Capcom Breakshot Operator's Manual

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MC.
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ELECTRICAL INPUT
RATINGS
I00
to 11 5V
200
to 230V AC
GAME
AC
5aoHZ
W6OHZ
SPECIFICATIONS
DESCRIPTION
8
AMPS
4
AMPS
CIRCUK Slow-Blo fuses, Vari~tor Surge Protection, IEC-Type Grounded Receptacle
PROTECTION
SHIPPING CARTON Height:
INFORMATION
Weight
PRODUCT FCC,
APPROVALS
CE
Marking
55-1/2"(1.41
240
Pounds (1
Part
15, Class A Digital Deice
M)
Width:
08.6Kg)
30-1/2"(0.77M)
Depth:
30-1/2"(~.77M)
AUDIO SYSTEM MPEG Digital 1 Channel Mono Output (Left, Center, Right) Rated at 10Watts RMS
*
Two
4"
2-way
One
8"
DISPLAY COIN DOOR OPERATOR
128
X
32
Character
Standard:
2
Coin Acceptors Optional: Additional
Audio: Volume
ADJUSTABLES Visual: Standard or
Coinage:
Play
Game
U.
Mode:
Play Replay Percentage, Match Credits, Game
Password Protection: 3 Levels of
SPECIAL SOFTWARE 475 Individual Audits *1 1 Self-Test
FEATURES
%
Internal Diagnostic Levels *Automated
Speakers tor Mid & High
Bass
Speaker
for Low Frequencies
Frequencies
Dot Matrix
2
Coin
Acceptor or
Control
S.
Standard; Custom Configuration for Foreign Currencies
Free
Custom
Play,
Tournament,
fw
Sound
Display
Effects,
Messages
and
Game
Background Sounds, Attract Sounds
Diffiiutty Level
Restart
Security
Modes
.Adjustable
Software
Flipper Strength
Troubleshooting
Bill
I
Acceptor
CABINET
DIMENSIONS
NOTE:
DIMENSIONS
DO
NOT INCLUDE
CABINET PROTRUSIONS,
THE
BALL
SHOOTER, COlN
FLIPPER
BUTTONS,
OR
LATCH.
h
SUCH
AS
DOOR,
BACKBOX
L
-@COIN-OP,
INC
.
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TABLE OF CONTENTS
DESCRIPTION
PAGE
Installation & Setup
...........................................................................................................................................................
1
Game Rules
.........................................................................................................................................................
5
Menu System
Menu System Description
..................................................................................................................................
18
Audits Data Table
...............................................................................................................................................
21
Game Adjustments
..............................................................................................................................................
24
...............................................................................................................................................
Game Diagnostics
-33
...................................................................................................................................................
Reset Functions 41 Reports
..........................................................................................................................................................
-42
Redemption
......................................................................................................................................................
1
Component Parts Identification & Service Parts Listing
Cabinet & Backbox Parts Identification
..............................................................................................................
54
Power Driver Board
...........................................................................................................................................
-56
Sound Board
.......................................................................................................................................................
-60
CPU Board
.........................................................................................................................................................
-62
Display Power Supply Board
..............................................................................................................................
64
Interface Board
...................................................................................................................................................
-65
Diode Board
........................................................................................................................................................
66
Lamp Boards
.................................................................................................................................................
68
Cabinet,
Backbox, & Playfield Lamps
..........................................................................................................
70
Playfield Rubber Rings
.......................................................................................................................................
72
.........................................................................................................................................
Playfield Ball Guides 73 Play field Posts
....................................................................................................................................................
-74
.............................................................................................................................................
Switches and Optos 78
........................................................................................................................................................
Opto Boards 79 Solenoids and Flashers
........................................................................................................................................
80
Playfield Plastics
.................................................................................................................................................
82
Playfield
-
Mechanisms
.......................................................................................................................................
85
Troubleshooting Guide
Power-up Problems
...........................................................................................................................................
104
Coin Door Problems
............................................................................................................................................
105
Dot Matrix Display Problems
.......................................................................................................................
106
..................................................................................................................................................
Sound Problems
107
Playfield Problems
.
Mechanical
........................................................................................................................
108
Playfield Problems
.
Solenoids
...........................................................................................................................
109
Playfield Problems
.
Switches
.............................................................................................................................
110
....................................................................................................
Illumination Problems - Playfield & Backbox
111
Schematic Diagrams
I
Proprietary and confidential information. not
to
be
disclosed or copied without the express permission of
CAPCOMa COIN.OP . INC
.
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8) Install one hex nut (A) half-way up on each leveler. Then insert levelers into each leg and turn
until they contact the stop nut. Using a second nut
(B), thread onto each leveler from inside the leg and
tighten (see Figure 6).
15) Attach lock washer and flat washer to thumb screw and fasten to cabinet tee nuts (see figure 8). Tighten firmly.
THUMB SCREW
FLAT
WASHER
FIGURE
6:
INSTALLING LEVELER ON LEG
9) Carefully lift the front of the cabinet and place on a sturdy support. Attach the front legs using two acorn-head bolts. Tighten bolts firmly (see Figure 7).
