
Opto Board Assembly
R1
a
OPTO1 4
+
1,6 QC O CO
-
= re |
R4 |
OPTO2 4
1
ANN
Part Number
A-18822
5791-13830-06
5010-09061-00
5070-0891 9-00
5490-14327-00
5160-10269-00
5010-08998-00
5043-08996-00
01-13160
07-6688-18
4700-00003-00
Designator
J1
R1, R2
D1, D4
OPTO1, OPTO2
Qt, Q2
R3, R4
C1
2-15
Description
Opto Track Encoder PCB
Connector, 6-pin Header
Res., 6802, 1/2w, 5%
Diode, 1N4004, 1.04.
Opto Integrated, 10mA.
Trans., 2N3904, NPN
Res., 2.2K, 1/4w, 5%
Cap., 0.1uFd, 50v, Ax.
Bracket
Rivet, 3/16 x 1/8"
Flatwasher, 1/8 x 9/32 x 21 ga.
A-15849-L-2
Flipper Assembly
ltem Part No.
1. B-13104-L
2. SW-1A-194
3. 4701-00002-00
4. 4105-01019-10
5. 4008-01079-05
6. 4701-00003-00
7. 01-9375
8. 20-6516
9. 4010-01066-06
10. 4701-00004-00
11. A-12390
12. FL-11629
a) 03-7066-5
13. 01-7695
14. 4006-01017-04
15. 10-364
16. 4006-01005-06
17. 4406-01117-00
Description
Flipper Base Assembly, Left
Switch Assembly
Lockwasher, #6 Split
Sh. Metal Screw, #5 x 5/8"
Mach. Screw, 8-32 x 5/16"
Lockwasher #8 Split
Switch Mounting Bracket
Speednut, Tinnerman
Cap Screw, 10-32 x 3/8"
Lockwasher #10 Split
Flipper Stop Assembly
Flipper Coil, Blue
Coil Tubing
Solenoid Bracket
Mach. Screw, 6-32 x 1/4"
Spring
Mach. Screw, 6-32 x 3/8"
Nut, 6-32 Hex
item Part No.
18. A-15848-L
a) A-17050-L
b) A-15847
c) 02-4676
d) 4010-01086-14
e) 4700-00023-00
f) 4701-00004-00
g) 4410-01132-00
19. 23-6577
20. 03-7568
Associated Parts:
(Not Shown)
21. 23-6695
22. 20-9250-29
Description
Crank Link Assembly, Left
Flipper Crank Assembly, Left
Flipper Link Assembly
Link Spacer Bushing
Cap Screw, 10-32 x 7/8"
Flatwasher, 5/8 x 13/64 x 16ga.
Lockwasher #10 Split
Nut, 10-32 ESN
Bumper Plug, 5/8"
Flipper Bushing
Flipper Rubber Ring, Red
Flipper & Shaft
A-15849-L
Flipper Assembly
(Parts listed replace same items of A-15849-L-2)
item Part No. Description
12. FL-11629 Flipper Coil, Red
A-19223-R
Flipper Assembly
ltem Part No. Description item Part No. Description
1. A-19262 Flipper Bracket Sub-Assy. 18. A-15848-R Crank Link Assembly, Right
2. SW-1A-194 Switch Assembly a) A-17050-R Flipper Crank Assembly, Right
3. 4701-00002-00 Lockwasher, 46 Split b) A-15847 Flipper Link Assembly
4. 4105-01019-10 Sh. Metal Screw, #5 x 5/8" с) 02-4676 Link Spacer Bushing
5. 4008-01079-05 Mach. Screw, 8-32 x 5/16" d) 4010-01086-14 Cap Screw, 10-32 x 7/8"
6. 4701-00003-00 Lockwasher #8 Split e) 4700-00023-00 Flatwasher, 5/8 x 13/64 x 16ga.
7. 01-9375 Switch Mounting Bracket f) 4701-00004-00 Lockwasher #10 Split
8. 20-6516 Speednut, Tinnerman g) 4410-01132-00 Nut, 10-32 ESN
9. 4010-01066-06 Cap Screw, 10-32 x 3/8" 19. 23-6577 Bumper Plug, 5/8"
10. 4701-00004-00 Lockwasher #10 Split 20. 03-7568 Flipper Bushing
11. A-12390 Flipper Stop Assembly
12. FL-11629 Flipper Coil, Blue
a) 03-7066-5 Coil Tubing Associated Parts:
13. 01-7695 Solenoid Bracket
14. 4006-01017-04 Mach. Screw, 6-32 x 1/4" 21. 23-6695 Flipper Rubber Ring, Red
15. 10-364 Spring 22. 20-9250-29 Flipper & Shaft
16. 4006-01005-06 Mach. Screw, 6-32 x 3/8"
17. 4406-01117-00 Nut, 6-32 Hex
Flipper Notes...
1. Each Flipper Assembly is mounted beneath the playfield, in conjuction with the Plastic Flipper & Shaft,
and Flipper Rubber on the upper side of the playfield.
2. With the flipper, in the non-activated position, the E.O.S. Switch contacts must have a gap of .062 (+.015) inch.
When flipper is activated switch must close.
3. Any adjustment of the E.O.S. switch must be made at a minimum distance of 0.25 inch from the switch body.
4. Longer blade of E.O.S. switch must be made straight. Gap adjustment is done by adjusting shorter blade.
5. All moving elements of the assembly must operate freely without any evidence of binding.
6. Apply Loctite™ 245 when reataching screws to the Flipper Stop Assembly, the Solenoid Bracket,
and the Flipper Bushing.
A-17811
Kicker Arm (Slingshot) Assembly
Associated Parts for Right & Left Kickers:
Item Part No. Description item Part No. Description
1. 02-2364 Coil Plunger 8. B-9362-R-3 Coil & Bracket Assy., Left
2. A-17810 Mounting Bracket Assembly B-9362-L-2 Coil & Bracket Assy., Right
3. A-12664 Kicker Crank Assembly a) A-17808 Bracket & Stop Assembly
4. 12-6227 Hairpin Clip b) 01-8-508-S Coil Retaining Bracket
5. 4700-00030-00 Flatwasher, 17/64 x 1/2 x 15ga. с) 4006-01017-06 Mach. Screw, 6-32 x 3/8"
6. 03-8085 Armature Link dy 4406-01119-00 Nut, 6-32 ESN
7. 20-8716-5 Roll Pin, 1/8 x 7/16" e) AE-26-1200 Coil Assembly
f) 03-7066 Coil Tubing
9. 10-128 Spring
A-18753
Outhole Ball Trough Assembly
item Part No. Description item Part No. Description
1. A-16809-2 Ball Trough Welded Assy. 11. 4008-01017-05 Mach. Screw, 8-32 x 5/16"
2. 01-11587 Ball Trough Front 12. 4408-01119-00 Nut 8-32 ESN
3. A-6306-2 Bell Armature Assembly 13. 4008-01017-06 Mach. Screw, 8-32 x 3/8"
4. AE-26-1500 Coil Assembly 14. 23-6702 Bumper Plug
5. 01-8-508-T Solenoid Assembly 15. A-18617 Trough 7 IRED PCB Assembly
6. 03-7067-5 Coil Tubing 16. A-18618 Trough 7 IR TSTR PCB Assy.
7. 10-135 Spring 17. 4006-01003-10 Mach. Screw, 6-32 x 5/8" SEMS
8. 23-6420 Rubber Grommet 18. 23-6626 Grommet
9. 03-8523 Insulator 19. 4700-00004-00 Flatwasher, 9/64 x 7/16 x 21ga.
10. 01-11586 Coil Mounting Brkt. (Bell) 20. 102-4975 Bushing
2-19
B-9414-3
Jet Bumper Assembly
item Part No.
A-4754
03-6009-A5
03-6035-4
03-7443-5
10-7
24-8776
24-8768
NOOR WRN +
Associated Part:
8. 03-8254-9
A-9415-2
Jet Bumper Coil Assembly
item Part No.
B-7417
01-1747
01-5492
01-5493
02-3406-1
10-326
AE-26-1200
4006-01017-04
03-7066
SONDPAIRON—
Description
Bumper Ring Assembly
Bumper Base, White
Bumper Wafer, Red
Bumper Body, White
Spring
Socket-Wedge Base
Bulb #555 (6.3v., 0.25A.)
Jet Bumper Cap
Description
Bracket & Stop Assembly
Coil Retaining Bracket
Armature Link, Steel
Armature Link, Bakelite
Coil Plunger
Armature Spring
Coil Assembly
Mach. Screw, 6-32 x 1/4"
Coil Tubing
A-15368-1
Eject Assembly
Item Part No.
01-10652
23-6240
A-15371
10-135
03-7067-5
01-8-508-T
4008-01017-04
AE-30-2000
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о мол Ко :-
IN
Js
ho
A-17241
Ramp Diverter Assembly
ltem Part No.
1 01-11957
3 2 A-10821
3 01-7695
4 20-8790
| (10) 5 FL-11753-1
| Ue 6 4006-01017-04
7 4010-01066-06
I I | 8 4701-00004-00
Aloe 9. 03-7066-5
с 12 10. A-16636
11. 10-303
=== = 12. А-14185
/ \ — 13. 4010-01169-04
Associated Parts:
(Not Shown)
14. А-18977
15. 20-8712-25
16. 4700-00072-00
2-21
Description
Bracket
Rubber Grommet
Plunger Assembly
Spring
Coil Tubing
Solenoid Bracket
Mach. Screw, 8-32 x 1/4"
Coil Assembly
Description
Mounting Bracket
Flipper Stop Bracket
Solenoid Bracket
Nyliner Bearing
Flipper Coil Assy.
Mach. Screw, 6-32 x 1/4"
Mach. Screw, 10-32 x 3/8"
Lockwasher #10 Split
Coil Tubing
Diverter Plunger Assembly
Spring
Drive Arm Assembly
Set Screw, 10-32 x 1/4"
Diverter Flag Rivet Assy.
E-Ring, 1/4" Shaft
Flatwasher, 17/64 x 1/2"
B-11873
Kicker Bracket Assembly
A-17796
item Part No.
о о мо во
А-6306-2
01-11273
01-8-508-T
10-135
23-6420
AE-23-800
03-7067-5
4008-01017-05
03-8523
Ball Gate Actuator Assembly
2-22
item Part No.
о о чо ос во <
01-12348
А-14406
А-11146
А-6892
10-120
4701-00003-00
4700-00089-00
4008-01021-07
10-194
Description
Bell Armature Assembly
Mtg. Kicker Bracket Assembly
Solenoid Bracket
Solenoid Spring
Rubber Grommet
Coil Assembly
Coil Tubing
Mach. Screw, #8-32 x 5/16"
Insulator
Description
Ball Gate Coil Bracket
Coil Assembly
Armature Assembly
Frame & Eyelet Assembly
Spring
Lockwasher, #8 Split
Flatwasher, 11/64 x 7/16 x 16ga.
Mach. Screw, 8-32 x 7/16"
Extension Spring
A-15361
Tilt Mechanism Assembly
tem Part No. Description
1. A-15360 Mount Plate, Tilt Mech.
2. 01-3444 Bracket, Tilt Upper
3. 01-3445 Bracket, Tilt Lower
4. 03-8668 Pendulum, Tilt Mech.
5. 12-6231 Wire, Plum Bob
6. 4006-01113-06 Mach. Screw, 6-32 x 3/8"
Associated Parts:
7. 20-6502-A Plumb Bob
8. 4406-01120-00 Wing Nut (2)
B-10686-1
Knocker Assembly
tem Part No. Description
1. A-5387 Coil Plunger Assembly
2. 01-11273 Mounting Bracket Assy.
3. AE-23-800 Coil Sub-Assembly
4, 01-8-508-T Coil Retaining Bracket
5. 23-6420 Rubber Grommet
6. 4008-01017-04 Mach. Screw, 8/32 x 1/4"
7. H-11835 Knocker Cable
8. 03-7067-5 Coil Tubing
2-23
OPPOSITE SI
11
LED ASSY.
GRY
a x
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æ
PHOTO
TRANS. ASSY.
=
Item
©ONDN SON
A-19005
Popper Assembly
Part No.
A-18991
4008-01017-03
A-16908
A-16909
23-6420
01-9794
01-8-508-T
10-135
03-7067-5
A-17767
4106-01013-06
AE-23-800
A-17609-8
Description
Popper Assy., Weld
Mach. Screw, 8-32 x 3/16"
LED Assembly
Photo Transistor Assembly
Rubber Grommet
Mounting Bracket
Coil Retainer Bracket
Spring
Coil Tubing
Bell Armature Assembly
Sh. Metal Screw, #6 x 3/8"
Coil Assembly
Cable Harness
2-24
A-19140
Engine & Ramp Assembly
(|
——
J С
item Part No. Description
1. A-19139 Ramp Assembly No. 5 (see page 2-27)
2. A-19138 Engine Assembly No. 4 (see page 2-26)
3. 4010-01006-05 Mach. Screw, #10-32 x 5/16"
2-25
A-19138
Engine Assembly No. 4
item Part No. Description
1. 01-13176-1 Engine Head, Right
2. 01-13176-2 Engine Head, Left
3. A-19017 Front Tie Bar, Engine
4. А-19018 Rear Tie Bar, Engine
5. 02-5136 Post, Engine Mount
6. 23-6306 Ring, White Rubber 2-1/2”1.D.
7. 4010-01006-05 Mach. Screw, #10-32 x 5/16”
8. 01-13287 Retaining Clip
9. 07-6688-17N Rivet, 5/32 x 1/8”
2-26
A-19139
Engine & Ramp Assembly
item Part No. Description
1. A-19008 Ramp Assembly (see page 2-28)
2. A-19135 Engine Assembly No. 1 (see page 2-29)
3. A-19137 Engine Assembly No. 3 (see page 2-30)
4. A-19136 Engine Assembly No. 2 (see page 2-30)
5. 01-13175 Bracket - Ramp
6. 4106-01004-04 Sh. Metal Screw, #6 x 1/4”
7. 4006-01041-04 Mach. Screw, #6 x 1/4”
8. 12-6227 Hairpin Clip
9. 4700-00027-00 Flatwasher, 1/4 x 1/2 x 21ga.
10. A-18998 Engine Axle
11. 4006-01005-04 Mach. Screw, #6-32 x 1/4”
2-27
A-19008
Engine Ramp Assembly
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FLASHER
WIRES
il
Item Part No. Description Item Part No. Description
1. 01-13130 Skirt-Engine 12. 07-6688-8 Rivet, 7/32”
2. 07-6688-19N Rivet, 9/32” 13. 4608-01081-07 H-F #8 x 7/16”
3. 4700-00003-00 Flatwasher, 1/8x9/32x21ga. 14. 4106-01013-06 Sh. Metal Screw, #6 x 3/8”
4. A-14265-13 Recpt. - Skt. Assy., Clear 15. A-19110 Frontgate
5. 03-8171-9 T-L Mini Dome, Trans. Red 16. A-19099 Backgate
6. A-19002 Flopgate Assembly 17. H-19219 Cable-Optos
7. 01-13240 Opto Plate 1-Eng. Ramp 18. H-18219-1 Cable-Flasher
8. 01-13239 Opto Plate 2-Eng. Ramp 19. 4006-01017-05 Mach. Screw, 6-32x5/16”
9. A-16908 Opto LED Assembly-RTV 20. H-18214-3 Cable - Engine Switch
10. A-16909 Opto Photo Trans. Assy., -RTV 21. 24-8802 Bulb #906
11. A-19092 Ramp Switch - Engine 22. 03-9213 Ramp
2-28
A-19135
Engine Assembly No.1
VIOLET /YELLOW
YELLOW
VIOLET
9
MASS
VIOLET /ORANGE
BROWN
VIOLET / BROWN
Item Part No. Description
1. 20-10119 Bearing
2. A-19000 Engine Block, Weldment
3. A-19016 Coil Bracket #1-Engine
4. AE-25-1000 Coil
5. 03-7067-05 Tubing, Black
6. 01-8-508-T Solenoid Bracket
7. 4006-01003-04 Mach. Screw, #6-32 x 1/4”
8. 4008-01003-04 Mach. Screw, #8-32 x 1/4”
9. 4406-01119-00 Nut #6 ESNA
10. 03-9129 Spacer, 1/8 x #6
11. A-18951 Opto Board Assembly
12. H-19181 V-8 Power Cable
13. A-19230 Hall Effect Sensor Assembly
14. 4006-01041-06 Mach. Screw, 4-40 x 3/8”
2-29
A-19137
Engine Assembly No.3
=
| — =
|- — — — —
А-19136
Engine Assembly No.2
2-30
Item Part No.
