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Defender Operators Manual
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1. Ms c 16517 103 ION ame No 517 ELECTRONICS INC e FUPPERSPILL COM November 1982 INSTRUCTION BOOKLET This booklet provides game operation bookkeeping game adjustment diagnostic and self test procedures for DEFENDER For installation and special maintenance information refer to the blue covered game manual SPECIAL CONSIDERATIONS WHEN REPLACING CIRCUIT BOARDS CPU Board 1 Revision level 7 CPU Boards batteries located on lower left corner at board or later boards must be used 2 Must be equipped with blue labeled Flipper ROMs and blue labeled Game ROMs 3 Jumpers W3 W10 W11 W14 W17 W19 W20 and W22 must be connected Jumpers W4 W9 W12 W15 W16 W18 W21 and W23 must be removed With the exception of W25 Factory Setting Jumper all other jumpers are not changed Driver Board Must be equipped with zero ohm resistors or wire jumpers W9 W16 in place of switch matrix drive series resistors R204 R211 Sound Board Must be jumpered for ROM operation and be equipped with Sound ROM 15 Jumpers W2 W5 W7 W9 W10 W12 and WIS connected W3 W4 W6 W11 and W13 removed Power Supply Board l Model D 8345 board required equipped with relay 2 Fuse F4 10A SB for flipper solenoids must be installed 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 score shows 00 all player scores alt
2. Completing tenth Wave awards Special Draining Ball scores bonus starts Wave over and restores ten Humanoids LANDERS During each Wave 15 Lander drop targets will appear at random trying to capture Humanoids If a Humanoid is captured the Mutant lamp in front of Lander and Humanoid lamp will flash allowing time to rescue Humanoid by hitting target If flashing target is not hit the Humanoid is lost the Mutant lamp stays lit and Lander Target disappears allowing Mutant Bull s Eye to change positions randomly making Wave more difficult to complete In higher Waves Landers become more aggressive BOMBER LANES Making the Bomber lanes 1 through 4 advances Bonus multiplier and lights left drain lane for reverse To activate reverse press reverse button on left side of cabinet The flipper Lane Change switch rotates 1 through 4 lamps from left to right Achieving 10X Bonus multiplier lights Bull s Eye for Warp Warping advances player three Waves PODS Hitting a Pod target lights a random number of Swarmer lamps Destroy each Swarmer by hitting Swarmer Bull s Eyes or Swarmer standup Destroying all lit swarmers scores 50 000 Destroying all Swarmers from both Pod targets opens return gate MULTI BALL PLAY Locking a ball in the lockup trough scores 5 000 for first and second ball and lights Bull s Eye for Multi Ball play Hitting lit Bull s Eye releases all captured balls and scores 5 000 for each ball released Locking three balls autom
3. SA5 24 750 DC SA5 24 750 DC SAS 24 750 DC SAS5 24 750 DC SAS 24 750 DC SAS 24 750 DC SA5 24 750 DC SA5 24 750 DC SA5 24 750 DC SA6 24 750 DC SA6 24 750 DC SA5 24 750 DC SAS 24 750 DC SG1 23 850 DC SG1 23 850 DC SAS 24 750 DC SA5 24 750 DC SA5 24 750 DC A 8592 A 8592 SA 23 850 DC SG 23 850 DC 5580 09555 00 SM 29 1000 DC 904218 696 SG 23 850 DC SG 23 850 DC SG1 23 850 DC SG1 23 850 DC Z 35 4000 DC SFL 19 400 30 750 SFL 19 400 30 750 SFL 19 400 30 750 6 Connections for flipper switches 7SW72 7SW73 and 7SW77 are as follows Lower Left ORN GRY 2P12 2 7P1 9 Upper Left ORN GRY 2P12 2 7P1 9 Lower Right ORN V IO 2P12 1 7P1 7 7 Typical Wiring for solenoids and special switches Switch Test l From Lamp Test depress ADVA NCE