Bally 1981 Medusa Manual
Bally 1981 Medusa Manual
E 1245
FO:_ 713
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PINBALL DIVISION
---------------------------- ------------ ---- ----------
90 O'Leary Drive,Bensenville,Illinois 60106,U.S.A.··.
Telephone: (312) 860-6400
Installation and General Game Operation Instructions
INDEX
PAGE
1. 1NSTALLAT10N . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
Il. GENERAL GAME OPERATION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Ill. BOOKKEEPING FUNCTIONS . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
1V. FEATURE 0PERAT10N AND SC0R1NG . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
V. GAME ADJUSTMENTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
A. PLAYFIELD ADJUSTMENTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
B. BACKBOX ADJUSTMENTS .......................................... 5
CREDITS/COIN . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
MAX1MUM CRED1TS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
BALLS/ GAME . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
MATCH FEATURE OPTION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
CREDIT DISPLAY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
HIGH SCORE FEATURE OPTION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
HIGH SCORE TO DATE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
GAME FEATURE OPTIONS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
SOUND OPTION . . . . . . . . . . . . . . . . . . . . . ... . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
C. FRONT DOOR GAME ADJUSTMENTS
HlGH SCORE FEATURE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
HIGH SCORE TO DATE FEATURE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
VI. RECOMMENDED SCORE CARDS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
11
VIl. REC0MMEN0ED SETT1NGS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
VIII. ROUTINE MAINTENANCE ON LOCATION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
IX. TROUBLE SHOOTING ON LOCATION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
X. SERVICE/ PARTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. .. . . . . . . . . . .. . . . . . . . 19
Xl. PARTS LIST . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . 20-35
1. INSTALLATION
Assemble the game as follows:
Boit legs to cabinet. Boit back box to cabinet. Use flat washers under boit 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 as emblies.
On ali games there are certain items that should be checked after shipment. These are
visual inspections which rr1ay 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:
1. Check that ali cable connectors are completely seated on printed circuit assemblies.
2. Check that cables are clear of ali moving parts.
3. Check for any wires that may have become disconnected.
4. Check switches for loose soldeor other foreign material that may have come loose in
shipment and couId 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 th at 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. lnsert the smaller bali ( 15 / 16" dia.) into the bali tilt
assembly, and adjust the bracket so the bali will roll free to contact the switch biade, if front
of cabinet is raised.
*Sorne tunes and features can be disabled by operator if so desired. See Back Box Adjustments.
NOTE:Seoring and feature units will differ from game to game.
2
Ill. BOOKKEEPING FUNCTIONS
The game is designed to help the operator perform certain accounting functions. The game can
display the number of total plays and replays (free games). lt can display the number of coins
dropped dawn each coin chute. The bookkeeping functions are displayed on ali player score
displays simultaneously. An identification number, 05 to 15, appears on the Match/Bali in Play
window as follows:
05 00 to 40 == Current Credits
*06 100000 to 99999 ==Total Plays (Payed & Free Games)
*07 10000 to 99999 == Total Replays (Free Games)
08 00 to 99999 == Game Percentage
09 00 to 99999 ==Total times 'High Score to Date' is beat
*10 10000 to 99999 ==Coins Dropped thru Coin Chute # 1
*11 10000 to 99999 ==Coins Dropped thru Coin Chute #2**
*12 10000 to · 99999 ==Coins Dropped thru Coin Chute #3**
*13 00 to 99999 == Number of Specials awarded from Panel Specials Only
*14 00 to 99999 == Number of minutes of Game Play
*15 00 to 99999 == Numbet of Service Credits
The game displays the first bookkeeping entry if the Self-Test button (See Fig. Ill) 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/Bali in Play' window. Current 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 ali registers can be cleared by alternating between the
Self-Test butten 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 5 more times 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, 10,11 and 12.
