i,
IIr.
Iv.
Mi
VII.
VIII.
Ixy,
XI.
MONTE CARLO
(GAME #708)
(3 BALL GAME)
INSTRUCTION MANUAL
Applicable for all games.
TABLE OF CONTENTS
INSTALLATION... ....++
INITIALIZATION.....+.
GAME OPERATION.....
GAME PLAY AND SCORING...
BOOKKEEPING AND SELF TEST......
THEORY OF OPERATION...
GENERAL INFORMATION.....
WIRING AND SCHEMATIC DIAGRAMS. .
PARTS INFORMATION...
MONTE CARLO
GAME PROMS:
708/PROM 1
708 PROM 2
SOUND PROMS:
708/DROM 1
708/YROM 1
708/YROM 2
Premier
y
Technolog)
759 INDUSTRIAL DRIVE
BENSENVILLE, IL 60106
TELEX 215009 PRMR UR
FOR SERVICE, CALL (312) 350-0400
COPYRIGHT © 1967 BY PREMIER TECHNOLOGY, ALL RIGHTS RESERVED.
PAGE(S)
2
2,5
4-5
6
6,7
8-12
13-16
17,18
19-46
47-54ss = = SS SS SSSR RE RSERA ER EE
SUPPLEMENTAL ADDENDUM
ATTACHED TO AND A PART OF ALL
SYSTEM 80B ALPHANUMERIC DISPLAY
GAME INSTRUCTION MANUALS
DISPLAY BOARD(A4)
THE ALPHANUMERIC DISPLAY BOARD(A4) IN THIS GAME MAY BE
DIFFERENT THAN THE ONE AS ILLUSTRATED ON PAGE(S) 34 AND
35-36.
THE DIFFERENT DISPLAY BOARD (A4), PART NO. MA-644F, CONTAINS
DISPLAYS DS1 AND DS2, PART NOS. X0-870.
THE DISPLAY BOARDS AS AN ASSEMBLY ARE INTERCHANGEABLE;
HOWEVER, THE DISPLAY(S) DS1 AND DS2 ARE NOT INTERCHANGEABLE
FROM ONE ASSEMBLY TO ANOTHER.
TO QUICKLY DETERMINE WHICH DISPLAY BOARD (A4) IS USED IN
THIS GAME, OBSERVE THE LOCATION OF THE VACUUM EXHAUST TIP.
FIGURE 14. DISPLAY BOARD (A4), (MA-644), DISPLAY(S) XO-840
FIGURE 1B. DISPLAY BOARD (A4), (MA-644F), DISPLAY(S) XO-870
FIGURE 1B.
FORM NO. PT 4/22/85 (OVER) 24505,5. THE DIFFERENT DISPLAYS, XO-840 AND XO-870, ARE ELECTRICALLY
EQUIVALENT. HOWEVER, THE PINOUT NUMBERING SEQUENCES ARE
DIFFERENT. FIGURE 2 ILLUSTRATES THE SCHEMATIC PORTION OF
MA-644F UTILIZING THE XO-870 DISPLAYS.
Sofi tntista bitty fits ttefatatss tstafafete
FIGURE 2.
FORM NO. PT 4/22/85 24508sos SS Se SPSSRS RE RRR RR E
SYSTEM 80B OVERVIEW
System 808 contains three new circuit boards. These are the
Alphanumeric Display, the Power Supply, and the Control
Board Piggyback which is attached to the Control Board. The
Alphanumeric Display takes the place of the Four and Seven
Digit Displays used in System 80A games. The new Power
Supply takes the place of the System 80A Power Supply. The
Control Board Piggyback takes the place of ROMS (U2-U3)
used in System 80A games
Some of the new features of System 80B are:
1) Capability to display messages
2) Enhanced bookkeeping and self-test.
3) Players can enter their initials if they achieve a high score.
4) Top five high scores are displayed in the attract mode.“WARNING: This equipment generates, uses, and can radiate radio frequency
energy and if not installed and used in accordance with the instructions manual,
may cause interference to radio communications. Ithas been tested and found to
‘comply with the limits for a Class A computing device pursuant to Subpart J of
Part 15 of FCC Rules, which are designed to provide reasonable protection
against such interference when operated in a commercial environment. Opera-
tion of this equipment in a residential area is likely to cause interference in which
‘case the user at his own expense will be required to take whatever measures may
be required to correct the interference.” Aonems eS SRP RS REPRE ERE SRS RSE RRR E
1. INSTALLATION
A. SET-UP
1. Bolt the legs to the cabinet.
2. Lift lightbox into an upright
position. Be sure none of the
cables are crimped in between
the lightbox and cabinet.
3. Engage the snap in the rear of
the lightbox to the cabinet.
4. To remove the lightbox back-
glass and gain servicing access
to the electronics panel, fluor-
escent lamp assembly, speaker
and the alphanumeric display
board, proceed as follows:
Unlock the lightbox, grasp the
backglass lift trim, lift the
backglass up and out carefully
and set aside.
To remove the speaker/alpha-
numeric display panel, grasp
the upper portion of the panel,
lift up about 1/2", swivel
the top of the panel downwards
and bring towards you, set down
on the cabinet side mouldings.
