Terminator3 Manual
Terminator3 Manual
Terminator3 Manual
Find-It-In-Front:
Find-It-In-Front:
Or d
er
th e
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50 it S tion TOURNAMENT PINBALL
Dr.
Dr. Pinball
Pinball Section
Section
2-5 PI al SYSTEM READY!
01 PN T o
1 -0 : P
0 S
The inside cover & the front pages
DR. thru DR. covers the basics...
Find the answers to your questions here... The PortalsService Menu,
If you still need help, give us a call! Section 3, is your Technical Friend...
Under License. TM 2003 IMF Internationale medien und Film GmbH & Co. 3. Produktions KG.
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Look over the TOURNAMENT MENU in Portals !
Read over Section 3, Chapter 7, Pages 53-57.
An Optional Tournament Kit is required for this ToPS Ready Pinball Game.
You can now easily set-up, start and end Tournaments for cash, tokens, tickets or points!
New to our Pinball Games?
Dont forget to go over Section 3, Chapter 1, Portals Service Menu Introduction. If using Diagnostics...very
useful! Got confused? Comments? Questions? Call Technical Support at 800-542-5377 or 708-345-7700 (Option 1).
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Inside Coin Door Playfield Power
Interlock Switch
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F1
CPU U210 U212
GAME
SOUND & EPROM CMOS
VOICE ROMS RAM
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For more info., see Section 5,
Chp. 4, PCBs (Yellow Pages)
F24 F26
F9 F22 F23 *** All BRIDGES rated
35A @ 100v ***
+50v DC High
B1 Current Coils
'LVSOD\&RQWUROOHU%G: F25F27 +20v DC Low
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B21 B21 Voltage
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Bd. (Reverse Side) F6 F21
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The key technical data from various parts of the manual were extracted and combined into the "Find- It-In-Front:
: =
Dr. Pinball Section." This section (pages '5 - ) will assist the technician in locating important technical
information needed to troubleshoot the Pinball Machine. Dr. Pinball is also available in a Flow Chart Help Format
in the Game Display. To access, enter the Portals Service Menu.
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First, the operator / technician must enter the Service Menu Mode 3RZHU ,QWHUORFN
(for a complete description of the Portals Service Menu and ICONS 6ZLWFK PXVW EH
Read! Section 3, Chapter 1). To get into the Service Menu Mode, SXOOHG RXW
power-up the game (if not already) and open the Coin Door. On the
Coin Door is the Portals Service Switch Set (Red, Green & Black
Buttons).
Step 1: Push down the Black "BEGIN TEST" Button. Looking at the
Video Display you will momentarily see the introductory screen
followed by the MAIN MENU.
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Step 2: Move through the Menus
by pushing the Red "LEFT"
or Green "RIGHT" Buttons. 3RUWDOV 6HUYLFH
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Step 3: Select or activate the Icons by pushing the Black "ENTER" 5HG
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Button. %ODFN
While in the Portals Service Menu, the Start Button can be used
in lieu of the Black Button; the Left & Right Flipper Buttons can
be used in lieu of the Red & Green Buttons. However, in Switch or
Active Switch Tests only the Red & Green Buttons can be used.
In our Portals Service Menu, selecting the "DR." Icon
will bring the operator/technician into DR. PINBALL (Flow
Chart Menus), the "on-screen" diagnostic aide. This is a
feature that will allow you to utilize the power of the micro-
processor assisting in troubleshooting a problem with the
machine in a Flow Chart format (follow the questions & answer by using the Mini-Icons in the display).
After entering Portals , the MAIN MENU now appears with the
"DIAG" Icon (GO TO DIAGNOSTICS MENU) flashing; press the
Black "ENTER" Button to activate this ICON. The DIAGNOS-
TICS MENU now appears with the "SW" Icon (GO TO SWITCH
MENU) flashing; use the Red "LEFT" or Green "RIGHT"
Buttons, until
the "DR." Icon
(DR. PINBALL)
is flashing:
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If this display flashes, the game is indicating that CMOS RAM
memory (CPU Loc. U212) has been corrupted. This is caused
be either failure in memory (e.g. batteries are dead and/or faulty
RAM) or upon installation of updated version of game code.
Opening the Coin Door will initiate a Factory Restore (Reset),
by opening the Memory Protect Switch. Check battery voltage
at VBATT Test Point on the CPU/Sound Bd. (more details in Section 5, Chapter 4, PCBs).
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Location of Dip Switch [SW300] is on the CPU/Sound Board (Right of CN6, Top Middle)
8 88 8 8
CPU COUNTRY SETTING: Pos. CPU COUNTRY SETTING: Pos. CPU COUNTRY SETTING: Pos.
8 88 888 8 8
CPU COUNTRY SETTING: Pos. CPU COUNTRY SETTING: Pos. CPU COUNTRY SETTING: Pos.
8 8888 8 8
CPU COUNTRY SETTING: Pos. CPU COUNTRY SETTING: Pos. CPU COUNTRY SETTING: Pos.
88 8 88 8
CPU COUNTRY SETTING: Pos. CPU COUNTRY SETTING: Pos. CPU COUNTRY SETTING: Pos.
8 8 8 88
CPU COUNTRY SETTING: Pos. CPU COUNTRY SETTING: Pos. CPU COUNTRY SETTING: Pos.
8 8 8 888
CPU COUNTRY SETTING: Pos. CPU COUNTRY SETTING: Pos. CPU COUNTRY SETTING: Pos.
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14, 15 (Trans: 515-0173-00; Rec: 515-0174-00) and 33 (Trans: 515-7307-00; Rec: 515-7308-00) . Switch 56 Part Note: The Switch is comprised of a Hanger Bracket (535-5319-00) and Contact Wire (535-7563-01) located in the Cabinet.
Some Switch Diodes may be located under the playfield, in the Cabinet or Backbox on Terminal Strips or Diode Boards and not on the assemblies. DOTS: D iode O n T erminal S trip See Section 5, Chapter 2, Playfield Wiring.
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Switch Part Note: Yen Coin Switch is 180-5091-00. Part numbers which start with 515- or 500- include the bracket, target, and/or housing. Sw. 14, 15 & 33 Part Note: Transmitter & Receiver OPTO PC Boards are used for Switches
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&ROXPQ 1: Q1 2: Q2 3: Q3 4: Q4 5: Q5 6: Q6 7: Q7 8: Q8 *5281' GROUND
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GRN-BRN GRN-RED GRN-ORG GRN-YEL GRN-BLK GRN-BLU GRN-VIO GRN-GRY ,& BLK
5RZ 8
5HWXUQ CN5-P1 CN5-P3 CN5-P4 CN5-P5 CN5-P6 CN5-P7 CN5-P8 CN5-P9 ,13876 CN6-P1, -P11
1: U400 1 Cabinet Side 9 17 Below P/F 25 Below P/F 33 Below P/F 41 Backbox 49 Below P/F 57 Below P/F 1: U206 DS-1 on Cabinet Side
WHT-BRN LEFT NOT LT DROP
D
O LOCKUP BACKBOX LEFT LEFT GRY-BRN #1 LEFT
BUTTON USED 3-BANK S-U TARGET T 1 (RIGHT) 5-BANK (TOP) BUMPER OUTLANE FLIPPER
CN7-P9 (UK ONLY) BOT S CN6-P2 BUTTON
Sw. Part Number: 180-5160-00 515-5162-02 180-5158-00 See Sw. Part Note 515-6027-08 180-5015-03 500-6227-02 Sw. Part Number: 180-5160-00
2: U400 2 Coin Door 10 Below P/F 18 Below P/F 26 34 Below P/F 42 Backbox 50 Below P/F 58 Below P/F 2: U206 DS-2 Below Playfield
WHT-RED 4TH LT NOT LOCKUP BACKBOX RIGHT LEFT GRY-RED #2 LEFT
CN7-P8 COIN SLOT STANDUP 3-BANK S-U
MID USED 2 5-BANK 2 BUMPER RETURN
LANE CN6-P3
FLIPPER E.O.S
(End-of-Stroke)
Sw. Part Number: 180-5204-00 515-5967-06 515-5162-02 180-5119-02 515-6027-08 180-5015-03 500-6227-02 Sw. Part Number: 180-5149-00 on Flipper
3: U400 3 Coin Door 11 Below P/F 19 Below P/F 27 35 Below P/F 43 Backbox 51 Below P/F 59 Below P/F 3: U206 DS-3 on Cabinet Side
WHT-ORG 6TH 4-BALL LT NOT LOCKUP BACKBOX BOTTOM LEFT GRY-ORG #3 RIGHT
COIN SLOT TROUGH #1 3-BANK S-U USED 3 (LEFT) 5-BANK 3 BUMPER SLINGSHOT FLIPPER
CN7-P7 (LEFT) TOP CN6-P4 BUTTON
Sw. Part Number: Future Use 180-5119-02 515-5162-02 180-5119-02 515-6027-08 180-5015-03 180-5054-00 (x2) Sw. Part Number: 180-5160-00
4: U400 4 Coin Door 12 Below P/F 20 Below P/F 28 Below P/F 36 Below P/F 44 Backbox 52 Backpanel 60 Below P/F 4: U206 DS-4 Below Playfield
WHT-YEL RIGHT 4-BALL RT LEFT D
O BACKBOX SKILL RIGHT GRY-YEL #4 RIGHT
CN7-P6 COIN SLOT TROUGH #2 3-BANK S-U
TOP
ORBIT
BOTTOM
VUK T
S 5-BANK 4 SHOT OUTLANE CN6-P6 FLIPPER E.O.S.
(End-of-Stroke)
Sw. Part Number: 180-5204-00 180-5119-02 515-5162-02 500-6227-02 180-5116-01 515-6027-08 180-5163-01 500-6227-02 Sw. Part Number: 180-5149-00 on Flipper
5: U401 5 Coin Door 13 Below P/F 21 Below P/F 29 Below P/F 37 Below P/F 45 Backbox 53 In Cabinet 61 Below P/F 5: U206 DS-5
CENTER
WHT-GRN COIN 4-BALL RT LEFT LEFT BACKBOX TOURNAMENT RIGHT GRY-GRN NOT
SLOT / TROUGH #3 3-BANK S-U ORBIT TOP 5-BANK (BOT) START RETURN USED
CN7-P5 DBA MID TOP LANE LANE CN6-P7
Sw. Part Number: 180-5204-00 180-5119-02 515-5162-02 500-6227-02 500-6227-02 515-6027-08 180-5174-00 500-6227-02 Sw. Part Number:
6: U401 6 Coin Door 14 Below P/F 22 Below P/F 30 Above P/F 38 Below P/F 46 Below P/F 54 In Cabinet 62 Below P/F 6: U206 DS-6 on Coin Door
WHT-BLU LEFT 4-BALL RT LEFT MIDDLE RIGHT START RIGHT GRY-BLU #6 VOLUME
COIN SLOT TROUGH 3-BANK S-U RAMP TOP ORBIT TOP BUTTON SLINGSHOT (RED BUTTON)
CN7-P3 VUK OPTO BOT LANE CN6-P8 (In Test: LEFT)
Sw. Part Number: 180-5204-00 See Sw. Part Note 515-5162-02 180-5190-48 500-6227-02 500-6227-01 180-5174-00 180-5054-00 (x2) Sw. Part Number: 180-5192-02
7: U401 7 Coin Door 15 Below P/F 23 Below P/F 31 Above P/F 39 Below P/F 47 55 Gun on Cab. 63 7: U206 DS-7 on Coin Door
WHT-VIO 5TH 4-BALL CAPTIVE T-X RIGHT NOT GUN NOT GRY-VIO #7 SERV. CRED.
COIN SLOT STACKING BALL MADE TOP USED TRIGGER USED (GREEN BUTTON)
CN7-P2 OPTO LANE CN6-P9 (In Test: RIGHT)
Sw. Part Number: Future Use See Sw. Part Note 500-6139-02 180-5190-28 500-6227-02 180-5111-00 Sw. Part Number: 180-5192-04
8: U401 8 Cabinet Side 16 Below P/F 24 Below P/F 32 Above P/F 40 Above P/F 48 56 In Cabinet 64 8: U206 DS-8 on Coin Door
WHT-GRY RIGHT SHOOTER RIGHT RIGHT CENTER NOT PLUMB NOT GRY-BLK #8 BEGIN TEST
BUTTON LANE ORBIT RAMP RAMP USED BOB USED (BLACK BUTTON)
CN7-P1 (UK ONLY) BOTTOM TILT CN6-P10 (In Test: ENTER)
Sw. Part Number: 180-5160-00 500-6227-01 500-6227-02 180-5190-48 180-5190-28 See Sw. 56 Note Sw. Part Number: 180-5192-00
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Switch 52 located behind the Back
Panel, under the Back Panel Trough.
%DFNER[,QVHUW:
= Switches above Playfield.
From Playfield
= Switches below Playfield.
= Switches not on Playfield.
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Some Lamp Diodes may be located under the playfield, in the Cabinet or Backbox on Terminal Strips and not on or with the Lamp Socket. DOTS: D iode O n T erminal S trip See Section 5, Chapter 2, Playfield Wiring.
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&ROXPQ 1: U17 2: U16 3: U15 4: U14 5: U13 6: U12 7: U11 8: U10
Y
5RZ YEL-BRN YEL-RED YEL-ORG YEL-BLK YEL-GRN YEL-BLU YEL-VIO YEL-GRY
*URXQG J13-P9 J13-P8 J13-P7 J13-P6 J13-P5 J13-P4 J13-P3 J13-P1
Lamp Part Note: #555 Bulb Clear = 165-5002-00. #44 Bulb Clear = 165-5000-44. See Section 4, Chapter 1, Parts Identification & Location, Pages 72-74 for more details on bulbs and corresponding sockets.
1: Q33 1 #555 Bulb 2 #555 Bulb 3 #555 Bulb 4 #555 Bulb 5 #555 Bulb 6 #555 Bulb 7 #555 Bulb 8 #555 Bulb
RED-BRN LEFT SECUR- LEFT SECUR- LEFT SECUR- LEFT SECUR- LEFT SECUR- LEFT 3- LEFT 3- LEFT 3-
J12-P1 ITY LEVEL 1 ITY LEVEL 2 ITY LEVEL 3 ITY LEVEL 4 ITY LEVEL 5 BANK BOT BANK MID BANK TOP
2: Q34 9 #555 Bulb 10 #555 Bulb 11 #555 Bulb 12 #555 Bulb 13 #555 Bulb 14 #555 Bulb 15 #555 Bulb 16 #555 Bulb
RED-BLK RIGHT SECUR- RIGHT SECUR- RIGHT SECUR- RIGHT SECUR- RIGHT SECUR- RIGHT 3- RIGHT 3- RIGHT 3-
J12-P2 ITY LEVEL 1 ITY LEVEL 2 ITY LEVEL 3 ITY LEVEL 4 ITY LEVEL 5 BANK BOT BANK MID BANK TOP
3: Q35 17 #555 Bulb 18 #555 Bulb 19 #555 Bulb 20 #555 Bulb 21 #555 Bulb 22 #555 Bulb 23 #555 Bulb 24 #555 Bulb
RED-ORG SPOT SECURITY VIDEO EXTRA LEFT
J12-P3 WEAPON LEVEL HURRY UP MODE BALL ASSAULT RAMP ARROW (A) BC
4: Q36 25 #555 Bulb 26 #555 Bulb 27 #555 Bulb 28 #555 Bulb 29 #555 Bulb 30 #555 Bulb 31 #555 Bulb 32 #555 Bulb
RED-YEL RIGHT
J12-P4 100,000 200,000 300,000 500,000 750,000 1,000,000 RAMP ARROW AB (C)
5: Q37 33 #555 Bulb 34 #555 Bulb 35 #555 Bulb 36 #555 Bulb 37 #555 Bulb 38 #555 Bulb 39 #555 Bulb 40 #555 Bulb
RED-GRN LEFT LEFT RIGHT RIGHT KICK LEFT MIDDLE RIGHT
J12-P5 OUTLANE RETURN LANE RETURN LANE OUTLANE BACK TOP LANE TOP LANE TOP LANE
6: Q38 41 #555 Bulb 42 #555 Bulb 43 #555 Bulb 44 #555 Bulb 45 #555 Bulb 46 #555 Bulb 47 #555 Bulb 48 #555 Bulb
RED-BLU LEFT LEFT LEFT LEFT ADVANCE
J12-P6 RPG FINAL BATTLE ORBIT ARROW HURRY UP (R) ED R (E) D RE (D) RED
7: Q39 49 #555 Bulb 50 #555 Bulb 51 #555 Bulb 52 #555 Bulb 53 #555 Bulb 54 #555 Bulb 55 #555 Bulb 56 #555 Bulb
RED-VIO RIGHT RIGHT RIGHT START TOURNAMENT CENTER
J12-P8 RPG MYSTERY ORBIT ARROW HURRY UP BUTTON BUTTON RAMP ARROW A (B) C
8: Q40 57 #44 Bulb 58 #555 Bulb 59 #555 Bulb 60 #555 Bulb 61 #555 Bulb 62 #555 Bulb 63 64 #44 Bulb
RED-GRY ASSAULT T-X LOCK JACKPOT SUPER JACK- NOT
J12-P9 ARROW ARROW ARROW ARROW POT ARROW SPECIAL USED T-X
9: Q41 65 #555 Bulb 66 #555 Bulb 67 #555 Bulb 68 #555 Bulb 69 #555 Bulb 70 71 Big Red LED 72 #555 Bulb
RED-WHT BACK BACK BACK BACK BACK NOT TERMINATOR
J12-P10 BOX (TOP) BOX 2 BOX 3 BOX 4 BOX (BOT) USED EYE (?)
10: Q42 73 #555 Bulb 74 #555 Bulb 75 #555 Bulb 76 #555 Bulb 77 #555 Bulb 78 #555 Bulb 79 #555 Bulb 80 #555 Bulb
RED SUPER MAX PAYBACK FINAL AUTO SHOOT
J12-P11 JACKPOT ASSAULT ESCAPE TIME RPG BATTLE LAUNCH (OPT.) AGAIN
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Small Lamps (not numbered) are
Backpanel Top Row and Playfield Pop Bumpers are General
Illumination (GIs). No Controlled Lamps on Backpanel. %DFNER[,QVHUW: Gen. Illum. (GIs), Large Lamps
= Lamps above Playfield. (not numbered) are Flash Lamps
From Playfield
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Transistor Ouput Board
Power Line
Color
Power Line
Connection
Power
Voltage
Drive Transistor
Control Line Color
D.T. Control
Line Connect
Coil GA-Turn
or Bulb Type
090-5004-00B
#4 BACKBOX RPG SW. GI Q4 I/O SEE Q4 J17-P2/3 19v AC BRN-YEL J8-P5 #44 Bulb x8
!
Power NOTE BELOW 090-5000-44
#5 BACKBOX KICKER Q5 YEL-VIO J10-P4/5 50v DC BRN-GRN J8-P6 23-800
Driver 090-5001-00B
#6
#7
NOT USED
NOT USED
Q6
Q7
6 BRN-BLU
BRN-VIO
J8-P7
J8-P8
#8 DROP TARGET DOWN Q8 YEL-VIO J10-P4/5 50v DC BRN-GRY J8-P9 32-1250
515-6916-01
Q4 Note: Power Line Color is GRY~3A Fuse~RED-YEL and GRY-GRN~3A Fuse~YEL-RED
+LJK &XUUHQW &RLOV *URXS Drive Driver
Transistor Ouput Board
Power Line
Color
Power Line
Connection
Power
Voltage
Drive Transistor
Control Line Color
D.T. Control
Line Connect
Coil GA-Turn
or Bulb Type
5
#10 RIGHT BUMPER Q10 YEL-VIO J10-P4/5 50v DC BLU-RED J9-P2 26-1200
26-1200 !
090-5044-00T
#11 BOTTOM BUMPER Q11 YEL-VIO J10-P4/5 50v DC BLU-ORG J9-P4
23-8000 !
090-5044-00T
#12 KICKBACK Q12 I/O YEL-VIO J10-P4/5 50v DC BLU-YEL J9-P5
26-1200 !
090-5001-00B
Power
#13 VUK Q13 Driver YEL-VIO J10-P4/5 50v DC BLU-GRN J9-P6
26-1200 !
090-5044-00T
#14 T-X VUK
#15 LEFT FLIPPER (50v RED/YEL)
Q14
Q15
6 YEL-VIO
GRY-YEL~3A
J10-P4/5 50v DC
J10-P1/2 50v DC
BLU-BLK
ORG-GRY
J9-P7
J9-P8 22-1080 !
090-5044-00B
22-1080 !
Fuse~RED-YEL 090-5032-00T
#16 RIGHT FLIPPER (50v RED/YEL) Q16 BLU-YEL~3A J10-P1/2 50v DC ORG-VIO J9-P9
Fuse~RED-YEL 090-5032-00T
#17 LEFT SLINGSHOT Q17 BRN J7-P1 20v DC VIO-BRN J7-P2 23-8000 !
23-8000 !
090-5001-00T
#18 RIGHT SLINGSHOT
#19 NOT USED
Q18
Q19
5 BRN J7-P1 20v DC VIO-RED
VIO-ORG
J7-P3
J7-P4
090-5001-00T
#20 BACKBOX MOTOR RELAY Q20 I/O BRN J7-P1 20v DC VIO-YEL J7-P6 Relay
!
500-6700-00
Power 26-1200
#21 BACK PANEL DIVERTER Q21 Driver BRN J7-P1 20v DC VIO-GRN J7-P7
26-1200 !
090-5044-00B
#22 LEFT UP POST
#23 CENTER UP POST
Q22
Q23
6 BRN
BRN
J7-P1
J7-P1
20v DC
20v DC
VIO-BLU
VIO-BLK
J7-P8
J7-P9 26-1200 !
090-5044-00T
090-5044-00T
#24 OPTIONAL COIL Q24 RED J16-P7 5v DC VIO-GRY J7-P10 Opt. 5v
D iode O n T erminal S trip (if noted)
5
#26 FLASH: T-X X2 Q26 ORG J6-P10 20v DC BLK-RED J6-P2 #89 Bulb
165-5000-89
#27 FLASH: BACK BOX LEFT X4 Q27 ORG J6-P10 20v DC BLK-ORG J6-P3 #89 Bulb
165-5000-89
#28 FLASH: BACK BOX RIGHT X4 Q28 I/O ORG J6-P10 20v DC BLK-YEL J6-P4 #89 Bulb
165-5000-89
Power #89 Bulb
#29 FLASH: SUPER JP Q29 Driver ORG J6-P10 20v DC BLK-GRN J6-P5 165-5000-89
6
#30 FLASH: BACK PANEL X4 Q30 ORG J6-P10 20v DC BLK-BLU J6-P6 #89 Bulb
165-5000-89
#31 FLASH: MID L&R X2 Q31 ORG J6-P10 20v DC BLK-VIO J6-P7 #906 Bulb
165-5004-00
#32 FLASH: BOT L&R X2 Q32 ORG J6-P10 20v DC BLK-GRY J6-P8 #906 Bulb
165-5004-00
1RWH ,Q 7HVW )ODVK /DPSV 0HQX )ODVK ,FRQ )ODVKHUV WHVWHG DUH DOO )ODVK /DPSV ORFDWHG EHWZHHQ 44 7KLV *DPH 44
$X[LOLDU\ 8. 21/< Drive Driver
Transistor Ouput Board
Power Line
Color
Power Line
Connection
Power
Voltage
Drive Transistor
Control Line Color
D.T. Control
Line Connect Coil GA-Turn
AUX 1: LEFT UP/DOWN POST Q1 BRN J7-P1 20v DC WHT CN2-P5 26-1200 !
!
Solenoid 090-5044-00T
AUX 2: CENTER UP/DOWN POST Q2 BRN J7-P1 20v DC RED CN2-P4 23-1100
Expander
26-1200 !
090-5030-00T
Auxiliary
AUX 3: RIGHT UP/DOWN POST Q3 BRN J7-P1 20v DC ORG CN2-P3
! Coil Note: ! Either -00B or -00T can be used for coil replacements. B/T listed is preferable for easier diode access & may differ on game.
090-5044-00T
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Some Coil or Flash Lamp Diodes may be located under the playfield, in the Cabinet or Backbox on Terminal Strips or Diode Boards and not on the assemblies. DOTS: D iode O n T erminal S trip See Sec. 5, Chp. 2, Playfield Wiring.
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= Coils / Flash Lamps above Playfield.
9ROWDJH
= Coils / Flash Lamps below Playfield.
= Coils / Flash Lamps not on Playfield.
&RORU = Color of Mini-Mars of Flash Lamp Bulb.
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For Parts & Service, call your nearest Distributor. View the above maps & the directories on the next page to locate your closest Distributor in your state, province, or
country. Distributors and phone numbers are subject to change. Call Stern Pinball, Inc. (Parts Sales & Technical Support) with any questions or if your Distributor
cannot help you: 1-800-542-5377 (in USA or Canada) or 1-708-786-5466. Visit us at www.SternPinball.com for current Distributor Information & other pinball needs.
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$5,=21$ ,1',$1$ 0,66285, 1-513-851-4100 'LVFRXQW $UFDGH *DPHV Parts & Service Only:
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1-713-523-7366
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San Antonio (3)
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Buena Park (1) Wichita Omaha 2./$+20$ Corsicana (4)
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Orlando (1) :HLQHU 'LVWULEXWLQJ 1-732-364-9900 1-610-265-1155
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Mrytle Beach
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Elk Grove Village (1) 1-616-241-1472 Richmond Hill (1)
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or Provinces with more
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Chicago (2) *UHHQ *$0(6 distributor are numbered.
773-384-2300 2SHUDWRUV 'LVWULEXWLQJ Memphis View the map on the
Archdale (2) 1-901-353-1000 previous page.
1-336-884-5714
Note: Distributors are subject to change. Visit us at www.SternPinball.com for current Distributor Information.
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[54] 22-3495-5532 [32] 2414-4596 [33] 2338-96162 [39] 5499-00361 [47] 2291-8383 [41] 6238-88961
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Ansfelden (Oslo, Norway) [49] 4101/30 24-0 Christchuch Madrid Cardiff, S. Wales
[43] 72-297-8660 [47] 2291-8383 +21* .21* [64] 3338-1411 [34] 9167-16980 [44] (0) 2920 343888
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This game must be connected to a properly grounded outlet to reduce shock hazard & insure pro-
per game operation. See Sec. 5, Schematics & Troubleshooting, Chp. 3, Cabinet Wiring (Transformer
Power Wiring), for transformer connections required for Normal, High, and Low Line conditions.
Normal Line: 110v AC - 125v AC @ 60Hz
Domestic AVG OPERATION MAX OPERATION
use an 8AMP 250v Slo-Blo Fuse. CURRENT: 2.8AMP CURRENT: 8AMP
WATTAGE: 329w WATTAGE: 940w
High Line: 218v AC - 240v AC @ 50Hz
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use 2x 5AMP 250v Slo-Blo Fuses. England
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ToPS +4" The overall Front / Back Height
dimensions include the added "
with the Leg Levelers turned all
the way in.
75" Back Width * P L E A S E N O T E:
To reduce the possibility If the optional ToPS Kit is
Back Height *
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Section 4, Chapter 1, Parts Identification & Location (The Pink Pages) Continued from the Previous Page
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...after reading the Pinball Game Set-Up
Instruction Sheet (SPI Part N 755-5310-00)
included with your New Pinball Game,
continue with the below procedures:
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1. Check all connectors in the Backbox for
loose wire terminations. Reseat any loose wire
by pushing in on the terminal. Push on all
connectors plugged into the CPU/Sound Board,
I/O Power Driver Board, and the Display Power
Bd. to check that they are properly seated.
Ensure Fluorescent Light Tube is seated
correctly. Check that all fuses are seated
properly. Close and lock the Backbox and
secure its keys back inside the Coin Door.
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2. Make sure the proper amount of pinballs
were installed (Amount of balls are always
specified on decal attached to the lock down
assembly and at the top of the inside cover).
6. Lower the playfield and ensure game is level side-to-side by adjusting Leg Levelers, if required. See the
illustration "Leg Leveler Adjustment" on Page 4. Start with the Leg Levelers turned all the way in (1.25"
from floor to bottom of leg), depending on the condition of the floor, adjust the Leg Levelers as required until
the game pitch is 6.5, determined by the Bubble Level.
USE THE BUBBLE LEVEL ON THE WOOD RAIL (LOWER RIGHT) TO DETERMINE IF LEVEL IS ACHIEVED.
BUBBLE SHOULD APPEAR BETWEEN THE 2 BLACK LINES. SEE PAGE 4 FOR AN ILLUSTRATION.
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7. If desired, perform any self tests at this time (see Section 3, Chapter 1, Portals Service Menu Introduction,
and Chapter 2, GO TO DIAGNOSTICS MENU, for instructions on how to enter "Begin Play Test" and "Game
Name Test" Menus to test components on the game).
8. If desired, adjust Game Pricing, Standard and/or Custom (see Section 3, Chapter 4, GO TO ADJUSTMENTS
Per CE: "The MENU and Section 3, Chapter 5, GO TO INSTALLS MENU to adjust Game Difficulty, 3- or 5-Ball Play, Home
appliance has
to be placed in or Tournament Settings, Novelty, Add-A-Ball, etc.).
a horizontal
position." "This
appliance is
not to be
cleaned by a
Water Jet."
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For more Backbox details & part numbers, see Section 4,
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Attach the four (4) Leg Assemblies to cabinet corners with the eight (8) leg bolts provided . Cabinet Leg
Start adjustment with the leg levelers turned all the way
in.
View the bubble in the level provided on the right side 3e -16
8
Hex
wood rail. Nut
Bubble
Bubble Level Adjust the front or rear levelers as necessary to cause
located on
the wood rail the bubble to float between the two (2) black lines.
next to the Bubble
Shooter Lane.
should be
between Use a pinball to roll down the center of the playfield for Leg Leveler
the 2 black
lines.
side-to-side leveling. turned all
the way in.
YOUR PLAYFIELD PITCH IS NOW AT 6.5 AS
REQUIRED FOR PROPER GAME PLAY!
Note: For custom adjustment greater than >6.5 can be achieved by turning out the rear leg leveler(s), however, it is not recommended.
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With the front molding & glass removed, carefully lift the playfield (take care when using the Bottom Arch to hoist).
Position 3
With the playfield at rest, hold the sides & pull toward
the front of the cabinet (approx. 6" to 8"), until Fig. 2A Fig. 2C
resistance is felt from Edge Slide Brackets stopping Fig. 2B
against the Slide & Pivot Support Brackets located
on either side of the cabinet (Fig. 2A). At this time,
swivel the playfield toward the Backbox, then rest on
the top edge (Fig. 2B & 2C).
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Insert coin(s). The game generates a sound for the Features are lit on the playfield and started by
first coin & for each subsequent coin with the display completing certain shots (e.g. completion of Target
indicating the number of credits posted. Press the Banks, Orbit(s), Ramp(s) and/or any combination of
Start Button and a start-up sound is produced, and the shots).
the posted credits are reduced by one. Subsequent
players can be added (up to 4 can play!) by pressing 0XOWLEDOO
the Start Button before the end of ball 1 (with
sufficient credit in the game). Multiball is started after completion of certain features
(amount of balls used depends on game rules).
The display now indicates the player or # of players
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selected from the total depressions of the Start 5HSOD\)HDWXUH
Button. The display indicates the ball in play, and a
ball is served to the Shooter Lane. An introduction is Replay awards are given as the player exceeds a High
shown followed by Skill Shot Graphics and/or instruc- Score Level during game play. This can be adjusted
tions. Pressing the Start Button after ball 1 of any with Standard Adj. 3, Replay Award (Default =
player will start a new game (if credits are available), CREDIT). Players exceeding the High Score Levels
but only if the Start Button is depressed for 2-3 can receive: CREDIT, EXTRA BALL, or SPECIAL.
seconds. This delay is to avoid accidental "re-starts" Adjust to NONE if a replay award is not desired.
of a game. Note: Any partial credit remaining during
game play after the end of ball 1, or power down, will
be eliminated.
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6WDUWLQJ7HDP3OD\ 'RXEOH V When all player(s) have played all balls (including any
This option is adjustable with Standard Adj. 50, Team Extra Balls), the game ends. If power is interrupted
Scores (Default = NO). If Standard Adj. 50, Team during the course of a game, it will end that game (see
Scores is changed to YES, then Team Play will be Starting a Normal Game). Closure of the Plumb Bob
made available. Team Play only works in a 4-Player Tilt Switch according to the number of tilts set,
Game. The totals for Players 1/ 3 (Team 1) & Players Standard Adj. 15, Tilt Warnings (Default = 01) or
2 / 4 (Team 2) are then displayed individually as well prolonged closure, will end the current Ball-In-Play.
as the combined score for BOTH TEAMS. Closure of the Slam Tilt Switch on the Coin Door ends
the current game(s).
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This Pinball Game is ToPS (Tournament Pinball
System) Ready. Optional Tournament equipment & At the end of each ball, earned bonuses are collected.
hardware (sold separately) is required. At the end of the last ball of a game (including any
extra balls, if applicable), earned bonuses are col-
Review Section 3, Chapter 7, GO TO TOURNAMENT lected, then the system produces a random 2-digit
MENU, for more info! number (a multiple of 10; 00 to 90). Matching the last
2 digits of the players score with this number awards a
Unlike a "Normal Game", the Tournament Game is credit. In Std. Adj. 13, Match Percentage (Default =
started by depressing the Tournament Start Button 8%) can be changed from 0-10%. Changing the
(located on the Front Molding, if installed). If adequate percentage to 0% displays the "Match Animation" at
credit(s) are posted and a Tournament is started via the end of the game, however, will never match nor
Portals (select the "TOUR" Icon in the Main Menu), award anything. Changing this adjustment to OFF will
the Tournament Start Button will flash. Any adjust- not display the "Match Animation" nor award anything.
ments or installs changed will not be in affect. Starting
a Tournament Game defaults to preprogrammed (QWHULQJ,QLWLD OV1DPH
Tournament Rules (e.g. No Extra Balls, Specials or If player achieved a new High Score in a game or
Bonus Credits are awarded); however, starting a achieved a Special Feature (if given) the player may
Normal Game after a Tournament Game will then enter 3 Initials. In Std. Adj. 29, High Score Initials
revert back to any unique adjustments or installs (Default = 3 Initials) can also be changed to 10-Letter
performed previously. During and End of Game Name. Use the Flipper Buttons to choose a letter or
Features operate in the same manner (differences in character as seen on the Dot Display. Hitting the Start
adjustment defaults are present). Button locks in the letter or character and proceeds to
the next letter. The game then proceeds into the
Game-Over Mode and then to the Attract Mode.
Note: Standard Adj. 31, Custom Message (Default
= ON) can be displayed during the Attract Mode; enter
letters in the same fashion.
For more details on Adjustments, see Sec. 3, Chp. 4.
Continued Next Page.
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This game is equipped with Auto Percentaging, Standard Adj. 01, Replay Type (Default = AUTO, adjustable).
The Replay Percent is automatically adjusted, Standard Adj. 02, Replay Percentage, or you can set a Fixed
Replay Score. Four levels may be selected. Adjustments allow awarding of a "CREDIT" (or your setting) as each
level is exceeded. This can be adjusted with, Standard Adj. 03, Replay Award (Default = CREDIT). With the
Autopercentage Feature, if the actual replay percent- age is higher or lower than that desired, the game will
automatically adjust for the new recommended percentage score(s). You may choose to make a different
"score-to-beat" adjustment; this is done by utilizing Standard Adj. 04, Replay Levels. For more details with
Adjustments, see Section 3, Chapter 4, GO TO ADJUSTMENTS MENU; also, see see Section 3, Chapter 5, GO
TO INSTALLS MENU for further customization of your Pinball Game.
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Below is a COPY of the Game Instruction Card (SPI N: 755-5179-00 USA) which is included with every game.
If your card is lost or damaged, simply COPY this page and cut out the Instruction Card as a temporary replace-
ment until a new card is ordered.
(Hint: COPY & CUT along the dotted line and fold in the center to keep the "COPY" sturdy.)
COPY &
CUT
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Service Switch Set (Red, Green & Black Buttons) Access & Use ......................................................... 8
] Function 1, Volume Menu / Function 2, Service Credits Menu / Function 3, Portals Service Menu .................................... 8
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How to Use This Section ............................................................................................................................ 9
Portals Service Menu Icon Tree for Terminator3 Pinball ..............................................................10-11
] Example .......................................................................................................................................................................... 12-13
QUIT THIS SESSION (Exiting the Portals Service Menu) & Problem / Solution Table ...................... 14
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GO TO DIAGNOSTICS MENU ............................................................................................................... 15
Go To Switch Menu Switch Test Active Switch Test Dedicated Switch Test ........................................16
] Switch Matrix Grid & Dedicated Switches
] Switch Matrix Grid Locations, Typical Switch Wiring & Schematic, Dedicated Switch Schematic ........................................ 17
Go To Coil Menu Single Coil Test Cycling Coil Test........................................................................................18
] Partial Coils Detailed Chart ...
] Coil & Flash Lamp Locations, Typical Coil WIring, Bulb Types used for Flash Lamps .......................................................... 19
] Coils Detailed Chart Table .................................................................................................................................................... 20
] Backbox I/O Power Driver Board Detailed Wiring Diagram .................................................................................................. 21
Go To Lamp Menu Single Lamp Test Test All Lamps Row & Column Lamp Tests...............................22
] Lamp Matrix Grid
] Lamp Matrix Grid Locations, Typical Lamp Wiring & Schematic, Bulb Types used for Lamps.............................................. 23
Test Flash Lamps Clear Ball Trough............................................................................................................................24
Technician Alerts (Switch Detection and Pinball Detection) .................................................................................... 24-25
Service Phone # Begin Play Test .................................................................................................................................25
Fire Knocker Sound / Speaker Test (Speaker Phase Testing) Begin Burn In......................................................26
Dot Matrix Test (Dot Matrix Display Explained) ......................................................................................................... 26-27
RPG Backbox Test........................................................................................................................................................ 27-28
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Go To Fuse Table (with Example)......................................................................................................................................29
BACKBOX LAYOUT LOCATIONS: Fuses, Bridges, Relays & ROMs..................................................... 30
Dr. Pinball Coil Flow Chart Switch Flow Chart Lamp Flow Chart ..........................................................31
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] EARNINGS & STANDARD AUDIT TABLES.......................................................................................................................... 32
GO TO AUDITS MENU........................................................................................................................... 33
Earnings Audits (01-14)......................................................................................................................................................33
Standard Audits (01-67)................................................................................................................................................ 34-35
Feature Audits (01-102) ......................................................................................................................................................36
Go To Printer Menu Quick Printout Full Printout Reset Printer .............................................................37
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] STANDARD & FEATURE ADJUSTMENT TABLES............................................................................................................... 38
GO TO ADJUSTMENTS MENU............................................................................................................. 39
Standard Adjustments (01-52) ..................................................................................................................................... 39-43
Feature Adjustments (01-12)........................................................................................................................................ 44-45
Custom Message (Direct Access to Adjustment (31) ......................................................................................................46
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GO TO INSTALLS MENU....................................................................................................................... 47
Install Extra Easy Install Easy ......................................................................................................................................47
Install Normal Install Hard Install Extra Hard Install 3-Ball Install 5-Ball
$.50 Tournament Free Play Tournament Install Home Play ..................................................................................48
Film Star Reset Install Novelty Install Add-A-Ball Install Factory ...................................................................49
] Overview of Standard Adjustment Changes and ... Feature Adjustment Changes with selection of these Installs......... 49-50
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GO TO RESET MENU............................................................................................................................ 51
Reset Coin Audits Reset Game Audits Reset High Scores Reset Credits Factory Reset .......................51
] Example ............................................................................................................................................................................... 52
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GO TO TOURNAMENT MENU (OPTIONAL USE ONLY)...................................................................... 53
] TOURNAMENT ADJUSTMENT TABLES & TOURNAMENT AUDIT TABLE ........................................................................ 54
Tournament Adjustments (01-10) ......................................................................................................................................55
Start Tournament Stop Tournament Tournament Prizes Tournament Audits (01-12)....................................56
Tournament Audits Continued Sign Messages A-B (Tournie Adj. 11-12) .................................................................57
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To access any of these three (3) functions you must first open the
Coin Door (see pictorial above) with the Game in the Attract Mode
(not already in any Function or Menu stated below).
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Pushing the Red "VOLUME" Button first, enters the Volume
Menu. While in this Mode, to DECREASE the volume, hold down
or depress the Red "LEFT" Button until desired the volume is
achieved; to INCREASE the volume, hold down or depress the
Green "RIGHT" Button until the desired volume is achieved.
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Note: Pushing the Left or Right Flipper Buttons operates the same as the Red
or Green Buttons of the Service Switch Set, while in this Volume Mode.
Set between 0-31; Once your adjustments are made, this menu will
automatically exit a few seconds after the last button depression.
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Pushing the Green "SERVICE CREDITS" Button first, adds
Service Credits (will not affect your audits as "paid" credits).
This is useful for the technician to test games in regular play without
affecting the game audits. Each depression adds 1 credit; up to 50
credits can be applied. Std. Adj. 16, Credit Limit, determines this,
however, it can be changed from 04-50; for details see Chapter 4 of
this Section 3. Once your credits are added, this menu will
automatically exit a few seconds after the last button depression.
Note: This function is disabled if Standard Adjustment 30, Free Play, is set to
YES. The Service Credits are limited to the Credit Limit in addition to any paid open
credits present in the game (e.g. If the Credit Limit is 30, and there are 8 paid credits Adjustments
present, only 22 Service Credits can be applied.).
Please read the remainder of this Chapter for more information on the Portals Service Menu. The remaining six
(6) Chapters of this Section explains all Icons & Menus in detail. Read! Read! Read!
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Use the Red "LEFT" & Green "RIGHT" Buttons (or Left & Right Flipper Buttons) to move the selected Icon
left or right, and the Black "ENTER" Button (or Start Button) to activate the selected Icon. The use of the
Service Switch Set (Red, Green, & Black Buttons) is required in Switch Test or Active Switch Test, as the
Start & Flipper Buttons are a part of this test.
The MAIN MENU now appears with the "DIAG" Icon (GO TO DIAGNOSTICS MENU) flashing:
As the operator views the Menu Screen(s), the symbols indicates that there are more Icons to select in
each direction. The Icon selected will blink. Pushing the Black "ENTER" Button (or Start Button) will select the
Icon and the Menu Screen will change to the menu selected. Select the "PREV" Icons to move backwards
through the menu levels. Select the "QUIT" Icon to completely exit the Service Mode.
View the Portals Service Menu Icon Tree on the next pages for a complete overview of all menus used in this
system. The "HELP" Icon & "?" Mini-Icon provide explanation of ICON usage in the Menu where the "HELP" Icon
or "?" Mini-Icon was selected. View QUIT THIS SESSION (Exiting the Portals Service Menu) at the end of this
chapter (reference Section 3, Chapter 1, Portals Service Menu Introduction).
The chapters in this section, which coincide with the MAIN MENU, will also provide more detailed information.
Use both the manual and the display to help customize, troubleshoot and/or diagnose faults, if any.
Page 10
the LEFT or to the RIGHT
ENTERING THESE NOTED MENUS, YOU MUST PULL OUT available for selection.
Power Interlock Switch for operation with the Coin Door open.
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Section 3, Chapter 1
CONTINUED NEXT PAGE.
SWITCH x
ACTIVE DEDICATED SINGLE CYCLING SINGLE TEST ROW COLUMN COIL SWITCH LAMP
TEST SWITCH SWITCH COIL COIL LAMP ALL LAMP LAMP FLOW FLOW FLOW
XX TEST TEST TEST TEST TEST LAMPS TEST TEST CHART CHART CHART
SWITCH MENU COIL MENU LAMP MENU DR. PINBALL MENU
AUDITS MENU
Explanation & usage of common Large & Mini-Icons used in various Menus & Sub-Menus:
Note: Note:
In Sub-Menu If a new MINI-
Tests or Displays, ICON is used for
EARNINGS STANDARD FEATURE GO TO further action is
AUDITS AUDITS AUDITS PRINTER a specific
required: select & function, select
XX XX XX MENU activate the Return to the QUIT, exits & View HELP
appropriate Mini- PREVIOUS returns to the Screens of the the "?" Icon for
Icon(s). Menu. Attract Mode. current Menu. more information.
PortalsService Menu Icon Tree
ADJUSTMENTS MENU
OPTIONAL
PRINTING KIT
(sold separately) View the Answer NO or END current
IS REQUIRED Move LEFT or DECREMENT RUN (or acti-
RIGHT, select (-) or vate) selected schematic YES for Flow coil selection
previous/next INCREMENT test or coil. (DRAWing) of Chart Menu to select a new
QUICK FULL RESET FOR OPERATION current display. questions in coil for diag-
PRINTOUT PRINTOUT PRINTER OF THIS MENU. or move (+) displayed
STANDARD FEATURE CUSTOM backwards/ value or select Select while current Dr. Pinball nosing in Dr.
ADJUST- ADJUST- MESSAGE XX XX XX forwards. previous/next. switch, lamp or coil Menus. Pinball Menus.
MENTS MENTS XX PULSE coil. is viewed.
Portals Service
Menu Introduction
PRINTER MENU
PortalsService Menu Icon Tree Continued
MAIN MENU
Portals Service
GO TO GO TO GO TO GO TO GO TO GO TO QUIT
Menu Introduction
Note: After selection of any of the DIAGNOSTICS
X X
AUDITS ADJUSTMENTS INSTALLS RESET TOURNAMENT
X THIS Note: After selection of any of the
1st 13 Install Icons, the request is MENU MENU MENU MENU MENU MENU SESSION 1st 4 Reset Icons, the request is
installed and returns to the Install installed and returns to the Reset
Menu. The last icon activated Menu. Selecting a "FACT" Icon,
before exiting this menu will supercede the request is installed and exits the
any previous Icon selected in the group. Portals Service Menu System.
I N S TA L L S M E N U SELECTING
THIS ICON
IN ANY
MENU
WILL
EXIT
TM
PORTALS,
AND WILL
INSTALL INSTALL INSTALL INSTALL INSTALL INSTALL INSTALL $ .50 FREE PLAY INSTALL FILM INSTALL INSTALL INSTALL RETURN
EXTRA EASY NORMAL HARD EXTRA 3-BALL 5-BALL COMPETI- COMPETI- HOME STAR NOVELTY ADD-A- FACTORY TO THE
EASY XX XX XX HARD XX XX TION TION PLAY RESET XX BALL XX ATTRACT
MODE.
OPTIONAL
TOURNAMENT KIT
(sold separately)
IS REQUIRED
PortalsService Menu Icon Tree Continued
XX
TOURNAMENT START STOP TOURNA- TOURNA- SIGN FOR OPERATION
ADJUST- TOURNA- TOURNA- MENT X
MENT MESSAGES OF THIS MENU. For more detailed information on these Menus,
MENTS MENT MENT PRIZES AUDITS A-B review Chapters 1-7 in this Section 3.
Page 11
Section 3, Chapter 1
Sec. 3: ...Menu Intro.
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This example will demonstrate activation of Icons in the DIAGNOSTICS MENU. The example will show activation
of the "SW" Icon (GO TO SWITCH MENU). In this menu, the switches can be tested individually and also all
active switches can be tested. Use the same technique to access all the Icons in the Portals Service Menu.
Follow Portals Service Menu Icon Tree on the previous pages as a guide to help navigate through the entire
system (Also, go to the chapter in this manual explaining the icon(s) selected.).
If the display is in any other menu other than the MAIN MENU, use the Red "LEFT" & Green "RIGHT" Buttons
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to select the "PREV" Icon and press the Black "ENTER" Button to activate the ICON thus moving back to the
previous menu. Do so until MAIN MENU appears.
Chapters 2 through 7 will cover all menu items within the Portals Service Menu. The Icon is shown preceding
the text. Find the Icon in the Portals Service Menu by navigating with the Red or Green Buttons. Each chapter
started is from the MAIN MENU. Within the chapter, and Sub-Menu will be covered sequentially with their
explanation & function. If the operator "gets lost", select and activate the "PREV" Icon until the display indicates
MAIN MENU. For more help on Button Usage, select & activate the "HELP" Icon or "?" Mini-Icons.
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After entering Portals , the MAIN MENU now appears with the "DIAG" Icon (GO TO DIAGNOSTICS MENU)
flashing:
Press the Black "ENTER" Button to activate this ICON. The DIAGNOSTICS MENU now appears with the
"SW" Icon (GO TO SWITCH MENU) flashing:
Press the Black "ENTER" Button to activate this icon. The Switch Test Display now appears.
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All switches can be tested one at a time. When possible, use a pinball to close any playfield switches; rolling the
ball at Stand-Up Targets or over/under switches is suggested. Use finger for all non-playfield switches. As each
switch is closed, the respective Switch Matrix Grid Position (1-64) will be lit.
To view the schematic for the switch selected, press either the Red or Green Button to select the "DRAW"
Mini-Icon. Press the Black Button to activate this Mini-Icon; do so while the switch is momentarily closed.
This will bring up the Switch Schematic Display. The display describes the switch in the Switch Matrix which
includes the name of the switch, the Return (Row) Wire and the Drive (Column) Wire, drive transistor, and the
"Pin-Outs" from the CPU/Sound Board. Activating the "DRAW" Icon when a switch is not closed, will give the
generic switch schematic as shown below.
To exit any display where there are no Mini-Icons (Schematics or Help Displays), press any button to return to
the previous Menu.
While in Switch Test or Active Switch Test, the Flipper & Start Buttons are deactivated (because they can be
part of these tests). Use the Red "LEFT," Green "RIGHT" and/or Black "ENTER" Buttons to select and
activate the "MINI-ICONS" at the bottom of the display. In Switch Test, if the "<<" or ">>" Mini-Icon is activated,
the display will go to (slip between) the previous tests (Active & Dedicated Switch Tests). Use either the Red or
Green Button to select the "PREV" Mini-Icon. Press the Black "ENTER" Button to return to Switch Test Menu.
To exit out of this Sub-Menu, select and activate the "PREV" Icon in the Menu. The DIAGNOSTICS MENU now
appears with the "SW" Icon (GO TO SWITCH MENU) flashing. Go through other Diagnostics selections or exit.
To exit the Portals Service Menu, select & activate the "QUIT" Icon (see the next page).
In the MAIN MENU and in all SUB-MENUS, if the "QUIT" Icon or "QUIT" Mini-Icon is selected and
activated, the Portals Service Menu Session will be exited and returned to the Attract Mode.
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The game will go into the same Power-Up Routine as if turning on the game. Upon Power-Up, the CPU Game
Code & Display Code versions with Check-Sums are shown, followed by the Location ID & Game ID Numbers
and Alerts, if any (see Section 3, Chapter 2, GO TO DIAGNOSTICS MENU, Technician Alerts).
The below Problem / Solution Table was designed to answer some common problems frequently asked.
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PROBLEM SOLUTION
Will not enter the Service Mode x Check the Service Switch(es) (Red, Green & Black Buttons) for loose connections or bad Ground.
after depressing the Black x Check the associated wiring harness to/from the CPU/Sound Board, Connector CN6.
"BEGIN TEST" Button. x Check CPU/Sound Board for possible failure.
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All Service Buttons (Red, Green x Check the Service Switches wiring harness for poor or no connection and/or broken wires.
and Black) appear nonfunctional.
The Green Service Button in x Check to make sure the Game is not in "Free Play." If the game is set to Free Play, adding Service
the Attract Mode will not enter Credits is not required.
the SERVICE CREDITS MENU x Check the Service Switches wiring harness for poor or no connection and/or broken wires.
to add Service Credits.
x Check the Dot Matrix Display for loose wiring harness for poor or no connection and/or broken wires.
The Display "blanks out." x Check F1 (3/4A Fuse) on the Display Power Supply Board. Refer to Sec. 5, Chp. 4, SCHEMATICS &
TROUBLESHOOTING.
x Check for a stuck switch on the Green Button.
Icons "scroll" along continuously x If the Service Switch Set and/or the Coin Door was replaced, ensure the Locking Mechanism on the
in the MAIN MENU. Green Button was removed. If the Green Button "clicks" and locks into an up/down position, the
Green Button has this lock switch. Remove it. (Ref. to Svc. Bulletin #74.)
The Start and Flipper Buttons x This is normal. These switches are deactivated, as they are a part of the Switch Test. Use the Red
do not select or activate Icons in "LEFT" or Green "RIGHT" & Black "ENTER" Buttons in this Sub-Menu. Refer to Section 3,
the SWITCH TEST MENU. Chapter 2, GO TO DIAGNOSTICS MENU, Switch Test.
Cant move selection of Icon with x Check the Flipper Buttons for loose connections or bad Ground and refer to Section 5, Chapter 2,
the Left and/or Right Flipper Playfield Wiring, #-Flipper Circuit Wiring Diagram.
Buttons. x This is normal only in Diagnostics Switch & Active Switch Tests (see previous Problem).
Some Icons appear x If no printing equipment is connected, the "-" Icon, "+" Icon and "RUN" Icon will appear not to function.
non-functional in the PRINTER Refer Section 3, Chapter 3, GO TO PRINTER MENU.
MENU(S).
Some Icons appear x If there is no other test under this Menu, the "<<" & ">>" Mini-Icons will appear not to function. The
non-functional in the GAME remaining Icons should function as normal. Note: If there is no "Go To (Game Name) Test(s), the
SPECIFIC MENU under the "GAME NAME" Icon will not invoke another display.
DIAGNOSTICS MENU.
The display returns to the
ATTRACT MODE exiting the x This is normal. After a FACTORY RESET, the Service Session is automatically exited. Refer to
Service Session after a Sec. 3, Chp. 6, GO TO RESET MENU, Factory Reset.
FACTORY RESET.
In COIL TEST MENU, the coils
and flashlamps do not fire after x Ensure the POWER INTERLOCK SWITCH is pulled out (see the start of this Chapter).
activating the "RUN" Icon.
In ADJUSTMENTS MENU, with
the Coin Door CLOSED, x This is normal. The Memory Protect Switch is enabled when the Coin Door is CLOSED. Changes
adjustments are not getting can be made with the Coin Door OPEN only.
changed as desired (using the
Flipper & Start Buttons).
In Portals Service Menu, the x The Volume adjustment can only be made when in the Attract Mode. The Volume Mode is entered
volume cannot be adjusted with by pressing the Red "VOLUME" Button. Then use the Red "LEFT" to decrease / decrement (-) or
the Red or Green Buttons. Green "RIGHT" Button to increase / increment (+) the volume.
In Portals Service Menu, the
display seems to lock up, or the x If you cannot clear the situation by exiting back one Menu, exit completely out of the Portals
Help Display appears to be Service Menu, and re-enter. If the problem persists, call Technical Support for additional help.
non-functional.
Important: Upon Power-Up (Game Reset) or opening the Coin Door watch the Display for any Alerts.*
If this display flashes, the game is indicating that CMOS RAM memory
(CPU Loc. U212) has been corrupted. This is caused be either failure in
memory (e.g. batteries are dead and/or faulty RAM) or upon installation
of updated version of game code. Opening the Coin Door will initiate a
Factory Restore (Reset), by opening the Memory Protect Switch.
Check battery voltage at VBATT Test Point on the CPU/Sound Bd. (more details in Sec. 5, Chp. 4, PCBs).
This flashing display is shown immediately upon opening the Coin
Door as a reminder that 20v/50v DC power to the playfield is disabled.
All electro-mechanical devices (such as Coils) cannot be tested with
the switch pushed in. PULL OUT the Power Interlock Switch ONLY if
youre in a Testing Menu requiring power. See Access & Use in
Chapter 1 of this Section for the location of this switch. Closing the Coin Door will automatically reset this switch.
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alert the operator of a coil malfunction (coil doesnt energize or coil fires
a multiple number of times). OPERATOR ALERT! works by monitoring
any switch activated coil that has the potential to trap a ball when
disabled (more details in this Chapter, Technician Alerts, Pages 24-25).
* If this Tech Report Alert flashes (along with an audible sound), the
game has detected faulty switches and/or missing pinballs. Select the
"TECH" Icon for information (review Technician Alerts, Pages 24-25).
* For this Alert display to appear, Standard Adj. 49, must be changed
to POWERUP, COIN DOOR or POWERUP AND COIN DOOR, the
default is NEVER (review Section 3, Chp. 4, GO TO ADJUSTMENTS MENU, Standard Adjustments, Page 44).
CAUTION: Remove all pinballs from the Ball Trough prior to lifting the playfield to its full upright position for
servicing. PULL OUT the Power Interlock Switch for operation. To eject pinballs, select the "DIAG" Icon from the
MAIN MENU to go to the DIAGNOSTICS MENU, then select the "CLR" Icon to enter the CLEAR BALL TROUGH
MENU. Select the "RUN" Mini-Icon and press the Black "ENTER" Button or Start Button to remove one pinball
at a time (this feature also useful to retrieve a pinball for game testing in Begin Play Test & Game Specific Tests).
* 2 7 2' , $ * 1 26 7 , & 6 0 (1 8
After entering Portals , the MAIN MENU now appears. To initiate, from the MAIN MENU, select the
"DIAG" Icon with either the Red "LEFT" or Green "RIGHT" Buttons (the Flipper Buttons operates in
the same manner) and press the Black "ENTER" Button (the Start Button operates in the same
manner). The DIAGNOSTICS MENU appears. Continue through this chapter for the explanation & usage of the
Icons in the DIAGNOSTICS MENU. Usage Note: Only in Switch & Active Switch Tests, the Flipper & Start
Buttons cannot be used as the alternate navigation buttons as they are a part of these tests. After exiting these
tests, the Left & Right Flipper and Start Buttons can once again be used. Continue through this chapter for the
explanation & usage of the Icons in the DIAGNOSTICS MENU.
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To initiate, from the DIAGNOSTICS MENU, select the "SW" Icon with either the Red "LEFT" or Green
"RIGHT" Buttons and press the Black "ENTER" Button. Switches are configured in an 8 x 8 Matrix of
Columns (Switch Drives) and Rows (Switch Returns) with up to 64 possible switches. The SWITCH
TEST MENU consists of three (3) parts: Switch Test, Active Switches & Dedicated Switch Test. Reminder:
The Flipper & Start Buttons (part of Switch Tests) cannot be used as navigation buttons during these test(s)
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To initiate, from the SWITCH MENU, select the "TEST" Icon with either the Red or Green Buttons &
press the Black Button. In Switch Test, close each switch and observe the display. The display will
describe the switch in the Switch Matrix Grid (below), which includes the switch name, Return (Row)
Wire, Drive (Column) Wire and the "Pin-Outs" from the CPU/Sound Board. When the switch is closed, the
information if displayed momentarily. To view the schematic for the switch selected, press either the Red or Green
Button to select the "DRAW" Mini-Icon. Press the Black Button to activate this Mini-Icon; do so while the switch
is momentarily closed. To return to Switch Test, press the Black Button again.
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To initiate, from the SWITCH MENU, select the "ACT" Icon with either the Red or Green Buttons & press
the Black Button. If still in a previous test, select the "PREV" Mini-Icon to return to SWITCH MENU or
select either of the "<<" or ">>" Mini-Icons to move through the tests. In Active Switch Test, if any
switches are stuck closed (or made from the presence of a pinball), the display sequences through the Switch
Names, Return (Row) Wire, Drive (Column) Wire, Drive Transistor, Part Number and the "Pin-Outs" from the
CPU/Sound Board. This cycle continues until all switches are cleared or until the test is exited.
will describe the switch which includes the Switch Name, Return (Row) Wire, Drive (Column) Wire, Part
Number and the "Pin-Outs" from the CPU/Sound Board.