To obtain Service Credits, push and release the Self-Test switch until identification number 05
appears in the 'Match/Bali in Play' window. Hold in the Cred·it button until the desired number
of SerVice Credits (up to five) appears on the player score displays.
NOTE: If, upon accessing identification number 05, a number of credits greater than five is
displayed, pressing the credit butten has no effect.
Identification number 15 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.
**If Coin Chute ls not used in game, number d;splayed (if other than 00) on Player Score displays has no significance. .
NOTE: If "Total Play" register is reset to zeroes then "Total Replays" register should also be reset to zeroes to maintain the
game percentage value.
#1245 MEDUSA
FEATURE OPERATION & SCORING
A. COLOSSUS BONUS FEATURE
Completing the 1, 2, 3 target sequence or the four drop targets on the right side of the playfield,
scores
and advances the lit Colossus bonus value. The scores range from 30,000, to 150,000, and SPL.
Switch #7:
. Memory of the Colossus Bonus.
"···,··-, ON: Liberal
- OFF: Conservative
Switch:15 Memory of 1, 2, 3 targets.
ON: Liberal
·'IFF: Conservative
B. MEDUSA BONUS FEATURE
When the bali goes in the outhole, the lit bonus score is added to the player's total score. If the 2X
light
is lit the bonus score is added to the player's total score twice.. If the 3X light is lit, the bonus score
is added to the player's total score three times. If the 5X light is lit the bonus score is added to the
player's total score five times. A tilt nullifies the bonus score.
The bonus multipliers are lit as follows:
1st left lane shot lites
2X
2nd left lane shot lites 3X
3rd left lane shot lites 5X
4th left lane shot scores 50,000
The Medusa bonus is advanced by hitting any of the 1, 2, 3 targets or the four right side drop targets
or return Jane rollover stars or outlane rollovers or by making either the left Jane or right lane shot.
Three advances are awarded for each Gorgon star which is lit.
Switch #16: Award of Medusa Bonus special.
. ON: Liberal
-··-··.,-.. FF: Conservative
Switch #24: Memory of 1-19 bonus.
ON: Liberal
...
...... :, : -. ( •,
. --
OFF: Conservative
'
1. MOVEABLE FLIPPERS
When each top drop target is knocked dawn, the top flippers close and start a timer. The flippers open
when the timer reaches zero or the ballleaves the top playfield area.
Switch #8: Moveable flipper timer.
· ON: Liberal (accumulates time)
\ OFF: Conservative (Resets timer)
J. PLUNGER SHOT FEATURE
Each lit rot lover star awards the following values.
-3 Medusa bonus advances. •
-10,000 points.
-500 points spinner values.
K. SPECIAL REPLAY/X-BALL/NOVELTY MODES
Self test positions 16 and 17 give the operator flexibility to award a replay bali scrore (Novelty) when a
special is scored. A combination of X-Bali, Novelty can be obtained through the following chart.
Self Test Position 16 Set to "03" Set to "02" Set to "01"
Playfield X-Balls and Specials Award Award Award
Saucer Special Replay X-Bali* 50,000
Right Gate Lane Special Replay X-Bali* 50,000
Medusa Bonus Special Replay X-Bali* 50,000
Colossus Bonus Special Replay X-BaU* 50,000
Like Feature X-Bali X-Bali X-Bali** 25,000
Self-Test Position 17 Set to "03" Set to "02" Set to "01"
Award Award Award
Scoring Thresholds Replay X-Bali** No Award
The credits given are selectable by means or 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
TOTAL
COIN CHUTE SWITCHES CREDITS CREDITS CREDITS CREDITS CREDITS CREDITS/
#1 (HINGE SIDE) 5 4 3 2 1
OR#3 13 12 11 10 9
(RIGHT SIDE) OFF OFF OFF OFF OFF /1 Coin
,....