A-18999
01-13171
01-13169
20-10115
4006-01003-03
RON
ltem Part No.
1. 02-2364
2. 01-13168
3. 20-8716-5
Description
Engine Shake Weldment
Magnet Clamp
Q-Conducting Bracket
Magnet
Mach. Screw, #6-32 x 3/16”
Description
Coil Plunger
Engine Link
Roll Pin, 1/8 x 7/16”
A-19154
Exhaust Pipe Assembly
YEL/VIO
RED/WHT ©,
POSITION AS SHOWN
RED/BLUE
item Part No. Description
1. A-18966.1 Welded Exhaust Assembly
2. 23-6686 Rubber Bumper
3. 01-13122 Skirt-Exhaust Pipe
4. 4006-01003-04 Mach. Screw, 6-32 x 1/4”
5. 07-6688-18N Rivet, 3/16 x 1/8”
6. A-19162 Plastic Exhaust Assembly
7. H-19220 Cable
8. A-12887 Socket & Bulb
9. 4006-01003-03 Mach. Screw, #6-32 x 3/16”
10. 5070-09054-00 Diode
11. RM-21-03 Sleeve
12. *31-1996-7 Decal
13. 23-6534-3 Edge Protector, 1-1/2”
* Not available for individual sale. Order Decal Set 31-1996.
2-31
A-19177
Back Panel Assembly
Y [1/6RN
RED/ PR
”
ине TN
3 wHIAVI0
5 Т14 ELA —
15 GRN/BLKX
IL. A NOTE:
Ae TWISTED PAIR
| RED WHI GOES TO LAMP.
— A | N { { RED/ BRN BLU/ORG
J о VID/GRY
> RED/BRN VIO/GRY
— GOES TO KICK OUT COIL
o
17
Le г La LE a 7
i a / `
© «iQ Bie © o © Ge
x ) A Pa
T ‘и zn
+
Ce rm, A
5
3
* Not available for individual sale. Order decal set 31-1995.
=> OONDARONA
0.
1.
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ATP HE FE — | 00
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co” oo
Part No. Description Item Part No. Description
A19006 Kickout Coil Assembiy 12. H-19171 Cable
03-8149-9 Playfield Insert (Mini-Dome) 13. B-12156 Lamp Assembly
4808-01175-08 E-P #8 x 1/2” IND-PL-HWH 14. 03-8022-5 Spacer, .343” Long
A-19176 Ball Gate Actuator Assembly 15. 4106-01115-12 Sh. Metal Screw, #6 x 3/4”
A-17713 Three Lamp G.I. Assembly 16. 01-12569 Back Panel Gusset Brkt.
A-17712 Two Lamp G.I. Assembly 17. 4008-01113-28 Mach. Screw, 8-32 x 1-3/4"
4008-01168-10 Mach.Screw, 8-32 x 5/8” 18. 23-6694-3 Rubber Ring, 5/16”
03-8063-6 Bulb Sleeve, Yellow 19. 03-8247-9 Bumper Post
11-1215.3 Wood Panel 20. 03-7655-4 Clamp - Cable 1/4”
4408-01118-00 Nut 8-32 Tee 3/8” L. 21. 03-7655-8 Clamp - Cable 1/2”
*31-1995-9 Back Panel Decal
2-32
A-19006
Kick-Out Coil Assembly
item Part No. Description
1. 01-13163.1 Racetrack Kick-Out Coil Bracket
2. 4008-01017-05 Mach. Screw, 48-32 x 5/16”
3. 01-12356-1 Switch Mounting Bracket
4, 5070-09054-00 Diode, 1N4004
5. 23-6420 Rubber Grommet
6. A-11721 Solenoid Bracket Assembly
7. 10-135 Spring
8. 03-7067-5 Coil Tubing
9. A-6306-2 Bell Armature Assembly
10. 4006-01003-03 Mach. Screw, #6-32 x 3/16”
11. АЕ-23-800 Coil Sub-Assembly
12. 4002-01105-07 Mach. Screw, #2-56 x 7/16”
13. 5647-12693-21 Sub Miniature Switch
14. 01-13425.1 Drag Flap
15. 07-6688-17N Rivet, 5/32 x 1/8”
16. 01-13548 Shim
2-33
A-19004
Track Assembly
tem Part No. Description
1. 03-9217 Racetrack Frame
2. 01-13069 Track Bottom
3. 01-13272 Top Bracket - Racetrack
4. 03-9221 Opto - Pulley
5. A-19141 Opto Board Assembly
6. A-18821 Limits Opto Board Assembly
7. A-19146 Right Car Assembly
8. A-19145 Left Car Assembly
9. 20-10116 Cord
10. 10-489 Spring-Cord
11. A-19134 Gear Box Assembly
12. 4004-01041-04 Mach. Screw, #4-40 x 1/4”
13. 4006-01003-06 Mach. Screw, #6-32 x 3/8"
14. 4006-01003-08 Mach. Screw, #6-32 x 1/2”
15. 4106-01115-08 Sh. Metal Screw, #6-32 x 1/2”
16. A-19013 Bottom Bracket, Racetrack
17. 12-7226 Wireform
18. 02-5087 Shaft- Opto Pulley
2-34
item Part No.
оо мч т о <
А-19148
03-9220
03-9219
03-9222
02-5046
14-8015
А-19019
А-19020
А-19134
Gear Box Assembly
Description
Frame - Gear Box
Cluster Pulley
Gear Cluster
Pinion Gear
Gear Shaft
Gear Box Motor
Motor Mount #1, Gear Box
Motor Mount #2, Gear Box
4006-01003-02 Mach. Screw, #6-32 x 1/4”
A-19145 & A-19146
Car Assembly
LJ
A-19145 Left Car Assembly
item Part No. Description
1. 03-9263 Top - Car
2. 03-9260 Bottom - Car
3. 4104-01001-06 Sh. Metal Screw, #4-40 x 3/8"
A-19146 Right Car Assembly
item Part No. Description
1. 03-9265 Top - Car
2. 03-9260 Bottom - Car
3. 4104-01001-06 Sh. Metal Screw, #4-40 x 3/8”
2-35
A-17540 Universal Power Interface Assembly
Item Part No.
CONGO AWN
01-12293.1
4406-01128-00
01-12294
5642-13935-00
5733-12869-00
5851-13867-00
03-8712
5016-12978-00
4006-01003-10
H-17992
H-17543
H-17546
H-17545
Description
Power Control Chassis Box
Nut #6-32 KEPS
Switch Mounting Plate Assembly
Power Switch
Fuse Holder Panel
Outlet-IEC Conn. 237 Socket
Strain Relief Bushing
Thermistor 8A., 2.5R25
Mach. Screw, #6-32 x 5/8"
Jumper Cable Neutral Sw1FC
Hot Jumper Black Cable
Jumper Interface Hot Black Cable
Jumper Switch/Fuse Black Cable
2-36
SIDE VIEW
O O O
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199201 2
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о VORS!CHT
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O O O
TOP VIEW
ltem Part No.
14. H-17542
15. 5797-13940-01
16. 01-10623
17. 01-12299
18. RM-21-06
19. 5822-13865-00
20. H-18050
21. 03-7933
22. 20-9682-1
23. 5102-13864-00
24. 01-12292
25. 4004-01003-05
SIDE VIEW
Description
Ground Jumper Grn/Yel Cable
Jumper Cable
Insulator, Thermistor
Insulator, Terminal Strip
#18 Vinyl Fgis
Terminal Strip 3-CKT 2-Mtg.
Jumper Cable, Transformer Prog.
Ty-Wrap Nylon
Boot w/9-32 Dia. Hole
Line Filter w/IEC Connector
Line Filter Chassis Box
Mach. Screw, #4-40 x 5/16"
Posts
O Part No. Description Quantity
02-3905 Post #8 WS 1
02-4020 Post-Spacer, 1/2” 1
02-4424-1 Post Fastner 6-32 3
02-4425-1 Post Fastner 8-32 1
02-4425-3 Post Fastner 8-32 2
02-4434 Post Spacer #8-32 2
02-4658 Double Bumper Post 1
02-4659-1 Post #10 13
02-4678 Double Bumper Post 1
02-4842 Post Bumper Threaded 2
02-5107 Adjusting Post 2
02-5108 Post, Standoff 1
03-8044-9 Mini Post, Tr. Red 3
03-8130-13 Double Star Post 1
03-8247-9 Post #8 1
03-8319-9 Post #8 9
03-8365-9 Post #8 13
Cables
O Backbox Cables
Part No. Description
H-15736 Secondary Cable
H-15476 Logic Power Cable
H-14584 Dot Matrix Display Power Cable
H-19180 V8 Master Power Cable
Playfield Cables
H-19072.1 Playfield Switch Cable
H-19073 Playfield Lamp Cable
H-19074.1 Playfield Solenoid Cable
H-19075 Playfield Opto Cable
H-18219-11 General Flasher 3-pin Cable
Cabinet Cables
H-17005-2 Cabinet Cable
H-17217 Plum Bob/Mem. Protect Cable
H-17837-2 Voltage Program Jumper Cable
H-19130 Dixie-Vend Interconnect Cable
H-19173 Cabinet Switch Lamp Cable
2-37
Part No.
A-12359-4-B
A-13204-50036
A-13769-50036
A-15378-1
A-16917-50036
A-17347-1
A-17651-50036
A-17730-2
A-17814-50036
A-18587
A-18589
A-18590
A-18591
A-18592
A-18593
A-18594.2
A-18614
A-18967
A-18975
A-18977
A-18982
A-19001
A-19003
A-19004
A-19005
A-19007
A-19009
A-19035-1
A-19036-1
A-19037-1
A-19038-1
A-19039-1
A-19123
A-19140
A-19151
A-19154
A-19177
A-19208-1
A-19208-2
A-19223-R
A-19242
A-19243
A-19259
A-19260
A-19294
A-19314-1
A-19314-2
A-19314-3
A-19316
A-19317
A-19332
A-19521
A-8552-50036
01-13020
01-13021
01-13022
01-13022.1
01-13023.1
01-13146
01-13147
01-13167
Unique Parts
Description
Side Molding Assembly - Black
Bottom Arch Assembly
Playfield & Insert Assembly
Eject Assembly
Sound Board Assembly
3-Lamp Board & Spacer Assy.
WPC Security CPU Board
Ball Shooter w/Knob Black
Backbox Assembly
Ball Guide Assembly #1
Ball Guide Asssembly #3
Ball Guide Assembly #4
Ball Guide Assembly #5
Ball Guide Assembly #8
Ball Guide Assembly #9
Ball Guide #11
Speaker/Display Panel Assy.
Ball Guide #13
Garage Weld Assembly
Diverter Flag Rivet Asssembly
Spinner Gate Assembly
Ball Gate Special Assembly
2-Switch & Bracket Assembly
Race Track Assembly
Popper Assembly
Loop Ramp Assembly
Race Track Ramp Assembly
4-Lamp PCB & Spacers
5-Lamp PCB & Spacers
9-Lamp PCB & Spacers
2-Lamp PCB & Spacers
3-Lamp PCB & Spacers
Front Molding Assembly
Engine & Ramp Assembly No. 6
Upper Loop Switch Assembly
Exhaust Pipe Assembly
Back Panel Assembly
Flipper Guide Right Lane Assy.
Flipper Guide Left Lane Assy.
Flipper Assembly
Dual Driver & Bracket Assy.
Motor Driver Slave & Bracket
Xmas Tree Lamp & Bracket
Right Wire Ramp Assembly
3-Bank Standup Target
Playfield Plastic Assembly
Playfield plastic Assembly
Playfield Plastic Assembly
Ramp Cover Assembly #1
Ramp Cover Assembly #2
Lt-5 Engine Wire Assembly
Bumper Gate Assembly
Backglass Assembly
Ball Guide #6
Ball Guide #7
Ball Guide #10
Ball Guide #10
Ball Guide #12
Guide - Left Lane
Guide - Right Lane
Ball Guide #3
2-38
Universal Power Interface/Cordset Application Chart
COUNTRY
UNIVERSAL PWR.
INTERFACE
ASSEMBLY
VOLTAGE
PROGRAMMING
JUMP CABLE
5AMP
FUSE/
LABEL
SAMP
FUSE/
LABEL
VOLTAGE
LABEL
HIGH/
CAUTION
ADAPTER
POWER
CORD
CORDSET
A-17540
H-17837-1
H-17837-2
H-17837-3
H-17837-4
5731-09651-00
LABEL
5730-09252-00
FUSE
16-9668
FUSE
16-9670
LABEL
16-9669
5850-14052-00
5850-13271-00
5850-13272-00
5850-13273-00
5850-13274-00
5850-13275-00
5850-13276-00
5850-13277-00
5850-13278-00
A-17175-2
UNITED STATES
Xx
>
CANADA
TAIWAN
MEXICO
CENTRAL AMERICA
SOUTH KOREA
PUERTO RICO
X |X IX |X | Xx
X | Xx |X IX PX |X | Xx
XIX IX IX IX |X |X
X |X IX IX IX |X [XxX
AUSTRIA
BELGIUM
FINLAND
FRANCE
GREECE
HOLLAND
HUNGARY
NETHERLANDS
NETH. ANTILLES
NORWAY
POLAND
PORTUGAL
SPAIN
SWEDEN
TURKEY
WEST GERMANY
x IX JX IX OX IX IX XX XIX X [X | |>X
UNITED KINGDOM
IRELAND
HONG KONG
DENMARK
ITALY
CHILE
PEOPLE'S REP. OF CHINA
SWITZERLAND
AUSTRALIA
NEW ZEALAND
ARGENTINA
XIX JXJX EX XX J XX JOXIX EX EX EX IX EX EX EX IX IX IX IX IX IX NX NX |]X
XxX | XxX | JX JX IX IX IX IX IX EXX EX EX EX EX EX EX IX IX EX EX IX EX EX EX | ж | ж
x IX XX IX IX IX IX IX I OXX IX IX IX IX IX IX IX EX EX IX IX EX IX IX NX |]X
XXX XXX |XX |X| XX |XX IX XX EX IX IX IX EX IX XX IX NX NX >
JAPAN
X PX [XX IX IX | X IX | |>X IX IX IX IX IX IX IX IX IX IX EX IX IX IX IX IX IX EX IX EX EX IX EX | х | х | х
2-39
Item Part Number
No.
41
42
01-9211
B-11873
A-15849-L-2
20-9250-5
A-17791
A-19208-2
12-7231
A-17811
B-9362-R-3
10-128
A-17801
12-7214
02-5107
A-19221
A-18988
01-13023
A-17611
A-15849-L
20-9250-5
A-18588
A-19162
12-7215
A-16816-4
01-13022
A-19154
A-15368-1
A-17985-R
A-18975
A-19003
A-19005
A-19156
A-18594
A-19140
A-19332
03-8318-9
A-17796
A-19001
01-12569
01-13296
A-19176
A-19006
A-19177
01-13297
A-19151
A-18592
A-17241
A-18977
20-8712-25
4700-00072-00
A-18967
A-9415-2
B-12030-2
B-9414-3
03-8254-9
UPPER PLAYFIELD PARTS
Description
Playfield Hanger Bracket (2)
Bottom Arch Kicker Assy.
Lower Left Flipper Assembly
Flipper & Shaft, White
Kickback Micro Switch Assy.
Flipper Ball Guide, Left
Right Lane Wire
Slingshot Kicker Assembly
Coil & Bracket Assembly
Spring
Kicker Count Switch Assy.
Left Wire Ramp
Adjustable Post (2)
3-Bank Drop Target Assembly
3-Bank Rubber Switch Assy.
Ball Guide
Kicker Count Switch Assy.
Upper Left Flipper Assembly
Flipper w/Shaft, White
Ball Guide
* Plastic Exhaust Pipe
Garage Wire Ramp
Oblong Target, Red
Ball Guide
Exhaust Pipe Assembly
Eject Assembly
Eject Switch Assembly
Garage Guide Weld Assembly
2-Switch & Bracket Assembly
Popper Assembly
Engine Plastic Bracket
Ball Guide
Engine & Ramp Assembly
LT-5 Engine Wire Assembly
Light Hood, Red (4)
Ball Gate Actuator Coil Assy.