FIGURE
7:
INSTALLING LEGS ON CABINET
10) Carefully lift the rear of the cabinet, place on
a sturdy support, and attach the legs using the supplied bolts. Tighten firmly.
P
1)
At the rear of the cabinet, connect AC line cord to receptacle. Install cover plate, bushing, and screws.
12) Using two or more people lift the game and move to intended play area. Do not slide legs on floor.
13) Insert key into the lock at the top of the
backbox and turn fully clockwise. Lift up on backglass and swing out towards front of game. CAREFULLY remove backglass and set aside.
14) Lift up on latch and open the lamp door. Swing door completely open. Open display panel by pushing latches, located above the speaker enclosures, out towards the sides of
backbox.
FIGURE
8:
INSTALLING BACKBOX LOCKING HARDWARE
16) Check that all fuses, connectors, lamps, and wire harnesses are fully seated. .Tighten any loose fasteners snugly. Do not overtighten.
17) Close and latch both sides of the display panel; then close and latch the lamp door. Re-install the backglass and lock the
backbox.
18) Place a level in position "A" on the playfield glass (see Figure 9). Adjust the rear leg levelers, as required, to obtain zero
degree(OO) balance. Move the
level to position "B" and repeat front
&
rear adjustments until cabinet appears level. Move the level to position "C" and adjust front
andlor rear leg
levelers to obtain a
6-112" incline. Tighten leg leveler
nuts firmly.
0
DEGREES
&4
FIGURE
9:
CABINET LEVELING
Page
2
Proprietary and confidential information, not to be disclosed or copied without the express permission of CAPCOMB COIN-OP, INC.
-@COIN-OP, INC.
BREA
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19) Remove the handrail by opening the coin door
and releasing the thumb latch (see Figure 10):
I
FIGURE 10: REMOVING HANDRAIL
I
20) Remove playfield glass by sliding down and out of armor guides. CAREFULLY set glass aside.
24) Re-install the handrail by engaging the thumb latch to the right (see Figure 12).
n
c
TO RIGHT
AND
P606W
FIGURE 12: INSTALLING HANDRAIL
Make sure your game is locked. Press down
A
on the handrail until you hear a click.
21)
Push thumb latch to the right to release playfield. Lift playfield straight-up until it reaches the locked position. Verify that solenoids, connectors, lamps, and harnesses are fully seated. Tighten any loose fasteners snugly. Do not overtighten.
22) Locate plumb bob parts. Install thumbscrew into threaded hole on lead weight. Insert hook wire into tapered end of lead weight. Raise wire
&
weight up into bottom tilt bracket and hang from top bracket. Adjust and tighten screw firmly (see Figure
1 I).
FIGURE 11: PLUMB BOB TILT ASSEMBLY
23) Lower the playfield into the cabinet. Ensure that cables are not pinched when playfield is seated.
25) Connect AC line cord to power outlet. Route cord away from foot traffic. Turn the game power ON (switch is under cabinet near right front leg).
26) Open the coin door. Dot matrix display will show the system menu. Follow directions in this manual for changing factory settings.
27) Refer to the TROUBLESHOOTING GUIDE section of the manual for assistance in locating faults, clearing errors, etc.
28) Upon completion, system menu should report "FOUND:
0 ERRORS, 0 INFO" to indicate the game
is ready for use.
29) Install required number of balls.
30) Close the coin door. Insert currency or tokens as necessary. Press the START button. Game should begin.
31) Clean both sides of playfield glass. Install glass. Install handrail. Ensure that lever snaps in and locks.
32) Open coin door and retrieve currency or tokens. Set custom messages, difficulty, pricing, replays, etc.
33) Reset all counters to zero. Close and lock coin door. Ensure that the
backbox is locked.
Proprietary and confidential information, not
to
be disclosed or copied without the express permission of CAPCOMa COIN-OP, INC.
Page
3
CNB~EJ@COIN-OP,
INC.
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PLAYFIELD
GAME
FEATURES
TOP LANES
INDICATOR LAMPS
TOP LANES
-
STAR BUMPERS-
LEFT SUPER CUE,
CAPTIVE BALL-
LEFT CENTER
STAND-UP
TARGET-
LEFT STAND-UP
TARGET (HIDDEN)
-
:FT DROP TARGETS
-
_EFT RETURN LANE-
LEFT
OUTLANE-
LEFT SLINGSHOT-
RlGHT SUPER CUE RlGHT STAND-UP
TARGET (HIDDEN)
RlGHT DROP TARGE
CENTER POCKETS CENTERPOST
UPPER RlGHT
FLlPP
RlGHT CENTER STAND-UP TARGET
AWARD LIGHTS
BONUS SAUCER NINEBALL GAME
BONUS RACK RlGHT RETURN LAN
RlGHT
OUTLANE
SHOOT AGAIN
,
-.---.,
ITS
'ER
Page
4
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Proorietarv and confidential iniorrnabon. not to
bf
disclosed or cooied without the enoress ~errnission oi CAPCOMO COIS-OP. INC.
