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Batman Instruction Manual

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0% found this document useful (0 votes)
940 views70 pages

Batman Instruction Manual

manuale flipper

Uploaded by

Santino Di Gangi
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 70

gt/2 DATA

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1990 Janice Avenue


Melrose Park, IL 60160
708-345-7700
FAX 708-345-7718
DATA EAST PINBALL ® 1-800-KICKERS

Copyright © Data East Pinball, Inc. 1991 780-5011-00


CPU JUMPER TABLE
CPU* ROM Jumpers
Game Version Location Installed Removed

Laser Wars Ver 1 5C J1b,J3,J4,J6a,J7a,&J8 J1a,J2,J5,J6,&J7b


Ver 2 5C J1b,J3,J4,J5a,J6a,J7b,&J8 J1a,J2lJ5,J5b,J6b,&J7a

... Jla,J2,J5,J5a,J6a,&J7a
Secret Service Ver 2 5B 5C J1b,J3,J4,J5bIJ6blJ7bl&J8
Torpedo Alley Ver 2 5B 5C J1b,J3,J4,J5b,J6b,J7b,&J8 J1a,J2,J5,J5a,J6a,&J7a
Time Machine
Playboy
Ver 2
Ver 2
5B 5C
.
5B 5C
J1b,J3,J4,J5blJ6b,J7bl&J8
J1blJ3,J4lJ5b,J6b,J7bl&J8
.
J1a,J2 J5,J5a,J6a,&J7a
J1a,J2,J5,J5a,J6a,&J7a
ABC M.N. Football Ver 2 5B,5C J1b,J3,J4,J5b,J6b,J7b,&J8 J1a,J2,J5,J5a,J6a,&J7a
Robocop
Phantom of the Opera
Ver 2
Ver 2
5B 5C
5B,5C
. J1b,J3,J4,J5b,J6b,J7b,&J8
J1b,J3,J4,J5b,J6b,J7b,&J8
Jla,J2,J5,J5a,J6a,&J7a
J1a,J2,J5,J5a,J6a,&J7a

...
Back to the Future Ver 3 5B 5C J1b,J3,J4,J5b,J6b,J7b,&J8 Jla,J2,J5,J5a,J6a,&J7a
The Simpsons Ver 3 5B 5C J1b,J3,J4,J5b,J6b,J7b,&J8 J1a, J2,J5,J5a,J6a,&J7a
Checkpoint Ver 3 5B 5C J1b,J3,J4,J5b,J6b,J7b,&J8 J1a,J2,J5,J5a,J6a,&J7a
Teen. Mut. Ninja Turtles
Batman
Ver 3
Ver 3
..
5B 5C
5B 5C
J1blJ3,J4,J5b,J6b,J7b,&J8
J1b,J3,J4,J5b,J6b,J7b,&J8
J1a,J2,J5,J5a,J6a,&J7a
J1a,J2,J5,J5a,J6a,&J7a

Version 1 has a 2K RAM which is a 24-pin IC at location 5D.



Version 2 has an 8K RAM which Is a 28-pin IC at location 5D.

Power-up CPU Self Tests
Upon power-up, the CPU board performs a series of self tests of major components. Turn the game on while
observing the LEDS on the CPU board. Tests of the PIAs, RAM, and EPROMs are performed automatically and
results of the test are Indicated by the PIA LED.

With all tests passed, the LEDs Illuminate In the following sequence at power turn-on. The PIA and + 5V LEDs
Illuminate Immediately. Approximately 1/2-second later the PIA LED goes out and the Blanking LED illuminates;
the + 5V and Blanking LEDs remain illuminated until the game is turned off. Test failures are Indicated with the PIA
LED:

PIA LED SUSPECT COMPONENT

Stays On One of the 6821 PIAs


Flashes 1 Time 6064 RAM at location D5.
Flashes 2 Times EPROM at location B5.
Flashes 3 Times EPROM at location C5.

QUICK REFERENCE FUSE CHART


PPB BOARD POWER SUPPLY BOARD

F1 5A Slo-Blo G.l. 6.3VAC F1 7A Slo-Blo + 5VDC Regulator Input (9VAC)


F2 5A Slo-Blo G.l. 6.3VAC F2 7A Slo-Blo + 5VDC Regulator Input (9VAC)
F3 5A Slo-Blo G.l. 6.3VAC F3 Not Used
F4 5A Slo-Blo G.l. 6.3VAC F4 8A Slo-Blo Switched Illumination Buss (18VDC)
F5 5A Slo-Blo Flipper Power 48VAC F5 4A Slo-Blo Solenoid Buss (34VDC)
F6 5A Slo-Blo PPB Solenoids/Flash Lamps (34VDC) F6 5A Slo-Blo Solenoid Buss (34VDC)
F7 0.5A Slo-Blo Display Reg. Input (90VAC)
BATMAN
TABLE OF CONTENTS
GAME SPECIFICATIONS 1
Power Requirements 1
Major Assembly and Fuse Locations 1
Circuit Board PROM Locations 1
Transportation 1
ASSEMBLY PROCEDURES 1
GAME OPERATION 3
Standard Features 3
Manual Percentaging 3
Game Specific Features 4
AUDIT FUNCTIONS 7
General 7
‘Quick Look' Functions 7
Expanded Functions 9
Game Specific Functions 10
GAME ADJUSTMENTS 13
General 13
Replay and Generic Features 13
Single-Function Difficulty Adjustments 15
Novelty/5-Ball/Add-A-Ball Rules 15
Game Pricing 16
Additional Generic Features 18
Game Specific Features 19
DIAGNOSTIC PROCEDURES 21
Entering Diagnostics 21
Service Credits 21
Tech Alert 21
Burn In Minutes 21
Sound Tests 22
Digital Display Tests 23
Museum Motor Test 23
Switch Tests 24
Lamp Tests 26
Coil/Flash Lamp Tests 28
Return to Game Over 28
PARTS IDENTIFICATION 30
Cabinet Parts 30
Playfield - Major Assemblies 31
Playfield Rubbers 32
Backbox Parts 32
Playfield Top Parts 33
UNIQUE PARTS 34
Ball Shooter 34
Super Vertical Up Kicker (Museum) 35
Super Vertical Up Kicker(Left Side) 35
Flipper Assembly 36
Slingshot Assembly 37
Trough Eject Assembly 37
Outhole Ball Return Assembly 38
Turbo Bumper 38
Knocker \ Kickback Assembly 39
Turboboost Kicker Assembly 39
Diverter Parts 40
VUK Chute (used on Museum VUK) 40
Continued on next page

© Copyright Data East Pinball,Inc. 1991 i


Up- Down Switch Assembly 41
Target Motor Cam Bracket Assembly 41
Ramp Assemblies 63 & 64
SERVICING DIAGRAMS 42
Cabinet Wiring Diagram 42
Combined Display Connections 43
Power Wiring Diagram 44
Backbox Wiring Diagram 45
Playfield Coil/Flash Lamp Wiring Diagram 46
Playfield Special Coil Diagram 47
Playfield Switch Wiring Diagram 48
Playfield Lamp Wiring Diagram 49
CPU Board 50
Power Supply Board 55
Digital Stereo Sound Board 56
Display Board 58
PPB Board 60
Solid State Flipper 61

II
GAME SPECIFICATIONS
POWER REQUIREMENTS
This game is provided with a 3-prong plug and must be connected to a properly grounded outlet to reduce
shock hazard and insure proper game operation. Refer to AC Power Wiring Diagram for transformer connections
required for normal, high, and low line conditions.

Normal Line: 109 to 129 Vac (211 to 225 Vac)

High Line: (226 to 235 Vac)

Low Line: 95 to 108 Vac (200 to 210 Vac)

MAJOR ASSEMBLY AND FUSE LOCATIONS


Refer to the Game Illustration (page 2) to identify locations of the major assemblies, and fuse values and locations.

PROM SUMMARY
CPU Board: Location 5B, 5C
Sound Board: Locations U17 (Voice ROM 1) , U21 (Voice ROM 2), and U7 (Sound ROM)
Display Board: Location U8

TRANSPORTATION
To reduce the possibility of damage, observe the following precautions whenever transporting the game. Lower
the backbox and secure it to the cabinet. Remove the legs and secure the game within the transporting vehicle.

GAME ASSEMBLY PROCEDURES


(Refer to the Game Illustration on page 2)
1. Open the top of the carton and lay it on its side with the bottom of the cabinet down. Using the plastic banding
strip as a handle, slide the game out of the carton.

2. Remove all packing material. Locate cabinet legs in filler packing inserts and assembly parts package in the
cashbox. There should be four leg levelers, eight leg bolts, three pinballs and a large Allen Wrench used for
securing the backbox.

3. Attach leg leveler from the parts package to each leg, make sure that each leveler is threaded through a hex
nut before threading it into the leg.

4. Support rear of cabinet and attach rear legs using two leg bolts for each leg.

5. Support front of cabinet and attach front legs using two leg bolts for each leg.

6. While assuring that no cables are being pinched, carefully raise the backbox and secure it in its upright position
by inserting the Allen Wrench in the hole in the back of the cabinet and rotating the wrench 270 degrees(3/4 turn).

Game & Feature Specifications 1


ower Backbox Layout
jppiy\
CPU
r
/ Board
a /
Power
supply
SUDDIV
Fuses PPB
Board
RLBR z um
+
8 A S.B. V
apacito ' ^Sound
Board
% PPB
Fuses

Display Board —* FI per


2
P. .B
Speakers
Coils & Flash Lamps - Controlled Lamps
t
L / R Power
Coils & Flash Lamps — -Digital Displays

r Hzpa H1- 12VDC


S ffJ ) + SVDC

a
-
!1
Power Supply Board
ta rrt J *
Gb
F5
Volume
Control 50 VDC
(Inside Cabinet )
5AS.B.
PPB Board
Service
Switches G. I. Fuses FIF2F3F4
All 5A S.B.
F6 gEss-fl3A

Playfield J tBackbox Door


Backbox Door Playfield
& Speaker Panel ’
&Coin Door
DETAIL A

GAME ILLUSTRATION

7. Remove the backbox keys from the clip on the inside of the coin door and unlock and carefully remove the
backglass. Set the backglass aside.

8. Carefully remove the playfield glass and set it aside.

9. Check all connectors in the backbox for loose wire terminations. Reseat any loose wire by pushing in on the
terminal.

10. Push on all connectors plugged into the CPU board, Sound Board, Power Supply Boards, and (on insert board)
Display board to check that they are properly seated.

11. Check that the fuses on the Power Supply board, PPB board and fuse panel are seated properly.
Controllare che i fusibili sulla scheda di alimentazione, sulla scheda PPB e sul pannello dei fusibili siano inseriti correttamente
12. Raise the playfield and the support bar on the right side of the cabinet ; support the playfield by inserting the
support bar into the countersunk notch on the bottom side.
Sollevare il campo di gioco e inserire la barra di supporto nella tacca svasata sul lato inferiore
13. Check all cabinet cable and playfield lamp board connector terminations.

2 Game & Feature Specifications


14. Remove the Plumb tilt from the parts package and install on the panel on the Inside left of the cabinet. Note
that this game is not equipped with a ball roll tilt.

15. Lower the playfield and level the playfield side-to-side by adjusting leg levelers.

16. Using an inclinometer (protractor) adjust the pitch of the playfield to 6.5 degrees. If a pitch indicating meter is
not available, adjust the front levelers to the lowest position and extend the rearleg levelers approximately half
way out. Readjust side-to-side level as required.
NOTE
The playfield Incline affects difficulty of play. Use the recommended incline; game difficulty Is best varied using
game adjustments.

17. Check the plumb tilt and adjust as required.

18. If desired, perform any self tests at this time. With the insert door closed, carefully reinstall and lock the backglass.

19. Place the three pinballs on the playfield near the outhole and carefully reinstall the playfield glass.

20. If desired, make game pricing and Add-A-Ball, Novelty, or 5-Ball Play adjustments at this time.

GAME OPERATION
STANDARD FEATURES
Insert coin(s), the game makes a sound for the first credit and generates sounds for each subsequent coin and the
Player 4 display indicates the number of credits posted. Depress the credit button and a start-up sound is produced,
the posted credits are reduced by one, Player 1 display flashes, Player 4 display indicates BALL 1 , and a ball Is
served to the plunger trough. Additional players may be added by depressing the Credit button before the end of
ball 1.

The second closure (adjustable) of the plumb bob tilt switch tilts the ball in play. Closure of the slam tilt switch in
the coin door ends the current game(s).

At the end of each ball, earned bonuses are collected. At the end of the last ball for the last player and after bonuses
are collected , the system produces a random 2-digit number (a multiple of 10; 00 to 90) for a Match feature
(adjustable). Matching the last two digits of a player score with this number awards a credit. Players exceeding
high score levels receive free credits (adjustable) and are able to enter their initials with the new High Score
achieved. The game then proceeds Into the game-over mode and then to the attract mode. A custom message
(adjustable) can be displayed during the attract mode.

MANUAL PERCENTAGING
This game is equipped with Manual Percentage Adjustment.
As previously with our games, you can either set operator adjustments for a replay percent or you can set a fixed
replay score.

If you set operator adjustments for a particular replay percent , the game will compute a recommended score to
keep the game at that replay percentage.lf a change is recommended and the game coin door is opened, the
displays will indicate a recommended replay score to beat and make a sound to alert the operator. By pressing
the start button, the score to beat will be changed to the recommended level. If you close the coin door or go into
audit or adjustment mode, no score change will be made.

You may choose to ignore the recommended change; for example, you may not think last week’s players were
the usual crowd . Just close the door and the message will disappear without altering the existing level. Or you
may choose to make a different score to beat adjustment; this is done by utilizing adjustment AD02.

Game & Feature Specifications 3


GAME SPECIFIC FEATURES

0
.
<S> o
r\
t

o
v ./ * **
2
Skillshot t
0 t
4
i r
From plunger (1) shoot ball into one of three
Flashing lanes (2) in Ramp. i b
>4
V
••
»l t
(See Display and Back Panel) ••
*4
o
o l
i
4

fl y oD
i

$ 9d 3

O z
Complete BATMAN by shooting the
Fugelheim Target (3). O
to
> 7,o
»

When completed the Target (3) will Drop.


o
Shoot a ball into the Museum (4) and a o
second ball will be automatically into play.- o GOO
o
The ball in the Museum (4) will be shot back
into play (2 Ball).

Shooting both balls Into the Museum will


cause a third ball to come into Play. One shot
into the Fugelheim Target (3) will llte the
o G o
Museum (4) for Jackpot Award.
(See Backglass for Values)

The Left Return Lane (12) to Fugelheim


Target (3) Spots two Letters in BATMAN. 9
CDCDCD
aD Sy A1
»
n;
o — GGG
’ .
i \
-
i
®
siml ® Q j

4 Game & Feature Specifications


o 6>
o~o
oo O
r\

5
O * 1

6 /

o I /
»
r - Joker Jump
b
•l*
*
lr • 4
f
t l i [
$ »4
Shooting the Left & Right Eye (5) will lite the
•i
Mouth (6) for 4 Million Points or either Eye (5)
o 1 for 2 Million.
(*
f O WO
Qtj
fl
D
Qd
v
v

*& O
0
m 1
o
Young Jack & Old Jack Targets
Completing all six targets (7) scores 1,000,000
*
o C?. or 2,000,000 Points.
2,000,000 for completing the last target by
o striking it with a ball, 1 ,000,000 by shooting the
7 © the unlit Ramp to complete the last Target.
(See Ramp)

OfPA O o o
Multiplier
© © Completing the top three rollovers (8)
increases the Players Bonus Multiplier.
0

o
For Bonus Status see the lights (9) located
CD above the Flippers.
«
4 '
r\

r>
. N
\
*

X s£ "
y

I .- ® W
^ -Av 0'
.
l
t
D D

Game & Feature Specifications 5


Ramp
*5

O o o
o
When a Ramp Value (13) Is Lit, Shoot ramp 4
4
(14) to collect the Lit Value. 1

Shooting the unlit Ramp (14) will spot one


o
Old or New Jack Target 7
I
O -
5 -
t
f r

o <s>
*4
V
Ramp Values i 15 1

*
l u i .
I '1
•»
1 Milllion Points
o
- 100K Super Turbos - The player Is awarded D 15
QoD
f
100K per hit on any of three Turbo Bumpers
(15).
( f ,
t

s Q3
- Lite Extra Ball- Extra Ball can be collected
in Hole (11)
Lite Fast Money- The player can collect 50K
o
-
9Ao
per switch by shooting any hole (5) or (6) O *
when Fast Money is Lit . 4
'
*
- Instant 2-Ball o <7
1 Million Plus - Shoot Ramp (14) crn O 0
O
1 st Shot awards 1 Million, 2nd shot 2 Million 00
etc. until the countdown timer runs out.
3
- Maximum X Value - The Multiplier (9) will be
set to Maximum for the current Ball in Play.
OrP «
o\o 61

Mystery Hole «
t
o aCD a
0
Right Return lane (10) to Hole (11) awards a
Mystery Value. CD
CD 1
Shooting Hole (11) Spots one of seven Ramp •** ..
.
»*
J
Values (13) . n:
.
'j v .
n

Any shot into Hole (11) toggles the Ramp


value (13) .

Completing the Ramp Shot (14) awards the


-j ! ,n
°-i
Lit Value(13).

6 Game & Feature Specifications


AUDIT FUNCTIONS
GENERAL
There are 74 audit functions provided for accounting purposes and for evaluation of game difficulty adjustments.
Audit functions are split into two groups. There are eight most-used audits (AU01 through AU08) in a ’quick look’
group and 65 less-used audits (E AU10 through E AU74), in an ’expanded’ group. The various auditing functions
are summarized In the AUDITING FEATURES TABLE and, when accessed, are shown on the player score displays.
The Audit Number is shown in the Player 3 Display, the Description in the Player 1 and 2 Displays, and the Audit
Total in the Player 4 Display. Access and control is provided from switches located on the inside of the coin door.

To access audit functions,open the coin door and make sure that the FORWARD/REVERSE switch is In the
FORWARD (up) position. Depress the STEP switch and the game name is shown in the Player 1 and 2 displays,
the Player 3 display Is blank, and the PROM revision level is shown in the Player 4 display. This Indicates access
to audit functions.

With the FORWARD/REVERSE push-button switch still in the FORWARD (up) position, depressing the STEP
push-button switch advances through the audit functions one at a time. To review lower-numbered functions, set
the forward/reverse push-button switch to the REVERSE (down) position and operate the STEP push-button switch.

To access expanded audits, operate the step push-button until AU09, EXPAND AUDITS is displayed. Set the choice
to ON as indicated in the Player 4 display by depressing the Game Start push-button and then depress the step
push-button. The request is installed and E AU10 is displayed. When you exit audits and adjustments, the AU09
setting is returned to off for the next time that a review of audits are required.

Audit totals may be reset to zero using Game Adjustment Ad11, Audits Reset. Game adjustments (Ad01 to Ad13
and E Ad14 to E Ad45) begin after the last audit function (AU09 or E AU74 ). Once audits functions have been
recorded, and if no adjustments are required, you may return the game to the attract mode. If adjustments are
required, continue pressing the STEP button until the game adjustments are reached. See Game Adjustments for
details.