The acrylic display panel cover
will also become detached at
this stage.
5. Secure the lightbox to the ca-
binet with the bolts and wash-
ers provided.
6. Open the cabinet door and loos-
en the front moulding locking
arm.
7. Remove the moulding from the
playfield.
8. Slide the cabinet glass toward
you and remove it.
9. Raise the playboard, slide it
forward and rest it on its sup-
port.
10. Unravel and straighten out
the power line cord located
at the rear of the pinball
cabinet.
11. Proceed to "B. CHECK-OUT".
1.
ry
a
10.
11.
12.
13.
CHECK-OUT
Check that all cables are clear
of moving parts.
Check for any loose wires.
Check switches for loose solder
or other foreign matter.
Be certain all fuses are firm-
ly seated.
Check transformer for any for-
eign matter across terminals.
Be sure that the Transformer
Panel power input connector
41237, corresponds to the sup-
ply voltage.
Check the setting of the nor-
mally open tilt switch on the
underside of the playfield.
One blade should be free-floating
with a weight on the end.
Lower the playfield into the
cabinet. Using the leg adjusters,
level the playfield and set the
pitch, Recommended pitch is
5-1/2° - 6°.
The plumb-bob tilt can be ad-
justed by loosening the wing
nut and raising the plumb-bob
to increase its sensitivity,
or lowering it to decrease its
sensitivity.
The ball-roll tilt can be adjus-
ted by loosening the front screw
and raising the tilt bracket to
increase sensitivity,or lowering
it to decrease its sensitivity.
Reinstall the cabinet glass,
front moulding and the lightbox
assembly.
Plug the line-cord into a pro-
perly grounded 3-wire recep-
tacle ONLY!
Refer to Section VI to make all
necessary game adjustments.
CAUTION If this game has been
Subjected to extreme cold, allow
to warm up to room temperature.INITIALIZATION, II. GAME OPERATION
Il. INITIALIZATION
AFTER A IOOMSEC DELAY
ALLSCORING
Besptays wnt
UGHTAND
SHOW ZEROES
(NOTE GAME ADJUSTMENT SWITCHES #23
Fog GAMES TO DATE WILL BE DISPLAYED AND CONTINUE UNTIL START OF Gai
AND #24.) GAME 18 NOW IN ATTRACT MODE.
Il. GAME OPERATION
A. GAME START
Three balls must be in the ball
return trough to start a game.
1. Insert coins into coin chute.
a. Coin chute tune is played.
b. Total credits are displayed
in the center of the lower
lay.
display Js
2. Press Credit Button to start
game. 3.
a. Credit tune is played.
b. Total credits displayed de-
crease by one.
4. The first
3. All playfield features reset.
player score display
flashes two zeros.
B. FIRST PLAYER
1. First player's score display
flashes two zeros.
The other player's displays are
now blank.
The ball-in-play is displayed
in the center of the upper
display.
|
|
jBese Se eReeEeeReEeRERE ER RR BE EEE
ill. GAME OPERATION
4. When the ball enters the outhole,
any bonus earned is scored.
C. ADDITIONAL PLAYERS
1. Additional players are indicated
by two zeros (not flashing) in
each corresponding player's
display.
2. After the maximum number of
players are added, or no more
credits remain, the Credit
Button has no effect.
3. Additional players can be added
anytime during the first ball
in play.
D. EXTRA BALLS
1. When the SHOOT AGAIN lamp is
lit, neither the player-up
nor the ball-in-play changes
when the ball enters
the outhole.
2. Only one extra ball per ball-
in-play is given.
TILT MODE
1. Tilting the game results in a
loss of ball in play.
2, When the game is tilted, all
the playfield lamps go off.
3. All accumulated bonus and bonus
multipliers are lost.
1. If the normally closed slam
switch (located inside front
door) is opened, the entire
game is ended for all players.
The entire switch matrix is in-
active for three seconds.
3. If the match feature exists
(dependent on Switch #26), a
replay can be won even if the
game is slammed.
4. Game returns to the attract
mode.
G. GAME OVER
1. A random match number appears
in the ball-in-play display.
If this number matches the last
two digits in any player's
score, a replay (dependent on
SWITCH #26) is awarded.
2, The High Games To Date are
periodically displayed, depen-
dent on Switches #23 and #24.
When the Highest Game To Date
is beaten, an award (dependent
on Switches #23 and #24) is
given.
3. All of the drop targets will
reset (when used).IV. GAME PLAY AND SCORING
NTE
ARLO
HOW TO PLA’
TOP ROLLOVERS
SCORE 5000 UNLIT.
SCORE 15,000 AND LIGHT A POP BUMPER
WHEN LIT.
SCORE 50,000 WHEN LIT IF ALL PoP
BUMPERS ARE LIT.
RIGHT FLIPPER
FREEZE TOP ROLLOVER LIGHTS WHEN
HELD ON.
HOLES
SCORE 10,000.
