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Copyright 2025 Manuals.Online. All Rights Reserved.

lo
-535-103
November 3, 1984
MANUAL
TftB..E OF
CONTENTS
PAGE

CONTENTS
4 ..............
•
1••••••
6
.........
7
-
9
I I I I • I I
•••••
ball ......
12 .............
12-15 .....
16 .............
27 .........
Solenoid Locations
Playfield Parts
Plugs & Jacks
Operation & Adjustment
Procedures
Adjustment Table
Pricing Table and
Procedures
Diagnostic Procedures
Lamp & Switch Matrix
Tables
Solenoid Wiring Diag.
Back Box Wiring Diag.
Switch & Lamp Locations
Cabinet Wiring Diag.
Misc. Assemblies
CPU system-9 Assembly
and Schematic Diag's.
Power Supply Assembly
and Schematic Diag.
Slave Displays
Insert Board Wiring Diag.
Master Display Assembly
Master Display Schematic Diag.
Power Wiring Diag.
CORRECTIONS
Page
1
1.
•
CIRCtJITBOARDS
CPU BOARD. Your level-9, CPU BOARD must be equipped with the ROMS
specified in the RUM summary. Only jumpers W2, W5 through W7, W9, and
W12 should be connected.
Substituted Wi
for W2 when a 6802
microprocessor is used instead of a 6808 microprocessor.
Page 13
Switch Test: Paragraph 1. 1J9 (Rows) should be 1310 (Rows).
Paragraph 4. Change 1P9 to 1P10 and 139 to lJlO.
Page 15
Under SYSTEM-9 MEMORY CHIP TEST:
1. No indication, U20 Game ROM 1 faulty.
Solenoid Diagrams are reversed.
Page 17
Flash Lamp Connections:
1.
Change 2.2, 1W to 5, lOW.
2.
Change 330, 1W to 330,
2.j.
Page 27
1. Item $34 Transistor, Power, 2N6057 NPN.
Page 32
1.
Note 1: Should be 8A fuse not 7.5A.
2.
Transformer 7T1 should be 5610-09563-00.
3.
Transformer 7T2 should be 5610-10355-00.
4.
Fuse P6 ,20A (at 339) is
changed to
jumper.
5.
General illumination fuses at 3P8 are 5k SB.
SOLENOID LOCATION DIAGRAM
soil.
NO.
FUNCTION
ASSEMBLY NO.
1
Outhole
SA-23-850-DC
2
Ball Ramp Release
SG1-23850DC
3
Left Eject Hole
SG1-23-850-DC
4
Right Eject Hole
SG1-23-850-DC
5
T

Drop Target
SA5-24-'750-DC
6
3-Bank
Drop Targets
SA3-23-850-DC
7
Up Post
SG-23-850-DC
B
Down Post
SM-29-1100-DC
9
Space Flash Lamps
--
10
Shuttle Flash Lamps
--
11
General Illumination Relay
5580-09555-00
12
Not Used
--
13
Gate
SZ-35-4000-DC
14
Insert Flash Lamps
--
15
Bell
St4-29-1000-DC
16
Coin Lockout
SM-35-4000-DC
17
Left Kicker
SG1-23-850-DC
18
Right Kicker
SG1-23-850-DC
19
Left Jet Bumper
SGI-23-850-DC
20
Bottom Jet Bumper
SG1-23-850-DC
21
Right Jet Bumper
SGI-23-850-DC
22
Not Used
PLAYFIELD PARTS
PART NO.
FUNCTION
ASSEMBLY NO.
1.
3a11 Guide
D-10562
2.
Bumper Post
A-87 01
3.
1U
Rubber Ring
23-6302
4.
11/2u Rubber
Ring
23-6304
5.
Jet Bumper
3-9414
6.
1-1/4' Rubber Ring
23-6303
7.
2_3/8u Rubber Ring
23-6306
8.
Ball Eject - L
3-9361-L
9.
Wire Ball Guide
12-6647
10.
Stand-up Target
k-9618
11.
Ball Guide
3-10559
12.
2

Rubber Ring
23-6305
13.
Wood Rail 377/8u
11-790-A
14.
Flpr.

Ball Guide
B-1069
15.
Flpr. Assy.
C-9953-L
16.
Anti-Rebound
12-6468
17.
Wood Rail 8-3/4
11-790-D
18.
Flpr.

Ret.

