Data East Maverick The Movie Manual

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Data East Maverick The Movie Manual | Manualzz

-'y..-

JOE

RLACKWELL

ERIC WL'ncIuJ .155 .5ER

Copyright© 1994

Dala East Pinball, Inc.

USA

780.-503100

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.:

01

.

.

..

.:.:.:..:.

LaserWar fl2.

03.

04.

Secret Service

Torpedo Alley lime Machine

05.

Playboy

06.

ABC Monday Night Football

07.

Robocop

08.

Phantom of the Opera

09.

Back to the Future lo. The Simpsons

11.

Checkpoint

12.

Teenape Mutant Ninja Turtles

Cpu

JUMPER

TABLE cpU:.'RoM: :jÜth,è s

_2__

3

3

3

3

Position

5C

5B, 5C

5B, 5C

5B, 5C

5B, 5C

5B, 5C

Instatled

J4

2 5B, 5C J4

_a_ 5B, 5C J4

2 5B, 5C J4

J4

J4

J4

J4

Removed _

J4J6aJ7a J5J6J7b

14.

. s.

:

StrTrek

Game

-i---

5B, 5C J4J5aJ6a J5J5bJ6b

15.

Hook

_2__

2 5B, 5C J4 J5

16.

Lethal Weapon 3

_î_

5B, 5C J4 J5

17.

StarWars

2 5B, 5C J4 J5 is. Rocky & Buliwinkle & Friends

J5

J5

J5

J5

J5

J5

J5

J5

19.

Jurassic Parl

20.

21.

Lest Action Hero

Tales from the Crypt

.

The Whos Tommy

23.

WWF Royal Rumble

Guns N' Roses

Maverick

.

:

3

3

3

3

3

3

3

3

3

3

3

.

:ROM

PoSlilon

5C

5C

5C

50

5C

5C

5C

5C

5C

5C

5C

5C

_IJüers

Installed Removed

J5 J4

J5

J5

J5

J5

J5

J5

J5

J5

J4

J4

J4

J4

J4

J4

J4

J5

J5

J5

J4

J4

J4

J4

13.

Batman _a_ 5B, 5C

Board Combinaons with ROM at Location 5C (Game

J4 J5 i

Verl) installed Jib, J3, J4, J6a, J7a & J8 Removed Jla, J2, J5, J6 & J7b

Bd. Combinations w/ ROM at Locations 5B, 5C (Game i

,

Ver2) installed Ji b, J3, J4, J5a, J6a, J7b & J8 Removed Ji a, J2, J5, J5b, J6b, & J7a

Bd. Combinations w/ ROM at Loc. 5B, 5C (Games 2-13, Ver2/3)

Installed Jib, J3, J4, J5b, J6b, J7b & J8 Removed Jia, J2, J5, J5a, J6a & J7a

Bd.

*

Combinations with ROM at Loc. 5C (Games 14-25, Ver3)

Version i has a 2K RAM which is a 24-pin IC in Position 5D;

Installed Jib, J3, J5, J5b, J6b, J7b & J8 Removed Jia, J2, J4, J5a, J6a & J7a

Version 2/3 have a 8k RAM which is a 28-PIN IC in Position 5D.

Board Compatibility (Reflexive & Non-Reflexive) of CPU Boards

Version

1 and 2-Reflexive--Solenoid Drive Transistor is enabled directly by a switch closureon the solenoid assembly.

Version 3-Non-Reflexive-Solenoid Drive Transistor is enabled by the CPU after reading a switch closure in the Switch

Matrix. All CPU Boards are backwards compatible (e.g. Jurrasic Park I Vor. 3 to Time Machine I Ver. 2). Swapping a

Version 2 Board to a Version 3 is not possible due to the special solenoids section (i.e. Slingshots, Turbo Bumpers, etc.) changing from Reflexive to Non-Reflexive on Version 3 Boards.

Power-Up CPU Self Tests

Upon power-up, the CPU Board performs a series of self tests of major components. Turn the game on while observing the LEDs on the CPU Board. Tests of the PIAs, RAM, and EPROMs are performed automatically and results of the tests are indicated by the PIA LED.

With all tests passed, the LEDs illuminate in the following sequence at power tum-on. The PIA and +5v LEDs illuminate immediately. Approximately 1/2-second later, the PIA LED goes out and the Blanking LED illuminates; the +5v and

Blanking LEDs remain illuminated until the game is turned off. Test failures are indicated with the PIA LED:

(Fig.1)

.4-5V

Blank

[:**

@

Normal Operation

PIA

Stays On

Flashes

i

Time

Flashes 2 Times

One of the 6821 PIAs

6264 RAM at location D5

EPROM at location C5

DISPLAY READS "OPEN THE DOOR"

-

This indicates a faulty memory condition in RAM. Opening the Coin Door will initiate a Factory Restore, by opening the Memory Protect Switch. Check battery voltage at CMOS RAM with power off.

QUICK REFERENCE FUSE CHART

-

PPB BOARD POWER

5A Slo-Blo G.I. 6.3vAC

!?

5A Slo-Blo G.l. 6.3vAC

--

5A Slo-Blo G.l. 6.3vAC

_i

5A Slo-Blo G.l. 6.3vAC

5A SIo-Blo Flipper Power & 50v coils

.

.

SUPPLY BOARD

..fl. 7A Slo-Blo +5vDC Regulator Input (9vAC)

..f& 7A Slo-Blo +5vDC Regulator Input (9vAC) ii

F5

Not Used

8A Slo-Blo Switched Illumination Buss

4A Slo-Blo Solenoid (32vDC)...

(1

8vDC)

Bumpers. Slingshots. etc. 5A Slo-Blo Flash Lamps (32vDC) Right

_E

..EZ

3A Slo-Blo Flipper Power & -.

4A Slo-Blo 50v coils

5A Slo-Blo 50v coils

32v coils Left 5A Slo-Blo Solenoid Buss (32vDC)

O.5A Slo-Blo Display Reg. Input (9OvAC)

_________________________________________

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Data East Pinball, Inc. USA

T

GameAssembly Procedures ...................................................................................................................

Continued on the next page.

.

Copyright

© i

994

7

CoilChart Wiring Schematic ................................................................................................................. 36

.

2

GAMEOPERATION

& FEATURES ....................................................................................... 5

GAM E i

StandardFeatures

General

Audits - Expanded Generic Functions (13 - 46) .................................................................................... 15

Audits . Expanded Game Specific Functions (47 - 52) .........................................................................

GAMEADJUSTMENTS

General

GameAdjustment

Game

Novelty I 5.Ball

Game

.

9

i

6

19

StandardPricing Table .......................................................................................................................... 23

Additional Generic Features (9-44, 49-59, 99) ...................................................................................... 24

Game Specific Features (45.48) ........................................................................................................... 26

DIAGNOSTICS

.......................................................................................................... 27

EnteringDiagnostics ............................................................................................................................. 27

Burn-In Minutes

SoundTests & Chart ............................................................................................................................. 28

SpeakerPhase

Testing .......................................................................................................................... 28

DigitalDisplay Test

DotMatrix Display Test ......................................................................................................................... 29

OPTOsTest

Table

Difficulty Adjustment (Adj. 07)

i

2) .............................................................................................. 13

(Adj. 01 . 06) ...........................................................................

....................................................................................................

19

21

I Add-A-Ball Settings .................................................................................................... 21

Pricing Adjustment

CustomPricing

ServiceCredits

TechAlert

Table

EasyTrough Clear

PaddleWheel Test

(Adj. 08)

Table of Contents

GAME SPECIFICATIONS

......................................................................................................

PowerRequirements ...............................................................................................................................

i

i

Backbox Layout, Fuse & Relay Locations ............................................................................................... 4

Extra Ball (EB) Buyin Feature .................................................................................................................

5

ManualPercentaging ............................................................................................................................... 5

Playfield Overview and Game Rules .......................................................................................................

5

AUDITFUNCTIONS

............................................................................................................. 13 i PROMSummary

OverallDimensions

-lix

Leg Leveler Adjustment & Easy Access Service System ........................................................................ 3

Audits . 'Quick Look' Functions (01 -

Replay and Generic Features, Replays

....................................................................................................... 22

SwitchTests & Switch Matrix Chart ...................................................................................................... 30

Switch Matrix Locations, Descriptions & Switch Part Numbers ............................................................. 31

LampTests & Lamp Matrix Chart ..........................................................................................................

32

Lamp Matrix Locations & Descriptions .................................................................................................. 33

FlashLamp I Coil Tests ......................................................................................................................... 34

Backbox and Playfield Flashlamp I Coil Locations ................................................................................ 34

Switch, CPU Controlled AuxilIary & Constant Power Chart .................................................................. 35

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PPBDiagram

OPTOs Theory of Operation & Diagram ............................................................................................... 94

PARTS

.

IDENTIFICATION (PINK

SECTION)

BackboxParts

CabinetParts

Playfield-

Playfield

-

Playfield

.

Top Parts & Butyrates (Tables/Key) .................................................................................... 43

Playfield-

Playfield-

38

Major Assemblies ................................................................................................................. 40

Major Ramp Assemblies & Wire Ramps ..............................................................................

41

Playfield

-

Top Parts & Butyrates (Locations) ....................................................................................... 42

Rubber Parts ........................................................................................................................ 44

Playfield

-

Posts (Part Numbers &

Illustrations Shown Actual Size) ..................................................... 45

Playfield

-

Lamps with Sockets (Part Numbers & Illustrations Shown Actual Size) ........................

46, 47

Lamp Board Layouts ............................................................................................................ 47

UNIQUE

PARTS (BLUE

SECTION) ..................................................................................... 49

4-Ball Switch Assembly (500-5891 -00) ................................................................................................. 49

Deflector (for 4-Ball Switch Ass'y) (535-6606-01

)

................................................................................. 49

Flipper Assembly, Lower: Right (500-5693-01 ),

Left (500-5693-02) .................................................... 50

Flipper Assembly, Upper: Right Only (500-591 4-01

)

............................................................................

51

Lower Slingshot Assemblies (500-5226-00) .........................................................................................

52

Vertical Up-Kicker (VUK) (500-5839-00) ..............................................................................................

52

Skill Launch Assembly (500-5862-01) .................................................................................................. 54

Knocker Assembly (500-5081 -00) ........................................................................................................

55

Laser Kick Back Assembly (500-5838-00) ............................................................................................ 55

Maverick 5-Bank Special D.T. Assembly (500-591 2-00) ...................................................................... 56

Autodrop Assembly (51 5-61

1 1

-00) ....................................................................................................... 57

Drop Target 3-Bank & 4-Bank Assemblies: Center (500-5621 -03), Right (500-5621 -04) .................... 58

9

Drop Target 5-Bank Assembly, Left (500-5799-05) .............................................................................. 60

Paddle Wheel Assembly (500-5854-01

)

...............................................................................................

62

63

Ball Lock Assembly (500-5867-01

) .......................................................................................................

Paddle Wheel

I

Left Orbit Ball Deflector (500-5886-01) .......................................................................

Plastic Right Ramp

Plastic Ramp Gate

Wire Ramp with OPTO's Assembly (500-5884-00) ..............................................................................

63

Assembly (500-5883-01

) .......................................................................................

64

Plastic Ramp Diverter Assembly (515-6139-00) ...................................................................................

65

Assembly (51 5-61 37-00) ....................................................................................... 65

66

Backpanel Assembly (500-5870-01) ..................................................................................................... 67

I TROUBLESHOOTING (YELLOW

SECTION) ........................................... 69

69

PowerWiling Diagram ..........................................................................................................................

CabinetWiring Diagram ........................................................................................................................

BackboxWiring Diagram ......................................................................................................................

Playfield Coil

I

Flashlamp Wiring Diagram ...........................................................................................

70

71

72

PlaytieldSpecial Coil Diagram .............................................................................................................. 73

Playfield Switch Wiring Diagram ...........................................................................................................

74

PlayfieldLamp Wiring Diagram ............................................................................................................

75

CPUBoard Assembly Diagram ............................................................................................................ 76

CPU Board Logic Diagram (Sheets 1-4) ..........................................................................................

77-80

Power Supply Board Schematic & Component Layout ........................................................................

81

SoundBoard Component Layout .........................................................................................................

82

Sound Board Schematic (520.5050-03) ............................................................................................... 83

Display Controller Board Schematic (Page 1 of 2) ............................................................................... 84

Display Controller Board Schematic (Page 2 of 2) ...............................................................................

85

Display Controller Board Component Layout .......................................................................................

86

Display Driver, Dwg. i

(Cherry), Dwg. 2 (Babcock), Dwg. 3 (Dale) ................................................. 87-89

Solid State 3-Flipper Theory of Operation & Cimuit Troubleshooting Flowchart .................................. 90

Solid State 3-Flipper Board Diagram ....................................................................................................

91

92

Solid State 3-Flipper Wiring Diagram ...................................................................................................

Poker Chip Shooter Assembly (500-5856-06) ...................................................................................... 55

Stand-Up Target Assemblies (Narrow Rectangular, White) (500-5857-08) ......................................... 59

.

GAME SPECIFICATIONS

POWER REQUIREMENTS

This game is provided witha 3-prong plug and must be connected to a properly grounded outlet to reduce shock hazard and insure proper game operation. Refer to AC Power Wiring Diagram for transformer connections required for normal, high, and low line conditions.

Normal Line:

High Line:

Low Line:

PROM

SUMMARY

109 to 129 -Volts AC (21

1 to 225 -Volts AC)

(226 to 235 -Volts AC)-- European, International

95 to 108 -Volts AC (200 to 210 -Volts AC)

CPU;Board:

. i

Location C5

Sound Board: Locations U17 (Voice ROM 1), U21 (Voice ROM 2), and U7 (Sound ROM)

Dispiay.Controller Bóard: Location Ui (ROM O) and U4 (ROM3)

TRANSPORTATION

To reduce the possibility of damage, observe the following precautions whenever transporting the game. Lower the backbox and secure it to the cabinet. Remove the legs and secure the game within the transporting vehicle.

Jv

A

I I

F1RLL UIIVIP1!UP1 . I

Dimensions

Height

Width

Lenqth

55-1/2"

30-1/2"

31"

Approx.

Wt. 250

lbs.

-

::

An lease Note of a

. addition to the top Marquee of the backbox will increase the overall height of the back jmensjons.

-

I

___

Note: The Leg Levèllers

1 can add up to 2 inches to the overall height of the front and back dimensions. r!,

Game Specifications

i

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Game Assembly

Procedures

(Refer to the Illustrations

on

pages

3 & 4) i

.

Open the top of the carton and lay it on its side with the bottom of the cabinet down. Using the plastic banding strip as a handle, slide the game out of the carton.

2. Remove all packing material. Cabinet legs are located on top of the front moulding above the coin door and the assembly parts package is in the cashbox. There should be four leg levelers, eight leg bolts, six pinballs and a large Allen Wrench, used for securing the backbox, is inserted & taped to the rear of cabinet.

3. Attach leg leveler from the parts package to each leg, make sure that each leveler is threaded through a hex nut before threading

¡t

¡nto the leg.

4. Support rear of cabinet and attach rear legs using two leg bolts for each leg.

5. Support front of cabinet and attach front legs using two leg bolts for each leg.

6. While assuring that no cables are being pinched, carefully raise the backbox and secure it in its upright position with the Allen Wrench in the hole in the back of the cabinet and rotating the wrench 270 degrees(3/4 turn).

7. Remove the backbox keys from the playfield glass, unlock and carefully remove the backglass. Set the backglass aside.

8. Check all connectors in the backbox for loose wire terminations. Reseat any loose wire by pushing in on the terminal. Push on all connectors plugged into the CPU board, Sound Board, Power Supply Boards, and (on insert boanJ) Display board to check that they are properly seated. g. Check that the fuses on the Power Supply board, PPB board and fuse panel are seated properly. lo. Carefully remove the playfield glass and set it aside.

i

1 .

Raise the playfield and support it, by lifting the Stay Arm on the Right Side of the Cabinet and locking it into the slotted bracket on the playfield. (Use the instruction sheet provided in the game to see alternative methods of accessing the playfield bottom.)

i

2. Check all cabinet cable and playfield lamp board connector terminations.

13. Remove all shipping tie downs.

14. Remove the Plumb Bob tilt from the parts package and install on the pendulum wire on the inside left of the cabinet. (See Cabinet Parts Illustration.)

15. Lower the playfield and level the playfield side-to-side by adjusting leg levelers.

i

6. Using a level or slope indicator, adjust the pitch of the playfield to approximately 6.5 degrees.

THE PLAYFIELD

INCLINE AFFECTS DIFFICULTY OF PLAY. USE THE RECOMMENDED

INCLINE; GAME DIFFICULTY

IS BEST VARIED USING GAME

ADJUSTMENTS. i

7. Check the plumb tilt and adjust as required.

18. If desired, perform any self tests at this time. With backglass. the insert door closed, carefully reinstall and lock the

i

9. Place the six pinballs on the playfield near the outhole and carefully reinstall the playfield glass.

20. If desired, make game pricing and Add-A-Ball, Novelty, or 5-Ball Play adjustments at this time.

2 Game Specifications

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n n

Please Note

LEG

New Leg

&

Leveler

LEVELER ADJUSTMENT

Cabinet

Leg

%-16

Hex Nut

Leg Leveler

STEP1

Assemble all (4) legs and levelers as shown in the diagram. Be surethe leveler is turned all the way in.

STEP

2

Attach leg assemblies to cabinet with leg bolts provided.

YOUR PLAYFIELD PITCH IS NOW AT 6.5° AS REQUIRED

FOR PROPER GAME PLA Y! See Step 3.

STEP

3

Verify 6.5° pitch. Minor adjustment(s) may be necessary depending on the location floor being level.

For custom adjustment greater than 6.5° can be acheived by turning out the leg leveler, however, it is not recommended.

EASY

ACCESS

SERVICE SYSTEM

V2

rtBraet

Trough Switches, Connectors at back of cabinet, Cleaning the

Playfield, etc.

Fi.2.1

FIG. 2.2

SERVICE POSTION

I

Lift the playfield seen to using the left and right ball guides upward (Fig. 2.

1 ) until the playfield support brackets can be clear cabinet front (Fig. 2.2). At this time, pull playfield toward the front of the cabinet, checking that the mechanical components clears the cabinet front (Fig. 2.3). Then rest the playfield on the support brackets at the front channel of cabinet. Reverse procedure when service is complete.

All Playfield Bottom Components,

Cabinet Components, etc.

SERVICE POSTION

2

With the playfield at rest (Fig. 3.1), hold sides of playfield and pull toward the front of the cabinet (approximately

6-8"), until resistance is felt from the slider brackets located on either side of the cabinet (Fig. 3.2). At this time, swivel playfield toward the backbox, then rest on top edge of the backbox. Reverse procedure when service is complete.

Game Specifications 3

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BACKBOX LAYOUT, FUSE & RELAY LOCATIONS

PSB

Power Supply

Board

J

_[

1tL

-.w

:

I

ai. RELAY CPU BOARD

FLIPPER

ENABLE

RELAY

SOUND BOARD

(no fuses)

+

Backbox

Bridges

Filter

Capacitors

PPB

rPower

.

.

:

.,

f

:

LEFT/RIGHT

RELAY

SSFB

Solid State

Flipper Board

Note: Backbox Part

Numbers on Page 38.

A:

In

the Backbox B:

In

the Backbox C:

In

the Cabinet t

t,

:

-

-

Power Supply Board psa

7A Slo-Blo +5vDC

Reaulator InDUt (9vAC)

7A Slo-Blo +5vDC

Reaulator InDut (9vAC)

Not Used

::.

A

-

______________________

8A Slo-Blo Switched lllum'tion Buss (18vDC)

4A Slo-Blo Solenoid

F5

-

(32vDC) Bumpers, Sling shots. etc.

F6

.

