Premier Technology Gottlieb Teed Off User manual

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THE PREMIER NAME IN PINBALL
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INSTRUCTION HANUAL

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GA¡,ÍE #736
(TNSTALL 4 BALLS IN OUTHOLE AND ONE CAPTM BALL
IJNDER TOP RTGHT RED PI,ASTIC RN,ÎP. )
INSTRUCTION MAI.IUAL
SECTION
I.
II.
IIT.
IV"
V.
VI.
VII.
GAI'IE PROM:
(TYPE 26C5L2)
736IGPROM
DTSPLAY PROM:
(TYPE 27CO4O-251
736/DSPROIi{
TABLE OF CONTENTS
PAGE (s)
INSTALI¡ATIOI{. ....ii-18
GAIqE PLAY AND SCORING.. .....2-5
TEST MODE
I. SELF-TEST....... ... ¡. ....6-7
rÏ. BOOKKEEPTNG.
fII. GAI4E ÀDJUSTI,{ENTS
IV. UTILrTIES...............
v. ToURNÀÌ{ENT MODE,...... ,,
THEORY OF OPERATTON...... ¡....
GENERÀL INTORMATTON..
WIRTNG AND SCHEMATIC DIAGRA}IS.
PARTS INFORMÀTTON..
,7
.7-15
.15
.15-L6
.L6-22
.24-26
,2'l-62
.63-7 6
THE PREMIER HOTLINE
1-8|()0Þ4¿t4-O761
TROUBLESHOOIrING GUIDE. O " " "' O I .' I "'TNSIDE
BACK COVER
NOTE:
O 19'¡ PNÊMIER IECHNOI,OGY
CCDI'InIGHT.AIJ. RIC]{II¡ Rg¡EFT'ED
SOUND PROMS:
(TYPE 27C256) (rYPE 27CO2O-25\
736/DROMr" 736/AROM1
736/YROM1 736IAROM2
AT.IY PROM CHÀNGES DURTNG PRODUCTION VIILL BE INDTCATED BY A
REVTSION NTIMBER FOLLOVÙING ÎTTE GAT'{E NUMBER. CONSULT YOUR
DÏSTRIBUTOR FOR ANY PROM CHANGE UPDÀTE.
@
îechnologV
TS9INDUSTRIAL DFIVE
BENSENVILLE IL 6(¡T06
1-70&350{r4q)
F/[X: 1-708-35Þ1097

Ptemier'
SUPPLEil{ENTAL ADDENDUI.I lschaology
ÀTTÀCH TO AI.TD À PART OF
TEEf D OFF (GÀME #736'
TNSTRUCTION ÎIIANUAL
cAl,I8 ÀS SHIPPED VARIES FROI,{ llHB INSTRUCTTON },IANUAL AS PRINBED.
CORRECTED PAGE 18
SECTION D. Change ticket dispenser number to TD0M-lO-S-S.
CORRECTED PAGE 9
CORRECTED PAGE 11 E L2
clrange Bookkeeping Etep #7a to EXTENDED PI¡AY colNs,
Add Game AdJustroent step #63 (EXTENDED PIÀY)
Add Game AdJustnent step #64 (EXTENDED PLAY MAXIl,ltIr{).
ADDED TO PAGE 15
63 ) EXTENDED PI,;AV
This feature, when enabled,
allor.ls a player to continue
playing his current, garne by
inserting either 1 or 2 coins
for one extra ball.
641 EXTENDED PLÀY MAxrlfUlrl
llhis step sets the maximum
nunber of extra balls a player
may purchase in any one game
when the EXTENDED PLJIY feature
Ís enabled.
country Coin Chutes
Left Right Center
123 4Plays/Coin (s) Chute AdJustrnent Steps
10 11 L2 13 14 15 16 17
usÀ .25 .25 $1 Ll .5o, 2liL 01 01 04 00 02 00 00 00
FORITÍ NO. Pr 6-15-93 30233


SYSTEM 3 OVERVIEW
Systern 3 contains many new features which improve game play
and reliability. Some of t,hese features are as foLlows:
1) New lithíum battery provides data retention for a
minimurn of 5 years under normal- operatj-on and
virtually eliminates battery leakage. Also a low
battery warning is given in the displays when the
voltage drops to the critica] }eveI.
New interlocking connector systern for inproved
reliabíIity.
Use of High Speed CMOS technology for low power
consumption and cooler operation.
I¡nprovéd solenoid driver reliabilíty due to simpllfled
circuitry and the use of Rugged Power MOSFETS'
Larnp short, protection.
Switch natrix input protection.
Easy line volt.age adjustrnent on location,
Improved bookkeeping functions.
New L28 x 32 Dot Matrix Display.
Capability for operators to enter their ov¡n nessages
in the attract mode
Use of new SMART SI^IITCH tn technology v¡hich elÍ¡ninates
the use of contact points on switches. Therefore the
need for cleaning dirty switches is eliminated.
Adòition of a Tournament Mode sl,¡itch which allows quick
and easy way to replace current adjustrnent settings wíth
special settings. This switch also provides an easy hray
to set thê gâne for free play.
2'l
3)
4)
5)
6)
7'
8)
e)
10)
11)
L2l
This equipment bas bceq found to comply with tho limits for a Class A digital
device, pursuant to Part 15 of the FCC Rules. These limits are designed to provide
reasonable protection against harmful interference when the equipment is opereted
in a commercial environment. flis equipment generrtes, uses, and can rsdiate radio
frequency energy a¡d, if ¡ot insalled and used in ¡ccordance with the instruction
manual, rn¡y cause harnful i¡terfcrence to r¡dio communications. Operatio¡ of this
equipment in a resídential are¡ is likely to csuse harmful isterference in which csse
the user will be required to correct the interfere¡rce at his own expense.
I

A. SET-UP
1. BoIt the legs to the cabinet.
2. Lift liqhtbox int,o an uPright
- nosítioñ. Be sure none of the cables
ãre crinped in bet¡¡een the lightbox
and cabinet.
3. Ensaqe the snap in the rear of the
rién€,uox to thê cabinet-
4, To remove the llÇhtbox backglass and
oain servicing access to the
éIectronics páne1 and the lnsert lamp
assembly, proceed as follows:
UNLOCK lHE LIGHTBOX BY TURNING THE KEY
À QUARTER TURN CLOCKWISE.
LIFT UP THA BACKGLASS RETAINING BOTTOM
TRrl,t ABOUÎ 3 | Att To CLEAR THE rrHrr
RETAINING CHANNEL ON THE TOP EDGE OF
THE DrSPLÀY/SPEAKER PÀNEL, PrVOT OUT
TOWÀRDS YOU AND SLIDE THE BÀCKGLÀSS
DOI{N ÀND OUT, CAREFULLY SET ÀSrDE.
REMOVE THE nHrr RETATNING CHÀNNEL, SLIDE
THE PLEXIGI,ASS INSERT UP ÀND OUT' SLIDE
UP ÀND REMOVE THE DISPLAY/SPEAKER PANEL
ÀND LAY FACE DOWN ON THE CABINET.
UNLOOSEN THE TWO ÍIING NUTS ON THE LEFÎ
SIDE AND PUSH THE LOCK SLIDE UPI'TARDS,
THIS AI,I,OWS THE LIGHTBOX I.,ÀMP INSERT TO
SWING OUI ÀND FOR GÀINING ÀCCESS TO THE
ELECTRONICS PANEL.
5. Secure the ltghtbox to the cablnet
wlth the bolts and washers provlded.
TO REPLACE THE BACKGLASS, INSERT THE
DISPLAY/SPEÀKER PÀNEL, ENSURE THAT THE
METÀL TABS ON THE PANEL MATE INTO THE
I{OOD RETAINERS, SLIDE IN THE PIJEXIGLASS
PÀNEL AND INSERT THE IIHII RETAINING
CHANNEL.
SLIDE THE BACKGI,ASS UP INTO THE
I,IGHTBOX, PIVOT INWARDS AND SLTDE DOWN
INTO THE IIHII CHÀNNEL, TURN THE KEY A
QUÀRTER TURN COT]NTER.CLOCKWISE TO LOCK
THE LIGHTBOX.
6the cabinet door and loosen the
rnoulding locklng arrn.
7. Remove the front noulding from the
cabinet.
I. INSTALLATTON
hotd in place and insert the ProP
st,ick into the countersunk hole on
the underside of the P1aYfield.
CÀUTION!
Use prop stick when servicing under
the playfield.
lO.Unravel and straighten out the power
line cord located at the rear of the
cabinet.
ll.Proceed to rrB. CHECK-OUT||.
8. Slide the playfÍeld glass toward you
and remove it, carefull-y set aside.
9. Raise the playboard and pivot it
upwards anä uãcr towards- the lightbox,
B. CHECK-OUT
1. check that all cables are clear of
noving parts.
2. check for any loose wires.
3. Check switches for loose solder or
other foreign matter.
4. Be certaÍn alt fuses are fírmly seated.
5. Check transformer for any foreign
matter across terrninals.
6. Be sure that the Transformer Panel
porder input connector À12J5 r - .
õorrespoñds to the supply voltage.
7. Check the setting of the normally
oÞen tilt switch-on the underside of
the plavfield. One blade should be
free'-flôating with a weight on the
end.
8. The plu¡nb-bob tilt can be adjusted by
Ioosêning the clip and.raising the
r¡tumb-bob to increase its
^sensitivity, or lowering it to
decrease its sensitivitY.
g. Lower the playfield into the cabinet.
Using the Leg adjusters, l-eveÌ t'he
playfield and set the Pitch.
Recommended pitch is 6o. For
alternate settÍngs, see illustration
on facing page.
lO.PIug the line-cord into a properly
grounded 3-wire recePtacle ONLY!
ll.Refer to Section IIf to make all
necessary game adjustnents.
12.Re-install the playfield glass,
front moulding and lock the
cabinet door.
I3.CAUTION! If this game has been
suÐæd to extrerne cold, allow to
warm up to room tenPerature.
Open
front
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f, lNslAlùA'floN
SET-UP PROCEDURE
TO ADJUST PLAYFIELD PITCH ANGLE
(REAR LEGS ONLYI
,,}
t /2" ¿l_
1/4"
3/9"
T- --r
8 THREADS
6o 6 THREADS
- It
Þz + THREADS
7c
NOTE:
FRONÏ LËG ADJUSTERS
MUST BE INSERTËD TO
TH€IR MAXIMUM THREAD
DEPTH AND SECURED
WITH A NUT ON EACH
SIDE OF THE LEG.
WARNING
DO N('f TRANSFCTF|T GAiIE WTH LIGHTBOX lN THE UPRIGIIT (PLAYING) FOSmON.
usE TATGH ONLY 1916¡PIffiARILY HOLD LIGHTBOX UPRIGHT WHILE ATTACHING THE LIGHTBOX TO THE CABINEÎ
SECURE THE LIGHTBOX TO THE CABINET WTffi THE TWO BOLTS AND LOCKWASHERS PROVIDED,
I