Ball Gate Special Assembly
Gusset Bracket (2)
* Left Corner Bracket
* Ball Gate Actuator Assembly
Kickout Coil Assembly
Back Panel Assembly
* Right Corner Bracket
Upper Loop Switch Assembly
Ball Guide
Ramp Diverter Assembly
Diverter Flag Rivet Assembly
E-ring, 1/4” Shaft
Flat Washer
Ball Guide
Jet Bumper Coil Assembly (3)
Jet Bumper Switch Assy. (3)
Jet Wafer Assy., Red (3)
Jet Bumper Cap, Red (3)
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
A-19004
A-18591
A-17794
A-18982
02-5108
A-19007
01-13020
01-13021
A-19009
A-17226-4
12-7213
A-18589
A-18590
A-18019-4
A-17794
A-19259
01-13223
A-19260
A-17811
B-9362-L-2
10-128
A-17813
A-19208-1
A-19223-R
20-9250-5
A-18753
A-18973
01-13273
A-18593
A-18587
01-13413
A-19521
Miscellaneous
A-13204-50036
A-13769-50036
A-19314-1
A-19314-2
A-19314-3
A-19316
A-19317
01-13298
03-9295-1
03-9295-2
03-9295-3
03-9295-4
03-9295-5
20-6500
*Not Shown
* Race Track Assembly
Ball Guide
Kicker Switch Sub-Assembly
Spinner Gate Assembly
5/16" Standoff
Loop Ramp Assembly
Ball Guide
Ball Guide
Race Track Ramp Assembly
Rectangle Target, Red
Center Wire Ramp
Ball Guide
Ball Guide
Square Target, Red
Kicker Switch Sub-Assembly
* Race Tree Lamp & Bracket
Race Track Bracket
Right Wire Ramp Assembly
Slingshot Kicker Assembly
Coil & Bracket Assembly
Spring
Rollover Switch Assembly
Flipper Ball Guide, Right
Right Flipper Assembly
Flipper & Shaft, White
Ball Trough Assembly
Shooter Lane Switch Assy.
Bottom Arch Ball Guide
Ball Guide
Ball Guide
Right Lane Divider
Bump Gate Assembly
Bottom Arch Assembly
Screened Playfield
Playfield Plastic Assembly
Playfield Plastic Assembly
Playfield Plastic Assembly
Ramp Cover Assembly
Ramp Cover Assembly
Car Light Baffle (loc. on insert)
**Full Playfield Mylar
Ramp Drop Area Mylar
Ramp Drop Area Mylar
Exhaust Drop Area Mylar
Jet Bumper Area Mylar
Steel Ball 1 1/6” (4)
**The Corvette hardcoat playfield does not require a
full mylar. However, mylars can be purchased through
your local Bally Distributor.
UPPER PLAYFIELD PARTS
2-41
Item Part No.
1. 01-9211
2. A-18753
3. 01-11781
4. A-17811
B-9362-L-2
5. A-19038
6. A-19035
7. A-17624
8. A-19242
9. A-19243
10. A-17749.1-2
11. A-19415-2
12. A-19036
13. A-19037
14. A-17796
15. А-19039
16. A-17749.1-1
17. A-19005
18. A-15368-1
19. A-15849-L
20. A-18159-1
21. A-19140
22. A-19177
23. A-19294
24. A-17811
B-9362-R-3
25. A-19223-R
26. A-15849-L-2
27. A-17241
28. 5795-14325-00
Lower Playfield Parts
Description
Pifd. Hanger Bracket(2)
Outhole Ball Trough Assembly
Leg Support (2)
Kicker Arm (Slingshot) Assy., Right
Coil & Bracket Assembly
2-Lamp Board Assembly (2)
4-Lamp Board Assembly (4)
3-Lamp Board Assembly
Bracket & Dual H-Drive Mtr. PCB
Motor Driver Slave PCB Assy.
Plfd. Slide Mech. Assy., Right
Jet Bumper Coil Assembly
5-Lamp Board Assembly
9-Lamp Board Assembly
Ball Gate Actuator
3-Lamp Board Assembly
Ра. Slide Mech. Assy., Left
Popper Assembly
Eject Assembly
Flipper Assembly, Upper Left
10-Opto PCB & Bracket Assembly
Engine & Ramp Assembly
Back Pane! Assembly
3-Bank Standup Target
Kicker Arm (Slingshot) Assy., Left
Coil & Bracket Assembly
Flipper Assembly, Lower Right
Flipper Assembly, Lower Left
Ramp Diverter Assembly
Ribbon Cable, V-8 Mtr. Control
2-42
item Part No. Description
1. 12-7214.1 Left Wire Ramp
2. A-19009 Race Track Ramp
3. A-19007 Loop Ramp Assembly
4. +* A-19008 Engine Ramp Assembly
5. 12-7213 Center Wire Ramp
6. A-19260 Right Wire Ramp Assembly
7. 12-7215 Garage Wire Ramp
* Assembly not shown; location shown only.
2-43
©
E
Do
LAMP MATRIX
Yellow (B+) 0D pe
4
Item
No.
11
12
13
14
15
16
17
18
21
22
23
24
25
26
27
28
Column 1 2 3 5 6 7 8
Yellow- Yellow- Yellow- Yellow- Yellow- Yellow- Yellow- Yellow-
Brown Red Orange Black Green Blue Violet Gray
J137-1 J137-2 J137-3 J137-4 J137-5 J137-6 J138-7 J138-9
Row Q98 Q97 Q96 Q95 Q94 Q93 Q92 Q91
Red- Left Outer Left Right
1 Brown Left Inner Loop Loop Corvette Corvette Outer Kickback Tree
J133-1 Q90 Rollover Arrow Arrow 6 9 Tail Arrow Red
11 21 31 41 51 61 71 81
Red- Left Left Left
2 Black Middle Fuelie Lite Corvette Corvette inner Return Tree
J133-2 Q89 Rollover Lock 3 8 Tail Lane Red
12 22 32 42 52 2 72 82|
Red- Right Tree
3 Orange Right Nitrous Qualify Corvette Pit Catch Return Bottom
J133-4 Q88 Rollover 1 Stop Me lane Yellow
13 23 33 43 53 63 73 83
Red- Right Right Tree
4 Yeliow Skid Pad Inner Loop Big Corvette Corvette Inner Our Top
J133-5 Q87 Arrow Jackpot Block 2 7 Tail Lane Yellow
14 24 34 44 54 64 74 84
Red- Right Outer Right Right
5 Green Sticky Loop 28-1 Corvette Corvette Outer Million Tree
J133-6 Q86 Tires Arrow Ramp 4 5 Tail Standup Green
15 _25 35 45 55 65 75 85
Red- 6 Left Pit Right Side Left
6 Blue Skid Pad 207 Speed Standup Stop Standup Pipe Tree
J133-7 Q85 Jackpot Suspension Trans 3 Arrow Arrow 1 Green
16 26 36 46 56 66 76 86,
Red- Hi Left Side
7 Violet Route 66 Big Lift Standup Spinner Lite Pipe Buy
J133-8 Q84 Arrow Brakes Cams 2 Arrow Kickback 2 In
17 27 37 47 57 67 77 87
Red- ZR-1 Left Side
8 Gray Race Super Ramp Standup Drive Start Pipe Start
J133-9 Q83 Today Charger Arrow 1 Again Challenge 3 Button
18 28 38 48 58 68 78 88
J1XX = Power Driver Board
LAMP LOCATIONS
Bulb Lamp Description Item Bulb Lamp Description
No. Assy. No. No. No. Assy. No.
24-8768 A-17624 Left Rollover 31 24-8768 А-19035 L Outer Loop Arrow
24-8768 A-17624 Middle Rollover 32 24-8768 A-19035 Lite Lock
24-8768 A-17624 Right Rollover 33 24-8768 A-19035 Qualify
24-8768 A-19039 Skid Pad Arrow 34 24-8768 A-19035 Big Block
24-8768 A-19039 Sticky Tires 35 24-8768 A-19035 ZR-1 Ramp Lock
24-8768 A-19039 Skid Pad Jackpot 36 24-8768 A-19035 6 Speed Trans
24-8768 A-19038 Route 66 Arrow 37 24-8768 A-19035 Hi Lift Cams
24-8768 A-19038 Race Today 38 24-8768 A-19035 ZR-1 Ramp Arrow
24-8768 A-19035 Inner Loop Arrow 41 24-8768 A-19037 Corvette 6
24-8768 A-19035 Fuelie 42 24-8768 A-19037 Corvette 3
24-8768 A-19035 Nitrous 43 24-8768 A-19037 Corvette 1
24-8768 A-19035 Inner Loop Jackpot 44 24-8768 A-19037 Corvette 2
24-8768 A-19035 R Outer Loop Arrow 45 24-8768 A-19037 Corvette 4
24-8768 А-19035 Z07 Suspension 46 24-8768 A-17347 Left Standup 3
24-8768 A-19035 Big Brakes 47 24-8768 A-17347 Left Standup 2
24-8768 A-19035 Super Charger 48 24-8768 A-17347 Left Standup 1
2-44
Item Bulb
No.
51
52
53
54
55
56
57
58
61
62
63
64
65
66
67
68
71
72
73
74
75
76
77
78
81
82
83
84
85
86
87
No.
24-8768
24-8768
24-8768
24-8768
24-8768
24-6549
24-6549
24-6549
24-8768
24-8768
24-8768
24-8768
24-8768
24-8768
24-8768
24-8768
24-6549
24-6549
24-6549
24-6549
24-6549
24-8768
24-8768
24-8768
24-8768
24-8768
24-8768
24-8768
24-8768
24-8768
20-9663-18
Lamp
Assy. No.
A-19037
A-19037
A-17272
A-19037
A-19037
A-17807
A-17835
A-17807
A-19036
A-19036
A-19036
A-19036
A-19036
A-19038
A-19038
A-17272
A-17807
A-17835
A-17835
A-17835
A-17835
A-17826
A-17826
A-17826
A-18820
A-18820
A-18820
A-18820
A-18820
A-18820
LAMP LOCATIONS (continued)
Description
Corvette 9
Corvette 8
“Pit Stop
Corvette 7
Corvette 5
Pit Stop Arrow
Spinner Arrow
Drive Again
Left Outer Tail
Left Inner Tail
Catch Me
Right Inner Tail
Right Outer Tail
Right Standup Arrow
Lite Kickback
*Start Challenge
Kickback Arrow
Left Return Lane
Right Return Lane
Right Out Lane
Million Standup
Side Pipe 1
Side Pipe 2
Side Pipe 3
*Right Tree Red
*Left Tree Red
*Tree Bottom Yellow
*Tree Top Yellow
*Right Tree Green
*Left Tree Green
**Buy In
}
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oy
7 SN
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= с
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EI
bobo de
\
[li tl |
OOOO
/
/ ol /
200606
88 20-9663-2 **Start Button
24-8768 = #555 Bulb
24-6549 = #44 Bulb
LL RU
№
de
58
*Bulb Sleeves
03-8063-2 = Green O 87
03-8063-4 = Red
03-8063-6 = Yellow
88 o
**Located on Cabinet
CO NO
(3
7
os
Race Tree Lamps
2-45
SWITCH MATRIX
White — He o— Green
7 8
2-46
Column 1 2 3 4 5 6
Dedicated Green- Green- Green- Green- Green- Green- Green- Green- Flipper
Grounded Brown Red Orange Yeliow Black Blue Violet Gray Grounded
Switches J207-1 J207-2 J207-3 J207-4 J207-5 J207-6 J207-7 J207-9 Switches
Row U20-18 U20-17 U20-16 U20-15 U20-14 U20-13 U20-12 U20-11
Orange-Brown — (1) White- |Black-Green
J205-1 1 Brown Left Slam Left Million J906-1
J209-1 Out Tilt Stingshot Standup | [Right Flipper
Left Coin Chute D1 U18-11 Lane
11 21 6 81|
Orange-Red (2) White- Black-Viols
J205-2 2 Re Right Coin Right Skid
Center J209-2 Out Door Slingshot Pad
Coin Chute D2 U18-9 Lane Closed Standup
12 22 62 821 f:
Orange-Black (3) White-
J205-3 3 Orange Start Buy Left Not Right
J209-3 Button In Jet Used Standup
Right Coin Chute D3 U18-5 Button
13 23 63 73 83
Orange-Yellow (4) White- I
J205-4 4 Yellow Plumb Always Bottom Not Right
J209-4 Bob Closed Jet Used Rubber
4th Coin Chute D4 U18-7 Tilt
14 24 64 74 84
Orange-Green (5) White-
J205-6 5 Green Plunger First Right 28-1 Not
Normal Tout J209-5 Gear Jet Exit Used Upper Right
Ser Credits | Esc D5 U19-11 (optional) Flipper EOS FS
15 25 65 75 85
Orange-Blue (6) White- Blac
J205-7 6 Blue Left Second Left Left ZR-1 Jet
po A ion J209-7 Retum Gear Standup Rollover Lock Rubber
Vol Down | Down D6 U19-9 Lane (optional) 3 Ball 1
16 26 46 66 76 86| |
Orange-Violet (7) White- Black-Gray
J205-8 7 Violet Right Third Left Route 66 | Middle ZR-1 Left J906-5
a o J209-8 Retum Gear Standup Kickout Rollover Lock Outer Upper Left
Vol Up Up ” or U19-5 Lane (optional) 2 Bali 2 Loop Flipper EOS F7
17 27 47 57 67 77 87
Orange-Gray (8) White- В
J205-9 8 Gray Spinner Fourth Inner Left Skid Right ZR-1 Right
Nomnal Test on J209-9 Gear Loop Standup Route 66 Rollover Lock Outer
Begin Test Enter D8 U19-7 (optional) Entry 1 Exit Ball 3 Loop
| 18 28 48 58 cel 78 88
J2XX = CPU Board; J9XX = Fliptronic ll Board; = Opto, Typically Closed
SWITCH LOCATIONS
Item Switch Part Description item Switch Part Description
No. No. No. No.
F1 SW-1A-194 *Lower Right Flipper EOS 26 - 2nd Gear (optional)
F2 A-17316 *Lower Right Flipper Cabinet 27 --- 3rd Gear (optional)
F3 SW-1A-194 *Lower Left Flipper EOS 28 --- 4th Gear (optional)
F4 A-17316 *Lower Left Flipper Cabinet 31 A-18617 Trough Ball 1 (LED)
F5 --- Not Used A-18618 (Transistor)
F6 --- Not Used 32 A-18617 Trough Ball 2 (LED)
F7 SW-1A-194 *Upper Left Flipper EOS A-18618 (Transistor)
F8 A-17316 *Upper Left Flipper Cabinet 33 A-18617 Trough Ball 3 (LED)
11 5647-12693-32 Left Out Lane A-18618 (Transistor)
12 5647-12693-19 Right Out Lane 34 A-18617 Trough Ball 4 (LED)
13 20-9663-2 Start Button A-18618 (Transistor)
14 A-15361 *Plumb Bob Tilt 35 A-16908 Route 66 Entry (LED)
15 5647-12693-32 Plunger A-16909 (Transistor)
16 15647-12693-19 Left Return Lane 36 A-16908 Pit Stop Popper (LED)
17 $5647-12693-19 Right Return Lane A-16909 (Transistor)
18 5647-12693-60 Spinner 37 A-18617 Trough Eject (LED)
21 A-17238 *Slam Tilt A-18618 Trough Eject ((Transistor)
22 5643-09288-00 *Coin Door Closed 38 5647-12693-31 Inner Loop Entry
23 20-9663-18 Buy In Button 41 A-16908 ZR-1 Bottom Entry (LED)
24 05643-09112-00 *Always Ciosed A-16909 (Transistor)
25 --- 1st Gear (optional)
Item Switch Part
No. No.
42 A-16908
A-16909
43 A-16908
A-16909
44 5647-12693-21
45 5647-12693-21
46 =A-19294
47 A-19294
48 A-19294
51 A-19141
52 A-19141
53 ---
54 -—-
55 A-18821
56 A-18821
57 5647-12693-21
58 5647-12693-13
61 SW-1A-114
SW-1A-120
62 A-17612
A-17613
63 SW-11A-37
*Not Shown
SWITCH LOCATIONS (continued)
77
76 O 64
42 О, 4 43 à Pi To
41 86 Assy.
