Stern Pinball High Roller Casino pinball machine User manual

Stern Pinball High Roller Casino pinball machine User manual

The High Roller Casino pinball machine is a four-player game that features a variety of casino-themed games, including slots, roulette, craps, blackjack, and poker. Players can earn points by hitting targets and completing challenges, and can then use these points to play the various casino games. The game also features a variety of bonus games and features, such as a multiball mode and a super jackpot.

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Stern Pinball High Roller Casino User Manual | Manualzz
Find-It-In-Front:
Find-It-In-Front:
Dr.
Pinball
Dr.
Pinball Section
Section
The inside cover & the front pages
DR.
thru DR.
covers the basics
Alot of uestions get answered here...
The Portals Service Menu,
Section 3, is your Technical Friend...
http://www.SternPinball.com
2020 Janice Ave., Melrose Park, IL 60160
our Parts Sales & Technical Support Team
Joe
Blackwell
Susan
White
Patty
Schraps
DIRECTOR,
Parts Sales &
Technical Support
Parts
Sales
MANAGER
Parts
Stockroom
MANAGER
Jim
Thornton
Chas
Siddi i
Tashia
Miles
Jay
Alfer
Technical
Support
ENGINEER
Technical
Support
ENGINEER
Customer
Service
REPRESENTATIVE
Technical Support
Documentation
ADMINISTRATOR
Please call us at 1-800-542-5377 or
1-708-345-7700 for Technical Support.
Visit us at our Web Site www.SternPinball.com
Stern Pinball, Inc.
2001
All Rights Reserved. Printed in the U.S.A.
March 2001
Print Copy:
SPI PN : *.PDF
780-5065-00
We have designed a new Drop Target Assembly (SPI Part Nº:
500-6345-XX Series) which was used in our previous games, Striker
Extreme (4-Bank) and Sharkey’s Shootout (7-Bank). This game,
High Roller Casino (4-Bank) DOES NOT UTILIZE TRIP COILS,
however, the TRIP COIL MOUNTING BRACKET still exists (Step 3
below). To shorten the learning curve, we have listed the procedure for
replacing the targets below. The unit is extremely well built and solid
and will reduce the number of service calls and maintenance involved with Drop Target Assemblies. Targets are
still in that "wear-part" category so we felt it important to highlight this procedure.
Note: This game uses a 4-Bank
(7-Bank Shown) without TRIP COILS.
The Trip Coil Mounting Bracket still
exists and must be removed.
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.
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QUICK
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
F20 3A 250v S.B. 50v DC Magnet(s)
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)
H i g h R o l l e r C a s i n o P / F F u s e s
LOC:
UNDER PLAYFIELD (By Assemblies Listed)
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)
n/a 3A 250v S.B. 50v DC Ramp Diverter (GRY-YEL RED-YEL)
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‡ For more
information
see Pages
50 & 136)
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SW300
U210
CPU/
OPSYS
EPROM
1R)XVHV
Jumper @
W6 must
be present
for 8MB
EPROMs
U36
U21 U17
U212
CMOS
RAM
U37
VOICE ROMS
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F24 F26
F9 F22 F23
F25F27
G.I.
Relay
F8 F7
B3
B20 BRIDGES B2
B21
'LVSOD\ &RQWUROOHU %RDUG
0RXQWHG EHKLQG WKH 'RW 0DWUL[ 'LVSOD\
*** All BRIDGES rated
35A @ 100v ***
+50v DC High
B1
Current Coils
B2
B3
B20
B21
+20v DC Low
Current Coils
+/-12v DC
Sound /
Display / Logic
+18v DC
Illumination
+5v DC Logic
Voltage
F6 F21
DISPLAY
ROM 0
ROM 0
B1
F28 F20
1R)XVHV
Inside Coin Door
Playfield Power
Interlock Switch
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.)
Memory Protect
Switch
Service Outlet
(on Power Box)
Inside Coin Door
On/Off Switch
(Under Pwr. Box)
Playfield Power
Interlock Switch
Memory Protect
Switch
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U7 OPSYS
EPROM
INSIDE
INSIDE VIEW
VIEW OF
OF
THE PINBALL
PINBALL CABINET
THE
CABINET
Int’l.: 5 Amp 250v USA: 8 Amp 250v
Slo-Blo Fuse
Slo-Blo Fuse
Transformer on
Cabinet Bottom
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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.
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: =
??????+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.
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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 (Just follow along & answer the questions.).
While in the MAIN MENU, select the "DIAG" Icon, then select the
Cross "DR." Icon (the last Icon before the "PREV" Icon). This will
bring you (the operator / technician) into DR. PINBALL (Flow
Chart Menus) which offers you a choice of three (3) Sub-Menus:
Coil "DR.," Switch "DR." & Lamp "DR." Icons. Selecting a
particular sub-menu will give you a choice of which specific
Flipper, Coil, 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 requests a procedure, respond by selecting the appropriate Mini-Icon, and continue.
From the Main Menu
in Portals
GO TO
DIAGNOSTICS MENU
From the Diagnostics
Menu
GO TO
DR. PINBALL
From the Dr. Pinball Menu
GO TO COIL,
SWITCH OR LAMP
FLOW CHARTS
The following are the Mini-Icons with explanations for the Dr. Pinball Sub-Menus:
Select a Coil, Lamp, Switch or Flipper to diagnose with the
"-" or "+" Icon; select the "RUN" Icon to activate the choice.
The "PREV" Icon goes back to previous question.
The "QUIT" Icon exits Portals completely.
Seen when a question is being asked on the Display. Select
the "YES" Icon or "NO" Icon to answer the question given.
The "END" Icon lets you select a new item to test.
Seen when diagnosis is given.
Select any Icon for your next step.
The "?" Icon gives Help.
In Coil Flow Chart Menu, select the "PULSE" Icon to pulse the
coil selected.
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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.
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Location of Dip Switch [SW300] is on the CPU/Sound Board (Right of CN6, Top Mid)
CPU COUNTRY SETTING:
Pos.
ON
USA
OFF
99999999
Custom Factory Adjustments By Country (All countries not noted use the "USA Setting")
CPU COUNTRY SETTING:
Pos.
ON
EURO
OFF
CPU COUNTRY SETTING:
Pos.
ON
AUSTRIA
OFF
CPU COUNTRY SETTING:
Pos.
ON
BELGIUM
OFF
CPU COUNTRY SETTING:
Pos.
ON
BRAZIL
OFF
CPU COUNTRY SETTING:
CANADA
Pos.
ON
OFF
8888
9999
8
CPU COUNTRY SETTING:
9999999
8
9 999999
8 88
9 9999
88
999999
Pos.
ON
FRANCE
OFF
CPU COUNTRY SETTING:
Pos.
ON
GERMANY
OFF
CPU COUNTRY SETTING:
Pos.
ON
ITALY
OFF
CPU COUNTRY SETTING:
Pos.
ON
JAPAN
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
5206800$5<7$%/(
Dot Matrix Display
Bd. (Back Side)
ROM 0
The Display Controller Board (holds the Display ROM Loc: ROM0)
is positioned behind the 128 X 32 Dot Matrix Display Board.
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'U3LQEDOO
I.C. NAME
TYPE
BD. NAME
LOC.
PART Nº
Game ROM
Sound EPROM
Display EPROM
Display EPROM
1MB
512K
4MB
N/C
CPU / Sound Bd.
CPU / Sound Bd.
Display Cntlr. Bd.
Display Cntlr. Bd.
U210
U7
ROM 0
ROM 1
965-0346-65
965-0347-65
965-0348-65
N/A
Voice ROM 1
Voice ROM 2
Voice ROM 3
Voice ROM 4
8MB
8MB
8MB
8MB
CPU / Sound Bd.
CPU / Sound Bd.
CPU / Sound Bd.
CPU / Sound Bd.
U17
U21
U36
U37
965-0349-65
965-0350-65
965-0351-65
965-0352-65
For Game, Sound & Voice ROM Locations see '5
X.
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8
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4
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LEFT
BUTTON (UK
ONLY)
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
4
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LEFT
CHIP
[S.U. TRGT]
Under Playfield
ROLL
DICE
(S.U. TRGT)
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
4
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2 / HEARTS
DROP
[TARGET]
On Assembly
2/DIAMONDS
DROP
[TARGET]
'
2
7
6
'
2
7
6
4
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3-BALL LOCK
LOW
[WIRE RAMP]
3-BALL LOCK
MIDDLE
[WIRE RAMP]
On Assembly
4/DIAMONDS ' 3-BALL LOCK
2
DROP
7 HIGH
6 [WIRE RAMP]
[TARGET]
On Assembly
On Assembly
A / SPADES ' LEFT 21 HIT
2
DROP
7 STANDUP
6 [TARGET]
[TARGET]
Under Playfield
Under Playfield A / DIAMONDS
RIGHT 21 HIT
STANDUP
STANDUP
[TARGET]
[TARGET]
On Assembly
Under
Playfield
JOKER
UPPER RIGHT
STANDUP
STANDUP
[TARGET]
[TARGET]
Under Playfield
Under Playfield 3 / DIAMONDS
RIGHT
STANDUP
CHIP
[TARGET]
[TARGET]
On Assembly
Under
Playfield
POP ENTRY
OPTO
SPINNER
[BALL LOCK]
On Assembly
Under Playfield 5RZ
*1'
4
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4
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4
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4
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4
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4
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4
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4
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-3
4
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4
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4
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TOP SLOT
OPTO TOP ENTRY
ROULETTE
WHEEL
OPTO 1
On Assembly
On Assembly
MIDDLE SLOT
OPTO BASH
On Assembly
BOT. SLOT
OPTO R. ENTRY
On Assembly
MIDDLE
RAMP
LEFT ENTRY
On Ramp Assy. MIDDLE
RAMP
RIGHT ENTRY
On Ramp Assy.
1ST UP / DOWN
RAMP
[SLOT MACH.]
On Assembly
LEFT
ORBIT
GATE
Above Playfield
LEFT
RAMP
EXIT
On Ramp Assy.
ROULETTE
WHEEL
OPTO 2
On Assembly
ROULETTE
WHEEL
OPTO 3
On Assembly
ROULETTE
WHEEL
OPTO 4
On Assembly
LEFT
ORBIT
Under Playfield
RIGHT
ORBIT
Under Playfield
TOP
LEFT
SLINGSHOT
On Assembly
TOP
RIGHT
SLINGSHOT
On Assembly
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CHIP 1
#555 Bulb
CHIP 2
CHIP 5
CHIP 3
#555 Bulb
SPECIAL
#555 Bulb
BG
START (6:00)
#555 Bulb
BG CASINO
GAME (2:00)
#555 Bulb
RIGHT
BUMPER
On Assembly
CHIP 4
#555 Bulb
#555 Bulb
#555 Bulb
2 / DIAMONDS
4 / DIAMONDS
A / SPADES
PLAY
21
#555 Bulb
PLAY
ROULETTE
#555 Bulb
ROLL
DICE
#555 Bulb
EXTRA
BALL
#555 Bulb
BG 3 SLOT
SPINS (7:00)
#555 Bulb
BG 25 MILLION
(3:00)
#555 Bulb
DOUBLE
DOWN
#555 Bulb
PLAY
ROLL-N-WIN
#555 Bulb
LEFT 21
HIT
#555 Bulb
BACK PANEL
#5
#44 Bulb
BG
? (8:00)
#555 Bulb
BG BONUS X
(4:00)
#555 Bulb
SLOT MACHINE
ARROW
#555 Bulb
RIGHT ORBIT
ARROW
#555 Bulb
RIGHT 21
HIT
#555 Bulb
BACK PANEL
#6
#44 Bulb
BG
10 CHIPS (9:00)
#555 Bulb
BG LIGHT
SPECIAL (5:00)
#555 Bulb
#555 Bulb
#555 Bulb
LEFT
RETURN
LANE
Under Playfield
LEFT
SLINGSHOT
[BOTTOM]
BOTTOM
BUMPER
Under Playfield
On Assembly
NOT
USED
SLAM
TILT
On Coin Door
PLUMB
BOB
TILT
Inside Cabinet
NOT
USED
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CHIP 25
JOKER
SPIN
SLOT
#555 Bulb
PLAY
HI-LO
#555 Bulb
LIGHT
ROLL_N_WIN
#555 Bulb
BG SUPER
POPS
#555 Bulb
BG ROLL
AGAIN (10:00)
#555 Bulb
BACK PANEL
#7
#44 Bulb
LOCK
BALL
#555 Bulb
PLAY
POKER
#555 Bulb
RIGHT
CHIP
#555 Bulb
BG SUPER
LOOPS
#555 Bulb
BG LITE EXTRA
BALL (11:00)
#555 Bulb
BACK PANEL
LIGHT #8
#44 Bulb
#555 Bulb
CASINO
FRENZY
#555 Bulb
BOTTOM
BUMPER
#555 Bulb
#555 Bulb
A / DIAMONDS
#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
8
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BLACKJACK 21
#555 Bulb
'
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2 RIGHT
2
76
76
BUMPER
#555 Bulb
#555 Bulb
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CRAPS
#555 Bulb
LEFT
BUMPER
#555 Bulb
On Assembly
LEFT
OUTLANE
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WON
WON
POKER
HI-LO
ROULETTE
#555 Bulb
#555 Bulb
#555 Bulb
H ( I ) LO
HI ( L ) O
HIL ( O )
[LT. RETURN]
[RT. RETURN]
[RT. RETURN]
#555 Bulb
#555 Bulb
#555 Bulb
#555 Bulb
LEFT
BUMPER
4
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On Assembly
2ND UP / DOWN
RAMP
RIGHT
[SLOT MACH.]
OUTLANE
On
Assembly
Under
Playfield
RIGHT
ROULETTE
RETURN
SPIN
LANE
Cabinet
Front
Under
Playfield
RIGHT
START
SLINGSHOT
BUTTON
[BOTTOM]
Cabinet
Front
On
Assembly
WON SLOT
MACHINE
#555 Bulb
( H ) ILO
[LT. OUTLANE]
#555 Bulb
2 / HEARTS
#555 Bulb
LEFT ORBIT
ARROW
#555 Bulb
RAMP
ARROW
#555 Bulb
LEFT
CHIP
#555 Bulb
4
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8
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On Assembly
On Assembly
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D iode O n T erminal S trip :
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76
BANK
#555 Bulb
3 / DIAMONDS
#555 Bulb
CHIP 50
#555 Bulb
MULTIBALL
#555 Bulb
BACK PANEL
LEFT #1
#44 Bulb
BACK PANEL
#3
#44 Bulb
BG SUPER
SURPRISE
#555 Bulb
BG MULTIBALL
(12:00)
#555 Bulb
BACK PANEL
#9
#44 Bulb
ROLL
AGAIN
#555 Bulb
SUPER
JACKPOT
#555 Bulb
BACK PANEL
#2
#44 Bulb
BACK PANEL
#4
#44 Bulb
BG SUPER
SPINNER
#555 Bulb
BG COLLECT
BONUS (1:00)
#555 Bulb
BACK PANEL
RIGHT #10
#44 Bulb
)LQG,W,Q)URQW
'U3LQEDOO
6:,7&+ 0$75,; *5,' /2&$7,216
'6 = Switches/Lamps mounted above P/F.
7<3,&$/ 6:,7&+ 6&+(0$7,&
Legend Note:
'6
'6
/$036 LQ WKH %DFNER[
/$036 LQ WKH %DFN 3DQHO
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'6
= Switches/Lamps mounted below the P/F.
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= ...mounted on Cabinet.
7<3,&$/ /$03 6&+(0$7,&
-XXX
Note:
All Switches require diodes. Some diodes
are located on Terminal Strips OR Diode
Boards (under playfield) & not on the switch
itself.
D iode
D iode
On
On
T erminal
D iode
-XXX
Note:
All Lamps require diodes.
Some diodes are located on Terminal
Strips (under playfield) & not on the lamp
itself.
D iode
On
COMMON
T erminal
YEL
RED
Diode 1N4001
'U3LQEDOO
)LQG,W,Q)URQW
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Drive Transistor (D.T.)
Driver
Ouput Board
D.T. Control
Line Color
D.T. Control
Line Connect
Power
Line Color
Power Line
Connnection
Power
Voltage
#1
TROUGH UP-KICKER
Q1
I/O Pwr. Drvr. BRN-BLK
J8-P1
YEL-VIO
J10-P4/5 50 v DC
#2
AUTO LAUNCH
Q2
I/O Pwr. Drvr. BRN-RED
J8-P3
YEL-VIO
J10-P4/5 50 v DC
#3
DROP TARGET RESET
Q3
I/O Pwr. Drvr. BRN-ORG
J8-P4
YEL-VIO
J10-P4/5 50 v DC
#4
NOT USED
Q4
I/O Pwr. Drvr. BRN-YEL
J8-P5
YEL-VIO
J10-P4/5 50v DC
#5
SLOT HANDLE
Q5
I/O Pwr. Drvr. BRN-GRN
J8-P6
YEL-VIO
J10-P4/5 50 v DC
#6
NOT USED
Q6
I/O Pwr. Drvr. BRN-BLU
J8-P7
YEL-VIO
J10-P4/5 50v DC
#7
ROULETTE WHEEL MOTOR
Q7
I/O Pwr. Drvr. BRN-VIO
J8-P8
BRN
#8
FLASH: ROULETTE
Q8
I/O Pwr. Drvr. BRN-GRY
J8-P9
YEL-VIO
D.T. Control
Line Connect
Power
Line Color
+LJK &XUUHQW &RLOV *URXS #9
Drive Transistor (D.T.)
LEFT BUMPER
Driver
Ouput Board
D.T. Control
Line Color
J7-P1
20 v DC
Power Line
Connnection
Power
Voltage
I/O Pwr. Drvr. BLU-BRN
J9-P1
YEL-VIO
J10-P4/5 50v DC
#10 RIGHT BUMPER
Q10
I/O Pwr. Drvr. BLU-RED
J9-P2
YEL-VIO
J10-P4/5 50 v DC
#11 BOTTOM BUMPER
Q11
I/O Pwr. Drvr. BLU-ORG
J9-P4
YEL-VIO
J10-P4/5 50v DC
Q12
I/O Pwr. Drvr. BLU-YEL
J9-P5
0v DC
Q13
I/O Pwr. Drvr. BLU-GRN
J9-P6
#14 CENTER RAMP DIVERTER
Q14
I/O Pwr. Drvr. BLU-BLK
J9-P7
#15 LEFT FLIPPER (50v RED/YEL)
Q15
I/O Pwr. Drvr. ORG-GRY
J9-P8
VIO-YEL
J10-P3 50v DC
BLK
RED-YEL J10-P1/2 50v DC
GRY-YEL
RED-YEL J10-P1/2 50v DC
GRY-YEL
RED-YEL J10-P1/2 50v DC
BLU-YEL
#13 ORBIT MAGNET
%$
#16 RIGHT FLIPPER (50v RED/YEL)
26-1200
090-5044-00T
22-600
090-5023-00B
23-1100
090-5030-00T
32-1520
090-0000-00T
32-1800
090-5031-00T
XX-YYY
090-0000-00T
Motor
041-5078-00
Bulb
J10-P4/5 50v DC #906
165-5004-00
Q9
#12 NOT USED
Coil GA-Turn
or Bulb Type
Coil GA-Turn
26-1200
090-5044-00T
26-1200
090-5044-00T
26-1200
090-5044-00T
XX-YYY
090-0000-00T
24-780
090-5061-00
23-1100
090-5030-00T
22-900
090-5020-20T
22-1080
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
Power
Voltage
#17 LEFT SLINGSHOT [BOTTOM]
Q17
I/O Pwr. Drvr. VIO-BRN
J7-P2
BRN
J7-P1
20 v DC
#18 RIGHT SLINGSHOT [BOTTOM]
Q18
I/O Pwr. Drvr. VIO-RED
J7-P3
BRN
J7-P1
20 v DC
#19 TOP LEFT SLINGSHOT
Q19
I/O Pwr. Drvr. VIO-ORG
J7-P4
BRN
J7-P1
20 v DC
#20 TOP RIGHT SLINGSHOT
Q20
I/O Pwr. Drvr.
VIO-YEL
J7-P6
BRN
J7-P1
20 v DC
#21 FLASH: LOCK BALL
Q21
I/O Pwr. Drvr. VIO-GRN
J7-P7
ORG
J6-P10
#22 POPS ENTRY POST
Q22
I/O Pwr. Drvr. VIO-BLU
J7-P8
BRN
J7-P1
Bulb
20 v DC #906
165-5004-00
27-1500
20 v DC
#23 BALL LOCK POST
Q23
I/O Pwr. Drvr. VIO-BLK
J7-P9
BRN
J7-P1
20 v 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
J6-P1
20 v DC
J16-P3
Step. Mtr.
20v DC 041-5062-01
20v DC Step. Mtr.
#30 FLASH: DIVERTER
Q30
I/O Pwr. Drvr. BLK-BLU
J6-P6
BRN
GRY-RED
WHT
GRY-RED
WHT
GRY-RED
WHT
GRY-RED
WHT
ORG
J7-P1
Q29
I/O Pwr. Drvr. BLK-BRN
I/O Pwr. Drvr. BLK-RED
to RED
I/O Pwr. Drvr. BLK-ORG
to GRN
I/O Pwr. Drvr. BLK-YEL
to BLK
I/O Pwr. Drvr. BLK-GRN
to BLU
J6-P10
#31 FLASH: POPS*2
Q31
I/O Pwr. Drvr. BLK-VIO
J6-P7
ORG
J6-P10
090-5032-00T
Coil GA-Turn
or Meter #
23-800
090-5001-00T
23-800
090-5001-00T
23-800
090-5001-00T
23-800
090-5001-00T
090-5004-00T
27-1500
090-5004-00T
Meter 5v
091-5000-00
D iode O n T erminal S trip (if noted)
/RZ &XUUHQW &RLOV *URXS Drive Transistor (D.T.)
#25 LEFT RAMP DIVERTER
#26 STEPPER MOTOR (RED)
#27 STEPPER MOTOR (GREEN)
#28 STEPPER MOTOR (BLACK)
#29 STEPPER MOTOR (BLUE)
Q25
%$
%$
%$
%$
Q26
Q27
Q28
Driver
Ouput Board
D.T. Control
Line Color
J6-P2
J6-P3
J6-P4
J6-P5
J16-P3
J16-P3
J16-P3
Bulb Type
27-1500
090-5004-00T
041-5062-01
Step. Mtr.
20v DC 041-5062-01
20v DC Step. Mtr.
041-5062-01
Bulb
20v DC #906
165-5004-00
20 v DC #89 Bulb
165-5000-89
Bulb
Q32
I/O Pwr. Drvr. BLK-GRY
J6-P8
ORG
J6-P10 20v DC #906
#32 FLASH: SLOT MACHINE
165-5004-00
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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
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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
Coil GA-Turn
26-1200
090-5044-00T
23-1100
090-5030-00T
26-1200
090-5044-00T
)LQG,W,Q)URQW
'U3LQEDOO
&2,/ /2&$7,216
)/$6+ /$03 /2&$7,216
$X[ $X[ $X[ Legend Note:
= Coils/Flashers mounted above P/F.
= Coils/Flashers mounted below the P/F.
= ...mounted in/on Cabinet.
7<3,&$/ &2,/ :,5,1*
$QRGH 1RQ
%DQGHG 6LGH
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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
'ULYH
7UDQVLVWRU
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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.
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1-413-525-2700
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1-205-324-7526
Montgomery (2)
1-334-834-3455
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1-602-233-0190
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1-602-269-7596
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1-604-420-4008
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1-604-324-2164
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1-714-228-7500
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1-650-952-4220
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1-323-735-3001
San Francisco (4)
1-650-871-4280
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1-303-427-2133
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1-203-878-6966
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1-860-456-4231
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1-407-425-1505
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1-305-621-1415
Orlando (1)
1-407-872-1666
Atlanta
1-404-352-3040
Elk Grove Village (1)
1-847-439-9400
Springfield (2)
1-217-492-9400
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1-847-952-7500
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1-515-278-4455
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1-515-266-6422
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1-317-786-6892
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1-317-895-4270
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1-317-899-2530
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1-781-769-9760
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Redford (1)
1-313-794-4880
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1-616-241-1472
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1-734-432-1040
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1-314-645-3393
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1-402-493-5600
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Metairie (1)
1-504-835-3232
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1-516-621-1234
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1-612-884-6604
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1-315-455-5400
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1-316-263-6181
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1-402-553-2812
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1-702-798-0900
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1-775-829-2080
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1-201-438-1300
Fargo
1-701-282-7877
Cincinnati (1)
1-513-851-4100
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Cleveland (2)
1-216-692-0960
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1-614-421-6800
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1-330-467-4850
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1-918-835-1166
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1-503-234-5491
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1-412-323-8400
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1-214-741-6381
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1-713-523-7366
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1-210-226-6322
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1-903-874-4740
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1-210-225-3844
Albuquerque
1-505-345-7706
Salt Lake City
1-801-262-5494
Green Bay (1)
1-920-336-5800
Menomonee Falls 1-262-781-1420
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1-412-881-8804
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1-732-750-2700
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1-972-721-4600
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.
Note: Distributors are subject to change. Visit us at www.SternPinball.com for current Distributor Information.
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011-54-223-495-5532
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011-61-29-316-6000
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011-43-34-528-6105
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011-43-72-297-8040
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011-49-4-053-8060
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011-55-11-6674-1000
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011-56-2-641-8520
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011-49-4-053-8060
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011-31-2-069-4260
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011-49-3-062-0020
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011-49-511-358-5368
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011-31-73-645-6111
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011-30-1-492-9357
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011-36-1-132-6512
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011-64-9-846-7606
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011-643-3381-411
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011-47-2-291-8383
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011-35-121-496-3744
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011-65-748-8404
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011-34-93-739-6827
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011-44-208-965-2055
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011-44-2-920-614-000
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011-34-91-541-7112
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011-41-62-388-8961
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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.
Normal Line:
110v AC - 125v AC @ 60Hz
Domestic
AVG OPERATION
MAX OPERATION
uses an 8AMP 250v Slo-Blo Fuse.
CURRENT: 2.8AMP
CURRENT: 8AMP
WATTAGE: 940w
WATTAGE: 329w
High Line:
218v AC - 240v AC @ 50Hz
Export
AVG OPERATION
MAX OPERATION
England
uses 5AMP 250v Slo-Blo Fuses.
CURRENT: 1.8AMP
CURRENT: 5AMP
& Hong
| 8AMP*
Kong use
(*England & Hong Kong use an 8
250v S/B Fuse.)
|
WATTAGE: 412w
WATTAGE: 1145w 1832w* an
Low Line:
95v AC - 108v AC @ 50Hz / 60Hz
Export Japan Only
AVG OPERATION
MAX OPERATION
uses an 8AMP 250v Slo-Blo Fuse.
CURRENT: 8AMP
CURRENT: 2.6AMP
WATTAGE: 812w
WATTAGE: 264w
AMP
8A Fuse.
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Back Width
273⁄4"
755⁄8"
277⁄8"
The overall Front (36") & Back (851⁄2") dimensions reflect the
ADDED +11⁄4" height with the Leg Levelers turned all the way in
and includes the OPTIONAL TOURNAMENT HEADER;
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, an
additional 13⁄4" MORE to the overall height should be
added to the dimensions.
22"
233⁄4"
511⁄2"
49"
161⁄4"
37"
Bottom
Depth
Leg Length:
301⁄4"
Front Height
Back Height
To reduce the possibility of damage, observe
ALL precautions whenever transporting the
game. Read & follow Section 1, Chapter 1,
Pinball Game Set-Up Procedures, & How
to Secure the Backbox for Transporting.
Remove the legs & secure the game within
the transporting vehicle.
S ave a nd r e ta in a ll p r in te d in for m at io n on t he g am e.
Height: 56"
Width: 31"
Depth: 31"
Approximate Unboxed Weight:
Wt. 260lbs. (+/- 10)
11⁄4"
54 "
1⁄
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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:
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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.
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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).
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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.
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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.
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"The appliance has to be placed in a horizontal position."
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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)
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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).
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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).
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.)
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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).
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Multiball is started after completion of certain features.
Multiball may vary with the amount of balls used
depending on game style.
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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.
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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).
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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.
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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.
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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.
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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 10%. 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.
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Below is a COPY of the Game Instruction Card (SPI Nº: 755-5165-00 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
FOLD
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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.
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Coin Door (see pictorial above) with the Game in the Attract Mode
(not already in any Function or Menu stated below).
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Pushing the Red Button 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.
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Pushing the Green Button first, adds Service Credits (will not
affect your audits as "paid" credits). This is useful for the technician
to test the game in regular play without affecting the game audits.
Each depression adds 1 credit; up to 50 credits can be applied.
Adjustment 15, Credit Limit, determines this (the Factory Default
is 30, however, it can be changed from 04-50; see Chapter 4 of this
Section for details). 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.).
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Pushing the Black Button first, enters the Portals™ Service Menu.
Once in, move through the menus and sub-menus by pushing down
or 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!
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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.
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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:
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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.
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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:
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or reference Sec. 3, Chapter 7.
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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.).
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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.
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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.
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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).
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Press the Black "ENTER" Button to activate this ICON. This will bring up the DIAGNOSTICS MENU.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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 & Casino 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.)
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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.
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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.
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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.
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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.
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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.
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LEFT
BUTTON (UK
ONLY)
on Cabinet side
4TH
COIN
SLOT
On Coin Door
6TH
COIN
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On Coin Door
RIGHT
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On Coin Door
CENTER
COIN SLOT
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On Coin Door
LEFT
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On Coin Door
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LEFT
CHIP
[S.U. TRGT]
Under Playfield
ROLL
DICE
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Under Playfield
4-BALL
TROUGH
#1 (LEFT)
On Assembly
4-BALL
TROUGH
#2
On Assembly
4-BALL
TROUGH
#3
On Assembly
4-BALL
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On Assembly
4-BALL
STACKING
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On Assembly
SHOOTER
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6
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6
4
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[WIRE RAMP]
On Assembly
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2
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7 HIGH
6 [WIRE RAMP]
[TARGET]
On Assembly
On Assembly
A / SPADES ' LEFT 21 HIT
2
DROP
7 STANDUP
6 [TARGET]
[TARGET]
Under Playfield
Under Playfield A / DIAMONDS
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STANDUP
[TARGET]
[TARGET]
On Assembly
Under
Playfield
JOKER
UPPER RIGHT
STANDUP
STANDUP
[TARGET]
[TARGET]
Under Playfield
Under Playfield 3 / DIAMONDS
RIGHT
STANDUP
CHIP
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[TARGET]
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Under
Playfield
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OPTO
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Under Playfield On Assembly
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On Assembly
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RAMP
LEFT ENTRY
On Ramp Assy.
MIDDLE
RAMP
RIGHT ENTRY
On Ramp Assy.
1ST UP / DOWN
RAMP
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On Assembly
LEFT
ORBIT
GATE
Above Playfield
LEFT
RAMP
EXIT
On Ramp Assy.
On Assembly
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
4
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ROULETTE
WHEEL
OPTO 1
On Assembly
ROULETTE
WHEEL
OPTO 2
On Assembly
ROULETTE
WHEEL
OPTO 3
On Assembly
ROULETTE
WHEEL
OPTO 4
On Assembly
LEFT
ORBIT
Under Playfield
RIGHT
ORBIT
Under Playfield
TOP
LEFT
SLINGSHOT
On Assembly
TOP
RIGHT
SLINGSHOT
On Assembly
4
127 86('
*519,2
&13
4
127 86('
*51*5<
&13
*1'
,&
8
,13876
LEFT
BUMPER
On Assembly
RIGHT
BUMPER
On Assembly
LEFT
OUTLANE
Under Playfield
LEFT
RETURN
LANE
LEFT
SLINGSHOT
[BOTTOM]
BOTTOM
BUMPER
*5<%51
&13
Under Playfield
On Assembly
2ND UP / DOWN
RAMP
RIGHT
[SLOT MACH.]
OUTLANE
On
Assembly
Under
Playfield
RIGHT
ROULETTE
RETURN
SPIN
LANE
Cabinet
Front
Under
Playfield
RIGHT
START
SLINGSHOT
BUTTON
[BOTTOM]
Cabinet
Front
On
Assembly
On Assembly
8
*5<5('
&13
SLAM
TILT
PLUMB
BOB
TILT
Inside Cabinet
*5<<(/
&13
8
127 86('
*5<*51
&13
8
*5<%/8
&13
8
*5<9,2
&13
NOT
USED
8
NOT
USED
8
*5<25*
&13
On Coin Door
8
8
*5<%/.
&13
*URXQG
%/.
&13 3
#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
'HGLFDWHG 6ZLWFK 6FKHP
D iode O n
D iode B oard
6HFWLRQ&KDSWHU
*R7R'LDJQRVWLFV0HQX
6ZLWFK0DWUL[*ULG'HVFULSWLRQVZLWK3DUW1XPEHUVDQG/RFDWLRQV
The Switch locations correspond with the Switch Nº in the Part Number Table shown & the Switch Matrix Grid (previous page).
'6 '6
'6
1
2*
3*
4*
5*
6*
7*
8
9
10
11
12
13
'6
Sw. 14 / Sw. 15 have both REC/TRANS on 1 board respectively.
Sw. 33, 34, 35 are located on 1 PCB each for Trans. & Rec.
DOTS: Diode On Terminal Strip, or DODB: Diode On Diode Board
‡
Legend Note:
= Switches mounted above playfield.
= Switches mounted below playfield.
* The following switches are located in the cabinet
and are not noted in the diagram above:
The following switches are not used (
Switches for Future Use:
6HFWLRQ&KDSWHU
*R7R'LDJQRVWLFV0HQX
are UK Only):
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
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
2
3
3
3
3
3
3
3
3
4
4
4
4
4
4
4
8
1
2
3
4
5
6
7
8
1
2
3
4
5
6
7
32
4
8
33
34
35
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
5
5
5
6
6
6
6
6
6
6
6
7
7
7
7
7
7
7
1
2
3
4
5
6
7
8
1
2
3
4
5
6
7
8
4
2
3
4
5
6
7
56* 7
8
57
58
59
60
61
62
63
64
1
2
3
4
5
6
7
8
8
8
8
8
8
8
8
8
'276
'276
'276
'276
'276
'276
'276
'276
'276
'276
'276
'276
'276
'276
'276
'276
'276
'276
'276
'276
'2'%
'2'%
'2'%
'2'%
'276
'276
'276
'276
'276
'276
'276
'276
'276
'276
'276
'276
'276
'276
'276
'276
'276
'276
'276
'276
'276
'276
'276
'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
LEFT CHIP
500-6139-01
ROLL DICE
500-6228-04
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
180-5100-01
2 / HEARTS DROP
2 / DIAMONDS DROP
180-5158-00
4 / DIAMONDS DROP
A / SPADES
A / DIAMONDS
500-6189-01R
JOKER STANDUP
3 / DIAMONDS STANDUP
SPINNER
180-5010-04
3-BALL LOCK LOW
180-5119-02
3-BALL LOCK MIDDLE
3-BALL LOCK HIGH
LEFT 21 HIT STANDUP
500-6138-02
RIGHT 21 HIT STANDUP
500-6139-02
UPPER RIGHT STANDUP
500-6075-01R
RIGHT CHIP
500-6139-01
TRANS:
520-5082-00
POP ENTRY OPTO
REC:
520-5083-01
TOP SLOT OPTO - TOP TRANS: 515-7121-01-65
MID SLOT OPTO - BASH
REC:
515-7121-00-65
BOT. SLOT OPTO - R. ENTRY
See Note
MIDDLE RAMP LEFT ENTRY on Gate 180-5087-00
MIDDLE RAMP RIGHT ENTRY
180-5093-00
1ST UP / DOWN RAMP
180-5119-02
LEFT ORBIT GATE
on Gate
180-5087-00
LEFT RAMP EXIT
on Gate
ROULETTE WHEEL OPTO 1
ROULETTE WHEEL OPTO 2
520-5194-01
ROULETTE WHEEL OPTO 3
ROULETTE WHEEL OPTO 4
LEFT ORBIT
on Rt. Mount R/O
500-6227-02
RIGHT ORBIT
on Rt. Mount R/O
TOP LEFT SLINGSHOT
Leaf Sw. X2
180-5054-00
TOP RIGHT SLINGSHOT Leaf Sw. X2
LEFT BUMPER
180-5015-03
RIGHT BUMPER
BOTTOM BUMPER
2ND UP/DOWN RAMP
180-5175-00
ROULETTE SPIN
180-5119-02
START BUTTON
180-5174-00
Switch Only
SLAM TILT
180-5022-00
On Coin Door
HANGER 535-5319-00
PLUMB BOB TILT
CONTACT 535-7563-01
LEFT OUTLANE
on Rt. Mount R/O
500-6227-02
LEFT RETURN LANE on Rt. Mount R/O
LEFT SLINGSHOT
180-5054-00
Leaf Sw. X2
RIGHT OUTLANE
on Rt. Mount R/O
500-6227-02
RIGHT RETURN LANEon Rt. Mount R/O
RIGHT SLINGSHOT Leaf Sw. X2
180-5054-00
NOT USED
NOT USED
6HF'LDJ0HQX
Sw. Col. Row 6HH
Nº Nº Nº 1RWH
*R7R&RL 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
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
Coil
Coil
Coil
Coil
Coil
Coil
Coil
Flash
Coil
Coil
Coil
Coil
Coil
Coil
Coil
Coil
&RLO)ODVK/DPS'HVFULSWLRQV
&RLO )ODVK /DPS 'HVFULSWLRQV
7\SH
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
TROUGH UP-KICKER (VUK) (26-1200)
AUTO LAUNCH (22-600)
DROP TARGET RESET (23-1100)
NOT USED
SLOT HANDLE (32-1800)
NOT USED
ROULETTE WHEEL MOTOR
FLASH: ROULETTE (#906 Bulb)
LEFT BUMPER (26-1200)
RIGHT BUMPER (26-1200)
BOTTOM BUMPER (26-1200)
NOT USED
ORBIT MAGNET (24-780)
CENTER DIVERTER (23-1100)
LEFT FLIPPER [50V RED/YEL] (22-900)
RIGHT FLIPPER [50V RED/YEL] (22-1080)
Coil
Coil
Coil
Coil
Flash
Coil
Coil
Coil
Coil
Coil
Coil
Coil
Coil
Flash
Flash
Flash
&RLO )ODVK /DPS 'HVFULSWLRQV
LEFT SLINGSHOT (23-800)
RIGHT SLINGSHOT (23-800)
TOP LEFT SLINGSHOT (23-800)
TOP RIGHT SLINGSHOT (23-800)
FLASH: LOCK BALL (#906 Bulb)
POPS ENTRY POST (27-1500)
BALL LOCK POST (27-1500)
(OPTIONAL COIN METER)
LEFT RAMP DIVERTER (27-1500)
STEPPER MOTOR (RED)
STEPPER MOTOR (GREEN)
STEPPER MOTOR (BLACK)
STEPPER MOTOR (BLUE)
FLASH: DIVERTER (#906 Bulb)
FLASH: POPS*2 (#89 Bulb)
FLASH: SLOT MACHINE (#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
6HF'LDJ0HQX
$X[ $X[ $X[ 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 Coil(s) are Not Used:
6HFWLRQ&KDSWHU
*R7R'LDJQRVWLFV0HQX
#906 Bulb
(Wedge Base)
165-5004-00
The following Coils are for UK Only:
$X[ $X[ $X[ )
)URP WKH 0DLQ™0HQX
LQ 3RUWDOV
*2 72 ',$*1267,&6
0(18
+LJK &XUUHQW &RLOV *URXS )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$,/('&+$577$%/(
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
090-5023-00B
#3
DROP TARGET RESET
Q3
I/O Pwr. Drvr. BRN-ORG
J8-P4
YEL-VIO
J10-P4/5
50v DC
#4
NOT USED
Q4
I/O Pwr. Drvr.