OFF OFF OFF OFF ON 2/1 Coin
OFF OFF OFF ON OFF 3/1 Coin
OFF OFF OFF ON ON 4/1 Coin
OFF OFF ON OFF OFF 5/1 Coin
OFF OFF ON OFF ON 6/1 Coin
OFF OFF ON ON OFF 7/1 Coin
OFF OFF ON ON ON 8/1 Coin
OFF ON OFF OFF OFF 9/1 Coin
OFF ON OFF OFF ON 12/1 Coin
OFF ON OFF ON OFF 14/1 Coin
OFF ON OFF ON ON 1/2 Coins*
OFF ON ON OFF OFF 2/ 2 Coins*
OFF ON ON OFF ON 3/2 Coins*
OFF ON ON ON OFF 412 Coins*
OFF ON ON ON ON 5/ 2 Coins*
ON OFF OFF OFF OFF 6/ 2 Coins*
ON OFF OFF OFF ON 712 Coins*
ON OFF OFF ON OFF 8/ 2 Coins*
ON OFF OFF ON ON 9/2 Coins*
ON OFF ON OFF OFF 12/2 Coins*
ON OFF ON OFF ON 14/2 Coins*
ON OFF ON ON OFF 1/1st Coin 2/2nd Coin 3/2
ON OFF ON ON ON 0/1st Coin* 1/ 2nd Coin 1/3rd Coin 1/ 4th Coin 3/ 4
ON ON OFF OFF OFF 0/1st Coin* 1/ 2nd Coin 0/3rd Coin* 2/4th Coin 3/ 4
ON ON OFF OFF ON 1/1st Coin 1/ 2nd Coin 1/3rd Coin 2/ 4th Coin 5/ 4
ON ON OFF ON OFF 1/1st Coin 2/ 2nd Coin 1/3rd Coin 3/4th Coin 7/ 4
ON ON OFF ON ON 1/1st Coin 2/ 2nd Coin 2/3rd
.
Coin 2/ 4th Coin 7/ 4
ON ON ON OFF OFF 011st Coin*** 0/2nd Coin*** 1/ 3rd Coin 1/3
ON ON ON OFF ON 0/ 1st Coin** 0/ 2nd Coin** 0/ 3rd Coin** 1/ 4th Coin 1/4
ON ON ON ON OFF 0/ 1st Coin**** 0/2nd Coin***... 0/ 3rd Coin**** 0/4th Coin**** 1/5th Coin 1/5
ON ON ON ON ON 0/ 1st Coin*** 0/2nd Coin*** 1/ 3rd Coin 0/4th Coin**** 1/ 5th Coin 2/5
ltNo Credits until 2nd coin is dropped.
'"*No Credits until4th coin 1s dropped.
***No Credits until 3rd coin is dropped.
uuNo Credits until 5th coin is
dropped.
MAXIMUM CREDITS:
The maximum credits accepted by the machine limits the number of games that can be accumulated
by coining, by winning replays or bath. The maximum number of credits is selectable by means of
switches 25 and 26. Four credit limits are available. Switch settings are listed below.
MAXIM SWITCHES
CR 26 25
0 OFF OFF
15 OFF ON
25 ON OFF
40 ON ON
-
BALLS PER GAME: # BALL 7GAME SWITCHES 32 31
5 OFF ON
4 ON OFF
3 OFF OFF
2 ON ON
MATCH FEATURE:
When the Match Feature is ON, a random number appears on the Match/Bali in Play window and the
ward Match is illuminated. If the number matches the tens digit in a player 's score, a free game is
awarded. The Match Feature creates an incentive to play.
J'ÂTCH SWITCH 28
ON ON
OFF OFF
CREDIT DISPLAY: CREDIT DISPLAYED SWITCH27
' YES ON
NO OFF
HIGH SCORE FEATURE:
The game is designed to award an Extra Bali or Free Game at each of the two or three score levels.
See Front Door Game Adjustments.
