Chicago Gaming Medieval Madness Remake User Manual

Rev 1.2

IMPORTANT NOTICE

This pinball game is equipped with a SAFETY FEATURE to prevent shocks from the solenoid circuit when the coin door is opened. An interlock switch, located at the left of the coin door opening, has been added to the game. When the coin door is opened, this interlock switch opens, breaking the connection to the +50V winding of the transformer secondary.
PLEASE READ
This pinball game is equipped with a SAFETY FEATURE to prevent shocks from
the solenoid circuit when the coin door is opened. An interlock switch assembly
(part no. A-18249-3), located at the left of the coin door opening, has been
added to the game. This assembly consists of a bracket containing the existing
memory protect switch on the bottom and a new interlock switch on the top.
When the coin door is ooened, this new interlock switch ooens, breakina the
BLK- ORG
BLK- RED
PIN-56431519000

Safety Notices

The following safety instructions apply to all game operators. We recommend that you read this page before setting up Medieval Madness. Use the following safety guidelines to help protect the system from potential damage and to ensure your personal safety.
Medieval Madness will function at either 115V or 230V. Instructions on changing operating voltage can be found on Page 1-6.
If operating at 230V, the operator must use a CE certified power cord rated for
250V, 5A.
To help prevent electric shock, plug the system power cables into properly grounded power sources. These cables are equipped with 3-prong plugs to help ensure proper grounding. Do not use adapter plugs or remove the grounding prong from a cable. If you must use an extension cable, use a 3-wire cable with properly grounded plugs.
Do not spill food or liquid on your system.
Do not push any objects into the openings of the system. Doing so can cause fire or
electric shock by shorting out interior components.
Keep your game far away from radiators and heat sources.
Do not block cooling vents.
Before working on the machine be sure to unplug it.
Be sure to use fuses that meet the specified rating. (5A, 250V Fast-blow) Using
fuses exceeding the specified rating can cause a fire and electrical shock.
If the supply cord is damaged, it must be replaced by a special cord or assembly available from the manufacturer or service agent.
CAUTION, battery may explode if mistreated. Do not recharge, disassemble or dispose of in fire.
CAUTION, when you raise the backbox, it must be secured in place with the wing
bolts provided. These can be found in the cash box. Do not rely on the latch alone. Instructions for lowering the speaker panel to access the mounting holes can be found on page 1-3.
FCC Compliance Note: This equipment has been tested and found to comply with the limits for a Class A
digital device, pursuant to Part 15 of the FCC Rules. These limits are designed to provide reasonable protection against harmful interference when the equipment is operated in a commercial environment. This equipment generates, uses, and can radiate radio frequency energy and, if not installed and used in accordance with the instructions manual, may cause harmful interference to radio communications. Operation of this equipment in a residential area is likely to cause harmful interference, in which case the user will be required to correct the interference at his own expense.
2
MEDIEVAL
MADNESS
The information is current as of the time of its release.
Fill out and mail in Game Registration Card. Be sure to include the game serial number.For your
Serial Number__________________
We reserve the rights to make modifications and improvements to our products. The specifications and parts identified in this manual are subject to change without notice.
records, write the PICandgameserial numbers in manual.
i

TABLE OF CONTENTS

MEDIEVAL MADNESS Rules & Shotmaps………………………………………….. Section 1 – Game Operation & Test Information………………………………… Pinball Game Assembly Instructions………………………………………….
