Stern Pinball Austin Powers Owner Manual
Stern Pinball AUSTIN POWERS is a pinball machine based on the Austin Powers movie franchise. The game features a variety of themed features, including a 'Fat Bastard' figurine and a laser beam. The game also has a 'Dr. Pinball' diagnostic feature, allowing you to troubleshoot any problems that may arise. The machine includes a number of switches and lamps, which can be used to control various aspects of the game.
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Find-It-In-Front: Find-It-In-Front: Dr. Dr. Pinball Pinball Section Section ® The inside cover & the front pages DR. ¶ thru DR. ¿ covers the basics... Find the answers to your questions here... If you still need help, give us a call! The Portals™Service Menu, Section 3, is your Technical Friend... Stern Pinball, Inc. ® All Rights Reserved. Printed in the U.S.A. 08-2002 ~ Print Copy: ¯®­¬ SPI PNº: 780-5074-11 Laser Beam Diagnostics Access the Portals Service Menu, enter the Diagnostics Menu, and select the "A.P." Icon to proceed with this test. For more details on the Portals™ Service Menu System, see Sec. 3, Chp. 1, Pages 8-10 & Sec. 3, Chp. 2, Pg. 26. La se r Be am Te st Selecting the "LASER" Icon will bring up the LASER BEAM TEST MENU. This test is provided to allow a method of testing the Laser Beam Home (Sw. 43), Laser Beam Enable (Sw. 44), Laser Beam Loaded (Sw. 45), Motor Operation (Q21) and Coil Operation (Q4). Upon entering the test, the Laser Beam Home Switch (Sw. 43) is closed . Select the "RUN" Icon to activate the Motor (Q21) (Note: Selecting Run will automatically cycle the motor from Home, full out, and return Home). As the motor turns out the Laser, the Sw. 43 box will turn and the Sw. 44 box will turn solid . This indicates the switches are working properly. With ball-in-hand, roll the ball into the Laser Beam Ball Trough from the Left Plastic Ramp and note if Sw. 45 is being closed ( will turn solid ). J JJ F F F J Laser Beam Switch Terms Home Switch: Lets the CPU know the Laser is lined up with the ramp and is ready to load. Enable Switch: Lets the CPU know the Laser is clear of obstacles and is OK to fire. Loaded Switch: Lets the CPU know the ball is loaded. NOTE: If any of the noted switches are malfunctioning, or the coil and/or motor is inoperational, go to the Adjustments Menu, access Adj. 53, LASER BEAM MTR ENABLED and change to NO. When the problem is fixed, change back to YES. For more details on this adjustment, read Sec. 3, Chp. 4, Go To Adjustments Menu. CAUTION: Upon switch closure of the Laser Beam Loaded (Sw. 45), the Motor (Q21) will cycle and the Laser Beam Eject (Q4) will pulse. Be careful of moving parts and flying pinball if loaded!). New to our Pinball Games? Don’t forget to go over Section 3, Chapter 1, Portals Service Menu Introduction. If using Diagnostics...very useful! Got confused? Comments? Questions? Call Technical Support at 800-542-5377 or 708-345-7700 (Option 1). %DFNER[3&%)XVHV520V%ULGJHV5HOD\V3) &DELQHW)XVHV&DE6ZLWFKHV Inside Coin Door QUICK REFERENCE FUSE CHART B a c k b o x F u s e s LOC: DISPLAY POWER SUPPLY (P.S.) BOARD F1 3e4A 250v S.B. 90v DC High Voltage Display LOC: I / O POWER DRIVER BOARD F6 7A 250v S.B. 50v DC Primary High Power Coils/Flippers F7 5A 250v S.B. 20v DC Low Power Coils F8 5A 250v S.B. 12v DC Logic Power F9 5A 250v S.B. 12v DC Logic Power THIS GAME ONLY F20 4A 250v S.B. 50v DC Magnet F21 3A 250v S.B. 50v DC Coils F22 8A 250v S.B. 18v DC Controlled Lamps F23 4A 250v S.B. 5v DC Logic F24 5A 250v S.B. 6.3v AC G.I. Lamps (BRN-WHT to WHT-BRN) F25 5A 250v S.B. 6.3v AC G.I. Lamps (YEL to WHT-YEL) F26 5A 250v S.B. 6.3v AC G.I. Lamps (GRN to WHT-GRN) F27 5A 250v S.B. 6.3v AC G.I. Lamps (VIO to WHT-VIO) F28 3A 250v S.B. 24v AC Not Used / Spare C a b i n e t F u s e s LOC: SERVICE (AC) OUTLET BOX (Ca binet Bottom) n/a 8A 250v S.B. 115v AC Main Fuse Line (Domestic or USA) n/a 5A 250v S.B. 220v AC Main Fuse Line (International) P l a y f i e l d ( P / F ) F u s e s LOC: UNDER PLAYFIELD (near Flippe rs) n/a 3A 250v S.B. 50v DC Rt. Flipper (BLU-YEL RED-YEL) n/a 3A 250v S.B. 50v DC Lt. Flipper (GRY-YEL RED-YEL) For locations & more information on fuses, see Sec. 5, Chapter 2. 999 ::: Memory Protect Switch (Bottom) Volume Control & Service Switches For operational usage, see Sec. 3, Chapter 1, Portals Service Menu Introduction. Service Outlet (on Power Box) On/Off Switch (Under Cabinet) Transformer on Cabinet Bottom Int’l.: 5 Amp 250v USA: 8 Amp 250v Slo-Blo Fuse Slo-Blo Fuse Inside Coin Door 520 7<3( RQ %' /2&$7,21 _ 6,=( CPU Sound CPU Game CPU Voice ROM 1 CPU Voice ROM 2 CPU Voice ROM 3 CPU Voice ROM 4 DISPLAY Controller U7 U210 U17 U21 U36 U37 U5 3$57 180%(5 512K 1 MB 8 MB 8 MB 8 MB 8 MB 4 MB 965-0354-74 965-0353-74 965-0356-74 965-0357-74 965-0358-74 965-0359-74 965-0355-74 SW300 3x AA SOUND/ U7 OPSYS EPROM 9'LVSOD\3RZHU6XSSO\%G F1 Playfield Power Interlock Switch Jumper @ W6 must be present for 8MB EPROMs 6ROHQRLG ([SDQGHU %RDUG ‡ U210 CPU/ OPSYS EPROM 1R)XVHV U36 U21 U17 U212 CMOS RAM U37 VOICE ROMS ‡ UK GAMES ONLY )RU 6FKHPDWLFV DQGRU &RPSRQHQW 3DUWV RQ 3& %RDUGV VKRZQ RQ WKLV SDJH UHYLHZ 6HFWLRQ &KDSWHU 3ULQWHG &LUFXLW %RDUGV 7KH <HOORZ 3DJHV For more info., see Section 5, Chp. 4, PCBs (Yellow Pages) F24 F26 F9 F22 F23 F25F27 G.I. Relay U5 Dot Matrix Display Bd. (Reverse Side) 1R)XVHV DISPLAY EPROM U5 / ROM 0 U5 )LQG,W,Q)URQW 'U3LQEDOO ,23RZHU'ULYHU%RDUG6 *** All BRIDGES rated 35A @ 100v *** B1 'LVSOD\&RQWUROOHU%G: 7KH 'LVSOD\ &RQWUROOHU KDV WKH 'LVSOD\ (3520 /RFDWLRQ 8 520 7KLV ERDUG LV ORFDWHG EHKLQG WKH ; 'RW 0DWUL[ 'LVSOD\ %RDUG &386RXQG%RDUG5 +50v DC High Current Coils +20v DC Low Current Coils F8 F7 B3 B20 BRIDGES B2 B3 +/-12v DC Sound / Display / Logic B20 +18v DC Illumination B21 B21 +5v DC Logic Voltage B2 F6 F21 B1 F28 F20 '5 X ),1',7,1)5217'U3LQEDOO6HFWLRQ([SODLQHG The key technical data from various parts of the manual were extracted and combined into the "Find- It-In-Front: Dr. Pinball Section." This section (pages '5 - ) will assist the technician in locating important technical information needed to troubleshoot the Pinball Machine. Dr. Pinball is also available in a Flow Chart Help Format in the Game Display. To access, enter the Portals Service Menu. : = ,I &RLO )ODVKODPS 7HVWLQJ WKH 3OD\ILHOG 3RZHU ,QWHUORFN 6ZLWFK PXVW EH SXOOHG RXW ??????+RZ,W:RUNV?????? First, the operator / technician must enter the Service Menu Mode (for a complete description of the Portals Service Menu and ICONS Read! Section 3, Chapter 1). To get into the Service Menu Mode, power-up the game (if not already) and open the Coin Door. On the Coin Door is the Portals Service Switch Set (Red, Green & Black Buttons). Step 1: Push down the Black "BEGIN TEST" Button. Looking at the Video Display you will momentarily see the introductory screen followed by the MAIN MENU. Step 2: Move through the Menus by pushing the Red "LEFT" or Green "RIGHT" Buttons. Step 3: Select or activate the Icons by pushing the Black "ENTER" Button. ,QVLGH &RLQ 'RRU 3RUWDOV 6HUYLFH 6ZLWFK 6HW 5HG *UHHQ %ODFN While in the Portals Service Menu, the Start Button can be used in lieu of the Black Button; the Left & Right Flipper Buttons can be used in lieu of the Red & Green Buttons. However, in Switch or Active Switch Tests only the Red & Green Buttons can be used. In our Portals Service Menu, selecting the "DR." Icon will bring the operator/technician into DR. PINBALL (Flow Chart Menus), the "on-screen" diagnostic aide. This is a feature that will allow you to utilize the power of the microprocessor assisting in troubleshooting a problem with the machine in a Flow Chart format (follow the questions & answer by using the Mini-Icons in the display). After entering Portals , the MAIN MENU now appears with the "DIAG" Icon (GO TO DIAGNOSTICS MENU) flashing; press the Black "ENTER" Button to activate this ICON. The DIAGNOSTICS MENU now appears with the "SW" Icon (GO TO SWITCH MENU) flashing; use the Red "LEFT" or Green "RIGHT" Buttons, until the "DR." Icon (DR. PINBALL) is flashing: Press the Black "ENTER" Button to activate this ICON. The DR. PINBALL MENU (Flow Chart Menus) now appears with the COIL "DR." Icon flashing. Three (3) Icons, Coil "DR.", Switch "DR." and Lamp "DR." are available for selection. Selecting a particular Icon will give you a choice of which specific Coil (any and all coil assemblies such as Flippers, VUKs, Magnets, etc.), Switch or Lamp Circuit needs to be diagnosed. After selection, Dr. Pinball will now display a question or a procedure to follow such as "Does the lamp turn on?" or "Check bridge rectifier BR-20, if short replace." When Dr. Pinball displays a question or requests a procedure, Dr. Pinball will expect a response such as "NO" or "YES". You the operator/technician must respond by using the Red or Green Buttons to "SELECT" a Mini-Icon and the Black Button to "ACTIVATE or ENTER" your selection. For Mini-Icons explanations & details, see the end of Section 3, Chapter 2, GO TO DIAGNOSTICS MENU, Dr. Pinball. '5; )LQG,W,Q)URQW 'U3LQEDOO ) R US URS HURS H UD WL RQRIW KL V$X VWL Q3R ZHUV 3 LQ ED OO )285 3,1 %$//60 867%(,1 67$//(' ',$*1267,&$,'6 The display reads "OPERATOR ALERT..." — A message displayed during Game Mode or Power-Up to alert the operator of a problem. OPERATOR ALERT works by monitoring any switch activated coil that has the potential to trap a ball when disabled (e.g. in the Auto Launch, Scoop, Eject, etc.). If this assembly has a closed switch indicating a ball is stuck or the switch is stuck closed, the CPU/Sound Board will activate the coil ten times. If the switch remains closed, the game will display a message indicating there is a problem (e.g. "OPERATOR ALERT AUTO LAUNCH NOT WORKING"). This not only warns the operator of a problem immediately, but indicates exactly where the operator should look to resolve it. The display flashes "OPEN THE COIN DOOR" — This indicates that CMOS RAM memory (CPU Loc. U212) has been corrupted. This is caused by either failure in memory (e.g. batteries are dead or faulty RAM) or upon installation of updated version of code. Opening the Coin Door will initiate a Factory Restore, by opening the Memory Protect Switch. Check battery voltage at VBATT Test Point on the CPU/Sound Board. ?????????&38',36:,7&+6(77,1*6????????? Location of Dip Switch [SW300] is on the CPU/Sound Board (Right of CN6, Top Mid) CPU COUNTRY SETTING: USA Pos. ON OFF 99999999 Custom Factory Adjustments By Country (All countries not noted use the "USA Setting") CPU COUNTRY SETTING: EURO Pos. ON OFF CPU COUNTRY SETTING: AUSTRIA Pos. ON OFF CPU COUNTRY SETTING: BELGIUM Pos. ON OFF CPU COUNTRY SETTING: BRAZIL Pos. ON OFF CPU COUNTRY SETTING: CANADA Pos. ON OFF 8888 9999 8 9999999 8 9 999999 8 88 9 9999 88 999999 )LQG,W,Q)URQW 'U3LQEDOO CPU COUNTRY SETTING: FRANCE Pos. ON OFF CPU COUNTRY SETTING: GERMANY Pos. ON OFF CPU COUNTRY SETTING: ITALY Pos. ON OFF CPU COUNTRY SETTING: JAPAN Pos. ON OFF CPU COUNTRY SETTING: Pos. NETHERLANDS ON ( HOLLAND / DUTCH ) OFF 88 9 99999 888 99999 8 999 9999 8 8 99 9999 8 99 99999 CPU COUNTRY SETTING: NORWAY Pos. ON OFF CPU COUNTRY SETTING: SWEDEN Pos. ON OFF CPU COUNTRY SETTING: SWITZERLAND Pos. ON OFF CPU COUNTRY SETTING: UK Pos. ON OFF CPU COUNTRY SETTING: Pos. UK ON FOR NEW 50p, 2£ COIN MECH OFF 8 8 9 9 9999 88 8 9 9999 88 99 9999 8 8 9 99999 888 9 9999 '5 Z )URP WKH 0DLQ 0HQX LQ 3RUWDOV™ *2 72 ',$*1267,&6 0(18 8 127 86(' :+7%51 &13 8 127 86(' :+75(' &13 8 127 86(' :+725* &13 8 127 86(' :+7<(/ &13 8 127 86(' :+7*51 &13 8 127 86(' :+7%/8 &13 8 127 86(' :+79,2 &13 8 127 86(' :+7*5< &13 4 127 86(' *51%51 &13 4 127 86(' *515(' &13 4 127 86(' *5125* &13 4 127 86(' *51<(/ &13 4 127 86(' *51%/. &13 4 127 86(' *51%/8 &13 4 127 86(' *519,2 &13 4 127 86(' *51*5< &13 LEFT BUTTON (UK ONLY) NOT USED NOT USED ( M ) OJO STANDUP LEFT ORBIT LEFT RAMP ENTER LEFT BUMPER LEFT OUTLANE on Cabinet side 4TH COIN SLOT Under Playfield NOT USED On Coin Door 6TH COIN SLOT On Coin Door RIGHT COIN SLOT On Coin Door CENTER COIN SLOT / DBA On Coin Door LEFT COIN SLOT On Coin Door 5TH COIN SLOT On Coin Door RIGHT BUTTON (UK ONLY) on Cabinet side Under Playfield 4-BALL TROUGH #1 (LEFT) On Assembly 4-BALL TROUGH #2 On Assembly 4-BALL TROUGH #3 On Assembly 4-BALL TROUGH VUK OPTO On Assembly 4-BALL STACKING OPTO On Assembly SHOOTER LANE Under Playfield On Assembly CENTER RAMP ENTER On Ramp Assy. 5RZ *1' 4 127 86(' 5('%51 -3 4 127 86(' 5('%/. -3 4 127 86(' 5('25* -3 4 127 86(' 5('<(/ -3 4 127 86(' 5('*51 -3 4 127 86(' 5('%/8 -3 4 127 86(' 5('9,2 -3 4 127 86(' 5('*5< -3 4 127 86(' 5(':+7 -3 4 127 86(' 5(' -3 '5[ MINI ME 1 (BOTTOM) #555 Bulb Under Playfield TOILET Under Playfield DR. EVIL UP On Assembly DR. EVIL DOWN On Assembly DR. EVIL (TARGET) On Assembly ( M ) OJO #44 Bulb BONUS 1 #44 Bulb BONUS 75 #44 Bulb Under Playfield M ( O ) JO STANDUP Under Playfield MO ( J ) O STANDUP Under Playfield MOJ ( O ) STANDUP Under Playfield AUSTIN STANDUP Under Playfield POWERS STANDUP Under Playfield DR. EVIL LEFT STANDUP Under Playfield DR. EVIL RIGHT STANDUP Under Playfield Under Playfield SPINNER (OPTO) On Assembly CENTER RAMP ENTER (OPTO) On Ramp Assy. NOT USED RIGHT RAMP ENTER On Ramp Assy. RIGHT RAMP EXIT On Ramp Assy. RIGHT ORBIT Under Playfield NOT USED Under Playfield )URP WKH /DPS 0HQX *2 72 6,1*/( /$03 7(67 8 127 86(' <(/5(' -3 NOT USED D iode O n T erminal S trip : 8 127 86(' <(/%51 -3 NOT USED On Assembly )URP WKH 'LDJQRVWLFV 0HQX *2 72 /$03 0(18 &ROXPQ Y )URP WKH 6ZLWFK 0HQX *2 72 6:,7&+ 25 $&7,9( 6:,7&+ 7(67 6:,7&+0$75,;*5,' '(',&$7('6:,7&+(6 D iode O n T erminal S trip : &ROXPQ 'ULYH 5RZ 5HWXUQ )URP WKH 'LDJQRVWLFV 0HQX *2 72 6:,7&+ 0(18 MINI ME 2 #555 Bulb M ( O ) JO #44 Bulb BONUS 2 #44 Bulb BONUS 100 #555 Bulb On Ramp Assy. LEFT RAMP EXIT On Ramp Assy. LASER BEAM HOME On Assembly LASER BEAM ENABLE On Assembly LASER BEAM LOADED On Assembly SCOOP On Assembly LEFT TOP LANE Under Playfield RIGHT TOP LANE Under Playfield RIGHT BUMPER MINI ME 3 #555 Bulb MO ( J ) O #44 Bulb On Assembly BOTTOM BUMPER On Assembly DANCING AUSTIN On Assembly FIRE BUTTON Frnt Top Molding START BUTTON Cabinet Front Under Playfield LEFT RETURN LANE Under Playfield LEFT SLINGSHOT On Assembly RIGHT OUTLANE Under Playfield RIGHT RETURN LANE Under Playfield RIGHT SLINGSHOT On Assembly NOT USED SLAM TILT On Coin Door PLUMB BOB TILT Inside Cabinet NOT USED *1' ,& 8 ,13876 8 *5<%51 &13 8 *5<5(' &13 8 *5<25* &13 8 *5<<(/ &13 8 127 86(' *5<*51 &13 8 *5<%/8 &13 8 *5<9,2 &13 8 *5<%/. &13 )URP WKH /DPS 0HQX *2 72 7(67 $// /$036 /$030$75,;*5,' 8 127 86(' <(/25* -3 On Assembly )URP WKH 6ZLWFK 0HQX *2 72 '(',&$7(' 6:,7&+ 7(67 8 127 86(' <(/%/. -3 MINI ME 4 (TOP) #555 Bulb MOJ ( O ) #44 Bulb IVANA #555 Bulb LEFT BUMPER #555 Bulb BONUS 5 #555 Bulb BONUS 400 #555 Bulb TIME MACHINE #555 Bulb ALOTTA #555 Bulb ' 2 76 RIGHT BUMPER #555 Bulb BONUS 10 #555 Bulb BONUS 500 #555 Bulb LASER BEAM #555 Bulb #1 LEFT FLIPPER BUTTON in Cabinet side #2 LEFT FLIPPER E.O.S (End-of-Stroke) in Cabinet side #3 RIGHT FLIPPER BUTTON in Cabinet side #4 RIGHT FLIPPER E.O.S. (End-of-Stroke) in Cabinet side #5 NOT USED in Cabinet side '6 '6 '6 '6 '6 #6 VOLUME (RED BUTTON) (In Test: LEFT) '6 #7 SERV. CRED. (GREEN BUTTON) (In Test: RIGHT) on Coin Door '6 #8 BEGIN TEST (BLACK BUTTON) (In Test: ENTER) on Coin Door '6 on Coin Door )URP WKH /DPS 0HQX *2 72 52: 25 &2/801 7(67 8 127 86(' <(/%/8 -3 8 127 86(' <(/*51 -3 *URXQG %/. &13 3 8 127 86(' <(/*5< -3 8 127 86(' <(/9,2 -3 SPECIAL #555 Bulb ' 2 76 BOTTOM BUMPER #555 Bulb BONUS 25 #555 Bulb BONUS 1000 #555 Bulb FAT BASTARD #555 Bulb BONUS BONUS 3 4 #555 Bulb #555 Bulb BONUS BONUS 200 300 #555 Bulb #555 Bulb EVIL SUB (A)P A(P) HENCHMEN DRILL #44 Bulb #555 Bulb #555 Bulb #44 Bulb TOILET TOILET TOILET TOILET SH ( A ) G 1 (BOTTOM) 2 3 4 (TOP) ( S ) HAG S ( H ) AG #555 Bulb #555 Bulb #555 Bulb #555 Bulb #555 Bulb #555 Bulb #555 Bulb LASER BEAM LASER BEAM LASER BEAM LASER BEAM FIRE DR. EVIL SPOT- NOT '276 USED 1 (BOTTOM) 2 3 4 (TOP) BUTTON LIGHT X2 #44 Bulb #44 Bulb #44 Bulb #555 Bulb #555 Bulbs # Bulb #555 Bulb TIME MACHINE TIME MACHINE TIME MACHINE TIME MACHINE 1 (BOTTOM) 2 3 4 (TOP) MOON BASE VIRTUCON MOJO #555 Bulb #555 Bulb #555 Bulb #555 Bulb #555 Bulb #555 Bulb #555 Bulb SUB DRILL SUB DRILL SUB DRILL SUB DRILL NOT NOT NOT USED USED USED 1 (BOTTOM) 2 3 4 (TOP) #555 Bulb #555 Bulb #555 Bulb #555 Bulb #555 Bulb #555 Bulb #555 Bulb EVIL HENCHEVIL EVIL EVIL HENCHNOT NOT NOT USED USED USED MEN 1 (BOT) HENCHMEN 2 HENCHMEN 3 MEN 4 (TOP) #555 Bulb #555 Bulb #555 Bulb # Bulb # Bulb # Bulb #555 Bulb MYSTERY #44 Bulb ' 2 76 SHOOT AGAIN BABY #555 Bulb BONUS 50 #44 Bulb BONUS HELD #555 Bulb MINI ME #555 Bulb SHA ( G ) #555 Bulb NOT USED # Bulb EXTRA BALL #44 Bulb NOT USED #555 Bulb NOT USED # Bulb )LQG,W,Q)URQW 'U3LQEDOO View of "Fat Bastard" Figurine may differ than actual part on your game. See Page 82 for details. 6:,7&+ 0$75,; *5,' /2&$7,216 '6 '6 '6 Legend Note: /$03 0$75,; *5,' /2&$7,216 '6 = Switches/Lamps mounted above P/F. 7<3,&$/ 6:,7&+ 6&+(0$7,& = Switches/Lamps mounted below the P/F. '(',&$7(' 6:,7&+ 6&+(0$7,& = ...mounted on Cabinet. 7<3,&$/ /$03 6&+(0$7,& -XXX Note: All Switches require diodes. Some diodes are located on Terminal Strips OR Diode Boards (under playfield) & not on the switch itself. D iode D iode On On T erminal D iode -XXX Note: All Lamps require diodes. Some diodes are located on Terminal Strips (under playfield) & not on the lamp itself. D iode On COMMON T erminal YEL RED Diode 1N4001 'U3LQEDOO )LQG,W,Q)URQW '5 \ )URP WKH 0DLQ™0HQX LQ 3RUWDOV *2 72 ',$*1267,&6 0(18 )URP WKH 'LDJQRVWLFV 0HQX *2 72 &2,/ 0(18 )URP WKH &RLO 0HQX *2 72 &2,/ 7(67 )URP WKH &RLO 0HQX *2 72 &<&/,1* &2,/6 &2,/6'(7$,/('&+$577$%/( +LJK &XUUHQW &RLOV *URXS Drive Transistor (D.T.) Driver Ouput Board D.T. Control Line Color D.T. Control Line Connect Power Line Color Power Line Connnection #1 TROUGH UP-KICKER Q1 I/O Pwr. Drvr. BRN-BLK J8-P1 YEL-VIO #2 AUTO LAUNCH Q2 I/O Pwr. Drvr. BRN-RED J8-P3 YEL-VIO #3 SCOOP Q3 I/O Pwr. Drvr. BRN-ORG J8-P4 YEL-VIO Power Voltage Coil GA-Turn or Bulb Type 26-1200 J10-P4/5 50v DC 090-5044-00T J10-P4/5 50v DC 24-940 090-5036-00T 23-800 J10-P4/5 50v DC 090-5001-00B J10-P4/5 50v DC 24-940 #4 LASER BEAM EJECT Q4 I/O Pwr. Drvr. BRN-YEL J8-P5 YEL-VIO #5 FLASH: TIME MACHINE Q5 I/O Pwr. Drvr. BRN-GRN J8-P6 ORG J6-P10 #6 FLASH: RIGHT RAMP (LOW) Q6 I/O Pwr. Drvr. BRN-BLU J8-P7 ORG #7 DANCING AUSTIN Q7 I/O Pwr. Drvr. BRN-VIO J8-P8 YEL-VIO #8 TOILET POST Q8 I/O Pwr. Drvr. BRN-GRY J8-P9 BRN Bulb 20v DC #906 165-5004-00 26-1200 J10-P4/5 50v DC 090-5044-00T J7-P1 20v DC 27-1500 D.T. Control Line Connect Power Line Color J9-P1 YEL-VIO +LJK &XUUHQW &RLOV *URXS #9 Drive Transistor (D.T.) LEFT BUMPER Driver Ouput Board D.T. Control Line Color Q9 I/O Pwr. Drvr. BLU-BRN 090-5002-10 20v DC #89 Bulb 165-5000-89 J6-P10 090-5004-00T Power Line Connnection Power Voltage Coil GA-Turn 26-1200 J10-P4/5 50v DC 090-5044-00T J10-P4/5 50v DC 26-1200 #10 RIGHT BUMPER Q10 I/O Pwr. Drvr. BLU-RED J9-P2 YEL-VIO #11 BOTTOM BUMPER Q11 I/O Pwr. Drvr. BLU-ORG J9-P4 YEL-VIO #12 FLASH: LEFT RAMP (HIGH) Q12 I/O Pwr. Drvr. BLU-YEL J9-P5 ORG 26-1200 J10-P4/5 50v DC 090-5044-00T J6-P10 20v DC #906 Bulb #13 FLASH: RIGHT RAMP (HIGH) Q13 I/O Pwr. Drvr. BLU-GRN J9-P6 ORG J6-P10 #14 TIME MACHINE MAGNET %$ 090-5044-00T 165-5004-00 Q14 I/O Pwr. Drvr. BLU-BLK J9-P7 #15 LEFT FLIPPER (50v RED/YEL) Q15 I/O Pwr. Drvr. ORG-GRY J9-P8 #16 RIGHT FLIPPER (50v RED/YEL) Q16 I/O Pwr. Drvr. ORG-VIO J9-P9 /RZ &XUUHQW &RLOV *URXS Drive Transistor (D.T.) Driver Ouput Board D.T. Control Line Color D.T. Control Line Connect Power Line Color Power Line Connnection Bulb 20 v DC #906 165-5004-00 50v DC 20 -480 VIO-YEL J10-P3 090-5064-02 RED-YEL J10-P1/2 50v DC 23-900 090-5020-30T GRY-YEL RED-YEL J10-P1/2 50v DC 23-1100 BLU-YEL 090-5030-00T Power Voltage Coil GA-Turn or Meter # 23-800 20v DC 090-5001-00T 23-800 20v DC #17 LEFT SLINGSHOT Q17 I/O Pwr. Drvr. VIO-BRN J7-P2 BRN J7-P1 #18 RIGHT SLINGSHOT Q18 I/O Pwr. Drvr. VIO-RED J7-P3 BRN J7-P1 #19 DR. EVIL MOTOR RELAY BOARD Q19 I/O Pwr. Drvr. VIO-ORG J7-P4 BRN J7-P1 #20 TIME MACHINE MTR RELAY BD Q20 I/O Pwr. Drvr. VIO-YEL J7-P6 BRN J7-P1 #21 LASER BEAM MTR RELAY BD Q21 I/O Pwr. Drvr. VIO-GRN J7-P7 BRN J7-P1 #22 LASER BEAM DIVERTER Q22 I/O Pwr. Drvr. VIO-BLU J7-P8 BRN J7-P1 Bd. 20v DC Relay 520-5010-00 29-1000 20v DC #23 ORBIT DIVERTER Q23 I/O Pwr. Drvr. VIO-BLK J7-P9 BRN J7-P1 20v DC #24 OPTIONAL COIN METER Q24 I/O Pwr. Drvr. VIO-GRY J7-P10 RED J16-P7 5v DC D.T. Control Line Connect Power Line Color Power Line Connnection Power Voltage 090-5001-00T Bd. 20v DC Relay 520-5010-00 20v DC Relay Bd. 520-5010-00 090-5059-00 32-1800 090-5031-00 Meter 5v 091-5000-00 D iode O n T erminal S trip (if noted) /RZ &XUUHQW &RLOV *URXS Drive Transistor (D.T.) Driver Ouput Board D.T. Control Line Color Bulb Type #89 Bulb #25 FLASH: LEFT ORBIT Q25 I/O Pwr. Drvr. BLK-BRN J6-P1 ORG J6-P10 20v DC 165-5000-89 #26 FLASH: TOILET Q26 I/O Pwr. Drvr. BLK-RED J6-P2 ORG J6-P10 20v DC 165-5000-89 #27 FLASH: LEFT RAMP Q27 I/O Pwr. Drvr. BLK-ORG J6-P3 ORG J6-P10 20 v DC #89 Bulb #89 Bulb 165-5000-89 #89 Bulb #28 FLASH: CENTER RAMP Q28 I/O Pwr. Drvr. BLK-YEL J6-P4 ORG J6-P10 20v DC 165-5000-89 #29 FLASH: RIGHT RAMP Q29 I/O Pwr. Drvr. BLK-GRN J6-P5 ORG J6-P10 20 v DC 165-5000-89 #30 FLASH: RIGHT ORBIT Q30 I/O Pwr. Drvr. BLK-BLU J6-P6 ORG J6-P10 20v DC #31 FLASH: POPS X2 Q31 I/O Pwr. Drvr. BLK-VIO J6-P7 ORG J6-P10 20 v DC Q32 I/O Pwr. Drvr. BLK-GRY J6-P8 ORG J6-P10 20 v DC #32 FLASH: LEFT RAMP (LOW) 1RWH ,Q 7HVW )ODVK /DPSV 0HQX )ODVK ,FRQ )ODVKHUV WHVWHG DUH DOO )ODVK /DPSV ORFDWHG EHWZHHQ 44 7KLV *DPH $X[LOOLDU\ 8. 21/< Drive Transistor (D.T.) AUX 1: LEFT UP/DOWN POST Q1 AUX 2: CENTER UP/DOWN POST Q2 AUX 3: RIGHT UP/DOWN POST Q3 '5] Driver Ouput Board Sol. Expander (Aux. Board) Sol. Expander (Aux. Board) Sol. Expander (Aux. Board) Power Voltage #89 Bulb #89 Bulb 165-5000-89 #89 Bulb 165-5000-89 #906 Bulb 165-5004-00 D.T. Control Line Color D.T. Control Line Connect Power Line Color Power Line Connnection WHT J3-P11 BRN J7-P1 RED J3-P10 BRN J7-P1 26-1200 20v DC 090-5044-00T 20v DC 23-1100 ORG J3-P9 BRN J7-P1 26-1200 20v DC 090-5044-00T Coil GA-Turn 090-5030-00T )LQG,W,Q)URQW 'U3LQEDOO View of "Fat Bastard" Figurine may differ than actual part on your game. See Page 82 for details. 6:,7&+ 0$75,; *5,' /2&$7,216 '6 '6 '6 Legend Note: /$03 0$75,; *5,' /2&$7,216 '6 = Switches/Lamps mounted above P/F. 7<3,&$/ 6:,7&+ 6&+(0$7,& = Switches/Lamps mounted below the P/F. '(',&$7(' 6:,7&+ 6&+(0$7,& = ...mounted on Cabinet. 7<3,&$/ /$03 6&+(0$7,& -XXX Note: All Switches require diodes. Some diodes are located on Terminal Strips OR Diode Boards (under playfield) & not on the switch itself. D iode D iode On On T erminal D iode -XXX Note: All Lamps require diodes. Some diodes are located on Terminal Strips (under playfield) & not on the lamp itself. D iode On COMMON T erminal YEL RED Diode 1N4001 'U3LQEDOO )LQG,W,Q)URQW '5 \ 'RPHVWLF3LQEDOO 5HGHPSWLRQ'LVWULEXWRUV0DS ?????????,QWHUQDWLRQDO'LVWULEXWRUV0DS????????? For Parts & Service, call your nearest Distributor. View the above maps & the directories on the next page to locate your closest Distributor in your state, province, or country. Distributors and phone numbers are subject to change. Call Stern Pinball, Inc. (Parts Sales & Technical Support) with any questions or if your Distributor cannot help you: 1-800-542-5377 (in USA or Canada) or 1-708-786-5466. Visit us at www.SternPinball.com for current Distributor Information & other pinball needs. '5_ )LQG,W,Q)URQW 'U3LQEDOO 'RPHVWLF3LQEDOO 5HGHPSWLRQ'LVWULEXWRUV'LUHFWRU\ $/$%$0$ %LUPLQJKDP 9HQGLQJ ,2:$ *UHDWHU $PHULFD 'LVW 0,11(627$ /LHEHUPDQ 0XVLF 1257+ '$.27$ 0+ $VVRFLDWHV ,QF )UDQFR 'LVWULEXWLQJ 0RVV 'LVWULEXWLQJ 0,66285, *UHDWHU $PHULFD 'LVW 2+,2 $WODV 'LVWULEXWLQJ $5,=21$ 0RXQWDLQ &RLQ ,1',$1$ $WODV 'LVWULEXWLQJ 6KDIIHU 'LVWULEXWLQJ &OHYHODQG &RLQ Birmingham (1) 1-205-324-7526 Montgomery (2) 1-334-834-3455 Phoenix 1-602-269-7596 &$/,)251,$ %HWVRQ :HVW Buena Park (1) 1-714-228-7500 So. San Francisco (2) 1-650-952-4220 &$ 5RELQVRQ Los Angeles (3) 1-323-735-3001 San Francisco (4) 1-650-871-4280 &2/25$'2 0RXQWDLQ &RLQ Denver 1-303-427-2133 &211(&7,&87 %HWVRQ (QWHUSULVHV Milford (1) 1-203-878-6966 7'0 'LVWULEXWLQJ Williamantic (2) 1-860-423-1403 )/25,'$ %LUPLQJKDP 9HQGLQJ Orlando (1) 1-407-425-1505 %UDG\ 'LVWULEXWLQJ Miami [Miramar] (2) 1-954-874-1100 Orlando (1) 1-407-872-1666 *(25*,$ *UHDWHU 6RXWKHUQ 'LVW Smyrna 1-770-803-3040 Johnston 1-515-278-4455 Des Moines 1-515-266-6422 Indianapolis 1-317-786-6892 &OHYHODQG &RLQ Indianapolis 1-317-895-4270 6KDIIHU 'LVWULEXWLQJ Minneapolis 1-612-887-5299 Kansas City (1) 1-816-531-4300 St. Louis (2) 1-314-645-3393 1(%5$6.$ &HQWUDO 'LVW Omaha 1-402-493-5600 Indianapolis 1-317-899-2530 *UHDWHU $PHULFD 'LVW Wichita 1-316-263-6181 1(9$'$ 0RXQWDLQ &RLQ .$16$6 8QLWHG 'LVW ,QF Omaha 1-402-553-2812 Las Vegas (1) 1-702-798-0900 .(178&.< $WODV 'LVWULEXWLQJ 5HQR *DPH 6DOHV /28,6,$1$ $0$ 'LVWULEXWRUV ,QF 1(: -(56(< %HWVRQ (QWHUSULVHV Louisville 1-502-966-5266 Metairie (1) 1-504-835-3232 1HZ 2UOHDQV 1RYHOW\ New Orleans (2) 1-504-888-3500 0$5</$1' %HWVRQ (QWHUSULVHV Baltimore 1-410-646-4100 :HLQHU 'LVWULEXWLQJ Baltimore 1-410-525-2600 0$66$&+86(776 %HWVRQ (QW 1(&2 Norwood (1) 1-781-769-9760 *HND\ 6DOHV E. Longmeadow (2) 1-413-525-2700 ,//,12,6 $PHULFDQ 9HQGLQJ 0,&+,*$1 $WODV 'LVWULEXWLQJ $WODV 'LVWULEXWLQJ &OHYHODQG &RLQ Elk Grove Village (1) 1-847-439-9400 Wyoming (1) 1-616-241-1472 Elk Grove Village (1) 1-847-952-7500 Livonia (2) 1-734-432-1040 :RUOG :LGH 'LVWULEXWLQJ Reno (2) 1-775-829-2080 Carlstadt (1) 1-201-438-1300 Carteret (2) 1-732-750-2700 -DFN *XDUQLHUL 6HUYLFH &R ,QF 3LQEDOOVDOHVFRP Lakewood 1-732-364-9900 1(: 0(;,&2 0RXQWDLQ &RLQ Albuquerque 1-505-345-7706 1(: <25. %HWVRQ (QWHUSULVHV New Hyde Park (1) 1-516-354-4647 Syracuse (2) 1-315-455-5400 'HLWK 'LVWULEXWLQJ Roslyn Heights (3) 1-516-621-1234 1257+ &$52/,1$ %UDG\ 'LVWULEXWLQJ Charlotte (1) 1-704-357-6284 2SHUDWRUV 'LVWULEXWLQJ Fargo 1-701-282-7877 Cincinnati (1) 1-513-851-4100 Cleveland (2) 1-216-692-0960 6KDIIHU 'LVWULEXWLQJ Columbus (3) 1-614-421-6800 Macedonia (4) 1-330-467-4850 7(;$6 &RPPHUFLDO 0XVLF Dallas (1) 1-214-741-6381 +$ )UDQ] &R Houston (2) 1-713-523-7366 San Antonio (3) 1-210-226-6322 0DVWHU 6DOHV Corsicana (4) 1-903-874-4740 6RXWKJDWH $PXVHPHQW Houston (2) 1-713-691-7335 San Antonio (3) 1-210-225-3844 2./$+20$ *DOD[\ 'LVWULEXWLQJ 6RXWKJDWH0RVV 'LVW 25(*21 0RXQWDLQ &RLQ 87$+ 0RXQWDLQ &RLQ Tulsa 1-918-835-1166 Irving (5) 1-972-721-4600 Portland 1-503-234-5491 Salt Lake City 1-801-262-5494 6SHFLDOW\ &RLQ 3URGXFWV 6WUXYH 'LVWULEXWLQJ 3(116</9$1,$ %HWVRQ (QWHUSULVHV :$6+,1*721 0RXQWDLQ &RLQ Portland 1-800-987-4946 King Of Prussia (1) 1-610-265-1155 Pittsburgh (2) 1-412-331-8703 &OHYHODQG &RLQ Pittsburgh (2) 1-412-323-8400 *UHHQ &RLQ Pittsburgh (2) 1-412-881-8804 5RWK 1RYHOW\ 6XSHULRU 217$5,2 6WDUEXUVW &RLQ 0DFK Toronto 1-416-251-2122 3DUWV 6HUYLFH 2QO\ %5,7,6+ &2/80%,$ &DQ &RLQ 0DFKLQH Burnaby (1) 1-604-420-4008 3DFLILF 9HQGLQJ Vancouver (2) 1-604-324-2164 48(%(& /DQLHO $XWRPDWLF 0DFK Montreal 1-514-731-8571 Salt Lake City 1-801-328-1636 Seattle 1-206-682-5700 :,6&216,1 3LRQHHU 6DOHV 6YF Green Bay (1) 1-920-336-5800 Menomonee Falls (2) 1-262-781-1420 /LHEHUPDQ9LNLQJ 9HQG Menomonee Falls (2) 1-262-255-6580 Wilkes-Barre (3) 1-570-824-9994 6287+ &$52/,1$ *UHHQ &RLQ Note: For states and Canadian Provinces which do not have Distributors, call the neighboring state or province with the city closest to you (indicated with a white dot). States or Provinces with more than 1 city containing a distributor are numbered. View the map on the previous page. Mrytle Beach 1-843-626-1900 7(11(66(( %UDG\ 'LVWULEXWLQJ Memphis 1-901-345-7811 *UHHQ *$0(6 Memphis 1-901-353-1000 Archdale (2) 1-336-884-5714 Chicago (2) 773-384-2300 &$1$'$ Note: Distributors are subject to change. Visit us at www.SternPinball.com for current Distributor Information. ????????,QWHUQDWLRQDO'LVWULEXWRUV'LUHFWRU\???????? $5*(17,1$ 8QLYHUVH (OHFWURQLFV Buenos Aires [54] 1865-4730 (OHFWURSRUW )ORUHQFLD Mar Del Plata [54] 22-3495-5532 $8675$/,$ $PXVHPHQW 0DFK 'LVW Matraville [61] 2931-66000 $8675,$ 5 5XSS Kaindorf [43] 3452-86105 %(/*,80 %UDER %5$=,/ 'LYHU%UDV São Paulo [55] 1166-741000 &+,/( &XLQVD Santiago [56] 2641-8520 '(10$5. 9HQGFRPDWLF (Oslo, Norway) [47] 2291-8383 ),1/$1' 3HOLND 5D\2\ Espoo [35] (0) 5892-90452-99 Antwerpen [32] 3238-9970 'U3LQEDOO )LQG,W,Q)URQW )5$1&( $YUDQFKHV $XWRPDWLF Ducey [33] 2338-96162 6)$ Paris [33] 1532-68082 *(50$1< %HUJPDQQ $XWRPDWHQ Hamburg [49] 4101/30 24-0 *5((&( (OFRLQ Nikea [30] 1492-9357 *UHHFH &RLQ Athens [30] 1577-7012 ,7$/< 560 7HFQRSOD\ 6$ 6,1*$325( 9DOLEHO 7HFKQRORJLHV San Marino [39] 5499-00361 Singapore [65] 748-8404 Auckland [64] 9846-7606 Madrid [34] 9167-16980 Oslo [47] 2291-8383 or visit our website www.SternPinball.com Amadora [35] 1214-963744 Harkingen [41] 6238-88961 1(: =($/$1' $PFR 0DFKLQH 6XSSOLHV 125:$< 9HQGFRPDWLF 32578*$/ -DFLQWR 0DUWLQV /GD 63$,1 &RPPHUFLDO &RFRPDWLF 81,7(' .,1*'20 (OHFWURFRLQ London, England [44] 2089-652055 (OHFWURFRLQ $IWHUVDOHV Cardiff, S. Wales [44] (0) 2920 343888 6:('(1 &DOO IRU ,QIRUPDWLRQ 6:,7=(5/$1' 1RYRPDW $* '5 ` 32:(55(48,5(0(176 This game must be connected to a properly grounded outlet to reduce shock hazard & insure proper game operation. See Sec. 5, Schematics & Troubleshooting, Chp. 3, Cabinet Wiring (Transformer Power Wiring), for transformer connections required for Normal, High, and Low Line conditions. 110v AC - 125v AC @ 60Hz Normal Line: Domestic AVG OPERATION MAX OPERATION use an 8AMP 250v Slo-Blo Fuse. CURRENT: 8AMP CURRENT: 2.8AMP WATTAGE: 329w WATTAGE: 940w 218v AC - 240v AC @ 50Hz High Line: Export AVG OPERATION MAX OPERATION England use 2x 5AMP 250v Slo-Blo Fuses. CURRENT: 5AMP CURRENT: 1.8AMP & Hong | 8AMP* Kong use (*England & Hong Kong use an 8 250v S/B Fuse.) | WATTAGE: 412w WATTAGE: 1145w 1832w* an 95v AC - 108v AC @ 50Hz / 60Hz Low Line: Export Japan Only AVG OPERATION MAX OPERATION use an 8AMP 250v Slo-Blo Fuse. CURRENT: 2.6AMP CURRENT: 8AMP WATTAGE: 812w WATTAGE: 264w AMP 8A Fuse. 75$163257$7,21???????*$0(',0(16,216??????? The overall Front / Back Height dimensions include the added 3e4" with the Leg Levelers turned all the way in. To reduce the possibility of damage, observe ALL precautions whenever transporting the game. Read & follow Section 1, Chapter 1, Pinball Game Set-Up Procedures, and How to Secure the Backbox for Transporting. Remove the legs and secure the game within the transporting vehicle. SAVE AND RETAIN ALL PRINTED INFORMATION INSIDE THE CABINET ! Back Height 73 7e8" Back Width 27 3e4" 27 7e8" The Cabinet is designed to give the recommended 6.5° pitch to the Playfield when all four (4) Legs are installed with the Leg Levelers turned all the way in. With the Leg Levelers turned all the way out (not recommended), an additional 13e4" should be added to the respective Back or Front Height dimensions. 23 3e4" 46" 51 1e2" 22" Approx. Unboxed Weight: 260lbs. (+/- 10) Boxed Weight: Front Height Height 56" Width 31" Depth 31" 16 1e4" Wt. 285lbs. (+/- 5) 55" 35 1e4" " 3e 4 Leg Length is: 30 1e4" '5 = )LQG,W,Q)URQW 'U3LQEDOO $XVWLQ3RZHUV3LQEDOO*DPH6HUYLFH0DQXDO*HQHUDO7DEOHRI&RQWHQWV See Sections 3 & 5, Table Of Contents, for details of that Section and it’s Chapters. /DVHU%HDP7HVW,QVLGH)URQW X%DFNER[3&%)XVHV520V%ULGJHV5HOD\V3) &DELQHW)XVHV&DE6ZLWFKHV '5X X)LQG,W,Q)URQW'U3LQEDOO6HFWLRQ([SODLQHG1+RZ,W:RUNV '5Y X 3LQEDOOV0XVW%H,QVWDOOHG1'LDJQRVWLF$LGV1&38',36ZLWFK6HWWLQJV '5Z X6ZLWFK0DWUL[*ULG 'HGLFDWHG6ZLWFKHV1/DPS0DWUL[*ULG '5[ X6ZLWFK /DPS0DWUL[*ULG/RFDWLRQV17\SLFDO6ZLWFK'HGLFDWHG6ZLWFK /DPS6FKHPDWLFV '5\ X&RLOV'HWDLOHG&KDUW7DEOH '5] X&RLO )ODVK/DPS/RFDWLRQV17\SLFDO&RLO:LULQJ '5^ X'RPHVWLF3LQEDOO 5HGHPSWLRQDQG,QWHUQDWLRQDO'LVWULEXWRUV0DSV '5_ X'RPHVWLF3LQEDOO 5HGHPSWLRQDQG,QWHUQDWLRQDO'LVWULEXWRUV'LUHFWRULHV '5` X3RZHU5HTXLUHPHQWV17UDQVSRUWDWLRQ1*DPH'LPHQVLRQV '5a *DPH0DQXDO*HQHUDO7DEOHRI&RQWHQWV LLL 6(&7,21 &KDSWHU$IWHU6HW8S Z 3LQEDOO *DPH 6HW8S 3URFHGXUHV Z 3LQEDOO *DPH 6HW8S )XWXUH 5HIHUHQFH Z +RZ WR 6HFXUH WKH %DFNER[ IRU 7UDQVSRUWLQJ /HJ /HYHOHU $GMXVWPHQW (DV\ $FFHVV 6HUYLFH 6\VWHP 3RVLWLRQV 6(&7,21 &KDSWHU*DPH2SHUDWLRQ )HDWXUHV Z 6WDUW RI *DPH )HDWXUHV 'XULQJ *DPH )HDWXUHV (QG RI *DPH )HDWXUHV $XWR 3HUFHQWDJLQJ ,QVWUXFWLRQ &DUG 6(&7,21 &KDSWHU3RUWDOV 6HUYLFH0HQX,QWURGXFWLRQ Z 3RUWDOV 6HUYLFH 0HQX 7DEOH RI &RQWHQWV 9LHZ IRU DQ RXWOLQH RI WKLV VHFWLRQ Z 3RUWDOV 6HUYLFH 6ZLWFK 6HW $FFHVV 8VH +RZ WR 8VH 7KLV 6HFWLRQ Z 3RUWDOV 6HUYLFH 0HQX ,FRQ 7UHH Z 3RUWDOV 6HUYLFH 0HQX ([DPSOH ([LWLQJ WKH 3RUWDOV 6HUYLFH 0HQX &KDSWHU*R7R'LDJQRVWLFV0HQX &KDSWHU*R7R$XGLWV0HQX &KDSWHU*R7R$GMXVWPHQWV0HQX &KDSWHU*R7R5HVHW0HQX &KDSWHU*R7R)XVH7DEOH &KDSWHU*R7R+HOS6FUHHQ 6(&7,21 &KDSWHU3DUWV,GHQWLILFDWLRQ /RFDWLRQ 7KH3LQN3DJHV 2YHUYLHZ %DFNER[ $XVWLQ 3RZHUV $VVHPEO\ 6SHDNHU 3DQHO $VV\ IRU WKH %DFNER[ $XVWLQ 3RZHUV $VVRFLDWHG 3DUWV &DELQHW *HQHUDO 3DUWV 6ZLWFKHV 3OD\ILHOG *HQHUDO 3DUWV 6ZLWFKHV %HORZ 3OD\ILHOG *HQHUDO 3DUWV 6ZLWFKHV $ERYH Section 4, Chapter 1, Parts Identification & Location (The Pink Pages) Continued on the Next Page $XJXVW L Section 4, Chapter 1, Parts Identification & Location (The Pink Pages) Continued from the Previous Page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after reading the Pinball Game Set-Up Instruction Sheet (SPI Part Nº 755-5310-00) included with your New Pinball Game, continue with the below procedures: :LWKWKH%DFN*ODVV 5HPRYHG 1. Check all connectors in the Backbox for loose wire terminations. Reseat any loose wire by pushing in on the terminal. Push on all connectors plugged into the CPU/Sound Board, I/O Power Driver Board, and the Display Power Bd. to check that they are properly seated. Ensure Fluorescent Light Tube is seated correctly. Check that all fuses are seated properly. Close and lock the Backbox and secure its’ keys back inside the Coin Door. :LWKWKH 3OD\ILHOG*ODVV5HPRYHG 2. Make sure the proper amount of pinballs were installed (Amount of balls are always specified on decal attached to the lock down assembly and top of Page DR. in the beginning of this manual). Z 3. Remove all shipping tie downs, shipping blocks, packing foam, shipping instruction pages, etc. (if any) from the game. READ ALL PRINTED INFORMATION! Shipping instructions, labels and/or decals describe warnings, cautions, and/or important information specific to the game. SAVE ALL PRINTED INFORMATION. 4. Raise the playfield and support it, by lifting the Prop Rod (located on the left, inside the cabinet). The end of the Prop Rod should be placed into the hole under playfield. See the illustration "Easy Access Service System" on Page 4. 5. Visually inspect all cabinet cables and connector terminations; ensure no wires or cables are pinched and that cable harnesses are not pulled tight. 6. Lower the playfield and ensure game is level side-to-side by adjusting Leg Levelers, if required. See the illustration "Leg Leveler Adjustment" on Page 4. With the Leg Levelers turned all the way in (1.25" from floor to bottom of leg), the game pitch is 6.5°; depending on the condition of the floor, adjust the Leg Levelers as required. 7KHSOD\ ILHOGLQFOLQHDIIHFWVGLII LFXOW\ RISOD\8VHWK HUHFRPPHQGH G LQFOLQH*DPHGLII LFXOW\ LVEHVWYDULHGXVLQJJDPHDGMXVWPHQWV :LWKWKH&RLQ'RRU2SH Q 7. If desired, perform any self tests at this time. See Section 3, Chapter 1, Portals Service Menu Introduction, and Chapter 2, Go To Diagnostics Menu, for instructions on how to enter "Begin Play Test" and "Game Specific" to test components on the game. 8. If desired, make Game Pricing (Standard and/or Custom) and Add-A-Ball, Novelty, or X-Ball Play adjustments at this time. See Section 3, Chapter 4, Go To Adjustments Menu, for instructions on how to enter adjustments. Follow instructions in the tables provided in the manual for suggestions of customizing. µPer "The appliance has to be placed in a horizontal position." "This appliance is not to be cleaned by a Water Jet." 6HFWLRQ&KDSWHU $IWHU6HW8S 3L QE DO O*DPH6HW 8S)XW XU H5HIHUHQFH 6HF$IWHU6HW8S 6HFWLRQ&KDSWHU $IWHU6HW8S 6HF$IWHU6HW8S 3L QE DO O*DPH6HW 8S)XW XU H5HIHUHQFH&RQWLQXHG 6HFWLRQ&KDSWHU $IWHU6HW8S 6HF$IWHU6HW8S +RZWR6HFXUHWKH%DFNER[ IRU7UDQVSRUWLQJ /HJ/HYHO HU$ GMX VWP HQW This cabinet is designed to automatically have a 6.5° pitch without any Leg Leveler adjustment! Attach the four (4) Leg Assemblies to cabinet corners with the eight (8) leg bolts provided. See Section 4, Chapter 1, Cabinet - General Parts, for part numbers. YOUR PLAYFIELD PITCH IS NOW AT 6.5° AS REQUIRED FOR PROPER GAME PLAY! Verify 6.5° pitch. Minor adjustment(s) may be necessary depending on the location floor being level. Cabinet Leg For custom adjustment greater than >6.5° can be acheived by turning out the rear leg leveler(s), however, it is not recommended. 3⁄ -16 8 Hex Nut Leg Leveler (turned all the way in) (DV\ $F FHVV6HU YL FH6\ VWHP 3RVLW LRQV Carefully lift the playfield using the Left and Right Ball Guides upward. Fig. 1B Fig. 1A Fig. 1C Positions 1 & 2 When lifted high enough, the Playfield Support Slide Brackets (Fig. 1A) can be seen & can clear the cabinet front. At this time, pull the playfield toward the front of the cabinet, checking that the mechanical components clear the cabinet front, then rest the playfield on the Playfield Support Slide Brackets at the front channel of cabinet (Fig. 1C); Or, the Prop Rod (located on the right inside of cabinet) can be used by positioning the Prop Rod end into the receiving playfield hole (Fig. 1B). Fig. 2C Fig. 2A Fig. 2B See Section 4, Chapter 1, Backbox Assembly for more details and part numbers. Position 3 With the playfield at rest, hold the sides & pull toward the front of the cabinet (approx. 6" to 8"), until resistance is felt from Edge Slide Brackets stopping against the Slide & Pivot Support Brackets located on either side of the cabinet (Fig. 2A). At this time, swivel the playfield toward the Backbox, then rest on the top edge (Fig. 2B & 2C). 6HFWLRQ&KDSWHU $IWHU6HW8S 6HFWLRQ & KD SW H U R I *DP H 2SHUDWLR Q )HDWXUHV 6W DU WRI*D PH)HDW XU HV 'X UL QJ*DPH)HDW XU HV 6WDUWLQJD1RUPDO*DPH )HDWXUH0RGH &RPELQDWLRQ6KRWV Insert coin(s). The game generates a sound for the first coin & for each subsequent coin with the display indicating the number of credits posted. Press the Start Button and a start-up sound is produced, and the posted credits are reduced by one. Subsequent players can be added (up to 4 can play!) by pressing the Start Button before the end of ball 1 (with sufficient credit in the game). Features are lit on the playfield and started by completing certain shots (e.g. completion of Target Banks, Orbit(s), Ramp(s) and/or any combination of the shots). Multiball is started after completion of certain features. Multiball may vary with the amount of balls used depending on game style. The display now indicates the player or # of players selected from the total depressions of the Start Button. The display indicates the ball in play, and a ball is served to the Shooter Lane. An introduction is shown followed by Skill Shot Graphics and/or instructions. Pressing the Start Button after ball 1 of any player will start a new game (if credits are available), but only if the Start Button is depressed for 2-3 seconds. This delay is to avoid accidental "re-starts" of a game. (Note: Any partial credit remaining during game play after the end of ball 1, or power down, will be eliminated.) (QGRI*DPH)HDWX UHV 6WDUWLQJ7HDP3OD\ 'RXEOH V *DPH (QGLQJV Team Play is a four player game. The totals for players 1 & 3 (Team 1) and players 2 & 4 (Team 2) are displayed individually as well as the combined score for both teams. Team Play only works in a 4-Player game. In all other cases, the individual scores are shown. When all player(s) have played all balls (including any Extra Balls), the game ends. If power is interrupted during the course of a game, it will end that game (see Starting a Normal Game). Closure of the Plumb Bob Tilt Switch according to the number of tilts set (Default = 2, adjustable) or its prolonged closure will end the current Ball-In-Play. Closure of the Slam Tilt Switch on the coin door ends the current game(s). 6WDUWLQJ/HDJXH3OD\ After credit is posted, while holding in the Left Flipper Button, press the Start Button. League Play has now begun. The differences between Normal Game Play and League/Tournament Play are: There is no "auto-percentaging" (awarding extra balls, specials, etc. to players with very low scores on the second or third ball). Mystery Features are awarded in a set order rather than random in Normal Game Play. Percentage Game Features are not automatically advanced as they are for the Regular Play Features. 5HSOD\)HDWXUH Replay awards are given as the player exceeds a High Score Level during game play. This can be adjusted with Adjustment 3, Replay Awards (Default=CREDIT, adjustable). Players exceeding the High Score Levels can receive: CREDIT, EXTRA BALL, or SPECIAL. Adjust to NONE if a replay award is not desired. 0DWF K)HDWXUH At the end of each ball, earned bonuses are collected. At the end of the last ball of a game (including any extra balls, if applicable), earned bonuses are collected, then the system produces a random 2-digit number (a multiple of 10; 00 to 90). Matching the last 2 digits of the player’s score with this number awards a credit. In Adj. 11, Match Percentage (Default=9%, adjustable) can be changed from 0-10%. Changing the percentage to 0% displays the "Match Animation" at the end of the game, however, will never match (to award a credit). Changing this adjustment to OFF will not display the "Match Animation" nor award a credit. (QWHULQJ,QLWLDOV1DPH $GMXVWDEOH VHH 6HF &KS $GM +LJK 6FRUH ,QLWLDOV If player achieved a new high score in any of the 3 categories (Regular, Wizard or Special Game Feature), the player may enter their 3 initials or 10-Letter Name. Use the Left & Right Flipper Buttons to choose letter or character as seen on the Dot Display. Hitting the Start Button locks in the letter or character and proceeds to the next letter. The game then proceeds into the Game-Over Mode and then to the Attract Mode. Note: A Custom Message (Adjustable, see Sec. 3, Chp. 4, Adj. 29) can be displayed during the Attract Mode; enter letters in the same fashion. Continued Next Page. 6HFWLRQ&KDSWHU *DPH2SHUDWLRQ )HDWXUHV 6HF*DPH2S 0XOWLEDOO $ XWR 3H U FHQ WD JLQ J This game is equipped with an Auto Percentaging Adjustment. The replay percent is automatically adjusted or you can set a fixed replay score. The factory default percentage is 20%. Four levels may be selected. Adjust- ments allow awarding of a "credit" or an "extra ball" as each level is exceeded. With the Autopercentage Feature, if the actual replay percentage is higher or lower than that desired, the game will automatically adjust for the new recommended percentage score(s). See Section 3, Chapter 4, Go To Adjustments Menu, Adj. 1 & Adj. 2. You may choose to make a different "score-to-beat" adjustment; this is done by utilizing Adj. 2, Replay Levels. 6HF*DPH2S , QVW UX FW LRQ&D UG Below is a COPY of the Game Instruction Card (SPI Nº: 755-5174-00 USA) which is included with every game. If your card is lost or damaged, simply COPY this page and cut out the Instruction Card as a temporary replacement until a new card is ordered. (Hint: COPY & CUT along the dotted line and fold in the center to keep the "COPY" sturdy.) COPY & CUT )RUPRUHGHWDLOHGJDPHUXOHVYLVLWRXUZHEVLWH# ZZZ6WHUQ3LQEDOOFRPDQGFOLFNRQWKH $XVWLQ3RZHUVRU*DPH$UFKLYH 3RS%XPSHU/LQN FOLD HERE FOLD HERE corner must be turned in to fit properly on the bottom arch. 6HFWLRQ&KDSWHU *DPH2SHUDWLRQ )HDWXUHV 6 H FWLRQ & KD SW H U R I 3 R U WD O V ™ 6 HUYL FH0HQX,QWURGX FWLRQ &KDSWHU•*272',$*1267,&60(18 •• *R 7R 6ZLWFK 0HQX ••• 6ZLWFK 7HVW $FWLYH 6ZLWFK 7HVW 'HGLFDWHG 6ZLWFK 7HVW ] 6ZLWFK 0DWUL[ *ULG 'HGLFDWHG 6ZLWFKHV ] 6ZLWFK 0DWUL[ *ULG 'HVFULSWLRQV ZLWK 3DUW 1XPEHUV DQG /RFDWLRQV •• *R 7R &RLO 0HQX ••• 6LQJOH &RLO 7HVW &\FOLQJ &RLO 7HVW ] &RLO )ODVK /DPS 'HVFULSWLRQV ] &RLO )ODVK /DPS /RFDWLRQV ] &RLOV 'HWDLOHG &KDUW 7DEOH ] %DFNER[ ,2 3RZHU 'ULYHU %RDUG 'HWDLOHG :LULQJ 'LDJUDP •• *R 7R /DPS 0HQX ••• 6LQJOH /DPS 7HVW 7HVW $OO /DPSV 5RZ &ROXPQ /DPS 7HVWV ] /DPS 0DWUL[ *ULG ] /DPS 0DWUL[ *ULG /RFDWLRQV •• 7HVW )ODVK /DPSV •• &OHDU %DOO 7URXJK •• 7HFKQLFLDQ $OHUW •• 6HUYLFH 3KRQH •• %HJLQ 3OD\ 7HVW •• )LUH .QRFNHU •• 6RXQG 6SHDNHU 7HVW ] 6SHDNHU 3KDVH 7HVWLQJ •• %HJLQ %XUQ ,Q •• 'RW 0DWUL[ 7HVW 'RW 0DWUL[ 'LVSOD\ ([SODLQHG •• $XVWLQ 6SHFLILF 7LPH 0DFKLQH 'U (YLO /DVHU %HDP 7HVWV •• 'U 3LQEDOO )ORZ &KDUW 0HQXV &RLO 6ZLWFK /DPS &KDSWHU•*272$8',760(18 ] *DPH $XGLW 7DEOH •• (DUQLQJV $XGLWV $XGLWV •• 63, $XGLWV $XGLWV •• $XVWLQ 3RZHUV™ $XGLWV $XGLWV •• *R 7R 3ULQWHU 0HQX ••• 4XLFN 3ULQWRXW )XOO 3ULQWRXW 5HVHW 3ULQWHU &KDSWHU•*272$'-8670(1760(18 ] *DPH $GMXVWPHQW 7DEOH •• 63, $GMXVWPHQWV $GMXVWPHQWV •• $XVWLQ 3RZHUV™ $GMXVWPHQWV $GMXVWPHQWV •• &XVWRP 0HVVDJH 'LUHFW $FFHVV WR $GMXVWPHQW •• )LOP 6WDU 5HVHW 6SHFLDO )DFWRU\ 5HVHW 6HWWLQJV IRU WKH +RPH (QYLURQPHQW &KDSWHU•*2725(6(70(18 •• 5HVHW &RLQ $XGLWV 5HVHW *DPH $XGLWV )DFWRU\ 5HVHW ] ([DPSOH &KDSWHU•*272)86(6/,67 •• *R 7R )XVHV /LVW ] ([DPSOH DQG %DFNER[ /D\RXW /RFDWLRQV )XVHV %ULGJHV 5HOD\V 520V &KDSWHU•*272+(/36&5((1 •• *R 7R +HOS 6FUHHQV 0XOWL/HYHO ] 3UREOHP 6ROXWLRQ 7DEOH 6HFWLRQ&KDSWHU 3RUWDOV™ 6HUYLFH0HQX,QWURGXFWLRQ 6HF0HQX,QWUR 6H FWLRQ 7DEOHRI&RQWHQWV &KDSWHU•,1752'8&7,21 6HUYLFH 6ZLWFK 6HW 5HG *UHHQ %ODFN %XWWRQV $FFHVV 8VH +RZ WR 8VH 7KLV 6HFWLRQ 3RUWDOV™ 6HUYLFH 0HQX ,FRQ 7UHH 3RUWDOV™ 6HUYLFH 0HQX ([DPSOH DQG ([LWLQJ WKH 3RUWDOV™ 6HUYLFH 0HQX 6HUYLFH6ZLWFK6HW 5HG*UHHQ %ODFN%XWWRQV $FFHVV 8VH The Service Switch Set provides access for three (3) functions available for your use. They are Volume Menu, Service Credits Menu and Portals Service Menu. All are accessed separately depending on which colored button (Red, Green or Black) is pushed first. D 5HG *UHHQ ,QVLGH &RLQ 'RRU ,I &RLO )ODVKODPS 7HVWLQJ WKH 3OD\ILHOG 3RZHU ,QWHUORFN 6ZLWFK PXVW EH SXOOHG RXW %ODFN 7KH 0HPRU\ 3URWHFW 6ZLWFK LV GLVDEOHG ZKHQ WKH &RLQ 'RRU LV RSHQ UHTXLUHG IRU DQ\ FKDQJHV To access any of these three (3) functions you must first open the Coin Door (see pictorial above) with the Game in the Attract Mode (not already in any Function or Menu stated below). 3XVKLQJ 5HG VW )XQFWLRQ9ROXPH0HQX 6HF0HQX,QWUR Pushing the Red Button (VOLUME / LEFT) first, enters the Volume Menu. While in this Mode, to DECREASE the volume, hold down or depress the Red "LEFT" Button until desired the volume is achieved; to INCREASE the volume, hold down or depress the Green "RIGHT" Button until the desired volume is achieved. Note: Pushing the Left or Right Flipper Buttons operates the same as the Red or Green Buttons of the Service Switch Set, while in this Volume Mode. Set between 0 and 31; 15 is the Factory Default. Once your adjustments are made, this menu will automatically exit a few seconds after the last button depression. 3XVKLQJ *UHHQ VW )XQFWLRQ6HUYLFH&UHGLWV0HQX Pushing the Green Button (SERVICE CREDITS / RIGHT) first, adds Service Credits (will not affect your audits as "paid" credits). This is useful for the technician to test games in regular play without affecting the game audits. Each depression adds 1 credit; up to 50 credits can be applied. Adj. 15, Credit Limit, determines this, however, it can be changed from 04-50; for details see Chapter 4 of this Section 3. Once your credits are added, this menu will automatically exit a few seconds after the last button depression. Note: This function is disabled if Adjustment 28, Free Play, is set to YES. The Service Credits are limited to the Credit Limit in addition to any paid credits present in the game (e.g. If the Credit Limit is 30, and there are 8 paid credits present, only 22 Service Credits can be applied.). 3XVKLQJ %ODFN VW )XQFWLRQ3RUWDOV 6HUYLFH0HQX Pushing the Black Button (BEGIN TEST / ENTER) first, enters the Portals Service Menu. Once in, navigate through all menus depressing the Red "LEFT" or Green "RIGHT" Buttons. Note: Pushing the Left or Right Flipper Buttons operates the same as the Red or Green Buttons of the Service Switch Set, while in this Service Mode. Select or activate the Icon chosen (the Icon will be "flashing") by pushing down or depressing the Black "ENTER" Button. Note: Pushing the Start Button operates the same as the Black Button of the Service Switch Set, while in this Service Mode. Please read the remainder of this Chapter for more information on the Portals Service Menu. The remaining six (6) Chapters of this Section explains all Icons & Menus in detail. Read! Read! Read! 6HFWLRQ&KDSWHU 3RUWDOV 6HUYLFH0HQX,QWURGXFWLRQ Important: The Dual Switch Bracket holds the Playfield Power Interlock & Memory Protect Switches. It is located just inside the Coin Door frame (see pictorial of the Coin Door on the previous page). The Button Switch at the top is the Playfield Power Interlock Switch. It must be pulled out for electro-mechanical device testing or diagnostic purposes (this is required). If this button is pushed in, the Playfield Power is diasabled while the Coin Door is OPEN. The Button Switch at the bottom is the Memory Protect Switch. It is enabled while the Coin Door is CLOSED; meaning any adjustment changes that are made will not be written to memory. If changing adjustments is required, ensure the Coin Door is OPEN to disable this switch, thus allowing for desired changes. +RZWR8VH 7KLV6H FWLRQ This section will cover all functions available in the Portals™ Service Menu in a Step-By-Step process. This section is divided into chapters which coincide with the MAIN MENU. The following pages in this chapter will instruct the operator on how to move through the menus. It’s simple, easy and fun to use! Use the Red "LEFT" & Green "RIGHT" Buttons (or Left & Right Flipper Buttons) to move the selected Icon left or right, and the Black "ENTER" Button (or Start Button) to activate the selected Icon. The use of the Service Switch Set (Red, Green, & Black Buttons) is required in Switch Test or Active Switch Test, as the Start & Flipper Buttons are a part of this test. The MAIN MENU now appears with the "DIAG" Icon (DIAGNOSTICS MENU) flashing: 0$,1 *272',$*1267,&60(18 0$,1 As the operator views the Menu Screen(s), the symbols indicates that there are more Icons to select in each direction. The Icon selected will blink. Pushing the Black "ENTER" Button (or Start Button) will select the Icon and the Menu Screen will change to the menu selected. Select the "PREV" Icons to move backwards through the menu levels. Select the "QUIT" Icon to completely exit the Service Mode. View the Portals™ Service Menu Icon Tree on the next pages for a complete overview of all menus used in this system. View the last chapter (HELP) if more information is required. Selecting the "QUIT" Icon with the Red "LEFT" or Green "RIGHT" Buttons (or either Flipper Button), then pressing the Black "ENTER" Button (or Start Button) will exit the Service Mode. This applies to the large and small "QUIT" Icons. The chapters in this section, which coincide with the MAIN MENU, will also provide more detailed information which could not fit in the display. Use both the manual and the display to help customize, troubleshoot and/or diagnose faults, if any. 6HFWLRQ&KDSWHU 3RUWDOV™ 6HUYLFH0HQX,QWURGXFWLRQ 6HF0HQX,QWUR To get into the Service Menu Mode review "Function 3, Portals™ Service Menu" on the previous page. Push down the Black "BEGIN TEST" Button to begin. Looking at the Video Display you will momentarily see the introductory screen "Service Menu" with a satellite flying from right to left pulling a banner "Portals©TM" followed by the MAIN MENU: Reference current Game Manual, Sec. 3, Chapter 2. ',$*1267,&6 0(18 Go To Diagnostics Menu Reference current Game Manual, Sec. 3, Chapter 3. $8',76 0(18 Go To Audits Menu Reference current Game Manual, Sec. 3, Chapter 4. $'-8670(176 0(18 Go To Adjustments Menu 0$,1 0(18 *2 72 $8',76 0(18 *2 72 &2,/ 0(18 1st Audit of Game Generic Group 1st Audit of Game Earnings Group *2 72 6:,7&+ 0(18 63, $8',76 1st Adjustment of Game Specific Group ($51,1*6 $8',76 1st Adjustment of Game Generic Group 63, $867,1 32:(56 $'-8670(176 $'-8670(176 *2 72 ',$*1267,&6 0(18 (Back to Attract Mode) REQUEST INSTALLED ),/0 67$5 5(6(7 *2 72 5(6(7 0(18 *2 72 /$03 0(18 1st Audit of Game Specific Group &/($5 %$// 7528*+ IN TEST IN TEST Reference current Game Manual, Sec. 3, Chapter 3. 35,17(5 68%0(18 Go To Audits Menu *2 72 +(/3 6&5((1 1-800-KICKERS (USA Setting) 6(59,&( 3+21( Special Equipment is required. Special Equipment is required. 7(&+1,&,$1 $/(57 )8// 35,17287 REQUEST INSTALLED 5(6(7 *$0( $8',76 48,&. 35,17287 REQUEST INSTALLED 5(6(7 &2,1 $8',76 ([LWV EDFN WR $WWUDFW 0RGH 48,7 7+,6 6(66,21 PLAYFIELD STATUS Reference current Game Manual, Sec. 3, Chapter 5. 5(6(7 0(18 Go To Reset Menu Reference current Game Manual, Sec. 3, Chapter 6. GAME FUSES LISTING *2 72 )86(6 /,67 7(67 )/$6+ /$036 $867,1 32:(56 *2 72 $8',76 35,17(5 0(18 Direct Access to Adjustment 34, Custom Message &86720 0(66$*( *2 72 $'-8670(176 0(18 3RUWDOV™ 6HUYLFH0HQX,FRQ7UHHIRU$XVWLQ3RZHUV™ 3LQEDOO*DPH IN TEST %(*,1 3/$< 7(67 Nº of Copies Printed is reset. 5(6(7 35,17(5 (Back to Attract Mode) REQUEST INSTALLED )$&725< 5(6(7 See the next page for "Summary of Common Icons" or reference Sec. 3, Chapter 7. +(/3 6&5((1 Go To Help Screen Reference current Game Manual, Sec. 3, Chapter 2. 6:,7&+ 7(67 68%0(18 Go To Switch Menu IN TEST IN TEST IN TEST '(',&$7(' 6:,7&+ 7(67 IN TEST IN TEST $&7,9( 6:,7&+ 7(67 &<&/,1* &2,/ 7(67 6,1*/( &2,/ 7(67 IN TEST IN TEST Q&A &2,/ )/2: &+$57 IN TEST 7,0( 0$&+,1( 7(67 IN TEST '27 0$75,; 7(67 View the schematic (DRAWing) of current display INCREMENT (+) displayed value or select next... RUN (or activate) selected test Indicates MORE Icons to the RIGHT. Reference current Game Manual, Sec. 3, Chapter 2. )/2: &+$57 68%0(18 Dr. Pinball Menus IN TEST &2/801 /$03 7(67 Go to the NEXT / Move forward or RIGHT DECREMENT (-) displayed value or select previous... Go to the PREVIOUS / Move backward or LEFT Indicates MORE Icons to the LEFT. 6XPPDU\ RI &RPPRQ ,FRQV IN TEST 52: /$03 7(67 IN TEST IN TEST IN TEST 7(67 $// /$036 %(*,1 %851 ,1 6281' 63($.(5 7(67 ),5( .12&.