16P-500-103 Game No. 500 December, 1980 |
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CPU Board
Sound Board
Optional Speech Module
Requires 5T5001 (IC7), 5T5002 (IC5), 5T5003 (IC6), and 5T5004 (IC4) Speech ROMs.
GAME OPERATION
*Indicates adjustable features.
Game Over Mode - Turn game ON; player I score shows 00; all player scores alternate the high score to date,
Game Over lamps light. All playfield lamps cycle in attract mode.
Multi-Ball and Magna-Save are trademarks of Williams Electronics, Inc.
Credit Posting - Insert coins; sound produced, number of credits displayed. If maximum credits* exceeded by coin or high score to date*, credits are posted correctly, coin lockout,de-energizes until remaining credits are below maximum. No credits may be won and coins are rejected while lockout is deenergized.
Game Start - Three balls must be resting on ball ramp or ball shooter switches (maximum of one ball in ball shooter trough) before game will start. Push credit button, startup tune played, ball served, credit display reduced by 1, player 1 score flashes 00 until first scoring switch is made, ball in play shows 1. Pushing credit button before ball 2 displayed allows additional players.
Bonus Advance - The bonus is advanced (from 1,000 to 49,000) one time by making left ramp rollover, twice by making left and right inside rollovers or outlanes, three times by completing a bank of drop targets, and five times by making left or right inside rollovers as a result of Magna-Save feature. With bonus at maximum and multiplier at 5x, completing a bank of drop targets or making one of the advance switches scores 5,000. Bonus multipliers are advanced from 2X to 5X by making the Turnaround.
Magna-Save Feature* - Completing a drop target 3-bank while associated lamp is still flashing scores 10,000, lights a target arrow, and lights a magnet. If the associated lamp goes out before the bank is completed, the bank is reset. With a magnet lamp lit, operating the corresponding Magna-Save button on the side of the cabinet energizes the magnet for a *few seconds and a ball held stationary by the magnet will tend to go through the inside rollover.
Mystery and Spinner - Making the left inside rollover flashes the right ramp rollunder for a mystery value. Making the rollunder while still flashing awards the mystery value which will be indicated on other player display(s). Making the right inside rollover flashes the spinner.
Multi-Ball Play - Making a ball in the lock mechanism when a lock arrow is flashing, lights a lock arrow steadily and lights the lower playfield eject hole. Locking three balls in the mechanism or making the eject hole when lit releases the balls from the mechanism. All scoring and mystery values are tripled while three balls are in play and doubled while two balls are in play. Lock arrows do not flash until turnaround is made.*
Extra Ball - A maximum of four * Extra Balls may be accumulated at one time. Spotting three arrows for both top and/or* both bottom banks lights the left ramp rollover for the first possible extra ball. Spotting all 3-bank arrows lights the Turnaround for the second possible Extra Ball. Spotting all 3-bank arrows alternately lights the left ramp rollover and Turnaround for additional Extra Balls. Making left ramp rollover or Turnaround when lit awards an Extra Ball.
Last Chance* - With locked balls on the last ball of the game, the left and right outside rollovers are lit for a "last chance." Making the rollover when lit releases any locked balls (no Multi-ball scoring). If Extra Ball(s) is won during "last chance", the rollovers are not relit.
Bonus Ball* - With two or more players, a player with the highest score is awarded a bonus ball*. All three balls are released and play is allowed for 30* seconds with both magnet lamps lit. There is no Multi-Ball or mystery scoring or playfield Extra Ball feature during the bonus ball. Extra Balls won from Special or high score levels are awarded as additional bonus balls.
Special - Completing all four drop target 3-banks during the bonus ball lights the Turnaround for a possible Special. Making the Turnaround when lit awards a Special.
Memory - 3-bank drop target arrows, locked balls, magnet lamps, and Extra Ball lamps.
Tilt - Ball in play tilted on first closure of ball roll tilt and third* closure of Plumb Bob and playfield tilts. Slam tilt return game to game over.
