Bally OE14 User manual

GAME NO.
OE14
f_o.fm
No.
OE14-00300-0100
Operating
Manual
~~1~~Y~MF~G.-CO-.--------------~-----------
~I
10601
W.
BelmontAve.
Telephone
(312) 451-9200 '0.
Franklin Park. Illinois 60131

WARNING
THIS GAME MUST BE GROUNDED. FAILURE TO DO SO MAY
RESULT IN DESTRUCTION TO ELECTRONIC COMPONENTS.
WARNING: This equipment generates, uses and can radiate radio frequency energy and
if
not installed and used in
accordance with the instruction manual, may cause interference
to
radio communications. It has been tested and
found to comply with the limits
for
aCLASS A computing device pursuantto 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 likelytocause interference in which case the userat
his own expense will be required to take whatever measures may be required to correct the interference.
ELECTRICAL BULLETIN: FOR
ALL
APPARATUS COVERED BY THE CANADIAN
STANDARDS ASSOCIATION (CSA) STANDARD C22.2
NO.1,
WHICH EMPLOYS A
SUPPLY CORD TERMINATED WITH A POLARIZED 2-PRONG ATTACHMENT PLUG.
CAUTION: TO PREVENT ELECTRIC SHOCK DO NOT USE THIS (POLARIZED)
PLUG WITH AN EXTENSION CORD, RECEPTACLE OR OTHER OUTLET
UNLESS THE BLADES CAN
BE
FULLY INSERTED TO PREVENT BLADE
EXPOSURE.
ATTENTION: POUR PREVENIR CHOCS ELECTRIQUES NE
PAS
UTILISER CETTE
FICHE POLARISEE AVEC UN PROLONGATEUR. UNE PRISE
DE
COURANT OU UNE AUTRE SORTIE DE COURANT, SAUF
SI
LES
LAMES PEUVENT ETRE INSEREES A FOND SANS
EN
LAISSER
AUCUNE PARTIE A DECOUVERT.
@aff,/MlDWllY
J~
qj!O-U/
~
()~
OUR
TOLL
FREE NUMBER FOR
SERVICE INFORMATION CONCERNING THIS GAME,
OR
ANY
OTHER BALLYIMIDWAY™ GAME
YOU
NOW HAVE ON LOCATION.
CALL
US FOR PROMPT, COURTEOUS
ANSWERS TO YOUR PROBLEMS.
Video
or
Pinball -Continental U.S. 800-323-7182
@~/MIDW~r
10601
West Belmont Avenue Franklin Park, Illinois,
60131
phone (312) 451-9200
©COPYRIGHT MCMLXXXVI BY BALLY MIDWAY MFG. CO. ALL RIGHTS RESERVED.
NO PART OF
THIS
PUBLICATION MAY BE REPRODUCED BY ANY MECHANICAL, PHOTOGRAPHIC,
OR
ELECTRONIC
PROCESS, OR IN
THE
FORM
OF.{',.
PHONOGRAPHICRECORDING,NORMAY
IT
BE TRANSMITTED,
OR
OTHERWISECOPIED
FOR PUBLIC OR PRIVATEUSE,WITHOUTPERMISSIONFROMTHEPUBLISHER.THIS
MANUAL
ISFOR SERVICEUSE ONLY,
AND
NOT FOR GENERAL DISTRIBUTION. FOR PERMISSION REQUESTS, WRITE: BALLY MIDWAY MFG. CO.,
10601
W.
BELMONT AVE., FRANKLIN PARK,
IL
60131.
Printed
in
U.S.A.

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•
MOTORDOME
TABLE
OF
CONTENTS
SECTION
1
INSTALLATION
AND
GENERAL
GAME
OPERATION
INSTRUCTIONS
• DESCRIPTION
PAGE
I.
INSTALLATION
.....................................
,
..
, , , , , , ,
..
, . .
......
,
...
1-1
II.
GENERAL GAME OPERATION, . , ,
.........
,
...
,.
,
...................................
1-1
III.
TAILORING & TESTING THE
GAME.
. . . . . . . . . . . . . . . . . . . . . . . . . .
..
.........
.
.........
1-2
IV.
KEYBOARD GAME ADJUSTMENTS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . ,
..........
1-3
V.
RECOMMENDED 3 & 5 BALL REGISTER OPTION SETTINGS . . . . . .
..
.
................
1-5
VI.
TROUBLESHOOTING ON LOCATION. . . . . . . . . . . , . . . . . . . . . . . . . . .
....
, . . . . . . .1-6
VII.
SOLENOID & SWITCH IDENTIFICATION TABLES. .
............................
1-9
VIII.
ROUTINE MAINTENANCE ON LOCATION
....
.
..
, . . . . . .
..
.....
.
..........
1-10
IX.
SWITCH ASSEMBLY
ADJUSTMENTS.
. . . . . . . . . . . . . . . . . . . . . . . . . .
...........
1-10
X.
SERVICE HINTS
.............................................
, . . . . . . .
.........
1-10
XI.
MOTORDOME
FEATURE
OPERATION AND SCORING
...............................
,
.....
1-14
SECTION
2
COMPONENT
LAYOUTS,
SCHEMA1"ICS
&WIRING DIAGRAMS
DESCRIPTION
PAGE
6803
PINBALL MODULE
P.C.B.
COMPONENT LAYOUT
.....................................
2-1 -
2-2
6803
PINBALL MODULE P.C.s. -SCHEMATIC . . . . . . . . . . . . .
..
.
................................
2-3
PINBALL TURBO CHEAP SQUEAK
P.C.B.
-COMPONENT LAYOUT
...................
,
.........
2-4
-
2-6
DUAL DISPLAY
P.C.B.
-COMPONENT LAYOUT
..................
,
........................
2-8
-
2-10
6803
CONTROL BOARD
P.C.B.
-COMPONENT LAYOUT
...................................
2-12
-2-15
6803
CONTROL BOARD
P.C.B.
-SCHEMATIC
.........................................
,
.2-16
-2-17
PINBALL TURBO CHEAP SQUEAK
P.C.B.
-SCHEMATIC
............
.
............
2-7
DUAL DISPLAY
P.C.B.
-SCHEMATIC. . . . .
..
.........
.
...........
2-11
WIRING DIAGRAM -CABINET
.........................................
,
...................
2-18
WIRING DIAGRAM -PLAYFIELD
................................
,
........................
2-18
WIRING DIAGRAM -BACKBOX . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
..
.
.............
,
......
2-19
EPROM LIST. . .
..
..................
.
..........................
INSIDE BACK COVER

BLOCK
DIAGRAM-ELECTRONIC
PINBALL GAME
->
SOUND
MODULE KEYBOARD
INPUTS
DISPLAY 6803
DRIVER CONTROLLER
MODULES MODULE
6803
POWER
MODULE
DETACHING OF PIN-GAME BACK
BOX
When the back box
is
in
an
up-right positon and
the 3/8" hold-down bolts are removed, the back
box can
be
removed from the main cabinet by
lifting the right cornerofthe back box (about3/4")
and pulling it slightly towards you. Now both
hinges are disengaged and the back box can
be
removed.

