16P-504-103 Game No. 504 June, 1981 |
|
CPU Board
Sound Board
Optional Speech Module
Requires 5T5041 (IC7), 5T5042 (IC5), 5T5043 (IC6), and 5T5044 (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.
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 - Two 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.
Multi-Ball and Magna-Save are trademarks of Williams Electronics, Inc.
Bonus Advance - One advance for each drop target and for bottom inside rollovers. Three advances for completing a lower drop target 3-bank, completing matching targets on the upper 3-banks, or ? lanes when not lit. When lit, ? lanes can award random bonus advances. With maximum bonus (49,000), instead of a bonus advance, 10,000 is scored. Completing both lower 3-banks lights Hidden Tomb arrow to collect IX bonus. Bottom inside rollovers and Hidden Tomb flash Bull's-Eye Targets; making target while flashing advances bonus multiplier (2X, 3X, 5X). Making ? lane when lit can advance bonus multiplier.
P-H-A-R-A-O-H - Making target in upper drop target 3-bank lights target arrow and flashes associated arrow in the other 3-bank. Completing flashing arrow(s) advances lighting of P-H-A-R-A-O-H. Spotting letter R* lights eject hole lock lamp for possible Multi-Ball play. Completing PHARAOH lights Slaves Tomb and Hidden Tomb alternately for possible Extra Ball. Making captive ball shot collects 5,000 for each lit letter. When letters are flashing, the Captive Ball shot collects 3X or 5X the lit value.
Stop & Score - Countdown from 3X or 5X of lit PHARAOH value is initiated in another player display by making Hidden Tomb (3X) or Slaves Tomb (5X). Starting Stop & Score also flashes the lit letters in PHARAOH for the captive ball to collect 3X or 5X the lit value. As the countdown is made, the eject hole lamps flash. Making an eject hole while flashing stops the countdown and the score remaining in the display is collected.
Magna-Save Feature - Making drop targets in the lower drop target 3-banks advances lighting of associated (left or right) magna-units lamps. Up to seven timing units may be accumulated. Holding in a Magna Save button on the side of the cabinet energizes the corresponding magnet.
Multi-Ball Play: Spotting letter R* in PHARAOH lights the eject hole lock lamps. Making an eject hole at this time locks up the ball and initiates 2-ball, Multi-Ball play. Locked ball is released after time interval or certain scoring feature occurs.
Bonus Ball - With two or more players, the player with the highest score is awarded a bonus ball*. Both balls are released and play is allowed for 25* seconds with 2X scoring. There is no Playfield Extra Ball feature during the bonus ball. Extra balls won from a Special or replay score during bonus ball are awarded as additional bonus balls.
Memory - Magna-unit lamps, bonus multipliers* until 5X is lit, and Extra Ball When Lit lamps.
Tilt - Ball in play tilted on first closure of ball roll tilt and third* closure of plumb bob and playfield tilts. Slam tilt returns game to game over.
End of Game - Match Digits* appear 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 both balls 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.
