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Laser Cue Operators Manual

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Contents

1. including procedures for e operation e auditing e adjustment e diagnostics WM aes 3401 N California Chicago 11 60618 2 ROM Summary IC DESCRIPTION TYPE NUMBER BOARD PART NO Game ROM O ROM 2Kx8 2716 IC26 CPU A 5343 10667 Game ROM 1 ROM 2Kx8 2716 IC14 CPU A 5343 10666 Flipper ROM 1 ROM 2Kx8 2716 IC20 CPU A 5343 09553 Flipper ROM 2 ROM 4Kx8 8332 1 17 CPU 5 3241 09554 Sound ROM 2Kx8 2716 IC12 Sound A 5343 10665 Special Considerations When Replacing Circuit Boards CPU BOARD 1 A revision level 7 D 8342 CPU Board batteries at lower left must be used 2 The CPU Board must be equipped with blue labeled flipper ROMs and game ROMs 3 Only jumpers W3 W6 W8 W10 W11 W14 W17 W19 W20 W22 W25 W26 and W29 should be connected DRIVER BOARD The D 7997 Driver Board must be equipped with zero ohm resistors or wire jumpers W9 through W16 in place of switch matrix drive series resistors R204 through R211 SOUND BOARD The D 8223 Sound Board must be jumpered for ROM operation The LASER CUE sound ROM must be used Jumpers Wl W2 W5 W7 W9 W10 and W15 must be connected all other jumpers removed POWER SUPPLY BOARD The D 8345 Power Supply Board equipped with relay is required DISPLAY BOARDS The C 8363 Master Display Board and digit slave displays are required Control Locations THE ON OFF SWITCH is on the bottom of the cabinet near the right front leg as y
2. 9 HOLD DOWN EACH SWITCH so its number is shown at least twice A sound is produced and a switch number is momentarily indicated in the BALL IN PLAY display If two switches in a row are indicated with only one switch closed check for a short between the column wires For multiple indications check the column wire for a short to ground If two switches in a column are indicated with only one switch closed check for a short between row wires To determine whether the problem is in the playfield or the Driver Board remove connectors 2P2 and 2P3 from the upper right corner of the Driver Board and use a jumper wire to simulate operation of the switch Auto Cycle Mode The Auto Cycle Mode permits you to check intermittent problems in the playfield backbox cabinet and driver board Set function 50 of Test 04 Bookkeeping Mode to 15 Press ADVANCE to start the Auto Cycle Mode This mode repeatedly sequences through the Display Test Sound Test 00 Lamp Test 01 and Solenoid test 02 This sequence is repeated until the game is turned off and on CPU Board Self Test Press the DIAGNOSTIC button on the left side of the CPU Board The following indications are provided O test passed game returns to Game Over Mode 1 IC13 RAM faulty 2 1 16 RAM faulty 3 IC17 ROM 2 faulty 4 IC17 ROM 2 faulty 5 1C20 ROM 1 faulty 6 IC14 Game ROM 1 faulty 7 1C26 Game ROM 0 faulty 8 1C19 CMOS RAM memory protect circuit faulty or CP
