Gottlieb Barb Wire Instruction Manual

GAME #748
(INSTALL 4 BALLS IN OUTHOLE)
INSTRUCTION MANUAL
TABLE OF CONTENTS
(S)
.........................
I. INSTALLATION ii-1
.................
11. GAME PLAY AND SCORING 2-5B
111. TEST MODE
.......................
I. SELF-TEST 6-7
11.
BOOKKEEPING.....................7
111. GAME
ADJUSTMENTS................7-15
IV.
UTILITIES.......................16
.................
V. TOURNAMENT MODE 16-1'7
...................
IV. THEORY OF OPERATION 17-22
...................
V. GENERAL INFORMATION 24-26
VI. WIRING AND SCHEMATIC
DIAGRAMS.........27-62
....................
VII. PARTS INFORMATION.
63-79
TROUBLESHOOTING GUIDE
.................
INSIDE BACK COVER
GAME PROM: DISPLAY PROM: SOUND PROM:
(TYPE
27C512) (TYPE 27CO4O-25) (TYPE 27C256)
(TYPE
2'7(304(3-25)
748/GPROM 748/DSPROM 748/DROM1 7 4
8
iAiiOT4
1
748/YROM1
(TYPE
276020-25)
7 4
8
/
AROP12
NOTE: ANY PROM CHANGES DURING PRODUCTION WILL BE INDICATED BY A
REVISION NUMBER FOLLOWING THE GAME NUMBER. CONSULT YOUR DISTRIBUTOR FOR ANY PROM CHANGE UPDATE.
Premier
'
Technology
759 INDUSTRIAL DRIVE BENSENVILLE,
IL 60106
1-708-350-0400
FAX: 1-708-350-1 097
@
1996
PREMIER TECHNOLOGY
COPYRIGHT ALL RIGHTS RESERVED
THE PREMIER HOTLINE
1-800-444-0761
System 3 contains many new features which improve game play and reliability. Some of these features are as follows:
1)
New lithium battery provides data retention for a minimum of
5
years under normal operation and virtually eliminates battery leakage. Also a low battery warning is given in the displays when the voltage drops to the critical level.
2)
New interlocking connector system for improved reliability.
3)
Use of High Speed CMOS technology for low power consumption and cooler operation.
4)
Improved solenoid driver reliability due to simplified circuitry and the use of Rugged Power MOSFETS.
5)
Lamp short protection.
6)
Switch matrix input protection.
7)
Easy line voltage adjustment on location.
8)
Improved bookkeeping functions.
9)
New
128
x
32
Dot Matrix Display.
10)
Capability for operators to enter their own messages
in the attract mode.
11)
Use of new SMART S~~~~H(tm)technology which eliminates the use of contact points on switches. Therefore the need for cleaning dirty switches is eliminated.
12)
Addition of a Tournament Mode switch which allows aquick and easy way to replace current adjustment settings with special settings. This switch also provides an easy way to set the game for free play.
This equipment has been 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 instruction
manual,
may cause harmful interference to radio communications. Operation of this
equipment in a residential area is likely to cause
hannful interference in which case
the user will be required to correct the interference at his own expense.
WARNING
DO NOT TRANSPORT GAME WlTH LIGHTBOX IN THE UPRIGHT (PLAYING) POSITION.
USE LATCH ONLY TO TEMPORARILY HOLD
LIGHTBOX UPRIGHT WHILE ATTACHING THE LIGHTBOX TO THE CABINET.
SECURE THE
LIGHTBOX TO THE CABINET WlTH THE TWO BOLTS AND LOCKWASHERS PROVIDED.
A.
SET-UP
1. Bolt the legs to the cabinet.
2. Lift
lightbox into an upright position. Be sure none of the cables are crimped in between the
lightbox
and cabinet.
3.
Engage the snap in the rear of the lightbox to the cabinet.
4. To remove the
lightbox backglass and gain servicing access to the electronics panel and the insert lamp assembly, proceed as follows:
UNLOCK THE
LIGHTBOX BY TURNING THE KEY
A QUARTER TURN CLOCKWISE. LIFT UP THE BACKGLASS RETAINING BOTTOM
TRIM ABOUT
314" TO CLEAR THE "H" RETAINING CHANNEL ON THE TOP EDGE OF THE
DISPLAY/SPEAKER PANEL, PIVOT OUT TOWARDS YOU AND SLIDE THE BACKGLASS DOWN AND OUT, CAREFULLY SET ASIDE.
REMOVE THE
"H" RETAINING CHANNEL, SLIDE THE PLEXIGLASS INSERT UP AND OUT, SLIDE UP AND REMOVE THE
DISPLAY/SPEAKER PANEL
AND LAY FACE DOWN ON THE CABINET. UNLOOSEN
SIDE AND
THE TWO WING NUTS ON THE LEFT PUSH THE LOCK SLIDE UPWARDS,
hold in place and insert the prop stick into the countersunk hole on the underside of the playfield.
CAUTION
!
Use prop stick when servicing under the playfield.
10.Unravel and straighten out the power line cord located at the rear of the cabinet.
11. Proceed to
"B. CHECK-OUT".
6.
CHECK-OUT
1. Check that all cables are clear of
moving parts.
2. Check for any loose wires.
3.
Check switches for loose solder or other foreign matter.
4.
Be certain all fuses are firmly seated.