SPIN THE ROULETTE WHEEL AND CAPTURE
BALL WHEN FLASHING. AFTER THE
ROULETTE WHEEL SPINS
1) SCORE 10,000 IF ODD OR EVEN
IS LIT AND THE NUMBER ON THE
WHEEL (RED OR BLACK) IS ODD
OR EVEN RESPECTIVELY.
2) SCORE 10,000 IF RED OR BLACK
IS LIT AND THE NUMBER ON THE
WHEEL IS RED OR BLACK RESPEC-
TIVELY.
3) COLLECT BET BONUS X MULTIPLIER
IF THE NUMBER ON THE WHEEL
MATCHES A DROP TARGET NUMBER
THAT IS LIT.
DROP TARGETS
4) LIGHT TOP HOLE (SPECIAL) IF
THE NUMBER ON THE WHEEL 1S
"00",
5) LIGHT LEFT OR RIGHT HOLE
(EXTRA BALL) IF THE NUMBER
ON THE WHEEL IS "oO".
© TOP HOLE AWARDS SPECIAL WHEN LI
(RED).
© LEFT OR RIGHT HOLE AWARDS EXTRA
BALL WHEN LIT (PURPLE).
© SCORE 5000 UNLIT.
© SCORE 10,000 WHEN LIT.
© SCORE 15,000 AND TURN LAMP ON
SOLID WHEN FLASHING
© ALL TARGETS DOWN ON ANY ONE OF
THE FOUR TARGET BANKS ADVANCES
THE BET BONUS AND RESETS THE
BANK.
© (5-BALL) SCORE 1000 UNLIT.
© (5-BALL) SCORE 5000 WHEN LIT.IV. GAME PLAY AND SCORING
LEFT RAMP ROLLUNDER LEFT AND RIGHT
COLLECT BET BONUS AND LIFT RAMP. RETURN ROLLOVERS
© SCORE 300
TOP LEFT ROLLUNDER
SCORE 5000 AND ADVANCE BET BONUS. RUBBER SWITCHES
e SCORE 30.
RIGHT RAMP.
ENTRANCE ROLLUNDER TOGGLE ODD AND EVEN LAMPS.
Oe ere POP BUMPERS
RIGHT RAMP © SCORE 1000 UNLIT.
EXIT ROLLUNDER
© TOGGLE RED AND BLACK LAMPS.
CORE 30,000 AND ADVANCE BET BONUS.
a © SCORE 10,000 WHEN LIT.
© SCORE 10,000,000 WHEN 10,000,000
LAMPS FLASHING © ROTATE POP BUMPER LAMPS.
SPOT TARGETS Oe
© COLLECT BET BONUS.
© SCORE 15,000 ADVANCE BET BONUS,
AND OPEN BALL GATE. MULTI~BALL
¢ ALL BALLS ARE RELEASED AFTER ALL
CAPTURED.
LEFT AND RIGHT © PLAYFIELD SWITCHES SCORE 3X
OUTLANES WHILE 3 BALLS ARE ON THE
FIELD AND 2X WHILE 2 BALLS ARE
© SCORE 50,000 AND CLOSE BALL GATE. ON THE FIELD.
OS @QrrerrerereeteeetReeEREERESEE EEV. SOUND, VI. GAME ADJUSTMENTS
Vv. SOUND
The Sound Board installed in this game has been programmed for sound only.
Vi. GAME ADJUSTMENTS
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Vi. GAME ADJUSTMENTS
SOUND ADJUSTMENTS
The speaker(s) output is controlled
by the potentiometer mounted on a
bracket located inside the cabinet
next to the front door hinge.
Turning the potentiometer counter
clockwise will decrease the
volume. Turning it clockwise will
increase the volume.
SWITCH BANK SETTINGS:
DIP SWITCH
Position
Position
Position
Position
C. POST ADJUSTMENTS
The post located just above the
right and left outlanes can be
positioned for liberal/conservative
play. The smaller opening produces
a more liberal game.
SPIN-A-BALL swITCH ADJUSTMENT,
(P/O PRINTED CIRCUIT DISC ASSEMBLY)
Observe that the gap between the
printed circuit board contact foil
and the actuating switch contact
should be adjusted for a gap of .016
using a standard automotive type
feeler gauge. Bend the switch blade
in the proper direction for correct
switch operation.Vil. BOOKKEEPING AND SELF TEST
The circuitry in this game helps
the Operator perform many Book-
keeping and Self/Test functions.
These functions are accessed by
the Self/Test Switch inside the
front door.
Section VII A., details the
Bookkeeping system, while
Section VII B., details the Self/
Test operation. The Flow Chart
in Section VII D., gives the
general order and function of
both Bookkeeping and Self/Test
steps.
A. BOOKKEEPING SYSTEM 80B
© See Flow Chart for Bookkeeping
Assignments (1-15).
1. STEPPING THROUGH
BOOKKEEPING
1. Press the SELF-TEST button in-
side the front door.
"TEST MODE" should appear in the
upper display.
2. Press the SELF-TEST button
again. Step 1 and its infor-
mation will be displayed.
3. Pressing the SELF-TEST button
will increment the bookkeeping
step number and appropriate in-
formation will be displayed.
Pressing the SELF-TEST button after
Step 15 will start the SELF-TEST
function (Step 16-21). At this
point Bookkeeping cannot be re-
entered by pressing the SELF-TEST
button.
