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Gorgar Operators Manual
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1. 16P 496 103 Williams Game No 496 December 1979 ELECTRONICS INC COR INSTRUCTION BOOKLET This booklet provides game operation bookkeeping game adjustment and diagnostic procedures for GORGAR 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 I 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 IC16 sockets may be used but the memory protection feature is lost 2 Must be equipped with green labeled GORGAR PROMs or game ROM and green labeled flipper ROMs 3 When Game ROM is used jumper J3 must be connected and J4 removed Sound Board Model D 8224 required for speech 2 Must be jumpered for white labeled sound ROM operation and be equipped with Sound ROM 2 Jumpers W2 5 W7 W9 W10 and W15 connected W3 W4 W6 W8 W12 and W13 removed Power Supply Board Fuse F4 15A SB for flipper solenoids and magnet must be installed Optional Speech Module 1 Requires 5T4961 1 7 ST4962 IC5 and 5T4963 IC6 speech ROMs 8 FLIPPERSPILL COM GAME OPERATION Indicates adjustable features Game Over Mode Turn game ON player scores show zero high score to date alternates with
2. v V 193f3 dN H3AV ld 4 NVO dN U3AV ld e 1 Au9 13A 8 i 0351 LON _ OIA 13A 4 000 0c 5 13NDVW 139HVi SNNOS 000 02 000 01 139uVvl SNNOS yoo 13NOVN 000 01 000 S 139uUVvl L3NDOVIN 07189 13 NH9713A 18713A NUO 13A SNNOS 000 L 315 SNNOG 0004 YVLS SNNOG 000 9 SNNOG 000 9 XZ SNNOS 000v 1VIO3dS LHOIY SNNOS 000 Jvi23dS 1331 Q1aISAV 1d NIVOV SLOOHS H3AV ld AWVS Q3uU 13A NU8 13A L 4 AUS g a34 OIA aay 4 nie 13A Qau 9 v NYO 418 aau ndis 12
3. 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 Bonus Advance A E rollovers 3 advances for 1 4 targets and eject hole 10 000 bonus lights spinner 20 000 bonus turns spinner off Bonus multiplier advanced by spotting A B C 1 4 Lamps lights magnet for 50 000 advances lighting of stars 1 and 2 and 1 4 Target Special arrows Spotting and E spots one of 1 4 lamps G O R Drop Targets spots GOR advances magnet lamps G A R Drop Targets spots GAR advances lighting of jet bumpers 5 000 lamp and bottom outside alternate Special lamps Extra Ball maximum of one per ball made in eject hole when lit eject hole lamps advanced by spotting GOR and GAR Lamps reset when Extra Ball collected from eject hole and re
4. Master Command Settings Switch No Description 01 Ball Release 02 Eject Hole 03 G A R Drop Targets Reset 04 G O R Drop Targets Reset 05 Magnet Relay 06 Magnet Lamps 07 Not Used 08 Not Used 09 Sound 10 Sound Sound 12 Sound 13 Sound 14 Credit Knocker 15 Not Used 16 Coin Lockout 17 Top Jet Bumper I8 Left Jet Bumper 19 Bottom Jet Bumper 20 Left Kicker 2 Right Kicker 22 Not Used Figure 3 Playfield Solenoid Locations and Solenoid Chart Table 3 Solenoid Connections FUNCTION COLOR CONNECTIONS TRANS PART NO Ball Release GR Y BRN 2 11 4 8P 3 17 SA 23 850 DC Eject Hole GRY RED 2P11 5 8P3 18 SG 23 850 DC G A R Drop Targets Reset GRY ORN 2 11 7 8P3 19 SA3 23 850 DC G O R Drop Targets Reset GR Y YEIL 2 11 8 8P3 20 SA3 23 850 DC Magnet Relay GR Y GRN 2P11 9 8 3 21 3 SM 35 4000 DC Magnet l amps GR Y BLU 2P11 3 8P 3 22 Tvpe 89 Bulbs Not Used GR Y VIO 2P11 2 8P3 23 Not Used GR Y BLK 2 11 1 8P 3 24 Sound BRN BLK 2P9 9 10 3 3 Sound BRN RED 2P9 7 10P3 2 Sound BRN ORN 2P9 10 3 5 Sound BRN YEL 2P9 2 10 3 4 Sound BRN GRN 2P9 3 10P 3 7 Credit Knocker BRN BL U 2 9 4 7P1 16 SA2 23 850 DC Not Used BRN VIO 2 9 5 7P 1 17 i Coin Lockout BRN GRY 2P9 6 7 1 18 7P2 4 SM 35 4000 DC Top Jet Bumper BLU BRN 2P12 7 8P 3 11 SG 23 850 DC Left Jet Bumper BLU RED 2P 12 4 8P 3 12 SG 23 850 DC Bottom Jet Bumper Bi U ORN 2P 12 3 8P 3 13 SG 23 850 DC Left Kic
