Batman Instruction Manual
Batman Instruction Manual
S Vl
' EAST
VA 1
fi
/ »
*
/
=.
i r *
J a
l i
1
i .
V 4
y * ft re
i •;i
i
i
/•
4
/
x> •r
/ / 4 in
\
\ i
* \
\ :\
a tv
a & >
\
/
O
if * <4
o 2S-
v
7
7
v
9 v
sjr X" 5S
1u V
V
> \
\
M\\W \
... 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
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:
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.
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.
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).
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
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.
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.
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.
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.
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
»
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
O o o
o
When a Ramp Value (13) Is Lit, Shoot ramp 4
4
(14) to collect the Lit Value. 1
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
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.
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.
Audits 7
Batman Audit Table
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.
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.
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.
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.
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.
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.
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
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
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.
Ad 07 Game Rules - Set to EXTRA EASY, EASY, FACTORY, HARD or EXTRA HARD.
-
Novelty Play Rules Set to establish recommended settings for no free play or extra balls:
-
5-Ball Play Rules Set to establish recommended settings for 5-ball play:
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.
16 Adjustments
STANDARD PRICING TABLE
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
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
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 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.
-
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 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.
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.
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.
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.
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.
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.
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.
-
' 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
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
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
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
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
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.
o
A Ll *
18 Center Turbo Bumper BLU-RED
CPU CN1B- 4
RED
PS CN3-6
09 -
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
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
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
*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
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
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
(4) NO. 69
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
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
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
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.
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
.
/
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
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
.^
• '
/
Note:
See page 25 for switch part numbers
Parts Identification 33
£
" '
CG^ C? C;t; > C *e v ocscmmoN r OATE AAA
) ST x. x - Dg */o r g s.
x )f .D c A/crr 5 ^ A* *c Y
ipRi
2
^
-
«2 ©
Unique 5-
to
Parts
M Z
:::.)
<5
-.6
-p
* Luft
iT
/
* ^
e» % R*
: /V
Tip
.
i H I K I Z - C C r r a ... I
*
f/ v4
— *
t SC
270
^-- S 2 7?.
24Z - ,
< .5: /
- C /
4 - OQ W r
«
- ^O ' * - iOC 2
-
7
/
&
/ 3-VL S
^i; ..S *r. L- . I 2 £ £ - Z o /4 o o - /
3:
zr
a.:u o i & r
> O a i| U S, ;i-
X Z & £Tao
* X X
5 5 3 - r o i L T - <? c
-
*
/
/
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
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
Unique Parts 35
SUPPORT BRACKET
-
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
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
-
10 32 x 1 1/4 SOCKET HEAD SCREW
8
Slingshot Assembly
-
500 5226-00 o
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
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
Turbo Bumper
500-5227-00
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)
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
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 ) '
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
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
O
O
H
2
>
H
3J
X _
C
g
V)
-o f>0
Wiring
SUPPLY 90ARC
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
/ 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
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
<•
I±
;
••
‘ V
I
B!
i
m
CM 2
» I I i? \
i|i Hi ill i SSi
:± 8
..tdt
5
I
hi
•
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
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
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
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
CN 8
GRN - RED y
\ 2 SWITCH DRIVE 2
GRN - ORG
-
GRN YEL
< 3 SWITCH DRIVE 3
GRN - BLU
<1 5 SWITCH DRIVE 5
GRN - VIO
< 7 SWITCH DRIVE 6
GRN - GRY
-< 8 SWITCH DRIVE 7
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
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-
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
- A PL
- © A -PL A LAMP DRIVE 8 Q64 LAMP RETURN 8 Q79
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
.
,
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
t VvV
ff 'aS DRIJPPER
VES
tt
*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
^ AlfsCE tvEft
Su: LS 24 S LSOS LSI 3 t LS32
DATA-BUS T O n
ft
MAS CMOS i K
• N
Jl
A4
T i RAM H U D
6 5 2
"J a *
C 3
*»- WRITE
ISC
4 PROTECT *
4 x
© ?^ I( C4 1 HE
»-
< |
^
4
F ^ 7404 I LSIO q 4020 LS08 f LS08 7406 TA03 (
T LAMr DRrVf—
m RiO
*
'
“
— 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
* 2
O
o
8«8 (
IAG £
740 « <
^s
740«
i A
740 «
Tft
_7408 ( n
O
4
T
o sC J 32
7
ft B
0
DIO
«4 8
^ u
ft
2
MO 2
O
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
014
«8 0
.
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! ,,
O C S4
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
^
• R5 2
4ND | 1 2 3 4 5 6 7 8
n
V ft R36
. —
Dl «
«
K
»
^ 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)
D
C7](6](5|(4)(3](2)(1 )
0 D 0 0 0 0 0
r
2 n S 019
020
R S3 •
m
7
m ft f t
* *- a* u* »* m* * a -a a a a a
i#
kl kl kl
« v
* «*
kl kl kl LJ
2 8 «
:
4
.
0 8
a
B O N U
* IA
o C57
O «6 2
13 2 II 1C 9
s 8 7 6 5 43 2 1 r T 1« AI 6
«IT K\ 4 r ^ 02
R54
2 8
m "
r. MH
A
CN7
022 n
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
/ 4 & iMHl R
J/
O- - - O —
O —- -oi’- '
0
Jo Ai4 V
oscgAt
/ 7
// a
/2
/ $ / <$ ?