BRN-YEL
J8-P5
YEL-VIO
J10-P4/5
50v DC
090-0000-00T
#5
SLOT HANDLE
Q5
I/O Pwr. Drvr. BRN-GRN
J8-P6
YEL-VIO
J10-P4/5
50v DC
090-5031-00T
#6
NOT USED
Q6
I/O Pwr. Drvr.
BRN-BLU
J8-P7
YEL-VIO
J10-P4/5
50v DC
#7
ROULETTE WHEEL MOTOR
Q7
I/O Pwr. Drvr.
BRN-VIO
J8-P8
BRN
J7-P1
20v DC
#8
FLASH: ROULETTE
Q8
I/O Pwr. Drvr. BRN-GRY
J8-P9
YEL-VIO
J10-P4/5
Bulb
50v DC #906
165-5004-00
+LJK &XUUHQW &RLOV *URXS 22-600
23-1100
090-5030-00T
32-1520
32-1800
XX-YYY
090-0000-00T
Motor
041-5078-00
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
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
Q12
I/O Pwr. Drvr.
BLU-YEL
J9-P5
Q13
I/O Pwr. Drvr. BLU-GRN
J9-P6
#14 CENTER RAMP DIVERTER
Q14
I/O Pwr. Drvr.
BLU-BLK
J9-P7
#15 LEFT FLIPPER (50v RED/YEL)
Q15
I/O Pwr. Drvr. ORG-GRY
J9-P8
#9
LEFT BUMPER
#12 NOT USED
%$
0v DC
Coil GA-Turn
26-1200
090-5044-00T
26-1200
26-1200
XX-YYY
090-0000-00T
24-780
6HF'LDJ0HQX
Q16
I/O Pwr. Drvr.
ORG-VIO
J9-P9
VIO-YEL
BLK
RED-YEL
GRY-YEL
RED-YEL
GRY-YEL
RED-YEL
BLU-YEL
/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 [BOTTOM]
Q17
I/O Pwr. Drvr.
VIO-BRN
J7-P2
BRN
J7-P1
20v DC
090-5001-00T
#18 RIGHT SLINGSHOT [BOTTOM]
Q18
I/O Pwr. Drvr.
VIO-RED
J7-P3
BRN
J7-P1
20v DC
#19 TOP LEFT SLINGSHOT
Q19
I/O Pwr. Drvr.
VIO-ORG
J7-P4
BRN
J7-P1
20v DC
090-5001-00T
#20 TOP RIGHT SLINGSHOT
Q20
I/O Pwr. Drvr.
VIO-YEL
J7-P6
BRN
J7-P1
20v DC
090-5001-00T
#21 FLASH: LOCK BALL
Q21
I/O Pwr. Drvr.
VIO-GRN
J7-P7
ORG
J6-P10
#22 POPS ENTRY POST
Q22
I/O Pwr. Drvr.
VIO-BLU
J7-P8
BRN
J7-P1
Bulb
20v DC #906
165-5004-00
27-1500
20v DC
#23 BALL LOCK POST
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
Q25
I/O Pwr. Drvr.
J6-P1
20v DC
I/O Pwr. Drvr.
J16-P3
Q27
I/O Pwr. Drvr.
Step. Mtr.
20v DC 041-5062-01
20v DC Step. Mtr.
Q28
I/O Pwr. Drvr.
Q29
I/O Pwr. Drvr.
#30 FLASH: DIVERTER
Q30
I/O Pwr. Drvr.
J6-P6
BRN
GRY-RED
WHT
GRY-RED
WHT
GRY-RED
WHT
GRY-RED
WHT
ORG
J7-P1
Q26
BLK-BRN
BLK-RED
to RED
BLK-ORG
to GRN
BLK-YEL
to BLK
BLK-GRN
to BLU
BLK-BLU
J6-P10
#31 FLASH: POPS*2
Q31
I/O Pwr. Drvr.
BLK-VIO
J6-P7
ORG
J6-P10
#13 ORBIT MAGNET
#16 RIGHT FLIPPER (50v RED/YEL)
J10-P3
50v DC
090-5061-00
J10-P1/2
50v DC
090-5030-00T
J10-P1/2
50v DC
23-1100
22-900
090-5020-20T
22-1080
J10-P1/2
50v DC
090-5032-00T
23-800
23-800
090-5001-00T
23-800
23-800
090-5004-00T
27-1500
090-5004-00T
Meter 5v
091-5000-00
D iode O n T erminal S trip (if noted)
/RZ &XUUHQW &RLOV *URXS #25 LEFT RAMP DIVERTER
#26 STEPPER MOTOR (RED)
#27 STEPPER MOTOR (GREEN)
#28 STEPPER MOTOR (BLACK)
#29 STEPPER MOTOR (BLUE)
%$
%$
%$
%$
J6-P2
J6-P3
J6-P4
J6-P5
J16-P3
J16-P3
J16-P3
Bulb Type
27-1500
090-5004-00T
041-5062-01
Step. Mtr.
20v DC 041-5062-01
20v DC Step. Mtr.
041-5062-01
Bulb
20v DC #906
165-5004-00
20v DC #89 Bulb
165-5000-89
Bulb
Q32
I/O Pwr. Drvr. BLK-GRY
J6-P8
ORG
J6-P10 20v DC #906
#32 FLASH: SLOT MACHINE
165-5004-00
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
090-5030-00T
ORG
J3-P9
BRN
J7-P1
20v DC
090-5044-00T
Coil GA-Turn
26-1200
090-5044-00T
23-1100
26-1200
6HFWLRQ&KDSWHU
*R7R'LDJQRVWLFV0HQX
Backbox I/O Power Driver Board Detailed Wiring Diagram
FROM
D iode
On
T erminal
S trip
Partial View
I/O Power Driver Board
520-5137-01
J2 & J3 Optional use of a Printer Interface,
see Sec. 5, Chp. 3, ... Coin Door Wiring ..., Pg. 98
For UK USE ONLY
Left Ramp Q25
Diverter
Stepper Motor Q26
(Red)
Stepper Motor Q27
(Green)
4
Stepper Motor Q28
(Black)
5
FROM
J7P1
Low Power
+20v DC I/O BD.
BRN
Stepper Motor Q29
(Blue)
26-1200
AUX 1
4 RED
23-1100
AUX 2
3 ORG
26-1200
Flash: Q30
Diverter
Flash: Q31
Pops*2
AUX 3
1 GND
CN2
Flash: Q32
Slot Machine
Diodes (1N4004) are located on Terminal Strips
below the playfield. Page 95
shows location and details.
D
D
D
# 25
BLK-RED
# 26
BLK-ORG
# 27
BLK-YEL
# 28
BLK-GRN
# 29
BLK-BLU
# 30
BLK-VIO
# 31
BLK-GRY
# 32
D
O
T
S
O
T
S
O
T
S
O
T
S
RED
Stepper
Motor
(SPI 041-5062-01)
WHT
BLK
GRN
WHT
BLU
Haydon
Nº 36864-12 ??
Bulb
X1
#89
7
Bulb
X2
#906
8
10
J7
Solenoid Expander
PC (Auxilliary) Board
J3
27-1500
#906
6
5 WHT
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
2
3
(Skill Shots: Left & Right Up/Down Posts, and Center Up/Down Post)
For a detailed Schematic of the Solenoid Expander Bd. and the
Component Layout & Parts, see Sec. 5, Chp. 4, PCBs, Page 136
J6 1 BLK-BRN
J16- GRY-RED
P3
Power Out
I/O BD. +12v DC
1
Bulb
X1
ORG 20V DC LOW POWER
BRN 20V DC LOW POWER
Transformer
4
+16v AC
J17P6
I/O BD.
BRIDGE 2
20V LOW
CURRENT
COILS
GND
Top Left Q19
Slingshot
6
Top Right Q20
Slingshot
Flash: Q21
Lock Ball
BRDG 2
FROM
8
Pops Q22
Entry Post
Transformer
+16v AC
9
5A
Slo-Blo
J17P7
I/O BD.
Ball Q23
Lock Post
F7
10
FROM
Optional Q24
Coin Meter
BLU-WHT
Transformer
+13v AC
J17P8
I/O BD.
BRIDGE 20
CONTROLLED
LAMPS
GND
FROM
J13P10
I/O BD.
BRDG 20
BLU-WHT
Transformer
FROM
+13v AC
BLU
8A
Slo-Blo
J17P9
I/O BD.
F22
7A
Slo-Blo
BRIDGE 1
50V HIGH
CURRENT
COILS
F6
FROM
BLK-YEL
AC Voltages IN
GND
+48v AC
Q1
Auto
Launch
Q2
Drop Target
Reset
Q3
Not
Used
Q4
Slot
Handle
Q5
Not
Used
Q6
Roulette
Wheel Motor
Q7
LAMP COLUMNS
+18v DC
J11P3
I/O BD.
Trough
Up-Kicker
3A
Slo-Blo
Flash:
Roulette
Q8
J11P2
I/O BD.
3A
Slo-Blo
FROM
J10P3
I/O BD.
AC Voltages IN
FROM
BLK-ORG
+48v AC
VIO-YEL
+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.
VIO-YEL
23-800
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
Q9
Right Q10
Bumper
Bottom Q11
Bumper
Not Q12
Used
Orbit Q13
Magnet
Ctr. Ramp Div’tr Q14
(50v RED/YEL)
Left Flipper Q15
(50v RED/YEL)
Right Flipper Q16
(50v RED/YEL)
# 18
# 19
# 20
VIO-BLU
27-1500
VIO-BLK
27-1500
(VIO-GRY)
CABINET
3
4
5
6
7
8
002001
X1
# 22
# 23
FROM
# 24
J16RED
P8
Power Out
I/O BD. +5v DC
COIN METER
26-1200
BRN-RED
22-600
BRN-ORG
23-1100
BRN-YEL
Not Used
BRN-GRN
32-1800
BRN-BLU
Bulb
# 21
VIO-GRN
Not Used
#1
#2
#3
#4
#5
Roulette Motor
(SPI 041-5078-00)
FROM
#6
BRN-VIO
#7
BRN-GRY
#8
J7BRN
P1
Voltage Outputs
I/O BD. +20v DC
#906
9
1
2
4
5
6
Bulb
X1
YEL-VIO
50V DC HIGH POWER
J9 BLU-BRN
F20
FOR
MAGNET(S)
Voltage Outputs
23-800
1
4
5
F21
VIO-ORG
J8 BRN-BLK
J10
BRDG 1
23-800
#906
7
RED-WHT
VIO-RED
# 17
ORG 20V DC
WHT-RED
23-800
26-1200
BLU-RED
26-1200
BLU-ORG
26-1200
BLU-YEL
Not Used
BLU-GRN
#9
# 10
D iode
On
T erminal
S trip
# 11
Diode (1N4004) is located on a
Terminal Strip below the playfield.
Page 95 shows location and details.
# 12
MAGNET
# 13
BLK 24-780 BLK
Terminal Strip
7
8
9
# 14
GRY-YEL
3A
Slo-Blo
22-900
# 15
GRY-YEL
3A
Slo-Blo
22-1080
# 16
BLU-YEL
3A
Slo-Blo
BLU-BLK
23-1100
ORG-GRY
ORG-VIO
via
I/O Pwr. Drv.
Bd. F20
3A Slo-Blo
FROM
J10VIO-YEL
P3
Voltage Outputs
I/O BD. +50v DC
FROM
J10RED-YEL
P1 / P2 Voltage Outputs
I/O BD. +50v DC
Fuses are located under
playfield NEAR assembly
(See Section 5, Chapter 2,
Playfield Wiring)
21
Sec. 3: ... Diag. Menu
3
Right Q18
Slingshot
FROM
VIO-BRN
BRN 20V DC
2
Left Q17
Slingshot
S
For Replacement Cable Wiring Harness
from CN1 (Sol. Exp. Bd.) to J3 (I/O Bd.)
use SPI Part Number: 036-5463-29
ORG 20V DC
(SPI: 520-5192-00)
*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.
D
6LQJOH/DPS7HVW
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$75,;*5,'
D iode O n T erminal S trip :
Column
(18v)
Row
(GND)
8
127 86('
<(/%51
-3
8
127 86('
<(/5('
-3
8
127 86('
<(/25*
-3
4
127 86('
5('%/.
-3
WON SLOT
MACHINE
#555 Bulb
( H ) ILO
[LT. OUTLANE]
#555 Bulb
WON
POKER
#555 Bulb
H ( I ) LO
[LT. RETURN]
#555 Bulb
WON
HI-LO
#555 Bulb
HI ( L ) O
[RT. RETURN]
#555 Bulb
4
127 86('
5('25*
-3
CHIP 1
#555 Bulb
CHIP 2
#555 Bulb
CHIP 3
#555 Bulb
4
127 86('
5('%51
-3
4
127 86('
5('<(/
-3
4
127 86('
5('*51
-3
4
127 86('
5('%/8
-3
4
127 86('
5('9,2
-3
4
127 86('
5('*5<
-3
4
127 86('
5(':+7
-3
4
127 86('
5('
-3
2 / HEARTS
#555 Bulb
LEFT ORBIT
ARROW
#555 Bulb
RAMP
ARROW
#555 Bulb
LEFT
CHIP
#555 Bulb
SPECIAL
#555 Bulb
BG
START (6:00)
#555 Bulb
BG CASINO
GAME (2:00)
#555 Bulb
2 / DIAMONDS
#555 Bulb
PLAY
21
#555 Bulb
PLAY
ROULETTE
#555 Bulb
ROLL
DICE
#555 Bulb
EXTRA
BALL
#555 Bulb
BG 3 SLOT
SPINS (7:00)
#555 Bulb
BG 25 MILLION
(3:00)
#555 Bulb
8
127 86('
<(/%/.
-3
8
127 86('
<(/*51
-3
WON
ROULETTE
#555 Bulb
HIL ( O )
[RT. RETURN]
#555 Bulb
WON
CRAPS
#555 Bulb
LEFT
BUMPER
#555 Bulb
CHIP 4
#555 Bulb
CHIP 5
#555 Bulb
4 / DIAMONDS
#555 Bulb
DOUBLE
DOWN
#555 Bulb
PLAY
ROLL-N-WIN
#555 Bulb
LEFT 21
HIT
#555 Bulb
BACK PANEL
#5
#44 Bulb
BG
? (8:00)
#555 Bulb
BG BONUS X
(4:00)
#555 Bulb
A / SPADES
#555 Bulb
SLOT MACHINE
ARROW
#555 Bulb
RIGHT ORBIT
ARROW
#555 Bulb
RIGHT 21
HIT
#555 Bulb
BACK PANEL
#6
#44 Bulb
BG
10 CHIPS (9:00)
#555 Bulb
BG LIGHT
SPECIAL (5:00)
#555 Bulb
8
127 86('
<(/%/8
-3
8
127 86('
<(/9,2
-3
8
127 86('
<(/*5<
-3
WON
BLACKJACK 21
#555 Bulb
RIGHT
%$
BUMPER
#555 Bulb
CASINO
FRENZY
#555 Bulb
BOTTOM
BUMPER
#555 Bulb
CHIP 10
#555 Bulb
CHIP 25
#555 Bulb
%$
A / DIAMONDS
#555 Bulb
SPIN
SLOT
#555 Bulb
PLAY
HI-LO
#555 Bulb
LIGHT
ROLL_N_WIN
#555 Bulb
BG SUPER
POPS
#555 Bulb
BG ROLL
AGAIN (10:00)
#555 Bulb
BACK PANEL
#7
#44 Bulb
JOKER
#555 Bulb
LOCK
BALL
#555 Bulb
PLAY
POKER
#555 Bulb
RIGHT
CHIP
#555 Bulb
BG SUPER
LOOPS
#555 Bulb
BG LITE EXTRA
BALL (11:00)
#555 Bulb
BACK PANEL
LIGHT #8
#44 Bulb
%$
3 / DIAMONDS
#555 Bulb
MULTIBALL
#555 Bulb
BACK PANEL
LEFT #1
#44 Bulb
BACK PANEL
#3
#44 Bulb
BG SUPER
SURPRISE
#555 Bulb
BG MULTIBALL
(12:00)
#555 Bulb
BACK PANEL
#9
#44 Bulb
CHEAT
GAME
#555 Bulb
BREAK THE
BANK
#555 Bulb
CHIP 50
#555 Bulb
ROLL
AGAIN
#555 Bulb
SUPER
JACKPOT
#555 Bulb
BACK PANEL
#2
#44 Bulb
BACK PANEL
#4
#44 Bulb
BG SUPER
SPINNER
#555 Bulb
BG COLLECT
BONUS (1:00)
#555 Bulb
BACK PANEL
RIGHT #10
#44 Bulb
6HFWLRQ&KDSWHU
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/DPS0DWUL[*ULG/RFDWLRQV
The lamp locations correspond with the
Lamp Nº in the Lamp Matrix Grid on the
previous page.
/$036 LQ WKH %DFN 3DQHO
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Legend Note:
= 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)
#44 Bulb
(Bayonet)
165-5002-00
165-5000-44
-XXX
7\SLFDO /DPS 6FKHPDWLF
-XXX
The following Lamps
are not used: (ALL LAMPS USED)
6HF'LDJ0HQX
= Lamps mounted
above playfield.
7\SLFDO /DPS :LULQJ
YEL
RED
COMMON
Diode 1N4001
Note:
All Lamps require diodes. Some diodes are located on Terminal Strips (under playfield)
and not on the lamp itself.
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): Q8, Q21 & Q30-Q32.
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Important: The Power Interlock Switch must be pulled out for this test to function while the Coin Door is OPEN.
&OHDU%DOO7URXJK
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
pulled out.
Caution: Continuous use of above test may overheat the Trough Up-Kicker Coil.
7HFKQL 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.
%HJL Q3 OD \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.
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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.
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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
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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.
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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.
'RW0DWUL[7HVW
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.
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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.
&DVL QR6SHFL ILF 6 O R W
' L V S O D \ 5 R X O H W W H 2 3 7 2 6 W H S S H U 0 R W R U 7H V W V To initiate, from the DIAGNOSTICS MENU,
select the "HRC" Icon with either the Red
"LEFT" or Green "RIGHT" Button (the
LEFT & RIGHT FLIPPER Buttons operates in the
same manner) and press the Black "ENTER" Button
(the START Button operates in the same manner).
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This will bring up the CASINO SPECIFIC MENU. This Sub-Menu is used to test the Operation of the Display in
the Slot Machine ("DSP" Icon), the OPTOs in the
Roulette Wheel ("OPTO" Icon) and the Stepper Motor in
the Slot Machine Entrance Ramp ("SLOT" Icon). To
initiate, from the CASINO 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"
SLOT
MACHINE
ROULETTE
Button (the START Button operates in the same manner).
DOT
WHEEL
4-POSITION
OPTOs
DISPLAY
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.
SLOT
MACHINE
STEPPER
MOTOR
(OPERATES
THE
ENTRANCE
RAMP)
Important: The Power Interlock Switch must be pulled
out for the motors function while the Coin Door is OPEN.
6ORW'LVSOD\7HVW
6HF'LDJ0HQX
Selecting this Icon will bring up the SLOT
DISPLAY TEST MENU. This test is provided to
allow the technician a simple method of testing the
DOTS in the Display for the Slot Machine. The Menu
appears blank as well as the Display in the Slot Machine.
Upon entering this sub-menu the "+" Icon is blinking.
Select the "-" or "+" Icon to begin the tests. The tests are
as follows: VERTICAL LINE, HORIZONTAL LINE, ALL
ON, ALL OFF, REVERSE VERTICAL LINE & REVERSE
HORIZONTAL LINE. As the line tests are cycled through
watch the Dot Display in the Slot Machine to ensure all are
functioning properly.
5 RX OHW WH23727HVW
Selecting this Icon will bring up the ROULETTE
OPTO TEST MENU. This test is provided to allow
the technician a simple method of testing the
OPTO Switches,
- OP2 RIGHT (Sw. 41),
- OP1 TOP (SW.
42),
- OP3 LEFT (SW. 43) and
- OP4 BOTTOM (SW. 44).
Upon entering this test menu, the display will indicate the switch status of the Roulette Wheel. Select the
"PULSE" Icon to pulse the motor (in steps). If the Roulette Wheel is at OP2 Right the motor will turn to the
- OP3 LEFT (SW. 43) position (OP3 on the OPTO Bd.). Continuously activating the "PULSE" Icon will bring the
Roulette Wheel back into the - OP2 RIGHT (SW. 41) position (OP2 on the OPTO Bd.), etc. Selecting the "RUN"
Icon will automatically cycle the motor to the next open switch (OPTO) and then will stop. Select the "RUN" Icon
again to return (cycle) to the other positions. Watch the Dot Matrix Display to ensure the Switches 41 (OP2), 42
(OP1), 43 (OP3) & 44 (OP4) are being indicated as closed as the motor stops ( will turn solid ). Also shown in
the Display will be the Value on the Wheel as it turns (when the OPTO Switches are closed). Note: These OPTO
Switches close when the Motor Cam Flag Bracket passes between the OPTOs.
F
F
F
F
F
F
F
J
6WHSSHU0RWRU7HVW
Selecting this Icon will bring up the STEPPER MOTOR TEST MENU. This test is provided to allow the
technician a simple method of testing the Slot Machine Entrance Ramp Home Micro Switches,
- LEFT (Sw. 52) and
- RIGHT (SW. 38). Upon entering this test menu, the display will indicate the switch
status of the Slot Machine Entrance Ramp. Select the "PULSE" Icon to pulse the motor (in steps). Selecting the
"RUN" Icon will automatically cycle the motor to the next level (mid-way) and then will stop. Select the "RUN" Icon
again to bring the ramp all the way up. Watch the Dot Matrix Display to ensure the Switches 52 & 38 are being
indicated as closed as the motor stops in the down position ( will turn solid ). Select "RUN" or "PULSE" until
the ramp returns to the down position closing both switches (These switches located below the playfield.).
F
F
F
J
For more details on the PC Boards which are tested on this page, see Sec. 5, Chp. 4, Pages 130 through 135.
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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&KDUW
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&KDUW
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.
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— 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.
*DPH$XGLW7DEOHIRU
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Copy for Field Audit Tracking Performance (Use blank columns to fill-in Audit Info.).
$XGLW 1DPH
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1 TOTAL PAID CREDITS
5 COINS THRU LEFT SLOT
9 TOTAL COINS
2 FREE GAME PERCENTAGE
6 COINS THRU RIGHT SLOT
10 TOTAL EARNINGS
3 AVERAGE BALL TIME
7 COINS THRU CENTER SLOT
11 METER CLICKS
4 AVERAGE GAME TIME
8 COINS THRU 4TH SLOT
12 SOFTWARE METER
$XGLW 1DPH
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13 TOTAL BALLS PLAYED
28 20M—49.9M SCORES
43
14 TOTAL EXTRA BALLS
29 50M—69.9M SCORES
44
15 EXTRA BALL PERCENT
30 70M—99.9M SCORES
45
16 REPLAY 1 AWARDS
31 100M—129.9M SCORES
46
17 REPLAY 2+ AWARDS
32 130M+ SCORES
47
18 TOTAL REPLAYS
33 AVERAGE SCORES
48
19 REPLAY PERCENT
34 SERVICE CREDITS
49
20 TOTAL SPECIALS
35 BALL SEARCH STARTED
50
21 SPECIAL PERCENT
36 LOST BALL FEEDS
51
22 TOTAL MATCHES
37 LOST BALL GAME STARTS
52 LEFT FLIPPER USED
23 HIGH SCORE AWARDS
38 LEFT DRAINS
53 RIGHT FLIPPER USED
24 HIGH SCORE PERCENT
39 CENTER DRAINS
54 USA 8 BONUS USED
25 TOTAL FREE PLAYS
40 RIGHT DRAINS
55
26 TOTAL PLAYS
41 SLAM TILTS
27 0—19.9M SCORES
42 TOTAL BALLS SAVED
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56
73
90
107
124
141
158
175
192
57
74
91
108
125
142
159
176
193
58
75
92
109
126
143
160
177
194
59
76
93
110
127
144
161
178
195
60
77
94
111
128
145
162
179
196
61
78
95
112
129
146
163
180
197
62
79
96
113
130
147
164
181
198
63
80
97
114
131
148
165
182
199
64
81
98
115
132
149
166
183
200
65
82
99
116
133
150
167
184
201
66
83
100
117
134
151
168
185
202
67
84
101
118
135
152
169
186
203
68
85
102
119
136
153
170
187
69
86
103
120
137
154
171
188
70
87
104
121
138
155
172
189
71
88
105
122
139
156
173
190
72
89
106
123
140
157
174
191
Location:
CPU Ver.:
Display Ver.:
Date:
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The Portals™ Service Menu System provides 203 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 High Roller Casino Audits,
Programming Use Only
are the Game Play Specific Audits 56-203 (
); Audits left open (blank
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
AVERAGE GAME TIME
COINS THRU LEFT SLOT
COINS THRU RIGHT SLOT
COINS THRU CENTER
SLOT
COINS THRU 4TH SLOT
TOTAL COINS
Au. 7
Au. 8
Au. 9
Au. 10
TOTAL EARNINGS
Au. 11
METER CLICKS
Au. 12
SOFTWARE METER
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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.
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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
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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
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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.
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Au. 37
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
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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).
3URJUDPPLQJ 8VH 2QO\
From the AUDITS MENU, select the "HRC" 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
$XGLW 1DPH
LEFT ORBITS
RIGHT ORBITS
LEFT RETURN LANE MADE
RIGHT RETURN LANE MADE
LEFT CHIP TARGET HIT
RIGHT CHIP TARGET HIT
L CHIP TARG HIT, BLINK
T CHIP TARG HIT, BLINK
3 BALL LOCKUP ARRIVALS
CHIP COMBOS
4-WAY SLINGSHOT COMBOS
CRAP TARGET HITS
LEFT HITME TARGET HITS
R. HIT-ME TARGET HITS
MIDDLE RAMPS MADE
SLOT RAMPS MADE
X4 DROP TARGETS HIT
X3 DROP TARG SU HIT
UPPER RIGHT S.U. HITS
SPINNER SPINS
BONUS X FROM SPINNER
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$X 1ž
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
$XGLW 1DPH
GREEN SKILL SHOTS MADE
RED SKILL SHOTS MADE
BLACK SKILL SHOTS MADE
SKILL SHOT BALKS
JET POST ARRIVALS
POP BUMPER HITS
DOUBLE POP BUMPER HITS
ROULETTE SPINS
ROULETTE LIT
ROULETTE LOST
ROULETTE WON
SLOT BASHED
SLOT SPINS
SLOT LOST
SLOT WON
1 PAIR POKER HANDS
2 PAIR POKER HANDS
3/KIND POKER HANDS
STRAIGHT POKER HANDS
FULL HOUSE POKER HANDS
STRT FLUSH POKER HANDS
6HF$XGLWV0HQX
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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
POKER LOST
POKER WON
HILO COMPLETE
HILO WON AFTER 1 CARD
HILO LOST AFTER 1 CARD
HILO WON AFTER 2 CARDS
HILO LOST AFTER 2 CRDS
HILO WON AFTER 3 CARDS
HILO LOST AFTER 3 CRDS
HILO WON AFTER 4 CARDS
HILO LOST AFTER 4 CRDS
CRAPS COMEOUT WINS
CRAPS COMEOUT LOSSES
CRAPS POINTS SET
CRAPS PT. ROLL NOTHING
CRAPS POINT ROLL WINS
CRAPS PT. ROLL LOSSES
21 HITS (CARDS DRAWN)
21 BUSTS
PLAY 21 LIT
DOUBLE DOWN LIT
21 LOST
21 WON
DOUBLE DOWN LOST
DOUBLE DOWN WON
ROLL-N-WIN COLLECTED
LT ROLL-N-WIN TAR HITS
ROLL-N-WIN LIT
ROLL-N-WIN LAPS MADE
SUPER POPS AWARDED
SUPER LOOPS AWARDED
SUPER SPINNER AWARDED
SUPER SURPRISE AWARDED
FIRST BALL LOCKED
SECOND BALL LOCKED
SLOT MACHINE MB STARTS
2+ SLOT MACH MB STARTS
SMMB JACKPOTS
SMMB DOUBLE JACKPOTS
L ORBIT TRIPLE JACKPOT
SM TRIPLE JACKPOT
M RAMP TRIPLE JACKPOT
R ORBIT TRIPLE JACKPOT
SUPER JACKPOT LIT
S DUPER JACKPOT LIT
S D MEGA JACKPOT LIT
SDMEXTREME JACKPOT LIT
SUPER JACKPOTS
$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
SUPER DUPER JACKPOTS
S DUPER MEGA JACKPOTS
SDMEXTREME JACKPOTS
WON AT LEAST 2 GAMES
WON AT LEAST 4 GAMES
WON AT LEAST 6 GAMES
# OF GAMES ABOVE 6 WON
CASINO FRENZY LIT
CASINO FRENZY STARTS
2+ CASINO FRENZY START
CF CRAPS JACKPOT LIT
CF CRAPS JACKPOTS
CF 21 JACKPOT LIT
CF 21 JACKPOTS
CF SLOT JACKPOT LIT
CF SLOT JACKPOTS
CF ROULETTE JACKPOT LT
CF ROULETTE JACKPOTS
CF POKER JACKPOT LIT
CF POKER JACKPOTS
CF HILO JACKPOT LIT
CF HILO JACKPOTS
CF SUPER JACKPOT LIT
CF SUPER JACKPOTS
TOTAL CHIPS WON
TOTAL CHIPS LOST
WON AT LEAST 25 CHIPS
WON AT LEAST 50 CHIPS
WON AT LEAST 75 CHIPS
WON AT LEAST 100 CHIPS
WON AT LEAST 200 CHIPS
BREAK THE BANK LIT
BREAK THE BANK STARTS
2+ BRK THE BANK STARTS
BRK THE BANK JACKPOTS
BRK THE BANK SUPER JP
BTB SUPER JP RECOLLECT
BTB SUPER JP COMPLETED
LEFT ORBIT ATM BONUS
RIGHT ORBIT ATM BONUS
ATM BONUS 2X COLLECTED
ATM BONUS 3X COLLECTED
ATM BONUS 5X COLLECTED
ATM BONUS 7X COLLECTED
ATM BONUS 10X COLLECTED
CHIPS WON FROM 21
CHIPS LOST FROM 21
CHIPS WON FROM SLOT
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Au. 194
Au. 195
Au. 196
Au. 197
Au. 198
CHIPS LOST FROM SLOT
CHIPS WON FROM POKER
CHIPS LOST FROM POKER
CHIPS WON FROM HILO
CHIPS LOST FROM HILO
$X 1º
Au. 199
Au. 200
Au. 201
Au. 202
Au. 203
$XGLW 1DPH
ROULETTE CHIPS WON
ROULETTE CHIPS LOST
CHIPS WON FROM CRAPS
CHIPS LOST FROM CRAPS
BONUS X MAXED AWARDS
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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.
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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.
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.
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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.
5HVHW3ULQWHU1 žRI&RSLHV3ULQWHG5HVHW
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.
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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).
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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).
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Some adjustments have a "Drop-Down" Table for further customization.
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1
REPLAYS: FIXED/AUTO ‡
...10%...
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
03
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
9%
32 KNOCKER VOLUME
NORMAL
12 BALLS PER GAME
03
33 GAME RESTART
YES
13 TILT WARNINGS
01
34 EXTRA BALL PERCENTAGE 25%
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 UK COIN MECH. TYPE
CURRENT:
19 HIGH SCORE #3 AWARDS
00
40 UK POST SAVE ENABLED
NO
20 HIGH SCORE #4 AWARDS
00
41 LOCATION ID
00
21 DEFAULT HIGH SCORE #1
500,000,000
42 GAME ID
00
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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. 39 & 40 are utilized only for the UK, with UK Dip Switch Option Setting 2 (See DR. Z, in the front part of this manual.)
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01
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86$ 'HIDXOW
56 1ST ATM BON. EXTRA BALL 10
44 1ST MB W/ HARD RELEASE 02
57 ATM BONUS EB EVERY...
50
45 SLOT DIFFICULTY
MODERATE
58 MAX ATM BON. EXTRA BALL
04
46 POKER DIFFICULTY
MODERATE
59 EB MEMORY FROM RAMP
ON
47 HI-LO DIFFICULTY
MODERATE
60 EB MEMORY FROM GAMES ON
48 ROULETTE DIFFICULTY
MODERATE
61 EB MEM. FROM ROLL-N-WIN
OFF
49 CRAPS DIFFICULTY
MODERATE
62 EB MEM. FROM ATM BONUS
ON
50 BLACKJACK DIFFICULTY
MODERATE
63 EB MEM. FROM MULTIBALL OFF
51 FAST BONUS COUNTDOWN
NO
64 SPECIAL MEM. FROM RNW OFF
52 1ST RAMP EXTRA BALL AT 10
65 SPECIAL MEM. FROM BTB
OFF
53 RAMP EXTRA BALL EVERY...
66 ADULT SPEECH ENABLED
YES
67 TIMED PLUNGER
OFF
50
54 MAX RAMP EXTRA BALL AT 05
55 # CASINO GAMES FOR EB
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The Portals™ Service Menu System provides 67 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 (1-42)
• High Roller Casino Adjustments, are the Game Play Specific Adjustments (43-67); 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
Important: The Coin Door must be OPEN allowing the Memory Protect
INSTALLED.
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.
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Adj. 1
REPLAYS: FIXED / AUTO
Adj. 2
REPLAY LEVELS
Adj. 3
REPLAY AWARD
Adj. 4
FREE GAME LIMIT
Adj. 5
EXTRA BALL LIMIT
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Set between 01% - 50% and Fixed (0%) for Replay Levels. Default is
10%. 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 03. Adjust the
maximum number of Extra Balls that may be accumulated per game.
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Adj. 6
GAME DIFFICULTY
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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.
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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:
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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.
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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.
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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
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00
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00
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00
06
00
02
03
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02
05
00
02
03
00
00
03
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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.
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CPU/SOUND BOARD
DIP SWITCH 300
SETTINGS
Pos.
ON
OFF
Pos.
ON
OFF
99999999
8888
9999
COUNTRY
SETTING
OPTION
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Coin Mechanisms
COINS THRU ... SLOT:
LEFT CENTER RIGHT
4TH
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 /$1.00
5 /L2.00
3 /L1.00
2 /L1.50
5 /L2.00
Used to
promote
the Bill
Validator
3 /L2.00
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CPU DIP SWITCH
SETTINGS,
Location SW300
CPU/SOUND BOARD
Pos.
ON
OFF
Pos.
ON
OFF
Pos.
ON
OFF
Pos.
ON
OFF
Pos.
ON
OFF
Pos.
ON
OFF
Pos.
ON
OFF
Pos.
ON
OFF
Pos.
ON
6HF$GM0HQX
OFF
Pos.
ON
OFF
Pos.
ON
OFF
Pos.
ON
OFF
Pos.
ON
OFF
Pos.
ON
OFF
Pos.
ON
OFF
Pos.
ON
OFF
Pos.
ON
OFF
Pos.
ON
OFF
Pos.
ON
OFF
Pos.
ON
OFF
Pos.
ON
OFF
Pos.
ON
OFF
COUNTRY
SETTING
OPTION † ‡
8
99999999
8
9 999999
8 88
9
9999
88
999999
99999999
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$XVWUDOLD ‡
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%UD]LO †
&DQDGD †
'HQPDUN ‡
'HQPDUN ‡
99999999
)LQODQG ‡
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9
88
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99999
OFF
10S
10S
1 /10S
2 /15S
20¢
$A 1
$A 2
1 /$A 1
1 /$A 1
3 /$A 2
*HUPDQ\ *HUPDQ\ †
1 ‘coin’ 4 ‘coins’ 1 ‘coin’
25¢
25¢
1 /‘2 coins’
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
20 DKr
20 Fr
1 DM
2 DM
*HUPDQ\ 99999999
*UHHFH ‡
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
1 /100 Won
99999999
8
999 9999
8
8
99 9999
,WDO\ †
,WDO\ 99999999
8
99 99999
-DSDQ .RUHD ‡
1HWKHUODQGV 1HWKHUODQGV †
1HZ =HDODQG ‡
99999999
8 8
9 9 9999
1HZ =HDODQG ‡
1RUZD\ †
1RUZD\ 99999999
88 8
9 9999
88
99
9999
8 8
9 99999
6SDLQ ‡
6ZHGHQ †
6ZHGHQ 6ZLW]HUODQG †
6ZLW]HUODQG 9
888
9999
SEE NOTES IN PRICING SCHEME
Notes:
500 Lit
-DSDQ †
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
$NZ 1
10 NKr
5 NKr
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
6 /5 SwF
3 /2 SwF
3 /£1
4 /£1
1 /50p
1 /30p
1 /£1
3 /£2
7 /£2
8 /£2
2 /£1
2 /60p
3 /£2
8. †
8. 8. 8. 8. 8. 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).
*HUPDQ\ Dip Switch Setting for New 50p / £2:
Pos.
ON
5S
)UDQFH 888
Pricing Scheme Explained
Number of "Plays" for Price Amount Shown
Please Note: for all USA Settings, see previous page (bottom).
9999999
Coin Mechanisms
COINS THRU ... SLOT:
LEFT CENTER RIGHT
4TH
10p
50p
£1
20p
9 /20 Fr
6 /5 Fls.
4 /20 NKr
3 /20 SKr
9 /5 SwF
The Pricing Scheme using the New UK
Dip Sw. Setting (with 2, 3 & 4 = ON), is
the same (UK1 - UK6). Use only with
the New Style Coin Mech. The New 50p
& £2 Coins can be
accomodated in 5th
& 6th Coin Slots.
5 /£2
3 /90p
4 /£1
This is "software controlled" by noting
the presence/non-presense of pulses via
Normal Coin Slots 1-4 (Left, Center, Right & 4th). If an old
style Coin Mech is used, see new adjustment to accomodate.
† Indicates Factory Default for that setting.
‡ Indicates a USA Dip Switch Setting (all positions in the "OFF" position).
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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
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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 9%. 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 - 9,999,000,0000 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 - 9,999,000,0000 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 - 9,999,000,0000 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 - 9,999,000,0000 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.
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Adj. 28
FREE PLAY
Adj. 29
CUSTOM MESSAGE
Adj. 30
Adj. 31
Adj. 32
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Adj. 33
Adj. 34
Adj. 35
Adj. 36
Adj. 37
Adj. 38
Adj. 39
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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
FLASH LAMP POWER
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
COIL PULSE POWER
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
KNOCKER VOLUME
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
GAME RESTART
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.
EXTRA BALL
Set between 0% - 50%. This adjustment allows the operator to adjust
PERCENTAGE
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
BILL VALIDATOR
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
TOURNAMENT MODE
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
BKGRND (BACKGROUND)
Service Buttons (See Sec. 3, Chp. 1, ...Intro) this adjustment can be
MUSIC VOLUME
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
FREEZE TIME (BALL SAVE) 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.
UK COIN MECH. TYPE
UK Only Dip Switch Set @ Option 2
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.
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Adj. 40
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. 41 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. 42 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.
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Adj. 43
1ST MB W/HARD LOCKS
Adj. 44
1ST MB W/HARD RELEASE
Adj. 45
SLOT DIFFICULTY
Adj. 46
POKER DIFFICULTY
Adj. 47
HI-LO DIFFICULTY
Adj. 48
ROULETTE DIFFICULTY
Adj. 49
CRAPS DIFFICULTY
Adj. 50
BLACKJACK DIFFICULTY
Adj. 51
FAST BONUS
COUNTDOWN
Adj. 52
1ST RAMP EXTRA BALL AT
Adj. 53
RAMP EXTRA BALL
EVERY...