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I
SECTION
1
Installation
and
General
Game Operation
Instructions
I.
INSTALLATION
First, bolt legs to cabinet. Second, feed line cord between back box and cabinet then lift the back box and
secure with bolts. Insertthe smaller ball
(15/16/1
dia.) into the ball tilt assembly, and adjustthe bracket so the ball
will roll free to the contact switch blade, if the front ofthe cabinet is raised.
On
all games these are certain items that should be checked after shipment.
1.
Check that ali cable connectors are completely seated on printed circuit assemblies.
2.
Check that all cables are clear
of
moving parts.
3.
Check for wires that may have been 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 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 and adjust the plumb bob tilt on the left side ofthe cabinet.
8.
Check wiring
of
the plug on the transformer to correspond to location
Voltage.
115
VAC
2-8,3-6,7-10
120
VAC
2-8, 4-6,
7-11
220
VAC
4-8, 7-9
240
VAC
4-8,7-11
9. Place ball into playfield by outhole (or balls ifthe game requires more than one ball).
10. Plug in line cord.
II,
GENERAL
GAME
OPERA1'ION
Move
the ON/OFF switch at the bottom right front corner
of
the cabinet to "ON" position.
Th.e
game will
playa
power-up sequence and reset the drop targets. If any switches are stuckthey will be displayed at this time. After
a short delay "1-4 can play" will indicate that the game is ready to
play.
The game should accept the coin and
post the appropriate credits. Pressing the credit button on the cabinet will cause the outhole kicker to serve the
ball to the shooter alley. A game-up sequence is played to announce play-readiness.
Each time the credit button is pressed it'posts one player and the credits are reduced by one.
Shooting the ball initiates
play.
The game awards all pOints earned by the player. If a spinner is turned 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 player-up
and/or
ball in play
is advanced one position. 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. At this time a random Match
number appears. 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 are not advanced for extra score before the game serves the extra
ball for
play.
1-1

, Slamming the machine results
In
loss
of
the game. This causesall feature lightsto
go
out, the game goes
"dead"
I and a time delay occurs.This
occurs
anytime either one ofthe slam switchesmake contact. This isto discourage
unnecessary abuse to the game. After the delay,
"1
to
4 can play" Is'dlsplayed followed by the power-up
sound sequence.
Any number
of
slam switches could be installed by the operator, to meet his individual requirement. The switch
I should be adjusted
to
have approximately
1116"
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.
9pening
the gap will reduce sensitivity.
1 If at the end
of
the game either the "High Score to Date" is beaten
or
If the acore Is over 10,000,000 free games
will be awarded according to the "High Score to Date" register setting.
Tilting the game results in loss
of
a ball. Bonus points are
not
scored. The flippers, thumper bumpers, etc.
gQ
'dead'. The purpose
of
the tilt
penalty
is
to
discourage the player from Jostling the machine
In
an attempt
to,JDrolong
play. Game action becomes normal after the ball
kiCKer
assembly serves the ball to the shooter alley.
NOTE:
These aregeneral instructions. Therefore, If a spinner
or
Drop Target is not used on your specific pinball
game,
p'1.~aSEi
disregard any operating instructions related to these devices.
III.
TAILORING
&
TESTING
THE
GAME
f
INTRODUCTION
I
1
We
at BallylMldway are very proud to Introduce
our
new system which not only provides more Information
to
the operator but it alsp communicates with the player thru the use
of
alphanumerics.
J It was
our
aim to design a system which could be used without a manual. This will come to lightthe moment you
j press the Self-test button and the displays come to life with their messages
of
assistance. This allows you
to change game features, awardsand threshold settingsand monitorspecific speCial awards, game percentand
l Income just by reading what Is displayed. The registers are
now
described with useful titles such as
"Book-
1 keeping Data"
or
"Self-Testing:'
!
If
you've ever changed the replay thresholds on a machine and you forgot to change the replay card because
you were distracted by a customer, listen to this: lilt will never happen again'" For when you change this replay
threshold to 2,000,000
In
"Percent Options" the corresponding message; "Flrst Replay at 2,000,000" will be
displayed
on
Game Over.
OPERATION
The keyboard is located on the right inside wall
of
the game near the front door. The cable Is long enough,
sothatoncethe keyboard is removed, itmaybeoperatedfrom outsidethe machine. Note:The keypad ismounted
with a
114"
Hex screw for shipping purposes.
1. Press the
Test
button located on the front door. This tells the processor
to
do
the following;
A.
It checks the switches wired in parallel with the keypad. If any switches are closed the game automatically
jumps to Stuck Switch
Test
and displays a stuck switch message.
B.
If there were no stuck switches you will be welcomed with "Sally's Testing Is Easy As
ABC~'
2. When appropriate heading appears on backglass display, press
"Enter"
on keypad once.
Within each heading, there are categories which are operator selectable. When the appropriate category
appears on the backglass display. press
"Enter"
once to access that category.
3. Set
your
registers with keypad,:
4. Press
"Enter"
again to advance to next category setting. Press "CLR" to
re-start
Self-Test. Press "Game"
to lock-in option settings. .
STEPPING
THROUGH
To
choose a categoryquickly once the
Test
Mode has been selected justuse the "Pi' button to step to
the
desired
category. If you pass by the category you desired, use the
"S"
button to
back-up
to the appropriate position.
Once you read the category desired, press the "ENTER" button to select that topiC. The display will now show
the first item
in
that category.
Again, use the "Pi' and
"B"
buttons to
quickly
step to the item you wish to look at
or
change. The "Pi' button
allows you to step to the end
of
a category and then out to the next category. The
"B"
button allows you
to step backwards in the same manner. Please note: When in the Self-Test category, the display will cycle
automatically from one test to the next. Because the "Pi',
"B",
and
"C"
buttons are used for different functions
in this category. They cannot be used to step from one test to another properly.
To
exit a test in
th~s
category
just
press the
ENTER
button & step to the next test.
1-2