4nHi
6 o o — a ifTfil \ 27 1 27 i
Vf 28
^77 J
2£
d-
LS/ 26 iQ
t
*28T 2&1 _ S12 2
AIS
4/#
ft
K
fS ft UT
/ S /J? 7 pX $ 21 An
\XL 22
A
*
aa->
J
B V •
7 Art m A /4
/J
/4 ! 8£
Z.S/26 /i
i 2 rs /
^ 9C * 24
GND K
CE \2 & Sc tB
M 24 tr 25
9C 5D
f m RESE P4 gig) i£/£
>/*
hi
25
A/ 2 22
4 4
2
6
/ ft
'8
i2
IS
f ys
*/2 V
—2
\£
5 4 cmcs raft
D7
v
*4
i
4
P7
^/£2 £/
TCI 47
IK /
* hi A i/ 3
7£ u m 1 2C64 c 5 5
^26 5/
PSr
Si 8
3
WV
— 0
' A AIT
o
dS
1 /
H UT
P£ S£
*A ?4
A <9 /
7
9 8
/
i
/
/
6C /24
7
9
§
>
i ' VMA 12 IK
m
R
N
V
\2 8
16 4
15 3
13 2
\ 6
7
9
772 7? 4?# /
/3
i)
*
4/
V
U2
I TJ /
47 x< NMl 6
4
WfT
m
A ? /6
At, i
$
is
/? ZS 244 a
5 ?/
6/ 3
2 \
2L
/3 ?
?C
/
27
IK
s
Dl 12 i
1 o
V
\<s
4
IS Aa
cf CE
_
fif t L
/2
*/ c
t 4 A 6 S' /
SlAJl ft '
6806 £ 12 i) 6 lA i/ 2 8 AtUL ^ ifibh 4 21 26 U
ft 2 /2 MrfCSiJ
43
MS
jr I 'm
o
in
\i
\6
9
8
A
n
(2
9 26
27
07
A2
M
i
IQ
9
ii
/9
'6
b& 9
aS
1/
!/
/i
a 2L }>
ll 8SMCS 1
J4 S£
^:!^
V
-
41K 9 / fi
\t 7 /3 K 7 2
^
Vi
VS
A4
t
37 7 3 t LSM
047 IS / 38 > D
-
(2 ie ) tm O N4 6 14 h 29 £4 34 A [ S 244 J
^ \ iy f A
RSJ ' S/
s Rl66 TNtfH p^ -O -
72 / ;
J7 5
^ »ilY
J
A w \ JL 2 t /
mk
5 i Y4 J
7 4 /6 o ay
rfC - - O- V7 7 4 t>2 | / 4J -*7)<
i/
3 8 D T 3 =—
— p(>> 22c^4tf ( - ID)
7AM
*
1
A
b \i a /7 3 32 Pi rfrfl B 8c C
23 as
/3
/3 2
6 \ I LV4 S / 8
52
ii V /t
/«4 2 f4A
3
S
3 c
c 4 Z8
I 8K l 6
6
32
r» /4
f -
( 2 /P)
24M ( 3 - IB )
— >
8 fi r [
/4
il /3
7p\A- 19 Aum 4 6fi T
138
PAMCS 6 L$&8
*
Yi 2' i
11 / 5 /(9 36 2 f ^
-
3 ...
AA,
/77
5
7E 2 X 66
4426 9 i-A /v 1
6 4 a m ^ AT x 3
TWX'
E 47 \11 1
LS 26 4 t /3 DS /39
A 'A LS 5 S \12 ? /6> 6? E
D> 2 /SS ( 3-IF )
/\ ' 6 / S /5
O
F
2 9 4
V A /2
3
L532
) 8 WMW
? Mr' y
M Sf t
2
E + K/w
IQM ^ 4 8 Y2 6
F
02
6
1C
4
3
Bt 4 lAA ('
O l> IESET ( i - iB ).(i -^)
F
ft LSil ZZ2 746 b
TXn £1
-
WH«H COD 5 wtt 5 7 50 4 f
> £- (2 - /P)43 - ^
i WV -t- 4 J
[
CM14 wcn ±_ 6 : 1r ,/
39/
7462 7466
ii M I-
1 M /w
_ . 1! 8 H/£E 3\>^ I
A°
l * RA 2l ~ 8
> v*
HZHfioTi I / OOV
^
)
* WV t
JMh£ +r
Ch /4 74SS K/ y / V BLANKING 4 7K
> BlANtlNf
[
c/ ( 2- M )
CN / 4 4,
im
CJS
V*
R2
prA
74 6
^ /2
JFS
& ^— wv fi lANKiNG
X 4WP ( 3 ~ 2» )
? ii< HE A FI A
476
(2 -10 7.? [ > EN ’ BLNK
/? / i
/
> BN- BLNK (<4J~-tfiH))
. 447/ ©
6P 1
-rr
7
^ 476
[> APk ^ - /c )
H (2 - 1C) !«> [> r> oP/ > 22 - /CJ
* CPU BOARD 1 OF 4
H
rZ 4v %l V7
6
4 4 X3
u
4 4 s£
T
r L u
y MMM
? wo 2 4
/1 X
\ V
SEG.
sm
nn o o oo G o o bio oQ
* u, i $
NJ S £ 2\
co
£
A
*
*v 3
i
2
3
4
SEG. J
2 SEG . K m
PA2
m
G £D
CM
o
£»
ro CM c> C’i
A
-- £ cr>'.Cw£
CM CM
ft *5
m £ SEG. M P/ W
.
iif J > tfSFT
6 SEG N . PM
4l
/
9 4 4 9 ? 5 4 i . C /£J
4 - lKXg £A 1 4 - 7 KX 8
4 l 2 , 3/ 1
PST
96 m 9
flO
wr 7 7
9
* SEG P
SEG R .
DECIMAL
Mr
Mi
M7
uD
G2J
C
*KD;
>
7 4 /4 // f 4 4 J /
*
DRIVE S
.
/
' 5 4 £ t 7 k
t g|» AW / s
tey *g .
c & ft
m* / /
l SEG . A m (
^ Ti& jifeiis
74 / £d 4H 31
^ r,« 2 3 4 1
** 71 21 91 , 4 IS Ifc fe C
yi
cr Z 33 i2
»2 i 4
j SEG.B
S G.C -
m
PK2
.26 )
&
. QD
47 *6 OJcn i a t K
P SEG D
/
«Jl / 4 23
l lrt ) T
* <J
< rn
4 26 SEG E . CUD
SEGM NT
(’ PM
( hlH ) Lfl ) O S. 2/ f
*!«
7 SEG.F PBr
3
• D
m 30
2 ft*?