(5 6,1*/( /$03 7(67 6:,7&+ 7(67 Reference current Game Manual, Sec. 3, Chapter 2. &2,/ 7(67 68%0(18 Go To Coil Menu Reference current Game Manual, Sec. 3, Chapter 2. /$03 7(67 68%0(18 Go To Lamp Menu Reference current Game Manual, Sec. 3, Chapter 2. ',$*1267,&6 0(18 Go To Diagnostics Menu '5 3,1%$// PULSE Coil in Dr. Pinball Go to HELP Screen of current menu Answer NO or YES in Dr. Pinball Flow Chart Menus Q&A /$03 )/2: &+$57 IN TEST /$6(5 %($0 7(67 END Coil selection to select new Coil in Dr. Pinball Flow Chart QUIT Portals Service Menu Session Go back to PREVIOUS menu Q&A 6:,7&+ )/2: &+$57 IN TEST '5 (9,/ 7(67 *$0( 63(&,),& Reference current Game 68%0(18 Manual, Sec. 3, Chapter 2. Go To Game Specific Menu $867,1 63(&,),&N 3RUWDOV ™ 6HU YLFH0H QX([DPSOH This example will demonstrate activation of Icons in the DIAGNOSTICS MENU. The example will show activation of the "SW" Icon (GO TO SWITCH MENU). In this menu, the switches can be tested individually and also all active switches can be tested. Use the same technique to access all the Icons in the Portals™ Service Menu. Follow Portals™ Service Menu Icon Tree on the previous pages as a guide to help navigate through the entire system (Also, go to the chapter in this manual explaining the icon(s) selected.). D If the display is in any other menu other than the MAIN MENU, use the Red "LEFT" & Green "RIGHT" Buttons to select the "PREV" Icon and press the Black "ENTER" Button to activate the ICON thus moving back to the previous menu. Do so until MAIN MENU appears. Chapters 2 through 7 will cover all menu items within the Portals™ Service Menu. The Icon is shown preceding the text. Find the Icon in the Portals™ Service Menu by navigating with the Red or Green Buttons. Each chapter started is from the MAIN MENU. Within the chapter, the sub-menu’s will be covered sequentially with their explanation & function. If the operator "gets lost", select and activate the "PREV" Icon until the display indicates MAIN MENU. For more help, see Chapter 7. The "MORE" symbols are indicating that "more icons" are available which don’t appear in the display and which way to move the selection to view the Icons. ,PSRUWDQW1RWH Exit any sub-menu and return to the MAIN MENU by selecting & activating the "PREV" Icons. If no Icons appear in the display because of a testing function or special display (e.g. Help, Schematic Display, etc.), press any service button to exit to the previous menu or sub-menu. 6HF0HQX,QWUR Selecting & activating the "QUIT" Icon from any display will exit the Service Session. Selecting & activating the "HELP" Icon will show a help screen. (An explanation of each Mini-Icon at that level will cycle continuously until any active button is pressed.) Example: From the MAIN MENU, use the Red "LEFT" or Green "RIGHT" Buttons to select the "DIAG" Icon (GO TO DIAGNOSTICS MENU). 0$,1 *272',$*1267,&60(18 0$,1 Press the Black "ENTER" Button to activate this ICON. This will bring up the DIAGNOSTICS MENU. ',$* *2726:,7&+0(18 ',$* The DIAGNOSTICS MENU now appears with the "SW" Icon (GO TO SWITCH MENU) flashing. Press the Black Button to activate this icon. This will bring up the SWITCH TEST MENU. 6HFWLRQ&KDSWHU 3RUWDOV™ 6HUYLFH0HQX,QWURGXFWLRQ The SWITCH TEST MENU now appears with the "TEST" Icon (SWITCH TEST) flashing: Press the Black "ENTER" Button to activate this icon. This will bring up the Switch Test Display. 6: 6:,7&+7(67 6: The Switch Test Display now appears. 6:,7&+7(67 121( 6HF0HQX,QWUR '225%87721623(5$7(0(18 All switches can be tested one at a time (When possible, use a pinball to close any playfield switches; rolling the ball at Stand-Up Targets or over/under switches is suggested. Use finger for all non-playfield switches.) As each switch is closed, the respective Switch Matrix Grid Position (1-64) will be lit. To view the schematic for the switch selected, press the Red or Green Buttons to select the "DRAW" Icon. Press the Black Button to activate this icon. This will bring up the Switch Schematic Display for the switch being closed. 3/80%%2%7,/7 :+7*5< &3861' &138 *519,2 &134 An example is shown with Switch #56, Plumb Bob Tilt, selected. The display describes the switch in the Switch Matrix which includes the name of the switch, the Return (Row) Wire and the Drive (Column) Wire, drive transistor, the part number (not shown in the above example) and the "Pin-Outs" from the CPU/Sound Board. While in Switch or Active Switch Tests, the Flipper & Start Buttons are deactivated. Use the Red "LEFT," Green "RIGHT" and/or Black "ENTER" Buttons to select and activate the "MINI-ICONS" at the bottom of the display. In Switch Test, if the "Left Arrow" or "Right Arrow" Icon is activated, the display will go to the previous tests (Active and Dedicated Switch Tests). Use the Red or Green Buttons to change the selected ICON to "PREV"Icon. Press the Black "ENTER" Button to go to the previous menu. Note: In Dedicated Switch Test, the Flipper & Start Buttons are to be used instead of the Red, Green & Black Service Buttons, as these buttons are deactivated for this test. Exit out of the sub-menu by activating the big "PREV" Icon in the menu. This will bring up the DIAGNOSTICS MENU. The Switch Test Session is now complete. See the next page about exiting the Portals Service Menu. 6HFWLRQ&KDSWHU 3RUWDOV™ 6HUYLFH0HQX,QWURGXFWLRQ ([LWLQJWKH3RUWDOV ™ 6HU YLFH0H QX All Icons will be covered in the chapters of this section with the exception of the "QUIT" Icon, in the MAIN MENU. Both the large and small Icons if selected and activated, will exit the user from the Portals™ Service Menu. The display will return back to the ATTRACT MODE! To re-enter the Portals™ Service Menu follow the instructions at the beginning of this chapter. D 0$,1 48,77+,66(66,21 0$,1 If more help is required, see Chapter 7 of this section, and view the various help displays in the game. 6HF0HQX,QWUR 6HFWLRQ&KDSWHU 3RUWDOV™ 6HUYLFH0HQX,QWURGXFWLRQ 6HFWLRQ &K DS WHU RI *R7R'LDJQRVWLFV0HQX S p e c i a l N o t e : If the display flashes "OPEN THE DOOR" the game is indicating that memory has been corrupted. This is caused be either failure in memory (e.g. batteries are dead and/or faulty RAM) or upon installation of updated version of game code. Opening the Coin Door will initiate a Factory Restore (Reset), by opening the Memory Protect Switch. Check battery voltage at VBATT Test Point on the CPU/Sound Board. 2YHU YL HZ The Portals™ Service Menu System provides tests for sounds, display, lamps, switches and coils. Each feature may be tested manually or automatically after entering the Portals™ Service Menu (see Chapter 1 of this section). Select the "DIAG" Icon from the MAIN MENU to go to the DIAGNOSTICS MENU. The automatic tests (e.g. Cycling Coils, Test Flash Lamps) may be used for a quick verification of automatic test functions and the manual tests (Begin Play Test, Single Lamp / All / Row / Column Tests, and Game Specific Test.) may be used for troubleshooting. All Icons and there usages are explained throughout this chapter. CAUTION: Remove pinballs from the Ball Trough prior to lifting the playfield for servicing. This can easily be done in the Portals™ Service Menu System. Select the "DIAG" Icon from the MAIN MENU to go to the DIAGNOSTICS MENU. Select the "CLR" Icon to enter the CLEAR BALL TROUGH MENU. Select the "RUN" Icon & press the Start Button to remove one ball at a time. This is also useful to retrieve one ball for game testing in Begin Play Test & Game Specific Test. Important: The Power Interlock Switch must be pulled out. * 2 7 2' , $ * 1 26 7 , & 6 0 (1 8 With the game in the Attract Mode, open the Coin Door and press the Black "BEGIN TEST" Button. Select the "DIAG" Icon in the MAIN MENU with either Flipper or Red "LEFT" & Green "Right" Buttons (upon entry of the Portals™ Service Menu, the system defaults with the selection of the "DIAG" Icon flashing) and press the Start or Black "ENTER" Buttons. The DIAGNOSTICS MENU appears. The "MORE" symbols are indicating that "more icons" are available which don’t appear in the display and which way to move the selection to view the Icons. ,PSRUWDQW1RWHV Exit any sub-menu and return to the MAIN MENU by selecting & activating the "PREV" Icons. If no Icons appear in the display because of a testing function or special display (e.g. "Help"), press any button to exit. Selecting & activating the "QUIT" Icon from any display will exit the Service Session. Selecting & activating the "HELP" Icon from any display will show a help screen. (An explanation of each Mini-Icon at that level will cycle continuously until any active button is pressed.) In Diagnostics, selecting & activating the "-" or "+" Icons moves test forwards/backwards. Selecting & activating the "RUN" Icon repeats the test on the coil or flash lamp left off at. Selecting & activating the "ARROW" Icons moves between tests in the sub-menu. Selecting & activating the "DRAW" Icon will show the schematic for that switch or coil. Some tests require navigation through the menu(s) and selection of the Icons with ONLY the Red "LEFT," Green "RIGHT" and Black "ENTER" Buttons. This is required in Switch & Active Switch Tests, as the Flipper & Start Buttons are a part of the test. In Single Coil Test, Cycling Coil Test, Test Flash Lamps, Clear Ball Trough, Begin Play Test & Austin Specific Menu’s, the Power Interlock Switch (inside Coin Door) must be pulled out. (See Access & Use in Chapter 1 of this section for the location.) ,I WKH VXFK 3RZHU DV &RLOV ,QWHUORFN 6ZLWFK FDQQRW EH &RLQ 'RRU 6HFWLRQ&KDSWHU *R7R'LDJQRVWLFV0HQX LV WHVWHG ZLOO QRW Y SXOOHG RXW Y DXWRPDWLFDOO\ '& DOO H O H F W U R P H F K D Q L F D O SRZHU UH V H W WKLV LV GLVDEOHG GHYLFHV &ORVLQJ WKH VZLWFK 6HF'LDJ0HQX During game play, activation of switches and operation of coils with associated switches are monitored. If the CPU/Sound Board does not detect a switch transition ("Stuck Open" / "Stuck Closed") 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 the Attract Mode, faulty switches and coils (if any) are reported (Select the "TECH" Icon, Technician Alert, from the DIAGNOSTICS MENU). 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. *R7R6ZLW FK0HQX From the DIAGNOSTICS MENU, select the "SW" Icon with either Red "LEFT" or Green "RIGHT" Button and press the Black "ENTER" Button. Switches are configured in an 8 x 8 Matrix of Columns (Switch Drives) and Rows (Switch Returns) with up to 64 switches possible. The Switch Test Menu consists of three (3) parts: Switch Test, Active Switches, and Dedicated Switch Test. Note: The Flipper & Start Buttons are deactivated during Switch Tests. D 6ZLWFK7HV W To initiate, from the SWITCH MENU, select the "TEST" Icon with the Red or Green Button & press the Black Button. In Switch Test, close each switch and observe the display. The display will describe the switch in the Switch Matrix, which includes the switch name, Return (Row) Wire, Drive (Column) Wire, Part Nº, and the "Pin-Outs" from the CPU/SOUND Board. When the switch is released, the information of the last switch closed will remain in the display until another switch is closed or the test is exited. To view the switch schematic, select the "DRAW" Mini-Icon with the Red or Green Button & press the Black Button. $F WLYH6ZLWF K7HV W To initiate, from the SWITCH MENU, select the "ACT" Icon with either Red or Green Button & press the Black Button. If still in a previous test, select the "PREV" Icon to return to Switch Menu or selecting either of the "ARROW" Icons will move through the tests. If any switches are stuck closed (or made from the presence of a pinball), the display sequences through the Switch Names, Return (Row) Wire, Drive (Column) Wire, Drive Transistor, Part Nº, and the "Pin-Outs" from the CPU/SOUND Board. This cycle continues until all switches are cleared or until the test is exited. 'H GLFDWHG6ZLWF K7HV W 6HF'LDJ0HQX To initiate, from the SWITCH MENU, select the "DED" Icon with either Flipper Button & press the Start Button (The service switches are deactivated during this test.). The display will describe the switch which includes the Switch Name, Return (Row) Wire, Drive (Column) Wire, Part Nº, and the "Pin-Outs" from the CPU/SOUND Board. 6:,7&+0$75,;*5,' '(',&$7('6:,7&+(6 D iode O n T erminal S trip : &ROXPQ 'ULYH 5RZ 5HWXUQ 8 127 86(' :+7%51 &13 8 127 86(' :+75(' &13 8 127 86(' :+725* &13 8 127 86(' :+7<(/ &13 8 127 86(' :+7*51 &13 8 127 86(' :+7%/8 &13 8 127 86(' :+79,2 &13 8 127 86(' :+7*5< &13 4 127 86(' *51%51 &13 4 127 86(' *515(' &13 4 127 86(' *5125* &13 4 127 86(' *51<(/ &13 4 127 86(' *51%/. &13 4 127 86(' *51%/8 &13 4 127 86(' *519,2 &13 4 127 86(' *51*5< &13 LEFT BUTTON (UK ONLY) NOT USED NOT USED ( M ) OJO STANDUP LEFT ORBIT LEFT RAMP ENTER LEFT BUMPER LEFT OUTLANE on Cabinet side 4TH COIN SLOT On Coin Door 6TH COIN SLOT On Coin Door RIGHT COIN SLOT On Coin Door CENTER COIN SLOT / DBA On Coin Door LEFT COIN SLOT On Coin Door 5TH COIN SLOT On Coin Door RIGHT BUTTON (UK ONLY) on Cabinet side Under Playfield NOT USED Under Playfield 4-BALL TROUGH #1 (LEFT) On Assembly 4-BALL TROUGH #2 On Assembly 4-BALL TROUGH #3 On Assembly 4-BALL TROUGH VUK OPTO On Assembly 4-BALL STACKING OPTO On Assembly SHOOTER LANE Under Playfield On Assembly CENTER RAMP ENTER On Ramp Assy. On Assembly Under Playfield Under Playfield Under Playfield Under Playfield Under Playfield NOT USED NOT USED 7\SLFDO 6ZLWFK 6FKHPDWLF TOILET Under Playfield DR. EVIL UP On Assembly DR. EVIL DOWN On Assembly DR. EVIL (TARGET) On Assembly M ( O ) JO STANDUP MO ( J ) O STANDUP MOJ ( O ) STANDUP AUSTIN STANDUP Under Playfield POWERS STANDUP Under Playfield DR. EVIL LEFT STANDUP Under Playfield DR. EVIL RIGHT STANDUP Under Playfield :LULQJ Under Playfield On Ramp Assy. LEFT RAMP SPINNER EXIT (OPTO) On Assembly On Ramp Assy. CENTER LASER BEAM RAMP ENTER HOME (OPTO) On Ramp Assy. On Assembly LASER NOT BEAM USED ENABLE On Assembly RIGHT LASER RAMP BEAM ENTER LOADED On Ramp Assy. On Assembly RIGHT RAMP EXIT SCOOP On Ramp Assy. On Assembly LEFT TOP RIGHT LANE ORBIT Under Playfield Under Playfield RIGHT NOT TOP USED LANE Under Playfield Under Playfield Note: All Switches require diodes. Some diodes are located on Terminal Strips OR Diode Boards (under playfield) & not on the switch itself. D iode O n T erminal S trip RIGHT BUMPER On Assembly Under Playfield LEFT RETURN LANE Under Playfield BOTTOM BUMPER On Assembly On Assembly Under Playfield On Assembly DANCING AUSTIN On Assembly LEFT SLINGSHOT RIGHT OUTLANE FIRE BUTTON RIGHT RETURN LANE START BUTTON RIGHT SLINGSHOT Frnt Top Molding Under Playfield Cabinet Front On Assembly SLAM TILT NOT USED On Coin Door PLUMB BOB TILT Inside Cabinet NOT USED *1' ,& 8 ,13876 *URXQG %/. &13 3 8 #1 LEFT FLIPPER *5<%51 BUTTON &13 in Cabinet side '6 8 #2 LEFT FLIPPER E.O.S *5<5(' (End-of-Stroke) &13 in Cabinet side '6 8 #3 RIGHT FLIPPER *5<25* BUTTON &13 in Cabinet side '6 8 #4 RIGHT FLIPPER E.O.S. *5<<(/ (End-of-Stroke) &13 in Cabinet side '6 8 #5 127 86(' NOT *5<*51 USED &13 in Cabinet side '6 8 #6 VOLUME (RED BUTTON) *5<%/8 (In Test: LEFT) &13 on Coin Door '6 8 #7 SERV. CRED. (GREEN BUTTON) *5<9,2 (In Test: RIGHT) &13 on Coin Door '6 8 #8 BEGIN TEST (BLACK BUTTON) *5<%/. (In Test: ENTER) &13 on Coin Door '6 'HGLFDWHG 6ZLWFK 6FKHP D iode O n D iode B oard 6HFWLRQ&KDSWHU *R7R'LDJQRVWLFV0HQX 6ZLWFK0DWUL[*ULG'HVFULSWLRQVZLWK3DUW1XPEHUVDQG/RFDWLRQV Sw. Col. Row 6HH Nº Nº Nº 1RWHV 1 2 3 4 5 6 7 8 9 10 11 12 13 1 1 1 1 1 1 1 1 2 2 2 2 2 1 2 3 4 5 6 7 8 1 2 3 4 5 14 2 6 15 2 7 '276 '276 '276 '276 '276 '276 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 2 3 3 3 3 3 3 3 3 4 4 4 4 4 4 4 4 5 5 8 1 2 3 4 5 6 7 8 1 2 3 4 5 6 7 8 1 2 35 5 3 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 5 5 5 5 5 6 6 6 6 6 6 6 6 7 7 7 7 7 7 7 4 5 6 7 8 1 2 3 4 5 6 7 8 4 2 3 4 5 6 7 '276 DS: Dedicated Switches descriptions on previous page. DOTS: Diode On Terminal Strip or DODB: Diode On Diode Board. 56 7 8 Note 1: Sw. 14 / Sw. 15 have both REC/TRANS on same board. Note 2: For a detailed switch description, see Playfield - General Parts & Switches, Pages 54-55. Note 3: Switch sold only with Bracket. Note 4: Switch Only; for entire Button Assembly, see Cabinet General Parts & Switches, Pages 52-53. Note 5: Switch located in/on Cabinet. Note 6: Future Use. Note 7: UK Only. 57 58 59 60 61 62 63 64 8 8 8 8 8 8 8 8 1 2 3 4 5 6 7 8 '6 '6 '6 '6 Legend Note: = Switches mounted above playfield. = Switches mounted below playfield. 6HFWLRQ&KDSWHU *R7R'LDJQRVWLFV0HQX '276 '276 '276 '276 '2'% '2'% '2'% '276 '276 '276 '276 '276 '276 '276 '276 '276 '276 '276 '276 '276 '276 '276 '276 '276 6ZLWFK 0DWUL[ 'HVFULSWLRQ 3DUW Nº Note: The ¥ Coin Switch (for Japan) is 180-5091-00 LEFT BUTTON (UK ONLY) 180-5160-00 4TH COIN SLOT 180-5024-00 6TH COIN SLOT (Future Use) RIGHT COIN SLOT 180-5024-00 CENTER COIN SLOT / DBA LEFT COIN SLOT 5TH COIN SLOT (Future Use) RIGHT BUTTON (UK ONLY) 180-5160-00 NOT USED NOT USED 4-BALL TROUGH #1 (LEFT) 180-5119-02 4-BALL TROUGH #2 4-BALL TROUGH #3 4-BALL TROUGH BOT TRANS: 515-5173-00 VUK OPTO BOT REC: 515-5174-00 4-BALL TOP TRANS: 515-5173-00 STACKING OPTO TOP REC: 515-5174-00 SHOOTER LANE 180-5157-00 NOT USED CENTER RAMP ENTER 180-5057-00 NOT USED NOT USED TOILET 500-6227-01 Switch w/ Lt. Brkt. DR. EVIL UP 180-5052-00 DR. EVIL DOWN DR. EVIL (TARGET) 180-5083-00 ( M ) OJO M ( O ) JO 500-6139-04 MO ( J ) O MOJ ( O ) AUSTIN STANDUP 500-6139-05 POWERS STANDUP DR. EVIL LEFT STANDUP 500-6138-04 DR. EVIL RIGHT STANDUP LEFT ORBIT 500-6227-01 Switch w/ Lt. Brkt. SPINNER (OPTO) 520-5212-00 CENTER RAMP TOP TRANS: 520-5082-00 ENTER (OPTO) TOP REC: 520-5083-01 NOT USED RIGHT RAMP ENTER 180-5087-00 RIGHT RAMP EXIT RIGHT ORBIT Switch w/ Rt. Brkt. 500-6227-02 NOT USED LEFT RAMP ENTER 180-5087-00 LEFT RAMP EXIT LASER BEAM HOME 180-5119-02 LASER BEAM ENABLE LASER BEAM LOADED 180-5181-00 SCOOP (KICKER) 180-5183-00 LEFT TOP LANE Switch w/ Rt. Brkt. 500-6227-02 RIGHT TOP LANE Switch w/ Rt. Brkt. LEFT BUMPER 180-5015-03 RIGHT BUMPER BOTTOM BUMPER DANCING AUSTIN 180-5119-02 FIRE BUTTON 180-5174-00 START BUTTON SLAM TILT 180-5022-00 On Coin Door HANGER 535-5319-00 PLUMB BOB TILT CONTACT 535-7563-01 LEFT OUTLANE Switch w/ Rt. Brkt. 500-6227-02 LEFT RETURN LANE Switch w/ Rt. Brkt. LEFT SLINGSHOT 180-5054-00 Leaf Sw. X2 RIGHT OUTLANE Switch w/ Rt. Brkt. 500-6227-02 RIGHT RETURN LANE Sw. w/ Lt. Brkt. 500-6227-01 RIGHT SLINGSHOT Leaf Sw. X2 180-5054-00 NOT USED NOT USED 6HF'LDJ0HQX View of "Fat Bastard" Figurine may differ than actual part on your game. See Page 82 for details. The Switch locations correspond with the Switch Nº in the Part Number Table shown & the Switch Matrix Grid (previous page). *R7R&R L O0HQX From the DIAGNOSTICS MENU, select the "COIL" Icon with either Red "LEFT" or Green "RIGHT" Button and press the Black "ENTER" Button. The coils are listed in groups. Coils 01-16 are typically High Current Coils (although Low Current Coils may be used in these positions & will be noted). Coils 17-32 are typically Low Current Coils. Flash Lamps are typically used in positions 26-32 (although may be used in any position & will be noted), read Single Coil Test below. D 6LQJOH&RLO7HVW To initiate, from the COIL MENU, select the "TEST" Icon with either Red or Green Button and press the Black Button. Ensure the Power Interlock Switch is pulled out. Select either the "-" or "+" Icons. Start with the "+" Icon to start the manual Coil Test from #1 (The test runs through all Coils and Flash Lamps #1-#32 & AUX 1-3 (Auxilliary Positions are Optional UK Only). Press the Black Button on the "+" Icon, as each coil is selected, the display will describe the Coil or Flash Lamp Name with the corresponding number, the wire with colors, the "Pin-Outs" from the I/O Power Driver Board, the Coil Voltage & Gauge-Turns (e.g. 23-800). Press the Black Button again to move forward in the test. To test and view a particular Coil or Flash Lamp, select the "RUN" Icon and press the Black Button. Each time the Black Button is pushed, the Coil or Flash Lamp will fire on the Playfield and/or Backbox, with the display indicating the Coil or Flash Lamp information. Continue with the same procedure to run through the entire test. Important: The Power Interlock Switch must be pulled out for this test to function while the Coin Door is OPEN. &\FOLQJ&RLO7HVW 6HF'LDJ0HQX To initiate, from the COIL MENU, select the "CYC" Icon with either Red or Green Button and press the Black Button. If still in a previous test, select the "PREV" Icon to return to Coil Menu or selecting either of the "ARROW" Icons will move to Cycling Coil Test (selecting agaIn will return to Coil Test). The test pulses each regular Coil or Flash Lamp sequentially (cycling) on the Playfield and Backbox. The display indicates "CYCLING COILS." Important: The Power Interlock Switch must be pulled out for this test to function while the Coin Door is OPEN. 7\SH 1 Coil 2 Coil 3 Coil 4 Coil 5 Flash 6 Flash 7 Coil 8 Coil 9 Coil 10 Coil 11 Coil 12 Flash 13 Flash 14 Coil 15 Coil 16 Coil &RLO )ODVK/DPS'HVFULSWLRQV &RLO )ODVK /DPS 'HVFULSWLRQV 7\SH 17 Coil 18 Coil 19 Coil 20 Coil 21 Coil 22 Coil 23 Coil 24 Coil 25 Flash 26 Flash 27 Flash 28 Flash 29 Flash 30 Flash 31 Flash 32 Flash TROUGH UP-KICKER (VUK) (26-1200) AUTO LAUNCH (24-940) SCOOP (23-800) LASER BEAM EJECT (24-940) FLASH: TIME MACHINE (#89 Bulb) FLASH: RIGHT RAMP (LOW) (#906 Bulb) DANCING AUSTIN (26-1200) TOILET POST (27-1500) LEFT BUMPER (26-1200) RIGHT BUMPER (26-1200) BOTTOM BUMPER (26-1200) FLASH: LEFT RAMP (HIGH) (#906 Bulb) FLASH: RIGHT RAMP (HIGH) (#906 Bulb) TIME MACHINE MAGNET (20 -480) LEFT FLIPPER [50V RED/YEL] (23-900) RIGHT FLIPPER [50V RED/YEL] (23-1100) &RLO )ODVK /DPS 'HVFULSWLRQV LEFT SLINGSHOT (23-800) RIGHT SLINGSHOT (23-800) DR. EVIL MOTOR RELAY BOARD TIME MACHINE MTR RELAY BD LASER BEAM MTR RELAY BD LASER BEAM DIVERTER (29-1000) ORBIT DIVERTER (32-1800) (OPTIONAL COIN METER) FLASH: LEFT ORBIT (#89 Bulb) FLASH: TOILET (#89 Bulb) FLASH: LEFT RAMP (#89 Bulb) FLASH: CENTER RAMP (#89 Bulb) FLASH: RIGHT RAMP (#89 Bulb) FLASH: RIGHT ORBIT (#89 Bulb) FLASH: POPS X2 (#89 Bulb) FLASH: LEFT RAMP (LOW) (#906 Bulb) See the next three (3) pages for the Coil & Flash Lamp Location Maps (corresponds to above tables), Coils Detailed Chart Table & the Backbox I/O Power Driver Board Detailed Wiring Diagram. $QRGH 1RQ %DQGHG 6LGH Note: All Coils require diodes. Some diodes are located on Terminal Strips (under playfield) & not on the coil itself. D iode On T erminal S trip 7\SLFDO &RLO :LULQJ 1N4004 &DWKRGH %DQGHG 6LGH 3RZHU 6XSSO\ 9ROWDJH 'ULYH 7UDQVLVWRU 6HFWLRQ&KDSWHU *R7R'LDJQRVWLFV0HQX &RLO )ODVK/DPS/RFDWLRQV View of "Fat Bastard" Figurine may differ than actual part on your game. See Page 82 for details. 6HF'LDJ0HQX Use the previous page and the following two (2) pages in conjunction with above Coil and Flash Lamp Maps. Legend Note: The following Bulb Types are used for Flash Lamps: = Coils and Flash Lamps mounted above playfield. #89 Bulb (Bayonet) 165-5000-89 = Coils and Flash Lamps mounted below playfield. The following Coil is optional: The following Coils are for UK Only: $X[ $X[ $X[ The following Coil(s) are Not Used: 6HFWLRQ&KDSWHU *R7R'LDJQRVWLFV0HQX ) #906 Bulb (Wedge Base) 165-5004-00 )URP WKH 0DLQ™0HQX LQ 3RUWDOV *2 72 ',$*1267,&6 0(18 )URP WKH 'LDJQRVWLFV 0HQX *2 72 &2,/ 0(18 )URP WKH &RLO 0HQX *2 72 &2,/ 7(67 )URP WKH &RLO 0HQX *2 72 &<&/,1* &2,/6 &2,/6'(7$,/('&+$577$%/( +LJK &XUUHQW &RLOV *URXS Drive Transistor (D.T.) Driver Ouput Board D.T. Control Line Color D.T. Control Line Connect Power Line Color Power Line Connnection Power Voltage Coil GA-Turn or Bulb Type D 26-1200 #1 TROUGH UP-KICKER Q1 I/O Pwr. Drvr. BRN-BLK J8-P1 YEL-VIO J10-P4/5 50v DC 090-5044-00T #2 AUTO LAUNCH Q2 I/O Pwr. Drvr. BRN-RED J8-P3 YEL-VIO J10-P4/5 50v DC 090-5036-00T #3 SCOOP Q3 I/O Pwr. Drvr. BRN-ORG J8-P4 YEL-VIO J10-P4/5 50v DC #4 LASER BEAM EJECT Q4 I/O Pwr. Drvr. J8-P5 YEL-VIO J10-P4/5 50v DC BRN-YEL 24-940 23-800 090-5001-00B 24-940 090-5002-10 #89 Bulb #5 FLASH: TIME MACHINE Q5 I/O Pwr. Drvr. BRN-GRN J8-P6 ORG J6-P10 20v DC #6 FLASH: RIGHT RAMP (LOW) Q6 I/O Pwr. Drvr. BRN-BLU J8-P7 ORG J6-P10 #7 DANCING AUSTIN Q7 I/O Pwr. Drvr. BRN-VIO J8-P8 YEL-VIO J10-P4/5 Bulb 20v DC #906 165-5004-00 50v DC 26-1200 #8 TOILET POST Q8 I/O Pwr. Drvr. BRN-GRY J8-P9 BRN J7-P1 20v DC 090-5004-00T Coil GA-Turn +LJK &XUUHQW &RLOV *URXS 165-5000-89 090-5044-00T 27-1500 Drive Transistor (D.T.) Driver Ouput Board D.T. Control Line Color D.T. Control Line Connect Power Line Color Power Line Connnection Power Voltage LEFT BUMPER Q9 I/O Pwr. Drvr. BLU-BRN J9-P1 YEL-VIO J10-P4/5 50v DC #10 RIGHT BUMPER Q10 I/O Pwr. Drvr. BLU-RED J9-P2 YEL-VIO J10-P4/5 50v DC 090-5044-00T #11 BOTTOM BUMPER Q11 I/O Pwr. Drvr. BLU-ORG J9-P4 YEL-VIO J10-P4/5 50v DC 090-5044-00T #12 FLASH: LEFT RAMP (HIGH) Q12 I/O Pwr. Drvr. BLU-YEL J9-P5 ORG J6-P10 Q13 I/O Pwr. Drvr. BLU-GRN J9-P6 ORG J6-P10 Bulb 20v DC #906 165-5004-00 20v DC #906 Bulb Q14 I/O Pwr. Drvr. BLU-BLK J9-P7 J10-P3 50v DC #15 LEFT FLIPPER (50v RED/YEL) Q15 I/O Pwr. Drvr. ORG-GRY J9-P8 J10-P1/2 50v DC #16 RIGHT FLIPPER (50v RED/YEL) Q16 I/O Pwr. Drvr. ORG-VIO J9-P9 VIO-YEL RED-YEL GRY-YEL RED-YEL BLU-YEL J10-P1/2 50v DC 090-5030-00T /RZ &XUUHQW &RLOV *URXS Drive Transistor (D.T.) Driver Ouput Board D.T. Control Line Color D.T. Control Line Connect Power Line Color Power Line Connnection Power Voltage Coil GA-Turn or Meter # #17 LEFT SLINGSHOT Q17 I/O Pwr. Drvr. VIO-BRN J7-P2 BRN J7-P1 20v DC 090-5001-00T #18 RIGHT SLINGSHOT Q18 I/O Pwr. Drvr. VIO-RED J7-P3 BRN J7-P1 20v DC #19 DR. EVIL MOTOR RELAY BOARD Q19 I/O Pwr. Drvr. VIO-ORG J7-P4 BRN J7-P1 Bd. 20v DC Relay 520-5010-00 20v DC Relay Bd. #9 6HF'LDJ0HQX #13 FLASH: RIGHT RAMP (HIGH) #14 TIME MACHINE MAGNET %$ 26-1200 090-5044-00T 26-1200 26-1200 165-5004-00 20 -480 090-5064-02 23-900 090-5020-30T 23-1100 23-800 23-800 090-5001-00T #20 TIME MACHINE MTR RELAY BD Q20 I/O Pwr. Drvr. VIO-YEL J7-P6 BRN J7-P1 #21 LASER BEAM MTR RELAY BD Q21 I/O Pwr. Drvr. VIO-GRN J7-P7 BRN J7-P1 #22 LASER BEAM DIVERTER Q22 I/O Pwr. Drvr. VIO-BLU J7-P8 BRN J7-P1 Bd. 20v DC Relay 520-5010-00 29-1000 20v DC #23 ORBIT DIVERTER Q23 I/O Pwr. Drvr. VIO-BLK J7-P9 BRN J7-P1 20v DC #24 OPTIONAL COIN METER Q24 I/O Pwr. Drvr. VIO-GRY J7-P10 RED J16-P7 5v DC Drive Transistor (D.T.) Driver Ouput Board D.T. Control Line Color D.T. Control Line Connect Power Line Color Power Line Connnection Power Voltage #25 FLASH: LEFT ORBIT Q25 I/O Pwr. Drvr. BLK-BRN J6-P1 ORG J6-P10 20v DC 165-5000-89 #26 FLASH: TOILET Q26 I/O Pwr. Drvr. BLK-RED J6-P2 ORG J6-P10 20v DC 165-5000-89 #27 FLASH: LEFT RAMP Q27 I/O Pwr. Drvr. BLK-ORG J6-P3 ORG J6-P10 20v DC 520-5010-00 090-5059-00 32-1800 090-5031-00 Meter 5v 091-5000-00 D iode O n T erminal S trip (if noted) /RZ &XUUHQW &RLOV *URXS Bulb Type #89 Bulb #89 Bulb #89 Bulb 165-5000-89 #89 Bulb #28 FLASH: CENTER RAMP Q28 I/O Pwr. Drvr. BLK-YEL J6-P4 ORG J6-P10 20v DC 165-5000-89 #29 FLASH: RIGHT RAMP Q29 I/O Pwr. Drvr. BLK-GRN J6-P5 ORG J6-P10 20v DC 165-5000-89 #30 FLASH: RIGHT ORBIT Q30 I/O Pwr. Drvr. BLK-BLU J6-P6 ORG J6-P10 20v DC #31 FLASH: POPS X2 Q31 I/O Pwr. Drvr. BLK-VIO J6-P7 ORG J6-P10 20v DC Q32 I/O Pwr. Drvr. BLK-GRY J6-P8 ORG J6-P10 20v DC #32 FLASH: LEFT RAMP (LOW) 1RWH ,Q 7HVW )ODVK /DPSV 0HQX )ODVK ,FRQ )ODVKHUV WHVWHG DUH DOO )ODVK /DPSV ORFDWHG EHWZHHQ 44 7KLV *DPH $X[LOOLDU\ 8. 21/< Drive Transistor (D.T.) AUX 1: LEFT UP/DOWN POST Q1 AUX 2: CENTER UP/DOWN POST Q2 AUX 3: RIGHT UP/DOWN POST Q3 Driver Ouput Board Sol. Expander (Aux. Board) Sol. Expander (Aux. Board) Sol. Expander (Aux. Board) D.T. Control Line Color D.T. Control Line Connect Power Line Color Power Line Connnection Power Voltage WHT J3-P11 BRN J7-P1 20v DC RED J3-P10 BRN J7-P1 20v DC ORG J3-P9 BRN J7-P1 20v DC #89 Bulb #89 Bulb 165-5000-89 #89 Bulb 165-5000-89 #906 Bulb 165-5004-00 Coil GA-Turn 26-1200 090-5044-00T 23-1100 090-5030-00T 26-1200 090-5044-00T 6HFWLRQ&KDSWHU *R7R'LDJQRVWLFV0HQX Backbox I/O Power Driver Board Detailed Wiring Diagram FROM BLK-ORG AC Voltages FROM J7BRN P1 Low Power +20v DC I/O BD. 12 Left Q1 11 BLU-WHT 4 Up/Down Post 10 GRN-WHT 2 Center BRN-WHT 1 9 Up/Down Q2 Post 8 Right 7 Up/Down Q3 6 Post 5 3 CN1 2 1 Flash: # 29 Right Ramp 5 WHT 26-1200 AUX 1 4 RED 23-1100 AUX 2 3 ORG 26-1200 Flash: # 30 Right Orbit Flash: # 31 Pops X2 AUX 3 1 GND CN2 Q27 Q28 4 Q29 5 Q30 6 Q31 7 Q32 Flash: # 32 Left Ramp (Low) 8 10 J7 Solenoid Expander PC (Auxilliary) Board J3 3 1 X1 Bulb X1 BLK-YEL #89 BLK-GRN #89 Bulb X1 Bulb X1 #89 BLK-BLU Bulb X1 BLK-VIO #89 BLK-GRY #906 Bulb X2 Bulb X1 Left # 17 Slingshot Right # 18 Slingshot FROM WHT-RED Transformer 16v AC GND Dr. Evil # 19 Motor Relay Bd. J17P6 I/O BD. BRIDGE 2 20V LOW CURRENT COILS Time Machine # 20 Motor Relay Bd. Laser Beam # 21 Motor Relay Bd. BRDG 2 FROM RED-WHT Laser Beam # 22 Diverter Transformer 16v AC 5A Slo-Blo J17P7 I/O BD. Orbit # 23 Diverter F7 BLU-WHT Transformer 13v AC J17P8 I/O BD. Trough Up-Kicker #1 Auto Launch #2 CONTROLLED LAMPS GND FROM BRDG 20 BLU-WHT Transformer 13v AC J17P9 I/O BD. Laser Beam Eject #4 Flash: Time Machine #5 LAMP COLUMNS F22 Flash: Right Ramp (Low) #6 Dancing Austin #7 Toilet Post #8 7A Slo-Blo BRIDGE 1 50V HIGH CURRENT COILS F6 FROM BLK-YEL AC Voltages IN GND 48v AC 6 Q21 7 Q22 8 BRN 20V DC LOW POWER . 3A Slo-Blo J11P2 I/O BD. FROM BLK-ORG AC Voltages IN 48v AC J10P3 I/O BD. FROM VIO-YEL FOR MAGNET(S) Voltage Outputs +50v DC Note: All Coils require diodes. Some diodes may be located on Terminal Strips & not on the coil itself. D iode On T erminal S trip For the Playfield Terminal Strips, Fuses & Misc. Wiring Descriptions & Locations, see Section 5, Chapter 2, Playfield Wiring. Q1-Q16 STP20N10L 110-0106-00 Q17-Q32 TIP122 110-0067-00 For the General Illumination (G.I.) Circuit Detailed Wiring Diagram, see Sec. 5, Chp. 2, Playfield Wiring. Section 3, Chapter 2: Go To Diagnostics Menu Left Bumper Flash: # 12 Left Ramp (High) Flash: # 13 Rt. Ramp (High) Time Machine # 14 Magnet Left Flipper # 15 (50v RED/YEL) Right Flipper # 16 (50v RED/YEL) 24v AC J11P2 I/O BD. N.O. N.C. 5 Q5 6 Q6 7 Q7 8 Q8 9 N.U. COMM WHT Relay Board (SPI: 520-5010-00) 24v AC J10P10 I/O BD. Playfield VIO-BLU VIO-BLK (VIO-GRY) CABINET FROM 29-1000 BLK-ORG AC Voltages BRN-RED 24v AC J11P2 I/O BD. 32-1800 J16P8 I/O BD. 002001 COIN METER FROM RED 26-1200 Power Out 24-940 BRN-ORG 23-800 BRN-YEL 24-940 N.O. N.C. WHT Relay Board Low Power +20v DC J6P10 I/O BD. #89 BRN-BLU #906 N.U. COMM (SPI: 520-5010-00) FROM BRN-GRN Laser Beam Motor Playfield (SPI: 041-5081-00) X1 X1 BRN-VIO 26-1200 BRN-GRY 27-1500 J7P1 I/O BD. YEL-VIO 50V DC . HIGH POWER - Q10 2 BLU-RED 26-1200 Q11 4 BLU-ORG 26-1200 1 26-1200 FROM BRN Low Power via I/O Pwr. Drv. Bd. F20 3A/4A Slo-Blo +20v DC FROM FROM ORG Q13 6 Q14 7 Q15 8 Q16 9 24v AC J10P10 I/O BD. Bulb J9 BLU-BRN 5 FROM YEL-BLK Voltage Outputs Bulb Q9 Q12 FROM YEL-BLK Voltage Outputs Time Machine Motor ORG #9 Bottom # 11 Bumper 23-800 +5v DC J10 Right # 10 Bumper FROM BLK-ORG VIO-GRN 1 4 24v AC J10P10 I/O BD. Playfield (SPI: 041-5030-00) (SPI: 041-5079-00) Q1 4 5 /////////// THIS GAME ONLY ENSURE F20 FUSE IS RATED 4A 250 S.B. /////////// 23-800 VIO-YEL J8 BRN-BLK Q4 FROM YEL-BLK Voltage Outputs Dr. Evil Motor VIO-ORG 10 F21 F20 VIO-RED Q24 BRDG 1 4A Slo-Blo VIO-BRN 9 3 Relay Board (SPI: 520-5010-00) ORG 20V DC LOW POWER . Q23 #3 FROM +18v DC J11P3 I/O BD. Q20 Q3 Scoop (Kicker) BLU 8A Slo-Blo 4 Q2 J13P10 I/O BD. 3 Q19 Optional # 24 Coin Meter FROM BRIDGE 20 Q18 2 N.U. WHT S Q17 N.C. COMM AC Voltages (SPI: 520-5192-00) For Replacement Cable Wiring Harness from CN1 (Sol. Exp. Bd.) to J3 (I/O Bd.) use SPI Part Number: 036-5463-29 N.O. Voltage Outputs +20v DC J6P10 I/O BD. +50v DC J10P3 I/O BD. Bulb D iode On T erminal S trip #906 MAGNET #906 BLU-YEL X1 BLU-GRN VIO-YEL Low Power Bulb X1 BLK 201-480 BLK BLU-BLK Terminal Strip ORG-GRY ORG-VIO 23-900 GRY-YEL 23-1100 BLU-YEL 3A Slo-Blo 3A Slo-Blo Fuses are located under playfield NEAR assembly (See Section 5, Chapter 2, Playfield Wiring) FROM RED-YEL Voltage Outputs +50v DC J10P1 / P2 I/O BD. 21 Sec. 3: ... Diag. Menu Flash: # 28 Center Ramp For a detailed Schematic of the Solenoid Expander Bd. and the Component Layout & Parts, see Sec. 5, Chp. 4, PCBs, Page 132 BLK-ORG #89 Bulb S (Skill Shots: Left & Right Up/Down Posts, and Center Up/Down Post) #89 2 X1 S For UK USE ONLY BLK-RED Q26 24v AC J11P2 I/O BD. Bulb 24v DC 10A DPDT Flash: # 27 Left Ramp #89 24v DC 10A DPDT Flash: # 26 Toilet Q25 J6 1 BLK-BRN 24v DC 10A DPDT Flash: # 25 Left Orbit ORG 20V DC LOW POWER BRN 20V DC LOW POWER . Partial View I/O Power Driver Board 520-5137-01 *R7R/D PS0HQX From the DIAGNOSTICS MENU, select the "LAMP" Icon with either Red "LEFT" or Green "RIGHT" Button and press the Black "ENTER" Button. Controlled lamps are configured in and 8 x 10 Matrix of Columns (Lamp Drives) and Rows (Lamp Returns) with up to 80 lamps possible. The Lamp Test Menu consists of four (4) parts: Single Lamp Test, Test All Lamps, Row Lamp Test and Column Lamp Test. 6LQJOH/DPS7HVW D To initiate, from the LAMP MENU, select the "ONE" Icon with either Red or Green Button and press the Black Button. Select either the "-" or "+" Icons. Start with the "+" Icon to start the manual Lamp Test from Column 1, Row 1, Lamp 1. Press the Black Button on the "+" Icon, as each lamp is selected, the lamp will light at it’s location on the playfield as well as the display, indicating the Lamp Matrix Grid Position, lamp name with the corresponding number, Return (Row) Wire & Color, Drive (Column) Wire & Color, and associated drive transistors. Press the Black Button again to move forward in the test. To test and view a particular lamp, select the "RUN" Icon and press the Black Button. Each time the Black Button is pushed, the lamp will light-up on the playfield, with the display indicating the lamp information. Continue with the same procedure to run through the entire test. 7HVW$OO/DPSV To initiate, from the LAMP MENU, select the "ALL" Icon with either Red or Green Button and press the Black Button. If still in Single Lamp Test (or any 1 of the 4 tests), select the "PREV" Icon to return to Lamp Menu or selecting either of the "ARROW" Icons will move through the tests, keep activating until Test All Lamps is displayed. The display will indicate "ALL LAMPS ON" and the lamps on the playfield will be lit, alternating between the rows in the Lamp Matrix Grid. 5 RZ &ROX PQ/DPS7HVWV 6HF'LDJ0HQX To initiate, from the LAMP MENU, select the "ROW" or "COL" Icon with either Red "LEFT" or Green "RIGHT" Button and press the Black Button. If still in a previous test, select the "PREV" Icon to return to Lamp Menu or selecting either of the "ARROW" Icons will move through the tests, keep activating until Row or Column Lamp Test (whichever desired) is displayed. In this test, each set of lamps in each Row or Column of the Lamp Matrix Grid (respective to each test) will light-up on the playfield and is indicated in the display. /$030$75,;*5,' D iode O n T erminal S trip : Column (18v) Row (GND) 4 127 86(' 5('%51 -3 4 127 86(' 5('%/. -3 4 127 86(' 5('25* -3 4 127 86(' 5('<(/ -3 4 127 86(' 5('*51 -3 4 127 86(' 5('%/8 -3 4 127 86(' 5('9,2 -3 4 127 86(' 5('*5< -3 4 127 86(' 5(':+7 -3 4 127 86(' 5(' -3 8 127 86(' <(/%51 -3 8 127 86(' <(/5(' -3 MINI ME 1 (BOTTOM) #555 Bulb MINI ME 2 #555 Bulb ( M ) OJO #44 Bulb BONUS 1 #44 Bulb BONUS 75 #44 Bulb M ( O ) JO #44 Bulb BONUS 2 #44 Bulb BONUS 100 #555 Bulb 8 127 86(' <(/25* -3 MINI ME 3 #555 Bulb 8 127 86(' <(/%/. -3 MINI ME 4 (TOP) #555 Bulb 8 127 86(' <(/*51 -3 IVANA #555 Bulb LEFT BUMPER #555 Bulb BONUS 5 #555 Bulb BONUS 400 #555 Bulb TIME MACHINE #555 Bulb 8 127 86(' <(/%/8 -3 ALOTTA #555 Bulb RIGHT %$ BUMPER #555 Bulb BONUS 10 #555 Bulb BONUS 500 #555 Bulb LASER BEAM #555 Bulb 8 127 86(' <(/9,2 -3 SPECIAL #555 Bulb BOTTOM %$ BUMPER #555 Bulb BONUS 25 #555 Bulb BONUS 1000 #555 Bulb FAT BASTARD #555 Bulb MO ( J ) O MOJ ( O ) #44 Bulb #44 Bulb BONUS BONUS 3 4 #555 Bulb #555 Bulb BONUS BONUS 200 300 #555 Bulb #555 Bulb EVIL SUB (A)P A(P) HENCHMEN DRILL #44 Bulb #555 Bulb #555 Bulb #44 Bulb TOILET TOILET TOILET TOILET 1 (BOTTOM) 2 3 4 (TOP) ( S ) HAG S ( H ) AG SH ( A ) G #555 Bulb #555 Bulb #555 Bulb #555 Bulb #555 Bulb #555 Bulb #555 Bulb LASER BEAM LASER BEAM LASER BEAM LASER BEAM FIRE DR. EVIL SPOT- NOT %$ USED 1 (BOTTOM) 2 3 4 (TOP) BUTTON LIGHT X2 #44 Bulb #44 Bulb #44 Bulb #555 Bulb #555 Bulbs # Bulb #555 Bulb TIME MACHINE TIME MACHINE TIME MACHINE TIME MACHINE 1 (BOTTOM) 2 3 4 (TOP) MOON BASE VIRTUCON MOJO #555 Bulb #555 Bulb #555 Bulb #555 Bulb #555 Bulb #555 Bulb #555 Bulb SUB DRILL SUB DRILL SUB DRILL SUB DRILL NOT NOT NOT USED USED USED 1 (BOTTOM) 2 3 4 (TOP) #555 Bulb #555 Bulb #555 Bulb #555 Bulb #555 Bulb #555 Bulb #555 Bulb NOT NOT NOT EVIL HENCHEVIL EVIL EVIL HENCHUSED USED USED MEN 1 (BOT) HENCHMEN 2 HENCHMEN 3 MEN 4 (TOP) #555 Bulb #555 Bulb #555 Bulb # Bulb # Bulb # Bulb #555 Bulb 8 127 86(' <(/*5< -3 MYSTERY #44 Bulb SHOOT %$ AGAIN BABY #555 Bulb BONUS 50 #44 Bulb BONUS HELD #555 Bulb MINI ME #555 Bulb SHA ( G ) #555 Bulb NOT USED # Bulb EXTRA BALL #44 Bulb NOT USED #555 Bulb NOT USED # Bulb 6HFWLRQ&KDSWHU *R7R'LDJQRVWLFV0HQX /DPS0DWUL[*ULG/RFDWLRQV The lamp locations correspond with the Lamp N in the Lamp Matrix Grid on the previous page. Legend Note: = Lamps mounted above playfield. = Lamps mounted below playfield. The following Bulbs are used in the Lamp Matrix Grid (See Table Grid on previous page for details): #555 Bulb (Wedge) 165-5000-44 7\SLFDO /DPS 6FKHPDWLF -XXX 7\SLFDO /DPS :LULQJ -XXX #44 Bulb (Bayonet) 165-5002-00 6HF'LDJ0HQX YEL RED COMMON Diode 1N4001 Note: All Lamps require diodes. Some diodes are located on Terminal Strips (under the playfield) and not on the lamp itself. DOTS: D iode O n T erminal S trip 6HFWLRQ&KDSWHU *R7R'LDJQRVWLFV0HQX 7HVW)OD VK/DPSV From the DIAGNOSTICS MENU, select the "FLASH" Icon with either Red "LEFT" or Green "RIGHT" Button and press the Black "ENTER" Button. After selecting this Icon the display will indicate "CYCLING FLASHERS" and all the Flash Lamps will cycle continuously until the test is exited. This test is allows the technician to easily spot any burned-out bulbs and replace them. Flashers tested are Flash Lamps in Positions: Q1-Q32 and in this game Flash Lamp(s) are in Position(s): Q5-6, Q12-13 & Q25-32. D Important: The Power Interlock Switch must be pulled out for this test to function while the Coin Door is OPEN. &OHD U%D OO 7URX JK From the DIAGNOSTICS MENU, select the "CLR" Icon with either Red "LEFT" or Green "RIGHT" Button and press the Black "ENTER" Button. This is provided to allow the technician a simple method of removing the balls from the trough and also, to test functionality of the trough, ensuring proper trough operation. After selecting this Icon the display will show a graphic of the ball trough with balls in the trough with it’s corresponding switch number. Select the "RUN" Icon to eject the ball in the first position. Simultaneously, the display and the playfield will eject the ball to the Trough Up-Kicker, eject from the Trough Up-Kicker into the Shooter Lane and will be ejected onto the playfield where the technician can easily retrieve the pinball or allow the ball(s) to re-enter the trough to continue Clear Ball Trough Test. Important: The Power Interlock Switch must be Caution: Continuous use of above test may overheat the Trough Up-Kicker Coil. pulled out. 7HFK QL FL DQ$O HUW From the DIAGNOSTICS MENU, select the "TECH" Icon with either Red "LEFT" or Green "RIGHT" Button and press the Black "ENTER" Button. After selecting this Icon the display will 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.) 6HF'LDJ0HQX 6HU YLFH3KRQH From the DIAGNOSTICS MENU, select the "SERV" Icon with either Red "LEFT" or Green "RIGHT" Button and press the Black "ENTER" Button. After selecting this Icon the display will indicate a phone number to call if technical assistance is required. %HJLQ3OD\7HVW From the DIAGNOSTICS MENU, select the "PLAY" Icon with either Red "LEFT" or Green "RIGHT" Button and press the Black "ENTER" Button. After selecting this Icon the technician can test certain play functions to insure all switch activated coils function without entering game play. For example, by rolling the ball over the Shooter Lane switch, the Autoplunger should fire. If it kicks to early or too late, the switch actuator should be adjusted to compensate for this error. If it fails to fire, use the Switch Test or Coil Test to help determine the cause of the failure. During this function, similar tests may be performed on the "Ejects", Slingshots, Vertical Up-Kickers, Pop Bumpers, etc. in the game. For unique Play Test functions, select the "GAME SPECIFIC" Icon in the DIAGNOSTICS MENU. Important: The Power Interlock Switch must be pulled out. )LUH. QR FNHU From the DIAGNOSTICS MENU, select the "KNOCKER" Icon with either Red "LEFT" or Green "RIGHT" Button and press the Black "ENTER" Button. The digitally mastered "Knocker" is sounded. 6 R XQG 6 SH DN H U7HVW From the DIAGNOSTICS MENU, select the "SPKR" Icon with either Red "LEFT" or Green "RIGHT" Button and press the Black "ENTER" Button. The BSMT 2000 Sound System produces true digital stereo sound from Backbox & Cabinet Speakers or "Mono" on the Cabinet Speaker (when used by itself). After selecting this Icon, select the "-" or "+" Icons and press the Black "ENTER" Button to activate the first test. Repeat to visually see & hear all tests. Select the "RUN" Icon to activate the test chosen without moving to the next test. Note: During Sound Tests, the display shows the speaker identification and the corresponding sound(s). The sound functions allow verification that both channels are functioning properly & that the speaker connections are correct. Sound / Speaker Test Continued Next Page 6HFWLRQ&KDSWHU *R7R'LDJQRVWLFV0HQX 6SHDNHU3K DVH7H VWLQJ Connections to each of speakers are polarized and each must be connected appropriately for the best quality sound. If one speaker has the positive and negative connections reversed with respect to the other one, bass frequencies will not be produced properly and the overall sound quality will be poor. To Continued test for proper speaker phasing, use the sound test to cycle through the Backbox & Cabinet, and Backbox Sine (repeated) functions. If the Cabinet Sine produces more volume and bass than the Left Sine, the speakers are connected properly. If it produces the same or less, one speaker is connected improperly. To isolate and correct reversed speaker connections, one of two methods may be used. 1. Check each speaker for polarity markings. If the speakers have polarity markings, verify that the Backbox Speaker RED/WHT Wire and the Cabinet Speaker YEL/WHT Wire is connected to the negative (-) terminal. 2. Disconnect the speaker output connector from the CPU / Sound Board and connect a 1.5-volt battery across each speaker pair one at a time while observing the speakers. Make sure the positive battery terminal is connected to the positive lead (CN4, Pin-3 (RED/BLK) or Pin-6 (YEL/BLK)) each time. As the connection is made, check speaker cone movement; proper connections are indicated by outward movement. $XWR 0DQXDO 7HVWV 6RXQGV 3URGXFHG %HJLQ%X UQ,Q From the DIAGNOSTICS MENU, select the "BURN" Icon with either Red "LEFT" or Green "RIGHT" Button and press the Black "ENTER" Button. After selecting this Icon the Begin Burn-In Test will start. At this stage the game will exercise all CPU I/O Functions (Dot Matrix Display Test, Coil Testing, Lamp Testing, Sound, etc.). This is provided to constantly exercise sounds, coils, etc... Cumulative Burn-In minutes will be displayed. To reset Burn-In minutes to 00, select the "RESET" Icon in the MAIN MENU and select the "FACT" Icon (Factory Reset). See Chapter 5, Go To Reset Menu, of this section. ' R W 0 DW UL [7H V W From the DIAGNOSTICS MENU, select the "DOT TEST" Icon with either Red "LEFT" or Green "RIGHT" Button and press the Black "ENTER" Button. After selecting this Icon the Dot Matrix Test immediately begins. The display will immediately illuminate & cycle for 1 pass of each test continuously for each of the following tests: 1. Illuminates 1 vertical column of dots, turning it off & illuminating the next column, until each column has been individually lit, while the other columns are off. 2. Illuminates 1 horizontal row of dots, turning it off & illuminating the next row, until each row has been individually lit, while the other rows are off. 3. Illuminates all the dots, except for one column from left to right. 4. Illuminates all the dots, except for one row from top to bottom. 5. Illuminates every other dot lit, in both the rows and columns. 6. Illuminates all dots at 30%, 70% & 100% brightness. Note: Pressing any button will exit the test & return to DIAGNOSTICS MENU. 'RW0DWUL['LVSOD\([SODLQHG The display utilizes a Micro-Processor Control Board mounted in piggyback fashion to the Dot Matrix Display (128 X 32) Driver Board. The purpose behind this board is to provide more information to the operator as well as displaying graphics to the player. The board is controlled by a 6809E Microprocessor and its personality ROM (Unique to the Game). It receives Data, Reset & Clock Information from the CPU/Sound Board via the ribbon cable and sends back multiple Status and Busy Signals to the CPU. This is to insure synchronized communication between the CPU and the Display Controller Board. The Drivers for the rows and columns are provided on 5 surface mounted integrated circuits on the Dot Matrix Display Driver Board. 6HFWLRQ&KDSWHU *R7R'LDJQRVWLFV0HQX 6HF'LDJ0HQX Speaker Test Tone Sound/OPSYS EPROM (Loc. U7) Level 1-3+ (Music Test) Voice ROMs: 1 (U17) 2 (U21) 3 (U36) 4 (U37) Speech Pattern 1-3+ Note: For ROM Locations, see Page # X. For ROM Usage (Summary Table) see Page # Z in the "Find-It-In-Front: Dr. Pinball Section". Voice ROMs (U17, U21, U36 & U37) which are 8MB must have a Jumper at W6 on the CPU/Sound Board to function properly. $X VWL Q6S HFL ILF To initiate, from the DIAGNOSTICS MENU, select the "A.P." Icon with either the Red "LT" or Green "RT" Button (the FLIPPER Buttons operates in the same manner) & press the Black "ENTER" Button (the START Button operates in the same manner). D This will bring up the AUSTIN SPECIFIC MENU. This Sub-Menu is used to test the operation of the Time Machine Motor & Magnet with the Time Machine Ramp Switches ("TIME" Icon); Dr. Evil Target Up/Down Motor & Switches ("DR. E" Icon); Laser Beam Motor & Switches ("LASER" Icon). To initiate, from the AUSTIN SPECIFIC MENU, select one of the 3 Icons with either the Red "LEFT" or Green "RIGHT" Button (the LEFT and RIGHT FLIPPER Buttons operates in the same manner) and press the Black "ENTER" Button (the START Button operates in the same manner). After finishing the Test, select the "PREV" Icon to return to the Sub-Menu or select either of the ">>" Icon to slip between the 3 Testing Menus. CAUTION: Beware of MOVING PARTS! Important: The Power Interlock Switch must be pulled out for the motors function while the Coin Door is OPEN. 7LPH0DFKLQH7HVW 6HF'LDJ0HQX Selecting the"TIME" Icon will bring up the TIME MACHINE TEST MENU. This test is provided to allow a method of testing the Center Ramp OPTO (Sw. 35) & Center Ramp Enter (Sw. 18), Motor Operation (Q20) and Magnet Operation (Q14). Upon entering the test, the Time Machine Motor (Q20) will begin to run. With ball-in-hand, roll onto the ramp. As the OPTO Switch (Sw. 35) is closed the box will turn solid ; as the Rollover Switch (Sw. 18) is closed the box will turn solid . This indicates the switches are working properly. The Magnet (Q14) is pulsed (when the OPTO Switch is closed) and will grab the ball and throw it back (Note: This can vary depending how long the magnet is being pulsed; it may let the ball pass through and drop out in the rear.). The motor will stop running after this Test Menu is exited. F F TIME MACHINE MOTOR, SWITCHES & MAGNET DR. EVIL TARGET MOTOR & SWITCHES J J LASER BEAM MOTOR, SWITCHES & COIL 'U(YLO7HVW Selecting the"DR. E" Icon will bring up the DR. EVIL TEST MENU. This test is provided to allow a method of testing the Dr. Evil Top (Sw. 22), Dr. Evil Bottom (Sw. 23), Dr. Evil Bash (Sw. 24) and Motor Operation (Q19). Upon entering the test, the Dr. Evil Bottom Switch (Sw. 23) is closed . Select either the "PULSE" or "RUN" Icons to activate the Motor (Q19) (Note: Selecting Run will automatically bring the motor into the up position and stop). As the motor turns and brings up the Dr. Evil Target, the Sw. 23 box will turn and the Sw. 22 box will turn solid . This indicates the switches are working properly. With ball-in-hand, roll the ball into the Dr. Evil Target and note if Sw. 24 is being closed ( will turn solid ). (Note: The Dr. Evil Target will automatically return to the down position after exiting the Portals Menu.) J J J F F J F /DVHU%HDP7HVW Selecting the "LASER" Icon will bring up the LASER BEAM TEST MENU. This test is provided to allow a method of testing the Laser Beam Home (Sw. 43), Laser Beam Enable (Sw. 44), Laser Beam Loaded (Sw. 45), Motor Operation (Q21) and Coil Operation (Q4). Upon entering the test, the Laser Beam Home Switch (Sw. 43) is closed . Select the "RUN" Icon to activate the Motor (Q21) (Note: Selecting Run will automatically cycle the motor from Home, full out, and return Home). As the motor turns will turn and the Sw. 44 box will out the Laser, the Sw. 43 box turn solid . This indicates the switches are working properly. With ball-in-hand, roll the ball into the Laser Beam Ball Trough from the Left Plastic Ramp and note if Sw. 45 is being closed ( will turn solid ). J J J F F J F CAUTION: Upon switch closure of the Laser Beam Loaded (Sw. 45), the Motor (Q21) will cycle and the Laser Beam Eject (Q4) will pulse. Be careful of moving parts and flying pinball if loaded!). For more details of the Switches & Coils (Part Ns & views) tested on this page, see Sec. 4, Chp. 2, Drawings... 6HFWLRQ&KDSWHU *R7R'LDJQRVWLFV0HQX 'U3L QEDO O )O R Z&K DU W0HQXV To initiate, from the DIAGNOSTICS MENU, select the Cross "DR." Icon with either the Red "LEFT" or Green "RIGHT" Button and press the Black "ENTER" Button. This will bring you (the operator / technician) into DR. PINBALL (Flow Chart Menus) which offers you a choice of three sub-menus: Coil "DR.," Switch "DR." and Lamp "DR." Icons. Selecting a particular sub-menu will give you a choice of which specific Coil (any and all coil assemblies such as Flippers, VUKs, Magnets, etc.), Switch or Lamp circuit needs to be diagnosed. The display will now ask a question or give a procedure to follow such as "Does the lamp turn on?" or "Check bridge rectifier BR-20, if short replace." When Dr. Pinball asks a question or request a procedure the Dr. will expect a response such as "NO" or "YES" (see below examples of the Mini-Icons which will prompt the operator). You the operator/technician must respond by using your Flipper Buttons to "SELECT" a Mini-Icon and the Start Button to "ENTER" your selection. The following are the Mini-Icons with explanations for the Dr. Pinball Sub-Menus to follow: — Seen when a question is being asked on the Display. Select "YES" or "NO" to answer the question given. "END" lets you select a new item to test. "PREV", "QUIT" and "?" (see first example above). — Seen when diagnosis is given. Select any Icon for your next step. "END" lets you select a new item to test. "PREV", "QUIT" and "?" (see first example above). — In Coil Flow Chart Menu, select "PULSE" to pulse the coil selected. "END" lets you select a new item to test. "PREV", "QUIT" and "?" (see first example above). &RLO)ORZ&KDUW To initiate, from the DR. PINBALL MENU, select the Coil "DR." Icon with either the Red or Green Button and press the Black Button. This is the Coil Flow Chart. Follow the questions, answering by using the Mini-Icons in the display. 6ZLWFK)ORZ&K DUW To initiate, from the DR. PINBALL MENU, select the Switch "DR." Icon with either the Red or Green Button and press the Black Button. This is the Switch Flow Chart. Follow the questions, answering by using the Mini-Icons in the display. /DPS)ORZ&K DUW To initiate, from the DR. PINBALL MENU, select the Lamp "DR." Icon with either the Red or Green Button and press the Black Button. This is the Lamp Flow Chart. Follow the questions, answering by using the Mini-Icons in the display. 6HFWLRQ&KDSWHU *R7R'LDJQRVWLFV0HQX 6HF'LDJ0HQX — Select a Coil, Lamp or Switch to diagnose with "-" or "+" Icon; Then select the "RUN" Icon to activate the choice. "PREV" goes back to previous question. "QUIT" exits Portals completely. Help "?" gives direction on button usage. 