-

SA Slo-Blo Solenoid

Buss (34vDC) L/R Relay

Coils/Flash

:

O.5A 250V Sb-Sb

Disolay Reg. Inout (9OvAC'

F3

-

P'

F4

__

E9

Playfield Power Board

PPB

G.I. 5A Slo-Blo

Playfield

G.l. 5A SIoBlo

Backbox DrjSokr. Panel

G.l. 5A Slo.Blo

Playfield & Coin Door

G.l. 5A Slo-Blo

Backbox Door

50v 5A Flippers

/All 50v Coils

32v Flash Lamps

F6

E

3A Slo-Blo/Right

-

82v SA Coils/Flash

Right/Left

50V 4A / 50v Coils

5A LaSOr Kick 50V

Fi

- Solid State 3-Flipper Bd

SSFB

3A 250v Slo-Blo

,,

F3

F4

F5

50v DC Output (All Fuses

)

Lower Right Flioper

3A 250v Slo-Blo gv AC HoldinQ

3A 250v Slo-Blo

50v DC Output

Left RiDDer

3A 250v 510-BIo

9v AC Holdino

3A 250v Slo-Blo

50v DC Output

Uooer Riaht Flicoer

In

the Backbox

Fi

Backbox Bridges

Mourned In Backbox

8A Slo-Blo 32v DC

BR2

Coils/Flashers

8A Slo-Blo i

8V DC

2

F3

BR1

Lamps

8A SloBlo 18V DC

BR3

Disolav

__________________________

Cabinet Fuses

Main Fuse Line:

8A Sip-Blp 250v

International

2X 4A Sip-Blp 250v

4

Game Specificatiâns

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GAME

OPERATION

&

FEATURES

Standard Features

Insert coin(s), the game makes a sound for the first credit and generates sounds for each subsequent coin and the display indicates the number of credit(s) posted. Depress the credit button and a start-up the posted credit(s) are reduced by one. The display now indicates the player or # of total depressions of the credit button. The display Indicates the ball In play, and a ball Is sound players is produced, selected from the eeived to the ahooter lane.

Additional player8 may be added by pressing the Credit button before the end of ball introduction is shown

i

.

At game start, an followed by Skill Shot Graphics. (Note: Any 1/2 credit remaining during game play after the end of ball

i

, or power down, will be eliminated.)

The second closure (adjustable) or prolonged closure of the plumb bob tilt switch tilts the ball in play. Closure of the slam tilt switch on the coin door ends the current game(s).

At the end of each ball, earned bonuses are collected. If the player enabled the EB Buy-In Feature*, the player now has the option of purchasing an extra ball to continue game play (See Extra Ball (EB) Buy-In Feature below),

Otherwise, the system produces a random 2-digit number (a multiple of 10; 00 to 90) for a Match feature

(adjustable). Matching the last two digits of a player score with this number awards a credit. Some geographical areas do not allow the award of a free game, this can be adjusted with Adj. 4, Replay Award. Players exceeding high score levels receive free credits (adjustable) and are able to enter their initials with the new High Score achieved. To enter your initials, use the left & right flipper buttons to choose letter or character as seen on the

Visual Display. Hitting the Start Button locks the letter or character in. Procede with the 2nd & 3rd letter. The game then proceeds into the game-over mode and then to the attract mode. A custom message (adjustable) can be displayed during the attract mode.

*Era

Ball (EB) Buyin Feature

An option to add an extra ball(s) after the game is finished. TO ACTIVATE THE EXTRA FEA

THE PLAYER MUST PRESS THE EB BUY-IN BU1TON DURING THE COURSE OF THE GAME. At the end of normal game play, the same player may choose to continue the game at the same score and features active by pressing the EXTRA BALL BUTTON prior to the expiration of the

Ucoufltdowfl timer." Pressing the START

BUTTON or BOTh FLIPPERS SIMULTANEOUSLY cancels this feature.

If the player does not have any credits, the player will get "more time" to add credit. The number of extra balls which can be added to a game can be adjusted with Adj. 38, Extra BalI Buyin Count. Defauft is 01

.

Set to 01

, will allow only

i

extra ball to be purchased per game. Set to UNLIMITED, after the end of the game the countdown will appear after the end of each ball for the option of purchasing another extra ball. Set to 00, will make this feature unavailable.

Manual Percentaging

This game is equipped with Manual Percentage Adjustment. As previously with our games, you can either set operator adjustments for a replay percent or you can set a fixed replay score.

If you set operator adjustments for a particular replay percent, the game will compute a recommended score to keep the game at that replay percentage. If a change is recommended and the game coin door is opened, the display will indicate a recommended replay score to beat and make a sound to alert the operator. By pressing the start button, the score to beat will be changed to the recommended level. If you close the coin door or go into

Audit or Adjustment Mode, no score change will be made.

You may choose to ignore the recommended change; for example, you may not think last week's players were the usual crowd. Just close the door and the message will disappear without altering the existing level. Or you may choose to make a different score to beat adjustment; this is done by utilizing Adj. 02, Starting Replay Score.

Playfield Overview and Game Rules (See the following pages)

The following pages describe the Game Rules. On the next page is a playfield overview to show the locations of of the featured items. Your game includes an instruction card. The instruction card on the next page may be photo-copied as a temporary replacement if required. Please note, rules and featured items may be subject to change through production.

Game

Operation

&

Features

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Playfield

Overview and

Game

Rules

?trÇ"

jir.i_

11L'

. iipr r't( --

-

A

'II]

.I1:

;1cea1

.:;1:1Il

- y

I

I

J V

.

I*hh1

I';;i

:J1

I

:-

:

" AkL!' _

Uiti..1

í1

_

.

1! r,!w

.ì.1;1u1J r;

-llJ]

.

UI it.

:i i

II:

: [sì

(iii u i :

: : _

I;.. sit

_

..j flt

I

.,

-

__lllLi.Is

r'

¡

N

: u

BUTTONS

[jr

: '

'

:

. o )

/

:

:

; i

:

:

I

:

:

:

:

I

'

I

,k_

.., i

-'.. o i d

,

Dro Target an,s

.

.

.

::, o

00

c?oQoO

I

Ii

I1;;iiil;ï;i;+

SKILL SHOT Shoot O, e, or shot" by hitting the Captive for

Award, or

O for "flipper skill

MULTIBALL Shoot

Ramp score Jokers

-

Paddle Wheel

3 Jokers lights

Lock balls inside the Riverboat to enable Multiba!!.

JACKPOTS all

Shoot

Ramp

Drop Targets to light

Multiball

Jackpots, then complete

SuperJackpotat Ramp.

POKER Shoot cards on the lit bank(s) to win chips.

PLAYING

Shoot Up-Kicker

Raise Cards on unlit banks score discards

- complete your hand before discards reach zero.

CHIP FEATURES Win 5 chips to start a Chip Feature.

'21'

Play Blackjack at

Up-Kickerto relight 21

KickBack.

Hint ssug course game

BaU Buyfn Button game p1ay

dung

acbvates Extia Buyîn

-- cut

Game

Operation

& Features

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D

D

Plunger

SMII

Shots

Shoot the ball into the desired hole

i

,

2 or 3 to collect the award indicated in the display.

Shoot the ball into the unmarked hole, then hit the ball with the upper

flipper

into the

Captive Ball

under the

Riverboatto

start

Drop Poker.

Card

Suits

(Top

Lanes)

Completing the top lanes advances the bonus multi- plier: 2X, 4X, 6X, 8X, to

i

OX. Subsequent completions score 20M. Use

flipper buttons

to change position of any lit Janes. Bon usX resets at the start of each ball.

Turbo

Bumpers

Turbo Bumpers start at

250k

per hit each ball and increase by 250K every

i

O hits up to a maximum of 1M.

Playing Poker

In regular

single-ball

play, players must beat the poker hand held by the

characters

on the playfield. Players must complete the flash-

¡ng

target bank

to beat the playfield's hand.

When the Playfield

Character_Holds:

Ace of Spades

Pair of Tens

3-Of-A-Kind

Full House

Straight Flush

Player Must Shoot:

Pair

(Ramp Stand-Ups)

3-Of-A-Kind (3-Bank)

Full House Ramp

Stand-Ups & 3-Bank)

Straight

(Upper 5-Bank)

4-Of-A-Kind

(Right 4-Bank)

Royal Flush

(Lower 5-Bank)

Game Operation & Features

7

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Playing Poker cont.

While completing

their

hands, players have a limited number of DISCARDS as shown on the display. Hitting a card on an unlit target bank counts as a discard - and players must complete their hand before

they

run out of discards! If they do, they win the hand and a 5M chip, otherwise the player loses the hand.

Accumulate five (5) 5M chips to win a 25M chip and start a Maverick Feature.

Spot Card

Players who quickly shoot the

VUK

after the ball rolls

through

either return lane succeed in sneaking a card that they need into their hand!

Raise

or Fold

Players can RAISE or

FOLD on every hand dealt by shooting the

VUK

and pressing the indi- cated

flipper

button. Players who RAISE could win

two

5M chips on

their

current hand -

those

who

FOLD lose nothing and play continues as a nw hand is dealt.

Winnin

Streak

Players multiply

their

chip value by the number of

consecutive

hands won. Winning a regular hand results in 5M x Winning Streak.

Winning a hand after a RAISE awards 10M x

Winning Streak.

Those

who

FOLD

WILL

NOTbreak their

current Winning Streak.

r 4

LDisp!ay

8 Game Operation & Features

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I

I tui

'2

1

'

for

Kickback

If the Kickback is not lit, a shot to the

VUK

will deal a hand of

head-to-head

Blackjack. Players press the indicated flipper button to UIT or

STAND.

Dealer must HIT with 1-16 and

STAND on 17-21. Players must be

closerto

21 than the dealer's hand (without going over) to win. Pushes (ties) go to the player.

Winning the hand relights the Kickback.

Stagecoach

Mystely i i

randomly selected

Awards are available for collection at the Stagecoach when lit.

Mystery lites at 3, 7, 12, 18, 25, 33, 42

Orbit Shots. Awards are given in set order during Tournament Play.

Maverick

Features:

A Feature is started whenever a player wins

5 chips and acquires a 25M chip.

j;ooPs Cash

Complete the $ shots

(Left Orbit,

VUK, Ramp, and

Right Orbit)

as many times as possible before the timer expires.

$ shots start at

10M each. Completing all

four

starts a roy- ing

S shot worth 50M. Hitting the roving $ adds

1

0M to the value of the

four

$ shots and the feature restarts!

Bank

Heist

Shoot the

Captive Ball

up to 3 times to rob the bank before the timer runs out. Value of the loot is 100M X number of hits.

Game Operation & Features 9

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Maveiick

Features

cout.:

12Lauren

Belle

Shoot

for

the

Paddle

Wheel

to collect as many

Mystery payoffs as possible from the Video

Slot Machine

before the

timer

expires.

The

more times the

player

shoots the

Paddle

Wheel,

the more liberal the payoffs from the slot machine become!

Revenge

-,-------

scoring in the Wild

West

- every switch

scores 250K

and adds

250K

to the escrow bounty.

Every

lo switch closures advance

the

award

250K

while time remains. Shoot the

VUK

to collect the escrow bounty.

Stagecoach

Stop the runaway Stage- coach before it plummets off the cliff! Ramp Shots move

Maverick

into position and collect a progressive award = i

M per Drop

Target

+

i

0M per

Ramp Shot as long as time remains.

Poker Championship

-=-----.-

Knock down cards on all

Drop Targets

then shoot the

VUK

to collect the Championship Pot.

Drop Target Banks

add

i

M x number of balls in

play to

the

Championship

Pot.

Completing Banks

adds

i

0M

x number

of balls in

play to

the pot and resets the

Banks.

Shooting the

Captive Ball

adds

i

00M to the pot. Balls lost

before

the

timer

runs out are returned to the

player

to be plunged back into play!

'ti

i o

Game Operation & Features

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r20

L

Bonus

Multthall

Features:

6Mu1liball

Ready

Shoot the

Jokers - Collecting 3

Jokers lights Paddle Wheel

for

ball lock.

Lock balls inside the Riverboat to enable

Multiball.

17Mu1tiball

Jackpots

Shoot Ramp

for

Muitball all

Jackpots,

then complete

Drop Targets to light

Super Jackpot

at the Ramp.

Sharpshooting:

Combination

Shots

Maverick features several multi-way combos.

These

combos involve natural sequences of key shots in the game. Several undocumented difficult combos may also be present.

Extra

Ball

during game play.

Extra Ball

is collected at the

VUK whenever

lit

Bonus

End of

BALL

BONUS is the sum of:

+

The number of Ramps completed on the

Current Ball

@

200K

per Ramp.

4 The number of Cards knocked down on the Current Ball

@

200K per card.

All Poker Chips won @

i

M per chip times the currently earned bonus

V multiplier.

BONUS = [Ramp Shots x 200K + Cards down

X

200K

+ Chips x i

M]

x

Bon usX.

Game Operation & Features 11

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Ilint:

Extra

Ball Buyin

Pressing the EXTRA

BALL

BUYIN BUTFON at any time during the course of a game activates the Extra

Ball

Buyin Feature at the end of game play.

Once the regular game ends, Extra Ball(s) may be purchased (determined by adjust- ment 38) for one credit before the Buyin

Timer

expires. Cancel the Buyïn Feature by pressing the Start or both Flipper buttons.

4_J

----- As players become more experienced,

they

may

discover Maverick's

"tells" hidden features

and/or undocumented

rules which may give players an even

greater

advantage when playing

the

game!

Entering

Tour

Initials

The

player may enter

their

initials if a High

Score was

achieved

by using the Left or

Right Flipper Buttons to choose a letter or

character

as seen on the Video Display.

Hitting the Start Button locks the character in. Procede with

the

2nd and 3rd letter.

Game Rule Notes:

As

¡n

point the

Old West,

rules and values are chante without

notice!

Tell file Sheriff!

subject to

12 Game Operation & Features

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AUDIT

FUNCTIONS

General

There are 82

Audit audit functions provided for accounting purposes and for evaluation of game difficulty adjustments. functions are split intotwo groups. There are 12 most-used audits

(1 through 12) in a 'quick look' group and

70 less-used audits (13 through 82), in an 'Expanded' Group. The various auditing functions are summarized in the GAME AUDIT TABLE and, when accessed, are shown on the Dot Matrix Display. The Audit Numberis shown in the top of the display, the Description is shown next and the Audit Total in the display. Access and control is provided from switches located on the inside of the coin door.

To access audit functions, open the coin door and make sure that the FORWARD/REVERSE switch Is In the

FORWARD (up) position. Depress the STEP switch and the display indicates AUDITS & ADJUSTMENTS. This indicates access to audit functions.

With the FORWARDIREVERSE push-button switch still in the FORWARD (up) position, depressing the STEP push-button switch advances through the audit functions one at a time. To review lower-numbered functions, set the forward/reverse push-button switch to the REVERSE (down) position and operate the STEP push-button switch.

To access expanded audits, operate the step push-button until AUDIT 12, Expand Audits is displayed. Set the choice to YES as indicated in the lower display by depressing the Game Start push-button and then depress the step push-button. The request is installed and Audit 13 ¡s displayed. When you exit audits and adjustments, the

Audit

i

2 setting is returned to off for the next time that a review of audits are required.

Audit totals may be reset to zero using Game Adjustment, ADJUSTMENT

i

O,

ResetAllAudits. Game adjustments

(1 to 12 and 13 to 58) begin after the last audit function (12 or 82). Once audits functions have been recorded, and if no adjustments are required, you may return the game to the attract mode. If adjustments are required, continue pressing the STEP button until the game adjustments are reached. See Game Adjustments for details.

Audits

-

'Quick Look' Functions

Au.

#

J

Audit Name Audit Definition

Au. i

Au. 2

Au. 3

Total Paid Credits

Free Game Percentage

Average Ball Time

Au. 4

Au. 5

Au. 6

Au. 7

Au. 8

Au. 9

Au. 10

Average Game Time

Coins Thru Left Slot

Coins Thru Right Slot

Coins Thru Center Slot

Coins Thru 4th Slot

Total Coins

Total Earnings

Au.

1 1

Meter Clicks

Au. 12 Expand Audits?

The total number of paid credits is displayed.

The Total Free Plays (Audit 25) divided by Total Plays (Audit 26).

(In Seconds) The Total Play Time dMded by Total Balls Played

(Audit 13).

The

Aveige

Game Time expressed in minutes and seconds.

The total amount of coins registered through the left slot.

The total amount of coins registered through the right slot.

The total amount of coins registered through the center slot.

The total amount of coins registered through the fourth slot.

The total number of coins dropped through all four coin slots.

The total cash value accumulated since the last Factory Restore occurred.

Provides the total number of money clicks accumulated, based on the couritty's lowest coin denomination used for the game credit.

(On/Off) This audit permits operatorto proceed into expanded audits.

Audit

Functions 13

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- t_

TOTAL PAID CREDITS

2 ..

Item/Description

FREE GAME PERCENTAGE -

AVERAGE BALL TIME

4____:

-.

AVERAGE GAME TIME

COINS THRU LEFT SLOT

COINS THRU RIGHT SLOT

Q___

_L

COINS THRU CENTER SLOT

è:

COINS THRU 4TH SLOT

9.:.

TOTAL COINS

TOTAL EARNINGS

METER CLICKS

EXPAND AUDITS?

TOTAL BALLS PLAYED

TOTAL EXTRA BALLS

EXTRA BALL PERCENT

REPLAY

i

AWARDS

REPLAY 2+ AWARDS

TOTAL REPLAYS

REPLAY PERCENT

TOTAL SPECIALS

.

SPECIAL PERCENT ?ii

:2

TOTAL MATCHES

3

HIGH SCORE AWARDS

HIGH SCORE PERCENT

TOTAL FREE PLAYS

?

TOTAL PLAYS

:

O.OM TO 99.9M

100.0Mb 199.9M

-

200.OM TO 299.9M

300.OM TO 499.9M

-.

-

500.OM TO 999.9M

i .OB

SCORES

38::::

AVERAGE SCORES

33_ SERVICE CREDITS

.

-

-

PROPRIETARY

PROPRIETARY

._z__i

PROPRIETARY

Q_..

-.

TOTAL BUVIN GAMES

-

TOTAL EXTRA BALL BUYINS

EXTRA BALL BUVIN REPLAYS

EXTRA BALL BUYIN HSTD

- iiit:yTTT;I1

ri;i

Item/Description

42 LEFT DRAINS

43 CENTER DRAINS

44 RIGHT DRAINS

45 SLAM TILTS

46 TOTAL BALLS SAVED

47 TOTAL RAMP SHOTS

48.. UPPER 5-BANK COMPLETED

4.

LOWER 5-BANK COMPLETED

3-BANK COMPLETED

5t

4-BANK COMPLETED

.:.

TOTAL ORBIT SHOTS

SKILL #1

:

LOCK BALL

4.

SKILL #2: START MODE

55.: SKILL #3: SUPER POPS

61

SKILL: CAPTIVE BALL

57 MODE START VIA CHIPS

58 STAGE COACH MYSTERY

59_

60

TOTAL RAISES

TOTAL FOLDS

PAIR COMPLETED

62 3-OF-A-KIND COMPLETED

63 STRAIGHT COMPLETED

64 FULL HOUSE COMPLETED

65.

4-OF-A-KIND COMPLETED

66 ROYAL FLUSH COMPLETED

67 TOTAL HANDS WON

HANDS WON VIA RAISE

69 HANDS LOSTVIA RAISE

70 TOTAL HANDS PLAYED

AVERAGE HANDS PLAYED

72 AVERAGE HANDS WON

73 TOTAL BLACKJACKS WON

74 TOTAL BLACKJACKS LOST

75...

MULTIBALL LIT

2-BALL MULTIBALL

3-BALL MULTIBALL

78

.

:

4-BALL MULTIBALL

79 MULTIBALL RESTART

8O

2

MULTIBALL START

TOTAL JACKPOTS

S2. TOTAL SUPER JACKPOTS

14 Audit Functions

PHOTOCOPY FOR FIELD AUDIT TRACKING PERFORMANCE

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Audits - 'Expanded' Generic Functions

Audit Name Audit Definition

J

Au

# f

J

Au. i

3 Total Balls Played

Au. 14 Total Extra Balls

Au. 15

Au. 16

Extra Balls Percent

Replay

i

Awards

Au. i 7 Replay 2+ Awards

Au. i 8 Total Replays

Au. i

9 Replay Percent

Au.20

Au. 21

Total Specials

Special Percent

Au. 22 Total Matches

-

Au. 23

.