81 O Nod A 18
Da ©
е CD С | (82)
- Ii 4 si 76
47 = G A al И
48 || © e
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O [| “О;
O ©
3 9
OS ZL
32 E
33
[+] O o
Description Item Switch Part Description
No. No.
ZR-1 Top Entry (LED) 64 SW-11A-37 Bottom Jet
(Transistor) 65 SW-11A-37 Right Jet
Skid Pad Entry (LED) 66 15647-12693-19 Left Rollover
(Transistor) 67 5647-12693-19 Middle Rollover
Skid Pad Exit 68 5647-12693-19 Right Rollover
Route 66 Exit 71 A-18951 ZR-1 Full Left
Left Standup 3 72 A-18951 ZR-1 Full Right
Left Standup 2 73 --- Not Used
Left Standup 1 74 --- Not Used
Left Race Start 75 5647-12693-31 ZR-1 Exit
Right Race Start 76 5647-12133-11 ZR-1 Lock Ball 1
Not Used 77 P5647-12693-53 ZR-1 Lock Ball 2
Not Used 78 5647-12693-54 ZR-1 Lock Ball 3
Left Race Encoder Bi A-16816-4 Standup Million
Right Race Encoder 82 A-17226-4 Skid Pad Standup
Route 66 Kickout 83 A-18019-4 Right Standup
Skid Route 66 Exit 84 SW-1A-120 Right Rubber
Left Slingshot 85 --- Not Used
86 SW-1A-120 Jet Rubber
Right Slingshot 87 5647-12693-19 Left Outer Loop
88 5647-12693-19 Right Outer Loop
Left Jet
2-47
SOLENOID/FLASHER TABLE
Function
Solenoid Part number
Flashlamp Type
Drive
Wire
Solenoid Drive Drive Connections
No. Type
Voltage Connections
01
02
04
05
66 Kickout
Jet
Jet
Used
1
Gate
Race Enable
Enable
enth
Power
Power
Power
Power
Power
Power
Power
Power
Low
Low
Low
Low Power
Low Power
Power
Power
Flasher
Flasher
Flasher
Flasher
Backbox Cabinet
J107-2
107-2
J107-2
J107-2
J107-2
J107-2
J107-2
J107-3
J107-3
J107-3
107-3
J107-3
J107-3
J107
J107-3
J107-6
J107-6
J107-6
J130-1
Backbox Cabinet
Color
Backbox
AE-26-1500
1-28-900-DC
AE-23-800
AE-23-800
1-35-4000-DC
AE-23-800
AE-26-1
1
1
AE-26-1200
AE-26-1200
AE-
A-14406
A-191
14-801
1 15
24-8802
24-8704
24-8704
107-6
107-6
Fiasher J107-6 126-7
107-6 Ji
J107-6 122-1
107-6 J122-2
J122-3
122-4 Y
J902-6 el-Vio | A-1 1
J902-4 Vio | A-15943-1
24-8802
24-8704
24-8802
24-8704
24-8802
J107
J907-6,7
Power
J907-6,7 7
Hoid
General Illumination
Left G.I. J121-1 18
G.l. J121-2 1
Left G.l. 121-3 | J120-3 Q14
A. J121-5 | J120-5 16
Title G.l. J120-6 12
Flipper Circuits Voltage Drive
Connections Transistors
Power Hold
Low Power
444
444
444
#44
J121-7
J121-8
J121-9
J121-10
J120-9 Yel
J120-10
J120-11 Vio
Drive Wire
Colors
Hold
el-Blu
Coil
Part No.
Drive
Connectors
J902-9
J902-7
J902-13
J907-4 (Red-Blu
J907-4 (Red-Blu
-1 (Red-Grn
wr. Hold -1 11 rn
wr. Lt. Power
WI. Hold
wr. Rt. Power
FL-11629
el-Grn
FL-11629
. Lt. J907-8 -3 el-G
. Lt. J907-8 -1
Power |J907-6 Vio -6 el-
Hold -6 Vio Vio NOT
J1xx=Power Driver Board; J9xx=Fliptronic Il Board; 24-6549=#44 bulb; 24-8704=#89 bulb; 24-8768=#555 bulb; 24-8802=#906 bulb
SOLENOID/FLASHER LOCATIONS
-11630
ltem Coil/ Assy. Description ltem Coil/ Assy. Description
No. Flasher No. Number. No. Flasher No. Number.
01 AE-26-1500 A-18753 Trough Eject 12 AE-26-1200 A-9415-2 Buttom Jet
02 SM1-28-900-DC aA-19140 ZR-1 Low Rev Gate | 13 AE-26-1200 A-9415-2 Right Jet
03 AE-23-800 B-11873 Kickback 14 --- --- Not Used
04 AE-23-800 A-19005 Pit Stop Popper 15 AE-30-2000 A-15368-1 ZR-1 Lockup
05 SM1-35-4000-DC A-19006 ZR-1 Up Rev Gate |16 A-14406 A-17796 Loop Gate
06 --- --- Not Used 17 --- А-19159 *Race Direction
07 AE-23-800 B-16086-1 Knocker 18 14-8015 A-19134 Left Race Enable
08 AE-23-800 ‚ А-19006 Route 66 Kickout 19 14-8015 A-19134 Right Race Enable
09 AE-26-1200 B-9362-R-3 Left Slingshot 20 24-8802 --- *Tenth Corvette
10 AE-26-1200 B-9362-L-2 Right Slingshot 21 24-8704 A-17803 Jets
11 AE-26-1200 A-9415-2 Left Jet
2-48
item Coil/
No. Flasher No.
22
23
24
25
26
27
28
33
34
24-8704
24-8802
24-8704
24-8802
24-8704
24-8802
24-8802
24-8704
24-8802
24-8802
24-8802
A-15943-1
A-15943-1
SOLENOID/FLASHER LOCATIONS (continued)
—— |
23
Assy.
Number.
A-17983
A-17803
A-17803
A-19008
A-17983
B-12156
A-17241
A-17241
Description
Right Ramps
Upper Left Playfield
Catch Me
ZR-1 Ramp
ZR-1 Underside
Right Rear Panel
Right Standup
Diverter Power
Diverter Hold
2-49
00 600
Pa Race
„| Track
Assy.
wil gl ~
+
®
yy
На)
General lllumination Circuits
Item No. Description Bulb No.
01 Upper Left #44 G.I. String 1
02 Upper Right #44 G.I. String 2
03 Lower Left #44, #555 G.I. String 3
04 Lower Right #44, #555 Gl. String 4
05 Backbox Title #555 G.l. String 5
Flipper Coils -
Coil No. Color Assy. No. Description
*FL-11629 (blue) A-15849-L-2 Lower Left Flipper
*FL-11629 (blue) A-19223-R Lower Right Flipper
*FL-11630 (red) A-15849-L Upper Left Flipper
Not Shown 24-6549 = #44 bulb
24-8704 = #89 bulb
24-8768 = #555 bulb
24-8802 = #906 bulb
то»
RUBBER RINGS
220
=
©
©
o
>>
|
J
OÙ
Jes
IT
? 9 000s000ec
9, =
ur
50 66600 06000 © E
O
®
Part Description. Qty | Item Part Number Description. Qty
Number No.
23-6327 Shooter Tip 1 H 23-6694-10 2 1/2” Black Ring 2
23-6556 Black Sleeve 13 | 23-6306 2 1/2” White Ring 4
23-6641 .64 O.D. Black Ring 9 J 23-6552 Yellow Sleeve 1
23-6694-3 5/16” Black Ring 5 К 23-6694-1 3/32” Black Ring 1
23-6694-6 1” Black Ring 1 L 23-6694-2 15/64” Black Ring 1
23-6694-8 1 1/2” Black Ring 2
2-50
A-17730-2
Ball Shooter Rod Assembly
/
L
E °
1
Ш
L_
item Part No. Description
1. 20-9927-2 Ball Shooter Rod w/Shatt
2. 10-149 Outer Spring
3. 4700-00051-00 Flatwasher, 25/64 x 5/8 x 16ga.
4. 21-6645-2 Shooter Housing
5. 03-7357 Shooter Sleeve
6. 10-148-4 Power Spring
7. 20-8714-37 External Retainer Spring
8. 23-6327 Ball Shooter Tip
2-51
Notes
2-52
SECTION THREE
GAME WIRING
AND SCHEMATICS
CONNECTOR & COMPONENT IDENTIFICATION
Each plug or jack (except the Audio Board and Dot Matrix Display/Driver Board)
receives a number that identifies the circuit board and position on that board that it
connects to. J-designations refer to the male part of a connector. P-designations refer
to the female part of a connector. For example, J101 designates jack 1 of board 1 (a
Power Driver Board jack); P206 designates plug 6 of board 2 (a CPU Board plug).
Identifying the specific pin number of a connector involves a hyphen, which separates
the pin number from the plug or jack designation. For example, J101-3 refers to pin 3 of
jack 1 on board 1.
Other game components may also have similar numbers to clarify their locations or
related circuits. For example, F501 refers to a fuse located on the Sound Board.
Prefix number for the WPC circuit boards are as listed below.
1-Power Driver Board P.C. BOARD LEGEND
JIXX = Power Driver Board
2-CPU Board J2XX = CPU Board
6-Dot Matrix Controller хх = dot Matrix Controller Board
. . = [ОГО
9-Fliptronic I| Controller Board те
The Audio Board and the Dot Matrix Display/Driver Board do not have an identification
number.
Schematics for standard WPC backbox boards are found in the WPC Schematics
Manual. Playfield, cabinet, and all other backbox board schematics are found in
this section.
SWITCH MATRIX
White — -— o— Green
7 8
Column 1 2
Dedicated Green- Green- Green- Green- Flipper
Grounded Brown Red Gray Grounded
Switches J207-1 J207-2 J207-9 Switches
Row U20-18 U20-17 U20-11
Orange-Brown (1) White- Black-Green
J205-1 1 Brown Left Slam Loft Million J906-1
J209-1 Out Tilt Slingshot Standup | |Right Flipper
Left Coin Chute D1 U18-11 Lane EOS Fi
11 21 6 81
Orange-Red (2) White-
J205-2 2 Red Right Coin Right
Center J209-2 Out Door Slingshot
Coin Chute D2 U18-9 Lane Closed
12 22 E
Orange-Black (3) White- Black-Blue
J205-3 3 Orange Start Buy J906-3
J209-3 Button In Left Flipper
Right Coin Chute D3 U18-5 Button
13 23
Orange-Yellow (4) White-
J205-4 4 Yellow Plumb Always
J209-4 Bob Closed
4th Coin Chute D4 U18-7 Tilt
14 24
Orange-Green (5) White-
J205-6 5 Green Plunger First
Normal Test J209-5 Gear
Sor Credits | Esc Ds | -— U19-1 (optional)
151 25 65 75 85
Orange-Blue (6) White-
J205-7 ¡6 Blue Left Second Left ZR-1 Jet
Homme Ct on J209-7 Retum Gear Rollover Lock Rubber
16| 26 66 76 86
Orange-Violet (7) White- Black-Gray
J205-8 7 Violet Right Third Left Route 66 Middle ZR-1 Left J906-5
Normal Poe don J209-8 Retum Gear Standup Kickout Rollover Lock Outer Upper Left
Vol Up Up D7 U19-5 Lane (optional) 2 Ball 2 Loop Flipper EOS F7
17 27 47 57 67 77 87
Orange-Gray (8) White- Bla
J205-9 18 «Gray Spinner Fourth Left Skid Right ZR-1 Right
Roma Test J209-9 Gear Standup Route 66 Rollover Lock Outer
Begin Test | Enter D8 U19-7 (optional) 1 Exit Ball 3 Loop
| 18| 28 48| 58 68| 78 88|
J2XX = CPU Board; J9XX = Fliptronic Il Board; = Opto, Typically Closed
SWITCH MATRIX CIRCUIT
CPU BOARD na
3207 Column | A | 8
UN-2803 SK Playfield — Activo” | 1 | H É
Column (example) X o
He 1 A Green— XXX
LS374SC 470pf [
© +12V -
White —XXX
7405240 470pf Ron cle | Е |
| Switch Open H H L Off
Row (exomple) Ll Switch Closed | L L H [On
The microprocessor is constantly strobing the column side of the switch. When point “A” on the column circuit toggles low, the
column side is active.
When a switch closes, the row side of the circuit activates. The “+” input to the LM339 drops below +5V causing its output to go
low. Corresponding row and column switches must be low at the same time for the switch to be considered closed by the
microprocessor. When the switch opens, the “+” input to the LM339 is above +5V, its output is high and the row is inactive.
3-2
O | DEDICATED SWITCHES
CPU Board : Coin Acceptor or
Coin Door Interface Board Control Switches
J205 J1 JJ
Г | Orange-Brown (U17-5) DI a al `
2 Orange—Red (U17-7) D2 13 5
Coin Acceptor Switches
D1 Left Coin Chute
_ _ 02 Center Coin Chute
3| Orenge-Block (U17-11) D3 12 6 —-—00Ñ——e D3 Right Coin Chute
D4 Fourth Coin Chute
4 Oronge-Yellow (017-9) D4 17
Control Switches
05 Normal Function: Service Credits
6 Orange—Green (U16-9) 05 11 7 ` ; Test Function: Escape
06 Normal Function: Volume Down
Test Function: Down
7 Orange —Blue (U16-11) DB 10 gL oN + D7 Normal Function: Volume Up
Test Function: Up
D8 Normal Function: Begin Test
8 Oronge—Violet (U16-7) D7 9 в || x | Test Function: Enter
9 Cronge—Gray (U15-5) DB B 411 x |
|! Black 15 3
CPU BOARD
COIN DOOR
+5V +12v INTERFACE
O
BOARD
10K J205 чо J3 1 Coin Acceptor or
€ Control Switches
1N4148
С — Orange —XXX
— — + + X X X O
B
7415240 LM339 | 470pf
Dedicated Input =
Black
| 11 15 3
Switch |
A B С
Open H H L Off
Closed L L H On
The dedicated switches operate similar to switches in the matrix except that instead of a column circuit there is a direct tie to
ground. Therefore, the column side is constantly active (low).
When a switch closes the row side (dedicated input) of the circuit activates. The “+” input to the LM339 drops below +5V causing its
output to go low. Since the row circuit (dedicated input) is tied directly to ground through the switch, the switch is considered closed
by the microprocessor. When the switch opens, the “+” input to the LM339 is about +5V, its output is high and the row is inactive.
3-3
LAMP MATRIX
Yellow (B+) CO nes
Column 1 2 3 4 5 6 7 8
Yellow- Yellow- Yellow- Yellow- Yellow- Yellow- Yellow- Yellow-
Brown Red Orange Black Green Blue Violet Gray
J137-1 J137-2 J137-3 J137-4 J137-5 J137-6 J138-7 J138-9
Row Q98 Q97 Q96 Q95 Q94 Q93 Q92 Q91
Red- Left Outer Left Right
1 Brown Left Inner Loop Loop Corvette Corvette Outer Kickback Tree
J133-1 Q90 Rollover Arrow Arrow 6 9 Tail Arrow Red
11 21 31 41 51 61 71 81
Red- Left Left Left
2 Black Middle Fuelie Lite Corvette Corvette Inner Return Tree
J133-2 Q89 Rollover Lock 3 8 Tail Lane Red
12 22 32 42 52 2 72 _82|
Red- Right Tree
3 Orange Right Nitrous Qualify Corvette Pit Catch Return Bottom
J133-4 Q88 Rollover 1 Stop Me lane Yellow
13 23 33 43 53 63 73 83
Red- Right Right Tree
4 Yellow Skid Pad Inner Loop Big Corvette Corvette Inner Our Top
J133-5 Q87 Arrow Jackpot Block 2 7 Tail Lane Yellow
14 24 34 44 54 64 74 84
Red- Right Outer Right Right
5 Green Sticky Loop ZR-1 Corvette Corvette Outer Million Tree
J133-6 Q86 Tires Arrow Ramp 4 5 Tail Standup Green
15 25 35 45 55 65 75 85
Red- 6 Left Pit Right Side Left
6 Blue Skid Pad 2707 Speed Standup Stop Standup Pipe Tree
J133-7 Q85 Jackpot Suspension Trans 3 Arrow Arrow 1 Green
16 26 36 46 56 66 76 8
Red- Hi Left Side
7 Violet Route 66 Big Lift Standup Spinner Lite Pipe Buy
J133-8 Q84 Arrow Brakes Cams 2 Arrow Kickback 2 In
17 27 a7 47 57 67 77 87
Red- ZR-1 Left Side
8 Gray Race Super Ramp Standup Drive Start Pipe Start
J133-9 Q83 Today Charger Arrow 1 Again Challenge 3 Button
18 28 38 48 58 68 78 88
J1XX = Power Driver Board
LAMP MATRIX CIRCUIT
POWER DRIVER BOARD Column A | B | _
H L Off
Column (example) +18v L 15 On
5 ULN-2803 42k Playfield
X
[5240 (S374 560 TIP 107 Yel—xxx
J134
Red—xxx
x E VCC
X 1.4V ref 10K
Row С D E F G
VCC normal) H L H L H (| Off
741574 ‚2 operation)H | L L H L [On
Row (example) = =
The processor sends a signal to the column circuit, causing the output of the ULN-2803 to toggle. When point “A” drops low, the
TIP 107 transistor conducts and point “B” changes to a high state. At the same time the processor drives the input of the 74LS74
low, causing a high at output “F”. A high state at the base of TIP102 causes the transistor to conduct, bringing the row circuit to
ground and turning the lamp On.
