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English Manual (with schematics)

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Contents

1. nas EI E Combined Display Logic Diagram 45 sweibeig Edd wqx J DODATA EAST 52 09 5021 00 121314 123456789101 9990900900009090 42 123458 78 e ai eje o e 1234 5 Nd AT 5 elie put FH eo 17 S GND 5050048 Jy MT voe 19 Sepa BHF qi ie elle e erke ere 222212 1 see 58 7654321 E 4 774 FY 1099 910 10 Playfield Top Parts Item Description Part Number 10 Manslon Assembly 500 5140 00 11 1 Hex Spacer 254 5008 06 1 Completely Assmbld Plyfid 500 5135 00 12 Back Panel Assy 500 5145 00 2 Outhole side Brkt amp 500 5043 00 13 Spinnning Target 500 5050 02 3 Laser Kick Assembly 500 5080 00 14 Spin Tgt Mtg brkt Right 535 5259 01 4 Outhole Assembly 500 5082 00 15 Spin Tgt Mtg brkt Left 535 5259 02 5 Right Ramp Assembly 500 5083 00 16 Metal Stand off 12 530 5035 01 B 2 Hex Spacer 2 254 5008 07 17 Spinning Tgt Sw Act 535 5309 01 7 Laser Kick Bail Guide 500 5113 00 18 5 Spinning Tgt Wshrs 2 545 5037 00 8 Shooter Ln Ball Guide 500 5114 00 19 Spinning Tgt Decal Frnt 820 5205 01 9 Grotto Bail Guide 500 5117 00 20 Spinning Tgt Decal Back 820 5205 02 21 Flipper Bat
2. 3 H LA dub i Tris 3 i HD nat quie mia nd i dH i 2 PS ORN P3 CNI Z uunc k 2 3 BLK PS amp WHT REO 25 FOR FROM PAGE 29 SOLENOIDS TT BLU 3 vac ron POWER WIRING DIAGRAM BLU WHT LAMPS Ru nem m roca ii x 8 a 1 Fre 1 dmm tuz EA FEMA EEA 222 p 2 I i pea EPI LI 4 L POWER SUPPLY m Ll ERI 50V 50VB VIO YEL YEL VIO LASER CHAMPAGNE GROTTO KICKBIG KICK VERTICAL 16 KICKER 25 800 aR 23 800 GENERAL ILLUMINATION FUSED LINES WHT VIO 6 5 V OUTPUT 2 6 3VAC KEY TO OUTPUT WHT GRN power BULBS aces WHT YEL SUPPLY 5 WHT BRN BOARD Sy ke 388 WHT BRN s a 3 T FUSES 9 i EA F O PPB BOARD BRI BLK YEL MANSION PS cNI3_ FLASH AAA 3 NO 9 1 NO 906 GND ID ET 1 NO 89 4 NO 906
3. 4 SWITCH DRY 7 K Qul T SWITCH DRV 8 4 5 CN2 ALPHANUMERIC SEGMENT DRIVERS CN21 SOUND DRIVERS m T MS 2 i CPU BOARD SHT 20F4 H A SOL DRV 9 Crab 2485 gt SOL DRV 2A gt SOL DRY II C24 pes 2 SOL DRV SOL I SOL DRY 14 SOL 15 p 7 19 8 lt 1 12F pues gt SOL 1 14 gt T NOD GNO 1 4 RESET gt HEBE gt 4 1 126 5 gt 1 5234 X6 t ME 4508 4 4 me 7068 2 gt PU FL wa g E Mp nip gt NOIL GM zi 54 T e 2 Ti CNIS art 4Cf 1588 4 k G 9 7528 ux me 1 4 lt pim CNIS pamm y G IF N n 8 10 48 BLANKING gt 588 GND 7 S H GND 143 EW BLA 7 8 1 9 IO Ie AN MECN AT 4 8 SOL DRV 9 2m ad SOL DRV e pm Tipi22 SOL DRV 10 eh SOL DRV 2 eut 22 _5 e93 t SOL DRY 3 2 SOL DRV 12 SOL DRV 4 a SOL SOL ORV 5 i 2122 BRN ees SOL DRV
4. CPU BOARD 1 4 Logic Diagram Sheet 1 of 4 37 L 3 4 TOCON CN3 MAS DIS BD 1 IRO 2181 E mM x 44 48 718 lt P S aAS C 1 emm L gt a IH apy gt ak p 83 0 pm 28486 gt 588 ee a a A Dp tT L kE x 144 BB D gt b ESSE sx ka eo ee F Mu Dem s 142325488 gt _3488 1 06 gt ES qao omm pado epp Td 7 0 gt hH tt He 10 125 BESET gt REST EE Eas oe eit Ud mhil aja mar 5 43M HOLIMS 7 9 10 1 S E 1 _ L F BLANKING lt F 14 2 p 3 2 ats l x 7 SWITCH DRV 1 3944 z 17 4 od 27 gt 3 SWITCH DRV 2 k TS 84 29 448 Lott C2 SWITCH 3 HI 02 SWITCH 4 gt 4 T 3 4 951 cu 7 SWITCH ORV 5 EIS gv v 724 28 SS swiTCH 6 yu 947 8
5. RED BLU RED RED GRY LAMP RETURN 4 LAMP RETURN 5 LAMP RETURN 6 LAMP RETURN 7 LAMP RETURN 8 e 3 5 6 7 8 9 G I LAMPS G I FUSES 35 BAT TERIES YSN NI 0 5009 029 CPU Board Assembly Drawing ADDRESS DRIVERS E SWITCH PIA m SIGIT STROB JIGIT STROB gt 7 SEGMEN AL LHANUI 59 516 2H ie A f ROBE cs ALPHANUMERIC SEGMENT SOUND 92 c Cc LAMP DRPVE RETURN gt oe 7 3 Row 3 5 I m H I 3 6408 3 9 00 3 3 9 00 35 08 3 AL r 3 1 AB 22 44 AI 3 18 8 T gt gt gt gt E A N 2 18 yIRQ gt D 14 s WE E 4 X gt bp 3 2 EN gt ABYANCE CZ F CN M 5 5 CN M H 2 1C D gt r 8 apa 10 11 de L I3 _ 3486 2120 3 1 gt 3464210 501 781 2848 3604 2 0 D SP gt 4 249 2 18 4558 gt 2848 2 gt 2448 3 18 gt 2 66 3 5 4532 ie E 2 gt 2200 3 46 2 Da ts ist 2 8 8 F 486 poca 811 22 M fw 2 B G3 IE G gt BLANEING 2 2A gt EN BLNE 31 2 4 APY 2
6. 81 Sig E FRR Fr OF Bae iere Fee FF Pe fe G h PL 55 BABCOCK DISPLAY PRODUCTS DIVISION MODEL 0107700 0 7 17 8 mm 7 DIGIT GAS PLASMA DISPLAY 5 7 Digit 7 segment Gas Plasma Display is designed for coin op pinball games The display has wide viewing angle and a bright neon orange output and is casily read at distances up to 35 feet 10 meters Legibility is assured by the 0 7 inch high numbers and bright 210 fL 720 cd m output added protection in humid environments The display has an attached hermetically sealed lead system for In most applications this part is a direct substitute for any of the following industry standard models CROSS REFERENCE GUIDE CHERRY _ DISPLAY S INC W07 1007 AR07700 T SP 493 SP 494 FEATURES 0 7 inch 17 8 mm digit height Numeric 7 segment digits 7 digit field width Decimal point and comma in six digits positions Superior lead integrity and reliability Luminance 210 fL 720 cd m gt at 1 7 duty cycle SPECIFICATIONS Absolute Maximum Ratings PARAMETER Voltage Differential between any to terminals Storage Temperature Operating Temperature 10 _ Recommended Operating Conditions PARAMETER Curent p segment Dub Cycle 1 161 Current Keep alive 2 Anode on time Interdigit Blanking Duty Cycle 1 7
7. auta eles 11 ours 2 3 OUT 12 48 ours 82 DIGIT SELECT PLAYERS 2 amp 4 HERES LO 47 gt Outs duta 1983 omije 5 PLAYERS 3 4 4 ae img 14 OUTS iN our c B OUTA 10 LDN 186 ee Ru AK iou 4 RIJ PK AM 10 gt Haz bk PE iF amp B ASE gt Ba rw 1 2 We 12 Ds DS DF D Ds D Di n2 007 na us 05 _ Ds Rt R56 1 PLAYER 4 T De 06 ra Da Da D3 ctu 444444421 80607 OF A R C DEF GH J K MA PA 052 ALPHA DISPLAY M PLAYER 1 p 1 051 ALPHA DISPLAY Toe 1 4 meson Kap paese E gt lt fa ess Deu 7S EL m Di D1 CO Da D5 DE DE n 054 NUMERIC DISPLAY D E F COM COM _ PLAYER 3 053 NUMERIC DISPLAY T PE F
8. 4 2 NO 9 2 906 RAMP LEFT INO 906 MULTI ALL 2 N0 906 U Um ye 32 DROP TARGET 1 RESET 5R 23 1200 24517 3L KNOCKER SOL DRIVE POWER RY SUPPL l4 SOL DRIVE 3 5 SOL DRIVE 4 6 SOL DRIVE 5 7 SOL DRIVE 6 8 SOL DRIVE 7 9 SOL DRIVE 6 71 SOL DRIVE 9 2 SOL DRIVE 10 rE 5 501 mar orn 6 SOL DRIVE SOL ORIVE 14 scu SOL DRIVE 9 SOL DRIVE 16 SOL I1 BAN gt SPINNER 2 SPINNER GROTTO 2 3 NO 89 3 0 89 NO 906 ST AA 09 DAAA AA 5 BE Q46 3 SOL DRIVE 2 045 044 039 950 q28 427 928 425 923 CPU BOARD SUPPLY GROTTO 1 906 LEFT CENTER RIGHT SPS RIGHT or 5 4 THUMPER SP3 LEFT THUMPER SP4 THUMPER BUMPER SLINGSHOT me BUMPER BUMPER _ BLU ORN BLU RED BLU YE BLU BRN BLU GRN an 4 RIGHT LEFT LEFT He JUMPE ALLA sour SLINGSHOT acer 25V 9 9 BUMPER SLINGSHOT THE DEGER DESIGN CNI PIN IO 4A5LO BLO GRY GRN WAC FLIPPER BUTTON 24 GND CARINET CNS CENTER THUMPER BUMPER SP4 BLU GRN CHIB _ORN GRN IRN BRN 3 ORN RED c 3 1 6 CENTER RIGHT THUMPER THUMPER BUMPER 5 BUMPER WHT M50 y lino THE
9. m S _ 8A 4 p 3 SLo BLO e TO BRIDGE LINE FILTER RECTIFIERS 0 240 50 50Hr JUMPERS FOR VOLTAGE VARIATION 4A SLO BLO SLO BLO Ivi 2175 VAFRISTOR iVi 130V 5 2 POWER SUPPLY BOARD va r w oo 8 3 VAC FROM DOOR 0 1 LAMPFUSES Sw DAVE 1 SW fet pon SW RETURN 3 DT FUN Sw RETURN 4 FF von Sw RETURN 5 SLAM THT Sw RETURN 6 _ FROM CPU Sw RETURN 7 BOARD sw lw MOPT LOCA 1 DIAGNOSTIC SWITCHES FLIPPER GROUND FROM CPU RELAY S amp wiTCHED GROUND FOR YEL BLK FROM SOUND BOARD gt lt 4 a Combined Display Connections 30 Ress HH En x UAE lt gt A HEH 59 aa QD LL eme 0060 nier m 3 i 3 FAN EST ul ee 4 2 n i SOUND g 2 pe 5 Rie SHIELD T1 ert L 15 64 34 8 SHLD ma teal ii a HHHH 1 IT i we Sit 1 us rh did Fim 4 sk B
10. ADDITIONAL GENERIC FEATURES Ad 15 Average Bali Time Maintains average ball time close to 65 seconds Every 700 vary with E Ad 36 games average ball time is checked If greater than 65 seconds E Ad 53 is set to HARD If less than 65 seconds E Ad 53 is set to EASY Ad 16 Coin Reset When enabled set to ON all coin and paid credit totals will be reset to zero when STEP is depressed Ad 17 Audits Reset When enabled set to ON all audit totals except for coins and paid credits will be reset to zero when STEP is depressed Ad 18 Restore High Score When enabled set to ON the High Score Levels and associated initials will be restored to backup settings when STEP is depressed Ad 19 Expand Adjustments When set to OFF depressing the STEP push button advances directly to E Ad 59 FACTORY RESET When set to ON depressing the STEP push button sequences through the expanded adjustments When exiting from expanded adjustments this function is reset to OFF for the next time that adjustments are required E Ad 20 Awards Replay Set for replays to award CREDIT EXTRA BALL or AUDIT no award but recorded in the audit totals E Ad 21 Awards Special Set for Special to award CREDIT EXTRA BALL or SCORE LEVEL E Ad 22 Match Feature Set Match ON or OFF E Ad 23 Balls Per Game Adiust the number of balls per game 2 to 9 E Ad 24 Warning Tilt Adjust the number of plumb bob tilt switch closures before the ball in play is tilted 1
11. Ba BSE a nea Ca URIS wh sod dra aaa 3 Mani PS OO SIG ua u aan sasa asas CQ cele cquo gg A A m AUDIT FUNCTIONS E Ee E E General wo Directrice eee B Quick Look Functions ci Earn 5 Expanded Functions REY Game Specific Functions EEIE EPE mne RSA cor PON OIM 7 GAME ADJUSTMENTTS Fus p Aes ce PAON EE NEAN ROONEY PENCE cc ctn Ter es 9 Replay and Generic Features fece onn P C Single Function Difficulty Adjustments MEAT pipe Novelty 5 Ball Add A Ball Rules VIENI EE Sieh ob EEE quse DNE CURE DED E T on Sh SP ONE cU e AE dino 12 Additional Generic Features J ts PUO TA Game Specific Features oa dr 16 DIAGNOS