High Score Awards

Au. 24

Au. 25

High Score Percent

Total Free Plays

Au. 26 Total Plays

Au. 27 O.OM to 99.9M

Au. 28 100.OM to 199.9M

-

Au. 29 200.OM to 299.9M

Au. 30 300.OM to 499.9M

Au. 31 500.OM to 999.9M

Au. 32

1

.OB

Scores

Au. 33 Average Scores f

The total of regular and extra balls.

The total number of extra balls awarded.

TheTotal Extra Balls (Au.14) divided byTotal Plays (Au. 26).

The total awards (credit, extra ball, or audit) for level

i.

The total awards (credit, extra ball, or audit) for level(s) 2 or higher.

The total awards (credits, extra balls, or audit only) for exceeding replay score levels.

The Replay Total awards for exceeding replay score levels, Total

Replays (Au. 18) divided by Total Plays (Au. 26).

The total awards (credits, extra balls, or scores) for making specials.

The Total Specials (Au. 20) divided by Total Plays (Au. 26).

The total credits awarded for matching the last two digits of the score with the system-generated Match Number at the end of the game.

Percentage of match credits will be adjustable from 0% to 10%, by

Adj. 13 (Match Percentage), if enabled.

The total credits awarded for exceeding the High-Score-To-Date scores.

The High Score Awards (Au. 23) divided by Total Plays (Au. 26).

The total free credits for replays, High-Score-To-Date, Specials, and

Match.

The sum of Total Paid Credits (Au.1) and Total Free Plays (Au. 25).

Note that free credits are not recorded in the Audit until they are actually used.

Provides the total number of games the Player's final score was between

O and 99,999,990 points.

Provides the total number of games the Player's final score was between 100,000,000 and 199,999,990 points.

Provides the total number of games the Player's final score was between 200,000,000 and 299,999,990 points.

Provides the total number of games the Player's final score was between 300,000,000 and 499,999,990 points.

Provides the total number of games the Player's final score was between 500,000,000 and 999,999,990 points.

Provides the total number of games the Playeras final score was over i 000,000,000 points.

Provides the Average Score by adding the Final Score of each game to a table and dividing this sum by the Total Plays (Au. 26). f

Audit Functions 15

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.

Audits - 'Expanded' Generic Functions (cont.)

Audit Name

Audit Definition

f f rAu

#

Au. 34

Service Credits

Au. 35,

36, 37

Proprietary

Au. 38

Au. 39

Au. 40

Provides

Game the total number of Service credits added to the game. See

Diagnostics on page 29 for instructions regarding entry of

Service Credits.

Provides information to the game designer to aid in design development (not for consumer use).

Total Buyin Games Provides the number of times a player utilized the Buyin Feature.

Total Extra Ball Buyins Provides the total number of times the Extra Bail Buyin Feature was used.

Extra Ball Buyin Replays Provides the total number of replay awards that resulted from the use

: of the Total Extra Ball Buyins (Au. 39) Feature.

Au. 41

Extra Bail Buyin HSTD Provides the total number of times in which use of the Extra Bail Buyin

Feature resulted from beating the High-Score..To-Date (HSTD).

Au. 42

Au. 43

Au. 44

Au. 45

Au. 46

Left Drains

Center Drains

Right Drains

Slam Tilts

Total Balls Saved

Provides the number of times the ball drained out the left drain.

Provides the number of times the ball drained out the center drain.

Provides the number of times the ball drained out the right drain.

Provides the number of times the Slam Tilt switch was activated.

Provides the total number of times the Total Balls Saved Feature was used. This feature is enabled at the start of each ball and is disabled as soon as the ball makes contact with 5 game switches or allocated time expired. f

Audits

-

'Expanded' Game Specific Functions

Audtt Name Audit Definition

f i

I

Au # f J

Au. 47

Au. 48

Au. 49

Au. 50

Au. 51

Au. 52

Total Ramp Shots Provides the total number of times the Right Ramp was scored.

Upper 5-Bank Completed Provides the total number of times that the Upper Left 5-Bank Drop

Target was completed.

Lower 5-Bank Completed Provides the total number of times that the Bottom Left 5-Bank Drop

Target was completed.

3-Bank Completed

4-Bank Completed

Total Orbit Shots

Provides the total number of times that the Center 3-Bank Drop Target was completed.

Provides the total number of times that the Right 4-Bank Drop Target was completed.

Ptovides the total number of times the left or right orbits were scored. i

16 Audit Functions

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Audits

-

'Expanded' Game Specific Functions (cont..)

Audit Name

Audit Definition

¡

Au. 53

Au. 54

Au. 55

Au. 56

Skill

#1

:

Lock Ball

Skill #2: Start Mode

Skill #3: Super Pops

Skill: Captive Ball

Au. 57 Mode Start Via Chips

Au. 58 Stagecoach Mystery

Au. 59 Total Raises

Au. 60 Total Folds

Au. 61

Au. 62

Au. 63

Pair Completed

3-Of-A-Kind Completed

Straight Completed

Au. 64 Full House Completed

Au. 65

Au. 66

4-Of-A-Kind Completed

Royal Flush Completed

Au. 67

Au. 68

Total Hands Won

Hands Won Via Raise

Au. 69 Hands Lost Via Raise

Au. 70 Total Hands Played

Au. 71

Au. 72

Average Hands Played

Average Hands Won

Au. 73

74

Total Blackjacks Won

Total Blackjack Lost

Au. 75

Au. 76

Mulitball Lit

2-Ball Multiball

Provides the total number of times the Skill Shot #1 "Lock Ball'

Feature was awarded via the Skill Shot #1 Ramp Hole.

Provides the total number of times the Skill Shot #2 "Start Mod&'

Feature was awarded via the Skill Shot #2 Ramp Hole.

Provides the total number of times the Skill Shot #3 "Super Pops"

Feature was awarded via the Skill Shot #3 Ramp Hole.

Provides the total number of times the Skill Shot "Captive Ball" Skill

Shot was awanled via the Top Ramp Hole via Upper Flipper and shot directly into the Captive Ball behind the Upper Left 5-Bank Drop

Targets.

Provides the total number of times the "Mode Start" Feature was awarded via collection of Chips.

Provides the total number of times the "Stagecoach Mystery" was awarded from a ramp shot.

Provides the total number of times that a hand was raised via a Raise at the VUK.

Provides the total number of times that a hand was folded via a Fold at the VUK.

Provides the total number of times a 'Pair' was lit & achieved.

Provides the total number of times a '3-Of-A-Kind' was lit & achieved.

Provides the total number of times a 'Straight' was lit & achieved.

Provides the total number of times a 'Full House' was lit & achieved.

Provides the total number of times a '4-Of-A-Kind' was lit & achieved.

Provides the total number of times a 'Royal Flush' was lit & achieved.

Provides the total number of times a Hand was WON.

Provides the total number of times a player WON a hand on a Raise.

Provides the total number of times a player LOST a hand on a Raise.

Provides the total number of times a Hand was played.

Provides the average number of Hands that were played per game.

Provides the average number of Hands that were won per game.

Provides the total number of times a Blackjack Hand was won.

Provides the total number of times a Blackjack Hand was lost.

Provides the total number of times the Multiball Feature was lit.

Provides the total number of times the 2-Ball Multiball Feature was awarded.

Audit Functions i

7

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f

Audits - 'Expanded' Game Specific Functions (cont..)

Audit

Name

Audit Definition f

Au. 77 3-BaIl Multiball

Au. 78 4-BaIl Multiball

Au. 79 Muftiball Restart

Au. 80 2+ MultibaH Start

Au. 81

Au. 82

Total Jackpots

Total Super Jackpots

Provides the total number of times the 3-Ball Multiball Feature was awarded.

Provides the total number of times the 4-Ball Multiball Feature was awarded.

Provides the total number of times the Multiball Restart Feature was awarded.

Provides the total number of times that Multiball was started two or more times.

Provides the total number of times the Jackpot Feature was scored.

Provides the total number of times the

Super Jackpot Feature was collected.

Audit Notes

1

8

Audit Functions

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General

There are 59 adjustable functions provided to vary difficulty of play and to periodically reset audits and the high score levels. The various game adjustments are summarized in the Game Adjustments Table and, when are shown on the player score display. The Adjustment Number is shown in the top of the display, the

Description is shown next, and the setting, in the bottom of the display. Access and control is provided from switches located on the inside of the coin door.

Game adjustments are accessed from the audit mode. With the audits displaying AUDIT

REVERSE switch in at the top of the REVERSE (down) position, depress the STEP switch and

ADJUSTMENT 99 is shown the display, Factoa'y Restore is shown in the middle of the display, and NO is shown in the bottom of the display. With the audits displaying AUDIT

(up) position,

lo

or 99) and the FORWARD depress the STEP switch and ADJUSTMENT

i

is shown in

I REVERSE switch the top of the

i

and the FORWARD! in display, the FORWARD

Replay/Manual is shown in the middle of the display, and the setting is shown in the bottom of the display.

With the FORWARD

I

REVERSE switch in the FORWARD (up) position, depressing the STEP switch advances through the game adjustments one at a time. With it in the REVERSE (down) position, the STEP switch selects lower-numbered adjustments. To rapidly scroll through adjustments, hold the STEP switch depressed. Adjust- ment values are changed by operating the GAME START push-button. The FORWARD setting determines whether the values are increased or decreased. (With the FORWARD

!

!

REVERSE switch

REVERSE switch up, the value increases, with it down, the value decreases). When the STEP switch is depressed the display indicates

REQUEST INSTALLED.

Replay And Generic Features

Replays may be adjusted either for fixed levels or for a system-adjusted manual percentage of replay awards.

Four levels may be selected. Adjustments allow awarding of a credit or an extra ball as each level is exceeded.

With the manual percentage feature, if the actual replay percentage is higher or lower than that desired, the game computes new recommended manual percentage score(s). When the coin door is subsequently opened the player displays indicate the recommended level and a sound is made to alert the operator of a potential change.

This new level is entered into adjustments simply by pressing the game start push-button. (If the coin door is closed or you enter audits/adjustments or diagnostics, the replay level is not changed.)

Adjustments - 'Replays'

Adj # Adjustment Name

}

Adjustment Definition

Adj.

i

Replays: FixedlManual Adjust for percentage of awards for Replay Levels (1 % through 50%).

Proceed to Adj. 2 & 3 for Starting Replay Levels. Lower the automatic value to 0% and the display

Will indicate Fixed. Proceed to Adj. 2 & 3 for FIXed Replay Levels.

Adj. 2

Adj. 3

Adj. 4

Adj. 5

Adj. 6

Starting Replay Score

Replay Levels

Replay Award

Free Game Limit

Extra Ball Limit

Adjust the starting Replay isetting to between 100M and 9.99M.

Adjust the number of replay levels to be active

(1 to 4). Any additional starting replay levels are automatically set to values higher than

Replay i

.

Adjust Replay i level to between i

00M and 9.99M. (Same as Start Replay). If Adj. 3 is set for 2, 3, or 4, adjust Replay 2, 3, or 4

(respectively) level to between 100M & 9.99M.

Set for replays to award: CREDIT, EXTRA BALL, NONE or SPECIAL

(When score threshold is achieved, a Playfield Special is lit.)

Adjust the max. # of free games that may be accumulated per game;

0-9.

Adjust the max. # of extra balls that may be accumulated per game;

1..

9orOFF.

Game Adjustments 19

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':

/1 dj

Description

Factory setting

Adj

Description

Factory

Setting j_ REPLAYS: FIXED/MANUAL 10% 31

STARTING REPLAY SCORE 900M 32

_L

REPLAY LEVELS t

-p-- i

33

CUSTOM MESSAGE

ATTRACT MODE MUSIC

FLASH LAMP POWER

REPLAY AWARD Credit 34 COIL PULSE POWER

-f--

-p--

FREE GAME LIMIT

GAME

PRICING

5 35

PROPRIETARY

-p-

EXTRA

BALL

LIMIT

__Q j_

GAME

DIFFICULTY

f

Mod. 37

t

3 36 NEXT GAME PROMOTION

BUYIN TYPE

USA 7 38 EXTRA BALL BUYIN COUNT i_

RESET

COIN AUDITS No 39 GAME RESTART

No 40 EXTRA BALL PERCENTAGE

_i_

RESET

GAME AUDITS

_ii

RESTORE HIGH SCORES No 41

Enable

On

Normal

Normal i

Off

XBaII i

Yes

25%

BACKGROUND MUSIC VOLUME 100%

No 42 BILL VALIDATOR No i? EXPAND ADJUSTMENTS?

MATCH PERCENTAGE j_p.

09% 43

TOURNAMENT

MODE Off

BALLS PER GAME 3 44 EXTERNAL REPLAY KNOCKER Off

Yes

TILT

WARNINGS i

45 SPECIAL MEMORY i___

_i. REPLAY

BOOST Yes 46 LASER KICK CRITERION

CREDIT

LIMIT 30 47 DISCARD COUNT

_i7

_i. ALLOW

HIGH SCORES Yes 48 PLAYER WINS 21 ON

TIE

i!

AWARD

FOR HIGH SCORE #1 3 49 MULTIBALL RESTART

AWARD

FOR HIGH SCORE #2

1

50 QUALIFY

JACKPOT

-

O

i2

No

Easy

No

Mod. i_

AWARD FOR HIGH SCORE #3

1

51

MULTIBALL DIFFICULTY

Yes

AWARD

FOR HIGH SCORE #4 0 52 EXTRA BALL MEMORY

Yes

DEFAULT

HIGH SCORE #1 2.4M 53 RAMP MEMORY

-

DEFAULT

HIGH SCORE #2 2.1M 54 QUALIFYING LOCK RULE Easy

:

00

a_

DEFAULT

HIGH SCORE #3

1

.95M 55 SOFTWARE METER

LOCATION ID O

DEFAULT

HIGH SCORE #4

1

.8M 56

GAME ID

DEFAULT

HIGH SCORE #5

1

.65M 57 O

No

28

DEFAULT

HIGH SCORE #6

1

.5M 58 RESET PRINTER?

PRINTER INTERFACE

HSTD

RESET

COUNT 700 59 i

FREEPLAY

No

-

I

99

I

Factory Restore No

t Some settings result in Drop-Down Tables.

Review the following pages which define all of the above adjustments.

20

Game Adjustments

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Game Difficulty (Adj. 7)

Adj

#

Adjustment

Name j

Adjustment Definition

Adj. 7 Game Difficulty Any one of five INSTALL settings to for this adjustment may be activated automatically select settings for multiple adjustments affecting game difficulty. Use the Start button to choose the difficulty level you require and press the step button to activate the setting. After activation, individual adjustments may be readjusted if desired. Refer the to Install

Adjustment Table for details.

Set to EXTRA EASY, EASY, FACTORY, HARD or EXTRA HARD.

(Note: Additional game features are not adjustable in by the Expanded Adjustments may also change using this setting.) install

Adjustments

Adj

I

Extra Easy

(47)DiscardCount 14

(49) Multiball Restart EXTRA EASY

(50) Qualify Jackpot NO

(51

)

MuRiball Difficulty EXTRA EASY

(52) Extra Ball Memory YES

(53) Ramp Memory YES

Adj

7

Easy

13

EASY

NO

EASY

YES

YES

Adj

I

Moderate

12

EASY

NO

MODERATE

YES

YES

Adj4

I

Hard

11

HARD

YES

HARD

YES

NO

Adj 7

Extra Hard

10

EXTRA HARD

YES

EXTRA HARD

NO

NO

NOVELTY

I

5-BALL

I

ADD-A-BALL SEIrINGS

The following three combinations are recommended for situations where local laws restrict certain game features

Novelty

Play Rules

-

Set

to establish

recommended

settings for

no free play

or

extra

balls

Adj. Adj. Name

Setting

Adj. Adj. Name Setting

00 i

Replays: Fixed/Manual Fixed 6 Extra Ball Limit

3 Replay Levels None 13 Match Percentage Off

4 Replay Award None i

9 Award for High Score #1 03

01

5 Free Game Limit 00 20 Award for High Score #2 regarding the use of replays or the number of balls per game:

Adj. i

2

3

4

5

5

Adj. Name Setting

Replays: Fixed/Manual 07%

Starting Replay Score i

,500,000,000

Replay Levels

Replay Award

01

Credit

Free Game Limit 05

Adj. Adj. Name

6 Extra Ball Limit i

3

14

Match Percentage

Balls Per Game i

9 Award for High Score #1

20 Award for High Score #2

Setting

03

04

05

03

01

Add-A-Ball Settings-To disable awarding of credits and

provide

awards

with

an

extra

ball

Adj. Adj. Name

Setting

Adj. Adj. Name Setting

4

5

Replay Awaiti

Free Game Limit

Extra Ball

00 i

8

1

9-22

Allow High Scores

Award for High

No

00

13 Match Percentage Off Score #1

-

#4

Game Adjustments 21

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Game

(Adj. 8)

There are two methods single available for coin switch programming; Standard and Custom. Standard pricing uses a adjustment (Adj. 8) to select a pricing scheme shown in pricing is used to select additional pricing schemes defined the by a

Custom & Standard

Drop Down Menu.

Pricing Tables. Custom

With Adj. 8 set to CUSTOM operating the step button again initiates a pulses for the left, right, center and fourth coin slots. The prescribed the number credit. For example, if Left Coin Pulses, was set to 02 and Coin Switch Pulses of pulses

Required for are required for one in the left slot would produce two credits. Further, if Left Coin Pulses, was set to

Required for drop down menu

01 i Credit, to 02, two coins in the left slot would be required for one credit. representing coin switch

i

Credit, to 01 a coin and Coin Switch Pulses

Coin Switch Pulses RequiredforBonus Credit may be setto post bonus credits when a minimum amount of are inserted at one time. For example, if

Left Coin Pulses was set to 01

,

Coin Switch Pulses to 01 and Coin Switch Pulses

Required for

i

coins

Credit

Required for Bonus Credit to 04, one credit would be posted for each of the first three coins in the left 'slot and two credits for the fourth coin.

Standard/Custom Pricing - Set.for the desired pricing scheme from the Standard Pricing Table as indicated on the dot matrix display. For Custom Pricing, set to CUSTOM. When set to CUSTOM, the following adjustments are utilized to tailor each individual coin chute.

Left Coin Switch Pulses - Set the number of pulses registered for closure of the left coin switch; 00 to 99.

Right Coin Switch Pulses - Set the number of pulses registered for closure of the right coin switch; 00 to 99.

Center Coin Switch Pulses - Set the number of pulses registered for closure of the center coin switch; 00 to 99.

4th Coin Switch Pulses - Set the number of pulses registered for closure of the fourth coin switch; 00 to 99.

Coin Switch Pulses Required for

I

Credit

- Set the number of coin switch pulses required to post one credit;

00 to 99.

Coin Switch Pulses Required for Bonus Credit - Set the number of coin switch pulses required to award the

ist

bonus credit(s); 00 to 99.

Coin Switch Pulses Required for 2nd Bonus Credit - Set the number of coin switch pulses required to award the 2nd bonus credit; 00 to 99.

25

.

Credits awarded

CoinI'hs for i st Bonus - Set the number of credits awarded for achieving the first Bonus level; 00 to 99.

CUSTOM PRICING

TABLE

AdjusS

.

Ftght Ii1id 4th Puises Putses

/Credit /Bonus

";

Pulses Credit

11,t

Left Right Center 4th

Plays/Coins

Left

PuIses Pulses Pulses Pulses

00

00

00 iI25Ø 3I50 01

25 $1.00 N/U 1I25 51$1.00 01

_____ _____ _____

1/25e 6/$1,0O 05

01

01

05

04

04

20

00

00

00

01

01

04

02

04

20

01

01

01

5scH 1OSCH 1OSCH N/U

_____ lOp £1

50p 2Op

1/lOS

1/1 0 S 4/30 S

01

04

1/30p 2/50p

5/1

1150p

01

01

3/1

01

l/30p_4I1

02

08

15

15

12

02

08

06

05

05

00

00

02

02

02

02

06

03

05

03

00

00

00

00

00

00

00

00

00

00

00

00

00

00

00

00 03 05 00

200 $1.00 N/U N/U 1/60e 2/$1.00 01 05 00 01

22

.

