Data East Batman User manual

DATA EAST
DATA
EAST
Melrose Park, IL 60160
708-345-7700
FAX 708-345-7718
1-800-KICKERS
PINBALL®
Copyright © Data East Pinball, Ine. 1991
780
-
5011
-
00

CPU JUMPERTABLE
Game
CPU*
Vereion
ROM
Location
Jumpers
Installed Removed
Laser Wars Ver 1 5C J1b,J3,J4,J6a,J7a,&J8 J1a,J2,J5,J6,&J7b
Ver 2 5C J1b,J3,J4,J5a,J6a,J7b,&J8 Jla,J2,J5,J5b,J6b,&J7a
Secret Servlce Ver 2 5B,5C J1b,J3,J4,J5b,J6b,J7b,&J8 Jla,J2,J5,J5a,J6a,&J7a
Torpedo Alley Ver 2 5B.5C J1b,J3,J4,J5b,J6b,J7b,&J8 J1a,J2,J5,J5a,J6a,&J7a
Tlme Machine Ver 2 5B.5C Jlb,J3,J4,J5b,J6b,J7b,&J8 Jia,J2,J5,J5a,J6a,&J7a
Playboy Ver 2 5B.5C J1b,J3,J4,J5b,J6b,J7b,&J8 JldfJZjJSfJSd, J6a,&J7a
ABC M.N. Football Ver 2 5B,5C J1b,J3,J4,J5b,J6b,J7b,&J8 Jla,J2,J5,J5a,J6a,&J7a
Robocop Ver 2 5B.5C J1b,J3,J4,J5b,J6b,J7b,&J8 Jla,J2,J5,J5a,J6a,&J7a
Phantom of thè Opera Ver 2 5B.5C J1b,J3,J4,J5b,J6b,J7b,&J8 J13, J2, J5,J5a,J6a,&J7a
Back to thè Future Ver 3 5B,5C J1b,J3,J4,J5b,J6b,J7b,&J8 Jla,J2,J5,J5a,J6a,&J7a
Thè Simpsons Ver 3 5B,5C J1b,J3,J4,J5b,J6b,J7b,&J8 J1a,J2,J5,J5a,J6a,&J7a
Checkpolnt Ver 3 5B,5C Jlb,J3,J4,J5b,J6b,J7b,&J8 Jla,J2,J5,J5a,J6a,&J7a
Teen. Mut. NinjaTurtles Ver 3 5B.5C J1b,J3,J4,J5b,J6b,J7b,&J8 J1a,J2,J5,J5a,J6a,&J7a
Batman Ver 3 5B.5C Jlb,J3,J4,J5b,J6b,J7b,&J8 Jla,J2,J5,J5a,J6a,&J7a
*Version 1 has a 2K RAM whìch Is a 24-pin IC at location 5D.
*Version 2 has an 8K RAM whlch is a 28-pin IC at location 5D.
Power-up CPU Self Tests
Upon power-up, thè CPU board performs a series of self tests of major components. Turn thè game on whlle
observlng thè LEDS on thè CPU board. Tests of thè PIAs, RAM, and EPROMs are performed automatlcally and
results of thè test are indicated by thè PIA LED.
With all tests passed, thè LEDs illuminate in thè following sequence at power turn-on. Thè PIA and +5V LEDs
Illuminate Immediately. Approximately 1/2-second later thè PIA LED goes out and thè Blanking LED illumlnates;
thè +5Vand Blanking LEDs remain Illuminateci until thè game is turned off. Test failures are Indicated wlth thè PIA
LED:
PIA LED SUSPECTCOMPONENT
Stays On
Flashes 1 Time
Flashes 2 Times
Flashes 3 Times
One of thè 6821 PIAs
6064 RAM at location D5.
EPROM at location B5.
EPROM at location C5.
QUICK REFERENCE FUSE CHART
PPB BOARD
F1 5A Slo-Blo G.l. 6.3VAC
F2 5A Slo-Blo G.l. 6.3VAC
F3 5A Slo-Blo G.l. 6.3VAC
F45A Slo-Blo G.1.6.3VAC
F5 5A Slo-Blo Flipper Power 48VAC
F6 5A Slo-Blo PPB Solenolds/Flash Lamps (34VDC)
POWER SUPPLY BOARD
F1 7A Slo-Blo +5VDC Regulator Input (9VAC)
F2 7A Slo-Blo +5VDC Regulator Input (9VAC)
F3 NotUsed
F4 8A Slo-Blo Switched lllumlnatlon Buss (18VDC)
F5 4A Slo-Blo Solenold Buss (34VDC)
F6 5A Slo-Blo Solenold Buss (34VDC)
F7 0.5A Slo-Blo Display Reg. Input (90VAC)