The processor changes the input of the 74LS74 to a high state to turn the lamp Off.
In overcurrent conditions the lamps is shut Off through the comparator. If the voltage at the negative input of the LM330 rises above
1.4V the output changes to a low, which is fed back to the 74LS74 and shuts the row circuit Off.
SOLENOID/FLASHER TABLE
Voltage Connections
(Sol. Function Solenoid Drive Drive Connections Drive | Solenoid Part number
No. Type Xister Wire Flashlamp Type
Playfield Backbox Cabinet Playfield Backbox Cabinet | Color | Playfield Backbox
01 |Trough Eject High Power | J107-2 Q82 | J130-1 Vio-Brn | AE-26-1500 |
02 |ZR-1 Low Rev Gate High Power | J107-2 Q80 | J130-2 Vio-Red |[SM1-28-900-DC
03 |Kickback High Power | J107-2 Q78 | J130-4 Vio-Org | AE-23-800
04 |Pit Stop Popper High Power | J107-2 Q76 | J130-5 Vio-Yel | AE-23-800
05 |ZR-1 Up Rev Gate High Power | J107-2 Q64 | J130-6 Vio-Grn ¡SM1-35-4000-DC
06 [Not Used High Power | J107-2 Q66 | J130-7 Vio-Blu
07 ¡Knocker High Power J107-2 Q68 J130-8 Vio-Bik AE-23-800
08 [Route 66 Kickout High Power | J107-2 Q70 | J130-9 Vio-Gry | AE-23-800
09 ¡Left Siingshot Low Power J107-3 Q58 | J127-1 Brn-Blk | AE-26-1200
10 ¡Right Slingshot Low Power J107-3 Q56 | J127-3 Brn-Red | AE-26-1200
11 jLeft Jet Low Power J107-3 Q54 | J127-4 Brn-Org | AE-26-1200
12 |Bottom Jet Low Power J107-3 Q52 | J127-5 Brn-Yel | AE-26-1200
13 |Right Jet Low Power | J107-3 Q50 | J127-6 Brn-Grn | AE-26-1200
14 [Not Used Low Power J107-3 Q48 | J127-7 Brn-Blu
15 |ZR-1 Lockup Low Power | J107-3 Q46 | J127-8 Brn-Vio | AE-30-2000
16 [Loop Gate Low Power J107-3 Q44 | J127-9 Brn-Gry | A-14406
17 |Race Direction Flasher J107-6 Q42 | J126-1 Blk-Brn A-19159
18 |Left Race Enable Flasher J107-6 Q40 | J126-2 Blk-Red 14-8015
19 |Right Race Enable Flasher J107-6 Q38 | J126-3 Blk-Org 14-8015
20 |Tenth Corvette Flasher J106-5 Q36 J125-5 Blk-Yel 24-8802
21 Jets Flasher J107-6 Q28 | J126-5 Blu-Grn | 24-8704
22 ¡Right Ramps Flasher J107-6 | J106-5 Q30 | J126-6 | J125-7 Blu-Blk 24-8704 24-8802
23 |Upper Left Flipper Flasher J107-6 | J106-5 Q34 | J126-7 | J125-8 Blu-Vio 24-8704 24-8802
24 |Catch Me Flasher J107-6 | J106-5 Q32 | J126-8 | J125-9 Blu-Gry 24-8704 24-8802
25 |ZR-1 Ramp Gen. Purpose | J107-6 | J106-5 Q26 | J122-1 | J124-1 Blu-Brn 24-8802 24-8802
26 |ZR-1 Underside Gen. Purpose | J107-6 | J106-5 Q24 | J122-2 | J124-2 Blu-Red| 24-8704 24-8802
27 |Right Rear Panel Gen. Purpose | J107-6 | J106-5 Q22 | J122-3 | J124-3 Blu-Org 24-8802 24-8802
28 |Right Standup Gen. Purpose | J107-6 | J106-5 Q20 | J122-4 | J124-5 Blu-Yel 24-8802 24-8802
33 |Diverter Power High Power |J907-6,7 Q2 | J902-6 Yel-Vio | A-15943-1
34 |Diverter Hold Low Power |J907-6,7 Q7 | J902-4 Org-Vio | A-15943-1
General Illumination
01 [Upper Left G.l. J121-1 Q18 | J121-7 Wht-Brn #44
02 |Upper Right Gl. J121-2 Q10 | J121-8 Wht-Org #44
03 [Lower Left G.l. J121-3 | J120-3 Q14 | J121-9 | J120-9 Wht-Yel #44 #555
04 |Lower Right G.I. J121-5 | J120-5 Q16 | J121-10 | J120-10 Wht-Grn 444 4555
05 |Backbox Title G.I. J120-6 Q12 J120-11 Wht-Vio #555
Flipper Circuits Voltage Drive Drive Drive Wire Coil Coil
Connections Transistors Connectors Colors Part No. Color
Playfield Power Hold Playfield Power Hold
Lwr. Lt. Power |J907-4 (Red-Blu) | Q3 J902-9 Yel-Blu
Lower Left Flipper Lwr. Lt. Hold _|J907-4 (Red-Biu) Q9 J902-7 Org-Blu | FL-11629 BLUE
Lwr. Rt. Power |J907-1 (Red-Grn)| Q4 J902-13 Yel-Grn
Lower Right Flipper Lwr. Rt. Hold |J907-1 (Red-Grn) Q11 J902-11 Org-Grn| FL-11629 BLUE
Upr. Lt. Power |J907-8 (Red-Gry)| ©1 J902-3 Yel-Gry
Upper Lett Flipper Upr. Lt. Hold |J907-8 (Red-Gry) Q5 J902-1 Org-Gry | FL-11630 RED
Upr. Rt. Power |J907-6 (Red-Vio)| Q2 J902-6 Yel-Vio
Upper Right Flipper Upr. Rt. Hold |[J907-6 (Red-Vio) Q7 J902-4 Org-Vio NOT USED
J1xx=Power Driver Board; J9xx=Fliptronic Il Board; 24-6549=#44 bulb; 24-8704=#89 bulb; 24-8768=#555 bulb; 24-8802=#906 bulb
3-5
SOLENOID WIRING
-_
1907 16.7 Red—Violet +50VDC
Fliptronic || Diverter || Diverter
Board Power Hold
Sol 33 Sol 34
Qrange—Violet
J902 6 Yeliow—Violet
4
Red-Biack +50VDC
o Red—Brown +50VDC
uo. ”
| |
Race Left Race [Right Race
Direction || Enable Enable
Sol 17 Sol 18 Soi 19
A— 18533
J126[, Black—Brown
2 Bicck—Red Motor Drive
3 Blaock—Orange Slave Board
ños a —. E is „ть.
Power | | | | | | | 1
Dri Left Right Left Bottom Right Not ZR—1 Loop
river Slingshot || Slingshot Jet Jet Jet Used Lockup Gate
Board Sol 09 || Sol 10 | Sol 11 | Sol 12 || Sol 13 || Sol 14 || Sol 15 | Sol 16
Brown—Biack
Brown—Red
Brown- Orange
Brown—Yellow
Brown—Green
Not Used
Brown—Violet
Brown—Gray
J127
ON NDU PUN
Trough |[ZR—1 Low| Kickback |[Pit Stop |ZR-1 Upl[ Not Knocker Route 66
Eject |¡Rev Gate Popper |Rev Gate]! Used Kickout
Sol O1 Sol 02 Sol 03 Sol 04 Soi 05 Sol 06 So! 07 Sol 08
Viclet—Brown
Violet —Red
Violet—0range
Violet—Yellow
Violet-Green
Not Used
Violet-Black
Violet—Gray
|OOIDUAN
FLASHER WIRING
1107 6 Red— White +20VDC
1106 |5 Red-White +20VDC
ZR—1 ZR—1 [Right Rean| Right
Ramp |Underside| Panel || Standup
Sol 25 Sol 26 Soi 27 So! 28
Blue—Brown |
2 Blue-Red
J124 3 Blue-Orange
5 Biue—Yellow
|
OWER Tenth Right Upper Lef Catch
DRIVER .
BOARD Corvette || Ramps Flipper Me
Sol 20 Soi 22 Sol 23 Sol 24
5 Blue—-Yellow |
7 Blue Black
J125 8 Bue Violet INSERT FLASHERS
9 ue—Gray
ZR—1 ZR—1 ¡Right Rea Right
Ramp |[Underside| Panel || Standup
Sol 25 Sol 26 Sol 27 Sol 28
1 Blue—Brown |
2 Blue—Red
J122 3 Blue —Crange PLAYFIELD FLASHERS
4 Blue—Yellow
Jets Right Upper Left] Catch
Ramps Flipper Me
Sol 21 Sol 22 Sol 23 Sol 24
5 Blue—Green |
6 Blue—Black
J126 7 Blue—Violet
8 Blue-Gray
3-7
High Power Solenoid Circuit
POWER DRIVER BOARD
DRIVE +50v
VCC
1N4004
1113 J130
4.7K0 Ployfieid or
2200 5 | Backbox Coil
X A X
iolet—XX
4700 Nao) B 680 5 TIP36C | Violet-XXX
LS374
27% TIP102
Red—Brown
The microprocessor toggles the output of the 74LS374. When point “A” drops low, point “B” the collector of the 2N5401 transistor is
high. À high at point “B” causes point “C” the collector of the TIP102 transistor, and point “D” the emitter of the TIP36 transistor to
drop low. When point “D” is low the coil is grounded through the transistor and the coil turns On. The coil shuts Off when point “A”
toggles high.
Low Power Solenoid Circuit
POWER DRIVER BOARD
DRIVE +50V
VCC
1N4004
J113
J127
Playfield or
X Backbox Coil
X
Brown —XXX
15374
J107
F104 Red—Black
X
50V
Le
The microprocessor toggles the output of the 74LS374. When point “A” is low, point “B” the collector of the 2N5401 transistor is
driven high. A high at point “B” turns On the TIP 102 transistor, and causes point “C” to drop low. When point “C” is low the coil is
grounded through the transistor and the coil turns On. The coil shuts Off when point “A” toggles high.
3-8
Flashlamp Circuit
POWER DRIVER BOARD
DRIVE
VCC
J113
>
Black —XXX
LS374
J125
| Flashiamp
|
с]
|
J107
+ | |
— + Red—Whit
BRZ N | ed ite
KK
15,000uf —— 21.5KN
NI
POWER
ie
The microprocessor toggles the output of the 74LS374. When point “A” is low, point “B” the collector of the 2N5401 transistor is
high. Once point “B” is high, point “C” the collector of the TIP102 transistor is low. When point “C” is low the flashlamp is grounded
through the transistor and the flashiamp turns On. When point “A” toggles high the circuit shuts Off.
Special (General Purpose) Solenoid Circuit
POWER DRIVER BOARD
J121
DRIVE Y -——
VCC
1N4004
J113
Flashtamp*
Y or Coll
580 x ——
+ q Blue— XXX
LS374 |
1102 F112 | ©
9 J107
8 _ F103 ni
BRÍ + N _ x Red-White
- 100uf —— 2 10KQ
6 50V
: t
POWER
The microprocessor toggles the output of the 74LS374. When point “A” drops low, point “B” is high. A high at point “B” causes a
low at point “C”. When point “C” is low the coil/flashlamp is grounded through the transistor and the coil/flashlamp turns On. When
point “A” toggles high the coil/flashlamp turns Off.
*Tieback Diode is not used for flashlamp circuit.
General lllumination Circuit
DRIVE
VCC
J113 J120
G.I. Lights
x X
,
LS374
XXe
J115
S.B.
X as» X
POWER |
Block Diagram of General Illumination Circuit
Playfield or
Backbox
ponen (up to 18 bulbs)
Power
Driver
Board Power Driver Board
Triac LS374
af» (©) Drivers — Latch
6.3 Volt Secondary |
|
Microprocessor
Zero Cross Detection
Ci it
5 Volt Secondary rey CPU Board
Power Driver Board
When point “A” toggles low, then points “B” and “C” are high. This turns On the triac and the desired
general illumination string lights.
3-10
LED P.C.B. Assembly (transmitter)
A-16908
Gray Black
solder side schematic component side
Photo Transistor P.C.B. Assembly (receiver)
A-16909
BLK _ Blue
_ O
a“ №
| SOLDER
Hp (+ ©
White Green
Ce E i Е \с
к -
solder side schematic component side
3-11
Flipper Opto P.C.B. Assembly
| A-17316
L OicO
& OldO
SW1
SW2
GND
GND
KEY
+12VDC
+12VDC
—
J
a + 12VDC 7
+ 12VDC
R1 R2 KEY 6
4700 4700 TSW ?
SW2 2
УМ OPTO! WM COPTO?
GND 3
4 ¿ ¿ ¿ GND 4
Left Side Flipper Cabinet Opto Switch Board Right Side Flipper Cabinet Opto Switch Board
J1-1 Black-Blue from Fliptronic Ii Board J905-2 J2-1 Black-Yellow from Fliptronic II Board J905-3
J1-2 Blue-Gray from Fliptronic [ Board J905-2 J2-2 Blue-Violet from Fliptronic Il Board J905-1
J1-3 Not Used J2-3 Orange from Fliptronic Il Board J905-6
J1-4 Orange from Fliptronic II Board J905-6 J2-4 Orange from Left Flipper Opto Board J1-4
J1-5 Not Used J2-5 Not Used
J1-6 Gray-Yellow to Right Flipper Opto Board J1-6 J2-6 Gray-Yellow to Left Flipper Opto Board J1-6
J1-7 Gray Yellow from Fliptronic li Board J118-2 J2-7 Not Used
3-12
Flipper Circuit Diagram
Red—Blue +50VDC
Red—Gray +50VDC
Red—Green +50VDC
Red—Violet +50VDC
[4816] END-OF-STROKE SWITCHES
J907 s Black=Gray _ U. Left Flipper 7, 7»
Block-Blue |. Left Flipper 73
5 : ; : —
J906 4 Black-Violet U. Right Flipper VS
: Black-Green __L. Right Flipper F1 ;
H6 Orange Ground
— UPPER»
5 |Yellow—Violet Power Q2 RIGHT
4 |Orange-Violet _ Holding Q7 ¡FLIFPER
- Yellow-Green Power Q4 “OL LOWER
| RIGHT
Orange-Green Holding QU FLIPPER
J902 |" COIL UPPER*
3 Yellow-Gray Power Q LEFT
1 lOrange-Groy Holding Q5 FLIPPER
‘ COIL LOWER
9 Yellow—Blue Power QS LEFT
|| - ” COIL
5] Black-Blue U. Left Flipper -8
5 Blue—Gray L. Left Flipper F4
Blue-Violet U. Right Flipper РБ
INET
1905 ; Block-Yellow ~~ L. Right Flipper 2 PIO
6 Orange Ground SWITCHES
_ Gray —Yellow —+12V
+ |IWhite-Blue ___ SOVAC
JOO © Iie he 50VAC
Black Ground
- Black Ground
1 Gray +
J903 1994 |2 Gray—Green +1V
1
Mid
J202 125407 2 1] [2 |
J114 J105 116
CPU BOARD
POWER DRIVER BOARD
*NOTE: Used as circuits other than flipper circuits in this game.