Game

Adjustments

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u

\ I

::

I

.

.

Standard

Pricinci

Table

Adj. 8 Standard

Pricing

Select

USAi

USA2

USA3

USA4

LJSA5

USA6

USA 7

*

Austria

Australia

Australia 2

Left Center Ri ht Ri g ht

ist

2nd 3rd 4th

25Ø

Coin_Mechanisms

$1 25

25Ø

25

25Ø

25

25

25

5S

20Ø

$1

$1

$1

$1

25Ø

25

25

25Ø

250

$1 25C lOS 105

$Al

$A2

Belgium

Canada

Denmark i

Denmark 2

Finland

France i

*

France 2

France 3

Germany

1

200 $1 $2

5BF 2OBF 5OBF

.

250 25Ø

Can$l

1DKr 5 DKr lo DKr 20 DKr lDKr

5 DKr 10 DKr 20 DKr lFmk 5Fmk

1Fr

.

:

5Fr 10Fr 20Fr

1Fr 5Fr 10Fr 20Fr

1

Fr 5 Fr 10 Fr 20 Fr

1DM 2DM 5DM

Germany 2

Germany 3 *

1

DM

1

DM

2DM 5DM

2DM 5DM

Greece 5ODr lOODr

Holland (See Netherlands 2)

___

Hungary lOFt

loFt

Italy i

500 Lit

______:______

2OFt

500 Lit

Italy 2

Japan

500 Lit

:.

.

:

:

..

.

500 Lit

1OO

Korea lOOWon lOOWon

Netherlands

1 1

FIs.

1

FIs. 2.5 FIs.

Netherlands 2 *

1

FIs. 2.5 FIs. 5 FIs.

New Zealand i

$NZ i

$NZ 2

New Zealand 2

Norway i

5 NKr lo NKr

Norway2 5NKr lONKr

Spain

Switzerland 2 lOOPts 500Pts

Sweden

1

SKr 5 SKr 10 SKr

Switzerland i

*

1

SwF 2 SwF 5 SwF

1

SwF 2 SwF 5 SwF

UK1

$NZ i lOp 50p

$NZ 2

1 lOp 50p l

UK2

UK3*

''ugcslaia lop

5 Di

50p l

5 Din

20p

20p

20p

Pricing

Scheme Explained

Number for Price

Amount Shown

1/25e

1/500

.useato

1/500 2/°4X25Ø' 3/$1 (biII)l iPa?or l/50

1/lOS

1/$A i

1/$l

1/2OBF 3/5OBF

1/500 i/3DKr 2/5DKr

_______________________________ _______________________________

1/2DKr

4/$l.50 6/$2

21l5S

3/$A 2

2/$2

2/75e

3/20S .

IIIuIIIIIIuIuIÌIIIIII

I

.

3/5DKr 7/1ODKr

II.

1/3Fr

1/5 Fr

1/3 Fr

1/1DM

1/1DM

1/2DM

1/3Fmk 2J5Fmk

215Fr

2/5 Fr

5/5DM

6/5DM

213DM

5/10Fr 11/2

3/10 Fr 7/20 Fr

4/10

..

9/20 Fr

3/4DM

:

5/5DM l/5ODr 3/lOODr

1/20 Ft 3/40 Ft

1/500 Lit

1

/1 000 Lit 3/2000 Lit

1/100V 3/2O0

..:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.-.....

1/1 00VIorì l/lFIs. 3/2.5 FIs

_______________________________

IIIIIIIIIIIIIIIIIiII

11111111111

........

1/1 FIs. 3/2.5 FIs. 6/5 FIs.

l/NZ1 2/NZ2

l/$NZ1 3/$NZ2

1/5 NKr 2/10 NKr l/1ONKr 3/2ONKr

IIIIIIIIIIIItIIIIIIIII

1/lOOPts 6/500Pts

l/lOSKr

2/l5SKr 3/2OSKr

:.:.:.:.:.:.:::::::::....:.:.:.:

1/1 SwF 6/5 SwF

1/1 SwF 3/2 SwF 9/5 SwF i/50p

1140p

3Ilf

3/ii

1/Sop

115Dm

21750 3/$1

Game

Adjustments

23

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I

Adj.#I rAdjustment Name

Additional Generic Features

:

Adjutment Definition

f .

Adj. 9 Reset Coin Audits

Adj. 10 Reset Game Audit

Adj. i i

Restore High Scores

Adj. 12 Expand Adjustments?

Adj. 13 Match Percentage

Adj. 14

Adj. 15

Balls Per Game

Tilt Warnings

Adj. 16 Replay Boost

Adj. i

7

Credit Limit

.

.

When enabled (set to YES) all coin

I paid credit totals will be reset to zero when STEP is depressed.

When enabled (set to YES) all audit totals except for coins and paid credits wilt be reset to zero when STEP is depressed.

When enabled (set to YES) the High Score Levels and associated initials will be restored to backup settings when STEP is depressed

When set to NO, depressing the STEP push-button advances directly to Adj. 99, FACTORY RESTORE. When set to YES, depressing the

STEP push-button sequences through the expanded adjustments.

When exiting from expanded adjustments, this function is reset to OFF for the next time that adjustments are required.

Set Match percent from 00% to 10% or OFF. At 00% the match display occurs at the end of the game but never awards a credit.

Adjust the number of balls per game; 2 to 5.

Adjust the number of plumb bob tilt switch closures before the ball in play is tilted; i

,

2, 3 or OFF.

Set to YES or NO. When set to YES, exceeding a replay will set a temporary replay level for each time a replay level is surpassed. This new level will equal the previous replay level (when the replay was awarded) plus 50 Million for each following game, until the replays have all been played. At this time the previous level is resumed.

Adjust the maximum number of credits that may be posted; 4 to 50.

I

There are four of the six high score levels with associated player initials that are displayed during the attract mode. This provides a high-score-to-date feature. When players exceed these levels, the player initials may be entered to replace the previous ones. These levels may be adjusted to award credits and to be reset to backup values after a selected number of games.

Adj.

i

8 Allow High Scores

Adj. i

9

Set to enable or disable the four high score levels; 00.

Credits for High Score #1 Adjust the number of credits (0 to 4) awarded for exceeding level i

(the highest of the four levels).

.

Adj. 20

Adj. 21

Credits for High Score #2 Adjust the number of credits (0 to 3) awarded for exceeding level 2.

Credits for High Score #3 Adjust the number of credits (0 to 2) awarded for exceeding level 3.

Adj. 22 Credits for High Score #4 Adjust the number of credits (0 to 1) awarded for exceeding level 4.

Adj. 23 Default

.

28 #1

-

#6

High Score Adjust the score level to which the world record, (level of

i)

(the highest the four levels) may be altered. This adjustment is not affected by

Adj. 29, Reset High Score To Date. Adjust the backup score to which levels 2

-

6 may be reset, respectively.

Adj. 29 HSTD Reset Count HSTD (High Score To Date). Adjust the number of games between automatic resets of high score levels to backup settings and ball time averager adjustments; 100 to 900 or OFF (no reset or adjustment).

Adj. 30 Free Play When set to YES, no coins are required for games.

24

Game Adjustments

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JAdJ.#j

Additional Generic Features Continued

Adjustment

Name

J J

Adjustment Definition

Adj.

31

Adj. 32

Adj. 34 Coil

Pulse Power

Adj. 37

Custom Message

Attract Mode Music

Adj. 33 Flash Lamp Power

.

Adj. 35

Proprietary

Adj. 36 Next Game Promotion

Buyin Type

Adj. 38 Extra Ball Buyin Count

Adj. 39 Game Restart

Adj. 40 Extra Ball Percentage

Adj. 41 Background Music

Volume

Adj. 42 B'II Validator

When desired, this function is used to establish a custom message periodically displayed during the attract mode. Set the feature to

CHANGE using the Credit button and depress STEP. The letter A is indicated in the first position in the display. Vaty the letter by operating the left and right flippers. With the desired letter indicated, depress the CREDIT button to lock in the letter and advance to the next character. Repeat this procedure until the desired message is completed in the display. Press the STEP push-button switch to advance to Attract Mode Music (Adj.

32).

Set to ON or OFF.

Set to NORMAL, DIM or OFF. When set to NORMAL the Flash Lamps are active, when DIM the Flash Lamps impulse power is reduced by 25% and when OFF the Flash Lamps do not flash.

Set to NORMAL, HARD or SOFT. When HARD the coil pulse power is increased by 12.5% of the normal pulse rate. When set to SOFT the coil pulse power is reduced by 12.5% of the normal pulse rate.

These adjustments are provided to compensate for Low Line or High

Line voltage conditions where the solenoids appear to kicking too weak or too hard.

Provides information to the game designer to aid in design development (not for consumer use).

Set to ON or OFF. When set to ON, the game, in attract mode will randomly display a short promotion for our next game. When set to

OFF,the game in attract mode will not generate any sounds or graphics referring to the next game.

Set to Extra-Ball Buyin. When set to EB Buyin, the game is set to

Extra Ball Buyin. When set to Feature Buyin, the game is set to

Game Buyin. Set to OFF to make Buyin Type inoperative.

,

O or UNLIMITED. Default is i

.

Allows the operator to adjust the number of Extra Ball (EB) Buyins allowed after normal game play. See page 5 Extra BaH (EB) Buyin Feature.

Set to YES or NO. When set to YES, a new game may be started during any ball after the first ball is completed. (Note-Pressing start during the first ball will add additional players.) When set to NO, the game disables the start button after the first ball until the final ball is in play.

Set from

O to 50. Allows the operator to adjust how frequently the

Extra Ball feature is made available to the player.

Set to O, 25, 50, 75 or 100 percent. Allows the operator to adjust the background music volume independently from the normal game sounds.

Set to YES or NO. When set to YES

, the display, in game attract mode, will show an "Insert BillAnimation". When set to NO, the display, in game attract mode will show "Insert Coin Animation".

Game Adjustments

25

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Additional Generic & Game Specific Features (Adj. 45-48) fAdj

#

J f

Adjustment Name

f

Adjustment Definition

Adj. 43 Tournament Mode

Adj. 44 External Replay

Knocker

Adj. 45 Special Memory

.

Adj. 46 Laser Kick Criterion

Adj. 47 Discard Count

Adj. 48 Player Wins 21 on Tie

Adj. 49 Multiball Restart

Adj. 50 Qualify Jackpot

Adj. 51

Multiball Difficulty

Adj. 52 Extra Ball Memory

Adj. 53 Ramp Memory

Adj. 54 Qualifying Lock Rule

.

Adj. 55 Software Meter

Adj. 56

Adj. 57

Location ID

& Game ID

Adj. 58 Reset Printer?

Adj. 59

Printer Interface

Adj. 99 Factory Restore

Set to NONE, determines

PINBALL EXPO, IFPA-PAPA or HOME. This function the default conditions to quickly prepare a game tournament play. When this setting is changed all for audits will be reset and all adjustments will be initiated to the particular style selected. The game will then return to game over attract mode, as if a Factory

Restore had been performed. NONE

-

Same as a Factory Reset conditions. IFPA-Straight 500 play, no replay, no Extra Ball, no High

Scores, 2 Tilt Warnings and No Match.

PINBALL EXPO-PAPA-

Same as IFPA settings except Free Play game is enabled. HOME-Sets for Free Play, extra ball play, no replay, 10% Match & Extra Ball percent 30%.

Set to ON knocker in or OFF. When set to ON, the operator can enable the the cabinet to drive an external device without the game giving a replay.

Set to YES

NO, or NO. When set to YES, the lit 'Special' light will be retained in memory from ball to ball for the same player. When set to the lit 'Special' light will go out at the end of each ball.

Determines how the Laser Kick can be reset during game play.

Provides the operator with the total number of discard cards.

Set to YES or NO. When set to YES, the player wins 21 on a tie.

Set to EXEASY, EASY, MODERATE, HARD or EXHARD. Default is

EASY. Determines how Multiball can restart.

Determines how the Jackpot is lit.

Determines how Multiball Difficulty is achieved.

Set to YES or NO. When set to YES, the lit 'Extra Bail' light will be retained in memory from ball to ball for the same player. When set to

NO, the lit 'Extra Ball' light will go out at the end of each ball.

Set to YES or NO. When set to YES, the 'Completed Number of

Ramps' will be retained in memory from ball to ball for the same player to achieve set awards. When set to NO, the 'Completed Number of

Ramps' will be reset at the end of each ball.

Set to EXEASY, EASY, MODERATE, HARD or

EXHARD. Default

EASY. Determines the number of Ramps needed to lite Lock(s). is

Provides the operator with the total number of Meter Clicks.

O to 9999. Allows the operator to assign a location or game identification (respectively) number to the audit print-out sheet. (Will not be affected by Factory Restore.)

Provides the operator with the ability to reset the printer option.

Allows the operator to print by pressing the Start Button.

Allows the operator to reset all adjustments to the factory settings.

26

Game Adjustments

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GAME

DIAGNOSTICS

Please note: If the Display Reads 'OPEN THE in RAM. Opening the Coin Door will initiate a Factory Restore, by opening the Memory Protect Switch. Check battery voltage at

CMOS RAM wfth power off.

The Data East Pinball system provides tests for sounds, digital dìsplays, lamps, switches, and solenoids. Each feature may be tested manually or automatically using the STEP FORWARD/REVERSE push-button switches inside the coin door and the white "Clear Ticket" button located next to the Diagnostic Switchs. The automatic tests may be used for a quick verification of automatic test functions and the manual tests, for troubleshooting.

During game play, activation of switches and operation of coils with associated switches are monitored. is

If a switch not made for 50 games it is considered faulty. When operation of a coil should close or open a switch and does not, the coil is considered faulty. In

Game Over Attract Mode, faulty switches and coils (if any) are reported (See

Tech Alert description below). Note that reporting of an unused switch does not constitute a problem and that a bad coil could mean that the associated switch requires adjustment.

Wiring to switches, solenoids and controlled lamps uses color-coded wires that basically follows a resistor color-code scheme for the eight rows and eight columns. During the switch tests and during the discrete lamp test, identification of the color of the row and column wires are indicated in the Dot Matrix Display. For example, making the right coin switch during the Switch Test results in the switch functional name (RIGHT COIN), the row

(WHT-YEL) and column (GRN-BRN) wire color codes, and the switch number are shown in the display.

Color Abbreviations Used: o BIK = BLACK

BRN =

B1OWN

2 RED = RED

3

ORN = ORANGE

4 YEL = YELLOW

5

GRN = GREEN

6 BLU

7

8

=

BLUE

VIO VIOLET

GRY = GREY

.

Additional Abbreviations/Acronyms Used:

X

Thn

(MúIfl5li) P/F Playfleld

Stand-Up (rargets)

LT

Left

U

RI Right

BOl Bottom

MID Micidle

..cT ......

Certer

........................... i.u. Audit(s)

AJ.

Adjustments

J. General Illumination

RÏO Roll-Over (Switches)

9 WHT = WHITE

D.L

PPB

Drop

Target®

Playfield Power Board

S$F,B Solid State Flipper Board

IB

Power Supply Board

SMB Shaker Motor Board

NC. N4orma1ly Qosed'

Entering Diagnostics

With push-button switch is set to will the game in the game-over mode, open the coin door and make sure that the

REVERSE (down)

FORWARD/REVERSE and depress the STEP push-button switch. The

Player displays show the toll-free Customer Service number 1-800-KICKERS, that is 1-800-542-5377

(

U.S. including Illinois) and the toll number (708) 345-7700 (Outside the United States). This indicates entry into game diagnostics.

Service Credits

With the phone number displayed depress the STEP push-button switch. The game now gives the technician the option of adding pushbutton until

i

to the

5 service credits. These credits allow the technician to desired number of credits are shown on the display. test-play the game any counts to the coin audits (Au. 01 & Au. 05 - 08). When the message appears, press and hold without adding the Game Start

Then press the step button again to add these credits to the game and enter Tech Alert. If no Service Credits are desired, press the step button with the initial message displayed.

Tech

Alert

The display will now indicate if there are any faulty switches (i.e., Switches that are normally closed but remain open or open switches that have not been closed (activated) in 50 games.

Game

Diagnostics

27

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Easy Trough Clear

Pressing the step button again displays the EASY TROUGH CLEAR message and instructs the technician to operate either flipper button to easily remove the balls from the trough. This is provided to allow the technician a simple method of removing the balls from the trough prior to entering the Active Switch Test

, thereby reducing the number of switches closed. Also, to test functionality of trough, ensure proper trough operation.

Burn-In Minutes

Pressing the step button while in Tech Alert mode will step game into Burn-in Mode (Factory use). At this stage pressing the game start button will cause the game to exercise all CPU I/O functions. This is provided to constantly exercise sounds, solenoids, etc...

To stop the test press the start button again. Cumulative Bum-In minutes will be displayed. To reset Bum-In minutes to 00, you must perform an Audit Reset (Adj. 10) or a Factory Restore (Adj. 99).

Sound Tests

The Data East Pinball sound system produces true digital stereo sound on left and right speakers and mono on a center speaker. During Sound tests, the bottom display shows the sound board circuit under test and the corresponding sounds are selected by operating the left and right flipper buttons to choose the circuit to be tested.

Now press the start button to initiate the sound. Refer to the Sound Test Chart for the sound circuits displayed and the sounds produced.

The sound functions allow veril icätion that all channels are functioning properly and that the speaker connections are correct. Speaker Phase Testing procedures follow for checking speaker connections.

Sound Test Chart

Auto/Manual

Tests J

SoundsProduced ÁútöÌÑanuaiTó

Sounds

Prodüàed

Left Soeaker

Bolt) Lt & RI Sreakers

J

LEFT SINE

Voice Rom3

(bc

U36) NOT USED

CENTER SINE

./oIco.Pom4(Loc U37)

..

NOT USED

Rkht Sreaker

Voice Pomi (Loe U17)

RIGHT SINE

SPEECH PA1TERN i

Music Test

(S0urd Rom, Loc U7)

L

-

USIC

Speaker Phase Testing

Connections to each of the three speakers are polarized and each must be connected appropriately for the best quality sound. If one speaker has the positive and negative connections reversed with respect to the other two, bass frequencies will not be produced properly and the overall sound quality will be poor.

To test for proper speaker phasing, use the sound test to cycle through the Left, Center, and Right Sine functions.

(f the Center Sine produces more volume and bass than the Left and Right Sines, the speakers are connected properly. If it produces the same or less, one speaker is connected improperly. To isolate and correct reversed speaker connections, one of twomethods may be used.

i

.

Check each speaker for polarity markings. If the speakers have polarity markings, verify that the single-color wire (BLK, YEL or RED) is connected to the negative

(-) terminal.

2. Disconnect the speaker output connector from the Sound Board and connect a

i

.5-volt battery across each speaker pair one at a time while observing the speakers. Make sure the positive battery terminal is connected to the positive lead (CN1 - Pin

1

,

3 or 6) each time. As the connection is made, check speaker cone movement; proper connections are indicated by outward movement.

28

Game

Diagnostics

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Digital Display Test

The Digital display utilizes a Dot Matrix Display Control board mounted

Board. The purpose behind this board is to provide more information (1 in piggyback fashion to the display driver

92 X 64 Dots) to the operator as well as displaying graphics to the player.

The board is controlled by a 68B09E microprocessor and its personality ROMs (Unique to the Game)

. lt receives

Data, Reset & Clock information from the CPU Board via the ribbon cable and sends back multiple Status and

Busy signals to the CPU. This is to insure synchronized communication between the CPU and the Display

Controller board.

The Drivers for the rows and columns are provided on 4 surface mounted integrated circuits on the Display driver board.

