GameArchive: Solar Fire Instruction Booklet
Williams Logo 16P-507-103
Game No. 507
July, 1981
Solar Fire Logo

This booklet provides game operation, bookkeeping, game adjustment, diagnostic, and self-test procedures for SOLAR FIRE. For installation and special maintenance information refer to the bluecovered game manual. For detailed information refer to Williams Solid State Flipper maintenance Manual.

SPECIAL CONSIDERATIONS WHEN REPLACING CIRCUIT BOARDS

CPU Board

  1. Revision level 7 CPU Boards (batteries located on lower left corner at board) of later boards must be used.
  2. Must be equipped with blue-labeled Flipper ROMs and blue-labeled Game ROMs.
  3. Jumpers W3, W10, W1 1,W14 W17, W19, W20, and W22 must be connected Jumpers W4, W9, W12, W15, W16, W18, W21, and W23 must be removed. With the exception of W25, (Factory Setting Jumper) all other jumpers are not changed.
Driver Board
Must be equipped with zero-ohm resistors or wire jumpers (W9-W16) in place of switch matrix drive series resistors R204-R211.

Sound Board

  1. Must be jumpered for ROM operation and be equipped with Sound ROM 7. (Jumpers W3, W5, W7, W9, W10, W12, and W15 connected; W2, W4, W6, W8, Wll, and W13 removed).
Power Supply Board
  1. Model D 8345 board required (equipped with relay).
  2. Fuse F4 (20A SB) for flipper solenoids and magnets must be installed.
Display Boards
Model C 8363 Master Display and 7-digit Slave Displays required.

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 - 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 - The bonus can be advanced from I to 63 thousand. One advance for left and right inside and outside rollovers, SOLAR ramp target and each drop target in the 4-bank, two advances for eject holes, and three advances for completing a drop target 3-bank. The SOLAR ramp target spots letters in SOLAR for bonus multipliers; from 2X with one letter lit to 6X with all letters lit. During Multi-Ball play, the Multi-Ball bonus is also advanced from I to 63 thousand as described. With full bonus(es), 1,000 points are scored in place of each bonus advance.

FIRE - Completing the top drop target 3-bank while associated lamp is flashing spots a letter of FIRE and starts 20 seconds of 2X scoring. Completing FIRE lights the lower right Bull's-Eye Target for a possible Special.

Drain Shield - Completing the top drop target 3-bank at any time advances the horseshoe values (25,000, 50,000, and Drain Shield). Making the horseshoe shot collects and resets* the value; with horseshoe Drain Shield lamp on, the left or right drain shield lamp is turned on. A ball draining through a lit lane is returned to the ball shooter trough.

SOLAR Gun - Completing either bottom drop target 3-bank while associated lamp is flashing advances SOLAR Gun timing. Hitting the SOLAR Gun button drives a captive ball past a scoring switch. When a lamp (3, 5, or 10 seconds) is lit, a magnet is energized to cause the captive ball to oscillate. As the ball oscillates and makes the switch, the magnet is momentarily de-energized.

Magna-Save Feature - Completing a drop target 3-bank at any time advances lighting of Magna-Save lamps. With lamps lit, holding in the Magna-Save button on the corresponding side of the cabinet energizes the magnet.

Multi-Ball Play - Completing a bottom drop target 3-bank at any time randomly lights an eject hole lock lamp With two lock lamps lit, locking two balls initiates 2-ball Multi-Ball play. With three lock lamps lit, locking three balls initiates 3-ball Multi-ball play.

4-Bank Bonus - Making a target in the drop target 4-bank stops bonus lamp cycling and flashes a bonus lamp (20, 40, 60, 80, or 100 thousand). Completing the 4-bank while the lamp is flashing collects the bonus. If not completed, the bank is reset and cycling resumes. Completing the 4-bank during 2-ball Multi-Ball play awards double bonus; during 3-ball Multi-Ball play, triple bonus.