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1: U400 1 Cabinet Side 9 17 Below P/F 25 Below P/F 33 Below P/F 41 Backbox 49 Below P/F 57 Below P/F 1: U206 DS-1 on Cabinet Side
WHT-BRN LEFT NOT LT DROP
D
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BUTTON USED 3-BANK S-U TARGET T 1 (RIGHT) 5-BANK (TOP) BUMPER OUTLANE FLIPPER
CN7-P9 (UK ONLY) BOT S CN6-P2 BUTTON
Sw. Part Number: 180-5160-00 515-5162-02 180-5158-00 See Sw. Part Note 515-6027-08 180-5015-03 500-6227-02 Sw. Part Number: 180-5160-00
2: U400 2 Coin Door 10 Below P/F 18 Below P/F 26 34 Below P/F 42 Backbox 50 Below P/F 58 Below P/F 2: U206 DS-2 Below Playfield
WHT-RED 4TH LT NOT LOCKUP BACKBOX RIGHT LEFT GRY-RED #2 LEFT
CN7-P8 COIN SLOT STANDUP 3-BANK S-U
MID USED 2 5-BANK 2 BUMPER RETURN
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FLIPPER E.O.S
(End-of-Stroke)
Sw. Part Number: 180-5204-00 515-5967-06 515-5162-02 180-5119-02 515-6027-08 180-5015-03 500-6227-02 Sw. Part Number: 180-5149-00 on Flipper
3: U400 3 Coin Door 11 Below P/F 19 Below P/F 27 35 Below P/F 43 Backbox 51 Below P/F 59 Below P/F 3: U206 DS-3 on Cabinet Side
WHT-ORG 6TH 4-BALL LT NOT LOCKUP BACKBOX BOTTOM LEFT GRY-ORG #3 RIGHT
COIN SLOT TROUGH #1 3-BANK S-U USED 3 (LEFT) 5-BANK 3 BUMPER SLINGSHOT FLIPPER
CN7-P7 (LEFT) TOP CN6-P4 BUTTON
Sw. Part Number: Future Use 180-5119-02 515-5162-02 180-5119-02 515-6027-08 180-5015-03 180-5054-00 (x2) Sw. Part Number: 180-5160-00
4: U400 4 Coin Door 12 Below P/F 20 Below P/F 28 Below P/F 36 Below P/F 44 Backbox 52 Backpanel 60 Below P/F 4: U206 DS-4 Below Playfield
WHT-YEL RIGHT 4-BALL RT LEFT D
O BACKBOX SKILL RIGHT GRY-YEL #4 RIGHT
CN7-P6 COIN SLOT TROUGH #2 3-BANK S-U
TOP
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BOTTOM
VUK T
S 5-BANK 4 SHOT OUTLANE CN6-P6 FLIPPER E.O.S.
(End-of-Stroke)
Sw. Part Number: 180-5204-00 180-5119-02 515-5162-02 500-6227-02 180-5116-01 515-6027-08 180-5163-01 500-6227-02 Sw. Part Number: 180-5149-00 on Flipper
5: U401 5 Coin Door 13 Below P/F 21 Below P/F 29 Below P/F 37 Below P/F 45 Backbox 53 In Cabinet 61 Below P/F 5: U206 DS-5
CENTER
WHT-GRN COIN 4-BALL RT LEFT LEFT BACKBOX TOURNAMENT RIGHT GRY-GRN NOT
SLOT / TROUGH #3 3-BANK S-U ORBIT TOP 5-BANK (BOT) START RETURN USED
CN7-P5 DBA MID TOP LANE LANE CN6-P7
Sw. Part Number: 180-5204-00 180-5119-02 515-5162-02 500-6227-02 500-6227-02 515-6027-08 180-5174-00 500-6227-02 Sw. Part Number:
6: U401 6 Coin Door 14 Below P/F 22 Below P/F 30 Above P/F 38 Below P/F 46 Below P/F 54 In Cabinet 62 Below P/F 6: U206 DS-6 on Coin Door
WHT-BLU LEFT 4-BALL RT LEFT MIDDLE RIGHT START RIGHT GRY-BLU #6 VOLUME
COIN SLOT TROUGH 3-BANK S-U RAMP TOP ORBIT TOP BUTTON SLINGSHOT (RED BUTTON)
CN7-P3 VUK OPTO BOT LANE CN6-P8 (In Test: LEFT)
Sw. Part Number: 180-5204-00 See Sw. Part Note 515-5162-02 180-5190-48 500-6227-02 500-6227-01 180-5174-00 180-5054-00 (x2) Sw. Part Number: 180-5192-02
7: U401 7 Coin Door 15 Below P/F 23 Below P/F 31 Above P/F 39 Below P/F 47 55 Gun on Cab. 63 7: U206 DS-7 on Coin Door
WHT-VIO 5TH 4-BALL CAPTIVE T-X RIGHT NOT GUN NOT GRY-VIO #7 SERV. CRED.
COIN SLOT STACKING BALL MADE TOP USED TRIGGER USED (GREEN BUTTON)
CN7-P2 OPTO LANE CN6-P9 (In Test: RIGHT)
Sw. Part Number: Future Use See Sw. Part Note 500-6139-02 180-5190-28 500-6227-02 180-5111-00 Sw. Part Number: 180-5192-04
8: U401 8 Cabinet Side 16 Below P/F 24 Below P/F 32 Above P/F 40 Above P/F 48 56 In Cabinet 64 8: U206 DS-8 on Coin Door
WHT-GRY RIGHT SHOOTER RIGHT RIGHT CENTER NOT PLUMB NOT GRY-BLK #8 BEGIN TEST
BUTTON LANE ORBIT RAMP RAMP USED BOB USED (BLACK BUTTON)
CN7-P1 (UK ONLY) BOTTOM TILT CN6-P10 (In Test: ENTER)
Sw. Part Number: 180-5160-00 500-6227-01 500-6227-02 180-5190-48 180-5190-28 See Sw. 56 Note Sw. Part Number: 180-5192-00
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From Playfield
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'6 = Switches above Playfield.
= Switches below Playfield.
'6
= Switches not on Playfield.
Switch Part Note: Yen Coin Switch is 180-5091-00. Part numbers which start
with 515- or 500- include the bracket, target, and/or housing. Sw. 14, 15 & 33
Part Note: Transmitter & Receiver OPTO PC Boards are used for Switches 14,
'6 2SWLRQDO
7RXUQDPHQW
'6 15 (Trans: 515-0173-00; Rec: 515-0174-00) and 33 (Trans: 515-7307-00;
.LW 5HTXLUHG Rec: 515-7308-00). Switch 56 Part Note: The Switch is comprised of a Hanger
Bracket (535-5319-00) and Contact Wire (535-7563-01) located in the Cabinet.
Some Switch Diodes may be located under the playfield, in the Cabinet or
Backbox on Terminal Strips or Diode Boards and not on the assemblies.
DOTS: D iode O n T erminal S trip See Section 5, Chapter 2, Playfield Wiring.
*R7R 6HFWLRQ&KDSWHU
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To initiate, from the DIAGNOSTICS MENU, select the "COIL" Icon with either the Red "LEFT" or Green
"RIGHT" Buttons and press the Black "ENTER" Button. The coils are listed in groups. Coils 01-16 are
typically High Current Coils (although Low Current
Coils may be used in these positions & will be noted). Coils 3$57,$/&2,/6'(7$,/('&+$57
17-32 are typically Low Current Coils. Flash Lamps are
typically used in positions 26-32 (although may be used in +LJK &XUUHQW &RLOV *URXS Drive Coil GA-Turn
Transistor or Bulb Type
any position & will be noted). Q1 26-1200 !
D
#1 TROUGH UP-KICKER
!
090-5044-00B
#2 AUTO LAUNCH Q2 22-1080
27-1500 !
090-5032-00B
#3 DROP TARGET RESET Q3 090-5004-00B
#4 BACKBOX RPG SW. GI Q4 #44 Bulb
!
090-5000-44
23-800
38// 287 WKH 3RZHU ,QWHUORFN 6ZLWFK #5 BACKBOX KICKER Q5 090-5001-00B
IRU RSHUDWLRQ ZLWK WKH &RLQ 'RRU RSHQ #6 NOT USED Q6
#7 NOT USED Q7
Important: The Partial Coils Detailed Chart Table is used as 32-1250
a reference against the Coil & Flash Lamp Locations on the #8 DROP TARGET DOWN Q8 515-6916-01
next page. For the complete Coils Detailed Chart Table, see +LJK &XUUHQW &RLOV *URXS Drive Coil GA-Turn
Transistor or Bulb Type
the reverse of the following page. The Chart is shown to
compare against the Backbox I/O Power Driver Board #9 LEFT BUMPER Q9 26-1200 !
Detailed Wiring Diagram (shown again in Sec. 5, Chapter 1,
!
090-5044-00T
Playfield Wiring. For more on troubleshooting and #10 RIGHT BUMPER Q10 26-1200
!
090-5044-00T
diagnosing, see Sec. 5, Chapter 4, Printed Circuit Boards. #11 BOTTOM BUMPER Q11 26-1200
23-8000 !
090-5044-00T
#12 KICKBACK Q12
26-1200 !
090-5001-00B
6LQJOH&RLO7H VW #13 VUK Q13
26-1200 !
090-5044-00T
6HF'LDJQRVWLFV
To initiate, from the COIL MENU, select the "TEST" #14 T-X VUK Q14
22-1080 !
090-5044-00B
Icon with either the Red or Green Buttons and
press the Black Button. Ensure the Power #15 LEFT FLIPPER (50v RED/YEL) Q15
22-1080 !
090-5032-00T
Interlock Switch is pulled out. Select either the "-" or "+" #16 RIGHT FLIPPER (50v RED/YEL) Q16 090-5032-00T
Mini-Icons. Start with the "+" Mini-Icon to start the manual
Single Coil Test from #1 (the test runs through all Coils and /RZ &XUUHQW &RLOV *URXS Drive Coil GA-Turn
Transistor or Bulb Type
Flash Lamps #1-#32 & Optional UK Only Auxiliary Positions
AUX 1-3). Press the Black Button on the "+" Mini-Icon, as #17 LEFT SLINGSHOT Q17 23-8000 !
!
090-5001-00T
each coil is selected, the display will describe the Coil or #18 RIGHT SLINGSHOT Q18 23-8000
Flash Lamp Name with the corresponding number, the wire 090-5001-00T
with colors, the "Pin-Outs" from the I/O Power Driver Board, #19 NOT USED Q19
the Coil Voltage and Gauge-Turns (e.g. 23-800). Press the #20 BACKBOX MOTOR RELAY Q20 Relay
!
500-6700-00
Black Button again to move forward in the test. To test and
view a particular Coil or Flash Lamp, select the "RUN" #21 BACK PANEL DIVERTER Q21 26-1200
!
090-5044-00B
Mini-Icon and press the Black Button. Each time the Black #22 LEFT UP POST Q22 26-1200
26-1200 !
090-5044-00T
Button is pushed, the Coil or Flash Lamp will fire on the
Playfield and/or Backbox, with the display indicating the Coil #23 CENTER UP POST Q23 090-5044-00T
or Flash Lamp information. Continue with the same #24 OPTIONAL COIL Q24 Opt. 5v
procedure to run through the entire test. D iode O n T erminal S trip (if noted)
! !
Coil Note: Either -00B or -00T can be used for coil $X[LOLDU\ 8. 21/< Drive
Transistor Coil GA-Turn
replacements. B/T listed is preferable for easier diode
AUX 1: LEFT UP/DOWN POST Q1 26-1200 !
access & may differ on game.
!
090-5044-00T
AUX 2: CENTER UP/DOWN POST Q2 23-1100
26-1200 !
090-5030-00T
AUX 3: RIGHT UP/DOWN POST Q3 090-5044-00T
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$X[ $X[
#89 Bulb #906 Bulb
(Bayonet)
165-5000-89
(Wedge Base)
165-5004-00
5HG
5HG
Some Coil or Flash Lamp Diodes may be located under the playfield, in the
Cabinet or Backbox on Terminal Strips or Diode Boards and not on the assemblies.
DOTS: D iode O n T erminal S trip See Section 5, Chapter 2, Playfield Wiring.
3OD\ILHOG5 Coil Q24 is Optional. If either a Coin Meter, Token Dispenser or Knocker (all
optional equipment) is required, call Technical Support for more information,
1-800-542-5377 or 1-708-345-7700.
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+LJK &XUUHQW &RLOV *URXS Drive Driver
Transistor Ouput Board
Power Line
Color
Power Line
Connection
Power
Voltage
Drive Transistor
Control Line Color
D.T. Control
Line Connect
Coil GA-Turn
or Bulb Type
26-1200 !
D
090-5004-00B
#4 BACKBOX RPG SW. GI Q4 I/O SEE Q4 J17-P2/3 19v AC BRN-YEL J8-P5 #44 Bulb x8
!
Power NOTE BELOW 090-5000-44
#5 BACKBOX KICKER Q5 YEL-VIO J10-P4/5 50v DC BRN-GRN J8-P6 23-800
Driver 090-5001-00B
#6
#7
NOT USED
NOT USED
Q6
Q7
6 BRN-BLU
BRN-VIO
J8-P7
J8-P8
#8 DROP TARGET DOWN Q8 YEL-VIO J10-P4/5 50v DC BRN-GRY J8-P9 32-1250
515-6916-01
Q4 Note: Power Line Color is GRY~3A Fuse~RED-YEL and GRY-GRN~3A Fuse~YEL-RED
+LJK &XUUHQW &RLOV *URXS Drive Driver Power Line Power Line Power Drive Transistor D.T. Control
Line Connect
Coil GA-Turn
or Bulb Type
!
Transistor Ouput Board Color Connection Voltage Control Line Color
5
#10 RIGHT BUMPER Q10 YEL-VIO J10-P4/5 50v DC BLU-RED J9-P2 26-1200
26-1200 !
090-5044-00T
#11 BOTTOM BUMPER Q11 YEL-VIO J10-P4/5 50v DC BLU-ORG J9-P4
23-8000 !
090-5044-00T
#12 KICKBACK Q12 I/O YEL-VIO J10-P4/5 50v DC BLU-YEL J9-P5
26-1200 !
090-5001-00B
Power
#13 VUK Q13 Driver YEL-VIO J10-P4/5 50v DC BLU-GRN J9-P6
26-1200 !
090-5044-00T
6HF'LDJQRVWLFV
22-1080 !
Fuse~RED-YEL 090-5032-00T
#16 RIGHT FLIPPER (50v RED/YEL) Q16 BLU-YEL~3A J10-P1/2 50v DC ORG-VIO J9-P9
Fuse~RED-YEL 090-5032-00T
/RZ &XUUHQW &RLOV *URXS Drive Driver Power Line Power Line Power Drive Transistor D.T. Control
Line Connect
Coil GA-Turn
or Bulb Type
!
Transistor Ouput Board Color Connection Voltage Control Line Color
#17 LEFT SLINGSHOT Q17 BRN J7-P1 20v DC VIO-BRN J7-P2 23-8000
23-8000 !
090-5001-00T
#18 RIGHT SLINGSHOT
#19 NOT USED
Q18
Q19
5 BRN J7-P1 20v DC VIO-RED
VIO-ORG
J7-P3
J7-P4
090-5001-00T
#20 BACKBOX MOTOR RELAY Q20 I/O BRN J7-P1 20v DC VIO-YEL J7-P6 Relay
!
500-6700-00
Power 26-1200
#21 BACK PANEL DIVERTER Q21 Driver BRN J7-P1 20v DC VIO-GRN J7-P7
26-1200 !
090-5044-00B
#22 LEFT UP POST
#23 CENTER UP POST
Q22
Q23
6 BRN
BRN
J7-P1
J7-P1
20v DC
20v DC
VIO-BLU
VIO-BLK
J7-P8
J7-P9 26-1200 !
090-5044-00T
090-5044-00T
#24 OPTIONAL COIL Q24 RED J16-P7 5v DC VIO-GRY J7-P10 Opt. 5v
D iode O n T erminal S trip (if noted)
5
#26 FLASH: T-X X2 Q26 ORG J6-P10 20v DC BLK-RED J6-P2 #89 Bulb
165-5000-89
#27 FLASH: BACK BOX LEFT X4 Q27 ORG J6-P10 20v DC BLK-ORG J6-P3 #89 Bulb
165-5000-89
#28 FLASH: BACK BOX RIGHT X4 Q28 I/O ORG J6-P10 20v DC BLK-YEL J6-P4 #89 Bulb
165-5000-89
Power #89 Bulb
#29 FLASH: SUPER JP Q29 Driver ORG J6-P10 20v DC BLK-GRN J6-P5 165-5000-89
6
#30 FLASH: BACK PANEL X4 Q30 ORG J6-P10 20v DC BLK-BLU J6-P6 #89 Bulb
165-5000-89
#31 FLASH: MID L&R X2 Q31 ORG J6-P10 20v DC BLK-VIO J6-P7 #906 Bulb
165-5004-00
#32 FLASH: BOT L&R X2 Q32 ORG J6-P10 20v DC BLK-GRY J6-P8 #906 Bulb
165-5004-00
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$X[LOLDU\ 8. 21/< Drive Driver Power Line Power Line Power Drive Transistor D.T. Control
Line Connect Coil GA-Turn
!
Transistor Ouput Board Color Connection Voltage Control Line Color
AUX 1: LEFT UP/DOWN POST Q1 BRN J7-P1 20v DC WHT CN2-P5 26-1200
!
Solenoid 090-5044-00T
AUX 2: CENTER UP/DOWN POST Q2 BRN J7-P1 20v DC RED CN2-P4 23-1100
Expander
26-1200 !
090-5030-00T
Auxiliary
AUX 3: RIGHT UP/DOWN POST Q3 BRN J7-P1 20v DC ORG CN2-P3
! Coil Note: ! Either -00B or -00T can be used for coil replacements. B/T listed is preferable for easier diode access & may differ on game.
090-5044-00T
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Backbox I/O Power Driver Board Detailed Wiring Diagram
#906
520-5137-01 3
BLK-ORG Box Left X4 #89
Bulb X4
J6
#29 Flash: #906
Super JP #89
BLK-GRN Bulb X1
5
Q29 #30 Flash: #906
Back Panel X4 #89
BLK-BLU Bulb X4
6
Q30 #31 Flash: #906
FROM #906
WHT-RED BLK-VIO Mid L&R X2 Bulb X2
Transformer 7
16v AC Q31 #32 Flash: #906
Bot L&R X2 #906
J17- BLK-GRY Bulb X2
8
BRIDGE 2 P6 Q32
20V LOW I/O BD. FROM
CURRENT ORG 20V DC LOW POWER . YEL-BLK
COILS 10 Voltage Outputs
Relay Note 1: 24v AC
GND J7 1 BRN 20V DC LOW POWER . If replacing a 520-5010-00 with below J10-
FROM BRDG 2 Picker Relay, use 500-6700-00 so the P10
RED-WHT #17 Left soldered h a r n e s s is included and I/O BD.
Transformer
VIO-BRN 23-800 Slingshot has a 47Z7 Varistor (150-5010-00) in
16v AC 2 the Conn. @ Pins 3 & 4 (WHT & VIO).
(SPI: 515-7317-00)
5A
J17- Slo-Blo Q17 #18 Right Relay Backbox
P7 VIO-RED 23-800 Slingshot + Wiring Motor
3
S
I/O BD. F7 (SPI: 500-6700-00)
Q18 #19 Not Used PICKER #PC113
VIO-ORG WHT
FROM
4 COMM 5 6 (GND)
Q19
J7
10A 24VDC
VIO-YEL
J17-
P8 VIO-GRN 26-1200 Diverter
BRIDGE 20 7
BLK-ORG
I/O BD. Q21
CONTROLLED #22 Left 7 8
LAMPS VIO-BLU 26-1200 Up Post VIO (DRY) (+28)
8
GND J13- Q22 #23 Center
FROM BRDG 20 P10 VIO-BLK Up Post BRN 20V DC .
BLU-WHT I/O BD. 9 26-1200
Transformer Q23 J11-
FROM
Optional #24 FROM P2
13v AC Optional Coil J16-
8A BLU (VIO-GRY) OPTIONAL RED I/O BD.
J17- Slo-Blo LAMP COLUMNS 10 P8 Power Out
P9 +18v DC Q24 #1 Trough I/O BD. +5v DC FROM
I/O BD. BLK-ORG
F22 J8 1 BRN-BLK 26-1200 Up-Kicker AC Voltages
Q1 24v AC
#2 Auto Relay Note 2:
BRN-RED Launch The 520-5010-00 Relay Board has this Varistor on the
3 22-1080 PCB itself. If desoldering is required, note the Pin-Out
Q2 #3 Drop on the Lugs of the Picker Relay which corresponds to
Target Reset the text in ( parens ) by the Pin Numbers (i.e. Pin-7 Lug
BRN-ORG 27-1500 of the Picker Relay, corresponds to "DRY" on the 520-
4
Q3 #4 Backbox 5010-00 Board).
Q1-Q16 BRN-YEL RPG Sw. GI
J8
STP20N10L 5
Note: All Coils require diodes. 110-0106-00 Q4 #5 Backbox 3A
Some diodes may be located on FROM Slo-Blo
BRN-GRN Kicker GRY-GRN J17-
Terminal Strips & not on the coil itself.
6 23-800 Power from Xfrmr P3
D iode Q17-Q32 Q5 #6 Not Used 19v AC I/O BD.
On TIP122
T erminal 110-0067-00 BRN-BLU YEL-RED
S trip 7
Q6 #7 Not Used Switched
For the Playfield Terminal Strips, GIs
Fuses & Misc. Wiring Descriptions & For the General BRN-VIO
Illumination (G.I.) 8 #44
Locations, see Section 5, Chapter 2, Bulb X8
Playfield Wiring. Circuit Detailed Q7
Wiring Diagram, #8 Drop in the
Backbox
see Sec. 5, Chp. 2, BRN-GRY 32-1250 Target Down
Playfield Wiring. 9
Q8 #9 Left RED-YEL
FROM
J9 1 BLU-BRN Bumper J17-
GRY
26-1200 Power from Xfrmr P2
Q9 #10 Right 19v AC I/O BD. 3A
Slo-Blo
BLU-RED 26-1200 Bumper
2 The above 3A Fuses are located in the Backbox
Q10 #11 Bottom to the left of the I/O Power Driver Board. Fuse(s)
can be replaced with not less than 2A Slo-Blo
BLU-ORG 26-1200 Bumper and not more than 3A Slo-Blo.
4
Q11 #12 Kickback
BLU-YEL 23-800
J9
7A
Slo-Blo
5
J11- Q12 #13 VUK
P3 BRIDGE 1
I/O BD. F6 BLU-GRN 26-1200
50V HIGH 6
FROM CURRENT Q13 #14 T-X VUK
BLK-YEL COILS
AC Voltages IN
3A BLU-BLK 26-1200
GND
Slo-Blo 7
48v AC BRDG 1 Q14 #15 Left 3A
Slo-Blo
F21 ORG-GRY 22-1080 Flipper GRY-YEL
8 These coil Fuses are
Q15 located under playfield
3A
Slo-Blo F20 #16 Right 3A NEAR assembly, see
Slo-Blo
ORG-VIO Flipper BLU-YEL Section 5, Chapter 2,
J11-
9 22-1080 Playfield Wiring.
P2 Q16
I/O BD.
RED-YEL 50V DC HIGH POWER .
J10
FROM FOR 1, 2
BLK-ORG MAGNET(S) J10
IF USED 3
AC Voltages IN
48v AC
YEL-VIO 50V DC HIGH POWER .
4, 5
Go To Section 3, Chapter 2
Diagnostics Menu Page 21
*R7R/D PS0HQX
To initiate, from the DIAGNOSTICS MENU, select the "LAMP" Icon with either the Red "LEFT" or Green
"RIGHT" Buttons and press the Black "ENTER" Button. Controlled lamps are configured in and 8 x 10
Matrix of Columns (Lamp Drives) and Rows (Lamp Returns) with up to 80 lamps possible. The Lamp
Test Menu consists of four (4) parts: Single Lamp Test, Test All Lamps, Row Lamp Test & Column Lamp Test.
6LQJOH/DPS7HVW
D
To initiate, from the LAMP MENU, select the "ONE" Icon with either the Red or Green Buttons and
press the Black Button. Select either the "-" or "+" Mini-Icons. Start with the "+" Mini-Icon to start the
manual Single Lamp Test from Column 1, Row 1, Switch 1. Press the Black Button on the "+"
Mini-Icon, as each lamp is selected, the lamp will light at its location on the playfield as well as the display,
indicating the Lamp Matrix Grid Position (below), lamp name with the corresponding number, Return (Row) Wire &
Color, Drive (Column) Wire & Color, and associated drive transistors. Press the Black Button again to move
forward in the test. To test and view a particular lamp, select the "RUN" Mini-Icon and press the Black Button.
Each time the Black Button is pushed, the lamp will light-up on the playfield, with the display indicating the lamp
information. Continue with the same procedure to run through the entire test.
7HVW$OO/DPSV
To initiate, from the LAMP MENU, select the "ALL" Icon with either the Red or Green Buttons and press
the Black Button. If still in Single Lamp Test (or any 1 of the 4 tests), select the "PREV" Mini-Icon to
return to LAMP MENU or select either of the "<<" or ">>" Mini-Icons to move through the tests, keep
activating until Test All Lamps is displayed. The display will indicate ALL LAMPS ON and the lamps on the
playfield will be lit, alternating between the rows in the Lamp Matrix Grid.
MENU or select either of the "<<" or ">>" Mini-Icons to move through the tests, keep activating until Row
or Column Lamp Test (whichever desired) is displayed. In this test, each set of lamps in each Row or
Column of the Lamp Matrix Grid (respective to each test) will light-up on the playfield and is indicated in the
display.
/$030$75,;*5,'
&ROXPQ 1: U17 2: U16 3: U15 4: U14 5: U13 6: U12 7: U11 8: U10
Y
5RZ YEL-BRN YEL-RED YEL-ORG YEL-BLK YEL-GRN YEL-BLU YEL-VIO YEL-GRY
*URXQG J13-P9 J13-P8 J13-P7 J13-P6 J13-P5 J13-P4 J13-P3 J13-P1
1: Q33 1 #555 Bulb 2 #555 Bulb 3 #555 Bulb 4 #555 Bulb 5 #555 Bulb 6 #555 Bulb 7 #555 Bulb 8 #555 Bulb
RED-BRN LEFT SECUR- LEFT SECUR- LEFT SECUR- LEFT SECUR- LEFT SECUR- LEFT 3- LEFT 3- LEFT 3-
J12-P1 ITY LEVEL 1 ITY LEVEL 2 ITY LEVEL 3 ITY LEVEL 4 ITY LEVEL 5 BANK BOT BANK MID BANK TOP
2: Q34 9 #555 Bulb 10 #555 Bulb 11 #555 Bulb 12 #555 Bulb 13 #555 Bulb 14 #555 Bulb 15 #555 Bulb 16 #555 Bulb
RED-BLK RIGHT SECUR- RIGHT SECUR- RIGHT SECUR- RIGHT SECUR- RIGHT SECUR- RIGHT 3- RIGHT 3- RIGHT 3-
J12-P2 ITY LEVEL 1 ITY LEVEL 2 ITY LEVEL 3 ITY LEVEL 4 ITY LEVEL 5 BANK BOT BANK MID BANK TOP
3: Q35 17 #555 Bulb 18 #555 Bulb 19 #555 Bulb 20 #555 Bulb 21 #555 Bulb 22 #555 Bulb 23 #555 Bulb 24 #555 Bulb
RED-ORG SPOT SECURITY VIDEO EXTRA LEFT
J12-P3 WEAPON LEVEL HURRY UP MODE BALL ASSAULT RAMP ARROW (A) BC
4: Q36 25 #555 Bulb 26 #555 Bulb 27 #555 Bulb 28 #555 Bulb 29 #555 Bulb 30 #555 Bulb 31 #555 Bulb 32 #555 Bulb
RED-YEL RIGHT
J12-P4 100,000 200,000 300,000 500,000 750,000 1,000,000 RAMP ARROW AB (C)
5: Q37 33 #555 Bulb 34 #555 Bulb 35 #555 Bulb 36 #555 Bulb 37 #555 Bulb 38 #555 Bulb 39 #555 Bulb 40 #555 Bulb
RED-GRN LEFT LEFT RIGHT RIGHT KICK LEFT MIDDLE RIGHT
J12-P5 OUTLANE RETURN LANE RETURN LANE OUTLANE BACK TOP LANE TOP LANE TOP LANE
6: Q38 41 #555 Bulb 42 #555 Bulb 43 #555 Bulb 44 #555 Bulb 45 #555 Bulb 46 #555 Bulb 47 #555 Bulb 48 #555 Bulb
RED-BLU LEFT LEFT LEFT LEFT ADVANCE
J12-P6 RPG FINAL BATTLE ORBIT ARROW HURRY UP (R) ED R (E) D RE (D) RED
7: Q39 49 #555 Bulb 50 #555 Bulb 51 #555 Bulb 52 #555 Bulb 53 #555 Bulb 54 #555 Bulb 55 #555 Bulb 56 #555 Bulb
RED-VIO RIGHT RIGHT RIGHT START TOURNAMENT CENTER
J12-P8 RPG MYSTERY ORBIT ARROW HURRY UP BUTTON BUTTON RAMP ARROW A (B) C
8: Q40 57 #44 Bulb 58 #555 Bulb 59 #555 Bulb 60 #555 Bulb 61 #555 Bulb 62 #555 Bulb 63 64 #44 Bulb
RED-GRY ASSAULT T-X LOCK JACKPOT SUPER JACK- NOT
J12-P9 ARROW ARROW ARROW ARROW POT ARROW SPECIAL USED T-X
9: Q41 65 #555 Bulb 66 #555 Bulb 67 #555 Bulb 68 #555 Bulb 69 #555 Bulb 70 71 Big Red LED 72 #555 Bulb
RED-WHT BACK BACK BACK BACK BACK NOT TERMINATOR
J12-P10 BOX (TOP) BOX 2 BOX 3 BOX 4 BOX (BOT) USED EYE (?)
10: Q42 73 #555 Bulb 74 #555 Bulb 75 #555 Bulb 76 #555 Bulb 77 #555 Bulb 78 #555 Bulb 79 #555 Bulb 80 #555 Bulb
RED SUPER MAX PAYBACK FINAL AUTO SHOOT
J12-P11 JACKPOT ASSAULT ESCAPE TIME RPG BATTLE LAUNCH (OPT.) AGAIN
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Lamps Small
(not
numbered) are
General Illumination (GIs),
Large Lamps (not numbered)
Small
are Flash Lamps, Center RPG Area X8
Lamps are Switched GIs (see Pages
*, 18-19).
*,
*,
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Diode
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Big Red LED :
9 (Wedge)
#555 Bulb (Jameco 119634P)
112-5021-00
165-5002-00
#44 Bulb :
(Bayonet)
165-5000-44
= Switches above Playfield.
= Switches below Playfield.
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To initiate, from the DIAGNOSTICS MENU, select the "FLASH"
Icon with either the Red "LEFT" or Green "RIGHT" Buttons
and press the Black "ENTER" Button. After selecting this Icon
the display will indicate CYCLING FLASHERS. The Flash Lamps will 38// 287 WKH 3RZHU ,QWHUORFN 6ZLWFK
cycle continuously until the test is exited. This test allows the technician IRU RSHUDWLRQ ZLWK WKH &RLQ 'RRU RSHQ
to easily spot any burned-out bulbs and replace them. Flashers tested
are Flash Lamps in Positions: Q1-Q32 and in this game Flash Lamp(s) are in Position(s): Q26-Q32.
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After selecting this Icon, and if any of the below criteria is met, the display will indicate any or all of the following
categories: POSSIBLY BROKEN SWITCH, CHECK SWITCHES and/or HYPERSENSITIVE SWITCH (Sw. #16,
Shooter Lane, is used as an example). If more than one switch is reported, the Switch Number and Name will
cycle within the category, and then will cycle the categories. To return to the DIAGNOSTICS MENU, select the
"PREV" Mini-Icon and press the Black "ENTER" Button.
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During game play, activation of switches are monitored. In programming, every switch is given a minimum &
maximum value based on the game. The switches are monitored every 5 minutes of game play with a "sliding
window" of 15 minutes. If a switch is determined to be faulty, game play is compensated.
x Switches noted as POSSIBLY BROKEN SWITCH should be checked,
then adjusted or replaced. Important: A switch reported as "possibly
broken" may actually be an unused switch due to lack of usage and
not because theyre broken. This can happen, if a switch is located
in a "hard" shot position, and the players are not making the shot.
Game programming will still compensate for this unplayed switch.
Determination of switch usage can be checked in Audits (review Section 3, Chapter 3, GO TO AUDITS MENU).
Find the associated Audit with the switch in question and check usage; compare it to commonly used switches for
comparison. After any switch is checked and repaired or replaced, its suggested to test the switch in the PLAY
TEST MENU (see the next page) or Single Coil Test (reviewed earlier in this chapter, Page 18) where the
associated coil to the switch can be tested as well. After correcting the problem, the switch will still be reported
until the game is played and the switch is again monitored as specified above. Only you can determine if a switch
getting reported is bad or if the switch is currently not getting actuated during game play.
Technicians Alerts continued on the next page.
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While in Technician Alerts Menu, if the following is displayed, the game
has detected one (1) or more pinball(s) missing and has compensated
for the lost pinball(s) to provide normal game play.
Important: Determine where the pinball is! Do not add pinball(s) until it is determined the pinball(s) are indeed
missing & not just stuck. If pinball(s) are added, & if the original stuck pinball has freed itself, the pinball game will
not operate properly with the extra pinball(s). When the pinball is recovered, the above display will not appear the
next time Technician Alerts is visited (a game must be played for the pinball to be determined as found).
During game play, a ball can get trapped or stuck. If after approximately 15 seconds of inactivity or "no scoring,"
Ball Search is started. Note: If the pinball is in the Plunger Lane or "held" on the flipper, no Ball Search will be
performed. The game will perform one Ball Search in an attempt to "find" or free-up the pinball.
If the game does not see a switch closure (indicating the pinball has not
been found), this display will appear with a count-down timer of 20
seconds, during which Ball Search will continue until the timer runs out
(this feature will not happen if the game is in Competition Mode; Ball
Search will continue until the pinball is found, unstuck and/or replaced
manually). The display will momentarily acknowledge the missing pinball(s). The game will provide another
pinball into play and will compensate for the lost pinball. Game play will appear normal.
Note: This detection and compensation will happen with every pinball, if each suffers the same fate of a ball trap.
If all balls get trapped, the game cannot be played or started until the situation is rectified.
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This game has the capability of automatically alerting the operator upon Power-Up and/or opening the Coin
Door if any switch problems and/or missing pinballs has occurred. Review Section 3, Chapter 4, GO TO
ADJUSTMENTS MENU, Standard Adjustments. The Standard Adjustment to change is 49. The default for this
feature is NEVER. The options are: POWERUP, COIN DOOR or POWERUP AND COIN DOOR.
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To initiate, from the DIAGNOSTICS MENU, select the "SERV" Icon with either the Red "LEFT" or Green
"RIGHT" Buttons and press the Black "ENTER" Button. After selecting this Icon the display will
indicate a phone number to call if technical assistance is required (In USA Code: 1-800-KICKERS).
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To initiate, from the DIAGNOSTICS MENU, select the "PLAY"
Icon with either the Red "LEFT" or Green "RIGHT" Buttons
and press the Black "ENTER" Button. After selecting this Icon
the technician can test certain play functions to insure all switch activated 38// 287 WKH 3RZHU ,QWHUORFN 6ZLWFK
coils function without entering game play. For example, by rolling the ball IRU RSHUDWLRQ ZLWK WKH &RLQ 'RRU RSHQ
over the Shooter Lane switch, the Autoplunger should fire. If it kicks to
early or too late, the switch actuator should be adjusted to compensate for this error. If it fails to fire, use the
Switch Test or Coil Test to help determine the cause of the failure. During this Play Test, check all coil assemblies
with related switches in the game. For unique Game Test(s), select the "T3" Icon in the DIAGNOSTICS MENU,
reviewed on Pages 27-28.
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To initiate, from the DIAGNOSTICS MENU, select the "KNOCKER" Icon with either the Red "LEFT" or
Green "RIGHT" Buttons and press the Black "ENTER" Button. The digitally mastered "Knocker" is
sounded.
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To initiate, from the DIAGNOSTICS MENU, select the "SPKR" Icon with either the Red "LEFT" or Green
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"RIGHT" Buttons and press the Black "ENTER" Button. The BSMT 2000 Sound System produces
true digital stereo sound from Backbox & Cabinet Speakers or "Mono" on the Cabinet Speaker (when
used by itself). After selecting this Icon, select the "-" or "+" Mini-Icons and press the Black "ENTER" Button to
activate the first test. Repeat to visually see & hear all tests. Select the "RUN" Mini-Icon to activate the test
chosen without moving to the next test.
Note: During Sound Tests, the display shows the speaker identification and the corresponding sound(s). The
sound functions allow verification that both channels are functioning properly & that the speaker connections are
correct.
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Connections to each of speakers are polarized and each must be connected appropriately for the best quality
sound. If one speaker has the positive and negative connections reversed with respect to the other one, bass
frequencies will not be produced properly and the overall sound quality will be poor. To test for proper speaker
phasing, use the sound test to cycle through the Backbox & Cabinet, and Backbox Sine (repeated) functions. If
the Cabinet Sine produces more volume and bass than the Left Sine, the speakers are connected properly. If it
produces the same or less, one speaker is connected improperly. To isolate and correct reversed speaker
connections, one of two methods may be used.
1. Check each speaker for polarity markings. If the speakers have polarity markings, verify that the Backbox
Speaker RED-WHT Wire and the Cabinet Speaker YEL-WHT Wire is connected to the negative (-) terminal.
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2. Disconnect the speaker output connector from the CPU / Sound Board and connect a 1.5-volt battery across
each speaker pair one at a time while observing the speakers. Make sure the positive battery terminal is
connected to the positive lead (CN4, Pin-3 (RED-BLK) or Pin-6 (YEL-BLK)) each time. As the connection is
made, check speaker cone movement; proper connections are indicated by outward movement.
Note: For ROM Usage (Summary $XWR 0DQXDO 7HVWV 6RXQGV 3URGXFHG
Table) & Locations, see Page # Speaker Test Tone
: in the "Find-It-In-Front: Dr. Sound/OPSYS EPROM (Loc. U7) Level 1-3+ (Music Test)
Pinball Section". Voice ROMs
(U17, U21, U36 and/or U37) which Voice ROMs: 1 (U17) 2 (U21) 3 (U36) 4 (U37) Speech Pattern 1-3+
are 8MB must have a Jumper at
W6 on the CPU/Sound Board to function properly.
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To initiate, from the DIAGNOSTICS MENU, select the "BURN" Icon with either the Red "LEFT" or Green
"RIGHT" Buttons and press the Black "ENTER" Button. After selecting this Icon the Begin Burn-In
Test will start. At this stage the game will exercise all CPU I/O Functions (Dot Matrix Display Test, Coil
Testing, Lamp Testing, Sound..., etc.). This is provided to constantly exercise sounds, coils, etc... Cumulative
Burn-In minutes will be displayed. Note: To reset Burn-In minutes to 00 see Section 3, Chapter 6, GO TO RESET
MENU, Factory Reset. Caution: Performing a Factory Reset will reset all other information as well.
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To initiate, from the DIAGNOSTICS MENU, select the "DOT TEST" Icon with either the Red "LEFT" or
Green "RIGHT" Buttons and press the Black "ENTER" Button. After selecting this Icon the Dot Matrix
Test immediately begins. Note: Pressing any button will exit the test & return to DIAGNOSTICS MENU.
The display will immediately illuminate & cycle for 1 pass of each test continuously for each of the following:
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Illuminates 1 vertical column of dots, turning it off Illuminates 1 horizontal row of dots, turning it off
& illuminating the next column, until each column has & illuminating the next row, until each row has been
been individually lit, while the other columns are off. individually lit, while the other rows are off.
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Note: Pressing the Red, Green, Black or Flipper Buttons will exit the test & return to DIAGNOSTICS MENU.
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The display utilizes a Micro-Processor Control Board mounted in piggyback fashion to the Dot Matrix Display
(128 X 32) Driver Board. The purpose behind this board is to provide more information to the operator as well as
displaying graphics to the player.
The board is controlled by a 6809E Microprocessor and its personality ROM (Unique to the Game). It receives
Data, Reset & Clock Information from the CPU/Sound Board via the ribbon cable and sends back multiple Status
and Busy Signals to the CPU. This is to insure synchronized communication between the CPU and the Display
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Controller Board. The Drivers for the rows and columns are provided on 5 surface mounted integrated circuits on
the Dot Matrix Display Driver Board.
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To initiate, from the DIAGNOSTICS MENU, select the "T3" Icon with either the Red "LEFT" or Green
"RIGHT" Buttons and press the Black "ENTER" Button. The RPG BACKBOX TEST MENU now
appears with the "RUN" Mini-Icon flashing. This test is provided as a method of testing the BACKBOX
MOTOR RELAY (Q20), BACKBOX KICKER (Q5) & the BACKBOX SWITCHES (Stand-Up Target Sws. 41-45).
For testing, remove Backglass. Upon entering the RPG BACKBOX TEST MENU, five empty boxes appear with
the status of NONE. Select and activate the "RUN" Mini-Icon to cycle the motor (1 full cycle). Note: PULL OUT
the Power Interlock Switch for operation with the Coin Door open. Squeeze the Gun Trigger (or press the
optional Auto Launch Button) to fire the RPG Kicker Coil. As each target is hit, the corresponding box will be
filled momentarily. If a Target Switch is stucked closed, the Display will indicate the Switch Matrix Name and
Number (e.g. BACKBOX 5-BANK (TOP) #41 will appear instead of "NONE" with the top box in the display
shaded) as well as the corresponding Lamp (Insert Lamps 65-69 respectively). To simulate, with your finger,
press and hold-in anyone of the Backbox Targets. The Gun Trigger (Sw. 55) is not part of the test, however, if it is
not functioning, the Gun Trigger will not fire the Kicker Coil. To test, refer earlier in this Chapter, GO TO SWITCH
MENU (Page 16). Note: If the Gun Trigger is operating in Switch Test but not in RPG Backbox Test, ensure the
Power Interlock Switch is pulled out while in RPG Backbox Test (or any test requiring the firing of coils). If you
experience any other problem(s) call Technical Support (1-800-542-5377 or 708-345-7700, Option 1) for help.
The following page shows the five displays which will appear if the Target Switch is depressed long enough (either
with a finger or a "good" hit of the ball). If the target is depressed with a finger or the ball momentarily, ONLY the
corresponding BOX will be filled, indicating a good switch closure. RPG .. Test continued on the next page.
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See the previous page for the start of the RPG Backbox Test.
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To initiate, from the DIAGNOSTICS MENU, select the "FUSES" Icon with either the Red "LEFT" or
Green "RIGHT" Buttons and press the Black "ENTER" Button. The FUSE TABLE MENU now
appears. This provides the technician with the current Fuse Table for this game (also noted on a decal in
the Backbox).The fuses are located in the Backbox (on the Display Power Supply Board and the I/O Power
Driver Board), and also in the Cabinet (under the playfield by the Flippers and/or by any unique assembly
requiring an additional fuse, such as magnets). For the complete Fuse List in the Quick Reference Fuse Chart &
:
Pictorials, see the next page or Page # (front of this manual).
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After entering Portals , the MAIN MENU now appears with the "DIAG" Icon (GO TO DIAGNOSTICS MENU)
flashing:
Press the Black "ENTER" Button to activate this ICON. The DIAGNOSTICS MENU now appears with the
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"SW" Icon (GO TO SWITCH MENU) flashing; use the Red "LEFT" or Green "RIGHT" Buttons, until the
"FUSES" Icon (GO TO FUSE TABLE) is flashing:
Press the Black Button to activate this ICON. The FUSE TABLE now appears.
Select and activate the "+" Mini-Icon to view the next fuse in the group. Continue to select either the "+" or "-"
Mini-Icons to view each fuse one at a time. The display will describe the fuse identification number (e.g. Main, F1,
F6, F7, etc.), rating of fuse (e.g. 5A 250v S.B. - i.e. 5 Amp, 250 volt, Slo-Blo), location of fuse (i.e. Backbox: Board
Name located on; or Cabinet: Under the playfield or in Service Outlet), and use of fuse (e.g. 90v DC High Voltage
Power, etc.). The current fuse listed will remain in the display until the next fuse is chosen or when the Sub-Menu
is exited by selecting & activating the "PREV" or "QUIT" Mini-Icons.
Go To Fuse Table continued on the next page.
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Inside Coin Door Playfield Power
Interlock Switch
P l a y f i e l d ( P / F ) F u s e s
LOC: UNDER PLAYFIELD ( nea r Flippers ) SW300
n/a 3A 250v S.B. 50v DC Right Flipper (BLU-YEL RED-YEL) 1R)XVHV
n/a 3A 250v S.B. 50v DC Left Flipper (GRY-YEL RED-YEL) 3x AA
For locations & more information on fuses, see Sec. 5, Chapter 2.
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F1
CPU U210 U212
GAME
SOUND & EPROM CMOS
VOICE ROMS RAM
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For more info., see Section 5,
Chp. 4, PCBs (Yellow Pages)
F24 F26
F9 F22 F23 *** All BRIDGES rated
35A @ 100v ***
+50v DC High
B1 Current Coils
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Bd. (Reverse Side) F6 F21
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DISPLAY EPROM U5 / ROM 0 U5 F28 F20
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To initiate, from the DIAGNOSTICS MENU, select the Cross "DR." Icon with either the Red "LEFT" or
Green "RIGHT" Buttons and press the Black "ENTER" Button. This will bring you (the operator /
technician) into DR. PINBALL (Flow Chart Menus) which offers you a choice of three (3) Icons:
Coil "DR.", Switch "DR." and Lamp "DR." Icons. Selecting a particular Icon will give you a choice of which specific
Coil (any and all coil assemblies such as Flippers, VUKs, Magnets, etc.), Switch or Lamp circuit needs to be
diagnosed. Dr. Pinball will now display a question or give a procedure to follow such as "Does the lamp turn
on?" or "Check bridge rectifier BR-20, if short replace." When Dr. Pinball displays a question or requests a
procedure, Dr. Pinball will expect a response such as "NO" or "YES" (see below examples of the Mini-Icons which
will prompt the operator). You the operator/technician must respond by using the Red or Green Buttons to
"SELECT" a Mini-Icon and the Black Button to "ACTIVATE or ENTER" your selection.
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To initiate, from the DR. PINBALL MENU, select the Coil "DR." Icon with either the Red or Green
Buttons and press the Black Button. This is the Coil Flow Chart. Follow the questions, answering by
using the Mini-Icons in the display.
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To initiate, from the DR. PINBALL MENU, select the Switch "DR." Icon with either the Red or Green
Buttons and press the Black Button. This is the Switch Flow Chart. Follow the questions, answering
by using the Mini-Icons in the display.
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To initiate, from the DR. PINBALL MENU, select the Lamp "DR." Icon with either the Red or Green
Buttons and press the Black Button. This is the Lamp Flow Chart. Follow the questions, answering by
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using the Mini-Icons in the display.
The following are the Mini-Icons with explanations for the DR. PINBALL Sub-Menus:
Select and activate either the "-" or "+" Mini-Icons to diagnose a Coil, Lamp or Switch. Select and activate the
"RUN" Mini-Icon to test selected item. The "PREV" Mini-Icon allows you to go back to previous question. Select
the "QUIT" Mini-Icon to exit Portals completely. Select the "?" Mini-Icon (Help) to see directions on button usage.
Select and activate either the "NO or "YES" Mini-Icons to answer a question given. Select and activate the "END"
Mini-Icon to change to a new item to test. The "PREV" Mini-Icon allows you to go back to previous question.
Select the "QUIT" Mini-Icon to exit Portals completely. Select the "?" Mini-Icon (Help) to see directions on button
usage.
After a diagnosis is given, select and activate the "END" Mini-Icon to change to a new item to test. The "PREV"
Mini-Icon allows you to go back to previous display. Select the "QUIT" Mini-Icon to exit Portals completely.
Select the "?" Mini-Icon (Help) to see directions on button usage.
In COIL FLOW CHART MENU, select and activate the "PULSE" Mini-Icon to pulse the coil selected. Select and
activate the "END" Mini-Icon to change to a new item to test. The "PREV" Mini-Icon allows you to go back to
previous question. Select the "QUIT" Mini-Icon to exit Portals completely. Select the "?" Mini-Icon (Help) to see
directions on button usage.
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STARTING METER Reading : STARTING METER Date (MM/DD/YR) : AUDITORS NAME : CURRENT VOLUME SETTING:
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TOTAL COINS THRU TOTAL
01 PAID CREDITS 06 RIGHT SLOT 11 COINS
FREE GAME COINS THRU TOTAL
02 PERCENTAGE 07 CENTER SLOT 12 EARNINGS
AVERAGE COINS THRU METER
03 BALL TIME 08 4TH SLOT 13 CLICKS
AVERAGE COINS THRU SOFTWARE
04 GAME TIME 09 5TH SLOT 14 METER
COINS THRU COINS THRU
05 LEFT SLOT 10 6TH SLOT
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To track Feature & Tournament Audits, see Pages 36 or 54.
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The Portals Service Menu System provides 183 Audits for accounting purposes and for evaluation of Game
Programming. The Audits are divided into 3 groups: Earnings Audits (Audits 01-14), Standard Audits
(Audits 01-67) and Feature Audits (Programming Use Only) (Audits 01-102). For details on Tournament
Audits, see Section 3, Chapter 7, GO TO TOURNAMENT MENU. Audits which are named Proprietary are also
for Future Expansion or Programming. Game code may get upgraded during production; compare all Audits in
the display with the manual and make any corrections to the Audit Table (previous page), as necessary. Audits are
subject to change (with or without notice). To view Audits in the display, enter the Portals Service Menu System.
For how to RESET Audits, see Section 3, Chapter 6, GO TO RESET MENU.
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After entering Portals , the MAIN MENU now appears. Select the "AUD" Icon in the MAIN MENU with
either the Red "LEFT" or Green "RIGHT" Buttons (the Flipper Buttons operates in the same manner)
and press the Black "ENTER" Button (the Start Button operates in the same manner). The AUDITS
MENU appears. Continue through this chapter for the explanation & usage of the Icons in the AUDITS MENU.
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To initiate, from the AUDITS MENU, select the "S.P.I." Icon with either the Red "LEFT" or Green
"RIGHT" Buttons and press the Black "ENTER" Button. Select and activate either of the ">>"
Mini-Icons to view the next or previous Audit in this group. The display will describe the Audit Number,
Audit Name and the Current Audit Total (Value). The current Audit will remain in the display until the next Audit
is viewed or when this Menu is exited.
11 HIGH SCORE AWARDS: Provides the total Awards (Credits, Extra Balls, or Scores) for exceeding the
High-Score-To-Date scores.
HIGH SCORE PERCENT: Provides the percentage total by dividing Standard Audit 11, HIGH SCORE
12
AWARDS, by Standard Audit 14, TOTAL PLAYS.
TOTAL FREE PLAYS: Provides the total Free Credits for Replays, High-Score-To-Date, Specials and
13 Match.
TOTAL PLAYS: This total is derived by adding the sum of Earnings Audit 01, TOTAL PAID CREDITS, and
14 Standard Audit 13, TOTAL FREE PLAYS.
Note: Free Credits are not recorded in the Audit until they are actually used.
01.9M SCORES: Provides the total number of games the Players final score was
15 0 and 1,999,990 points.
16 2M4.9M SCORES: ... and the Players final score was between 2,000,000 and 4,999,990 points.
17 5M9.9M SCORES: ... and the Players final score was between 5,000,000 and 9,999,990 points.
18 10M19.9M SCORES: ... and the Players final score was between 10,000,000 and 19,999,990 points.
19 0 20M29.9M SCORES: ... and the Players final score was between 20,000,000 and 29,999,990 points.
20 30M39.9M SCORES: ... and the Players final score was between 30,000,000 and 39,999,990 points.
21 40M49.9M SCORES: ... and the Players final score was between 40,000,000 and 49,999,990 points.
22 50M59.9M SCORES: ... and the Players final score was between 50,000,000 and 59,999,990 points.
23 60M69.9M SCORES: ... and the Players final score was between 60,000,000 and 69,999,990 points.
24 70M79.9M SCORES: ... and the Players final score was between 70,000,000 and 79,999,990 points.
25 80M89.9M SCORES: ... and the Players final score was between 80,000,000 and 89,999,990 points.
26 90M99.9M SCORES: ... and the Players final score was between 90,000,000 and 99,999,990 points.
27 100M124.9M SCORES: ... and the Players final score was between 100,000,000 and 124,999,990 points.
28 125M149.9M SCORES: ... and the Players final score was between 125,000,000 and 149,999,990 points.
29 150M174.9M SCORES: ... and the Players final score was between 150,000,000 and 174,999,990 points.
30 175M199.9M SCORES: ... and the Players final score was between 175,000,000 and 199,999,990 points.
200M+ SCORES: Provides the total number of games the Players final score was
31 200,000,000 points and over.
AVERAGE SCORES: This total is derived from adding the Final Score of each game to a table and dividing
32
this sum by Standard Audit 14, TOTAL PLAYS.
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SERVICE CREDITS: Provides the total number of times the Portals Green Button (Dedicated Switch 7)
33 was pushed in Attract Mode.
See Section 3, Chapter 1, Service Switch Set Access & Use, for how to receive Service Credits.
See Sec. 3, Chp. 6, GO TO RESET MENU, Reset Credits, for how to delete Service (and Paid Credits).
34 BALL SEARCH STARTED: Provides the total number of times the game performed a Ball Search.
LOST BALL FEEDS: Provides the total number of times the game added a pinball to play when it could not
35 find a pinball after Ball Search.
See Section 3, Chapter 2, GO TO DIAGNOSTICS MENU, Technicians Alert [Pinball Detection].
LOST BALL GAME STARTS: Provides the total number of times the game started with a pinball missing
36 from the ball trough at the start of a game.
See Section 3, Chapter 2, GO TO DIAGNOSTICS MENU, Technicians Alert [Pinball Detection].
37 LEFT DRAINS: Provides the total number of times Rollover Switch 57 was closed.
CENTER DRAINS: Provides the total number of times the pinball had drained when the last switch
38
closed was not Switch 57 or Switch 60.
39 RIGHT DRAINS: Provides the total number of times Rollover Switch 60 was closed.
40 TILTS: Provides the total number of times Contact Switch 56 was closed.
TOTAL BALLS SAVED: Provides the total number of times this feature was used (this feature can be
turned ON or OFF, see Standard Adj. 38, FREEZE TIME in Section 3, Chapter 4, GO TO ADJUSTMENTS
41
MENU, Standard Adjustments). This feature is enabled at the start of each pinball and is disabled as
soon as a predetermined number of switches are "closed" or the allocated time has expired.
>> 42 - 49 PROPRIETARY: Proprietary Audits are used for Future Expansion or Programming.
50 BASE REPLAY: Provides the current base Replay Level Score.
LEFT FLIPPER USED: Provides the total number of times the Left Flipper Button (Dedicated Switch 1)
51
was pushed in Game Mode.
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RIGHT FLIPPER USED: Provides the total number of times the Right Flipper Button (Dedicated Switch 3)
52
was pushed in Game Mode.
>> 53 - 54 PROPRIETARY: Proprietary Audits are used for Future Expansion or Programming.
55 01 MINUTE GAMES: Provides the total number of games the total game time was between
0:00 and 1:00 minute.
56 1 1.5 MINUTE GAMES: Provides the total number of games the total game time was between
1:00 and 1:30 minutes.
1.5 2 MINUTE GAMES: Provides the total number of games the total game time was between
57
1:30 and 2:00 minutes.
2 2.5 MINUTE GAMES: Provides the total number of games the total game time was between
58 2:00 and 2:30 minutes.
2.5 3 MINUTE GAMES: Provides the total number of games the total game time was between
59 2:30 and 3:00 minutes.
3 3.5 MINUTE GAMES: Provides the total number of games the total game time was between
60 3:00 and 3:30 minutes.
61 3.5 4 MINUTE GAMES: Provides the total number of games the total game time was between
3:30 and 4:00 minutes.
62 4 5 MINUTE GAMES: Provides the total number of games the total game time was between
4:00 and 5:00 minutes.
63 5 6 MINUTE GAMES: Provides the total number of games the total game time was between
5:00 and 6:00 minutes.
64 6 8 MINUTE GAMES: Provides the total number of games the total game time was between
6:00 and 8:00 minutes.
8 10 MINUTE GAMES: Provides the total number of games the total game time was between
65
8:00 and 10:00 minutes.
10 15 MINUTE GAMES: Provides the total number of games the total game time was between
66 10:00 and 15:00 minutes.
15+ MINUTE GAMES: Provides the total number of games the total game time was
67 15:00 and over.
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To initiate, from the AUDITS MENU, select the "T3" Icon with either the Red "LEFT" or Green "RIGHT"
Buttons and press the Black "ENTER" Button. Select and activate either of the ">>" Mini- Icons to view
the next or previous Audit in this group. The display will describe the Audit Number, Audit Name and
the Current Audit Total (Value). The current Audit will remain in the display until the next Audit is viewed or when
this Menu is exited. Audits Definition: Programming Use Only. The proprietary information provides the total
number of times a feature was started, awarded, lit, played and/or completed (awarded); also, the total number of
Switch Closures during certain modes or features are tracked (a predetermined single/multiple variations of switch
closures are used to determine the lighting and/or completion of the feature stated).
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Operational Usage Note: The use of the following Sub-Menus are OPTIONAL and provided as a
convenience only. No special equipment was included with your Pinball Game. To initiate, from the
AUDITS MENU, select the "PRNT" Icon with either the Red "LEFT" or Green "RIGHT" Button and
press the Black "ENTER" Button. The PRINTER MENU appears. A Tournament Serial Interface (TSI) Board
and a RS-232 Communication Device (which can download serial information) are required for proper operation
of these Sub-Menus. Entering the menus & selecting/activating the Icons without the equipment mentioned, will
not affect the Pinball Game nor the operation of the Portals Service Menu System in any way. An optional
Printer Kit is available for purchase (contact your local distributor).
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To initiate, from the PRINTER MENU, select the "QUIK" Icon with either the Red or Green Button and
press the Black Button. Select either the "-" or "+" Mini-Icon and press the Black Button to start the
printout. Per the display instruction, the Start Button can also be pressed to start the printout. Only the
Earnings Audits can be retrieved and/or printed for further processing.
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To initiate, from the PRINTER MENU, select the "ALISON" Icon with either the Red or Green Button and
press the Black Button. Select either the "-" or "+" Mini-Icon and press the Black Button to start the
download. Per the display instruction, the Start Button can also be pressed to start the download. All
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Earnings, Standard, Feature & Tournament Audits can be retrieved and/or printed for further processing.
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To initiate, from the PRINTER MENU, select the "RESET" Icon with either the Red or Green Button and
press the Black Button. Select either the "-" or "+" Mini-Icon and press the Black Button to clear the
"N of copies printed" count total appearing in the display. Operational Usage Note: Activating the
"QUIK" Icon (in the previous Quick Printout) without the special equipment and unique software, will still provide a
"count total" in this Reset Printer Menu, which does not affect the operation of the Portals Service Menu System
in any way. Activating this "RESET" Icon will reset the "count total" in the display to 00.
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CURRENT METER Reading : AUDIT Date (MM/DD/YR) : CPU Version : DISPLAY Version : GAME LOCATION NAME :
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TOTAL NET ACCUM.