......,
•
''1
IV.
GAME
REGISTERS
&
OPl"IONS
• BOOKKEEPING DATA
• Total
Coins
Number
of
coins
thru
chutes
1,
2, & 3
Game Percent Percentage
of
replays
•
Coins
Chute
1 #
of
coins
thru
chute
1
Coins
Chute
2 #
of
coinsthru
chute
2
Coins
Chute 3 #
of
coins
thru chute 3
Bonus
Credits
Number
of
Sonus
Credits Given
Total Plays
Number
of
plays both paid
and
replays
Total Replays
Number
of
awarded
games
Service Meter Total #
of
service credits
Game Credits Current game
credits-Enter
0
thru
5
Added
to
Service Meter
I I\lot
added
to
current
Game Credits.
Special Meter Total #
of
Playfield
Specials
awarded
Clear Sooking
To
clear
bookkeeping press
"65"
then
"Enter"
I SELF-TESTING
Single Lamp
Steps
one
lamp
at
a time,
and
Connector
I.D.
I Press
"PC
to
advance, "s"
to
backup,
and
"c"
to
cycle
All Lamps All
lamps
light alternately,
1st
"Pi' phase then "s"
Display
Steps
thru
alphanumeric
character
set
I Solenoid Fires
one
driver
at
a time,
and
Displays Driver
and
Connector
I.D.
Single Solenoid Fires
one
driver
at
at
time. Press A for same solenoid
S for next
Sound
Plays game
sounds·
Game Rom
I.D.
Displays
your
Rom
or
Roms
!.D.
Switch Test Displays
stuck
switch by
description
PRESS TEST
SUnON
ON DOOR TO EXIT SWITCH TEST
PERCENT DATA VALUES
Game Percent Percentage
of
replays
Total Plays
Number
of
plays both
paid
and
replays
Game Time Total
number
of
minutes
Total Replays Total
number
of
replays
Threshold 1 #
of
times
the
first.threshold
was
beaten
Threshold 2 #
of
times
the
second
threshold
was
beaten
Threshold 3 #
of
times
the
third
threshold was beaten
HiScore Seaten Total
number
of
times the high
score
was beaten
Free Salls #
of
extra balls
that
were awarded
Solt Special #
of
Specials awarded
by
the Solt Target
PERCENT OPl-IONS
Threshold 1 Enter 0 thru 9,999,999; sets award level
and
display
Threshold 2 Enter 0 thru 9,999,999; sets award level
and
display
Threshold 3 Enter 0 thru 9,999,999; sets award level
and
display
Highest Score Enter 0 thru 9,999,999; sets
the
HiScore
replay level
BASIC OPl"ION VALUES
I Credit Limit Enter 1 thru
40
I Salls per Game Enter 1 thru 5
Tresh
Mode
Enter 0 thru 3;
0=0,
1=Points,
2=Extra
Sail,
3=Replay
Special
Mode
Enter 0
thru
3;
0=0,
1=Points,
2=Extra
Sail,
3=Replay
I HiScore
Mode
Enter 0
thru
3;
0=0,
1=1 Replay,
2=2
Replays,
3=3
Replays
Sound
Mode
Enter 0
thru
3; O=Chimes
wlo
background,
2=Sounds
wlo
background
1
=Chimes
with
background,
3=Sounds
with
background
German Prize
German
Meter
I Match
Option
Enter 0
or
1; 0
disables
match, 1
enables
match
Credit Display Enter 0
or
1; O=No
credits
displayed, 1
=Displayed
credits
No Limit Replays Enter 0
or
1; O=Only 1 award
per
game, 1
=More
than 1
per
game
Free Play Enter 0
or
65; O=Coins, 65=Free Play
Slingshot Enter 0
or
1; O=No slingshots, 1
=slingshots
Tilt Warning Enter 0 thru 3; O=No warning, 1
=1,2=2,3=3
I 1-3

FEATURE
OPTIONS
Reset Factory Enter 65 for factory selected scores and features
Center Arrow Enter 0 thru 7; This entry controls the number
of
spotted letters in "MILLION"
by the center arrow target
Skill Levels
I
II
III
1= 1 spot 1 spot 1 spot
2=
2 spots 1 spot 1 spot
3=
2 spots 2 spots 1 spot
4=
3 spots 2 spots 1 spot
5=
3 spots 2 spots 2 spots
6=
3 spots 3 spots 2 spots
7=
3 spots 3 spots 3 spots
Left Spinner Enter 0 thru 1; O=No Memory 1
=Memory
D.T.
Timer Enter 0 thru 3; For Drop Target Reset Control (Level
III)
0=
9 sec. 1=15 sec. 2=21 sec.
3=27
sec.
Level 3 Timer Enter 0 thru 3; For reset timer control on feature lights
0=10 sec. 1
=20
sec.
2=20
sec.
3=30
sec.
Level 1 Gate Enter 0 thru 4; O=Conservative 1=Moderate 2=Medium
3=Easy 4=Liberal
Level 2 Gate Enter 0 thru 4; O=Conservative 1=Moderate 2=Medium
3=Easy 4=Liberal
Top
Lanes Enter 0 thru 1; O=No memory on
R.P.M.
1
=Memory
Right Ramp Enter 0 thru 3;
"Spot"
Light
Skill Level
I
II
1/1
O=spots at 5K 5K 5K
1
=spots
at
3K
5K 5K
2=spots
at 1K
3K
5K
3=spots
at
500 1K
3K
Bolt Targets Enter 0 thru 1; O=No Memory on the
bolt
targets 1
=Memory
Center Targets Enter 0 thru 1; O=No Memory on the center target 1
=Memory
PRICING
OPTIONS
Chute 1 Options
XX
coin for
yy
credit; Coins (xx) will flash first. Enter 1 thru
99
coins. Then credits (yy) will flash.
Enter 1thru credit limit. Then coins will flash again either press Enter ifthe values
are correct
or
repeat the data entry.
Chute 1 Bonus; Enter 0 thru 40; O=No Bonus Credit
1 thru
40
sets the number
of
credits
at
which 1 Bonus Credit will be awarded.
Chute 2 Options
XX
coin for
yy
credit; Coins (xx) will flash first. Enter 1 thru
99
coins. Then credits (yy) will flash.
Enter 1thru credit limit. Then coins will flash again either press Enter
if
the values
are correct or repeat the data entry.
Chute 2 Bonus; Enter 0 thru 40; O=No Bonus Credit
1 thru
40
sets the number
of
credits at which 1 Bonus Credit will be awarded.
Chute 3 Options
XX
coin for
yy
credit; Coins"xx) will flash first. Enter 1 thru 99 coins. Then credits (yy) will flash.
Enter 1thru credit limit. Then coins will flash again either press Enter if the values
are correct
or
repeat the data entry.
Chute 3 Bonus; Enter 0 thru 40; O=No Bonus Credit
1 thru 40 sets the number
of
credits at which 1 Bonus Credit will be awarded.
Example:
To
set Coin Chute 1 for 3 credits/2 Coins with
no
credits on the first coin;
Enter
02
Coin for 03 Credit Chute
Chute 1 Bonus
00
To
set it for 3 Credits/2 Coins with one credit delivered on the 1st coin and 2 credits delivered on the second.
Enter
01
Coin for
01
Credit
Chute 1 Bonus 02
If
all 3 Chute Options and Bonus Registers are set the same, then all Chutes will work "together."