End of Game - Match Digits* appears in ball in play display, *credit awarded for match. Exceeding high score to date awards *three credits. Match, High Score to Date, and Game Over sounds made as appropriate. A new game cannot be started with more than one ball resting in the ball shooter trough; excess balls must be returned to the playfield and rest on the ball ramp switches.
With Speech Module, the following phrases are produced during game play.
Game start, add players 2, 3, and 4; Random phrase: Defend thyself, Knight. I challenge thee to fight me. You cannot fight and win. I will slay you, my enemy. The BLACK KNIGHT will win again. The BLACK KNIGHT will slay you. Fight against me, the BLACK KNIGHT. I will slay thee, Knight. |
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Achievement
2-ball Multi-ball Play 3-ball Multi-ball Play Magna-Save drain Win free game Win Extra Ball **After last regular ball: 1 -player 2-,3-, or 4-players High Score to Date Match Game Over |
Response
Fight against 2 enemies. Fight against 3 enemies. Laughter. I cannot slay you. You win. Fight me again, Knight. One enemy cannot fight the BLACK KNIGHT again. You win the right to fight the BLACK KNIGHT again. You win one fight. I challenge thee again. The BLACK KNIGHT will win again. Will you challenge the BLACK KNIGHT again? |
** Produced only if "Bonus Ball" enabled. |
DESCRIPTION | |||
FUNCTION | PLAYER 1 | PLAYER 2 | PLAYER 4 |
00 | Game Identification (2500 2) | -- | -- |
01 | Coins, Left chute (closest to coin door hinge) |
-- | -- |
02 | Coin, center chute | -- | -- |
03 | Coin, right chute | -- | -- |
04 | Total Paid Credits | -- | -- |
05 | Special Credits | -- | -- |
06 | Replay Score Credits | -- | -- |
07 | Match Credits | -- | -- |
08 | Total Credits | Free Credits | % Free Credits |
09 | Total Extra Balls | -- | -- |
10 | Ball Time in Minutes | -- | -- |
11 | Total Balls Played | -- | -- |
12 | Current High Score to Date | -- | -- |
13 | Backup High Score to Date | High Score to Date Credits Awarded |
-- |
14 | Replay 1 Score | Times exceeded | -- |
15 | Replay 2 Score | Times exceeded | -- |
16 | Replay 3 Score | Times exceeded | -- |
17 | Replay 4 Score | Times exceeded | -- |
Table 2. Game Adjustments
FUNCTION | DESCRIPTION | NOTES | *FACTORY SETTING |
13 | Backup High Score to Date [HSTD Credits Awarded] | 1 | 2,500,000 |
14 | Replay 1 Score [Times exceeded] | 2 | 1,000,000 |
15 | Replay 2 Score [Times exceeded] | 2 | 2,000,000 |
16 | Replay 3 Score [Times exceeded] | 2 | 0 |
17 | Replay 4 Score [Times exceeded] | 2 | 0 |
18 | Maximum Credits | 3 | 30 |
19 | Standard and Custom Pricing Control (00-08) | 4 | 01/03 |
20 | Left Coin Slot Multiplier | 4 | 03/09 |
