Williams PIN-BOT User manual

ELECTRONICS GAMES, INC.
3401 fC, California Avenue
-Chicago, Illinois 60618
Phone: (312) 267-2240 -Fax <312)267-3747
-.Telex 253095

16-549-101
October 6,1986
PIN»BOT
INSTRUCTION MANUAL
ELECTRONICS GAMES, INC.
3401 N. California Avenue
Chicago, Illinois 60618
Phone: (312) 267-2240 -Fax: (312)267-3747
Telex 253095

Contents
Section 1-Game Operation &Test Information
PIN-BOT(System- 11)ROM Summary 1
Connector Identification 2
PIN-BOT Circuit Boards 2
PIN-BOTGame Control locatio ns 2
Pinball Game Assembly Instructions 3
Game Operation 3
Figure 1. Pinball Assembly, Playfield Pitch Angle, and Leg Leveler Details 4
PIN-BOTGame Play 5
PIN-BOTGame Status Displays 6
PIN-BOTAudit Table 7
PIN-BOTGame Adjustment Table 8-9
Game Adjustment Procedure 10
Items 01 10
02-06 11
07-12 12
13-21 13
22 -29 14
30 -39 15
40-45 16
46-51 17
52 -54 18
55-58 19
59-62 20
63 -65 21
66 -70 22
Resetting the High Scores 23
Game Pricing 23
Pricing Table 24
Test/Diagnostic Procedures 25
Music Test 25
Display Test 25
Sound Test 25
Lamp Tests 26
PIN-BOT Lamp-Matrix Table 26
Solenoid Test 27
P/W-eorSolenoid Table 27
Special and Controlled Solenoids -Diagrams and Details 28
Switch Tests 28
PIN-BOTSwitch-Mat rix Table 29
Ending the Diagnostic Tests 30
Auto Burn-in Mode 30
System-11 Memory Chip Test 30
CPU LED Indicator Codes Table 31
System-11 Sound Section Test 31
Maintenance Information 32
Figure 2. Adjustments and Lubrication Points, Ball Feeder Trough 32

Contents
Section 2-Game Parts Information
Player Score Display Panels &Segments Diagrams 34
Ball Trough Feeder, C-9638 35
Playfield Pivot &Hinge Bracket 35
Ball In Play/Match Display Panel 35
Alphanumeric Master Display Board (D-1 0877) 36
D-8345 Power Supply Board 37
System 1 1 ACPU Board Parts Layout and Parts Listing 38-39
Background Sound &Speech Board (D-1 1297) 40
Backbox Parts 41
3-Bank Drop Target Assembly (D-9355) 42
Flipper Assemblies (C-9952-R &C-9953-L) 43
Chest Lamp Matrix Board (C-11310) 43
Visor &Targets Mechanism 44
Visor Assembly (C-1 11 59) 44
Visor Motor Assembly (B-1 11 69) 45
Visor Teeth Target Carrier Assembly (B-1 1156 45
Ramp Lifting Mechanism 46
Jet Bumper (B-9414) 47
Ball EjectAssembly (B-9361-R-1) 47
Ramp Exit Playfield (C-1 1248) 48
Miscellaneous PIN*BOT Parts 48
Playfield Parts 49
Solenoids/Flashers &Rubber Parts 50
Lamps 51
Switches 52
Section 3-Reference Diagrams &Schematics
Cabinet Wiring Diagram 54
Alphanumeric Master Display Board Schematic 55
Background Music &Speech Board Schematic 56-57
Interboard Signals Diagrams 58
Schematic, System 11 CPU (16-8947, Sheet 1of 4) 59
Schematic, System 11CPU (1 6-8947, Sheet 2of 4) 60
Schematic, System 11CPU (1 6-8947, Sheet 3of 4) 61
Schematic, System 11CPU (1 6-8947, Sheet 4of 4) 62
Power Wiring Diagram 63
D-8345 Power Supply Schematic 64
C-8364 Display Schematic 64
IV

Uzi in b
Section 1
r*
•PIN^BOT (System-11) ROM Summary
•Pinball Game Assembly Instructions
•Game Play
•Game Status Displays
•Game Adjustment Procedure
•Game Pricing
•Test/Diagnostic Procedures
PIN*BOT (System-11) ROM Summary
IC DESCRIPTION TYPE IDENTIFIER BOARD PART NUMBER
Game ROM 132K x8ROM 27256 U27 CPU A-5343-549-2
Game ROM 216Kx8 ROM 27128 U26 CPU A-5343-549-1
Sound ROM 132K x8ROM 27256 U21 CPU A-5343-549-4
Sound ROM 232K x8ROM 27256 U22 CPU A-5343-549-3
Background (B/G)
Sound/Speech ROM 132K x8ROM 27256
B/G Snd./Spch. ROM 232K x8ROM 27256 U4 B/G Mus./Sp. A-5343-549-5
U19 B/G Mus./Sp. A-5343-549-6
N&7MCE
To order areplacement ROM from your authorized WILLIAMS ELECTRONICS GAMES
distributor, specify: (1) part number (if available); (2) ROM label color; (3) ROM level
(number) on the label; (4) which game the ROM is used in.
PIN*BOT 1