v.
RECOMMENDED
3 & 5 BALL
OPTION
SETTINGS
I
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I 1-5
I REPLAYS
3-BALL
5-BALL
Special
Mode
3
3·
Match Option 1 1
High Score
Mode
3 3
1st replay at 2,000,000 4,000,000
I 2nd replay
at
5,000,000 7,000,000
I X-BALL
Special
Mode
2 2
Match Option 0 o
High
Score
Mode
0 o
II
1st Extra Ball at 2,000,000 4,000.000
2nd
Extra Ball at 5,000,000 7,000,000
I NOVELTY
Special Mode 1 1
Match Option 0 o
High Score
Mode
0 o
I HIGH GAME TO DATE (reset periodically)
3-BALL
...........................
6,500,000 5-BALL
...........................
8,000,000
FEATURE OPTIONS
REGISTER
CENTER ARROW
LEFT SPINNER
DROP TARGET TIMER
LEVEL 3 TIMER
LEVELl
GATE
LEVEL
II
GATE
TOP
LANES
RIGHT RAMP
BOLT TARGETS
CENTER TARGETS
In Basic Options:
SLINGSHOT
llLT
WARNING
MOTORDOME OPTION SETTINGS
3-BALL
5
1
2
2
2
2
1
2
o
1
1
1
5-BALL
3
1
1
1
2
2
1
1
o
o
1
1

VI.
TROLIBLESHOOTING
ON
LOCATION
SYMPTOM: WON'T
POWER
UP
Game does not play power-up tune when power is turned on. General illumination is present.
ACTION:
A.
Check Fuses.
B.
Turn power
OFF.
Open back box. Locate light emitting diode
(LED)
on Control Board.
C.
Turn powerON.
LED
mustflash 9X to indicatethat the module is good. Correct sequence is flash-pause-flash
and then seven more flashes and
LED
goes out.
D.
If
LED
does not come on
or
does not flash,
or
flashes, but less than 9X, turn off power. Check fuses. If fuses
are good, replace Control Board.
CAUTION: Replacement Control Board must have same Part Number
or
incorrectoperation will result! See Parts
List for Control Board.
Turn power
ON.
E.
Ifgame is correct, it is now ready for play. Ifgame is notcorrect, contactthe Bally-Midway service department.
SYMPTOM: LAMPS
One or some switched lamps always
ON
or not all feature lamps tight during play.
ACTION:
A.
With power ON, open front door. Select SELF TEST-Lamp
Tests
with keyboard. If 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
notflash.
D.
If game is correct, it is now ready for play.
E.
If game is not correct, turn power
OFF.
Replace Control Board. Turn power
ON
and repeat
A.
F.
If game is correct, it is now ready for play. If game is not correct, contact Bally-Midway service department.
SYMPTOM: DISPLAYS
I.
Display digits improper on
one
or
several, but less than all Display Driver Module(s). Improper: One or several
segments always
OFF,
digits mottled or several segments
or
digit(s) always ON.
ACTION:
A.
With power ON, open front door. Select SELF TEST-Display
Test
with keyboard. If the game is correct,each
digit on each Display displays the count 0 through 9 and alphabet in all 7 digit positions. Note defective
Display Driver modules.
B.
Turn power
OFF.
WARNING: High Voltage is supplied to the Display Driver Modules, from the Power Module. Wait
30
seconds
for High Voltage to Bleed Off.
C.
Replace Display Driver module(s). Turn power ON. Repeat
A.
D.
If game is correct, it is now ready for play. Ifgame is not correct contact Bally-Midway service department.
II.
All displays improper. Improper: Digit(s) always on
or
off/segment(s) always on
or
off, all displays.
ACTION:
A.
With power
ON,
open front door. Select SELF TEST-Display
Test
with keyboard. If the game is correct, each
digit on each Display displays the count 0 through 9 and alphabet in all 7 digit positions. Note defective
Display Driver modules.
B.
Replace Control Board. Turn power ON. Repeat
A.
CAUTION: Replacement Control Board must have samePart Number or incorrect operation will result! See Parts
List for Control Board. \
C.
If game is correct, it is now ready to play. If game is not
corr~{:t,
contact Bally-Midway service department.
III.
One
or
several displays always off.
ACTION:
A.
With power
ON,
open front door. Select SELF TEST-Display
Test
with keyboard. If the game is correct, each
digit on each Display displays the count 0 through 9 and alphabet in all 7 digit positions. Note defective
Display Driver modules.
B.
Turn power
OFF.
C.
Replace Display Driver module(s). Turn power ON. Repeat
A.
D.
If game is correct, it is now ready for play. Ifgame is not correct contact Bally-Midway service department.

