Gottlieb Buck Rogers User manual

SOLID STATE
INSTRUCTION
MANUAL

BUCK ROGERS
GAME PROM IS MARKED
"N"
INSERT GAME PROM WITH
INDENT NOTCH UP
SEE SECTION
IX
FOR DISCUSSION OF PROM
USED ON ELECTRONIC SOUND BOARD

I.
INSTALLATION
To
assemble the game, first bolt the legs
to the cabinet. Place the lightbox atop the
pedestaland inset the four
#8
x3/4 hex-head
screws into the back of the pedestal. Open
the lightbox and secure
it
to the cabinet with
the long lightbox bolts. Connect all cables
and gently but fully insert the connectors
onto the printed circuit boards. Be sure to
touch only the edges of the boards.
Inspecting the following items before
plugging in the line cord may prevent future
trouble:
1. Check that cables are clear of moving
parts.
2. Look for any disconnected wires.
3.
Check switches for loose solder
or
other foreign matter.
4.
Check the soldering generally for cold
joints.
5. Be certain all fuses are firmly seated.
6. Check the transformers for foreign mat-
ter across the terminals.
7. Be sure that the transformer wiring cor-
responds to the supply voltage.
8. Check the setting of the tilt switch on
the underside of the playfield. One
blade of this switch is free-floating with
a weight on the end.
After levelling the machine. adjust the
plumb-bob tilt (on left side of cabinet near
front door) to the sensitivity desired.
II. GAME ADJUSTMENTS
A. Playfield Adjustments
Posts controlling access to the left and
right outlanes can be adjusted. See page
8. The ··conservative·· (easier entry) posi-
tion
decreases
playing
time
and
scor
-
ing while the
··1i
berar· position has the oppo-
site effect.
The
game
is shipped with adjustable
posts in the position found to be suitable for
the greatest number of players. Therefore
the posts should not be changed
un
less the
need is clearly evident.
NOTE: TOUCHING THE STATIC-SENSITIVE MOS COMPONENTS ON THE CPU
CONTROL BOARD CAN DAMAGE THEM, MAKING THE GAME INOPERA-
TIVE AND INVALIDATING THE WARRANTY.
CAUTION:IF GAMEWAS SUBJECTED
TO
EXTREME COLD,ALLOW GAMETO WARM
UP TO ROOM TEMPERATURE BEFORE PLUGGING
IN
LINE CORD.

B.
Lightbox
Adjustments
There are 24 switches on the Control
Board (A1) which permit adjustment of the
game paramete
rs
. These swi
tc
hes a
re
con-
t
ai
ned in three packages of eight
swi
tc
he
s
each, as shown below.
I
tJ
o o a a o a a
ll
o o a o o o o oll o o o o o a a 01
.
1'l3
•
S67
1
..
12
34
$ 6 1 1 .. t 2
3•S&
7 1 .
$ l
SI
S9
5 16
Sl7
S24
WARNING: TURN OFF POWER BEFORE
MAKING ADJUSTMENTS!
COIN CHUTE
SWITCHES ADJUSTMENTS
S
1
S2
S3
S4
...
.....
. . . . . . .
#1
Coin Chute
S5 S6 S7 S8
.......
. .
..
...
#2
Coin Chute
Coins
/Cr
edits
OFF OFF OFF OFF .
......
.
........
.1/ 1
OFF OFF OFF
ON
....
..
.........
. . .1/2
OFF OFF
ON
OFF
..
.
..
.......
....
.1/3
OFF OFF
ON
ON
...............
. . .1/4
OFF
ON
OFF OFF
..
.
...........
. . .1/5
OFF
ON
OFF ON
..
. .
........
.
....
.1/6
OFF
ON
ON OFF . . .
....
.
...
....
. .117
OFF
ON
ON
ON
....
.
.....
....
.
...
1/8
ON
OFF OFF OFF . .
........
..
. .
...
119
ON
OFF OFF
ON
....
.
......
.
..
.
...
2/ 1l
ON
OFF
ON
OFF .
..•
..
.
.....
..
..
.2/2
ON
OFF
ON ON
....
.
.....
. .
.....
.2/3 Note 1
ON ON
OFF OFF
...
..
...
.
...
.
...
.214
_J
ON ON
OFF
ON
....
.
.............
2/5
ON ON ON
OFF .
..
.
............
.213 Note 2
ON ON ON ON
. .
.......
..
.......
3/ 1 Note 3
Note 1: No credits until second coin is deposited.
Note.2· First coin gives one credit.Second coin gives
lwo credi
ts
provided that no score is made
between first and second coin. If scoring oc-
curred. second coin becomes a
"'
firs
f'
coin,
giving one credit.
Note 3: No credit until thi
rd
coin
is
deposited.
SWITCH 9
BALLS
PER
GAME
ON
..............
.
..
.
.....
.
......
.
...
..
. .3
OFF
.........
. . .
...
..
. . .
....
.
..
. . .
..
. . .. .5
SWITCH 10 MATCH FEATURE
ON
.......
..
. .
......
.
.....
.
..
. . .
...
.
....
IN
OFF
...
.
..
...
.. ..
.
...
. .
.....
...
..
...
..
OUT
SWITCH
11
tSee Note A) GAME MODE
ON
. . . . .
.........
.
..
.
...
.
..
. . .
.•
REPLAY
OFF . . . . . . . . . . .
..
.
............
EXTRA BALL
2
SWITCH 12 TILT EFFECT
ON
..........
.
.......
" .BALL IN PL
AY
ONLY
OFF . . . .
..
. . . . . . . .
....
.
......
.GAME OVER
SWITCH 13 CREDITS DISPLAYED?
ON
......
.
.....
.
......
. .
.. ..
.
.......
..
YES
OFF
...........
.
......
..
.
..
. .
......
.
...
NO
SWITCH 14 CREDIT BUTTON TUNE?
ON
.
...
.......
. . .
..
...
.
....
. .
......
.
..
YES
OFF
..................
.
...............
.NO
SWITCH
15
} NOT
US
E
D-
M
AY
BE
ON
OR OFF
SWITCH
16
SWITCHES MAXIMUM CREDITS
17 18
OFF OFF
.........
.
.....
..
......
..
.
.....
5
OFF ON
..........
.
..
.
.........
.
..
.
..
.
..
8
ON
OFF
.....
. .
..
.
........
.
.....
.
.....
10
ON ON
...
. . ..
............
.
..
.....
. . . .
15
SWITCH 19 <
see
Note 0> COIN CHUTE CONTROL
ON
..
