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Mystic Manual
bally pinbal 1980
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Mystic Manual
bally pinbal 1980
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rodrigo rodriguez
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GAME 1192 FO 655 Chi ¢ Y RALLY MEG.cOnP 1980GAME #1192 MYSTIC vi. vil. vill, XL Installation and General Game Operation Instructions INDEX PAGE INSTALLATION . 00... 6002.2 e certs dee eee eee 1 GENERAL GAME OPERATION . 2 BOOKKEEPING FUNCTIONS 3 FEATURE OPERATION AND SCORING 4 GAME ADJUSTMENTS A. PLAYFIELD ADJUSTMENTS B. BACKBOX ADJUSTMENTS ..- CREDITS/COIN .. MAXIMUM CREDITS BALLS/GAME .............-- MATCH FEATURE OPTION . CREDIT DISPLAY .... HIGH SCORE FEATURE OPTION . HIGH SCORE TO DATE ..........-0020 0 GAME FEATURE OPTIONS SOUND OPTION ee eee rere C, FRONT DOOR GAME ADJUSTMENTS: HIGH SCORE FEATURE HIGH SCORE TO DATE FEATURE .... RECOMMENDED SCORE CARDS RECOMMENDED SETTINGS ...............- a wees . ROUTINE MAINTENANCE ON LOCATION ..........-- cent tener en es 13 ww TROUBLE SHOOTING ON LOCATION... 2... .es cose eet ee terete erent 13 SERVICE/PARTS oe... 02 yee c cece cece eee tees cece eee cetera ee 19 PARTS LIST .BLOCK DIAGRAM—ELECTRONIC PINBALL GAME AB: SOUND DRIVER MODULE SWITCH MATRIX (INPUTS) AS: LAMP DRIVER MODULE POWER TRANSFORMER MODULE1. INSTALLATION Assemble the game as follows: Bolt legs to cabinet. Bolt back box to cabinet. Use flat washers under bolt heads. Gently feed cable connectors and ground braid through cable port in back box. Screw. ground braid to braid in back box. Carefully and fully insert connectors on printed circuit assemblies. On all games there are certain items that should be checked after shipment. These are visual inspections which may avoid time consuming service work later. Minor troubles caused by abusive handling in shipment are unavoidable. Cable connectors may be loosened, switches (especially tilt switches) may go out of adjustment. Plumb bob tilt switch should always be adjusted after game is set on location and leg levelers are adjusted. Visual inspections before plugging in line cord: 4. Check that all cable connectors are completely seated on printed circuit assemblies. 2. Check that cables are clear of all moving parts. 3. Check for any wires that may have become disconnected. 4. Check switches for loose solder or other foreign material that may have come loose in shipment and could cause shorting of contacts. 5. Check wires on coils for proper soldering. Cold solder connections may not show up in factory inspection, but vibration in shipment may break contact. 6. Check that fuses are firmly seated and making good contact. 7. Check the transformer for any foreign material shorting across wiring lugs. 8. Check wiring of transformer to correspond to location voltage. See figure 1. Check adjustment of the three (normally open) tilt switches: 1. Panel tilt on bottom of playfield panel. 2. Plumb bob tilt on left side of cabinet near front door. 3. Bali tilt above plumb bob tilt. Insert the smaller ball (15/16” dia.) into the ball tilt assembly, and adjust the bracket so the ball will roll free to contact the switch blade, if front of cabinet is raised. TRANSFORMER CONNECTION INSTRUCTIONS TRANSFORMER WIRING FOR 220240, 1224125, TRANSFORMER WIRING FOR 15/20. So cveue INPUT 30/60 CYCLE 0} 10] oo 00 0 FOR 220/240 V., 24 6 8 0 12 INPUT, HEAVY. c ED LEAD. 4 aks pan 900 d eur Tie 163 av — LUG 5 TOGETHER, TOGETHER. HEAVY RED LEAD.. z FOR 120 V., TIE LUGS 5 AND 7 FOR 240 V., PUT HEAVY TOGETHER; PUT HEAVY, YELLOW LEAD ON LUG 7: YELLOW LEAD ON LUG 5. FOR 220 V., PUT HEAVY FOR 115 ¥., TIE LUGS 9 AND 11 TOGETHER. YELLOW LEAD ON LUG 12. PUT HEAVY YELLOW LEAD ON LUG 9. VARISTOR,BhLLY PART NO. EE, VARISTOR, BALLY PART NO. E-713, LOCATED IN CABINET, MUST BE LOCATED IW CABINET, MUST BE USED FOR OPERATION AT 220 V. OR Za A c. FOR OPERATION AT 115 OR 120 V.A.C. FIGURE I. TRANSFORMER (PART OF POWER—TRANSFORMER MODULE A2, LOCATED IN BACK BOX). 1ll. GENERAL GAME OPERATION Place ball into playfield by outhole. Coin game. Coin should be rejected. Plug in line cord. Move power ON-OFF master switch at bottom right front corner of cabinet to ‘ON’ position. The game will play a power-up tune to’ announce game-readiness. Drop targets are reset, scores are set to zero, alternating with the ‘High Score to Date’, andthe game is ready for play. Coin game. The game should accept the coin and post credits* for coins accepted (adjustable). Pressing the credit button on the door will cause the outhole kicker to serve the ball to the shooter alley. The 1st player-up lite is lit. A game-up tune” is played to announce play-readiness. The bonus score is advanced to 1000 points. . One player is posted each additional time the credit button is pressed (one to four can play) The credits are reduced by one each time the credit button is pressed until the credits are reduced to zero. Shooting the ball initiates play. Rebound switches score 10 points. Thumper-bumpers, when not lit, score 10 points. . The game awards all points earned by the player. If spinner is turning and scoring when the ball hits a target, the spinner and the target scores are awarded. When the ball enters the outhole, the bonus score is added to the total score. The piayer-up and/or ball in play on the back box is advanced one position. The bonus score is advanced to 1000 points. The outhole kicker serves the ball to the shooter alley and play is resumed. This continues until each player has played the allowable number of balls per game (adjustable). At this time the ‘Game Over’ lightis lit. A random Match* number appears and the ‘Match’ light is lit. If the number is the same as the last two digits in a player's score, a free game is awarded. Extra balls won during the course of the game are played immediately after the player's regular ball enters the outhole. The player-up and/or ball in play on the back box are not advanced for extra bail play. Bonus score is added to the player's score and the bonusis set to 1000 points before the game serves the extra ball for play. Scoring over 1,000,000 gives “High Score to Date” award. Atthe end of the game, a ‘High Score to Date’ is alternately flashed with all 4 player scores. Ifthe ‘High Score to Date’ is beat, this feature* awards free games., Tilting the game results in loss of a ball. The flippers, thumper-bumpers, etc., go ‘dead.’ Bonus points are not scored. The purpose of the tilt penalty is to discourage the player from jostling the machine in an attempt to prolong play. Game action becomes normal after the ball kicker assembly serves the ball to the shooter alley. Slamming the machine results in loss of the game. All feature lights go out, the game goes ‘dead; and a time delay occurs. The purpose of the time delay is to discourage unnecessary abuse of the machine. After the delay, the ‘Game Over light lites and the power-up tune is played. The time delay occurs anytime one of the slam switches is made to contact. There is’ one factory installed slam switch on the front door. (Any number of slam switches could be installed by the operator, to meet his individual requirement.) The switch should be adjusted to have approximately 1/16” gap between the contacts. The weighted blade should be adjusted to attain the desired sensitivity. Decreasing the gap between contacts will make the switch more sensitive. Opening the gap will reduce sensitivity. “Some tunes and features can be disabled by operator it so desired, See Back Box Adjustments, 3 :Ii. BOOKKEEPING FUNCTIONS The game is designed to help