CONNECTOR IDENTIFICATION
WILLIAMS ELECTRONICS GAMES uses aspecial technique to identify connectors. Each plug or jack
receives aprefix number (which identifies the circuit board), aletter, and anumber. J-designations refer
to the male part of aconnector. P-designations refer to the female part of aconnector. For example,
1Ji designates jack 1of board 1(a CPU Board jack); 3P6 designates plug 6of board 3(aPower Supply
Board plug).
Identifying the specific pin number of aconnector involves ahyphen, which separates the pin number
from the plug or jack designation. For example, 1J1-3 refers to pin 3of jack 1on board 1
.
PIN-BOT CIRCUIT BOARDS
All PIN-BOT Circuit Boards are in the backbox. They are accessible by removing the backbox glass,
unlatching the insert board, and swinging it open.
CPU BOARD. The System-11 CPU Board (p/n D-10881) must be equipped with the ROMs
specified in the PIN-BOT (System-11) ROM Summary. For this ROM complement, on Revi-
sion B(or later) CPU boards (having jumpers W1 through W18); jumpers W1, W2, W4, W5,
W7, W8, W11, W12, W13, W14, W16, W17, and W18 must be connected Jumper W7 is
cut/removed for West German games.
BACKGROUND MUSIC &SPEECFf BOARD. The Background Music &Speech Board is
p/n D-1 1297, as supplied with ROM and microprocessor.
DISPLAY BOARDS. The Alphanumeric Master Display Board is p/n D-1 0877. Two of the
7-digit Player Score Displays (player 1and 2) are p/n C-i 0866. The player 3and 4Displays
are p/n C-8364-1. The 2-digit Credit (also BALL IN PLAY), 2-digit MATCH Display is p/n
C-8365-1
.
POWER SUPPLY BOARD. The Power Supply Board is p/n D-8345 -549.
Prefix numbers for PIN-BOT System-11 circuit boards and major assemblies are listed
below. Aprefix number may precede acomponent designator to identify the unit (e.g.,
connector 1J1).
1-CPU 6-Backbox 11 -B/G Music/Speech
2-(not assigned) 7-Cabinet 12 -(not assigned)
3-Backbox Power Supply 8-Playfield 13 -(not assigned)
4-Alphanumeric Display 9-Insert Board 14 -(not assigned)
5-Player Score Displays 10 -(not assigned) 15 -Flipper Power Supply
PIN-BOT GAME CONTROL LOCATIONS
The On-Off switch is on the bottom of the cabinet near the right front leg.
The Volume Control is on the left inner wall of the cabinet on the tilt mechanisms board. It is acces-
sible by opening the coin box door.
The Credil switch is apushbutton to the left of the coin door on the cabinet exterior.
GAME ADJUSTMENT/DIAGNOSTIC SWITCHES. PIN-BOTallows the operator to program virtually all
game adjustments, obtain bookkeeping information, and diagnose problems, using only three
switches mounted on the inside of the coin door and the Credit button beside the coin door.
ADVANCE, AUTO-UP/MANUAL-DOWN, and HIGH-SCORE RESET are the switches located on
the inside of the coin door. Refer to the Game Status Displays text and the Text/Diagnostic
Procedures for details concerning their operation.
Tbe Memory Protect switch is on the inside frame of the coin door. This interlock switch must be open
to clear bookkeeping totals and to make game adjustments. It automatically opens, when the coin
door opens. PIN»BOT 2

PIN-BOT GAME CONTROL LOCATIONS (Continued)
The CPU Diagnostic switch (SW 2) is the lower switch (ot the two switches mounted on the left edge
of the CPU Board) near alarge, socketed microprocessor chip. This switch initiates the Memory Chip
Test explained in the Diagnostic Procedures.
The Sound Diagnostic switch (SW 1) is the upper switch of the two mounted on the left edge of the
CPU Board. This switch initiates the Sound Section Test. Refer to the Diagnostic Procedures.
PINBALL GAME ASSEMBLY INSTRUCTIONS
1.Open the shipping container; remove all cartons, parts, and other items, and set them aside.
2. Place cabinet on asupport and attach rear legs, using leg bolts (provided in the cash box).
3. Attach the front legs, using leg bolts.
4. Reach into the cabinet and backbox and check the mating of the interconnecting cables,
matching several wire colors at each connector. Ensure that all connections are properly secure.
CA'jinoN
Ensure that the interconnecting cables are tree to move (not kinked or pinched). Be
careful not to damage wires at any stage ol the assembly process.
5. Raise the hinged backbox into position. Secure the backbox with mounting bolts through the
bottom holes into the threaded fasteners in the cabinet.
6. Extend the rear leg levelers to approximately 2/3 length below the leg bottom. Remove the cabi-
net from its support and place it on the floor.
7. Remove the playfield cover glass to permit accurate measurement of fhe playfield level and pitch.
Level (side-to-side) the playfield (preferably measured ON the playfield surface), and firmly
lighten the nut on each leg leveler shaft to maintain this level setting, as shown in Figure 1.
8. Adjust the front leg levelers for proper playfield level (side-to-side) 3M playfield pitch angle
(incline) of approximately 6degrees. (Again, it is recommended that these measurements be
made ON the playfield, not the cabinet nor the playfield cover glass.) Tighten the nut on each leg
leveler shaft to maintain this setting.
CAirriOM
Playfield pitch angle adjustments can affect the operation of the ball-roll tilt and the
plumb bob tilt, inside the cabinet. The operator should adjust these tilt mechanisms for
proper operation, after completion of the desired playfield pitch angle setting.
9. Move the game into the desired location; recheck the level and pitch angle of the playfield.
10. Verify that two balls are installed in the game.
11.Clean and re-install the playfield cover glass. Prepare the game for player operation.
GAME OPERATION
^WARNING ^
After assembly and installation at its site location, this game must be plugged into aproperly
grounded outlet to prevent shock hazard, and to assure proper game operation. DO NOT
use a’cheater' plug to defeat the ground pin on the line cord. DO NOT cut off the ground pin.
POWERING UP. With the coin door closed, plug the game in, and switch it ON, using the On-Off
switch. In normal operation, the player 1score display and the lower two 2-digit displays (Credits and
BALL IN PLAY/MATCH) initially all show 00. The GAME OVER indicator blinks. Then, the game goes
into the Attract Mode (Playfield and backbox lamps flashing, sounds being heard, etc.).
PIN*BOT 3

Figure 1. Pinball Assembly, Playfield Pitch Angle, and Leg Leveler Details.
GAME OPERATION (Continued)
CAU7SON
PIN-BOT's System 11game program has anew capability to aid the operator and service personnel:
At game Turn-On (and also when the operator is beginning the Test/Diagnostic Procedures), a
display now signals when aswitch has NOT been actuated during ball play for 60 balls (20 games).
Up to three switches can be displayed during this Switch Problem reporting activity. Moreover,
PIN’BOT compensates the game play requirements affected by each disabled switch to allow
'nearly normal' play. This helps keep PIN-BOTearning good profits! More information is available in
the Diagnostic Procedures text describing the Switch Testing.
ATTRACT MODEL Playfield and backbox lamps blink. All player score displays exhibit aseries of
messages informing the player concerning:
A. Recent highest scores*;
B. A"custom message" ("GIVE ME SIGHT ... LOCK MY ... EYE BALLS.")*;
C. The score to achieve to obtain aReplay award*;
D. Brief game feature instructions.
These displays (or variations of them) reappear occasionally, accompanied by sounds and music, until
aplayer initiates game play by inserting acoin or, when credits are available, pressing the Credit
button.
CREDIT POSTING. Insert coin(s). Asound is heard for each coin, and the Credits display shows
the number ot credits purchased. So long as the number of maximum allowable credits* are NOT
exceeded by coin purchase or high score, credits are posted correctly. However, after this maximum
credits value is reached, posting of additional credits won (not purchased) by the player does not
occur. ONLY posting ot purchased credits occurs beyond the maximum credits value.
PIN-BOT 4