two times with the switch set to AUTO UP Solenoid Test 02 do not use is momentarily displayed Test 03 should be indicated in the Credits display and any stuck switches in the Master Display As stuck switch es is displayed a sound is produced The display continuously cycles through the stuck switches and as they are opened the number is removed from the sequence When all switches are open the Match display is blank and the sounds stop If all switches in a row are displayed first verify that all are open and then check for a short to ground on the row wire Operate switc
4. Faulty 4 IC17 ROM 2 Faulty 5 IC20 ROM 1 Faulty 6 ICI4 Game ROM 1 Faulty 7 IC26 Game ROM 0 Faulty 8 ICI9 CMOS RAM or Memory Protect Circuit Faulty 9 Coin door closed Memory Protect Circuit Faulty or IC19 CMOS RAM Faulty Note that 0 remaining after power turn on indicates CPU Board lockup SOUND BOARD SELF TEST Depress DIAGNOSTIC pushbutton on the top of the Sound Board Several electronic sounds should be produced This sequence of sounds is repeated until the game is turned OFF and back ON Warning This equipment generates uses and can radiate radio frequency energy and if not installed and used in accordance with the instructions manual may cause interference to radio communications As temporarily permitted by regulation it has not been tested for compliance pursuant to Subpart J of Part 15 of FCC Rules which are designed to provide reasonable protection against such interference Operation of this equipment in a residential area is likely to cause interference in which case the user at his own expense will be required to take whatever measures may be required to correct the interference 16
5. Kpuo utoo L PSZ Kpuo uioo I L BOS E PSZ IS L BOS E Aen e n wx le lan STEE s8umas 24d WOISND pup pavpunIs 2 qu C e SE a Jayiend eoq uen I9y1en utA 2 Z S WSIN VHOAMN wood NIOO DIAGNOSTIC PROCEDURES Display Digits Test 1 Set AUTO UP MANUAL DOWN switch to MANUAL DOWN and depress ADVANCE Displays should indicate all 0 s 2 Set the switch to AUTO UP Displays should sequence from all 0 s thru all 9 s Comma segments should come on when odd digits are displayed 3 To stop cycling set switch to MANUAL DOWN Operate ADVANCE pushbutton to step through the tests one number at a time Set switch to AUTO UP to resume cycling Sound Test 1 From Display Digits Test depress ADVANCE with the switch set to AUTO UP Test 00 should be indicated in the Credits display and the Match display should sequence from 00 thru 06 Different sounds should be produced for 00 01 02 03 and 04 2 To continuously pulse a single sound set the toggle switch to MANUAL DOWN Operate ADVANCE pushbutton to sequence through sounds one at a time Set toggle switch to AUTO UP to resume sequencing Lamp Test From Sound Test depress ADVA NCE with the switch set to AUTO UP Test 01 should be indicated in the Credits display and all multiplexed lamps should flash xijg du a4ndi4 v9 9S 8v vc 9L em wonog pes Jejue 1 ddn L WEI 8 JON c Jeye
6. 0 Left Lander Drop Target 1 Bottom 500 5 000 Left Lander Drop Target 2 500 5 000 Left Lander Drop Target 3 500 5 000 Left Lander Drop Target 4 500 5 000 Left Lander Drop Target 5 Top 500 5 000 Left Mutant Bull s Eye Target 1 Bottom 10 2 000 Left Mutant Bull s Eye Target 2 10 2 000 Left Mutant Bull s Eye Target 3 10 2 000 Left Mutant Bull s Eye Target 4 10 2 000 Left Mutant Bull s Eye Target 5 Top 10 2 000 Right Lander Drop Target 1 Bottom 500 5 000 Right Lander Drop Target 2 500 5 000 Right Lander Drop Target 3 500 5 000 Right Lander Drop Target 4 500 5 000 Right Lander