Mystery - The left inside rollover flashes the Mystery lamp for the right ramp rollunder. Making the rollunder while flashing randomly spots magnet, Bonus X (S-O-L-A-R), or Drain Shield lamps or awards a random score.

Extra Ball - Completing SOLAR awards an Extra Ball or 200,000 points.

Memory - Lock lamps and locked up balls, magnet lamps, SOLAR Gun lamps, S-O-L-A-R* (Bonus X) lamps, and F-l-R-E* 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 until all balls are returned to the ball ramp and rest on the ball ramp switches.

BOOKKEEPING AND GAME EVALUATION

(Functions 01-17)
  1. Set AUTO-UP/ MANUAL-DOWN switch to AUTO-UP and depress ADVANCE pushbutton. Test 04 is indicated in the credits display, Function 00 in Match display, and Game Identification in Player 1 display.
  2. Operate the ADVANCE pushbutton to display Functions 01 thru 04 on the Match display (See Table 1) and record the corresponding totals (number of coins and total paid credits) from the Player I display. (To review a total that has been advanced past, set switch to MANUAL-DOWN and operate the ADVANCE pushbutton).
  3. Operate the ADVANCE pushbutton to display Functions 05, 06, and 07 in the Match display and record the corresponding free credit totals from the Player I display.
  4. Operate the ADVANCE pushbutton to display Function 08 in the Match display. 1 otal credits is indicated in the Player I display, total free credits in the Player 2 display, and percentage of i free credits in the Player 4 display.
  5. Operate the ADVANCE pushbutton to display Function 09 thru 12 in the Match display and record the corresponding totals from the Player I display.
  6. Operate the ADVANCE pushbutton to display Functions 13 thru 17 in the Match display and record the corresponding totals from the Player 2 display.
  7. With switch set to MANUAL-DOWN operate ADVANCE to display Function 50 in the Match Display. From Function 50 you can return to game over or zero audit totals and return to game over. Perform step 8.a. or 8.b. as desired.
  8. a. To return to game over, set the switch to AUTO-UP and depress ADVANCE.
    b. To zero audit totals and return to game over set switch to AUTO-UP, operate the credit button to display 35 in the Player 1 display, and depress ADVANCE.
Table 1. Audit Totals
DESCRIPTION
FUNCTION PLAYER 1 PLAYER 2 PLAYER 4
00 Game Identification (2507 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 --

GAME ADJUSTMENT PROCEDURE

(Functions 13-41)
Coin door must be open to change settings.
  1. Set AUTO-UP/ MANUAL-DOWN switch to AUTO-UP and depress ADVANCE pushbutton. Test 04 is indicated in the Credits display, Function 00 in Match display, and game identification in Player I display.
  2. To raise Function number in Match display, operate ADVANCE pushbutton with switch set to AUTO-UP. To lower Function number operate ADVANCE with it set to MANUAL-DOWN.
  3. With desired Function indicated in Match display, raise value in player 1 display by operating credit button with switch set to AUTO-UP; lower value by operating credit button with it set to MANUAL DOWN. Value left in Player 1 display is new setting. For values see Table 2 and (for pricing) Table 3.
  4. Repeat steps 2 and 3 until all required adjustments have been made.
  5. Operate ADVANCE until Function 50 is indicated in Match display. From Function 50 you can return to game over or restore factory settings. Perform step 6 or 7 as desired.
  6. To return to game over, depress ADVANCE with switch set to AUTO-UP.
  7. To restore factory settings and zero audit totals:
    a. Operate Credit button with switch set to AUTO-UP until 45 is indicated in Player 1 Display.
    b. Depress ADVANCE. The game returns to Test 04, Function 00.
    c. Set switch to MANUAL-DOWN and depress ADVANCE to indicate Function 50.
    d. Set Switch to AUTO-UP and depress ADVANCE.

RESETTING HIGH SCORE TO DATE

  1. Using game adjustment procedure, set Function 13 to the desired reset value.
  2. Depress HIGH SCORE RESET pushbutton.