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TOURNAMENT ACCUM. TOTAL
02 PLAYS 07 PLAYS 12 # TOURNAMENTS
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03 GAME EARNINGS 08 TOUR. PLAYS
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04 TOUR. EARNINGS 09 EARNINGS
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05 JACKPOT 10 TOUR EARNINGS
STARTING METER Reading : STARTING METER Date (MM/DD/YR) : AUDITORS NAME : CURRENT VOLUME SETTING:
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TOURNAMENT ACCUM. TOTAL
02 PLAYS 07 PLAYS 12 # TOURNAMENTS
TOTAL ACCUM.
03 GAME EARNINGS 08 TOUR. PLAYS
TOTAL ACCUM.
04 TOUR. EARNINGS 09 EARNINGS
ACCUM.
05 JACKPOT 10 TOUR EARNINGS
STARTING METER Reading : STARTING METER Date (MM/DD/YR) : AUDITORS NAME : CURRENT VOLUME SETTING:
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TOURNAMENT ACCUM. TOTAL
02 PLAYS 07 PLAYS 12 # TOURNAMENTS
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03 GAME EARNINGS 08 TOUR. PLAYS
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04 TOUR. EARNINGS 09 EARNINGS
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05 JACKPOT 10 TOUR EARNINGS
STARTING METER Reading : STARTING METER Date (MM/DD/YR) : AUDITORS NAME : CURRENT VOLUME SETTING:
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...... ......
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TOTAL NET ACCUM.
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TOURNAMENT ACCUM. TOTAL
02 PLAYS 07 PLAYS 12 # TOURNAMENTS
TOTAL ACCUM.
03 GAME EARNINGS 08 TOUR. PLAYS
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04 TOUR. EARNINGS 09 EARNINGS
ACCUM.
05 JACKPOT 10 TOUR EARNINGS
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...... ......
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TOURNAMENT ACCUM. TOTAL
02 PLAYS 07 PLAYS 12 # TOURNAMENTS
TOTAL ACCUM.
03 GAME EARNINGS 08 TOUR. PLAYS
TOTAL ACCUM.
04 TOUR. EARNINGS 09 EARNINGS
ACCUM.
05 JACKPOT 10 TOUR EARNINGS
STARTING METER Reading : STARTING METER Date (MM/DD/YR) : AUDITORS NAME : CURRENT VOLUME SETTING:
...... ......
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...... ......
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TOTAL NET ACCUM.
01 PLAYS 06 EARNINGS 11 JACKPOT
TOURNAMENT ACCUM. TOTAL
02 PLAYS 07 PLAYS 12 # TOURNAMENTS
TOTAL ACCUM.
03 GAME EARNINGS 08 TOUR. PLAYS
TOTAL ACCUM.
04 TOUR. EARNINGS 09 EARNINGS
ACCUM.
05 JACKPOT 10 TOUR EARNINGS
STARTING METER Reading : STARTING METER Date (MM/DD/YR) : AUDITORS NAME : CURRENT VOLUME SETTING:
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TOURNAMENT ACCUM. TOTAL
02 PLAYS 07 PLAYS 12 # TOURNAMENTS
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03 GAME EARNINGS 08 TOUR. PLAYS
TOTAL ACCUM.
04 TOUR. EARNINGS 09 EARNINGS
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...... ......
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...... ......
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TOURNAMENT ACCUM. TOTAL
02 PLAYS 07 PLAYS 12 # TOURNAMENTS
TOTAL ACCUM.
03 GAME EARNINGS 08 TOUR. PLAYS
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04 TOUR. EARNINGS 09 EARNINGS
ACCUM.
05 JACKPOT 10 TOUR EARNINGS
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01 REPLAY TYPE AUTO 27 DEFAULT HIGH SCORE #4 60,000,000
02 REPLAY PERCENTAGE 12% 28 HSTD RESET COUNT 2,000
03 REPLAY AWARD CREDIT 29 HIGH SCORE INITIALS 3 INITIALS
04 REPLAY LEVELS 1: 50,000,000 30 FREE PLAY NO
05 REPLAY BOOST YES 31 CUSTOM MESSAGE ON
06 SPECIAL AWARD CREDIT 32 FLASH LAMP POWER NORMAL
07 SPECIAL PERCENTAGE 2% 33 COIL PULSE POWER NORMAL
08 FREE GAME LIMIT 05 34 KNOCKER VOLUME NORMAL
09 EXTRA BALL LIMIT 03 35 GAME RESTART YES
10 EXTRA BALL PERCENTAGE 20% 36 BILL VALIDATOR NO
11 GAME PRICING USA 5 37 BKGRND MUSIC VOLUME 01
12 MATCH AWARD CREDIT 38 FREEZE TIME 0:08
13 MATCH PERCENTAGE 8% 39 UK POST SAVE ENABLED NO
14 BALLS PER GAME 03 40 TIMED PLUNGER OFF
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Note: If Game & Display ROMs other than USA are installed, along with the proper Dip Switch Settings, different Defaults will appear.
If changes are made (or your Defaults are not USA), enter them with pencil in the YOUR SETTING spaces provided for reference.
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01 RAMP EB DIFFICULTY MODERATE 07 MYSTERY DIFF. MODERATE
02 RED RELIGHT DIFF. MODERATE 08 FINAL BATTLE DIFF. MODERATE
03 START MULTIBALL DIFF. MODERATE 09 DISABLE RPG NO
04 COMMAND CENTER DIFF. MODERATE 10 RPG ATTRACT MODE ON NO SOUNDS
05 KICKBACK RELIGHT DIFF. HARD 11 ADULT CONTENT ENABLED YES
06 VIDEO MODE DIFF. MODERATE 12 BUTTON INSTALLED NO
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The Portals Service Menu System provides 64 Adjustments to vary Game Functions to customize for your
particular needs. The Adjustments are divided into 2 groups: Standard Adjustments (01-52) and Feature
Adjustments (01-12). Game code may get upgraded during production; compare all Adjustments in the display
with the manual and make any corrections to the Adjustment Table (previous page), as necessary. Adjustments
are subject to change (with or without notice). To view Adjustments in the display, enter the Portals Service Menu
System. When a change is made and then the next / previous Adjustment is selected (or the Sub-Menu is exited),
the display will momentarily flash REQUEST INSTALLED. For further customization of Game Play Difficulty or
Game Play Type or how to RESET ONLY the Adjustments, see Section 3, Chapter 5, GO TO INSTALLS MENU.
Important: The Coin Door must be OPEN allowing the Memory Protect Switch
to be disabled, so any Adjustment changes can be made.
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After entering Portals , the MAIN MENU now appears. Select the "ADJ" Icon in the MAIN MENU with
either the Red "LEFT" or Green "RIGHT" Buttons (the Flipper Buttons operates in the same manner)
and press the Black "ENTER" Button (the Start Button operates in the same manner). The
ADJUSTMENTS MENU appears. Continue through this chapter for the explanation & usage of the Icons in the
ADJUSTMENTS MENU.
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03 REPLAY AWARD: Set to EXTRA BALL, CREDIT, TICKET* or TOKEN*. Default is CREDIT. Select EXTRA
BALL if awarding a CREDIT, TICKET/TOKEN is prohibited in your area.
*TICKET or TOKEN is selected, the game will require an optional Ticket or Token Dispenser
If selected Token, then Standard Ajustment 46, Q24 Option, must be changed accordingly.
REPLAY LEVELS: Set between 1 - 4 for the number of Replay Levels to be active. Default is 1.
04 A "Drop-Down" Table appears showing Replay Level 1. Adjust the Replay Level between 10M - 9.99B
(Default Score appears as a starting point) using the "-" or "+" Mini-Icons, then use the ">>" Mini-Icon to
go to next Level (if selected more than 1) and select the next highest Threshold Score(s) desired.
REPLAY BOOST: Set to YES or NO. Default is YES. This Adjustment works only when Standard
Adjustment 1, Replay Type, is set to FIXED or AUTO.
When set to YES, while FIXED or AUTO maintains the Replay Levels, Replay Boost works as follows: If the Replay Level is
05 7,000,000 (regardless of the Replay Percentage), and the Player scores 20M, and receives the Replay Award, the next game the
Current Replay Level is added to this base. Thus the next game, the Replay Level is 14,000,000. The Player agains scores 20M.
The next game the Player will need to achieve 21,000,00 to earn the Replay Award. If the Player does not achieve 21,000,000, the
next game reverts back to the original 7,000,000 or the new adjusted level maintained by the Fixed or Autopercentaging Feature.
SPECIAL AWARD: Set to EXTRA BALL, CREDIT, TICKET*, TOKEN* or POINTS. Default is CREDIT.
06 Select EXTRA BALL or POINTS if awarding a CREDIT or TICKET/TOKEN is prohibited in your area.
07 SPECIAL PERCENTAGE: Set between 1% - 5%. Default is 2%. This adjustment allows the operator to
adjust how frequently the Special Feature is made available to the player.
08 FREE GAME LIMIT: Set between 01 - 09, NO FREE GAMES or UNLIMITED. Default is 05. Set the
maximum number of Free Games that may be accumulated per game.
09 EXTRA BALL LIMIT: Set between 01 - 09, NO EXTRA BALLS or UNLIMITED. Default is 03. Set the
number of Extra Balls that may be accumulated per game.
10 EXTRA BALL PERCENTAGE: Set between 01% - 50%. Default is 20%. This adjustment allows the
operator to adjust how frequently the Extra Ball Feature is made available to the player.
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GAME PRICING: There are two (2) methods available for Coin Switch Programming: Standard & Custom.
11
Set between USA 1 thru EURO 12 or CUSTOM. USA Factory Default Setting is USA 5.
The Dip Switch Settings (Sw. 300) on the CPU/Sound Board for each Country must match with what is shown in the USA & Intl.
Standard Pricing Select Tables for your country to have correct operation (see the next page). For a Standard Selection (USA or
International): Select & activate either of the "-" or "+" Mini-Icons to move backward or forward in the Display; With your choice
appearing in the display, select & activate the ">>" Mini-Icon to advance and "lock-in" the change (display will momentarily flash
REQUEST INSTALLED).
If CUSTOM is selected (appears in display), after selecting & activating any Mini-Icon (except for "-" or "+"), the display will momentarily
flash REQUEST INSTALLED with the display "LEFT COIN: 0 PULSE" appearing. Use the "<<" or ">>" Mini-Icons to select the next
choice (see Table Examples below) and the "-" or "+" Mini-Icons to customize the PULSES, CREDITS & CLICKS from 0 to 99.
The prescribed number of PULSES required for 1 CREDIT must be set according to the Pricing Scheme desired. Some simple
calculations are required to get the proper set-up. After customizing, test the set-up with appropriate Coins or Bills and adjust, if
necessary. Note: Clicks can be changed if an optional Coin Meter is installed.
LEFT CENTER RIGHT FOURTH ONE BONUS BONUS BONUS BONUS LEFT CENTER RIGHT FOURTH
LEFT CENTER RIGHT 4TH Example 1 COIN: COIN: COIN: COIN: CREDIT: 1: 2: 1: 2: COIN: COIN: COIN: COIN:
25 $1.00 25 Not Used 1 /50 2 /75 3/ $1.00 3 12 3 1 4 0 0 0 0 1 4 1 1
Coin Mechanisms Used Pricing Scheme Desired PULSES PULSES PULSES PULSE PULSES PULSES PULSES CREDITS CREDITS CLICK CLICKS CLICK CLICK
In Example 1, note the LEFT (and RIGHT) COIN: 3 PULSES and ONE CREDIT: 4 PULSES. Since every Coin inserted produces 3
Pulses & every Credit requires 4 Pulses, 2 Coins (50) will produce 6 Pulses (4 Pulses for the 1st Credit + 2 Pulses remains in
escrow). The 3rd Coin (75) provides another 3 Pulses for a total of 5 Pulses (4 Pulses for the 2nd Credit + 1 Pulse remains in es
crow). The 4th Coin ($1.00) provides another 3 Pulses for a total of 4 Pulses (4 Pulses for the 3rd Credit + 0 Pulses remain). The
CENTER COIN: 12 PULSES is set this way (with a Bill Validator attached); every $1-Bill inserted produces 12 Pulses or 3 Credits.
LEFT CENTER RIGHT FOURTH ONE BONUS BONUS BONUS BONUS LEFT CENTER RIGHT FOURTH
LEFT CENTER RIGHT 4TH Example 2 COIN: COIN: COIN: COIN: CREDIT: 1: 2: 1: 2: COIN: COIN: COIN: COIN:
25 $1.00 25 Not Used 1 /50 2 /75 7/ $2.00 3 12 3 1 4 24 0 1 0 1 4 1 1
Coin Mechanisms Used Pricing Scheme Desired PULSES PULSES PULSES PULSE PULSES PULSES PULSES CREDIT CREDITS CLICK CLICKS CLICK CLICK
In Example 2, similar to Example 1, however, BONUS CREDITS are implemented. In addition to receiving 3 plays for every $1.00,
the player is awarded an extra Credit for every 2nd dollar inserted before game start.
LEFT CENTER RIGHT FOURTH ONE BONUS BONUS BONUS BONUS LEFT CENTER RIGHT FOURTH
LEFT CENTER RIGHT 4TH Example 3 COIN: COIN: COIN: COIN: CREDIT: 1: 2: 1: 2: COIN: COIN: COIN: COIN:
25 $1.00 25 Not Used 1 /25 6/ $1.00 13/ $2.00 5 20 5 0 4 20 40 1 0 1 4 1 1
Coin Mechanisms Used Pricing Scheme Desired PULSES PULSES PULSES PULSES PULSES PULSES PULSES CREDIT CREDITS CLICK CLICKS CLICK CLICK
In Example 3, a Pricing Scheme for a cheaper game is shown. An extra Pulse is put in escrow for every 25, thus at 4X 25
inserted, another Credit is given, and the BONUS 1: 20 PULSES threshold is also met, so 6/ $1.00 is achieved. BONUS 2: 40
PULSES is set, so when this threshold is met with $2.00, 13 Credits are produced.
LEFT CENTER RIGHT FOURTH ONE BONUS BONUS BONUS BONUS LEFT CENTER RIGHT FOURTH
LEFT CENTER RIGHT 4TH Example 4 COIN: COIN: COIN: COIN: CREDIT: 1: 2: 1: 2: COIN: COIN: COIN: COIN:
10p 50p 1 20p 1 /30p 2 /50p 5 /1 1 6 15 2 3 0 0 0 0 1 4 1 1
Coin Mechanisms Used Pricing Scheme Desired PULSE PULSES PULSES PULSES PULSES PULSES PULSES CREDITS CREDITS CLICK CLICKS CLICK CLICK
In Example 4, a Pricing Scheme using a different currency (i.e. British Sterling) is shown to provide another way coins (or tokens)
can be utilized to custom tailor to your own needs.
Standard Adjustment 11, Custom Pricing, continued on the next page.
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CPU/SOUND BOARD COUNTRY COIN MECHANISMS (SWITCHES) PRICING SCHEME Requires SPI
DIP SWITCH 300 SETTING COINS THRU ... SLOT: Number of Plays (Credits) for Price Amount Shown Coin Card(s)
SETTING OPTION(S) LEFT CENTER RIGHT 4TH See "Appendix J" for Coin Cards Examples & Info! Part Number
Pos.
USA 1 1 /$.25 755-5400-01
99999999
ON
OFF USA 2 1 /$.50 2 /$.75 3 /$1.00 755-5400-02
USA 3 1 /$.50 755-5400-02
USA 4 1 /$.50 For USA Defaults 6 & 7 use: 755-5400-02
$.25 $1.00 $.25
USA 5 1 /$.50 5 /$2.00 755-5400-02 755-5400-00
USA 6 1 /$.50 2 /4 X 25 3 /$1.00 Bill 9 Used to promote
USA 7 1 /$.50 4 /$1.50 6 /$2.00 the Bill Validator.
8 88
Pos.
Australia 1 1 /$A1 3 /$A2 755-5406-00
9 9999
ON
20 $A1 $A2 (Side 1)
OFF Australia 2 1 /$A1
8
Pos. For different Euro Pricing Scheme (other than below default), go to Adjustment 06 and scroll through Euro 1-12 for new setting (see end of table Euro 1-12).
ON
OFF 9 999999
Belgium
Euro 1
L.50 L1.00 L2.00 1 /L.50
755-5401-01
88
Pos.
755-5400-00
999999
ON
OFF
Canada Can$.25 Can$.25 Can$1 Can$2 1 /50 2 /75 3/ Can$1 or -01 or -02
8 8
Pos.
Denmark 1 1 DKr 1 /3 DKr 2 /5 DKr 755-5402-00
99 9999
ON
5 DKr 10 DKr 20 DKr (2-Sided)
OFF Denmark 2 1 /2 DKr 3 /5 DKr 7 /10 DKr
8 8
Pos. For different Euro Pricing Scheme (other than below default), go to Adjustment 06 and scroll through Euro 1-12 for new setting (see end of table Euro 1-12).
ON
OFF 9 99999
Finland
Euro 8
L.50 L1.00 L2.00 1 /L1.00 3 /L2.00
755-5401-08
6HF$GMXVWPHQWV
88
Pos. For different Euro Pricing Scheme (other than below default), go to Adjustment 06 and scroll through Euro 1-12 for new setting (see end of table Euro 1-12).
8
Pos. Italy: For different Euro Pricing Scheme (other than below settings), go to Adjustment 06 and scroll to Custom for this Unique Coin Door & Mech.
8
Pos.
New Zealand 1 1 /$NZ1 755-5406-00
9 9 9 9 9 9 9 New Zealand 2
ON
$NZ1 $NZ2 (Side 2)
OFF 1 /$NZ1 3 /$NZ2
8 8
Pos.
Norway 1 1 /5 NKr 755-5403-00
9 9 9 9 9 9 Norway 2
ON
10 NKr 5 NKr 20 NKr (2-Sided)
OFF 1 /10 NKr 3 /20 NKr
8 8
Pos. Portugal: For different Euro Pricing Scheme (other than below settings), go to Adjustment 06 and scroll to Custom for this Unique Coin Door & Mech.
ON
OFF 9 9 9 9 9 9 Portugal L.50 L.50 1 /L.50
755-5401-01
8 8
Pos. For different Euro Pricing Scheme (other than below default), go to Adjustment 06 and scroll through Euro 1-12 for new setting (see end of table Euro 1-12).
ON
OFF 9 9 9 9 9 9 Euro 3
Spain L.50 L1.00 L2.00 1 /L.50 3 /L1.00
755-5401-03
88 8
Pos.
Sweden 1 1 /10 SKr 2 /15 SKr 3 /20 SKr 755-5404-00
9 9 9 9 9 Sweden 2
ON
1 SKr 5 SKr 10 SKr (2-Sided)
OFF 1 /5 SKr
88
Pos.
Switzerland 1 1 /1 SwF 6 /5 SwF 755-5405-00
99 9 9 9 9 Switzerland 2
ON
1 SwF 2 SwF 5 SwF (2-Sided)
OFF 1 /1 SwF 3 /2 SwF 9 /5 SwF
/()7 &(17(5 5,*+7 7+ 7+
888
Pos. UK also utilizes the 5th Coin Slot Switch (not available with Custom Pricing).
UK 1 3 /1 7 /2 755-5407-00
9 9999
ON
OFF UK 2 4 /1 755-5407-01*
UK 3 1 /50p 5 /2 755-5407-01
10p 50p 1 20p 2
UK 4 1 /30p 4 /1 755-5407-01*
UK 5 1 /1 3 /2 755-5407-00
UK 6 3 /2 *use blank side 755-5407-01*
Note: The Country Setting Option above noted with "" & "" denotes the Factory Default Setting (subject to change).
Standard Adj. 11, Custom Pricing, and Std. Adj. 12-31 continued on the next page.
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Pos. Alternate Settings /()7 &(17(5 5,*+7 7+
ON S E E A B O V E Euro 1 1 /L.50 755-5401-01
OFF S E T T I N G S Euro 2 1 /L.50 5 /L2.00 755-5401-02
Euro 3 1 /L.50 3 /L1.00 755-5401-03
1 /L.50 6 /L2.00
Euro 1-12 are alternate settings for
countries using the Euro: 755-5401-04
Euro 4
If choosing an alternate Euro Setting
Euro 5 optional 1 /L.50 3 /L1.00 7 /L2.00 755-5401-05
L.50 L1.00 L2.00 L.20 2 /L.50
other than your Countrys Default,
please remember to use your Euro 6 755-5401-06
1 /L1.00 5 /L4.00
Country Dip Switch Setting.
Euro 7 optional 755-5401-07
Euro 8 1 /L1.00 3 /L2.00 755-5401-08
Euro 9 1 /L1.00 2 /L1.50 3 /L2.00 755-5401-09
Euro 10 1 /L1.00 3 /L2.00 7 /L3.00 755-5401-10
Euro 11 1 /L1.00 4 /L2.00 755-5401-11
Euro 12 2 /L1.00 9 /L4.00 755-5401-12
12 MATCH AWARD: Set to CREDIT, TICKET* or TOKEN*. Default is CREDIT. *read note under Std. Adjustment 3.
MATCH PERCENTAGE: Set between 0% - 10% or OFF. Default is 8%. At 0% the match display occurs at
13
the end of the game but never awards a Credit. Set to OFF, no Match Animation Feature is shown.
14 BALLS PER GAME: Set between 02 - 10. Default is 03. Set the number of balls per game.
15 TILT WARNINGS: Set to 00, 01 or 03. Default is 01. Set the number of Plumb Bob Tilt Switch closures
before the ball in play is tilted.
16 CREDIT LIMIT: Set between 04 - 50. Default is 30. Set the maximum credits allowed.
ALLOW HIGH SCORES: Set to YES or NO. Default is YES. When set to YES if a player exceeds any 1 of
17 the 4 High Scores, the player may receive an award (depending on Standard Adjustment 03, Replay
Award). Set to NO to disable this feature. There are 5 High Scores that will allow the player to enter their
initials (or name) (see Standard Adjustment 29, High Score Initials).
GRAND CHAMPION AWARDS: Set between 00 - 05. Default is 01. Set the number of awards, awarded
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18
for exceeding Level 1 (the highest of the five (5) Levels).
HIGH SCORE #1 AWARDS: Set between 00 - 03. Default is 01. Set the number of awards, awarded for
19 exceeding Level 2.
20 HIGH SCORE #2 AWARDS: Set between 00 - 02. Default is 00. Set the number of awards, awarded for
exceeding Level 3.
HIGH SCORE #3 AWARDS: Set between 00 - 01. Default is 00. Set the number of awards, awarded for
21
exceeding Level 4.
HIGH SCORE #4 AWARDS: Set between 00 - 01. Default is 00. Set the number of awards, awarded for
22 exceeding Level 5.
GRAND CHAMPION SCORE: Set between 1,000,000 - 9,999,000,000 or 00 (increments of 1M). Default is
23 100,000,000. Set the desired High Score Level to which Level 1 may be achieved. A score higher than
the default, cannot be reset by Standard Adjustment 28, HSTD Reset Count. The High Score will revert
to the Default Score ONLY if a Factory Reset is done or the batteries are removed from the CPU/Snd. Bd.
24 DEFAULT HIGH SCORE #1: Set between 1,000,000 - 9,999,000,000 or 00 (increments of 1M). Default is
90,000,000. Set the desired High Score Level to which Level 2 may be achieved. Read Std. Adj. 28.
DEFAULT HIGH SCORE #2: Set between 1,000,000 - 9,999,000,000 or 00 (increments of 1M). Default is
25 80,000,000. Set the desired High Score Level to which Level 3 may be achieved. Read Std. Adj. 28.
26 DEFAULT HIGH SCORE #3: Set between 1,000,000 - 9,999,000,000 or 00 (increments of 1M). Default is
70,000,000. Set the desired High Score Level to which Level 4 may be achieved. Read Std. Adj. 28.
DEFAULT HIGH SCORE #4: Set between 1,000,000 - 9,999,000,000 or 00 (increments of 1M). Default is
27
60,000,000. Set the desired High Score Level to which Level 5 may be achieved. Read Std. Adj. 28.
HSTD RESET COUNT: Set between 100 - 9,900 or OFF (increments of 100). Default is 2,000. HSTD
28 (High Score To Date). Set the number of games between "automatic resets of High Score Levels" to
"Default Scores" for ONLY Standard Adj. 24-27, Default High Score #1-#4.
HIGH SCORE INITIALS: Set to 3 INITIALS or 10 LETTER. Default is 3 INITIALS. When set to 3
29 INITIALS, the player is allowed only 3 initials to input. When set to 10 LETTER NAME, the player is
allowed to enter 10 initials to input.
30 FREE PLAY: Set to YES or NO. Default is NO. When set to YES, no coins are required for Game Play.
CUSTOM MESSAGE: Set to ON, CHANGE or OFF. Default is ON. When set to CHANGE, a new
message can be set or the old one can be edited (select the "+" Mini-Icon to change settings until
"CHANGE" appears in the display, then select the ">>" Mini-Icon to access.). This adjustment can be
31 accessed in two (2) ways by either selecting the "S.P.I." Icon and advancing to this Adjustment, or can be
directly accessed by selecting the "ABCD CUST MSG" Icon in the ADJUSTMENTS MENU.
View the Custom Message Shortcut summary (end of this chapter) for how to enter text or symbols.
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32 FLASH LAMP POWER: Set to NORMAL, DIM or OFF. Default is NORMAL. When set to DIM, the Flash
Lamps impulse power is reduced by 25% and when set to OFF the Flash Lamps will not flash.
COIL PULSE POWER: Set to NORMAL, HARD or SOFT. Default is NORMAL. When set to HARD, the
coil pulse power is increased by 12.5% of the normal pulse rate. When set to SOFT the coil pulse power
33 is decreased by 12.5% of the normal pulse rate. This adj. is provided to compensate for Low Line or High
Line voltage conditions where the solenoids (coils) appear to kicking too weak or too hard. Adjust as
required.
KNOCKER VOLUME: Set to NORMAL, LOW or OFF. Default is NORMAL. When set to LOW, the volume
34 is decreased 50%. When set to OFF, no sound is heard when the "knocker" is sounded.
GAME RESTART: Set to YES or NO. Default is YES. When set to YES, a new game may be started
35 during any ball after the first ball is completed (if credits are available). Pressing the Start Button during
the first ball will add additional players. When set to NO, the game disables the Start Button after the first
ball until the final ball is in play. Review Sec. 2, Chp. 1, GAME OPERATIONS & FEATURES, for details.
36 BILL VALIDATOR: Set to YES or NO. Default is NO. When set to YES, in Game Attract Mode the Display
will show an "Insert Bill Animation." When set to NO, the Display will show an "Insert Coin Animation."
BKGRND (BACKGROUND) MUSIC VOLUME: Set between 01 - 15. Default is 01. After volume is set via
37 Portals Service Buttons (see Section 3, Chapter 1, PORTALS SERVICE MENU INTRODUCTION) this
adjustment can be utilized to adjust the background music (1 all the way on, 15 all the way off) while
keeping the Special Sound FX the same level.
FREEZE TIME (BALL SAVE): Set to OFF, 0:01-0:15 or AUTO. Default is 0:08. When set to OFF this
feature is unavailable. Set between 0:01 through 0:15 (single increments) for the ball to be sent back into
38
play if the time set is not met (per ball). Set to AUTO to automatically adjust the Freeze Timer based on
the average ball time.
UK ONLY
Dip Switch Must Be Set UK POST SAVE ENABLED: Set to YES
or NO. Default is NO, (UK Default is YES). When set to YES this feature is available when lit. Set to NO
39 to disable this feature. (UK Games have Outlane/Center Post Save Devices which are accessed in
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differently; Non-UK Games cannot adjust this setting.)
TIMED PLUNGER: Set to OFF or 0:15 - 1:00. Default is OFF. When set to 0:15 to 1:00, the plunger will
40 "Autoplunge" the ball (at the time set) when the ball is at the beginning of play, awaiting the skill shot by
the player.
FLIPPER BALL LAUNCH: Set to DISABLED, LEFT FLIPPER, RIGHT FLIPPER, EITHER FLIPPER or
41 BOTH FLIPPERS. Default is DISABLED. This feature allows the player to operate the Auto Ball Launch
with the FLIPPER BUTTON(S) depending on which setting is chosen.
COINDOOR BALL SAVER: Set to YES or NO. Default is NO. When set to NO, this feature is not
42 available. When set to YES, this feature allows the Coin Door to be opened during game play; the ball
will drain but the game will be placed "on hold". When the Coin Door is closed, the pinball will return to
the Shooter Lane, and the game will resume.
COMPETITION MODE: Set to YES or NO. Default is NO. When set to NO, this feature is not available. If
an Install of either $.50 or Free Play Competition was made (changing the default to YES), and was
43 changed back to NO, the COMPETITION MODE will be turned OFF (see Section 3, Chapter 5, GO TO
INSTALLS MENU, $. 50 or Free Play Competition). Set to YES, this feature is available (required for
Competition Modes); this feature will equalize random game features and global score values during
multi-player games.
44 CONSOLATION BALL: Set to YES or NO. Default is YES. When set to YES, the EXTRA BALL (Playfield
Light Insert, location varies) will be lit on the last ball in play, if certain programming criteria is met.
FAST BOOT: Set to YES or NO. Default is NO. When set to NO, this feature is not available and will
display all normal Power-Up screens. When set to YES, the game will not display the normal informative
45 Power-Up screens, specifically the CPU Version screen and the Location/Game ID screen. Regardless of
the setting, normal Power-Up safety checks are still performed.
Q24 OPTION: Set to COIN METER, TOKEN DISPENSER or KNOCKER. Default is COIN METER. This
Coil (Solenoid) Location is left "open" at the Factory to allow for these optional Mechanisms to be added
46 to the game. If selecting TOKEN DISPENSER, Standard Adjustments 03, 06 & 12 should be changed to
TOKEN. Call Technical Support at 1-800-542-5377 if more information is required on this option.
TICKET DISP. INSTALLED: Set to YES or NO. Default is NO. This adjustment is required only for games
47 which have an optional Deltronics (DL-1275 PCB Style) Ticket Dispenser Installed. Unique CPU Sound
Board Dip Switch (Sw. 300) Setting required, which also changes the Default to YES.
ALLOW PLAYER COMP. MODE: Set to YES or NO. Default is YES. Competition Mode unrandomizes
feature events, and standardizes game play and rule sets (varies from game to game) for fair compe-
48 titions. With adequate credit, to enter Competition Mode, hold the Flipper Button in while pressing the
Start Button. Watch the Dot Display for more details (rules and operation are subject to change).
General rules are covered in the Instruction Card. Other Hints and/or Rules can be made known on this
game either visually (the Dot Display or Flashing Light Inserts) or can be audible.
Standard Adjustments 49-52 continued on the next page.
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TECH ALERT WARNING: A Portals Function. Review Sec. 3, Chp. 2, GO TO DIAGNOSTICS MENU,
Page 25, regarding Technician Alerts and its functions. Set to NEVER, POWERUP, COIN DOOR or
POWERUP AND COIN DOOR. Default is NEVER. When set to NEVER, the Tech Report Alert display
will not appear upon Power-Up or opening the Coin Door, if the game detects any problems. When set
49
to POWERUP, the display will appear only upon Power-Up (if problems detected). When set to COIN
DOOR, the display will appear only when the Coin Door is opened (if problems detected). When set to
POWERUP AND COIN DOOR, the display will appear upon Power-Up and if the Coin Door is opened (if
problems detected).
TEAM SCORES: Set to YES or NO. Default is NO. Set to YES, then Team Play will be made available.
Team Play only works in a 4-Player Game. The totals for Players 1 / 3 (Team 1) & Players 2 / 4 (Team 2)
50 are then displayed individually as well as the combined score for BOTH TEAMS to enable Team Play
(Doubles). See Section 2, Chapter 1, Game Operation & Features, for non-adjustable Features.
51 LOCATION ID: Set between 00 to 9999. Default is 00. This adjustment allows the operator to assign a
location identification number to the audit print-out sheet. (Will not be affected by Factory Reset.)
52 GAME ID: Set between 00 to 9999. Default is 00. This adjustment allows the operator to assign a game
identification number to the audit print-out sheet. (Will not be affected by Factory Reset.)
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To initiate, from the ADJUSTMENTS MENU, select the "T3" Icon with either the Red "LEFT" or
Green "RIGHT" Buttons and press the Black "ENTER" Button. Select and activate either of the ">>"
Mini-Icons to view the next or previous Adjustment in this group. Select and activate either of the "-" or
"+" Mini-Icons to change the setting, if desired (the Default Setting is noted in the definitions below). The display
will describe the Adjustment Number, Adjustment Name and the Current Adjustment Setting. The current
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Adjustment will remain in the display until the next Adjustment is view or when this Menu is exited.
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MYSTERY DIFF.: Set to EXEASY, EASY, MODERATE, HARD or EXHARD.
07 Default is MODERATE.
Note: Controls how many of some awards you get (e.g. Moderate = 2 escapes, 2 Security Levels & 2
Command Centers).
FINAL BATTLE DIFF.: Set to EXEASY, EASY, MODERATE, HARD or EXHARD.
08 Default is MODERATE.
Note: This adjust the difficulty of Final Battle.
DISABLE RPG: Set to YES or NO. Default is NO. Set to YES to disable the RPG Backbox Feature
(Cannon Kicker Coil Q5, Motor & Relay Board Q20 and/or 5-Bank Target Switches 41-45). Programming
09
will be adjusted accordingly. This adjustment allows the Technician to repair or replace the coil and/or
motor required for this feature at a future date.
RPG ATTRACT MODE: Set to ON, OFF, ONNO SOUNDS or ONNO SND OR FLSH.
Default is ONNO SOUNDS. Set to ON, for this game to demonstrate the RPG Backbox Feature every
10 few minutes in the Attract Mode, with 3 choices: ON with Sound & Flashing, ON with Flashing & No
Sound (Default) and ON with No Sound & No Flashing.
ADULT CONTENT ENABLED: Set to YES or NO. Default is YES. Set to NO to disable "adult content" in
11 audible (sounds FX and/or Speech). Speech, sound and/or graphics are replaced with more suitable calls.
BUTTON INSTALLED: Set to YES or NO. Default is NO. Set to YES if the optional lighted Launch Button
& Cover Plate is used in lieu of the Gun Assembly.
12
If interested in purchasing this Optional Kit to remove the Gun from your game, see the Pink Pages,
Cabinet Parts, or the Blue Pages, Gun Assembly, for more information.
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To go directly to Standard Adjustment 31, Custom Message, from the ADJUSTMENT MENU, select
the "CUST MSG" Icon with either the Red "LEFT" or Green "RIGHT" Buttons and press the Black
"ENTER" Button. At the top left corner of the Display, the letter A is indicated (blinking) in the first
available position (Thirty-Six (36) characters including spaces are available). Vary the letter(s) by operating the
Left and Right Flipper Buttons (or "RED" or "GREEN" Buttons). With the desired letter indicated, depress the
Start Button to lock in the letter and advance to the next character. Repeat this procedure until the desired
message is completed in the display. Select the "<" or ">" characters to back-space (erase) and/or to move
forward in an already typed message. After completion, press the "BLACK" Button, "REQUEST INSTALLED" is
indicated and then exits this sub-menu.
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The Portals Service Menu System provides 14 Installs to vary Game Play (Feature Adjustments) Difficulty
or Game Play Type and Install Factory (restores all adjustments to Factory Defaults).
Important: The Coin Door must be OPEN allowing the Memory Protect Switch
to be disabled, so any Install changes can be made.
For detailed customization or to check current Adjustments Defaults (either changed by YOU in the
Adjustments Menu or by this Installs Menu or for Factory Default Settings), see Section 3, Chapter 4, GO TO
ADJUSTMENTS MENU. Important: Before preceding, write down any previously changed Adjustment
Defaults. After completing one or more of the Installs in this Chapter, go back to the ADJUSTMENTS MENU to
see which Standard and/or Feature Adjustments have changed (Feature Adjustments and/or settings are
subject to change during production, and may differ than what is described in the tables at the end of this chapter).
If the settings are not to your liking, perform one of the following:
1.: Manually change the Standard & Feature Adjustments Settings (perform task in the ADJUSTMENTS
MENU, see Section 3, Chapter 4, GO TO ADJUSTMENTS MENU).
2.: Install Factory (see Page 49, end of this chapter) to reset all of the Standard & Feature Adjustments back
to the Factory Default Settings.
Multiple Installs can be set to vary game play; however, for Installs that have one or more Adjustments in
common, the last "Install" selected & activated, will supersede any previously changed Adjustment(s) from any
prior Installs. Any adjustments which you changed and are not affected by the Install will remain as set.
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For example, if you want a 5-BALL Game set to EXTRA EASY: Select and activate the "5BAL" Icon first (which
will typically change any Feature Difficulty Adjustments to HARD), then select & activate the "X.EZ" Icon to
change back the Difficulty Adjustments to EXTRA EASY. However, if the "X.EZ" Icon was selected & activated
first, then the "5BAL" Icon was selected & activated, the game will be set to a 5-BALL Game set to HARD.
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After entering Portals , the MAIN MENU now appears. Select the "INST" Icon in the MAIN MENU with
either the Red "LEFT" or Green "RIGHT" Buttons (the Flipper Buttons operates in the same manner)
and press the Black "ENTER" Button (the Start Button operates in the same manner). The INSTALLS
MENU appears. Continue through this chapter for the explanation & usage of the Icons in the INSTALLS MENU.
View Pages 49 & 50 for an Overview of the Standard & Feature Adjustment(s) which have changed upon selection.
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To initiate, from the INSTALLS MENU, select the "EASY" Icon with either the Red "LEFT" or Green
"RIGHT" Buttons and press the Black "ENTER" Button. Game Play Difficulty is set to EASY.
"REQUEST INSTALLED" is indicated and returns to the INSTALLS MENU with the "EASY" Icon flashing.
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View Pages 49 & 50 for an Overview of the Standard & Feature Adjustment(s) which have changed upon selection.
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To initiate, from the INSTALLS MENU, select the "FACT" Icon with either the Red "LEFT" or Green
"RIGHT" Buttons and press the Black "ENTER" Button. Game Play Difficuly is reset to Factory
Default Settings. "REQUEST INSTALLED" is indicated and returns to the INSTALLS MENU with the
"FACT" Icon flashing.
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To initiate, from the INSTALLS MENU, select the "HARD" Icon with either the Red "LEFT" or Green
"RIGHT" Buttons and press the Black "ENTER" Button. Game Play Difficulty is set to HARD.
"REQUEST INSTALLED" is indicated and returns to the INSTALLS MENU with the "HARD" Icon flashing.
"RIGHT" Buttons and press the Black "ENTER" Button. Game Play Type is set to 5-BALL PLAY.
"REQUEST INSTALLED" is indicated and returns to the INSTALLS MENU with the "5BAL" Icon flashing.
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To initiate, from the INSTALLS MENU, select the "HOME" Icon with either the Red "LEFT" or Green
"RIGHT" Buttons and press the Black "ENTER" Button. Game Play Type is set to NORMAL HOME
PLAY. "REQUEST INSTALLED" is indicated and returns to the INSTALLS MENU with the "HOME" Icon
flashing.
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To initiate, from the INSTALLS MENU, select the "STAR" Icon with either the Red "LEFT" or Green
"RIGHT" Buttons and press the Black "ENTER" Button. Game Play Type is set to EASY HOME
PLAY. "REQUEST INSTALLED" is indicated and returns to the INSTALLS MENU with the "STAR" Icon
flashing.
To initiate, from the INSTALLS MENU, select the "NOV" Icon with either the Red "LEFT" or Green
"RIGHT" Buttons and press the Black "ENTER" Button. Game Play Type is set to RESTRICTED PLAY.
"REQUEST INSTALLED" is indicated and returns to the INSTALLS MENU with the "NOV" Icon flashing.
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This setting is recommended where local laws restrict certain game features.
To initiate, from the INSTALLS MENU, select the "A.A.B" Icon with either the Red "LEFT" or Green
"RIGHT" Buttons and press the Black "ENTER" Button. Game Play Type is set to RESTRICTED PLAY.
"REQUEST INSTALLED" is indicated and returns to the INSTALLS MENU with the "A.A.B" Icon flashing.
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03 START MULTIBALL DIFF. EX. EASY EASY MODERATE HARD EX. HARD MODERATE HARD
04 COMMAND CENTER DIFF. EX. EASY EASY MODERATE HARD EX. HARD MODERATE HARD
05 KICKBACK RELIGHT DIFF. EX. EASY EASY HARD HARD EX. HARD MODERATE HARD
06 VIDEO MODE DIFF. EX. EASY EASY MODERATE HARD EX. HARD MODERATE HARD
07 MYSTERY DIFF. EX. EASY EASY MODERATE HARD EX. HARD MODERATE HARD
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The Portals Service Menu System provides five (5) functions to reset Coin & Game Audits, High Scores,
Credits or to reset ALL AUDITS, ADJUSTMENTS & INSTALLS back to the Factory Default Settings.
Important: The Coin Door must be OPEN allowing the Memory Protect Switch
to be disabled, so any Reset changes can be made.
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After entering Portals , the MAIN MENU now appears. Select the "RESET" Icon in the MAIN MENU
with either the Red "LEFT" or Green "RIGHT" Buttons (the Flipper Buttons operates in the same
manner) and press the Black "ENTER" Button (the Start Button operates in the same manner). The
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RESET MENU appears. Continue below for the explanation & usage of the Icons in the RESET MENU.
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To initiate, from the RESET MENU, select the "AUD" Icon with either the Red or Green Buttons and
press the Black Button. ONLY the Game Audits (01-04) & Standard Audits (01-67) will be reset to
zero (0), Factory Default Settings. Note: Coin Audits (05-13) & Software Meter Audit (14) will not be
reset. "REQUEST INSTALLED" is indicated and returns to the RESET MENU with the "AUD" Icon flashing.
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To initiate, from the RESET MENU, select the "HSTD" Icon with either the Red or Green Buttons and
press the Black Button. ONLY the High Scores will be reset to the current values. Note: If these
five (5) adjustments were not personally changed by you, the Factory Default Settings will be used (see
Section 3, Chapter 4, GO TO ADJUSTMENTS MENU, Standard Adjustments 18-22). "REQUEST
INSTALLED" is indicated and returns to the RESET MENU with the "HSTD" Icon flashing.
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To initiate, from the RESET MENU, select the "FACT" Icon with either the Red or Green Buttons and
press the Black Button. All Audits (except for Audit 14, Software Meter), all Adjustments and
Installs will be reset to the Factory Default Settings. Note: To RESET ONLY the ADJUSTMENTS &
INSTALLS (leaving all the Audits alone), see Section 3, Chapter 5, GO TO INSTALLS MENU, Install Factory.
"REQUEST INSTALLED" is indicated and the Service Menu is exited, returning to the Attract Mode.
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After entering Portals , the MAIN MENU now appears. Use the Red "LEFT" or Green "RIGHT" Buttons to
select the "RESET" Icon (GO TO RESET MENU).
Press the Black "ENTER" Button to activate this ICON. The RESET MENU now appears with the "COIN"
Icon (RESET COIN AUDITS) flashing:
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From the RESET MENU, select any of the Icons ("COIN", "AUD", "HSTD", "CRED") with either the Red or Green
Buttons and press the Black Button to activate the ICON chosen. After the ICON is selected & activated,
"REQUEST INSTALLED" is indicated and is returned to the RESET MENU with the previously selected Icon
flashing.
Important:
Before performing any RESET, write down your last Audit Totals (see Section 3, Chapter 3, GO TO AUDITS
MENU) and any personalized Adjustment changes you may have made (see Section 3, Chapter 4, GO TO
ADJUSTMENTS MENU).
If the "FACT" Icon is select and activated, "REQUEST INSTALLED" is indicated and the Service Menu is exited,
returning to the Attract Mode. See the previous page for explanation & usage of the Icons in the RESET MENU.
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The Portals Service Menu System provides 6 Steps
necessary to SET-UP, START, MONITOR and END
Pinball Tournaments on your Tournament Pinball System
Ready Pinball Game. OPTIONAL EQUIPMENT &
HARDWARE (SOLD SEPARATELY) ARE REQUIRED Tournament Operation Note:
FOR PROPER OPERATION AND USE OF THIS MENU.
The use of the Tournament Equipment and/or
Game code may get upgraded during production; running a Tournament is OPTIONAL and to be
compare all Tournament Adjustments & Audits in the used solely in the discretion of the owner.
display with the manual and make any corrections to the
Tournament Adjustments and/or Audits Tables (next It is the sole responsibility of the operator to
page), as necessary. Tournament Adjustments & Audits ensure that this product is used in conformity
are subject to change (with or without notice). To view with all applicable laws. Stern Pinball, Inc.
Tournament Adjustments & Audits in the display, enter disclaims any such responsibility.
the Portals Service Menu System. When any change
is made and then the next / previous item is selected (or Due to continuing product innovation,
the Sub-Menu is exited), the display will momentarily information in this chapter is
flash REQUEST INSTALLED. For details on Earnings, subject to change without notice.
Standard & Feature Audits, see Section 3, Chapter 3,
GO TO AUDITS MENU. For details on Standard &
Feature Adjustments, see Section 3, Chapter 4, GO
TO ADJUSTMENTS MENU.
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For more details on the equipment & hardware required,
Installation and Set-up, read the ToPS Tournament
Pinball System Kit Installation Manual (SPI Part
Number: 780-6011-00) provided in the Optional
Tournament Kit (SPI Part Number: 502-5011-00), not included with this ToPS Ready Pinball Game.
To order, contact your local Distributor (view Pages DR. _ & ` in the Find-It-In-Front: Dr. Pinball). You can also
call Technical Support or visit our website (details on the back cover of this manual).
Important: The Coin Door must be OPEN allowing the Memory Protect Switch
to be disabled, so any Tournament changes can be made.
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01 CREDITS PER PLAY 02 06 START DATE JANUARY 1
02 JACKPOT BASE $20.00 07 END DATE FEBRUARY 1
03 JACKPOT INCREMENT $00.50 08 # OF PRIZES 03
04 JACKPOT MAX. $2,500.00 09 AWARD TYPE CASH
05 CURRENT DATE/TIME JANUARY... 10 SHOW PLAYERS CASH YES
Note: The above adjustments must be set just before selecting and activating the "STRT" Icon (START TOURNAMENT).
See the following pages for explanation and more details.
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11 LOCATION MESSAGE ON 12 PRIZE MESSAGE ON
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STARTING METER Reading : STARTING METER Date (MM/DD/YR) : AUDITORS NAME : CURRENT VOLUME SETTING:
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CURRENT METER Reading : AUDIT Date (MM/DD/YR) : CPU Version : DISPLAY Version : GAME LOCATION NAME :
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TOURNAMENT START DATE : TOURNAMENT END DATE :
See Adj. 06 & 07 above >>
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To initiate, from the TOURNAMENT MENU, select the "SET UP" Icon with either the Red "LEFT" or
Green "RIGHT" Buttons and press the Black "ENTER" Button. Select and activate either of the ">>"
Mini-Icons to view the next or previous Tournament Adjustment in this group. Select and activate either of
the "-" or "+" Mini-Icons to change the setting, if desired (the Default Setting is noted in the definitions below). The
display will describe the Tournament Adjustment Number, Tournament Adjustment Name and the Current
Tournament Adjustment Setting. The current Tournament Adjustment will remain in the display until the next
Tournament Adjustment is viewed or when this Menu is exited.
IMPORTANT FOR TOURNAMENT USERS: Select the settings carefully. For Tips for ToPS (different
Tournament Sample Set-Ups, etc.), view the ToPS Tournament Pinball System Kit Installation Manual (SPI
Part Number: 780-6011-00) provided in the Optional Tournament Kit (SPI Part Number: 502-5011-00). Before
allowing players to begin after youve started a Tournament, double-check the Normal Mono-Color Dot Display
and Top Multi-Color Dot (Beta Brite) Display to ensure everything you want is displayed correctly. Once a
Tournament is started, no adjustments can be made until you end the Tournament (by selecting the "END" Icon).
Allowing players to qualify, then ending a Tournament prematurely to make corrections will affect the outcome of
the Tournament. View the ToPS Manual for more details.
WARNING: Changes made in any Adjustments will be lost after a FACTORY RESET or removal of the CPU/Sound Board Batteries.
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01 CREDITS PER PLAY: Set between 01 - 10. Default is 02.
Set the maximum number of Credits that may be accumulated per game.
JACKPOT BASE: Set between $00.00 - $999,999.00 (increments of $1). Default is $20.00.
02 Set the initial Prize Pool Amount to be offered for the Tournament. Note: The displays will present the
words "PRIZE POOL" in lieu of the word "JACKPOT".
JACKPOT INCREMENT: Set between $00.00 - $999,999.99 (increments of 1). Default is $00.50.
03 Set the Prize Pool Increment which will increase the Prize Pool Amount with each Tournament Game
played.
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JACKPOT MAX.: Set between $00.00 - $999,999.00 (increments of $1). Default is $2,500.00.
04 Set the maximum cap to be placed on the Prize Pool during a Tournament. Note: The displays will
present the words "PRIZE POOL" in lieu of "JACKPOT".
CURRENT DATE/TIME: Set the current date and time. After setting the Start and End Dates in
05 Tournament Adjustments 6 & 7, the Tournament will then start automatically*. *Requires the
TIMEKEEPER IC (included in the kit) installed in Location U212 on the CPU/Sound Board.
START DATE: Set between JANUARY through DECEMBER. Default is JANUARY.
06 After the month desired is set, a valid day must be set. To Start a Tournament, go back to the
TOURNAMENT MENU and select the "STRT" Icon (see the next page).
END DATE: Set between JANUARY through DECEMBER. Default is FEBRUARY.
07 After the month desired is set, a valid day must be set. To End a Tournament, go back to the
TOURNAMENT MENU and select the "END" Icon (see the next page).
# OF PRIZES: Set between 01 - 05. Default is 03. Set the maximum number of Prize Positions to be
awarded during a Tournament. Selections (cannot be changed) are as follows:
Set to 01, the Tournament Winner is awarded 100% of the Prize Pool.
08 Set to 02, the 1st & 2nd place winners are awarded 70% / 30%, respectively.
Set to 03, the 1st, 2nd & 3rd place winners are awarded 50% / 30% / 20%, respectively.
Set to 04, the 1st, 2nd, 3rd & 4th place winners are awarded 50% / 25% / 15% / 10%, respectively.
Set to 05, the 1st, 2nd, 3rd, 4th & 5th place winners are awarded 50% / 20% / 15% / 10% / 5%,
respectively.
AWARD TYPE: Set to CASH, POINTS, TICKET, NONE or PRIZE. Default is CASH.
This adjustment determines how the Prize Pool is to be represented in the Attract Mode on both
the Normal and top Beta-Brite Displays.
09
Select CASH for the displays to represent the Prize Pool amount (based on Jackpot Base and Max.) in
$Dollars. Select POINTS for the displays to represent the Prize Pool amount in Points. Select TICKET for
the display to represent the Prize Pool amount in Tickets. Select NONE NOT TO represent the Prize Pool
amount (if prize(s) to be awarded are not Cash, Points or Tickets). Select PRIZE, if applicable.
SHOW PLAYERS CASH: Set to YES or NO. Default is YES.
10 When set to YES, both the Beta-Brite Multi-Color Dot Display and the Normal Mono-Color Display
exhibit the Cash amount in the Attract Mode.
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To initiate, from the TOURNAMENT MENU, select the "STRT" Icon with either the Red "LEFT" or Green
"RIGHT" Buttons and press the Black "ENTER" Button. The "START TOURNAMENT?" MENU
appears with the "NO" Mini-Icon flashing.
If Set-Up (Tournament Adjustments) was not
completed OR the Tournament Audits were not
recorded from the prior Tournament, exit this Menu
by activating the "NO" Mini-Icon. If Set-Up was
completed and the Tournament Audits were
recorded, select and activate the "YES" Mini-Icon.
The Pinball Game is set to Tournament Ready
Mode (the Flashing Tournament Button must be depressed for a Tournament Game after the proper credit is
inserted). "REQUEST INSTALLED" is indicated and returns to the TOURNAMENT MENU with the "STRT" Icon
flashing. Note: If the "STRT" Icon appears to be non-functioning, it is because a Tournament is in progress. The
Tournament must first be stopped (select and activate the "END" Icon in the TOURNAMENT MENU).
6 W R S 7R X U QD P H QW V H O H F W R Q O \ D I W H U D 7R X U Q D P H Q W L V V W D U W H G
To initiate, from the TOURNAMENT MENU, select the "END" Icon with either the Red "LEFT" or Green
"RIGHT" Buttons and press the Black "ENTER" Button. The "END TOURNAMENT?" MENU appears
with the "NO" Mini-Icon flashing. If the
Tournament was not completed, exit this Menu by
activating the "NO" Mini-Icon. If the Tournament was
completed (the End Date set has passed), select and
activate the "YES" Mini-Icon. The Pinball Game is
taken out of Tournament Ready Mode (to readjust
any Tournament Adjustments, the Tournament must
be "stopped"). "REQUEST INSTALLED" is indicated
and returns to the TOURNAMENT MENU with the "END" Icon flashing. Record your Tournament Audits at this
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time as they will be reset (except for the "Accumulative Audits) if another Tournament is started!
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The following Tournament Audits WILL NOT BE RESET if a new Tournament is started. ALL AUDITS can be reset if a Factory Reset is done!
07 ACCUM. TOTAL PLAYS: Provides the accumulative total amount of Regular & Tournament Games played
since the first Tournament was played.
08 ACCUM. TOUR. PLAYS: Provides the accumulative total amount of Tournament Games played since the
first Tournament was played.
09 ACCUM. EARNINGS: Provides the total Gross Earnings accepted, since the first Tournament was played.
ACCUM. TOUR EARNINGS: Provides the accumulative total Tournament Game Earnings since the first
10 Tournament was played.
ACCUM. JACKPOT: Provides the accumulative total of Prize Pool (Jackpot) Amounts paid out since the
11 first Tournament was played.
12 # TOURNAMENTS: Provides the number of Tournaments (not individual Tournament Games) since the first
Tournament was played.
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Tournament Adjustment is viewed or when this Menu is exited.
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Item 20,
Button
Hole Plug
(Black) is
the optional
ToPS Ac- $3
cess Hole; $
if removing
for the
Optional $
ToPS Kit,
save with
the game.
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For drawing and a break-down of parts on the Insert (Lamps, $ Qty. 2
Sockets, Coil, Motor, Ball, etc.) Assembly, see the Blue Pages,
Qty. 2
Section 4, Chapter 2, Drawings..., Pages 94-97.
$3
$ $
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Parts (AP-)
listed in the
The T3 Insert, Backglass Parts Table on
& Film Art are Not Shown the next page.
in this Front View for clarity.
$3
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&
% * An asterisk ( * ) indicates item(s) are not noted in the pictorials. & Right Side
Pivot Hinge
When ordering Item 3, CPU/Sound Bd., please specify the
Game Name to receive the board with the correct ROMs.
1 %$&.%2; 3$57 1$0( 47< 63, 3$57 1 1 %$&.%2; 3$57 1$0( 47< 63, 3$57 1
1 Backbox T3 Screened No Parts 1 525-5632-00-79 11* Foam 3/16" Thk. X 1/4" X 36" 6 626-5026-00
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Item 1 Note: Black Textured T-Molding is installed and cannot be ordered separately. Above Item 11 is self-adhesive. Located on sides behind Item 7. Sold in 12" Lengths only.
2 PCB Metal Mounting Plate 1 535-5809-14 Ballast CU45Z-W 1/2" Core 120v 60 Hz 13W 1 010-5015-00
Item 2 is secured to Item 1 by: #8 X 1/2" HWH AB (Zinc) (Qty. 13) (234-5101-00) and Ballast, EU / UK Only 5/8" Core 50/60 Hz
#10 Washer 7/32" I.D. X .5" O.D. X 1/16" Thick (Qty. 4) (242-5003-00)
12 010-5015-01
Ballast Mounting Plate 1 535-8657-00
3 CPU/Sound Board (Mono) FCC-FEB98 1 520-5136-16 Item 12 is secured to Item 1 by: #6 X 5/8" HWH AB (Zinc) (Qty. 2) (234-5102-04)
4 Display Power Supply Board 1 520-5138-00 Lock Mounting Plate
I/O Power Driver Board
13 1 535-8128-01
5 1 520-5137-01 14 Lock 5/8" Barrel, 3/4", 1.5" Flat Cam 1 355-5055-00
Items 3, 4 & 5 are secured to Item 2 by: #8-32 X 3/8" HWH MS (Qty. 19) (237-5903-00)
Items 13-14 are secured by: #8 X 5/8" TP Torx T20 (Qty. 4) (237-5947-00)
6A 3X Trans. Drvr. Bd. (UK/Special Apps.Only) 520-5068-01 15* #1 Roto Lock Male (on Cabinet) 1 355-5006-01
6B Tournament Serial Interface (TSI) Bd. ToPS 520-5220-00 16 #1 Roto Lock Female (R2-0002-02) 1 355-5006-02
Item 6A is required for UK Games to support Auxiliary assemblies listed under the Coil
Matrix of Q1-Q32; also used for Special Applications such as Ticket / Coin Dispensers Item 16 is secured by: #10-24 X 1-3/4" CBSN (Qty. 2) (231-5022-00), #10-24 Keps Nut
used in conjunction with Item 6B ToPS Tournament Serial Board. (Qty. 2) (240-5207-00) and #10 Washer 7/32" ID X .5" OD X 1/16" (Qty. 2) (242-5003-00)
Insert (White Wood, No Parts) 17 Back Vent Grill 2-1/2" X 18" 1 545-5072-02
7* 1 525-5630-00 Item 17 is secured by: Staple 5/16" (Qty. 24) (631-5000-00)
For drawing and a break-down of parts on the Insert (Lamps, Sockets, Coil, Motor, Ball, etc.)
Assembly, see the Blue Pages, Sec. 4, Chp. 2, Drawings..., Pages 94-97. Fuse Description Decal (Generic)
18 1 820-6152-01
8A Bracket (for Catch-Latch on Insert) 1 535-9290-00 19 "CAUTION - VERY HOT" Decal 1 820-6266-00
Item 8A is secured to Item 1 by: #8 X 1/2" HWH AB (Zinc) (Qty. 3) (234-5101-00) Button Hole Plug (Blk) (Happ #52-6214-00)
20 1 500-6566-00
8B* Bracket, Catch-Latch 1 535-9291-00 21 Fuse Label (UL) 1 820-6143-00
For Securing Hardware, see note under Item 7 above.
22* Backbox Date Label 1 820-5091-00
9A Hinge, Loose Joint Left Hand Male 2 390-5051-00 23* Ribbon Cable, 20-Pin (4") 1 036-5000-04
Item 9A is secured to Item 1 by: #10 X 1" PFH Black (Qty. 3/per) (237-5942-16)
24* Ribbon Cable, 26-Pin (40") 1 036-5001-40
9B* Hinge, Loose Joint Rt. Hand Female 2 390-5051-01 1/4" Clamp (Double)
For Securing Hardware, see note under Item 7 above. 25* 3 040-5000-23
3A 250v Slo-Blo Fuse 26* 1/2", 3/4" & 1" Clamp (Single) 9 040-5000-XX
10 2 200-5000-08 Items 25-26 are secured to Item 1 by: #8 X 1/2" HWH AB (Zinc) (Qty. 13) (234-5101-00)
Fuse Clip Holder (Socket) 2 205-5000-01 -XX Note: for 1/2" use -06 (Qty. 1); for 3/4" use -08 (Qty. 2); for 1" use -09 (Qty. 6)
Item 10 is secured by: #6 X 1/2" PPH AB (Qty. 1/per) (237-5805-00)
Note: Item 10, Fuse Clip Holder (Socket) 205-5000-01 is part of a set of 12 (205-5000-12). 27* Ground Strap (5") (by Item 12) 1 600-5006-05
You can order them as individuals (...-01) or a set of 12 (...-12).