3-13
Flipper Coil Circuits
J906
1 | ос treen
| Lower Right
) End-of-Stroke
| Orange Switch
5 [Воск-бгоу Upper Left = 4 Block-Viot Upper Right
o End—of—Stroke | lo End-of-Stroke
| ise] Switch | urge] — Switch
Flipper End-of-Stroke Switches
F1 Lower Right Flipper [FLIPTONIC | |
F5 Upper Right Flipper | BOARD J906
End-of-Stroke
| Orange Switch
3 Black—Blue
` | | Lower Left
6
= =)
Left Flipper Circuit Right Flipper Circuit
| FLIPTRONIC II BOARD |
J907 | Playfield vec J907 | Playfield
| 2 |Red-Blue | 2 |Red-Green ,
3 5 Lower Left 3 hd Lower Right
| - _ |Вед-Сго | ; _ \Red-Violet Flipper
| ne | |
90 J902 x
| 9 Yellow-Blue Power | 3] Yellow-Green Power |
| 7 Orange-Biue Holding | 11 Orange-Green __ Holding |
| Г
| | +4 per Left | + oper Right
3 Yellow-Gray Power ; РРег Yellow-Violet — Power PPE
| ¡| Orange-Gray — Holding | Orange-Violet Holding | 4
Black-Green (U4A-5) ко Е
)
F3 Lower Left Flipper 1 |
F7 Upper Left Flipper 4.|-1Black-Violet (U6A-5) 5, F5
| |
| 3 ‚Black-Blue (U4C-9) FS
| 5) ¡Black-Gray (U6C-9) ~ F7 |
|
a a ¡ Orange
+12v I LE |
| o
1K 1906 End-of-Stroke Switch
A MODE || Black XXX
Pr Xo Switch
| 74HCT244 | Open H H Off
| Dedicated Input [ 6 range Closed L | L 10On
=]
The flipper switch circuits operate similar to the dedicated switch circuit. The circuits are active low and
tied to ground through the switch.
When a switch closes the row side (dedicated input) of the circuit activates. The “+” input to the LM339
drops below +5V therefore its output is low. ‘Since the row (dedicated input) circuit is tied directly to
ground through the switch, the switch is considered closed by the microprocessor. When the switch
opens, the “+” input to the LM339 is about +5V, its output is high and the row (dedicated input) is inactive.
3-14
Flipper Cabinet Switch Circuit Diagram
POWER DRIVER BOARD
— 8 5 Gray—Yellow +12V 2 J116
— 3 3H Orange — — Ground — +
LEFT FLIPPER OPTO | — 4 A .
SWITCH BOARD и | Blue-Gray L. Left Flipper F4 2
21 |2 | Black—Blue U. Left Flipper F8 5 FLIPTRONIC H
| BOARD
5) 6 J905
7417
Г. 14 3
RIGHT FLIPPER OPTO + | Block-Yellow L. Right Flipper F2 |.
SWITCH BOARD J 2 1 Blue—=Violet U. Right Flipper F6 3
Flipper Cabinet Switches
FLIPPER OPTO
SWITCH BOARDS
FLIPTRONIC И J905 o
F2 Lower Right Flipper | BOARD Е (U4B-7) Biock—Yellow F2[~ 7
F6 Upper Right Flipper | 5 |
F4 Lower Left Flipper _ a
F8 Upper Left Fiipper | 3 (U6B-7) Blue-Violet == ; |
| | ES
| >| |0-11) Blue-Groy FoF P= = —
7
| | | +12V
| 5 ¡(U60-11) Black-Blue FB, ‘
6 Orange | | A 7
LE) == |
FLIPTRONIC | +5V +12V НИ
| BOARD | — — — —,
| | FLIPPER OPTO SWITCH BOARD |
106 К 4305 Blue-xxx J] .
| - A | Block- xxx | Cabinet Switch | Switch | A | B
+ X x
B Nim339 | | Open | H H [Off
1N4004 р | Closed] L | L On
| 74HCT244 6 | Orange _ | 3 | |
1 _Dedieeten mp LO
| +12V J116 | | 4700 |
| 2 | Gray-Yellow|_ 6 |
POWER_DRIVER_ BOARD
The flipper switch circuits operate similar to the dedicated switch circuit. The circuits are active low and
tied to ground through the switch.
When a switch closes the row side (dedicated input) of the circuit activates. The “+” input to the LM339
drops below +5V therefore its output is low. Since the row (dedicated input) circuit is tied directly to
ground through the switch, the switch is considered closed by the microprocessor. When the switch
opens, the “+” input to the LM339 is about +5V, its output is high and the row (dedicated input) is inactive.
3-15
TROUGH 7 IRED PCB ASSEMBLY
A-18617
J1-1 Not Used
J1-2 Not Used
J1-3 Gray-Black, from Opto SW10 Board J1-4
J1-4 Gray-Orange, from Opto SW10 Board J1-
J1-5 Gray-Red, from Opto SW10 Board J1-6
J1-6 Gray-Brown, from Opto SW10 Board J1-7
J1-7 Gray-Violet, from Opto SW10 Board J1-1
J1-8 Key
J1-9 Black, from Opto SW10 Board J1-9
on
O НЕО
LEDO
LEDS vw D
1
o UD
J
LED 7
Ys (BALL 6)
LED 6
Y (BALL 5)
LED 5
Ya (BALL 4)
LED 4
A (BALL 3)
LED 3
Y (BALL 2)
LED 2
Y (BALL 1) J
LED 1 BALL 6
% (Av BALL) BALL 5)
BALL 4
BALL 3 ;
BALL 2];
BALL 1],
JAM BALL] >
KEY] a
COMMON! ©
3-16
TROUGH 7 IR TSTR PCB ASSEMBLY
A-18618
J1-1 Gray-Yellow, from Opto SW10 Board J2-9
J1-2 Key
J1-3 Orange-Violet, from Opto SW10 Board J2-1
J1-4 Orange-Brown, from Opto SW10 Board J2-8
J1-5 Orange-Red, from Opto SW10 Board J2-7
J1-6 Orange-Black, from Opto SW10 Board J2-5
J1-7 Orange-Yellow, from Opto SW10 Board J2-4
J1-8 Not Used
J1-9 Not Used
De - ©
E = AO
mm)
J
AG 01
(JAM BALL)
A, 02
(BALL 1)
A7 03
(BALL 2)
RÚ Q4 11
(BALL 3)
COL
2 QS KEY ;
(BALL 4) JAM BALL | 7
“ 05 BALL 1
` (BALL 5) BALL 2 5
BAL 312
a BALL 4
7
“a © BALL 5] /
(BALL 6) я
BALL JE
3-17
Opto SW10 P.C.B.
J1-1 Gray-Violet to A-18617 J1-7 Sw #37
J1-2 Gray-Blue to LED Sw #36
J1-3 Gray-Green to LED Sw #35
J1-4 Gray-Black to A-18617 J1-3 Sw #34
J1-5 Gray-Orange to A-18617 J1-4 Sw #33
J1-6 Gray-Red to A-18617 J1-5 Sw #32
J1-7 Gray-Brown to A-18617 J1-6 Sw #31
J1-8 Key
J1-9 Black Ground to A-18617 J1-9
J2-1 Orange-Violet to A-18618 J1-3 Sw #37
J2-2 Orange-Blue to Photo Transistor Sw #36
J2-3 Orange-Green to Photo Transistor Sw #35
J2-4 Orange-Yellow to A-18618 J1-7 Sw #34
J2-5 Orange-Black to A-18618 J1-6 Sw #33
J2-6 Key
J2-7 Orange-Red to A-18618 J1-5 Sw #32
J2-8 Orange-Brown to A-18618 J1-4 Sw #31
J2-9 Gray-Yellow +12VDC to A-18618 J1-1
J3-1 Black Ground from J116-3
J3-2 Gray-Yellow +12VDC from J116-2
J3-3 Green-Yellow from J207-4
J3-4 Green-Orange from J207-3
J3-5 Key
J3-6 White-Violet from J209-8
J3-7 White-Blue from J209-7
J3-8 White-Green from J209-5
J3-9 White-Yellow from J209-4
J3-10 White-Orange from J209-3
J3-11 White-Red from J209-2
J3-12 White-Brown from J209-1
J4-1 Gray-Orange to LED Sw #43
J4-2 Not Used
J4-3 Not Used
J4-4 Key
J4-5 Orange-Black to Photo Transistor Sw #43
J113
POWER DRIVER BOARD
A-18159
* o
° о | %
O — ? O
O || — O
O
O
© O
O
LO
SA
O O
O
O
Ko o
O NS o
о ~ О
>
0 J3 *
00000000000
12 1
J5-1 Gray-Red to LED Sw #42
J5-2 Not Used
J5-3 Key
J5-4 Not Used
J5-5 Orange-Red to Photo Transistor Sw #42
J6-1 Gray-Brown to LED Sw #41
J6-2 Key
J6-3 Black Ground
J6-4 Gray-Yellow +12VDC
J6-5 Orange-Brown to Photo Transistor Sw #41
PLAYFIELD
Photo Transistor LED Board
Beam
пота
J1
ОРТО SWIC P.C.B.
A— 18159
(x)
(©)
(К)
(©)
(K)
A
Е
(С)
Opto SW10 P.C.B. Schematic
J]
y | CATHODE GND
в | КЕ = VCC vec
„ | ANODE 1 RI |
AM Di
5, | ANODE 3 MMA RS uo tof pos toe
——AAN Vi L
non 4 R4 MXN 2K ¿RE VCC
4 ODE AAA ZK
5 | ANODE 5 MN A | UTC =
Y Y Y = | D?
FTC TN IN es 1, sor
ı | ANODE 7 mam rr 2K S R10
_ | 220 4, 1/ 24
VCC - R13 a
J? ‘м ' IN4004
a FIV
£1 OPTO 1 L
5 [EZ 0P10 2 + UN м
5 [ES OPTO 3 R15 — a у
> [£4 OFTO 4 a 6 (№004
F5 OPTO 5 ow
3 [E65 0PT0 6 Жен
4 [E7 070.7 2K
KEY
6 =
| R17 4 JJ
Ay =~ M339 IN4004 ROW 11,
2K SRis| VC ROW 2] 1
VCC 2K ROW 5119
Jb orto 8 ? UZC = A 9
— R25 R19 - o © ROW 6] 5
| ENT YW > vee №4004
MN, 1/N We LM339
NC ' 2K KEY
? e NL, УСС COL 1 :
3 K 1 = UZB ROW 3 №22 | D13 COL 2 3
= = RY 5 + 2 D7 AAA » + 12YDC 7
4 |£ NL ti Ч 1.2K | №4004 №
x ; vec LM339 №4004 с’ ||
sp ми 100UF
|| | D 1 =
| U3C = + =
R24 ; 4 4
Ms 2 LM339 vee IN4004
2K
YY DI
A A A Au — Ni
= Vee LM339 IN4004
‘ 2K
5.5 3 UJA =
—] = 7 D12
R30 | 6 M ! «
VCC pa пно9 7339 IN4004
4 OPIO 10 ?
J 2 2 Vee
Г | A R31 VCC = VCC
1 AA =
(ma RI Ro
2 100K
1 08 COL 1
3 J »
e IN4004
¿ LNE
5 | E10
VCC
259 RAI
100K 100K
08 COL 2
hl
Lal
IN4004
Opto Track Limit P.C.B. Assembly
A-18821
J1
J1-1 White-Brown from J209-1
J1-2 Green-Black from J207-5
J1-3 Black from J116-3
J1-4 Gray-Yellow +12VDC from J116-2
J1-5 Key
J1-6 White-Red from J209-2
IOPTO 1
¡OPTO 2
D2
Schematic
| 1207 B Green—Biack Sw. Col. 5
CPU | White-Brown Sw. Row 1111 OPTO TRACK
1209 3 White-Red Sw. Row 2 6| 51 LIMIT P.C.B.
SOARED 3 A— 18821
J211 4
>
N
y
or
ER
mo
— Гу
J113 J116
POWER DRIVER BOARD
3-20
Opto Track Encoder P.C.B. Assembly
A-18822
Lil 1111
0/00 00
J1
R1
J1-1 Gray-Yellow +12VDC from J116-2
J1-2 Black ground from J116-3
J1-3 Green-Black from J207-5
J1-4 Key
J1-5 White-Blue from J209-7
J1-6 White-Green from J209-5
|OPTO 2
| ОРТО 1
Schematic
J207 5 Green—Black Sw. Col. 5
CPU | 5) White-Green Sw. Row 5 12 OPTO TRACK
1209 5 White—Blue Sw. Row 6 5 1 ENCODER P.CB
ЗАК 2 A— 18822
J211 1
>
су
ot
Sl =
o|L
SE
ER
o
| 37
J113 1116
POWER DRIVER BOARD
3-21
Engine Full-Stroke Opto P.C.B. Assembly
A-18951
— CN
О О
а 0
© O
J1
0,00 00
6 1
J1-1 Gray-Yellow +12VDC from J116-2
J1-2 Black ground from J116-3
J1-3 Key
J1-4 Green-Violet from J207-7
J1-5 White-Red from J209-2
J1-6 White-Brown from J209-1
Green—Violet Sw. Col. 7
a
a
IOPTO 2
IOPTO 1
Schematic
J207 |7
White—Red Sw. Row 2
ENGINE FULL-STROKE
ОРТО P.C.B.
A— 18951
1
ОАО 1209 7 White—Brown Sw. Row
J
NOU A
J211
Black Ground
ny Gray—Yellow +12V
Su
o
J113
POWER DRIVER BOARD
3-22
Slave Board
O A-18533
О || 4
S| "o
O || 1 O
О || © 3
Q J5 | ©
О
o J2 ®
О ||, о | 5
a
To
O
J3 J4 o
5 || O
J1-1 Red +20VDC to A-19158
J1-2 Yellow to A-19158
J1-3 Key
J1-4 Black ground to A-19158 J5-1 Red to engine coil (see below)
J5-2 Yellow to engine coil (see below)
J2 Not Used J5-3 Orange to engine coil (see below)
J5-4 Brown to engine coil (see below)
J3 Ribbon Cable from Master Driver A-18532 J3 J5-5 Violet-Yellow to engine coil (see below)
J5-6 Key
J4-1 Red-White +20VDC from J107-6 J5-7 Violet-Orange to engine coil (see below)
J4-2 Red-White loop from J4-1 J5-8 Violet-Red to engine coil (see below)
J4-3 Black loop from J4-5 J5-9 Violet-Brown to engine coil (see below)
J4-4 Key
J4-5 Black ground from J116-3
MOTOR DRIVER LINEAR HALL
MASTER P.C.B. EFFECT SENSOR
A—18532 A-19158 Js
Ribbon Cable
RIOD — 0 RS
SLAVE BOARD
J1 Ribbon Cable A—18533
5
3
2
1
J113 J115 J107
POWER DRIVER BOARD
Engine (Bottom View)
3-23
Slave Board Schematic
A-18533
(NANI AlddS
MIMOS CIONTIOS)
(sindino a)
(лам! 35835
19313 ТН)
£ e = T
| Î os =
Вы
| |1
Jo La HO |
où 1 4 / » IH
\ 4 HE ES
À “| 13 £/A y 7 0 or
| OL 7 9 A
И + HH
i ви К
CT (УМОВ
A+ 88 {000A [7 MIISYN NOM)
xi en
Zi
a o "tem oA A+
3 ,
A xs v0 yl
I + yt i AA = = = = =
y
a MIL SC en MOL #8 uz
) SH 00 ee 001
25 10749 e ' = =
6 tes A 69 017 8 DI
* E GOBZ i +
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AS+ AZL+
; 08 074 2909
5 028 178 1807
| im wa
NA ` 079 Cra Ivan
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3-24
Motor Driver Master Board
A-18532
110800015
|
22
LP
Ч
1
J1 Ribbon Cable from J204
J2-1 Red-White +20VDC from 107-6
J2-2 Key
J2-3 Gray +5VDC from J116-4
J2-4 Black ground from J116-3
J2-5 Not Used
J3 Ribbon Cable to Slave Board A-18533 J3
un U2 из U4
|
4}
|
+12v +12\
(FROM ¡204
OF WPC CPU)
ос
ULN2803
74.5374
u2
01
D2
D3
D4
RACK AL
+124 +5V
CLR
7415374
R17
10K
ULNZBO3
Schematic
3-25
(TO SLAVE BOARD J3)
J1-1 Not Used
Dual H-Drive Motor Controller P.C.B. Assembly
A-19159
7
4 0800 | 1
2
ул =,
(J e Los
4
J1-2 Black-Orange from J126-3
J1-3 Not Used
J1-4 Black-Red from J126-2
J1-5 Not Used
J1-6 Black-Brown from J126-1
J1-7 Not Used
J1-8 Black-Brown loop from J1-6
J1-9 Key
J1-10 Black ground from J116-3
J1-11 Red-White +20VDC from J107-6
POWER
DRIVER
BOARD
J2-1 Red-White +20VDC to Sol 18
J2-2 Not Used
J2-3 Key
J2-4 Black ground to Sol 18
J3-1 Red-White +20VDC to Sol 19
J3-2 Key
J3-3 Not Used
J3-4 Black ground to Sol 19
Red-White +20VDC
J107 16
Black Ground
—
—
J116 |5
Black-Brown J
Oo
Biack-Red
Black-Orange
DUAL H-DRIVE MOTOR
CONTROLLER P.C.B.