Dot Matrix Display Test

To enter Dot Matrix Display Test, operate the STEP push-button switch will immediately illuminate illuminate one vertical column of dots, turning column has been individually lit, while the other columns are it off. lt from the Sound Manual test. The display off and illuminating the top horizontal row of dots, and test by lighting the row of the display, then the next column, üntil each will make one pass. The display will then turning it off and iluminating the next row, until each row has been indivudally lit, the dots in the display, except for one column. lt will while the other rows are off. The test will then illuminate all cycle this blank column from left to right for one pass. The display will then again illuminate all the dots except for the top row, and then turning it on and blanking the next row, until each row has been individually blanked, while pass. The next test begins with every other dot lit, in the other both rows are on. lt will cycle this blank row for one the rows and columns. These dots then go out, and the unlit dots light, resufting in an alternating checkerboard pattern for approximately 4 seconds. An intensity test is also displayed at 30%, 70% & 100% brightness. The test will repeat these cycles indefinitely until advanced to the next test or until the power is removed. (Please Note: These tests may be interrupted at any time by operating the STEP push-button switch to advance to the next test.)

Laser Kick Test

This test is provided to insure proper interaction between certain switches and their associated solenoids without entering game play. For example, by rolling the ball over the left outlane switch, the Laser Kick should fire. If it for this error. If it fails to fire, use kicks too early or too late, the switch actuator should be adjusted to compensate the switch test or coil test to help determine the cause of the failure. (Note: During this function, be performed on the Vertical Up Kickers or Ejects in the game.) similar tests may

Game

Diagnostics

29

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SWITCH TESTS

Switches are configured in an 8 X

8 matrix of columns (switch drives) and rows (switch returns) with up to 64 switches possible. The switch tests include three parts; switch test, active switches, and bad switches. Column and Row wire colors are indicated in each test using corresponding resistor color code numbers.

Switch Test

To initiate, push the STEP push-button switch, until the display indicates SWITCH TEST. Close each switch and observe the display. The display will indicate the switch name, column wire colors, row wire colors and the switch number. When a switch is released, the name and number disappear until another switch is closed or the test is exited.

Active Switches

Push the STEP push-button switch from the Switch Test. The display will indicate ACTIVE SWITCHES.

If any switches are stuck closed (or made from the presence of a ball), the display sequences through switch names, and indicates the row and columñ wire colors, and the switch numbers are indicated in the display. This cycle continues until all switches are cleared or until the STEP push-button switch is depressed.

(Column: Switch

Drive Wire)

Blocking (Row: Switch

Diode 1eturn Wire)

.xxx

N.O.*

WI

COM.

* Switch Terminals

N.C.*

SWffCH MATRIX CHART

Diode 1N4001

.

...

.

..

7

.:

5 u.

CNTO-5

6

:

.

.i

.

Column

(DIvej i

Row

(Return)

Q55 2 Q54 3 Q53 4 Q52 5 Q51 6 Q50 7 Q49 8 Q48

GRN-BRN GRN-RED GRN..ORN GRN-YEL GRN-BLK GRN-BI.0

CN8-1 CN8-2

(N83

CN8-4 .CN8-5

.

GRN-VlO GRN-GRY

CN87 CN8-8

.

CN89

i

WUT..DM

.',III

%

ÇNIO-9

CN1O-7

:

4

.v.III

2

:iiAILft

:

RED

CN1O-8

3

.

WHT

I

'

:

CN1O-6

:

Plumb

Tilt

4th

Coin

Credit

Button

Right

Coin

. i

2

3

Lower Left Upper Left Right Left

Not LJsd 5-Bank

D.T. 5-Bank PIO 4-Bank D.T. Turbo

*

Bottom

D.T. Bottom Boffom

104 17 34 25 94 33

Bumper

41 r1Qt Ussd

10

Right Left

Oullane Ouflane

49 57

Lower Left

5-Bank D.T.

Lwr. Middle

J4 18

Upper

D.T.

4

Left

LWI.MId.

Right

5-Bank RIO 4-Bank D.T.

Lwr. Middle

9+ 34

Center

Turbo

Bumper

42

Right Ramp

Left

S-U

Target

50

Ight

Ramp

Rjght S-U

Target

58

#1 Lower Left Right

(Left) Ball 5-Bank D.T. 5-Bank RIO 4-Bank D.T.

Trough

11

Upper Left

5+ 27 94' 35

Right

Turbo

Middle

D.T. Middle Upr. Middle Bumper

Q 19 43

#2

Bail

Lower Left

5-Bank D.T.

Trough Upr.

12

Middle

K4 20

Upper

5-Bank

D.T. up.

Left Right

RIO 4-Bank D.T.

Mid.

6+ 28

Top

9 36

Right Left

Slingshot Slingshot

51 59

4

Right

Ramp

Enter

PT

Ramp

Kick Big

Right

Orbit Roll-

Gate Bottom over 5w.

44 52 60 ni

Center

Coin

5

Left

Coin o

#3

Ball

Trough

13

#4

Ball

Trough

14

Lower Left

5-Bank D.T. 5-Bank RIO

Top

Upper

D.T.

Left

Top

M

21

74 29

Center

8+

22

Capfive

3-Bank D.T. Ball S-U

Left Target

30

Top

Lane

Left

Paddle

Wheel

Front Lock

37 OPTO 45

Top

Lane

MID LT

Paddle

Wheel

Back Lock

38 OPTO 46

RT

Ramp

Skill

Shot i

53

RT

Ramp

Skill

Shot2

54

Left

Orbit

Rollunder

61

Left

Return

Lane

62

WUT..I

I

CNIO-3

.

.CN1O2

Slam

Tilt

7

Extra Ball

Button

8

#5

(Right) Ball

Trough

15

Shooter

Lane

16

Center

3-Bank D.T.

Middle

8

23

Center

3-Bank D.T.

Riht

8 24

VUK

31

Upper

RT

Ramp

ExitGate

32

Top

Lane

MID PT

39

Top

Lane

Right

40 i i

Right

Return

Lane

47

RT

Ramp

Skill

Shot3

55

Poddie Wheei

Not Used Entrance

(on P/F)

.

.8 OPTO 56

Left

Flipper

Lower

63

Right

Flipper

Upr./Lwr.

64

. . .

8

.WUTJ'bV

VElU! I%I

CN1O-1

30 Game Diagnostics

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Switch Matrix Locations, Descriptions & Switch Part Numberst

±WltchMàtrIx:Np.

& Description

I

.

PÓrt No.

Plumb Tift (See Item I 7. Cabinet Parts Pape 41)

Right Coin (On Coin Door)

-- Q2_ 4th Coin (On Coin Door)

--

Credit Button (Left of Coin Door) 500-5097-02

180-5024-W

__p4.:..

_Q:_ Center Coin (On Coin Door) 180-5024-00

Left Coin (On Coin Door) 180-5024-W

_Q:_.

Slam Tilt 180-5022-W

_Q_.

09

Extra Ball Button (Under 03)

NotUsed

180-5073-cO

--

10 NotUsed

__i_i_

#1 (Left) BallTrouah

_]2_ #2BallTrouqh

--

180-5119-W

180-5119-00 wJtch Matrix

No &

Part

No

_j._

#3 Ball TrouQh 180-5119-00 i4_

#4 BaIl Trough

____]___

#5 (Right) Ball Trough

_j_&__

ShooterLane

180-5119-00

180-5118-00

180-5100-01

_i_z_

Lower Left 5-Bank D.T. Bottom 104

___iì__

180-5104-00

Lower Left 5-Bank D.T. Lwr. MID J4 180-5104-00

J2_ Lower Left 5-Bank D.T. Middle Q+ 180-5104-do

2Q Lower Left 5-Bank D.T. Upr. MID K4 180-5104-00

2i_

Lower Left 5-Bank D.T. Top

22_

Center 3-Bank D.T. Left 8+

M

180-5104-00

180-5104-00

2_

Center 3-Bank D.T. Middle 8+

24_.

Center 3-Bank D.T. Right 8

180-5104-00

180-5104-00

Upr. LT 5-Bank Rollover D.T. BOT 34 180-5104-00

_2_ Upr. LT 5-Bank R/O D.T. Lwr. MID 4+ 180-5104-00

_27_

_2&

Upr. LT 5-Bank R/O D.T. Middle 5+ 180-5104-00

Upr. LT 5-Bank R/O D.T. Upr. MID 64 180-5104-00

_22_ Upr. LT 5-Bank Rollover D.T. ToD 74 180-5104-00

__Q_ Captive Ball Stand-Up Target 515-5967-08

Vertical Up-Kicker (VUK) 180-5116-00

180-5087-00

---

Upper Right Ramp Exit Gate

Right 4-Bank Drop Target Bottom 94 180-5104-00

Right 4-Bank D.T. Lower Middle 9+ 180-5104-00 --

Riaht 4-Bank D.T. Upper Middle

-x- Right

94 180-5104-00

180-5104-00

--

4-Bank Drop Target Top 9

Top Lane Left

Top Lane Middle Left

_2_ Top Lane Middle Right

500-5707-00

500-5707-00

500-5707-00

500-5707-00

___4Q_

Top Lane Right

180-5015-01

___4j_

LeftTurbo Bumper

CenterTurbo Bumper 180-5015-01

_42_

180-5015-01 Right Turbo Bumper

__4_

__44_ --

RiQht

Paddle

Front

Ramp

Wheel

Entrance Gate

Lock OPTO

Paddle Wheel

Transmitter

Receiver

Transmitter

Receiver

-f- Back LockOPTO i

80-5090-00

520-5102-00

520-5103-00

520-5102-00

520-5103-00

Right Return Lane

500-5706-00

-

48 Not Used

500-5706-00

42_ Right Outlane

Right Ramp Left Stand-Up Tarçiet

__Q_

Right Slingshot

___i_

Right Ramp Kick Big Bottom

---

Right Ramp Skill Shot i

__4_

Right Rame Skill Shot 2

.

Right Ramp Skill Shot 3

-----

Paddle Wheel

L

OPTO _::_

--

__2_

Entrance

Left Outlane

Right Ramp Right

Left Slingshot

Transmitter

Receiver

Stand-Up Target

_Q_ Right Orbit Rollover

Ái_

Left Orbit Rollunder

_2_ Left Return Lane

63* Lower

Left Flipper Cabinet via Q7 (Transistor) on SSFB

____

64*

Lower & Upper Right Flipper Cabinet via 05 (Transitor on SSFB

515-5967-08

180-5054-00

500-5706-00

500-5706-00

500-5706-00

180-5126-00

520-5102-00

520-5103-00

500-5707-00

515-5967-08

180-5054-00

500-5707-00

180-5090-00

500-5707-00

180-5124-00

180-5124-00

*

Location - In Cabinet

t

Specify Game N2 (31) & decal description if applicable.

Game Diagnostics 31

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LAMP TESTS

Controlled lamps are configured in an 8 x 8 matrix of columns (lamp drives) and rows (lamp returns) with up to 64 lamps possible. The lamp tests include four parts, all lamps, lamp return (row), lamp drive (column), and discrete

(individual) lamps. Row and column wire colors are indicated in the discrete lamp test using corresponding resistor color code numbers.

All Lamps

From the Active Switch test, operate the STEP push-button switch. The dot matrix display will indicate ALL LAMPS and all controlled lamps will light.

Lamp Returns (Row)

From the ALL LAMPS test, depress the STEP push-button switch. The display indicates LAMP RETURNS, wire color and the LAMP RETURN driver transistor. All controlled lamps in row i should be lit. Operating the Game

Start push-button switch cycles through each of the rows separately.

Lamp Drives (Column)

From the LAMP RETURNS test, depress the STEP push-button switch. The display will indicate LAMP COLUMNS, wire color and the LAMP DRIVES driver transistor. All controlled lamps in column i should be lit. Operating the

Game Start push-button switch,cycles through each of the columns separately.

Single Lamp

From the LAMP DRIVES test, depress the STEP push-button switch. The display will indicate the lamp name. The display indicates the row and column wire colors and the lamp matrix number. Lamp 01 should light. With the

FORWARD/REVERSE push-bufton switch in the FORWARD (up) position, operating the Game Start push-button switch selects higher-numbered lamps; with it in the REVERSE (down) position, Game Start selects lower-num- bered lamps.

LAMP MATRIX CHART

Column

Row

GPID

:

Q7I 2 WO 3

YEL-BRN YEL-RED

CN7-1 i

Q72 Bank Heist

(Caplive

RED BRN

BalD

Q69 4 Q68 5

YEL-ORN VELBU(

Shoot

21

Again (When

U

Q67 6

Skill

Shot #1

Bottom

Q66 7

Top Lane i

Q65 8

YELGRN YEUBW VELVIO YELGRY

CN7-2 CN7-3 CN7-4 CN7-6 CN7-7 CN7-8 CN7-9

(Left)

Turbo

Bumper

¿t

Ramp

Joker

#1

(Bottom)

Q64

4 Of-

A-Kind

2

Dffl1

"I..-

Q73

V

&kl

Two of

Hearts

CN6-2 02

3 Q74 Three of

DhJDM

Hearts

3

CNÓ-3 03

6 Q77 Six of

Hearts nE'II'

CNÓ_7.

o,

06

7

R

18 Jack of

:

Spades

('21

CÑ6-8

Lock #3 r%('t

SpecIal

10

11

4 Q75 Four of Jackpot

RED-YEJ.

Hearts

4

(RightRamp

Enter Right)

CN6-5

04 12

5 Q76 Five of

Hearis

CN6-6

'!

5

05

Poker

Champion- ship

18

Lock #2

. d

'"

19

(ilght)

Tubo

Bumper

27

Skill

Shot #3

35

Lock #1

Coop s

Cash

20

Not Used Lauren

Belle

13 21

Spot

Card

(Left)

Spot

Card

(Right)

14

Bank

Heist

22

Angel's

Revenge

(Conter)

Turbo

Bumper

26

.

28

5 MII (1)

(Left)

29

Skill

Shot #2

34

Not Used

3ó i o of Clubs i

Diamonds i

0+

1

04'

37

5 MII (2)

(Middle ExtraBall

Left)

30 38

Top Lane 2

Ramp

Joker #2

42

(Middle

5o

Top Lane 3

Ramp

Joker #3

Crop)

43

51

Top Lane 4

Stagecoach

(RightRamp

44

Enter Left)

52

3-Of-

A-Kind

58

Slraight

59

Royal

Flush

60

Ace of Seven of Two of

Spades

M

45

Clubs

Diamonds S-U

7+

53

2+

61

1

0 of Spades Seven

/Hearts

104 lO

46

7+ of

Diamonds

54

Two of

ClubsS-U

2+

ó2

5 Mii (3) S $

(Middle (Right Orbit) ÇVUK)

(#4) (#2)

Six of Clubs Extra

I Diamonds Bail

6+ 6+ Button

8: Q79 l'w

Gb

I'..I

CN6-9

:

Raise/

Fold

08 i

(One)

Pair

16

Stage

Coach

24

5 Mii (4)

(Right)

32 s

Oamp Enter)

(#3)

40 s

(Left Orbit)

(#1)

48

Seven of Hearts

7

56

Start

Button

64

32 Game Diagnostics

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Lamp Matrix Location and Descriptions

JmDMatñx

No. & Description LarñDMàtrjxNo.'&Descriptjon

_.Qi_

Bank Heist (Captive Ball)

_Q2_

_Qi_

._Q__

Two of Hearts 2V

Three of Hearts 3

_QL Four of Hearts

_.Q__

4

Five of Hearts 5

SixofHearts6

24 Stage Coach

25 (Left) Turbo Bumper

27 (Right) Turbo Bumper

28

29

(Center) Turbo Bumper

Lock #1 (Joker)

5Mil(1)(Left)

_.QZ_

Jack of Spades J+ ('21 ') 30 5 Mii (2) (Middle Left)

_Q_ Raise I Fold 31 5 Mil (3) (Middle Riçjht)

_.Q2_

Shoot Again 5 Mil (4) (Right)

_i_Q_

Lock #3 (Joker) 33 Skill Shot #1 (Bottom)

_j_i_ Special

J.2_ Jackpot (RT Ramp Enter Right)

__j___

Not Used

_j__.

Spot Card (Left)

_j._ Spot Card (Right)

__.&_ i

_iz___

_i&

21

(One) Pair

When Lit

Poker Championship

_4_ Skill Shot #2 (Center)

35 Skill Shot #3 (Top)

Not Used

Z& Ten of Clubs 104'

37B Ten of

..&

Diamonds 10

Extra Ball

39

$

(Right Orbft) (#4)

40

$

(Ramp Enter) (#3)

Lock #2 (Joker) 41 Top Lane

1

4'

_2Q_

__2a_

Coop's Cash

_aL Lauren Belle

22_ Bank Heist

Angel's Revenge

.42 Top Lane 2

43 Top Lane 3 4

44 Top Lane 4

45 Ace of Spades

M

_Liy"o. MdtrIx Nô.

4&

Ten of Spades i

04

_4_

& Déscrløtlon

Ten of Hearts 10

-- s (VUK) (#2) s (Left Oribt) (#1)

_42_. Ramp Joker #1 (Bottom)

__Q_

Ramp Joker #2 (Middle)

__i_ Ramp Joker #3 (Top)

52 --

Stagecoach (Right Ramp Enter

Left)

Seven of Clubs 7+

._.4_

_&

Seven of

Six of

Diamonds 7+

Clubs 6+

_.ft.

Six of Diamonds 6+

__&_ Seven of Hearts 7v

4-Of-A-Kind 57

3-Of-A-Kind 58

59 Straight

60 Royal Flush ol

Two of Diamonds 2+

_2_

(Stand-Up_Right)

Two of Clubs 2+ (Stand-Up Left)

Extra Ball Button (Front of Cab.)

Start Button (Front of Cabinet)

Please Note:

General Illumination (al.)

Lamps are not shown.

For Bulb Types & Sockets, see pages 46 & 47

33

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FLASH

LAMP COIL

TESTS

Twenty-Two regular (pulsed under microprocessor control) coil drivers

The Left/Right relay is used in conjunction with drives i through Bto are switch provided to switch ground

+32 volts between coils to ortlash coils. lamps; these sets are termed "left" and 'right". This relay is located on the PPB board which provides isolation diodes and current Jimting resistors. This effectively provides 29 regular coils.

From the Single Lamp test, depress the STEP push-button switch. All Flash lamps will fire randomly. This

Flash Lamp allows the Techrncian to easily spot any burned out bulbs and replace them without stepping through the tests

:

.:

:

: below.

Automatic

From the Flash Lamps test, depress the STEP push-button switch. The dot matrix display will indicate ALL

COILS. The test pulses each regular solenoid or flash lamp sequentially with the coiVflash lamp names and

Test the wire colors indicated in the display.

.

Select Coil

. . . . .

:

From the Coil Test, depress the STEP push-button switch. The display will indicate the

SELECT and then name of i st drive and the wire colors. Operate either Flipper push-button switch to select the cou or flash lamp to be tested. With the desired drive number indicated in thedisplay, depress the switch to cause it to be pulsed repeatedly.

Return To From the Select Coil test, depress the STEP push-button switch once. The game returns to the game-over

Griie Over mode.

Backbox Flash Lamps f

BRN ORG

WHT/BRN BLK/ORG

.

GRNO

ORG

BLK/ VIO

ORG

BIK/YEL

ORG@

DLIIDLU

ORG

BLK/GRN

ORG

BU(/BLU

BLK/GRY

®

ORG

BLK/GRY

ORG

81K/ViO c c

I

iiii:i

4-Ball Ass'y Lockout

ß

Lwr. LT 5-Bank DT Flash

_1R_

Skill Shot Flash

.02..

PIatic Ramp Diverter

iL

Ball Release (Eject)

Jfl

Loft/Right tAlB) Relay

iR

Jokers Flash

_L_

_R

Skill Shot Launth 50v

Turbo Bumpers Flash

J

Ball Lock Assembly

Ja..

5-Bank Lwr. Left D.T.

_AL

Paddle Wheel Flash

_4R_

_L

5-Bank Autodrop Reset Up

5R

Lower Left Flash

_L_

_R_

_ZL_

_2R

5-Bank Autodrop Down

3-Bank Drop Target

Right Drop Target Rash

4-Bank Drop Target

3-Bank D.T. Rash

J4 Upper VUK 50v

J5

Upr. Left Ball Deflector 50v

J

Paddle Wheel

Left Turbo Bumper

J7..

Jj Bottom Turbo Bumper

RIght Turbo Bumper

jQ

Left SlIngshot

Right Slingshot

J

Laser Kick 50V

IL_

Knocker3ttv i2...