Voltage Selection…………………………………………………………………. Game Control Locations……………………………………………………… Game Operation…………………………………………………………………. Raising the Playfield………………………………………………………….. MMR System Menu Operation……………………………………………….. Display and Lamp Settings…………………………………………… Coil and Motor Settings…………………………………………………. Dipswitch Settings…………………………………………………….. Menu System Operation and Main Menu…………………………………... Bookkeeping Menu…………………………………………………….. B.1 Main Audits……………………………………………………. B.2 Earning Audits……………………………………………….. B.3 Standard Audits………………………………………………. B.4 Feature Audits……………………………………………….. B.5 Histograms……………………………………………………
B.6 Time Stamps………………………………………………… Test Menu………………………………………………………………… T.1 Switch Edges Test………………………………………….. T.2 Switch Levels Test…………………………………………… T.3 Single Switch Test………………………………………….. T.4 Solenoid Test…………………………………………………. T.5 Flasher Test……………………………………………………. T.6 G.I. Test……………………………………………………… T.7 Sound & Music Test…………………………………………. T.8 Single Lamp Test…………………………………………….. T.9 All Lamps Test……………………………………………… T.10 Lamps and Flasher Test……………………………………. T.11 Display Test…………………………………………………. T.12 Flipper Coil Test…………………………………………….. T.13 Ordered Lamps Test……………………………………….. T.14 Lamp Row-Col……………………………………………… T.15 DIP Switch Test…………………………………………… T.16 Loop/Gate Test…………………………………………….. T.17 Tower Test………………………………………………….. T.18 Drawbridge Test……………………………………………. T.19 Castle Gate Test……………………………………………. T.20 Trolls Test……………………………………………………. T.21 Empty Balls Test……………………………………………. Utilities Menu…………………………………………………………….. U.1 Clear Audits…………………………………………………… U.2 Clear Coins…………………………………………………… U.3 Reset H.S.T.D……………………………………………….
U.4 Set Time & Date…………………………………………….. U.5 Custom Messages……………………………………………
1 to 16 1-1 1-2 1-6 1-7 1-8 1-9 1-10 1-10 1-11 1-12 1-13 1-14 1-14 1-14 1-14 1-15 1-18 1-18 1-19 1-19 1-19 1-19 1-20 1-20 1-20 1-21 1-21 1-21 1-21 1-21 1-22 1-22 1-22 1-22 1-22 1-24 1-25 1-25 1-26 1-27 1-28 1-28 1-28 1-28 1-28 1-28
ii
Section 1 Continued…
U.8 Factory Reset…….………………………………………….
Preset Table for U.S./Canada……………………………. U.10 Clear Credits………………………………………………….. U.11 Auto Burn-in……………………………………………….. Adjustments Menu………..…………………………………………… A.1 Standard Adjustments………………………………………….
A.2 Feature Adjustments……………………………………….. A.3 Pricing Adjustments………………………………….…….. Pricing Table……………………………………………… A.4 H.S.T.D. Adjustments……………………………………… Error Messages…………..…………………………………………………….. LED List…………………………………………………………………………… Fuse List………………………………………………………………………….. Maintenance Information………………………………………………………..
Section 2 – Game Parts Information…………………………………………………. Backbox Assembly………………………………………………………………. Backbox Assembly Cables……………………………………………………… Cabinet Assembly……………………………………………………………….. MMR Controller Board…………………………………………………………..
MMR Playfield PCB……………………………………………………………..
Trough Assemblies………………………………………………………………
Flipper Button Opto……………………………………………………………….
Motor Driver Board……………………………………………………………….
Flipper Assembly…………………………………………………………………
Ball Trough Assembly…………………………………………………………..
Kicker Arm Assembly……………………………………………………………
Jet Bumper Assembly……………………………………………………………
Jet Bumper Coil Assembly………………………………………………………
Right Popper Assembly…………………………………………………………
Auto-Fire Assembly………………………………………………………………
12V Ball Gate Actuator Assembly……………………………………………..
Up Down Post Assembly……………………………………………………….
Left Popper Assembly……………………………………………………………
Troll Assembly……………………………………………………………………
Castle Actuator Assembly……………………………………………………….
Troll Carriage Assembly…………………………………………………………
Diverter Assembly……………………………………………………………….
Tilt Mechanism Assembly……………………………………………………….
Knocker Assembly……………………………………………………………….
Exploding Castle Assembly………………………………………………………
Castle Assembly………………………………………………………………….
U.6 Set Game I.D………………………………………………… U.7 Factory Adjustment…….……………………………………
U.9 Presets………………………………………………………….