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* An asterisk ( * ) indicates
item(s) are not noted in (Broken View)
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% &
1. Ordering the complete
Speaker Panel Assembly,
515-6888-03 (Items 1-15)
will include all hardware. 6LGH9LHZ/DLG'RZQ
For clarity, the below drawing does not show the speaker(s).
For Securing Hardware, see the Parts Table below, under Item 6.
For Securing Hardware, see the Parts Table below, under Item 4.
For Securing Hardware, see the Parts Table below, under Item 3.
1 63($.(5 3$1(/ 3$57 1$0( 47< 63, 3$57 1 1 ,1',9,'8$/ 3$57 1$0( 47< 63, 3$57 1
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1 Speaker Panel (Black Wood) 1 525-5515-00 15 Plastic Shield (Display Cover) 1 545-5884-00
Dot Matrix Disp. Bd. Mounting Bracket Item 15 is secured to Item 2 by: #6 X 3/8" HWH AB (Zinc) (Qty. 8) (234-5000-00)
2 2 535-8368-01
Item 2 is secured to Item 1 by: #8 X 3/4" HWH AB (Zinc) (Qty. 4/per) (234-5103-00)
3 Dot Matrix Display Board 128 X 32 1 520-5052-00 The Associated Parts AP-A thru AP-C are also noted in the Backbox
Assembly drawings on the previous page.
Item 3 is secured to Item 2 by (at corners): 3/16" X 3/8" Spacer Gray (Qty. 4)
(254-5000-18) and #6-32 X 1/2" HWH Swage (Serr) Zinc (Qty. 4) (237-5976-03)
Item 3 is secured to Item 4 (at the top center) by: 3/4" X 1/4" Hex Spacer #6-32 Tap ASSOC. PARTS ARE NOT INCLUDED WITH BACKBOX/SPKR. PANEL ASSYS.
(Qty. 1) (254-5008-04) and #6-32 X 1/4" PPH MS (Sems) Zinc (Qty. 1) (232-5200-00)
1 $662& %$&.%2; 3$57 1$0( 47< 63, 3$57 1
4 Static Shield (Steel Plate) 1 535-6437-00 AP-A Backglass Assembly (Game N 79)
Item 4 is secured to Item 2 by: 1/2" X 1/4" Hex Spacer #6-32 Tap (Qty. 4) (254-5008-03) 1 See Parts Below
and #6-32 X 1/2" PPH MS (Sems) Zinc (Qty. 2, on Left Side only) (232-5202-00) ORDER ONLY INDIVIDUAL PART(S) NEEDED:
Edge Protector (on Item 4) AP-A1 Clear Backglass 25.906" X 19.187" 1 660-5038-02
5* 2 545-5592-01 AP-A2 T3 Film Art (#79) Main 1 830-5279-00
6 Display Controller Board FCC-FEB98 1 520-5055-03 T3 Film Art (#79) Pie Insert 830-5279-01
Item 6 is secured to Item 4 by: 1/2" X 5/16" X .144 ID Spacer Tap (Qty. 3) (254-5014-00),
#6-32 X 3/4" PPH MS (Sems) Zinc (Qty. 3) (237-5504-00), 1/2" X 1/4" Hex Spacer #6-32 Tap. AP-A3 Top Plastic Channel - 26" 1 545-5018-15
(Qty. 1) (254-5008-03) and #6-32 X 1/4" PPH MS (Sems) Zinc (Qty. 2) (232-5200-00) AP-A4 Bottom Plastic Lift Channel - 26-1/16" 1 545-5021-01
AP-A5 Plastic Edging (Left/Right) - 18-1/8" 2 545-5018-14
7 RF Shield 1 820-5092-00 AP-A6* Tape (double-sided) (12" Length) 1 626-5005-00
Item 7 is secured inbetween: "Item 6" and its mounting hardware described. (only 6" required)
Note: AP-A6 secures AP-A3--A5 to AP-A1
8* Ground Strap (25") (on Items 4, 6, 12) 4 600-5006-25 AP-B Pivot Hinge Left 1 535-7999-00
9* 1/2" Clamp (Single) (on Item 4) 1 040-5000-06 AP-C Pivot Hinge Right 1 535-7999-01
10* Ribbon Cable, 14-Pin 1 036-5260-00 Items AP-B & AP-C are secured to Backbox by: 1/4"-20 X 1-1/4" C.B. Sq. Neck (Qty. 4)
(231-5003-00), 1/4"-20 Flange Nut (Qty. 4) (240-5300-00) and
Item 10 Note: The 14-Pin cable connects the Dot Matrix Disp. Bd. to the Disp. Controller Bd.
Fend Washer 1/4" I.D. X 1" O.D. (Qty. 1) (242-5009-00)
11* Foam 3/16" Thk. X 1/4" X 36" 6 626-5026-00 Items AP-B & AP-C are secured to Cabinet by: 1/4"-20 X 7/8" Carriage Bolt Sq. Neck
(Qty. 2) (231-5014-00), Hinge Spacer (Qty. 2) (530-5099-00), Washer 1/4" I.D. X 7/8" O.D. X
Above Item 11 is self-adhesive. Located between Items 3 & 17. Sold in 12" Lengths only.
Speaker (Shld.) 4" 8: MG Elec #4060SH
1/8" Yellow (Qty. 1/per) (242-5016-01), Fend Washer 1/4" I.D. X 1" O.D. (Qty. 1/per)
12 2 031-5004-01 (242-5009-00) and 1/4"-20 Flange Nut (Qty. 1/per) (240-5300-00)
Speaker Grill (Black w/no Artwork) Note: Inside cabinet holes are covered by BLACK MYLAR COVER DISCS (QTY. 2)
13 2 535-8081-01 (820-5041-00) to hide securing hardware (AP-B & AP-C above) from player view.
14 Speaker Panel Hook Bracket 2 535-7009-02
Items 12, 13 & 14 are secured by: #8 X 3/4" HWH AB (Zinc) (Items 12/13: Qty. 4/per;
Item 14: Qty. 2/per) (234-5103-00)
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can be replaced with an
optional Lighted Button &
Plate Assembly, see the Blue &
Pages (Page 76) for details.
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Item 11, Button Hole Plug
(Black) is the Optional % * An asterisk ( * ) indicates item(s)
Tournie Button Access Hole.
If removing for the Optional
& are not noted in the pictorials.
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1 T3 Screened Cabinet (No Parts) 525-5395-15G-79 13 Hex Key Allen Wrench 5/16" 1 777-0001-00
2 Black Leg & Leveler Assembly 4 500-5921-50 14 Corrugated Tubing Black 11e4" X 2.6 Lg. 2 605-5008-00
Item 2 is secured by: Leg Bolt Back Plate (535-5703-00) and Leg Bolt 3/8" X 16 X 2-1/2" Above Item 14 covers the Cables Wiring Harnesses going into the Backbox from the Cab.
Hex 5/8" Hd. (2/per) (231-5001-01) To order just a Leg Leveler (3/8" - 16 X 3") use SPI N:
500-5017-00. A Leg "without" a Leg Leveler is not available. 15 #1 Roto Lock Male (R2-0055-02) 1 355-5006-01
Item 15 is secured by: #10-24 X 1-3/4" Carr. Bolt Sq. Neck (Qty. 2) (231-5022-00),
3 Start Button (Red) + Lamp Assembly 1 500-6388-02 #10-24 Nylon Stop Nut (Qty. 2) (240-5206-00) and #10 Washer 7/32" X .5" X 1/16" (Qty. 2)
Item 3 includes the Switch. FOR SWITCH ONLY see Item 25 on the Next Page. (242-5003-00)
4* #555 Wedge Base Bulb (Clear) 1 165-5002-00 16 #1 Roto Lock Female (on Backbox) 1 355-5006-02
Item 4 is included with Item 3, for just a replacement Bulb use the above number. Coin Door (with Validator) USA only
17 1 500-5018-172
5 T3 Gun Shooter + Conn. Assembly 1 500-5698-02-79 Item 17 is secured by: 1/4"-20 X 1-1/4" Carriage Bolt Sq. Neck (Qty. 4) (231-5003-00)
Item 5 is secured by: 1/4-20 X 1-1/4" Carriage Bolt Sq. Neck Black (Qty. 4) (231-5003-00), 1/4"-20 Flange Nut (Qty. 4) (240-5300-00) and Fend Washer 1/4" I.D. X 1" O.D. (Qty. 3)
1/4-20 Flange Nut (Qty. 4) (240-5300-00) and 1/4" Split Lock Washer (Qty. 4) (244-5000-00) (242-5009-00) Note: For Coin Door other than USA call Technical Support for SPI Part N.
FOR A BREAKDOWN OF PARTS SEE THE BLUE PAGES: Sec. 4, Chp. 2, Page 76. Coin Door Switch (USA)
18 2 180-5024-00
6 Flipper Button (White) Assembly 2 500-5026-38 FYI: Coin Door Switch ( Japan) 0 180-5091-00
Item 6 is secured by: Pal Nut for Flipper Button (Metal) (Qty. 2) (240-5003-01) and
is fitted with: O-Ring 11/32" X 7/32" X 1/16" (Qty. 1/per) (545-5850-00) Item 6 DOES NOT 19 Bracket for below Portals Switches 1 535-6860-03
include the Switch. FOR SWITCHES ONLY see Items 23A/B on the Next Page. 19B Push-Button Portals Switch (Black) 1 180-5192-00
7 Rear Glass Channel 20-3/8" Length 1 545-5038-00 19R Push-Button Portals Switch (Red) 1 180-5192-02
8 Plastic Channel 42-5/8" Lg. (Left/Rt.) 2 545-5017-00 19G Push-Button Portals Switch (Green) 1 180-5192-04
9 Side Armor "with holes" (Left & Right) 2 535-7297-02 Ordering Note: Securing hardware for switches included. For Decal Kit, see Page 63.
Item 9 is secured by: Pem Stud 1/4 X 1" FH (Qty. 2/per) (237-6116-01), 1/4-20 Flange Nut
(Qty. 2/per) (240-5300-00) and #8 X 5/8" T20 Tamper Proof (Qty. 2/per) (237-5947-00)
20 Dual Switch Assembly 1 500-5808-00
ORDERING ABOVE (ITEM 20) ASSEMBLY PART N WILL INCLUDE:
10 Front Molding - Black 1 500-5757-02-00 20A Mounting Bracket 1 535-6958-00
Item 10 requires: Self-Adhesive Foam Rubber 3/8" X 3/16" X 20-3/8" (626-5001-00). 20B Playfield Power Interlock Sw. (Top) 1 180-5136-00
11 Button Hole Plug (Blk) (Happ #52-6214-00) 1 500-6566-00 20C Memory Protect Switch (Bottom) 1 180-5000-01
Item 20 is secured to Cabinet by: #8 X 1/2" HWH AB (Zinc) (Qty. 2) (234-5101-00)
12 P/F Glass (Tmprd.) 21" X 43" X 3/16" 1 660-5001-00 Parts Table & Views continue on the next page.
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1 ,1',9,'8$/ 3$57 1$0( 47< 63, 3$57 1 1 ,1',9,'8$/ 3$57 1$0( 47< 63, 3$57 1
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Parts Table & Views continue on the previous page. 29 Prop Rod 1 535-7553-00
21 Front Molding Lockdown Assembly 1 500-6509-00 Item 29 is secured by: #10-24 X 1-3/4" Carriage Bolt Sq. Neck (Qty. 1) (231-5022-00),
Washer #10 7/32" ID X .5" OD X 1/16" Thk (Qty. 1) (242-5003-00) and
Item 21 is secured by: #10-24 X 1-1/4" Carr. Bolt (Qty. 2) (231-5012-00), #10-24 Keps Nut
(Qty. 2) (240-5207-00), #8 X 5/8" HWH AB Zinc (Qty. 4) (234-5102-04) and #10-24 Nylon Stop Nut (Qty. 1) (240-5206-00)
#10 Washer 7/32" ID X 1/2" OD X 1/16" (Qty. 2) (242-5003-00) Transformer 5.7v AC (with Ballast Winding)
30 1 010-5012-01
22 Lockdown Spring (connected to handle) 1 265-5008-00 Item 30 is secured by: 1/4"-20 X 5/8" PPH MS (Zinc) (Qty. 4) (237-5854-00) and
1/4" Split Lock Washer (Qty. 4) (244-5000-00)
23A Flipper Switch - Self-Cleaning 1 180-5160-00
Flipper Sw. - X2 Stack for Lwr./Upr. Flipper(s) 1 31 Speaker 8" Rd. 8010 4: 1 031-5007-00
23B 180-5164-00 Speaker Grill 7" X 7"
24* Foam Strip (2 on 23A; 1 on 23B) 3 626-5042-00 32 1 545-5072-03
Items 31 & 32 are secured by: #6-32 X 1-1/4" Fin Shank Screw (Qty. 4) (237-5883-00) and
25A Start Button Switch (ONLY) 1 180-5174-00 #6-32 Keps Nut (Qty. 4) (240-5008-00)
25B Gun (inside) Switch (ONLY) 1 180-5111-00 33 Power Input Box Sub-Assy. 1 515-5360-07
26 Grills 2-1/2" X 18" (on Back & Bottom) 2 545-5072-02 ORDERING ABOVE (ITEM 33) SUB-ASSY. PART N WILL INCLUDE:
27 Cabinet Plumb Bob Tilt Switch 1 See Parts Below 33A Power Box (Plain) 1 535-5932-00
ORDER ONLY INDIVIDUAL PART(S) NEEDED: 33B Service Outlet (for USA) 1 180-5008-01
27A Bracket for Hanger Wire 1 535-5221-00 33C Line Cord 10 ROJ 3" Max. 1 034-5000-10
27B Hanger Wire 1 535-5319-00 33D Recessed Cup for Line Cord 1 545-5122-00
27C Contact Wire Form 1 535-7563-01 33E* Line Filter 1 150-5000-00
27D Plumb Bob Weight (includes Thumb-Screw) 1 535-5029-00 33F* Varistor TNR159211KM 1 150-5001-00
Items 27A & 27C are secured by: #8 X 1/2" HWH AB (Zinc) (Qty. 4) (234-5101-00) 33G Fuse 8 Amp 250v Slo-Blo (Domestic) 1 200-5000-05
33H Fuse Holder 1 205-5001-00
28A Slide & Pivot Support Bracket - Right 1 535-5990-00 33I* On/Off Switch Bracket 1 535-8318-00
28B Slide & Pivot Support Bracket - Left 1 535-5989-00 33J On/Off Rocker Sw. (APEM R2101C5NBB) 1 180-5001-03
Items 28A & 28B are secured by: #10-24 X 1-1/4" Carriage Bolt Sq. Neck (3/per) 33K Power Box Decal 1 820-6123-03
(231-5012-00) and #10-24 KEPS Nut (3/per) (240-5207-00)
34 Cash Box Plastic Bottom 1 545-5090-00
35 Cash Box Cover (Validator) 1 535-5013-03
36 Cash Box Lock Bracket (wire) 1 535-7562-00
3LQEDOO /RFDWLRQ 0DLQWHQDQFH .LW $YDLODEOH 37 Large Hair-Pin Clip 1 535-7772-00
7KLV NLW FRQVLVWV RI R] 1RYXV :D[ )LQH 5HG Optional Meter (+12v DC w/Diode & Bracket) G-0053-013-102
FORWK DQG DOO 5XEEHU 5LQJV %XOEV XVHG LQ WKLV 3LQEDOO 0DFKLQH
Optional Meter (+12v DC w/Diode, No Bracket) G-0053-013-102A
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P/F Screened w/ Inserts & NO Parts 1 830-5100-79
PF P/F Complete w/ Inserts & ALL Parts 1 505-6004-79-79
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24
Back Panel (Plain, No Parts)
Wood Rail (Upper Left)
1
1
525-5620-00-79
525-5625-00
1 Arch (Black Metal) for T3 1 535-9292-00-79 25 Wood Rail (Right) 1 525-5626-00
Item 1 is secured to the playfield by Item 16 and : #10-32 X 5/16" PH FL U/C MS STL Wood Rail (Lower Left)
Zinc (Qty. 2) (237-6013-00). Usage Note: When replacing the Arch, order new replacement 26 1 525-5627-00
Nelson Protect Strips (not included) (Qty. 2) (545-5212-02). 27 Wood Rail (Shooter Lane) 1 525-5628-00
2 Instruction Card (USA) T3 1 755-5179-00
Note: Visit www.sternpinball.com for a PDF copy of the Game Instruction Card which will
also have any translated Instruction Cards made for this game. Find Game Link or Archives.
Spanish 755-5179-02; German 755-5179-03; Italian 755-5179-04; French 755-5179-05.
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3 Coin Card (2-Sided) 1 755-5400-00 28 Metal Rail (Center Drain under Arch) 1 535-8393-00
Usage Notes: Use Item 3 (Back: 1 Play 50 - 5 Plays $2) for Adj. 6, Game Pricing, USA 5 Metal Rail (Main Loop Inner Left)
Setting, or (Front: 1 Play 50 - 3 Plays $1) for Adj. 6, Game Pricing, USA 8 Setting. 29 1 535-9227-00
Items 28-29 are secured at Tabs by: #8 X 1/2" HWH AB (Zinc) (Qty. 1/per tab)
4 Coin Card (2-Sided) 1 755-5400-02 (234-5101-00).
Usage Notes: Use Item 4 (Front: 1 Play 50) for Adj. 6, Game Pricing, USA 2-7 Setting, Wire Form (Captive Ball Inner)
(Back: is Blank) for Custom Settings. Availability: See Appendix J (back of manual) for 30 1 535-9255-00
all current Coin Cards (USA, Canada, Euro & other International). If this is a non-US 31 Wire Form (Captive Ball Outer) 1 535-9256-00
Game, Coin Card(s) provided will differ. Wire Form (on Plastic Ball Guide)
32 2 535-5642-00
5 TX Head (Vacuum Form) 1 545-6086-00 Wire Form (3-1/8", Flipper Snubbers)
33 2 535-5373-01
6 TX Gun Cover (Vacumm Form) 1 545-6087-00 Ball Guide (Main Loop Outer)
34 1 535-9221-00
7 T850 (Roto Mold) 1 545-6088-00 Ball Guide (Main Loop In Right)
35 1 535-9222-00
8 Light Reflector (Silver Color Plastic) 2 545-5409-01 Ball Guide (Main Loop In Right Lower)
36 1 535-9224-00
9a Mini-Mars Lite Cover (Snap-In) Red 4 550-5030-02 Ball Guide (Left Drain)
37 1 535-9226-00
9b Mini-Mars Lite Cover (2X Tab) Red 4 550-5031-02 Ball Guide (Upper Left)
38 1 535-9228-00
9c Mini-Mars Lite Cover (1X Tab) Blue 3 550-5031-05 Ball Guide (In-Line Targets Right)
Item 9C Modification Note: With a pair of side-cutters, snip off 1 tab.
39 1 535-9229-00
40 Ball Guide (In-Line Targets Left) 1 535-9230-00
10 Level Assembly 1 515-7214-00 41 Ball Guide (Plastic, Long Clear) 2 550-5037-01
For Individual Items use : .882" 8MM Vial Mtg. Flange (545-6027-00), Level .8mm Empire
#0224 (545-6001-01) or Level Bracket (535-9010-00). Flange secured by: #6-32 X 1/4"
PPH MS (no Sems) Zinc (237-5500-00) and #6-32 Keps Nut (240-5008-00)
Item 10 is secured to the Wood Rail by: #6 X 1/2" HWH AB Zc Red (Qty. 2) (234-5001-02)
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11 Pinball (Steel) 1" 4 260-5000-00
n/a Plug-Cap (3/16") Black Plastic 0 545-5232-01 42 Ramp Chute Weldment, Cannon 1 515-7292-00
Note: Plug-Cap should plug hole if a Center Post (@ Drain) is used, then removed. 43 Ramp Chute Weldment, Vert. Kicker 1 515-7295-00
Items 42-43 are secured at Tabs by: #8 X 1/2" HWH (Zinc) (Qty. 1/per tab) (234-5101-00)
20
1-Way Gate Mounting Bracket (Large) 1 535-5269-06 $VN \RXU GLVWULEXWRU DERXW WKH 'HOX[H 3LQEDOO /RFDWLRQ
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Item 20 is secured by: #6 X 1/2" PTH A (Zinc) (Qty. 1) (237-5809-00)
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21 Ball Deflector 1 535-9245-00 )RU $VVHPEOLHV 5DPSV %DFNER[ ,QVHUW %DFN 3DQHO
22 Steel Shield Bracket (behind Cannon) 1 535-9299-00 3DUWV DQG RWKHU ,QGLYLGXDO 3DUWV QRW OLVWHG RQ WKLV SDJH
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1. Some items or parts may be included with or associated with a
Major Assembly or Ramp Assembly; see the Blue Pages,
6HH $SSHQGL[ - DW WKH EDFN RI WKLV PDQXDO IRU DOO Sec. 4, Chp. 2. for parts required not appearing on this page. If
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RXU ZHEVLWH VHH EDFN RI PDQXDO FRYHU Technical Support, 1-800-542-5377 or 1-708-345-7700 (Opt. 1).
2. Items 1, 20, 9A & 23 have associated Individual Plastics
and/or Decals. These pieces are not available individually. For
the Plastic and/or Decal Kits (or views), see the page after next,
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237,21$/ )25 237,21$/ )25 Playfield - Plastics (Screened & Clear) & Decals, Page 67.
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5 Playfield Support Slide Bracket 2 535-6862-02
Item 5 is secured by: #8 X 1/2" HWH AB (Zinc) (Qty. 2/per) (234-5101-00) and
#8-32 X 5/8" HWH Swage (Serr) Zinc (Qty. 1/per) (237-5975-03)
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Micro Sw. (Roller Actuator, Lite Force)
-
A 5 180-5119-02
B EOS Switch Flipper (on Flippers) 2 180-5149-00
C Stack (Blade) Switch (on Slingshots) 4 180-5054-00
D Micro Sw. Roll-Over Left Brkt. Assy. 2 500-6227-01
E Micro Sw. Roll-Over Right Brkt. Assy. 10 500-6227-02
Items D & E are secured by: #8 X 1/2" HWH AB (Zinc) (Qty. 2/per) (234-5101-00)
Items A-B & F require a Switch Body Protect Plate (535-6539-00) which is secured by:
#2-56 X 1/2" HWH Serr (Qty. 2) (237-5937-02) and #2-56 Hex Nut (Qty. 2) (240-5301-00).
G Micro Switch (on Pop Bumpers) 3 180-5015-03 . (
H Micro Switch (on Drop Target) 1 180-5158-00
Item H is secured with Item 10 above.
Switch & Target Assy. 1" Square (Red)
+ *
I 6 515-5162-02
J Switch & Target Assy. 1" Narrow (Yel.) 1 515-5967-06 ( *
Items I & J are secured by: #8 X 1/2" HWH AB (Zinc) (Qty. 2) (234-5101-00) '
K Modular S-U Target Square (Red) 1 500-6139-02
0
Item K is secured by: #8 X 3/4" HWH AB (Zinc) (Qty. 2) (234-5103-00)
Note Items I-K: For better view(s) or entire assembly, see Appdx. I, Pg. I1 (end of manual).
) ( (
Dual OPTO TRANS Bd. (on Ball Trough) 1 520-5173-00 $ $ 0 (
L Dual OPTO REC Board (on Ball Trough) 1 520-5174-00 (
Single OPTO TRANS Bd. (on TX Trough) 1 520-5230-00
M Single OPTO REC Board (on TX Trough) 1 520-5231-00
Note: For how Items A-C, F, G, H, L & M are secured or for a better view, see Section 4,
Chapter 2, Drawings for Major Assemblies & Ramps, on the individual assemblies noted.
Note: For more details on Item L & M and a break-down of parts, see Section 5, Chapter 4,
Printed Circuit Boards, Pages 109 & 140. 7DNH1RWH
* An asterisk ( * ) indicates item(s) are not noted in the pictorials.
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3/$67,&6 .,7 63, 3$57 1
Kit: P/F Plastics (Screened & Clear)
803-5000-79
Kit includes Screened 830-5997-XX Set,
Clear 830-5998-XX Set & 2 Clears:
830-6012-00 (Lt. 3-Bank Target Cover) &
830-6012-01 (Rt. 3-Bank Target Cover)
Ref: Backbox Insert Plastics (Clear)
803-5000-79B(ackbox)
Kit includes 830-6011-XX Set
(Not Shown, see the Blue
Pages, Page 94, for view)
Replacement Note:
When replacing above, you
may need to trim edges to fit
6HF3DUWV,G
pieces. Before removing
backing, after playfield
is cleaned, lay down the
piece(s) and line up in
the general area as
shown and mark off
any trimming, if
required.
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/RFDWLRQ 3DJH
3OD\ILHOG5XEEHU3DUWV%ODFNJ5LQJV$FWXDO6L]H
Qty. 4
'
'
&
Qty. 3
Qty. 2
* *
7DNH1RWH
* An asterisk ( * ) indicates item(s)
are not noted in the pictorials.
This page locates Rubber Parts on
the Playfield only. For location or
view of Rubber Parts on any
assemblies, see Sec. 4, Chp. 2,
Drawings for Major Assemblies &
Ramps (Blue Pages).
' 1 on Backpanel Diverter
6HF3DUWV,G
% % '
'
QR 4W\ TXDQWLW\ DUH QRW XVHG LQ WKLV JDPH
Note: Item 14, 7/16" O.D. Rings (Qty. 50 of 60) are used
to cushion Metal Sockets under P/F, Back Panel & Insert.
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1 63, 3$57 1 47< 58%%(5 3$57 1$0( 47< 63, 3$57 1 1
1 545-5348-10 9Black 3" I.D. Ring White: -60 N/U 1
2 545-5348-20 9Black 23e4" I.D. Ring White: -70 N/U 2
2 9Black 21e2" I.D. Ring White:
1 58%%(5 3$57 1$0( 47< 63, 3$57 1
3 545-5348-09 545-5348-59 3
A
Small Flipper BLACK Ring 545-5207-00 4 545-5348-08 9Black 2" I.D. Ring White: 545-5348-58 4
Sm. Flipper RED (Soft Duro) Ring 545-5207-22 5 545-5348-21 9Black 13e4" I.D. Ring White: -71 N/U 5
1 9Black 11e2" I.D. Ring White:
Large Flipper BLK (50 Duro) Ring 2 545-5277-00
B 6 545-5348-07 545-5348-57 6
1 9Black 11e4" I.D. Ring White:
Lg. Flipper RED (Soft Duro) Ring 545-5277-22 7 545-5348-06 545-5348-56 7
2 9Black 1" I.D. Ring White:
Optional Item B Replacements: Lg. YELLOW (50 Duro) Ring (545-5277-04) or
Large YELLOW (40 Duro) Ring (545-5277-06) 8 545-5348-05 -55 N/U 8
C Bumper (Deflector Pad) 3 545-5428-00 9 545-5348-04 2 9Black 3e4" I.D. Ring White: 545-5348-54 9
D Bumper (Grommet) 1138 (A60) 6 545-5105-00 10 545-5348-18 9Black 7/16" I.D. Ring White: -68 N/U 10
E Bumper (Post) 545-5009-00 11 545-5348-03 1 9Black 3e8" I.D. Ring White: -53 N/U 11
Bumper (Post Sleeve, Short) 4 9Black 5/16" I.D. Ring White:
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Items 1, 3 & 4 Posts can Top
Top
use 3/8" O.D. Black Ring,
6
545-5348-19 or White
6
Ring, 545-5348-69. Thread Thread
Top
Top
6
Top Top Thread
9:
Thread
6
Thread
6
Thread
6
Tap 6
Tap
No
6
Tap
9
Bottom
6
Thread
Items 3 & 4: Note the Thread Lengths.
9:
Bottom
Thread
5 9 : 9 :
Item 15 Adjustable Sliding Post can
use 5/16" I.D. Black Ring, 545-5348-02
5
Bottom
Bottom
Bottom
Bottom
or White Ring 545-5348-52. Thread Thread Thread
Thread Items 11-14 Posts can use a Black Post Rubber Sleeve (Tall),
545-5308-00 or White Post Rubber Sleeve (Tall), 545-5308-08.
Side Front
Nut Note: All nuts shown with a " " are used in this game. The quantities (not specified) vary.
The remaining Items listed are not used in this game and are noted for reference only (used in prior games).
Shown Below~ Shown Below~ Shown Below~ Shown Below~ Shown Below~
9 :
#6-32 #6-32 #6-32 #6-32 1e4" X 20
KEPS Nut
Nylon Stop Nut: Hex Nut T-Nut:
Flange Nut:
6 6 6
240-5005-00 (with Star Washer): (No Star Washer): 240-5002-00 240-5300-00
6 6
Bottom 240-5008-00 240-5004-00
Thread
6HF3DUWV,G
Bottom Assembly, 515-6459-04".
Nylon Stop Nuts KEPS Nuts Hex Nuts T-Nuts Miscellaneous Nuts
Note: The "Fins" keep the screw Not Shown: Not Shown: Not Shown: Not Shown: Not Shown:
from turning inside the wood hole.
#6-32 #6-32 #8-32: #6-32 Plastic Pal Nut
(w/ 1e4" Hex Body): (w/ 1e4" Hex Body): 240-5103-00 (w/Side Cut Off): (on Flipper Buttons):
Items 17-20 all
240-5010-00 240-5011-00 #10-32: 240-5002-01 240-5003-00
Bottoms are
240-5201-00 #8-32: Metal Pal Nut
#8-32: #8-32:
240-5104-00 240-5101-00 (on Flipper Buttons):
9:
240-5102-00
#10-24:
Thread 240-5202-00 #10-32 240-5003-01
#10-32: #10-32:
240-5007-00 240-5001-00
#10-24: #10-24: 240-5209-00
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1 0(7$/ 3267 1$0( 47< 63, 3$57 1 1 0(7$/ 3267 1$0( 47< 63, 3$57 1
1 Mini-Post Wood Screw 1 530-5004-00 11 Post Hex Base #6-32 Tap/#10-32 Bot. 2 530-5332-01
2 Mini-Post Wood Screw (no cut-away) 8 530-5004-01 12 Post Hex Base (No Tap)/#10-32 Bot. 530-5332-00
3 Mini-Post MS / #10-32 Bot. .4" Thread 530-5005-01 13 Post Hex Base #8-32 Top/#10-32 Bot. 1 530-5332-02
4 Mini-Post MS / #10-32 Bot. .875" Thread 8 530-5005-00 14 Post Hex Base #6-32 Top/#10-32 Bot. 4 530-5332-03
5 Post Fasten #8-32 Top / #6-32 Bot. 530-5008-00 15 Adjustable Sliding Post (Brass) #8-32 Bot. 530-5621-00
6 Post Fasten #6-32 Top / #6-32 Bot. 6 530-5012-02
Post Fstn. #6-32 Top / Wood Scr. Bot. A #6-32 X 3/4" Fin Shank Screw 237-5921-02
7 21 530-5010-02 #6-32 X 7/8" Fin Shank Screw
B 10 237-5921-04
8
9
Post #6-32 Top / Wood Screw Bottom
Post Fasten #6-32 Top / #8-32 Bot.
530-5263-01
530-5007-00 C
#6-32 X 1 " Fin Shank Screw 4 237-5883-00
Post #6-32 Tap / #6-32 Bottom D #6-32 X 13/16" Spirol Fin Shank Screw 9 237-5957-00
10 530-5127-00
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Hex Spacers: 3OD\ILHOG+H[6SDFHUV$FWXDO6L]H
Tap
e
e
e
e
e
e
e
$ $ $
$ e
% e
H[DPSOH RI %V
& with Male #6-32 Thread
1-end, #6-32 Tap on other.
e
7DNH1RWH
Items 1-33 are wide. Items 34-39 are 5/16" wide. With Items
1e4"
e
1-3A, 4A, 5 & 6A (the tap goes thru the length of spacer). With
Items 7, 8A, 9-33 & 34-49, the tap is up to 5e8" deep on each end.
Note: Items 3B, 4B, 6B (Not Shown) & 8B (Shown as example
e
e
of all "B" Styles) all have a #6-32 Threaded end, the other end
Tapped (same as Items 7-33). Items 40/41, read notes by item.
e
e
Hex Spacers Not Used in current games may no
longer be available. Choose an available size (+/-)
e
e
e
e
e
e
e
e
5
e
Top &
Bottom
e
e
Thread
e
e
e e
e
e
e
e
A Standard USA 9 Inch Ruler
is provided on the back cover.
6HF3DUWV,G
1 +(; 63$&(5 1$0( 47< 63, 3$57 1 1 +(; 63$&(5 1$0( 47< 63, 3$57 1
1e " X 1e4" : #6-32 Tap (both ends) 23e8" X 1e4" : #6-32 Tap (both ends)
1 4 254-5008-00 19 1 254-5008-28
3e " X 1e4" : #6-32 Tap (both ends) 21e2" X 1e4" : #6-32 Tap (both ends)
2 8 254-5008-12 20 1 254-5008-16
1e " X 1e4" : #6-32 Tap (both ends) 25e8" X 1e4" : #6-32 Tap (both ends)
3A 2 5 254-5008-03 21 1 254-5008-08
3B* Identical to 3A with #6-32 Thread end 254-5024-03 22 23e4" X 1e4" : #6-32 Tap (both ends) 3 254-5008-15
5e " X 1e4" : #6-32 Tap (both ends) 27e8" X 1e4" : #6-32 Tap (both ends)
4A 1 254-5008-02 23 254-5008-31
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8
4B* Identical to 4A with #6-32 Thread end 254-5024-02 24 3" X 1e4" : #6-32 Tap (both ends) 7 254-5008-14
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3e " X 1e4" : #6-32 Tap (both ends) 31e8" X 1e4" : #6-32 Tap (both ends)
5 4 3 254-5008-04 25 254-5008-19
7e " X 1e4" : #6-32 Tap (both ends) 31e4" X 1e4" : #6-32 Tap (both ends)
6A 8 1 254-5008-05 26 254-5008-26
6B* Identical to 6A with #6-32 Thread end 254-5024-05 27 31e2" X 1e4" : #6-32 Tap (both ends) 254-5008-27
7 1" X 1e4" : #6-32 Tap (both ends) 2 254-5008-06 28 35e8" X 1e4" : #6-32 Tap (both ends) 254-5008-25
8A 11e8" X 1e4" : #6-32 Tap (both ends) 254-5008-17 29 33e4" X 1e4" : #6-32 Tap (both ends) 254-5008-36
8B Identical to 8A with #6-32 Thread end 254-5024-17 30 4" X 1e4" : #6-32 Tap (both ends) 254-5008-21
8C ... to 8A with #8-32 Tap (both ends) 254-5031-06 31 41e4" X 1e4" : #6-32 Tap (both ends) 254-5008-30
9 11e4" X 1e4" : #6-32 Tap (both ends) 254-5008-11 32 43e8" X 1e4" : #6-32 Tap (both ends) 254-5008-29
10 15/16" X 1e4" : #6-32 Tap (both ends) 254-5008-34 33 51e4" X 1e4" : #6-32 Tap (both ends) 254-5008-35
11 13e8" X 1e4" : #6-32 Tap (both ends) 1 254-5008-33 34 11e4" X 5/16" : #6-32 Tap (both ends) 254-5018-09
12 11e2" X 1e4" : #6-32 Tap (both ends) 1 254-5008-09 35 13e4" X 5/16" : #6-32 Tap (both ends) 254-5018-06
13 15e8" X 1e4" : #6-32 Tap (both ends) 2 254-5008-13 36 2" X 5/16" : #6-32 Tap (both ends) 254-5018-07
14 13e4" X 1e4" : #6-32 Tap (both ends) 1 254-5008-10 37 4" X 5/16" : #6-32 Tap (both ends) 254-5018-03
15 17e8" X 1e4" : #6-32 Tap (both ends) 254-5008-20 38 45/16" X 5/16" : #6-32 Tap (both ends) 254-5018-00
16 2" X 1e4" : #6-32 Tap (both ends) 254-5008-07 39 4.92" X 5/16" : #6-32 Tap (both ends) 254-5018-04
17 21e8" X 1e4" : #6-32 Tap (both ends) 254-5008-32 40 17e8" X 3e8" : #8-32 Thread (both ends) 530-5285-00
18 21e4" X 1e4" : #6-32 Tap (both ends) 254-5008-18
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** 9DULRXV
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&RORUV ** /LPLWHG
&RORUV **
545-5348-02 or
545-5348-02 or
545-5348-01 or
Black Ring, or
545-5151-00
can use 5/16"
545-5348-51
White Ring,
Black Ring,
545-5348-52
545-5348-01
White Ring,
6
5
5
e
under Items
Items 4-5 Posts used in pairs can
7DNH1RWH
AP-B/-C on
Page 61). use 3e4" through 3" Rubber Rings,
(See Rubber Parts for Part Ns).
Material Difference
6HF3DUWV,G
e
e
e
e
e e e e e e e e e
1 3267 63$&(5 1$0( 47< 63, 3$57 1 1 3267 63$&(5 1$0( 47< 63, 3$57 1
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1 3e8" X 1e2" Metal Spacer (Backbox) 2 530-5099-00 14 3e " X 3e8" Plastic Spacer Gray 254-5000-12
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8
1e " X 3e8" Plastic Spacer Gray
2** Top Lane Plastic Mini-Lite Hood (Red) 4 550-5061-02 15 2 11 254-5000-01
Item 2 typically secured by: #6-32 X 1-3/4" PPH MS (Zinc) (Qty. 2/per) (237-5511-00) and 5e " X 3e8" Plastic Spacer Gray
Washer 9/64" X 5/16" OD X 1/32" (Qty. 2/per) (242-5017-00), if used. 16 8 254-5000-14
3e " X 3e8" Plastic Spacer Gray
3** Mini-Jewel Plastic Post (Clear) 3 550-5052-01 17 4 5 254-5000-07
7e " X 3e8" Plastic Spacer Gray
Item 3 typically secured by: #6 X 3/8" HWH AB (Zinc) (Qty. 1/per) (234-5000-00) 18 8 2 254-5000-11
11/16" 1-Groove Plastic Post (Black) 19 1" X 3e8" Plastic Spacer Gray or Black 1 254-5000-04
4** 550-5059-00
11/16" 1-Groove Plastic Post (Clear) 11e8" X 3e8" Plastic Spacer Gray 254-5000-06
51 550-5059-01 20 11e8" X 3e8" Plastic Spacer Natural 254-5000-06N
5** 1-Groove Jewel Plastic Post 550-5034-XX
Items 4 & 5 typically secured by: Post Fastening Screw #6-32 Top / #6-32 Bottom 21 11e4" X 3e8" Plastic Spacer Gray 12 254-5000-05
(Qty. 1/per) (530-5012-02, Item 6 Page 69). 11e2" X 3e8" Plastic Spacer Gray
22 254-5000-08
6 1e " Slf. Rtn. Plastic Spacer White
4 254-5007-02 23 115/16" X 3e8" Plastic Spacer Gray 254-5000-15
7 3e " Slf. Rtn. Plastic Spacer White
8 254-5007-01 24 1e " X 5/ " X .144" I.D. Metal Spacer
4 16 254-5014-03
8 5e " Slf. Rtn. Plastic Spacer White
8 254-5007-00 25 1e " X 5/ " X .144" I.D. Metal Spacer
2 16 3 254-5014-00
9 3e " Slf. Rtn. Plastic Spacer White
4 254-5007-03 26 9/16"X 5/16" X .144" I.D. Metal Spacer 254-5014-04
1e " X 1e " Plastic Spacer White (Narrow)
10 2 4 254-5000-03 27 3e " X 5/ " X .144" I.D. Metal Spacer
4 16 254-5014-01
1e " X 3e " Plastic Spacer Gray
11 8 8 254-5000-19 28 11e8" X 5/16" X .144" I.D. Metal Spacer 254-5014-02
3/ " X 3e " Plastic Spacer Gray
12 16 8 5 254-5000-18 29 1" X 5/16" X .144" I.D. Metal Spacer 254-5001-00
1e " X 3e " Plastic Spacer Gray
13 4 8 254-5000-02
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1 /$5*( %8/% 62&.(7 1$0( 47< 63, 3$57 1 1 /$5*( %8/% 62&.(7 1$0( 47< 63, 3$57 1
C #89 Bulb 17 165-5000-89 3 2-Lug Stand-Up Long Socket 1 077-5102-00
1 2-Lug Laydown Standard Socket 077-5100-00 4 2-Lug Stand-Up Rev. Mount Socket 077-5103-00
2 2-Lug Stand-Up Short Socket 12 077-5101-00 5 2-Lug Stand-Up Rv. Mnt. Short Socket 2 077-5106-00
6 2-Lug Straight Leg Socket 077-5107-00
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(on each side) but was never required).
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Item 7a is an IDC (Insulation
Displacement Connection) Style
DE Socket (this style is solderless).
This socket is secured to the
playfield or component by Items
8a or 8b Snap-On Socket
Brackets, or may also be snapped
into specially cut Clear and/or
Screened Plastic Pieces (used
5/16" D only when sockets are positioned
closely together and/or in a special
applications, e.g. on Ramps). If
Plastic Pieces are used to mount
some 7a or 7b Sockets, it will be
6HF3DUWV,G
1 :('*( %8/% 62&.(7 1$0( 47< 63, 3$57 1 1 :('*( %8/% 62&.(7 1$0( 47< 63, 3$57 1
D #555 Wedge Base Bulb (Clear) 81 165-5002-00 1 Wedge Base Socket (Laydown) 2 077-5026-01
D #555 Wedge Base Bulb (Red) 165-5054-02 2 Wedge Base Socket (Offset) 077-5029-00
D #555 Wedge Base Bulb (Green) 165-5054-04 3 W.B. Socket (Bumpers/Special App.) 3 077-5206-00
D #555 Wedge Base Bulb (Blue) 165-5054-05 4 Wedge Base Socket (Laydown GI) 077-5030-00
D #555 Wedge Base Bulb (Yellow) 165-5054-06 5 #555 only Wedge Base Socket (Twist) 077-5007-00
E #906 Wedge Base Bulb (Clear) 4 165-5004-00 6 #906 only Wedge Base Socket (Twist) 077-5016-00
E #906 Wedge Base Bulb (Red) 165-5004-02 7a IDC Snap-On Socket 72 077-5216-00
E #906 Wedge Base Bulb (Amber) 165-5004-03 7b IDC Snap-On Socket No Diode 4 077-5216-01
E #906 Wedge Base Bulb (Blue) 165-5004-05 8a 5/16" Ht. Snap-On Socket Bracket 72 545-5760-18
E #906 Wedge Base Bulb (Yellow) 165-5004-06 8b* 19/32" Ht. Snap-On Socket Bracket 545-5760-19
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Drawings are provided for the Major Assemblies in this
game with individual parts of each assembly numbered.
Items noted with a white circle are mounted above
the playfield; items noted with a black circle are
mounted below. All numbered parts describe the NAME,
QUANTITY & PART N. ASSOCIATED PARTS (AP-) are
noted and/or viewed with the associated Major Assembly.
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1 ,1',9,'8$/ 3$57 1$0( 47< 63, 3$57 1 1 ,1',9,'8$/ 3$57 1$0( 47< 63, 3$57 1
1 Gun Shooter (Incl. Items 2-6 Only) 1 500-5698-02 5 Cover (Right), Plastic (Black) 1 545-5429-01
Item 1 is secured by: 1/4-20 X 1-1/4" Carriage Bolt Sq. Neck Black (Qty. 4) (231-5003-00), Items 4 & 5 are secured to Black Metal Housing by: #10-32 X 3/8" Button Head Torx T-20
1/4-20 Flange Nut (Qty. 4) (240-5300-00) and 1/4" Split Lock Washer (Qty. 4) (244-5000-00) Tamper Proof (Qty. 4/per) (237-6117-00)
2 Spring Trigger Return (Happ #96-0028-00) 1 266-5037-00 6 Micro Sw. w/Lg Roller Actuator (Happ #50-8018-19) 1 180-5111-00
Trigger, Plastic (Yellow) (see note) Item 6 is secured by: #4-40 X 5/8" PPHTC Type 23 (Qty. 2) (237-5979-10)
3 1 545-5408-00
4 Cover (Left), Plastic (Black) 1 545-5429-00 7* 1X4 .062 Connector 1 045-5002-04
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* An asterisk (*) indicates item(s) are not noted in the pictorials.
Item 3: Color subject to change depending on availability.
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1 ,1',9,'8$/ 3$57 1$0( 47< 63, 3$57 1 1 ,1',9,'8$/ 3$57 1$0( 47< 63, 3$57 1
1 Ball Launch Button, Med. Rnd. (Yel.) 1 500-6709-06 2 Black Mounting Plate required with Item 1 1 535-9253-00
Use existing hardware from Item 1 of the Gun Shooter above to mount plate.
Note: Order Item 1 only if already have Item 2, Plate. Happ # Ref: 54-0006-615H1615
Securing Plastic Nut cannot be ordered separately. Items 2-4 are available individually. 3 Micro Switch No Actuator (Happ #95-4111-00) 1 180-5111-01
4 #555 Wedge Base Bulb (Clear) 1 165-5002-00
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SW. 55
SW. 55
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LP. 79
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1 Ball Launch Mounting Bracket 1 535-9257-00 4 Coil Sleeve (with Extension) 1 545-5847-00
Item 1 is secured above by: #8-32 X 5/8" HWH Swage (Serr) Zinc (Qty. 4) (237-5975-03) Plunger (Solid) Assembly
5 1 515-7299-00
2 Coil Retaining Bracket 2 535-7356-00 For Individual Items use : Plunger (530-5210-00) & Nylon Plunger (530-5638-00)
Item 2 is secured to Item 1 by: #8-32 X 3/8" HWH Swage (Serr) Zinc (Qty. 2/per) Compression (Relay) Spring
(237-5975-00) 6 1 266-5020-00
Ordering Note: If 500-6668-00 is unavailable, order the individual part(s) actually required.
3 Coil, 22-1080 (YEL-GRN) 1 090-5032-00B
Coil has a Diode (1N4004) (112-5003-00) positioned @ the bottom (below the lugs).
4
<(/*51
Qty. 2
7DNH1RWH
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Coil Note: Either -00B or -00T can be used for coil
replacements. B/T listed is preferable for easier diode
For Securing Hardware, access & may differ on game. IF REPLACING COIL,
see the Parts Table above,
under the item desired. REASSEMBLE AS SHOWN ABOVE (NOTE COIL
LUG POSITION).
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1 Kicker Mounting Bracket 1 535-6730-00 4 Coil Sleeve (Short) (Formost #10-7077) 1 545-5076-01
Item 1 is secured above the Playfield by: #6-32 X 5/8" HWH Swage (Serr) Zinc (Qty. 2) Plunger Assembly
(237-5976-04) and #6-32 X 3/8" PPH MS (Sems) Zinc (Qty. 2) (232-5201-00) 5 1 515-7318-00
6 Compression (Relay) Spring 1 266-5020-00
2 Coil Retaining Bracket 1 535-5203-03
Item 2 is secured to Item 1 by: #8-32 X 1/4" PPH MS (Sems) Zinc (Qty. 2) (232-5300-00) 7 Rubber Bumper (Grommet) 1 545-5105-00
Ordering Note: If 500-6697-01 is unavailable, order the individual part(s) actually required.
3 Coil, 23-800 1 090-5001-00B ,
This assembly is identical to 500-6697-00 except for the rotation of the Coil (lugs right).
Coil has a Diode (1N4004) (112-5003-00) positioned @ the bottom (below the lugs).
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Coil Note: Either -00B
or -00T can be used for coil
replacements. B/T listed is
preferable for easier diode
access & may differ on game.
For Securing Hardware, see the Parts
Table above, under the item desired.
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(Qty. 2)
8 Switch Body Protect Plate 2 535-5045-00
Items 7 & 8 are secured to Item 1 by: #6-32 X 5/8" HWH Swage (Qty. 4) (237-5976-04)
Plunger
9 Riveted Arm & Tip Assembly 1 515-5340-01
For Individual Parts use (requires drilling out rivet & rereviting) :
Arm (515-5341-01), Kicker Tip (545-5216-01) and Rivet, 1/8" x 1/4" Lg. (249-5003-00)
The Riv. Arm is secured to Item 1 by: Retaining Ring, 1/4" Shaft (Qty. 1) (270-5002-00)
Ordering Note: If 515-5340-01 is unavailable, order the individual part(s) actually required.
Qty. 2
5LJKW4
required.
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Qty. 2
7DNH1RWH
! !
Coil Note: Either -00B or -00T can be used for coil replacements.
B/T listed is preferable for easier diode access & may differ on game.
Coil Sleeve thru Coil
"R" indicates Item noted is secured with rivet(s) as listed.
Armature Stop & Shading Ring
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For Individual Items use : Plunger (530-5210-00) & Nylon Plunger (530-5277-01)
7DNH1RWH
DOTS: The Switch Diode, 1N4001, is not located
on either VUK Assembly (nor included); its located
on a Terminal Strip under the playfield near this
assembly. See Section 5, Chapter 2, Playfield
Terminal Strips.., Page 105, for more details.
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1 Ball Trough Outhole Mounting Bracket 1 515-6580-01 9 Compression (Return) Spring 1 266-5020-00
Item 1 is secured below the playfield by: #8 X 1/2" HWH AB (Zinc) (Qty. 6) (234-5101-00) Rubber Bumper (Grommet)
10 1 545-5105-00
2 Micro Switch (Roller Actuator, Lite-Force) 3 180-5119-02 11 Trough Ball Guide Plate Not Required 0 535-7801-00
Item 2 requires: Heat Shrink Tubing 1/8" PUI-24 (Qty. 1"/per) (605-5006-00)
12 Dual OPTO TRANS Board Assembly 1 515-0173-00
Switch has a Diode (1N4004) (112-5003-00). Can be replaced with (1N4001) (112-5001-00).
13 Dual OPTO REC Board Assembly 1 515-0174-00
3 Switch Body Protect Plate 3 535-6539-00 Items 12 & 13 are by: #6-32 X 5/8" HWH Swage (Serr) Zinc (Qty. 3/per) (237-5976-04)
Items 2 & 3 are secured to Item 1 by: #2-56 X 1/2" HWH (Serr) UNS #4HD TR3 BO For Individual Items use : Dual OPTO Transmitter Board (Qty. 1) (520-5173-00), Dual
(Qty. 2/per) (237-5937-02) OPTO Receiver Board (Qty. 1) (520-5174-00), OPTO PCB Tube Spacer (Brass) (Qty. 3/per)
(530-5308-02) and OPTO PCB Rubber Grommet (Qty. 3/per) (545-5518-00)
4 Coil Mounting Bracket 1 535-7330-01 Ordering Note: If 500-6318-14 is unavailable, order the individual part(s) actually required.
Item 4 is secured to Item 1 by: #8-32 X 3/8" HWH Swage (Sr.) Zinc (Qty. 4) (237-5975-00)
This assembly is identical to 500-6318-24, -15 or -25 except for the quantity of Item 2 (an
5 Coil Retaining Bracket 1 535-5203-03 additional switch & diode is required for the 5-Ball Trough) and Item 3, Swich Body Protect
Item 5 is secured to Item 4 by: #8-32 X 1/4" HWH MS (Serr) Zinc (Qty. 2) (237-5964-01) Plates, are not required when using Item 11 (required for Magnet use).
6 Coil, 26-1200 1 090-5044-00B ASSOCIATED PARTS ARE NOT INCLUDED WITH THE ABOVE ASSEMBLY.
Coil has a Diode (1N4004) (112-5003-00) positioned @ top (above lugs next to windings).
7 Coil Sleeve (Short) (Formost #10-7077) 1 545-5076-01 1 $662&,$7(' 3$57 1$0( 47< 63, 3$57 1
Plunger Assembly AP- A Ball Trough Enter / Exit Scoop 1 535-7329-01
8 1 515-5941-01 Item AP-A secured to the playfield by: #8 X 1/2" HWH AB (Zinc) (Qty. 4) (234-5101-00).
For Individual Items use : Plunger (530-5210-00) & Nylon Plunger (530-5277-01)
AP-B* Steel Balls (1-1/16" ) 4 260-5000-00
7DNH1RWH
* An asterisk (*) indicates item(s) are not noted in the pictorials.
! !
Coil Note: Either -00B or -00T can be used for coil replacements.
B/T listed is preferable for easier diode access & may differ on game.
For a break-down of parts of Items 12 & 13, OPTO Boards (515-0173-00 &
515-0174-00), see Section 5, Chapter 4, Trough Up-Kicker Dual OPTO
Boards Theory of Operation & Schematic, Component Layout & Parts.
7DNH6SHFLDO1RWH
$3
$
Item AP-A, Enter / Exit Scoop, 535-7329-01 (not included with the 4-Ball
Trough Assembly), is shown how it is actually positioned over the 4-Ball
Trough Assembly. It is mounted above the playfield.
(QWHU([LW6FRRS
See securing
6HF'UDZLQJV
hardware under
Items 12 & 13.
SW. 15
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4
Qty. 3 Qty. 3
SW. 15
SW. 14
Item 12, Dual OPTO TRANS (Transmitter)
Board, 515-0173-00, is mounted on the
other side of the Trough Assembly, in line
with Item 13, Dual OPTO REC (Receiver)
Board, 515-0174-00, using same hardware.
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1 Flipper Base Plate (LEFT) 1 See FRP1 13 Crank Bar 1 530-5070-02
Item 1 is secured below the playfield by: #10 X 1/2" HWH MS (Serr) Zinc ST (Qty. 8) Item 13 requires: Bushing, .192" ID X .312" OD X .195" (Qty. 1) (530-5139-00)
(237-5949-00) Ordering Note: Use Item FRP1, see the end of this Parts Table.
14 Switch Actuator (LEFT) Sub-Assy. 1 515-7257-01
2 Flipper Bat Bushing (White Plastic) 1 545-5070-00 For Individual Items use : Actuator & Spring Bracket (LEFT) (530-9038-01) and Switch
Item 2 is secured to Item 1 by: #6-32 X 3/8" HWH Swage (Ser.) Zc. (Qty. 3) (237-5976-02) Actuator (White Plastic) (545-5612-00) and is secured to the Bracket by:
Rivet, 1/8" X 1/4" Lg. (Qty. 1) (249-5003-00)
3 Power (End of Stroke) Switch 1 180-5149-00
Item 3 is secured to Item 1 by: #6-32 X 5/8" HWH Swage (Ser.) Zc. (Qty. 2) (237-5976-04) 15 Set Screw: #10-32 X 3/4" Socket Hd. 2 237-6144-00
Item 15 requires: #10-32 Nylon Stop Nut (Qty. 1 Flipper Link Side Only) (240-5203-00)
4 Sw. Plate/Spring Return Brkt. (LEFT) 1 535-7354-01 Tool Required for Item 15: 5/32" or 4mm Allen Wrench
5 Flipper Return Spring 1 265-5035-01 Flipper Rebuild Parts for Easier Installation, $ave $:
6 Coil Stop Bracket Sub-Assembly 1 515-6308-01 Flipper Base Plate Kit (LEFT)
Item 6 is secured to Item 1 by: #10-32 X 3/8" SHWH Swage (Serr) Zinc (Qty. 2)
(237-5985-00) and #10 Split Lock Washer (Qty. 2) (244-5003-00)
FRP1 Includes Item 1 pre-threaded, with the 515-6617-01
Securing Hardware for Items 2, 3, 6 & 8.
7 Spring Washer (17/32" ID X 3/4" X 1") 1 269-5002-00 Plunger, Link & Crank (LEFT) Assy.
8 Coil Support Bracket 1 535-7356-00 FRP2 Includes above Items 12, 13, 14 and 15 515-7203-01
Item 8 is secured to Item 1 by: #8-32 X 3/8" HWH Swage (Ser.) Zc. (Qty. 2) (237-5975-00) and is pre-assembled.
Coil, 22-1080 (YEL-GRN) (Left) Flipper (LEFT) Rebuild Kit
9 1 090-5032-00T FRP3 Same as FRP2, but also includes above 500-6307-10
Coil has a Diode (1N4004) (112-5003-00) positioned @ top (above lugs next to windings).
Items 6 & 10.
10 Coil Sleeve 1 545-5388-00
11 Deflector Pad (Bumper) 1 545-5428-00 ASSOCIATED PARTS ARE NOT INCLUDED WITH THE ABOVE ASSEMBLY.
12 Flipper Plunger & Link Sub-Assy. 1 515-6304-03 1 $662&,$7(' 3$57 1$0( 47< 63, 3$57 1
For Individual Items use : Flipper Plunger with "Flat" (530-5349-01) and Plunger "Flipper"
YELLOW Flipper Bat & Shaft (Plain)
Link (545-5611-01) and is secured to the Plunger by: Bushing, .16" ID X .281" OD X AP-A (Non-Knurled End) Assembly 1 515-5133-06-06
.187" (Qty. 1) (530-5532-00) and Spirol Pin 5/32" X 3/4" Lg. (Qty. 1) (251-5015-02)
AP-B Large Flipper BLACK Rubber Ring 1 545-5277-00
The differences
between the
Left & Right
Flippers are:
The coils
<(//2: may also
differ
depending
on the game.
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1 Flipper Base Plate (RIGHT) 1 See FRP1 13 Crank Bar 1 530-5070-02
Item 1 is secured below the playfield by: #10 X 1/2" HWH MS (Serr) Zinc ST (Qty. 8) Item 13 requires: Bushing, .192" ID X .312" OD X .195" (Qty. 1) (530-5139-00)
(237-5949-00) Ordering Note: Use Item FRP1, see the end of this Parts Table.
14 Switch Actuator (RIGHT) Sub-Assy. 1 515-7257-00
2 Flipper Bat Bushing (White Plastic) 1 545-5070-00 For Individual Items use : Actuator & Spring Bracket (RIGHT) (530-9038-00) and Switch
Item 2 is secured to Item 1 by: #6-32 X 3/8" HWH Swage (Ser.) Zc. (Qty. 3) (237-5976-02) Actuator (White Plastic) (545-5612-00) and is secured to the Bracket by:
Rivet, 1/8" X 1/4" Lg. (Qty. 1) (249-5003-00)
3 Power (End of Stroke) Switch 1 180-5149-00
Item 3 is secured to Item 1 by: #6-32 X 5/8" HWH Swage (Ser.) Zc. (Qty. 2) (237-5976-04) 15 Set Screw: #10-32 X 3/4" Socket Hd. 2 237-6144-00
Item 15 requires: #10-32 Nylon Stop Nut (Qty. 1 Flipper Link Side Only) (240-5203-00)
4 Sw. Plate/Spring Return Brkt. (RIGHT) 1 535-7354-00 Tool Required for Item 15: 5/32" or 4mm Allen Wrench
5 Flipper Return Spring 1 265-5035-01 Flipper Rebuild Parts for Easier Installation, $ave $:
6* Coil Stop Bracket Sub-Assembly 1 515-6308-01 Flipper Base Plate Kit (RIGHT)
Item 6 is secured to Item 1 by: #10-32 X 3/8" SHWH Swage (Serr) Zinc (Qty. 2)
(237-5985-00) and #10 Split Lock Washer (Qty. 2) (244-5003-00)
FRP1 Includes Item 1 pre-threaded, with the 515-6617-00
Securing Hardware for Items 2, 3, 6 & 8.
7 Spring Washer (17/32" ID X 3/4" X 1") 1 269-5002-00 Plunger, Link & Crank (RIGHT) Assy.
8 Coil Support Bracket 1 535-7356-00 FRP2 Includes above Items 12, 13, 14 and 15 515-7203-00
Item 8 is secured to Item 1 by: #8-32 X 3/8" HWH Swage (Ser.) Zc. (Qty. 2) (237-5975-00) and is pre-assembled.
Coil, 22-1080 (YEL-GRN) (Right) Flipper (RIGHT) Rebuild Kit
9 1 090-5032-00T FRP3 Same as FRP2, but also includes above 500-6307-00
Coil has a Diode (1N4004) (112-5003-00) positioned @ top (above lugs next to windings).