3LQEDOO*DPH$XGLW7DEOH What’s the current Replay Score Level? CPU version: LOCATION: ___ ______________________ .... DISPLAY ver.: ___.... DATE: _____/_____/_____ AUDITOR: ______________________ Copy for Field Audit Tracking Performance (Use blank boxes to fill-in Audit Information). WK UX Total Paid Credits Average Ball Time Free Game Percentage Average Game Time Total Replays WK UX Replay Percent Total Balls Played Total Extra Balls Total Specials Special Percent Total Matches Replay 1 Awards High Score Awards Replay 2+ Awards High Score Percent 6HF$XGLWV0HQX Super Skill Made WK UX Super Skill Missed Left Orbits Right Orbits Left Ramps Right Ramps Toilet Shots Time Machine Shots Scoop Arrivals MOJO Targets Hit Ramp Targets Hit AP Targets Hit Spinner Spins Pop Bumper Hits Left Return Lanes Right Return Lanes Dr. Evil Hits Skill Shots Made Skill Shots Missed Skill Shot Balks MOJO Completions MOJO Lit MOJO Starts 2+ MOJO Starts MOJO Jackpots MOJO Super Jackpots Mystery Lit Mystery Awards SHAG Lanes Complete Super Pop Hits EB Lit from SHAG EB Lit from Games EB Lit from FB MB EB Lit from Mystery 1 MINI ME Shot 2 MINI ME Shots Coins Thru Right Slot 130m+ Scores Average Scores Total Plays Extra Ball Percent Total Free Plays Coins Thru Left Slot 0—19.9m Scores 20m—49.9m Scores Service Credits Ball Search Started 50m—69.9m Scores Lost Ball Feeds 70m—99.9m Scores Lost Ball Game Starts 100m—129.9m Scores MINI ME Lit MINI ME Starts 2+ MINI ME Starts MINI ME Jackpots MINI ME Complete 1 Fat Bast Shot 2 Fat Bast Shots Fat Bast Lit Fat Bast Starts 2+ Fat Bast Starts Fat Bast Jackpots Fat Bast Super JPS Fat Bast Complete 1 Laser Beam Shot 2 Laser Beam Shots Laser Beam Lit Laser Beam Starts 2+ Laser Beam Starts Laser Beam Jackpots Laser Beam Complete 1 Time Machine Shot 2 Time Machine Shots Time Machine Lit Time Machine Starts 2+ Time Machine Starts Time Machine Jackpots Time Machine Super JPS Time Machine Complete 1 Drill Shot 2 Drill Shots Drill Lit Drill Starts 2+ Drill Starts Drill Jackpots Drill Complete 1 Henchmen Shot 2 Henchmen Shots Henchmen Lit Software Meter Proprietary (46) Right Drains Proprietary (47) Proprietary (54) Slam Tilts Proprietary (48) Proprietary (55) Total Balls Saved Proprietary (49) Proprietary (43) Proprietary (50) Proprietary (44) Proprietary (51) Proprietary (45) Left Drains Meter Clicks Center Drains Total Earnings Total Coins Coins Thru 4th Slot Coins Thru Center Slot Henchmen Starts 2+ Henchmen Starts Henchmen Jackpots Henchmen Complete 1 Game Started 2 Games Started 3 Games Started 4 Games Started 5 Games Started Virtucon Lit Virtucon Starts 2+ Virtucon Starts Virtucon Jackpots Virtucon Super JPS 1 Game Completed 2 Games Completed 3 Games Completed 4 Games Completed 5 Games Completed Right Flipper Used Left Flipper Used Moon Base MB Lit Moon Base Starts 2+ Moon Base Starts Moon Base Jackpots Moon Base Super JPS Bonus 2X 300 Flowers 400 Flowers 500 Flowers 1000 Flowers Total Flowers Sneak-Ins Bonus 3X Bonus 4X Bonus 5X Bonus 10X Bonus 25X Bonus 50X Bonus X Maxed Awards Total Bonus X Awards 25 Flowers 50 Flowers 75 Flowers 100 Flowers 200 Flowers 6HFWLRQ&KDSWHU *R7R$XGLWV0HQX 6 HFWLR Q &KDS WHU RI *R 7R $XGLWV 0HQX 2YHU YL HZ The Portals™ Service Menu System provides 173 Audit Functions for accounting purposes and for evaluation of Game Difficulty Adjustments. The Audit Functions are divided into 3 groups: Earnings (Coin) Audits, are the first 12 most-used Audits S.P.I. Audits, are the Game Play Generic Audits 13-55 Austin Powers Audits, Programming Use Only ); Audits left open (blank are the Game Play Specific Audits 56-173 ( space in gray, e.g. Audits 43-51, 54 & 55) are currently Not Used, allowing for Future Expansion, if any, or are Proprietary. If the code version is upgraded, view Audits in the display & write the audit(s) in the blank(s) if any audit(s) were added. Each group may be viewed in the Portals™ Service Menu (see Chapter 1, Portals™ Service Menu Introduction, of this Section). View all audits with the Game Audit Table provided on the previous page. *272$8', 760(18 With the game in the Attract Mode, open the Coin Door and press the Black "BEGIN TEST" Button. Select the "AUD" Icon in the MAIN MENU with either Red "LEFT" or Green "RIGHT" Button and press the Black "ENTER" Button. The AUDITS MENU appears. Exit any sub-menu and return to the MAIN MENU by selecting & activating the "PREV" Icons. If no Icons appear in the display because of a testing function or special display (e.g. "Help"), press any button to exit. Selecting & activating the "QUIT" Icon from any display will exit the Service Session. Selecting & activating the "HELP" Icon from any display will show a help screen. (An explanation of each Mini-Icon at that level will cycle continuously until any active button is pressed.) Selecting & activating the "ARROW" Icons selects the next or previous audit in the group. (D UQLQJV$X GLW V From the AUDITS MENU, select the "EARN" Icon with either Red "LEFT" or Green "RIGHT" Button and press the Black "ENTER" Button. Select and activate the "RIGHT ARROW" Icon to view the 1st audit in this group. Continue to select either of the "ARROW" Icons to view each audit one at a time. The display will describe the audit number, the audit name, and the audit total or value. The current audit will remain in the display until the next audit is chosen or when the sub-menu is exited. $X 1º $XGLW 1DPH Au. 1 TOTAL PAID CREDITS Au. 2 FREE GAME PERCENTAGE Au. 3 AVERAGE BALL TIME Au. 4 Au. 5 Au. 6 Au. 8 Au. 9 AVERAGE GAME TIME COINS THRU LEFT SLOT COINS THRU RIGHT SLOT COINS THRU CENTER SLOT COINS THRU 4TH SLOT TOTAL COINS Au. 10 TOTAL EARNINGS Au. 11 METER CLICKS Au. 12 SOFTWARE METER Au. 7 6HFWLRQ&KDSWHU *R7R$XGLWV0HQX $XGLW 'HILQLWLRQ Provides the total number of paid credits. This percentage is derived from dividing Audit 25, Total Free Plays, by Audit 26, Total Plays. In seconds, the average ball time is derived from the total play time divided by Audit 13, Total Balls Played. The average game time is expressed in minutes and seconds. Provides the total number of times Coin Switch (Sw. 6) was closed. Provides the total number of times Coin Switch (Sw. 4) was closed. Provides the total number of times Coin Switch (Sw. 5) was closed. Provides the total number of times Coin Switch (Sw. 2) was closed. Provides the total amount of coins registered through all the slots. The total cash value accumulated since the last Factory Restore occurred (see Chapter 5, Go to Reset Menu, of this section). Provides the total number of money clicks accumulated. (Based on the country’s lowest coin denomination used for the game credit.) Provides the continuing total of Meter Clicks. This audit cannot be reset; the display shows the constant addition of Meter Clicks. 6HF$XGLWV0HQX ,PSRUWDQW1RWHV 63 ,$XGLWV From the AUDITS MENU, select the "S.P.I." Icon with either Red "LEFT" or Green "RIGHT" Button and press the Black "ENTER" Button. Select and activate the "RIGHT ARROW" Icon to view the 1st audit in this group. Continue to select either of the "ARROW" Icons to view each audit one at a time. The display will describe the audit number, the audit name, and the audit total or value. The current audit will remain in the display until the next audit is chosen or when the sub-menu is exited. $X 1º $XGLW 1DPH 6HF$XGLWV0HQX Au. 13 Au. 14 TOTAL BALLS PLAYED TOTAL EXTRA BALLS Au. 15 EXTRA BALLS PERCENT Au. 16 REPLAY 1 AWARDS Au. 17 REPLAY 2+ AWARDS Au. 18 TOTAL REPLAYS Au. 19 REPLAY PERCENT Au. 20 TOTAL SPECIALS Au. 21 SPECIAL PERCENT Au. 22 TOTAL MATCHES Au. 23 HIGH SCORE AWARDS Au. 24 HIGH SCORE PERCENT Au. 25 TOTAL FREE PLAYS Au. 26 TOTAL PLAYS Au. 27 0—19.9M SCORES Au. 28 20M—49.9M SCORES Au. 29 50M—69.9M SCORES Au. 30 70M—99.9M SCORES Au. 31 100M—129.9M SCORES Au. 32 130M+ SCORES Au. 33 AVERAGE SCORES Au. 34 SERVICE CREDITS Au. 35 BALL SEARCH STARTED Au. 36 LOST BALL FEEDS $XGLW 'HILQLWLRQ Provides the total number of regular and extra balls. Provides the total number of extra balls awarded. Provides the percentage total from dividing Audit 14, Total Extra Balls, by Audit 26, Total Plays. Provides the total awards (Credit, Extra Ball, Or Audit) for level 1. Provides the total awards (Credit, Extra Ball, Or Audit) for level(s) 2 or higher. Provides the total awards (Credits, Extra Balls, Or Audit Only) for exceeding replay score levels. Provides the percentage total from dividing Audit 18, Total Replays, by Audit 26, Total Plays. The percentage reflects replay total awards for exceeding replay score levels. Provides the total awards (Credits, Extra Balls, Or Scores) for making specials. This percentage is derived from dividing Audit 20, Total Specials, by Audit 26, Total Plays. Provides 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 is adjustable from 0% to 10% by Adjustment 11, Match Percentage, if enabled. (See Chapter 4, Go to Adjustments Menu, of this section.) Provides the total credits awarded for exceeding the High-Score-ToDate scores. This percentage is derived from dividing Audit 23, High Score Awards, by Audit 26, Total Plays. Provides the total free credits for replays, High-Score-To-Date, Specials, and Match. This total is derived by adding the sum of Audit 1, Total Paid Credits, and Audit 25, Total Free Plays. 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 0 and 19,900,000 points. Provides the total number of games the Player’s final score was between 20,000,000 and 49,900,000 points. Provides the total number of games the Player’s final score was between 50,000,000 and 69,900,000 points. Provides the total number of games the Player’s final score was between 70,000,000 and 99,900,000 points. Provides the total number of games the Player’s final score was between 100,000,000 and 129,900,000 points. Provides the total number of games the Player’s final score was over 130,000,000 points. This total is derived from adding the Final Score of each game to a table and dividing this sum by Audit 26, Total Plays. Provides the total number of times Dedicated Switch (DS-7) was closed, not in the Portals™ Service Menu. (See Chapter 1, Introduction [Access & Use] for instructions on how to receive Service Credits.) Provides the total number of times the game performed a ball search. Provides the total number of times the game added a ball to play when it could not find a ball after ball search. 6HFWLRQ&KDSWHU *R7R$XGLWV0HQX 63,$XGLWV&RQWLQXHG $XGLW 1DPH LOST BALL GAME STARTS Au. 38 LEFT DRAINS Au. 39 CENTER DRAINS Au. 40 Au. 41 RIGHT DRAINS SLAM TILTS Au. 42 TOTAL BALLS SAVED Au. 43Au. 51 Au. 52 Au. 53 Au. 54Au. 55 LEFT FLIPPER USED RIGHT FLIPPER USED Provides the total number of times the game started with a ball missing from the ball trough at the start of a game. Provides the total number of times Rollover Switch 57 was closed. Provides the total number of times the game ball had drained with the last switch closed was not Sw. 57 or Sw. 60. Provides the total number of times Rollover Switch 60 was closed. Provides the total number of times Contact Switch 55 was closed. Provides the total number of times this 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. These audits are Not Used, allowing for Future Expansion, if any, and/or Proprietary (used for programming). Provides the total number of times Dedicated Sw. (DS-1) was closed. Provides the total number of times Dedicated Sw. (DS-3) was closed. These audits are Not Used, allowing for Future Expansion, if any, and/or Proprietary (used for programming). $ X V W L Q 3R Z H UV ™ $X GLW V 3URJUDPPLQJ 8VH 2QO\ From the AUDITS MENU, select the "A.P." Icon with either Red "LEFT" or Green "RIGHT" Button and press the Black "ENTER" Button. Select and activate the "RIGHT ARROW" Icon to view the 1st audit in this group. Continue to select either of the "ARROW" Icons to view each audit one at a time. The display will describe the audit number, the audit name, and the audit total or value. The current audit will remain in the display until the next audit is chosen or when the sub-menu is exited. These Game Specific Audits are primarily used for programming. They provide the total number of times a feature was started, awarded, lit, played and/or completed. They also may indicate the total number of Switch Closures during certain modes or features. Multiple variations of switch closures (see Diagnostics) are used to determine the lighting and/or completion of the feature stated. $X 1º Au. 56 Au. 57 Au. 58 Au. 59 Au. 60 Au. 61 Au. 62 Au. 63 Au. 64 Au. 65 Au. 66 Au. 67 Au. 68 Au. 69 Au. 70 Au. 71 Au. 72 Au. 73 Au. 74 Au. 75 Au. 76 $XGLW 1DPH LEFT ORBITS RIGHT ORBITS LEFT RAMPS RIGHT RAMPS TOILET SHOTS TIME MACHINE SHOTS SCOOP ARRIVALS MOJO TARGETS HIT RAMP TARGETS HIT AP TARGETS HIT SPINNER SPINS POP BUMPER HITS LEFT RETURN LANES RIGHT RETURN LANES DR. EVIL HITS SKILL SHOTS MADE SKILL SHOTS MISSED SUPER SKILL MADE SUPER SKILL MISSED SKILL SHOT BALKS MOJO COMPLETIONS 6HFWLRQ&KDSWHU *R7R$XGLWV0HQX $X 1 $XGLW 1DPH Au. 77 Au. 78 Au. 79 Au. 80 Au. 81 Au. 82 Au. 83 Au. 84 Au. 85 Au. 86 Au. 87 Au. 88 Au. 89 Au. 90 Au. 91 Au. 92 Au. 93 Au. 94 Au. 95 Au. 96 Au. 97 MOJO LIT MOJO STARTS 2+ MOJO STARTS MOJO JACKPOTS MOJO SUPER JACKPOTS MYSTERY LIT MYSTERY AWARDS SHAG LANES COMPLETE SUPER POP HITS EB LIT FROM SHAG EB LIT FROM GAMES EB LIT FROM FB MB EB LIT FROM MYSTERY 1 MINI ME SHOT 2 MINI ME SHOTS MINI ME LIT MINI ME STARTS 2+ MINI ME STARTS MINI ME JACKPOTS MINI ME COMPLETE 1 FAT BAST SHOT 6HF$XGLWV0HQX Au. 37 $XGLW 'HILQLWLRQ 3URJUDPPLQJ8VH2QO\ $XV WLQ3RZH UV ™ $XGLW V&RQWLQX HG $XGLW 1DPH 6HF$XGLWV0HQX Au. 98 Au. 99 Au. 100 Au. 101 Au. 102 Au. 103 Au. 104 Au. 105 Au. 106 Au. 107 Au. 108 Au. 109 Au. 110 Au. 111 Au. 112 Au. 113 Au. 114 Au. 115 Au. 116 Au. 117 Au. 118 Au. 119 Au. 120 Au. 121 Au. 122 Au. 123 Au. 124 Au. 125 Au. 126 Au. 127 Au. 128 Au. 129 Au. 130 Au. 131 Au. 132 Au. 133 Au. 134 Au. 135 Au. 136 Au. 137 Au. 138 Au. 139 Au. 140 Au. 141 Au. 142 Au. 143 Au. 144 Au. 145 2 FAT BAST SHOTS FAT BAST LIT FAT BAST STARTS 2+ FAT BAST STARTS FAT BAST JACKPOTS FAT BAST SUPER JPS FAT BAST COMPLETE 1 LASER BEAM SHOT 2 LASER BEAM SHOTS LASER BEAM LIT LASER BEAM STARTS 2+ LASER BEAM STARTS LASER BEAM JACKPOTS LASER BEAM COMPLETE 1 TIME MACHINE SHOT 2 TIME MACHINE SHOTS TIME MACHINE LIT TIME MACHINE STARTS 2+ TIME MACHINE STARTS TIME MACHINE JACKPOTS TIME MACHINE SUPER JPS TIME MACHINE COMPLETE 1 DRILL SHOT 2 DRILL SHOTS DRILL LIT DRILL STARTS 2+ DRILL STARTS DRILL JACKPOTS DRILL COMPLETE 1 HENCHMEN SHOT 2 HENCHMEN SHOTS HENCHMEN LIT HENCHMEN STARTS 2+ HENCHMEN STARTS HENCHMEN JACKPOTS HENCHMEN COMPLETE 1 GAME STARTED 2 GAMES STARTED 3 GAMES STARTED 4 GAMES STARTED 5 GAMES STARTED VIRTUCON LIT VIRTUCON STARTS 2+ VIRTUCON STARTS VIRTUCON JACKPOTS VIRTUCON SUPER JPS 1 GAME COMPLETED 2 GAMES COMPLETED $X 1º Au. 146 Au. 147 Au. 148 Au. 149 Au. 150 Au. 151 Au. 152 Au. 153 Au. 154 Au. 155 Au. 156 Au. 157 Au. 158 Au. 159 Au. 160 Au. 161 Au. 162 Au. 163 Au. 164 Au. 165 Au. 166 Au. 167 Au. 168 Au. 169 Au. 170 Au. 171 Au. 172 Au. 173 Au. 174 Au. 175 Au. 176 Au. 177 Au. 178 Au. 179 Au. 180 Au. 181 Au. 182 Au. 183 Au. 184 Au. 185 Au. 186 Au. 187 Au. 188 Au. 189 Au. 190 Au. 191 Au. 192 Au. 193 $XGLW 1DPH 3 GAMES COMPLETED 4 GAMES COMPLETED 5 GAMES COMPLETED MOON BASE MB LIT MOON BASE STARTS 2+ MOON BASE STARTS MOON BASE JACKPOTS MOON BASE SUPER JPS BONUS 2X BONUS 3X BONUS 4X BONUS 5X BONUS 10X BONUS 25X BONUS 50X BONUS X MAXED AWARDS TOTAL BONUS X AWARDS 25 FLOWERS 50 FLOWERS 75 FLOWERS 100 FLOWERS 200 FLOWERS 300 FLOWERS 400 FLOWERS 500 FLOWERS 1000 FLOWERS TOTAL FLOWERS SNEAK-INS 6HFWLRQ&KDSWHU *R7R$XGLWV0HQX *R7R3U LQWHU 0HQX From the AUDITS MENU, select the "PRNT" Icon with either Red "LEFT" or Green "RIGHT" Button and press the Black "ENTER" Button. The PRINTER MENU appears. 6SHF LDOHTX LSPHQW LVUHTXL UHGIRUWKLV6X E0HQX The Portals™ Service Menu System provides 3 Audit Printing Adjustment Functions to print information on a "Hand-Held" printer, download game information to a Laptop PC or clear the printout count. A printer interface board, hand-held printer and/or a special software program is required to run this menu. Entering this menu and selection/activation of the Icons without this equipment/software will not affect the game. 4XLFN3ULQWRXW 3ULQWHU,QWH U IDFH From the PRINTER MENU, select the "QUIK" Icon with either Red or Green Button and press the Black Button. Select the "+" Icon and press the Black Button to start the printout. Only the Earnings Audits can be printed out to a "Hand-Held" Printer. )XOO3ULQWRXW $OLVRQ,QWHU IDFH3URJUDP From the PRINTER MENU, select the "ALISON" Icon with either Red or Green Button and press the Black Button. Select the "+" Icon and press the Black Button to start the download. A special software program & a Lap Top PC is required. All game audits (Earnings, S.P.I. & Game Specific) can be retrieved. 5HVHW3ULQWH U 1 RI&RSLHV3ULQWHG5HVHW 6HF$XGLWV0HQX From the PRINTER MENU, select the "RESET" Icon with either Red or Green Button and press the Black Button. Select the "+" Icon and press the Black Button to start the clear the "Nº of copies printed" count total. 5(6(7 7, 1*$8', 7127(6 $X GLW1RWH VW:D\WR5HVHW$X GLWV To reset audits, from the MAIN MENU, select the "ADJ" Icon. See Chapter 4, Go to Adjustments Menu, of this section. Select the "S.P.I." Icon, from the ADJUSTMENT MENU, and advance to Adj. 8, Reset Coin Audits, with the "RIGHT ARROW" Icon. Select the "+" Icon to change setting to YES. When enabled, the Coin Audits (5-11) will be reset to zero. Advance to Adj. 9, Reset Game Audits, with the "RIGHT ARROW" Icon. Select the "+" Icon to change setting to YES. When enabled, all the audits will be reset to zero, except for the Coin Audits (5-11) and Audit 12, Software Meter (the only audit which cannot be reset to zero). $X GLW1RWH QG:D\ WR5HV HW $XGLWV To reset audits, from the MAIN MENU, select the "RESET" Icon. See Chapter 5, Go to Reset Menu, of this section. Selection of the "COIN" Icon, from the RESET MENU, will reset the Coin Audits (5-11) to zero. Selection of the "AUD" Icon, from the RESET MENU, will reset all audits to zero, except for the Coin Audits (5-11) and Audit 12, Software Meter (the only audit which cannot be reset to zero). 6HFWLRQ&KDSWHU *R7R$XGLWV0HQX 3LQEDOO*DPH$GMXVWPHQW7DEOH Some adjustments have a "Drop-Down" Table for further customization. 63,$GMX VWPHQWV <RXU 6HWWLQJ $GMXVWPHQW 1DPH 6HF$GM0HQX $GMXVWPHQW 1DPH 86$ 'HIDXOW 1 REPLAYS: FIXED/AUTO ‡ ...20%... 22 DEFAULT HIGH SCORE #2 400,000,000 2 REPLAY LEVELS ‡ 1 ... 23 DEFAULT HIGH SCORE #3 350,000,000 3 REPLAY AWARD CREDIT 24 DEFAULT HIGH SCORE #4 325,000,000 4 FREE GAME LIMIT 05 25 DEFAULT HIGH SCORE #5 300,000,000 5 EXTRA BALL LIMIT 09 26 HSTD RESET COUNT 2,000 6 GAME DIFFICULTY ‡ MODERATE 27 HIGH SCORE INITIALS 3 Initials 7 GAME PRICING ‡ USA3 28 FREE PLAY NO 8 RESET COIN AUDITS NO 29 CUSTOM MESSAGE ON 9 RESET GAME AUDITS NO 30 FLASH LAMP POWER NORMAL 10 RESET HIGH SCORES NO 31 COIL PULSE POWER NORMAL 11 MATCH PERCENTAGE 10% 32 KNOCKER VOLUME NORMAL 12 BALLS PER GAME 03 33 GAME RESTART YES 13 TILT WARNINGS 01 34 EXTRA BALL PERCENTAGE 10% 14 REPLAY BOOST YES 35 BILL VALIDATOR NO 15 CREDIT LIMIT 30 36 TOURNAMENT MODE NONE 16 ALLOW HIGH SCORES YES 37 BKGRND MUSIC VOLUME 01 17 HIGH SCORE #1 AWARDS 01 38 FREEZE TIME AUTO 18 HIGH SCORE #2 AWARDS 00 39 FAST BONUS COUNTDOWN YES 86$ 'HIDXOW 19 HIGH SCORE #3 AWARDS 00 40 UK COIN MECH. TYPE CURRENT: 20 HIGH SCORE #4 AWARDS 00 41 UK POST SAVE ENABLED NO 21 DEFAULT HIGH SCORE #1 500,000,000 42 LOCATION ID 00 <RXU 6HWWLQJ 43 GAME ID 00 PLEASE NOTE: All Factory Settings (Defaults) described in the tables above/below and within the Adjustment Definitions are for USA Settings only (CPU/Snd Bd. Dip Sw. 300 Settings 1-8 are all "OFF"). Different countries may have different Factory Settings (Defaults). ‡ Adj. 1, 2, 6 & 7 have "Drop-Down" Tables, see definitions. Adj. 40 & 41 are utilized only for the UK, with UK Dip Switch Option Setting 2 (See DR. Z, in the front part of this manual.) $GMXVWPHQW 1DPH $X VWLQ3RZH UV $GMX VW PH QWV 44 MINI-ME DIFFICULTY 86$ 'HIDXOW <RXU 6HWWLQJ $GMXVWPHQW 1DPH 86$ 'HIDXOW MODERATE 52 ADULT SPEECH ENABLED YES 45 FAT BASTARD DIFFICULTY MODERATE 53 LASER BEAM MTR ENABLED YES 46 LASER BEAM DIFFICULTY MODERATE 54 DR. EVIL MOTOR ENABLED YES 47 TIME MACH. DIFFICULTY MODERATE 55 TIME MACH. MTR ENABLED YES 48 SUB. DRILL DIFFICULTY MODERATE 56 SHAG EXTRA BALL EVERY 04 49 HENCHMEN DIFFICULTY MODERATE 57 # GAMES FOR EB 04 50 MYSTERY DIFFICULTY MODERATE 58 EXTRA BALL MEMORY ON 51 MOJO DIFFICULTY MODERATE 59 TIMED PLUNGER OFF 60 WASHINGTON D.C. ENABLED OFF <RXU 6HWWLQJ 6HFWLRQ&KDSWHU *R7R$GMXVWPHQWV0HQX 6 HFWLRQ & KD SW H U R I *R 7R $G MXV WP H Q WV 0 H Q X 2YHU YL HZ The Portals Service Menu System provides 60 Adjustment Functions to vary game difficulty or to customize (e.g. Adjusting: High Score Levels; Balls per game; Game Pricing; Default High Scores; etc.). The Adjustment Functions are divided into 2 groups: • S.P.I. Adjustments, are the Game Play Generic Adjustments (1-43) • Austin Powers Adjustments, are the Game Play Specific Adjustments (44-60); Any Adjustment(s) left open or are currently Not Used, are allowing for Future Expansion, if any, or are Proprietary. If the code version is upgraded, view Adjustments in the display & write the adjustment(s) in the blank(s) if any adjustment(s) were added. Each group may be viewed manually after entering the Portals Service Menu (see Chapter 1, Portals Service Menu Introduction, of this Section). All adjustments can be viewed at a glance with the Game Adjustment Table provided on the previous page. If a value is changed, the display will indicate REQUEST INSTALLED. Important: The Coin Door must be OPEN allowing the Memory Protect Switch to be disabled so changes can be made. *272$'-8670(1760(18 With the game in the Attract Mode, open the Coin Door and press the Black "BEGIN TEST" Button. Select the "ADJ" Icon in the MAIN MENU with either Red "LEFT" or Green "RIGHT" Button and press the Black "ENTER" Button. The ADJUSTMENTS MENU appears. Exit any sub-menu and return to the MAIN MENU by selecting & activating the "PREV" Icons. If no Icons appear in the display because of a testing function or special display (e.g. "Help"), press any button to exit. Selecting & activating the "QUIT" Icon from any display will exit the Service Session. Selecting & activating the "HELP" Icon from any display will show a help screen. (An explanation of each Mini-Icon at that level will cycle continuously until any active button is pressed.) In Adjustments, selecting & activating the "-" Icon decrements the value setting. Selecting & activating the "+" Icon increments the value setting. Selecting & activating the "ARROW" Icons selects the next or previous adj. in the group. 63, $GMX VWPHQWV From the ADJUSTMENTS MENU, select the "S.P.I." Icon with either Red "LEFT" or Green "RIGHT" Button and press the Black "ENTER" Button. Select and activate the "RIGHT ARROW" Icon to view the 1st adjustment in this group. Continue to select either of the "ARROW" Icons to view each adjustment one at a time. Select either the "-" or "+" Icons to change the value, if desired. The display will describe the adjustment number, the adjustment name, and the adjustment total or value. The current adjustment will remain in the display until the next adjustment is chosen or when the sub-menu is exited. $GM 1º $GMXVWPHQW 1DPH Adj. 1 REPLAYS: FIXED / AUTO Adj. 2 REPLAY LEVELS Adj. 3 REPLAY AWARD Adj. 4 FREE GAME LIMIT Adj. 5 EXTRA BALL LIMIT 6HFWLRQ&KDSWHU *R7R$GMXVWPHQWV0HQX $GMXVWPHQW 'HILQLWLRQ Set between 01% - 50% and Fixed (0%) for Replay Levels. Default is 20%. Four levels may be selected. Adjustments allow awarding of a credit or an extra ball as each level is exceeded. With the Autopercentage Feature, if the actual replay percentage is higher or lower than that desired, the game will automatically adjust for the new recommended percentage score(s). Set between 1 - 4 or NONE for the number of replay levels to be active. A "Drop-Down" Table appears (after selection of number of replay levels) showing Replay Level 1. Adjust Replay Level 1 between 10M - 9.99B. Adjust Replay Level 2, 3 and/or 4 respectively. Set for replays to award: CREDIT, EXTRA BALL, NONE or SPECIAL (When score threshold is achieved, a Playfield Special is lit.) Default is CREDIT. Set between 01 - 09 or NO FREE GAMES. Default is 05. Adjust the maximum number of Free Games that may be accumulated per game. Set between 01 - 09 or NO EXTRA BALLS. Default is 09. Adjust the maximum number of Extra Balls that may be accumulated per game. 6HF$GM0HQX ,PSRUWDQW1RWHV 63,$GMX VWPHQWV &RQWLQXHG $GMXVWPHQW 1DPH Adj. 6 GAME DIFFICULTY $GMXVWPHQW 'HILQLWLRQ Set to EXTRA EASY, EASY, MODERATE, HARD or EXTRA HARD. (Note: Additional game features which are not adjusted may also change when adjusting this adjustment; see below table.) Default is MODERATE. Any one of the INSTALL settings (in a "Drop-Down" Table) for this adjustment may be activated to automatically select settings for multiple adjustments affecting game difficulty. Select and activate the "-" or "+" Icons to choose the difficulty level required. After activation, the individual adjustments may be readjusted, if desired. Adjustments which typically automatically get changed when changing this adjustment are Game Specific with adjustments values of EXTRA EASY, EASY, MODERATE, HARD, EXTRA HARD, ON or OFF. After changing this adjustment, make note of it in the Table on Page 34 (in pencil), and check all Game Specific adjustments, noting all changes in the "Your Setting" Column. Performing a Factory Reset will revert all adjustments back to the defaults. 3OD\5XOHV1RYHOW\ %DOOSOXV$GG$%DOO6HWWLQJV The following three combinations are recommended for situations where local laws restrict certain game features regarding the use of replays or the number of balls per game: Novelty Play Rules - Set to establish recommended settings for no Free Play or Extra Balls: 6HF$GM0HQX Adj. 1 2 3 4 Adjustment Name Replays: Fixed/Auto Replay Levels Replay Award Free Game Limit Adj. 1 2 3 4 Adjustment Name Replays: Fixed/Auto Replay Levels Replay Award Free Game Limit Setting Fixed None None 0 Adj. 5 11 17 18 Adjustment Name Extra Ball Limit Match Percentage High Score #1 Awards High Score #2 Awards Setting 00 Off 1 0 4-Ball Play Rules - Set to establish recommended settings for 4-Ball Play: Setting 07% 1 Credit 5 Adj. 5 11 12 17 18 Adjustment Name Extra Ball Limit Match Percentage Balls Per Game High Score #1 Awards High Score #2 Awards Setting 3 4 5 1 0 Add-A-Ball Settings -To disable awarding of credits and provide awards with an Extra Ball: Adj. 3 4 11 Adjustment Name Replay Award Free Game Limit Match Percentage Setting Extra Ball 00 Off Adj. 16 17-20 Adjustment Name Allow High Scores High Score #1 - #4 Awards Setting No 0 Set between USA1 thru UK6 or CUSTOM. Default is USA3 (foreign Game Pricing Options are in the Standard Pricing Select Table on the following pages). There are two methods available for coin switch programming: Standard & Custom. Standard pricing uses a single adjustment as seen in the first display. See the Standard Pricing Table. If "Custom" is selected, a "Drop-Down" Table appears. Select a pricing scheme shown in the Custom Pricing Table as seen below. Adj. 7 GAME PRICING With Adjustment 7 set to CUSTOM operating the Black "Enter" Button again initiates a drop down menu representing coin switch pulses for the LEFT, CENTER, RIGHT and 4TH Coin Slots. The prescribed the number of pulses are required for 1 Credit. For example, if Left Coin Pulses, was set to 02 and Coin Switch Pulses Required for 1 Credit, to 01 a coin in the Left Slot would produce 2 Credits. Further, if Left Coin Pulses, was set to 01 and Coin Switch Pulses Required for 1 Credit, to 02, 2 Coins in the Left Slot would be required for 1 Credit. Coin Switch Pulses Required for Bonus Credit may be set to post bonus credits when a minimum amount of coins are inserted at one time. For example, if Left Coin Pulses was set to 01, Coin Switch Pulses Required for 1 Credit to 01 and Coin Switch Pulses Required for Bonus Credit to 04, 1 Credit would be posted for each of the first 3 Coins in the Left Slot and 2 Credits for the 4th Coin. S.P.I. Adjustment 7 Continues on the next page. 6HFWLRQ&KDSWHU *R7R$GMXVWPHQWV0HQX 63,$GMXV WPHQW &RQWLQX HG 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: Set the number of pulses registered for closure of the Left Coin Switch; 00 to 99. /HIW &RLQ 6ZLWFK 3XOVHV Set the number of pulses registered for closure of the Right Coin Switch; 00 to 99. 5LJKW &RLQ 6ZLWFK 3XOVHV Set the number of pulses registered for closure of the Center Coin Switch; 00 to 99. &HQWHU &RLQ 6ZLWFK 3XOVHV Set the number of pulses registered for closure of the Fourth Coin Switch; 00 to 99. WK &RLQ 6ZLWFK 3XOVHV Set the number of pulses required to post one credit; 00 to 99. &RLQ 6ZLWFK 3XOVHV 5HTXLUHG IRU &UHGLW Set the number of pulses required to award the 1st Bonus credit(s); 00 to 99. &RLQ 6ZLWFK 3XOVHV 5HTXLUHG IRU %RQXV &UHGLW Set the number of pulses required to award the 2nd Bonus credit; 00 to 99. &RLQ 6Z 3XOVHV 5HT IRU QG %RQXV &UHGLW Set the number of credits awarded for achieving the first Bonus level; 00 to 99. &UHGLWV DZDUGHG IRU VW %RQXV &XVWRP3ULFLQJ7DEOH &(17(5 5,*+7 7+ 25¢ $1.00 25¢ N/U 5SCH 10SCH 10SCH N/U 10p 50p £1 20p 20¢ N/U $1.00 N/U Plays/Coins 1/25¢ 3/50¢ 1/25¢ 5/$1.00 1/25¢ 6/$1.00 1/10 S 1/10 S 4/30 S 1/30p 2/50p 5/£1 1/50p 3/£1 1/30p 4/£1 1/60¢ 2/$1.00 /()7 3XOVHV 01 01 05 01 04 01 01 01 01 &(17(5 3XOVHV 04 04 20 02 08 06 05 05 00 5,*+7 3XOVHV 01 01 05 02 08 15 15 12 05 $GMXVWPHQWV !!! 7+ 3XOVHV 3XOVHV 3XOVHV &UHGLW %RQXV 00 01 02 00 01 04 00 04 20 00 02 00 00 06 00 02 03 00 02 05 00 02 03 00 00 03 05 3XOVHV QG %RQXV 00 00 00 00 00 00 00 00 00 &UHGLW VW %RQXV 01 01 01 00 00 00 00 00 01 Below and the following page is the Standard Pricing Select Table for the individual countries listed. The Pricing Scheme is determined in two ways - 1: The CPU/Sound Board Dip Switch (Sw. 300) Setting; and, 2: The Country Setting Option. For each country listed, the Dip Switch Setting is shown (Column 1). At this time, not all countries have a unique Dip Switch Setting. For the countries without a unique setting, the USA Setting (or all positions in the "OFF" position) is used. In lieu of determining the best Pricing Scheme for your location, "pre-sets" were made available which would best suit any given situation. If the Factory Default setting is not the selection you feel is best for your location, choose any of the other pre-set settings. If any of these settings do not suit your needs, then CUSTOM PRICING will need to be accomplished (however, any "custom" changes made here will be lost after a FACTORY RESET so it is suggested to write down your unique set-up). The Standard Pricing Select Table Explained: Column 1: CPU/Sound Board Dip Switch 300 Settings: (self-explanatory). Column 2: Country Setting Option: The different available pre-sets are listed. Columns 3-6: Coin Mechanisms - These show the coinage through the available slots on the Coin Doors. Different countries use different Coin Doors. For example, USA style Coin Doors, which have only 2 coin acceptors (left & right) may utilize the "Center" slot cable for an optional Bill Validator. Different Coin Doors may have up to 4 coin acceptors. Columns 7-10: Pricing Scheme Explained Shows the number of plays received for the monies required determined by the setting selected. 6WDQGDUG3ULFLQJ6HOHFW7DEOH CPU/SOUND BOARD DIP SWITCH 300 SETTINGS Pos. ON OFF Pos. ON OFF 99999999 8888 9999 COUNTRY SETTING OPTION 86$ 86$ 86$ 'HIDXOW 86$ 86$ 86$ 86$ 86$ (XUR 'HIDXOW (XUR (XUR (XUR (XUR (XUR 6HFWLRQ&KDSWHU *R7R$GMXVWPHQWV0HQX Coin Mechanisms COINS THRU ... SLOT: 4TH LEFT CENTER RIGHT 25¢ 20¢ $1.00 50¢ 25¢ L1.00 L2.00 Pricing Scheme Explained Number of "Plays" for Price Amount Shown 1 /25¢ 1 /50¢ 1 /50¢ 1 /50¢ 1 /50¢ 1 /50¢ 1 /50¢ 1 /50¢ 1 /50¢ 2 /50¢ 1 /50¢ 1 /50¢ 1 /L1.00 1 /L1.00 2 /75¢ 3 /$1.00 5 /$2.00 2 /‘4 X 25¢’ 3 /$1.00 Bill 4 /$1.50 6 /$2.00 3 /$1.00 5 /L2.00 3 /L1.00 2 /L1.50 5 /L2.00 Used to promote the Bill Validator 3 /L2.00 6HF$GM0HQX &RLQ 0HFKDQLVPV /()7 6WDQGDUG3ULFLQJ6HOHFW7DEOH &RQWLQXHG CPU DIP SWITCH SETTINGS, Location SW300 CPU/SOUND BOARD Pos. ON OFF Pos. ON OFF Pos. ON OFF Pos. ON OFF Pos. ON OFF Pos. ON OFF 8 ON 99999999 8 9 999999 8 88 9 9999 88 999999 99999999 OFF Pos. ON 6HF$GM0HQX OFF Pos. ON OFF 9 888 ON OFF Pos. ON OFF ON Pos. ON OFF Pos. ON OFF Pos. ON OFF OFF Pos. ON OFF Pos. ON OFF Pos. 10S 10S 1 /10S 2 /15S 20¢ $A 1 $A 2 1 /$A 1 1 /$A 1 3 /$A 2 %UD]LO † 1 ‘coin’ 4 ‘coins’ 1 ‘coin’ &DQDGD † 'HQPDUN ‡ 'HQPDUN ‡ )UDQFH 25¢ 25¢ Can$ 1 1 /50¢ 2 /75¢ 3/ Can$ 1 10 DKr 1 /3 DKr 1 /2 DKr 2 /5 DKr 3 /5 DKr 7 /10DKr 1 DKr 5 DKr 1 Fmk 5 Fmk 1 /5 Fmk 4 /10 Fmk 2 /5 Fr 3 /10 Fr 2 /5 Fr 5 /10 Fr 7 /20 Fr 4 /10 Fr 11 /20 Fr 5 Fr 1 /3 Fr 1 /5 Fr 1 /3 Fr 5 DM 1 /1 DM 1 /2 DM 1 /2 DM 1 /1 DM 6/‘1 X 5 DM’ 2 /3 DM 2 /3 DM 6 /5 DM 3 /4 DM 3 /4 DM 4 /5 DM 5 /5 DM 100 Dr 1 /50 Dr 3 /100 Dr 1 /5 HK$ 1 Fr 10 Fr )UDQFH *HUPDQ\ *HUPDQ\ *HUPDQ\ † 1 /‘2 coins’ 1 DM 2 DM *HUPDQ\ 20 DKr 20 Fr 50 Dr 99999999 +RQJ .RQJ ‡ 1 HK$ 2 HK$ 5 HK$ +XQJDU\ ‡ 10 Ft 10 Ft 20 Ft 1 /20 Ft 3 /40 Ft 500 Lit 1 /500 Lit 1 /1000 Lit 3 /2000 Lit 100¥ 1 /100¥ 1 /100¥ 3 /200¥ 100 Won 100 Won 1 /100 Won 1 Fls. 1 Fls. 2.5 Fls. 2.5 Fls. 5 Fls. 1 /1 Fls. 1 /1 Fls. 3 /2.5 Fls. 3 /2.5 Fls. $NZ 2 1 /$NZ 1 1 /$NZ 1 3 /$NZ 2 20 NKr 2 /10 NKr 1 /10 NKr 1 /5 NKr 3 /20 NKr 500 Pts 1 /100 Pts 6 /500 Pts 2 /15 SKr 2 /10 SKr 6 /5 SwF 3 /2 SwF 99999999 8 999 9999 8 8 99 9999 3 /20S 5 BF 20 BF 50 BF 1 /20 BF 3 /50 BF This country uses unique Tokens and/or Debit Cards only (pricing varies). *UHHFH ‡ ,WDO\ † ,WDO\ 500 Lit -DSDQ † -DSDQ 9 9 9 9 9 9 9 9 .RUHD ‡ 1HWKHUODQGV 8 9 9 9 9 9 9 9 1HWKHUODQGV † 1HZ =HDODQG ‡ 9 9 9 9 9 9 9 9 1HZ =HDODQG ‡ 1RUZD\ † 8 8 9 9 9 9 9 9 1RUZD\ $NZ 1 10 NKr 5 NKr Pos. ON 5S 99999999 Pos. OFF 99999 ON OFF 99999 Pricing Scheme Explained Number of "Plays" for Price Amount Shown %HOJLXP † OFF Pos. $XVWUDOLD ‡ )LQODQG ‡ Pos. Pos. ON $XVWUDOLD ‡ )UDQFH † 88 Coin Mechanisms COINS THRU ... SLOT: 4TH LEFT CENTER RIGHT Please Note: for all USA Settings, see previous page (bottom). $XVWULD † 99999999 Pos. ON 9999999 Pos. OFF COUNTRY SETTING OPTION † ‡ 9 9 9 9 9 9 9 9 6SDLQ ‡ 6ZHGHQ † 88 8 9 9 9 9 9 6ZHGHQ 6ZLW]HUODQG † 88 99 9 9 9 9 6ZLW]HUODQG 8. † 8 8 8. 9 99999 100 Pts 1 SKr 5 SKr 10 SKr 1 /10 SKr 1 /5 SKr 1 SwF 2 SwF 5 SwF 1 /1 SwF 1 /1 SwF 9 /20 Fr 6 /5 Fls. 4 /20 NKr 3 /20 SKr 9 /5 SwF The Pricing Scheme using the New UK 3 /£1 7 /£2 Dip Sw. Setting (with 2, 3 & 4 = ON), is ON the same (UK1 - UK6). Use only with the New Style Coin Mech. The New 50p OFF 4 /£1 8 /£2 & £2 Coins can be accomodated in 5th Dip Switch Setting for New 50p / £2: 8. 1 /50p 2 /£1 5 /£2 10p 50p £1 20p & 6th Coin Slots. Pos. 8. 1 /30p 2 /60p 3 /90p 4 /£1 ON This is "software controlled" by noting 8. OFF 1 /£1 3 /£2 the presence/non-presense of pulses via Normal Coin Slots 1-4 (Left, Center, Right & 4th). If an old SEE NOTES IN PRICING SCHEME style Coin Mech is used, see new adjustment to accomodate. 8. 3 /£2 Notes: † Indicates Factory Default for that setting. ‡ Indicates a USA Dip Switch Setting (all positions in the "OFF" position). 9 888 9999 6HFWLRQ&KDSWHU *R7R$GMXVWPHQWV0HQX 63,$GMX VWPHQWV &RQWLQXHG Adj. 8 RESET COIN AUDITS Adj. 9 RESET GAME AUDITS Adj. 10 RESET HIGH SCORES Adj. 11 MATCH PERCENTAGE Adj. 12 BALLS PER GAME Adj. 13 TILT WARNINGS Adj. 14 REPLAY BOOST Adj. 15 CREDIT LIMIT Adj. 16 ALLOW HIGH SCORES Adj. 17 HIGH SCORE #1 AWARDS Adj. 18 HIGH SCORE #2 AWARDS Adj. 19 HIGH SCORE #3 AWARDS Adj. 20 HIGH SCORE #4 AWARDS Adj. 21 DEFAULT HIGH SCORE #1 Adj. 22 DEFAULT HIGH SCORE #2 Adj. 23 DEFAULT HIGH SCORE #3 Adj. 24 DEFAULT HIGH SCORE #4 Adj. 25 DEFAULT HIGH SCORE #5 Adj. 26 HSTD RESET COUNT Adj. 27 HIGH SCORE INITIALS 6HFWLRQ&KDSWHU *R7R$GMXVWPHQWV0HQX $GMXVWPHQW 'HILQLWLRQ Set to YES or NO. Default is NO. When set to YES (select the "+" Icon to change) all Coin Audits (Audits 5-11), will be reset to zero. Set to YES or NO. Default is NO. When set to YES (select the "+" Icon to change) all audits will be reset to zero, except for the Coin Audits (Audits 5-11) and Audit 12, Software Meter (the only audit which cannot be reset to zero). Set to YES or NO. Default is NO. When set to YES (select the "+" Icon to change) all the High Score Levels and associated initials will be restored to the backup settings. Set between 0% - 10% or OFF. Default is 10%. At 0% the match display occurs at the end of the game but never awards a credit. Set between 02 - 05. Default is 03. Adjusts the number of balls per game. Set to 00, 01 or 03. Default is 01. Adjusts the number of plumb bob tilt switch closures before the ball in play is tilted. Set to YES or NO. Default is YES. 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 50M for each following game, until the replays have all been played (then the previous level is resumed). Set between 04 - 50. Default is 30. Adjusts the maximum number of credits that may be posted. Set to YES or NO. Default is YES. When set to YES if a player exceeds any 1 of the 4 High Scores, the player may receive an award (depending on Adj. 3, Replay Award). Set to NO to disable this feature. There are 10 High Scores that will allow the player to enter their initials (or name) (See Adj. 27, High Score Initials), however, only the top 4 can receive an award if this adjustment is enabled. Set between 00 - 05. Default is 01. Adjusts the number of awards awarded for exceeding Level 1 (the highest of the four (4) Levels). Set between 00 - 03. Default is 00. Adjusts the number of awards awarded for exceeding Level 2. Set between 00 - 02. Default is 00. Adjusts the number of awards awarded for exceeding Level 3. Set between 00 - 01. Default is 00. Adjusts the number of awards awarded for exceeding Level 4. Set between 1,000,000 - 9,999,000,000 or 00 (increments of 1M). Default is 500,000,000. Adjusts the desired High Score Level to which Level 1 may be achieved (not affected by Adj. 26). Set between 1,000,000 - 9,999,000,000 or 00 (increments of 1M). Default is 400,000,000. Adjusts the desired High Score Level to which Level 2 may be achieved (not affected by Adj. 26). Set between 1,000,000 - 9,999,000,000 or 00 (increments of 1M). Default is 350,000,000. Adjusts the desired High Score Level to which Level 3 may be achieved (not affected by Adj. 26). Set between 1,000,000 - 9,999,000,000 or 00 (increments of 1M). Default is 325,000,000. Adjusts the desired High Score Level to which Level 4 may be achieved (not affected by Adj. 26). Set between 1,000,000 - 9,999,000,000 or 00 (increments of 1M). Default is 300,000,000. Adjusts the desired High Score Level to which Level 5 may be achieved (not affected by Adj. 26). Set between 100 - 9,900 or OFF (increments of 100). Default is 2,000. HSTD (High Score To Date). Adjusts the number of games between automatic resets of high score levels to backup settings and ball time averager adjustments. Set to OFF for "no reset or adjustment". Set to 3 INITIALS or 10 LETTER. Default is 3 INITIALS. When set to 3 INITIALS, player is allowed only 3 initials to input. When set to 10 LETTER NAME, player is allowed to enter 10 initials to input. 6HF$GM0HQX $GMXVWPHQW 1DPH 63,$GMX VWPHQWV &RQWLQXHG $GMXVWPHQW 1DPH Adj. 28 FREE PLAY Adj. 29 CUSTOM MESSAGE 6HF$GM0HQX Adj. 30 FLASH LAMP POWER Adj. 31 COIL PULSE POWER Adj. 32 KNOCKER VOLUME Adj. 33 GAME RESTART Adj. 34 EXTRA BALL PERCENTAGE Adj. 35 BILL VALIDATOR Adj. 36 TOURNAMENT MODE Adj. 37 BKGRND (BACKGROUND) MUSIC VOLUME Adj. 38 FREEZE TIME (BALL SAVE) Adj. 39 FAST BONUS COUNTDOWN $GMXVWPHQW 'HILQLWLRQ Set to YES or NO. Default is NO. When set to YES, no coins are required for Game Play. Set to ON, CHANGE or OFF. Default is ON. When set to CHANGE (select the "+" Icon to change settings until "CHANGE" appears in the display, then select the ">>" Icon to access.) This adjustment can be accessed in two (2) ways by either selecting the "S.P.I." Icon and advancing to this Adjustment 29, or can be directly accessed by selecting the "ABCD CUST MSG" Icon in the ADJUSTMENTS MENU. View the definition at the end of this chapter under the Custom Message entry for the operation explanation. Set to NORMAL, DIM or OFF. Default is NORMAL. When set to DIM the Flash Lamps impulse power is reduced by 25% and when set to OFF the Flash Lamps will not flash. Set to NORMAL, HARD or SOFT. Default is NORMAL. 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 decreased 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. Adjust as required. Set to NORMAL, LOW or OFF. Default is NORMAL. When set to LOW, the volume is decreased 50%. When set to OFF, no sound is heard when the "knocker" is sounded. Set to YES or NO. Default is YES. When set to YES, a new game may be started during any ball after the first ball is completed (if credits are available). Pressing the Start Button 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. Review Section 2, Chapter 1, Game Operations & Features for details. Set between 0% - 50%. Default is 10%. This adjustment allows the operator to adjust how frequently the Extra Ball Feature is made available to the player. Set to YES or NO. Default is NO. When set to YES, in Game Attract Mode the Display will show an "Insert Bill Animation." When set to NO, the Display will show an "Insert Coin Animation." Set to NONE, IFPA, EXPO, PAPA or HOME. Default is NONE. Tournament Mode determines the default conditions to quickly prepare a game for tournament play. When this setting is changed all 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 Reset had been performed. NONE Same as a Factory Reset conditions. IFPA - Straight 50¢ play, No Replay, No Extra Ball, No High Scores, 2 Tilt Warnings and No Match. EXPO or PAPA - Same as IFPA settings except Free Play is enabled. HOME - Sets game for Free Play, Extra Ball Play, No Replay, 10% Match & 30% Extra Ball. Set between 01 - 15. Default is 01. After volume is set via Portals Service Buttons (See Sec. 3, Chp. 1, ...Intro) this adjustment can be utilized to adjust the background music (1 all the way on, 15 all the way off) while keeping the Special Sound FX the same level. Set to OFF, 0:01-0:15 or AUTO. Default is AUTO. When set to OFF this feature is unavailable. Set between 0:01 through 0:15 (single increments) for the ball to be sent back into play if the time set is not met (per ball). Set to AUTO to automatically adjust the Freeze Timer based on the average ball time. Set to YES or NO. Default is YES. When set to NO, this feature is not available. When set to YES, this feature is available. Adjustments 40-43 continued on the next page. 6HFWLRQ&KDSWHU *R7R$GMXVWPHQWV0HQX 63,$GMX VWPHQWV &RQWLQXHG $GMXVWPHQW 1DPH Adj. 40 $GMXVWPHQW 'HILQLWLRQ UK Only Dip Switch Set @ Option 2 UK COIN MECH. TYPE Set to CURRENT: 2 POUND AT #5 if using a Coin Control Mech 74-1129-104U (latest version). Set to OLD: 2 POUND AT #6 if using older version Coin Control Mech 74-1129-104. Default is CURRENT: 2 POUND AT #5. Adj. 41 UK POST SAVE ENABLED UK Only Dip Switch Set @ Option 2 Set to YES or NO. Default is NO, (UK Default is YES). When set to YES this feature is available when lit. Set to NO to disable this feature. (UK Games have Outlane & Center Post Save Devices which are accessed in a different way; Non-UK Games cannot adjust this setting.) Set between 00 to 9999. Default is 00. This adjustment allows the Adj. 42 LOCATION ID operator to assign a location identification number to the audit print-out sheet. (Will not be affected by Factory Reset.) Set between 00 to 9999. Default is 00. This adjustment allows the Adj. 43 GAME ID operator to assign a game identification number to the audit print-out sheet. (Will not be affected by Factory Reset.) Please Note: For more details on Audit Printing, review Section 3, Chapter 3, Go To Audits Menu (Go To Printer Menu, Page 33). For more details on Factory Reset, review Section 3, Chapter 5, Go To Reset Menu. From the ADJUSTMENTS MENU, select the "A.P." Icon with either Red "LEFT" or Green "RIGHT" Button and press the Black "ENTER" Button. Select and activate the "RIGHT ARROW" Icon to view the 1st adjustment in this group. Continue to select either of the "ARROW" Icons to view each adjustment one at a time. Select either the "-" or "+" Icons to change the value, if desired. The display will describe the adjustment number, the adjustment name, and the adjustment total or value. The current adjustment will remain in the display until the next adjustment is chosen or when the sub-menu is exited. $GM 1º $GMXVWPHQW 1DPH Adj. 44 Adj. 45 Adj. 46 Adj. 47 Adj. 48 Adj. 49 Adj. 50 Adj. 51 Adj. 52 MINI-ME DIFFICULTY FAT BASTARD DIFFICULTY LASER BEAM DIFFICULTY TIME MACH. DIFFICULTY SUB. DRILL DIFFICULTY HENCHMEN DIFFICULTY MYSTERY DIFFICULTY MOJO DIFFICULTY ADULT SPEECH ENABLED LASER BEAM MTR ENABLED Adj. 53 CAUTION: If set to NO, a Ball Trap can occur if the ball bounces into the Left Ramp Exit to the Kicker; ball search will not activate the disabled Kicker. Correct any problem coil or switch immediately. $GMXVWPHQW 'HILQLWLRQ Set to EXEASY, EASY, MODERATE, HARD or EXHARD. Default is MODERATE. Determines how this Feature is started and played. Set to YES or NO. Default is YES. Set to YES or NO. Default is YES. When set to YES, the Laser Beam Motor Assembly Q21 (Motor Driver Relay Bd.) and Laser Beam Diverter Q22 (on Left Ramp) are operational. When set to NO, the Dir. Kicker Motor Q21 & Laser Beam Diverter Q22 are disabled. Change setting to NO if any of the following is malfunctioning or is awaiting service and/or repair: Directional Kicker Motor, the Relay Board Q21 (see page 19 for locations), Laser Beam Diverter Q22 or Switches 43, 44 or 45. Game programming is changed to accomodate player not being able to use the Laser Beam Directional Kicker. Adjustments 54-60 continued on the next page. 6HFWLRQ&KDSWHU *R7R$GMXVWPHQWV0HQX 6HF$GM0HQX $XVWLQ 3R Z H U V $G M X VWP H QWV $XVWLQ3RZH UV $GMX VWPH QWV&RQWLQXH G $GMXVWPHQW 1DPH DR. EVIL MOTOR ENABLED Adj. 54 Adj. 55 NOTE: If set to NO, ensure the target is in the down position. Correct any problem coil or switch immediately. TIME MACHINE MTR ENABLED CAUTION: If set to NO, ensure the Disc Assembly (Ball Trough) is turned into the downward position to allow the ball to exit into the top lanes to prevent the ball from being trapped. Correct any problem coil or switch immediately. 6HF$GM0HQX Adj. 56 S-H-A-G EXTRA BALL EVERY Adj. 57 # GAMES FOR EB Adj. 58 EXTRA BALL MEMORY Adj. 59 TIMED PLUNGER Adj. 60 WASHINGTON D.C. ENABLED $GMXVWPHQW 'HILQLWLRQ Set to YES or NO. Default is YES. When set to YES, the Dr. Evil Motor (Up/Down Target) Assembly Q19 (Motor Driver Relay Bd.) is operational. When set to NO, the Up/Down Target Motor Q19 is disabled. Change setting to NO if any of the following is malfunctioning or is awaiting service and/or repair: Motor Assembly for the Up/Down Target or Relay Board Q19 (see page 19 for location). Game programming is changed to accomodate player not being able to hit the Dr. Evil Target. Set to YES or NO. Default is YES. When set to YES, the Time Machine (Magnet) Motor Assembly Q20 (Motor Driver Relay Bd.) is operational. When set to NO, the Time Machine (Magnet) Motor Q20 is disabled. Change setting to NO if any of the following is malfunctioning or is awaiting service and/or repair: Motor Assembly or Timing Chain for the Time Machine, Relay Board Q20 (see page 19 for location) or if BOTH Switches 18 & 35 are nonfunctional (see CAUTION at left). If only 1 or the other switch is nonfunctional, or the Magnet Q14 is nonfunctional, and the Motor is operational, it is not necessary to change setting to NO. Programming will accomodate noting the upper Left Orbit Switch Closure. Set to 01 through 10. Default is 04. After the Extra Ball Feature is qualified for the first time (to qualify, player must spell S-H-A-G by completing the Outlane & Return Lane Shots) the subsequent number of this mode being completed is needed to qualify, is the amount set in this adjustment. Set to OFF (00) or 01 through 06. Default is 04. The Extra Ball Feature will be turned off after the amount set (equals the number of Game Modes Played) in this adjustment is acheived. Set to ON or OFF. Default is ON. When set to ON, this feature bonus will be retained in memory from ball-to-ball for the same player. When set to OFF, this feature will go out at the end of each ball. Set to OFF or 0:15 - 1:00. Default is OFF. When set to 0:15 to 1:00, the plunger will "Autoplunge" the ball (at the time set) when the ball is at the beginning of play, awaiting the skill shot by the player. Set to OFF or 0N. Default is OFF. When set to OFF, all references (speech & display) of Washington D.C. are removed. &XVW RP 0HVVDJH To go directly to Adjustment 29, Custom Message, from the ADJUSTMENT MENU, select the "CUST MSG" Icon either Red "LEFT" or Green "RIGHT" Button and press the Black "ENTER" Button. At the top left corner of the Display, the letter A is indicated (blinking) in the first available position (Thirty-Six (36) characters including spaces are available). Vary the letter(s) by operating the Left and Right Flipper Buttons (or "RED" or "GREEN" Buttons). With the desired letter indicated, depress the Start Button to lock in the letter and advance to the next character. Repeat this procedure until the desired message is completed in the display. Select the "<" or ">" characters to back-space (erase) and/or to move forward in an already typed message. After completion, press the "BLACK" Button, "REQUEST INSTALLED" is indicated and then exits this sub-menu. ) LO P 6WD U5HVHW )RU W K H+RPH6 H W W LQJ To reset the game with Special Home Settings (not the normal Factory Setting), from the ADJUSTMENT MENU, select the "STAR" Icon either Red "LEFT" or Green "RIGHT" Button and press the Black "ENTER" Button. This Special Setting automatically changes Adjustment 6, Game Difficulty, to EASY and Adjustment 28, Free Play, to YES. This setting is determined to be ideal for the home environment. 7DNH1RWH To Restore or Reset any of the adjustments to the Factory Settings (Default), review Sec. 3, Chp. 5, Go To Reset Menu. Follow the "RESET" Icon or "FACT" Icon and their explanations. 6HFWLRQ&KDSWHU *R7R$GMXVWPHQWV0HQX 6HFWLRQ &K DS WHU RI *R 7R 5H VH W0H QX 2YHU YL HZ The Portals™ Service Menu System provides three (3) functions to reset adjustments and/or audits back to the Factory Setting. See Chapter 3, Go to Audits Menu, and Chapter 4, Go to Adjustments Menu, for the Game Audits & Adjustments Information. If a reset of Coin or Game Audits is performed, the display will indicate REQUEST INSTALLED and return to the RESET MENU. If a Factory Reset is performed, the display will indicate REQUEST INSTALLED, the Service Session is exited & returns to the Attract Mode. Please note that once reset, all customized settings are lost! Certain Audits & Adjustments cannot be reset (refer to the details below). *2725(6(70(1 8 With the game in the Attract Mode, open the Coin Door and press the Black "BEGIN TEST" Button. Select the "RESET" Icon in the MAIN MENU with either Red "LEFT" or Green "RIGHT" Button and press the Black "ENTER" Button. The RESET MENU appears. ,PSRUWDQW1RWHV Exit any sub-menu and return to the MAIN MENU by selecting & activating the "PREV" Icon. Selecting & activating the "QUIT" Icon from the display will exit the Service Session. 5HVHW &RL Q$XGL WV From the RESET MENU, select the "COIN" Icon with either Red or Green Button and press the Black Button. All Coin Audits (See Fig. 1) will be reset to Factory Settings. The display will indicate REQUEST INSTALLED and return to the RESET MENU. Coin Audits can also be reset from the ADJUSTMENTS MENU, S.P.I. ADJUSTMENT 8. See Chapter 4, Go to Adjustments Menu, of this section. After selecting this Icon, all of the Coin Audits (5-11) are reset to zero. 5HVHW *DPH$XGL WV From the RESET MENU, select the "AUD" Icon with either Red or Green Button and press the Black Button. All Game Audits (See Fig. 2) will be reset to Factory Settings. The display will indicate REQUEST INSTALLED and return to the RESET MENU. Game Audits can also be reset from the ADJUSTMENTS MENU, S.P.I. ADJUSTMENT 9. See Chapter 4, Go to Adjustments Menu, of this section. After selecting this Icon, all of the Audits are reset to zero, except for the Coin Audits (Audits 5-11) and Audit 12, Software Meter. Audit 12 is the only audit which cannot be reset. Reset Coin Audits )LJ Earnings Audits (Coin Audits Only 5-11) Au. Nº Description 1-4 The first 4 Audits in the game. 5 6 7 8 9 10 11 12 13 + Coins Thru Left Slot Coins Thru Right Slot Coins Thru Center Slot Coins Thru 4th Slot Total Coins Total Earnings Meter Clicks Software Meter The remainder of the Audits. Reset Game Audits )LJ Earnings (1-4), Generic/Specific Audits (13+) Au. Nº Description 1-4 The first 4 Audits in the game. 5 6 7 8 9 10 11 12 13 + Coins Thru Left Slot Coins Thru Right Slot Coins Thru Center Slot Coins Thru 4th Slot Total Coins Total Earnings Meter Clicks Software Meter The remainder of the Audits. )D FW RU \ 5HVHW From the RESET MENU, select the "FACT" Icon with either Red or Green Button and press the Black Button. All adjustments will be reset to Factory Settings (except for Proprietary Adjustments). The display will indicate REQUEST INSTALLED and exit the Service Session. See Chapter 4, Go to Adjustments Menu, of this section, for the Factory Settings in the Game Adjustment Table. 6HFWLRQ&KDSWHU *R7R5HVHW0HQX 6HF5HVHW0HQX Selecting & activating the "HELP" Icon from the display will show a help screen. (An explanation of each Mini-Icon at that level will cycle continuously until any active button is pressed.) ([ DPSOH From the MAIN MENU, use the Red or Green Buttons to select the "RESET" Icon (GO TO RESET MENU). 0$,1 *2725(6(70(18 0$,1 Press the Black Button to activate this ICON. This will bring up the RESET MENU. 6HF5HVHW0HQX 5(6(7 5(6(7&2,1$8',76 5(6(7 The RESET MENU now appears with the "COIN" Icon (RESET COIN AUDITS) flashing: DO NOT PRESS THE START BUTTON AFTER SELECTING ANY THREE OF THESE ICONS UNLESS THIS IS WHAT IS DESIRED (SETTINGS WILL BE LOST)! PLEASE READ THE PREVIOUS PAGE FOR EXACTLY WHAT WILL HAPPEN IF ANY OF THESE THREE ICONS ARE ACTIVATED. From the RESET MENU, select any of the Icons ("COIN", "AUD" or "FACT") with either Red or Green Button and press the Black Button to activate the ICON chosen. If the "COIN" or "AUD" Icons are chosen and activated, the affected audits (see previous page) will be reset, the display will indicate REQUEST INSTALLED and the display will return to the RESET MENU. If the "FACT" Icon is chosen and activated, all adjustments will be reset back to the Factory Settings. The display will indicate REQUEST INSTALLED (momentarily), the Service Session is automatically exited and returns to the Attract Mode. 6HFWLRQ&KDSWHU *R7R5HVHW0HQX 6HFWLRQ & KD SW H U R I *R 7R )XVHV /L VW 2YHUYLHZ The Portals™ Service Menu System provides a current Fuse List for this game. The fuses are located in the Backbox (on the Display Power Supply Board and the I/O Power Driver Board), and also in the Cabinet (under the playfield by the Flippers and/or by any unique assembly, such as magnets). For the complete Fuse List in the Quick Reference Fuse Chart & Pictorials, see the next page (identical to page # in the front of this manual) . : *272)86(6/,67 With the game in the Attract Mode, open the Coin Door and press the Black "BEGIN TEST" Button. Select the "FUSES" Icon in the MAIN MENU with either Red "LEFT" or Green "RIGHT" Button and press the Black "ENTER" Button. Select and activate the "RIGHT ARROW" Icon to view the 1st fuse in this group. Continue to select either of the "ARROW" Icons to view each fuse one at a time. The display will describe the fuse identification number (e.g. F1, F6, F7, etc.), location of fuse (i.e. Backbox: Board name located on; or Cabinet: Under the playfield or in Service Outlet), rating of fuse (e.g. 5A 250v S.B. - i.e. 5 Amp, 250 volt, Slo-Blo), and ‘use of fuse’ (e.g. 90v DC High Voltage Power, etc.). The current fuse listed will remain in the display until the next fuse is chosen or when the sub-menu is exited. Exit any sub-menu and return to the MAIN MENU by selecting & activating the "PREV" Icons. If no Icons appear in the display because of a testing function or special display (e.g. "Help"), press any button to exit. Selecting & activating the "QUIT" Icon from any display will exit the Service Session. Selecting & activating the "HELP" Icon from any display will show a help screen. (An explanation of each Mini-Icon at that level will cycle continuously until any active button is pressed.) Selecting & activating the "ARROW" Icons selects the next or previous fuse in this group. ([DPSOH From the MAIN MENU, use the Red or Green Buttons to select the "FUSES" Icon (GO TO FUSES LIST). *272)86(6/,67 0$,1 0$,1 Press the Black Button to activate this ICON. This will bring up the FUSES LIST. %$&.