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Atari Airborne Avenger Manual
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1. RIO 8 2 w Bec se EET E A0013 5 01 i iss i _ e SHT 2 i i 3 P stt Sut 2 8 000 pt 25 gu l Of wet c2 car RI e gt 22000 in SOW 35 WVDC ches seg SHT 2 WHT BRM N AGZOZS5 O1 STANDARD REF AD07866 0 Morro eee asi PART OF PART OF ADZOOZZ Or 020099 Oi 091849 Ci 7 7127 Nite CLOINN DODA Aine i Dan _ At Rare J5 1 RLD etu sanm 1 5 dob di d 2 8 wn oa wan mad 5 53 RED il 7 PRTART o 0 c 111 sw eeu Li wnt BL PROCESSOR 5 NY oui AUXILIARY lounger 8 EATEN ul aK ER 57 T BOARD r EATEN 120083 LL LAMP 8 un LOWER RIGHT THUMPERT gt rica e ASSY 45002 OF 2272727222372 eo ASSY OG RTS wey SC HEM 004020 04 LEFT THUMPER Sh nectant 2 Agoo LATC OO BIT 2 ext ig Tas 1 1 L alla ieee pir eny S ETL EX 10659
2. COMA MECH DA sz SM LAHO TALNO DATA CHANTS repa EHLA BD iA LAMP EPOR End LAMP ATA GAME CHICLIPTS gor SPEARER ZF AKLK ime CEREAA TOS SONG PATA MCT CP Figure 22 Functional Block Diagram PL AAT OR ire ME PR OFT SWT HE TATEM MATCH BALL DISPLAY QATA By means of a switch sensing circuit the player operated switches playfield switches and operator option switches produce switch data for the microcomputer Switch closures occur when a player deposits money in the game depresses the START pushbutton operates the ball shooter so the ball goes onto the playfield and interacts with playfield objects and depresses the flipper buttons Switch Closures also result when a player tilts the game Executing the instructions stored In the preprogrammed portion of tts memory the microcumpter then responds to the switch data by energizing various solenoids lighting various lamps and producing sound data for the speaker and display data for the Score Credit and Ball Match Displays B COMPONENTS OF THE MICROCOMPUTER SYSTEM The microcomputer system carries out complex tasks of the game by performing a large number of simple tasks Figure 23 shows a block diagram of the microcomputer system and its various interconnecting data addressing and control buses The Microprocessing Unit causes the system to perform the desired operations by addressing th
3. AND NSIS TED 221 uta ic wR E UP 250 1 49 Lh 138 UP XD LIS ov XN LS I97 Dc o en 3 RIS 15 VZW JDMPER AS v gt nm gt o T 07 oz a Pi 2 lt lt e lt
4. WHT je R t SUING SNOT 2 ONA 2 0 TH il 15 1 MT EPE DS u i 54 e 77 7 re ovat TET TO FOWER 42 z me Fus iM Dem 0 con MHT REO Ah 5 2 7 AOLLOVEA Enfo OSL Pu A GER SELSGRN 2531 d 1 5 STROBES TA a 00S I TO amp EE ate SCORE PANEL DRIVE 2 BOARD 8 gt AE BRE _ U ASSY 5 TO ta3 LAYER WAT ADS Te 6649 24 XK Kk ese SEE DETAN A SCHEM te on ax CONTR raf MATH 0 nas as NI VOOR aye Hd i HHA SEET GALL LANE MEA i TO GAN C ra PICS CE 2 P i S ER 1 55 lt LL Lew Bonus iK Ate forks 0590 j ytt REDE E sagtys ALAN eT i LEFT CENTER _ mapu gree _ 18 I 5 AEDT O 7 00 2 i 2 fROLUPVER ARNELL 65855 MONS ORNI ERN Thee i MOWER LEFT SPECIAL OAN REO 090528 i a PART IluPFE amp R LEFT THUMPER 274146 0416 A 02002 5 01 IT OF Ao 29019 6t AVENE BRNEGEN 52564 a we EILEEN 47 6 RYIBLY L 710 920 CENTERS ALTE BOR NE ROLLOVER 5 PAgT OF _ z c 4 AOZDOS 0i MATCH CREDIT 6
5. naron _ 2 DISPLAY 5 s BOARD E 3 1 ASSY 04 0 aE i Kid amp CHEM 5 YO 8 8 000 01 ta rs 22525 awe euse ela 552 ao TION HWHTHBLK_ PLAYER aye ____ WNTSRN 55 Ns NS ABBY jT BONUS WHT ORE E Lites 2 8a 2 3 4 S sus IM IZ 3 i3 P rs e SST M REEL Hw A e 2553 i AMR OVER e 9 PARY ADO TA mts e TARGET PLK 2525 a P ROLLOVER TE LARES 32525 rro dd o PROPUCTION LEFT FLPAER _ N SUI HELE w KEK 5 EL zu LEFT SING SUOT a 38 _ LEFT ETECT S C A I ll lU 222 LAPPER THM RYIRED EEF SETS RT _ LEFT EET POCKET ecu s EES aa UPPER MEET THUUPER _ ALE ga Z s eee EES EER GMT Tauri lt CELL FPPER 0000 Bees E U y a o d S O 205 u FH 24 M w w w A9 7 Ali AO Da 27 TSC G 20 Gb oe OBE 5 w Tus dr n 5 lt to 25 e il REA
6. 5N R20 200 97 14 5 R 5 200 Mui CRO o 914 tSv Ro in 200 1 6 CR o 14 454 R1 200 07 414 5N Re 200 E CRS o 914 5 Rit 200 TC cre o 914 UPPER RIGHT THUMPER TRUMPER J6 IE eet EJECT POCKET 78 s TRA BALL METER J8 RIGHT a FUPPER 3 8 j LOWER RIGHT THUMPER 2 21 22 LATCH OOO eT O LATCH 100 BIT O LATCH 1008 BIT O LATCH IOOC BIT O LATCH LOOO BiT LATCH 1004 Bir 4 LATCH 1008 BIT 1 LATCH Bit i LATCH 1000 Bit 2 LATCH 1004 eir 2 LETC H 1008 2 m B R 2 I LAMP 21 20 58 2 52 e O sO k ua 4 BO SA USED TEN 35 eo se ID LAM D 36 BO SC_ 21 LAMP 37 80 SD 55 SA ite 2 Po e g 23A BO e aB 2 Ac O SA r OLAMP ab amp eb sae amp 5 Ko LAMP amp amp Bo Sc Lj 2F 80 S5 20 SA at BI S 32 e1 So 54 SA 2 LATCH 1003 t lo LAMP 82 fg 56 2 2 ei I P 62 5 3 5 7 LATCH IOOC 25 82 38 al 2002 o e2 sc 27 62 56 LATCH 1000 2 IO LAMP 20 62 lt A 3 5 8 22 fo LAMP 3 83 58 1 BD SC a 32 5 un a 23 e3 s0 27 LATCH
7. 2nd PRPS r nm VEN EER Operation Malntenoance and Service Maral ATARI INC 1265 BORREGAS AVENUE P O BOX 9027 SUNNYVALE CA 94086 408 745 2000 TELEX 35 7488 Airborne Avenger Operation Maintenance and Service Manual m ATARI A Wamer Communications Company rights reserved Copyright 1977 by Atari Inc No part of this publication may be reproduced by any mechanical photographic or electronic process or in the form of a phonographic recording nor may it be stored In a retrieval system transmitted or otherwise copied for public or private use without permission from the publisher For permission requests write ATARI INC 1265 BORREGAS AVENUE P O BOX 9027 SUNNYVALE CALIFORNIA 94086 Location of Serial Numbers Your game s serial number is stamped on all four printed circuit boards in the locations shown below The same number is also stamped on the label located on the rear of the back box Please mention this number whenever calling your distributor for service Auxiliary PCB 0 01 jy Location of Serial Numbers WARRANTY Seller warrants that tts printed circuit boards and parts thereon are free from defects In materlal and workmanship under normal use and service for a period of ninety 90 days from date of shipment Seller warrants that its television monitors in games supplied with monitors are free from defects in mate
8. L ap I xP a 2 ll o a Figure 24 Airborne Avenger Wiring Diagram 2 pages Click thumbnails for full sized versions SOLENOID DATA LAMP DATA DISPLAY DATA The following paragraphs describe the game s microcomputer system in more detail The drawing references are to the Processor PCB schematic shown in Figures 25 and 26 r LLL E H a I LL pee 1 oe 5 a uet men ta jeje 3 E Teme _ Et m Mus t 1 4 T 5 UTE e wt A a ds d p s bee im T 8 el i n RR i HE mig ji T od _ rm 2 s n pem a a 1 mde 1 PLI E h li m l i 0 E p T rh A So VN Kr p LLL L EC 1 d o at 1 i Bod 1 k r gt zx 1 r 258 jeu al LU 11075251 DID qp LaF Me ET lu 3 i 0 Figure 25 A Processor PCB Schematic Diagram 4 pages Click thumbnails for ful
9. WAKE UP RESET SV SWITCH COLANAO MN AA ctc 7 lole cP Q pa Q g lt d CO2 fe j saru a S Y 15 MClqOSoO x lt P Aa 34 s gt 18 3 gt 2 CIS PLAY As ADRS 5 14614050 5 04 8 87 L9 Di L a oss 7 2013 iq CMA CLK 1 B26 065 SWITCH DECODE ote 3 a a 4 RAW TEST Daa 2002 i 078 20030 0 815 953 2004 o i 20046 2007 1 i VERTO RIT DISPLAY SWITCH READ LAMP ADR S ei 1 2008 to 5 2009 9 45v to CAMP 2004 21 2 5 i BIT MAC 40 56 x SPL s i 2 4 b f 200 SWITCH DECODE 2 q F2 ie 51 AUDIO CLK AUDIO LATCH 1088 817 RESET m RA i LE ao ee CAS no L 1 Ha 3 LATCM 1090 BIT ia 3 e OPB 3 c 547 ho GA Ad BA GB Gc 7 D12 2 n v zal LATCH 1080 STO At audis EM Al Ad L 3 gt 10 MC140 50 7 5 TORS DISPLAY a TORS DISPLAY MCI40S0 A3 34 A CATHODE BLANK MC 14050 IZ ANODE BLANK As e A3 4 I v gt d AS J4 Z 24 AS 2 gt 20 i AS DISPLAY 14 I DATA AS 3 b z Tzu MCI4O0 0 48 AS SHT
10. d E e mm Em g EE 2nd ee eer eee eee UP ROW 3 aaa m d per EX e EN D b 1 mm p 8 un 3rd ROW 4 ms BE 4 gm ET e _ EN E mm 4th LIP d f b am Segment d NE Designations Figure 36 Arrangement of Connections to Score Panel For the circuit descriptions that follow refer to the schematic in Figure 28 The four display address signals DISPLAY ADRS 3 through 6 are applied to type 14556 devices which produce four outputs One of these outputs is applied to the LE input pin 5 of each of the type 14511 Latch Segment Decoder devices in locations D2 C3 B3 and A2 The 14556 devices decide which of the Latch Segment Decoders are to receive display data are to be loaded at any one moment 3 D n Figure 28 A Score Panel Drive PCB Schematic Diagram Click thumbnail for full sized version LI x gt A a x ETE mr ud m iH ie LI T LI L Figure 28 B Score Panel Drive PCB Assembly Drawing Click thumbnail for full sized version Figure 28 Score Panel Drive PCB Assembly List ess Item Part Number Qty Description 100492201 1 PCB Blank Score Panel Drive 2 10 5102 8 Res Carb
11. 90 6001 65 pp 21114 90 7015 66 _ Program Prom ILSB jE 1 02024401 69 Program Prom IMSE 7 02025001 70 02024501 1 Program Prom 2 5 BE Program Prom 2MSB E8 02025101 72 Program Prom 3LSB 02024701 73 Program Prom 3MSB SBS 1 020248 01 74 Program Prom SB 02024601 75 Program Prom 4MSB 86 1 020249 01 76 77 205201 I AuioPom Opo Figure 26 C Processor PCB Assembly Parts List Figure 26 D Processor PCB Parts List Item Part Number Qty Description 006021 01 1 Printed Circuit Board lorzr xq 2 10 5201 15 Res Car Comp 5 200 OHM R6 11 13 20 23 3 10 5471 5 Res Car Comp 1 4W 5 470 R27 29 31 32 4 110 5102 7 Car Comp 1 4W 5 1K R2 5 26 33 36 5 110 5822 1 Car Comp 1 4W 5 8 2K 635 77 6 10 5223 n Res 1 4W 5 22K R34 7 10 5105 1 Car Comp 1 4W 5 1M 830 o 9 19 007 2 Res Network 10K A3 4 5 19 808W4PO 1 Res Wirewound IOW 4OHM F S T aspi Cap Elecrolytic 2204 25V 13 27 250104 27 Ceramic 0 10 25 3 5 9 33 14 2840190 3 Mica 39pf 100V C468 15 8 101151 Mica 1 150 100V C7 C L 16 29 0060 1 Tantalum
12. LES LL LE IANN ate eat ay Figure 26 B Processor PCB Assembly Drawing Click thumbnail for full sized version Figure 26 C Processor PCB Assembly Parts List Item Part Number Qty Description 006021 01 Printed Circuit Board l t C 2 110 5201 15 Car Comp 1 4W 5 200 OHM R6 11 13 20 23 3 10 5471 5 Res Car Comp 1 4W 5 470 R27 29 31 32 4 110 5102 Res Car Comp 1 4W S 1K 82 5 26 33 36 5 110 5822 1 Car Comp 5 8 2K R35 6 110 5223 Car Comp 1 4W 5 22K R34 105105 Car Comp 1 4W 5 IM R30 8 XK 4 9 19 007 P Res Network 10K A3 4 4 5 10 1 9 808 W4P0 1 Res Wirewound 10W 4 OHM RI Cap Elecrolytic 220 25V C2 13 27 250104 27 Ceramic 0 1uf 25V C3 5 9 33 14 28 101399 3 Mica 390 100 C468 15 28 101151 1 Mica 150pf 100V C7 C 16 29 006 j1 Tantalum luf 35V 17 29 007 j1 Tantalum 2246 15V C lll Brisas IRE we 20 32 P6KEI8 1 Transient Supp P6KE18 ICRP 34 2N6044 15 Transistor 2NG044 QI amp 1i 13 15 17 20 I E E 23 37 7400 LC 7400 D10 A1 FI prno 25 37 7403 1 LC 7403 D9 26 37 7404 2 IC 7404 DAI 27 B7404 DI 28 37 7407 4 ILC 7407 ID14 D16 D18 D2
13. No No Double Bonus for Last Ball Bonus for Last Ball OFF Bonus for Last ON Up to the table of contents Forward to Chapter 2 TG x 5 Chapter 2 GAME PLAY The game has three modes of operation attract play and Self Test The attract mode serves to attract players to the game The play mode 1s active when the game 1s being played Self Test 1s used by the operator for game maintenance A ATTRACT MODE The attract mode is initiated by game power up exit from Self Test or by the end of the previous game If entered from power up or Self Test the score and match credit displays will indicate all eights If the attract mode follows a game the score will indicate the final score of that game In any case if the game is untouched within approximately two minutes the score display will go blank to conserve energy In the attract mode the playfield lamps blink on and off an exotic light show that attracts potential players to the game The game remains in this mode unless a player presses the START pushbutton 1f there are sufficient accumulated credits or by the operator entering the Self Test mode by pressing the TEST pushbutton PLAY MODE After a player has depressed the START button the game responds as follows 1 The uppermost row in the Score Panel will indicate two zeros and the words 1ST UP to the right of the zeros will start to blink on and off 2 The number in the Credit
14. 10 Screw Mach Pan Hd Phillips 6 32 x 1 2 Lg 47 75 0165 0 Washer Flat Regular Pattern 6 48 75 056 HO Washer Lock Internal Tooth 6 49 75 916C 10 Nut Hex Regular Pattern 6 32 Steel f ISO 12 5103 Resistor Carbon Comp 10K ohm 1w 5 836 51 78 06002 2 Heatsink Thermalloy 6111B 66 f 52 79 58123 1 6 350411 53 79 58124 1 Header 4 pin Amp 350761 4 54 78 06012 1 Heatsink Modified Wakefield 641 55 32 16335 1 Diode Zener 1N5335 CRI 56 32 1N5230 1 Diode Zener IN5S230 57 10 5101 Resistor Carbon Comp 100 ohms 1 4w 5 00 59 78 16011 2 Silpad TO 66 60 72 1408C Screw Mach Pan Hd Phil 4 40 x 1 2 Cres 61 75 0148 4 Washer Flat Reg Patten 4 C le 62 75 054 4 Washer Lock Int Tooth 4 lle 63 75 914 Nut Hex Reg Pattern 4 40Cres 64 75 09012 Washer Shoulder f 65 78 1 2 Cover Insulating to 66 ol S 9 67 10 5221 1 Res C C 220 Ohms 1 4w 5 IR33 168 75 09015 3 Shoulder Washer Seastrom 5605 25 169 10 5201 2 Res C C 200 Ohms 1 2w 5 R21 22 Figure 27 Auxiliary PCB Assembly Parts List On the schematic the symbol P which appears at various inputs to logic gates and other integrated circuits indicates a connection to 5 volts through a pull up resistor As an aid for locating integrated circuit devices r
15. 2 A INB14 diode in row E with cathode and towards the base of the driver For lo a tion you will have to follow tha trace on the bottom of the board fromthe basa of the driver 3 Now follow tha trace from the other side of the dioda to a resistor location in row D insert 220 Dhim resister in this location To hook up desired counter do the following a Solder 4f ohm 1 watt resistor between counter wires b Salder one lead of a 22 ohm 2 watt resistor to one of 4r ohm resistor soldered between the counter leads Solder a 22 gauge stranded wire to the other lead of the 22 ohm resistor and another 22 gauge stranded wire ta the counter lead that is soldered only to tha 47 ohm resistor dj Solder an edge connector pin Atari PH 79 20353 to the other and of the wire Plug the edge connector pin into the desired Processor connector pin location i solder Ihe unterminated wire connected to the counter laad to lamp power line fram pin 5 of connector F21 an tha power supply Figure 31 Additional Components to be Installed for Each Metering Function Added Lamp Driver Circuits Thirty two of the outputs from the Memory Output Latches constitute the lamp data shown in Figure 23 These are the BIT 0 through BIT 7 signals LATCH 1000 LATCH 1004 LATCH 1008 and LATCH 100C All thirty two signals connect to the inputs of the type ULN 2003A devices shown on sheet 4 of the