GAME OPERATION (Continued)
STARTING A GAME. Press the Credit button once. Astartup sound plays, and the amount
shown in the Credit display decreases by one. Player display 1Hashes (until the first playfield switch is
actuated), and the BALL IN PLAY display shows 1.Additional players may enter the game by pressing
the Credit button once for each player, before the end of play on the first ball.
TILT. Actuating the Slam Tilt switch on the coin door inside the cabinet ends the current game;
PIN'BOT then proceeds to the Game Over Mode.With the actuation of the ball-roll or playfield tilt
switches, or the third closure* of the plumb bob tilt switch, the player loses the remaining play of that
ball, but can complete the game.
END OF GAME. All earned scores and bonuses are awarded. If aplayer's final score exceeds the
specified value, the player receives adesignated award for achieving the current highest score. Aran-
dom digit set* appears in the MATCH display. Credit* may be awarded, when the last two digits of any
player's score display (1 through 4) match the random digits of the MATCH display. Match, high
score, and game over sounds are made, as appropriate.
GAME OVER MODE. The GAME OVER indicator lights. The player 1and 2score displays show
GRME OLJER .Then, the high scores flash on the appropriate player score displays. The game
proceeds to the Attract Mode.
*-operator-adjustable feature
Right Flipper
Return &Eject
Jet Bumpers &
"Energy Value”
5-Bank Teeth &
Right 5-Bank
Targets
Ramp Shot
Bonus Multiplier -
Solar Value
3-Bank Targets &
Planets
Left Flipper
Return Lane
PIN‘BOT GAME PLAY
Right Flipper Return Lane flashes Eject value (Adj. for timed interval, or until
made); 25K -50K- 75K -Lites Extra Ball. Entering Eject Hole, when flashing,
scores value and turns on light. Hitting Return Lane again flashes next value.
Lighting Extra Ball lights one of four lower lanes (on Lane Change) for Extra
Ball.
Every hit on aJet Bumper increases "Energy Value" by 2000; starting at
50,000, "Energy Value" carries over from ball to ball. Hitting flashing Drop
Target raises Ramp and lights target to collect "Energy Value" for timed in-
terval (Adj. 1-90 sec). "Energy Value" maximum is 500,000.
Hitting Teeth targets lights "Chest Panel" lamps vertically. Hitting Right 5-
bank targets lights "Chest Panel" lamps horizontally. Lighting all 5rows
opens Visor and drops Teeth targets. "Eye" Eject Holes are now flashing to
lock balls for Multi-Ball™. During Multi-Ball™, all scores are doubled (2X).
Lighting all 5rows asecond time lights one Extra Ball light. Hitting target lit by
flashing light bar (on 1st shot onlvt opens Visor automatically.
Ramp shot advances Bonus X(Bonus Multiplier): 2X-3X-4X-5X. Every shot
up the Ramp, when NOT lit, increases "Solar" value by 50K (Adj. 25K to
99K). Starting at 100K (up to 5million max.), this feature carries over ball-to-
ball, player-to-player, and game-to-game, until collected. During Multi-Ball™,
locking one ball in Eye-Eject lights Ramp to "Collect Solar Value”.
Making 3-bank targets within time limit scores 25,000 and advances to next
planet: Pluto -Neptune -Uranus -Saturn -Jupiter -Mars -Earth -Venus -
Mercury -The SUN).
Left Flipper Return Lane lights lower right Bullseye (Adj. On, until made, or
for timed interval) to advance Planets.
PIN*BOT 5

PIN-BOT GAME PLAY (Continued)
At Game Start. PIN'BOT selects adestination (planet) for the player.
Reaching selected planet scores Special. Reaching The SUN lights lower
right target for an additional Special (and asuper light show). Planets
score 20,000 each at Bonus Collect.
VORTEX Hole values range from 5,000 (easy) to 20,000 (medium) to
100,000 (hard). Every ball shooter shot entering VORTEX multiplies Hole
values, starting at XI up to X10 for the tenth time, then back to XI.
Examples: 50,000 =5,000 X10; 200,000 =20,000 X10; 1million =
100,000 X10.
Bonus goes from 1,000 to 99,000 max., and is displayed when bonus is ad-
vanced, when ball drains, and also when aflipper button is held for astatus
report.
PIN'BOT GAME STATUS DISPLAYS
PIN'BOT utilizes anew format for the display of information concerning the game's bookkeeping and
game play feature adjustment. Basically, three classes of information now become available to the
game owner/ operator: M(Identification); Ajj (Audit); A£ (Adjustment). Each of the underscored two-
letter abbreviations for these classes appears in the Credits display, while the system microprocessor
for the PIN'BOT game is displaying the items within each class in the status display mode.
Identification Information-Id
With the game turned on, the coin door open, and the AUTO-UP/MANUAL-DOWN switch in the
AUTO-UP position, the operator can press the ADVANCE switch once, briefly. PIN-BOT's displays
immediately change from the Attract Mode to the Game Status Display Mode. This is evident by the
following display, shown in columnar form. The column headings refer to the various backbox
displays. (Player display 3does not appear in the listing because it remains blank):
Player Player Player Credits BALL IN PLAY
/
124MATCH
PIN-BOT 549 L-x* Id 00
*x-indicates ROM revision level; e.g., 1is initial issue; 2, 3, etc. for later revisions.
The game is named in the player score 1and 2displays. The game's identification number and the
ROM revision level appears in the player 4display. The Credits display shows Ihe status display mode
in abbreviated form, Id. The BALL IN PLAY/MATCH display shows Ihe status display mode item for
this particular display.
Pressing ADVANCE once more causes the Id 01 display to appear. This display describes which of
the "Install" options is currently in effect. For example, if the YES option of fhe INSTALL FACTORY
Adjustment Item (Ad 70) was last selected, FACTORYSETTING appears on the Player Score displays.
Changing the setting of any other game adjustment item, after selecting the YES option for Ad 70
causes the display to change to FACTORY ALTERED. Similarly, if the operator selects the YES op-
tion for INSTALL HARD (Ad 65), the display indicates HARD SETTING. Changing agame adjustment
item later then causes the display to show HARD ALTERED.
Audit Information-Au
While the AUTO-UP switch remains in the Up position, the operator can press the ADVANCE switch
once, briefly, to begin the backbox displays of Audit (sometimes called "bookkeeping") Information.
Forty-four audit entries are now available. Calculation of the various factors is no longer necessary
because the PIN-BOT System 11's game program now performs all the mathematical factor computa-
tions. This information is intended to aid the owner/operator in evaluating how the game is performing
in each location, by providing knowledge about which game features are receiving the most play.
With this information, the owner/operator can determine whether adjusting the game features to other
PIN’BOT 6
VORTEX
BONUS