12. Left Green Arrow Target Center Green Arrow Target Right Green Arrow Target 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 31 Multiply All Scores 42 Upper Right Bunny 32 Lock Ball 2 33 Upper Right Mansion Party Lt Score Playboy Value 34 Bonus Holdover Left Peacock 35 Play Again 32 Lwr Lft Bunny Hop 46 2x 53 pi 37 3x 23 pin B all 38 4X 99 39 5x 56 pinba L 40 Upper Left Mansion Party M ansion 41 P inball m 42 Rt Score Playboy Value a 43 Right Peacock 61 44 Drop Target 100k 62 mansi O 45 Drop Target 75k 63 mansio N 46 Drop Target 50k 64 pinbal L 47 Drop Target 25k j CN7 LAMP DRIVE 2 LAME DRIVES VEL SS 3 LAMP DRIVE 3 YEL BLK gt LAMP DRIVE 4 YEL _ LAMP DRIVE 5 XEL BLU LAMP DRIVE 6 LAMP DRIVE 7 YEL GRY LAMP DRIVE 3 LAMP DRIVE 1 07 LAMP RETURN 1 Q72 S LAMP DRIVE 2 270 LAMP RETURN 2 Q73 LB58 LAMP DRIVE 3 Q69 LAMP RETURN 3 Q74 7 LAMP DRIVE 4 068 LAMPRETURN4 075 LAMP DRIVE 5 Q67 LAMP RETURN 5 Q76 CPU BOARD LAMP DRIVE 6 Q65 LAMP RETURN 6 Q77 EBS LAMP DRIVE 7 Q65 LAMP RETURN 7 Q78 LAMP DRIVE 8 064 LAMP RETURN8 Q79 d uw RED BR _ LAMP RETURN 22 UNES _ _ ELB 2 LAMP RETURN 2 MERE 7 LAMP RETURN 3 244 RED i
13. Left Slingshot Point Sw Right Slingshot Trigger Sw Right Slingshot Point Sw Champagne Kicker Grotto 1 Left Top Lane Center Top Lane Right Top Lane Ramp Center Ramp Right Left Spinner Grotto 2 Ramp Lett Target L Target A Target ist Target B Target Target 2nd Target Not Used Center 3 Bank Left Center 3 Bank Middle Center 3 Bank Right Not Used VUK Lett Pop Bumper Center Pop Bumper Right Pop Bumper Drop 1 Top Drop 2 Center Drop 3 Bottom Not Used Thru 64 Part No 180 5011 00 180 5009 00 180 5009 00 180 5010 00 500 5142 00 180 5026 00 180 5018 00 180 5026 00 180 5018 00 500 5143 00 180 5003 00 515 5138 00 180 5003 00 180 5054 00 180 5055 00 180 5054 00 180 5055 00 180 5040 00 180 5028 00 515 5138 00 515 5138 00 515 5138 00 180 5010 00 180 5010 00 180 5004 00 180 5040 00 180 5034 00 515 5124 18 515 5124 08 515 5124 18 515 5124 18 515 5124 18 515 5124 18 515 5124 18 515 5124 18 515 5124 18 515 5124 18 180 5041 00 180 5036 00 180 5036 00 180 5036 00 180 5025 01 180 5025 01 180 5025 01 INDICATES CABINET SWITCHES 23 LAMP TESTS Controlled lamps are configured 8 x 8 matrix of columns lamp drives and rows lamp returns with up to 64 lamps possible The lamp tests include four parts all lamps lamp return row lamp drive column and discrete individual lamps Row and column wire colors are indicated in the dis
14. Kickbig Wire Form 2 535 5352 00 47 Rollover Wire form 535 5315 02 48 Champagne Kicker Assy 500 5053 03 49 Champagne Kick Sw w Brkt 515 5084 01 50 Outlane Adjustment Plate 535 5091 00 51 Playfield Support Brkt 2 535 5216 00 52 Playfield Hinge L 535 5222 00 53 Playfield Hinge R 535 5223 00 49 50 item CABINET PARTS ILLUSTRATION Description Ball shooter Assy Flipper Button Leg Bolt Chrome Cash Box Bottom On Off Switch DP ST Leg Chrome Lock Bracket Cash Box Power Input Box Assy Transformer Speaker Round 6 Side Armor Right Memory Protect Switch Memory Protect Switch Bracket Start Switch Tungston Switch Flipper Cash Box Top Plumb Bob Tilt Mech Assy Volume Control Playfield Glass Tempered Side Armor Left Line Cord Receptacle Part No 500 5019 04 500 5026 02 231 5000 00 545 5090 00 180 5001 00 535 5020 00 535 5215 00 515 5153 01 010 5002 00 031 5000 00 535 5010 01 180 5000 00 535 5225 00 500 5026 02 180 5048 00 535 5013 01 500 5023 00 123 5000 00 660 5001 00 535 5010 02 945 5122 00 UNIQUE GAME PARTS 535 5219 00 Bracket 237 5813 00 4 40 x 1 2 Micro Sw amp Bracket Assembly 515 5084 01 Left Shown 515 5084 00 Right 180 5034 00 Switc 535 5219 00 Brkt 535 5733 00 Brkt 41 112 5001 00 Diode 237 5806 00 2 56 1 2 44 5001 00 L 244 5001 00 Lockwasher 237 5813 00 4 40 x o M S 112 5001 00
15. Proceed to Ad 02 and 03 for starting replay levels Fixed Lower the automatic value below 1 and Player 1 display indicates FIXED Proceed to Ad 02 through 05 for fixed replay levels Ad 02 Start Replay Level 1 Replay Manual With Ad 01 set for manual adjust the starting Replay 1 setting to between 800 000 and 9 900 000 Fixed With Ad 01 set for fixed adjust Replay 1 level to between 100 000 and 9 900 000 To disable Replay 1 lower the setting to 00 Ad 03 Levels Replay Level 2 Replay Manual With Ad 01 set for manual adjust the number of replay levels to be active 1 to 4 Any additional starting replay levels are automatically set to values higher than Replay 1 Proceed to Ad 06 Fixed With Ad 01 set for fixed adjust Replay 2 level to between 100 000 and 9 900 000 To disable Replay 2 lower the setting to 00 5 w i 10 Adjustment Number Player 3 Game Adjustment Table Description Players 1 amp 2 Repiay Manual Start Replay Level 1 Replay Levels Replay Level 2 Replay Level 3 Replay Level 4 Replay Extra Easy Rules Easy Rules Factory Rules Hard Rules Extra Hard Rules Novaity Rules 5 Bail Rules Addaball Rules Standard Custom Pricing Time Setting Coin Reset Audits Reset Restore Hiscr Expand Adjustments Awards Replay Awards Special Match Feature Balls Game Warning Tilt Maximum Extra Balls Credi
16. 535 5733 00 180 5010 00 __ 237 5806 00 2 58 x 2 M S 244 5001 00 Lockwasher Micro Switch amp Brkt Assy 240 5301 00 Right 500 5162 01 51 7 4 J91 dN vis Nad di PPO IY LFF AL cT z L 00 5004 711 SMAS NO 350 6082 0657 N 184 26 0 TS E 1 H go 115 pg OO S01S GEsS Cm may Bad Tho YH 99 1005 Pas 95 2 oe 10FF Ors 72 oo 2 Wrath op sere 48 ue Ok Jr oF Wag OFWs oo OEJE 259 00 7005 7 00 8025 555 eo SEBS SEF 22 5 5674 2 00 35 5272 oo S33 5 22 00 a TOLERANCE UNLESS NEXT ASSEM DATE TITLE eee wre Ber Has SCALE ee pem opm DE DATA EAST PINBALL INC 772 5225 oo 1990 JANICE AVE MELROSE PARK IL 60160 T o re va w EEE kuy Tern eit kap J lt S 2 ieee AER Tamun pa w 9 Oe Fe np 254142 ro Gt Ft wt TIEN APT ii PF 8
17. Assembly 2 515 5133 01 22 25 240 5000 00 23 Jewel Post 1 2 Red 26 545 5013 02 24 Top Thread Mach Post 5 530 5007 00 25 Plastic Spacer 19 254 5000 01 26 Left Rtn Lane Ball Guide 535 5429 00 27 Right Rtn Lane Guide 535 5428 00 28 Ball Guide 535 5438 00 29 1 2 Hex Spacer 3 254 5008 03 30 8 Hex Spacer 4 254 5008 02 31 Bumper Post 530 5057 00 32 Side Rail Guard 535 5008 00 33 Flap Gate Assy 515 5205 00 34 Outhole Main Brkt 535 5232 00 35 Outhole Rebound Wire Gate 535 5318 00 36 Gate Mounting Brkt 535 5269 04 37 Gate Rebound Wire Form 535 5314 01 chy 38 3 Straight Wire Form 535 5300 02 2 39 1 Straight Wire Form 535 5300 05 3 40 8 Straight Wire Form 35 5300 08 CD 41 VUK To Grotto Channel 535 5342 00 42 Bumper Post 530 5075 00 SR 43 Left Flip Feed Wire Form 535 5350 00 j Ea 44 Wire Form 535 5303 00 lt 45 Flipper Snubber Wire 2 535 5373 00 46 VUK Rebound Wire 535 5365 00 54 47 Left VUK Ent FlIt Rail 535 5430 00 48 Right VUK Ent Fit Rail 535 5436 00 49 VUK Ball Stop Brkt 535 5273 00 50 Light Hood Red 4 545 5011 02 51 Red Pop Bumper Cap 3 545 5035 22 52 Mini Post 3 530 5004 00 53 Pop Bumper Decal 3 820 5305 00 54 Left Ramp Assy 545 5111 00 55 Champ Kicker Ball Guide 535 5123 00 56 Chmp Kck Ball Gd Mtg Brkt 515 5195 00 57 Complete Decal Sheet 820 5018 58 Playfield Mylar 820 5805 00 59 Screened Plastic Set 830 5
18. Coins Left Coins Right Coins Center Replay Percent High Score Percent Extra Tota Extra Ball Parcent Cycles Burn Expand Audits ON OFF Plays Total Free Total Replay Total Special Total Special Percent Match Total High Score Wins Time Minutes Balls Total 1 Replay Awards 2 Replay Awards Replay Awards 4 Replay Awards Games 1 Player Games 2 Player Games 3 Player Games 4 Player Cycles Attract Mode Cycles Reset High Score Enter 3 Ball Unused Percent Multiball Lock Ball 1 Lock Ball 2 Percent Lock Ball Laser Kick Scored Laser Kick Relit Left Ramp Right Ramp Mansion Lit Mansion Scored Pinball Lit Pinball Scored Special Scored Playboy 50K Playboy 100k Playboy Outlane Bonus Hold Playboy Extra Bail Playboy Million 2x Bonus Bonus 4x Bonus 5x Bonus Lane Extra Bail 2x Scores 3x Scores 4x Scores Jackpot Shots Jackpot Average Ramp Average Drain Left Drain Center DrainRight Buy In Games Average Game Time EXPANDED FUNCTIONS Plays Total AU13 the sum of Total Paid Credits AUO1 and Free Total E AU14 Note that free credits are not recorded in the audits until they are actually used Free Total E 4 is the total free credits for replays high score to date specials and match Replay Total E AU15 is the total awards credits extra balls or audit only for exceeding replay score levels Special Total E AU16 is the total awards credits
19. DEGER DESIGN CNI PIN IO 4ASLO BLO _ GRY GRN _ FLIPPER amp ND CABINET RED POWER lt 5 SUPPLY Sw SOL DRIVE 4 QB SW SOL DRIVE 2 09 SW SOL ORIVE 3 040 SW SOL DRIVE 4 044 SW SOL DRIVE 5 042 CPU BOARD SW 5 2 Sw 4 Sw 3 5 2 SW 4 CPU BOARD GROUND Playfield Special Coil and Flipper Wiring Diagram 33 34 Switch Number Description i 16 Right Flip Instant Info 31 5 ell es Right EOS 32 03 Credit Button 17 Left Outlane 33 04 Right Coin 18 Left Return Lane 34 05 Center Coin 19 Right Outlane 35 06 Left Coin 20 Right Return Lane 36 07 Slam Tilt 21 Left Slingshot Trigger Sw 37 08 Not Used Left Slingshot Point Sw 38 09 Not Used 22 Right Slingshot Trigger Sw 39 10 Out Hole Right Slingshot Point Sw 40 11 Trough 1 23 Champagne Kicker 41 12 Trough 2 24 Grotto 1 42 13 Trough 3 25 Left Top Lane 43 14 Shooter Lane 26 Center Top Lane 44 15 Left Flip Instant Info 27 Right Top Lane 45 Left EOS 28 Ramp Center 29 Ramp Right 30 Left Spinner 5449 SWI SW25 sw32 Playlield Switch Wiring Diagram SW 40 SW56 SW SW Grotto 2 Ramp Left P Target Target A Target 151 Target B Target Target 2nd Target Not Used Center 3 Bank Left Center 3 Bank Middle Center 3 Bank Right Not Used VUK ea ke 47 48 49 50 51 52 Left Pop Bumper Center Pop Bumper
20. Special Score E Ad 28 to 31 Credits High Score 00 Ad 12 5 Ball Play Rules Set to establish recommended settings for 5 ball play CN or OFF If ON the following settings are established Ad 01 Manual Replay 07 E Ad 50 Playboy Targets Factory Ad 02 Replay Start 3 000 000 E Ad 51 Extra Ball 5x On Ad 03 Replay Levels 01 E Ad 52 Playboy Percent Hard E Ad 23 Balls Per Game 05 E Ad 53 Laser Kick Factory E Ad 47 General Scores Hard E Ad 55 Mansion Memory Player E Ad 48 General Timer Hard E Ad 56 Pinball Memory Player E Ad 49 General Memory Factory INSTALL ADJUSTMENT TABLE install Ados 997 _ Ad 08 Ad 08 Adjustment Extra Easy Easy Factory Hard E Ad 47 General Scores FACTORY _FACTORY _ HARD _ _E Ad 48 General Timer Ad 49 General Memory fa EASY CTORY HARD HARD Ad 50 Playboy Targets OY HARD E Ad 51 Extra Ball 5 LS Lw E Ad 52 Playboy Percent e Ad 53 Laser Kick _E Ad 55 Mansion Memory _ E Ad 56 Pinball Memo Ad 13 Add A Ball Rules Set to disable awarding of credits replacing replay and Special awards with an extra ball ON or OFF If ON the following settings are established E Ad 20 Awards Replay Extra Ball E Ad 21 Awards Special Extra Ball E Ad 22 Match Feature OFF E Ad 27 Scores Highest OFF E Ad 28 to 31 High Score Credits 00 GAME PRICING Ad 14 and E Ad 38 to 42 There are