3. 8 1 0 2 8 2 1 0 0 Quarter 1 254 3 504 6 1 0 1 4 1 1 2 0 1 254 5 1 0 1 4 1 1 4 0 1 504 0 1 4 1 2 0 0 1DM 5DM 2DM el 1DM 3 2DM 10 5DM 2 9 45 18 5 45 0 2 1DM 5 2DM 14 5DM 0 13 65 26 5 65 0 20 50 1 206 3 50 0 6 0 15 5 0 0 1F 10F 5F e1 2F 3 5F only 1 16 6 2 0 0 8 10F onl Twin l Franc 1 1F Twin 2 Franc e1 2F 20F el l0F 2 20F Twin 100 Yen 2 100 LOOL L el Lire Twin l Sucre 1 35 2 55 0 2 0 2 5 0 0 Any eFree Play set function 18 to O for free play 25 Gent s1 254 4 1G 6 750 1 Guilder 1 254 5 16 0 0 5 Franc el 5F 2 10F 7 0 10 Franc e1 10F 8 l Franc or 1 1F 3 2F 0 0 3 Njel eje mje ele rr olololsir elo oloo nin ele Rip nis 4 RIRIRIR bin eje m Olololonlo ojro O Ol O ojo O O mi 8 Diagnostic Procedures DISPLAY TEST 1 Use MANUAL DOWN and press ADVANCE Displays should indicate all O s 2 Use AUTO UP Displays should sequence from all O s thru all 9 s Comma segments should come on when the odd digits are displayed 3 To stop cycling use MANUAL DOWN Press ADVANCE to step through the tests one number at a time Use AUTO UP to resume cycling SOUND TEST 1 From Display Test Use AUTO UP and press ADVANCE Test OO should be indicated in the CREDITS display and the MATCH display should sequence from 00 thru 06 A different sound should be produced for each number 2 To continuously pulse a single sound use MANUAL DOWN Press ADVANCE to sequence through sounds
4. FIRST REPLAY SCORE AWARDS 1 CREDIT 800 000 SECOND REPLAY SCORE NONE 00 THIRD REPLAY SCORE NONE 00 FOURTH REPLAY SCORE NONE 00 MAXIMUM CREDITS 30 STANDARD AND CUSTOM PRICING CONTROL STANDARD 01 02 LEFT COIN SLOT MULTIPLIER 01 09 CENTER COIN SLOT MULTIPLIER 04 45 RIGHT COIN SLOT MULTIPLIER 01 18 COIN UNITS REQUIRED FOR CREDIT 01 05 COIN UNITS BONUS POINT 00 45 MINIMUM COIN UNITS 00 MATCH MATCH ON 00 MATCH OFF 01 00 SPECIAL AWARDS CREDIT 00 00 AWARDS EXTRA BALL 01 AWARDS POINTS 02 REPLAY AWARDS CREDIT 00 00 AWARDS EXTRA BALL Ol MAXIMUM PLUMB TILTS INCLUDING WARNINGS 03 NUMBER OF BALLS INCLUDING BONUS BALL 03 GAME ADJUST 1 04 01 02 03 04 05 06 07 08 01 08 RESETS TO X2 X3 X4 X5 X7 X10 X15 X20 on next ball GAME ADJUST 2 11 00 DISABLES SPECIAL AWARDS Ol AWARDS SPECIAL ON X10 ONLY 02 AWARDS SPECIAL ON X15 ONLY 03 AWARDS SPECIAL ON X20 ONLY 10 DISABLES SPECIAL ENABLES DOUBLE BALL 11 AWARDS SPECIAL ON X10 ALSO DOUBLE BALL ON 1ST RACK ONLY 12 AWARDS SPECIAL ON X15 ALSO DOUBLE BALL ON 1ST RACK ONLY 13 AWARDS SPECIAL ON X20 ALSO DOUBLE BALL ON 1ST RACK ONLY GAME ADJUST 3 FOR EXTRA BALL TIME 25 SEC 10 00 25 ADDS TO MINIMUM 15 SECONDS WHICH ALLOWS 15 40 SEC EXTRA BALL TIME GAME ADJUST 4 FOR RESETTING BACK DROP TARGETS 02 O0 RESET BACK UP TO 1 9 BALL TARGET O1 RESET BACK UP TO 2 10 BALL TARGET 02 RESET BACK UP TO 3 11 BALL TARG
5. 6 235 7 235 3 2J5 5 245 1 245 2 DS GAME 1ST 6 BALL TRI Ep Be pe pepe ec 2J7 1 17 25 33 41 49 57 RED d 6 BALL TRI BLK MATCH 20K 20K 2J 2 58 RED TILT JRD 6 ui TRI NMRENREMENER HN 2J7 3 59 RED HIGH 6 a TRI SSD ME 237 4 DATE 4 28 60 RED BALL 7 8 BALL GRN IN 10K 20K 2J7 5 PLAY 5 61 RED SHOOT 7 VOR 8 BALL BLU AGAIN 20K 40K 2J7 6 B B 62 RED LEFT 7 TE 8 BALL Hefe EN EMEA 2J7 9 63 RED RIGHT GET SHOOT 7 To 8 BALL eo 217 8 8 16 24 BALL 32 40 48 56 64 Switch Matrix Table 1 2 3 4 5 6 7 8 ROW 2J2 9 2J2 8 2J2 7 2J2 6 2J2 5 242 3 2J2 2 2J2 1 BRN BOB OUTHOLE LEFT C 1 KICKER USED USED 2J3 9 TILT 1 9 JET 17 25 33 41 RED ROLL RETURN RIGHT U 2 RIGHT USED USED 2J3 8 TILT 2 10 JET 18 26 34 10PT 42 WHT CREDIT yeh LOWER LANE NOT NOT 2J3 7 3 WHT LEFT hm NOT s 2J3 6 4 F NOT NOT GR USED USED USED BLU COIN USED USED USED USED 273 4 6 WHT SLAM II NOT ao ae e Le CARRE 2J 3 3 7 WHT HIGH PLAY NOT NOT NOT GRY SCORE RIGHT SPINNER FIELD USED USED USED 2J3 1 RESET 8 50 PT16 24 TILT 32 12 Warnings amp Notices WARNING FOR SAFETY AND RELIABILITY WILLIAMS does not recommend or authorize any substitute parts or modifications of WILLIAMS equipment USE OF NON WILLIAMS PARTS and modifications of game circuitry may adversely affect game play or may cause injuries SUBSTITUTE PARTS OR EQUIPMENT MODIFICATIONS may void FCC type accep