.
..........
....
.......
.CHUTES SAME
OFF
.........
. . .
....
...
CHUTES SEPARATE
SWITCH
20
TONES WHEN SCORING?
ON
.....
. . . . .
..
. .
..
.........
.
......
·
-.
YES
OFF .
....
. .
..
...
...
.
........
.
..........
NO
HIGH GAME TO DATE
SWITCH
21
DISPLAYED?
ON
............
.
...................
. ._YES
OFF ...
........
.
....
.....
...
.
....
.
.....
NO
BEATING HIGH GAME
SWITCH
22
TO
DATE AWARDS.
ON
. . .
..
. . .
...
.
................
3 REPLAYS
OFF
.......
. .
.....
. . . . .
......
NO REPLAYS
SWITCH 23 COIN SWITCH TUNE?
ON
..
.
......
.
............
.
..
.
.........
YES
OFF
....
..
. . . . . .
..
..
..
......
.
......
.
...
NO
SWITCH 24-NOT USED-
MAY
BE
ON
OR OFF
Note A: IF SWITCH
11
IS OFF, SWITCHES
10
AND
22 HAVE NO EFFECT; THE
MATCH
FEA-
TURE IS DISABLED AND NO REPLAYS
ARE
AWARDED
FOR
BEATING
HIGH
GAME
TO
DATE.
Note B: WHEN SWITCH
19
IS
ON
, SWITCHES 5-8
HAVE NO EFFECT; SWITCHES 1-4 CON-
TROL BOTH COIN CHUTES.
•
I
-

Ill. BUCK ROGERS
GAME
FEATURES(3 BALL)
Completing the
B-U-C-K
rollover se-
quence will reset and light the red drop
targets toscore"Special".
Completing the red drop targets scores
10,000 points, adds one bonus and resets
the red droptargets.
Moving the vari-target arm from base to
return to base:
With one hit will score 10,000 points,
reset and light yellow drop targets, lights
the kickout hole to score bonus and lights
the extra ball rollover.
With two hitswill score 5000 points, reset
and lightyellow droptargets.
With three hits will score 3000 points,
reset yellow drop targets and lightthe left
pairofyellow droptargets.
With more than three hits will score 1000
points.
Completing all of the yellow drop targets
before a reset will also advance the bonus
multiplieror if 5X is litscore 5000 points.
The pop bumpers and the rollover but-
tons score 1000 points.
FEATURE CHANGES FOR5
BALL
OPERATION ARE:
The pop bumpers and the rollover but-
tons
~core
100points.
IV.
GAME OPERATION
With the line cord unplugged drop a coin
into one of the chutes.
It
should be rejected.
Plug the line cord
only
into a properly-
grounded 3-wire receptacle of the correct
voltage.
Turn
on the game
by
pressing the
main switch located on the cabinet bottom
near the front right corner.
After a five-second delay
all
score dis-
plays will light and read zeros. The credit
displ
ay
will show the number of credits
re
-
maining and the ball
in
play displaywill show
3
"70."
If
the credits fail to light, turn off the
game
and inspect the
normally
closed
switch on the ball-roll assembly and on the
front door.
Turn
on the game; if the problem
remains, refer to Section VI. (Trouble-
shooting).
Five seconds after the score displays
light, they will flash "High Game to Date"
score for one second. This cycle continues
until the game is started. All playfield lights
controlled
by
the micro-processorwill beoff.
Insert one or morecoins and note thatthe
correct number of credits are added on the
credit display according to the information
on the coin entrance plate. Press the credit
button to resetthe game;the ball should now
be at the shooter. The first player score
reads "O" and flashes, indicating that that
player is now scoring. The other player dis-
plays are blank and a "1" appears on the
ball-in-play display.
Additional players are indicated
by
a "O"
showing
in
each corresponding player dis-
play.
Thusif there arethree players,a"O" will
show
in
the first three player displays. After
the fourth player has been added (or when
the credit display reads "O"), the credit but-
ton has
no
effect.
The game features are described
in
Sec-
tion Ill. When the ball enters the outhole,the
bonus is scored, the ball is kicked to the
shooter, and the display of the player now
scori
ng
begins to flash and continues to
flash until a score is made. All playfield fea-
tures reset aftereach ball. When the "Shoot
Again" light is lit, neither the player designa-
tion (the flashing display) northe ball-
in
-play
display changes when the ball enters the
outhole. Only one extra ball per ball
in
play
c
an
be
given.
The number of balls per game is adjusta-
ble. When the last ball enters the outhole,
the "Game Over" and "Number to Match"
lights come
on
. A random number appears

in the ball-in-play display and if this number
matches the last two digits in the player's
score. a replay is added tothe creditdisplay.
At
this time a "High
Game
to Date" score is
periodically flashed in all four player dis-
plays. When this score is achieved, three
replays are given.This feature is adjustable.
Tilting the machine results in the loss
of
the ball in play
or
the entire
game
, depend-
ing upon theTilt Resetadjustment. With this
adjustment "on," the
game
comes
on again
when the ball enters the outhole, and play
resumes. There is a normally-closed switch
on the front door and
one
in the ball-roll
assembly. If either
of
these switches opens
from raising the front
of
thecabinet
or
pound-
ing the front
door
, the entire
game
is ended.
The
"
Game
Over
" light
comes
on and for
three seconds the coin chute switches and
replay button are inactive. This prevents ac-
cidental closing
of
these switches from re-
sidual vibration.
V.
BOOKKEEPING
FUNCTIONS
AND
SELF-TESTING
The
circuitry in this
game
helpstheopera-
tor perform many bookkeeping functions.
The
information is shown
one
step at a time
on the first player score display while the
step
number
is shown in the credit display.
Pressingthe button on the inside
of
thefront
door (the
play/test
button) begins the book-
keeping and advances it to the next step
each time thebutton is pressed. Ifthebutton
is not pressed within sixty seconds
of
each
step, the machine returns to normal playing
conditi
on
.
The
data in any bookkeeping step
may
be
resetto zero while it is displayed
by
pressing
Switch Button
#25
on A1, the
CPU
control
board in the lightbox.
Then
the
play/test
but-
ton must be pressed to enter the zero.
NOTE:
RESET
ALL
DROP TARGETS
BEFORE
STARTING
SELF
/TEST.
4
STEP
(Credit
Display)
INFORMATION
SHOWN
(First Player Display)
0 Total coins through
#1
coin chute (left chute).
