Williams SPACE SHUTTLE User manual

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

Game-Adjustment Tables continued
FUNCTION I DESCRIPTION
35
Game-Adjustment #5 -
Flipper-Lane Setting
00: Lanes light with 4X scoring
-
1:
Lanes light with 5X scoring
2:
Lanes light with oX scoring
3:
Lanes
light with 7X
scoring
36
Game-Adjustment #6 -
Jet-Bumper Setting
00: Jet bumpers light one at a time
(whenever the
three-bank target is completed.)
01: All three jet bumpers are lit the first time the
three-bank target is completed.
37
Game-Adjustment #7 - New Or Old-Gate Setting
Note: The old gate energizes to let the ball drain.
The new gate energizes to return the ball to the flipper.
00: For games
with old
gate
01: For games
with new gate
38
Game-Adjusfrnentft8 - Spinner-Memory Adjustment
00: Spinner value
isn't
retained in memory
01: Spinner value
is
retained in memory
39
Game-Adjustment #9 -
Extra Ball Award When U-S-A Is Lit
00: No extra ball
1:
Extra ball lights with 7X scoring
2:
Extra ball lights after 7X scoring is achieved
40
Maximum high-score credits
00: Displays high scores without credit payouts
41
Maximum Extra-Balls at any time
42-48
Foreground Bookkeeping-Totals (See
Bookkeeping
Table)
49
Not Used
50
Special Function
15: Auto-Cycle Mode
35: Zero bookkeeping totals
45: Restore factory settings
& zero bookkeeping totals
FACTORY SETTING'
01
NEI
Kc
01
04/00
To use ONE high score value:
NOTES
1.
Enter function 12.
1. The second factory-setting value is with jumper
W5 on the CPU Board removed. (German games).
2.
Press credit button until a score value appears
ONLY in the Player I display.
2. Functions 14 through 17 (replay levels)
may be
set to any multiple of 100,000 points.
3.
Use AUTO-UP and ADVANCE to step to function
13. Function 13 shows the number
of credits won
3. Setting functions 14 through 17
(replay levels) to
from the High Score to Date feature in the Player
zero disables the replay-score point.
2 display. The
Player
I display shows (and
allows you to adjust) the Backup High Score to
4. High scores are displayed or suppressed by
Dote. (This is the value that is restored when you
adjusting function 12: Use AUTO-UP and press
press AND HOLD
the
High-Score Reset button.)
CREDIT repeatedly until the number of high
scores you wish to show (0. 1 or 4) appears on
4.
Use AUTO-UP and the credit button to change the
the displays. Now return to
Oam.Or
Mode
Backup High Score to Date. At game over, the
number of credits indicated by function 40 will
be awared if the high score is beaten.
5.
Setting function 40 to 0 allows the use of the
high-score feature WITHOUT awarding any
credits.
11