BATMAN
TABLE OF CONTENTS
GAME SPECIFICATIONS ...................
Power Requlrements ...........................
...........................................................................................................
Major Assembly and Fuse Locations.
Circuit Board PROM Locations
............
1
1
1
1
....................................................................................................................
ASSEMBLY PROCEDURES ....................................................................................................
GAME OPERATION .............................
Standard Features .................................
Manual Percentaging ............................
Game Speclfic Features .......................................
AUDIT FUNCTIONS .............................
Generai ..................................................
‘Qulck Look’ Functlons ..........................
Expanded Functions ..............................
Game Specific Functions .....................................
GAME ADJUSTMENTS ........................
Generai ...................................................
Replay and Generic Features ................
Single-Functlon Difficulty Adjustments ......................................................................................................
Novelty/5-Ball/Add-A-Ball Rules ............
Game Pricing .........................................
Additlonal Generic Features ...................
...................................................................................................................................
Game Specific Features .........................
DIAGNOSTIC PROCEDURES ..............
Entering Dlagnostics ..............................
Servlce Credits ......................................
Tech Alert ...............................................
Burn In Minutes .....................................
Sound Tests ...........................................
Digital Display Tests ..............................
Museum Motor Test ...............................
Switch Tests ...........................................
Lamp Tests ............................................
Coll/Flash Lamp Tests ...........................
Return to Game Over
............................
PARTS IDENTIFICATION .....................................................................................................
.................................................................................................
...............................................................................................................
..............................................................................................................
Cabinet Parts ................................................................................................................................................
..............................................................................................................................................
Playfleld - Major Assemblles
2
1
.2
Playfield Top Parts
8
.................................................................................................................................................
...................................................................................................................................................
Super Vertical Up Kicker(Museum),
Super Vertical Up Kicker(l_eft Side).
Flipper Assembly ...............................
Slingshot Assembly ...........................
Trough Eject Assembly .....................
Outhole Ball Return Assembly ..........
Turbo Bumper ....................................
Knocker \ Klckback Assembly ...........
Turboboost Klcker Assembly..............
Diverter Parts ....................................
VUK Chute (used on Museum VUK) ............................................................................................................
Continued on next page
OCDCDOOCO^^SUIUI
© Copyright Data East PinbalIJnc. 1991
i

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

GAME SPECIFICATIONS
POWER REQUIREMENTS
This game Is provided with a 3-prong plug and must be connected to a properly grounded outlet to reduce
shock hazard and insure proper game operation. Refer to AC Power Wiring Diagram for transformer connections
required for normal, high, and low line conditions.
Normal Line: 109 to 129 Vac (211 to 225 Vac)
High Line: (226 to 235 Vac)
Low Line: 95 to 108 Vac (200 to 210 Vac)
MAJOR ASSEMBLY AND FUSE LOCATIONS
Referto thè Game lllustration (page 2) to Identify locations of thè major assemblles, and fuse values and locations.
PROM SUMMARY
CPU Board: Location 5B, 5C
Sound Board: Locations U17 (Voice ROM1), U21 (Voice ROM 2), and U7 (Sound ROM)
Display Board: Location U8
TRANSPORTATION
To reduce thè possibility of damage, observe thè following precautions wh
enever transporting thè game. Lower
thè backbox and secure it to thè cabinet. Remove thè legs and secure thè game within thè transporting vehicle.
GAME ASSEMBLY PROCEDURES
(Refer to thè Game lllustration on page 2)
1. Open thè top of thè carton and lay it on its side with thè bottoni of thè cabinet down. Using thè plastic bandlng
strip as a handle, slide thè game out of thè carton.
2. Remove all packing material. Locate cabinet legs in filler packing Inserts and assembly parts package In thè
cashbox. There sho
uld be four leg levelers, eight leg bolts, three pinballs and a large Alien Wrench used for
securlng thè backbox.
3. Attach leg leveler from thè parts package to each leg, make sure that each leveler is threaded through a hex
nut before threading it into thè leg.
■ «t IO
Support rear of cabinet and attach rear legs using two leg bolts for each leg.
Support front of cabinet and attach front legs using two leg bolts for each leg.
6. While assuring that no cables are belng pinched, carefully raise thè backbox and secure it in Its uprlght posltlon
by inserting thè Alien Wrench in thè hole in thè back of thè cabinet and rotating thè wrench 270 degrees(3/4 tum).
Game & Feature Specifications
1

Ql
...................
IO
Power
Supply"
Backbox Layout
Power
Supply.
Fuses
BR1.BR
8AS.B..
Capaci toi
PPB
-
*
Fuses
Controlled Lamps
-Digital Displays
Coils & Flash Lamps
-
L/R Power
—
Coils & Flash Lamps
CPU
Board
Sound
Board
PPB
Board
OD
DO
DD
Display Board
—
Power Supply Board
Volume
Control 50VDC
(Inside Cabinet)
G.I. Fuses
All 5A S.B.
Playfield
Backbox Door
& Speaker Panel
7ASB
-
^
tl2VDC
+ 5VDC
F1F2F3F4
Backbox Door
DETAIL A
F6B3SZ83A
Playfield
&Coin Door
GAME ILLUSTRATION
7. Remove thè backbox keys from thè clip on thè inside of thè coin door and unlock and carefully remove thè
backglass. Set thè backglass aside.
8. Carefully remove thè playfield glass and set it aside.
9. Check all connectors in thè backbox for loose wire terminations. Reseat any loose wire by pushing in on thè
terminal.
10. Push on all connectors plugged intothe CPU board, Sound Board, Power Supply Boards, and (on Inserì board)
Display board to check that they are properly seated.
11. Check that thè fuses on thè Power Supply board, PPB board and fuse panel are seated properly.
12. Raise thè playfield and thè support bar on thè right side of thè cabinet; support thè playfield by inserting thè
support bar into thè countersunk notch on thè bottom side.
13. Check all cabinet cable and playfield lamp board connector terminations.
2
Game & Fe
ature Specifications