6. CREDIT display is reduced by one PLAYER 1 UP flashes until the first scoring switch is made and the BALL IN PLAY display shows l Additional players may enter the game by pushing the CREDIT button before BALL 2 is displayed EXTRA BALL Shoot for flashing ball targets Completing a rack all 15 ball targets lights the 8 ball target for an extra ball SPECIAL Making P 0 0 L advances the bonus multiplier and spots a letter in B A L L Advancing the bonus multiplier to x10 lights SPECIAL Making B A L L lights the next ball 1 15 and spinner BONUS BALL Completing a rack lights the 8 Ball target for a bonus ball BONUS SCORE The number of balls 1 15 made times the highest bonus multiplier comprises the bonus score TILT The ball in play is tilted on the first closure of the ball roll tilt and the third closure of the plumb bob or playfield tilts The slam tilt returns the game to the Game Over Mode END OF GAME Match digits appear in the BALL IN PLAY display Credit is awarded for a match Match High Score To Date and Game Over sounds are made as appropriate One replay is awarded for each score you beat in the displays Power Turn On And Game Setup WARNING This game must be plugged into a properly grounded outlet to prevent shock hazard and to assure proper game operation DO NOT use a cheater plug to defeat the ground pin on line cord and DO NOT cut off ground pin ENTERING GAME OVER MODE With the coin door
7. one at a time Use AUTO UP to resume sequencing LAMP TEST 1 Refer to the Lamp Matrix Table for lamp numbers and wiring Driver Board connections at jacks 2J5 columns and 2J7 rows are also shown there 2 From Sound Test Use AUTO UP and press ADVANCE Test 0l should be indicated o in the CREDITS display and all feature lamps should flash SOLENOID TEST Iz Refer to the Solenoid Table for solenoid numbers and wiring Driver Board connections at plugs 2 9 2P11 and 2P12 are also shown there From Lamp Test Use AUTO UP and press ADVANCE Test 02 should be indicated in the CREDITS display The MATCH display sequences from Ol through 25 Corresponding solenoids 01 through 24 are pulsed The flipper relay is de energized with subtest 25 To continuously pulse a single solenoid use MANUAL DOWN Press ADVANCE to sequence through the solenoids one at a time Use AUTO UP to resume sequencing SWITCH TEST 1 Refer to the Switch Matrix Table for switch numbers and wiring Driver Board connections at jacks 2J2 columns and 2J3 rows are also shown there From Solenoid Test Use AUTO UP and press ADVANCE Test 03 should be indicated in the CREDITS display with the switch numbers sequencing in the BALL IN PLAY display As a switch number is displayed a sound is produced As a switch is opened its number is removed from the sequence When all switches are open the BALL IN PLAY display is blank and the sounds stop e
8. 4 WILLIAMS ELECTRONICS INC