Items 6 & 10.
10 Coil Sleeve 1 545-5388-00
11 Deflector Pad (Bumper) 1 545-5428-00 ASSOCIATED PARTS ARE NOT INCLUDED WITH THE ABOVE ASSEMBLY.
12 Flipper Plunger & Link Sub-Assy. 1 515-6304-03 1 $662&,$7(' 3$57 1$0( 47< 63, 3$57 1
For Individual Items use : Flipper Plunger with "Flat" (530-5349-01) and Plunger "Flipper" YELLOW Flipper Bat & Shaft (Plain)
Link (545-5611-01) and is secured to the Plunger by: Bushing, .16" ID X .281" OD X AP-A (Non-Knurled End) Assembly
1 515-5133-06-06
.187" (Qty. 1) (530-5532-00) and Spirol Pin 5/32" X 3/4" Lg. (Qty. 1) (251-5015-02)
AP-B Large Flipper BLACK Rubber Ring 1 545-5277-00
The differences
between the
Left & Right
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Item 1,
Item 4,
and
Item 14
(just the
Bracket)
The coils
may also
differ <(//2:
depending
on the game.
5LJKW4
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For Securing Hardware, see the Parts
Table above, under the item desired.
DEDICATED
SW. 04
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1 Ball Deflector Coil Mounting Bracket 1 535-9248-00
Item 1 is secured below the playfield by: #8 X 1/2" HWH AB (Zinc) (Qty. 3) (234-5101-00)
7DNH1RWH
! !
Coil Note: Either -00B
or -00T can be used for coil
replacements. B/T listed is
For Securing Hardware, preferable for easier diode
see the Parts Table above, access & may differ on game.
under the item desired.
Qty. 2
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$3
$
ASSOCIATED PARTS ARE NOT INCLUDED WITH THE ABOVE ASSEMBLY.
1 $662&,$7(' 3$57 1$0( 47< 63, 3$57 1
AP-A Bumper BLACK (Post Sleeve, Tall) 1 545-5308-00
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9LHZ SW. 49 Left
SW. 50 Right
SW. 51 Bot.
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! Coil Note: ! Either
-00B or -00T can be
44
used for coil replace-
For Securing Hardware,
see the Parts Table below, ments. B/T listed is
under the item desired. preferable for easier
diode access & may
differ on game.
6HF'UDZLQJV
SW. 50 Coil has a Diode (1N4004) (112-5003-00) positioned @ top (above lugs next to windings).
SW. 51
11 Coil Sleeve 1 545-5031-00
12 Fiber Yoke 1 545-5609-00
13 Metal Yoke 1 535-7346-00
14 Metal Yoke Stop 1 535-7347-00
Item 14 is secured by: #6-32 X 1/4" HWH Swage (Serr.) Zinc (Qty. 2) (237-5976-01)
%RWWRP
([SORGHG 15 Coil Bracket Welded Assembly 1 515-5939-00
9LHZ Item 15 is secured by: #6-32 X 1-3/16" Spiral Fin Shank (Qty. 3) (237-5957-00) and
#6-32 Nylon Stop Nut (Qty. 3) (240-5005-00)
Items 18 & 19 are secured by: #6-32 X 3/4" HWH Swage (Serr) Zc. (Qty. 2) (237-5976-05)
The Top & Bottom Assemblies are secured together by hardware included in assemblies.
ASSOCIATED PART IS NOT INCLUDED WITH THE ABOVE ASSEMBLY.
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SW. 25
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Coil Note: Either -00B or -00T can be used
7RS9LHZ
for coil replacements. B/T listed is preferable for
easier diode access & may differ on game.
6LGH
For Securing
Hardware, see the
Parts Table on the
9LHZ next page, under
the Item desired.
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9LHZ
4
SW. 25
6HF'UDZLQJV
4
For Securing
Hardware,
see the Parts
Table on the
next page,
under Item 8.
Read the Target Height Adjustment Procedure on the next page.
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1 Bracket, Drop Target (Left Side) 1 535-8746-00 13 Switch (D/T) 1 180-5158-00
Bracket, Drop Target (Right Side) Item 13 is secured to Item 12 by: #4-40 X 5/8" HWH TF (Qty. 2) (237-5945-00)
2 1 535-8746-01 Ordering Note: If replacing Item 13, Switch (D/T), ensure the diode on the switch is
Items 1 & 2 are secured below the playfield by: #8 X 1/2" HWH AB (Zinc) (Qty. 3/per) desoldered (if present) and wired correctly as per original (more details on Page 105).
(234-5101-00)
Back Plate (1-Bank Drop Target) 14 Height Adj. Screw (#8-32 X 1" HWH) 1 237-6003-00
3 1 535-7713-00 Bracket, Target Lift (1-Bank D/T)
4 Bracket, Support (1-Bank D/T) 1 535-7712-00 15 1 535-7706-01
Bracket, Height Adjustment 16 Plunger (Drive Coil) 1 530-5410-00
5 1 535-7709-01 Item 16 is secured to Item 15 by: #10-32 X 3/8" PPH (Sems) (Qty. 1) (232-5401-00)
6 Bracket, Target Retainer (1-Bank D/T) 1 535-7728-00 To order Items 15-16 assembled with securing hardware, use SPI N: 515-6537-00.
7 Bracket, Coil Housing 1 535-7707-00 Compression (Return) Spring
Bracket Cap, Coil Housing
17 1 266-5020-00
8 1 515-6533-00 18 Drop Target White (Rollover) 1 545-5533-01
Items 1-3, 5, 7-8 are secured to Item 4 by: #8-32 X 3/8" HWH Sw. (Qty. 16) (237-5975-00)
Note: Individual Decal Not Available. The entire decal sheet must be ordered for
9 Coil, 27-1500 1 090-5004-00B replacement. See Section 4, Chapter 1, Parts Identification & Location, Playfield -
Coil has a Diode (1N4004) (112-5003-00) positioned @ the bottom (below the lugs). Plastics & Decals, Page 67.
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With the Drop Target (Rollover) (Item 18) in the D O W N
P O S I T I O N, adjust the height of the Target so the top is
just slightly over 1/2" above the feet of the Left & Right Side
Brackets (Items 1 & 2) as shown above (see Ref. A). Keep
in Mind: This adjustment procedure should have the TOP
SIDE of the Drop Target "flush to slightly above" the playfield
surface after reinstalling the assembly to the underside of the
Playfield (see Ref. A above). This will ensure a BALL TRAP
is n o t c r e a t e d where the ball can rest in the target
hole above the playfield.
6HF'UDZLQJV
Step 1. Using a 1/4" Nut Driver, loosen or tighten
(turn in or out) Height Adjustment Screw (Item 14)
through Height Adjustment Bracket (Item 5) to
raise or lower the Target Lift Bracket (Item 15)
causing the Drop Target to reach desired height as
stated above.
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1 ,1',9,'8$/ 3$57 1$0( 47< 63, 3$57 1 1 ,1',9,'8$/ 3$57 1$0( 47< 63, 3$57 1
1 Ball Trough Weldment Bracket 1 515-7291-00 4 Single OPTO TRANS Bd. Assembly 1 515-7307-00
Item 1 is secured below the playfield by: #8 X 1/2" HWH AB (Zinc) (Qty. 6) (234-5101-00) Single OPTO REC Board Assembly
5 1 515-7308-00
2 Micro Switch (Roller Actuator, Lite-Force) 2 180-5119-02 Items 4 & 5 are secured by: #6-32 X 5/8" HWH Swg. (Sr.) Zc. (Qty. 3/per) (237-5976-04)
Switch has a Diode (1N4004) (112-5003-00). Can be replaced with (1N4001) (112-5001-00). For Individual Items use : Single OPTO Transmitter Board (Qty. 1) (520-5230-00), Single
OPTO Receiver Board (Qty. 1) (520-5231-00), OPTO PCB Tube Spacer (Brass) (Qty. 3/per)
3 Switch Body Protect Plate 1 535-6539-00 (530-5308-02) and OPTO PCB Rubber Grommet (Qty. 3/per) (545-5518-00)
Items 2 & 3 are secured to Item 1 by: #2-56 X 1/2" HWH (Serr) UNS #4HD TR3 BO Ordering Note: If 500-6655-00 is unavailable, order the individual part(s) actually required.
(Qty. 2/per) (237-5937-02)
SW. 33
SW. 33
SW. 34
SW. 35
Qty. 2
Qty. 2
7DNH1RWH
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SW. 33
SW. 35
SW. 34 SW. 33
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1 ,1',9,'8$/ 3$57 1$0( 47< 63, 3$57 1
1 VUK Coil Mounting Bracket 1 535-9247-00
Item 1 is secured under the playfield by: #8 X 1/2" HWH AB (Zinc) (Qty. 2) (234-5101-00)
and is secured to Item 1 (Trough, previous page) by: #8-32 X 3/8" HWH Swage (Serr)
Zinc (Qty. 4) (237-5975-00)
7DNH1RWH
! Coil Note: ! Either
-00B or -00T can be
used for coil replace-
ments. B/T listed is
preferable for easier
4 diode access & may
differ on game.
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1 ,1',9,'8$/ 3$57 1$0( 47< 63, 3$57 1 1 ,1',9,'8$/ 3$57 1$0( 47< 63, 3$57 1
1 Riveted Shooter Lane Steel Ramp Assembly 1 515-7305-00 2A Micro Switch 1 180-5190-48
Item 1 is secured under the playfield by: #8-32 Nylon Stop Nut (Qty. 2) (240-5102-00) Switch has a Diode (1N4004) (112-5003-00). Can be replaced with (1N4001) (112-5001-00).
and #8 Washer (Qty. 2) (242-5005-00)
2B Switch Body Protect Plate 1 535-6539-00
For Individual Items use (requires drilling out rivet & rereviting) : Items 2A/2B are secured by: #2-56 X 1/2" HWH (Serr) 4HD TR3 BO (Qty. 2) (237-5937-02)
Steel Ramp - No Parts (515-7300-00) and Ramp Flap (535-9265-00) Flap secured by:
Rivet, 1/8" X 3/16" Lg. (Qty. 2) (249-5001-00) and #6 Lock Washer (Qty. 2) (246-5000-00) 3 Riveted Center Steel Ramp Assembly 1 515-7297-00
1-Way Gate Mounting Bracket (T3) Item 3 is secured under the playfield by: #8-32 Nylon Stop Nut (Qty. 3) (240-5102-00)
1A 1 535-9269-00 and #8 Washer (Qty. 3) (242-5005-00)
Wire Gate (for above) 1 535-9270-00 For Individual Items use (requires drilling out rivet & rereviting) :
Item 1A is secured to Item 1 by: #6-32 X 1/2" HWH Swage (Serr) Zinc) (Qty. 2) Steel Ramp - No Parts (535-9225-00), Ramp Flap (535-9250-00) and Rubber Bumper
(237-5976-03) and #6-32 Nylon Stop Nut (Qty. 2) (240-5005-00) (Blue) (626-5058-00) Flap secured by: Rivet, 1/8" X 3/16" Lg. (Qty. 2) (249-5001-00) and
#6 Lock Washer (Qty. 2) (246-5000-00). Bumper secured by: Rivet, 1/8" X 1/4" Long
2 Riveted Right Steel Ramp Assembly 1 515-7298-00 (Qty. 2) (249-5003-00) and #6 Lock Washer (Qty. 2) (246-5000-00).
Item 2 is secured under the playfield by: #8-32 Nylon Stop Nut (Qty. 2) (240-5102-00)
and #8 Washer (Qty. 2) (242-5005-00) 3A Roll-Under Gate & Switch Assy. 1 500-6593-01
For Individual Items use (requires drilling out rivet & rereviting) : Item 3A is secured by: #6-32 X 1/2" HWH Swage (Serr) Zinc (Qty. 2) (237-5976-03) and
Steel Ramp - No Parts (535-9211-00), Ramp Flap (535-9251-00) and Rubber Bumper #6-32 Nylon Stop Nut (Qty. 2) (240-5005-00)
(Blue) (626-5058-00) Flap secured by: Rivet, 1/8" X 3/16" Lg. (Qty. 2) (249-5001-00) and For Individual Items use : Gate Bracket (535-9171-01), Wire Form (535-9172-00),
#6 Lock Washer (Qty. 2) (246-5000-00). Bumper secured by: Rivet, 1/8" X 1/4" Long Micro Switch (180-5190-28) and Switch Body Protect Plate (535-6539-00).
(Qty. 2) (249-5003-00) and #6 Lock Washer (Qty. 2) (246-5000-00). Plate secured by: #2-56 X 1/2" HWH (Serr) 4HD TR3 BO (Qty. 2) (237-5937-02)
7DNH1RWH
For Plastics, see
the PINK PAGES,
Playfield - Plastics Plastic (Screened)
(Screened & Clear) 830-5997-XX "R" indicates Item noted is
& Decals, Page 67
secured with rivet(s) as listed.
GI Bulb
SW. 32
$
& SW. 30
'
For Securing Hardware, see
the Parts Table below,
under Item desired.
S6WHHO5DPS
W6WHHO5DPS /HIW
5LJKW
For Securing Hardware, see
the Parts Table above,
W6WHHO5DPS
6KRRWHU/DQH
6HF'UDZLQJV
SW. 40
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6HFXULQJ +DUGZDUH D
a 2-1/4" X 1/4" Hex Spacer #6-32 Tap, 234-5008-18
b 2-3/4" X 1/4" Hex Spacer #6-32 Tap, 234-5008-15
c 1-3/4" X 1/4" Hex Spacer #6-32 Tap, 234-5008-10
Above locations a, b & c also require 1 of each (@ top):
:LUH5DPS:
#6-32 X 3/8" PFH MS Zinc, 237-5850-00 &HQWHU
d #6-32 X 3" PPH MS (Zinc), 237-5515-00,
3/4" X 3/8" Plastic Spacer Gray, 254-5000-07,
Layout Reference
for Steel Ramps
Washer .187" ID X .875" OD X .04" Zinc, 242-5059-00,
Washer 13/64" ID X 5/8" OD X .062", 242-5038-00
on previous page. and #6-32 Nylon Stop Nut, 240-5005-00
e Post Hex Base #6-32 Tap/#10-32 Bot., 530-5332-01 and
Spacer (Nylon) .218" ID X .5" OD X .187", 254-5038-00
f #8-32 Nylon Stop Nut, 240-5102-00 and #8 Washer, 242-5005-00
g #6-32 X 5/8" HWH Swage (Serr) Zinc, 237-5976-04 and #6 Washer, 242-5001-00
h #8 X 1/2" HWH AB (Zinc) (Qty. 2), 234-5101-00 and #8 Washer (Qty. 2), 242-5005-00
i #8 X 1/2" HWH AB (Zinc), 234-5101-00
j
M
(@ bottom) #8-32 Nylon Stop Nut, 240-5102-00 E
Bumper (Deflector Pad), 545-5428-00
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1 TX Head 1 545-6086-00
Item 1 is secured to Item 2 by: Pop Rivet 1/8" X 3/16" (Qty. 2) (249-5025-00) and is
secured to the Back Panel by: #6 X 1/2" HWH AB (Zinc) Red (Qty. 2) (234-5001-02)
For Securing
Hardware, see
the Parts Table
above, under
Item desired.
#6-32 X 1-1/4"
PPH Screw
232-5207-00
&
#6 Lock Washer
246-5000-00
Mini-Mars
Lite Cover )RU 5HIHUHQFH 2QO\
LP. 64
(1X Tab) *HQHUDO 3DUWV
Blue
550-5031-05 ([SORGHG 9LHZV
Page 64
Spacer
(Plastic)
7/8" X 3/8"
254-5000-11
Page 71
$VVHPEOHG
9LHZ
2-Lug
Bayonet
Socket Q26
077-5106-00 #6-32 X 1-1/4"
& PPH Screw
#89 Bulb %XOE 232-5207-00
4[
165-5000-89
Page 72
Mini-Mars
Lite Cover
(1X Tab)
Blue
Mini-Mars 550-5031-05
Lite Cover Page 64
(1X Tab)
Blue
6HF'UDZLQJV
550-5031-05 2-Lug
Page 64 Bayonet
Socket
LP. 64 Spacer 077-5106-00
(Plastic) & Q26
For Securing #89 Bulb
Hardware, see 1/2" X 3/8"
254-5000-01 165-5000-89
the Parts Table Page 73 Spacer
above, under Page 71
(Plastic)
Item desired. 7/8" X 3/8"
3-Lug
Bayonet 254-5000-11
Socket Page 71
077-5013-00
&
Hex Spacer #44 Bulb
1" X 1/4" 165-5000-44
254-5008-06 Page 72 Hex Spacer
Page 70 5/8" X 1/4"
254-5008-02
&
Hex Spacer
Plastic (Screened)
830-5997-XX (-10)
3" X 1/4"
254-5008-14
Page 67 Page 70
Post Fasten
#6-32 Top
530-5010-02
For Securing &
Hardware, see Post Clear For General Parts,
the Parts Table (Plastic) Plastics, Rubbers,
above, under 550-5059-01 Posts, Spacers,
Item desired. Page 69 Sockets & Bulbs,
see the PINK
PAGES, Playfield -
..., Pages 64 - 74
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1 T-850 Head (incl. Items 2 & 3)
Item 1 is secured to Item 2 (at the Top & Bottom) by:
1 545-6088-00
#8-32 X 1/4" PPH MS (Sems) Zinc (Qty. 2) (232-5300-00)
LP. 71
LP. 71
6HF'UDZLQJV
For Securing
Hardware, see
the Parts Table
above, under
Item desired.
LAMP 71
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$VVHPEOLHV 5DPSV 3DJH
General Illumination
(x10); For more info on %DFN3DQHO$VVHPEO\,QGLYLGXDO3DUWV2QO\,WHPV
3DUWV7DEOHRQWKHQH[WSDJH
GIs, see Section 5,
Chapter 2, Playfield
Wiring, Page 103.
Qty. 4
Q30
Qty. 10
Qty. 10
Q30
Q30 Qty. 4
Q30
Qty. 4
For Securing
Hardware, see the For Securing
Parts Table on the Hardware, see the
next page, under Parts Table on the
Item desired. next page, under
Item desired.
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Qty. 4 9LHZ
Qty. 10
Qty. 10
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Qty. 4 %XOE
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Qty. 4
For a break-down of
For Securing
Hardware, see the
parts on Item 12, see
the next page.
Parts Table on the
next page, under
Item desired.
4
SW. 52
For Securing
Hardware, see the
Parts Table on the
next page, under
Item desired.
Qty. 2 %DFN
9LHZ
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9LHZVRQWKHSUHYLRXVSDJHH[SORGHGYLHZRI,WHPEHORZ
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1 Back Panel (Black Wood) 1 525-5620-00-79 8 #89 Bulb (Clear) 4 165-5000-89
Note: Individual Decal Not Available. The entire decal sheet must be ordered for 2-Lug Staple Down Socket
replacement. See Sec. 4, Chp. 1, Parts Id. & Loc., Playfield - Plastics & Decals, Page 67. 9 10 077-5000-00
10 #44 Bulb (Clear) 10 165-5000-44
2 Bracket, Back Panel Mounting 2 535-8964-00
Item 2 is secured to Item 1 and below the Playfield by: #8 X 1/2" HWH AB (Zinc) 11 Micro-Switch Assembly 1 500-6689-00
(Qty. 5/per) (234-5101-00) Item 11 is secured to Item 1 by: #8-32 X 3/4" HWH Swage (Srr) Zc. (Qty. 2) (237-5975-02)
For Individual Items use : Bracket (535-9261-00), Micro-Switch (Lite Force) Cherry DA3
3 Wire Ramp (Back Panel) 1 535-9241-00 Happ #95-0866-10 (180-5163-01), Wireform (535-8092-00), Switch Body Protect Plate
Item 3 is secured to Item 1 by: #8 X 1/2" HWH AB (Zinc) (Qty. 2) (234-5101-00) and #8 (535-6539-00) and #2-56 X 1/2" HWH Serr UNS #4HD Black (237-5937-02)
Washer (Qty. 2) (242-5005-00)
12 Kicker (Ball Stop) Assembly 1 500-6219-01
4 Bracket, Back Panel Guide 1 535-6896-00 Item 12 is secured to Item 1 by: #6 X 1/2" HWH AB (Zinc) Red (Qty. 3) (234-5001-02)
Item 4 is secured from behind and through Item 1 by: #8-32 X 3/4" HWH Swage (Serr) For a break-down of parts, see below Parts Table.
Zinc (Qty. 2) (237-5975-02)
13 1-1/16" 1-Groove Plastic Post (Clear) 1 550-5059-01
5 Back Channel Weldment Trough 1 535-9252-00 Item 13 is secured to Item 1 by: #6 X 1-1/2" PPH (Zinc) (Qty. 1) (232-5007-00)
Item 5 is secured to Item 1 by: #8 X 1/2" HWH AB (Zinc) (Qty. 6) (234-5101-00)
14 1/4" Clamp (Single) 2 040-5000-03
6 Mini-Mars Lite Cover (Snap-In) Red 4 550-5031-02 Item 14 is secured to Item 1 by: #6 X 3/8" HWH AB (Zinc) (Qty. 1/per) (234-5000-00)
Item 6 is secured to Item 1 by: #6 X 1/2" HWH AB (Zinc) Red (Qty. 1/per) (234-5001-02)
15 1/2" Clamp (Single) 1 040-5000-06
7 2-Lug Stand-Up Short Bayonet Socket 4 077-5101-00 Item 15 is secured to Item 1 by: #8 X 1/2" HWH AB (Zinc) (Qty. 1) (234-5101-00)
Item 7 is secured to Item 1 by: #6 X 1/2" HWH AB (Zinc) Red (Qty. 1/per) (234-5001-02)
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1 ,1',9,'8$/ 3$57 1$0( 47< 63, 3$57 1 1 ,1',9,'8$/ 3$57 1$0( 47< 63, 3$57 1
1 Kicker Mounting Bracket 1 535-6730-00 4 Coil Sleeve (Short) (Formost #10-7077) 1 545-5076-01
Item 1 is secured to the Back Panel (Item 1 above) by: #6 X 1/2" HWH AB (Zinc) Red Plunger Assembly
(Qty. 3) (234-5001-02) 5 1 515-7309-00
For Individual Items use : Plunger (530-5210-00) & Nylon Plunger (530-5639-00)
2 Coil Retaining Bracket 1 535-5203-03 Compression (Relay) Spring
Item 2 is secured to Item 1 by: #8-32 X 1/4" PPH MS (Sems) Zinc (Qty. 2) (232-5300-00) 6 1 266-5020-00
7 Rubber Bumper (Grommet) 1 545-5105-00
3 Coil, 26-1200 1 090-5044-00B Ordering Note: If 500-6219-01 is unavailable, order the individual part(s) actually required.
Coil has a Diode (1N4004) (112-5003-00) positioned @ the bottom (below the lugs). ,
This assembly is identical to 500-6697-00 except for the rotation of the Coil (lugs right).
7DNH1RWH
&RLOOXJV+OHIW ! !
Coil Note: Either -00B or -00T can be used for coil replacements.
B/T listed is preferable for easier diode access & may differ on game.
4
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1 ,1',9,'8$/ 3$57 1$0( 47< 63, 3$57 1 1 ,1',9,'8$/ 3$57 1$0( 47< 63, 3$57 1
1 Insert (White Wood, 1/2" MDF) 1 525-5630-00 8 Hinge (Female) Right-Hand 2 390-5051-01
Includes Starburst Arrow-Head Large Inserts (Clear) (Qty. 5) (550-5070-01) Item 8 is secured to Item 1 (Front) by: #10-24 X 7/8" PFH Black (Qty. 3/per) (237-6147-14)
and is secured to Item 1 (Back) by: #10 Washer (Qty. 3/per) (242-5003-00) and
2 1-1/4" X 3/8" Plastic Spacer 12 254-5000-05 #10-24 Keps Nut (Qty. 3/per) (240-5207-00)
Item 2 is secured to Item 1 thru Items 4 & 5 (Front) by: #6-32 X 2" PFH (Qty. 12)
(237-6146-00) and (Back) by: #6-32 T-Nut (Qty. 1/per) (240-5002-00) 9A 1-1/16" 1-Groove Plastic Post (Clear) 2 550-5059-01
Item 9A is secured to Item 1 (Front) by: Post Fasten #6-32 Top / Wood Screw Bottom
3 1/2" X 3/8" Plastic Spacer 10 254-5000-01 (Qty. 1/per) (530-5010-02).
Item 3 is secured to Item 4 (Front) by: #6-32 X 1-1/4" PPH (Sems) (Qty. 1/per) Usage Note: The Post & Rubber next to Female Hinge is REQUIRED. Only remove to
(237-6146-00) and #6 Washer (Qty. 1/per) (242-5001-00) and (Back) by: #6-32 T-Nut access ball for cleaning or replacing (another view inside front cover). The Post & Rubber to
(Qty. 1/per) (240-5002-00) the left (in the view) of above post should have been removed after initial game set-up.
4 T3 Film Art (#79) Pie Insert 1 830-5279-01 9B Black Rubber Ring, 5/16" ID 2 545-5348-02
Ordering Note: For the T3 Film Film Art (#79) Main (under Back Glass) use 830-5279-00. 1" Delrin Ball MCMSTR 9614K37
10 1 260-5009-00
5* Backbox Insert Plastics (Clear) Set 1 803-5000-79B*
Qty. 12
Plastic (Clear) - Play Surface
5A
5B Plastic (Clear) - Upper Ball Guide
1
1
830-6011-00*
830-6011-01*
5C Plastic (Clear) - Lower Ball Guide 1 830-6011-02*
5D Plastic (Clear) - Top Cover 1 830-6011-03*
*Ordering Note: Plasitcs are not available individually. The entire set must be ordered (Item 5).
6 Wire Form (Ball Guide) 1 535-9279-00
Item 6 is secured to Item 1 by: #6 X 1/2" HWH AB (Zinc) Red (Qty. 2) (234-5001-02)
SW. 44
SW. 45
Clear Plastics For
Shown Solid Targets,
for clarity.
Qty. 10 Sockets &
Bulbs, see
the next
page.
$
%
'
&
6HF'UDZLQJV
For Securing Hardware,
see the Parts Table above,
under the Item desired.
$%
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9LHZ Qty. 2
each
Qty. 2
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3DJH $VVHPEOLHV 5DPSV
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For Securing Hardware, see the Parts
1 ,1',9,'8$/ 3$57 1$0( 47< 63, 3$57 1 Table left, below or previous page,
under the Item desired.
11 Relay (Picker) & Cable Assembly 1 500-6700-00
Item 11 is secured to Item 1 (Back) by: #6 X 1/2" HWH AB Red (Qty. 2) (234-5001-02)
For more info on wiring, see Section 5, Chapter 1, Backbox Wiring, Page 101.
Qty. 2
Q27
SW. 42
Read
Note!
LP. 65 under
5HOD\
Item 13.
4 Q4
SW. 43
LP. 66
Q28 SW. 44
LP. 67
For Securing Q4
Hardware, see
the Parts Table
above, below or
Q27
Q4
Q28
LP. 69
Qty. 8 Qty. 31
Q4
Q4
For Securing
Q4 Hardware, see the
Parts Table above
Q4 or below, under the
Item desired.
Q4
6HF'UDZLQJV
Q27
Qty. 8
Q28
WR
Qty. 8
5HOD\
4 5HDU
Qty. 23 9LHZ
7DNH1RWH
* An asterisk (*) indicates item(s) are not noted in the pictorials.
1 ,1',9,'8$/ 3$57 1$0( 47< 63, 3$57 1 1 ,1',9,'8$/ 3$57 1$0( 47< 63, 3$57 1
13 Stand-Up Target 1" X 1-1/2" Rect. Wht 1 500-6698-08-79 19 2-Lug Staple Down Bayonet Socket 23 077-5000-00
Identical to Item 12 EXCEPT the lugs are turned to the side (Required!). 3-Lug Laydown Bayonet Socket
20 8 077-5006-00
Items 12 & 13 are secured to Item 1 by: #8 X 1/2" HWH AB (Qty. 1 per) (234-5101-00)
21 #44 Bulb (Clear) 31 165-5000-44
14 5/16" Ht. Snap-On Socket Bracket 5 545-5760-18 22 RPG Cannon Kicker Bracket & Shield 1 see next page
Item 14 is secured to Item 1 (Back) by: #8 X 1/2" HWH AB (Qty. 1 per) (234-5101-00)
23 Kicker (on RPG Backbox Cannon) 1 see next page
15* IDC Snap-On Socket 5 077-5216-00 24 Motor & Drive Wheel Assembly Parts 1 see Page 97
16* #555 Wedge Base Bulb (Clear) 5 165-5002-00
17 2-Lug Stand-Up Short Bayonet Socket 8 077-5101-00
18 #89 Bulb (Clear) 8 165-5000-89
'UDZLQJVIRU0DMRU 6HFWLRQ&KDSWHU
$VVHPEOLHV 5DPSV 3DJH
For Plastics, see
the PINK PAGES, 53*&DQQRQ.LFNHU%UDFNHW,QGLYLGXDO3DUWV2QO\,WHPV
:RUNVLQFRQMXQFWLRQZLWKWKH'ULYH:KHHO0RWRURQWKHQH[WSDJH
Playfield - Plastics
(Screened & Clear)
& Decals, Page 67
Retaining Ring, 1/4" Shaft (Qty. 1) (270-5002-00), Nylon (Teflon) Washer 1/4" ID X 1/2"
OD X .062" (Qty. 1) (242-5040-01) and Steel Spacer (Qty. 1) (530-5641-00)
For Securing
Hardware, 3 Roller Pin 1 530-5640-00
see the Parts
Table right, 4 Roller 1 545-6085-00
under Item 1. Item 3 is secured through Item 4 into the middle of Item 2 by: Retaining Ring, 1/4"
Shaft (Qty. 1 per side) (270-5002-00)
260-5009-00
1"
Delrin Ball
MCMSTR
9614K37
Plastic (Screened)
830-5997-XX For Securing Hardware,
see the Parts Table
above, under Item 2.
For Securing Hardware, For Securing Hardware,
see the Parts Table see the Parts Table
above, under Item 4. above, under Item 1.
&RLOOXJV,ULJKW
4 WKLVFRQILJXUDWLRQLVXVHGRQ
WKH3OD\ILHOGXQGHUDUFK
VHH3DJH
7DNH1RWH
&RLOOXJV-XS ! Coil Note: ! Either -00B
or -00T can be used for coil
replacements. B/T listed is
preferable for easier diode
access & may differ on game.
For Securing Hardware, see the Parts
Table above, under the item desired.
6HFWLRQ&KDSWHU 'UDZLQJVIRU0DMRU
3DJH $VVHPEOLHV 5DPSV
0RWRU 'ULYH:KHHO$VVHPEO\,QGLYLGXDO3DUWV2QO\,WHPV
:RUNVLQFRQMXQFWLRQZLWKWKH53*&DQQRQ.LFNHU%UDFNHWRQWKHSUHYLRXVSDJH
1 ,1',9,'8$/ 3$57 1$0( 47< 63, 3$57 1
1 Motor with Connector Assembly 1 515-7317-00
Item 1 is secured to the rear of the Backbox (Wood) Insert by: #8-32 X 5/8" HWH MS
(Serr) Zinc Thread-Forming (Qty. 4) (237-5951-00) and #8-32 T-Nut (Qty. 4) (240-5101-00)
For Individual Items use : Motor, 24V AC 21 RPM CW (041-5079-01),
Pin Connector (Qty. 2) (055-5021-09) and Connector Housing (045-5004-02)
The Drive Wheel (Item 3) makes contact with the Roller (Item 4, previous
page) to move the Kicker Bracket (Item 2 previous page) up and down.
5HIHUHQFH9LHZVRIWKH53* 0RWRULQVWDOODWLRQRQWRWKH%DFNER[,QVHUW
1RWH Remove
this Post for
REMOVE Ball Access
6HF'UDZLQJV
SHIPPING ONLY!
POST!
)URQW
9LHZ
5HDU
9LHZ
'UDZLQJVIRU0DMRU 6HFWLRQ&KDSWHU
$VVHPEOLHV 5DPSV 3DJH
???8.21/<237,21$/ ??? 8.21/<237,21$/
%DOO'HIOHFWRU$VVHPEOLHV 8S'RZQ3RVW$VV\
4W\,WHPV ,WHPV
1 ,1',9,'8$/ 3$57 1$0( 47< 63, 3$57 1 1 ,1',9,'8$/ 3$57 1$0( 47< 63, 3$57 1
1 Ball Deflector Coil Mounting Bracket 1 535-6857-02 1 Up/Down Post Coil Mounting Bracket 1 515-6840-00
Item 1 is secured below the playfield by: #8 X 1/2" HWH AB (Zinc) (Qty. 4) (234-5101-00) Item 1 is secured below the playfield by: #8 X 1/2" HWH AB (Zinc) (Qty. 6) (234-5101-00)
5 Spring Washer (17/32" ID X 3/4" X 1") 1 269-5002-00 5 Coil Sleeve (with extension) 1 545-5847-00
6 Solid Plunger Assembly 1 515-6858-00 6 Spring Washer, 17/32" ID X 3/4" X 1" 1 269-5002-00
7 Compression (Relay) Spring 1 266-5022-01 7 Plunger & Shaft Assembly 1 515-6844-00
8 #10-32 Adj. Spindle Stop w/Rubber Tip 1 280-5014-00 ORDERING ABOVE (ITEM 7) SUB-ASSY. PART N WILL INCLUDE:
Item 8 is secured by: #10-32 Keps Nut (Qty. 1) (240-5208-00) 7A Ball Bumper Plastic (Top) Red 1 550-5029-02
Ordering Note: If 500-5788-02 is unavailable, order the individual part(s) actually required. 7B* Roll Pin, 3/32" X 1/2" Long 1 251-5002-00
7C* Retaining Ring, 1/4" Shaft 1 270-5002-00
7D Plunger & Shaft Sub-Assembly 1 515-6841-00
7E Plunger Head 1 530-5511-00
7F #10-32 X 3/8" PPH MS (Sems) Zinc 1 232-5401-00
Ordering Note: If 515-6844-00 is unavailable, order the individual part(s) actually required.
Item 7D, part of Item 7, Plunger & Shaft Sub-Assembly, is 1 piece and cannot be ordered
separated.
7DNH1RWH 7DNH1RWH
! !
Coil Note: Either -00B or -00T can be * An asterisk (*) indicates item(s) are not
used for coil replacements. B/T listed is noted in the pictorials.
! !
preferable for easier diode access & may
differ on game. Coil Note: Either -00B or -00T can be
used for coil replacements. B/T listed is
preferable for easier diode access & may
differ on game.
AUX. 1 AUX. 2 AUX. 1 AUX. 2
$
AUX. 3 AUX. 3
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&2,/6'(7$,/('&+$577$%/(
+LJK &XUUHQW &RLOV *URXS Drive Driver
Transistor Ouput Board
Power Line
Color
Power Line
Connection
Power
Voltage
Drive Transistor
Control Line Color
D.T. Control
Line Connect
Coil GA-Turn
or Bulb Type
090-5004-00B
#4 BACKBOX RPG SW. GI Q4 I/O SEE Q4 J17-P2/3 19v AC BRN-YEL J8-P5 #44 Bulb x8
NOTE BELOW
!
090-5000-44
Power 23-800
#5 BACKBOX KICKER Q5 Driver YEL-VIO J10-P4/5 50v DC BRN-GRN J8-P6 090-5001-00B
#6
#7
NOT USED
NOT USED
Q6
Q7
6 BRN-BLU
BRN-VIO
J8-P7
J8-P8
#8 DROP TARGET DOWN Q8 YEL-VIO J10-P4/5 50v DC BRN-GRY J8-P9 32-1250
515-6916-01
Q4 Note: Power Line Color is GRY~3A Fuse~RED-YEL and GRY-GRN~3A Fuse~YEL-RED
+LJK &XUUHQW &RLOV *URXS Drive Driver
Transistor Ouput Board
Power Line
Color
Power Line
Connection
Power
Voltage
Drive Transistor
Control Line Color
D.T. Control
Line Connect
Coil GA-Turn
or Bulb Type
5
#10 RIGHT BUMPER Q10 YEL-VIO J10-P4/5 50v DC BLU-RED J9-P2 26-1200
26-1200 !
090-5044-00T
#11 BOTTOM BUMPER Q11 YEL-VIO J10-P4/5 50v DC BLU-ORG J9-P4
23-8000 !
090-5044-00T
#12 KICKBACK Q12 I/O YEL-VIO J10-P4/5 50v DC BLU-YEL J9-P5
26-1200 !
090-5001-00B
Power
#13 VUK Q13 Driver YEL-VIO J10-P4/5 50v DC BLU-GRN J9-P6
26-1200 !
090-5044-00T
#14 T-X VUK
#15 LEFT FLIPPER (50v RED/YEL)
Q14
Q15
6 YEL-VIO
GRY-YEL~3A
J10-P4/5 50v DC
J10-P1/2 50v DC
BLU-BLK
ORG-GRY
J9-P7
J9-P8 22-1080 !
090-5044-00B
Fuse~RED-YEL
22-1080 !
090-5032-00T
#16 RIGHT FLIPPER (50v RED/YEL) Q16 BLU-YEL~3A J10-P1/2 50v DC ORG-VIO J9-P9
Fuse~RED-YEL 090-5032-00T
#17 LEFT SLINGSHOT Q17 BRN J7-P1 20v DC VIO-BRN J7-P2 23-8000 !
23-8000 !
090-5001-00T
#18 RIGHT SLINGSHOT
#19 NOT USED
Q18
Q19
5 BRN J7-P1 20v DC VIO-RED
VIO-ORG
J7-P3
J7-P4
090-5001-00T
#20 BACKBOX MOTOR RELAY Q20 I/O BRN J7-P1 20v DC VIO-YEL J7-P6 Relay
!
500-6700-00
Power 26-1200
#21 BACK PANEL DIVERTER Q21 Driver BRN J7-P1 20v DC VIO-GRN J7-P7
26-1200 !
090-5044-00B
#22 LEFT UP POST
#23 CENTER UP POST
Q22
Q23
6 BRN
BRN
J7-P1
J7-P1
20v DC
20v DC
VIO-BLU
VIO-BLK
J7-P8
J7-P9 26-1200 !
090-5044-00T
090-5044-00T
#24 OPTIONAL COIL Q24 RED J16-P7 5v DC VIO-GRY J7-P10 Opt. 5v
D iode O n T erminal S trip (if noted)
5
#26 FLASH: T-X X2 Q26 ORG J6-P10 20v DC BLK-RED J6-P2 #89 Bulb
165-5000-89
#27 FLASH: BACK BOX LEFT X4 Q27 ORG J6-P10 20v DC BLK-ORG J6-P3 #89 Bulb
165-5000-89
#28 FLASH: BACK BOX RIGHT X4 Q28 I/O ORG J6-P10 20v DC BLK-YEL J6-P4 #89 Bulb
165-5000-89
Power #89 Bulb
#29 FLASH: SUPER JP Q29 Driver ORG J6-P10 20v DC BLK-GRN J6-P5
6HF6FKHPDWLFV
165-5000-89
6
#30 FLASH: BACK PANEL X4 Q30 ORG J6-P10 20v DC BLK-BLU J6-P6 #89 Bulb
165-5000-89
#31 FLASH: MID L&R X2 Q31 ORG J6-P10 20v DC BLK-VIO J6-P7 #906 Bulb
165-5004-00
#32 FLASH: BOT L&R X2 Q32 ORG J6-P10 20v DC BLK-GRY J6-P8 #906 Bulb
165-5004-00
1RWH ,Q 7HVW )ODVK /DPSV 0HQX )ODVK ,FRQ )ODVKHUV WHVWHG DUH DOO )ODVK /DPSV ORFDWHG EHWZHHQ 44 7KLV *DPH 44
$X[LOLDU\ 8. 21/< Drive Driver
Transistor Ouput Board
Power Line
Color
Power Line
Connection
Power
Voltage
Drive Transistor
Control Line Color
D.T. Control
Line Connect Coil GA-Turn
AUX 1: LEFT UP/DOWN POST Q1 BRN J7-P1 20v DC WHT CN2-P5 26-1200 !
!
Solenoid 090-5044-00T
AUX 2: CENTER UP/DOWN POST Q2 BRN J7-P1 20v DC RED CN2-P4 23-1100
Expander
26-1200 !
090-5030-00T
Auxiliary
AUX 3: RIGHT UP/DOWN POST Q3 BRN J7-P1 20v DC ORG CN2-P3
! Coil Note: ! Either -00B or -00T can be used for coil replacements. B/T listed is preferable for easier diode access & may differ on game.
090-5044-00T
6HFWLRQ &RLOV'HWDLOHG
3DJH &KDUW7DEOH
Section 5 Chapter 1 of 4
Backbox Wiring
Backbox I/O Power Driver Board Detailed Wiring Diagram
#25 Not Used
J6 1 BLK-BRN
Q25
Partial View BLK-RED
#26 Flash:
T-X X2
#906
#89
I/O Power Driver Board Q26
2
#27 Flash: Back
Bulb X2
#906
520-5137-01 3
BLK-ORG Box Left X4 #89
Bulb X4
J6
#29 Flash: #906
Super JP #89
BLK-GRN Bulb X1
5
Q29 #30 Flash: #906
Back Panel X4 #89
BLK-BLU Bulb X4
6
Q30 #31 Flash: #906
FROM #906
WHT-RED BLK-VIO Mid L&R X2 Bulb X2
Transformer 7
16v AC Q31 #32 Flash: #906
Bot L&R X2 #906
J17- BLK-GRY Bulb X2
8
BRIDGE 2 P6 Q32
20V LOW I/O BD. FROM
CURRENT ORG 20V DC LOW POWER . YEL-BLK
COILS 10 Voltage Outputs
Relay Note 1: 24v AC
GND J7 1 BRN 20V DC LOW POWER . If replacing a 520-5010-00 with below J10-
FROM BRDG 2 Picker Relay, use 500-6700-00 so the P10
RED-WHT #17 Left soldered h a r n e s s is included and I/O BD.
Transformer
VIO-BRN 23-800 Slingshot has a 47Z7 Varistor (150-5010-00) in
16v AC 2 the Conn. @ Pins 3 & 4 (WHT & VIO).
(SPI: 515-7317-00)
5A
J17- Slo-Blo Q17 #18 Right Relay Backbox
P7 VIO-RED 23-800 Slingshot + Wiring Motor
3
S
I/O BD. F7 (SPI: 500-6700-00)
Q18 #19 Not Used PICKER #PC113
VIO-ORG WHT
FROM
4 COMM 5 6 (GND)
Q19
J7
10A 24VDC
BLU-WHT #20 Backbox N.C.
Transformer 1 2
VIO-YEL Motor Relay N.U.
13v AC 6 3 4 (COIL)
Q20 N.O.
#21 Backpanel
VIO-YEL
J17-
P8 VIO-GRN 26-1200 Diverter
BRIDGE 20 7
BLK-ORG
I/O BD. Q21
CONTROLLED #22 Left 7 8
LAMPS VIO-BLU 26-1200 Up Post VIO (DRY) (+28)
8
GND J13- Q22 #23 Center
FROM BRDG 20 P10 VIO-BLK Up Post BRN 20V DC .
BLU-WHT I/O BD. 9 26-1200
Transformer Q23 J11-
FROM
Optional #24 FROM P2
13v AC Optional Coil J16-
8A BLU (VIO-GRY) OPTIONAL RED I/O BD.
J17- Slo-Blo LAMP COLUMNS 10 P8 Power Out
P9 +18v DC Q24 #1 Trough I/O BD. +5v DC FROM
I/O BD. BLK-ORG
F22 J8 1 BRN-BLK 26-1200 Up-Kicker AC Voltages
Q1 24v AC
#2 Auto Relay Note 2:
BRN-RED Launch The 520-5010-00 Relay Board has this Varistor on the
3 22-1080 PCB itself. If desoldering is required, note the Pin-Out
Q2 #3 Drop on the Lugs of the Picker Relay which corresponds to
Target Reset the text in ( parens ) by the Pin Numbers (i.e. Pin-7 Lug
BRN-ORG 27-1500 of the Picker Relay, corresponds to "DRY" on the 520-
4
Q3 #4 Backbox 5010-00 Board).
Q1-Q16 BRN-YEL RPG Sw. GI
J8
STP20N10L 5
Note: All Coils require diodes. 110-0106-00 Q4 #5 Backbox 3A
Some diodes may be located on FROM Slo-Blo
BRN-GRN Kicker GRY-GRN J17-
Terminal Strips & not on the coil itself.
6 23-800 Power from Xfrmr P3
D iode Q17-Q32 Q5 #6 Not Used 19v AC I/O BD.
On TIP122
T erminal 110-0067-00 BRN-BLU YEL-RED
S trip 7
Q6 #7 Not Used Switched
For the Playfield Terminal Strips, GIs
Fuses & Misc. Wiring Descriptions & For the General BRN-VIO
Illumination (G.I.) 8 #44
Locations, see Section 5, Chapter 2, Bulb X8
Playfield Wiring. Circuit Detailed Q7
Wiring Diagram, #8 Drop in the
Backbox
see Sec. 5, Chp. 2, BRN-GRY 32-1250 Target Down
Playfield Wiring. 9
Q8 #9 Left RED-YEL
FROM
J9 1 BLU-BRN Bumper J17-
GRY
26-1200 Power from Xfrmr P2
Q9 #10 Right 19v AC I/O BD. 3A
Slo-Blo
BLU-RED 26-1200 Bumper
2 The above 3A Fuses are located in the Backbox
Q10 #11 Bottom to the left of the I/O Power Driver Board.
Fuse(s) can be replaced with not less than
BLU-ORG 26-1200 Bumper 2A Slo-Blo and not more than 3A Slo-Blo.
4
Sec. 5: Backbox ...
Q11 #12 Kickback
BLU-YEL 23-800
J9
7A
Slo-Blo
5
J11- Q12 #13 VUK
P3 BRIDGE 1
I/O BD. F6 BLU-GRN 26-1200
50V HIGH 6
FROM CURRENT Q13 #14 T-X VUK
BLK-YEL COILS
AC Voltages IN
3A BLU-BLK 26-1200
GND
Slo-Blo 7
48v AC BRDG 1 Q14 #15 Left 3A
Slo-Blo
F21 ORG-GRY 22-1080 Flipper GRY-YEL
8 These coil Fuses are
Q15 located under playfield
3A
Slo-Blo F20 #16 Right 3A NEAR assembly, see
Slo-Blo
ORG-VIO Flipper BLU-YEL Section 5, Chapter 2,
J11-
9 22-1080 Playfield Wiring.
P2 Q16
I/O BD.
RED-YEL 50V DC HIGH POWER .
J10
FROM FOR 1, 2
BLK-ORG MAGNET(S) J10
IF USED 3
AC Voltages IN
48v AC
YEL-VIO 50V DC HIGH POWER .
4, 5
}
NOT USED NOT USED
1
BLK-BRN
10 9 8 7 6 5 4 3 2 1
BLK-RED
12
12
{
X PNK-WHT J3 ONLY used if UK GAME BLK-ORD
SOL. BD.
CN1
1 2 3 4 5 6 7 8 9 10 11 12
1 2 3 4 5 6 7 8 9 10 11 12
1 2 3 4 5 6 7 8 9 11 10 12
1 2 3 4 5 6 7 8 9 10 11 12
1 2 3 4 5 6 7 8 9 10 11 12
BLK-YEL
(TOURNAMENT SERIAL
(Solenoid Exp. Bd. Required)
1 2 3 4
BLU-WHT BLU-WHT
LAMPS
FLASH
INTERFACE BOARD)
J2 TSI BD.
BLK-GRN
J6
GRN-BLK GRN-WHT or BLK-BLU
BRN-WHT BRN-WHT if ToPS Kit is installed, Tourna-
AUXILLIARY
AUXILLIARY
PNK BLK-VIO
IN PORT
IN PORT
GRY ment Serial Interface (TSI) Board BLK-GRY
J3
J3
VIO required. KEY (P-9)
9
ORG +20v DC
For more details see previous
Page or last Page of Sec. 5.
BLU or
GRN if Printer Interface Board
10
YEL
Connected to I/O J3 if this is ORG is used (see Sec. 5, Chp. 3,
a UK Game (from CN1 UK Cabinet/Coin Door Wiring
1
Solenoid Expander Bd.) BRN BRN +20v DC
Diagram, bottom right corner).
10 9 8 7 6 5 4 3 2 1
VIO-BRN
LOW CURRENT
NOTE: If a 3X Transistor Driver Board (520-5068- VIO-RED
SOLENOIDS
00) is used in lieu of the Solenoid Expander Board J2 I/O to under Playfield VIO-ORG
(520-5192-00), disregard above wiring information BLK GND KEY (P-5)
Connector for x3 Dot
J7
{
5
8 7 6 9 5 4 3 2 1 10 11 12
and call Technical Support if more information is RED +5V VIO-YEL
10
required (i.e. wiring, components, etc.). ORG-WHT Display Ramp Enter Sign. VIO-GRN
1 2 3 4 5 6 7 8 9 10
(CONN. UNDER P/F)
ORG-GRY VIO-BLU
X3 DOT DISPLAY
ORG-VIO Move Conn. J2 to J4 on TSI VIO-BLK
CN7 from TO DISPLAY CONTROLLER For schematic
AUXILLIARY
PLAYFIELD
VIO-GRY
OUT PORT
of the x3 Dot ORG-BLU Bd. if ToPS Kit installed,
J1 ORG-GRN {Opt. Coin Meter}
Cabinet & Display, see then connect the Tournament
J2
10
Pages 140-141. ORG-YEL
Connector from J1 on TSI Bd.
Playfield KEY (P-4)
to J2 I/O Board.
4
ORG-BLK
1
}
RED ORG-RED BRN-BLK
9 8 7 6 5 4 3 2 1
HIGH CURRENT
ORG-BRN KEY (P-2)
Note: If the Printer Interface
2
SOLENOIDS
BRN-RED
Board is used, the Dot Display
1
RED BRN-ORG
2 26
J8
or Tournament Wiring must be BRN-YEL
10
1
2
1
25
RIBBON CABLE
BLK
ONLY
2
1
CN7
RIBBON CABLE
WHT-YEL
9
WHT-GRN
KEY (P-4)
J1
CPU/
4
WHT-BLU
1
ONLY
WHT-VIO BLU-BRN
9 8 7 6 5 4 3 2 1
SOUND
UK
{ WHT-GRY BLU-RED
HIGH CURRENT
SOLENOIDS
KEY (P-3)
1
20
19
3
BOARD BLU-ORG
J9
RED-WHT 16v AC BLU-YEL
MONO RED 8v AC
BLU-GRN
BLU-BLK
4
DEDICATED SWITCH INPUTS
12
J17
UNK BLK-RED GRY 19v AC
1 2 3 4 5 6 7 8 9 10 11 12
9
(SWITCH TO GROUND)
5
2
8
DS-8 GRY-BLK
DS-7 GRY-VIO GRY-GRN 19v AC
1
DS-6 GRY-BLU RED-YEL +50v DC
10 9 8 7 6 5 4 3 2 1
3
6
CN6
9
WHT-RED 16v AC RED-YEL +50v DC
DS-5 GRY-GRN or N.C.
DS-4 GRY-YEL BLU-WHT 13v AC VIO-YEL +50v DC
OUTPUTS
VOLTAGE
KEY KEY (P-5) YEL-VIO +50v DC
J10
5
6
BLK (GND) BLK (GND).
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
10
6 5 4 3 2 1
POWER
BLK (GND)
J16
BLK-WHT
OUT
1
VOLTAGES
KEY YEL-BLK 24v AC
5
J11
RED +5v DC BLK-ORG 48v AC
AC
9
GRN-GRY
SWITCH COLUMNS
GRN-BLU Printer
3
GRY-WHT +12v DC
I/O POWER
(DRIVES)
CN5
GRN-ORG
GRN-RED
1
RED-BRN
KEY (P-2) CN2 520-5137-01
12 11 10 9 8 7 6 5 4 3 2 1
RED-BLK
ILLUMINATION (G.I.'s)
2
GRN-BRN VIO
CN4 from RED-ORG
1 2 3 4 5 6 7 8 9
GRN
RED-YEL
1
ROWS (GND)
{
YEL
SP3 SP2 SP1
I/O
GENERAL
RED-GRN
7 6 5 4 3 2 1 6NOT
5 4 USED
3 2 1 BRN-WHT
J14
J15
J12
LAMP
RED-BLU
7 5 1
CN3 Power KEY (P-5)
5
7
TRANSFORMER RED-VIO
1
Driver WHT-GRN
RED-WHT
YEL-WHT
KEY (P-5)
RED-GRY
RED-BLK
YEL-BLK
5
CN5 to Board
WHT-YEL
WHT-BRN
4 6
J13 RED-WHT
RED
Cabinet & LAMP
N/C
N/C
Playfield 10 9 8 7 6 5 4 3 2 1 12
2 1
YEL-WHT
YEL-WHT
YEL-WHT
10
1-6 are all
J14, Pins
5.7v AC
KEY (P-2)
+18v
YEL-GRN
YEL-GRY
BLU DC
YEL-BRN
YEL-RED
YEL-BLU
YEL-BLK
YEL-VIO
Important:
YEL
YEL
YEL
CN1 CN2 to
2
26
14
NOT USED
2
NOT USED
Sec. 5: Backbox ...
SWITCH 2
SWITCH 4
SWITCH 6
SWITCH 8
GROUND
GROUND
GROUND
GROUND
GROUND
GROUND
from Display
STAT
DATA 1
DATA 3
DATA 5
DATA 7
RESET
STAT 2
BUSY
Xfrmr.
{
DISPLAY ENABLE
COL. LATCH
ROW CLOCK
ROW DATA
PIX CLOCK
SER. DATA
NOT USED
NOT USED
SWITCH 1
SWITCH 3
SWITCH 5
SWITCH 7
DATA
DATA 2
DATA 4
DATA 6
STROBE
NOT USED
STAT 1
STAT 3
1
YEL-BLK -110v DC
7
RED +5v DC
25
1
13
1
1
GRY-YEL -98v DC
7
BLU +18v DC
DISPLAY RIBBON CABLE RIBBON CABLE
2
KEY (P-3)
6
KEY (P-5)
J2 J1
3
3
CN2
POWER
CN1
YEL (GND)
5
5
BLK (GND)
4
BLK (GND)
4
RED +5v DC
3
BLK-RED 110v AC
6
BLU +12v DC
520-5138-00 520-5055-03
2
WHT-GRN 88v AC
7
VIO-YEL +68v DC
1
J3
3 2 1
3 2 1
+5v DC RED
KEY (P-2)
GND BLK
ORG
WHT-GRN BLK-
ORG
T
N-
WH B G.I. RELAY
B B BR T-
G Partial View
BRN-BLU
WH RN
B
WHT-YEL
I/O POWER DRIVER BD.
GRN-BLU
B
B G
GRN-BLU ORG
BLK-
WHT-ORG
GRN-BLU
520-5137-01
HT
ORG
-W
YEL-GRN
HT
WHT-RED
RED
8 5 X 6
D-W
YEL-BLK
HT
GRN-BLU
RE
D-W
WHT-BRN
20v DC
G
YEL-OR
HT
RE
G
W
D-
RED
D229
BRN-WHT
RE
ORG
HT D0 3 2
YEL-
WHT-BRN
W
1D 1Q 1N4004
YEL-RED
BRN-YEL
N
D-
BLK-ORG
-BR
RE
G Diode
YEL
YEL-RED
BRN-YEL
BLK-YEL
G Latch
YEL-RED
BRN-YEL
ORG
BLK-ORG
ORG
RN RELAY
-G
W
HT DRIVER
G
G
YEL-RED
BRN-YEL
YEL-RED
BRN-YEL
BLK-YEL YEL
G 1
BLK-YEL
ORG
5
7
3
1
G.I. 5.7v AC
ORG
1N4004
YEL
6
2
4
G 2 INPUT
ORG
BLK-
WHT
BRN
General Illumination
Secondary
VIO
G
YEL-RED
BRN-YEL
FROM
WHT-GRN
BRN-GRN COIL Q5 YEL-RED
BRN-YEL
5.7v AC
YEL
Primary (G.I.) Bulbs (5.7v AC)
GRN
BLK-YEL
G 3 XFRMR
2
4
YEL-WHT
3
1
4
G F27 F26 F25 F24
MOTOR via Q20
YEL-WHT
YEL-VIO
GRN
YEL-BLK
5
GR
WHT
-
HT
G G G
W
YEL-WHT
6
Transformer J14
Above: In the PRI-103.5-115-207-230V 50/
Backbox, rear view 60Hz 750VA CLASS 130 EPBO J15 9 8 7 6 5 4 3 2 1
Below: Bottom of
Playfield shown of the Backbox
as if leaning up Wood Insert.
against the B'box.
9 8 7 6 0 4 3 2 1 J15-P6 to J15-P1 (Fuse F24)
Y Y B = BRN-WHT to WHT-BRN
Y Y
WHT-VIO
WHT-GRN
WHT-YEL
WHT-BRN
VIOLET
GREEN
YELLOW
BRN-WHT
#555 Bulb
Y
#44 Bulb
16 ea.
2 ea.
Y Y Circuit
BRN- 1
WHT #1 #2 #18*
B B B B B B B B B B Note: Various Colors, see
Page 62 for Part Numbers.
GIs in Cabinet (Light Board X10)
J15-P7 to J15-P2 (Fuse F25)
V Y = YEL to WHT-YEL
Location: Left & Lower Playfield X18
WHT-YEL
#44 Bulb
V Circuit 18 ea.
2
V YEL #1 #2 #18*
Y
V J15-P8 to J15-P3 (Fuse F26)
G = GRN to WHT-GRN
Y Location: Backbox Insert X17
B B V + US Coin Door X2 (Euro X1)
Above
V WHT-GRN YEL-WHT
Y Playfield: Coin On Coin
#555 Bulb
#44 Bulb
Y Reflectors
Sec. 5: Playfield ...
2 ea.
pointing at Circuit
TX & T-850 V
BRN X2 3
V GRN #1 Wiring
Harness #19 #19*
Y Above
Playfield:
Connector YEL
GIs in Pop Bumpers (X3)
J15-P9 to J15-P4 (Fuse F27)
V V = VIO to WHT-VIO
Y Y V Location: Right Playfield X20
V WHT-VIO
Y
#44 Bulb
V
20 ea.
V V V Circuit
Y 4
VIO #1 #2 #20*
V * G.I. Bulb quantities may change during production. Note: GI above P/F is #555 Bulb.
Y V V V
This Edge is Upper Playfield. Bottom Assemblies Not Shown for clarity.
2
GRN-RED Q2 3
3
GRN-ORG Q3 4
4
GRN-YEL Q4 5
5
GRN-BLK Q5 6
Switch 1 Switch 9 Switch 17 Switch 25 D Switch 33 Switch 41 Switch 49 Switch 57
O
T 6
GRN-BLU Q6 7
Left Button Not Lt 3-Bank Drop S Lockup 1 Backbox 5- Left Left
(UK ONLY) Used S-U Bot Target (Right) Bank (Top) Bumper Outlane
7
GRN-VIO Q7 8
Switch 2 Switch 10 Switch 18 Switch 26 Switch 34 Switch 42 Switch 50 Switch 58
8
GRN-GRY Q8 9
4th Lt 3-Bank Not Backbox 5- Right Left
Coin Slot Standup S-U Mid Used Lockup 2 Bank 2 Bumper Return Lane
CPU/Sound Board
Expansion
7 2
5th ] 4-Ball Stack- Captive T-X Right Top Not Gun Not 8
WHT-GRY U401 1
Coin Slot ing Opto Ball Made Lane Used Trigger Used
Wire & IC
Switch 8 Switch 16 Switch 24 Switch 32 Switch 40 Switch 48 Switch 56 Switch 64
Switch
ROW
RETURN
SWITCH PIN
Right Button Shooter Right Orbit Right Center Not Plumb Not Return IC
Source N :
RETURN CN7
(UK ONLY) Lane Bottom Ramp Ramp Used Bob Tilt Used LM339AN
Playfield Lamp Wiring Diagram Please Note: Switch & Lamp Descriptions may differ slightly than that of the Dot Display due to space restraints.