Pricing Table
•
Indicates standard settings by adjusting ONLY function
19
Coin-Door
Mechanism
Games/Price
Function______
19
20
21
22
23
24
25
Twin Quarter
•
112509
4/s1
I
I
4
1
1
0
0
or
9
4/50
0
, 2/$1
3
1
4
1
2
0
0
Quarter,
'1/500, 2/75,
3/4x250
0
3
15
3
4
15
0
Dollar,
2/250,
8/$4
0
2
8
2
1
0 0
Quarter
1/25Q, 3/50,
6/$1
0
1
4
1
1
2
0
(USA and Canada)
1/250,
5/$l
0
1
4
1
1
4
0
1/500,3/$l
0
1
4
1
2
4
0
1DM, 5DM, 2DM
•
1/1DM, 3/2DM, 10/5DM
2
1
10
3
1
0 0
1/2xIDM, 1/2DM, 3/5DM
0
3
15
6
5
0
0
(West Germany)
2/1DM, 512DM, 14/5DM
0
13
65
26
5
65
0
IF, 5F, IOF (France)
91I3xlF,
2/5F, 5/I0F
4
2
10
20
5
20
0
25-Cent
1/25, 4/IG
0
1
0
4
1
0
0
1-Guilder (Netherlands)
1/250, 5/IG
0
1
0
5
1
0 0
5-Franc,
91/5F, 2/I0F
0
1
0
2
1
0 0
10-Franc (Belgium)
•
i/IOF
8
1
0
2
2
0 0
IF, 2F (Switzerland)
11/IF, 3/2F
7 3
0
6
2
0 0
Twin 100-Yen (Japan)
2/100Y
3
1
4
1
2
0
0
Twin IOOL (Italy)
•
1/200 Lire
3
1
4
1
2
0 0
200
r
$1 (Australia)
•
11/400 3/$1
5
1
_
0
6
2
0 0
lop, 50P (UK)
.1/110p
]
, 5/50P
6
1
1
5
1
1
1
0
0
Any
Free Play
set
function
18 to 0 for
free play
Game Pricing
PRICING MADE EASY. Function 19 allows a
shorthand
method of setting the pricing functions. If a number
from one to eight is entered into function 19, a
corresponding standard setting (shown in the
pricing table above) will be entered into the game.
The rest of the pricing functions are automatically
set for that standard.
FOR CUSTOM SETTINGS first set function 19 to zero.
Then set the remaining values according to the
pricing table.
THE GAMES
:
PRICE RATIO is equivalent to the ratio
X
: VC,
where:
Diagnostic Procedures
DISPLAY TEST
1.
Use MANUAL-DOWN and press ADVANCE.
Displays should indicate all 0's.
2.
Use AUTO-UP. Displays should sequence from all
0's through all 9's. Comma segments should
come on when the odd digits are displayed.
3.
To stop cycling use MANUAL-DOWN. Press
ADVANCE to step through the tests one number at
a time. Use AUTO-UP to resume cycling.
SOUND TEST
X - COIN-SLOT MULTIPLIER (the number at function
20, 21 or 22)
V
= COIN VALUE
C
= COIN UNITS REQUIRED FOR CREDIT (the number
at function 23)
For example (assuming quarter chutes) at factory
settings the variables produce I : 25x1 or one game
for 25C.
UNITS REQUIRED FOR BONUS CREDIT
(function 24) is
the number of games that must be purchased before
a free game is awarded. The factory settings for this
function is U, which means the function is disabled.
MINIMUM COIN-UNITS
(function 25)
determines the
number of games that must be purchased before
play may begin. The factory setting for this function
is 0.
This 0 means that the MINIMUM COIN-UNITS
feature is disabled.
1.
(From Display Test)
Use AUTO-UP and press
ADVANCE. Test 00 should be indicated in the
CREDITS display and the MATCH display should
sequence from 00 through 06. A different sound
should be produced for the numbers
01-06.
2.
To continuously pulse a single sound use
MANUAL-DOWN. Press ADVANCE to sequence
through sounds one at a time. Use AUTO-UP to
resume sequencing.
3.
Listen for the following words. Missing or
damaged words indicate the failure of a
particular ROM as shown below. For
part-ordering information, see the ROM Summary
at the beginning of this manual.
12