SELF TEST SELF TEST
AWARD POSITION 16 POSITION 17
REPLAY SET TO 03" ' SET TO "03"
EXTRA BALL SET TO "02" SET TO "02"
NOVELTY SET TO "01" SET TO "01"
NO AWARD SET TO "00" SET TO "00"
•
For combinations ot replay/X-baii/Novelty Modes see page 4A BK. Special Replay/X-bati/ Novelty
Modes"
HIGH SCORE TO DATE OR OVER 10,000,000 SCORE FEATURE:
The game is designed to award free games as an option if high score to date is beat or player exceeds
10,000,000 points. Each time this happens, the winning score becomes the new high score to beat.
This score is displayed on ali 4 player score displays at the end of each game as an incentive to play.
Recommended setting is underlined.
HIGH SCORE TO DATE FEATURE SELF TEST POSITION 19
No Award · SET TO "00"
One Credit SET TO "01"
Two Credits SET TO "02"
Three Credits SET TO "03"
State and locallaws 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.
6
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 pressing self
test butten until the #18 shows on the match/bali in play display. Now pulse replay butten to desired sound
setting.
Setting "00'; "01"
Most switches associated chimes without feature background.
Setting "02"
Most seoring will have noise effect without background.
Setting "03" V-
Most ali scoring will have a noise effect with background.
7
C. FRONT DOOR GAME ADJUSTMENTS
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/Bali in Play display are for the second and third levels,
respectively.
*Can be quickly set to '00' by pressing S33 on the MPU assembly in the back box or Coin Chute switch #3. (See Figure Ill).
8
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1
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9
-. ( 27 MEDUSA #1245
27 ',B
• 1
= =
1
•
C:: 11 : ' ==:= '
RUBBER PARTS
1• c::::=r:•
1
•
4
1•
1 A. R-521 3/4, (2)
1
1
\ ' C. R-521-2 11f2" (2)
'
'\
1
11
D. R-521-3 2" (2)
D , , E. R-521-4 21f2" (3
.
\.J
F. R-521-5
1
11 3" (1
0 0 '
.
l
G. R-243 5/16" (8)
0 0
1
: 1
H. R-533-3 FLIPPER (2)
i1
0
1
6
0 PANEL TOP PARTS
1
1
1. Bottom Arch P-5871-87
•
1
' 1
17 /
/
15 1
1
0 2. Shooter Gauge P-6359-52
/
1
/
3. Eject Hole Assm. ASE-428-53
4. Drop Target Assm. ASE-3038-4
8 5. Gate & Wire Assm. ASE-2250-24
13 0 6. Gate & Wire Assm. ASE-2250-94
• •
11 7. Gate & Wire Assm. ASE-2250-95
1 1 8. Spinner Assm. ASE-2250-96
14
0 /JE
1 1
0 9. Feature Display Assm. ASE-3114
10. Zipper Flipper Assm. ASE-2397-4
0
1
1 11. Drop Target Assm. ASE-2795-73
1
0 12< := , 0 1
12. Target Switch Assm.
13. Bumper Cap
A-3359-20
A-4009-6 (4)
00 u
(\
27
14. Bumper Collar C-1018-1 (4)
' \\ \\
'
27
'\ 15. Slingshot Assm. ASE-2593-6 (3)
11
16. Guide Wire M-121-118 (2)
nu ',n 17. Guide Wire M-121-117
19 \ 18. Guide Wire M-121-116
\'
M
u
0
tl 'J 19. Playfield Readout Cover M-1949-1
0 20. Kicker Post Assm. ASE-2593-7
1 21 0 0 21
21. Mini-Post & Bumper
Assembly ASE-2836-2 (8)
• 0 0 • 22. Mini-Post & Bumper
2·1 21
Assembly ASE-2836-3 (2)
•
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1
1
• 23. LG. Transparent Flipper A-4017-1 (2)
.1
24. Buffer Wire M-121-53 (2)
!
