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Alien Poker Operators Manual
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1. lit initially Extra Ball Control 00 Extra Ball lights with K 01 No Extra Ball Ace Eject Hole Memory Background Sound 00 No Lamp Memory Background Sound ON 01 Lamps on Memory Background Sound ON 10 No Lamp Memory Background Sound OFF 11 Lamps on Memory Background Sound OFF Extra Ball Lamp Memory 00 Lamp on Memory 01 No Lamp Memory Royal Flush Value Memory Attract Mode Sounds 00 Lamps on Memory Attract Mode Sounds 01 Lamps Reset to 100 000 Attract Mode Sounds 10 Lamps on Memory No Attract Mode Sounds 11 Lamps Reset to 100 000 No Attract Mode Sounds FUNCTION 00 m m Ut Wn 00000000 OA Notes l Functions 00 11 cannot be changed fromthe coin door however Functions 01 11 can be set to zero as described on page 7 Total Credits Function 08 is the sum of Function 04 and as applicable Functions 05 06 and 07 Total Extra Balls Function 09 is the sum of the game extra ball feature and Functions 05 and 06 as applicable Current High Score to Date Function 12 can be changed to the value of the Backup High Score to Date Function 13 by operating the HIGH SCORE RESET switch while in the game over mode Function 13 may be set to any multiple of 100 000 points Setting Function 25 to zero with Function 13 set to any score but zero permits the High S
2. Royal Flush Making Diamond Royal Flush drop targets in sequence 10 Jack Queen King Ace scores highest lit value Making a drop target out of sequence decreases the lit value and lights the Spade Ace eject hole to increase the lit value With the lit value less than maximum making a target in sequence or the Spade Ace eject hole increases the lit value Targets made out of sequence are individually reset POKER Making Spade Ace Heart Ace and Club eject holes advances lighting of P O K E R Spotting lights the Heart Ace and Club eject holes for an Extra Ball Spotting alternately lights the left and right outlanes for a Special Extra Ball Maximum of one Extra Ball per ball Memory King rollovers partial Royal Flush spinner lamp Royal Flush bonus multipliers partial lighting of P O K E R Ace eject hole Royal Flush lit value Extra Ball lamp The following phrases and conversations are produced during game play Achievement Response Game Start ALIEN POKER You deal Advance Bonus Multiplier I deal Joker Advance Royal Flush value from Spade Ace Eject Hole You raise Advance Royal Flush Bonus Multiplier Raise jackpot Score Royal Flush Royal Flush Win Extra Ball fold you win Win Special You win jackpot Tilt You fold I win Exceed million 2 million etc Million jackpot I raise a million High Score to Date HSTD Big jackpot Big winner Big Deal Game over after s
3. lar Y3LN39 1399 1 if dNONVWLS LHSIY 5 S 112345 1 LE ld 06 13987 H3OF dNONVLS LHOIY dOL Le S3QVvdS ONIN 9c 139HVl1 82 H3AOTIOU SGNOWVIG ONIX 9 V YINMS v H3AOTIOUH 59019 JU3AOTIOU 513 c 31OH 1923f3 32v 9019 Le dNONVLS 301 0c 139uvl H3MOf 301 61 15 dOL H3MO1 8l 139HVL1 doya Lt H3NNIdS L cfe 139uvl 1331 31QQIN HOLIMS 1331 J3 01 1331 HOLIMS NIOO 1331 J31N32 3QISNI 1331 LL 710395 1331 110389 0 139uUvl LL 10H Tivg HOLIMS NIOO 1HO9iIH 47 808 8 cf c 6 Q3U NUD N ug Nu5 L 11 XHMIDJA duo 9 ainsi Q7314AV 1d SnNO8 ONIN SLIQ3HO 000 2 iar LHOIY 5 ONIM SLOOHS NI 000 0 iar GNOWVIG H3JAV ld ve WOLLOG 3WvS H3AO SNNO H3dWng8 3AV5 HO1VW 000 02 13r H31N3O 2x 117 N3HM H3dWngS ONIM 174 NYO T1v8 Lar LYW3H 14 VHlX3 1331 HSNI NVO XS ti df AW 1d lviO3dS