21. loose wire terminations Reseat any loose wire by pushing In on the terminal 11 Push on all connectors plugged into the CPU board Sound Board Power Supply Boards and on insert board Display board to check that they are properly seated 12 Check that the fuses on the Power Supply board PPB board and fuse panel are seated properly 13 Ralse the playfleld and the support bar on the right side of the cabinet support the playfield by Inserting the support bar into the countersunk notch on the bottom side 14 Check all cabinet cable and playfield lamp board connector terminations 15 Remove the Plumb tlit from the parts package and install on the panel on the Inside left of the cabinet Note that this game is not equipped with ball roll tilt 16 Lower the playfield and level the playfield side to side by adjusting leg levelers 17 The playfield front to back incline is factory set at approximately 6 degrees If a pitch indicating meter 1 not available adjust the front and rear levelers to the lowest position for the proper pitch Readjust side to side level as required NOTE The playfield incline affects difficulty of play Use the recommended Incline game difficulty is best varied using game adjustments 18 Check the plumb tilt and adjust as required 19 If desired perform any self tests at this time With the insert door closed carefully relnstall and lock the backglass 20 Place the three pinbails on the playfield
22. the Player 4 display The 94 code refer to the chart below indicates a White wire with Yellow stripe for the row wire and the 51 code indicates a Green wire with Brown stripe 0 Black 5 Green 1 Brown 6 Blue 2 Red 7 Violet 3 Orange 8 Grey 4 Yellow 9 White ENTERING DIAGNOSTICS With the game in the game over mode open the coin door and make sure that the FORWARD REVERSE push button switch is set to REVERSE down and depress the STEP push button switch The Player displays will show the tollfree Customer Service number 1 800 KICKERS that Is 1 800 542 5377 outside Illinois and the toll number 312 345 7700 inside Illinois this indicates entry Into game diagnostics SOUND TESTS The Data East Pinball sound systern produces true digital stereo sound on left and right speakers and mono on a center speaker During Sound tests the Player 1 and 2 displays show the sound board circuit under test and the corresponding sounds are produced Refertothe Sound Test Chart for the sound circuits displayed and the sounds produced The sine wave functions allow verification that all channels are functioning properly and that the speaker connections are correct Speaker Phase Testing procedures follow for checking speaker connections 19 SOUND TEST CHART Auto Manual Tests Sounds Produced Player 1 amp 2 LEFT SINE 60 CYCLE TONE Left Speaker Only CENTER SINE 60 CYCLE TONE All speakers RIGHT SINE 60 CYCLE TONE Right Speaker Only
23. to 3 or OFF Ad 25 Maximum Extra Balls Adjust for the maximum number of extra balls that may be accumulated per ball 1 to 9 or OFF Ad 26 Credits Limit Adjust the maximum number of credits that may be posted 5 to 99 14 HIGH SCORE LEVELS E Ad 27 through 36 There are four high score levels with associated player initials that are displayed during the attract mode This provides high score to date feature When players exceed these levels the player Initials may be entered to replace the previous ones These levels may be adjusted to award credits and to be reset to backup values after a selected number of games E Ad 27 Scores Highest Set to enable or disable the four high score levels ON or OFF E Ad 26 Credits High Score Level 1 Adjust the number of credits awarded for exceeding level 1 the highest of the four levels 0 to 9 E Ad 29 Credits High Score Level 2 Adjust the number of credits awarded for exceeding level 2 0 to 9 Ad 30 Credits High Score Level 3 Adjust the number of credits awarded for exceeding level 3 0 to 9 E Ad 31 Credits High Score Level 4 Adjust the number of credits awarded for exceeding level 4 0 to 9 E Ad 32 High Score 1 Backup Adjust the backup score level to which level 1 the highest of the four levels may be reset E Ad 33 High Score 2 Backup Adjust the backup score level to which level 2 may be reset E Ad 34 High Score 3 Backup Adjust the backup score level to w
24. x VOICE ROM1 Loc F6 THAT S BEAUTIFUL HORN BLAST MMM CHIMPANZEE SOUNDS VOICE ROM2 Loc F4 BIRD CALL OOHI CAIO BABY HORN BLAST MUSIC TEST Sound ROM Loc F7 MUSIC Automatic Test With Customer Service telephone numbers displayed depress the STEP push button switch Player 1 and 2 displays Indicate SOUNDS AUTO and the system sequences through the test producing the sounds indicated in the Sound Test Chart Manual Test Operate the STEP push button switch during the Automatic tests until SOUNDS MANUAL is indicated in the Player 1 and 2 displays Depressing the Game Start push button switch allows you to advance through each sound function Speaker Phase Testing Connections to each of the three speakers are polarized and each must be connected appropriately for the best quality sound one speaker has the positive and negative connections reversed with respect to the other two bass frequencies will not be produced properly and the overall sound quality will be poor To test for proper speaker phasing use the manual sound test to cycle through the Left Center and Right Sine functions If the Center Sine produces more volume and bass than the Left and Right Sines the speakers are connected properly If it produces the same or less one speaker is connected improperly To isolate and correct reversed speaker connections one of two methods may be used 1 Check each speaker for polarity markings If th
25. x 8 matrix of columns switch drives and rows switch returns with up to 64 switches possible The switch tests include three parts switch test active switches and bad switches Row and column wire colors are indicated in each test using corresponding resistor color code numbers Switch Test From the Display Manual test operate STEP push button switch Player 1 and 2 displays indicate SWITCH TEST Close each switch and observe the displays The Player 1 and 2 displays will indicate the switch name the Player 3 display indicates the row and column wire colors and the Player 4 display indicates the switch number When a switch is released the name and number disappear until another switch is closed or the test is exited Active Switches Operate the STEP push button switch from the Switch Test Player 1 and 2 Displays Indicate ACTIVE SWITCHES If any switches are stuck closed or made from the presence of a ball the Player 1 and 2 displays sequence through switch names the Player 3 display indicates the row and column wire colors and the switch numbers are Indicated in the Player 4 display This cycle continues until all switches are cleared or until the STEP push button switch Is depressed Bad Switches Operate the STEP push button switch from the Switch Test Player 1 and 2 Displays Indicate BAD SWITCHES During game play the system keeps track of the last game In which each switch was made Should a switch not be made for 100 games
26. 1532 LEFT SPKR AMPL ca DATA BUS TRANSCE 5245 VOL CONT ls RIGHT SPKR AMPL SOUND SELECT INPUT CNS Fn Sound Board Assembly Drawing ADDRESS DECODER EM CLOCK 514 532 OWER MISC GATES N RESET CT E VOICE cz CIRCUIT E RO IM 1 VOICE R BUS TRANSCEIVER SOUND ROM 27256 p 15245 CPU 6BBOSE SITAL STEREO D SELECT CHS 000 L3 5 30 3 Tm AH I MERE T S zu 7 _ 8 lt 9 10 11 12 13 R R L L KEY C C 4 35 CNIX7 1 4 b T5V i C2 1 Ce 0 15 0 15 0 15 4 C26 054 c4 I 0 151 c28 aun 4 1 gt 3730 cis 1700 PEL 123 dou I amp V 5 25V OP 12V SAN 5 ci7zz 3730 HZ 23 S ned 197 25V RIO 1 h a z h C35 189 c36 4TK 01722 OUI 16 le c5 R 2 lu 820 SV i80 C R25 2 4 7 K h RI4 20K 20K RIG JOK 50V 496 002 Z24711 50V R OUT LC RIN R SHIELD L OUT 5 L IN 42 1 JL SHIELD CT TC 3300P 00 MOM 14 54 1 SLEU OUT 3 3403 L 2 JSLEUSHLD SL
27. 405 xx 60 Screened Playfield 830 5105 00 61 Shooter Guage 830 5505 02 62 Bottom Arch 830 5505 01 63 Bottom Arch Grommet 280 5002 00 64 Playfield Glass Tempered 660 5001 00 Not Shown 47 BACKBOX PARTS ILLUSTRATION item Description Part No 1 CPU Board Assy 520 5003 02 2 Sound Board Assy 520 5002 01 3 Capacitor 2C1 125 5000 00 4 Bridge Rectiflers 112 5000 00 5 Power Supply Bd Assy 520 5000 00 6 PPB Board 520 5021 03 7 Combined Display Bd Assy 520 5014 01 8 Backglass Picture 830 5205 01 5 Speaker Housing 500 5133 05 10 Speakers 2 031 5002 00 11 Speaker Grill 2 545 5087 00 COLERA 12 Back Box Glass 830 5203 00 Not Shown RUBBER PARTS ILLUSTRATION item Description Part A Red Flipper 2 545 5024 02 B Stig 1 545 5025 01 he 7 545 5025 02 D 6 545 5025 05 E 1 1 4 3 545 5025 06 F 1 1 2 4 545 5025 07 2 1 2 3 545 5025 09 H ha 3 545 5025 17 Post 2 545 5151 00 J Black Rubber Post 5 545 5009 00 Plunger Tip 45 5027 00 48 Playfield Bottom Parts Description Part Number Lane and Right Flipper 515 5138 00 Return Sw amp Brkt 4 2 Staple Down Lamp Sckt 4 077 5000 00 3 Stand up Lamp Sckt 17 077 5010 00 4 Tall Stand up LampSckt 2 077 5009 00 5 89 Bulb Lamp Sckt 2 077 5102 00 6 Rollover Switch 2 180 5003 00 7 Rollover Wire Form 535 5315 01 8 Rollover Wire Mtg Brkt 535 5238 01 9