the operator certain perform accounting functions. The game can display the number of total plays and replays (free games). It can display the number of coins dropped.down each coin chute. The bookkeeping functions are displayed on all player score displays simultaneously. An identification number, 05 to 14, appears of the Match/Ball in Piay window as follows: 05— O00to— 40=Current Credits *06—10000 to—99999=Total Plays (Payed & Free Games) *07—10000 to—99999 = Total Replays (Free Games) 08— 00 to—99999 =Total times ‘High Score to Date’ is beat *09—10000 to—99999=Coins Dropped thru Coin Chute #1 *40—10000 to—99999=Coins Dropped thru Coin Chute #2** *11—10000 to—99999=Coins Dropped thru Coin Chute #3** *12— 00 to—99999=Number of Specials awarded from Panel Specials Only *43— 00 to—99999=Number of minutes of Game Play *14— 00 tox-99999=Number of Service Credits The game displays the first bookkeeping entry if the Self-Test button (See Fig. II!) on the inside of the front door is pressed ten times. Alternately push and release the Self-Test button at one second intervals. The number 05 appears in the ‘Match/Ball in Play’ window. Curent credits appear on the player score displays. Each additional press of the button causes the next entry to be displayed. After the data in each bookkeeping register is recorded, it can be set to zero simply by pressing switch button S33, located on A4, the MPU module in the back box (See Fig. ill), or by pressing the Coin Chute #3 switch. Any or all registers can be cleared by alternating between the Self-Test button and the switch button S33 on the MPU module or Coin Chute #3 switch. The operator is given this option as a possible convenience and can elect to use or not use it as his needs direct. Pressing the button once more with the 14th entry displayed causes the game to play the power-up tune and light the Game Over light. Service credits are designed to allow the serviceman to test the game under actual play conditions Without disturbing the bookkeeping records that reside at identification numbers 06, ~ 07,09, 10 and 11. To obtain Service Credits, push and release the Self-Test switch until identification number 05 appears in the ‘Match/Ball in Play’ window. Hold in the Credit button until the desired number of Service Credits (up to five) apears on the player score displays. NOTE: If, upon accessing identification number 05, a number of credits greater than five is displayed, pressing the credit button has no effect. Identification number 14 is reserved as a record of the number of Service Credits used, “The 10,000 level is pre-set at the factory; can be set to zero, initially, if desired. **Hf Coin Chuie is not used in game, number displayed (if other than 00) on Player Score dispiays has no significance.“MYSTIC” FEATURE OPERATION & SCORING A. BONUS SCORE FEATURE: A Bonus of 3000 points for each lit Eye or Pyramid may be scored. 1A. 31N LINE BONUS: When 3 Eyes or 3 Pyramids in the card are lit. (Diagonally, Vertically or Horizontally) 9000 thru 72000 bonus points lites depending on numbers of 3 in line lites. However, any lit 3 in line bonus value-is carried over from ball to ball til the end of the game. The Eyes and Pyramids in square are spotted by the 3 sets of drop targets. Once 3 in line is made that set of drop target locks to arrow which then it scores 2000 points for each target down. B. 4 STARS FEATURE: Making the 4 star lites first time, 10,000 points is awarded. Making the 4 star lites second time, extra ball is awarded. Making the 4 star lites third and each additional time 1 replay is awarded. C. SAUCER FEATURE: Every time ball is landed in top saucer it will spot the star lite and lites the spinners and scores 500 points. . D. MYSTICAL TARGET FEATURE: Mystical target scores as follows: 1st time 5000 points 2nd time 2X + 5000 Srdtime 3X + 5000 Athtime 4X + 5000 Sth time SPL (1 replay) 6th and each additional time 30,000 points. E. REPLAY FEATURE ON EYES & PYRAMIDS IN SQUARE: Liting square with all Eyes or all Pyramids, awards 2 or 3 replays depending on switch setting #8. Liting square with combination of Eyes and Pyramids will score 1 replay when special is lit,F SPECIAL REPLAY/X-BALL/NOVELTY MODES Switch #6 and #7 give the operator flexibility to award a replay, extra ball or score (Novelty) when a special is scored (Mystic target, Pyramid and Eye, Pyramid or Eye, 4 stars SPECIAL). The following chart explains the settings. ~ SW.6ON SW. 6 OFF ‘SW.6ON SWITCH SW.70N SW. 7 ON SW. 7 OFF Positions REPLAY X-BALL NOVELTY Mystical Lane Special REPLAY X-BALL* 50,000 Pyramid & Eye Special REPLAY X-BALL* 50,000 All Pyramid or Eye (2 special) REPLAY X-BALL &* 100,000 {3 specials) X-BALL &"* 150,000 X-BALL**** 4 Stars Special REPLAY * 50,000 4 Stars X-BALL X-BALL X-BALL** 25,000 Scoring Thresholds REPLAY X-BALL** NO AWARD {) 80,000 if Same Player Shoot Again slit. (2) 25,000 if Same Player Shoot Again's it. ‘100,000 if Same Player Shoot Again is lit. 150,000 it Same Player Shoot Again is lit. 4AV. GAME ADJUSTMENTS A. Playfield Panel Post Adjustments: Posts that control left and right outlane Opening on panel can be moved to make access to outlanes easier or harder for ball to enter. See Figure Il. . Easier entry will decrease playing time and scoring (conservative). Harder entry will increas playing time and scoring (liberal). B. Back Box Game Adjustments: Each game has thirty-two switches located on A4, the MPU module, located in the back-box, that allow play to be customized to the location, See Figure Ill. Credits per coin, maximum credits, credit display, balls per game, match feature, high game feature, special award and melody are selectable by means of the switches. The switches are contained in four-sixteen lead packages numbefed S1-8, S9-16, S17-24 and $25-32 for easy identification. The “O! toggle position is marked on the assembly. Turn off power before making adjustments. Credits/Coin Adjustments: ~ ‘The credits per coin are selectable by means of S17-820 for coin chute #2. The switch settings and resultant credits/coin are as follows: $20 $19 S18 S17 Credits/Coin OFF OFF OFF OFF Sameas Coin Chute #1 Settings OFF OFF OFF ON 1/1Coin OFF OFF ON OFF 2/1Coin ys OFF OFF ON ON 3/1Coin “ QFF ON OFF OFF = 4/1Coin OFF ON OFF ON 5/1Coin OFF ON ON OFF &fiCoin OFF ON ON ON 7/1Coin ON. OFF OFF OFF 8/1Coin ON OFF OFF ON 9/1Coin ON OFF ON OFF — 10/1Coin ON OFF ON ON 11/1Coin ON ON OFF OFF = 12/1 Coin ON ON OFF ON 13/1 Coin ON ON ON OFF 14/1Coin ON ON ON ON 15/1Coin The credits given per coin are selectable by means of switches 1-5 incl., for coin chute #1 and switches 9-13 incl., for coin chute #3. Thirty-one different credit ratios are available for each coin chute. The switch settings and resultant credits/coin are listed below. CREDITS/COIN ADJUSTMENTS COIN CHUTE SWITCHES CREDITS/COIN #1 (HINGE SIDE} 5 4 3 2 1 OR #3 1300120 11 10g 2 OFF OFF OFF OFF OFF 3/2COINS* OFF OFF OFF OFF ON 3/2COINS™ OFF OFF QFF ON OFF 7/COIN OFF OFF GFF ON ON 1/2COINS: OFF OFF ON OFF OFF 2/COIN OFF OFF ON OFF ON 2/2COINS" OFE OFF ON ON OFF 3/COIN OFF OFF ON ON ON 3/2COINS* OFF ON QFE OFF OFF 4/COIN OFF ON OFF OFF ON 4/2COINS" OFF ON OFF ON OFF 5/COIN OFF ON OFF ON ON 5/2 COINS* OFF ON ON OFF OFF &/COIN OFF ON ON OFF ON 6/2COINS* OFF ON ON ON OFF = 7/COIN OFF ON ON ON ON 7/ZCOINS” ON OFF OFF OFF OFF 8/COIN ON OFF OFF OFF ON 8/2COINS* ON OFF OFF ON OFF 9/COIN ON OFF OFF ON ON 9/2COINS* ON OFF ON OFF OFF — i0/COIN “No Crecits unit second coin is dropped ON OFF ON OFF ON. 10/2COINS* "Ona Creator testcoin Two Credistorsecond «ON OFF «ON ON OFF 11/COIN Coin provided that no scoring accuredbenween ON OFF ON ON ON 11/2 COINS” ‘stand 20 coin drops. Itscoring occured, ON ON OFF OFF OFF — 12/COIN second cain gives ong cred ON ON OFF OFF ON 12/2 COINS: ON ON OFF ON OFF = 13/COIN ON ON OFF ON ON 13/2COINS* ON ON ON OFF OFF 14/COIN ON ON ON OFF ON 14/2 COINS- ON ON ON ON OFF 15/ COIN ON ON ON ON ON 15/2 COINS* 5MAXIMUM CREDITS: The maximum credits accepted by the machine limits the number of games that can be accumulated by coining, by winning replays or both. The maximum number of credits is selectable by means of switches 25 and 26. Four credit limits are. available. Switch settings are listed below. MAXIMUM . SWITCHES, : CREDITS 26 25 as 10 OFF OFF 15 OFF JON 25 ON, OFF 40 ON ON BALLS PER GAME: # BALLS/GAME SWITCH 31 5 ON . 