9. ET GAME ADJUST 5 MEMORY ON SPECIAL OR EXTRA BALL LAMPS 01 00 NO MEMORY ON EITHER OL MEMORY ON EXTRA BALL LAMP ONLY 10 MEMORY ON SPECIAL LAMPS ONLY 11 MEMORY ON BOTH SPECIAL amp EXTRA BALL GAME ADJUST 6 BACKGROUND SOUND 01 Ol YES 00 NO e 7 Game Adjustment Table cont d 37 GAME ADJUST 7 21 2ND BACKUP HIGH SCORE TO DATE 2 100 000 38 GAME ADJUST 8 17 3RD BACKUP HIGH SCORE TO DATE 1 700 000 39 GAME ADJUST 9 13 4TH BACKUP HIGH SCORE TO DATE 1 300 000 40 HIGH SCORE TO DATE CREDITS HS CREDITS 04 41 MAXIMUM EXTRA BALLS AT ANY TIME 07 42 49 USED 50 SPECIAL FUNCTION 15 AUTO CYCLE MODE 35 ZERO BOOKKEEPING TOTALS 45 RESTORE FACTORY SETTINGS amp ZERO BOOKKEEPING TOTALS NOTES 1 The second factory setting value is with jumper W25 on the CPU Board removed 2 Functions 13 through 17 and 37 through 39 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 3 Setting functions 14 through 17 replay scores to zero disables the replay score point Pricing Table eindicates standard pricing settings by adjusting ONLY function 19 Coin Door Function Mechanism Games Price 19 20 21 22 23 24 25 Twin Quarter e1 25 4 31 1 1 4 1 1 0 0 1 504 3 1 6 2 3 1 4 1 2 4 0 Quarter el 50d 2 754 3 4x25d 5 3 15 3 4 15 0 Dollar 2 25
10. K 2P9 9 8P3 9 Q31 10 Not Used BRN RED 2P9 7 8P3 10 Q33 11 General Illumination BRN ORN 2P9 1 3P7 1 Q35 5580 09555 12 Not Used BRN YEL 2P9 2 8P3 12 Q37 13 Used BRN GRN 2P9 3 8P3 13 Q39 14 Bell BRN BLU 2P9 4 8P3 14 Q41 SM 29 1000 DC 15 Credit Knocker BRN VIO 2P9 5 7P1 17 Q43 SA 2 23 850 DC 16 Coin Lockout Coil BRN GRY 2P9 6 7P1 18 7P2 4 Q45 904218 696 17 Left Kicker BLU BRN 2P12 7 8P3 17 Q2 SG1 23 850 DC 18 Lower Jet Bumper BLU RED 2P12 4 8P3 18 Q4 SG1 23 850 DC 19 Right Jet Bumper BLU ORN 2P12 4 8P3 19 Q6 SG1 23 850 DC 20 Upper Left Jet Bumper BLU YEL 2P12 6 8P3 20 Q8 SG1 23 850 DC 21 Not Used BLU GRN 2PI2 8 8P3 12 Q10 22 Used BLU BLK 2 12 9 8P3 22 Q12 Right Flipper BLU VIO 2P12 1 7P1 7 FL24 600 30 2600 50VDC Left Flipper BLU GRY 2P12 2 7P1 9 FL24 600 30 2600 50VDC NOTES l Special switch connections for sole 4 Solenoid 16 has a Coinco noids 17 through 21 are as follows part number 17 ORN BRN 2P13 5 8P3 24 18 ORN RED 2P13 23 8P3 25 5 19 ORN BLK 2P13 2 8P3 26 20 ORN YEL 2P13 4 8P3 27 21 ORN GRY 2P13 8 8P3 28 Typical wiring for solenoids and special switches follows RED B BLK GND 3 Flipper button connections A Right ORN VIO 2P12 1 7 1 7 4 Left ORN GRY 2P12 2 7P1 9 r 2 FLIPPER COILS This game requires 50 volt flipper coils For proper operation the replacement part shown MUST be used 1ll EE 2137 8 275 9 275
11. U Board lockup 9 Coin door closed memory protect circuit faulty or IC19 CMOS RAM faulty Note that O remaining after power turn on indicates CPU Board lockup Sound Board Self Test PRESS THE DIAGNOSTIC BUTTON at 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 NO SOUND IN DIAGNOSTIC TEST but sounds are present in the Self Test Check the sound select inputs connector 10J3 and adjacent circuitry or replace the Sound Board and rerun the Diagnostic Test see SOUND TEST above NEW SOUND BOARD SAME SYMPTOM Check the cables to the CPU Board If they re good replace the CPU Board and rerun the Diagnostic Test NO SOUND Check 12V 12V and 5V supply voltages on the Sound Board If voltages are low or AC ripple seems too high replace C27 and C26 10 Solenoid Table SOL WIRE CONNECTIONS DRIVER SOLENOID NO FUNCTION COLOR DR BD OTHER TRANS PART NO e O1 Outhole GRY BRN 2P11 4 8P3 1 Q15 SA 23 850 DC 02 Drop Target 1 GRY RED 2P11 5 8P3 2 Q17 SA 5 24 750 DC 03 Drop Target 2 GRY ORN 2P11 7 8P3 3 019 SA 5 24 750 DC 04 Drop Target 3 GRY YEL 2P11 8 8P3 4 Q21 SA 5 24 750 DC 05 Drop Target 4 GRY GRN 2P11 9 8P3 5 Q23 SA 5 24 750 DC 06 Drop Target 5 GRY BLU 2P11 3 8P3 6 Q25 SA 5 24 750 DC 07 Drop Target Bank GRY VIO 2P11 2 8P3 7 Q27 SA 6 24 750 DC 08 Not Used GRY BLK 2P11 1 8P3 8 Q29 09 Not Used BRN BL