FACTORY AUDIT TOTALS

(Functions 42-49)
The factory audit functions are not assigned:

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 01/02
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 Drop Target 4-Bank Timing: 00(conservative) to 09 (liberal) - 07
32 Bottom Drop Targets 3-Banks Timing: 00 (conservative) to 09 (liberal) - 06
33 Top Drop Targets 3-Banks Timing: 00 (conservative) to 09 (liberal) - 08
34 Mystery Timing: 00(conservative) to 09(liberal) - 07
35 S-O-L-A-R Ramp Timing: 01 (conservative) to 10 (liberal) - 04
36 Bonus Multiplier Memory (S-O-L-A-R lamps): 00 = memory, 01= no memory - 00
37 F-I-R-E Lamp Memory: 00 = memory, 01 = memory - 00
38 Attract Mode/Background Sounds
11 = Attract Mode/Background
10 = Attract Mode/No Background
01 = No Attract Mode/Background
00 = No Attract Mode/No Background
- 11
39 Horseshoe Lamps
00 = Reset only when Drain Shield is awarded
01 = Reset whenever collected
- 00

*Second Factory Setting value is with jumper W25 on GPU Board connected.
[ ] Description in brackets shown in Player 2 Display.
  1. Function 13 may be set to any multiple of 100,000 points. Setting Function 40 to zero with Function 13 set to any score but zero permits the High Score to Date feature to operate but no credits are awarded.
  2. Functions 14-17 (Replay Scores) may be set to any multiple of 100,000 points. Setting a function to Zero disables the replay score point.
  3. Setting Maximum Credits (Function 18) to zero places the game in a free play mode.
  4. With Function 19 set to 00, Functions 20-25 must be set manually. Refer to Table 2 for eight standard pricing schemes (selected by values of 01-08 for Function 19) and custom pricing values.

RECOMMENDED SCORE LEVELS

CREDIT GAMES
3-Ball: 1,000,000; 2,000,000*
5-Ball: 1,800,000; 3,600,000
EXTRA BALL
3-Ball: 600,000
5-Ball: 800,000

*Factory Setting

Table 3. Standard and Custom Price Settings
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-Cent1/20¢, 3/50¢00060015050000
1 Franc, 10 Franc, 5 Franc·1/2F, 3/5F only, 8/10F only04011606020000
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 Yen2/100Y00020002010000
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·1/2F03010401010000
10, 20 Franc·1/10F, 2/20F07010002010000
Twin-1 Sucre1/3S, 2/5S00020002050000
· 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

DIAGNOSTIC PROCEDURES

Display Digits Test
  1. Set AUTO-UP/MANUAL-DOWN switch to MANUAL-DOWN and depress ADVANCE. Displays should indicate all 0's.
  2. Set the switch to AUTO-UP. Displays should sequence from all 0's thou all 9's. Comma segments should come on when odd digits are displayed.
  3. To stop cycling, set switch to MANUAL-DOWN. Operate ADVANCE pushbutton to step tests one number at a time. Set switch to AUTO-UP to resume cycling.
Sound Test
  1. From Display Digits Test depress ADVANCE with the switch set to AUTO-UP. Test 00 should be indicated in the Credits display and the Match display should sequence from 00 thou 06. Different sounds should be produced for 00, 01, 02, 03, and 04.
  2. To continuously pulse a single sound, set the toggle switch to MANUAL-DOWN. Operate ADVANCE pushbutton to sequence through sounds one at a time. Set toggle switch to AUTO-UP to resume sequencing.
Lamp Test
From Sound Test depress ADVANCE with the switch set to AUTO-UP Test 01 should be indicated in the Credits display and all multiplexed lamps should flash.