Game Difficulty Table for U.S., Canadian, French, German, and European Games…………………………
1-28 1-28 1-29 1-29
1-29 1-29 1-31 1-31 1-32 1-32 1-37 1-43 1-50 1-51 1-54 1-56 1-57 1-58
2-1 2-2 2-3 2-4 2-5 2-6 2-7 2-8 2-8 2-9 2-11 2-12 2-13 2-14 2-15 2-16 2-17 2-18 2-19 2-20 2-21 2-22 2-23 2-24 2-24 2-25 2-26
iii
Section 2 Continued…
Drawbridge Gate Assembly……………………………………………………… Power Interface Assembly……………………………………………………… Catapult Assembly………………………………………………………………... Moat Assembly…………………………………………………………………..
Shaker Motor Assembly…………………………………………………………
Lower Playfield Parts…………………………………………………………….
Lower Playfield Parts Locations…………………………………………………
Upper Playfield Parts List……………………………………………………….
Upper Playfield Parts Locations…………………………………………………
Lamp Locations List………………………………………………………………
Lamp Locations………………………………………………………………….
Switch Locations List……………………………………………………………
Switch Locations………………………………………………………………….
Solenoid/Flashlamp Locations List………………………………………………
Solenoid/Flashlamp Locations…………………………………………………….
Lamp Table………………………………………………………………………
Switch Table……………………………………………………………………..
Solenoid/Flashlamp Table……………………………………………………… Section 3 – Wiring Diagrams & Schematics……………………………………….
Switch Table………………………………………………………………………
Lamp Table……………………………………………………………………….
Solenoid/Flashlamp Table………………………………………………………
Solenoid Wiring…………………………………………………………………..
Flasher Circuit……………………………………………………………………
Opto Circuit……………………………………………………………………….
Trough Board Assemblies……………………………………………………….
Solenoid Driver Schematic………………………………………………………
Power Supply Schematic…………………………………………………………
Playfield Board Schematic……………………………………………………….
Controller Board Schematic………………………………………………………
AC Wiring Diagram……………………………………………………………….
Cabinet Wiring Diagram………………………………………………………….
Block Diagram…………………………………………………………………….
2-27 2-29 2-30 2-31 2-32 2-33 2-34 2-35 2-36 2-37 2-38 2-39 2-40 2-41 2-42 2-43 2-44 2-45
3-1 3-2 3-3 3-4 3-5 3-6 3-6 3-7 3-8 3-8 3-9 3-11 3-12 3-14 3-16
iv
MEDIEVAL MADNESS
Rules
&
Shotmaps
HOW TO PLAY MEDIEVAL MADNESS
SUPER SKILL SHOT - Hold left flipper button WHILE launching the ball. Make any flashing arrow shot to collect.
DESTROY CASTLES - Shoot drawbridge, then gate, then into castle to destroy. Destroy all the Baron's castles to
attack the King of Payne!
EXTRA BALL - Destroy castles OR collect Hurry-ups OR collect castle multiball super jackpot(s) to light extra
ball. Shoot right eject to collect extra ball.
RAID THE CASTLE MULTIBALL - Lock three balls in castle to start multiball. Shoot ramps to collect jackpots.
Collect five jackpots to light super jackpot. Collect super jackpot(s) to light extra ball.
TROLLS! - Hit center yellow targets to light Trolls! Shoot right eject to start Trolls! Hit Trolls to destroy them and
light Troll Madness at right eject.
MULTIBALL MADNESS - Complete one or more of: Joust Victory, Catapult Slam, Revolting Peasants, Save
the Damsels, or Trolls to light Multiball Madness at right eject. The more you light the more you are rewarded. Shoot right eject to start Multiball Madness. Shoot flashing arrows for jackpots and strobing shots for super jackpots.
HURRY-UP - Start Hurry-up on center shot by completing one or more of Joust Victory, Catapult Slam, Revolting
Peasant, Save the Damsel or Trolls AFTER Multiball Madness is lit. Shoot center shot to collect award.
ROYAL MADNESS - Complete Joust, Catapult, Peasants, Damsels, Trolls, and Multiball Madness to light
Royal Madness at right eject. Shoot right eject to start. Complete all Ball.