14. Remove thè Plumb tilt from thè parts package and Instali on thè panel on thè Inside left of thè cabinet. Note
that this game is not equipped wlth a ball roll tilt.
15. Lower thè playfleld and level thè playfield side-to-side by adjusting leg levelers.
16. Using an incllnometer (protractor) adjust thè pitch of thè playfield to 6.5 degrees. If a pitch indicating meter Is
not avallable, adjust thè front levelers to thè lowest position and extend thè rearleg
levelers approxlmately half
way out. Readjust side
-to-side level as required.
NOTE
Thè playfleld Incline affects dlfflculty of play. Use thè recommended Incline; game dlfflculty Is best varled using
game adjustments.
17. Check thè plumb tilt and adjust as required.
18. If deslred, perform any self tests at this tlme. With thè inserì door closed, carefully reinstall and lock thè backglass.
19. Place thè three pinballs on thè playfield near thè outhole and carefully reinstall thè playfield glass.
20. If deslred, make game pricing and Add-A-Ball, Novelty, or 5-Ball Play adjustments at this tlme.
GAME OPERATION
STANDARD FEATURES
Inserì coln(s), thè game makes a sound for thè first credit and generates sounds for each subsequent coin and thè
Player 4 display Indicates thè number of credits posted. Depress thè credit button and a start-up sound Is produced,
thè posted credits are reduced by one, Player 1 display flashes, Player 4 display indicates BALL 1, and a ball Is
served to thè plunger trough. Addìtional players may be
added by depressing thè Credit button before thè end of
ball 1.
Thè second closure (adjustable) of thè plumb bob tilt switch tilts thè ball in play. Closure of thè slam tilt swltch In
thè coin door ends thè current game(s).
At thè end of each ball, earned bonuses are collected. At thè end of thè last ball for thè last player and after bonuses
are collected, thè System produces a random 2-digit number (a multiple of 10; 00 to 90) for a Match feature
(adjustable). Matchlng thè last two dlgits of a player score wlth this number awards a credit. Players exceedlng
high score levels recelve free credits (adjustable) and are able to enter their Initials with thè new High Score
achleved. Thè game then proceeds into thè game-over mode and then to thè attract mode. A custom message
(adjustable) can be displayed during thè attract mode.
MANUAL PERCENTAGING
This game is equipped with Manual Percentage Adjustment.
As previously with our games, you can either set operator adjustments for a replay percent or you can set a fixed
replay score.
If you set operator adjustments for a particular replay percent, thè game will computo a recommended score to
keep thè game at that replay percentage. If a change Is recommended and thè game coln door Is opened, thè
dlsplays will Indicate a recommended replay score to beat and make a sound to alerì thè operator. By pressing
thè start button, thè score to beat will be changed to thè recommended level. If you dose thè coin door or go into
audit or adjustment mode, no score change will be made.
You may choose to ignore thè recommended change; for example, you may not think last week’s players were
thè usuai crowd . Just dose thè door and thè message will disappear without altering thè exlsting level. Or you
may choose to make a different score to beat adjustment; this is done by utllizing adjustment AD02.
Game & Feature Specifications
3

GAME SPECIFIC FEATURES
Skillshot
From plunger (1) shoot ball Into one of three
Flashing lanes (2) In Ramp.
(See Display and
Back Panel)
Jackpot & Multiteli (2 & 3)
Complete BATMAN by shooting thè
Fugelheim Target (3).
When completed thè Target (3) will Drop.
Shoot a ball Into thè Museum (4) and a
second ball will be automatlcally Into play.-
The ball in thè Museum (4) will be shot back
Into play (2 Ball).
Shooting both balls Into thè Museum will
cause a third ball to come Into Play. One shot
Into thè Fugelheim Target (3) will lite thè
Museum (4) for Jackpot Award.
(See Backglass for Values)
Thè Left Return Lane (12) to Fugelheim
Target (3) Spots two Lettere in BATMAN.
4Game & Feature Specifications

Joker Jump
Shooting thè Left & Rlght Eye (5) will lite thè
Mouth (6) for 4 Milllon Polnts or elther Eye (5)
for 2 Milllon.
Young Jack &
Old Jack Targete
Completlng all sixtargets (7) scores 1,000,000
or 2,000,000 Points.
2,000,000 for completlng thè last target by
striklng it wlth a ball, 1,000,000 by shooting thè
thè uni It Ramp to complete thè last Target.
(See Ramp)
—
o
MuJìlplter
Completing thè top three rollovers (8)
increases thè Players Bonus Multiplier.
For Bonus Status see thè llghts (9) located
above thè Flippers.
Game & Feature Specifications
5