%2; )',63/$<32:(56833/<%' $96% 9'&+,*+92/7$*(',63/$< )86(6/,67 6HFWLRQ&KDSWHU *R7R)XVHV/LVW 6HF)XVHV/LVW ,PSRUWDQW1RWHV 9%$&.%2;/$<287/2&$7,216)XVHV%ULGJHV5HOD\V 520V9 'LVSOD\3RZHU6XSSO\%RDUG QUICK 6HF)XVHV/LVW REFERENCE FUSE CHART B a c k b o x F u s e s LOC: DISPLAY POWER SUPPLY (P.S.) BOARD F1 3⁄4A 250v S.B. 90v DC High Voltage Display LOC: I / O POWER DRIVER BOARD F6 7A 250v S.B. 50v DC Primary High Power Coils/Flippers F7 5A 250v S.B. 20v DC Low Power Coils F8 5A 250v S.B. 12v DC Logic Power F9 5A 250v S.B. 12v DC Logic Power THIS GAME ONLY F20 4A 250v S.B. 50v DC Magnet F21 3A 250v S.B. 50v DC Coils F22 8A 250v S.B. 18v DC Controlled Lamps F23 4A 250v S.B. 5v DC Logic F24 5A 250v S.B. 6.3v AC G.I. Lamps (BRN-WHT to WHT-BRN) F25 5A 250v S.B. 6.3v AC G.I. Lamps (YEL to WHT-YEL) F26 5A 250v S.B. 6.3v AC G.I. Lamps (GRN to WHT-GRN) F27 5A 250v S.B. 6.3v AC G.I. Lamps (VIO to WHT-VIO) F28 3A 250v S.B. 24v AC Not Used / Spare C a b i n e t F u s e s LOC: SERVICE (AC) OUTLET BOX (Ca binet Bottom) n/a 8A 250v S.B. 115v AC Main Fuse Line (Domestic or USA) n/a 5A 250v S.B. 220v AC Main Fuse Line (International) P l a y f i e l d F u s e s LOC: UNDER PLAYFIELD (near Flippe rs) n/a 3A 250v S.B. 50v DC Rt. Flipper (BLU-YEL RED-YEL) n/a 3A 250v S.B. 50v DC Lt. Flipper (GRY-YEL RED-YEL) )RU %DFNER[ &DELQHW *HQHUDO 3DUWV UHYLHZ 6HFWLRQ &KDSWHU 3DUWV ,GHQWLILFDWLRQ /RFDWLRQ 7KH 3LQN 3DJHV )RU 6FKHPDWLFV DQGRU &RPSRQHQW 3DUWV RQ DERYH %RDUGV UHYLHZ 6HFWLRQ &KDSWHU 3ULQWHG &LUFXLW %RDUGV 7KH <HOORZ 3DJHV F1 &386RXQG%RDUG SW300 6ROHQRLG ([SDQGHU %RDUG ‡ ‡ For more information see Pages 50 & 132) ,2 3RZHU 'ULYHU %RDUG U36 U21 U17 U212 CMOS RAM U37 VOICE ROMS ,23RZHU'ULYHU%RDUG F24 F26 F9 F22 F23 F25F27 G.I. Relay F8 F7 B3 B20 BRIDGES B2 0RXQWHG EHKLQG WKH 'RW 0DWUL[ 'LVSOD\ *** All BRIDGES rated 35A @ 100v *** +50v DC High B1 Current Coils B2 +20v DC Low Current Coils B3 +/-12v DC Sound / Display / Logic B20 +18v DC Illumination +5v DC Logic Voltage B21 B21 'LVSOD\ &RQWUROOHU %RDUG F6 F21 DISPLAY ROM 0 ROM 0 B1 F28 F20 1R)XVHV Inside Coin Door Volume Control & Service Switches For operational usage, see Section 3, Chapter 1, Portals Service Menu Introduction The Display Controller Board (holds the Display ROM Loc: ROM0) is positioned behind the 128 X 32 Dot Matrix Display Board (Neither board contain Fuses.) Playfield Power Interlock Switch Memory Protect Switch Service Outlet (on Power Box) Inside Coin Door On/Off Switch (Under Pwr. Box) Playfield Power Interlock Switch Memory Protect Switch U210 CPU/ OPSYS EPROM 1R)XVHV Jumper @ W6 must be present for 8MB EPROMs 'LVSOD\ 3RZHU 6XSSO\ %G &38 6RXQG %RDUG 3x AA SOUND/ U7 OPSYS EPROM INSIDE INSIDE VIEW VIEW OF PINBALL CABINET THE PINBALL CABINET Int’l.: 5 Amp 250v USA: 8 Amp 250v Slo-Blo Fuse Slo-Blo Fuse Transformer on Cabinet Bottom 6HFWLRQ&KDSWHU *R7R)XVHV/LVW 6HFWLRQ & KD SW H U R I *R7 R+HOS6FUHHQ 2YHU YL HZ The Portals™ Service Menu System provides help screens in each display (except if the display is in a testing mode). Each screen is basic and some terms may vary. At the beginning of each chapter in this section, Icons are shown and described to give detail of the particular function of the individual Icons. The table on the previous page was designed to help answer some questions of situations which may arise. *272+(/36&5((1 0(18+(/36&5((1 86(7+(5('25*5((1%877216 72&+$1*(7+(6(/(&7(',&21 35(667+(%/$&.%8772172 $&7,9$7(7+(6(/(&7(',&21 7+()/,33(5 67$57%877216 )81&7,21,17+(6$0(:$< ,PSRUWDQW1RWHV Exit any sub-menu and return to the MAIN MENU by selecting & activating the "PREV" Icons. If no Icons appear in the display because of a testing function or special display (e.g. "Help"), press any button to exit. Selecting & activating the "QUIT" Icon from any display will exit the Service Session. Selecting & activating the "HELP" Icon from any display will show a help screen. (An explanation of each Mini-Icon at that level will cycle continuously until any active button is pressed.) These "Mini-Icons" vary in functionality depending in what sub-menu they are used. Refer to the beginning of each chapter in this section for the function they serve in that menu or select the "HELP" Icons in the display where the Icon in question is being used. 5HYLHZ &KDSWHU ,QWURGXFWLRQ How to enter the Portals™ Service Menu. The chapter outlines the entire Portals™ Service Menu. View the Icon Tree in this manual which describes the names and menu descriptions of each Icon. View the display, after selecting and activating either of the "HELP" or "?" Icons. 5HYLHZ &KDSWHU *R WR 'LDJQRVWLFV 0HQX Find all the tests needed to troubleshooting the game. 5HYLHZ &KDSWHU *R WR $XGLWV 0HQX Gather play information and printing functions (downloading). 5HYLHZ &KDSWHU *R WR $GMXVWPHQWV 0HQX Customize the game to vary difficulty of play or to change functions of the game. 5HYLHZ &KDSWHU *R WR 5HVHW 0HQX Reset audits and adjustments to Factory Settings. 5HYLHZ &KDSWHU *R WR )XVHV 0HQX View the location & descriptions of the game fuses (the same information is referenced in the Fuse Chart Table on '5 ). : This concludes the Portals™ Service Menu. Review the Table of Contents at the beginning of this manual, and the detailed Table of Contents for Section 3 to quickly find the information required. The remainder of the sections in this manual will cover all the parts in this game and provide helpful information to aide in troubleshooting. If questions still arise after reading this Section completely, call our Technical Support Department. 6HFWLRQ&KDSWHU *R7R+HOS6FUHHQ 6HF+HOS6FUHHQ With the game in the Attract Mode, open the Coin Door and press the Black "BEGIN TEST" Button. Select the "HELP" Icon in the MAIN MENU with either Red "LEFT" or Green "RIGHT" Button and press the Black "ENTER" Button. The HELP SCREEN appears cycling through the different icon usages pertinent to that menu level. 3257$/6™ 6(59,&(0(18 352%/(062/87,217$%/( Use this table for a quick simple solution(s) guide. For more technical assistance view Section 5. 352%/(0 62/87,21 6HF+HOS6FUHHQ • Check the Service Switch(es) (Red, Green & Black Buttons) for loose connections or bad Ground. Will not enter the Service Mode after depressing the • Check the associated wiring harness to/from the Black "BEGIN TEST" Button. CPU Board Connector CN6. • Check CPU Board, possibly failed. • Check the Service Switches for poor All Service Buttons (Red, Green and Black) appear nonfunctional. connections or broken wires. • Check to make sure the Game is not in "Free Play." If the game is set to Free Play, adding Service Credits is The Green Service Button in the Attract Mode will not not required. enter the Service Credits Menu to add Service Credits. • Check the Service Switche(s) for poor connections or broken wires. • Check the Dot Matrix Display for loose wiring harness connections. • Check F1 (3/4A Fuse) on the Display Pwr. Supply Bd. The display blanks out. Refer to Section 5, Chapter 4, Schematics & Troubleshooting. • If the Service Switch Set and/or the Coin Door was replaced, ensure the Locking Mechanism on the Green Button is removed. If the Green Button "clicks" and Icons "scroll" along continuously in the MAIN MENU. locks into an up/down position, the Green Button has this lock switch. Remove it. (Ref. to Svc. Bulletin #74.) • This is normal. These switches are deactivated, as they are a part of the Switch Test. Use the Red "LEFT" The Start and Flipper Buttons do not select or or Green "RIGHT" & Black "ENTER" Buttons in this activate Icons in the SWITCH TEST MENU. Sub-Menu (see Chapter 1). • Check the Flipper Buttons for loose connections or bad Ground and refer to Section 5, Chapter 2, Playfield Can’t move selection of Icon with the Left and/or Right Wiring, #-Flipper Circuit Wiring Diagram. Flipper Buttons. • This is normal only in Diagnostic’s Switch & Active Switch Tests (see previous Problem). • If no printing equipment is connected, the "-" Icon, "+" Some Icons appear non-functional in the PRINTER Icon and "RUN" Icon will appear not to function (see MENU(S). the end of Chapter 3). • If there is no other test under this Menu, the "Left Arrow" & "Right Arrow" Icons will appear not to function. Some Icons appear non-functional in the GAME The remaining Icons should function as normal. SPECIFIC MENU under the DIAGNOSTICS MENU. Note: If there is no Game Specific Special Test, the "GAME SPECIFIC" Icon will not invoke another display. The display returns to the ATTRACT MODE exiting the • This is normal. After a FACTORY RESET, the Service Session is automatically exited (see Chapter 4 Service Session from the FACTORY RESET MENU. (end) or Chapter 6). In COIL TEST MENU, the coils and flashlamps do not • Ensure the POWER INTERLOCK SWITCHis pulled out (see Chapter 1). fire after activating the "RUN" Icon. In ADJUSTMENTS MENU, with the Coin Door • This is normal. The Memory Protect Switch is CLOSED, adjustments are not getting changed as enabled when the Coin Door is CLOSED. Changes desired while using the Flipper & Start Buttons to can be made with the Coin Door OPEN only. select Icons and change values. • The Volume adjustment can only be made when in the Attract Mode. The Volume Mode is entered by ™ In Portals Service Menu, the volume cannot be pressing the Red "VOLUME" Button. Then use the adjusted with the Red or Green Buttons. Red or Green Button to increase/decrease volume. (Red "LEFT" decrements; Green "RIGHT" increments.) • If you cannot clear the situation by exiting back one In Portals™ Service Menu, the display seems to lock Menu, exit completely out of the Portals™ Service Menu, and re-enter. If the problem persists, call up, or the Help Display appears to be non-functional. Technical Support for additional help. 6HFWLRQ&KDSWHU *R7R+HOS6FUHHQ 6HFWLRQ &K DS WHU RI 3DUWV,GHQWLILFDWLRQ /R FDWLRQ 7 KH3LQN3DJHV 2YHU YL HZ This section provides the Part Nºs and locations of all the components in this pinball machine. The parts are arranged in three groups: BACKBOX, CABINET & PLAYFIELD. Generic parts which may change as production continues (quantity and/or size) are listed together. Quantities greater than 0 indicates that the part is used in this game. Since quantity changes may occur, an item indicating "0" may be used. Compare the item which needs to be replaced with the drawings provided (the Posts, Sockets, Bulbs & Rubber Rings are drawn actual size). Major Assemblies & Ramps are detailed in the Blue Pages, Chapter 2. Important: Read all "Take Note:" items. 6HFWLRQ7DEOHRI&RQWHQWV &KDSWHU 7KH3LQN3DJHV 2YHUYLHZ %DFNER[ 6SHDNHU3DQHO 'LVSOD\ %$&.%2; %DFNER[ $XVWLQ3RZHUV™ $VVHPEO\ 6SHDNHU3DQHO$VV\IRUWKH %DFNER[ &$%,1(7 *HQHUDO3DUWV 6ZLWFKHV 3OD\ILHOG &DELQHW &KDSWHU 7KH%OXH3DJHV 2YHUYLHZ 0DMRU$VVHPEO\'UDZLQJV 6HFWLRQ&KDSWHU 3DUWV,GHQWLILFDWLRQ /RFDWLRQ 6HF3DUWV,G 3/$<),(/' *HQHUDO3DUWV 6ZLWFKHV %HORZ *HQHUDO3DUWV 6ZLWFKHV $ERYH 5XEEHU3DUWV 3ODVWLFV0\ODU 'HFDOV 5DLOV:LUH)RUPV%DOO*XLGHV DQG)ODW0HWDO5DPSV 0HWDO3RVWV 6FUHZV DQG1XWV 0HWDO6SDFHUV 3ODVWLF3RVWVDQG6SDFHUV 6PDOO%D\RQHW7\SH%XOEV DQG6RFNHWV /DUJH%D\RQHW7\SH%XOE DQG6RFNHWV :HGJH%DVH%XOEV DQG6RFNHWV %DFNER[ $XVWLQ3RZHUV™ $VVHPEO\ ,WHPV $3 $ / 5 6LGH 9LHZµ Qty. 2 The Backglass is Shown for clarity. $3 $ $3 $ $3 $ $3 $ Associated Parts (AP-) Numbers listed in Table on the next page. )URQW9LHZ The Backglass is Not Shown in this Front View for clarity. % $3 % 7DNH1RWH * An asterisk ( * ) indicates item(s) are not noted in the pictorials. $3 & $3 & Right Side Pivot Hinge † When ordering Item 3, CPU/Sound Bd., please specify the Game Name to receive the board with the correct ROMs. 6HF3DUWV,G 1º %$&.%2; 3$57 1$0( 47< 1 Backbox (Austin Powers™ ) 1 63, 3$57 1º 525-5558-74 2 PCB Metal Mounting Plate 1 535-5809-04 Item 1 Note: Black Textured T-Molding is installed and cannot be ordered separately. Item 2 is secured to Item 1 by: #8 X 1/2" SHWH AB (Zinc) (Qty. 13) (234-5101-00) and #10 Washer 7/32" I.D. X .5" O.D. X 1/16" Thick (Qty. 4) (242-5003-00) 3† 4 5 CPU/Sound Board (Mono) FCC-FEB98 Display Power Supply Board I/O Power Driver Board 1 1 1 6 Solenoid Expander Board (UK Only) 0 1º %$&.%2; 3$57 1$0( 11 Ballast SP2/K 5/8" Core 120v 50/60 Hz 13W Ballast Mounting Plate 1 1 63, 3$57 1º 010-5015-00 535-8657-00 1 1 535-8128-01 355-5018-02 47< Item 11 is secured to Item 1 by: #6 X 5/8" HWH AB (Zinc) (Qty. 2) (234-5102-04) 12 13 Lock Mounting Plate (2001) Camlock (Cam 440X) & Key 520-5136-16 Items 12-13 are secured by: #8 X 5/8" TP Torx T20 (Qty. 4) (237-5947-00) 520-5138-00 14A #1 Roto Lock Male (on Cabinet) 1 355-5006-01 520-5137-01 14B #1 Roto Lock Female (R2-0002-02) 1 355-5006-02 Items 3, 4 & 5 are secured to Item 2 by: #8-32 X 3/8" HWH MS (Qty. 19) (237-5903-00) 520-5192-00 Item 6 is required for UK Games Only to support the Left & Right Outlane Ball Deflectors & Center Up/Down Post Assemblies not supported in the Normal Coil Matrix of Q1-Q32. 7L Fluorescent Light Bracket Assy. Left 1 515-6545-00 ORDERING ABOVE (ITEM 7L) SUB-ASSY. PART Nº WILL INCLUDE: 1 535-7739-00 7A Fluorescent Light Bracket Left 1 077-5214-00 7B Lamp Holder (Self-Locking) 232-5203-00 1 7C #6-32 X 5/8" PPH MS (Sems) Zinc 1 077-5213-00 7D Starter Base (with Leads) 2 237-5813-00 7E #4-40 X 1/2" PPH MS (Sems) Zinc 7R Fluorescent Light Bracket Assy. Right 1 515-6545-01 ORDERING ABOVE (ITEM 7R) SUB-ASSY. PART Nº WILL INCLUDE: 1 535-7739-01 7A Fluorescent Light Bracket Right See 6B-6C 7B-7C Identical to Items 7B-7C above. Items 7L & 7R are secured by: #10-24 X 1-1/4" Carriage Bolt Sq. Neck (Qty. 2/per) (231-5012-00), #10-24 Keps Nut (Qty. 2/per) (240-5207-00) and 3/4" X 3" Reinforced Strapping Tape (Qty. 1, Sold in 12" Lengths only) (626-5040-00) 8 9* 10 Fluorescent Tube (F20T12CW) Ground Strap (5") (by Item 11) Starter - Fluorescent (FS2 Light) 1 1 1 Item 14B is secured by: #10-24 X 1-3/4" CBSN (Qty. 2) (231-5022-00), #10-24 Keps Nut (Qty. 2) (240-5207-00) and #10 Washer 7/32" ID X .5" OD X 1/16" (Qty. 2) (242-5003-00) 15 Back Vent Grill 2-1/2" X 18" 16 17 18* 19* 20* 21* 22* 23* 24* 25* Fuse Description Decal (Generic) "CAUTION - VERY HOT" Decal Fuse Label (UL) Backbox Date Label Ribbon Cable, 20-Pin (4") Ribbon Cable, 26-Pin (30") 1/4" Clamp (Double) 1/2" Clamp (Single) 3/4" Clamp (Single) 1" Clamp (Single) Item 15 is secured by: Staple 5/16" (Qty. 24) (631-5000-00) 1 545-5072-02 1 1 1 1 1 1 3 1 2 6 820-6152-01 820-6266-00 820-6143-00 820-5091-00 036-5000-04 036-5001-30 040-5000-23 040-5000-06 040-5000-08 040-5000-09 Items 22-25 are secured to Item 1 by: #8 X 1/2" SHWH AB (Zinc) (Qty. 13) (234-5101-00) 165-5031-02 600-5006-05 165-5011-01 6HFWLRQ&KDSWHU 3DUWV,GHQWLILFDWLRQ /RFDWLRQ 6SHDNHU3DQHO$VV\IRUWKH%DFNER[ $XVWLQ3RZHUV™ ,WHPV DQG$VVRF3DUWV%DFNJODVV$VVHPEO\ 3LYRW+LQJHV /HIW 5LJKW 6HH%HORZ7DEOH Qty. 2 Qty. 2 )URQW9LHZ 7DNH1RWH (Broken View) * An asterisk ( * ) indicates item(s) are not noted in the pictorials. $3 % 1. Ordering the complete Speaker Panel Assembly, 515-6888-03 (Items 1-15) will include all hardware. $3 & 6LGH9LHZ /DLG'RZQ For clarity, the below drawing does not show the speaker(s). See Hardware for Item 6. See Hardware for Item 4. See Hardware for Item 3. 1º 63($.(5 3$1(/ 3$57 1$0( 1 2 Speaker Panel (Black Wood) Dot Matrix Disp. Bd. Mounting Bracket 3 Dot Matrix Display Board 128 X 32 1 2 63, 3$57 1º 525-5515-00 535-8368-01 Items 12, 13 & 14 are secured by: #8 X 3/4" HWH AB (Zinc) (Items 12/13: Qty. 4/per; Item 14: Qty. 2/per) (234-5103-00) 1 520-5052-00 Item 15 is secured to Item 2 by: #6 X 3/8" HWH AB (Zinc) (Qty. 8) (234-5000-00) 47< Item 2 is secured to Item 1 by: #8 X 3/4" HWH AB (Zinc) (Qty. 4/per) (234-5103-00) Item 3 is secured to Item 2 by (at corners): 3/16" X 3/8" Spacer Gray (Qty. 4) (254-5000-18) and #6-32 X 1/2" HWH Swage (Serr) Zinc (Qty. 4) (237-5976-03) Item 3 is secured to Item 4 (at the top center) by: 3/4" X 1/4" Hex Spacer #6-32 Tap (Qty. 1) (254-5008-04) and #6-32 X 1/4" PPH MS (Sems) Zinc (Qty. 1) (232-5200-00) 4 Static Shield (Steel Plate) 1 535-6437-00 Item 4 is secured to Item 2 by: 1/2" X 1/4" Hex Spacer #6-32 Tap (Qty. 4) (254-5008-03) and #6-32 X 1/2" PPH MS (Sems) Zinc (Qty. 2, on Left Side only) (232-5202-00) 5* 6 Edge Protector (on Item 4) Display Controller Board FCC-FEB98 7 RF Shield 2 1 545-5592-01 520-5055-03 1 820-5092-00 8* Ground Strap (25") (on Items 4, 6, 12) 9* 1/2" Clamp (Single) (on Item 4) 10* Ribbon Cable, 14-Pin 4 1 1 600-5006-25 040-5000-06 036-5260-00 11* Foam 3/16" Thk. X 1/4" X 36" 6 626-5026-00 2 2 031-5004-01 535-8081-01 Item 6 is secured to Item 4 by: 1/2" X 5/16" X .144 ID Spacer Tap (Qty. 3) (254-5014-00), #6-32 X 3/4" PPH MS (Sems) Zinc (Qty. 3) (237-5504-00), 1/2" X 1/4" Hex Spacer #6-32 Tap. (Qty. 1) (254-5008-03) and #6-32 X 1/4" PPH MS (Sems) Zinc (Qty. 2) (232-5200-00) Item 7 is secured inbetween: "Item 6" and its’ mounting hardware described. Item 10 Note: The 14-Pin cable connects the Dot Matrix Disp. Bd. to the Disp. Controller Bd. Above Item 11 is self-adhesive. Located between Items 3 & 17. Sold in 12" Lengths only. 12 13 Speaker (Shld.) 4" 8: MG Elec #4060SH Speaker Grill (Black w/no Artwork) 6HFWLRQ&KDSWHU 3DUWV,GHQWLILFDWLRQ /RFDWLRQ 1º 14 ,1',9,'8$/ 3$57 1$0( 47< Speaker Panel Hook Bracket 2 63, 3$57 1º 535-7009-02 15 Plastic Shield (Display Cover) 1 545-5884-00 The Associated Parts AP-A thru AP-C are also noted in the Backbox Assembly drawings on the previous page. ASSOC. PARTS ARE NOT INCLUDED WITH BACKBOX/SPKR. PANEL ASSY’S. 1º $662& %$&.%2; 3$57 1$0( 47< 63, 3$57 1ºº 1 515-5450-00-74 AP-A Backglass Assembly (Game Nº 74) ORDERING ABOVE (ITEM AP-A) ASSY. PART Nº WILL INCLUDE: AP-A1 Clear Backglass 25.906" X 19.187" 1 660-5038-02 AP-A2 A. Powers Film Art (Game Nº 74) 1 830-5274-00 AP-A3 Top Plastic Channel - 26" 1 545-5018-15 AP-A4 Bottom Plastic Lift Channel - 26-1/16" 1 545-5021-01 AP-A5 Plastic Edging (Left/Right) - 18-1/8" 2 545-5018-14 AP-A6* Tape (double-sided) (12" Length) 1/2 626-5005-00 Note: AP-A6 secures AP-A5 to AP-A1 1 535-7999-00 AP-B Pivot Hinge Left 1 535-7999-01 AP-C Pivot Hinge Right Items AP-B & AP-C are secured to Backbox by: 1/4"-20 X 1-1/4" C.B. Sq. Neck (Qty. 4) (231-5003-00), 1/4"-20 Flange Nut (Qty. 4) (240-5300-00) and Fend Washer 1/4" I.D. X 1" O.D. (Qty. 1) (242-5009-00) Items AP-B & AP-C are secured to Cabinet by: 1/4"-20 X 7/8" Carriage Bolt Sq. Neck (Qty. 2) (231-5014-00), Hinge Spacer (Qty. 2) (530-5099-00), Washer 1/4" I.D. X 7/8" O.D. X 1/8" Yellow (Qty. 1/per) (242-5016-01), Fend Washer 1/4" I.D. X 1" O.D. (Qty. 1/per) (242-5009-00) and 1/4"-20 Flange Nut (Qty. 1/per) (240-5300-00) 6HF3DUWV,G Red 5 * &DELQHW*HQHUDO3DUWVJ 6ZLWFKHVF Green Black % )RU%DFNER[3DUWVVHHWKH SUHYLRXVWZRSDJHV Qty. 2 (QODUJHG 9LHZ RI ,WHP LQVLGH WKH &RLQ 'RRU ,WHP %XWWRQV %UDFNHW 'HFDO VROG VHSDUDWHO\ )RU XVDJH VHH 6HFWLRQ &KDSWHU 3RUWDOV 6HUYLFH 0HQX ,QWURGXFWLRQ 3DJH Qty. 2 9LHZ RI WKH EDFN RI WKH &DELQHW ZLWK WKH %DFNER[ LQ WKH GRZQ SRVLWLRQ Qty. 2 Qty. 2 Qty. 2 Qty. 2 ,WHP LV VWDSOHG RQ WKH LQVLGH EDFN ZDOO DQG WKH LQVLGH ERWWRP RI WKH FDELQHW ' & Qty. 4 $ % & - ,WHP - 2Q2II 6ZLWFK LV ORFDWHG XQGHU WKH &DELQHW )URQW 5LJKW GLUHFWO\ EHORZ WKH 3RZHU %R[ 6HF3DUWV,G Qty. 2 %5* 1º &$%,1(7 3$57 1$0( 47< 63, 3$57 1º 1 2 A. P. Screened Cabinet (No Parts) Black Leg & Leveler Assembly 1 4 525-6000-74 500-5921-50 Item 2 is secured by: Leg Bolt Back Plate (535-5703-00) and Leg Bolt 3/8" X 16 X 2-1/2" Hex 5/8" Hd. (2/per) (231-5001-01) To order just a Leg Leveler (3/8" - 16 X 3") use SPI Nº: 500-5017-00. A Leg "without" a Leg Leveler is not available. 3 Start Button (Red) + Lamp Assembly 4* #555 Wedge Base Bulb (Clear) 5 Ball Shooter (Plunger) Assembly 6 Flipper Button (Red) Assembly 1 500-6388-02 1 165-5002-00 1 500-6146-00-04 2 500-5026-32 Item 3 includes the Switch. FOR SWITCH ONLY see Item 25 on the Next Page. Item 4 is included with Item 3, for just a replacement Bulb use the above number. Item 5 is secured by: Support Plate (Qty. 1) (535-5027-00), #10-32 X 3/8" SHWH (Serr) Swage (Qty. 3) (237-5985-00) and #6 X 5/8" HWH AB (Zinc) (Qty. 2) (234-5002-00). FOR A BREAKDOWN OF PARTS SEE: Sec. 4, Chp. 2, Drawings for ... Assemblies... 9LHZ RI WKH &RLQ 'RRU 2SHQ ,WHP 1º 13 14 7DNH1RWH * An asterisk ( * ) indicates item(s) are not noted in the pictorials. J Legend Note: Items noted with a black square are General Parts. Items noted with a white square are Switches. &$%,1(7 3$57 1$0( Hex Key Allen Wrench 5/16" Corrugated Tubing Black 11e4"ø X 2.6’ Lg. F 47< 63, 3$57 1º 1 2 777-0001-00 605-5008-00 Above Item 14 covers the Cables Wiring Harnesses going into the Backbox from the Cab. 15 #1 Roto Lock Male (R2-0055-02) 16 17 #1 Roto Lock Female (on Backbox) Coin Door (with Validator) USA only 1 355-5006-01 1 1 355-5006-02 500-5018-172 2 0 1 1 1 1 180-5024-00 180-5091-00 535-6860-03 180-5192-00 180-5192-02 180-5192-04 Item 15 is secured by: #10-24 X 1-3/4" Carr. Bolt Sq. Neck (Qty. 2) (231-5022-00), #10-24 Nylon Stop Nut (Qty. 2) (240-5206-00) and #10 Washer 7/32" X .5" X 1/16" (Qty. 2) (242-5003-00) Item 17 is secured by: 1/4"-20 X 1-1/4" Carriage Bolt Sq. Neck (Qty. 4) (231-5003-00) 1/4"-20 Flange Nut (Qty. 4) (240-5300-00) and Fend Washer 1/4" I.D. X 1" O.D. (Qty. 3) (242-5009-00) Note: For Coin Door other than USA call Technical Support for SPI Part Nº. 18 Item 6 is secured by: Pal Nut for Flipper Button (Metal) (Qty. 2) (240-5003-01) and is fitted with: O-Ring 11/32" X 7/32" X 1/16" (Qty. 1/per) (545-5850-00) Item 6 DOES NOT include the Switch. FOR SWITCHES ONLY see Items 23A/B on the Next Page. Coin Door Switch (USA) FYI: Coin Door Switch ( ¥ Japan) Bracket for below Portals Switches Push-Button Portals Switch (Black) Push-Button Portals Switch (Red) Push-Button Portals Switch (Green) 19 19B 7 Rear Glass Channel 20-3/8" Length 1 545-5038-00 19R 8 Plastic Channel 42-5/8" Lg. (Left/Rt.) 2 545-5017-00 19G 9 Side Armor "with holes" (Left & Right) 2 535-7297-02 Ordering Note: Securing hardware for switches included. For Decal, see Page 63. Item 9 is secured by: Pem Stud 1/4 X 1" FH (Qty. 2/per) (237-6116-01), 1/4-20 Flange Nut 20 Dual Switch Assembly 1 500-5808-00 (Qty. 2/per) (240-5300-00) and #8 X 5/8" T20 Tamper Proof (Qty. 2/per) (237-5947-00) 10 Front Molding - Black 500-5757-02-00 20A 1 1 500-6388-02 660-5001-00 Item 10 requires: Self-Adhesive Foam Rubber 3/8" X 3/16" X 20-3/8" (626-5001-00). 11 1"ø Rd. Red Button Lighted (Text = "Fire") 12* P/F Glass (Tmprd.) 21" X 43" X 3/16" ORDERING ABOVE (ITEM 20) ASSEMBLY PART Nº WILL INCLUDE: Mounting Bracket 535-6958-00 1 20B Playfield Power Interlock Sw. (Top) 180-5136-00 1 180-5000-00 20C Memory Protect Switch (Bottom) 1 1 Item 20 is secured to Cabinet by: #8 X 1/2" HWH AB (Zinc) (Qty. 2) (234-5101-00) Parts Table & Views continue on the next page. 6HFWLRQ&KDSWHU 3DUWV,GHQWLILFDWLRQ /RFDWLRQ &DELQHW*HQHUDO3DUWVJ 6ZLWFKHVF&RQWLQXHG /RFDWLRQ RI ,WHP LV 8SSHU 5LJKW LQ WKH LQVLGH RI &DELQHW $ 'LVSOD\ LQ WKH %DFNER[ )* % &'( 6HH TXDQWLWLHV EHORZ (QODUJHG 9LHZ RI WKH 3OXPE %RE 7LOW 6ZLWFK (QODUJHG 9LHZ RI ,WHP %DOO 7UDS 3UHYHQWLRQ 0U % Qty. 2 $ $ & ' 7KXPE6FUHZ LQFOXGHG ZLWK 7LOW 3OXPE %RE RQO\ $ ,1',9,'8$/ 3$57 1$0( 47< 63, 3$57 1º 1 500-6509-00 Lockdown Spring (connected to handle) 1 265-5008-00 Flipper Switch - Self-Cleaning 2 180-5160-00 Flipper Sw. - X2 Stack for Lwr./Upr. Flipper(s) 0 180-5164-00 Foam Strip (2 on 23A; 1 on 23B) 3 626-5042-00 Start Button (SWITCH ONLY) 1 180-5174-00 25 Fire Button (SWITCH ONLY) 1 26 Grills 2-1/2" X 18" (on Back & Bottom) 2 545-5072-02 27 Cabinet Plumb Bob Tilt Switch 1 see 27A-27D ORDER ONLY INDIVIDUAL PARTS NEEDED (NO ASSY. NUMBER): 535-5221-00 1 27A Bracket for Hanger Wire 27B Hanger Wire 535-5319-00 1 535-7563-01 1 27C Contact Wire Form 535-5029-00 27D Plumb Bob Weight (includes Thumb-Screw) 1 22 23A 23B 24* Items 27A & 27C are secured by: #8 X 1/2" SHWH AB (Zinc) (Qty. 4) (234-5101-00) 28A Slide & Pivot Support Bracket - Right 28B Slide & Pivot Support Bracket - Left 1 1 535-5989-00 535-5990-00 1 535-7553-00 Items 28A & 28B are secured by: #10-24 X 1-1/4" Carriage Bolt Sq. Neck (3/per) (231-5012-00) and #10-24 KEPS Nut (3/per) (240-5207-00) Prop Rod Item 29 is secured by: #10-24 X 1-3/4" Carriage Bolt Sq. Neck (Qty. 1) (231-5022-00), Washer #10 7/32" ID X .5" OD X 1/16" Thk (Qty. 1) (242-5003-00) and #10-24 Nylon Stop Nut (Qty. 1) (240-5206-00) Transformer 5.7v AC (with Ballast Winding) Item 30 is secured by: 1/4"-20 X 5/8" PPH MS (Zinc) (Qty. 4) (237-5854-00) and 1/4" Split Lock Washer (Qty. 4) (244-5000-00) 30 1 010-5012-01 1 500-6413-74 31 Cab. Light Bd. Assy. Austin Powers ORDERING ABOVE (ITEM 31) ASSEMBLY PART Nº WILL INCLUDE: 525-5570-00 1 31A* Cab. Light Bd. Plain (Austin Powers ) 077-5000-00 10 31B* 2-Lug Staple Down Socket 31C* #44 Bulb Red (Small Bayonet Type) 165-5053-02 2 165-5053-03 4 31D* #44 Bulb Amber (Small Bayonet Type) 1º 31 $ 7DNH1RWH* An asterisk ( * ) indicates item(s) are not noted in the pictorials. Front Molding Lockdown Assy. Altered & 6HH (QODUJHG 9LHZ Item 21 is secured by: #10-24 X 1-1/4" Carr. Bolt (Qty. 2) (231-5012-00), #10-24 Keps Nut (Qty. 2) (240-5207-00), #8 X 5/8" HWH AB Zinc (Qty. 4) (234-5102-04) and #10 Washer 7/32" ID X 1/2" OD X 1/16" (Qty. 2) (242-5003-00) 29 6HUYLFH *DPH 0DQXDO 6HH )URQW &RYHU IRU 63, 3DUW 1XPEHU $ 9LHZ RI &DELQHW ,QVLGH )URQW 5LJKW 1º 21 6HH 3UHYLRXV 3DJH IRU 2SHQ 9LHZ RI &RLQ 'RRU % 6HH Qty. 2 (QODUJHG 9LHZ RI 3RZHU %R[ &DELQHW %RWWRP ,QVLGH )URQW 5LJKW (QODUJHG 9LHZ 9LHZ RI &DELQHW ,QVLGH )URQW /HIW % $ % . $ 6ZLWFK 'LRGH 1 63, 1 LQ SURWHFWLYH WXELQJ *+ ,1',9,'8$/ 3$57 1$0( Cabinet Light Board Assy. Continued 31E* #44 Bulb Yellow (Small Bayonet Type) 31F* Clear Plastic (Butyrate) -010 31G* Decal for Item 31F 47< 63, 3$57 1º 1 4 1 1 500-6413-74 165-5053-06 830-5984-010 820-6284-18 Item 31B is secured by: Staple (5/16") (Qty. 2/per) (631-5000-00)fp Item 31F is secured to Item 31A by: #6 X 1/2" PPH A Black (Qty. 3) (237-5805). Special Ordering note on Items 31F & 31G: The individual piece may not be available in which case the entire sheet must be ordered. See Section 4, Chapter 1, Parts Identification & Location, Page 57. Item 31 is secured to the Cabinet by: #8-32 X 1 " HWH MS (Ser) Zinc (Qty. 2) (237-5946-00) and #8 Washer (Qty. 2) (242-5005-00) 32 33 Speaker 8" ø Rd. 8010 4: Speaker Grill 7" X 7" 1 1 031-5007-00 545-5072-03 Items 32 & 33 are secured by: #6-32 X 1-1/4" Fin Shank Screw (Qty. 4) (237-5883-00) and #6-32 Keps Nut (Qty. 4) (240-5008-00) 34 Power Input Box Sub-Assy. 1 515-5360-07 ORDERING ABOVE (ITEM 34) SUB-ASSY. PART Nº WILL INCLUDE: 1 34A Power Box (Plain) 535-5932-00 1 34B Service Outlet (for USA) 180-5008-01 1 34C Line Cord 10’ ROJ 3" Max. 034-5000-10 1 34D Recessed Cup for Line Cord 545-5122-00 1 34E* Line Filter 150-5000-00 1 34F* Varistor TNR159211KM 150-5001-00 200-5000-05 34G Fuse 8 Amp 250v Slo-Blo (Domestic) 1 1 205-5001-00 34H Fuse Holder 1 535-8318-00 34I* On/Off Switch Bracket 1 180-5001-01 34J On/Off Rocker Sw. (Arcolectric C1350AB) 1 820-6123-03 34K Power Box Decal 35 Cash Box Plastic Bottom 1 545-5090-00 36 Cash Box Cover (Validator) 1 535-5013-03 37 Cash Box Lock Bracket (wire) 1 535-7562-00 38 Large Hair-Pin Clip 1 535-7772-00 39 1 880-5053-00 Mr. Bigglesworth Figurine (Ball Trap Prevention) Item 39 is secured to the Cabinet by: #6 X 1 " PFH A Zinc (Qty. 1) (237-5804-00) and 3/8" X 3/8" Spacer Gray (Qty. 1) (254-5000-12) Item 31 continues in the next column 6HFWLRQ&KDSWHU 3DUWV,GHQWLILFDWLRQ /RFDWLRQ 6HF3DUWV,G 6SHDNHU 3DQHO 3OD\ILHOG*HQHUDO3DUWVJ 6ZLWFKHVF %HORZ 1º %(/2: 3/$<),(/' 3$57 1$0( 47< 63, 3$57 1º 1 Playfield Support Slide Bracket 2 Edge Slide Bracket (Extended) 3 4 Pivot Pin Bracket Welded Assembly Playfield Hanger Bracket (Left) 5 6 Outlane Adjustable Post Plate Switch Bracket (Shooter Lane) 7 Mounting Bracket (for Ball Trap Prevent) 8 Light Reflector (Silver Plastic) 9 10 11 12 Insulation Fiche Paper (Flipper Base) Diode Terminal Strip 2-Lug (810) Isolated Diode Terminal Strip 3-Lug (813) Isolated Diode Terminal Strip 7-Lug Isolated 13 3A 250v Slo-Blo Fuse Fuse Clip Holder (Socket) 2 535-6862-02 2 535-5988-01 2 1 500-5329-03 535-8867-00 2 1 535-5091-02 535-6173-00 Item 1 is secured by: #8 X 1/2" SHWH AB (Zinc) (Qty. 2/per) (234-5101-00) and #8-32 X 5/8" HWH Swage (Serr) Zinc (Qty. 1/per) (237-5975-03) Item 2 is secured by: #4 X 1/2" PFH (Zinc) (Qty. 5/per) (237-5840-00) , 1 545-5409-01 2 1 2 1 545-5721-00 055-5203-00 055-5204-03 055-5204-07 2 2 200-5000-08 205-5000-01 Item 7 is secured by: #8 X 1/2" SHWH AB (Zinc) (Qty. 2) (234-5101-00) Note: For #555 Socket & Bulb, see Page 64 (Items D & 1). - Items 5 & 6 are secured by: #6 X 1/2" HWH AB (Zinc) Red (Qty. 2/per) (234-5001-02) 535-8916-00 , Items 3 & 4 are secured by: #8-32 X 5/8" HWH Swage (Ser) Zc. (Qty. 2/per) (237-5975-03) 1 & + + + & Items 10, 11 & 12 are secured by: #6 X 3/8 HWH AB Zinc (Qty. 1-2/per) (234-5000-00). Note: 1N4004 Diodes (112-5003-00) are used in all Diode applications. 1N4001 Diodes can be used for Switches and/or Lamps. See Sec. 5, Chp. 2, Playfield Diode Terminal Strip... 1 - + , & % 3 14 1 880-5052-00 15* #8 Solder Lug 5 055-5140-08 Item 14 is secured by: #6 X 3/8" HWH AB (Zinc) Red (Qty. 1/per) (234-5000-00) 1º %(/2: 6:,7&+(6 3$57 1$0( 47< 63, 3$57 1º A Shooter Lane Micro Switch Switch Body Protect Plate ( ( ' ' ' ' Note: For how Item 14 is secured or for a better view, see Sec. 4, Chp. 2, Drawings for Major Assemblies & Ramps, Page 77. 1 2 180-5157-00 535-6539-00 3 6 500-6227-01 500-6227-02 . 4 2 2 500-6139-04 500-6139-05 500-6138-04 3 4 4 2 2 1 1 180-5015-03 180-5054-00 180-5119-02 180-5149-00 180-5052-00 180-5083-00 180-5183-00 0 Item A is secured to Item 5 (above) by: #2-56 X 1/2" HWH Ser UNS #4HD TR3 Black (Qty. 2) (237-5937-02) and #2-56 Hex Nut (Qty. 2) (240-5301-00). B C Micro Sw. Assy. R/O Lt. Mount Reg. Micro Sw. Assy. R/O Rt. Mount Reg. D E F Modular S-U Target Square (Green) Modular S-U Target Square (Blue) Modular S-U Target Narrow (Green) G H I J K L M Micro Sw. Bumper Stack (Blade) Sw. Slingshot Micro Switch (Roller Actuator, Lite Force) EOS Switch Flipper Micro Switch Micro Switch Micro Switch Scoop . Items B & C are secured by: #8 X 1/2" SHWH AB (Zinc) (Qty. 2/per) (234-5101-00) 6HF3DUWV,G % Items D - F are secured by: #8 X 3/4" HWH AB (Zinc) (Qty. 2/per) (234-5103-00) For better views, see Appendix I, Page A14 (end of manual). Dual OPTO TRANS Bd. (on Ball Trough) Dual OPTO REC Board (on Ball Trough) 1 1 520-5173-00 520-5174-00 Note: For more details on Item N and a break-down of parts, see Section 5, Chapter 4, Printed Circuit Boards, Page 99. For how Item N is secured or for a better view, see Sec. 4, Chp. 2, Drawings for Major Assemblies & Ramps, Page 67. O Long Hop OPTO TRANS Bd. (on Brkt.) Long Hop OPTO REC Board (on Brkt.) 1 1 * Relay Board 3 520-5010-00 3. Item P is secured by: #6 X 3/4" HWH AB (Zinc) (Qty. 4/per) (234-5003-00) and 3/8" Slf. Rtn. Spacer White (Qty. 1/per) (254-5007-01) * * & * & & 3 7DNH1RWH An asterisk ( * ) indicates item(s) are not noted in the pictorials. 520-5082-00 1. For Sockets & Bulbs (drawings & part numbers) see Pgs. 62-64. 520-5083-01 2. Some unique parts may be included with or associated with a Note: For more details on Item O and a break-down of parts, see Section 5, Chapter 4, Printed Circuit Boards, Page 131. For how Item O is secured or for a better view, see Sec. 4, Chp. 2, Drawings for Major Assemblies & Ramps, Page 78 (Bottom). P % 3 , ) 2 1º %(/2: 0,6& 3&% 3$57 1$0( 47< 63, 3$57 1º N ) Note: For how Items G-M are secured or for a better view, see Sec. 4, Chp. 2, Drawings for Major Assemblies & Ramps, Item G, Page 71; Item H, Page 70; Item I, Pages 67 & 74-75; Item J, Pages 68-69; Item K, Page 76; Item L, Page 77; Item M, Page 78 Top. 1 Item 13 is secured by: #6 X 1/2" PPH AB (Qty. 1/per) (237-5805-00) Note: Item 13, Fuse Clip Holder (Socket) 205-5000-01 is part of a set of 12 (205-5000-12). You can order them as individuals (...-01) or a set of 12 (...-12). Dr. Evil Figurine (Altered) $ Major Assembly or Ramp Assembly; see the Blue Pages, Sec. 4, Chp. 2. for parts required not appearing on this page. If you still cannot find the part required, Call Stern™ Pinball Technical Support, 1-800-542-5377 or 1-708-345-7700. are General Legend Note: Items noted with a black square Parts. Items noted with a white square are Switches, OPTO Boards, or Misc. PC Boards. F J 6HFWLRQ&KDSWHU 3DUWV,GHQWLILFDWLRQ /RFDWLRQ 3OD\ILHOG*HQHUDO3DUWVJ 6ZLWFKHVF $ERYH 1º $%29( 3/$<),(/' 3$57 1$0( 47< 63, 3$57 1º $ 1 545-5995-01 1 755-5174-00 1 755-5400-00 1 755-5400-02 4 Instruction Card (USA) N: 74 5 Coin Card (2-Sided) New for 2002 6 Coin Card (2-Sided) New for 2002 7 8 1-1/16" Steel Balls Mini-Mars Light Cover (Snap-In) 9 Green -04 Blue -05 Yellow -06 Light Reflector (Silver Plastic) Note: Visit www.sternpinball.com for a PDF copy of the Game Instruction Card which will contain any translated instruction cards made for this game. Find Game Link or Archives. Under Plastic A. Powers Bottom Arch (Plastic) Item 3 is secured to the playfield by: Playfield Support Hex Post (double male threaded end #8-32 (Qty. 2) (530-5285-00) [see Page 59, Item 15 for view], #8 Washer (Qty. 2) (242-5005-00) and #8-32 Nylon Stop Nut (Qty. 2) (240-5102-00). Ball Trap Prevent under Arch by ball drain: 1" X 3/8" Spacer Gray (Qty. 1) (254-5000-04), #8 Washer (Qty. 1) (242-5005-00), #8-32 Nylon Stop Nut (Qty. 1) (240-5102-00) and #8-32 X 1 " PFH MS Black (Qty. 1) (237-5940-01) Note: For Decals, see Playfield - Plastics (Screened & Clear), Mylar & Decals, Page 57. ' 3 830-5100-74 505-6004-74 535-8385-00 Item 2 is secured to the P/F by: #8-32 X 7/8" HWH MS Zinc (Qty. 2) (237-5890-00) $ $ 2 1 1 1 $ Usage Note: Use Item 5 (Back: 1 Play 50¢ - 5 Plays $2) for Adj. 6, Game Pricing, USA 5 Setting, or (Front: 1 Play 50¢ - 3 Plays $1) for Adj. 6, Game Pricing, USA 8 Setting. Usage Note: Use Item 6 (Front: 1 Play 50¢) for Adj. 6, Game Pricing, USA 2-7 Setting, (Back: is Blank) for Custom Settings. Availability: See Appendix J (back of manual) for all current Coin Cards (USA, Canada, Euro & other International). If this is a non-US Game, Coin Card(s) providded will differ. .. 4 260-5000-00 4 550-5030- Note: When ordering fill-in the last 2-digits will the 2-digits after the colors noted below. ( Orange -07 Note: For #555 Socket & Bulb, see Page 64 (Items D & 1). 10* Plug-Cap (3/16") Black Plastic 1 545-5409-01 1 545-5232-01 2 515-6508-00 2 Read Note Below 1 525-5589-00 5 280-5012-00 1 535-8912-00 1 1 1 1 1 265-5059-00 880-5051-01 880-5052-00 880-5050-01 880-5049-01 Note: Item 10 should plug hole if the Center Post (@ Drain) is Not Used. 11 Ramp Mounting Welded Bracket 12 Control & 1-Way Gates 13 Back Panel A. Powers (No Parts) Item 11 is secured on Wood Rail: #6 X 1/2" PTH A (Zinc) (Qty. 2/per) (237-5809-00) Note: Control Gates (Left Style with & without Wire Form) are detailed in Sec. 4, Chp. 2, Drawings for Major Assemblies & Ramps, Page 73. Item 13 is secured by: #6 X 13" PFH A (Zinc) (Qty. 6) (237-5850-00) and #6 X 3/4" HWH AB Zinc (Qty. 4) (234-5003-00) 14* Clear Dot (Self-Adhesive) Item 14 are located on the following Plastics: Clear -002, Clear -004, Clear -007 and Screened -09 (X2). See this Section Page 57 for plastic locations. 15 Protect Bracket 16 17 18 19 20 Trap Wire Austin Powers Figurine (Altered) Dr. Evil Figurine (Altered) (under P/F) Fat Bastard Figurine (Altered) Mini-Me Figurine (Altered) Item 15 is located under the following Plastic: Screened -16. Note: For how Items 17-20 are secured or for a better view, see Sec. 4, Chp. 2, Drawings for Major Assemblies ..., Item 17, Pg. 74; Item 18, Pg. 77; Item 19, Pg. 82; Item 20, Pg. 83; 21 Level Assembly 1 515-7214-00 For Individual Items use : .882" 8MM Vial Mtg. Flange (545-6027-00), Level .8mm Empire Qty. 4 #0224 (545-6001-01) or Level Bracket (535-9010-00). Flange secured by: #6-32 X 1/4" PPH MS (no Sems) Zinc (Qty. 1) (237-5500-00) and #6-32 Keps Nut (Qty. 1) (240-5008-00) Item 21 is secured to wood rail by: #6 X 1/2" HWH AB Zinc Red (Qty. 2) (234-5001-02) 1º $%29( 6:,7&+(6 3$57 1$0( 47< 63, 3$57 1º & A B C D % & 6HFWLRQ&KDSWHU 3DUWV,GHQWLILFDWLRQ /RFDWLRQ Micro Switch (on Roll-Under Gates on Ramps) Micro Switch (Roll Over on Laser Beam) Micro Switch (Roller Actuator on Laser Beam) Micro Switch (Roll Over on Time Mach. Ramp) 4 1 2 1 180-5087-00 180-5181-00 180-5119-02 180-5057-00 1º $%29( 0,6& 3&% 3$57 1$0( 47< 63, 3$57 1º E Pulse-Stretcher OPTO PC Board 1 515-7212-00 Note: For more details on Item E and a break-down of parts, see Section 5, Chapter 4, Printed Circuit Boards, Page 130. For how Items A-E is secured or for a better view, see Section 4, Chapter 2, Drawings for Major Assemblies & Ramps. 7DNH1RWH * An asterisk ( * ) indicates item(s) are not noted in the pictorials. 1. Some unique parts may be included with or associated with a Major Assembly or Ramp Assembly; see the Blue Pages, Sec. 4, Chp. 2. for parts required not appearing on this page. If you still cannot find the part required, Call Stern Pinball Technical Support, 1-800-542-5377 or 1-708-345-7700. 2. Legend Note: Items noted with a black square are General Parts. Items noted with a white square are Switches. F J 6HF3DUWV,G Views of "Austin Powers (Item 17)", "Fat Bastard (Item 19)" & "Mini-Me (Item 20)" Figurines may differ than actual part on your game. See Note under Item 20 for further information. P/F Screened w/ Inserts & NO Parts P/F Complete w/ Inserts & ALL Parts Playfield Hanger Bracket (Right) 1 ,' ⁄ ,' ⁄ ,' 3OD\ILHOG5XEEHU3DUWVF 5LQJV$FWXDO6L]H † ⁄ ,' GRHV QRW H[LVW How to measure: Lay ring over circle of closest size. If you see the outside edge of the circle, move to 1 ring smaller. With the correct size, the inside edge of the circle will be seen within the inside edge of the Rubber Ring. Note: The rings will s t r e t c h with use. Always go to the size smaller. (I.D. = Inside Diameter ø; O.D. = Outside Diameter ø) * * RQ $XVWLQ 3RZHUV 6SLQQHU &UDQN $VVHPEO\ 6KRZQ & 1RW 4W\ + )OLSSHU $VVHPEOLHV /W 5W 3ODV 5DPSV 6KRZQ ' 1RW 4W\ 7URXJK 8S.LFNHU 6FRRS Items 1-9 have the "size" molded onto the Rubber Ring. * ,QVLGH (GJH ⁄ ,' * & % ,' ⁄ ,' + ⁄ ,' 1º 58%%(5 3$57 1$0( A B C D* E F G H Small Flipper Rubber Ring Large Flipper Black Rubber Ring Rubber Deflector Pad (Bumper) Rubber Bumper (Grommet) Bumper Post Rubber Rubber Flange Bumper Post Rubber (Sleeve Short) Post Black Rubber (Sleeve Tall) 1 2 3 3" I.D. BLK Rubber Ring 23⁄4" I.D. Black Rubber Ring 21⁄2" I.D. Black Rubber Ring ,' ⁄ ,' 47< 63, 3$57 1º 0 2 5 2 0 0 7 6 0 0 2 545-5207-00 545-5277-00 545-5428-00 545-5105-00 545-5009-00 545-5965-00 545-5151-00 545-5308-00 ,' ,' 1º 58%%(5 3$57 1$0( 4 5 6 7 8 9 10 11 12 545-5348-10 13 545-5348-20 14* 545-5348-09 2" I.D. Black Rubber Ring 13⁄4" I.D. Black Rubber Ring 11⁄2" I.D. Black Rubber Ring 11⁄4" I.D. Black Rubber Ring 1" I.D. Black Rubber Ring 3⁄ " I.D. Black Rubber Ring 4 5/ " I.D. Black Rubber Ring 16 3/ " I.D. Black Rubber Ring 16 7/ " O.D. Black Rubber Ring 16 3⁄ " O.D. Black Rubber Ring 8 O-Ring 11/32" X 7/32" X 1/16" 2' 2' 47< 63, 3$57 1º 1 0 0 0 1 2 4 10 4 0 1 545-5348-08 545-5348-21 545-5348-07 545-5348-06 545-5348-05 545-5348-04 545-5348-02 545-5348-01 545-5348-17 545-5348-19 545-5850-00 6HFWLRQ&KDSWHU 3DUWV,GHQWLILFDWLRQ /RFDWLRQ ,WHPV ZLWK 4W\ DUH QRW XVHG LQ WKLV JDPH 6L]H DQGRU TXDQWLWLHV PD\ FKDQJH GXULQJ SURGXFWLRQ 6HF3DUWV,G 2XWVLGH (GJH 3OD\ILHOG3ODVWLFV 6FUHHQHGJ &OHDUF 0\ODUJ 'HFDOV & ( $ % * 0 0 1 0 1RWH 6FUHHQHG &OHDU 3ODVWLF 3LHFHV DQG 0\ODU 3LHFHV DUH VKRZQ LQ WKHLU UHODWLYH SRVLWLRQ ZLWK FOHDU SLHFHV RYHU WKH VFUHHQHG SLHFHV %HORZ WKH OLQH DUH WKH LQGLYLGXDO SLHFHV VKRZQ IRU FODULW\ WR FRPSDUH ZLWK \RXU SLHFH 1RWH %HORZ WKH OLQH DUH WKH LQGLYLGXDO SLHFHV VKRZQ IRU FODULW\ WR FRPSDUH ZLWK \RXU SLHFH 63, 3$57 1º Attention: Individual Pieces may not be available. Piece -28 is Not Used. 01 Right Slingshot 02 Left Slingshot 03 Left Return Lane 04 Right Return Lane 05* Right Slingshot (Spare in Parts Bag) 06* Left Slingshot (Spare in Parts Bag) 07 Left Side, Lower 08 Left Side, Middle 09 Left Side, Upper 10 Top Left Corner 11 Toilet Front, Left Side 12 Toilet Back, Left Side 13 Toilet Front, Right Side 14 Toilet Back, Right Side 15 Behind Fat Bastard (under "-001", Item A) 16 Time Machine Ramp, Left (under "-002", Item B) 17 Time Mach. Ramp, Right (under "-007", Item G) 18* Key Fob 19 Time Mach., Left (under "-004", Item D) 20 Time Mach., Left & Back (under "-003", Item C) 21 Top Right Corner 22 Front of Austin Powers 23 Top Right Bumper (under "-005", Item E) 24 Bottom Rt. Bumper (under "-014", Item N) 25 Right Side, Upper 26 Right Side, Middle 27 Right Side, Lower 28* Not Used 29* Spini-Me (see Sec. 4, Chp. 2, Pg. 83 for Location) 30 Behind A. Powers (see also Sec. 4, Chp. 2, Pg. 83) 830-5982-XX 830-5982-01 830-5982-02 830-5982-03 830-5982-04 830-5982-05 830-5982-06 830-5982-07 830-5982-08 830-5982-09 830-5982-10 830-5982-11 830-5982-12 830-5982-13 830-5982-14 830-5982-15 830-5982-16 830-5982-17 830-5982-18 830-5982-19 830-5982-20 830-5982-21 830-5982-22 830-5982-23 830-5982-24 830-5982-25 830-5982-26 830-5982-27 Not Used 830-5982-29 830-5982-30 1º &/($5 3/$67,& 3$57 1$0( 63, 3$57 1º Attention: Individual Pieces may not be available. Pieces -006, -008 & -009 are Identical. A Behind Fat Bastard (over "-15", Item 15) B Time Mach. Ramp, Left (over "-16", Item 16) C Time Mach., Left & Back (over "-020", Item 20) D Not Used E Right Bumper, Top (over "-23", Item 23) F* Laser Ring (see Sec. 4, Chp. 2, Pgs. 80/81 for Loc’n) G Time Mach. Ramp, Right (over "-17", Item 17) H* Laser Ring (see Sec. 4, Chp. 2, Pgs. 80/81 for Loc’n) I* Laser Ring (see Sec. 4, Chp. 2, Pgs. 80/81 for Loc’n) J* Light Strip (located in Cabinet, requires Decal) K Left Ramp Cover (see Sec. 4, Chp. 2, Pgs. 84/85) L Right Ramp Cover (see Sec. 4, Chp. 2, Pgs. 86/87) M Over Bottom Bumper N Right Bumper, Bottom (over "-24", Item 24) 1º 0</$5 3$57 1$0( M1 Clear - Playfield Pieces (A. Powers) M2* Clear - Slingshot Front Protect M3* Clear - Square Ball Drop M4* Black Mylar - Cover Discs (in Cabinet) 830-5984-XX 830-5984-001 830-5984-002 830-5984-003 Not Used 830-5984-005 830-5984-006 830-5984-007 830-5984-008 830-5984-009 830-5984-010 830-5984-011 830-5984-012 830-5984-013 830-5984-014 47< 63, 3$57 1º 1 2 3 2 820-5883-XX 820-5821-00 820-5815-00 820-5041-00 1º *$0( '(&$/ 3$57 1$0( D1* Time Machine Disc (see Sec. 4, Chp. 2, Pg. 79) D2* Under Ramp Decal Sheet Set 63, 3$57 1º 820-6280-00 820-6293-XX D3* Game Decal Sheet Set 820-6284-XX D4* Diode Terminal Strip Desc. Decals 820-6221-74 Note: Individual pieces are not available, thus entire sheet set must be ordered. -01: Right Ramp Enter; -02: Left Ramp Enter 7DNH1RWH * An asterisk ( * ) indicates item(s) are not noted in the pictorials. 1. To order the entire Plastic Sheet Set (Screened & Clear), use the Part Nº with the "-XX" ending. For individual pieces replace the "-XX" with appropriate last 2-Digit Nº. Attention: Individual pieces are not be available. Legend Note: Items noted with a black square are Screened; is Mylar Set. ...a white square are © Clear; ...a gray square 2. F 6HFWLRQ&KDSWHU 3DUWV,GHQWLILFDWLRQ /RFDWLRQ J J Note: Individual pieces are not available, thus entire sheet set must be ordered. -01: Arch Left; -02: Arch Center; -03: Arch Right; -04, -05, -06: Bumper Cap; -07: Dr. E Flap; -08: Flip. Bat Left; -09: Flip. Bat Rt.; -10: Tech. Support; -11: Install 4 Balls; -12: Back Panel; -13, -14: Nar. Stand-Up Target; -15: Toilet Flusher; -16: Portals; -17: Up Post; -18: Cab. Light Strip; -19: Arch Shooter; -20 Coin Door Front; -21: Dr. Evil Target Brkt. Back; -22: Dr. Evil Trgt. Brkt. Left; -23: Dr. E Trgt. Brkt. Rt.; -24: Disc. Fire Button; -25, -25A: Rt. Ramp Lower; -26: Lt. Ramp Lower; -27: Left Ramp; -28: Right Ramp Top See Section 5, Chapter 2, Playfield Wiring, Page 95 for more details. Misc. Decals: Power Box (820-6223-00); Protective Earth (820-6224-00); Gen. Backbox Fuse Location (820-6152-01); Suitable ... Use (UL) (820-6001-01); Can. UL Listing (820-6141-01); High Voltage Label (UL) (820-6082-01); Shock Hazard Label (UL)(820-6263-00) 6HF3DUWV,G 1º 6&5((1(' 3/$67,& 3$57 1$0( / . 3OD\ILHOG5DLOVJ:LUH)RUPVF%DOO*XLGHVFDQG)ODW0HWDO5DPSVJ† 1º :22' 5$,/ 3$57 1$0( 1 2 3 4 Wood Rail (36.896") Wood Rail (Shooter Lane) Wood Rail (Right Side) Wood Rail (Top) 47< 63, 3$57 1º 1 1 1 1 525-5007-56 525-5590-00 525-5591-00 525-5592-00 + ) Items 1-4 are secured by: #6 X 1-1/4" PFH A (Zinc) (Qty. 17) (237-5804-00) 1º 0(7$/ )/$7 5$,/ 3$57 1$0( 5 Metal Flat Rail (Outer Orbit) 47< 63, 3$57 1º 1 535-8843-00 Metal Flat Rail (Inner Lt. Orbit Bottom) 7 Metal Flat Rail (Inner Left Orbit Top) 1 535-8845-00 1 535-8844-00 ( , Item 5 is secured by: #8 X 1/2" SHWH AB (Zinc) (Qty. 10) (234-5101-00), #8 Washer .17" I.D. X 1/2" O.D. X .042" (Qty. 1) (242-5015-00) and #8-32 Nylon Stop Nut (Qty. 1) (240-5102-00) 6 Item 6 is secured by: #8 X 1/2" SHWH AB (Zinc) (Qty. 2) (234-5101-00) Item 7 is secured by: #8 X 1/2" SHWH AB (Zinc) (Qty. 1) (234-5101-00), #8 Washer .17" I.D. X 1/2" O.D. X .042" (Qty. 4) (242-5015-00) and #8-32 Nylon Stop Nut (Qty. 4) (240-5102-00) 8 Metal Flat Rail (Left Ramp, Left Side) 9 Metal Flat Rail (Left Ramp, Rt. Side) 10 Metal Flat Rail (Inr. Rt. Orbit Bottom) 11 12 Metal Flat Rail (Inner Rt. Orbit Top) Metal Flat Rail (Shooter Lane, Left) 1 535-8846-00 1 535-8847-00 1 535-8849-00 1 1 535-8848-00 535-8850-00 ' * Qty. 4 Item 8 is secured by: #8 Washer .17" I.D. X 1/2" O.D. X .042" (Qty. 2) (242-5015-00) and #8-32 Nylon Stop Nut (Qty. 2) (240-5102-00) Item 9 is secured by: #8 X 1/2" SHWH AB (Zinc) (Qty. 2) (234-5101-00) Item 10 is secured by: #8 Washer .17" I.D. X 1/2" O.D. X .042" (Qty. 2) (242-5015-00) and #8-32 Nylon Stop Nut (Qty. 2) (240-5102-00) Qty. 2 ' Items 11 & 12 are secured by: #8 Washer .17" I.D. X 1/2" O.D. X .042" (Qty. 3) (242-5015-00) and #8-32 Nylon Stop Nut (Qty. 3) (240-5102-00) 1º 13 0,6& 3$57 1$0( Shadow Box 47< 63, 3$57 1º 6 % 545-5989-00 6H.3DUWV,G & 1º :,5( )250 3$57 1$0( A B Wire Form (Snubber) Wire Form (over Item C) 47< 63, 3$57 1º 2 2 535-5373-01 535-5642-00 1º %$// *8,'( 5$,/ 3$57 1$0( C Ball Guide Rail (Plastic) Return Lane D E Ball Guide Rail (2") Ball Guide Rail (3") 47< 63, 3$57 1º 2 550-5307-01 2 1 535-5356-01 535-5356-04 $ $ Item C is secured by: #6-32 X 1 " PPH MS (Zinc) (Qty. 3/per) (237-5511-00) 1º )/$7 5$036 3$57 1$0( F Protect Bracket (Ball Drain, Toilet) G Metal Flat Rail (Shooter Lane, Ramp) H I Time Machine Ramp Riveted Assy. Toilet Ramp Riveted Assembly 47< 63, 3$57 1º 1 535-8914-00 1 535-8145-00 1 1 515-7200-00 500-6503-00 Item F is secured by: #8 X 1/2" SHWH AB (Zinc) (Qty. 3) (234-5101-00) and #6 X 1/2" PTH A (Zinc) (Qty. 1) (237-5809-00) Item G is secured by: #4 X 1/2" PFH (Zinc) (Qty. 2) (237-5840-00) Items H & I are secured by: #4 X 5/8" PFH (Black) (Qty. 2/per) (237-5833-00) Special Note on Items H & I: For a break-down of parts on these two items, see the Blue Pages, Sec. 4, Chp. 2, Drawings for Major Assemblies & Ramps. Item H will not include the switch which must be ordered separately. 6H.WLRQ&KDSWHU 3DUWV,GHQWLIL.DWLRQ /R.DWLRQ 3OD\ILHOG0HWDO3RVWV 6FUHZV DQG1XWV $FWXDO6L]H † Top Thread Item 1 Post can use 3/16" I.D. Rubber Ring, 545-5348-01; or if Item 1 Post is used in pairs, can use 3/4" — 3" Rubber Rings. Top Top Top Thread Thread Top Thread Thread Thread Top Thread Tap Thread Tap No Tap Bottom Bottom Top Items 2 & 4 Posts can use 7/16" O.D. Rubber Ring, 545-5348-17. Top Thread Items 11-14 Posts can use a Post Rubber Sleeve (Tall), 545-5308-00. Thread Bottom Thread Bottom Bottom Thread Thread Bottom Bottom Bottom Bottom Thread Thread Thread Thread Nut Note: All nuts shown with a " " are used in this game. The quantities (not specified) vary. The remaining Items listed are not used in this game and are noted for reference only (used in prior games). Bottom Bottom Bottom Thread Thread Shown Below~ #6-32 Nylon Stop Nut: 240-5005-00 Shown Below~ #6-32 KEPS Nut (with Star Washer): 240-5008-00 Shown Below~ #6-32 Hex Nut (No Star Washer): 240-5004-00 Shown Below~ #6-32 T-Nut: 240-5002-00 Shown Below~ 1⁄4" X 20 Flange Nut: 240-5300-00 Thread Item 16 is typically used to hold Hex Spacers onto the Playfield Top. † ,WHPV ZLWK D =HUR 4W\ DUH QRW XVHG LQ WKLV JDPH 6L]H DQGRU TXDQWLWLHV PD\ FKDQJH GXULQJ SURGXFWLRQ Item 17 is typically used to hold the bottom Cabinet Speaker (used with #6-32 Nylon Stop Nut, 240-5005-00). Bottom Thread Item 18 is typically used to hold Item 15 (515-5939-00) in Turbo Bumper Assy., 515-6459-04. Note: The "Fins" keep the screw from turning inside the wood hole. 1º 0(7$/ 3267 1$0( 1 2 3 4 5 6 7 8 9 Stand-Off Double Groove Post 1 " Mini-Post Wood Screw Mini-Post Wood Screw (no cut-away) Mini-Post Mach. Screw / #10-32 Bot. Post Fasten #6-32 Top / #8-32 Bot. Post Fasten #8-32 Top / #6-32 Bot. Post Fasten #6-32 Top / #6-32 Bot. Post Fstn. #6-32 Top / Wood Scr. Bot. Post #6-32 Top / Wood Screw Bottom 6HFWLRQ&KDSWHU 3DUWV,GHQWLILFDWLRQ /RFDWLRQ Top & Side Views Bottom & Side Views Top View Bottom & Side Views Top & Side Views Nylon Stop Nuts Not Shown: KEPS Nuts Not Shown: Hex Nuts Not Shown: T-Nuts Not Shown: Miscellaneous Nuts Not Shown: #6-32 (w/ 1⁄4" Hex Body): 240-5010-00 #8-32: 240-5102-00 #10-32: 240-5203-00 #10-24: 240-5206-00 #4-40: 240-5303-00 #4-40 (18/8 Stainless): 240-5303-01 5/16"-18: 240-5316-00 #6-32 (w/ 1⁄4" Hex Body): 240-5011-00 #8-32: 240-5104-00 #10-32: 240-5208-00 #10-24: 240-5207-00 #4-40: 240-5318-00 #8-32: 240-5103-00 #10-32: 240-5201-00 #10-24: 240-5202-00 #10-32 X 3⁄8": 240-5209-00 3⁄4-16: 240-5315-00 #2-56: 240-5301-00 7⁄8"-14: 240-5317-00 #6-32 (w/Side Cut Off): 240-5002-01 #8-32: 240-5101-00 #10-32 (Black Oxide): 240-5007-00 #10-32 (w/Side Cut Off): 240-5205-00 #10-24: 240-5200-00 Plastic Pal Nut (on Flipper Buttons): 240-5003-00 Metal Pal Nut (on Flipper Buttons): 240-5003-01 #6-32 Wing Nut: 240-5001-00 #8-32 Wing Nut: 240-5100-00 1⁄4"-20 Wing Nut: 240-5302-00 1⁄4"-20 Toggle Wing: 240-5324-00 47< 63, 3$57 1º 1º 0(7$/ 3267 1$0( 0 2 0 3 0 0 42 4 0 530-5102-01 530-5004-00 530-5004-01 530-5005-00 530-5007-00 530-5008-00 530-5012-02 530-5010-02 530-5263-01 10 11 12 13 14 15 Post #6-32 Tap / #6-32 Bottom Post Hex Base #6-32 Tap/#10-32 Bot. Post Hex Base (No Tap)/#10-32 Bot. Post Hex Base #8-32 Top/#10-32 Bot. Post Hex Base #6-32 Top/#10-32 Bot. Playfield Support #8-32 Top/Bottom 16 17 18 #6-32 X 3/4" Fin Shank Screw #6-32 X 1 " Fin Shank Screw #6-32 X 13/16" Spirol Fin Shank Screw 6HF3DUWV,G 47< 63, 3$57 1º 0 1 5 0 0 2 530-5127-00 530-5332-01 530-5332-00 530-5332-02 530-5332-03 530-5285-00 0 4 9 237-5921-02 237-5883-00 237-5957-00 A Standard USA 9 Inch Ruler is provided on the back cover. 3OD\ILHOG0HWDO6SDFHUV $FWXDO6L]H † Hex Spacers: Tap $ % ⁄ ⁄ $ ⁄ $ H[DPSOHRI%V ⁄ 7DNH1RWH ⁄ Items 1-33 are 1⁄4" wide. Items 35-46 are5/16" wide. With Items 1-3A, 4A, 5 & 6A (the tap goes thru the length of spacer. With Items 7, 8A, 9-33 & 41-46, the tap is up to 5⁄8" deep on each end. Note: Items 3B, 4B, 6B (Not Shown) & 8B (Shown as example of all "B" Styles) have 1 Male End #6-32 Thread, the other end is Female, identical to Items 7-33. ⁄ ⁄ ⁄ ⁄ ⁄ ⁄ ⁄ ⁄ ⁄ ⁄ ⁄ ⁄ ⁄ ⁄ ⁄ ⁄ ⁄ ⁄ ⁄ Note the Part Nº & Material Difference 6HF3DUWV,G ⁄ 0(7$/ 63$&(5 1$0( ⁄ ⁄ 1 1⁄4" X 1⁄4" Hex Spacer #6-32 Tap 2 3⁄8" X 1⁄4" Hex Spacer #6-32 Tap 3A 1⁄2" X 1⁄4" Hex Spacer #6-32 Tap 3B Same as 3A but with Male End #6-32 4A 5⁄8" X 1⁄4" Hex Spacer #6-32 Tap 4B* Same as 4A but with Male End #6-32 5 3⁄4" X 1⁄4" Hex Spacer #6-32 Tap 6A 7⁄8" X 1⁄4" Hex Spacer #6-32 Tap 6B* Same as 6A but with Male End #6-32 X 1⁄4" Hex Spacer #6-32 Tap 7 1" 1⁄ " 1 X 1⁄4" Hex Spacer #6-32 Tap 8 8A 8B Same as 8A but with Male End #6-32 9 11⁄4" X 1⁄4" Hex Spacer #6-32 Tap 10 15/16" X 1⁄4" Hex Spacer #6-32 Tap 11 ‡ 13⁄8" X 1⁄4" Hex Spacer #6-32 Tap 12 11⁄2" X 1⁄4" Hex Spacer #6-32 Tap 13 ‡ 15⁄8" X 1⁄4" Hex Spacer #6-32 Tap 14 13⁄4" X 1⁄4" Hex Spacer #6-32 Tap 15 ‡ 17⁄8" X 1⁄4" Hex Spacer #6-32 Tap X 1⁄4" Hex Spacer #6-32 Tap 16 2" 17 21⁄8" X 1⁄4" Hex Spacer #6-32 Tap 18 21⁄4" X 1⁄4" Hex Spacer #6-32 Tap 19 23⁄8" X 1⁄4" Hex Spacer #6-32 Tap 20 21⁄2" X 1⁄4" Hex Spacer #6-32 Tap 21 25⁄8" X 1⁄4" Hex Spacer #6-32 Tap ⁄ ⁄ ⁄ ‡ Hex Spacers Not Used in current games may no longer be available. Choose one size up or down (+/-) and compensate with washers. ⁄ ⁄ ⁄ ⁄ ⁄ ⁄ 1º ⁄ 47< 0 1 8 0 6 0 6 5 0 3 1 0 0 0 0 1 0 2 0 0 0 0 0 1 1 63, 3$57 1º 1º 0(7$/ 63$&(5 1$0( 47< 63, 3$57 1º 254-5008-00 22 23⁄4" X 1⁄4" Hex Spacer #6-32 Tap 0 254-5008-15 254-5008-12 23 27⁄8" X 1⁄4" Hex Spacer #6-32 Tap 0 254-5008-31 X 1⁄4" Hex Spacer #6-32 Tap 254-5008-03 24 3" 0 254-5008-14 254-5024-03 25 31⁄8" X 1⁄4" Hex Spacer #6-32 Tap 0 254-5008-19 254-5008-02 26 31⁄4" X 1⁄4" Hex Spacer #6-32 Tap 0 254-5008-26 254-5024-02 27 31⁄2" X 1⁄4" Hex Spacer #6-32 Tap 0 254-5008-27 5 1 254-5008-04 28 3 ⁄8" X ⁄4" Hex Spacer #6-32 Tap 0 254-5008-25 254-5008-05 29 33⁄4" X 1⁄4" Hex Spacer #6-32 Tap 0 254-5008-36 X 1⁄4" Hex Spacer #6-32 Tap 254-5024-05 30 4" 0 254-5008-21 254-5008-06 31 41⁄4" X 1⁄4" Hex Spacer #6-32 Tap 0 254-5008-30 254-5008-17 32 43⁄8" X 1⁄4" Hex Spacer #6-32 Tap 0 254-5008-29 254-5024-17 33* 51⁄4" X 1⁄4" Hex Spacer #6-32 Tap 0 254-5008-35 3⁄ " X 1⁄ " Spacer (Used with Backbox) 8 2 254-5008-11 34 2 530-5099-00 254-5008-34 35 1⁄4" X 5/16" X .144" I.D. Spacer Tap 1 254-5014-03 254-5008-33 36 1⁄2" X 5/16" X .144" I.D. Spacer Tap 3 254-5014-00 9 5 254-5008-09 37 /16"X /16" X .144" I.D. Spacer Tap 0 254-5014-04 254-5008-13 38 3⁄4" X 5/16" X .144" I.D. Spacer Tap 0 254-5014-01 254-5008-10 39 11⁄8" X 5/16" X .144" I.D. Spacer Tap 0 254-5014-02 5 0 254-5001-00 254-5008-20 40 1" X /16" X .144" I.D. Spacer Tap 254-5008-07 41 11⁄4" X 5/16" Hex Spacer #6-32 Tap 3 254-5018-09 254-5008-32 42 13⁄4" X 5/16" Hex Spacer #6-32 Tap 0 254-5018-06 X 5/16" Hex Spacer #6-32 Tap 0 254-5018-07 254-5008-18 43 2" 5/16" Hex Spacer #6-32 Tap 4" X 0 254-5018-03 254-5008-28 44 254-5008-16 45 45/16" X 5/16" Hex Spacer #6-32 Tap 0 254-5018-00 254-5008-08 46 4.92" X 5/16" Hex Spacer #6-32 Tap 0 254-5018-04 6HFWLRQ&KDSWHU 3DUWV,GHQWLILFDWLRQ /RFDWLRQ 6L]H DQGRU TXDQWLWLHV PD\ FKDQJH GXULQJ SURGXFWLRQ $ † ,WHPV ZLWK D =HUR 4W\ DUH QRW XVHG LQ WKLV JDPH ⁄ ⁄ ⁄ ⁄ 3OD\ILHOG3ODVWLF3RVWVDQG6SDFHUV $FWXDO6L]H † &RORUV ** 9DULRXV &RORUV ** /LPLWHG -00 -01 -02 -03 -04 -05 Black Clear Red Amber Green Blue 3$ 5 7 & 2 / 2 5 & + $ 5 7 1º &RORU 1º &RORU -06 -07 -08 -09 -10 -11 Yellow Orange White Purple Fluor. Orange Fluor. Green ‡ ‡ ‡ can use 5/16" Rubber Rings, 545-5348-02 ‡ Fluor. Blue Teal Green Gray Luminescent Gold -12 -13 -14 -15 -16 ‡ WKUX GLPHQVLRQ LV PHDVXUHG IURP WKLV SRLQW ⁄ ⁄ ⁄ ⁄ ‡ Items 5 through 8 (Board Spacers) dimensions are measured from bottom to just under cutaway (see pictorial with Item 8 above). ** Items 1, 2 & 4 come in various colors (may not be available in every color). Item 3 is currently only available in the color stated in this game manual (other colors used in prior games may no longer be available). The "-XX" in Part Nºs which may come in various colors should be replaced with the desired 2-Digit Nº. corresponding to the color desired. Some colors may no longer be available for desired item. Items 3-4 Posts used in pairs can use 3⁄4" through 3" Rubber Rings, (See Rubber Parts for Part Nºs). 