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points to the End-of-Ball bonus. Once all the Solids or Stripes balls have been collected, the eight ball is spotted. Making the eight ball shot wins the Eightball game and begins Nineball.
@
@
@
@
@
@
are located above the top lanes. Making the corresponding top lane,
when one of these balls is flashing, collects that ball.
@
and
@
are located at the left center standup target.
0
and
@
are located at the right center
standup target. Hitting these standup targets collects these balls.
@
and
@
are located at the left drop target bank.
and
@
are located at the right drop target bank. Initially, the ball indicator lamps are lit steady. Completing either drop targets will "spot" the ball, causing the appropriate ball lamp to flash. Hitting the
standup target behind the drop target collects the
indicated ball.
@
The is located at the Bonus Saucer on the right side of the playfield. The eight-ball is qualified
("spotted") after all Solids or Stripes have been collected. Shooting the bonus saucer collects the eightball, winning the Eightball game and begins Nineball.
In addition to the shots mentioned above, balls can be collected by repeatedly shooting the
bankshot
orbit (see Bankshot Orbit), by shooting the Left and Right Super Cue (orbits) (see Left Super Cue and
Right Super Cue), and shooting the center pockets saucers (see Center Pockets).
NINEBALL GAME
The Nineball game is indicated by the Nineball game light flashing. It flashes once for each time the Nineball game has been played during the current coin (including buy-ins).
8
When the Nineball game is started, the
flashes in the bonus rack.
@
through
@
must be
collected, in order, to win the
Nineball game and begin Rotation (if the previous game was Eightball) or Eightball (if the previous game was Rotation). When a ball is collected, it is lit in the bonus rack and the next ball will be spotted (flashing) in the bonus rack. Collecting a ball scores 30,000 points and adds
10,000 points to the End-of-Ball bonus.
During the
Nineball game, both the left and right Super Cues (orbits) are lit. Shooting the left Super Cue lane either directly, or by completing a right Super Cue (which feeds around to the left Super Cue lane), spots a ball. The "Spots Next Ball" light will be flashing in the left Super Cue lane to indicate that the Super Cues are spotting the ball.
Shooting the Captive Ball
standup target spots one ball (see Captive Ball). Balls can also be collected by
repeatedly shooting the
Bankshot orbit (see Bankshot) or by shooting the Center Pockets saucers (see
Center Pockets).
The current
Nineball award is indicated by a flashing SPECIAL, POINTS, or EXTRA BALL light in the
center of the playfield. The first time the
Nineball game is played, EXTRA-BALL and POINTS
alternate. Each sucessive
Nineball game will then alternate between SPECIAL, EXTRA BALL, and
Page
6
I
Proprietary and confidential information, not to
be
disclosed or copied without the express permission of CAPCOMm COIN-OP, INC.
POINTS (except in cases where the ball has been inactive for more than 7 seconds, the award will remain on POINTS).
ROTATION GAME
The Rotation game is indicated by the Rotation game light flashing. It flashes once for each time the Rotation game has been during the current coin (including buy-ins).
8
When the Rotation game is started, the
flashes in the bonus rack.
0
through
@
must be collected, in order, to win the Rotation game and begin Nineball. When a ball is collected, it is lit in the bonus rack and unlit at the target. The next ball in sequence is then spotted (flashing) at its' target. Collecting a ball scores 30,000 points and adds 10,000 points to the End-of-Ball bonus.
@@@@@@
are located above the Top Lanes. Making the corresponding top lane, when
one of these balls is flashing, collects that ball.
0
and
@
are located at the left center standup target.
@
and
@
are located at the right center
standup target. Hitting these standup targets, when one of these balls is flashing, collects the ball.
@
and
@
are located at the left drop target.
@
and
@
are located at the right drop target.
.
Initially, the ball indicator lamps are lit steady. Completing either drop targets will "spot" the ball,
causing the appropriate ball lamp to flash. Hitting the
standup target behind the drop target collects the
indicated ball.
@
The
is located at the Bonus Saucer. Shooting the Bonus Saucer, when the eight ball is "spotted"
(flashing), collects the eight ball.
In addition to the shots mentioned above, balls can be collected by repeatedly shooting the
bankshot
orbit (see Bankshot Orbit), by shooting the Left and Right Super Cue (orbits) (see Left Super Cue and
Right Super Cue), and shooting the center pockets saucers (see Center Pockets).
PLAYFIELD FEATURES
LEFT SLINGSHOT
The left slingshot scores 1000 points and 10 points alternately.
LEFT RETURN LANE
The left return lane scores 3000 points. The left return lane also lights the CALL YOUR SHOT feature
at the Bonus Saucer for
6
seconds (see Bonus Saucer).
Proprietary and confidential information, not to
be
disclosed or copied without the express permission of CAPCOMB COIN-OP, INC.
Page
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the shot, collects the ball, and awards 30,000 points plus adds 10,000 points to the End-of-Ball bonus.