WORDS
ROM NO.
TYPE
BOARD
One
U5
2532
Speech
Two
U5
2532
Speech
Three
US
2532
Speech
Four
U6
2532
Speech
Liftoff
-
tJ6
2532
Speech
Abort
U4
2532
Speech
Ready
U4
2532
Speech
Pilot
U4
2532
Speech
Airlock
U49
27128
cpu
Open
U49
27128
cpu
Close
U49
27128
cu
Scream (sound)
U49
27128
CPU
LAMP TEST
1.
Refer to your
Lamp
-Matrix Table
for lamp
numbers and wiring, CPU-Board connections at
lacks
1J6
(columns) and
11.17
(rows) are also
shown there.
2.
(From Sound Test)
Use AUTO-UP and press
ADVANCE. Test 01 should be indicated in the
CREDITS display and all feature-lamps should
flash.
SOLENOID TEST
1.
Refer to your
Solenoid
Table
for solenoid
numbers and wiring. CPU-Board connections at
plugs IPII and
1P12
are also shown there.
2.
(From Lamp Test)
Use AUTO-UP and press
ADVANCE. Test
02
should be indicated in the
CREDITS display. The MATCH display sequences
from 01 through
25.
Corresponding solenoids are
pulsed. The flipper relay is de-energized with
subtest
25.
3.
Special solenoids get bumpers, kickers, etc.)
aren't pulsed during the Solenoid Test
Instead,
you must check these solenoids manually: Press
on their trigger switches or pull their
switch-trigger lines low.
4.
To continuously pulse a single solenoid use
MANUAL-DOWN. Press ADVANCE to sequence
through controlled solenoids one at a time. use
AUTO-UP to resume sequencing.
SWITCH TEST
1.
Refer to the
Switch-Matrix Table
for switch
numbers and wiring. CPU-Board connections at
jacks
1J8
(columns) and
1J9
(rows) are also
shown there.
2.
(From Solenoid Test)
Use AUTO-UP and press
ADVANCE. Test
03
should be indicated in the
CREDITS display with the switch numbers
sequencing in the BALL-IN-PLAY display.
As a switch number is displayed a sound is
produced.
As a switch is opened, its number is
removed from the sequence.
When all switches
are open, the BALL-IN-PLAY display is blank and
the sounds stop.
3.
HOLD DOWN EACH SWITCH so its number is
shown at least twice. A sound is produced and a
switch number is momentarily indicated in the
BALL-IN-PLAY display.
ROW PROBLEMS If two switches in a row are
Indicated with only one switch closed, check for
a short between the column wires.
FOR MULTIPLE INDICATIONS check the column
wire for a short to ground.
COLUMN PROBLEMS. If two switches in a column
are indicated with only one switch closed,
check for a short between row wires.
4.
PLAYFIELD OR CPU BOARD?To determine whether
the problem is in the playfield or the CPU Board,
remove connectors
1P8
and
1P9
from the
cu
Board. Now enter the Switch Test. Use a jumper
wire to simulate switch operation.
For example, on the Switch-Matrix Table notice
that placing a jumper between
1J9
-pin I and
1J8
-pin 2 should produce an indication of switch
09
being closed.
AUTO-CYCLE MODE
1.
The
Auto-Cycle Mode
permits you to check
intermittent problems in the playfield, backbox,
cabinet and CPU Board.
2.
Set function
50
of Test
04
(Bookkeeping Mode) to
15.
3.
Press ADVANCE to start the Auto-Cycle Mode. This
mode repeatedly sequences through the Display
Test, Sound Test (00), Lamp Test (01), and Solenoid
Test (02).
4.
This sequence is repeated until the game is
turned off and on.
13

System-9 Solenoid Table
$01..
NO.
FUNCTION
WIRE
COLOR
CONNECTIONS
DRIVER
TRANS.
SOLENOID
PART NO.
CPU
PLAYFIELD/
BOARD
CABINET
01
Outhole
GRY-BRN
IPII-1
8P3-1
Q47
SA-23-850-DC
02
Ball-Ramp Release
GRY-RED
I1
3
II-3
8P3-2
Q46
SG 1-23-850-DC
03
Left Eject-Hole
GRY-ORN
IPII-4
8P3-3
Q49
56 1-23-850-DC
04
Right Eject-Hole
GRY-YEL
IPII-5
8P3-4
Q50
SG 1-23-850-DC
05
T" Drop-Target
GRY-GRN
IPII-6
8P3-5
Q39
SA 5-24-750-DC
06
3-Bank Drop-Target
GRY-BLU
IPII-7
8P3-6
Q40
SA 3-23-850-DC
07
Up Post
GRY-VIO
IPII-8
8P3-7
Q41
56-23-850-DC
08
Down Post
GRY-BLK
IPII-9
8P3-8
Q42
SM-29-1100-DC
09
Space Flash-Lamps
BRN-BLK
1P12-1
8P3-9
Q54
-
10
Shuttle Flash-Lamps
BRN-RED
1P12-2
8P3-10
Q55
-
11
General Illumination
BRN-QRN
1P12-4
3P7-1
Q56
5580-09555-00
12
Not Used
BRN-YEL
11
3
42-5
8P3-12
Q57
-
13
Gate
BRN-GRN
1P12-6
8P3-13
Q58
SZ-35-4000-DC
14
Insert Flash-Lamps
BRN-BLU
1P12-7
8P3-14
Q59
-
15
Bell
BRN-VIO
1P12-8
7P1-17
Q60
SM-29-1000-DC
16
Coin-Lockout Coil
BRN-GRY
1P12-9
7P1-18, 7P2-4
Q61
SM-35-4000-DC
97
Left Kicker
BLU-BRN
IP-19-7
8P3-17
Q75
SG1-23-850-DC
*18
Right Kicker
BLU-RED
IP-19-4
8P3-18
Q77
SGI-23-850-DC
99
Left Jet-Bumper
BLU-ORN
IP-19-3
8P3-19
Q79
561-23-850-DC
*20
Lower Jet-Bumper
BLU-YEL
IP-19-6
8P3-20
Q81
561-23-850-DC
*21
Right Jet-Bumper
BLU-GRN
IP-19-8
8P3-12
Q83
SGI-23-850-DC
*22
Not Used
BLU-BLK
IP-19-9
8P3-22
Q85
-
-
Top Flipper
-
F123/600-
30-2600-50VDC
-
Right Flipper
BLU-VIO
1P19-1
7P1-7
-
FL23/600-
30-2600-50VDC
-
Left Flipper
BLU-GRY
1P19-2
7131-9
-
FL23/600-
__________
30-2600-50VDC
TYPICAL WIRING
1.
Special-switch connections for solenoids 17 thru 21
are as follows:
17—.0RN-BRN-2P1-5, 8P3-24
18—ORN-RED-21
2
1-7, 8P3-25
19-0RN-BLK-2P1-8, 8P3-26
20—ORN-YEL-2P1-6, 8P3-27
21-0RN-GRN-2P1-2, 8P3-28
2.
FLIPPER COILS. This game requires 50-volt flipper
coils. For proper operation, the replacement port
shown MUST be used.
3.
Flipper-button connections:
Right—ORN-VlO— 2P2-9, 7P1-7
Left—ORN-GRY-2P2-8, 7P1-9
4.
Typical wiring for solenoids and special switches
follows.
9r1N*BRN.'Q SLK
SWITCH
SPECIAL
SOLENOIDS
3Lu-BRN
RED (3+)
PLAYFIELD
SOLENOIDS
?"
E:
RED (3+)
CABINET
SOLENOIDS
BRPI-BLK
RED (3+)
14