Bamp
When a Ramp Value (13) Is Ut, Shoot ramp
(14) to collect thè Ut Value.
Shooting thè unlit Ramp (14) will spot one
Old or New Jack Target
Ramp Values
- 1 Milllion Points
- 100K Super Turbos - Thè player Is awarded
100K per hit on any of three Turbo Bumpers
(15).
- Lite Extra Ball- Extra Ball can be collected
in Hole (11)
- Lite Fast Money- Thè player can collect 50K
per switch by shooting any hole (5) or (6)
when Fast Money Is Ut.
- Instant 2-Ball
1 Million Plus - Shoot Ramp (14)
1 st Shot awards 1 Million, 2nd shot 2 Million
etc. until thè countdown timer runs out.
- Maximum X Value - Thè Multipller (9) wlll be
set to Maximum for thè current Ball in Play.
Mystery Hole
Rlght Return lane (10)to Hole (11) awards
Mystery Value.
Shooting Hole (11) Spots one of seven Ramp
Values (13).
Any shot into Hole (11) toggles thè Ramp
value (13).
Completlng thè Ramp Shot (14) awards thè
Ut Value(13).
6
Game & Feature Specifications

AUDIT FUNCTIONS
GENERAL
There are 74 audit functions provided for accounting purposes and for evaluation of game difficulty adjustments.
Audit functions are split Into two groups. There are eight most-used audits (AU01 through AU08) in a ’quick look’
group and 65 less-used audits (E AU10 through E AU74), in an ’expanded’ group. Thè varlous auditing functions
are summarlzed In thè AUDITING FEATURES TABLE and, when accessed, are shown on thè player score dlsplays.
Thè Audit Number is shown in thè Player 3 Display, thè Description in thè Player 1 and 2 Displays, and thè
Audit
Total in thè Player 4 Display. Access and control is provided from switches located on thè inside of thè coin door.
To access audit functions,open thè coln door and make sure that thè FORWARD/REVERSE swltch Is In thè
FORWARD (up) position. Depress thè STEP switch and thè game name Is shown in thè Player 1 and 2 dlsplays,
thè Player 3 display is blank, and thè PROM revision level is shown In thè Player 4 display. This indlcates access
to audit functions.
With thè FORWARD/REVERSE push-button switch stili in thè FORWARD (up) position, depressing thè STEP
push-button switch advances through thè audit functions one at a time. To revlew lower-
numbered functions, set
thè forward/reverse push-button switch to thè REVERSE (down) position and operate thè STEP push-button switch.
To access expanded audits, operate thè step push-button until AU09, EXPAND AUDITS is displayed. Set thè cholce
to ON as indicated In thè Player 4 display by depressing thè Game Start push-button and then depress thè step
push-button. Thè request is installed and E AU10 is displayed. When you exit audits and adjustments, thè AU09
setting Is returned to off for thè next time that a review of audits are requlred.
Audit totals may be reset to zero using Game Adjustment Adi 1, Audits Reset. Game adjustments (Ad01 to Ad13
and E Ad14 to E Ad45) begin after thè last audit function (AU09 or E AU74 ). Once audits functions have been
recorded, and If no adjustments are requlred, you may return thè game to thè attract mode. If adjustments are
required, continue pressing thè STEP butt
on until thè game adjustments are reached. See Game Adjustments for
details.
QUICK LOOK’ FUNCTIONS
Total Paid eredita (AU01 ) - thè total number of paid credits is displayed.
Free Percent (AU02) is Free Total (E AU24) divlded by Plays Total (E AU25).
Ball Time Average (in seconds) (AU03) is Total Play Time divided by Total Balls Played (AU10).
Average Game Time (AU04) is thè Average Game Time expressed in minutes and seconds.
Coins (AU05,06, and 07) - These three audit totals are provided to show thè amount of coins registered for thè
left, right, and center coin chutes, respectively.
Total Coins (AU08) is thè toal number of coins dropped through all 3 coln chutes.
Expand Audits (AU09) permits vlewing of expanded audits.
Audits
7