1 Total coins through
#2
coin
chute.*
2 Total plays.
3 Total replays given.
4
Number
of
times anti-cheat
switches on front door and on
ball-roll assembly have opened.
5 Total extra balls.
6
Number
of
tilts.
7 First high score replay.
8 Second high score replay.
9 Third high score replay.
10 Current "High
Game
to
Date" score.
11
Display test: All digits in first
and third player displays
step
"O" through "9."
**
12 Display test: All digits in
second and fourth player
displays step "O"
through "9."
**
13
Self-test: All
CPU
-controlled
lights
come
on for five seconds.
Each solenoid is energized
one
at
a time. All closed switches
noted
by
a code number in
ball-in-play display.
*If chutes are adjusted to be the same, coins
deposited in either chute add only to the #1
chute total.
**
If button is not pressed within two 0-9 cycles,
machine returns to normal playing condition.

8
SW
.
54
•
8 0
0
G)
G
~
0
,
~·
0
SW.23
0
8
8
•
8 8
8
~
[
•
5
SWITCH MATRIX AND
LAMP
LOCATION
SWITCHES
ON
MATRI
X
SW
.llATNX
~
SWITCHFUNCT10N
SW
.
00
SW.01
SW
.02
SW.03
SW.04
SW
.10
SW.
11
SW.13
SW
.14
SW
.
20
SW.21
SW
.
23
SW.24
SW
.
30
SW.
31
SW
.
33
SW
.
34
SW
.
40
SW
.
41
SW.43
SW.44
SW
.50
SW
.54
SW
.
60
SW.61
SW
.
63
SW.70
SW
.
71
SW.73
SW.74
Test Button(On Front Door)
# 1Coin Chute (On Front Door)
#2
Coin Chute (On Front Door)
Replay Button (On Front Door)
TiltSwitches
#1
Vari-Target
Bulls-EyeTarget.
# 1Yellow Drop Target
#2
Yellow DropTarget
#2
Vari-Target
1
OPoint Switches (4)
#3
Yellow Drop Tar
get
#4
Yellow Drop Target
#3
Vari-Target
Pop Bumpers(2) and Rollover
Buttons(2)
#1
Red DropTarget
#2
Red Drop Target
#4
Vari-Target
Kickout Hole
#3
Red Drop
T~rget
#4
Red Drop Target
#5
Vari-Target
50 PointSwitches
(4
)
#6
Vari-Target
Outside Rollovers (2)
Right SideRollover
"
B"
Rollover (2)
"
U"
Rollover
"C" Rollover
"K" Rollover (2)
CPU CONTROLLED LAMPS
LAMP
NU
MB
ER
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
LA
MP
FUNCTION
Game OverRelay (Lamp in
Lightbox)
TiltRelay (Lamp in Lightbox)
High GametoDate (In Lightbox)
Same Player Shoots Again
(Playfield &Lightbox)
LeftAdvance Multiplier
RightAdvance Multiplier
#5
Bonus
#4
Bonus
#2Bonus
#3Bonus
#1 Bonus
Top "K" Rollover
"U" Rollover
"C" Rollover
Top
"B" Rollover
Extra Ball
Vari-Target Reset
Score Bonus When Lit
5X Bonus
4X Bonus
2X Bonus
3X Bonus
1000Bonus
2000Bonus
3000Bonus
4000Bonus
5000 Bonus
6000Bonus
7000 Bonus
8000 Bonus
9000Bonus
10,000Bonus
20
,000 Bonus
Bottom "K" Rollqver
Bottom"B" Rollover
Special

TO CHANGE REPLAY SCORES
OR
"HIGH GAME TO
DATE
" SCORE:
1) Press the play/test button on the front
door at one-second intervals to advance
to step 7 (first high score replay).
2)
Re
set the display by pressing Switch But-
ton
#25
on A1, the CPU control board.
3)
Press the replay button. This causes the
display to advance by
10
,000'
s.
Hold in
the replay button until the desired replay
sco
re
is shown.
4)
The newscore is entered by advancing to
the next function by pressi
ng
the play/test
button.
To
eliminate entirely one or more replay
scores, set step 7, 8, or 9 at zero (as in
#2
above),
th
en press the play/test button to
enter the value.
The switches and solenoidesare checked
in Step
13
in the order given in the following
lists. Afaulty solenoid oraclosed switch that
should be open will not stop the test se-
quence; the code number of the component
will be shown in the ball-in-play display The
ma
chine returns
to
the normalplaying condi-
tion atthe end of the te
st.
It
will do also if atilt
switch is closed, if an anti-cheat switch is
opened, or if the power is interrupted.
SOLENOID
NUMBER SOLENOID
1 Outhole
2 Knocker
3 Tens
4 Hundreds
5 Thousands
6 Kickout Hole
7 Red Target Bank Reset-
8 Yellow Target Bank Reset
SPECIAL NOTE:
The Vari-Target is reset through controlled
lamp circuitry and will not energize during
solenoid test.
6
VI
. TROUBLE-SHOOTING GUIDE
Trouble-shooting the solid-state pinball
game on location includes inspection and
repair
of
theelectro-mechanical devicesand
wiring, and inspection and replacement of
printed circuit board
s.
Repair of printed cir-
cuit boards on location, while possible, is
best done in a properly equipped shop.
Before replacing the control board (A
1)
or
the driver board (A3), measure the voltages
on the power supply (A2) after first discon-
necting the two connectors A2J2 and A2J3.
Before replacing any printed circuit board,
check all connectors, crimp connections,
and wire continuity.
WARNING! TURN
OFF
POWER BEFORE REMOV-
ING
ANY
WIRE CONNECTORS
OR
RE
-
PLACING
ANY
PRINTED
CIRCUIT
BOARDS.
ALL
CONNECTORS
MUST
BE
RECONNECTED BEFORE TURN-
ING POWER
ON
AGAIN.
Basic game troubleshooting involves de-
terming that the game powers up 5 seconds
after power is turned on. If the 5 second
delay does not occur, check the TILT and
SLA
M
(anti-cheat
) switches.
Cycle
the
game through
th
e
se
lf-test procedures de-
scribed
in
SECTION V and observe any
ma
lf
unctions. Detailed troubleshooting pro-
cedures and diagrams are inthe Solid-State
Pinba
ll
Game Service Manua
l.

VII
. ROUTINE MAINTENANCE
After a successful completion of the self-
test, check the playfield for dirt
or
particles.
The playfield should be cleaned frequently
with a non-abrasive wax-based cleaner.Any
of the
po
lish
es
made specifi
ca
ll
y for use on
pinball machine playfields may be used.