QSH ) Up/f> t>
y 5 t
lil B '
8 f 9 /4 7 si
i ill!
4
/
7
m rb
pt' )
/ 7
f
rr
X
COMM A
SEG. G m
PP 7
QD
QD
o-»«> 4#v. r> > lB 6821 HL
nc
m
ft fin
MI
U4
/p --
*i A K
$ 9 — CXD
*D> s
Cil
ALPH NUMERIC
1 rb
YithSW? 0=d^Drkcl pjDy '
38
( HlB) lW O
-
f / / A) AB O
2C 6 S r'
~ A /i /
*6 a m
0 -n )xM O ZCfiitf
*
M) BB O -D7 ^ ~ D7 < ULJ
( Hi )#d6 O 4
zs ^
1.1 CTJ
-*
0 Ot) RW O
( Irtif ) E O c
£/>V
E
?
ZJ
/ !37 _
J )
( i_3
2
a / JIT;5TET O PtTfT
im
KrsrT
ft IIiiT *4 CTD
cm CN
(I - I2P) 1H9 O fltt Jd.
MX- c tJ
19
I — CJD SWITCH DRV. I
Cl 4
V4 mi -
i on
4n i— *
Vv\ - PSf
E ChWilM <] >
5 h| 2 5
Ji 333 ^
t i u n n
1 3029262726 /
/ fx
itlijtd. .
cSf
0 IM
76 l 761
HI
CJO
m. 4827 HI §
it 5ft 33 < m CO
P /C4- CTD SWITCH DRV . 2 m /2 rj
* 4
)
V V 8 /V hi
* / 3 CM 32 d i
o
Oi
ttt .tU KM f UK T«— i 31 p? /4 A « m C£J
- » >y flry
^4 u 5 3) *m4u£ 7 m CTD
6V/
^ r J £ 7 'i /2 ' / 1
V CAB
* CTJ
DRIVE S
Z / 2 / ? A 4 A // /4
29 M ><
DTP
C_1D
8 AAA/ 3 M3 QJ SWITCH DRV. 3 /6 f PM
m Cii 2 67 1xa - 9- pr
fit 00
CM/6 m n 8 / 3 i d a >1 2 2 /
r
*
c cl u rn / 7 f
u A A A A
ni
am
» a*
*
c /r bi
4
i 3 AAA, /1
7
7 CD 2 - 44 8J 4 0J2 0 /8 *ft P7
* ?«*
4 T>
rC .( D
F
^jlftl
2
II M7 Ia? ^ GO SWITCH DRV. 4 2» Cil /
SOUND
CO y 3
CM/S 7‘
~— 6V
$ 6
GTJ 6
— VWA 6 y /2 7 H f It i / <3
i / rx
7 yi
tifDJ
•
CK /
o *=ZLk . ]
Od
4- ;
H J d\
t
il u \ i| 2
« ?K X 8
~
D-ClfX m
3M)1 4
*
Qtl * IM A
SWITCH DRV. 5
11
rh
As
y -Q8j
i
2 P7 X
I
5 t cm 2
37 = o
02
ll
i2
/
t
-JUK
* .£ /«
ce 2 gffl
-
( n CN
m
X X \ \
< b CAi
H
4 dS £
f M4 z
CM
&
47r
a?
/
2 XJ J
V_Jv£\ 1a
V
-<3fc .
SWITCH DRV 6 j
GZD
/6
=«-
" 7 vj
-n M2
G HT C/Fj G
CN / 9
x
«
0 7 Jgt , d
/•r
* Od?N t \p
4 X c 52
CTD
I
t
4 94 °o
CTD ,1 A (X
3 VNA
Hi cw8
A
&
cst/t
!- s-%U * w 4 /r
'
.\6 m
— wv c X
T&—
— CTD SWITCH DRV. 7
3 £
*- * o
iBGpfcfcTPj
« U4J
CTD
2 CD Ml CSL rfg>* / (K
i /nm
m
till
ov8 ecsff
r> ?
134vw
^. 8
II
4 ;/
kM-F I *— CTD SWITCH DRV. 8
I (
tlf v E/lV
H
KEYG£>
CM /S
ttft
AIL 2M4SA2
CM
4/> ^
AH «4 / 1
/ XJC 1
• * TA
tf /M
" CD
0V 8
68 1/ 2
*
TIP122 TO PIN 9 0
6821( 98 }
3
tV d
«8
R79 TIPT22
B
.
— (2-ioe) V2
\2
\3
31
30
D1
D2
D3
PBG
PB4
PB5
14
13
4\
5\
020
7
028
SOL. DRV 11
— , CKT2
CD DSR4.7K
126 2
*
036
7
044
SOL DRV. 3
”
CD
CM
.
\
\3
\«
* 29
28
27
D4
D5
PB6
P07
16
17
«\
7\
\
7
>
11F
« C
R7 0
68 1/ 2
*
TIP122
. .
SOL DRV 12 CNT2
--
—d R78
68 1/2
*
TTPT22
SOL DRV. 4 . CM
V 26
D6
D7
IB®
!R3A
&
£
019
6
027
,
CD * 4.7K
3
«39
6
043 ”
CD
R69 TIP122 SR123 R77 TIP122
- -lilKjO
3
68 1/ 2 TO PIN 391
* * . . 68 1/2
C
\
18
%
40
R6 «
Q18 026
TIPT22
SOL DRV 13
— .
CD
CMB 6821( 8H)
(2-4E)
DSR4.7K
11C
4
R76
*
«34
5
042
TTP122
SOL DRV 5 . ”
CD
CM
C
' 127
-
(1 t>) IRQ <a
(T-T2F) 2200 O"
IRQ
2200
1 11
CL
CLK 3H
68 1/2
*
QT7
4
023
.
SOL. DRV 14 ,
CD
CM2 - j »K. »
11C
* 68 1/2
*
033 041
SOL DRV 6 . ”
CD
CM
Q16 024
.