‘QUICK LOOK’ FUNCTIONS


Total Paid Credits (AU01) - the total number of paid credits is displayed.

Free Percent (AU02) is Free Total (E AU24) divided by Plays Total (E AU25).

Ball Time Average (in seconds) (AU03) is Total Play Time divided by Total Balls Played (AU10) .

Average Game Time (AU04) is the Average Game Time expressed in minutes and seconds.

Coins (AU05, 06, and 07) - These three audit totals are provided to show the amount of coins registered for the
left, right, and center coin chutes, respectively.

Total Coins (AU08) is the toal number of coins dropped through all 3 coin chutes.

Expand Audits (AU09) permits viewing of expanded audits.

Audits 7
Batman Audit Table

Audit Number Audit Description Audit Number Audit Description


(Player 3 Display) (Players 1& 2 Displays: (Player 3 Display) (Players 1 &2 Displays:
totals in Player 4 Display) totals in Player 4 Display)

Batman PROM ID
AU 01 Total Paid Credits EAU 38 Cycles H.S. Reset
AU 02 Free Percent EAU 39 Coins No Credit
AU 03 Ball Time Average EAU 40 Service Credits
AU 04 Game Time Average EAU 41 Total Tickets
AU 05 Coins Left EAU 42 Drains Left
AU 06 Coins Right EAU 43 Drains Center
AU 07 Coins Center EAU 44 Drains Right
AU 08 Total Coins EAU 45 Ramp Shots
AU 09 Expand Audits (ON/OFF) EAU 46 Skill Shots Made
E AU 10 Balls Total EAU 47 Young Jack Made
E AU 11 Extra Balls Total EAU 48 Old Jack Made
EAU 12 Extra Ball Percent EAU 49 Spot Jack Target
E AU 13 Replay 1 Awards EAU 50 2 Ball Multiball
EAU 14 Replay 2 Awards EAU 51 3 Ball Multiball
EAU 15 Replay 3 Awards EAU 52 Jackpot Lit
EAU 16 Replay 4 Awards EAU 53 Jackpot Award
EAU 17 Total Replays EAU 54 Million Award
EAU 18 Replay Percent EAU 55 Super Bumps Award
EAU 19 Total Specials EAU 56 XBall Award
EAU 20 Special Percent EAU 57 Fast Money Award
EAU 21 Total Matches EAU 58 Multiball Award
EAU 22 Hi Score Wins EAU 59 Loop Award
EAU 23 High Score Percent EAU 60 Mon. 10X Award
EAU 24 Total Free Plays EAU 61 2X Made
EAU 25 Total Games EAU 62 4X Made
EAU 26 0.0 - 0.9 Million EAU 63 6X Made
EAU 27 1.0 - 4.9 Million EAU 64 8X Made
EAU 28 5.0 - 9.9 Million EAU 65 10X Made
EAU 29 10.0 - 19.9 Million EAU 66 More Than 10X Made
EAU 30 20.0 - 29.9 Million EAU 67 VUK Mystery Scores
EAU 31 30 Million Plus EAU 68 VUK Extra Ball
EAU 32 Average Scores EAU 69 Outlane Special Lit
EAU 33 Games 1Player EAU 70 Outlane Special Award
EAU 34 Games 2Player EAU 71 Rerace Award
EAU 35 Games 3Player EAU 72 Bat Cave Special Lit
EAU 36 Games 4Player EAU 73 Bat Cave Special Award
EAU 37 Attract Minutes EAU 74 # Of Victory Shots

8 Audits
EXPANDED FUNCTIONS
Balls Total (E AU10) is the total of regular and extra balls.

Extra Balls Total (E AU11) is the total number of extra balls awarded.

Extra Ball Percentage (AU12) is AU11 divided by Plays Total (AU25).

Replay Awards (E AU13 through 16) provide the total awards (credit, extra ball, or audit) for replay levels 1 through
4, respectively.

Total Replays (E AU17) is the total awards (credits, extra balls, or audit only) for exceeding replay score levels.

Replay Percentage (E AU18) is the Replay Total awards for exceeding replay score levels (E AU17) divided by
Plays Total (E AU25).

Total Specials (E AU19) is the total awards (credits, extra balls, or scores) for making specials.

Special Percentage (E AU20) is Special Total (E AU19) divided by Plays total (E AU25).

Match Total (E AU21) is the total credits awarded for matching the last two digits of the score with the
system-generated Match Number at the end of the game. Percentage of match credits will be adjustable from 0%
to 10%, by E Ad 14 if enabled.

High Score Wins (E AU22) Is the total credits awarded for exceeding the high-score-to-date scores.

High Score Percentage (E AU23) is High Score Wins (E AU22) divided by Plays Total (E AU25).

Total Free Plays (E AU24) is the total free credits for replays, high-score-to-date, specials, and match.

Total Games (E AU25) is the sum of Total Paid Credits (AU01) and Free Total (E AU24). Note that free credits are
not recorded in the audits until they are actually used.

0.0- 0.9 Million (E AU26) provides the total number of games the Player’s final score was between 0 and 999,990
points.

-
1.0 4.9 Million (E AU27) provides the total number of games the Player’s final score was between 1,000,000 and
.
4.999 990 points.
5.0 - 9.9 Million (E AU28) provides the total number of games the Player’s final score was between 5,000,000 and
9.999.990 points.

-
10.0 19.9 Million (E AU29) provides the total number of games the Player’s final score was between 10,000,000
and 19,999,990 points.

20.0 - 29.9 Million (E AU30) provides the total number of games the Player’s final score was between 20,000,000
and 29,999,990 points.

30 Million Plus (E AU31) provides the total number of games the Player’s final score was over 30,000,000 points.

Average Scores (E AU32) provides the Average Score by adding the Final Score of each game to a table and
dividing this sum by the Total Plays .

Games - Player (E AU33 through 36) provide individual totals of 1- player, 2-player, 3-player, and 4-player games,
respectively.

Attract Minutes (E AU37) provides the number of minutes the game is in Attract Mode (Factory use).

Audits 9
Cycles High Score Reset (E AU38) provides the number of times that the high score levels have been automatically
reset (if enabled).

Coin No Credit (E AU39) provides the number of times the coin switch was closed without awarding credit(s) -This
option is used in multiple coin conditions.(ie. 2 quarters 1 Play)

Service Credits (E AU40) provides the total number of Service credits added to the game. See Game Diagnostics
on page 19 for instructions regarding entry of Service Credits.

Total Tickets (E AU41) provides the total number of tickets dispensed.

Drains Left (E AU42) provides the number of times the ball drained out the left drain.

Drains Center (E AU43) provides the number of times the ball drained out the center drain.

Drains Right (E AU44) provides the number of times the ball drained out the right drain.

GAME SPECIFIC FUNCTIONS


Ramp Shots (E AU45) provides the total number of times the Ramp was completed.

Skill Shot Made ( E AU46) provides the total number of times the Skill Shot Feature was accomplished.(Note- the
feature is enabled at the start of each new ball.)

Young Jack Made (E AU47) provides the total number of times the Right Standup Targets were completed.

Old Jack Made (E AU48) provides the total number of times the Left Standup Targets were completed.

Spot Jack Target (E AU49) provides the total number of times, one of the Jack Targets were Spotted by the Ramp
Shot.

2 Ball Multiball (E AU50) provides the total number of times 2 Ball Multiball was acheived.

3 Ball Multiball (E AU51) provides the total number of times 3 Ball Multiball was achieved.

Jackpot Lit (E AU52) provides the total number of times the Jackpot feature was active during Multiball.

Jackpot Award (E AU53) provides the total number of times the Jackpot Feature awarded one of the lit values on
the Backglass.

Million Awards (E AU54) provides the total number of times the Million Feature was awarded by completing the
Ramp Shot when lit.

Super Bumps Award (E AU55) provides the total number of times the Super Bumps Feature was enabled by
completing the Ramp Shot when lit.

XBall Award (E AU56) provides the total number of times the Extra Ball was enabled by completing the Ramp
Shot when lit and then collected by shooting the Left VUK.

Fast Money Award(E AU57) provides the total number of times the Fast Money Feature was enabled by completing
the Ramp Shot when lit and then collected by shooting the Joker ’s Face.

Multiball Award (E AU58) provides the total number of times the Multiball Feature was enabled by completing the
Ramp Shot when lit.

Loop Award (E AU59) provides the total number of times the Looping Feature was enabled by completing the
Ramp Shot when lit.

Mon. 10X Award (E AU60) provides the total number of times the 10X Bonus Feature was enabled by completing
the Ramp Shot when lit.

10 Audits
2X (E AU61) provides the number of times 2X bonus was enabled.
4X (E AU62) provides the number of times 4X bonus was enabled.

6X (E AU63) provides the number of times 6X bonus was enabled.

8X (E AU64) provides the number of times 8X bonus was enabled.

10X (E AU65) provides the number of times 10X bonus was enabled.

More Than 10X Made (E AU66) provides the number of times, completing the Top 3 Lanes after 10X is enabled
500,000 points would be awarded.

VUK Mystery Score (E AU67) provides the number of times the Left VUK Mystery Score was awarded .
VUK Extra Ball (E AU68) provides the number of times the Left VUK Extra Ball was awarded.

Outlane Special Lft(E AU69) provides the total number of times the Outlane Special was lit by completing the shot
from the right flipper return lane to the Left VUK during the 2nd or 3rd ball.

Outlane Special Made(E AU70) provides the total number of times the Lit Outlane awarded a Special.

Rerace Award (E AU71) provides the total number of times the Multiball Feature was re-enabled by the program.
(Note- In the early stages of Multiball, a safety timer Is used to re-establish the feature,should a ball exit prematurely.)

Bat Cave Special Lit ((E AU72) provides the total number of times the Bat Cave Special was lit. ( Note- The Bat
Cave lites at random during the last ball of the game.)

Bat Cave Special Made ((E AU73) provides the total number of times the Bat Cave Special was awarded for
completing the lit Ramp shot.

# of Victory Shots (E AU74) provides the number of times the game awarded 3 Million points, by completing the
Ramp during Victory Mode.

Audits 11
Notes

12 Audits
GAME ADJUSTMENTS
GENERAL
There are 45 adjustable functions provided to vary difficulty of play and to periodically reset audits and the high
score levels. The various game adjustments are summarized in the Game Adjustments Table and, when accessed,
are shown on the player score displays. The Adjustment Number is shown in the Player 3 Display, the Description
in the Player 1 and 2 Displays, and the setting in the Player 4 Display. Access and control is provided from switches
located on the inside of the coin door.

Game adjustments are accessed from the audit mode. With the audits displaying game identification and the
FORWARD/REVERSE switch in the REVERSE (down) position, depress the STEP switch and E Ad45 (Expanded
Adjustment 45) is shown in the Player 3 display, FACTORY RESTORE is shown in the Player 1 & 2 displays,and
OFF Is shown in the Player 4 display.With the audits displaying AU09 (or expanded E AU74) and the FOR-
WARD/REVERSE switch in the FORWARD (up) position, depress the STEP switch and Ad01 is shown in the Player
3 display, REPLAY MANUAL/FIXED is shown in the Player 1 and 2 displays, and the setting is shown in the Player
4 display.

With the FORWARD/REVERSE switch in the FORWARD (up) position, depressing the STEP switch advances
through the game adjustments one at a time. With it in the REVERSE (down) position, the STEP switch selects
lower-numbered adjustments. To rapidly scroll throughadjustments, hold the STEP switch depressed. Adjustment
values are changed by operating the GAME START push-button.The FORWARD/REVERSE switch setting deter-
mines whether the values are increased or decreased. (With the FORWARD/REVERSE switch up, the value
increases, with it down, the value decreases). When the STEP switch is depressed the Player 1 and 2 displays
indicate REQUEST INSTALLED.

REPLAY AND GENERIC FEATURES


Replays may be adjusted either for fixed levels or for a system-adjusted manual percentage of replay awards. Four
levels may be selected. Adjustments allow awarding of a credit or an extra ball as each level is exceeded. With
the manual percentage feature, if the actual replay percentage is higher or lower than that desired, the game
computes new recommended manual percentage score(s). When the coin door is subsequently opened the
player displays indicate the recommended level and a sound is made to alert the operator of a potential change.
This new level is entered into adjustments simply by pressing the game start push-button. (If the coindoor is dosed
or you enter audits/adjustments or diagnostics, the replay level is not changed.)

REPLAYS (Ad 01 through 06)

Ad 01 Replay Manual/Fixed
- Manual: Adjust for percentage of awards for replay levels (1% through 50%). Proceed to Ad 02 and 03 for
starting replay levels.
Fixed: Lower the automatic value below 1% and Player 1 display indicates FIXED. Proceed to Ad 02 and 03
for fixed replay levels.

Ad 02 Start Replay
- Manual: Adjust the starting Replay 1 setting to between 100,000 and 99,900,000.

Ad 03 Levels Replay/Level 1,2,3 & 4 Replay


V -

Adjust thenumber of replay levels to be active (1 to 4). Any additional starting replay levels are automatically
set to values higher than Replay 1
- Adjust Replay 1 level to between 100,000 and 99,900,000. (Same as Start Replay)
If Ad 03 is set for 2, ad ust Replay 2 level to between 100,000 and 99,900,000.
If Ad 03 is set for 3, ad ust Replay 3 level to between 100,000 and 99,900,000.
If Ad 03 is set for 4, ad ust Replay 4 level to between 100,000 and 99,900,000.

Adjustments 13
BATMAN
Game Adjustment Table

Adjustment Description Factory Setting


Number
(Player 3) (Players 1 & 2) (Player 4)

Ad 01 Replay/Manual 10%
Ad 02 Start Replay 20,000,000
Ad 03 Levels Replay * 01
Ad 04 Game Awards CREDIT
Ad 05 Limit Freegame 03
Ad 06 Limit Extraball 03
Ad 07 Game Rules FACTORY
Ad 08 Game Price* USA2
Ad 09 Game Cleaned NO
Ad 10 Coin Reset NO
Ad 11 Audits Reset NO
Ad 12 Restore H.S.T.D. NO
Ad 13 Expand Adjustments NO
EAd 14 Match Percent 08
E Ad 15 Balls Per Game 03
EAd 16 Tilt Warnings 01
EAd 17 Replay Boost NO
EAd 18 Credits Limit 30
EAd 19 High Scores Allowed YES
EAd 20 Hiscore 1 Awards 03
EAd 21 Hiscore 2 Awards 01
EAd 22 Hiscore 3 Awards 00
EAd 23 Hiscore 4 Awards 00
EAd 24 Backup World Record 30,000,000
EAd 25 Backup Hiscore 1 25,000,000
EAd 26 Backup Hiscore 2 20,000,000
EAd 27 Backup Hiscore 3 18,000,000
EAd 28 Backup Hiscore 4 16,000,000
EAd 29 Backup Hiscore 5 14,000,000
EAd 30 Reset H.S.T.D. Every 700
EAd 31 Clean Game Every 1500
EAd 32 Free Play NO
EAd 33 Custom Mesage ON
EAd 34 Attract Mode Music ON
EAd 35 Flash Lamps NORMAL
EAd 36 Coils Pulse NORMAL
EAd 37 Level Adjust By ANY
EAd 38 Install Country USA
EAd 39 Ticket Dispenser OFF
EAd 40 # Tickets Per Award 1
EAd 41 Outlane Toggle BOTH
EAd 42 Joker Timer FACTORY
EAd 43 Winners Circle OFF
EAd 44 Million Plus Loop Timer FACTORY
EAd 45 Factory Restore OFF

* Some settings result in Drop-Down Tables- See Text

14 Adjustments
Ad 04 Game Awards Set for replays to award: CREDIT, EXTRA BALL, NONE or SPECIAL (when score threshold
is achieved a playfield special is lit).

-
Ad 05 Limit FreeGame Adjust for the maximum number of free games that may be accumulated per game; 0
to 9 .

-
Ad 06 Limit Extra Balls Adjust for the maximum number of extra balls that may be accumulated per game; 1 to
9 or OFF.

SINGLE-FUNCTION DIFFICULTY ADJUSTMENT (Ad 07)


Any one of five INSTALL settings for this adjustment may be activated to automatically select settings for multiple
adjustments affecting game difficulty .Use the Start button to choose the difficulty level you require and press the
step button to activate the setting. After activation, the individual adjustments may be readjusted if desired. Refer
to Install Adjustment Table for details.

Ad 07 Game Rules - Set to EXTRA EASY, EASY, FACTORY, HARD or EXTRA HARD.

Install E Ad07 E Ad07 E Ad07 E Ad07 E Ad07


Adjustment Extra Easy Easy Factory Hard Extra Hard

EAd 41 Outlane Toggle FLIPPER BOTH BOTH SLING SUNG


E Ad 42 Joker Timer EXEASY EASY FACTORY HARD EXHARD
E Ad 44 Million Plus Loop Timer EXEASY EASY FACTORY HARD EXHARD

NOVELTY / 5-BALL/ADD-A-BALL SETTINGS


The following three combinations are recomended for situations where local laws restrict certain game features
regarding the use of replays or the number of balls per game:

-
Novelty Play Rules Set to establish recommended settings for no free play or extra balls:

Ad 01 Manual Replay = Fixed Ad 06 Limit Extra Balls = 0


Ad 02 Start Replay = 00 E Ad 14 Match Percent = Off
Ad 03 Levels Replay = None E Ad 20 World Record Awards = 0
Ad 04 Game Awards = None E Ad 21-23 Todays 1-3 Awards = 0
Ad 05 Limit Freegame = 0

-
5-Ball Play Rules Set to establish recommended settings for 5-ball play:

Ad 01 Manual Replay = 07% E Ad 15 Balls/Game = 5


Ad 02 Replay Start = 30,000,000 E Ad 20 World Record Awards = 3
Ad 03 Replay Levels = 01 E Ad 21 Todays 1 Award = 1
Ad 04 Game Awards = Credit EAd 41 Outlane Toggle = Slings
Ad 05 Limit Freegame = 3 E Ad 42 Joker Timer = Factory
Ad 06 Limit Extra Balls = 3 E Ad 43 Winners Circle = Off
E Ad 14 Match Percent = 04 E Ad 44 Million Plus Loop Timer. = Hard

Extra Ball Settings-To disable awarding of credits and provide awards with an extra ball make the following
adjustments:
Ad 04 Game Awards = Extra Ball E Ad 19 Scores Highest = No
Ad 05 Limit Freegame = 0 E Ad 20 to 23 World Record & Todays High Awards = 0
E Ad 14 Match Percent = OFF

Adjustments 15
GAME PRICING (Ad 08)
There are two methods available for coin switch programming; Standard and Custom. Standard pricing uses a
single adjustment (Ad 08) to select a pricing scheme shown in the Standard /CustomPricing Table. Custom
pricing is used to select additional pricing schemes defined by a Drop Down menu .