Make certain that kicker fulcrums and all
pivot points receive a drop
of
fine oil.
Th~
pop bumper cup switches, the drop target
shanks and the discs of Vari-targets should
be lightly coated with White Lube, a special
Gottlieb lubricant available at distributors.
When the playboard is clean
~nd
all com-
ponents
are
working
properly,
start
the
game and try each feature. Make certain
each
rollover
operates
,
that
each
pop
bumper scores and kicks correctly and that
in general everything works as it should. If
an intermittentor dirty switch is found,clean
the points by pressing them together with a
piece of paper
or
a business card betweer:'
them, moving the card back and forth.
WARNING: DO NOT FILE, BURNISH OR
IN
ANY
WAY
ABRADE GOLD-PLATED SWITCH
CONTACTS.
The only switches whose points may be
burnished are the popbumpercup switches,
the rubber-actuated switches on kicking
rubber units,and the flipper button switches.
7
VIII. SERVICE AND PARTS
A-9430
A-18354
A-18356
B-18358
C-18359
A-18549
C-18638
A-18687
A-18688
A-18702
A-19372
A-19299
Plunger Link
Assembly Ball Striker
Ar
m
Assembly of Track Frame
and Studs
Ball Return Fen
ce
Ball Return Fence
Ball Return Plunger
Co
mplete Ball Return Unit
(Less Fences)
Assembly of Plunger and
Li
nk
Assembly Rollover Wire, Switch
and Bracket
Assembly of Coil Stop Bracket
Plastic Shield Set
Va
ri-Target
Di
sc
NOTE: Bu
ck
Rogers Uses Prom Marked "N
'.'

30
CON. J,
.
8
LIB
.
c
32 31
8
PLAYBOARD
INFORMATION
RUBBER RINGS
A-A-10217
(9)
B- A-10219 (5)
C-A
:10221 (1)
D-A-10222
(2)
E-A-10223
(4)
F-A-13151
(
2)
G- A-15705 (3)
PART
S
US
T
1. A-3290 Ball
Gate-Right.
2.A-18469 Ball Gate-Left.
3.A-8215 Ball Deflector.
4. C-19372 Plastic Shield Set.
5. Blue Pop BumperA-13905 and
A-15200 Capin Blue and Red. (2)
6. B-8246Pop Bumper Platter. (2)
7. A-9395Yellow PlasticGuide Rail. (2)
8. A-9396Yellow Plastic
Guide
Rail. (2)
9. A-9397 Yellow Plastic
Guide
Rail.
10.
D-11966Red Rollover Insert. (2)
11.
D
-1
1968White Rollover Button. (2)
12.
A
-1
9322 Metal F
lat
Rail.
13. A-16038 Ball Snubber.
14. A-9383 PlasticTarget.
15.
2 Pos. Yellow
Drop
Target Bank
A-15177 in Black. (2)
16. 4 Pos. Red DropTarget
Bank
A-17147 in White.
17. A-3722 Ball Guide Rail. (3)
18. A-4246Ball GuideRail.
19. A-4832Ball Guide Rail.
20. A-4833 Ball Guide Rail.
21.
A-13782 Ball GuideRail.
22. A-13798 Ball SnubberRail. (2)
23. A-14571 Ball Guide Rail. (2)
24. A-14572 Ball Guide Rail. (2)
25
.
A-
171
06
Ball Guide Rail.
26
.A-18070 Ball Guide Rail. (2)
27
. B-19331 Ball GuideRail.
28.A-15836 Kicking Rubber.
29. C-13150 White
Jumbo
Flipper.(2)
30
. D-4806Top Arch G; D.D.
31.
C-9767Ball Shooter
Gage
.
32
. D-13647-lECard Holder
C-11561 Plastic Post1" Hi
gh-
(37)
C-11562 Plastic Post 1-3/16" Hi
gh-(2
)
CON. = CONSERVATIVE.
LIB. =LIBERAL.

IX.
ELECTRONIC SOUND
A.
DESCRIPTION
The electronic sou
nd
circuitry pro-
duces tunes in response to the following
conditions: TILT switch closure, coin
switch closure.credit buttonclosure,and
GAME
OVER. In
addition
,
tones
or
sounds
are
produced
by
scoring
switches and by carry generation from
10
's
to
100's and 100's to 1000's. Either
tones
or
sounds are selectable with
SWITCH
S1
.
An
attract mode tune will play every six
minutes
when
the
game
is
i
dle
,
if
SWITCH S2 is off.
All tunes, tones. and sounds will be
B. TROUBLE-SHOOTING
Press TEST SWITCH S3 to test the
electronic sound circuitry.
Check voltages at
po
ints indicated on
the schematic diagram.
C. PARTS LIST AND CABLE CONNECTORS
CONNECTOR A7
PIN WIRE COLOR FUNCTION
1 Spare
2 Spare
generated sequentially when the TEST
SWITCH, S3 is closed.
Volume is controlled by adjusting the
potentiometer on the electronic sound
circuit board.
The component location diagram indi-
cates the location of all available adjust-
ments (SECTION IX-E).
PROM U4 is programmed with specific
sounds for each game and is marked
with the same letter as the game PROM
on thecontrol board,plusthe letters SND.
PROM U4 must be inserted with the in-
dent notch down.
Check
that PROM U4 is installed
properly. The sound circuitry will not op-
erate without a PROM.
Check edge connector A7 for secure
connection.
3 077 Game Overthru A6-P5-Pin 13
4 244 1
00
Po
int
5 255 1000 Point
6
311
10 Point
7 177 Tilt thru A6-P5-Pin 14
8 066 Output
9 444
AC
Input
1O
411
AC
In
put
11
*54 Ground
12 Spare Ground
All wires
#22
gauge unless specified *(18 gauge)
9

C.
PARTS LIST AND CABLE CONNECTORS
PARTS LIST
7
1
1
1
1
1
1
1
1
1
1
X201R253B
5
C320C103M
I
R5CA
1
501D108F025QS
1
5030476F035NB
2
503D4
77F035QE
4
C330C104MIR5CA
1 561CCOGBD102AE1
OOJ
1
563CY5SJA250AG473M
1
562CX5
EBA251AE101M
1
1
501D106F035LL
1 R6503
1 R6530C: R3014-12
1
SSS1408-6
P
1
HM7643
-5
1
NE555P
2
SN7404N
1
LM380N
4 1N4004
1 1
N4742A
1
MLM309K
1
76SB02
1 EVQ-PAR-
11
K
1 640359-1
1 09-01.-6121
1
#6013
B
RESISTORS
2.