Adj. 54
MAX RAMP EXTRA BALL
AT
Adj. 55
# CASINO GAMES FOR EB
Adj. 56
1ST ATM BON. EXTRA
BALL
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Set to 01 through 10. Default is 01. Determines the difficulty of
qualifying Multiball. 01 is hardest. 10 is easiest.
Set to 01 through 10. Default is 02. Determines the difficulty of
qualifying Multiball. 01 is hardest. 10 is easiest.
Set to EXEASY, EASY, MODERATE, HARD or EXHARD. Default is
MODERATE. Determines how this Feature is started and played.
Set to EXEASY, EASY, MODERATE, HARD or EXHARD. Default is
MODERATE. Determines how this Feature is started and played.
Set to EXEASY, EASY, MODERATE, HARD or EXHARD. Default is
MODERATE. Determines how this Feature is started and played.
Set to EXEASY, EASY, MODERATE, HARD or EXHARD. Default is
MODERATE. Determines how this Feature is started and played.
Set to EXEASY, EASY, MODERATE, HARD or EXHARD. Default is
MODERATE. Determines how this Feature is started and played.
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 NO. When set to NO, this feature is not
available. When set to YES, this feature is available.
Set to 05 through 20. Default is 10. Determines how many ramp
shots are needed to qualify for the Extra Ball Feature.
Set to 40 through 75. Default is 50. After the Extra Ball Feature is
qualified (based on the number adjusted in Adj. 52) for the first time,
the subsequent number of ramps shots needed to qualify is the
amount set in this adjustment.
Set to OFF (00) or 01 through 11. Default is 05. Based on Adj. 52 &
53, the Extra Ball Feature will be turned off after the amount set in this
adjustment is acheived.
Set to OFF (00) or 01 through 06. Default is 02. Determines how
many Casino Games need to be won to qualify for the Extra Ball
Feature.
Set to 05 through 20. Default is 10. Determines how many ATM
Bonuses awarded are needed to qualify for the Extra Ball Feature.
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From the ADJUSTMENTS MENU, select the "HRC" 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.
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Adj. 57
ATM BONUS EB EVERY...
Adj. 58
MAX ATM BON. EXTRA
BALL
Adj. 59
EB MEMORY FROM RAMP
Adj. 60
EB MEMORY FROM
GAMES
Adj. 61
EB MEM. FROM
ROLL-N-WIN
Adj. 62
EM MEM. FROM ATM
BONUS
Adj. 63
EB MEM. FROM
MULTIBALL
Adj. 64
SPECIAL MEM. FROM RNW
Adj. 65
SPECIAL MEM. FROM BTB
Adj. 66
ADULT SPEECH ENABLED
Adj. 67
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Set to 40 through 99. Default is 50. After the Extra Ball Feature is
qualified (based on the number adjusted in Adj. 56) for the first time,
the subsequent number of ATM Bonuses awarded needed to qualify is
the amount set in this adjustment.
Set to OFF (00) or 01 through 11. Default is 04. Based on Adj. 56 &
57, the Extra Ball Feature will be turned off after the amount set 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 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 ON or OFF. Default is OFF. When set to OFF, this feature will
go out at the end of each ball. When set to ON, this feature bonus will
be retained in memory from ball-to-ball for the same player.
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 ON or OFF. Default is OFF. When set to OFF, this feature will
go out at the end of each ball. When set to ON, this feature bonus will
be retained in memory from ball-to-ball for the same player.
Set to ON or OFF. Default is OFF. When set to OFF, this feature will
go out at the end of each ball. When set to ON, this feature bonus will
be retained in memory from ball-to-ball for the same player.
Set to ON or OFF. Default is OFF. When set to OFF, this feature will
go out at the end of each ball. When set to ON, this feature bonus will
be retained in memory from ball-to-ball for the same player.
Set to YES or NO. Default is YES. When set to YES, the original
game program Adult Graphic Sound & Speech is used. When set to
NO, the Sound & Speech is suitable for the innocent ears of children.
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.
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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.
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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.
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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.
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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).
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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.
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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.
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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.
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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
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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
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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.
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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.
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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.)
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From the MAIN MENU, use the Red or Green Buttons to select the "RESET" Icon (GO TO RESET MENU).
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Press the Black Button to activate this ICON. This will bring up the RESET MENU.
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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.
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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). See the front of this manual (page
# ) for the complete Fuse List in the Quick Reference Fuse Chart and note the drawings.
:
*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.
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From the MAIN MENU, use the Red or Green Buttons to select the "FUSES" Icon (GO TO FUSES LIST).
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Press the Black Button to activate this ICON. This will bring up the FUSES LIST.
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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
F20 3A 250v S.B. 50v DC Magnet(s)
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 Motors / Aux. (If Used)
C a b i n e t F u s e s
LOC:
SERVICE (AC) OUTLET BOX (Cabine t 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)
H i g h R o l l e r C a s i n o P / F F u s e s
LOC:
UNDER PLAYFIELD (By As se mblies Listed)
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)
n/a 3A 250v S.B. 50v DC Ramp Diverter (GRY-YEL RED-YEL)
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‡
‡ For more
information
see Pages
50 & 136)
,2 3RZHU
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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
B21
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*** All BRIDGES rated
35A @ 100v ***
B1
+50v DC High
Current Coils
B2
+20v DC Low
Current Coils
B3
+/-12v DC
Sound /
Display / Logic
B20
+18v DC
Illumination
B21
+5v DC Logic
Voltage
F6 F21
DISPLAY
ROM 0
ROM 0
B1
F28 F20
1R)XVHV
Inside Coin Door
Playfield Power
Interlock Switch
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.)
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
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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
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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.
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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
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Customize the game to vary difficulty of play or to change
functions of the game.
Reset audits and adjustments to Factory Settings.
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.
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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.
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Use this table for a quick simple solution(s) guide. For more technical assistance view Section 5.
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• 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
connections or broken wires.
nonfunctional.
• 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.
The display blanks out.
• Check F1 (3/4A Fuse) on the Display Pwr. Supply Bd.
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
The Start and Flipper Buttons do not select or
they are a part of the Switch Test. Use the Red "LEFT"
activate Icons in the SWITCH TEST MENU.
or Green "RIGHT" & Black "ENTER" Buttons in this
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 SWITCH (See
figure on front inside cover) is pulled out.
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
up, or the Help Display appears to be non-functional.
Menu, and re-enter. If the problem persists, call
Technical Support for additional help.
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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.
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Miscellaneous
Clamps in the
Backbox:
/
040-5000-(XX)
(Fill in the last
2-digits for the
Part Number):
5
6LGH
9LHZµ
1/4" (Double)
Qty. 3 (-23)
Qty. 2
The Backglass
is Shown for
clarity.
!
!
$
Qty. 2
!
$
$
!
!
$
$
Associated
Parts (AP-)
Numbers listed
in Table on
the next page.
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The Backglass is Not Shown in
this Front View for clarity.
1" (Single)
Qty. 6 (-09)
!
!
7DNH1RWH
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3/4" (Single)
Qty. 3 (-08)
Above clamps are
secured by:
#8 X 1/2" SHWH
AB (Zinc) (Qty. 13)
(234-5101-00)
%
!
1/2" (Single)
Qty. 1 (-06)
&
* An asterisk ( * ) indicates item(s) are not noted in the pictorials.
&
Right Side
Pivot Hinge
† When ordering Item 3, CPU/Sound Bd., please specify the
Game Name to receive the board with the correct ROMs.
1º
1
%$&.%2; 3$57 1$0(
Backbox (High Roller Casino)
1
63, 3$57 1º
525-5558-65
1
535-5809-04
47<
Item 1 comes with White T-Molding installed.
6HF3DUWV,G
2
PCB Metal Mounting Plate
Item 2 is secured to Item 1 by: #8 X 1/2" SHWH AB (Zinc) (Qty. 8) (234-5101-00),
#10 Washer 7/32" ID X .5" OD X 1/16" (Qty. 4) (242-5003-00) and #8 Lock Washer (Qty. 2)
(246-5001-00)
3 † CPU/Sound Board (Mono) FCC-FEB98
4 Display Power Supply Board
5 I/O Power Driver Board
1
1
1
Solenoid Expander Board (UK Only)
0
520-5192-00
Item 6 is required for UK Games Only to support the Left & Right Outlane Ball Deflectors
& Center Up/Down Post Assemblies not supported in the Normal Coil Matrix of Q1-Q32.
Fluorescent Light Bracket Assy. Left
1 515-6545-00
ORDERING ABOVE (ITEM 7) SUB-ASSY. PART Nº WILL INCLUDE:
7A Fluorescent Light Bracket Left
1
535-7739-00
7B Lamp Holder (Self-Locking)
1
077-5214-00
7C #6-32 X 5/8" PPH MS (Sems) Zinc
1
232-5203-00
7D Starter Base (with Leads)
1
077-5213-00
7E #4-40 X 1/2" PPH MS (Sems) Zinc
2
237-5813-00
7R Fluorescent Light Bracket Assy. Right 1 515-6545-01
ORDERING ABOVE (ITEM 7) SUB-ASSY. PART Nº WILL INCLUDE:
7A Fluorescent Light Bracket Right
1
535-7739-01
7B-7C Identical to Items 7B-7C above.
See 6B-6C
7L
Items 7L & 7R are secured by: #10-24 X 1-1/4" Carriage Bolt Sq. Neck (Qty. 2/per)
(231-5012-00), #10-24 Keps Nut (Qty. 2/per) (240-5207-00) and 3/4" X 3" Reinforced
Strapping Tape (Qty. 1, Sold in 12" Lengths only) (626-5040-00)
8
9*
10
Fluorescent Tube (F20T12CW)
Ground Strap (5") (by Item 11)
Starter - Fluorescent (FS2 Light)
1
1
1
%$&.%2; 3$57 1$0(
11
Ballast SP2/K 5/8" Core 120v 50/60 Hz 13W
Ballast Mounting Plate
47<
1
63, 3$57 1º
010-5015-00
535-8657-00
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 for 2000
Camlock (Cam 440X) & Key
1
1
535-8128-01
355-5018-02
520-5136-16 Items 12-13 are secured by: #8 X 5/8" TP Torx T20 (Qty. 4) (237-5947-00)
1 355-5006-01
520-5138-00 14A #1 Roto Lock Male (on Cabinet)
1 355-5006-02
520-5137-01 14B #1 Roto Lock Female (R2-0002-02)
Items 3, 4 & 5 are secured to Item 2 by: #8-32 X 3/8" HWH MS (Qty. 19) (237-5903-00)
6
1º
165-5031-02
600-5006-05
165-5011-01
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"
1
545-5072-02
1
1
1
1
1
1
820-6152-00
820-6152-65
820-6143-00
820-5091-00
036-5000-04
036-5001-68
Item 15 is secured by: Staple 5/16" (Qty. 24) (631-5000-00)
16
17
18*
19*
20*
21*
Fuse Description Decal (Generic)
Fuse Description Decal Game Nº 65
Fuse Label (UL)
Backbox Date Label
Ribbon Cable, 20-Pin (4")
Ribbon Cable, 26-Pin (68")
Item 20 (20-Pin) connects the CPU/Sound Board to the I/O Power Driver Board.
Item 21 (26-Pin) connects the CPU/Sound Board to the Display Controller Board.
22
Value Wheel Plastic (Buty.) Lamp Bd.
w/Divider Foam (545-5963-00) Self-Adhesive
1
515-7124-00-65
Please Note: For #44 / #555 Sockets & Bulbs located in the backbox, see Page 62
(Items A & 8) and Page 64 (Items D & 7).
23
Value Wheel Support Bracket
2
535-8754-00
Items 22 & 23 are secured by: #8 X 1/2" SHWH AB (Zinc) (Qty. 1 per hole) (234-5101-00)
24
"CAUTION - VERY HOT" Decal
1
820-6266-00
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Qty. 2
Qty. 2
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* An asterisk ( * )
indicates item(s)
are not noted in
the pictorials.
(Broken View)
!
!
%
1. Ordering the complete
Speaker Panel Assembly,
515-6888-03 (Items 1-15)
will include all hardware.
&
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
1
2
63($.(5 3$1(/ 3$57 1$0(
Speaker Panel (Black Wood)
Dot Matrix Disp. Bd. Mounting Bracket
47<
1
2
63, 3$57 1º
525-5515-00
535-8368-01
Item 2 is secured to Item 1 by: #8 X 3/4" HWH AB (Zinc) (Qty. 4/per) (234-5103-00)
3
Dot Matrix Display Board 128 X 32
1
520-5052-00
Item 3 is secured to Item 2 by (at corners): 3/16" X 3/8" Spacer Gray (Qty. 4)
(254-5000-18) and #6-32 X 1/2" HWH Swage (Serr) Zinc (Qty. 4) (237-5976-03)
Item 3 is secured to Item 4 (at the top center) by: 3/4" X 1/4" Hex Spacer #6-32 Tap
(Qty. 1) (254-5008-04) and #6-32 X 1/4" PPH MS (Sems) Zinc (Qty. 1) (232-5200-00)
4
Static Shield (Steel Plate)
1
5*
6
2
1
545-5592-01
520-5055-03
Item 6 is secured to Item 4 by: 1/2" X 5/16" X .144 ID Spacer Tap (Qty. 3) (254-5014-00),
#6-32 X 3/4" PPH MS (Sems) Zinc (Qty. 3) (237-5504-00), 1/2" X 1/4" Hex Spacer #6-32 Tap.
(Qty. 1) (254-5008-03) and #6-32 X 1/4" PPH MS (Sems) Zinc (Qty. 2) (232-5200-00)
7
RF Shield
1
820-5092-00
Item 7 is secured inbetween: "Item 6" and its’ mounting hardware described.
8* Ground Strap (25") (on Items 4, 6, 12)
9* 1/2" Clamp (Single) (on Item 4)
10* Ribbon Cable, 14-Pin
4
1
1
600-5006-25
040-5000-06
036-5260-00
Item 10 (14-Pin) connects the Dot Matrix Disp. Board to the Disp. Controller Board.
11*
Foam 3/16" Thk. X 1/4" X 36"
6
626-5026-00
Above Item 11 is self-adhesive. Located between Items 3 & 17. Sold in 12" Lengths only.
12
13
Speaker (Shld.) 4" 8: MG Elec #4060SH
Speaker Grill (Black w/no Artwork)
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2
1º
14
031-5004-01
535-8081-01
63($.(5 3$1(/ 3$57 1$0(
Speaker Panel Hook Bracket
47<
2
63, 3$57 1º
535-7009-02
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)
15
Plastic Shield (Display Cover)
1
545-5884-00
Item 15 is secured to Item 2 by: #6 X 3/8" HWH AB (Zinc) (Qty. 8) (234-5000-00)
The Associated Parts AP-A thru AP-C are also noted in the Backbox
Assembly drawings on the previous page.
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)
Edge Protector (on Item 4)
Display Controller Board FCC-FEB98
ASSOC. PARTS ARE NOT INCLUDED WITH BACKBOX/SPKR. PANEL ASSY’S.
1º
$662& %$&.%2; 3$57 1$0(
47<
63, 3$57 1º
1 515-5450-00-65
AP-A Backglass Assembly (Game Nº 65)
ORDERING ABOVE (ITEM AP-A) ASSY. PART Nº WILL INCLUDE:
1
660-5038-02
AP-A1 Clear Backglass 25.906" X 19.187"
1
830-5265-00
AP-A2 H.R. Casino Film Art (Game Nº 65)
545-5018-15
1
AP-A3 Top Plastic Channel - 26"
545-5021-01
AP-A4 Bottom Plastic Lift Channel - 26-1/16" 1
2
545-5018-14
AP-A5 Plastic Edging (Left/Right) - 18-1/8"
1/2 626-5005-00
AP-A6* Tape (double-sided) (12" Length)
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)
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Black
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Qty. 2
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1. Legend Note: Items noted
with a black square
are General Parts. Items noted with a
white square
are Switches.
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525-6000-65 12* P/F Glass (Tmprd.) 21" X 43" X 3/16" 1 660-5001-00
500-5921-50 13 Hex Key Allen Wrench 5/16"
1 777-0001-00
Item 2 is secured by: Leg Bolt Back Plate (535-5703-00) and Leg Bolt 3/8" X 16 X 2-1/2"
14A #1 Roto Lock Male
1 355-5006-01
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.
1 355-5006-02
14B #1 Roto Lock Female (on Backbox)
14A is secured by: #10-24 X 1-3/4" Carr. Bolt Sq. Neck (Qty. 2) (231-5022-00),
3 Start Button Assy. (Red "Flipper" Style)
1 500-6090-02 Item
#10-24 Nylon Stop Nut (Qty. 2) (240-5206-00) and #10 Washer 7/32" X .5" X 1/16" (Qty. 2)
1
2
Game Nº 65 Screened Cabinet (Plain)
Black Leg & Leveler Assembly
47< 63, 3$57 1º
1
4
Item 3 includes the Switch. FOR SWITCH ONLY SEE: Next Page, Item 25.
4
Ball Shooter (Plunger) Assembly
1
Item 4 is secured by:
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..., Page 66.
5
Large Rd. Auto Launch Assy. ()
0
500-6121-XX
Item 5 includes the Switch. FOR SWITCH ONLY SEE: Next Page, Item 25. NOT USED
6
Flipper Button Assembly Red
2
500-5026-32
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 SEE: Next Page, Items 23A/B.
7
8
9
(242-5003-00)
500-6146-00-04 15
Support Plate (Qty. 1) (535-5027-00), #10-32 X 3/8" SHWH (Serr)
Rear Glass Channel 20-3/8" Length
Plastic Channel 42-5/8" Lg. (Lt. & Rt.)
Side Armor "with holes" (Lt. & Rt.)
1
2
2
545-5038-00
545-5017-00
535-7297-02
Item 9 is secured by: #10-24 X 1" Carriage Bolt Sq. Neck (2/per) (231-5021-00),
#10-24 Hex Nut (2/per) (240-5202-00) and #8 X 5/8" T20 Tmp. Prf. (2/per) (237-5947-00)
10 Front Molding - Black
11* Foam Rubber 3/8" X 3/16" X 20-3/8"
1
1
500-5757-01-00
626-5001-00
Corrugated Tubing Black 11⁄4"ø X 2.6’ Lg.
Above Item 15 covers the Cables Wiring Harnesses going into the Backbox from the Cab.
16
Coin Door (with Validator) USA only
2
605-5008-00
1
500-5018-172
Item 16 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.
17
18
Coin Door Switch (USA)
Coin Door Switch ( ¥ Japan)
Diagnostics Service Switches (X3)
2 180-5024-00
n/a 180-5091-00
1 180-5012-03
Item 18 is secured to Coin Door by: Diagnostics Sw. Bracket (Qty. 1) (535-6860-01)
Slam Tilt Switch (On Coin Door)
1 180-5022-00
Dual Switch Assembly
1 500-5808-00
ORDERING ABOVE (ITEM 20) ASSEMBLY PART Nº WILL INCLUDE:
20A Mounting Bracket
1
535-6958-00
20B Playfield Power Interlock Sw. (Top)
1
180-5136-00
20C Memory Protect Switch (Bottom)
1
180-5000-00
19
20
Above Item 11 is self-adhesive. It is located on Item 10. Sold in 12" Lengths only.
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1
500-5020-01
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)
1º
32
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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)
22 Lockdown Spring (connected to handle)
1 265-5008-00
2 180-5160-00
23A Flipper Switch - Self-Cleaning
23B Flipper Sw. - X2 Stack for Lwr./Upr. Flipper(s) 0 180-5164-00
24* Foam Strip (2 on 23A; 1 on 23B)
3 626-5042-00
Start Button (SWITCH ONLY)
1 180-5174-00
25 Auto Launch Button (SWITCH ONLY)
26 Grills 2-1/2" X 18" (on Back & Bottom)
2 545-5072-02
27 Cabinet Plumb Bob Tilt Switch
1
n/a
ORDER ONLY INDIVIDUAL PARTS NEEDED (NO ASSY. NUMBER):
27A Bracket for Hanger Wire
1
535-5221-00
27B Hanger Wire
1
535-5319-00
27C Contact Wire Form
1
535-7563-01
27D Plumb Bob Weight (includes Thumb-Screw) 1
535-5029-00
34 Power Input Box Sub-Assy. for 2000
1 515-5360-07
ORDERING ABOVE (ITEM 34) SUB-ASSY. PART Nº WILL INCLUDE:
1
535-5932-00
34A Power Box (Plain)
1
180-5008-01
34B Service Outlet (for USA)
1
034-5000-10
34C Line Cord 10’ ROJ 3" Max.
1
545-5122-00
34D Recessed Cup for Line Cord
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
Items 27A & 27C are secured by: #8 X 1/2" SHWH AB (Zinc) (Qty. 4) (234-5101-00)
36 Cash Box Cover (Validator)
1 535-5013-03
28A Slide & Pivot Support Bracket - Right
1 535-5989-00 37 Cash Box Lock Bracket (wire)
1 535-7562-00
28B Slide & Pivot Support Bracket - Left
1 535-5990-00 38 Large Hair-Pin Clip
1 535-7772-00
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)
39* Shaker Motor (Vibrator) Assy.
0 515-5893-01
ABOVE (ITEM 39) SUB-ASSY. PART Nº WILL INCLUDE:
29 Prop Rod
1 535-7553-00 ORDERING
1
041-5029-01
39A Shaker Motor 10.5v DC 2950 RPM CW
Item 29 is secured by: #10-24 X 1-3/4" Carriage Bolt Sq. Neck (Qty. 1) (231-5022-00),
1
535-6711-01
39B Shaker Motor Mounting Bracket
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)
1
535-6711-02
39C Shaker Motor Leg Bracket
Insulator
545-5425-00
1
30 Transformer 5.7v AC (with Ballast Winding) 1 010-5012-01 39D
535-6727-01
2
39E Shaker Motor Weight
Item 30 is secured by: 1/4"-20 X 5/8" PPH MS (Zinc) (Qty. 4) (237-5854-00) and
237-5911-00
2
39F #10-32 X 5/8" Lg. Soc. Set Screw
1/4" Split Lock Washer (Qty. 4) (244-5000-00)
#8-32 X 1/4" HWH MS (Taptite)
4
237-5964-01
31 Cabinet Light Board Assembly
1 500-6413-65 39G
1
39H* Capacitor - Tecate .1 MFD 500v
130-5000-00
ORDERING ABOVE (ITEM 31) ASSEMBLY PART Nº WILL INCLUDE: 39I
M5X.8X8MM PHMS w/Patch
4
237-6014-00
31A Cab. Light Bd. Plain (Black Wood)
1
525-5570-00
Item 39 secured by: #8-32 T-Nut (Qty. 4) (240-5101-00) and
#8 X 5/8" HWH SWAGE (Ser) Zinc (Qty. 4) (237-5975-03)
31B 3-Lug Stand-Up Long Shell Socket
10
077-5013-00
31C #44 Bulb Red (Small Bayonet Type)
2
165-5053-02
40 Shaker Motor Plastic Cover Housing
0 545-5241-00
31D #44 Bulb Amber (Small Bayonet Type)
4
165-5053-03
Item 40 secured to Item 39B by: #8-32 X 3/8" HWH MS (Taptite) (Qty. 2) (237-5967-00)
31E #44 Bulb Yellow (Small Bayonet Type)
165-5053-06
4
41 Shaker Motor P.C. Board
0 520-5065-00
31F* #6 X 3/8" PPH Zinc
1/per 232-5000-00
Item 41 secured by: 3/8" Slf. Rtn. Spacer White (Qty. 4) (254-5007-01) and
31G Decal Cabinet Light Board
1
820-6260-46
#6 X 3/4" HWH AB (Zinc) (Qty. 4) (234-5003-00)
Item 31 is secured by: #8-32 X 1-1/2" HWH MS (Ser) Zinc (Qty. 2) (237-5946-00) and
#8 Washer (Qty. 2) (242-5005-00)
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Playfield Support Slide Bracket
1
2
535-6862-02
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)
Edge Slide Bracket
2
2
/
535-5988-00
/
Item 2 is secured by: #4 X 1/2" PFH (Zinc) (Qty. 3/per) (237-5840-00)
Pivot Pin Bracket Welded Assy. 2000
3
2
500-5329-03
Diode Terminal Strip 2-Lug (810) Isolated
Diode Terminal Strip 3-Lug (813) Isolated
Diode Terminal Strip 5-Lug (824) Isolated
Diode Terminal Strip 7-Lug Isolated
4
5
6
7
2
3
2
1
1
Item 3 is secured by: #8-32 X 5/8" HWH Swage (Serr) Zinc (Qty. 1/per) (237-5975-03)
#8-32 X 1" PFH (Zinc) (Qty. 1/per) (237-6029-00) & #8-32 NS Nut (Qty. 1/per) (240-5102-00)
3A 250v Slo-Blo Fuse
Fuse Clip Holder (Socket)
3
055-5203-00
055-5204-03
055-5204-05
055-5204-07
.
.
&
200-5000-08
205-5000-01
Item 8, 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).
Item 8 is secured by: #6 X 1/2" PPH AB (Qty. 1/per) (237-5805-00)
9*
#8 Solder Lug
5
.
.
&
1º %(/2: 6:,7&+(6 3$57 1$0( 47< 63, 3$57 1º
Micro (Shooter Lane) Sw. Assembly
A
1
Micro Sw. Assy. R/O Lt. Mount Reg.
Micro Sw. Assy. R/O Rt. Mount Reg.
B
C
0
6
500-6227-01
500-6227-02
.
.
.
.
500-5498-01
Item A is secured by: #6 X 1/2" HWH AB (Zinc) Red (Qty. 2) (234-5001-02)
For Individual Items use : Micro Switch (180-5100-01), Switch Body Protect Plate
(535-6539-00), Diode (1N4004) (112-5003-00), Switch Bracket (535-6173), #2-56 X 1/2"
HWH (237-5937-02) or #2-56 Hex Nut (240-5301-00).
(
Item 9 is secured by: #6 X 3/8" HWH AB (Zinc) Red (Qty. 1/per) (234-5000-00)
$
&
&
(
055-5140-08
2
1
Items 4, 5, 6 & 7 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...
8
2
/
*
'
Items B & C are secured by: #6 X 1/2" HWH AB (Zinc) Red (Qty. 2/per) (234-5001-02)
Modular S-U Target Round (Clear)
Modular S-U Target Square (Clear)
Modular S-U Target Square (Red)
Modular S-U Target Rect. (Green)
Modular S-U Target Narrow (Red)
Modular S-U Trgt. 1" Sperical (Clear)
D
E
F
G
H
I
1
2
1
1
1
3
500-6075-01R
500-6139-01
500-6139-02
500-6228-04
500-6138-02
500-6189-01R
/
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J
K
L
M
N
O
P
Q
Micro Switch (on Turbo (Pop) Bumper)
Stack (Blade) Sw. (on each Slingshot X2)
Micro Roller Sw. (on Ball Trough & Slot Rmp.)
Micro Switch (on Drop Targets)
EOS Switch (on Flippers)
Dual OPTO TRANS Bd. (on Ball Trough)
Dual OPTO REC Board (on Ball Trough)
Long Hop OPTO TRANS Bd. (on Brkt.)
Long Hop OPTO REC Board (on Brkt.)
4-Pos. OPTO Board (inside Roulette Asm.)
Micro (Hi-Form) Sw. (on Under-Trough)
Micro Switch (on Super VUK)
Micro (Heavy Duty "Y") Switch (on VUK)
3
8
5
4
2
1
1
1
0
0
0
180-5015-03
180-5054-00
180-5119-02
180-5158-00
180-5149-00
520-5173-00
520-5174-00
520-5082-00
520-5083-01
520-5194-01
180-5057-00
180-5052-00
180-5116-01
Items J thru P are on Major Assemblies: For securing hardware of Switches J-P,
see the assemblies the switch is located on in the Blue Pages, Section 4, Chapter 2.
/
+
Items D - I are secured by: #8 X 3/4" HWH AB (Zinc) (Qty. 2/per) (234-5103-00) NOTE: For
Items D - I, Part Numbers ending with "R" are "Reverse Mount Style"; See Appendix I.
0 0
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,
,
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3
4
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An asterisk ( * ) indicates item(s) are not noted in the pictorials.
1.
2.
For Sockets & Bulbs (drawings & part numbers) see Pgs. 62-64.
For Major Assemblies, Ramps and/or Under Troughs, see the
Blue Pages, Sec. 4, Chp. 2.
Legend Note: Items noted with a black square
are General
Parts. Items noted with a white square
are Switches or OPTO
Boards, or Misc. PC Boards.
3.
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830-5100-65
505-6004-65-65
535-8385-00
Item 1 is secured to the P/F by: #8-32 X 7/8" HWH MS Zinc (Qty. 2/per) (237-5890-00)
2
Arch Retaining (Hold-Down) Brackets
2
535-8394-00
Item 2 is secured to the playfield by: #8 X 1/2" SHWH AB (Zc.) (Qty. 3/per) (234-5101-00)
3
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1 Playfield Hanger Bracket
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1
500-6005-01
4A Instruction Card (USA) Nº: 65
4B Coin Card (Double-Sided)
4C OPTIONAL Coin Card ("Blank")
1
1
0
755-5165-00
755-5087-01
755-5087-02
Note: Use Item 4B (Side 1: 1 Play 50¢ 3 Plays $1) for Adj. 7, Game Pricing, USA 8 Setting;
Use Item 4B (Side 2: 1 Play 50¢) for USA 3 Setting.
Use Item 4C OPTIONAL (Blank) for Custom Settings (not included in USA Games or
Foreign Games w/own Country Coin Card; Item 4C can be purchased, call your Distributor).
$
Arch Assembly (Metal) (Plunger Ready)
Item 3 is secured to the playfield by: #10-32 X 5/16" PH Zinc (Qty. 2) (237-6013-00).
For Arch (w/o Fork, required for games with plungers) Plain : use 535-8392-01.
For Nelson Protect Strips 8-9/16" : use 545-5212-02 (Qty. 2)
(Note: Decals are not included with the above. See Playfield - Plastic, Decals & Mylar.)
5
6
7
1-1/16" Steel Balls
Mini-Mars Light Cover (Snap-In) Red
Light Deflector (Silver Plastic)
4
4
3
260-5000-00
550-5030-02
545-5409-01
1
545-5232-01
Note: For #555 Socket & Bulb, see Page 64 (Items D & 1).
8*
9
'
10
4
515-6508-00
11
1
2
535-5269-02
535-5307-02
880-5048-00
12
Sign Bracket
1
535-8766-00
Item 12 is secured to Screen Plastic -12 by: #6 X 3/8" PPH (Zinc) (Qty. 2) (232-5000-00)
and is secured to Screen Plastic -19 by: 1/8" X 3/16" (Qty. 1) (249-5001-00).
Switch Bracket
1
535-8770-00
Item 13 is secured to the plastic by: #6 X 1/2" PTH A (Zinc) (Qty. 2) (237-5809-00)
Note: Item 13 is secured to Clear Plastic -05 and is used to position the Micro Switch
(180-5175-00) in the Roulette Ramp Ball Path.
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*
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.
Legend Note: Items noted with a black square
are General
Parts. Items noted with a white square
are Switches.
J
F
1-Way Gate Mounting Bracket
Wire Gate (for above)
“Die” Foam Rubber (stops ball traps)
Item 11 is secured to Cabinet by: #8 X 3" PFH Dry Wall (Black) (Qty. 1/per) (237-6032-00)
13
2.
Ramp Mounting Welded Bracket
Item 9 is secured on Wood Rail: #6 X 1/2" PTH A (Zinc) (Qty. 2/per) (237-5809-00)
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525-5577-00
A
Spinner & Switch Assembly
1
500-5656-00
Item A is secured by: #8 X 1/2" SHWH AB (Zinc) (Qty. 1) (234-5101-00)
For Individual Items use : Micro Switch (1-1/4") (180-5010-04), Switch Body Protect Plate
(535-6539-00), Diode (1N4004) (112-5003-00), Spinner Bracket (535-5128-00), Spinner
Sub-Assy. (515-5553-00), or #2-56 X 1/2" HWH (237-5937-02).
B
Gate & Switch Assembly
1
515-6556-02
Item B is secured by: #6 X 1/2" PTH A (Zinc) (Qty. 4) (237-5809-00)
For Individual Items use : Micro Switch (180-5087-00), Switch Body Protect Plate
(535-6539-00), Diode (1N4004) (112-5003-00), Gate Bracket (535-7756-02), Wire Form for
Gate Bracket (535-7755-02), or #2-56 X 1/2" HWH (237-5937-02).
C
D
E
F
G
%
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Micro Switch (on Gates)
Micro Switch Roller (on Wire Ramp)
Micro Switch (on Plastic Left Ramp)
Micro Switch (on Switch Brkt. Item 13 above)
1º 0,6& 3&% 3$57 1$0(
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14
Item 14 is secured by: #6 X 1-1/4" PFH A (Zinc) (Qty. 4) (234-5000-00),
#6 X 3/4" HWH AB (ZInc) (Qty. 4) (234-5003-00) and #6 Washer (Qty. 4) (242-5001-00)
H
3-Pos. OPTO Bd. REC (in Slot Machine)
3-Pos. OPTO Bd. TRANS (in Slot Mach.)
5X7 Dot Display X3 Bd. (inside Slot Mach.)
3
3
1
1
180-5087-00
180-5119-02
180-5093-00
180-5175-00
47< 63, 3$57 1º
1
1
520-5196-00
520-5195-00
520-5197-00
6HF3DUWV,G
Plug-Cap (3/16") Black Plastic
Note: Use Item 8 (in the Spare Parts Bag) if the Center Post (@ Drain) is not desired.
,'
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* 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)
+
+
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Items 1-9 have the
"size" molded onto
the Rubber Ring.
⁄
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1º $%29( 3/$<),(/' 3$57 1$0( 47< 63, 3$57 1º
Small Flipper Rubber Ring
Large Flipper Black Rubber Ring
Rubber Deflector Pad (Bumper)
Rubber Bumper (Grommet)
Bumper Post Rubber
Rubber Flange Bumper (on Left Ramp)
Post Rubber (Sleeve Short)
Post Black Rubber (Sleeve Tall)
3" I.D. BLK Rubber Ring
23⁄4" I.D. Black Rubber Ring
21⁄2" I.D. Black Rubber Ring
*
⁄ ,'
A
B
C*
D*
E
F*
G
H
1
2
3
1º
545-5207-00 4
545-5277-00 5
545-5428-00 6
545-5105-00 7
545-5009-00 8
545-5965-00 9
545-5151-00 10
545-5308-00 11
545-5348-10 12
545-5348-20 13
545-5348-09 14*
$%29( 3/$<),(/' 3$57 1$0( 47< 63, 3$57 1º
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"
0
0
0
0
2
5
1
5
4
0
2
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
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6&5((1(' 3/$67,& 3$57 1$0( 47< 63, 3$57 1º
1º
16
17
18
19
Metal Cover Plate (Small)
Metal Cover Plate (Medium)
Metal Cover Plate (Large)
Metal Cvr. Plate (Ramp Ball Protect)
0(7$/ &29(5 3$57 1$0(
47< 63, 3$57 1º
1º
&/($5 3/$67,& 3$57 1$0(
47< 63, 3$57 1º
1
1
1
1
Attention: Individual Pieces may not be available.
Pieces -01 & -04 are Not Used.
1
A* Value Wheel (In Backbox) (Black)
1
B Left Return Lane (above "-01" Item 1)
C Right Return Lane (above "-03", Item 2)
1
D Under Ramps (above "-09", Item 7)
1
E Rt. Ramp Cover (attached to Lt. Ramp)
1
Under Rt. Ramp (above "-12", Item 10)
1
F
G Sm. Cover On Roulette Ramp
1
830-5979-XX
830-5979-00
830-5979-02
830-5979-03
830-5979-05
830-5979-06
830-5979-07
830-5979-08
1º
M1*
M2*
M3*
M4*
820-5878-XX
820-5821-00
820-5815-00
820-5041-00
0</$5 3$57 1$0(
47< 63, 3$57 1º
Clear - Playfield Pieces (Casino)
Clear - Slingshot Front Protect
Clear - Square Ball Drop
Black Mylar - Cover Discs (in Cabinet)
1
2
3
2
1º *$0( '(&$/ 3$57 1$0(
D1* Game Nº 65 Screened Decal Sheet Set
%
&
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.
are Screened;
Legend Note: Items noted with a black square
...a white square
are © Clear; ...a gray square
are Metal.
F
6HFWLRQ&KDSWHU
3DUWV,GHQWLILFDWLRQ/RFDWLRQ
63, 3$57 1ž
820-6260-XX
Note: Individual pieces are not available, thus entire sheet set must be ordered.
-01: Bottom Arch Left; -02: Bottom Arch Right; -03: Bottom Arch Center; -04: Arch Shooter;
-05: Coin Door Front; -06: Install 4 Balls; -07: Portals Coin Door; -08: Flipper Right;
-09: Flipper Left; -10: Technical Support...; -11: Upr. Rt. Target; -12: Lwr. Rt. Target;
-13: Lwr. Lt. Target; -14: Slot Rt. Target; -15: Slot Lt. Target; -16: Spnr. Frnt; -17: Spnr Back;
-18: Upr. Lt. Target; -19: Pop Top; -20: Pop Top; -21: Pop Top; -22: 4-Bank #1; -23: 4-Bank #2;
-24: 4-Bank #3; -25: 4-Bank #4; -26: Diverter Top; -27: Diverter Side; -28: Diverter Side;
-29: Cover Plate; -30: Cover Plate (Over Target Bank): -31: Cover Plastic Ramp;
-32: Slot Machine (S.M.) Front; -33: S.M. Button #1; -34: S.M. Button #2; -35: S.M. Button #3;
-36: S.M. Button #4; -37: S.M. Button #5; -38: Shooter Ramp (S.R.) Flange; -39: S.R. Light;
-40: S.R. Roulette Flange; -41: Main Ramp Light; -42: Back Panel; -43: Up-Post (UK Only);
-44: Roulette Center; -45: Diverter Center Ramp; -46: Cabinet Light Strip
*
2.
535-8759-00
535-8760-00
535-8761-00
535-8758-00
J
J
D2* Ramp Decal
D3* Diode Terminal Strip Desc. Decals
820-6281-00
820-6221-65
See Sec. 5, Chapter 2, Playfield Wiring, Page 95 for more details.
D4* Game Specific Backbox Fuse Locations
820-6152-73
*(1(5,& '(&$/ 3$57 1$0( (with SPI PART Nº)
Power Box (820-6223-00),
Protective Earth (820-6224-00),
Generic Backbox Fuse Loc. (820-6152-00),
Suitable ...Use... (UL) (820-6001-01),
Canadian UL Listing Label (820-6141-01),
High Voltage Label (UL) (820-6082-01),
Shock Hazard Label (UL) (820-6263-00)
6HF3DUWV,G
(
1º
Attention: Individual Pieces may not be available.
830-5973-XX
Pieces -02, -04, -15, -16 & -17 are Not Used.