A— 19159
N A OY CO
1
J126 |)
3
1
Sol. 18
Red-White_+20VDC О
Black Ground
J2 4
Red-White +20VDC
id
Black Ground
.
J3 [4
3-26
POOPNI
3-27
Dual H-Drive Motor Controller Schematic
BLA
+ bi
POOPNL 7
L BION 33S Ге! 21a
a H30T8 | 9'& | т КО! dll МА
{гы MOL 624
1. 924
HMZY fl A |
7 LY
Zar 8ZY | JLON 33S
78 X» 018
—_” A+
Z HOLON A3H © LO"
‘su lc = 85
+ L
er
POOPNL 4
via
HnZ'+
£1 YOOYN | y
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LH
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t L IZ -318vna
© E |2-318VN5
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< 5 £2
POOPNIL 7 jeu
1 310N 335 ЕСТ 60 Y — 6 | ты
9 MOUTH | еб | ZOL di MOT 4 ou 46 | 13
ELM + Ly СО «Ц SLA O0L19N9
| so FOLELIOGA OZ+ 9) ZL+
HNL | — — VOOPNL = . Lr
7 = | HL'+
w = Y La
Lar I 3LON 335
| = Y »5018 =
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L MOLON ne 5 Lio LO L A GC /001L =
+ |i LD PCT E Zi
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POOPNL
POOPNL y e Im” zd Lan
90 =
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POOVNL y $ N L
sa LTODA | РООРМЕ A+
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sey ©
za
Fliptronic Ii Board
A-1
5472-1
OOO ONAOOECOO
J902
J905
34
[33
TC
13
J907
D0O00O0OW%OO
J901
OMCOO
J904 J905 J906
OO MOO COMO QO 900 00
1
5 6 1 6 1
J901-1 White-Blue, 50VAC from J104-1
J901-2 White-Blue, loop from J901-1
J901-3 White-Blue, 50VAC from J104-2
J901-4 Key
J901-5 White-Blue, loop from J901-3
J902-1 Orange-Gray, holding upper left flipper
J902-2 Not Used
J902-3 Yellow-Gray, power upper left flipper
J902-4 Orange-Violet, holding upper right flipper
J902-5 Not Used
J902-6 Yellow-Violet, power upper right flipper
J902-7 Orange-Blue, holding lower left flipper
J902-8 Not Used
J902-9 Yellow-Blue, power lower left flipper
J902-10 Key
J902-11 Orange-Green, holding lower right flipper
J902-12 Not Used
J902-13 Yellow-Green, power lower right flipper
J903 Ribbon Cable, data to/from J202; J506; J601
J904-1 Gray, +5V to/from J114-4; J210-4
J904-2 Gray-Green, +12V to/from J114-2; J210-6
J904-3 Key
J904-4 Black, Ground to/from J114-7; J210-1
J904-5 Black, Ground to/from J114-5; J210-3
J905-1 Black-Violet, to right flipper opto
J905-2 Blue-Gray, to left flipper opto
J905-3 Blue-Yellow, to right flipper opto
J905-4 Key
J905-5 Black-Blue, to left flipper opto
J905-6 Orange, Switch Ground
J906-1 Black-Green, to lower right E.O.S. switch
J906-2 Key
J906-3 Black-Blue, to lower left E.O.S. switch
J906-4 Not Used
J906-5 Black-Gray, to upper left E.O.S. switch
J906-6 Orange, Switch Ground
J907-1 Red-Green, +50V to lower right flipper
J907-2 Red-Green, loop from J907-1
J907-3 Key
J907-4 Red-Blue, +50V to lower left flipper
J907-5 Red-Blue, loop from J907-4
J907-6 Red-Violet, +50V to upper right flipper
J907-7 Red-Violet, loop from J907-6
J907-8 Red-Gray, +50V to upper left flipper
J907-9 Red-Gray, loop from J907-8
3-28
Power Driver Board
A-12697-3
1 3 1 g 1 7
1 5
во о 40 99000#06000||j0600D#O0
4112 J110 J109
1
ELI
LA
Sir
J116 J118 J123 124
1 3
4108
1
J108
Le
в
о
- E
4 4 1
J120 E ] E
[fp] fo
11 1 5 15 1 9 1
a
5
o
217 118 1 J122
еже) [зо воооо жаво | ва жооаосо |
| 4 13
3 1
J101-1 Red 9VAC from xfrmr secondary
J101-2 Red 9VAC from xfrmr secondary
J101-3 Key
J101-4 Blue-White 13VAC from xfrmr secondary
J101-5 Blue-White loop from J101-4
J101-6 Blue-White 13VAC from xfrmr secondary
J101-7 Blue-White loop from J101-6
J102-1 White-Red loop from J102-2
J102-2 White-Red 16VAC from xfrmr secondary
J102-3 White-Red loop from J102-4
J102-4 White-Red 16VAC from xfrmr secondary
J102-5 Black-Yellow loop from J102-6
J102-6 Black-Yellow 16VAC from xfrmr secondary
J102-7 Key
J102-8 Black-Yellow loop from J102-9
J102-9 Black Yellow 16VAC from xfrmr secondary
J103 Not Used
J104-1 White-Blue 50VAC to J901-1,2
J104-2 White-Blue 50VAC to J901-3,5
J104-3 Key
J104-4 Not Used
J104-5 Not Used
J105 Not Used
J106-1 Not Used
J106-2 Not Used
J106-3 Not Used
J106-4 Key
J106-5 Red-White +20V to insert flashlamps
J107-1 Not Used
J107-2 Red-Brown 50V to playfield coils
J107-3 Red-Black 50V to playfield coils
J107-4 Key
J107-5 Not Used
J107-6 Red-White +20V to playfield flashlamps
J108 Not Used
J109 Not Used
J110 Not Used
J111 Not Used
J112-1 White-Green 9.8VAC from xfrmr secondary
J112-2 White-Green loop from J112-1
J112-3 White-Green 9.8VAC from xfrmr secondary
J112-4 Key
J112-5 White-Green loop from J112-3
3-29
J113 Ribbon Cable data to/from J211
J114-1 Gray-Green +12VDC to J210-7
J114-2 Gray-Green +12VDC to J904-2; J210-6
J114-3 Gray +5VDC to J3-3 Sound Bd; J210-5
J114-4 Gray +5VDC to J3-1 Sound Bd; J904-1; J210-4
J114-5 Black Ground to J3-5 Sound Bd; J904-5; J210-3
J114-6 Key
J114-7 Black Ground to J3-4 Sound Bd; J904-4; J210-1
J115-1 Yellow-White 6.8VAC from xfrmr secondary
J115-2 White-Borwn 6.8VAC from xfrmr secondary
J115-3 White-Brown loop from J115-2
J115-4 White-Orange 6.8VAC from xfrmr secondary
J115-5 White-Yellow loop from J115-6
J115-6 White-Yellow 6.8VAC from xfrmr secondary
J115-7 Orange 6.8VAC from xfrmr secondary
J115-8 Orange 6.8VAC loop from J115-7
J115-9 Key
J115-10 Green 6.8VAC from xfrmr secondary
J115-11 Brown 6.8VAC from xfrmr secondary
J115-12 Brown 6.8VAC loop from J115-11
J116-1 Key
J116-2 Gray-Yellow +12VDC to playfield
J116-3 Black Ground
J116-4 Gray +5VDC to playfield
J117-1 Key
J117-2 Gray-Yelow +12VDC to J606-6,7
J117-3 Black Ground to J606-1,3
J117-4 Gray +5VDC to J606-4,5
J118-1 Key
J118-2 Gray-Yellow +12VDC to cabinet
J118-3 Black Ground
J118-4 Not Used
J119-1 White-Violet 6.8VAC G.I. to A-17051-1 J2-3
J119-2 Key
J119-3 Violet Return G.I. to A-17051-1 J2-5
J120-1 Not Used
J120-2 Not Used
J120-3 Yellow Return G.I. to playfield
J120-4 Key
J120-5 Green Return G.l. to playfield
J120-6 Violet Return G.I. to playfield
J120-7 Not Used
J120-8 Not Used
J120-9 White-Yellow 6.8VAC to playfield
J120-10 White-Green 6.8VAC to playfield
J120-11 White-Violet 6.8VAC to playfield
J121-1 Brown Return G.I. to insert
J121-2 Orange Return G.I. to insert
J121-3 Yellow Return G.I. to insert
J121-4 Key
J121-5 Green Return G.l. to insert
J121-6 Not Used
J121-7 White-Brown 6.8VAC to insert
J121-8 White-Orange 6.8VAC to insert
J121-9 White-Yellow 6.8VAC to insert
J121-10 White-Green 6.8VAC to insert
J121-11 Not Used
J122-1 Blue-Brown Sol 25 to playfield flashlamps
J122-2 Blue-Red Sol 26 to playfield flashlamps
J122-3 Blue-Orange Sol 27 to playfield flashiamps
J122-4 Blue-Yellow Sol 28 to playfield flashlamps
J122-5 Not Used
J122-6 Not Used
J122-7 Key
J122-8 Not Used
J122-9 Not Used
J123 Not Used
J124-1 Blue-Brown Sol 25 to insert flashiamps
J124-2 Blue-Red Sol 26 to insert flashlamps
J124-3 Blue-Orange Sol 27 to insert flashlamps
J124-4 Key
J124-5 Blue-Yellow Sol 28 to insert flashlamps
J125-1 Not Used
J125-2 Not Used
J125-3 Not Used
J125-4 Key
J125-5 Black-Yellow Sol 20 to insert flashlamps
J125-6 Not Used
J125-7 Blue-Black Sol 22 to insert flashlamps
J125-8 Blue-Violet Sol 23 to insert flashlamps
J125-9 Blue-Gray Sol 24 to insert flashlamps
J126-1 Black-Brown Sol 17 to playfield flashlamps
J126-2 Black-Red Sol 18 to playfield flashlamps
J126-3 Black-Orange Sol 19 to playfield flashlamps
J126-4 Not Used
J126-5 Blue-Green Sol 21 to playfield flashlamps
J126-6 Blue-Black Sol 22 to playfield flashlamps
J126-7 Blue-Violet Sol 23 to playfield flashlamps
J126-8 Blue-Gray Sol 24 to playfield flashlamps
J126-9 Key
J126-10 Not Used
J126-11 Not Used
J126-12 Not Used
J126-13 Not Used
3-30
J127-1 Brown-Black Sol 9 to playfield coil
J127-2 Key
J127-3 Brown-Red Sol 10 to playfield coil
J127-4 Brown-Orange Sol 11 to playfield coil
J127-5 Brown-Yellow Sol 12 to playfield coil
J127-6 Brown-Green Sol 13 to playfioeld coil
J127-7 Not Used
J127-8 Brown-Violet Sol 15 to playfield coil
J127-9 Brown-Gray Sol 16 to playfield coil
J128 Not Used
J129 Not Used
J130-1 Violet-Brown Sol 1 to playfield coil
J130-2 Violet-Red Sol 2 to playfield coil
J130-3 Key
J130-4 Violet-Orange Soi 3 to playfield coil
J130-5 Violet-Yellow Sol 4 to playfield coil
J130-6 Violet-Green Sol 5 to playfield coil
J130-7 Not Used
J130-8 Violet-Black Sol 7 to playfield coil
J130-9 Violet-Gray Sol 8 to playfield coil
J131 Not Used
J132 Not Used
J133 Not Used
J134-1 Not Used
J134-2 Not Used
J134-3 Key
3-31
J134-4 Not Used
J134-5 Not Used
J134-6 Not Used
J134-7 Red-Biue Row 6 to cabinet lamp
J134-8 Red-Violet Row 7 to cabinet lamp
J134-9 Red-Gray Row 8 to cabinet lamp
J135-1 Red-Brown Row 1 to playfield lamps
J135-2 Red-Black Row 2 to playfield lamps
J135-3 Key
J135-4 Red-Orange Row 3 to playfield lamps
J135-5 Red-Yellow Row 4 to playfield lamps
J135-6 Red-Green Row 5 to playfield lamps
J135-7 Red-Blue Row 6 to playfield lamps
J135-8 Red-Violet Row 7 to playfield lamps
J135-9 Red-Gray Row 8 to playfield lamps
J136-1 Key
J136-2 Not Used
J136-3 Yellow-Gray Col 8 to insert lamps
J137 Not Used
J138-1 Yellow-Brown Col 1 to playfield lamps
J138-2 Yellow-Red Col 2 to playfield lamps
J138-3 Yellow-Orange Col 3 to playfield lamps
J138-4 Yeliow-Black Col 4 to playfield lamps
J138-5 Yellow-Green Col 5 to playfield lamps
J138-6 Yellow-Blue Col 6 to playfield lamps
J138-7 Yellow-Violet Col 7 to playfield lamps
J138-8 Key
J138-9 Yellow-Gray Col 8 to playfield lamps
Security CPU Board
A-17651-50036
J213
пож
325
00000000
ODO06000
J201
ooo
agan
34 2
33 1
co
DID
J202
2 Гбовоббаовосороо
1 (000000000000000
J204
pt 26 [0onoooooooong) 7
25 (coooooooocooo)
J201 Ribbon Cable data to J602
J202 Ribbon Cable data to J903; J506; J601
J203 Not Used
J204 Ribbon Cable data to A-16100 J1
J205-1 Orange-Brown Dir Sw 1, Left Coin to J1-14
J205-2 Orange-Red Dir Sw 2, Center Coin to J1-13
J205-3 Orange-Black Dir Sw 3, Right Coin to J1-12
J205-4 Orange-Yellow Dir Sw 4, 4th Coin to J1-17
J205-5 Key
J205-6 Orange-Green Dir Sw 5, Escape/Service to J1-11
J205-7 Orange-Blue Dir Sw 6, Down/Vol Down to J1-10
J205-8 Orange-Violet Dir Sw 7, Up/Vol Up to J1-9
J205-9 Orange-Gray Dir Sw 8, Enter/Test to J1-8
J205-10 Black ground to J1-15
J205-11 Not Used
J205-12 Orange-White Enable to J1-18
J206 Not Used
J207-1 Green-Brown Sw Col 1 to playfield switches
J207-2 Not Used
J207-3 Green-Orange Sw Col 3 to playfield switches
J207-4 Green-Yellow Sw Col 4 to playfield switches
J207-5 Green-Black Sw Col 5 to playfield switches
J207-6 Green-Blue Sw Col 6 to playfield switches
J207-7 Green-Violet Sw Col 7 to playfield switches
J207-8 Key
J207-9 Green-Gray Sw Col 8 to playfield switches
J207-10 Not Used
J207-11 Not Used
J208 Not Used
J211
5 33 боббевоевовововаое! 1
34 [pnooococoucoonano| 2
J210
[exess00|
—
1
J206
J209
1.3
1
pomxnnon) |Бесжоовое]| nomkaonon]
9
8
Беесовожосег) Божесвее) Рожовове]
19
12
J206
J207
J212
J205 !