Drop Target 5 Top 500 5 000 Right Mutant Bull s Eye Target 1 Bottom 10 2 000 Right Mutant Bull s Eye Target 2 10 2 000 Right Mutant Bull s Eye Target 3 10 2 000 Right Mutant Bull s Eye Target 4 10 2 000 Right Mutant Bull s Eye Target 5 Top 10 2 000 Disappearing Baiter Target Bottom 3 000 Disappearing Baiter Target Center 3 000 Disappearing Baiter Target Top 3 000 Swarmer Bull s Eye Target Top 10 3 000 Swarmer Bull s Eye Target Bottom 10 3 000 Swarmer Standup 10 3 000 Disappearing Pod Target Bottom 10 000 Disappearing Pod Target Top 10 000 Pod Bull s Eye Target 10 000 Lockup Trough Bottom Lockup Trough Center Lockup Trough Top Lockup Trough Rollover Outhole Ball Ramp Right Ball Ramp Center Ball Ramp Left Ball Shooter Trough Left Outlane 5 000 Ri
7. HSTD Credits Awarded 2 500 000 Replay 1 Score Times exceeded Replay 2 Score Times exceeded Replay 3 Score Times exceeded Replay 4 Score Times exceeded Maximum Credits Standard and Custom Pricing Control Left Coin Slot Multiplier Center Coin Slot Multiplier Right Coin Slot Multiplier Coin Units Required for Credit Coin Units Bonus Point Minimum Coin Units Match 00 Match ON 01 Match OFF Special 00 Awards Credit 01 No Special 02 Awards Points Replay Scores 00 Awards Credit 01 Awards Extra Ball Maximum Piumb Bob Tilts Number of Balls 03 or 05 Reverse Lane Lamp 00 Not Lit Initially No Memory 01 Lit Initially ON Memory Wave to complete for Special 01 to 99 Warp Lamp 00 No Memory 01 ON Memory Bonus Multiplier 00 No Memory 01 ON Memory Special Solenoid Test 01 To Activate Not Used Not Used Not Used Not Used High Score Credits Maximum Extra Balls at one time 00 No Extra Ball SHH SS Ga AA FA FA NOTES Second Factory Setting value is with jumper W25 on CPU Board connected Description in brackets shown in Player 2 Display l Function 13 may be set to any multiple of 100 000 points Setting Function 40 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 2 Functions 14 17 Replay Scores may be set to any multiple of 100 000 points Setting a function to z
8. PART NO 12 NOTES Contacts of Solenoid 11 Switch 28VDC from solenoids 1A through 10A to solenoids 1B through 10B Contacts of Solenoid IOB Switch 28VDC to the releae coils on Left Bank Drop Target 1 Reset Bottom Right Bank Drop Target 1 Reset Bottom Left Bank Drop Target 2 Reset Right Bank Drop Target 2 Reset Left Bank Drop Target 3 Reset Right Bank Drop Target 3 Reset Left Bank Drop Target 4 Reset Right Bank Drop Target 4 Reset Left Bank Drop Target 5 Reset Top Right Bank Drop Target 5 Reset Top Left Bank Drop Target Release Right Bank Drop Target Release Disappearing Pod Target Reset Bottom Disappearing Pod Target Reset Top Ball Ramp Thrower Lockup Trough Release Disappearing Baiter Target Reset Bottom Disappearing Baiter Target Reset Center Disappearing Baiter Target Reset Top Disappearing Baiter Target Release Relay Solenoid B Select Relay Ball Release Reverse Ball Shooter General Illumination Relay Bell Coin Lockout Left Jet Bumper Right Jet Bumper Left Kicker Right Kicker Not Used Ball Shooter Return Gate Lower Left Flipper Upper Left Flipper Lower Right Flipper solenoids 9A 9B and 10A Second wire color for solenoids 1 through 10 are between isolation diodes on playfield and solenoid 4 Solenoid 16 Coin Lockout Part No is Coin Co number Special Switch