Figure 1. Lamp Matrix


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
"3"
Top Eject
Hole Lock
Arrow
Right
Bull's-Eye
Special
4-Bank
2X
"I" "1"
Bonus
Multi-Ball
"4"
Bonus

2
RED-
BLK
2J7-2
Ball
in
Play
Right
Magnet
"1"
Bottom Right
Eject Hole
Lock Arrow
Right Ramp
Mystery
4-Bank
3X
"R" "2"
Bonus
Multi-Ball
"8"
Bonus

3
RED-
ORN
2J7-3
Tilt Right
Magnet
"2"
Bottom Left
Eject Hole
Lock Arrow
Bottom
Left
3-Bank
4-Bank
"20"
"E" "4"
Bonus
Multi-Ball
"16"
Bonus

4
RED-
YEL
2J7-4
Game
Over
Right
Magnet
"3"
Ramp
"S"
Bottom
Right
3-Bank
4-Bank
"40"
"S" "8"
Bonus
Multi-Ball
"32"
Bonus

5
RED-
GRN
2J7-5
Match Left
Drain
Shield
Ramp
"O"
Top
3-Bank
4-Bank
"60"
"O" "16"
Bonus
SOLAR
Gun
3 Seconds

6
RED-
BLU
2J7-6
High
Score
to
Date
Right
Drain Shield
Ramp
"L"
Horseshoe
"25"
4-Bank
"80"
"L" "32"
Bonus
SOLAR
Gun
5 Seconds

7
RED-
VIO
2J7-9
Left
Magnet
"1"
Shoot
Again
(Playfield)
Ramp
"A"
Horseshoe
"50"
4-Bank
"100"
"A" Multi-Ball
"2"
Bonus
SOLAR
Gun
10 Seconds

8
RED-
GRY
2J7-8
Left
Magnet
"2"
Not
Used
Ramp
"R"
Horseshoe
Drain
Shield
"F" "R" Multi-Ball
"2"
Bonus
Not
Used

Solenoid Test

  1. From Lamp Test depress ADVANCE with the switch set to AUTO-UP. Test 02 should be indicated in the Credits display. Display sequences from 01 thru 25. Corresponding solenoids 01 thru 24 are pulsed. Flipper relay is de-energized with subtest 25.
  2. To continuously pulse a single solenoid set switch to MANUAL-DOWN. Operate ADVANCE pushbutton sequence through the solenoids one at a time. Set toggle switch to AUTO-UP to resume sequencing.

Figure 2. Playfield Solenoid Locations and Solenoid Chart
Solenoid Locations Sol.
No. Function


01 Top Eject Hole
02 Bottom Right Eject Hole
03 Bottom Left Eject Hole
04 Bottom Left Drop Target
   3-Bank Reset
05 Bottom Right Drop Target
   3-Bank Reset
06 Top Right Drop Target
   3-Bank Reset
07 Drop Target 4-Bank,
   Left Targets Reset
08 Drop Target 4-Bank,
   Right Targets Reset
09 SOLAR Gun Lamps
10 Ball Release
11 General Illumination
12 Ball Ramp Thrower
13 Backbox Flash Lamps
14 Backbox Flash Lamps
15 Credit Knocker
16 Coin Lockout
17 Left Kicker
18 Right Kicker
19 SOLAR Gun Magnet Relay
20 Left Magnet Relay
21 Right Magnet Relay
22 Not Used

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
*

*

*

*

Top Eject Hole
Bottom Right Eject Hole
Bottom Left Eject Hole
Bottom Left Drop Target 3-Bank Reset
Bottom Right Drop Target 3-Bank Reset
Top Right Drop Target 3-Bank Reset
Drop Target 4-Bank, Left Targets Reset
Drop Target 4-Bank, Right Targets Reset
SOLAR Gun Lamps
Ball Release
General Illumination
Ball Ramp Thrower
Backbox Flash Lamps
Backbox Flash Lamps
Credit Knocker
Coin Lockout
Left Kicker
Right Kicker
SOLAR Gun Magnet Relay
Left Magnet Relay
Right Magnet Relay
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-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
--