Batman Audit Tabi e
Audit Number
(Player 3 Display)
Audit Description
(Players 1&2 Displays:
totals in Player 4 Display)
Audit Number
(Player 3 Display)
Audit Description
(Players 1 &2 Displays:
totals in Player 4 Display)
AU 01
Batman PROM ID
Total Paid Credits EAU 38 Cycles H.S. Reset
AU 02 Free Percent EAU 39 Coins No Credit
AU03 Ball Tlme Average EAU 40 Service Credits
AU04 Game Urne Average EAU 41 Total Tlckets
AU 05 Coins Left EAU 42 Drains Left
AU 06 Colns Right EAU 43 Dralns Center
AU 07 Coins Center EAU 44 Drains Right
AU 08 Total Coins EAU 45 Ramp Shots
AU 09 Expand Audits (ON/OFF) EAU 46 Skill Shots Made
EAU 10 Balls Total EAU 47 Young Jack Made
EAU 11 Extra Balls Total EAU 48 Old Jack Made
EAU 12 Extra Ball Percent EAU 49 Spot Jack Target
EAU 13 Replay 1 Awards EAU 50 2 Ball Multiball
EAU 14 Replay 2 Awards EAU 51 3 Ball Multiball
EAU 15 Replay 3 Awards EAU 52 Jackpot Ut
EAU 16 Replay 4 Awards EAU 53 Jackpot Award
EAU 17 Total Replays EAU 54 Million Award
EAU 18 Replay Percent EAU 55 Super Bumps Award
EAU 19 Total Specials EAU 56 XBall Award
EAU 20 Special Percent EAU 57 Fast Money Award
E Al) 21 Total Matches EAU 58 Multiball Award
EAU 22 Hi Score Wins EAU 59 Loop Award
EAU 23 High Score Percent EAU 60 Mon. 10X Award
EAU 24 Total Free Plays EAU 61 2X Made
EAU 25 Total Games EAU 62 4X Made
EAU 26 0.0 - 0.9 Million EAU 63 6X Made
EAU 27 1.0 - 4.9 Million EAU 64 8X Made
EAU 28 5.0 - 9.9 Million EAU 65 10XMade
EAU 29 10.0-19.9 Million EAU 66 MoreThan 10XMade
EAU 30 20.0 -29.9 Million EAU 67 VUK Mystery Scores
EAU 31 30 Million Plus EAU 68 VUK Extra Ball
EAU 32 Average Scores EAU 69 Outlane Special Lit
EAU 33 Games 1 Player EAU 70 Outlane Special Award
EAU 34 Games 2Player EAU 71 Rerace Award
EAU 35 Games 3Player EAU 72 Bat Cave Special Lit
EAU 36 Games 4Player EAU 73 Bat Cave Special Award
EAU 37 Attract Minutes EAU 74 # Of Victory Shots
8
Audits

EXPANDED FUNCTIONS
Balls Total (E AU10) is thè total of regular and extra balls.
Extra Balls Total (E AU11) is thè total number of extra balls awarded.
Extra Ball Percentage (AU12) is AU11 divided by Plays Total (AU25).
Replay Awards (E AU13 through 16) provlde thè total awards (credit, extra ball, or audit) for replay levels 1 through
4, respectively.
Total Replays (E AU17) is thè total awards (credits, extra balls, or audit only) for exceedlng replay score levels.
Replay Percentage (E AU18) Is thè Replay Total awards for exceedlng replay score levels (E AU17) divided by
Plays Total (EAU25).
Total Specials (E AU19) is thè total awards (credits, extra balls, or scores) for making speclals.
Special Percentage (E AU20) is Special Total (E AU19) divided by Plays total (E AU25).
Match Total (E AU21) is thè total credits awarded for matching thè last two diglts of thè score with thè
system-generated Match Number at thè end of thè game. Percentage of match credits will be adjustable from 0%
to 10%, by E Ad 14 if enabled.
High Score Wins (E AU22) is thè total credits awarded for exceeding thè hlgh-score-to-date scores.
High Score Percentage (E AU23) is High Score Wins (E AU22) divided by Plays Total (E AU25).
Total Free Plays (E AU24) is thè total free credits for replays, high-score-to-date, specials, and match.
Total Games (E AU25) is thè sum of Total Paid Credits (AU01) and Free Total (E AU24). Note that free credits are
not recorded in thè audits until they are actually used.
0.0- 0.9 Million (E AU26) provides thè total number of games thè Player’s final score was between 0 and 999,990
polnts.
1.0 - 4.9 Million (E AU27) provides thè total number of games thè Player’s final score was between 1,000,000 and
4.999.990 points.
5.0 - 9.9 Million (E AU28) provides thè total number of games thè Player’s final score was between 5,000,000 and
9.999.990 points.
10.0 -19.9 Million (E AU29) provides thè total number of games thè Player’s final score was between 10,000,000
and 19,999,990 points.
20.0 - 29.9 Million (E AU30) provides thè total number of games thè Player’s final score was between 20,000,000
and 29,999,990 points.
30 Million Plus (E AU31 ) provides thè total number of games thè Player’s final score was over 30,000,000 points.
Average Scores (E AU32) provides thè Average Score by adding thè Final Score of each game to a table and
dividing this sum by thè Total Plays.
Games - Player (E AU33 through 36) provide individuai totals of 1 - player, 2-player, 3-player, and 4-player games,
respectively.
Attract Minutes (E AU37) provides thè number of mlnutes thè game is in Attract Mode (Factory use).
AuditS
9