LITE SUPER CUE - During the Eightball and Rotation games, hitting the left center standup target will light the right Super Cue (orbit) (see Right Super Cue). When the Lite Super Cue award is available, the Lites Super Cue light will flash.
CAPTIVE BALL
The Captive Ball awards 3000 points, when hit lightly, and 30,000 points when hit hard (the standup target is hit). A hard hit will also advance the game towards an extra ball, depending upon the number of hits required (software adjustable). The number of captive ball hits is indicated by three indicator lights to the right of the captive ball. When all three are lit, the extra ball is qualified and the extra ball indicator light will flash. Hitting the captive ball
standup target one more time will award the extra ball
and reset the captive ball indicator light. The number of captive ball
standup hits for the next extra ball
will then increase by one.
The Extra Ball can also be qualified by making a Super Cue Capcombo. A Super Cue
Capcombo is made by completing a right Super Cue immediately after completing a left Super Cue or vice-versa. Completing a Super Cue
Capcombo qualifies the Extra Ball at the Captive Ball for the duration of the
ball in play (see
Lefi Super Cue and Right Super Cue). When the Super Cue Capcombo extra ball is
qualified, hitting the captive ball
standup target will award the extra ball.
LEFT SUPER CUE
The left Super Cue (orbit) is lit during the Eightball and Rotation games by hitting the right center
standup target (see Right Center Standup Target). Upon completion of a left Super Cue,it remains lit until another target is hit (allowing consecutive left Super Cue shots to be made). Once unlit, the left Super Cue can be re-lit by hitting the right center
standup target.
The Left Super Cue is lit for the entire
Nineball game. The Super Cue light will flash whenever the Left Super Cue is available. A hard shot to the Left Super Cue lane can travel through to the right Super Cue Lane, thus completing the orbit and awarding one of the following:
INCREASE BANKSHOT BONUS - Completing the left Super Cue doubles the current Bankshot Bonus. By immediately shooting the Bankshot lane (see Bankshot), the Bonus can be collected. The Bonus starts at 50,000 and doubles for each left Super Cue completed (up to six times for a maximum of 3,200,000 points). The
Bankshot Bonus resets at the start of each ball
(operator adjustable). SUPER CUE AWARD - Completing the left Super Cue awards a Super Cue value of 30,000
points. This value will increase by 30,000 points for each consecutive left Super Cue completed (without hitting any other targets in-between).
SUPER CUE CAPCOMBO- Completing the left Super Cue immediately after completing a right Super Cue (see Right Super Cue) completes the Super Cue Capcombo. It awards 250,000 points and lights the Extra Ball for the duration of the ball in play.
SPOT BALL(S) - During Eightball, Nineball, and Rotation, completing the left Super Cue spots the next ball. Additionally, during Eightball or Rotation, the next two balls can be spotted if the right Super Cue is lit.
Proprietary and confidential information, not
to
be disclosed or copied without
the
express permission of
CAPCOMB COIN-OP, INC.
Page
9
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UPPER RIGHT FLIPPER
The upper right flipper provides clean shots to the Bankshot lane, the right Drop Target bank, the right Super Cue, and the Star bumpers.
RIGHT CENTER STANDUP TARGET
Hitting the right center standup target (located to the right of the center post) will award 3000 points and one of the following will occur:
\
SPOT
@
-
During an Eightball (Solids) game, the standup target will spot the five ball if it has
not been previously collected. The five ball will also be spotted during the Rotation game if it is
I
the next ball to play. Hitting the target will collect the five ball and award 30,000 points plus
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10,000 points is added to the End-of-Ball bonus.
SPOT
@
-
During an Eightball (Stripes) game, the standup target will spot the thirteen ball if it has not been previously collected. The thirteen ball will also be spotted during the Rotation game if it is the next ball to play. Hitting the target will collect the thirteen ball and award 30,000 points plus 10,000 points are added to the End-of-Ball bonus.
LITE SUPER CUE - During the Eightball and Rotation games, hitting the standup target will light the left Super Cue (see Left Super Cue). When the Lite Super Cue award is available, the Lites Super Cue light will flash.
BONUS SAUCER
The Bonus Saucer is located on the right side of the playfield. The Bonus Saucer is used for a variety of features:
SPOT
@
-
During an Eightball (Stripes or Solids) game, the Bonus Saucer will spot the eight ball if all other game balls have been collected. The eight ball is also spotted during the Rotation game if it is the next ball to play. Making the Bonus Saucer shot collects the eight ball and awards 30,000 points plus 10,000 points is added to the End-of-Ball bonus.
COLLECT BONUS - The Collect Bonus feature is active (flashing) at the start of each ball if the current game in progress has collected at least one ball. Making the Bonus Saucer collects the End-of-Ball bonus without resetting it. The End-of-Ball bonus awards a base value of 10,000 points plus 10,000 points for each ball collected during the current game. These points are then multiplied by the current bonus multiplier (from 1 to
99;
see Top Lanes). The bonus multiplier then resets to one for the start of each ball. Once the bonus has been collected, it is not available again until completion of the current game or at the start of the next ball.