SOL DRV 15. ,
CD
cm2 TO PIN 39
6821(90}
>
2 68 1/2
* 932 048
SOL DRV 7 . ”
CD
CM
20 22 24
\« 14 15 4\ 3 (2-108) 11C / 3
6D 60 R66 TIPT22 R74
5\
TIPT22
\S 7 6
30 30
\« 13 6\ 68 1/ 2
*
D -
(l 12£) 21QQfc IB® £ 50 50
12
.
SOL DRV 16. cm2 68 1/2
* . CM
A SOL DRV 6
” D
.
V 9 /
RQA 3* 40 4Q \
013 023 CD 031 039
.
CD
2 4 2
-
(1 12A ) RESET O 34
a RESET
TTP122 TTP122
(1-12F) EO E
-
(1 120) R/ O
*
21
R/W 5F
6821
\0 36
RSO
V 36
RS1
PBO
10 0/
LAMP MATRIX 0 7 - * -
O IMP (4 80) -
PB1 1LV
> 234 X 6 +3
cme * \0
\1
33
32
DO PB2
12 2 /
13 . 3/
E CD D1 R 19
TC
--
01 E r 040
\2
\3
\4
31
30
29
D2
D3
PB3
PB4
PB5
14 4/
13 3/
+3 3 +3
6 11
12 12A
360
13
68
02
2N4401
SWITCHD SOL DRV. 1 ..CMW
CD
E
D4 P96 08
\5 28
D5 P87
17 _V 7402 TIP122
cme a
-
\6 27 0 0
rc D6
— R14 2.7K
2 CD V7 26
D7
19 2 2J
3 2
2 4J
3 2
— ?
0
R21
360 68
R20
cme
02
1-r ; di£
7408
> ;di0^
7408
V
LS08
V 7402
03
2N4401
TIP122
.
SWITO D SOL DRV 2 ..CM1»
CD
INPUTS
CD
03
m C42
7408
2
7408
iog) — i
-
LS08
® V
R23
360 68
R13
04
2.7K
R22
»4401
SWITOCD SOL DRV. 3 .
°
CD
M» F
7408 7408 Lsoe
SWIT.CH
3 3 Q 10
cme \ 3 3 7402 TDTZ2
4 CD- \
7408
* /
R23
R16 2.7K
R24
7408 Lsoe
D4 C43
t * 560 68
SOL V I
% SWnertD SOL DRV. 4
4 7 CM
4
/ 2 9F
3 6
3 ; 10 08
»4401 CD *
G
SPICAL 5 CD
cme
D6
T
044
\
5
12 |
7408
^ 3
7408
3
L906 7402
R27
68
RT7 2.7K
R26
011
TIPT22
^
L908
D6 C48 V ? 7
Rie 2.7 «
&-
R29 R28
1 360 68
11 9
dg>1 07 .
swrrotD SOL DRV 6 ,cw»
7408 7408 Lsoe 3 (
2N4401
CD
»CD- —] -
(1 1E) EN < 013
(V-120) BLANKING O 1 <1
.
7402
2.7K
TIPT22
{> SOL GM) (4 6E) -
H —
* LID t
® SOLENOID SW R30
H
(V120) EN BLAUdNOC
A A
0 *7 (J - / 2 A ) L/ MP CN 7 [>- X
* + 5V 8 7^i>2 z / 4
^ ^2
d > (L 0
ay
—»vw CD
CN 6
LAMP RET.
crtl * HiA
* V15 /
>iw == K 072
Z> rrrvy
£> +3 m O
***
CNll
cry - i i
-—
C/42 _ +
zLi r=/rf
==
470A*
Xg?-3
y sr«,7
+B
M1 ' \ 24 ?
77 P/22
B — 25V
D25
ft (i.6r)
i> +B - (l OA )
%tl
H8 f
It to I &
ctjL
B
1
— vvv-j _ jLrl
£2 Cl) LAMP RET. 2
4
orf2)— <*D
a/
2 /Vf fi
^
— g*
“
T L RBI m
5 v t,"Y\ V
fii / /: . 4 X1iw
c /7
* > rb
CX X ”
—/.ZAVv72\— 2U.
CM 6
QJ LAMP RET. 3
o*n
• 1
5
C « ciy K* '
^ C3 C
* RBI ^_
Oft rrp / 22
4
“~
2 M g£7
U= M
HSV . 4A 4 W
cry rrm
MT_1C
s’ _
c!2
+
Ch4
i 9f
$
CD— = CT
CM
i*
4i
•/
* LAMP 6H
*
sLi
ffijs - 2
-V
w
im
m
32/ oy7
3
.
\l
t£
IM M C r
^
rT;-7/ 22
/
CD
CAV
LAMP RET. 4
D ffi- ** - &,J*
w
J
TM T2 LAMP DRV. I 2=
-AVN
X RM YV - D
7T7 2A
^ 7 It .ICLSW
\ 3D £B= jttZ
-\
Si?
« 4 z.X . 7IP42 CM 7
CD LAMP DRV. 2 ^ LAMP RET. 5
-CiC
Qfij
eX r— AV
'
2
* ^ 73fT:
H- CS*
me * 2 4 6S qss
sOtlMOIP 4A/t
^RB:
CH' l 7 \
Ti/ 42 -CC LAMP DRV. 3 ——
p=
X
*AA IK AV\
{
/
2 -AAV -
t- 8K
E
2
^ 47 E
ft ~ m
*
1
* r- / VW \H ^
\7 k
I LAMP RET. 6
//
f 7 t
7 2 r
2.1k ^ CO LAMP DRV. 4 ?/v5 « W|ir QiA 1 X- rtTIPP >22 . Q7.1
*U
(
irtbAl' }
fi2# 0 o d 6 m m r 7 ( S£ -AW -
AAAH &7 _
A
Xvd — _HwC
y #4M 7
\\\\ &tlZ 2 k <
CNJ
/ ) LAMP DRV. 5
i, i? K 4-. L .. lK
rtt
/K
1=
^^ / 1/
v
>4 i. '
irifan V/v -* >
0/ 7
•
Qtii
S_J LAMP RET. 7
f n
'
ll M £& - >£»/
/ ZX
F -AA QV F
-QD 'ic fofrg Ss. r- F# LAMP DRV. 6
ZXjS 6 £ C? 7 IP /22
Q D) R
/
. 7
4K $ = * W« «W 2
2V6
*27
7 JJZ
1BY
- AVX4 WAVVV^/ A ^ ^-
7442 g|2
o-«») C . B^A [>
* / 23
AVV T - TIP# QV
X LAMP DRV. 7 MO
. Ml
1 // ;
— —. • — _
444 /
2M
1 — CO
'— CD^J
cMfl
op PUPPHL
OP P
2
^
£&
? 7
2 / jmo
:y .
m
92'
riFttf.