9. UBINW yon L v obey eA3 sing jueinw yon 0c jebsej e 3 sing jueinw yon 6L c biet eAJ sing JUBINW yon HL uuolnog 1361 eAj sing juen W yen d dol OL e jebsej dog Jepue7 yen L GFG NYO NYDI t 9 V jabsej dog Jepue yon SL bet dog Jepue yon vi FA jebsej doiq Jepue 81 i uonog L 3961 dog Jepue ye A 18 OJJOH p 9ue Jequiog LL 1 AOlIOH eue jequiog OL JO O JOH c SUE 19quiog uong upalo JO OJJOH eue Jequiog g8 f Q3u Nu5 NH8 NuD5 L MOU NAN IO 15 INITIATING AUTO CYCLE MODE 1 Set AUTO UP MANUAL DOWN switch to AUTO UP and depress ADVANCE pushbutton Test 04 is indicated in Credit display and Function 00 in Match Display Set switch to MANUAL DOWN and depress ADVANCE to indicate Function 50 in the Match Display 3 Set switch to AUTO UP and operate Credit button to indicate 15 in Player 1 Display Depress ADVANCE pushbutton to start Auto Cycle mode Each cycle of this mode sequences thru the Display Digits Test Sound Test 00 Lamp Test 01 and Solenoid test 02 5 To terminate the test and return to game over turn the game OFF and back ON CPU BOARD SELF TEST Depress the DIAGNOSTIC pushbutton on the left side of the CPU Board The following indications are provided With 0 indication the game returns to the game over mode 0 Test Passed 1 IC13 RAM Faulty 2 IC16 RAM Faulty 3 IC17 ROM 2
10. atically initiates 3 ball Multi Ball SMART BOMBS Play starts with three Smart Bombs Press Smart Bomb button on right side of cabinet to eliminate all Landers Baiters and Swarmers on playfield Using Smart Bomb completes Wave if all Landers have appeared and no Mutants exist Completing odd numbered Waves awards extra Smart Bomb Indicates adjustable features 2 1982 Williams Electronics Inc BOOKKEEPING AND GAME EVALUATION Functions 01 17 l Set AUTO UP MANUAL DOWN switch to AUTO UP and depress ADVANCE pushbutton Test 04 is indicated in the credits display Function 00 in Match display and Game Identification in Player 1 display Operate the ADVA NCE pushbutton to display Functions 01 thru 04 on the Match display See Table 1 and record the corresponding totals number of coins and total paid credits from the Player 1 display To review a total that has been advanced past set switch to MANUAL DOWN and operate the ADVANCE pushbutton Operate the ADVANCE pushbutton to display Functions 05 06 and 07 in the Match display and record the corresponding free credit totals from the Player 1 display Operate the ADVA NCE pushbutton to display Function 08 in the Match display Total credits is indicated in the Player 1 display total free credits in the Player 2 display and percentage of free credits in the Player 4 display Operate the ADVANCE pushbutton to display Function 09 thru 12 in the Match display and record the co
11. connections for solenoids 17 through 20 are as follows I7 ORN BRN 2P13 5 18 ORN RED 2PI3 3 I9 ORN BLK 2P13 2 20 ORN YEL 2P13 4 GRY BRN VIO BRN GRY BRN BLK BRN GRY RED VIO RED GRY RED BLK RED GRY ORN VIO ORN GRY ORN BLK ORN GRY YEL VIO YEL GRY YEL BLK YEL GRY GRN VIO GRN GRY BLU VIO BLU GRY BLU BLK BLU GRY VIO VIO BLK GRY VIO BLK VIO GRY BLK VIO GRY GRY BLK BLK GRY BRN ORN BRN YEL BRN GRN BRN BLU BRN VIO BRN GRY BLU BRN BLU RED BLU ORN BLU YEL BLU GRN BLU BLK BLU GRY BLK BLU BLU VIO GRY GRN BLK GRN BRN BLK VIO WHT BRN BLK BLK WHT BRN RED ORN WHT BRN RED BLU WHT 2P11 4 8P3 1 QI5 2P11 4 8P3 1 2P11 5 8P3 2 2P11 5 8P3 2 2P11 7 8P3 3 2P11 7 8P3 3 2P11 8 8P3 4 2P11 8 8P3 4 2P11 9 8P3 5 2P11 9 8P3 5 2P11 3 8P3 6 2P11 3 8P3 6 2P11 2 8P3 7 2P11 2 8P3 7 2P11 1 8P3 8 2P11 1 8P3 87 2P9 9 8P3 9 2P9 9 8P3 9 2P9 7 8P3 10 2P9 7 8P3 10 2P9 1 8P3 11 2P9 2 8P3 12 2P9 3 8P3 13 2P9 4 3P7 1 2P9 5 7PI IS 2P9 6 7P1 18 7P2 4 2P12 7 8P3 17 2P12 4 8P3 18 2P12 3 8P3 19 2P12 6 8P3 20 2P12 8 8P3 21 2P12 9 8P3 22 7SW73 7P1 10 8P3 32 7SW77 7P1 30 8P3 31 7SW72 7P1 8 8P3 34 REO B ES FEN SA5 24 750 DC