4. GR Y VIO 2P11 2 8P3 23 SA3 24 750 DC A Drop Target Reset GRY BLK 2 11 1 8P3 24 SA3 24 750 DC Sound BRN BLK 2P9 9 10P3 3 Sound BRN RED 2P9 7 10P3 2 Sound BRN ORN 2P9 1 10 3 5 Sound BRN YEL 2P9 2 10P3 4 Sound BRN GRN 2P9 3 10P3 7 Credit Knocker BRN BLU 2P9 4 7P1 16 S A 23 850 DC Club Ace Eject Hole BRN VIO 2P9 5 8P3 1 SG 23 850 DC Coin Lockout BRN GRY 2P9 6 7P1 18 7P2 4 SM 35 4000 DC Center Jet Bumper BLU BRN 2P12 7 8P3 11 SG 23 850 DC Right Jet Bumper BLU RED 2P12 4 8P3 12 SG 23 850 DC Left Jet Bumper BLU ORN 2P12 3 8P3 13 SG 23 850 DC Bottom Jet Bumper BLU YEL 2P12 6 8P3 14 SG 23 850 DC Drop Target Release BLU GRN 2P12 8 8P3 15 S A3 24 750 DC Left Kicker BLU BLK 2P12 9 8P3 16 SG 23 800 DC SFL 19 400 30 750 DC Outside Right Flipper BLK YEL 7P1 31 8P3 9 SFL 19 400 30 750 DC Left Flipper BLU GRY 7 1 10 8P3 4 SFL 19 400 30 750 DC 3 Typical wiring for solenoids and special switches I Special switch connections for solenoids 17 through 22 are as follows RED B 17 ORN BRN 2P13 5 8P3 5 18 ORN RED 2P 13 3 8P3 6 19 ORN BLK 2P13 2 8P3 7 20 ORN YEL 2P 13 4 8P3 8 22 ORN BLU 2P13 9 8P3 10 BLK GRD 2 Flipper button connections are as follows Right ORN VIO 2P12 1 7P 1 7 Left ORN GRY 2P12 2 7P1 9 Function Score Plumb Bob Tilt Ball Roll Tilt Credit Button Right Coin Switch Center Co
5. H3AV ld NVO 1 9189 4 0001 NidS S3O0vdS 1331 ONY H3AV 1d NVO 1331 jO HSNI WID3dS 3 1QQIN 1331 Qasn S1HV3H NIVOV H3AV ld LON JO SLOOHS L H3AV ld 3WVS c Sfc S Sf c Sre L Sfe 9 Sf c 6 sr 8 Au9 13A OIA 13A N1a 13A NH9 13A X 18 13A NHO 13A Q3U 13A NU8 13A 8 4 9 S V t 12
6. cO 19 4 205 6 252 1 L 0 ZI 0 SES A 4 5 5 WSINVHOGN NOILONNANA wood vani e 2332338 238323333 N 58 111 WOISND c 21801 gt y RESETTING AUDIT TOTALS AND ADJUSTMENTS INITIATING AUTO CYCLE MODE In game over mode set the AUTO UP MANUAL DOWN switch to MANUAL DOWN and momentarily depress the ADVANCE pushbutton All displays should go blank 2 Remove the backglass and unlatch and open the insert door 3 Set all switches on the MASTER COMMAND slide switch to OFF move to the right 4 Set switch on MASTER COMMAND switch to ON move to left a To zero audit totals Functions 01 11 set switch 8 to ON b To restore factory settings and zero audit totals set switch 7 to ON Coin Door must remain open to restore factory settings c For Auto Cycle Mode set switch 6 to ON 5 Momentarily depress MASTER COMMAND ENTER pushbutton The LEDs should blink once 6 a After zeroing audit totals turn game OFF and ON to return to game over mode b After restoring factory settings turn game OFF and on twice to return to game over mode c To initiate Auto Cycle Mode set toggle switch to AUTO UP and momentarily depress the ADVANCE pushbutton Each cycle of this mode sequences through display digits test flashes all multiplexed lamps 64 times and pulses each solenoid To terminate the Auto Cycle mode and go to game over t