Cycles High Score Reset (E AU38) provldes thè number of times that thè high score levels have been automatically
reset (if enabled).
Coin No Credit (E AU39) provides thè number of times thè coin switch was closed without awarding credit(s)-Thls
option is used in multiple coin conditions.(ie. 2 quarters 1 Play)
Service Credits (E AU40) provides thè total number of Service credits added to thè game.
See Game Diagnostics
on page 19 for instructions regarding entry of Service Credits.
Total Tickets (E AU41) provides thè total number of tickets dispensed.
Drains Left (E AU42) provides thè number of times thè ball drained out thè left drain.
Drains Center (E AU43) provides thè number of times thè ball drained out thè center drain.
Drains Right (E AU44) provides thè number of times thè ball drained out thè right drain.
GAME SPECIFIC FUNCTIONS
Ramp Shots (E AU45) provides thè total number of times thè Ramp was completed.
Skill Shot Made ( E AU46) provides thè total number of times thè Skill Shot Feature was accomplished.(Note- thè
feature is enabled at thè start of each new ball.)
Young Jack Made (E AU47) provides thè total number of times thè Right Standup Targets were completed.
Old Jack Made (E AU48) provides thè total number of times thè Left Standup Targets were completed.
Spot Jack Target (E AU49) provides thè total number of times, one of thè Jack Targets were Spotted by thè Ramp
Shot.
2 Ball Multiball (E AU50) provides thè total number of times 2 Ball Multiball was acheived.
3 Ball Multiball (E AU51) provides thè total number of times 3 Ball Multiball was achieved.
Jackpot Lit (E AU52) provldes thè total number of times thè Jackpot feature was active during Multiball.
Jackpot Award (E AU53) provides thè total number of times thè Jackpot Feature awarded one of thè lit values on
thè Backglass.
Million Awards (E AU54) provides thè total number of times thè Million Feature was awarded by completing thè
Ramp Shot when lit.
Super Bumps Award (E AU55) provides thè total number of times thè Super Bumps Feature was enabled by
completing thè Ramp Shot when lit.
XBall Award (E AU56) provides thè total number of times thè Extra Ball was enabled by completing thè Ramp
Shot when lit and then collected by shooting thè Left VUK.
Fast Money Award (E AU57) provides thè total number of times thè Fast Money Feature was enabled by completing
thè Ramp Shot when Ut and then collected by shooting thè Joker’s Face.
Multiball Award (E AU58) provides thè total number of times thè Multiball Feature was enabled by completing thè
Ramp Shot when Ut.
Loop Award (E AU59) provides thè total number of times thè Looping Feature was enabled by completing thè
Ramp Shot when lit.
Mon. 10X Award (E AU60) provides thè total number of times thè 10X Bonus Feature was enabled by completing
thè Ramp Shot when lit.
10
Audits

2X (E
AU61 ) provides thè number of times 2X bonus was enabled.
4X (E AU62) provides thè number of times 4X bonus was enabled.
6X (E AU63) provides thè number of times 6X bonus was enabled.
8X (E AU64) provides thè number of times 8X bonus was enabled.
10X (E AU65) provides thè number of times 10X bonus was enabled.
More Than 10X Made (E AU66) provides thè number of times, completing thè Top 3 Lanes after 10X is enabled
500,000 points would be awarded.
VUK Mystery Score (E AU67) provides thè number of times thè Left VUK Mystery Score was awarded.
VUK Extra Ball (E AU68) provides thè number of times thè Left VUK Extra Ball was awarded.
Outlane Special Lit(E
AU69) provides thè total number of times thè Outlane Special was lit by completing thè shot
from thè right flipper return lane to thè Left VUK during thè 2nd or 3rd ball.
Outlane Special Made(E AU70) provides thè total number of times thè Lit Outlane awarded a Special.
Rerace Award (E AU71) provides thè total number of times thè Multiball Feature was re-enabled by thè program.
(Note- In thè early stages of Multiball, a safety timer Is used to re-establish thè feature,should a ball exit prematurely.)
Bat Cave Special Lit ((E AU72) provides thè total number of times thè Bat Cave Special was lit. ( Note-
Thè Bat
Cave lites at random during thè last ball of thè game.)
Bat Cave Special Made
((E AU73) provides thè total number of times thè Bat Cave Special was awarded for
completing thè lit Ramp shot.
# of Vlctory Shots (E AU74) provides thè number of times thè game awarded 3 Million points, by completing thè
Ramp during Vlctory Mode.
AuditS
11