12. ernate the high score to date Game Over lamp lights All playfield lamps cycle in attract mode 3 Credit Posting Insert coins sound produced number of credits displayed If maximum credits exceeded by coin or high score to date credits posted correctly and coin lockout de energizes until remaining credits are below maximum No credits may be won and coins are rejected while the coin lockout is de energized Game Start Three balls must be resting on ball ramp or ball shooter switches maximum of one ball in ball shooter trough before game will start Push credit button start up tune played ball served credit display reduced by 1 and then displays wave number Player score flashes 00 until first scoring switch is made ball in play display shows 1 Pushing credit button before ball 2 shows additional players MULTI BALL and LANE CHANGE are trademarks of Williams Electronics Inc WAVES A Wave consists of 15 Landers that try to capture Humanoids Bonus Complete as many Waves as possible while preventing loss of Humanoids Baiters appear randomly to block shots To complete Wave hit all Lander drop targets If any Landers become Mutants they must also be hit to complete Wave Ten Humanoids Lamps are lit at Game Start Completing Wave scores Humanoid value times each lit Humanoid Humanoid value lamps increase from 1 000 for first Wave to 5 000 for fifth and subsequent Waves Every fifth Wave awards Extra Ball and restores ten Humanoids
13. ero disables the replay score point 3 Setting Maximum Credits Function 18 to zero places the game in a free play mode With Function 19 set to 00 Functions 20 25 must be set manually Refer to Table 2 for eight standard pricing schemes selected by values of 01 08 for Function 19 and custom pricing values For straight quarter play set Function 19 to 00 Function 23 to 01 and Function 24 to 00 All other pricing functions should remain at their factory settings 5 Function 35 activates a Special Solenoid Test to exercise multiplexed solenoids See Diagnostic Proce dures Solenoid Test Eu 201 ut pojeorpur san eA Aan 01 cz yZnoy oz SUONDUN 39S pue 00 0 6 uorpun Jas suras Ud JIYIO 104 6 uon un Aquo Zunsnfpe Aq sSunjos Iud prepueijs SIJLIIPU 0 00 so cO O0 cO OO SSIZ SEL PONS Cal oo 00 0 cO 00 TO J0TZ AOUT sues Qc OI NM 00 w0 w I0 RH CUAL SI isIRISI RIA SI e 00 00 00 LO J0Uc AS T SUE 10 10 Ac AUI JO sues 78 9 170 589 139 99 X91 S OUS PSZ A pmyo 1 OU PST WI SC oueL uei OI OWI WID 0S 7039 07 WAT Was Wd WGas vi Wdcos WGUC Was 0l INQGz e Wan 7 9 1 90S T T L 1 BOS ec I t IS E A0S 1 DST X S 10 p DST X P E ASLA D0S Te I p P0S Z I b 5sz T Kpuo woo 1 6 62 1 I S SOSIT I S sc l K uo woo 1 9 2Gc T 1 9 POS E ASZ I
14. g 9 JOUJEMS W pilouewny 9 CU pesn L JON i piouewny rS 9p H vi yan XO 1eudnini aed o 1901 anfen 9 8409S p j9uJeMS pioueunp d piouewny ubi L9 St Le L Qut Xs Jeun 19407 S 9SJ0 0H JOWJEMS I plouewnH 09 rtr 9 QUIY Xt sondniny Aejd 191u O TIVS LLInW Z JOUJEMS 6S XE Jouden uonog W M en eA WEI deM pioueuunH ye1 8S vt pjayAeid XZ saudniny urety sloous UD 1e e d eures 01 pioueung ZS LI do1 6 NH8 aeg prouewny Q3H c Sr 9 Gre 6 Sf MOU AGO T1IA 118 13A NHO 13A Q3U 713A 8 9 t NWA 709 Solenoid Test NOTE SPECIAL PROCEDURE REQUIRED l 2 3 Enter Test 04 and operate ADVANCE to display function 35 on the Match Display Operate credit button to display 01 on the Player 1 display Operate ADVANCE until function 50 is advanced through and the special Solenoid Test will be activated Test 05 is indicated in the credits display and the match display sequences from 1 to 25 showing the solenoid being pulsed For multiplexed solenoids 1 through 10 Solenoid 11 selects whether the A or B solenoids are pulsed The left digit on the match display shows and pulses solenoid 1A then the right digit shows 1 and pulses solenoid 1B and continues cycling from left to right pulsing the A and then the B solenoids For solenoids 10A and 10B the match display shows 0 Next the Match Display sequences from 11 to 25 and pulses the associated solenoids The flipper relay is de energized fo
