490
15.
Checkswitches for loosesolder
or
"H,,,,
..
f,,,.,,,;
••
n
IIlat,eriial
that
may
have come loose during
shilpnlel1lt.
16.
Check wires
on
coils for proper soldering.
17.
Check
that
the flipper
B+
fuse on the playfield
is
secure
and
that
the fuses
on
the sound board and the two fuses
adjacent to it are secure.
18.
Check adjustment
of
the tilt switches:
a. Playfield Shake
on
the bottom
of
the playfield.
b.
Plumb
Bob and Ball Roll tilts (Figure 2Nos.
18
and
17).
c.
Slam Tilt
on
the coin door.
19.
Install the ball in the ball roll tilt
if
not already installed
and insert the captive ball through the slot in the plastic
in the lane for the upper left Bull's-Eye target.
20.
Lower the playfield and check that the four fuses
on
the
Power Supply Board are secure.
21.
Check adjustments
of
the ball shooter guide using
information provided in Section
8.
POWER
TURN-ON
Thismachine
MUST
BE
PLUGGED
INTOA
PROPERLY
GROUNDEPQUTLETto
PREVENT
SHOCK
HAZ-
ARDiandtoiinsllrePROP.E;RGAME
OPERATION.
DO
NOT use a"ch.eater plug"<todefeat the ground pin
on
the
power
cord,andpONOTcutoffth.e
ground pin. The line
voltage
MUST
agree with
that
specified
on
the shipping
carton
or
serious damage to thega.l.Ile>willgccur when it
is
~~ufo1f~~~:'
To apply
power.and.c~e00iosttheg0111e'iProceed
1.
Plug the power cord into.
an
outleta
l1
dturnonthe
power switch located near
therightJrontcal:>in~tleg.
The game should come
on
in the game
over<tn()~ea.s
indicated by the player scores reading
zero,playerJllp
~~f: ~l~~~~~fin~a~h~~~~
l~~~e~iti
~~~r~~e.
hignScsretS.
2.
If
the game comes
on
with the number
of
credits display
(Figure
2-N
o. 12A) showing04, the ball inplaydisplay
(Figure
2-No.
12B) showing 00, and the player 1
display showing the
PROM
identification and revision
number, turn the game
OFF
and then
ON
again. The
game should now come up in the game over mode.
NOTE
Indications in step 2are aresult
of
the batteries being
removed with the power
OFF
or
coming loose during
shipment. This has also resulted in features reverting to
factory settings
and
any changes from the factory
settings must bere-entered usingprocedures providedin
Section 3
of
this manual.
3.
If
the game does not come
up
in the game over mode
after Steps 1and2, refer to troubleshootinginSection
6.
4.
Perform diagnostic tests in accordance with procedures
provided in Section 5
of
this manual.
5.
Make any desired changes to features in accordance
with procedures provided in Section 3
of
this manual.
6.
Latch the insert
door
into position.
7.
Release the backglass retainer
bar
with the backbox
keylock, insert the backglass, and secure the backglass
with the keylock.
6
usingSection2as aguide.
This Section provides
an
of
game operation.
Place the ball onto the When the
game
is
turned
on
it come mode. All
player scores will be zero, high score
to
will alternate
with the player 1score, the player 1up light will flash, and
the game over lights will light.
When coins are inserted, credits will be posted. Theknocker
will sound for each credit. When the credit button
on
the
front
of
the cabinet
is
pressed, the outhole kicker serves the
ball, the credit display will be reduced byone, the ball inplay
will show
1,
the startup tune will be played, and the player I
up light will flash until the first switch
or
bumper
is
made.
Pressing the credit button
at
any time before the ball in play
display indicates 2will allow additional players, change the
number
of
player lights, and reduce the number
of
credits by
one for each additional player.
The bonus
is
advanced byeachwire form rollover, eachdrop
target, the eject hole and the captive ball target. The bonus
multiplier
is
advanced by spotting
"I"
through "4", spotting
S-T-E-L-L-A-R, and spotting W-A-R-S. SpottingS-T-E-L-
L-A-R and W-A-R-S scores 50,000.
The left 3-bank drop targets spots S-Tas indicated by the
arrows with general illumination bulbs. Making all targets
on
the left 3-bank the first timescores 5000 andlights the top
jet
bumpers. Making them asecond time scores 10,000 and
flashes the top
jet
bumpers. Each additional time they are
made scores 5000. The top jet bumpers each score
100,
1000
when lit, and 2000 when flashing.
The 4-bank drop targets spots E-L-L-A as indicated by the
arrows with generalilluminationbulbs. Makingall targets in
the
4-bank
scores 5000
and
advances lighting
of
the eject
h()le1amps for apossible
Extra
Ball
and
towardslightingthe
outla~erollovers
for apossible special.
The center.target in the right 3-bank
of
drop targets* spots
":R..".1Vf~kingall
targets in the right 3-bank the first time
scores5000;.asecond time scores 10,000, athird time scores
15,OOO,aJol1rthtime scores 20,000 and fith
and
succeeding
til.Ilesscore. 30,000. In addition, making all targets in this
bank
advances lighting
of
the captive ball,
bottom
jet
bumpers, the spinners,
and
the lower right bull's-eye target
Special. The captive ball target scores 5000 and when lit
scores 10,000 and spots aletter in
STELLAR
WARS. The
bottom
jet bumpers and spinners score
100
and 1000 when
lit. The lower right Bull's-Eye target scores 2000.
All standups and kickers score
10.
All other scoring
is
as
previously described
or
as indicated
on
the playfield. Partial
spotting
of"
I"
through"4"and bonus multipliers below5X*
are restored for subsequent balls. Lighting
of
eject hole
lamps* are also restored for subsequent balls.
Extra
ball* won during the course
of
the game
is
played
immediatelyafterthe player's regular ballenters the outhole.
After the last ball
is
played, the match digits* appear where
the ball in play digits were.
If
match occurs an extra credit
will be awarded,*the game over tunewill play
at;ld
the game
over lights will light. The high score to date
wIll
alternate
with the winning player's score.
If
aplayer's score exceeds the current high.score to date,
three'" credits will be awarded, the game
wIll
playa
high
I
J