NOTES
IA

t. tNs:rAuÄrfoN
C. COlNMETERfoPrtoNAtl
å, +12vdc mechanical coÍn meter may be
installed by the operator to count
total coins accepted by the machine.
The coi-n meter leads should be
soldered to the lugs on the terminal
strÍp mounted inside the front door on
the right side (see Figure 1). If the
coin meter is polarized, the positive
lead (red) should be attached to the
lug that has the cathode (banded) side
of the diode attached to it otherwise
the leads may be attached in any
order. The coIN METER adjustnent, muEt
be set to on and the following four
adjustrnents should be set to the
number of pulses (count,s) required
for each coin denomínation used.
NOTE: Make sure that the GÀME MODE
adjustment is not set tp either REPLÀY
+ TICKETS or TICKETS ONLT (see Game
Adjustrnents section) .
FIGURE I.
D. TICKET DISPENSER foPnoruAtf
This machine is equipped to easily
interface to the Deltronic Labs
#looOlTY ticket dispenser with the
out,side rnounting option. To inst,all
the dispenser, first l-ocate the five
partially dríIled holes on the inside
of the cabinet on the right side (see
Figure 1). The four rrArr holes are for
mounting the cabinet with #10 x 1-174tt
carriage bo1t,s. The rrBtr hole is for
cable access to the unit. Dri1l the
rArr holes out from the inside of the
cabinet using a 13 /64" drill bit,.
Dri1l the rrBü hole out, from the inside
of the cabinet using a 1" drill bit.
The GA!18 MODE adjustment is used to
set whether to dispense a number of
tickets along with each replay awarded
(REPLAY + TICKETS) or to dispense a
nurnber of tickets in place of each
replay awarded (TICKETS ONLY). fhe
TICKETS TO ÀWARD adjustment is used to
set the number of tickets to dispense
for each replay awarded (see Gane
Àdjustments section).
NOTE: Make sure that the COIN I{ETER
adjustrnent is set to off when using a
ticket dispenser.
E, BIII,ACCEPTOR¡ornoHAq
A bilt acceptor can be easily
interfaced eLectrically to this
machine. The two unused 522
(green-red-red) and 622 (blue-red-red)
center chute switch wires shouLd be
attached to the switch output of the
bill acceptor (see Cabinet/Front Door
Schenratic Diagran). The line voltage
validator outlet located ínside the
cabinet, on the right sÍde can be used
for supplying power to the unit, The.
CHU"IE 3 UNITS adjustrnent can then be
used to set the value of the bill
being used. The bill acceptor models
known to fÍt the door mechanically are
Mars modeMMz and Tekbilt nodel
NvLlo. The Tekbilt model also requires
an adapter plate,
F. CONilMUNICATIONSADAPTER
loPTroNArf
A kit (MA-1940) may be purchased
through your distributor which will
allow the system to output Bookkeeping
data to a serial printer.
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PLAYFIELD PROP STICK
a_;TLINE OF TICI(ET O'SPENSãP
RIGHT
FLIPPER
swtTcH
AREA -'l
o
o
uA"
TERMINAL
STRIP
o
r,A,,
OIODE
uAu
uBn
TB

II. GATIE PIAY ATUD SCORING
na
GBNERAL GAME FEATURES
ALt, RULE DESCRTPTIONS APPLY TO NORMAL
(NON-ROUND/NON-MULTTBALL) PLAY I'NLESS
OTHERWISE NOTED.
MULTIBALL
I,{ULTTBALL IS AT{ARDAD FOR COMPLETING
''GOLF HOLEII NUI{BER NINE WHEN LIT OR
MAY BE ÀT{ARDED FROI.Í THE MYSTERY
FEÀTURE. DURING I'IULTTBAI,L PÏ,ÀY,
HITTING THE CÀPTIVE BAT,L ADDS TO THE
JACKPOT VALUE. COMPLEÍIING À STROBING
SHOT COLLECTS THE JACKPOT VALUE.
CO¡IPLETING ALL STROBING SHOIS COLLECÎS
SI]PER JACKPOT.
GO FORE PAR.TEE
MULTIBALL
LETTERS ARE AIA'ARDED BY ETTHER SPTNNING
rHE IIGOPHER WHEELII OR THE MYSTERY
FEÀTURE. COMPLETTNG ALL OF THE
G-O-P-H-E-R LETTERS (TNDTCA,TED ON THA
CÀRDHOLDER) AWÀRDS THE
GO FORE PAR-TEE ROUND. DTJRING
co FoRE PAR-rEE PLAY, THE VOLC.ANO (rOP
LEFT UPKTCKER) SHOT AND THE CENTER
UPKICKER SCORE THE DISPLÀYED ÀVüÀRD
VALU8.
RATNING CATS & DOGS / ANYTHING GOES
MULTIBALL
THESE FEATURES ARE AI{ARDED FOR
COMPLETING I'GOLF HOLEII NI]MBER NINE
WHEN LTT, BETNG CHOSEN FROM IIQUICK
PrcKn WHEN LrT, OR MAY BE ÀWÀRDED
FROM THE MYSTERY FEATTIRE. THE ONLY
DTFFERENCE BETWEEN I'RATNING CATS &
DOGSII AND IIAI.IYTHTNG GOES'I IS TN THE
SCORING. IIANYTHTNG GOESII SCORTNG TS
DOUBLE THÀT OF 'IRÀTNTNG CATS & DOGSII.
DURING I'RÀINTNG CATS & DOGSII PLAY, ÀTL
oF THE TNDTCATED SHOTS (STROBTNG
LIGHTS) ÀDD TO THE DTSPLAYED BONUS
WHTCH IS COLLECTED AT THE END OF BAI,L.
SKINS GAME
LETTERS ARE AWARDED TN IIS-K-I-N-S-!tI
(oN THE CARDHOLDER) DURING THE nSPELIJ
SKINSIII ROUND OR MAY BE AWÀRDED FROM
THE MYSTERY FEATURE. COMPLETÏNG
ûS-K-I-N-S- ! rr ÀWARDS ITSKINS CÀDlErr . THE
I'SKTNS GA}IEII CONSISTS OF CHOOSING A
POINT AWARD OR THE IIDOUBLE OR NOTHTNGII
ROUNDI" DURTNG THE IIDOUBLE OR NOTHTNG
ROUND'I, À PLAYER NEEDS TO COMPLETE À
RÀNDOMLY CHOSEN OBJECTIVE BEFORE ITII,TE
EXPIRES. IF SUCCESSFUL, THETR SCORE ÏS
DOUBLED. OTHERWISE THETR SCORE IS
ZEROED. THEIR SCORE CAN BE RECOVERED
HOWEVER BY SHOOTTNG THE IIMEAN HOLE
GREEN'I (TOP LEFT HOLE) WHEN LIT.
ROUNDS
ALL OF THE FOLLOWING ROUNDS ÀRE
ENÀBLED FOR TTMED DURATIONS. SHOOTTNG
THE TOP LEFT UPKTCKER (VOLCÀNO) WIIEN
THE IITEEII I,AMP IS FIÂSHÏNG BEGINS THE
TNDICATED ROUND ON THE BILLBOARD.
SPELL SKINS ROUND
EACH SHOT INTO lrHE TOP LEFT UPKTCKER
(voLcANo) ADDS A I-,ETTER TO
s-K-I-N-s-t . COMPIJETING S-K-I-N-S-!
scoREs 30,000,000 PorNTs AND AWARDS
THE IISKINS GAMEII.
TEE'D OFF ROI,]NI)
EACH SHOT INTO TTIE CENTER UPKTCKER
SCORES AND ÀDVANCES THE DISPI,AYED
VÀLUE.
Ð(TIIA BA,LL ROUND
HITTTNG THE RTGHT BULLSEYE TARGET
(CENTER PrN) AVIARDS EXrRÀ BÀLL.
FIND TIIE GOPHER ROUND
THE GOPHER IS HIDDEN IN ONE OF THE
TNDICATED SHOTS.FINDTNG THE GOPHER
2