PIN-BOT GAME STATUS DISPLAYS (Continued)
settings will contribute to increased game earnings.
The operator can press the ADVANCE button once to view each Audit Information display item. To
proceed more rapidly through this information, the operator only has to press and hold the ADVANCE
button. If adesired item is passed, the operator can use the MANUAL-DOWN switch position with the
ADVANCE button to back up to the desired item.
The PIN-BOT Audit Table lists the 44 items of the Audit Information portion of the PIN-BOT Game
Status Displays. Presentation of this Audit Information again utilizes the player score displays; how-
ever, the player 1and 2displays are combined as adescriptive phrase. The light type below the
table's column headings names the respective backbox displays where the information appears.
Because the player 4display contains information which depends on game play, only afew example
entries are shown in the table. The Credits display shows Au for all 44 audit items, so its entry is
omitted from the tabular listing. Detection of erroneous data affecting any of the counters used in
these audit items causes the message, ERROR, to be displayed in the player 3display, during display
of any audit item associated with that particular counter. (The program does not analyze the cause of
the error; it merely alerts the operator of the error's existence by the message.)
PIN-BOT Audit Table
Audit
Item
(MATCH)
Descriptive Phrases
(Player 1and 2Displays)
Audit Factor -
Value
(Player 4)
01 Loll Coins (chute next to coin door hinge] 432
02 Center Coins 0
03 Right Coins 398
04 Paid Credits 830
OS Tolal Plays
OS Tolal Free (Tolal Free Plays)
07 Percent Free (% Free Plays)
08 Replay Awards
09 Percent Replay (% Replay Awards)
10 Special Awards
11 Percent Special (% Special Awards)
12 Malc.h Awards
13 HSTD (High Score to Dale) Credits
14 Percent HSTD (% HSTD Credits)
15 Extra Balls
16 Percent Ex. Ball (% Extra Balls)
17 Av. Ball Time (Average Time in Seconds)
18 Min of Play (Minutes ot Play)
19 Balls Played
20 Replay 1Awards
21 Replay 2Awards
22 Replay 3Awards
23 Replay 4Awards
24 1Playr Games
25 2Playr Games
26 3Playr Games
27 4Playr Games
23 Burn in Cycles
29 DTPercent (% Compl. Timed Drop Target)
30 Solar Percent (% Compl. Timed Solar Bonus)
31 Energy Percent (% Awarded. Energy Bonus)
S. Eject Percent (% Awarded, Timed Sngl Ej Hole Bonus)
32
33 Reach Percent (% Awarded. Reach for Plane! Bonus)
34 Solar Awards (# ol Solar Bonus Awards)
35 Energy Awards (# ol Energy Awards)
36 Reach Awards (# ol Reach lor Planet Awards)
37 Chest Ex. Ball (# ol Ex Balls started from Chesf)
38 S. Eject Ex. Ball (» of Ex. Balls started from Sngl. Ej Hole)
39 H. S. Reset Counter
40 Aut. Pet. Data 1
41 Aut. Pet Data 2
42 Aut. Pet. Data 3
43 Aut. Pci. Data 4
44 Aut. Pet. Data 5
NOTE.
1.The numbers shown in this column for Items 1through 4are examples.
Entries for all items depend on the amount of play; thus, they will vary
from location to location.
PIN*BOT 7

P1N-BOT GAME STATUS DISPLAYS (Continued)
Adjustment !nformation--Ad
At end of the Audit Information presentation, with the AUTO-UP switch in the Up position, the opera-
tor can press the ADVANCE button to proceed to the Adjustment Information portion of the P1N-BOT
Game Status Displays.
The operator can press the ADVANCE button once to view each Adjustment Information display item.
To proceed more rapidly through this information, the operator only has lo press and hold the AD-
VANCE button. If adesired item is passed, the operator can use the MANUAL-DOWN switch position
with ihe ADVANCE button to back up to the desired item.
PIN'BOT Game Adjustment Table
Adjustment
Item
Factory
Descriptive Phrases Setting
(MATCH) (Player 1and 2Displays) (Player 4)
01 AUTO REPLAY (%) (or FIXED REPLAY SCORES) 1Learn 10 (%)
02 REPLAY START (or REPLAY LEVEL 1) 11,400,000
03 REPLAY LEVELS (or REPLAY LEVEL 2) '01
04 (REPLAY LEVEL 3) 1OFF
05 (REPLAY LEVEL 4) 1OFF
06 REPLAY AWARD Credit
07 SPECIAL AWARD Credit
08 MATCH FEATURE On
09 BALLS /GAME 03
10 TILT WARNING 03
11 MAXIMUM EX. BALL 04
12 MAXIMUM CREDITS 10
13 HIGHEST SCORES On
14 BACKUP HI. SCR1 3,000,000
15 BACKUP HI. SCR 22,500,000
16 BACKUP HI. SCR 32,000,000
17 BACKUP HI. SCR 41,500,000
18 HI. SCR1 CREDITS 04
19 HI. SCR2 CREDITS 03
20 HI. SCR3 CREDITS 02
21 HI.SCR4 CREDITS 201
22 H. S. RESET EVERY (3,000 PLAYS)
23 FREE PLAY
COIN 1PLAY) 2,3 NO
24 U.S.A. 1COINAGE (1
25 LEFT UNITS 01
26 CENTER UNITS 04
27 RIGHTUNrTS 01
28 UNITS/ CREDIT 01
29 UNITS/ BONUS 00
30 MINIMUM UNITS 00
31 SOLAR V. ADVANCE [25,000 to 99,000] 50,000
32 BON. MULT. MEMORY [YES =retained; NO =not retained] NO
33 S. EJECT MEMORY [YES =retained; NO =not retained] YES
34 PLANETS MEMORY [YES =retained; NO =not retained] YES
35 EX. BALL MEMORY [YES =retained; NO =not retained] YES
36 CHEST MEMORY [YES =retained; NO =not retained] YES
37 D.T.ALTTOAD. [1% -90%; or NO auto adjust] 20%
38 D.T. TIMER [1 -90 sec., or Untimed] 15 sec
39 SOLAR AUTOAD. [1% -90%; or NO auto adjust] 20%
40 SOLAR TIMER [1 -90 sec; or Untimed] 20 sec
PIN*BOT 8