SPECIAL-SOLENOID LOGIC
FOR "ON" STATE
CONTROLLED
SOLENOID "ON"
S
SYSTEM-9 MEMORY-CHIP TEST
Press the
DIAGNOSTIC button on the CPU Board. The following
Indications are provided.
0-test passed (game returns to Game-Over Mode)
1-U18 CPU-Board lockup; also check
memory-protect circuit and 018 CMOS RAM for
stuck bits
2-020 Game ROM
I
faulty
3-1.120 Game ROM
I
faulty
4-U19 Game ROM 2 faulty
5-Coin-door closed, memory-protect circuit faulty, or
U18 CMOS RAM faulty
No indicatlon-1.120 Game ROM 2 faulty
SOUND-SECTION TEST FOR SYSTEM 9
1.
PRESS THE DIAGNOSTIC BUTTON 5W2 on the CPU
Board. Several electronic sounds should be
produced. This sequence of sounds is repeated
until the game is turned OFF and back ON.
CONTROLLED-SOLENOID LOGIC
FOR "ON" STATE
IN THE SOLENOID-OFF STATE,
(1)
the PIA line goes low.
(2) Meanwhile the BLANKING signal remains high. (3)
The rest of the signals reverse their phase.
2. NO SOUND IN DIAGNOSTIC TEST (but sounds are
present in the Self Test): Check the sound-select
inputs (pins 2 through 9 of U 13) to see if they
pulse during Test 00.
3. NO SOUND: Check the -12V-supply voltage on the
CPU Board. If this voltage is low (or AC ripple
seems too high)...
A.
Check the gray and gray-green transformer
secondary wires for I8JVAC;
B.
Check the -12V filter-capacitor C7 on the
CPU Board;
C.
Check for excessive AC (over 0.75 VAC)
across C7 on the CPU Board.
4. STILL NO SOUND: Turn the volume control all the
way up. With the game turned on, momentarily
place a powered-up AC soldering-pencil on the
center rap of the volume control. DO NOT use a
soldering iron of over 40 watts. Cordless models
will NOT work here.
A. If you hear a low hum, the power-amplifier
chip (TDA2002), volume control and speaker
are okay.
IN THE SOLENOID-OFF STATE,
(1)
the switch trigger
(eg., kicker switch) goes low. (2) Meanwhile the PIA
line remains high. (3) The rest of the signals reverse
their phase. (These six solenoids aren't pulsed during
the Solenoid Test Instead, you must check them
manually: Press on theft trigger switches or pull their
switch-trigger lines low.)
B.
If you don't hear
a hum,
try the
test again
with the volume
control
turned
halfway up.
15