Left Return Lane
1 830-5973-01
1
Right Return Lane
2
1 830-5973-03
Lower Left Slingshot
3
1 830-5973-05
Lower Right Slingshot
1 830-5973-06
4
Left Side Playfield
5
1 830-5973-07
Top Left Corner
6
1 830-5973-08
Inner Loop Left
7
1 830-5973-09
Inner Loop Right
1 830-5973-10
8
Top Right Corner
9
1 830-5973-11
10 Right Side Playfield
1 830-5973-12
11 Right Pop Bumper
1 830-5973-13
1 830-5973-14
12 Left Pop Bumper
13* Key Chain FOB
1 830-5973-18
14 Ball Shield (above "-12", Item 10)
1 830-5973-19
Note: Item 14 is riveted (1/8" X 3/16", Qty. 1, 249-5001-00) to a Sign
Bracket (535-8766-00). To replace, drill out rivet and resecure new
piece with another same type rivet or screw & nut.
15 Wire Ramp Switch Cover
1 830-5981-00
Note: Item 15 is not included with the Plastic Sheet Set 830-5973-XX.
This item must be ordered separately.
3OD\ILHOG5DLOVJ:LUH)RUPVFDQG%DOO*XLGHVF†
&
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$
47< 63, 3$57 1º
1
1
1
1
525-5007-03
525-5007-05
525-5571-00
525-5572-00
Metal Rail (Center Drain Under Arch)
47< 63, 3$57 1º
1
535-8393-00
Item 5 is secured by: #8 X 1/2" SHWH AB (Zinc) (Qty. 4) (234-5101-00)
Metal Rail (Outer Loop)
1
535-8616-00
Item 6 is secured by: #8 X 1/2" SHWH AB (Zinc) (Qty. 11) (234-5101-00) and
#6 X 1/2" PTH A (Zinc) (Qty. 2) (237-5809-00)
Metal Rail (Inner Loop Right)
1
535-8617-00
Item 7 is secured by: #8 X 1/2" SHWH AB (Zinc) (Qty. 5) (234-5101-00)
8
Metal Rail (Inner Loop Left)
1
535-8618-00
Item 8 is secured by: #8 X 1/2" SHWH AB (Zinc) (Qty. 6) (234-5101-00)
1º 0(7$/ 5$,/ 3$57 1$0( FRQW
9
10
11
12
Metal Rail (@ Lt. Ramp Enter Lt.)
Metal Rail (@ Lt. Ramp Enter Rt.)
Metal Rail (@ Mid. Ramp Enter Lt.)
Metal Rail (@ Mid. Ramp Enter Rt.)
47< 63, 3$57 1º
1
1
1
1
535-8749-00
535-8749-01
535-8750-00
535-8751-00
Items 9-12 are secured by: #8 X 1/2" SHWH AB (Zinc) (Qty. 1/2) (234-5101-00) and
Item 12 requires additional: #6-32 X 1/2" SHWH Swage (Serr) Zinc (Qty. 1) (237-5976-03)
1º :,5( )250 3$57 1$0(
A
B
Wire Form - 1"
Wire Form - 3-1/2"
2
2
1º %$// *8,'( 5$,/ 3$57 1$0(
F
J
K
L
47< 63, 3$57 1º
Ball Guide Rail (2")
Ball Guide Rail (Left Return)
Ball Guide Rail (Right Return)
Ball Guide Rail (Outlane Fence)
535-5300-05
535-5300-03
47< 63, 3$57 1º
2
1
1
2
535-5356-01
535-7560-00
535-7560-01
535-7595-00
6HFWLRQ&KDSWHU
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1º 0(7$/ 5$,/ 3$57 1$0(
%
†
Wood Rail (38")
Wood Rail (20.25")
Wood Rail (Right Side)
Wood Rail (Middle)
Items 1-4 are secured by: #6 X 1-1/4" PFH A (Zinc) (Qty. 4/per) (237-5804-00)
7
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2
3
4
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Top
Thread
Item 1 Post can use
3/16" I.D. Rubber Ring,
545-5348-01;
or if Item 1 Post is
used in pairs, can use
3/4" — 3" Rubber Rings.
Top
Top
Top
Thread
Thread
Top
Thread
Thread
Thread
Top
Thread
Tap
Thread
Tap
No
Tap
Bottom
Bottom
Top
Items 2 & 4 Posts can use
7/16" O.D. Rubber Ring,
545-5348-17.
Top
Thread
Items 11-14 Posts can use a
Post Rubber Sleeve (Tall),
545-5308-00.
Thread
Bottom
Thread
Bottom
Bottom
Thread
Thread
Bottom
Bottom
Bottom
Bottom
Thread
Thread
Thread
Thread
Nut Note: All nuts shown with a " " are used in this game. The quantities (not specified) vary.
The remaining Items listed are not used in this game and are noted for reference only (used in prior games).
Bottom
Bottom
Thread
Thread
Bottom
Shown Below~
#6-32
Nylon Stop Nut:
240-5005-00
Shown Below~
#6-32
KEPS Nut
(with Star Washer):
240-5008-00
Shown Below~
#6-32
Hex Nut
(No Star Washer):
240-5004-00
Shown Below~
#6-32
T-Nut:
240-5002-00
Shown Below~
1⁄4" X 20
Flange Nut:
240-5300-00
Thread
Item 16 is typically used to hold Hex
Spacers onto the Playfield Top.
†
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6L]H DQGRU TXDQWLWLHV PD\ FKDQJH GXULQJ SURGXFWLRQ
Item 17 is typically used to hold the
bottom Cabinet Speaker (used with
#6-32 Nylon Stop Nut, 240-5005-00).
Bottom
Thread
Item 18 is typically used to hold Item
15 (515-5939-00) in Turbo Bumper
Assy., 515-6459-04.
Note: The "Fins" keep the screw
from turning inside the wood hole.
1º 0(7$/ 3267 1$0(
1
2
3
4
5
6
7
8
9
Stand-Off Double Groove Post 1-1/16"
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
0
9
4
0
0
28
14
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
16
17
18
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
#6-32 X 3/4" Fin Shank Screw
#6-32 X 1-1/4" Fin Shank Screw
#6-32 X 1-3/16" Spirol Fin Shank Scr.
47< 63, 3$57 1º
0
0
2
0
3
0
0
4
9
530-5127-00
530-5332-01
530-5332-00
530-5332-02
530-5332-03
530-5285-00
237-5921-02
237-5883-00
237-5957-00
6HF3DUWV,G
3OD\ILHOG0HWDO6SDFHUV$FWXDO6L]H†
Hex Spacers:
A Standard USA 9 Inch Ruler
is provided on the back cover.
Tap
⁄
%
⁄
⁄
⁄
$
7DNH1RWH
‡ Hex Spacers Not Used
in current games may
no longer be available.
⁄
Choose one size up or
⁄
⁄
down (+/-) and compensate with washers.
⁄
⁄
⁄
⁄
⁄
⁄
⁄
* Not Shown:
Item 3B is 1⁄2
Item 4B is 5⁄8"
⁄
Item 6B is 7⁄8"
Item 33 is 51⁄4"
⁄
Item 46 is 6"
⁄
⁄
⁄
⁄
⁄
6HF3DUWV,G
⁄
0(7$/ 63$&(5 1$0(
1⁄ "
4
3⁄ "
8
1⁄ "
2
X 1⁄4" Hex Spacer #6-32 Tap
X 1⁄4" Hex Spacer #6-32 Tap
X 1⁄4" Hex Spacer #6-32 Tap
Same as 3A but with Male End #6-32
5⁄ "
X 1⁄4" Hex Spacer #6-32 Tap
8
Same as 4A but with Male End #6-32
3⁄ "
X 1⁄4" Hex Spacer #6-32 Tap
4
7⁄ "
X 1⁄4" Hex Spacer #6-32 Tap
8
Same as 6A but with Male End #6-32
1"
X 1⁄4" Hex Spacer #6-32 Tap
11⁄8" X 1⁄4" Hex Spacer #6-32 Tap
Same as 8A but with Male End #6-32
11⁄4" X 1⁄4" Hex Spacer #6-32 Tap
15/16" X 1⁄4" Hex Spacer #6-32 Tap
13⁄8" X 1⁄4" Hex Spacer #6-32 Tap
11⁄2" X 1⁄4" Hex Spacer #6-32 Tap
15⁄8" X 1⁄4" Hex Spacer #6-32 Tap
13⁄4" X 1⁄4" Hex Spacer #6-32 Tap
17⁄8" X 1⁄4" Hex Spacer #6-32 Tap
2"
X 1⁄4" Hex Spacer #6-32 Tap
21⁄8" X 1⁄4" Hex Spacer #6-32 Tap
21⁄4" X 1⁄4" Hex Spacer #6-32 Tap
23⁄8" X 1⁄4" Hex Spacer #6-32 Tap
21⁄2" X 1⁄4" Hex Spacer #6-32 Tap
25⁄8" X 1⁄4" Hex Spacer #6-32 Tap
47<
0
0
3
9
1
0
13
1
1
0
2
0
0
0
0
0
0
1
0
2
3
2
2
0
0
⁄
⁄
⁄
⁄
Note the Part Nº & Material Difference
⁄
⁄
⁄
1
2
3A
3B
4A
4B*
5
6A
6B*
7
8A
8B
9
10
11 ‡
12
13 ‡
14
15 ‡
16
17
18
19
20
21
⁄
⁄
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.
⁄
⁄
⁄
$
H[DPSOHRI%V
⁄
1º
⁄
$
⁄
63, 3$57 1º
1º
0(7$/ 63$&(5 1$0(
254-5008-00 22 23⁄4" X 1⁄4" Hex Spacer #6-32 Tap
254-5008-12 23 27⁄8" X 1⁄4" Hex Spacer #6-32 Tap
X 1⁄4" Hex Spacer #6-32 Tap
254-5008-03 24 3"
254-5024-03 25 31⁄8" X 1⁄4" Hex Spacer #6-32 Tap
254-5008-02 26 31⁄4" X 1⁄4" Hex Spacer #6-32 Tap
254-5024-02 27 31⁄2" X 1⁄4" Hex Spacer #6-32 Tap
254-5008-04 28 35⁄8" X 1⁄4" Hex Spacer #6-32 Tap
254-5008-05 29 33⁄4" X 1⁄4" Hex Spacer #6-32 Tap
X 1⁄4" Hex Spacer #6-32 Tap
254-5024-05 30 4"
254-5008-06 31 41⁄4" X 1⁄4" Hex Spacer #6-32 Tap
254-5008-17 32 43⁄8" X 1⁄4" Hex Spacer #6-32 Tap
254-5024-17 33* 51⁄4" X 1⁄4" Hex Spacer #6-32 Tap
254-5008-11 34 3⁄8" X 1⁄2" Spacer (Used with Backbox)
254-5008-34 35 1⁄4" X 5/16" X .144" I.D. Spacer Tap
254-5008-33 36 1⁄2" X 5/16" X .144" I.D. Spacer Tap
254-5008-09 37 9/16" X 5/16" X .144" I.D. Spacer Tap
254-5008-13 38 3⁄4" X 5/16" X .144" I.D. Spacer Tap
254-5008-10 39 11⁄8" X 5/16" X .144" I.D. Spacer Tap
254-5008-20 40 1" X 5/16" X .144" I.D. Spacer Tap
254-5008-07 41 13⁄4" X 5/16" Hex Spacer #6-32 Tap
X 5/16" Hex Spacer #6-32 Tap
254-5008-32 42 2"
X 5/16" Hex Spacer #6-32 Tap
254-5008-18 43 4"
5
5/16" Hex Spacer #6-32 Tap
4
/
"
X
16
254-5008-28 44
254-5008-16 45 4.92" X 5/16" Hex Spacer #6-32 Tap
X 5/16" Hex Spacer #6-32 Tap
254-5008-08 46* 6"
47<
0
0
0
0
0
1
0
0
0
0
0
0
2
1
3
0
0
0
0
0
0
0
0
0
0
63, 3$57 1º
254-5008-15
254-5008-31
254-5008-14
254-5008-19
254-5008-26
254-5008-27
254-5008-25
254-5008-36
254-5008-21
254-5008-30
254-5008-29
254-5008-35
530-5099-00
254-5014-03
254-5014-00
254-5014-04
254-5014-01
254-5014-02
254-5001-00
254-5018-06
254-5018-07
254-5018-03
254-5018-00
254-5018-04
254-5018-02
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⁄
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1º
-00
-01
-02
-03
-04
-05
Black
Clear
Red
Amber
Green
Blue
-06
-07
-08
-09
-10
-11
& 2 / 2 5
1º
&RORU
Yellow
Orange
White
Purple
Fluor. Orange
Fluor. Green
-12
-13
-14
-15
-16
& + $ 5 7
‡
&RORU
Fluor. Blue
Teal Green
Gray
Luminescent
Gold
‡
‡
‡ WKUX GLPHQVLRQ LV
PHDVXUHG IURP
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** 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 5 through 8 (Board Spacers) dimensions
are measured from bottom to just under cutaway (see pictorial with Item 8 above).
⁄
⁄
⁄
⁄
7DNH1RWH
If any one of Items 10-20 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").
†
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6L]H DQGRU TXDQWLWLHV PD\ FKDQJH GXULQJ SURGXFWLRQ
⁄
⁄
⁄
1º
3/$67,& 326763$&(5 1$0(
1** Top Lane Mini-Light Hood (~)
⁄
⁄
47<
0
63, 3$57 1º
550-5061-XX
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)
2** Mini-Jewel Post Clear
3
550-5052-01
Item 2 typically secured by: #6 X 3/8" HWH AB (Zinc) (Qty. 1/per) (234-5000-00)
3** 11/16" Single Groove Post (Black)
4** Single Groove Jewel Post (Clear)
54
2
550-5059-00
550-5034-01
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) and may use Washer 9/64" X 5/16" OD X 1/32"
(Qty. 1/per) (242-5017-00) with a #6-32 Nylon Stop Nut (Qty. 1/per) (240-5005-00).
5‡
6‡
7‡
8‡
1⁄ "
4
3⁄ "
8
5⁄ "
8
3⁄ "
4
Slf. Rtn. Spacer White
Slf. Rtn. Spacer White
Slf. Rtn. Spacer White
Slf. Rtn. Spacer White
6HFWLRQ&KDSWHU
3DUWV,GHQWLILFDWLRQ/RFDWLRQ
0
0
0
0
254-5007-02
254-5007-01
254-5007-00
254-5007-03
⁄
1º
9
10
11
12
13
14
15
16
17
18
19
20
⁄
3/$67,& 326763$&(5 1$0(
47<
1⁄ " X 1⁄ " Spacer White (Narrow)
2
4
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
Items 3, 4 & 17 typically secured by:
Items 6, 7 & 8 Post Fasten Screws, see Page
59.
Items 10-20 typically secured by:
#6 PPH Screw 1/2" Longer than spacer size.
0
5
0
0
0
0
0
1
1
0
0
0
63, 3$57 1º
254-5000-03
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
&RORU
can use 3/16"
Rubber Rings,
545-5348-01
can use a Post Rubber Sleeve (Short),
545-5151-00
can use 3/16"
Rubber Rings,
545-5348-01
3 $ 5 7
1º
9DULRXV
&RORUV
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 , &
**
/LPLWHG
&RORUV
**
9DULRXV
&RORUV
can use 5/16"
Rubber Rings,
545-5348-02
**
9DULRXV
&RORUV
can use 5/16"
Rubber Rings,
545-5348-02
**
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$
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1
2
3
4
5
6
7
8
9
10
35
2
4
0
4
0
0
0
0
0
0
0
0
1
10
34
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$57 1º
1-Lug Stand-Up Long Shell Socket
3-Lug Laydown Socket (2 Lugs Bent)
0
0
077-5012-00
077-5032-00
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#44 Bulb (Clear)
#44 Bulb (Red)
#44 Bulb (Amber)
#44 Bulb (Blue)
#44 Bulb (Yellow)
#455 Twinkle Bulb
2-Lug Staple Down Socket
3-Lug Stand-Up Short Socket
2-Lug Stand-Up Short Socket
3-Lug Staple Down Socket
2-Lug Laydown Socket
3-Lug Stand-Up Long Socket
3-Lug Laydown Socket (3 Lugs Flat)
2-Lug Stand-Up Long Socket
3-Lug Stand-Up Long Shell Socket
2-Lug Stand-Up Lg. Shell Socket (GIs)
†
6HF3DUWV,G
1º 60$// %8/% 62&.(7 1$0( 47< 63, 3$57 1º
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1
2
3
4
5
6
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#89 Bulb
Laydown Standard Socket
2-Lug Stand-Up Short Socket
2-Lug Stand-Up Long Socket
Stand-Up Socket Rev. Short
2-Lug Stand-Up Small Socket
Straight Leg Socket
2
0
0
2
0
0
0
165-5000-89
077-5100-00
077-5101-00
077-5102-00
077-5103-00
077-5106-00
077-5107-00
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Item 7 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
7b Snap-On Socket Brackets, or
may also be snapped into Item
7c 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.
squeeze
Note: Item 7c Socket
Mounting Board is
used
only
when
sockets are positioned
too close together
(typically is a clear
plastic piece; if used
in this game, Item 7c
will show the quantity
and the Part Nº.).
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).
Item 7c Located in
the Backbox.
7DNH1RWH
* An asterisk ( * ) indicates item(s) are not noted in the pictorials.
1.
2.
3.
4.
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 7.
Note: Always replace with same type bulb in original application.
5.
See the start of this chapter for Fluor. Bulb & Assoc. Parts.
1º :('*( %8/% 62&.(7 1$0( 47< 63, 3$57 1º 1º :('*( %8/% 62&.(7 1$0( 47< 63, 3$57 1º
D
1
2
3
4
5
#555 Wedge Base Bulb (Clear)
#555 Wedge Base Bulb (Red)
#555 Wedge Base Bulb (Green)
#555 Wedge Base Bulb (Blue)
#555 Wedge Base Bulb (Yellow)
#555 Wedge Base Socket (Laydown)
#555 Wedge Base Socket (Offset)
#555 W.B. Socket (for Pop Bumper)
#555 W.B. Socket (Solder Type)
#555 Wedge Base Socket (Twist)
75
0
0
0
0
5
4
3
0
0
165-5002-00 6 #906 Wedge Base Socket (Twist)
165-5054-02 7 #555 IDC Snap-On Socket
165-5054-04 7a 5/16" Ht. Snap-On Socket Bracket
165-5054-05 7b * 19/32" Ht. Snap-On Socket Bracket
165-5054-06 7c * Clear Plastic (Buty.) Socket Mtg. Bd.
#906 Wedge Base Bulb (Clear)
077-5026-01
#906 Wedge Base Bulb (Red)
077-5029-00
077-5206-00 E #906 Wedge Base Bulb (Amber)
#906 Wedge Base Bulb (Blue)
077-5207-00
#906 Wedge Base Bulb (Yellow)
077-5007-00
0
67
51
0
1
4
0
0
0
0
077-5016-00
077-5216-00
545-5760-18
545-5760-19
830-5979-00
165-5004-00
165-5004-02
165-5004-03
165-5004-05
165-5004-06
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7KH%OXH3DJHV
2YHU YLHZ
6HF'UDZLQJV
Drawings are provided for the Major Assemblies in this game with individual parts of each assembly numbered.
Items noted with a white circle
are mounted above the playfield; items noted with a black circle
are mounted
below. All numbered parts describe the NAME, QUANTITY & PART Nº. ASSOCIATED PARTS (AP-) are noted
and/or viewed with the associated Major Assembly. Important: Read all "Take Note:" items.
6HFWLRQ&KDSWHU
'UDZLQJV0DMRU$VVHPEOLHV5DPSV
%DOO6KRRWHU3OXQJHU$VVHPEO\,WHPV
1º ,1',9,'8$/ 3$57 1$0(
1
2
3
4
5
Housing (Shooter Assembly)
Rod Assembly (w/Black Knob)
Comp. Spring (Green, .035" ø)
Compression Spring (Short Plunger)
Bushing, 3/8" I.D. (Oilite)
47< 63, 3$57 1º
1
1
1
1
2
535-5067-02
515-6557-00
266-5001-04
266-5010-00
280-5010-00
1º ,1',9,'8$/ 3$57 1$0(
6
7
8
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$57 1º
3
1
1
242-5014-00
270-5012-00
545-5276-00
Ball Shooter (Plunger) Assembly (500-6146-50-04) is secured to the Cabinet by:
Support Plate (Qty. 1) (535-5027-00), #10-32 X 1/2" PPH (Sems) Zinc TF (Qty. 3)
(237-6033-00), #10 Split Lock Washer (Qty. 3) (234-5003-00) and #6 X 5/8" HWH AB (Zinc)
(Qty. 2) (234-5002-00)
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$XWRSOXQJHU&RLO$VVHPEO\,WHPVZLWK
$XWRSOXQJHU$UP:HOG$VVHPEO\,WHPV
1º ,1',9,'8$/ 3$57 1$0(
47< 63, 3$57 1º
$XWRSOXQJHU &RLO $VVHPEO\ ,WHPV Autoplunger Coil Bracket Assembly
Coil Retainer Bracket
1
1
515-6527-00
535-5203-03
Item 2 is secured to Item 1 by: #8-32 X 1/4" PPH MS (Sems) Zinc (Qty. 2) (232-5300-00)
3 Coil, 22-600
1 090-5023-00T
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:
1
530-5025-01
5A Plunger 2"
5B Plunger Link
1
545-5293-00
251-5008-00
5C Roll Pin, 1/8" ø X 5/8" Lg.
1
Item 5B is secured to Item 7 by: Retaining Ring, 1/4" ø Shaft (Qty. 1) (270-5002-00)
6
Compression Return Spring
1
266-5020-00
$XWRSOXQJHU $UP :HOG $VV\ ,WHPV 7
Arm Weld Assembly
1
&
%
Autoplunger Fulcrum
Nyliner, 1/4" (Thomson #4l1-FF)
1
2
515-6526-00
535-7697-00
545-5423-00
Autoplunger Arm Weld Assembly (500-6091-00) and
Autoplunger Coil Assembly (500-6092-02) are secured under the playfield by:
#8 X 1/2" SHWH AB (Zinc) (Qty. 9) (234-5101-00)
$
Qty. 2
Item 7 is secured to Item 8 by: Retaining Ring, 1/4" ø Shaft (Qty. 1) (270-5002-00)
8
9
6HF'UDZLQJV
1
2
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'UDZLQJV0DMRU$VVHPEOLHV5DPSV
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DQG$VVRFLDWHG3DUWV6HH3DUWV7DEOHEHORZ
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
Shown Broken View
See securing
hardware under
Item 12B.
Shown Broken View
to see complete switches
!
%
$
Qty. 3
Qty. 3
See securing
hardware
under Item 11
%
Item 12A, Dual OPTO TRANS (Transmitter)
Board, 520-5173-00, is mounted on the
other side of the Trough Assembly, in line
with Item 12B, Dual OPTO REC (Receiver)
Board, 520-5174-00, using same hardware.
7DNH1RWH
* An asterisk (*) indicates item(s) are not noted in the pictorials.
For a break-down of parts on these OPTO Boards (520-5173-00 &
520-5174-00), see Section 5, Chapter 4, Trough Up-Kicker Dual
OPTO Boards Theory of Operation & Schematic, Component Layout
& Parts, Page 99.
1º ,1',9,'8$/ 3$57 1$0(
1
2
Ball Trough Outhole Mounting Bracket
Micro Switch (Roller Actuator, Lite-Force)
47< 63, 3$57 1º
1
3
515-6580-01
180-5119-02
Item 2 is secured to Item 1 by: #2-56 X 1/2" HWH (Ser) UNS #4HD TR3 BO (Qty. 1/per)
(237-5937-02)
Item 2 requires: Heat Shrink Tubing 1/8" ø PUI-24 (Qty. 1"/per) (605-5006-00)
3
4
Switch Diode, 1N4001
Coil Mounting Bracket
3
1
Coil Retaining Bracket
1
,1',9,'8$/ 3$57 1$0(
Rubber Bumper (Grommet)
Trough Ball Guide Plate
47< 63, 3$57 1º
1
1
545-5105-00
535-7801-00
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)
12A Dual OPTO TRANS Bd. Assembly
1 515-5173-00
112-5001-00 12B Dual OPTO REC Board Assembly
1 515-5174-00
535-7330-01 Items 12A & 12B are by: #6-32 X 5/8" HWH Swage (Serr) Zinc (Qty. 3/per) (237-5976-04)
Item 4 is secured to Item 1 by: #8-32 X 3/8" HWH Swage (Sr.) Zinc (Qty. 4) (237-5975-00)
5
1º
10
11
535-5203-03
Item 5 is secured to Item 4 by: #8-32 X 1/4" HWH MS (Serr) Zinc (Qty. 2) (237-5964-01)
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)
4-Ball Trough Assembly (500-6318-24) is secured below the playfield by:
#8 X 1/2" SHWH AB (Zinc) (Qty. 6) (234-5101-00)
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
1º $662&,$7(' 3$57 1$0(
47< 63, 3$57 1º
7 Coil Sleeve (Short) (Formost #10-7077)
1 545-5076-01 AP-A Ball Trough Enter / Exit Scoop
1 535-7329-01
1 515-5941-01 Item AP-A secured to the playfield by: #8 X 1/2" SHWH AB (Zinc) (Qty. 4) (234-5101-00).
8 Plunger Assembly
4 260-5000-00
9 Compression Spring
1 266-5020-00 AP-B* Steel Balls (1-1/16" ø)
6
6HFWLRQ&KDSWHU
'UDZLQJV0DMRU$VVHPEOLHV5DPSV
6HF'UDZLQJV
)OLSSHU/HIW$VVHPEO\,WHPV
DQG$VVRFLDWHG3DUW:KLWH)OLSSHU%DW6KDIW$VV\,WHP$3$
,
0
3
2
5
Item 1,
Item 4,
and
Item 12B
(just the Pawl)
7
$
1
The coils may also
differ depending on
the game.
7
$
<(//2:
-
*
/HIW
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UHSODFLQJ ZLWK HQWLUH ,WHP $ )OLSSHU 3OXQJHU/LQN $VV\ GXH WR RYHUDOO ZHDU WHDU
&KHFN DOO RWKHU FRPSRQHQWV DQG UHSODFH DV UHTXLUHG
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$-6LGH9LHZ
The differences
between the
Left & Right
Flippers are:
'
(
<(//2:
)
-
$
(+
+
%
,
,
*
&
&
+
-
*
7DNH1RWH
!
6HF'UDZLQJV
*
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(
47< 63, 3$57 1º
Flipper Base Plate Kit (Left)
1 515-6617-01
ORDERING ABOVE (ITEM 1) KIT (LEFT) PART Nº WILL INCLUDE:
1
Note: Flipper Base Plate (Left) comes threaded with all securing
hardware (Thread Forming Screws) as listed under each of
the Items which will get secured to it (Items 2, 3, 6 & 8).
2
Flipper Bat Bushing
1
545-5594-00
Item 2 is secured to Item 1 by: #6-32 X 3/8" HWH Swage (Ser.) Zc. (Qty. 3) (237-5976-02)
3
Power (End of Stroke) Switch
1
180-5149-00
Item 3 is secured to Item 1 by: #6-32 X 5/8" HWH Swage (Ser.) Zc. (Qty. 2) (237-5976-04)
4
5
6
Switch Plate/Spring Return Lt. Brkt.
Flipper Return Spring
Coil Stop Bracket Sub-Assembly
1
1
1
535-7354-01
265-5035-00
515-6308-01
Item 6 is secured to Item 1 by: #10-32 X 3/8" SHWH Swage (Serr) Zinc (Qty. 2)
(237-5985-00) and #10 Split Lock Washer (Qty. 2) (244-5003-00)
7
8
Spring Washer
Coil Support Bracket
1
1
269-5002-00
535-7356-00
%
1º
12
,1',9,'8$/ 3$57 1$0(
$
47< 63, 3$57 1º
Plunger, Link & Pawl (Left) Sub-Assy.
1 515-6518-01
ORDERING ABOVE (ITEM 12) SUB-ASSY. PART Nº WILL INCLUDE:
12A Flipper Plunger/Link Sub-Assy.
1
515-6304-01
includes :
Plunger "Flipper" Link
1
545-5611-00
includes :
Spirol Pin ø 5/32" X 3/4" Lg.
1
251-5015-02
includes :
Flipper Plunger with "Flat"
1
530-5349-01
®12B Pawl (Mntg. Link) (Left) Sub-Assy.
1
515-6305-01
includes :
Pawl (Mounting Link) (Left) Plain
1
535-7271-01
includes :
Switch Actuator
1
545-5612-00
includes :
Rivet, 1/8" ø X 1/4" Lg.
1
249-5003-00
12C Return Bracket
1
535-7353-00
12D Flipper Link Bushing (Metal, Ext.)
1
530-5139-01
(.385" Lg. X .192" ID X .312" OD)
12E #10-32 X 1-1/4" Lg. Socket Head
1
237-5950-01
12F #10-32 X 7/8" Lg. Socket Head
1
237-5966-00
12G #10-32 Nylon Stop Nut
2
240-5203-00
12H #10 Split Lock Washer
2
244-5003-00
12I
242-5039-01
Washer .203" ID X .63" OD X .105" Thk w/cut 1
Washer .203" ID X .63" OD X .062" Thk
12J
2
242-5038-00
Flipper (Left) Assembly (500-5944-14) is secured below the playfield by:
#10 X 1/2" HWH MS (Serr) Zinc ST (Qty. 8) (237-5949-00)
Item 8 is secured to Item 1 by: #8-32 X 3/8" HWH Swage (Ser.) Zc. (Qty. 2) (237-5975-00)
9 Coil, 22-900 (YEL) (Left)
1 090-5020-20T
ASSOCIATED PARTS ARE NOT INCLUDED WITH THE ABOVE ASSEMBLY.
ORDERING ABOVE (ITEM 9) COIL PART Nº WILL INCLUDE:
1
º $662&,$7(' 3$57 1$0(
47< 63, 3$57 1º
— Diode, 1N4004 (positioned at top)
1
112-5003-00
White Flipper Bat & Shaft (Plain)
1 515-5133-08-06
10 Coil Sleeve
1 545-5388-00 AP-A (Non-Knurled End) Assembly
Large Flipper BLACK Rubber Ring
1 545-5428-00
11 Deflector Pad (Bumper)
1 545-5277-00
6HFWLRQ&KDSWHU
'UDZLQJV0DMRU$VVHPEOLHV5DPSV
)OLSSHU5LJKW$VVHPEO\,WHPV
<(/*51
-
5LJKW
(
*
The coils may also
differ depending on
the game.
$
<(/*51
Item 1,
Item 4,
and
Item 12B
(just the Pawl)
'
)
%
(+
&
-
$
7
,
+
5
,
2
*
&
3
-
0
,
*
7DNH1RWH
!
$
1º ,1',9,'8$/ 3$57 1$0(
%
47< 63, 3$57 1º
*
An asterisk (*) indicates item(s) are not noted in the pictorials.
®
"R" indicates item has a riveted-on part, if removing/adding
rivets is not an option, order the entire ® Sub-Assembly.
1º ,1',9,'8$/ 3$57 1$0(
47< 63, 3$57 1º
Flipper Base Plate Kit (Right)
1 515-6518-00
1 515-6617-00 12 Plunger, Link & Pawl (Rt.) Sub-Assy.
ORDERING ABOVE (ITEM 1) KIT (RIGHT) PART Nº WILL INCLUDE: ORDERING ABOVE (ITEM 12) SUB-ASSY. PART Nº WILL INCLUDE:
1
12A Flipper Plunger/Link Sub-Assy.
515-6304-01
includes :
Plunger "Flipper" Link
1
545-5611-00
Note: Flipper Base Plate (Right) comes threaded with all securing
includes :
Spirol Pin ø 5/32" X 3/4" Lg.
1
251-5015-02
hardware (Thread Forming Screws) as listed under each of
includes :
Flipper Plunger with "Flat"
1
530-5349-01
the Items which will get secured to it (Items 2, 3, 6 & 8).
®12B Pawl (Mntg. Link) (Rt.) Sub-Assy.
1
515-6305-00
Pawl (Mounting Link) (Rt.) Plain
1
535-7271-00
:
2 Flipper Bat Bushing
1 545-5594-00 includes
includes :
Switch Actuator
1
545-5612-00
Item 2 is secured to Item 1 by: #6-32 X 3/8" HWH Swage (Ser.) Zc. (Qty. 3) (237-5976-02)
includes :
Rivet, 1/8" ø X 1/4" Lg.
1
249-5003-00
1
535-7353-00
3 Power (End of Stroke) Switch
1 180-5149-00 12C Return Bracket
Flipper Link Bushing (Metal, Ext.)
1
530-5139-01
Item 3 is secured to Item 1 by: #6-32 X 5/8" HWH Swage (Ser.) Zc. (Qty. 2) (237-5976-04) 12D
(.385" Lg. X .192" ID X .312" OD)
4 Switch Plate/Spring Return Rt. Brkt.
1 535-7354-00 12E #10-32 X 1-1/4" Lg. Socket Head
1
237-5950-01
1
237-5966-00
1 265-5035-00 12F #10-32 X 7/8" Lg. Socket Head
5 Flipper Return Spring
12G #10-32 Nylon Stop Nut
2
240-5203-00
6 Coil Stop Bracket Sub-Assembly
1 515-6308-01 12H #10 Split Lock Washer
2
244-5003-00
Item 6 is secured to Item 1 by: #10-32 X 3/8" SHWH Swage (Serr) Zinc (Qty. 2)
Washer .203" ID X .63" OD X .105" Thk w/cut 1
12I
242-5039-01
(237-5985-00) and #10 Split Lock Washer (Qty. 2) (244-5003-00)
Washer .203" ID X .63" OD X .062" Thk
12J
2
242-5038-00
(Right) Assembly (500-5944-04) is secured below the playfield by:
7 Spring Washer
1 269-5002-00 Flipper
#10 X 1/2" HWH MS (Serr) Zinc ST (Qty. 8) (237-5949-00)
1 535-7356-00
8 Coil Support Bracket
1
Item 8 is secured to Item 1 by: #8-32 X 3/8" HWH Swage (Ser.) Zc. (Qty. 2) (237-5975-00)
9 Coil, 22-1080 (YEL-GRN) (Right)
1 090-5032-00T
ASSOCIATED PARTS ARE NOT INCLUDED WITH THE ABOVE ASSEMBLY.
ORDERING ABOVE (ITEM 9) COIL PART Nº WILL INCLUDE:
47< 63, 3$57 1º
1
º $662&,$7(' 3$57 1$0(
— Diode, 1N4004 (positioned at top)
1
112-5003-00
White Flipper Bat & Shaft (Plain)
1 515-5133-08-06
10 Coil Sleeve
1 545-5388-00 AP-A (Non-Knurled End) Assembly
Large Flipper BLACK Rubber Ring
11 Deflector Pad (Bumper)
1 545-5428-00
1 545-5277-00
6HFWLRQ&KDSWHU
'UDZLQJV0DMRU$VVHPEOLHV5DPSV
6HF'UDZLQJV
$
+
7
The differences
between the
Left & Right
Flippers are:
1
,WHPV
$-6LGH9LHZ
:KHQ UHSODFLQJ ,WHP Š% 3DZO 0QWJ /LQN $VV\ ZH DGYLVH
UHSODFLQJ ZLWK HQWLUH ,WHP $ )OLSSHU 3OXQJHU/LQN $VV\ GXH WR RYHUDOO ZHDU WHDU
&KHFN DOO RWKHU FRPSRQHQWV DQG UHSODFH DV UHTXLUHG
DQG$VVRFLDWHG3DUW:KLWH)OLSSHU%DW6KDIW$VV\,WHP$3$
6OLQJVKRW/ZU8SU/W5W$VVHPEOLHV4W\,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$57 1º
1
1
515-5339-01
535-5203-03
Item 2 is secured to Item 1A by: #8-32 X 3/8" PPH MS (Sems) (Qty. 2) (232-5301-00)
3 Coil, 23-800
1 090-5001-00T
ORDERING ABOVE (ITEM 3) COIL PART Nº WILL INCLUDE:
— Diode, 1N4004 (positioned at top)
1
112-5003-00
4 Coil Sleeve
1 545-5031-00
1 515-5338-00
5 Plunger & Link Assembly
ORDERING ABOVE (ITEM 5) SUB-ASSY. PART Nº WILL INCLUDE:
5A Plunger 2" Lg.
1
530-5025-01
5B Plunger Link
1
545-5293-00
5C Roll Pin 1/8" ø x 5/8" Lg.
1
251-5008-00
Item 5B is secured to Item 10A by: Retaining Ring, 1/4" ø Shaft (Qty. 1) (270-5002-00)
1º ,1',9,'8$/ 3$57 1$0(
6
7
8
Compression Spring
Slingshot Stack (Blade) Switch
Switch Body Protect Plate
47< 63, 3$57 1º
1
2
2
266-5020-00
180-5054-00
535-5045-00
Items 7 & 8 are secured to Item 1A by: #6-32 X 5/8" HWH Swage (Qty. 4) (237-5976-04)
9 Switch Diode, 1N4001
10® Riveted Arm & Tip Assembly
2
1
112-5001-00
515-5340-01
ORDERING ABOVE ® RIVETED ASSY. PART Nº WILL INCLUDE:
10A Arm
1
515-5341-01
10B Kicker Tip
1
545-5216-01
10C Rivet, 1/8" ø x 1/4" Lg.
1
249-5003-00
Item 10A is secured to Item 1A by: Retaining Ring, 1/4" ø Shaft (Qty. 1) (270-5002-00)
Slingshot Assemblies (500-5849-00) are secured below the playfield by:
#8 X 1/2" SHWH AB (Zinc) (Qty. 3/per) (234-5101-00)
6HFWLRQ&KDSWHU
'UDZLQJV0DMRU$VVHPEOLHV5DPSV
7XUER3RS%XPSHU7RS$VV\4W\,WHPV
7XUER3RS%XPSHU%RWWRP$VV\4W\,WHPV
7XUER3RS%XPSHU6ZLWFK$VV\4W\,WHPV
DQG$VVRFLDWHG3DUWV6HH7DEOH%HORZ,WHP$3$
!
$
$VVHPEOHG
9LHZ
3/$<),(/'
:22'
Individual parts can be ordered.
However, if the entire Turbo
Bumper is required, use all three
(3) Assembly Part Numbers at
the top of this page.
([SORGHG
9LHZ
7DNH1RWH
47< 63, 3$57 1º
1º ,1',9,'8$/ 3$57 1$0(
7XUER %XPSHU 7RS $VV\ ,WHPV 1
2
3
#555 Wedge Base Bulb
#555 Wedge Base Socket
Bumper Body
1
1
1
165-5002-00
077-5206-00
545-5197-00
Item 3 is secured by: #5 X 7/8" PRH AB (Zinc) (Qty. 2) (237-5826-00)
4
3/$<),(/' :22'
Bumper Skirt
Bumper Skirt Compression Spring
Bumper Base
1
1
1
545-5607-00
266-5048-00
545-5195-00
Item 14 is secured by: #6-32 X 1/4" HWH Swage (Serr.) Zinc (Qty. 2) (237-5976-01)
15
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
14 Metal Yoke Stop
1 535-7347-00
8
9
10
515-5085-00
7XUER %XPSHU %RWWRP $VV\ ,WHPV 1
Coil Bracket Welded Assembly
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)
7XUER %XPSHU 6ZLWFK $VV\ ,WHPV 16
Switch Bracket
1
535-7342-00
Item 16 is secured by: #8 X 1/2" SHWH AB (Zinc) (Qty. 2) (234-5101-00)
Side View of 14 & 15
17
18
19
Spoon Switch Actuator
Turbo Bumper Stack (Blade) Switch
Switch Body Protect Plate
1
1
1
545-5610-01
180-5015-03
535-7344-00
Items 18 & 19 are secured by: #6-32 X 3/4" HWH Swage (Serr) Zc. (Qty. 2) (237-5976-05)
20
Switch Diode, 1N4001
1
112-5001-00
The Top & Bottom Assemblies are secured together by hardware included in assemblies.