Note: Shaded areas not shown on Diagrams.

G.I. General Illumination Lamps

34 Game Diagnostics

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s i

L i

R

L__

2R

[_

3R

:L-

4R

5L

5R

L__

6R

7R

[_

8R

6-

i-o- fi_

.

Coil:

Switched, CPU

4ßaII Assembly Lockout

Flashamp: X4 P/F, Insert XO

Controlled Auxiliary & Constant Power Solenoids

Ll

VIOBRN

PPB

j

2-1 pp

BRN

PPB

J

6-1

2

Q46 CPU

BLKBRN ORN

PPB

J

6-4,

5

Skill Shot Flash

Coli: PPB PPB

VIORED BRN

Ball Release (Eject) 2-2 J

6-1

.

2

X4PIFlnsertXO

Q45 CPU

Flathlamp:

BLK-RED

PPB

ORN

PPB

Jokers Flash 9-2 J 6-4.

5

PPB

Ccli:

Q5 PPB VIO-ORN

PPB

B-2

YELIVIO

Skill Shot Launch 50v

J 7-8

PPB Flashlamp: XSPIF,lnsertXl

Turbo Bumpers Flash

Q44 CPU

BLIORN

PPB

j

93 ORN

Coil:

5-BankAutodropDown

Rashlamp:

X3PIF,lnsortXl

Paddle Wheel Flash

Q43 CPU

VIOYEL

BLKYEL

PPB

2-4

PPB

BRN

ORN

J 6-4, 5

J

PPB

6-1.2

PPB

J 6-4 5

PPè

CoB:

5-Bank Drop Target

Q4 PPB

VIOGRN

PPB

8-4

PPB

YELNIO

Rashlamp: X2Pi,Ins.rtX2

Lower Left Flash

Q42 CPU

BLlGRN ORN

7-8

PPB

Coli:

3-Bank Drop Target

Rastilamp: X2Pi,lnseitX2

Right Drop Target Flash

Q3

Q41

PPB

VIOBLU

CPU BLKBLU

PPB

8-7

PPB

YELNIO

ORN

J

6.4.

5

PPB

J 7-8

PPB

J S-4.

5

PPB

Coli:

4-Bank Drop Target

Rashlamp: Xl PJF,lnsettX3

3-Bank Drop Target Flash

Coil:

Knocker 32v (In Cabinet)

Flashlamp: X2PIF,lnsertX2

Lower Left 5-Bank D.T. Flash

Q40

Q39

CPU

CPU

VIOBLK

BLKVIO

VIOGRY

BLKGRY

2-8

PPB

PPB

2-8

PPB

j

g-8

CPU

32V R

.

32V L

32V L

32V R

50V

________

32V R

32vR Bulb #89

________

L

R

________

50V L

32V R

rI

25-1240

________

Bulb #89

________

23-800

_________

Bulb #89

________

23-800

________

Bulb #89

________

23700

Bulb #89

________

Bulb #89

________

BRN

ORN

PPB

J 6-1

.

2

PPB

6-4.

5

32V L

'

R

23-700

________

Bulb #89

BRN

PPB

J

6-1

2

32v L 23-800

_________

________ J

PPB

6-4,

5

32V R

Bulb #89

________ ________

Coil:

Plastic Ramp Dlverter

Coil: Located on PPB In Backbox

Left & RIght Relay

Coil: Locad on Power

Stq3çly

Bd.

G.l. Relay iT-

Coli:

RIverboat Post Ball Lock Assembly i-è-

:ïT-

;j---

:j--

:17-

:j-j-

:jj-

Coil:

5-Bank Lower Left Drop Target

Coil:

Upper VUK 50v

Coil:

Upper Left Wheel Ball Deflector

Coil:

PaddleWheel

ColI:

Left Turbo Bumper

Coil:

CenterTurbo Bumper

Coil:

Right Turbo Bumper

Q30

Q29

Q28

Q27

Q26

Q24

Q23

Ql

1

Q9

Q8

CPU BRNBLK

CPU BLKRED

CPU BRNORN

CPU BRNYEL

CPU BRNGRN

Q25/Q3 PPB BRNBLU

CPU BRNVIO

CPU BRNGRY

CPU BLUBRN

CPU BLURED

CPU BLU.ORN

2-1

CPU

CN 12-5

CPU

CN 12-4

CPU

CN i

2-5

CPU

CN 12-6

PPB

8-7

CPU

CN 12-8

CPU

CN 12-9

CPU

CN 19-7

CPU

CN 19-4

RED

RED

RED

VlO-YEL

RED

RED

CN

3-67

PS

CN

6-7

PS

CN 3-Si

CN 3-6,7

PS

CN 3-6.7

PPB

J 7-3

PS

CN 3-6,7

PS

CN 3-6,7

CN 3-6

______

CN 3-6

RED

CN 3-6

.

32v

32V

32V

32v

50V

32V

32V

32v

32-1 800

24V DC

_______

24V

DC

27-1 500

27-1500

Relay

23-700

-

-

Coli:

LeftSllngshot

Coil:

RlghtSllngshot

.

QiO

Q12

CPU BLUVEL

CPU BLUGRN

CPU

CN 19-3

CPU

CN 19-6

CPU

CN 19-8

RED

RED

CN 3-6

CN 3-6

32V

32V 23-800

Coil:

Laser KickSOv

-

SSFB

-illzsTh- I

Lwr. RL Flipper BLU-VIO

SSFB CN1-7

23-900 i -

BLU/VEL ORWVIO

55FB Lwr. Lt. Flipper

________

BLUGRY

SSFB CN1-ll

23-900 i -

GRVIYEL ORN/GRY

55FB Upr. RL Flipper

I

23-90Ö -

BLUEL

ORN/GRY

GRY-VlO

SSFBON1-12

50V

______

CPU

CN 19-9

Q13/Ql PPB

BLUBLK

-

GRN-GRY

CPU cN$4

TO

SSFB cNl4

__________

GRN-GRY

Flipper Solenoids -i-

WHT-GRY

.

BRN-VlO BLK BLK-WHT pp J71, .s to sss ct.e,

-a

CPU CNIO-1 TO

SSFB CN1-S

__________

WHT-VIO

RL EOS SW.

TO 0111-1

CPU OtIS TO

01114

BRN-GRY BLK BLK-WHT pp J71,

5 to CPU CNIO-2 TO

SSFB CN1.5

LT. EOS SW.

TO cNl-9

CPU ONS TO

0N14

CPU CN8.9 TO

SSFB CN14

__________

PS

GRY-GRN-GRY

PIS ON1-lO, -11, to

N2-7. -8

50v

50v

I

QZ Q3

I

CN2-7, 8

I

BYAC

SRl

BVAC

QlO, Q9,

I

SR2 cN2-4, 5

_________

WHT-GRY

CPUcNle.2T0

SSFB ON1-lO

________

Not

Used

BLK

CPUcNTO

0N14

BLK-WHT

PJ7l,.5to

GRY.GRN.GRY

PN14O,il,to

SSFB N27,

8

50v

I

BVAC

016,015,1 SRS

CN21, 2

__________ ________ ________ __________ _____________ ____________

GRN-GRY

CPUCNB4 TO

SSFB Nl4

GRY-GRN-GRY

P/S ONl-lO -li, to

SSFB ctl2-7, -8

23-800

______

Game

Diagnostics

35

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1-L\R

2-L\R

[T2

1W

122

3-L\R

4-L\R

5-L\R

6-L\R

7-L\R i;ir

11W lNC

OT

T

IOEIIS

I I

3' nJo .we

4) I

(3)

*2O.L r.

(I) pT

(4)I

2

(4) Ia

L1

(2)

IT

(2)

(4> m214T

011W

TMGCT

I2T

Ia

(1)

3 IaIa O«OP

(4)

II

2t

____

36

Game

Diagnostics

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s

Technical

Notes

s

Game

Diagnostics 37

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PARTS

IDENTIFICATION

Backbox Parts

For Fuse descriptions & locations, see page 4.

CPU Board

s

Sound Board

(Display Controller Board

Behind 7)

NOTE: An asterisk

(*)

(shaded items) indicates item is not noted in this illustration. ii::::::..Jiirr1r:1

-

--

.M;]f1TT;

. ....

11[:

38 Parts Identification

PDF compression, OCR, web optimization using a watermarked evaluation copy of CVISION PDFCompressor

.

PARTS IDENTIFICATION

ß1 asterisk

(*) items) indicates

Dt noted in this n.

Item Description Part No.

!rn

Description

_.i_

_2_

Yellow Poker Chip Shooter Assembly

Flipper Button Red Assy (Solid) (ety. 2)

Aflior

- Left & Right

----

Leg Bolt (BLK) -16 x 2.% Hex Hd. (oty. 8)

231 -5000-01 21 Recessed Cup for Line Cord

__4__ Cash Box Plastic Bottom

500-5856-06 19 Playfield Glass (LP.) 21 X

43

500-5026-32 20 Side

545-5090-00 22 Line Cord 10' ROJ 3 Maximum

'

-s---

Power Sw. DPST Toggle (Under Cab.) i 80-5001 -00 23 Front Molding Lockdown Assy

535-5020-50 24 Front Moldirg - Black

6

Leg (Black)

(Oty. 4)

_z___

-p---

-p---

_iQ.

_i_i_

_i2_ i

2A

1

28 l_0g Leveler%-1xs (oty.4)*

Cash Box Lock Bracket

Service Outlet

Transformer

Speaker-Round - 8

Speaker Gnll 7 X 7

Dual Switch ASS'Y (Includes 12A-12C)

Memoty Protect Switch

Interlock Switth

500-5017-00

535-521 5-00

1

80-5008-01

01 0-5008-00

031 -5005-00

535-6830-00

500-5808-00 i

80-5000-00 i

80-51 36-00

25 Solid State 3-Flipper Boai1 (SSFB)

26 #1 Roto Lock Male, (Femaile -02)

*

27 Rear Plasc

Ext. P/F Glass 20-%

..2L Mounting Fm. Rubber for Ext.

29 Plastic Channel Left & Right

...Q.

31

Backbox Hinge Left

Backbox Hinge Right

32 Coin Door (wNalidator) USA

SudO & Pivot Support Bracket Right*

Bracket 535-6958-00 Slide & Pivot Support Bracket Left

__i2Ç_ i

3

Service Switch Set (Step Up I Down)

'ocated on the Coin Door By Lock

34 Edge Slide Bracket

Playfield Support Slide Rev. A

_j_4_ Flipper

Switch, Left

_j___ clipper Switch, Right (Top/Bottom)

_iß_ Cash Box Cover (Validator)

_j.z_ i 7A

Plumb Bob Tilt Ass'y(lncl. 17A-17D)

Hanger Bracket (tilt)

1

7B Hanger Wire (tilt) (Attach to 17A)

17B)

1

7C

ji_

Plumb Bob (tilt) (Attach to

Contact Bracket (tilt)

_i__ Volume Control Single 10k Pot

1

80-51 22-01

1

80-5048-00

535-501 3-03

500-5023-00

535 5221 00

535-531 9-00

535-5029-00

535 5220 00

123-5000-02

36 Start Button Switch Ass'y (Maverick) tra Ball Switch Assy (Orange)

3 g'

Playfield Support Bat (Stay Ami)

/16 Hex Key Allen Wrench oxiCabinet Matnx/Fuse Info

40 er.Boat Cover

* 545-5165-02

F

hâker Mothr (NotUsed This Game) 5j5893-00

42 * Shaker Motor P C Board (Not Used) 520 5065-00

KnockerAssembly

Part No.

660-5001-00

535-6831 -00

545-5122-00

034-5000-10

500-5020-01

500-5757-0

1

520-5076-00

355-5006-01

545-5038-00

626-5001-00

545-5017-00

51 5-5987-00

515-5987-01

500-5018-17

535-5989-00

535-599f-00

535-5988-00

535-6862-00

535-501 9-00

500-5728-05

500-5779-07

777-0001 -00

820 61 04 03

500-5081-00

Parts Identification 39

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PLAYFIELD - MAJOR ASSEMBLIES

t

__j_

_4&

_.4__

---

__z__

__Q_

___ì_

Description Part No Item Description Part No

4-Ball Sw. Asm. (Under P/F) 500-5891-00 13A Maverick 5-BankSpecia D.T. 500-5912-00

Lock Ball Asm. (Under Arch) 500-5684-01 13B Autodrop Asm. (Atch. to i

3A) 515-6111-00

Deflector for 4-Ball Asm. 535-6606-01 14 3-Bank Drop Target Assembly 500-5621-03

Flipper Asm.. Lower Right 500-5693-01 15 4-Bank Drop Target Assembly 500-5621-04

Flipper Asm., Lower Left 500-5693-02 16 5-Bank Drop Target Assembly 500-5799-05

Flipper Asm., Upper Right

500-5914-01 17 Stand-Up Narrow Trqt. (Qty.

2)

500-5857-08

Slingshot Assemblies (Qty.

2)

500-5226-00

j

Paddle Wheel Assembly 500-5854-01

500-5839-00 1BB

Vertical Up-Kicker Asm. (VUK)

Ball Lock Assembly 500-5867-01

Paddle Wheel I Left Orbit

Turbo Bumper Asm. (Qty.

3)

500-5227-02

. 9

8

-

Assembly 500-5862-01

Ball Deflector Assembly

Skill Shot Launch

I

Plastic Ramp Diverter 515-6139-00

Knocker Assembly (In Cabinet) 500-5081-00 20A

Poker Chip Shooter Asm. 500-5856-06

__ii_

_.ig_

Laser Kick Back Assembly 500-5838-00

t

See Unique Parts for Major Assembly Breakdowns.

Plastic Ramp Gate Asm. o s w 2

( )

40 Parts Identification

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PLAYFIELD - RAMPS

j

?r i

J_ti Right Plastic Ramp Assembly

t

500-5883-01 5 Shooter Lane Wire Ramp Ass'y 500-5895-00

_a_

Left

Description

Right Return Wire Ramp

Part No

Return Wire Ramp Assy.

t

500-5884-00

Item

535-6253-00 5A

5B

Description

Shooter Lane Wire Ramp

Snap-In Minimars Red (aty.

2)

Part No

515-6106-01

550-5030-02

500-5885-00 5C Clear Butyrate Around Lights 830-5466-32

__4_

Skill Shot Flat Ramp Assy.

4A Skill Shot Flat Ramp 515-6145-00 5D Mini-Foam Pad Hold Down

4B Microswitch 180-5126-00 5E Clear Butyrte Small 830-5466-29

4C Diode

1

N4001

1 1

2-5001 -00 5F

#2-56

5/8

HWHS Screws

(Qty.

2)

237-591 7-00 6

t

See Unique Parts for Ramp Assemoly Breakdowns.

Screws

(Qty.

2)

VUK Exit Wire Ramp 535-6299-01

Parts Identification 41

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PLAYFIELD

-

TOP PARTS

(LOCATIONS)

(See Tables on next page for descriptions/part numbers)

Notes: butyrate complete sheet PN is 830-5466-XX. w are the individual locations for the pieces.

Not Shown:

Item -1 5 is the Narrow Backpanel Butyrate

Item -16 is the Wider Backpanel Butyrate

Item -17 is the Key Chain

Item -18 is the Backbox Header

Clear Pieces (Unnumbered):

Item -34 is over item -12

Item -33 (Small) is over item -07

Item -35 is over item -08

Riveted

Item -05 & Item -06 have 2 lights/sockets riveted to

Butyrate Assemblies: the butyrate. The part number to order if the

Butyrate with lights below under

I sockets is the item number. required are noted

31

33

::

.a

.

Order

515-6074-00 for butyrate including riveted Iights/ sockets. s:

35

Order t::,,

5154160-00 tf:.. for butyrate including k riveted Iights

, sockets.

;;; Ramps are not shown on drawing for clarity. See

Playfield - Ramps (pg. 41) & Unique Parts (pgs. 64-

67) for other Top Parts on the ramps.

®

General Parts

oPainted

Butyrate Pieces

Clear Butyrate Pieces

#

All Rails (Flat, Wood, & Steel)

.

.

All Ball Guides (Plastic & Metal)

All Wire Forms (Metal)

42

Parts Identification

PDF compression, OCR, web optimization using a watermarked evaluation copy of CVISION PDFCompressor

*

PLAYFIELD - TOP PARTS (TABLES)

(See diagrams on previous page for locations, except for items noted with an asterisk*)

Description Part No.

Bottom Arch Assembly (Metal) 500-5861 -01

51 5-51 33-01 -01 ftem

1

---

Plavuield

SA

Hanging Bracket X2

Pivot Pin Bracket Ass'y Right

1

8B

Description Part No. item

____i_

2 - 1hh16 Steel Balls, 1-Captive,

4-Play (5 Total)

.---

Pop Bumper Cap (Clear) X3

4+ Flipper & Shaft Ass'y White X2

260-5000-ao

550-5057-01

16 Mini-Mars Light Cover Yellow

Pivot Pin Bracket Ass'y Left

Both Inci. Pivot Brkt. Screws X4

550-5031-06

535-5216-03

500-5329-00

500-5329-01

237-5907-00

Flipper & Shaft Ass'y White Xl

51 5-51 33-01 -02 and T-Nut X4 240-5101-00

Left Orbit Switch Gate See Flat Rails 19 Stay Arm Holder

535-5747-00

---

i

-Way Gate to Paddle Wheel See Flat Rails 20 Plastic Riverboat

1

-Way Gate to VUK See Flat Rails

__7__

_L

_ì_

Lite Hood Top Lanes Yellow X5 550-5036-06

Spot Lite & Bracket Ass'y ia:

Lite Cvr.

Xl

E_:

Lite Deflectors on Ramps X2

ii_:

Lite Cvr. Red Enter Ramp

500-5893-00

51 8-5026-1

1

545-5014-02

Yellow Skill Shots X3 545-5014-06

n:

Lite Cvr. Flo. Org. Enter Ramp 545-5014-10

550-5031-10

.__:!i

Mini-Mars Lite Cvr. Flo. Org.

._i_ Mini-Mars Lite Cvr. Snap Red X4 550-5030-02

. .

Desc.: Butvrate Part No.

P/F Butyrate Pieces

t

(1

-34) 830-5466-XX

t

To order replacement Butyrate, fill in the last 2

#s with the corresponding # printed on each piece. For location dia ram for bu rate on the previous

.

I

- .

545-5539-02

Clear Butyrate, describe location. Please view the

- -

.

- -

. i

.-

, . . . '

-

-_

. -

Desc Mylar Part No Item Desc Ban Guides (G)

_4_

Part No

Item

!i_*

Mylar Pieces (Clear Pre-Scored) 820-5841 -00

Ma.:

Mylar Pad (Clear :. 1" Sg.)

_:

X3 820-5815-00

Front of Slingshot Clear Mylar 820-5821-00

-

_________________________ ____________

Gi Ball Guide Upper Right Return 550-5043-01

G2 Ball Guide Lower Right Return 550-5037-01

G3 Ball Guide Upper Left Return

Ball Guide Lower Left Return

550-5038-01

550-5064-01

Desc Decals Part No pi_t Decal SheetforArch & Bumpers 820-6108-XX fla.: Decals for 3-Bank Drops 820-61

1

0-01

Decals for 4-Bank Drops 820-61

1

Item Desc.: WireForms (W)

No

Wi Wire Form on Ball Guides X2 535-5642-00

0-02 W2 Wire Form

1 "

Xl

O

Part

535-5300-05

820-61

1

0-03 W3 Wire Form 2.5" (Upr. Flipper) 535-5300-01 p.4_:

Decals for 5-Bank Upr. Drops

820-61 10-04 W4 Wire Form 2" ø .120 (3-Bank) 535-5356-01

Decals for 5-Bank Lwr. Drops -

!!!fl .

.!J.