16. cio De NO 4 ABB A B oF NCI TO METER BD OC X2 MEYER DO id AVDIO I gt Q om NES 0 on Q Sm w IN co pei A18 ge p puo Aes 2 _ _ e 35 3 AGS gt ST ASE rF hm H u hor T 5 2 gt le le SED gt s d6 Sass 20 7515 22 7215 10 5 37 2 gt gt 3 tf 2 EDLY Pi t4 P NOTES UNLESS OTHERWISE tECDP 1 LAST REF CES USED C34 5 JIO Q21 RIE 2 DES NOT USED 2417 18 20 73 6 25 10 14 1819 R 12 21 22 24 25 LATCH 2585 5171 5 1088 128 Ici 4 E2 Da 1082 STI DDS i228 COC BT CER gira ses 606 1229 555 BITZ Do i002 1085 BITS 18 5 1084 i028 I024 4 gt 970 Brs 1089 08 1960 5 100 l202 BITS Bile 1283 1080 jooc 1008 i525 I000 08C 757 058 1084 toog 1228 1204 BIT Wu WOR lt 1a 1 ROZ L A A9 Nee 93 ac oo 219 5 11 GWA INT
17. 10K ohms CTS 761 1 R10K 15 31 1914 4 Diode 13914 ICR2 5 16 79 41001 P Socket Beckman Type CS 352 17 10 5104 1 Res Carbon Comp 100K 1 4W 5 IRS 18 32 4 1 Diode Zener 1N4744 ICR6 Figure 29 C Match Credit PCB Assembly Parts List Score Display Circuit The connections to the score display panel are made in the form of a rectangular matrix with seven anode connections on one side and 28 cathode connections on the other Figure 36 illustrates the arrangement of these connections In the multiplex timing the six vertical rows of digits plus the one vertical row of player up indications are driven one at a a time All the anodes in the player up indications are brought together electrically to J21 pins 1 and 2 the ANODE 1 signal All the anodes for the least significant digits are brought to J21 pins 50 and 5 the ANODE 2 signal etc The sequence of lighting the anodes is ANODE 2 then 4 then 6 then 3 then 5 then 7 and finally ANODE 1 Likewise the cathodes of all segments of the digits in a row are tied together For example all the b segments in the top row are tied together and brought to J21 pin 46 ANODE CONNECTIONS ANODE 1 ANODE 2 ANODE 3 ANODE 4 ANODE 5 ANODE 6 ANODE 7 CATHODE CONNECTIONS EUR pe pee pen E ist p UP ROW 2 SEG a c mm
18. 90 volt outputs on the Auxiliary PCB where the high voltage power supply circuitry 15 located These 90 volt supply voltages must both be present on each display PCB before the displays can light up If all voltage readings on the display PCBs are within 5 of the correct values then go on to the next portion of the procedure Score Display PCB located beneath Score Panel Mounting Screw J19 0 oom Score Panel J21 C2 Match Credit Display PCB Figure 16 Top View of Score and Match Credit Display Assembly Score Panel Removal and Visual Checks After the 90 volt and 90 volt supply voltages have been verified the next troubleshooting step on the score panel will be to remove it from connector J21 Turn off AC power to the game preferably by pulling out the power plug from the wall outlet 2 Remove the metal clips holding the score panel onto the bracket arms of J21 refer to Figure 17 WARNING Glass edges of score panel may be sharp Use caution to prevent cutting your hands 3 Using your right band grasp the right edge of the score panel Carefully lift it up approximately 1 4 inch and then pull it straight out and remove it completely 4 Examine the positions of the terminal pins on J21 Tips of the pins should be aligned in the same plane as shown in the detail view of Figure 17 If not bent out of alignment all pins can then make contact with the score panel s terminal s
19. A INVENTORY OF PARTS IN SHIPPING CARTONS As you already know Atari s Airborne Avenger TM came to you packaged in one big carton containing 1 game cabinet 2 back box carton and 3 accessories carton Contained the accessories box were the game cabinet legs cash box and this manual Keys to the coin door are taped to the top back of the game cabinet Keys to the back box are taped to the bottom of the back box Open the cash box and take an inventory of accessories as shown in Figure 1 From Box From Box 2 From 1 Q Figure 1 Inventory of Accessories WARNING Do not apply power to game until you have inspected inside of cabinet B ASSEMBLY OF GAME 1 Assembly of Legs and Back Box First screw leg levelers from cash box into the bottom of each leg Screw the leg leveler locking nuts onto the leg levelers If you have a Pin jack Place cabinet onto pin jack and raise cabinet at least 2 feet from floor Then attach all four legs with eight acorn head bolts If you don t have a Pin jack Refer to Figure 2 and follow the instructions 1 Tilt cabinet and set it on its back on a padded surface shipping carton works great 2 Attach two legs to the front of cabinet with four acorn head bolts 3 Set cabinet down so that it rests on two legs at front edge and cabinet rear bottom 4 While a helper is lifting rear of cabinet attach two rear legs with four acorn head bolts If a helper is n
20. 1 SWITCH DE CODE 2008 206 200 2008 200F 200E 2000 200 TO PROG w 1 2005 2002 2001 2000 2007 1006 2005 2004 TO PROG Sw 2 2018 2019 2018 zor 201 2010 2016 2015 SLAM 5T4 2012 START ST3 2011 2 5T2 2010 COIN 5T1 2011 2016 201 2014 2028 202A 2029 2028 202F 202 202D 202C 2025 RMiGHT FLIPPER sT20 2022 LEFT FLIPPER STI9 2021 TILT PENOLLUM CST t9 2020 1107 CABINET STI1 2027 TARGET 1 5724 2010 TARGET 2 ST 2 2025 TARGET ST 27 2024 TARGET 4 ST 21 ZOSB VPPER LEFT TRUMPER 5144 ZOSA UPPER RIGHT THUMPER 5143 2039 LOWER RIGHT THUMPER ST 42 2O3B8 LEFT BALL EJECT HOLE T 41 ZO3F RIGHT BALL EJECT HOLE ST 48 ZOSE LEFT EJECT POCKET ST 41 203p RiGMT EJECT POCKET 5T 46 2O3BC SPINNING TARGET 57 45 2033 ROLLOVER NO ST 56 ZO3S2 ROLLOVER NO 2 ST 35 2031 ROLL OVER NO 3 CST 34 2030 2037 ROLLOVER 5 ST 40 203 ROLLOVER NO 6 4 5139 2035 ROLLOVER NO 3 ST 38 2034 ROLLONER 8 5 37 LATCH 108 BIT LATCH 1606 BIT I LATCH 108C 2 LATCH IOBC BIT NOTE STs SWITCH TEST NUMBER 204B ROLL THRU UPPER RIGHT ST G0 204A ROLLOVER B CENTER ST 54 2049 CAPTIVE BALL ROLLONERS ST 58 2048 50 POINTS amp LETTER ADV ST 57 204F 04 2043 OUT HOLE KICKER ST 2 2042 50 POINTS ST 51 2041 10 POINTS ST 50 204D LEFT SLINGSHOT ST 44 204
21. BIO rey Nu ite LRowtovEm sl GEOR 5 SCHEM AUDIO A Reo 9 ag LATTER ADVAMCR ERY IVER a4 5 E ud 200193 WHYRED um 5 mj 521106 Ba ROLLOVER SRNR 4 OGY OT 01 MET TEN 7 DRM aan ROLLOVER SKYE 1 AUB 9 u UPPER HAY GAM EE LOIN DOOR i 1 METEL vio umm cuu GND WHT sc stp SBE SEARO ds ims TJ _ WEN amp ARGET thes 2 ui 2 3 LTARGET wy WHY ORM NEN _ 1 0 DETAIL A or aac m CART OF ADATBAG DI E MOM ee pamm T m gt J ets PETS O STROBE A lt ULL Pa 79 SPINNING TARGET _ wWHT VIS 9 n E S 2 LO vo E M 2 SRNT EZ EZ T POCKET WHTIIGRY B METER BOARD KIT Ce stenst C d OOS TT ET gt POCKET VEL ALK ASSY AOZDER4 O NL amp trosE n lt LP RIGHT DALL E FECT PELE YELIGRN z tort oye n vEC RED E uu ae i WHT Cw a 4F 0 N ROLLOVER w SS Y ORM Tio Pia hy za t 24 A va 3 aj ROLLOVER 65 _ c WEBER Be or ret OF we OUT HOLE IKEA O VER NID 3 S 1 AOO TB be ETE
22. Display Circuit Note that the top half of the Match Credit PCB Schematic describes the cathode circuitry The bottom half covers the anode circuitry The type 14556 device examines the DISPLAY ADRS 5 and DISPLAY ADRS 6 signals to determine when new data is available for these display digits The output from the 14566 device is applied to the LE Latch Enable input of a type 14511 device The four signals DISPLAY DATA 0 through 3 are applied to the inputs of a type 14511 device This device has a latching capability and also performs segment decoding The 14511 device s segment outputs are applied to a type 584 8 device that performs an interfacing function it accepts TTL logic level inputs and produces a 90 volt swing from volts to 90 volts at its output The seven outputs from this device are applied to the cathode terminals of all display segments The CATHODE BLANK signal applied to the 81 input pin 4 of the 14511 device will cause all segments to be blank regardless of what data is stored when the multiplex timing calls for that digit to remain unlighted The Type 14028 device in the anode portion of the circuit examines the three signals DISPLAY ADRS 0 through 2 to determine which of the display digits to turn on The outputs from the 14028 are applied through series connected diodes to a type 585 6 interface device that drives the anode terminals of the display digits with a voltage swing from 0 volts to 90 volts pov
23. Driver Circuit Figure 31 Additional Components to be Installed for Each Metering Function Added Figure 32 Simplified Diagram of Basic Lamp Driver Circuit Figure 33 Simplified Diagram of Switch Sensing Circuit Figure 34 Simplified Diagram of Switch Censing Circuit Waveforms Figure 35 Waveforms for Gas Discharge Displays Figure 36 Arrangement of Connections to Score Panel Table of Tables Table 1 Self Test Procedure Table 2 Replay Level Settings Table 3 Maximum Credit Settings Table 4 Switch Identification Table 5 Solenoid Identification Table 6 Coin Credit Mode Switch Settings Table 7 Replay Add a Ball Switch Settings Table 8 Match Switch Settings Table 9 Slam Tilt Sound Switch Settings Table 10 Special Mode Switch Settings Table 11 AIRBORNE AVENGER Spellout Setting Table 12 Last Ball Bonus Setting Table 13 Fuses Located Near Ball Shooter Table 14 Fuses Located on Power Supply Assembly Table 15 Componenets Required for Special Metering Functions Back to the top of the manual Forward to Chapter 1 Up to the table of contents Forward to Chapter 2 Chapter 1 LOCATION SETUP NOTE If reading through this manual does not lead to solving your specific problem you can reach Atari s Customer Service Department by telephone open Monday through Friday 7 30 a m to 4 00 p m Pacific Time From inside California Alaska or Hawaii 408 984 1900 From the remaining 47 states toll free 800 538 6892
24. Gate The ball gate 1s opened by hitting either stand up target 3 upper right or stand up target 1 lower left The gate remains open until the ball goes through the gate or the bail drops into the outhole Top Center Ball Lanes The left and right top center ball lanes are alternately lit and are changed by hitting any 50 point switch Each lane will yield 500 points when not lit or 3000 points and 3 bonus advances when lit Rolling through the left lane will light all 3 lower left lanes and rolling through the right lane will light all 3 lower right lanes Rolling through either top center ball lane will light the captive ball rollover and the lites B rollover Spinner The spinner target yields 100 pts per rotation or 1000 points per rotation when lit The spinner is lit by hitting either the captive ball target 4 or the upper left target 2 The spinner light goes out when the ball lands in the left eject pocket B C Bonus When the ball lands in the left eject pocket the player collects 500 points plus 2000 points and 2 bonus advances for each of A B and C he has lit in the left eject pocket Upon collection each light 1s turned out and the player must relight the letters by achieving the appropriate rollovers or hole kickers In order to collect them again Special The Alternating special 1s lit when the player lights targets 1 through 4 on a single ball The special alternates between the lower l
25. Processor PCB schematic These are open collector interface devices that accept TTL input levels and produce the high current outputs needed to light the lamps Note that these devices connect to a lamp ground J19 pin 3 Figure 32 shows a simplified diagram of the basic lamp driver circuit One side of each lamp connects to a ULN 2003A output terminal and the other side connects to a strobe line on the Auxiliary PCB STROBE A STROBE B etc In the wiring harness beneath the playfield black wires are used for lamps connecting to STROBE A green wires for those to STROBE B blue wires for STROBE and red wires for STROBE D OM PROCESSOR PCB PLAYFIELD ON AUXILIARY PCB IN POWER SUPPLY LAMP BIT 0 ASSEMEL Y LAMP 1 ENABLE adds 12 MEMORY OUTPUT mm I LAMP D ATA LATCH CONTRCH s OO G G GIL s nt ij li STEORBE LAMP 30 80 LAMP 31 80 LAMP 13 10 D LAMP 13 80 E gu rae kt tia LAMP POWER CIRCUIT REGULA TOR T with end EE 2S HS CIRCUIT 2N5881 CIRCUIT mk dio cm s ULN 2001A DEIVEK Lope aad STROBE mans STROBE STROBE D s m E es w m w Figure 32 S
26. Q1 8 11 13 15 17 20 22 34 23643 1 Transistor 2N3643 Q21 23 37 7400 7400 D10 A1 FI CS NN CN 25 37 743 1 LC 7403 ID 7 26 37 7404 LC 74044 64510 27 37 74L04 j1 LC 74L04 DI 28 37 740 D14 D16 D18 D20 29 37 7408 LC 7408 2 02 D3 30 37 74Ls08 74508 31 37744 3 C744 BICO oo 32 37 7420 B8 B3 prer 34 37 7432 LC 7432 35 37 747 1 LC 7437 C10 36 37 7474 2 LC 74740 B6B 10 CETERI A7 A8 A9 ATO 37 137 7493 7493 A11 C11 E12 E F5 F6 F9 38 37 74145 LC 74145 F10 F11 F12 F13 39 37 74157 JLC 74157 B5 40 37 8097 JC87 AS 41 37 9301 2 LC 9301 C6 E11 42 37 9316 p co9316 B4Dl3 37 9321 1 9321 IDI x 0 014 C15 C16 44 37 9334 8 LC 9334 C17 C18 C19 C20 45 37 9602 1 ILC 9602 B10 46 37 LM323 1 Regulator LM323 x E A17 A18 A19 A20 47 37 1413 10 MC1413 2003A B16 B17 B18 B19 0 48 7 14050 3 1 C MC14050 5 p fd 51 62 001 Switch Push Button SPST 52 6 6 118P1T 2 s witch Dip 8 Position 2 4 53 66 12 1 1 Switch Hex 54 72 16085 2 Screw Mach Pan Hd Phil 6 32 x 1 2 55 75 016 2 Washer Flat 6 56 75 056 2 Washer Lock Int Tooth 6 57 75 916C 2 Nut Hex 6 32 58 78 06
27. alternate procedure Figure 28C Score Panel Drive PCB Assembly Parts List The individual segment outputs a through g produced by the segment decoders are applied to four type 584 8 Cathode Driver devices in locations DI C2 B2 and Al These Cathode Drivers perform an interfacing function they accept TTL logic level inputs and they produce a 90 volt swing from volts to 90 volts at their outputs A separate circuit formed by four 8 2K ohm resistors a 4 transistor MPQ 7091 device in location A5 and the 006123 01 device in A4 produces the signals applied to the Player Up cathodes 4TH UP 3RD UP etc The circuitry for driving the anodes of the display is shown on the right half of the sheet The type 14028 device examines the DISPLAY ADR 0 through 2 signals to determine which of the seven ANODE lines are to be turned on The outputs of the 14028 are applied to interface device or devices that will produce the 90 volt swing from 0 volts to 90 volts at their outputs This PCB 15 laid out in such a way that two choices of device type are possible A board will be built using only one choice The choices are one type UDN 6184A device or two type 585 9 devices Sound Generator and Speaker Driver Circuits The initial portion of the Sound Generator circuit 15 built on the Processor PCB The final portion and the Speaker Driver are built on the Auxiliary PCB In the lower left corner of sheet 2 of the Processor PCB schematic four Memo