7K
OHM
, %W. 5% (R1-R7)
2.7
OHM
, %
W.
5% (R9)
6.8K
OHM
, %W.
5%
(R10)
430
OHM
,
V2
W. 5% (R11 )
2.7M
OHM
, %W. 5% (R12)
1.
8M
OHM
, %W. 5% (R13)
22
.1
KOHM
, %W. 1% (R14)
1
OK
OHM
, %W. 5% (
R15
)
5.
6K
OHM
, %W. 5% (R16)
270K
OHM
, %W. 5% (R17)
25K
OHM
, %W. 10% Potentiometer (Pot. 1)
CTS
CAPACI
TORS
0.
01
MFD
, 100
V.
20%
(C1-C5)
KEMET
1,
000
MFD
, 25V. Min. (C6)
SPRAGUE
47
MFD
,
25V
. Min. (C7)
SPRAGUE
470
MFD
, 25V. Min. (C8-C9)
SPRAGUE
0.
1MFD
,100V. 20% (
C10-C13)
KEMET
10
PFD
, 1000V. 5% (C14)
NPO
Type
SPRAGUE
0.
047
MFD
, 25V. 20% (C15)
SPRAGUE
100
PFD
, 250V.
20
% (C20)
0.
0033
MFD
,
50V
.
20%
(C16)
KCK
.
10
MFD
, 25V. Min. (C19)
SPRAGUE
INTEGRATED
CIRCUITS
&
SEMICONDUCTORS
CPU-
(
U1
)
ROCKWELL
ROM/RAM/ l/ O
-(
U2)
ROCKWELL
DAC
-(
U3) PMI
PROM
-(
U4
)
HARRIS
Timer
-(
U5)
T.I.
lnverter
-(
U6
,
U7
)
T.I.
Amplifi
er
-(
U8) NATIONAL
Diode (CR1-CR4)
12V., 1W.
5%
Zener
Diode (CR5)
5V.
Regulat
or
(Reg. 1)
MOTOROLA
MI
SCE
LLANEOUS
2 Pos. Dip
Sw
. (S1,
S2
) GRAYHILL
Momenta
ry Push Button
Sw
. (S3) PANASONIC
Socket, 18 Pin (Prom Socket)
AMP
INC
.
12 Pin PCB
Connector
(A7-J1)
MOLEX
Heat
Sink-
THERMALLOY
10

+
SVDC
• +S
VDC
--
+SVDC
R16
+
SVDC
1.-t
,
,_
c
.;;,.;
3
;...._
_...
__
~
s
&K
n • 1 ,cs_
R3
~
R4
.
RS
;
R6
R7
~
20
T '
1l
1 w!'
1sT
,
1--
2----.
----
---
---.--
·
..__-4--
·
~-4-
~
_ _
..;.i
1r 14
2
25
PB
o V
ee
Vss -
VAEF
l+I
V
ee
GND
PAo
i-:
2
'--
----
1
-'1
2
A8
(
LSI
)
VAEF
H~
A7J1
·S ::
1000
's
---
-------
---
-~-4--~
-
~
13
1)!
2
--
--
___:
2
..:.J
4
P8
1
PA1
40
11
A7
---
------
-----
-
---l--~
-
--'3
4
23
PB
2
PA
2 :
10
A6
'
PA
3
37
9
AS
~-
-----------
---
-..__
-
-'<.
5
1"'-..:
22
P8
3 I
..,_
l,/'
PA4
36
A4
A7J1
·4
:'.
100
's
A7J1
·6 ::
10
's
A7J1
·7
<:
TILT
U3 ·
12V
DC
____
___
____
__
_
__,
____:.:
11
1
....,,
10
11
P
Ba
PAs
35
1
A3
1
PAa
34
9
A2
A7J1
-3 ::
GAME
OVER
+
SVDC
~Vee
C1
T 2
R/W
1-
2_a_ _
__
__
u_1_
::-
_ S_N_
7_
40_4
_N_--"--19
R/W
PA
7 s
A11111sa
1
COMPf
~
-
~
---
r
l-'
C
-
20
---
-
-6
1
100
pl.,
2SOV
.
D87
11
26
DB7
SSS1408
·
6P
DB6
19
27
DB6
PMI
J_
+
SVDC
V
ss
'
R2
L
+s
vDc
IRO
U1
R6503
20
21
RESET
0!.--
RESET
DBs
1
21
29
DBs
DB4
22
30
DB4
DB3
23
l1
DB3
R6530C
:
DB2
24
32
DB2
R3014
·
12
DB1
25
33
DB1
DBO
1
15
DBO
AO
7
14
AO
A1
8
13
A1
PB•
i..:2
_1_
__,
Sv2
U2 +svDc
A•
' "
A2
ATi'RA
~
M001
>
A3
10
11
A3
R1
'
A4
11
10
A4
S1
TUNE
R10
TEST
...L
AS
12
1
AS
PB
1
'-
1
-
7
----'~"'
6.8Kfi
•
r
o-
_ _ _
_.
•
NMI
A6
13
1
A6
SOUND
/
TONES
-
S3
~
-
§"
A7
6
A7
RS0
1-
4
-
--~
-
I
~~
~
~
~
::
::
5
::
'12
PBS
/
CS2
~
-_ _1
...
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4
211
17
16
' ,..
..,_
•
13
•
-
RE
-
SE
-T ri -i 2
~
C1S
0.
047
µ1.
25v
.
VEE
1-
3
'-----
-
----'
Io
S
R15
>
10KO
...
J_
C2
+
14VDC
"I
_l
C13
10
.
.._
, C
:;.,,;
4_
___
_ _
'mw
n..
U6
I
U7
+
SJV
~
DC
R17
'•
270K
O •
- 0.1µ1.
LM380N
100¥
.
•
c
"'
0
:z:
m
s:
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0
c
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C>
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s:
R14
vv
11
'
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1
22.1Kfi
,
.____!.!_
DB3
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GND
1%
~
DB2
13
~
14
+
ca
7
~eVc~";:-t
>
1
-
..
~
A7J1
·8
VOLUME
,.....
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-~
2
<:o
f.<:o
r+r.
470µ1.
ue
42
i:
3
+
5VDC
+5
VDC
+S
VDC
R12
•
2.
7M
!l
.
~~
'
--
--'-
3
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R13
4 R
Vee
OUT
~
1.8
~
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TR
!.....
1M
n
L!
Tb
;:,..,
C11
C10
-
0.1µ1.1
100¥
.