Frrne
A-8108-R
19.
Gate
A-10607
20.
Wire Ball Guide
12-6466-4
21.
Wire Ball Guide
12-6469-17
22.
Ball Guide
B-10560
23.
Wire Ball Guide
12-6466-8
24.
3/4
•
Rubber Ring
23-6301
25.
3-Bank Drop Target
D-9355
26.
Stand-up Sub-Assy.
-4834-J-1
27.
Wood
Rail Y
11-790-B
28.
Ramp Assy.
0-10654
29.
Stationary Tgt.
A-10618
30.
Spin Target
3-9655-535
31.
Ball Guide
c
-10561
32.
3a11 Gate
Srkt.
01-8043
33.
Ball Gate Wire
12-6648
34.
Light Hood
03-7034-9
35.
Light Hood
03-7037-9
36.
1-Bank Drop Target
D-9612
37.
Flpr. Assy.
C-9952-R
38.
Ball Eject
B-9361-R
5790-09090-
is
PIN
579O-O9OS9-
PtN
15 rlfl
792-09125-00
I PIN FEMALE
METAL PINS
5820-09080-00
5821- 09081-00
579t-09124-00
$ PIN MALE
METAL PINS
5820-09080-00
- '
ft
I

I __
5792-09108-00
6 PIN FEMALE
METAL PINS
- 5820-09070-00
T
i

5792-09182-00
4 PIN FEMALE
)
'-
5821-09081-00
.,"5792-09139 -00
-.

9 PIN FEMALE
5791- 091313-00
9 PIN MALE
METAL PINS
5820-09078-00
METAL PINS
5820-09080-00
-5821-09081-00
5792-09318-60(BLUE)
6 PIN FEMALE
5791- 09316-00
6 PIN MALE
5792-0913 3-00
12 PIN FEMALE
5791- 09132-00
12 PIN MALE
METAL PINS
5820-09078-00
- - - £
5792-09102-00
36 PIN FEMALE
5791-09101
-
00
36 PIN MALE
. 5792-9094-00
5792-090 96-00(8L.ACK)
5 PIN FEMALE
PLUGS & JACKS
METAL PINS
6822-09076-00
5792-09125-00
IPIN
5792-09103-00
4PIN
5792-09104-00
6 PIN
5792-09105-00
9 PIN
METAL PIll,
6822-
oioir-
00
METAL PINS
562P-09080-00
METAL PINS
- 5820-09076-00
5821-09079-00
METAL PINS
5820-09080-00
5821-09081-00
-09109-00
2 PIN FEMALE
I0-00
EMALE
5791-09111-00
3 PIN MALE
METAL PINS
5820- 09078-00
5121-09079
-
00
5792-09193 -00
6 PIN FEMALE
5792- 09319-00
4
PIN
FEMALE
5191-09520-00
4
PIN MALE
5791-09180-00
4 PIN MALE
METAL PINS
It

5820-09070
.co
5821-09079-00
5791-09192-00
6
PIN
MALE
METAL
PINS
5820-09078-00
-
5821-09079-00
METAL PINS
- 5820-09078-00
.-,i-nn'ig- 00
5791-09093-00
5791-09095- 00(BLACK)
15 PIN MALE
v
-5621-09079-00
5792-09098-00
579Z- 09100-00(BLACK)
5792-09340-00(GREEN)
24 PIN FEMALE
5791-09097-00
5791-09099 -00(BLACK)
5791-09339 -oO (ORE EN)
24 PIN MALE
on
ROM Summary
IC