BATTLE FOR THE KINGDOM - Collect three Joust Victories, three Catapult Slams, three Revolting Peasants,
three Damsels, Destroy all Castles, and destroy ten Trolls to light Battle for the Kingdom. Shoot center shot to start. During Battle for the Kingdom, shoot all flashing shots to destroy the King of Payne and restore order to the land.
lit
shots in the time allowed to collect Extra
MM-ART-INSCARD
Medieval Madness Instruction Card.
1
RULES FOR PLAYING MEDIEVAL MADNESS
SUPER SKILL SHOT - Hold left flipper button WHILE launching the ball. Make any
flashing arrow shot to collect.
DESTROY CASTLES - Shoot drawbridge, then gate, then into castle to destroy.
Destroy all the Baron's castles to attack the King of Payne!
EXTRA BALL - Destroy castles OR collect Hurry-ups OR collect castle multiball
super jackpot(s) to light extra ball. Shoot right eject to collect extra ball.
RAID THE CASTLE MULTIBALL - Lock three balls in castle to start multiball.
Shoot ramps to collect jackpots. Collect five jackpots to light super jackpot. Collect super jackpot( s) to light extra ball.
TROLLS! - Hit center yellow targets to light Trolls! Shoot right eject to start Trolls!
Hit Trolls to destroy them and light Troll Madness at right eject.
MULTIBALL MADNESS - Complete one or more of: Joust Victory, Catapult Slam,
Revolting Peasants, Save the Damsels, or Trolls to light Multiball Madness at right eject. The more you light the more you are rewarded. Shoot right eject to start Multiball Madness. Shoot flashing arrows for jackpots and strobing shots for super jackpots.
HURRY-UP - Start Hurry-up on center shot by completing one or more of Joust
Victory, Catapult Slam, Revolting Peasant, Save the Damsel or Trolls AFTER Multiball Madness is lit. Shoot center shot to collect award.
ROYAL MADNESS - Complete Joust, Catapult, Peasants, Damsels, Trolls, and
Multiball Madness to light Royal Madness at right eject. Shoot right eject to start. Complete all lit shots in the time allowed to collect Extra Ball.
BATTLE FOR THE KINGDOM - Collect three Joust Victories, three Catapult Slams,
three Revolting Peasants, three Damsels, Destroy all Castles, and destroy ten Trolls to light Battle for the Kingdom. Shoot center shot to start. During Battle for the Kingdom, shoot all flashing shots to destroy the King of Payne and restore order to the land.
2
SKILL SHOT Collect Skill Shot at ball start by using flippers to move the blinking light on the top lanes
to the same lane the ball rolls down. The right flipper button will move the light to the
right; the left flipper button will move the light to the left. Skill Shot awards Big Points and
Plus 5X Bonus.
BLI NKING LIGHT S
(SWO RD FIGHT )
3
SUPER SKILL SHOT At ball start, hold left flipper while launching the ball. Then, make any flashing
jackpot shot. Making a flashing shot awards Big Points and starts a Hurry-up
on thecenter Castle Drawbridge shot,
HU RRY- UP
JACK PO T
AR RO W LIGH TS
JAC KPO T
AR RO W
LIGH TS
4
MERLIN'S MAGIC Complete the three right side Standup Targets to light Merlin's Magic located at
the right eject hole. Make the right eject shot to collect Merlin's Magic Mystery Award,(shown in the display).
RIGHT EJECT
MERLIN'S MAGIC
SIDE STANDUP
TARGETS
5
EXTRA BALL To light Extra Ball, destroy Castles, complete Hurry-ups (the displayed number of times),
and/or collect Castle Multiball Super Jackpots (adjustable). Then, make the right eject shot to collect the Extra Ball. Completing Royal Madness also awards an Extra Ball (adjustable).
HURRY-UP
C AS TL E
S U P ER
J A C K P O T
R IG H T E JE C T
E X T R A B A L L
R O Y A L M A D N E S S
C AS TL E S
6
CASTLE MULTIBALL Lock three balls in the Castle, (complete Jump the Moat and Break Through
the Castle Wall shot) to start Multiball. Shoot ramps to collect Jackpots.