OFF/ON or open the slam switch.
The game will return to the attract
mode.
button.
4. To exit from Bookkeeping at any
To reenter, turn the game
‘Then press the SELF-TEST
time:
a.
b.
Turn power OFF/ON or
Open slam switch.
ll. HOW TO SET BOOKKEEPING
INFORMATION TO ZERO
a
cS
For a Particular Bookkeepin
a
Advance Bookkeeping so the
step to be zeroed is dis-
played.
Press the credit button.
Notice information replaced
by zeros. Note: Step 6
(Replay Percentage) cannot
be zeroed using the credit
button.
Zeroing All Bookkeeping Steps
Except #11, 12, 13 and 14.
(These are the replay level and
high game to date scores)
a
be
ma
Go to Step #15.
Press the credit button.
A message will be displayed.
Zeroing is complete.
Ste}
ERE BERLELEE SE EE E-
=sEeEBEBEEae Vil. BOOKKEEPING AND SELF TEST
i Il. HOW TO RESET HIGH SCORE LEVELS
OR HIGH GAME TO DATE SCORES
SELECT APPROPRIATE BOOKKEEPING STEP BY
PRESSING SELF/TEST BUTTON UNTIL VALUE
APPEARS IN THE DISPLAY
STEP 11 STEP 12 STEP 13 STEP 14
FIRST HGH | SECOND HIGH | THIRD HIGH | HIGHEST GAME
SCORE LEVEL | SCORE LEVEL | SCORE LEVEL | 10 DATE SCORE
PRESENT SCORE LEVEL IS DISPLAYED IN THE LOWER
DISPLAY. PRESS CREDIT BUTTON ONCE. THIS WILL
ZERO OUT TRE PRESENT SCORE. THEN PRESS AND HOLD
CREDIT BUTTON UNTIL DESIRED SCORE IS DISPLAYED
(INCREMENTED IN 100,000'S. }
0 EXIT FROM BOOKKEEPING:
A. TURN POWER OFF/ON OR
B. OPEN SLAM SWITCH.
NOTES
1. Step 11 must be a lower score than Step 12.
Step 12 must have a lower score than Step 13
Otherwise, the scores will not be recognized
2. If Step 12 or Step 13 is not desired, set
those scores to zero
3. If Step 14 is reset, all High Games to Date
scores are reset.
4. High Score Levels may range from 100,000
to 9,900,000 in increments of 100,000.
SERRE RE REE RB RBERREREEREVII. BOOKKEEPING AND SELF TEST
B. FLOW CHART
BOOKKEEPING
seurrtest
BUTTON
STEP LEFT CHUTE COINS
o
STEP2— RIGHT CHUTE COINS /NOTE!
STEPS CENTER CHUTE COINS,
STEP4—TOTALPLATS
o
STEP 6RERAY PERCENTAGE /NOTE 2
STEP 7 —EXIRAGALS
‘STEP 8—TOTALTIUS
SPECIALS
O
STEP
O
[STEP 11 FIRST HIGH SCORE LEVEL
oO
STEP 12--SECONO HIGH SCORE LEVEL
O
see
secTION
Vi A
STEP 13 —THIRO HIGH SCORE LEVEL
STEP 15 —AVERAGE PLAYING TIME /NOTE 3
‘BOOKKEEPING CAN BE ENTERED IN THE
‘ATTRACT MODE.
Press SELF/TEST durin ontront doo
Display should read "TEST MODE.”
oI
PRESS
SELEIEST
°
SELF/TEST
PRESS.
CREDIT BUTTON
-—o
eurTon
-—3o
Ere cloned, their arsignad number will be
[—o
Sree Dre oeiten SeTrINGe, Displays
Statur of control board DIP switches 12
Jp:
rer 20 DISMAY TEST" After « short delay
the following synbole vill appetr cequeettaliy
ES*vorh dlaplayer 0, #y X and’, Cooma)
t—o
TO EXIT SELE/TEST.
atu power ofan
Dopen sam sagen
NOTES
1. If Control Board switch #14 4s on. Steps 1 and 2
are added together and displayed in Step 1
2. To reset Step 6, Steps 4 and 5 mst be reset. If
Asterisks appear on lower display, Percestage 1s,
invalid (Greater than 100%)
3. If step 15 1s reset, Steps 1 thru 10 are also
reset. If Asterisks appear on lower display,
Tine is invalid (Greater than 164 minutes per
game)
EE EEBREBBEBEERERBREREBER REBEL.Vil. BOOKKEEPING AND SELF TEST
Mc. seve/test
SERRE RB RB RREERE RRR EE
© Steps 16 through 21 are
SELF/TEST or game tests the
operator can use for quick
troubleshooting.
@ All the tests are explained in
the flow chart.
© To advance to the next test,
press the SELF/TEST switch.
© Each test can be repeated by
pressing the credit button.
STEP 16—LAMP TEST
a. Lamp Test-Lamps are sequen-
tially strobed. Lamp assign-
ment numbers appear in the
lower display.
The Left Advance button stops
lamp sequencing for repeated
flashing of active lamp
(Single Step Mode).