DESCRIPTION

TYPE

NUMBER BOARD

PART NO.
Game-ROM I
Sound ROM
Speech ROM
Speech ROM
Speech ROM
16Kx8 ROM
16Kx8 ROM
4Kx8 ROM
4Kx8 ROM
27128
U20
CPU
A-5343-10767
27128
U49
CPU
A-534310768
2532
U4
Speech
A5343-10785
2532
U5
Speech
A-5343-10786
2532
U6
Speech
A-534310787
NOTICE
TO ORDER REPLACEMENT ROMS from your authorized
WIWAMS
distributor, specify
(1)
port number (if
available), (2) ROM-label color, (3) REV level
(number) on the label, and (4) which game the ROM
Is used in.
Connector Code
System-9 Control Locations
THE ON-OFF SWITCH is on the bottom of the cabinet
near the right-front leg as you face the game.
THE VOLUME CONTROL is accessible through the coin
door on the left cabinet-wall.
DIAGNOSTIC SWITCHES ADVANCE, AUTO-UP!
MANUAL-DOWN, and HIGH-SCORE RESET switches are
located on the back of the coin door. Refer to
Game-Adjustment Procedure and Diagnostic
Procedures for operation.
WIWAMS USES
A SPECIAL TECHNIQUE to name plugs
and jacks. Each connector receives a number, a
letter and a number. A hyphen separates the plug or
jack-designation from the pin number.
For example 1J1-3 'refers to a connector at board 1,
specifies the jack (male or board) side of the
connector, identifies the connector as number three
on the board, and stipulates pin number three.
LI
IJI Is board
1,
jock
I
(a CPU-Board jack).
LI
3P6 Is board 3, plug 6
(a Power-Supply plug).
J-designations refer to
the male part of a
connector.
i:
P-designations refer to
the female part of a
connector.
E
The prefix numbers for
System-9 games are as
listed below.
1-CPU
Board
2-(not assigned)
3-Power-Supply Board
4-Master-Display Board
5-Sb ye-Display Board
6-Backbox
7-Cabinet
8-P/a yfield
9-Insert Board
10-(not assigned)
11-(not assigned)
12-Speech Board
13-(not assigned)
14-(not assigned)
15-Flipper Power-Supply
THE MEMORY-PROTECT SWITCH must be open to clear
bookkeeping totals and to make game adjustments.
This switch is on the inside of the coin-door frame. It
automatically opens when the coin door opens.
THE CPU DIAGNOSTIC-SWITCH operates the
Memory-Chip Test explained in Diagnostic
Procedures. This switch is on one edge of the CPU
Board near a microprocessor (large socketed) chip.
THE SOUND
DIAGNOSTIC-SWITCH
is on the CPU Board
near the batteries. This switch is used to initiate the
Sound Section Test. Refer to Diagnostic
Procedures.
Replacing System-9
Circuitboards
CPU BOARD. Your level-9, D-10535 CPU Board must
be equipped with the ROMs specified in the ROM
Summary. Only jumpers
WI,
W3 through W7, W9,
W12
1
W14
and W15 should be connected. Substitute
W2 for WI when a 6802 microprocessor is used
Instead of a 6808 microprocessor.
DISPlAY BOARDS. Use the C-8363 board and 7-digit
slave disploys-5670-09439-00. Also use C-8365 board
and 4-digit dlsplay-5670-09448-00.
POWER-SUPPLY BOARD. Use the D-8345 board
(equipped with a relay).
SPEECH BOARD.
Your C-8228 board must be
equipped with the ROMs specified in the ROM
Summary.
7
"cheater" plug to defeat the ground pin on line cord,
and DO NOT cut off ground pin.
Game Play
S-H-U-T-T-L-E SPELLOUT: S-H-U-T-T-L-E value is selected
randomly at the start of each ball. Hitting right-ramp
target re-selects value. Hitting "1" drop target last
awards 100,000 bonus.
STOP & SCORE: Center-ramp shot freezes rolling
numbers in score displays and awards frozen value.
HEAT SHIELD: Center-ramp shot raises heat shield
between flippers.
SPINNER: Drop-target three-bank increases spinner
value.
EXTRA BALL: Right
ramp
scores extra ball
after
multiplier reaches
7X or
spinner reaches
7,000.
Game Operation
GAME-OVER MODE. Turn the game ON. The PLAYER-1
score shows 00, player scores display the high score
and the GAME-OVER lamp lights. Playfield lamps
cycle in Attract Mode.
CREDIT POSTING. Insert coins. A sound is produced
and the number of credits is displayed. If maximum
cr
edit
s
* are exceeded by coin or high score, credits
are posted correctly. But the coin-lockout coil
de-energizes until the remaining credits are below
the maximum. No credits may be won (and coins
are rejected) while the coin-lockout coil is
de-energized.
GAME START. Push the CREDIT button. A start-up tune
Is played, a ball is served, and the CREDIT display is
reduced by one. PLAYER I UP flashes until the first
scoring-switch is made, and the BALL-IN-PLAY
display shows 1. Additional players may enter the
game by pushing the CREDIT button before BALL 2 is
displayed.
TILT.With the first closure of the ball-roll or playfield
tilts, or the third* closure of the plumb-bob tilt, the
player loses the rest of his turn. The slam tilt on the
coin door returns the game to the Game-Over Mode.
END OF GAME Match
digits*
appear in the
BALL-IN-PLAY display.
Credit*
is awarded for a
match. Match, high score and game-over sounds
are made as appropriate. One replay is awarded
for each score you beat In the di
s
pl
a
y
s
.*
Game Setup
WARNING
This game must be plugged into a properly-
grounded outlet to prevent shock hazard and to
assure proper game-operation. DO NOT use a
* indicates adjustable feature.
ENTERING GAME-OVER MODE. With the coin door
closed, plug the game in and turn it ON. The game
should come on in Game-Over Mode
I. If the game comes on in the Bookkeeping Mode
(CREDITS display showing 04, BALL-IN-PLAY
display showing 00, and PLAYER-1 display
showing the game-identification number) turn
the game OFF and ON again.
A.
If the game now comes on in Game-Over
Mode, bookkeeping totals have been reset
to zero.
B.
If the game still comes on in Bookkeeping
Mode, open the coin door and turn the game
OFF and ON twice. (A game without battery
power will revert to factory settings.)
Any
changes from factory settings must be
reentered.
2. If the game
always
comes on in Bookkeeping
Mode, troubleshoot the game: With the game
OFF, check a
minimum
of 3.5VDC at pin 24 of the
CMOS RAM, chip U18 on your CPU Board.
A.
Less than 3.5 VDC. Replace the three AA
alkaline cells.
B.
No voltage. Matching polarity, replace
diode
D3
(type
1N4148)
on your CPU Board. Now
recheck the voltage at pin 24 of chip U18.
Bookkeeping Mode
(FUNCTIONS 0147)
I. Set the AUTO-UP/MANUAL-DOWN switch to
AUTO-UP and press ADVANCE. Test 04 is indicated
in the CREDITS display, Function 00 in the MATCH
display, and the game-identification number in
the PLAYER-1 display.
2.
Press ADVANCE to display desired functions on
the MATCH display (See the
Bookkeeping Table
below). Now record the corresponding totals
(number of coins and total paid-credits) from the
PLAYER-1 display. (To review a total that has been
advanced past, use MANUAL-DOWN and press
ADVANCE).
3.
Use MANUAL-DOWN and press ADVANCE to
display Function 50 in the MATCH display.
4.
Returning to Game-Over Mode:
A.
Use AUTO-UP and press ADVANCE.
B.
OR: To zero bookkeeping totals
and
return to
Game-Over Mode,
(1)
use AUTO-UP, (2) press
the credit button to display 35 in the
PLAYER-1 display, and (3) press ADVANCE.
FUNCTION
I
PLAYER-I DISPLAY