21 | Center Coin Slot Multiplier | 4 | 12/45 |
22 | Right Coin Slot Multiplier | 4 | 03/18 |
23 | Coin Units Required for Credit | 4 | 04/05 |
24 | Coin Units Bonus Point | 4 | 15/45 |
25 | Minimum Coin Units | 4 | 00 |
26 | Match: 00 = Match ON; 01 = Match OFF | - | 00 |
27 | Special: 00 = Awards Credit; 01 = Awards Extra Ball 02 = Awards Points | - | 00 |
28 | Replay Scores: 00 = Awards Credit; 01 = Awards Extra Ball or Bonus Ball | - | 00 |
29 | Maximum Plumb Bob Tilts | - | 03 |
30 | Number of Balls (03 or 05) | - | 03 |
31 | Magna-Save feature: 03-09 = on time in seconds | - | 05 |
32 | Attract mode Sound: 00 = ON; 01 = OFF | - | 00 |
33 | Drop Target Timing: 00-09 = 6-15 Seconds | - | 03 |
34 | "Bonus Ball" Time: 00 = not allowed; 01-99 = Time in Seconds | - | 30 |
35 | Bell: 00 = Bell OFF; 01 = Bell ON | - | 01 |
36 |
Extra Ball Difficulty 00 = 1st EB from pair of drop target banks 01 = All EB's from four drop target banks |
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00 |
37 | Multi-Ball Difficulty: 00 = Liberal; 01 = Moderate | - | 00 |
38 | Locked Ball Lamps: 00 = Memory; 01 = No Memory | - | 01 |
39 | Background Sound: 01 = ON; 00 = OFF | - | 01 |
40 | High Score Credits | 1 | 03 |
41 | Maximum Extra Balls at one time (00 = no extra ball) | - | 04 |
COIN DOOR MECHANISM |
CREDITS | FUNCTION | ||||||
19 | 20 | 21 | 22 | 23 | 24 | 25 | ||
Twin-Quarter Quarter, Dollar, Quarter |
1/25¢, 3/50¢, 7/$1 1/25¢, 3/50¢, 7/$1 coin only 1/25¢, 7/$1 coin only 1/25¢, 3/50¢, 6/$1 1/25¢, 6/$1 coin only 1/25¢, 5/$1 2/50¢, 5/$1 1/25¢, 5/$1 coin only ·1/25$, 4/$1 2/50¢, 4/$1 ·1/50, 2/75¢, 3/4 x 25¢  4/$1 or 5 x 24¢ 1/50¢,3/$1, 4/$1.25 1/50¢, 3/$1, 7/$2 ·1/50e, 3/$1, 6/$2 1/50¢ |
00 00 00 00 00 00 00 00 01 00 05 00 00 03 00 |
03 03 01 01 01 01 01 01 01 01 03 03 12 01 01 |
12 14 07 04 06 04 04 05 04 04 15 12 48 04 04 |
03 03 01 01 01 01 01 01 01 01 03 03 12 01 01 |
02 02 01 01 01 01 01 01 01 01 04 04 14 02 02 |
12 00 00 02 00 04 04 00 00 00 15 15 96 04 00 |
00 00 00 00 00 00 02 00 00 02 00 00 18 00 00 |
1DM, 5DM, 2DM | ·1/1DM, 3/2DM, 10/5DM 2/1DM, 5/2DM, 14/5DM | 02 00 | 09 13 | 45 65 | 18 26 | 05 05 | 45 65 | 00 00 |
20-Cent, 50-Cent | 1/20¢, 3/50¢ | 00 | 06 | 00 | 15 | 05 | 00 | 00 |
1 Franc, 10 Franc, 5 Franc | ·1/2F, 3/5F only, 8/10F only | 04 | 01 | 16 | 06 | 02 | 00 | 00 |
25 Cent, 1 Guilder | ·1/25¢, 4/1G 1/25¢, 5/1G | 06 00 | 01 01 | 00 00 | 04 04 | 01 01 | 00 04 | 00 00 |
Twin 100 Yen | 2/100Y | 00 | 02 | 00 | 02 | 01 | 00 | 00 |
1 Franc or Twin-1 Franc | 1/1F, 3/2F 1/1F | 00 00 | 01 01 | 01 01 | 01 01 | 01 01 | 02 00 | 00 |
5 Franc, 10 Franc | ·1/5F, 2/10F ·1/10F | 07 08 | 01 01 | 00 00 | 02 02 | 01 02 | 00 00 | 00 00 |
Twin-2 Franc | ·1/2F | 03 | 01 | 04 | 01 | 01 | 00 | 00 |