________________________

Flat Rail Outer Left Orbit

R2 -

--

Flat Rail Inner Lt. Orbit w/Gate

-

Paddle Wheel Gate Riveted

Flat Rail Behind VUK w/OPTO 51 5-61

1

7-01 W10 Wire Form on Ramp Exit Gate

Flat Rail to VUK Left with VUK

R4

-- Gate Riveted

Flat Rail to VUK Right

_&_ Flat Rail Outer Right Orbit

__z_ -- Flat Rail Inner Right Orbit

Flat Rail Left Outlane

Flat Rail Bottom Arch Left

____________

535-6231 -01

500-5904-00

51561730

---

Wire Form on VUK Gate 535-7112-00

W9 Wire Form on Ramp Enter Gate 535-7163-00

Wire Form 2.75" Upr. 5-Bank 535-6492-02

535-6250-01 W13 Wire Form 8.844" Shooter Lane

535-6304-00

535-6232-01 W14 Wire Form 6.75" Right Outlane 535-6992-05

535-6230-01 :* Shùbbers

...

LFiip.

(Not

Ud)

:

535-5373-01

535-6237-01

535-6240-01

_w_

Wire Form 2" ø .090 (4-Bank)

W6 Wire Form on Left Orbit Gate

535-5300-10

535-7078-00

W7 Wire Form on

Paddle Wheel

Gate 535-7087-01

W12 Wire Form 5.75" Inner Rt. Orbit 535-6492-12

535-6546-01

..

DiOthÒrPthtNüMbÓrë

.

44 Rubber Parts

i2

Flat Rail Bottom Arch Right 535-6239-01

fl_ii

Steel Rail Mini Upr. Left Corner

i?

Steel Rail Playfield Right

_i

535-7097-00

535-6265-01

Wood Rail 15" Top of Playfield 525-5007-12

Wood Rail Bottom Left Playtield 525-5376-00

45 Posts

46 Lamps with Sockets

47 Lamps with Sockets & Lamp Boards

See Table of Contents to find any other parts.

Parts Identification

43

PDF compression, OCR, web optimization using a watermarked evaluation copy of CVISION PDFCompressor

o

Item A is located on the

Knocker,

Skill Launch,

VUK, and

Laser Kick Back.

0

Item B locations are not shown to maintain clarity in this diagram.

An example of item B is located under item E at left outlane.

PLAYFIELD - RUBBER PARTS

_L

__t_

_ç_

_p__

-g---

__f__

-g-

Post Rubber (Sleeve Short) 24 545-5151-00 J

Flipper Bushing Small)

Flipper Rubber Rings

Post

Rubber Bumper

Rubber (Sleeve Tall)

3/16" l.D.

5/16"

3/4" i

D

Black Rubber Ring 11 545-5348-01

Black Rubber Ring 2 545 5348 04

_t!_

1

LD. Black Rubber Ring

4 545-5105-00

O

3

545-5192-00 K

1-1/2" l.D. Black Rubber Ring i

2"

I

D Black Rubber Ring

545-5277-00 L 2-1/2" l.D. Black Rubber Ring

4 545-5308-00 M 3/8" O.D. Black Rubber Ring i

545-5348-05

. j..

ID. Black Rubber Ring 8 545-5348-02 N j ..:.Bumper

2-3/4" l.D. Black Rubber Ring 2

1-3/4"

1

D

PostRubbèr

....

Black Rubber Ring

2

2

5

.:o

O

545-5348-07

545-5348-08

545-5348-09

545-5348-19 .45.g.;

545-5348-20

545-5348-21

t

Items with a zero qty. are not used in this game.

Please note, the size and/or quantities may change as production continues.

44 Parts

Identification

PDF compression, OCR, web optimization using a watermarked evaluation copy of CVISION PDFCompressor

0 i

A

A

II

4

[;I

B[.]

!:lUJ

TJj

-

W iiiiSi WA'Lsii1!111!

t

:r'g1 ifl'1

Zitiii

fl1

s

i'.i

I [s

1:

((e] i

S!1

*

Please note, the size and/or quantities may change as production continues.

Parts Identification 45

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Item

A

PLAYFIELD - LAMPS WITH SOCKETS

Description(i bû1b.persoôké'1y.

:PafNo ïi;m

Descriptióh(i bùlb per sockét)

#44 Bulb

165-5000-44 8A 2-Lug Stand-Up Long Socket

iA

2-Lug Staple Down Socket

56 077-5000-00 9A i-Lug Stand-Up Long Socket

4k

_k

J1

iA

3-Lug Stand-Up Long Socket 10 077-5009-00 4B S-U, Socket Rev. Short 4

7

2-Lug Stand-U Short. Socket

3-Lug

Q 077-5002-00 B

Stand-UpShortSo&et

O

077-5008-00

3-Lug Laydown Socket

2-Lug Laydown Socket

9 j 077-5006-00

077-5003-00

lB

28

3-LúgStaple.DownSocket O

077-5001-00 5B

#89 Bulb

Laydown Standard Socket

Stand-Up. Short Socket

Stand-Up. Long Socket

StraiqhtLeq Socket

.Qty j

3

O j

Part No

077-5005-00

077-5012-00

165-5000-89

077-5100-00

077-5101-00

077-5102-00

077-5103-00

077-5107-00 u-

A

W:::.: r

,.

:(

8A

46 Parts Identification

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PLAYFIELD - LAMPS WITH SOCKETS

Desc,lption(1 búIbpePsocket Pait.Nò

_p_ #555 Wedge Base Bulb *

_i_p_

--

555 Wedge Base Socket

**

Laydown Wedge Base

[JR DLI<

Wedge Offset Bracket Socket

4

34

.4

165-5002-00

077-5007-00

077-5026-01

077-5029-00

4D Laydown Wedge Base Blaôk --

#906 Wedge Base Bulb

Q. 077-5026-00

5 165-5004-00 s

_i__ 906 WedcieBase Socket

3

O

077-5016-00 extra #555 Bulb located

1 per Pop Bumper.

Item Lamp.BoardP.N. Item Lamp BoardP.N.

_p__

_ft_

520-5093-01

520-5093-02

_ç__

520-5093-03

_p_

520-5093-04

E

F

G

520-5079-05

520-5079-06

520-5079-07

**

This socket used only on

Lamp Bds.

(rnII\1 Noie

In the notch the bracket.

1D

2D

. s

I I

I__J

11

II

__JJ

----:;;;: D

:!

-4 s

lE

s o

°°L

Lf L,

5

UNDER PLAYFIELD: BOTTOM VIEW

Parts

Identification 47

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Part Order Notes

48 Parts Identification

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Lock Ball Asm.

500-5684-01

UNIQUE PARTS

4-Ball

Trough

Assembly

500-5891

-00

Deflector

5::01 q

Item

i

5

6

7

8

2

3

4

9

10

1 1

12

13

14

1

5

16 i

7

1

8 i

9

20

Description Part

No.

Outhole Mounting Bracket 535-6621 -01

Coil Mounting Bracket

Switch Mounting Bracket

Switch. Miniature

#2-56 PPH X .5 LG (Qtv. 8)

Rubber Bumper

535-6622-01

535-6623-00

______ _________________________ __________

Item Description Part

No. i

80-51

1

8-00 21

Switch, Subminiature

(Qtv. 4)

1

80-51

1

9-00 22

Plunger Assembly 515-5000-02 23

237-5806-00 24

545-51 05-00 25

Core Stop Assembly 515-5088-00

Lock Ball Bracket Assembly 515-5817-01

Plunger 07/16

Spacer

#8-32

PPH

X

X

21/4 i

LG

LG 530-5250-01

545-5400-00

232-1104-16

Coil, 23-800, md. Coil Sleeve 090-5001-01

Coil lN400l

Sleeve

Diode

(QtV. 5)

545-5076-00

26

27

Rubber

E-Ring

Bumper

0.44 Shaft

545-5105-00

270-5005-00

535-6649-00 #2 Split LW (Qtv. 8)

Switch Protector (Qtv. 4)

#8-32 PPHW/SEM X .25 LG (Qtv. 8)

232-5300-00 30

Coil Retaining Bracket

Spring

244-5001 -00 28

535-6539-00 29

Link, Lock Ball

E-Ring, .25 Shaft (au. 2)

Lock Ball Cam Assembly

250-0008-00

515-5815-01

1

12-5001-00

31

535-5203-01 32

Spring

Coil Retaining Bracket

266-5000-00

535-6658-00

266-5020-00 33 Coil, 25-1240, md. Coil Sleeve 090-5034-00

#4-40 PPH X .62 LG (oty. 2)

Cable Asm. (Not Shown)

Insulating Tubing .08 FT.

Insulating Tubing .17 FT.

237-5832-00

036-5301

34

-04 35

Coil Sleeve 545-5411-00

Wire Harness (Not Shown) 036-5301 -01

605-5003-00 36 #6-32 HWH TC X .38 LG (Qtv. 4)

237-5898-00

605-5006-00 37 Ball Deflector

(Trough Entry Scoop)

535-6606-01

Unique Parts 49

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Flipper Assembly, Lower

500-5693-01 (Right), 500-5693-02 (Left)

Item

i

2

3

4

5

6

.7

8

9

10 i 1

12

13

14

15

16

Description

Part No.

Item Description Part

No.

Flipper Bushing

Flipper Base (Right)

545-5070-00

1

7

51 5-5077-01 24

PawI 530-5070-00

#6-32 X

.38

LG HWH (Qtv.

3)

237-591 0-00

1

8 #1 0.32

X

.75

LG

Shou'der Boft 231-5019.00

#10-32 soc

HD X

.75

LG

237-5864.00 19 Plunger Stop Bracket 535-5279.01

Spring Bracket (Léft) 535.6663-02 20 Nylon Stop 545.5445-00

Flipper Return Spring 265-5029-02 21 Spring Bracket (Right) 535.6663-01

Switch Mounting Bracket 535-6664-00 22 Bushing 530-5139-00

Flipper Base (Left) 51 5-5077-02 23 #1 0-32 Elastic Stop Nut 240-5203-00

Front Bracket 535-6453-00

Coil Stop Bracket

1/42O soc

HD X

.38

LG (Qtv.

2)

515.5346-00 25

237-5861-00 26

Flipper Link

Power Switch

545-5401 -00

180-5124-01

Spnnçi Washer 269-5002-00 27 Plastic Cap 545-5084-00

Coil 23-900. mcl. Coil Sleeve 090-5020-30 28

Coil Sleeve 545-5388-00 29

#6-32

X i

LG PPH

#6-32 x

.63

LG PPH

237-5506-00

237-5899-00

#8-32

X

.38

LG HWH

(Qtv. 6)

237-5903-00 30

Plunger and Link Assembly 515-5822-00 31

Roll Pin 251-5000-00 32

#6-32 Elastic Stop Nut

Switch Plate

1/4

Hex Spacer (%" Long)

240-5005-00

535-5045-00

254-5008-12

50 Unique Parts

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Flipper Assembly, Upper

500-591

401 (Right)

Item

i

2

3

4

5

6

7

8

9

10 i i

12

13

Description Part

No.

Item

Flipper Bushing 545-5070.00

#6-32

X

.38 E.G

HWH

(Qtv. 3)

234-5000-00 14

#1 0-32 soc

HD X

.75

LG

Spiing Bracket (Left)

237-5864-00

1

5

535-6663-02 16

Flipper Return Spring

Switch Mounting Bracket

265-5029-02 17

535-6664-00 18

Flipper Base (Left)

Flipper Base (Right)

515-5077.02 19

515-5077-01 20

Coil Stop Bracket 51 5-5346-00 21

1/4.20 soc

HD X

.38

LG

(Qty. 2)

237-5861-00 22

Spring Washer 269-5002-00 23

Coil 23-900. mcl. Coil Sleeve 090-5050-30 24

Coil Sleeve 545-5388-00 25

I

Description

I

Part

No.

#8-32 X

.38

LG HWH

(Qtv. 6)

234-5100-00

Plunger and Link Assembly

Roll Pin

515-5822-00

251-5000-00

Pawl 530-5070-00

#10-32

X

.75

LG

Shoulder Bolt 231 -501 9-00

Plunger Stop Bracket

Nylon Stop

Spring Bracket (Right)

Bushing

#1 0-32 Elastic Stop Nut

Front Bracket

Flipper Link

535.5279-01

545-5445-00

535-6663-01

530.51 39-00

240.5206.00

535-6453.00

545-5401 -00

Unique

Parts

51

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Lower Assemblies

500-5226-00

Item

i

2

3

4

5

6

7

8

9 i o i i

12

13 i

4

Description Part

No.

Slingshot Bracket

Plunger & Link Assembly

515-5339-00

S. S. Arm & Tip Assembly 515-5340-00

515-5338-00

1/4

Retaining Ring

(Qty.

2)

270-5002-00

Spring 266-5020-00

Coil 23-800, mcl. Coil Sleeve 090-5001-02

Coil Sleeve 545-5031-00

Diode i

N4004 (aty.

2)

#8-32 X

1/4e

Screw

(Qty.

2)

112-5003-00

232-5300-00

Slingshot Switch

Tension Plate (Qty.

2)

#4-40 X

1/2"

Screw (Qty.

4) i

80-5054-00

535-5846-00

237-5837-00

Coil Retainer

Link

535-5203-03

545-5062-00

Vertical Up-Kicker

(VU

500-5839-00

2

6

7

8

3

4

5

9

10

1 1

12

13

Item

i

Description

Switch

Part

No. i

80-5116-00

Screw (Qtv.

2)

Washer

(Qtv.

2

Protector

Diode 1N4001

Insulation

Bracket

237-5806-00

244-5001-00

535-6539-00

112-5001-00

545-5431-00

535-6607-01

Coil 25-1 240, mcl. Coil Sleeve 090-5034-01

Coil Sleeve 545-5076-00

Screw (at'.

2)

232-5300-00

Plunger 515-5941 -01

Spring 266-5020-00

Bumper Pad

Bracket

545-5105-00

535-5203-01

52 Unique Parts

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t

Item

i

2

3

4

5

6

7

.

Description

Rod & Ring Assembly

Bumper Skirt

Bumper Housing

Plunger Bracket

FiberYoke

Bumper Body

Diode i

N4004 (Qty.

2)

Part

No.

Item

51 5.5085-00 9

545-5098-00 10

545-5100-00

1 1

535-5277-00 12

545-5120-00 13

545-5197-00 14

1 1

2-5003-00

1

5

Description

Plunger

Spring

Part

No.

530-5062-00

266-5009-00

Metal Yoke

Coil Stop Assembly

535-5877-00

Coil 23-700, mcl. Coil Sleeve 090-5022-02

Coil Sleeve 545-5031 -00

515-5088-00

Spoon Switch 545-5542-00

8 Switch 180-5015-01 j-

Bumper Cover (Clear)

(Qty.

3)

550-5057-01 t

Bumper Cover (not shown) is nLincIuded with above assembly, it must be ordered separately.

Unique Parts 53

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Skill

Launch

Assembly

500-5862-O

Item

i

2

3

4

5

6

7

8

9

10

Description Part

No.

Coil 23-800, md. Coil Sleeve 090-5001 -01

Coil Sleeve 545-5076-00

Diode 1N4004 112-5003-00

Bracket

Frame

Plunger Assembly

Rubber Grommet

Spring

8-32 X

1/4

SEMS (Qty.

2)

Spring Washer

535-5203-01

535-6730-00

515-5000-02

545-5105-00

266-5020-00

232-5300-04

269-5002-00

.

Knocker

Assembly

500-5081-00 o hind 6)

Item

i

2

3

4

5

Description Part

No. Item

Coil 23-800, mcl. Coil Sleeve 090-5001 -01 6

Coil Sleeve 545-5076-00 7

Diode i

N4004 i

12-5003-00 8

Crescent Spring Washer 269-5002-00 9

Kickback/Knocker Bracket 535-5265-00

1

0

Description

Coil Retainer Bracket

Part

No.

535-5203-03

Bumper Pad 545-5105-00

#8-32 X

1/4 PH PAN SEMS (Qty.

2)

Plunger Assembly

Spring

232-5300-00

515-5000-02

266-5020-00

54 Unique Parts

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Poker

Chip

Shooter

Assembly

500-5R56-flR Inw

q

Item

i

2

3

4

Description

Housing

Part No.

535-5067-00

Poker Chip Rod Assembly 51 5-61

1

3-06

Item

5

Spring Large Green 266-5001-04 6

Spiing Small (Colorless) 266-5010-00 7

8

Description

Bushing

-

Oilite

(Qty.

2)

Retaining Ring

Washer (aty.

3)

Plunger Tip

Part

No.

280-501 0-00

270-5012-00

242-5014-00

545-5276-00

Laser Kick

Assembly

500-5838-00

4

Item

1

2

3

4

5

Description

Part No.

Item Description Part

No.

Coil 23-800, mcl. Coil Sleeve 090-5001 -01

Coil Sleeve

6

545-5076-00 7

Coil Retainer Bracket

Bumper Pad

535-5203-03

545-5105-00

Diode i

N4004

Crescent Spring Washer i i

2-5003-00 8 #8-32 X

1/4 PH PAN SEMS (aty.

2)

232-5300-00

269-5002-00 9 Plunger Assembly 515-5000-02

Kickback/Knocker Bracket 535-5265-00

1

0 Spring 266-5020-00

Unique Parts 55

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..

-

L

- :_

II s-

_

II

13

-

--

-'-

--

- -

-

-

;.

,;_'I_

7

1,

A

3228

6 8

9

1112

17

-

5

5

L

___J

Ii-=___

Ï:

I

I

IlIliiiii=L_

I

'd

_

I, u

IIIIiiiiii

IIIIIiiiiiiE!1!.).un: II

_

I

¡

24

16

_

Ui

¡ u

I

I

IIII111111@i_

I

ft

:u

11111111

I I

I u:u1

¡

III

I"

IIIIII:

II

I,-1i_

"i

18

23 21

27

--

25

___--

7

20

1

.- s

.s

- s -

!JJ

1IèÌ

22

- -

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p

Maverick 5-Bank Special

D.T.

500-5912-00

Assembly

Item i

2

3

4

5

5A

Description

Part No.

Item

Target End Plate (Qtv. 2) 535-61 62-00

1

4

Target Frame 535-6159-05 15

8-32 X (Qtv. 6)

237-5879-00 16

Spring Mount. Plate 535-6940-00

1

7

Thin Target (Specify Game) 545-5048-01 18

Thick Target (Specify Game) 545-5533-01

1

9

Trgt. Retaining Brkt. 535-5042-05 20

6

7 6-32 X % SHWHTCS Type 23 (Qty. 6)

237-5891 -00 21

*

8

9

Target Reset Spring

Coil Support Bracket

265-5003-00 22

535-61 54-00 23

10

i i

8-32 Nyloc

23-700 Coil for 5-Bank

*

240-5102-00 24

090-5022-02 25

12

i

3

Coil Sleeve

Plunger Stop Bracket

545-5031-00 26

51 5-5008-00 27

Coil Sleeve included with above Coil Part Numbers. 28

Description

Plunger/Link Assembly

Target Lift Bracket

Taraet Shaft

E-Ring (1/4°)

Pivot Shaft

E-Ring (uih')

Part

No.

515-5338-00

535-6509-05

530-5179-05

270-5002-00

530-5180-05

270-5000-00

Switch Assembly

Switch Plate

Adjustment Bracket

180-5104-00

535-5045-00

Diode

6-32 X 1/ 237-5878-00

i

N4001 on Switch i 12-5001.00

Plunger Link 545-5293-00

535-6508-00

8-32 X

/R

(1)

Diode

1

N4004 on Coil

Cable Clamp

(Qty. 2)

237-5890-00

i i

2-5003-00

040-5000-23

Autodrop Assembly

515-6111-00

(Attached to front of the Maverick 5-Bank

Special D.T.

Ass'y.)

SEC11ON

(SIDE

A-A vIEW)

A

(1-op VIEW) p

Item i

2

3

4

Description

Comb & Coil Assembly

#8-32 X 3/ HWH Screw

Mounting Bracket

Lock-Up Coil 32-1800

Part

No.

Item

515-61 10-00 5

237-5903-00 6

535-6291-00 7

090-5031 -00

Description

Diode 1N4004

Mini-Spring l5oz

Comb Assembly

Part

No.