5. 07 for Function 19 and custom pricing values For 5 Ball play it is recommended that Function 33 be set to 02 and Function 34 set to 01 RECOMMENDED SCORE LEVELS Levels Score Card CREDIT GAMES 3 Ball 300 000 430 000 550 000 496 14 290 000 410 000 496 33 5 Ball See Note 9 480 000 630 000 496 50 EXTRA BALL 3 Ball 160 000 290 000 496 66 5 Ball 200 000 330 000 496 68 Factory setting o J802 IY ur p3jeorpur san eA dy 0 pc 1 0c 19S 00 01 61 uonoun 195 801 95 12410 104 6 uorpun quo Aq 58011325 SS c St I 107 7 401 1 3u 14 Oc 0l 1 O 301 2481 1 0 101 7 45 1 JULIA JULIJ ulM 44 6111 10 A000 C A0S I 9 001 UPA 05 91 6 IST 1 ro 00 3sz Te 1499 0t 00 164 0 0 00 AS 9 4 54814 1439 09 109 04 nanana I WAS tI WAaZ S wae wads 205 1 15 6 2061 15 uo 6 26 IS S 2S7 Te uo 9 26 1 9 205 IST T K uo L 965 juo uioo L 0g e 2 1 4 1 I L 208 6 2997 1 19118n UIA we x wf iw o ot SLAAN WSINVHJAN 58 1119 2214d WOISND z ajqu RESETTING AUDIT T
6. O110H 139591 H3XObi HOLIMS 13A LON LON 1331 NIOO LHM PWD H 1H9IH GE 122 61 lt 4139uvl H3AOT1OH U3AOT OH 139494 H3AOTIOH NOL1n8 LON 3049 3 g dowd 110389 NHO LHM LON ET be T 0l agasn i39uvi H3AOT10H i139uHvl add LON LON 3aiino 54 104 LHM m 1H9lH D 6 1 Lv 139491 139uvl 15 15 5 5 L LON H3ddn 1431 JOHNNO LHM 9 AHO NH9 OIA NYD 13 NHO NHO NWn1Oo2 11 31vQO OL xogyova NIVOV SLOOHS dn H3AV ld pH S1IlQ382 AV Id NI Tiva H3AV ld AVd NYO gai3iJAV1d 5 H9IH 9 21 814 000 1 H3NNIdS 13r 139HVi 23 mwOL108 v qasn d3dNn8 MOHHV 1ON 13r 139uvl 1331 TIVE WHLX3 H3dNWNna MOUHV 13f 1395 1 1 3 3 000 SI 000 0S UA MOHHY 310H 1 139 1 a 103r3 j L 000 01 000 0 139HVL
7. OTALS 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 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 turn the game OFF and ON MASTER COMMAND ZERO AUDIT TOTALS RESTORE FACTORY SETTINGS AUTO CYCLE MODE NOT USED MASTER ENTER HIGH SCORE ADVANCE DIAGNOSTIC RESET AUTO UP MANUAL DOWN Figure Coin Door Diagnostic Switches Figure 2
8. Rollover 1000 Playfield Tilt Spinner 100 1000 2 Target 1000 2000 3 Target 1000 2000 4 Target 1000 2000 Right Outside Rollover 5000 E Rollover 3000 Right Kicker 10 Left Jet Bumper 100 1000 Top Jet Bumper 100 1000 Bottom Jet Bumper 1007 1000 G A R Drop Targets Standup 10 G Drop Target 1000 5000 Drop Target 1000 5000 Drop Target 1000 5000 G A R Drop Targets Series 5000 Note Second score value is lit or flashing value Figure 4 Playfield Switch Locations and Switch Chart XLUIDPF YIMNMS Ot naNvis ct v 91 8 5 aasn 5 Si39uvl LADY 1383Y AUD g LON LON 10 ges H3MO1 1431 38OOS LHM Lo 310dlN 310d IW H9IH 9 55 129 65 LE c S4 gasn aasn H3dWhn8 139uUvl HOLIMS 310H in LON LON LON Lar ies 13NOVNWN 193 3 Wv1S LHA WOLLOG c9 vS 9t 8 08 ananvis Vb 9 9350 assn H3dWn8 Si39uVl 139uVvl HOLIMS LON LON LON 1ar dowd ma NIOO dOL MW3NNIdS H 0 9 1337 SS 9 55 Sb 16 162 M sauss Eb S aasn aasn aasn u3awns S139uvl 15 HOLIMS LON LON LON 13f QqiAvid 1431 NIOD 1431 l 9 0 9 H3MOl H31N3O vv 531935 96 8c 02 g3sn Si39uvi TERIN H3A
9. 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 05 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 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 pushbutton 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 and for pricing Table 2 Repeat steps 2 and 3 until all required adjustments have been made Turn ga
10. er of Balls Played Current High Score to Date Backup High Score to Date Replay 1 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 00 01 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 Outlane Special Control 00 Top and Bottom Jet Bumpers and G A R 5000 Lit Together 01 Top and Bottom Jet Bumpers Lit Together 02 All Features Lit Separately Eject Hole Control 00 Lamps Restore 10 000 Not Lit Initially 01 Lamps Restore 10 000 Lit Initially 02 Lamps do not Restore 10 000 Not Lit Initially 03 Lamps do not Restore 10 000 Lit Initially Extra Ball and 1 4 Lamps 00 Extra Ball Allowed Lamps Spotted Randomly 01 No Extra Ball Lamps Spotted Randomly 02 Extra Ball Allowed Lamps Spotted in Sequence 03 No Extra Ball Lamps Spotted in Sequence 4 Target Special Control 00 Star Lamps Restore Star Not Lit Initially 01 Star Lamps Restore Star Lit Initially 02 Star Lamps do not Restore Star not Lit Initially 03 Star Lamps do not Restore Star Lit Initially Heartbeat Backg