3 OFF MATCH FEATURE: When the Match Feature is ON, a random number appears in the Match/Ball in Play window and the word MATCH is illuminated. If the number matches the tens digit ina player's score, a free game is awarded. The Match feature creates an incentive to play. SWITCH 28 - MATCH ON ON me OFF OFF .. CREDIT DISPLAY: CREDITS DISPLAYED SWITCH 27 : YES ON NO OFF HIGH. SCORE FEATURE: . The game is designed to award an Extra Ball or Free Game at each of the three score levels, See Front Door Game Adjustments. AWARD. SWITCH7 SWITCH 6 REPLAY ON ON EXTRA BALL ON OFF NO AWARD OFF ‘ON HIGH SCORE TO DATE OR OVER 1,000,000 SCORE FEATURE: The game is designed to award free games as an option if high score to date is beat or Player exceeds 1,000,000 points. Each time this happens, the winning score becomes the new high score to beat. This score is displayed on all 4 player score displays at the end of each game as an incentive to play. .Recommended setting is underlined. - HIGH SCORE TO DATE FEATURE SWITCH22 SWITCH21 No Award OFF OFF One Credit . OFF ON , Two Credits ON OFF Three Credits ° -ON ON State and local laws may regulate the use of the above features, and they have been designed to allow for appropriate adjustment in order to conform to such requirements.#1192 mysmic SOUND OPTION: The game is designed to.make several tones.and-noises to announce power-up, game-up, etc. The tones are intended to attract attention to the game and increase game usage. The tones are controlled by switch settings as shown. . SW. 29, 30 ON Playfield switches associated noises with backg! round. SW. 29 ON, SW. 30 OFF Playfield switches associated noises without background. SW. 29, 30 OFF Most scoring will have a chime effect. SW. 29 OFF, SW. 30 ON Most all scoring will have a noise effect. GAME FEATURE OPTIONS: All Pyramid or Eye replay adjustment: ‘ . “Liberal SW.80ON Lighting all Pyramids or Eyes gives 3 replays: Conservative SW. 8 OFF Lighting all Pyramids or Eyes gives 2 replays. Spinner lites adjustment: - Liberal SW. 14 ON ‘When lit both lites will stay on. ~ Conservative SW. 14 OFF When lit both lites will go on and off by hitting thumpers, slingshots or 30 point rebounds. Bonus 2X, 3X, 4X and Mystical lane lite adjustment: Liberal SW. 15, 16 ON Any bonus or Mystical lites on will come back on. Conservative ‘SW. 15, 16 Off Any bonus or Mystical lites on will not come back on. 7 SW. 15 ON 16 OFF Medium SW. 15, OFF 16 ON = Any bonus lites on will not come back on. Any Mystical lites on will come back on. Center Eye and Pyramid lite recall adjustment: Liberal SW. 23 ON Any Eye or Pyramid lit will come back on. Conservative SW. 23 OFF Any Eye or Pyramid lit will not come back on. 4 Star lanes lite adjustment: Liberal SW. 24 ON Any star lane lite out will not come back on. Conservative SW. 24 OFF Any star lane lite out will come back on. Mystical lane 5000, 2X lite adjustment: ° Liberal SW. 32 ON 5000, 2X lite will be on at start of game. Conservative SW, 32 OFF 5000 lite will be on at start of game.C. FRONT DOOR GAME ADJUSTMENTS High Score Feature Adjustments: The game is designed to. award an extra ball (option) or a free game at each of three score fevels. The recommended levels are on the score card in the game. Any levei from 10,000 to 990,000 can be set, as desired. Itis also possible to reset or turn off (00) any or all of the levels, if desired. 1. Push and release Self-Test button (See Figure III) atone second intervals approximately six times or until identification number 01 appears on the ‘Match/Ball in Play’ display. 2. The number on the Player Score Displays is the score level.* It can be increased, if desired, by holding the credit button in. To decrease the score level, hold the credit button in and depress and release the Self-Test button. Release the credit button when the desired number appears. Note that the level changes 10,000 points at a time. If the number ‘00’ is left on the displays, the high score feature is eliminated for that level. 3. Repeat steps 1 and 2 for the second and third score levels. The identification numbers ‘02' and ‘03’ on the Match/Ball in Play display are for the second and third levels, respectively. High Score to Date and 1,000,000 Feature: The game is designed to award free games when ‘High Score to Date’ is beat, or if the player exceeds 1,000,000 points. It is recommended that the level, which will build with play, be periodically reset to the factory recommended level to encourage game play. The adjustment procedure is the same as for the High Score Feature Adjustment, Steps 1 and 2. Continue pushing the Self-Test button until the identification number ‘04’ appears on the ‘Match/Ball in Play’ display and then do Step 2. Any level from ‘00’ to 990,000 can be set as described. It is to be noted that ‘00’ does NOT turn off the feature, as it does on High Score feature. The feature is turned off by positioning switches as discussed under ‘Back Box Game Adjustments: “Can be quickly set to 00" by pressing $33 on the MPU essembly'ip the back box or Coin Chute switch #3. (See Figure Il).OmmMIAw> #1192 MYSTIC RUBBER PARTS R-521-1 1” Dia. (2) . R-521-2 1%’ Dia. (5) R-521-3 2" Dia. (6) R-521 %4” Dia. (: ) R-521-4 2%" Dia. (2) R-406-3 Flipper (2) R-243 Ss” Dia. (10) PANEL TOP PARTS Arch Rail M-1774 Rail Post (2) C-907 Rail Post Cap (2) C-908 Bottom Arch P-5871-75 Shooter Gauge P-6359-41 Ball Gate (L) A-1475-12 Ball Gate (R) 1475-13 Screened Plastics (Set) M-1330-171 Thumper Caps (3) A-3713-62 R.0. Wire & Bracket (2) A-2806-1 Guide Rail (2) 935-5 Guide Wire M-121-98 Guide Wire M-121-46 Guide Wire M-121-99 Target Assy (Red) AS-2911-3 Guide Wire M-121-101 Guide Wire M-121-32 Guide Wire M-121-100 Guide Wire M-121-102 Guide Wire M-121-47 Guide Wire (2) M-121-18 Guide Wire M-121-43 Guide Wire _M-121-44 Buffer Wire (2) | M-121-53 Ball Guide Assy A-3032-44 Spinner Gate Assy M AS-2250-65 Spinner Gate Assy(R) . AS-2250-66 Drop Target Assy (2 AS-2795-32 Drop Target AS-2795-33 Ball Gate & Wire As: AS-2250-24 Flipper & Shaft Assy (2) AS-2214-21 [ . Wire & Bracket (4) AS-2806\ IST PLAYER : 41 DISPLAY DRIVER ASSYS. 2ND PLAYER $33 BACK BOX VOLTAGE REGULATOR SOLENOID DRIVER ASSY. CREDITS | }—— SOUND ASSY. LAMP DRIVER ASSY. MATCH / BALL — IN. PLAY 4TH PLAYER TRANSFORMER ASSY. PLAYER BRD CABINET PLAYFIELD SELF TEST BUTTON CREDIT BUTTON FRONT DOOR . LEG LEVELING AQJUSTMENT, TYPICAL SLAM PIGAL SWITCH PLUMB BOB TILT ON POSITION. INCLINED TILT DETAIL: SI-S32 MPU ASSY. FIGURE IIL. ELECTRONIC PIN BALL MACHINE -10-RECOMMENDED Instruction, Score Cards and High Score Feature Settings to be used on MYSTIC 1192 3-BALL 5-BALL REPLAYS REPLAYS Instruction Card M-1508-90-E Instruction Card M-1508-90-E Score Card M-1508-90-B Score Card M-1508-90-A 1 Replay at 260,000 1 Replay at 360,000 1 Replay at 500,000 1 Replay at 600,000 EXTRA BALL Instruction Card M-1508-90-F Score Card M-1508-90-A/PP 1 Extra Ball at 330,000 1 Extra Ball at 570,000 4 Extra Ball at 790,000 ADDITIONAL CARDS REPLAYS EXTRA BALL M-1508-H -" 120,000 360,000 M-1508-MM 240,000 480,000 700,000 M-1508-1 140,000 380,000 ’ M-1508-NN 270,000 510,000 730,000 M-1508-J 460,000 400,000 : M-1508-00 300,000 540,000 760,000 M-1508-K 180,000 420,000 M-1508-PP 330,000 570,000 790,000 M-1508-L 200,000 440,000 M-1508-GQ 360,000 600,000 820,000 M-1508-M 220.000 460,000 M-1508-RR 390,000 630,000 850,000 M-1508N 240,000 480,000 M-1508-SS 420,000 660,000 880,000 M-1508-0 260,000 500,000 5 p , M-1508-P- 280,000 520,000 Instruction Card, Novelty M-1508-Q 300,000 540,000 M-1508-90-G M-1508-R . 