16P-507-103 Game No. 507 July, 1981 |
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CPU Board
Sound Board
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.
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 | -- |
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 |
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 "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
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:
|
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. |
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 |
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.
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