With Ad 08 set to CUSTOM operating the step button again initiates a drop down menu representing coin switch
pulses for the left, right, and center coin slots.The prescribes the number of pulses required for one credit. For
example, if Left Coin Pulses, was set to 02 and Coin Switch Pulses Required for 1 Credit, to 01 a coin in the left
slot would produce two credits. Further, if Left Coin Pulses, was set to 01 and Coin Switch Pulses Required for
1 Credit, to 02, two coins in the left slot would be required for one credit.

Coin Switch Pulses Required for Bonus Credit may be set to post bonus credits when a minimum amount of coins
are inserted at one time. For example, if Left Coin Pulses was set to 01, Coin Switch Pulses Required for 1 Credit
to 01 and Coin Switch Pulses Required for Bonus Credit to 04, one credit would be posted for each of the first
three coins in the left slot and two credits for the fourth coin.

Standard/Custom Pricing - Set for the desired pricing scheme from the Standard Pricing Table as indicated in
the Player 1 and 2 displays. For Custom Pricing, set to CUSTOM. When set to CUSTOM, the following adjustments
are utilized to tailor each individual coin chute.

Left Coin Switch Pulses - Set the number of pulses registered for closure of the left coin switch; 00 to 99.

Right Coin Switch Pulses - Set the number of pulses registered for closure of the right coin switch; 00 to 99.

-
Center Coin Switch Pulses Set the number of pulses registered for closure of the center coin switch; 00 to 99.

-
Coin Switch Pulses Required for 1 Credit Set the number of coin switch pulses required to post one credit; 00
to 99.

Coin Switch Pulses Required for Bonus Credit- Set the number of coin switch pulses required to award a bonus
credit; 00 to 99.

CUSTOM PRICING TABLE

Coin Mechs Adjustments


Left Right Center Plays/Coins Ad08 LeftP Right P Mid P Pulse/ 1Cr Puls/bon

25C 25C $1.00 1/25C 3/50C Custom 01 01 04 01 02


1/25C 5/$1.00 Custom 01 01 04 01 04
1/25C/ 6/$1.00 Custom 05 05 20 04 20

5SCH 10SCH 10SCH 1/10 SCH Custom 01 02 02 02 00


1/10 SCH 4/30SCH Custom 04 08 08 06 00

20C $1.00 — 1/20C Custom 01 05 00 01 00


1/60C 2/$1.00 Custom 01 05 00 03 05

10P 10P 50P 1/1OP 6/50P Custom 01 01 05 01 05


1/20P 3/50P Custom 01 01 05 02 05

16 Adjustments
STANDARD PRICING TABLE

Ad 08 Standard Coin Mechs Plays/Coins


Pricing Select

1 2 4 Left Center Right Left Center Right


USA1 1 COIN 1 PLAY 250 $1.00 250 1 PLAY/ 1 COIN 4 PLAY/ 1COIN 1 PLAY/ 1COIN

USA2 4 COINS 3PLAYS 250 $1.00 250 1 PLAY/ 2COIN 3 PLAY/ 1 COIN 1 PLAY/ 2COIN
2 PLAY/ 3COIN 2 PLAY/ 3COIN
3 PLAY/ 4COIN 3 PLAY/ 4COIN
USA3 2 COINS 1 PLAY 250 $1.00 250 1 PLAY/ 2COIN 2 PLAY/ 1COIN 1 PLAY/ 2COIN
USA4 2COINS 1 PLAY 250 250 2 COINS FOR THE 1 st PLAY
1COIN BUY-IN 1PLAY/ 1 COIN ONLY DURING BUY-IN

AUSTRIA COINAGE 5 SCH 10 SCH 10SCH 1 PLAY7 2COIN 1 PLAY/ 1COIN 1 PLAY/ 1COIN
2 PLAY/ 3COIN 3 PLAY/ 2COIN 3 PLAY/ 2COIN
3 PLAY/ 4COIN

AUSTRALIA COINAGE 200 $1.00 $2.00 1 PLAY/ 3COIN 2 PLAY/1 COIN 4 PLAY/ 1COIN

UK COINAGE 10P 50P £1 1 PLAY/ 3COIN 2 PLAY/ 1COIN 5 PLAY/ 1COIN

SWISS 1 1 SFR 2 SFR 5 SFR Same as German 1


SWISS 2 Same as German 2
BELGIUM COINAGE 20/ 50/ 20/ 1 PLAY/ 1 COIN 3 PLAY/ 1 COIN 1 PLAY/ 1COIN

3ERMAN 5DM 7 PLAYS 1 DM 2DM 5DM 1 PLAY/ 1 COIN 2 PLAY/ 1 COIN 7 PLAY/ 1COIN
1

3ERMAN 5DM 9 PLAYS 1DM 2DM 5DM 1 PLAY/ 1COIN 3 PLAY/ 1COIN 9 PLAY/ 1COIN
2 3 PLAY/ 2COIN 7 PLAY/ 2COIN
5 PLAY/ 3COIN 10 PLAY/ 3COIN
7 PLAY/ 4COIN 14 PLAY/ 4COIN
9 PLAY/ 5COIN
NETHERLAND COINAGE 1 Guilder 1 Guilder 2.5Guilder 1 PLAY/ 1COIN 1 PLAY 1 COIN
/ 3 PLAY/ 1COIN
SWEDEN COINAGE 1KR 5KR 5KR 1 PLAY/ 3COIN 2 PLAY/ 1COIN 2 PLAY/ 1COIN
2 PLAY/ 5COIN

FRANCE 1 COINAGE 1/ 5/ 10/ 1 PLAY/ 3COIN 2 PLAY/ 1COIN 5 PLAY/ 1COIN


2 PLAY/ 5COIN
FRANCE 2 COINAGE 1/ 5/ 10/ 1 PLAY/ 5COIN 1 PLAY/ 1COIN 3 PLAY/ 1COIN.

ITALY COINAGE 500L 500L 1 PLAY/ 1COIN 1 PLAY/ 1COIN


SPAIN COINAGE 25P 100P 1 PLAY/ 1COIN 5 PLAY/ 1 COIN
JAPAN COINAGE 100¥ 1 PLAY/ 1COIN
3 PLAY/ 2COIN

Adjustments 17
ADDITIONAL GENERIC FEATURES
-
Ad 09 Game Cleaned When enabled (set to YES) the game cleaning counter will be reset to zero and Game
Clean-Me Green light will go out when STEP is depressed.(Also see E Ad31.)

-
Ad 10 Coin Reset When enabled (set to YES) all coin and paid credit totals will be reset to zero when STEP is
depressed.

Ad 11 Audits Reset - When enabled (set to YES) all audit totals except for coins and paid credits will be reset to
zero when STEP is depressed.

-
Ad 12 Restore High Score When enabled (set to YES) the High Score Levels and associated initials will be
restored to backup settings when STEP is depressed .

Ad 13 Expand Adjustments - When set to NO, depressing the STEP push-button advances directly to E Ad 45,
FACTORY RESTORE. When set to YES, depressing the STEP push-button sequences through the expanded
ad ustments. When exiting from expanded adjustments, this function is reset to OFF for the next time that
adjustments are required.

E Ad 14 Match Percent- Set Match percent from 00% to 10% or OFF. At 00% the match display occurs at the
end of the game but never awards a credit.

E Ad 15 Balls Per Game - Adjust the number of balls per game; 2 to 5.

-
E Ad 16 Tilt Warnings Adjust the number of plumb bob tilt switch closures before the ball in play Is tilted; 1 to
3 or OFF.

E Ad 17 Replay Boost - Set to YES or NO. When set to YES, exceeding a replay will set a temporary replay level
for each time a replay level is surpassed. This new level will equal the player’s final score (when the replay was
awarded) for each following game, until the replays have all been played. At this time the previous level Is resumed.

-
E Ad 18 Credits Limit Adjust the maximum number of credits that may be posted; 4 to 50.

HIGH SCORE LEVELS (E Ad 19 through 30)


There are four of the six high score levels with associated player initials that are displayed during the attract mode.
This provides a high-score-to-date feature. When players exceed these levels, the player initials may be entered
to replace the previous ones. These levels may be adjusted to award credits and to be reset to backup values after
a selected number of games.

-
E Ad 19 Hiscores Allowed Set to enable or disable the four high score levels; YES or NO.

-
E Ad 20 World Record Adjust the number of credits awarded for exceeding level 1 (the highest of the four levels);
Oto 5.

E Ad 21 Highscore 1 Award- Adjust the number of credits awarded for exceeding level 1; 0 to 3.

E Ad 22 Highscore 2 Award - Adjust the number of credits awarded for exceeding level 2; 0 to 2.

E Ad 23 Highscore 3 Award - Adjust the number of credits awarded for exceeding level 3; 0 to 1.

-
E Ad 24 Backup World Record Adjust the score level to which the world record (the highest of the four levels)
may be altered. This adjustment is not affected by E Ad30 (Factory Reset defaults to 7,500,000).

-
E Ad 25 Backup Highscore 1 Adjust the backup score level to which level 1 may be reset.

E Ad 26 Backup Highscore 2- Adjust the backup score level to which level 2 may be reset.

E Ad 27 Backup Highscore 3- Adjust the backup score level to which level 3 may be reset.

18 Adjustments
E Ad 28 Backup Highscore 4- Adjust the backup score level to which level 4 may be reset.

-
E Ad 29 Backup Mighscore 5 Adjust the backup score level to which level 5 may be reset.

-
E Ad 30 High Score Reset Every Adjust the number of games between automatic resets of high score levels to
backup settings and ball time averager adjustments; 100 to 900 or OFF (no reset or adjustment).

E Ad 31 Clean Game Every- Adjust the number of games in which the Clean Game message appears in Tech
Alert to indicate the playfield needs cleaning. Adjustable from 100 to 2000.

-
E Ad 32 Free Play When set to YES, no coins are required for games.

-
E Ad 33 Custom Message When desired, this function Is used to establish a custom message periodically
displayed during the attract mode. Set the feature to CHANGE using the Credit button and depress STEP. The
letter A Is indicated in the first position of the Player 1 display. Vary the letter by operating the left and right flippers.
With the desired letter indicated, depress the CREDIT button to lock in the letter and advance to the next display
character. Repeat this procedure until the desired message is indicated in the Player 1 and 2 displays. At this time,
depress the STEP push-button switch to advance to E Ad 34.

E Ad 34 Attract Mode Music - Set to ON (approximately every 3 minutes), or OFF.

E Ad 35 Flash Lamps- Set to NORMAL, DIM or OFF. When set to NORMAL the Flash Lamps are active, when
DIM the Flash Lamps impulse power is reduced by 25% and when OFF the Flash Lamps do not flash.

E Ad 36 Coils Pulse- Set To NORMAL, HARD or SOFT. When HARD the coil pulse power is increased by 12.5%
of the normal pulse rate. When set to SOFT the coil pulse power is reduced by 12.5% of the normal pulse rate.
These adjustments are provided to compensate for Low Line or High Line voltage conditions where the solenoids
appear to kicking too weak or too hard.

E Ad 37 Level Adjust by - When set to OPERATOR , the Manual Percentage Replay Adjustment can only be altered
with the front door open (see manual page 3). When set to ANY, the Manual Percentage Replay Adjustment will
display the message "PRESS START TO CHANGE REPLAY LEVEL" on power up If a change is recommended, and
anyone operating the replay button will initiate the change to the replay score.

E Ad 38 Install Country- Set to USA, FRENCH or GERMAN. Determines the default settings for the respective
country for game pricing etc.

E Ad 45 Factory Restore-Depressing STEP without changing the value shown In the Player 4 Display locks In any
custom message set with E Ad33 and returns the game to GameOver.Set the value to ON and depress STEP switch
to revert all game adjustments to factory settings, clear the Custom Message and return to Game Over.

GAME SPECIFIC FEATURES (E Ad 39 TO E Ad 45)


E Ad 39 Ticket dispenser- Set to ON or OFF. When set to ON, the game will despense ticket(s) (optional) when
each replay award levels is attained. When set to OFF , no tickets will be despensed.

E Ad 40 # Tickets per Award- Set from 1 thru 5. The game will dispense the selected number of tickets for each
award level.

E Ad 41 Outlane Toggle- Set to FLIPPER , SLING or BOTH. This feature controls how the lit Outlane Special will
alternate from the left lane to the right. When set to FLIPPER operating either flipper button will cause the Special
light to move from one lane to the other. When set to SLING operating either Slingshot switch will cause the Special
light to move from one lane to the other. When set to BOTH operating either the Flipper or Slingshot switches will
cause the Special light to move from one lane to the other.

Adjustments 19
E Ad 42 Joker Timer- Set to EXEASY, EASY, FACTORY, HARD or EXHARD. Determines how long the Joker
feature remains enabled in seconds.

EXEASY EASY FACTORY HARD EXHARD


18 Seconds 16 Seconds 14 Seconds 12 Seconds 10 Seconds

E Ad 43 Winners Circle- Set to YES or NO. When set to YES, at the end of the game, in a multiplayer game, the
higher scoring player will be highlighted on the display and receive an additional 20 seconds of unlimited balls.(This
will allow the player to build up his score and attempt to gain replays etc.) When set to NO the game will end
normally.

E Ad 44 Million Plus Loop Timer- Set to EXEASY, EASY, FACTORY, HARD or EXHARD. Determines how long
the Millions Plus Loop feature remains enabled in seconds.

EXEASY EASY FACTORY HARD EXHARD


24 Seconds 22 Seconds 20 Seconds 18 Seconds 16 Seconds

20 Adjustments
GAME DIAGNOSTICS
The Data East Pinball system provides tests for sounds, digital displays, lamps, switches, and solenoids. Each
feature may be tested manually or automatically using the STEP and FORWARD/REVERSE push-button switches
Inside the coin door and the Game Start push-button switch on the front of the cabinet. The automatic tests may
be used for a quick verification of automatic test functions and the manual tests, for troubleshooting.

During game play, activation of switches and operation of coils with associated switches are monitored. If a switch
Is not made for 50 games it is considered bad. When operation of a coil should close or open a switch and does
not, the coll Is considered bad. In Game over attract mode, bad switches and coils (if any) are reported (See Tech
Alert Description below) . Note that reporting of an unused switch does not constitute a problem and that a bad
coil could mean that the associated switch requires adjustment.

Wiring to switches, solenoids and controlled lamps uses color-coded wires that basically follows a resistor
color-code scheme for the eight rows and eight columns. During the switch tests and during the discrete lamp
test, identification of the color of the row and column wires are indicated in the Player 3 & 4 Displays. For example,
making the right coin switch during the Switch Test results in the switch functional name (RIGHT COIN) shown in
the Player 1 and 2 Displays, the row (WHT-YEL) and column (GRN-BRN) wire color codes shown in the Player 3
display, and the switch number shown in the Player 4 display.

BLK = Black GRN = Green


BRN = Brown BLU = Blue
RED = Red VIO = Violet
ORN = Orange GRY = Grey
YEL = Yellow WHT = White

ENTERING DIAGNOSTICS
With the game in the game-over mode, open the coin door and make sure that the FORWARD/REVERSE
push-button switch is set to REVERSE (down) and depress the STEP push-button switch. The Player displays will
show the tollfree Customer Service number 1 -800-KICKERS, that is 1-800-542-5377 ( U.S. including Illinois) and
the toll number (708) 345-7700 (Outside the United States) , this indicates entry into game diagnostics.

Service Credits
With the phone number displayed depress the STEP push-button switch. The game now gives the technician the
option of adding 1 to 5 service credits. These credits allow the technician to test-play the game without adding
any counts to the coin audits (AU 01 & AU 05-AU 08). When the message appears, press and hold the Game Start
pushbutton until the desired number of credits are shown on the display. Then press the step button again to add
these credits to the game and enter Tech Alert. If no Service Credits are desired, press the step button with the
initial message displayed.

Tech Alert
The player displays will now Indicate If there are any Bad Switches (Switches that are closed, that should not be
or switches that have not been activated In 50 games) it also indicates if the game requires cleaning, based on the
number set in E Ad 31.

Burn-In Minutes
Pressing the step button while in Tech Alert mode will step game into Burn-in Mode(Factory use). At this stage
pressing the game start button will cause the game to exercize all CPU I/O functions. This is provided to constantly
exercise sounds, solenoids, etc...

Game Diagnostics 21
To stop the test press the start button again. Cumulative Burn-In minutes will be displayed. To reset Burn-In
minutes to 00, you must perform a Audit Reset Ad 11 or a Factory Restore E Ad 45.

SOUND TESTS
The Data East Pinball sound system produces true digital stereo sound on left and right speakers and mono on a
center speaker. During Sound tests, the bottom display shows the sound board circuit under test and the
corresponding sounds are selected by operating the left and right flipper buttons to choose the circuit to be tested.
Now press the start button to initiate the sound. Refer to the Sound Test Chart for the sound circuits displayed
and the sounds produced.

The sound functions allow verification that all channels are functioning properly and that the speaker connections
are correct. Speaker Phase Testing procedures follow for checking speaker connections.

SOUND TEST CHART


Auto/Manual Tests Sounds Produced
(Player 1 & 2)

LEFT SPEAKER Left Sine (Left Speaker Only)


CENTER SPEAKER Center Sine (All speakers)
RIGHT SPEAKER Right Sine (Right Speaker Only)
VOICE ROM1 (Loc F6) "Did you ever dance with the devil in the pale moonlight?"
VOICE ROM2 (Loc F4) " Who are you? "
MUSIC TEST (Sound ROM Loc F7) Level 1 Through Level 4 Music

Speaker Phase Testing


Connections to each of the three 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 two,
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 Left, Center, and Right Sine functions.
If the Center Sine produces more volume and bass than the Left and Right Sines, the speakers are connected
properly. If it produces the same of 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 single-color
wire (BLK, YEL or RED) is connected to the negative (-) terminal.
2. Disconnect the speaker output connector from the Sound Board and connect a 1.5-volt battery across each
speaker pair one at a time while observing the speakers. Make sure that the positive battery terminal Is
connected to the positive lead (CN1-pin 1, 3, or 6) each time. As the connection is made, check speaker
cone movement; proper connections are indicated by outward movement.

22 Game Diagnostics
DIGITAL DISPLAY TEST
Digital display utilizes an intelligent Dot Matrix Display 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 Z80A microprocessor and it’ s personality ROM . (Unique to the Game) . It receives
Data, Reset & Clock information from the CPU Board via the ribbon cable and sends back Status and Busy signals
to the CPU . This is to insure syncronized communication of both boards.

The Drivers for the rows and columns are provided on 3 surface mounted integrated circuits. U13 & U14 supply
the anode power to the columns and U15 supplies the cathode power to the rows.

Automatic Test
To enter Display tests, operate the STEP push-button switch from the Sound Manual test. The displays will first
illuminate all dots in the entire Display. After a slight delay it will cycle one column from left to right. After a period
of time, it will begin the Row test by lighting the top row of the display, then turning it off and iluminating the next
row, until each row has been has been indivudally lit, while the other rows are off. The next test begins with every
other dot lit, in both the rows and columns. These dotsthen go out, and the unlit dots light, resulting in an alternating
checkerboard pattern. The test concludes with the words "DOT MATRIX LIVES". ( Please Note- these tests may be
interrupted at any time by operating the STEP push-button switch to advance to the next test.