Attract Mode, randomly: | Dare you enter the tomb of the mighty PHARAOH? Who dares enter the mighty PHARAOH's hidden chamber? |
Game Start, add players; randomly: | You may enter the
tomb. Behold the PHARAOH's chambers. You dare enter PHARAOH's tomb. Beware of cobras! |
Making Hidden Tomb or Slaves Tomb Shooters, randomly: | Behold the PHARAOH's chambers. Enter the hidden tomb. Behold the hidden tomb. Enter the PHARAOH's chambers. |
? Lane with Magna-Save button in: | You Failed. |
Making a lower kicker, on occasion: | Doomed. |
Making upper kicker, on occasion: | RA (or) Hail. |
Making left or right inside rollovers, often: | Cobras |
Win Extra Ball: | Hail, Hail, RA, RA, RA. |
Win credit from replay or special: | You may return to PHARAOH's
treasures. You may return to PHARAOH's tomb. |
Matching. randomly: | Behold the
PHARAOH's treasure. Hail to mighty PHARAOH. |
High Score to Date: Game Over: | You hold
PHARAOH's treasure. Dare you return to mighty PHARAOH's tomb? |
DESCRIPTION | |||
FUNCTION | PLAYER 1 | PLAYER 2 | PLAYER 4 |
00 | Game Identification (2504 1) | -- | -- |
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 | 2,300,000 |
14 | Replay 1 Score [Times exceeded] | 2 | 700,000 |
15 | Replay 2 Score [Times exceeded] | 2 | 1,500,000 |
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 | 01/02 |
20 | Left Coin Slot Multiplier | 4 | 01/09 |
21 | Center Coin Slot Multiplier | 4 | 04/45 |
22 | Right Coin Slot Multiplier | 4 | 01/18 |
23 | Coin Units Required for Credit | 4 | 01/05 |
24 | Coin Units Bonus Point | 4 | 00/45 |
25 | Minimum Coin Units | 4 | 00 |
26 | Match: 00 = Match ON; 01 = Match OFF | - | 00 |
27 | Special: 00 = Awards Credit; 01 = Awards Extra Ball or Bonus Ball, 02 = Awards Points |
- | 01 |
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 | Lower Drop Target 3-Bank Timing; 00 (conservative) to 09 (liberal) | - | 05 |
32 | Bull's-Eye (Bonus X) Timing, 00 (conservative) to 09 (liberal) | - | 05 |
33 | Bonus Ball Timing 01-99 Seconds (00 = disabled) | - | 25 |
34 | Attract Mode Sounds/? Lane Special; 01 (conservative) to 09 (liberal) (With 11 to 19 attract mode sounds disabled) |
- | 01 |
35 | Stop & Score Timing; 01 (conservative) to 09 (liberal) | - | 05 |
36 | Multi-Ball possible at PHARAOH letter: 03 = PHA. 04 = PHAR, 05 = PHARA |
- | 04 |
37 | Spot PHARAOH initially: 00 = None, 01 = P. 02 = PH, 03 = PHA | - | 02 |
38 | Bonus X Memory: 00 = memory, 01 - no memory | - | 00 |
39 | Background Sound/Bell: 00 = sound/bell 01 = no sound/bell, 10 = sound/no bell, 11 = no sound/no bell |
- | 00 |
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(Backbox) |
Left Magnet Bottom Arrow |
2X Scoring |
"A" | Slaves Tomb Extra Ball When Lit |
"O" | "1" Bonus |
"9" Bonus |
2 |
RED- BLK 2J7-2 |
Ball in Play |
Left Magnet, 2+ Arrow |
Hidden Tomb Collect Bonus |
"O" | Upper Eject Hole Arrow |
"H" | "2" Bonus |
"10" Bonus |
3 |
RED- ORN 2J7-3 |
Tilt | Left Magnet 4+ Arrow |
Lower Center 3-Bank |
"H" | Lower Eject Hold Arrow |
Extra Ball When Lit Hidden Tomb |
"3" Bonus |
"20" Bonus |
4 |
RED- YEL 2J7-4 |