28. 54 Knocker Alarm When the game is first powered up and after it has passed it s self test any suspect switches or coils are displayed in the Player Displays With this feature enabled set to ON the Knocker is pulsed to alert the location attendant if there are any suspect switches or coils With this feature disabled set to OFF the Knocker is not pulsed during indications of suspect switches or coils GAME SPECIFIC FEATURES E Ad 46 TO 54 Ad46 Flash Lamps Set to ON or OFF When set to ON the Flash Lamps are active when OFF the Flash Lamps do not flash E Ad47 General scores Set to EASY FACTORY or HARD Feature Affected Hard Factory Easy Center Bank Lit 2000 3000 5000 Center Bank 200 500 1000 Playboy Lit 5000 5000 5000 Playboy Unlit 200 500 1000 Lock Bail 3000 5000 10000 Champagne Kick 3000 5000 10000 Laser Kick 25K 25K 25K Left Drain 25K 25K 25K Right Drain 20K 20K 20K Return Lanes 5000 5000 5000 Drop Targets 10000 10000 10000 Lamps 20K 20K 20K E Ad48 General Timer Set to EASY FACTORY or HARD Feature Affected Easy Factory Hard Manslon Shot 22 2 18 Drop Targets 100K 7 6 5 Drop Targets 75K 9 7 6 Drop Targets 50K 10 9 7 Drop Targets 25K 11 10 9 2x Playfield Scores 22 20 18 3x Playfield Scores 20 18 14 4x Playtield Scores 18 14 12 5x Playfield Scores 14 12 10 The number expressed in the difficulty settings indicates the time duration of the feature in seconds E Ad 49 General Memory Set to EASY FACTORY or HAR
29. 7 A SOL DRY I6 SOL DRV 8 BU GND ELA T LAMP 4 86 SWITCHED SOL DRV 42344 GE SWITCHED SOL DRY 2 241 2441 eH m SWITCHED SOL DRV 3 44 ja o ap 204588 E a 685 vor A 95 SWITCHED SOL DRY 4 557 129 Qu ita Y Sue TT 122 w 222 SWITCHED SOL DRV 5 AE 3 ae gt 22 SWITCHED SOL DRV 2 246 2 pig SOL GND 4 6E CPU BOARD 3 OF 4 CPU Board Logic Diagram Sheet 3 of 4 39 A 5 43 122 LAMP CNT gt 2 dtp 2A Mm gt 5 470 iN 5 B CG 2v TU E 1552 bu Un 1 925 114154 di Chd D 2 cab 967 21 F 1 FLIPPER GAD OP FLIPPER G 2 42 LAMP ul 40 CPU Board Logic Diagram Sheet 4 of 4 la b 7 D21 4482 M Lx d 21 wu LAMP RET CMS 2 LAMP RET 2 cw C 3 LAMP RET 3 LAMP RET 4 cw gt LAMP RET 5 3 LAMP 3 h 77 LAMP RET 6 C 4 gt LAMP DRV 4 5 LAMP 5 Yale sebe HAV 6 SIN lt 4915 8 LAMP RET 7 LAMP DRV 6 7
30. CHART pam 3 T 5 6 777 8 N YEL RED YEL ORN YEL BLK YEL GRN YEL BLU YEL VIO YEL GRY 42 070 43 069 40 068 45 067 46 066 47 065 48 064 1RED BRN Playboy Miss 21 Q72 July 50k 20 Q73 Aug tO0k 2 104 plAyboy Miss Photo Sept 11 Shoot 3 9 Photo Shoot 4 4 20 IMansion 57 Ansion Photo Shoot 1 _ Rt Score Lock y PBValue Ball LIA imaNsion 59 manSion 3RED ORN 23 Q74 4RED YEL plaYboy 24 Q75 E 6 E olNball 53 61 5 RED GRN Photo 25 176 6RED BLU pinBall ansiOn 26 Q77 Special 7 Top Left inner Mult All inbAll 27 Q78 playboY BunnyHop Scores P en 21 15 29 55 53 RED GRY UM DH UM 8 24 8 56 _ 64 24 Lamp Description Number 01 P layboy 02 p L ayboy 03 04 Y boy 05 06 playb O y 07 08 Left H Lane 09 Miss July 50K 10 Miss August 100k 29 62 6 6 63 696 2 6 11 Miss September Lites Out lana 12 Miss October 50k Bonus Hold Over 13 Miss November Extra Ball 14 Miss December 1 000 000 15 Top Left Bunny Hop 16 Center M
31. D Feature Affected Easy Factory Hard PLAYBOY Player Ball None Top Lanes Ball Ball None Special Ball Ball Ball BALL Each player builds up the feature for his own individual use and the feature accumulates from ball to ball within a game PLAYER The feature builds up in value for the use of all players throughout the game NONE The feature resets after every ball Ad50 Playboy Targets Set to EASY FACTORY or HARD When set to EASY striking any target will spot a letter P L A Y B O Y starting from the bottom target When set to FACTORY striking any UNLIT Target will spot a letter begining with the bottom target When set to HARD any unlit target will spot the letter hit E Ad51 Extra ball 6x Set to ON OFF When set to ON completing the Top Lanes 5 times lights one of the outlanes that award an Extra Ball 16 E Ad52 Playboy Percent Set to EASY FACTORY or HARD Completing Playboy Awards Easy Factory Hard 50K 10 20 3096 100K 10 20 25 Outlanes Lite 50K 25 20 20 Bonus Hold 50K 25 20 15 Extra Ball 15 10 5 1 Million 15 10 596 E Ad53 Laser Kick Set to EASY FACTORY HARD EASY Starts lit on each ball and completing one lit ramp will relite the feature FACTORY Starts lit on each ball and completing two lit ramps will relite the feature HARD Starts lit on the first ball only once used the feature must be re lit by completing both ramps E Ad54 Knocker Alarm Previously described at the end of Gen
32. De Vie N U5 f f LAMP DRV 7 2213 5 21 LAMP RET 8 5 LAMP DRV 8 fS R j 2 8 jw CPU BOARD SHT 4 OF 4 SHI ics s Y Len WATT N39 O3UNN AZIF AG Weare a ey os a 4 ata d aa 7 E amp ura snm a m E 86 vs SNO r P 0 AO01 A 001 sF w 2X 8 CNax12 F6 ry 5 250 F4 A ae 5 28 5 5 6 al ol asp 01 F3 5 8 D NO VAA 250V de c2 ita mo F TASB ye 7 Sa SS Te age H2VDC UNREG 5 Ajddng Tai a Ge um CEA D j 72 E XI 1574 L Qmm osc sMH2 4 I z B POWER amp ON RESET 44 mrs CNTR x3 A VOICE c CIRCUIT pes ul gt 4 e c a uU OSC 358 5 5205 4 5273 P RAZ 4 2t cx VOICE AMP 2 C34 c39 E MUSIC MC3403
33. Drop 1 Top Drop 2 Center Drop 3 Bottom Not Used Thru 64 indicates cabinet switches GRN RED GRN ORG GRN YEL GRN VIO GRN GRY _ _WHT BRN WHT REC WHT ORN WHT YEL _ GRN WHT BLU WHT VIO WHT GRY 2 SWITCH 3 SWITCH 4 SWITCH 5 SWITCH 7 SWITCH 8 SWITCH 9 SWITCH CNIO SWITCH SWITCH SWITCH SWITCH SWITCH SWITCH SWITCH SWITCH Pm Wagan Oo wo SWITCH DRIVE 1 SWITCH DRIVE 2 SWITCH DRIVE 3 SWITCH DRIVE 4 SWITCH DRIVE 5 SWITCH DRIVE 6 SWITCH DRIVE 7 SWITCH DRIVE 8 DRIVE 2 DRIVE DRIVE DRIVE DRIVE DRIVE DRIVE b RETURN RETURN RETURN RETURN RE TURN RETURN RETURN RETURN 355 Q53 Q52 Q51 Q50 Q49 Q48 CPU BOARD Lamp Number 01 02 03 04 05 06 07 08 09 10 11 12 13 14 Description p L ayboy play B oy playb O y playbo Y Left H Lane Miss July 50K Miss August 100k Miss September Lites Out lane 50k Miss October 50k Bonus Hold Over Miss Navember Extra Ball Miss December 1 000 000 15 16 17 18 19 20 21 24 26 2 28 29 Indicates insert board lamps Top Left Bunny Hop Center M Lane Photo Shoot 1 Photo Shoot 2 Photo Shoot 3 Photo Shoot 4 Photo Shoot 5 Photo Shoot Special Spinner Extra Ball Right H Lane Upper Left and Right Release Ball Lock Ball 1 Lock Ball Big arrow
34. EU OUTPUT AS 584 KHZ NOT USED c77 12 2F 220P 0 777 7 HAr 4 121 48 68 ior 0 41 F 2 9 68K c32 ux Ei gee 1 seoP T 5v 5 L2 5 10 30 REG 5 C60 52 L3 i ws SF TIO 30 lv TUE x H SOUND BOARD __ Sound Board Logic Diagram 43 da 2 PLAYER 182 54 SEGMENTS lo PLAYER284 0 PLAYER 83 _ DIGIT STROBES DIGIT STROBES 00000 000 Q Hi 112 180 1200000007 EGMENT DRIVERS DRIVERS C 28 PLAYER 1 PLAYER 3 2 OO UO SM Combined Display Assembly Drawing 2 ld i u2 DIGIT DRIVERS PLAYER 28 4 9 RI R2 R3 85 CIJ RS R7 Co BD mu F g 4051 U3AV 10000 B50 R5i R52 R53 Li 180 i tg UI 42 5 2X oT x 5 2 Saf 28 c outafi gon 1 nner A2 10K DOT pu __ 245 2 SEGMENT SELECT Mc PLAYERS 142 2 3 a M amp UN EP Kx 106 2 13 DIGIT SELECT PLAYERS 143 AJL OUT A Out
35. G A ball time averager feature is provided which can make automatic adjustments affecting player appeal This feature is provided by quick look adjustment Ad 15 and is enabled as the factory setting Periodically a check is made of the average ball time and adjustments are made to maintain approximately 65 second ball time This check Is made at the same time that highest scores are reset expanded ADJUSTMENT E Ad 36 so make sure that E Ad 36 is not set to OFF Note that the other highest score adjustments may be disabled if desired Refer to Game Adjustments for additional details _ MANUAL PERCENTAGING This game Is equipped with Manual Percentage Adjustment As previously with our games you can either set operator adjustments for a replay percent or you can set a fixed replay score gt if you set operator adjustments for a particular replay percent the game will compute a recommended score to keep the game at that replay percentage If a change is recommended and the game coin door opened the displays will indicate a recommended replay score to beat and knock the Knocker to alert the operator By pressing the start button the score to beat will be changed to the recommended level If you close the coin door or go into audit or adjustment mode no score change will be made You may choose to ignore the recommended change for example you may not think last week s players were the usual crowd Just close the door and the
36. It is considered to be bad If there are any the Player 1 and 2 displays sequence through switch names the Player 3 display indicates the row and column wire colors and the switch numbers are indicated In the Player 4 display This cycle continues until the STEP push button switch is depressed SWITCH MATRIX CHART GRN BRN GRN RED GRN ORN GRN YEL GRN BLK GRN BLU 61 055 52 053 T BRN Plumb Not 91 Tilt Used 2WHT RED pa Outhole 92 i Lane 3WHT ORN Credit A ht IRightTop A 93 Button 1 Bank Rt 19 21 35 43 4WHT YEL Right ht Ramp 94 Coin 2 att Center 20 28 SWHT GRN Left us sings 5 T A Right Left T miai Spinner 2 l art 23 38 Ramp Not Left 32 Used 40 2 DIGIT NUMBER IN a RESISTOR WIRE COLOR CODE NUMBER DISPLAYED DURING DIAGNOSTICS tn Number Description 01 Plumb Tilt 02 Not Used 03 Credit Button 04 Right Coin 05 Center Coin 06 Left Coin 07 Slam 08 Not Used 09 Not Used 9455 N Lam P Part No 500 5023 00 500 5097 00 180 5024 00 180 5024 00 180 5024 00 180 5022 00 Number Description Out Hole Trough 1 Trough 2 Trough 3 Shooter Lane Left Flip Instant Info Left EOS Right Flip Instant info Right EOS Left Outlane Left Return Lane Right Outlane Right Return Lane Left Slingshot Trigger Sw