320,000 560,000 " M-1508-S 340,000 580,000 ppsttuction Gard, Replay M-1508-T 360,000 600,000 M-1508-U. 380,000 620,000 BLANKS (3) M-1508-V: 400,000 640,000 High game to date recommended levels; M-1508-W 420,000 660,000 (reset periodically) M-1508-X 440,000 680.000 3 BALL 580,000 M-1508-Y 460,000 700,000 5 BALL 680,000 M-1508-AA 140,000 430,000 580,000 M-1508-BB 160,000 450,000 600,000 M-1508-CC 180,000 470,000 620,000 M-1508-DD 200,000 490,000 640,000 M-1508-EE 220,000 510,000 660,000 M-1508-FF 240,000 530,000 680,000 M-1508-GG 260,000 550,000 700,000 M-1508-HH 280,000 570,000 720,000 M-1508-I1 300,000 590,000 740,000 M-1508-JJ 320,000 610,000 760,000 M-1508-KK 340,000 630,000 780,000 M-1508-LL. 360,000 650,000 800,000#1192 MYSTIC RECOMMENDED SETTINGS SPECIAL: REPLAY ALL EYES OR TRIANGLES REPLAY SPINNER LITES BONUS 2X, 3X,-4X LITE RECALL MYSTICAL LANE LITES RECALL CENTER EYES AND PYRAMID LITE RECALL 4 STAR LANES LITE RECALL MYSTIC LANE 5K & 2X LITE 3-BALL REPLAY Instruction Card M-1508-90-E Score Card M-1508-90-B. Major Mode . SW. 6, 7,ON Match . SW. 28 ON High Score to Date SW. 21, 22, ON X-BALL Instruction Card Score Card Major Mode Match High Score to Date NOVELTY Instruction Card M-1508-90-G Major Mode SW. 6 ON, 7 OFF Match SW. 28 OFF High Score to Date- ~ SW. 21, 22, OFF 12 SW.6 ON 3-BALL 5-BALL SwW.7 ON SW.8 OFF SW.14 ON SW.15 OFF SW.16 ON SW.23 ON SW.24 ON SW. 32 -ON 5-BALL M-1508-90-E M-1508-90-A SW. 6,7, ON SW. 28 ON ON ON OFF OFF SW. 21, 22, ON M-1508-90-O M-1508-90-A W/PP SW. 6 OFF SW.70N SW. 28 OFF SW. 21, 22, OFF M-1508-90-G SW.6 ON, 7 OFF SW. 28 OFF SW. 21, 22, OFFVill. ROUTINE MAINTENANCE ON LOCATION: Self-Test routines are written into the game design. They are particularly useful for routine ~ maintenance. The tests. are described below. The first test is automatic and occurs: on power-up. This test causes the MPU module A4 to examine itself for failures. Seven flashes of an LED indicates proper operation. The second series of self-diagnostic tests causes the MPU to ‘exercise’ each of the other modules in such a way as to make their faults, if any, obvious. See Figure Ill and Page ii. It is recommended that these tests be used several times a week to check out the games before play. If faults are discovered, they may be corrected on location if the operator has a stock of replacement modules. See “Trouble Shooting on Location.” MPU Module Self-Test: At power on, the LED on the MPU module fiashes once. (Flicker-Flash). After a pause, it flashes six more times and goes out. A power-up tune is played to announce game readiness. This indicates proper MPU operating condition and successful completion of the power-up test. Game Self-Diagnostic Tests: 1. Pressing the Self-Test button inside the door initiates the Self-Test routine. See Figures II! and IV. All switched lamps flash off and on continuously. 2. Pressing the Self-Test button again causes each digit on each display to cycle from 0 thru 9, and repeat continuously. 3. Pressing the Self-Test button again causes each solenoid to be energized, one at a time, in a continuous sequence. Hold both flipper buttons ‘in’ during this test. The number appearing on the Player Score displays is the same as the number assigned to the solenoid. The sound of a solenoid pulling-in as a number appears indicates proper operation. The absence of sound is improper. If sound is absent, see Page 17 for help in Solenoid identification. 4. Pressing Self-Test button again causes the sound module to play the “Game Over” tune repeatedly. 5. Pressing the Self-Test button again causes the MPU to search each switch assembly for stuck contacts. If any are found, the number of the first set encountered is flashed on the Player Score displays. The number remains until the faultis cleared. See Page 17 for help in Stuck Switch identification. Other numbers may follow if more stuck contacts are present. If there are no stuck switches, the Match/Ball in Play display flashes ‘0’. 6. Pressing the Self-Test button 14 more times causes the MPU to step thru the threshold and bookkeeping functions described previously and finally to repeat the power-up test. For more rapid exit to power-up, turn the game off, then on. The game is now ready to play. After successful completion of the Self Diagnostic Test procedure, set the game up for piay. Exercise each rollover, thumper-bumper, slingshot, etc., by hand until each switch assembly on the playfield has been checked for proper operation. If actuating a switch assembly results in intermittent or no response, clean contacts by gently closing them on a clean business card or piece of paper and wiping until they wipe clean. Regap, if necessary, to 14/16”. Do not burnish or file Gold Plated Switch Contacts. IX. TROUBLESHOOTING ON LOCATION The game is designed to make troubleshooting easy. Several simple procedures are given herein that cover the greatest percentage of game failures. They are written for an operator on location and require module replacement. (See Figure Ill) Symptoms and the action to be taken are given for each type of problem. Ifthe problem is more complicated and is not solved by following this procedure, more detailed procedures are available from Bally. See the Parts List for ordering information. 13a) (2) FIGURE IV ROUTINE MAINTENANCE CHECK POWER-UP: TURN OFF POWER TURN.ON POWER LED ON MODULE ‘AA FLASHES 7X PRESS SELF-TEST BUTTON ON INSIDE OF FRONT DOOR, TO ENTER LAMP DRIVER MODULE TEST See SELF DIAGNOSTIC TEST REFER TO “TROUBLE SHOOTING ON LOCATION’ CORRECT FAULT ALL FEATURE LAMPS LIGHT, FLASH ON AND OFF? PRESS SELF-TEST BUTTON (AGAIN) TO ENTER DISPLAY DRIVER MODULE TEST ALL DISPLAYS COUNT 000000 to 999999 PRESS SELF-TEST BUTTON (AGAIN) TO ENTER SOLENOID DRIVER MODULE TEST ALL SOLENOIDS * PULL-IN"* IN SEQUENCE? NO SEE SYMPTOM #1, PAGE 15 NO SEE SYMPTOM #2, PAGE 15 NO SEE SYMPTOM #3, PAGE 15 NO_ ‘SEE SYMPTOM #4, PAGE 16 (5) PRESS SELF-TEST BUTTON (AGAIN) TO ENTER STUCK-SWITCH TEST Y [i YES PRESS SELF-TEST BUTTON (AGAIN) (4) TO ENTER SOUND MODULE TEST ‘SOUND MODULE PLAYS ALL SWITCHES* OPEN? No SEE SYMPTOM #6, PAGE 16 (6) YES PRESS SELF-TEST BUTTON 15x OR TURN POWER OFF AND THEN ON. GAME READY TO PLAY. REPEAT ENTIRE TEST IF REPAIR WAS MADE. “SOLENOID AND STUCK-SWITCH NUMBER IS FLASHED ON PLAYER SCORE DISPLAYS AS AN AID IN TROUBLESHOOTING. See page 17, “HOLD FLIPPER BUTTONS IN OURING TEST. 14 << “GAME OVER” TUNE, << YES NO SEE SYMPTOM #5, PAGE 16 eoeeervvewrorersses | a1A) 2A) 2B) 3A) 3B) SYMPTOM: ACTION: CAUTION: SYMPTOM: ACTION: SYMPTOM: ACTION: SYMPTOM: ACTION: SYMPTOM: ACTION: Game does not play power-up tune when power is turned on. General Illumination is present. ‘A) Turn power OFF. Open back box. Locate light emitting diode (LED} on MPU module A4. B) Turn Power ON. LED must flash 7X to indicate that module A4 is good. Correct flash sequence is flicker/flash-pause-and then six more flashes and LED goes out. C. lf LED does not come on, or does not flash, or