CALL YOUR SHOT - The Call Your Shot feature is qualified (flashing) by the left return lane (see Left Return Lane) for six seconds. It is also qualified during Eightball and Rotation games when the eight ball is spotted at the Bonus Saucer. Completing the Bonus Saucer allows you to choose one of three shots (Left Super Cue, Center Pocket saucers, or Right Super Cue
)
by
Page 12
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Proprietary and confidential information, not to
be
disclosed or copied without the express permission of CAPCOMB COIN-OP, IKC.
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NOTE ON MULTI-PLAYER GAMES: Each player must individually qualify the Center Pockets saucer locks. This information is then kept in memory from ball-to-ball and player-to-player.
The first ball to enter the Center Pockets immediately causes the center post to rise and
...
if the ball does not enter any of the three saucers and comes to rest above the center post, the ball
remains captured, the saucers remain unqualified, and a new ball is released to the plunger. if the ball enters any of the three saucers, a
Good Shot
(30,000 points) is awarded, one ball is spotted in the current pool game, and one or both of the outside (left or right) saucers are qualified. The ball is then ejected from the saucer and comes to rest above the center post. A new ball is then served to the plunger.
The second ball is now put into play while the first ball remains captive above the center post. Shooting this ball at at the raised center post can cause the captured ball to enter one of the saucers and award a
Trick
Shot
(
100,000 points). If the captured ball enters the
CENTER SAUCER, one ball is spotted in the current pool game and one or both of the outside saucers are qualified. The ball is then ejected from the saucer and comes to rest above the center post.
LEFT OR RIGHT SAUCER (NOT QUALIFIED), one ball is spotted in the current pool game and one or both of the outside saucers are now qualified. The ball is then ejected from the saucer and comes to rest above the center post.
LEFT OR RIGHT SAUCER (QUALIFIED), one ball is spotted in the current pool game and the ball remains locked in that saucer. The center post is then lowered and a new ball is sent to the plunger. When this next ball enters the Center Pockets, the post will be raised and
...
if the ball does not enter one of the remaining two empty saucers and comes to rest above the
center post, the second ball remains captured, and a third ball is served to the plunger.
if the ball enters the center saucer, a
Good Shot
(30,000 points) is awarded, one ball is spotted in the current pool game, and the empty left or right saucer is now qualified. Both balls are then ejected from the saucers, come to rest above the center post, and a third ball is served to the plunger.
if the ball enters the left or right saucer, and that saucer was not qualified, a
Good Shot
(30,000 points) is awarded, one ball is spotted in the current pool game, and that saucer is
now qualified. Both balls are then ejected from the saucers, come to rest above the center post, and a third ball is served to the plunger.
If the ball enters the left or right saucer, and that saucer is qualified, a
Good Shot
(30,000 points) is awarded and one ball is spotted in the current pool game. The second ball remains locked in that saucer (one ball is now locked in each of the left and right saucers). A third ball is now served to the plunger.
For as long as one or two balls remain captured above the center post, the following can occur:
Page
14
I
Proprietary and confidential information, not
to
be disclosed or copied without the express permission or CAPCOMB COIN-OP, INC.
Shooting the ball-in-play so that it hits the raised center post, causing one of the captured balls to bounce up from the other side of the center post and enter one of the saucers awards a Trick Shot (100,000 points), and spots one ball in the current pool game. If the ball enters a qualified saucer, the ball remains locked. If the ball enters a non-qualified saucer, it becomes qualified and the ball is ejected.
Shooting the ball-in-play so that it hits the raised center post, causing the captured balls to each enter left and right saucers, awards a Combo Shot (250,000 points) and spots two balls in the current pool game. If either ball enters a qualified saucer, that ball will remain locked in the
saucer. If either ball enters a non-qualified saucer, that saucer then becomes qualified and the ball is ejected.
Once both captured balls are locked in the left and right saucers, the center post is lowered and the center saucer is qualified. If the next ball enters the center saucer, Breakshot Frenzy (3-Ball Mayhem) starts and continues until two of the three balls are drained. The following scoring rules apply:
PLAYFIELD SCORES x 3
-
All playfield targets score three times their normal value for as long as three balls remain in play. Once one ball drains, all playfield targets score two times their normal value for as long as two balls remain in play.
BREAKSHOT JACKPOT
-
During Breakshot Frenzy, a Jackpot is available (indicated by the flashing Jackpot light below the center saucer). Shooting the center saucer in the Center Pockets awards the current Jackpot value The Jackpot starts at 200,000 points and increases by 25,000 for each second that Breakshot Frenzy is active
(i-e. two OR three balls in play). If no targets are hit for five seconds, the Jackpot stops increasing until another target is hit. This prevents players from holding the balls on the flippers while the Jackpot keeps growing. After Breakshot Frenzy is over, the Jackpot value is then reset to the base value.