37. Lane 17 Photo Shoot 1 18 Photo Shoot 2 19 Photo Shoot 3 20 Photo Shoot 4 21 Photo Shoot 5 22 Photo Shoot Special 23 Spinner Extra Ball 24 Right H Lane 25 Upper Left and Right Release Ball 26 Lock Ball 11 27 Lock Ball Big arrow 28 Left Green Arrow Target 29 Center Green Arrow Target 30 Right Green Arrow Target 31 Multiply All Scores 32 Lock Ball 2 33 Upper Right Mansion Party 34 Bonus Holdover 35 Play Again 36 2 37 38 4x 39 5x 40 Upper Left Mansion Party 41 42 Rt Score Playboy Value 43 Right Peacock 44 Drop Target 100k 45 Drop Target 75k 46 Drop Target 50k 47 Drop Target 25k 48 Upper Right Bunny Hop 49 p Inball 50 Lt Score Playboy Value 51 Left Peacock 52 Lwr L t Bunny Hop 53 pi N ball 54 pin B all 55 pinb A li 56 57 M ansion 58 m A nsion 59 ma N sion 60 man S ion 61 mans l on 62 mansi O n 63 mansio N 64 pinbal L Indicates Insert Lamp 25 COIL TESTS Sixteen regular pulsed under microprocessor control and six switch triggered coil drivers are provided to switch ground to colls Coll number 10 Is used In conjunction with drives 1 through 8 to switch 32 volts between colls or flash lamps these sets are termed left and right Coil number 10 is located on the PPB board which provides isolation diodes and current limiting resistors This effectively provides 23 regular coils Automatic Test From the Discrete Lamp
38. RSE push button switch still in the FORWARD up position depressing the STEP push button switch advances through the audit functions one at a time To review lower numbered functions set the forward reverse push button switch to the REVERSE down position and operate the STEP push button switch To access expanded audits operate the step push button until AU12 EXPAND AUDITS is displayed Set the choice to ON as indicated in the Player 4 display by depressing the Game Start push button and then depress the step push button The request is installed and E AU13 is displayed When you exit audits and adjustments the AU12 setting Is returned to off for the next time that a review of audits are required Audit totals may be reset to zero using Game Adjustment Ad17 Audits Reset Game adjustments Ad01 to Ad19 and E Ad20 to E Ad59 begin after the last audit function AU12 or E AU69 Once audits functions have been recorded and if no adjustments are required you may return the game to the attract mode If adjustments are required continue pressing the STEP button until the game adjustments are reached See Game Adjustments for details QUICK LOOK FUNCTIONS Total Paid Credits AUO1 the total number of paid credits is displayed Free Percent AUO2 is Free Total E AU14 divided by Plays Total E AU13 Ball Time Average in seconds is Total Play Time in minutes E AU20 divided by Total Balls Played AU21 with the result multip
39. Refresh Period I 4 Initial lonization Time 1 Typical Luminance is 100 fL at 1 16 duty cycle 4 Current Duty Cycle 1 16 UNITS 210 2 Use of the Keep alive cathode is recommended multiplexed operation 3 Accept for decimal point and comma all segment currents are equal Set the decimal and comma currents to 0 27 and 0 40 times the segment current respectively SPECIFICATIONS ARE FOR REFERENCE ONLY mm no F Phone 714 994 6500 14930 East Alondra Blvd La Mirada CA 90638 5752 Fax 714 994 3013 BABCOCK MODEL 0107700 DISPLAY PRODUCTS DIVISION 0 77 17 8 mm 7 DIGIT GAS PLASMA DISPLAY 730 1 65 REF NO 1 fe 269 025 Td 8 pad Sear 2 jJ 95 39 MES SPACES 125 ISI DETAIL SCALE NONE NOTE CENTER UNE OF TUBE AND MAY FLOAT FROM TRUE POSTION 100 08 SEE DETAIL A SPECIFICATIONS ARE FOR REFERENCE ONLY Phone 714 994 6500 14930 East Alondra Blvd La Mirada CA 90638 5752 Fax 714 994 3013
40. Rollover Wire Mtg Brkt 3 535 523802 10 Rollover Wire Form 2 535 5352 00 11 Spinner Switch 180 5004 00 12 6 32 T Nut 29 240 5002 00 13 8 32 T Nut 2 240 5101 00 14 10 24 T Nut 2 240 5200 00 15 Ball Feed Cam Assy 500 5012 00 16 Slingshot Assembly 2 500 5077 00 17 Left Flipper Assembly 00 5031 52 18 Right Flipper Assembly 500 5031 51 19 Outhole Sw amp Brkt Assy 500 5040 00 20 Outhole Micro Switch 180 5011 00 21 Outhole Micro Switch Brkt 535 5219 00 22 Ball Trough Ramp 535 5026 00 23 Bali Trough Sw Plate Assy 500 5041 00 24 1 2 Trough Sws 2 180 5009 00 25 3 Trough Sw w Bracket 500 5049 00 26 3 Trough Micro Switch 180 5010 00 27 3 Trough Sw Mtg Brkt 535 5212 00 28 3 Trough Sw Act Wire 500 5042 00 29 3 Bank Drop 500 5055 31 30 Drop Target Decal 3 820 5104 00 31 Vertical Up Kicker 500 5067 00 32 VUK Switch 180 5041 00 33 Laser Kick Sw amp Bracket 500 6 142 00 34 Shooter lane Sw amp Bracket 500 5143 00 35 7 Bank Standup Tgt Assy 515 5145 00 36 7 Bank Standup Tgt Sticker 820 5105 00 37 Bank Standup Assy 500 5103 08 38 Ostrich Sticker Left Tgt 820 5105 01 39 Monkey Sticker Cntr Tgt 820 5105 02 40 Swan Sticker Right Tgt 820 5105 03 41 Pop Bumper Assembly 3 500 5034 00 42 Grotto Kickbig Assy 500 5053 00 43 Grotto Switch and Brkt Assy 515 5084 00 44 Kickbig Switches 2 180 5040 00 45 Kickbig Switch Brkts 2 535 5219 00 46
41. TIC PROCEDURES kusqan Entering Diagnostics 4 Sound Tests UP Inn re ceca onere Re sai ve o ices ora ete INE 19 Digital ise Tests Doe ee tre ee s ip evar Lo Switch Tests MC ass aa ace TOF A ETC E HERMES Ue Coil Flash Lamp Tests E FABRA TE IO QUSE ians rai ari om SERVICING DIAGRAMS Power WImag foc ain av d Sana earan aati SE a kO 26 Cabinet Wiring Diagram r E 29 Combined Display Connections iri sa ccseccsessznceipsspdsvasnseovsavesspeucvenenssvesqeonr sesecdsseusadiabetscnsdeyasssucnnsanenvenseens 30 Backbox Wiring Diagram o 31 Playfield Coil Flash Lamp Wiring Diagram Playfield Special Coil and Flipper Wiring Diagram OEA EPO NN E e E PAVING Switorryviring U sa pueri ua J J 94 Playfield Camp ANTING Diagram mcumk 12 ktacser 35 DPU es quiate rob Alm
42. acen ee a 48 E Hort O enc 41 SB 1 Pe eases es EGER ia DO EU CER n EUREN EE teer SPESE TURBO 42 9226 Oj2 baw patus E ES PR 44 FFE BOON H P 46 PARTS IDENTIFICATION eet kq Ayawawiqusawawnaiqapuunnansiwasshupayaqiayanpupupyasqanaaysqahti Playfield Top SE ties caller SMH ame 2 47 cobre yv WB ave EX EE Rx ve are gon 48 RUNE Sis S V ERIT TOL TCR RO DET ce 4B mter ex RR ser aora mt roit aii n CEDERE PARTIES oo nne SCO eran i e tree cra h od 8 ies st M Copyright Data East Pinball Inc 1989 b gt 21 1 1 N GAME OPERATION ES MTS OUR S 3 3 DATA EAST LIMITED WARRANTY Data East USA Inc Seller warrants only to the initial purchaser of its products that the items listed below are free from defects material and workmanship under normal use and service for the warranty period specified PRINTED CIRCUIT BOARDS GAME LOGIC 60 DAYS No other parts of Seller s product are warranted Warranty periods are effective from the Initia
43. crete lamp test using corresponding resistor color code numbers All Lamps From the Switch test operate the STEP push button switch Player 1 and 2 displays indicate ALL LAMPS and all controlled lamps will light Lamp Returns i icon 220 From the ALL LAMPS test depress the STEP push button switch Player 1 and 2 displays indicate LAMP ROWS and the Player 4 display indicates 01 for row 1 All controlled lamps in row 1 should be lit Operating the Game Start push button switch cycles through each of the rows separately Lamp Drives das From the LAMP ROWS test depress the STEP push button switch Player 1 and 2 displays indicate LAMP COLUMNS and the Player 4 display indicates 01 for column 1 All controlled lamps in column 1 should be lit Operating the Game Start push button switch cycles through each of the columns separately Discrete Lamp m From the LAMP COLUMNS test depress the STEP push button switch Player 1 and 2 displays indicate LAMP TEST and then the name assigned to lamp 01 the Player 1 and 2 displays indicate the lamp name the Player 3 display Indicates the row and column wire colors and the Player 4 display indicates 01 Lamp 01 should light With the FORWARD REVERSE push button switch in the FORWARD up position operating the Game Start push button switch selects higher numbered lamps with it in the REVERSE down position Game Start selects lower numbered lamps LAMP MATRIX
44. e i m wit Du nage 1990 Janice Avenue 177 Moroso Park iL 60160 212 345 7700 Ji FAX 1312 345 771 8 _1 800 KICKERS 449 25 p 73 CPU JUMPER TABLE CPU ROM Jumpers Game Version Location Installed Removed Laser Wars Ver 1 5C J1b J3 J4 J6a J7a amp J8 J1a J2 J5 J6 8J7b Ver 2 5C J1b J3 4 J5a J6a J7b amp J8 J1a J2 J5 J5b J6b amp J7a Secret Service Ver 2 58 5 J1b J3 74 45b J6b J7b amp J8 Jla J2 J5 J5a J6a amp J7a Torpedo Alley Ver 2 5B 5C J1b J3 J4 J5b J6b J7b amp J8 1a J2 45 J5a J6a amp J7a Time Machine Ver 2 5850 4J1b J3 74 5b J6b J7b amp J8 J1a J2 J5 J5a J6a amp J7a Playboy Ver 2 585 4J1b J3 44 5b J6b J7b amp J8 Jla J2 J5 J5a J6a amp J7a Version 1 has a 2K RAM which 24 pin IC at location 5D Version 2 has RAM which is 28 IC at location 50 E 2 n Power up CPU Self Tests Upon power up the CPU board performs a series of self tests of major components Turn the game while observing the LEDS on the CPU board Tests of the PIAs RAM and EPROMs are performed automatically and results of the test are indicated by the PIA LED With all tests passed the LEDs illuminate in the following sequence at power turn on The PIA 5 LEDs illuminate immediately Approximately 1 2 second later the PIA LED goes out and the Blanking LED illuminates 5 and Blanking LEDs remain illuminated
45. e speakers have polarity markings verify that the single color wire BLK YEL or RED is connected to the negative terminal 2 Disconnect the speaker output connector from the Sound Board and a 1 5 volt battery across each speaker pair one at a time while observing the speakers Make sure that the positive battery terminal 18 connected to the positive lead 1 1 3 or 6 each time As the connection is made check speaker cone movernent proper connections are indicated by outward movement DIGITAL DISPLAY TEST Digital displays are driven by digit and segment driver circuits Digit drivers sequentially select Individual character positions Player 1 and 2 displays and diglt positions Player 3 and 4 displays Segment drivers 16 for Player 1 and 2 characters 7 for Player 3 and 4 digits select the individual segments of each position Automatic Test To enter Display tests operate the STEP push button switch from the Sound Manual test Player 1 and 2 displays indicate DISPLAY AUTO The displays will sequence from all ZEROS to all nines in the four displays Next all segments are lit for each digit position in sequence Manual Test Operate the TEST push button switch from the automatic test Player 1 and 2 displays indicate DISPLAY MANUAL and then display ZEROS in all positions Operate the Game Start push button switch to cycle through each portion of the test switches Switches are configured in 8