12. closed plug the game in and turn it ON The game should come on in Game Over Mode 1 If the game comes on in the Bookkeeping Mode CREDITS display showing 04 BALL IN PLAY display showing 00 and PLAYER 1 display showing the game identification number turn the game OFF and ON again A If the game now comes on in Game Over Mode bookkeeping totals have been reset to zero Indicates adjustable feature If the game still comes Bookkeeping Mode open the coin door and turn the game OFF and ON twice This is an indication of batteries being removed with the power OFF or of batteries coming loose during shipment A game without battery power will revert to factory settings Any changes from factory settings must be reentered using procedures from this booklet 2 If the game still comes on in Bookkeeping Mode troubleshoot the game Bookkeeping Mode Functions 01 17 1 Set the AUTO UP MANUAL DOWN switch to AUTO UP and press ADVANCE Test 04 is indicated in the CREDITS display Function 00 in the MATCH display and the game identification number in the PLAYER 1 display 2 Press ADVANCE to display desired functions on the MATCH display See the Bookkeeping Table below Now 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 use MANUAL DOWN and press ADVANCE 3 Use MANUAL DOWN and press ADVANCE to displa
13. ou face the game THE VOLUME CONTROL is accessible through the coin door on the left cabinet wall DIAGNOSTIC SWITCHES ADVANCE AUTO UP MANUAL DOWN and HIGH SCORE RESET switches are located on the back of the coin door Refer to ADJUSTMENT PROCEDURES and DIAGNOSTIC PROCEDURES for operation THE MEMORY PROTECT SWITCH must be open to clear bookkeeping totals and to make game adjustments This switch is on the inside of the coin door frame It automatically opens when the coin door opens THE CPU DIAGNOSTIC SWITCH operates the self test explained in DIAGNOSTIC PROCEDURES This switch is on the left edge of the CPU Board THE SOUND BOARD DIAGNOSTIC SWITCH is on the top edge of the Sound Board This switch is used to initiate the Sound Board self test Refer to DIAGNOSTIC PROCEDURES e Game Operation GAME OVER MODE Turn the game ON The PLAYER 1 score shows 00 all player scores flash the High Score To Date and the GAME OVER lamp lights All playfield lamps cycle in Attract Mode CREDIT POSTING Insert coins A sound is produced and the number of credits is displayed If maximum credits are exceeded by coin or High Score To Date credits are posted correctly But the coin lockout de energizes until the remaining credits are below the maximum No credits may be won and coins are rejected while the coin lockout is de energized GAME START Push the CREDIT button A start up tune is played a ball is served and the
14. tance SINCE THIS GAME IS PROTECTED by Federal copyright trademark and patent laws unauthorized game conversions may be illegal under Federal law THIS CONVERSION PRINCIPLE ALSO APPLIES to unauthorized facsimiles of WILLIAMS equipment logos designs publications assemblies and games or game features not deemed to be in the public domain whether manufactured with WILLIAMS components or not 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 It has been certified to comply with the limits for a Class e A computing device pursuant to Subpart J of Part 15 of FCC Rules which are designed to provide reasonable protection against such interference when