flashes, but less than 7X, turn off power. Replace MPU module A4. Replacement MPU Module must have same Part Number or incor- rect operation will result! See Parts List for MPU Module Part Number. Turn power ON. D) Ifgameis correct, it is now ready for play. If game is not correct, refer to Module Replacement procedure. (See Parts List.) Not all feature lamps light during game play. A) With power ON, open front door. Press button (Self-Test switch) once. If the game is correct, all feature lamps flash ON and OFF. B) Carefully raise playfield or open back box to gain access to lamps. C) Replace bulbs that do not flash. D) If game is correct, itis now ready for play. E) If gameis not correct, turn power OFF. Replace Lamp Driver Module AS5. Turn power ON and repeat A. F) If game is correct, if is now ready for play* G) If game is not correct, turn power OFF. Replace MPU module A4. See CAUTION, 1C. Turn power ON and repeat A. H) ‘If game is correct, it is now ready for play." If game is not correct, refer to Module Replacement procedure. (See Parts List.) One or some switched lamps always ON. Repeat 2AA, AB, AE, and AF and, if necessary AG & AH. Display digits improper on one or several, but less than all Display Driver module(s), A1. Improper: One or several segments always OFF, digits mottled or several segments or digit(s) always ON. A) With power ON, open front door. Press button (Self-Test switch) twice. Ifthe game is correct, each digit on each Display Driver Module A1 (5 used/game) displays the count 1-9 and 0 continuously in all 6 digit positions. Note defective Display Driver modules. B) Turn power OFF. CAUTION: High Voltage is supplied to the Dispiay Driver Modules, A1, from the Solenoid Driver/Voltage Regulator Module A3. Wait 30 seconds for High Voltage to Bleed Off. C) Replace Display Driver module(s) A1. Turn power ON. Repeat A. D) Ifgameis correct, itis nowready to play." If game is not correct, refer to Module Replacement procedure. (See Parts List.) Alidisplays improper (all five display Driver modules). Improper: Digit(s) always on or off/segment(s) always on or off, all displays. A) Repeat 3AA, and AB. B) Replace MPU module A4. See CAUTION NOTE, 1C. Turn power ON. Repeat A. 153C) 4A) 4B) 5) 6) 7 C) If game is correct, it is now ready to play. If game is not correct, refer to Module Replacement procedure. (See Parts List.) SYMPTON: One or several displays always off. ACTION: A) Do3AA, AB, AC, and AD. B). Repeat 3BB and BC, if necessary. SYMPTOM: Soienoid(s) do(es) not pull-in during course of game. ACTION: A) With power ON, open front door. Press button (Self-Test switch) three times. B) If game was correct, each solenoid would be energized. A number is flashed on the Player Score displays as each solenoid is pulsed. Note any numbers that do not have the sound of a solenoid associated. See Solenoid Identification Table, Page 17 and Figure V. C) Carefully lift the playfield (or open the back box) to gain access to the solenoid. Turn power OFF. Inspect the solenoid. D) Ifa lead is broken off, repair. Repeat A & B. If game is correct, itis now ready for play. If solenoid wiring was correct, turn power OFF. E) Replace Solenoid Driver/Voltage Regulator module A3. See CAUTION’ NOTE 3AB. F) Repeat AA& AB. If game is correct, itis now ready to play." If game is not correct, turn power OFF. G) Replace Sound Module A8. H) Repeat AA and AB if game is correct. Itis now ready toplay. Ifgameis not correct, turn power OFF.” 1) Replace MPU module A4. See CAUTION NOTE, 1C. J) Repeat A & B. If game is correct, itis now ready to play.” If game is not correct, refer to Module Replacement Procedure. (See Parts List.) SYMPTOM: Solencid(s) always energized—Note: if impulse solenoids (ball ejects, slingshots, thumper-bumpers, etc.) are energized continuously, they are subject to damage. Limit troubleshooting to one minute with power ON, followed by five minutes with power OFF. Repeat as necessary. Replace damaged solenoids. ACTION: Do 4AA, AB, AE, AF, AG, AHand if necessary, Al and AJ. SYMPTOM: No Sound. ACTION: A) With Power ON, open front door, press Self-Test switch four times. B) Turn volume control clockwise to Max. C) If correct, sound will be heard. If incorrect, try seating speaker lead connector (J2) and input connector (J1). D) If correct, sound will be heard. If incorrect, refer to Module Replacement procedure! ° SYMPTOM: Feature (Drop Targets, etc.) does not score. ACTION: A) With power ON, open front door. Press’ button (Self-Test switch) five times. B) If the game is correct, Match/Ball in Play display would flash ‘0: fa number appears on the Player Score displays, see Switch Assembly Iden- tification Table, Page 17 and Figure V. C) Carefully lift the playfield. Locate the switch assembly identified from the number, Visually inspect the switch assembly. If the contacts are ‘stuck, tegap them to 1/16”. See section under ADJUSTMENTS. Repeat A & B. if the game is correct, it is now ready to play” If game is not correct, turn the power OFF. D) Replace MPU module Ad. See CAUTION NOTE 1, C. E) Repeat A &B. If the game is correct, itis now ready to play.” Ifthe game is not correct, refer to Module Replacement Procedure. (See Parts List). SYMPTOM: Game blows fuse(s) repeatedly: ACTION: See Module Replacement Procedure. F.O. 560 ‘Turn power On-Off switch OFF and then ON. 16Self Test # O71 02 03 04 05 06 07 GAME #1192 MYSTIC (FIGURE V) SOLENOID IDENTIFICATION TABLE Self SOLENOID IDENTIFICATION Test # SOLENOID IDENTIFICATION LEFT SLINGSHOT 08 BOTTOM THUMPER BUMPER RIGHT SLINGSHOT 09 LEFT DROP TARGET KNOCKER 10. RIGHT DROP TARGET OUTHOLE KICKER 1 CENTER DROP TARGET SAUCER 12 COIN LOCKOUT DOOR LEFT THUMPER BUMPER 13° K1 RELAY (FLIPPER ENABLE) RIGHT THUMPER BUMPER SWITCH ASSEMBLY SELF-TEST DISPLAY NUMBERS. Switch Self DESCRIPTION Test # DESCRIPTION 21 #3 RT. DROP TARGET (BOT) TOP RIGHT ROLLOVER 22 #2 RT. DROP TARGET \ TOP LEFT ROLLOVER 23 #1 RT. DROP TARGET (TOP) RIGHT SPINNER . 24 PYRAMID SAUCER LEFT SPINNER 25 CREDIT BUTTON 26 TILT (3) 27 OUTHOLE . 28 . COIN III(RIGHT) 29 #8 LT. DROP TARGET (TOP) COIN | (LEFT) 30 #2 Ul. DROP TARGET COIN II (MIDDLE) 31 #1 LT. DROP TARGET (BOT) af 30 POINT REBOUND (2) 32 MYSTICAL LANE TARGET ~*~ #3 CENTER DROP TARGET (RT) 33 #2 CENTER DROP TARGET 34 #1 CENTER DROP TARGET (LEFT) 35 SLAM (2) 36 RIGHT Slingshot RIGHT OUTLANE 37 LEFT SLINGSHOT LEFT OUTLANE 38 BOTTOM THUMPER BUM. FLIP/FEED LANE (RT.) 39 RIGHT THUMPER BUM. FLIP/FEED LANE (LT) 40 LEFT THUMPER BUM. NOTE: SLINGSHOT-& THUMPER BUMPER COILS. WILL BE ENERGIZED WHEN SWITCH IS MADE. . 