16-515-103 Game No. 515 December, 1982 |
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CPU Board
Sound Board
GAME OPERATION
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 - Push credit button, startup tune played, ball served, credit display reduced by one, player 1 score flashes 00 until first scoring switch is made, ball in play shows 1. Pushing credit button before ball 2 displayed allows second player.
* Indicates adjustable features.
Lane Change is a trademark of Williams Electronics, Inc.
Bonus - The Bonus can be advanced from I to 39 (thousand), one advance for each of the F-A-N-T-A-S-Y standups, 1-2-3-4-5 Lanes, Drain Lanes and Mushroom Jump rollovers. Two advances for Flipper Return Lanes. When Bonus is advanced to maximum, 2000 points is awarded for each Bonus advance. Completing F-A-N-T-A-S-Y advances BONUS MULTIPLIER (2X, 3X, 5X, 10X) and scores F-A-N-T-A-S-Y 20,000 points.
1-2-3-4-5 Lanes - Completing 1-2-3-4-5 Lanes awards highest lit value and increases lit value. If no values are lit, 10,000 is awarded. When 90,000 is awarded lites are reset after ball drains*. Making flashing lane will spot needed T-l-M-E letter. (Lane flashes only when no other lanes are lit.)
Time Ball Multipliers - Time Ball Multipliers 2X, 3X, 4X, 5X are advanced by completing 1-2-3-4-5 Lanes. Time Ball Multipliers are in Memory until Time Ball starts.
Time Ball Play - Making Time Tube target awards flashing letter* and 5,000 points plus 50,000 points when lit (random). Spelling T-l-M-E starts Time Ball play for 30 seconds Lane 1 adds 10 seconds, and lit flipper lane adds 5 seconds to Time Ball play. I n Time Ball all scores are multiplied by Time Ball Multiplier and ball is returned if lost if time is not up. Spelling T-I-M-E in Time Ball lites Drain Lane Special. F-A-N-T-A-S-Y adds 5 seconds to Time Ball.
Mushroom Jump - Making Top Left Rollover builds Mushroom Jump value, 10, 20, 30, 40, 50, 100 thousand each time through. Making Mushroom Jump in direction of lit arrow scores value lit and builds to next value. Completing 100 and making Mushroom Jump in direction of lit arrow scores 100,000 and lites Special. Making Mushroom Jump in wrong direction reduces value lit.
Special - Kickers and 10 point Standups alternate Drain Lane Special lites. Leaving playfield through lit lane awards Special.
Tilt - Ball in play is tilted on third* closure of Plumb Bob and playfield tilts. A single slam tilt returns game to Game Over mode.
Match - Match digits appear* in Ball-in-Play display and Game Over lamps go off: game then enters attract mode.
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.
*Indicates game program adjustable features.
DESCRIPTION | ||
FUNCTION | PLAYER 1 | PLAYER 2 | /tr>
00 | Game Identification (2515 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 |
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 | 1,200,000 |
15 | Replay 2 Score [Times exceeded] | 2 | 2,500,000 |
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 02 = Awards Points | - | 00 |
28 | Replay Scores: 00 = Awards Credit; 01 = Awards Extra Ball | - | 00 |
29 | Maximum Plumb Bob Tilts | - | 03 |
30 | Number of Balls (03 or 05) | - | 03 |
31 | T-I-M-E Ramp Target Timing: 00 (Difficult) to 09 (Easy) | - | 06 |