0.1µ1
NE555P
GND
~
~oov
.
~-
------'
14
DB1
'--
-----'-'-'
5
DBO
e
AO
'--
--......:.i
7
A1
4
A2
'------..:.J
3
A3
HM7643
·5
'-----
---.:.i
2 A4
HARRIS
U4
1
AS
'------
----
1
.:.J
7
A6
11
A7
+
5VDC
'--------
-----',.:.Js
AB
fi._,:
'-
--
~
E1i.:.:'0
;__
__
..
I t
'--
--
-
------_..;,.j
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-
40
_
4
_
N
____
_
____
_________
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3
45
x,-'---
-
-----
-
----
---
--
---~
U&
1
U6
A7
J1
-
10
~
..,,
___
_ _
~--
------
~
+14VDC
~
-
__..,......._
_
____........__
+5
VDC
AEO
'
A
7J1·
9
--
-1---~
A7J1
·
11
~
----+---
......:.:.:;
::.:..:....
_
._
-""'--'--
._
--------
...._
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.:.:..:..:...-----;1...--___J
-
A7J1
·
12
....,,
~--------1VV1
1'--
----
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c
=
R
"'"
s
______
___
_ -
12VDC
470
ul.u+
C9
430
0
1/t
W
25v
:-
-E
. .
IN4742A
MIN
. -
::-
12v
.,
1W
.,5
0/o
t$ S UC D A TC
CONTROL
>
l<
V'
25
MIN
2SK
O 3-
5.7
+
C19
v. .
C16
10·
12
J
10
µ1.
lltCVla
H>
H•
1
~~3
µ
1.
j
~~~
-
•
R9
__
2.m
L.
10.1µ1.
100¥
.
NOTtS
:
UNLESS
OTHERWISE
SPECIF
I
ED
:
1.
ALL
RESISTORS
ARE
2.7Kfi, ±
5%
, Y
•W.
2.
ALL
CAPACITORS
ARE
0.
01
µ1
.,
20%
,
100V
.
3.
ALL
DIODES
ARE
1N4004
4.
DENOTES
OPTIONAL
PART
(•)
S.
HEAT
SINK
FOR
REG
. 1
IS
THERMALLOY
6013B
D.
GOTTLIEB
&
CO
.
T
t'TU
MULTI-MODE
SOUND
BOARD
usco
OH
SCHEMATIC
Ollt.AWN
r
_.P'tlt
O
'Wl.
01O A TC I
C-19389

....
I\)
.,.
,
NOTE
:
SOUNO
~~fciT~~:~/1~i~~~
PROM
ISM ·
SAME
LEH:~~Ef
WITH
PROM
PLUS
"
SND~~ME
OIJ
[]D
OD
[fil
[]!]
C!1LJ
@]
G
S3
S2
PUSH
TO
TEST
-
-
PLAYS
ALL
SO
AS
DETERMINEUDNDS
AND
TONES
BY
SETTING
OF
S1
OFF
=
AHRAC
PLAYS
T
MODE
TUNE
ON
=
NO
AnRe:c~R~u~:INUTES
rn
0
0
i:
"U
0
z
m
z
-f
6
0
~
0
z

COMPONENT LOCATION DIAGRAM
CREDIT
BUTTON
LIGHT BOX
SOLENOID AND
LAMP
DRIVER
BOARD.
POWER SUPPLY
PLAY
/T
EST
(WHITE) BUTTON
FRONT
DOOR
-~
SLAM
SWITCH
..
'
CPU ASSY.
-CONTROL
BOARD
S25
A2
1-S24
A1
A3
2nd PLAYER 1atPLAYER
A4SCORE
DISPLAY
ASSYS.
3rd
PLAYER
STATUS DISPLAY ASSY.
4th
PLAYER
-+--+-------
BOTTOM PANEL/POWER
+-1't
-++--
TONE BOARD WITH VOLUME CONTROL
>--t-++--
CABINET
LEG LEVELER ADJUSTMENT
BALL
ROLL ASSEMBLY
PLUMB BOB TILT
13

c=::J
J2
POWER
~
SUPPLY
J3
(A2)
J1
c=J
P1
BOTTOM
BOARD
(
A6
) ;:--J
J1
I
~
TONES
KNOCKER
LJ
CONTROL
BOARD
(A1)
----'
J1
'---
-~
MASTER
DRIVER
BOARD
(A
31
PLAYBOARD
14
J3(A6)
P3
2nd
PLAYER
SCORE
(2M )
1st
PLAYER
SCORE
(t
MI
~
(
4A4
)
(3A4)
4tll
PLAYER
,.fj1L,
3nl
PLAYER
SCORE
LJ
SCORE
(A51
STATUS
• D.
GOTTLIEB
&
~
O
.
TOM
BLOCK
CABLE
DIAGRAM
USEO
O H
SOLID
STATE
-1---
---
-l
ORAWH
,
AP'P'lltOVI
O Q A
TC
C-18012

(J1
NOTE
: 1
>
TO
PLAYBOARO
»
TO
LIGHTBOX
»>
TO
BOTTOM
PANEL
NOTE
2
PRIMARY
FUSE
VALUE
115V.
= 5
AMP
SLO·BLO
230V
. = 2.5
AMP
SLO·BLO
, -
Color
Code
Chari
0
Black
j
1
Brown
2
Red
:
~~~::e
-1
6
Blue
7 Purple
8 Slate
\,,,.,.. - - -,
-
-
~'-'--
---14
_
v
_.
A_C
__
_
___
---::i:>
A
2
J1.
4
,1
AMP
SLO
·
BLO
~-
-----'-'
~
_,
:>>
A7J1
·9
lt
l)ooo
-~
_..__
..._
_
1
_
1
_.
5
_
v.
_
At
______
~~
A2J1·l
~>
A7J1-11
ll
JlO~
.!..l....::~-
..-
------
_._
--..:;;i
~
A2J1
·3
11.5v
. At
11na
~
...J....:.:..:...L
__
______
___,,,___
..::;,~
A2J1
·2
ON
OFF
SW
;:>
>
A7J1·10
PRIMARY
FUSE
1
-
--,
-
iu1
e
14v
.
AC
-
....,..:.:.'-"'P
~
ll
•
-...,........_._-
--
-------
-
--"'
;>
A2J1
·5
Y•
AMP
SLO·BLO
==i
•
-----
-
....i.:
i5vvt::.:
00
:..i._
~»
A2J1
·6
o<Jll
l
.......,'--..L.......J.._--
--------~
~
A2J1
-7
CORCOM
#5K1
LINE
ALTER
5v.