ASSOCIATED PART IS NOT INCLUDED WITH THE ABOVE ASSEMBLY.
6HFWLRQ&KDSWHU
'UDZLQJV0DMRU$VVHPEOLHV5DPSV
1º $662&,$7(' 3$57 1$0(
AP-A Turbo (Pop) Bumper Cap (Clear)
47< 63, 3$57 1º
3
550-5057-01
Item AP-A is secured to Item 4 by: #4 X 3/4" PRH (Zinc) T-25 (Qty. 2/per) (237-5873-00)
6HF'UDZLQJV
5
6
7
Ring Assembly
Item 4 is secured by: #6-32 Nylon Stop Nut (Qty. 2) (240-5005-00)
%DQN'URS7DUJHW1R7ULS&RLOV$VVHPEO\,WHPV
7KH3DUWV7DEOHIRUWKLVDVVHPEO\LVRQWKHQH[WSDJH
Qty. 4
$VVHPEOHG7RS9LHZ
Qty. 4
Qty. 4
Qty. 2
(1 on each side)
Qty. 2
(1 on each side)
7DNH1RWH
The Switch Diode, 1N4001, 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.
$VVHPEOHG)URQW9LHZ
$VVHPEOHG6LGH9LHZ
Qty. 4
7DUJHW $GMXVWPHQW $GMXVW ZLWK DOO WKH 7DUJHWV LQ WKH '2:1 3RVLWLRQ
7R SURSHUO\ DGMXVW WKH OHYHOV RI WKH 'URS 7DUJHWV ORRVHQ WKH VHFXULQJ
KDUGZDUH RI ,WHP $GMXVWPHQW 6SLQGOH 6WRS RQ ERWK VLGHV 6WDUW
RQ HLWKHU VLGH DQG VORZO\ WXUQ ,WHP FORFNZLVH WR UDLVH RU FRXQWHU
FORFNZLVH WR ORZHU WKHQ WLJKWHQ WKH VHFXULQJ KDUGZDUH 7KH IRXU 7DUJHWV VKRXOG EH DW OHYHO WR DERYH WKH SOD\ILHOG VR DV QRW WR
FUHDWH D EDOO WUDS
6HF'UDZLQJV
Qty. 4
Qty. 4
Qty. 2
(1 on each side)
Qty. 2
Qty. 2
Qty. 2
6HFWLRQ&KDSWHU
'UDZLQJV0DMRU$VVHPEOLHV5DPSV
%DQN'URS7DUJHW1R7ULS&RLOV$VVHPEO\,WHPV
1º ,1',9,'8$/ 3$57 1$0(
1
Guide Brkt. (4-Bank) with Pem Nuts
47< 63, 3$57 1º
1
515-6904-04
Item 1 is secured at the bottom and inbetween Items 17 & 21 by: See below Item 21.
2
Guide Brkt. (4-Bank) without Pem Nuts
1
535-8408-04
Item 2 is secured at the middle and inbetween Items 17 & 21 by: See below Item 21.
3
Mounting Plate Housing Side
2
535-8415-00
Item 3 is secured at the both sides over Items 17 & 21 by: See below Item 21.
4
Mounting Bracket Side (Short Feet)
2
535-8416-01
Item 4 is secured over Item 3 (on each side) by: See below Item 21.
5
Coil Housing Stop Bracket Sub-Assy.
1
Coil Housing Bracket
1
515-6905-00
535-8411-00
Item 6 is secured on Item 21: See below Item 21.
Trip Coil Mounting Bracket (4-Bank)
1
535-8410-04
Item 13 is secured at the top of Items 17 & 21 by: See below Item 21.
14
15
16
Coil (Trip) NOT USED IN THIS ASSEMBLY.
Drop Target White (Rollover)
4
Drop Target Guide Shaft
2
545-5533-01
530-5521-00
Item 16 is secured to Items 1 & 2 by: Retaining Ring, 1/4" ø (Qty. 2/per) (270-5002-00)
17
Switch Support Bracket (4-Bank)
1
535-8407-04
18
Switch Bracket
4
535-8414-00
4
180-5158-00
Item 18 is secured to Item 17 by: See below Item 21.
19
Switch (D/T)
Item 19 is secured to Item 18 by: #4-40 X 5/8" HWH MS (Ser) Zc. (Qty. 2/per) (237-5945-00)
7 Coil, 23-1100
1 090-5030-00T
ORDERING ABOVE (ITEM 7) COIL PART Nº WILL INCLUDE:
— Diode, 1N4004 (positioned at top)
1
112-5003-00
8 Coil Sleeve
1 545-5709-00
9 Plunger Lift Bracket
1 535-8413-00
Item 9 is secured under Item 12: #10-32 X 3/8" SHWH (Ser) Swage (Qty. 2) (237-5985-00)
10
47< 63, 3$57 1º
,1',9,'8$/ 3$57 1$0(
Item 17 is secured to Items 1, 2 & 13 by: See below Item 21.
Item 5 is secured over Item 7 inbetween Item 6 by: See below Item 21.
6
1º
13
Drive Coil Plunger
1
530-5522-00
20
Spring Support Bracket (4-Bank)
1
535-8420-04
Items 1-6, 13, 17, 18 & 20 are secured by: #8-32 X 3/8" HWH MS Type C (237-5903-00)
Item 3 = 8 Item 4 = 4 Item 5 = 4 Item 6 = 3 Item 13 = 6 Item 17 = 4 Item 18 = 8 Item 20 = 3
21
22
Spring (D/T Reset)
#10-32 Adj. Spindle Stop w/Rubber Tip
4
2
265-5003-00
280-5014-00
Item 22 is secured by: #10-32 Keps Nut (Qty. 1/per) (240-5208-00)
4-Bank Drop Target Assembly (500-6345-24) is secured under the playfield by:
#8-32 X 1/2" SHWH AB (Zinc) (Qty. 6) (234-5101-00)
Item 10 is secured under Item 9: #10-32 Nylon Stop Nut (Qty. 1) (240-5203-00) and
over Item 9: #10 Lock Washer (Qty. 1) (246-5002-00)
Compression Spring
Reset/Stop Bracket Assy. (4-Bank)
1
1
266-5020-00
515-6903-04
,QGLYLGXDO9LHZVRI+DUG7R6HH,WHPV
6LGH9LHZV
)URQW9LHZV
9LHZVDUHFXW
6LGH9LHZVDUH
RQWKHVDPHKRUL
]RQWDOOLQHZLWK
WKH$VVHPEOHG
6LGH9LHZRQWKH
SUHYLRXVSDJH
WRILWSDJHDUHRQ
VDPHWKHKRUL]RQWDO
OLQHZLWKWKH$VVHP
EOHG6LGH9LHZRQ
WKHSUHYLRXVSDJH
6HF'UDZLQJV
11
12
6HFWLRQ&KDSWHU
'UDZLQJV0DMRU$VVHPEOLHV5DPSV
%DOO/RFN6KRUW3OXQJHU$VVHPEO\,WHPV
/RFDWHGEHORZWKH0LQL0DJQHWXQGHUWKH5RXOHWWH:KHHO8SSHU5LJKW&RUQHURIWKH3OD\ILHOG
8VDJH1RWH7KLV%DOO/RFN6KRUW
$VVHPEO\
LVVLPLOLDUWRWKH%DOO/RFN/RQJ
$VVHPEO\
7KHRQO\GLIIHUHQFHLV,WHP
6HF'UDZLQJV
1º ,1',9,'8$/ 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$57 1º
1
1
1
1
1
545-5411-00
269-5002-00
515-6119-02
266-5020-00
545-5418-01
Ball Lock (Short Plunger) Assembly (500-5867-02-65) is secured under the playfield by:
#8-32 X 1/2" SHWH AB (Zinc) (Qty. 3) (234-5101-00)
6HFWLRQ&KDSWHU
'UDZLQJV0DMRU$VVHPEOLHV5DPSV
%DOO/RFN/RQJ3OXQJHU$VVHPEO\,WHPV
/RFDWHGXQGHUWKH:LUH5DPSRQWKH5LJKW6LGHRIWKH3OD\ILHOG
8VDJH1RWH7KLV%DOO/RFN/RQJ
$VVHPEO\
LVVLPLOLDUWRWKH%DOO/RFN6KRUW
$VVHPEO\
7KHRQO\GLIIHUHQFHLV,WHP
6HF'UDZLQJV
1º ,1',9,'8$/ 3$57 1$0(
1
2
Ball Lock Mounting Bracket Assy.
Coil Retaining Bracket
47< 63, 3$57 1º
1
2
515-7132-00
535-5203-03
Item 2 is secured by: #8-32 X 1/4" PPH MS (Sems) Zinc (Qty. 2/per) (232-5300-00)
3 Coil, 27-1500
1 090-5004-00T
ORDERING ABOVE (ITEM 3) COIL PART Nº WILL INCLUDE:
— Diode, 1N4004 (positioned at top)
1
112-5003-00
6HFWLRQ&KDSWHU
'UDZLQJV0DMRU$VVHPEOLHV5DPSV
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. (Long)
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
515-6119-03
266-5020-00
545-5418-01
Ball Lock (Short Plunger) Assembly (500-5867-03-65) is secured under the playfield by:
#8-32 X 1/2" SHWH AB (Zinc) (Qty. 3) (234-5101-00)
6KRRWHU3ODVWLF5DPS,QGLYLGXDO3DUWV2QO\,WHPV
89
'UDZLQJ3DUWV7DEOHFRQWLQXHVRQWKHQH[WSDJH
)RU KRZ
WKLV 5DPS
LV 6HFXUHG
WR WKH
3OD\ILHOG
VHH WKH
6HFXULQJ
+DUGZDUH
# WKH ERW
WRP RI WKH
QH[W SDJH
U
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.
6HF'UDZLQJV
'
9
8
'
47< 63, 3$57 1º 1º
1 515-7117-00R-65 3
ORDERING ABOVE ® RIVETED ASSY. PART Nº WILL INCLUDE:
4
1A Shooter Plastic Ramp (No Parts)
1
545-5957-00
5
1
535-8736-00
1B Ramp Flap
1º ,1',9,'8$/ 3$57 1$0(
1® Roulette Ramp Riveted Sub-Assy.
1C Rivet, 1/8" ø X 3/16" Lg.
1D* #6 - Riveting Lock Washer (for Item 1B)
2 #555 Wedge Base Socket (Offset)
2
2
249-5001-00
246-5000-00
1
Item 2 is secured by: Rivet, 1/8" ø X 3/16" Lg. (Qty. 1) (249-5001-00)
077-5029-0
,1',9,'8$/ 3$57 1$0(
#906 Wedge Base Bulb (Clear)
Mini-Mars Light Cover (Snap-In) Red
#555 Wedge Base Socket (Laydown)
47<
1
1
1
63, 3$57 1º
165-5004-00
550-5030-02
077-5026-01
Item 5 is secured by: #6 X 1/2" PTH A (Zinc) (Qty. 1) (237-5809-00)
6
7
8
#555 Wedge Base Bulb (Clear)
Light Deflector (Silver Plastic)
#6 X 1/2" PTH A (Zinc)
1
1
1
165-5002-00
545-5409-01
237-5809-00
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continued next page
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Decal -38 (from Decal Sheet Set)
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47< 63, 3$57 1º
1
820-6260-XX
1
Decals & Plastic Pieces are a part of a Complete Set (Part Number ending in -XX).
Individuals pieces are typically not available and the whole set must be ordered. See Sec. 4,
Chp. 1, Parts Identification & Location, Page 57 for more details.
11
Sm. Plastic -08 (from Clear Plas. Sheet Set)
1
89
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Shooter Plastic Ramp is secured above the playfield by:
A
5/8" X 1/4" Hex Spacer #6-32 Tap (Qty. 1) (254-5008-02)
B
#6-32 X 3/8" PPH MS (Sems) Zinc (Qty. 4) (232-5201-00)
C
#6 Washer (Qty. 4) (242-5001-00)
D
#4 X 5/8" PFH (Black) (Qty. 2) (237-5833-00)
E
2-1/4" X 1/4" Hex Spacer #6-32 Tap (Qty. 2) (254-5008-18)
F
3-1/2" X 1/4" Hex Spacer #6-32 Tap (Qty. 1) (254-5008-27)
830-5979-XX
Item 11 is secured at the top hole by: #6 X 1/2" PTH A (Zinc) (Qty. 1) (237-5809-00)
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cont. previous page
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4
5
6
7
8
9
10
11
12
Spindle Handle Assembly
#10 Lock Washer
#10 Washer, 7/32" ID X 1/2" OD X 1/16" Thk.
Spinner Island
Spinner Plate
Spinner Platform
Nyliner Bearing (Thomson #8L2-FF)
Washer, .515" ID X .88" OD X .03" Thk
Shaft
Retaining (E-) Ring, 1/2" ø Shaft
#8-32 X 3/8" HWH MS Type C
Decal -44 (from Decal Sheet Set)
47< 63, 3$57 1º
1
1
1
1
1
1
1
1
1
1
1
1
515-7110-00
246-5002-00
242-5003-00
545-5956-00
515-7131-00
535-8763-00
545-5964-00
242-5064-00
530-5569-00
270-5021-00
237-5903-00
820-6260-XX
Decals Pieces are a part of a Complete Set (Part Number ending in -XX). Individuals pieces
are typically not available and the whole set must be ordered. See Sec. 4, Chp. 1, Parts
Identification & Location, Page 57 for more details.
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Production Note: Item 2, Spring Plate, may vary in
quantity from game to game; replace with the quantity
used in your game (e.g. If your game has 1, replace with
ONLY 1; if your game has 2, replace with 2).
Qty. 3
Manual Addendum:
Original Printing of this page in the Game Manual
780-5065-00 (1) Jan 2001, had the items misnumbered.
In the parts table change the item numbers as follows:
1 to 8; 2 to 1; 3 to 2; 4 to 3; 5 to 7; 6 to 9; 7 to 6; 8 to 5;
9 to 4; 10 is 10. The below table is shown correct.
See Securing Hardware
(not included with this assembly)
under Item 10.
7DNH1RWH
Qty. 2 of 4
Qty. 2
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For a break-down of parts on this OPTO Board (520-5194-01), see
Section 5, Chapter 4, 4-Position OPTO PC Board (Roulette Motor)
Theory of Operation & Schematic, Component Layout & Parts, Pages
130-131.
1º ,1',9,'8$/ 3$57 1$0(
47< 63, 3$57 1º
1
2
3
4
5
6
7
8
9
1
1/2
1
4
3
3
1
1
1
Base Plate
Spring Plate (see Production Note above)
Coupling / Interaupter
#8-32 X 3/8" HWH MS Type C
#6-32 X 1/2" PPH (Sems) Zinc
#6 Washer
4-Position OPTO PC Board
Motor Platform
Motor & Soldered Cable Wiring Hrns.
515-7129-00
535-8764-00
530-5570-00
237-5903-00
232-5202-00
242-5001-00
520-5194-01
515-7130-00
515-7153-00
Item 9 Motor Specs: 17RPM 20V DC CCW (Multi) (041-5078-00)
10
#6-32 X 1" HWH Slotted Serr Tri-Point
2
237-6050-00
Roulette Wheel Bottom (Motor) is secured under the playfield by:
#8 X 5/8" HWH AB (Zinc) Green (Qty. 5) (234-5102-04)
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Qty. 3
Qty. 2 of 4
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®
"R" indicates item has a riveted-on part, if removing/adding
rivets is not an option, order the entire ® Sub-Assembly.
1º ,1',9,'8$/ 3$57 1$0(
1® Main (Left) Ramp Riveted Sub-Assy.
47< 63, 3$57 1º 1º
1 515-7118-00R-65 18
ORDERING ABOVE ® RIVETED ASSY. PART Nº WILL INCLUDE:
19
1A Main Plastic Ramp (No Parts)
1
545-5954-00
20
1B Ramp Flap (Left)
1
535-8742-00
21
1C Ramp Flap (Right)
1
535-8768-00
1D
1E
1F*
1G*
6HF'UDZLQJV
2
3
4
Ramp Mounting Bracket
Spring Plate
Rivet, 1/8" ø X 3/16" Lg.
#6 - Riveting Lock Wshr. (for Items 1BCE)
#906 Wedge Base Bulb (Clear)
Mini-Mars Light Cover (Snap-In) Red
#555 Wedge Base Socket (Laydown)
1
2
10
8
1
2
535-7817-00
535-8764-00
249-5001-00
246-5000-00
165-5004-00
550-5030-02
077-5026-01
Item 4 is secured by: #6 X 1/2" PTH A (Zinc) (Qty. 1/per) (237-5809-00)
5
6
7
#555 Wedge Base Bulb (Clear)
Light Deflector (Silver Plastic)
#555 Wedge Base Socket (Offset)
2
2
1
165-5002-00
545-5409-01
077-5029-00
Item 7 is secured by: Rivet, 1/8" ø X 3/16" Lg. (Qty. 1) (249-5001-00)
8
9
Rubber Flange (Bumper)
Coil 27-1500 Bracket Assembly
1
1
545-5965-00
515-6596-00
Item 9 is secured by: #6-32 X 1/2" PPH MS (Sems) Zinc (Qty. 2) (232-5202-00) and
#6-32 Nylon Stop Nut (Qty. 2) (240-5010-00)
For Individual Items use : Coil 27-1500 (Qty. 1) (090-5004-00T), Return Spring (Qty. 1)
(Jaidninger #SPR29-18) (266-5024-00) or #8-32 X 3/8" PPH MS Zinc (Qty. 1) (232-5301-00).
10
11
Transition Flap
Micro Switch Bracket
1
1
535-8757-00
535-7319-05
Items 10 & 11 are secured by: #4-40 X 3/8" PFH (Black) (Qty. 2/per) (237-5983-00) and
#4-40 Nylon Stop Nut (Qty. 2/per) (240-5303-00)
12
13
Micro Switch
Switch Body Protect Plate
1
1
180-5093-00
535-6539-00
Items 12 & 13 are secured to Item 11 by: #2-56 X 1/2" HWH Ser (Qty. 2) (237-5937-02)
14* Diode, 1N4004
15* Clear Dot Self-Adhesive
16 Cover Plate
1
1
1
112-5003-00
280-5012-00
535-8758-00
Item 16 is secured by: #6 X 1/2" PTH A Zinc (Qty. 4) (237-5809-00)
17
Diverter Cover (Black Plastic)
1
545-5740-01
Item 17 is secured by: #6-32 X 3/8" HWH Swage (Serr) Zinc (Qty. 2) (237-5976-02)
,1',9,'8$/ 3$57 1$0(
Shaft for Middle Diverter
Diverter Gate
6-32 X 1/4" PFH MS Zinc 82 Undercut
Plastic -06 (from Clear Plastic Sheet Set)
47<
1
1
4
1
63, 3$57 1º
530-5568-00
535-8743-01
237-5871-01
830-5979-XX
Item 21 is secured by: #6 X 1/2" PTH A (Zinc) (Qty. 3) (237-5809-00)
22 Gate (Roll-Under) Assembly
1 515-6556-02
ORDERING ABOVE (ITEM 22) SUB-ASSY. PART Nº WILL INCLUDE:
22A Gate Bracket
535-7756-02
1
535-7755-02
22B Wire Form (on above item)
1
180-5087-00
1
22C Micro Switch (for Roll-Under Gate)
535-6539-00
22D* Switch Body Protect Plate
1
22E* Diode, 1N4004
112-5003-00
1
22F* #2-56 X 1/2" HWH Ser UNS #4HD TR3 BO 2
237-5937-02
23 Gate (Roll-Under) Assy. (Gold, 1-1/2") 1 515-6490-07
ORDERING ABOVE (ITEM 23) SUB-ASSY. PART Nº WILL INCLUDE:
23A Gate Bracket
1
535-8461-00
23B Wire Form (on above item)
1
535-7755-02
23C Micro Switch (for Roll-Under Gate)
1
180-5087-00
23D* Switch Body Protect Plate
1
535-6539-00
23D* Diode, 1N4004
1
112-5003-00
23E* #2-56 X 1/2" HWH Ser UNS #4HD TR3 BO 2
237-5937-02
Items 22-23 are secured by: #6 X 1/2" PTH A (Zinc) (Qty. 2/per) (237-5809-00)
24
25
26
27
28
29
Ramp Decal (Individual Decal, Not In A Set)
Decal -26 (from Decal Sheet Set)
Decal -27 (from Decal Sheet Set)
Decal -28 (from Decal Sheet Set)
Decal -29 (from Decal Sheet Set)
Decal -45 (from Decal Sheet Set)
1
1
1
1
1
1
820-6281-00
820-6260-XX
Decals & Plastic Pieces are a part of a Complete Set (Part Number ending in -XX).
Individuals pieces are typically not available and the whole set must be ordered. See Sec. 4,
Chp. 1, Parts Identification & Location, Page 57 for more details.
89
89
89
9
8
8
89
Main Plastic Ramp is secured above the playfield by:
A
#6-32 X 3/8" PPH MS (Sems) Zinc (Qty. 4) (232-5201-00)
B
#6 Washer (Qty. 4) (242-5001-00)
C
#4 X 5/8" PFH (Black) (Qty. 2) (237-5833-00)
D
1-3/4" X 1/4" Hex Spacer #6-32 Tap (Qty. 1) (254-5008-10)
E
2" X 1/4" Hex Spacer #6-32 Tap (Qty. 1) (254-5008-07)
F
2-1/8" X 1/4" Hex Spacer #6-32 Tap (Qty. 3) (254-5008-32)
G
2" X 3/8" Hex Spacer #6-32 Tap (Qty. 2) (254-5008-28)
Note: Items E & F are mounted on Ramp Mounting Brackets (515-6508-00) on the wood rail.
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* 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(
47< 63, 3$57 1º
1º ,1',9,'8$/ 3$57 1$0(
47< 63, 3$57 1º
Diverter Base Plate Kit (Right Style)
1 515-6617-04 9 Plunger, Spring & Pawl Sub-Assy.
1 515-7133-00-65
ORDERING ABOVE (ITEM 1) KIT (RIGHT) PART Nº WILL INCLUDE: ORDERING ABOVE (ITEM 9) SUB-ASSY. PART Nº WILL INCLUDE:
1
9A Plunger & Spring Sub-Assy.
515-7134-00-65
includes :
Plunger 2-1/4"
1
530-5025-03
Note: Diverter Base Plate (Right Style) comes threaded with all
securing hardware (Thread Forming Screws) as listed under
includes :
Spring
1
266-5064-00
each of the Items which will get secured to it (Items 2, 4 & 6). includes :
Spacer
1
254-5000-18
includes :
#6-32 X 1/2" PPH (MS) TF
1
237-5842-00
Apply Loctite 243 Blue to threads;
2 "Flipper" Bat Bushing
1 545-5594-00 Note : Tighten
to 20lbs. +/- 3 In-lbs.
Item 2 is secured to Item 1 by: #6-32 X 3/8" HWH Swage (Ser.) Zc. (Qty. 3) (237-5976-02)
® 9B Pawl (Mntg. Link) (Rt.) Sub-Assy.
1
515-6305-00
1
535-7271-00
3 Spring (Large, Heavy-Duty)
1 266-5066-01 includes : Pawl (Mounting Link) (Rt.) Plain
includes :
Switch Actuator
1
545-5612-00
Coil
Stop
Bracket
Sub-Assembly
4
1 515-6308-01 includes : Rivet, 1/8" ø X 1/4" Lg.
1
249-5003-00
#10-32
X
3/8"
SHWH
Swage
(Serr)
Zinc
(Qty.
2)
Item 4 is secured to Item 1 by:
9C Return Bracket
1
535-7353-00
(237-5985-00) and #10 Split Lock Washer (Qty. 2) (244-5003-00)
9D "Flipper" Link Bushing (Metal, Ext.)
1
530-5139-01
(.385" Lg. X .192" ID X .312" OD)
5 Spring Washer
1 269-5002-00
9E #10-32 X 1-1/4" Lg. Socket Head
1
237-5950-01
1 535-7356-00
6 Coil Support Bracket
9F #10-32 X 7/8" Lg. Socket Head
1
237-5966-00
Item 6 is secured to Item 1 by: #8-32 X 3/8" HWH Swage (Ser.) Zc. (Qty. 2) (237-5975-00)
9G #10-32 Nylon Stop Nut
2
240-5203-00
2
244-5003-00
7 Coil, 23-1100 (ORG)
1 090-5030-00T 9H #10 Split Lock Washer
9I Washer .203" ID X .63" OD X .105" Thk w/cut 1
242-5039-01
ORDERING ABOVE (ITEM 7) COIL PART Nº WILL INCLUDE:
9J Washer .203" ID X .63" OD X .062" Thk
2
242-5038-00
— Diode, 1N4004 (positioned at top)
1
112-5003-00
9K Key Plate
1
535-8769-00
8 Coil Sleeve
1 545-5388-00 Diverter Assembly (500-6441-04-65) is secured below the playfield by:
1
#10 X 1/2" HWH MS (Serr) Zinc ST (Qty. 8) (237-5949-00)
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&
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8
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89
Qty. 2
1º
1
2
3
,1',9,'8$/ 3$57 1$0(
Wire Ramp (No Parts)
Micro Switch (Roller Actuator, Lite-Force)
Switch Body Protect Plate
47<
1
3
3
63, 3$57 1º
535-8740-00
180-5119-02
535-6539-00
Items 2 & 3 are secured by: #2-56 X 1/2" HWH Ser (Qty. 2/per) (237-5973-02) and
#2-56 Hex Nut (Qty. 2/per) (240-5301-00)
4
Plastic, Wire Ramp Switch Cover
1
830-5981-00
Item 4 is secured to Items 8 & 9 by: #6-32 X 3/8" PPH MS (Sems) Zinc (Qty. 3)
(232-5201-00)
5
#555 Wedge Base Socket (Offset)
1
077-5029-00
Item 5 is secured to Item 4 by: Rivet, 1/8" ø X 3/16" Lg. (Qty. 1) (249-5001-00)
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8
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9
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#906 Wedge Base Bulb (Clear)
Mini-Mars Light Cover (Snap-In) Red
1-1/8" X 1/4" Hex Spacer #6-32 Tap
2" X 1/4" Hex Spacer #6-32 Tap
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47< 63, 3$57 1º
1 165-5004-00
550-5030-02
2 254-5008-17
1 254-5008-07
Item 9 and below A & B are for Ball Trap Prevention:
A
#10-32 X 3/8" SHWH (Ser) Swage (Qty. 1) (237-5985-00)
B
#10-32 Nylon Stop Nut (Qty. 1) (240-5203-00)
Wire Ramp is secured to the playfield by:
C
#6-32 X 1/2" PPH MS (Sems) Zinc (Qty. 3) (232-5202-00) and
D
Washer, 13/64" ID X 5/8" OD X .062" (Qty. 6) (242-5038-00)
E
1/2" X 1/4" Hex Spacer #6-32 Tap (Qty. 3) (254-5008-03)
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Qty. 2
Qty. 2
For a break-down of parts on these OPTO
Boards (520-5195-00 & 520-5196-00), see
Section 5, Chapter 4, 3-Position OPTO PC
Boards (Slot Machine) Theory of Operation
& Schematic, Component Layout & Parts,
Pages 132-133.
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An asterisk (*) indicates item(s) are not noted in the pictorials.
*
1º ,1',9,'8$/ 3$57 1$0(
47< 63, 3$57 1º
Slot Machine Main Housing
1 515-7103-00
Spring Plate Assembly
1 515-7127-00-65
ORDERING ABOVE (ITEM 2) SUB-ASSY. PART Nº WILL INCLUDE:
2A Small Deflector Bracket
1
535-8704-00
2B Deflector (Spring) Bash Plate
1
515-7128-00
2C Compression Spring
2
266-5048-00
2D* #8-32 Nylon Stop Nut
2
240-5120-00
3 Deflector Bracket
1 535-8762-00
4 Small Arm Coil 32-1800 Assembly
1 500-6435-00
1
2
Items 2, 3 & 4 are secured by: #8-32 X 3/8" HWH Swage (Sr) Zinc (Qty. 9) (237-5975-00)
For Individual Items use : Coil 32-1800 (Qty. 1) (090-5031-00T), Return Spring (Qty. 1)
(Jaidninger #SPR29-18) (266-5024-00), Sm. Armature Assembly (Qty. 1) (515-7101-00).
1º ,1',9,'8$/ 3$57 1$0(
5
6
OPTO Rec. (3-Pos.) Assy. w/cable
OPTO Trans. (3-Pos.) Assy. w/cable
47< 63, 3$57 1º
1
1
515-7121-00-65
515-7121-01-65
Items 5 & 6 are secured by: #6-32 X 5/8" Swage (Sr) Zinc (Qty. 3/per) (237-5976-04),
For Individual Items use : 3-Pos. OPTO Rec. (Qty. 1) (520-5195-00), 3-Pos. OPTO Trans.
(Qty. 1) (520-5196-00), OPTO PCB Tube Spacer (Brass) (Qty. 3/per) (530-5308-02),
OPTO PCB Rubber Grommet (Qty. 3/per) (545-5518-00) and
#6-32 X 5/8" HWH Swage (Serr) Zinc (Qty. 3/per) (237-5976-04)
For more details on these OPTO PC Boards, see Sec. 5, Chp. 4, Pages 132-133.
7
Dot Display (5X7) x3 PC Board
1
520-5197-00
Item 7 is supported by: 1/4 Spacer RLCBSPR-4-01 (Qty. 4) (254-5026-00)
For more details on this PC Board, see Sec. 5, Chp. 4, Pages 134-135.
8
Small Lever Arm
1
545-5953-00
6HFWLRQ&KDSWHU
'UDZLQJV0DMRU$VVHPEOLHV5DPSV
6ORW0DFKLQH8QLW,QGLYLGXDO3DUWV2QO\,WHPV&RQWLQXHG
'UDZLQJ3DUWV7DEOHFRQWLQXHVRQWKHSUHYLRXVSDJH
7DNH1RWH
For a break-down of parts on this PC Board (520-5197-00), see Section 5, Chapter 4,Dot Display (5X7) x3 PC Bd. (Slot Machine) Schematic, Component Layout & Parts, Pages 134-135. Also, see Solenoid
Expander UK Posts & Slot Machine Special Wiring on Pg. 137.
/W6LGH
9LHZ
6HF'UDZLQJV
)URQW
9LHZ
1º ,1',9,'8$/ 3$57 1$0(
9
10
11
Post Rubber (Sleeve Short)
Small Arm Actuator
Slot Machine Molded Plastic Cover
47< 63, 3$57 1º
2
1
1
545-5151-00
535-8703-00
880-5038-00
Item 11 is secured to Item 1 by: #6-32 X 5/8" HWH Swage (Ser.) Zc. (Qty. 5)
(237-5976-04) and#6 Washer (Qty. 5) (242-5001-00)
12
#555 Wedge Base Socket (Offset)
1
077-5029-00
Item 12 is secured to Item 11 by: Rivet, 1/8" ø X 3/16" Lg. (Qty. 1) (249-5001-00) and
#6 Riveting Lock Washer (Qty. 1) (246-5000-00)
13
14
15
#906 Wedge Base Bulb (Clear)
Mini-Mars Light Cover (Snap-In) Red
Foam Rubber (Self-Adh.) 2.5" X 3/8" X 3/16"
1
1
2
165-5004-00
550-5030-02
626-5001-00
6HFWLRQ&KDSWHU
'UDZLQJV0DMRU$VVHPEOLHV5DPSV
1º
16
17
18
19
20
21
,1',9,'8$/ 3$57 1$0(
Decal -32 (from Decal Sheet Set)
Decal -33 (from Decal Sheet Set)
Decal -34 (from Decal Sheet Set)
Decal -35 (from Decal Sheet Set)
Decal -36 (from Decal Sheet Set)
Decal -37 (from Decal Sheet Set)
47< 63, 3$57 1º
1
1
1
1
1
1
820-6260-XX
Decals & Plastic Pieces are a part of a Complete Set (Part Number ending in -XX).
Individuals pieces are typically not available and the whole set must be ordered. See Sec. 4,
Chp. 1, Parts Identification & Location, Page 57 for more details.
Slot Machine Unit is secured above the playfield by:
#8-32 Nylon Stop Nut (Qty. 4) (240-5102-00) and
#8 Washer .17" ID X 1/2" OD X .042" (Qty. 4) (242-5015-00)
8S'RZQ5DPS,QGLYLGXDO3DUWV2QO\,WHPV
$VVHPEOHGSDUWVZRUNVLQFRQMXQFWLRQZLWKDVVHPEOHGSDUWVEHORZ
U
1º ,1',9,'8$/ 3$57 1$0(
1
2
Lift Ramp Welded Bracket (No Parts)
Lift Ramp Flap (Cover)
47< 63, 3$57 1º
1
1
535-8709-00
535-8711-00
Item 2 is secured to Item 1 by: Rivet, 1/8" X 5/32" X 7/32" Semi-Tblr. (Qty. 4) (249-5022-00)
3
Lift Ramp Fulcrum Bracket
1
535-8710-00
Item 3 is secured to Item 1 by: Nyliner 1/4" ID (Thomson #4L1-FF) (Qty. 2) (545-5423-00),
Support Pin 2.08" (Qty. 1) (530-5449-03) and Ret. Ring, 1/4" ø Shaft (Qty. 2) (270-5002-00)
1º ,1',9,'8$/ 3$57 1$0(
Decal -31 (from Decal Sheet Set)
4
47< 63, 3$57 1º
1
820-6260-XX
Decals Pieces are a part of a Complete Set (Part Number ending in -XX). Individuals pieces
are typically not available and the whole set must be ordered. See Sec. 4, Chp. 1, Parts
Identification & Location, Page 57 for more details.
Up/Down Ramp is secured under the playfield by:
#8-32 X 1/2" SHWH AB (Zinc) (Qty. 4) (234-5101-00)
??????????????????????????????????????????????????
8S'RZQ/LIW5DPS0RWRU%UDFNHW,QGLYLGXDO3DUWV2QO\,WHPV
7KLVDVVHPEO\ZRUNVLQFRQMXQFWLRQZLWKWKHDVVHPEO\DERYH
Qty. 2
Qty. 2
6HF'UDZLQJV
1º ,1',9,'8$/ 3$57 1$0(
1
2
3
Lift Ramp Motor Bracket (No Parts)
Micro Switch (Roller Actuator, Lite-Force)
Switch Body Protect Plate
47< 63, 3$57 1º
1
2
2
535-8707-00
180-5119-02
535-6539-00
Items 2 & 3 are secured by: #2-56 X 1/2" HWH Ser (Qty. 2/per) (237-5973-02) and
#2-56 Hex Nut (Qty. 2/per) (240-5301-00)
4
HSI Stepper Motor Assembly
1
515-6794-00
Item 4 includes the Cable Wiring Harness & Connector.
Item 4 is secured by: #4-40 X 1/2" PPH MS (Sems) Zinc (Qty. 2) (237-5813-00) and
#4-40 Nylon Stop Nut (Qty. 2) (240-5303-00)
Motor Spec (041-5062-00) HSI Stepper Motor, Series 36000: 1.4"ø (Non-Captive Shaft) HSI
#36864-12 (Unipolar) / Travel per Step = .004 Step Angle = 15° / 12v D.C. / 4.6W
5
6
Shaft (4.25")
Lift Ramp Drive Pin
1
1
530-5503-01
530-5562-00
Item 5 is secured by: #8-32 X 3/8" Socket Head Cap Screw (Zinc) (Qty. 1) (237-5897-00)
Up/Down Motor Bracket is secured under the playfield by:
#8-32 X 1/2" SHWH AB (Zinc) (Qty. 6) (234-5101-00)
6HFWLRQ&KDSWHU
'UDZLQJV0DMRU$VVHPEOLHV5DPSV
3OD\ILHOG0LQL0DJQHW,QGLYLGXDO3DUWV2QO\,WHPV
6LGH
9LHZ
1º ,1',9,'8$/ 3$57 1$0(
1
2
Magnet, 24-780
Threaded Core Weld Assembly
47< 63, 3$57 1º
1
1
090-5061-00
515-6141-01
1º ,1',9,'8$/ 3$57 1$0(
3
4
Threaded Core Plug
3/4" - 16 Hex Nut
47< 63, 3$57 1º
1
1
530-5320-00
240-5315-00
Item 2 is secured to the Playfield by: #8 X 1/2" SHWH AB (Zinc) (Qty. 4) (234-5101-00)
2372%UDFNHW3(0,QGLYLGXDO3DUWV2QO\,WHPV
1
2
3
OPTO Mtng Bracket & PEM Assy.
OPTO Transmitter (TRANS) Board
OPTO Receiver (REC) Board
47< 63, 3DUW 1º
1 515-7026-00
1 520-5082-00
1 520-5083-01
Items 2 & 3 are secured by: #4-40 X 5/8" HWH (Serr) Zinc (Qty. 2/per) (237-5945-00)
OPTO Bracket is secured under the playfield by:
#8 X 1/2" SHWH AB (Zinc) (Qty. 2) (234-5101-00)
6LGH
9LHZ
6HFWLRQ&KDSWHU
'UDZLQJV0DMRU$VVHPEOLHV5DPSV
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 138.
6HF'UDZLQJV
1º ,QGLYLGXDO 3DUW 1DPH
????????????????8.21/<237,21$/ %DOO'HIOHFWRURYHU/W5W2XWODQHV$VV\4W\,WHPV
1º ,1',9,'8$/ 3$57 1$0(
1
2
Ball Deflector Coil Mounting Bracket
Coil Retaining Bracket
47< 63, 3$57 1º
1
1
535-6857-02
535-5203-03
7RS
9LHZ
Item 2 is secured by: #8-32 X 1/4" PPH MS (Sems) Zinc (Qty. 2) (232-5300-00)
3 Coil, 26-1200
1 090-5044-00T
ORDERING ABOVE (ITEM 3) COIL PART Nº WILL INCLUDE:
— Diode, 1N4004 (positioned at top)
1
112-5003-00
4 Coil Sleeve (Short) (Formost #10-7077)
1 545-5076-01
5 Spring Washer (17/32" ID X 3/4" X 1") 1 269-5002-00
1 515-6858-00
6 Solid Plunger Assembly
7 Compression (Relay) Spring
1 266-5022-01
8 #10-32 Adj. Spindle Stop w/Rubber Tip 1 280-5014-00
Item 8 is secured by: #10-32 Keps Nut (Qty. 1) (240-5208-00)
Ball Deflector Assembly (500-5788-02) is secured under the playfield by:
#8-32 X 1/2" SHWH AB (Zinc) (Qty. 4) (234-5101-00)
????????????????8.21/<237,21$/ 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
1 515-6844-00
7 Plunger & Shaft Assembly
ORDERING ABOVE (ITEM 7) SUB-ASSY. PART Nº WILL INCLUDE:
1
550-5029-02
7A Ball Bumper Plastic (Top) Red
251-5002-00
1
7B* Roll Pin, 3/32" ø X 1/2" Long
270-5002-00
1
7C* Retaining Ring, 1/4" ø Shaft
1
515-6841-00
7D Plunger & Shaft Sub-Assembly
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)
'
*
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.
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)
7DNH1RWH
6HF'UDZLQJV
1
2
3
'
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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%RDUGV3&%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:
+LJK &XUUHQW &RLOV *URXS &2,/6'(7$,/('&+$577$%/(
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
090-5023-00B
#3
DROP TARGET RESET
Q3
I/O Pwr. Drvr. BRN-ORG
J8-P4
YEL-VIO
J10-P4/5
50v DC
#4
NOT USED
Q4
I/O Pwr. Drvr.