System 9 Lamp-MatrIx Table
1
2
3
4
5
6
7
8
YEL-BRN
YEL-RED
YEL-ORN
YEL-BILK
YEL-ORN
YEL-BLU
YEL-V10
YEL-GRY
ROW
'
1J7-1
IJ7-2
1J7-3
1J7-5
1J7-6
1J7-7
1J7-8
1J7-9
RED-
Game-
2X
S
L/Jet
Spinner
Outlane
Stop
&
Bonus
1
BRN
Over
Bumper
1000
X2 Shut
Score X2
8,000
1J6-1
1
9
17
25
33
Arrow 41
Plfd
57
RED-
Match
3X
H
R/Jet
Spinner
Shuttle
Bonus
Bonus
2
BLK
Bumper
2000
20,000
1,000
9,000
1J6-2
2
10
18
26
34
42
50
58
RED-
Tilt
4X
U
Bot Jet
Spinner
Shuttle
Bonus
Bonus
3
ORN
Bumper
4000
50,000
2,000
10,000
1J6-3
3
11
19
27
35
43
51
59
RED-
High- 5X
T
Gate
Ex Ball
Shuttle
Bonus
Bonus
4
YEL
Score-To
Open
When
100,000
3,000
20,000
1J64
-Date
12
20
28
Lit
36
44
52
60
RED-
Shoot
6X
T
U
Shoot
50,000
Bonus
Bonus
5
GAN
Again X2
Lane
Again
Bonus
4,000
30,000
1J6-6
(Insert)
13
21
29
(P1)
37
H/O
53
61
RED-
Ball-
7X
L
S
Stop
&
100,000
Bonus Bonus
6
BLU
In-Play
Lane
Score X2
+
Out-
5,000
40,000
1J6-7
6
14
22
30
(lnsrt) 38
Lns 46
54
62
RED-
Up
Flipper-
E
A
lnsrt
Extra
Bonus
Bonus
vuo
Post
Return
Lane
Tail Eng
Ball
6,000
50,000
1J6-8
X2
Lns15
23
31
39
47
55
63
RED-
Release
Left
Right
Bonus
lnsrt
Scores
Bonus
Bonus
8
GRY
Multiball
Lock Lock
Holdover
Tail Eng
Special
7,000
60,000
1J6-9
w/l
8
16
24
32
X240
48
56
641
System 9 Switch-Matrix Table
COLUMN
1
2
3
4
5
6
7
8
GRN-BRN
GRN-RED
GAN-ORN
GRN-YEL
GRN-BLK
GRN-BLU
GRN-VIO
GRN-GRY
1J8-1
1J8-2
1J8-3
1J8-4
1
)
8-5
11J8-7
1J8-8
1J8-9
WHT-
Plumb-
Outhole
S
Left
Left
Flipper Play-
Not
1
BRN
Tilt
Target
Jet
Drop-
(Lane
Field
Used
lJlo-1
1
9
17
25
Tgt
33
Chg) 41
Tilt
57
WHT-
Ball-
Top
H
Right
Center
Bot-L
Not
Not
2
RED
Roll
Ball
Target
Jet
Drop-
Standup
Used Used
1J10-3
Tilt
2
Ramp 10
18
26
Tgt
34
Sw 42
50
58
WHT-
Credit
Middle
U
Lower
Right
Mid-L
Not
Not
3
ORN
Button
Ball
Target
Jet
Drop-
Lwr S/U
Used Used
1J10-4
3
Ramp
19
27
Tgt
35
Sw
51
59
WHT-
Right
Lower
T
Left
Ball-
Mid-L
Not Not
4
Yfl
Coin
Ball
Drop
Outlane
Shooter
Upr S/U
Used Used
1J10-5
4
Ramp 12
Tgt
20
28
Lane 36
Sw
52
60
WHT-
Center
Right
T
U
Spinner
Ramp
Not
'Not
5
GRN
Coin
Outlane
Target
Lane
(Lower
Used Used
1J10-6
5
13
21
29
37
Sw)45
53
61
WHT-
Left
Left
L
S
Ramp
Center
Not Not
6
BLU
Coin
Flipper
Target
Lane
Bull's-
Standup
Used Used
ijio-i
6
Ret 14
22
30
eye 38
Sw 46
54
62
WHT-
Slam
Right
E
A
Left
Upr-R
Not Not
7
VIO
Tilt
Flipper
Target
Lane
Kicker
Standup
Used
Used
1J10-8
7
Ret
15
23
31
39
Sw
55
63
WHT-
High-
Left
Right
Ramp
Right
Lwr-R
Not
Not
8
GRY
Score
Eject-
Eject
(Upper
Kicker
Standup
Used Used
ijio-a
Reset
8
Hole 16
Hole
24
SW)
32
40
Switch 48
561
64
;ri