J13-Pin 10 is Power Out for +18v DC to
D D iode D D iode the Display Power Supply Bd at CN1-Pin 6 BLUE 10
O On O On
Note: All Switch, Lamp & Coil assemblies require diodes. Some diodes are located For Lamp(s): T T erminal -or- D D iode
under the playfield on Terminal Strips or Diode Boards and not on the assemblies. xx & zz-zz S S trip B B oard
1
YEL-BRN U17 9
2
YEL-RED U16 8
3
YEL-ORG U15 7
4
YEL-BLK U14 6
Lamp 1 Lamp 2 Lamp 3 Lamp 4 Lamp 5 Lamp 6 Lamp 7 Lamp 8 5
YEL-GRN U13 5
Left Secur-....... Left Secur-....... Left Secur-....... Left Secur-....... Left Secur-....... Left Left Left 6
YEL-BLU U12 4
ity Level 1 ity Level 2 ity Level 3 ity Level 4 ity Level 5 3-Bank Bot 3-Bank Mid 3-Bank Top
Lamp 9 Lamp 10 Lamp 11 Lamp 12 Lamp 13 Lamp 14 Lamp 15 Lamp 16 7
YEL-VIO U11 3
Right Secur-....... Right Secur-....... Right Secur-....... Right Secur-....... Right Secur-....... Right Right Right 8
YEL-GRY U10 1
ity Level 1 ity Level 2 ity Level 3 ity Level 4 ity Level 5 3-Bank Bot 3-Bank Mid 3-Bank Top
Wire & IC
Lamp 17 Lamp 18 Lamp 19 Lamp 20 Lamp 21 Lamp 22 Lamp 23 Lamp 24
Lamp
COLUMN
DRIVE
LAMP PIN
Super
Jackpot Assault
Max
Escape
Payback
Time RPG
Final
Battle
Auto
Launch (Opt.)
Shoot
Again
From I/O Pwr.
Driver Board
N/C 12
J16-Pins 9-15
BACKBOX
FUSES
Q4: BACKBOX
R P G S W. G I
GRY 3A S.B. YEL-
-GRN RED
Q4: BACKBOX
R P G S W. G I
GRY 3A S.B. RED-
YEL
A B
Terminator 3 Terminator 3
Switch: Jumper for
25 Drop Gen. Illumination
Terminal Target Terminal in the Bumpers
Strip Strip (1 GI per Bumper)
VIO
WHT-BRN BLK
Switch 25
A
Terminal
G.I.s X3 NO DIODE
REQUIRED
(JUMPER)
Strip
ORG-BRN WHT-VIO
to GRN-YEL BLK
B
C
Terminator 3
Terminal Switch:
Strip 36 VUK
Terminal
Strip
ORG-YEL
to GRN-BLK
C
Terminal
See the Pink Pages, Playfield - General
Strip Parts & Switches (Below) (Pg. 66) for
Terminal Strips, Diodes, Fuses and Fuse
Holders Part Numbers.
OOOOOOOOOOO
1 2 3 4 6 12
RIGHT LEFT
E.O.S. E.O.S.
ON ASSY. ON ASSY.
N.C. DEDICATED N.C. DEDICATED
SWITCH SWITCH Technical Overview
DS-4 DS-2
Our Flipper System
uses one supply voltage
BLK
(50v DC) for both kick &
NOTE:
(GROUND) N.C. = Normally Closed hold. Once the Game
N.O. = Normally Open CPU detects a Flipper
OOOOOOOOOOOOOOO Cabinet Switch closure
1 11 15
Q13 (during game play) it
POWER OUT applies a 40msec pulse
J16 Q14 to the gate of the Flipper
MOS FET Drive Transistor (STP-
Q15 STP20N10L 20N10L). If it continues
to detect a Flipper
Q16 Cabinet Switch closure
(the player holding the
J10 J9 button in) it will continue
I/O POWER VOLTAGE HIGH CURRENT to pulse the flipper drive
DRIVER BOARD OUTPUTS SOLENOIDS
(PARTIAL VIEW)
transistor 1msec every
10 2 1 9 8 1
OOOOOOOOOO OOOOOOOOO 12msecs for the duration
of the hold cycle.
2 RED-YEL 50V DC 2 BLU-BLK
The 3A 250v Slo-Blo Fuses The E.O.S. (End-Of-
are located under the playfield
NEAR the Flipper Assembly,
ORG-GRY Stroke) Switch serves
Coil Wrap: YEL-GRN ORG-VIO
see previous page for locations. the same function as
LOWER before as it prevents
3A SLO-BLO RIGHT
(Located under Playfield) FLIPPER foldback when the play-
RED-YEL 50V DC BLU-YEL 22-1080 COIL er has the flipper ener-
Coil Wrap: YEL-GRN
gized to capture balls.
The E.O.S. Switch is a
LOWER normally closed switch
Sec. 5: Playfield ...
3A SLO-BLO LEFT
(Located under Playfield) FLIPPER which opens approxi-
RED-YEL 50V DC GRY-YEL 22-1080 COIL mately 1/16" when the
flipper is energized. The
Game CPU will detect a
switch closure if the flip-
per bat is forced back by
a high velocity shot or
rebound on the playfield
and will apply another
40msec pulse of 50v DC
to the coil.
3 BLU-WHT 13V AC
2 9 8
TO
FOR 18V DC
1 115V AC 5 CONTROL LAMPS
LINE J11
CORD BLK-YEL 48V AC
11 3
1V1 GRN (to (E)arth Ground) FOR
VARISTER 24V AC
YEL-BLK 50V DC
Domestic = SERVICE OUTLET
130V (Domestic / International) 15 1 COILS
International = 1F1 TO
275V Domestic =
Note: Not All International Games
HOT (L)oad 24V AC
have or require a Service Outlet. BRIDGE 1
8A 250V BLK-ORG 48V AC
Slo-Blo Fuse 12 2
Int'l. = BRN 220V AC
International = Domestic = BLK 115V AC
5A 250V
CN1
Slo-Blo Fuse WHT-GRN 88V AC
2 1
DISPLAY
JUMPERS FOR VOLTAGE VARIATION WHT POWER
1 3 SUPPLY
BOARD
BLK-RED 100V AC
8 2
BLK
1 2 3
<<<
4 5 6 CONFIGURATON FOR 1F/M3 J14
YEL-WHT
<<<
4 4 (G.I.'s)
OR LOWER LINE VOLTAGES
FOR INTERNATIONAL USE 5 5 ONLY ON
COIN DOOR
EXPORT/ HIGH 6 6
LINE VOLTAGE BLK
230/218/206 VOLTS 1 2 3
1F1= 5A 250V SLO BLO 4 5 6
1V1= 275V VARISTOR WHT
7 8 9
230 VOLTS
BLK BLK
1 2 3 1 2 3
WHT WHT
4 5 6 4 5 6 Sec. 5: Cabinet ...
7 8 9 7 8 9
206 VOLTS 218 VOLTS
<<<
BLK CONFIGURATON FOR
1 2 3
WHT JAPAN or
4 5 6 LOW LINE VOLTAGE
<<<
7 8 9
100/105 VOLTS
RED- BLK-
4
CPU/SND BD.
q CN7 q
COIN DOOR WHT RED
WHT-GRY
PLUMB
BOB TILT
CONNECTOR RED-
BACKBOX LEFT
SPEAKER (SP2)
SW RETURN 8 1 3 BLK
N.O. from RED-BLK
CPU
CN7
Pin: 5th Coin Slot
WHT-VIO WHT-VIO Future Use
SW RETURN 7 2 2 BACKBOX RT.
START RED- SPEAKER (SP2)
BUTTON BLK
N.O. CPU/SND BD.
WHT-BLU WHT-BLU Left Coin Slot q CN4 q
SW RETURN 6 3 3
TOURNIE YEL-BLK
BUTTON 6
U.S. Bill Acceptor CABINET BOT.
WHT-GRN N.O. WHT-GRN Center Coin Slot SPEAKER (SP3)
SW RETURN 5 5 5 7
YEL-WHT
WHT-YEL WHT-YEL Right Coin Slot
SW RETURN 4 6 6
6th Coin Slot
7 WHT-ORG WHT-ORG Future Use
SW RETURN 3 7 TO COIN METER
4th Coin Slot
WHT-RED WHT-RED European Use J16-7 +5V DC
SW RETURN 2 8 8 I/O DRVR BD 22 RED
All Above Switches J7-10 Q24 1
CPU/SND BD. from
CPU Normally Open (N.O.) I/O DRVR BD 78 VIO-GRY
q CN5 q CN5 2
GRN-VIO Pin:
SW DRIVE 7 8 8 N/C 3
GRN-BRN from CN5-P1 (Sw. Drive 1) GRN-BRN
SW DRIVE 1 1 1
BLK GRN
BLK FOR THE PRINTER
CPU/SND BD. SUB-ASSEMBLY
q CN7 q
BLK BLK
GROUND 00 BLK
10 J16-7 +5V DC 1
I/O DRVR BD 22 RED
CPU/SND BD. BLK TM 2
J16-3 +12V DC
q CN6 q Memory Protect PORTALS I/O DRVR BD 82 GRY-RED
Switch 3
BLK-RED from SERVICE
12 CPU
BUTTONS
N.O. CN6
BLK
Pin:
GRY-BLK GRY-BLK
10 10 BEGIN TEST /
N.O. ENTER: BLACK START / TOURNIE BUTTON LAMPS
GRY-VIO GRY-VIO BUTTON
9 9 SERVICE CRED- Lamp
Lamp
N.O. ITS / RT.: GREEN 80
53
GRY-BLU GRY-BLU BUTTON Tournie
Start
8 8 VOLUME / RED-VIO
N.O. LEFT: RED 7
GRY-GRN BUTTON
7 Lamp p J12 p
RIGHT FLIPPER 54 I/O PWR
BUTTON GRY-ORG Tournie DRVR BD.
4 q J13 q
LEFT FLIPPER
BUTTON GRY-BRN YEL-BLU
2 6
N.O. G.I. YEL-GRN
WHT-GRN YEL-WHT 5
DEDICATED 3 LAMPS
G.I.
SWITCHES GRN YEL on
5.7V AC
8 COIN
DOOR ------------------------------------------------------------
p J15 p UK ONLY: 2 Extra Cabinet Buttons for the
I/O PWR DRVR BD.
Post SaveFeature are used. The Left But-
ton operates the Left Outlane Ball Deflector.
The Right Button operates the Right Outlane
COIL POWER FOR USA 2 SLOT Ball Deflector. Both buttons pushed together
INTERLOCK SWITCH I/O PWR COIN DOOR ONLY operate the Center Up/Down Post. Both but-
DRVR BD. tons are located under the Flipper Buttons.
Normally Open - 1 q J17 q ------------------------------------------------------------
RED-WHT 16V AC AMP CONNECTOR TO
20V DC
COILS
N.O.
7 $ BILL ACCEPTOR (DBA)
BLK
UK ONLY
TRANSFORMER 4 (AC) 115V AC LINE WHT-BRN
Common - 1
(XFRMR)
WHT VOLTAGE 9
WHT-RED 16V AC 6 (AC) 1N4001 DIODE WHT-GRY
I/O PWR DIODE 1
DRVR BD. 7 SPI PART No.
BUTTON
BUTTON
GRN-BRN
LEFT
WHT-RED CN1
5 8
I/O DRVR BD J16-3: ORG-BRN 1
1
2
3
SW RET 2 5
4
2 1 WHT/XXX
RED (Switch Row/
R2 Return +)
LED 1 R1 4.7K W E
R1 TLRH180P 10M W B
180 W Q2
G D 2N3906
S C
R3 Q1
LED 1 10K W 2N5460
TLRH180P
A Te s t
Point
G=Gate D=Drain S=Source
B Te s t
Point
B=Base E=Emitter C=Collector
R2 3 WHT/XXX
180 W (Switch Row/
R5 Return +)
LED 2 R4 4.7K W E
TLRH180P 10M W B Q4
LED 2 G D 2N3906
TLRH180P
S C
BLK R6 Q3
1 10K W 2N5460 2 GRN/XXX
A Te s t
Point (Switch Col/
520-5173-00 520-5174-00 Drive -)
GND Transmitter Receiver = Emitting Light
Tr o u g h U p - K i c k e r D u a l O P T O B o a r d s C o m p o n e n t La y o u t & Pa r t s
520-5173-00 (TRANS) Boards Actual Size 520-5174-00 (REC)
(Screened Text Printed Larger for Clarity)
00-3715-025 00-4715-025
CER
SNART
103
105
562
1B1
562
Q4
MGE3
MGE3
1B1
2A 7
2A 7
105
103
B. CLOSED OPTO (Light Blocked) = SWITCH CLOSED. Place meter leads across points A and B on the
LED1 Circuit (Refer to Schematic Drawing on previous page, 520-5174-00 Receiver Side). It should read
approximately 0.0 - 0.1v DC. The LED2 Circuit operates the same.
)LJ% B. CLOSED OPTO (Light Blocked) = SWITCH CLOSED. Place Scope lead
at Pin-1 of OPTO Rec. Board with Scope Grounded (see Schematic). The
Scope should display a PULSE STREAM indicating Q2 has switched "On"
as shown in Fig. B, Wave Form Diagram. This is your Switch Drive Pulse.
7URXJK'XDO2372%RDUGV$OLJQPHQW7HVWIRU/('
When a working OPTO is installed and connected in a game, the transmitter should light (LED1 lower & LED2
upper) when the power is switched on. With the playfield in Service Position #1 (playfield lifted up in the half-way
position resting on the Prop Rod or edge slide support brackets) and the game on, the LED lights should show up
as a BRIGHT RED RINGS through the back of the Receiver Board around the Receivers LED1 & LED2 (See
Fig. 1). Testing only LED1: With the game in Switch Test Mode, lifting the Trough Plunger with a fingertip should
block the BEAM and cause the Switch Position to trigger (See Fig. 2). View Fig. 2a & 2b (on the next page) for a
sectional view of the Light Path (note alignment) and what happens as a ball breaks the light beam.
/LI W
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When a working OPTO is installed and connected in a game, the transmitter should light (LED1 lower & LED2
upper) when the power is switched on. With the playfield in Service Position #1 (playfield lifted up in the half-way
position resting on the Prop Rod or edge slide support brackets) and the game on, the LED lights should show up
as a BRIGHT RED RINGS through the back of the Receiver Board around the Receivers LED1 & LED2 (See
Fig. 1, previous page). Testing only LED2: TO PERFORM THIS TEST, A PINBALL MUST BE IN THE BALL
TROUGH. With the game in Switch Test Mode, lifting the Trough Plunger with a finger tip should block the BEAM
on LED2 and cause the Switch Position to trigger (See Fig. 3). View Fig. 3a & 3b for a sectional view of the Light
Path (note alignment) and what happens as a "double-stacked" ball scenario breaks the light beam.
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EORFNV alignment)
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, 0 3 2 5 7 $ 1 7
If replacement of LED is required, insure that is mounted correctly
before and after soldering (See Fig. 4a / 4b).
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Dot Matrix Display / Display Controller Bd. Combined Display Connections
BLK 3 GND
2 KEY J3
RED 1 +5 VDC
520-5055-03
DATA 3 DATA 2
J1
DATA 1 DATA
SWITCH 8 SWITCH 7
SWITCH 6 SWITCH 5
SWITCH 4 SWITCH 3
SWITCH 2 SWITCH 1
CN3-Pin 2 NOT USED NOT USED CN3-Pin 1
Dot Matrix Display
Explained
CN1-Pin 14 NOT USED NOT USED CN1-Pin 13
The display utilizes a Micro-
GROUND SER. DATA Processor Control Board
GROUND PIX CLOCK RIBBON CABLE mounted in piggyback fashion
GROUND COL. LATCH to the Dot Matrix Display (128 X
J2
GROUND ROW CLOCK 32) Driver Board. The purpose
GROUND ROW DATA behind this board is to provide
CN1-Pin 2 GROUND DISPLAY ENABLE CN1-Pin 1
more information to the
operator as well as displaying
graphics to the player.
2 CN2 -100V
8PKK156C
3 KEY
4 CN2 GND
C7 8PKK156C
5 CN2 GND
0.1 uF 8PKK156C
R1 500V GND +5V
Q3
GND 6 CN2 +5V
8PKK156C
130 W
5W
D3 R4 MJE15030
+12V 7 CN2 +12V
1N5228 8PKK156C
D1 3.9V 1.5K W
1N4004 + 1/2W 8 CN2 +60V
C1 .. Q1 Q5 8PKK156C
220 uF MPSA92 C3
200V 0.1 uF R6
88V AC CN1 1 R2 D5 500V 330K W R8 MJE15030
47K W 1N4760A 1/2W 2K W
7PKK156E 1W 68V 5W
110V AC CN1 2
7PKK156E F1
XFRMR CN1 3 D6 R10
_GND R3 1N4764A C4 R7 GND 1.5K W
7PKK156E 0.75A 47K W 100V 0.1 uF 330K W 1/2W
S.B. 1W 500V
GND CN1 4 GND 1/2W
7PKK156E + C2
.. Q2
GND 220 uF D7
KEY 5 200V MPSA42
1N4743
13V
D2 D4 R5
+20V CN1 6 +20V
1N4004 1N5228 .. Q4
7PKK156E 3.9V MJE15031
1.5K W
+5V CN1 7 +5V 1/2W
7PKK156E
D i s p l a y Po w e r S u p p l y B o a r d C o m p o n e n t La y o u t & Pa r t s
Actual Board Size 5 X 3.3
4 3
J1
U2
U1-A
J5
U1-C U1-D
J3-1
J3-2
J3-3
C
U4
B
U9
J2
U1-F
J4-1 U10
Sec. 5: PCBs
U1-E
J4-2
A J4-3
J4-4
J4-5
J4-6
4 3
Section 5, Chapter 4 Printed Circuit
Page 114 Boards (PCBs)
Display Controller Board Schematic
2 1
U8
U3
U7
C
U5 U6
U1-B
Sec. 5: PCBs
A
U11
Schematic Set
Sheet 1 of 1
SIZE REV.
D E
SPI Display Controller Board
SPI Part N: 520-5055-03 JUNE 2001
Prepared By: CES Inc. Edited By: SPI Inc.
Non-Text Document
Model: 237-0255-00 Dated: 06/17/01
2 1
Printed Circuit Section 5, Chapter 4
Boards (PCBs) Page 115
D i s p l a y C o n t r o l l e r B o a r d C o m p o n e n t La y o u t & Pa r t s
C42
C52
R15
R14
R7 U8
K6T0808C1D-GB55
SAMSUNG 046A
J2
R6 J1
R1
R16
R12
R2
C45
R18
C23
U3
U3
C18
C12
C11
C17
C16
C10
C9
C8
C15
C14
C13
C7
C6
C5
C4
C3
C2
C1
R19
U9
R28
R26
R24
R22
R10
74HCT245D
09AD7YK C48 U2 U7
(ST) PHILIPPINES
74LS245DW 74HCT273D
EF68B09EP
02C5RVK 03FC59K C50
C44
WB2060034
C51 C49
R13
6
RESET
U10
R5
R29
R27
R25
R23
R17
R9
C53
C34 C41
C22 +
C33 C40 L1
1
J4
C35 XILINX C43
XC9572XL
U1 R21
74HCT04D
08A51XX
TQ100AEN0101 C32
C28 F1168339A
7C
FB2 C39
+ C21 R20
U4 C47
U5 C46
+
C19 C31
R4
C29
C37 J5
DISP. CNTRLR.
C27
C20 + R8
Actual Board Size 20.5cm X 12.5cm
L52B
27C040
U11 11AJ
FB1
R3
6 1
J3 4MB
ROM1 ROM0
26 1 100- U7 74HCT273D
27 1 100-5045-00 U8 K6T0808C1D-GB55, Int. Samsung 046A
28 1 100- U9 74HCT245D
29 1 100- U11 LM3940IMP-3.3
30 1 140- RSN1 8MHZRSN (8Mhz) Crystal
31 2 n/a FB1, FB2 Ferrite Bead, FB0370
32 0 FID1-3 FIDTP50M
If a part is required where a part number is not provided, call Technical Support (see back of cover).
5v Supply:
An AC voltage of approximately 9v comes into the board at [J17-(1-4)] this AC voltage is then full-wave rectified
by bridge BRDG 21 and filtered by Capacitor C203. The resulting voltage is 11v DC which is inserted into a linear
voltage regulator for the output of 5v DC. This 5v regulated voltage can be adjusted by potentiometer R116 the
voltage should be set to 5.00v. Besides powering the I/O Board the regulated 5 volts supplies power to the CPU /
Sound Board, Gas Plasma (Dot Matrix) Display and Plasma (Display) Controller Board. Power for these
devices comes off the I/O Board on [J16-(4-8)].
+5v, +20v, +50v, +18v, & +12v LED Indicators:
These DC voltages are derived on the I/O Board by /(' 6833/< 92/7$*(
rectification and filtering. Each has a LED indicating that /
power is being supplied to each of these voltage sources. / Y
The -12v supply comes from the same transformer winding
as the +12v thus it does not have a LED indicator. / Y
/ Y
** Note that the +50v & +20v power sources are turned off / Y
by the Interlock Switches when the Coin Door is OPEN.
Reset Circuitry:
The I/O will reset in three (3) cases:
1. The CPU is in reset. The CPUs reset signal is fed into the I/O through connector J1 and forces
the I/O into reset.
2. The 5v supply has fallen below 4.75v.
3. The watchdog is not being fed by the scanning of the light matrix. More specifically Pin-19 of U6
must be toggling once every 50ms to prevent the watchdog from resetting. The scanning of the
light matrix is controlled by the CPU through J1.
LED L204 shows the reset state of the I/O Board. If this LED is not lit either the 5v DC is below 4.75v or the
CPU/Sound Board is holding the I/O in reset. If the LED is flashing this means that the watchdog is not being
feed by the CPU/Sound Board and the I/O is oscillating into and out of reset. If the LED is continuously on the
board is out of reset and communication from the CPU to the lamp matrix is confirmed. Testpoint Blanking is the
actual reset signal on the I/O Board. A low voltage indicates that it is in reset this will turn off all Solenoid (Coil)
Drivers, Flash Lamps, Lamp Matrix Drivers, Auxiliary Outputs and Flipper Outputs. A high voltage indicates that it
is out of reset and normal operation can take place.
Address Decoding:
All Address decoding is done by two 74LS138s (U204 & U205) (3 of 8 decoder). Both of these must be in
operation for the I/O Board to function properly.
Note 1 x Clip on the resistor side with the white stripe. xx R1 controls Q1, R2 controls Q2, et cetera...
Auxiliary In & Out:
J2-8 CMOS Outputs sometimes used for a printer interface.
J3-8 CMOS Inputs general purpose inputs.
Lamp Matrix:
J12 has 10 low side drivers for the lamp strobes which consist of 19N06L MOSFETS. Only one lamp strobe
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should be low at any time. Again the scanning of the lamp strobes keeps the I/O from resetting. J13 has 8 high
side drivers with each having a status indicator. All the status indicators are logically ORed together and fed back
to the CPU/Sound Board. The status can identify open loads (for example open lamp filaments or intermittent
connections) and short circuits. These drivers are also short-circuit protected.
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I / O Po w e r D r i v e r B o a r d S c h e m a t i c ( S h e e t 1 o f 5 )
4 3
B
Sec. 5: PCBs
NOTES:
R ALL RESISTOR VALUES ARE IN OHMS ( W ), 1/4W, 5%, UNLESS OTHERWISE SPECIFIED.
R ALL CAPACITOR VALUES ARE IN MICROFARADS ( mF ), UNLESS OTHERWISE SPECIFIED.
R 0.1 MICROFARADS ( mF ) BYPASS CAPACITOR ON ALL ICS.
4 3
Section 5, Chapter 4 Printed Circuit
Page 118 Boards (PCBs)
I / O Po w e r D r i v e r B o a r d S c h e m a t i c ( S h e e t 1 o f 5 )
2 1
Sec. 5: PCBs
A
Schematic Set
Sheet 1 of 5
SIZE REV.
D E
SPI I/O Power Driver Board
SPI Part N: 520-5137-01
Prepared By: CES Inc. Edited By: SPI Inc.
Model: 237-0161-00 Dated: 09/05/97
2 1
Printed Circuit Section 5, Chapter 4
Boards (PCBs) Page 119
I / O Po w e r D r i v e r B o a r d S c h e m a t i c ( S h e e t 2 o f 5 )
4 3
B
Sec. 5: PCBs
4 3
Section 5, Chapter 4 Printed Circuit
Page 120 Boards (PCBs)
I / O Po w e r D r i v e r B o a r d S c h e m a t i c ( S h e e t 2 o f 5 )
2 1
NOTES:
R ALL RESISTOR VALUES ARE IN OHMS ( W ), 1/4W, 5%, UNLESS OTHERWISE SPECIFIED.
R ALL CAPACITOR VALUES ARE IN MICROFARADS ( mF ), UNLESS OTHERWISE SPECIFIED.
R 0.1 MICROFARADS ( mF ) BYPASS CAPACITOR ON ALL ICS.
Sec. 5: PCBs
A
Schematic Set
Sheet 2 of 5
SIZE REV.
D E
SPI I/O Power Driver Board
SPI Part N: 520-5137-01
Prepared By: CES Inc. Edited By: SPI Inc.
Model: 237-0161-00 Dated: 09/05/97
2 1
Printed Circuit Section 5, Chapter 4
Boards (PCBs) Page 121
I / O Po w e r D r i v e r B o a r d S c h e m a t i c ( S h e e t 3 o f 5 )
4 3
B
Sec. 5: PCBs
4 3
Section 5, Chapter 4 Printed Circuit
Page 122 Boards (PCBs)
I / O Po w e r D r i v e r B o a r d S c h e m a t i c ( S h e e t 3 o f 5 )
2 1
NOTES:
R ALL RESISTOR VALUES ARE IN OHMS ( W ), 1/4W, 5%, UNLESS OTHERWISE SPECIFIED.
R ALL CAPACITOR VALUES ARE IN MICROFARADS ( mF ), UNLESS OTHERWISE SPECIFIED.
R 0.1 MICROFARADS ( mF ) BYPASS CAPACITOR ON ALL ICS.
JAN 2001 Cut trace on solder side at Aux. Out Port J2-PIN1 thru J2-PIN3 & TS JET
J2-PIN5 thru J2-PIN9; Soldered Resistor 100W 1/4W 5% (SPI N1:
121-5007-00). This Modification (highlighted below at J2 with a
dotted-line box) was accomplished on boards produced after Jan. 1, 2001.
This board is backwards compatible for the White Star Board System.
Resistor 100W
D
Sec. 5: PCBs
A
Schematic Set
Sheet 3 of 5
SIZE REV.
D E
SPI I/O Power Driver Board
SPI Part N: 520-5137-01
Prepared By: CES Inc. Edited By: SPI Inc.
Model: 237-0161-00 Dated: 09/05/97
2 1
Printed Circuit Section 5, Chapter 4
Boards (PCBs) Page 123
I / O Po w e r D r i v e r B o a r d S c h e m a t i c ( S h e e t 4 o f 5 )
4 3
D
The below circuit(s) continue at the address shown (#-XY).
# = Sheet Number (1-5), X = Column Grid, Y = Row Grid
B
Sec. 5: PCBs
4 3
Section 5, Chapter 4 Printed Circuit
Page 124 Boards (PCBs)
I / O Po w e r D r i v e r B o a r d S c h e m a t i c ( S h e e t 4 o f 5 )
2 1
Sec. 5: PCBs
A
Schematic Set
Sheet 4 of 5
SIZE REV.
D E
SPI I/O Power Driver Board
SPI Part N: 520-5137-01
Prepared By: CES Inc. Edited By: SPI Inc.
Model: 237-0161-00 Dated: 09/05/97
2 1
Printed Circuit Section 5, Chapter 4
Boards (PCBs) Page 125
I / O Po w e r D r i v e r B o a r d S c h e m a t i c ( S h e e t 5 o f 5 )
4 3
C
The above circuit(s) continue at the address shown (#-XY).
# = Sheet Number (1-5), X = Column Grid, Y = Row Grid
B
Sec. 5: PCBs
4 3
Section 5, Chapter 4 Printed Circuit
Page 126 Boards (PCBs)
I / O Po w e r D r i v e r B o a r d S c h e m a t i c ( S h e e t 5 o f 5 )
2 1
Sec. 5: PCBs
NOTES:
R ALL RESISTOR VALUES ARE IN OHMS ( W ), 1/4W, 5%, UNLESS OTHERWISE SPECIFIED.
R ALL CAPACITOR VALUES ARE IN MICROFARADS ( mF ), UNLESS OTHERWISE SPECIFIED.
R 0.1 MICROFARADS ( mF ) BYPASS CAPACITOR ON ALL ICS.
A
Schematic Set
Sheet 5 of 5
SIZE REV.
D E
SPI I/O Power Driver Board
SPI Part N: 520-5137-01
Prepared By: CES Inc. Edited By: SPI Inc.
Model: 237-0161-00 Dated: 09/05/97
2 1
Printed Circuit Section 5, Chapter 4
Boards (PCBs) Page 127
I / O Po w e r D r i v e r B o a r d C o m p o n e n t La y o u t
Test Points:
TEST
LED
TEST TIP TPL3
TEST BLANKING
L204 LED
RESET
TEST
ST
TE
LEDs :
L201+50v
L202+18v
L200+20v
L203+12v
LEDs
TEST
FET TPL1
ST
TE
TEST
LED :
LED
L2+5V
R116 POT
Sec. 5: PCBs
ST
TE
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To view
Playfields
(above &
below), click
this box.
Sec. 5: PCBs
A watchdog is used to monitor the CPU and the 5v supply. If the 5v supply is below 4.75 the watchdog will hold
the CPU/Sound Board & I/O Board in reset. The watchdog must be fed at a rate of 250ms or faster. The signal
used to feed the watchdog comes from the EPROM Bank select signal used to load U211.
The I/O Interface CN1 is buffered by two (2) HC245 Chips (U207 & U208). The CPUs reset line is buffered by
Q10 and fed over to the I/O through CN1. An I/O Strobe Signal is fed through CN1-15 and is used to notify the I/O
that a valid address is being sent.
Switches:
The Switch Matrix consists of eight (8) 2N3904 Transistors(Q1-Q8) which pull one of 8 strobes low to activate a
Single Column of switches. The Switch Return Signals are fed into CN7 [SWITCH ROWS] and are highly filtered
and compared to a 2.5v reference voltage. The Switch Return Voltage must be below 2.5v to make a Valid Switch
Closure. If false switches are appearing, check that none of the 2N3904 Transistors are permanently pulling the
strobe line low. Only one strobe from CN5 [SWITCH COLUMNS] should be low at any time. CN6 [DEDICATED
SWITCH IN] is a Dedicated Bank of Input Switches. Switches connected to CN6 are connected to ground instead
of a strobe and may be read at any time.
Plasma Interface:
The data path for communication to and from the Plasma Controller Board is 8 bits wide. There are separate
Input and Output Busses. Data going out to the controller comes from the CPUs Data Bus through U201 and
onto CN8-Pins 11-18. Status back from the Plasma Controller comes in on CN8-Pins 22-26 and is fed into U202
for input to the CPUs Data Bus. Two control signals that go out to the Plasma Controller are PRES [TP17:
PLASMA RESET] and CN8-Pin 19 [PSTB - Plasma Strobe]. The Plasma Reset is software controllable through
U216/B and also has a test point "Plasma Reset". The Plasma Strobe Signal to the controller is generated from
U216/A and is used to latch data into the Plasma Controller.
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C P U / S o u n d B o a r d I I ( w i t h AT M E L P r o c e s s o r ) S c h e m a t i c ( S h e e t 1 o f 4 )
J I H G F
P [ 25:0 ]
P_A [ 19:1 ]
[ 2, H-5: 2, E-5:
+3.3V+3.3V+3.3V +3.3V 2, C-5: 2, A-4:
P0 2, A-3 ]
J3 P1
P2
JTAG
1K
1K
1K
1K
P3
1X7
P5
P6
1
2
3
4
5
6
7
5
P7
R434
R435
R436
R508
+3.3V P8
1-5J 1-5I 1-5H 1-5G 1-5F
R470 J_RST P9
+3.3V [ 2, A-2 ]
TDO
100 P11
VDD CORE
TMS
TDI
JP3 1 P12
VDD IO TCK P13
Jumper
R433
[*] [ 1, J-1 ]
P24 / BMS 2
1X3
[**] [ 1, D-3: 1, G-1 ]
NRD / NOE [ 2, C-1** ]
+3.3V
NRST [ 2, F-5 ]
P19
VDD
NCS3 [ 2, I-2 ]
P20
VDD IO CORE VDD IO R437 VDD IO
P25 / MCKO
100K
C413 100nF
P23
C412 100nF
C415 100nF
C410 100nF
C434 47pF
C414 47pF
C435 47pF
C411 47pF
NCS1
NCS0
P24
MCKI
P25
P23
P_D [ 15:8 ]
P_D [ 7:0 ]
Y1 +3.3V
NWAIT 1 4
OE VCC TO ATMEL
2 3
R502
GND OUT MCKI
33
99
98
97
96
95
94
93
92
91
90
89
88
87
86
85
84
83
82
81
80
79
78
77
76
100
RXD1
NCS1
1-4H
MCKI
VDD IO
TDI
P25
1-4I
GND
P23
1-4J
P27
NRST
VDD IO
NWDOVF
TCK
TDO
P24
GND
GND
NCS0
NWAIT
1-4G
TMS
NWR1 / NUB
NWRO / NWE
NRD / NOE
P26
VDDCORE
1-4F
TO XILINX
C418 100nF
16 60
C419 47pF
C417 100nF
C416 47pF
P_A14 A13 P9 P9 / IRQ0
17 PQFP100 59 / TIOB2
18 A14 P8 58
P8
GND P7 P7 / TIOA2
19 57 / TCLK2
P_A15 20 GND P6 56
P6
P_A16 A15 P5 P5 / TIOB1
21 55 P4 / TIOA1 / SST0 [ 4, J-2 ]
P_A17 22 A16 P4 54
P_A18 A17 P3 P3 / TCLK1
23 53
P_A19 24 A18 GND 52
A19 GND
3
P_A20 25 51
P28 / A20 / CS7 A20 / P2 P2 / TIOB0
VDD CORE
VDD IO
+3.3V+3.3V+3.3V+3.3V
GND
D10
D12
D13
D14
D15
P30
P31
D11
P29
D0
D1
D2
D3
D4
D5
D6
D7
D8
D9
P0
P1
100K
100K
100K
100K
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
R476
R477
R478
R479
VDD CORE VDD IO
VDD IO
P30 / A22 / CS5 P3
P_D10
P_D12
P_D13
P_D14
P_D15
P_D11
P_D0
P_D1
P_D2
P_D3
P_D4
P_D5
P_D6
P_D7
P_D8
P_D9
P_A22 [ 2, C-1 ] P6
P31 / A23 / CS4 P9
P13
TP20
Test Point P_D [ 15:8 ]
P_D12
P_D13
P_D14
P_D15
P_D0
P_D1
P_D2
P_D3
VDD
CORE VDD IO VDD IO
100K
100K
100K
100K
100K
100K
100K
100K
100K
100K
100K
100K
100K
100K
100K
100K
C423 100nF
C425 100nF
C421 100nF
C420 47pF
C422 47pF
C424 47pF
1-2J
2
R441
R442
R443
R444
R445
R446
R447
R448
R449
R450
R451
R452
R453
R454
R455
R456
1-2G 1-2F
1-2H
1-2I
+3.3V
P_D [ 7:0 ]
100K
100K
1 48 P_D0
P_A1 P_A16
2 A15 A16 47
P_A17
P_A2 P_A15 A14 BYTE# P_D1
3 46 P_D2
P_A3 P_A14 A13 GND
ADDRESS P_A4 P_A13
4
5 A12 I/O15/A-1 45
44
P_D15 P_D3
P_A12 A11 I/O7 P_D7 P_D4
BUS P_A5
DATA
R459
6 43
R457
R458
36 P_D12
P_A13 14 VPP I/O11 35
P_D11
P_A14 IRQ1 NC I/O3 P_D3 P_D13
P10 15 34 P_D14
P_A15 16 RDY/BUSY# I/O10 33
P_D10
P_A16 P_A19 A18 I/O2 P_D2 P_D15
17 32
P_A18 A17 I/O9 P_D9
1 1-1J
ATMEL
23 26
P_A3
24 A2 CE# 25
P_A2 A1 A0 P_A1
AT49BV1614
[ #, X-Y ] coming [ #, X-Y ] going
from ... to ...
The circuit(s) continue at the address shown [ #-XY ].
# = Sheet Number (3-5), X = Column Grid, Y = Row Grid
J I H G F
E D C B A
U37 U36 U21 U17
P_A1 12 1 P_A20 P_A1 12 1 P_A20 P_A1 12 1 P_A20 P_A1 12 1 P_A20
P_A2 11
A0 VPP P_A2 11
A0 VPP P_A2 11
A0 VPP P_A2 11
A0 VPP
P_A3 10 A1 P_A3 10 A1 P_A3 10 A1 P_A3 10 A1
P_A4 9
A2 P_A4 9
A2 P_A4 9
A2 P_A4 9
A2
P_A5 8
A3 13 P_D0 P_A5 8
A3 13 P_D0 P_A5 8
A3 13 P_D8 P_A5 8
A3 13 P_D8
P_A6 7
A4 D0 14 P_D1 P_A6 7
A4 D0 14 P_D1 P_A6 7
A4 D0 14 P_D9 P_A6 7
A4 D0 14 P_D9
P_A7 6
A5 D1 15 P_D2 P_A7 6
A5 D1 15 P_D2 P_A7 6
A5 D1 15 P_D10 P_A7 6
A5 D1 15 P_D10
A6 D2 A6 D2 A6 D2 A6 D2
5
P_A8 5 17 P_D3 P_A8 5 17 P_D3 P_A8 5 17 P_D11 P_A8 5 17 P_D11
P_A9 A7
27 1-5E D3 18 P_D4 P_A9
1-5D 27
A7 D3 18 P_D4 P_A9 27
A7 D3 18 P_D12 P_A9 27
A7 D3 18 P_D12
P_A10 26
A8 D4 19 P_D5 P_A10 26
A8 D4 19 P_D5
1-5C
P_A10 26
A8 D4 19 P_D131-5B P_A10 26
A8 D4 191-5A P_D13
P_A11 23
A9 D5 20 P_D6 P_A11 23
A9 D5 20 P_D6 P_A11 23
A9 D5 20 P_D14 P_A11 23
A9 D5 20 P_D14
P_A12 25
A10 D6 21 P_D7 P_A12 25
A10 D6 21 P_D7 P_A12 25
A10 D6 21 P_D15 P_A12 25
A10 D6 21 P_D15
P_A13 4 A11 D7 P_A13 4 A11 D7 P_A13 4 A11 D7 P_A13 4 A11 D7
P_A14 28
A12 P_A14 28
A12 P_A14 28
A12 P_A14 28
A12
P_A15 29
A13 P_A15 29
A13 P_A15 29
A13 P_A15 29
A13
P_A16 3
A14 P_A16 3
A14 P_A16 3
A14 P_A16 3
A14
P_A17 2 A15 22 NCS2 P_A17 2 A15 22 NCS2 P_A17 2 A15 22 NCS2 P_A17 2 A15 22 NCS2
P_A18 30
A16 CS P_A18 30
A16 CS P_A18 30
A16 CS P_A18 30
A16 CS [ 1, I-4: 2, C-2 ]
P_A19 31
A17 24 ROE1 P_A19 31
A17 24 ROE2 P_A19 31
A17 24 P_A19 31
A17 24 ROE2
A18 OE A18 OE A18 OE A18 OE [ 2, C-3 ]
+5V +5V +5V +5V
16 32 16 32 16 32 16 32
GND VCC GND VCC GND VCC GND VCC
27C040 27C040 27C040 27C040
ROE1
[ 2, C-3 ]
P_D [ 15:8 ]
P_D [ 7:0 ] P_D [7..0]
[ 2, F-2 ]
TP11 -5A
AO/NLB [ 2, G-2 ] Test Point
U7 AOR NS CN3 NS
10 U35 NS R12 NS
R112 NS 1 POT 1A
A0 100K 2 POT 1B
NS
P_A1 9 R-INPUT 8 RT_IN RT_OUT 1 C76 10uF 2.2K
P_A2 8 A1 5 3
3 POT 1C
A2 LT_IN LT_OUT +
NS 4
4
P_A3 7 7 4
P_A4 A3
6 1-4E 11 P_D0 VOL VS +5A 5
6 2
P_A5
P_A6
5
A4
A5
D0
D1
12
13
P_D1
P_D2
1-4D
CREF 1-4C
GND
1-4B
NS R13 NS 1-4A
6
P_A7
4
3
A6
A7
D2 15 P_D3 C79 C46 NS TDA8199
C52NS NS C45 100K
1X6
P_A8
P_A9
25
24
A8
A9
D3
D4
16
17
P_D4
P_D5 10uF
+ .1uF .1uF C77 10uF .1uF
NS
R25
VOLUME
P_A10 21 D5 18 P_D6 +
P_A11 23
A10 D6 19 P_D7 -5A -5A
P_A12 2 A11 D7 R316 2.2K
P_A13 26
A12
P_A14 27
A13 0
P_A15 1
A14
A15 20
CS
22 R14
OE
+5V 22K
14
GND VCC
28 R19 NSC100 10uFNS R100 NS R101 NS
27256/27512 100K + 22K 470
NRD / NOE C75 2200pF NS R102
+
+3.3V [ 2, C-1: 1, G-1: 1, I-4 ]
U100 1 22K
C101
22uF
NS
+12V VIN 2 NS
100K
Jumper
JP4 1X3 5 VIN
1 3
+VS
NSOUT 4
NCS1 NCS0 NS -VS
2
+
C102 C106 D100 3 TDA2030A NS NS
3
R510
R103
22K
NS NS 1N4004
-12V
NS NS
NS100uF NSC105
R9
2
7
3 7 5
B
1-2E DATA VREF 1-2D 1-2C C112 + C113
1-2B C111 C123 1-2A
100uF .1uF .1uF .1uF
2
WS AOL
6 LM833 V- R22
R8
TDA1543 4 -5A 47K
1K
R24 C114 10uF R108 R109
NOTES: R ALL RESISTOR VALUES ARE IN OHMS ( W ), 1/4W, 5%, UNLESS OTHERWISE SPECIFIED. NS: Not Stuffed Prepared By: CES Inc. Edited By: SPI Inc.
R ALL CAPACITOR VALUES ARE IN MICROFARADS ( mF ), UNLESS OTHERWISE SPECIFIED. R 0.1 mF BYPASS CAPACITORS FOR ALL INTEGRATED CIRCUITS (ICs). Model: RHT SCH1008 Dated: 06/13/03
E D C B A
J I H G F
VDD IO +3.3V
TP1
+3.3V Test Point
+5V U405
3
VIN
+3.3V
2 R504 R505 R506 R507
VOUT 100K 100K 100K 100K
1
ADJ R465
+ 100
LT1086 C427 C428
5 2-5J
.1uF 1000uF
LED2
RED
2-5I
[ 1, G-4 ]
[ 1, G-4 ]
P14/TXD0
P21/TXD1
2-5H
SRXD0
18
17
16
U403
B0
B1
A0
A1
2-5G
2
3
4
STXD0
STXD1
2-5F
[ 1, G-4 ]
SRXD1 B2 A2 P15/RXD0
LED 15
B3 A3 5
P22/RXD1 [ 1, H-4 ]
14 6 [ 1, H-4 ]
RST OUT 13
B4 A4 7
NRST
12
B5 A5 8
B6 A6 R466
[ 1, F-5 ] 11 9
P8 B7 A7 +3.3V
20 1 100
+3.3V +3.3V 10
VCC DIR
GND OE 19 LED1
RED
74HC245 LED
R480
10K CN9
U406 F1 STXD0 1 2
FER_BEAD SRXD0 3 4
+3.3V DS1233 5 6
3 2 STXD1
VCC RESET# RST_IN +5V SRXD1 7 8
+3.3V 9 10
GND GND +3.3V
GND 2x5
1
4
4 2-4J
1
NS
S1
2-4I
4
Test Point
2-4H
VDDCORE 1
2-4G
U219
8
2-4F
3
0 1 8
2-3J 2 PBRST VCC 7 2-3I 2-3H The2-3G
circuit(s) continue at the address shown [ #-XY2-3F].
TD ST 6 BSEL [ 3, J-2 ]
3
4
TOL RST 5
RESET# [ 3, A-2: 4, J-2: 2, A-2] # = Sheet Number (3-5), X = Column Grid, Y = Row Grid
GND RST IORESET [ 3, A-2 ]
NS NS DS1232
R314 R475
0 0
NS
U412
1
P_A5
2
A4 A5 44 P_A6
P_A4
3
A3 A6 43 P_A7
P_A3
4
A2 A7 42 P_A8
P_A2
5
A1 OE# 41 NRD/NOE [ 1, G-1: 1, I-4, 2, C-1 ]
P_A1
6
A0 BHE# 40 NWR1/NUB [ 1, H-4 ]
[ 1, I-4 ] NCS3
7
CS# BLE# 39 A0/NLB [ 1, E-4 ]
P_D0
8
I/O0 I/O15 38 P_D15
P_A [16:1] P_D1
9
I/O1 I/O14 37 P_D14 P_D [15..0]
[ 1, J-2: 2, C-3 ] P_D2
10
I/O2 I/O13 36 P_D13 [ 1, A-4: 1, F-2 ]
P_A1 P_D3
11
I/O3 I/O12 35 P_D12 P_D0
P_A2 +3.3V VDD VSS 34 P_D1
P_A3
P_A4 P_D4
12
13
VSS
I/O4
NS VDD 33
I/O11 32
+3.3V
P_D11
P_D2
P_D3
14
P_A5 P_D5
15
I/O5 I/O10 31 P_D10 P_D4
P_A6 P_D6 I/O6 I/O9 30 P_D9 P_D5
ADDRESS 2-2J 16
I/O8 29 DATA
2
P_A7 [ 1, I-4: P_D7 I/O7 P_D8 P_D6
17
P_A8 1, J-1: NWR0/NWE WE# NC 2-2H28 2-2G P_D7 2-2F
BUS P_A9 2, C-2 ] 2-2IP_A16 18
19
A15 A8 27 P_A9 P_D8 BUS
P_A10 P_A15 A14 A9 26 P_A10 P_D9
OF ARM P_A11 P_A14 20
21
A13 A10 25 P_A11 P_D10 OF ARM
P_A12 P_A13
22
A12 A11 24 P_A12 P_D11
P_A13 NC NC 23 P_D12
P_A14 P_D13
P_A15 IDT71V016SA P_D14
P_A16 SOJ44 P_D15
MTG_SLOT
1
ZF5
2-1J 2-1I
+5V +3.3V2-1H 2-1G 2-1F
MTG_SLOT
C283 C284 C285 C286 C287 C288 C289 C291 C292 C436 C437 C438 C439 C440 C441 C443 C444
.1uF .1uF .1uF .1uF .1uF .1uF .1uF .1uF .1uF .1uF .1uF .1uF .1uF .1uF .1uF .1uF .1uF
J I H G F
E D C B A
D [7..0] [ 3, A-2 & 4, J-2 ]
+3.3V U404
P16 18 2 D0
[ 1, F-5 ] P16 P17 17 B0 A0 3 D1
R462 R463 R464 [ 1, F-5 ] P17 B1 A1
100K 100K 100K [ 1, F-5 ] P18 P18
P19
16
15 B2 A2
4
5
D2
D3
DATA
[ 1, F-5 ] P19 B3 A3
TP2
Test Point [ 1, F-5 ] P20
P20
P23
14
13 B4 A4
6
7
D4
D5
BUS
[ 1, F-5 ] P23 B5 A5
[ 1, F-5 ] P0
P0
P0 [ 1, F-5 ] P24
P24
P25
12
11 B6 A6
8
9
D6
D7
OF 68B09E
5
[ 1, F-5 ] P25 B7 A7
2-5E 2-5D
TP3 TP5 2-5C 20
2-5B 1
Test Point Test Point +5V 10 VCC DIR 19
2-5A
U407A U407B
2 5 12 9
D Q 6 D Q 8 E [ 3, J-2 ] +3.3V +3.3V
3 Q 11 Q
CLK +5V CLK +5V
1 14 13 14
+5V 4 CLR VCC 7 10 CLR VCC 7
PRE GND PRE GND
R468 R469
74LS74A 74LS74A 100K 100K
8MHZ
2-4E 2-4D
+5V 2-4C
X_P11
2-4B
P11
2-4A
[ 1, F-5 ] 4
Q# X_P12 P12 [ 1, F-5 ]
+3.3V
ZG3 ZG8
1 2 1 2 +3.3V +3.3V
1X2 1X2
ZG5
2
1X2
1
ZG11
2
1X2
2-3D
[ 1, A-5 ] ROE2
2-3C
1
2
3
4
I/O1
NC1
I/O/GTS1
VCC4
2-3B
I/O30
I/O31
51
52
53
54
NWDOVF
P5
2-3A
[ 1, H-4 ]
[ 1, F-5 ]
3
1 2 1 2 I/O/GTS2 I/O32 P6 [ 1, F-5 ]
5 55 [ 3, A-2 ]
1X2 1X2 6
VCC1 I/O33 56
SNDSTB
[ 1, J-2: 2, J-2 ] P_A1 I/O2 I/O34
7 57
ZG6 8
NC2 VCC5 58
P_D0
9
I/O3 I/O35 59
Q#
1 2 P_D15 I/O4 I/O36 RST_IN
10 60 RST_OUT
1X2 P_D14
11
I/O5 I/O37 61
P_D1
12
I/O6 I/O38 62
P_D2
13
I/O7 GND5 63
P_D13
14
I/O8 I/O39 64
P_D12 I/O9 I/O40 INT# [ 3, E-3 ]
[ 1, A-4 ] 15 65 J_RST [ 1, G-5 ]
ROE1 16
I/O10 I/O41 66
[ 1, E-2 ] SND_DATA I/O11 I/O42 DPSW [ 3, C-1: 4, J-2 ]
[ 1, E-2 ] 17 67 [ 2, H-3: 3, A-2: 4, J-2 ]
WS 18
I/O12 I/O43 68
RESET#
[ 1, E-2 ] SND_CLK
MOUNTING HOLES 19
I/O13
NC3
I/O44
GND6 69
20 70 X_P11
P_D3
21
I/O14 I/O45 71
MH1 MH4 GND1 I/O46 X_P12
22 72
8MHZ 23
I/O/GCK1 I/O47 73
D0
1 1 1 1 [ 1, F-4 ] 40MHZ I/O/GCK2 NC8
24 74
2 2 2 2 25
GND2 I/O48 75
D1
P_D5
26
I/O15 GND7 76
27
VCC2 I/O49 77
D2
28
I/O/GCK3 I/O50 78
D3
I/O16 I/O51
2
Mounting Hole Mounting Hole P_D11 D4
29 79
2-2D
P_D4
2-2C 30
I/O17 I/O52
2-2B 80
D5 2-2A
2-2E
MH2 MH5 P_D10
31
I/O18 NC9 81
32
GND3 I/O53 82
D6
1 1 1 1 P_D9
33
I/O19 I/O54 83
D7
2 2 2 2 P_D8
34
I/O20 TDO 84
XTDO
35
NC5 GND8 85
P_D6 I/O21 I/O55 BUSY [ 4, J-2 ]
36 86
P_D7
37
I/O22 I/O56 87
[ 1, J-1: 1, I-4: 2, I-2 ] NWR0/NWE I/O23 I/O57
Mounting Hole Mounting Hole 38
VCC3 VCC6 88
39 89
MH3 MH6 40
I/O24 I/O58 90
[ 3, A-2 ] A0 I/O25 I/O59
[ 1, A-5: 1, I-4 ] NCS2 41 91
1 1 1 1 42
I/O26 I/O60 92
2 2 2 2 [ 1, J-3 ] P_A21 I/O27 I/O61
43 93
44
NC6 I/O62 94
45
GND4 I/O63 95
46
TDI I/O64 96
Mounting Hole Mounting Hole 47
NC7 I/O65 97
48
TMS I/O66 98
49
TCK VCC7 99
[ 1, G-1: 1, I-4: 1, D-3 ] NRD/NOE I/O28 I/O/GSR
[ 1, J-3 ] 50 100
P_A22 I/O29 GND9
FIDUCIALS
XC9572XL
Sec. 5: PCBs
Sheet 2 of 4 :
ZF1 ZF2 ZF3 J2 XILINX Processor Memory /
+3.3V
Regulators & Bypass Capacitors
2-1E
TOOLING HOLES
2-1D
Xilinx
JTAG
1
2
3
4
5
2-1C
XTCLK
XTDO
XTDI
XTMS
2-1B
Schematic Set
Sheet 2 of 4
2-1A
1
6 SIZE REV.
NOTES: R ALL RESISTOR VALUES ARE IN OHMS ( W ), 1/4W, 5%, UNLESS OTHERWISE SPECIFIED. NS: Not Stuffed Prepared By: CES Inc. Edited By: SPI Inc.
R ALL CAPACITOR VALUES ARE IN MICROFARADS ( mF ), UNLESS OTHERWISE SPECIFIED. R 0.1 mF BYPASS CAPACITORS FOR ALL INTEGRATED CIRCUITS (ICs). Model: RHT SCH1008 Dated: 06/13/03
E D C B A
J I H G F
[ #, X-Y ] coming
from ...
[ #, X-Y ] going
to ...
U212
A0
The circuit(s) continue at the address shown [ #-XY ]. JP1 8K 2 32K
A1
10
9 A0
A1
D0
D1
11
12
D0
D1
R306 A2 8 13 D2
# = Sheet Number (3-5), X = Column Grid, Y = Row Grid 1 3 A3 7 A2 D2 15 D3
+5V +5V A4 6 A3 D3 16 D4
10K A5 5 A4 D4 17 D5
1X3 A5 D5
A6 4 18 D6
5
Jumper A6 D6
A7 3 19 D7
3-5J 3-5I 3-5H 3-5G A8 25 A7 D7 3-5F
+5V +5V A9 24 A8
A10 21 A9
A11 23 A10
A12 2 A11
R414 26 A12 20 RAMCS#
A13 CS
10K
10K
10K
10K
10K
220 1
A14 22 E#
L201 D200 OE
+5V 28
R/W 27 RW
VCC
1N5817
R301
R302
R303
R304
R305
14
RED U211 D201 GND
LED XA0 2 3 D0 VBATT
Q0 D0 62256
XA1 D1
1
5 4 1N5817
Q1 D1
1
XA2 6 7 D2
Q2 D2
1X2
XA3 9
Q3 D3 8 D3 BAT1 C290
XA4 12 13 D4 x3 AA
XA5 15
Q4 D4 14 D5 4.5V .1uF
CELLS
2
16
Q5 D5 17 BAT3
Q6 D6
19
Q7 D7 18 J1
2
+5V
20 11
VCC CLK
10 1 A15 A15
R432
GND OE
BSEL
10K
74LS374
4 3-4J 3-4I
R431
10K
+5V
+5V
3-4H 3-4G
RW
3-4F
R299
NS 10K
U210
R300
XA5 1 12 A0
VPP A0 11 A1
0 +5V A1 10 A2
32 A2 9 A3
VCC A3 8 A4
16 A4 7 A5
GND A5 6 A6
A6 5 A7
D0 13 A7 27 A8
D1 14 D0 A8 26 A9
D2 15 D1 A9 23 A10
D3 17 D2 A10 25 A11
D4 18 D3 A11 4 A12
D5 19 D4 A12 28 A13
D6 20 D5 A13
D7 21 D6 29 XA0
D7 A14 3 XA1
E# 22 A15 2 XA2
[ 2, C-5 ] E# CS A16 30 XA3
ROMCS# 24 A17 31 XA4 AVMA AVMA
3
OE A18
3-3I 3-3H
RW RW
3-3J 3-3G 3-3F
27C040
XA [ 5:0 ]
XA0
A [ 15:0 ]
[ 2, C-4 ] Q E
[ 2, C-4 ] E Q
XA0
[ 2, H-3 ] BSEL BSEL
A10 A10
ROMCS#
3-2J
2 D7
U215B
3-2I
R312 L200
3-2H
AVMA 2
U215A
5 VMA
3-2G
10
GND
U213
VCC
3-2F
20
+5V
12 9 A15 1
D Q 8
+5V D Q 6 I1
BSEL Q 330 Q 3 Q A14 2
I2 01
19 ROMCS# ROMCS#
11 RED A13 3 18 RAMCS# RAMCS#
CLK +5V CLK +5V I3 I/02
RESET# LED 1 14
E# 4
I4 I/03
17 IOPORT IOPORT
13 14 CLR VCC Q 16 A9 A9
10
CLR VCC 7
+5V 4 7
5
I5 I/04
+5V PRE GND PRE GND VMA 6
I6 I/05
15 A10 A10
RW 7
I7 I/06
14 SNDSTB SNDSTB
74AHCT74 74AHCT74 A11 8 13 XA0 XA0
A12 9 I8 I/07 12 IOSTB IOSTB
A0 11 I9 08
I10
R310
U216B PRES
PAL16V8Q
MPIN MPIN
A0 12 9 0
POUT 11
D Q
Q
8 R311 NS
CLK +5V 0
13 14
+5V 10
CLR VCC
PRE GND
7 U214
A8 1
A Y0 15 SWLO SWLO
Sec. 5: PCBs
74AHCT74 A9 2
Y1 14 DPSW DPSW
TP17 A10 3 B 13 BSEL BSEL
Test Point C Y2 12 SWSTB SWSTB
Y3
U216A PLASMA_RESET A12 6
4 G1 Y4
11
10
SWM
PLIN
SWM
PLIN
1 3-1J
+5V
POUT
2
3
D
CLK
Q
Q
5
6
3-1I
+5V
PSTB 3-1H 3-1G
A7 5
8
G2A
G2B
GND VCC
Y5
Y6
Y7
9
7 3-1F
16
POUT
STATUS
+5V
POUT
STATUS
1 14
4
CLR VCC 74LS138
7
PLIN PRE GND
74AHCT74 PRES
PSTB
PLIN
RESET#
J I H G F
E D C B A
D3
+5V
1N4004
1K
1K
1K
1K
1K
1K
1K
1K
1K
CN6
5
1
R278
R279
R280
R281
R282
R283
R284
R285
R286
3-5E 3-5D U206 3-5C 3-5B
2
3-5A 3
D0 2
A0 B0
18 R287 39K 4
D1 3
A1 B1
17 R288 39K KEY PIN 5 5
D2 4
A2 B2
16 R289 39K 6
D3 5
A3 B3
15 R290 39K 7
D4 6
A4 B4
14 R291 39K 8
D5 7
A5 B5
13 R292 39K 9
D6 8
A6 B6
12 R293 39K 10
D7 9
A7 B7
11 R294 39K 11
RW R295 220 12
1 +5V
DIR
C247 470pF
C248 470pF
C249 470pF
C250 470pF
C251 470pF
C252 470pF
C253 470pF
C254 470pF
SWLO 19 20 1X12
OE VCC
10
GND
74HC245
MPIN
C255
.1uF
RAMCS#
D [ 7:0 ]
3-4E 3-4D
RW
3-4C 3-4B
3-4A
4
U207
D0 18 2
D1 17 B0 A0 3
D2 16 B1 A1
U209 +5V D3 15 B2 A2 4
5
A0 8 31 D0 D4 14 B3 A3 6
A1 9 A0 D0 30 D1 D5 13 B4 A4 7
A2 10
A1 D1 29 D2 D6 12 B5 A5 8
A3 11
A2 D2 28 D3 D7 11 B6 A6 9
A4 A3 D3 D4 B7 A7
A5
12
13
A4 D4 27
26 D5
R296 R297 +5V 1 RW CN1
A6 14 A5 D5 25 D6 10K 10K 20 DIR 2 1
A7 15
A6 D6 24 D7 VCC 4 3
A8 16
A7 D7 10 19 6 5
A8 GND OE
C256 470pF
C257 470pF
C258 470pF
C259 470pF
C260 470pF
C261 470pF
C262 470pF
C263 470pF
A9 17 8 7
A10 18
A9 7
A10 VCC +5V 74HC245 10 9
A11 19 12 11
A12 20
A11 2 14 13
A13 A12 NMI 4 INT# 16 15
21
A14 22
A13 FIRQ 3 18 17
A14 IRQ
MPIN
A15 23 20 19
A15 39 +5V
TSC 1 IOPORT 2x10
38 GND
AVMA 36 LIC
3
AVMA R298
RW 34 E
32
6 R/W
3-3E
BA
E
Q
35 Q 10K3-3D 3-3C U208 3-3B 3-3A
5 40 2 18
33 BS HALT 37 3 A0 B0 17
BUSY RST 4 A1 B1 16
A2 B2
A [ 15:0 ]
68B09E 5 15
6 A3 B3 14
7 A4 B4 13
8 A5 B5 12
9 A6 B6 11
A7 B7
RESET#
1
470pF
470pF
470pF
470pF
470pF
470pF
470pF
470pF
+5V DIR +5V
20
VCC
[ 2, 3-A ] INT# IOPORT 19 10
OE GND
C264
C265
C266
C267
C268
C269
C270
C271
E 74HC245
IOSTB
Q
FIRQ
XA0 TP12
BSEL Test Point A0
A10
D [7..0] [ 2, A-5: 4, J-2 ]
A0 [ 2, C-2 ]
SNDSTB [ 2, A-3 ]
3-2E
3-2D 3-2C 3-2B RESET# [3-2A
2, A-2: 2, H-3: 4, J-2 ]
IORESET [ 2, H-3 ]
2
ROMCS# R412
RAMCS# IORESET Q10
IOPORT 2N3904
A9 1K
R413
A10
10K [ #, X-Y ] coming [ #, X-Y ] going
SNDSTB from ... to ...