Lamp number (19, L16, etc.) can
be referenced to the Driver
Board Schematic where the
specific transistor for each
lamp can be identified.
‘STEP 17—RELAY AND SOLENOID TEST
a. Relay Test-All relays are pulsed
in the following order with
their corresponding lamp driver
number appearing in the lower
display.
The left advance button stops
Sequencing for repeated activa-
tion of relay or solenoid.
(Single Step Mode).
13 Diver Soar Tarestor
Assignment See Scrematc)
Q (Game over) Relay 4353. PIN-A(QL)
T (Tilt) Relay... 4393 PIN-B(Q2)
(Any other relays which may be used).
b. Solenoid Test-Each solenoid on the
playfield is sequentially pulsed.
The solenoid number displayed
identifies which solenoid is being
tested. The following chart lists
solenoid assignments
A3 DRIVER BOARD
umpen TRANSISTOR ASSIGN.
DISPLAYED ASSIGNMENT ‘SEE SCHEMATIC
Sol.1 L. (2 Bank) Reset Q60
Sol.2 R. (2 Bank) Reset Q57/Q58
Sol.3 Top Hole Q54
Sol.4 Left Hole 955
Sol.5 L. (3 Bank) Reset Q61/Q62
Sol.6 R. (3 Bank) Reset Q63/Q64
Sol.7 Right Hole Q56
Sol.8 Knocker Assembly 953
Sol.9 Outhole Q59
STEP 18—SW/ITCH TEST
If all switches are open, "ALL
SWITCHES OPEN" appears in the
lower display. (Note: Slam
switch is not part of this
test.)
b. If any switch(es) are closed
their corresponding matrix loca-
tion will appear sequentially in
the lower display.
STEP 19—DIP SWITCH SETTINGS
a. The status of the Control
Board (Al) switches appears in
the lower display.
DISPLAYED
HEXADECIMAL DECIMAL BINARY
0000
0001
0010
0011
0100
o101
0110
oun.
1000
1001
1010
1011
1100
ilo
1110
un
am OAwPe@AUEUNHSvil
CONTROL BOARD (Al) SWITCHES
EXAMPLE
on
F.
(OVOME O40) (001N(01 00) (oDoNE1 O1) (0010N0000)
ow
OFF '
SWHTDSASETE 9 16 17 th cy
DISPLAYED
SW ean aa oe pw ow. ow a
120 2124 25-28 29-32
fa 5-8 SZ 136
\
Checking Switches
1) Switch all odd number switches
to the ON position, and all
even switches to the OFF posi-
tion. Press credit button.
Display should now show
BOOKKEEPING AND SELF TEST
2) Switch all even numbered switches
to the ON position and all odd
switches to the OFF position.
Press credit button. Display
should now show:
‘STEP 20—DISPLAY TEST
After a short delay, the
following characters will
appear sequentially in all
digit positions; 0, +, X
and , (comma).
‘STEP 21—MEMORY TEST
Each control based memory
device is checked. If all
are good, an "OK" will be
displayed.
If a memory chip located on
the Al Control Board is
defective, its number will be
displayed. If no devices are
found to be defective, "OK"
is displayed in the lower
display. Then after a short
delay the Game Prom check
sum will be displayed.BEEBE RS ESR EER EREREREREEE
vi
‘This section will cover only the
differences between System 80A and
System 80B. Figure 1 is a block
diagram indicating the intercon-
nections between the modules of
System 80B.
A. CONTROL BOARD (A1)
The Piggyback Board eliminates
the need for the ROMS (U2-U3)
and the game prom (PROM 1) used
in System 80A. The new game
prom for each game is a 2764
EPROM labeled with the game
number. This device is plugged
into the Piggyback Board which
is soldered into the Control
Board.
The use of the Alphanumeric
Display eliminates the need for
Z19, 221, 222, 223, 224, 225
(System 80A Display Control),
and connector AlJ3. The Control
Board transmits information to
the Display Board via a data bus
(DATA 0 - DATA 7) and control
lines (LD1, LD2, and RESET)
from AlJ2 to 144J1. The state
of the LD1 and LD2 lines deter-
mine whether the upper or lower
display tube receives the infor-
mation on the data bus.
POWER SUPPLY (A2)
The new Power Supply develops a
regulated +5V DC only and sup-
plies it to the Control Board
(VCC), Display Board (VSS), and
Sound Board (VCC).
13
c.
|. THEORY OF OPERATION
DISPLAY BOARD (A4}
This board takes the place of
the four and seven digit dis-
plays used in System 80A games
During game play the upper dis-
play contains the scores of
players one and two along with
the ball in play (center). The
lower display contains the
scores of players three and
four along with the amount of
credits remaining (center)
During Game Over the display
information alternates between
the scores from the previous
game and the current High
Games To Date.
The Display Board incorporates
two vacuum fluorescent display
tubes and three display con-
trollers (U1-U2-U3). Each tube
consists of a filament, grids
(digits), and anodes
(segments). Ul controls the
digits of the upper display
tube. U2 controls the digits
of the lower display tube.