28. as follows 1 For 3000 points a high pitch medium duration tone immediately followed by a high pitch medium duration tone For 2000 points a low pitch short duration tone For 1000 points a low pitch short duration tone For 500 points a high pitch long duration tone For 100 points a high pitch medium duration tone For 50 points a high pitch medium duration tone For 10 points a high pitch short duration tone Game Play and Scoring 1 Bonus Bonus advancement is achieved by hitting the various bonus advance targets rolling the ball through one of the two triple bonus advance lanes when lit or rolling the ball over one of the 3 single bonus advance lanes when lit or by placing the ball into the left eject pocket where the player receives 2000 pts and 2 bonus advances for each of A B and or C lit The bonus has a maximum advancement of 29 000 points and is collected at the end of each ball When double bonus is achieved the player collects twice the bonus value he has achieved Double Bonus Double bonus 15 achieved by lighting A and C In the double bonus accumulator A 15 lit by shooting the ball into the left hole kicker or the Lites A ball lane is lit by rolling the ball over the lites rollover or the lites ball lane is lit by shooting the ball into the right hole kicker or by rolling the ball through the Lites C ball lanes
29. gt 4 o of oe lt lt o e eu uJ f gt E lt A 93901 7414 10112601 as 0 caes La at an E one on o o gt ae an eq oy gt ERE T Mc S 330 7 u RSS Fa p 14 050 lOKA 55 23044 15 PLACES CR PSKEIS Zi TANT laf DSV 9554 414 9334 19 1101 lt 09 VERSION Ci L 4 E 00 2 2 4 0 0207 522 e 0 d UU je A TEL Fe t 7 aeg 1 P AIR i pose 2 438 AGB 48 i L A8 gt ASB i 2 A A 1 A amp B A7B 35 CEE 86 7 22 Aog TO METER BD S n AGB TEA n Al LOC o 14 5 15 lt x os 54 a 09 1 De o7 35 com T ST EN e 19 b 4955 s S 0 50 i ao Atl des 5 43 5v 5N e As A38 1 75 ia ia 41 A NOT USED DS NOT USED 1 BITS TO METER BD De 40 705 D7 1088 1088 i ta 2 esl voe 2 ias Aj A26 nee A38 100 42 TO METER BD Aag r i054 SG 23 58 1000 BIT 1000 BIT 4 CI i 90 6001 A1B 5 as za tz 23 22 TRO 04 108s 05 NM
30. i i VSS GAM soe EN Say DATA z Bg DATWODE BUNA 12 aol QUII ADRS uj e rm e p 10 oz z ___ INSEL ANODE BLANK A 5 Uo LE ES gu os L 28 wc 7 ooze 5 0 ey s van z 204 CAI Ou me 290 T Ers xc on a GEA E FAQ 1 43 SW SOV Figure 29 A Match Credit PCB Schematic Diagram 115 j V JLMPER AT SHOW e 4 028 5 MATCH CREDIT BOARD A006096 9 ATARI MAGE IM USA 386 Figure 29 8 Match Credit PCB Assembly Drawing c Figure 29 C Match Credit PCB Assembly Parts List Item Part IN umber Description I 006104401 1 PCB Blank Match Credit Display Board 2 10 5155 2 Resistor Carbon Comp 1 5 Megohms 1 4w 5 R3 4 3 10 5394 1 Resistor Carbon Comp 390K ohms 1 4w 5 R2 4 112 5103 Resistor Carbon Comp 10K ohms 1w 5 RI 5 245010 Capacitor Electrolytic 50 WVDC 1 0ufd 61 7 24 101 106 2 Capacitor Electrolytic 100 WVDC 10 ufd Cl 2 8 32 1N5230 1 Diode Zener 1N5230 ICRI 9 37 8 1 Integrated Circuit MC14028 10 37 1451 1 1 Integrated Circuit MC14511 1 1 37 06 1 Integrated Circuit MC14556 12 37 5 84 8 1 Integrated Circuit 584 8 13 37 5 85 6 1 Integrated Circuit 585 6 14 19 008 1 Resistor Network
31. lock out wires and the mechanical adjustments on the coin mechanisms before suspecting the electronics If a coin mechanism rejects genuine coins try to readjust it If this 1s not successful then replace it with a working mechanism Correct operation of the slam switch can be verified by putting the game into the test mode and performing the switch test described in Table 1 Correct operation of the other switches and of the Iock out coil can also be checked by the switch test or else merely by manually operating them and watching game responses as it changes from the attract mode to play mode and then back to attract mode again D GAME CONTROLS AND PLAYFIELD COMPONENTS Opening the cabinet and raising the playfield will give access to the playfield components and the game controls START pushbutton switch flipper switches pendulum tilt and cabinet tilt switches Power On Off Switch speaker and the ball shooter The game s microcomputer system improves game reliability and significantly reduces maintenance requirements because it replaces conventional electromechanical devices such as step up rotary switches and motorized trip relay banks Another game feature is that adjustment free sealed contact switches replace all open contact blade type switches Solenoid Fuses Plugged onto connector 5 on the Processor PCB 15 a special miniature PCB assembly that provides individual fuses for each solenoid line This assembly is identified by
32. lower ball lanes To confirm whether just one or else both switches are defective one at a time you must temporarily unsolder the wire to the normally open contact of each switch while leaving the other switch still connected then perform the switch test separately for each switch connected alone Wiring connections to the playfield switches are shown in Chapter 4 In the Wiring Diagram Sheet 2 E GAS DISCHARGE DISPLAYS The displays are designed to be maintenance free so they normally require attention only if incorrect operation is observed Use the following procedures to 1solate and correct problems with the displays Preliminary Operational Checks Make sure that the coin door is closed and locked Then plug in the power cord and place the Power On Off Switch in its on position Immediately after AC power is applied the Score Display should be showing all 8s and the PLAYER UP indications IST UP 2ND UP etc light one at a time in numerical sequence 8s should be showing in the Credit Display and the Match Ball Display The displays are all operating properly if every display segments lights up at least once But if one or more segments remain dark isolate the problem circuitry as described in the following subsection Check on 90 and 90 Volts Power Supply Voltages Remove the playfield glass then remove the lower arch panel Troubleshoot the displays as follows WARNING Whenever AC power is applied to the game voltage poten
33. luf 35V IC1 17 29 007 Tantalum 22uf 15 C C f IEEE 20 32 P6KEI8 1 Transient Supp P6KE18 CRI 21 34 2N6044 15 Transistor 2N6044 Q1 8 11 13 15 17 20 p2 amir e 23 37 7400 7400 D10 A1 FI 37 7402 2 icm ACT 25 37 7403 1 D9 20 ____ 2 27 37 74L04 741 04 D11 28 37 7400 D14 D16 D18 D20 29 37 7408 BL 7408 IB 2 D2 DB 30 37 74LS08 LC 74LS08 8 CMDB 31 37 7414 FHC744 C9 E9 32 37 7420 BB 33 37747 1 BF s 35 37 7437 1 LC 7437 C10 36 37 7474 2 6 7474 B6 B9 A7 A8 A9 A10 7493 10 LC 7493 A11 B3 C11 E12 E13 F3 E5 F6 F9 38 74145 s LC 74145 pee F11 F12 F13 39 3 7 14157 1 74157 40 3 7 8097 P I c 8097 C5 41 37 9301 2 ILC 9301 C6 11 42 3 7 9316 P 1 C 9316 D13 43 3 7 932 1 L C LC 93221 c c 44 37 9334 I C 9334 C17 CI8 C19 C20 45 37 9602 1 1 9602 B10 46 37 LM323 1 Regulator LM323 47 37 MC1413 10 1c MC1413 2003A aan s 48 37 0 3 ILC MC14050 A4 A5 f l pf x _ _ _ jJ 51 62 001 SwichPushButonSPST 52 66 118PIT 2 Switch Dip 8 Position F2F4 53 66 12FPIT Switch Hex 54 72 16088 Screw Mach Hd Phil 6 32 x I 2 55 75 016 2 Flat 6 5
34. result in a rapid buildup of residue By talking to many operators we have found that the best method of cleaning a coin mechanism is by using hot or boiling water and a mild detergent A toothbrush may be used for those stubborn buildups of residue After cleaning flush thoroughly with hot or boiling water then blow out all water with compressed air Figure 11 shows the surfaces to clean inside the coin mechanism These include the inside surface of of the mainplate and the corresponding surface of the gate assembly There may also be metal particles clinging to the magnet itself To remove these you can guide the point of a screwdriver or similar tool along the edge of the magnet Clean both surfaces where coin enters the mechanism as well as the magnet Figure 11 Surfaces to Clean inside the Coin Mechanism If coins are not traveling as far as the coin mechanisms you will need to clean the channel beneath the coin slot To gain access to this channel use a 3 8 inch wrench and remove all three nuts that secure the cover plate refer to Figure 12 Removing the plate will provide access to the entire channel 1 H F I 1 0 1 Figure 12 Removal of Plate Covering Rear of Coin Slot Also clean the inside surfaces of the secondary coin chutes but when doing this be careful not to damage or bend the trip wires on the coin swltches Adjustment of Coin Switch Trip Wire In order for a coin sw
35. signal The AUDIO CLOCK signal produced by the first 7493 device at A6 pin 8 is used in the Sound Generator circuit If at any time after power is applied to the game the count advances far enough to bring the last stage high A10 pin 9 high then the RESET signal will be brought low RESET can also be brought low by manually depressing the RESET pushbutton mounted on the surface of the Processor PCB RESET going low causes the Microprocessing Unit to begin the restart sequence The execution of a routine to initialize the processor from its reset condition will be started In normal game operation the RESET signal stays low The WAKE UP RESET signal applied at pins 2 and 3 of both A9 and 10 periodically goes high preventing the last counter stages from going high If some abnormal circumstance occurs such as a momentary interruption in game power caused by severe transients on the AC power line then the program sequence inside the Microprocessing Unit may be disrupted and the WAKE UP RESET signal may remain low for longer than 100 milliseconds In such a case a high to low level transition positive going edge on the RESET signal is produced and the microcomputer system resets itself Other portions of the Control Logic are covered under the Circuit Descriptions that follow C CIRCUIT DESCRIPTIONS Solenold Driver Circuits Twenty of the outputs from the Memory Output Latches constitute the Solenoid Data shown in Fig
36. the Atari part number A020383 These fuses have been added to prevent the driver transistor from overheating and damaging the surface of the PCB 11 current flow starts to exceed the maximum fused value Whenever a fuse 15 found to be open perform the following two checks before replacing the fuse After making sure that AC power to the game is shut off first use an ohmmeter to measure the solenoid s DC resistance Flipper solenoids should have a DC resistance of approximately 7 7 ohms Hole kickers should have a DC resistance of approximately 18 ohms The gate solenoids should read approximately 200 ohms with ohmmeter connected in one direction and about 15 ohms with the instrument connected in other direction Secondly use the ohmmeter to check the collector emitter junction of the 2N6044 driver transistor Replace only with 2 amp 125 volts slo blo 3AG fuses Troubleshooting of Playfield Switches Connected In Parallel As described in Chapter 1 Section D you can use the switch test both for automatically detecting switches with stuck contacts and for manually identifying switches with stuck contacts and for manually identifying switches whose contacts are not closing properly But in the instance where contacts from two switches are connected in parallel additional troubleshooting steps will be needed in order to verify whether or not a given switch is defective For example switch test 39 simultaneously checks both inside and outside right
37. the Coin Mechanism Figure 12 Removal of Plate Covering Rear of Coin Slot Figure 13 Detail View of Coin Switch and Trip Wire Figure 14 Coin Mechanism Exploded View Figure 15 Close up View of Lubrication Point Figure 16 Top View of Score and Match Credit Display Assembly Figure 17 Removal of Score Panel Figure 18 Score Panel Terminals Figure 19 Line up of Terminal Pins and Terminal Strips Figure 20 Lower Right Comer of Display Assembly Figure 21 Location of Technician Adjustment for Speaker Volume Figure 22 Functional Block Diagram Figure 23 Block Diagram of Microcomputer System Figure 24 Airborne Avenger Wiring Diagram Figure 25 A Processor PCB Schematic Diagram Figure 25 B Processor PCB Assembly Drawing Figure 25 C Processor PCB Assembly Parts List Figure 26 A Processor PCB Schematic Diagram Figure 26 B Processor PCB Assembly Drawing Figure 26 C Processor PCB Assemmbly Parts List Figure 26 D Processor PCB Parts List Figure 27 A Auxiliary PCB Schematic Diagram Figure 27 B Auxiliary PCB Assembly Diagram Figure 27 C Auxiliary PCB Assembly Parts List Figure 28 A Match Credit PCB Schematic Diagram Figure 28 B Match Credit PCB Assembly Drawing Figure 28 C Match Credit PCB Assembly Parts List Figure 29 A Score Panel Drive PCB Schematic Diagram Figure 29 B Score Panel Drive PCB Assembly Drawing Figure 29 C Figure 28 C Score Panel Drive PCB Assembly List Figure 30 Simplified Diagram of Basic Solenoid
38. through 4 and Latch 1084 BIT 0 through 4 provide the Sound Data 32 provide the Lamp Data and the remaining 20 provide the Solenoid Data Clock Generator The circuit is shown along the bottom of the sheet The basic frequency source is a 4 MHz crystal controlled oscillator Its output is then shaped divided down and buffered to produce the PHI 1 and PHI 2 signals phase 1 not and phase 2 not These are the non overlapping non symmetrical square wave complements required by the Microprocessing Unit They are also used in the Control Logic Tri State Buffers The two type 8097 devices in locations C4 and C5 on sheet 2 connect Switch Data power line phasing information display address information and other Control Logic signals to bits D6 and D7 of the Data Bus and to Bits AO through A5 and A12 through A14 of the Address Bus Keep in mind that these are Tri State devices When its control line is in the disable state a tri state device s data connections become a high impedance the equivalent of removing the device from the circuit But when the control line is in the enable state the device s data connections are capable of having normal high and low 1 and 0 levels Control Logic The portion of the Control Logic that produces the RESET signal for the Microprocessing Unit is shown at the top of sheet 2 The five type 7493 Counter devices form a single simple binary counter configuration that is driven by the phase 1 clock