9-PIN
8p3 °' 428V
4
36
4(135
.)IG
I>10
SOL.B+
SUPPLY
POWER
_]
j
3
[•j BLK GND.
9-PIN
DRIVE TRANSISTOR
lUll
IPU
Q47 _
- Q48
3
1 > GRY-BRN SOL.1
-
9
3 )' GRY-RED SOL2
Q4$
3
4 > GRY'ORG 50L3
950
I>
5 >
GRY-YEL SOL.4
::
___
__
3
6 > GRY-GRN
* 7 > GRY-BW SOL.6
::
.> 8 > GRY-VIO
.* 9 > GRV-BLK SOL.8
9-PIN
DRIVE TRANSISTOR
IJ12
I P12
04 _____
________________
) I > BRN
-
BLK SQL 9
m
050
_____
Q86
> 2 > BRN-RED SQL, IO
(l's
.> 4 > BRN-ORG SOL.II
>1b
Q57
-
5
> BRN-YEL SOL.12
U,
Q58
-> 6 >
BRN-$RN SOL.I3
C
059
1
7 > BRN-BLUSOLI4
It
080
). 8
> BRN-VIO SOL.15
C
0
9-PIN
D
DRIVE TRANSISTOR
I jQ
ci_
075 ______
(_)
Q77
) I >1LtBRNSPSOLI
h
4 > BLU-RED SP SOL. 2
Q19
* 3 > BLU-ORGSRSOL3
::
3
6 > BLU-YEL SR
Q83
*
9
> BLIJ-BLK SPSOL.6
BLU-GRN SPSOL.5
2 > ORG-GRY
'o I
I > ORG-yb
rt-v
-y-I
L!i_
— —
9-PIN
IJ18
1
EL8
SRSOL.-6SW
-)
9
> ORG-BLUSPSOL-65W
SR SOL.-5 SW
5
8 )- ORG-GRN SPSOL.-5SW
SPSOL-4SW
-)
4
>- ORG-YEL SPSOLr4SW
SPSOL.-3SW
-3
2 >
ORG8LKSPSOL_3SW
SPSOL.-2SW
I
3 >ORGREDSPSOL_2SW
SPSOL.- ISW
3
5 >ORG_BRNSPSOL
7
ISW
2
3
4
5
6
1
S
9
10
II
2
13
14
15
17
18
19
2C
21
22
2c
2€
27
26
25
24
RIGHT
FLIPPER
BUTTON
BLU-VIO
3'
TP,
7
8
'LASH LAMP
ONNECTION$
31
LEFT
FLIPPER
BUTTON
BLU-GR'
DRG-GRY
10
9
P/03J3 P/0 3P3
FLIPPER" __________
1
BLU
POWER
SUPPLY
!i
1?]
GRY
B+ FROM -4
)iagram
17
23
24