AI{ÀRDS THE DISPI,ÀYED SCORE ÀNÐ ENDS
THE ROUND.
PITCH'N PIITT ROUND
DURTNG tHIS ROUND, THE CÀPTTVE BÀLL
ADDS TO IICOCONUT BONUSII. EÀCH SHOT
INTO THE PITCH IN PUTT ARBA OR THE
LOÌ{ER RIGHT UPKTCKER COLLECTS THE
ncocoNuT BoNUsr,
II. GAftIE PLAY AND SC(}RING
OTHER FEÀTURES
BIG SCORE
COMPLETING THE FTVE I{AIN ROT'NDS
(INDICATED ON PT,AYFTELD BILLBOARD)
QUALIFTES THE IIBTG SCOREII TEATURE.
THIS FEATTIRE REIIIAINS ACTIVE FOR THE
REMAINDER OF THE BÀLL IN PT,AY. HITTÏNC
THE IIBIG SCOREII TARGET WHEN FT,ASHTNG
AWARDS AND ÀDVANCES THE DISPI,AYED
VALUE.
SLICE
THE RTGHT BULLSEYE TARGET ADDS ONE
LEITER TO IIS-L-I-C-EIT, COMPLETING
S-L-I-C-E FLASHES THE IIHURRY-UP sOM"
FOR A SHORT TTMED DI'RATION, AND
RESETS THE WORD IIS-L-I-C-EII.
HOOK
THE IIHOOKII VALUE FOR THE LEFT
BULLSEYE TARGET IS ADVANCED FROI{
COMPLETING ÀN ODD NUMBERED GOLF HOLE
WHEN LIT OR MAY BE ADVANCED FROIT{ THE
MYSTERY FEATURE.
Qr.rrcK PrcK
COUPL TING THE REQUIRED NUMBER OF
HOLES-IN-ONE (SEE DTSPT.AY) LTGHTS THE
PITCH 'N PUTT AREÀ FOR QUICK PICK.
IIHIS F8ÀTURE GIVES THE PÏ,AYER A
CHOICE BETWEEN SELECTING IIR.AINTNG
CATS & DOGSII OR ''LIGHT SPECIÀL'I.
PLI]NGER SKILL SHOT
THE PT-,AYER RECEIVES A HOLE-TN-ONE AND
A MYSTERY AWARD IT THE BALL I,ANDS TN
THE IIMEAN HOLE GREENII (TOP HOLE) .
CHEAT SHOT
THIS FEÀTURE A!{ARDS A POTNT VALUE ÀS
TNDTCATED ON THE DTSPLAY.
GOLF BALL
SHOOTING THE VOLCANO FLASHES THE GOLF
BÀLL LAMP AND ONE STDE SPOT TARGET,
THE PLAYER THEN GETS ONE SHOT AT THE
FLASHING TARGET TO COLLECT THE
DISPIÀVED POINT AWARD.
GOLF HOTES (1.9)
ALL GOLF HOLES II{UST BE CO}ÍPLETED IN
ROTATTON. THE ACTIVE HOLE IS INDICÀTED
BY A FI,ASHING LAI,TP. MAKTNG A HOLE IN
ONE OR ENTERING .â, ROUND ALSO ÀDVANCE
THE ACTIVE GOLF HOT,E. CO}TPLETING NINE
HOLES ÀVIARDS THE I¡IÎ FEATURE.
GOPHER\ryHEEL BONUS SPIN
AT THE END OF EACH PI,ÀYERIS GAME A
LETTER FROM THE VIORD GOPHER APPEÀRS IN
THE DTSPT,AY AI{D THEN THE GOPHER T{HEEL
IS SPUN. IF THA BALL I"ANDS TN A HOLE
NEXT TO THE LETTER THÀT TS DISPI,AYED,
THEN THE PLAyER rS AWARDED 51000,000'
POINTS. THIS FEÀTI]RE CAN BE TURNED ON
OR OFF USING GA¡.TE ÀDJUSTMENT STEP 62.
PT"AYFIELD FEATURES
TOPHOLE("MEANHOLEGREEN') * AlirÀRD 20,000,000 I{HEN FT,ASHTNG.
* scoR' 30o ' oo0' pop BuMpE& Top KICKING RLIBBER, AND Top
'r REcovER pLAyERs scoRg gHEN FLASHIN6 ffigii SPOT TARGET (ALL IN CAPTIVE BALL
* AWARD HOLE-TN-ONE T{HEN FI.,åSHING. * SCORE IOO,OOO.
* AWARD MYSTERY WHEN LfT. it CHANGE INDICÀÎED ROUND (BILLBOARD).
* ÐURTNG PTTCH IN PUTT, COLLECT BONUS. * ADD JÀCKPOT WHEN FÍ.,ASHTNG DURTNG
MULTIBALL.
* LOCK BÀLL T{HEN IILOCKN IS FLASHTNG.
TOp LEFT SPOT TARGET * ADVANCE COCONUT BONUS I{HEN LIf OR
FLASHING.
rt SCORE 1, 000 , 0oo .* SUPER ADVANCE COCONUT BONUS }THEN
* AWÀRD EXTRÀ BALI, WHEN FI,ASHING. FLASHING (DURTNG PITCH IN PUTT).
3

BOTTOM KICKING RUBBERS
,r scoRE 90,
* CHÀNGE TNDICATED ROUND (BILLBOARD).
LEFT RETTJRN ROLLOYER
* scoRE 3r000.
* FLÀSH ttDOG-LEGrt FEATURE WHEN LIT.
RIGHT RETURN ROLLOVER
* scoRE 3,000.
* FT,ASH IICHEAT SHOTII FEATURE WHEN I,IT.
IEFT AND RIGHT OUTI"ANES
'r scoRE 100,000,
* AWARD HOLE-TN-ONE WHEN I,IT.
LEFT SIDE ROLLOVER
* scoRE 100r000.
'b AWARD SPECIAL WHEN FLASHTNG.
BOTTOM UPKICKER
* scoRE 100r0o0,
* COMPLETE AND ADVÀITCE GOLF HOLE I{HEN
FI,ÀSHING.
* DURING IIFIND THE GOPHER'" AWÀRD 3OM
IF THE GOPHER TS HIDING HERE.
* ADD BONUS DURING IIR.AINTNG CÀTS &
DOGSII OR NANYTHING GOES'I.
* AWARD JACKPOT(S) I4¡HEN STROBING
DURING MULTIBALL.
RIGHT RAMP (OPTO)
* scoRE 300,000.
* FLASH 1OI{ (PITCH 'N PUTT R.AMP).
* FLASH 'ITEEI' WHEN LIT, RÀMP DOES NOT
LIGHT TF 'IBTG SCOREII IS FI,ASHING.
* COMPLETE AND ÀDVANCE GOLF HOLE T{HEN
FLASHING.
IT. GAME PIAY AND SCORING
It ÀDD BONUS DURING I'RATNTNG CÀTS &
DOGSil OR !|ÀNYTHING GOESil,
* AWARD JÀCKPOT(S) T{HEN STROBING
DURTNG MULTTBALL.
1b TF CHOSEN OBJECÎIVE FOR 1THE SKTNS
cAl¡lE, THEN COMPLETES THIS OBJECTI .
CENTER ROLLOVER
't SCORE 30rOO0,
îk COLLECT BONUS ÐURING PITCH rN PUTT,
* SCORE IO,OOO,OOO WHEN FLASHING. ( TF
BALL JUST CAME FROM RÏGHT RÀMP.
* AWARD 'IQUTCK PICKII WHEN FI.,ÀSHTNG.
* ÀI{ÀRD JACKPOT(S} WHEN STROBTNG
DURTNG UULTIBALL.
* TF CHOSEN OBJECTTVE FOR THE SKINS
GÀTI{E, THEN COMPLETES THIS OBJECTIVE.
LEFT SrDE SPOT TARGETS (3)
't SCORE 300.
* TF THTS GROUP OF THREE TARGETS IS
CHOSEN AS THE OBJECTIVE TOR THE SKTNS
GAME, II'HEN THE COMPLETïON Or ÀLL
THREE TARGETS COUPLETES THIS
OBJECTTVE.
:T AWARD DISPLAYED VALUE ÀND END GOLF
BALL FEATURE WHEN FIÀSHING.
LDFT A,ND RIGHT OTITER
BULLSEYE TARGETS (2)
:t SCORE 10, 000 .
:I CHANGE INDICATED ROIJND (BILLBOARD).
LEFT INNER BULLSEYE TARGET
* scoRB LI! trHooKrr VALUE,
¡t ADD BONUS DURING TTRAINING CATS &
DOGS'I OR IIANYTHING GOESII.
* A!,IARD JÀCKPOT(S) WHEN STROBING
DURING MULTTBALL.
* IF CHOSEN OBJECÎTVE FOR THE SKTNS
GAME, THEN COIqPLETES THIS OBJECIïVE,
4