J ) LAMP RET 6 .
rJJ' j
6 MW27 w - ns 27a y
nw -CO LAMP DRV. 8
Lfl-¥ pa^O-S-
^.as
yA L
. >>
-
__
i / /C 4.iitw
,
G
( 3 - f 21 } LAMP O
H H
CPU BOARD SHT 4 OF 4
54 CPU Board Logic Diagram (Sheet 4 of 4 )
v v
i L L SI
CN5 CN6
CD
-0
2SV
C14
- fTSK-
R16
C13
R 11
Q
~
0.1/ 800 V
j 330K/-3W (-
TR3
O
0
1
VR1
7812
D6 -G V «S228 MJE340 ' .1
o C12 (
° V3°0V J R12 — 11.5K /.5W ]
[-)
22ut
2SV
C15
o R10
D 11
— 1330K/ JW ]—
-c n-
144742A
R8 -f 47K/TW }
D9 -C D-
~
1N478GB
~
~
TR1 MPSA 92
0.12
L
5W
4K/10W
-fi.gK /.aw \- R 13 TR4
R14 -
-j_47*vr» - R9 J MJE350 2N6057 MOUNTED ON HEAT SD
*<
o»
D10
-n— [')
TR2 »«*42
3
R 15 - 500/lOW
»44004
D7
D5 <rz>»=* 4004
R4 —( 1- 3 K I—
IC1
C5
C10 C 11 470pf
R3 o
ioour 100 ut
(— 4.99K
150uf NOTES:
R2
«0470*04 ) 100V 200V 200V
R7
2.15K
1.30K - ALL RESISTOR VALUES ARE IN OHMS . V 4 W, .
3X
E
+ “
I h- »
U J3S OThCRWISE SPECIFIED.
C9 C ° /200V
-i \+ + D4
R5
270 - ALL CAPACITOR VALUES ARE IN MICROFARADS.
1N 4001 ~ UNLESS OTHERWISE SPECIFIED.
— ( 2.74K t—
<14 - 18000uf / 25V 0« FOUR 4700uf / 23V
C3 f 47uf \ - . . .
RL R2 R3 R3 4 R7 ARE 1 . * RESISTORS .
IN4001
C4 / + + + + >
+ y- 1N4001
Cl(T)
1N 4001
d
CD
CO
CD
(/)
OD
CO
CD
CO
CO
CO
DB1
CM3301
D1
m z
5
o ^ O o
4- F2 r
24 VDC/ 10A §
O
d
'z 3
7 A SB
CN C N2 C N9
N.
F6 F5 F4 F7 F3 3 2
0 RY 1 2
DATA C N3 2 11 C N7 C N8
EAST 4 3
3 12
520-5047-00 9 1 3 1
REV.-B 6 5 4
A
C F B
a a o £ § K
6
3
I3 H i
§
s 5 Imtls
Z o y
6
C
CN2X6
1 «v « m .
o
£
CN EIQQQDQC
2
I
ww U 5
3
,
c 4 F6 5A S-B 250V
/77 ^ 3
TP1
^
O +5VDC
5 2
Cl5 TP2
F4 8A s~\ S-B 32V i± C14 R16
—
6
F5 4 S-B 250V 15G470KM R 15 22UT -p 22uf
25V
1.5 K O LOGIC GROUND
TP3
— O +12V UNREG.
* ca Z1
m
500 D6 R 12 TR3
25V
TP4
— O -12V UNREG.
C9 -L- 150uf-J- . 1N522B
3Q0 V + 10W
& 3.9 V »4X340
CN1X 12 0.1 + 5K
200V zs 1/ 2W
05 C10 C13
( 144004 R 11 CN6X15
> R1
lOOuf
i RR ' 09 v 33CK
T LOGIC
( F3 1/ 2A S-B 250V 200 V 47K
1W " ’SAW 1H760B 7?
68V
0.1
500V
1/ 2W
(
1 GROUND
2 ) -12VDC UNREG.
(
5
)
^ C11
R9
47K TR2
MPSA 42
010
1N5379B
110 V
.
W C12
— l—
R 10
( 3 ) +12VDC UNREG.
4
CT) F 7 1/2 S-B 250V 100uf
200V
1W
0.1
> 330K
1 2W
/
R14
4K
7 + R 13 10W 5 ) KEY
1.5K 500V D 11
8 C2
D7 D8 1/ 2W ( 6 ) +12VDC LNREG.