Collect five jackpots to light Super Jackpot. Collect Super Jackpot to light Victory Jackpots. Shoot ramps, loops and catapult to collect all Victory Jackpots.
LOCK BALL-1
LOCK BALL-2
LOCK BALL-3
SUPER JACKPOT
JACKPOTS
JACKPOTS
VICTORY
JACKPOTS
VICTORY
JACKPOTS
7
TROLLS!
Hit the center yellow Standup Targets to light Trolls! (See display for number of
needed.) Make the Right Eject shot to start Trolls! Hit pop-up troll heads to
hits destroy them and light Troll Madness located at the Right Eject hole.
RIGHT EJECT
CENTER YELLOW
STANDUP TARGET
PO P-UP
TROLL HEAD
TARGET
CENTER YELLOW STANDUP TARGET
START TROLLS!
POP-UP TROLL HEAD TARGET
TROLL MADNESS
8
MULTIBALL MADNESS Complete one or more of: Joust
Eject hole. flashing Arrows shots for
RIGHT EJECT
Save the Damsels, or Trolls to light Multiball Madness located
Make the Right Eject shot to start Multiball Madness. Make
Jackpot and strobing shots for Super Jackpots.
Victo ry ,
Catapult Slam, Revolting Peasants,
the Right
at
COMPLETE TROLLS! TO
LIGHT TROLL MADNESS.
COMPLETE TO LIGHT
JOUST VICTORY.
JACKPOT
SUPER JACKPOT
COMPLETE TO LlGHT
REVOLTING PEASANTS.
COMPLETE TO LIGHT
CATAPULT SLAM.
&
JACKPOTS
SUPER JACKPOTS
m r
COMPLETE TO LIGHT SAVE THE DAMSEL.
CATAPULT SLAM
JOUST VICTORY
&
TROLLSI
SAVE THE DAMSEL
REVOLTING PEASANTS
9
ROYAL MADNESS Complete Joust, Catapult, Peasants, Damsels, Trolls, and Multiball Madness
to light Royal Madness located at the Right Eject hole. Make the Right Eject shot tostart Royal Madness. Complete all lit shots in the time allowed, (adjustable) to collectExtra Ball.
RIGHT EJECT
START ROYAL MADNESS
COMPLETE LIT SHOTS
COMPLETE LIT SHOTS
COMPLETE TO LIGHT
ROYAL MADNESS
TROLLSI
SAVE THE DAMSEL
REVOLTING PEASANTS
CATAPULT SLAM
JOUST VICTORY
ROYAL MADNESS IS LIT WHEN ALL THE ABOVE IS FLASHING.
10
HURRY-UP
REVOLTING
COMPLETE
JOUST VICTORY
Start Hurry-up on center shot by completing one or more of the following: Joust
Victory,
Catapult Slam, Revolting Peasants, Save the Damsel, or Trolls after its
MultiballMadness light is lit. Make the center shot to collect Hurry-up Award.
HURRY-UP
CENTER SHOT
MULTIBALL MADNESS LIGHTS
COMPLETE
PEASANTS
COMPLETE SAVE THE DAMSEL
COMPLETE
CATAPULT SLAM
COMPLETE JOUST VICTORY
11
DESTROY CASTLES To destroy castles, shoot the drawbridge, then castle gate, then shoot into castle.
Destroy each of the King's Men's Castles to attack the King of Payne.
INTO CA STLE
GATE
DRAWBRIDGE
12
KING OF PAYNE'S
CAS TLE
KING'S MEN' S C AS TLE S
SUPER JETS Hit the jet bumpers the number of times needed (see display) to start Super Jets. Once
Super Jets is started, hit the jet bumpers the number of times (see display again) for Big Points. Each time Super Jets is started, the value of each hit increases.
SUPER JETS ACTIVE
13
BONUS X
Complete top lanes for End of Ball Bonus Multiplier. Complete bottom lanes for End of
Ball Bonus Multiplier X2.