5. Check transformer for any foreign matter across terminals.
6.
Be sure that the Transformer Panel power input corresponds
connector
A12J5,
to the supply voltage.
THIS ALLOWS THE
LIGHTBOX LAMP INSERT TO
7.
Check the setting of the normally
SWING OUT AND FOR GAINING ACCESS TO THE open tilt switch on the underside of ELECTRONICS PANEL. the playfield. One blade should be
free-floating with a weight on the
5.
Secure the lightbox to the cabinet
end.
with the bolts and washers provided.
8.
The plumb-bob tilt can be adjusted by loosening the clip and raising the-
TO REPLACE THE BACKGLASS, INSERT THE
plumb-bob to increase its
DISPLAY/SPEAKER PANEL, ENSURE THAT THE sensitivity, or lowerins it to METAL TABS ON THE PANEL MATE INTO THE
decrease
its sensitivity.
WOOD RETAINERS, SLIDE IN THE PLEXIGLASS PANEL AND INSERT THE
"H" RETAINING
9.
Lower the playfield into the cabinet.
CHANNEL.
Using the leg adjusters, level the
playfield. At this point, the pitch SLIDE THE BACKGLASS UP INTO THE of the playfield should be LIGHTBOX, PIVOT INWARDS AND SLIDE DOWN approximately
6
degrees.
INTO THE
"H" CHANNEL, TURN THE KEY A
QUARTER TURN COUNTER-CLOCKWISE TO LOCK
1°*Plug the line-cord into a properly
THE LIGHTBOX. grounded 3-wire receptacle ONLY!
6.
Open the cabinet door and loosen the 11.Refer to Section I11 to make all
front moulding locking arm. necessary game adjustments.
7.
Remove the front moulding from the 12.Re-install the playfield glass, cabinet. front moulding and lock the
cabinet door.
8.
Slide the playfield glass toward you and remove it, carefully set aside.
13.CAUTION! If this game has been subjected to extreme cold, allow to
9.
Slide the playfield toward you, pivot warm up to room temperature. upwards and back towards the lightbox,
C.
COIN METER
(OPTIONAL)
A +12vdc mechanical coin meter may be
installed by the operator to count total coins accepted by the machine. The coin meter leads should be
soldered to the lugs on the terminal
strip mounted inside the front door on the right side (see Figure 1). If the coin meter is polarized, the positive
lead (red) should be attached to the
lug that has the cathode (banded) side of the diode attached to it otherwise the leads may be attached in any order. The COIN METER adjustment must be set to on and the following four adjustments should be set to the number of pulses (counts) required for each coin denomination used.
NOTE: Make sure that the GAME MODE adjustment is not set to either REPLAY
+
TICKETS or TICKETS ONLY (see Game
Adjustments section)
.
PLAYFIELD PROP STICK
RIGHT
FLIPPER
SWITCH
AREA
-----------
I
I
TERMINAL STRIP
I
I
FIGURE
1.
D.
TICKET DISPENSER
(OPTIONAL)
This machine is equipped to easily
interface to the
Deltronic Labs
TDOM-10-S-S ticket dispenser. To
install the dispenser, first locate
the five partially drilled holes on the inside of the cabinet on the right side (see Figure 1)
.
The four tlAtl holes are for mounting the cabinet with #10
X
1-314" carriage bolts. The
ttBtt hole is for cable access to the
unit. Drill the
ttAtt holes out from the
inside of the cabinet using a
13/64"
drill bit. Drill the l1Bl1 hole out from the inside of the cabinet using a
ltt
drill bit. In the game envelope you will find template
#30213 for a 1/2It plywood spacer to be used between the outside of the game cabinet and the dispenser cabinet so that the dispenser will clear the leg on the game when opened for loading tickets.
The GAME MODE adjustment is used to set whether to dispense a number of tickets along with each replay awarded
(REPLAY
+
TICKETS) or to dispense a number of tickets in place of each replay awarded (TICKETS ONLY). The
TICKETS TO AWARD adjustment is used to set the number of tickets to dispense for each replay awarded (see Game Adjustments section).
NOTE: Make sure that the COIN METER adjustment is set to off when using a ticket dispenser.
E. BILL ACCEPTOR
(OPTIONAL)
The MARS VFM2-L1 bill acceptor can be easily interfaced to this machine. The unit can easily be mounted to the front door by removing the existing cover plate and bolting the unit to the door. There is also a connector provided on the front door which directly interfaces to the bill acceptor. The game is set at the
factory to give the proper amount of credits with the bill acceptor set to output one pulse per dollar. In order to change this configuration, the
GAME
PRICING adjustment will need to have
a
CUSTOM value entered. Other bill acceptors may also be interfaced to the game but may require a different mounting or wiring configuration.
F.
COMMUNICATIONS ADAPTER
(OPTIONAL)
A kit (MA-1940) may be purchased through your distributor which will allow the system to output
~ookkeeping
data to a serial printer.
II.
GAME
PLAY
AND
SCORING
***
PLAYFIELD
FEATURES
***
All scoring information noted below is
*
If arrow flashing in normal play,
for
IfNormal Scoringtt. See game collect FIRE FIGHT triangle award
adjustment
'!Reduced Scoringtt for and light ADVANCE TOLL.
alternative scoring information.
*
Increase TOLL BONUS if ADVANCE TOLL
NORMAL PLAY:
This is any time that the
lit or flashing. ball is in play when no round is active
.