Notes
12
Audits

GAME ADJUSTMENTS
GENERAL
There are 45 adjustable functions provlded to vary difficulty of play and to periodically reset audits and thè high
score levels. Thè various game adjustments are summarized in thè Game Adjustments Table and, when accessed,
are shown on thè player score dlsplays. Thè Adjustment Number is shown in thè Player 3 Display, thè Descriptìon
In thè Player 1 and 2 Displays, and thè setting in thè Player 4 Display. Access and control is provlded from switches
located on thè Inside of thè coln door.
Game adjustments are accessed from thè audlt mode. With thè audits displaying game identification and thè
FORWARD/REVERSE swltch in thè REVERSE (down) position, depress thè STEP switch and E Ad45 (Expanded
Adjustment 45) is shown in thè Player 3 display, FACTORY RESTORE is shown in thè Player 1 & 2 displays,and
OFF is shown In thè Player 4 display.With thè audits displaying AU09 (or expanded E AU74)and thè FOR-
WARD/REVERSE switch in thè FORWARD (up) position, depress thè STEP switch and Ad01 Is shown in thè Player
3 display, REPLAY MANUAL/FIXED is shown In thè Player 1 and 2 displays, and thè settlng Is shown In thè Player
4 display.
With thè FORWARD/REVERSE switch in thè FORWARD (up) position, depressing thè STEP switch advances
through thè game adjustments one at a tlme. With it in thè REVERSE (down) position, thè STEP switch selects
lower-numbered adjustments. To rapidly scroll through adjustments, hold thè STEP switch depressed. Adjustment
values are changed by operatlng thè GAME START push-button.The FORWARD/REVERSE switch setting deter-
mines whether thè values are increased or decreased. (With thè FORWARD/REVERSE switch up, thè value
Increases, with It down, thè value decreases). When thè STEP switch is depressed thè Player 1 and 2 displays
Indicate REQUESTINSTALLED.
REPLAY AND GENERIC FEATURES
Replays may be adjusted either for fixed levels or for a system-
adjusted manual percentage of replay awards. Four
levels may be selected. Adjustments allow awarding of a credit or an extra ball as each level Is exceeded. With
thè manual percentage feature, if thè actual replay percentage is higher or lower than that desired, thè game
computes new recommended manual percentage score(s). When thè coln door Is subsequently opened thè
player displays indicate thè recommended level and a sound is made to alert thè operator of a potential change.
Thls new level is entered into adjustments simply by pressing thè game start push-button. (If thè coin door is dosed
or you enter audlts/adjustments or diagnostlcs, thè replay level is not changed.)
REPLAYS (Ad 01 through 06)
Ad 01 Replay Manual/FIxed
- Manual: Adjust for percent
age of awards for replay levels (1 % through 50%). Proceed to Ad 02 and 03 for
starting replay levels.
Fixed: Lower thè automatic value below 1 % and Player 1 display Indicates FIXED. Proceed to Ad 02 and 03
for fixed replay levels.
Ad 02 Start Replay
- Manual: Adjust thè starting Replay 1 setting to between 100,000 and 99,900,000.
Ad 03 Levels Replay/Level 1,2,3 & 4 Replay
Adjust thè number òf replay levels to be actlve (1 to 4). Any addltlonal starting replay levels are automatically
set to values higher than Replay 1
- Adjust Replay 1 level to between 100,000 and 99,900,000. (Same as Start Replay)
If Ad 03 Is set for 2, adjust Replay 2 level to between 100,000 and 99,900,000.
If Ad 03 Is set for 3, adjust Replay 3 level to between 100,000 and 99,900,000.
If Ad 03 Is set for 4, adjust Replay 4 level to between 100,000 and 99,900,000.
Adjustments
13

BATMAN
Game Adjustment Table
Adjustment Descrlption Factory Setting
Number
(Player 3) (Players 1& 2) (Player 4)
Ad 01 Replay/Manual 10%
Ad 02 Start Replay 20,000,000
Ad 03 Levels Replay * 01
Ad 04 Game Awards CREDIT
Ad 05 Limit Freegame 03
Ad 06 Limit Extraball 03
Ad 07 Game Rules FACTORY
Ad 08 Game Prlce* USA2
Ad 09 Game Cleaned NO
Ad 10 Coln Reset NO
Ad 11 Audits Reset NO
Ad 12 Restore H.S.T.D. NO
Ad 13 Expand Adjustments NO
E Ad 14 Match Percent 08
E Ad 15 Balls Per Game 03
E Ad 16 Tilt Warnings 01
EAd17 Replay Boost NO
E Ad 18 Credits Limit 30
E Ad 19 High Scores Allowed YES
E Ad 20 Hlscore 1 Awards 03
E Ad 21 Hiscore 2 Awards 01
E Ad 22 Hlscore 3 Awards 00
E Ad 23 Hlscore 4 Awards 00
E Ad 24 Backup World Record 30,000,000
E Ad 25 Backup Hiscore 1 25,000,000
E Ad 26 Backup Hiscore 2 20,000,000
E Ad 27 Backup Hiscore 3 18,000,000
E Ad 28 Backup Hiscore 4 16,000,000
E Ad 29 Backup Hiscore 5 14,000,000
E Ad 30 Reset H.S.T.D. Every 700
E Ad 31 Clean Game Every 1500
E Ad 32 Free Play NO
E Ad 33 Custom Mesage ON
E Ad 34 Attract Mode Music ON
E Ad 35 Flash Lamps NORMAL
E Ad 36 Coils Pulse NORMAL
E Ad 37 Level Adjust By ANY
E Ad 38 Instali Country USA
E Ad 39 Ticket Dispenser OFF
E Ad 40 # Tickets Per Award 1
E Ad 41 Outlane Toggle BOTH
E Ad 42 Joker Timer FACTORY
E Ad 43 Winners Clrcle OFF
E Ad 44 Million Plus Loop Timer FACTORY
E Ad 45 Factory Restore OFF
* Some settlngs result In Drop-Down Tables-
See Text
14
Adjustments