II. GATIE PLAY AñID SC()RING
t,NLESS BOTH BULLSEYE TÀRGETS T{ERE
ORTGINALLY SELECTED,
RTGHT INNER BULLSEYE TARGET
* scoRE Srooorooo.
* AWARD 50,OOO,OOO WHEN FLASHING.
'I AWARD IIEXTRA BALLII DTTRTNG EXSR.A BALL
ROUND.
:r ÀDD rrs-L-I-c-Eil WHEN LIT.
¡T ÀDD BONUS DI'RING IIRÀTNING CATS &
DOGSI' OR ANYTHTNG GOES.
* À!{ARD JACKPOT(S) WHEN STROBING
DURING MULTIBALL.
¡T TF THIS IS OBJECTIVE FOR TTTE SKINS
GÀt48, THEN COMPLETES THIS OBJECTM,
I'NLESS BOTH BUTJLSEYE TARGETS WERE
ORIGINÀLLY SELECTED.
TOP RIGHT SPOT TARGETS (3)
¡t scoRE 90.
't CHÀNGE INDTCATED ROT'ND (BTLLBOARD) .
LEFT CEIYTER SPOT TARGET
¡r scoRB 300.
* AI{ARD AND ADVANCE IIBTG SCOREII T{HEN
FIJASHING.
DROP TARGETS
* scoRE 30,000.
* IF CENTER IIHOLE-IN-ONEII IS FIJI,SHING,
THEN CHANGE FI,ASHING LIGHT TO IISPIN'I.
!I ÀDD COCONUT BONUS T{HEN LIT.
* COMPLETION OF ÀLL TARGETS RESETS THE
BÀNK ÀND rF ÍSPINil IS FLASHING,
scoRES 3,000,000 PoINTs, ÀND cHÀNcEs
FI,ASHÏNG LTGHT TO IIHOLE-IN-ONEII.
CEI{TER I,JPKICKER
* sqoRE 30,000.
* ÀWARD HOLE-TN-ONE WHEN FI,ASHTNG.
't SPIN GOPHER TÍHEEL WHEN FI,ASHING.
* DURTNG IITEEID OFFII ROUND, SCORE ÀND
.A,DVANCE DISPI,AYED VALUE.
,t DURTNG IIFTND THE GOPHER'" AÍ{ARD 3OM
IF THE GOPHER IS HTDTNG H8RE.
,r DI'RING ilGO FORE pAR-TEEil, AWARD
DISPLÀYED VALUE.
¡b ÀDD BONTJS DURTI{G IIRÀINING CÀTS &
DOGSI' OR IIANYTIITNG GOESI"
* ÏF CHOSEN OBJECTIVE FOR lHE SKINS
GAME, THEN COMPLETES THIS OBJECTIVE.
GOPHERWHEEL
* AFTER A IISPINII, A LETTER IS SPOTTED
TN THE Í{ORD G-O-P-H-E-R. NOTE: IF THE
GAME DOES NOT SEE THE GOPHER WHEEL
BALL I,JIND IN A}TY HOLE AFTER A TIMED
PERTOD, THEN À NEW LETTER IS SPOTTED.
TOP LEFT UPKTCKER (VOLCANO)
:t SCORE 30, 000.
¡t ÀI{ARD rtCHEÀT SHOfn WHEN FLASHING.
* DTJRING 'ISPELL SKINS! 'I ROT'ND, ADD À
LETTER TO S-K-I-N-S- ! , COT.ÍPLETING
S-K-I-N-S-! STARTS THE IISKINS GÀMEII.
* DURTNG IIFIND TH8 GOPHERII, ÀWÀRD 3OM
IF THE GOPHER TS HIDTNG HERE.
't DURING IIGO FORE PAR-TEEII, AWÀRD
DISPI"AYED VÀLUE.
¡} TF IITEEII TS FLASHING, THEN BEGIN
INDICATED ROI'ND.
¡t COMPLETE AND ADVANCE GOLF HOLE WHEN
FI¡JASHTNG.
* ENABLE IIGOLF BALLII FEATURE.
'I ADD BONUS DURING FÂINTNG IICATS &
DOGSII OR IIANYTHING GOESII.
* ATfARD JACKPOT(S) I{IHEN STROBING
DT'RTNG MULTTBALL.
* IF CHOSEN OBJECTIVE FOR THE SKINS
GAII{E, THEN COI{PLETES TI{IS OBJECTIVE.
RrGHT I"ANE (OPTO)
* SCORE 50, OOO WHEN B.âLL DOES NOT COME
FROM SHOOTER LANE.
* AT{ÀRD JACKPOT(S) WHEN SSROBING
DURING MULTTBAIJL.
* DT}RTNG 'IFTND THE GOPHERI', AWARD 3OI{
ÏF THE GOPHER IS HTDTNG HERE.
ouTHoLE (END OF BALL)
,I COLLECT COCONUT BONUS.
* COLLECT I'RATNING CATS & DOGS'' /
I'ANYTHING GOESII BONUS.
5

III. TEST MODE
There are several functions accêssí¡te
t,o the operator while in the test
mode. These functions are Self-Test,
Bookkeeping, Game Adjustnents, .and
utilities. Each of these functions
will be explaÍned in detail Later in
tt¡is section. llo enter the test mode,
the garne must be in the attract mode
(ganè over), Then dePress the Test
¡utton located just inside the front
door of the game. The oPerator will
then be giveñ a choice as to which
function he wants to access' Use the
teft flipper button to choose
(highligñt) the function desíred and
then either the Test button or the
right flipper button to enter
the chosen function'
NOTE: The Test button rnaY be held in
to fast forward through the sÈeps of
a part.ícular function.
To exit the test mode or change
functions the Slan switch (front
door) must be activated or the power
must be turned off.
I. SEIF-TEST
This function will' allow the operator
to test all the hardware related
devices in the game. Each test is
described below.
^A. MEMOfTVTEST
This function tests a1l memorY
devices on the Control Board (41). If
a1l the devices pass the test an rroKn
will be displayed. If a failure
occurs, a descriPtion of tbe faultY
component, will be disPlaYed. then
after a short period of tine the Game
Prom check surn wíll be dispLayed. The
Credit button can be used to restart
this test.
B. LAMP CHECK
llhis function will flash all the
controlled }amps and flasher lamps
continuously. This will allow the
operator to easily check for and
replace any burned out }ight bulbs.
C. I,.AMP fHATRlx TEST
This test will- alIow the operator to
single step through and check the
operation of each lamP in the qame.
The left flipper button will
decrement the acÈive lamp number by
one t¡hile the right, flipper button
will increment the active lanp number
by one. The strobe number and the
return number are combined to fornt
the lanp number (strobe,return) whích
is shown in the disPIaY along with a
description of the lamp. Íhe Credit
button can be used to restart this
test. only one tanp at a time should
flash during this test.
D. RETAYAND SOTENOID TEST
lhis test will allow the operator to
single step through and check the
operation of each relay and solenoid
driver Ín the gamê. The left and
right flipper buttons are used to
change the active driver number. The
selected driver descriPt,ion and
number r,¡ill appear in the display.
The Credit button is then used to
activate the driver for a short tiure
period. sol-enoid #31 (rrQrr relay) is
always on during this test so as to
provide power to devices such as the
pop burnpers and kicking rubbers (see
Playboard Schernatic Diagram) .
E. SWITCH MATRXTEST
The first, part of this test will
report any inactive shtitches. If a
switch has not been actuated in the
course of the last. 15 games the
swiÈch name and number wil-l be
displayed.
The second part of the test will allow
the operator to test the operation of
all the switches used in the game. If
no switches are closed when thís test
is started, the message rrÀLL SWITCHES
oPEN'' will be displayed. rf any
switches are closed either before or
after this tesÈ is started, the closed
switctrls¡ name and number will be
displayed. The strobe number and the
return number are combined to form the
switch number (strobe,return) . The
Credit button can be used to restart
this test,
F. DISPTAYTEST
This test allows the operator to check
the operation of the 128 x 32 dot
¡natrix display. the right flipper
button is used to advance this test.
The fÍrst two steps check the
different levels of display intensity.
6