Museum Motor Test


This Game has a feature which lowers a Target Switch (Museum) to allow a shot to the VUK below the playfield.
The motor on this mechanism is controlled by a relay driven by Q 23 on the CPU and there are 2 Limit switches (
Museum motor Up & Museum Motor Down) used by the CPU to determine the status of the Museum Motor.

After entering this test, press and hold the game’s Start Button. This will cause the relay to pulse repeatedly as long
as the Button is depressed. At the same time you will notice that the switch status (ON & OFF) will be indicated in
both the upper and lower portions of the display (Museum motor Up & Museum Motor Down). The appropriate
switch should be closed just prior to the limit of the Museum Motor Mechanism and both switches should not be
closed (ON) at the same time.

This test is located before the Switch Tests so the technician can move the mechanism until both switches read
OFF. This will help eliminate erronious readings while trying to trace a problem during Active Switch Test.

Game Diagnostics 23
Switches

Switches are configured in an 8 x 8 matrix of columns (switch drives) and rows (switch returns) with up to 64
switches possible. The switch tests include three parts; switch test, active switches, and bad switches. Row and
column wire colors are indicated in each test using corresponding resistor color code numbers.

Switch Test
From the Display Manual test, operate STEP push-button switch. Player 1 and 2 displays indicate SWITCH TEST.
Close each switch and observe the displays. The Player 1 and 2 displays will indicate the switch name, the Player
3 display indicates the row and column wire colors, and the Player 4 display indicates the switch number. When
a switch is released, the name and number disappear until another switch is closed or the test is exited.

Active Switches
Operate the STEP push-button switch from the Switch Test. Player 1 and 2 Displays indicate ACTIVE SWITCHES.
If any switches are stuck closed (or made from the presence of a ball) , the Player 1 and 2 displays sequence through
switch names, the Player 3 display indicates the row and column wire colors, and the switch numbers are indicated
in the Player 4 display. This cycle continues until all switches are cleared or until the STEP push-button switch is
depressed.

SWITCH MATRIX CHART

-
' NsC0Llim 1
ROUN
1 ^
GRN-BRN
CN 8 -1
Q55 2
GRN-RED
Q54 3
CN 8 - 2
Q53
GRN 0RN
CN 8- 3
-
4 Q52
-
GRN YEL
CN 8- 4
5 Q51
GRN-BLK
CN 8- 5
Left
6
-
Q50
GRN BLU
CN8-7
Right
7
-
Q49
QRN VIO
CN 8 - 8
Bat
8
-
Q48
GRN GRY
CN8-9
Plunb Left
-
UHT BRN Tilt j Not Used9 Lane Top Not Used 3 Bank 3 Bank _ Bar,
TOP 41 Standup49
Not Used
CN16-9 17 25 Top 33 57
2 Center Left Right Museun
UHT-RED Not Used Outhole Top Not Used 3 Bank 3 Bank Motor Not Used
CN10 - 8 2 10 Lane 18 26 Niddle 34 Middle 42 UP 50 58
3 Trough Right Left Right Museun
Credit
UHT-ORN #1 ii Top Not Used 3 Bank 3 Bank Motor Not Used
CN10 7 - Button 2 Left
Trough
Lane 19 27 Botton 35 Botton 43 Down 51
Right
59
4 Right Ranp Joker
UHT-VEL Coin «2 Not Used Entrance Left Not Used VUK Not Used
CN10 - 6 4 Centerl 2 20 28 Eye 36 44 Top 52 60
5 Trough
Left Joker Right
Center Ranp
-
UHT GRN Coin 5
#3
Return Exit 2 Right Not Used VUK Not Used
CN10 - 5 Right 13 2\ Eye 37 45 BottOM 53 61
6
^ Left
Left Shooter Right Joker
UHT-BLU La Return 22 Not Used Mouth
Not Used Turbo Not Used
CN10 3 - Coin & 14 38 3Q 46 Bunper 54 62
7 Sian Left Left Left Center
-
UHT VIO Tilt E0S Outlane„ Not Used Left
UUK 39
Slingshot Turbo
Bunpergs
Not Used
CN10 - 2 ? 15 23 31 47 63
8 Right Right Right Right
UHT-GRV Not Used Not Used Not Used Slingshot Turbo Not Used
EOS Outlane
CN10 1 - 8 16 24 32 40 48 Bunpergg 64

24 Game Diagnostics
Batman - Switch Part Numbers
Number Description Part No. Number Description Part No.
01* Plumb Tilt See Cabinet 10 Out Hole 180-5011-00
02 Not Used 11 Trough # 1 (Left) 180-5009-00
03* Credit Button 500-5097-02 12 Trough #2 (Center) 180-5009-00
04 * Right Coin 180-5024-00 13 Trough #3 (Right) 180-5010-00
05* Center Coin 180-5024-00 14 Shooter Lane 500-5303-00
06* Left Coin 180-5024-00 15* Left Flip. Cab. Switch 180-5067-00
07* Slam Tilt 180-5022-00 16* Right Flip. Cab. Switch 180-5067-00
08 Not Used 17 Left Top Lane 515-5138-00
09 Not Used 18 Center Top Lane 515-5138-00
19 Right Top Lane 515-5138-00
20 Not Used
21 Left Return Lane 515-5138-00
V

0
e 0 0 0 o 22 Right Return Lane 500-5142-00
17 f«llowlS 0K2 23 Left Outlane 500-5142-00
6 I .I. o
&'
* * 4
24 Right Outlane 500-5142-00
O 25 Not Used
26 Not Used
0 54 27 Not Used
OQ 28 Ramp Entrance 80-5085-00
9 29 Ramp Exit 80-5085-00
O 30 Not Used
55 31 Not Used
(W QQD 32 Not Used

Its h Qo 33 Left Bank Top 515-5124-13


O
<0
34
35
Left Bank Middle
Left Bank Bottom
515-5124-13
515-5124-13
O 36 Joker Left Eye 180-5010-00
O
* 37 Joker Right Eye 180-5010-00

41
$
0 38 Joker Mouth 180-5010-00
39 Left VUK 180-5072-00
O 35^ QO 40 Not Used
41 Right 3 Bank Top 515-5124-13
42 Right 3 Bank Middle 515-5124-13
43 Right 3 Bank Bottom 515-5124-13
OtP,
/1
44 Not Used
45 Not Used
7 46 Not Used
47 Left Slingshot Sw. (2) 180-5054-00
0 0
9 48 Right Slingshot Sw. (2) 180-5054-00
n
5
49 Bat Bar StandupTarget 515-5262-00
..
rC‘
i 50 Museum Motor Up 180-5052-00
51 Museum Motor Down 180-5052-00
**

*
\— #t?OW 52
53
Right VUK Top
Right VUK Bottom
180-5072-00
180-5072-00
•«*«

-• '' ^
Oibxiii
Si
oh ® 54
55
Bumper Left
Bumper Center
180-5015-00
180-5015-00
56 Bumper Right 180-5015-00
57 Not Used Through 64

* Indicates Cabinet Switches


Switch Locations

Game Diagnostics 25
LAMP TESTS
Controlled lamps are configured in an 8 x 8 matrix of columns (lamp drives) and rows (lamp returns) with up to 64
lamps possible. The lamp tests include four parts, all lamps, lamp return (row) , lamp drive (column) , and discrete
(individual) lamps. Row and column wire colors are indicated in the discrete lamp test using corresponding resistor
color code numbers.

All Lamps
From the Active Switch test , operate the STEP push-button switch. Player 1 and 2 displays indicate ALL LAMPS
and all controlled lamps will light.

Lamp Returns
From the ALL LAMPS test, depress the STEP push-button switch. The top display indicates LAMP RETURNS and
the Bottom display Indicates wire color and the LAMP RETURN driver transistor. All controlled lamps in row 1
should be lit. Operating the Game Start push-button switch cycles through each of the rows separately.

Lamp Drives
From the LAMP RETURNS test, depress the STEP push-button switch. The Top display indicates LAMP COLUMNS
and the bottom display indicates wire color and the LAMP DRIVES driver transistor. All controlled lamps in column
1 should be lit. Operating the Game Start push-button switch,cycles through each of the columns separately.

Fror the LA Jp DRIVES test, depress the STEP push-button switch. The top display indicates lamp name. The
$
bottom display indicates the row and column wire colors and the lamp matrix number. Lamp 01 should light. With
the FORWARD/REVERSE push-button switch in the FORWARD (up) position, operating the Game Start push-button
switch selects higher-numbered lamps; with it in the REVERSE (down) position, Game Start selects lower-numbered
lamps.
LAMP MATRIX CHART

'sN 0LUMN 1 Q 71 2 Q70 3 (369 4 Q68 5 Q67 6 Q66 7 Q65 8 Q64


BU
1
^
\ Q72
-
YEL BRN
CN 7 -1
1
-
YEL RED
CN7 2
BottOM
-
-
YEL ORN YEL-BLK
CN 7- 3 -
CN 7 4
iackpanel
-
YEL GRN
-
CN 7 6
Left
--
YEL BLU
CN 7 7
Right
YEL-VIO
CN 7- 8
Ranp
-
YEL GRY
CN7 9-
Left
RED-BRN Million i 2 X 9 Toplane1? Left 25 3 Bank 3 Bank Diverter ^ BATMAN
CN6 -1 TOP 33 TOP 41 49 57
2 Q73 Super Sackpanel Left Right
RED-BLK
BottOM Center 3 Bank 3 Bank Insert - BATMAN
- BUMPS 2 « 10 Toplane Center
Middle 34 Middle 42 Moon 50
3
CN6 2
Q74 Lite BottOM
^ iackpanel
^ Left Right Insert -
58
Right
RED-0RN Extra 6 X n Toplanej Right 2?
3 Bank 3 Bank 5 Million BATMAN
CN6 3 - Ball 3 ^ BottoM 35 BottOM 43 51 59
4 Q7S Fast BottOM Playfield iackpanel Joker Left Insert -
-
RED VEL Money 4 8 X 12 Moon 20 500 K 28
Left BuMPer 15 Million BATMAN
CN 6- 5 Eye 36 44 52 60
5 Q76 Instant BottOM Left Iackpanel Joker Center
_
Insert -
RED-6RN XBall
Right
BuMper , 10 Million BATMAN
- 2 Ball 5 10 X 13 Return Eye 37 ‘

6
CN 6 6
Q77
^ 29
Joker
45
Cab
53
.-
61

-
RED BLU
-
Million
Plus
Shoot Right
Again 14 Return ,
Double
22 Scor 30
2
Million33
Right
BuMpe Start
g Button54
BATMAN

7
CN6 7
Q78 Max
6
BatMan's Left Under Left Spot ^
Museun
62

RED-VIO X Ranp VUK Bat Bat Lockball


Head 15 Outlane „
CN 6 8- Value 7 23 XBall 31 XBall 39 Monitory Synbol 55 #1 63
8 Q79 Spot Batnan's Right 3 Left Right
Jackpot Lockball
RED- GRY Fast Chest Outlane Million 3 Bank 3 Bank
Llt 2 64
CN6 -9 Money 8 16 24 32
Done 40 Done 48 56 *

26 Game Diagnostics
Lamp Description
Number
01. 1 Million 10. Bottom 4X
02. Super Bumps 11 . Bottom 6X
03. Lite Xball 12. Bottom 8X
04. Fast Money 13. Bottom 10X
05. Instant 2 Ball 14. Shoot Again
06 Million Plus 15 . Batman’s Head
07. Max X Value 16. Batman’s Chest
08. Spot Fast Money 17. LeftToplane
09. Bottom 2X 18. Center Toplane
19. Right Toplane
20. Playfield Moon
21. Left Return Lane
22. Right Return Lane
23. Left Outlane
25 26 27 28 29 24. Right Outlane
25 * Backpanel Left
26 * Backpanel Center
27 * Backpanel Right
28 * Backpanel 500K
o © © © © o 29 * Backpanel XBall
o 30.
31.
Double Score
Under Ramp XBall
* *
0 0 32. 3 Million
Q 55
33. Left 3 Bank Top
O 34. Left 3 Bank Middle
H

K O Q 44
I
I- 35. Left 3 Bank Bottom
$
36. Joker Left Eye
{ 37. Joker Right Eye
38. Joker 2 Million
rJN -$ 45
CCS k §8»
39. Left VUK Extra Ball
•\ 40. Left 3 Bank Done
41. Right 3 Bank Top
42. Right 3 Bank Middle
32 % 43. Right 3 Bank Bottom
0 44. Left Bumper
$
o 32) > 45. Center Bumper
46. Right Bumper
0/3 47. Spot Bat Monitor
48. Right 3 Bank Done
(1 )? \ n
49.
50 *
Ramp Diverter
Insert-Moon (2)
@ © 22fa 51 * Insert-5 Million
52 * Insert-15 Million
53 * Insert-10 Million
54. Cab.-Start Button
u
55 . Museum Bat Symbol
o rgnrnjirnp O 56. Jackpot Lit
23 (133 57. BATMAN
W KST', 58. BATMAN
59. BATMAN
* •*

Lr .* I ,
fc
* 60. BATMAN
* ^
v * :
< y ,* i

t
61. BATMAN
.k Xti ® oNiS

^^risTTP
''
62. BATMAN
i !
63. Lock Ball # 1
64. Lock Ball #2

* Indicates Insert Panel or Backpanel Lamps


Lamp Locations

Game Diagnostics 27
FLASH LAMP COIL TESTS
Twenty-Two regular (pulsed under microprocessor control) coil drivers are provided to switch ground to coils.
The Left/Right relay is used in conjunction with drives 1 through 8 to switch + 32 volts between coils orfiash lamps;
these sets are termed "left" and "right". This relay is located on the PPB board which provides isolation diodes and
current limiting resistors. This effectively provides 29 regular coils.

Flash Lamp
From the Single Lamp test, depress the STEP push-button switch. All Flash lamps will fire randomly. This allows
the Technician to easily spot any burned out bulbs and replace them without steping through the tests below.

Automatic Test
From the Flash Lamps test , depress the STEP push-button switch. Player 1 and 2 displays indicate ALL COILS.
The test pulses each regular solenoid or flash lamp sequentially with the coil/flash lamp name indicated In the Player
1 and 2 displays and the wire colors in the Player 3 and 4 displays.

Select Coll
From the Coil Test, depress the STEP push-button switch. Player 1 and 2 displays indicate SELECT COILand then
the name of 1 st drive , the wire colors are Indicated in the Player 3 and 4 displays. Operate either Flipper push-button
switch to select the coil or flash lamp to be tested. With the desired drive number indicated in the Player 4 display,
depress the START push-button switch to cause it to be pulsed repeatedly.

RETURN TO GAME OVER


From the Select Coil test, depress the STEP push-button switch once. The game returns to the game-over mode.

CPU Controlled Auxiliary Solenoids


Coil Coil Control Line Power Line Drive Coil
Number Description (CPU to Coil (PS to Coil) Transistor Type
$ 0 0 0 o
V o 17 Left Turbo Bumper BLU-ORN
CPU CN1B*3
RED
PS CN3-6
08 -
23 800

o
A Ll *
18 Center Turbo Bumper BLU-RED
CPU CN1B- 4
RED
PS CN3-6
09 -
23 800

16 Right Turbo Bumper BLU-YEL


CPU CN18-6
RED
PSCN3-6
Q10 -
23 800

« H. 8©
.
19 .'-*** ^. Jr -
T'

7
.
• i
.
!!
'i
u.
20

21
Left Slingshot

Right Slingshot
BLU-BRN
CPU CN19-7
BLU-GRN
CPU CN16-8
RED
PSCN3-8
RED
PSCN3-8
011
Q12
23-800

23-800

o 22 Motor Circuit (See Schematic) • Q13


18 CPU CN19-9 PS CN3-6
rMO K

M Flipper Solenoids
m 9 7,o
Coll Flipper GND
.
Power Lines
.
Coil Power Input

SB • 22 Description CPU to Coil Sw toFlip PCB FlipPc toCol Type To Flip PCB

J 2® ooj8) L g4° Left Flipper ORN GRY-


CPU CN19-2
BLU GRY
CN1 9
-
-
-
GRY YEL
CN2-1.2
-
23 900 BLK-WHT
50VDC
T\ OGOw fa RlghtFlipper -
ORN VIO
CPU CN19 1
BLU VIO
-CN1 1
-
-
-
BLK WHT
CN1-1
-
23 900 GRY,
GRY-GRN

U ®
OrPG ® @ GQiC .\!
8VAC

2 21
O
© ©
o

nnn X5 © ©
M
'.V

©
S'
'
X VX © Backbox Flash Lamps ©
© © ®©o®
'
f i .

28 Game Diagnostics
P/0 PPB BOARO
OUTHOLE
P /O PPB BOARD
23- 640 *rn1 ]
« T*
( 4 I 0RN
3 PLFD
1 INSERT
-a + 32VL +32VP | 5 T
^ieee <
P/O CPU BOARD J J6
CN- 1 02 BRN
SOt L 0 V|
OPT DB HI M 1 J
SWE RQT HHK
(4) NO 89

TROUGH p/0 PPB BOARD


EJECT JBr
1 JB
p/o PP> BOARD 2M4
° L
- mow 3 RAMP

*M *
m
w « 1 ft? 1 PLFD
JT
r
P/0 CPU BOARD
SUE
* "° | CM 11 . Qg W- WP BRN


32V1 +32V

SIDE
( ) NO . 69
(3 ) NO 906

P/O PP8 BOARD


LEFT VUK JBr
23-800 ~ 2 INSERT
P/0 CPU BOARD J1
P/O PPB BOARO
J
* l + 32VL f 4 lO"—
+ 32VR | 5 J ^
W
2 PLFD

ggg©
cN- n 03 V10- 0RN BRN
SIDE L 0
StOE
GRY-ORN D11 - R3
i2 BLK- ORN
- 4

( 2)N0 66
( 2 /NO . BOB

BALL LAUNCH P/O PPB BOARO

P/O PPB BOARO P/O PPB BOARD vto_


50 V
22-600
J7
TEL - VTO]__ 4 ORN
2 INSERT

321
P/O CPU BOARD 2 PLFD
T D4
"" *
StOE
SIOE <- YEl
( 2 )NO 906
(2 )N0 B9

P /O PPB BOARO
JB
P /O PPB ~
BOARO
NO COIL
AT THIS X+
,Nr-Sj FIORN 4 PLFD
* \i
P/O CPU 8O R0 J®
p * 1 CN- 1 I
Jir
05 ' VAO- GRN LOCATION
NOT USED)
Bf 32VL + 32V

D13 - R5 J2
SIOE R Oil BLK - GRN

(4 ) NO 89

P/O PPB BOARD


RIGHT VUK JBr JB
23-800 3 PLFD
P/O PPB BOARD ORN
P/ O CPU BOARD
ARD J1 Jfl ] 1 INSERT
08 VW- BLU BRN I 32VL + 32VR 5
SIOE L 06 . 1 04- 11 -4 U

SIOE R 06 ofoz} g^-<i D14- R6


l
2
BLK- BUJ

(4) NO. 69

P/O PPB BOARO

IQARD
P/ O CPU BOARD
SIOE L 07, ] CN- n
Jir
P/O PPB BOARD

——
1 19
E)
viO-BLK
4
NO COIL
AT THIS
LOCATION
1
- 13 + 3M +32V
* [3 p
— 4 PLFD

(NOT USED)
SIDE R 07J

(4) NO 80

P/O PPB BOARD


P/ O PPB BOARO
50V J7 , , J6
P/O CPU BOARO
1 1
_
CN- 11
1 1
J1
P/O PPB BOARO
06
J9
WHT - GRY
KNOCKER YEL - VIO 2 INSERT
2 PLFD
SIOE L 08,
039 -5} g- ~ 016 - R8 J 2 BLK GRY
SIDE R 06 - 23800
1j
(2) NO 89
(2) NO . 906

3 INSERT
1 PLFD P/O P.S. BOARD
CN3
P/ O CPU BOARO
iCN- 12 ORG
09 -4OT} "12
— fh »< « */0LUT -
— asts*
P/O PPB BOARD (4) NO 99
+ 32V

^
RJCHT / GENERAL
frA - RED COR. RELAY J «
RED wKT - ILLUM.
10 — ram — 2 RELAY
CN7
BRN - ORN
11 — t d2fi 4
3 INSERT
1 PLFD
BRN YEL (4) NO. 89
12 [W1 5
CN3

1-
2 INSERT 2 PLFD
P /O PPB BOARD 7 32V
Jir ' -
^ | J6
1 *» 14
13 — (TO B 3 A/W 5
J6
(4) NO 89

4 INSERT

R - 12
BRN- BLJ
14 — 1025 ) 7
(4) NO ee 2

R - 13
RED
5 — BE)— i-MfcMg- I-A /W- 2 MnHzMS OPTIONAL
FROM an
TICKET DISPENSER «
0 0 2 VAC
2 INSERT
2 PLFD

R - 14
- ,s
COIL WHT-ftgO WHT -R60
QE1 •I BRN
Y GRV
AA
v vv* 3 8RN-
GRY
NX. BATBAR MOTOR ASSY

COM4!
NC

(MO
-
WHT RtD
515-52564)0- 11
29
AtLAY BOARS"
CABINET PARTS ILLUSTRATION
19 14 5
12 16
17
20
29
27
28
1
25
2
3
4 26 O

5
3 O
18
6
7

9 Q
10 21

Item Description Part No.