7DNH1RWH 3 / $ 6 7 , & 1º &RORU &RORUV ** 9DULRXV can use 3/16" Rubber Rings, 545-5348-01 can use 5/16" Rubber Rings, 545-5348-02 can use 3/16" Rubber Rings, 545-5348-01 can use a Post Rubber Sleeve (Short), 545-5151-00 &RORUV ** 9DULRXV ⁄ ⁄ ⁄ ⁄ ⁄ † ,WHPV ZLWK D =HUR 4W\ DUH QRW XVHG LQ WKLV JDPH 6L]H DQGRU TXDQWLWLHV PD\ FKDQJH GXULQJ SURGXFWLRQ ⁄ ⁄ ⁄ ⁄ ⁄ ⁄ 1º 3/$67,& 326763$&(5 1$0( 1** Top Lane Mini-Light Hood (Red) 47< 63, 3$57 1º 3 550-5061-02 2** Mini-Jewel Post Clear 0 550-5052-01 3** 4** Single Groove Jewel Post (Clear) 56 0 550-5059-00 550-5034-01 5‡ 6‡ 7‡ 8‡ 9 0 12 0 0 0 254-5007-02 254-5007-01 254-5007-00 254-5007-03 254-5000-03 Item 1 typically secured by: #6-32 X 1-3/4" PPH MS (Zinc) (Qty. 2/per) (237-5511-00) and Washer 9/64" X 5/16" OD X 1/32" (Qty. 2/per) (242-5017-00) Item 2 typically secured by: #6 X 3/8" HWH AB (Zinc) (Qty. 1/per) (234-5000-00) 11/16" Single Groove Post (Black) Items 3 & 4 typically secured by: Post Fastening Screw #6-32 Top / #6-32 Bottom (Qty. 1/per) (530-5012-02, Item 7 Page 59) 1⁄ " Slf. Rtn. Spacer White 4 3⁄ " Slf. Rtn. Spacer White 8 5⁄ " Slf. Rtn. Spacer White 8 3⁄ " Slf. Rtn. Spacer White 4 1⁄ " X 1⁄ " Spacer White (Narrow) 2 4 6HFWLRQ&KDSWHU 3DUWV,GHQWLILFDWLRQ /RFDWLRQ 1º 10 11 12 13 14 15 16 17 18 19 20 21 ⁄ 3/$67,& 326763$&(5 1$0( 1⁄ " X 3⁄ " Spacer Gray 8 8 3/ " X 3⁄ " Spacer Gray (4 for Dot Display) 8 16 1⁄ " X 3⁄ " Spacer Gray 4 8 3⁄ " X 3⁄ " Spacer Gray 8 8 1⁄ " X 3⁄ " Spacer Gray 2 8 5⁄ " X 3⁄ " Spacer Gray 8 8 3⁄ " X 3⁄ " Spacer Gray 4 8 7⁄ " X 3⁄ " Spacer Gray 8 8 1" X 3⁄8" Spacer Gray/Black 11⁄8" X 3⁄8" Spacer Gray 11⁄4" X 3⁄8" Spacer Gray 11⁄2" X 3⁄8" Spacer Gray 47< 63, 3$57 1º 2 4 0 7 0 0 1 1 5 0 0 2 254-5000-19 254-5000-18 254-5000-02 254-5000-12 254-5000-01 254-5000-14 254-5000-07 254-5000-11 254-5000-04 254-5000-06 254-5000-05 254-5000-08 6HF3DUWV,G 7DNH1RWH If any one of Items 10-21 Spacers is not available in the size required, order the smaller sized spacers required to stack sizes together until appropriate size is achieved (e.g. If 11⁄8" is needed but unavailable, order a 1⁄2" + 5⁄8" & stack to = 11⁄8"). 3OD\ILHOG6PDOO%D\RQHW7\SH%XOEVDQG6RFNHWV $FWXDO6L]H † $PEHU $ % %OXH &OHDU <HOORZ %XOE 6HF3DUWV,G 1º 60$// %8/% 62&.(7 1$0( 47< 63, 3$57 1º A B 1 2 3 4 5 6 7 8 9 10 #44 Bulb (Clear) #44 Bulb (Red) #44 Bulb (Amber) #44 Bulb (Blue) #44 Bulb (Yellow) #455 Twinkle Bulb 2-Lug Staple Down Socket 3-Lug Stand-Up Short Socket 2-Lug Stand-Up Short Socket 3-Lug Staple Down Socket 2-Lug Laydown Socket 3-Lug Stand-Up Long Socket 3-Lug Laydown Socket (3 Lugs Flat) 2-Lug Stand-Up Long Socket 3-Lug Stand-Up Long Shell Socket 2-Lug Stand-Up Lg. Shell Socket (GIs) 50 2 4 0 4 0 14 0 1 0 0 0 9 0 6 31 165-5000-44 165-5053-02 165-5053-03 165-5053-05 165-5053-06 165-5003-00 077-5000-00 077-5008-00 077-5002-00 077-5001-00 077-5003-00 077-5009-00 077-5006-00 077-5005-00 077-5013-00 077-5031-00 1º 11 12 60$// %8/% 62&.(7 1$0( 47< 63, 3$57 1º 1-Lug Stand-Up Long Shell Socket 3-Lug Laydown Socket (2 Lugs Bent) 0 0 077-5012-00 077-5032-00 6HFWLRQ&KDSWHU 3DUWV,GHQWLILFDWLRQ /RFDWLRQ 6L]H DQGRU TXDQWLWLHV PD\ FKDQJH GXULQJ SURGXFWLRQ %XOEV † ,WHPV ZLWK D =HUR 4W\ DUH QRW XVHG LQ WKLV JDPH 5HG 3OD\ILHOG/DUJH%D\RQHW7\SH%XOEDQG6RFNHWV $FWXDO6L]H † & %XOE 70775111s.pcx † ,WHPV ZLWK D =HUR 4W\ DUH QRW XVHG LQ WKLV JDPH 6L]H DQGRU TXDQWLWLHV PD\ FKDQJH GXULQJ SURGXFWLRQ 6HF3DUWV,G 70775112s.pcx 1º /$5*( %8/% 62&.(7 1$0( 47< 63, 3$57 1º 1º /$5*( %8/% 62&.(7 1$0( 47< 63, 3$57 1º C 1 2 3 #89 Bulb Laydown Standard Socket 2-Lug Stand-Up Short Socket 2-Lug Stand-Up Long Socket 6HFWLRQ&KDSWHU 3DUWV,GHQWLILFDWLRQ /RFDWLRQ 9 1 0 8 165-5000-89 077-5100-00 077-5101-00 077-5102-00 4 5 6 Stand-Up Socket Rev. Short 2-Lug Stand-Up Small Socket Straight Leg Socket 0 0 0 077-5103-00 077-5106-00 077-5107-00 3OD\ILHOG:HGJH%DVH%XOEVDQG6RFNHWV $FWXDO6L]H † *UHHQ ' ( $PEHU %OXH &OHDU &OHDU 5HG %XOEV <HOORZ 5HG %XOEV E7RS9LHZ 6LGH9LHZLV1RW6KRZQ 7DNH6SHFLDO1RWH 6HF3DUWV,G 7DNH1RWH * An asterisk ( * ) indicates item(s) are not noted in the pictorials. Item 3 Socket has 2 Wires attached are approximately 12" ea. Item 4 Socket was used on PC Light Boards to position bulbs horizontally; Item 4 Socket is secured by soldering into place. Item 5 Socket was used on PC Light Boards to position bulbs vertically; Item 5 Socket is secured by "twisting" into place. Item E Bulb (#906) is normally used in conjunction with Item 6 Socket, but can be used with Items 1, 2, 4 or 7a. 4. Note: Item 9 Clear Plastic (Buty.) Socket Mounting Board is used only when sockets are positioned too close together. squeeze D Note: Always replace with same type bulb in original application. 5. See the start of this chapter for Fluor. Bulb & Assoc. Parts. This Socket is equipped with a b u i l t - i n Diode, 1N4003, (112-5003-00). However, replacement can be made with Diode, 1N4001, (112-5001-00). This Game Item 9 is Not Used. 1º :('*( %8/% 62&.(7 1$0( 47< 63, 3$57 1º 1º :('*( %8/% 62&.(7 1$0( 47< 63, 3$57 1º D E #555 Wedge Base Bulb (Clear) #555 Wedge Base Bulb (Red) #555 Wedge Base Bulb (Green) #555 Wedge Base Bulb (Blue) #555 Wedge Base Bulb (Yellow) #906 Wedge Base Bulb (Clear) #906 Wedge Base Bulb (Red) #906 Wedge Base Bulb (Amber) #906 Wedge Base Bulb (Blue) #906 Wedge Base Bulb (Yellow) 57 0 0 0 0 4 0 0 0 0 165-5002-00 165-5054-02 165-5054-04 165-5054-05 165-5054-06 165-5004-00 165-5004-02 165-5004-03 165-5004-05 165-5004-06 1 2 3 4 5 6 7a 7b 8* 9* #555 Wedge Base Socket (Laydown) #555 Wedge Base Socket (Offset) #555 W.B. Socket (for Pop Bumper) #555 W.B. Socket (Solder Type) #555 Wedge Base Socket (Twist) #906 Wedge Base Socket (Twist) #555 IDC Snap-On Socket 5/16" Ht. Snap-On Socket Bracket 19/32" Ht. Snap-On Socket Bracket Clear Plastic (Buty.) Socket Mtg. Bd. 4 4 3 0 0 0 50 50 0 0 077-5026-01 077-5029-00 077-5206-00 077-5207-00 077-5007-00 077-5016-00 077-5216-00 545-5760-18 545-5760-19 6HFWLRQ&KDSWHU 3DUWV,GHQWLILFDWLRQ /RFDWLRQ 6L]H DQGRU TXDQWLWLHV PD\ FKDQJH GXULQJ SURGXFWLRQ E 5/16" Item 7a is an IDC (Insulation Displacement Connection) Style Socket. This style is solderless, and has a built-in diode. This socket is secured to the playfield or component by Items 7a and 8 Snap-On Socket Brackets, or may also be snapped into Item 9 Socket Mounting Board. Just squeeze the "side arms" of the socket together and pull away from the bracket or mounting board for easy Bulb replacement. † ,WHPV ZLWK D =HUR 4W\ DUH QRW XVHG LQ WKLV JDPH E 3. <HOORZ 1. 2. %OXH 6 HFWLRQ & KD SW H U R I 'UDZLQJVIR U0DMR U$VVHPEOLHV 5DP SV 7 K H %OXH 3DJH V 2YHU YL HZ 6HF'UDZLQJV Views of "Austin Powers (Page 74)", "Fat Bastard (Page 82)" & "Mini-Me (Page 83)" Figurines may differ than actual part on your game. See the Page number referenced for more information. Drawings are provided for the Major Assemblies in this game with individual parts of each assembly numbered. Items noted with a white circle are mounted above the playfield; items noted with a black circle are mounted below. All numbered parts describe the NAME, QUANTITY & PART Nº. ASSOCIATED PARTS (AP-) are noted and/or viewed with the associated Major Assembly. Important: Read all "Take Note:" items. 6HFWLRQ&KDSWHU 'UDZLQJV0DMRU$VVHPEOLHV 5DPSV %DOO6KRRWHU 3OXQJHU $VVHPEO\ ,WHPV 0DQXDOO\ODXQFKWKHEDOOLQWRSOD\ 47< 63, 3$57 1º 1º ,1',9,'8$/ 3$57 1$0( 1 Housing (Shooter Assembly) 2 3 Rod Assembly (w/Black Knob) Comp. (Return) Spring (GRN, .035" ø) 1 535-5067-02 1 1 515-6557-00 266-5001-04 Item 1 is secured to the Cabinet by: Support Plate (Qty. 1) (535-5027-00), #10-32 X 1/2" PPH (Sems) Zinc TF (Qty. 3) (237-6033-00), #10 Split Lock Washer (Qty. 3) (234-5003-00) and #6 X 5/8" HWH AB (Zinc) (Qty. 2) (234-5002-00) 1º ,1',9,'8$/ 3$57 1$0( 4 5 6 7 8 Compression Spring (Short Plunger) Bushing, 3/8" I.D. (Oilite) Washer, 3/8" I.D. X 5/8" O.D. X 1/16" Retaining Ring, 3/8" ø Shaft Plunger Tip (Black 50 Duro) 47< 63, 3$57 1º 1 2 3 1 1 266-5010-00 280-5010-00 242-5014-00 270-5012-00 545-5276-00 ?????????????????????????????????????????????????? $XWRSOXQJHU$UP:HOG$VVHPEO\ ,WHPV$:$: $XWRSOXQJHU&RLO$VVHPEO\ ,WHPV $XWRPDWLFDOO\ODXQFKHVWKHEDOOLQWRSOD\ 47< 63, 3$57 1º 1º $50 :(/' 3$57 1$0( AW1 Arm Weld Assembly 1 515-6526-00 1 2 535-7697-00 545-5423-00 1º ·3/81*(5 &2,/ 3$57 1$0( 1 Autoplunger Coil Bracket Assembly 2 Coil Retainer Bracket 47< 63, 3$57 1º 1 515-6527-00 1 535-5203-03 Item AW1 is secured to Item AW2 by: Retaining Ring, 1/4" ø Shaft (Qty. 1) (270-5002-00) Item 1 is secured below the playfield by: #8 X 1/2" HWH AB (Zinc) (Qty. 9) (234-5101-00) AW2 Autoplunger Fulcrum AW3 Nyliner, 1/4" (Thomson #4l1-FF) Item 2 is secured to Item 1 by: #8-32 X 1/4" PPH MS (Sems) Zinc (Qty. 2) (232-5300-00) $: 6HF'UDZLQJV $: 3 Coil, 24-940 1 090-5036-00T ORDERING ABOVE (ITEM 3) COIL PART Nº WILL INCLUDE: — Diode, 1N4004 (positioned at top) 1 112-5003-00 4 Coil Sleeve 1 545-5031-00 5 Plunger & Link Assembly 1 515-5338-00 ORDERING ABOVE (ITEM 5) SUB-ASSY. PART Nº WILL INCLUDE: 530-5025-01 1 5A Plunger 2" 545-5293-00 1 5B Plunger Link 251-5008-00 1 5C Roll Pin, 1/8" ø X 5/8" Lg. Item 5B is secured to Item 7 by: Retaining Ring, 1/4" ø Shaft (Qty. 1) (270-5002-00) Ordering Note: If 515-5338-00 is unavailable, order the individual part(s) actually required. 6 Compression (Return) Spring 1 266-5020-00 & % $: $ Coil 24-940 can be 090-5036-0B (Diode at bottom). The coil posistion can also be either way. 3DJH 4 Qty. 2 6HFWLRQ&KDSWHU 'UDZLQJV0DMRU$VVHPEOLHV 5DPSV %DOO7URXJK$VVHPEO\ ,WHPV DQG$VVRFLDWHG3DUWV6HH3DUWV7DEOHEHORZ 2UGHULQJ1RWH,GHQWLFDOWRH[FHSWLWGRHV UHTXLUH,WHP7URXJK%DOO*XLGH3ODWH XVHGRQO\ZKHQ PDJQHWVDUHSUHVHQWLQWKHJDPH 47< 63, 3$57 1º 1º ,1',9,'8$/ 3$57 1$0( 1 Ball Trough Outhole Mounting Bracket 1 515-6580-01 Item 1 is secured below the playfield by: #8 X 1/2" HWH AB (Zinc) (Qty. 6) (234-5101-00) Micro Switch (Roller Actuator, Lite-Force) Item 2 is secured to Item 1 by: #2-56 X 1/2" HWH (Sr) UNS #4HD TR3 BO (Qty. 6) (237-5937-02) Item 2 requires: Heat Shrink Tubing 1/8" ø PUI-24 (Qty. 1"/per) (605-5006-00) 2 3 4 Switch Diode, 1N4001 Coil Mounting Bracket 5 Coil Retaining Bracket 3 180-5119-02 3 1 112-5001-00 535-7330-01 1 535-5203-03 Item 4 is secured to Item 1 by: #8-32 X 3/8" HWH Swage (Sr.) Zinc (Qty. 4) (237-5975-00) 1º 10 11 ,1',9,'8$/ 3$57 1$0( 12 13 Dual OPTO TRANS Board Assembly Dual OPTO REC Board Assembly Rubber Bumper (Grommet) Trough Ball Guide Plate Not Required 47< 63, 3$57 1º 1 1 545-5105-00 535-7801-00 1 1 515-0173-00 515-0174-00 Item 11 is secured to Item 1 by: 1/4" X 5/16" X .144" I.D. Spacer Tap. (Qty. 1) (254-5014-03) and #2-56 X 1/2" HWH (Ser) UNS #4HD TR3 BO (Qty. 4) (237-5937-02) Items 12 & 13 are by: #6-32 X 5/8" HWH Swage (Serr) Zinc (Qty. 3/per) (237-5976-04) For Individual Items use : Dual OPTO TRANS Bd. (Qty. 1) (520-5173-00), Dual OPTO REC Bd. (Qty. 1) (520-5174-00), OPTO PCB Tube Spacer (Brass) (Qty. 3/per) (530-5308-02) or OPTO PCB Rubber Grommet (Qty. 3/per) (545-5518-00) Item 5 is secured to Item 4 by: #8-32 X 1/4" HWH MS (Serr) Zinc (Qty. 2) (237-5964-01) 6 Coil, 26-1200 1 090-5044-00T ASSOCIATED PARTS ARE NOT INCLUDED WITH THE ABOVE ASSEMBLY. ORDERING ABOVE (ITEM 6) COIL PART Nº WILL INCLUDE: — Diode, 1N4004 (positioned at top) 1 112-5003-00 47< 63, 3$57 1º 1º $662&,$7(' 3$57 1$0( 7 Coil Sleeve (Short) (Formost #10-7077) 1 545-5076-01 AP-A Ball Trough Enter / Exit Scoop 1 535-7329-01 8 Plunger Assembly 1 515-5941-01 Item AP-A secured to the playfield by: #8 X 1/2" HWH AB (Zinc) (Qty. 4) (234-5101-00). 9 Compression (Return) Spring 1 266-5020-00 AP-B* Steel Balls (1-1/16" ø) 4 260-5000-00 7DNH6SHFLDO1RWH Item AP-A, Enter / Exit Scoop, 535-7329-01 (not included with the 4-Ball Trough Assy.), is shown how it is actually positioned over the 4-Ball Trough Assembly. ! It is mounted above the playfield. $ (QWHU([LW6FRRS SW. 15 See securing hardware under Items 12 & 13. Shown Broken View to see complete switches SW. 14 SW. 11 6HF'UDZLQJV SW. 12 SW. 13 Shown Broken View 6HH2UGHULQJ 1RWH$ERYH Qty. 3 Qty. 3 4 See securing hardware under Item 11 SW. 15 SW. 14 7DNH1RWH * Item 12, Dual OPTO TRANS (Transmitter) Board, 515-0173-00, is mounted on the other side of the Trough Assembly, in line with Item 13, Dual OPTO REC (Receiver) Board, 515-0174-00, using same hardware. 6HFWLRQ&KDSWHU 'UDZLQJV0DMRU$VVHPEOLHV 5DPSV An asterisk (*) indicates item(s) are not noted in the pictorials. For a break-down of parts of Items 12 & 13, OPTO Boards (515-0173-00 & 515-0174-00), see Section 5, Chapter 4, Trough Up-Kicker Dual OPTO Boards Theory of Operation & Schematic, Component Layout & Parts. 3DJH )OLSSHU /HIW $VVHPEO\ ,WHPV DQG$VVRFLDWHG3DUW:KLWH)OLSSHU%DW 6KDIW$VV\ ,WHP$3$ 1º ,1',9,'8$/ 3$57 1$0( 1 Flipper Base Plate (LEFT) 2 Flipper Bat Bushing (White Plastic) 3 Power (End of Stroke) Switch 47< 63, 3$57 1º 47< 63, 3$57 1º 1º ,1',9,'8$/ 3$57 1$0( 13* Crank Bar 1 See FRP1 1 14* ® Switch Actuator (LEFT) Sub-Assy. 1 515-7257-01 545-5070-00 ORDERING ABOVE (ITEM 14) SUB-ASSY. PART Nº WILL INCLUDE: 1 180-5149-00 14B Item 1 is secured below the playfield by: #10 X 1/2" HWH MS (Serr) Zinc ST (Qty. 8) (237-5949-00) Ordering Note: Use Item FRP1, see the end of this Parts Table. Item 2 is secured to Item 1 by: #6-32 X 3/8" HWH Swage (Ser.) Zc. (Qty. 3) (237-5976-02) Item 3 is secured to Item 1 by: #6-32 X 5/8" HWH Swage (Ser.) Zc. (Qty. 2) (237-5976-04) 1 530-5070-02 Item 13 requires: Bushing, .192" ø ID X .312" ø OD X .195" (Qty. 1) (530-5139-00) 14A Actuator & Spring Bracket (LEFT) ® Switch Actuator (White Plastic) 1 1 535-9038-01 545-5612-00 Item 14B is secured to 14A by: Rivet, 1/8" ø X 1/4" Lg. (Qty. 1) (249-5003-00) 535-7354-01 15* Set Screw: #10-32 X 7/8" Socket Hd. 2 237-5966-00 15 requires: #10 Split Lock Washer (Qty. 1/per) (244-5003-00) and #10-32 Nylon Stop 265-5035-00 Item Nut (Qty. 1/per) (240-5203-00) Tool Required for Item 15: 5/32" or 4mm Allen Wrench 515-6308-01 Flipper Rebuild Parts for Easier Installation, $ave $: Item 6 is secured to Item 1 by: #10-32 X 3/8" SHWH Swage (Serr) Zinc (Qty. 2) 4 5 6* Sw. Plate/Spring Return Brkt. (LEFT) Flipper Return Spring Coil Stop Bracket Sub-Assembly 1 1 1 (237-5985-00) and #10 Split Lock Washer (Qty. 2) (244-5003-00) 7 8 Spring Washer (17/32" ID X 3/4" X 1") Coil Support Bracket 1 1 269-5002-00 535-7356-00 Item 8 is secured to Item 1 by: #8-32 X 3/8" HWH Swage (Ser.) Zc. (Qty. 2) (237-5975-00) Flipper Base Plate Kit (LEFT) Includes Item 1 pre-threaded, with the Securing Hardware for Items 2, 3, 6 & 8. Plunger, Link & Crank (LEFT) Assy. FRP2 Includes above Items 12, 13, 14 and 15 and is pre-assembled. Flipper (LEFT) Rebuild Kit FRP3 Same as FRP2, but also includes above Items 6 & 10. FRP1 515-6617-01 515-7203-01 Coil, 23-900 (GRN) (Left) 1 090-5020-30T ORDERING ABOVE (ITEM 9) COIL PART Nº WILL INCLUDE: 500-6307-10 — Diode, 1N4004 (positioned at top) 1 112-5003-00 10* Coil Sleeve 1 545-5388-00 11 Deflector Pad (Bumper) 1 545-5428-00 ASSOCIATED PARTS ARE NOT INCLUDED WITH THE ABOVE ASSEMBLY. 12* Flipper Plunger & Link Sub-Assy. 1 515-6304-03 1º $662&,$7(' 3$57 1$0( 47< 63, 3$57 1º ORDERING ABOVE (ITEM 12) SUB-ASSY. PART Nº WILL INCLUDE: WHITE Flipper Bat & Shaft (Plain) 12A Flipper Plunger with "Flat" 1 530-5349-01 1 515-5133-08-06 AP-A (Non-Knurled End) Assembly 12B Plunger "Flipper" Link 1 545-5611-01 Large Flipper BLACK Rubber Ring Item 12B is secured to 12A by: Bushing, .16" ø ID X .281" ø OD X .187" (Qty. 1) 1 545-5277-00 9 (530-5532-00) and Spirol Pin ø 5/32" X 3/4" Lg. (Qty. 1) (251-5015-02) The differences between the Left & Right Flippers are: Item 1, Item 4, and Item 14A (just the Bracket) $ /HIW4 The coils may also differ depending on the game. *51 6HF'UDZLQJV For Securing Hardware, see the Parts Table below, under the item desired. *51 % DEDICATED SW. 02 % $ 7DNH1RWH ® "R" indicates Item noted is secured with rivet(s) as listed. 3DJH $3 $ 6HFWLRQ&KDSWHU 'UDZLQJV0DMRU$VVHPEOLHV 5DPSV 7R2UGHUWKH)OLSSHU /HIW 5HEXLOG.LWDVNIRU3DUW1U LQFOXGHV,WHPV )OLSSHU 5LJKW $VVHPEO\ ,WHPV DQG$VVRFLDWHG3DUW:KLWH)OLSSHU%DW 6KDIW$VV\ ,WHP$3$ 47< 63, 3$57 1º 1º ,1',9,'8$/ 3$57 1$0( 1 Flipper Base Plate (RIGHT) 2 Flipper Bat Bushing (White Plastic) 3 Power (End of Stroke) Switch 47< 63, 3$57 1º 1º ,1',9,'8$/ 3$57 1$0( 13* Crank Bar 1 See FRP1 1 14* ® Switch Actuator (RIGHT) Sub-Assy. 1 515-7257-00 545-5070-00 ORDERING ABOVE (ITEM 14) SUB-ASSY. PART Nº WILL INCLUDE: 1 180-5149-00 14B Item 1 is secured below the playfield by: #10 X 1/2" HWH MS (Serr) Zinc ST (Qty. 8) (237-5949-00) Ordering Note: Use Item FRP1, see the end of this Parts Table. Item 2 is secured to Item 1 by: #6-32 X 3/8" HWH Swage (Ser.) Zc. (Qty. 3) (237-5976-02) Item 3 is secured to Item 1 by: #6-32 X 5/8" HWH Swage (Ser.) Zc. (Qty. 2) (237-5976-04) 1 530-5070-02 Item 13 requires: Bushing, .192" ø ID X .312" ø OD X .195" (Qty. 1) (530-5139-00) 14A Actuator & Spring Bracket (RIGHT) ® Switch Actuator (White Plastic) 1 1 535-9038-00 545-5612-00 Item 14B is secured to 14A by: Rivet, 1/8" ø X 1/4" Lg. (Qty. 1) (249-5003-00) 535-7354-00 15* Set Screw: #10-32 X 7/8" Socket Hd. 2 237-5966-00 15 requires: #10 Split Lock Washer (Qty. 1/per) (244-5003-00) and #10-32 Nylon Stop 265-5035-00 Item Nut (Qty. 1/per) (240-5203-00) Tool Required for Item 15: 5/32" or 4mm Allen Wrench 515-6308-01 Flipper Rebuild Parts for Easier Installation, $ave $: Item 6 is secured to Item 1 by: #10-32 X 3/8" SHWH Swage (Serr) Zinc (Qty. 2) 4 5 6* Sw. Plate/Spring Return Brkt. (RIGHT) Flipper Return Spring Coil Stop Bracket Sub-Assembly 1 1 1 (237-5985-00) and #10 Split Lock Washer (Qty. 2) (244-5003-00) 7 8 Spring Washer (17/32" ID X 3/4" X 1") Coil Support Bracket 1 1 269-5002-00 535-7356-00 Item 8 is secured to Item 1 by: #8-32 X 3/8" HWH Swage (Ser.) Zc. (Qty. 2) (237-5975-00) Flipper Base Plate Kit (RIGHT) Includes Item 1 pre-threaded, with the Securing Hardware for Items 2, 3, 6 & 8. Plunger, Link & Crank (RIGHT) Assy. FRP2 Includes above Items 12, 13, 14 and 15 and is pre-assembled. Flipper (RIGHT) Rebuild Kit FRP3 Same as FRP2, but also includes above Items 6 & 10. FRP1 515-6617-00 515-7203-00 Coil, 23-1100 (ORG) (Right) 1 090-5030-00T ORDERING ABOVE (ITEM 9) COIL PART Nº WILL INCLUDE: 500-6307-00 — Diode, 1N4004 (positioned at top) 1 112-5003-00 1 545-5388-00 10* Coil Sleeve 11 Deflector Pad (Bumper) 1 545-5428-00 ASSOCIATED PARTS ARE NOT INCLUDED WITH THE ABOVE ASSEMBLY. 12* Flipper Plunger & Link Sub-Assy. 1 515-6304-03 1º $662&,$7(' 3$57 1$0( 47< 63, 3$57 1º ORDERING ABOVE (ITEM 12) SUB-ASSY. PART Nº WILL INCLUDE: WHITE Flipper Bat & Shaft (Plain) 12A Flipper Plunger with "Flat" 1 530-5349-01 1 515-5133-08-06 AP-A (Non-Knurled End) Assembly 12B Plunger "Flipper" Link 1 545-5611-01 Large Flipper BLACK Rubber Ring Item 12B is secured to 12A by: Bushing, .16" ø ID X .281" ø OD X .187" (Qty. 1) 1 545-5277-00 9 The differences between the Left & Right Flippers are: Item 1, Item 4, and Item 14A (just the Bracket) 25* $ 6HF'UDZLQJV The coils may also differ depending on the game. 5LJKW4 7R2UGHUWKH)OLSSHU 5LJKW 5HEXLOG.LWDVNIRU3DUW1U LQFOXGHV,WHPV (530-5532-00) and Spirol Pin ø 5/32" X 3/4" Lg. (Qty. 1) (251-5015-02) For Securing Hardware, see the Parts Table below, under the item desired. DEDICATED SW. 04 25* % % $3 $ 6HFWLRQ&KDSWHU 'UDZLQJV0DMRU$VVHPEOLHV 5DPSV $ 7DNH1RWH ® "R" indicates Item noted is secured with rivet(s) as listed. 3DJH 6OLQJVKRW$VVHPEOLHV 4W\ ,WHPV % $ $ % % & $ Qty. 2 Qty. 2 Qty. 1/per ' & 6HF'UDZLQJV 7DNH1RWH An asterisk (*) indicates item(s) are not noted in the pictorials. * ® "R" indicates item has a riveted-on part, if removing/adding rivets is not an option, order the entire ® Sub-Assembly. 1º ,1',9,'8$/ 3$57 1$0( 1 2 Slingshot Bracket Assembly Coil Retaining Bracket 47< 63, 3$57 1º 1 1 515-5339-01 535-5203-03 Item 2 is secured to Item 1A by: #8-32 X 3/8" PPH MS (Sems) (Qty. 2) (232-5301-00) 3 Coil, 23-800 1 090-5001-00T ORDERING ABOVE (ITEM 3) COIL PART Nº WILL INCLUDE: — Diode, 1N4004 (positioned at top) 1 112-5003-00 4 Coil Sleeve 1 545-5031-00 5 Plunger & Link Assembly 1 515-5338-00 ORDERING ABOVE (ITEM 5) SUB-ASSY. PART Nº WILL INCLUDE: 530-5025-01 1 5A Plunger 2" Lg. 545-5293-00 1 5B Plunger Link 251-5008-00 1 5C Roll Pin 1/8" ø x 5/8" Lg. Item 5B is secured to Item 10A by: Retaining Ring, 1/4" ø Shaft (Qty. 1) (270-5002-00) 1º ,1',9,'8$/ 3$57 1$0( 6 7 8 Compression Spring Slingshot Stack (Blade) Switch Switch Body Protect Plate 47< 63, 3$57 1º 1 2 2 266-5020-00 180-5054-00 535-5045-00 2 1 112-5001-00 515-5340-01 Items 7 & 8 are secured to Item 1A by: #6-32 X 5/8" HWH Swage (Qty. 4) (237-5976-04) 9 Switch Diode, 1N4001 10® Riveted Arm & Tip Assembly ORDERING ABOVE ® RIVETED ASSY. PART Nº WILL INCLUDE: 1 515-5341-01 10A Arm 1 545-5216-01 10B Kicker Tip 249-5003-00 1 10C Rivet, 1/8" ø x 1/4" Lg. Item 10A is secured to Item 1A by: Retaining Ring, 1/4" ø Shaft (Qty. 1) (270-5002-00) Slingshot Assemblies (500-5849-00) are secured below the playfield by: #8 X 1/2" SHWH AB (Zinc) (Qty. 3/per) (234-5101-00) 6HFWLRQ&KDSWHU 'UDZLQJV0DMRU$VVHPEOLHV 5DPSV %XPSHU7RS$VV\ 4W\ ,WHPV %XPSHU%RWWRP$VV\ 4W\ ,WHPV %XPSHU6ZLWFK$VV\ 4W\ ,WHPV DQG$VVRFLDWHG3DUW V 6HH7DEOH%HORZ ,WHP$3$ ! $ $VVHPEOHG 9LHZ 3/$<),(/' :22' Individual parts can be ordered. However, if the entire Bumper is required, use all three (3) Assembly Part Numbers at the top of this page. ([SORGHG 9LHZ 1º %803(5 723 3$57 1$0( 1 2 3 #555 Wedge Base Bulb #555 Wedge Base Socket Bumper Body 4 Ring Assembly 5 6 7 Bumper Skirt Bumper Skirt Compression Spring Bumper Base 7DNH1RWH 47< 63, 3$57 1º 1 1 1 165-5002-00 077-5206-00 545-5197-00 1 515-5085-00 1 1 1 545-5607-00 266-5048-00 545-5195-00 Item 3 is secured by: #5 X 7/8" PRH AB (Zinc) (Qty. 2) (237-5826-00) Item 4 is secured by: #6-32 Nylon Stop Nut (Qty. 2) (240-5005-00) 3/$<),(/' :22' 1º %803(5 %27720 3$57 1$0( 47< 63, 3$57 1º Plunger 1 530-5348-00 Coil Compression Spring 1 266-5047-00 Coil, 26-1200 1 090-5044-00T ORDERING ABOVE (ITEM 10) COIL PART Nº WILL INCLUDE: — Diode, 1N4004 (positioned at top) 1 112-5003-00 11 Coil Sleeve 1 545-5031-00 12 Fiber Yoke 1 545-5609-00 13 Metal Yoke 1 535-7346-00 1 535-7347-00 14 Metal Yoke Stop 8 9 10 Item 14 is secured by: #6-32 X 1/4" HWH Swage (Serr.) Zinc (Qty. 2) (237-5976-01) Side View of 14 & 15 15 Coil Bracket Welded Assembly 1º 16 %803(5 6:,7&+ 3$57 1$0( 47< 63, 3$57 1º 17 18 19 Spoon Switch Actuator Bumper Stack (Blade) Switch Switch Body Protect Plate 20 Switch Diode, 1N4001 1 515-5939-00 Item 15 is secured by: #6-32 X 1-3/16" Spiral Fin Shank (Qty. 3) (237-5957-00) and #6-32 Nylon Stop Nut (Qty. 3) (240-5005-00) Switch Bracket 1 535-7342-00 1 1 1 545-5610-01 180-5015-03 535-7344-00 1 112-5001-00 Item 16 is secured by: #8 X 1/2" SHWH AB (Zinc) (Qty. 2) (234-5101-00) Items 18 & 19 are secured by: #6-32 X 3/4" HWH Swage (Serr) Zc. (Qty. 2) (237-5976-05) The Top & Bottom Assemblies are secured together by hardware included in assemblies. ASSOCIATED PART IS NOT INCLUDED WITH THE ABOVE ASSEMBLY. 6HFWLRQ&KDSWHU 'UDZLQJV0DMRU$VVHPEOLHV 5DPSV 1º $662&,$7(' 3$57 1$0( AP-A Bumper Cap (Red) 47< 63, 3$57 1º 3 550-5057-02 Item AP-A is secured to Item 4 by: #4 X 3/4" PRH (Zinc) T-25 (Qty. 2/per) (237-5873-00) 6HF'UDZLQJV %DOO/RFN 6KRUW3OXQJHU $VVHPEO\ ,WHPV /RFDWHGEHORZXQGHUWKH7RLOHW$VVHPEO\8SSHU/HIWRIWKH3OD\ILHOG 6HF'UDZLQJV 1º ,1',9,'8$/ 3$57 1$0( 1 2 Ball Lock Mounting Bracket Assy. Coil Retaining Bracket 47< 63, 3$57 1º 1 2 515-7132-00 535-5203-03 Item 2 is secured by: #8-32 X 1/4" PPH MS (Sems) Zinc (Qty. 2/per) (232-5300-00) 3 Coil, 27-1500 1 090-5004-00T ORDERING ABOVE (ITEM 3) COIL PART Nº WILL INCLUDE: — Diode, 1N4004 (positioned at top) 1 112-5003-00 1º ,1',9,'8$/ 3$57 1$0( 4 5 6 7 8 Coil Sleeve Spring Washer (17/32" ID X 3/4" X 1") Solid Plunger Assy. (Short) Compression (Relay) Spring Nyliner 7/16" Shaft (7L2-FF) 47< 63, 3$57 1º 1 1 1 1 1 545-5411-00 269-5002-00 515-6119-02 266-5020-00 545-5418-01 Ball Lock (Short Plunger) Assembly (500-5867-02) is secured below the playfield by: #8-32 X 1/2" SHWH AB (Zinc) (Qty. 3) (234-5101-00) 6HFWLRQ&KDSWHU 'UDZLQJV0DMRU$VVHPEOLHV 5DPSV &RLO 0RXQWLQJ%UDFNHW$VVHPEO\ ,WHPV 7KLVDVVHPEO\RSHUDWHVWKHEHORZ&RQWURO*DWH ZLWK:LUH)RUP $VVHPEO\ 7DNH1RWH ® "R" indicates item has a riveted-on part, if removing/adding rivets is not an option, order the entire ® Sub-Assembly. 1º 47< 63, 3$57 1º ,1',9,'8$/ 3$57 1$0( 1 Mounting Bracket (for Control Gates) 2® Mini-Coil Assembly 1 1 535-7727-01 515-6543-00 ORDERING ABOVE (ITEM 2) COIL PART Nº WILL INCLUDE: 2A Coil 32-1800, (Small Bobin) 1 090-5031-00 2B Diode, 1N4004 1 112-5003-00 265-5046-00 2C Mini-Coil Spring 1 515-6542-00 2D Riveted Armature Assembly 1 535-6198-00 2E Frame 1 3 #8-32 X 3/8" PPH MS (SEMS) Zinc 1 232-5301-00 4 Spring - Extension 1 265-5045-00 Coil & Mounting Bracket Assembly (515-6544-01) is secured below the playfield by: #8-32 X 1/2" SHWH AB (Zinc) (Qty. 2) (234-5101-00) ?????????????????????????????????????????????????? &RQWURO*DWH /HIW6W\OHZLWK:LUH)RUP $VVHPEO\ ,WHPV DQG &RQWURO*DWH /W6W\OHQR:LUH)RUP $VVHPEO\ ,WHPV 2QO\$VVHPEO\LVRSHUDWHGE\WKHDERYH&RLO 0RXQWLQJ%UDFNHW$VVHPEO\ 7RS 9LHZ 1R :LUH )RUP 6HF'UDZLQJV 7RS 9LHZ :LWK :LUH )RUP 1º 1 2 3 4 ,1',9,'8$/ 3$57 1$0( Ball Gate Mounting Bracket Ball Gate Rebound Hinge Wire Form (for "500-6100-00" Control Gate) 47< 63, 3$57 1º 1º 1 1 1 1 1 2 3 535-7720-00 535-7722-00 535-5372-04 535-7721-01 Control Gate Assembly (500-6100-00) is secured above the playfield by: #8-32 X 1/2" SHWH AB (Zinc) (Qty. 1) (234-5101-00) 6HFWLRQ&KDSWHU 'UDZLQJV0DMRU$VVHPEOLHV 5DPSV ,1',9,'8$/ 3$57 1$0( Ball Gate Mounting Bracket Ball Gate Rebound Hinge 47< 63, 3$57 1º 1 1 1 535-7720-00 535-7722-00 535-5372-04 Control Gate Assembly (500-6100-02) is secured above the playfield by: #8-32 X 1/2" SHWH AB (Zinc) (Qty. 2) (234-5101-00), 1 " Single Groove Post (Blk) (Qty. 2) (550-5059-00), 3/4" I.D. Black Rubber Ring (Qty. 1) (545-5348-04) and #6-32 DX 1" PPH MS (Zinc) (Qty. 2) (237-5511-00) 'DQFLQJ$XVWLQ3RZHUV6SLQQHU &UDQN ,QGLYLGXDO3DUWV2QO\ ,WHPV 6SHFLDO1RWHRQGLVDVVHPEO\SURFHGXUHVIRUFKDQJLQJWKHFRLORQWKHQH[WSDJH See securing hardware under Item 18 See Note 3 on the next page. See Note 3 on the next page. See Note 3 on the next page. See Note 4 on the next page. 6HF'UDZLQJV See Note 2 on the next page. See Note 2 on the next page. 7DNH1RWH * An asterisk (*) indicates item(s) are not noted in the pictorials. 1º ,1',9,'8$/ 3$57 1$0( 47< 63, 3$57 1º Spinner Frame 1 535-8909-00 Coil, 26-1200 1 090-5044-00T ORDERING ABOVE (ITEM 2) COIL PART Nº WILL INCLUDE: — Diode, 1N4004 (positioned at top) 1 112-5003-00 3 Coil Sleeve with Extension 1 545-5847-00 1 269-5002-00 4 Spring Washer 5 5/16" I.D. Black Rubber Ring 1 545-5348-02 6 Plunger Assembly 1 515-7163-00 ORDERING ABOVE (ITEM 6) SUB-ASSY. PART Nº WILL INCLUDE: 6A Plunger 2 " 1 530-5025-02 6B Plunger Link 1 535-8863-00 6C Spacer 1 545-5988-00 1 2 Item 6 is secured by: #6-32 X 1/2" SHWH Swage (Ser) Zinc (Qty. 1) (237-5976-03) 7 8 Post Rubber (Sleeve Short) Austin Powers Figurine 9 Shaft ,1',9,'8$/ 3$57 1$0( 11 Bushing (Bearing) 12 13 Flywheel Mounting Plate 14 15 Spring (Return) Shoulder Pin 16 17 Micro Switch (Roller Actuator, Lite Force) Switch Body Protect Plate Screened Plastic (Butyrate) -30 1 830-5982-30 1 545-5715-00 1 1 530-5595-00 535-8910-00 1 1 265-5062-00 530-5597-00 1 1 180-5119-02 535-6539-00 1 112-5001-00 Item 11 is secured by: #8-32 X 3/8" HWH Slot. Ser Type-C (Zinc) (Qty. 3) (237-5976-02) Item 13 is secured by: #6-32 X 1/4" HWH Swage (Ser) Zinc (Qty. 2) (237-5976-01) Item 15 requires: Retaining Ring, 1/4" ø Shaft (Qty. 1) (270-5002-00) 545-5151-00 880-5051-01 1 530-5594-00 18* Switch Diode, 1N4001 Item 9 requires: Washer Teflon 1/4" I.D. X 1/2" O.D. X .062" Thk. (Qty. 1) (242-5040-01) 47< 63, 3$57 1º Item 10 is secured to Item 9 by: #6-32 X 3/4" PFH (Zinc) (Qty. 2) (237-5836-00) and 1" X 1/4" Hex Spacer #6-32 Tap (Qty. 1) (254-5008-17) Special Ordering note on Item 10: The individual piece may not be available in which case the entire sheet must be ordered. See Sec. 4, Chp. 1, Parts Identification & Location, Pg. 57 1 1 Item 8 is secured to Item 9 by: #6 X 1 " PFH (Zinc) (Qty. 2) (237-5804-00) 1º 10 Items 16 & 17 are secured by: #2-56 X 1/2" HWH (Ser) UNS #4HD TR3 BO (Qty. 2) (237-5937-02) Dancing A.P. Spinner (Crank) completed Assembly is secured under the playfield by: #8-32 X 1/2" SHWH AB (Zinc) (Qty. 4) (234-5101-00), 6HFWLRQ&KDSWHU 'UDZLQJV0DMRU$VVHPEOLHV 5DPSV 6SHFLDO1RWHRQGLVDVVHPEO\SURFHGXUHVIRUFKDQJLQJWKHFRLO 'DQFLQJ$XVWLQ3RZHUV6SLQQHU &UDQN ,QGLYLGXDO3DUWV7DEOHRQSUHYLRXVSDJH Use the below drawing as a guide referencing the Items 1, 2, 3, 4, 5, 6, 7, 14 & 15 to change the coil, if necessary. Step 1: Remove the SPRING ( 14 ) from the SHOULDER PIN ( 15 ). Step 2: Pull the LINK ( 7 ) to remove the PLUNGER ( 6 ) from the COIL ( 2 ). Step 3: Remove the RUBBER RING ( 5 ) from the end of the COIL SLEEVE ( 3 ), and proceed to pull the COIL SLEEVE ( 3 ) from the COIL ( 2 ). Step 4: The COIL ( 2 ) will slide out from the BRACKET ( 1 ) very easily now. Step 5: Be careful when removing the COIL ( 2 ) from the BRACKET ( 1 ) so you can retain the SPRING WASHER ( 4 ). Step 6: Replace the COIL ( 2 ) and reassemble. Note 1: Note orientation and position of Item 3, Coil Sleeve. Flange must be located as shown. Note 2: Note orientation of Item 6B, Plunger Link. Slotted Hole must be at Plunger End shown. Note 3: Note orientation of Cam Recess on Item 12, Flywheel, in relation to Item 15, Shoulder Pin. Do not install upside-down. Note 4: Apply Lubriplate #105 Grease (or eqv.) to Spring mounting region of Item 15, Shoulder Pin. See securing hardware under Item 18 on the previous page. 6HF'UDZLQJV See Note 3 above. See Note 3 above. See Note 2 above. See Note 1 above. See Note 4 above. 6HFWLRQ&KDSWHU 'UDZLQJV0DMRU$VVHPEOLHV 5DPSV 'U(YLO 7DUJHW 0RWRU&DP 6ZLWFKHV,QGLYLGXDO3DUWV2QO\ ,WHPV :RUNVLQFRQMXQFWLRQZLWKSDUWVRQWKHQH[WSDJH Up Position Switch 22 Up Position Switch 22 Qty. 2 Qty. 2 Down Position Switch 23 Down Position Switch 23 6HF'UDZLQJV Item 7 used for Height Adjustment to keep target top flush against the playfield. Qty. 2 7DNH1RWH * An asterisk (*) indicates item(s) are not noted in the pictorials. 1º ,1',9,'8$/ 3$57 1$0( 47< 63, 3$57 1º Motor Bracket 1 535-8865-00 Motor Assembly 1 515-5900-00 ORDERING ABOVE (ITEM 2) ASSEMBLY PART Nº WILL INCLUDE: 041-5030-00 2A Motor "E" 24v AC 50/60Hz 6RPM CCW 1 1 045-5004-02 2B 1X2 .093" Conn. Male 03-09-2022 1 2C* Capacitor, Tecate .1 MFD 500v Disc 130-5000-00 ( used to elimnate Line Noise ) 2D* Neon Bulb (NE-2) 1 165-5021-00 ( used for Spike Suppression ) 1 2 1º ,1',9,'8$/ 3$57 1$0( 3 Micro Switch 4* 5 Diode, 1N4001 Cam Assembly 6 Nylon Sleeve Spacer 2 " 47< 63, 3$57 1º 2 180-5052-00 1 1 180-5001-00 515-7160-00 1 530-5083-02 Item 3 is secured by: #4-40 X 5/8" PPH MS (Sems) Zinc (Qty. 2/per) (237-5832-00) Item 5 is secured by: #8-32 X 3/8" Soc. Hd. Cap. Screw (Zinc) (Qty. 1) (237-5897-00) Motor, Cam & Switches completed Assembly is secured below the playfield by: #8-32 X 1/2" SHWH AB (Zinc) (Qty. 4) (234-5101-00), Item 2 is secured to Item 1 by: #6-32 X 3/8" PPH MS (Sems) Zinc (Qty. 2) (232-5201-00) 6HFWLRQ&KDSWHU 'UDZLQJV0DMRU$VVHPEOLHV 5DPSV 'U(YLO 7DUJHW %DFN3ODWH*XLGH 'U(YLO7DUJHW,QGLYLGXDO3DUWV2QO\ ,WHPV :RUNVLQFRQMXQFWLRQZLWKSDUWVRQWKHSUHYLRXVSDJH Items 11-13, 15 are Not Shown secured to this Top View of Item 1 for clarity. Qty. 2 $ % 7RS 9LHZ Items 11-13, 15 are Not Shown secured to this Front View of Item 1 for clarity. Item 12 is Not Shown secured to this Side View of Item 7A for clarity. $ & % % ' $ Item 6 on the previous page is set into this groove of this Target Back Sliding Plate (Item 1). $VVHPEOHG)URQW9LHZ Qty. 2 ® "R" indicates item has a riveted-on part, if removing/adding rivets is not an option, order the entire ® Sub-Assembly. 47< 63, 3$57 1º 1º ,1',9,'8$/ 3$57 1$0( 545-5427-01 9* Decal -22 (from Decal Sheet Set) Left 1 820-6284-22 545-5728-00 10* Decal -23 (from Decal Sheet Set) Right 1 820-6284-23 8, 9 & 10 are secured to Item 7A. Special Ordering note on Items 8, 9 & 10: 545-5430-00 Items The individual piece may not be available in which case the entire sheet must be ordered. 535-6794-00 See Section 4, Chapter 1, Parts Identification & Location, Page 57. 535-8870-00 11 Foam Pad, Blk. (1." X 1/2") Self-Adh. 1 626-5018-00 Items 2, 4 & 5 are secured below the playfield by: #8-32 X 1/2" SHWH AB (Zc) (Qty. 7) 12 Dr. Evil Figurine (Altered) 1 880-5052-00 (234-5101-00) Item 12 is secured to Item 7 by: #6 X 1/2" PTH A Zinc (Qty. 1) (237-5809-00) and 6A #555 Wedge Base Socket (Laydown) 1 077-5026-01 #6-32 1 " PPH MS (Zinc) (Qty. 1) (237-5508-00) 1 165-5002-00 13® Pem Plate & Flap Riveted Assembly 6B #555 Wedge Base Bulb (Clear) 1 515-7173-00 6C Light Reflector 1 545-5409-01 ORDERING ABOVE ® RIVETED ASSY. PART Nº WILL INCLUDE: 1º ,1',9,'8$/ 3$57 1$0( 1 2 3 4 5 Target Back Sliding Plate (Modified) Target Back Plate Guide Frame Target Extension for Frame Support Bracket (Left Front) Support Bracket (Right Front) 47< 63, 3$57 1º 1 1 2 1 1 Items 3, 4, 5 & 6A are secured to Item 2 by: #6 X 5/8" HWH Indented T-25 (Zinc) (Qty. 6) (237-5870-00) 7® Target Plate & Switch Assembly 1 515-7167-00 ORDERING ABOVE (ITEM 7) SUB-ASSY. PART Nº WILL INCLUDE: 7A Target Plate Frame 535-8864-01 1 7B Target Switch (secured to 7A by 7C) 180-5083-00 1 7C* #4-40 Nylon Stop Nut 240-5303-00 1 7D Diode, 1N4001 112-5001-00 1 Item 7 is secured to Item 1 by: #6-32 X 5/8" PPH MS (Zinc) (Qty. 2) (237-5503-00) and #6-32 Nylon Stop Nut (Qty. 2) (240-5005-00) 8* Decal -21 (from Decal Sheet Set) Back 1 820-6284-21 6HFWLRQ&KDSWHU 'UDZLQJV0DMRU$VVHPEOLHV 5DPSV 13A 13B 13C* 13D* 14* Pem Plate Flap (secured to 10A by 10C & 10D) Rivet, 1/8" ø X 1/8" Nickel #6 Lock Washer Decal -07 (from Decal Sheet Set) 15 Limit Bracket 1 1 4 4 535-8907-00 535-8908-01 249-5008-00 246-5004-00 1 820-6284-07 1 535-8953-00 Item 14 secured to Item 13B. Special Ordering note on Item 14: The individual piece may not be available in which case the entire sheet must be ordered. See Section 4, Chapter 1, Parts Identification & Location, Page 57. Items 13 & 15 are secured to Item 1 @ Top by: #4-40 Nylon Stop Nut (Qty. 1 Left Side Only) (240-5303-00) 6HF'UDZLQJV 7DNH1RWH * An asterisk (*) indicates item(s) are not noted in the pictorials. 6FRRS .LFNHU $VVHPEO\ ,WHPV 47< 63, 3$57 1º 1º ,1',9,'8$/ 3$57 1$0( 1 2 Scoop Weldment Mounting Assy. Coil Retaining Bracket 1 1 515-7165-00 535-5203-03 Item 2 is secured by: #8-32 X 1/4" PPH MS (Sems) Zinc (Qty. 2) (232-5300-00) 3 Coil, 23-800 1 090-5001-00B ORDERING ABOVE (ITEM 3) COIL PART Nº WILL INCLUDE: — Diode, 1N4004 (positioned at top) 1 112-5003-00 4 Coil Sleeve 1 545-5076-01 5 Spring Washer (17/32" ID X 3/4" X 1") 1 269-5002-00 6 Plunger Assembly 1 515-5000-02 7 Compression (Relay) Spring 1 266-5020-00 8 Micro Switch 1 180-5183-00 9 Switch Body Protect Plate 1 535-6539-00 Items 8 & 9 are secured to Item 1A by: #2-56 X 1/2" HWH Ser UNS #4HD TR3 BO (Qty. 2) (237-5937-02) and #2-56 Hex Nut (Qty. 2) (240-5301-00) 10 11 Switch Diode, 1N4001 Rubber Bumper (Grommet) 1 1 Scoop (Kicker) Assembly (500-6491-00) is secured under the playfield by: #8-32 X 1/2" SHWH AB (Zinc) (Qty. 4) (234-5101-00) 112-5001-00 545-5105-00 ?????????????????????????????????????????????????? 2372 %UDFNHW 3(0 ,QGLYLGXDO3DUWV2QO\ ,WHPV 1º ,1',9,'8$/ 3$57 1$0( 6HF'UDZLQJV 1 2 3 OPTO Mounting Bracket (w/Pems) OPTO Transmitter (TRANS) Board OPTO Receiver (REC) Board 47< 63, 3$57 1º 1 1 1 535-8869-00 520-5082-00 520-5083-01 Items 2 & 3 are secured by: #4-40 X 5/8" HWH (Serr) Zinc (Qty. 2/per) (237-5945-00) OPTO Bracket is secured under the playfield by: #8-32 X 1/2" SHWH AB (Zinc) (Qty. 2) (234-5101-00) 7DNH1RWH For a break-down of parts on the OPTO Boards (520-5082-00 & 520-5083-01), see Section 5, Chapter 4, Playfield Sw. OPTO "Long-Hop" Boards Component Layout & Parts, Page 131. 6HFWLRQ&KDSWHU 'UDZLQJV0DMRU$VVHPEOLHV 5DPSV 7LPH0DFKLQH,QGLYLGXDO3DUWV2QO\ ,WHPV 1º ,1',9,'8$/ 3$57 1$0( 1 Magnet Coil Support Bracket 47< 63, 3$57 1º 1 535-8783-00 Item 1 is secured below through the top of the playfield by: #8-32 Nylon Stop Nut (Qty. 3) (240-5102-00) and #8 Washer (Qty. 3) (242-5005-00) 2 Magnet Bushing 3 4 Magnet Coil, 20 X 480 (14" Leads) Disc Weldment 1 545-5966-00 1 1 090-5064-02 515-7142-00 Item 2 is secured to Item 1 by: #6-32 X 3/8" PPH MS (Sems) Zinc (Qty. 2) (232-5201-00) Item 4 is secured through Item 6 (bottom) by: Retaining Ring, 1/4" ø Shaft (Qty. 1) (270-5002-00) and Washer 1/4" I.D. X 7/16" O.D. X 1/32" Thk. (Qty.1) (242-5012-00) 5 Gear (Upper) 303 Stainless 6 Bearing Bracket Assembly 7 Motor Bracket (with Pem Studs) 1 530-5576-01 1 515-7147-00 1 535-8777-00 Item 5 is secured by: #6-32 X 1/4" Soc. Head Cap Screw (Zinc) (Qty. 4) (237-6063-00) Item 6 is secured to the Back Panel by: #6-32 X 3/4" HWH Swage (Ser) Zinc (Qty. 3) (237-5976-05) Item 7 is secured above through the bottom of the playfield by: #8-32 Nylon Stop Nut (Wht) (Qty. 3) (240-5102-00) and #8 Washer (Qty. 3) (242-5005-00) 8 Motor Assembly 1 515-7141-00 ORDERING ABOVE (ITEM 8) ASSEMBLY PART Nº WILL INCLUDE: 8A Motor 24v AC 50/60Hz 20RPM CCW 1 041-5079-00 1 8B* 1X2 .093" Conn. Male 03-09-2022 045-5004-02 1 8C* Capacitor, Tecate .1 MFD 500v Disc 130-5000-00 ( used to elimnate Line Noise ) 1 8D* Neon Bulb (NE-2) 165-5021-00 ( used for Spike Suppression ) $ 7DNH1RWH 9 Gear (Lower) 303 Stainless 10 11 Drive Belt (Drive Pins = 120) Disc Decal (Time Machine) 1 530-5575-01 1 1 545-5967-01 820-6280-00 * Item 9 is secured by: Retaining Ring, 1/4" ø Shaft (Qty. 1) (270-5002-00) and #6-32 X 3/8" Cap Screw (Zinc) (Qty. 1) (237-5944-00) An asterisk (*) indicates item(s) are not noted in the pictorials. The Magnet Coil Diode, 1N4004, is not located on this assembly (nor included); it’s located on a Terminal Strip under the playfield. See Section 5, Chapter 2, Playfield Terminal Strips..., Page 95. ?????????????????????????????????????????????????? 7LPH0DFKLQH5DPS,QGLYLGXDO3DUWV2QO\ ,WHPV 7DNH1RWH % & $ * An asterisk (*) indicates item(s) are not noted in the pictorials. ® "R" indicates item has a riveted-on part, if removing/adding rivets is not an option, order the entire ® Sub-Assembly. 1º ,1',9,'8$/ 3$57 1$0( 1® Ramp Riveted Assembly 47< 63, 3$57 1º 1 515-7200-00 ORDERING ABOVE ® RIVETED ASSY. PART Nº WILL INCLUDE: 535-8780-00 1 1A Ramp (Plain No Parts) 535-8778-00 1 1B Ramp Flap (secured to 1A by 1D) 535-7319-05 1C Switch Bracket (secured to 1A by 1E) 1 249-5001-00 2 1D* Rivet, 1/8" ø X 3/16" Lg. 249-5009-00 2 1E* Rivet, 1/8" ø X 5/32" Lg. 6HFWLRQ&KDSWHU 'UDZLQJV0DMRU$VVHPEOLHV 5DPSV Item 1 is secured to above the playfield by: #4 X 5/8" PFH (Black) (Qty. 2) (237-5833-00) 2 3 Micro Switch Switch Body Protect Plate 4* Switch Diode, 1N4001 1 1 180-5057-00 535-6539-00 1 112-5001-00 Items 2 & 3 are secured to Item 1C by: #2-56 X 1/2" HWH (Ser) (Qty. 2) (237-5937-02) 6HF'UDZLQJV Item 8 is secured to Item 7 by: #8-32 X 3/8" HWH Swage (Ser) Zinc (Qty. 4) (237-5975-00) /DVHU%HDP$VVHPEO\ ,WHPV 3DUWV7DEOH 6SHFLDO1RWHRQGLVDVVHPEO\SURFHGXUHVIRUFKDQJLQJWKHFRLORQWKHQH[WSDJH See Note 4 on the next page. See Note 3 on the next page. See Note 3 on the next page. See Note 1 on the next page. See Note 1 on the next page. See Note 2 on the next page. See Note 3 on the next page. $VVHPEOHG 7RS5HDU 9LHZ See securing hardware under Item 2 and See Note 3 on the next page. 6HF'UDZLQJV See Note 2 on the next page. See Note 2 on the next page. See securing hardware under Item 27 Qty. 2 See Note 3 on the next page. See Note 4 on the next page. See Note 3 on the next page. See Note 3 on the next page. See securing hardware under Item 27 See Note 1 on the next page. $VVHPEOHG 7RS)URQW 9LHZ 6HFWLRQ&KDSWHU 'UDZLQJV0DMRU$VVHPEOLHV 5DPSV 6SHFLDO1RWHRQGLVDVVHPEO\SURFHGXUHVIRUFKDQJLQJWKHFRLO /DVHU%HDP'UDZLQJ9LHZVRQSUHYLRXVSDJH Use the drawings on the previous page as a guide referencing the Items ( ) to change the coil, if necessary. Step 1: Remove... Note 1: When reassembling, ensure Item 20, Washer, is installed in front of Item 21, Clear Plastics (Qty. 2). Note 2: When reassembling, ensure Item 18, Coil Sleeve, is installed such that the flange end touches the rearward side of Item 22, Shoulder Pin. Note 3: Apply Loctite 243 to thread contact regions of the securing hardware of Item 2, Motor Assembly; Item 11, Switch Plate; Item 13, Cam Plate Assembly; and, Item 25, 1 " x 1/2" Post Spacer. / Note 4: Apply Lubriplate #105 Grease (or eqv.) to Spring mounting region of Item 13, Cam Plate Assy.. 7DNH1RWH * An asterisk (*) indicates item(s) are not noted in the pictorials. ORDERING ABOVE (ITEM 2) ASSEMBLY PART Nº WILL INCLUDE: 041-5081-00 2A Motor 24v AC 50/60Hz 4W 10RPM B/D 1 1 045-5004-02 2B* 1X2 .093" Conn. Male 03-09-2022 2C* Capacitor, Tecate .1 MFD 500v Disc 1 130-5000-00 ( used to elimnate Line Noise ) 2D* Neon Bulb (NE-2) 1 165-5021-00 ( used for Spike Suppression ) Item 2 is secured to Item 1 by: #6-32 X 1/2" PPH MS (Zinc) TF T-23 (Qty. 2) (237-5842-00) 3 4 1" x 1/2" Post Spacer White Nylon 1/4" Clamp (Double) 5 1/2" Clamp (Single) 6 7 8 Micro Switch (Roller Actuator, Lite-Force) Switch Protector Fiche Paper Switch Body Protect Plate 9 10 11 Micro Switch (Rollover) Micro Switch (Roller Actuator, Lite-Force) Switch Plate 1 1 530-5590-00 040-5000-23 1 040-5000-06 1 1 2 180-5119-02 545-5633-00 535-6539-00 Items 3-4 are secured to Item 1 by: #8 Washer (Qty. 1) (242-5005-00) and #8-32 X 1 " HWH MS (Ser) Zinc (Qty. 1) (237-5946-00) Item 5 is secured to Item 1 by: #8 Washer (Qty. 1) (242-5005-00) and #8-32 X 3/8" HWH MS Type C (Qty. 1) (237-5903-00) Items 6-8 are secured to Item 1 by: #2-56 X 1/2" HWH (Ser) UNS #4HD TR3 BO (Qty. 2) (237-5937-02) 1 1 1 180-5181-00 180-5119-02 535-8861-00 3 112-5001-00 Items 9-11 are secured to Item 1 by: #2-56 X 3/4" PPH Zinc (Qty. 2) (237-6064-00) 12* Diode, 1N4001 6HFWLRQ&KDSWHU 'UDZLQJV0DMRU$VVHPEOLHV 5DPSV 13A 13B Cam Plate Shoulder Pin 1 1 535-8860-00 530-5586-00 Item 13 is secured by: #6-32 X 3/8" PFH MS (Zinc) (Qty. 1) (237-5850-00) Deflector Pad (Rubber Bumper) 1 545-5428-00 Mounting Pad Black Self-Adhesive 1 040-5002-01 Kicker (Turret) Platform 1 535-8858-00 Coil, 24-940 (Lugless) 1 090-5002-10 ORDERING ABOVE (ITEM 17) COIL PART Nº WILL INCLUDE: — Diode, 1N4004 (positioned at top) 1 112-5003-00 18 Coil Sleeve with Extension 1 545-5847-00 19 Plunger w/Nylon Rod Extension Assy. 1 515-7157-00 20 Washer (Brass) 11/32" ID X 1-5/16" OD X .089" 1 535-8862-00 21 Clear Plastic (Buty.) -006, -008 or -009 2 830-5984-006 14 15 16 17 Item 21 Replacement Note: Items may be marked with 3 different numbers but are identical. 22 23 24 25 Shoulder Pin (Single Groove, Wht. Nylon) Link Spring (Return) 1 " x 1/2" Post Spacer White Nylon 26 1/2" Clamp (Single) / 1 1 1 530-5589-00 535-8863-00 265-5061-00 530-5591-00 Item 25 is secured by: #8-32 X 1 " PFH MS (Zinc) (Qty. 1) (237-5953-00) 1 040-5000-06 Item 26 is secured by: Curled end placed around Item 19, Plunger Assembly. Laser Beam Assembly (500-6483-00) is secured above the playfield by: #8-32 X 1/2" SHWH AB (Zinc) (Qty. 5) (234-5101-00) 6HF'UDZLQJV SPI Part Number: 502-6001-00 to receive Items 3, 7, 11, 15, 20, 21, 22 & 25 (highlighted Use below in 33) which cannot be ordered separately. They will all be included (with quantities stated) in the Laser Beam Misc. Parts Pkg. If the individual part number(s) is given, you will receive all items referenced. 47< 63, 3$57 1º 1º ,1',9,'8$/ 3$57 1$0( 47< 63, 3$57 1º 1º ,1',9,'8$/ 3$57 1$0( 1 Motor Platform 1 535-8859-00 13 Cam Plate Assembly 1 515-7158-00 1 515-7171-00 ORDERING ABOVE (ITEM 13) COIL PART Nº WILL INCLUDE: 2 Motor Assembly 7RLOHW$VVHPEO\,QGLYLGXDO3DUWV2QO\ ,WHPV See securing hardware under Item 5 6HF'UDZLQJV 1º ,1',9,'8$/ 3$57 1$0( 1 Deflector Bracket 2 3 Toilet Lid Reservoir Tank 47< 63, 3$57 1º 1 535-8872-00 1 1 545-5985-00 545-5986-00 Item 1 is secured below the playfield by: #6-32 X 1" HH MS (Zinc) (Qty. 2) (237-5881-00) Items 2 & 3 are secured to Item 1 by: #6-32 X 3/8" PFH MS (Zinc) (Qty. 2) (237-5850-00) 4 Trap Bracket 1 47< 63, 3$57 1º 1º ,1',9,'8$/ 3$57 1$0( 5 Toilet Seat 6 Fat Bastard Figurine 1 535-8871-00 1 880-5050-01 Item 5 is secured above the playfield by: 1 " X 5/16" Hex Spacer #6-32 Tap (Qty. 3) (254-5018-09) and #6-32 X 3/8" PFH MS (Zinc) (Qty. 3) (237-5850-00). Item 5 is also secured below the playfield by: #6-32 X 3/8" PFH (Zinc) (Qty. 3) (237-6021-0) Item 6 is secured below the playfield by: #6 X 1 " PFH A (Zinc) (Qty. 2) (237-5804-00) 535-9009-00 ?????????????????????????????????????????????????? 7RLOHW5DPS,QGLYLGXDO3DUW2QO\ ,WHP 7DNH1RWH * An asterisk (*) indicates item(s) are not noted in the pictorials. ® "R" indicates item has a riveted-on part, if removing/adding rivets is not an option, order the entire ® Sub-Assembly. % $ 1º ,1',9,'8$/ 3$57 1$0( 1® Ramp Riveted Assembly 47< 63, 3$57 1º 1 500-6503-00 ORDERING ABOVE ® RIVETED ASSY. PART Nº WILL INCLUDE: 1A Ramp (Plain No Parts) 1 535-8905-00 1B Ramp Flap (secured to 1A by 1C) 1 535-8778-00 1C* Rivet, 1/8" ø X 5/32" Lg. 2 249-5009-00 Item 1 is secured above the playfield by: #4 X 5/8" PFH (Black) (Qty. 2) (237-5833-00) 6HFWLRQ&KDSWHU 'UDZLQJV0DMRU$VVHPEOLHV 5DPSV % 6SLQL0H,QGLYLGXDO3DUWV2QO\ ,WHPV $VVHPEOHG7RS9LHZ Item 5 is Not Shown secured to this Top View of Item 3 for clarity. ' See securing hardware under Item 3 See securing hardware under Item 5. Note: Arms should be glued into position as shown in photo. See securing hardware under Item 3 6HF'UDZLQJV 7DNH1RWH * An asterisk (*) indicates item(s) are not noted in the pictorials. For a break-down of parts of Item 2, OPTO Board (515-7212-00), see Section 5, Chapter 4, Pulse-Stretcher OPTO PC Board Schematic, Component Layout & Parts, Page 130. 1º ,1',9,'8$/ 3$57 1$0( 1 Spinner Support Bracket - Left 47< 63, 3$57 1º 1 535-8775-00 Item 1 is secured above the playfield by: #8-32 X 1/2" SHWH AB (Zinc) (Qty. 4) (234-5101-00) Pulse-Stretcher OPTO PC Bd. Assy. 1 515-7212-00 ORDERING ABOVE (ITEM 2) ASSEMBLY PART Nº WILL INCLUDE: 2A Pulse-Stretcher OPTO PC Board 1 520-5212-00 2B* Soldered Cable Harness 1 See Take Note 2 Item 2 is secured to Item 1 by: #6-32 X 1/2" PPH (Qty. 2) (232-5202-00) and 1/8" X 3/8" Spacer Gray (Qty. 2) (254-5000-19) 3 Shaft 4 Spinner Support Bracket - Right 1 530-5572-00 1 535-8776-00 Item 3 is secured by: Retaining Ring, 1/4" ø Shaft (Qty. 5) (270-5002-00) Item 4 is secured below the playfield by: #8-32 X 1/2" SHWH AB (Zinc) (Qty. 3) (234-5101-00) 6HFWLRQ&KDSWHU 'UDZLQJV0DMRU$VVHPEOLHV 5DPSV ® "R" indicates item has a riveted-on part, if removing/adding rivets is not an option, order the entire ® Sub-Assembly. 1º ,1',9,'8$/ 3$57 1$0( 5 Mini-Me Figurine 47< 63, 3$57 1º 1 880-5049-01 Item 5 is secured to Item 3 by: #5 X7/8" PRH AB Zinc (Qty. 1) (237-5826-00) 6® Cam Assembly 1 515-7140-00 ORDERING ABOVE ® RIVETED ASSY. PART Nº WILL INCLUDE: 6A Cam Plate/Hub Sub-Assy. 1 515-7139-00 6B Flag Bracket (secured to 6A by 6C) 1 535-8774-00 6C* Rivet, 1/8" ø X 3/16" Lg. 2 249-5001-00 6D Counter Weight (secured to 6A by 6E) 1 535-9011-00 6E* #4-40 X 3/16" PFH MS (Zinc) 1 237-6087-00 7 Screened Plastic (Butyrate) -29 1 830-5982-29 Item 7 is secured to Item 6 by: Spacer .093" (Qty. 1) (254-5029-01), #4-40 X 1/2" PPH MS (Sems) Zinc (Qty. 1) (237-5813-00) and #4-40 Nylon Stop Nut (Qty. 1) (240-5303-00) Special Ordering note on Item 7: The individual piece may not be available in which case the entire sheet must be ordered. See Sec. 4, Chp. 1, Parts Identification & Location, Pg. 57. /HIW3ODVWLF5DPS,QGLYLGXDO3DUWV2QO\ ,WHPV 'UDZLQJFRQWLQXHV 3DUWV7DEOHRQWKHQH[WSDJH & * ) % 9 ' % $ 9 $ 8 $ % ( 89 )RU KRZ WKLV 5DPS LV 6HFXUHG WR WKH 3OD\ILHOG VHH WKH 6HFXULQJ +DUGZDUH DW WKH ERW WRP RI WKH QH[W SDJH $VVHPEOHG7RS9LHZ 6HF'UDZLQJV Views of "Austin Powers (Page 74)", "Fat Bastard (Page 82)" & "Mini-Me (Page 83)" Figurines may differ than actual part on your game. 6HFWLRQ&KDSWHU 'UDZLQJV0DMRU$VVHPEOLHV 5DPSV /HIW3ODVWLF5DPS,QGLYLGXDO3DUWV2QO\ ,WHPV &RQWLQXHG 'UDZLQJFRQWLQXHVRQWKHSUHYLRXVSDJH & % 89 $ )RU KRZ WKLV 5DPS LV 6HFXUHG WR WKH 3OD\ILHOG VHH WKH 6HFXULQJ +DUGZDUH # WKH ERWWRP RI WKLV SDJH & $ & & 9 % $ 8 & % 7DNH1RWH * An asterisk (*) indicates item(s) are not noted in the pictorials. 1º ,1',9,'8$/ 3$57 1$0( 1® Left Plastic Ramp Riveted Assembly 47< 63, 3$57 1º 1 515-7154-01 ORDERING ABOVE® RIVETED ASSY. PART Nº WILL INCLUDE: 1A Ramp (Plain No Parts) 1 545-5978-01 1B Ramp Flap (secured to 1A by 1D/1E) 1 535-8841-00 1C #555 Wedge Base Offset Socket 2 077-5029-00 (secured to 1A by 1D) 1D* Rivet, 1/8" ø X 3/16" Lg. 4 249-5001-00 1E* #6 Lock Washer (Riveting) 2 246-5000-00 2 #906 Wedge Base Bulb (Clear) 2 165-5004-00 1 550-5030-06 3 Mini-Mars Light Cvr. (Snap-In) Yellow 4 Mini-Mars Light Cover (Snap-In) Blue 1 550-5030-05 5 Gate (Roll-Under) Assembly 1 515-6556-02 ORDERING ABOVE (ITEM 5) SUB-ASSY. PART Nº WILL INCLUDE: 5A Gate Bracket 1 535-7756-02 5B Wire Form (on above item) 1 535-7755-02 5C Micro Switch (for Roll-Under Gate) 1 180-5087-00 1 5D* Switch Body Protect Plate 535-6539-00 5E* Diode, 1N4001 1 112-5001-00 Ser UNS #4HD TR3 BO 2 5F* #2-56 X 1/2" HWH 237-5937-02 6 Gate (Roll-Under) Assembly 1 515-6556-04 ORDERING ABOVE (ITEM 6) SUB-ASSY. PART Nº WILL INCLUDE: 535-7756-01 1 6A Gate Bracket 535-7755-02 1 6B Wire Form (on above item) 180-5087-00 1 6C Micro Switch (for Roll-Under Gate) 535-6539-00 1 6D* Switch Body Protect Plate 112-5001-00 1 6E* Diode, 1N4001 237-5937-02 6F* #2-56 X 1/2" HWH Ser UNS #4HD TR3 BO 2 Items 5 & 6 are secured to Item 1A by: #6-32 X 3/8" PPH MS (Sems) Zinc (Qty. 2/per) (232-5201-00) and #6-32 Nylon Stop Nut (Qty. 2/per) (240-5005-00) 6HFWLRQ&KDSWHU 'UDZLQJV0DMRU$VVHPEOLHV 5DPSV 1º 7 Magnet Support Bracket ,1',9,'8$/ 3$57 1$0( 8 Mini-Coil, 29-1000 9 Clear Plastic (Butyrate) -011 10 11 12 Deflector Pad (Rubber Bumper) Decal -26 (from Decal Sheet Set) Lower Decal -27 (from Decal Sheet Set) 47< 63, 3$57 1º 1 535-7994-00 Item 7 is secured to Item 1A by: #6-32 X 3/8" HWH Swage (Ser) Zinc (Qty. 2) (237-5976-02) and #6 Washer (Qty. 2) (242-5001-00) 1 090-5059-00 1 830-5984-011 1 1 1 545-5428-00 820-6284-26 820-6284-27 Item 8 is secured to Item 7 by: #8-32 X 3/8" PPH MS (Sems) Zinc (Qty. 1) (232-5301-00) Item 9 is secured to Item 1A by: #6 X 3/4" PPH (Zinc) (Qty. 3) (232-5003-00) and 3/8" X 3/8" Spacer Gray (Qty. 3) (254-5000-12) Special Ordering note on Item 9: The individual piece may not be available in which case the entire sheet must be ordered. See Section 4, Chapter 1, Parts Identification & Location, Page 57. Items 11/12 are adhered to the top of Item 1A. Special Ordering note on Items 11/12: The individual piece may not be available in which case the entire sheet must be ordered. See Section 4, Chapter 1, Parts Identification & Location, Page 57. Decal Left Ramp (from Decal Sheet Set) Item 13 is adhered to the bottom of Item 1A. Special Ordering note on Item 13: The individual piece may not be available in which case the entire sheet must be ordered. See Section 4, Chapter 1, Parts Identification & Location, Page 57. 13 89 89 89 9 8 9 9 1 820-6293-02 Left Plastic Ramp is secured above the playfield by: #6-32 X 3/8" PPH MS (Sems) Zinc (Qty. 2) (232-5201-00) A #6 Washer (Qty. 3) (242-5001-00) B #4 X 5/8" PFH (Black) (Qty. 2) (237-5833-00) C 1-3/4" X 1/4" Hex Spacer #6-32 Tap (Qty. 1) (254-5008-10) D 1-1/2" X 1/4" Hex Spacer #6-32 Tap (Qty. 1) (254-5008-09) E #6 X 1 " PPH Zinc (Qty. 1) (232-5007-00) F 1" X 3/8" Spacer Gray (Qty. 1) (254-5000-04) G Note: Item D 9 is mounted on a Ramp Mounting Bracket (515-6508-00) on the wood rail. 6HF'UDZLQJV ® "R" indicates item has a riveted-on part, if removing/adding rivets is not an option, order the entire ® Sub-Assembly. 5LJKW3ODVWLF5DPS,QGLYLGXDO3DUWV2QO\ ,WHPV 89 'UDZLQJFRQWLQXHVRQWKHQH[WSDJH ' % $ 9 )RU KRZ WKLV 5DPS LV 6HFXUHG WR WKH 3OD\ILHOG VHH WKH 6HFXULQJ +DUGZDUH # WKH ERWWRP RI WKLV SDJH % & 9 8 & $ % 7DNH1RWH 8 $ % ( $ & * An asterisk (*) indicates item(s) are not noted in the pictorials. 6HF'UDZLQJV ® "R" indicates item has a riveted-on part, if removing/adding rivets is not an option, order the entire ® Sub-Assembly. 47< 63, 3$57 1º 1º ,1',9,'8$/ 3$57 1$0( 1® Right Plastic Ramp Riveted Assembly 1 515-7155-00 ORDERING ABOVE ® RIVETED ASSY. PART Nº WILL INCLUDE: 545-5979-00 1 1A Ramp (Plain No Parts) 535-8840-00 1B Ramp Flap (secured to 1A by 1D/1E) 1 077-5029-00 2 1C #555 Wedge Base Offset Socket (secured to 1A by 1D) 249-5001-00 4 1D* Rivet, 1/8" ø X 3/16" Lg. 246-5000-00 2 1E* #6 Lock Washer (Riveting) 2 #906 Wedge Base Bulb (Clear) 2 165-5004-00 3 #555 Wedge Base Socket Laydown 1 077-5026-01 Item 3 is secured to Item 1A by: 1" X 3/8" Spacer Gray (Qty. 1) (254-5000-04), #6-32 X 1 " PPH MS Zinc (Qty. 1) (237-5510-00) and #6-32 Nylon Stop Nut (Qty. 1) (240-5010-00) Item 3 Special Note: Location may differ than that of the drawings. It can be positioned in front of Item 9, same side. All securing hardware referenced is correct. 