•
•
•
•
•
•
•
•
•
•
I
II
II
SYMPTOM: SOLENOIDS
I.
One
or
more solenoids
do
not pull-in during course
of
game.
ACTION:
A. With
power
ON, open front door. Select SELF TEST-Solenoid Test with keyboard.
B. Ifgame was correct, each solenoid would be energized. The Solenoid name
appears
with the DriverQ N,umber
and
connector
jack
and pin numbers. (NOTE: If most
of
the
Playfield
Solenoids
DO NOT operate,
check
the
Playfield Fuse
to
see
if it
is
blown. It is generally found near the Flipper Assemblies.)
C. Carefully lift the playfield (or open the
back
box)
to
gain
access
to
the
solenoid. Turn
power
OFF.
Inspect
the solenoid.
D.
If a lead is broken off, repair. Repeat A &
B.
If game
is
correct, it
is
now
ready for play. If solenoid wiring
was
correct, turn power
OFF.
E.
Replace Control Board. See CAUTION
NOTE.
CAUTION: Replacement Control Board must have same Part
Number
or
incorrect operation will result! See Parts
List for Control Board.
F.
Repeat A &
B.
If
game
is correct,
it
is
not ready
to
play. If game is not correct, turn
power
OFF.
G.
Replace
Sound
Module
AS.
H. Repeat A &
B.
If
game
is
correct, it is now ready
to
play.
If
game
is not correct,
contact
the
Bally-Midway
service department.
II.
Solenoid(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. (NOTE: When
troubleshooting Playfie/d Solenoid Circuits, be advised that a constantly energized Solenoid
(I.e.
Thumper-
Bumper) will
blow
the
Playfield Fuse in a few seconds.
To
avoid replacing the Fuse repeatedly,
troy
to
isolate
the faulty Solenoid Circuit
as
soon
as
the game power switch is flipped ON.)
ACTION:
A. With power
ON,
open front door. Select SELF TEST-Solenoid Test with keyboard.
B.
If game
was
correct, each solenoid would
be
energized.The Solenoid name appears with the DriverQ
Number
and
connector
jack
and
pin numbers. (NOTE:
IF
most
of
the Playfield Solenoids DO NOT operate,
check
the
Playfield Fuse
to
see if it is blown. It is generally found near the Flipper Assemblies.)
C. Carefully lift the playfield (or open the
back
box) to gain
access
to
the solenoid. Turn power
OFF.
Inspect
the solenoid. .
D.lf
a lead is broken off, repair. Repeat A &
B.
If game is correct, it
is
now
ready for play. If Solenoid wiring
was correct, turn power
OFF.
E.
Replace Control Board.
CAUTION: ReplacementControl Board
must
have same Part Number
or
incorrect
operation will result! See Parts
List on Control Board.
F..
Repeat A &
B.
Ifgame is correct, it is
now
ready
to
play. If game is
not
correct, turn power
OFF.
G. Replace Sound Module
AS.
H. Repeat A &
B.
If game is correct,
it
is
now
ready
to
play. If game is
not
correct
contact
the Bally-Midway
service department.
SYMPTOM: NO SOUND
ACTION:
A. With
power
ON, open front door. Select SELF TEST-Sound Test with the keyboard.
B. Turn volume control
clockwise
to
Max.
C.lf
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,
contact
the Bally-Midway service department.
1-7
o
_-:t"~
-~~
,
•
~
~

SYMPTOM:
SWITCHES
Feature (Drop Targets. Stand-up, etc.) does not score.
ACTION:
A.
With power
ON,
open front door. Select SELF TEST-Switch
Test
with the keyboard.
B.
Ifthe game iscorrect, "All Switches Open" is displayed. Otherwise, the name
of
the switch(es) will be displa\
with
jack
and pin numbers.
C.
Carefully lift the playfield. Locate the switch assembly identified from the display. Visually inspect the
SWf
assembly. If the contacts are stuck, re-gap them to
1/16".
Repeat A &
B.
Ifthe game is correct, it is
now
reE
to
play.
If
the game is not correct, turn power
OFF.
D.
Replace Control Board.
CAUTION:
Replacement Control Board musthave same Part Number
or
incorrectoperation will result! See
Pa
List for Control Board.
E.
Repeat A &
B.
If game is correct, it is now ready to play. If game is not correct, contact the Bally-Midv
service department.
GAME: MOTORDOME PINBALL &
FUTURE
GAMES
SUBJECT: 6803 CONTROL BOARD
POWER
UP
TEST SEQUENCE
The following isan abbreviated self-test routine for the 6803 Control Board used in Motordome and future pinbs
1st Flash -(U6) Determine if the internal
RAM
is good. (6803)
2nd Flash -(U2) Checks
to
see if the program
ROM
is good (27128)
3rd
Flash -
(U3)
Checks to see if the program
ROM
is good (27128)
4th Flash -(U4) Checks the C-MOS
RAM.
(6116P-3)
5th Flash -
(U8)
Tests
PIAO
(6821)
6th Flash -
(U7)
Tests
PIA
1 (6821)
7th Flash -
(U6)
Checks the internal display interrupt generator (6803) 1
8th Flash -(U12 & U8) Verifies operation
of
the phase B switched ill. voltage.
NOTE:
F5
fuse on the
poi
Module provides the phase B signal to the Control Board. (U12, 14584)
(U8,
6821) , 1
9th Flash -
(Ul,
U11
&U12) Verifies operation
ofthe
Phase Aswitched ill. voltage.
NOTE:
F4
fuse on the
~
Module provides the phase A signal to the Control Board.
(U1,
6803)
(U11,
4011)
(U12,
145
The following is an abbreviated self-testroutine forthe 6809 Sound Board used in Motordome and future pin
1st Flash -
(U7)
Determine
if
the external
ROM
is good.
2nd Flash -(U6) Checks
to
see
if
the external
RAM
is good. I
3rd Flash -(U8) Checks the
PIA.
(68B21) i
1
~
..
I

•
•
•
•
•
•
•
•
•
II
@}
NOT USED
FIGURE I
II 1-9
MOTORDOME
SOLENOID
IDENTIFICATION
TABLE
SELF
0
TEST
#
SEQUENCE
1
2
3
4
5
6
7
8
9
10
11
12 .
BRIGHT
LIGHTS
RIGHT
13
RESERVED
FOR
GERMAN
14
OUTHOLE
15
KNOCKER
16
LEFT
GATE
17
RIGHT
GATE
18
MIDDLE
GATE
19
FLIPPER
(BACKBOX)
SWITCH
ASSEMBLY
IDENTIRCATION
TABLE
SWITCH
0
SELF
TEST
#
DESCRIPTION
I
SEQUENCE
1
SHOOTER
LANE
2
SINGLE
DROP
TARGET
3
SAUCER
LEFT
4
SAUCER
RIGHT
5
FLIPPER
LEFT
(CABINET)
6
CREDIT
(CABINET)
7
FLIPPER
RIGHT
(CABINET)
8
OUTHOLE
9
COIN
RIGHT
(DOOR)
10
COIN
LEFT
(DOOR)
11
COIN
MIDDLE
(DOOR)
12
OUTLANE
LEFT
13
OUTLANE
RIGHT
14
SLAM
15
TILT
(CABINET)
16
LEFT
ALLEY
17
SPINNER
LEFT
18
RAMP
SWITCH
19
NOT
USED
20
RETURN
LANE
LEFT
21
RETURN
LANE
RIGHT
22
TOP
LANE
"R"
23
TOP
LANE
"P"
24
TOP
LANE
"M"
25
THUMPER
BUMPER
LEFT
26
THUMPER
BUMPER
MIDDLE
27
THUMPER
BUMPER
RIGHT
28 SLINGSHOT
LEFT
29
SLINGSHOT
RIGHT
30
CENTER
TARGET
31
LEFT
ARROW
TARGET
32
RIGHT
ARROW
TARGET
33
TARGET
#1
(BOTTOM)
34
TARGET
#2
35
TARGET
Jt3
36
TARGET
#4
(TOP)
,
NOTE:
SEQUENCE
NUMBERS
SHOWN
HERE
ARE
USED
AS
AN
AID
IN
LOCATING
FAULTY
SOL-
ENOID
OR
SWITCH USING DRAWING ON
FOLLOWING
PAGE.
VECTOR
SHOWING
FOR
LEFT
EJECT
SAUCER.
VECTOR
SHOWING
FOR
RIGHT
EJECT
SAUCER.
BALL
SHOULD
EXIT
AS
SHOWN.
SOLENOID
IDENTIFICATION
THUMPER
BUMPER
LEFT
THUMPER
BUMPER
MIDDLE
THUMPER
BUMPER
RIGHT
SLINGSHOT
LEFT
SLINGSHOT
RIGHT
SAUCER
LEFT
SINGLE'DROP
TARGET
SAUCER
RIGHT
BRIGHT
LIGHTS
TOP
BRIGHT
LIGHTS
MIDDLE
BRIGHT
LIGHTS
LEFT
-
,t
-"''7
-
'4",,!!JW;_~
-
~-
-.
, "
II