PIN'BOT GAME STATUS DISPLAYS (Continued)
The PIN'BOT Game Adjustment Table lists the 70 items of the Adjustment Information portion
of the PIN'BOT Game Status Displays. Presentation of the displays is similar to that for the Audit Infor-
mation (that is, the player 1and 2displays combine as a descriptive phrase; the light type below the
column headings names the respective backbox displays where the information appears, etc ). The
Credits display shows Ad for all 70 adjustment items, so its entry is omitted from the tabular listing.
PIN-BOT Game Adjustment Table (Continued)
Adjustment
Item
(MATCH)
Descriptive Phrases
(Player 1and 2Displays)
Factory
Setting
(Player 4)
41 ENERGY AUTO AD. [1% -90%; or NO auto adjust] 40%
42 ENERGYTIMER [1 -90 sec., or Untimed] 15 sec
43 S. EJECT NO AUTO [1% -90%; or NO auto adjust] No aulo
44 S. EJECT UNTIMED [1 -90 sec., or Untimed] Unlimed
45 REACH AUTOAD. [1 %-90%; or NO auto adjust] 4%
46 REACH PLANET [Pluto -Mercury; Off] JUPITER
47 CONSOL EX. BALL [YES; NO] YES
48 A. MODE SOUNDS (ALOT; LESS; NONE] ALOT
49 CUSTOM MESSAGE 4ON
50 SW. ALARM KNOCKER YES
51 ENGLISH TEXT
52 UNUSED ADJUST
53 5INSTALL GERMAN 16
54 5INSTALL GERMAN 26
55 5INSTALL GERMAN 36
56 5INSTALL GERMAN 46
57 5INSTALL GERMAN 56
58 5INSTALL GERMAN 66
59 5INSTALL ADDABALL NO
60 5INSTALL 5-BALL NO
61 5INSTALL NOVELTY NO
62 5INSTALL EX. EASY NO
63 5INSTALL EASY NO
64 5INSTALL MEDIUM NO
65 5INSTALL HARD NO
66 5INSTALL EX. HARD NO
67 AUTO BURN-IN NO
68 CLEAR COINS NO
69 CLEAR AUDITS NO
70 INSTALL FACTORY 7NO
NOTES:
1. Automatic Replay percentage value range is adjustable I'rom 5to50%. via the Credit button. Item 02 permits changing the
factory setting value for Replay Start Level (valid for next 500 games played). Item 03 permits selling up to four replay
levels, with values as detailed in text describing item 03.
For Fixed Replay Scores,set Auto Replay value to 1less than 5(%) via the Credit button. Go to items 02, 03, 04, and 05
to install Iheir replay level scores. Turn off any replay score level by selling 00 as its value.
2. Phrase in parentheses is Factory Setting. Phrase appears in (player) 3 and 4displays. Press Credit button lo change selling
of item 22, or the game pricing of item 24.
3. To change country OR coinage setting, press Credit buuon to obtain 16 Standard settings, followed by aCustom Setting.
The Custom Setting activates items 25 through 30. When aStandard Setting is used, items 25 through 30 arc set automati-
cally, and cannot be changed.
4. To install Custom Message, press flipper button for alphabet and special characters. Press Credit button for next message
letter or character.
5. Special Preset Adjustment, whose effects arc noted in the Game Adjustment text
6. Refer to Pricing Table andGame Adjustment text describing these items.
7. Approximates Ad 64, yet includes all factors listed in Factory Selling column ,notjust Ad 31 through 47 provided by Ad 61.
PIN*BOT 9

GAME ADJUSTMENT PROCEDURE
Adjustment Items 01 through 70
The coin door must be open to access the Game Adjustment/Diagnostic switches. All readings and
adjustments require operation of these coin door switches. Some adjustments utilize the Credit but-
ton; some also use the flipper button(s). Additional text describing the game adjustment items follows
this procedure.
1. Use AUTO-UP and press ADVANCE. The BALL IN PLAY/MATCH display initially indicates
Ad 01. The player 1and 2score displays indicate AUTO REPLAY. The player 3display
shows PERCENT. If the factory setting has not been changed, the player 4display shows
LEARN10, indicating the setting of a10% replay percentage. (The "Learn" feature causes
the game program to adjust itself automatically, as discussed in the following text concerning
the 'details’ about Adjustment Item 01 .)
2. To reach ahigher item number (in the BALL IN PLAY/MATCH display), use AUTO-UP and
press ADVANCE. To return to aprevious item number, use MANUAL-DOWN and press
ADVANCE.
3. With the desired item number (refer to the PIN-BOT Game Adjustment Table) showing
in the BALL IN PLAY/MATCH display, increase the value (or select another option) shown in
the player 4display by using AUTO-UP and pressing the Credit button. Repeat this step for
each item, until all adjustments have been made.
(The same procedure can be used for Audit Items. To zero Au 01 -04 (concerning the coin
chutes and the total coins), the operator can proceed to item 68, Clear Coins, and press the
Credit button to obtain the YES option. The operator then presses the ADVANCE button and
notes the "COINS CLEARED" display, which verifies that the entry values for items 01
through 04 of the Audit Items are now reset to zero.)
For example, the operator may desire to change the degree of game play difficulty from the
Factory Selling (equivalent to the Install Medium [Ad 64] difficulty, along with anumber of
other automatically installed settings, as shown in the right column of the Game Adjust-
ment Table) to another difficulty more suitable for the players at aparticular game site. Four
other ’automatic' play difficulty settings (Ad 62 -Ad 66) are available, each of which, if selected,
installs all the adjustments listed for that item in the following 'details' text.
4. To proceed rapidly through the entire adjustments series, press and hold ADVANCE, until
Ad 70 shows in the BALL IN PLAY/MATCH display. From item 70, you can: (A) return to the
Game-Over Mode ;or (B) restore factory settings and zero audit (bookkeeping) totals. Perform
either of the following, as desired:
A. To reach Game-Over Mode,use AUTO-UP and press ADVANCE once. PIN'BOT now
goes to the Game-Over Mode.
B. To restore factory settings, zero all audit (bookkeeping) totals, and return to Game-Over
Mode ,use AUTO-UP or MANUAL-DOWN to display item 70 in the BALL IN PLAY/MATCH
display. Press the Credit button to display the YES option in the player 4display. Using
AUTO-UP, press ADVANCE once. PIN-BOT now zeroes ALL audit totals and changes
ALL game adjustments back to those originally selected as Factory Settings. It then shows
the operator amessage ("FACTORY SETTING”) that this has occurred. (A problem in the
Memory Protection circuit or closing the coin door will cause the message "ADJUST
FAILURE" to appear.) Press ADVANCE once more to return to the Game-Over Mode.
Details of Adjustment Items 01 through 70
01 Auto Replay (or Fixed Replay)
Of the two options, AUTO REPLAY is the Factory Setting .The percentage of replays automat-
ically awarded has aFactory Setting of LEARN 10% (German games have aFactory Setting of
LERNE 15%). The LEARN mode aids a game's initial installation by causing the game program
PIN-BOT 10