Game Over |
Right Magnet Bottom Arrow |
Lower Center 3-Bank |
Upper Bull's-Eye Target |
"P" Backbox |
Slaves Tomb General Illumination |
"4" Bonus |
"30" Bonus |
5 |
RED- GRN 2J7-5 |
Match | Right Magnet 2+ Arrow |
"P" (Playfield) |
Upper Left 3-Bank Bottom Arrow |
"H" | Captive Ball General Illumination |
"5" Bonus |
"40" Bonus |
6 |
RED- BLU 2J7-6 |
High Score to Date |
Right Magnet 4+ Arrow |
"H" | Upper Left 3-Bank Center Arrow |
"A" | Upper Center 3-Bank Left Arrow |
"6" Bonus |
2X |
7 |
RED- VIO 2J7-9 |
Bonus Ball Timer |
Left ? Lane |
"A" | Upper Left 3-Bank Top Arrow |
"R" | Upper Center 3-Bank Center Arrow |
"7" Bonus |
3X |
8 |
RED- GRY 2J7-8 |
Same Player Shoots Again (Playfield) |
Right ? Lane |
"R" | Lower Bull's-Eye Target |
"A" | Upper Center 3-Bank Right Arrow |
"8" 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 Ball Ramp Thrower Backbox Gen. Illum. Relay Upper Playfield Gen. Illum. Lower Playfield Gen. Illum. Slaves Tomb Ball Shooter Hidden Tomb Ball Shooter Relay Not Used Upper Left Drop Targets Reset Upper Center Drop Targets Reset Lower Center Drop Targets Reset Lower Right Drop Targets Reset Upper Eject Hole Lower Eject Hole Bell Coin Lockout Upper Kicker Left Kicker Right Kicker Not Used Left Magnet Right Magnet Relay 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-BLU |
2P11-4, 8P3-1, 8P6-11 2P11-5, 8P3-2, 8P6-12 2P11-7, 9P2-2 2P11-8, 8P3-4 2P11-9, 8P3-5, 8P6-13 2P11-3, 8P3-6 2P11-2, 8P3-7, 8P6-14 2P11-1, 8P3-8 2P9-9, 8P3-9 2P9-7, 8P3-10 2P9-1, 8P3-11, 8P6-15 2P9-2, 8P3-12, 8P6-16 2P9-3, 8P3-13 2P9-4, 8P3-14, 8P6-17 2P9-5, 7P1-17 2P9-6, 7P1-18, 7P2-4 2P12-7, 8P3-17 2P12-4, 8P3-18, 8P6-7 2P12-3, 8P3-19, 8P6-8 2P12-6, 8P3-20 2P12-8, 8P3-21, 8P6-9 2P12-9, 8P3-22, 8P6-10 7P1-8, 8P3-34, 8P6-3 7P1-31, 8P3-33 7P1-10, 8P3-32, 8P6-4 7P1-30, 8P3-31 |
Q15 Q17 Q19 Q21 Q23 Q25 Q27 Q29 Q31 Q33 Q35 Q37 Q39 Q41 Q43 Q45 Q2 Q4 Q6 Q8 Q10 Q12 -- -- -- -- |
SA-23-850-DC SG-23-850-DC 5580-09613-00 5580-09613-00 5580-09613-00 SG-23-750-DC 5580-0961 3-00 -- SA3-23-850-DC SA3-23-850-DC SA3-23-850-DC SA3-23-850-DC SG-23-850-DC SG-23-850-DC SM-29-1000-DC SM-35-4000-DC SG-23-850-DC SG-23-850-DC SG-23-850-DC -- 5580-09613-00 5580-09613-00 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:
|
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  Left Magnet Button 10  Right Magnet Button 11  Not Used 12  Not Used 13  Left Inside Rollover (10,000) 14  Right Inside Rollover (.10,000) 15  Left ? Lane Rollover (5,000/Mystery) 16  Right ? Lane Rollover (5,000/Mystery) 17  Upper Left 3-Bank Bottom Target (3,000) 18  Upper Left 3-Bank Center Target (3,000) 19  Upper Left 3-Bank Top Target (3,000) 20  Upper Kicker (10/ 110) 21  Upper Center 3-Bank Left Target (3,000) 22  Upper Center 3-Bank Center target (3,000) 23  Upper Center 3-Bank Right Target (3,000) 24  Left Kicker (10) 25  Lower Center 3-Bank Bottom Target (3,000) 26  Lower Center 3-Bank, Center (3,000) 27  Lower Center 3-Bank, Top (3,000) 28  Upper Bull's-Eye Target (5,000/ 15,000) 29  Lower Right 3-Bank, Top Target (3,000) 30  Lower Right 3-Bank, Center Target (3,000) 31  Lower Right 3-Bank, Bottom Target (3,000) 32  Lower Bull's-Eye Target (5,000/ 15,000) 33  Slaves. Tomb Shooter (20,000) 34  Upper Eject Hole (7,000) 35  Lower Eject Hole (7,000) 36  Outhole 37  Not Used 38  Ball Ramp Left Switch 39  Ball Ramp Right Switch 40  Ballshooter Trough 41  Captive Ball (5,000/5,000 per lit letter) 42  Playfield Tilt 43  Hidden Tomb Shooter (20,000) 44  Right Kicker (10)