TOP LANES
BOTTOM LANES
14
SMACK-A-TROLL Awarded randomly from the Merlin's Magic Mystery Award located at the Right
Eject. Hit Trolls as they pop up the required number of times (see display) during the allowed time for Big Points.
TROLLS
RIGHT EJECT
MERLIN'S MAGIC
BOTTOM LANES
15
BARNYARD MULTIBALL
Barnyard Multiball located at the catapult. Shoot the catapult to start. Make flashing shots while in multiball for Big Points and fun animal sounds.
Collect (throw), all five different catapult projectiles to light
CATAPULT
16
SECTION ONE
GAME OPERATION
AND TEST INFORMATION
(System WPC) ROM SUMMARY
IC TYPE
Game 1 27c040 Security Chip Music/Speech Music/Speech M27c801 Music/Speech Music/Speech M27c801 Music/Speech M27c801 Audio
NOTICE
Order replacement ROMS from your authorized Williams Electronics Games, Inc. distributor. Specify (1), part number (if available); (2), ROM level (number) on label; (3) game in which ROM is used.
PIC16C57 CPU 27c040 Audio
M27c801 Audio SU4
BOARD LOCATION PART NUMBER
CPU
Audio
Audio
G11 G10 SU2 SU3
SU5 SU6
1-1
A-5343-50059-1 A-5400-50059-1 A-5343-50059-S2 5341-15451-SU3 5341-15451-SU4 5341-15451-SU5 5341-15451-SU6
PINBALL GAME ASSEMBLY INSTRUCTIONS
Chrome Nut FNT-381-HXC025
Chrome Leg Leveler PIN-08-7377
Chrome Leg Assembly PIN-A-19514
Alternate Finish Part
Numbers
Gold Leg Assembly
PIN-A-19514GD Gold Leg Levler
PIN-08-7377GD
Gold Nut
FNT-381-HXC025GD
Gold Leg Bolt
FSM-381-HAH250G
Black Gold Leg Assembly
PIN-A-19514BK
Black Leg Leveler
PIN-08-7377BK
Black Nut
FNT-381-HXC025BK
Black Leg Bolt
FSM-381-HAH250B
Chrome Leg Bolt FSM-381-HAH250C
MEDIEVAL MADNESS IS A FOUR BALL GAME.
@
Power:
Domestic 120V Foreign 230V @ 50Hz
Temp: Humidity:
32°F to 100° F, (O°C Not to exceed 95% relative.
1. Remove all cartons, parts, and other items from the shipping container and set them aside.
Place cabinet on a support and attach rear legs using leg bolts (View 2).
2.
3. Attach front legs using leg bolts (View 2).
60Hz
to 38°C)
Dimensions: Width: 29" approx.
Depth: 52" approx. Height: 75" approx.
Weight: 325 lb. approx. (crated)
See Detailed
Coin Door
FRONT
View
0 Degrees
Approx. Playfield Pitch Angle: 6 - 6 1/2 Degrees
VIEW 1
VIEW 2
1-2
Detailed View -
REAR
Leg Leveler
4. Reach into the cabinet and backbox and ensure that the interconnecting cables are not kinked orpinched. Be careful to avoid damaging wires at any stage of the assembly process.
5. Raise the hinged backbox upright and latch it into position.
Note: The insert panel is no longer hinged to the backbox; it is attached to the backglass. The backglass and the insert panel are removed from the backbox housing as a single unit.
Unlock the backbox. Carefully, lift the backglass/insert panel from the bottom and slide it out of the backbox. Lay it down on the playfield glass. Unplug the insert panel cable from the controller PCB. Carefully, set the backglass/insert panel aside.
Note: The speaker panel uses a new hinging system. The bottom of the speaker panel remains attached to the backbox unit when released.
Carefully lift the speaker panel so that the top notches clear the top pins. Rotate it away from the backbox and toward the playfield glass. The bottom of the speaker panel remains attached to the backbox unit.