GAME ADJUSTMENT PROCEDURE (Continued)
01 Auto Replay (or Fixed Replay) (Continued)
to compare the value of the Replay Level to the player's score 16 times during the first 800
games. At each comparison, the program increases (or decreases) the Replay Level by
100,000 to achieve the replay percentage specified either via the factory setting or later opera-
tor adjustment. (After the first 800 games, the comparison occurs after every 500 games.) Use
the Credit button to change the percentage within the range of LEARN 5to LEARN 50 (%), fol-
lowed by 5% to 50% ,with the value increasing using AUTO-UP (or decreasing using
MANUAL-DOWN). The next Credit button change beyond 50%, or below LEARN 5%, selects
the FIXED REPLAY option.
For AUTO REPLAY, Ad 02 provides the Starting Replay Level (player 1and 2displays show RE-
PLAY START). Ad 03 provides the number of replay levels (01 ,02, 03, or 04). PIN-BOT then
proceeds to Ad 06 automatically.
For FIXED REPLAY, Ad 02 is the first replay level (REPLAY LEVEL 1). Ad 03, 04, and 05 are
the other replay levels.
02 Starting Replay Level (or Replay Level 1)
For AUTO REPLAY (refer to Ad 01), the Factory Setting is 1,400,000 (German games have a
Factory Setting of 1,000,000). The range ot settings is 800,000 through 2,000,000 (by incre-
ments of 100,000 with AUTO-UP or decrements of 100,000 with MANUAL- DOWN).
For FIXED REPLAY, the operator can enter the value to be used for the first fixed replay score
level via the Credit button. The range of settings is: OFF; 100,000 through 9,900,000 (by
increments of 100,000 with AUTO-UP, or decrements of 100,000 with MANUAL-DOWN).
03 Replay Levels (or Replay Level 2)
For AUTO REPLAY (refer to Ad 01), the Factory Setting is 01 (one replay level). The option
range is one, two, three, or four replay level(s). When the operator chooses two replay levels,
PIN-BOT automatically adjusts the second replay level to be twice the value selected for Ad 02,
Ihe starting replay level. Choosing three or four replay levels automatically adjusls their replay
levels to three times or four times the Ad 02 value.
For FIXED REPLAY, the technique of value entry and the range of settings are identical to those
of Ad 02.
04 (Replay Level 3)
For AUTO REPLAY, this Adjustment Item is not applicable. PIN-BOT automatically bypasses
this adjustment.
For FIXED REPLAY, the technique of value entry and the range of settings are identical to those
of Ad 02.
05 (Replay Level 4)
For AUTO REPLAY, this Adjustment Item is not applicable. PIN-BOT automatically bypasses
this adjustment.
For FIXED REPLAY, the technique of value entry and the range of settings are identical to those
of Ad 02.
06 Replay Award
For either AUTO REPLAY or FIXED REPLAY (Ad 01), the operator can select the form of the
award automatically provided when the player exceeds any Replay Level (Automatic or Fixed).
The choices are:
Credit -Reaching each replay level obtains acredit (free game). This is the Factory Setting .
PiN*BOT 11

GAME ADJUSTMENT PROCEDURE (Continued)
06 Replay Award (Continued)
Ball -Reaching each replay level obtains an extra ball.
Audit Reaching each replay level obtains nothing to the player; it does increase the entry
vaiueof the Audit ltem(s) maintaining atally of these awards (Au 08, and Au 20
through 23, as applicable).
Coil -Reaching each replay level causes the Knocker coil to activate once per free play
won (instead of awarding acredit for each level exceeded).
NOTE
Aticket dispenser or token dispenser can be activated by the Knocker coil
driver to provide an alternative award for each free play achieved by the player.
07 Special Award
The operator can select the form of the award automatically provided when the player scores a
Special. The choices are:
Credit -Scoring each Special, when lit, obtains acredit (free game). This is the Factory
Setting .Avariation to this award occurs, when the setting of Ad 06 is Coil. (This
permits aticket or token dispenser to provide the award, when applicable.)
Ball -Scoring each Special, when lit, obtains an extra ball.
Score -Scoring each Special, when lit, obtains ascore advance of 100,000 points to the
player.
08 Match Award
The operator can select whether the Match action occurs at completion of each game. The
choices are:
On -This is the Factory Setting .The game selects arandom two-digit number at end of
game and compares each player's score for an identical two digits in the rightmost
two positions. Amatching of the two digits results in the award of acredit (or a
ticket/token, if adispenser is attached, and the setting of Ad 06 is Coil).
Off -The MATCH display does not operate at completion of the game; no award is given.
09
Balls /Game
The operator can define a"game" by specifying the number of balls to be played. The Factory
Setting is 3. The range of settings is 1through 9.
10
Tilt Warning
The operator can specify the allowable number of total actuations of the plumb bob and playfield
tilt mechanisms that can occur before the game is "tilted". The range of this setting is 1through
5. The Factory Setting is 3.
1
1
Maximum Extra Ball
The operator can specify the maximum number of Extra Balls to be accumulated at any time. The
range of this setting is 00 (which allows NO extra ball play, and displays amessage, NO EX.
BALL) and 1through 9. The Factory Setting is 4.
12
Maximum Credits
The operator can specify the maximum number of credits the game can accumulate, either
through game play awards or coin purchases. The range of settings is 5through 99. The
Factory Setting is 10 (Factory Setting for German games is 30). Peaching the specified setting
prevents the award of additional credits by game play. Coin purchases do continue to accumu-
late and are displayed.
PIN'BOT 12