10, 20 Franc | ·1/10F, 2/20F | 07 | 01 | 00 | 02 | 01 | 00 | 00 |
Twin-1 Sucre | 1/3S, 2/5S | 00 | 02 | 00 | 02 | 05 | 00 | 00 |
· Indicates standard price setting by adjusting only Function 19. For other price settings, set Fuction 19 to 00 and set Functions 20 through 25 to the values indicated in the chart |
ROW |
COLUMN |
1 YEL-BRN 2J5-8 |
2 YEL-RED 2J5-9 |
3 YEL-ORN 2J5-6 |
4 YEL-BLK 2J5-7 |
5 YEL-GRN 2J5-3 |
6 YEL-BLU 2J5-5 |
7 YEL-VIO 2J5-1 |
8 YEL-GRY 2J5-2 |
1 |
RED- BRN 2J7-1 |
Same Player Shoots Again |
Right MAGNA- SAVE Lamp |
Bottom Left 3-Bank Lamp |
Bottom Left 3-Bank Lower Arrow |
Top Left 3-Bank Lower Arrow |
Left Ramp Rollunder Extra Ball When Lit |
"2" Bonus |
"1" Bonus |
2 |
RED- BLK 2J7-2 |
Ball in Play |
Left MAGNA- SAVE Lamp |
Bottom Right 3-Bank Lamp |
Bottom Left 3-Bank Center Arrow |
Top Left 3-Bank Center Arrow |
Left Lock Lamp |
"3" Bonus |
"20" Bonus |
3 |
RED- ORN 2J7-3 |
Tilt | Left Outlane |
Top Left 3-Bank Lamp |
Bottom Left 3-Bank Upper Arrow |
Top Left 3-Bank Upper Arrow |
Not Used |
"4" Bonus |
"30" Bonus |
4 |
RED- YEL 2J7-4 |
Game Over |
Right Outlane |
Top Right 3-Bank Lamp |
2X Scoring |
Jet Bumper |
Not Used |
"5" Bonus |
"40" Bonus |
5 |
RED- GRN 2J7-5 |
Match | Right Spinner |
Center Lock Lamp |
Bottom Right 3-bank Right Arrow |
Top Right 3-Bank Lower Arrow |
Not Used |
"6" Bonus |
2X |
6 |
RED- BLU 2J7-6 |
High Score to Date |
Ramp Rollunder |
Turnaround Extra Ball When Lit |
Bottom Right 3-Bank Center Arrow |
Top Right 3-Bank Center Arrow |
Not Used |
"7" Bonus |
3X |
7 |
RED- VIO 2J7-9 |
Credits (Playfield) |
Right Inside Rollover |
Turnaround Special |
Bottom Right 3-Bank Left Arrow |
Top Right 3-Bank Upper Arrow |
Same Player Shoots Again (Playfield) |
"8" Bonus |
4X |
8 |
RED- GRY 2J7-8 |
Bonus Ball Time |
Left Inside Rollover |
Lower Playfield Eject Hole |
3X Scoring |
Right Lock Lamp |
"1" Bonus |
"9" Bonus |
5X |
Solenoid Test
Sol. No. Function
01 Ball Release |
Table 4. Solenoid Connections
SOL. NO. |
FUNCTION | WIRE COLOR |
CONNECTIONS | DRIVER TRANS.* |
SOLENOID PART NO. |
01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21 22 * * * * |
Ball Release Lower Left 3-Bank Drop Target Reset Lower Right 3-Bank Drop Target Reset Upper Left 3-Bank Drop Target Reset Upper Right 3-Bank Drop Target Reset Ball Ramp Thrower Multi-Ball Release Lower Eject Hole Right Magnet Relay Left Magnet Relay Special Relay Not Used Not used Not Used Bell Coin Lockout Left Kicker Right Kicker Jet Bumper Not Used Not Used Not Used Lower Right Flipper Upper Right Flipper Lower Left Flipper Upper Left Flipper |