39. to the coin return chute Slam Lamp Lock out Coil der Figure 8 Coin Door Assembly Directly below each coin mechanism is a secondary coin chute and a coin switch with a trip wire extending out to the front edge of the chute When the trip wire 15 positioned correctly a coin passing down the secondary chute and into the coin box will momentarily push the trip wire down and cause the switch contacts to close Also shown in the photograph is a slam switch assembly It has been included to defeat any players who might try to obtain free credits by violently pounding on the coin door to momentarily close the contacts on a coin switch The slam switch contacts connect to the microcomputer system which will ignore coin switch signals whenever the slam switch contacts are closed Access to Coin Mechanisms To remove jammed coins and for maintenance cleaning each magnet gate assembly can be hinged open without removing it from the door as shown in Figure 9 Or if necessary each coin mechanism can be entirely removed from the door merely by pushing down on a release lever and simultaneously tilting the mechanism back then lifting it up and out This is shown in Figure 10 es Figure 9 Hinging Open the Magnet Gate Assembly w Figure 10 Removal of Coin Mechanism Clearing of Coin Path CAUTION The use of an abrasive such as steel wool a wire brush or a lubrication on a coin mechanism will
40. 0 29 37 7408 3 7408 82 D2 D3 o 37 74LS08 LC 74LS08 31 7 714 ILC 7414 B11 C9 E9 32 377420 LLC 74200 B8 B3 prer _ 34 37 7432 1 I LC 7432 IC8 35 37 747 1 LC 7437 C10 36 37 7474 p eB A6 A7 A8 A9 A10 7493 10 LC 7493 A11 B3 C11 E12 E13 F3 F5 F6 F9 38 74145 74145 a F11 F12 F13 39 3 7 74157 1 74157 w i 8097 e C5 41 37 9301 LC 9301 E11 42 7936 c9316 379321 9321 IDE x En C14 C15 C16 44 37 9334 8 LC 9334 C17 C18 C19 C20 45 37 9602 1 9602 B10 46 37 LM323 1 Regulator LM323 x E A17 A18 A19 A20 47 37 MC1413 10 LC MC1413 2003A B16 B17 B18 B19 B20 48 3 7 14050 3 14050 A3 A4 A5 S A 66 118PIT 2 Switch Dip 8 Position 52 66 12FPIT Switch Hex canoa a n 53 Screw Mach Pan Hd Phil 6 32 x 1 2 2 72 16088 54 Washer Flat 6 f 2 75 016 55 Washer Lock Int Tooth 6 C CQ 2 75 056 56 75 916C Nut Hex 6 32 57 HeasinkLLM323 e cLcCLcC gt 1 78 06001 58 1 78 16005 59 Header 4 Pin 09 1 9 58122 7 63 Cystal 4000MHZ I 90108 64 fco C1 C
41. 00 2000 280 000 10 OFF 150 000 22000 290000 11 OFF 160 000 24000 320 000 12 OFF 17000 25000 330 000 13 OFF 18000 27000 360 000 14 OFF 190 000 280 000 370 000 15 OFF 200 000 300000 400000 ON 210 000 310 000 410000 1 ON 220 000 330 000 440 000 2 ON 230 000 340 000 450000 3 ON 240 000 360 000 480 000 4 ON 25000 370 000 490 000 5 ON 260000 390 000 520 000 ON 270 000 400 000 530000 NA ON 280000 420 000 560 000 ON 290 000 430 000 570 000 ON 300 000 450000 600 000 10 ON 310 000 4460000 610000 11 ON 320 000 4480000 640000 12 ON 330 000 490 000 650 000 13 ON 340000 510 000 680 000 14 ON 350000 5000 690 000 15 ON 360000 540000 720 000 Indicates manufacturers suggested setting Table 3 Maximum Credit Settings Maximum Credits Prog Sw1 Toggle 5 Prog Swl Toggle 6 8 Indicates manufacturers suggested setting Table 4 Switch identification Credit Number Location 1 Leftcoinswitch l 3 START pushbutton 4 Coin door slam switch 17 Cabinet slam switch 18 Tiltpendulum 19 flipper 2 21 Center target FA 23 Upper left target 2 24 Lower left target Gl 34 Low
42. 001 1 Heatsink LM323 59 78 16005 OO 61 L _ 62 7 9 42040 8 ocket 40 Position Med Insertion 63 7 9 58122 1 Header 4 Pin 29 64 90 108 1 Crystal 4 000 MHZ xi 65 90 6001 1 ILC CN 90 7015 2 Ram 2111A ID5 8 peg 70 020250 01 Program Prom IMSB jE 7I 020245 01 PrggramProm2LSBB E 72 020251 01 i ProgamProm2MSB 8 73 020247 01 1 Program Prom 3LSB E4 74 020248 01 ProgramProm3MSB E5 75 02021601 ProgramPromdLSB Bo 76 020249 01 Program Prom 4MSB 77 020252 01 1 Audio Prom D12 Figure 25 C Processor PCB Assembly Parts List ie 4 34 i ae ee 2 is 8 RR ee 4 L3 EE Pa ee gee ge i inira eu IET Sh T ps a 4T Hip Ne 5 EL j E p dv TE cz i aem uu s PCH Tr i 3 nd rL i k mn PER NI 1 il i ae FR ug tft r Loss Le L m Y T 2 E 1 1 1 QQUMMR pis ex aal 24 E oa s s 0 4 F T L crore 0 u 1 j pom L NET Figure 26 A Processor PCB Schematic Diaeram 4 pages Click thumbnall for full sized version
43. 1 RiGHT SLINGSHOT CST 50 2046 2045 2044 REPLAY NOT R25 USED NOT USED 020 CR20 NOT 07 oseo 43 2N 6044 R23 maa 200 T m PN CRIS C 4 914 4 2N NOT Lone Lo R21 USED NOT USED 020 used 4V 2N NOT eosa me USED NOT USED CR18 8 RI P 4n 10 8 35 v TANT SWITCH COMMON REPLAY SWITCH 2 Bit 5 REPLAY REPLAY REPLAY 3 2 TOTAL mn PLAYS SPECIAL COUNTER J8 TIME COUNTER SOLENOID RETURN N 30423 t v 5V C34 22 f 15v TANT LATCH 1088 BIT 4 CATCH 106 817 4 LATCH t088 BITS LATCH IODC 8115 LATCH 1086 BIT LATCH 108C BITS LATCH 1069 LATCH IO8C R19 200 O18 5 0 07 914 5N RIS 200 CRI4 07 94 N R19 200 2 Ra 1 2 o 94 esv R 200 Dis gt gt o1 94 54 RIO 200 Die CRS 3 z Oo 914 5 Rie 200 Da 1 414 m 200 Tn CRIS 4 54 200 018 M 78 RIGHT 0 BALL EJECT 78 RIGHT B SLING SHOT 76 Sr 6 7 BALL EJECT 78 LEFT SLING SHOT GATE 1018 ze OUTHOLE m KICKER Je RIGHT EJECT POCKET Leer n FLIPPER LATCM 1084 BIT 4 LATCM 1084 0155 CATCH 1050 BITS LATCH 1084 BITO LATCH 1080 CATCH 1084
44. 1004 2003A z 35 gt 6 u si lt 27 DiAMP 8 TL we LATCH O8 Gir 2 COC Al Ga lt T eit gt OCO 4 LATCH I004 BT 4 we lo LAMP 2 SC d IS 27 BA 55 LATCH 1008 1 20 SA 35 5 200 A 29 LATCH 100 PES LAMP 3X 5 gr 4 LATCH 1000 NOT USED J3 LATCH 1004 lg LAMP 24 SA n BIT 35 lt e s pere 21 85 95 20034 se BS SA LATCH 1008 STS j 2e 85 5B 3 AMP SA BS LC T 33 I gt LAMP 28 ge S D LATCH IOOC 2 eT 35 65 58 2 B s amp B5 5c 5 200 2F O LATCH 1000 n 20 Bo SA BIT 2177 7 O LAMP 31 86 28 5 p LAMP 22 Bo 5C 2 a2 e b LATCH 34 BO Bit 4 s LATCH 1005 BIT LATCH 1000 BIT amp LATCH 1000 7 LATCH 1004 eit 7 LATIH 100 RT 7 LATCH 1004 BIT 7 JS LAMP RETORN L PIN BALL v o ATAR 75 PROG PROG gr 4506020 04 Sw2 C12 E Iul 552 zz 1361130 74145 34145 020249 gt c coe lt lt ee fae gt ae oreo e
45. 2 U IO LAE LAMP P Bo eo s 2 34 80 5 _ NOT USED lo LAMP AA 82 Sc LATCH ICOS Seve 2 5 5 62 50 82 50 x LATCH 1000 4 AU 5 62 ewe 56 82 56 l 20034 FE 3 asss eae LATCH 1000 42 Lame 20 65 BATA 8 TL wem we AMP 31 25 56 5 2 22 5 MET ik 22 S U i 4 EH 24 84 6 4 LATCH IOQ4 x BIT roosa e2 Se amp un iQ LAMP 21 B2 SD 8 L 22 LATCH ICO amp le LAMP 82 54 A eara 2 I 4 Tze Ba SD 4 LATCH 1 Ac 5 CT n el la OLME 2E Ej SC 32 lo LAMP ZF 85 30 TCH IS 20 LATCH CCO 4 GI are s 20034 sees G LATCH 1004 9 2 LE M 24 84 SA A e IOLAMP 25 84 88 8 32 l Ve LAMP 54 ec 2 Re S SD T LATCH 1006 ab 29 SA 4 _4 29 BA Sh 285 54 5 D LATCH 100 e 4 LATCH 1000 9 NOT USED NOT USED 4 0 lie LAMP 5 A are SS ser 85 88 EJ Dee Le uw 6 56 5 LATCH 1008 30 85 _ n e wot d 1 IDLNLAP BS 26 du IU 8 L Ja Wo LAMP 28 eS SD f 2 SA A are L3 aa 55 28 38 45
46. 34 220 al 22 25 PASS 15 TANT SWITCH COMMON REPLAY SWITCH RE PLAY REPLAY REPLAY REPLAY BIT d Sit 2 Bit 3 S A19 MISHT BALL LATCH 1088 erect BIT LATCH 108C air lt LATCH 998 BIT S LATCH ICSC 5 085 BIT amp 78 kj ovraoce KICKER LATCH IOC BIT RIGHT LATCH 8 POCKET Git 7 LEFT FLIPPER LATCH 1606 7 UPPER RiGHrT LATCH 1054 TRUMPER BIT 4 verek LEFT LATCH 064 fe teer EJECT LATCH 52 POCKET BIT 4 SALL LATCH 1024 _ METER Bits Ye o Dia 20 A RIGHT FLIPPER LATCH 315753 1 27 5V LOWER 0 4 cR RIGHT LATEN 1084 _ pj _ TKUMPER BIT 7 gt JI LATCH 1000 LAMP 2O 8O SA fa BIT O LATCH 1004 BIT O 3S B i Ji LATCH 1008 2 EO 5A 5 33 20 58 LATCH ICOC SIT O LATCH 1000 os 3l 8 55 Be SC _ 35 Ba mo LATCH 1004 IOLAMP 24 E 1 Jl LAMP gt gt SB gt LATCH 1008 OLE X me fo LAMP AC Bi LATCH 1006 1 2 RECEA 16 ap In s 004 ES 52 5 5 1 10 LAMP 22 EF 5 LATCH 1000 RIT 5 SL Io LAMP 22 B2 SD LATCH 1004 1S 24 2 SA E 82 58 a lt e 27 22 E LATCH 1008 AR 2 lt SA F KIT
47. 4 BS ecc a gt 2002 EET LATCH ICCO e NOT Lus 2 lt 2 DIT 3 0555 Io UMP 31 AV 6 LATCH BIT LATCH 1005 BIT LATCH IOOC BIT 33 ip LAMP LATCH 1000 3 B7 SB Bit 7 u j EE ET IO LAMP 26 61 SC LATCH 1004 GIT 7 LATCH 00 lt ST 7 LATCH 1004 BIT 7 39 3 LAMP RETOEN PIN BALL 4TARIO 76 PRO amp 006020 0 cuo S Mira e t Sr gt ee 27 e gt 7 lt 14 seoce 90676 pc A 2 2 R34 gs T 9 lt pcm 4 lt ASS de zw oA 9 e C o 7 Lol Ne M IO K D 2N60 44 15 PLACES 220252 45 5 so va Bae ciu Sa yix lt gt F nd ds is nm es T ce Mi is a Me a 0 lt ea 0 C gt 0 j LATCH E LATCH IG anar 5 SEE MOTE BURN IN A AUDIO AU DO AUDIO AUDIO 8 LAMP PWR M ZeD x el gt z 3 JIZ 3cEgl 2 I 22 ath alton E 33 4 JO S Z Jia gt MP BITO i 5 gt B46 mer 1 STROBE A as ZEE a02 ESSET rs EEE ay LAMP BITI K SEAR es STROBE B 227 Qu 7
48. 6 75 0506 2 WashenLock Int Tooth 6 57 75 916C Nut Hex 6 32 7 58 78 0600 1 Heatsink LM323 59 78 1600 1 O C L dd o 63 7 9 58122 1 Header 4 Pin 09 64 90 108 1 Crystal 4 000 65 90 6001 DE a 77 020252 01 Audio Prom 78 020287 01 H Program ED 79 020288 01 l Program EDO 80 37 74500 2 74S00A FO Figure 26 D Processor PCB Parts List lini Figure 27 A Auxiliary PCB Schematic Diaeram 2 pages Click thumbnails for full sized versions Figure 27 B Auxiliary PCB Assembly Diagram Click thumbnail for full sized version Figure 27 C Auxiliary PCB Assembly Parts List Item Part Number Qty Description 00640801 1 Blank Auxiliary Board j 2 10 5122 Res 1 2K ohms 1 4w 5 RI5 3 10 5152 Res CC 1 5K ohms 1 4w 5 R14 4 10 5183 2 Res CC 18K ohms 1 4w 5 R2Z l8 5 10 5227 CC 2 7 ohms 1 4w 5 RI0 6 110 5331 3 CC 330 ohms 1 4w 5 R26 27 39 10 5333 3 33K ohms 1 4w 5 5 12 17 8 10 5683 4 Res CC 68K ohms 1 4w 5 IR3 16 30 31 9 110 5822 11 Res CC 8 2K ohms 1 4w 5 R4 6 9 13 19 42 45 10 11 5220 Res CC 22 ohms 1 2w 5 R28 29 H1 12 5153 Res
49. Auxiliary PCB gets quite hot when the game is turned on Use caution while adjusting the Auxiliary PCB volume control to prevent burning your hand on this heat sink To adjust the game volume first rotate the volume control mounted inside the cabinet above and to the right of the game speaker to its mid position Then adjust the potentiometer on the Auxiliary PCB for maximum volume without distortion All volume adjustments should now only be done with the control mounted inside the game cabinet Up to the table of contents Back to Chapter 2 Forward to Chapter 4 Up to the table of contents Back to Chapter 3 CHAPTER 4 THEORY OF OPERATION A INTRODUCTION The block diagram in Figure 22 shows the game s major functional elements and depicts their interconnections The central element is the microcomputer which consists of a microprocessor memories and control logic COMPONENTE Figphabd Sura BALL ZING EJE THUMPER PUMPAS ADET EESOUND CHES m S GH SHOTS POCKET i Ed iw 0 iw geb ES _ 2 HIT HOM HOLE B KKKER r Playfield Underside Lv nz 01 r i CARAT COMPO INE S Y LEFT FLFPPT FS ee _ FR WW RIGHI FLIPPERS EE tte LLLI D jJ DAE T dt Sith SWITCH FLAL Seh START PUSHBUTTON S W hE FIRE HT E LOTR
50. CC 15K ohms Iw 5 824 25 12 13 53909 CC 39 ohms 2w 5 R40 41 46 47 13 16 5752 Resistor w w 7 5K ohms 5w 5 R37 R38 14 10 5204 1 Res CC 200K 1 4w 5 IR48 15 19 311502 1 Trimpot 5000 ohms RI 17 24250106 Capacitor Electrolytic 25 VDC 10ufd C5 19 24 250477 1 Capacitor Electrolytic 25WVDC 470ufd C2 20 4 250105 Capacitor Electrolytic 25WVDC 1 Oufd C60 23 28 101101 1 j Capacitorn Mica 100 100pfd 25 31 1914 1 Diode IN914 ICRO0 26 31 14005 8 Rectifier 14005 CR10 12 15 18 22 27 32 P6KE30 Transient Suppressor Diode POKE30 CRS 29 32 1N5242B Diode Zener 1N5242B CR9 30 32 IN4763A 2 Diode Zener 1N4763A ICR13 4 31 33 2N3644 1 Transistor PNP 2N3644 IQ2 32 B32N5883 4 Transistor PNP 2N5883 Qo 33 34 2N3643 2 Transistor NPN 2N3643 QI Q12 B4 34 2N3583 I Transsto NPN 2N3583 3 _ 35 34 2N6044 2 Transistor NPN 2N6044 1000 36 34 2N6282 l Transistor NPN 2N6282 Q5 37 33 2N6420 1 Transistor PNP 2N6420 38 37 LM380 M Integrated Circuit LM380 DI 39 37 MC1413 1 Integrated Circuit MC1413 ULN2003 40 37 741 integrated Circuit 741 C1 41 37 4016 integrated Circuit 406 D2 42 37 7402 2 Integrated Circuit 7402 jA2 A3 43 37 7407 2 Integrated Circuit 7407 pDp3Cc2 45 1 1 539 1 Resistor Carbon Comp 390 ohms 1 2w 51 R35 46 7 72 1608
51. Decimal 19 DECODERS 17 total of 10 Address Buifers I 1 MICRO I PROCESSING UNIT th OPTION ito er SWITCHES panneclims SWITCH DATA 07 E 9097 TRI STATE I DEVICE ON PROCESSOR PCB 1 Figure 33 Simplified Diagram of Switch Sensing Circuit The normally open NO contacts of the various playfield switches and certain cabinet switches are connected together in the playfield harness wiring and then a common lead is brought to the Processor PCB at connector J7 pins 5 amp 6 Refer to sheet 2 of the Processor PCB schematic On the board s artwork the NO contacts from the Operator Option Switches along with signals derived from the rest of the cabinet switches COIN 1 COIN 2 START and SLAM are also connected electronically to this point Also this point is connected to resistor R27 tied to 5 volts and to the pin 13 input of the type 7414 Inverter in location C9 The output of this Inverter C9 pin 12 is the Switch Data line which is applied to pin 12 of the type 8097 tri state buffer in location C5 The device terminal at C5 pin 11 is connected to bit D7 of the Microprocessing Unit s bidirectional Data Bus By means of multiplexing technique the switch closure information being sent on the switch data line is derived from the timing of addressing signals being sent out by the Microprocessing Unit over the Address Bus T
52. Display decreases by 1 3 The Match Display will now become the Ball Display and will indicate 01 meaning that the first game ball 15 In play 4 The ball is ejected from the outhole and rolls over to the ball shooter 5 The playfield lamps will stop blinking and 1000 and BALL IN PLAY lamps will be constantly lighted All other score related lamps remain unlighted 6 The flipper controls are enabled 7 On the player panel just above and beside the ball shooter the lamp behind the numeral 1 surrounded by yellow will light indicating that so far one player 1 playing Up to this point and even up until the ball hits the first score point object additional players may be added to the game They do this by depositing money if necessary and by then depressing the START pushbutton Each time the game responds by adding another row of two zeros the Score Panel decreasing the Credit Display by 1 and lighting another lamp just above the ball shooter If a ball rolls all the way down to the outhole without achieving any score whatsoever the outhole kicker will than eject the bail so that the player can shoot again But if a ball achieves any score it 1s counted as one of the play balls As soon as the first score points are earned the Iock out coil on the coin door is de energized and the coin mechanisms will not accept any coins until after the play sequence ends The game s speaker also produces sounds when score points are earned
53. I 1 1060 100 cel 1906 to 100s RESET 76 i067 1000 BITS HALT 582866 5000 42 METER BD 9 BIT 2 106 6116 2 825 jg Os ajs 1068 un E 08 7 9321 1084 loss E 5 066 5 3 AUDIO 68 21 1006 1006 Ala 24 5 ENABLE 1004 1604 7 dce ROM 152 12 22__ 4 2 OBC BIT 3 i086 BIT 1005 1068 2 1264 I D I D 1080 1980 De D2 aot 120 1004 1005 53 m 1004 1004 D4 94 1000 3 1000 BIT 1 ps 268 D5 De 27 De 07 ze D7 T C 39 35 5N GNO 2 GNO 21 R29 R28 470 470 2 31 NOTES UNLESS OTHERWISE SPECIFIED OBE LAST REF DES USED C34 CR2O JIO Q21 R37 Y 2 DES USED CRI7 16 20 73 760 Q9 10 14 8 19 RI2 21 22 24 25 RESET Wo 7 SWITCH Com SS 0 i 016 R SNNT s peot 4 gt 2010 3 on ae 4 comz F gt E 54 i EWTE S ptcobk 1 1 Q i E 2 START ee ESS RA 23 T DISPLAY MCIAOSO 9 1 SWITCH 8 ADRS Page DECODE MA eoi 10 13 014050 SLAM 9 h 1 gt AED m es Aid WITT lt 5s zn ps DECODE i CA CLK Sut 1 2013 4 D28 u 9 CoD SWITCH DECODE 1 3 4 RAY Pse EST ew gt 2002 al bhi 2003 2 S 2004 Loot 2005 asp He Lo