--

--

--

SG-23-850-DC
SG-23-850-DC
SG-23-850-DC
SA3-23-850-DC
SA3-23-850-DC
SA3-23-850-DC
SA3-23-850-DC
SA3-23-850-DC
Type 89 Bulbs
SA3-23-850-DC
5580-09555-00
SG-23-850-DC
Type 89 Bulbs
Type 89 Bulbs
SA2-23-850-DC
SM-35-4000-DC
SG-23-850-DC
SG-23-850-DC
A-8592
A-8592
A-8592
--
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:
  1. Contacts of solenoid 19,20 and 21 switch ground to magnets(Part No. 20-9297).
  2. Special switch connections for solenoids 17 and 18 are as follows:
      17--ORN-BRN--2P13-5, 8P3-24, 8P6-5
      18--ORN-RED--2P13-3, 8P3-25, 8P6-6
  3. Flipper button connections are as follows:
      Right--ORN-VIO--2P12-1, 7P1-7
      Left--ORN-GRY--2P12-2, 7P1-9
  4. Typical wiring for solenoids and special switches:
Typical Solenoid Wiring

Switch Test
  1. From Solenoid Test depress ADVANCE with the switch set to AUTO-UP. Test 03 should be indicated in the Credits display and any stuck switches in the Master display. As stuck switch(es) is displayed a sound is produced. The display continuously cycles through the stuck switches and as they are opened, the number is removed from the sequence. When all switches are open, the Match display is blank and the sounds stop.
  2. If all switches in a row are displayed, first verify that all are open and then check for a short to ground on the row wire.
  3. Operate switches, a sound is produced and switch number is momentarily indicated in the ball in play display. If two switches in a row are indicated with one switch closed, check for a short between the column wires; for multiple indication check column wire for short to ground. If two switches in a column are indicated with one switch closed, check for short between row wires.
  4. If proper indications are obtained in Test 03 but matrix problem is suspected in game play, disconnect lamp connectors 2P5 and 2P7. Recheck in game play. Perform CPU Self-Test if problem remains. If problem is cleared, check for short between lamp matrix and jet bumper mounting brackets.
  5. Shorted diodes can cause "rectangle" switch matrix problems as follows: The center and top targets in the lower center 3-bank down (switches 26 and 27), and with a ball entering the Hidden Tomb Shooter making switch 43, a shorted diode at switch 27 would cause switch 42 Playfield Tilt to be indicated. Note that the "rectangle" is always completed with an incorrect switch diagonally opposite from the switch with the shorted diode.



Figure 3. Playfield Switch Locations and Switch Chart
Switch Locations 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 Left Kicker (10)
12 Right Kicker (10)
13 Left Outlane (5,000)
14 Right Outlane (5,000)
15 Left Inside Rollover (1,000)
16 Right Inside Rollover (1,000)
17 Top Eject Hole (5,000/ 10,000)
18 Bottom Right Eject Hole (5,000/10,000)
19 Bottom Left Eject Hole (5,000/ 10,000)
20 Outhole
21 Ball Ramp Right Switch
22 Ball Ramp Center Switch
23 Ball Ramp Left Switch
24 Ballshooter Trough
25 Right Bull's-Eye Target (10,000)
26* Right Ramp Rollunder (5,000/ Mystery)
27 Bottom Left 3-Bank, Bottom Target (1,000)
28 Bottom Left 3-Bank, Middle Target (1,000)
29 Bottom Left 3-Bank, Top Target (1,000)
30 Bottom Right 3-Bank, Top Target (1,000)
31 Bottom Right 3-Bank, Middle Target (1,000)
32 Bottom Right 3-Bank Bottom Target(1,000)
33 Top 3-Bank Bottom Target (1,000)
34 Top 3-Bank Middle Target (1,000)
35 Top 3-Bank Top Target (1,000)
36 4-Bank "l" (Left) Target (1,000)
37 4-Bank "2" Target (1,000)
38 4-Bank "3" Target (1,000)
39 4-Bank "4" (Right) Target (1,000)
40 Horseshoe Rollover (10,000/Lit Value)
41 SOLAR Ramp Target (10,000)
42 SOLAR Gun (5,000/ 10,000 Per Second)
43 Playfield Tilt

*All scores doubled when letter in F-l-R-E is flashing.

