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-'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.
-
4Í
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.
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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.
2ó
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
2ó
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
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.
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
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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
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...
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
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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
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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
L©
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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Wiring Diagram
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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
1-800-KICKERS
Outside USA:
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-7O8-34E77OO
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