54. J17 J18 J19 and J20 3 Use a Phillips head screwdriver to loosen the four screws that fasten the display assembly to the playfield and then remove the screws 4 Lift the entire assembly up and remove it from the playfield Installing the Display Assembly After repair and or replacement of the display boards and displays use the following procedure to re attach the assembly to the playfield 1 Lower the assembly down into its final position and line up the four mounting holes with their mating holes in the playfield Be careful w TF r pt je P E d 5 T 03 i i not to pinch the lamp wires that are routed through a slot at the lower right corner of the assembly refer to Figure 20 2 Insert the four mounting screws and use a Phillips head screwdriver to tighten them down 3 Connect connectors J17 J18 J19 and J20 Match Credit PCB ir Mounting Screws Figure 20 Lower Right Corner of Display Assembly F LAMP REPLACEMENT To insure continued player appeal to the game you should periodically check for burned out playfield and back box lamps and replace defective ones immediately Playfield Lamps CAUTION When replacing playfield lamps use 47 bulbs only other bulb types may cause damage to the lamp driver circuits If you suspect a burned out lamp replace lamp with in neighboring known to be good lamp This will establish whether the lamp 15 bad or a bad lamp socket or lamp driver WARNING Mak
55. P ROTARY 1 SWITCH BLACK PLASTIC COVEH BEFORE MAKING ANY ADJUSTMENTS OPTION SWITCHES AUXILIARY PCR RESET PUSHBUTTON CARD DESCRIBING cs OPTION SETTINGS Figure 5 Location of Option Switches E SELF TEST Self Test is activated by pressing the TEST pushbutton The TEST pushbutton is located at the inside top middle of the coin door Pressing the pushbutton once begins the lamp test pressing the pushbutton twice begins the switch test and the third time the solenoid test Pressing the pushbutton the fourth time causes the game to exit the Self Test mode and enter the attract mode of operation Please read the following Suggestions then perform the Self Test Procedure described in Table 1 As an aid for locating the playfield switches and solenoids see Figure 6 LX j 39 Gals Len fig per Righi Upper Dui how Left Fight Len eject pocket Len hole kicker hole kicker Right ejecl pocket Upper let Thumper Upper nghi thumper bumper Lower right Thu mper bumper 10 SOLENOIDS 2900000 m a3 i AQ 34 ids gt 0 0 SWITCHES ON PLAYFIELO 39 Lower ball lanes 41 Center target 43 and inside right 22 Upper right target 3 4 Lower ball lane middle right 21 Upper lef target 2 41 hole kicker 24 Lower teh target 1 A2 Lower right thu
56. RUE e mR 2007 219 DISPLAY ZWITEN READ Lam ee LEYS 4 Ba BIT t ooo gt 1 oot 57 io CAMP gt m 200 22 eire MLIGOSO x SPL zoos Aro 200 D 5 9 e L c 200 Tm vx SWITCH DECODE 00F 05 024 gt gt F2 5 AUDIO CLK Bu 5 gt gt g tel AUDIO C6 LATCH 1088 BITO RESET u PI 5 AUDIO P ae ENABLE LATCH 10885 33 R30 ad Bun 14 Mss 2 wy RESET wad t3 11 LATCH 1080 5 AVDIO 3 1 2 LATCH 1050910 4 i oj AUBIO 2 2 a Sioa Sue Bs zc 3 5 IK 157 Ion zb gt __ SEL STR 5 BA AS AS 2 MCIGOSO AS k 10 4050 14 ze gt TORS DISPLAY d 14050 A 14 ze 0656 14050 Z 4 gt IZ ANODE BLANK AZ a 3 4 t rSv T 24 o oj 1 DISPLAY DATA E 2 s LJ 3 _ H 5 5 15 7 KHE xut Ell 950 20 gt g B 5 2 9 Aas A3 I Ae nT 185 SIS n Dn SW 2008 200A 2009 2608 2008 206 200b 260 TO PROG w 1 LATCH 686 er 2003 2002 2000 2007 209 2025 2 00 TO PROG 54 2 LATCH 1062 BiT 1 22018 2014 2019 2018 251 701 20 0 20 LATCH OE BIT 2 2213 SLAM ST 4 2212 START 2511 CON ST 2 2919 61
57. SAM SLAM S C j L IMJ L EW a M EA 2 Ka Ri 00000 i a H Ls 0000 boty T E uel AUXILIARY BOARD 20 2 READ ATARI fe O77 5d 2 READ Z PLACES 63 c READ c REGO 0808 EB 0000005 7452 b t 8 1 i 59 ae ut s ROW b SEG 3 n E zo ED 2b 2 7i EIN 29 SG ROW 2 SEG RES PACK F R2 1 DZ 560 T IDA 421 D3 TA DISPLAY nee pispiay 9 DRS ADRS se i8 OD amp iF e oh Ou EZ s td RES OK 5 S0V T RY E 22 S GMD iz 220k E d POE 421 a 20 5 Z ROW 3 b SEG 200 2 Ac asta t8 az 08 5 19 2 3 15 9556 02 gt f L 12 Gb D3 BAE 15 oa lt IOK 312 2 EZ 3 ay II T ol J Row u SEG _ T 45V _ JB Ra l DismAY 22 SS GND 2 ADRES 5 rS 23 ROW 3 SEG TOS 58 amp lig DISPLAY Em Al DISPLAY 2c s 07 7 DATA 2 E a 2 260006 BLAUK 9 1 d38 Row u 3 SEG bal 98 SCEN note Var B4 UDN GIS44 VED THEN BS amp 5 585
58. TLET ec _ Si Su amp RED 32 TRA eel 24 240v Wur BLK YEL 28 ry Y 2 pou 1 4 WHT P WHT RED Lu eiu 6 001 61 0624 5 A VIO cen GAN e T es at gt Ban n P7 260V gt o uc PR a 2 uo 5 F 2 RIS WHT 1 REF AO2 0021 01 REF 00725 xx Sw L i OLTAGE oH Ok A006182 04 PROGRAM FV jas ae al PLUG 8 7 wl o ger 82002 1198 SOLENOIDS gt SEE 0200 2 02 220 ce 402002 5 09 1v oz i ADZ0025 34 205 v Ben Bui WHT BLK ver NOTES UNLESS OTHERWISE SPECIFIED OPTION SL 26 FOR SOLENOID Save 2E Buu cay F2 ce BK B 2 250v 15 0 BLO LOGIC eoo RES MOT MDA350O hare Mio cay F3 c2 ONG Y vy eer Cu ca Wy MOT MDA3500 SAG 250V suo BLO DISPLAY F5 amp 5A 230v O BLO VEL L Do IE yeu a Fe te 2 250N A w IS FOR 95V IOV GAMES Y WIRING 1 FOR 2054 amp LLON GAMES ADD S50 FOR DOMESTIC GAMES ONLY ADD S5 FOR FOREIGN GAMES ONLY ol OR AD20234 51 OPTION
59. To exit Self Test press and release the TEST pushbutton three times Switch Test Press and release once only TEST pushbutton Test number 2 appears in ATH UP player score display Any activated or stuck switches Identify activated or stuck are identified by a number in switches as listed in Table 4 the CREDIT display A pulsing To exit Self Test tone is heard when a switch 15 press and release the TEST activated or stuck pushbutton two times Test number appears in Each solenoid is individually Press left flipper button to ATH UP player score energized and identified activate solenoid Press right display number in the CREDIT display flipper button to change to next solenoid Identify each solenoid with number in CREDIT display as listed in Table 5 Solenoid Test Press and release once only TEST pushbutton NOTE To exit Self Test press and release the TEST pushbutton one time Table 2 Replay Level Settings Rotary Switch PROG SW1 Low Replay Medium Replay High Replay Toggle 4 Level Level Level 50 000 70 000 90 000 1 OFF 60000 90000 120 000 2 OFF 70 000 100 000 130 000 3 OFF 80000 120 000 160 000 4 OFF 90 000 13000 170 000 5 OFF 100 000 15000 200000 6 OFF 110 000 160 000 210 000 7 OFF 120 000 180 000 240 000 8 OFF 130 000 190 000 250 000 9 OFF 140
60. and contains confidential trade secret information of Atari Inc This document is loaned under confidential custody for the sole purpose of operation maintenance or repair of Atari equipment and may not be used by or disclosed to any person for any other purpose whatever and remains the property of Atari Inc Neither it nor the information it contains may be reproduced used or disclosed to persons not having a need to know consistent with the purpose of the loan without written consent of Atari Inc Forward to the Table of Contents Back to top of the manual Forward to Chapter 1 Table of Contents Top of Manual Location of Serial Numbers Warranty Table of Contents Table of Figures Table of Tables Chapter 1 Location Setup A Inventory of Parts in Shipping Cartons B Assembly of Game 1 Assembly of Legs and Back Box 2 Attach Back Box 3 Final Inspection 4 Final Assembly Decription of Game Options Setting the Options Self Test F Volume Adjustment II Chapter 2 Game Play A Attract Mode B Play Mode 1 Game Play and Scoring 2 Tilt Condition 3 Match Option Chapter 3 Maintenance and Adjustments A Cleaning 1 Game Cabinet Exterior 2 Playfield B Fuse Replacement C Mechanism 1 Components on Coin Door Access to Coin Mechanisms Clearing of Coin Path Adjustment of Coin Switch Trip Wire Mechanical Adjustments on Coin Mechanism Lubrication 7 G
61. are returned by striking the separator Loosen the separator screw and move the separator a slight amount to the left Lightly retighten the screw Insert the test coins again and if some are still returned repeat Step 4 until all the coins are accepted Loosen the kicker screw and move the kicker as far to the left as it will go Lightly retighten the screw Insert the test coins and note that some are returned Loosen the kicker screw and move the kicker a slight amount to the right Lightly retighten the screw Insert the test coins again and if some are still returned repeat Step 8 until all the coins are accepted Be sure that both screws are tight after the adjustments have been made Magnet gate set the acceptor with the front of the unit facing you in the test position Turn the magnet gate adjusting screw 16 out or counterclockwise until none of the coins will fit through With a coin resting in the acceptor entrance turn the adjuster in or clockwise until the coin barely passes through the magnet gate Test this adjustment using several other coins both old and new and if any fail to pass through the magnet gate repeat Step 3 until all the coins are accepted Fix the magnet gate adjusting screw in this position with a drop of glue Additional Cleaning 1 Remove the transfer cradle 12 and the undersize lever 14 2 Use a pipe cleaner or similar effective cleaning tool to clean the
62. bushings and pivot pins 3 Replace the transfer cradle and the undersize lever 4 To be certain the coin mechanism is completely free of any residue place the mechanism in a solution of boiling water and mild detergent for several minutes Carefully remove it and let it air dry completely before reinstalling in the door Figure 14 Coin Mechanism Exploded View Lubrication Do not apply lubrication to the coin mechanisms The only points that may need lubrication and only rarely are the shafts of the scavenger buttons coin rejection buttons where they pass through the coin door Apply only one drop of light machine oil and be positive that no oil drops down onto a coin mechanism Figure 15 shows this lubrication point Manually hold down rejection button and apply one drop here Lock out Wire Figure 15 Close up View of Lubrication Point General Troubleshooting Hints The first action 1s to look for jammed coins After these have been removed examine the coin path for presence of foreign material or loose objects such as chewing gum small metallic objects paper wads etc In cases where game usage is heavy it may be necessary to clean the entire coin path periodically in order to prevent build up of contaminants that can hinder the movement of coins through the mechanism Also confirm that the trip wire on each coin switch 1s intact and 1s properly adjusted If troubles still persist check the conditions and positions of the
63. ctory and normally will retain these adjustments for many months If due to wear or other causes it becomes necessary to make new adjustments remove the coin mechanism from the coin door then take it to a clean well lighted area where it can be placed in a vertical position on a level surface such as a bench top Besides a screwdriver you will need a set of several coins including both new and old Figure 14 shows an exploded view of the mechanism and gives procedures for adjusting the kicker separator and the magnet gate These adjustments should only be done by someone who has experience in servicing coin mechanisms and who understands their operation 10 ITEM IDENTIFICATIONS Kicker and Separator Screws Washers Kicker Separator Gate Lever Spring Gate Pivot Pin Mainplate Assembly C washer Rail Gate Assembly Cradle Assembly B2 C ub Ow P CO M3 sk Upper Gate Pivot Spring Undersize Lever Assembly Magnet Gate Assembly Magnet Gate Adjuster Hetaining Screws Coverplate Assembly Return Coverplate Coverplate Mounting Studs Lower Gate Pivot Spring Coin Release Lever Kicker and separator Set the acceptor with the back of the unit facing you in the test position Loosen the kicker and separator screws 1 and move the kicker 3 and the separator 4 as far to the right as they will go Lightly tighten the screws Insert several test coins both old and new and note that some
64. d for a 3 slope from the rear to the front of the playfield ON tn WN Insert power plug Into 115 VAC power source C DESCRIPTION OF GAME OPTIONS Several options are available for structuring Airborne Avenger TM for maximum returns at your location The following is a list of these options 1 Sixteen coin credit settings for each coin chute Four maximum credit levels Automatic double bonus for last ball or not Match or no match Four different choices for special 20 000 points 30 000 points free game or extra ball Three or five ball game Add a ball or not Replay or no replay Extra ball or 20 000 points for spellout of AIRBORNE AVENGER D SETTING THE OPTIONS WARNING Power should never be on while setting the options Dangerous voltages are present inside the game cabinet O vc LS All the options are selectable by merely flipping a switch Refer to Self Test Procedure in Table 1 Tables 2 3 and 6 through 10 list all the options and the switches necessary to set those options In these tables all manufacturer suggested settings are marked with asterisks Figure 5 shows the location of each switch on the Processor PCB printed circuit board To set the switches lightly press down on the selected switch toggles with a small pointed object To set the toggle to on press on the switch side toward the closest end of the Processor PCB PLAY REPL TEMPORARILY LIFT
65. e Program Memory for an instruction via the Address Bus reading that instruction via the bidirectional Data Bus and then executing the simple task dictated by that instruction The Microprocessing Unit uses the Data Memory for temporary storage of data necessary for the execution of future instructions such as arithmetic operations The Microprocessing Unit uses the Memory Output Latches for storing the data that Is used for producing game sounds energizing solenoids and lighting lamps MICROPROCESSING UNIT Processor Controls 8 bit Bidirectional Rue ie Control RW CLOCK RAM GENERATOR DATA Acor MEMORY Dath Data el Enable Addrass CONTROL 0 7 Dats Register Load P SWITCH DATA NOTE Address For simplicity various agii Or con i MEMORY h nections dad fran the Control Lor black haee been inled Aloo fies entre hlock diagram represents the contents of the Microcomputer System block shown m Figure 22 BIDIRECTIONAL INPUT OUTPUT DEVICES OUTPUT LATCHES Data Figure 23 Block Diagram of Microcomputer System EN ES NB Ine as I Trai E n l m u 222 k S J af P r ik hx p VE i ir a p 3 E 1 iem c lI pest I ks 47 a _ Y l r E mi 75