*AII scores are doubled for 2X Scoring. Mystery for switches 15 and 16 (awarded when lit) is random bonus advances, bonus multiplier, random points, or special. Second value for switch 20 is randomly scored. Second value for switches 28 and 32 is scored when lit with 5X bonus multiplier. With full bonus, 10,000 is awarded instead of each bonus advance. |
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 |
Left Magnet Button 9 |
Upper Left 3-Bank Bottom Target 17 |
Lower Center 3-Bank Bottom Target 25 |
Slaves Tomb Shooter 33 |
Captive Ball 41 |
Not Used 49 |
Not Used 57 |
2 |
WHT- RED 2J3-8 |
Ball Roll Tilt 2 |
Right Magnet Button 10 |
Upper Left 3-Bank Center Target 18 |
Lower Center 3-Bank Center Target 26 |
Upper Eject Hole 34 |
Playfield Tilt 42 |
Not Used 50 |
Not Used 58 |
3 |
WHT- ORN 2J3-7 |
Credit Button 3 |
Not Used 11 |
Upper Left 3-Bank Top Target 19 |
Lower Center 3-Bank Top Target 27 |
Lower Eject Hole 35 |
Hidden Tomb Shooter 43 |
Not Used 51 |
Not Used 59 |
4 |
WHT- YEL 2J3-6 |
Right Coin Switch 4 |
Not Used 12 |
Upper Kicker 20 |
Upper Bull's-Eye Target 28 |
Outhole 36 |
Right Kicker 44 |
Not Used 52 |
Not Used 60 |
5 |
WHT- GRN 2J3-5 |
Center Coin Switch 5 |
Left Inside Rollover 13 |
Upper Center 3-Bank Center Target 21 |
Lower Right 3-Bank Top Target 29 |
Not Used 37 |
Not Used 45 |
Not Used 53 |
Not Used 61 |
6 |
WHT- BLU 2J3-4 |
Left Coin Switch 6 |
Right Inside Rollover 14 |
Upper Center 3-Bank Center Target 22 |
Lower Right 3-Bank Center Target 30 |
Ball Ramp Left Switch 38 |
Not Used 46 |
Not Used 54 |
Not Used 62 |
7 |
WHT- VIO 2J3-3 |
Slam Tilt 7 |
Left ? Lane Rollover 15 |
Upper Center 3-Bank Right Target 23 |
Lower Right 3-Bank Bottom Target 31 |
Ball Ramp Right Switch 39 |
Not Used 47 |
Not Used 55 |
Not Used 63 |
8 |
WHT- GRY 2J3-1 |
High Score Reset 8 |
Right ? Lane Rollover 16 |
Left Kicker 24 |
Lower Bull's-Eye Target 32 |
Ball Shooter Trough 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 Composite Words Enter 5T 5041(IC7) Dare IC4 The 5T 5041 You IC4/lC7 Tomb 5T 5041 Enter IC7 Hol... 5T 5041 The Tomb IC7 Treasure 5T 5041 and ST 5042 (IC5) Of IC5 Of 5T 5042 Mighty IC6/lC4 ...ARAOH 5T 5042 PHARAOH's IC6/lC5 Cobras 5T-5043 and 5T-5043(IC6) Hidden IC4/lC7 F... 5T 5043 Chamber IC6 Hail 5T-5043 May IC6 ...D 5T-5043 Return IC4/lC7 Chamb... 5T-5043 To IC7 Bew... 5T-5043 Treasure IC7/lC5 M... 5T-5043 Beware IC6/IC5 Mighty 5T-5043 and 5T-5044(IC4) Cobras IC5/lC6 Dare 5T-5044 Behold IC6/IC7/IC6 Y... 5T-5044 Failed IC6 WH... 5T-5044 Doomed IC4/IC7/IC6 HID 5T-5044 RA IC4 RE... 5T-5044 Hail IC6 RA 5T-5044 Who IC4/lC7 D... 5T-5044
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