BRN-YEL
J8-P5
YEL-VIO
J10-P4/5
50v DC
090-0000-00T
#5
SLOT HANDLE
Q5
I/O Pwr. Drvr. BRN-GRN
J8-P6
YEL-VIO
J10-P4/5
50v DC
090-5031-00T
#6
NOT USED
Q6
I/O Pwr. Drvr.
BRN-BLU
J8-P7
YEL-VIO
J10-P4/5
50v DC
#7
ROULETTE WHEEL MOTOR
Q7
I/O Pwr. Drvr.
BRN-VIO
J8-P8
BRN
J7-P1
20v DC
#8
FLASH: ROULETTE
Q8
I/O Pwr. Drvr. BRN-GRY
J8-P9
YEL-VIO
J10-P4/5
Bulb
50v DC #906
165-5004-00
+LJK &XUUHQW &RLOV *URXS 22-600
23-1100
090-5030-00T
32-1520
32-1800
XX-YYY
090-0000-00T
Motor
041-5078-00
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
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
Q12
I/O Pwr. Drvr.
BLU-YEL
J9-P5
Q13
I/O Pwr. Drvr. BLU-GRN
J9-P6
#14 CENTER RAMP DIVERTER
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
/RZ &XUUHQW &RLOV *URXS Drive Transistor (D.T.)
Driver
Ouput Board
#17 LEFT SLINGSHOT [BOTTOM]
Q17
#18 RIGHT SLINGSHOT [BOTTOM]
#9
LEFT BUMPER
#12 NOT USED
%$
0v DC
J9-P9
VIO-YEL
BLK
RED-YEL
GRY-YEL
RED-YEL
GRY-YEL
RED-YEL
BLU-YEL
D.T. Control
Line Color
D.T. Control
Line Connect
I/O Pwr. Drvr.
VIO-BRN
Q18
I/O Pwr. Drvr.
#19 TOP LEFT SLINGSHOT
Q19
#20 TOP RIGHT SLINGSHOT
#13 ORBIT MAGNET
Coil GA-Turn
26-1200
090-5044-00T
26-1200
26-1200
XX-YYY
090-0000-00T
24-780
J10-P3
50v DC
090-5061-00
J10-P1/2
50v DC
090-5030-00T
J10-P1/2
50v DC
J10-P1/2
50v DC
090-5032-00T
Power
Line Color
Power Line
Connnection
Power
Voltage
Coil GA-Turn
or Meter #
J7-P2
BRN
J7-P1
20v DC
090-5001-00T
VIO-RED
J7-P3
BRN
J7-P1
20v DC
I/O Pwr. Drvr.
VIO-ORG
J7-P4
BRN
J7-P1
20v DC
090-5001-00T
Q20
I/O Pwr. Drvr.
VIO-YEL
J7-P6
BRN
J7-P1
20v DC
090-5001-00T
#21 FLASH: LOCK BALL
Q21
I/O Pwr. Drvr.
VIO-GRN
J7-P7
ORG
J6-P10
#22 POPS ENTRY POST
Q22
I/O Pwr. Drvr.
VIO-BLU
J7-P8
BRN
J7-P1
Bulb
20v DC #906
165-5004-00
27-1500
20v DC
#23 BALL LOCK POST
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
Q25
I/O Pwr. Drvr.
J6-P1
20v DC
I/O Pwr. Drvr.
J16-P3
Q27
I/O Pwr. Drvr.
Step. Mtr.
20v DC 041-5062-01
20v DC Step. Mtr.
Q28
I/O Pwr. Drvr.
Q29
I/O Pwr. Drvr.
#30 FLASH: DIVERTER
Q30
I/O Pwr. Drvr.
J6-P6
BRN
GRY-RED
WHT
GRY-RED
WHT
GRY-RED
WHT
GRY-RED
WHT
ORG
J7-P1
Q26
BLK-BRN
BLK-RED
to RED
BLK-ORG
to GRN
BLK-YEL
to BLK
BLK-GRN
to BLU
BLK-BLU
J6-P10
#31 FLASH: POPS*2
Q31
I/O Pwr. Drvr.
BLK-VIO
J6-P7
ORG
J6-P10
23-1100
22-900
090-5020-20T
22-1080
23-800
23-800
090-5001-00T
23-800
23-800
090-5004-00T
27-1500
090-5004-00T
Meter 5v
091-5000-00
D iode O n T erminal S trip (if noted)
/RZ &XUUHQW &RLOV *URXS #25 LEFT RAMP DIVERTER
#26 STEPPER MOTOR (RED)
#27 STEPPER MOTOR (GREEN)
6HF6FKHPDWLFV
#28 STEPPER MOTOR (BLACK)
#29 STEPPER MOTOR (BLUE)
%$
%$
%$
%$
J6-P2
J6-P3
J6-P4
J6-P5
J16-P3
J16-P3
J16-P3
Bulb Type
27-1500
090-5004-00T
041-5062-01
Step. Mtr.
20v DC 041-5062-01
20v DC Step. Mtr.
041-5062-01
Bulb
20v DC #906
165-5004-00
20v DC #89 Bulb
165-5000-89
Bulb
Q32
I/O Pwr. Drvr. BLK-GRY
J6-P8
ORG
J6-P10 20v DC #906
#32 FLASH: SLOT MACHINE
165-5004-00
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
Coil GA-Turn
26-1200
090-5044-00T
23-1100
090-5030-00T
26-1200
090-5044-00T
6HFWLRQ
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Section 5
Chapter 1 of 4
Backbox Wiring
Backbox I/O Power Driver Board Detailed Wiring Diagram
J6 1 BLK-BRN
Partial View
Left Ramp Q25
Diverter
I/O Power Driver Board
BLK-RED
2
Stepper Motor Q26
520-5137-01
(Red)
J2 & J3 Optional use of Printer Interface,
see Sec. 5, Chp. 3, ... Coin Door Wiring ... , Pg. 98
For UK USE ONLY
3
Stepper Motor Q27
(Green)
(Skill Shots: Left & Right Up/Down Posts, and Center Up/Down Post)
For a detailed Schematic of the Solenoid Expander Bd. and the
Component Layout & Parts, see Sec. 5, Chp. 4, PCBs, Page 136
4
Stepper Motor Q28
(Black)
5
FROM
J7P1
Low Power
+20v DC I/O BD.
BRN
Stepper Motor Q29
(Blue)
26-1200
AUX 1
4 RED
23-1100
AUX 2
3 ORG
26-1200
5 WHT
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: Q30
Diverter
Flash: Q31
Pops*2
AUX 3
1 GND
CN2
Flash: Q32
Slot Machine
Diodes (1N4004) are located on Terminal Strips
below the playfield. Page 95
shows location and details.
D
D
D
# 25
D
O
T
S
# 26
BLK-ORG
# 27
BLK-YEL
# 28
BLK-GRN
# 29
BLK-BLU
# 30
BLK-VIO
# 31
BLK-GRY
# 32
J16- GRY-RED
P3
Power Out
I/O BD. +12v DC
O
T
S
O
T
S
O
T
S
RED
Stepper
Motor
(SPI 041-5062-01)
WHT
BLK
GRN
WHT
BLU
Haydon
Nº 36864-12 ??
#906
6
Bulb
X1
#89
7
Bulb
X2
#906
8
10
J7
Solenoid Expander
PC (Auxilliary) Board
J3
27-1500
FROM
D iode
On
T erminal
S trip
1
Bulb
X1
ORG 20V DC LOW POWER
BRN 20V DC LOW POWER
3
Right Q18
Slingshot
Transformer
4
+16v AC
J17P6
I/O BD.
BRIDGE 2
20V LOW
CURRENT
COILS
GND
Top Left Q19
Slingshot
6
Top Right Q20
Slingshot
Flash: Q21
Lock Ball
BRDG 2
FROM
8
Pops Q22
Entry Post
Transformer
+16v AC
9
5A
Slo-Blo
J17P7
I/O BD.
Ball Q23
Lock Post
F7
10
FROM
Optional Q24
Coin Meter
BLU-WHT
Transformer
+13v AC
J17P8
I/O BD.
BRIDGE 20
CONTROLLED
LAMPS
GND
FROM
J13P10
I/O BD.
BRDG 20
BLU-WHT
Transformer
FROM
+13v AC
BLU
8A
Slo-Blo
J17P9
I/O BD.
F22
7A
Slo-Blo
BRIDGE 1
50V HIGH
CURRENT
COILS
F6
FROM
BLK-YEL
AC Voltages IN
GND
+48v AC
Q1
Auto
Launch
Q2
Drop Target
Reset
Q3
Not
Used
Q4
Slot
Handle
Q5
Not
Used
Q6
Roulette
Wheel Motor
Q7
LAMP COLUMNS
+18v DC
J11P3
I/O BD.
Trough
Up-Kicker
3A
Slo-Blo
Flash:
Roulette
Q8
J11P2
I/O BD.
3A
Slo-Blo
FROM
J10P3
I/O BD.
AC Voltages IN
FROM
BLK-ORG
+48v AC
VIO-YEL
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
VIO-YEL
23-800
Left
Bumper
Q9
Right Q10
Bumper
Bottom Q11
Bumper
Not Q12
Used
Orbit Q13
Magnet
Ctr. Ramp Div’tr Q14
(50v RED/YEL)
Left Flipper Q15
(50v RED/YEL)
Right Flipper Q16
(50v RED/YEL)
# 18
# 19
# 20
VIO-BLU
27-1500
VIO-BLK
27-1500
(VIO-GRY)
CABINET
3
4
5
6
7
8
002001
X1
# 22
# 23
FROM
# 24
J16RED
P8
Power Out
I/O BD. +5v DC
COIN METER
26-1200
BRN-RED
22-600
BRN-ORG
23-1100
BRN-YEL
Not Used
BRN-GRN
32-1800
BRN-BLU
Bulb
# 21
VIO-GRN
Not Used
#1
#2
#3
#4
#5
Roulette Motor
(SPI 041-5078-00)
FROM
#6
BRN-VIO
#7
BRN-GRY
#8
J7BRN
P1
Voltage Outputs
I/O BD. +20v DC
#906
9
1
2
4
5
6
Bulb
X1
YEL-VIO
50V DC HIGH POWER
J9 BLU-BRN
F20
FOR
MAGNET(S)
Voltage Outputs
23-800
1
4
5
F21
VIO-ORG
J8 BRN-BLK
J10
BRDG 1
23-800
#906
7
RED-WHT
VIO-RED
# 17
26-1200
BLU-RED
26-1200
BLU-ORG
26-1200
BLU-YEL
Not Used
BLU-GRN
#9
# 10
D iode
On
T erminal
S trip
# 11
Diode (1N4004) is located on a
Terminal Strip below the playfield.
Page 95 shows location and details.
# 12
MAGNET
# 13
BLK 24-780 BLK
Terminal Strip
7
8
9
# 14
GRY-YEL
3A
Slo-Blo
22-900
# 15
GRY-YEL
3A
Slo-Blo
22-1080
# 16
BLU-YEL
3A
Slo-Blo
BLU-BLK
23-1100
ORG-GRY
ORG-VIO
via
I/O Pwr. Drv.
Bd. F20
3A Slo-Blo
FROM
J10VIO-YEL
P3
Voltage Outputs
I/O BD. +50v DC
FROM
J10RED-YEL
P1 / P2 Voltage Outputs
I/O BD. +50v DC
Fuses are located under
playfield NEAR assembly
(See Section 5, Chapter 2,
Playfield Wiring)
91
Sec. 5: Backbox ...
WHT-RED
23-800
ORG 20V DC
FROM
VIO-BRN
BRN 20V DC
2
Left Q17
Slingshot
S
For Replacement Cable Wiring Harness
from CN1 (Sol. Exp. Bd.) to J3 (I/O Bd.)
use SPI Part Number: 036-5463-29
ORG 20V DC
(SPI: 520-5192-00)
4
3
J6
FLASH
LAMPS
10
1
9 8 7 6 5 4 3 2 1
2
1
10
5
10 9 8 7 6 5 4 3 2 1
J7
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
9
J8
BLU-BRN
BLU-RED
KEY (P-3)
BLU-ORG
BLU-YEL
BLU-GRN
BLU-BLK
ORG-GRY
ORG-VIO
10 9 8 7 6 5 4 3 2 1
6
1
9
J9
HIGH CURRENT
SOLENOIDS
J10
VOLTAGE
OUTPUTS
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
10
1
J11
AC
VOLTAGES
10
12 11 10 9 8 7 6 5 4 3 2 1
7
1
3
BLK-YEL +48v AC
LAMP
ROWS (GND)
J13
LAMP
COLUMNS (18v)
3
YEL
YEL-WHT
YEL
YEL-WHT
YEL
YEL-WHT
2
BLK-ORG +48v AC
J12
J15
J14, Pins
1-6 are all
5.7v AC
6
YEL-BLK +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
10 9 8 7 6 5 4 3 2 1
2
1
TO DOT MATRIX DISPLAY
1
RIBBON CABLE
RIBBON CABLE
CN1
CN3
26
25
2
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
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
RED
DISPLAY CONTROLLER BD.
520-5055-03
CN2
3
3 2 1
2
1
GND BLK
KEY (P-2)
+5v DC RED
1
FROM CPU-SOUND
CN8
1
Located
behind
the Dot
Matrix
Display
1
2
BLK-BRN
BLK-RED
BLK-ORD
BLK-YEL
BLK-GRN
BLK-BLU
BLK-VIO
BLK-GRY
KEY (P-9)
ORG +20v DC
8
DISPLAY
POWER
SUPPLY BD.
520-5138-00
5
5
HIGH CURRENT
SOLENOIDS
I/O POWER DRIVER BOARD
520-5137-01
9
J17
7
8
1
4
5
2
3
J16
POWER
OUT
15
14
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
9 1
5
POWER FROM THE
TRANSFORMER
20
J1
RIBBON CABLE
1
2
19
7
LOW CURRENT
SOLENOIDS
J2
AUXILLIARY
OUT PORT
1
4
10
1 2 3 4 5 6 7 8 9 10
2
1
4
14
6
RED
+5v DC
BLU
+18v DC
KEY (P-5)
BLK (GND)
WHT COM.110v AC
BLK-RED 110v AC
WHT-GRN 88v AC
Sec. 5: Backbox ...
{
CN1
From
Xfrmr.
6
J14
G.I.'s FROM
TRANSFORMER
13
5
CN1
7
Printer
Audio
Audio
8
4
CN2
7
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
2
3
+16v AC
+13v AC
GROUND
GROUND
GROUND
GROUND
GROUND
GROUND
NOT USED
2
CN2
From
I/O Bd.
+16v AC
+ 8v AC
RED
+ 8v AC
GRY-WHT (GND)
GRY
+19v AC
BLU-WHT
+13v AC
GRY-GRN
+19v AC
1
3
1
J3-P9/10/11 Required
for Solenoid Expander
PC Board
DISPLAY ENABLE
ROW DATA
ROW CLOCK
COL. LATCH
PIX CLOCK
SER. DATA
NOT USED
1
RED-WHT
RED
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
{
J5
J4
J2 & J3 (N/C)
used for Optional
Printer Interface
Connection
GENERAL
ILLUMINATION (G.I.'s)
{
YEL-WHT
YEL-BLK
KEY (P-5)
RED-WHT
RED-BLK
N/C
N/C
POT
1
CN4 To
Speaker(s)
CN2 To
Display
RED +5v DC
BLK (GND)
BLK-WHT-12v
DC
N/U
KEY (P-5)
GRY-WHT+12v
DC
{
6 5 4 3 2 1
1
5
6 5 4 3 2 1
1
5
6
CN5
CN3
NOT USED
SP2 SP1
7 6 5 4 3 2 1
7
1
CN1
SOUND
POWER
CN2
CN6
RIBBON CABLE
CPU/SOUND BD. MONO
520-5136-16
CN7
SWITCH ROWS
(RETURNS)
12
5
9
2
SWITCH COLUMNS
(DRIVES)
1 2 3 4 5 6 7 8 9
CN5 To
Cabinet &
Playfield
RED
WHT-RED
BLU-WHT
CN4
SP3
1
{
GRN-GRY
GRN-VIO
GRN-BLU
GRN-BLK
GRN-YEL
GRN-ORG
GRN-RED
KEY (P-2)
GRN-BRN
ORG-WHT
ORG-GRY
ORG-VIO
ORG-BLU
ORG-GRN
ORG-YEL
KEY (P-4)
ORG-BLK
ORG-RED
ORG-BRN
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
1
4
1 2 3 4 5 6 7 8 9 10
DEDICATED INPUTS
(SWITCH TO GROUND)
10
2
1
1 2 3 4 5 6 7 8 9 10 11 12
BLK
UK ONLY{ WHT-BRN
WHT-RED
WHT-ORG
WHT-YEL
WHT-GRN
KEY (P-4)
WHT-BLU
WHT-VIO
UK ONLY{ WHT-GRY
1 2 3 4 5 6 7 8 9
}
1
RED
{
{
6
CN7 From
Cabinet &
Playfield
NOT USED
NOT USED
+18v
BLU DC
YEL-BRN
YEL-RED
YEL-ORG
YEL-BLK
YEL-GRN
YEL-BLU
YEL-VIO
KEY (P-2)
YEL-GRY
TO DISPLAY CONTROLLER
CN3
8
1 2 3 4 5 6 7 8 9 10 11 12
WHT-BRN-BLK
BLU-WHT
GRN-WHT
BRN-WHT
KEY (P-8)
GRY
VIO
BLU
GRN
YEL
ORG
BRN
J3
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.
AUXILLIARY
IN PORT
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
20v DC
D0 3 1D
1Q
R254
U206
74HCT273
Data
Latch
Transformer
D229
1N4004
Diode
2
1K W
YEL
YEL
YEL-WHT
YEL-WHT
YEL-WHT
Bottom of Playfield
Shown as if leaning up against the
Backbox.
3
G.I. 5.7v AC
INPUT
FROM
XFRMR
2
3
2
4
General Illumination
(G.I.) Bulbs (5.7v AC)
5A 250v SLO-BLO Fuses
F27 F26 F25 F24
4
5
6
3
2
1
WHT-BRN
4
WHT-YEL
5
J15-P6 to J15-P1 (Fuse F24)
B = BRN-WHT to WHT-BRN
Location: Upr. Rt. below P/F X3 +
Upr. Rt. above P/F X3 +
Upr. Rt.
Backbox X1
WHT-BRN
Circuit
Y
1
BRNWHT
#1
#2
4 ea.
#44 Bulb
V
Y
Y
6
WHT-GRN
GI above
P/F here.
7
WHT-VIO
GI above
P/F here.
Y
8
BRN-WHT
x1 in
Backbox
Upr. Rt.
9
YELLOW
J15
GREEN
J14
B
V
1
1
VIOLET
Primary
Secondary
5.7v AC
YEL
V
7
RELAY
DRIVER
PRI-103.5-115-207-230V
50/60Hz 750VA
CLASS 130 EPBO
V
Q200
2N3904
Transistor
#7*
Note: 3 GIs above P/F are #555 Bulbs.
J15-P7 to J15-P2 (Fuse F25)
Y = YEL to WHT-YEL
V
Location: Entire Right P/F X12
Y
Y
WHT-YEL
Circuit
Y
2
YEL
#1
#2
11 ea.
#44 Bulb
V
V
V
#12*
Note: 1 GI above is #555 Bulb.
Y
J15-P8 to J15-P3 (Fuse F26)
G = GRN to WHT-GRN
Y
Circuit
GRN
G
B
B
B
B
B
Wiring
Harness
Connector
#7
YEL
#8*
V = VIO to WHT-VIO
Location: Upper Lt./Rt. & Mid. Playfield X13
V
B
WHT-VIO
GIs above
Playfield
x3 SpotLights on
Plastic
Ramps.
G
Circuit
VIO
4
#1
#2
12 ea.
#44 Bulb
GG
V
#1
J15-P9 to J15-P4 (Fuse F27)
V
G
G
G G
3
Coin
Door
#13*
Note: 1 GI above is #555 Bulb.
* G.I. Bulb quantities may change during production.
This Side is “Upper Playfield”. Bottom Assemblies Not Shown for clarity.
Section 5, Chapter 2:
Playfield Wiring
93
Sec. 5: Playfield ...
Y Y
2 ea.
#555 Bulb
Location: Upper Playfield X6
+ Coin Door X2 On Coin Door
WHT-GRN
YEL-WHT
Y
V
6 ea.
#44 Bulb
V
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:
17, 18, 19 & 20
Switch 9
Switch 1
Switch 2
Left
Chip
Switch 10
2/Ì
Drop
Switch 18
4th Coin
Slot
Switch 3
Roll
Dice
Switch 11
2/Ë
Drop
Switch 19
Lt. Button
] Future
Expansion
(UK ONLY)
] Future
Expansion
Switch 17
6th Coin
Slot ]
Switch 4
4-Ball
Trough #1
Switch 12
4/Ë
Drop
Switch 20
Rt. Coin
Slot
Switch 5
4-Ball
Trough #2
Switch 13
A/Í
Drop
Switch 21
Cnt. Coin
Slot-DBA
Switch 6
4-Ball
Trough #3
Switch 14
Lt. Coin
Slot
Switch 7
4-Ball Tr.
VUK Opto
Switch 15
D
O
T
S
D
O
T
S
D
O
T
S
D
O
T
S
Switch 25
Switch 33
Switch 41
Switch 49
Switch 57
3-Ball
Lock Low
Switch 26
Top Slot
OPTO - ...
Switch 34
Roulette
Wheel...1
Switch 42
Left
Bumper
Switch 50
Left
Outlane
Switch 58
3-Ball
Lock Mid
Switch 27
Mid Slot
OPTO - ...
Switch 35
Roulette
Wheel...2
Switch 43
Right
Bumper
Switch 51
Left Return Lane
Switch 59
3-Ball
Lock High
Switch 28
Bot. Slot
OPTO - ...
Switch 36
Roulette
Wheel...3
Switch 44
Bottom
Bumper
Switch 52
Left
Slingshot
Switch 60
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
Column
Pin
Source Nº:
2N3904
D
O
T
S
2nd Up /
Dn. Ramp
Switch 53
Right
Outlane
Switch 61
Left
Orbit
Switch 46
Roulette
Spin
Switch 54
Right Return Lane
Switch 62
Right
Orbit
Switch 47
Start
Button
Switch 55
Right
Slingshot
Switch 63
Left 21
Hit S/U
Switch 29
Mid. Ramp
Lt. Entry
Switch 37
Roulette
Wheel...4
Switch 45
A/Ë
Standup
Switch 22
Right 21
Hit S/U
Switch 30
Mid. Ramp
Rt. Entry
Switch 38
Joker
Standup
Switch 23
Upr. Rt.
Standup
Switch 31
1st Up/
Dn. Ramp
Switch 39
CPU-Snd. Bd. CN7WHT-BRN
WHT-RED
WHT-ORG
WHT-YEL
WHT-GRN
WHT-BLU
WHT-VIO
WHT-GRY
10
N/C
9
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
8
7
6
5
3
2
1
Color
Row
Pin
5th Coin
Slot ]
Switch 8
...Stacking Opto
Switch 16
3/Ë
Standup
Switch 24
Right
Chip
Switch 32
Left Orbit
Gate
Switch 40
Top Lt.
Slingshot
Switch 48
Slam
Tilt
Switch 56
Not
Used
Switch 64
Rt. Button
Shooter
Lane
Spinner
Pop Entry
OPTO
Left Ramp
Exit
Top Rt.
Slingshot
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
On
T erminal
S trip
D
O
T
S
For Lamps:
13, 14 & 15
LMP 1
LMP 4
LMP 3
LMP 2
Switch Drive
Transistor
LMP 6
LMP 5
LMP 7
LMP 8
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
Won Slot
Machine
LMP 9
(H) ILO
Won
Poker
LMP 17
2/
Hearts
LMP 33
Sec. 5: Playfield ...
LMP 41
Ramp
Arrow
Left
Chip
LMP 65
BG
Start
BG
Casino
Play
Roll-N-Win
LMP 51
Left
21 Hit
LMP 59
Back Panel
#5
LMP 67
LMP 66
LMP 74
BG
25 Million
94
LMP 43
LMP 58
BG
3 Slot Spins
LMP 73
LMP 35
Double
Down
LMP 50
Extra
Ball
Special
4/
Diamonds
LMP 42
Roll
Dice
LMP 57
LMP 27
LMP 34
Play
21
Play
Roulette
LMP 49
LMP 19
Chip
3
LMP 26
2/
Diamonds
Left
Orbit Arrow
HI (L) O
LMP 18
Chip
2
LMP 25
LMP 11
LMP 10
H (I) LO
Chip
1
Won
HI-LO
BG
?
Won
Roulette
LMP 12
HIL (O)
LMP 20
Chip
4
LMP 28
A/
Spades
LMP 36
Slot Machine
Arrow
LMP 44
Right Orbit
Arrow
LMP 52
Right
21 Hit
LMP 60
Back Panel
#6
LMP 68
BG
10 Chips
LMP 75
BG
Bonus X
LMP 76
BG Light
Special
LMP 13
Left
Bumper
D
O
T
S
LMP 21
Chip
5
LMP 29
A/
Diamonds
LMP 37
Spin
Slot
LMP 45
Play
HI-LO
LMP 53
Light
Roll-N-Win
LMP 61
BG
Super Pops
LMP 69
BG
Roll Again
LMP 77
Back Panel
#7
LMP 14
Right
Bumper
D
O
T
S
LMP 22
Chip
10
LMP 30
Joker
LMP 38
Lock
Ball
LMP 46
Play
Poker
LMP 54
Right
Chip
LMP 62
BG Super
Loops
LMP 70
BG Light
Extra Ball
LMP 78
Back Panel
#8
Cheat
Game
Casino
Frenzy
Won
Blackjack 21
Won
Craps
LMP 15
Bottom
Bumper
D
O
T
S
LMP 23
Chip
25
LMP 31
3/
Diamonds
LMP 39
Multiball
LMP 47
Back Panel
Left #1
LMP 55
Back Panel
#3
LMP 63
BG Super
Surprise
LMP 71
BG
Multiball
LMP 79
Back Panel
#9
Pin
LMP 16
Lamp Drive
IC
Source Nº:
VN02N
Break
the Bank
LMP 24
Chip
50
LMP 32
Roll
Again
LMP 40
Super
Jackpot
LMP 48
Back Panel
#2
LMP 56
Back Panel
#4
LMP 64
BG Super
Spinner
LMP 72
BG Collect
Bonus
LMP 80
Back Panel
Right #10
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
RED 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
RIGHT
FLIPPER FUSE
BLU
RED
-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.
H.R. Casino
Terminal Strip:
Switch 20
4-Bank
Drop Target
Right
Switch 20
Please Note:
Terminal Strip(s),
Diode Board(s)
and/or Fuse
Holder(s) locations shown,
represent the
general location
(your game may
differ slightly).
C
H.R. Casino
Terminal Strip:
Coil 13 (Q13)
Magnet
Top Orbit
—WHT-YEL
—VIO-YEL
BLK
—ORG-YEL
to GRN-ORG
H.R. Casino
Terminal Strip:
Lamp 13
Left Turbo
(Pop) Bumper
H.R. Casino
Terminal Strip:
Lamp 14
Right Turbo
(Pop) Bumper
Lamp 13
A
—BLK
—RED-BLK
—YEL-BLU
BLK
Lamp 14
—YEL-GRN
BLK
H
CENTER DIVERTER FUSE
RED 3A S.B. GRY
-YEL
-YEL
Section 5, Chapter 2:
Playfield Wiring
B
—RED-BLK
—BLK
—BLK
—RED-BLK
—YEL-VIO
BLK
Coil 29
—BLK-GRN
BLU
—WHT &
WHT
JUMPER TO
TERMINAL
STRIP “F”
—BLK-RED
RED
Sw. 19
—ORG
to GRN-ORG
—WHT-ORG
Sw. 18
H.R. Casino
Terminal Strip:
Switches 17-19
4-Bank D/T
Left, Mid. Left,
Mid. Right
—ORG-RED
to GRN-ORG
Sw. 17
F G
D
JUMPER TO
TERMINAL
STRIP “G”
—BLK-ORG
GRN
E
C
—GRY-RED
WHT
H.R. Casino
Terminal Strip:
Lamp 15
Bottom Turbo
(Pop) Bumper
H.R. Casino
Terminal Strip:
Coils 26 & 29
(Q26. Q29)
Stepper Motor
Pos. 1 & 4
Coil 26
Coil 27
Coil 28
H.R. Casino
Terminal Strip:
Coils 27 & 28
(Q27. Q28)
Stepper Motor
Pos. 2 & 3
—BLK-YEL
BLK
—BLU-GRN
BLK
—ORG-BRN
to GRN-ORG
—WHT-RED
—WHT-BRN
See the Pink Pages, Playfield - General
Parts (Below) (Page 54) for Terminal Strips,
Diodes, Fuses and Fuse Holders Part N1s.
95
Sec. 5: Playfield ...
LEFT
FLIPPER FUSE
RED
GRY
-YEL 3A S.B. -YEL
Bottom of Playfield
Shown as if leaning up against the
Backbox.
Lamp 15
Do Not Over-Fuse
Coil 13
All fuses are rated: 3A 250v Slo-Blo
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)
N.O.
UPPER
FLIPPER
CABINET
SWITCH
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
22-1080
(Located under Playfield)
Sec. 5: Playfield ...
BLU-YEL
RED-YEL 50V DC
3A SLO-BLO
22-900
(Located under Playfield)
GRY-YEL
YELLOW
3A SLO-BLO
96
GRY-YEL
RIGHT
FLIPPER
COIL
LEFT
FLIPPER
COIL
23-1100
(Located under Playfield)
RED-YEL 50V DC
YEL-GRN
ORANGE
CENTER
DIVERTER
COIL
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
FOR 18v DC
CONTROL LAMPS
TO BRIDGE 20
13v AC
10
9
16v AC
7
WHT
3
13v AC
6
FOR 20v DC
COILS
TO BRIDGE 2
7
WHT-RED
DOMESTIC
CONFIGURATION
GRN
RED
RED
BLK-YEL
4
48v AC
11
GRN (to (E)arth Ground)
3
24v AC
130V
International =
1F1
275V
YEL-BLK
SERVICE OUTLET
(Domestic / International)
Domestic =
Domestic =
8A 250V
Note: Not All International Games
have or require a Service Outlet.
Slo-Blo Fuse
BLK-ORG
WHT-GRN
WHT
2
3
5
6
7
8
9
<<<
CONFIGURATON FOR
DOMESTIC 115V
<<<
100v AC
J14
1
1
3
3
2
2
BLK
WHT
<<<
YEL-WHT
1
2
3
4
5
6
7
8
9
2
1
3
BLK
WHT
4
5
6
7
8
9
206 VOLTS
1
2
3
4
5
6
7
8
9
4
4
5
5
6
6
1F/M4
BLU
230 VOLTS
BLK
FOR
GENERAL
ILLUMINATION
(G.I.'s)
5.7v AC
CONFIGURATION OF 220V
OR LOWER LINE VOLTAGES
FOR INTERNATIONAL USE
WHT
2
1F/M3
115 VOLTS
1F1= 5A 250V SLO BLO
1V1= 275V VARISTOR
DISPLAY
POWER
SUPPLY
BOARD
3
8
YEL
EXPORT/ HIGH
LINE VOLTAGE
230/218/206 VOLTS
1
1
BLK-RED
1
2
88v AC
2
WHT
JUMPERS FOR VOLTAGE VARIATION
4
48v AC
12
FOR
50v DC
COILS
TO
BRIDGE 1
CN1
5A 250V
Slo-Blo Fuse
BLK
1
15
24v AC
HOT (L)oad
Int'l. = BRN 220V AC
Domestic = BLK 115V AC
International =
<<<
FOR +5v DC
LOGIC
TO BRIDGE 21
J11
LINE
CORD
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
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 Nº 165-5011-01
SPI Nº 010-5015-00
<<<
CONFIGURATON FOR
JAPAN or
LOW LINE VOLTAGE
<<<
BLK
BLK-WHT
FLUORESCENT TUBE
RED
(F20T12CW)
SPI Nº 165-5031-02
WHT
100/105 VOLTS
Section 5, Chapter 3:
Cabinet Wiring
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
2
WHT-VIO
START
BUTTON
WHT-BLU
3
LAUNCH
BUTTON
WHT-GRN
5
WHT-YEL
6
WHT-ORG
WHT-RED
from
CPU
CN5
Pin:
CPU BD CN5
SW DRIVE 7 8
SW DRIVE 1
1
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
from CN5-P8 (Sw. Drive 7)
from CN5-P1 (Sw. Drive 1)
TO COIN METER
J16-7 +5VDC
I/O DRVR BD
J7-10 Q24
I/O DRVR BD
GRN-VIO
1
78 VIO-GRY
N/C
2
3
GRN
from
CPU
CN6
Pin:
TM
PORTALS
SERVICE
BUTTONS
GRY-BLK
10
9
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-BLU
8
GRY-GRN
4
GRY-BRN
2
G.I.
6.3V AC
3
WHT-GRN
YEL-WHT
GRN
YEL
8
G.I.
LAMPS
on
COIN
DOOR
FOR USA 2 SLOT
COIN DOOR ONLY
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
I/O DRVR BD
J17
7
AMP CONNECTOR
TO $ BILL VALIDATOR
XFRMR
I/O DRVR BD
J11
SENTINEL
INTERFACE
BOARD
520-5037-01
BLK
4
(AC) WHT
112-5001-00
1N4001 DIODE
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 Nº:
036-5408-00
RS-232 Printer Interface Board SPI Part Nº:
520-5069-00
FOR C120
INTERFACE BOARD
N/U
N/U
N/U
KEY
WHT-RED
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
(AC)
8
1
2
3
4
SW RET 2 5
Sec. 5: Cabinet ...
CN3
115v AC
LINE
VOLTAGE
SW DRV 1
SW RET 5
3
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-BRN
I/O DRVR BD
J15
3
5
6
YEL-WHT
GRY-ORG
DEDICATED
SWITCHES
CPU
CN7
7
6th Coin Slot
Future Use
4th Coin Slot
European Use
BLK
GRY-BLU
7
YEL-BLK
6
CABINET BOT.
SPEAKER (SP3)
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
CN1
RED
Te s t
Point
CN1
1 WHT/XXX
2
R1
LED 1
R1
10M W
TLRH180P
180 W
R2
4.7K W
G
Q1
2N5460
R3
10K W
LED 1
TLRH180P
A
B
(Switch Row/
Return +)
E
Q2
2N3906
C
B
D
S
Te s t
Point
Te s t
Point
G=Gate D=Drain S=Source
B=Base E=Emitter C=Collector
3 WHT/XXX
R2
180 W
R4
LED 2
10M W
TLRH180P
LED 2
BLK
Q3
2N5460
R6
10K W
1
520-5173-00
Transmitter
GND
4.7K W
G
TLRH180P
520-5174-00
Receiver
A
(Switch Row/
Return +)
R5
E
Q4
2N3906
C
B
D
S
2 GRN/XXX
Te s t
Point
(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
520-5173-00 (TRANS)
Boards Actual Size
520-5174-00 (REC)
(Screened Text Printed Larger for Clarity)
00-4715-025
CER
105
562
105
Front Side
(LEDs & 3-Pin Connector)
1B1
ITEM
QTY
PART NUMBER
REF-DESIGNATOR
DESCRIPTION
A
—
1
2
3
4
5
B
—
1
2
3
4
5
6
7
8
9
1
1
2
2
1
3
3
1
1
2
2
2
2
2
2
1
3
3
515-0173-00
520-5173-00
165-5052-00
121-5067-00
045-5111-02
545-5518-00
530-5308-02
515-0174-00
520-5174-00
165-5052-00
121-5082-00
121-5083-00
121-5011-00
110-5006-00
110-0086-00
045-5111-03
545-5518-00
530-5308-02
Dual-OPTO Trans. Bd. Assy.
Dual-OPTO Trans. Bd.
LED1, LED2
R1, R2
CN1
n/a
n/a
Dual-OPTO Rec. Bd. Assy.
Dual-OPTO Rec. Bd.
LED 1, LED 2
R1, R4
R2, R5
R3, R6
Q1, Q3
Q2, Q4
CN1
n/a
n/a
PCB Assy. (with all Items 1-5)
PCB Assy. (with Items 1-3 only)
LED TLRH180P (Ultra Bright Red)
180 W 1/8W Chip Res. (CRCW)
2X, .156" Rt. Angle (26-60-5020) Conn.
OPTO PCB Rubber Gromment
OPTO PCB Brass Tube Spacer
PCB Assy. (with all Items 1-9)
PCB Assy. (with Items 1-7 only)
LED TLRH180P (Ultra Bright Red )
10M W 1/8W Chip Res. (CRCW)
4.7K W 1/8W Chip Res. (CRCW)
10K W 1/8W Chip Res. (CRCW)
2N5460, Transistor (P-FET SOT-23)
2N3906, Transistor
3X, .156" Rt. Angle (26-60-5030) Conn.
OPTO PCB Rubber Gromment
OPTO PCB Brass Tube Spacer
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
Back Side
(Solder / SMDs)
MGE3
MGE3
2A 7
Back Side
(Solder / SMDs)
562
103
1B1
Front Side
(LEDs & 2-Pin Connector)
103
00-3715-025
SNART
23727URXEOHVKRRWLQJ
9ROW0HWHU7HVWLQGLFDWHVQRUPDORSHUDWLQJFRQGLWLRQ
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.
2VFLOORVFRSH7HVWLQGLFDWHVQRUPDORSHUDWLQJFRQGLWLRQ
)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.
)LJ%
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.
%HQFK7HVW6HH)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
5HFHLYHU %RDUG
6HF3&%V
%5,*+7 5(' 5,1*
3OXQJHU
9LHZIDFLQJWURXJKZLWKSOD\
ILHOGLQ6HU YLFH3RVLWLRQ
)LJ
3OXQJHU EORFNV %($0
/LIW
SOXQJHU
WRFKHFN
VZLWFKDV
VKRZQ
6HFWLRQ&KDSWHU
3ULQWHG&LUFXLW%RDUGV3&%V
6HFWLRQDOYLHZIURPULJKW)LJDE
5HF
6LGH
)LJD
7UDQV
6LGH
)LJE
/LJKW 3DWK
3LQEDOO
(Note
alignment)
7URXJK'XDO2372%RDUGV$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
/LIW
SOXQJHU
WRFKHFN
VZLWFKDV
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%RDUGV3&%V
)LJE
,QFRUUHFW3RVLWLRQ
Dot Matrix Display / Display Controller Bd. Combined Display Connections
CN1-Pin 2
P2-Pin 14
P2-Pin 2
NOT USED
GROUND
GROUND
GROUND
GROUND
GROUND
GROUND
NOT USED
SER. DATA
PIX CLOCK
COL. LATCH
ROW CLOCK
ROW DATA
DISPLAY ENABLE
NOT USED
GROUND
GROUND
GROUND
GROUND
GROUND
GROUND
NOT USED
SER. DATA
PIX CLOCK
COL. LATCH
ROW CLOCK
ROW DATA
DISPLAY ENABLE
Sec. 5: PCBs
VIO-YEL
BLU
RED
BLK
YEL
—
GRY-YEL
YEL-BLK
102
8
7
6
5
4
3
2
1
CN3-Pin 25
RIBBON CABLE
CN3
CN3-Pin 1
CN1-Pin 13
520-5055-03
CN1-Pin 14
STAT 3
BUSY
STAT 1
STAT 2
NOT USED
STAT Ø
STROBE
RESET
DATA 6
DATA 7
DATA 4
DATA 5
DATA 2
DATA 3
DATA Ø
DATA 1
SWITCH 7
SWITCH 8
SWITCH 5
SWITCH 6
SWITCH 3
SWITCH 4
SWITCH 1
SWITCH 2
NOT USED NOT USED
CN2
520-5052-00
CN3-Pin 2
GND
KEY
+5 VDC
Display Controller Board
CN3-Pin 26
3
2
1
Dot Matrix Display Board
BLK
—
RED
RIBBON CABLE
CN1
CN1-Pin 1
P2-Pin 13
RIBBON CABLE
P2
P2-Pin 1
+68v DC
+12v DC
+5v DC
GND
GND
KEY
-98v DC
-110v DC
P1
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
5 CN2
R1
130 W
5W
D1
1N4004
88V AC
+
CN1 1
GND
CN1 3
7PKK156E
KEY 5
+20V
0.75A
S.B.