100uf
144004 1N5228 ^ZS - TR 4
K4742A ( 7 ) +5VDC
( 9 25V 3.9 V »4X350 12V
CjoJ ) l+ 03 C 8 J *5VDC
C 11 F1 7A S-B 250 1N4001 C 9 ) +5VDC
_ I
c C3
TRR C 10 J 45VDC
DB1
47uf
+ 10 2N6057 R5 C 11 T LOGIC GROUND
043501 D2 11 270
—
1N 4001 63V
12
2.74K
R1 I* 1 R6
0.12
5W C
12 ) LOGIC GROUM)
13 ) LOGIC CROUM)
r
CN10 X3 R7
F2 7A S-B 250 IC1 1X
/77 ] 1N4001 1.5 K c 14 ) LOCIC GROUM)
»4017230» 2
— I— «- WV 3
1 C 15 ) LOGIC GROUND
( 2 R2
C1 3 / 77 /77
c 3 + C4 2.15 K
-L _L±
P ow er
1000uf IX 4 C7
+ 25V laooouf R4 -r- 330uf
25V 1.5K
. C6 ' T'
“i J W 25V
0.1
/77 /77 R3 50V CN8X9
4.99K 7 470pf 777 )
IX
Sup ly
2 )
CN9X 4 3 )
) 4
C 1 GENERAL
RY 1 5 ) ILLUMINATION
UJ 24VDC/10A
Servicng 2 C 3J 2
2r >6 7 )
CO 4
8 )
3
15 9
CN7X3
7 NOTES:
. . .
Diagr ms
- ALL RESISTOR VALUES ARE IN OHMS 5X 1/44W
C 2 D1 UNLESS OTVERWISE SPECIFIED. D A T A E A S T PINBALL
3 K3
1N4001
- ALLCAPACITOR VALUES ARE IN MICROFARADS
UNLESS OTHERWISE SPECIFIED.
. POWER SUPPLY BOARD SCHEMATIC
H G F D c A
55
P0T1 — i r SP1- . r SP2 n V r SP3
L 9 L L
CNO WslO
*
o o o o O O
s
S
o
* a -
o
z>
or H-
, o- 4 \ 4 1
o
o
§
5 o
s
O
Os 0 f v r
3 o~
w.O
i>
TTT
§
I£ 8 § § sss £ £ £
1 Os X X X
o o o
x
+12
t>
Ov CM
£
£
>
? 5 3 2
T
> LM833
5 5
T T T
2 ;o ;o
^ ^
I
> SSM2024
r> so
T 0 > LM833
§
s § £-
T
r
o
i
-12 e o e o o o o a: o o a: £ £ o o 3
^ o >
LaJ
<Ch- Q1
X X XX
(CO l— CO
GND
+5 > 74LS74 >TDA1543 > 74LS74 -
C <C o
QLd ?
£
CM
a O
§
T
^ §
T
§ •S
o
-
Z m I IT)
§ 3
O ^
8 £ 5 8 £ a£: cc §
iO
CM
X X in
oc 61
e5 £
o
CO
T~
§s
T
8
os
5 .i
3
X
01
s
6
i £
O
>
CM
^
74LS374
T .
£
£ O
>
o
5
74LS374
£
O
> 7705
M;
^
oO -5=
5 ®
5
>
=>
74LS374
Os
o
>
'O
5
74LS374
z
o
XX X
> -P > — CMOOO
74LS74 mcozsf > 74LS240 > 74LS273
3 o
TT. T. . ©
3 5 £ 8 2 g 5 <2 3
o 3 o
LXJ 1
> 74LS74
m
>
3
4020 >
3
74LS163
T
> 6116 / 6264
Board
o 8 8 ££ 3 3
Sound
CO
in
r N*
to
fe O
* 9 « J- A A
I £ £
* * * re
^ 5? S 2 Jj 5 III s s $ M
Q_ 3
i S H i i i H i l l m u I
i i
T GO'
LU
£
V
9
Hi <C
ft ft
S S
^ 6 ft 5
^
i
f N 8, ft 8 i , 5ft B oft
81
S
§§ <c
Q I
6 §ft
Id
a
I 5W I lQ D
8 5
8
IHi
? 1Irll
§ I
55
IHi A'
5
O
<Z>
gift
/1 s < o
+r zr /1 S 4 sh 4
g s ft
2 £ %
§
*o /
/8 §
a e
iv
/
/ '*
2
i 8
e &
V
f
8 ft * +
FA 51 t
i H
4 4 I 3
8*3±L 0lxSg 3 s 4
8 §
s4
8 lvftg
A
£ .
K t
V
2
l
2 a S
3
s,! va
(
3T
l(
i
6 **
ill
1
—
' m
85
— i-) l "— m—
85
%
* W\
85
nil
«
m h
HhH
V
2
Hh
4 s£ *£
2
IBIB & *
I *1 *1 *
AS §A S 5<>S 5 * I!
3?
5
2 a
«/A
« r o|
K
|I +
. . *9* /. 1 A
2 fi
* ^Z I
9 S <y sAft
/ 1 =
5 ft
i
° j
'r Xrl!
!! •
5 i
5 ft
*
28 28 I X
8 ft ' i
-
r VW11 WV— — 1 / s\ !
5
2 1— o
- wXvvv I a S Ii ii sh
SS 2 « I SS I M 2 t
O O O O O O o
** *8 it fi s e«e » c a i .LU.|JB| |
x 9 at B s m
B S i*
SSSSSS 5 3 8 8 S 8 S| 5gg2
tssos T -i T 8 5888
4
*< < 3 §
=* is
5 5
9
8 2 A? IN 5 M H H H M H H H H H
=8 K
39
T
S
^ & <mo
A fa a
-I
,
— VW
&a
— 1-| 6
?
aSSlllSf il i f i
-
J F f U.
no
nan
V I
i H85
* 1 iiii \
S ft 8 $i
§ 52
isi -M
o
3 1 1" *
MR
gWfcg 85SSS 8SS 85S 8388S
i
q i- 3
a
<3
I fe -
1s
r
§1
5 s I
•ai S 5 a a 5 3 S 5 5 s 5; _5 s saaasasaasSaSaaS c y
a
58
s
5 »5 ssssss " 4I -T- *»" T"I« IMIBI « I n[
yti
?S S a § 2 3 2 §
5
2
2 ¥
n < s o o u u. o £
( S- t moQ u i U- o x c
a r* a •*
*
i i . s slfilalalfila a i BB mm 5
Bf
wMMr fa fa B &
WWft •v V'A'A'V .