ilt. TEST TUODE
Each block that appears on the display
should be of lesser intensity than the
one to the left, of it. During the next
four steps a diagonal pattern is
stepped from left to right in the
display. Ìlhile in this part of the
test every fourth pixel only j.n eactt
row of dots should be Iit. During the
next eight, steps another diagonal
pattern is stepped from left to right
ín the display. I{hile in this part of
the t,est every eíghth pixel only in
each row of dots should be l-Ít. The
Credit, butÈon can be used to restart
this test.
G. SOUND TEST
This test, allows the operator to test
the interface lines from the Control
Board (41) to the Sound Board (À6).
Every time the right flipper button
is pressed, a dífferent tone should
be heard from the Sound Board. During
each üone, the sound line connection
which is being tested will be shown
in tt¡e display. After the tone stops
the sound IÍne which is being tested
will still be kept at a low level
(<.8v) untiL the right flípper button
is pressed again or the Credit button
is used to restart the test.
H. FRONT D.oOR TEST
This test allows the operator to
check the operation of the coin
chutes used in the game. Utilizing
this function wiLl not affect any
bookkeeping values. Each coin chute
closure is categorized and shown in
the display. The Credit button can be
used to restart this test.
I. AUXILIARY DRIVER TEST
This test will allow the operator to
single step through and check the
operation of each driver transÍst,or
on the Auxiliary Driver Board (41L).
The left and right. flipper buttons
are used to change the active driver
number. The selected dri-ver
description and nu¡nber will appear in
the lower display. The Credit button
ís then used to activate the driver
for å short tirne period.
II. BOOKKEEPING
The Test button Ís used to step
through bookkeeping. The display wilt
contain a description of each step,
the step number, and tr'¡o different,
bookkeeping values. The value in the.
Ieftnost column represents long term
bookkeeping. The value in the
rightnost column (ín brackets)
represent,s short term boolckeeping.
These two values are provided so that
the operator may compare recent
perfornance with long term
performance and then make any
necessary game adjustrnents,
NOTE: The left column of steps 1
(earnings) and 1"7-20 (coin chute
counts) will not be displayed unless
the credit button is pressed during
that actÍve sÈep number.
rhe left flípper button will allow
the operator to reset a1I of the left
(long terrn) and right (short terur)
bookkeeping values. The right flipper
button will allow the operator to
reset all of the right (short terur)
bookkeeping vaLues only. If the
R.BOOK AUTO-RESET adjustment is on,
the right (short term) bookkeeping
will automatically be reset after
every 2000 plays (see Game
Àdjustments) . Therefore, the operator
does not need to reset the short term
bookkeeping hinself unless he prefers
to follow hís own procedure. Àlso,
this feature will aid ín adjusting
the game payout percentage to the
caliber of players in different,
Iocations. If there happens to be a
rrajor error Ín a long term
bookkeeping value the r¡ord ERROR
wiII appear to the right of that
bookkeeping value. To correct this
error the long term bookkeeping must
be reset. A descríption of each
bookkeeping step is given Ín the test
node flowchart.
III. GAMEAD,USTMENTS
This function allows the operator to
make any adjustments to his game as
necessary.
A. FACTORY SETTINGS
Upon entering the game adjusturent
sectíon of bookkeeping, the operator
is given a choice to load all factory
settings or to single step through
the game adjustnent,s and adjust each
section individually. ff he chooses
,

III, TEST MODE
to enter the factory sett'ings bY
depressing the Credit button, he will
also be given a choice of what
Ianguage to load. By using the right
flipper button he maY ctroose fhe
appiòpriate language and tlren depress
the Credit button again to enter the
settings. After the sett,ings are
loaded the disPIaY should show the
message ttFÀClORY SETTINGS LOÀDED|| for
a short tine and then proceed to game
adjusturent step 1. Àt any tine during
the previous steps the operator may
either exit the test mode or depress
the Test button to Proceed
i¡n¡nediately to game adjust'ment step 1.
WAßN¡NG
Loading the factory set'tings will
affect all previous grame adjustnent
settings. Therefore be careful when
selecting this feature
B, GAME ADJUSTIYIENT STEPIS
Each t,ime the lest button is pressed
a descriptíon of the next steP
appears in the display along with the
step number and the éurrent status of
that step. Unless otherwise
specified, the left and right ftipper
buttons are used to change the
possible selections in each steP.
1) SCORE REPLAY L,EVEIJ 1
2't SCORE REPLÀY LEVEL 2
3) SCORE REPLÀY IJEVEL 3
Each Score Replay Level may be set by
using the teft fliPPer button to
decrement, the score and the right
flipper button to increment the
scoiè. The credit button can be used
to load the factory setting for each
individual levet if desired. If the
Àuto-Percentaging adjustment is on,
Replay Levels 2 & 3 can onlY be set
to on or off. If RePlaY Leve1 2 is
on, the score level wilt be set to
two times Replay Level 1. If RePlaY
Level 3 is on, the score level will
be set to three tines Replay Level 1.
This allows the oPerator several
combinations of levels in the
Auto-Percentagingr mode (i.e. 1, L &' 2,
1 & 3, or 1 & 2 & 3).
HIGH GAI{E $O DATE ]-
HIGH GAI4E TO DATE 2
HIGH GAII{E TO DATE 3
7') HrGH GÀI'IE TO DATE 4
8) HIGH GAI,IE TO DATE 5
Each Hiqh Game To Date naY be set bY
using the left fIiPPer button t'o
decrãment the score and the right
flipper button t,o increnent the
score. The credit button can be used
to load the factory setting for the
displayed leve1 and all those belowit.
9) GAME PRTCTNG
This step provídes a choice of
Ioading a standard setting for a
particular country or a custo¡n
setting. lilhen a standard setting is
selected, the following steps (10-17)
are skippêd.
10) CHUTE 1 UNITS (t)
11) CHUTE 2 UNrrS (R)
L2l CHUTE 3 UNITS (C)
13) CHUTE 4 UNITS
14) T'NIlrS REQUIRED FOR CREDIT
15) tNrrs REQUIRED FOR BONUS
16) BONUS CREDTTS
t7]l MINTMU!{ UNITS REQUTRED FOR CREDIT
Steps tO-L7 are used if a custom
setting is selected in step 9 (GALE
PRICING). StePs 10-13 select the
number of units that each chut'e is
worth when a coin is droPPed ínto
that particular chute. The value
entered for steP 14 determines how
many units must be accurnuLated for a
credit to be iEsued on the game'
Steps 15 and 16 determine how manY
unÍts must be accumulated for anY
bonus credits to be issued' A value
of zero entered for steP L5 hlill
disable the bonus feature. SteP 17
indicates the number of units
required before anY credits are
íssued (see Coin Chute Settlng Table
for examples).
18) COIN METER
If set to ON; the Pulses t'o be given
for each of the four coin chutes can
be defined so that the number of
pulses for a given chute are in
relation to the currency
denomination. If set to OFF, stePs
L9-22 will be skiPPed.
19) CHUrE 1 PULSES
20) CHUTE 2 PIILSES
2Ll- CHUÎE 3 PUI-,SES
22ì. CHUTE 4 Pt'LSES
The four steps above are used to set
4
5
6
)
)
)
8

COIN CHUÏE SETTING TABLE
Country Cotn Chutee
Left Right Center
:-23 4Play6/cotn(s) Chute AdJustment stePg
10 11 12 13 14 15 16 1?
USA .2s .25 $1 Ll.5O, 21.75, 3lçL 03 03 12 00 04 00 00 0o
USA (cuBtonì) Ll.5O, 3/çL 01 01 04 00 02 04 01 00
tl.25, 4/çL 01 01 04 00 01 00 00 00
Ll .25, E/SL 01 01 04 00 01 04 01 00
1
Àustralia -2
3
.2O S1 $2 Ll3x.2o, 2lçLt 5/ç2 02 10 20 00 05 20 01 00
20 sl $2 L/5x.2ot tlçI, 3/ç2 01 05 10 00 0s 10 01 00
.2O $1 S2 1/5x.20, 1/çLt 2/52 01 05 10 00 0s 00 00 00
Belgium SFr 2OFr SOFr t/20îr, 2/4Oîr, 3/50Fr 01 04 10 00 04 10 0r 00
Canada .25 S1 Ll .so, 2l ,75, 3lsL 03 12 00 00 04 00 00 00
canary lelandg 25P 100P t/25P' 4/1.OO PeEetaE 01 04 00 00 01 00 00 00
Denmark lKr lOKr 1/3x1Kr, 4/10 Kroner 01 10 00 00 03 10 01 00
Fl-nland SMka lMka 1/3x1 llarkka, 2/5 Markkaa 10 02 00 00 0s o0 00 00
1
2
;
France
lFr SFr 10Fr 20Fr 1/3x1Fr,2/SFt,5/10Fr 02 10 20 40 05 20 01 00
1Fr SFr 'lOFr 20Fr 2l5Fr, A/1-OEr, 9l2OFt 02 10 20 40 05 40 01 10
lFr SFr lOFr 20Fr L/58t, 3/10Fr, 7/2oFr 03 15 30 60 10 60 01 1s
1
¿
;
Germany
sDM 2DM 1DM 1/1DM, 2lzDutt 6/5 D-Mark 0s 02 01 00 01 05 01 00
sDtf 2DM 1Dl.t l/ 2DI,t,2 | 3Dt'lì3 / 4Dù!,5/sDM 20 08 04 00 os 20 01 00
5DT{ zDM 1DM tl2Dt4, 3/sDr{ 0s 02 01 00 02 0s 01 00
Italy 500L 500L L | 2xSOOL' 2 | 3xSOOL,,3/4x5 00L 03 03 00 00 04 00 00 00
Japan 100v 100Y 1/100 Yen, 3l2x1o0 Yen 01 01 00 00 01 02 01 00
New Zealand sl s2 1/$1, 3l$z 01 02 00 00 01 02 01 00
Norway 5Kr 10Kr LlSKt, 2/10 Kroner 01 02 00 00 01 o0 00 00
Spain 500P tooP 1/100P, 6l5OO Peeetas os 01 00 00 01 05 01 00
Sweden 10Kr SKr 1Kr 1/5x1IG, 1/5Kr, 2lloKr 10 0s 00 01 05 00 00 00
Switzerland 1Fr SFr 2Fr L/IEt, 3/2Ft, 7/5 Francs ol 07 03 00 01 00 00 00
United
Kingdom 1
2
1Ê 50P 20P 10P 1/3x10P, 2/ïOP, 4/1 Pound
1Ê 50P 20P 10P 1/50P, 3/1 round
Univereal 1/1 Coin 01 01 00 00 01 00 00 00
III. TEST MODE III. TEST MODE
the number of pulses to be issued for
each of the four coin chutes.
23) COIN DOOR ÎYPE
This step provides a choice of
loading a standard setting for a
particular country or a custom
ãetting. !{hen a standard. setting Ís
selectèd, the fotlowing steps (24-281
are skipped.
24't COT,LECTTON TEXT
25) CHUTE 1 VALUE
26, CHUTE 2 VALUE
27',) CHUTE 3 VALUE
281 CHUTE 4 VALUE
Step 24 ís used to enter the name of
the currency in use. The remaining
four steps are used to set' the
monetary value of each coin chute.
291 1 COIN BUY-IN BONUS
At the end of a game a lO-second
tiner is initialized allowing each
player that particiPated in the
previous game a chance to purchase 1
ôredit for each coin inserted.
30) GAIÍE PERCENT PAYOUÎ
This step is used to set the gane
payout percentage used when the
euLo-percentaging adjustment is on.
The value entered for this steP is
compared to the value calculated by
dividing total replays by total pJ.ays
(see Bookkeeping section). Total
replays incLude atl replays won from
beating the score rePIaY Ievel,
achieving a new high game to date'
winning a playfield special' and aIl
rnatch replaYs.
When the GAME I{ODB adjustment is set
to Add a BalL this setting refers to
extra ball percentage rat'her than
replay percentage. The value entered
ín-this case wiII be compared to the
value calculated by dividing total
extra balls v¡on by total plays (see
Bookkeepíng sectÍon).
31) MÀTCH PERCENT P.AYOUT
This step is used to set' the match
payout pèrcentage. If this ,steP is
lel to zerorthe natch vtill bedisabled.
NOTE: ThE MATCH PERCENIT PAYOUT VAIUE
is included in the value entered for
GAI{E PERCENT PAYOUT (step #lo¡ .
Therefore in order to ret'ain the same
, payout percentage for the other Payout,
ieatures in'the game suih as score
level replays, the GAlrlE ifnncnnt PÀYoUT
will be automatically adjusted by the
same amount as this step when changed.
32 )
l- HIGH GAI,IE
Th s step is
of replays to
game to date
33) MAX
This st
II
REPLAYS i
used to sed the
award whe4 the
has been beaten
number
highest
number
ilts
yerr s
TMT'I,I CREDITS
ep sets the max
I
!
I
inlurn
of credits allowed on ttie game
TNGS I
s the nunb¿r of t
e the currént Pla
is terminafed.
34' TrLT WARN
This step set
allowed befor
ball .in ptay
Replays and Playfield Sþecials avtard
an exlra batl in Place of a rePlaY.
Also the Match and Highi Game To Date
awards are disabled. Ho{rever, after
the Add a BaII mode is Selected, the
PLAYFTELD SPECIAL, I4ATCH PERCENT
35) BALLS PER GÀME
ThÍs step sets the game
play or 5-ba11 PIaY.
selected do not set the
setting to on.
37',) TICKETS TO AI{ARD
This step allows the oP
set the number of ticke
to 3-ba1l
COIN I,IETER
erator to
Es to award
9to