15. ght Outlane 5 000 Left Flipper Return Lane 3 000 Right Flipper Return Lane 3 000 Left Jet Bumper 1 000 Right Jet Bumper 1 000 Left Kicker 10 Right Kicker 10 Flipper Lane Change Switch Smart Bomb Reverse Not Used Playfield Tilt Not Used Second Value when lit or flashing Switches through 8 and 60 and 61 are located in cabinet 9 y PjeuAeId c9 eue uinjeHg pasn Jeddiy JON W L9 S eue uunjeH Jeddiy yon asioAay 09 qwog yews 6S YOUMS oDueu oue 1 ddil4 LI cere AGI NUD OIA NH9 8 L 8t 19u09 dwey ieg SP ejouino t 19eue9 y6nouj el sien t wonog u6nou dnypo1 LY bet 3 Sing efrc f 18 Nu5 9 XID YONMS p 240314 Ov dol jabsej poq Duueeddesiq 6 wayog big pog Bi jikedde si LE woyog ebe eA sing JOUWJEMS 9 dou Det 9 3 sing J WJEMS SE dol je61e sayeg Duueeddesiq vt Joen 30181 Jeyeg 6une ddesig e woog jebsej Jejeg Duueeddesig S efc X18 Nu5 S Bei S oer 9 3 Sin JUBINW WD Le y eet SAJ SI JUBINW WD oe met e 3 sin Jue niN DIY 62 e lebsej e 3 sin eni YOY 8c wonog 19646 SAJ Sl DIEU WW UDO Le dol S biet dog 1epue WD 9c r jebsej dog jepue W Se bie dog 1jepue W 9 f 13A NHS b v H yobuey dou Jepue WD E uonog L je6 e uode 1J pue1 WD G doy S ebe 9 3 Sing J
16. hes a sound is produced and switch number is momentarily indicated in the ball in play display If two switches in a row are indicated with one switch closed check for a short between the column wires for multiple indication check column wire for short to ground If two switches in a column are indicated with one switch closed check for short between row wires If proper indications are obtained in Test 03 but matrix problem is suspected in game play disconnect lamp connectors 2P5 and 2P7 Recheck in game play Perform CPU Self Test if problem remains If problem is cleared check for short between lamp matrix and jet bumper mounting brackets Shorted diodes can cause rectangle switch problems For example consult the switch matrix chart and visualize a situation where the drop target switches nos 17 amp 23 are down If the ball makes the left kicker switch no 57 a shorted diode on switch no 17 would cause a playfield tilt Note that the faulty switch is diagonally opposite the invalidly indicated switch 13 l4 Figure 3 Playfield Switch Locations and Switch Chart Switch No 0 SEO 03 04 05 06 07 08 10 NOTES Function Score Plumb Bob Tilt Ball Roll Tilt Credit Button Right Coin Center Coin Left Coin Slam Tilt High Score Reset Bomber Lane 1 Rollover 1 000 3 000 Bomber Lane 2 Rollover 1 000 3 000 Bomber Lane 3 Rollover 1 000 3 000 Bomber Lane 4 Rollover 1 000 3 00
17. n Player display 2 Toraise Function number in Match display operate ADVA NCE pushbutton with switch set to AUTO UP To lower Function number operate ADVANCE with switch set to MANUAL DOWN 3 With desired Function indicated in Match display raise value in player display by operating credit button with switch set to AUTO UP lower value by operating credit button with switch set to MANUAL DOWN Value left in Player 1 display is the new setting For values see Table 2 and for pricing Table 3 Repeat steps 2 and 3 until all required adjustments have been made 5 Operate ADVANCE until Function 50 is indicated in Match display From Function 50 