11. ker BLU YEL 2P12 6 8P3 14 SG 23 850 DC Right Kicker BLU GRN 2 12 8 8P 3 15 SG 23 850 DC Not Used BLU BLK 2P12 9 8P 3 16 Right Flipper BLU VIO 7 1 8 8P 3 3 SFL 20 300 30 800 DC Left Flipper BLU GRY 7P 1 10 8P 3 4 SFI 20 300 30 800 DC NOTES 1 Contacts of solenoid 05 switch ground to magnet Part 4 Typical wiring for solenoids and special switches No 20 8991 2 Special switch connections for solenoids 17 through 22 are as follows 17 ORN BRN 2P13 5 8P3 5 i8 ORN RED 2P13 3 8P3 6 19 ORN BLK 2 13 2 8P3 7 20 ORN YEL 2P13 4 8P3 8 21 ORN GRN 2P13 8 8P3 9 22 ORN BLU 2P13 9 8P3 10 3 Flipper button connections are as follows Right ORN VIO 2 12 1 7 1 7 Left ORN GRY 2P12 2 7P1 9 RED B Function Score Plumb Bob Tilt Ball Roll Tilt Credit Button Right Coin Switch Center Coin Switch Left Coin Switch Slam Tilt High Score Reset Outhole Left Outside Rollover 5000 D Rollover 3000 Left Kicker 10 Lower Left Standup 1000 1 Target 1000 2000 Eject Hole 5000 Lit Value Middle Left Standup 10 Upper Left Standup 10 G Drop Target 1000 Drop Target 1000 R Drop Target 1000 G O R Drop Targets Series 5000 G O R Drop Targets Standup 10 Magnet Switch 1000 Lit Value Middle Lower Standup 50 Middle Upper Standup 50 A Rollover 1000 Rollover 1000
12. me 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 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 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 indicated 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 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 Balls Total Ball Time in Minutes Total Numb
13. round Sound 00 Sound OFF 01 Sound ON FUNCTION DESCRIPTION NOTES SETTING fad OC OC IA ON OS UA da Notes 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 15 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 10 000 points Setting Function 25 to zero with Function 13 set to any score but zero permits the High Score to Date feature to operate but no credits are awarded Functions 14 17 Replay Scores may be set to any multiple of 10 000 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
14. set for subsequent ball when Same Player Shoots is lit Eject hole scores 5 000 or highest flashing value Magnet making magnet switch energizes magnet scores 1 000 or highest flashing value flashes magnet lights value reset to 1 000 when made for 20 000 or more Tilts Ball in play tilted on first closure of Playfield and Ball Roll tilts and third closure of Plumb Bob Slam Tilt returns game to game over Memory Magnet lamps eject hole lamps partial spotting of A B C D E or 1 4 and features lit from 1 4 targets until target Special is made End of Game Match Digits appears in ball in play display credit awarded for match Exceeding high score to date awards three credits Match High Score to Date and Game Over sounds made as appropriate With optional Speech Module the following phrases are produced during game play ACHIEVEMENT PHRASE Game start GORGAR speaks Making 4 targets Me hurt Making magnet switch for 50 000 Me hurt Making magnet switch for other values Me got you Spotting GOR and GAR GORGAR Winning Extra Ball You hurt GORGAR Making special or match You beat me High Score to Date You beat GORGAR Game over Me GORGAR beat me BOOKKEEPING AND EVALUATION TOTALS 6 Functions 01 12 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
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