Mystery for switch 26 (awarded when lit) is spotting magnet lamps, letter in S-O-L-A-R, or Drain Shield, or scoring random point values.

With full bonus(es), 1,000 points is awarded in place of each bonus advance.

Figure 5. Switch Matrix



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

Top
Eject
Hole

17

Right
Bull's-Eye
Target

25

Top 3-Bank
Bottom
Target

33

SOLAR
Ramp
Target

41

Not
Used


49

Not
Used


57

2
WHT-
RED
2J3-8

Ball
Roll
Tilt

2

Right
Magnet
Button

10

Bottom
Right
Eject Hole

18

Right
Ramp
Rollunder

26

Top 3-Bank
Middle
Target

34

SOLAR
Gun


42

Not
Used


50

Not
Used


58

3
WHT-
ORN
2J3-7

Credit
Button



3

Left
Kicker



11

Bottom
Left
Eject Hole


19

Bottom Left
3-Bank, Bottom
Target

27

Top 3-Bank
Top
Target


35

Playfield
Tilt



43

Not
Used



51

Not
Used



59

4
WHT-
YEL
2J3-6

Right
Coin
Switch


4

Right
Kicker



12

Outhole




20

Bottom Left
3-Bank, Middle
Target

28

4-Bank
"1"(Left)
Target


36

Not
Used



44

Not
Used



52

Not
Used



60

5
WHT-
GRN
2J3-5

Center
Coin
Switch

5

Left
Outlane


13

Ball Ramp
Right
Switch

21

Bottom Left
3-Bank, Top
Target

29

4-Bank
"2"
Target

37

Not
Used


45

Not
Used


53

Not
Used


61

6
WHT-
BLU
2J3-4

Left
Coin
Switch

6

Right
Outlane


14

Ball Ramp
Center
Switch

22

Bottom Right
3-Bank Top
Target

30

4-Bank
"3"
Target

38

Not
Used


46

Not
Used


54

Not
Used


62

7
WHT-
VIO
2J3-3

Slam
Tilt



7

Left
Inside
Rollover


15

Ball Ramp
Left
Switch


23

Bottom Right
3-Bank, Middle
Target

31

4-Bank
"4"(right)
Target


39

Not
Used



47

Not
Used



55

Not
Used



63

8
WHT-
GRY
2J3-1

High
Score
Reset


8

Right
Inside
Rollover


16

Ballshooter
Trough



24

Bottom Right
3-Bank, Bottom
Target

32

Horseshoe
Rollover



40

Not
Used



48

Not
Used



56

Not
Used



64

INITIATING AUTO-CYCLE MODE

  1. Set AUTO-UP/ MANUAL-DOWN switch to AUTO-UP and depress ADVANCE pushbutton. Test 04 is indicated in Credit display and Function 00 in Match Display.
  2. Set switch to MANUAL-DOWN and depress ADVANCE to indicate Function 50 in the Match Display.
  3. Set switch to AUTO-UP and operate Credit button to indicate 15 in Player I Display.
  4. Depress ADVANCE pushbutton to start Auto-Cycle mode. Each cycle of this mode sequences thru the Display Digits Test, Sound Test (00), Lamp Test (01), and Solenoid test (02).
  5. To terminate the test and return to game over, turn the game OFF and back ON.

CPU BOARD SELF-TEST

Depress the DIAGNOSTIC pushbutton on the left side of the CPU Board. The following indications are provided for a few seconds and then the game attempts to go to game over:

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.

SOUND BOARD SELF-TEST

Depress DIAGNOSTIC pushbutton on the top of the Sound Board. Several electronic sounds should be produced. This sequence is repeated until the game is turned OFF and back ON.

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