66. e right of the game speaker To adjust the volume turn the volume control clockwise to increase the volume and counter clockwise to decrease the volume A second volume control is located inside the cabinet on the Auxiliary PCB labeled VOL This volume control should only be adjusted by a qualified technician Technicians may learn the proper adjustment of this control by reading the instructions in the Maintenance chapter Chapter 3 of this manual Table 1 Self Test Procedure Test Name Test Instruction Indication of of Test Mode Test Results Operator Action Lamp Test Press and release once only Test number 1 appears in All lamps are lighted ignore Check to ensure that all the TEST pushbutton The 4TH UP player score back boxlamps lamps are lighted TEST pushbutton is located display High replay level is displayed in IST UP player score display the inside top middle of the coin door To change adjust Replay Rotary switch and PROG SWI toggle 4 for the results as listed in Table 2 Medium replay level 5 displayed in 2ND UP score display Low replay level is displayed in 3RD UP player score display To change set DIP switch PROG SW 2 toggle 1 to ON for 3 balls OFF for 5 balls Maximum credits is displayed To change set DIP switch in CREDIT display PROG SW 1 toggles 5 and 6 as listed in Table 3 Number of balls per game 5 displayed in BALL display NOTE
67. e sure game power is turned off before replacing lamps This is especially important if the lower arch panel has to be removed to gain access to the lamps beneath it Whenever AC power 15 applied to the game voltage potential differences as large as 180 volts are present at the bare terminals of the score panel s edge connector J21 and at various other points on both display printed circuit boards Back Box Lamps When replacing these lamps use 7 5 watt bulbs If the lamp is to flash on and off remember to place a flasher unit button shaped disc in the socket before inserting and tightening down the bulb G ADJUSTMENT OF SPEAKER VOLUME Airborne Avenger contains two volume controls One is conveniently mounted inside the cabinet so the operator may adjust the volume without raising the playfield The other volume control is mounted on the Auxiliary PCB see Figure 21 and should never be adjusted after being set once 0009 Mo Heat Sink Auxiliary PCB Louder TechinicianSpeaker Volume Potentiometer WARNING There is a differential voltage of 180 volts between these transistors Use caution to prevent the hazard of electrical shock Figure 21 Location of Technician Adjustment for Speaker Volume WARNING Dangerous voltages are present on the Auxiliary PCB Use extreme caution while adjusting the adjusting the Auxiliary PCB volume control to prevent the hazard of electrical shock CAUTION The heat sink on the
68. eT 12 2217 20 5 22 5 20 4 2238 1224 i l LATCH 108C 2327 2023 202F 202E 2020 zo2c 2523 RiGe T FLIPSER 57 20 4 n 2222 LEFT FLIPPER STI NOTE 2221 TT PEuSUUL Ut CST 8 2232 71671 CABINET 57 7 2227 1 5724 2025 YARGET Z 23 i20215 TaRZET 5 ST 22 2023 TARGET 4 5T 21 2038 UPPfh LEAT THUMPER 5794 TOSA UPSER RiGdY THUMPER S743 2259 COwER THUMPER CST 42 Zoa LEFT BALL HOLE CST 41 203f RiG 4T BALL EJECT HOLE T 48 20st LEF T JEZ T POCKET 57 47 22 35 HiGHt EJECT POCKET ST 46 2036 59 TARGET 5745 2033 ROLLOVER NO 1 CST 36 ZOB2 ROLLOVER NO 2 CST 55 2231 ROLLOVER 3 CST 34 2037 ROLLOVER NO 5 T 40 20309 ROLLOVER NO 6 4 4 ST 39 2035 ROLLOVER NS ST 38 2034 ROLLOVER NO S CST 37 ZO48 ROLL THRU UPPER RIGHT ST 60 204A R OLLOVER TB CENTER ST 53 2643 CAPTINZ SALL ROLLOVERS ST 5B 2946 50 POINTS 5 LETTER ADV ST 571 2043 QuUT HOLE KICKER 5T 52 2042 50 POINTS ST i Soe 2041 19 POINTS 57 50 oe 26A45 LEFT SLUINGSACT ST 49 az 13 2 2042 AIGHT SLINGSHOT CST 50 SHT o4 2046 2045 SWITCH 2044 DECODE SWITCH TEST NUMBER 5 RI 4n IOW NOT 0560 PLAYS SPECIAL COUNTER Time COUNTER Ig SOLENOID RETURN lt 2 235656575 5 6202353 7 IK PULLUP 4 C
69. ector J21 perfectly aligned Then lower the edge down until the entire panel rests in the bracket arms You will note some free space on each side between the panel and the brackets At the factory a rubbery substance called was placed between the bracket and the score panel This substance provides a cushion between the glass panel and the metal arms and positions the panel so that connector J21 s terminal pins line up exactly with the panel s terminal strips Be sure that they are aligned correctly as shown in Figure 19 2 Replace the metal clips that fasten the score panel to the bracket arms CORRECT Note that terminal strips of Score Panel do line up with terminal pins in score panel connector t ah UNS m mu FEM m em f RP eS Pe P EPRDF P LE WRONG Note that terminal strips of Score Panel do not line up with terminal pins Figure 19 Line up of Terminal Pins and Terminal Strips Removing Display Assembly Certain portions of the PCBs are accessible for troubleshooting when the display assembly is left mounted on the playfield However to gain access to the remaining portions or to replace components or an entire PCB use the following procedure 1 Turn off AC power to the game preferably by pulling out the power plug 2 Disconnect connectors
70. eet 2 of the Processor PCB schematic The type 74157 2 line to 1 multiplexer in location B5 produces four DISPLAY DATA signals from the eight inputs DOB through D7B These eight signals come from the type LS08 buffers B C8 and C D8 on sheet 1 the buffers are driven directly from the Data Bus signals DO through D7 The seven DISPLAY ADRS signals are produced by counters B4 and B3 whose outputs also drive the Address Bus through the type 8097 Tri State devices C4 and C5 The three display control signals are produced by timing logic driven also by counters B3 and B4 as well as by the signal from the microprocessing unit and by the RESET A signal from the microcomputer reset circuit The circuit for each display consists of an anode drive portion and a cathode drive portion The anode portions derive timing signals from the DISPLAY ADRS 0 through DISPLAY ADRS 2 signals and the ANODE BLANK control signal The cathode portions perform three functions storage of data derived from the DISPLAY DATA signals under control of the LOAD DISPLAY signal decoding of this data into 7 segment format and keeping the segments turned off part of the time under control of the CATHODE BLANK signal The 90 volts and 90 volts required by the displays 1s produced in a regulated power supply circuit built on the Auxiliary PCB The 170 VAC input to this circuit comes from the power transformer located in the Power Supply Assembly Credit and Match Ball
71. eferred to in the schematics and assembly drawings and on the boards themselves each IC position is given a letter number designation On the PCB the IC devices are arranged in columns along the short dimension of the board and rows along the long dimension The letter refers to a column and the number refers to a row Thus for example the type 9321 IC device given the designation D1 and drawn near the center of sheet is found as the second device in the D row of devices mounted on that board Microprocessing unit The large block drawn along the left side of sheet 1 of the schematic represents the Microprocessing Unit The signal names for the various Data Bus Address Bus and Processor Controls are labeled inside the block Program Memory Eight ROM devices in locations E1 through for the 08 PCB and two ROM devices in locations E00 and for the 09 PCB form the program memory Note that the address inputs of all ROMs are connected in parallel and are tied to the through A9B signals These signals are produced by buffer logic connected to the Microprocessing Unit s Address Bus signals AO through A9 Also note that all CE2 inputs pin 10 are tied together and driven by a common signal and that the CE1 inputs are driven by signals derived from A10 and 11 produced by the Microprocessing Unit All ROM data terminals are connected in parallel to the Data Bus DO through D7 Although all eight devices are ROMs they s
72. eft drain lower right drain and the upper right roll through Both sling shots and the fifty point switches rotate the special To achieve the special the ball must roll over the rollover where the special light 15 lit 8 Spell Out Completing the Spell out of AIRBORNE AVENGER can result in either an award of an extra ball or 20 000 points see switch options in Table 11 The spell out is advanced by letter advance hole kickers ball lanes and the triple letter advance roll thru Tilt Condition The game 15 provided with a pendulum tilt switch a slam tilt switch on the coin door and another slam type switch on the floor of the cabinet 11 the microcomputer senses any closure of the above switches it will put the game into a tilt condition and light the TILT lamp A sound 1 produced when the game is tilted Match Option If this 15 option 15 selected after the last player s last ball has reached the outhole the Ball Display changes into a Match Display the lamp behind the word BALL will be unlighted and the lamp behind the word MATCH will light A random number is selected by the microcomputer That number is displayed in the MATCH display The microcomputer then compares the match number with the two least significant digits in each player s score One game credit will be awarded for each match up Therefore a maximum of four matches are possible after a four player game has ended Up to the table of contents Back to Chapter 1 F
73. eneral Troubleshooting Hints D Game Controls and Playfield Components 1 Solenoid Fuses 2 Troubleshooting of Playfield Switches Connected in Parallel E Gas Discharge Displays 1 Preliminary Operational Checks Check on 90 and 90 Volts Power Supply Voltages nA A WO N Score Panel Removal and Visual Checks 2 3 4 Replacement of Score Panel 5 Removing Display Assembly 6 Installing the Display Assembly F Lamp Replacement 1 Playfield Lamps 2 Back Box Lamps G Adjustment of Speaker Volume IV Chapter 4 Theory of Operation A Introduction B Components of the Microcomputer System 1 Microprocessing Unit Program Memory Data Memory Memory Output Latches Clock Generator Tri State Buffers 7 Control Logic C Circuit Descriptions nA WO N Solenoid Driver Circuits Lamp Driver Circuits Switch Sensing Circuit Displays and Display Data Credit and Match Ball Display Circuit Score Display Circuit Sound Generator and Speaker Driver Circuits Table of Figures Figure 1 Inventory of Accessories Figure 2 Attaching Legs without Pin Jack Figure 3 Attaching Back Box Figure 4 Final Assembly and Inspection Figure 5 Location of Option Swtiches Figure 6 Location of Playfield Switches and Solenoids Figure 7 Playfield Rubber Sizes Figure 8 Coin Door Assembly Figure 9 Hinging Open the Magnet Gate Assembly Figure 10 Removal of Coin Mechanism Figure 11 Surfaces to Clean inside
74. er ball lane inside left 35 Lower ball lane middle left 36 Lower ball lane outside left 38 Top center ball lane left center Top center ball lane left lane left x 770 outside and inside right 40 Lower Lower ball lane middle right lane middle Lower ball lane middle right eee 42 Lower right thumper bumper 43 Upper right thumper bumper 44 Upper left thumper bumper 45 Spimingtarget 46 Righteject pocket 47 Lefteject pocket 48 Right hole kicker 49 Left slingshot 50 10 points 5 switches 51 50 points 8 switches l 2 56 Right slingshot 57 50 and letter advance 58 Captive ball rollover 59 Center rollover B 60 Upper right roll thru Table 5 Solenoid Identification Credit Display Number Solenoid Right flipper lOuthole Left slingshot _ 6 Rightslingshot Left elect pocket Left hole kicker 9 Right hole kicker 11 Upper left thumper bumper 12 Upper right thumper bumper 13 Lower right thumper bumper n2 ON EN Table 6 Coin Credit Mode Switch Settings Coin Credit For PROG SW2 Toggles Left Coin Chute Right Coin Chute 3 4 5 6 1 coin 2 credits 1 coin 2 credits ON OFF OFF OFF 1 coin 3 credits 1 coin 3 credits OFF ON OFF OFF 2 coins credit 2 c
75. fa A3 kariq A ZK RAE 200 j JiS 2 AY 322 705885 41 THOT 7 P LOCKOOT EM A I 4505 a R A 18 STROBE C ces 9058 aen Ne STROBE FOIE a NEA p Qa BEL NR GNE dg lo STROBE D TO COIN DOOR LAMP GROUND UO LAMP GROUND JS CNTF SSCL L LOCKOUT ops 20M esse HOU 2 COL WNE GF k n HAGN T a TC UE Co ut m 8 d 53 4O1 ca 1 iar 17 Wout 4 j Il i 21 7 25 ce RID sess NAA L B n IBK exmiRK co cu e 2E E gi eue IMF YH OLE LZ 2 p 75V Jie THO aap IH d EOR 7 lt IO RS 7 5 e 345 3 SPEAKER 407 pu r fL Ej x ior dt CL TIW i F i Clit sss 1 L E14 LIK Ea bP ATK JIZ ae BIK EG LATCH 1 BITS i LATCH 1084 255 quoi LATCH IC Su BIT BIT LATCH UL BIT 2 i THO 4 51 aia 4 oo cig LIE CIE DECOUPLING CRT Ia s 1 OS amp 77 c 8 14 VAC CT SOur IN ATE RA SOY 7 5 14005 ces 1 1452 30 HE COIN 2 9 COl SW 2 JI B COIN L A con Sw I Jie maL START mis 5Y DAKI DW t ceo 5 SW COMMON J q
76. hould never be interchanged that is unplugged and plugged into the E2 position and vice versa because different data has been programmed in each ROM Inside each ROM the data is organized in a 1K x 4 format 1024 bits by 4 giving each ROM a capacity of 4096 data bits Data Memory The four devices in locations D5 through D8 form the Data Memory Note that all address inputs are connected in parallel together with the ROMs to the through A9B signals and that all RAM data terminals are connected in parallel together with the ROMs to the Data Bus The Microprocessing Unit s R W bus control signal is buffered and then connected to all RAM R W inputs Memory Output Latches The eight type 9334 devices along the right side of the sheet form the Memory Output Latches The addressing signals applied to each latch at pins 1 2 and 3 are derived from the A2 and A7 Address Bus signals One Data Bus bit is applied to each latch device for example Bit DO is applied to the latch in location C20 Bit D1 to C19 and so forth The AREG LD Register Load signal produced by the Control Logic 15 applied to the AEA Enable not input of every latch device at pin 14 Editor s note THIS notation will be used to indicate a horizonal line over words this is impossible to show in HTML Each latch device has eight outputs giving a total of 64 LATCH signals Twelve of these the signals LATCH 1080 BIT 0 through 4 LATCH 1084 BIT 0