CN1 4
7PKK156E
CN1 6
CN1 7
.. Q1
+12V
MJE15030
6 CN2
+5V
8 CN2
Q5
MPSA92
R2
7 CN2
+12V
8PKK156C
1.5K W
1/2W
C3
D5
1N4760A
68V
+20V
D6
R3
GND
+
1N4764A
100V
47K W
1W
C2
.. Q2
220 uF
200V
GND
7PKK156E
+5V
GND
8PKK156C
GND +5V
0.1 uF
500V
R6
330K W
1/2W
R8
2K W
5W
+60V
8PKK156C
MJE15030
F1
7PKK156E
XFRMR
_GND
R4
D3
47K W
1W
CN1 2
0.1 uF
500V
8PKK156C
C1
7PKK156E
110V AC
Q3
1N5228
3.9V
220 uF
200V
GND
GND
8PKK156C
MPSA42
D4
D2
1N5228
3.9V
1N4004
+5V
R5
1.5K W
1/2W
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
—
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
1
1
2
2
3
2
2
1
1
2
1
1
1
1
1
3
1
2
0
0
1
2
1
2
2
2
520-5138-00
200-5000-17
535-5000-11
125-5044-00
121-5038-00
121-5059-00
121-5060-00
121-5061-00
121-5062-00
112-0053-00
112-0062-00
112-0049-00A
112-0061-00
110-0100-00
110-0082-00
125-5035-00
110-0103-00
110-0101-00
125-5003-00
124-5003-00
045-5015-08
112-5003-00
045-5015-07
240-5008-00
237-5501-00
205-0004-00
Display Power Supply Board
F1
Q3, Q4
C1, C2
R4, R5, R10
R6, R7
R2, R3
R1
R8
D3, D4
D5
D6
D7
Q1
Q2
C3, C4, C7
Q4
Q3, Q5
(C5, C6: NS)
(VR1: NS)
CN2
D1, D2
CN1
Q3, Q4
Q3, Q4
F1
Complete PCB Assembly
3/4A (0.75A) S.B. Fuse
Heatsinks - AAVID #563002
220uF, 200v, Radial Lytic Cap.
1.5K W 1/2W Res. (R9: NS)
330K W 1/2W Res.
47K W 1W Res.
130 W 5W Res.
2K W 5W Res.
1N5228, 3.9v, Diode
1N4760A, 68v, Diode
1N4764A, 100v, Diode
1N4743, 13v, Diode
MPSA92, Transistor
MPSA42, Transistor
0.1uF, 500v, Ceramic Disk Cap.
MJE15031, Transistor
MJE15030, Transistor
22uF, 35v, Rad Lytic Cap
7812CT
8PKK156 (PIN3=KEY)
1N4004, Diode
7PKK156E (PIN5=KEY)
#6-32 KEPS Nut
#6-32 X 3/8" PPH Screw
Fuse Clips
Section 5, Chapter 4:
Printed Circuit Boards (PCBs)
(NS = Not Stuffed)
103
Sec. 5: PCBs
ITEM
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)
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
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.
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
A
Sec. 5: PCBs
B
Display Controller Board Component Layout & Parts
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
—
1
2
3
4
5
6
7
8
9
10
11
12
13
1
1
1
1
1
1
1
1
4
1
2
1
2
1
520-5055-03
077-5217-00
100-0397-00
100-0189-01
100-0233-00
100-0351-00
100-5001-00
100-5000-00
100-0046-00
100-0049-00
100-0058-00
100-0064-00
100-0037-00
965-0107-00
14
1
965-0108-00
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
23
125-5031-00
1
121-5051-00
15
121-5011-00
1
121-5014-00
0
n/a
14
125-5028-00
2
n/a
1
125-5015-00
1
045-5015-26
1
045-5015-03
1
045-5015-02
1
140-0013-00
0
Not Used
1 (See Pg. DR. w Table)
1
n/a
Display Controller Board (FCC FEB98) Rev. E
U12 (U14: NS)
U8
U11
U9
U15
U1
U5
U3, U4, U6, U7
U19
U7, U10
U18
U13, U20
U16 - ORANGE DOT
(Note the type of PAL)
U2 - ORANGE DOT
(Note the type of PAL)
C7>C11, C13>C26, C34, C35, C43, C52 (C22: NS)
R8
R1>R7, R9, R10, R12, R14>R18 (R11: NS)
R13
(R19>R26: NS)
C1>C6, C27>C33, C36>C42, C53 (C44>C51: NS)
FB1, FB2
C12
CN3
CN2
CN1
X1
(SW1: NS)
U12 (ROM 0) (U14 ROM 1: NS)
U1 (@ Pins 9 & 10)
Complete PCB Assembly
32-Pin, IC Dip Socket
32K X 8 Static RAM (62256L-10PC)
68B09E
68B45
74HCT00
74HCT240
74LS151
74LS157
74LS163A
74LS245
74LS374
74LS74
PAL16L8 (15CN), (Programmed)
- ORANGE DOT
PAL16R4 (25CN), (Programmed)
- ORANGE DOT
.1 uF, (104), Axial Cer. Cap
100K W 1/4W C.F. Res. 5%
10K W 1/4W Res. 5%
220 W 1/4W C.F. Res. 5%
106
(NS = Not Stuffed)
470pF, (471), Axl. Cap
Ferrite Bead (2743001182)
100uF, 25v, Cap. (Radial Elec.)
13-Pin, Dual Row .1" HDR Conn.
3-Pin, KK-156 Conn. (540445-3)
7-Pin, Dual Row .1" Hdr. Conn.
8Mhz Clock Oscillator
(SW1)
4MB ROM
100pF, Cap.
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%RDUGV3&%V
6HF3&%V
Auxiliary In & Out:
J2-8 CMOS Outputs sometimes used for a printer interface.
J3-8 CMOS Inputs general purpose inputs.
I /OPower Driver Board Schematic (Sheet 1 of 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 Power Driver Board Schematic (Sheet 1 of 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 Power Driver Board Schematic (Sheet 2 of 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 Power Driver Board Schematic (Sheet 2 of 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 Power Driver Board Schematic (Sheet 3 of 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 Power Driver Board Schematic (Sheet 3 of 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 Power Driver Board Schematic (Sheet 4 of 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 Power Driver Board Schematic (Sheet 4 of 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 Power Driver Board Schematic (Sheet 5 of 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 Power Driver Board Schematic (Sheet 5 of 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 Power Driver Board Component Layout
Test Points:
LED
TEST
•
¬TIP TPL3
¬BLANKING
¬L204 LED
•
•
TEST
TEST
•
TE
S
T
•
TEST
¬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)
,23RZHU'ULYHU%RDUG3DUWV
ITEM
QTY
PART NUMBER
REF-DESIGNATOR
DESCRIPTION
—
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
Complete PCB Assembly
DB3501
220pF, (221), Cap.
100uF, 150v, Radial Lytic Cap.
.1UF, 500v, Ceramic Disk Cap.
15000uF, 25v, Radial Lytic Cap.
4700uF, 35v, Radial Lytic Cap.
100uF, 25v, Radial Lytic Cap.
0.1uF, (104), Cap.
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
3
1
1
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
BRDG1, BRDG2, BRDG3, BRDG20, BRDG21
C1, C2, C3>C6, C7, C8, C9>C10, C11, C12
C25
C26
C27, C30, C201, C202, C203
C29
C32
C35, C36, C37, C38, C39, C40, C41, C42, C43, C45,
C46, C200, C238, C239, C240, C241, C242
C212>C219, C228>C237, C243>C246 (C204-C211: NS)
(C220>C227: NS)
C247>C254, C263>C270
(C255>C262, C271>C278: NS)
D200>D207, D208>D215, D220, D221, D222, D223,
D224, D225, D226, D227
D217, D229 (D216: NS)
F6, F7, F8, F9, F20, F21, F22, F23, F24> F27, F28
F6
F7, F8, F9, F24>F27
F20, F21, F28
F22
F23
J1
J2 (Key Pin-4), J6 (Key Pin-9), J7 (Key Pin-5)
J10 (Key Pin-6), J13 (Key Pin-2)
J3 (Key Pin-8)
(J4, J5: NS)
J8 (Key Pin-2), J9 (Key Pin-3), J15 (Key Pin-5)
J11
J12 (Key Pin-7)
J14
J16 (Key Pin-14)
J17
L2, L200, L201, L202, L203, L204
Q1>Q16
Q17>Q24, Q25>Q32
Q33>Q42
Q200
R1>R8, R9>R16, R200>R207, R208>R215
R17>R24, R25>R32
R33>R42, R236>R242
R49, R57>R61, R253, R256, R270 (R252: NS)
R50>R56, R255, R271, R300
R64>R76
Resistors on Solder Side @ J2-Pins: 1-3 & 5-9
R90, R92, R94, R96, R98, R100, R102, R104
R114, R269
R115
R116
R117, R272
R216, R218
R217
R219
(R220>R227: NS)
R245>R251, R254, R302 (R228>R235: NS)
R261, R262, R263, R264, R265, R266, R267, R268
RELAY
TPL1, TPL3
U1, U2, U3, U4, U6, U18, U201, U206 (U200: NS)
U9
U210
U10, U11, U12, U13, U14, U15, U16, U17
U19
U19
U203 (U202: NS)
U204, U205
U209
470pF, (471), Axial Cap.
0.01uF, (103), 100v Cap.
0.1uF, (104), 100v, Cap.
1N4148, Diode
1N4004, Diode
Fuse Clips
7A 250v S.B. Fuse
5A 250v S.B. Fuse
3A 250v S.B. Fuse
8A 250v S.B. Fuse
4A 250v S.B. Fuse
20-Pin, 0.1 Dual Row Header
10PKK156
12PKK156
9PKK156
10-84-4030 (3-Pin MOLEX)
12PKK156
10-84-4060 (6-Pin MOLEX)
15PKK156
10-84-4090 (9-Pin MOLEX)
LED T1-3/4 DIFFUSER LED
20N10L STP, Transistor
TIP122
19N06L STP, Transistor
2N3904, Transistor.
22K 1/4W Res.
620 1/4W Res.
39K 1/4W Res.
4.7K 1/4W Res.
10K 1/4W Res.
100 1/4W Res.
:
:
:
:
:
:
6.8K : 1/4W Res.
220 : 1/4W Res.
120 : 1/4W Res.
50 : Pot
330 : 1/4W Res.
1.5K : 1/2W Res.
4.7K : 2W Res. (SANDBAR)
1K : 1/4W Res.
1K : 1/4W Res.
47 : 1/4W Res.
FRL264D024/02CK Relay
Test Point Wire (24ga.) Loops
74HCT273
74LS245
DS1232
VN02N
LM338K
Heatsink (5v Reg.)
74HC245
74LS138
74LS74
Test Points
6HF3&%V
BLANKING, RESET
(NS = Not Stuffed)
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3ULQWHG&LUFXLW%RDUGV3&%V
<RXU1RWHV
6HF3&%V
6HFWLRQ&KDSWHU
3ULQWHG&LUFXLW%RDUGV3&%V
&386RXQG%RDUG7KHRU \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. The CPU’s reset line is buffered by Q10 and fed over
to the I/O through CN1. An I/O Strobe Signal is feed 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 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 U200 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.
6H.WLRQ&KDSWHU
3ULQWHG&LU.XLW%RDUGV3&%V
6H.3&%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). 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 three 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
R302
R304
10W R303 10W R305
10W
10W
XA0
XA1
XA2
XA3
XA4
XA5
N.C.
N.C.
+5v
L201
OC
CP
2
5
6
9
12
15
16
19
1Q
1D
2Q
2D
3D
3Q
4D
4Q
5D
5Q
6Q
6D
7Q
7D
8Q
8D
74LS374
U211
A15
1 A15
11 BSEL
A13 U212 [26]
D0
D1
D2
D3
D4
D5
3
4
7
8
13
14
17
18
4
GND
(2-2A) A
A
* R308 IS JUMPERED
B
(2-2A) B
R309, R307
NOT STUFFED
(2-2A) C
R307
0W
R308
12
PR
Q
D
R309
9
CP
Q
8
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
RAMCS
1-4F
E
E
12
11
10
9
8
7
6
5
27
26
23
25
4
28
29
3
2
30
31
A0
A1
A2
A3
A4
A5
A6
A7
A8
A9
A10
A11
A12
A13
A14
A15
A0
A1
A2
A3
A4
A5
A6
A7
A8
A9
A10
A11
A12
A13
XA0
XA1
XA2
XA3
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
D0
D1
D2
D3
D4
D5
D6
D7
VCC
NMI
U209 FIRQ
IRQ
1-3F
N.C. 38 LIC
AVMA 36
AVMA
R/W 32
R/W
6
N.C.
BA
5
N.C.
BS
33
N.C.
BUSY
34
E
35
Q
40
HALT 37
RESET
Q
2
CP
CLR
HCT74
1-2I
Q
N.C.
GND
L200
R312
8
RED
330W
A15
A14
A13
+5v
13
E
Q
1-2H
RESET
U209S
40PSKT
A0
12
PR
Q
D
R310
9
CP
Q
N.C.
HCT74
AVMA 2
Sec. 5: PCBs
D
3
Q
1-1J
1-1I
CP
CLR
GND 1
J
122
1
CP
CLR
Q
PLASMA_RESET
Q 6
N.C.
6
N.C.
1
1-2F
/O 1
I/O 2
I/O 3
I/O 4
I/O 5
I/O 6
I/O 7
/O 8
19
18
17
16
15
14
13
12
+5v
ROMCS
RAMCS
IO PORT
A9
A10
SNDSTB
XA0
IO STB
PAL16V8Q
A8
A9
A10
1
2
3
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
PSTB
VCC 20
5 VMA
5 PSTB
1-1H
HCT74
POUT
Q
74LS74A
PR
U216/A
1
Q 3
4
2
PR
D
U215/A
PLIN
+5v
+5v
4
0W
13
U213S
20PSKT
+5v
R311
8
CLR
A11
A12
MPIN
PRES
0W
U216/B
POUT 11
A0
* R310 IS JUMPERED
10
10 GND
1
I/ 1
2
I/ 2
3
I/ 3
4
I/ 4
5
I/ 5
6
I/ 6
7
I/ 7
8
I/ 8
9
I/ 9
11
I/ 10
U213
E
Q
VMA
R/W
1-2G
VMA
RESET
A0
A0
1-1G
1-1F
POUT
GND 2
I
E
Q
ROMCS
U217/B
1-2J
R298
10KW
A10
9
+5v
RESET
PRES
PLIN
PSTB
POUT
+5v
H
G
R297
10KW
+5v
XA0
10
PR
D
E
+5v
R296
+5v 10KW
INT
AVMA
+5v
The above circuit(s) continue at the address shown (#-XY).
# = Sheet Number (1-5), X = Column Grid, Y = Row Grid
7
2
4
3
INT
Q
E
U215/B CLR [13]
BSEL
Q
E
U215/B CLR [13]
BSEL
11
D0
D1
D2
D3
D4
D5
D6
D7
31
30
29
28
27
26
25
24
TSC 39
USS 1
GND
68B09E
BSEL
E
27 R/W
U212S
28PSKT
R432
XA0
12
22 E
10KW
27C040
D7
20 RAMCS
R/W
1
0W
The above circuit(s) continue at the address shown (#-XY).
# = Sheet Number (1-5), X = Column Grid, Y = Row Grid
(2-2A) E
(2-2A) Q
(2-1A) E
(2-1A) BSEL
D0
D1
D2
D3
D4
D5
D6
D7
MS6264A
GND
* R300 NOT STUFFED
1-3J
R/W
1-4G
R300
0W
3
VCC
GND
11
12
13
15
16
17
18
19
R299
10KW
INT
XA5
E
CE
OE
14
+5v
CLR
74LS74A
D0
D1
D2
D3
D4
D5
D6
D7
U212
C290
0.1 mF
1N5817
BAT 1
Holds 3X 1.5v
AA Size Cells
GND
GND
D201
BSEL
E
N.C.
28
1-5F
A0
A1
A2
A3
A4
A5
A6
A7
A8
A9
A10
A11
A12
A13
A14
1N5817
VBATT
1-4H
10KW
U215/B
11
0W
C
+5v
1-4I
10
D200
+5v
R431
RED
1-4J
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
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
4
5
6
7
8
9
A1
B1
U206
A2
B2
A3
B3
A4
B4
A5
B5
A6
B6
A7
B7
A8
B8
74HC245
12PKK156E
5
KEY
6
CN6
39KW
R290
18
39KW
R291
17
16
15
14
13
12
11
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
R/W
C247 C248 C249 C250 C251 C252 C253 C254
1-4A
12
470pF 470pF 470pF 470pF 470pF 470pF 470pF 470pF
GND
4
12PKK156E
GND
1-4B
1-4C
0.1 mF
CN6
CN6
11
RAMCS
5
CN6
3
1-5B
39KW
R288
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
17
16
15
14
13
12
11
N.C.
IO PORT 19
1
+5v
U217/A
SNDSTB 3
R298
10KW
CP
CLR
1-3E
HCT74
E
Q
SPRST
Q 6
B1
A1
U207
B2
A2
B3
A3
B4
A4
B5
A5
B6
A6
B7
A7
B8
A8
74HC245
2
3
4
5
6
7
8
9
C256 C257 C258 C259 C260 C261 C262 C263
GND
1-3D
1-3C
1
+5v
A0
RESET
RESET
A0
2
A1
A2
A3
A4
IO STB
RESET
A9
3
4
5
6
7
8
9
SND_RESET
N.C.
470pF 470pF 470pF 470pF 470pF 470pF 470pF 470pF
G
DIR
B1
A1
U208
1-3B
18
17
16
15
14
13
12
11
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
A2
B2
A3
B3
A4
B4
A5
B5
A6
B6
A7
B7
A8
B8
74HC245
N.C. C264 C265 C266 C267 C268 C269 C270 C271
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
SPRST
RESET
IO RESET
RAMCS
IO PORT
1-2E
1-2D
IO RESET
1-2C
R412
3
2
1KW
SNDSTB
GND
MPIN
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
1
R413
10KW
IO STB
1-2B
SWLO
DPSW
MPIN
DPSW
SWSTB
SWM
PLIN
POUT
STATUS
SWSTB
SWM
PLIN
POUT
STATUS
PRES
PSTB
RESET
PRES
(2-2J)
(2-1J)
(2-1J) 3-2J
(2-1A)
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
1-1A
1-1E
1-1D
PSTB
1-1C
1-1B
PSTB
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
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
D0
18
19 IO PORT
1 R/W
CPU/Sound Board Schematic (Sheet 2 of 3)
J
I
H
U18
5
F
U13
2-5I
2-5J
G
2-5H
U17
U24
2-5F
2-5G
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
2-3J
2-3H
2-3I
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
The above circuit(s) continue at the address shown (#-XY).
# = Sheet Number (1-5), X = Column Grid, Y = Row Grid
J
124
I
H
G
F
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
5
2-5B
U24
2-5E
2-5D
CN3
2-5C
2-5A
CN3
CN3
U26
CN3
U30/B
U100
U23
SPEAKER
OUTPUTS
U25/B
2-4E
2-4D
4
CN4
2-4B
2-4C
2-4A
U30/A
CN4
U101
U19
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.
2
The above circuit(s) continue at the address shown (#-XY).
# = Sheet Number (1-5), X = Column Grid, Y = Row Grid
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
1
2-1A
2-1B
2-1C
Schematic Set
U218
Sheet 2 of 3
SIZE
D
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
H
5
F
R200-R207 NOT STUFFED
R208-R215
NOT STUFFED
CN8
3-5J
G
3-5I
3-5H
3-5F
3-5G
CN8
CN8
U200
CN8
CN8
CN8
CN8
CN8
CN8
C200-C207 NOT STUFFED
CN8
CN8
4
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.
3-1I
3-1H
U205
3-1G
3-1F
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
I
H
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
ROWS
CN5
3-5E
3-5D
3-5C
3-5A
3-5B
KEY
5
CN5
CN5
CN5
CN5
U203
CN5
CN5
CN5
3-4E
4
3-4A
3-4B
3-4C
3-4D
SW300
8-POS.
DIP SWITCH
3-3E
U204
3-3D
3-3C
3-3B
3
3-3A
SWITCH
ROWS
U401/A
CN7
U401/B
CN7
CN7
3-2E
3-2D
3-2B
U401/C
3-2A
3-2C
CN7
2
CN7
CN7
U401/D
KEY
CN7
U401/A
CN7
3-1D
3-1E
U401/C
3-1C
1
3-1A
3-1B
Schematic Set
Sheet 3 of 3
SIZE
D
U401/D
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
•
•
•
VR1
E
ST
CN2
•
AOR
T
Actual Board Size
14.67” X 9.125”
U30
TES
U26
•
TE
TEST
TEST
TEST
•
VR2
T
Q
6MHZ
U25
T
T
ES
•
U37
U37
U21
U21
U36
U36
U18
U17
U17
U9
U3
24MHZ
24MHZ
U2
U19
X1
L201
CN1
U12
L200
+5V
LED
ST
SND_RESET
U13
U9
JP
U23
+5V
U209
U208
U217
U214
SWITCH ROWS
U209
CN7
U211
U215
5
6
7
8
TEST
•
U207
U216
JP
JP
GND1
4
3 CUT
2
1
U218
RESET
T
•
PLASMA_RESET
•
U201
TEST
•
8K
32K
JP1
¬8K/32K JUMPER JP1
FIRQ
U202
JP
U200
TEST
TE
S
SW200
U210
U212
( -- ) SIZE AA 1.5V ( + )
SW200
•
U213
( -- ) SIZE AA 1.5V ( + )
VBATT
BAT1
CN8
•
AOL
U35
JP
U34
JP
U22
U24
U15
U400
U401
TE
CN3
JP
TES
SND_FIRQ
U6
W6
JUMPER REQUIRED
FOR 8MB EPROMS
U27
U16
•
U1
•
GND2
U10
TEST
U8
U5
T
•
U20
U6
U11
TES
U4
U4
U204
1 2 3 4 5 6 7 8
U205
•
U7
U7
JP
U206
DEDICATED SWITCH IN
­
SW300
ON 8-Pos. Dip Sw.
TEST
CN4
U203
SWITCH COLUMNS
CN6
TEST
•
BSMT2000
T
D15552N W -01A5HE9
TES
980
TEST
C01100
24.000MHZ
RALTRON
98 TV 52
ST
TE
128
PLASMA CNTLR
( -- ) SIZE AA 1.5V ( + )
Sec. 5: PCBs
CN5
CPU/Sound Board Component Layout
Test Points:
¬VBATT
•
¬GND2
¬6MHZ
¬E
¬SND_FIRQ & Q
¬SND_RESET
¬AOL & AOR
Section 5, Chapter 4:
Printed Circuit Boards (PCBs)
TEST
¬FIRQ
¬SW200
¬PLASMA_RESET
¬GND1
¬RESET
LEDs :
¬L201+5v & L200
¬+5V
¬24MHZ
REQUIRED FOR
8MB EPROM USE
¬W6 JUMPER
•
&386RXQG%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
QTY
1
1
79
PART NUMBER
520-5136-64
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.
4
125-5020-00
C40, C59, C108, C115 (C76, C77, C101: NS)
22uF, 25v, Radial Lytic Cap.
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
1
045-5015-06
CN2 (Key Pin-5) (CN3: NS)
6PKK156
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
1
045-5014-01
CN7 (Key Pin-4)
10PKK156
X2
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, 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, R106, R110 (R100, R102: NS)
22K 1/4W Res.
20
121-5009-00
R15, R8, R234>R241, R278>R286, R412
1K 1/4W Res.
2
121-5043-00
R16, R17 (R25, R112: NS)
2.2K 1/4W Res.
3
121-5051-00
R21, R22, R24 (R12, R13, R19: NS)
100K 1/4W Res.
2
121-5046-00
R105, R109 (R101: NS)
470K 1/4W Res.
2
121-5009-00
R107, R111 (R103: NS)
1K 1/4W Res.
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
0 Jumper Wire (24ga.)
(R300, R307, R309, R311, R313>R314, WY: NS)
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
5 (See Pg. #
Table)
U17, U21, U36, U37, U210
27C040 EPROM
5
077-5217-00
U17, U21, U36, U37, U210
32-Pin, IC Socket
1
100-0043-00
U18
74ALS139
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
3
535-5000-10
U101 (HS2), U102 (HS3) (U100 (HS1): NS)
AAVID 531102 (Heat Sink)
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
1
965-6504-00
U213- BLUE DOT
PAL16L8 (Programmed) BLUE DOT
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
12
n/a
AOR, AOL, SND_RESET, SND_FIRQ, Q, E, 6Mhz, 24Mhz, FIRQ, PLASMA_RESET, RESET (X2) Test Points
:
:
:
:
:
:
:
:
:
:
:
:
:
:
:
W
W
6HFWLRQ&KDSWHU
3ULQWHG&LUFXLW%RDUGV3&%V
6HF3&%V
ITEM
—
01
02
:
4-Position OPTO PC Board (R oulette Motor) Theor y of Operation & Schematic
The OPTO Printed Circuit Board (SPI Part N1: 520-5194-01) used in the Roulette Motor Assembly, is an
ordinary Photo-Interrupter designed to signal Switches #41 (OP1), #42 (OP2), #43 (OP3) and #44 (OP4) back to
the CPU/Sound Board (Switch Matrix Grid). The slotted OPTO’s (U-Shaped), locations OP1, OP2, OP3 & OP4,
contain a small infrared LED that beams light across the slot to an NPN Phototransistor. This causes the
Phototransistor to conduct and pulls down the voltage at the base of Q1-Q4 (2N3904 Transistors) to .3v or less.
Q1, Q2, Q3 and Q4 (transistors) required the Base Emitter Drop Voltage (.7v) plus the Switch Drive Drop (.1v) to
conduct, and since .3v is less than this .8v, Q1-Q4 stay off when the Switch Matrix Strobe (on Pin-4 of CN1) polls
them. If the Metal Flag Bracket (riveted on the CAM) of the Motor Shaft breaks the beam in the OPTO Slot, the
NPN Phototransistors stay off, and the base voltages on the associated 2N3904 Transistor(s) are pulled to .8v
during the Switch Strobe through the 68KW 1/4W Pull-Up Resistors (this base voltage will be higher when the
switch is not being polled). With the .8v applied to the bases, Q1-Q4 conduct through D1-D4, respectively. These
Diodes (1N4001) prevent certain kinds of Matrix-Related leakages which show up as "Phantom Switches" that
completes the corners of a square in the Matrix with three (3) Real Activated Switches comprising the other three (3)
corners.
CN1
+5V
9
C1 +
+5V
10uF
8
R2
D1
68K
+5V
3
OP1
OPB804
1N4001
1
6
WHT-BRN
(Switch Return
to CPU/Sound
Board CN7-P9)
7
NOT USED
4
KEY
5
WHT-RED
(Switch Return
to CPU/Sound
Board CN7-P8)
3
WHT-ORG
(Switch Return
from CPU/Snd.
Board CN7-P7)
1
WHT-YEL
(Switch Return
from CPU/Snd.
Board CN7-P6)
GRN-BLU
(Switch Drive
from CPU/Snd.
Board CN5-P7)
Q1
2N3904
R1
220 W
RED
(+5v DC)
from I/O
Board J16-P8
BLK
(Ground) from
I/O Bd. J16-P12
4
2
+5V
Switch 41
R4
D2
68K
+5V
3
OP2
OPB804
1N4001
1
Q2
2N3904
R3
220 W
4
2
+5V
Switch 42
R6
D3
68K
+5V
3
OP3
OPB804
1N4001
1
Q3
2N3904
R5
220 W
4
2
+5V
Switch 43
R8
D4
68K
Sec. 5: PCBs
+5V
3
OP4
OPB804
1
Q4
2N3904
R7
220 W
4
2
Switch 44
130
1N4001
2
Section 5, Chapter 4:
Printed Circuit Boards (PCBs)
4-Position OPTO PC Board (R oulette Motor) Component Layout & Parts
Component Side
Solder Side
ITEM
QTY
PART NUMBER
REF-DESIGNATOR
—
1
2
3
4
5
1
4
4
4
4
1
520-5194-01
165-5036-00
112-5001-00
121-5014-00
121-5035-00
125-5017-00
4-Position OPTO PC Board
OP1, OP2, OP3, OP4
D1, D2, D3, D4
R1, R3, R5, R7
R2, R4, R6, R8
C1
6
7
4
1
110-0069-00
045-5009-09
Q1, Q2, Q3, Q4
CN1
Section 5, Chapter 4:
Printed Circuit Boards (PCBs)
DESCRIPTION
Complete PCB Assembly
Slotted OPTO OPB804 Rec/Trans
1N4001, Diode
220W 1/4W Resistor 5%
68KW 1/4W Resistor 5%
10uf, 35v Radial Electrolytic Cap.
(Panasonic ECE-A1VU100 (35v) or eqv.)
2N3904, Transistor
9x1, .156" Header Connector Motor
131
Sec. 5: PCBs
CN1:
Pin-1 is Noted.
Pin-4 = Key
Pin-7 is Not Used.
3-Position OPTO PC Boards (Slot Machine) Theor y of Operation & Schematic
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 Q2 (Fet MMBF5460) turning Q2 off. When Q2 is held off, no current flows
through Q3's (2N3906) Base (B). With no base current, Q3 is off and acts as an OPEN SWITCH. When the light
is interrupted (BLOCKED) R1 (Rec. Bd.) bleeds the gate voltage off of Q2 allowing it to conduct, switching Q3 on,
which acts as a CLOSED SWITCH. The LED2 & LED3 (Trans/Rec) Circuit operates identical as the LED1
Circuit.
Transmitter (3X) (515-7121-01)
I/O Board
+5v
J16-P5
RED
J16-P11
BLK
R1
180 W
R1
180 W
LED
LED
Ultra Bright Red
2
L3
1
TLRH180P
L2
R1
180 W
LED
Ultra Bright Red
2
1
TLRH180P
L1
Ultra Bright Red
2
TLRH180P
1
Receiver (3X) (515-7121-00)
1
L1
2
LED
Ultra Bright Red
R2
5.6K
R1
1M
TLRH180P
E
Q1
2N3906
B
C
D
R3
G
10K
Q2
MMBF5460
S
1
L2
2
LED
Ultra Bright Red
R6
1M
R5
5.6K
E
TLRH180P
Q4
2N3906
B
G
10K
CN7-P8
WHT-RED
CN5-P6
GRN-BLK
CN7-P9
WHT-BRN
CN7-P7
WHT-ORG
C
D
R4
CPU / Snd
Board
Q3
MMBF5460
S
1
L3
2
LED
R9
1M
R8
5.6K
Ultra Bright Red
E
TLRH180P
Q6
2N3906
B
R7
Sec. 5: PCBs
10K
132
C
D
G
Q5
MMBF5460
S
Section 5, Chapter 4:
Printed Circuit Boards (PCBs)
3-Position OPTO PC Boards (Slot Machine) Component Layout & Parts
Solder Side
Solder Side
Solder Side
ITEM
QTY
PART NUMBER
A
-1
2
3
4
5
B
-1
2
3
4
5
6
7
8
1
1
3
3
0
3
3
1
1
3
3
3
3
3
3
3
3
515-7121-01-65 (incl. soldered Cable & Conn.) 3-Pos. OPTO Trans. Bd.
520-5196-00
--165-5052-00
L1, L2, L3
121-5086-00
R1, R2, R3
(Manex N1 : 101-0006254)
n/a
J1 (Connector Not Used, Solder wires direct onto pads)
545-5518-00
n/a
530-5308-02
n/a
515-7121-00-65 (incl. soldered Cable & Conn.) 3-Pos. OPTO Rec. Bd.
520-5195-00
3X OPTO Rec. Bd.
165-5052-00
L1, L2, L3
121-5084-00
R3, R4, R7
(Manex N1 : 101-0001827)
121-5087-00
R1, R6, R9
(Manex N1 : 101-0001907)
121-5085-00
R2, R5, R8
(Manex N1 : 101-0006077)
112-5015-00
Q2, Q3, Q5
(Manex N1 : 201-0003680)
112-5016-00
Q1, Q4, Q6
(Manex N1 : 211-0003587)
545-5518-00
n/a
530-5308-02
n/a
REF-DESIGNATOR
Section 5, Chapter 4:
Printed Circuit Boards (PCBs)
Component Side
DESCRIPTION
PCB Assy. (with all Items 1-5)
PCB Assy. (with Items 1-3 only)
LED TLRH180P (Ultra Bright Red)
180 W 1/4W (Res180E1/4W1210)
OPTO PCB Rubber Gromment
OPTO PCB Brass Tube Spacer
PCB Assy. (with all Items 1-8)
PCB Assy. (with Items 1-6 only)
LED TLRH180P (Ultra Bright Red)
10K W (Res10K 1/10W 0805)
1M W (Res1M 1/10W 0805)
5.6K W (Res5.6K 1/10W 0805)
2N5469 (MMBF5460), Transistor
2N3906, Transistor
OPTO PCB Rubber Gromment
OPTO PCB Brass Tube Spacer
133
Sec. 5: PCBs
Component Side
134
KEY
J2-P10
ORG-WHT
J16-P5
RED
J16-P11
BLK
J2-P1
ORG-BRN
J2-P2
ORG-RED
J2-P3
ORG-BLK
J2-P5
ORG-YEL
J2-P6
ORG-GRN
J2-P7
ORG-BLU
J2-P8
ORG-VIO
J2-P9
ORG-GRY
Magnified View
of Pin-Out
Sec. 5: PCBs
I/O Board
Magnified View
of Dot Block
Digit 1.2 _ 5X7
Dot Display (5X7) x3 PC Bd. (Slot Machine) Schematic
Section 5, Chapter 4:
Printed Circuit Boards (PCBs)
Component Side
Solder Side
Component Side
Solder Side
ITEM
QTY
PART NUMBER
REF-DESIGNATOR
A
1
2
3
4
5
6
7
8
9
10
11
1
1
2
4
6
3
3
10
21
1
1
1
520-5197-00
100-5035-00
112-5017-00
100-5036-00
100-5039-00
100-5040-00
121-5084-00
121-5088-00
121-5086-00
100-5037-00
100-5038-00
121-5089-00
Dot Display (5X7) x3 PC Board
J1
(Manex
Q1, Q2
(Manex
U1, U2, U3, U4
(Manex
C2-C7
(Manex
DIGIT1, DIGIT2, DIGIT3
(Manex
R32-R34
(Manex
R1-R9, R31
(Manex
R10-R30
(Manex
C1
(Manex
U5
(Manex
MOD1
(Manex
Section 5, Chapter 4:
Printed Circuit Boards (PCBs)
DESCRIPTION
N1 :
N1 :
N1 :
N1 :
N1 :
N1 :
N1 :
N1 :
N1 :
N1 :
N1 :
315-0004125)
211-0003589)
221-0006048)
121-0004238)
430-0006059)
101-0001827)
101-0001905)
101-0001897)
131-0003773)
225-0005340)
105-0002703)
PCB Assembly
9T Conn. 12P.1VM
2N3904S 40V 0.2A
74ACT574
Cap. 104-0805 0.1 50V
Dot Block 1.2_5X7 GMA8875C
Res. 10K 1/10W 0805
Res. 1K 1/10W 0805
Res. 180 W 1/10W 0805
T. Cap. 100uF 25V
ULN2003(S)
Res. 1K 1/8W 5CF
135
Sec. 5: PCBs
Dot Display (5X7) x3 PC Bd. (Slot Machine) Component Layout & Parts
Solenoid Expander PC Board Schematic
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)
136
112-5014-00
121-5003-00
121-5042-00
110-0067-00
Section 5, Chapter 4:
Printed Circuit Boards (PCBs)
KEY
KEY
1 2 3 4 5 6 7 8 9 10 11 12
J3
AUX IN
I/O POWER DRIVER BOARD
1 2 3 4 5 6 7 8 9
J2
AUX OUT
For more details on the Dot
Display (5X7) x3 PC Board (Slot
Machine) see Pages 134 & 135.
Sec. 5: PCBs
CPU BOARD
GRN-WHT
BLU-WHT
CSTB
DSTB
AUX OUT
bit 0
bit 1
bit 2
POSTS- OLD
BRN-WHT
BSTB
BSTB
CSTB
DSTB
bit 3
bit 4
bit 5
NEW
CN1
1 2 3 4
KEY
Section 5, Chapter 4:
Printed Circuit Boards (PCBs)
SOLE EXPANDER
5 4 3 2 1
CN2
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)
CN2 to Coils to I/O J7-P1 20v BRN
Solenoid Expander UK Posts & Slot Machine Special Wiring
137
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
U1
R1
CR1
520-5082-00
Component
Side (Beige)
R3
CN1
LONG OPTO XMTR
CR1
520-5083-01 (REC)
R1
Pin-1 RED
(+5v)
Pin-2 BLK
(GROUND)
Q1
C1
OPTO RCVR. SEGA PINBALL
Component
Side (Beige) Pin-3 GRN/XXX
(Sw. Drive « - »)
CN1
Note: In this game, this Combo OPTO Board is used as a Playfield Detection
Switch for the Ball Lock under the Roulette Wheel. See the Switch Matrix Grid
(Pgs. 16-17 or 94). 1 Pair is used for Switch 32, OPTO (GRN-YEL, WHT-GRY).
Pin-2 WHT/XXX
(Sw. Return « + »)
Pin-1 RED
(+5v)
CR2
520-5083-01
CN1
Pin-4 BLK
(GROUND)
Sec. 5: PCBs
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.