25. Wire Actuator ASE-2806
1
1•
!
0 26. Wire Actuator ASE-2806-1
27. Screened plastics Assm. A-2890-159
! 1
1 1
!
1
'1
: 25 2 6 "-'
20
1
__ .. 2
. - .. .
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9
IST PLAYER
A 1 DfSPLAY
DRIVER ASSYS. ......
LED
2 ND PLAYER
MPU S33 Sl-832 BACK BOX
ASSY.
VOLTAGE RtGULATOR
2 1
SOLENOID DRIVER ASSY.
CREDITS
5
A9
MATCH 1 BALL- LAMP D,.IVER ASSY.
1 N PLAY ............, A5 Al4
3RD PLAYER
CAli NET
AUXILIARY LAMP DRIVER .....,
SELF TEST
BUTTON
RE MO TE V 0L UME -----
CONTROL
. ::::;:::::::::J
A2
CREDIT
BUTTON
FRONT DOOR
LEG LEVELING ADJUSTMENT,
TYPICAL
SLAM .
SWITCH
( Il
PLUMB BOB TILT (1 ]
S9
ON POSITION --
tNCLINED TILT sa cr: 1
( I:: )
1 1]
[ J)
TRANSFORMER 1l )
ASSY. t .. D
[I 1
SI
3-BALL 5-BALL
REPLAYS REPLAYS
Instruction Card M-1508-101-E Instruction Gard M-1508-101-E
Score Gard . M-1508-101-B Score Card M-1508-101-A
1 Replay at 500,000 1 Replay at 650,000
1 Replay at 1,000,000 1 Replay at 1,200,000
EXTRA BALL
Instruction Card M-1508-101-F
Score Card M-1508-101-A W/NN-1
1 Extra Bali at 1,000,000
1 Extra Bali at 1,600,000
ADDITIONAL CARDS
REPLAYS
•
EXTRA BALL
M-1508-H-1 400,000 950,000 M-1508-NN-1 1,000,000 1,600,000
M-1508-1-1 450,000 1,000,000 M-1508-00-1 1,000,000 2,000,000
M-1508-J-1 500,000 1,000,000 M-1508-PP-1 1,200,000 2,200,000
M-1508-K-1 500,000 1'100,000 M-1508-QQ-1 1,400,000 2,400,000
M-1508-L-1 550,000 1 '100,000
M-1508-M-1 600,000 1 '100,000 Instruction Gard, Novelty
M-1508-N-1 650,000 1,200,000 M-1508-101-G
M-1508-0·1 700,000 1,200,000
M-1508-P-1 700;000 1,400,000 BLANKS (3)
M-1508-Q-1 800,000 1,400,000 High game to date recommended levels;
M-1508-R·1 900,000 1,400,000 (reset periodically)
M-1508-S-1 900,000 1,500,000 3 BALL 1,200,000
M·1508-T-1 1,000,000 1 ,500,000 5 BALL 1,600,000
M-1508-U-1 1,000,000 1,600,000
M-1508-V-1 1,000,000 1,800,000
M-1508-W-1 1,000,000 2,000,000
M-1508-X-1 1'100,000 1,800,000
M-1508-Y-1 1 '100,000 2,000,000
M-1508-FF-1 1,200,000 2,000,000
M-1508-GG-1 1,300,000 2,000,000
M-1508-HH-1 1,400,000 2,100,000
- -1508-11-1 1,400,000 2,200,000
11
#1245 MEDUSA
RECOMMENDED SETTINGS
RECOMMENDED REPLAY GAME SETTING FOR:
3-BALL 5-BALL
TOP CENTER BACK RED TARGET LITE sw. 6 OFF OFF
COLOSSUS BONUS LITE sw. 7 ON OFF
OPENING OF MOVABLE FLIPPER 10 SECOND TIMEA sw. 8 ON OFF
LEFT SIDE TARGET 2, 3 ARROW LEFT SW.15 ON ON
MEDUSA BONUS SPECIAL LITE SW.16 ON OFF
ADVANCE OLYMPUS BONUS 1, 2, 3 LITE sw. 21 ON ON
ADVANCE OLYMPUS BONUS 1, 2, 3 LITE sw. 22 ON OFF
EXTRA BALL LIKE NUMBER DISPLAY sw. 23 ON ON
MEDUSA BONUS FROM 1-19 LITE sw. 24 ON ON
NUMBER OF REPLAYS PERGAME sw. 29 ON ON
SAUCER COLLECT OLYMPUS BONUS ARROW LITE sw. 30 ON OFF
BALLS PERGAME sw. 31 OFF ON
BALLS PER GAME sw. 32 OFF OFF
12
VIII. 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 ether modules in such a way as to make their faults, if any, obvious.