17#1192 MYSTIC INDICATES SWITCH ASSEMBLY IDENTIFICATION NUMBERS. NOTE: CABINET: 07, 16 mo 16 INDICATES SOLENOID IDENTIFICATION NUMBERS. NOTE: DOOR: 12 BACKBOX: 13 CABINET: 03ASSEMBLY ADJUSTMENTS: GENERAL: All switch assemblies consist of leaf springs, contacts, separators, plastic tubing and screws to hold them to the mounting surface. Before attempting to adjust a switch assembly, make sure that these screws are tight. If not, tighten screw closest to the contact end of the leaf spring first. This will prevent the assembly from being secured in such a manner that the leaf springs tend to fan out. In general, all leaf springs are adjusted for a 1/16” gap in the open position and .010” overtravel or wipe in the closed position. All contacts should be in good condition. Unless otherwise instructed, they should be dry or non-lubricated. All contacts should be free of dust and dirt. Contacts, with the exception of the flipper button switch assemblies, are plated to resist corrosion. Filing or burnishing breaks the finish and encour- ages corrosion. Clean by closing the contacts over a clean piece of paper (e.g. a business card) and wiping gently until the contacts are clean. For the flipper button switch assemblies ONLY: Tarnish can be removed with a contact file followed by a burnishing tool. Severely pitted contacts must be replaced as an assembly. In general, contacts need be cleaned or replaced and adjusted only when they are found to be a source of game malfunction. X. SERVICE PARTS: A parts catalogue is available upon request. The catalogue is illustrated and lists ail replace- ment parts for each game manufactured by Bally. Requests should be addressed to: BALLY MANUFACTURING CORPORATION 2640 WEST BELMONT AVENUE: © CHICAGO, ILLINOIS 60618 ATTN: PARTS DEPARTMENT SERVICE HINTS: The Bally playfield has an improved tuff-coat finish with excellent wearing properties. Its life expectance, as well as play appeal, can be extended by periodic cleaning of the playfield. DO: Bally recommends you clean your playfield with Wildcat #125 (Wildcat Chemical Co., 1333 W. Seminary Drive, Ft. Worth, Texas 76115). Wildcat #125 is a combination cleaner and polish. Bally has tried and tested this product and found it to be very effective. If Wildcat #125 is not available, Bally suggests you ask your Distributor to order it. Inspect and hand polish the bail in a clean cloth. A chipped ball must be replaced. It can ruin the finish on the piayfield in a short period of time. DON'T: Use water in large quantities, highly caustic cleaners, abrasive cleaners or cleaning pads on the playfield. Do not allow a wax or polish build up. Waxes yellow with age and spoil play appeal. 19XI. PARTS LIST #1192 MYSTIC MISCELLANEOUS. PART NUMBER Transformer (Domestic or Export) .. E-122-125 Bulbs, #44 0000s ee ee ee eect eee _ E-125-22 Fuse, 1 Amp. 3 AG Slow Blow (Playfield Solenoid Protection) . . . E-133-44 ASSEMBLY COILS Coin Lockout FO-36-7000 Flipper (2) .... AQ-25-500/ 34-4500 Knocker AR-26-1200 Quthole Kicker ......... . .AN-26-1200 Thumper-Bumper (3) . - AQ-26-1200 Sling-Shot (2) ..... AN-26-1200 Drop Target (3) .. . . NO-26-1900 Saucer AO-27-1300 PLAYFIELD PARTS See Figure {I MODULES Lamp Driver A5 .. AS-2518-23 Display Driver A1 (5 used) . . AS-2518-21 Solenoid Driver/Voltage Regulator A3 . - AS-2518-22 MPU AA... 6.6 eee eee eee . AS-2962-18 Transformer & Rectifier A2 . AS-2877-1 Rectifier Board (Part of A2) - AS-2518-18 Sound .......45 . AS-3022-7 REPAIRS PROCEDURES/AIDS Module & Component Replacement ... 2.00... e eee ieee terete ee ees F.O.560-1 AID (Assistance in Diagnostics) Kit, used with FO.560-1 .. KIT #485-1 MODULE COMPONENTS SEE MODULE PARTS LIST MODULE COMPONENT STARTER KITS (Each Kit contains an assortment of the most needed electronic parts for use in Module repair.) Kit #490—For Rectifier Board (Part of A2) Kit #503—For MPU Board A4 (Less Memory U1-U8) Kit #492—For Solenoid Driver/Voltage Regulator A3 Kit #493—For Display Driver A1 Kit #494—For Lamp Driver AS Kit #559—For Sound A8 20AS-2518-35 MPU MODULEA4: MPU MODULE COMPONENT PARTS LIST REFERENCE BALLY ITEM. DESIGNATION PART # DESCRIPTION 1 A4 (see note 1) AS-2962-18 wet Module Complete. stic > 2 A4 (see note 2) AS-2518-35 MPU Module less Program Memory, U1-6 incl. 3-32 See Schematic Resistors, See schematic for value 33 C14, C15 E-00586-0067 Capacitor, 470 PFD, 1kv 34 C18 £-00586-0088 Capacitor, .05 MFD, 16V 35 c16 £-00586-0081 Capacitor, .1 MFD, 100V 36 C4,C5 E-00586-0073 Capacitor, 4.5 MED, 25V 37 .. C3, C6-C13, C17, C81 £-00586-0085 Capacitor, .01 MFD, 25V 38 C79, C41-C67 E-00586-0083 Capacitor, 470 PFD, 50V 39 C19-C31, C78, C33-C40 E-00586-0082 Capacitor, 390 PFD, 50V 40 C1, C2, C68-C77 E-00586-0084 Capacitor, 820 PFD, 50V 4 32 E-00586-0077 Capacitor, 3000 PF, 1kv 43 Qs E-00585-0023 Transistor PNP (MPS-3702) 44 Q1,Q2 E-00585-0031 Transistor (2N3904) 47 CR44 E-00587-0006 Diode (IN4004) 48 CR1-CR7, CR11-CR43, E-00587-0014 Diode (IN4148) CR45-CR49 49 CR8 E-00679 LED (Green) 50 VRI E-00598-0008 Diode Zener (8.2V, IN9598) 52 L1,L2 E-00604-9003 Inductor, 22 Micro Hy. 53 ui2 E-00620-0004 Timer (655) 54 U19 £-00620-0005 Quad 2 Input (4011) 55 ug E-00620:0028 MPU I.C. (6800) 56 U10, U11 E-00620-0029 PIA I.C. (6820) 57 U7 E-00620-0030 RAM I.C. (6810) 59 U20 E-00620-0032 HEX Buffer I.C. (14502B) 60 U14, U18 E-00620-0033 HEX Inverter (4049B) 61 U15 E-00620-0034 Quad Memory Drive (MC3459L) 62 U16 £-00620-0035 Dual Monostable (9602) 64 u17 E-00620-0041 Quad 2 Inputs (74LOON) 65 us E-00620-0042 RAM (C MOS, P5101L-3) 68 BT1, BT2, BT3 E-00628-0003 Battery 70 $33 E-00658-0001 Push Button Switch 7 $1-S8, $9-S16, S17-S24, £-00677 DIP Switch $25-S32 73 E-00712 24 Pin Socket 74 £-00712-0001 40 Pin Socket 75 £-00712-0003 22 Pin Socket 77 J2 E-00715 15 Pin Wafer Connector 78 Jq E-00715-0004 28 Pin Wafer Connector 79 J3, 55 £-00715-0017 16 Pin Wafer Connector 80 J4 E-007 15-0018 19 Pin Wafer Connector 81 J5 E-00715-0024 17 Pin Wafer Connector NOTE 1: When ordering, fill in dash number. For example, AS-2962-0: LOST WORLD, AS-2962-2: SIX MILLION DOLLAR: MAN, AS-2962-3: PLAYBOY, AS-2962-4: VOLTAN, AS-2962-5: SUPERSONIC, AS-2962-6: STAR TREK, AS- 2962-7: KISS, AS-2962-8: PARAGON, AS-2962-9: GROUND SHAKER, AS-2962-10 HARLEM GLOBETROT TERS, AS-2962-12: DOLLY PARTON, AS-2962-13: SILVERBALL MANIA, AS-2962-18: MYSTIC NOTE 2: Order replacement memory chips U1-U6, specifying game, socket and part number stamped on chip. 22AS-2518-23 LAMP DRIVER MODULE 6) TYPICAL GI PLACES TYPICAL 36 FLACES METAL TAS RRL RS REMOVE PIN , 20 FOR KEY pute Te | |p 8 noo OOO: | TTT a a goo dl, + RENIOVE FIN 8 FOR KEY REMOVE FIN 18 FOR KEY. REMOVE PIN @& FOR KEY #3 6 | | S 48-2518-23 0 1 ‘ | LAMP DRIVER TP2 % r fi Noa 000 Ul O Al ao 90 4 as GND o0 . oe . kee TON oO ‘ pai fea P- 2948-30 Oo , TYPICAL 3 PLACES \ ff TYPICAL B¢ PLACES A5: LAMP DRIVER MODULE COMPONENT PARTS LIST REFERENCE BALLY ITEM DESIGNATION PART # DESCRIPTION 1 A5 AS-2518-23 Lamp Driver Module, Complete 2 R71-R79 E-00105-242 | Resistor, 20ka, 5%, 44W 3 Rt-R60,R70 E-00105-0237 Resistor, 2k, 5%, aW 4 R61-R69 E-00105-0256 Resistor, 2.2Mo, ¥4W 5 C1 E-00586-0065 Capacitor, .01 MFD, 500V 6 Q4-Q7, Q11-Q14, Q18-Q21, E-00585-0014 . SCR, 2N5060 Q25-Q32, Q36-039, Q43-046, Q50-Q53, Q57-Q60 7 Q1-Q3, Q8-010, Q15-Q17, E-00585-0029 SCR, MCR106-1 Q22-Q24, Q33-Q35, , Q40-Q42, Q47-Q49, Q54-Q56 8 U1-U4 E-00620-0037 1.C., Decoder, 14514B 9 J1,J3 E-00715-0004 28 Pin Wafer Connector 10 J4 E-007 15-0024 17 Pin Wafer Connector ah J2 E-007 15-0014 23 Pin Wafer Connector | 12 TP1, TP2, TP3 P-05399 Test ClipAS-2518-21 DISPLAY DRIVER MODULE nf prs of et tp Toe ojo Pible By ef Felele § nln 4 AAG SPT (@s) si A1: DISPLAY DRIVER MODULE ae ii ; She +t rae ‘A gle COMPONENT PARTS LIST REFERENCE BALLY ITEM QTY. DESIGNATION PART # DESCRIPTION 1 1 P-2948-296 P.C. Board, M-645-392 3 7 R1,R3,R5,R7,R9,R11,R34 E-105-226 Resistor, 100K Q 4 13. R14, R16, R18, R20, R22, E-105-227, Resistor, 300K 2 R24, R26, R35, R36, R37, R38, R38, R40 5 6 R43, R44, R45, R46, R47, E-105-228 Resistor, 9.1K 2 R48 6 7 R13, R15, R17, R19, R21, E-105-229, Resistor, 1.5K Q R23, R25 7 7 R27, R28, R29, R30, R31, E-105-230 Resistor, 1K Q R32, R33 : 8 1 Rat E-105-231 Resistor, 39K 2 9 1 R42 E-105-271 Resistor, 240K Q 10 1 ot) Gh E-586-65 Capacitor, .01 MFD, 500V 13 6 Q7, Q8, Q9, Q10, Q11, Q12 E-585-32 Transistor (2N5401) 14 13 Q1, Q2, Q3, 04, Q5, Q6, £E-585-33 Transistor (MPS-A42) Q13, Q14, Q15, Q16, Q17, Q18,Q19 16 1 VRt E-598-7 Zener Diode, 110V. 17 1 ut E-620-33 \.C. Decoder 18 19 2 Jt E-715-34 10 Pin Wafer Pin Connector at 1 DSs1 E-680 Digital Display Panel 22 2 M-1836 Hi-Lo Screw, W/H 23, 1 P-2399 Display Mounting (Top) 24 1 P-2399-1 Display Mounting (Bottom) 26 6 R2, R4, RG, R8, R10, R12 E105-287 Resistor, 2.2K 9 a7 6 R49, R50, R51, R52, R53, E-105-242 Resistor, 20K 0 R54 . 