you can return to game over or restore factory settings Perform step 6 or 7 as desired To return to game over depress ADVANCE with switch set to AUTO UP 7 To restore factory settings and zero audit totals a Operate Credit button with switch set to AUTO UP until 45 is indicated in Player 1 Display b Depress ADVANCE The game returns to Test 04 Function 00 c Set switch to MANUAL DOWN and depress ADVANCE to indicate Function 50 d Set switch to AUTO UP and depress ADVANCE RESETTING HIGH SCORE TO DATE 1 Using game adjustment procedure set Function 13 to the desired reset value 2 Depress HIGH SCORE RESET pushbutton FACTORY AUDIT TOTALS Functions 42 49 The factory audit functions are not assigned Table 2 Game Adjustments DESCRIPTION E ENG Backup High Score to Date
18. r solenoid number 25 To continuously pulse a single solenoid set switch to MANUAL DOWN To resume sequencing set to AUTO UP To exit test turn game off and on with coin door open SOL 9B 10A 10B l NOTE FUNCTION Left Bank Drop Target 1 Reset Bottom Right Bank Drop Target 1 Reset Bottom Left Bank Drop Target 2 Reset Right Bank Drop Target 2 Reset Left Bank Drop Target 3 Reset Right Bank Drop Target 3 Reset Left Bank Drop Target 4 Reset Right Bank Drop Target 4 Reset Left Bank Drop Target 5 Reset Top Right Bank Drop Target 5 Reset Top Left Bank Drop Target Release Right Bank Drop Target Release Disappearing Pod Target Reset Bottom Disappearing Pod Target Reset Top Ball Ramp Thrower Lockup Trough Release Disappearing Baiter Target Reset Bottom Disappearing Baiter Target Reset Center Disappearing Baiter Target Reset Top Disappearing Baiter Target Release Relay Solenoid B Select Relay Ball Release Reverse Ball Shooter General Illumination Relay Bell Coin Lockout Left Jet Bumper Right Jet Bumper Left Kicker Right Kicker Not Used Ball Shooter Return Gate SOLENOID TEST 02 can be entered from Lamp Test 01 but is not recom mended because it does not exercise Solenoids 1B through 10B Figure 2 Playfield Solenoid Locations and Solenoid Chart l1 Table 4 Solenoid Connections WIRE DRIVER SOLENOID o FUNCTION COLOR CONNECTIONS TRANS
19. rresponding totals from the Player 1 display Operate the ADVANCE pushbutton to display Functions 13 thru 17 in the Match display and record the corresponding totals from the Player 2 display With switch set to MANUAL DOWN operate ADVANCE to display Function 50 in the Match Display From Function 50 you can return to game over or zero audit totals and return to game over Perform step 8 a or 8 b as desired a To return to game over set the switch to AUTO UP and depress ADVANCE b Tozero audit totals and return to game over set switch to AUTO UP operate the credit button to display 35 in the Player 1 display and depress ADVANCE Table 1 Audit Totals DESCRIPTION PLAYER 1 PLAYER 2 Game Identification 2517 1 Coins Left chute closest to coin door hinge Coin center chute Coin right chute Total Paid Credits Special Credits Replay Score Credits Match Credits Total Credits Total Extra Balls Ball Time in Minutes Total Balls Played Current High Score to Date Backup High Score High Score to Date to Date Credits Awarded Replay 1 Score Times exceeded Replay 2 Score Times exceeded Replay 3 Score Times exceeded Replay 4 Score Times exceeded GAME ADJUSTMENT PROCEDURE Functions 13 41 Coin door must be open to change settings l Set AUTO UP MANUAL DOWN switch to AUTO UP and depress the ADVANCE pushbutton Test 04 is indicated in the Credits display Function 00 in Match display and game identification i
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