XA0
IOSTB The circuit(s) continue at the address shown [ #-XY ].
# = Sheet Number (3-5), X = Column Grid, Y = Row Grid
MPIN [ 4, J-2 ]
MPIN
SWLO
Sec. 5: PCBs
DPSW DPSW [ 2, A-2: 4, J-2 ]
BSEL
SWSTB SWSTB [ 4, J-2 ]
SWM Sheet 3 of 4 :
SWM [ 4, J-2 ]
PLIN Program Memory
1
POUT PLIN [ 2, A-5: 4, J-2 ] 3-1A
3-1E 3-1D POUT [ 4, J-2 ] 3-1B
STATUS 3-1C
STATUS [ 4, J-2 ]
Schematic Set
Sheet 3 of 4
SIZE REV.
PRES [ 4, J-2 ]
D A
PSTB PRES
PSTB [ 4, J-2 ]
PLIN
RESET#
CPU/Sound Bd. II w/ ATMEL Processor
SPI Part N: 520-5300-00
NOTES: R ALL RESISTOR VALUES ARE IN OHMS ( W ), 1/4W, 5%, UNLESS OTHERWISE SPECIFIED. NS: Not Stuffed Prepared By: CES Inc. Edited By: SPI Inc.
R ALL CAPACITOR VALUES ARE IN MICROFARADS ( mF ), UNLESS OTHERWISE SPECIFIED. R 0.1 mF BYPASS CAPACITORS FOR ALL INTEGRATED CIRCUITS (ICs). Model: RHT SCH1008 Dated: 06/13/03
E D C B A
J I H G F
+5V
10K
10K
10K
10K
10K
10K
10K
10K
NS
NS
NS
NS
NS
NS
NS
NS
NS
R200
R201
R202
R203
R204
R205
R206
R207
D [ 7..0 ] D[7
U200
5 CN8
4-5J 4-5I R208
R209
R210
R211
NS220
220
220
220
4-5H 18 4-5G
17 B0
16 B1
15 B2
A0
A1
A2
2
3
4
5
D0
D1
D2
D3 ADC
4-5F
1 R212 220 14 B3 A3 6 D4
2 R213 220 13 B4 A4 7 D5
3 R214 220 12 B5 A5 8 D6
4 R215 220 11 B6 A6 9 D7
5 B7 A7
470pF
470pF
470pF
470pF
470pF
470pF
470pF
470pF
6
7
NS +5V 20
10 VCC DIR
1
19 PLIN
8 GND OE RESET# RESE
9
+5V 74HC245
NS
NS
NS
NS
NS
NS
NS
NS
C201
C200
C202
C203
C204
C206
C205
C207
10
11
12
4.7K
4.7K
4.7K
4.7K
4.7K
4.7K
4.7K
4.7K
13
14
15
16
17 +5V U201
RESET#
R216
R217
R218
R219
R220
R221
R222
R223
18 20 1
19 VCC (MR#)CLR# 11 POUT
20 CP
21 2 3 D0
22 5 1Q(Q0) (D0)1D 4 D1
23 6 2Q(Q1) (D1)2D 7 D2
24 9 3Q(Q2) (D2)3D 8 D3
25 12 4Q(Q3) (D3)4D 13 D4
26 15 5Q(Q4) (D4)5D 14 D5
4 16 6Q(Q5) (D5)6D 17 D6
2X13
4-4J 4-4I 4-4H
19 7Q(Q6) (D6)7D 18 D7 4-4G 4-4F
8Q(Q7) (D7)8D
C209 470pF
C211 470pF
C213 470pF
C215 470pF
C208 470pF
C210 470pF
C212 470pF
C214 470pF
10
GND
74HCT273
+5V
4.7K
4.7K
470
NS
R242
R243
R409
PSTB
PRES
PLIN
+5V
C229 470pF
C230 470pF
C408 470pF
10K
10K
10K
10K
10K
NS
R224
R225
R226
R227
R228
U202
3
R229 220 18 2 D3
R230 220 174-3GB0 A0 3 D4
16 B1 A1
4-3J 4-3I 4-3H 4-3F
R231 220 4 D5
R232 220 15 B2 A2 5 D6
R233 220 14 B3 A3 6 D7
MPIN 13 B4 A4 7 D2
C217 470pF
C219 470pF
C216 470pF
C218 470pF
C220 470pF
SST0 12 B5 A5 8 D1
BUSY 11 B6 A6 9 D0
[ #, X-Y ] coming [ #, X-Y ] going B7 A7
from ... to ...
20 1
The circuit(s) continue at the address shown [ #-XY ]. +5V 10 VCC DIR 19 STATUS
GND OE
# = Sheet Number (3-5), X = Column Grid, Y = Row Grid 74HC245
2 -5A
VR1 + C30
4-2I FB2 FB1
C29
4-2H 4-2G 4-2F D [7..0] D [7
3 2
3 2 1000uF .001uF
7905C
1
1
C125 .1uF
FB4 FB3
C40 C49
CN2 +5V
+ C38 C31 C37 +5VDC
22uF .1uF + 1
D1 .1uF 470uF .001uF -12VDC 2
10K
10K
10K
10K
10K
10K
10K
10K
1N4004 3
4
KEY PIN 5 5
6
+12VDC
1X6
R260
R261
R262
R263
R264
R265
R266
R267
+12V
POWER
VR2
+5A FB6 FB5
Sec. 5: PCBs
3 1
3 1
7805C +
C39 C81 C51
2
.1uF 470uF .001uF
U205
1
2 D0 2 18 18
4-1J 4-1I 4-1H D1 3 A0 B0
4-1G 17 4-1F 17
D2 4 A1 B1 16 16
D3 5 A2 B2 15 15
D4 6 A3 B3 14 14
D5 7 A4 B4 13 13
D6 8 A5 B5 12 12
+ A6 B6
C47 C59 D2 D7 9 11 11
1N4004 A7 B7
.1uF 22uF
1 20
SWM 19 DIR VCC 10 +5V
OE GND
74HC245
J I H G F
E D C B A
D408
+5V
1N4004
560
560
560
560
560
560
560
560
R423
R424
R425
R426
R427
R428
R429
R430
D [ 7..0 ]
ADC
4-5E 4-5D
R234 Q1
4-5C 4-5B
4-5A
5
1K 2N3904
R235 Q2
1K 2N3904
U203 +5V CN5
RESET# RESET# 1 20 R236 Q3
SWSTB 11 (MR#)CLR# VCC 1
CP 1K 2N3904 KEY PIN 2 2
3
D0 3 2
D1 4 (D0)1D 1Q(Q0) 5 R237 4
D2 (D1)2D 2Q(Q1) Q4 5
7 6
D3 8 (D2)3D 3Q(Q2) 9 1K 2N3904 6
D4 13 (D3)4D 4Q(Q3) 12
7
D5 14 (D4)5D 5Q(Q4) 15 R238 8
D6 (D5)6D 6Q(Q5) Q5 9
17 16
D7 18 (D6)7D 7Q(Q6) 19 1K 2N3904
(D7)8D 8Q(Q7) 1X9
10 R239 SWITCH
GND Q6
2N3904 COLUMNS
74HCT273 1K
R240 Q7
1K 2N3904
4-4E 4-4D R241 4-4C 4-4B
.01uF
.01uF
.01uF
.01uF
.01uF
.01uF
.01uF
.01uF
Q8 4-4A
1K 2N3904
C221
C222
C223
C224
C225
C226
C227
C228
+5V
10K
10K
10K
10K
10K
10K
10K
10K
R244
R245
R246
R247
R248
R249
R250
R251
U204 SW300
D0 2 18 1 16
D1 3 A0 B0 17 2 15
D2 4 A1 B1 16 3 14
D3 5 A2 B2 15 4 13
3
D4 6 A3 B3 14 5 12
4-3E
D5 7 A4 B4 13 4-3D 6 4-3C 11 4-3B 4-3A
D6 8 A5 B5 12 7 10
D7 9 A6 B6 11 8 9
A7 B7
1 20
DPSW 19 DIR VCC 10 +5V SW DIP8
OE GND +5V
74HC245
3.3K
R410
+5V
VREF
V+ 3 U400A
3.3K
SWSTB 5
2
A 4 VREF
DPSW +5V
+
+5V C409
V- 12 LM339AN 22uF
U400B
R411
560
560
560
560
560
560
560
560
V+ 3
7
1
B 6 VREF
+5V
2
R401
R402
R403
R404
R405
R406
R407
R408
D [7..0] V- 12 LM339AN
4-2E
V+ 3 U400C 4-2D 4-2C
R415
4-2B
D400
4-2A
9
14 220 1N4148
C 8 VREF R416 D401
C401 .1uF
C402 .1uF
C403 .1uF
C404 .1uF
C405 .1uF
C406 .1uF
C407 .1uF
+5V LM339AN
V- 12
V+ 3 U401C Sheet 4 of 4 :
9
Switch Connectors
18
17
16
15
14
4-1E
14
V-
C
12
8
LM339AN +5V
4-1D
U401D
VREF 4-1C 4-1B
Schematic Set
Sheet 4 of 4
4-1A
1
13 V+ 3
12 11 SIZE REV.
11 13
D 10 VREF D A
V- 12 LM339AN CPU/Sound Bd. II w/ ATMEL Processor
SPI Part N: 520-5300-00
NOTES: R ALL RESISTOR VALUES ARE IN OHMS ( W ), 1/4W, 5%, UNLESS OTHERWISE SPECIFIED. NS: Not Stuffed Prepared By: CES Inc. Edited By: SPI Inc.
R ALL CAPACITOR VALUES ARE IN MICROFARADS ( mF ), UNLESS OTHERWISE SPECIFIED. R 0.1 mF BYPASS CAPACITORS FOR ALL INTEGRATED CIRCUITS (ICs). Model: RHT SCH1008 Dated: 06/13/03
E D C B A
Page X
1
Q4 Q5 U204
1 1 C225 R427 R286 R295 C255 U205 C404 D405 D402 D400
U203
LM339AN
R238
U206
C224 R426 U206 R278 R294 C247 R251 U204 R422 D406 D403 D401 ( -- ) SIZE AA 1.5V ( + )
U203 R237 Q3 Q6 R267 U205
1 1 C226 R428 R279 R293 C248 R250 C291 C407 D407 D404
R239 R266 R401
C223 R425 R280 R292 C249 R249 U400 C401 R406 R403 BAT1
R236 Q2 Q7 R265 R402
1 1 C227 R429 R281 R291 C250 R248 R416 R408 R404
R240 R264
U400
GND
74HC245
74HC245
C222 R424 R282 R290 C251 R247 R417 C402 R405
( -- ) SIZE AA 1.5V ( + )
Q1 Q8
74HC245
R235 R263
1 1
74HCT273
C228 R430 R283 R289 C252 R246 R415 C400
R262
LM339AN
NOTE
Section 5, Chapter 4
R466
TE
NOTE
R410
+
U403 U404 ST +
D104 C117 + LED1 C409
R469
R433
DS1233 U209 VBATT
C124
D105 C120 R507 E Q
U407 D201
U406 TEST U209
R479
U406
NO
U405 U213 U212
TP7
U102 U214
U407 U210
+
C422
C423
+ +
TE
+
TP5
R111
NO
C429
R476 R462
74HC245
74HC245
C115 U212
C116 U214 U213
R480
TE
R504 + R464 U210
U405
C427 R455
C438 C441 C9
LT1086
+
74LS74
+ C444 JP3
C114 + EPROM R453
C433
C118
C428 R451
011
R108 C119 GND_SIGNAL R449 NOTE
150318
+
+
74LS138
R109 R22 +
C430
+ U219 C431 FLASH
R447
C24
+
PAL16V8Q
R445
68B09E
+
+
R110 R24 S1 C432 + R443
TEST
F1 +3.3V C413 P2 C286
R441
NOTE
C80 P1
27C040
R106
6264 \ MS62256
NOTE
+
C123
LED2 U402 C425 P0
CPU GAME
C287
C110
R456
CN4
D102
TP1
7
R465 Y1
R454
PLE
R297
TE
C113
00041N
R434
R435
R436
TP8C443
D103
40.000M
SQ3300S
J2 R452
SP3
ST
R450 L201 R296 R301
R107
Xilinx 1 ATMEL 1MB C290 R431
7
+
+
+ + R448
JTAG JTAG R509R502
AT91R40008 C434 C282 JP1
C108 C109 J3 R446 + D200
C447 U412 C410 R444 +5V 8K
R508
R470
C435 C288
C448
U414 R400 R475 R432
1
R442 R414 32K
C111
C418 C415
+
+
SP2
+ + C419
DS1232
C420
U414 R437 U215 S2 R299 GND
U200 U413
C412
C411
R314
C450
R104 R21 XILINX RESET
C421
C437 R298 R501
SP1
R105 R9
XC9572XL U8
TE U215 C206 R209 R201
R312
ST
1
C449 C445
R102 C105 U8 C207 R208 R200
C451
C285
TP20
R458
C439
L200
C440
D101 C106 ATMEL C204 R211 R203
R457
C446
NOTE
NOTE
+
+ NCS1 NCS0 R305
74HC245
C122
6
1 2
R103
+ C281 C203 R212 R204
NOTE
C101 U211
C200 R215 R207
+
+ U7 U37 U36 U21 U17
C104
R302 U211 C278 C201 R214 R206
+
+
NOTE
C103
C100 R19 R303 C209 R217
JP4
R100 R14 U216 U201 C208 R216
NCS1 R300
R101 C75 C211 R219
R311
POT1
NCS0 R304
R316 R315
74LS374
C210 R218
PLASMA CNTLR
R310
R510
1
27C040
27C040
27C040
27C040
CPU SOUND
R409
27256 / 27512
+
74AHCT74
+
NOTE
25 26
CN3
R12 C77
VOICE ROM 4
VOICE ROM 3
VOICE ROM 2
VOICE ROM 1
C213 R221
74HCT273
C408
M27C0400I-I2FI
M27C0400I-I2FI
M27C0400I-I2FI
M27C0400I-I2FI
+
+
+
C45 C283 U207 C289 C214 R222
TDA8199
C35 C59 C40
+
+ D1 CN8
R13 U35 C76 8MB 8MB 8MB 8MB C271 C256 C215 R223
C34 C125
U208 U207 U202
R112 C47 + C31 C18
C52 C269 C263 C277 C229 R242
+
D2
U26 VR1 C4 C3 C2 C1
C268 C257 C230 R243
C50 C33 C48
C267 C262 C220 R229 R224
TDA
1543
R8 R7 R16 VR2 C38 C30
+ C266 C258 C219 R230 R225
+
74HC245
74HC245
74HC245
NOTE
U30
FB4
CPU / SOUND BOARD C264 C259 C217 R232 R227
C P U / S o u n d B o a r d I I ( w i t h AT M E L P r o c e s s o r ) C o m p o n e n t La y o u t
+
+
LM
833
+
+ C78 C51 FB2 C270 C260 C216 R233 R228
19
1
+
R17 AOR + 6 1 CN1
C79 10 2
FB5 FB1 R412 R413
CN2 CN9
2
20
TE
12
+12
+5V
GND
TE
TE
TES
ST
T
Actual Board Size
ST
ST
14.67 X 9.125
E
Q
JP1
TP11
TP12
TP17
JP2
JP4
JP3
JP3
GND
GND
GND
LED1
LEDs
FIRQ
LED2
U219
TEST
U402
VBATT
XILINX
JTAG J2
JTAG J3
SW200
8K/32K
TP16 TP11:
S2 RESET
P2, P1, P0
GND_SIGNAL
NOTE
Boards (PCBs)
Printed Circuit
[ 1, D-4 ]
TP16: [1, C-1],
PLASMA_RESET
[ 2, J-3 ]
[ 3, H-5 ]
[ 3, G-4 ]
Test Points (TP):
[ 2, I-5 ]
[ 2, C-1 ]
[ 1, E-3 ]
[ 1, I-5 ]
[ 2, G-5 ]
[ 1, G-1 ]
[ 1, G-5 ]
16 3 C430, C431, C433 (near U403, U404) 1.0uF, ##v, Radial Lytic Cap.
17 1 125-5017-00 C35 10uF, 16v, Radial Tant. Cap.
Capacitors*
18 4 125-5017-00 C78, C79, C107, C114 (C76, C77, C100: NS) 10uF, 25v-35v, Radial Lytic Cap.
19 2 125-5015-00 C109, C112 (C102, C104: NS) 100uF, 25v, Radial Lytic Cap.
20 1 125-5014-00 C409 22uF, 16v, Radial Lytic Cap.
21 4 125-5020-00 C40, C59, C108, C115 (C101: NS) 22uF, 25v, Radial Lytic Cap.
22 2 125-5012-00 C116, C119 220uF, 25v, Radial Lytic Cap.
23 2 125-5019-00 C31, C81 470uF, 25v, Radial Lytic Cap.
24 39 125-5028-00 C208>C215, C216>C220, C229, C230, C247>C254, 470pF (471), Cer. Cap.
C256>C263, C264>C271 (C200>C207, C408: NS)
25 2 125-5037-00 C30, C428 1000uF, 16v, Radial Lytic Cap.
26 17 C427, C429, C436>C441, C443, C445>C451 SMT .1uF Cap.
27 2 C432, C442 (near U403 & U404) SMT 10uF Cap.
28 9 C411, C414, C416, C419, C420, C422, C424, C434, C435 SMT 47pF Cap.
29 10 C410, C412, C413, C415, C417, C418, C421, C423, C425, C426 SMT 100nF Cap.
30 7 112-5003-00 D1>D3, D102>D105, D408 (D100, D101: NS) 1N4004, Diode
& LEDs*
Diodes
Resistors / Transistors*
:::
58 1 U414 XILINX, XC9572XL
59 1 (See Pg. # Table) U7 512K EPROM Sound (27512)
60 1 (See Pg. # Table) U210 (32-Pin, IC Socket, 077-5217-00) 1MB EPROM CPU Game (27C040)
61 4 (See Pg. # Table) U17, U21, U36, U37 (32-Pin, IC Socket, 077-5217-00) 8MB EPROM Voice 1-4 (M27C0400I-12FI)
ICs / RAMs / ROMs / EPROMs
A watchdog is used to monitor the CPU and the 5v supply. If the 5v supply is below 4.75 the watchdog will hold
the CPU/Sound Board & I/O Board in reset. The watchdog must be fed at a rate of 250ms or faster. The signal
used to feed the watchdog comes from the EPROM Bank select signal used to load U211. The CPU has a timer
interrupt used as a heartbeat for the system this signal comes from counter U2. The clock for this counter is the
CPU Q CLOCK. Clearing the timer interrupt is done by reading the DIP Switch. The timer interrupt can be
observed at TEST POINT FIRQ. In normal operation "FIRQ" should be toggling at a rate of 976Hz.
The I/O Interface CN1 is buffered by two (2) HC245 Chips (U207 & U208). The CPUs reset line is buffered by
Q10 and fed over to the I/O through CN1. An I/O Strobe Signal is fed through CN1-15 and is used to notify the I/O
that a valid address is being sent.
Switches:
The Switch Matrix consists of eight (8) 2N3904 Transistors(Q1-Q8) which pull one of 8 strobes low to activate a
Single Column of switches. The Switch Return Signals are fed into CN7 [SWITCH ROWS] and are highly filtered
and compared to a 2.5v reference voltage. The Switch Return Voltage must be below 2.5v to make a Valid Switch
Closure. If false switches are appearing, check that none of the 2N3904 Transistors are permanently pulling the
strobe line low. Only one strobe from CN5 [SWITCH COLUMNS] should be low at any time. CN6 [DEDICATED
SWITCH IN] is a Dedicated Bank of Input Switches. Switches connected to CN6 are connected to ground instead
of a strobe and may be read at any time.
Plasma Interface:
The data path for communication to and from the Plasma Controller Board is 8 bits wide. There are separate
Input and Output Busses. The Input Bus from the Plasma Controller to the CPU/Sound Board comes in on CN8
[PLASMA CONTROL]-Pins 3-10 and is fed into U200 for input to the CPUs Data Bus. Data going out to the
controller comes from the CPUs Data Bus through U201 and onto CN8-Pins 11-18. Status back from the Plasma
Controller comes in on CN8-Pins 22-26 and is fed into U202 for input to the CPUs Data Bus. Two control signals
that go out to the Plasma Controller are PRES [PLASMA RESET] and CN8-Pin 19 [PSTB - Plasma Strobe]. The
Plasma Reset is software controllable through U216/B and also has a test point "Plasma Reset". The Plasma
Strobe Signal to the controller is generated from U216/A and is used to latch data into the Plasma Controller.
Sound Section:
The audio section consists of a BSMT SOUND CHIP U9 Sound (Voice) EPROMs (U17 U21 U36 U37) 68B09E
U6 and Sound Code EPROM U7. The BSMT latches sound EPROM addresses in U13 & U12 for output to the
Sound EPROMs. Sound Data from the EPROMs is read through U19 to the BSMT. The EPROMs are bank
selected by U22. When the BSMT has sound data to be played out to the speakers it loads 16 bits into a 16 bit
shift register made up of U24 & U23. The data stream from the shift register is serially shifted into a stereo 16 bit
Digital to Analog Converter (DAC, U26). When the system is operating properly the ws (word select) input of the
DAC will be toggling. The ws input is used to latch the right and left channel sound data into the DAC. If the ws
line is not oscillating no analog signal will come out of the DAC. The DAC outputs are a controlled current source.
These outputs are converted to a voltage by an operational amplifier U30 to form the analog signal. TEST
POINTS AOR and AOL are the outputs of the operational amplifier. These outputs are then fed directly into the
power amplifiers (TDA2030A) or optionally into an analog volume control chip U35 for a potentiometer volume
control. The analog section has its own +5v & -5v derived from VR1 & VR2. These separate supply voltages are
for the DAC U26 Operational Amplifier U30 and analog volume control U35.
Sound calls are made from the CPUs 68B09E U209 to the sound section by latching data into U5. The
6HF3&%V
sound sections CPU 68BO9E (U6) reads in this data and handles the interfacing to the BSMT.
W6 Jumper - This jumper must be installed for games that use 8MB Sound EPROMs (U17 U21 U36 U37). For
games which use 4MB Sound EPROMs this jumper is not installed but will operate on boards with W6 installed.
3ULQWHG&LUFXLW 6HFWLRQ&KDSWHU
%RDUGV3&%V 3DJH
CPU/Sound Board Schematic (Sheet 1 of 3)
J I H G F
+5v
C1 C2 C3 C4 C5 C7 C8 C9 C12 C13 C14 C15 C16 C18 C19 C20 C21 C23 C24 C25 C26 C27 C28 C32 C36 C41 C42 C43 C44
0.1 mF 0.1 mF 0.1 mF 0.1 mF 0.1 mF 0.1 mF 0.1 mF 0.1 mF 0.1 mF 0.1 mF 0.1 mF 0.1 mF 0.1 mF 0.1 mF 0.1 mF 0.1 mF 0.1 mF 0.1 mF 0.1 mF 0.1 mF 0.1 mF 0.1 mF 0.1 mF 0.1 mF 0.1 mF 0.1 mF 0.1 mF 0.1 mF 0.1 mF
C272 C273 C274 C275 C276 C277 C278 C279 C280 C281 C282 C283 C284 C285 C286 C287 C288 C289 C291 C292
GND
0.1 mF 0.1 mF 0.1 mF 0.1 mF 0.1 mF 0.1 mF 0.1 mF 0.1 mF 0.1 mF 0.1 mF 0.1 mF 0.1 mF 0.1 mF 0.1 mF 0.1 mF 0.1 mF 0.1 mF 0.1 mF 0.1 mF 0.1 mF
11
GND
D0
6 A3 D0
A13 U212 [26] A13 U212 [26] A4 12 D1
5 A4 D1
A5 13 D2
5Q U211 [12] 4 A5 D2
A6 15 D3
3 A6 D3
+5v A7 16 D4
25 A7 D4
A8 U212 17 D5
24 A8 D5
A9 18 D6
21 A9 D6
R301 A10 19 D7
JP1S 10W 1 A15 A15 23 A10 D7
2 1 OC A11
11 BSEL A12 2 A11
R302 R304 CP A12 20 RAMCS
10W R303 10W R305 A13 U212 [26] 26
A13
CE
XA0 10W 10W 2 3 D0 1 22 E E
1Q 1D
JP1 R306 XA1 5 2Q 2D
4 D1
D200
A14 OE
+5v +5v XA2 7 D2 28 27 R/W
8K 32K 10KW XA3
6
9
3Q U211
3D
8 D3
+5v VCC R/W
4Q 4D 1N5817 MS6264A
XA4 12 13 D4
+5v 5Q 5D
XA5 15 14 D5 VBATT D201
6Q 6D U212S
16 17
N.C. 7Q 7D C290 28PSKT
R414 19 18
N.C. 8Q 8D 1N5817 0.1 mF
220W +5v GND BAT 1
74LS374 Holds 3X 1.5v
L201
R431 AA Size Cells
4
R432 RAMCS
RED +5v 1-4H
1-4J 1-4I 1-4G 1-4F
10 10KW BSEL
GND GND 10KW
E E E
PR
R307 12 9
A D Q N.C. +5v
(2-2A) A
0W U215/B
* R308 IS JUMPERED
B
R308
11 8 INT
R299 R/W
(2-2A) B CP Q 10KW
R309, R307 0W CLR R300
NOT STUFFED XA5 1 A0 8 31 D0
R309 74LS74A VPP 12 A0 A0 D0
C 13 A0 A1 9 30 D1 +5v
(2-2A) C 0W 11 A1 A1 D1
A1 A2 10 29 D2
D2
0W
* R300 NOT STUFFED A2
10
9
A2
A3 A3 11
A2
A3 D3 28 D3
D0 13 A3 A4 12 27 D4
DQ0 8 A4 A4 D4
The above circuit(s) continue at the address shown (#-XY). D1 14 A4 A5 13 26 D5
FIRQ DQ1 7 A5 A5 D5
# = Sheet Number (1-5), X = Column Grid, Y = Row Grid D2 15 A5 A6 14 25 D6
DQ2 6 A6 A6 D6
D3 17 A6 A7 15 24 D7
DQ3 5 A7 A7 D7
D4 18 A7 A8 16
DQ4 27 A8 A8
D5 19 A8 A9 17 7 R296 R297
DQ5 26 A9 +5v 10KW
D7 D7 D7 D6 20
DQ6
U210 A9
23 A10 A10 18
A9
A10
VCC
NMI
2 10KW
D7 21 A10 A11 19 4 INT
DQ7
A11
25 A11
A12 20
A11 U209 FIRQ 3
4 A12 A12 IRQ
A12 A13 21 +5v
U210S 28 A13 A13
A13 A14 22
32PSKT 29 XA0 A14
A14 A15 23
ROMCS 22
E 24
G
E
1-3G
A15
A16
A17
A18
3
2
30
31
XA1
XA2
XA3
XA4
N.C. 38 LIC
AVMA 36
R/W 32
AVMA
R/W
A15
1-3F
E
TSC 39
USS 1
34
GND
E
R298
10KW
E
Q Q
27C040 N.C. 6
BA Q 35
N.C. 5 40
BS HALT 37
N.C. 33 RESET
XA0 BUSY RESET
U209S
68B09E 40PSKT
(2-2A) E INT
Q Q
(2-2A) Q
E E
(2-1A) E
(2-1A) BSEL U215/B CLR [13] U215/B CLR [13]
BSEL BSEL
AVMA
+5v
10 XA0
PR A10
D7 12 9
D Q ROMCS
10 GND VCC 20
U217/B L200
GND +5v
R312 A15 1 U213
BSEL 11 8 I/ 1
CP Q +5v A14 2 19 ROMCS
N.C. RED A13 I/ 2 /O 1
1-2J CLR 330W 3 18 RAMCS
RESET
A0
1-2H E
Q
A0
1-2G
VMA
A0
E
Q
VMA
R/W
4
5
6
7
I/ 3
I/ 4
I/ 5
I/ 6
I/ 7
1-2F
I/O 2
I/O 3
I/O 4
I/O 5
I/O 6
17
16
15
14
IO PORT
A9
A10
SNDSTB
A11 8 13 XA0
I/ 8 I/O 7
10 * R310 IS JUMPERED A12
MPIN
9
11
I/ 9 /O 8
12 IO STB
I/ 10
PR 9 R310 PRES
A0 12 +5v U213S
D Q PAL16V8Q
20PSKT
0W 4
U216/B
POUT 11 8 R311 PR
CP Q AVMA 2 5 VMA
D Q
CLR N.C. 0W
A8 1 15 SWLO
HCT74 13 PLIN
U215/A A9 2 A
B
Y0
Y1
14 DPSW
Q 3 6 A10 3 13 BSEL
CP Q N.C. C Y2
+5v CLR A12 6
U214 Y3
12
11
SWSTB
SWM
4 G1 Y4
74LS74A 4 10 PLIN
1 G2A Y5
PR A7 5 9 POUT
2 5 PSTB G2B Y6
+5v D Q PLASMA_RESET 7 STATUS
Sec. 5: PCBs
+5v Y7
U216/A RESET 74LS138 RESET
3
CP Q 6 N.C. PRES PRES
1 1-1J
POUT
1-1I
HCT74
CLR
1
PLIN
1-1H
PSTB
POUT
1-1G 1-1F
PLIN
PSTB
POUT
J I H G F
E D C B A
D3
DEDICATED SWITCH IN
+5v 1 CN6
1N4004 GND 12PKK156E
2 CN6
R278 R279 R280 R281 R282 R283 R284 R285 R286 12PKK156E
5
R287
1KW 1KW 1KW 1KW 1KW 1KW 1KW 1KW 1KW
1-5E 1-5D
1-5C 1-5B 3 CN6
1-5A
39KW
12PKK156E
R288
4 CN6
39KW
R289 12PKK156E
SWLO SWLO 19 G
GND
1
DIR
5 KEY
39KW
R290
D0 2 18
A1 B1 6 CN6
39KW
D1 3 17 12PKK156E
D2 4
A2 U206 B2
16
R291
RAMCS D3 5
A3 B3
15
7 CN6
A4 B4 39KW
D4 6 14 12PKK156E
E A5 B5 R292
D5 7 13
R/W D6 8
A6 B6
12
8 CN6
A7 B7 39KW
D7 9 11 12PKK156E
A8 B8 R293
74HC245 9 CN6
39KW
12PKK156E
R294
10 CN6
39KW
12PKK156E
MPIN R295
11 CN6
E
RAMCS
1-4E
R/W
1-4D
C255
0.1 mF
GND
39KW
1-4C
C247 C248 C249 C250 C251 C252 C253 C254
3
SNDSTB 3 SPRST +5v
R298 1-3E
CP Q 6 1-3D 1-3C
GND 18 17
1-3B 1-3A
10KW CLR A0 2 18 20 19
A1 B1
HCT74 1
E A1 3 17 HDR2X10
Q A2 4
A2 U208B2
16
+5v
A0 A3 B3 TO I/O
A3 5 15 DATA
A4 B4
RESET A4 6 14 GND
A5 B5
IO STB 7 13
A6 B6
RESET RESET 8 12
A7 B7
A9 9 11
A8 B8
SND_RESET 74HC245 N.C. C264 C265 C266 C267 C268 C269 C270 C271
GND
D0-D7
(2-2J, 3-2J)
SNDSTB SNDSTB
SNDSTB (2-2J)
SPRST SPRST SPRST (2-1J)
RESET RESET RESET (2-1J, 3-2J)
3-2J
IO RESET
IO RESET (2-1A)
2
RAMCS
IO PORT 1-2D 1-2C 1-2B 1-2A
1-2E
R412 3 The above circuit(s) continue at the address shown (#-XY).
IO RESET 2 Q10
2N3904 # = Sheet Number (1-5), X = Column Grid, Y = Row Grid
SNDSTB 1KW 1
R413
IO STB 10KW The below circuit(s) continue at the address shown (#-XY).
GND # = Sheet Number (1-5), X = Column Grid, Y = Row Grid
GND
MPIN MPIN (3-2J)
MPIN
SWLO
DPSW DPSW
DPSW (3-2J)
SWSTB SWSTB SWSTB (3-2J)
SWM SWM SWM (3-2J)
PLIN PLIN
PLIN (3-2J)
POUT POUT POUT (3-2J)
STATUS STATUS STATUS (3-2J)
Sec. 5: PCBs
PRES PRES (3-2J)
RESET PSTB PSTB (3-2J)
PRES PRES
PSTB
1-1E
1-1E
1-1D
PSTB
1-1C 1-1B
Schematic Set
Sheet 1 of 3
1-1A
1
SIZE REV.
NOTES:
R ALL RESISTOR VALUES ARE IN OHMS ( W ), 1/4W, 5%, UNLESS OTHERWISE SPECIFIED. D E
R ALL CAPACITOR VALUES ARE IN MICROFARADS ( mF ), UNLESS OTHERWISE SPECIFIED.
R 0.1 mF BYPASS CAPACITORS FOR ALL INTEGRATED CIRCUITS (ICs). SPI CPU/Sound Board
R REMOVE W6 TO EMULATE SPI N1 520-5077-00 SOUND BOARD. SPI Part N: 520-5136-16
R W6 JUMPER MUST BE INSTALLED FOR GAMES USING 8MB ROM(S) AT LOCATIONS U17, U21, U36 AND/OR U37.
Prepared By: CES Inc. Edited By: SPI Inc.
Fonts used in this Schematic: Arial (Arial.ttf) for normal text, Symbol Proportional BT (Symbpron.ttf) for Micro (m) and Ohm [Omega] (W) & Wingdings 2 (Windng2.ttf) for Special Symbols or Check Boxes.
Model: 237-0176-00 Dated: 07/22/99
E D C B A
J I H G F
U18
U13
5 2-5J 2-5I 2-5H
U17
2-5G 2-5F U24
U36
U18
U12
U23
4 2-4J
U9
2-4I
U22
2-4H
U21
2-4G
U37
2-4F
U19
U25/A
U34
BSMT
2000
3 2-3J 2-3I
2-3H 2-3G 2-3F
24MHz
CLOCK U11
U16
U4
U10
/A
U5 U15
U10
/B
2 2-2J
2-2I
2-2H 2-2G 2-2F
U8/B SND_FIRQ
U1/B
U7
U6
Sec. 5: PCBs
U8/B
1 3-2J
2-1J
J I H G F
E D C B A
VOL. POT
1A 1B 1C
U34 U34 NOT STUFFED
CN3
U35 CN3
NOT
STUFFED
U24 2-5E 2-5D 2-5C
2-5B
CN3
2-5A
5
CN3
CN3
CN3
U30/B
U26
U100
U23
SPEAKER
U25/B OUTPUTS
2-4E
U30/A
2-4D 2-4C 2-4B CN4
2-4A
CN4
4
U19 U101 CN4
CN4
KEY
U34
CN4
FOR
8MB
EPROMS *W6 STUFFED U34 CN4
U102
3
U20
U27/B
2-2E
U2
2-2D
NOTES:
2-2C
U1/A
Sec. 5: PCBs
U3
SW200
2-1E 2-1D 2-1C
U218
2-1B
Schematic Set
Sheet 2 of 3
2-1A
1
SIZE REV.
D E
SPI CPU/Sound Board
SPI Part N: 520-5136-16
Prepared By: CES Inc. Edited By: SPI Inc.
Model: 237-0176-00 Dated: 07/22/99
E D C B A
J I H G F
CN8
CN8
U200
CN8
CN8
CN8
CN8
CN8
CN8
C200-C207 NOT STUFFED
CN8
CN8
4 CN8
3-4J
CN8
3-4I 3-4H
U201
3-4G 3-4F
CN8
CN8
CN8
CN8
R409
NOT
CN8 STUFFED
CN8
CN8
CN8
3 CN8 3-3J
CN8
3-3I
DIODE D202
NOT STUFFED 3-3H
C408
NOT
STUFFED
3-3G 3-3F
CN8
CN8
U202
POWER IN
3-2F
CN2
CN2
KEY
CN2
U205
Sec. 5: PCBs
NOTES:
R ALL RESISTOR VALUES ARE IN OHMS ( W ), 1/4W, 5%,
1 UNLESS OTHERWISE3-1J
SPECIFIED.
R ALL CAPACITOR VALUES ARE IN MICROFARADS ( mF ),
UNLESS OTHERWISE SPECIFIED.
R 0.1 mF BYPASS CAPACITORS FOR ALL INTEGRATED
3-1I 3-1H 3-1G 3-1F
CIRCUITS (ICs).
R REMOVE W6 TO EMULATE SPI N1 520-5077-00 SOUND
BOARD.
R W6 JUMPER MUST BE INSTALLED FOR GAMES USING
8MB ROM(S) AT LOCATIONS U17, U21, U36 AND/OR U37.
Fonts used in this Schematic: Arial (Arial.ttf) for normal text, Symbol Proportional BT (Symbpron.ttf) for
Micro (m) and Ohm [Omega] (W) & Wingdings 2 (Windng2.ttf) for Special Symbols or Check Boxes.
J I H G F
E D C B A
D106 (Not Screened On Board)
This diode is soldered between D3 & R430 under CN6.
+5v
1N4004
SWITCH
COLUMNS
CN5
3-5E 3-5D 3-5C 3-5B 3-5A
KEY 5
CN5
CN5
CN5
CN5
U203 CN5
CN5
CN5
SW300
8-POS.
DIP SWITCH
SWITCH
U401/A ROWS
CN7
U401/B CN7
CN7
3-2E 3-2D
U401/C 3-2C
3-2B
3-2A CN7
CN7
2
U401/D CN7
KEY
CN7
U401/A
CN7
U401/B CN7
U205
Sec. 5: PCBs
3-1E
3-1D
U401/C 3-1C 3-1B
Schematic Set
Sheet 3 of 3
3-1A
1
SIZE REV.
U401/D D E
SPI CPU/Sound Board
SPI Part N: 520-5136-16
Prepared By: CES Inc. Edited By: SPI Inc.
Model: 237-0176-00 Dated: 07/22/99
E D C B A
Page 138
U400 BAT1
( -- ) SIZE AA 1.5V ( + )
Section 5, Chapter 4
JP
TEST
U7 U4 U210 U212
U102
U209 U210 U212
TEST
T
+5V ES
T
TES
U23 U2
T
TES
TEST
T
TEST
JP
U218
5 4
U6 GND2 6 3 CUT
U101 L201 7 2 8K
U9 +5V SW200
8 1 32K
LED
24MHZ U3 TE JP1
SW200
C P U / S o u n d B o a r d C o m p o n e n t La y o u t
ST
U27 U217 U215 TEST
U24 24MHZ GND1
JUMPER REQUIRED U200
U20 U5 FOR 8MB EPROMS U22
CN4 W6 JP
JP
C01100
24.000MHZ
RALTRON
98 TV 52
BSMT2000
D15552N W -01A5HE9
X1 JP
U100 L200
TEST
U211
980
TES
TES
U8 U1 U6
T
TE
U9 U216
T
U201
ST
SND_FIRQ JP
JP JP
SND_RESET Q E
U37 U36 U21 U17
U19 U12
TE
PLASMA CNTLR
ST
U35
U25 CN8
VR1
VR2 ST
TE
U26 6MHZ
TEST U37 U36 U21 U17
U30 AOL CN2 TEST TEST
TEST FIRQ PLASMA_RESET
AOR CN1
E
+5V
FIRQ
GND1
GND2
6MHZ
VBATT
LEDs :
RESET
24MHZ
SW200
Boards (PCBs)
Printed Circuit
SND_FIRQ & Q
REQUIRED FOR
PLASMA_RESET
3ULQWHG&LUFXLW 6HFWLRQ&KDSWHU
%RDUGV3&%V 3DJH
P l a y f i e l d S w i t c h S i n g l e O P T O Tr a n s m i t t e r & R e c e i v e r B o a r d s S c h e m a t i c
R1
5.6K W J1-A
R1
J1-A Q1
180 W R2 2N3906
L1 L1 1M W
TLRH180P TLRH180P
J1-B
R3 J1-B
Q2
2N5460
10K W
P l a y f i e l d S w i t c h S i n g l e O P T O Tr a n s . & R e c . B o a r d s C o m p o n e n t La y o u t & Pa r t s
(LED & 2-Pin Connector)
Front Side
520-5230-00 (TRANS) Boards Actual Size 520-5231-00 (REC)
(Solder / SMTs)
(Solder / SMTs)
Back Side
Back Side
Sec. 5: PCBs
Cabinet Bottom
Data Cable
BETA brite Electronic Color Message Display
BETA britePower Cable Power
Supply
Plugs into Service Outlet
provided in the bottom
To Playfield Dot Matrix connector of all Stern Pinball Games
(under the playfield)
8 ORG-BRN 1 J4 1 ORG-BRN 1
7 ORG-RED 2 2 ORG-RED 2
6 ORG-BLK 3 3 ORG-BLK 3
9 KEY KEY 4 4 ORG-YEL 5 I/O Driver
5 ORG-YEL 5 5 ORG-GRN 6 Board
4 ORG-GRN 6 6 ORG-BLU 7
3 ORG-BLU 7 7 ORG-VIO 8 J2
ORG-VIO J4 J2 ORG-GRY
2 8 8 9
1 ORG-GRY 9 9 KEY KEY 4
10 ORG-WHT 10 10 ORG-WHT 10
11 RED
12 BLK Tournament PNK-WHT
Serial 1 1
BLU-WHT
Interface Board 2 2
520-5220-00 3 GRN-WHT 3
To I/O Board J16-11 BRN-WHT
4 4 I/O Driver
To I/O Board J16-5
5 PINK 5 Board
6 GRY 6
VIO J3
7 7
J1 BLU
8 8
9 GRN 9
RED +5VDC 1
J5 10 YEL 10
BLK GND 2
11 ORG 11
12 BRN 12
>From existing 2 pin
cabinet harness J7
NC 1 1 NC
+5V
NC 2 Auxilliary 2 KEY
KEY 3 Driver 3 WHT
RED 4 4 BRN
Board
NC 5 5 NC
ORG-RED
520-5068-01 BLK
6 6
ORG-BRN 7 7 BLK-WHT
ORG-BLK J1 J2
8
PINK 9
Coin Meter
RED 1 1 RED +5VDC
> From existing 3-Pin
02003
NC 2 2 NC
Connector in Game
BLK 3 3 BRN-BLK
Cabinet for Meter
Sec. 5: PCBs
6 5 4
B
Sec. 5: PCBs
6 5 4
Section 5, Chapter 4 Printed Circuit
Page 144 Boards (PCBs)
To u r n a m e n t S e r i a l I n t e r f a c e B o a r d S c h e m a t i c ( S h e e t 1 o f 1 )
3 2 1
Sec. 5: PCBs
A
Schematic Set
Sheet 1 of 1
SIZE REV.
D A
NOTES:
R ALL RESISTOR VALUES ARE IN OHMS ( W ), 1/4W, 5%, UNLESS OTHERWISE SPECIFIED.
SPI Tournament Serial Interface Bd.
SPI Part N: 520-5220-00
R ALL CAPACITOR VALUES ARE IN MICROFARADS ( mF ), UNLESS OTHERWISE SPECIFIED.
R 0.1 MICROFARADS ( mF ) BYPASS CAPACITOR ON ALL ICS. Prepared By: CES Inc. Edited By: SPI Inc.
Non-Text Document
Model: 237-0268-00 Dated: 08/2002
3 2 1
Printed Circuit Section 5, Chapter 4
Boards (PCBs) Page 145
To u r n a m e n t S e r i a l I n t e r f a c e B o a r d C o m p o n e n t La y o u t
Data
Cable
BETA brite Electronic Color Message Display
BETA brite Power Cable
J6 DATA
Connected to To CABLE
I/O Power TSI TO BETA brite
ELECTRONIC
Moved from I/O Bd. J2
(if used)
Driver Bd. J2 J1 COLOR MESSAGE
To To Playfield
}
}
DISPLAY
TSI X3 Dot Display
ORG-WHT J4 (Conn. under P/F)
}
1 2 3 5 6 7 8 9 4 10
1 2 3 4 5 6 7 8 9 10
* Carefully note Pin-Out
KEY
ORG-GRY ORG-BRN
10 9 8 7 6 5 4 3 2 1
12 11 10 1 2 3 4 5 9 6 7 8
ORG-VIO ORG-RED
}
J16-P5
THIS SIDE: (GND) BLK
FROM I/O
2 1
I/O Power Driver Board (GND) BLK TSI existing
J5 harness
To TSI
Connected to To } J3
I/O Power TSI
Driver Bd. J3 J2 PNK-WHT
}
12 11 10 9 8 7 6 5 4 3 2 1
12 11 10 9 8 7 6 5 4 3 2 1
BLU-WHT
PNK-WHT GRN-WHT
1 2 3 4 5 6 7 8 9 11 10 12
1 2 3 4 5 6 7 8 9 10 11 12
BLU-WHT BRN-WHT
* Carefully note Pin-Out
GRN-WHT PNK
BRN-WHT GRY
PNK VIO
GRY BLU
VIO GRN
BLU YEL
GRN ORG
YEL BRN
ORG
BRN UK Aux. or Ticket / Coin
Dispenser Application Only
(Call Technical Support
THIS SIDE: J7 OPTIONAL SERIAL PORT if more information is required).
The 9-Pin Break-Out Conn. on FOR PRINTER OR LAPTOP
above harness, for UK Aux. (call Technical Support for
more information, if required).
Moved from I/O Bd. J3
or Ticket / Coin Dispenser (if used)
Application Only
Sec. 5: PCBs
Component Side
(Call Technical Support
if more information is required).
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Ripleys Believe It or Not! (Notes 7, 8) Spider-Man Pinball (S-M) (Notes 7, 9)
Sound (512K) 965-0408-81 V1.00 | $D93D U7 960-7001-02 Boot B-02 (8M) 965-BOOT-SAM X2.10 | $F625 U9 960-5016-00
Game ROM (1M) 965-0409-81 A3.20 | $43FF U210 960-5009-00 unprogrammed
Voice 1 (8M) 965-0410-81 V1.00 | $067B U17 960-5016-00 Memory Stick 128MB (970-0128-00) Version System Bin Files:
Voice 2 (8M) 965-0411-81 V1.00 | $C8B8 U21 960-5016-00 English + Spanish 1.3ES 1.27+ spd_1_30_es.bin
Voice 3 (8M) 965-0412-81 V1.00 | $64C2 U36 960-5016-00 English + French 1.3EF 1.27+ spd_1_30_ef.bin
Voice 4 (8M) 965-0413-81 V1.00 | $5341 U37 960-5016-00 German+French 1.3GF 1.27+ spd_1_30_gf.bin
Display (4M) 965-0414-81 A3.00 | $DE4B U5 DC PCB 960-5015-01 English + Italian 1.3EI 1.27+ spd_1_30_ei.bin
NOTE: THE TYPICAL SIZE PER UNZIPPED BIN FILE IS 25MB 30MB+/
Elvis (Notes 7, 8)
Sound (512K) 965-0415-84 V1.00 | $8CD2 U7 960-7001-02
Game ROM (1M) 965-0416-84 A5.00 | $50FF U210 960-5009-00
Voice 1 (8M) 965-0417-84 V1.00 | $538D U17 960-5016-00
Voice 2 (8M) 965-0418-84 V1.00 | $8BCD U21 960-5016-00
Voice 3 (8M) 965-0419-84 V1.00 | $60F8 U36 960-5016-00
Voice 4 (8M) 965-0420-84 V1.00 | $14D8 U37 960-5016-00
Display (4M) 965-0421-84 A5.00 | $A1F6 U5 DC PCB 960-5015-01
NASCAR (Notes 7, 8)
Sound (512K) 965-0429-86 V2.00 | $32B3 U7 960-7001-02
Game ROM (1M) 965-0430-86 A4.50 | $39FF U210 960-5009-00
Voice 1 (8M) 965-0431-86 V2.00 | $CFFB U17 960-5016-00
Voice 2 (8M) 965-0432-86 V2.00 | $22C0 U21 960-5016-00
Voice 3 (8M) 965-0433-86 V2.00 | $5FC8 U36 960-5016-00
Voice 4 (8M) 965-0434-86 V2.00 | $2902 U37 960-5016-00
Display (4M) 965-0435-86 A4.00 | $92BD U5 DC PCB 960-5015-01
** GAMES BELOW THIS LINE / NEXT COLUMN ARE S.A.M. SYSTEM GAMES
7225'(50(025<67,&.:,7+*$0(),/(6
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180%(5 ,1&/8'(7+(
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World Poker Tour Pinball (WPT) (Notes 7, 9)
Boot B-02 (8M) 965-BOOT-SAM X1.04 | $7E62 U9 960-5016-00
unprogrammed
Memory Stick 128MB (970-0128-00) Version System Bin Files:
English + Spanish 1.12AL 1.17+ WPT0112AL.bin
English Only 1.12A 1.17+ WPT0112A.bin
English + French 1.12AF 1.17+ WPT0112AF.bin
French Only 1.12F 1.17+ WPT0112F.bin
German + French 1.12GF 1.17+ WPT0112GF.bin
German Only 1.12G 1.17+ WPT0112G.bin
English + Italian 1.12AI 1.17+ WPT0112AI.bin
Italian Only 1.12I 1.17+ WPT0112I.bin
NOTE: THE TYPICAL SIZE PER UNZIPPED BIN FILE IS 25MB 30MB+/
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CPU (256K) 965-0004-00 LWAR.C5 C5 960-5007-00 CPU (512K) 965-0082-00 A2.08 C5 960-7001-02
Sound (Old) (256K) 965-0005-00 J5 960-5007-00 Voice 1 (2M) 965-0083-00 U17 960-5010-00
Sound (Old) (256K) 965-0006-00 J6 960-5007-00 Voice 2 (2M) 965-0084-00 U21 960-5010-00
Sound (Old) (256K) 965-0007-00 J7 960-5007-00 Sound (256K) 965-0085-00 U7 960-5007-00
Display (2M) 965-0086-00 A2.06 ROM 0 960-5010-00
- OR - Display (2M) 965-0087-00 A2.06 ROM 1 960-5010-00
Sound (256K) 965-0008-00 7F 960-5007-00 (Used on Display PCB 520-5055-00)
Sound 1 (512K) 965-0009-00 6F 960-7001-02
Sound 2 (512K) 965-0010-00 4F 960-7001-02 -OR-
Display (4M) 965-0087-04 A2.06 ROM 0 960-5015-00
Secret Service (Used on Display PCB 520-5055-01)
CPU (256K) 965-0011-00 A4-6 B5 960-5007-00
CPU (256K) 965-0012-00 A4-6 C5 960-5007-00 Star Wars
Voice 1 (512K) 965-0014-00 6F 960-7001-02 CPU (512K) 965-0119-00 A1.03 C5 960-7001-02
Voice 2 (512K) 965-0015-00 4F 960-7001-02 Voice 0 (4M) 965-0132-00 U17 960-5015-00
Sound (256K) 965-0013-00 7F 960-5007-00 Voice 1 (2M) 965-0133-00 U21 960-5010-00
Sound (256K) 965-0131-00 U7 960-5007-00
Torpedo Alley Display (2M) 965-0120-00 A1.04 ROM 0 960-5010-00
Display (2M) 965-0121-00 A1.04 ROM 1 960-5010-00
CPU (256K) 965-0016-00 A2-1 B5 960-5007-00 (Used on Display PCB 520-5055-00)
CPU (256K) 965-0017-00 A2-1 C5 960-5007-00
Voice 1 (512K) 965-0019-00 6F 960-7001-02 -OR-
Voice 2 (512K) 965-0020-00 4F 960-7001-02 Display (4M) 965-0122-00 A1.05 ROM 0 960-5015-00
Sound (256K) 965-0018-00 7F 960-5007-00 (Used on Display PCB 520-5055-01)
* Note: Display EPROMS (4M) for Maverick thru Batman Forever require an access time of 120 Nsec or faster.
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* Note: For complete Appendix Information for Games Laser War 54 Elvis AUG 04
780-5084-00 8MB 8MB 8MB 8MB
through Batman Forever, see any Service Game Manual SM
between Apollo 13 through Ripleys Believe It or Not! 55 The Sopranos FEB 05
780-5085-00 8MB 8MB 8MB 8MB
or on-line at our website www.sternpinball.com/parts.htm;
also available on CD-R, 970-2003-00 (The Simpsons
Pinball Party, T3 and The Lord of the Rings ). 56 NASCAR JUL 05 8MB 8MB 8MB 8MB
780-5086-00
29 Apollo 13 NOV 95 4MB 4MB 4MB Not n/a 57 Grand Prix SEP 05 8MB 8MB 8MB 8MB
(A13) 780-5044-00 Used 780-5091-00
30 Golden
Eye
FEB 96
780-5042-00 4MB 4MB Not
Used
Not
Used n/a See Apdx. A for more detailed information on Pinball Game Firmware (ROM
Name, Size, Part Numbers, USA Version & Checksum and Board Locations).
31 Twister APR 96 4MB 4MB Not Not n/a 3URGXFWLRQ S.A.M. System CPU/Sound Board
780-5041-00 Used Used
*DPH 1DPH 6WDUW 'DWH Boot EPROM U9
32 ID4: Independ-
ence Day
JUL 96
780-5045-00
4MB 4MB Not
Used
Not
Used
n/a 6$0 6\VWHP DQG 0DQXDO
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33 Space
Jam
OCT 96
780-5043-00 4MB 4MB 4MB Not
Used n/a 58 World Poker Tour JUN 06 8MB B-02 chksum LOC:
(WPT) 780-5088-00 V2.1+ $F625 U9
34 Trilogy - Sp. Ed. FEB
The Star Wars 97
780-5056-00 4MB 4MB Not
Used
Not
Used n/a 59 The Simpsons APR 06 8MB B-02 chksum LOC:
Kooky Carnival 780-5090-00 V2.1+ $F625 U9
35 The Lost World: JUN 97 4MB 4MB Not Not n/a 60 Disneys AUG 06 8MB B-02 chksum LOC:
Jurassic Park 780-5053-00 Used Used Pirates of the Caribbean 780-5092-00 V2.1+ $F625 U9
The AUG 97 Not Not
36
X-Files 780-5046-00
4MB 4MB
Used Used
n/a 61 Famil Guy DEC 06
780-5093-00 8MB B-02 chksum LOC:
V2.1+ $F625 U9
37 Starship
Troopers
NOV 97
780-5059-00 4MB 4MB 4MB Not
Used n/a 62 Spider-Man MAY 07 8MB B-02 chksum LOC:
780-5094-00 V2.1+ $F625 U9
38 Viper
Drivin
Night FEB 98
780-5035-00 4MB 4MB 4MB 4MB n/a Games 58 current, S.A.M. System : CPU/Sound & I/O Power Driver PCBs
Lost In JUN 98 differ than White Star (previous Games 29 57); Disp. Controller Not Required.
39 4MB 4MB 4MB 4MB n/a
Space 780-5060-00
40 Godzilla SEP 98 4MB 4MB 4MB 4MB n/a
780-5040-00
South
41 Park JAN 99 8MB 8MB 8MB 8MB W6
780-5071-00
42 Harley- AUG 99 8MB 8MB 8MB 8MB W6
a Davidson 780-5067-01
42 Harley-David- SEP 02 8MB 8MB 8MB 8MB W6
b son2nd Ed. 780-5067-10
42 Harley-David- OCT 04 8MB 8MB 8MB 8MB W6
c son 3rd Ed. 780-5087-00
43 Striker MAR 00 8MB 8MB 8MB 8MB W6
a Xtreme 780-5068-01
43 NFL OCT 00 8MB 8MB 8MB 8MB W6
b 780-5073-00
44 Sharkeys JUL/OCT 00 8MB 8MB 8MB Not W6
Shootout 780-5072-01 Used
45 High Roller JAN 01 8MB 8MB 8MB 8MB W6
Casino 780-5065-00
46 Austin MAY 01 8MB 8MB 8MB 8MB W6
Powers 780-5074-00
47 MONOPOLY 780-5075-00
SEP 01 8MB 8MB 8MB Not
Used W6
52 The Lord of
the Rings
NOV 03
780-5080-00 8MB 8MB 8MB 8MB
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520-5137-01 520-5136-16 520-5138-00 520-5052-00 520-5055-03 515-0173-00 515-0174-00 4-Ball Trough
128 X 32 Dots Dual OPTO Dual OPTO over Up-Kicker
Playboy for UK ONLY> Sol-
Miscellaneous DC Relay Bd. Relay Bd. enoid Expander Bd.
PC Boards: 520-5066-00 520-5010-00 520-5192-00
520-5137-01 520-5136-16 520-5138-00 520-5052-00 520-5055-03 515-0173-00 515-0174-00 4-Ball Trough 520-5222-00
RollerCoaster 128 X 32 Dots Dual OPTO Dual OPTO over Up-Kicker 1-Position
Tycoon for UK ONLY> Sol-
Miscellaneous DC Relay Bd. Mini-Dot Display (3 by 5X7) enoid Expander Bd. 520-5082-00 520-5083-01 Behind 1-Bank Switch Detect
PC Boards: 520-5066-00 520-5221-00 (Ramp Enter Sign) 520-5192-00 Long Hop OPTO Long Hop OPTO Drop Target on Wheel Spin
The 520-5137-01 520-5136-16 520-5138-00 128 520-5052-00 520-5055-03 515-0173-00 515-0174-00 4-Ball Trough
Simpsons X 32 Dots Dual OPTO Dual OPTO over Up-Kicker
Pinball Miscellaneous LED Bd. Color Dot Display (4 by 5X7) for UK ONLY 999
Aux. Driver Bd.