PLAYER-2 DISPLAY
04
00
Game Identification (2535 3)
-
04
01
Coins, Left Chute (closest to coin-door hinge)
-
04
02
Coins, Center Chute
-
04
03
Coins, Right Chute
-
04 04
Total Paid-Credits
-
04
05
Special Credits
-
04
06
Replay-Score Credits
-
04
07
Match Credits
-
04
08
Total Credits
5+6+7+13
04
09
Total Extra Balls
-
04
10
Ball Time in Minutes
-
04
11
Total Balls Played
-
04
13
Backup High-Scores
0; 1, 2, 3, 4
04
14
Replay
-
Level I
Times
Exceeded
04
15
Replay-Level 2
Times
Exceeded
04
16
Replay-Level 3
Times
Exceeded
04
17
Replay-Level, 4
Times
Exceeded
04
42
Times
MULTI-BALL
TM
play was
achieved
04
43
Times extra-ball ramp was lit from 7X multiplier
04
44
Times extra ball ramp lit from drop targets
04 45
Times S-H-U-T-T-L-E was completed
04
46
Times S-H-U-T-T-L-E extra-ball was earned
04
47
Times drop-target three-bank was completed
(open gate)
NOTE:
Percentage of free plays for function 04:08 will appear in
Player-4
display.
Game-Adjustment Procedure

C.