VIII.
ROUTINE
MAINTENANCE
ON
LOCATION:
Atter successful completion of the Self Diagr.lostic
Test
Procedure, set the game up for
play.
Exercise each
roll·over, 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. Re·gap, it
necessary, to
1/16".
Do
not burnish or file Gold Plated Switch Contacts. I
IX.
SWITCH
ASSEMBLY
ADJUSTMENTS:
GENERAL:
All
switch assemblies consist of leaf springs, contacts, separators, plastic tubing and screws to hold them to the I
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 ofthe 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"
oveHravel or wipe
in
the closed position.
All
contacts should be in good I
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 encourages corrosion. Clean by closing the contacts over a clean I
piece of paper
(e.g.
a lintfree 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 burnishing tool. Severely pitted
contacts must be placed and adjusted only when they are found to be a source of game malfunction. I
X.
SERVICE
HINTS:
The Bally playfleld has
an
improved tuff-coat finish with excellent wearing properties. Life expectancy of the I
playfield as well as play appeal, can
be
extended by periodic cleaning.
DO:
Bally recommends
you
clean your playfleld with Wildcat #125 (Wildcat Chemical
Co.
1349East Seminary
Drive;
Fort Worth,
Texas
76115;
Phone 1-817/924-8321). Wildcat #125 Is a combination cleaner'and polish. Bally has I
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 ball
in
a clean cloth. A chipped ball must
be
replaced. It can ruin the finish on the playfield
in
a short period
of
time. I
DON'T:
Use
water
in
large quahtities, highly caustic cleaners, abrasive cleaners and cleaning pads on the
playfield, or allow a wax
or
polish build up. Waxes yellow with age and spoil appeal.
-
1-10

•
~~
'\
~<::-,
•
30
-
')
,127'1
V
I I
~~?r,
,\35\
29
29
II
23
23
I , \
I \
II
•
III
•
~
33
'(3'\
\
, \ J 46
t
..
1
24
47
39
41
43
I
40
FIGURE
II
,
OE14
MOTORDOME
PANEL
TOP
PARTS
(Without
Ramps)
1.
THUMPER
BUMPER
ASSY.
A967-00053-0000
2.
SLINGSHOT
KICKER
A967
-00059~0000
ASSY.
3.
FLIPPER
ASSY.
SINGLE
AO
70-00022-0200
sw.
LF.
4.
FLIPPER
ASSY.
DOUBLE
A070-00023-0200
Sw.
LF.
5.
FLIPPER
ASSY.
SINGLE
A070-00022-0100
Sw.
RT.
6.
FLIPPER
ASSY.
DOUBLE
A070-00023-0100
SW.RT.
7.
DROP
TARGET
ASSY.
AE
14-00019-0000
(SINGLE
L.H.)
8.
SPINNER
SWITCH
ASSY,
A360-00245-0000
9.
SPINNER
&
CENTER
GATE
AE
14-00027-0000
ASSY.
10.
SPINNER
&
GATE
ASSY.
AE
14-00025-0000
(NO
TARGET
LF.)
11,
SPINNER
&
GATE
ASSY.
AE14-00024-0000
(RIGHT)
12.
WIRE
GATE
ASSY.
AE
14-00013-0000
13.
WIRE
&
GATE
BRACKET
A365-00093-0000
ASSY.
14.
BALL
GATE
ASSY.
(LEFT)
A360-00022-0000
15.
BALL
GATE
ASSY.
(RIGHn A360-00023-0000
16.
FREE
GATE
RELAY
ASSY.
AE34-00021-0000
17.
FREE
GATE
WIRE
FORM
0390-00110-0000
18.
FREE
BALL
GATE
ASSY.
A365-00083-0000
19.
FREE
GATE
WIRE
FORM
OA17-00106-0000
20,
RED
TARGET
SWITCH
AA
17
-00027-0000
ASSY.
21.
GATE
&
WIRE
ASSY.
AB42-00036-0000
(LEFT)
22.
GATE
&
WIRE
ASSY.
A391-00027-0000
(RIGHn
23.
WIRE
ACTUATOR
ASSY.
A360-00216-0000
(RIGHT)
24.
WIRE
ACTUATOR
ASSY.
A331-00042-0000
(LEFT)
25.
SLINGSHOT
SWITCK
& A360-00230-0000
BRKT.
ASSY.
26.
SLINGSHOT
REBOUND
A360-00239~0000
SWITCH
ASSY.
27.
BALL
EJECT
HOLE
ASSY.
A331-00035-0000
28.
YELLOW
TARGET
SWITCH
A360-00603-0005
ASSY.
29.
ROLLOVER
SWITCH
A360-00603-0003
W/CAPASSY.
30.
BALL
GUIDE
RAIL
ROD
0011-00008-35XF
31.
BALL
GUIDE
RAIL
POST
0017-00042-0125
(NYLON)
32.
BALL
GUIDE
RAIL
POST
0017-00042-0126
CAP
33.
WIRE
ACTUATOR
ASSY.
A370-00061-0000
(SHOOTER
LANE)
34.
SHOOTER
LANE
SWITCH
A360-00069-0000
ASSY.
35.
BALL
EJECT
HOLE
A365-00036-0000
SWITCH
ASSY.
36.
WIRE
FORM
1/34
LG.
0360-00175-8400
37.
WIRE
FORM
6"
LG.
OE34-00100-0000
38.
BUFFER
WIRE
0360-00175-5300
39.
TOP
MTG.
BALL
KICKER
A360-00234-0000
40.
WIRE
ACTUATOR
ASSY.
A360-00241-0000
41.
OUT
HOLE
SWITCH
ASSY.
A360-00241-0000
42.
BOTTOM
ARCH
OE14-00111-00XF
43.
BALL
SHOOTER
GAUGE
0370-00918-0300
44.
BOTTOM
ARCH
0370-00918-0300
EXTENSION
45.
MOLDED
FLIPPER
ASSY.
A967
-00031-0000
(WHITE)
46.
LEFT
FLlP.PER
&
SHAFT
A391-00052-0100
ASSY.
(BLACK)
47.
SHOOTER
LANE
HOOD
0967-00107
-OOXF
48.
DROPPED
BALL
OE14-00100-0000
PROTECTOR
PLATE
49.
BALL
GUIDE
ASSY.
(LEFT)
AE14-00017-0000
50.
BALL
GUIDE
ASSY.
AE14-00014-0000
(RIGHn
1-11
II
II