DOUBLE JACKPOT
-
Once a ball makes the center saucer to score a Jackpot, there is a one second delay before the center post rises and the ball is ejected from the center saucer. If a second ball is shot into the Center Pockets area within that one second interval and remains
captured when the post is raised, a Double Jackpot is awarded, worth two times the Jackpot
value.
BONUS RACK
The Bonus Rack is located in the center of the playfield. It consists of fifteen indicator lights arranged like a "rack" of pool balls. Each light represents the status of the current game by indicating which balls have been collected (lit) or not collected (unlit) and, during the Rotation game, indicates which ball is the next ball to play (flashing). A game ball is either lit at the target and unlit in the Bonus Rack (the ball is active, or "spotted"
)
or unlit at the target and lit in the Bonus Rack (the shot has been completed).
SHOOT AGAIN INDICATOR
The shoot again indicator light is located in the center of the playfield below the Bonus Rack. It is
lit
when the current player has earned at least one extra ball and unlit when the extra ball(s) are depleted. The shoot again indicator is also lit when the ball saver is active (see Ball Saver).
I
Proprietary and confidential information, not to
be
disdosed or copied without the express permission of CAPCOMB COIN-OP, INC.
I
Paap
15
BALL SAVER
A ball saver is active for an operator adjustable number of seconds at the start of each ball. If the player drains during this time period, the ball is returned to the plunger without ending the current ball in play. The ball saver is active when the Shoot Again indicator light is flashing.
OUTHOLE
The center drain ends the current ball and awards the End-of-Ball bonus. The End-of-Ball bonus awards
a
base value of 10,000 points, plus 10,000 points for each ball spotted during the current pinball game,
multiplied by the current bonus multiplier which starts at one and is increased by the top lanes (see TOP
I
LANES). The bonus multiplier resets to one at the start of each ball.
Yage
16
--
-
Proprietary and confidential information, not to
be
disclosed or copied without the express permission of CAPCOMm COIN-OP, INC.
GNF@BiZaco~~-o~,
INC.
BREA
KSHOT~
NOTES
Getary and confidential information, not to be disclosed or copied without the express permission of
CAPCOMB COIN-OP, INC.
I
Page
17
@I$W~Z@COIN-OP,
INC.
BREA
KSHOT-lu
MENU SYSTEM
The menu system is started when the coin door is opened. When the coin door is closed, the game will return to the Attract mode. If a game is in progress when the coin door is opened, the game will be
I
restored when the coin door is closed again unless an adjustment (except volume or service credit
I
adjustment) is made or a diagnostic function is performed.
When the coin door is opened, the dot matrix display typically shows the following Main Menu:
The Main Menu displays the number of ERRORS or problems that were found during game play or
while in the Attract Mode. ERRORS are major problems, such as non-operative switches, that should be
repairedlreplaced before game play is resumed. INFO items are minor problems, such as burned-out
lamps, that need
repairlreplacement during the next regular maintenance cycle.
The menu system is controlled by the use of the left
&
right flipper buttons and the Start button.
Pressing these
button(s) will result in the following menu actions:
1)
Right Flipper button
increment, or move to the next field
2)
Left Flipper button
decrement, or move to the previous field
3)
Left & Right Flipper buttons together
cancel, back-up, or restore the original setting
4)
Start button
accept, enter, or keep new setting
If the game has been in operation for some period of time, the operator may notice that the following Reset Replay Menu appears
before
the Main Menu:
The operator can elect to accept the suggested replay score, by pushing the start button, or ignore the change in score by pushing both flipper buttons simultaneously. This action will return the system to the Main Menu. Additional information regarding Replay credits and scores can be found in the
Bl : Standard Adjustments
section of this manual.
Page
18
Proprietary and confidential information, not to
be
disclosed or copied without the express permission of CAPCOMB COIN-OP, INC.
BREA KSHOTw
MENU SYSTEM LAYOUT:
The Menu System consists of the following menus and sub-menus:
I
MAIN MENU
TROUBLESHOOTING
0
D. RESET FUNCTIONS
SET VOLUME
u
t1
COLLECTIONS / REPLAY
162: GAME
D3. CLEAR CREDITS
b
COLLECTIONS
s
1~4. COINAGE
b
PAY / FREE PLAY
pp
L,,,
'
Al. COLLECTION AUDITS
1~1- 01. SWITCH TEST
I
1~1- 02.OPTO TEST
I
IE~.
CUSTOM REPORT
(
(~1- 03. SOLENOID TEST
m
E2. CUSTOM REPORT SETUP
P
+
Cl- 04. LAMP TEST
b
IAC.
AUDIT HISTORY 2
(
IE~.
DEVICE SETUP
h
+
E4. ADJUSTMENTS REPORT
C1- 07. SOUND BOARD MUSIC
4~2. EARNINGS AUDITS
1~3. STANDARD AUDITS
+
C1- 08. SOLENOID VOLTAGETEST
*F.
REDEMPTION
b
-4~5. GAME TlME HISTO.