138
Section 5, Chapter 4:
Printed Circuit Boards (PCBs)
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$SSHQGL[HV$WKURXJK,
$33(1',;$
(3520
&KLS
6L]H
3URJUDP
3DUW 1ž
CPU
Sound (Old)
Sound (Old)
Sound (Old)
(256K)
(256K)
(256K)
(256K)
965-0004-00
965-0005-00
965-0006-00
965-0007-00
Sound
Sound 1
Sound 2
(256K)
(512K)
(512K)
965-0008-00
965-0009-00
965-0010-00
Laser War
86$
9HU
- OR -
%G
/RF
3LQEDOO*DPH)LUPZDUH7DEOH
5DZ
3DUW 1ž
C5
J5
J6
J7
960-5007-00
960-5007-00
960-5007-00
960-5007-00
7F
6F
4F
960-5007-00
960-7001-02
960-7001-02
(3520
Lethal Weapon 3
(256K)
(256K)
(512K)
(512K)
(256K)
965-0011-00
965-0012-00
965-0014-00
965-0015-00
965-0013-00
A-6
A-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
A02-1
A02-1
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
A02-3
A02-3
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
A02-3
A02-3
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
A02-7
A02-7
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
A03-4
A03-4
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
A03-2
A03-2
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
A02-0
A02-0
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
A02-7
A02-7
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
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
A1.04
A1.04
A1.04
Batman
CPU
CPU
Voice 1
Voice 2
Sound
Display
(128K)
(256K)
(2M)
(1M)
(256K)
(1M)
965-0067-00
965-0135-00
965-0068-00
965-0069-00
965-0070-00
965-0071-00
A1.06
A1.06
A1.06
B5
C5
U17
U21
U7
U8
960-5006-00
960-5007-00
960-5010-00
960-5009-00
960-5007-00
960-5009-00
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
A2.01
(512K)
(2M)
(2M)
(256K)
(1M)
965-0077-00
965-0078-00
965-0079-00
965-0080-00
965-0081-00
A4.08
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
A4.01
86$
9HU
%G
/RF
5DZ
3DUW 1ž
(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
965-0143-00
965-0144-00
965-0145-00
965-0146-00
965-0147-00
A5.13
965-0148-00
965-0149-00
965-0150-00
965-0151-00
965-0152-00
A1.12
A1.30
Jurassic Park
CPU
Voice 0
Voice 1
Sound
Display
(512K)
(4M)
(2M)
(256K)
(4M)
A5.10
Last Action Hero
CPU
Voice 0
Voice 1
Sound
Display
(512K)
(4M)
(2M)
(256K)
(4M)
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
965-0162-00
965-0165-00
965-0166-00
965-0167-00
965-0168-00
965-0164-00
965-0163-00
A4.00
A3.01
The Who’s Tommy
CPU
Voice 1
Voice 2
Voice 3
Voice 4
Sound
Display
(512K)
(4M)
(4M)
(4M)
(4M)
(512K)
(4M)
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
(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
A3.00
(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
A4.04
A1.02
Guns N’ Roses
CPU
Voice 1
Voice 2
Voice 3
Voice 4
Sound
Display
A3.00
Maverick *
CPU
Voice 1
Voice 2
Voice 3
Sound
Display*
Display*
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 1ž
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
$33(1',;$
520
Apollo 13
&KLS
6L]H
3URJUDP
3DUW 1ž
3LQEDOO*DPH)LUPZDUHIRU:KLWH6WDU%RDUG6\VWHP7DEOH
CPU / Sound Board:
86$ '07 %G
&KHFN 6XP /RF
5DZ
3DUW 1ž
(1M)
(4M)
(4M)
(4M)
(512K)
965-0208-00
965-0209-00
965-0210-00
965-0211-00
965-0212-00
A5.01 | $09FF
U17
U21
U36
U7
U210
n/a (masked)
n/a (masked)
n/a (masked)
Display
(4M)
965-0213-00
A5.00 | $B92B
ROM 0
Display Controller Bd.: 520-5055-01
960-7001-02
960-5015-01
(1M)
(4M)
(4M)
(512K)
965-0214-42
965-0215-42
965-0216-42
965-0217-42
A4.04 | $3FFF
Display
(4M)
965-0218-42
A4.00 | $E6ED ROM 0
Display Controller Bd.: 520-5055-01
U210
U17
U21
U7
960-5009-00
n/a (masked)
n/a (masked)
960-7001-02
960-5015-01
Twister
(1M)
(4M)
(4M)
(512K)
965-0219-41
965-0220-41
965-0223-41
965-0221-41
A4.05 | $E9FF
Display
(4M)
965-0222-41
A4.01 | $FD01
Display Controller Bd.: 520-5055-01
U210
U17
U21
U7
960-5009-00
960-5015-01
960-5015-01
960-7001-02
ROM 0
960-5015-01
ID4: Independence Day
CPU / Sound Board:
520-5136-10 (Mono)
Game ROM
Voice 1
Voice 2
Sound
(1M)
(4M)
(4M)
(512K)
965-0224-45
965-0225-45
965-0226-45
965-0227-45
A2.02 | $9CFF
Display
(4M)
965-0228-45
A2.00 | $ABF7
Display Controller Bd.: 520-5055-01
U210
U17
U21
U7
960-5009-00
960-5015-01
960-5015-01
960-7001-02
ROM 0
960-5015-01
Space Jam
520-5136-10 (Mono)
(1M)
(4M)
(4M)
(4M)
(512K)
965-0229-43
965-0230-43
965-0231-43
965-0232-43
965-0233-43
A3.00 | $E6FF
Display
(4M)
965-0234-43
A3.00 | $0057
Display Controller Bd.: 520-5055-01
U210
U17
U21
U36
U7
960-5009-00
960-5015-01
960-5015-01
960-5015-01
960-7001-02
ROM 0
960-5015-01
The Star Wars Trilogy - Special Edition (S.E.)
CPU / Sound Board:
(1M)
(4M)
(4M)
(4M)
(4M)
(512K)
965-0289-40
965-0290-40
965-0291-40
965-0292-40
965-0293-40
965-0294-40
A2.05| $B1FF
Display
(4M)
965-0295-40
A2.00 | $C929
(1M)
(4M)
(4M)
(512K)
965-0235-56
965-0236-56
965-0237-56
965-0238-56
A4.03 | $5EFF
Display
(4M)
965-0239-56
A4.00 | $8817
Display Controller Bd.: 520-5055-01
U210
U17
U21
U7
960-5009-00
960-5015-01
960-5015-01
960-7001-02
ROM 0
960-5015-01
The Lost World: Jurassic Park
CPU / Sound Board:
520-5136-10 (Mono)
Game ROM
Voice 1
Voice 2
Sound
(1M)
(4M)
(4M)
(512K)
965-0240-53
965-0241-53
965-0242-53
965-0243-53
A2.01 | $C2FF
Display
(4M)
965-0244-53
A2.01 | $7F46
Display Controller Bd.: 520-5055-01
U210
U17
U21
U7
960-5009-00
960-5015-01
960-5015-01
960-7001-02
ROM 0
960-5015-01
The X-Files
CPU / Sound Board:
520-5136-10 (Mono)
Game ROM
Voice 1
Voice 2
Sound
(1M)
(4M)
(4M)
(512K)
965-0245-46
965-0246-46
965-0247-46
965-0248-46
A3.03 | $A2FF
Display
(4M)
965-0249-46
A3.00 | $66D0
Display Controller Bd.: 520-5055-01
U210
U17
U21
U7
960-5009-00
960-5015-01
960-5015-01
960-7001-02
ROM 0
960-5015-01
520-5136-15 (Mono FCC NOV97)
Game ROM
Voice 1
Voice 2
Voice 3
Sound
(1M)
(4M)
(4M)
(4M)
(512K)
965-0250-59
965-0251-59
965-0252-59
965-0255-59
965-0253-59
A2.00 | $85FF
Display
(4M)
965-0254-59
A2.00 | $E77B
U210
U17
U21
U36
U7
960-5009-00
960-5015-01
960-5015-01
960-5015-01
960-7001-02
ROM 0
960-5015-01
Display Controller Bd.: 520-5055-02 (FCC NOV97)
960-5009-00
960-5015-01
960-5015-01
960-5015-01
960-5015-01
960-7001-02
ROM 0
960-5015-01
Display Controller Bd.: 520-5055-03 (FCC FEB98)
CPU / Sound Board:
520-5136-16 (Mono FCC FEB98)
Note: This game uses four (4) 8MB VOICE ROMS at U17, U21, U36 & U37 requiring a
Jumper at Loc. W6. Refer to CPU/Snd. Bd. Schematic (2 of 3).
Game ROM (1M)
965-0301-71
A1.03 | $58FF U210
960-5009-00
Voice 1
(8M)
965-0302-71
U17
960-5016-00
Voice 2
(8M)
965-0303-71
U21
960-5016-00
Voice 3
(8M)
965-0304-71
U36
960-5016-00
Voice 4
(8M)
965-0305-71
U37
960-5016-00
Sound
(512K)
965-0306-71
U7
960-7001-02
Display
(4M)
965-0307-71
A1.01 | $166F
ROM 0
960-5015-01
Harley-Davidson®
CPU / Sound Board:
520-5136-16 (Mono FCC FEB98)
Note: This game uses four (4) 8MB VOICE ROMS at U17, U21, U36 & U37
requiring a Jumper at Loc. W6. Refer to CPU/Snd. Bd. Schematic (2 of 3).
Game ROM (1M)
965-0319-67
A1.03 | $3EFF U210
Voice 1
(8M)
965-0322-67
U17
Voice 2
(8M)
965-0323-67
U21
Voice 3
(8M)
965-0324-67
U36
Voice 4
(4M)
965-0325-67
U37
Sound
(512K)
965-0320-67
U7
960-5009-00
960-5016-00
960-5016-00
960-5016-00
960-5015-01
960-7001-02
Display
960-5015-01
Display Controller Bd.: 520-5055-03 (FCC FEB98)
(4M)
965-0321-67
A1.04 | $FC7C ROM 0
Striker Xtreme
520-5136-16 (Mono FCC FEB98)
Note: This game uses four (4) 8MB VOICE ROMS at U17, U21, U36 & U37
requiring a Jumper at Loc. W6. Refer to CPU/Snd. Bd. Schematic (2 of 3).
Game ROM (1M)
965-0326-68
A1.02 | $E4FF U210
Voice 1
(8M)
965-0329-68
U17
Voice 2
(8M)
965-0330-68
U21
Voice 3
(8M)
965-0331-68
U36
Voice 4
(8M)
965-0332-68
U37
Sound
(512K)
965-0327-68
U7
960-5009-00
960-5016-00
960-5016-00
960-5016-00
960-5016-00
960-7001-02
Display
960-5015-01
Display Controller Bd.: 520-5055-03 (FCC FEB98)
(4M)
965-0328-68
A1.03 | $1957
ROM 0
CPU / Sound Board:
520-5136-16 (Mono FCC FEB98)
Note: This game uses four (4) 8MB VOICE ROMS at U17, U21, U36 & U37
requiring a Jumper at Loc. W6. Refer to CPU/Snd. Bd. Schematic (2 of 3).
Game ROM (1M)
965-0339-73
A1.00 | $D2FF U210
Voice 1
(8M)
965-0342-73
U17
Voice 2
(8M)
965-0343-73
U21
Voice 3
(8M)
965-0344-73
U36
Voice 4
(8M)
965-0345-73
U37
Sound
(512K)
965-0340-73
U7
960-5009-00
960-5016-00
960-5016-00
960-5016-00
960-5016-00
960-7001-02
Display
960-5015-01
Display Controller Bd.: 520-5055-03 (FCC FEB98)
(4M)
965-0341-73
A1.01 | $845A
ROM 0
Sharkey’s Shootout
CPU / Sound Board:
520-5136-64 (Mono FCC FEB98 Rev. 8/00)
Note: This game uses three (3) 8MB VOICE ROMS at U17, U21 & U36
requiring a Jumper at Loc. W6. Refer to CPU/Snd. Bd. Schematic (2 of 3).
Game ROM (1M)
965-0333-72
A2.04 | $5CFF U210
Voice 1
(8M)
965-0336-72
U17
Voice 2
(8M)
965-0337-72
U21
Voice 3
(8M)
965-0338-72
U36
Sound
(512K)
965-0334-72
U7
960-5009-00
960-5016-00
960-5016-00
960-5016-00
960-7001-02
Display
960-5015-01
Display Controller Bd.: 520-5055-03 (FCC FEB98)
(4M)
965-0335-72
A2.01 | $6C33
ROM 0
High Roller Casino
CPU / Sound Board:
Starship Troopers
CPU / Sound Board:
U210
U17
U21
U36
U37
U7
NFL
520-5136-10 (Mono)
Game ROM
Voice 1
Voice 2
Sound
520-5136-16 (Mono FCC FEB98)
Game ROM
Voice 1
Voice 2
Voice 3
Voice 4
Sound
CPU / Sound Board:
CPU / Sound Board:
Game ROM
Voice 1
Voice 2
Voice 3
Sound
5DZ
3DUW 1ž
86$ '07 %G
&KHFN 6XP /RF
Display Controller Bd.: 520-5055-03 (FCC FEB98)
520-5136-10 (Mono)
Game ROM
Voice 1
Voice 2
Sound
3URJUDP
3DUW 1ž
South Park
520-5136-00 (Stereo)
Game ROM
Voice 1
Voice 2
Sound
&KLS
6L]H
CPU / Sound Board:
960-5009-00
Golden Eye
CPU / Sound Board:
Godzilla
520-5136-00 (Stereo)
Game ROM
Voice 1
Voice 2
Voice 3
Sound
CPU / Sound Board:
520
520-5136-16 (Mono FCC FEB98)
Note: This game uses four (4) 8MB VOICE ROMS at U17, U21, U36 & U37
requiring a Jumper at Loc. W6. Refer to CPU/Snd. Bd. Schematic (2 of 3).
Game ROM (1M)
965-0346-65
A|$
U210
Voice 1
(8M)
965-0349-65
U17
Voice 2
(8M)
965-0350-65
GAME CODE U21
Voice 3
(8M)
965-0350-65
U36
IN
Voice 4
(8M)
965-0350-65
PRODUCTION U37
Sound
(512K)
965-0347-65
U7
960-5009-00
960-5016-00
960-5016-00
960-5016-00
960-5016-00
960-7001-02
Display
960-5015-01
Display Controller Bd.: 520-5055-03 (FCC FEB98)
(4M)
965-00348-65
A|$
ROM 0
Viper Night Drivin’
CPU / Sound Board:
520-5136-16 (Mono FCC FEB98)
Game ROM
Voice 1
Voice 2
Voice 3
Voice 4
Sound
(1M)
(4M)
(4M)
(4M)
(4M)
(512K)
965-0266-35
965-0267-35
965-0268-35
965-0269-35
965-0270-35
965-0271-35
A2.01 | $C5FF
Display
(4M)
965-0272-35
A2.01 | $C17D
U210
U17
U21
U36
U37
U7
960-5009-00
960-5015-01
960-5015-01
960-5015-01
960-5015-01
960-7001-02
ROM 0
960-5015-01
Display Controller Bd.: 520-5055-03 (FCC FEB98)
Lost In Space
CPU / Sound Board:
520-5136-16 (Mono FCC FEB98)
Game ROM
Voice 1
Voice 2
Voice 3
Voice 4
Sound
(1M)
(4M)
(4M)
(4M)
(4M)
(512K)
965-0282-60
965-0283-60
965-0284-60
965-0285-60
965-0286-60
965-0287-60
A1.01 | $B2FF
Display
(4M)
965-0288-60
A1.02 | $32AB
U210
U17
U21
U36
U37
U7
960-5009-00
960-5015-01
960-5015-01
960-5015-01
960-5015-01
960-7001-02
ROM 0
960-5015-01
Display Controller Bd.: 520-5055-03 (FCC FEB98)
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).
$SSHQGL[$
3LQEDOO*DPH)LUPZDUH7DEOH
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7DEOH
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Diode
Diode
Diode
Diode
Diode
Diode
Diode, Signal
LED
1N4001
1N4004
1N5401
1N5404
T6A10L
FR302
1N914
MT5000UR or
TLRH180P
(T1-3/4 GaAIAs)
112-5001-00
112-5003-00
112-0056-00
112-5004-00
112-5006-01
112-5009-00
112-5014-00
165-5052-00
NTE552
NTE116
NTE5801
NTE5804
NTE5812
NTE588
-—-—-
ECG552
ECG116
ECG5801
ECG5804
ECG5812
ECG588
-—-—-
-—-—276-1103
276-1143
276-1144
-—-—-—-—-—-—-
SK9000
SK3312
SK9004
SK9007
-—-—SK5014
-—-—-
(old SPI Part N:
165-5100-00)
-—-—-
-—-—-
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
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
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
ECG48
ECG157
ECG287
ECG123AP
ECG261
ECG375
ECG288
ECG292
ECG374
ECG278
ECG332
ECG292
ECG393
ECG5400
ECG5461-8
-—-—-—-—-—-—276-2009
-—-—-—-—-—-—276-2009
276-2068
-—-—-—-—-—-—-—-—-—-—-—-—-—-—-—-—276-1067
-—-—-
-—-—-—-—-—-—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
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
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
$SSHQGL[%
6HPL&RQGXFWRUV,&V5HOD\V
$33(1',;&
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
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
-XPSHUV
,QVWDOOHG
-XPSHUV
5HPRYHG
2
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
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J5 J5b J6b
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1
2
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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
(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
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5HPRYHG
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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
—
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.
W6
n/a
W6
W6
W6
W6
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.
$SSHQGL[&
*DPH0DQXDO7DEOH
$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
*DPH
1DPH
)OLSSHU
3RZHU
6XSSO\
6RXQG
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
520-5002-02
520-5000-00
520-5002-02
520-5000-00
520-5002-02
520-5000-00
520-5002-03
520-5000-00
'RW 0DWUL[
'LVSOD\
'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
520-5042-00
128 X 16
520-5042-00
Teenage Mutant
520-5002-03
520-5047-00
Ninja Turtles
128 X 16
520-5042-00
Batman
520-5050-01
520-5047-00
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
520-5050-01
520-5047-01
520-5055-00
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
Jurassic Park
520-5050-02
520-5047-02
520-5055-00
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
520-5052-00
520-5076-00
Guns N’
520-5055-01
520-5077-00
520-5047-02
Roses
128 X 32
3-Flipper
520-5076-00
520-5075-00
520-5102-00
Maverick
520-5050-03
520-5047-03
520-5092-01
3-Flipper
192 X 64
Single OPTO
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
4-Flipper (2X2)
192 X 64
Single OPTO
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.
Checkpoint
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
520-5033-00
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
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
520-5002-02
520-5002-03
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
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
Miscellaneous
PC Boards:
Golden Eye
520-5080-00
2-Flipper
Miscellaneous
PC Boards:
,2 3RZHU &386RXQG 'LVS 3RZHU 'RW 0DWUL[
'ULYHU
6WHUHR
6XSSO\
'LVSOD\
520-5137-00
520-5136-00
520-5138-00
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
520-5128-05 through -08
Mag. Processor X2 Driver Bd.
520-5143-00
'LVSOD\
2372
&RQWUROOHU 7UDQVPLWWHU
520-5055-01
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
Relay Board
520-5010-00
520-5055-01
Relay Board
520-5010-00
Table continued on the next page.
$SSHQGL['
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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:
Independence
Day (ID4)
520-5137-01
Miscellaneous
PC Boards:
520-5137-01
Space Jam
Miscellaneous
PC Boards:
The Star
Wars Trilolgy
- Special Ed.
The Lost
World: J.P.
520-5136-10
Light Boards
520-5145-01 through -07
520-5136-10
520-5136-10
520-5052-00
128 X 32
520-5055-01
Mag. Drv. Bd.
520-5143-00
Relay Board
520-5010-00
520-5052-00
128 X 32
520-5055-01
Servo Mtr. Bd.
520-5152-00
Miscellaneous
PC Boards:
Relay Board
520-5010-00
520-5137-01
520-5136-10
Viper Night
Drivin’
Lost In
Space
Godzilla
Miscellaneous
PC Boards:
520-5125-00
Single OPTO
5-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
520-5124-00
Single OPTO
520-5125-00
Single OPTO
4-Ball Trough
over Up-Kicker
DC Relay Bd. Shaker Mtr. Bd.
520-5066-00
520-5065-00
520-5136-10
520-5138-00
520-5052-00
128 X 32
520-5055-01
520-5136-15
520-5138-00
520-5052-00
128 X 32
520-5055-02
520-5052-00
128 X 32
520-5055-03
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
520-5138-00
520-5138-00
520-5052-00
128 X 32
520-5055-03
520-5138-00
520-5052-00
128 X 32
520-5055-03
520-5136-16
520-5138-00
520-5052-00
128 X 32
520-5055-03
520-5136-16
520-5138-00
520-5052-00
128 X 32
520-5055-03
Miscellaneous
PC Boards:
Sharkey’s
Shootout
High Roller
Casino
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
Single OPTO
520-5125-00
Single OPTO
4-Ball Trough
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
520-5137-01
Striker
Xtreme
(NFL)
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
Single OPTO
South Park
HarleyDavidson®
5-Ball Trough
over Up-Kicker
520-5055-01
Miscellaneous
PC Boards:
520-5137-01
520-5125-00
Single OPTO
2372
0LVF 2372
$SOOLFDWLRQ
$SS
520-5052-00
128 X 32
520-5138-00
The X-Files
Starship
Troopers
520-5124-00
Single OPTO
2372
5HFHLYHU
2X 7-Segment Display Board
520-5153-00
520-5136-10
520-5137-01
520-5138-00
Light Boards
520-5149-01 through -10
520-5137-01
Miscellaneous
PC Boards:
520-5138-00
'LVSOD\
2372
&RQWUROOHU 7UDQVPLWWHU
520-5137-01
Miscellaneous
PC Boards:
520-5137-01
Relay Board Shaker Mtr. Bd. Diode Board
520-5010-00 /520-5065-00 520-5146-00
520-5136-16
520-5138-00
520-5052-00
128 X 32
520-5055-03
520-5173-00
520-5174-00 5-Ball Trough
Dual OPTO
Dual OPTO over Up-Kicker
520-5082-00
520-5083-01
Kenny Under
Long Hop OPTO Long Hop OPTO Trough Enter
520-5173-00
Dual OPTO
520-5174-00
Dual OPTO
4-Ball Trough
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
Dual OPTO
Dual OPTO over Up-Kicker
Miscellaneous
PC Boards:
DC Relay Bd.
520-5066-00
Relay Board
520-5010-00
Diode Board
520-5146-00
for UK ONLY> Solenoid Expander Bd.
520-5192-00
520-5137-64
520-5136-64
520-5138-00
520-5052-00
128 X 32
520-5055-03
520-5173-00
Dual OPTO
520-5174-00
Dual OPTO
4-Ball Trough
over Up-Kicker
Miscellaneous
PC Boards:
Relay Board
520-5010-00
Sol. Exp. Bd.
520-5192-00
520-5137-01
520-5136-16
520-5138-00
520-5052-00
128 X 32
520-5055-03
520-5173-00
Dual OPTO
520-5174-00
Dual OPTO
4-Ball Trough
over Up-Kicker
Miscellaneous
PC Boards:
Dot Display
(5X7) in Slot
520-5197-00
UK Only:
Sol. Exp. Bd.
520-5192-00
520-5082-00
520-5083-01 Goalie UnderLong Hop OPTO Long Hop OPTO Trough Enter
520-5082-00
520-5083-01
Long Hop OPTO Long Hop OPTO
520-5196-00
3-Pos. OPTO
520-5195-00
3-Pos. OPTO
Ball Lock
Under
Roulette
Up/Dn Ramp
in Slot Mach.
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
† N o t e : To order Game Specific CPU/Sound Board please specify Game Name.
$SSHQGL['
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$33(1',;(
*HQHULF&RLO&URVV5HIHUHQFH*XLGH† ‡
67$1'$5' &2,/6
*$78516 5HV : 63, 3$57 1ž *$78516 5HV : 63, 3$57 1ž
*$8*(78516
090-5036-00T
20-400 1.0 : 090-5021-00
21-900 †
24-940 † 5.5 :
090-5036-00B 22-750/30-2600 ‡
22-500 1.7 : 090-5017-00
22-600 2.2 : 090-5023-00
25-1240 9.3 : 090-5034-00
22-900 †
090-5044-00T
23-700 3.1 : 090-5022-00
26-1200 † 10.3 :
22-1080 †
090-5044-00B
23-750 3.4 : 090-5019-00
090-5001-00T
27-1300 14.2 : 090-5003-00
23-620/30-2600 ‡
23-800 † 3.6 :
090-5001-00B 27-1400 14.7 : 090-5015-00
23-700/30-2600 ‡
090-5004-00T 23-800/30-2600 ‡
23-840 4.0 : 090-5005-00
27-1500 16.3 :
090-5004-00B
23-1200 7.1 : 090-5008-00
23-900
231⁄2-765 3.6 : 090-5037-03
28-1050 11.5 : 090-5046-00
23-1100
24-900 5.0 : 090-5002-00
29-2000 33.6 : 090-5016-00
24-1570
NOTE: Ohm values may vary +/- .03 : depending on meter calibration.
25-1800
)/,33(5 &2,/6
5HV :
&2/25
63, 3$57 1ž
090-5020-10T
2.6 / 92.0 :
090-5011-00
3.4 :
090-5020-20T
090-5032-00T
4.3 : YEL/GRN
090-5032-00B
2.4 / 75.0 : N/A
090-5006-00
3.0 / 83.5 : N/A
090-5013-00
2.8 / 90.5 : N/A
090-5012-00
3.8 : GRN
090-5020-30
5.1 : ORG
090-5030-00
9.5 : N/A
090-5025-00
13.8 : BLU/GRN 090-5041-00
† Coil Part Nºs ending with a "T" signifies the Diode is on the top of the lug; ...ending with a "B" signifies the Diode is on the bottom of the lug.
‡ These coils are dual-wound. Also Note: All Coil Part Nºs listed Do Not Include Coil Sleeves (must be ordered separately).
0$*1(7 &2,/6 Z OHDGV
RED
N/A
YEL
not available
75,3 &2,/6 0LQLDWXUH
*$78516 5HV : 63, 3$57 1ž
22-650 4.3 : 090-5042-01
8 : 090-5061-00
24-780
*$78516 5HV : 63, 3$57 1ž
29-1000 15.2 : 090-5059-00
31-1500 52.0 W 090-5054-00
32-1800 50.2 : 090-5031-00
*$78516 5HV : 63, 3$57 1ž
33-1590 59 : 515-6916-00
32-1250 35 : 515-6916-01
Note: 33-1590 WHT & 32-1250 YEL
/8*/(66 &2,/6
*$78516 5HV :
63, 3$57 1ž
23-800 :
090-5053-00
)OLSSHU&RLO7DEOH‡ ††
*$0( 1$0(
1ž RI
)OLSSHUV
Laser War ‡
Secret Service ‡
Torpedo Alley ‡
Time Machine ‡
/2:(5 )/,33(56
63, 1ž *$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, 1ž *$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
SAME
Not Used
Not Used
Robocop
22-900 -YEL090-5020-20
Phantom of the Opera
SAME
Not Used
Not Used
22-900 -YEL090-5020-20
SAME
Not Used
Not Used
Back to the Future
22-900 -YEL090-5020-20
SAME
Not Used
Not Used
The Simpsons
22-900 -YEL090-5020-20
SAME
Not Used
Not Used
Checkpoint
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[(
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$33(1',;(
)OLSSHU&RLO7DEOH†
*$0( 1$0(
1ž RI
)OLSSHUV
Star Wars
Rocky & Bullwinkle & Friends
Last Action Hero
Tales from the Crypt
The Who’s Tommy
Jurassic Park
Guns N’ Roses
Maverick
Mary Shelley’s Frankenstein
WWF Royal Rumble
Batman Forever
Apollo 13
Golden Eye
Baywatch
ID4: Independence Day
Space Jam †
The Star Wars Trilogy - Special Edition †
Twister
The X-Files †
Starship Troopers †
Viper Night Drivin’ †
The Lost World: Jurassic Park †
Godzilla †
South Park †
Harley-Davidson® †
Lost In Space †
Sharkey’s Shootout †
High Roller Casino †
Striker Xtreme (NFL) †
/2:(5 )/,33(56
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090-5032-00
SAME
Not Used
Not Used
22-1080 -YEL-GRN090-5020-30
SAME
Not Used
Not Used
23-900 -GRN090-5020-30
090-5030-00
SAME
Not Used
23-900 -GRN23-1100 -ORG090-5020-30
SAME
Not Used
Not Used
23-900 -GRN090-5041-00
090-5032-00
SAME
Not Used
25-1800 -BLU-GRN22-1080 -YEL-GRN090-5020-30
090-5041-00
SAME
Not Used
23-900 -GRN25-1800 -BLU-GRN090-5032-00
090-5041-00
SAME
SAME
22-1080 -YEL-GRN25-1800 -BLU-GRN090-5032-00
090-5030-00
SAME
Not Used
22-1080 -YEL-GRN23-1100 -ORG090-5032-00
090-5032-00
SAME
Not Used
22-1080 -YEL-GRN22-1080 -YEL-GRN090-5030-00
090-5030-00
SAME
Not Used
23-1100 -ORG23-1100 -ORG090-5030-00
090-5020-30
090-5025-00
090-5030-00
23-1100 -ORG23-900 -GRN24-1570 -N/A23-1100 -ORG090-5020-30
090-5032-00
090-5020-20
Not Used
23-900 -GRN22-1080 -YEL-GRN22-900 -YEL090-5032-00
SAME
Not Used
Not Used
22-1080 -YEL-GRN090-5032-00
SAME
Not Used
Not Used
22-1080 -YEL-GRN090-5020-20
090-5032-00
Not Used
Not Used
22-900 -YEL22-1080 -YEL-GRN090-5020-30
090-5032-00
SAME
Not Used
23-900 -GRN22-1080 -YEL-GRN090-5032-00T
090-5020-20T
Not Used
Not Used
22-1080 -YEL-GRN22-900 -YEL090-5032-00T
SAME
Not Used
Not Used
22-1080 -YEL-GRN090-5032-00T
SAME
Not Used
Not Used
22-1080 -YEL-GRN090-5032-00T
SAME
Not Used
Not Used
22-1080 -YEL-GRN090-5032-00T
090-5030-00T
SAME
Not Used
22-1080 -YEL-GRN23-1100 -ORG090-5030-00T
SAME
Not Used
Not Used
23-1100 -ORG090-5030-00T
090-5032-00T
Not Used
Not Used
23-1100 -ORG22-1080 -YEL-GRN090-5032-00T
SAME
Not Used
Not Used
22-1080 -YEL-GRN090-5030-00T
SAME
Not Used
Not Used
23-1100 -ORG090-5032-00T
090-5030-00T
Not Used
Not Used
22-1080 -YEL-GRN23-1100 -ORG090-5032-00T
090-5030-00T
090-5030-00T
Not Used
22-1080 -YEL-GRN23-1100 -ORG23-1100 -ORG090-5030-00T
090-5030-00T
090-5030-00T
Not Used
23-1100 -ORG23-1100 -ORG23-1100 -ORG090-5020-20T
090-5032-00T
Not Used
Not Used
22-900 -YEL23-1080 -YEL-GRN-
† 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.
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The following table only list games that used motors.
*DPH 1DPH
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6SHFLILFDWLRQV
3DUW 1ž
ABC Monday Night Football
Goal Post
Up/Down Movement
Organ
Up/Down Movement
Mag Wheel
(in Backbox)
Motor 24v A.C.
60 RPM CW
Bowman Motor 24v
60Hz 3W 11 RPM CCW
515-5222-00
515-5256-00
Motor D.C. (KEN)
041-5005-00
Shaker
Johnson Motor
(Vibrator)
Gear Motor 24v A.C.
325 RPM CW
Bowman Motor 24v
60Hz 3W 11 RPM CCW
Bowman Motor 24v
221⁄2 RPM
Gear Motor 24v A.C.
31⁄2 RPM
041-5002-00
41⁄2" Motor 12v
041-5014-00
Phantom of the Opera
Checkpoint
Teenage Mutant Ninja Turtles
Batman
Spinning Pizza Ball
Deflector
Bar Target
Up/Down Movement
Swinging Target
Star Trek 25th Anniversary
Transporter F/X
Cooling Fan
(for Transporter F/X)
Lethal Weapon 3
Star Wars
Rocky & Bullwinkle & Friends
Jurassic Park
Spinning Light
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
Shaker
Last Action Hero
Crane
Left/Right Movement
Shaker
Tales from the Crypt
Tombstone
Up/Down Movement
Shaker
Mirror
Up/Down Movement
The Who’s Tommy
Flipper Blinders
Spinning Airplane
Propellers
WWF Royal Rumble
Shaker
Maverick, The Movie
Turning Paddle Wheel
Mary Shelley’s Frankenstein
Batman Forever
Apollo 13
Creature Head
Left/Right Movement
Cannon
Left/Right Movement
Rocket
Up/Down Movement
Moon Unit
Rotational Orbit
Shaker
Golden Eye
Satellite
Left/Right Movement
Motor 21⁄2 v A.C.
4000 RPM CCW
Bowman Motor 24v
60hz 3W 11 RPM CCW
Bowman Motor 24v A.C.
221⁄2 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
041-5017-00
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)
041-5026-00
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
041-5002-00
041-5027-00
041-5029-00
515-5900-00
041-5029-00
515-5900-00
041-5032-00
041-5036-00
515-6383-00
515-6487-00
041-5029-00
515-6528-00
Table continued on the next page.
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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
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6SHFLILFDWLRQV
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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.
50/60Hz 3W 325 RPM CCW
Multi Products Motor 24v A.C.
50/60Hz 3W 3600 RPM CW
515-6347-00
Servo Motor (94322)
041-5045-00
Bowman Motor 24v A.C.
60Hz 3W 10 RPM CCW
Multi Products Motor 20v D.C.
9 RPM Non-Directional
Johnson Motor (Vibrator) 10.5v D.C.
Shaker
10 AMP 2950 RPM CW
X-File Cabinet
Multi Products Motor 20v D.C.
Lift Up/Down Movement
9 RPM CCW
Haydon Switch & Instrument, Inc. Stepper Motor,
Warrior Bug
Series 36000: 1.4"ø (Non-Captive Shaft not incl.)
Forward/Reverse Movement HSI #36864-12 (Unipolar) / Travel per Step = .004
Step Angle = 15° / 12v D.C. / 4.6W
Spinning Disc
Multi Products Motor 24v A.C.
with Magnet
50/60Hz 3W 325 RPM CCW
Johnson Motor (Vibrator) 10.5v D.C.
Shaker
10 AMP 2950 RPM CW ‡
Johnson Motor (Vibrator) 10.5v D.C.
Shaker
10 AMP 2950 RPM CW ‡
Motorcycle
Autotrol 24v A.C.
Lift Up/Down Movement
20 RPM CCW
Goalie (Linebacker)
Multi #3590 12v D.C.
Left to Right Movement
60 RPM
Mystery Ball
Hankscraft Model-E 24v A.C.
Rotating Movement
50/60Hz 3W 20 RPM CW
Roulette Wheel
Multi Products Motor 20V D.C.
Rotating Movement
CCW
Haydon Switch & Instrument, Inc. Stepper Motor,
Up/Dn. Ramp in Slot Mach. Series 36000: 1.4"ø (Non-Captive Shaft not incl.)
Lift Up/Down Movement
HSI #36864-12 (Unipolar) / Travel per Step = .004
Step Angle = 15° / 12v D.C. / 4.6W
515-6531-00
515-6383-01
515-6715-03
041-5029-00
041-5057-00
515-6794-00
515-6347-00
041-5029-01
041-5029-01
041-5072-01
041-5075-00
041-5076-00
041-5078-00
515-6794-00
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.
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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.
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)
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STARBURST
CIRCULAR
STARBURST
CIRCULAR
Patterns:
STARBURST
5⁄8"
STIPPLE
3⁄4"
ø
STARBURST
CIRCULAR
STARBURST
CIRCULAR
STARBURST
CIRCULAR
1" ø
1-3/16" ø
1-1⁄2" ø
550-5002-XX
PLAIN
CIRCULAR
550-5003-XX
PLAIN
CIRCULAR
550-5004-XX
PLAIN
CIRCULAR
1" ø
1-3/16" ø
1-1⁄2" ø
550-5009-XX
ROLLOVER
BUTTON BASE
550-5010-XX
WHITE STAR
(only in white)
ø
STARBURST
CIRCULAR
550-5000-XX
STARBURST
CIRCULAR
550-5001-XX
PLAIN
CIRCULAR
2-1⁄4" ø
2-3⁄4" ø
550-5005-XX
PLAIN
CIRCULAR
550-5006-XX
PLAIN
CIRCULAR
550-5007-XX
STIPPLE
CIRCULAR
550-5008-XX
STIPPLE
1" SQUARE
2-1⁄4" ø
2-3⁄4" ø
1" ø
12"
3⁄4"
ø
550-5019-XX
550-5026-XX
545-5015-00
550-5048-XX
550-5011-XX
550-5012-XX
STIPPLE
STIPPLE
STARBURST
PLAIN
PLAIN
PLAIN
RECTANGULAR RECTANGULAR RECTANGULAR RECTANGULAR RECTANGULAR RECTANGULAR
1-1⁄2" X 3⁄4"
1-1⁄4" X 1-1⁄2"
2-1⁄4" X 1-1⁄8"
2-1⁄4" X 1-1⁄8"
1-1⁄4" X 1-1⁄2"
2" X 2-1⁄2"
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"
3-1⁄2"
3-1⁄2"
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.
3
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-00 Black or Solid Clear -03 Amber
-01 Clear
-04 Green
-02 Red
-05 Blue
,
&
1º
3
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-06 Yellow
-07 Orange
-08 White
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-09 Purple
-10 Fluor. Orange
-11 Fluor. Green
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-12 Fluor. Blue
-13 Teal Green
-14 Gray
7
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-15 Luminescent
-16 Gold
-17 Trans. Brown
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1º
-00
-01
-02
-03
-04
-05
-06
-07
-08
-09
-10
-11
-12
-13
-14
-15
-16
"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)
)
&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)
545-6138-XX
545-6075-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 Assy. 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).
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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:
1A‡ Switch & Target Assy. 1" Round
515-5966-XX
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 3⁄4 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 11⁄2" 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 11⁄2" 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), A2— Washer 5/16" (242-5017-00),
Item 2 Table Note continued in
A3— Rivet 1/8" ø X 3/16" (249-5001-00) and A4— Narrow Target (545-5210-XX).
the next column.
2
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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
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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.
"-00T" "T" at the end of Coil Part Numbers signifies that the diode
is attached to the top of the lug (the side nearest the coil-winding).
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3/4”
2
For metric, multiply inch
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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”
3
4
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http://www.SternPinball.com
7
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2020 Janice Avenue, Melrose Park, IL 60160
U S H E L P
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IF OU HAVE AN SUGGESTIONS, QUESTIONS, NEED TECHNICAL
ADVICE, FIND ERRORS OR HAVE COMMENTS, CALL US TOLL-FREE (USA or CANADA)
2.54cm /25.4mm
1cm .3937”
1mm .03937”
H E L P
1
1”
1/2”
.75”
.25”
.125”
.0625”
1/8”
Tel 708-345-7700 Fax 708-345-7889 eMail parts.service sternpinball.com
1/16”
1-800-KICKERS
Metric Conversion
.5”
q U.S. q
Customary
9” Ruler
ALTHOUGH EVER EFFORT IS PUT INTO MAKING THIS MANUAL (AND ALL
OTHER DOCUMENTS RELATING TO THIS PRODUCT) ACCURATE AND
COMPLETE, PLA FIELD COMPONENTS, FEATURES, RULES, PROGRAMMING
AND OPERATION ARE SUBJECT TO CHANGE WITH OR WITHOUT NOTICE.

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Key Features

  • Casino-themed games
  • Four-player mode
  • Multiple bonus games and features
  • Multiball mode
  • Super jackpot
  • Points system

Frequently Answers and Questions

What is the 'OPERATOR ALERT' message?
This message appears during game mode or power-up to warn the operator about a potential ball trap issue. It occurs when a switch-activated coil that could trap a ball is disabled. If a ball is stuck or the switch remains closed, the CPU will activate the coil ten times. If the switch remains closed, the message will display indicating the exact problem and location.
What does 'OPEN THE COIN DOOR' message signify?
This indicates that the CMOS RAM memory has been corrupted, which could be caused by dead or faulty RAM batteries or new code installation. Opening the coin door triggers a Factory Restore by activating the Memory Protect Switch.
How do I access the Portals™ Service Menu?
Power up the game and open the Coin Door. On the door, you'll find the Portals™ Service Switch Set (Red, Green & Black Buttons). Press the Black 'BEGIN TEST' Button to enter the Service Menu Mode.

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