112-5003-00

265-5022-02

515-6109-00

Unique Parts 57

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Drop Target 3-Bank & 4-Bank

500-5621 -03

Assemblies

(Center) &

500-5621 -04

(Right)

(3-Bank Assy. Shown)

(See Next

Page tor

Table & Notes)

58

Unique Parts

PDF compression, OCR, web optimization using a watermarked evaluation copy of CVISION PDFCompressor

...

Drop Target 3-Bank & 4-Bank Assemblies

500-5621-03

(Center) &

500-5621-04

(Riaht)

t

.

.

Item

i

__2

:i::

2

2

3

.4

4

4

5

L

: .

:

6

.

Description

%

(Qtv.

6)

Part

No.

Item Description Part

No.

Target End Plate

(Qtv.

2)

Target Frame for 5

Bank

535.6162-00 13

535 6159-05 14

Plunger Stop Bracket

Plunger/Link Assembly

515-5008-00

515 5338 00

Target Frame for 4-Bank 535-6159-04 15 Targét Litt Bracket torS-Bank 535-6509-OS

Taraet Frame for 3-Bank 535-61 59-03

1

5 Target Lift Bracket for

4-Bank 535-6509-04

8-32 X

.SpiingMountPIate for5-Bank

237-5879-00 i

5

535-6510-05 16

Target

Lift

Bracket for 3-Bank 535-6509-03

TargetShaftfor5-Bank .53O.5179.05,

Spring Mount. Plate for 4-Bank 535-651 0-04

1

6 Target Shaft for 4-Bank 530-5179-04

Spring Mount. Plate for 3-Bank 535-6510-03 16 Target Shaft for3-Bank 530-5179-03

Target (Specify Game) 545-5048-01

5355O405:

.. i

7

8

E-Ring

(1/4')

270-5002-00

.

Pivot Shaft for 4-Bank

. .

..

.53Ö.5i

530-5180-04

Trgt. Retaining Brkt. for

4-Bank 535-5042-04

1

8

530-5180-03

Trgt. Retaining Brkt. for 3-Bank 535-5042-03

1

8 Pivot Shaft for 3-Bank

6

7

8

9

io

11.

:

1 1 i i

23-800 Coil for 2 & 3-Bank * 090-5001 -02 25 Adjustment Bracket 535-6508-00

12 Coil Sleeve 545-5031-00 26

* Coil Sleeve included with above Coil Part Numbers 27

8-32 X

7/g

(1)

Diode 1N4004 on Coil

237.5890.00

112-5003-00 i. -

Note: Table above shows common parts and unique parts for the 3, 4 & 5 BanK Drop Target

Assemblies. The shaded areas (X-Bank D.T.) are not used in this game. Quantity is designated by bank size (see Dwg.) (e.g.

When

6-32

X SI-4WHTCS Typo 23

(Qtv.

6)

Target Reset Spring

Coil Support Bracket

8-32 Nyloc

237OO Côil.for.5-Bank

23-700 Coil for 4-Bank *

i

.

237-5891 -00

1

9

265-5003-00 20

535-61 54-00 21

240-5102-00 22

090-5022-Ó2 23

090-5022-02 24 diode per target, thus if

Diode i

N4001 on Switch a

E-Ring (¼')

Switch Assembly

Switch Plate

6-32 X

1/2

Plunger Link

4-Bank is

ordering any part

always reference game name for

proper

decals.

270-5000-00

180-5104-00

535-5045-00

237-5878-00 i i

2-5001-00

545-5293-00 ordered, diode qty. is 4.)

Stand-Up Target Assembly (Narrow Rectangular)

500-5857-08

(White)

[1

J

Color

e

Item

i

2

3

Description

Switch & Target Ass'y

Mounting Bracket

Back Plate

Part

No.

Item

3*

51 5-5967-08

535-6896-00 4

535-51 16-00 5

Description

Back Plate *Optional

6-32 Nyloc (Qtv.

2)

6-32 X

3/4

HWH MS (aty.

2)

Part

No.

535-6452-00

240-501 0-00

237-5893-00

Unique Parts 59

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7

2 TÌTÌT ic

21

.

13 il.

I

25 27

__,-

I

I

I I

IS

U

I

lp---

6

'

________________;-í-

1

19

17 18

26

7

5

9

IuEY

.

'iii_ii

!

-'

:

!II:!

I!UIL

I u;,d

25

E]

\.Vr

--

24

16

-4

_._

I

.1

1

' i

I i

I t I i

I

4

15

I

PDF compression, OCR, web optimization using a watermarked evaluation copy of CVISION PDFCompressor

0f

Drop

Target

5-Bank

Assembly

500-5799-05

(Left) t

Jtem i

2

2

2

3

4

4

4

5

6

6

.I::6 ........

Description Part

No.

Item Description Part

No.

Target End Plate (Qtv.

2)

Target Frame fâr

5-Bank

535-6162-00 13

535-61 59-05

1

4

Plunger Stop Bracket

Plunger/Link Assembly

515-5008-00

515-5338-00

Target Frame for

4-Bank 535 61 59 04

1

5 Taraet Lift Bracket for

5-Bank 535-6509-05

Target Frame for 3 Bank 535 6159-03 15 Target Lift Bracket tor 4-Bank 535 6509-04

8-32 X

3/ (Qty.

6)

237-5879-00 15 Target Litt

:Bcket:r

3-Bank 535-6509-03

Spring Mount. Plate for

5-Bank 535-651 0-05

1

6 Target Shaft for 5-Bank 530-5179-05

Spnng Mount Plate for 4-Bank 535-6510 04 16

SprinpMount. Plàtefor 3-Bank 535-6510-03 16

Target Shaft for4-Bank

TargetShàft.for3-Bank

530 5179-04

53051.7903

Target (Specify Game) 545-5048-01

1

7

Trat. Retaining Brkt. for

5-Bank 535-5042-05 18

E-Ring

(1/4")

Pivot Shaft for 5-Bank

270-5002-00

530-5180-05

Trgt Retaining Brkt for 4 Bank 535-5042 04

1

8

535-5042-03

. .

Pivot Shaft for 4-Bank

,.PivòtShâftfòr3Bk

:

530 5180-04

7

6-32 X SHWHTCS (Qtv.

6)

237-5891 -00

1

9 E-Ring

_

270-5000-00

8 Target Reset Spring 265-5003-00 20 Switch Assembly 180-5104-00

9 i o

Coil Support Bracket

8-32 Nyloc

535-6154-00 21

240-51 02-00 22

Switch Plate

6-32 X

535-5045-00

237-5878-00 i i i 1

11

:

..

23-700 Coil for

5-Bank *

*

23-700

___

Coil for 4

_

Bank

___

23-800..Coil

__ tor2 & .3-Bank

*

090-5022-02 23

090-5022-02 24

1.090-5001.02 25

Diode i N4001 on Switch 112-5001-00

Plunger Link

Adjustment Bracket

545

_

5293

_

00

535-6508-00

12 Coil Sleeve 545-5031-00 26

27

8-32 X

/8

Diode

237-5890-00

i

N4004 on Coil 112-5003-00

*

Coil Sleeve included with above Coil Part Numbers. 28 Cable Clamp (aty.

_ 2)

040-5000-23

1

-

Note: Table above shows common parts and unique parts

for

the 3, 4 & 5 BanK Drop Target

Assemblies. The shaded areas (X-Bank D.T.) are not used in this game. Quantity is designated by

bank

When size (see Dwg.) (e.g.

i

diode per target, thus if a 5-Bank is ordered, diode

ordering any part

always reference game name for

proper

decals. qty. is 5.)

..

Drop

Target

Intercha

bility

Sum

ry

Individual parts

on

the

Left, Center, and

Right

Drop Targets (pages 58, 60 & 62)

¡n

this

game are interchangeable. The

differences

are:

I1- For the

3-Bank Drop Targets,

the coil used is a 23-800, Part N

090-5001

For the

4- & 5-Bank Drop

Targets, the coil used is a 23-700, Part

N2

090-5022-00. All other parts are identical. the

Maverick5-Bank SpeciaID.T.

(500-5912-00), the

Targets

(Item 5A),

Part

N2

545-5533-01 is unique to that assembly. Also, the

Spring Mounting

Plate

(Item 4), Part

N2

535-6940-00, is only used on this assembly.

The

Autodrop Assembly,

Part

N2

515-6111-00, is only attached to the

Maverick

5-Bank

Speòial Drop Target. Cable Clamps are attached only to the 5-banks.

.

Il_ With the other two types of Drop Targets, (3-, 4- & 5-Bank

Normal

Targets)

Part N2s 500-5621-XX and 500-5799-XX, the

ONLY

difference is

the COIL

POSITION (note again the coil size for a 3-Bank vs. 4-15-Bank Drop Targets).

Unique Parts 61

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I-'

'-I t'%

.1

I

!

.'

:

I

L

-

---

Paddle Wheel

Assembly

.

500-5854-01 -

Note:

= NotShown and not apart of

this

assembly

Ball-Lift Wheel Shield,

is the

Metal

It

is

mounted and

PartN2535-6296-01.

located under

the

playfield directly below

the

paddle

wheel.

=

, t' il

II

II

il

'1,

"LT

No

ftem Description Part

No. i

8

Paddle Wheel Sub-Assembly

(includes items lA- 1G below)

Paddle Wheel Motor

515-6094-01

lA

7

-

Paddle Wheel Hub,

Washers (otv.

6)

See Note

1

C Shaft. and Mounting Bracket

2

6

.

Rubber O-Ring Drive

Paddle Wheel Pulley

545-5513-00

3

5

Ball Lift Wheel Housing

E-Ring for

1/4"

Dia. Shaft

545-5534-01

4 Pad. Whi. Ball-Lift Cover (Qtv.

2)

545-5535-01

270-5002-00

545-5516-00

242-5008-00

041-5036-00

9

(with

Output Pulley

Insert +Set Screw)

515-6614-00

10 8-32 X

3/e" HWH SERR TF (Qty.

4)

Note: Item names are given be ordered. For

237-5903-00 for reference only and cannot these items, the sub-assembly must be cidered.

62

Unique Parts

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Ball

Lock

Assembly

500-58E

Item

i

Description

Plunger Sub-Assembly

(Includes items

lA-lB)

Part

No.

515-61 19-01

lA

- i

B

Metal Ball Lock Plunger,

Nylon Plunger

See Note

2

2A

-

2C

3

4

5

6

7

8

9

Mounting Bracket Sub-Ass'y

(Includes items 2A-2C)

Mounting Bracket, Shading

Ring, Core Stop

5156118-00

See Note

Coil Bracket (Qtv.

2)

Nyliner,

7/lA

Shaft

E-Ring.

7/16

Shaft

535-5203-01

545-5418-00

270-5005-00

Spring 266-5020-00

#8-32 X

1/4 PPHW/SEMS (Qtv.

4)

232-5300-00

Coil 27-1 500. mcl. Coil Sleeve 090-5004-00

Coil Sleeve 545-5411-00

1

0 Diode

1

N4004 112-5003-00

Note: Item names are given for reference only and canno' be ordered. For these items. the sub-assembly must bE ordered. r]

Paddle

Wheel

I Left

Orbit

Ball

Deflector

500-5886-01

Item

i

2

3

4

4A

-

4B

5

6

7

8

9

10 i i

12

13

14

15

1

5A

-

15C

16 i

7

18

Description

Ball Deflector

Part

No.

545-5552-00

#4-40X

1 1/2

P PH

Screw

(Qty.

2)

237-5934-00

Compression Spring

(Qtv.

2)

266-5045-00

Top Plate Sub-Assembly

(Includes items 4A-4B)

Top Plate,

Support Shaft

Coil Support Bracket

Fiber Yoke

#6-32 Stop Nut (Qtv.

2)

Spring

Metal Yoke

515-6149-01

See Note

535-7073-00

545-5120-00

240-5005-00

266-5009-00

535-5877-01

Plunger

#8-32 X

1/4

PPHW (oty.

3)

530-5062-00

232-5300-00

Coil 27-1500. iricl. Coil Sleeve 090-5004-00

Coil Sleeve 545-5411-00

Diode 1N4004 112-5003-00

Mounting Bracket Sub-Ass'y

(Includes items

1

3A-1 3B)

Shadina Ring, Mounting

Brac'ket. Core Stop

See Note

#4-40 Nyloc 240-5303-00

Deflector Bearing Plate 535-7158-00

0.312 Nyliner

PN #5L1-FF (Qty.

2)

545-5485-00

Note: Item names are given for reference only and cannot be ordered. For these items, the sub-assembly must be ordered.

Unique Parts 63

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Plastic Right Ramp Assembly

PDF compression, OCR, web optimization using a watermarked evaluation copy of CVISION PDFCompressor

QPlastic

Ramp

Diverter

Assembly

515-6139-00

Rem

1

lA

-

10

1

D i

E

Description

Gate Lift Coil & Plate

(Includes lA-1 E)

Frame, Armature, and

Armature Extension

Lock-Up Coil, 32-1800

(does not have a Coil Sleeve)

Diode

1

N4004 (Not Shown)

Spring

Part

No. Rem

I

515-6203-02

2

3

I

See Note

I

Description

Diverter Support Bracket

I

Part

No.

535-7055-00

I

8-32 PHMS SEMS

(Loctite

@

Ass'v)

I

Wiring Harness

I

232.5301 -00

036-5363-08

090-5031

112-5003-00

265-5024-00

Note: Item names are given for reference only and cannot be ordered. For these items, the sub-assembly must be ordered.

Plastic

Ramp

Gate

Assembly

(works with

above Diverter

Ass'y)

515-6137-00

Item

1

2 t

\ w

/

's

M

Description

Gate Bracket

Flap Gate

Part No.

535-7052-00

535-7053-00

Item

3

Note: 30° Bend of the

Rebound Hinge Pin © Ass'y.

Description Part

No.

Rebound Hinge Pin

Note: 35° to 40° Actuation

535-5372-01

Unique Parts 65

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Wire

Ramp

OPTO's Assembly

500-5884-00

Item i

2

3

4

5

Description

.

#6-32 X PH (Qtv.

7)

Part No.

Wire Ramp

Steel Plate

515-6161-00

535-7162-00

Butyrate Spotlite Sub. Assy. 515-6175-00

232-5201-00

3/4

Hex Spacer (Qtv.

2)

254-5008-06

6 #6-32

X v Flathead PH (ptv.

2)

237-5918-00

7

8

9

10

I I

I

1

2

13

1

4

2

Hex Spacer (oty.

2)

254-5008-18

#4-40

X

%

PHMS (Qty.

8)

237-5933-00

OPTO Transmitter (Qtv.

2)

520-5102-00

OPTO Receiver (at'.

2)

520-5103-00

Fishpaper (1 behind each

OPTO) (Qtv.

4)

Screened Paddle Boat 545-5539-02

Mini-Mars Snap-in Red (Qtv.

2)

550-5030-02

LamliQht Deflector 518-5026-11

66

Unique Parts

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.

Backpanel Assembly

500-5870-01

»

I

Front

View

o o

Top View

© o ii

I

C' o

I,,

[s]

4

Item Description

Part No.

Item

i

Back Panel 525-5371 -01 6A

2 Back Panel Butyrate 830-5466-16 6B

3 #6 X

1/2

PH PAN (Qty.

5)

232-5001 -00 6C

4 Ramp Support Bracket 535-7057-00 7

5 Mini-Mars (F10. Org.) 550-5031-10 8

6 Spotlight Assembly 500-5893-00 9

Spotlight Ass'y mcl. items 6A-6C in the next column. 10

Spotlight Ass'y not shown in front and rear views.

Description Part

No.

Lamp Light Deflector (Qty.

2)

518-5026-11

Spotlight Bracket 535-7089-00

Rivet

(Qty.

2)

Socket

249-5008-00

077-5101-00

#89 Bulb 165-5000-89

#6 X

1/2

HXW Screw (oty.

2)

234-5001-02

#8 X

1/2

HXW Screw (Qty.

4)

234-5101-05

Unique Parts 67

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Unique Parts Notes

68 Unique Parts

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--

.

DATA EAST LIMITED WARRANTY

DATA EAST INC., USA ("SELLER°) WARRANTS ONLY TO THE INITIAL PURCHASER

OF ITS PRODUCTS

THATTHE ITEMS LISTED BELOWARE FREE FROM DEFECTS IN MATERIALAND WORKMANSHIP UNDER

NORMAL USE AND SERVICE FOR THE WARRANTY PERIOD SPECIFIED:

PRINTED CIRCUIT BOARDS (GAME LOGIC) 60 DAYS

OTHER PARTS OF SELLER'S PRODUCT ARE WARRANTED.

WARRANTY PERIODS ARE EFFECTIVE FROM THE INITIAL DATE OF SHIPMENT FROM SELLER TO ITS

AUTHORIZED DISTRIBUTORS.

SELLER'S SOLE LIABILITY SHALL BE, AT ITS OPTION, TO REPAIR OR REPLACE PRODUCTS WHICH ARE

RETURNED TO SELLER DURING THE WARRANTY PERIODS SPECIFIED, PROVIDED:

i

.

SELLER IS NOTIFIED PROMPTLY UPON DISCOVERY BY PURCHASER THAT STATED IRODUCTS ARE

DEFECTIVE.

2. SUCH PRODUCTS ARE PROPERLY PACKAGED AND THEN RETURNED FREIGHT PREPAID, TO

SELLER'S PLANT.

THIS WARRANTY DOES NOT APPLY TO ANY PARTS DAMAGED DURING SHIPMENT AND/OR DUE TO

IMPROPER HANDLING, OR DUE TO IMPROPER INSTALLATION OR USAGE, OR ALTERATION. IN NO

EVENT SHALL THE SELLER BE LIABLE FOR ANY ANTICIPATED PROFITS, LOSS OF PROFITS, LOSS OF

USE, ACCIDENTAL OR CONSEQUENTIAL DAMAGES OR ANY OTHER LOSSES INCURRED BY THE

CUSTOMER IN CONNECTION WITH THE PURCHASE OF A DATA EAST PRODUCT.

WARRANTY DISCLAIMER

EXCEPT AS SPECIFICALLY PROVIDED IN A WRITrEN CONTRACT BETWEEN SELLER AND PURCHASER,

THERE ARE NO OTHER WARRANTIES, EXPRESS OR IMPLIED, INCLUDING ANY IMPLIED WARRANTIES

OF MERCHANTABILITY OR FITNESS FOR A PARTICULAR PURPOSE.

* *

+ 0 +

ALTHOUGH ALL EFFORT IS PUT INTO MAKING THIS MANUAL AND ALL OTHER DOCUMENTS RELATING

TO THIS PRODUCT ACCURATE AND COMPLETE, GAMES, FEATURES, RULES, PLAYFIELD, PROGRAM-

MING AND OPERATION ARE SUBJECT TO CHANGE WITHOUT NOTICE. IF YOU HAVE ANY QUESTIONS

OR PROBLEMS, CALL US AT-1-800-KICKERS OR (708) 345-7700. THANK YOU.

+ + + + +

"MULTIBALL" IS A REGISTERED TRADEMARK OF WILLIAMS ELECTRONICS GAMES, INC.

WARNING

THIS EQUIPMENT GENERATES, USES, AND CAN RADIATE RADIO FREQUENCY ENERGY, AND IF NOT

INSTALLED AND USED IN ACCORDANCE WITH THE INSTRUCTIONS MANUAL, MAY CAUSE

INTERFERENCE TO RADIO COMMUNICATIONS. IT HAS BEEN TESTED AND FOUND TO COMPLY WITH

THE LIMITS FOR A CLASS A COMPUTING DEVICE PURSUANT TO SUBPART J OF PART

WHICH ARE DESIGNED TO PROVIDE REASONABLE PROTECTION AGAINST SUCH INTERFERENCE

WHEN OPERATED IN A COMMERCIAL ENVIRONMENT. OPERATION OF THIS

i

5 OF FCC RULES,

EQUIPMENT IN A

RESIDENTIAL AREA IS LIKELY TO CAUSE INTERFERENCE IN WHICH CASE THE USER AT HIS OWN

EXPENSE WILL BE REQUIRED TO TAKE WHATEVER MEASURES MAY BE REQUIRED TO

CORRECT THE

INTERFERENCE.

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East Pinball, Inc

TechnicaISupport

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Outside USA:

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