;.4 in qr in 40—dJfl
I)W
sis
DISPLAY
POWER
POWER SUPPLY
0-8345-1914
SOL?$
S0L?
SOLe
sm.-5
501? 3
SOL
-
2
Kel
$01.- I
34
LAMP POWER
SOLENOO
GROUND
-02
LAMP
GROUND
SW. ROW-I
SW. ROW-2
SW, ROW-3
SW. ROW
-4
SW. ROW-5
KEY
SW. ROW -6
SW. ROW-7
SW. ROW-9
GH VOLTAGE
F
l
0.25* S.B.
LAMPS
F3
SA
Fe NOT USED
+11 VDC
LAMPS
SOLENOID
GROUND
—0
ID
—09
—0 e
—0
7
—0
S
NOTE
2
—05
:::::I::1:I
0 0 0 0
sn
SOLENOIDS
________
—04
F2
3'p7
RELAY
—o3
2.SA s- e.
______
_______ SPECIAL.
—01
øC4
3.13
0 0 0 0
0 00
POWERT?fl?11
SOLENOID
LOGIC
SUPPLY
F5 Fe
7* TA
( i
4.3 VAC
K
FT
N.
3S
.
ILLUM.
OUT
3l9
.
GEM.
ILLUM.
T111?1
'
IN
op'ro
ROW-I
OPTO ROW- 2
OPTO ROW- 3
OPTO ROW-4
OPTO ROW-S
OPTO ROW-S
OPTO ROW-
7
).- > > >
-
v
-1
W 00 10
Z
eu0,eJ
D
4+•
OPTO
ROW-8
I
A Va
l
i
I it
l
_J _I
>
LW
> >
N
,
U
z
cot.
r
s
cO(_.
7
KEY
cOLTS
COL-4
COL:- 3
cot.-
2
COL'I
ST-6
ST-5
ST-4
FLIPPER POWER
SUPPLY
15J3
FLIPPER B-4-
OUTPUT
+50V
GRY
6
+50V
GRY
05
KEY
—• 4
NC
—03
+50V
SLU
a
+50V
_
BLU
I
C-9939
LAMP COL-6
LAMP COL-?
LAMP COL-6
LAMP COL-S
KEY
LAMP
COL
-4
LAMP COL••3
LAMP COL?2
LAMP COt-I
I5J I
FLIPPER
POWER
INPUT
0-
20--
NC
30—
4 0—
WI4T-GRN
5 0—
48VAC
60—
WHT-GRN
________
48VAC
T •—
KEY
a 0—
wHT- ORN
48VAC
9 0—
WHT-ORN
48VAC
BRI
0
WI
F2
5A S.B.
U
--ST-IS
—ST-IS
•
— ST_ 14
- $7- IS
-
Si
-
-I
2
—ST-11
-- KEY
ST_ 10
—SI-
FLIPPER
POWER GROUND
9 87654 32 I
LAMP ROW-I
LAMP ROW–i
LAMP ROW-S
LAMP ROW-5
LAMP ROW-4
gel
LAMP ROW- 3
LAMP ROW- 2
LAMP "–I
-COMM.AI2
_IN/WhT
_DLLWHI
--
eLANICING
_I
zzzw
C)
(
z
10 14
IV*
U)
-
U
WOW
wx
cco
0000
(A
r
Go
rrrr
-
I
I
*
•
•I
10 Ld
log
Wo
BILL OF MATERIAL
FLIPPER POWER SUPPLY C-9939
NO. OF
IF
WILLIAMS
LOCATIONS
CONNECTIONS
PART NO
4 PIN
579209103'QO
IJ 16
4 PIN
5792'0928800
1113
1
W14
1
, LI 15
9 PIN
5792-09359-00
1119
IJI,1J2,W41J5,
9 PIN
5792•09290
,
OO
1J6,1J7,1J8, IJ 9
IJIO,Wl1,1J2
1
$JI7IJ 18
12 PIN
57920910300
1J3
DESCRIPTION
BARE P.C. BOARD
BRDG. REC. 35A 200V
CAP. ELECTROLITIC 100 uf
250V AXIAL
CAP CERAMIC 0. 1 uf 500V
FUSE 5A S.B. 250V
FUSE HOLDER
9 PIN HEADER
6 PIN HEADER
ITEM
PART
PART
NO.
NO.
DESIGNATION
I
5768-09725-00
2
5100-09690-00
BR1
3
5040-09794-00
Cl
4
5043-09072-00
C3
5
5731-09651-00
F2
6
5732-09178-00
7
5791-09453-00
15J1 & 15J2
8
5791-09038-00
15J3
18
Back Box Wiring Diagram