7. Wij 16P 501 103 Game No 501 ELECTRONICS INC October 1980 ALIEN POKER INSTRUCTION BOOKLET This booklet provides game operation bookkeeping game adjustment and diagnostic procedures for ALIEN POKER For installation and special maintenance information refer to the blue covered game manual For detailed information refer to Williams Solid State Flipper Maintenance Manual SPECIAL CONSIDERATIONS WHEN REPLACING CIRCUIT BOARDS CPU Board For memory protection feature revision level 6 CPU Boards batteries located on lower right corner of board must be used Revision level 4 CPU Boards equipped with IC14 and 1C26 sockets may be used but the memory protection feature is lost 2 Must be equipped with green labeled ALIEN POKER game ROM and green labeled flipper ROMs 3 Jumper J3 must be connected and J4 removed Sound Board Model D 8224 with jumper JI removed required for speech 2 Must be jumpered for white labeled sound ROM operation and be equipped with Sound ROM 2 Jumpers W2 W5 W7 W9 W10 W15 connected W3 W4 6 W8 WII W12 and W13 removed Power Supply Board Fuse F4 10A SB for flipper solenoids must be installed Optional Speech Module Requires 5T5011 1 7 5T5012 105 and 5T5013 IC6 speech ROMs Display Boards Model C 8363 Master Display and 7 digit Slave Displays required GAME OPERATION Indicates adjustable features Game Over Mode Turn game ON player sco
8. core to Date feature to operate but no credits are awarded Functions 14 17 Replay Scores may be set to any multiple of 100 000 points Setting a function to zero disables the replay score point Always disable the Replay 4 level first the Replay 3 level second etc The replay levels must be set with ascending values Setting Maximum Credits Function 18 to zero places the game in a free play mode With Function 19 set to 00 Functions 20 24 must be set manually Refer to Table 2 for seven standard pricing schemes selected by values of 01 07 for Function 19 and custom pricing values RECOMMENDED SCORE LEVELS CREDIT GAMES 3 Ball 700 000 1 100 000 5 Ball 1 100 000 1 900 000 EXTRA BALL 3 Ball 500 000 5 Ball 700 000 Factory Setting ur pojeorpur san eA 291 0 pz YSNOIY c suomun 125 pue 00 01 6 125 58 125 Ud 13470 104 61 Aquo 3ursnfpe Aq 5801325 224 5 sojeorpuje JONG JULIJ UIA 10 ougJJ 001 JULIJ 0 OUBIY PoE 3021 amp 3 1099 0 149 02 1 Wdz s WNGarz Was ot WQz 15 209 IST X S 10 16 IST X 951 7 905 15 262 1 Ajuo 287 1 19 5 282 1 Ajuo 9 242 1 1 9 206 6 95 1 uo L 2 1 L 205 22 1 eoq uen
9. d on ball in play display Turn game OFF and back ON to return to game over mode To set up Auto Cycle Mode Display Digits Lamp and Solenoid Tests see page 7 Table 1 Game Adjustments FACTORY DESCRIPTION NOTES Game Identification Coins Left Chute Closest to coin door hinge Coins Center Chute Coins Right Chute Total Paid Credits Total Specials Total Replay Extra Ball Scores Match and High Score to Date Credits Total Credits Total Extra Ball Total Ball Time in Minutes Total Number of Balls Played Current High Score to Date Backup High Score to Date Replay Score Replay 2 Score Replay 3 Score Replay 4 Score Maximum Credits Standard and Custom Pricing Control 00 07 Left Coin Slot Multiplier Center Coin Slot Multiplier Right Coin Slot Multiplier Coin Units Required for Credit Coin Units Bonus Point High Score Credits Match Multiple Extra Ball 00 Match ON Extra Ball per Ball 01 Match OFF Extra Ball per Ball 10 Match ON Multiple Extra Ball 11 Match OFF Multiple Extra Ball Special 00 Awards Credit 01 Awards Extra Ball 02 Awards Points Scoring Awards 00 Credits at Replay Score 01 Extra Ball at Replay Score Maximum Plumb Bob Tilts 1 9 Number of Balls 03 or 05 Features 00 No Lamp Memory P not lit initially 01 No Lamp Memory P lit initially 10 Lamps on Memory P not lit initially 11 Lamps on Memory