1 Ball- Shooter Assy 500-5409-06-04


2 Flipper Button 500-5026-16
3 Leg Bolt (Black) 231-5000-01
4 Cash Box Bottom 545-5090-00
5 On/Off Switch DP/ST 180-5001-00
6 Leg (Black) 535-5020-30
7 Lock Bracket-Cash Box 535-5215-00
8 Power Input Box Assy 515-5360-00-10
9 Transformer 010-5003-00
10 Speaker-Round (6") 031-5000-00
11 Side Armor-Right(Not Shown) 535-5010-31
12 Memory Protect Switch 180-5000-00
13 Memory Protect Switch Bracket 535-5225-01
14 Start Switch Assembly 500-5407-06
15 Flipper Micro Switch 180-5048-01
16 Cash Box Top 535-5013-01
17 Plumb Bob Tilt Assembly 500-5023-00
18 Volume Control 123-5000-00
19 Playfield Glass (Tempered) 660-5001-00
20 Side Armor -Left 535-5010-32
21 Recessed cup for Line cord 545-5122-00
22 Service Switch (Not Shown) 180-5012-00
23 Front Molding Lockdown Assy. 500-5020-00
24 Front Molding -Black (Not Shown) 500-5021-10
25 S.S.Flipper P.C.B. 520-5033-00
26 Roto Lock Bottom 355-5006-01
27 Rear Plastic Extrusion for Playfield Glass 545-5038-00
28 Mounting Foam for Extrusion 626-5004-00
29 Plastic Channel (Right & Left) 545-5017-00

30 Parts Identification
Playfield - Major Assemblies

u
O 0
o &o
m t
a
**

s i 4
1. o 2 1/
&
i
i
u.
4
f

& Item Description Part Number


/1
o
r
* o 2 oa ®)7 1. Up Down Target 500-5386-00-11

QoD
f 2. Pop Bumper 500-5227-00
3. Sling Shot 500-5226-00
O 4.
5.
Super VUK
Bat Cave
500-5116-04
545-5281-00
O o 4 6. 3 Bank Standup Target 500-5384-03
7. Super VUK 500-5116-03
CpJS 8. Flipper Assy Right 500-5177-71

O
crz) Jao r)g,Vo 9.
10.
Flipper Assy Left
Ball Trough eject
500-5177-72
500-5012-01

J
11. Outhole Kicker 500-5082-00

0 § 4
12.
13.
14.
15.
Joker Chute Assy.
Up Down Chute Assy.
Plastic Ramp Assy.
Joker Ramp Assy.
535-5929-00
515-5400-00
500-5385-00-11
500-5388-00-11
3 3 16.
17.
Ball Trough Assy.
Ball Diverter
500-5044-00
535-6116-00
o o 18. Bottom Arch 545-5170-00
a 19. Turbo Kicker 500-5406-00
a
18 y 3£ LJ
/ '
A
Ms Individual part breakdowns for most of
TJ: these assemblies can be found
on pages 35 through 41 and 63 & 64.

Parts Identification 31
BACKBOX PARTS ILLUSTRATION
Item Description Part No.

1 CPU Board Assy. (Non-Reflx) 520-5003-031


II 2 Sound Board Assy 520-5050-001
1 3 Capacitor 2C1 125-5000-00
4 Bridge Rectifiers 112-5000-00
5 5 Power Supply Bd. Assy 520-5047-00

4 6 PPB Board 520-5021-04


7 Dot Matrix Display Bd 520-5042-001
8 Display Ribbon Cable* 036-5000-24-10
9 Speaker Housing 500-5416-00-10
6 10 Speakers (2) 031-5004-00
ID H 2
11 Speaker Grill (2) 830-5604-00
12 Back Box Glass* 830-5211-00
9 7
13 Roto-Lock Top* 355-5006-02
* Not Shown
t When ordering PC Boards with ROMs
please specify game name

o O O O o
) D D D o
RUBBER PARTS ILLUSTRATION 1
4
4
o & O' 4

N
bQO
V n
V

CSs%
*
.
ij •
...
I

Description Part # i .'7


A > A
> Rubber Post -Long(8) 545-5260-00
L
M0 t
'

.
/

Flipper (2) 545-5277-00


Qo

lOi mo
i
3
/16 (2)
M
545-5025-01
V (8) 545-5025-02 o O
1 /2 " (3)
2 1/2" (2)
545-5025-07
545-5025-09
s 0
0 Vi
2 V (2) 545-5025-20 E «
Shooter Tip 545-5027-00 o
Rubber Post - Short (2) 545-5151-00 o
I *w
E

Qio
F F
:>

0 o

—^
«
® - -VJ; ,<<.
" /
®
ji
oi
*

32 Parts Identification
Playfield Parts

No. Description Part Number

1. #6X1 /2 Hex Typ. 234-5001-02


2. Plastic Spacer (1 ) 254-5000-02
3. Plastic Spacer (1) 254-5000-06
4. Plastic Spacer (1) 254-5000-07
42:42:42-44=43 5. 1/2 Hex Spacer 254-5008-03
4 0 0 0 0
8 6. 1 3/4 Plastic Spacer 254-5008-10
2 3 0 7. Retaining Ring 270-5002-00
1 8 5 8. Wire Gate and Switch 500-5314-00-11
0 4 9. Batmobile 500-5328-00-11
Q /
10. Lower Left Return 517-0111-07-11
32
:
bi 31 31 l
.
11 . Lower Right Return
12. Bumper Post Mach
517-0111-08-11
530-5007-00
13. Post Wood Screw 530-5010-01

iMf
14. Mach Post 530-5012-02
15. Metal Standoff 530-5035-01
16. Mach Post Screw 530-5012-02
M wno « 17. Diverter Shaft
18. Wire Form 1 "
530-5173-07
535-5300-08
19. Wire Form 535-5300-12
) 20. Rebound Hinge 535-5372-00
it;
c? \W 21. Ball Deflector 535-5380-01
41
c^3 ! 22. Ramp Side Plate 535-5442-00
> <
= rn
000 23. Wire Form 535-5603-00
24. Ramp Plate 535-5884-00
3 3 5 25. Joker Ramp Brkt. 535-5890-00
26. Museum Brkt. 535-5894-01
27. Joker Ramp Plate 535-6052-00
6 28. Ball Diverter 535-6116-00
% *29. Light Cover Red 545-5014-02
*30. Light Cover Green 545-5014-04
"
*
0
CD
o 9 31. Bumper Cap 545-5225-03
32. Flugenheim Museum 545-5280-00
ki;
33. Small Plastic Post 550-5034-03
* » 34. Light Hood Single 550-5035-03
xK
v;>,*d! *35. Coinage Card 755-5008-02
\o »* *4
S '-
X
.^
• '
/

© 35 ! *36. Instruction Card 755-5011-00


36 «o , 37. Decal Sheet 820-5060-XX
^ !°|
} l.J .
*38. Playfield Mylar 820-5818-00
*39. Screened Playfield 830-5111-00
*40. Screened Plastics 830-5415-XX
41. SB Mini Hat Mars Amber 550-5032-03
42. SB Mini Mars Amber 550-5031-03
43. SB Mini Mars 550-5031-07
44. SB Mini Mars Clear 550-5031-01
45. Scoop 535-6030-00

Note:
See page 25 for switch part numbers

* Indicates not shown

Parts Identification 33
£
" '
CG^ C? C;t; > C *e v ocscmmoN r OATE AAA

A n. 2 *T 'Co - ~| \*TI < 5


*
Ca LO S
o l C C
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t
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LU £ •0
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2 .0 3 7
C i»
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01 C Z f i r J j C> • * O' t
c& WHlTc - - .c n
5 y . u.
o> 9 ? u f? ? L = - 57 . C 2 o *. 6
<7iO FLO . O R. C, » J £ != >
- 0 3? ., C 4Z 9l •/«. * e =>
'
c Zt-L "~- rrLO .-C,.RZ£= S/ .. - 'S
^
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%

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x )f .D c A/crr 5 ^ A* *c Y
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Unique 5-
to

Parts
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iT
/

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e» % R*
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Tip

.
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t SC
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r “
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- /

/ 3-VL S
^i; ..S *r. L- . I 2 £ £ - Z o /4 o o - /
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-
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C (i.Zfc 65 CPLTPT ro ‘v/n ZP C CJT / OZT.Z Z-


* . *
y
TOLS^ANC UNLSSS
* £ 0 S3 MO . NEXT ASSEu. OWN . OATC TITLE
Hs w:Se £
C‘ ^ * * MAT. - . TS>v O C T 6S :4 s 5:
. y
DIM X X 05 = X XXX: XS CH XO SCALE
o ^ Cl o r ,
X XX: C - 5 XXXXX s *
.
N.T.
D A T A EAST PIN 3 ALL INC. sso SYO ? xx - XX . AART NO
D l V
n »: i* FIN .
^
1 90 JANICE AVE- . M £ L =» 0 $ £ PAP <. IL 6C ' 50
*
- -
Item Part # Description

1 545-5193-00 Sw.Insulator
4 2 180-5064-00 Micro Switch
3 266-5025-00 Cap Spring
O
4 535-5298-01 Ball Kickup Mtg. Brkt
5 -
6 32 Tap (4)
#6-32X3/8 SEMS(2)
6
6 232-5201-00
Vert.Kick.Cap
o
3 7 7 545-5227-00
2
6
8 535-5111-00 Pin 3/32 X 7/l6
2
© 4 9
9 535-5203-01 Coil Retainer Brkt.(2)
Emm 10 090-5023-00 Coil 22-600
/ © 11 112-5003-00 1N4004 Diode
© 12 237-5806-00 2-56X1/2 Screw(2)
©
13 232-5200-00 #6-32X1/4 Phil.M.S.
-© 14 266-5009-00 Spring
13
14 15 515-5352-00 Plunger Assy.
16 280-5003-00 Bumper
500-5116-03 ( 5

Super VUK 17 270-5010-00 Compression


16
Ring(3)

Item Part # Description

1 545-5193-00 Sw.Insulator
4 2 180-5064-00 Micro Switch
3 266-5025-00 Cap Spring
+ © 5
4 535-5298-00 Ball Kickup Mtg. Brkt
18 5 535-6047-00 Ball Guide Brkt
6 232-5201-00 #6-32X3/8 SEMS(2)
545-5227-00 Vert.Kick.Cap
0
3
7 7
2
6
8 535-5111-00 Pin 3/32 x 7/i6
2
9 535-5203-01 Coil Retainer Brkt.(2)
© « © 10 090-5001-00 Coil 23-800
LSI
/ © 11 112-5003-00 1N4004 Diode
© 12 237-5806-00 2-56X1/2 Screw(2)
13 232-5200-00 #6-32X1 /4 Phil.M.S.
© 14 266-5009-00 Spring
13
14
15 515-5352-00 Plunger Assy.
16 280-5003-00 Bumper
500-5116-04 5

Super VUK 17 270-5010-00 Compression Ring(3)


#6-32 X1/4 SEMS
16
18 232-5200-00

Unique Parts 35
SUPPORT BRACKET

FLIPPER ASSEMBLY (ATTACHING HARDWARE)


- -
265 5002 00 «8-32 x 34 PHILLIPS SCREW
ROUND HEAD (SELF TAPPING)
OOflLMTNGBKT . PLUNGER
(ATTACHING HARDWARE) (PLUNGER A LINK ASSY
-
#8 32 x 3/8 PHILLIPS SCREW - -
515 5052 01) /
PAWL

-
COIL STOP BKT ASSY
-
515 5086 00
(ATTACHING HARDWARE)
237 till §1
ROUND HEAD (SELFTAPPING)
FLIPPER UNK
545-5219-00
1/4 20 x 3/8 PHILLIPS
* ROUND HD (ZX)
REFER TO COIL
CHART FOR
- -
545 5105 00

GAME SPECIFIC COILS


(SEE RACK) USHING
-
515 5097

o BAT Parts
SE3 - 00

O
(INCLUDES SHAFT

RUBBER
-82
)

Unique
1 D o
o HEAD SCREW

UNK NUT
t - -
238 0014 00
I
FLIPPER BASE L ACTUATOR CAP Univ. Plunger Link
- --
515 5077 01(RIGHT)
0(2 (LEFT)
- -
545 5084 00 & Pawl Ass’y
- -
515 5051 00

CAP END OF STROKE DELRIN SWITCH LIFTER


-
1255002 00 -
180 5018-00 BUSHING
SW A BRACKET ASSY'
- --
515 5087 01 (RIGHT)
( 02 LEFT)
-
545 50704)0
(ATTACHING HARDWARE)
LANE CHANGES SWITCH A BRACKET ASSY 6-32 x 3/8 PHILLIPS
-
( 03TOPRIGHT)
180-5026-00 NOT USED WITH *ROUND HEAD (SELF TAPPING)
SOLID STATE FLIPPER ASSY

-
10 32 x 1 1/4 SOCKET HEAD SCREW

8
Slingshot Assembly
-
500 5226-00 o

Item Description Part No. 14


1 Slingshot Bracket 515-5339-00
4
2 S.S. Arm & Tip Assy. 515-5340-00
3 Plunger & Link Assy. 515-5338-00 3
O
4 1/4 Retaining Ring (2) 270-5002-00
5 Spring 266-5020-00 S

6 23-800 Coil 090-5001-02 9 3


7 Coil Sleeve 260-0004-00 D
8 Coil Retainer 535-5203-01
1
9 #8-32 X /4" Screw (2) 232-5300-00 ©
10 Slingshot Switch (2) 180-5054-00 8
11 Tension Plate (2) 535-5846-00
12 #4- 40 X 1/2" Screw (4) 237-5837-00
13 6
13 Diode 1N4004 (2) 112-5004-00 1
14 Link , Plunger 545-5062-00

545-5062-00
FIBER LINK
SPRING
265-5017-00 515-5338-00
PLUNGER
COMPLETE
ASSEMBLY
515-5008-00 0 a o
EJECT CAM a
ASS’Y
o e 535-5203-01
COIL RETAINER
BRACKET
266-5000-00 SCREW
SPRING #8-32X 3/8 SEMS (2)
090-5005-00
AE-23-840 515-5011-00
COIL BRACKET AND
STOP ASS Y

500-5012-01 BALL FEED ASS’Y (TROUGH EJECT)

Unique Parts 37
COIL
-
090 5005 00 - -
515 5088 00
COIL STOP
-
SOLENOID PLUNGER
530-5013 - 02
LINK
530 - 5058 - 00
515-5016 - 00
KICKER LEVER
5*
O -
15 5015 00 -
BASE PLATE
ASS’Y
SCREW, WASHER 2 EA. -
6
ROLL PIN
CLIP RING
535 5203 02
COIL RETAINER BRACKET
- -
265 - 5000-00
545 - 5032 -00 SPRING
STRIKER RING

500 - 5082- 00 0UTH0LE BALL RETURN ASSY

Turbo Bumper
500-5227-00

Rod & Ring


Ass’y
Bumper 515-5085-00
Body w /

545-5197-00
Bumper Skirt
Switch 545-5098-00
180-5015-00
Bumper Housing
545-5100-00
Diode.
1N4001
Plunger Plunger Brkt.
530-5062-00 L;
'
535-5277-00
Coil I I Spring
090-5001-00 266-5009-00
(AE-23-800)

Coil Stop Ass’y


515-5088-00

38 Unique Parts
COIL RETAINER BRACKET
SCREW 535-5203-01
#8-32X 5/16 (2)
LOCKWASHER
#8 (2)
COIL
090-5001 01 -
545-5094-00 O
- -
(AE 23 800)
GROMMET
266-5020 00 -
SPRING
-
515 5000-00
PLUNGER ASST
iKICKBACK /KNOCKER BRKT.
535-5265-00

KICKBACK ASSEMBLY 500-5080-00 (COIL LUGS ON THE SIDE )


KNOCKER ASSEMBLY 500-5081-00 (PICTURED)

Kicker Pivot
515-6140-00
E-Ring
Kicker
Arm
t
i 270-5004 00
Brkt .&Stop
-
515-5467-00' Ass’y.
515-5351-00
E-Ring -. r 7
270-5004-00' " V

Spring
266-5000-00
Link
545-5062-00
8-32x 3/ 8
.
Plunger Ass) V S.E.M.S. (2)
515-5338-00
Coil
Mtg.Brkt
22-600 Coil 535-5201- 00
090-5023-00

Diode
Turboboost 1N4004
Kicker
500-5406-00

Unique Parts 39
- -
237 5839 00
#8-32 Set screw
515-5396-00
Crank Arm
Ass’y.
266-5000-00
Spring 3
i
090-5015-00
Coil

515-5088-00
Coil Stop

27 1400
- 535-5203-02
Coil Retain.
Brkt. Diverter Shaft
232-5200-00 Assembly
o o -
#6 32 x1/4"
Screws 515-5443-00
535-6026-00
-
. 515 5338-00
Plunger Ass’y.
Mtg.Brkt

270-5002-00
Retaining
Ring Diverter Plunger &
Crank Arm Assy
515-5453-00

VUK Chute
515-5400-00

- Y c
<0' J /
\ -r

J' J
i ISI
i i
O O
<£>- i
)
l 1/

L
3
y\>
. —
Switch
180-5078-00
VUK Chute
Complete Ass’ y.
500-5345-00

40 Unique Parts
545-5140-00
535-5721-00 sjkrget Lock 545-5138-00
Angle MtgJBikt Plate \Target Back Plate
Guide
q l' o
'

r l i » !
.
4
; o '; RH 237-5870-00
-
• ' 6 x 5/8
j
r 0
i

•<
i

r\ , ,
I

A
i
i
1
. i
T

i
0
Hex Hd. (4
J .
P Q P K&

GJ ©
G ©
°
G 237-5503-00
6-32 x 5/8
'

240-5005- 0 0
^ ^
(4) y

-32 Nyloc
515-5262-00 545-5137-00 Nut (4)
Rect Tkrget Asrfy. Target Back Plate 500-5386-00 .
LJp-Down Switch Ass'y.

