Gottlieb Buck Rogers Instruction Manual

SOLID STATE
INSTRUCTION
MANUAL
BUCK ROGERS
GAME PROM IS MARKED
"N"
INSERT GAME PROM WITH
SEE SECTION
USED ON ELECTRONIC SOUND BOARD
IX
FOR DISCUSSION OF PROM
I.
INSTALLATION
To
assemble the game, first bolt the legs to the cabinet. Place the lightbox atop the pedestal and inset the four screws into the back of the pedestal. the lightbox and secure the long lightbox bolts.
#8
x 3/4 hex-head
Open
it
to the cabinet with
Connect all cables and gently but fully insert the connectors onto the printed circuit boards. Be sure to touch only the edges of the boards.
7. Be sure that the transformer wiring cor­responds to the supply voltage.
8.
Check the setting of the tilt switch on
the underside of the playfield.
One blade of this switch is free-floating with a weight on the end.
After levelling the machine . adjust the plumb-bob tilt (on left side of cabinet near front door) to the sensitivity desired.
Inspecting the following items before
plugging in the line cord may prevent future
trouble:
1. Check that cables are clear of moving
parts.
2. Look for any disconnected wires.
3.
Check switches for loose solder
or
other foreign matter.
4.
Check the soldering genera lly for cold joints.
5. Be certain all fuses are firmly seated.
6.
Check the transformers for foreign mat­ter across the terminals.
II. GAME ADJUSTMENTS
A. Playfield Adjustments
Posts controlling access to the left and
right outlanes can be adjusted.
8. The tion ing while the
··conservative·· (easier entry) posi-
decreases
playing
··1i
berar· position has the oppo-
time
See page
and
scor
site effect.
The
game
is shipped with adjustab le posts in the position found to be suitable for the greatest number of players. Therefore the posts should not be changed
un
less the
need is clearly evident.
-
NOTE: TOUCHING THE STATIC-SENSITIVE MOS COMPONENTS ON THE CPU
CONTROL BOARD CAN TIVE
AND INVALIDATING THE WARRANTY.
CAUTION: IF GAME WAS SUBJECTED
UP TO ROOM TEMPERATURE BEFORE PLUGGING
DAMAGE THEM, MAKING THE GAME INOPERA-
TO
EXTREME COLD , ALLOW GAME TO WARM
IN
LINE CORD .
B.
Lightbox
Adjustments
There are 24 switches on the Control Board (A 1) which permit adjustment of the game paramete
ai
ned in three packages of eight
t each, as shown
tJ
o o a a o a a
.
1'l3
I
$ l
S67
rs
. These switches a
switche
below.
ll
o o a o o o o oll o o o o o a a 01
1
..
12
34
SI
S9
$ 6 1 1 .. t 2
5 16
Sl7
3•S&
re
con-
7 1 .
WARNING: TURN OFF POWER BEFORE
MAKING ADJUSTMENTS!
COIN CHUTE
SWITCHES ADJUSTMENTS
S
1
S2
S3
S4
. . .
.....
. . . . . . .
S5 S6 S7 S8
OFF OFF OFF OFF . OFF OFF OFF OFF OFF OFF OFF OFF OFF OFF OFF ON ON ON ON ON ON ON ON
ON ON
ON
OFF OFF ...
ON
OFF ON ... .
ON
ON OFF . . .
ON
ON OFF OFF OFF . . OFF OFF OFF
ON OFF
ON ON
OFF OFF
OFF
ON ON ON ON ON ON ON
.......
. ......
...............
ON
...............
OFF ...... . . . . ..
ON
...............
...........
.............
........
ON
..........
........
ON
..................
OFF .
..•...
.........
..........
................
ON
..................
OFF ....
. .
............
.......
Note 1 : No credits until second coin is deposited. Note.2· First coin gives one credit.Second coin gives
lwo credi
ts
provided that no score is made
between first and second coin.
curred. second coin becomes a "'firs
giving one credit.
Note 3: No credit
until thi
rd
coin
SWITCH 9
ON OFF
..............
.........
. . .
....
................... . 3
...... . .
#1
#2 Coins
....
....
........
..
. .
. .
.....
..
.......
is
deposited.
BALLS
.......