d
t
vt
5
{
ltt
3
.t^l
{
m
Itt
{
=
o
E,
m
ìt
6
E
n
I
I
-
N
SELF-TEST BOOKK€EPTN6
ftEJJ r{ooEl
l--J
U1¡LITTES
LEGENO
PRESS TEST BUITON
PRESS CREO¡T BUTTON
peness LEFT FLTpPER BUTToN
PR€SS RI6HT FLIPPER BUTTON
NOTE t
THE TEST I'IOOE CAN ONLY BE ÂCCESSEB OURING
TI.IE ATÍRACT IIOOE (GAHE OVER).
THE TEST HOOÊ ¡{AY BE EX¡TEO BY ETTHER
ACTUAT¡NG THE SLAH SI{ITCH ON THE FRONT
OOOR OR TURN¡NG THE POI.IER OFF.
CAIIE
AO.JUSII|ENlS
=
{
m
a^
{
=
o
I
n
LAIIP HAIRIX
lEST
RESTART TEST
PREVIOUS LAHP
NEXÎ LAMP
CHÂNGÊ ÂO.JUSTMËNT
SET TO FACTORY DEFAULT
(Appl les onlg to stepa
beloH thàt al.e +ol loxad
bg âñ rÊterlsk r )
FIRST REPLAY LEVEL T
SECONO REPLAY LEVEL ¡
TH¡RO REPLAY LEVEL .
HIGHEST GAItE TO OATE r
H¡GI-I 6AHE TO OATE 2 T
HICH 6AHE TO OATE 3 r
H¡GH GAHE 1O OATE 4 T
H¡GH GAME TO OATE S T
GAME PRICTN6
Steps lO-'17 af.e sk I ppecl
lç GAME PRTCING ls not
set. to CUSTOM.
<L> CHUTE 1 UNITS
<R> CHUTE A UNITS
<C> CHUTE 3 UN¡TS
CHUTE 4 UNIlS
UN¡TS/CREOIT
UN I TS,/BONUS CREO I T
EONUS CREDITS
CO¡N HETER
5,tep6 iS-e¿ are skippeo
lf COIN M€TER ls o+1.
CHUTE .I PULSES
CHUTE ? PULSES
CHUTE 3 PULSES
CHUTE 4 PULSÉS
COTN OOOR TYFE
Steps ?4-eB a|.e. al( I pped
lf co¡N OOOR TYPE ls not
set to CUSTOH.
COLLECT¡ON TEXT
CHUTE 1 VALUE
CHUTE ? VALUE
CHUTE 3 VALUE
CHUTE 4 VALUE
1 COIN BUY.IN BONUS
GAHE PERCENT PAYOUT
HATCTI PERCENT PAYOUT
HICH GAHE REPLAYS
MAX¡MUM CREO¡TS
TTLT I.IARNINGS
SALLS PER GAME
GAHE MOOE
TTCKETS IO AI,IARO
LÀNGUAGE
AUTO PERCENTAGTNG
REPLAY LTH¡T
HT6H GAHES E-S
ATTRACT SOUNO
ATTRACT HESSAGE 1
u33 the credlt button
to entËr a D6sar9e.
ATTRACT HESSAGE A
RIGHT BOOK AUTO-RESET
PLAYFIELD SPECIAL
REPLAY LEVEL BOOST
GAI{E O¡FFICULTY
ROUNO T¡MING
ÉXTRA BALL PERCENTAGE
SUPERSCORE HAX AI.¡ARD
CHEAT SHOT HAX AI.IARO
HURRY UP TII.IING
ÂU'fO SKTLL
s-K- ¡ -N-S- t
H¡GHEST HOL€S IN ONE
REOUCEO SCORING
G-O-P-H.E-R
HOLË ¡N ONE AI.¡ART)
HOLE ]N ONE LÊVEL
TÀRGET BÀNX RESE|T
GOPHER ¡ÙHESL BOI¡US
@ cxaxoe
NEXT STEP
STEP
AOJIJSTMENT
10)
1tl
re)
'r3 )
14)
1s)
16)
171
1S)
1S)
eo)
2t )
??,
?3t
44)
45)
46)
4? r'
4A)
49)
so)
s1)
5?)
53)
s4)
55)
s6)
s7)
s8)
s9)
60)
61)
621
?4>
"s)
e6)
??)
ea)
a9)
30)
31)
3?)
33)
34'
35)
36)
37'
3A)
39)
40)
41'
42t
43)
1)
?,
3)
4'
5)
6)
7t
8)
9)
LOAO
OEFAULT
VALUES
FUNCT ¡ ON
HOOSE
?
FACTORY
DEFAULT
ts
GERMAN OR
FR€NC
?
CHANGE
LAN6UA6E
STEP TO
NEXT I TEI,I
SELECT OR
CHAN6E
ÐPF¡NT SETUP
.)PR¡NT
ÐcaHE ro No.
ÐBUFN- ¡N .
ITATN T.IENU
Ð BOOKKEEP ¡ NC
Ð GAHE AO.JUST¡,IENTS
I 5ELF - TESr
ÐUT¡LTTIES
oi' SELECI
STEP TO
NEXT ITEH
(a) = LEFT VALUES CAN g€
DISPLAYEO gY PRESS¡N6
TH€ CREDIT BUTTON.
TOTAL EARNINGS (T)
TOTAL PLAYS
BALL TIIIE <I{¡N-SEC>
GAr'rE T Ir.tE <t'trN-sEc>
ÏOTAL €XTRA BALLS
PERCENT EXTRA BALLS
TOTAL REPLAYS
PÉRCENT REPLAYS
PLAYF¡ELO SPECIALS
SCORE LEVEL REPLAYS
H¡GH GAME REPLAYS
MATCH REPLAYS
TOTAL TILTS
T ¡LT I.IARNINGS
SERV¡CÊ CREO¡TS
TOTAL PLAYS PAIO
<L> CHUTE 1 COINS (â)
<R> CHUTE 2 COINS (a)
<C> CHUTE 3 COINS (a)
CHUTE 4 CO¡NS (.)
INCOT{PLETE SAMES
Includes gâûes slânned
and eañes reset ln the
ti I dd I e of anothar gane
o-e4.9M SCORES
?5M-49.3r{ SCORES
5()H-69.9M SCORES
?s) 70M-79.9M SCORES
aoM-a9.9M SCORES
90M-99.9r'r SCORES
10(]M-ra4,9H SCO߀
1?5i1-149.911 SCoRE
lSOM-139,9H SCORES
aooH-e99,9H SCORES
3001"1- 399 . 9H SCORES
4OOH+ SCORES
FIRSl REPLAY LEVEL
HI6HEST GAHE TO DATE
LOHEST GAIIE TO OATE
r - r 5 SEC. BALL 1t I'tE
1A.3O SEC. BALL T¡ME
3I-4S SEC, EALL TIHE
46-60 S€C, BALL TnlE
61 SEC.+ SALL TII'IE
Z L OUTLANE DRAINS
Z R OUTLANE ORAINS
SPELL SK¡NS ROUNOS
SPELL SKTNS LETTERS
TEE'O OFF ROUNOS
TEE'D OFF COLLÊCTS
EXTRA gÂLL ROUNDS
EXTRA BALL ROUNOS I.¡ON
CATCH GOPHER,ROUNOSS
GOPHERS CAUGHT
PITCH'N PUTT ROUNOS
PTTCH'N PUTT COLLECÎS
RE6ULAR HULTIBALL
JACKPOT COLLECTEO
SUPER JACKPOTS I.ION
RATNING CATS ô OOGS
CATS lt OOGS AOO AONUS
ANYTHING GOES ROUNOS
GO FORË PAR-TEE RNOS
TOTAL HOLES- IN*ONE
HOLE-IN-ONE XTRA BALL
HIGH HOLES- IN-ONE
SK I NS GAT{ES
SCORE DOUBLEO
SCORE ZEROED
SCORÉ RÊCOVERED
BIG POIN'TS OUALIFTET]
B¡G POiNTS COLLECTEO
GOLF HOLE COMPLÉTtôNS
JACKPOT.SCORE I.ION (H)
MYSTER I ES
?4 ) .E. O. B. ADO BONUS
75¡ PITCH'N PUTT AOO BON
?6) OUICK P¡CKS
77) GOPHER SPINS
78) HURRY-UP SOH,AHAROEO
ÀNCÊS
??,
eq)
?4)
STEP
t)
?t
3'
4'
5)
6)
7)
8)
9)
'to)
1t)
12)
13)
14t
1S)
16)
1?'
1B)
19)
eo)
et)
NEXÍ STEP
RESET LEFT
AND <RTGHI>
VALU€S
RESET <RTGHT>
VALUES ONLY
26)
?7'
2A)
a9)
30)
31)
3a)
33.)
34t
35)
36)
3?'
38¡
39)
40)
41)
42'
43'
44'
45)
46)
4?'
4A)
49)
so)
s1)
sa)
s3)
s4)
55)
s6)
5?'
58)
s9)
60)
61)
62)
63)
64)
65)
66)
67)
6A'
6S)
70)
?1'
??t
FRONI OOOR TESÎ
RESTART TEST
RESTART TEST
llEl{ORY TEST
(r¡lso ctlsplrgs
check -sun )
RESTART TEST
LAttP CI{ECK
RELAY AND
SoLENO¡O ΀st
ACT I VÀTE
OR I VER
PREV ¡ OUS
OR I VER
NEXT ORfVER
RESTART IEST
s!¡tTclt xAlRtx
lEst
þ nesranr resr
NEXT STEP
DISPLAY IESI
SOUNO TEST
R€STÄRT TEST
NEXT STEP