operated in a commercial environment Operation of this equipment in a residential area is likely to cause interference in which case the user at his own expense will be required to correct the interference RF INTERFERENCE NOTICE CABLE HARNESS PLACEMENTS and ground strap routing on this game have been designed to keep RF radiation and conduction within levels accepted by FCC regulations TO MAINTAIN THESE LEVELS reposition harnesses and reconnect ground straps to their original placements if they should be disconnected during maintenance NOTICE Laser Cue and Lane Change are trademarks of Williams Electronics Inc 198
15. y Function 50 in the MATCH display 4 Returning to Game Over Mode A Use AUTO UP and press ADVANCE B OR To zero bookkeeping totals and return to Game Over Mode 1 use AUTO UP 2 press the credit button to display 35 in the PLAYER 1 display and 3 press ADVANCE Bookkeeping Table FUNCTION PLAYER 1 DISPLAY PLAYER 2 DISPLAY 00 Game Identification 2520 1 01 Coins Left chute closet to coin door hinge 02 Coin center chute es 03 Coin right chute 04 Total Paid Credits 05 Special Credits 06 Replay Score Credits 07 Match Credits 08 Total Credits Free Credits 09 Total Extra Balls 10 Ball Time in Minutes 11 Total Balls Played 12 Current High Score To Date 13 Backup High Score To Date High Score To Date Credits Awarded 14 Replay Level 1 Score Times exceeded 15 Replay Level 2 Score Times exceeded 16 Replay Level 3 Score Times exceeded 17 Replay Level 4 Score Times exceeded 5 Game Adjustment Procedure Functions 13 41 Coin door must be open to change settings 1 Use AUTO UP and press ADVANCE Test 04 is indicated in the CREDITS display function 00 in the MATCH display and the game identification number in the PLAYER 1 display 2 To raise the function number in the MATCH display use AUTO UP and push ADVANCE To lower the function number use MANUAL DOWN and push ADVANCE 3 With the desired function indicated in the MATCH display raise the value in the PLAYER 1 display b
16. y using AUTO UP and pressing the credit button Reduce the value by using MANUAL DOWN and pressing the credit button The value left in the PLAYER 1 display is the new setting Refer to the Game Ad justment Table and the Pricing Table 4 ADVANCE to the next function and then repeat step 3 until all adjustments have been made 5 Press ADVANCE until Function 50 is indicated in the MATCH display From Function 50 you can return to Game Over Mode or restore factory settings Perform step 6 or as desired 6 To return to Game Over Mode use AUTO UP and press ADVANCE 7 To restore factory settings and zero bookkeeping totals A Using AUTO UP press the CREDIT button until 45 is indicated in the PLAYER 1 display B Press ADVANCE The game returns to Test 04 function 00 C Use MANUAL DOWN and press ADVANCE to indicate function 50 D Use AUTO UP and press ADVANCE Resetting High Score To Date 1 Using the GAME ADJUSTMENT PROCEDURE above set functions 123 37 38 and 39 to the desired reset value 2 In Game Over Mode press HIGH SCORE RESET until scores come up on the display Factory Bookkeeping Totals Functions 42 49 The factory bookkeeping functions are not assigned FUNCTION 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 6 Game Ad justment Table DESCRIPTION FACTORY SETTINGl BACKUP HIGH SCORE TO DATE 2 500 000 HSTD CREDITS AWARDED FUNCTION 40

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