Lowering the speaker panel allows access to the holes for the bolts used to secure the backbox upright. Install one washer-head mounting bolt with washer a through each hole and into the threaded fastenersin the cabinet.
Note: You have the option of removing the speaker panel completely. Lay the speaker panel on the playfield glass. Unplug the HDMI display cable, speaker cable, monitor power cable, and monitor keyboard cable. Line up the bottom notches with the bottom backbox pins. Lower the speaker panelthrough the notches and slide it under the backbox pins.
WING BOLTS &
WASHERS
PINS
BOTTOM NOTCH
TOP NOTCH
PINS
BOTTOM NOTCH
TOP NOTCH
Connector for Insert Panel
6. After the wing-head mounting bolts are installed, replace the speaker panel and the backglass/insert panel. Lock the backbox.
CAUTION
FAILURE TO INSTALL the backbox mounting hardware properly can cause personal injury. NEVER TRANSPORT a pinball game with the hinged backbox erect. Always lower the backbox
forward onto the playfield cabinet on a layer of protective material to prevent marring or damage and possible personal injury.
1-3
7. Extend each leg leveler slightly below the leg bottom, so that all four foot pads are extended
the same distance. Remove the cabinet from its support and place it on the floor.
about
8.
Unlock and open the coin door. Move the lever guide toward the left side of the game, and lift the
front molding off of the playfield cover glass. Slide the lever guide to the right, and close the coin
door. Carefully slide the glass downward, until it clears the grooves of the left and right side moldings. Lift the glass up and away from the game, storing it carefully to avoid breakage.
PLAYFIELD GLASS
FRONT MOLDING
LEVER GUIDE ASSEMBLY
ON/OFF SWITCH
9.
Place a level or an inclinometer on the playfield surface. Adjust the leg levelers for proper playfield level (side-to-side).
Note: This measurement must be made ON the playfield, not the cabinet or the playfield cover
glass. Tighten the nut on each leg leveler shaft to maintain this setting.
10.
The TRU-PITCH™ level is located on the right shooter rail. This allows the playfield pitch angle to
be properly adjusted WITHOUT REMOVING THE GLASS. The first line (closest to the front of the game) on the level is approximately6degrees. Every line thereafter is approximately another 1/2
degree of pitch. The recommended pitch is
6-1/2
degrees. The NOSE of the bubble should
bebetween the first and second line on the level (see diagram below).
TRU-PITCH level 6-1/2 degrees.
TM
IMPORTANT!
Playfield pitch angle can affect the operation of the plumb bob tilt. The plumb bob weight is among the parts in the cash box; the operator should install the weight and adjust this tilt mechanism for proper operation, after completion of the desired playfieldpitch angle setting. The unit is factory installed fora6-1/2 degree angle. If an adjustmentisnecessary, loosen the screw at the bottom
ofthe unit. Move the pointer, one groove atatime to the left or the right, depending on the degreedesired. Hold the pointer in place and tighten screw
11. Be sure the required number of balls is installed. The MEDIEVAL MADNESS game uses FOUR balls.
1-4
12. Clean and reinstall the playfield cover glass. Replace and lock the front molding.
13. To attach the line cord, remove the four Phillips-head screws that mount the line cord cover plate to the rear cabinet. Match the prongs on the plug with the holes in the receptacle, and push the line cord securely into place. Make sure the cord is aligned with the indentation on the cabinet (indentation should point toward bottom of the cabinet). Remount line cord cover plate.
(Part of cabinet shown
Phillips-head Screw
for reference only)
Line Cord & Plug
Receptacle
14. Move the game into the desired location; recheck the level and pitch angle of the playfield.
15. IMPORTANT: Fill out and return the registration card.
1-5

VOLTAGE SELECTION

115V
230V
CAUTION
If you are converting a game between 115V and 230V, be sure to change the AC Input Selection switch on the power supply, and use the correct voltage selection block, shown below.
120V Voltage Selection Block
PIN-CBL-VOLT120
240V Voltage Selection Block
PIN-CBL-VOLT240
Viewed from top
Viewed from top
1-6
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