SWITCH LOCATION DIAGRAM
SWITCH
NO.
FUNCTION
ASSEMBLY NO.
1
Plumb Tilt
A8476
2
Ball Roll Tilt
3-8537
3
credit Button
3-8536
4
Right coin Switch
5647-10141-00
S
Center Coin Switch
Blank for Domestic
6
Left Coin Switch
5647-10141-00
7
Slam Tilt
SW-1A-127
8
High Score Reset
5641-09369-00
9
Outhole
A10417-
10
Upper Left Ball Ramp
5647-09957-00
11
Center Ball Ramp
5647-09957-00
12
Lower Right Ball Ramp
11-8659
13
Right Outlane
3-8677
14
Left Flipper Return Lane
8-8410
15
Right Flipper Return Lane
8-8677
16
Left Eject Hole
A-9381-L
17
'5' Target
A-9618
18
OHO Target
A-9618
19
'U' Target
A-9618
20
'T' Target
A-9613
21
'T' Target
A-9618
22
'L' Target
A-9618
23
OER Target
A-9618
24
Right Eject Hole
A-9381-R
25
Left Jet Bumper
8-8928
26
Right Jet Bumper
3-8928
27
Bottom Jet Bumper
3-8928
28
Left Outlane
3-8410
29
'0' Lane
3-8410
30
'5' Lane
3-8410
31
'A' Lane
3-8410
32
Long Ramp Upper SWitch
8-8410-1
33
Left Drop Target
A-9417
34
Center Drop Target
A-9417
35
Right Drop Target
A-9417
36
Ball Shooter Switch
8-8677
37
Spinner
B-8307
38
Ramp Bulls Eye
A-10618
39
Left Kicker
3-8284
40
Right Kicker
3-8284
41
Right Flipper Lane Change
8-9951
42
Bottom Left Standup Switch
3-4834-K
43
Left Lower Standup Switch
8-4834-K
44
Left Upper Standup Switch
8-4834-K
45
Long Ramp Lower Switch
A-10594
46
Center Standup Switch
A-4834-J
41
Upper Right Standup Switch
A-4834-J
48
Lower Right Standup Switch
3-4834-K
49
Playfield Tilt
3-8306
50-64
Not Used
19

LAMP
HO.
FUNCTION
ASSY. NO.
1
Game Over
A-8271
2
Match
3
Tilt
4
High-score-To-Date
5
shoot Again
A8271 & A-8262
6
ball-In-Play
A-8271
7
Up Post
A-8882
8
Release
A-8265
9
2X
8-8443
10
3X
11
4X
12
SX
13
6X
14
7x
15
Flipper Return Lanes
A-8265
16
Left Lock
17
S'
8-8443
18
11'
a
19
'0'
20
•
T'
A-8449
21
OTE
B-8443
22
•
L'
23
'E
24
Right Lock
A.-8265
25
Left Jet Bumper
24-6416 & 24-6549
26
Right Jet Bumper
24-6416
27
Bottom Bumper
28
Gate Open
A-8265
29
'0" Lane
B-9558-40
30
'5' Lane
31
'A' Lane
32
Bonus Holdover
A-8265
33
spinner 1,000
34
Spinner 2,000
A-8449
35
spinner 4,000
36
Extra Ball When Lit
A-8265
37
Shoot Again
38
Stop & Score
A-8271 & A-8262
39
Insert Panel
A-8271
40
Insert Panel
41
Outlane Shuttle Arrow
A-8265
42
shuttle 20,000
8-9558-21
43
shuttle 50,000
44
shuttle 100,000
45
50,000 & Bonus H/Over
46
100,000 + Outlanes
8-8443
47
Extra Ball
48
Scores Special
49
Stop & Score
A-8265
50
1,000 Bonus
B-9558-33
51
2,000 Bonus
B-9558-32
52
3,000 Bonus
8-9558-33
53
4,000 Bonus
See 50
54
5,000 Bonus
See 51
55
6,000 Bonus
See 52
56
7,000 Bonus
See 50
57
8,000 Bonus
see 51
58
9,000 Bonus
See 52
59
10,000 Bonus
See 50
60
20,000 Bonus
See 51
61
30,000 Bonus
See 52
62
40,000 Bonus
See 50
63
50,000 Bonus
See 51
64
60,000 Bonus
see 52
-
1Sislli
LI
101
LAMP LOCATION DIAGRAM
KE
Other Williams Arcade Game Machine manuals
Popular Arcade Game Machine manuals by other brands

MADEFORARCADE
MADEFORARCADE GRAB CRANE manual

IR Robot
IR Robot Marubot Football League 2 Players instruction manual

Jennison Entertainment Technologies
Jennison Entertainment Technologies SNOW DOWN Service manual

Coastal Amusements
Coastal Amusements Raceway user manual

Bob's Space Racers
Bob's Space Racers WATER BLAST LINKABLE Operation manual

Suzohapp
Suzohapp 104-20 0310 Series manual

jakar
jakar HAMMER OLD quick start guide

Hathaway
Hathaway BLUERIDGE BG50381 Assembly instructions

MERIT INDUSTRIES
MERIT INDUSTRIES Megatouch Full MAXX Technical Service Reference Manual

Tecway
Tecway TAKO PANIC Operation manual

Home Leisure Direct
Home Leisure Direct ARCADEPRO Jupiter user manual

TSK
TSK COPA 3 Operational manual