28 AS Wire Jumper Rea'd 21 ct E-586-85 Gapacitor, .01 MFD, 25V NOTE: INTERCHANGEABLE WITH AS-2518-15 24AS-2518-22 SOLENOID DRIVER/VOLTAGE REGULATOR MODULE e © ee G0@ i : ve HA ie | ® d G © bs i) NOTE: INTERCHANGEABLE WITH AS-2518-16 25A3; SOLENOID DRIVER/VOLTAGE REGULATOR MODULE COMPONENT PARTS LIST REFERENCE BALLY ITEM DESIGNATION PART # DESCRIPTION 1 AS oy AS-2518-22 Solenoid Driver/Voltage Regulator Module, Complete 3-14 Resistors Resistor, See Schematic for value. 15 RT1 E-00599-0014 Pot. (Linear) 25K 17 C25, 29 E-00586-0014 Capacitor, .1 MFD, 20V 18 C26 E-00586-0059 Capacitor, 160 MFD, 350V 19 C24 E-00586-0063 Capacitor, 2 MFD @ 25V 20 C23 E-00586-0062 Capacitor, 11700 MFD, 20V 21 C1-C8, C11-C21 E-00586-0064 Capacitor, .002 MFD, 1kv 22 C27, C28 E-00586-0065 Capacitor, .01 MFD, 500V 24 Ki E-00146-0795 Relay, Printed Circuit 25 Q1-Q19 E-00585-0034 Transistor, SE9302 26 Q22, Q23 E-00585-0041 Transistor, 2N3440 27 Qat E-00585-0042 Transistor, 2N3584 28 Q20 £-00710 +-5V Regulator, LAS1405 or 78HOSKC or LM323K 30 CR1-CR21 E-00587-0015 Diode (IN4004) 31 VARI E-00598-0010 Diode, Zener 140V, IN5275A 33 U1, U3, U4 E-00681 \.C. Transistor Array, CA3081 34 U2 E-00620-0039 |.C. Binary to 1/16 Decoder, 74L154 36 E-00592-0002* Relay Socket 37 M-1839* Relay Holder 39 E-00682 Heat Sink, TO5 40 E-00682-0001 Heat Sink, TO66 41 E-00682-0002 Heat Sink, TO3 Case 42 E-00715-0039 15 Pin Wafer Connector 43 E-00715-0016 12 Pin Wafer Connector 44 E-00715-0020 25 Pin Wafer Connector 45 E-00715-0033 9 Pin Wafer Connctor 55 M-1838 Shield-Plexiglass 59 E-00148-0021 Fuse Clips 60 FA E-00133-0029 Fuse 8 AG-3/16 Amp. 23 C22 E-00586-0085 Capacitor, .01 MFD, 25V *USED WITH ITEM 24, E-00146-0791, PLUG IN RELAY ONLY 26A2: POWER TRANSFORMER MODULE COMPONENT PARTS LIST REFERENCE BALLY ITEM DESIGNATION PART # DESCRIPTION 0 A2 AS-2877-1 Power Transformer Module, Complete 1 AS-2518-18 Rectifier Board Assembly’ 4 M-1829-2a Circuit Board Support (4 Req'd.) 8 £-00122-0125c — Transformer 120/240V, 50/60 Hz an P-2692b P.C.B Cover 12 M-1834 Heat Sink Compound 27AS-2518-18 RECTIFIER BOARD ASSEMBLY "ey (@) ®@ @- Ke ge CEN war LO me a Onan be : T | aE 1 @ ao ay ey ws | . ®©® ©88® RECTIFIER BOARD ASSEMBLY (Part of) A2: POWER TRANSFORMER MODULE COMPONENT PARTS LIST REFERENCE BALLY ITEM DESIGNATION PART # DESCRIPTION 1 P/O A2 AS-2518-18 Rectifier Board Assembly, Complete 3 RI E-00104-0092 Resistor, 10%, 600 Ohm, 10W 4 R2 E-00104-0091 Resistor, 25 Ohm, SW 5 R3 E-00105-0226 Resistor, 5%, 100K Ohm, ¥4W 7 VAI E-00623 Varistor . 9 CR1, CR2, CR3, CR4 £-00587-0006 Diode (IN4004) 12 BR1, BR2, BR3 E-00602-0003 Bridge Rectifier (VJ248 VARO) 14 FL E-00133-0010 Fuse, 10A, 32V, 3AG 15 F2 E-00133-0028 Fuse, 3/4A, 250V, 3AG, 16 3 E-00133-0004 Fuse, 4A, 32V, 3AG 17 Fa E-00133-0005 Fuse, 5A, 32V, 3AG 18 FS €-00133-0027 Fuse, 20A, 32V, 3AG 19 F6 E-00133-0024 Fuse, 3A, 3AG, S.B. 21 E-00684 Test Point 22 Jt, £-00715-0032 8 Pin Wafer Connector 23 J2,J3 E-00715-0034 10 Pin Wafer Connector 25 E-00148-0021 Fuse Clips 26 E-001 48-0022 Fuse Clips 288: SOUND MODULE COMPONENT PARTS LIST REFERENCE BALLY ITEM DESIGNATION PART NO. DESCRIPTION 1 A8 (see note 1) AS-3022-7 PWB Module Complete 2 Ut £-620-124 Sound Chip AY-3-8910 3 U2 £-620-29 PIA, 6820/21 4 U3 E-620-125 (E620-128) CPU, 6808 (6802 Note 3) 5 U10 E-620-30 Ram, 6810 (Note 3) 6 US E-620-33 Hex Inverter 4049B 7 U6 E-620-5 Quad 2 Input 4011B 8 us E-620-126 Amp, LM3900 9 ug E-620-127 . Power Amp, TDA 2002 10 Qt E-585-31 Transistor, 2N3904 11 CRi,2 E-587-6 Diode, 1N4004 12 swi £-658-1 Switch 13 C12 E-586-118 Cap. .2MF +20% Y5P, 16 V. 14 c2 £-586-130 Cap. .47 +20% 15, C16 E-586-83 - Cap. 470 PF 50 V. 16 c3 E-586-120 Cap. 68 PF, +20% 1K 17 C18, 19 E-586-121 Cap. 27 PF, +20% 1K 18 ¥1 E-744-5 . Crystal, 3.579545 MHZ 19 J2 E-736-2 Connector, Wafer, 2 Pin KK156 20 Ji E-736-15 Connector, Wafer, 15 Pin KK156 21 RQ ° E-105-196 Resistor, 1 Ohm, v4 W., 5% 22 RS . E-108-211,~ Resistor, 2.2 Ohm, Y4 W., 5% 23 R7 E-105-303 Resistor, 220 Ohm, V4 W., 5% 24 R1 E-105-230 Resistor, 1 K, ¥4 W., 5% 25 R21, 22, 23, 24 €-105-238 Resistor, 3.3K. Ohm, V4 W., 5% 26 R6 E-105-239 Resistor, 4.7K., V4 W., 5% a7 R3, 14, 15, 16, 17, 18, 19, 25 E-105-185. Resistor, 10K., ¥4 W., 5% 28 R2 — E-105-245 Resistor, 30K., 4 W., 5% 29 R10 . E-105-252 : Resistor, 180K., ¥ W., 5%. 30 Rt E-105-225 Resistor, 200K., /4 W., 5% 31 R5, 20 E-105-285 ‘ Resistor,1M, ¥4 W., 5% 32 RT E-599-16 - Potentiometer 1K \ 33 C23 . E-586-122 oa Cap. .001+20% 2SF 34 C15 . E-586-123 Cap. 4700 MF @ 25 Vv. 35 C7 E-586-124 . Cap. 470MF @6.3V 36 cs. E-586-129 Cap. 470 MF @ 16 V, 37 C5, 13 E-586-90 Cap. 1 MF @ 50V. 38 C9, 1, 14,6 £-586-89 Cap. .1 MF 39 C4, 22, 17,21, 20, 24 E-586-85 Cap. .01 MF 40 XU10, XU4 E-712 Socket, .24 Pin 4 XU1, XU2, XU3 E-712-4 Socket, 40 Pin 42 Used with 43 LSPR-00632-1 106 Bolt, 6 x 32x % 43, Used with 42 N-00632-2112 © Nut, 6 x 32 4 44 H.S for U9 E-682-8 Heat Sink, 6030BTT of 45 Used with C15 £-647-5 Ty Rap. . 46 TP1, 2,3, 455, 6 P-5399 Test Point 47 Use with 44,9 M-1834, Thermal Grease 48 Jumper, B 22 AWG Wire, Solid Tinned W-1211¢ Schematic NOTE 1: When ordering specify name of game. NOTE 2: Order replacement memory chip U4 specifying name of game and part no. stamped on chip. NOTE 3: When using item 4, 6808 you must use item 5, 6810 and the “B” jumper. When item, 6802 Is available delete item 5 and use “A’ jumper. 29AS-2518-51 SOUND MODULE o | Se AU Ser ° NS 8 @ é © ei i) REMOVE PIN {t i FOR KEY 30ATTACHMENT Hl: INSTRUCTION MANUAL Female insulation displacement connectors are used in the backbox cable harnesses. These connectors can be identified by the side entry of the leads and by their black, plastic covers. The mating, white, male connectors on the Sound, Solenoid Driver and Transformer modules have .156” center to center spacing. Two pin lengths are in use. This, and all current games have a.450” length. Older games have a .640" length. During servicing, when mating insulation displacement connectors on male connectors with a .640” pin iength: 1. Hold the female connector parallel to the module surface. 2. Carefully align the openings in the female with the male pins. 3. Mate the connector set firmly but gently while maintaining the parallel relationship. 4. As resistance is encountered, stop applying force. An air gap of about .150” between the male and femaie connector bodies is normal at complete engagement. CAUTION: It is not necessary or advisable to force the female connector further onto the male pins. Doing so may cause an intermittent connection. When mating insulation displacement connectors on male connectors with a .450" pin length: 1. Follow steps 1-4 above, but-— 2. Disregard the CAUTION note. Also, no air gap exists between the connector pair on total engagement.vt (2 x mer sate soo set Beer oe ASE | 6 eg emer vugsye $ oni azsee foo pe fugsoswe 8 . foe he Ef ome) muy 22g8)-| > SE TE cote - ome reef CE Baie by # Ppp ese os ook Le aa aah " “ we A3S3-20f ° sr Ores pis wife | ya |4 Sue Jers or 3 1 r nie | 7 bane = Ago ASSESh| 9 Le weer | Lace “ eo 124 ovecwitnr some i sche ae, | § wast cet oh I (ex: ene oe Be in é 7 $ fe soys "> “is = Ae, 2n3 oh wa ong | Steer eal a ae seat Aeon ee a8 i yep baat | ig csgong) ae ee lho ash OTF ss2v0 22 gm): eee ea alee fie ASB jst ae at ape | s + Mot: 1 UE REN 4 ree Ra 8H fpr varen gi arta au 0 i 2 Een B ur patusiscrgen wor veo on rea § aut Ofte mpcaren as a AL CamacrTOR Vacs ane In aks 2 fhereral’ perthee BebenaronsvinFART AO. W-f2tt 2 G | MCE820 om MC682! 