10. in Switch Left Coin Switch Slam Tilt High Score Reset Outhole A Drop Target 1000 Left Special 10 000 Left Inside Rollover 1000 Left Kicker 10 Lower Left Joker Target 1000 10 000 Spade Ace Eject Hole 500 Middle Left Joker Target 1000 10 000 Spinner 100 1000 Drop Target 1000 Lower Top Standup 500 Top Joker Target 1000 10 000 Top Standup 50 Club Ace Eject Hole 500 King of Hearts Rollover 1000 King of Clubs Rollover 1000 King of Diamonds Rollover 1000 Q Drop Target 1000 King of Spades Rollover 1000 Top Right Standup 500 Heart Ace Eject Hole 500 Right Joker Target 1000 10 000 Playfield Tilt Right Special 10 000 Lower Right Standup 10 J Drop Target 1000 Center Jet Bumper 100 1000 Left Jet Bumper 100 1000 Right Jet Bumper 100 1000 Bottom Jet Bumper 100 1000 Left Center Standup 10 Right Center Standup 10 5 Bank Standup 50 10 Drop Target 1000 Right Flipper LANE CHANGE Switch Drop Targets score only when made in sequence Second value is lit or flashing value Figure 4 Playfield Switch Locations and Switch Chart p 5 INVI H3ddl14 LHOIY oy 139uvl1 01 LY dNQNVLS ANVS S 78 5 9 dNONVLS H3L1N3O LHOIY 15 H31N3O 1331 Lar WOLlOS8 3f 1HO H Lar 1331
11. pecial or with HSTD or Match You win jackpot you deal Game Over Random Phrase You win Jackpot you deal You fold I deal You raise jackpot raise you deal When I win I win big When I deal I win Indicates adjustable features BOOKKEEPING AND EVALUATION TOTALS 6 Functions 01 12 game over mode set toggle switch to AUTO UP and depress ADVANCE pushbutton Test 04 is indicated in number of credits display Function 00 in ball in play display and game identification in Player display Operate the ADVANCE pushbutton to display each function on the ball in play display see Table 1 and record each total from Player 1 display To reveiw a total that has been advanced past set toggle switch to MANUAL DOWN and operate the ADVANCE pushbutton Calculate the following if desired Paid Credits Function 04 Function 08 Turn the game OFF and back ON to return to game over mode To change current High Score to Date to value of Function 13 momentarily depress HIGH SCORE RESET pushbutton To zero Functions 01 11 see page 7 GAME ADJUSTMENT PROCEDURE 6 Functions 13 35 Coin door must be open to change settings In game over mode set toggle switch to AUTO UP and depress ADVANCE pushbutton Test 04 is indicated in number of credits display Function 00 in ball in play display and game identification in Player 1 display To raise Function number in ball in play display operate ADVANCE pushb
12. res show zero high score to date alternates with player score player up lamp flashes game over lamp lights all playfield lamps except for credit lamp cycle in attract mode Credit Posting Insert coin knocker sounds number of credits displayed If maximum credits exceeded by coin or high score to date credits are posted correctly coin lockout de energized until remaining credits are below maximum No credits may be won and coins are rejected while lockout is energized Game Start Push credit button start up tune played ball served credit display reduced by one player up lamp flashes until first scoring switch is made ball in play shows Pushing credit button before ball 2 displayed allows additional players LANE