46. eric Game Features E Ad55 Mansion Memory Set to BALL PLAYER or NONE BALL Each player builds up the feature for his own individual use and the feature accumulates from ball to ball within a game PLAYER The feature builds up in value for the use of all players throughout the game NONE The feature resets after every ball E Ad56 Pinball Memory Set to BALL PLAYER or NONE BALL Each player builds up the feature for his own individual use and the feature accumulates from ball to ball within a game PLAYER The feature bullds up in value for the use of all players throughout the game NONE The feature resets after every ball E Ad57 Auto Special Set to ON or OFF When ON every 100 games this automatically determines the number of times the Drop Targets must be completed to award a Special 3 4 5 or 6 times When OFF the Drop Targets must be completed 6 times to award a Special E Ad58 Risque Sounds Set to ON or OFF When OFF moaning sounds activated by certain switches and features will be replaced with normal pinball sounds E Ad59 Factory Restore Depressing STEP without changing the value shown in the Player 4 Display locks In any custom message set with E Ad43 and returns the garne to GameOver Set the value to ON and depress STEP switch to revert all game adjustments to factory settings clear the Custom Message and return to Game Over GAME DIAGNOSTICS The Data East Pinball system provides tests for sounds digital displays lamps swi
47. es Set to ON or OFF Ad 07 Easy Rules Set to ON or OFF Ad 08 Factory Rules Set to ON or OFF Ad 09 Hard Rules Set to ON or OFF Ad 10 Extra Hard Rules Set to ON or OFF NOVELTY 5 BALL ADD A BALL RULES Ad 11 12 13 One of these three INSTALL adjustments may be activated to automatically select settings for multiple adjustments After activation the individual adjustments may be readjusted if desired NOTE When more than one of these features is required for example Add A Ball rules with 5 Ball Play set only one of these rule features and then change additional adjustments For the Add A Ball and 5 Ball Play example Ad 13 Add a Ball Rules On E Ad 50 Playboy Targets Factory E Ad 23 Balls per Game 5 Ad 51 Extra Ball 5x On E Ad 47 General Scores Hard Ad 52 Playboy Percent E Ad 48 General Timer Hard E Ad 53 Laser Kick On E Ad 49 General Memory Factory By setting the game up in this fashion all specials and replay levels will award an extra ball However because the operator desires 5 ball play all game play features are set to 5 Ball settings Ad 11 Novelty Play Rules Set to establish settings for no free play or extra balls ON or OFF If ON the following settings are established Ad 01 Manual Replay Fixed E Ad 22 Match Feature Off Ad 02 to Ad 05 Replays 1 to 4 Off E Ad 25 Maximum Extra Balls 00 E Ad 20 Awards Replay Audit E Ad 27 Scores Highest Off E Ad 21 Awards
48. extra balls or scores for making specials Special Percentage AU17 is Specia Total E AU16 divided by Plays total E AU13 Match Total E AU18 is the total credits awarded for matching the last two digits of the score with the system generated Match Number at the end of the game Percentage of match credits will be approximately 896 if enabled High Score Wins E AU19 is the total credits awarded for exceeding the high score to date scores Play Time E AU20 is the cumulative time of balls in play in minutes Balls Total E 021 is the total of regular and extra balls Replay Awards E AU22 through 25 provide the total awards credit extra ball or audit for replay levels 1 through 4 respectively Games Player E AU26 through 29 provide individual totals of 1 player 2 player 3 player and 4 player games respectively Cycles Attract Mode E AU30 provides the number of cycles through the attract mode factory use Cycles High Score Reset E AU31 provides the number oftimes that the high score levels have been automatically reset if enabled GAME SPECIFIC FUNCTIONS Enter 3 Ball E AU32 provides the number of times three bal multi ball was accomplished Percent Lock Multiball E AU 34 provides the percentage of games that three ball multi ball was accomplished Lock Bali 1 E AU35 provides the total number of times one ball was locked Lock Ball 2 E AU36 provides the total number of times two balls were
49. gistered for closure of the left coin switch 00 to 99 E Ad 39 Right Coin Switch Pulses Set the number of pulses registered for closure of the right coin switch 00 to 99 E Ad 40 Center Coin Switch Pulses Set the number of pulses registered for closure of the center coin switch 00 to 99 E Ad 41 Coin Switch Pulses Required for 1 Credit Set the number of coin switch pulses required to post one credit 00 to 99 E Ad 42 Coin Switch Pulses Required for Bonus Credit Set the number of coin switch pulses required to award a bonus credit 00 to 99 12 STANDARD PRICING TABLE Coin Mechs Ad 14 Standard Pricing Select Plays Coins Center Right Center 4 PLAY 2COIN 2 PLAY 3COIN 8 PLAY 4COIN 2 PLAY 3COIN 3 PLAY 4COIN 2 COINS FOR THE 1st PLAY 1PLAY 1 COIN ONLY DURING BUY IN USA4 2COINS 1 PLAY COIN BUY IN 10 SCH AUSTRIA COINAGE 10SCH 5SCH AUSTRALIA COINAGE UKCOINAGE Same as German 1 Same as German 2 IDM 20M 50 1 PLAY 1COIN 2 PLAY 1COIN 7 PLAY 1COIN 7 PLAY 5COIN 8 PLAY 3COIN 1528 2SFR 55 SWISS 1 SWISS 2 GERMAN 5DM 7PLAYS CUSTOM PRICING TABLE oin Mechs A Right Center Plays Coins 1 256 3 50 1 25 5 1 00 1 25 6 1 00 108CH 108 1 10 SCH 1 10 SCH 4 30SCH 1 20 Custom 1 60 2 1 00 Custom 1 10P 6 50 1 20P 3 50P
50. he number of times completing the Playboy targets awarded the bonus hold feature Playboy Extra Ball E AU51 provides the number of times completing the Playboy targets awarded an Extra Ball Playboy Million E AU52 provides the number of times completing the Playboy targets awarded 1 000 000 points 2X Bonus E AU53 provides the number of times 2x bonus was made 3X Bonus E AU54 provides the number of times 3x bonus was made Bonus E AU55 provides the number of times 4x bonus was made 5X Bonus AUS6 provides the number of times 5x bonus was made Lanes Extra Ball E AUS7 provides the number of times the Lane Extra Ball Feature was awarded 2X Scores E AU58 provides the number of times 2x playfield values feature was awarded Scores E AU59 provides the number of times playfield values feature was awarded Scores E AUGO provides the number of times 4x playfield values feature was awarded 5X Scores E AU61 provides the number of times 5x playfield values feature was awarded Jackpot Shots E AU62 provides the total ramp shots completed during multi ball Jackpot Average E AU63 provides the average number of Jackpot shots per game Ramp Average E AU64 provides the average number of ramp shots per game Drain Left E AUG5 provides the number of times the ball drained out the left drain Drain Center E AU66 provides the number of times the ball drained out the center drain Drain Right E AU67 prov
51. hich level 3 may be reset E Ad 35 High Score 4 Backup Adjust the backup score level to which level 4 may be reset E Ad 36 High Score Reset Every Adjust the number of games between automatic resets of high score levels to backup settings and ball time averager adjustments 100 to 900 or OFF no reset or adjustment E Ad 37 Free Play When set to ON no coins are required for games E Ad 38 to 42 Custom Pricing Described previously in Game Pricing E Ad 43 Message Custom When desired this function is used to establish a custom message periodically displayed during the attract mode Set the feature to CHANGE using the Credit button and depress STEP The letter A is indicated in the first position of the Player 1 display Vary the letter by operating the left and right flippers With the desired letter indicated depress the CREDIT button to lock in the letter and advance to the next display character Repeat this procedure until the desired message is indicated in the Player 1 and 2 displays Atthis time depress the STEP push button switch to advance to E Ad 44 NOTE To lock in the custom message the game must be returned to Game Overby depressing STEP with E Ad 59 displayed E Ad 44 English French German Text Select English French or German for display during Audits Adjustments and Game Diagnostics E Ad 45 Attract Mode Music Set to ON once every seven attract mode cycles OFTEN every attract mode cycle or OFF E Ad
52. ides the number of times the ball drained out the right drain Buy in Games E AU68 provides the number of times the Buy In feature was used Average Game Time E AU69 provides the average length of a game In seconds GAME ADJUSTMENTS GENERAL There are 59 adjustable functions provided to vary difficulty of play and to periodically reset audits and the high score levels The various game adjustments are summarized in the Game Adjustments Table and when accessed are shown the player score displays The Adjustment Number is shown in the Player 3 Display the Description in the Player 1 and 2 Displays and the setting in the Player 4 Display Access and control is provided from switches located on the inside of the coin door Game adjustments are accessed from the audit mode With the audits displaying game identification and the FORWARD REVERSE switch the REVERSE down position depress the STEP switch and E Ad59 Expanded Adjustment 59 is shown in the Player 3 display FACTORY RESET Is shown in the Player 1 amp 2 displays and OFF is shown inthe Player 4 display With the audits displaying AU12 or expanded E AU69 and the FORWARD REVERSE switch in the FORWARD up position depress the STEP switch and 01 15 shown in the Player 3 display REPLAY MANUAL FIXED is shown in the Player 1 and 2 displays and the setting is shown in the Player 4 display With the FORWARD REVERSE switch in the FORWARD up position depressing the STEP swi