*
Start captive ball lamp flashing in
normal play.
TOP LEFT LANE OPTO:
*
Score 30,000.
*
If MISSILE flashing, advance
MEGABONUS and start left ramp MISSILE
*
Collect Super Jackpot if MISSILE flashing or collect Jackpot and start flashing and end Combo shot sequence. pop
opt0 MISSILE flashing.
*
If arrow flashing in normal play,
*
During FIRE FIGHT round, collect collect FIRE FIGHT triangle award Jackpot if arrow flashing. and light BARB WIRE.
*
If arrow flashing in SPELL HAYWIRE
*
Display BARB WIRE letters and enable round, add a letter to HAYWIRE. feature if BARB WIRE lit. positions when emblem is flashing.
BIG FATS0 OPTO:
*
Score 300,000.
*
During CRASH THE TOLLS round, collect
TOLL BONUS when arrow flashing.
*
Score 20 Million if RETINAL SCAN
briefcase active and BIG
FATS0
*
During FIRE FIGHT round, collect closed. Jackpot if arrow flashing.
*
If arrow flashing in normal play,
*
If arrow flashing in SPELL HAYWIRE collect FIRE FIGHT triangle award round, add a letter to HAYWIRE. and light BEGIN ROUND.
*
In HAMMERHEAD BAR round, collect 20
*
If BEGIN ROUND lit, start BEGIN ROUND
Million and spot one spot target. flashing and open BIG
FATSO.
POP BUMPER & TOP KICKING TARGET:
*
During CRASH THE TOLLS round, collect
*
Score 1,000.
TOLL BONUS when arrow flashing.
*
Perform toggle function.
*
Collect HAYWIRE BONUS if all
3
*
If BARB WIRE feature active, move
lamps flashing in HAYWIRE round.
the pointer in the display.
RIGHT SIDE TROUGH OPTO:
*
Score 50,000.
RIGHT RAMP OPTO:
*
Score 1 Million.
*
~uring FIRE FIGHT round, collect
Jackpot if arrow flashing.
*
If arrow flashing in SPELL HAYWIRE
round, add a letter to HAYWIRE.
LEFT RAMP
(2
SWITCHES):
*
Score 30,000. If arrow flashing in normal
collect FIRE FIGHT triangle and light MISSILE.
play
f
award
*
If in HIDEOUT round,
qive
playex-'s.
choice.
Collect
HAYWIRE
HAYWIRE
BONUS
if
.irt
round and the
tliner
for the
last
s'-i~k,
*
If lit,
advance
and
*
Collect Super Jackpet
if
;;;
SRn(;li
start right ramp MISSILE flashing.
THE TOLLS round.
*
If MISSILE flashing, advance
*
Score BIG FATS0 poi??:s
whe!~
in
RIG
multiplier and start right ramp MISSILE flashing.
FATS0 round.
*
If ADD A MULTIBALL flashing, then
CAPTIVE BALL SPOT TAR<;
B,'Iq:
*
Score 1 Million.
put another ball into play
(ad justable)
.
*
If arrow flashing
in
normal
play,
collect FIRE FIGHT
trhngle
wriirds
*
During CRASH THE TOLLS round,collect TOLL BONUS when arrow flashing.
*
Score Captive Bal
l
va
bue
bb
hcc
Captive Ball f lasbi
ng*
*
During FIRE FIGHT round, collect Jackpot if arrow flashing.
*
During
CRASH
THE
?'Ol,1_
2;
~*~~rir_l
,
CL;
1
1
c?i:t
TOLL BONUS when
ar-X-C.~;
f
iashll~cl.
*
If arrow flashing in SPELL HAYWIRE
round, add a letter to HAYWIRE.
*
During FIRE FIGHT
ro~nd,
ccl!cet:
LEFT (TOP) UPKICKER:
Jackpot if arrow f lashj
i:q.
Ball shot directly into upkicker
...
4
Score 300.
*
If arrow f lashinq
in
;->PFLI,
EhYNiRF
round, add a letter
t21
HAk2hd:-!tE.
*
If arrow flashing in normal play, collect FIRE FIGHT triangle award and light RETINAL SCAN.
RIGHT SPOT TARGETS
4.11:
*
Score 300.
*
Award RETINAL SCAN if lit.
*
Score 10 Million
if
activated
from
*
Start right ramp MISSILE flashing.
RETINAL SCAN.
*
During
CRASH
THE
TOLLS
round, collect * Score 20 Million
it
a::
s!:z~
~LYLJP!.F
TOLL BONUS when arrow flashing.
flashing.
*
~uring FIRE FIGHT round, collect
*
If only this spot
tcirqr
"
f
i
il~!:,
j
~1,
Jackpot if arrow flashing. advance fl ashing
t<?r(:ct
t.o
the
right. If this
was
the
4tkl
target,
*
If arrow flashing in SPELL HAYWIRE then start all
4
fix-;b;;:lcj
for
~3
tin:;
round, add a letter to HAYWIRE. period to score
biy
i
nts.
*
If in HIDEOUT round, give player's
*
During
HAMMERHEAP
gn~j
rc3iilict
~-+>~j
lc,!~-;
choice.
20 Million if this
is
th~
onii
s;~clL
Ball came through BIG FATSO..
.
*
If skill shot active, add a letter
target flashing.