U3 controls the segments of
both tubes. When power is sup-
plied to the game, the Control
Board sends a negative going
reset pulse to the base of Ql.
This resets the display system.
The digit information is multi-
plexed using an internal clock
in Ul to control the refresh
rate. This makes it appear as
if all the digits are being
enabled at once.-—---—¥ 5 eoei gare gerne
Teryaraoanp scone | |" (FRONT DOOR).
[1 Beene | Lohan, suerte, ry
1 Sure V1 Sores apvance
3
'
'
fowitches.cerT abvance |
t sevac
21
SPEAKERS)
‘uoio output
VII. THEORY OF OPERATION
atl aad oo
fae pl
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Sttewor seLecr cimcurTRY.
‘OreRaTOR OPTION swrrenes. 2
Se
paamere, |
1 a |
EenteoC Sens, |
- 1
a
AUXILIARY SPs
| Been | ome
to
te .
Cee ‘* CONTROL SIGNAL LATCHING
aceah
sae * TRANSISTOR DRIVERS.
POP BUMPER SOLENOID GROUND BUS
QP BUMPER SOLENOID INPUT z 2
Premier’ Technology
|""* POP BUMPER DRIVER BOARD (A8)
PRET Ee 1D-20923
POP BUMPER DRIVER BOARD (A8) COMPONENT LOCATION
POP BUMPER DRIVER BOARD (A8) PARTS LIST
REFERENCE DESCRIPTION PARTNUMBER
POP ROMPER DRIVER BOARD
Cepreitor, 1 UF, SOV, Nom-Polarized
capacitor: 47 UF, 10¥
te suvaien
20
EERE BE BEREEEREBERERBRERBREBEE Ei 2 2 2
X. WIRING AND SCHEMATIC DIAGRAMS, PARTS LISTS
myo Dy a dane
CONTROL BOARD ope £\,2 GAME PROM
meee) st 31s
' %
io
nasty 4 ae Se
siitan tts sales
of de | [Premier Technotosy
| I (CE oxtac aro ca
a jam =~ PIGGYBACK
| *s | DEB Era ri de-24435,
CONTROL BOARD (A1},
PIGGYBACK
COMPONENT LOCATION
fa CONTROL BOARD [A1),
fe PIGGYBACK
5 PARTS LIST
: ice ieecarien vaxroomeen
a controt moard (41), Pigeyback ee
ig a Game Prom, 2764 X0-489,
a Gipacitor: OlUE, +80% -20%, soy Yo-239
2X. WIRING AND SCHEMATIC DIAGRAMS, PARTS LISTS
CONTROL BOARD [(A1) COMPONENT LOCATION
°
DOTTED LINE
IwolcaTeS
Pier
0 on LocaTIOn
REFERENCE
aa 1
a
©, ca, cs,
ca-c13,
c1s-c24,
26, car,
cai-cas.
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Rin-na4
42, R45,
M46, R48)
B51, R52
B54"n57
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3. Raa. 9
fe. FS. es
@
fs, R50
9
20
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i,
CONTROL BOARD [A1} PARTS LIST
escripnon PARTNUMBER REFERENCE DESCRIPTION parrnumaen
0 PTE on NT esstor, 24K ohm, $%, 4W 20-0
Stay ono yon swswe ‘Dp Swrich 1008-692 xO-505
Bact. 26y 326m0 002 3048 re Doce so an cao. ros
+ u eats 1330)
(Capacitor, 01 mid, SOV. nO-229 U8, U5, U6 PRIOT R6S32P XO-361
vei Bloor 30V, 3% 1NS2258 or Wsea7e XO-269
Y a 379949 we xOase
a Pirer‘Oua Spot sc4sz0BE «XGA
2 101m Fp Fog SAN roa
epactor, J mid, SOV x07 Azize. —(Checinener NMONN xoao2
10.mia,1OV_INTAK CAP xo209 Be. 221.20,
Doce Ge Was, ion 2s
TorastocPN MPS-A70 1 1g Ou 3 pr
Tears, NEN (toro! 2000 XEP3T3 far Sco x0-401
fest 30K om 33 AW sous z Ic Sate Ram SSI0F4 xOme
2 IC Hex verter SVMLSO8N xo
2 Je pt “Nor Swoon xan
Bizaz0 (Campa “Noe AMON xoa20
2 10pm Cofactor mart SNTALSOSN KOA
B on Sto OW xou07
op 781758 xoa0
fener, 4. hone 2 3B IC-4-16 Decoder SN74I54N ‘x0-409
at ee a 8 1C-2 to 4 Decoder SN74LSI39N XO-419
Resistor. 20K ohm, 5%, 4 xo 29,20 IC Hex Imerer--OC/HV SN7MGN —XO-405
Revstor, 62 of, 5%, “W = Be 1C-2 input “And” SN7408N XO-404
—_ ee 3. 32 1C-Hex Butler OC SN7417N, XO-406,
fener 27M ohm xO ay Eanes Be
Resstor 820 orm ‘5% xO4 “ =
CONTROL BOARD (42 ),PIGGYBACK 4A6s9
22a
$
4
ae
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ae tategg SOLENOIDS 47
ale ie ze +e
a He let THe he
si eat ot
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23 ng io aU aps za Nap
see Seat ar aa je Tel, aft 2
Rite lea B Be
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s 7
peo tees et Ta
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Socensi| s a
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CONTROL or 2
ar
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‘SOUND CONTROL
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st.