OE14 MOTORDOME
1
i PlASTIC
RNIP
PARTS
I.
ENTRANCE
RAMP
ASSY.
AE14-00038-0000
2.
MAIN
RAMP
NETWORK
OE14-00905-0000
RUBBER
RINGS
A.
RING:
3/411
0017-00041-0642
B.
RING:
I"
0017-00041-0643
C.
RING:
1-112" 0017-00041-0644
D.
RING:
2" 0017-00041-0645
E.
RING:
2-112" 0017-00041-0646
F.
RING:
(YELLOW)
: 3" 0017-00041-0653
POSTS
G.
POST
(RED
PLASTIC):
I"
0017-00042-0588
H.
POST
(RED
PLASTIC):
1-3/16"
0017-00042-0596
J.
METAL
MINI
POST
0365-00700-00XF
(W/THREADS
FOR
METAL)
K.
METAL
MINI-POST
0360-00732-00XF
(W/THREADS
FOR
WOOD)
L.
METAL
POST
0360-00733-00XF
(NO
THREAOS)
RIJB8ER
BlM'ERS
FOO
& K -
t~ETAL
MIN
I
-POST
0017-00041-0633
G &H -
PLASTIC
RED
POST
0017-00041-0637
L -
METAL
POST
0017-00041-0641
1-+-+-1
J
FIGURE lIa
1-12

BACK BOX
S1
CIRCULAR
LIGHT
POWER MODULE
DUAL-DISPLAY
MODULES
PLAYFIELD
CABINET
•
•
•
•
•
•
•
BACK GLASS ASSY.
DOOR
LOCK
ASSEMBLY
TRANSFORMER
ASSEMBLY
6803 CONTROL
ASSEMBLY
\f;::=::::!1!!--!--FLUORESCENT
_!+--!--6803
PINBALL
-'--:~:::IF=+-
KEYBOARD
ASSEMBLY
(SEE DETAIL) LEG LEVELING
ADJUSTMENT
TYPICAL
KEYBOARD DETAIL
FIGURE III. ELECTRONIC PIN BALL MACHINE
1-13

XI.
MOTORDOME
FEATURE
OPERATION
AND
SCORING
1. SKILL LEVEL
FEATURE
*Each player sets his/her skill level as follows:
1. When the credit button Is pressed, a ball Is delivered to the shootertip.
2.
Each player, before shooting his/her first ball over the shooter lane switch, presses the right flipper
button until the desired skill level is displayed.
3. Once the player's first ball passes over the shooter lane switch, the selected skill level Is set for that
player for the rest
of
the game.
4. The skill levels effect the game as follows:
SKILL LEVEL I SKILL LEVEL
II
SKILL LEVEL
III
PLAYFIELD SCORES Single
Value
Double Value
Tri
Ie Value
PLAYFIELD
FEATURES
Easy Medium Hard
COMPLETING LIGHTNING
BOLT
TARGETS
25,000 Points Extra-Ball Special
PLAYER
MODES Gear-Head Cruiser Dome-Master
lb
Set Feature Options:
1.
Press Self-Test button on door.
2.
Press "Enter" on Keypad when "Feature Options" appears.
3.
Re-press "Enter" again until appropriate register shows.
4.
Press correct setting
(i.e.
numbers) and "Enter",
*REGISTER "Level 3Timer" controls the length ofthe
Timer,
which resets the Playfield Lights in Skill Level
III
only.
RESETS PLAYFIELD LIGHTS
EVERY
ENTER
10 Seconds 0
20 Seconds 1
30 Seconds 2
40 Seconds 3
2. SHOOTER LANE BONUS
FEATURE
At
the start
of
each ball:
1. 3 colored lights
(2
Red
&1 Blue), located on the rider figure in the center of the playfield, will begin
flashing sequentially.
2. The Shooter Lane Bonus (50,000 points) is awarded if the ball rolls over the shooter lane switch and
stops the flashing lights on the color
BLUE.
3.
The player must shoot the ball within a certain time limit
to
take advantage
of
the Shooter Lane
Bonus feature.
NOTE:
Additional time is also given at the start ofthe first ball to allow the player to select a skill level.
3.
R-P-M
TOP
ROLLOVER LANES &
THUMPER
BUMPERS
FEATURES
Located at the top section
of
the playfield are three roll-over lane switches, identified with the illuminated letters
R-P-M. Each lane awards 15,000 pOints when flashing and 5,000 pOints when u'nlit. As the ball rolls through a lit
lane, its corresponding Thumper Bumper will light
or
flash. Thumper Bumpers award 100 points when unlit,
1,000 points when lit and 3,000 pointswhen flashing. Completing all
of
the top rollover laneswill lightthe Collect
Bonus light located at the left "Charger" saucer. Ball in saucer, when lit, awards the indicated Bonus value
and turns off the "Collect Bonus" light. Completing all
of
the top roll-over lanes, when "Collect Bonus" is lit,
lights the 50,000 point light. Completing all of the top rollover lanes awards 50,000 points when qualified.
The
top roll-over lane feature is affected by the Skill Level selected at the beginning of the game.
SKILL LEVEL I All top rollover lanes flash and can be completed in any order. Lane Change feature on.
SKILL LEVEL
II
Top
rollover lanes must be completed in sequence. Lane Change feature off.
SKILL LEVEL
III
Top
rollover lanes must be completed
in
sequence and are reset one at a time when timer
expires (see
REGISTER
"Level 3 Timer"). Lane Change feature off.
*REGISTER
"lbp
Lanes" controls the
R.P.M.
Top
Lanes Recall option:
R.P.M.
TOP
LANES RECALL
ENTER
No 0
Yes
1
1-14

