GameArchive: Time Fantasy Instruction Booklet
Williams Logo 16-515-103
Game No. 515
December, 1982
Time Fantasy Logo

This booklet provides game operation, bookkeeping, game adjustment, diagnostic, and self-test procedures for Time Fantasy. For installation and special maintenance information refer to the bluecovered game 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 Time Fantasy 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 (10A SB) for flipper solenoids must be installed.
Display Boards
Model C 8363 Master Display and 7-digit Slave Displays required.

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.

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 /tr>
DESCRIPTION
FUNCTION PLAYER 1 PLAYER 2
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

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 1,200,000
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







*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. For straight quarter play, set Function 19 to 00, Function 23 to 01 and Function 24 to 00. All other pricing functions should remain at their factory settings.

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. Playfield Lamp Locations


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

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
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

  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 Outhole
02 Not Used
03 Not Used
04 Not Used
05 Not Used
06 Not Used
07 Not Used
08 Not Used
09 Not Used
10 Not Used
11 General Illumination Relay
12 Not Used
13 Not Used
14 Not Used
15 Bell
16 Coin Lockout
*17 Top Left Jet Bumper
*18 Right Jet Bumper
*19 Left Kicker
*20 Right Kicker
*21 Bottom Jet Bumper
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
*

*

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:
  1. Special switch connections for solenoids 17 and 18 are as follows:
      17--ORN-BRN--2P13-5, 8P3-24
      18--ORN-RED--2P13-3, 8P3-25
      19--ORN-BLK--2P13-2, 8P3-26
      20--ORN-YEL--2P13-4, 8P3-27
      21--ORN-GRY--2P13-8, 8P3-28
  2. Flipper button connections are as follows:
      Right--ORN-VIO--2P12-1, 7P1-7
      Left--ORN-GRY--2P12-2, 7P1-9
3. 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.



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 "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.

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

"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

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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