2 Gy £. Ru go 4 +22 VOC (6802 WITHOUT UG), (6808 / 6810, 10). (Gi 9316E INTEL 2716 OR EQUITY), (TF IMS 2532 IMS 4732 OR EGY) SEMBLE OR VALUES ARE iN OMMS, / AR s2AVAC We SOUND +62) VBC WITHOUT SOUND 270 6 VAC WITH SOUND HIVOG UNREG i O VEC WITHOUT SOUND ZTO6 VAC WITH SauND c& a A = ce ve a 3 470 th6V baat = . as © TOAZOO? Spr Lies ' £20 1G LOUDSPEAKER Opt GV | ag BP Ieleia Oh want ete Bats EAOEL DEMO 9 far we Ae Slat, ime, eal om saneran a ae Cetin fo THe merece Dh rar Cun au A oe eve eh ‘ Kimove auc sures Ley [oes MANUFACTURING CORP. We ee REET ORE] ea eb 26ad BELMONT AVENUE WALPB TOLERaNEES om aerig] CHICAGO, JLCINDUS. CoMEASOMs umes —— ANncrmise sPecwicn gb aeviag Sti | ore size. Oe: FT. PER sa Las, PER bt AUACHONS = con ast NOISES | SONU 3 {8 [WAS ePOur BEV e-Bp0g 5 2] FEMS = 995 7 MAME COMPUTER SOUNO MOQULE o 2 [ens rae to[s Dy were et Fineset “ 4& SCHEMATIC aS. 2518-5) | ee i | bresr wee FEDeD eT EA oo wor sy TaRoEaNe ‘MATERIAL PART NO, ao [er Tian ore [ar co Wei2il .TRANSFORMER ASSEMBLY AG CR Ge __ Fe ASS | 7 7 | _ casa ; cep _ . (Taf) ACHMa a ipa, “E: a. e , fT a 3 Soap TEshavac ~ OVA Ae Oe l | if «fers 8 AVEC i L Mt i ~ _ T Pe 3e eo F + 6 SAB 24 . [errr] DESCRIPTION TOOL Ro, DIETZGEN 1eHW-NBS= le wt PLAYRIELD fan NOTES: $y ERLE. LWIRE AG, POWER AND TERMINALS FER 7758 HB BNOUTAGES SHOMR ARE FORGAME IN, Bl cent Bes, BOWER UP CONDITION, 30% ’ ‘“ o | SoLewoms us, PREFIX ALL REFERENCE DESIGNATIONS afer 3 [SARE SENERAL ILL. BUS GENERAL ILL? RET, z 1 foes LL Bus. S| cen. wer —|—4 9 }rip sw, eet 3} J POWER UNEGRE —4 3} spare 44 | SPARE ~a}rey 23 oases a TABLE 1 — 9 | RELAY AguI-9 © FOWER LINE CONNECTIONS: re|z.canrur,aaes © Cae voasse | _steap | PAESWER a Gwexow ere [Waweac | TERMNAS | Teo, 5 [fo Fes haol net S| SSM. ewes 4 ome naes, a (es PST as 6 }sw. es - eh 26 VANS IZ. 6 fo resccnmn fie @ | - - @ |GEN.ALL RET, ™ 240 305 LAND. 2 [SN Laue Re 4 [om Lave Ret - 4 [SW LAMP BEY, 15 TO RES bSIRET, We [TO RES OORET. (7 [Fo Rees FUT RET . 1 /TO REG (l00) FLT RET 19 SOLENOID RET. BAIS, 20|SOLENOID REX BUS. lo GEN. ILL. Bus. T |KeEy LIGEN WL. Ret ca ec rata ee MARUCTIRING CORP Soe ir = Bod feodinn ARENA sone teeter cia ate RPC PE Ell Lo ea Se" be : mae fps eneaah = Sy | OE meter nee aac ase Pa WBS le T =LOIN OCiK OUT cri tel SLAM fCOIN /COIN COIN Ne.2 7 Ned No. 3 GEN. ILL. BUS (5.9 vAC) TEST SW. oO. si Ti*« (20) ES) __*43vpe CREDIT RESET 15 * @| IG % IZ ® 7 *& BI aa @eé 13 * 1G# I4% TEST SW. RETURN Teac ee ABI2-8 -— AAIZ-3 —— AST3-2 A4ITS- 14 A4I3-2 > —— 4433-10 ——~ A4IZ~-11 ASIS-12 A4I3-15 ASITZ-15 ——| A2i2-1 — A@JZ-3 ——— AAIZ-1 —-+— AZIs2-7 — WCRI SLAM SPEAKER 4h is) KNOGKER, serial) ste xls oH + to is #2 17% Ba) Bl ig LET ———______= / ENEER [ swe ToH 1 RIGHT FLIPPER SWITCH ABI2-! ABI2-2 AZT2-2 AZI2-1 AGIS-=: A4I3-: A4J3-| A4I3- ASBI2-: ABI2 -1 A2I2-5 AT CABINET A NOTE :-DIODES AR AFIS -i3 A4ISS - 1 AdTS-15 AATZ-16_ A4IS~2 DOOR PLUGVRI (See NoTe) ae ELI POWER SERVICE i | ON/OFF OUTLET | i ot > _Bo |e gj} BE (20 VAC 1 | | | 3 | | EARTH | \ ND : oto So | € BRN IZO VAC | i RETURN | { | | Lee a4 GNO aRAID 7 a BLUE —/ (} BLUE > —{ GaN. RN 5 120 VAG RETURN [} ® oN RIBBED SIDE > ‘ USA / CALIFORNIA EUROPE -75 LINE CORD B-|26 -90, 83 FUSE HOLDER 2 434 5.68. FUSE —> — La 5 3 oe E-l22-127, TRANSFORMER PIN |-2,90V INPUT ip) NOTE: (CAUTION) 4.USE BALLY PART Ne. £-718 FOR 115-120 VAC, 2. USE BALLY PART Ne.E-7'3-1 AO WA Loe 8 5Za ne 8 B | & 1-3, COV INPUT 1 oe rg 4-5, SV OUTPUT 8 s 5 PART OF K-507-1 PL 4 4 L “=o ~ A L L \ »TO BACKBOX SSY. WIRING e INd004, (E-587~-6) MANUFACTURING CORP. "Guano canen HGIHE ED Svt Dare amb esm AESEM, Ho, {| vo wor scale onawitis W-1186-G TOAN LINES, ING. GHIGADO a] CHANGEDISPLAY DIGIT ENABLE Jt | 8 b cs — PAB Rio qu R4q RS +196 a5 {e) LEVEL SHIFTERS MPS-A42. 3 ao ai 33 AS 10,000's Ris S00K Rae NOTES: LUNLESS OTHERWISE SPECIFIED ALL RESISTORS ARE 5%, /4W. 2:PREFIX ALL REFERENCE DESIG. WITH ASSEMBLY REFERENCE NESIG."A\” 3. ¥* INDICATES ‘410° TEST POINT, a]__ [pe PAG HIGH NOTICE BOvNC + SVBC _| OK "oy 5, TASPLNY kaa ‘Se | sea. Se BeD \O%] pata ISS NDE 1 20K I i | * 1 oseL AY I Lavi STROBE ye ' ZK! 5 Ree KEY —— 14 Il NCO —?Pi | Ne ——Si2 DIE SIZE — cc, — FT. PER Bi = LBS. PER M— Atte nL TE cach Besar OL ea a Pagan Se Rn pT TOES, TVR OU PRR US OPT BACAR, UL, THiS iarGrotaTIDN 16 Diac LoD 1M CON) DENCE ANG Im NUT TO RE COMED. REPROGVOED, nEvenu be Toon ArrnOrraawiy EF ETHERS 1 Paar QIAN PHYOLE, WERMOUE THE EXPRESS CONSENT OF IME OWNERS, THE PAINT FETORNED ALE MUSTAIDT BE USED TH ANY oneom DEMMIMENTAL $0 THE (MTEREST OF THE OWNERS, AND AnUSY IE RETURNED OW DEinan, (Bally WANUFACTURING CORP, 77-20-2 REMOVE ALL BURKE —— 2840 BELMONT AVERUE pe ae i vee EES TOLENANceS aM aE (DUMEMHOWS UN LEST Lei a pM DOTHENTIE IPECIRED Oa FRACTIONS ae va fasten Wo. wien One DECIMALS: AG-2518- 21 FART Ho. W-1184che ARGLES DQMOT SEALE DRAM me, LIS PLAY SOAR SCHEMATICA!Rs 3k 2.5 ¥oe has voc UB¥D 0. UNE cS a2oer RIB. aK Li. zayh La ,22pH C2 B2DeF TPS + svpe, fie + sve, iz 1 Leal cg ag] cil ca ead eg Rie sd Sonex) ZERO orp. |ia + ae CROSSING GRD. DETECTOR +5 ery INS | oe VALID S2tw) masa | Ria sa70 POWER .6voc Alaa. DETECTOR 20K ingsgg az HALT ae oe ia ~ WUAW Oe, ¥ - —4 aw I . _ . RESET TTT. va i DATA DATA BUS Cee aoonessf LY Toons aus IK TYe | 36" Tr ATL ix 4} (e4) E36 VUA- 82 - AlZ A Rlzt cI ee “Wawa Hh tr or ! a) A +5 alZ i ce ook | a5 4g i] [es 8 es feet | | en | a ; 4 ; 2 i i | rT rr 3 TS Loo = He - ul uz Us U4 NS ___.._______________ eap owty memory READ / WRITE (ROTE 4) NOTES 1 ot INDICATES "AID" TEST POINT. 2. REMOVE A3J4 BEFORE USING AS AID TEST POINT 3. PREFIX ALL REFERENCE DESIGNATIONS WITH "Ad" 4 EXACT CHIP COMPLEMENT USED IN SOCKETS UI THRU UG CAN VARY FOR DIFFERENT GAMES AND PRODUCTION LOTS TABLES OF MEMORY CHIPS AND CORRESPONDING JUMPERS FOR OIFFERENT GAMES AVAILABLE FROM BALLy FIELD SERVICE DEPARTMENT, ” To IW185 GR, oR ar 35 INS14@ TYP ff CR CR CR (x32) 26 Y 3a a2 ISI? Sa SI ' tees) JAK t SIG se — iit i | Peo 3 + £ 2) | PLAYFIELD 18) | switcu i RETURN IS. a Sek TYP Pa? ay I HT RS4 +3 RBS Rag qx 8) ets a. | CRS oRa3 = RIZ3. aH me 0S mo, DR ee TIES sro 1|\ BLAYFIELO 33k TYP Ponarnse Sid] & SwiTCH (xa) PA4 CR Po RST STS) 4 STROBES: tl PonNArkSS 314) 5 - ios cra apopt LI TYRIxS} [jo +8 dey Licsotter ass aa) aa = Sen Tein 8] He | |LSELF TEST SWITCH hak i Tero 519 ¢ [FGaBINET SW. STROBES 3 ———— ({| {CABINET 3] ] SWITCH 8] | RETURNS => 3 T Ls} ' 380nf Tre, = ooa pf +s TPO) EERIE lak TYP Ie caged fey we 033078 arg Pao LAMP ']) ADOREss LAMP yaar R7e Le +— ae 1{—LaAMP STROBE #1 RT Lak =< wal 4 8 f—LAMP STROBE #2 2.5 ¥D.C. TYP ba 5_UzOK TT ror 2 45 Paa RO oles 1 7 u208 onan br 2/88] | DISPLAY SEGMENT z 3324133 (BCO) DATA INI 2 zoe pr hi a DISPLAY @ rf m1 is 7433) | LATCH STROBE i g_uzop CARE {S)= DISPLAY BLANKING pope jini Ge 1 UZ0E C60. SIE 12 ae AGA 8 aey VISA £ u20F ~ = pare’ * 4?0pf TYP CXI7) cx SOUND MODULE = ps 8 fs mal A380 2] ADDRESS “E* 48 neta eavoc I 4 tee aig 3} LorspLay 2 : GIGIT PAO my bea 7 | Ewasce KS 4?O TYP ar Pwo us —]MOMENTARY SOLENOID’ JSOUNDDATA at = CONTINUOUS SOLENOID DATA (NOTE 2} ery 6 = SOLENOID BANK/ i SOUND SELECT x S300. BROpt TYE (xa) i DERION. Ob(marivk ake SANGRE Gata FErrainina Th TOE ANGIE SRW DA TAG GRIET 12 (He SaUPaRT OF Wal SAIC AGO. ML IMIE inPOMUANIDN 15 OFBLUZEU th CEEIRFLCE AYD NO! TH RE COPIIN, MPEODUCED, REVEALED TO om wrPRoreTaITD av aes im #91 HE EOONEES CORLETNI A Tu Crnifad, THE PHIRY 1g LOUMFD AMD MUST WUT 20 UOFER TM Any Wake CUmIrad, an wate ft RETURSED Bs MUAME. (Billy MANUFACTURING CORP arciat * Gite, WLANs 3B ™ YOLERAXCES On DIMEN HOW UNLESS OrmERESE SPECIFIED FRACTIONS © 1 €4 DecWALs - 008 ARGLEE AQwas VEG2 on ULU2ug AIC HER CS. wa TERIAL PART Ho, t pee fas
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