AC
t--
--
---
-t---'-'-
-'--
-
-+
.i...:..::.::~1
11
..
..:.:.....,..i..;.;
'-'-'---
-
-----
--------:::>;>
A6P3
-4
LINE
CORD
54
r - - - - - - - - - - - - - - - - - - I
1
PRIMARY
PRIMARY
,
130W
.
130W
.
115'.
lll
lel-_...__.._
_
__
+_Bv
_._
O_C_
O_F_FS;...._E_T
___
__;;,
;>
A&P
3_
5
5v
.
AC
RETURN
~
"--.a..;_-'----
-------
-......::::
;>
A6P3
-6
3v
.
AC
-
-""-'-'-'-
----------
--.::i;>
A6P3·7
+4v.
DC
OFFSET
,...__,.
~......_
_
______
___
__,,
~
A6P3·8
3v
.
AC
RETURN
---.-..__..__
__
___
____
__,~
A3P3
·9
5
AMP
SLO·BLO
-·
r=:i
1N270
r.=
181
A1J6·8
»
i!11J
.. I!
...
I
>»
A6P1
·2
r-=022
lN
27
o
r.=
122
A1J6·4
»
L""!
Ml
I!"
I >>>
A6P1·3
r.;;;;i
1N270
r.:;:;-i
A1J6·5
»
J033J
Ml
(1331
»>
A6P1
·4
~
,
1N270
r=i
1
••
A1J6
·6 »
~
Ml
~
»>
A6P1
·5
A1J6
-3 »
[iii!
>>>
A6P1
·1
A1J6
·2
»
.,,_.._[3ii]:..:.eo'-'-----
--
~>>>
A6P1
·8
A1J6
·1
>)
[ii]
~
>>>
A6P1·12
A6P5
·2 (
rmJ
>»
A6P1
·9
A6P5·4
( [IBJ
>»
A6P1·10
A6P5-13
(
[i!!l
»>
A7J1
·3
A3J2·2
» [ID)
»>
A7J1
-6
A3J2
·3 »
f"™l
>»
A7J1·4
A3J2-4
»
[iii)
>»
A7J1
-5
A6P5
-
14
(
rmJ
»>
A7J1
-7
-------~~rmr
........
u~---<".K
A3J2
-1
I
I
I
I
AC
INPUT
AC
INPUT
--
--
--'-~
--
....,.
A6P5-9
_
.,....-
-;~>
A7J1
·8
1
00W
.
com
.
130W
.
115'.
lOOW.
com
.
1
1~
.
B-
1932
7
OR
C-19305
TRANSFORMER
L - - - - - - - - - - - - - - - - - -
~
GERMAN
TRANSFORMERS
B-
19326
C-19304
?
A6P1
-
11
.._
__
_.__.,_.
...._
....::,;:>
A6P3
-
11
A6P4-6
SPEAKER
~
A3J2
·5
A6P4·2
A6P4
-3
._
_ _
______
_____
_
__
_
__
...i..::::...L..._~
A6P4-4
I
~>
A6P1·7
I
10AMP
r - -
...t
A6P5
·1
tC
-
19303
15
AMP
1TRANSFORMER
?
A6P3
·
12
1
115v
. I ,
L -
__
___
'11
_1--__,...:...i.....;..:..L..-
---------
-~
~
A6P3
·
13
:>
A6P3
·
14
:>
>
A6P1
·1
5
A6P4·7
~>
A6P1
-
14
...
. .
•
~SUI:
OAT
ll
I
lt
C.
V I
SIONt
A6P4
·5
A6P5
-1
0
A6P5
·
11
A6P5-12
RIGHT
FLIPPER
SW.
IJii1
'.
1-
I
-----
---'-
1""1~--~)
A6P5·3
~L_
____
___
_
......i..;[lUJ~
ss
'-'--
~)
A6P5-5
D.
GO
TTLIEB
&
CO.
TITLE
BOTTOM
BOARD
SCHEMATIC
V
S<O
O H
SOLID
STATE
OllllAWfrf
(
;;,.1111ov
11
01
DA.
TC I
C-19393

~
m
A6J1
·1
>~
RETURN
ZERO
A6J1
·2
>»
[iOOJ
I
PLAY
/
TEST
SW
.
(00)
A6J1
·3
>»
[ml
I
#1
COIN
CHUTE
SW.
(
01
)
A6J1
·4
>»
[§]
I #2
COIN
CHUTE
SW
.
(02
)
A6J1
·5
>»
[iii]
I
REPLAY
BUTION
SW
. (
03)
A6J1
·6
>>~--l
TILT
SW
.
(114)
A&n-7
>~:
:
A6J1
·
14
>>
ooo
~
$
CO
IN
CHUTE
LIGHTS
ANTI
-
CHEAT
SW
.
A6J1
-
12
>~
BALL
ROLL
ASSEMBLY
SW
.
A6J1
·9 »>
[mJ
11
LEFT
FLIPPER
SW
.
A6J1
-
10
>»
[i#J
A6J1
-
11
>>.
A6J1
-
15
>>.
--
Color
Code
Chart
0
Blick
1
Brown
2
Red
3
Orange
•
Ytl
llow
5 Grun
6
Blue
7
Pu
role
8
Slate
NOTE:
>
FROM
PLAYBOARD
»
FRO
M
LIG
HT
BOX
>»
FROM
BOTTOM
BOARD
A6J3-15
>~
B
ALL
IN
P
LAY
LIGHT
A6J3
-1
>:>:
GAME
OVER
LIGHT
(#455)
MATCH
LIGHT
A6J3
-
10
>>
TILT
LIGHT
6.
3v
.
AC
RETURN
A6J3
-13
>>
6.
3v
.
AC
NAME
&
SCEHE
LIGHTS
A6J3·12
».
HIGH
GAME
TO
DATE
LIGHT
A6J3
-3
>>
SHOOT
AGAIN
LIGHT
(#
45
5)
6v
.
TEST
P
OINT
A6J3
-
11
>>:
6v
.
DC
A6J3
·4 >»
[ill]
5v
.
AC
«
A4J1-15
A6J3·5
>»
[ID]
+av. DC
OFFSET
«
A2J3-
8
A6J3
-6
»>
[5«J
5v
.
AC
RET
U
RN
«
A4J1-1
6
A6J3·7
>»
[U6J
3v
.
AC
«
A5J1-1
5
A6J3
·8
>»
[ill]
+
4v
.