232-5200-00
6-32 x 1/4 SEMS (2)
?* W
Vt
-
A»MC V/ 4SVS
i

' 5 ) '

Diode Boari (2) / 15-5203-00 ^ /

A\ Motor Plat ,
A
^ /
-/

1 a > ^
\ + * y-

;a o M 515-5256-0 ) 6
a?©>
__
\
Motor Ass 'y.
3 s _i P
\V 515
J 5202 00JCam Ass'y.
- -
T
515-5224-00
180-5052-00 Switch (2) Thrget Mtn Cam
v 237-5832-00 4-40 x 5/8 SEMS f4) 0

mmmfg wt RHd Brkt Assy.

Unique Parts 41
d
a k
o

n
U O)
2
B
o
<t
8
to
£ tj
*- o
^
8* ? ffc o
H

.
u
U, ft.
- •*» •> V. K B t l
^S
k m
oj
if
> ft ft ft ft » »
>
2o
3 t
(
lt *t ?
t
j
Ir
f
!r
>S !It
'
v> t
Si
»
il1 3 w. a:
I

e *
V
k
*
4 to
Ui c>
l k
«0 * 5 ft ft S ft j K
§ I
f
V) in ’

1 r UJ
O
X
fti
o ft
I
ft
t 5
»0
5 •o ft,
*ft •o 5 «w »
_
4C «v ft

?C2)5 \ . i
*
- 4*
\
3 jj *
i E Xi S Py VI J iv v
~

v v v yl
-+ i
4 o
i

. k
t i i i
I
:
.
I

/\ /\ . .
A A A
"
A -1 M ir ~T — lr X As /\ A 7\ 7 \ \ A
o

s
"J

O ft
K » 6 B •k 5 n B
* ^ «\i «v
* 5 *' m tt
i
A A V A A |\ A A' 4\ /Tv A A \
1 \ / K
4 4 / \

I U
z
o
I * - k

I *-
3 o K k>
O
w
!o:
J

2 t O l i I I l i 5, k
ft
J
t ;
J w

k.
* I - - - k a •j
K

*
k k «o
s
k k 3
ft
N/ ft
t £ I I i
I
k
ft i i C 5 5 I J o K I jj * Mj
>. AV'-H
i
«0

fclrsc: i

\
T Tl
i i
i

V i« A LH J
S
’ ft 8
v
\\ 5? s /
^

1s .
k ft ft v >
Oi
»n
ift
HI rV

> / V/ V' / N / ‘
4 \» y
V M' H' - '
' r l EL I

r J
fy v V
*n

V'
r

V V

\
Ct

4-
c
~

— 'j 1
ill
lift ill p
ii!
m
'v. /

C
o
\ \ \ K
\

im
c
i
*
o
1>
i !t ft n
t J
1
ir
>
^j
\ fi Hi
•J -
J
S f
J

42 Cabinet Wiring Diagram


c _
PO

High Voltage Gnd YEL


YEL
High Voltage Gnd
— 100vDC
°°> BLK - YEL
GRY - YEL
— 98vDC
VIO - YEL
+ 68vDC cn
BLU
+ 12vDC
Key KEY
Ground BLK
RED
+ 5vDC S

O
O
H
2
>
H
3J
X _
C

g
V)
-o f>0

r 0 O Ground Not Used


5 O
O
O
O
Busy
Not Used
Status
Not Used
O O Not Used Not Used
3
w O O Not Used Not Used
cn O O Data 0 Data 1
O
2 O O Data 2 Data 3
O O O Data 4 Data 5
>
CD
r O O Data 6 Data 7
m O O Clock Reset
O O Not Used Not Used
O O Not Used Not Used
O O Not Used Not Used
ro ro
cn O)

Combined Display Connections 43


44 ITI
IF/ M2 CNI
BPY
< < 3
>
Power
0 MK:
- - < <
GRY WHT
5
FORLOG
-
+ B I2 / *:
5 Vt>C
THIS CONFIGURATION FOR II 5 V - < <
ORY ORH TO POWER

Wiring
SUPPLY 90ARC

FOP LOWER LINE VOLTAGES


OR 230 VOLT OPERATION
WHT
5* /
> > 90 VAC FOR
ALPHA NUMERIC
SEE SAMPLES BELOW WHT GRN
< DISPLAY

Diagr m
-
2 100 VAC FOR
DOT MATRIX
IF / MI DISPLAY

<
BLK -RED 8
BLK
< 1
*- - 8A
2Ft

<
I F/ BLU WHT

•_
BLK 8 A SLO BLO 9

T < 2
- SLO BLO
13
FOR LAMARS
t l
| LINE FILTER
120 / 2 AOV 30 /80 Hz < 6
BLO WHT
< to
8A
TO BRIDGE
- RECTIFIERS
LINE
CORO SERVICE
OUTLET
/ VI
VARISTOR
30 V
< 9
WHT RFD
< 7
SLO BLO 23 WC
FORSOLEHOtOS
Cmrr- Rco
\ .
C PN
-W o IL / < 3
< 6
<
3
--
< 5

WHT
L
<
A

8
- CN 4

U. WHT
< 7 <6 % y
BLK - TEL

C~ BLK - YEL
< U
< AS VAC
FOR FL / PRERS
>-
TO
PPB
< 12
Q
BOARD

JUMPERS FOR VOLTAGE VARIATION IF / M 3 2 F2

230 / 218 / 206 VOLTS IOO / IQ5 VOLTS < l


< < /
I

/ Ft • 44 SCO 0CO / Ft
- 8 A SLO BLO TEL
lVI • 273 V VARISTOR
I FI
IVI •130V VARISTOR
< 2
< 2

6 VAC
FOR G 1
TO POWE »
SUPRLY BOARD
I Ft C YEL - WHT
BLK
<2 1
BLK
3
< 3
L 4 IWPS

206 V
< 6
2
6 < 4
< 4
J

S; < 9 9

*
*

2 f8 /230v
< 53 3
5
WHT 206S2WV WHT
-Kf« 4
8 8
WHT 23QV jf
7
NOT USED

rH-Hn CN 2 2

LT H IJ
( 2 J 4
1 cm
0. - -

I
rft
,
C B
*
-
Cl il 5a
N. C.
RED~ WltTi
<6
— -< 5
C+
KEY
30000microfarad
23 V six §I i
/
T-rTTTTTTT o
U A U A
BLKI ^
^ —

3>h
Jl
RED - ( j
PANEL BLK
<2 R- imununm
BLK- YEL . cc & - ~ t ~ <m
- -- -
j in

\ <i R+ y * 040 r*
* P P
^

SOUND f
-
VORN PS CN 2 ,-- l
VIO PS CHI I +I8 VDC

+ MVDC
<N
J J J Jj J J J JJV J J J
O O O) q OOOCODLJOOO o
cot/> </ t4 i/i (0 (0 (0 (ocr> ic (0 (0 (0 to
-J

-4— ORN PS CMI 3J - VIO- BRN OUTHOIE BRN - BLU 3 WSERT 1 PLFD

- |_ e
V» RED DF|- TROUGH EJECT NU BRN VIO
^ -
L NOT USED
CN 3
BLK PS CN2 3 »
V ORN -.
r F - LBR VUK NU BRN - GRY „ 4 NOTUSBD
(jD WHT - YEL •rE -_

/.
M NU BLK PS CN2 6 -J N.U
V10- BLU
VX - TURBO BOOST KICKER

MUSEUM VUK
BLK - BRN
BLK - RED
mF
iO «
_
1 NSEHT 3 PLFD
1 NSBTT I PLFD 2 RAMP
5 F— -— NU
I WHT -REO 23 VAC FOR' KEY KEY BLK - ORN rX - - 2 NSEHT 2 PLFD
_
_
"
BLK - YEL OE - 2 NSERT 2 PLFD
NU NU. VK> - ELK NOT USED
WHT-R£D SOLENOIDS FROM PAGE 26
WHT - GRY KNOCKER BLK GRN oi « - 0 NSERT 4 PLFD
CAB -
3 NU
BLU- WHT
’ POWER WIRING 0IA6RAM BLK - BLU 2 f - 1 NSERT 3 PLFD
WED
BLK I
<2 R IN
»+ £ L . ~ „+ O > •BLU - WHT
IS VAC FOR
LAMPS I BLK - VK3
BLK - GRY
C # - 1 NSERT 3 PLFD
-* - 2 NSERT 2 PLFD BAT SYMOL
<I R OUT
* X | BLK
3 BRN- BLK - F - 2 NSERT 1 PUD 1 RAA >
*
19 o CNS
BLK
BLK - CNO BRN- YEL - F - 3 INSERT I PLFD
.
4
CN4 o o o BRN - GRN 4F - 2 NSERT 2 PLFD
20 o O BLK
6 5 4 3 2 1 PPB 80AEO O

5 40 s
H *z O
(V
VI *
H WHT - YEL
ft 6 LK - YEL

I *
" TUHBO BOOST KICKER
u u
* l /
f <uX 48 VAC VIO - YEL os
z 1
* i 40 ‘ to <400 *
4 XFMR — $5 WHT - GRY
VIO - GRY r KNOCKER
* E -^
J CO 04
O KEY - - 48 VAC KEY mF - KEY
*p FF --
-
P S CN6 CPU CN 25
PLAY FIELD
5 /
N U
OF -
< F-
KEY

KEY
WHT - V10 «<
” KEY - 2F -"
FUSED
BACK BOX DOOR WHT - GRN
PLFD A COIN DOOR WHT - YEL
- 6 J VAC
\
- F-
F-
KX OUT
BACK BOX DOOR WHT - BRN
/ WHT - VIO
5 > —
. .. ?! ?!
CN
< - FI- BLK - WHT
WHT-GRN
_ 6 3 VAC
5
£
Is PS CN 8 - WHI Y £L
l WHT- BRN
j -j-CfX - IN + +
sov
KEY -
< tsF
< nFf -
BLK - WHT
VIO- YEL
- KEY
< ,OFj- BLK - WHT
5
l 2a 5 8 3 3 i Jg 2S
> 2
F 50VS <“
< ® F - ',
111 .
NOT USED | 50 VOC " B" SIDE (N.C.))

2 3 4 5 6 7 Til— i * a a S 3 5 I1 l z
TtTT«r1r
rW
F SCVA ~
Cl < OIFT r YEl - VIO |* 50 VDC A’ SIDE (N C ))

IK-H-Hl J H --
§ :s o o 0
«
01

ml* 'l
f
J6

r^ 5
' 2 SSSS5 SS£ 5 S-5SS5 £ 2»
8
CN- 8

& i>y> ,
s £i
s HiH
d KEY

~. 3Ki^ <<Zr — nu.


SPEC COIL SWJ - 2)’— “
m a:
SW 2 l \ ,vL
• •
>
sw «
MMslJ
L_ _ J / i
CN« J \
!
rs *
( PH MTX «
GN0
\ LEFT -U IOBN - GHY
15:§4S
SPEC COIL DRIVE 3 X - , JlaiU
-L %y
- ORH Jrr :- - - LrM-i-M -* - J
ip ,
KEY -U -
« -!* Ja.V - YLL
PLAYFICLD mnffi!-H-iliwF
-
I
U I9L U - 0WN lilies " §
H MY T
WHI - au
B- U
-
ST" { X :X >
CPU
C »4
, Tl ecu ,

KEY -L* 1 4- H c .

LAMP 8» .
Fiev
±-
f ;ir
-},•'4! ,tU
-L -J
T
PS
POWER SUPPLY

i ±:ir
f

_
- STEP
U JF-L FORRARO / REVERSE
U 2Fi- «o
fcx-PK -U , , LAMP GHO >I °L T -< 42 f
JH L0CK
• drU.. N.C

BLK
CcS LAM

6 D *

.
-

9ULU.
BULUJFJ-
JLL
k MUi-U t
* J i1
-L

!
JU
—Ur
-i, . M

<•

;
••
‘ V

I
B!
i
m
CM 2

» I I i? \
i|i Hi ill i SSi
:± 8

..tdt
5
I
hi

kttttitffiM tl ii:t Mt :ttm:t


4 IS H 13 12 II V 10 9 2 3 5 7 6 5
rH-l-H H HncN.
6 5 « 3 2 4 S 4 S 3 2
: lflfl Hj- -
,
c:! M r

t
JMIIT"’[r!JiHITf13
5
jtrrr bsXlt .
‘ “

turn# yn, ,
- L

!Ip
-IftiF U-}

! 1 * fids
. ODD
3 L. vl
-

Ie
! I
r 8 m M 51
3 5
!
o0
s X Tp WHT - YEL I
p ] >J— |
*4 3v e
*
,
5 W
1 iiii i i 44 llll o v
a
SI
o o
t M 3
iP ill
5 -O o
: I
(

I 6
I
si i
>
>
flAcnaox
DOOM

S 1 C
\ pi 1 I I
i
XI
si
I !
PLAWCLO » CA

V VtA«* PAMCl
) UCRtOX DOOM

y
* £r
M

I
S 2
PUYHtLO

Backbox Wiring Diagram 45


+ 50 VDCL PPBJ7— 8/9
+ 50 VDCL + 32 VDCL PPB J6 — 1/2/3
YEL VIO- BRN
-
YHL VK)

KNOCKER
23-800
;r NO COIL
AT THIS
> 1r RIGHT
VUK V
~l : NO COIL
AT THIS
>
V
- r TROUGH
BALL
r 17 LEFT
VUK
TROUGH
EJECT
OUTHOLE
23— 840
8A LOCATION 23-800 ( LOCATION C LAUNCH 23-800 23-840 1A
7A r 5A r 22-600 2A

6A 3A
VIO-ORN j
VIO-BLK A /B RELAY
VIO-GRY VIO-RED ,,
VIO - GRN NORMALLY CLOSED SIDE = "N.C." = L” EFT = " A " SIDE

VIO BLU
VlO— YEL
NORMALLY OPEN SIDE = "N O.” = "R" IGHT = "B" SIDE
VIO— BRN N U. MEANS " NOT USED ”
WHT-GRY
GENERAL ILLUMINATION UNES
WHT - YFI
CN8 J5 J8 J2 1 2 3 4 5 6 7 8 9
6.3 VAC BRN 6.3 VAC
/
WHT VIO - * 3 2 1
////// J1 CN 11
OUTPUT KEY
OUTPUT
J -
D 18 <> D — 17 1L n
POWER
SUPPLY -
TO
BULBS
TO
BULBS WUT-R0N
7
6 tl 1N4004 1 N4004
sww. A-1
-
01
0
GRY-BRN
(1 SOL DRIVE 1 046

5
BOARD 6.3 VAC
/
WHT — BRN 2L. .. . 01
010 GRY-RED
OUTPUT . WHT-YEJ
-^RN 2 -
R 16 -
R 15
2)
<3 SOL DRIVE 2 045
TO WHT
WHT «0 — 3 220 A 220 A R
W 2
* —- J 02
FUSES 04 Q5 3L. * on -
' A/V- v*y——
GRY ORN
TIP 36C TIP 36C 3) (4 SOL DRNE 3 044
K 3

J4 A A aJ 012 4) -
GRY YEL
(5 SOL DRNE 4 043
/ BLK Ytl -
46
BLK-YEL 5 =3
BR 1


R-4
k A
04
013 GRY GRN
-
C.P.U.
'AAV
VAC + P/0 PPB BOARD + 50V ^ 5) (6 SOL DRNE 5 042
3 BOARD
- R 9 o DO
014 GRY-BLU
6) (7 SOL DRNE 6 041
C1 C2 R20
J3
100yf
M
o. 8.2K
R -e H 06
BLK
BC? 250 V U
* 5W 7L. A A . I 01B
> -
GRY V10
<8
GND -
H 0 7 — . 07
7

GRY-BLK
SOL DRNE 7 040

8> (9 SOL DRIVE 8 Q39

W \ ? r?y K1 M
H
Do

re
022

K 10
SOL -
new
12. . .

13 . . .
R9

R 10

R 11
10
9> -
BRN BLK
BLK-RED
-
BRN YEL
0
<2
<4
SOL DRNE
SOL DRIVE
SOL DRNE
0
10
11
Q30
Q 29
Q28
12 >h “
BRN -GRN (5 SOL DRIVE 12 027
14 . . R 12 -
BRN BLU (6
A/W
'15• AM
13) SOL DRNE 13 Q26

BATBAR MOTOR
515-5256-00-11
- rsfefer- r- ^ r'IWWMM - wv . . .
/
R 13
' 4 >t O ( BRN-VIO . )
TICKET CIS 0
<7
(8
SOL DRNE
SOL DRNE
14
15
025
Q24

^
to R 14
K
16 BRN-GRY
m rr ri 15 > BRN - GRY
(9 SOL DRNE 16 Q23

II*-
A z /

RELAY
FROM BR 2 2> VAC
O h-
J6
TO
SOL # 16
s CN12
Q>> z z z
i P.S.CN7
*3i5
J cc cc cc § + 32V S0UI
M
. COA. z cc TuJ z z s CLz £ crz s ‘
T
gun \
N O.
z
O
Q
>
Z
cc
*to £ CO m 5
O
s . y
~r ~/
> O + 50VDCR =z> m Dz z> O w
> FROM
+ 32
<3 RYl
GENERAL POWER
CM
CO
NC TO CPU CN12
PIN 9 *
Z (NORMALLY
OPEN) v
P.S CN3 PIN5
KEY <2 ir ILLUMINATION
RELAY
— SUPPLY
+52VR
to CO 0 BOARD
GUO
FLIPPER + 50VDCL +3ZVL
RELAY BOARD 3
m
w + 50DC (NORMALLY
+ 32 VDCR PPB J6— 4/5
• -
S20 M1M0 > CLOSED)
C
15 OPTIONAL TICKET DISPENSER
O TO CPU CN12
z
*
m
T ORN
BRN-VIO PIN 8
z
cr
o 1 INSERT 3 PLFD C INSERT 4 PLFD 2 INSERT 2 PLFD 2 INSERT 2 PLFD
z
4 INSERT s *
CO 1B 2B 3B 4B
D
m (4) NO. 89 (4) NO . 89 .
(2 )N0 89 (2) N0. 906 (2) NO. 89 ( 2) NO. 906
*
to
(4)NO. 89
m
3 2
2 INSERT 2 PLFD >
to z
2 *co + 32 VDCR PPB J6— 4/5
o
.