4 #555 Wedge Base Bulb (Clear) 1 165-5002-00 5 Mini-Mars Light Cvr. (Snap-In) Orange 1 550-5030-07 6 Mini-Mars Light Cvr. (Snap-In) Green 1 550-5030-04 7 Light Reflector (Silver Plastic) 1 545-5409-01 2 515-6556-04 8 Gate (Roll-Under) Assembly ORDERING ABOVE (ITEM 8) SUB-ASSY. PART Nº WILL INCLUDE: 535-7756-01 1 8A Gate Bracket 535-7755-02 1 8B Wire Form (on above item) 1 180-5087-00 8C Micro Switch (for Roll-Under Gate) 1 535-6539-00 8D* Switch Body Protect Plate 8E* Diode, 1N4001 1 112-5001-00 237-5937-02 8F* #2-56 X 1/2" HWH Ser UNS #4HD TR3 BO 2 Item 8 is secured to Item 1A by: #6-32 X 3/8" PPH MS (Sems) Zinc (Qty. 2/per) (232-5201-00) and #6-32 Nylon Stop Nut (Qty. 2/per) (240-5005-00) 1º 9 ,1',9,'8$/ 3$57 1$0( 10 Clear Plastic (Butyrate) -012 11 12A 12B 13 Deflector Pad (Rubber Bumper) Decal -25 (from Decal Sheet Set) Lwr. Top Decal -25A (from Decal Sheet Set) Lower Decal -28 (from Decal Sheet Set) Ramp Protector Bracket 47< 63, 3$57 1º 2 535-6707-00 Item 9 is secured to Item 1A by: #6-32 X 3/8" PPH MS (Sems) Zinc (Qty. 2/per) (232-5201-00) and #6-32 Nylon Stop Nut (Qty. 2/per) (240-5010-00) 1 830-5984-012 1 1 1 1 545-5428-00 820-6284-25 820-6284-25A 820-6284-28 Item 10 is secured to Item 1A by: #6 X 3/4" PPH (Zinc) (Qty. 3) (232-5003-00) and 3/8" X 3/8" Spacer Gray (Qty. 3) (254-5000-12) Special Ordering note on Item 10: The individual piece may not be available in which case the entire sheet must be ordered. See Section 4, Chapter 1, Parts Identification & Location, Page 57. Items 12/13 are adhered to the top of Item 1A. Special Ordering note on Items 12/13: The individual piece may not be available in which case the entire sheet must be ordered. See Section 4, Chapter 1, Parts Identification & Location, Page 57. Decal Right Ramp (from Decal Sheet Set) Item 14 is adhered to the bottom of Item 1A. Special Ordering note on Item 14: The individual piece may not be available in which case the entire sheet must be ordered. See Section 4, Chapter 1, Parts Identification & Location, Page 57. Right Plastic Ramp is secured above the playfield by: #6-32 X 3/8" PPH MS (Sems) Zinc (Qty. 2) (232-5201-00) A #6 Washer (Qty. 2) (242-5001-00) B #4 X 5/8" PFH (Black) (Qty. 2) (237-5833-00) C 1-3/4" X 1/4" Hex Spacer #6-32 Tap (Qty. 1) (254-5008-10) D 2-1/2" X 1/4" Hex Spacer #6-32 Tap (Qty. 1) (254-5008-16) E 14 1 820-6293-01 89 89 89 9 8 9 Right Plastic Ramp is secured onto the Back Panel by: #4 X 5/8" PFH (Black) (Qty. 1) (237-5833-00) C Note: Item E 9 is mounted on a Ramp Mounting Bracket (515-6508-00) on the wood rail. 6HFWLRQ&KDSWHU 'UDZLQJV0DMRU$VVHPEOLHV 5DPSV 5LJKW3ODVWLF5DPS,QGLYLGXDO3DUWV2QO\ ,WHPV &RQWLQXHG 89 )RU KRZ 'UDZLQJFRQWLQXHV 3DUWV7DEOHRQWKHSUHYLRXVSDJH WKLV 5DPS LV 6HFXUHG WR WKH 3OD\ILHOG VHH WKH 6HFXULQJ +DUGZDUH # WKH ERWWRP RI SUHY SDJH & 9 % % & 9 8 & & $ & Qty. 2 Qty. 2 $ 6HF'UDZLQJV $VVHPEOHG7RS9LHZ Views of "Austin Powers (Page 74)", "Fat Bastard (Page 82)" & "Mini-Me (Page 83)" Figurines may differ than actual part on your game. 6HFWLRQ&KDSWHU 'UDZLQJV0DMRU$VVHPEOLHV 5DPSV ????????????????8.21/<237,21$/ %DOO'HIOHFWRU RYHU/W 5W2XWODQHV $VV\ 4W\ ,WHPV 1º ,1',9,'8$/ 3$57 1$0( 1 2 Ball Deflector Coil Mounting Bracket Coil Retaining Bracket 47< 63, 3$57 1º 1 1 535-6857-02 535-5203-03 Item 2 is secured by: #8-32 X 1/4" PPH MS (Sems) Zinc (Qty. 2) (232-5300-00) 7RS 9LHZ 3 Coil, 26-1200 1 090-5044-00T ORDERING ABOVE (ITEM 3) COIL PART Nº WILL INCLUDE: — Diode, 1N4004 (positioned at top) 1 112-5003-00 4 Coil Sleeve (Short) (Formost #10-7077) 1 545-5076-01 5 Spring Washer (17/32" ID X 3/4" X 1") 1 269-5002-00 6 Solid Plunger Assembly 1 515-6858-00 1 266-5022-01 7 Compression (Relay) Spring 8 #10-32 Adj. Spindle Stop w/Rubber Tip 1 280-5014-00 Item 8 is secured by: #10-32 Keps Nut (Qty. 1) (240-5208-00) Ball Deflector Assembly (500-5788-02) is secured under the playfield by: #8-32 X 1/2" SHWH AB (Zinc) (Qty. 4) (234-5101-00) ????????????????8.21/<237,21$/ 8S'RZQ3RVW$VVHPEO\ ,WHPV 1º ,1',9,'8$/ 3$57 1$0( Up/Down Post Coil Mounting Bracket Adjustment Spindle Stop Bracket Coil Retaining Bracket 47< 63, 3$57 1º 1 1 2 $ 515-6840-00 535-8303-00 535-7356-00 Items 2 & 3 are secured by: #8-32 X 3/8" Swage (Serr) Zinc (Qty. 2/per) (237-5975-00) 4 Coil, 23-1100 (ORG) 1 090-5030-00T ORDERING ABOVE (ITEM 4) COIL PART Nº WILL INCLUDE: — Diode, 1N4004 (positioned at top) 1 112-5003-00 5 Coil Sleeve (with extension) 1 545-5847-00 6 Spring Washer, 17/32" ID X 3/4" X 1" 1 269-5002-00 7 Plunger & Shaft Assembly 1 515-6844-00 ORDERING ABOVE (ITEM 7) SUB-ASSY. PART Nº WILL INCLUDE: 1 7A Ball Bumper Plastic (Top) Red 550-5029-02 251-5002-00 1 7B* Roll Pin, 3/32" ø X 1/2" Long 270-5002-00 7C* Retaining Ring, 1/4" ø Shaft 1 7D Plunger & Shaft Sub-Assembly 515-6841-00 1 530-5511-00 1 7E Plunger Head 232-5401-00 1 7F #10-32 X 3/8" PPH MS (Sems) Zinc 8 Compression (Relay) Spring 1 266-5022-01 9 #10-32 Adj. Spindle Stop w/Rubber Tip 1 280-5014-00 Item 9 is secured by: #10-32 Keps Nut (Qty. 1) (240-5208-00) Up/Down Post Assembly (500-6293-00) is secured under the playfield by: #8-32 X 1/2" SHWH AB (Zinc) (Qty. 6) (234-5101-00) ' 6HF'UDZLQJV 1 2 3 ' 7DNH1RWH * An asterisk (*) indicates item(s) are not noted in the pictorials. 1. Item 7D, part of Item 7, Plunger & Shaft Sub-Assembly, is 1 piece and cannot be ordered separated. ( ) 6HFWLRQ&KDSWHU 'UDZLQJV0DMRU$VVHPEOLHV 5DPSV 6HFWLRQ 6FKHPDWLFV 7URXEOHVKRRWLQJ 7DEOHRI&RQWHQWV &2,/6'(7$,/('&+$577$%/( •&KDSWHU%DFNER[:LULQJ %DFNER[,23RZHU'ULYHU%RDUG'HWDLOHG:LULQJ'LDJUDP %DFNER[%RDUG/D\RXW:LULQJ'LDJUDP •&KDSWHU3OD\ILHOG:LULQJ *HQHUDO,OOXPLQDWLRQ&LUFXLW'HWDLOHG:LULQJ'LDJUDP 3OD\ILHOG6ZLWFK:LULQJ'LDJUDP 3OD\ILHOG/DPS:LULQJ'LDJUDP 3OD\ILHOG7HUPLQDO6WULSV)XVHV 0LVF:LULQJ'HVFULSWLRQV /RFDWLRQV )OLSSHU&LUFXLW:LULQJ'LDJUDP •&KDSWHU&DELQHW:LULQJ 7UDQVIRUPHU3RZHU:LULQJ'LDJUDP &DELQHW&RLQ'RRU:LULQJ'LDJUDP 7URXJK8S.LFNHU'XDO2372%RDUGV 7KHRU\RI2SHUDWLRQ 6FKHPDWLF&RPSRQHQW/D\RXW 3DUWV 23727URXEOHVKRRWLQJ 7RS 7URXJK'XDO2372%RDUGV$OLJQPHQW7HVWVIRU/(' /(' 'RW0DWUL['LVSOD\'LVSOD\&RQWUROOHU%G&RPELQHG'LVSOD\&RQQHFWLRQV 'LVSOD\3RZHU6XSSO\%RDUG6FKHPDWLF&RPSRQHQW/D\RXW 3DUWV 'LVSOD\&RQWUROOHU%RDUG6FKHPDWLF 'LVSOD\&RQWUROOHU%RDUG&RPSRQHQW/D\RXW 3DUWV ,23RZHU'ULYHU%RDUG7KHRU\RI2SHUDWLRQ ,23RZHU'ULYHU%RDUG6FKHPDWLF 6KHHW RI 6KHHW RI 6KHHW RI 6KHHW RI 6KHHW RI ,23RZHU'ULYHU%RDUG&RPSRQHQW/D\RXW ,23RZHU'ULYHU%RDUG3DUWV &386RXQG%RDUG7KHRU\RI2SHUDWLRQ &386RXQG%RDUG6FKHPDWLF 6KHHW RI 6KHHW RI 6KHHW RI &386RXQG%RDUG&RPSRQHQW/D\RXW &386RXQG%RDUG3DUWV 3XOVH6WUHWFKHU23723&%RDUG 6FKHPDWLF&RPSRQHQW/D\RXW 3DUWV 3OD\ILHOG6Z2372/RQJ+RS%RDUGV 7KHRU\RI2SHUDWLRQ 6FKHPDWLF&RPSRQHQW/D\RXW 3DUWV 6ROHQRLG([SDQGHU3&%RDUG 6FKHPDWLF 8.2QO\ &RPSRQHQW/D\RXW 3DUWV 6HFWLRQ 6FKHPDWLFV 7URXEOHVKRRWLQJ 6HF6FKHPDWLFV Visit www.SternPinball.com/schematics.htm for the latest 11" X 17" Schematics (or "Split 8-1/2" X 11") for the Display Power Supply, Display Controller, I/O Power Driver & CPU/Sound Boards (White Star™ System Only). Along with the schematics you’ll find the component layout and theory of operation. Keep visiting as these files are continuously improved with more "search" links in the documents. The files are in PDF Format (Adobe® Reader required). They may be slow to open in the website only, but once on your harddrive they’ll open fast. Inside the schematics you can utilize internal links where addresses may direct you to another sheet in the schematic set (further instructions within documents). To "download" once open, in your browser click "File" "Send" "Page by eMail". It will be sent to your eMail Address, where there you can save the file to your hardrive. •&KDSWHU3ULQWHG&LUFXLW%RDUGV 3&%V Use the below Coils Detailed Chart Table in conjunction with Sec. 5, Chp. 1, Backbox I/O Power Driver Board Detailed Wiring Diagram (I/O Board Connectors J6, J7, J8 & J9) and Backbox Board Layout Wiring Diagram: &2,/6'(7$,/('&+$577$%/( +LJK &XUUHQW &RLOV *URXS Drive Transistor (D.T.) Driver Ouput Board D.T. Control Line Color D.T. Control Line Connect Power Line Color Power Line Connnection Power Voltage Coil GA-Turn or Bulb Type 26-1200 #1 TROUGH UP-KICKER Q1 I/O Pwr. Drvr. BRN-BLK J8-P1 YEL-VIO J10-P4/5 50v DC 090-5044-00T #2 AUTO LAUNCH Q2 I/O Pwr. Drvr. BRN-RED J8-P3 YEL-VIO J10-P4/5 50v DC 090-5036-00T #3 SCOOP Q3 I/O Pwr. Drvr. BRN-ORG J8-P4 YEL-VIO J10-P4/5 50v DC #4 LASER BEAM EJECT Q4 I/O Pwr. Drvr. J8-P5 YEL-VIO J10-P4/5 50v DC BRN-YEL 24-940 23-800 090-5001-00B 24-940 090-5002-10 #89 Bulb #5 FLASH: TIME MACHINE Q5 I/O Pwr. Drvr. BRN-GRN J8-P6 ORG J6-P10 20v DC #6 FLASH: RIGHT RAMP (LOW) Q6 I/O Pwr. Drvr. BRN-BLU J8-P7 ORG J6-P10 #7 DANCING AUSTIN Q7 I/O Pwr. Drvr. BRN-VIO J8-P8 YEL-VIO J10-P4/5 Bulb 20v DC #906 165-5004-00 50v DC 26-1200 #8 TOILET POST Q8 I/O Pwr. Drvr. BRN-GRY J8-P9 BRN J7-P1 20v DC 090-5004-00T Coil GA-Turn +LJK &XUUHQW &RLOV *URXS 165-5000-89 090-5044-00T 27-1500 Drive Transistor (D.T.) Driver Ouput Board D.T. Control Line Color D.T. Control Line Connect Power Line Color Power Line Connnection Power Voltage LEFT BUMPER Q9 I/O Pwr. Drvr. BLU-BRN J9-P1 YEL-VIO J10-P4/5 50v DC #10 RIGHT BUMPER Q10 I/O Pwr. Drvr. BLU-RED J9-P2 YEL-VIO J10-P4/5 50v DC 090-5044-00T #11 BOTTOM BUMPER Q11 I/O Pwr. Drvr. BLU-ORG J9-P4 YEL-VIO J10-P4/5 50v DC 090-5044-00T #12 FLASH: LEFT RAMP (HIGH) Q12 I/O Pwr. Drvr. BLU-YEL J9-P5 ORG J6-P10 Q13 I/O Pwr. Drvr. BLU-GRN J9-P6 ORG J6-P10 Bulb 20v DC #906 165-5004-00 20v DC #906 Bulb Q14 I/O Pwr. Drvr. BLU-BLK J9-P7 J10-P3 50v DC #15 LEFT FLIPPER (50v RED/YEL) Q15 I/O Pwr. Drvr. ORG-GRY J9-P8 J10-P1/2 50v DC #16 RIGHT FLIPPER (50v RED/YEL) Q16 I/O Pwr. Drvr. ORG-VIO J9-P9 VIO-YEL RED-YEL GRY-YEL RED-YEL BLU-YEL J10-P1/2 50v DC 090-5030-00T /RZ &XUUHQW &RLOV *URXS Drive Transistor (D.T.) Driver Ouput Board D.T. Control Line Color D.T. Control Line Connect Power Line Color Power Line Connnection Power Voltage Coil GA-Turn or Meter # #17 LEFT SLINGSHOT Q17 I/O Pwr. Drvr. VIO-BRN J7-P2 BRN J7-P1 20v DC 090-5001-00T #18 RIGHT SLINGSHOT Q18 I/O Pwr. Drvr. VIO-RED J7-P3 BRN J7-P1 20v DC #19 DR. EVIL MOTOR RELAY BOARD Q19 I/O Pwr. Drvr. VIO-ORG J7-P4 BRN J7-P1 Bd. 20v DC Relay 520-5010-00 20v DC Relay Bd. #9 #13 FLASH: RIGHT RAMP (HIGH) #14 TIME MACHINE MAGNET %$ 26-1200 090-5044-00T 26-1200 26-1200 165-5004-00 20 -480 090-5064-02 23-900 090-5020-30T 23-1100 23-800 23-800 090-5001-00T #20 TIME MACHINE MTR RELAY BD Q20 I/O Pwr. Drvr. VIO-YEL J7-P6 BRN J7-P1 #21 LASER BEAM MTR RELAY BD Q21 I/O Pwr. Drvr. VIO-GRN J7-P7 BRN J7-P1 #22 LASER BEAM DIVERTER Q22 I/O Pwr. Drvr. VIO-BLU J7-P8 BRN J7-P1 Bd. 20v DC Relay 520-5010-00 29-1000 20v DC #23 ORBIT DIVERTER Q23 I/O Pwr. Drvr. VIO-BLK J7-P9 BRN J7-P1 20v DC #24 OPTIONAL COIN METER Q24 I/O Pwr. Drvr. VIO-GRY J7-P10 RED J16-P7 5v DC Drive Transistor (D.T.) Driver Ouput Board D.T. Control Line Color D.T. Control Line Connect Power Line Color Power Line Connnection Power Voltage #25 FLASH: LEFT ORBIT Q25 I/O Pwr. Drvr. BLK-BRN J6-P1 ORG J6-P10 20v DC 165-5000-89 #26 FLASH: TOILET Q26 I/O Pwr. Drvr. BLK-RED J6-P2 ORG J6-P10 20v DC 165-5000-89 #27 FLASH: LEFT RAMP Q27 I/O Pwr. Drvr. BLK-ORG J6-P3 ORG J6-P10 20v DC 520-5010-00 090-5059-00 32-1800 090-5031-00 Meter 5v 091-5000-00 D iode O n T erminal S trip (if noted) /RZ &XUUHQW &RLOV *URXS Bulb Type #89 Bulb #89 Bulb #89 Bulb 165-5000-89 #89 Bulb 6HF6FKHPDWLFV #28 FLASH: CENTER RAMP Q28 I/O Pwr. Drvr. BLK-YEL J6-P4 ORG J6-P10 20v DC 165-5000-89 #29 FLASH: RIGHT RAMP Q29 I/O Pwr. Drvr. BLK-GRN J6-P5 ORG J6-P10 20v DC 165-5000-89 #30 FLASH: RIGHT ORBIT Q30 I/O Pwr. Drvr. BLK-BLU J6-P6 ORG J6-P10 20v DC #31 FLASH: POPS X2 Q31 I/O Pwr. Drvr. BLK-VIO J6-P7 ORG J6-P10 20v DC Q32 I/O Pwr. Drvr. BLK-GRY J6-P8 ORG J6-P10 20v DC #32 FLASH: LEFT RAMP (LOW) 1RWH ,Q 7HVW )ODVK /DPSV 0HQX )ODVK ,FRQ )ODVKHUV WHVWHG DUH DOO )ODVK /DPSV ORFDWHG EHWZHHQ 44 7KLV *DPH $X[LOOLDU\ 8. 21/< Drive Transistor (D.T.) AUX 1: LEFT UP/DOWN POST Q1 AUX 2: CENTER UP/DOWN POST Q2 AUX 3: RIGHT UP/DOWN POST Q3 Driver Ouput Board Sol. Expander (Aux. Board) Sol. Expander (Aux. Board) Sol. Expander (Aux. Board) D.T. Control Line Color D.T. Control Line Connect Power Line Color Power Line Connnection Power Voltage WHT J3-P11 BRN J7-P1 20v DC RED J3-P10 BRN J7-P1 20v DC ORG J3-P9 BRN J7-P1 20v DC #89 Bulb #89 Bulb 165-5000-89 #89 Bulb 165-5000-89 #906 Bulb 165-5004-00 Coil GA-Turn 26-1200 090-5044-00T 23-1100 090-5030-00T 26-1200 090-5044-00T 6HFWLRQ &RLOV'HWDLOHG&KDUW7DEOH Section 5 Chapter 1 of 4 Backbox Wiring FROM Backbox I/O Power Driver Board Detailed Wiring Diagram Q25 J6 1 BLK-BRN Partial View Flash: # 25 Left Orbit I/O Power Driver Board BLK-RED Q26 2 Flash: # 26 520-5137-01 Toilet J7BRN P1 Low Power +20v DC I/O BD. 12 Left Q1 11 BLU-WHT 4 Up/Down Post 10 GRN-WHT 2 Center BRN-WHT 1 9 Up/Down Q2 Post 8 Right 7 Up/Down Q3 6 Post 5 3 CN1 2 1 Flash: # 29 Right Ramp 5 WHT 26-1200 AUX 1 4 RED 23-1100 AUX 2 3 ORG 26-1200 Flash: # 30 Right Orbit Flash: # 31 Pops X2 AUX 3 1 GND CN2 Q29 5 Q30 6 Q31 7 Q32 Flash: # 32 Left Ramp (Low) 8 10 J7 Solenoid Expander PC (Auxilliary) Board J3 4 1 X1 #89 BLK-ORG Bulb X1 BLK-YEL #89 BLK-GRN #89 Bulb X1 Bulb X1 #89 BLK-BLU Bulb X1 BLK-VIO #89 BLK-GRY #906 Bulb X2 Bulb X1 Left # 17 Slingshot Right # 18 Slingshot FROM WHT-RED Transformer 16v AC GND Dr. Evil # 19 Motor Relay Bd. J17P6 I/O BD. BRIDGE 2 20V LOW CURRENT COILS Time Machine # 20 Motor Relay Bd. Laser Beam # 21 Motor Relay Bd. BRDG 2 FROM RED-WHT Laser Beam # 22 Diverter Transformer 16v AC 5A Slo-Blo J17P7 I/O BD. Orbit # 23 Diverter F7 BLU-WHT Transformer 13v AC J17P8 I/O BD. Trough Up-Kicker #1 Auto Launch #2 CONTROLLED LAMPS GND FROM BRDG 20 BLU-WHT Transformer 13v AC J17P9 I/O BD. Laser Beam Eject #4 Flash: Time Machine #5 LAMP COLUMNS F22 Flash: Right Ramp (Low) #6 Dancing Austin #7 Toilet Post #8 7A Slo-Blo BRIDGE 1 50V HIGH CURRENT COILS F6 FROM BLK-YEL AC Voltages IN GND 48v AC 6 Q21 7 Q22 8 BRN 20V DC LOW POWER . 3A Slo-Blo J11P2 I/O BD. FROM BLK-ORG AC Voltages IN 48v AC J10P3 I/O BD. FROM FOR MAGNET(S) VIO-YEL Voltage Outputs Q1-Q16 STP20N10L 110-0106-00 +50v DC Note: All Coils require diodes. Some diodes may be located on Terminal Strips & not on the coil itself. D iode On T erminal S trip For the Playfield Terminal Strips, Fuses & Misc. Wiring Descriptions & Locations, see Section 5, Chapter 2, Playfield Wiring. Q17-Q32 TIP122 110-0067-00 For the General Illumination (G.I.) Circuit Detailed Wiring Diagram, see Sec. 5, Chp. 2, Playfield Wiring. Section 5, Chapter 1: Backbox Wiring Left Bumper Flash: # 12 Left Ramp (High) Flash: # 13 Rt. Ramp (High) Time Machine # 14 Magnet Left Flipper # 15 (50v RED/YEL) Right Flipper # 16 (50v RED/YEL) FROM BLK-ORG 24v AC J11P2 I/O BD. N.O. N.C. 5 Q5 6 Q6 7 Q7 8 Q8 9 N.U. COMM WHT Relay Board (SPI: 520-5010-00) 24v AC J10P10 I/O BD. Playfield VIO-BLU VIO-BLK (VIO-GRY) CABINET FROM 29-1000 BLK-ORG AC Voltages BRN-RED 24v AC J11P2 I/O BD. 32-1800 J16P8 I/O BD. 002001 COIN METER FROM RED 26-1200 Power Out 24-940 BRN-ORG 23-800 BRN-YEL 24-940 N.O. N.C. WHT Relay Board Low Power +20v DC J6P10 I/O BD. #89 BRN-BLU #906 N.U. COMM (SPI: 520-5010-00) FROM BRN-GRN Laser Beam Motor Playfield (SPI: 041-5081-00) X1 X1 BRN-VIO 26-1200 BRN-GRY 27-1500 J7P1 I/O BD. YEL-VIO 50V DC . HIGH POWER - Q10 2 BLU-RED 26-1200 Q11 4 BLU-ORG 26-1200 1 26-1200 FROM BRN Low Power via I/O Pwr. Drv. Bd. F20 3A/4A Slo-Blo +20v DC FROM FROM ORG Q13 6 Q14 7 Q15 8 Q16 9 24v AC J10P10 I/O BD. Bulb J9 BLU-BRN 5 FROM YEL-BLK Voltage Outputs Bulb Q9 Q12 FROM YEL-BLK Voltage Outputs Time Machine Motor ORG #9 Bottom # 11 Bumper 23-800 +5v DC 4 24v AC J10P10 I/O BD. Playfield (SPI: 041-5030-00) VIO-GRN 1 Q4 FROM YEL-BLK Voltage Outputs Dr. Evil Motor (SPI: 041-5079-00) Q1 J10 Right # 10 Bumper 23-800 VIO-YEL J8 BRN-BLK 4 5 /////////// THIS GAME ONLY ENSURE F20 FUSE IS RATED 4A 250 S.B. /////////// Relay Board (SPI: 520-5010-00) VIO-ORG 10 F21 F20 VIO-RED Q24 BRDG 1 4A Slo-Blo VIO-BRN 9 3 N.U. WHT ORG 20V DC LOW POWER . Q23 #3 FROM +18v DC J11P3 I/O BD. Q20 Q3 Scoop (Kicker) BLU 8A Slo-Blo 4 Q2 J13P10 I/O BD. 3 Q19 Optional # 24 Coin Meter FROM BRIDGE 20 Q18 2 N.C. COMM S Q17 N.O. AC Voltages (SPI: 520-5192-00) For Replacement Cable Wiring Harness from CN1 (Sol. Exp. Bd.) to J3 (I/O Bd.) use SPI Part Number: 036-5463-29 24v DC 10A DPDT Bulb Voltage Outputs +20v DC J6P10 I/O BD. +50v DC J10P3 I/O BD. Bulb D iode On T erminal S trip #906 MAGNET #906 BLU-YEL X1 BLU-GRN VIO-YEL Low Power Bulb X1 BLK 201-480 BLK BLU-BLK Terminal Strip ORG-GRY ORG-VIO 23-900 GRY-YEL 23-1100 BLU-YEL 3A Slo-Blo 3A Slo-Blo Fuses are located under playfield NEAR assembly (See Section 5, Chapter 2, Playfield Wiring) FROM RED-YEL Voltage Outputs +50v DC J10P1 / P2 I/O BD. 91 Sec. 5: Backbox ... FROM Q28 #89 S Flash: # 28 Center Ramp For a detailed Schematic of the Solenoid Expander Bd. and the Component Layout & Parts, see Sec. 5, Chp. 4, PCBs, Page 132 X1 S (Skill Shots: Left & Right Up/Down Posts, and Center Up/Down Post) Bulb 24v DC 10A DPDT For UK USE ONLY 24v AC J11P2 I/O BD. #89 24v DC 10A DPDT Flash: # 27 Left Ramp 3 AC Voltages ORG 20V DC LOW POWER BRN 20V DC LOW POWER . Q27 BLK-ORG J6 FLASH LAMPS 10 1 BRN +20v DC VIO-BRN VIO-RED VIO-ORG KEY (P-5) VIO-YEL VIO-GRN VIO-BLU VIO-BLK VIO-GRY {Opt. Coin Meter} BRN-BLK KEY (P-2) BRN-RED BRN-ORG BRN-YEL BRN-GRN BRN-BLU BRN-VIO BRN-GRY 9 8 7 6 5 4 3 2 1 3 1 BLU-BRN BLU-RED KEY (P-3) BLU-ORG BLU-YEL BLU-GRN BLU-BLK ORG-GRY ORG-VIO J10 VOLTAGE OUTPUTS 9 J9 HIGH CURRENT SOLENOIDS 9 9 8 7 6 5 4 3 2 1 2 1 10 5 J7 10 9 8 7 6 5 4 3 2 1 LOW CURRENT SOLENOIDS J8 HIGH CURRENT SOLENOIDS I/O POWER DRIVER BOARD 520-5137-01 J17 7 9 8 5 POWER FROM THE TRANSFORMER J1 RIBBON CABLE J11 AC VOLTAGES 1 10 RED-YEL +50v DC RED-YEL +50v DC VIO-YEL +50v DC YEL-VIO +50v DC YEL-VIO +50v DC KEY (P-6) . BLK (GND). BLK (GND). BLK (GND). 24v AC YEL-WHT 1 2 3 LAMP ROWS (GND) J13 LAMP COLUMNS (18v) 10 12 11 10 9 8 7 6 5 4 3 2 1 7 1 6 BLK-YEL 48v AC RED-BRN RED-BLK RED-ORG RED-YEL RED-GRN RED-BLU KEY (P-7) RED-VIO RED-GRY RED-WHT RED N/C 12 5 YEL YEL-WHT YEL YEL-WHT YEL J14, Pins 1-6 are all 5.7v AC 4 BLK-ORG 48v AC J12 J15 J14 G.I.'s FROM TRANSFORMER YEL-BLK 48v AC 3 20 1 4 2 3 6 J16 10 9 8 7 6 5 4 3 2 1 6 1 J3 J2 AUXILLIARY OUT PORT 1 1 2 19 POWER OUT 15 14 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 9 1 5 GENERAL ILLUMINATION (G.I.'s) 1 2 3 4 5 6 7 8 9 BLK-BRN BLK-RED BLK-ORD BLK-YEL BLK-GRN BLK-BLU BLK-VIO BLK-GRY KEY (P-9) ORG +20v DC 10 9 8 7 6 5 4 3 2 1 2 1 +18v BLU DC YEL-BRN YEL-RED YEL-ORG YEL-BLK YEL-GRN YEL-BLU YEL-VIO KEY (P-2) YEL-GRY 2 1 Printer Audio Audio 8 5 4 3 TO DOT MATRIX DISPLAY 2 1 1 RIBBON CABLE RIBBON CABLE CN1 CN3 26 25 2 NOT USED SWITCH 1 SWITCH 3 SWITCH 5 SWITCH 7 DATA Ø DATA 2 DATA 4 DATA 6 STROBE NOT USED STAT 1 STAT 3 NOT USED SWITCH 2 SWITCH 4 SWITCH 6 SWITCH 8 DATA 1 DATA 3 DATA 5 DATA 7 RESET STAT Ø STAT 2 BUSY RED DISPLAY CONTROLLER BD. 520-5055-03 CN2 3 3 2 1 2 1 GND BLK KEY (P-2) +5v DC RED RED +5v DC BLU +18v DC KEY (P-5) BLK (GND) WHT COM.110v AC BLK-RED 110v AC WHT-GRN 88v AC 5 FROM CPU-SOUND CN8 RED 1 Located behind the Dot Matrix Display 1 7 14 6 DISPLAY POWER SUPPLY BD. 520-5138-00 Sec. 5: Backbox ... { CN1 From Xfrmr. 6 BLK (GND) KEY (P-14) N/C BLK (GND) BLK (GND) BLK (GND) BLK (GND) RED +5v DC N/C +5v DC RED +5v DC RED +5v DC RED +5v DC GRY-RED +12v DC GRY-WHT +12v DC BLK-WHT -12v DC 13 5 CN1 7 J3-P9/10/11 Required for Solenoid Expander PC Board 2 4 CN2 7 J2 & J3 (N/C) used for Optional Printer Interface Connection GROUND GROUND GROUND GROUND GROUND GROUND NOT USED 3 { { DISPLAY ENABLE ROW DATA ROW CLOCK COL. LATCH PIX CLOCK SER. DATA NOT USED 2 J5 J4 8 3 1 4 10 1 2 3 4 5 6 7 8 9 10 1 1 CN2 From I/O Bd. VIO GRN YEL BRN-WHT KEY (P-5) WHT-VIO WHT-GRN WHT-YEL WHT-BRN YEL-BLK -110v DC GRY-YEL -98v DC KEY (P-3) YEL (GND) BLK (GND) RED +5v DC BLU +12v DC VIO-YEL +68v DC { 16v AC RED-WHT 8v AC RED RED +5v DC 8v AC RED BLK (GND) BLK-WHT-12v GRY-WHT (GND) DC GRY N/U 1 9v AC KEY (P-5) 13v AC BLU-WHT GRY-WHT+12v GRY-GRN 19v AC DC 16v AC WHT-RED 13v AC BLU-WHT { { YEL-WHT YEL-BLK KEY (P-5) RED-WHT RED-BLK N/C N/C POT 1 CN4 To Speaker(s) CN2 To Display 6 5 4 3 2 1 1 5 6 6 5 4 3 2 1 1 5 7 RED ORG-WHT ORG-GRY ORG-VIO ORG-BLU ORG-GRN ORG-YEL KEY (P-4) ORG-BLK ORG-RED ORG-BRN CN1 SOUND POWER CN2 CN6 CN5 NOT USED SP2 SP1 7 6 5 4 3 2 1 CN5 To Cabinet & Playfield RIBBON CABLE CPU/SOUND BD. MONO 520-5136-16 1 12 5 9 2 CN3 CN4 SP3 1 { GRN-GRY GRN-VIO GRN-BLU GRN-BLK GRN-YEL GRN-ORG GRN-RED KEY (P-2) GRN-BRN 1 CN8 1 BLK-RED BLK GRY-BLK GRY-VIO GRY-BLU N/C GRY-YEL KEY (P-5) GRY-ORG GRY-RED GRY-BRN BLK 26 25 TO PLASMA CONTROLLER CN7 SWITCH ROWS (RETURNS) DEDICATED INPUTS (SWITCH TO GROUND) 4 1 2 3 4 5 6 7 8 9 10 1 2 3 4 5 6 7 8 9 10 11 12 10 2 1 1 2 3 4 5 6 7 8 9 BLK UK ONLY{ WHT-BRN WHT-RED WHT-ORG WHT-YEL WHT-GRN KEY (P-4) WHT-BLU WHT-VIO UK ONLY{ WHT-GRY RED SWITCH COLUMNS (DRIVES) } CN7 From Cabinet & Playfield NOT USED NOT USED AUXILLIARY IN PORT TO DISPLAY CONTROLLER CN3 WHT-BRN-BLK BLU-WHT GRN-WHT BRN-WHT KEY (P-8) GRY VIO BLU GRN YEL ORG BRN 8 1 2 3 4 5 6 7 8 9 10 11 12 When connecting any Ribbon Cable, always ensure the "Red Line" side of the ribbon cable goes to the Pin-1 side of any Dual 0.1" Header Connector. 12 Important Note: 10 9 8 7 6 5 4 3 2 1 9 1 Backbox Board Layout Wiring Diagram 92 Section 5, Chapter 1: Backbox Wiring Section 5 Chapter 2 of 4 Playfield Wiring General Illumination Circuit Detailed Wiring Diagram G.I. RELAY I-O POWER DRIVER BOARD 520-5137-01 8 5 X 6 7 1 3 2 20v DC D0 3 1D R254 U206 74HCT273 Data Latch Transformer D229 1N4004 Diode 2 1Q 1K W 5 6 G G 9 8 7 6 G G G G 5 4 3 2 1 J15-P6 to J15-P1 (Fuse F24) B = BRN-WHT to WHT-BRN Location: In Cabinet. (Light Bd. X10) WHT-BRN Circuit 1 BRNWHT #1 #2 10 ea. #44 Bulb G J15 WHT-BRN J14 WHT-YEL Bottom of Playfield Shown as if leaning up against the Backbox. 5A 250v SLO-BLO Fuses F27 F26 F25 F24 4 WHT-GRN YEL-WHT General Illumination (G.I.) Bulbs (5.7v AC) WHT-VIO YEL-WHT 3 BRN-WHT YEL-WHT G.I. 5.7v AC INPUT FROM XFRMR 2 YELLOW YEL 1 GREEN Secondary 5.7v AC YEL VIOLET YEL Primary 4 RELAY DRIVER PRI-103.5-115-207-230V 50/60Hz 750VA CLASS 130 EPBO G Q200 2N3904 Transistor #10* Note: Various Colors, see Page 62 for Part Numbers. J15-P7 to J15-P2 (Fuse F25) Y = YEL to WHT-YEL G G Location: Upper Left Playfield X14 Circuit V V V #14* GRN 3 #1 Wiring Harness Connector #7 YEL Sec. 5: Playfield ... V GI above Playfield Spotlight X1 on Rt. Ramp Coin Door 2 ea. #555 Bulb Circuit 10 ea. #44 Bulb Location: Bottom Playfield X10 + Coin Door X2 On Coin Door WHT-GRN YEL-WHT Y Y #2 G = GRN to WHT-GRN GIs in Cabinet (Light Board X10) Y #1 J15-P8 to J15-P3 (Fuse F26) B B B B B B B B B B Y Y 2 YEL 14 ea. #44 Bulb WHT-YEL #8* J15-P9 to J15-P4 (Fuse F27) Y V = VIO to WHT-VIO Location: Upr. & Mid. Right Playfield X12 Above Playfield Spotlight X1 Y Y Y Y Y V Y V V Y V V V Circuit V V V VIO 4 #1 #2 12 ea. #44 Bulb Y WHT-VIO #13* Note: GI above P/F is #555 Bulb. * G.I. Bulb quantities may change during production. This Edge is “Upper Playfield”. Bottom Assemblies Not Shown for clarity. Section 5, Chapter 2: Playfield Wiring 93 Playfield Switch Wiring Diagram Note: All switches require diodes. Some diodes are located on Terminal Strips OR on a Diode Board (under playfield) & not on the switch itself. D iode D On O T erminal T S S trip -orD iode D On O D iode D B B oard For Switches: Not Required Switch 1 Switch 9 Switch 17 Switch 25 Switch 33 Switch 41 Switch 49 Switch 57 Lt. Button Switch 2 Not Used Switch 10 Not Used Switch 18 (M)OJO Standup Switch 26 Left Orbit Switch 34 Lt. Ramp Enter Switch 42 Left Bumper Switch 50 Left Outlane Switch 58 4th Coin Slot Switch 3 Not Used Switch 11 Ctr. Ramp Enter Switch 19 M(O)JO Standup Switch 27 Spinner (OPTO) Switch 35 Lt. Ramp Exit Switch 43 Right Bumper Switch 51 Left Return Lane Switch 59 6th Coin Slot ] Switch 4 4-Ball Trough #1 Switch 12 Not Used Switch 20 MO(J)O Standup Switch 28 Ctr. Ramp (OPTO) Switch 36 Lsr. Beam Home Switch 44 Bottom Bumper Switch 52 Left Slingshot Switch 60 Rt. Coin Slot Switch 5 4-Ball Trough #2 Switch 13 Not Used Switch 21 MOJ(O) Standup Switch 29 Not Used Switch 37 Lsr. Beam Enable Switch 45 Dancing Austin Switch 53 Right Outlane Switch 61 Cnt. Coin Slot-DBA Switch 6 4-Ball Trough #3 Switch 14 Toilet Switch 22 (A)ustin Standup Switch 30 Rt. Ramp Enter Switch 38 Lsr. Beam Loaded Switch 46 Fire Button Switch 54 Right Return Lane Switch 62 Lt. Coin Slot Switch 7 4-Ball Tr. VUK Opto Switch 15 Dr. Evil Up Switch 23 (P)owers Standup Switch 31 Rt. Ramp Exit Switch 39 Scoop Switch 47 Start Button Switch 55 Right Slingshot Switch 63 CPU-Snd. Bd. CN5GRN-BRN 1 Sw. Drive 1: Q1 GRN-RED 3 Sw. Drive 2: Q2 GRN-ORG 4 Sw. Drive 3: Q3 GRN-YEL 5 Sw. Drive 4: Q4 GRN-BLK 6 Sw. Drive 5: Q5 GRN-BLU 7 Sw. Drive 6: Q6 GRN-VIO 8 Sw. Drive 7: Q7 GRN-GRY 9 Sw. Drive 8: Q8 Color ] Future Expansion ] Future Expansion (UK ONLY) Column Pin Source Nº: 2N3904 CPU-Snd. Bd. CN710 WHT-BRN 9 WHT-RED 8 WHT-ORG 7 WHT-YEL 6 WHT-GRN 5 WHT-BLU 3 WHT-VIO 2 WHT-GRY 1 Color ...Stacking Opto Switch 16 Dr. Evil Down Switch 24 Dr. Evil Lt. Standup Switch 32 Right Orbit Switch 40 Left Top Lane Switch 48 Slam Tilt Switch 56 Not Used Switch 64 Rt. Button Shooter Lane Dr. Evil (Target) Dr. Evil Rt. Standup Not Used Right Top Lane Plumb Bob Tilt Not Used (UK ONLY) Please Note: Switch & Lamp Descriptions may differ slightly than that of the Dot Display due to space restraints. Playfield Lamp Wiring Diagram Note: All lamps require diodes. Some diodes are located on Terminal Strips (under playfield) & not on the lamp itself. D iode D On O T erminal T S S trip For Lamps: 13, 14, 15 & 54 LMP 1 LMP 2 LMP 4 LMP 3 LMP 5 LMP 6 LMP 7 LMP 8 N/C Sw. Return 1: U400 Sw. Return 2: U400 Sw. Return 3: U400 Sw. Return 4: U400 Sw. Return 5: U401 Sw. Return 6: U401 Sw. Return 7: U401 Sw. Return 8: U401 Row Pin 5th Coin Slot ] Switch 8 Switch Drive Transistor Switch Return IC Source Nº: LM339AN I-O Bd. J13- Power Out for for Disp. 10 BLUE +18v Pwr. Sup. Bd. CN1-Pin 6 YEL-BRN 9 Lamp Drive 1: U17 YEL-RED 8 Lamp Drive 2: U16 YEL-ORG 7 Lamp Drive 3: U15 YEL-BLK 6 Lamp Drive 4: U14 YEL-GRN 5 Lamp Drive 5: U13 YEL-BLU 4 Lamp Drive 6: U12 YEL-VIO 3 Lamp Drive 7: U11 YEL-GRY 1 Lamp Drive 8: U10 Color Column Mini Me 1 (Bot) LMP 9 (M)OJO LMP 17 Bonus 1 LMP 25 Bonus 75 LMP 33 (A)P Sec. 5: Playfield ... LMP 41 Toilet 1 (Bot) LMP 49 Lsr. Beam 1 (Bot) LMP 57 Time Mach. 1 (Bot) LMP 65 Sub Drill 1 (Bot) LMP 73 E. Hench. 1 (Bot) 94 Mini Me 2 LMP 10 M(O)JO LMP 18 Bonus 2 LMP 26 Bonus 100 LMP 34 A(P) LMP 42 Toilet 2 LMP 50 Laser Beam 2 LMP 58 Time Machine 2 LMP 66 Sub Drill 2 LMP 74 Evil Henchmen 2 Mini Me 3 LMP 11 MO(J)O LMP 19 Bonus 3 LMP 27 Bonus 200 LMP 35 Evil Henchmen LMP 43 Toilet 3 LMP 51 Laser Beam 3 LMP 59 Time Machine 3 LMP 67 Sub Drill 3 LMP 75 Evil Henchmen 3 Mini Me 4 (Top) LMP 12 MOJ(O) LMP 20 Bonus 4 LMP 28 Bonus 300 LMP 36 Sub Drill LMP 44 Toilet 4 (Top) LMP 52 Lsr. Beam 4 (Top) LMP 60 Time Mach. 3 (Top) LMP 68 Sub Drill 4 (Top) LMP 76 E. Hench. 4 (Top) Alotta Ivana LMP 13 Left Bumper D O T S LMP 21 Bonus 5 LMP 29 Bonus 400 LMP 37 Time Machine LMP 45 (S)HAG LMP 53 Fire Button LMP 61 Moon Base LMP 69 Not Used LMP 77 Not Used Special LMP 14 Right Bumper D O T S LMP 22 LMP 30 LMP 23 LMP 31 Bonus 1000 Bonus 500 LMP 38 LMP 39 Fat Bastard Laser Beam LMP 46 LMP 47 SH(A)G S(H)AG LMP 54 D O T Dr. Evil Spotlight X2 S LMP 62 Virtucon LMP 70 Not Used LMP 78 LMP 55 Not Used LMP 63 MOJO LMP 71 Not Used LMP 79 Not Used LMP 16 Lamp Drive IC Source Nº: VN02N D O T Shoot Again S Baby Bonus 25 Bonus 10 Not Used LMP 15 Bottom Bumper Pin Mystery LMP 24 Bonus 50 LMP 32 Bonus Held LMP 40 Mini Me LMP 48 SHA(G) LMP 56 Not Used LMP 64 Extra Ball LMP 72 Not Used LMP 80 Not Used I-O Bd. J12RED-BRN 1 Lamp Return 1: Q33 RED-BLK 2 Lamp Return 2: Q34 RED-ORG 3 Lamp Return 3: Q35 RED-YEL 4 Lamp Return 4: Q36 RED-GRN 5 Lamp Return 5: Q37 RED-BLU 6 Lamp Return 6: Q38 RED-VIO 8 Lamp Return 7: Q39 RED-GRY 9 Lamp Return 8: Q40 RED-WHT 10 Lamp Return 9: Q41 N/C 11 Lamp Return 10: Q42 Color 12 Pin N/C Row From I-O Pwr. Driver Board J16-Pins 9-15 Lamp Return Transistor Source Nº: STP19N06L Section 5, Chapter 2: Playfield Wiring Playfield Terminal Strips, Fuses & Misc. Wiring Descriptions & Locations All fuses are rated: 3A 250v Slo-Blo Bottom of Playfield Shown as if leaning up against the Backbox. Do Not Over-Fuse SPI —BLU-BLK BLK —VIO-YEL BLK Austin Powers Terminal Strip: Lamp 15 Bottom Bumper Lamp 15 Please Note: Terminal Strip(s), Diode Board(s) and/or Fuse Holder(s) locations shown, represent the general location (your game may differ slightly). Austin Powers Terminal Strip: Coil 14 (Q14) Magnet Time Machine RIGHT FLIPPER FUSE BLU RED -YEL 3A S.B. -YEL Coil 14 LEFT FLIPPER FUSE RED GRY -YEL 3A S.B. -YEL Explanation: All switches, lamps, coils require diodes. The diodes not physically located on the switch, lamp or coil are located on Terminal Strips or Diode Bd. under the playfield. The Switch & Lamp Matrix Grids also note which switch or lamp has a diode on a Terminal Strip (noted by "DOTS" meaning: "Diode on Terminal Strip") or Diode Board (noted by "DODB" meaning: "Diode on Diode Board"). Note: This game there is no Diode Board used. —RED-BLK —BLK —YEL-VIO BLK Austin Powers Terminal Strip: Lamp 54 Spotlights X2 Dr. Evil Target Lamp 54 (X2) C —ORG-VIO —RED-VIO —ORG A D —BLK YEL-BLU —RED-BLK —BLK —BLK YEL-GRN —RED-BLK —BLK See the Pink Pages, Playfield - General Parts (Below) (Page 54) for Terminal Strips, Diodes, Fuses and Fuse Holders Part N1s. Section 5, Chapter 2: Playfield Wiring 95 Sec. 5: Playfield ... B Lamp 13 Lamp 14 Austin Powers Terminal Strip: Lamps 13-14 Left & Right Bumpers 2-Flipper Circuit Wiring Diagram The White Star Board System™ has allowed us to simplify the Flipper Circuit to the point where we have eliminated the Flipper Board all together. The Flipper Circuit is now configured the same as any other Solenoid Drive Circuit. GRY-GRN GRY-YEL GRY-ORG Technical Overview GRY-RED GRY-BRN OOOOOOOOOOOO 1 23 4 CN6 6 7 12 DEDICATED SWITCH IN CPU-SOUND BOARD (PARTIAL VIEW) UPPER FLIPPER CABINET SWITCH N.O. RIGHT FLIPPER CABINET SWITCH N.O. LEFT FLIPPER CABINET SWITCH N.O. NOT USED N.C. RIGHT EOS SWITCH N.C. LEFT EOS SWITCH NOTE: N.C. = Normally Closed N.O. = Normally Open BLK (GROUND) OOOOOOOOOOOOOOO 1 10 15 POWER OUT MOS FET STP20N10L J16 Q14 Q15 Q16 VOLTAGE OUTPUTS (PARTIAL VIEW) 10 J10 HIGH CURRENT SOLENOIDS J9 9 8 7 2 1 1 OOOOOOOOO I-O POWER DRIVER BOARD OOOOOOOOOO BLU-BLK ORG-GRY RED-YEL 50V DC ORG-VIO RED-YEL 50V DC 3A SLO-BLO (Located under Playfield) Sec. 5: Playfield ... BLU-YEL RED-YEL 50V DC 3A SLO-BLO (Located under Playfield) GRY-YEL 23-900 GRN 3A SLO-BLO (Located under Playfield) RED-YEL 50V DC 96 GRY-YEL 23-1100 ORG RIGHT FLIPPER COIL LEFT FLIPPER COIL XX-YYYY CLR COIL NOT USED Our Flipper System uses one supply voltage (50v DC) for both kick & hold. Once the Game CPU detects a Flipper Cabinet Switch closure (during game play) it applies a 40msec pulse to the gate of the Flipper Drive Transistor (STP20N10L). If it continues to detect a Flipper Cabinet Switch closure (the player holding the button in) it will continue to pulse the flipper drive transistor 1msec every 12msecs for the duration of the hold cycle. The E.O.S. (End-OfStroke) Switch serves the same function as before as it prevents foldback when the player has the flipper energized to capture balls. The E.O.S. Switch is a normally closed switch which opens approximately 1/16" when the flipper is energized. The Game CPU will detect a switch closure if the flipper bat is forced back by a high velocity shot or rebound on the playfield and will apply another 40msec pulse of 50v DC to the coil. Note: If an Upper Flipper is used, the Flipper Button on the side of the Upper Flipper will have a “Double-Stacked” E.O.S. Switch. This allows the player to push the Flipper Button half-way down to energize only the Lower Flipper; pushing the Flipper Button all the way down will energize both the Lower & Upper Flippers. Section 5, Chapter 2: Playfield Wiring Section 5 Chapter 3 of 4 Cabinet Wiring 120V / 240V 50 Hz / 60 Hz 1 GRY-WHT 2 2 FOR LOGIC +12/-12v DC TO BRIDGE 3 5 5 WHT 6 TO DOLLAR BILL$ VALIDATOR RF1 GRY-GRN 9 2 3 1 115v AC 5 BLU-WHT 4 BLU-WHT 8 WHT-RED 19v AC 4 9 8 13v AC 10 FOR 18v DC CONTROL LAMPS TO BRIDGE 20 9 16v AC 7 WHT 3 13v AC 6 FOR 20v DC COILS TO BRIDGE 2 7 WHT-RED DOMESTIC CONFIGURATION GRN RED RED LINE CORD 130V International = 1F1 275V Domestic = 8A 250V Note: Not All International Games have or require a Service Outlet. Slo-Blo Fuse BLK-ORG 5A 250V WHT 2 3 5 6 7 8 9 CN1 WHT 100v AC J14 1 1 3 3 2 2 WHT <<< <<< 1F1= 5A 250V SLO BLO 1V1= 275V VARISTOR 1 2 3 5 6 7 8 9 BLK 2 1 WHT 3 BLK WHT 4 5 6 7 8 9 1 2 3 4 5 6 7 8 9 4 4 5 5 6 6 1F/M4 BLU 230 VOLTS FOR GENERAL ILLUMINATION (G.I.'s) 5.7v AC YEL-WHT 4 2 1F/M3 115 VOLTS BLK DISPLAY POWER SUPPLY BOARD 3 8 YEL EXPORT/ HIGH LINE VOLTAGE 230/218/206 VOLTS 1 1 <<< CONFIGURATON FOR DOMESTIC 115V <<< CONFIGURATION OF 220V OR LOWER LINE VOLTAGES FOR INTERNATIONAL USE FOR 50v DC COILS TO BRIDGE 1 2 88v AC 2 BLK-RED 1 48v AC 12 WHT-GRN JUMPERS FOR VOLTAGE VARIATION 4 1 15 24v AC HOT (L)oad Slo-Blo Fuse BLK 3 24v AC Int'l. = BRN 220V AC Domestic = BLK 115V AC International = 4 48v AC 11 YEL-BLK SERVICE OUTLET (Domestic / International) Domestic = FOR +5v DC LOGIC TO BRIDGE 21 J11 BLK-YEL GRN (to (E)arth Ground) 1V1 VARISTER 1 8v AC 14 (N)eutral 7 8v AC 13 GROUND Domestic = WHT 115V AC Int'l. = BLU 220V AC 16v AC 6 ONLY ON COIN DOOR LOCATED IN THE BACKBOX WHT 120V AC BLU BLK 206 VOLTS 218 VOLTS BALLAST SP2/K 5/8" Core 120V 50/60Hz 13W (UL) 1F1= 8A SLO BLO 1V1= 130V VARISTOR BLK WHT 1 2 3 4 5 6 7 8 9 STARTER FLUOR. FS2 LIGHT SPI N1: 165-5011-01 SPI N1: 010-5015-00 <<< CONFIGURATON FOR JAPAN or LOW LINE VOLTAGE <<< 100/105 VOLTS Section 5, Chapter 3: Cabinet Wiring BLK BLK-WHT FLUORESCENT TUBE RED (F20T12CW) SPI N1: 165-5031-02 WHT 97 Sec. 5: Cabinet ... 1/0 J17 19v AC 3 TO I/O POWER DRIVER BOARD LINE FILTER GRY TO I/O POWER DRIVER BOARD BLK BLK 1F/M2 1T1 1F/M1 ON/OFF FLUORESCENT TUBE, STARTER & BALLAST IN THE BACKBOX Transformer Power Wiring Diagram Cabinet / Coin Door Wiring Diagram CPU BD CN7 SW RETURN 6 3 SW RETURN 5 5 SW RETURN 4 6 SW RETURN 3 7 SW RETURN 2 8 CPU BD CN5 SW DRIVE 7 8 SW DRIVE 1 1 2 WHT-VIO START BUTTON WHT-BLU 3 LAUNCH BUTTON WHT-GRN 5 WHT-YEL 6 WHT-ORG WHT-RED from CPU CN5 Pin: GRN-VIO 8 GRN-BRN 1 BLK 10 CPU BD. CN6 BLK-RED BLK 12 U.S. Bill Acceptor Center Coin Slot WHT-YEL Right Coin Slot 9 TO COIN METER J16-7 +5VDC I/O DRVR BD J7-10 Q24 I/O DRVR BD GRN-VIO from CN5-P1 (Sw. Drive 1) GRN-BRN 1 78 VIO-GRY N/C TM PORTALS SERVICE BUTTONS GRY-BLK 10 2 3 9 GRY-BLU 8 J16-7 +5VDC I/O DRVR BD J16-3 +12VDC I/O DRVR BD 1 22 RED 2 82 GRY-RED 3 BEGIN TEST / ENTER: BLACK BUTTON SERVICE CREDITS / RT.: GREEN BUTTON VOLUME / LEFT: RED BUTTON GRY-VIO GRY-GRN 4 GRY-BRN 2 G.I. 6.3V AC COIL POWER INTERLOCK SWITCH Normally Open - 1 RED-WHT 16 VAC 20v DC COILS Common - 1 WHT-RED 16 VAC Normally Open - 2 BLK-YEL 48 VAC 50v DC COILS Common - 2 BLK-YEL 48 VAC FOR USE ONLY IN SENTINEL COIN DOOR 3 WHT-GRN YEL-WHT GRN YEL 8 G.I. LAMPS on COIN DOOR CN1 WHT-BLU 7 SW RET 6 WHT-GRN 6 SW RET 5 WHT-YEL 5 SW RET 4 GRN-BRN 4 SW DRV 1 1 CN5 BLK CN7 10 2 GND BRN 1 20VDC J7-1 KEY I/O 3 BD SENTINEL INTERFACE BOARD 520-5037-01 FOR USA 2 SLOT COIN DOOR ONLY 7 AMP CONNECTOR TO $ BILL VALIDATOR XFRMR 115v AC LINE VOLTAGE I/O DRVR BD J11 112-5001-00 1N4001 DIODE (AC) 4 (AC) WHT SW DRV 1 SW RET 5 3 BLK 6 DIODE 7 GRN-BRN WHT-GRN -----------------------------------------------------------UK ONLY: 2 Extra Cabinet Buttons for the Post Save™Feature are used. The Left Button operates the Left Outlane Ball Deflector. The Right Button operates the Right Outlane Ball Deflector. Both buttons pushed together, operate the Center Up/Down Post. Both buttons are located under the Flipper Buttons. ------------------------------------------------------------ UK ONLY CPU/SND CN5 GRN-BRN N.O. 8 N.O. 1 CPU/SND CN7 WHT-GRY WHT-BRN 9 1 9 XFRMR PRINTER INTERFACE OPTIONAL Cable Wiring Harness SPI Part N1: 036-5408-00 RS-232 Printer Interface Board SPI Part N1: 520-5069-00 FOR C120 INTERFACE BOARD 8 N/U 1 N/U 2 N/U 3 KEY 4 WHT-RED SW RET 2 5 Sec. 5: Cabinet ... CN3 I/O DRVR BD J17 CPU CN7 TO SENTINEL COIN MECH.: WIRING CONFIGURATION WILL VARY ACCORDING TO COUNTRY C120 CN1 CN2 +12 VDC 1 IN 1 2 KEY 3 IN 2 4 IN 3 5 N/U 6 IN 4 7 N/U 8 +12VDC 9 GND 10 SW 1 11 SW 2 12 SW 3 13 N/U 14 SW 4 15 RED WHT-BLU KEY WHT-GRN WHT-YEL N/U WHT-RED N/U RED WHT GRY-YEL GRY-GRN GRY-BLU N/U GRY-VIO 5 4 3 2 1 WHT-RED WHT-VIO WHT-ORG KEY N.C. 8 2 7 CPU CN7 4 3 2 1 WHT-YEL WHT-GRN WHT-BLU GRN-BRN KEY BLK (GND) BRN PRINTER BOARD CN1 I/O DRVR BD J16-3: +12V DC DATA LINES ORG-BRN ORG-RED ORG-BLK KEY ORG-YEL ORG-GRN ORG-BLU ORG-VIO ORG-GRY I/O DRVR BD J3-10: PRNTR CNT C120 CN2 7 6 5 Connection Notes: I/O DRVR BD 6 5 3 CPU CN7 1 CPU CN5 1 I/O J7 I/O DRVR BD J3-9: PRNTR CLK I/O DRVR BD J2-10: PRNTR ENABLE I/O DRVR BD J3-1: PRNTR BUSY I/O DRVR BD J16-7: +5V DC COIN DOOR 98 22 RED GRN I/O DRVR BD J15 3 5 6 YEL-WHT GRY-ORG DEDICATED SWITCHES CPU CN7 CABINET BOT. SPEAKER (SP3) 7 from CN5-P8 (Sw. Drive 7) from CPU CN6 Pin: GRY-BLU 7 YEL-BLK 6 6th Coin Slot Future Use 4th Coin Slot European Use BLK Memory Protect Switch GRY-VIO 8 LEFT FLIPPER BUTTON Left Coin Slot WHT-GRN FOR THE PRINTER SUB-ASSEMBLY GROUND 00 BLK GRY-BLK 10 RIGHT FLIPPER BUTTON CPU/SND CN4 WHT-BLU BLK BLK BACKBOX RT. SPEAKER (SP2) REDBLK BLK CPU BD. CN7 RED-BLK WHT-VIO WHT-RED 8 BACKBOX LEFT SPEAKER (SP2) 5th Coin Slot Future Use WHT-ORG 7 REDBLK BLKRED RIGHT BUTTON SW RETURN 7 2 3 Slam Tilt from CPU CN7 Pin: WHT-GRY 4 REDWHT LEFT BUTTON SW RETURN 8 1 COIN DOOR CONNECTOR PLUMB BOB TILT MONO SPEAKERS X3 CPU/SND CN4 CPU BD CN7-10: GND J2 P1-P9 1 2 3 4 5 6 7 8 9 CN2 GRY-RED KEY GRN-WHT BRN-WHT ORG-WHT N/C BRN N/C RED BLK 1 2 3 4 5 6 7 8 9 10 Section 5, Chapter 3: Cabinet Wiring Section 5 Chapter 4 of 4 Printed Circuit Boards (PCBs) Tr o u g h U p - K i c k e r D u a l O P T O B o a r d s T h e o r y o f O p e r a t i o n & S c h e m a t i c As light from the Transmitter LED1 falls on the Receiver LED1, it generates a Positive Bias Voltage (0.7v to 1.5v) which is applied to the Gate (G) of Q1 (Fet 2N5460) turning Q1 off. When Q1 is held off, no current flows through Q2's (2N3906) Base (B). With no base current, Q2 is off and acts as an OPEN SWITCH. When the light is interrupted (BLOCKED) R1 (Rec. Bd.) bleeds the gate voltage off of Q1 allowing it to conduct, switching Q2 on, which acts as a CLOSED SWITCH. The LED2 (Trans/Rec) Circuit operates identical as the LED1 Circuit. +5v B PTeo isntt CN1 RED CN1 1 WHT/XXX 2 LED 1 R1 TLRH180P R1 10M W 180 W R2 4.7K W G Q1 2N5460 R3 10K W LED 1 A PTeo isntt B PTeo isntt TLRH180P B D S (Switch Row/ Return +) E Q2 2N3906 C G=Gate D=Drain S=Source B=Base E=Emitter C=Collector 3 WHT/XXX R2 180 W LED 2 TLRH180P R4 10M W LED 2 BLK B Q3 2N5460 R6 10K W 1 520-5173-00 Transmitter GND 4.7K W G TLRH180P 520-5174-00 Receiver (Switch Row/ Return +) R5 D S E Q4 2N3906 C 2 GRN/XXX A PTeo isntt (Switch Col/ Drive -) = Emitting Light Tr o u g h U p - K i c k e r D u a l O P T O B o a r d s C o m p o n e n t La y o u t & Pa r t s Boards Actual Size 520-5173-00 (TRANS) 520-5174-00 (REC) (Screened Text Printed Larger for Clarity) 00-4715-025 CER 562 Back Side (Solder / Surface Mounts) Front Side (LEDs & 3-Pin Connector) 1B1 ITEM QTY PART NUMBER REF-DESIGNATOR DESCRIPTION A — 01 02 03 04 05 B — 01 02 03 04 05 06 07 08 09 1 1 1 2 2 3 3 1 1 1 2 2 2 2 2 2 3 3 515-0173-00 520-5173-00 045-5111-02 165-5052-00 121-5067-00 530-5308-02 545-5518-00 515-0174-00 520-5174-00 045-5111-03 165-5052-00 110-5006-00 110-0086-00 121-5082-00 121-5083-00 121-5011-00 530-5308-02 545-5518-00 Dual-OPTO Trans. Bd. Assy. Dual-OPTO Trans. Board CN1 LED1, LED2 R1, R2 n/a n/a Dual-OPTO Rec. Bd. Assy. Dual-OPTO Rec. Board CN1 LED 1, LED 2 Q1, Q3 Q2, Q4 R1, R4 R2, R5 R3, R6 n/a n/a PCB Assy. (with all Items 1-5) PCB Assy. (with Items 1-3 only) 2X, .156" Rt. Angle (26-60-5020) Conn. LED TLRH180P (Ultra Bright Red) 180 W 1/8W Chip Res. (CRCW) OPTO PCB Brass Tube Spacer OPTO PCB Rubber Grommet PCB Assy. (with all Items 1-9) PCB Assy. (with Items 1-7 only) 3X, .156" Rt. Angle (26-60-5030) Conn. LED TLRH180P (Ultra Bright Red) 2N5460, Transistor (P-FET SOT-23) 2N3906, Transistor 10M W 1/8W Chip Res. (CRCW) 4.7K W 1/8W Chip Res. (CRCW) 10K W 1/8W Chip Res. (CRCW) OPTO PCB Brass Tube Spacer OPTO PCB Rubber Grommet Section 5, Chapter 4: Printed Circuit Boards (PCBs) Replacement Part: LED TLRH180P (T1-3/4 GaAIAs) SPI Part N1: 165-5052-00 99 Sec. 5: PCBs 2A 7 105 103 MGE3 MGE3 Back Side (Solder / Surface Mounts) 2A 7 Front Side (LEDs & 2-Pin Connector) 562 Q4 105 1B1 103 00-3715-025 SNART 23727URXEOHVKRRWLQJ 9ROW0H WH U7HVW LQGLFDWHVQRUPDORSHUDWLQJFRQGLWLRQ A. OPEN OPTO (Light Falling on LED) = SWITCH OPEN. Place meter leads across points A and B on the LED1 Circuit (Refer to Schematic Drawing on previos page, 520-5174-00 Receiver Side). It should read approximately 0.8 - 1.2v DC. The LED2 Circuit operates the same. B. CLOSED OPTO (Light Blocked) = SWITCH CLOSED. Place meter leads across points A and B on the LED1 Circuit (Refer to Schematic Drawing on previous page, 520-5174-00 Receiver Side). It should read approximately 0.0 - 0.1v DC. The LED2 Circuit operates the same. 2VF LOORVF RSH7H VW LQGLFDWHVQRUPDORSHUDWLQJFRQGLWLRQ )LJ$ )LJ% A. OPEN OPTO (Light Falling on LED) = SWITCH OPEN. Place Scope lead at Pin-1 of OPTO Rec. Board with Scope Grounded (see Schematic). The Scope should display a STEADY +5v as shown in Fig. A, Wave Form Diagram. B. CLOSED OPTO (Light Blocked) = SWITCH CLOSED. Place Scope lead at Pin-1 of OPTO Rec. Board with Scope Grounded (see Schematic). The Scope should display a PULSE STREAM indicating Q2 has switched "On" as shown in Fig. B, Wave Form Diagram. This is your Switch Drive Pulse. %HQFK 7HVW 6HH)LJ& Please Note: To perform this test you must use a spare 560: Pull-Up Resistor, SPI Nº: 121-5047-00 )LJ& Disconnect the OPTO Transmitter / Receiver Board from the circuit. Connect one side of a 560Ω Pull-Up Resistor to Pin-1 of the OPTO Receiver Bd. and the other side of the resistor to a 5v DC source. Connect Pin-2 to GND. Connect a +5v DC source to Pin-1 of the Transmitter & GND to Pin-2. Align with the Receiver OPTO approx. 3" distance. Using your Volt-Meter or an Oscilloscope, monitor Pin-1 while BLOCKING and UNBLOCKING the BEAM from the Trans. The output will be approx. +5v DC when the BEAM IS NOT BLOCKED and approx. v when the BEAM IS BLOCKED. 7URXJK'XDO2372%RDUGV$OLJQPHQW7HVWIRU/(' When a working OPTO is installed and connected in a game, the transmitter should light (LED1 lower & LED2 upper) when the power is switched on. With the playfield in Service Position #1 (playfield lifted up in the half-way position resting on the Prop Rod or edge slide support brackets) and the game on, the LED lights should show up as a BRIGHT RED RINGS through the back of the Receiver Board around the Receivers LED1 & LED2 (See Fig. 1). Testing only LED1: With the game in Switch Test Mode, lifting the Trough Plunger with a fingertip should block the BEAM and cause the Switch Position to trigger (See Fig. 2). View Fig. 2a & 2b (on the next page) for a sectional view of the Light Path (note alignment) and what happens as a ball breaks the light beam. )LJ 6HF3&%V 5HFHLYHU %RDUG )LJ %5,*+7 5(' 5,1* 3OXQJHU EORFNV %($0 3OXQJHU 9LHZIDFLQJWURXJK ZLWKSOD\ ILHOGLQ6HU YLFH 3RVLWLRQ /LI W SOXQJHU WRF KH FN VZLWFK DV VKRZQ 6HFWLRQ&KDSWHU 3ULQWHG&LUFXLW%RDUGV 3&%V 6HFWLRQDOYLHZIURPULJKW )LJD E 5HF 6LGH )LJD )LJE 7UDQV 6LGH /LJKW 3DWK 3LQEDOO (Note alignment) 7URXJK'XDO2372%RDUGV$OLJQPHQW7HVWIRU/(' When a working OPTO is installed and connected in a game, the transmitter should light (LED1 lower & LED2 upper) when the power is switched on. With the playfield in Service Position #1 (playfield lifted up in the half-way position resting on the Prop Rod or edge slide support brackets) and the game on, the LED lights should show up as a BRIGHT RED RINGS through the back of the Receiver Board around the Receivers LED1 & LED2 (See Fig. 1, previous page). Testing only LED2: TO PERFORM THIS TEST, A PINBALL MUST BE IN THE BALL TROUGH. With the game in Switch Test Mode, lifting the Trough Plunger with a finger tip should block the BEAM on LED2 and cause the Switch Position to trigger (See Fig. 3). View Fig. 3a & 3b for a sectional view of the Light Path (note alignment) and what happens as a "double-stacked" ball scenario breaks the light beam. )LJ )LJD )LJE 5HF 6LGH 7UDQV 6LGH 3LQEDOO /LJKW 3DWK 3OXQJHU EORFNV %($0 /LI W SOXQJHU WRF KH FN VZLWFK DV VKRZQ , (Note alignment) 0 3 2 5 7 $ 1 7 6HF3&%V If replacement of LED is required, insure that is mounted correctly before and after soldering (See Fig. 4a / 4b). )LJD &RUUHFW3RVLWLRQ 6HFWLRQ&KDSWHU 3ULQWHG&LUFXLW%RDUGV 3&%V )LJE ,QFRUUHFW3RVLWLRQ Dot Matrix Display / Display Controller Bd. Combined Display Connections STAT 3 CN3-Pin 25 BUSY STAT 1 STAT 2 NOT USED STAT Ø STROBE RESET DATA 6 DATA 7 DATA 4 DATA 5 RIBBON CABLE DATA 2 DATA 3 CN3 DATA Ø DATA 1 SWITCH 7 SWITCH 8 SWITCH 5 SWITCH 6 SWITCH 3 SWITCH 4 SWITCH 1 SWITCH 2 CN3-Pin 2 NOT USED NOT USED CN3-Pin 1 CN3-Pin 26 NOT USED NOT USED CN1-Pin 13 SER. DATA GROUND GROUND PIX CLOCK R I B B O N C A B L E GROUND COL. LATCH CN1 GROUND ROW CLOCK GROUND ROW DATA CN1-Pin 2 GROUND DISPLAY ENABLE CN1-Pin 1 CN1-Pin 14 NOT USED NOT USED P2-Pin 13 SER. DATA GROUND GROUND PIX CLOCK R I B B O N C A B L E GROUND COL. LATCH P2 GROUND ROW CLOCK GROUND ROW DATA P2-Pin 2 GROUND DISPLAY ENABLE P2-Pin 1 P2-Pin 14 Sec. 5: PCBs VIO-YEL BLU RED BLK YEL — GRY-YEL YEL-BLK 102 8 7 6 5 4 3 2 1 +68v DC +12v DC +5v DC GND GND KEY -98v DC -110v DC P1 520-5055-03 CN2 520-5052-00 GND KEY +5 VDC Display Controller Board 3 2 1 Dot Matrix Display Board BLK — RED Section 5, Chapter 4: Printed Circuit Boards (PCBs) D i s p l a y Po w e r S u p p l y B o a r d S c h e m a t i c 1 CN2 -120V 8PKK156C 2 CN2 -100V 8PKK156C 3 KEY 4 CN2 C7 R1 130 W 5W D1 1N4004 88V AC + CN1 1 C1 CN1 2 GND CN1 3 7PKK156E KEY 5 +20V 0.75A S.B. CN1 4 7PKK156E CN1 6 CN1 7 6 CN2 GND +5V 8PKK156C +12V 7 CN2 +12V 8PKK156C .. Q1 R2 8 CN2 Q5 MPSA92 C3 D5 1N4760A 68V +20V D6 R3 GND + 1N4764A 100V 47K W 1W C2 .. Q2 220 uF 200V GND 7PKK156E +5V 5 CN2 8PKK156C GND +5V 0.1 uF 500V R6 330K W 1/2W R8 2K W 5W +60V 8PKK156C MJE15030 F1 7PKK156E XFRMR _GND 0.1 uF 500V MJE15030 1.5K W 1/2W 47K W 1W 7PKK156E 110V AC Q3 R4 D3 1N5228 3.9V 220 uF 200V GND GND 8PKK156C MPSA42 D4 D2 R5 1N5228 3.9V 1N4004 1.5K W 1/2W +5V C4 0.1 uF 500V R10 R7 330K W 1/2W GND 1.5K W 1/2W D7 1N4743 13V .. Q4 MJE15031 7PKK156E D i s p l a y Po w e r S u p p l y B o a r d C o m p o n e n t La y o u t & Pa r t s Actual Board Size 5” X 3.3” QTY PART NUMBER REF-DESIGNATOR DESCRIPTION — 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 1 2 3 0 1 1 2 2 1 1 1 1 2 1 1 2 2 2 2 1 1 2 3 2 1 0 520-5138-00 125-5044-00 125-5035-00 125-5003-00 045-5015-07 045-5015-08 112-5003-00 112-0053-00 112-0062-00 112-0049-00A 112-0061-00 200-5000-17 205-0004-00 110-0100-00 110-0082-00 110-0101-00 535-5000-11 240-5008-00 237-5501-00 110-0103-00 121-5061-00 121-5060-00 121-5038-00 121-5059-00 121-5062-00 124-5003-00 Display Power Supply Board C1, C2 C3, C4, C7 (C5, C6: NS) CN1 CN2 D1, D2 D3, D4 D5 D6 D7 F1 F1 Q1 Q2 Q3, Q5 Q3, Q4 Q3, Q4 Q3, Q4 Q4 R1 R2, R3 R4, R5, R10 R6, R7 R8 (VR1: NS) Complete PCB Assembly 220uF, 200v, Radial Lytic Cap. 0.1uF, 500v, Ceramic Disk Cap. 22uF, 35v, Rad Lytic Cap 7PKK156E (PIN5=KEY) 8PKK156 (PIN3=KEY) 1N4004, Diode 1N5228, 3.9v, Diode 1N4760A, 68v, Diode 1N4764A, 100v, Diode 1N4743, 13v, Diode 3/4A (0.75A) S.B. Fuse Fuse Clip MPSA92, Transistor MPSA42, Transistor MJE15030, Transistor Heatsinks - AAVID #563002 #6-32 KEPS Nut #6-32 X 3/8" PPH Screw MJE15031, Transistor 130 W 5W Res. 47K W 1W Res. 1.5K W 1/2W Res. (R9: NS) 330K W 1/2W Res. 2K W 5W Res. 7812CT Section 5, Chapter 4: Printed Circuit Boards (PCBs) (NS = Not Stuffed) Sec. 5: PCBs ITEM 103 Display Controller Board Schematic 3 4 CN2 KEY CN2 D C22 NOT STUFFED R19-R26 NOT STUFFED ROM 1 ROM 0 U14 (SOCKET/ROM) NOT STUFFED C NOT STUFFED JUMPER R11 NOT STUFFED C44-C51 NOT STUFFED B Sec. 5: PCBs A 4 104 3 Section 5, Chapter 4: Printed Circuit Boards (PCBs) Display Controller Board Schematic 2 1 D C NOTES: R ALL RESISTOR VALUES ARE IN OHMS ( W ), 1/4W, 5%, UNLESS OTHERWISE SPECIFIED. R ALL CAPACITOR VALUES ARE IN MICROFARADS ( mF ), UNLESS OTHERWISE SPECIFIED. R 0.1 mF BYPASS CAPACITORS FOR ALL INTEGRATED CIRCUITS (ICs). R FB1 AND FB2 ARE FERRITE BEADS. A Schematic Set Sheet 1 of 1 SIZE REV. E D SPI Display Controller Board SPI Part Nº: 520-5055-03 Prepared By: CES Inc. Edited By: SPI Inc. Model: 237-0040-07 Dated: 03/10/00 2 Section 5, Chapter 4: Printed Circuit Boards (PCBs) 1 105 Sec. 5: PCBs B D i s p l a y C o n t r o l l e r B o a r d C o m p o n e n t La y o u t & Pa r t s CN1 CN3 8MHz CRYSTEK 8.000 CCO-010 • 9805 Actual Board Size 8.05” X 4.9” Sec. 5: PCBs ITEM QTY PART NUMBER REF-DESIGNATOR DESCRIPTION — 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 1 14 23 1 1 1 1 2 15 1 1 0 0 1 1 1 520-5055-03 125-5028-00 125-5031-00 125-5015-00 045-5015-02 045-5015-03 045-5015-26 n/a 121-5011-00 121-5051-00 121-5014-00 n/a Not Used 100-5001-00 n/a 965-0108-00 Complete PCB Assembly 470pF, (471), Axl. Cap .1 uF, (104), Axial Cer. Cap 100uF, 25v, Cap. (Radial Elec.) 7-Pin, Dual Row .1" Hdr. Conn. 3-Pin, KK-156 Conn. (540445-3) 13-Pin, Dual Row .1" HDR Conn. Ferrite Bead (2743001182) 10K W 1/4W Res. 5% 100K W 1/4W C.F. Res. 5% 220 W 1/4W C.F. Res. 5% 16 17 18 19 20 21 22 23 24 25 26 4 100-0046-00 1 100-5000-00 2 100-0058-00 1 100-0397-00 1 100-0233-00 1 100-0189-01 1 (See Pg. DR. w Table) 1 077-5217-00 2 100-0037-00 1 100-0351-00 1 965-0107-00 27 28 29 1 1 1 Display Controller Board (FCC FEB98) Rev. E C1>C6, C27>C33, C36>C42, C53 (C44>C51: NS) C7>C11, C13>C26, C34, C35, C43, C52 (C22: NS) C12 CN1 CN2 CN3 FB1, FB2 R1>R7, R9, R10, R12, R14>R18 (R11: NS) R8 R13 (R19>R26: NS) (SW1: NS) U1 U1 (@ Pins 9 & 10) U2 - ORANGE DOT (Note the type of PAL) U3, U4, U6, U7 U5 U7, U10 U8 U9 U11 U12 (ROM 0) (U14 ROM 1: NS) U12 (U14: NS) U13, U20 U15 U16 - ORANGE DOT (Note the type of PAL) U18 U19 X1 106 100-0064-00 100-0049-00 140-0013-00 (NS = Not Stuffed) (SW1) 74HCT240 100pF, Cap. PAL16R4 (25CN), (Programmed) - ORANGE DOT 74LS157 74LS151 74LS245 32K X 8 Static RAM (62256L-10PC) 68B45 68B09E 4MB ROM 32-Pin, IC Dip Socket 74LS74 74HCT00 PAL16L8 (15CN), (Programmed) - ORANGE DOT 74LS374 74LS163A 8Mhz Clock Oscillator Section 5, Chapter 4: Printed Circuit Boards (PCBs) Display Controller Board Schematic 3 4 1 U2 U1-A D 5 U1-C U1-D 3-1 3-2 3-3 C U4 B U9 2 U1-F 4-1 Sec. 5: PCBs A U10 U1-E 4-2 4-3 4-4 4-5 4-6 4 104 3 Section 5, Chapter 4: Printed Circuit Boards (PCBs) Display Controller Board Schematic 2 1 U8 U3 D U C U6 U5 U1-B A U11 Schematic Set Sheet 1 of 1 SIZE REV. E D SPI Display Controller Board SPI Part Nº: 520-5055-03 JUNE 2001 Prepared By: CES Inc. Edited By: SPI Inc. Model: 237-0255-00 Dated: 06/17/01 Non-Text Document 2 Section 5, Chapter 4: Printed Circuit Boards (PCBs) 1 105 Sec. 5: PCBs B D i s p l a y C o n t r o l l e r B o a r d C o m p o n e n t La y o u t & Pa r t s SAMSUNG 046A K6T0808C1D-GB55 03FC59K HCT273 02C5RVK LS245 09AD7YK HCT245 EF68B09EP WB2060034 (ST) PHILIPPINES 08A51XX HCT04 XILINX® XC9572XL™ TQ100AEN0101 F1168339A 7C Actual Board Size 20.5cm X 12.5cm 11AJ L52B ROM1 Sec. 5: PCBs ITEM QTY — 1 2 3 4A 4B 5 6 7 8 9 10 11 12 1 520-5055-03 2 (See Pg. DR. 3 Table) 2 077-5217-00 1 045-5015-03 1 100-0189-01 1 0451 0771 1001 1001 1001 1001 1407 12520 125- 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 2 21 2 3 1 1 1 1 1 1 4 1 1 1 2 5 1 2 1 3 9 2 1 1 1 106 PART NUMBER 125125n/a n/a 045-5015-02 045-5015-26 100165-5099-00 100121n/a n/a 121121121121121121121121125-5015-00 n/a n/a 100- REF-DESIGNATOR ROM0 DESCRIPTION (NS = Not Stuffed) Display Controller Bd. (FCC FEB98) Rev. E June 2001 Complete PCB Assembly U5 (ROM0) (U6 (ROM1): NS) 4mB ROM 27C040 (M27C401-100) U5 (U6: NS) 32-Pin, IC Dip Socket J3 3-Pin, PKK156B Connector U3 MC6809E U3 40-Pin, Socket J4 6-Pin (6P100) U1 74HCT04D (74LS04) U9 74HCT245D U7 74HCT273D U2 74LS245DW RSN1 8MHZRSN (8Mhz) Cyrstal C35-C39, C40, C41 CAP103-0805-X7R, 0.01uF, 50v C21, C24, C28-C32, C33, C34, C42, C43, C44, C45, C46 CAP104-0805, 0.1, 50v C47, C48, C49, C50, C53 (C51: NS) C26, C27 CAP224-1206-Z5U, 0.22uF, 50v C1-C12, C13-C18, C20, C23, C52 CAP471-0805, 470pF, 50v FB1, FB2 Ferrite Bead, FB0370 FID1-3 FIDTP50M (J5: NS) HDR2X1 J2 7-Pin, Dual Row .1" Hdr. Conn HDR2X7 J1 13-Pin, Dual row .1" Hdr. Conn HDR2X13 U8 K6T0808C1D L1 LED T1-3/4 DIFFUSER RED U11 LM3940IMP-3.3 R16-R18 (R19: NS) RES0E1/10W0805, 0 RESET DO NOT STUFF (R4: NS) RES0E1/4W5CF, 0 R20 RES100E1/10W0805, 100 R9, R15 RES100K1/10W0805, 100K R1, R2, R3, R7 (R6: NS) RES10K1/10W0805, 10K R5 RES180E1/10W0805, 180 R11, R13 RES1K1/10W0805, 1K R8 RES1M1/10W0805, 1M R10, R12, R14 RES220E1/10W0805, 220 R21, R22-R29 RES33E1/10W0805, 33 C19, C25 TCAP100M25VER, 100uF, 25v (C22: NS) TCAP22M25VER, 22uF, 25v (U10: NS) TL7705ACD U4 XC9572XL Section 5, Chapter 4: Printed Circuit Boards (PCBs) ,23RZHU'ULYHU%RDUG7KHRU \RI2SHUDWLRQ 5v Supply: An AC voltage of approximately 9v comes into the board at [J17-(1-4)] this AC voltage is then full-wave rectified by bridge BRDG 21 and filtered by Capacitor C203. The resulting voltage is 11v DC which is inserted into a linear voltage regulator for the output of 5v DC. This 5v regulated voltage can be adjusted by potentiometer R116 the voltage should be set to 5.00v. Besides powering the I/O Board the regulated 5 volts supplies power to the CPU / Sound Board, Gas Plasma (Dot Matrix) Display and Plasma (Display) Controller Board. Power for these devices comes off the I/O Board on [J16-(4-8)]. +5v, +20v, +50v, +18v, & +12v LED Indicators: These DC voltages are derived on the I/O Board by rectification and filtering. Each has a LED indicating that power is being supplied to each of these voltage sources. The -12v supply comes from the same transformer winding as the +12v thus it does not have a LED indicator. ** Note that the +50v & +20v power sources are turned off by the Interlock Switches when the Coin Door is OPEN. /(' 6833/< 92/7$*( / / Y / Y / Y / Y Reset Circuitry: The I/O will reset in three (3) cases: 1. The CPU is in reset. The CPU’s reset signal is fed into the I/O through connector J1 and forces the I/O into reset. 