See Figure Ill and Page ii.
lt is recomme11uvJ that these tests be used severai 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 flashes once. (Fiicker-Fiash). 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
Ill and IV. Ali switched lamps flash off and on continuously.
2. Pressing the Self-Test butten again causes each digit on each display to cycle from 0 thru
9, and repeat continuously.
3. Pressing the Self-Test butten again causes each solenoid to be energized, one at a time,
in a continuous sequence. Hold bath 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 butten again causes the MPU tosearch 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 fault is 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/Bali in Play display flashes '0'.
6. Pressing the Self-Test button 22 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, thenon. The game is now ready to play.
After successful completion of the Self Diagnostic Test procedure, set the game up for play.
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
1/16". Do not burnish or file Gold Plated Switch Contacts.
13
GAME #1245 MEDUSA
SOLENOID IDENTIFICATION TABLE
Self Self
Test# SOLENOID IDENTIFICATION Test# SOLENOID IDENTIFICATION
01KNOCKER - 13 LEFT SLINGSHOT
02 4 DROP TARGET RESET ... _ ,.
--t 14 BOTTOM RIGHT SLINGSHOT
03 7 DROP TARGET RESET .- ,r - r . ·
7
: . 15 TOP RIGHT .SLINGSHOT
04 #2 TOP DROP }-,·· 16 OPEN MOVABLE FLIPPER
TARGET 17 C.LOSE MOVABLE FLIPPER
05 #4 TOP DROP TARGET ."', ·(&'· / 18 # 1 TOP DROP TARGET FROM
06 #6 TOP DROP TARGET . 19 LEFT
#3 TOP DROP TARGET
07 _... SHEILD OF THE G O·DS 20 #5 TOP DROP TARGET
08 PO OUTHOLE KICKE . 21 #7 TOP DROP TARGET
09 · .
10 BOTTOM LEFT THUMPER BUMPER 22 SAUCER
11 BOTTOM RIGHT THUMPER BUMPER 23 COIN LOCKOUT DOOR
12 TOP LEFT THUMPER BUMPER 24 K1 RELAY (FLIPPER ENABLE)
TOP RIGHT THUMPER BUMPER
Switch Switch ·
Self Self
Test# Test# DESCRIPTION
DESCRIPTION
01 25 RIGHT AND LEFT LOWER
02 4 DROP TARGET D (BOTTOM) 26 GATE RIGHT TOP GATE
03 4 DROP TARGET C 27 TOP RIGHT BACK TARGET
04 4 DROP TARGET B 28 LEFT TOP GATE
05 4 DROP TARGET A (TOP) 29 TOP LEFT BACK TARGET
06 30 TOP MIDDLE B.ACK TARGET
07 CREDIT BUTTON 31 LEFT & RIGHT OUTLANE R.O. BUTTON
08 32 LEFT & RIGHT OUTLANE
09 OUTHOLE 33 SPINNER
10 COIN Ill (RIGHT) 34 TOP RIGHT SLINGSHOT
11 COIN 1 (LEFT) 35 BOTTOM RIGHT SLINGSHOT
12 COIN Il (MIDDLE) 36 LEFT SLINGSHOT
13 LEFT SIDE TOP KICKER 37 RIGHT TOP THUMPER BUMPER
14 LEFT SIDE MIDDLE TARGET 38 LEFT TOP THUMPER BUMPER
15 LEFT SIDE BOTTOM TARGET 39 RIGHT SIDE THUMPER BUMPER
16 TILT (3) 40 LEFT BOTTOM THUMPER BUMPER
17 SLAM (2) 41 MOVABLE FLIPPER END OF STROKE
CABINET POST BUTTON
18 2, 10 POINT & 4 DROP TARGET REBOUND 42 #7 TOP DROP TARGET (RIGHT)