CHANGE is a trademark of Williams Electronics Inc Bonus Bonus is advanced once by making any top King rollover and is advanced three times by making an Ace eject hole The bonus multiplier is advanced from 2x through 5x by making lit Joker targets When 5x is achieved making flashing Joker target scores 10 000 Lit and flashing Joker targets are randomly selected 4 Kings Spotting 4 Kings advances Royal Flush multiplier from 2x through 4x Lighting 3x lights the spinner Lighting of King rollovers lights an associated jet bumper Operating the right flipper button rotates King rollover lamps and jet bumper lamps LANE CHANGE feature Making the lower left inside rollover spots a King rollover lamp
13. urn the game OFF and ON MASTER COMMAND ZERO AUDIT TOTALS RESTORE FACTORY SETTINGS AUTO CYCLE MODE NOT USED TEASE MASTER COMMAND ENTER HIGH SCORE ADVANCE dem RESET AUTO UP MANUAL DOWN Figure 1 Coin Door Diagnostic Switches Figure 2 Master Command Settings Switch S SOL NO 01 02 03 Figure 3 Playfield Solenoid Locations and FUNCTION Ball Release Spade Ace Eject Hole Heart Ace Eject Hole 10 Drop Target Reset J Drop Target Reset Drop Target Reset K Drop Target Reset Drop Target Reset Sound Sound Sound Sound Sound Credit Knocker Club Ace Eject Hole Coin Lockout Center Jet Bumper Left Jet Bumper Right Jet Bumper Bottom Jet Bumper Drop Target Release Left Kicker Solenoid Chart 01 Inside Right Flipper NOTES FUNCTION BLU VIO Table 3 Solenoid Connections WIRE DRIVER SOLENOID COLOR CONNECTIONS TRANS NO 7P1 8 8P3 3 Ball Release GRY BRN 2P11 4 8P3 17 015 SA 23 850 DC Spade Ace Eject Hole GRY RED 2P11 5 8P3 18 SG3 23 850 DC Heart Ace Eject Hole GRY ORN 2P11 7 8P3 19 G3 23 850 DC 10 Drop Target Reset GRY YEL 2 11 8 8P3 20 SA3 24 750 DC J Drop Target Reset GRY GRN 2P11 9 8P3 21 SA3 24 750 DC Q Drop Target Reset GRY BLU 2 11 3 8P3 22 SA3 24 750 DC K Drop Target Reset
14. utton with switch set to AUTO UP To lower Function number operate ADVANCE with it set to MANUAL DOWN With desired Function indicated in ball in play display raise value in player display by operating credit button with switch set to AUTO UP lower value by operating credit button with it set to MANUAL DOWN Value left of Player display is new setting For values see Table 1 and for pricing Table 2 Repeat steps 2 and 3 until all required adjustments have been made Turn game OFF and back ON to return to game over mode To restore factory settings and zero audit totals see page 7 DIAGNOSTIC PROCEDURES Display Digits Lamp Solenoid and Switch Tests l In game over mode set toggle switch to MANUAL DOWN and depress ADVANCE displays should go blank Momentarily depress ADVANCE and set toggle switch to AUTO UP Display Digits test is performed Momentarily depress ADVANCE Test 01 is indicated on number of credits display and Lamp Test is performed Set toggle switch to MANUAL DOWN and momentarily depress ADVANCE Test 02 is indicated on number of credits display and solenoid 01 on the ball in play display solenoid 01 is pulsed by driver board Operate ADVANCE to pulse each solenoid see Figure 3 Set toggle switch to AUTO UP and momentarily depress ADVANCE Test 03 is indicated on number of credits display and stuck switches on ball in play display See Figure 4 Operate switches switch number is indicate
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