77. igure 35 Waveforms for Gas Discharge Displays Although to the human eye a lighted segment seems to be uniformly bright in actuality the segment is being turned on and off at a rate faster than the eye can detect This technique 15 called segment multiplexing The Microcomputer System block diagram in figure 23 shows how the microprocessing unit addresses the RAM Data Memory via the Address Bus and passes data to this memory via the Bidirectional Data Bus and how the Control Logic also shares these buses The microprocessing unit brings its BA Bus Available signal at C1 pin 7 to high when it is off the buses During game operation the microprocessing unit periodically writes new display data into the RAM Data Memory and then gives up the buses Subsequently the Control Logic takes over the buses addressing the RAM Data Memory and then reading its display data off the Bidirectional Data Bus The Control Logic then produces the four signals DISPLAY DATA 0 through DISPLAY DATA 3 It also produces seven addressing signals DISPLAY ADRS 0 through DISPLAY ADRS 6 and three control signals ANODE BLANK CATHODE BLANK and LOAD DISPLAY The addressing signals are used to identify which displays are to accept data at any given moment The control signals are used to blank the displays while the microprocessing unit is on the buses and to strobe in new display data respectively The circuitry for the Control Logic is shown on the right side of sh
78. implified Diagram of Basic Lamp Driver Circuit The control logic decodes the LAMP BIT 0 and LAMP BIT 1 signals to produce four transistor based drive signals one for each 2N5883 LAMP BIT 0 and LAMP BIT 1 come from the same circuit that produces the DISPLAY ADRS 1 and DISPLAY ADRS 2 signals on the Processor PCB schematic The timing of the four signals driving the 2N5883 transistors is such that any one transistor is brought into conduction only 25 of the time 25 duty cycle This means that the playfield lamps which appear to the eye to be of uniform brightness when lighted are in reality blinking on and off CAUTION During troubleshooting of the game by service technicians while operating the game with the cabinet open and power applied do not hold down the RESET pushbutton mounted on the Processor PCB for long periods of time Doing this will cause one of the 2N5883 transistors to be brought into conduction 100 of the time Lamp current is very high in this situation and can lead to premature burning out of the lamps Switch Sensing Circuit The switch sensing circuit accepts switch closure information as an input and produces switch data as an output This switch data 15 sent to the microcomputer system on a single signal line Figure 33 shows a simplified diagram of the switch sensing circuit Part af Address SW DECODE 2018 AJB 9301 DECODER CONTROL 74135 ul LOGIC ASB to sw DECODE 2044
79. it Position on Strip Designation Protected Domestic Fuse Rating Foreign Fuse Rating Uppermost fuse F7 Back Box 2 amps 250 volts fast blo 2 amps 250 volts fast blo Middle fuse F8 Line Power 7 amps 250 volts slo blo 2 5 amps 250 volts slo blo Bottom fuse F9 Service Outlet 2 amps 250 volts fast blo 2 amps 250 volts fast blo Table 14 Fuses Located on Power Supply Assembly Position on Strip Designation Rating Uppermost fuse F6 Audio 2 amps 250 volts fast blo F5 Displays 0 5 amps 250 volts slo blo F4 Displays 0 5 amps 250 volts slo blo Lamps 15 amps 250 volts fast blo GAB F2 Logic 7 amps 250 volts 510 10 Bottom fuse 1 Solenoids 15 amps 250 volts fast blo GAB C COIN MECHANISM Components on Coin Door Figure 8 shows the back side of the coin door assembly where the game s two coin mechanisms are mounted Included is the lock out coil assembly the Iock out wires are connected to this assembly but are hidden behind the coin mechs During the attract mode the microcomputer energizes the lock out coil causing the lock out wires to retract far enough to allow genuine coins to reach the coin box During play mode and also when AC power in the game has been turned off the lock out coil is de energized causing the Iock out wires to move out far enough to divert coins over
80. itch to operate reliably when a coin travels down the secondary coin chute the rest position of the switch s trip wire should be as shown in Figure 13 Use extreme care when handling or touching these wires Three problems can occur with trip wires they can be too long too short or become loosened and fall off With a too long wire you may have a problem of it catching on the opening in the cash box as a coin is accepted You can cut off the end of the wire in small increments making sure it still extends slightly through the V of the coin chute If the trip wire is too short either by wrong adjustment or by being cut off too much then coins may slip by the wire without tripping it and no credits will be given The solution is to carefully bend and somewhat straighten out the wire to lengthen it If you cannot straighten it enough then you will have to contact your distributor to order another trip wire If the wire is loose and falls off of its mounting stud it will also cause no credits to be given Secure the wire by crimping together both ends of the brass colored mounting stud with a pair of pliers also see Figure 13 If you should ever need to remove the trip wire the two halves of the mounting stud can be separated with a small screwdriver Correctly adjusted trip wire Figure 13 Detail View of Coin Switch and Trip Wire Mechanical Adjustments on Coin Mechanism Coin mechanisms are adjusted prior to shipment from the fa
81. l sized versions OC da m mre 11 mal s m 9 L s D ia ula 13 E ET m rag ai HI ri 1 p A hk E E i E m e ka E 1 734 z 2 Ex dd a EE ai Figure 25 B Processor PCB Assembly Drawing Click thumbnail for full sized version Figure 25 0 Processor PCB Assembly Parts List Part Number Qty Description 006021 01 Printed Circuit Board lt C f 2 10 5201 15 Res Car Comp 5 200 OHM R6 11 13 20 23 3 10 5471 5 Res Car Comp 1 4W 5 470 R27 29 31 32 4 110 5102 7 Car Comp 1 4W 5 IK 2 5 26 33 36 5 110 5822 1 Res Car Comp 1 4W 5 82K 835 6 110 5223 1 RRes CarComp 1 4W 5 22K R34 7 105105 Car Comp 5 IM 30 9 19 007 2 Res Network 10K 4 5 10 19 808W4PO 1 Res Wirewound 1OW 4 OHM IRI l p 11 12 2425027 Cap Elecrolytic 220uf 25V C2 13 7250104 27 Ceramic 0 10 25 3 5 9 33 14 28 101399 3 Cap Mica 390 100 C468 15 28 101151 1 Mica 1 150 100V CT 16 29 006 j1 Cap Tantalum luf 35V Ic1 17 29 007 1 Tantalum 224 15V C C C INR a 20 32 P6KE18 1 Diode Transient Supp POKEI8 ICRP 21 34 2N6044 15 Transistor 2N6044 Ss
82. ll connectors are properly seated 2 Check thal all fuses are properly seated 3 Check that there are no disconnected wires 4 Check entire cabinet for loose or foreign objects that may cause short circuiting 5 Check that the contacts of the vertical slam switch located on the bottom of the cabinet and the coin door slam switch contacts are both open 6 Check to ensure thatthe black plastic cover over the Processor PCB is attached with all four screws Playfield Inspection Check that all harness wires on the underside of the playfield are out of the way of all moving parts and free from being pinched when the playfield is lowered Figure 4 Final Assembly and Inspection 4 Final Assembly NOTE The tilt bob is made of a soft material carbon don t overtighten 1 Install the tilt bob from cash box onto the pendulum wire at the right front side of the pin cabinet Tighten the thumbscrew lightly and leave it pointing toward the coin door This way it will be accessible from the coin door for fine tuning after the playfield is lowered Place one ball onto the playfield and the other ball both from cash box into the captive ball area located in the center of the playfield Choose the proper instruction cards from cash box and attach to the lower arch panel butyrate as illustrated in Figure 5 Install the cash box Lower the playfield and install the playfield glass for help refer to Figure 4 Level the playfiel
83. mper bumper JA Lower bell lane Inside lett 43 Upper righi thumper bumper 45 Lower ball lang middle ten 44 Upper left thumper bumper JB Lower Gall lane outside leh 45 Spinning target AF Top Genter ball lang Fmt 46 Aight elect pot kel 38 Top center ball lane heft 47 Loft eject pocket 48 Right hole kicker 49 Lett 37 50 10 points S gwitches 51 50 pomis 8 switches 2 Outhow 55 Right sliagsahol 4 50 and letter advance LU Caoptive ball rollover 59 Center follower Bi Upper right through NOTE Star rollover at top center of playfield is connected to switch 51 50 points except in German games rollover is connected to switch 23 target 2 Figure 6 Location of Playfield Switches and Solenoids NOTE Toggle 1 of PROG 511 1 on Processor PCB should always remain in off position For bench test purposes Self Test mode may be activated by setting PROG SWI toggle 1 to on then off This simulates pressing the TEST pushbutton SUGGESTION Perform Self Test no less than each time the cash box is collected Machines in good operating condition have been proven to earn more money SUGGESTION While performing Self Test inspect the playfield for worn rubbers or dirt Clean the playfield glass and outside of the cabinet regularly Clean games attract more players and therefore earn more money F VOLUME ADJUSTMENT The volume control for all game sounds is located inside the cabinet above and to th
84. n Refer to Figure 4 and follow the instructions PLAYF 7 sudo LOWER ARCH FRONT GLASS LE PANEL iy Y COIN DOOR AFS 2 gt PLAY C lw P Pu DELD x 6 a START i PUSHBUTTON POWER ON OFF SWITCH LOCATED ON UNDERSIDE OF CABINET FRONT MOLDING LOCKING ASSEMBLY SHOWN IN UNLOCKED POSITION SUPPORT BAR USE BOTH BARS TO HOLD UP PLAYFIELD Unlock and open the coin door 2 Move the playfield Front Molding Locking Assembly to the left and remove the playfield Front Molding 3 Remove mounting screws from the lower Arch Panel Butyrate Pull out and discard the foam packing from above the Score Display Check that the edge pins of the Score Display are aligned with the pins of the interfacing connector Remount the Lower Arch Panel Butyrate 4 Lift the front of the playfield and rest it on both support bars 5 Locate two loosely tied large nylon cable ties one mounted on each side of the cabinet that secure the connectors during ship ping Cut these cable ties 6 Temporarily lift the black plastic cover from above the Processor PCB by removing the two front cover mounting screws 7T Connect the connectors to the Processor PCB by matching the color dots on the connectors to the color dots on the PCB Make sure that each connector s side marked This Side Up is up 8 Thoroughly inspect the game as follows Cabinet Inspection 1 Check that a
85. nsers soapy cleaning pads or steel wool waxes or polishes or great amounts of water These products may easily scour and damage the silk screened artwork and or cause buildup of gummy residue While cleaning the playfield avoid getting foreign material into the bodies of the star rollovers You might cover the switch body with a small amount of masking tape when cleaning around the switch body For replacement sizes of playfield rubbers see Figure 7 2 12 Rubber Ring 2 Rubber Ring 3 18 Rubber Ring 5 16 Rubber Ring 3 Rubber Ring 2 1 2 Rubber Ring 5 16 Rubber Ring Ang 3 Rubber Ring i Rubber Ring 1 1 Rubber Ring 2 Rubber Ring lI 2 Rubber Ring 116 Rubber i Ring 4 5 o_o An X ha 518 Rubber Ring 5 16 Rubber Ring IIB 3 Rubber Ring Y 2 1 2 Flat Rubber Ring Figure 7 Playfield Rubber Sizes B FUSE REPLACEMENT WARNING As an additional safety measure when replacing fuses always unplug the power cord before opening the cabinet CAUTION When changing fuses make sure that the replacement fuses have tine ratings specified by Atari and that the fuse is being replaced in the correct fuse holder Replacement fuse values are listed on charts near both the power supply fuse panel and service panel In case these fuse value charts have been destroyed refer to Tables 13 and 14 for the values Table 13 Fuses Located Near Ball Shooter Circu
86. o determine whether or not a specific switch is closed the Microprocessing Unit compares the timing of that switch s address code with the state of the switch data signal being received at that moment on bit D7 of the data bus Figure 34 shows simplified wave form diagrams that illustrate this timing comparison multiplex technique for an imaginary circuit having only eleven switches SW SW SW SW SW SW SW S SW SW S sw s SW A B D E F CG H i R C SWITCH para PET high closed low SWITCH DECODEA 7 SWITCH DECODEB SWITCH DECODE SWITCH DECODE D SWITCH DECODE E SWITCH DECODE F zc S SWITCH DECODE G SWITCH DECODE H md SWITCH DECODE 1 mn SWITCH DECODE J SWITCH DECODE K _ Durmg the fest sensi of Switch A if is Closed but on fhe second sensing it is open Figure 34 Simplified Diagram of Switch Censing Circuit Waveforms In the actual game anytime that the Microprocessing Unit addresses a specific switch and that switch 1 closed at that moment the SWITCH COMMON line will be low The 7414 Inverter changes this to high and a high goes out on the Data Bus on bit D7 So when the Microprocessing Unit reads back a high in that location on the data bus it knows that the specific switch had been closed The control logic used for decoding the Microprocessing Unit s addressing information is sho
87. oins credit OFF OFF ON OFF 2 coins credit 1 coin 1 credit ON ON ON OFF 2 coins 5 credits I coin 5 credits OFF OFF ON ON Indicates manufacturers suggested setting Indicates second coin gives 1 more credit than first coin provided no scoring 15 achieved between coins Indicates no credit until third coin is accepted Table 7 Replay Add A Ball Switch Settings Tert Exceeding Replay Score Toggle 7 Toggle 8 No No replay no add a ball no No replay no add a ball a ball Add a ball ON Replay OFF ON Replay ON ON Indicates manufacturers suggested setting Table 8 Match Switch Setting PROG SW2 Match Toggle 2 Match off OFF Match on ON Indicates manufacturers suggested setting Table 9 Ball Setting Balls Per Game PROG OZ 1 3 Balls o Table 10 Special Mode Switch Settings Special Mode i SW2 E SW2 Toggle 7 Toggle 8 Extra ball for Special OFF OFF Replay for Special ON OFF 20 000 points for Special OFF 20 000 points for Special ON Indicates manufacturers suggested setting Table 11 AIRBORNE AVENGER Spellout Setting PROG SW1 Spellout Reward Toggle 2 Extra Ball Awarded for Spellout OFF 120 000 Points Awarded for Spellout ON Table 12 Last Ball Bonus Setting Last Ball Reward PROG SWI Toggle