GRY-BRN GRY-RED GRY-ORN GRY-YEL GRY-GRN GRY-BLU GRY-VIO GRY-BLK BRN-BLK BRN-RED BRN-ORN BRN-YEL BRN-GRN BRN-BLU BRN-VIO BRN-GRY BLU-BRN BLU-RED BLU-ORN BLU-YEL BLU-GRN BLU-BLK BLU-VIO BLK-YEL BLU-GRY BLK-GRY |
2P11-4, 8P3-1 2P11-5, 8P3-2 2P11-7, 9P3-3 2P11-8, 8P3-4 2P11-9, 8P3-5 2P11-3, 8P3-6 2P11-2, 8P3-7 2P11-1, 8P3-8 2P9-9, 8P3-9 2P9-7, 8P3-10 2P9-1, 8P3-11 2P9-2, 8P3-12 2P9-3, 8P3-13 2P9-4, 7P1-16 2P9-5, 7P1-17 2P9-6, 7P1-18, 7P2-4 2P12-7, 8P3-17 2P12-4, 8P3-18 2P12-3, 8P3-19 2P12-6, 8P3-20 2P12-8, 8P3-21 2P12-9, 8P3-22 7P1-8, 8P3-3 7P1-31, 8P3-5 7P1-10, 8P3-4 7P1-30, 8P3-9 |
Q15/Q7 Q17/Q8 Q19/Q9 Q21/Q10 Q23/Q11 Q25/Q14 Q27/Q15 Q29/Q16 Q31/Q13 Q33/Q12 Q35/Q17 Q37/Q18 Q39/Q19 Q41/Q20 Q43/Q21 Q45/Q22 Q2/Q1 Q4/Q4 Q6/Q4 Q8/Q6 Q10/Q2 Q12/Q3 -- -- -- -- |
SA-23-850-DC SA3-23-850-DC SA3-23-850-DC SA3-23-750-DC SA3-23-750-DC SG-23-750-DC SG-23-750-DC SG-23-750-DC SM-35-4000-DC SM-35-4000-DC SA-24-750-DC -- -- -- SM29-1000-DC SM-35-4000-DC SG-23-850-DC SG-23-850-DC SG-23-850-DC -- -- -- SFL-19-400 30-750-DC SFL-19-400 30-750-DC SFL-19-400 30-750-DC SFL-19-400 30-750-DC |
*NOTES:
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Switch No. Function (Score*) 01 Plumb Bob Tilt 02 Ball Roll Tilt 03 Credit Button 04 Right Coin Switch 05 Center Coin Switch 06 Left Coin Switch 07 Slam Tilt 08 High Score Reset 09 Right Magnet Button 10 Left Magnet Button 11 Left Outlane (5,000) 12 Right Outlane (5000) 13 Spinner (100/2,500*) 14 Right Ramp Rollunder (500/ Mystery) 15 Right Inside Rollover (2,000/ 10,000**) 16 Left Inside Rollover (2,000/ 10,000**) 17 Right Ball Ramp 18 Center Ball Ramp 19 Left Ball Ramp 20 Outhole 21 Left Kicker (10) 22 Right Kicker (10) 23 Turnaround (5,000) 24 Lower Playfield Eject Hole (5,000) 25 Lower Left 3-Bank, Lower Target (1,000) 26 Lower Left 3-Bank, Center Target (1,000) 27 Lower Left 3-Bank, Upper Target (1,000) 28 Not Used 29 Lower Right 3-Bank, Right Target (1,000) 30 Lower Right 3-Bank, Center Target (1,000) 31 Lower Right 3-Bank, Left Target (1,000) 32 Not Used 33 Top Left 3-Bank, Lower Target (1,000) 34 Top Left 3-Bank, Center Target (1,000) 35 Top Left 3-Bank, Upper Target (1,000) 36 Jet Bumper (500) 37 Top Right 3-Bank, Lower Target (1,000) 38 Top Right 3-Bank, Center Target (1,000) 39 Top Right 3-Bank, Upper Target (1,000) 40 Not Used 41 Lockup Trough, Bottom (5,000***) 42 Lockup Trough, Center (5,000***) 43 Lockup Trough, Top (5,000***) 44 Left Ramp Rollover (5,000) 45 Ballshooter Trough 46 Playfield Tilt Note: Second value is lit or flashing value * Spinner lit for interval after making right inside rollover mystery is 20,000 - 99,000 and lit for interval after making left inside rollover ** Inside rollovers light when made after using Magna-Save feature *** Only one lockup trough switch scores for each locked-up ball |
ROW |