nhên a replay has been !ron. ThlÉ
sêtting iril1 only apply nhen the
cÀIilE UODE is set to elther Replay
* trickets, or TickêÈs only.
38)
ThisI,ÀNGUAGE
step aLlows the Test lfode stepÊ
to be dlisplayed ln Engllsh, certûan,
or French.
39) ÀInO-PERCENTÀGrNG
If thls step is set to on, the Score
Replay Lêvels will be adjusted
periodically so thaÈ the came Percent
Payout settlng wlll ¡natch the actual-
Replay Percentage displayed ln
Bookkeeping.
NoTE: If the GÀüE ITÍODE is set to
Àdd a Ball, the ExÈra Ball
Percentage ln book¡aêepinq ls used
1n place of the Replay Percentage.
40) RtPr¡AY lrltfrr
ThÍs step rnay be 6et to no J.Ínit
or one per player per gane.
41) HIGH GÀI,íES 2-s
This etep n¡111 determine if High
canes to Date (2-5) wlll be Ëaved or
erased when power is turned off.
42) ATTRÀCT SOITND
[his step determineÉ r¡hether or not
sounds ara enabled during the attract
ùode (gane over).
position wlll be Lndlcated by the
flashlng character. If thê current
position Ls b1ank, a fl-ashlng
directional arrorr rllll appear. Thls
type of arrow will lndlcate rhlch
directlon the curEor will move if the
Credit button is pressed. The
characters are choEen using the left
and right flipper buttone and then
entered into nernory by presslng the
Credlt button.
44) ÀTTRÀCT !ÍESSÀGE 2
Thls step is used to enter, enable,
or disable an second operator nessage.
see step 43 above for details. When
both neesage6 are enabled they vill
be displayed consecutively.
45) RrGHT BOOKKAEPING ÀUTO-RESET
If this step ís'set to on, all the
short tern bookkeeping steps (in
brackets) !ril1 reset after 2000
plays. otherwise..they will not reset
untÍl 10,ooo ganes have been ptayed
on the r¡aihine.
46) PIÀyFrELD SPECIÀL
I{hen a playfield specfal is won,
either a rêplây or an extra batl is
anarded to the player baÊed on the
setting of this step.
47) REPLàY LEVEL BOOST
This step may bê set anl¡rrrhere fron 0
to 99r000ro00 ín,incre¡nents of
1r000r000. ff set to zero, the boost
is disabled. Otherwise the RepLay
Level will be increaseil by the boost
value after conpleting a gane where a
player has won a replay and his skill
level has been deternined to be above
average. The Replay Level wiIl. return
back to its base level once all of the
replays non have been played.
III. TEST MODE
OPERAITOR ÀDJUS:rME¡¡E SETTINGS
(*** = FACIoRY DEFÀULT SETTTNG)
48) GÀtfE DTFFTCULTY
THE ÀDiruSN,fENTS LISTED IN THE TABLE
BELOII ÀRE ÀTJIIOMÀTICAT,I,Y SET ÀS
INDICÀTED IN TIIE TABIJD TJNIJESS FINE-
TI'NE IS SELECTED USING THE RIGHT
FLTPPER BUTÍON. IF FINE-TT'NE IS
SEI,ECTED, EÀCII STEP IN TÍTE TÀBL8 CÀN
BE ADJUSTED INDIVIDUÀI,LY. OEHERVIISE,
THESE STEPS ARE SKIPPED. GER.
ENG.
:¡**
VERY EÀSY
oN = Bonus in Cats and Dogs Round
is increnented by
10,000,000..'
Super Jackpot award is
100, 000, 0oo .'
Teerd off Roi¡nd maxfunurn
axrard is 20,boorooo.
coconut bonus ¡naxinurn is
50,000,000.
58) G-O-P-II-E-R
Thls adjustment determS.¡res whether or
not a letter ls added to G-O-P-H-E-R
at the end of the ga¡ûe.
EÀSY - ÀDD À LETTER IF G-O.P-H-E
rS NOT ÀLREÀDY SPELLED.
*** MEDIIT¡.Í - ÀDD A LETTER IF G-O-P fS
l{OT ÀIJREADY SPELLED.
HÀRD - DO NOT ÀDD A LETTER,
59) HOLE-rN-ONE ÀllARD
Ànard an extra ball for reachlng the
hole-Ln-one threshhold or score
20, 000, 000.
' oi¡r - Anard 20.oooj.ooo.
*** ON - Alvard extra þa11.
60) HOLE-IN-ONE AWÀRD LIIVEL
The threshhold at whichian extra ball
or 20,oo0,ooo is awarded AND when the
QUICK-PICK light is flashed,
B. PRINTER STÍ-I'P
TyTe - NSlt DÀTÀ or SERfÀIJ
Baud Rate - L20o, 2400, 4800, 9600'
Data-TbitorBbit
Parity - nonê, even, or odd
C. ID NUMBERS
lwo six dlgit nunbers can be
entered in permanent rnernory durì-ng
this 6tep. one is a GAUE ID and the
other is an ÀRCAI)E ID. lhêse thto
IDts appear on aII prJ.ntouts. Àlso
the GÄlrlE ID nunber will appear in
the di6play on potrer-up. The left
and right flipper buttons alter the
. diqit value and the credit button
enters the displayed value. into
nenory and then proceeds to the
next digit posítlon.
D. BURN-IN
rhis function can be used to
continuously exercise all the Ìarnps
and solenoids in the game.
V. TOURNAMENTMODE
The Tournament Mode Êwltch provl-des a
si¡nple nay to alter sone of the nor¡¡al
gane settings Ln order to provide for
tournanent play, Thê sriitch is located
on a circut board just inslde Èhe
front door of the gane to the lower
Iêft. The gane roust be in a gane over
condition in order Èo recognJ-ze the
sirtitch changing 6tatês. fìlhen the
switch is ¡noved to the xoNtr position
with the front door open, four
Tournanent Mode adJust¡nents will
appear on the display. These
adjustrnents can be aLtered by uslng
the left flipper button to select the
function and the riqbt fllpper button
to alter the current setting, once
these settings have been chosen they
will re¡nain ln perrnanent rnemory so
that al-l- that has to be done each
subsequent ti¡ne that tournarnent play
is desired is to move the switch to
the iloNtr posltion. when the Tournament
Mode sêttingÉ are i.n effect theY
t5
GÀI{E DIFFICI'LTY
ROT'ND TTI,ÍING
EXTRÀ BÀLL 8
SUPERSCORE MÀX ÀWARD
CHEÀT SHOT IIÍAX ÀI{ÀRD
HIJRRY-UP TIMING
III. TEST MODE III. TEST MODE
5?) REDUCED scoRrNc lv. uTltITlEs
*** oFF = Bonus in Cats and Dogs Round use the left fllpper button to choose
is lncrenented by (highllght) a function and then the
25r000ro00. .'i rÍght flipper button to select or
super ilackpot'award is change the value of the functlon. Each
300,000,000. utllity ie descrl.beð below. :
Teerd Off Round ¡raxLrnun
alrard ls 3o,i0,oo,ooo, ¿t. PBINT
No ¡naxinun l'lmlt for coconut Bookkeeplng - all values
bonus. Short Bookkeeping - flrst 8 valueo
STEP
1:
49
50
51
52
53
VERY EASY
VERY E.ASY
EÀSY
EÀSY
EASY
3::
EASY
EASY
EASY
EASY
E,ASY
I33:y
II!EDII'Iif
¡,fEDII,Ì.I
¡,faDrrrlt
MEDfUU
¡.IEDIUI,f
(FR. )
***
ITARD
---;
HÀRD
HÀRD
MEDII'II
IIIEDITJI,Í
MEDITIM
VERY HARD
VERY IIARD
VERY HÀRI)
IIÀRD
ITÀRD
HÀRD
43) ÀITRJ|CT I{ESSÀGE 1
This step is used to entêr, enable,
or disable an operator hessåge. The
nessage is pernanentJ.y stored in
menory and wiII be perlodicalty
displayed during the attract node
(game over). To enter a megsage press
the credlt button. The current nèssage
r¡iLI be displayed and thê cursor
49 ) ROT'ND TI!'ING
VERY EASY = Slo¡rest
EÀSY = Slolu
*** MEDIIJI,Í = Àveraçte
HÀRD = Faster
VERY HARD = Fast.est
50) EXTRÀ BÀLL PERCENTAGE
controls how often an extra baLl is
anarded in rnystery. If actual extra
ball percentage is lesÉ than the below
sett5.ng, then nyÊtery could anard an
extra baIl,.
\rERY EÀsY = sot
EASY = 4ot
*** Ir{EDIIJtrf = 30t
HÀRD = 20t
VERY IIÀRD = 10t
51) SUPERSCORE MÀx AWÀRD
The maxirnum value that a successful
superscore shot can award.
EÀSY = 80,000,000
*** MEDIUM = 4OtO00rO00
I{ÀRD = 2Ot000,000
s2) CHEÀT SIIOÎ MÀX ÀWÀRD
The naximu¡n value that a Euccessful
cheat, shot can award.
EASY = 20¡000¡000
*t* !{EDruu = 10ro00r000
IIARD = 5, OO0 , 000
53) HT'RRY-UP TII,ÍING
Tlne that any hurry-up feature le
actLve.
EASY - 15 sEC.
= 10 SEc.
= 7 SEC,
*** MEDII'I,!
HÀRD
54) ÀuTO-SKILI,
Various game features beco¡ne nore
difficuLt as the game recognLzes a
playerts increased skÍIL 1evel.
oFF = Disabled
*** ON = Enabled
5s) s-K-r-N-s-!
Thls adJustnent deternineE whether or
not a letter is added to S-K-I-N-S-!
at the end of the gane.
EASY - ÀDD À LETTER IF S-K-I-N-S
IS NOT ÀLREADY SPELLED.
*** MEDII'M - ÀI)D A LETTER TF S-K-I IS
¡IOII ÀLREÀDY SPELLED.
HÀRD - DO NOT ÄDD A I,ETTER.
56) HIGHEST ITOÍJES-rN-ONE TO DÀTE
0 - 99 (default is 10).
* !t*
VERY EASY = 4
EÀSY = 5
l,fEDIIJl,t = 6
HARD = 7
VERY I{ARD = I
61) ÍÀRGET BAnK RESET I
This step deternines whçther or not
the drop target bank resets
autonatically after theiend of a round
or multiball.
ON - ÀUTO RESET
*** oFF - NO RESET I
62
th)
l_sGOPHER $¡HEEL BONUS
setting deÈennineg whether or not
the Gopher l{heef wil.I s¡>in at the end
of each playerts garne for a possible
5f00orooo point award.
*** ON - ENÀET,ED
OFF - DISABLED
I
/
I
/
6
7
8j
9\
10
rt l4