88. on Comp 1000 ohms 1 4w 5 RD 10 5224 2 Res Carbon Comp 220K ohms 1 4w 5 R1 4 4 110 5564 2 Res Carbon Comp 560K ohms 1 4w 5 RDB 5 110 5822 Res Carbon Comp 8200 ohms 1 4w 5 RGD 6 11 5153 fes Carbon Comp 15K ohms 1 2w 5 IR14 7 13 5682 Res Carbon Comp 6800 ohms 2w 5 IR13 8 124101106 2 Capacitor Electrolytic 10017717100 IC1 2 9 24 500105 1 Capacitor Electrolytic 50WVDC 1 0ufd IC3 10 32 1N4751 1 Diode Zener IN4751 IER 1 32 1N5230 1 Diode Zener 15230 CRT 12 19 008 Res Network IOK ohms CTS 761 I RIOR 13 37 14028 1 Integrated Circuit MC14028 Oyaa 14 37 14511 4 Integrated Circuit 15 37 14556 1 Integrated Circuit MC 145560 16 37 7091 1 Integrated Circuit MPQ7091 17 37 UDN6184A 1 Integrated Circuit UDN6184A 18 37 5848 4 Integrated Circuit 584 8 19 006123 01 1 Integrated Circuit MC1413 75V Atari Custom 20 1004770 01 i Connector Score Panel 21 72 14085 4 Screw Mach Pan Hd Phil 4 40 x 1 2 Lg Sd 22 10 5104 1 Res Car Comp 100K ohms 5 R15 23 32 IN4744 1 Diode Zener IN4744 9 24 10 5382 Res Car Comp 1 8K ohms 1 2w 5 R20 25 27 10104 1 Capacitor Ceramic Disc 0 luf 100V IC4 NOTE This is the preferred assembly parts lists for the Score Display PCB to be used when item 17 is obtainable If item 17 is unavailable only use the assembly parts list A004924 02 as an
89. onverter function Note that other resistors a 1 5K ohm to ground and a 1 2K ohm that connects to 13 6 volts are also tied into this resistor network Four more Memory Output Latch signals LATCH 1084 BIT 0 through BIT 3 are applied to the Auxiliary PCB After buffering by type 7407 devices these signals are applied to the gate inputs pins 5 6 12 and 13 of the type 4016 Quad CMOS Analog Switch in location D2 These four latch outputs provide the amplitude modulation information portion of the Sound Data The outputs of the type 4016 Analog Switch connect via another weighted resistor network to the negative input pin 2 of amplifier C1 Thus the 4016 device provides amplitude or gain control for the amplifier Amplifier C1 acts as a mixer stage for all the Sound Data and its output at C1 pin 6 is applied to the Speaker Drive circuit The LM380 amplifier in location D1 serves as the Speaker Driver Potentiometer R1 provides the game s first speaker volume adjustment The LM380 output at DI pin 8 connects via harness wiring to the second speaker volume potentiometer This potentiometer 15 located underneath the cabinet at the front left corner The wiper of the potentiometer connects directly to the game speaker End of Manual Up to the table of contents Back to Chapter 3 AO27813 P30 a 4 1 t Esc AWAIT REF A001861 L o too TT seem 272 P25 WHT T SERVICE OU
90. orward to Chapter 3 Up to the table of contents Back to Chapter 2 Forward to Chapter 4 CHAPTER 3 MAINTENANCE AND ADJUSTMENTS Due to its solid state electronic circuitry this Atari game should require very little maintenance and only occasional adjustment Information given in this chapter and elsewhere in the manual 1s intended to cover most servicing situations that may be encountered at the game site The procedures given are in sufficient detail to be understood by a person with moderate technical ability A CLEANING Game Cabinet Exterior The exterior parts of the game cabinet and glass may be cleaned with any non abrasive household cleaner If desired special coin machine cleaners which leave no residue can be obtained from distributors Playfield The surface of the playfield has a finish chosen for its long wearing property Check the surface periodically to make sure that it is both clean and free of foreign material Also periodically check the ball to make sure that it also is smooth and clean Immediately replace any ball that is chipped burred corroded or pitted A defective ball will cause damage to the playfield surface in a very short time Much of the player appeal in pinball games depends on smooth ball travel over the entire playfield To keep the playfield and ball from wearing out prematurely Atari recommends using only a nonabrasive cleaner Do not use such products as Formula 409 or Windex kitchen clea
91. ot available restthe rear of the cabineton a chair or other support while attaching the rear legs Figure 2 Attaching Legs without a Pin Jack 2 Attach Back Box CAUTION Back Box carton is labeled THIS SIDE UPA Set the Back Box carton as labeled before removing the Back Box from the carton This will prevent the Back Box glass from failing out and breaking Remove the Back Box and Back Box Key Envelope from the Back Box carton and attach the Back Box to the pin cabinet as instructed in Figure 3 GLASS RETAINERS BACK BOX REAR ACCESS BACK BOX CABLE 3 8 16 x 2 1 2 BOLTS AND 3 8 WASHERS NOTCH lk Reach into hole at the back of the cabinet and pull out the power cord Insert the cord into the notch at the back of the cabinet Remove the key envelope from the top rear of the cabinet Unlock and remove Back Box rear access Pull about 1 2 inch on both glass retainers Push up on glass and lift up and out of Back Box P uo 6 Attach Back Box to the cabinet with four 3 8 16 x 2 1 2 bolts and four 3 8 flat washers Place power cord into the power cord notch 7 Unwind Back Box cable and feed down through hole in Back Box and into the cabinet Plugthe cable connector into the two pin connector receptacle on the lower left front of the Power Supply 8 Snug all lamps then reinstall Back Box glass 9 Install and lock Back Box rear access Figure 3 Attaching Back Box 3 Final Inspectio
92. rial and workmanship under normal use and service for a period of thirty 30 days from date of shipment None of the Seller s other products or parts thereof are warranted It the products described in this manual fail to conform to this warranty Sellers sole liability shall be at its option to repair replace or credit Buyer s account for such products which are returned to Seller during said warranty period provided a Seller is promptly notified in writing upon discovery by Buyer that said products are defective b Such products are returned prepaid to Seller s plant and c Seller s examination of said products discloses to Seller s satisfaction that such alleged defects existed and were not caused by accident misuse neglect alteration improper repair installation or improper testing In no event shall Seller be liable for loss of profits loss of use incidental or consequential damages EXCEPT FOR ANY EXPRESS WARRANTY SET FORTH IN A WRITTEN CONTRACT BETWEEN SELLER AND BUYER WHICH CONTRACT SUPERSEDES THE TERMS OF THIS ORDER THIS WARRANTY IS EXPRESSED IN LIEU OF ALL OTHER WARRANTIES EXPRESSED OR IMPLIED INCLUDING THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE AND OF ALL OTHER OBLIGATIONS OR LIABILITIES ON THE SELLLER S PART AND IT NEITHER ASSUMES NOR AUTHORIZES ANY OTHER PERSON TO ASSUME FOR THE SELLER ANY OTHER LIABILITIES IN CONNECTION WITH THE SALE OF PRODUCTS UNDER THIS ORDER This document is
93. ry Output Latch signals LATCH 1088 Bit 0 through LATCH 1088 Bit 3 are applied to the type 9316 counter in location D13 This counter is driven by the AUDIO CLOCK signal and serves as a frequency generator The counter s TC terminal count output at D13 pin 15 is applied to a second counter configuration formed by two type 7493 counter devices The AUDIO ENABLE and AUDIO RESET signals produced by Control Logic section shown on schematic sheet 1 are applied to the ROI and R02 reset inputs of these counters pins 2 and 3 These two signals control when the Same s sound is allowed to come on and when it 15 kept off Five output signals from the 7493 counters together with four more Memory Output Latch signals LATCH 1080 BIT 0 through BIT 3 are applied to the address inputs of the ROM device in location D12 This ROM has been pre programmed to perform a waveform shaping function The ROM outputs AUDIO 0 through AUDIO 3 are sent to the Auxiliary PCB On the Auxiliary PCB schematic these four AUDIO signals are connected to type 7407 open collector buffers The buffer outputs connect via a weighted resistor network to the pin 3 positive input of the amplifier in location C1 The network 15 called weighted because of the binary weighted values of the resistors 68K ohms 15 double the value of the 33K ohms resistor which is double the value of the 18K ohm resistor etc This weighted resistor buffer arrangement performs a D to A digital to analog c
94. tial differences as large as 180 volts are present at the bare terminals of the score panel s edge connector J21 and at various other points on both printed circuit boards 1 Defeat the Interlock Safety Switch by pulling all the way out on the switch s spring loaded plunger 2 Place the Power On Off Switch in the on position 3 Connect a voltmeter across the following capacitors shown in Figure 16 and check for the readings listed below Match Credit Display PCB place meter s ground lead on plus side of C2 other lead placed on plus side of C1 gives 90 volts reading and on minus side of C2 gives 90 volts reading On Score Panel PCB place ground lead on plus side of C2 other lead on plus side of C1 gives 90 volts reading and on minus side of C2 gives 90 volts reading 4 If one or more readings are low or at zero volts check each PCB separately as follows Disconnect J19 and re measure the voltages on the Score PCB If the voltages are OK then some portion of the circuitry on the Match Credit Display PCB is pulling down the supply voltages If the voltages are still incorrect reconnect J19 disconnect J17 and re measure the voltages on the Match Credit Display PCB If voltages are OK then some portion of the circuitry on the Score Display PCB is pulling down the supply voltages If the voltages remained incorrect while each board was checked separately leave 17 and J19 both disconnected Then check the 90 volt and
95. trips when the panel is plugged in 5 Next examine the condition of the terminal strips on the score panel If the surfaces of the strips are corroded use a pencil eraser to clean them off Be careful however not to rub the eraser against any of the tiny metal ribbons touching certain strips up near the glass refer to Figure 18 These ribbons must be perfectly centered over the correct pins not halfway off Pull Out 3 77 8 HA H ue ad W k kk EEE 4 E r c C y a g Gt i 2 gg Se UP iik BAG Cl 8 Close up of terminal pins B if TE Lift Ur Tips of all pins should lie in iiis the same plane not bent down E approx a inch or up LU EE to remove Nue Metal Clips Slide these out towards the open end to remove Figure 17 Removal of Score Panel Terminal Strips total of 49 Metal Ribbon total of 14 sean TIT 1 p Ly 8 P W L Figure 18 Score Panel Terminals Replacement of Score Panel After the visual checks have been made on the J21 terminal pins and on the score panel the original score panel can be put back or else a new score panel can be substituted in its place Carefully observe the following procedure when replacing the score panel 1 Using both hands grasp tine right hand edge of the panel and carefully slide it fully into conn
96. ure 23 These are the signals LATC 1080 BIT 4 through 7 LATCH 1084 BIT 4 through 7 LATCH 1088 BIT 4 through 7 and LATCH 108C BIT 0 through 7 shown on sheet 1 of Processor PCB schematic Two of these signals LATCH 1080 BIT 4 and 5 connect to the Auxiliary PCB where they each drive a type 7407 Inverter followed by a 2N6044 Darlington connected transistor pair The remaining eighteen LATCH signals connect to the same types of devices 7404 and 2N6044 on the Processor PCB Figure 30 shows a simplified diagram of the basic solenoid drive circuit for all solenoids One side of the solenoid coils connects to the collectors of the 2N6044 transistors the other side 15 brought together with all the other coils to an unregulated full wave rectified DC power supply of about 35 volts amplitude This power supply is located in the Power Supply Assembly in the right rear corner of the cabinet Note that a suppression diode is placed across each coil the diode protects the 2N6044 from reverse inductive kickback back emf when the coil is de energized The emitters of all 2N6044 devices and the ground side of the 35 volt supply are returned to SOLENOID GRD at J9 pin 3 ON PROCESSOR PCB ON FLAYFIELD ASSEMBLY 5 salengid cot ENABLE 9334 T SOLENOID DATA MEMORY suppression diode OUTPUT LATCH ee from from HIL processing unit other SOLENOID POWER SUPPLY 3 SOLENOID GND Fig
97. ure 30 Simplified Diagram of Basic Solenoid Driver Circuit lc ac m um G ua o oes Remember that the microcomputer by means of the PHASE signal is able to synchronize the turning on of the solenoids so that it will start only at a zero crossing point zero power point of the power line waveform Drive components for the coin counter metering function are on the Processor PCB Also provided are signals from the microcomputer and spaces on the board for additional drive components so that operators wishing to have four additional functions can do so by installing additional components The four functions components required and their circuit designations are listed in Table 15 Figure 31 shows the circuit for each metering function to be added Table 15 Components Required for Special Metering Functions Available at edge connector J 8 on the main processor PCB tion Being Metered Processor PCB 2N6044 IN914 Resistor a Connector J8 Pin ML Number Designation otal replays 10 CRO IT otal specials awarded 755 B GI Total game time min V 18 9 ICR18 IR24 otal plays W 19 20 ICR19 IR23 IN POWER SUPPLY 22 Ohm Connect to ae Lamp Power 2 Watt 39 Ohm 2 watt 47 Ohm 1 Watt For each function desired install the following Parts on the PCB Processor PCB 1 2N6044 solenoid driver in location dasirad
98. wn on the left side of sheet 3 of the schematic One SWITCH DECODE line is produced for each switch switch DECODE 200B SWITCH DECODE 200A etc Displays and Display Data The Score Display consists of a glass plate panel that plugs into an edge connector and a printed circuit board beneath that plugs into a second connector The two connectors are hard wired together The Credit and Ball Match displays are both built on a separate PCB WARNING Whenever AC power is applied to the game voltage potential differences as large as 180 volts are present at the bare terminals of the glass plate s edge connector and at various other points on both printed circuit boards three are gas discharge type displays with the following principle of operation If a sufficiently high voltage is applied to a gas a point will be reached at which the gas ionizes producing a conduction current and giving off radiation which can be in the form of visible light Fluorescent lamps are common examples of illumination sources that also make use of the gas discharge phenomenon A display segment lights up when 490 volts is applied to the anode at the same time that 90 volts 1s applied to the cathode as illustrated by the waveforms in Figure 35 segment lights up wami a 1 90 v pin 46 etc ANODE 90 v at J21 v pin 50 etc LOAD Segments are updated approximately every 500 microseconds F
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