GAME ADJUSTMENT PROCEDURE (Continued)
12 Maximum Credits (Continued) NOTE
Whenever the number of credils is less than the specified maximum credits, any
credits obtained by coin purchase or game awards (High Score, Match, Replay
Levels, etc.) will be accumulated even though they exceed the maximum value.
Thereafter, no additional credits can be accumulated, until the credit total is
reduced below the specified maximum setting.
13 Highest Scores
The operator can allow the game to maintain arecord of the four highest scores achieved to
date. The Factory Setting is On. The optional alternative is Off, which deactivates this adjust-
ment item.
14 Backup High Score 1
The operator can set the Backup High Score value in the player 1score display, using the Credit
button. The Factory Setting is 3,000,000. The game automatically restores the value set, when
the operator presses, and holds, the HIGH SCORE RESET switch, or when an automatic High
Score Reset event (Ad 22) occurs.
15 Backup High Score 2
This adjustment is similar to Ad 14, except that this applies to the player 2score display. The ad-
justmenl technique is identical to Ad 14. The Factory Setting is 2,500,000. It is also restored as
described tor Ad 14.
16 Backup High Score 3
This adjustment is similar to Ad 14, except that this applies to the player 3score display. The ad-
justment technique is identical to Ad 14. The Factory Setting is 2,000,000. It is also restored as
described for Ad 14.
17 Backup High Score 4
This adjustment is similar to Ad 14, except that this applies to the player 4 score display. The ad-
justment technique is identical to Ad 14. The Factory Setting is 1,500,000. It is also restored as
described for Ad 14.
18 Credits for Highest Score 1
The operator can select the number of credits to be awarded, by using the Credit button, when-
ever a player exceeds the previous Highest Score. The range of this setting is 00 through 10.
The Factory Setting is 04. Avariation to this award occurs, when the setting of Ad 06 is Coil.
(This permits aticket or token dispenser to provide the award, when applicable.)
19 Credils for Highest Score 2
This adjustment is similar to Ad 18, except that this applies to the player's exceeding the second
highest score. The Credit button adjustment technique is the same as for Ad 18. The range of
this setting is 00 through 03. The Factory Setting is 03.
20 Credits tor Highest Score 3
This adjustment is similar to Ad 18, except that this applies to the player's exceeding the third
highest score. The Credit button adjustment technique is the same as for Ad 18. The range of
this setting is OOthrough 03. The Factory Setting is 02.
21 Credits for Highest Score 4
This adjustment is similar to Ad 18, except that this applies to the player’s exceeding the fourth
highest score. The Credit button adjustment technique is the same as for Ad 18. The range of
this setting is 00 through 03. The Factory Setting is 01
.
PIN-BOT 13

GAME ADJUSTMENT PROCEDURE (Continued)
2 2 Automatic High Score Reset
The operator can specify (via Credit button) that the game will provide an automatic reset of the
displayed "Highest Scores", and the number of games to be played before the reset occurs.
The values provided upon reset are those selected by the operator in Ad 14 through 17, the
Backup High Scores. The range of this setting is Off (to disable this adjustment), and 1, 000 to
99,000 games (in increments of 1,000). The Factory Setting is 3,000. (Audit item 39 displays
the number of games remaining before the reset.)
23 Free Play
The operator can select (via the Credit button) whether aplayer can operate the game without a
coin (free play) or with acoin. The optional alternatives are No (a coin is necessary) or Yes (game
play is free; no coin is required). The Factory Setting is No.
24 Coinage Selections
The operator can specify (via the Credit button) any of the 16 Standard Settings for game
pricing, each of which exhibits amessage identifying the country and the number of coins
required and the number of games that the coin requirement purchases. Choosing aStandard
Setting permits the game to omit items Ad 25 through 30,which are adjustments allowing for a
special custom coinage setting. The Factory Setting is U.S.A. 1:1COIN 1PLAY, as shown by
the backbox display.
Following the last Standard Setting is aCustom Coinage Setting, which allows the operator to
utilize Ad 25 through 30 in establishing aspecial coinage setting. Amessage, CUSTOM
COINAGE, indicates that the operator can enter the appropriate values into the Ad 25 through
30 adjustment items.
The values for Ad 25 through 30 of each Standard Setting, as well as other possible values for
the Custom Coinage Setting are shown in the Pricing Table.
25 Left Chute Coin Units
The operator can specify (via the Credit button) the number of coin units purchased by acoin
passing through the left coin chute.
26 Center Chute Coin Units
The operator can specify (via the Credit button) the number of coin units purchased by acoin
passing through the center coin chute.
27 Right Chute Coin Units
The operator can specify (via the Credit button) the number of coin units purchased by acoin
passing through the right coin chute.
28 Units Required for Credit
The operator can define (via the Credit button) the number of coin units required to obtain 1
Credit. Acoin unit counter in the game program totals the number of coin units purchased
through all coin chutes prior to each game. If the total number of coin units purchased exceeds
the 1Credit factor by amultiple (or more, coin units) of the specified Units per Credit value, the
Credits display shows the proper number of Credits. The coin unit counter retains any remaining
coin units, until the star! of agame; then, the coin unit counter is cleared (its contents are
zeroed). The Factory Setting is 01.
29 Units Required for Bonus
The operator can specify (via the Credit button) that 1additional Credit is to be indicated in the
Credits display, when acertain number of coin units are accumulated. The Factory getting is 00.
PIN*BOT 14