Ad 04 Game Awards Setforreplaystoaward: CREDIT, EXTRA BALL, NONE or SPECIAL (when score threshold
Is achieved a playfield special is lit).
Ad 05 Limit FreeGame - Adjust for thè maximum number of free games that may be accumulated per game; 0
to9.
Ad 06 Limit Extra Balla - Adjust for thè maximum number of extra balls that may be accumulated per game; 1 to
9 or OFF.
SINGLE-FUNCTION DIFFICULTY ADJUSTMENT (Ad 07)
Any one of five INSTALL settings for thls adjustment may be activated to automatlcally select settings for multiple
adjustments affecting game difficulty .Use thè Start button to choose thè difficulty level you require and press thè
step button to activate thè setting. After activation, thè individuai adjustments may be readjusted if desired. Refer
to Instali Adjustment Table for details.
Ad 07 Game Rules
-
Set to EXTRA EASY, EASY,
FACTORY, HARD or EXTRA HARD.
Instali
Adjustment
EAdO7
Extra Easy
EAdO7
Easy
EAdO7
Factory
EAdO7
Hard
EAdO7
Extra Hard
E Ad 41 Outlane Toggle FLIPPER BOTH BOTH SLING SUNG
E Ad 42 Joker Timer EXEASY EASY FACTORY HARD EXHARD
E Ad 44 Million Plus Loop Timer EXEASY EASY FACTORY HARD EXHARD
NOVELTY / 5-BALL/ADD-A-BALL SETTINGS
Thè following three combinations are recomended for situations where locai laws restrict certain game features
regarding thè use of replays or thè number of balls per game:
Novelty Play Rules - Set to establish recommended settings for no free play or extra balls:
Ad 01 Manual Replay = Fixed
Ad 02 Start Replay = 00
Ad 03 Levels Replay = None
Ad 04 Game Awards = None
Ad 05 Limit Freegame =0
Ad 06 Limit Extra Balls = 0
E Ad 14 Match Percent = Off
E Ad 20 World Record Awards=0
E Ad 21 -23 Todays 1 -3 Awards = 0
5
-
Ball Play Rules
-
Set to establish recommended settings for 5-ball play:
Ad 01 Manual Replay =07%
Ad 02 Replay Start = 30,000,000
Ad 03 Replay Levels = 01
Ad 04 Game Awards = Credit
Ad 05 Limit Freegame =3
Ad 06 Limit Extra Balls = 3
E Ad 14 Match Percent = 04
Extra Ball Settings-To disable awarding
of
adjustments:
Ad 04 Game Awards = Extra Ball
Ad 05 Limit Freegame = 0
E Ad 14 Match Percent = OFF
E Ad 15 Balls/Game =5
E Ad 20 World Record Awards = 3
E Ad 21 Todays 1 Award = 1
E Ad 41 OutlaneToggle = Slings
E Ad 42 Joker Timer = Factory
E Ad 43 Winners Circle = Off
E Ad 44 Million Plus Loop Timer. = Hard
credits and provide awards with an extra ball make thè following
E Ad 19 Scores Highest = No
E Ad 20 to 23 World Record & Todays High Awards = 0
Adjustments
15

GAME PRICING (Ad 08)
There are two methods available for coin swltch programming; Standard and Custom. Standard pricing uses a
single adjustment (Ad 08) to select a pricing scheme shown in thè Standard /CustomPricing Table. Custom
pricing is used to select additional pricing schemes defined by a Drop Down menu.
With Ad 08 set to CUSTOM operatlng thè step button again initiates a drop down menu representing coin swltch
pulses for thè left, right, and center coin slots.The prescribes thè number of pulses required for one credit. For
example, if Left Coin Pulses, was set to 02 and Coin Switch Pulses Required for 1 Credit,
to 01 a coin in thè left
slot would produce two credits. Further, if Left Coin Pulses, was set to 01 and
Coin Switch Pulses Required for
1 Credit, to 02, two coins in thè left slot would be required for one credit.
Coin Switch Pulses Required for Bonus Credit may be set to post bonus credits when a minimum amount of coins
are inserted at one time. For example, if Left Coin Pulses was set to 01,
Coin Switch Pulses Required for 1 Credit
to 01 and Coin Switch Pulses Required for Bonus Credit to 04, one credit would be posted for each of thè flrst
three coins In thè left slot and two credits for thè fourth coin.
Standard/Custom Pricing - Set for thè desired pricing scheme from thè Standard Pricing Table as indicated in
thè Player 1 and 2 displays. For Custom Pricing, setto CUSTOM. When setto CUSTOM, thè followingadjustments
are utilized to tailor each individuai coin chute.
Left Coin Switch Pulses - Set thè number of pulses registered for closure of thè left coin switch; 00 to 99.
Right Coin Switch Pulses - Set thè number of pulses registered for closure of thè right coln switch; 00 to 99.
Center Coin Switch Pulses - Set thè number of pulses registered for closure of thè center coin switch; 00 to 99.
Coin Switch Pulses Required for 1 Credit - Set thè number of coin switch pulses required to post one credit; 00
to 99.
Coin Switch Pulses Required for Bonus Credit- Set thè number of coin switch pulses required to award a bonus
credit; 00 to 99.
CUSTOM PRICING TABLE
Left
Coin Mechs
Right
Center
Plays/Coins
Adjustments
Ad08 LeftP Right P MidP Pulse/1Cr Puls/bon
250 250 $1.00 1/250 3/500 Custom 01 01 04 01 02
1/250 5/$1.00 Custom 01 01 04 01 04
1/250/ 6/$1.00 Custom 05 05 20 04 20
5SCH 10SCH 10SCH
1/10 SCH Custom 01 02 02 02 00
1/10 SCH 4/30SCH Custom 04 08 08 06 00
200 $1.00 — 1/200 Custom 01 05 00 01 00
1/600 2/$1.00 Custom 01 05 00 03 05
10P 10P 50P 1/10P 6/50P Custom 01 01 05 01 05
1/20P 3/50P Custom 01 01 05 02 05
16
Adjustments
Table of contents
Other Data East Pinball Machine manuals