LF1. ADJUSTMENTS
4
1~1- 10. TOKEN DISPENSER TEST
)
I*F2. PERCENTAGING
A6. SCORE HISTOGRAM 1~1- 11. BURN-IN TEST
b
LF3. AUDITS
A7. BALL
TlME HISTRO.
3. TROUBLESHOOTING
*F5. COUNT TOKENS
*NOTE:
NOT
AVAILABLE
IN
ALL
VERSIONS
OF
SOFTWARE
Proprietary and confidential information, not to
be
disclosed or copied without the express permission of
CAPCOMB COIN-OP, INC.
Page
19
BREA
KSHOTm
MAIN MENU FUNCTIONS
TROUBLESHOOTING:
Use this menu to start troubleshooting the game's electrical components. NOTE: Troubleshooting can also be accessed through the DIAGNOSTICS Menu.
SET VOLUME:
Plays a test tune so that the game volume can be adjusted.
COLLECTIONSIREPLAY: Allows the operator to scroll through recent collections audits. The
operator may optionally clear the audits and adjust the replay score to meet the target replay percentage (see Adjustment B 1:04A, "Replay Percentage").
COLLECTIONS:
Same as
COLLECTIONSIREPLAY, except the replay score is not
I
I
adjusted when the collections audits are cleared.
I
I
I
I
ONE SERVICE CREDIT: Issues one service credit to the game.
PAY
/
FREE PLAY:
Set the game mode to Pay-to-Play (disables Adjustment
B
1 : 10, Free
Play) or to continuous Free Play (enables Adjustment
B
1 : 10, Free
Play).
A. AUDITS: Allows the operator to retrieve the games' earnings and performance
information.
B.
ADJUSTMENTS: Operator adjustables are available for STANDARD, GAME, LOCALE,
COINAGE, PASSWORD, and
ERRORSLNFO.
C. DIAGNOSTICS: Use STANDARD TESTS, FEATURE TESTS, and
TROUBLESHOOTING to perform in-depth, automated testing of
electrical and mechanical components.
D.
RESET FUNCTIONS:
Allows the operator to individually clear certain AUDITS and
ADJUSTMENTS data or elect to re-configure the game to the original
factory settings.
E.
REPORTS:
Allows the operator to output AUDIT and ADJUSTMENTS data to
a
serial communications device, such as a printer or laptop computer.
F.
REDEMPTION
Allows the pinball game to be configured as a Redemption game (not available in all versions of software). Tickets or tokens are dispensed when a preset score is achieved by the player.
Page
20
Proprietary and confidential information, not to
be
disclosed or copied without the express permission of CAPCOMB COIN-OP, INC.
BREA KSHOTm
AUDITS DATA TABLE
Page
22
Proprietary and confidential information, not
to
be
disclosed or copied without the express permission of
CAPCOMm COIN-OP, INC.
AUDITS DATA TABLE
I
A5s GAME TIME HISTOGRAM
I
Proprietary and confidential information, not
to
be
disclosed or copied without the express permission of CAPCOMN COIN-OP, INC.
Page
23
BREA
KSHOTm
B.
ADJUSTMENTS
B1:
STANDARD ADJUSTMENTS
I
Page 24
I
Proprietary and confidential information, not to
be
disclosed or copied without the express permission of CAPCOMB COIN-OP, INC.
I
-@COIN-OP, INC.
BREA
KSHOTm
B1:
STANDARD ADJUSTMENTS (CONTINUED)
Proprietary and confidential information, not
to
be
disclosed or copied without the express permission of CAPCOMa COIN-OP, INC.
Page
25
DESCRIPTION A TRACKING NUMBER USED TO INDICATE THE PHYSICAL LOCATION OF A GAME. ASSIGN A SECONDARY ID TO A GAME WHERE
MULTIPLE GAMES MAY EXIST IN THE SAME LOCATION. ENABLES
/
DISABLES
FREE PLAY
MODE. ALSO
CONTROLS THE
MAIN MENU SETTINGS FOR
PAY-
TO- PLAY
AND
FREE PLAY.
SELECT
NORMAL
OR
TOURNAMENT
MODE.
TOURNAMENT
MODE EQUALIZES THE SCORING OF CERTAIN FEATURES AMONGST PLAYERS IN MULTI-PLAYER GAMES.
SELECT THE PERCENTAGE OF SOLENOID VOLTAGE REGULATION (FOR DISPLAY PURPOSES ONLY). DOES NOT ACTIVELY REGULATE THE GAMES' SOLENOIDS. SELECT A MESSAGE FOR DISPLAY DURING ATRACT MODE. THIS MESSAGE MAY BE CUSTOMIZED BY CHOOSING
VIEW/EDIT.
SELECT RELATIVE STRENGTH OF FLIPPER COILS. A
SElTlNG OF
12
REPRESENTS 314 STRENGTH (1 2/16). MAY BE USED TO ADJUST THE AMOUNT OF BALL TRAVEL WHEN
PLAYFIELD PITCH IS CHANGED. SELECT THE TYPE OF TICKET DISPENSER (IF INSTALLED ON THE GAME). AFTER
TICKET
DISPENSER
IS ENTERED, AUDIT A3:27,
TOTAL
TICKETS,
IS INCREMENTED AND THE TICKET
MOTOR DRIVE IS PULSED TICKET DISPENSERS CURRENTLY SUPPORTED:
1) DELTRONICS, MODEL 1275;
2)
COlN CONTROLS, MODEL CTD10.