^ YrrrrmT^rr i l M
O
| |M
«
--
55S
* 5i 8l«l
S fa fa fa fa 3 3 3 5 3 3 3 5 5 5 5 5 2 2 5«
.
f 2 8R S a S S 8 vPP2
Ld IS 3
t
- K « 1 *r ; a _ 5& sfiflsasee « 3353
3
3553
5
bh
§s
| 838S5 SS& S3 8 |
§
8 S S3 S 8 S S
27010/ 02/04
S3 K
f
A . 1i r 2 C
g
9 ssasssss
^SlS ’ VW
£§
5 27010/02/04 falffi falfafaf
c ^ a
S
?
2 8 8 3 8 8S 8 2 8 8 S 8 8 S 8I
s
5 s s
11 Sl 3H l5U l3l5 SM is §
a * i l 5 ? SB B i 5 8 3R 8
saft K&
5
98898868 ft ft ft
98898368 98838388
--
I •I* =1*
9 E 8R 8K 9 S •n
- 1
SI
n Xfflffl *
8[a[5[6[a[a[8[fi
'
si alalalalfila BIS
t
/
5 S 2
»
^^ 8 5
6
§
9
§
8&
§ 5 * I ft 5 5- / M
K ft 9889886 K& 98898868 9889
I BifalBSlfafi 8 2
T7T
i I s
alBlilililalilfi s
—
BSSSSSSla BBSS
§
II * 98838368
S
A 5 5 i * £ i 5
s s s ss s s s s TrmTrrPrrmr
Bo 98898868 5 ft
s S 2
§ §
2 §
fa
« M|M|K|M|M|M|M|M| B| |^PH ? H HC H M MMBHSHH
-Ts * ^ -
•5 V
3L 5 3 3 5 3 3 3 5 3 5 8 2 8 5 S a 2 8 8 S 8 S| g g g « g
*A
6 £ C C 6 J: c c ^ 3 *
I 3
5
|
U,
£ s
%
igsS I _ S B i
. i_ ~
5 !
A A
X 1"|1"l T i*H
"
AAT
'
“
Ml *
I
a
frl {• 8
an
amn
or
fT
A AJ V
AAA
V
J,
k i t t t
O
4
2
m
• i O W v-
— k
S
k
S S
k
S S S o
U
5
o 6 6
^
4 6 5 o c j o <-> o
z z
8 7 6 5 4 3 2 1
Y1
Q| +5U
+ 5U
8f+e
R19
Ull 10
U3 U3 U3 U12 D < 0 <7 )
10 13 PR
12 11 0 6 ucx n< o i
> CX
D HCQ 4 HC74
CLK DO
D1
15 DC 1 >
C3 12 DC 2 )
HTPF
12
0 o £ +5U
02
03
8 DC 3 1
7 DC 4 1
D
CLK 2908 04
13 28
D5 JLlK _
5J
+ 12U
RFSH 06
R14 23 * _
+5U BUST 07 LAi.Dl 2.l
+ 5U + 5U
10K
* U10
R 22
19 30 (it n ) 3.9 K
HALT • 80 no cc
13 DC 0
OC 0 1 6
• 31 DIM
» 4-1 «! UB Dll
Ji l R89
15K '
> R90
J9 25
08-1T
37580
*
81
82
V 8( 2 )
f l)
8( ? ) 10
82
IS
CK
^ DC 1 1
DC 2 ) 5
ICO
1C1 1Y
7 11
5
10 30 C
* )>
4
3
4020 83 ’ 8( 3 ) 17 DC
1C2
Jl 4 5 STATUS
1/ 4LI
< 14.7 K
/ 4U
1C
CLK *
01
9 84
85
34 8 (
35
4 ) 8( 4 ) 8
7
w
84 CM
IB
19
nc 4 i
nc s )
DC 6
1C3 1C 153
407
+ 120
12 240 3b
BS 35 14
09 QC 6 ) at 6 ) s: nc A ) 8C 0 ) 80 1ST3
.
86
Q10
14 iz- o 8( 7 ) 8( 7 ) 31 8 C 1)
2
5 IS 60
17
KMT
87 87 D7 81 2ST3
R21
RESET 3 11 Oil * 38 8 ( 8 ) 8( 8 ) 27
Jl 205 86
RST
012 30 39 8( 8 ) 26
48
17512/ DC 1 ) 10
2C 0 3.9 K
89 69 DC 3 )
407 40 oc 1 n ) 8 ( 10 ) 23 27010 11
5
810 ? C1
20 BIO
+5'J DC 5 ) 12 8
. nr 1 i ) ec I i ) 2s fill UCC/ NC 30
IOREQ * l 2C2 13 1? PCI
ICRG* 811 2Y
19 2 ac 12 ) 0 7) 13
RESET MREQ
* 27
fREQ
* 812
3 0 ( 131
8( 1 ? )
812 *
KM»
11 2C3
7407
.
Ml * Ml 813 8 C 13 ) 28
U3 * 814
4 8 ( 14 ) 29
813 U=P
3 26 BSQ 814
RESET
5 8 ( IS ) 24
815 BS 1 815 a* RD »
16 22
C 04 INT * BS 2 «16 03
>
c Jl 3
TEST
TEST BO
RO*
UR *
21
22
-
t UR
RO »
*
Ull •1 29
R 13
PR ac 15 ) 14 =00
+5U D C
5 10 K
13
8 YC >1? rDl
+SU B Y1
10 CCCLX
+5U HC74
+ .5U 1 --
U6 Y2 CLATCH
6 MREQ * '3 Y3
> cx c RCRTfl '
HO139
R33
CLR
-10 BO -
-
RO JCLK '
-1C 8U
DISPLAY
P.L9 >
0( 0
- 7) R( 0
nc I )
) 10
BO
81
U?
CC
D1
11
12
nc n )
DISPLflY / DRIUERS SHEET 2
. ^- 3 2 8( 2 13
Jl ll> )
1)0 QC
Jl 1.^ 4.
01 Cl 5 .QLi ).
_ Bs:i±-
-8 7.