CC &CD T ORN
O (4)NO. 89
Q
> 3 INSERT 1 PLFD
3 CO 0 INSERT 4 PLFD 1 INSERT 3 PLFD 4 PLFD 2 INSERT 2 PLFD
+ 12
Z 5B 6B 7B 8B
cr
o .
(4) NO 89
2 INSERT 2 PLFD
(4) NO. 89 (4) NO 89 . ( 4) NO. 89 ( 2) NO. 89 ( 2) NO. 906

( 4)N0. 89

46 Playfield Coil / Flash Lamp Wiring Diagram


-
+ 32 VDC
RED RED
0> POWER
SUPPLY

31-1800 23-800 23-800 23-800 23-800 23-800


GATE RIGHT LEFT LEFT CENTER RIGHT
SP6 SP5 SLINGSHOT SP4 THUMPER SP3 SLINGSHOT SP2 THUMPER THUMPER
BUMPER BUMPER BUMPER

CPU BOARD
CN19 / \
BUU-ORN 3 SW.SOL DRIVE 108

BLU RED
< 4 SW.SOL DRIVE 200


BUJ YEL
< 6 SW.SOL DRIVE 3010
BLU-BRN < 7 SW.SOL DRIVE 4011
BLU-GRN < 8 SW.SOL DRIVE 5Q12
BLU-BLK <
< 9 SWSOL DRIVE 8013

Playfield Special Coil Diagram 47


Switch
Number Description

01* Plumb Tilt 16 Right Flip. Cab. Switch 31 Not Used


02 Not Used
03 Credit Button 17 Left Top Lane 32 Not Used 46 Not Used
04* Right Coin 18 Center Top Lane 33 Left Bank Top 47 Left Slingshot Sw. (2)
05* Center Coin 19 Right Top Lane 34 Left Bank Middle 48 Right Slingshot Sw. (2)
06* Left Coin 20 Not Used 35 Left Bank Bottom 49 Bat Bar StandupTarget
21 Left Return Lane 36 Joker Left Eye 50 Museum Motor Up
07* Slam Tilt
08 Not Used 22 Right Return Lane 37 Joker Right Eye 51 Museum Motor Down
09 Not Used 23 Left Outlane 38 Joker Mouth 52 Right VUK Top
10 Out Hole 24 Right Outlane 39 Left VUK 53 Right VUK Bottom
25 Not Used 40 Not Used 54 Bumper Left
11 Trough # 1 (Left)
12 Trough # 2(Center) 26 Not Used 41 Right 3 Bank Top 55 Bumper Center
13 Trough #3(Right) 27 Not Used 42 Right 3 Bank Middle 56 Bumper Right
14 Shooter Lane 28 Ramp Entrance 43 Right 3 Bank Bottom 57 Not Used Through 64
15 Left Flip. Cab. Switch 29 Ramp Exit 44 Not Used
30 Not Used 45 Not Used * Indicates cabinet switches

CN 8
GRN - RED y
\ 2 SWITCH DRIVE 2
GRN - ORG
-
GRN YEL
< 3 SWITCH DRIVE 3

GRN - BLK < 4 SWITCH DRIVE 4

GRN - BLU
<1 5 SWITCH DRIVE 5

GRN - VIO
< 7 SWITCH DRIVE 6

GRN - GRY
-< 8 SWITCH DRIVE 7

< 9 SWITCH DRIVE 8

SW 9 SW 17 SW 25 SW 33 SW 4 I SW 49 SW 57
<y~ M- K- °~k k
-
k k

SWIO SWI 8
o — {4
-
SW 26
H+-
<
SW 34
°-k
SW 42
°-k
SW 50
°-k
SW 58
°— R-
> CPU BOARD
SWII SWI 9 SW 27 SW 35 SW 43 SW 5 I SW 59
CNIO
k- -H-
o o-R- °-k k —
° R- WHT - BRN
WHT - RED
<1 9 SWITCH RETURN I
SW 12 SW 20 SW 28 Sw 36 SW 44 SW 52 SW 60
WHT - ORN
< 8 i SWITCH RETURN 2
°— -k-
®
k ®
-R- k ®-k °-R-
WHT - YEL
<: 7 SWITCH RETURN 3

SWI3 SW 21 SW 29 SW 37 SW 45 SW 53 SW 6 I
j
WHT - GRN
< 6 SWITCH RETURN 4

<>- k k k °— R- WHT - BLU < 5 SWITCH RETURN 5

WHT - VIO
<!3 SWITCH RETURN 6
SW 14 SW 22 SW 30 SW 38 SW 46 SW 54 SW 62 WHT - GRY < 2 SWITCH RETURN 7
k- R- °— R- < I SWITCH RETURN 8

SWI 5 SW 23 SW 31 SW 39 SW 47 SW 55
l SW 63
°— k °— H- H* *-k k — R-
-
‘ o

SWI 6 SW 24 SW 32 SW 40 SW 48 SW 56 SW 64
°— K- k o - R- °-k R-

48 Playfield Switch Wiring Diagram


Lamp Description
Number Indicates Speaker or Backbox Lamp

01. 1 Million 17 . LeftToplane 33. Left 3 Bank Top 49. Ramp Diverter
02. Super Bumps 18. Center Toplane 34. Left 3 Bank Middle 50.* Insert-Moon (2)
03. Lite Xball 19. Right Toplane 35. Left 3 Bank Bottom 51.* Insert-5 Million
04. Fast Money 20. Playfield Moon 36. Joker Left Eye 52.* Insert-15 Million
05. Instant 2 Ball 21. Left Return Lane 37. Joker Right Eye 53 * Insert-10 Million
06 Million Plus 22. Right Return Lane 38. Joker 2 Million 54. Cab.-Start Button
07. Max X Value 23. Left Outlane 39. Left VUK Extra Ball 55. Museum Bat Symbol
08. Spot Fast Money 24. Right Outlane 40. Left 3 Bank Done 56. Jackpot Lit
09. Bottom 2X 25.* Backpanel Left 41. Right 3 Bank Top 57. BATMAN
10. Bottom 4X 26 * Backpanel Center 42. Right 3 Bank Middle 58. BATMAN
11. Bottom 6X 27.* Backpanel Right 43. Right 3 Bank Bottom 59. BATMAN
12. Bottom 8X 28.* Backpanel 500K 44. Left Bumper 60. BATMAN
13. Bottom 10X 29.* Backpanel XBall 45. Center Bumper 61. BATMAN
14. Shoot Again 30. Double Score 46. Right Bumper 62.
31. Under Ramp XBall
BATMAN
15. Batman's Head 47. Spot Bat Monitor 63. Lock Ball #1
16. Batman’s Chest 32. 3 Million 48. Right 3 Bank Done 64. Lock Ball # 2

CN 7
YEL - BRN \
1 LAMP DRIVE I
YEL - RED
YEL - ORN
< 2 LAMP DRIVE 2

YEL - BLK
< 3 LAMP DRIVE 3

YEL - GRN
< 4 LAMP DRIVE 4

YEL - BLU
< 6 LAMP DRIVE 5

YEL- VIO
< 7 LAMP DRIVr 6

YEL - GRY
< 8 LAMP DRIVE 7
< 9 LAMP DRIVE 8
LB I LB 9 LBI7 LB 25 LB 33 LB 41 LB 49 LB 57

£L A LAMP DRIVE 1 Q71


Q70
LAMP RETURN 1 Q72
LAMP DRIVE 2 LAMP RETURN 2 Q73
LB 2 LBIO UB 18 LB26 LB34 LB 42 LB50 LB 58 LAMP DRIVE 3 Q69 LAMP RETURN 3 Q74

JPUH A JnL -PL LAMP DRIVE 4


LAMP DRIVE 5
LAMP DRIVE 6
Q68
Q67
Q66
LAMP RETURN 4
LAMP RETURN 5
LAMP RETURN 6
Q75
Q76
Q77 > CPU BOARD
LB 3 LBII LBI9 LB27 LB35 LB 43 LB5 I LB 59 Q65
LAMP DRIVE 7 LAMP RETURN 7 Q78

- A PL
- © A -PL A LAMP DRIVE 8 Q64 LAMP RETURN 8 Q79

LB 4 LBI2 LB20 LB28 LB36 LB44 LB52 LB60


CN 6
A^ © R
AM -PL A -0^ RED - BRN
RED - BLK < 1 LAMP RETURN I

LB 5 LBI3 LB2I LB 29 LB 37 LB4S LB 53 LB6I RED - ORN


< 2 LAMP RETURN 2
< 3 LAMP RETURN 3

•H— . -A AM AM RED - YEL


RED - GRN
RED - BLU
<
<
5 LAMP RETURN 4
6 LAMP RETURN 5
LB 6 LB14 LB22 LB30 LB 38 LB 46 LB54 LB62 < 7 LAMP RETURN 6

fi. -fiLh
RED - VIO
JPL © A RED - GRY
<
<
8 LAMP RETURN 7
9 LAMP RETURN 8
/
LB 7 LB 15 LB23 LB3I LB 39 LB 47 LB55 LB63
6.I. LAMPS
H 4M / F6
LB 8 LBI6 LB24 LB 32 LB 40 LB 48 LB56 LB 64 W 1 > YEL
WHT - YEL
£L 2 >
-PL 3
>J 4 Ly
> VIO
WHT- VIO
> T0 G I. FUSES
.

Playfield Lamp Wiring Diagram 49


r 6 ND +5V LOGIC
POWER
it
20
SOUND
DRIVE
CN 2I ,C 8
25
23

,
AHHANUMFR 1C
SEGMENT
.
DRIVE as .
„ CNI ”
i
DlfilT STPOR
SI - S 9

6 iSPLA irM
tI
niftiT
S 9 - SI 6
gypnpp
••
ewe -
7- SEGMENT
DRIVE
n- n
^ ^ ^
i
CNI7 c:; !”
m S'
4 4
CU
4
^ '
f E 1 -5 nl
ft o

^
4K 4f 4h h
4 * 8$ S
I% 6
w
4 -
* 4h 4f 4K 4f
"
OUTPUT 7 SEGMEN
> o 4^ 4h 4K 4K
nilTPUT O
CMOS 4*
S cn1 4
*-- 4h 4K 4
^ r

71Q
h MAI | |
n

-
4h
4h 41 A¥ 4
^ RA 2 • A3
* °U
z o
* BATTERIES
4h

"c
4
^ 4h
' < KC 23
4
^
"fC 3»
4K
4f
ft
S >EC
I
) 7 C 15 C 39 0 1
i
o S )
9 »
DISPLAY ‘

SPECIAL
C4| 4h
c 31L
(
X fffpUT
02
t i M
hi
jii» 8 STROBE 74 54 ITCH
U)
8 U8 fi-IL.
o
E SOUND
ft
g DECODER 2 T COIL SWITMY %
I
* CLK ALPHANUMERIC !j N>
« 04 ^ V»4
INPUT C43 4

• 3
4- 6 PIA 7
SE<8 ENT / SOUN £ 10
12 C4 4

*
K
4 - II 0 8 V
s * C 45 4 f C
CONTROL PIA 08 p a
9 3 B DISPLAY STROBE I 7402
A
issff n <2
- « •
« •

-
7 - SEGMENT PIA n
T 2764 2712 21 ft 821 ft

ffl'gT
O
1 N

Till fli. BLANKING


-
«4
"
g. PROMS- TSa "
5 Ri 3 •«
1 c,
—.
02
c
> 0«
I
^
S >EC

t VvV

ff 'aS DRIJPPER
VES
tt

IU! CPU & CLOCK C -


2712 « 27SI 2
v/v — «*128* •14

71 ee gR[ N[0N REptEXtV? *—


•is COIL -iWi
— -3
E
^^ ^
^ *p
- Q
| i(i
LS 244 T LSI26
_ ^ rp
ft I7TO RTNG DmVE N Qto
G D
ni to ft
SOLENOID CONTROL 2 • • 08 IS 28
4 ^
; ’ (Si =
“ 3KT
N ft I I
« 12
2 •17 •
27 0« . Qtl >

*2 I ADDRESS J&a n N
-5-
^QI2
a 6808 D CMOS R5 m DRIVERS x
* I| i
•IS •«
2 07 ,

ii!
i C
i O
S LS 244
< U500 LSI3 « 1 *
i
iiii 3
a
> ±
RJ0 « 5iTf

LAMP PIA FLIPP


C4 7
EllPPER
o $ s 6821
3 4 GND
KD
< <
ffl
r

^ AlfsCE tvEft
Su: LS 24 S LSOS LSI 3 t LS32
DATA-BUS T O n
ft
MAS CMOS i K

• N

Jl
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T i RAM H U D
6 5 2
"J a *
C 3
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ISC
4 PROTECT *
4 x

© ?^ I( C4 1 HE
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^
4
F ^ 7404 I LSIO q 4020 LS08 f LS08 7406 TA03 (
T LAMr DRrVf—
m RiO

*
'

WMr RETURN o LAMP &+ F1ILTEI


\
ft ft

— l s —— «
M

MEMORY
T

! DIVIDERS ’
COIL 9- 1 6 IA J7 - • A7
• AS
R «i •« 2
C4 «
SWI R . J L TI
;
NM H C0IL 1 - 8 « f
DIATALOCTC
^ -, UMKIPS?
R 3 Q 81
SW1TC * R 55


O
«
s( |nLAMP
4
r
2 L(-/ .M18PVB) +
WV — 8 „ N
6 T ft m
SWITCH PIA2 DRfVE
400 _SETU ^. !=
(A

. ROWS^
a •
M , p ( COLUMNS) ,

I R 56
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O
o
8«8 (
IAG £
740 « <
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i A
740 «
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4
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7
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2
MO 2
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COILS o
X X J
A
41 003
K
A
O R57
wn ® 9 - 16 10
O/ C52
ft 6 On
R49
S 3
-J DRIVE 4011
I 4011 C 8 SWTTCR 44 q 1 ± ft R 33 R
012 ri

m.
T
K CD

: ..
42 Q B4

COILS 1 -R8A 10 DRIVE SWITCH RETURN ( OWS ) Id


C5 3
l 4 "“
RA 9
L TJ ^ 3 5 „ - ft
J
013

014
«8 0

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K
? n;o ? n ?
ID
» f t ?n ? 43
a a x x a a x x nonononnloftoJoDo oaft ft Q S5
» * O R59

^ ^ ? S S 2 8 S 2 ? S I d! ,,
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2 2 2 S 03 2 N2 W2 i 32lS 8
* - 4 S - * * o
•- j a c o -
3 4 S 015
016
RSI
*
in
5
o LnMP
* K z GK D
r
44 Q 86
w O R60
Ul
C OIL O ?( 3 „
O
ft 0.7
C S5
3 6
^

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4ND | 1 2 3 4 5 6 7 8
n
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Dl «
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^ RfotiUfdf c K it it ft m i
n 45 Q 7
2 ft £ 8 8 2 8 8 S o 0 o C56 O R 6I
5 2
shUU shklu
2 3 5 2 5 5 (8)
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0 D 0 0 0 0 0
r
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m
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m ft f t
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s 8 7 6 5 43 2 1 r T 1« AI 6
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R54
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CN7
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CN6
etdo GND
, CNI2
- -
COILS 9 16 COILS 1 8 SWITCH RET CD
J
9
SWITCH DRIVE
L
i
*
i 9
LAMP DRIVE 1
LAMP RET
‘ DRIVE — DRIVE— ( ROWS ) — tCOtrUMNSl- ( COLUMNST ( ROWS)
-
VC IMO IO - V -- A 3«
'
co- coos- ozs
50 CPU Board Assembly Diagram
3 4 5 6 7 9 12
(i - IB) AB <3 A l ~ A i3
<1 4BU -6B)
\
D6
- £) ?
V
06? 07.
0 - - -C A /S
J. A
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J/
O- - - O —
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/ 7
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6 o o — a ifTfil \ 27 1 27 i
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ft
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fS ft UT
/ S /J? 7 pX $ 21 An
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A
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52 CPU Board Logic Diagram (Sheet 2 of 4)


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CPU BOARD 3 OF 4 REV B .