19 SAUCER 43 #6 TOP DROP TARGET
20 #1 SHOOTER LANE ROLLOVER BUTTON 44 #5 TOP DROP TARGET
21 #2 SHOOTER LANE ROLLOVER BUTTON 45 #4 TOP DROP TARGET
•
22 #3 SHOOTER LANE ROLLOVER BUTTON 46 #3 TOP DROP TARGET
23 #4 SHOOTER LANE ROLLOVER BUTTON 47 #2 TOP DROP TARGET
24 #5 SHOOTER LANE ROLLOVER BUTTON 48 #1 TOP DROP TARGET (LEFT)
17
•
'
1
1
1
46 #1245 MEDUSA
1
03 18 INDICATES SWITCH ASSEMBLY
'
l
• 22
1
i
!
IDENTIFICATION NUMBERS
NOTE: CABINET: 15, 16, 17
000
•
1
'1
•
1 DOOR: 06, 09,
10, 11, 16
i
1
1
1
1 •
INDICATES SOLENOID
IDENTIFICATION NUMBERS.
0 NOTE: DOOR: 23
BACKBOX 24
1
1 ·. 15
•
0 CABINET: 01 •
'
•
12 . 0
0
0 0 0
0
c:;, 09
0 10
00
0 0
0 0 •
•
•
1
1
•
: . 1.
.
0
•
0
'
; 1
1 1
• 1
•
•
•
1 • 1
• '
• •
.
0
1
1 31
1
'1
07
@ @@
FIGURE V
18
Xl. PARTS
.
LIST
#1245 MEDUSA
MISCELLANEOUS PART NUMBER
Transformer (Domestic or Export) .....................................E-122-142
Bulbs, #555 . . . . . . ..............................................E-125-73
Fuse, 1 Amp. 3 AG SloW Blow (Piayfield Solenoid Protection) ..............E-133-44
ASSEMBLY COILS
Coin Lockout ......................................................F0-36-7000
Flipper (4) ............................................· .............AQ-25-500/
34-4500
Knocker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . A-TT-26-
1200
Outhole Kicker ..................................................... AT-26-1200
Thumper Bumper (4) ............................................... AN-26-1200
Sling-Shot (3) ...................................................... A0-26-1200
Drop Target Reset (3) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .NO-26-
1900 lndividual Drop Target (7) ...........................................CV-31-
2000
Shield of God Post ..................................................A0-26-1200
Close Movable Flipper ..............................................NB-24-1500
Open Movable Flipper ..............................................GT-30-1300
Saucer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . AIJ-27-1300
PLAYFIELD PARTS See Figure Il
MODULES
Lamp Driver A5 .................................................... AS-2518-23
Display Driver A1 (2 used) ...........................................AS-2518-21
Display Driver A1 (4 used) ...........................................AS-2518-58
Solenoid Driver/Voltage Regulator A3 ................................. AS-2518-22
MPU A4 ..........................................................AS-2962-29
Transformer & Rectifier A2 ........................................... AS-2877-6
Rectifier Board (Part of A2) ........................................AS-2518-54 "
MODULE COMPONENTS
SEE MODULE PARTS LIST