E
15
6
Jl 135 7
02 a? 6 n ( ? ) ( 4) 84
16 DC 4 )
Qi 9 nc 3
Jl 145 ) DC 5 ) 17
03 85 EC
Jl 155 13 12 0 ( 41 PC 6 ) ia
)4 04 86
Jl 165
05 15 0 5
( ) QC 7 )
1
87
*
E
Jl 175 17 06
16 DC 6 ) R( 11 ) 8f 8 ) + 120 + 120
-=
I
24
41 18> 07 19 nc 7
In 17 ) 8( 9 !
89 6264/
B RIO Rll RB 6264
8 ( 10 ) 21
S3
810 6116 R19 <R20
10 CK $10 < 811 3.9K 53.9K
* 10 CK 10 OK
UR
*
6116 8( 1? )
812
CCCLK B
R9
IOOK5
R6 R5 <R8» +5U 407
IOCK
| | IOOK > IOOK
j U3
8( 2 )
8 YC C 4 US
cl—
8( 7 ) (
U2 9 Y1 CL 8 TCH
- feo
IOREQ
* U6 Y2 >
POWER +5
Ml
4 5 Y3
7 1 nC 04 > 407
J HC139 ID A T
8 C 14 ) U2
+ SU J2 .. 4
+ |C 2 CIO - 21 5
HCoAA- - BS 0
~
pc
lOOuF flul / LOU
REPEAT 12 - U 4 OO
G <
14
4 9
U2
END J2 2
^j -
- KEY - SLOT 1 DC 0 )r
RESET
*-
13
.15 CLR * 6
0 01 BS 1
ken J2 3
^ CR 1
HCE5902
7 1 12
U2
+ 120 J2 4
^ - ft
1N4004
+1 2 0
ac 3 )
ac 4 )
fllTLL
2
50
51
52
03
Q4
9
10
-STATUS J1
- SS 2
8LNK
05
fi Cl
+ Cl 06
11 R 08 T 8 -
+ HU + 60 U 22uF/ 350 +H0 « L
+ 600 J2 5
- 1000 ^ -
1N 4004
- -1080 -109U a C22
07 ROUCLK '
fi
-1200
J2 6
J2 7
^ -1200
rp . oi
! 1KU
TEST
ELECTRICAL PRODUCTS
.
"P ONICS DIOISION
HOGND J2 8
^ - !|
C 27
~ 10 uF
ij 25U r ; C 28
. oi -
E ST DOT MATRIX DRIUER
HUGND J2 9
^ -
2 1KU
-120U
- 120 U r 0120 - 4152
B SHEET 1 of 2 REU . 2
7 6 4
J 3 2 1
O
1 1 or P2
, -'
ooooooooooooo/ ooooooooo
64
o
4 o
oP 3
D o
o
P 4|
o
§16
P 2P
O D
1 PI 64 16 §
OOOOOOOOO //
^ OOOOOOOOOOOOO
P2
IB
P2
22
P2
5v? 5 % Pc PH
P: P2
s s P2 P2
P3 P3 P3 P3
V. X . X X v X X v X
29 V \ P3 P3 P3 9
X X X
IB 11 12
P2
20 24
P2
28
P2
36
P2
40 44 5§ P? P2 P2 P2 X x x P<
X X X x X X 19
V
21
V
35
X
47 P4 P4 M P4 P4 P4
U13
PI 22 >
PI 30 >
PI 29 >
16 x 22 K
A\
... ft 3
4
217
218
016
015
44
16 x 22 K
M
CPI 34
CPI 36
PI 31 >
PI 29 >
16 x 22K
..wv-
W
.
R X
* 1
44
oie
017
U14
016
015 3
16 22K
V,\8J
PI 33
CPI 35
16 x 10 0 K
W v 86
VA£137
^ — 2
3
216
U 15
017
16 xl 00 K
A\
Q19 014 015 018 AA 1
VA VA CPI 38 PI 27 > 43
019 014
4
VAKIZS C ?1 37 — vw^es ^
C
Pi 26 >
PI 24 5
M
Wv
b
021
220 013
012
VA
AA
< P1 40
CPI 42
Pi 25 >
Pi 23 5
AA
42
41
020 212
5
b
vV - CPI 39 5
014
213
019
220
42 AA
_
b
PI 22 5 w . 7
Oil
40
40
221 012
7 <P1 41 012 221
41
PI 205 •AA 023 010
AA CPI 44 PI 215 VW 222 cu
6 -wv» CPI 43
7
Oil 222
4C
W C
PI 18 M> wv
.... 9
024 09 33
WV
AA
CPI 46
< P1 48
PI 195
PI 175
023
a
QIC
9
VAS CPI 45 WVs1 B
010 023
— W
- VABiai
PI 165 10 09 CPI 47 09
38
WV 025 C8 VA 1C 024 AA
i 026 <P1 50 PI 15> 28 10 37
. ^13
Pi 145 AA Ol 07 36 CPI 49 08
11 AA
PI 125 vv 12
027 C6
AA
VA
CPI 52
< P1 54
PI 135
PI 115
W
vv 35
226 27
12
WV PI 51 11
12
07 026 .
AA
PI 10 > AA 020 05 34
34
027 06 VA CPI 53 Wv 26 - 027
35
w
-
WV CPI 56 PI 9 5 VA ope 05 13 34
PI 9 14
029 04 AAA CPI 58 PI 7
- 33
V ARILS . 2. Q 29
14
VA
VA J
< P1 55 VA
14
5- 020 VA
15
.*
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
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
0 -
0120 4152
SHEET 2 of 2 REU . 2
8 7 6 5 4 3 2 1
PPB »
J9 121314 1 234567891011 1 2 3 4 5 6 78910
J8
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“
•CO= • !
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
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
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
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
cwr 2
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 /
II OB -I 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)
* '£
/
^«- 1 - SOD / - o o - R t v£ r
KXERANCE UNL$S
OTMERWfSfc SPtClflifD / r IASSEJt OWN.
1
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 )
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
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:
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
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.