Party PC Boards: 520-5219-00 520-5225-00 (TV Set) 520-5068-01
Terminator 520-5137-01 520-5136-16 520-5138-00 128 520-5052-00 520-5055-03 515-0173-00 515-0174-00 4-Ball Trough
3: X 32 Dots Dual OPTO Dual OPTO over Up-Kicker
Rise of the Miscellaneous for UK ONLY 999 515-7307-00 515-7308-00 TXCannon
Aux. Driver Bd.
Machines PC Boards: 520-5068-01 Single OPTO Single OPTO Trough
520-5137-01 New 520-5138-00 520-5052-00 520-5055-03 515-0173-00 515-0174-00 4-Ball Trough 500-6746-00
The Lord 520-5300-00 128 X 32 Dots Dual OPTO Dual OPTO over Up-Kicker (White Trans.)
of the
Miscellaneous 19-LED PCB OPTO Transmitter / Receiver for UK ONLY 999 515-7307-00 515-7308-00 Orthanc Tower 500-6747-00
Rings Aux. Driver Bd.
(Black Rec.)
PC Boards: 520-5242-00 Amplifier PCB 520-5239-00 520-5068-01 Single OPTO Single OPTO Trough
520-5137-01 520-5300-00 520-5138-00 128 520-5052-00 520-5055-03 515-0173-00 515-0174-00 4-Ball Trough 500-6775-00
Ripleys X 32 Dots Dual OPTO Dual OPTO over Up-Kicker OPTO Trnscvr
Believe It
Miscellaneous 520-5236-00 OPTO Transmitter / Receiver for UK ONLY 999 520-5234-00 520-5234-00 520-5235-03
or Not! Aux. Driver Bd. Vari-Target
PC Boards: X3 Dot Display Amplifier PCB 520-5239-01 520-5068-01 3-Pos. OPTO 3-Pos. OPTO X3 Aux. Drvr
520-5137-01 520-5300-00 520-5138-00 128 520-5052-00 520-5055-03 515-0173-00 515-0174-00 4-Ball Trough
X 32 Dots Dual OPTO Dual OPTO over Up-Kicker
Elvis
Miscellaneous for UK ONLY 999
Aux. Driver Bd.
PC Boards: 520-5068-01
520-5137-01 520-5300-00 520-5138-00 520-5052-00 520-5055-03 515-0173-00 515-0174-00 4-Ball Trough 500-6775-00
NASCAR 128 X 32 Dots Dual OPTO Dual OPTO over Up-Kicker OPTO Trans.
and [NDSE] Miscellaneous 520-5235-03 OPTO Transmitter / Receiver for UK ONLY 999 (Qty. 16)
Aux. Driver Bd.
PC Boards: X3 Aux. Drvr Amplifier PCB 520-5239-01 520-5068-01 Switch Detect.
520-5137-01 520-5300-00 520-5138-00 128 520-5052-00 520-5055-03 515-0173-00 515-0174-00 4-Ball Trough 500-6775-00
X 32 Dots Dual OPTO Dual OPTO over Up-Kicker OPTO Trans.
Grand Prix
Miscellaneous 520-5235-03 OPTO Transmitter / Receiver for UK ONLY 999 (Qty. 16)
Aux. Driver Bd.
PC Boards: X3 Aux. Drvr Amplifier PCB 520-5239-01 520-5068-01 Switch Detect.
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520-5249-00 520-5246-00 520-5138-00 520-5052-00 515-0173-00 515-0174-00 520-5251-00 U 1/per PCB
World Poker Backbox Backbox Backbox 128 X 32 Dots 4-Ball Trough 4-Ball Trough 500-6775-00 Jail Bars Up Ace/Hole Mech
Tour 4 Switch Pairs
(WPT) Miscellaneous 520-5254-00 520-5250-14 520-5239-01 520-5247-00 520-5248-00 (Qty. 8) 520-5252-04 U 4/per PCB
PCBs : 50V Step-Up Drv 14LED 5X7 Disp. OPTO Amplifier Ace/Hole Mech Ace/Hole Mech Drop Targets 4- & 8- Banks
The 520-5249-00 520-5246-00 520-5138-00 520-5052-00
Simpsons Back Door Back Door Cabinet Rear 128 X 32 Dots 520-5253-00-ASY
Kooky Coin Drop
Miscellaneous 515-5742-00 500-6700-00 (Qty. 11)
Carnival PCBs : Shaker PCB Relay (incl. Wiring + Conn.)
520-5249-00 520-5246-00 520-5138-00 520-5052-00 515-0173-00 515-0174-00
Disneys Backbox Backbox Backbox 128 X 32 Dots 4-Ball Trough 4-Ball Trough 500-6775-00
Pirates 5 Switch Pairs
of the Miscellaneous 520-5239-01 511-5024-03
Caribbean PCBs : OPTO Amp. (X3) Relay (incl. Wiring + Conn.) (Qty. 10)
520-5238-00 : H-E-A-R-T LED PCB
520-5249-00 520-5246-00 520-5138-00 520-5052-00 515-0173-00 515-0174-00 500-6775-00 520-5252-01 U 1/per PCB
Backbox Backbox Backbox 128 X 32 Dots 4-Ball Trough 4-Ball Trough 3 Switch Pairs
(Qty. 6) Drop Target 1-Bank
Family
Guy Miscellaneous 520-5239-01 520-5261-00 511-5042-01 500-6775-01
PCBs : OPTO Amp. (X2) Stepper Motor Trgt. Sensor (X2) 1 Switch Pair 520-5252-04 U 4/per PCB
(Qty. 2) Drop Target 4-Bank
511-5046-00 : Mini Playfield Lamp PCB
520-5249-00 520-5246-00 520-5138-00 520-5052-00 515-0173-00 515-0174-00 500-6775-00
Backbox Backbox Backbox 128 X 32 Dots 4-Ball Trough 4-Ball Trough 3 Switch Pairs
Spider- (Qty. 6)
Man
Miscellaneous 520-5239-01
PCBs : OPTO Amp. (X2)
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initial: Master: 520-5004-00 plus:
2-Flipper 520-5002-00
x Laser War 520-5005-00 (Qty. 2): 7 Digit Alpha/Numeric
Board Not Required replaced with: 520-5006-00 (Qty. 2): 7 Digit Numeric
520-5002-02 520-5007-00 (Qty. 1): 4 Digit Numeric
520-5002-01 was not used.
x Secret Service 3-Flipper
x Torpedo Alley Board Not Required
520-5000-00 520-5014-01
x Time Machine 2-Flipper 7 Digit Alpha/Numeric Combined
Board Not Required
x Playboy 35th Anniversary * 520-5002-02
520-5033-00
x ABC Monday Night Football * 2-Flipper
x Robocop (*only for 100 games of 520-5030-00
x Phantom of the Opera 16 Digit Alpha/Numeric Combined
x Back to the Future Playboy 35th Anniv. &
x The Simpsons ABC Mon. Night Football) 520-5002-03
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x Checkpoint
x Teenage 520-5002-03
Mutant Ninja
Turtles 520-5042-00
520-5047-00
x Batman 128 X 16
x Star Trek 520-5033-00
25th Anniv.
x Hook 2-Flipper 520-5050-01
x Lethal
Weapon 3
x Star Wars 520-5047-01
x Rocky & Bull-
winkle & Friends 520-5050-02 520-5055-00
x Jurassic Park 520-5076-00
3-Flipper
x Last Action 520-5070-00 520-5052-00
Hero 2-Flipper 128 X 32
520-5050-03
x Tales from
the Crypt 520-5076-00 520-5047-02
x The Whos 3-Flipper
Tommy 520-5055-01
x WWF Royal 520-5070 / 5080 -00
520-5077-00
Rumble 4-Flipper (2X2)
x Guns N
Roses 520-5076-00
x Maverick 3-Flipper 520-5102-00 520-5103-00 Paddle Boat
520-5050-03
Single OPTO Single OPTO Wheel Enter
x Mary Shelleys 520-5076-00
Frankenstein 520-5077-00 520-5075-00
3-Flipper 520-5047-03 520-5092-01
520-5070 / 5080 -00 192 X 64 520-5124-00 520-5125-00 5-Ball Trough
x Baywatch
4-Flipper (2X2) Single OPTO Single OPTO over Up-Kicker
520-5126-02
x Batman 520-5076-00 520-5124-00 520-5125-00 4-Ball Trough
Forever 3-Flipper Single OPTO Single OPTO over Up-Kicker
Miscellaneous Boards (Lamp Boards & Relay Boards) not listed above can be found in each individual game manual.
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** S.A.M. System Games DO NOT REQUIRE DIODES. If you use a coil from your stock which has a diode, remove it ONLY FOR S.A.M. System Games.
World Poker Tour 090-5032-ND 090-5030-ND
(WPT)** 4 22-1080 [ NO DIODE ]
SAME
23-1100 [ NO DIODE ]
SAME
Disneys Pirates of the 090-5030-ND
Caribbean** 2 23-1100 [ NO DIODE ] SAME Not Used Not Used
090-5030-ND SAME 090-5062-ND
Family 3 Norm. 23-1100 [ NO DIODE ] 23-1500 [ NO DIODE ]
Not Used
Guy ** 090-5046-01-ND
2 Mini 27-950 [ NO DIODE ] SAME
Spider- 090-5032-ND 090-5032-ND
Man ** 3 22-1080 [ NO DIODE ] SAME Not Used
22-1080 [ NO DIODE ]
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Robocop 090-5020-20
22-900 -YEL-YEL-
SAME Not Used Not Used
Checkpoint 090-5020-20
22-900 -YEL-YEL- SAME Not Used Not Used
Batman 090-5020-30
23-900 -GRN-GRN- SAME Not Used Not Used
Hook 090-5030-00
23-1100 -ORG-ORG-
090-5020-30
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Not Used Not Used
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Last Action Hero 090-5020-30
23-900 -GRN-GRN- SAME Not Used Not Used
Maverick 090-5032-00
22-1080 -YEL-GRN SAME Not Used 090-5032-00
22-1080 -YEL-GRN-
Mary Shelleys Frankenstein 090-5030-00
23-1100 -ORG-ORG- SAME Not Used 090-5030-00
23-1100 -ORG-ORG-
Baywatch 090-5030-00
23-1100 -ORG-ORG-
090-5020-30
23-900 -GRN-GRN-
090-5025-00
24-1570 -See Note-
090-5030-00
23-1100 -ORG-ORG-
Batman Forever 090-5032-00
22-1080 -YEL-GRN-
090-5020-20
22-900 -YEL-YEL- Not Used 090-5020-30
23-900 -GRN-GRN-
Apollo 13 090-5032-00
22-1080 -YEL-GRN-
SAME Not Used Not Used
Twister 090-5020-20
22-900 -YEL-YEL-
090-5032-00
22-1080 -YEL-GRN- Not Used Not Used
Godzilla 090-5032-00T
22-1080 -YEL-GRN- SAME Not Used Not Used
MONOPOLY 090-5032-00T
22-1080 -YEL-GRN- SAME Not Used 090-5062-00T
23-1500 -BLU-BLU-
Playboy 090-5030-00T
23-1100 -ORG-ORG- SAME Not Used Not Used
Coil Part Ns ending with a "T" signifies the Diode is on the top of the lug (on the coil-winding side); Coil Part Ns ending with a "B" signifies the Diode is on the bottom of the lugs.
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The Lord of the Rings Balrog (Motor & Gate) Multi Prod. Motor 20VDC Series 600B (or equiv.) 041-5088-01
Open/Close Movement 50/60Hz 10 RPM Bi-Directional MOTOR ONLY
RIPLEYS BELIEVE IT OR NOT! (NO MOTOR USED)
Haydon Switch & Instrument, Inc. Stepper Motor 500-6809-00
Elvis 12VDC 10W (041-5089-00), incl. Connector
Front/Back Movement (Non-Captive Shaft not included) Requires 7.25" Shaft:
Elvis HSI #46868-12-002 530-5658-00
::: OPTIONAL 999 Multi #3811 0630 Motor (Vibrator) 12VDC 515-5893-01
Shaker (041-5029-01) 3100 RPM (w/DRL PTS) incl. Connector
The Sopranos SM Bada Bing! Girls x2 Autotrol Synchronous Motor 24VAC 4W 041-5092-00
Rotating Posts Movement 50/60Hz 45.7/54.9 RPM Bi-Directional w/1" Shaft + 12" Leads
NASCAR and [NDSE] Back Panel Rotating (Car) Multi Products Motor & Gear Box 20VDC 041-5093-00
Windmill (Skill Ball Enter) Model #8000 (EX-04-073) 10 RPM MOTOR ONLY
Grand Prix Back Panel Rotating (Car) Multi Products Motor & Gear Box 20VDC 041-5093-00
Windmill (Skill Ball Enter)
MOTOR ONLY Model #8000 (EX-04-073) 10 RPM
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The following table only list games that used motors. Part Numbers starting with "515-" will include the Wiring Harness & Connector.
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Goal Post Motor 24v A.C.
ABC Monday Night Football Up/Down Movement 60 RPM CW 515-5222-00
Organ Bowman Motor 24v
Phantom of the Opera Up/Down Movement 60Hz 3W 11 RPM CCW 515-5256-00
Mag Wheel
(in Backbox) Motor D.C. (KEN) 041-5005-00
Checkpoint
Johnson Motor
Shaker (Vibrator) 041-5002-00
Spinning Pizza Ball Gear Motor 24v A.C.
Teenage Mutant Ninja Turtles Deflector 325 RPM CW 515-5397-00
Bar Target Bowman Motor 24v
Batman Up/Down Movement 60Hz 3W 11 RPM CCW 515-5256-00
Bowman Motor 24v
Swinging Target
221e2 RPM 515-5534-00
Star Trek 25th Anniversary Gear Motor 24v A.C.
Transporter F/X
31e2 RPM 500-5421-00
Cooling Fan 41e2" Motor 12v
(for Transporter F/X) 041-5014-00
Motor 21e2
v A.C.
Lethal Weapon 3 Spinning Light
4000 RPM CCW 041-5017-00
Bar Target Bowman Motor 24v
Up/Down Movement 60hz 3W 11 RPM CCW 515-5256-00
Star Wars R2D2 Robot Bowman Motor 24v A.C.
Left/Right Movement 221e2 RPM CW 515-5571-00
Death Star Bowman "G" Motor 24v A.C.
Rotation 60Hz 6 RPM CW 515-5570-00
Nell Log "Cutting Blade" Autotrol Model E Motor 24v
Rocky & Bullwinkle & Friends Forward/Back Movement 60hz 4W 3 RPM CCW 041-5023-00
T-Rex Multi Motor 5v D.C.
Left/Right Movement 041-5025-00
Jurassic Park T-Rex Bowman Motor 24v
Up/Down Movement 11 RPM CW 041-5026-00
Johnson Motor
Shaker
(Vibrator) 041-5002-00
Crane Multi Products Motor 12v D.C.
Left/Right Movement #3312 OSC 041-5027-00
Last Action Hero
Johnson Motor (Vibrator) 10.5v D.C.
Shaker 10 AMP 2950 RPM CW 041-5029-00
Tombstone Bowman Motor 24v A.C.
Up/Down Movement 6 RPM CCW 515-5900-00
Tales from the Crypt
Johnson Motor (Vibrator) 10.5v D.C.
Shaker
10 AMP 2950 RPM CW 041-5029-00
Mirror Bowman Motor 24v A.C.
Up/Down Movement 6 RPM CCW 515-5900-00
The Whos Tommy Servo Motor
Flipper Blinders (94102) 041-5032-00
Spinning Airplane
Propellers Motor D.C. 041-5033-00
Johnson Motor (Vibrator) 10.5v D.C.
WWF Royal Rumble Shaker
10 AMP 2950 RPM CW 041-5029-00
Motor 24v A.C.
Maverick, The Movie Turning Paddle Wheel
10 RPM 041-5036-00
Creature Head
Mary Shelleys Frankenstein Left/Right Movement Servo Motor (94102) 041-5032-00
Cannon Bowman Motor 24v A.C.
Batman Forever Left/Right Movement 60Hz 3W 6 RPM CCW 515-6383-00
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I. Electrical Source, Energy & Signal Converters VI. Handles, Locks, Catches, Latches, Keys
010- Transformers 355- Handles, Locks, Catches, Latches
031- Speakers and Keys
090- Solenoids (Coils)
150- Filters, Outlets, Varistors, Thermistors VII. Fabricated Parts
200- Fuses 390- Hinges
501- Coin Doors
II. Conductors, Connectors & Insulators 515- Sub-Assemblies
034- Line Cords 520- Printed Circuit Boards (PCBs)
036- Cable Assemblies & Wiring Harnesses 522- Display Glass
041- Motors 525- Wood Parts
045- Connectors (All Types) 530- Screw Machined Parts
055- Lugs (M/F), Pins (M/F), Discs, 535- Fabricated Parts
Ring Terminals, 545- Molded (Extruded) Plastic and
Terminal Strips, etc. Rubber Parts (Rings, Sleeves, etc.)
060- Polarizing Keys and Conn. Covers 550- Molded (Inserts)
077- Lamp Sockets
VIII. In-House Assemblies
III. Circuits & Circuit Elements 500- End Product (Systems and Models)
100- ICs 502- Kits (Created In-House)
110- Transistors 505- Cabinets (complete)
112- Diodes (All Types including LEDs & Modules) 510- Riveted Sub-Assemblies (In-House)
121- Resistors 511- Sub-Assemblies (In-House)
123- Resistors (Variable & Adjustable) 515- Sub-Assemblies*
124- Regulators & Bridge Rectifiers *2 or more 515-s but still a sub-assembly.
125- Capacitors (Radial Lytics & Ferrites)
126- Piezo Crystal IX. Bulk Materials
127- Heatsinks 600- Braided Wire & Ground Straps
130- Capacitors (Tecates & Ceramics) 601- Stranded Wire
140- Oscillators (Clocks/Crystals) 602- Ribbon Cable
165- Light Bulbs 604- Telephone Line Cord
180- Switches 605- Sleeving (Shrink Tubing)
181- Switch Membranes (Pads) & Piezo Sensors 625- Velcro (non-adhesive)
190- Relays 626- Foam Rubber, Foam Pads, Rubber
960- EPROM (Raw Part) Bumpers (Blue Pads), Tape (All Types)
965- EPROM (Programmed Part) Velcro (adhesive) and String / Rope
IV. Bolts, Screws, Nuts, Washers & Nails X. Miscellaneous
231- Bolts 000- Tools (see also 777-) and Supplies
232- Screws (Pan Head) 040- Clamps, Ties & Clips
234- Screws (HWH) 042- Pulleys
237- Screws (Misc.) 091- Coin Mechs
240- Nuts (Misc.) 205- Fuse Holders
242- Washers (Flat, Round) 631- Staples
244- Washers (Split Lock) 660- Glass (Playfield, Backglass, etc.)
245- Nyliners 675- Cleaners
246- Washers (Lockers, External Tooth) 705- Packing & Shipping Items
281- Nails 755- Instruction, Coin Cards, Ins. Sheets
756- Information Sheets, Service Bulletins,
V. Mechanical Components Instruction Sheets in Kits and Templates
249- Rivets 777- Tools (Wrenches and Drivers)
251- Pins (Dowel), Finishing Nails, Hairpins, 780- Manuals
Spring Pins and Clevis Pins 802- Decal Kits (comprised of 820s)
254- Stand-Offs, Spacers and Shims 820- Decals, Mylar and Labels (Sheets/Sets)
260- Steel Ball (All Types Steel, Glowing, Delrin, etc.) 803- Plastic Kits (comprised of 830s)
265- Springs (Extension) 830- Plastic Pieces (Butyrate Sheets/Sets)
266- Springs (Compression) 880- Toys, Models, Figurines, etc.
267- Springs (Torsion) 900- Game Posters
269- Springs (Washers - Belleville, Wave)
270- Retaining Rings
280- Grommets, Bushings and Nyliners
283- Bearings
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If more than one Pricing Scheme is available for countries listed, the F. listed beside the option, denotes the Factory Default Setting.
FOR VIEWS OF THE LATEST or OPTIONAL USA, INTERNATIONAL / EURO AND CUSTOM COIN CARDS, VISIT OUR WEBSITE.
Not Shown USA 755-5400-10 Tournament Option $2 = X1; 755-5400-11 Tournament Option $1.50 = X1
USA 10 F. USA 10 USA 2-7 or CANADA FOR CUSTOM PRICING USA 3 with ToPS USA 5 with ToPS
Backside is Blank
(Border Only)
Typeset your
Custom Pricing
755-5400-11 Front 755-5400-11 Back 755-5400-02 Front 755-5400-01, -02 or -04 Back 755-5400-03 or -09 Front 755-5400-03 Back / -08 Front
AUSTRALIA 1 F. AUSTRALIA 2 CROATIA FOR CUSTOM PRICING DENMARK 1 F. DENMARK 2
Backside is Blank
(Border Only)
Typeset your
Custom Pricing
755-5406-00 Front 755-5406-00 Back 755-5410-00 Front 755-5410-00 Back 755-5402-00 Front 755-5402-00 Back
JAPAN 1 JAPAN 2 F. MIDDLE EAST ANY COUNTRY CAN USE NEW ZEALAND 1 F. NEW ZEALAND 2
755-5408-01 Front 755-5408-01 Back 755-5400-06 Front 755-5400-06 Back 755-5406-00 Back 755-5406-00 Front
NORWAY 1 F. NORWAY 2 RUSSIA F. RUSSIA (ALTERNATE) SOUTH AFRICA FOR CUSTOM PRICING
Backside is Blank
(Border Only)
Typeset your
Custom Pricing
755-5403-01 Front 755-5403-01 Back 755-5411-00 Front 755-5411-00 Back 755-5409-01 Front 755-5409-01 Back
SWEDEN 1 F. SWEDEN 2 SWITZERLAND 1 F. SWITZERLAND 2 TAIWAN FOR CUSTOM PRICING
Backside is Blank
(Border Only)
Typeset your
Custom Pricing
755-5404-00 Front 755-5404-00 Back 755-5405-00 Front 755-5405-00 Back 755-5412-00 Front 755-5412-00 Back
UK 1 UK 3 UK 5 F. FOR CUSTOM PRICING Appendix J Notes:
1. Coin Card on Game is determined by original shipping
Backside is Blank country destination.
(Border Only) 2. Optional Coin Card(s), are available via your distributor or via
free download @ www.sternpinball.com/coinagecards.shtml.
Typeset your Older style Coin Cards (foreign or domestic) not available
Custom Pricing on our website or no longer available through your
distributor, are obsolete.
755-5407-00 Front 755-5407-00 Back 755-5407-01 Front 755-5407-01 Back 3. Coin Cards which have a Blank Backside can be used for
Not Shown EURO 755-5401-20 Tournament Custom (can fill in your own pricing). Custom Pricing.
755-5401-01 1-Side Only 755-5401-02 1-Side Only 755-5401-03 1-Side Only 755-5401-04 1-Side Only 755-5401-05 1-Side Only 755-5401-06 1-Side Only
EURO 7 EURO 8 EURO 9 EURO 10 EURO 11 EURO 12
755-5401-07 1-Side Only 755-5401-08 1-Side Only 755-5401-09 1-Side Only 755-5401-10 1-Side Only 755-5401-11 1-Side Only 755-5401-12 1-Side Only
[(852)$&725<'()$8/76800$5<7$%/(\
EURO 1 EURO 2 EURO 3 EURO 4 EURO 5 EURO 6 EURO 7 EURO 8 EURO 9 EURO 10 EURO 11 EURO 12
BELGIUM GERMANY 2 NETHERLANDS GREECE FINLAND AUSTRIA FRANCE
ITALY 1 SPAIN
PORTUGAL
Section 3, Chapter 4, GO TO ADJUSTMENTS MENU, Adj. 18, Game Pricing, USA & International (non-Euro) and Euro 1-12 Summary &
International (Euro) Standard Pricing Select Tables, summarizes Standard or Custom Pricing Schemes & the Dip Switch Setting required.
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Sound (512K) 965-0408-81 V1.00 | $D93D U7 960-7001-02 Boot B-02 (8M) 965-BOOT-SAM X2.10 | $F625 U9 960-5016-00
Game ROM (1M) 965-0409-81 A3.20 | $43FF U210 960-5009-00 unprogrammed
Voice 1 (8M) 965-0410-81 V1.00 | $067B U17 960-5016-00 Memory Stick 128MB (970-0128-00) Version System Bin Files:
Voice 2 (8M) 965-0411-81 V1.00 | $C8B8 U21 960-5016-00 English + Spanish 1.3ES 1.27+ spd_1_30_es.bin
Voice 3 (8M) 965-0412-81 V1.00 | $64C2 U36 960-5016-00 English + French 1.3EF 1.27+ spd_1_30_ef.bin
Voice 4 (8M) 965-0413-81 V1.00 | $5341 U37 960-5016-00 German+French 1.3GF 1.27+ spd_1_30_gf.bin
Display (4M) 965-0414-81 A3.00 | $DE4B U5 DC PCB 960-5015-01 English + Italian 1.3EI 1.27+ spd_1_30_ei.bin
NOTE: THE TYPICAL SIZE PER UNZIPPED BIN FILE IS 25MB 30MB+/
Elvis (Notes 7, 8)
Sound (512K) 965-0415-84 V1.00 | $8CD2 U7 960-7001-02
Game ROM (1M) 965-0416-84 A5.00 | $50FF U210 960-5009-00
Voice 1 (8M) 965-0417-84 V1.00 | $538D U17 960-5016-00
Voice 2 (8M) 965-0418-84 V1.00 | $8BCD U21 960-5016-00
Voice 3 (8M) 965-0419-84 V1.00 | $60F8 U36 960-5016-00
Voice 4 (8M) 965-0420-84 V1.00 | $14D8 U37 960-5016-00
Display (4M) 965-0421-84 A5.00 | $A1F6 U5 DC PCB 960-5015-01
NASCAR (Notes 7, 8)
Sound (512K) 965-0429-86 V2.00 | $32B3 U7 960-7001-02
Game ROM (1M) 965-0430-86 A4.50 | $39FF U210 960-5009-00
Voice 1 (8M) 965-0431-86 V2.00 | $CFFB U17 960-5016-00
Voice 2 (8M) 965-0432-86 V2.00 | $22C0 U21 960-5016-00
Voice 3 (8M) 965-0433-86 V2.00 | $5FC8 U36 960-5016-00
Voice 4 (8M) 965-0434-86 V2.00 | $2902 U37 960-5016-00
Display (4M) 965-0435-86 A4.00 | $92BD U5 DC PCB 960-5015-01
** GAMES BELOW THIS LINE / NEXT COLUMN ARE S.A.M. SYSTEM GAMES
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Boot B-02 (8M) 965-BOOT-SAM X1.04 | $7E62 U9 960-5016-00
unprogrammed
Memory Stick 128MB (970-0128-00) Version System Bin Files:
English + Spanish 1.12AL 1.17+ WPT0112AL.bin
English Only 1.12A 1.17+ WPT0112A.bin
English + French 1.12AF 1.17+ WPT0112AF.bin
French Only 1.12F 1.17+ WPT0112F.bin
German + French 1.12GF 1.17+ WPT0112GF.bin
German Only 1.12G 1.17+ WPT0112G.bin
English + Italian 1.12AI 1.17+ WPT0112AI.bin
Italian Only 1.12I 1.17+ WPT0112I.bin
NOTE: THE TYPICAL SIZE PER UNZIPPED BIN FILE IS 25MB 30MB+/
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Sound (Old) (256K) 965-0005-00 J5 960-5007-00 Voice 1 (2M) 965-0083-00 U17 960-5010-00
Sound (Old) (256K) 965-0006-00 J6 960-5007-00 Voice 2 (2M) 965-0084-00 U21 960-5010-00
Sound (Old) (256K) 965-0007-00 J7 960-5007-00 Sound (256K) 965-0085-00 U7 960-5007-00
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Sound 1 (512K) 965-0009-00 6F 960-7001-02
Sound 2 (512K) 965-0010-00 4F 960-7001-02 -OR-
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Secret Service (Used on Display PCB 520-5055-01)
CPU (256K) 965-0011-00 A4-6 B5 960-5007-00
CPU (256K) 965-0012-00 A4-6 C5 960-5007-00 Star Wars
Voice 1 (512K) 965-0014-00 6F 960-7001-02 CPU (512K) 965-0119-00 A1.03 C5 960-7001-02
Voice 2 (512K) 965-0015-00 4F 960-7001-02 Voice 0 (4M) 965-0132-00 U17 960-5015-00
Sound (256K) 965-0013-00 7F 960-5007-00 Voice 1 (2M) 965-0133-00 U21 960-5010-00
Sound (256K) 965-0131-00 U7 960-5007-00
Torpedo Alley Display (2M) 965-0120-00 A1.04 ROM 0 960-5010-00
Display (2M) 965-0121-00 A1.04 ROM 1 960-5010-00
CPU (256K) 965-0016-00 A2-1 B5 960-5007-00 (Used on Display PCB 520-5055-00)
CPU (256K) 965-0017-00 A2-1 C5 960-5007-00
Voice 1 (512K) 965-0019-00 6F 960-7001-02 -OR-
Voice 2 (512K) 965-0020-00 4F 960-7001-02 Display (4M) 965-0122-00 A1.05 ROM 0 960-5015-00
Sound (256K) 965-0018-00 7F 960-5007-00 (Used on Display PCB 520-5055-01)
* Note: Display EPROMS (4M) for Maverick thru Batman Forever require an access time of 120 Nsec or faster.
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* Note: For complete Appendix Information for Games Laser War 54 Elvis AUG 04
780-5084-00 8MB 8MB 8MB 8MB
through Batman Forever, see any Service Game Manual SM
between Apollo 13 through Ripleys Believe It or Not! 55 The Sopranos FEB 05
780-5085-00 8MB 8MB 8MB 8MB
or on-line at our website www.sternpinball.com/parts.htm;
also available on CD-R, 970-2003-00 (The Simpsons
Pinball Party, T3 and The Lord of the Rings ). 56 NASCAR JUL 05 8MB 8MB 8MB 8MB
780-5086-00
29 Apollo 13 NOV 95 4MB 4MB 4MB Not n/a 57 Grand Prix SEP 05 8MB 8MB 8MB 8MB
(A13) 780-5044-00 Used 780-5091-00
30 Golden
Eye
FEB 96
780-5042-00 4MB 4MB Not
Used
Not
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31 Twister APR 96 4MB 4MB Not Not n/a 3URGXFWLRQ S.A.M. System CPU/Sound Board
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32 ID4: Independ-
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780-5045-00
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33 Space
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OCT 96
780-5043-00 4MB 4MB 4MB Not
Used n/a 58 World Poker Tour JUN 06 8MB B-02 chksum LOC:
(WPT) 780-5088-00 V2.1+ $F625 U9
34 Trilogy - Sp. Ed. FEB
The Star Wars 97
780-5056-00 4MB 4MB Not
Used
Not
Used n/a 59 The Simpsons APR 06 8MB B-02 chksum LOC:
Kooky Carnival 780-5090-00 V2.1+ $F625 U9
35 The Lost World: JUN 97 4MB 4MB Not Not n/a 60 Disneys AUG 06 8MB B-02 chksum LOC:
Jurassic Park 780-5053-00 Used Used Pirates of the Caribbean 780-5092-00 V2.1+ $F625 U9
The AUG 97 Not Not
36
X-Files 780-5046-00
4MB 4MB
Used Used
n/a 61 Famil Guy DEC 06
780-5093-00 8MB B-02 chksum LOC:
V2.1+ $F625 U9
37 Starship
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NOV 97
780-5059-00 4MB 4MB 4MB Not
Used n/a 62 Spider-Man MAY 07 8MB B-02 chksum LOC:
780-5094-00 V2.1+ $F625 U9
38 Viper
Drivin
Night FEB 98
780-5035-00 4MB 4MB 4MB 4MB n/a Games 58 current, S.A.M. System : CPU/Sound & I/O Power Driver PCBs
Lost In JUN 98 differ than White Star (previous Games 29 57); Disp. Controller Not Required.
39 4MB 4MB 4MB 4MB n/a
Space 780-5060-00
40 Godzilla SEP 98 4MB 4MB 4MB 4MB n/a
780-5040-00
South
41 Park JAN 99 8MB 8MB 8MB 8MB W6
780-5071-00
42 Harley- AUG 99 8MB 8MB 8MB 8MB W6
a Davidson 780-5067-01
42 Harley-David- SEP 02 8MB 8MB 8MB 8MB W6
b son2nd Ed. 780-5067-10
42 Harley-David- OCT 04 8MB 8MB 8MB 8MB W6
c son 3rd Ed. 780-5087-00
43 Striker MAR 00 8MB 8MB 8MB 8MB W6
a Xtreme 780-5068-01
43 NFL OCT 00 8MB 8MB 8MB 8MB W6
b 780-5073-00
44 Sharkeys JUL/OCT 00 8MB 8MB 8MB Not W6
Shootout 780-5072-01 Used
45 High Roller JAN 01 8MB 8MB 8MB 8MB W6
Casino 780-5065-00
46 Austin MAY 01 8MB 8MB 8MB 8MB W6
Powers 780-5074-00
47 MONOPOLY 780-5075-00
SEP 01 8MB 8MB 8MB Not
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52 The Lord of
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NOV 03
780-5080-00 8MB 8MB 8MB 8MB
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Playboy for UK ONLY> Sol-
Miscellaneous DC Relay Bd. Relay Bd. enoid Expander Bd.
PC Boards: 520-5066-00 520-5010-00 520-5192-00
520-5137-01 520-5136-16 520-5138-00 520-5052-00 520-5055-03 515-0173-00 515-0174-00 4-Ball Trough 520-5222-00
RollerCoaster 128 X 32 Dots Dual OPTO Dual OPTO over Up-Kicker 1-Position
Tycoon for UK ONLY> Sol-
Miscellaneous DC Relay Bd. Mini-Dot Display (3 by 5X7) enoid Expander Bd. 520-5082-00 520-5083-01 Behind 1-Bank Switch Detect
PC Boards: 520-5066-00 520-5221-00 (Ramp Enter Sign) 520-5192-00 Long Hop OPTO Long Hop OPTO Drop Target on Wheel Spin
The 520-5137-01 520-5136-16 520-5138-00 128 520-5052-00 520-5055-03 515-0173-00 515-0174-00 4-Ball Trough
Simpsons X 32 Dots Dual OPTO Dual OPTO over Up-Kicker
Pinball Miscellaneous LED Bd. Color Dot Display (4 by 5X7) for UK ONLY 999
Aux. Driver Bd.
Party PC Boards: 520-5219-00 520-5225-00 (TV Set) 520-5068-01
Terminator 520-5137-01 520-5136-16 520-5138-00 128 520-5052-00 520-5055-03 515-0173-00 515-0174-00 4-Ball Trough
3: X 32 Dots Dual OPTO Dual OPTO over Up-Kicker
Rise of the Miscellaneous for UK ONLY 999 515-7307-00 515-7308-00 TXCannon
Aux. Driver Bd.
Machines PC Boards: 520-5068-01 Single OPTO Single OPTO Trough
520-5137-01 New 520-5138-00 520-5052-00 520-5055-03 515-0173-00 515-0174-00 4-Ball Trough 500-6746-00
The Lord 520-5300-00 128 X 32 Dots Dual OPTO Dual OPTO over Up-Kicker (White Trans.)
of the
Miscellaneous 19-LED PCB OPTO Transmitter / Receiver for UK ONLY 999 515-7307-00 515-7308-00 Orthanc Tower 500-6747-00
Rings Aux. Driver Bd.
(Black Rec.)
PC Boards: 520-5242-00 Amplifier PCB 520-5239-00 520-5068-01 Single OPTO Single OPTO Trough
520-5137-01 520-5300-00 520-5138-00 128 520-5052-00 520-5055-03 515-0173-00 515-0174-00 4-Ball Trough 500-6775-00
Ripleys X 32 Dots Dual OPTO Dual OPTO over Up-Kicker OPTO Trnscvr
Believe It
Miscellaneous 520-5236-00 OPTO Transmitter / Receiver for UK ONLY 999 520-5234-00 520-5234-00 520-5235-03
or Not! Aux. Driver Bd. Vari-Target
PC Boards: X3 Dot Display Amplifier PCB 520-5239-01 520-5068-01 3-Pos. OPTO 3-Pos. OPTO X3 Aux. Drvr
520-5137-01 520-5300-00 520-5138-00 128 520-5052-00 520-5055-03 515-0173-00 515-0174-00 4-Ball Trough
X 32 Dots Dual OPTO Dual OPTO over Up-Kicker
Elvis
Miscellaneous for UK ONLY 999
Aux. Driver Bd.
PC Boards: 520-5068-01
520-5137-01 520-5300-00 520-5138-00 520-5052-00 520-5055-03 515-0173-00 515-0174-00 4-Ball Trough 500-6775-00
NASCAR 128 X 32 Dots Dual OPTO Dual OPTO over Up-Kicker OPTO Trans.
and [NDSE] Miscellaneous 520-5235-03 OPTO Transmitter / Receiver for UK ONLY 999 (Qty. 16)
Aux. Driver Bd.
PC Boards: X3 Aux. Drvr Amplifier PCB 520-5239-01 520-5068-01 Switch Detect.
520-5137-01 520-5300-00 520-5138-00 128 520-5052-00 520-5055-03 515-0173-00 515-0174-00 4-Ball Trough 500-6775-00
X 32 Dots Dual OPTO Dual OPTO over Up-Kicker OPTO Trans.
Grand Prix
Miscellaneous 520-5235-03 OPTO Transmitter / Receiver for UK ONLY 999 (Qty. 16)
Aux. Driver Bd.
PC Boards: X3 Aux. Drvr Amplifier PCB 520-5239-01 520-5068-01 Switch Detect.
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World Poker Backbox Backbox Backbox 128 X 32 Dots 4-Ball Trough 4-Ball Trough 500-6775-00 Jail Bars Up Ace/Hole Mech
Tour 4 Switch Pairs
(WPT) Miscellaneous 520-5254-00 520-5250-14 520-5239-01 520-5247-00 520-5248-00 (Qty. 8) 520-5252-04 U 4/per PCB
PCBs : 50V Step-Up Drv 14LED 5X7 Disp. OPTO Amplifier Ace/Hole Mech Ace/Hole Mech Drop Targets 4- & 8- Banks
The 520-5249-00 520-5246-00 520-5138-00 520-5052-00
Simpsons Back Door Back Door Cabinet Rear 128 X 32 Dots 520-5253-00-ASY
Kooky Coin Drop
Miscellaneous 515-5742-00 500-6700-00 (Qty. 11)
Carnival PCBs : Shaker PCB Relay (incl. Wiring + Conn.)
520-5249-00 520-5246-00 520-5138-00 520-5052-00 515-0173-00 515-0174-00
Disneys Backbox Backbox Backbox 128 X 32 Dots 4-Ball Trough 4-Ball Trough 500-6775-00
Pirates 5 Switch Pairs
of the Miscellaneous 520-5239-01 511-5024-03
Caribbean PCBs : OPTO Amp. (X3) Relay (incl. Wiring + Conn.) (Qty. 10)
520-5238-00 : H-E-A-R-T LED PCB
520-5249-00 520-5246-00 520-5138-00 520-5052-00 515-0173-00 515-0174-00 500-6775-00 520-5252-01 U 1/per PCB
Backbox Backbox Backbox 128 X 32 Dots 4-Ball Trough 4-Ball Trough 3 Switch Pairs
(Qty. 6) Drop Target 1-Bank
Family
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PCBs : OPTO Amp. (X2) Stepper Motor Trgt. Sensor (X2) 1 Switch Pair 520-5252-04 U 4/per PCB
(Qty. 2) Drop Target 4-Bank
511-5046-00 : Mini Playfield Lamp PCB
520-5249-00 520-5246-00 520-5138-00 520-5052-00 515-0173-00 515-0174-00 500-6775-00
Backbox Backbox Backbox 128 X 32 Dots 4-Ball Trough 4-Ball Trough 3 Switch Pairs
Spider- (Qty. 6)
Man
Miscellaneous 520-5239-01
PCBs : OPTO Amp. (X2)
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initial: Master: 520-5004-00 plus:
2-Flipper 520-5002-00
x Laser War 520-5005-00 (Qty. 2): 7 Digit Alpha/Numeric
Board Not Required replaced with: 520-5006-00 (Qty. 2): 7 Digit Numeric
520-5002-02 520-5007-00 (Qty. 1): 4 Digit Numeric
520-5002-01 was not used.
x Secret Service 3-Flipper
x Torpedo Alley Board Not Required
520-5000-00 520-5014-01
x Time Machine 2-Flipper 7 Digit Alpha/Numeric Combined
Board Not Required
x Playboy 35th Anniversary * 520-5002-02
520-5033-00
x ABC Monday Night Football * 2-Flipper
x Robocop (*only for 100 games of 520-5030-00
x Phantom of the Opera 16 Digit Alpha/Numeric Combined
x Back to the Future Playboy 35th Anniv. &
x The Simpsons ABC Mon. Night Football) 520-5002-03
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x Checkpoint
x Teenage 520-5002-03
Mutant Ninja
Turtles 520-5042-00
520-5047-00
x Batman 128 X 16
x Star Trek 520-5033-00
25th Anniv.
x Hook 2-Flipper 520-5050-01
x Lethal
Weapon 3
x Star Wars 520-5047-01
x Rocky & Bull-
winkle & Friends 520-5050-02 520-5055-00
x Jurassic Park 520-5076-00
3-Flipper
x Last Action 520-5070-00 520-5052-00
Hero 2-Flipper 128 X 32
520-5050-03
x Tales from
the Crypt 520-5076-00 520-5047-02
x The Whos 3-Flipper
Tommy 520-5055-01
x WWF Royal 520-5070 / 5080 -00
520-5077-00
Rumble 4-Flipper (2X2)
x Guns N
Roses 520-5076-00
x Maverick 3-Flipper 520-5102-00 520-5103-00 Paddle Boat
520-5050-03
Single OPTO Single OPTO Wheel Enter
x Mary Shelleys 520-5076-00
Frankenstein 520-5077-00 520-5075-00
3-Flipper 520-5047-03 520-5092-01
520-5070 / 5080 -00 192 X 64 520-5124-00 520-5125-00 5-Ball Trough
x Baywatch
4-Flipper (2X2) Single OPTO Single OPTO over Up-Kicker
520-5126-02
x Batman 520-5076-00 520-5124-00 520-5125-00 4-Ball Trough
Forever 3-Flipper Single OPTO Single OPTO over Up-Kicker
Miscellaneous Boards (Lamp Boards & Relay Boards) not listed above can be found in each individual game manual.
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** S.A.M. System Games DO NOT REQUIRE DIODES. If you use a coil from your stock which has a diode, remove it ONLY FOR S.A.M. System Games.
World Poker Tour 090-5032-ND 090-5030-ND
(WPT)** 4 22-1080 [ NO DIODE ]
SAME
23-1100 [ NO DIODE ]
SAME
Disneys Pirates of the 090-5030-ND
Caribbean** 2 23-1100 [ NO DIODE ] SAME Not Used Not Used
090-5030-ND SAME 090-5062-ND
Family 3 Norm. 23-1100 [ NO DIODE ] 23-1500 [ NO DIODE ]
Not Used
Guy ** 090-5046-01-ND
2 Mini 27-950 [ NO DIODE ] SAME
Spider- 090-5032-ND 090-5032-ND
Man ** 3 22-1080 [ NO DIODE ] SAME Not Used
22-1080 [ NO DIODE ]
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Laser War 090-5011-00
22-750 / 30-2600 SAME Not Used Not Used
Robocop 090-5020-20
22-900 -YEL-YEL-
SAME Not Used Not Used
Checkpoint 090-5020-20
22-900 -YEL-YEL- SAME Not Used Not Used
Batman 090-5020-30
23-900 -GRN-GRN- SAME Not Used Not Used
Hook 090-5030-00
23-1100 -ORG-ORG-
090-5020-30
23-900 -GRN-GRN-
Not Used Not Used
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Last Action Hero 090-5020-30
23-900 -GRN-GRN- SAME Not Used Not Used
Maverick 090-5032-00
22-1080 -YEL-GRN SAME Not Used 090-5032-00
22-1080 -YEL-GRN-
Mary Shelleys Frankenstein 090-5030-00
23-1100 -ORG-ORG- SAME Not Used 090-5030-00
23-1100 -ORG-ORG-
Baywatch 090-5030-00
23-1100 -ORG-ORG-
090-5020-30
23-900 -GRN-GRN-
090-5025-00
24-1570 -See Note-
090-5030-00
23-1100 -ORG-ORG-
Batman Forever 090-5032-00
22-1080 -YEL-GRN-
090-5020-20
22-900 -YEL-YEL- Not Used 090-5020-30
23-900 -GRN-GRN-
Apollo 13 090-5032-00
22-1080 -YEL-GRN-
SAME Not Used Not Used
Twister 090-5020-20
22-900 -YEL-YEL-
090-5032-00
22-1080 -YEL-GRN- Not Used Not Used
Godzilla 090-5032-00T
22-1080 -YEL-GRN- SAME Not Used Not Used
MONOPOLY 090-5032-00T
22-1080 -YEL-GRN- SAME Not Used 090-5062-00T
23-1500 -BLU-BLU-
Playboy 090-5030-00T
23-1100 -ORG-ORG- SAME Not Used Not Used
Coil Part Ns ending with a "T" signifies the Diode is on the top of the lug (on the coil-winding side); Coil Part Ns ending with a "B" signifies the Diode is on the bottom of the lugs.
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The Lord of the Rings Balrog (Motor & Gate) Multi Prod. Motor 20VDC Series 600B (or equiv.) 041-5088-01
Open/Close Movement 50/60Hz 10 RPM Bi-Directional MOTOR ONLY
RIPLEYS BELIEVE IT OR NOT! (NO MOTOR USED)
Haydon Switch & Instrument, Inc. Stepper Motor 500-6809-00
Elvis 12VDC 10W (041-5089-00), incl. Connector
Front/Back Movement (Non-Captive Shaft not included) Requires 7.25" Shaft:
Elvis HSI #46868-12-002 530-5658-00
::: OPTIONAL 999 Multi #3811 0630 Motor (Vibrator) 12VDC 515-5893-01
Shaker (041-5029-01) 3100 RPM (w/DRL PTS) incl. Connector
The Sopranos SM Bada Bing! Girls x2 Autotrol Synchronous Motor 24VAC 4W 041-5092-00
Rotating Posts Movement 50/60Hz 45.7/54.9 RPM Bi-Directional w/1" Shaft + 12" Leads
NASCAR and [NDSE] Back Panel Rotating (Car) Multi Products Motor & Gear Box 20VDC 041-5093-00
Windmill (Skill Ball Enter) Model #8000 (EX-04-073) 10 RPM MOTOR ONLY
Grand Prix Back Panel Rotating (Car) Multi Products Motor & Gear Box 20VDC 041-5093-00
Windmill (Skill Ball Enter)
MOTOR ONLY Model #8000 (EX-04-073) 10 RPM
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The following table only list games that used motors. Part Numbers starting with "515-" will include the Wiring Harness & Connector.
*DPH 1DPH )XQFWLRQ 6SHFLILFDWLRQV 3DUW 1
Goal Post Motor 24v A.C.
ABC Monday Night Football Up/Down Movement 60 RPM CW 515-5222-00
Organ Bowman Motor 24v
Phantom of the Opera Up/Down Movement 60Hz 3W 11 RPM CCW 515-5256-00
Mag Wheel
(in Backbox) Motor D.C. (KEN) 041-5005-00
Checkpoint
Johnson Motor
Shaker (Vibrator) 041-5002-00
Spinning Pizza Ball Gear Motor 24v A.C.
Teenage Mutant Ninja Turtles Deflector 325 RPM CW 515-5397-00
Bar Target Bowman Motor 24v
Batman Up/Down Movement 60Hz 3W 11 RPM CCW 515-5256-00
Bowman Motor 24v
Swinging Target
221e2 RPM 515-5534-00
Star Trek 25th Anniversary Gear Motor 24v A.C.
Transporter F/X
31e2 RPM 500-5421-00
Cooling Fan 41e2" Motor 12v
(for Transporter F/X) 041-5014-00
Motor 21e2
v A.C.
Lethal Weapon 3 Spinning Light
4000 RPM CCW 041-5017-00
Bar Target Bowman Motor 24v
Up/Down Movement 60hz 3W 11 RPM CCW 515-5256-00
Star Wars R2D2 Robot Bowman Motor 24v A.C.
Left/Right Movement 221e2 RPM CW 515-5571-00
Death Star Bowman "G" Motor 24v A.C.
Rotation 60Hz 6 RPM CW 515-5570-00
Nell Log "Cutting Blade" Autotrol Model E Motor 24v
Rocky & Bullwinkle & Friends Forward/Back Movement 60hz 4W 3 RPM CCW 041-5023-00
T-Rex Multi Motor 5v D.C.
Left/Right Movement 041-5025-00
Jurassic Park T-Rex Bowman Motor 24v
Up/Down Movement 11 RPM CW 041-5026-00
Johnson Motor
Shaker
(Vibrator) 041-5002-00
Crane Multi Products Motor 12v D.C.
Left/Right Movement #3312 OSC 041-5027-00
Last Action Hero
Johnson Motor (Vibrator) 10.5v D.C.
Shaker 10 AMP 2950 RPM CW 041-5029-00
Tombstone Bowman Motor 24v A.C.
Up/Down Movement 6 RPM CCW 515-5900-00
Tales from the Crypt
Johnson Motor (Vibrator) 10.5v D.C.
Shaker
10 AMP 2950 RPM CW 041-5029-00
Mirror Bowman Motor 24v A.C.
Up/Down Movement 6 RPM CCW 515-5900-00
The Whos Tommy Servo Motor
Flipper Blinders (94102) 041-5032-00
Spinning Airplane
Propellers Motor D.C. 041-5033-00
Johnson Motor (Vibrator) 10.5v D.C.
WWF Royal Rumble Shaker
10 AMP 2950 RPM CW 041-5029-00
Motor 24v A.C.
Maverick, The Movie Turning Paddle Wheel
10 RPM 041-5036-00
Creature Head
Mary Shelleys Frankenstein Left/Right Movement Servo Motor (94102) 041-5032-00
Cannon Bowman Motor 24v A.C.
Batman Forever Left/Right Movement 60Hz 3W 6 RPM CCW 515-6383-00
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I. Electrical Source, Energy & Signal Converters VI. Handles, Locks, Catches, Latches, Keys
010- Transformers 355- Handles, Locks, Catches, Latches
031- Speakers and Keys
090- Solenoids (Coils)
150- Filters, Outlets, Varistors, Thermistors VII. Fabricated Parts
200- Fuses 390- Hinges
501- Coin Doors
II. Conductors, Connectors & Insulators 515- Sub-Assemblies
034- Line Cords 520- Printed Circuit Boards (PCBs)
036- Cable Assemblies & Wiring Harnesses 522- Display Glass
041- Motors 525- Wood Parts
045- Connectors (All Types) 530- Screw Machined Parts
055- Lugs (M/F), Pins (M/F), Discs, 535- Fabricated Parts
Ring Terminals, 545- Molded (Extruded) Plastic and
Terminal Strips, etc. Rubber Parts (Rings, Sleeves, etc.)
060- Polarizing Keys and Conn. Covers 550- Molded (Inserts)
077- Lamp Sockets
VIII. In-House Assemblies
III. Circuits & Circuit Elements 500- End Product (Systems and Models)
100- ICs 502- Kits (Created In-House)
110- Transistors 505- Cabinets (complete)
112- Diodes (All Types including LEDs & Modules) 510- Riveted Sub-Assemblies (In-House)
121- Resistors 511- Sub-Assemblies (In-House)
123- Resistors (Variable & Adjustable) 515- Sub-Assemblies*
124- Regulators & Bridge Rectifiers *2 or more 515-s but still a sub-assembly.
125- Capacitors (Radial Lytics & Ferrites)
126- Piezo Crystal IX. Bulk Materials
127- Heatsinks 600- Braided Wire & Ground Straps
130- Capacitors (Tecates & Ceramics) 601- Stranded Wire
140- Oscillators (Clocks/Crystals) 602- Ribbon Cable
165- Light Bulbs 604- Telephone Line Cord
180- Switches 605- Sleeving (Shrink Tubing)
181- Switch Membranes (Pads) & Piezo Sensors 625- Velcro (non-adhesive)
190- Relays 626- Foam Rubber, Foam Pads, Rubber
960- EPROM (Raw Part) Bumpers (Blue Pads), Tape (All Types)
965- EPROM (Programmed Part) Velcro (adhesive) and String / Rope
IV. Bolts, Screws, Nuts, Washers & Nails X. Miscellaneous
231- Bolts 000- Tools (see also 777-) and Supplies
232- Screws (Pan Head) 040- Clamps, Ties & Clips
234- Screws (HWH) 042- Pulleys
237- Screws (Misc.) 091- Coin Mechs
240- Nuts (Misc.) 205- Fuse Holders
242- Washers (Flat, Round) 631- Staples
244- Washers (Split Lock) 660- Glass (Playfield, Backglass, etc.)
245- Nyliners 675- Cleaners
246- Washers (Lockers, External Tooth) 705- Packing & Shipping Items
281- Nails 755- Instruction, Coin Cards, Ins. Sheets
756- Information Sheets, Service Bulletins,
V. Mechanical Components Instruction Sheets in Kits and Templates
249- Rivets 777- Tools (Wrenches and Drivers)
251- Pins (Dowel), Finishing Nails, Hairpins, 780- Manuals
Spring Pins and Clevis Pins 802- Decal Kits (comprised of 820s)
254- Stand-Offs, Spacers and Shims 820- Decals, Mylar and Labels (Sheets/Sets)
260- Steel Ball (All Types Steel, Glowing, Delrin, etc.) 803- Plastic Kits (comprised of 830s)
265- Springs (Extension) 830- Plastic Pieces (Butyrate Sheets/Sets)
266- Springs (Compression) 880- Toys, Models, Figurines, etc.
267- Springs (Torsion) 900- Game Posters
269- Springs (Washers - Belleville, Wave)
270- Retaining Rings
280- Grommets, Bushings and Nyliners
283- Bearings
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If more than one Pricing Scheme is available for countries listed, the F. listed beside the option, denotes the Factory Default Setting.
FOR VIEWS OF THE LATEST or OPTIONAL USA, INTERNATIONAL / EURO AND CUSTOM COIN CARDS, VISIT OUR WEBSITE.
Not Shown USA 755-5400-10 Tournament Option $2 = X1; 755-5400-11 Tournament Option $1.50 = X1
USA 10 F. USA 10 USA 2-7 or CANADA FOR CUSTOM PRICING USA 3 with ToPS USA 5 with ToPS
Backside is Blank
(Border Only)
Typeset your
Custom Pricing
755-5400-11 Front 755-5400-11 Back 755-5400-02 Front 755-5400-01, -02 or -04 Back 755-5400-03 or -09 Front 755-5400-03 Back / -08 Front
AUSTRALIA 1 F. AUSTRALIA 2 CROATIA FOR CUSTOM PRICING DENMARK 1 F. DENMARK 2
Backside is Blank
(Border Only)
Typeset your
Custom Pricing
755-5406-00 Front 755-5406-00 Back 755-5410-00 Front 755-5410-00 Back 755-5402-00 Front 755-5402-00 Back
JAPAN 1 JAPAN 2 F. MIDDLE EAST ANY COUNTRY CAN USE NEW ZEALAND 1 F. NEW ZEALAND 2
755-5408-01 Front 755-5408-01 Back 755-5400-06 Front 755-5400-06 Back 755-5406-00 Back 755-5406-00 Front
NORWAY 1 F. NORWAY 2 RUSSIA F. RUSSIA (ALTERNATE) SOUTH AFRICA FOR CUSTOM PRICING
Backside is Blank
(Border Only)
Typeset your
Custom Pricing
755-5403-01 Front 755-5403-01 Back 755-5411-00 Front 755-5411-00 Back 755-5409-01 Front 755-5409-01 Back
SWEDEN 1 F. SWEDEN 2 SWITZERLAND 1 F. SWITZERLAND 2 TAIWAN FOR CUSTOM PRICING
Backside is Blank
(Border Only)
Typeset your
Custom Pricing
755-5404-00 Front 755-5404-00 Back 755-5405-00 Front 755-5405-00 Back 755-5412-00 Front 755-5412-00 Back
UK 1 UK 3 UK 5 F. FOR CUSTOM PRICING Appendix J Notes:
1. Coin Card on Game is determined by original shipping
Backside is Blank country destination.
(Border Only) 2. Optional Coin Card(s), are available via your distributor or via
free download @ www.sternpinball.com/coinagecards.shtml.
Typeset your Older style Coin Cards (foreign or domestic) not available
Custom Pricing on our website or no longer available through your
distributor, are obsolete.
755-5407-00 Front 755-5407-00 Back 755-5407-01 Front 755-5407-01 Back 3. Coin Cards which have a Blank Backside can be used for
Not Shown EURO 755-5401-20 Tournament Custom (can fill in your own pricing). Custom Pricing.
755-5401-01 1-Side Only 755-5401-02 1-Side Only 755-5401-03 1-Side Only 755-5401-04 1-Side Only 755-5401-05 1-Side Only 755-5401-06 1-Side Only
EURO 7 EURO 8 EURO 9 EURO 10 EURO 11 EURO 12
755-5401-07 1-Side Only 755-5401-08 1-Side Only 755-5401-09 1-Side Only 755-5401-10 1-Side Only 755-5401-11 1-Side Only 755-5401-12 1-Side Only
[(852)$&725<'()$8/76800$5<7$%/(\
EURO 1 EURO 2 EURO 3 EURO 4 EURO 5 EURO 6 EURO 7 EURO 8 EURO 9 EURO 10 EURO 11 EURO 12
BELGIUM GERMANY 2 NETHERLANDS GREECE FINLAND AUSTRIA FRANCE
ITALY 1 SPAIN
PORTUGAL
Section 3, Chapter 4, GO TO ADJUSTMENTS MENU, Adj. 18, Game Pricing, USA & International (non-Euro) and Euro 1-12 Summary &
International (Euro) Standard Pricing Select Tables, summarizes Standard or Custom Pricing Schemes & the Dip Switch Setting required.
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parts.service@SternPinball.com
1-800-KICKERS
Inch Ruler
THIS PINBALL GAME IS
TOURNAMENT PINBALL SYSTEM READY!
Metric
3
Conversion
1/16
1/8
1/4
1/2
.0625
.125
.25
eMail
3/4
.75
.5
1/32
4
(.03125)
1 = 2.54cm /25.4mm
708-345-7889
1cm = .3937
1mm = .03937
For metric, multiply inch
value by metric value,
e.g. 5 X 2.54cm =
5
12.7cm or 127mm.
For US, multiply metric
value by inch value,
e.g. 13cm X .3937 =
5.1181
http://www.SternPinball.com
6
(Option 1) Fax
Visit our website for Pinball game information, Technical Support &
Part Sales (for Service Bulletins and a whole lot more!), Stern
News, Pinball Links and Distributor Listings. HELP US, HELP YOU!
If you have any suggestions, questions, need technical advice, find
7
This Game Service Manual and all other documents relating to this product, playfield components, features, rules, programming
and operation are subject to change without notice (Service Bulletins, if applicable, available through our website).
8
9
Tel
780-5079-00
to Europe from Stern Pinball,
Inc. are CE approved and will
have an "E" prefix attached to
t h e S e r i a l N u m b e r.
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