4.
SPINNER, COLLECT BONUS SAUCER aFREE
BALL
GATES FEATURES
Spinnerawards 1000 points and advances the
Spinner
Bonus Lights 1,000 through 8,000
and
Gate Open Light.
The Spinner Bonus
is
collected when the ball Is In the saucer. The free ball gates open when the "Gate
Open"
light, the 9th light
of
the Spinner Bonus, Is lit.
The Spinner and Free Ball Gates features are affected
by
the Skill Level selected at the beginning
of
the game.
SKILL LEVEL I SKILL LEVEL
II
SKILL LEVEL
III
SPINNER FEATURE 2 spins = 1 light
1 spin =1 light 3 spins =1 light
FREE BALL GATES
No
gates are open
at
Both gates are open at Same as Skill Level
II.
start
of
1
st
ball. start
of
1st ball. Also, ball through either
FEATURE Collecting
"Opens
Gate"
Alternately open at start gate closes both.
of
each
new
ball. light opens one gate.
Collecting
"Opens
Gate" , Ball closes only one
light
opens
one
gate gate
at
a time.
at a time. I
*REGISTER
"Left
Spinner"
controls the Spinner Bonus Lights Recall:
SPINNER LIGHTS RECALL ENTER
No 0
Ves
1
5.
CENTER TARGETS FEATURE
Right and left Center Targets award 3,000 pOints when flashing and 2,000 paints when
not
lit. The Center
Standup Target, when flashing, awards 25,000 points
and
"SPOTS" a light in
..
··*·M-I-L·L-I-O-N
...
When
not
lit,
the Center Standup Target awards/15,000 paints.
The Center Targets are affected
by
the Skill Level selected at the beginning
of
the game.
SKILL LEVEL I CenterTargets can
be
made in any order.
SKILL LEVEL
II
Center Targets must be,made sequentially.
SKILL LEVEL
III
Center Targets must
be
made sequentially. All 3 target lights reset one
at
a time
if
not
hit
within a certain time limit (see REGISTER "Level 3
nmer").
*REGISTER
"Center
Arrow"
controls Center Target
to
spot
light in
"*-*-M-I-L-L-I-O-N",
when flashing:
CENTER TARGETS TO SPOT u**MILLION"
Enter Center Target
spots
#
of
lites
Levell
Level II Level
III
I
o o
001
1 1 1 1
2 2 1 1
3 2 2 1
4 3 2 1
5 3 2 2
6 3 3 2
7 3 3 3
*REGISTER
"Center
Targets" controls the CenterTargets Recall:
CENTER TARGETS RECALL ENTER
No o
Ves
1
6. DROPTARGETS AND RAMP VALUE FEATURES I
The Drop Target awards 5,000 points. The Ramp Value starts at 100 points
and
advances every time the ramp]
is entered
up
to
a maximum value
9f
5,000 points. "SPOT" will become illuminated
and
will light one light
in
u*-*-M-I-L-L-I-O-N" for each time the ramp
is
entered (adjustable). 1
The Drop Target feature is affected
by
the Skill Level selected
at
the beginning
of
the game. '
SKILL LEVEL I
Once
knocked down, the Drop Target stays down for the entire ball.
SKILL LEVEL
II
The Drop Target resets when the ball
is
in the Turbo Saucer. I
SKILL LEVEL
III
The Drop Target resets when the ball is in the Turbo Saucer
or
the timer expires. (3-2-1j
lights) (see REGISTER
"Drop
Target
Timer").
I
I
1-15 I
i

*REGISTER
"DropTarget Timer" controls the length of the Drop Target
Reset
Timer
(Level
III
Only):
DROP
TARGET
RESET
AT
ENTER
9 Seconds 0 Conservative
15 Seconds 1
21
Seconds 2
27 Seconds 3 Liberal
*REGISTER
"Right Ramp" controls the ramp value at which the "SPOT" light comes on:
"SPOT"
ON
WITH
RAMP
VALUE
OF:
ENTER
Level I Level
II
Level
III
5,000 5,000 5,000 0 Conservative
3,000 5,000 5,000 1
1,000 3,000 5,000 2
500 1,000 3,000 3 Liberal
EXAMPLE:
Enter
"2":
"SPOT" light comes
on
at: 1000
on
Levell
Enter
"2":
"SPOT" light comes
on
at: 3000
on
Level
II
Enter
"2":
"SPOT" light comes
on
at: 5000
on
Level
III
7.
LIGHTNING
BOLT
TARGETS
FEATURE
All Lightning Bolt Targets (left side) award 3,000 paints when flashing, 2,000 points when lit and 100 points
when unlit.
The
Lightning Bolt Targets feature is affected bythe Skill
Level
selected at the beginning ofthe game.
I
SKILL LEVEL I SKILL LEVEL
II
SKILL
LEVEL
III
LIGHTNING
BOLT
TARGETS
FEATURE
Flashing lights can be
made
in
any order. Flashing lights must
be
made
in
sequence. Same as Skill
Level
II.
Flashing lights reset
one at a time when
I timer expires.
(see
REGISTER
#09)
! COMPLETION
REWARD
I
MAXIMUM LIMIT 25,000 points Extra-Ball Special
*REGISTER BoltTargets controls the Lightning Bolt Targets Recall option:
LIGHTNING
BOLT
TARGETS
RECALL
ENTER
No
0
Yes
1
8.
*-*-M-I-L-L-I-O-N
POINT
SHOT
FEATURE
A ball in the Turbo Saucer, hitting the Center Standup Target when flashing or entering the ramp when the
"SPOT" light is lit, illuminates one light in *-*-M-I-L-L-I-O-N. A ball in the Turbo Saucer when all lights in
*-*-M-I-L-L-I-O-N are lit awards 1,000,000 points. Launch Platform Gate (left side, upper platform with flipper)
either allows or prevents the ball being delivered back to the launch flipper.
The *-*-M-I-L-L-I-O-N and Launch Platform Gate features are effected by the Skill Level selected at the
beginning of the game. SKILL
LEVEL
I SKILL LEVEL II SKILL LEVEL III
! *-*-M-I-L-L-I-O-N
FEATURE
Must spot 2 stars before
spotting the letters in
"M-I-L-L-I-O-N".
Must spot 1 star before
spotting the letters in
"M-I-L-L-I-O-N".
Game begins with 2 stars
lit. Must only spot
letters
in
"M-I-L-L-I-O-N".
LAUNCH
PLATFORM
GATE
FEATURE
Open at start. Closes
during
play.
(adjustable) Open at start. Closes
during
play.
(adjustable) Closed.
,.
REGISTER
Levell Gate controls the operation ofthe Launch Platform Gate
in
Skill
Level
I.
*REGISTER Levell! Gate controls the operation of the Launch Platform Gate
in
Skill Levell!.
NOTE:
The
following adjustment applies only to Skill Levels I and
II.
When selected, Skill
Level
III
always
has gate closed.
•
• 1-16
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