lll..lEsTMoDE IV. THEORY OF OIÐERI{NON IV. THEORYOF OPERATION
override the nortral Gane Adjustnent
settings. tlhen the sr¡itch l-s noved to
the troFFrr position, all the normal
ca¡ûe ÀdJustnent settLngs are back ln
effect.
NoIE: Even if the garne will not be
used for tournanent play, this srf,l.Èch
can be used to provJ.de an easy ¡ray to
set the gane for I'REE PIÀY without
affecting any other ga¡ne settl,ngs by
setting the re¡¡aining three lourna¡nent
Mode adjustnentE to (NoRl{¡rr.r.
Each Tournânìent Mode adjust¡ûent 1s
described bêlow.
*** = f'¿st6¡y Default Setting
1) FREE PT,AY
*** oF¡'= Credits are reguired to
start a game.
oN = À garûe nay be started
without any credits posted.
2) GAr,fE FEATURES
*** NOR!,IAL = l¡onûal play.
TOURNÀI.ÍENT =
VarLous gane feåturês âre
altered ae descrÍbed bel-ow
in order to provide the sane
odds for alJ. players.
a) .Îhe SKINS! carryover feature
resets to S-K-I aÈ the
beginning of each ball.
b) The Mystery feature always
avards uÀDD 5 l.lIL TO BONUSù.
c) The ncOPHERtr feature is
.disabled.
3) SPECrÀIJ/REPI'AY
*** NOR¡,ÍÀL = Norna1 play.
POINTS =
Playfield Special anardr
50.000,00o poínts. uatch, ¡ll"gh
Gane to Date, and Score Replay
LevêL payoutg are dlsabled.
4) EXÍRÀ BÀI,L
*** NORMAL = Normal play.
POINTS ='
Extra BalL awards 20r000r000
points.
SERI/ICE SwlT€H
The Ewitch iE actuated rrhen the front
door is closed. With the front door
cJ-osed, all bookl<eepinq 6teps are
incremented nornally. IÍhen the front
door is opened aII bookkeeping steps
are frozen at theír current values.
Àny creditê that are added vith the
front door open are recorded ln the
SERVICE CREDITS bookkeeping steps.
SOUNDADJUSTMENTS
The speaker(s) output is controll-ed
by the volune contro} located on a
cfrcuit board just Lnsl-de the front
door of the garne to the lower left.
lurning the volune control counter-
clockwlse wifl decrease the volu¡ne.
Turnlng it clockl¡íse wilt Íncrease
the volune.
POSTADJUSTüENTS
The posts located just above the left
and right outLanes can be postioned
for liberal/internediate/conservative
play. Thê smalIêr opening produces
a morê liberal play.
rJr
2t
fl
lflt I
(J:
2'l
oll
É. 1
l-i
(Jl
5t
l9J
ir
iÎ
TI
irl
tlt
lol
l(,l
---t POHER
SUPPLY (souRc€)
l têvqc
( UÑRECULAfÊD '
.5VoC
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.62VoC
- 1 00voc
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svoc .SvOC
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(RIBBON)
t-
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r
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TNTERCONNEþnON
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ta,Svac
+ tÊVDc (SoURcE)
-revoc (souRcÉt TOP
L
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5P€AKERS
SPEAKER
FIGURE 2. SYSTEM 3 BIOCKDIAGRAM
t8
BOTfOH
FIGURE '. DIAGRAIT'I
?2
^¡t
oof üÄtR¡x
OISPLÀY EOARO
14 a
2
10 A4Pl
OISPLAY
EOÄ RD P3
14
20
'lo Àa
DISPLAY
CONTROLL€R
¡OARO
a
sr.{ I f cH
ü^TR I X
STROAES
a1?, J3
A??
(opt)
coHHuNlcar¡oNs
24 ^OÂPfER
íafRfx
REIURNS
(8)
2
12 tå
¿o
10
Al
CONTROL
BOARO
1A
¿0
ta
^3
oRlvËR
BOARO
RETURNS )
lESf SHITCII
REÏURNS (3)
LAMP ÀNO
SOLENO ¡ D
GROUNOS
soLÉNot0
ORIVER9
(3al 2
!
I
¿o
fo
^8
SOUNO
BOÁRO
¿o
I
^eo
AUX¡LTARY
SOUNO
AOÀRD
F' ??
10 4 I
as.
AUXILIAFY
POHER
6UPPLY
t+t
-tx-
l'
-ìlI
Iti
ËE
in
lj
r¡rüoJsNV¿l iJ
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l6 l7
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