1
f
{I
L
f
lash
~-r.(;j
collect 20 Mill.
ior:
01-
Extrd
B21
>
to HAYWIRE.
*
During FIRE FIGHT
l-a;llcit
i:i:
1
ifz.9
*
Collect MEGABONUS if flashing.
Jackpot if arrow
f
'
,2.-r:
1
~ir:.
>t
::r,-,
iJAi->i-l
;?PI
*
Start flashing round if BEGIN ROUND
*
If arrow flashing
'1-1
n"
flashing. round, add a lettev
I-,-)
~-i.?,'f\ji.F'?
RIGHT (BOTTOM) UPKICKER:
*
~f arrow flashing in normal play,
Ball shot directly into
upkicker
...
collect FIRE FIGHT triangle award
*
Score 300,000. and light CHANGE.
*
If arrow flashing in normal play, collect FIRE FIGHT triangle award and light MIND READ.
*
Change RETINAL SCAN award when CHANGE lit.
*
Perform toggle function.
*
Advance MIND READ if lit.
*
During CRASH THE TOLLS round,collect TOLL BONUS when arrow flashing.
*
During FIRE FIGHT round, collect Jackpot if arrow flashing.
*
If arrow flashing in SPELL HAYWIRE round, add a letter to HAYWIRE.
*
If in HIDEOUT round, give player's choice.
Ball came from pop bumper exit trough.
*
Add letter to BARB WIRE if feature active
.
*
During CRASH THE TOLLS round,collect
TOLL BONUS when arrow flashing.
*
If arrow flashing in SPELL HAYWIRE round, add a letter to HAYWIRE.
KICKING RUBBERS:
*
Score 10.
*
Score 10
illi ion
if activated from
RETINAL SCAN.
*
Perform toggle function.
OUTLANES:
*
Score 3,000.
*
If in HIDEOUT round, give player's
*
Award an Extra Ball if flashing.
choice.
RETURN LANES:
RIGHT SPOT TARGET (SINGLE):
*
Score 30,000.
*
Score 100,000.
*
Award an Extra Ball if flashing.
*
Score 10 Million RETINAL SCAN.
play
activated
from
OUTHOLE:
*
At end of ball, collect
times multiplier.
TOLL BONUS
*
If arrow flashing in normal play, collect FIRE FIGHT triangle award
*
Return ball if BALL SAFETY is
and light ADVANCE MEGABONUS.
flashing (ad justable)
.
*
If ADVANCE MEGABONUS lit, advance
FLIPPERS:
MEGABONUS, start BIG FATS0 moving,
*
Select award from player's choice
and begin MEGABONUS flashing.
during HIDEOUT round.
*
During CRASH THE TOLLS round,collect
*
Rotate any flashing EXTRA BALL lamps
TOLL BONUS when arrow flashing. over return lanes and outlanes.
*
During FIRE FIGHT round, collect
*
Rotate flashing FIRE FIGHT triangle
Jackpot if arrow flashing.
lamp and round lamp while ball is in
the shooter lane.
*
If
arrow flashing in SPELL HAYWIRE
*
Pressing both flippers at the same
round, add a letter to HAYWIRE.
time disables the pop bumper and
KICKING TARGET (LOWER):
*
Score 300,000.
upper kicking target which freezes the cursor at the bottom of the BARB WIRE screen when enabled.
11.
GAME PLAY
AND
SCORING
***
GENERAL
GAME
FEATURES
***
GAME THEME: HIDEOUT ROUND:
*
The player tries to score the most
*
This round is playec!
::
;4,:,
:,r,iy
points by completing rounds patterned ball and is entered
I-,
t
t.:
~s:li~j
i
;;J;~~
after scenes from the movie ItBARR of shooting BIG
FATSCI
-/:hc,rl
?i;,:;r:~
WIREtt. Most of the rounds are
ROUND is flashing,
Wh~n
~i;c
;\
s
,
1
j
lYi
t2
1-
entered into by shooting the center shoots an upkicker,
~JP
V~CE
;
figure, BIG FATSO, when BEGIN ROUND player's choice
in
tlie
(-i
lsp!c'+
I!'.:
is flashing.
can choose between
t.21:
,
,,(-j
a
;:
immediate award or
tl-p7inc;
ft7r
ARROW FEATURE:
better award within
;.;ssoc:i
it?(:,
*
This is the main normal mode feature. time (adjustable).
l'ht
r~und
ends
There are nine arrows large arrows when time runs out
c?r
tlte
pl
iy~r"
spread over the playfield. Shooting chooses to receive
;i
i-7
:".-c:~-8:
,
a flashing arrow scores the flashing FIRE FIGHT triangle award and lights itts associated default lamp.
SPELL
HAYWIRE ROUh
83:
Completing all nine lamps opens BIG
*
This is a multibc?l!
.
L.rli~
t-h-'
FATS0 and flashes the arrow for an played after all
F
f
-t
.,e
1,;
-
-
+
award. rounds have been
p:
c;72~1.
:
+-
4
:
c.
entered from BIG
FAlS'St_f
wli
,)-,
!3f.
':
I\'
BIG FATSO ROUND:
ROUND is flashing.
PA
+-"
:-
~f
*
This is a multiball round entered by flashing arrows
(adjil.
t;ib.it.)