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2-56é Dp
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2
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ee
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settX. WIRING AND SCHEMATIC DIAGRAMS, PARTS LISTS
DRIVER BOARD [A3} COMPONENT LOCATION
UIT
°
: Dom op pq de pe .
fs} Fo BY Ojon |) Cen fi Qe P| ae fy
Recto der Ro
Xs Mee Nt 0
oe py pyle rp :
™ 0 |" | ges | mE ug "Oe fy
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Dae ORE IEEE
wo nc ne Poy Des te, Dp, Qe
os Jes len O#d
a Oe ee uy ers
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DRIVER BOARD (A3) PARTS LIST
~
REFERENCE DESCRIPTION PARTNUMBER
a Capscitor. 10 mia. OV Tantakam x0.209
as ‘Capscito. 01 va. SOV Ceram x02
cRicre Dede —Sicon INSI68 x0-261
R1.RS3, Red Restor 1k ofm, 5%, “aw “x05
SB, R56, RSB. RSP
RSA RST. RED Reston 91 chem $5. IW x08
ares. an Tansstor. NPN. Darington MPSS XO306
032, 045-052,
058.057, Ge! 063
05-012, 033-044 Trarsstor, NPN. Darington MPS-AI3 0-308
(053,059, 060 Transit, NPN, Darington 2NGde 3 x0:303
(058, 062, O64 Transistor NPN, 2113055 x0-301
Bz IC-Oud D Lath Fip Flop SN7AI75NxO-410
2 IC Hes verter SN 7408 xo-402
Iesuator-Mermatoy 43034 xOSI2
wore:
1 JUMPER WIRES REPLACED DIODES CRe,
ERS ano"Che Fon SrSteM B04 AND 6OB GAMES.
2. TRANSISTOR TYPES MPS-U45 AND
NOS*UAS URE WIERCHANGE ABLE.
26X. WIRING AND SCHEMATIC
“ t E =
FRoL j = =
nD is
came OVER RELAY 2 Ret wes Us, leo
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nur itesae 7 ReeweS2has, a
TALLIES
1 10 R23 was, err vee
sof ican 5 R26 wees 7 Las
ReRIECS) cam aed
Sit Rou|
8
AS
95 ts Feo way re
265, wea, olde 2 spa utes ey
a aes,
5] 7 _RS MPS -Al3, ahs 7 R26 mps-u45, 2s.
a on
12 110_R7 MPS -AIS 7p she OP] R27 MPS=U45, L268
8 20,
13] is 88 MPS sm ar |" 15 R28 wes-uss, lr
awe
ose set
45v
4 iofus 2a
’ 39,
s 7 R10 wes Ris tI 9 | us 7 R30 we8 Das | fe
», 1
932
13] is 12 mes SET afin 15 832 me3-a8 (7 ks
SL pune SY
‘AE
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jure 2_ R33 wPs-Ai3 use
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£2) ec)
7 R18 weSiBas, ur
OPH io RIS we =e L168 ;
1s R20 me8 "84s /-- 19 ;
OL ne
pe Ke Bins,
27C DIAGRAMS, PARTS LISTS
@)
3 a) ater]
3;
‘ 39 ue?
io 2 10 R39 we 38s
curao 0, 4
5 fairs | 1s R40 we 8/7
asst ay]
2 Ra) ues >
992
7 Rae media 7p
3
f 25 Res hony wt
Me wy
2695 wifes
we
, so 8 mies,
is
929,
ifs Reguettlase
SI
959,
ashe Bees! ey
: as Ee
afer wtieZ
Gy
NOTE: UMESS OTHERWISE INDICATED;
1 RESISTORS ARE 1000 OM, -£5%, 1/46.
2.CAPACITORS ARE OIF, £ 20%, SOV.
SINTEGRATED CIRCUITS ARE SN74I7EN.
“JUMPER WIRES REPLACED DIODES CR2,
eS anocRe FOR SYSTEM 804 AND 8OB GAMES.
TRANSISTOR TYPES uips-u45 ano
NDS“U8S ARE INTERCHANGEABLE,
+ Juss
fuse
sfus
5 Jia
no.
28
FROM ata
{CONTROL BOARD 4. 5y.
ast
ABs
6 J sounos
ze
Ae
INVERTER fg
5 | sounoz
SNT#O4N
+ J souno
|sounos
ISoLENoIO 6
[SOLENOID
‘cn
EEE Fs.
[SOLENOW 3
SOLENOID
SOLENOID 7 J
SoLgWO
soLenow 2
SOLENOID
no.
SOLENOIO 9
soLENoI
‘ono.