COLUMN |
1 GRN-BRN 2J2-9 |
2 GRN-RED 2J2-8 |
3 GRN-ORN 2J2-7 |
4 GRN-YEL 2J2-6 |
5 GRN-BLK 2J2-5 |
6 GRN-BLU 2J2-3 |
7 GRN-VIO 2J2-2 |
8 GRN-GRY 2J2-1 |
1 |
WHT- BRN 2J3-9 |
Plumb Bob Tilt 1 |
Right Magnet Button 9 |
Right Ball Ramp 17 |
Lower Left 3-Bank, Lower Target 25 |
Top Left 3-Bank Lower Target 33 |
Lockup Trough Bottom 41 |
Not Used 49 |
Not Used 57 |
2 |
WHT- RED 2J3-8 |
Ball Roll Tilt 2 |
Left Magnet Button 10 |
Center Ball Ramp Target 18 |
Lower Left 3-Bank Center Target 26 |
Top Left 3-Bank Center Target 34 |
Lockup Trough, Center 42 |
Not Used 50 |
Not Used 58 |
3 |
WHT- ORN 2J3-7 |
CreditButton 3 |
Left Outlane 11 |
Left Ball Ramp 19 |
Lower Left 3-Bank Upper Target 27 |
Top Left 3-Bank Upper Target 35 |
Lockup Trough, Top 43 |
Not Used 51 |
Not Used 59 |
4 |
WHT- YEL 2J3-6 |
Right Coin Switch 4 |
Right Outlane12 |
Outhole20 |
Not Used Standup 28 |
Jet Bumper 36 |
Left Ramp Rollover 44 |
Not Used 52 |
Not Used 60 |
5 |
WHT- GRN 2J3-5 |
Center Coin Switch 5 |
Left Spinner 13 |
Left Kicker 21 |
Lower Right 3-Bank Right Target 29 |
Top Right 3-Bank Lower Target 37 |
Ballshooter Trough 45 |
Not Used 53 |
Not Used 61 |
6 |
WHT- BLU 2J3-4 |
Left Coin Switch 6 |
Right Ramp Rollunder 14 |
Right Kicker 22 |
Lower Right 3-Bank Center Target 30 |
Top Right 3-Bank Center Target 38 |
Playfield Tilt 46 |
Not Used 54 |
Not Used 62 |
7 |
WHT- VIO 2J3-3 |
Slam Tilt 7 |
Right Inside Rollover 15 |
Turnaround 23 |
Lower Right 3-Bank Left Target 31 |
Top Right 3-Bank Upper Target 39 |
Not Used 47 |
Not Used 55 |
Not Used 63 |
8 |
WHT- GRY 2J3-1 |
High Score Reset 8 |
Left Inside Rollover 16 |
LowervPlayfield Eject Hole 24 |
Not Used Standup 32 |
Not Used Standup 40 |
Not Used 48 |
Not Used 56 |
Not Used 64 |
0 - Test Passed
1 - IC13 RAM Faulty
2 - IC16 RAM Faulty
3 - IC17 ROM 2 Faulty
4 - IC17 ROM 2 Faulty
5 - IC20 ROM I Faulty
6 - IC14 Game ROM I Faulty
7 - IC26 Game ROM 0 Faulty
8 - IC19 CMOS RAM or Memory Protect Circuit Faulty
9 - Coin-door closed, Memory Protect Circuit Faulty, or ICI9 CMOS RAM Faulty.
Note that "0" remaining after power turn-on indicates CPU Board lockup.
Vocabulary | Located in ROM | |||
KNIGHT | 5T5001 (IC7) | |||
BLACK | 5T5001 | |||
DEFEND | 5T5001 | |||
CHALLENGE | 5T5001 | |||
THEE (THE) | 5T5002 (IC5) | |||
WILL | 5T5002 | |||
YOU | 5T5002 | |||
I | 5T5002 | |||
AGAIN | 5T5002 AND 5T5003(IC6) | |||
SLAY | 5T5003 | |||
CANNOT | 5T5003 | |||
SELF | 5T5003 | |||
ENEMY | 5T5003 AND 5T5004(IC4) | |||
The IC4 Speech ROM contains Laughter and "F" and "R" sounds. The Laughter, "F" and "R" sound, and the following partial or composite words produced in game play are not produced in diagnostics. |
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