:C~,,~C-:
shooting BIG FATS0 when BEGIN ROUND
around the
playfie
hd
~!:~r
thl-;-
is flashing. The objective is to round. The objecti~,:~
1,
t.-,
(J:---'~'
b~~tlk;
1
e
t
<:-
shoot into BIG FATS0 (adjustable)
the letters of
HAY\6'Ti?L
i;br
.S:~LIO~
i
nil$
and score big points. All other
the flashing
arrow?,
TT'c
r
J~.:~-KI
l
list
.;
switches change the BIG FATSO score until only 1 ball
r:=;l,+
;
z:,
u~.-
ii
value. This round continues until all letters are cornp
iete
L
n
13~~1'~
i
A!
only 1 ball remains in play.
When HAYWIRE
is
complete,
t,:t-.
43;-:6-
switches into the
HAYP::HE
~-1~iind.
CRASH THE TOLLS ROUND:
*
This is another multiball round entered by shooting BIG
FATS0 when
HAYWIRE ROUND:
BEGIN ROUND is flashing. The round
*
Entered at any t
in62
krr
L-:;:
y:c,?-
1
ng
begins with eight arrows flashing all letters of HAiihllR'll.
1
i;11'$-
.3
with the objective being to shoot
are kicked into
plz;-
/-;;.
L
ii::
all arrows to qualify BIG FATS0 to
multiball round.
EX~+s--:;
c,::i~c-k
5it
collect Super Jackpot and restart except for the
pr:p
!-,lt--i,pc
:#
c:r~j:J
:-:nr:*,-*
A
L
the sequence of eight arrows. This kicking target adv;j:rce5
::;c
;ia,';;':i-'c'
round ends when only 1 ball remains
BONUS (ad justable)
:'i.P
/
-
cs:;r?b
i
:1\1~5
in play.
until just 1 ball
i-Fw\i*in~.
ht
tb;pt
time, BIG FATSO operls
;fi3
f
:
li-;?ies
HAMMERHEAD BAR ROUND:
for a time period
to
.-:.;ll~.r-+-
:;-I?
*
Yet another multiball round entered HAYWIRE BONUS. The
L-OL,
.lC
er!tx~
b:!erl
by shooting BIG FATS0 when BEGIN time expires or
whezi
t
LL~
H(3
?C1l
ROUND is flashing. The round begins shot is made. with just one spot target flashing. Each hit of the flashing spot target scores
20
Million (ad justable) and
FIRE FIGHT ROUXZ):
*.
steps to the next flashing target.
*
This 3 ball mul%ibtsl-
rc9n.w
I
5;
When the 4th flashing target is hit, entered by compiet
~r~g
dl
i
I
I
1
acigs
all 4 (adjustable) spot targets in the FIRE FIGHT
t
r-
i
dn:--!
e
'1
i?n-ee
begin flashing. Each hit on any of
.?
*
a
arrows (adjustable)
vt87
i
1
be
,
azr:
,
.:{-I
the flashing spots still scores
20
with one arrow alw<~;-;<
f'cilo~
r.rq
tni.
Million with the 5th (adjustable) last arrow shot
rnad~,
iho;t;
r7t-j
an
hit awarding an Extra Ball-. Round arrow when flashing
ri
rds
2
JarL;>394
*
continues until only 1 ball remains The round continues
t::li
j
3
c::
hlr
-i
in play.
ball remains in
play,
II.
GAME PLAY
AND
SCORING
TOGGLE FUNCTION:
when lit. The award can be adjusted
*
When in normal play, hitting kicking by shooting the bottom kicking rubbers, kicking targets, and the pop target when CHANGE lit. bumper will rotate the flashing
round and FIRE FIGHT triangle lamps.
MEGABONUS:
Also RETINAL SCAN, MIND READ, and
*
This is a general bonus that can be
BARB WIRE, lamps can toggle
if advanced from the COMBO shots,
adjusted. RETINAL SCAN, or the lit ADVANCE
MEGABONUS lamp for the bottom right
SKILL SHOT:
spot target. It is collected by
*
At the beginning of every ball,
BIG shooting BIG
FATS0 when flashing.
FATS0 will be strobing and open for
a flipper skill shot. shooting BIG
COMBO FEATURE:
FATS0 adds a letter to HAYWIRE while * This feature consists of making a
missing the shot ends the skill shot combination of successive MISSILE opportunity. lamp shots. Each successive shot
earns a more valuable award. The
TOLL BONUS:
sequence starts by shooting a lit
*
This is the End of Ball bonus and is left ramp, then a flashing right collected in the
outhole (times ramp, back to a flashing left ramp, multiplier). It is also collected back to a flashing right ramp, and by shooting flashing arrows during finally to the flashing pop bumper CRASH THE TOLLS round. The TOLL lane opto. BONUS is advanced by shooting the right ramp when ADVANCE TOLL is lit
MIND READ:
or flashing.
*
MIND READ is collected by shooting the bottom right
upkicker when lit.
FIRE FIGHT TRIANGLE:
The objective is to collect one of
*
During normal play, shooting a several awards by repeatedly flashing arrow collects the flashing shooting the
upkicker (adjustable).
FIRE FIGHT triangle award times
multiplier. Completing all triangle
BARBWIRE:
lamps enters the FIRE FIGHT round.