GAME ADJUSTMENT PROCEDURE (Continued)
30 Minimum Units Required tor any Credits Posted
The operator can specify that NO Credits are to be posted (indicated in the Credits display), until
the credit units counter reaches aparticular value. The Factory Setting is 00.
31 Solar Value Advance
The operator can choose (via the Credit button) the value by which the Solar Value is increased.
The range of this setting is 25,000 to 99,000. The Factory Setting is 50,000.
32 Bonus Multiplier Memory
The operator can choose (via the Credit button) whether the bonus multipliers are stored in
memory for the 'next ball'. The choices are No (Lamps are turned off at the start of aball) or Yes
(Lamps are stored and recalled for the player's next ball. The Factory Setting is No.
33 Single Eject Hole Memory
The operator can choose (via the Credit button) whether the lamps from the Single Eject Hole
are stored in memory for the 'next ball'. The choices are No (Lamps are turned off at the start of a
ball) or Yes (Lamps are stored and recalled for the player's next ball). Note, lighting Extra Ball is
more difficult, if there is NO memory. The Factory Setting is Yes.
34 Planets Memory
The operator can choose (via the Credit button) whether the Planet lamps are stored in memory
for ’next ball’ play. The choices are No (Lamps are turned off at the start of aball) or Yes (Lamps
are stored and recalled for the player's next ball). Note, getting the Special and lighting the
Special is more difficult, if there is NO memory. The Factory Setting is Yes.
35 Extra Ball Memory
The operator can choose (via the Credit button) whether the Extra Ball lamps are stored in
memory for 'next ball' play. The choices are No (Lamps are turned off at the start ot aball) or Yes
(Lamps are stored and recalled for the player's next ball). Note, getting to shoot again is more
difficult, if there is NO memory. The Factory Setting is Yes.
36 Chest Memory
The operator can choose (via the Credit button) whether the Chest Panel lamps, which open the
visor, are stored in memory for 'next ball' play. The choices are No (Lamps are turned off at the
start of aball) or Yes (Lamps are stored and recalled for the player's next ball). Note, opening the
visor to get Multi-Ball™ is more difficult, if there is NO memory. The Factory Setting is Yes.
37 Drop Target Auto Adjustment
The operator can choose (via the Credit button) what percentage award is earned trom the 3-
bank Drop Target. The range of this automatic adjustment setting is 1% (Hard) through 90%
(Very easy); it can also be turned off (disabled). When the automatic adjustment is turned on
(enabled), the game program adjusts the setting, at the end of agame after 50 misses or awards,
except when the current value is within 2% of the setting. Then, no auto adjustment occurs.
The current setting can be viewed by accessing Audit Item Au 29. The Factory Setting is
enabled and 20%.
38 Drop Target Timer
The operator can choose (via the Credit button) the degree of difficulty, via atimer setting, for
the 3-bank Drop Target. This setting affects the advancement through the planets and the
awarding of Special. The range of this setting is 1 second (Hard) through 90 seconds (Very
easy); it can also be Untimed(via asetting of 0). Be aware that, if this is auto adjusted, the setting
is merely the initial, or current, setting. The Factory Setting is 15 seconds.
39 Solar Auto Adjustment
The operator can choose (via the Credit button) what percentage award is earned from the Solar
value. The range ot this automatic adjustment setting is 1% (Hard) through 90% (Very easy); it
PIN»BOT 15

GAME ADJUSTMENT PROCEDURE (Continued)
39 Solar Auto Adjustment (Continued)
can also be turned oft (disabled), via asetting of 0. When the automatic adjustment is turned on
(enabled), the game program adjusts the setting, at the end of agame after 50 misses or awards,
except when the current value is within 2% of the setting. Then, no auto adjustment occurs.
The current setting can be viewed by accessing Audit Item Au 30. The Factory Setting is
Enabled and 20%.
40 Solar Timer
The operator can choose (via the Credit button) the degree of difficulty, via atimer setting, for
the Solar value. This value increases by going on the ramp when the Score Solar lamp is not lit.
The range of this setting is 1second (Hard) through 90 seconds (Easy); it can also be Untimed
(via aselling of 0)for an Extremely Easy condition. Be aware that, if this is auto adjusted, the
setting is merely the initial, or current, setting. The Factory Setting is 20 seconds.
41 Energy Auto Adjustment
The operator can choose (via the Credit button) what percentage award is earned from the
Energy value. The Energy value increases via Jet Bumper scoring. The range of this automatic
adjustment setting is 1% (Hard) through 90% (Very easy); it can also be turned off (disabled), via
asetting of 0. When the automatic adjustment is turned on (enabled), the game program adjusts
the setting, at the end of agame, after 50 misses or awards, except when the current value is
within 2% of the setting. Then, no auto adjustment occurs. The current setting can be viewed
by accessing Audit Item Au 31 .The Factory Setting is Enabled and 40%.
42 Energy Timer
The operator can choose (via the Credit button) the degree of difficulty, via atimer setting, for
the Energy value. This value increases by Jet Bumper scoring. The range of this setting is 1
second (Hard) through 90 seconds (Easy); it can also be Untimed (via asetting of 0) for an
Extremely Easy condition. Be aware that, if this is auto adjusted, the setting is merely the initial,
or current, setting. The Factory Setting is 15 seconds.
43 Single Eject No Adjust
The operator can choose (via the Credit button) what percentage award is earned from the
Single Eject Hole, which awards an Extra Ball. The range of this automatic adjustment setting is
1% (Hard) through 90% (Very easy); it can also be turned off (disabled), via asetting of 0. When
the automatic adjustment is turned on (enabled), the game program adjusts the setting, at the
end of agame, after 50 misses or awards, except when the current value is within 2% of the set-
ting. Then, no auto adjustment occurs. The current setting can be viewed by accessing Audit
Item Au 32. The Factory Setting is disabled (NO AUTO).
44 Single Eject Untimed
The operator can choose (via the Credit button) the degree of difficulty, via atimer setting, for
the Single Eject Hole. This hole awards an Extra Ball. The range of this setting is 1second
(Hard) through 90 seconds (Easy); it can also be Untimed (via asetting of 0)for an Extremely
Easy condition. Be aware that, if this is auto adjusted, the setting is merely the initial, or current,
setting. The Factory Setting is Untimed.
45 Reach Auto Adjustment
The operator can choose (via the Credit button) what percentage award is earned from the
'Reach planet' for Special. The range of this automatic adjustment setting is 1% (Hard) through
90% (Very easy); it can also be turned off (disabled), via asetting of 0. When the automatic
adjustment is turned on (enabled), the game program adjusts the setting, at the end ot agame,
after 50 misses or awards, except when the current value is within 2% of the setting. Then, no
auto adjustment occurs. The current setting can be viewed by accessing Audit Item Au 33.
The Factory Setting is enabled and 4%.
PIN-BOT 16
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