53. l date of shipment from Seller to Its authorized distributors Seller s sole liability shall be at its option to repair or replace products which are returned to Seller during the warranty periods specified provided 1 Seller is notified promptly upon discovery by purchaser that stated products are defective 2 Such products are properly packaged and then returned freight prepaid to Seller s plant This warranty does not apply to any parts damaged during shipment and or due to improper handling or due to improper installation or usage or alteration In no event shall the Seller be liable for any anticipated profits loss of profits loss of use accidental or consequential damages or any other losses incurred by the customer in connection with the purchase of a Data East USA product WARRANTY DISCLAIMER EXCEPT AS SPECIFICALLY PROVIDED IN A WRITTEN CONTRACT BETWEEN SELLER AND PURCHASER THERE ARE NO OTHER WARRANTIES EXPRESS OR IMPLIED INCLUDING ANY IMPLIED WARRANTIES OF MERCHANTABILITY OR FITNESS FOR A PARTICULAR PURPOSE WARNING This equipment generates uses and can radiate radio frequency energy and if not installed and used accordance with the Instructions manual may cause interference to radio communications It has been tested and found to comply with the limits for a Class A computing device pursuant to Subpart J of Part 15 of FCC Rules which are designed to provide reasonable protection against such interference when o
54. lied by 60 Coins 4 05 and 06 These three audit totals are provided to show the amount of coins registered for the left right and center coin chutes respectively Replay Percentage AU07 is the Replay Total awards for exceeding replay score levels AU15 divided by Plays Total E AU13 High Score Percentage AUOB is High Score Total E AU19 divided by Plays Total E AU13 Extra Ball Total 1 09 is the total number of extra balls awarded Extra Ball Percentage AU10 is AUOS divided by Balls Total E AU21 Cycles Burn In AU11 provides the number of diagnostic burn in cycles factory use Expand Audits AU12 permits viewing of expanded audits Playboy Audit Table Audit Number Player 3 Display AU 01 AU 02 AU 03 AU 04 AU 05 AU 06 AU 07 AU 08 AU 09 AU 10 AU 11 AU 12 E AU 13 E AU 14 E AU 15 E AU 16 E AU 17 E AU 18 EAU 19 E AU 20 E AU 21 E AU 22 E AU 23 E AU 24 E AU 25 E AU 26 E AL 27 E AU 28 E AU 29 E AU 30 E AU 31 E AU 32 E AU 33 E AU 34 E AU 35 E AU 36 E AU 37 E AU 38 E AU 39 E AU 40 E AU 41 E AU 42 E AU 43 E AU 44 E AU 45 E AU 46 E AU 47 E AU 48 E AU 49 E AU 50 E AU 51 EAU 52 E AU 53 E AU 54 E AU 55 E AU 56 E AU 57 E AU 58 E AU 59 E AU 60 E AU 61 E AU 62 E AU 63 E AU 64 E AU 65 E AU 66 E AU 67 E AU 68 E AU 69 ak fyi Audit Description PN 1 2 pna Playboy PROM iD Total Paid Credits Free Percent Ball Time Average
55. locked Percent Lock Ball E AU37 provides the total percentage of times Lock Ball 1 amp Lock Ball 2 were accomplished divided by the total games played Laser Kick Scored E AU38 provides the number of times the Laser Kick was used Laser Kick Lit E AU39 provides the number of times the Laser Kick was re qualified Left Ramp E AUAO provides the number of times the left ramp was made Right Ramp E AU41 provides the number of times the right ramp was made Mansion Lit E AU42 provides the number of times the Mansion feature is enabled by spotting all the letters in the word MANSION Mansion Scored E AU43 provides the total number of times the Mansion feature was awarded by completing another ramp shot with in the countdown time frame Pinball Lit E AU44 provides the number of times the PINBALL feature is enabled by spotting all the letters in the word PINBALL Pinball Scored E AU45 provides the total number of times the PINBALL feature was awarded by completing the spinner VUK shot when PINBALL was lit Special Scored E AU46 provides the number of times the special was scored Playboy 50k E AU47 provides the number of times completing the Playboy targets awarded 50 000 points Playboy 100k E AU48 provides the number of times completing the Playboy targets awarded 100 000 points Playboy Outlane E AU49 provides the number of times completing the Playboy targets lit the outlane Playboy Bonus Hold 50 provides t
56. message will disapear without altering the existing leval Or you may choose to make a different score to beat adjustment this is done by utilizing adjustment ADO2 GAME SPECIFIC FEATURES Top Lanes Completing H M H steps up the Bonus Multiplier to 2x 3x 4x amp 5x Upon the 5th completion the Spinner Extra Bali Lamp lights Every completion of the the Top Lanes spots a letter on the PLAYBOY Targets PLAYBOY Spell P L A Y B O Y by hitting each of the targets and receive the flashing award displayed in the pool patio PINBALL Extra Ball Every ramp shot made during Multi ball lights a letter In P I N B A L L on the speaker panel Completing PINBALL lights the Spinner Extra Ball Lamp Bunny Hop Shoot the left and right ramps to re light the Bunny Hop Klcker Laser Kick Mansion Million Countdown Any ramp shot spots a letter in the word MANSION shown on the displays and back panel Spellirig the word MANSION initiates the Million countdown timer As the timer ticks away the Mansion bonus points diminish quickly the faster you make another ramp shot the higher the bonus you collect Photo Shoot Special Each time the drop targets are completed the center Photo Shoot feature increments by one After flve Photo Shoots the Special Lamp lights When the Drop Targets are completed again the Speclal is awarded Mansion Zoo Complete the animal targets in the mansion 200 to start a countdown timer During countdown the points awarded by all playfleld
57. near the outhole and carefully reinstall the playfleid glass 21 11 desired make game pricing and Add A Ball Novelty or 5 Ball Play adjustments at this time GAME OPERATION STANDARD FEATURES Insert coin s the game wolf whistles 1 for the first credit and plays the Playboy Theme for each subsequent coin and the Player 4 display indicates the number of credits posted Depress the credit button and a start up sound is produced the posted credits are reduced by one Player 1 display flashes Player 4 display indicates BALL 1 and a ball is served to the plunger trough Additional players may be added by depressing the Credit button before the end of ball 1 The second closure adjustable of the plumb bob tilt switch tilts the ball In play Closure of the slam tilt switch In the coin door ends the current game s At the end of each ball earned bonuses are collected At the end of the last ball for the last player and after bonuses are collected the system produces a random 2 digit number a multiple of 10 00 to 90 for a Match feature adjustable Matching the last two digits of a player score with this number awards a credit Players exceeding high score levels receive free credits adjustable and are able to enter their initials with the new High Score achieved The game then proceeds into the game over mode and then to the attract mode A custom message adjustable can be displayed during the attract mode AUTOMATIC BALL TIME AVERAGIN
58. perated In a commercial environment Operation of this equipment in a residential area is likely to cause interference in which case the user at his own expense will be required to take whatever measures may be required to correct the interference ii gt 4 GAME SPECIFICATIONS POWER REQUIREMENTS This game is provided with a 3 prong plug and must be connected to a properly grounded outlet to reduce shock hazard and insure proper game operation Refer to AC Power Wiring Diagram for transformer connections required for normal high and low line conditions Normal Line 109 10 129 Vac 211 to 225 Vac High Line 226 to 235 Vac Low Line 95 to 108 Vac 200 to 210 Vac MAJOR ASSEMBLY AND FUSE LOCATIONS Refer to the Game Illustration page 2 to identify locations of the major assemblies and fuse values and locations PROM SUMMARY CPU Board Location 5B 5C Sound Board Locations 6F Voice ROM 1 4F Voice ROM 2 and 7F Sound ROM TRANSPORTATION To reduce the possibility of damage observe the following precautions whenever transporting the game Lower the backbox and secure it to the cabinet Remove the legs and secure the game within the transporting vehicle GAME ASSEMBLY PROCEDURES Refer to the Game Illustration on page 2 1 Open the top of the carton and lay it on its side with the bottom of the cabinet down Using the plastic banding strip as a handle slide the game out of the carton 2 Remove all packing mate
59. rial Locate cabinet legs in filler packing inserts and assembly parts package in the cashbox There should be four leg levelers eight leg bolts two head bolts with washers and three pinballs 3 Attach leg leveler from the parts package to each leg make sure that each leveler is threaded through a hex nut before threading it into the leg 4 Support rear of cabinet and attach rear legs using two leg boits for each leg 5 Support front of cabinet and attach front legs using two leg bolts for each leg 6 While assuring that no cables are being pinched carefully raise the backbox and temporarily secure it In its upright position with the clamps provided on the rear of the cabinet WARNING Do not attempt to move the game with the backbox secured in this temporary manner If moved the backbox could come unclamped and suddenly fall to the lowered position resulting in possible injury to personnel and equipment damage Backbox Layout Controlled Lamps Fiosh Lomps Digital Displays DETAIL GAME ILLUSTRATION 7 Remove the backbox keys from the clip on the inside of the coin door and unlock and carefully remove the backglass Set the backglass aside 8 Carefully remove the playfleld glass and set It aside 9 Obtain the two bolts and washers from the parts package and open the backbox insert board Secure the backbox to the cabinet pedestal with the two bolts and washers 10 Check all connectors the backbox for