Use MANUAL-DOWN
and
press ADVANCE to
indicate function 50.
FUNCTIONS 1341
Coin door must be open to change settings
1. Use AUTO-UP and press ADVANCE. Test 04 is indi-
cated In the CREDITS display, function 00 in the
MATCH display, and the game-identification num-
ber in the PLAYER-1 display.
D.
Return to Game-Over Mode by using AUTO-UP
and pressing ADVANCE.
E.
Press and HOLD High-Score Reset to replace the
high score(s) with the backup high score(s). A
sound will be made.
2.
To raise the function number in the MATCH display,
use AUTO-UP and push ADVANCE. To lower the
function number, use MANUAL-DOWN and push
ADVANCE.
3.
With the desired function indicated in the MATCH
display, raise the value in the PLAYER-1 display by
using AUTO-UP and pressing the credit button.
Repeat this step until all adjustments have been
made.
4.
Hold down ADVANCE until Function 50 is indicated
in the MATCH display. From Function 50 you can
return to Game-Over Mode or restore factory set-
tings. Perform either of the following as desired.
5.
To return to Game-Over Mode use AUTO-UP and
press ADVANCE.
6.
To restore factory settings and zero bookkeeping
totals:
A.
UsingAUTO-UP press the CREDIT button until 45
is indicated in the PLAYER-1 display.
B.
Press ADVANCE. The game returns to Test 04,
function 00.
High Score(s) to Date
Function 12 determines whether or not
the game remembers the highest
scores.
No High Score to Date feature:
I. Enter function 12.
2.
Press credit button until the Player I display is
blank.
3.
Use AUTO-UP and ADVANCE to exit to game over.
To
use the Four Highest Scores feature:
1.
Enter function 12.
2.
Press credit button until scores appear in ALL
FOUR PLAYERS score displays.
3.
Use AUTO-UP and ADVANCE to step to function
13. Function 13 has 5 sub-functions (0-4)
displayed in the Player 2 score display.
Sub-function 0 shows number of credits won from
the High Score to Date feature (in the Player
I
display). Sub-functions
1-4
show (and allow you
to adjust) the four Backup High Scores. These are
the values that are restored when you press AND
HOLD the High-Score Reset button.
4.

Use
AUTO-UP
and the credit button
to change
any
of these
values. At game over,
I credit will
be awarded for each of the top 4 scores that is
beaten. The maximum number of credits
awarded for high-score-to-date is determined by
function 40.
5. Setting function 40 to 0 allows the use of the
high-score feature WITHOUT awarding any
credits.
Game-Adjustment Table
FACTORY SETTING'
FUNCTION
I
DESCRIPTION
12
Highest Scores?
13
Backup High Score(s)
(Refer to discussion on High Score to Date features)
14
First Replay-Level
15
Second Replay-Level or Second-Highest Score
16
Third Replay-Level or Third-Highest Score
17
Fourth Replay-Level or Fourth-Highest Score
18
Maximum Credits
19
Standard and Custom Pricing-Control
20
Left Coin-Slot Multiplier
21
Center Coin-Slot Multiplier
22
Right Coin-Slot Multiplier
23
Coin Units Required For Credit
24
Units Required For Bonus Credit
25
Minimum Coin-Units
26
Match
00: Standard Match (awards
10%
replays)
1:
Match off
2:
Fancy Match
27
Special
00: Awards credit
1:
Awards extra ball
2:
Awards points
28
Replay
00: Awards credit
1:
Awards extra ball
2:
No award
29
Maximum Plumb-Bob Tilts (including warnings)
30
Number of Balls
31
Game-Adjustment #1
-
Shuttle-Award Frequency for Special
00: Never
01-05: Not Often
06-10: Occasional
11-15:
Frequent
32
Game-Adjustment #2
-
Shuttle-Award Frequency for Extra Ball
00: Never
01-08: Not Often
09-16: Occasional
17-20: Frequent
33
Game-Adjustment #3
-
Spinner Setting
00: Spinner award starts at 100; extra ball at 7,000
1:
Spinner award starts at 1,000; extra ball at 7,000
2:
Spinner award starts at 100; extra ball at 7,000
3:
Spinner award starts at I ,000; extra ball at 7,000
34
Game-Adjustment #4
-
Gate Setting
00: At beginning of each turn, gate is closed
1:
At beginning of each turn, gate is open
2:
At beginning of game, gate is open.
(Gate position is stored in memory from ball to boll.)
4,500,000
1,200,000
00
00
00
30
01/02
01/01
04/10
01/03
01/01
00/00
00
00
00/02
00/02
03
03
10
14
01
01
Continued on p. 11
10