32 | Time Ball Bell: 00 = ON; 01 = OFF | - | 00 |
33 | Background Sound: 00 = ON; 01 = OFF | - | 00 |
34 | Bonus Multiplier Memory: 00 = OFF; 01 = ON | - | 01 |
35 | Not Used | - | 00 |
36 | Not Used | - | 00 |
37 | Not Used | - | 00 |
38 | Not Used | - | 00 |
39 | Not Used | - | 00 |
40 | High Score Credits | 1 | 03 |
41 | Maximum Extra Balls at one time (00 = No Extra Balls) | - | 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 |
Figure 1. Playfield Lamp Locations *These Lamps are on Insert Door, all others are on Playfield. |
*01 - Keep Shooting *02 - Ball in Play *03 - Tilt *04 - Game Over *05 - Match *06 - High Score 07 - 50,000 When Lit 08 - Keep Shooting 09 - "F" 10 - "A" 11 - "N" 12 - "T" 13 - "A" 14 - "S" 15 - "Y" 16 - Turn Around Left 17 - Turn Around Right 18 - Left Drain Lane 19 - Right Drain Lane 20 - Left Flipper Return Lane 21 - Right Flipper Return Lane 22 - Lane 1 23 - Lane 2 24 - Lane 3 25 - Lane 4 26 - Lane 5 27 - Lane 30,000 28 - Lane 60,000 29 - Lane 90,000 30 - All Score Mult-Arrow 31 - Time 2X 32 - Time 3X 33 - Time 4X 34 - Time 5X 35 - Ramp T 36 - Ramp I 37 - Ramp M 38 - Ramp E 39 - "T" 40 - "1" 41 - "M" 42 - "E" 43 - 10,000 Turn Around 44 - 20,000 Turn Around 45 - 30,000 Turn Around 46 - 40,000 Turn Around 47 - 50,000 Turn Around 48 - 100,000 Turn Around 49 - 1 Bonus 50 - 2 Bonus 51 - 3 Bonus 52 - 4 Bonus 53 - 5 Bonus 54 - 6 Bonus 55 - 7 Bonus 56 - 8 Bonus 57 - 9 Bonus 58 - 10 Bonus 59 - 20 Bonus 60 - 2X Bonus Multiplier 61 - 3X Bonus Multiplier 62 - 5X Bonus Multiplier 63 - 10X Bonus Multiplier 64 - Not Used |
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 |
Keep Shooting |
"F" | Turn Around Right |
Lane 4 |
Time 4X |
"M" | 1 Bonus |
9 Bonus |
2 |
RED- BLK 2J7-2 |
Ball in Play |
"A" | Left Drain Lane |
Lane 5 |
Time 5X |
"E" | 2 Bonus |
10 Bonus |
3 |
RED- ORN 2J7-3 |
Tilt | "N" | Right Drain Lane |
Lane 30,000 |
Ramp T |
10,000 Turn Around |
3 Bonus |
20 Bonus |
4 |
RED- YEL 2J7-4 |
Game Over |
"T" | Left Flipper Return Lane |
Lane 60,000 |
Ramp I |
20,000 Turn Around |
4 Bonus |
2X Bonus Multiplier |
5 |
RED- GRN 2J7-5 |
Match | "A" | Right Flipper Return Lane |
Lane 90,000 |
Ramp M |
30,000 Turn Around |
5 Bonus |
3X Bonus Multiplier |
6 |
RED- BLU 2J7-6 |
High Score to Date |
"S" | Lane 1 |
All Score Mult-Arrow |
Ramp E |
40,000 Turn Around |
6 Bonus |
5X Bonus Multiplier |
7 |
RED- VIO 2J7-9 |
50,000 When Lit |
"Y" | Lane 2 |
Time 2X |
"T" | 50,000 Turn Around |
7 Bonus |
10X Bonus Multiplier |
8 |
RED- GRY 2J7-8 |
Keep Shooting |
Turn Around Left |
Lane 3 |
Time 3X |
"I" | 100,000 Turn Around |
8 Bonus |
Not Used |
Solenoid Test
Sol. No. Function
01 Outhole |
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 * * |
Outhole Not Used Not Used Not Used Not Used Not Used Not Used Not Used Not Used Not Used General Illumination Relay Not Used Not Used Not Used Bell Coin Lockout Top Left Jet Bumper Right Jet Bumper Left Kicker Right Kicker Bottom Jet Bumper Not Used Right Flipper 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 BLU-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, 3P7-1 2P9-2, 8P3-12 2P9-3, 8P3-13 2P9-4, 8P3-14 2P9-5, 7P1-17 2P9-6, 7P1-18, 7P2-4 2P12-7, 8P3-17 2P12-4, 8P3-18 2P12-3, 8P3-19, 8P6-8 2P12-6, 8P3-20 2P12-8, 8P3-12 2P12-9, 8P3-22 2P12-1, 7P1-7 2P12-2, 7P1-9 |