60. s test depress the STEP push button switch Player 1 and 2 displays indicate COIL TEST Thetest pulses each regular solenoid orflash lamp sequentially with the coil flash lamp name indicated in the Player 1 and 2 displays and the drive number in the Player 4 display Select Coil From the Coil Test depress the STEP push button switch Player 1 and 2 displays indicate SELECT COIL and then name of drive iL the drive number is indicated the Player 4 display Operate the Game Start push button switch to select the coil or flash lamp to be tested With the desired drive number indicated in the Player 4 display depress the STEP push button switch to cause it to be pulsed repeatedly RETURN TO GAME OVER From the Select Coil test depress the STEP push button switch one time if a selected coil is pulsing or two times if none is pulsing Tha game returns to the game over mode HART EAST PINI PART 5 JE 9 5 20 999999 9 9 Backbox Flash lamps TOR PLATEOY FLASH AAAA oon mimi jo SiS menu T ninan AOS Fi AS 11150 05 1 e 4 RED z woes thao E jT 27 POWER THIS CONFIGURATION FOR 1 5 V BOARD 5 FOR LOWER LINE VOLTAGES gt OR 230 VOLT OPERATION 3 SEE SAMPLES BELOW 3 IF MI
61. switches will Double Triple Quadruple etc depending how many times the animal targets were completed Multi Ball amp Super Ramp Jackpots Lock 2 Balls inthe Grotto to enable the multiball feature Shooting either ramp shot releases the locked balis While in Multiball any ramp shot will award the Jackpot Refer to the Game Specific Adjustments on page18 for additional information To AUDIT FUNCTIONS GENERAL There are 69 audit functions provided for accounting purposes and for evaluation of game difficulty adjustments Audit functions are split into two groups There are eleven most used audits AUO1 through AU11 in a quick look group 57 less used audits E AU13 through AU69 an expanded group The various auditing functions are summarized inthe AUDITING FEATURES TABLE and when accessed are shown onthe player score displays The Audit Number is shown in the Player 3 Display the Description in the Player 1 and 2 Displays and the Audit Total in the Player 4 Display Access and control is provided from switches located on the inside of the coin door To access audit functions open the coin door and make sure that the FORWARD REVERSE switch is the FORWARD up position Depress the STEP switch and the game name 15 shown in the Player 1 and 2 displays the Player 3 display is blank and the PROM revision level is shown In the Player 4 display This indicates access to audit functions With the FORWARD REVE
62. tch advances through the game adjustments one at a time With it in the REVERSE down positlon the STEP switch selects lower numbered adjustments To rapidly scroll through adjustments hold the STEP switch depressed Adjustment values are changed by operating the GAME START push bution The FORWARD REVERSE switch setting deter mines whether the values are increased or decreased With the FORWARD REVERSE switch up the value increases with it down the value decreases When the STEP switch Is depressed the Player 1 and 2 displays indicate REQUEST INSTALLED REPLAY AND GENERIC FEATURES Replays may be adjusted either for fixed levels or for a system adjusted manual percentage of replay awards Four levels may be selected Adjustments allow awarding of a credit or an extra ball as each level is exceeded With the manual percentage feature if the actual replay percentage is higher or lower than that desired the game computes new recommended manual percentage score s When the coin door is subsequently opened the player displays indicate the recommended level and the Knocker knocks to alert the operator of a potential change This new level is entered into adjustments simply by pressing the game start push button If the coin door is closed or you enter audits adjustments or diagnostics the replay level is not changed REPLAYS Ad 01 through 06 Ad 01 Replay Manual Fixed Manual Adjust for percentage of awards for replay levels 1 through 5096
63. tches and solenoids Each feature may be tested manually or automatically using the STEP and FORWARD REVERSE push button switches inside the coin door and the Game Start push button switch on the front of the cabinet The automatic tests may be used for a quick verification of automatic test functions and the manual tests for troubleshooting During game play activation of switches and operation of coils with associated switches are monitored If a switch Is not made for 100 games it is considered bad When operation of a coil should close or open a switch and does not the coll is considered bad Each time the game is powered up bad switches and coils if any are reported to alert the location attendant the credit knocker is pulsed Note that reporting of an unused switch does not constitute a problem and that a bad coil could mean that the associated switch requires adjustment Wiring to switches solenoids and controlled lamps uses color coded wires that basically follows a resistor color code scheme for the eight rows and eight columns During the switch tests and during the discrete lamp test identification of the color of the row and column wires are indicated the Player Display For example making the right coin switch during the Switch Test results in the switch functional name RIGHT COIN shown in the Player 1 and 2 Displays the row 94 and column 51 wire color codes shown in the Player 3 display and the switch number shown in
64. ts Limit Scores Highest Credits High Score 1 Credits High Score 2 Credits High Score 3 Credits High Score 4 High Score 1 Backup High Score 2 Backup High Score 3 Backup High Score 4 Backup High Score Reset Every Free Play Left Coin Pulses Right Coin Pulses Center Coin Pulses Pulses For Credit Pulses For Bonus Credit Message Custom Text Attract Mode Music Lights General Scores General Timer Genaral Memory Playboy Targets Extra 6x Playboy Percent Laser Kick Knocker Alarm Mansion Memory Pinball Memory Auto Special Risque Sound Factory Restore e 5 086 620 Hi 620 820 2 fis 71117 1 565 000 OFF Set ad x Te Swed en Vinee 55 F az o v pty ra 7374 Pacts By Ad 04 Level 3 Replay Fixed Only With Ad 01 set for fixed adjust Replay level to between 100 000 and 9 900 000 To disable Replay 3 lower the setting to 00 Ad 05 Level 4 Replay Fixed Only With Ad 01 set for fixed adjust Replay 4 level to between 100 000 and 9 900 000 To disable Replay 4 lower the setting to 00 SINGLE FUNCTION DIFFICULTY ADJUSTMENTS Ad 06 to 10 Any one of these five INSTALL adjustments may be activated to automatically select settings for multiple adjustments affecting game difficulty After activation the individual adjustments may be readjusted If desired Refer to Install Adjustment Table for details Ad 06 Extra Easy Rul
65. two methods available for coin switch programming Standard and Custom Standard pricing uses a single adjustment Ad 14 to select a pricing scheme shown in the Standard Pricing Table Custom pricing is used to select additional pricing schemes defined by expanded adjustments E Ad 38 to 42 In order to program E Ad 38 to 42 Ad 14 must be set to CUSTOM and Ad 19 must be set to ON for expanded adjustments With Ad 14 setto CUSTOM and expanded adjustments selected E Ad 38 39 and 40 represent coin switch pulses for the left right and center coin slots E Ad 41 prescribes the number of pulses required for one credit For example If E Ad 38 was set to 02 and E Ad 41 to 01 a coin in the left slot would produce two credits Further if E Ad 38 was set to 01 and E Ad 41 to 02 two coins in the left slot would be required for one credit E Ad 43 may be set to post bonus credits when a minimum amount of coins are inserted at one time For example If E Ad 38 was set to 01 E 41 to 01 and E Ad 42 to 04 one credit would be posted for each of the first three coins in the left slot and two credits for the fourth coin Ad 14 Standard Custom Pricing Set for the desired pricing scheme from the Standard Pricing Table as indicated inthe Player 1 and 2 displays For Custom Pricing setto CUSTOM When setto CUSTOM Expanded adjustments E Ad 38 to 42 are utilized to tailor each individual coin chute E Ad 38 Left Coin Switch Pulses Set the number of pulses re
66. until the game is turned off Test failures are indicated with the PIA SUSPECT COMPONENT One of the 6821 PIAs 6064 RAM at location 05 EPROM at location B5 EPROM at location C5 QUICK REFERENCE FUSE CHART LED PIA LED Stays On Flashes 1 Time Flashes 2 Times Flashes 3 Times PPB BOARD Fi 5A Slo Blo 6 3 F2 Slo Blo G I 6 3 gt F3 Slo Blo 6 3VAC F4 5A Slo Blo G l 6 3VAC F5 5A Slo Blo Flipper Power 48VAC F6 Slo Blo PPB Solenoids Flash Lamps 34VDC POWER SUPPLY BOARD F1 7A Slo Blo 5VDC Regulator Input SVAC F2 7A Slo Blo 5VDC Regulator Input SVAC F3 0 25A Slo Blo Display Reg Input 90 F4 8A Slo Blo Switched Illumination Buss 18VDC F5 4A Slo Blo Solenoid Buss F6 Slo Blo Solenoid Buss 34VDC PLAYBOY TABLE OF CONTENTS GAME SPEGIFIGAVIOND N CHAP car QA ARV UNE e ea 1 Power HSQuiemel s cs LLULLU VI E a a Gu eu a e a ER d 1 Major Assembly and Fuse Locations Era e E tmr meccanica Circuit Board PROM Locations Ei a wr e a d un Jut Transportation ET ASSEMBLY PROCEDURES E Standard Features PM ROM IEE Wiss 2 OA A Automatic Ball Time Averaging

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