*
This carryover feature isenabled by shooting the pop bumper lane when
RETINAL SCAN:
BARB WIRE is lit. The objective is
*
This is a variable award that is to complete all letters of BARB WIRE collected in the top left
upkicker to collect Super Jackpot.
There are several functions accessible
to the operator while in the test
mode. These functions are Self-Test,
Bookkeeping, Game Adjustments, and utilities. Each of these functions will be explained in detail later in
this section. To enter the test mode,
the game must be in the attract mode
(game over). Then depress the Test button located just inside the front door of the game. The operator will then be given a choice as to which
function he wants to access. Use the left flfpper button to choose
(highlight) the function desired and then either the Test button or the right flipper button to enter the chosen function.
NOTE: The Test button may be held in to fast forward through the steps of a particular function.
To exit the test mode or change
functions the Slam switch (front door) must be activated or the power must be turned off.
I.
SELF-TEST
This function will allow the operator to test all the hardware related devices in the game. Each test is described below. In most cases the Credit button can be used to restart each test (see
Testmode Flowchart).
A, MEMORY TEST
t his
function tests all memory devices on the Control Board (Al). If all the devices pass the test an
ltOKtt will be displayed. If a failure occurs, a description of the faulty component will be displayed. Then after a short period of time the Game Prom check sum will be displayed.
B.
LAMPCHECK
This function will flash all the
controlled lamps and flasher lamps continuously. This will allow the operator to easily check for and replace any burned out light bulbs.
C. LAMP MATRIX TEST
his
test will allow an operator to single step through and check the operation of each lamp in the game.
The left flipper button will
decrement the active lamp number by one while the right flipper button will increment the active lamp number by one. The strobe number and the return number are combined to form the lamp number
(strobe,return) which
is shown in the display along with a
description of the lamp. Only one
lamp at a time should flash during
this test.
D. RELAY AND SOLENOID TEST
This test will allow an operator to
single step through and check the operation of each relay and solenoid driver in the game. The left and right flipper buttons are used to change the active driver number. The
selected driver description and number will appear in the display. The Credit button is then used to activate the driver for a short time period. Solenoid #31
("Qtl relay) is
always on during this test so as to
provide power to devices such as the pop bumpers and kicking rubbers (see
Playboard Schematic Diagram).
E. SWITCH MATRIX TEST
The first part of this test will report any
switch(s) which have not
been operated in the course of the
last 15 games (INOPERATIVE SWITCHES).
The second part of the test will report any
switch(s) which are stuck closed. If no switches are closed when this test is started, the message
"ALL SWITCHES OPENt1 will be displayed. If any switches are closed, the closed switch(s) name and number will continuously be displayed. The strobe number and the return number are
combined to form the switch number
(strobe,return). The Credit button can
be used to restart this test.
F.
SWITCH EDGES TEST
This test will display the name and number of any switch that is actuated.
When actuating each switch, a problem
exists if either no switch is shown or any switch other than the one actuated
is displayed.
G. DISPLAY TEST
This test checks the operation of the
128 x 32 dot matrix display. The right flipper button is used to advance this
test. The first two steps check the different levels of display intensity. Tach block that appears on the display
hould be of lesser intensity than the one to the left of it. During the next four steps a diagonal pattern is stepped from left to right in the display. While in this part of the test every fourth pixel only in each row of dots should be lit. During the next eight steps another diagonal
pattern is stepped from left to right
in the display.
while in this part of the test every eighth pixel only in each row of dots should be lit.
H.
SOUNDTEST
This test checks the interface lines
from the Control Board
(Al) to the
Sound Board
(A6). Every time the right flipper button is pressed, a different tone should be heard. During each tone, the sound line connection which
is being tested will be shown in the
display. After the tone stops the
sound line which is being tested will still be kept at a low level
(<.8v)
mtil the right flipper button is
I
*~ressed again or the Credit button is used to restart the test.
J.
FRONT DOOR TEST
This test checks the operation of the coin chutes used in the game. Utilizing this function will not affect any bookkeeping values. Each coin chute closure is categorized and shown in the display.
II.
BOOKKEEPING
The Test button is used to step through bookkeeping. The display will contain a description of each step,
the step number, and two different bookkeeping values. The value in the
leftmost column represents long term bookkeeping. The value in the rightmost column (in brackets) represents short term bookkeeping. These two values are provided so that the operator may compare recent performance with long term performance and then make any necessary game adjustments.
NOTE: The left column of steps
1
(earnings) and 17-20 (coin chute counts) will not be displayed unless the credit button is pressed during that active step number.
The left flipper button will allow the operator to reset all of the left
(long term) and right (short term)
bookkeeping values. The right flipper button will allow the operator to reset all of the right (short term) bookkeeping values only. If the R.BOOK AUTO-RESET adjustment is on, the right (short term) bookkeeping will automatically be reset after every 2000 plays (see Game Adjustments). Therefore, the operator does not need to reset the short term bookkeeping himself unless he prefers to follow his own procedure. Also, this feature will aid in adjusting the game payout percentage to the caliber of players in different locations. If there happens to be a
major error in a long term
bookkeeping value the word ERROR will appear to the right of that bookkeeping value. To correct this error the long term bookkeeping must be reset. A description of each bookkeeping step is given in the test mode flowchart.
III.
CAME ADJUSTMENTS
This function allows the operator to make any adjustments to his game as necessary.
A.