Q15 Q17 Q19 Q21 Q23 Q25 Q27 Q29 Q31 Q33 Q35 Q37 Q39 Q41 Q43 Q45 Q2 Q4 Q6 Q8 Q10 Q12 -- -- |
SA3-23-850-DC
5580-09555 904218-696* SG-23-850-DC SG-23-850-DC SG-23-850-DC SG1-23-850-DC SG1-23-850-DC SFL-19-400/ 30-750-DC SFL-19-400/ 30-750-DC |
*NOTES:
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3. Typical wiring for solenoids and special switches: |
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 "F" 1000* 10 "A" 1000* 11 "N" 1000* 12 "T" 1000* 13 "A" 1000* 14 "S" 1000* 15 "Y" 1000* 16 Left Turnaround*# 17 Right Turnaround*#t 18 Left Drain Lane 5000 + I Bonus Advance 19 Right Drain Lane 5000 + I Bonus Advance 20 Left Flipper Return Lane 1000 (10,000 When Lit) 21 Right Flipper Return Lane 1000 (10,000 When Lit) 22 Lane 1 1000* 23 Lane 2 1000* 24 Lane 3 1000* 25 Lane 4 1000* 26 Lane 5 1000* 27 Lower Left Standup Target 10 28 Upper Left Standup Target 10 29 Upper Top Right Standup Target 10 30 Upper Center Right Standup Target 10 31 Upper Bottom Right Standup Target 10 32 Lower Right Standup Target 33 Top Left Jet Bumper 1000 34 Right Jet Bumper 1000 35 Bottom Left Jet Bumper 1000 36 Ramp Standup Target Timetube 5000 ** 37 Left Kicker 10 38 Right Kicker 10 39 Outhole 40 Flipper Lane Change 41 Playfield Tilt 42 Left Lane Switch 5000 ## 43-64 Not Used * 2000 with full bonus. # Score lit value when both switches are made in direction of lit arrow and advances mushroom jump value to 10K, 20K, 30K,40K,50K,100K. Making with 100K lit lights special. Making in wrong direction reduces value. ** Lights flashing letter in T-l-M-E. ## Advances mushroom jump value to 10K, 20K, 30K, 40K, 50K, 100K. |
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 |
"F" 1000 9 |
Right Turnaround** 17 |
Lane 4 1000* 25 |
Top Left Jet Bumper1000 33 |
Playfield Tilt 41 |
Not Used 49 |
Not Used 57 |
2 |
WHT- RED 2J3-8 |
Ball Roll Tilt 2 |
"A" 1000 10 |
Left Drain Lane 5000 18 |
Lane 5 1000 26 |
Right Jet Bumper 1000 34 |
Left Lane Switch 5000**** 42 |
Not Used 50 |
Not Used 58 |
3 |
WHT- ORN 2J3-7 |
Credit Button 3 |
"N" 1000 11 |
Right Drain Lane 5000 19 |
Lower Left Standup Target 10 27 |
Bottom Left Jet Bumper 1000 35 |
Not Used 43 |
Not Used 51 |
Not Used 59 |
4 |
WHT- YEL 2J3-6 |
Right Coin Switch 4 |
"T" 1000 12 |
Left Flipper Return Lane 1000 20 |
Upper Left Standup Target 10 28 |
Ramp Standup Target Timetube 5000*** 36 |
Not Used 44 |
Not Used 52 |
Not Used 60 |
5 |
WHT- GRN 2J3-5 |
Center Coin Switch 5 |
"A" 1000 13 |
Right Flipper Return Lane 1000 21 |
Upper Top Right Standup Target 10 29 |
Left Kicker 10 37 |
Not Used 45 |
Not Used 53 |
Not Used 61 |
6 |
WHT- BLU 2J3-4 |
Left Coin Switch 6 |
"S" 1000 14 |
Lane 1 1000 22 |
Upper Center Right Standup 10 30 |
Right Kicker 10 38 |
Not Used 46 |
Not Used 54 |
Not Used 62 |
7 |
WHT- VIO 2J3-3 |
Slam Tilt 7 |
"Y" 1000 15 |
Lane 2 1000 23 |
Upper Bottom Right Standup Target 10 31 |
Outhole 39 |
Not Used 47 |
Not Used 55 |
Not Used 63 |
8 |
WHT- GRY 2J3-1 |
High Score Reset 8 |
Left Turnaround** 16 |
Lane 3 1000 24 |
Lower Right Standup Target 32 |
Flipper Lane Change 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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