2. The 5v supply has fallen below 4.75v. 3. The watchdog is not being fed by the scanning of the light matrix. More specifically Pin-19 of U6 must be toggling once every 50ms to prevent the watchdog from resetting. The scanning of the light matrix is controlled by the CPU through J1. LED L204 shows the reset state of the I/O Board. If this LED is not lit either the 5v DC is below 4.75v or the CPU/Sound Board is holding the I/O in reset. If the LED is flashing this means that the watchdog is not being feed by the CPU/Sound Board and the I/O is oscillating into and out of reset. If the LED is continuously on the board is out of reset and communication from the CPU to the lamp matrix is confirmed. Testpoint Blanking is the actual reset signal on the I/O Board. A low voltage indicates that it is in reset this will turn off all Solenoid (Coil) Drivers, Flash Lamps, Lamp Matrix Drivers, Auxiliary Outputs and Flipper Outputs. A high voltage indicates that it is out of reset and normal operation can take place. Address Decoding: All Address decoding is done by two 74LS138’s (U204 & U205) (3 of 8 decoder). Both of these must be in operation for the I/O Board to function properly. Solenoid (Coil) Drivers & Flash Lamps: J8 & J9 are high side drivers for driving solenoids and other heavy loads. Each connector has its own buffer driving 8 drivers. J8 & J9 consist of MOSFET Drivers 20N10L which can easily & safely be tested by clipping one end of a clip-lead to test point FET TPL1 and then the other to the corresponding gate resistor R1-R16 (see Note 1). This will apply 3.4v to the gate of the MOSFET Transistor thus switching it on. J7 & J6 each are a bank of 8 low side driver for driving lamps or other lower current solenoids (coils). They use a Bipolar Power Transistor TIP122 which can also be tested by using TEST POINT TIP TPL3 and the corresponding resistors R17-R32* (see Note 1). Note 1 • Clip on the resistor side with the white stripe. •• R1 controls Q1, R2 controls Q2, et cetera... Lamp Matrix: J12 has 10 low side drivers for the lamp strobes which consist of 19N06L MOSFETS. Only one lamp strobe should be low at any time. Again the scanning of the lamp strobes keeps the I/O from resetting. J13 has 8 high side drivers with each having a status indicator. All the status indicators are logically ’OR’ed together and fed back to the CPU/Sound Board. The status can identify open loads (for example open lamp filaments or intermittent connections) and short circuits. These drivers are also short-circuit protected. General Illumination (G.I.) Lights: J15 has 6v AC switched on & off by a relay on the I/O Board. The relay is controlled by Q200 which supplies power to the 24v coil winding to activate the relay. There are 4 taps on J15 each fused at 5A for this 6v AC source. 6HFWLRQ&KDSWHU 3ULQWHG&LUFXLW%RDUGV 3&%V 6HF3&%V Auxiliary In & Out: J2-8 CMOS Outputs sometimes used for a printer interface. J3-8 CMOS Inputs general purpose inputs. I / O Po w e r D r i v e r B o a r d S c h e m a t i c ( S h e e t 1 o f 5 ) 4 3 D C B Sec. 5: PCBs A NOTES: R ALL RESISTOR VALUES ARE IN OHMS ( W ), 1/4W, 5%, UNLESS OTHERWISE SPECIFIED. R ALL CAPACITOR VALUES ARE IN MICROFARADS ( mF ), UNLESS OTHERWISE SPECIFIED. R 0.1 MICROFARADS ( mF ) BYPASS CAPACITOR ON ALL IC’S. 4 108 3 Section 5, Chapter 4: Printed Circuit Boards (PCBs) I / O Po w e r D r i v e r B o a r d S c h e m a t i c ( S h e e t 1 o f 5 ) 2 1 The above circuit(s) continue at the address shown (#-XY). # = Sheet Number (1-5), X = Column Grid, Y = Row Grid D C A Schematic Set Sheet 1 of 5 SIZE REV. E D SPI I/O Power Driver Board SPI Part Nº: 520-5137-01 Prepared By: CES Inc. Edited By: SPI Inc. Model: 237-0161-00 Dated: 09/05/97 2 Section 5, Chapter 4: Printed Circuit Boards (PCBs) 1 109 Sec. 5: PCBs B I / O Po w e r D r i v e r B o a r d S c h e m a t i c ( S h e e t 2 o f 5 ) 4 3 D C B Sec. 5: PCBs A The above circuit(s) continue at the address shown (#-XY). # = Sheet Number (1-5), X = Column Grid, Y = Row Grid 4 110 3 Section 5, Chapter 4: Printed Circuit Boards (PCBs) I / O Po w e r D r i v e r B o a r d S c h e m a t i c ( S h e e t 2 o f 5 ) 2 1 NOTES: R ALL RESISTOR VALUES ARE IN OHMS ( W ), 1/4W, 5%, UNLESS OTHERWISE SPECIFIED. R ALL CAPACITOR VALUES ARE IN MICROFARADS ( mF ), UNLESS OTHERWISE SPECIFIED. R 0.1 MICROFARADS ( mF ) BYPASS CAPACITOR ON ALL IC’S. D C A Schematic Set Sheet 2 of 5 SIZE REV. E D SPI I/O Power Driver Board SPI Part Nº: 520-5137-01 Prepared By: CES Inc. Edited By: SPI Inc. Model: 237-0161-00 Dated: 09/05/97 2 Section 5, Chapter 4: Printed Circuit Boards (PCBs) 1 111 Sec. 5: PCBs B I / O Po w e r D r i v e r B o a r d S c h e m a t i c ( S h e e t 3 o f 5 ) 4 3 D C The below circuit(s) continue at the address shown (#-XY). # = Sheet Number (1-5), X = Column Grid, Y = Row Grid B Sec. 5: PCBs A 4 112 3 Section 5, Chapter 4: Printed Circuit Boards (PCBs) I / O Po w e r D r i v e r B o a r d S c h e m a t i c ( S h e e t 3 o f 5 ) 2 NOTES: R ALL RESISTOR VALUES ARE IN OHMS ( W ), 1/4W, 5%, UNLESS OTHERWISE SPECIFIED. R ALL CAPACITOR VALUES ARE IN MICROFARADS ( mF ), UNLESS OTHERWISE SPECIFIED. R 0.1 MICROFARADS ( mF ) BYPASS CAPACITOR ON ALL IC’S. 1 JAN 2001 Cut trace on solder side at Aux. Out Port J2-PIN1 thru J2-PIN3 & TS J2-PIN5 thru J2-PIN9; Soldered Resistor 100W 1/4W 5% (SPI N1: 121-5007-00). This Modification (highlighted below at J2 with a dotted-line box) was accomplished on boards produced after Jan. 1, 2001. This board is backwards compatible for the White Star™ Board System. JET Resistor 100W D C A Schematic Set Sheet 3 of 5 SIZE REV. E D SPI I/O Power Driver Board SPI Part Nº: 520-5137-01 Prepared By: CES Inc. Edited By: SPI Inc. Model: 237-0161-00 Dated: 09/05/97 2 Section 5, Chapter 4: Printed Circuit Boards (PCBs) 1 113 Sec. 5: PCBs B I / O Po w e r D r i v e r B o a r d S c h e m a t i c ( S h e e t 4 o f 5 ) 4 3 D The below circuit(s) continue at the address shown (#-XY). # = Sheet Number (1-5), X = Column Grid, Y = Row Grid C The above circuit(s) continue at the address shown (#-XY). # = Sheet Number (1-5), X = Column Grid, Y = Row Grid B Sec. 5: PCBs A 4 114 3 Section 5, Chapter 4: Printed Circuit Boards (PCBs) I / O Po w e r D r i v e r B o a r d S c h e m a t i c ( S h e e t 4 o f 5 ) 2 1 05-25-99 CUT PIN-3 TO GND ON U210 (4-3D) NOTES: R ALL RESISTOR VALUES ARE IN OHMS ( W ), 1/4W, 5%, UNLESS OTHERWISE SPECIFIED. R ALL CAPACITOR VALUES ARE IN MICROFARADS ( mF ), UNLESS OTHERWISE SPECIFIED. R 0.1 MICROFARADS ( mF ) BYPASS CAPACITOR ON ALL IC’S. D The above circuit(s) continue at the address shown (#-XY). # = Sheet Number (1-5), X = Column Grid, Y = Row Grid The below circuit(s) continue at the address shown (#-XY). # = Sheet Number (1-5), X = Column Grid, Y = Row Grid C A Schematic Set Sheet 4 of 5 SIZE REV. E D SPI I/O Power Driver Board SPI Part Nº: 520-5137-01 Prepared By: CES Inc. Edited By: SPI Inc. Model: 237-0161-00 Dated: 09/05/97 2 Section 5, Chapter 4: Printed Circuit Boards (PCBs) 1 115 Sec. 5: PCBs B I / O Po w e r D r i v e r B o a r d S c h e m a t i c ( S h e e t 5 o f 5 ) 4 3 D C The above circuit(s) continue at the address shown (#-XY). # = Sheet Number (1-5), X = Column Grid, Y = Row Grid B Sec. 5: PCBs A 4 116 3 Section 5, Chapter 4: Printed Circuit Boards (PCBs) I / O Po w e r D r i v e r B o a r d S c h e m a t i c ( S h e e t 5 o f 5 ) 2 1 D C NOTES: R ALL RESISTOR VALUES ARE IN OHMS ( W ), 1/4W, 5%, UNLESS OTHERWISE SPECIFIED. R ALL CAPACITOR VALUES ARE IN MICROFARADS ( mF ), UNLESS OTHERWISE SPECIFIED. R 0.1 MICROFARADS ( mF ) BYPASS CAPACITOR ON ALL IC’S. A Schematic Set Sheet 5 of 5 SIZE REV. E D SPI I/O Power Driver Board SPI Part Nº: 520-5137-01 Prepared By: CES Inc. Edited By: SPI Inc. Model: 237-0161-00 Dated: 09/05/97 2 Section 5, Chapter 4: Printed Circuit Boards (PCBs) 1 117 Sec. 5: PCBs B I / O Po w e r D r i v e r B o a r d C o m p o n e n t La y o u t Test Points: LED TEST • ¬TIP TPL3 ¬BLANKING ¬L204 LED • TEST • TEST TEST • TE ST • ¬RESET LEDs : ¬L201+50v ¬L202+18v ¬L200+20v TEST • LEDs ¬L203+12v LED TEST • TE ST • ¬FET TPL1 LED : ¬L2+5V ¬R116 POT Actual Board Size 15.698” X 11” TE ST • Sec. 5: PCBs 118 Section 5, Chapter 4: Printed Circuit Boards (PCBs) ,23RZH U'ULYH U%RDUG3DUW 8 ITEM QTY PART NUMBER REF-DESIGNATOR DESCRIPTION (NS = Not Stuffed) — 01 02 03 04 05 06 07 08 1 5 13 1 1 5 1 1 17 520-5137-01 112-5000-00 125-5030-00 125-5033-00 125-5035-00 125-5036-00 125-5034-00 125-5032-00 125-5031-00 09 10 11 12 13 22 0 16 0 25 125-5028-00 n/a 125-5029-00 125-5027-00 112-0054-00 14 15 16 17 18 19 20 21 22 2 26 1 7 2 1 2 1 1 112-5003-00 205-0004-00 200-5000-03 200-5000-01 200-5000-08 200-5000-05 200-5000-06 045-5015-01 045-5014-01 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 1 0 1 1 1 1 1 1 6 16 16 10 1 32 16 17 8 11 13 045-5015-00 n/a 045-5013-00 045-0014-03 045-5015-00 045-0014-06 045-5016-00 045-0014-09 165-5099-00 110-0106-00 110-0067-00 110-0088-00 110-0069-00 121-5042-00 121-5003-00 121-5045-00 121-5021-00 121-5011-00 121-5007-00 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 8 2 1 1 2 2 1 1 0 9 8 1 2 8 1 1 8 1 1 1 2 1 1 121-5029-00 121-5033-00 121-5030-00 121-5039-00 121-5036-00 121-5038-00 121-5050-00 121-5009-00 n/a 121-5009-00 121-5032-00 190-5002-00 n/a 100-5012-00 110-0058-00 100-5023-00 110-0089-00 100-0356-00 n/a 100-0338-00 100-0148-00 100-0037-00 n/a I/O Power Driver Board Complete PCB Assembly BRDG1, BRDG2, BRDG3, BRDG20, BRDG21 DB3501 C1, C2, C3>C6, C7, C8, C9>C10, C11, C12 220pF, (221), Cap. C25 100uF, 150v, Radial Lytic Cap. C26 .1UF, 500v, Ceramic Disk Cap. C27, C30, C201, C202, C203 15000uF, 25v, Radial Lytic Cap. C29 4700uF, 35v, Radial Lytic Cap. C32 100uF, 25v, Radial Lytic Cap. C35, C36, C37, C38, C39, C40, C41, C42, C43, C45, 0.1uF, (104), Cap. C46, C200, C238, C239, C240, C241, C242 C212>C219, C228>C237, C243>C246 (C204-C211: NS) 470pF, (471), Axial Cap. (C220>C227: NS) C247>C254, C263>C270 0.01uF, (103), 100v Cap. (C255>C262, C271>C278: NS) 0.1uF, (104), 100v, Cap. D200>D207, D208>D215, D220, D221, D222, D223, 1N4148, Diode D224, D225, D226, D227 1N4004, Diode D217, D229 (D216: NS) F6, F7, F8, F9, F20, F21, F22, F23, F24> F27, F28 Fuse Clips F6 7A 250v S.B. Fuse F7, F8, F9, F24>F27 5A 250v S.B. Fuse F21, F28 3A 250v S.B. Fuse F22 8A 250v S.B. Fuse F20, F23 4A 250v S.B. Fuse J1 20-Pin, 0.1 Dual Row Header J2 (Key Pin-4), J6 (Key Pin-9), J7 (Key Pin-5) 10PKK156 J10 (Key Pin-6), J13 (Key Pin-2) J3 (Key Pin-8) 12PKK156 (J4, J5: NS) J8 (Key Pin-2), J9 (Key Pin-3), J15 (Key Pin-5) 9PKK156 J11 10-84-4030 (3-Pin MOLEX) J12 (Key Pin-7) 12PKK156 J14 10-84-4060 (6-Pin MOLEX) J16 (Key Pin-14) 15PKK156 J17 10-84-4090 (9-Pin MOLEX) L2, L200, L201, L202, L203, L204 LED T1-3/4 DIFFUSER LED Q1>Q16 22NE10L STP, Transistor Q17>Q24, Q25>Q32 TIP122 Q33>Q42 19N06L STP, Transistor Q200 2N3904, Transistor. R1>R8, R9>R16, R200>R207, R208>R215 22K 1/4W Res. R17>R24, R25>R32 620 1/4W Res. R33>R42, R236>R242 39K 1/4W Res. R49, R57>R61, R253, R256, R270 (R252: NS) 4.7K 1/4W Res. R50>R56, R255, R271, R300 10K 1/4W Res. R64>R76 100 1/4W Res. Resistors on Solder Side @ J2-Pins: 1-3 & 5-9 R90, R92, R94, R96, R98, R100, R102, R104 6.8K 1/4W Res. R114, R269 220 1/4W Res. R115 120 1/4W Res. R116 50 Pot R117, R272 330 1/4W Res. R216, R218 1.5K 1/2W Res. R217 4.7K 2W Res. (SANDBAR) R219 1K 1/4W Res. (R220>R227: NS) R245>R251, R254, R302 (R228>R235: NS) 1K 1/4W Res. R261, R262, R263, R264, R265, R266, R267, R268 47 1/4W Res. RELAY FRL264D024/02CK Relay Test Point Wire (24ga.) Loops TPL1, TPL3 U1, U2, U3, U4, U6, U18, U201, U206 (U200: NS) 74HCT273 U9 74LS245 U210 DS1232 U10, U11, U12, U13, U14, U15, U16, U17 VN02N U19 LM338K U19 Heatsink (5v Reg.) U203 (U202: NS) 74HC245 U204, U205 74LS138 U209 74LS74 Test Points BLANKING, RESET 6HF3&%8 : : : : : : : : : : : : : : : : 6HFWLRQ&KDSWHU 3ULQWHG&LUFXLW%RDUG8 3&%8 Yo u r N o t e s Sec. 5: PCBs 120 Section 5, Chapter 4: Printed Circuit Boards (PCBs) 38$RX QG%RDUG7K HRU \ RI2SHUDWLRQ CPU Section: The CPU is a 68B09E (U209) with up to 8 MBytes of CPU Code Space (U210). The CPU code is bank selected by the use of U211 and each bank consists of 16 KBytes. 8 KBytes of RAM (U212) is available to the CPU. The RAM is battery backed and has a write protected area. Battery back up is accomplished by 3-AA Cells (BAT1) which have a TEST POINT VBATT to check the battery voltage status. The write protected area consists of 512 Bytes used for storing game settings. This section of RAM can only be written to when the coin door is open. The Coin Door switch comes into the CPU on CN6-12 and is fed into the address decoding PAL U213. When this memory protect signal is low writes to the protected RAM area are prohibited. Address decoding for the system is accomplished by one PAL U213 and one 1-of-8 decoder U214. A watchdog is used to monitor the CPU and the 5v supply. If the 5v supply is below 4.75 the watchdog will hold the CPU/Sound Board & I/O Board in reset. The watchdog must be fed at a rate of 250ms or faster. The signal used to feed the watchdog comes from the EPROM Bank select signal used to load U211. The CPU has a timer interrupt used as a heartbeat for the system this signal comes from counter U2. The clock for this counter is the CPU Q CLOCK. Clearing the timer interrupt is done by reading the DIP Switch. The timer interrupt can be observed at TEST POINT FIRQ. In normal operation "FIRQ" should be toggling at a rate of 976Hz. The I/O Interface CN1 is buffered by two (2) HC245 Chips (U207 & U208). The CPU’s reset line is buffered by Q10 and fed over to the I/O through CN1. An I/O Strobe Signal is fed through CN1-15 and is used to notify the I/O that a valid address is being sent. Switches: The Switch Matrix consists of eight (8) 2N3904 Transistors(Q1-Q8) which pull one of 8 strobes ‘low’ to activate a Single Column of switches. The Switch Return Signals are fed into CN7 [SWITCH ROWS] and are highly filtered and compared to a 2.5v reference voltage. The Switch Return Voltage must be below 2.5v to make a Valid Switch Closure. If false switches are appearing, check that none of the 2N3904 Transistors are permanently pulling the strobe line low. Only one strobe from CN5 [SWITCH COLUMNS] should be low at any time. CN6 [DEDICATED SWITCH IN] is a Dedicated Bank of Input Switches. Switches connected to CN6 are connected to ground instead of a strobe and may be read at any time. Plasma Interface: The data path for communication to and from the Plasma Controller Board is 8 bits wide. There are separate Input and Output Busses. The Input Bus from the Plasma Controller to the CPU/Sound Board comes in on CN8 [PLASMA CONTROL]-Pins 3-10 and is fed into U200 for input to the CPU’s Data Bus. Data going out to the controller comes from the CPU’s Data Bus through U201 and onto CN8-Pins 11-18. Status back from the Plasma Controller comes in on CN8-Pins 22-26 and is fed into U202 for input to the CPU’s Data Bus. Two control signals that go out to the Plasma Controller are PRES [PLASMA RESET] and CN8-Pin 19 [PSTB - Plasma Strobe]. The Plasma Reset is software controllable through U216/B and also has a test point "Plasma Reset". The Plasma Strobe Signal to the controller is generated from U216/A and is used to latch data into the Plasma Controller. Sound calls are made from the CPU’s 68B09E U209 to the sound section by latching data into U5. The sound section’s CPU 68BO9E (U6) reads in this data and handles the interfacing to the BSMT. Other Test Points: E & Q - The CPU signals for both 68B09E processors. Should be at 2Mhz with Q leading E by 500 nsec. 24Mhz - The oscillator used for the BSMT & derivation of E & Q. SND-FIRQ - The sound sections CPU Interupt. 6Mhz - This clock is generated internally on the BSMT and is used for shifting the data samples into th DAC. W6 Jumper - This jumper must be installed for games that use 8MB Sound EPROMs (U17 U21 U36 U37). For games which use 4MB Sound EPROMs this jumper is not installed but will operate on boards with W6 installed. $HFWLRQKDSWHU 3ULQWHGLUFXLW%RDUGV 3%V $HF3%V Sound Section: The audio section consists of a BSMT SOUND CHIP U9 Sound (Voice) EPROMs (U17 U21 U36 U37) 68B09E U6 and Sound Code EPROM U7. The BSMT latches sound EPROM addresses in U13 & U12 for output to the Sound EPROMs. Sound Data from the EPROMs is read through U19 to the BSMT. The EPROMs are bank selected by U22. When the BSMT has sound data to be played out to the speakers it loads 16 bits into a 16 bit shift register made up of U24 & U23. The data stream from the shift register is serially shifted into a stereo 16 bit Digital to Analog Converter (DAC, U26). When the system is operating properly the ws (word select) input of the DAC will be toggling. The ws input is used to latch the right and left channel sound data into the DAC. If the ws line is not oscillating no analog signal will come out of the DAC. The DAC outputs are a controlled current source. These outputs are converted to a voltage by an operational amplifier U30 to form the analog signal. TEST POINTS AOR and AOL are the outputs of the operational amplifier. These outputs are then fed directly into the power amplifiers (TDA2030A) or optionally into an analog volume control chip U35 for a potentiometer volume control. The analog section has its own +5v & -5v derived from VR1 & VR2. These separate supply voltages are for the DAC U26 Operational Amplifier U30 and analog volume control U35. CPU/Sound Board Schematic (Sheet 1 of 3) J I H G F +5v C1 C2 C3 C4 C5 C7 C8 C9 C12 C13 C14 C15 C16 C18 C19 C20 C21 C23 C24 C25 C26 C27 C28 C32 C36 C41 C42 C43 C44 0.1 mF 0.1 mF 0.1 mF 0.1 mF 0.1 mF 0.1 mF 0.1 mF 0.1 mF 0.1 mF 0.1 mF 0.1 mF 0.1 mF 0.1 mF 0.1 mF 0.1 mF 0.1 mF 0.1 mF 0.1 mF 0.1 mF 0.1 mF 0.1 mF 0.1 mF 0.1 mF 0.1 mF 0.1 mF 0.1 mF 0.1 mF 0.1 mF 0.1 mF 5 C272 C273 C274 C275 C276 C277 C278 C279 C280 C281 C282 C283 C284 C285 C286 C287 C288 C289 C291 C292 GND 0.1 mF 0.1 mF 0.1 mF 0.1 mF 0.1 mF 0.1 mF 0.1 mF 0.1 mF 0.1 mF 0.1 mF 0.1 mF 0.1 mF 0.1 mF 0.1 mF 0.1 mF 0.1 mF 0.1 mF 0.1 mF 0.1 mF 0.1 mF 1-5I 1-5J +5v 1-5H A13 U212 [26] 1-5G A13 U212 [26] 5Q U211 [12] +5v 2 JP1S R301 10W 1 JP1 +5v R306 +5v 32K 8K 10KW +5v R414 220W N.C. N.C. +5v L201 4 R302 R304 10W R303 10W R305 10W 10W XA0 XA1 XA2 XA3 XA4 XA5 3 1D 4 2D 7 3D 8 4D 13 5D 14 6D 17 7D 18 8D 74LS374 A13 U212 [26] D0 D1 D2 D3 D4 D5 U211 GND A R307 12 0W * R308 IS JUMPERED R308 B (2-2A) B R309, R307 NOT STUFFED (2-2A) C PR Q D CP R309 Q 9 N.C. 8 R/W 1N5817 13 VPP D7 D7 D7 13 14 15 17 18 19 20 21 D0 D1 D2 D3 D4 D5 D6 D7 FIRQ A0 A1 A2 A3 A4 A5 A6 A7 A8 A9 A10 A11 A12 A13 A14 A15 1-3G A16 A17 A18 DQ0 DQ1 DQ2 DQ3 DQ4 DQ5 DQ6 DQ7 U210 U210S 32PSKT E 1-3I E 24 1-3H G ROMCS 22 R432 E A0 A1 A2 A3 A4 A5 A6 A7 A8 A9 A10 A11 A12 A13 A14 A15 12 A0 11 A1 10 A2 A3 9 A4 8 A5 7 A6 6 A7 5 27 A8 26 A9 23 A10 A11 25 A12 4 A13 28 29 XA0 3 XA1 2 XA2 30 XA3 31 XA4 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 A0 A1 A2 A3 A4 A5 A6 A7 A8 A9 A10 A11 A12 A13 A14 A15 N.C. 38 AVMA 36 R/W 32 6 N.C. 5 N.C. 33 N.C. 27C040 XA0 E VCC NMI U209 FIRQ IRQ LIC AVMA R/W BA BS BUSY The above circuit(s) continue at the address shown (#-XY). # = Sheet Number (1-5), X = Column Grid, Y = Row Grid Q CP CLR 1-2I N.C. RED 330W POUT 11 E Q 1-2H PR Q D CP Q HCT74 A0 R310 9 4 N.C. AVMA 2 0W 13 Sec. 5: PCBs 3 1-1I 1 CP CLR 74LS74A Q CP CLR HCT74 POUT Q 3 4 PR D Q 5 PSTB Q 6 N.C. PLASMA_RESET Q 6 N.C. 34 E 35 Q 40 HALT 37 RESET RESET U209S 40PSKT 1 PSTB A12 6 4 5 A7 +5v A B C U214 G1 G2A G2B Y0 Y1 Y2 Y3 Y4 Y5 Y6 Y7 15 14 13 12 11 10 9 7 SWLO DPSW BSEL SWSTB SWM PLIN POUT STATUS 74LS138 RESET PRES PLIN 1-1H 1 2 3 1-1G 1-1F POUT GND 1 GND 2 J I E Q PAL16V8Q A8 A9 A10 +5v RESET PRES PLIN PSTB POUT +5v H G R297 10KW R298 10KW 5 VMA U215/A PLIN 2 PR D +5v +5v TSC 39 1-3F USS 1 GND 10 GND VCC 20 +5v 1 I/ 1 19 ROMCS 2 I/ 2 /O 1 18 3 RAMCS I/ 3 I/O 2 17 1-2F IO PORT 4 I/ 4 I/O 3 16 A9 5 I/ 5 I/O 4 15 6 A10 I/ 6 I/O 5 14 7 SNDSTB I/ 7 I/O 6 13 XA0 8 I/ 8 I/O 7 12 IO STB 9 I/ 9 /O 8 11 I/ 10 U213S 20PSKT +5v R311 8 A11 A12 MPIN PRES U216/A 1-1J A0 0W +5v +5v E INT U213 E Q VMA R/W 1-2G VMA * R310 IS JUMPERED CLR 122 A15 A14 A13 +5v 13 U216/B 1 GND L200 R312 8 10 12 R296 +5v 10KW ROMCS RESET A0 A0 7 2 4 3 A10 9 Q D HCT74 D0 D1 D2 D3 D4 D5 D6 D7 XA0 PR U217/B 2 31 30 29 28 27 26 25 24 AVMA 10 1-2J E 27 R/W INT Q E U215/B CLR [13] BSEL +5v 11 22 E 1-4F D0 D1 D2 D3 D4 D5 D6 D7 Q E U215/B CLR [13] BSEL BSEL 20 RAMCS RAMCS 68B09E 12 D0 D1 D2 D3 D4 D5 D6 D7 R/W 1 0W The above circuit(s) continue at the address shown (#-XY). # = Sheet Number (1-5), X = Column Grid, Y = Row Grid D7 GND 11 12 13 15 16 17 18 19 U212S 28PSKT 10KW GND * R300 NOT STUFFED (2-2A) E (2-2A) Q (2-1A) E (2-1A) BSEL 14 MS6264A C290 0.1 mF 1-4G BSEL E R300 0W 1-3J CE OE D201 BAT 1 Holds 3X 1.5v AA Size Cells GND D0 D1 D2 D3 D4 D5 D6 D7 U212 VCC 1N5817 VBATT GND R299 10KW INT XA5 E 28 1-5F A0 A1 A2 A3 A4 A5 A6 A7 A8 A9 A10 A11 A12 A13 A14 +5v CLR 74LS74A 1-4H 10KW U215/B 11 0W C +5v 1-4I 10 D200 +5v R431 RED 1-4J (2-2A) A 3 OC CP 2 1Q 5 2Q 6 3Q 9 4Q 12 5Q 15 6Q 16 7Q 19 8Q A15 1 A15 11 BSEL 10 9 8 7 6 5 4 3 25 24 21 23 2 26 1 A0 A1 A2 A3 A4 A5 A6 A7 A8 A9 A10 A11 A12 F Section 5, Chapter 4: Printed Circuit Boards (PCBs) E Q CPU/Sound Board Schematic (Sheet 1 of 3) E D C B A DEDICATED SWITCH IN D3 +5v CN6 1 1N4004 12PKK156E GND CN6 2 R278 R279 R280 R281 R282 R283 R284 R285 1KW 1KW 1KW 1KW 1KW 1KW 1KW 1KW R287 1-5E 1-5D 39KW R288 1-5C 12PKK156E R286 1KW 1-5A 12PKK156E CN6 4 SWLO SWLO 19 1 GND RAMCS E R/W 39KW R289 G DIR D0 2 D1 D2 D3 D4 D5 D6 D7 3 17 A2 B2 4 16 A3 B3 5 15 A4 B4 6 14 A5 B5 7 13 A6 B6 8 12 A7 B7 9 11 A8 B8 74HC245 A1 B1 12PKK156E 5 KEY 6 CN6 39KW R290 18 39KW R291 U206 12PKK156E CN6 7 39KW R292 12PKK156E 39KW R293 12PKK156E 39KW R294 12PKK156E 39KW R295 12PKK156E CN6 8 CN6 9 10 MPIN 1-4E E 39KW C255 1-4D 1-4C 1-4A 12 0.1 mF R/W 470pF 470pF 470pF 470pF 470pF 470pF 470pF 470pF GND 4 12PKK156E GND 1-4B C247 C248 C249 C250 C251 C252 C253 C254 CN6 CN6 11 RAMCS 5 CN6 3 1-5B CN6 12PKK156E GND R/W G DIR +5v IO PORT RESET R297 10KW 4 A0 2 +5v PR D Q 5 D1 D2 D3 D4 D5 D6 D7 3 17 B2 A2 4 16 B3 A3 5 15 B4 A4 6 14 B5 A5 7 13 B6 A6 8 12 B7 A7 9 11 B8 A8 74HC245 IO PORT 19 1 +5v R298 10KW CP CLR 1-3E HCT74 E Q Q 6 SPRST 1-3D 1 +5v A0 RESET RESET B1 A1 U207 N.C. U217/A SNDSTB 3 2 D0 18 C256 C257 C258 C259 C260 C261 C262 C263 GND 1-3C 1-3B A0 2 A1 A2 A3 A4 IO STB RESET A9 3 17 A2 B2 4 16 A3 B3 5 15 A4 B4 6 14 A5 B5 7 13 A6 B6 8 12 A7 B7 9 11 A8 B8 74HC245 N.C. C264 C265 C266 C267 C268 C269 C270 C271 SND_RESET N.C. 470pF 470pF 470pF 470pF 470pF 470pF 470pF 470pF G DIR B1 A1 18 2 4 6 8 10 12 14 16 18 20 CN1 1 3 5 7 9 11 13 15 17 19 N.C. 3 1-3A HDR2X10 U208 GND TO I/O DATA 470pF 470pF 470pF 470pF 470pF 470pF 470pF 470pF GND D0-D7 (2-2J, 3-2J) SNDSTB SPRST RESET IO RESET SNDSTB SPRST RESET SNDSTB (2-2J) (2-1J) SPRST RESET (2-1J, 3-2J) 3-2J IO RESET (2-1A) RAMCS IO PORT 1-2E 1-2D IO RESET 1-2C R412 3 2 1KW SNDSTB 1 R413 10KW IO STB GND MPIN SWLO DPSW 1-2B 1-2A Q10 2N3904 The above circuit(s) continue at the address shown (#-XY). # = Sheet Number (1-5), X = Column Grid, Y = Row Grid GND The below circuit(s) continue at the address shown (#-XY). # = Sheet Number (1-5), X = Column Grid, Y = Row Grid MPIN DPSW SWSTB SWM PLIN POUT STATUS SWSTB SWM PLIN POUT STATUS PRES PSTB RESET PRES MPIN (3-2J) DPSW (3-2J) SWSTB SWM PLIN POUT STATUS PRES PSTB (3-2J) (3-2J) (3-2J) (3-2J) (3-2J) (3-2J) (3-2J) PRES 1-1E 1-1A 1-1D PSTB PSTB 1-1C 1-1B Schematic Set Sheet 1 of 3 1-1E NOTES: R ALL RESISTOR VALUES ARE IN OHMS ( W ), 1/4W, 5%, UNLESS OTHERWISE SPECIFIED. R ALL CAPACITOR VALUES ARE IN MICROFARADS ( mF ), UNLESS OTHERWISE SPECIFIED. R 0.1 mF BYPASS CAPACITORS FOR ALL INTEGRATED CIRCUITS (ICs). R REMOVE W6 TO EMULATE SPI N1 520-5077-00 SOUND BOARD. R W6 JUMPER MUST BE INSTALLED FOR GAMES USING 8MB ROM(S) AT LOCATIONS U17, U21, U36 AND/OR U37. Fonts used in this Schematic: Arial (Arial.ttf) for normal text, Symbol Proportional BT (Symbpron.ttf) for Micro (m) and Ohm [Omega] (W) & Wingdings 2 (Windng2.ttf) for Special Symbols or Check Boxes. E D Section 5, Chapter 4: Printed Circuit Boards (PCBs) C B SIZE D 2 1 REV. E SPI CPU/Sound Board SPI Part Nº: 520-5136-16 Prepared By: CES Inc. Edited By: SPI Inc. Model: 237-0176-00 Dated: 07/22/99 A 123 Sec. 5: PCBs R296 10KW 19 IO PORT 1 R/W CPU/Sound Board Schematic (Sheet 2 of 3) J I H U18 5 F 2-5G 2-5F U13 2-5I 2-5J G 2-5H U17 U24 U36 U18 U12 U23 4 2-4I 2-4J 2-4H 2-4F 2-4G U22 U9 U37 U21 U19 U25/A U34 BSMT 2000 3 2-3H 2-3I 2-3J 24MHz CLOCK 2-3G 2-3F U11 U16 U4 U10 /A U5 U15 U10 /B 2 2-2G 2-2H 2-2J 2-2F 2-2I U8/B SND_FIRQ U1/B U7 U6 Sec. 5: PCBs U8/B 1 3-2J 2-1J 2-1I 2-1H 2-1G 2-1F I H G F The above circuit(s) continue at the address shown (#-XY). # = Sheet Number (1-5), X = Column Grid, Y = Row Grid J 124 Section 5, Chapter 4: Printed Circuit Boards (PCBs) CPU/Sound Board Schematic (Sheet 2 of 3) E D U34 C B A VOL. POT 1A 1B 1C U34 NOT STUFFED CN3 U35 CN3 NOT STUFFED 2-5B U24 2-5E 2-5D CN3 2-5C 2-5A 5 CN3 CN3 U26 CN3 U30/B U100 U23 SPEAKER OUTPUTS U25/B 2-4E 2-4D CN4 2-4B 2-4C 2-4A U30/A CN4 U101 U19 4 CN4 CN4 KEY U34 CN4 FOR 8MB EPROMS *W6 STUFFED CN4 U34 U102 2-3E 2-3D 2-3C 2-3B 2-3A 2-2C 2-2B 2-2A 3 U20 U27/B 2-2E 2-2D U2 U27/A NOTES: R ALL RESISTOR VALUES ARE IN OHMS ( W ), 1/4W, 5%, UNLESS OTHERWISE SPECIFIED. R ALL CAPACITOR VALUES ARE IN MICROFARADS ( mF ), UNLESS OTHERWISE SPECIFIED. R 0.1 mF BYPASS CAPACITORS FOR ALL INTEGRATED CIRCUITS (ICs). R REMOVE W6 TO EMULATE SPI N1 520-5077-00 SOUND BOARD. R W6 JUMPER MUST BE INSTALLED FOR GAMES USING 8MB ROM(S) AT LOCATIONS U17, U21, U36 AND/OR U37. The above circuit(s) continue at the address shown (#-XY). # = Sheet Number (1-5), X = Column Grid, Y = Row Grid 2 Fonts used in this Schematic: Arial (Arial.ttf) for normal text & Wingdings 2 (Windng2.ttf) for Special Symbols or Check Boxes. U1/A U3 SW200 2-1E 2-1D 2-1A 2-1B 2-1C Schematic Set U218 Sheet 2 of 3 SIZE D 1 REV. E SPI CPU/Sound Board SPI Part Nº: 520-5136-16 Prepared By: CES Inc. Edited By: SPI Inc. Model: 237-0176-00 Dated: 07/22/99 E D Section 5, Chapter 4: Printed Circuit Boards (PCBs) C B A 125 Sec. 5: PCBs The below circuit(s) continue at the address shown (#-XY). # = Sheet Number (1-5), X = Column Grid, Y = Row Grid CPU/Sound Board Schematic (Sheet 3 of 3) J I PLASMA CONTROLLER CN8 5 G F 3-5H 3-5G 3-5F R200-R207 NOT STUFFED R208-R215 NOT STUFFED CN8 3-5J H 3-5I CN8 CN8 U200 CN8 CN8 CN8 CN8 CN8 CN8 C200-C207 NOT STUFFED CN8 4 CN8 CN8 3-4J 3-4H 3-4I 3-4G 3-4F U201 CN8 CN8 CN8 CN8 CN8 R409 NOT STUFFED CN8 CN8 CN8 CN8 3 CN8 3-3I 3-3J DIODE D202 NOT STUFFED 3-3G 3-3F 3-3H C408 NOT STUFFED CN8 CN8 CN8 2 3-2J U202 3-2I 3-2H 3-2G 3-2F POWER IN CN2 CN2 The above circuit(s) continue at the address shown (#-XY). # = Sheet Number (1-5), X = Column Grid, Y = Row Grid CN2 CN2 KEY CN2 Sec. 5: PCBs 1 NOTES: R ALL RESISTOR VALUES ARE IN OHMS ( W ), 1/4W, 5%, UNLESS OTHERWISE SPECIFIED. 3-1J R ALL CAPACITOR VALUES ARE IN MICROFARADS ( mF ), UNLESS OTHERWISE SPECIFIED. R 0.1 mF BYPASS CAPACITORS FOR ALL INTEGRATED CIRCUITS (ICs). R REMOVE W6 TO EMULATE SPI N1 520-5077-00 SOUND BOARD. R W6 JUMPER MUST BE INSTALLED FOR GAMES USING 8MB ROM(S) AT LOCATIONS U17, U21, U36 AND/OR U37. U205 3-1I 3-1H 3-1G 3-1F I H G F Fonts used in this Schematic: Arial (Arial.ttf) for normal text, Symbol Proportional BT (Symbpron.ttf) for Micro (m) and Ohm [Omega] (W) & Wingdings 2 (Windng2.ttf) for Special Symbols or Check Boxes. J 126 Section 5, Chapter 4: Printed Circuit Boards (PCBs) CPU/Sound Board Schematic (Sheet 3 of 3) E D C B A D106 (Not Screened On Board) This diode is soldered between D3 & R430 under CN6. +5v 1N4004 SWITCH COLUMNS CN5 3-5E 3-5D 3-5C 3-5A 3-5B KEY 5 CN5 CN5 CN5 CN5 CN5 U203 CN5 CN5 3-4E 3-4C 3-4D 3-4B 3-4A 3-3B 3-3A 4 SW300 8-POS. DIP SWITCH 3-3E U204 3-3D 3-3C 3 SWITCH ROWS U401/A CN7 U401/B CN7 CN7 3-2E 3-2D 3-2B U401/C 3-2A 3-2C CN7 CN7 2 CN7 U401/D KEY CN7 U401/A CN7 3-1D 3-1E U401/C 3-1C 3-1A 3-1B Schematic Set Sheet 3 of 3 SIZE D U401/D 1 REV. E SPI CPU/Sound Board SPI Part Nº: 520-5136-16 Prepared By: CES Inc. Edited By: SPI Inc. Model: 237-0176-00 Dated: 07/22/99 E D Section 5, Chapter 4: Printed Circuit Boards (PCBs) C B A 127 Sec. 5: PCBs CN7 U401/B U205 Actual Board Size 14.67” X 9.125” • • VR2 VR1 E ST TE CN2 • AOR • U30 T U26 TES • TEST TEST • Q 6MHZ U25 ST TE • U37 U37 U34 JP U17 U17 U21 U36 U9 U21 U18 U9 JP U23 U36 U13 U24 U15 24MHZ 24MHZ U3 U2 U19 X1 L201 CN1 U12 L200 +5V LED +5V U209 U208 U217 U214 SWITCH ROWS U209 CN7 U211 U215 5 6 7 8 TEST U202 JP U200 TEST SW200 • • U201 TE ST SW200 U210 U210 8K 32K JP1 U212 U212 ( -- ) SIZE AA 1.5V ( + ) • FIRQTESTPLASMA_RESET • U207 U216 JP JP GND1 4 3 CUT 2 1 U218 RESET • U213 ( -- ) SIZE AA 1.5V ( + ) VBATT BAT1 CN8 • AOL TEST SND_RESET T U35 JP W6 U22 U16 U400 TE ST CN3 JP TES SND_FIRQ U6 U27 U10 JUMPER REQUIRED FOR 8MB EPROMS GND2 • U1 T U8 U6 U11 TES • U100 U5 U4 U4 TEST U20 U7 U7 U204 1 2 3 4 5 6 7 8 U401 • • U101 U102 JP U206 DEDICATED SWITCH IN ­ U205 TEST CN4 U203 SWITCH COLUMNS SW300 ST TE ON 8-Pos. Dip Sw. TEST • BSMT2000 T D15552N W -01A5HE9 TES 980 TEST C01100 24.000MHZ RALTRON 98 TV 52 CN6 PLASMA CNTLR 128 ( -- ) SIZE AA 1.5V ( + ) Sec. 5: PCBs CN5 C P U / S o u n d B o a r d C o m p o n e n t La y o u t Test Points: ¬VBATT • ¬GND2 ¬6MHZ ¬E ¬SND_FIRQ & Q ¬SND_RESET ¬AOL & AOR Section 5, Chapter 4: Printed Circuit Boards (PCBs) TEST ¬PLASMA_RESET ¬FIRQ ¬SW200 ¬GND1 ¬RESET LEDs : ¬L201+5v & L200 ¬+5V ¬24MHZ REQUIRED FOR 8MB EPROM USE ¬W6 JUMPER • ¬8K/32K JUMPER JP1 &386RX QG%RDUG3DUWV 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 QTY 1 1 79 PART NUMBER 520-5136-16 545-5685-00 125-5031-00 REF-DESIGNATOR DESCRIPTION (NS = Not Stuffed) CPU/Sound Board Mono (FCC FEB98) Complete PCB Assembly BAT1 HOLDER (Always replace all 3, Size AA 1.5v Cells, with new ones, when required) C1, C2, C3, C4, C5, C7, C8, C9, C12, C13, C14, C15, 0.1uF, (104), Axial Cer. Cap. C16, C18, C19, C20, C21, C23, C24, C25, C26, C28, C32, C33, C34, C36, C38, C39, C41, C42, C43, C44, C47, C49, C110, C111, C113, C117, C118, C120, C123, C124, C125, C255, C272, C273, C274, C275, C276, C277, C279, C280, C281, C282, C283, C284, C285, C286, C287, C288, C289, C290, C291, C292, C400>C401, C402>C404, C405>C407 (C45, C46, C52, C103, C105, C106, C122: NS) 2 125-5017-00 C10, C35 10uF, 16v, Radial Tant. Cap. 3 125-5043-00 C29, C37, C51 0.001uF, (102), Cap. 1 125-5037-00 C30 1000uF, 16v, Radial Lytic Cap. 2 125-5019-00 C31, C81 470uF, 25v, Radial Lytic Cap. 22uF, 25v, Radial Lytic Cap. 4 125-5020-00 C40, C59, C108, C115 (C76, C77, C101: NS) 4 125-5039-00 C48, C50, C75, C80 0.0022uF, (222), Cap. 6 125-5017-00 C78, C79, C107, C114 (C100: NS) 10uF, 25v-35v, Radial Lytic Cap. 2 125-5015-00 C109, C112 (C102, C104: NS) 100uF, 25v, Rad. Ltc. Cap. 2 125-5012-00 C116, C119 220uF, 25v, Radial Lytic Cap. 0 125-5038-00 (C121: NS) 100pF, (101), Cap. 44 125-5028-00 C208>C215, C216>C220, C229, C230, C247>C254, 470pF, (471), Cer. Cap. C256>C263, C264>C271 (C200>C207: NS) 8 125-5029-00 C221>C228 (C408: NS) 0.01uF, (103), 100v Cap. 1 125-5014-00 C409 22uF, 16v, Radial Lytic Cap. 1 045-5015-01 CN1 20-Pin, 0.1 HEADER 6PKK156 1 045-5015-06 CN2 (Key Pin-5) (CN3: NS) 1 045-5015-07 CN4 (Key Pin-5) 7PKK156 1 045-5013-00 CN5 (Key Pin-2) 9PKK156 1 045-5015-00 CN6 (Key Pin-5) 12PKK156 X2 1 045-5014-01 CN7 (Key Pin-4) 10PKK156 1 045-5015-26 CN8 26-Pin, 0.1 HEADER 7 112-5003-00 D1, D2, D3, D102, D103, D104, D105 (D100, D101: NS) 1N4004, Diode 2 112-5008-00 D200, D201 1N5817, Diode 8 112-0054-00 D400, D401, D402>D404, D405>D407 (D202: NS) 1N4148, Diode 6 n/a (FB1)-FB2, FB3-(FB4), (FB5)-FB6 Ferrite Bead (if required, call Tech Support) 1 165-5099-00 L200, L201 LED T1-3/4 DIFFUSER LED 10 110-0069-00 Q1>Q8, Q10 (Q9 Not Used) 2N3904, Transistor 36 121-5011-00 R1>R3, R4, R106, R113, R224>R228, R244>R251, 10K 1/4W Res. R260>R267, R296>R298, R299, R301, R302>R305, R306, R413, R431>R432 (R200>R207, R409: NS) 1 121-5018-00 R7 1.5K 1/4W Res. 5 121-5023-00 R9, R14, R104, (R100, R102: NS) 22K 1/4W Res. 20 121-5009-00 R15, R8, R234>R241, R278>R286, R412 1K 1/4W Res. 2.2K 1/4W Res. 2 121-5043-00 R16, R17 (R25, R112: NS) 100K 1/4W Res. 3 121-5051-00 R21, R22, R24 (R12, R13, R19: NS) 2 121-5046-00 R105, R109 (R101: NS) 470K 1/4W Res. 1K 1/4W Res. 2 121-5009-00 R107, R111 (R103: NS) 9 121-5045-00 R108, R287>R294 39K Res. 11 121-5021-00 R216>R223, R242, R243, R400 4.7K 1/4W Res. 15 121-5033-00 R229>R233, R295, R414, R415>R422 (R208>R215: NS) 220 1/4W Res. 5 n/a R308, R310, R315>R316, WX (R300,R307,R309,R311,R313>R314,WY:NS) 0 Jumper Wire (24ga.) 1 121-5036-00 R312 330 1/4W Res. 16 121-5047-00 R401>R402, R403>R405, R406>R408, R423>R430 560 1/4W Res. 2 121-5048-00 R410, R411 3.3K 1/4W Res. 1 n/a SW200 B3F4000 1 181-5002-00 SW300 8-Pin, Dip Switch 5 100-0037-00 U1, U8, U25, U27, U215 74LS74 1 100-0249-00 U2 74HC4020 1 100-0049-00 U3 74LS163 1 105-0052-05 U4 6116 RAM 3 077-5208-00 U4, U7, U212 28-Pin, IC Dip Socket 6 100-0064-00 U5, U12, U13, U15, U16, U211 74LS374 1 100-0189-01 U6, U209 68B09E 3 077-5209-00 U6, U9, U209 40-Pin, IC Socket Table) U7 27512 EPROM 1 (See Pg. # 1 105-0116-00 U9 BSMT2000 1 100-0149-00 U10 74LS240 Table) U17, U21, U36, U37, U210 27C040 EPROM 5 (See Pg. # 5 077-5217-00 U17, U21, U36, U37, U210 32-Pin, IC Socket 1 100-0043-00 U18 74ALS139 DOT 1 965-0136-00 U19 - YELLOW DOT PAL16L8 (Programmed) YELLOW DOT 1 965-0137-00 U20 - WHITE DOT PAL16L8 (Programmed) WHITE DOT 2 100-0022-00 U22, U11 74LS273 2 100-5008-00 U23, U24 74LS165 1 100-5018-00 U26 TDA1543 1 100-0375-00 U30 LM833 1 100-0027-00 U34 74LS04 0 100-5016-00 (U35: NS) TDA1899 2 100-5016-20 U101, U102 (U100 : NS) TDA2030A AAVID 531102 (Heat Sink) 3 535-5000-10 U101 (HS2), U102 (HS3) (U100 (HS1): NS) 2 100-5012-00 U201, U203 74HCT273 74HC245 6 100-0338-00 U202, U204, U205, U206, U207, U208 (U200: NS) 1 105-5046-00 U212 MS6264A BLUE DOT 1 965-6504-00 U213- BLUE DOT PAL16L8 (Programmed) BLUE 1 100-0148-00 U214 74LS138 2 100-5015-00 U216, U217 HCT74 1 100-5023-00 U218 DS1232 2 100-0377-00 U400, U401 LM339AN 4 n/a VBATT, +5v, GND1, GND2 Test Point Wire (24ga.) Loops 1 124-5002-00 VR1 LM7905CT -5v Regulator 1 124-5001-00 VR2 LM7805CT +5v Regulator 6 n/a W1, W5, W6* (*for 8MB EPROMs) (W2-W3, W4: NS) 0 Jumper Wire (24ga.) 1 140-0011-00 X1 24Mhz AOR, AOL, SND_RESET, SND_FIRQ, Q, E, 6Mhz, 24Mhz, FIRQ, PLASMA_RESET, RESET (X2) Test Points 12 n/a (call Tech. Support) R110 (New Rev. Change Feb 02) 33K 1/4W Res. 1 : : : : : : : : : : : : : : : W W 6HFWLRQ&KDSWHU 3ULQWHG&LUFXLW%RDUGV 3&%V 6HF3&%V ITEM — 01 02 : : Pulse-Stretcher OPTO PC Board Schematic +5V +5V +5V 1 3 2 4 2 QCK4 8 Res Vcc RED C2 .1uF Trig BLK U1 +5V R2 1K R3 220 4 +5V NE555 R1 220K 7 Dis 6 D1 MA152WKCT R4 1K WHT 3 Out Thr GRN Gnd C1 .1uF Q1 MMBT3904LT 1 P u l s e - S t r e t c h e r O P T O P C B o a r d C o m p o n e n t La y o u t & Pa r t s 520-5212-00 P.S. OPTO R3 R4 U1 OP1 Q1 Pin-1 RED (+5v) Pin-2 BLK (GND) Pin-3 GRN-BLK (Sw. Drive « - ») Pin-4 WHT-RED (Sw. Return « + ») C1 R2 D1 R1 C2 GRN WHT RED BLK SOLDER Component /Solder Side (Green) Front Side (Green) Back Side (Beige) No Parts Note: In this game, this OPTO Board is used as a Playfield Detection Switch for the "Spini-Me" Assembly. See the Switch Matrix Grid (Pgs. 16-17 or 94). PCB is used for Switch 34, (GRN-BLK, WHT-RED). Sec. 5: PCBs ITEM QTY PART NUMBER REF-DESIGNATOR -1 1 1 1 1 1 2 1 2 515-7212-00 520-5212-00 045-5007-05 605-5004-01 121-5090-00 121-5091-00 121-5092-00 125-5051-00 Pulse-Stretcher OPTO PC Board Pulse-Stretcher OPTO Board (without soldered cable) n/a n/a R1 R2, R4 R3 C1, C2 2 3 4 5 6 1 112-5018-00 D1 7 1 110-5010-00 Q1 8 9 1 1 100-5042-00 100-5043-00 OP1 U1 130 Please Note: If ordering PCB 520-5212-00 and require the cable & connector soldered to the board use Part Number 515-7212-00. DESCRIPTION PCB Assy. with Cable & Connector 5-Pin, .156" Conn. (CE156F22-5) 1/4" Shrink Tubing (Black) 220K, 1/10W SMT Resistor, 0805 case 1K, 1/10W SMT Resistor, 0805 case 220, 1/10W SMT Resistor, 0805 case .1uF, 16V SMT Capacitor, 0805 case, Philips 08052R104K7B20D or eqv. Diode, Dual Common Cath, SOT-23 case, Panasonic MA152WKCT or eqv. NPN Trans, Small Sig, SOT-23 case, Motorola MMBT3904LT or eqv. Slotted OPTO, QT OPTO QCK4 or eqv. TLC555CD Timer, Small-Outline Package Section 5, Chapter 4: Printed Circuit Boards (PCBs) Playfield Switch OPTO “Long-Hop” Boards Theor y of Operation & Schematic The light falling +5v +5v = Emitting Light 520-5082-00 520-5083-01 on LED (CR1) Transmitter Receiver +5v generates a CR1 voltage which is R4 LED +5v C2 220K W TLRH180P applied to the 2 .1uf, 25v 8 R1 CN1 input (Pin-2) of CN1 180 W U1 +5v the LM311 LM311 1 RED 1 D1 RED (+5V) Comparator 1N914 3 R1 4 (U1). R1 + 2 WHT/XXX 1M W BLK R2 2 Q1 (Switch Row/ bleeds off 330K W CR1 2N3904 Return +) LED excess charge. 3 GRN/XXX TLRH180P (Switch Col/ At about a volt CR2 R3 Drive -) C1 RED T1-3/4 input from LED GND 6.8K W 4 BLK .1uf, 25v DIFF. LED (Ground) (CR1) the Comparator (U1) trips & drives either Q1 (during switch line strobes) or the indicator LED (CR2) (in between strobes). If a switch line is being strobed, the emitter of Q1 drops to the saturation voltage of the Switch Line Driver, about .3 volts. This plus the .7 volt drop on the base give a 1v forward bias voltage to Q1, which is lower than the 1.7v drop on LED (CR2) so the current flows through the Transistor during strobes. This drives Q1 on and makes the switch. If the strobe line is high, then the 1.7v path through LED (CR2) is lower than Q1's bias voltage so current flows through LED (CR2) and the indicator lights. D1 prevents reverse bleed, R2 and R3 form the voltage divider for the trip point, R4 is a current limiter for both Q1 and CR2, C1 and C2 are general noise-filter caps. - Playfield Switch OPTO “Long-Hop” Boards Component Layout & Parts SOLDER SIDE 520-5082-00 (TRANS) Solder Side (Green) Solder Side (Green) R2 R4 C2 D1 CN1 CR1 520-5082-00 R1 Pin-1 RED (+5v) Pin-2 BLK (GROUND) Q1 C1 OPTO RCVR. SEGA PINBALL Component Side (Beige) Pin-3 GRN/XXX CN1 Note: In this game, this Combo OPTO Board is used as a Playfield Detection Switch for the Time Machine Ramp. See the Switch Matrix Grid (Pgs. 16-17 or 94). 1 Pair is used for Switch 35, (GRN-BLK, WHT-ORG). CR2 520-5083-01 (Sw. Drive « - ») CN1 Pin-2 WHT/XXX (Sw. Return « + ») Pin-1 RED (+5v) Pin-4 BLK (GROUND) ITEM QTY PART NUMBER REF-DESIGNATOR DESCRIPTION A 1 2 3 4 5 6 7 8 6 7 8 1 1 1 1 1 1 1 1 2 1 1 1 520-5083-01 165-5052-00 165-5099-00 112-5014-00 121-5013-00 121-5037-00 121-5077-00 121-5014-00 125-5023-00 100-5025-00 110-0069-00 045-5200-04 OPTO Receiver Board CR1 CR2 D1 R1 R2 R3 R4 C1, C2 U1 Q1 CN1 (Molex 50-84-1040) Complete PCB Assembly LED TLRH180P (Ultra Bright Red) LED T1-3/4 RED DIFFUSER 1N914, Diode 1M W 1/4W Res., 5% 330K W 1/4W Res., 5% 6.8K W 1/4W Res., 5% 220 W 1/4W Res., 5% .1uF, 25v, Axial Ceramic Cap. LM311 2N3904, Transistor 4X1, .156" Locking Straight Hdr. Conn. B 1 2 3 1 1 1 1 520-5082-00 165-5052-00 121-5066-00 045-5206-02 OPTO Transmitter Board CR1 R1 CN1 (Molex 50-84-1020) Complete PCB Assembly LED TLRH180P (Ultra Bright Red) 180 W 1/4W Res. 2X1, .156" Locking Straight Hdr. Conn. Section 5, Chapter 4: Printed Circuit Boards (PCBs) 131 Sec. 5: PCBs U1 R1 Component Side (Beige) R3 CN1 LONG OPTO XMTR CR1 520-5083-01 (REC) Solenoid Expander PC Board Schematic (UK Only) CN2 D1 R1 620 W ohm CN2 to Coils to I/O J7-P1 20v BRN 5 Q1 TIP122 4 3 R4 22k KEY 2 1 D2 R2 620 W ohm Pin-1 GND Pin-2 Key Pin-3 ORG Right Up/Down Post (Aux. 3) Pin-4 RED Center Up/Down Post (Aux. 2) Pin-5 WHT Left Up/Down Post (Aux. 1) Q2 TIP122 R5 22k CN1 1 2 3 KEY D3 R3 620 W ohm 4 Q3 TIP122 CN1 to I/O J3 (AUX IN) Pin-1 BRN-WHT to J3-P9 Pin-2 GRN-WHT to J3-P10 Pin-3 Key Pin-4 BLU-WHT to J3-P11 Component Side R6 22k See next page for more details. Solenoid Expander PC Board Component Layout & Parts Component Side Solder Side Solder Side Sec. 5: PCBs SPI N1: 520-5192-00 ITEM QTY PART NUMBER REF-DESIGNATOR DESCRIPTION — 1 2 3 4 5 6 1 1 1 3 3 3 3 520-5192-00 Solenoid Expander PC Board CN1 CN2 D1, D2, D3 R1, R2, R3 R4, R5, R6 Q1, Q2, Q3 Complete PCB Assembly Connector, 4X .156” Connector, 5X .156” 1N914, Signal Diode 620W, 1/4W CF Resistor 22KW, 1/4W CF Resistor Tip122 (NPN Darl. Transistor) 132 112-5014-00 121-5003-00 121-5042-00 110-0067-00 Section 5, Chapter 4: Printed Circuit Boards (PCBs) $S SHQGL[ $SSHQGL[HV$WKUR XJK$SSHQGL[ 7DEOHRI&RQWHQWV x$SSHQGL[$3LQEDOO*DPH)LUPZDUH7DEOH $$ GHVFULEHVWKH(3520ZLWKLWVFKLSVL]HWKH6WHUQ 3LQEDOO,QF 63, 3DUW1 YHUVLRQ LIDSSOLFDEOH DQG&38%RDUG &386RXQG%RDUG3LQORFDWLRQ V x$SSHQGL[%6HPL&RQGXFWRUV,&·V5HOD\V&URVV5HIHUHQFH7DEOH % GHVFULEHVGLRGHVDQGWUDQVLVWRUVZLWK6RXUFH163,3DUW117(1(&*1 5DGLR6KDFN1 5&$3DUW1 ,IDSSOLFDEOH x$SSHQGL[&*DPH0IJ'DWH0DQXDO3DUW1 &38-XPSHU7DEOH & SURYLGHVWKH*DPH0DQXIDFWXUHG'DWH 0DQXDO3DUW1WKH&38YHUVLRQWKH (35203RVLWLRQ-XPSHUV,QVWDOOHGDQG-XPSHUV5HPRYHG JDPHVVSHFLILHG x$SSHQGL['%RDUG7\SH7DEOH '' SURYLGHV%RDUG3DUW1VIRU*DPHV/DVHU:DUWKURXJK%DWPDQ)RUHYHU )OLSSHU 6RXQG3RZHU6XSSO\'RW0DWUL['LVSOD\'LVSOD\&RQWUROOHU 2372V DQGWKH :KLWH6WDU%RDUG6\VWHP*DPHV$SROORWKURXJKFXUUHQW )OLSSHU ,23RZHU 'ULYHU&386RXQG'LVSOD\3RZHU6XSSO\'RW0DWUL['LVSOD\'LVSOD\&RQWUROOHU 2372V )OLSSHU%RDUGZLWKWKH:KLWH6WDU%G6\VWHPIRU$ *ROGHQ(\HRQO\ 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6L]H 3URJUDP 3DUW 1 86$ 9HU %G /RF CPU Sound (Old) Sound (Old) Sound (Old) (256K) (256K) (256K) (256K) 965-0004-00 965-0005-00 965-0006-00 965-0007-00 LWAR.C5 C5 J5 J6 J7 960-5007-00 960-5007-00 960-5007-00 960-5007-00 Sound Sound 1 Sound 2 (256K) (512K) (512K) 965-0008-00 965-0009-00 965-0010-00 7F 6F 4F 960-5007-00 960-7001-02 960-7001-02 Laser War - OR - 5DZ 3DUW 1 (3520 Lethal Weapon 3 (256K) (256K) (512K) (512K) (256K) 965-0011-00 965-0012-00 965-0014-00 965-0015-00 965-0013-00 A4-6 A4-6 B5 C5 6F 4F 7F 960-5007-00 960-5007-00 960-7001-02 960-7001-02 960-5007-00 965-0016-00 965-0017-00 965-0019-00 965-0020-00 965-0018-00 A2-1 A2-1 B5 C5 6F 4F 7F 960-5007-00 960-5007-00 960-7001-02 960-7001-02 960-5007-00 965-0021-00 965-0022-00 965-0024-00 965-0025-00 965-0023-00 A2-4 A2-4 B5 C5 6F 4F 7F 960-5006-00 960-5007-00 960-7001-02 960-7001-02 960-5007-00 Torpedo Alley CPU CPU Voice 1 Voice 2 Sound (256K) (256K) (512K) (512K) (256K) Time Machine CPU CPU Voice 1 Voice 2 Sound (128K) (256K) (512K) (512K) (256K) Playboy 35th Anniversary CPU CPU Voice 1 Voice 2 Sound (256K) (256K) (512K) (512K) (256K) 965-0046-00 965-0047-00 965-0049-00 965-0050-00 965-0048-00 A2-4 A2-4 B5 C5 6F 4F 7F 960-5007-00 960-5007-00 960-7001-02 960-7001-02 960-5007-00 ABC Monday Night Football CPU CPU Voice 1 Voice 2 Sound (128K) (256K) (512K) (512K) (256K) 965-0031-00 965-0032-00 965-0034-00 965-0035-00 965-0033-00 A2-7 A2-7 B5 C5 6F 4F 7F 960-5006-00 960-5007-00 960-7001-02 960-7001-02 960-5007-00 Robocop CPU CPU Voice 1 Voice 2 Sound (256K) (256K) (512K) (512K) (256K) 965-0036-00 965-0037-00 965-0039-00 965-0040-00 965-0038-00 A3-4 A3-4 B5 C5 6F 4F 7F 960-5007-00 960-5007-00 960-7001-02 960-7001-02 960-5007-00 Phantom of the Opera CPU CPU Voice 1 Voice 2 Sound (128K) (256K) (512K) (512K) (256K) 965-0026-00 965-0027-00 965-0029-00 965-0030-00 965-0028-00 A3-2 A3-2 B5 C5 6F 4F 7F 960-5006-00 960-5007-00 960-7001-02 960-7001-02 960-5007-00 965-0041-00 965-0042-00 965-0044-00 965-0045-00 965-0043-00 A2-0 A2-0 B5 C5 6F 4F 7F 960-5007-00 960-5007-00 960-7001-02 960-7001-02 960-5007-00 (128K) (256K) (512K) (512K) (256K) 965-0051-00 965-0052-00 965-0054-00 965-0055-00 965-0053-00 A2-7 A2-7 B5 C5 6F 4F 7F 960-5006-00 960-5007-00 960-7001-02 960-7001-02 960-5007-00 (128K) (256K) (1M) (1M) (256K) (512K) 965-0056-00 965-0134-00 965-0057-00 965-0058-00 965-0059-00 965-0060-00 A1-7 A1-7 B5 C5 F7 F5 F4 U8 960-5006-00 960-5007-00 960-5009-00 960-5009-00 960-5007-00 960-7001-02 B5 C5 F5/6 F4/5 F7 U8 960-5006-00 960-5007-00 960-5009-00 960-5009-00 960-5007-00 960-7001-02 B5 C5 U17 U21 U7 U8 960-5006-00 960-5007-00 960-5010-00 960-5009-00 960-5007-00 960-5009-00 Back to the Future CPU CPU Voice 1 Voice 2 Sound (256K) (256K) (512K) (512K) (256K) The Simpsons CPU CPU Voice 1 Voice 2 Sound Checkpoint CPU CPU Voice 1 Voice 2 Sound Display CP80 Teenage Mutant Ninja Turtles CPU CPU Voice 1 Voice 2 Sound Display (128K) (256K) (1M) (1M) (256K) (512K) 965-0061-00 965-0062-00 965-0063-00 965-0064-00 965-0065-00 965-0066-00 (128K) (256K) (2M) (1M) (256K) (1M) 965-0067-00 965-0135-00 965-0068-00 965-0069-00 965-0070-00 965-0071-00 A1.04 A1.04 A1.04 Batman CPU CPU Voice 1 Voice 2 Sound Display A1.06 A1.06 A1.06 Star Trek 25th Anniversary CPU Voice 1 Voice 2 Sound Display (512K) (2M) (2M) (256K) (1M) 965-0072-00 965-0073-00 965-0074-00 965-0075-00 965-0076-00 (512K) (2M) (2M) (256K) (1M) 965-0077-00 965-0078-00 965-0079-00 965-0080-00 965-0081-00 A2.01 A1.09 C5 U17 U21 U7 U8 960-7001-02 960-5010-00 960-5010-00 960-5007-00 960-5009-00 C5 U17 U21 U7 U8 960-7001-02 960-5010-00 960-5010-00 960-5007-00 960-5009-00 CPU Voice 1 Voice 2 Sound Display A4.08 A4.01 86$ 9HU %G /RF 5DZ 3DUW 1 (512K) 965-0082-00 A2.08 (2M) 965-0083-00 (2M) 965-0084-00 (256K) 965-0085-00 (2M) 965-0086-00 A2.06 (2M) 965-0087-00 A2.06 (Used on Display PCB 520-5055-00) C5 U17 U21 U7 ROM 0 ROM 1 960-7001-02 960-5010-00 960-5010-00 960-5007-00 960-5010-00 960-5010-00 Display -OR(4M) 965-0087-04 A2.06 (Used on Display PCB 520-5055-01) ROM 0 960-5015-00 CPU Voice 0 Voice 1 Sound Display Display (512K) 965-0119-00 A1.03 (4M) 965-0132-00 (2M) 965-0133-00 (256K) 965-0131-00 (2M) 965-0120-00 A1.04 (2M) 965-0121-00 A1.04 (Used on Display PCB 520-5055-00) C5 U17 U21 U7 ROM 0 ROM 1 960-7001-02 960-5015-00 960-5010-00 960-5007-00 960-5010-00 960-5010-00 Display -OR(4M) 965-0122-00 A1.05 (Used on Display PCB 520-5055-01) ROM 0 960-5015-00 C5 U17 U21 U7 ROM 0 960-7001-02 960-5015-00 960-5010-00 960-5007-00 960-5015-00 C5 U17 U21 U7 ROM 0 960-7001-02 960-5015-00 960-5010-00 960-5007-00 960-5015-00 C5 U17 U21 U7 ROM 0 960-7001-02 960-5015-00 960-5010-00 960-5007-00 960-5015-00 C5 U17 U21 U7 ROM 0 960-7001-02 960-5015-00 960-5010-00 960-5007-00 960-5015-00 C5 U17 U21 U36 U37 U7 ROM 0 960-7001-02 960-5015-00 960-5015-00 960-5015-00 960-5015-00 960-7001-02 960-5015-00 C5 U17 U21 U36 U7 ROM 0 960-7001-02 960-5015-00 960-5015-00 960-5015-00 960-7001-02 960-5015-00 C5 U17 U21 U36 U37 U7 ROM 0 960-7001-02 960-5015-00 960-5015-00 960-5015-00 960-5015-00 960-7001-02 960-5015-00 C5 U17 U21 U36 U7 ROM 0 ROM 3 960-7001-02 960-5015-00 960-5015-00 960-5015-00 960-7001-02 960-5015-00 960-5015-00 C5 U17 U21 U36 U7 ROM 0 ROM 3 960-7001-02 960-5015-00 960-5015-00 960-5015-00 960-7001-02 960-5015-00 960-5015-00 Star Wars Rocky & Bullwinkle & Friends CPU Voice 0 Voice 1 Sound Display (512K) (4M) (2M) (256K) (4M) 965-0138-00 965-0139-00 965-0140-00 965-0141-00 965-0142-00 A1.30 A1.30 Jurassic Park CPU Voice 0 Voice 1 Sound Display (512K) (4M) (2M) (256K) (4M) 965-0143-00 965-0144-00 965-0145-00 965-0146-00 965-0147-00 A5.13 A5.10 Last Action Hero CPU Voice 0 Voice 1 Sound Display (512K) (4M) (2M) (256K) (4M) 965-0148-00 965-0149-00 965-0150-00 965-0151-00 965-0152-00 A1.12 A1.06 Tales from the Crypt CPU Voice 0 Voice 1 Sound Display (512K) (4M) (2M) (256K) (4M) 965-0157-00 965-0158-00 965-0159-00 965-0160-00 965-0161-00 A3.03 A3.01 The Who’s Tommy CPU Voice 1 Voice 2 Voice 3 Voice 4 Sound Display (512K) (4M) (4M) (4M) (4M) (512K) (4M) 965-0162-00 965-0165-00 965-0166-00 965-0167-00 965-0168-00 965-0164-00 965-0163-00 A4.00 A4.00 WWF Royal Rumble CPU Voice 1 Voice 2 Voice 3 Sound Display (512K) (4M) (4M) (4M) (512K) (4M) 965-0169-00 965-0172-00 965-0173-00 965-0174-00 965-0171-00 965-0170-00 A1.06 A1.02 Guns N’ Roses CPU Voice 1 Voice 2 Voice 3 Voice 4 Sound Display (512K) (4M) (4M) (4M) (4M) (512K) (4M) 965-0175-00 965-0178-00 965-0179-00 965-0180-00 965-0181-00 965-0177-00 965-0176-00 (512K) (4M) (4M) (4M) (512K) (4M) (4M) 965-0182-00 965-0186-00 965-0187-00 965-0187-01 965-0185-00 965-0183-00 965-0184-00 A3.00 A3.00 Maverick * CPU Voice 1 Voice 2 Voice 3 Sound Display* Display* A4.04 A4.01 A4.01 Mary Shelley’s Frankenstein * CPU Voice 1 Voice 2 Voice 3 Sound Display* Display* (512K) (4M) (4M) (4M) (512K) (4M) (4M) 965-0188-00 965-0192-00 965-0193-00 965-0194-00 965-0191-00 965-0189-00 965-0190-00 (512K) (4M) (4M) (512K) (4M) (4M) 965-0195-00 965-0196-00 965-0197-00 965-0199-00 965-0200-00 965-0201-00 Baywatch * CPU Voice 1 Voice 2 Sound Display* Display* CPU Voice 1 Voice 2 Sound Display* Display* A1.03 A1.03 A1.03 (CPU Board 520-5003-04) Batman Forever * Hook 3URJUDP 3DUW 1 CPU Voice 1 Voice 2 Sound Display Display Secret Service CPU CPU Voice 1 Voice 2 Sound &KLS 6L]H (512K) (4M) (4M) (512K) (4M) (4M) A4.00 A4.00 A4.00 C5 U17 U21 U7 ROM 0 ROM 3 960-7001-02 960-5015-00 960-5015-00 960-7001-02 960-5015-00 960-5015-00 (CPU Board 520-5003-04) 965-0202-00 965-0203-00 965-0204-00 965-0205-00 965-0206-00 965-0207-00 A3.02 A3.00 A3.00 C5 U17 U21 U7 ROM 0 ROM 3 960-7001-02 960-5015-00 960-5015-00 960-7001-02 960-5015-00 960-5015-00 * Note: Display EPROMS (4M) for Maverick thru Batman Forever require an access time of 120 Nsec or faster. $SSHQGL[$ 3LQEDOO*DPH )LUPZDUH7DEOH $33(1',;$ 3LQEDOO*DPH)LUPZDUH IRU:KLWH6WDU%RDUG6\VWHP 7DEOH 520 &KLS 6L]H 3URJUDP 3DUW 1 Game ROM Sound Display Voice 1 Voice 2 Voice 3 (1M) (512K) (4M) (4M) (4M) (4M) 965-0208-00 965-0212-00 965-0213-00 965-0209-00 965-0210-00 965-0211-00 Apollo 13 (Note 1) 86$ '07 %G &KHFN 6XP /RF 5DZ 3DUW 1 A5.01 | $09FF U210 U7 ROM 0 U17 U21 U36 960-5009-00 960-7001-02 960-5015-01 n/a (masked) n/a (masked) n/a (masked) A5.00 | $B92B Golden Eye (Note 1) Game ROM Sound Display Voice 1 Voice 2 (1M) (512K) (4M) (4M) (4M) 965-0214-42 965-0217-42 965-0218-42 965-0215-42 965-0216-42 A4.04 | $3FFF U210 U7 A4.00 | $E6ED ROM 0 U17 U21 960-5009-00 960-7001-02 960-5015-01 n/a (masked) n/a (masked) 965-0219-41 965-0221-41 965-0222-41 965-0220-41 965-0223-41 A4.05 | $E9FF U210 U7 ROM 0 U17 U21 960-5009-00 960-7001-02 960-5015-01 960-5015-01 960-5015-01 U210 U7 ROM 0 U17 U21 960-5009-00 960-7001-02 960-5015-01 960-5015-01 960-5015-01 Twister (Note 2) Game ROM Sound Display Voice 1 Voice 2 (1M) (512K) (4M) (4M) (4M) A4.01 | $FD01 ID4: Independence Day (Note 2) Game ROM Sound Display Voice 1 Voice 2 (1M) (512K) (4M) (4M) (4M) 965-0224-45 965-0227-45 965-0228-45 965-0225-45 965-0226-45 A2.02 | $9CFF A2.00 | $ABF7 Space Jam (Note 2) Game ROM Sound Display Voice 1 Voice 2 Voice 3 (1M) (512K) (4M) (4M) (4M) (4M) 965-0229-43 965-0233-43 965-0234-43 965-0230-43 965-0231-43 965-0232-43 A3.00 | $E6FF A3.00 | $0057 U210 U7 ROM 0 U17 U21 U36 960-5009-00 960-7001-02 960-5015-01 960-5015-01 960-5015-01 960-5015-01 The Star Wars Trilogy - Special Edition (S.E.) (Note 2) Game ROM Sound Display Voice 1 Voice 2 (1M) (512K) (4M) (4M) (4M) 965-0235-56 965-0238-56 965-0239-56 965-0236-56 965-0237-56 A4.03 | $5EFF U210 U7 ROM 0 U17 U21 960-5009-00 960-7001-02 960-5015-01 960-5015-01 960-5015-01 U210 U7 ROM 0 U17 U21 960-5009-00 960-7001-02 960-5015-01 960-5015-01 960-5015-01 U210 U7 ROM 0 U17 U21 960-5009-00 960-7001-02 960-5015-01 960-5015-01 960-5015-01 U210 U7 ROM 0 U17 U21 U36 960-5009-00 960-7001-02 960-5015-01 960-5015-01 960-5015-01 960-5015-01 U210 U7 ROM 0 U17 U21 U36 U37 960-5009-00 960-7001-02 960-5015-01 960-5015-01 960-5015-01 960-5015-01 960-5015-01 U210 U7 ROM 0 U17 U21 U36 U37 960-5009-00 960-7001-02 960-5015-01 960-5015-01 960-5015-01 960-5015-01 960-5015-01 U210 U7 ROM 0 U17 U21 U36 U37 960-5009-00 960-7001-02 960-5015-01 960-5015-01 960-5015-01 960-5015-01 960-5015-01 U210 U7 ROM 0 U17 U21 U36 U37 960-5009-00 960-7001-02 960-5015-01 960-5016-00 960-5016-00 960-5016-00 960-5016-00 U210 U7 A1.04 | $FC7C ROM 0 U17 U21 U36 U37 960-5009-00 960-7001-02 960-5015-01 960-5016-00 960-5016-00 960-5016-00 960-5015-01 A4.00 | $8817 (1M) (512K) (4M) (4M) (4M) 965-0240-53 965-0243-53 965-0244-53 965-0241-53 965-0242-53 A2.02 | $C8FF A2.01 | $7F46 The X-Files (Note 2) Game ROM Sound Display Voice 1 Voice 2 (1M) (512K) (4M) (4M) (4M) 965-0245-46 965-0248-46 965-0249-46 965-0246-46 965-0247-46 A3.03 | $A2FF A3.00 | $66D0 Starship Troopers (Note 3) Game ROM Sound Display Voice 1 Voice 2 Voice 3 (1M) (512K) (4M) (4M) (4M) (4M) 965-0250-59 965-0253-59 965-0254-59 965-0251-59 965-0252-59 965-0255-59 A2.01 | $85FF A2.00 | $E77B &KLS 6L]H 3URJUDP 3DUW 1 86$ '07 %G &KHFN 6XP /RF 5DZ 3DUW 1 Game ROM Sound Display Voice 1 Voice 2 Voice 3 Voice 4 (1M) (512K) (4M) (8M) (8M) (8M) (8M) 965-0326-68 965-0327-68 965-0328-68 965-0329-68 965-0330-68 965-0331-68 965-0332-68 A1.02 | $E4FF U210 U7 ROM 0 U17 U21 U36 U37 960-5009-00 960-7001-02 960-5015-01 960-5016-00 960-5016-00 960-5016-00 960-5016-00 965-0339-73 965-0340-73 965-0341-73 965-0342-73 965-0343-73 965-0344-73 965-0345-73 A1.00 | $D2FF U210 U7 ROM 0 U17 U21 U36 U37 960-5009-00 960-7001-02 960-5015-01 960-5016-00 960-5016-00 960-5016-00 960-5016-00 U210 U7 ROM 0 U17 U21 U36 960-5009-00 960-7001-02 960-5015-01 960-5016-00 960-5016-00 960-5016-00 U210 U7 ROM 0 U17 U21 U36 U37 960-5009-00 960-7001-02 960-5015-01 960-5016-00 960-5016-00 960-5016-00 960-5016-00 A3.00 | $ACFF U210 U7 A3.00 | $6A34 ROM 0 U17 U21 U36 U37 960-5009-00 960-7001-02 960-5015-01 960-5016-00 960-5016-00 960-5016-00 960-5016-00 A2.51 | $42FF U210 U7 ROM 0 U17 U21 U36 U37 960-5009-00 960-7001-02 960-5015-01 960-5016-00 960-5016-00 960-5016-00 960-5016-00 U210 U7 ROM 0 U17 GAME CODE U21 IN U36 PRODUCTION U37 960-5009-00 960-7001-02 960-5015-01 960-5016-00 960-5016-00 960-5016-00 960-5016-00 Striker Xtreme (Notes 4, 5) A1.03 | $1957 NFL (Notes 4, 5) Game ROM Sound Display Voice 1 Voice 2 Voice 3 Voice 4 (1M) (512K) (4M) (8M) (8M) (8M) (8M) A1.01 | $845A Sharkey’s Shootout (Notes 4, 5) Game ROM Sound Display Voice 1 Voice 2 Voice 3 (1M) (512K) (4M) (8M) (8M) (8M) 965-0333-72 965-0334-72 965-0335-72 965-0336-72 965-0337-72 965-0338-72 A2.04 | $5CFF A2.01 | $6C33 High Roller Casino (Notes 4, 5) Game ROM Sound Display Voice 1 Voice 2 Voice 3 Voice 4 (1M) (512K) (4M) (8M) (8M) (8M) (8M) Austin Powers Game ROM Sound Display Voice 1 Voice 2 Voice 3 Voice 4 (1M) (512K) (4M) (8M) (8M) (8M) (8M) 965-0346-65 965-0347-65 965-0348-65 965-0349-65 965-0350-65 965-0351-65 965-0352-65 A2.10 | $19FF A2.00 | $13EE (Notes 4, 5) 965-0353-74 965-0354-74 965-00355-74 965-0356-74 965-0357-74 965-0358-74 965-0359-74 Monopoly® (Notes 4, 5) The Lost World: Jurassic Park (Note 2) Game ROM Sound Display Voice 1 Voice 2 520 Game ROM Sound Display Voice 1 Voice 2 Voice 3 Voice 4 (1M) (512K) (4M) (8M) (8M) (8M) (8M) 965-0360-75 965-0361-75 965-0062-75 965-0363-75 965-0364-75 965-0365-75 965-0366-76 A2.06 | $91F7 Playboy (Notes 4, 5) Game ROM Sound Display Voice 1 Voice 2 Voice 3 Voice 4 (1M) (512K) (4M) (8M) (8M) (8M) (8M) 965-0360-75 965-0361-75 965-0062-75 965-0363-75 965-0364-75 965-0365-75 965-0366-76 A|$ A|$ Viper Night Drivin’ (Note 4) Game ROM Sound Display Voice 1 Voice 2 Voice 3 Voice 4 (1M) (512K) (4M) (4M) (4M) (4M) (4M) 965-0266-35 965-0271-35 965-0272-35 965-0267-35 965-0268-35 965-0269-35 965-0270-35 A2.01 | $C5FF A2.01 | $C17D Lost In Space (Note 4) Game ROM Sound Display Voice 1 Voice 2 Voice 3 Voice 4 (1M) (512K) (4M) (4M) (4M) (4M) (4M) 965-0282-60 965-0287-60 965-0288-60 965-0283-60 965-0284-60 965-0285-60 965-0286-60 A1.01 | $B2FF 965-0289-40 965-0294-40 965-0295-40 965-0290-40 965-0291-40 965-0292-40 965-0293-40 A2.05| $B1FF A1.02 | $32AB Godzilla (Note 4) Game ROM Sound Display Voice 1 Voice 2 Voice 3 Voice 4 (1M) (512K) (4M) (4M) (4M) (4M) (4M) A2.00 | $C929 South Park (Notes 4, 5) Game ROM Sound Display Voice 1 Voice 2 Voice 3 Voice 4 (1M) (512K) (4M) (8M) (8M) (8M) (8M) 965-0301-71 965-0306-71 965-0307-71 965-0302-71 965-0303-71 965-0304-71 965-0305-71 A1.03 | $58FF A1.01 | $166F Harley-Davidson® (Notes 4, 5) Game ROM Sound Display Voice 1 Voice 2 Voice 3 Voice 4 (1M) (512K) (4M) (8M) (8M) (8M) (4M) 965-0319-67 965-0320-67 965-0321-67 965-0322-67 965-0323-67 965-0324-67 965-0325-67 footnotes: A1.03 | $3EFF 1 ROMs on CPU/Sound Bd.: 520-5136-00 (Stereo) & Display Cont. Bd.: 520-5055-01 2 ROMs on CPU/Sound Bd.: 520-5136-10 (Mono) & Display Cont. Bd.: 520-5055-01 3 ROMs on CPU/Sound Board: 520-5136-15* (Mono) (*FCC 11-97) & Display Controller Board: 520-5055-02* (*FCC 11-97) 4 ROMs on CPU/Sound Bd.: 520-5136-16† (Mono) (†FCC 02-98) & Display Controller Board: 520-5055-03‡ (‡FCC 02-98) 5 This game uses 8MB VOICE ROMS at U17, U21, U36 & U37 (if 3 ROMs use U37 will be unused) requiring a Jumper at Loc. W6. Refer to CPU/Snd. Bd. Schematic (2 of 3). Game Revisions can be updated after the Production Run. This Table is accurate as of the printing of this manual. If any changes occurred, the next game manual will include the updated information. The version stated is USA. If there is a question of as to the latest Code Revision & Check Sum call our Technical Support Department, 1-800-542-5377 or 1-708-345-7700 (Select Option 1). Visit our website www.SternPinball.com where code can be downloaded (an EPROM Burner is required). 