FACIDRY SETTINGS
Upon entering the game adjustment section of bookkeeping, the operator
is given a choice to load all factory settings or to single step through the game adjustments and adjust each section individually. If he chooses
to enter the factory settings by depressing the Credit button, he will also be given a choice of what language to load. By using the right flipper button he may choose the appropriate language and then depress the Credit button again to enter the settings. After the settings are loaded the display should show the message
ItFACTORY SETTINGS LOADEDtt for a short time and then proceed to game adjustment step 1. At any time during the previous steps the operator may either exit the test mode or depress the Test button to proceed
immediately to game adjustment step 1.
WARNING
Loading the factory settings will affect all previous game adjustment settings. Therefore be careful when selecting this feature.
6.
GAME ADJUSTMENT STEPS
Each time the Test button is pressed a description of the next step appears in the display along with the
step number and the current status of that step. Unless otherwise specified, the left and right flipper buttons are used to change the possible selections in each step.
1) SCORE REPLAY LEVEL 1
2) SCORE REPLAY LEVEL 2
3) SCORE REPLAY LEVEL 3 Each Score Replay Level may be set by using the left flipper button to decrement the score and the right flipper button to increment the score. The Credit button can be used to load the factory setting for each individual level if desired. If the
Auto-Percentaging adjustment is on, Replay Levels 2
&
3 can only be set
to on or off. If Replay Level 2 is
on, the score level will be set to
two times Replay Level 1. If Replay Level 3 is on, the score level will be set to three times Replay Level 1. This allows the operator several combinations of levels in the Auto-Percentaging mode
(i.e. 1, 1 & 2,
1
&
3, or 1 & 2 & 3).
4)
HIGH
GAME TO DATE 1
5) HIGH
GAME TO DATE 2
6)
HIGH
GAME
TO DATE 3
7) HIGH GAME TO DATE 4
8)
HIGH GAME TO DATE 5
Each High Game To Date may be set by using the left flipper button to decrement the score and the right
flipper button to increment the
score. The Credit button can be used to load the factory setting for the displayed level and all those
belowit.
9) GAME PRICING
This step provides a choice of
loading a standard setting for a particular country or a custom setting. When a standard setting is
selected, the following steps (10-17) are skipped.
10) CHUTE 1 UNITS (L)
11) CHUTE 2 UNITS (R)
12) CHUTE 3 UNITS (C)
13) CHUTE 4 UNITS
14) UNITS REQUIRED FOR CREDIT
15) UNITS REQUIRED FOR BONUS
16) BONUS CREDITS
17) MINIMUM UNITS REQUIRED FOR CREDIT Steps 10-17 are used if a custom setting is selected in step 9 (GAME
PRICING). Steps 10-13 select the number of units that each chute is
worth when a coin is dropped into
that particular chute. The value entered for step 14 determines how
many units must be accumulated for a
credit to be issued on the game. Steps 15 and 16 determine how many
units must be accumulated for any
bonus credits to be issued. A value of zero entered for step 15 will
disable the bonus feature. Step 17
indicates the number of units
required before any credits are
issued (see Coin Chute Setting Table for examples)
.
18) COIN METER If set to ON, the pulses to be given
for each of the four coin chutes can be defined so that the number of pulses for a given chute are in relation to the currency denomination. If set to OFF, steps
19-22 will be skipped.
19) CHUTE 1 PULSES
20) CHUTE 2 PULSES
21) CHUTE 3 PULSES
22) CHUTE 4 PULSES The four steps above are used to set
COIN CHUTE SE'ITING
TABLE
I
Country
I
Coin Chutes
Left Right Center
2 3 4
Chute Adjustment Steps
10 11 12 13 14 15 16 17
1
USA
1
.25 .25 $1
1
1/*5ot 2/$1
1
01 01 04 00 02
00
00
00
1
I
Belgium
/
5Fr 20Fr 50Fr
-
I
1/20Fr, 2/40Fr, 3/50Fr
1
01 04 10
00
04 10 01 00
1
1
Australia 2
3
1
Canada
1
.25 $1
-
-
1
11.50, 2/$1
1
01 04 00
00
02
00
00
00
1
1
Denmark
I
1Kr lOKr
- -
1
1/3xlKr, 4/10 Kroner
1
01 10 00
00
03 10 01 00
1
.20
$1
$2
-
.20 $1
$2
-
.20 $1
$2
-
I
Finland
I
5Mka lMka
-
-
I
113x1 Markka, 215 ~arkkaa 10 02 00 00 05 00
00
00
/
1/3x.20, 2/$1, 5/$2 1/5x.20, 1/$1, 3/$2 1/5x.20, 1/$1, 2/$2
1
1 / 5DM 2DM 1DM Token / 1/1DM, 2/2DM, 615 D-Mark 1 05 02 01 10 01 05 01 00
(
02 10 20
00
05 20 01
00
01 05 10
00
05 10 01
00
01 05 10 00 05
00
00 00
1
France 2
3
1
Greece
1
50D 50D
-
-
1
1/100 Drachma
1
01 01
00
00 02
00 00
00
1
1Fr
5Fr lOFr
20Fr
1Fr
5Fr lOFr 20Fr
1Fr 5Fr lOFr 20Fr
Germany
2 3
I
Hungary
1