NOTE: AFTER SERVICING AN "OUT OF TICKETS" CONDITION OR A DISPENSER JAM, YOU CAN EITHER: A)
CONTINUE
DISPENSING TICKETS FROM THE GAME-IN-PROGRESS BY CLOSING THE COlN DOOR, OR B)
CLEAR
DISPENSER MEMORY BY
INTERRUPTING POWER TO THE GAME (OFF,
THEN ON).
SELECT THE NUMBER OF TICKETS TO BE DISPENSED FOR EACH
FREE
CREDITAWARDED (REPLAYS, SPECIALS, MATCH, AND HSTD). NO CREDITS WILL THEN BE ISSUED TO THE PLAYER,
ONLY DISPENSED TICKETS.
IF YOUR GAME IS NOT EQUIPPED
WITH A TICKET
DISPENSER, SELECT
"On, OTHERWISE, SELECT
FROM 1 TO 99
TICKET(S) TO BE DISPENSED PER
FREE CREDIT AWARDED (EXAMPLE: IF
THlS
OPTION IS SET TO "6" AND
"3"
FREE CREDITS ARE
EARNED, "1
8"
TOTAL TICKETS WILL BE
DISPENSED)
AUDIT
REF.
B1-9
B1-10
B1-1 1
B1-12
B1-13
B1-14
B1-15
B1-16+
B1-16A
RANGE
0
-
99,999
0
-
99,999
YES, NO
NORMAL,
TOURNAMENT
0
-
90%
YES, NO,
VIEWIEDIT
1-16
NONE
STANDARD TICKET
0, 1
-
99
AUDIT NAME
SET GAME LOCATION
SET MACHINE ID
FREE PLAY
PLAY MODE
SOL.(ENOID)
VOLTAGE PERCENT
SHOW MESSAGE OF
THE DAY
FLIPPER STRENGTH
TICKET DISPENSER
TICKETS
/
CREDIT
FACTORY SETTING
0 0
NO
NORMAL
10%
NO
12
NONE
0
BI:
STANDARD ADJUSTMENTS (CONTINUED)
B2:
GAME ADJUSTMENTS
THIS FEATURE IS ALWAYS ACTIVE WHEN
EXTRA BALL
MUST BE HIT TO COLLECT THE FIRST CAPTIVE
AUDIT
REF.
B1 -17+
B1-17A
Pape
26
1
Proprietary and confidential information, not
to
be
disclosed or copied without the express permission of CAPCOMB COIN-OP,
INC.
1
AUDIT NAME
TOKEN DISPENSER
TOKENS
I
CREDIT
RANGE
NONE
BALLYWULFF
DISPENSER
COIN CONTROLS
DISPENSER
COIN CONTROLS
COMPACT HOPPER
(RED DISC)
COlN CONTROLS
COMPACT HOPPER
(PURPLE OR GREEN
DISCS)
COlN CONTROLS
COMPACT HOPPER
(GRAY, BLACK, BROWN,
OR BLUE DISCS)
COlN CONTROLS
COMPACT HOPPER
(5
AWP DISC USED IN
ITALY)
0,
1 - 99
FACTORY SETTING
NONE
0
DESCRIPTION SELECT THE TYPE OF TOKEN DISPENSER (IF INSTALLED ON THE GAME). AFTER
TOKEN
DISPENSER
IS ENTERED, AUDIT A3:28,
TOTAL
TOKENS,
IS INCREMENTED AND THE TOKEN
METER DRIVE IS PULSED NOTE: AFTER SERVICING AN "OUT OF TOKENS"
CONDITION OR A DISPENSER JAM, YOU CAN EITHER: A)
CONTINUE
DISPENSING TOKENS FROM THE GAME-IN-PROGRESS BY CLOSING THE COlN DOOR, OR B)
CLEAR
DISPENSER MEMORY BY
INTERRUPTING POWER TO THE GAME (OFF,
THEN ON).
SELECT THE NUMBER OF TOKENS TO BE DISPENSED FOR EACH
FREE
CREDITAWARDED
(REPLAYS, SPECIALS, MATCH, AND HSTD). NO
CREDITS
WlLL THEN BE ISSUED TO THE PLAYER,
ONLY DISPENSED TOKENS.
IF YOUR GAME IS NOT
ECUIPPED WITH A TOKEN
DISPENSER, SELECT
"On,
OTHERWISE, SELECT
FROM 1 TO 99
TOKEN(S) TO BE DISPENSED PER
FREE CREDIT AWARDED (EXAMPLE: IF THIS
OPTION IS SET TO
"6"
AND
"3"
FREE CREDITS ARE
EARNED, "1
8"
TOTAL TOKENS WlLL BE
DISPENSED)
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