3LQEDOO*DPH )LUPZDUH7DEOH $SSHQGL[$ $33(1',;% 6HPL&RQGXFWRUV,QWHJUDWHG&LUFXLWV ,& 5HOD\V&URVV5HIHUHQFH7DEOH 7DEOH 1 5DGLR 6RXUFH 67(51 ( & * 5 & $ 1 7 ( 6KDFN 3,1%$// 1XPEHU 5(&7,),&$7,21 %/2&.,1* '$03(1,1* ',2'(6 $1'25 /,*+7 (0,77,1* ',2'(6 /('V 7\SH Diode Diode Diode Diode Diode Diode Diode, Signal LED 1N4001 112-5001-00 1N4004 112-5003-00 1N5401 112-0056-00 1N5404 112-5004-00 T6A10L 112-5006-01 FR302 112-5009-00 1N914 112-5014-00 MT5000UR or 165-5052-00 TLRH180P (old SPI Part N: (T1-3/4 GaAIAs) 165-5100-00) NTE552 NTE116 NTE5801 NTE5804 NTE5812 NTE588 -—-—- ECG552 ECG116 ECG5801 ECG5804 ECG5812 ECG588 -—-—- -—-—276-1103 276-1143 276-1144 -—-—-—-—-—-—- SK9000 SK3312 SK9004 SK9007 -—-—SK5014 -—-—- -—-—- -—-—- 276-066B -—-—- 1N4742A 12v 1N4760B 68v 1N4764A 100v 1N5228 3.9v 1N5234B 6.2v 1N5379 110v 1N6267A 6.8v 1N4752A 33v 1N4736 6.8v 1w NTE142A NTE5092A NTE5096A NTE5007A NTE5013A NTE5157 NTE4902 NTE147A NTE5071A ECG142A ECG5092A ECG5096A ECG5007A ECG5013A ECG5157 ECG4902 ECG147A ECG5071A 276-563 -—-—-—-—-—-—276-561 -—-—-—-—-—-—-—-—- SK12V SK68V SK100V SK3A9 SK6A2 SK110X -—-—SK33V -—-—- ECG2987 - — - — ECG2985 - — - — -—-—-—-—ECG85 276-2009 ECG48 -—-—ECG157 -—-—ECG287 -—-—ECG123AP 276-2009 ECG261 276-2068 ECG375 -—-—ECG288 -—-—ECG292 -—-—ECG374 -—-—ECG278 -—-—ECG332 -—-—ECG292 -—-—ECG393 -—-—ECG5400 276-1067 ECG5461-8 - — - — - -—-—-—-—-—-—SK3124A SK4906 SK3747 SK3232 -—-—SK3896 SK9118 SK3434 SK3441 SK9042 SK3434 SK9236 SK3441 SK3961 SK3950 -—-—- =(1(5 ',2'(6 Diode Diode Diode Diode Diode Diode Diode Diode Diode 112-0061-00 112-0062-00B 112-0049-00A 112-0053-00 112-0047-00B 112-0072-00 112-5011-00 112-5010-00A 112-5007-00 75$16,67256 7<3( )(7 131 313 $1'25 6&5 FET Trans. FET Trans. FET Trans. NPN Trans. NPN Trans. NPN Trans. NPN Trans. NPN Trans. NPN Trans. NPN Trans. PNP Trans. PNP Trans. PNP Trans. PNP Trans. PNP Trans. PNP Trans. PNP Trans. SCR Trans. SCR Trans. STP20N10L STP19N06L VN02N 2N4401 2N6427 MJE340 MPSA42 2N3904 TIP122 MJE15030 2N5401 MJE15031 MJE350 MPSA92 TIP42 TIP32C TIP36C 2N5060 SCR2800B 110-0106-00 110-0088-00 110-0089-00 110-0073-00 110-0070-00 110-0071-00 110-0082-00 110-0069-00 110-0067-00 110-0101-00 110-0078-00 110-0103-00 110-0072-00 110-0100-00 110-0068-00 110-0081-00 110-0077-00 110-0074-00 110-0083-00 %5,'*( 5(&7,),(56 %5 BR (Present) DB3501 or CM3501 &RPPHQWV 112-5000-00 5(/$<6 Relay Relay $SSHQGL[% NTE2987 NTE2985 -—-—NTE85 NTE48 NTE157 NTE287 NTE123AP NTE261 NTE375 NTE288 NTE292 NTE374 NTE288 NTE332 NTE292 NTE393 NTE5400 NTE5461-8 For White Star I/O Bds., BR = 35 Amp @ 100v P.I.V. &RPPHQWV FRL-264 D024/02CK FRL-264 D006/04CV 190-5002-00 190-5001-00 For PPB, Power Supply, & White Star I/O Boards, Relay = 24v DC 10 Amp DPDT For CPU Boards, Relay = 6v DC 5 Amp 4 Pole DT Semi-Condductors / ICs 5HOD\V&URVV5HIHUHQFH7DEOH $33(1',;& J4 J6a J7a J4 J5a J6a 2 5B, 5C J4 J5 2 5B, 5C J4 J5 2 5B, 5C J4 J5 2 5B, 5C J4 J5 2 5B, 5C J4 J5 2 5B, 5C J4 J5 2 5B, 5C J4 J5 3 5B, 5C J4 J5 3 5B, 5C J4 J5 3 5B, 5C J4 J5 3 5B, 5C J4 J5 3 5B, 5C J4 J5 3 5C J5 J4 3 5C J5 J4 3 5C J5 J4 3 5C J5 J4 3 5C J5 J4 -XPSHUV 5HPRYHG 5C 5B, 5C -XPSHUV ,QVWDOOHG -XPSHUV 5HPRYHG 1 2 *DPH 0IJ 'DWH DQG 0DQXDO 31 (3520 3RVLWLRQ -XPSHUV ,QVWDOOHG MAY 87 780-5001-00 MAR 88 780-5002-00 AUG 88 780-5003-00 DEC 88 780-5004-00 MAY 89 780-5005-00 SEP 89 780-5007-00 NOV 89 780-5006-00 JAN 90 780-5008-00 JUN 90 780-5009-00 SEP 90 780-5012-00 FEB 91 780-5010-00 MAY 91 780-5017-00 JUL 91 780-5011-00 OCT 91 780-5014-00 JAN 92 780-5019-00 JUN 92 780-5026-00 OCT 92 780-5024-00 FEB 93 780-5022-00 APR 93 780-5020-00 AUG 93 780-5027-00 NOV 93 780-5018-00 FEB 94 780-5028-00 MAY 94 780-5023-00 JUL 94 780-5029-00 SEP 94 780-5031-00 DEC 94 780-5036-00 MAR 95 780-5033-00 JUL 95 780-5038-00 *DPH 1DPH &38 9HU (3520 3RVLWLRQ 1. Laser War 2. Secret Service 3. Torpedo Alley 4. Time Machine 5. Playboy 35th Anniversary 6. ABC Monday Night Football 7. Robocop 8. Phantom of the Opera 9. Back to the Future 10. The Simpsons 11. Checkpoint 12. Teenage Mutant Ninja Turtles 13. Batman 14. Star Trek 25th Anniversary 15. Hook 16. Lethal Weapon 3 17. Star Wars 18. Rocky & Bullwinkle & Friends 19. Jurassic Park 20. Last Action Hero 21. Tales from the Crypt 22. The Who’s Tommy 23. WWF Royal Rumble 24. Guns-N’-Roses 25. Maverick 26. Mary Shelley’s Frankenstein 27. Baywatch 28. Batman Forever †VHH 1RWH *DPH 0IJ 'DWH DQG 0DQXDO 31 †VHH 1RWH *DPH 1DPH &38 9HU *DPH0IJ'DWH0DQXDO3DUW1 &38-XPSHU7DEOH† J5 J6 J7b J5 J5b J6b 29. Apollo 13 (A13) 30. Golden Eye 31. Twister 32. ID4: Independence Day 33. Space Jam 34. The Star Wars Trilogy - S.E. 35. The Lost World: J.P. 36. The X-Files 37. Starship Troopers 38. Viper Night Drivin’ 39. Lost In Space 40. Godzilla 41. South Park 42. HarleyDavidson® 43a. Striker Xtreme 43b. NFL 44. Sharkey’s Shootout 45. High Roller Casino 46. Austin Powers 47. Monopoly® 48. Playboy NOV 95 780-5044-00 FEB 96 780-5042-00 APR 96 780-5041-00 JUL 96 780-5045-00 OCT 96 780-5043-00 FEB 97 780-5056-00 JUN 97 780-5053-00 AUG 97 780-5046-00 NOV 97 780-5059-00 FEB 98 780-5035-00 JUN 98 780-5060-00 SEP 98 780-5040-00 JAN 99 780-5071-00 AUG 99 780-5067-01 MAR 00 780-5068-01 OCT 00 780-5073-00 OCT 00 780-5072-01 JAN 01 780-5065-00 MAY 01 780-5074-00 SEP 01 780-5075-00 FEB 02 780-5076-00 — U210 n/a n/a — U210 n/a n/a — U210 n/a n/a — U210 n/a n/a — U210 n/a n/a — U210 n/a n/a — U210 n/a n/a — U210 n/a n/a — U210 n/a n/a — U210 n/a n/a — U210 n/a n/a — U210 n/a n/a — U17 U21 U36 U37 W6 CPU/Snd. n/a — U17 U21 U36 U37 CPU/Snd. — U17 U21 U36 U37 CPU/Snd. — U17 U21 U36 U37 CPU/Snd. — U17 U21 U36 CPU/Snd. — U17 U21 U36 U37 CPU/Snd. — U17 U21 U36 U37 CPU/Snd. — U17 U21 U36 U37 CPU/Snd. — U17 U21 U36 U37 CPU/Snd. 3 5C J5 J4 3 5C J5 J4 3 5C J5 J4 3 5C J5 J4 3 5C J5 J4 3 5C J5 J4 3 5C J5 J4 3 5C J5 J4 3 5C J5 J4 3 5C J5 J4 W6 n/a W6 W6 W6 W6 W6 W6 W6 n/a n/a n/a n/a n/a n/a n/a † Additional Information for Installed / Removed Jumpers (List 1-28 only): Board Combinations with ROM at Location 5C (Game 1, Ver1) Installed J1b, J3, J4, J6a, J7a & J8 Removed J1a, J2, J5, J6 & J7b Board Combinations w/ ROM at Locations 5B, 5C (Game 1, Ver2) Installed J1b, J3, J4, J5a, J6a, J7b & J8 Removed J1a, J2, J5, J5b, J6b, & J7a Board Combinations w/ ROM at Locations 5B, 5C (Games 2-12, Ver2/3) Installed J1b, J3, J4, J5b, J6b, J7b & J8 Removed J1a, J2, J5, J5a, J6a & J7a Board Combinations with ROM at Locations 5C (Games 14-28, Ver3) Installed J1b, J3, J5, J5b, J6b, J7b & J8 Removed J1a, J2, J4, J5a, J6a & J7a * Version 1 has a 2K RAM which is a 24-pin IC in Position 5D; Versions 2 & 3 have a 8K RAM which is a 28-PIN IC in Position 5D. *DPH0IJ'DWH0DQXDO3DUW 1XPEHU &38-XPSHU7DEOH $SSHQGL[& $33(1',;' %RDUG7\SH7DEOH *DPH 1DPH )OLSSHU 6RXQG initial: 520-5002-00 replaced with: 520-5002-02 2-Flipper Laser War Board Not Required 3RZHU 6XSSO\ 'LVSOD\ ;'LJLW 520-5000-00 Master: 520-5004-00 plus: 520-5005-00 (Qty. 2): 7 Digit Alpha/Numeric 520-5006-00 (Qty. 2): 7 Digit Numeric 520-5007-00 (Qty. 1): 4 Digit Numeric 520-5002-01 was not used. 3-Flipper Secret Service Board Not Required 3-Flipper Torpedo Alley Board Not Required 2-Flipper Time Machine Board Not Required Playboy 35th Anniversary ABC Monday Night Football Robocop Phantom of the Opera Back to the Future The Simpsons 520-5002-02 520-5000-00 520-5002-02 520-5000-00 520-5002-02 520-5000-00 520-5002-02 520-5000-00 520-5002-02 520-5000-00 520-5033-00 2-Flipper (for 100 games) 520-5033-00 2-Flipper (for 100 games) 520-5033-00 2-Flipper 520-5033-00 2-Flipper 520-5033-00 2-Flipper 520-5033-00 2-Flipper 'RW 0DWUL[ 'LVSOD\ 520-5002-02 520-5000-00 520-5002-02 520-5000-00 520-5002-02 520-5000-00 520-5002-03 520-5000-00 )OLSSHU 6RXQG Checkpoint 520-5033-00 2-Flipper 3RZHU 6XSSO\ 520-5002-03 520-5047-00 520-5042-00 128 X 16 Teenage Mutant Ninja Turtles 520-5033-00 2-Flipper 520-5002-03 520-5047-00 520-5042-00 128 X 16 *DPH 1DPH 520-5033-00 2-Flipper 520-5033-00 2-Flipper 520-5033-00 2-Flipper 520-5033-00 2-Flipper 520-5033-00 2-Flipper 520-5033-00 2-Flipper 520-5076-00 3-Flipper 520-5070-00 2-Flipper 520-5076-00 3-Flipper 520-5076-00 3-Flipper 'LVSOD\ &RQWUROOHU 520-5014-01 7 Digit Alpha/Numeric Combined 520-5014-01 7 Digit Alpha/Numeric Combined 520-5014-01 7 Digit Alpha/Numeric Combined 520-5014-01 7 Digit Alpha/Numeric Combined 520-5030-00 16 Digit Alpha/Numeric Combined 520-5030-00 16 Digit Alpha/Numeric Combined 520-5030-00 16 Digit Alpha/Numeric Combined 520-5030-00 16 Digit Alpha/Numeric Combined 520-5030-00 16 Digit Alpha/Numeric Combined 2372 7UDQVPLWWHU 2372 5HFHLYHU 2372 $SOOLFDWLRQ 520-5103-00 Single OPTO Paddle Boat Wheel Enter 520-5125-00 Single OPTO 520-5125-00 Single OPTO 5-Ball Trough over Up-Kicker 4-Ball Trough over Up-Kicker 'LVSOD\ 2372 &RQWUROOHU 7UDQVPLWWHU 2372 5HFHLYHU 2372 $SOOLFDWLRQ 520-5124-00 Single OPTO 520-5125-00 Single OPTO 5-Ball Trough over Up-Kicker 520-5124-00 Single OPTO 520-5125-00 Single OPTO 5-Ball Trough over Up-Kicker 520-5042-00 128 X 16 520-5042-00 Star Trek 25th 520-5050-01 520-5047-00 Anniversary 128 X 16 520-5042-00 Hook 520-5050-01 520-5047-00 128 X 16 520-5052-00 Lethal 520-5055-00 520-5050-01 520-5047-01 Weapon 3 128 X 32 520-5052-00 Star 520-5050-02 520-5047-01 520-5055-00 Wars 128 X 32 520-5052-00 Rocky & Bull520-5050-02 520-5047-01 520-5055-00 winkle & Friends 128 X 32 520-5052-00 520-5050-02 520-5047-02 520-5055-00 Jurassic Park 128 X 32 520-5052-00 Last Action Hero 520-5050-03 520-5047-02 520-5055-00 128 X 32 520-5052-00 Tales from 520-5050-03 520-5047-02 520-5055-01 the Crypt 128 X 32 520-5052-00 The Who’s 520-5077-00 520-5047-02 520-5055-01 Tommy 128 X 32 520-5070 / 5080 -00 520-5052-00 WWF Royal 520-5077-00 520-5047-02 520-5055-01 Rumble 4-Flipper (2X2) 128 X 32 520-5076-00 520-5052-00 Guns N’ 520-5077-00 520-5047-02 520-5055-01 Roses 3-Flipper 128 X 32 520-5076-00 520-5075-00 520-5102-00 520-5092-01 520-5050-03 520-5047-03 Maverick Single OPTO 3-Flipper 192 X 64 520-5076-00 520-5075-00 Mary Shelley’s 520-5077-00 520-5047-03 520-5092-01 Frankenstein 3-Flipper 192 X 64 520-5070 / 5080 -00 520-5075-00 520-5124-00 520-5126-02 520-5047-03 520-5092-01 Baywatch 192 X 64 Single OPTO 4-Flipper (2X2) 520-5076-00 520-5075-00 520-5124-00 Batman 520-5126-02 520-5047-03 520-5092-01 Forever 3-Flipper 192 X 64 Single OPTO Miscellaneous Boards (Lamp Boards & Relay Boards) not listed above can be found in each individual game manual. Batman 520-5050-01 520-5047-00 GAMES HEREON USE THE WHITE STAR BOARD SYSTEM (with the addition of the I/O Power Driver Board): *DPH 1DPH )OLSSHU 520-5080-00 2-Flipper Apollo 13 Golden Eye Miscellaneous PC Boards: 520-5080-00 2-Flipper Miscellaneous PC Boards: ,2 3RZHU &386RXQG 'LVS 3RZHU 'RW 0DWUL[ 'ULYHU 6WHUHR 6XSSO\ 'LVSOD\ 520-5052-00 128 X 32 Light Boards 520-5130-01, -04 & -05 Magnet Interface, 7-Segment Display & Light Bd. 520-5130-06 Magnet Driver Board 520-5130-02 Switch Membrane Board 520-5130-03 520-5052-00 520-5137-00 520-5136-00 520-5138-00 128 X 32 Light Boards Mag. Processor X2 Driver Bd. 520-5128-05 through -08 520-5143-00 520-5137-00 520-5136-00 520-5138-00 520-5055-01 Relay Board 520-5010-00 520-5055-01 Relay Board 520-5010-00 Table continued on the next page. $SSHQGL[' %RDUG 7\SH7DEOH $33(1',;' %RDUG7\SH7DEOH GAMES HEREON USE THE WHITE STAR BOARD SYSTEM (with the deletion of the Flipper Board): *DPH 1DPH ,2 3RZHU &386RXQG 'LVS 3RZHU 'RW 0DWUL[ 'ULYHU 0RQR 6XSSO\ 'LVSOD\ 520-5137-01 Twister Miscellaneous PC Boards: 520-5136-10 Light Boards 520-5145-01 through -07 520-5137-01 Independence Day (ID4) Miscellaneous PC Boards: 520-5136-10 Space Jam The Star Wars Trilolgy - Special Ed. The Lost World: J.P. The X-Files Starship Troopers Viper Night Drivin’ Lost In Space Godzilla HarleyDavidson® Striker Xtreme (NFL) Sharkey’s Shootout 520-5138-00 Light Boards 520-5149-01 through -10 520-5137-01 520-5136-10 Miscellaneous PC Boards: 2X 7-Segment Display Board 520-5153-00 520-5137-01 520-5136-10 Miscellaneous PC Boards: Relay Board 520-5010-00 520-5137-01 520-5136-10 Miscellaneous PC Boards: DC Relay Bd. Shaker Mtr. Bd. 520-5066-00 520-5065-00 520-5137-01 520-5136-10 520-5138-00 520-5137-01 520-5136-15 Miscellaneous PC Boards: 4X 7-Segment Display Board 520-5166-00 520-5137-01 520-5136-16 Miscellaneous PC Boards: Relay Board 520-5010-00 520-5137-01 520-5136-16 Miscellaneous PC Boards: Relay Board 520-5010-00 520-5137-01 520-5136-16 520-5052-00 128 X 32 Mag. Drv. Bd. 520-5143-00 520-5052-00 128 X 32 Servo Mtr. Bd. 520-5152-00 520-5052-00 128 X 32 Playboy 520-5124-00 Single OPTO 520-5125-00 Single OPTO 5-Ball Trough over Up-Kicker 520-5055-01 Relay Board 520-5010-00 520-5055-01 520-5055-01 520-5124-00 520-5125-00 4-Ball Trough Single OPTO Single OPTO over Up-Kicker 520-5083-00 Alien Head 520-5082-00 Enter Long Hop OPTO Long Hop OPTO 520-5124-00 520-5125-00 5-Ball Trough Single OPTO Single OPTO over Up-Kicker 520-5052-00 128 X 32 520-5055-01 520-5124-00 Single OPTO 520-5125-00 Single OPTO 4-Ball Trough over Up-Kicker 520-5138-00 520-5052-00 128 X 32 520-5055-01 520-5124-00 Single OPTO 520-5125-00 Single OPTO 4-Ball Trough over Up-Kicker 520-5138-00 520-5052-00 128 X 32 520-5055-01 520-5138-00 520-5052-00 128 X 32 520-5055-02 520-5138-00 520-5052-00 128 X 32 520-5055-03 520-5138-00 520-5052-00 128 X 32 520-5055-03 520-5138-00 520-5052-00 128 X 32 520-5055-03 520-5138-00 520-5052-00 128 X 32 520-5173-00 520-5174-00 5-Ball Trough Dual OPTO Dual OPTO over Up-Kicker 520-5082-00 Kenny Under 520-5083-01 Long Hop OPTO Long Hop OPTO Trough Enter 520-5173-00 520-5174-00 4-Ball Trough 520-5055-03 Dual OPTO Dual OPTO over Up-Kicker 520-5082-00 520-5083-01 Motorcycle Long Hop OPTO Long Hop OPTO Enter 520-5173-00 520-5174-00 4-Ball Trough 520-5055-03 Dual OPTO Dual OPTO over Up-Kicker for UK ONLY> Sol520-5082-00 520-5083-01 Goalie Underenoid Expander Bd. Long Hop OPTO Long Hop OPTO Trough Enter 520-5192-00 520-5173-00 520-5174-00 4-Ball Trough 520-5055-03 Dual OPTO Dual OPTO over Up-Kicker 520-5162-00 2-Pos. Motor Sensor on Snagger Motor 520-5124-00 520-5125-00 4-Ball Trough 520-5155-00 Single OPTO Single OPTO over Up-Kicker 3-Pos. Motor Sensor on 520-5082-00 520-5083-00 File Cabinet File Cab. Motor Long Hop OPTO Long Hop OPTO Enter 520-5124-00 520-5125-00 4-Ball Trough Single OPTO Single OPTO over Up-Kicker 520-5082-00 520-5083-01 L/R Orbit Long Hop OPTO Long Hop OPTO Lane Enter 520-5124-00 520-5125-00 4-Ball Trough Single OPTO Single OPTO over Up-Kicker 520-5082-00 520-5083-01 Long Hop OPTO Long Hop OPTO Jump Ramp 520-5173-00 520-5174-00 4-Ball Trough Dual OPTO Dual OPTO over Up-Kicker 520-5173-00 Dual OPTO 520-5174-00 Dual OPTO 4-Ball Trough over Up-Kicker Miscellaneous Shaker Mtr. Bd. PC Boards: 520-5065-00 520-5136-16 Miscellaneous PC Boards: 520-5137-01 520-5136-16 Miscellaneous PC Boards: Relay Board 520-5010-00 520-5137-01 520-5136-16 Miscellaneous PC Boards: DC Relay Bd. 520-5066-00 520-5137-64 520-5136-64 Miscellaneous PC Boards: Relay Board 520-5010-00 520-5137-01 520-5136-16 520-5052-00 128 X 32 Shaker Mtr. Bd. Diode Board /520-5065-00 520-5146-00 520-5052-00 520-5138-00 128 X 32 Relay Board Diode Board 520-5010-00 520-5146-00 520-5052-00 520-5138-00 128 X 32 Sol. Exp. Bd. 520-5192-00 520-5052-00 520-5138-00 128 X 32 520-5138-00 Miscellaneous Dot Display (5X7) in Slot Mach. PC Boards: 520-5197-00 Monopoly® 2372 0LVF 2372 $SOOLFDWLRQ $SS 520-5138-00 High Roller Casino Austin Powers 2372 5HFHLYHU Miscellaneous PC Boards: 520-5137-01 South Park 520-5138-00 'LVSOD\ 2372 &RQWUROOHU 7UDQVPLWWHU 520-5137-01 520-5136-16 520-5138-00 520-5052-00 128 X 32 520-5136-16 Miscellaneous PC Boards: DC Relay Bd. 520-5066-00 520-5137-01 520-5136-16 Miscellaneous PC Boards: DC Relay Bd. 520-5066-00 520-5052-00 128 X 32 Dot Display (5X7) in Elec. Sign 520-5197-00 520-5052-00 520-5138-00 128 X 32 Relay Bd. 520-5010-00 520-5138-00 † N o t e : To order Game Specific CPU/Sound Board %RDUG 7\SH7DEOH 4-Ball Trough over Up-Kicker Ball Lock 520-5082-00 520-5083-01 Under Long Hop OPTO Long Hop OPTO Roulette for UK ONLY> Sol520-5196-00 520-5195-00 Up/Dn Ramp enoid Expander Bd. 3-Pos. OPTO 3-Pos. OPTO in Slot Mach. 520-5192-00 520-5173-00 520-5174-00 4-Ball Trough 520-5055-03 Dual OPTO Dual OPTO over Up-Kicker 520-5055-03 520-5173-00 Dual OPTO 520-5174-00 Dual OPTO for UK ONLY> Solenoid Expander Bd. 520-5192-00 Miscellaneous Relay Bd. (X3) PC Boards: 520-5010-00 520-5137-01 520-5055-03 520-5055-03 for UK ONLY> Solenoid Expander Bd. 520-5192-00 520-5055-03 520-5173-00 Dual OPTO 520-5218-00 4-Pos. OPTO 520-5173-00 Dual OPTO 520-5155-00 3-Pos. Motor Sensor on Goalie Motor 520-5194-00 4-Pos. Motor Sensor on ?-Ball Motor 520-5194-00 4-Pos. Motor Sensor on Roulette Wheel Motor 520-5212-00 Pulse-Stretcher OPTO on Spini-Me 520-5174-00 4-Ball Trough Dual OPTO over Up-Kicker 520-5210-00 Bank 4-Pos. OPTO Door 520-5174-00 4-Ball Trough Dual OPTO over Up-Kicker for UK ONLY> Solenoid Expander Bd. 520-5192-00 please specify Game Name. $SSHQGL[' $33(1',;( *HQHULF&RLO&URVV5HIHUHQFH*XLGH† ‡ *$78516 5HV : 20-400 1.0 : 22-500 1.7 : 22-600 2.2 : 23-700 3.1 : 23-750 3.4 : 67$1'$5' &2,/6 *$78516 5HV : 63, 3$57 1 63, 3$57 1 )/,33(5 &2,/6 *$8*(78516 5HV : 21-900 † not available 22-750/30-2600 ‡ 2.6 / 92.0 : 3.4 : 22-900 † &2/25 63, 3$57 1 090-5020-10T 24-940 † 5.5 : 090-5011-00 090-5020-20T 25-1240 9.3 : 090-5032-00T 4.3 : YEL/GRN 26-1200 † 10.3 : 22-1080 † 090-5032-00B 14.2 : 090-5006-00 30-2600 ‡ 2.4 / 75.0 : N/A 27-1300 23-620/ 23-800 † 3.6 : ‡ 83.5 14.7 3.0 / N/A 090-5013-00 : : 27-1400 23-700/30-2600 090-5012-00 30-2600 ‡ 2.8 / 90.5 : N/A 23-840 4.0 : 23-800/ 27-1500 16.3 : 3.8 : GRN 090-5020-30 23-1200 7.1 : 23-900 5.1 : ORG 090-5030-00 2312-765 3.6 : 28-1050 11.5 : 23-1100 4.4 : BLU 090-5062-00T 24-900 5.0 : 29-2000 33.6 : 23-1500 9.5 : N/A 090-5025-00 24-1570 NOTE: Ohm values may vary +/- .03 : depending on meter calibration. 13.8 : BLU/GRN 090-5041-00 25-1800 † Coil Part Nºs ending with a "T" signifies the Diode is on the top of the lug; ...ending with a "B" signifies the Diode is on the bottom of the lug. ‡ These coils are dual-wound. Also Note: All Coil Part Nºs listed Do Not Include Coil Sleeves (must be ordered separately). 090-5021-00 090-5017-00 090-5023-00 090-5022-00 090-5019-00 090-5001-00T 090-5001-00B 090-5005-00 090-5008-00 090-5037-03 090-5002-00 0$*1(7 &2,/6 Z OHDGV *$78516 5HV : 22-650 4.3 : 8 : 24-780 20 -480 2.9 : *$78516 5HV : 29-1000 15.2 : 31-1500 52.0 : 32-1800 50.2 : 63, 3$57 1 090-5042-01 090-5061-00 090-5064-02 090-5036-00T 090-5036-00B 090-5034-00 090-5044-00T 090-5044-00B 090-5003-00 090-5015-00 090-5004-00T 090-5004-00B 090-5046-00 090-5016-00 75,3 &2,/6 0LQLDWXUH 63, 3$57 1 090-5059-00 090-5054-00 090-5031-00 *$78516 5HV : 33-1590 59 : 32-1250 35 : RED N/A YEL 63, 3$57 1 515-6916-00 515-6916-01 Note: 33-1590 WHT & 32-1250 YEL /8*/(66 &2,/6 *$78516 5HV : 63, 3$57 1 23-800 : 090-5053-00 )OLSSHU&RLO7DEOH‡ †† *$0( 1$0( 1 RI )OLSSHUV Laser War ‡ Secret Service ‡ Torpedo Alley ‡ Time Machine ‡ /2:(5 )/,33(56 63, 1 *$8*(78516 &RORU /()7 5,*+7 090-5011-00 22-750 / 30-2600 090-5006-00 23-620 / 30-2600 090-5011-00 22-750 / 30-2600 090-5011-00 22-750 / 30-2600 833(5 )/,33(56 63, 1 *$8*(78516 &RORU /()7 5,*+7 SAME Not Used Not Used SAME Not Used 090-5013-00 23-700 / 30-2600 Not Used 090-5006-00 23-620 / 30-2600 090-5012-00 23-800 / 30-2600 SAME Not Used Not Used ‡ These coils are dual-wound. 090-5020-02 SAME Not Used Not Used 22-900 -YEL090-5020-02 ABC Monday Night Football †† SAME Not Used Not Used 22-900 -YEL†† A very small % of these games used a 090-5020-20 coil which used a proto-type Solid State Flipper System. The two types of coils both are 22-900 coils; the only difference being the addition of the 1N5404 Diode on the (-02) coils which was used in the Deger Design. 090-5020-20 Robocop SAME Not Used Not Used 22-900 -YEL090-5020-20 Phantom of the Opera SAME Not Used Not Used 22-900 -YEL090-5020-20 Back to the Future SAME Not Used Not Used 22-900 -YEL090-5020-20 The Simpsons SAME Not Used Not Used 22-900 -YEL090-5020-20 Checkpoint SAME Not Used Not Used 22-900 -YEL090-5020-30 Teenage Mutant Ninja Turtles SAME Not Used Not Used 23-900 -GRN090-5020-30 Batman SAME Not Used Not Used 23-900 -GRN090-5020-30 SAME Not Used Not Used Star Trek 25th Anniversary 23-900 -GRN090-5030-00 090-5020-30 Hook Not Used Not Used 23-1100 -ORG23-900 -GRN090-5030-00 Lethal Weapon 3 SAME Not Used Not Used 23-1100 -ORGPlayboy 35th Anniversary †† Table continued on the next page. $SSHQGL[( *HQHULF&RLO&URVV5HIHUHQFH *XLGH )OLSSHU&RLO7DEOH $33(1',;( )OLSSHU&RLO7DEOH† *$0( 1$0( 1 RI )OLSSHUV /2:(5 )/,33(56 63, 1 *$8*(78516 &RORU /()7 5,*+7 833(5 )/,33(56 63, 1 *$8*(78516 &RORU /()7 5,*+7 090-5032-00 SAME Not Used Not Used 22-1080 -YEL-GRN090-5020-30 Rocky & Bullwinkle & Friends SAME Not Used Not Used 23-900 -GRN090-5030-00 090-5020-30 SAME Not Used Jurassic Park 23-1100 -ORG23-900 -GRN090-5020-30 Last Action Hero SAME Not Used Not Used 23-900 -GRN090-5041-00 090-5032-00 Tales from the Crypt SAME Not Used 25-1800 -BLU-GRN22-1080 -YEL-GRN090-5041-00 090-5020-30 The Who’s Tommy Not Used SAME 25-1800 -BLU-GRN23-900 -GRN090-5032-00 090-5041-00 WWF Royal Rumble SAME SAME 22-1080 -YEL-GRN25-1800 -BLU-GRN090-5032-00 090-5030-00 Guns N’ Roses SAME Not Used 22-1080 -YEL-GRN23-1100 -ORG090-5032-00 090-5032-00 SAME Not Used Maverick 22-1080 -YEL-GRN22-1080 -YEL-GRN090-5030-00 090-5030-00 Mary Shelley’s Frankenstein SAME Not Used 23-1100 -ORG23-1100 -ORG090-5030-00 090-5020-30 090-5025-00 090-5030-00 Baywatch 23-1100 -ORG23-900 -GRN24-1570 -N/A23-1100 -ORG090-5020-30 090-5032-00 090-5020-20 Not Used Batman Forever 23-900 -GRN22-1080 -YEL-GRN22-900 -YEL090-5032-00 Apollo 13 SAME Not Used Not Used 22-1080 -YEL-GRN090-5032-00 SAME Not Used Not Used Golden Eye 22-1080 -YEL-GRN090-5020-20 090-5032-00 Not Used Not Used Twister 22-900 -YEL22-1080 -YEL-GRN090-5020-30 090-5032-00 SAME Not Used ID4: Independence Day 23-900 -GRN22-1080 -YEL-GRN090-5032-00T 090-5020-20T Space Jam † Not Used Not Used 22-1080 -YEL-GRN22-900 -YEL090-5032-00T The Star Wars Trilogy - Special Edition † SAME Not Used Not Used 22-1080 -YEL-GRN090-5032-00T The Lost World: Jurassic Park † SAME Not Used Not Used 22-1080 -YEL-GRN090-5032-00T The X-Files † SAME Not Used Not Used 22-1080 -YEL-GRN090-5032-00T 090-5030-00T SAME Not Used Starship Troopers † 22-1080 -YEL-GRN23-1100 -ORG090-5030-00T Viper Night Drivin’ † SAME Not Used Not Used 23-1100 -ORG090-5030-00T 090-5032-00T Not Used Not Used Lost In Space † 23-1100 -ORG22-1080 -YEL-GRN090-5032-00T SAME Not Used Not Used Godzilla † 22-1080 -YEL-GRN090-5030-00T SAME Not Used Not Used South Park † 23-1100 -ORG090-5032-00T 090-5030-00T Harley-Davidson® † Not Used Not Used 22-1080 -YEL-GRN23-1100 -ORG090-5032-00T 090-5030-00T 090-5030-00T Striker Xtreme (NFL) † Not Used 22-1080 -YEL-GRN23-1100 -ORG23-1100 -ORG090-5030-00T 090-5030-00T 090-5030-00T Sharkey’s Shootout † Not Used 23-1100 -ORG23-1100 -ORG23-1100 -ORG090-5020-20T 090-5032-00T Not Used Not Used High Roller Casino † 22-900 -YEL23-1080 -YEL-GRN090-5020-30 090-5030-00T Austin Powers † Not Used Not Used 23-900 -GRN23-1100 -ORG090-5062-00T 090-5032-00T 090-5032-00T Monopoly® † Not Used 23-1500 -BLU22-1080 -YEL-GRN- 22-1080 -YEL-GRN090-5030-00T 090-5030-00T Not Used Not Used Playboy † 23-1100 -ORG23-1100 -ORG† Coil Part Nºs ending with a "T" signifies the Diode is on the top of the lug (on the coil-winding side); Coil Part Nºs ending with a "B" signifies the Diode is on the bottom of the lugs. Star Wars *HQHULF&RLO&URVV5HIHUHQFH *XLGH )OLSSHU&RLO7DEOH $SSHQGL[( $33(1',;) 0RWRU6SHFLILFDWLRQ7DEOH The following table only list games that used motors. Part Numbers starting with "515-" will include the Wiring Harness & Connector. *DPH 1DPH )XQFWLRQ ABC Monday Night Football Goal Post Up/Down Movement Organ Up/Down Movement Mag Wheel (in Backbox) Phantom of the Opera Checkpoint Shaker Teenage Mutant Ninja Turtles Batman Spinning Pizza Ball Deflector Bar Target Up/Down Movement Swinging Target Star Trek 25th Anniversary Lethal Weapon 3 Star Wars Rocky & Bullwinkle & Friends Jurassic Park Transporter F/X Bar Target Up/Down Movement R2D2 Robot Left/Right Movement Death Star Rotation Nell Log "Cutting Blade" Forward/Back Movement T-Rex Left/Right Movement T-Rex Up/Down Movement Crane Left/Right Movement Tombstone Up/Down Movement Flipper Blinders Spinning Airplane Propellers WWF Royal Rumble Shaker Maverick, The Movie Turning Paddle Wheel Mary Shelley’s Frankenstein Creature Head Left/Right Movement Cannon Left/Right Movement Rocket Up/Down Movement Moon Unit Rotational Orbit Apollo 13 Shaker Golden Eye Motor D.C. (KEN) 041-5005-00 Johnson Motor (Vibrator) Gear Motor 24v A.C. 325 RPM CW Bowman Motor 24v 60Hz 3W 11 RPM CCW Bowman Motor 24v 221e2 RPM Gear Motor 24v A.C. 31e2 RPM 041-5002-00 Spinning Light Mirror Up/Down Movement Batman Forever 515-5256-00 Motor 21e2 v A.C. Shaker The Who’s Tommy 515-5222-00 41e2" Motor 12v Shaker Tales from the Crypt 3DUW 1 Motor 24v A.C. 60 RPM CW Bowman Motor 24v 60Hz 3W 11 RPM CCW Cooling Fan (for Transporter F/X) Shaker Last Action Hero 6SHFLILFDWLRQV Satellite Left/Right Movement 4000 RPM CCW Bowman Motor 24v 60hz 3W 11 RPM CCW Bowman Motor 24v A.C. 221e2 RPM CW Bowman "G" Motor 24v A.C. 60Hz 6 RPM CW Autotrol Model E Motor 24v 60hz 4W 3 RPM CCW Multi Motor 5v D.C. 515-5397-00 515-5256-00 515-5534-00 500-5421-00 041-5014-00 041-5017-00 515-5256-00 515-5571-00 515-5570-00 041-5023-00 041-5025-00 Bowman Motor 24v 11 RPM CW Johnson Motor (Vibrator) Multi Products Motor 12v D.C. #3312 OSC Johnson Motor (Vibrator) 10.5v D.C. 10 AMP 2950 RPM CW Bowman Motor 24v A.C. 6 RPM CCW Johnson Motor (Vibrator) 10.5v D.C. 10 AMP 2950 RPM CW Bowman Motor 24v A.C. 6 RPM CCW Servo Motor (94102) 041-5032-00 041-5026-00 041-5002-00 041-5027-00 041-5029-00 515-5900-00 041-5029-00 515-5900-00 Motor D.C. 041-5033-00 Johnson Motor (Vibrator) 10.5v D.C. 10 AMP 2950 RPM CW Motor 24v A.C. 10 RPM 041-5029-00 Servo Motor (94102) 041-5032-00 Bowman Motor 24v A.C. 60Hz 3W 6 RPM CCW Bowman Motor 24v A.C. 60Hz 3W 6 RPM CCW Multi Products Motor 24v A.C. 50/60Hz 3W 6 RPM CCW Johnson Motor (Vibrator) 10.5v D.C. 10 AMP 2950 RPM CW Bowman Motor 24v A.C. 60Hz 3W 6 RPM CW 515-6383-00 041-5036-00 515-6383-00 515-6487-00 041-5029-00 515-6528-00 Table continued on the next page. $SSHQGL[) 0RWRU6SHFLILFDWLRQ 7DEOH $33(1',;) 0RWRU6SHFLILFDWLRQ7DEOH The following table only list games that used motors. *DPH 1DPH Twister ID4: Independence Day The Star Wars Trilogy - S.E. The Lost World: J.P. The X-Files Starship Troopers Lost In Space Godzilla Harley-Davidson® Striker Xtreme (NFL) Sharkey’s Shootout High Roller Casino Austin Powers Monopoly® Playboy )XQFWLRQ Part Numbers starting with "515-" will include the Wiring Harness & Connector. 6SHFLILFDWLRQV 3DUW 1 Spinning Disc with Magnet Backbox Fan (Tornado Wind) Alien Head Open/Close Movement X-Wing Left/Right Movement Snagger & Center Link Lift Up/Down Movement Multi Products Motor 24v A.C. (041-5026-00) 515-6347-00 50/60Hz 3W 325 RPM CCW Multi Products Motor 24v A.C. (041-5052-00) 515-6531-00 50/60Hz 3W 3600 RPM CW Servo Motor 041-5045-00 (94322) Bowman Motor 24v A.C. (041-5058-00) 515-6383-01 60Hz 3W 10 RPM CCW Multi Products Motor 20v D.C. (041-5059-03) 515-6715-03 9 RPM Non-Directional Johnson Motor (Vibrator) 10.5v D.C. Shaker 041-5029-00 10 AMP 2950 RPM CW X-File Cabinet Multi Products Motor 20v D.C. 041-5057-00 Lift Up/Down Movement 9 RPM CCW Haydon Switch & Instrument, Inc. Stepper Motor 515-6794-00 12v D.C. 4.6W (041-5062-00), Series 36000: Warrior Bug Forward/Reverse Movement 1.4"ø (Non-Captive Shaft not incl.) HSI #36864-12 Requires 7" Shaft: (Unipolar) Travel per Step: .004 Step Angle: 15° 530-5503-00 Spinning Disc Multi Products Motor 24v A.C. (041-5046-00) 515-6347-00 with Magnet 50/60Hz 3W 325 RPM CCW Johnson Motor (Vibrator) 10.5v D.C. Shaker 041-5029-01 10 AMP 2950 RPM CW ‡ Johnson Motor (Vibrator) 10.5v D.C. Shaker 041-5029-01 10 AMP 2950 RPM CW ‡ Motorcycle Autotrol 24v A.C. (041-5072-01) 515-7025-00 Lift Up/Down Movement 20 RPM CCW Goalie (Linebacker) Multi #3590 12v D.C. (041-5075-00) 515-7071-00 Left to Right Movement 60 RPM Mystery Ball Hankscraft Motor Model-E 24v A.C. (041-5076-00) 515-7095-00 Rotating Movement 50/60Hz 3W 20 RPM CW Roulette Wheel Multi Products Motor 20V D.C. (041-5078-00) 515-7153-00 Rotating Movement 17 RPM CCW Haydon Switch & Instrument, Inc. Stepper Motor 515-6794-00 12v D.C. 4.6W (041-5062-00), Series 36000: Up/Dn. Ramp in Slot Mach. 1.4"ø (Non-Captive Shaft not incl.) HSI #36864-12 Requires Shaft 4 ": Lift Up/Down Movement (Unipolar) Travel per Step: .004 Step Angle: 15° 530-5503-01 Time Machine Multi Products Motor 24v A.C. (041-5079-00) 515-7141-00 Rotating Movement 50/60Hz 20RPM CCW Laser Beam Autotrol Motor 24V A.C. (041-5081-00) 515-7171-00 Left to Right Directional 50/60Hz 4W 10RPM Bi-Directional Dr. Evil Target Hankscraft Motor Model-E 24v A.C. (041-5030-00) 515-5900-00 Lift Up/Down Movement 50/60Hz 6RPM CCW Mini-Flipper (Waterworks) Multi Prod. Motor & Gear Box #7000 EX00159A 041-5083-00 Rotating Movement 20v D.C. 50/60Hz 85RPM CC/CCW Triangular Billboard Autotrol Motor (BD511 150-1387) 24v A.C. 041-5086-02 Rotating Movement 50/60Hz 12RPM Bi-Directional Centerfold Mechanism Multi Products (3680) Motor 12v DC 041-5075-04 Open/Close Movement 10/12 RPM CC/CCW Haydon Switch & Instrument, Inc. Stepper Motor 515-6794-00 12v D.C. 4.6W (041-5062-00), Series 36000: Tease Drop Screen Requires 7" Shaft: 1.4"ø (Non-Captive Shaft not incl.) HSI #36864-12 Lift Up/Down Movement (Unipolar) Travel per Step: .004 Step Angle: 15° 530-5503-00 No motors were used on the following games: Laser War, Secret Service, Torpedo Alley, Time Machine, Playboy 35th Anniversary, Robocop, Back to the Future, The Simpsons, Hook, Guns N’ Roses, Baywatch, Space Jam, Viper Night Drivin’, South Park. ‡ Please Note: "-01" Shaker Motor is Not Compatible with old Shaker Motor 041-5029-00 (Shaker Motor Assy. 515-5893-00). THIS NEW MOTOR CAN ONLY BE USED IN NEW SHAKER MOTOR ASSY. 515-5893-01. 0RWRU6SHFLILFDWLRQ 7DEOH $SSHQGL[) $33(1',;* 3DUW1XPEHU3UHIL[&ODVVLILFDWLRQ&RGHV I. Electrical Source, Energy & Signal Converters 010- Transformers 031- Speakers 090- Solenoids (Coils) II. Conductors, Connectors & Insulators 034- Line Cords 036- Cable and Harness Assemblies 041- Motors 045- Connectors (All Types) 077- Lamp Sockets III. Circuits & Circuit Elements 100- ICs 110- Transistors 112- Diodes 121- Resistors 123- Resistors (Variable & Adjustable) 124- Regulators & Bridge Rectifiers 125- CAPS 140- Crystals 165- Light Bulbs 180- Switches 190- Relays IV. Bolts, Screws, Nuts & Washers 231- Bolts 232- Screws (Pan Head) 234- Screws (HWH) 237- Screws (Misc.) 240- Nuts (Misc.) 242- Washers (Flat, Round) 244- Washers (Split Lock) 246- Washers (Lockers, External Tooth) V. Mechanical Components 249- Rivets 251- Pins (Dowel) 254- Stand-Offs, Spacers and Shims 260- Steel Ball 265- Springs (Extension) 266- Springs (Compression) 269- Springs (Washers - Belleville, Wave) 280- Grommets and Bushing VI. Handles, Locks, Catches & Latches, Keys & Hinges 355- Handles, Locks, Catches & Latches and Keys 390- Hinges VII. Fabricated Parts (In-House Assemblies) 500- End Product (Systems and Models) 515- Sub-Assemblies 520- Printed Circuit Boards (PCBs) 522- Display Glass 525- Wood Parts 530- Screw Machined Parts 535- Fabricated Parts 545- Molded (Extruded) Plastic/Rubber Parts 550- Molded (Inserts) VIII. Bulk Materials 600- Braided Ground Wire 601- Stranded Wire 602- Ribbon Cable 605- Sleeving (Shrink Tubing) 626- Foam Rubber IX. $SSHQGL[* Miscellaneous 705- Packing & Shipping Items 820- Decals and Labels (Sets & Misc.) 830- Butyrate (Plastic Pieces) 900- Game Posters 960- EPROM (Raw Part) 965- EPROM (Programmed Part) 3DUW1XPEHU 3UHIL[&ODVVLILFDWLRQ&RGHV $33(1',;+ 3OD\ILHOG,QVHUWV 3ODVWLF/LJKW&RYHUV STARBURST CIRCULAR STARBURST CIRCULAR STARBURST CIRCULAR STARBURST CIRCULAR STARBURST CIRCULAR 5e8" ø 3e4" ø 1" ø 1-3/16" ø 1-1e2" ø STARBURST CIRCULAR 550-5000-XX STARBURST CIRCULAR 550-5001-XX PLAIN CIRCULAR 550-5002-XX PLAIN CIRCULAR 550-5003-XX PLAIN CIRCULAR 550-5004-XX PLAIN CIRCULAR 2-1e4" ø 2-3e4" ø 3e4" ø 1" ø 1-3/16" ø 1-1e2" ø 550-5005-XX PLAIN CIRCULAR 550-5006-XX PLAIN CIRCULAR 550-5007-XX STIPPLE CIRCULAR 550-5008-XX STIPPLE 1" SQUARE 550-5009-XX ROLLOVER BUTTON BASE 550-5010-XX WHITE STAR (only in white) 2-1e4" ø 2-3e4" ø 1" ø 12" Patterns: STARBURST STIPPLE 550-5026-XX 550-5019-XX 550-5048-XX 545-5015-00 550-5011-XX 550-5012-XX STIPPLE STIPPLE STARBURST PLAIN PLAIN PLAIN RECTANGULAR RECTANGULAR RECTANGULAR RECTANGULAR RECTANGULAR RECTANGULAR 1-1e2" X 3e4" 1-5e8" X 1-1e2" 2-1e4" X 1-1e8" 2-1e4" X 1-1e8" 1-1e4" X 1-1e2" 2" X 2-1e2" 550-5018-XX STARBURST MINI SHIELD 550-5051-XX STARBURST LARGE SHIELD 550-5044-XX MINI HOT DOG 550-5049-XX BEVEL HOT DOG 550-5050-XX PLAIN HOT DOG 550-5063-XX BANANA 1-5/8" 3-1e2" 3-1e2" 550-5020-XX STARBURST ARROW-HEAD SMALL 550-5021-XX STARBURST ARROW-HEAD LARGE 550-5022-XX STARBURST BULLET 550-5023-XX STARBURST TRIANGLE 550-5014-XX 550-5015-XX 550-5016-XX 550-5017-XX 1" X 1" 550-5024-XX 550-5025-XX STARBURST STARBURST ARROW-SMALL ARROW-LARGE 550-5013-XX 550-5070-XX Note: The shapes and sizes shown above are not to scale. Some shapes may no longer be available in every color. Instructions: 1º &RORU Parts which may come in various colors (i.e. targets, some posts, playfield inserts, etc.) end in a 2-digit Nº which correspond to the color of that part. The "-XX" in Part Nºs which may come in various colors should be replaced with the desired 2-Digit Nº. corresponding to the color desired. Not all colors may be available. 1º &RORU -00 Black or Solid Clear -03 Amber -01 Clear -04 Green -02 Red -05 Blue 3OD\ILHOG,QVHUWV 3ODVWLF/LJKW&RYHUV 1º 3/$67,& 3$57 &2/25 &+$57 &RORU -06 Yellow -07 Orange -08 White 1º &RORU -09 Purple -10 Fluor. Orange -11 Fluor. Green 1º &RORU -12 Fluor. Blue -13 Teal Green -14 Gray 1º &RORU -15 Luminescent -16 Gold -17 Trans. Brown $SSHQGL[+ $33(1',;, 6WDQG8S7DUJHWV "R" means «Target Insert» is reversed, allowing for Rear Mounted application. 5 7DNH1RWH 1. 2. For Items A-E, for the Target Assembly use the "500-" SPI Nº; For the Target Assy. with Rear Mount add "R" to "500-" SPI Nº; For just the «Target Insert» use the "545-" SPI Nº. Items A-E come in various colors. These targets may not be available in every color. The "-XX" in should be replaced with the desired 2-Digit Nº for the color desired described in the Chart . As of date of print, the following colors were used for Items A-E: Ç -01 Clear (A, D); -02 Red (A, B, C, D, E); -03 Amber (D, E); -04 Green (A, B); -05 Blue (C); -06 Yellow (A, C), -09 Purple (B, D); -11 Fluorescent Green (A, B, D). 3. See Section 3, Chapter 2, Go To Diagnostics Menu, for switches used corresponding to the Switch Matrix Grid of this game. 1º 67$1'83 7$5*(7 1$0( A B C Modular Stand-Up Target Narrow Assy. Stand-Up Target Narrow (Insert) Modular Stand-Up Target Square Assy. Stand-Up Target Square (Insert) Modular Stand-Up Target Rectangle Assy. Stand-Up Target Rectangle (Insert) ) 1º -00 -01 -02 -03 -04 -05 -06 -07 -08 -09 -10 -11 -12 -13 -14 -15 -16 3/$67,& 3$57 &2/25 &+$57 &RORU Black Clear Red Amber Green Blue Yellow Orange White Purple Fluor. Orange Fluor. Green Fluor. Blue Teal Green Gray Luminescent Gold 63, 3$57 1º 1º 67$1'83 7$5*(7 1$0( 63, 3$57 1º Modular Stand-Up Target Round Assy. 500-6138-XX 500-6075-XX D Stand-Up Target Round (Insert) 545-6075-XX 545-6138-XX Mod. Stand-Up Target 1" Spherical Assy. 500-6139-XX 500-6189-XX E Stand-Up Target 1" Spherical (Insert) 545-6139-XX 545-6189-XX 500-6228-XX Note: To receive the Target Assembly with the « Target Insert » « Reversed » simply add a "R" at the end of the Part Nº. See Side 545-6228-XX View picture above to compare (dashed line shows target reversed). $ & % 7DNH1RWH ' ( 1. 2. 3. 1º 67$1'83 )/$7 7$5*(7 1$0( 63, 3$57 1º For Items 1-4, "single" components can be ordered. Items 1-4 come in various colors. These targets may not be available in every color. The "-XX" in Part Nºs should be replaced with the desired 2-Digit Nº for the color desired described in the above Chart. For switches used corresponding to the Switch Matrix Grid of this game, see Sec. 3, Chp. 2, ...Diagnostics. 1º 67$1'83 )/$7 7$5*(7 1$0( 63, 3$57 1º Note: Item 2A, is a riveted Sub-Assy. which includes the following items for reference: 1" Round Stand-Up Target Assy. 500-5835-XX ‡A1— Stack Switch Radius End (180-5133-00), A2— Washer 5/16" (242-5017-00), A3— Rivet 1/8" ø X 3/16" (249-5001-00) and A4— Rectangular Target (545-5145-XX). ORDERING ABOVE (ITEM 1) ASSY. PART Nº WILL INCLUDE: 515-5966-XX 1A‡ Switch & Target Assy. 1" Round 3 1" Sq. Stand-Up Target Assy. 500-5232-XX 1B Mounting Bracket 535-6896-00 ORDERING ABOVE (ITEM 3) ASSY. PART Nº WILL INCLUDE: 1C Switch Back Plate 535-6452-00 3A‡ Sw. & Target Assy. 1" Square 515-5162-XX 1D 237-5976-05 6-32 X 3e4 HWH Swage (Qty. 2) Items 3B-F are identical to 1B-F Same as 1B-F 1E 112-5001-00 Switch Diode, 1N4001 ‡ Note: Item 3A, is a riveted Sub-Assy. which includes the following items for reference: 1F 626-5029-00 Foam Pad Stack Switch Radius End (180-5133-00), Washer 5/16" (242-5017-00), 1 ‡ Note: Item 1A, is a riveted Sub-Assy. which includes the following items for reference: A1— Stack Switch Radius End (180-5133-00), A2— Washer 5/16" (242-5017-00), A3— Rivet 1/8" ø X 3/16" (249-5001-00) and A4— 1" Round Target (545-5456-XX). A1— A2— A3— Rivet 1/8" ø X 3/16" (249-5001-00) and A4— 1" Square Target (545-5470-XX). 4 Narrow Stand-Up Target Assy. 500-5857-XX 1" X 11e2" Stand-Up Rect. Target Assy. 500-5321-XX ORDERING ABOVE (ITEM 4) ASSY. PART Nº WILL INCLUDE: 4A‡ Sw. & Target Assy. Narrow 515-5967-XX ORDERING ABOVE (ITEM 2) ASSY. PART Nº WILL INCLUDE: Items 4B-F are identical to 1B-F Same as 1B-F 2A‡ Sw. & Target Assy. 1" X 11e2" Rect. 515-6027-XX ‡ Note: Item 4A, is a riveted Sub-Assy. which includes the following items for reference: Items 2B-F are identical to 1B-F Same as 1B-F A1— Stack Switch Square End (180-5132-00), Item 2 Table Note continued in A2— Washer 5/16" (242-5017-00), the next column. A3— Rivet 1/8" ø X 3/16" (249-5001-00) and 2 A4— Narrow Target (545-5210-XX). $SSHQGL[, 6WDQG8S 7DUJHWV $33(1',;&RLQ&DUGV 86$ ,QWHUQDWLRQDO Pricing Default: (note): USA 8 or Canada (used prior 03/2002) USA 2-7 or Canada USA or International USA 1* (optional) Front 755-5087-01 USA 5 or Canada for Custom Pricing 1-Sided 1-Sided Back 755-5087-02 755-5087-03 755-5087-05 755-5087-01 USA 1* (optional) Custom Pricing† USA 2-7 or Canada Custom Pricing† (used prior 03/2002) (used prior Mar. 02) (used prior Mar. 02) USA 5 (used prior Mar. 02) See Section 3, Chapter 4, Go To Adjustments Menu, Adj. 6, Game Pricing, USA & International Standard Pricing Select Table, to view Custom or Standard Pricing Schemes these Coin Cards correspond to. Description: SPI Part N°: USA 8 or Canada (supercedes 755-5087-01) (supercedes 755-5087-05) (supercedes 755-5087-03) (supercedes 755-5087-02) (supercedes 755-5087-01) (supercedes 755-5087-02) Front 755-5400-00 EURO 1 Back 755-5400-00 EURO 2 Front 755-5400-01 EURO 3 Back 755-5400-01 EURO 4 Front 755-5400-02 EURO 5 Back 755-5400-02 EURO 6 1-Sided 755-5401-01 EURO 7 1-Sided 755-5401-02 EURO 8 1-Sided 755-5401-03 EURO 9 1-Sided 755-5401-04 EURO 10 1-Sided 755-5401-05 EURO 11 1-Sided 755-5401-06 EURO 12 1-Sided 755-5401-07 1-Sided 755-5401-08 1-Sided 755-5401-09 DENMARK 1 1-Sided 755-5401-10 DENMARK 2 1-Sided 755-5401-11 JAPAN 1-Sided 755-5401-12 JAPAN Custom Front 755-5402-00 SWEDEN 1 Back 755-5402-00 SWEDEN 2 Front 755-5404-00 UK 1 Back 755-5404-00 UK 3 Front 755-5405-00 UK 5 Back 755-5405-00 UK Custom Front 755-5407-00 Back 755-5407-00 Front 755-5407-01 Back 755-5407-01 Note: You can download any Coin Card (in PDF Format**) from our website www.sternpinball.com/ coinagecards.htm. Only the Coin Cards shown on this page are available. Older styles (foreign or domestic), if no longer available through your distributor, cannot be replaced. ** Requires Adobe®Reader 5.0 available for free download through our website www.sternpinball.com/ techsupport.htm. Printing Suggestions: Print on highgloss paper with a color printer (the highest dpi possible) for best results. Check print preview to ensure page is not fit to size (print actual size). Finished Cards should be 51/2" x 215/16". Trim off borders. For double-sided cards, print both separately, as aligning may be difficult. NORWAY 1 NORWAY 2 Front Back 755-5403-00 755-5403-00 AUSTRALIA 2 AUSTRALIA 1 NEW ZEALAND 2 NEW ZEALAND 1 Front 755-5406-00 Back 755-5406-00 † International can use the back side of this card for Custom Pricing. &RLQ&DUGV 86$ ,QWHUQDWLRQDO Back Front 755-5408-00 755-5408-00 SWITZERLAND 1 SWITZERLAND 2 * Optional Card not included with this game, but available. $SSHQGL[- 3DUWV2UGHU&KHFNOLVW1RWHV 'DWH 2UGHUHG 3 3DUW 1º 4W\ 'HVFULSWLRQ 'DWH 5HFHLYHG 3DUWV2UGHU &KHFNOLVW1RWHV */266$5<2)7(506 A Followed after a number means "Amp." or Ampage in an expression relating to an electrical object. (e.g. 8A). AC (Acronym) Alternating Current. Adj. (Abbreviation) Adjustment(s). Assy. (Abbreviation) Assembly. Au. (Abbreviation) Audit(s). Bd. (Abbreviation) Board. BOT (Abbreviation) Bottom. Brkt. (Abbreviation) Bracket. Bridge Rectifier A configuration of a diode that allows current to flow in one direction producing both positive and negative pulsating DC Voltages. Color Coding See Appendix H or I, Plastic Part Color Chart or Section 4, Chapter 1, Playfield - Plastic Posts & Spacers. Combination (Combo) [Shot] Any variable pinball shot(s) made successively. Conn. (Abbreviation) Connector. CMOS Short for COSMOS (Complementary Symmetry M.O.S.); Complementary Metal-Oxide Semi-Conductor. CN (Abbreviation) Connector (e.g. CN5-P3). CT (Abbreviation) Center. DC (Abbreviation) Direct Current. DT (Abbreviation) Drop Target(s). DOTS (Acronym) Diode On Terminal Strip. EB (Abbreviation) Extra Ball. Eject Playfield surface device to kick ball back into play; Saucer. EPROM (Acronym) Erasable Programmable Read Only Memory. Can be erased using UV Light and re-programmed. e.g. (Abbreviation) Latin- Exempli gratia. For Example. EOS (Acronym) End-Of-Stroke (i.e. Switch for flipper). F (Abbreviation) Fuse (i.e. F23). GA-Turn Gauge & Turn describing the windings on a coil (e.g. 23800, 23 is the gauge of wire and 800 is the amount of windings. G.I. (Abbreviation) General Illumination (Lamps). HWH (Abbreviation) Hex Washer Head. IC (Acronym) Integrated Circuit (As in after 24-Pin IC). ID or I.D. (Acronym) Inside Dimension. i.e. (Abbreviation) Latin- Id est. That is. IO or I/O (Abbreviation) Input / Output (e.g. I/O Power Driver Bd.) LT, Lt. or L. (Abbreviation) Left. Laser Kick A coil/plunger used above the playfield to kick pinball back into play. LED (Acronym) Light Emitting Diode. Loop [Shot] Continuously up a ramp and back to the flipper. Lwr. (Abbreviation) Lower. Orbit [Shot] From the left or right flipper around the back rail of the playfield back to the flipper. MB (Abbreviation) Magnet Board. M-BALL or MBALL (Abbreviation) Multiball More than 1 ball in game play. MID (Abbreviation) Middle Non-Reflexive See Reflexive. No. or Nº or # (Abbreviation) Number NPF (Acronym) No Problem Found. N.C. or NC (Abbreviation) Normally Closed. N.O. or NO (Abbreviation) Normally Open. NS (Abbreviation) Not Stuffed. (Use in Part Listings, Sec. 5) OD or O.D. (Abbreviation) Outside Dimension. P (Abbreviation) Pin (e.g. CN5-P3). PCB (Acronym) Printed Circuit Board *ORVVDU\ RI7HUPV P/F (Abbreviation) Playfield. PIA LED (Acronym) Peripheral Interface Adapter Light Emitting Diode.. This is a diagnostic LED on the CPU; it should not be lit during normal operation of a pinball game. Plumb Bob Tilt Weight on Tilt Assembly. PPH (Abbreviation) Phillips Pan Head. Pop(s) Another term for Turbo Bumper(s). PPB (Acronym) Playfield Power Board ("Popcorn-Popping Bd."). PREV (Abbreviation) Previous. PSB (Abbreviation) Power Supply Board RAM (Acronym) Random Access Memory. RAM can store input instructions and supply output information. Reflexive/Non-Reflexive Reflexive—Solenoid Drive Transistor is enabled directly by a switch closure on the (Relating to CPU Boards) solenoid assembly (Ver. 1/2). Non-Reflexive—Solenoid Drive Transistor is enabled by the CPU after reading a switch closure in the Switch Matrix (Ver. 3). Also note: All CPU Boards are backwards compatible (e.g. Jurassic Park/Ver. 3 to Time Machine/ Ver. 2). Swapping a Ver. 2 Board to a Ver. 3 is not possible due to the special solenoids section (i.e. Slingshots, Turbo Bumpers, etc.) changing from REFLEXIVE to NON-REFLEXIVE on Ver. 3 Boards. Relay An automatic switch operated by current in a coil. ROM (Acronym) Read Only Memory. ROM cannot store input instructions but can supply output information. ROM can be programmed only once. RMA (Abbreviation) Return Merchandise Authorization Number RT, Rt. or R. (Abbreviation) Right; ("R" at the end of Target Assy. Part Nº signifies Target Insert is Reversed.) RO (Abbreviation) Rollover (switches). Saucer See Eject. Scoop A hole into the playfield. A metal scoop is in place to guide the ball into the kick-back under the playfield. Slam Tilt A switch which closes when the game is slammed into or the Coin Door is slammed shut. Depending on adjustable settings, will cancel game in play when the number of closures required is achieved. SMB (Abbreviation) Shaker Motor Board. Solenoid A coil used for Electro Magnetic devices such as relays, flippers, slingshots, etc. SSFB (Abbreviation) Solid State Flipper Board. STEP Refers to the service switches on the coin door. Sub-Assy. (Abbreviation) Sub-Assembly. S-U or S/U (Abbreviation) Stand-Up ( targets). TM (Abbreviation) Trademark Transfer [Shot] Maneuvering the ball in play from one flipper to the other. With flipper in the up position and the ball cradled by that flipper one would activate the flipper button in a quick repetitive manner to bounce the ball to the other side. Skilled players can rebound the ball off the slingshot. Tri-Ball Three balls in play. TTL (Abbreviation) Transistor-Transistor Logic Upr. (Abbreviation) Upper. V or v (Abbreviation) Volt(s). Ver. (Abbreviation) Version. VUK (Acronym) Vertical Up-Kicker (Super or Standard). X (Abbreviation) "Times" A multiplier; also used in dimensions. X-Ball An undetermined number of ball(s) during game play. Zener Diode A semi-conductor diode used for voltage regulation. Application depends on reverse break-down voltage. "-00B" "B" at the end of Coil Part Numbers signifies that the diode is attached to the bottom of the lug. 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iode O n T erminal S trip : &ROXPQ 'ULYH 5RZ 5HWXUQ 8 127 86(' :+7%51 &13 8 127 86(' :+75(' &13 8 127 86(' :+725* &13 8 127 86(' :+7<(/ &13 8 127 86(' :+7*51 &13 8 127 86(' :+7%/8 &13 8 127 86(' :+79,2 &13 8 127 86(' :+7*5< &13 4 127 86(' *51%51 &13 4 127 86(' *515(' &13 4 127 86(' *5125* &13 4 127 86(' *51<(/ &13 4 127 86(' *51%/. &13 4 127 86(' *51%/8 &13 4 127 86(' *519,2 &13 4 127 86(' *51*5< &13 LEFT BUTTON (UK ONLY) NOT USED NOT USED ( M ) OJO STANDUP LEFT ORBIT LEFT RAMP ENTER LEFT BUMPER LEFT OUTLANE on Cabinet side 4TH COIN SLOT Under Playfield NOT USED On Coin Door 6TH COIN SLOT On Coin Door RIGHT COIN SLOT On Coin Door CENTER COIN SLOT / DBA On Coin Door LEFT COIN SLOT On Coin Door 5TH COIN SLOT On Coin Door RIGHT BUTTON (UK ONLY) on Cabinet side Under Playfield 4-BALL TROUGH #1 (LEFT) On Assembly 4-BALL TROUGH #2 On Assembly 4-BALL TROUGH #3 On Assembly 4-BALL TROUGH VUK OPTO On Assembly 4-BALL STACKING OPTO On Assembly SHOOTER LANE Under Playfield On Assembly CENTER RAMP ENTER On Ramp Assy. NOT USED On Assembly NOT USED Under Playfield TOILET Under Playfield DR. EVIL UP On Assembly DR. EVIL DOWN On Assembly DR. EVIL (TARGET) On Assembly Under Playfield M ( O ) JO STANDUP Under Playfield MO ( J ) O STANDUP Under Playfield MOJ ( O ) STANDUP Under Playfield AUSTIN STANDUP Under Playfield POWERS STANDUP Under Playfield DR. EVIL LEFT STANDUP Under Playfield DR. EVIL RIGHT STANDUP Under Playfield Under Playfield SPINNER (OPTO) On Assembly CENTER RAMP ENTER (OPTO) On Ramp Assy. NOT USED RIGHT RAMP ENTER On Ramp Assy. RIGHT RAMP EXIT On Ramp Assy. RIGHT ORBIT Under Playfield NOT USED Under Playfield On Ramp Assy. LEFT RAMP EXIT On Ramp Assy. LASER BEAM HOME On Assembly LASER BEAM ENABLE On Assembly LASER BEAM LOADED On Assembly SCOOP On Assembly LEFT TOP LANE Under Playfield RIGHT TOP LANE Under Playfield On Assembly RIGHT BUMPER On Assembly BOTTOM BUMPER On Assembly DANCING AUSTIN On Assembly FIRE BUTTON Frnt Top Molding START BUTTON Cabinet Front Under Playfield LEFT RETURN LANE Under Playfield LEFT SLINGSHOT On Assembly RIGHT OUTLANE Under Playfield RIGHT RETURN LANE Under Playfield RIGHT SLINGSHOT On Assembly NOT USED SLAM TILT On Coin Door PLUMB BOB TILT Inside Cabinet NOT USED *1' ,& 8 ,13876 *URXQG %/. &13 3 8 *5<%51 &13 8 *5<5(' &13 8 *5<25* &13 8 *5<<(/ &13 8 127 86(' *5<*51 &13 8 *5<%/8 &13 8 *5<9,2 &13 8 *5<%/. &13 #1 LEFT FLIPPER BUTTON in Cabinet side #2 LEFT FLIPPER E.O.S (End-of-Stroke) in Cabinet side #3 RIGHT FLIPPER BUTTON in Cabinet side #4 RIGHT FLIPPER E.O.S. (End-of-Stroke) in Cabinet side #5 NOT USED in Cabinet side '6 '6 '6 '6 '6 #6 VOLUME (RED BUTTON) (In Test: LEFT) '6 #7 SERV. CRED. (GREEN BUTTON) (In Test: RIGHT) on Coin Door '6 #8 BEGIN TEST (BLACK BUTTON) (In Test: ENTER) on Coin Door '6 on Coin Door ,Q /$03 0(18 DOVR VHOHFW 7(67 $// /$036 52: &2/801 /$03 7(676 /$030$75,;*5,' D iode O n T erminal S trip : &ROXPQ Y 5RZ *1' 4 127 86(' 5('%51 -3 4 127 86(' 5('%/. -3 4 127 86(' 5('25* -3 4 127 86(' 5('<(/ -3 4 127 86(' 5('*51 -3 4 127 86(' 5('%/8 -3 4 127 86(' 5('9,2 -3 4 127 86(' 5('*5< -3 4 127 86(' 5(':+7 -3 4 127 86(' 5(' -3 8 127 86(' <(/%51 -3 MINI ME 1 (BOTTOM) #555 Bulb ( M ) OJO #44 Bulb BONUS 1 #44 Bulb BONUS 75 #44 Bulb 8 127 86(' <(/5(' -3 MINI ME 2 #555 Bulb M ( O ) JO #44 Bulb BONUS 2 #44 Bulb BONUS 100 #555 Bulb 8 127 86(' <(/25* -3 MINI ME 3 #555 Bulb MO ( J ) O #44 Bulb 8 127 86(' <(/%/. -3 MINI ME 4 (TOP) #555 Bulb MOJ ( O ) #44 Bulb 8 127 86(' <(/*51 -3 IVANA #555 Bulb LEFT BUMPER #555 Bulb BONUS 5 #555 Bulb BONUS 400 #555 Bulb TIME MACHINE #555 Bulb 8 127 86(' <(/%/8 -3 ALOTTA #555 Bulb ' 2 76 RIGHT BUMPER #555 Bulb BONUS 10 #555 Bulb BONUS 500 #555 Bulb LASER BEAM #555 Bulb 8 127 86(' <(/9,2 -3 SPECIAL #555 Bulb ' 2 76 BOTTOM BUMPER #555 Bulb BONUS 25 #555 Bulb BONUS 1000 #555 Bulb FAT BASTARD #555 Bulb BONUS BONUS 3 4 #555 Bulb #555 Bulb BONUS BONUS 200 300 #555 Bulb #555 Bulb EVIL SUB (A)P A(P) HENCHMEN DRILL #44 Bulb #555 Bulb #555 Bulb #44 Bulb TOILET TOILET TOILET TOILET SH ( A ) G 1 (BOTTOM) 2 3 4 (TOP) ( S ) HAG S ( H ) AG #555 Bulb #555 Bulb #555 Bulb #555 Bulb #555 Bulb #555 Bulb #555 Bulb LASER BEAM LASER BEAM LASER BEAM LASER BEAM FIRE DR. EVIL SPOT- NOT '276 USED 1 (BOTTOM) 2 3 4 (TOP) BUTTON LIGHT X2 #44 Bulb #44 Bulb #44 Bulb #555 Bulb #555 Bulbs # Bulb #555 Bulb TIME MACHINE TIME MACHINE TIME MACHINE TIME MACHINE 1 (BOTTOM) 2 3 4 (TOP) MOON BASE VIRTUCON MOJO #555 Bulb #555 Bulb #555 Bulb #555 Bulb #555 Bulb #555 Bulb #555 Bulb SUB DRILL SUB DRILL SUB DRILL SUB DRILL NOT NOT NOT USED USED USED 1 (BOTTOM) 2 3 4 (TOP) #555 Bulb #555 Bulb #555 Bulb #555 Bulb #555 Bulb #555 Bulb #555 Bulb NOT NOT NOT EVIL HENCHEVIL EVIL EVIL HENCHUSED USED USED MEN 1 (BOT) HENCHMEN 2 HENCHMEN 3 MEN 4 (TOP) #555 Bulb #555 Bulb #555 Bulb # Bulb # Bulb # Bulb #555 Bulb 8 127 86(' <(/*5< -3 MYSTERY #44 Bulb ' 2 76 SHOOT AGAIN BABY #555 Bulb BONUS 50 #44 Bulb BONUS HELD #555 Bulb MINI ME #555 Bulb SHA ( G ) #555 Bulb NOT USED # Bulb EXTRA BALL #44 Bulb NOT USED #555 Bulb NOT USED # Bulb Æ Ä 2 · For metric, multiply inch value by metric value, e.g. 5” X 2.54cm = 12.7cm or 127mm. · For US, multiply metric value by inch value, e.g. 13cm X .3937” = 5.1181”  1 1” = 2.54cm /25.4mm 1cm = .3937” 1mm = .03937” Ä 4 à Á 3 5 6 http://www.SternPinball.com 7 Visit our website for more current game information, Distribution Lists, Articles, Contact Information, and check out Technical Support & Part Sales for a whole lot more! HELP US, HELP YOU! If you have any suggestions, questions, need technical advice, find errors or have comments, contact us through our website or call! ALTHOUGH EVERY EFFORT IS PUT INTO MAKING THIS MANUAL (AND ALL OTHER DOCUMENTS RELATING TO THIS PRODUCT) IS ACCURATE AND COMPLETE, PLAYFIELD COMPONENTS, FEATURES, RULES, PROGRAMMING AND OPERATION ARE SUBJECT TO CHANGE WITH OR WITHOUT NOTICE. 8 9 Games shipped factory direct to Europe from Stern Pinball, Inc. are CE approved and will have an "E" prefix attached to t h e S e r i a l N u m b e r. 2020 Janice Avenue, Melrose Park, IL 60160 708-345-7700 (Option 1) Fax 708-345-7889 eMail [email protected] 3/4” .75” 1/32” (.03125”) 1/2” Tel 1/4” .25” .125” .0625” 1/8” Æ 1/16” 1-800-KICKERS Metric Conversion .5” q U.S. q Customary Inch Ruler 780-5074-11 ">
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Key Features
- Austin Powers theme
- Laser Beam
- Dr. Pinball diagnostics
- Themed features
- Switch and lamp controls
Frequently Answers and Questions
What is the 'Dr. Pinball' feature?
Dr. Pinball is a flow chart diagnostic feature that helps you troubleshoot issues with the machine.
How do I test the Laser Beam?
You can test the Laser Beam by accessing the Portals Service Menu, entering the Diagnostics Menu, and selecting the "A.P." icon.
What does the 'OPERATOR ALERT...' message mean?
This message is displayed during Game Mode or Power-Up to alert you of a problem with a switch-activated coil that has the potential to trap a ball when disabled.