CPU Board Logic Diagram (Sheet 3 of 4 ) 53
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54 CPU Board Logic Diagram (Sheet 4 of 4 )
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3X
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C9 C ° /200V
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1N 4001 ~ UNLESS OTHERWISE SPECIFIED.
— ( 2.74K t—
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C 2 D1 UNLESS OTVERWISE SPECIFIED. D A T A E A S T PINBALL
3 K3
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- ALLCAPACITOR VALUES ARE IN MICROFARADS
UNLESS OTHERWISE SPECIFIED.
. POWER SUPPLY BOARD SCHEMATIC

PSERABED BY! cm PART NO . 520- 5047-00 REV


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PI 6 04 CPI 57 WP
030 23 Q4 029
PI 4 031 02 31 CPI 60 Pl 5 >-— VA ^ -lf Z 030 03 15
16
AA CPI 59 15
03 Q5C
32 VA
AA
PI 2 VA
17
032 01 30 CPI 62
CPI 64
PI 3
PI
VA
AA,
30
G 31
332
2?
01
17
VA,
VA
CPI 61
PI 63
16
17
08
01
031
232
31
30 W.
AA
22 86
ax. C8 2?
OJ:
:B ?4
M

P2
10
PP P2
' 7
P2
27
DI LE
H95408 DC
26
18
64
P2
60
P2
56
PS
A
P2 ft A
87
01
DE
LE
00
26
IB As A K A 91
DE
SPK
27
18 A~ '3 i
P2
^
P2 P? P2 HJ5308 P?
& Pft2 X x P2 P? F2 P3 3 P3 P3
W5222
DO P 4TP 4 4 P 4" “

P2 P2 P2
UDO GNO UPP
25 23 24 A B
72
54
82
ft
FS bt P2
9P 2 PB2 000 GNO DPP
25 23 24
X 7\ X X
61 S7 53 49 + 5U A A A A
GND ODD ft PX3
P2 P3
A
p3
P2 P2 P2 P2 25 26
4 3 2 1
P4 P4 P4 P4

CU COCLK 8
ogy
PD 1
R 98
100 K - 10 GU R 99 < <R100
CD
I ,
V CLHTCH 1/ 4 L1 Q1 3.9K > > 3 . 9< — IQBU
B p
^ ROUCLK
RPOTA ‘
R91
VA
IK
2
> R3.9
<
105
K B
1/ 414 2N5401 3

+ 12U
£ 1/ 414 c
C 29
+ 6 CU
- ioeu 4 12 U — +60U
+ 12 U
— + 60 D RIO 4
33K

. .luF
50 U
-120
A
U

-
GND
120 U
C25 C 24 C 26 C 23
1/ 214
R 10
03 3
+12U .1SOU
UF TluFAlCOU luF/ lOOU
+5U
KAAX
1

680 OHM
1/ 414
^
KJ;
2K5904
2

> R101 “
R 93
3.9K >f 270
1/ 414
OHM
-120U
1/ 414
CU BLNK Z J> R97
2

74407 > 1100 K


/ 4H
-1CBU

C2
R 92 R 103
2 R 94 3.9K
270 OHM 1/ 414
IK 1/ 414
1/ 414 255401 3

fi R 95 R96
04 i

— AW wv 2 ? P
33K 680 OHM
1/ 214 1 / 414 2143904 1 -1200 -.
CrZ r Y ELECTRICAL PRODUCTS
ELECTRONICS DIUISI0N

DP ~ - EAST DOT MATRIX DISPLAY

0 -
0120 4152

SHEET 2 of 2 REU . 2
8 7 6 5 4 3 2 1

Dot Matrix Display 59


60

PPB »
J9 121314 1 234567891011 1 2 3 4 5 6 78910
J8

Board ]fl3 » SO R19


K1
F6
#~l
tf
•33
Servicng JP * JflO D21
a
28

Diagrms
14
13
12
11
P P B- 1
D8 D16
3=
lf9
J#
Q2
dl S 0 D20CO
R18
C2
D

R20#[
* DRY

J6

iJ
^ ]:o
ID
D7 D15
•EH
9
R17
8
7
# \ 03
'+
•=!••
D6 DM
•CO
6
CM
5
4 CO # # D19»0Z>
3 D5 D13
• S0
2 R16
1 #
t“
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D4
]
D12
m 4
D1
o=a
E3=a
D3 Dll
• •= •• D2
#
D10
jft QS
<05 +i
•CO D1
#
D9 2
15
BR1

•CO
MDATA EAST
#
17
R=Q ==
REU R
520-5021-00 J5
J2 1 2 3 4 5 6 7 8 J3 GNP
^ 8 7 6 5 4 3 2 1

G F E D C B A

-(
08 RI
HWW
R19 D21
w -(
JS-12

- ) lN
JB 11 ^ OUT

C ji-
’ > -w- AMr
01 3a
< »-» ) 01
T1P 36C
Vl 220 1M40O4
n 5 AS8
GEE)
5 -w-
010
R2 < J2 -9 )
GEE)
FI
5

( J1 2- > -W- AW
3a
GEE) - -
B 10 ) OUT F2
5 A S8
GEE)
<
02
R 18
)
c
020
-KI- J2~a
w4004 —
c
Jo 8 IN F2

GG> -40—
D11 R3

AAAr GD 32 220 1N J3-7


4
-w-
03 3a
J2-7
17P 3CC F3
5 AS8
c JS 2- 4 F3

J1- 4 -w-
012

04
R4

AW
3a
Gw) J8- 7 F4
5A SB <
< - 4)
J5 8— 4
<
R17 0 8 J5 1
4 H0- R5
J2-e ) — Wv w— Jo 6— IN F4 4

c > J1-5
013
«- AW- GEE) 33
T1P 36C
220 1 N 4004

NOTE:
GEE
3a
R6 < J2 5 - ) . . .
ALL RESISTOR VALUES ARE IN
OHMS 1/ 4W 3% UNLESS
.
c >
014
OTHERWISE SPECIFIED
ji -e 40-
D6
AW
3a
GEE R 16
JB 4 OUT
ALL CAPACITOR VALUES ARE IN
.
c
DIB

D13 R7 < J2~4 ) — Wv w JO 3 IN


MICROFARADS UNLESS OTHERWISE
SPECIFIED .
.
< V D1-D16 ARE INS401 DIODES
220 1 N4004

C J1-7
> 40-
07
AW
3A
J8-11 ) 04
T1P 30C
-
R1 R 14 ARE 10WATTS RESISTORS .
.
40- RS
-GEE) FOR 2 FLASH LAMPS USE 8.0 ohm
FOR 3 FLASH LAMPS USE 4.5 ohm
*
* .
*.
D16
3 ,- FOR 4 FLASH LAMPS USE 3.0 ohm 3
(
‘> 40- AW GEE) —
j JO 2
DB 3a
R 15 017 ( J6-1 .
N C.

40-
RS GG) OS ** 220 1N4O04
C *- ' ) J6 2 N. C.

' -‘ ~>
6.8
( j - STTWV -( J»-'3 ) T1P30C
J6 — 3 y
( J1 10- y ~

GEID
-
K1 ( *-« j +2SV
-
J1 12
mAWV- <( J9- 13 )
y
RELAY
30VDC MAX . 7A
. Jfl- 4 ..
C ,-,a >
DRY ( J8 —a N- C N O
j - ) 3AS8
..
R13 - „ 022 M.O.
.. J 6-5 N O

C ,u>
1N4004 N C
2 j - -
ilVW^
3 R14
GEE) +2BV Q —
J8 7
J7-B N.C.
2

J1-15
iffAAAr GEE) J7 - S N. C
.

5 A SB J7 3 - +50VDC
Q
AC

AC

J4 4


J4 5
G (
J7-1

J7-2 ^j »3<MX:

+3CN0C
J7 - 6 ..
N O

BR 1 J7-3 +3CMX: J7-7 ) N.O.


C2
-J-T Cl 0.1uF R20
. 2K
— c
1 B
HOOuF
-1
Id DATA EAST
3
1
AC J4 1 5CV * J3 GROUND
1
AC —
J4 3 J3-2 GROUND

c J3 3 - ) GROUND
PPB — 1
J3 4 — ) GROUND PRO LOOK LTD . C
1 1 , 320-3021-00
A

G F E D C B A
for
Theory of Operation
the Solid State Flippers
n Solid State Flippers
PCB Wiring Diagram

Connector CN 1
Pin # Goes To Wire Color It Is

1
2
Rgt. Flipper Sw. BLU VIO - RGT. FLIP ENABLE
KEY
- The solid state flipper board is a dual flipper solenoid driver circuit. Each 3
4
CPU CN10- 1
CPU CN8 2 -
WHT-GRY
GRN -RED
SW. RET 8
SW. DRV 2
solenoid driver circuit contains a one shot timer, a 50V driver, and an 8V driver. 5
6
CPU CN 10-2
CPU CN5-7
WHT VTO
BLK
- SW. RET 7
GND
7 CPU CN5 9 - BLK GND

--
GRY WHT +5VDC
Looking at one circuit, Schmidt NAND gates U1A, U1B, and U1D make up the one
8 PS CN6 10-
9 Lft. Flipper Sw. BLU GRY LFT. FLIP ENABLE
shot timer. The timer length is controlled by R10, R33 and C2. The output of the
timer is gated at U1C with the buffered switch input from Q6. The output of U1C
controls the 50V driver circuit consisting of Q4, Q 1, Q2, Q 3, and D1. As long as
the flipper button is activated, Q6 will keep the 8V driver circuit, SR 1, on. Connector CN 2
Goes To Wire Color It Is
Pin *
The 50V provides the actuation power to the flipper solenoid while the 8V provides 1
2
Lft. Flip
II II H II
II II M II
Coil
II II II II
GRY YEL
li II II
-
II II ll II
LFT. FLIP POWER
II II II HIf II If II
II II II II N

the holding power. 3


4 Rgt. Flip Coil BLU-YEL
KEY
RGT. FLIP POWER
< n n <i nn « >u n ii n II II II nn II n n II
II n nnnn n
5
6 PS CN1-11 GRY 9 VAC
- --
7 PS CN1 10 GRY GRN 9 VAC
8 PPB J7-1 BLK VtHT 50 VDC
9 PPB J7-5 BLK-WHT 50 VDC

SOLID STATE RS. BD.


CN2 - 4.5 BLU-YEL
1
RIGHT
! FLIPPER
COIL
CN1
TY-FFASI 2006
CN2 23-900
SOLID STATE FLIPPER
BLU -GRYl9 LEFT FLIP. ENABLE 1 GRY- YEL LEFT FLIP.COIL
LEFT FLIP.SW. rnYWHT LEFT FLIP. POWERf 2 GRY-YEL .
LEFT FLIP COIL
PS CN6-10 R
CPU CN5-9 —
^ J 8 +5VDC
7 GND 3 KEY CPU BDCNI9 -I
BLK BLU-YEL
A DLU TCL RIGHT FLIP.COI
CPU CN5-7 WHT-VIO 6 GND
CPU CN10-2 5 SW.RETURN 7
RIGHT FLIP. POWER" 5 BLU-YEL RIGHT FLIP.COI 0RN - VI0
CPU CN8-2 WHT-GRY 4 SW. DRIVE 2 8VAC 6 GRY-GRN PS CN1-11
8VAC 7 GRY PS CN1-10
CPU CN10- 1 KEY 3 SW. RETURN 8 50VDC 8 B K WHT
-
PPB J7- 1
2
.
RIGHT FLIP SW. BLU 'VLQ
|JJRGT.FUP. ENABLE 50VDC J7-5
SOLID STATE RS. BD.
CN 2-I. 2 GRY-YEL
LEFT
FLIPPER
COIL
23-900

cwr 2

Solid State Flipper 61


G F E D C B A
REVISIONS

REV ION DATE APPROVED

C RIO AND R26 VALUES CHANGED . 11-30-89


CIO AH) CT1 DELETED
E
RESISTOR VALUES CHANGED
06 & 012 CHANGED
3-13 90-
5 . .
REMOVE C4 C 9 R1ZR13 R28 .
AND R29. -
6 18-90 5
CONECT PIN 5 AM) 8 OF
R 21 D7 R26 Cl AM) 112
4.7 K 'J2a
-
FLIPPER r
SWITCH B' ( CN1 0
A
9 ) - 4093
4093
U2d 11
1N 4148 390K U2b
4093
4
N C .. R 36
2.2M
R 34
+5V DC ( CN1 8 - J- C8
? 0.1 220K
GROUND ( -
C N1 7
C5 C 3 _L C7 _L _L
lOufd
16 V 0.1 - TN 0.1 ^ C6
0.1
U2c
4093
GROUND ( CN1-6
w
R23
K
— +5
TMYLAR
R 31
SWITCH 2.2K R 25
RETURN *B’ CN1-5 15K
R 17 R 22
4 22K 10K
SWITCH DRIVE ! CN1 4-
Q7
2N3904 wv w Q 12
2N3904
R 30
470 2N3906 4
R 33
RETURN A* ^ C CN1 3— 220K X 08
*— R 24
/ V—
| 4.7K
R6 +5 \ \/ MPSA 42
22K
KEY ! CN1 2- Q5
2N3904 7V \rf D2 R 10 R 18
U1d 11 1
NJH
K3
8
< vVV
390K 2K/5W L2
FLIPPER ( CNi -1 1 f 4093
R20 R 19
VITCH mh\ r7 D8 47 82
4MN4004
R1
-AAAH -AAA-< I
' Wvv
4.7 K
U1a
4093 i
*
C1 / N

0.1 6 V
U1b 4 32 C
3 5 4093 N.C . R 32
100
/Q10 *
1
3
R 35 TIP36C 0
2.2M -hr D6
U1c <> 4r 1N4004 F3
"
vW 4093
3A
n
R9
15K
CN2-1
JCOIL *B *

-L C2
MYLAR
CN2-2 COIL B* -
SR 2 F1 CN2-3
S2800B KEY
3A
R8
R 14
4.7K
D9 CN2-4 COIL ‘
A*
470 1N5402
2
f N Vv r\ /oA +5 H<F F4 CN2-5 COIL ’A
=b- Lt 2 N3906 D5 3A 2
LED R4 1N5402

R 15 -Vvv
47
( CN2-6
J 8.0VAC
< 2.2K R3 SR 1 D10 F2
C
^J
82 R 16 S2800B 1N5402 3A CN2-7 8.0VAC
" Q3
TIP36C
100
v D4
NOTE: R2 N -rr D1 1M5402 CN2-8 +50.0 VDC
2K: / t5 W Q 1H40D4 — w
-ALL RESISTOR VALUES ARE
.
IN OHMS 1/ 4 W , 5% UNLESS . "MPSA
Q1 '
42
n Q2
TIP 32C
D3
1N4004 CN2-9 ) +50.0 VDC
OTHERWISE SPECIFIED .
-ALL CAPACITOR VALUES ARE
IN MICROFARADS UNLESS
OTHERWISE SPECIFIED.
.
R5
OK
^ Q6
I 2N3904
M DATA EAST 1

R7
IK ^ SOLID STATE FLIPPER BOARD
Vv \ DWG PART NO
520- 5033-00 REV
c F
*
TY-FFASI- 2006
G F E
SIZE SPELT
' Of i MODEL ;
D C 3 A
62 Solid State Flipper
237-5809 -00
SCR.PH TR
- ^
5 Z 5 51 - oo ,
RieourJD mTG- 8 KK1
-
535 50 3 -00
MLL GATE -^FLAP
036 - 5 /54 - 00
CBL ASSY 535 - 5312 -00
KEBOUNP HINGE PIN

040 -5002 - 00 ( 4)
TV HOLDER
040 -5001 - 01 ( 4)
TY - WRAP 4" ss

sss - sae- - oo
* 500 -53 /4 -00 0 is
is
%
SATE ( SWITCH ASSY

\
o
»
? 4 9 -5 o 9 0 0 ( 2 )
-
S J S’ S+H-o - o o

©
© 237-5510 - 00
-
SCR PHP *6 -32 l '±
/
' _ IN
o
237 -5510- 00 (S)
Q SCR PHP •6-32' ! Vi
242 -50/ 7 - 00 ( X ) _
5 =
" WSHRI PLM * L>
== 240 - 5005-00 (3 )
NY L O C * 4-3£
5 */5 5015 -01 ( 3 )
© RUBBER RING fa#
535 -5995-0 -'
REINFORCE PLT 4

-
5 5 0 - 5033 0 3 (3?
237-5202 -00 (2 ) POST / PiBER
S S S -S
*- ^ -o o 5i7 - X X / - OO - / /
SCR/ HP
£ 4o - S o o S - o o l N *
V P4 0 C
*- 4 3 2 (2 )

530 - 5011 - 00
-
niN i POST
240 -5103 - 00
0
*10 -32- 50STOP NUT
X 5 - 19
S 45
626 - 50 /8 - 00
3/
bOD u8BEit RING
*
STOP PAD

o 545 -5/ 78 - 00

I PLASTIC RAMP
SS 5 - S 4 <L2 -OO

\
/ 500 -5314 - 00
GATE 4 SWITCH ASSY
&T
535 -5 740 -oo
R A M P PLATE

/
7 i O"
s
II
&

o«/ c
O o
v

f /

518 - Sooa -OO - / /


&
/ 7 - ** -
S/
A-

II OB -I I
©

249 -50C 9 - 00 ( 2 ) o T i - 5o o s -o o - s T & r> s o c c e r - -


2S+ S O O O 0 2 - S P A C E «,(4-) 237 -5202 -00 (2 )
* p i/

SC/P, PHPTR ** A *
RIVET , '/6 / S/52 /6 5" - 5 0 0 0 - 4 4 - B W S £ 3 - S0 O J - O O
* 5 C £ K/ ( 4)
* '£
/

S 4- S - S O / 4 - oz - LITE Cove R - SCO ^N4 0Y-oJooco 4S -- 5o 2o ( <!)


I 1 C -SOO ! - O O - £> lODE

^«- 1 - SOD / - o o - R t v£ r
KXERANCE UNL$S
OTMERWfSfc SPtClflifD / r IASSEJt OWN.
1

PLASTIC RAMP AS$V


DIM X Xi OS XX >
X ii OOS
XX X
xxkxx i
01

N T.
DATA EAST PINBALL, INC .
1990 JANICE AVE . MELROSE P A R K IL 60160 500 -5385 -00
BATMAN
63
REV DESCRIPTION BY DATE APP

500 -53U - 0I
MICRO SWITCH RTBRKT ASSY

249 - 5007 - 00 ( 2 ) Ko5-5000 - 44


RIVET ’/a' Jbz BULB 44
545 -50! 4 -02
BULB COVER, RED

\ 249 -5007 - 00 ( 2 )
RIVET ya *
oo 1
\ lo5 -5000 - 44-
535 -(o05 Z-0C
RAMP PLATE BULB , 44
L_
545-5014 - 04
13a. . BULB COVER , GRfU
\
iu4s
-J
\ O
y RAMP
o
\\ /

WX\
A
\
\
>
rrO' 6
V
I
\

i 112-5001-00 ( 2)
o DIODE IU 400I
249 -5009 -00 ( 2 )
077-5008 -00 ( 2 )
RIVET Ve * 5Az STAhJD UP SOCKET

500 -S30 (c - 00 ( 2 )
MICRO SWITCH LT BRKT ASSY 545-5179 -00
PLASTIC RAMP -
030 5/5/ - 00
CBL ASSY
249 -5007 - 00 (4)
7
RIVET y3 * /3 z

TOLERANCE UNLESS REQ. INEXT ASSEU. DATE TITLE


j
OTHERWISE SPECIFIED
HAT.
42- ^ 9!
DIM X X ± 05 X . XXX ± .005 CKKD. SCALE JOKER RAMP ASSY
X . XX ± .OS X . XXXXi FULL
H.T.
*
AWGULAA FRACTIONAL t 1 4
* gx§ DATA EAST PINBALL, INC.
PART NO.
*
»
IC
9
XX Xt 1* FIN.
.
1990 JANICE AVE. MELROSE PARK , IL. 60160 500 -5386 - 00
64 3ATA0AKJ
DATA EAST LIMITED WARRANTY

Data East USA, Inc., ("Seller") warrants only to the Initial purchaser of its products that the Items listed below are
free from defects in material and workmanship under normal use and service for the warranty period specified:

PRINTED CIRCUIT BOARDS (GAME LOGIC) 60 DAYS


No other parts of Seller’s product are warranted.

Warranty periods are effective from the Initial date of shipment from Seller to its authorized distributors.

Seller’s sole liability shall be, at its option, to repair or replace products which are returned to Seller during the
warranty periods specified, provided:

1. Seiler is notified promptly upon discovery by purchaser that stated products are defective.

2. Such products are properly packaged and then returned freight prepaid, to Seller's plant.

This warranty does not apply to any parts damaged during shipment and/or due to improper handling, or due to
improper installation or usage, or alteration. In no event shall the Seller be liable for any anticipated profits, loss
of profits, loss of use, accidental or consequential damages or any other losses Incurred by the customer in
connection with the purchase of a Data East USA. , product.

WARRANTY DISCLAIMER

EXCEPT AS SPECIFICALLY PROVIDED IN A WRITTEN CONTRACT BETWEEN SELLER AND PURCHASER ,


THERE ARE NO OTHER WARRANTIES, EXPRESS OR IMPUED, INCLUDING ANY IMPLIED WARRANTIES OF
MERCHANTABILITY OR FITNESS FOR A PARTICULAR PURPOSE.

WARNING-This equipment generates, uses, and can radiate radio frequency energy, and if not Installed and used
in accordance with the instructions manual, may cause Interference to radio communications. It has been 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. Operation of this equipment in a residential area is likely to cause Interference In which case the
user at his own expense will be required to take whatever measures may be required to correct the Interference.

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