ISoLeNoo 1
SOLENOIO &
SOLENOID
iD.X. WIRING AND SCHEMATIC DIAGRAMS, PARTS LISTS
x RESISTOR BOARD [A13)
RESISTOR BOARD [A13) PARTS LIST
ITEM —_DESCRIPTION PART NO.
a HegigTOR HOARD AssmwmLy (433) 22st
2 EISieTOr, om Tew, 30-878
3 Festeron:coméctok (Ais) 30-826
a ‘Sencan (a 23a8a
RESISTOR BOARD [A7) PARTS LIST
ITEM —_—DESCRIPTION PART NO.
2 RESISTOR ASSEMBLY 25280
2 Spacen (2). 23086
3 RESISTOR, 4.7K OM, SE, 1/4N, (10) 30-7
DIODE BOARD [A7) PARTS LIST
ITEM DESCRIPTION PART NO.
a DIODE BOARD ASSEMBLY (47) 25220
2 SPACER (2). 23064
a DrobE, N70 (22) 0-265
DIODE BOARD [A7) PARTS LIST
ITEM —_DESCRIPTION PART NO.
1 DIODE BOARD ASSEMBLY (A7) 24252
2 SPACER (2). 20a
3 DiooE, 1Nz70 (8) xo-265X. WIRING AND SCHEMATIC DIAGRAMS, PARTS LISTS
+#12v 0c unREGULATED INPUT
12 Ac INPUT
=12v OC REGULATED OUTPUT (SOURCE)
+247 0¢ WREGULATED MPUT ors 58,
+12v 0c REGULATED OUTPUT { SOURCE)
(Dc GROUND
AUXILIARY POWER SUPPLY (A5)
COMPONENT LOCATION
|__, Premier’ Technology |
/"" AUKILIARY POWER SUPPLY (AS)|
(ES ETaeelEZaTIS]
AUXILIARY POWER SUPPLY (A5)
PARTS LIST
REFERENCE DESCRIPTION PARTNUMBER
Auxtliary Power Supply. ua-767
ace tpacitor, UP, 10%, 36¥, TANT xo-735
eS io0uP, 35 30-874
& 30-220
& 0-330
& 30-268
ca xooaso
Gniceas 30-358
a io-8
a io-28
™ xo-1as
3 ose
3 30-803
a 3o-s2
= Se soz
o ase ii fter,Lazb02 30-850
Via,ve2 Diode, “Zener, SM47424, 42¥, 958, 1" 30-357
Bent Sink wor
30
EEREREREREBEREREBREBEBREREBE BEEx. winnie PARE | SCHEMATIC DIAGRAMS, PARTS LISTS
ID BOARD [A6) COMPONENT LOCATIO!
_ Seite f tore *
SEE
ttt - ma “if
BEeEERBERBEEBSEREESESEX. WIRING AND SCHEMA
sbsiMATIC DIAGRAMS, PARTS LISTS -
gst
Sone cuRTESREEERGSS
Seetter sete
arevene
samzsnas CCU
SOUND BOARD (46)
wb = sacs oncom
reinX. WIRING AND SCHEMATI
AMLINDED dWYT
XOSLHO! ASVITIXNY YOd
ULVWIHIS GIVOBAV Id 33SATIC DIAGRAMS, PARTS LISTS
v2
SN74O5N
ua
SN7442N
2ALL RESSTORS ARE E5%, 1/4¥,
Premier’ Technology
AUK. LAMP DRIVER BOARDCIAID
bes el nis [E-21594
AUXILIARY LAMP DRIVER BOARD = AUXILIARY LAMP DRIVER BOARD
{A11) COMPONENT LOCATION {A11) PARTS List
REFERENCE DESCRIPTION PART NUMBER
AUXILIARY LAMP DRIVER ma-865
AssEwmLy
a CAPAcrTOR, 1 MPD, 1000 70-626
acs Capactyon,.01 MPD, 300v x0-202
RabraL, LEAD
ct Capacrron, 47 urD, 20v xo-227
SLecrmOLT#10 RADIAL LEAD
@-a0 ‘TuansisToR, aNgo4s 0-203
i,m RESISTOR, SK OHM, 5%, 1/4 9 x0-23
mack RESISTOR, 620 oii, 8%, 1/4" xo
a3 MESISTOR, GB0x omi, 8, 1/4" X0-660
or Tec. a-Tio0T MAND. 30-420
03,06 ie. Taverna, 30-403,
03) HG! DECADE couNTER xoua28
be 1G: DECODER xo-426
oS ie: wen 33h
Pi 2°08. CONNECTOR’ 30-832. WIRING AND SCHEMATIC DIAGRAMS, PARTS LISTS
DISPLAY BOARD (A4) COMPONENT LOCATION
° nS cR2 CRI OO
DISPLAY BOARD [A4) PARTS LIST
REFERENCE PARTNUMBER
a
&: Se
“1 Capacitor, 0.207, 507
‘cRi-cms Boge, iNtooa
Dsi, ts2 Display, Alphanumeric
¢ Transiator, PRP, 282006
Re-R1S Resistor, 4.7K, 5%, 1/40
tr, va Digit Drivers, 10639
Segment Drivers, 109
Re 2 Maras, lv
2, 2 ex puffer, 747
1 aaiat-L
S07 18 LOCATED OX THE NON-COMPONENT
‘SIDE OF THE BOARD IN SOME CASES.
36