20F 20F
-
-
1/20 Forint
1
01 01
00
00 01
00
00
00
1
1
1taly
1
500L 500L
-
-
~1/2~500~,2/3x500~,3/4x500~~
03 03 00
00
04
00
00 00
1
1/3xlFr, 2/5Fr, 5/10Fr 2/5Fr, 4/10Fr, 9/20Fr 1/5Fr, 3/10~r, 7/20Fr
5DM
2DM
1DM Token
5DM 2DM
1DM Token
I
Japan
I
lOOY lOOY
-
-
1
1/100 Yen, 3/2x100 Yen
1
01 01
00
00 01 02 01 00
1
02 10 20 40 05 20 01 00 02 10 20 40 05 40 01 10 03 15 30 60 10 60 01 15
1/2DMt2/3DM,3/4DM,5/5DM 1/2DM, 3/5DM
20 08 04 40 05 20 01 00 15 06 03 30 05
00
00 00
Mexico New
Zealand
1
Norway
2
1
Spain
1
500P lOOP
-
-
I
l/lOOPt 61500 Pesetas
1
05 01
00
00
01 05 01
00
1
lONP 5NP 2NP 1NP
$1
$2
-
-
1
5Kr
lOKr
20Kr
-
5Kr lOKr 20Kr
-
-
.50
Token
-
111 Nuevo Peso
1/$1, 3/$2
Singapore
2
(
.20
-
-
-
1
Sweden
2
Switzerland
10 05 02 01 01 00
00
00
01 02
00
00 01 02 01
00
1/5Kr, 2/10Kr, 4/20Kr 1/1OKr, 3/20 Kroner
I
United 1
Kingdom
I
2
01 02 04
00
01 00
00
00
01 02 04 00 02 04 01 00
lOKr
5Kr
-
1Kr
lOKr
5Kr
-
1Kr
1Fr 5Fr
2Fr
-
I
Universal
1
E
50P
20P
10P
1
E
50P
20P
10P
1/1OKr, 2/15Kr, 3/20Kr 1/5xlKr, 1/5Kr, 2/10Kr 1/1Fr, 2/2Fr, 615 Francs 1/3x10Pt 2/50P, 411 Pound 1/50P, 311 Pound
- -
-
-
32 16
00
02 20 00
00
00
10 05 00 01 05
00 00 00
01 05 02
00
01 05 01
00
111 Coin 01 01
00
00 01 00 00 00
the number of pulses to be issued for each of the four coin chutes.
23) COIN DOOR TYPE
This step provides a choice of
loading a standard setting for a particular country or a custom setting. When a standard setting is selected, the following steps (24-28) are skipped.
24) COLLECTION TEXT
25) CHUTE 1 VALUE
26) CHUTE 2 VALUE
27) CHUTE
3
VALUE
28) CHUTE
4
VALUE Step 24 is used to enter the name of the currency in use. The remaining four steps are used to set the
monetary value of each coin chute.
29) GAME BUY-IN BONUS
At the end of a game, if enabled, a
10-second timer is initialized
allowing each player that participated
in the previous game a chance to
purchase
1
credit for either 1 or 2
coins.
30) EXTENDED PLAY At the end of a player's last ball in play, if enabled, a 10-second timer is
initialized allowing the player to
continue playing his current game by
inserting either
1 or 2 coins for one
extra ball.
31) EXTENDED PLAY MAXIMUM
This step sets the maximum number of
extra balls a player may purchase in any one game when the EXTENDED PLAY feature is enabled. In a multiple
player game, each player can only purchase one ball so this step will have no effect.
32) EXTENDED PLAY CHUTE (S)
This step sets which coin
chute(s) will be enabled toward purchasing a game if step 29 is enabled and/or an extra ball if step
30
is enabled. A coin dropped in any other chute will be used toward purchasing a new game.
33)
GAME PERCENT PAYOUT This step is used to set the game payout percentage used when the Auto-Percentaging adjustment is on. The value entered for this step is compared to the
value calculated by
dividing total replays by total plays
(see Bookkeeping section). Total
replays include all replays won from beating the score replay level, achieving a new high game to date, winning a playfield special, and all match replays.
When the GAME MODE adjustment is set to Add a Ball this setting refers to extra ball percentage rather than replay percentage. The value entered
in this case will be compared to the value calculated by dividing total extra balls won by total plays (see Bookkeeping section).
34) MATCH PERCENT PAYOUT This step is used to set the match payout percentage. If this step is set to zero, the match will be disabled.
NOTE: The MATCH PERCENT PAYOUT value
is included in the value entered for
GAME PERCENT PAYOUT (step
#33). Therefore in order to retain the same payout percentage for the other payout features in the game such as score level replays, the GAME PERCENT PAYOUT
will be automatically adjusted by the
same amount as this step when changed.
35) HIGH GAME REPLAYS
This step is used to set the number of replays to award when the highest game to date has been beaten.
36) MAXIMUM CREDITS
This step sets the maximum number of credits allowed on the game.
37) TILT WARNINGS
his
step sets the number of tilts
allowed before the current
player's
ball in play is terminated.
38) BALLS PER GAME
This step sets the number of balls
per game to
1-5.
39) GAME MODE This step allows the game to be played in Replay, Replay
+
Tickets, Tickets Only, Add a Ball, or Novelty mode. In Replay mode all Specials and replays are allowed. Replay
+
Tickets
mode is the same as Replay mode with
the addition of one or more tickets
to be issued (TICKETS TO AWARD) along
10
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