DC
OFFSET
«
A2J3-7
A6J3
-9 >
>>
[ittJ
3v
.
AC
RETURN
«
A5J1·16
A6J3
-
14
»>
fYl
1
7
A6P3
-1 <
~
GAME
OVER
LIGHT
r.::-i
>>
A6P5-6
A6P3
·2 (
iUZi
HI
GH
GAME
TO
DATE
LIGHT
A6P3
•3
~,,~[T331
•
=33~L--
----
2!
~~~~~
-_..:::.;
))
A6P4
-1
""
-
SHOOT
AGA
IN
LIG
HT
A6P3
·
10
L
[IUl
)>
A&PS-7
, -
TILT
LIGHT
>>
A
&PS-8
>>
A6
P
4-8
A6P3
-
15
<
[ffiJ
BA
LL
IN
PLAY
LIGHT
1T D.
GOTTLIEB
&
CO
.
I
"""
BOTTOM
BOARD
a
LIGHT
B
OX
uuo
ON
SCHEMATIC
IS $
\ll:
OATI I
•l'W
IS
tO
HS
o. ....... 1
...
~"'0-.i•o
r
DAT
I
I C
-1
9410

.....
-._J
A1J7-12
A1J7
-
13
A1J7
·
14
v.
v.
v.
STROBES
A1J6
·3
M
~
122
A1J7
·2
~
011
0
~
»
-,
066
PH
P1
·1
l4ii1
A6 A6
r - -
Oiif
J1
·2
PLAY
/
TEST
Jl-1 'n
I
SW.OD
'~
1 2
l_
____
---
--
A1J7-3
>.
022
1
A1J6
·4>1
266
355
P1-3
A6
#1
COIN
10
POINT
~i
3
CHUTE
BULLS
-E
YE
CONTACTS
(4)
SW
.
01
I
TARGET
A1J7
·4').
033
2
A1J&-5
>1
Pl-4
A6
#2
COIN
~-
4
CHUTE
SW
.
02
A1J7
-7~ 044
A1J&-6
»,
P1
·5
A6
REPLAY
#1
YELLOW
#3
YELLOW
~
1
-
5
BUTTON
DROP
DROP
SW
.
03
TARGET
TARGET
A1J7
·6
>.
055
4
!ill
222
#2
YELLOW
#4
YELLOW
DROP DROP
A6J4
·9
668
TARGET TARGET
A1J7
·
.S
»
[ill
:I Q fill] )
A6J5
·
13
A1J7
-1
>>--lillli
I
OUTHOLE
SW.
I I T
[ill)
)
A6J5
-
14
NOTE
:
..
RETURNS
A1J7
-
17
A1J7
-
16
A1J7
-
15
A1J7·11
A1J7
-1
0
v.
N'.
v.
y, y,
133 144 155
~
1
-
VARl
-
--,
:
TARGET
1
- - - - - - - -
--
-
--
----
_ 1
UNIT
*'-
8"
ROLLOVER
3 4 5 6 ,
sw
·s.
(2)
-----
----
-
-----
_ _
__
____
...J
POP
788
BUMPER
AND
ROLLOVER
KICKOUT
iiU
''
I
BUTTONS
(4)
HOLE
I
ROLLOVER
#1
RED
#
3RED
DROP
DROP
RIGHT
SIDE
UC"
TARGET TARGET
ROLLOVER
I
ROLLOVER
#2
RED
#4
RED
50
PO
I
NT
uKo
DROP
DROP
CONTACTS
(4)
ROLLOVER
Lj
TARGE
T
TARGET
SW'S
.
(2)
D.
GO
TTLIEB
8c
CO.
Tnt..11
SWITCH
MA
TR
IX
v•c.o o"
BUCK
ROGERS
-
All
DIO
D
ES
ARE
1N270
tSSU
E
OAT
·
I:
•lllVtStON
S CHl
•WN
r~ov
1:
1o
•
T"ll
I
C-19392

A6J
5·9
>::>.
277
A3
J4
-6
/,
A3J
5·1
8
/,
A3J5-19
:;>,
A3
J4
-2
/,
A3J4
-4
/,
A3J4
-5
>)
[fill
~
m
A3J
5·1
/,
l
l
2
AMP
SLO
-
BLO
:
KICKOUT
HOLE
~ooo
•
r
TIP
-
115
TRAN
SIS
TOR
NOTE
:
>>
FROM
LIGHTBOX
>>>
FROM
BOTTOM
BOARD
ALL
DIODES
ARE
1
N4004
PART
NO
.
A-
16570
A-
16890
A-
16890
A-
18318
A-183
18
A-
16
5
70
A-1
7564
A-5
194
A-
17
875
A-1
496
A-5
19
4
T m I a
1-41
---
-
----------------
-----'
-
3 2
-'
2
"-<.~<
A6J5-2
._
------------------
--
-~
3
~
22
~
~<
A&~~
KI
CK
I
NG
R
UB
BER
SW
.
KICK
I
NG
RUBBER
SW
.
KICKING
RUB
B
ER
L
EFT
POP
BUMPER
SW
.
LEFT
P
OP
BU
MPER
RIG
HT
PO
P
BU
MP
ER
SW
.
RIG
HT
POP
BU
MPER
LEFT
FLIPPER
A6J
5-4
>::>.
344
ON
LEFT
FLIPPER
RIGHT
FLIPPER
A6J5
·5
>::>.
3
55
ON
RI
GHT
FLIPPER
A6J5·
10
>::>.~i...:
5
~
4
.l_
_
_._
_______
____________
_,
CO
ILS
US
ED
DE
S
CRIPTION
OUTHOLE
GAME
OVER
R.EL
AY
(0)
TI
LT
RELAY
(T)
YELLOW
TARGET
BANK
RESET
RED
TARGET
BA
NK
RESET
KI
C
KOUT
HOLE
VARI
·
TARGET
RESET
KI
C
KING
RUBBER
FLIPPER
COIL
S
RIGHT
P
OP
BUMPER
LEFT
POP
BUM
PE
R
Co
l
or
Code
Chart
0
Blac
k
1 Brown
2
Red
3
Oranne
4
Yello
w
5
Green
6 B
lue
7 P
urole
8
Slate
I
I
SSU
I'. O AT I
RC
VtltO
HI
D.
GO
TTLIEB
&
CO.
TITLI
P
LAYB
OAR
D
SO
L
ENO
ID
S
Ul
l.
0 OH
BU
CK
ROGERS
OlltAWH
rPP
lit
OY
COl
0A1"1
J
C-19390
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