==
—
J209-1 White-Brown Sw Row 1 to playfield switches
J209-2 White-Red Sw Row 2 to playfield switches
J209-3 White-Orange Sw Row 3 to playfield switches
|J209-4 White-Yellow Sw Row 4 to playfield switches
J209-5 White-Green Sw Row 5 to playfield switches
J209-6 Key
J209-7 White-Blue Sw Row 6 to playfield switches
J209-8 White-Violet Sw Row 7 to playfield switches
J209-9 White-Gray Sw Row 8 to playfield switches
J210-1 Black ground from J904-4;J3-4 Sound Bd; J114-7
J210-2 Key
J210-3 Black ground from J904-4; J3-5 Sound Bd; J114-5
J210-4 Gray +5VDC from J901-1; J3-1 Sound Bd; J114-4
J210-5 Gray +5VDC from J3-3 Sound Bd; J114-3
J210-6 Gray-Green +12VDC from J904-2; J114-2
J210-7 Gray-Green +12VDC from J114-1
J211 Ribbon Cable data from J113
J212-1 Green-Brown Sw Col 1 to J1-1
J212-2 Green-Red Sw Col 2 to J1-7
J212-3 Not Used
J212-4 White-Brown Sw Row 1 to J1-6
J212-5 Key
J212-6 White-Red Sw Row 2 to J1-5
J212-7 White-Orange Sw Row 3 to J1-4
J212-8 White-Yellow Sw Row 4 to J1-3
J213-1 Black to battery holder J1-1
J213-2 Black to battery holder J1-2
J213-3 Key
J213-4 Gray to battery holder J1-4
J213-5 Gray to batter holder J1-5
3-32
Sound Board
O A-16917-50036
P1 34-pin Ribbon Cable data to/from J601; J903; =
J202 == г
‘93 y
J1-1 Black-Yellow signal to cabinet speaker В a
J1-2 Not Used al»
J1-3 Key al
J1-4 Black ground
J2-1 Black-Yellow signal to display panal speakers 5 =
J2-2 Key —
J2-3 Not Used als
J2-4 Black ground ei
J3-1 Gray +5V from J114-4; J904-1; J210-4
J3-2 Key
J3-3 Gray +5V from J114-3; J210-5
J3-4 Black ground from J114-7; J904-4; J210-1
J3-5 Black ground from J114-5; J904-5; J210-3
J4-1 Gray-Green 18VAC from xfrmr secondary
J4-2 Gray-Green 18VAC loop from J4-1
J4-3 Key
J4-4 Gray 18VAC from xfrmr secondary
J4-5 Gray 18VAC loop from J4-4
J4-6 Gray-White 18VAC from xfrmr secondary
J4-7 Gray-White loop from J4-6
Co. | ооо |
||
J
| - T —4 |
| CABINET ||
| SOUND |
—————— = — | BOARD
+ 1
| ] ‚| 42 |
| plus —— _
SPEAKER PANEL |
3-33
Dot Matrix Contoller Board
A-14039.1
1 7 4 —
=
J606 | J602 J601
ELLECEECA
y 09r
SOgr
ооо Жо
J601 Ribbon Cable data to/from J202; J903; Dot Matrix
Display/Driver P1
J601 Ribbon Cable data from J201
J603 Ribbon Cable data to Dot Matrix Display/Driver
J604-1 Orange -125V to Dot Matrix Display/Driver Pin 1
J604-2 Blue -113V to Dot Matrix Display/Driver Pin 2
J604-3 Key
J604-4 Black ground to Dot Matrix Display/Driver Pin 4
J604-5 Black ground to Dot Matrix Display/Driver Pin 5
J604-6 Gray +5V to Dot Matrix Display/Driver Pin 6
J604-7 Gray-Yellow +12V Dot Matrix Display/Driver Pin 7
J604-8 Brown +62 to Dot Matrix Display/Driver Pin 8
J605-1 White 80VAC from xfrmr secondary
J605-2 White 80VAC from xfrmr secondary
J605-3 Violet 100VAC from xfrmr secondary
J605-4 Key
J605-5 Violet 100VAC from xfrmr secondary
J606-1 Black ground loop from J606-3
J606-2 Key
J606-3 Black ground from J117-3
J606-4 Gray +5V loop from J606-5
J606-5 +5V from J117-4
J606-6 Gray-Yellow +12V loop from J606-7
J606-7 Gray-Yellow +12V from J117-2
3-34
Coin Door Interface P.C.B. Assembly
A-17051-1
1 121 51 11
00900000000 о оо Жо O00 0000 OOOO
О
o JS JZ JT =
_ O
o co | | ЖЖ
о O
O Cc Cn
e > 5
* *
о © | o
O
O
© e
— J5 JO со
o O OOO OOOONOOUOUO оооооосоооо оо о Жо
13 15 1
J1-1 Orange-Gray dedicated row 8 from J205-9
J1-2 Orange-Violet dedicated row 7 from J205-8
J1-3 Orange-Blue dedicated row 6 from J205-7
J1-4 Orange-Green dedicated row 5 from J205-6
J1-5 Orange-Yellow dedicated row 4 from J205-4
J1-6 Orange-Black dedicated row 3 from J205-3
J1-7 Orange-Red dedicated row 2 from J205-2
J1-8 Orange-Brown dedicated row 1 from J205-1
J1-9 Key
J1-10 Black ground from J205-10
J1-11 Orange-White switch enable from J205-12
J2-1 Black ground from J116-3
J2-2 Gray-Yellow +12VAC from J116-2
J2-3 White-Violet G.I. 6.8VAC from J119-1
J2-4 Key
J2-5 Violet G.I. from J119-3
J3-1 Green-Brown switch column 1 from J212-1
J3-2 Green-Red switch column 2 from J212-2
J3-3 White-Brown switch row 1 from J212-4
J3-4 White-Red switch row 2 from J212-6
J3-5 White-Orange switch row 3 from J212-7
J3-6 White-Yellow switch row 4 from J212-8
J3-7 Key
J3-8 Yellow-Gray lamp column 8 from J136-3
J3-9 Red-Blue lamp row 6 from J134-7
J3-10 Red-Violet lamp row 7 from J134-8
J3-11 Red-Gray lamp row 8 from J134-9
J3-12 Not Used
J4 Not Used
J5-1 Violet G.I. return to coin door
J5-2 White-Violet G.I. 6.8VAC to coin door
J5-3 Black ground to coin door
J5-4 Orange-Brown dedicated switch row 1 to coin door
J5-5 Orange-Red dedicated switch row 2 to coin door
J5-6 Orange-Black dedicated switch row 3 to coin door
J5-7 Orange-Green dedicated switch row 5 to coin door
J5-8 Orange-Blue dedicated switch row 6 to coin door
J5-9 Orange-Violet dedicated switch row 7 to coin door
J5-10 Key
J5-11 Orange-Gray dedicated switch row 8 to coin door
J5-12 Green-Red switch column 2 to coin door Slam Tilt
J5-13 White-Brown switch row 1 to coin door Slam Tilt
J6 Not Used
J7-1 Yellow-Gray lamp column 8 to cabinet
J7-2 Not Used
J7-3 Red-Violet lamp row 7 to cabinet
J7-4 Red-Gray lamp row 8 to cabinet
J7-5 Key
J7-6 Green-Brown switch column 1 to cabinet
J7-7 Green-Red switch column 2 to cabinet
J7-8 White-Orange switch row 3 to cabinet
J7-9 Not Used
J7-10 Not Used
J7-11 White-Orange switch row 3 to cabinet
J8-1 White switch row to cabinet Slam Tilt
J8-2 Key
J8-3 Green switch column to cabinet Slam Tilt
J9-1 White-Yellow switch row 4 to Plumb Bob Tilt
J9-2 Key
J9-3 Green-Brown switch column 1 to Plumb Bob Tilt
J9-4 White-Red switch row 2 to Interlock Switch
J9-5 Green-Red switch column 2 to Interlock Switch
3-35
Coin Door Interface P.C.B. Schematic
DEDICATED IN DOOR
JT
LO CON AN 45 Сы КО —
— —*
— ©
ЕСА
СОМ
DOOR
9
8
7
6
5
POWER IN 1
6.3VAC 7
J7 CABINET
2
3
J3 SWITCH/LAMP IN :
3 8
4 9
5 10
6 11
7
8
9
11 J8 SLAM
12 3
2
1
J9 PLUMB BOB/
COIN DOOR
2
3
T9 4
3-36
Notes
3-37
Notes
3-38
Notes
3-39
Notes
3-40
LAMP MATRIX
Yellow (B+) red
Column 1 2 3 4 5 6 7 8
Yellow- Yellow- Yellow- Yellow- Yellow- Yellow- Yellow- Yellow-
Brown Red Orange Black Green Blue Violet Gray
J137-1 J137-2 J137-3 J137-4 J137-5 J137-6 J138-7 J138-9
Row Q98 Q97 Q96 Q95 Q94 Q93 Q92 Q91
Red- Left Outer Left Right
1 Brown Left Inner Loop Loop Corvette Corvette Quter Kickback Tree
J133-1 Q90 Rollover Arrow Arrow 6 9 Tail Arrow Red
11 21 31 41 51 61 71 81
Red- Left Left Left
2 Black Middle Fuelie Lite Corvette Corvette inner Return Tree
J133-2 Q89 Rollover Lock 3 8 Tail Lane Red
12 22 32 42 52 2 72 82
Red- Right Tree
3 Orange Right Nitrous Qualify Corvette Pit Catch Return Bottom
J133-4 Q88 Rollover 1 Stop Me lane Yellow
13 23 33 43 53 63 73 83
Red- Right Right Tree
4 Yellow Skid Pad Inner Loop Big Corvette Corvette Inner Our Top
J133-5 Q87 Arrow Jackpot Block 2 7 Tail Lane Yellow
14 24 34 44 54 64 74 84
Red- Right Outer Right Right
5 Green Sticky Loop ZR-1 Corvette Corvette Outer Million Tree
J133-6 Q86 Tires Arrow Ramp 4 5 Tail Standup Green
15 25 35 45 _55 65 75 85
Red- 6 Left Pit Right Side Left
6 Blue Skid Pad Z07 Speed Standup Stop Standup Pipe Tree
J133-7 Q85 Jackpot Suspension Trans 3 Arrow Arrow 1 Green
16 26 36 46 56 66 76 86
Red- Hi Left Side
7 Violet Route 66 Big Lift Standup Spinner Lite Pipe Buy
J133-8 Q84 Arrow Brakes Cams 2 Arrow Kickback 2 In
17 27 37 47 57 67 77 87
Red- ZR-1 Left Side
8 Gray Race Super Ramp Standup Drive Start Pipe Start
J133-9 Q83 Today Charger Arrow 1 Again Challenge 3 Button
18 28 38 48 58 68 78 88
J1XX = Power Driver Board
SWITCH MATRIX White —— — o— Green
Column 1 2 3 4 5 6 7 8
Dedicated Green- Green- Green- Green- Green- Green- Green- Green- Flipper
Grounded Brown Red Orange Yellow Black Blue Violet Gray Grounded
Switches J207-1 J207-2 J207-3 J207-4 J207-5 J207-6 J207-7 J207-9 Switches
Row U20-18 U20-17 U20-16 U20-15 U20-14 U20-13 U20-12 U20-11
Orange-Brown (1) White- Black-Green
J205-1 Brown Left Slam Left Million J906-1
J209-1 Out Tiit Slingshot Standup | [Right Flipper
Left Coin Chute D1 U18-11 Lane EOS
11 21 61 81|
Orange-Red (2) White-
J205-2 Red Right Coin Right Skid
Center J209-2 Out Door Slingshot Pad
Coin Chute D2 U18-9 Lane Closed Standup
12 22 62 82
Orange-Black (3) White- Black-Blue
J205-3 Orange Start Buy Left Not Right J906-3
J209-3 Button In Jet Used Standup Left Flipper
Right Coín Chute D3 U18-5 Button EOS
13 23 63 73 83
Orange-Yellow (4) White-
J205-4 Yellow Plumb Always Skid Bottom Not Right
J209-4 Bob Closed Pad Used Jet Used Rubber
4th Coin Chute D4 U18-7 Tilt Exit
14 24 44 54 64 74 84
Orange-Green 15) White- = 1
J205-6 Green Plunger First Route 66 Right ZR-1 Not
No pee J209-5 Gear Exit Jet Exit Used
Ser Credits | Esc Ds5|| 19-11 (optional)
15 25 45 65 75 85
Orange-Blue (6) White-
J205-7 6 Blue Left Second Left Left ZR-1 Jet
oan es ion J209-7 Retum Gear Standup Rollover Lock Rubber
Vol Down! Down D6 U19-9 Lane (optional) 3 Ball 1
16 26 46 66 76 86
Orange-Violet (7) White- Black-Gray
J205-8 7 Violet Right Third Left Route 66 Middle ZR-1 Left J906-5
Normal To don J209-8 Retum Gear Standup Kickout Rollover Lock Outer Upper Left
Vol Up Up D7 U19-5 Lane (optional) 2 Ball 2 Loop Flipper EOS
17 27 47 57 67 77 87
Orange-Gray (8) White- В
J205-9 8 Gray Spinner Fourth Inner Left Skid Right ZR-1 Right
Normal. RE don J209-9 Gear Loop Standup Route 66 Rollover Lock Outer
Begin Test| Enter D8 U19-7 (optional) Entry 1 Exit Ball 3 Loop
18 28 48 58 68 78 88
J2XX = CPU Board; J9XX = Fliptronic || Board; = Opto, Typically Closed
WARNINGS & NOTICES
WARNING
FOR SAFETY AND RELIABILITY, substitute parts and equipment modifications are not recommended. Use of
Non-BALLY parts or modifications of game circuitry, may adversely affect game play, or may cause injuries.
SUBSTITUTE PART OR EQUIPMENT MODIFICATIONS may void FCC Type Acceptance.
BECAUSE THIS GAME IS PROTECTED by Federal copyright, trademark, and patent laws, unauthorized game
conversions may be illegal under Federal law.
THIS 'CONVERSION' PRINCIPLE ALSO APPLIES to unauthorized facsimiles of BALLY equipment, logos,
designs, publications, assemblies and games (or game feature not deemed to be public domain), whether
manufactured with BALLY components or not.
Notice
MIDWAY® is a registered trademark of Midway Manufacturing Company. CORVETTE® and BALLY® are
trademarks used by Midway with permission. WILLIAMS, Lane-change and Multi-ball are trademarks of
WILLIAMS Electronics Games, Inc. Entire contents of this manual ©1994 MIDWAY MANUFACTURING
COMPANY, manufacturers of BALLY Amusement Games. All rights reserved.
с WARNING
NOTE: This equipment has been tested and 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 in a commercial environment. This equipment generated,
uses, and can 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 is likely to cause harmful interference in which case the user will be required to correct the interference at
his own expense.
RF Interference Notice
CABLE HARNESS PLACEMENTS and ground strap routing on this game have been designed to keep RF
radiation and conduction within levels accepted by the FCC Rules.
TO MAINTAIN THESE LEVELS, reposition harnesses and reconnect ground straps to their original placements,
if they become disconnected during maintenance.
FCC STICKER. Check the back of your game to verify that an FCC-certification sticker was attached to your
game at the factory. All Games that leave the BALLY plant have been tested and found to comply with FCC
Rules. Because the sticker is proof of this fact, legal repercussions to the owner and distributor nay result, if the
sticker is missing. If you receive a game, manufactured after December 1982, that has no 1 CC sticker, call
BALLY for advice or write us a note on your Game Registration Card. Be sure that the card bears + game's
serial number.
FOR SERVICE... MIDWAY Manufacturing Company
CALL your authorized 3401 N. California Avenue
BALLY Distributor Chicago, IL 60618
*Corvette, Corvette Emblems and body design;
and Corvette's “40th Anniversary” Emblem and body design
are trademarks of Chevrolet Motor Division, General Mocors Corporation
and used under Licensor to [Midway Manufacturing Company.]
All rights reserved.
CAUTION: Transport this game ONLY
with hinged backbox DOWN!
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