Coin Chute Coin Chute
/Cr
edits
. 1/1
. . . 1 /2
. 1 /3 . . . 1/4 . . . 1 /5
. 1/6
. . 117
1/8
...
119
2/ 1 l
. 2/2
. 2/3 Note 1
. 214
_J
2/5
. 213 Note 2
3/ 1 Note 3
If scoring oc-
f'
coin,
PER
GAME
. . .... . .. . 5
S24
s
SWITCH 12 TILT EFFECT
ON
..........
OFF . . . .... . . . . . . .
SWITCH
SWITCH
SWITCH SWITCH
13 CREDITS DISPLAYED?
ON
...................
OFF
...........
14 CREDIT BUTTON TUNE?
ON ....
OFF
.......
..................
15
} NOT USED-M
16
.
.......
" .BALL IN PL
...........
. .
.
......
.....
. . ...........
.
. GAME OVER
.. ..........
. .
..........
. .
.........
...............
AY
BE
ON
AY
ONLY
..
YES
NO
YES
. NO
OR OFF
SWITCHES MAXIMUM CREDITS
17 18 OFF OFF OFF ON ON ON ON
SWITCH 19 <
ON
.............
OFF
SWITCH
ON
.....
OFF
SWITCH
ON
............
OFF
SWITCH
ON
. . .... . .
OFF
SWITCH
ON ... OFF
SWITCH 24- NOT USED -
.........
..........
OFF
.....
...
. . ..
see
Note
.........
. . .
20
. . . . .... ............
.
....
. .... . .
21
. . .
.............
22
....................
.......
. .
.
.............
....
.........
. ....
....................
............
0
> COIN CHUTE CONTROL
....
....
.......
...
. CHUTES SAME
CHUTES SEPARATE
........
.......
........
TONES WHEN SCORING?
.
...... ·-.
.......................
HIGH
GAME TO DATE
DISPLAYED?
.
...................
. . . . .
..............
BEATING HIGH
TO
DATE AWARDS.
. . _YES
GAME
3 REPLAYS
.....
. . . . .
......
NO REPLAYS
. . . .
YES
NO
NO
..
10 15
23 COIN SWITCH TUNE?
...................
....... . . . . ........................
MAY
....
BE
.........
ON
OR OFF
YES
NO
5 8
I
-
SWITCH 10 MATCH FEATURE
ON
.......
......
OFF
SWITCH
ON
. . . . .
OFF . . . . . . .. . . ....
11
..
. .
...............
...
.. ......
tSee Note A) GAME MODE
.........
. .
....
.....
......
............
. . .
........
. . .... . .
. . .
..
.•
REPLAY
OUT
EXTRA BALL
IN
Note A: IF SWITCH
22 HAVE TURE IS DISABLED ARE
AWARDED
GAME
Note B: WHEN SWITCH
HAVE TROL BOTH COIN CHUTES .
2
11
IS OFF, SWITCHES
NO EFFECT; THE
10
MATCH
AND
FEA-
AND NO REPLAYS
FOR
TO
DATE.
BEATING
19
IS ON, SWITCHES 5-8
HIGH
NO EFFECT; SWITCHES 1-4 CON-
Ill. BUCK ROGERS
GAME
Completing the
quence
will reset and light the red drop
targets to score
FEATURES (3 BALL)
B-U-C-K
rollover se-
"Special".
Completing the red drop targets scores 10,000 points, adds one bonus and resets the red drop targets.
Moving the vari-target arm from base to
return to base:
With one hit
reset and light
will score 10,000 points,
yellow drop targets, lights the kickout hole to score bonus and lights the extra ball rollover.
With two hits will score 5000 points, reset and light
With three hits reset pair of
yellow drop targets.
will score 3000 points,
yellow drop targets and light the left
yellow drop targets.
With more than three hits will score 1000 points.
Completing
before a reset multiplier or if 5X is
The pop bumpers and the
tons score
FEATURE CHANGES FOR 5 OPERATION ARE:
all of the yellow drop targets
will also advance the bonus
lit score 5000 points.
rollover but-
1000 points.
BALL
The pop bumpers and the rollover but-
~core
tons
IV.
GAME OPERATION
100 points.
With the line cord unplugged drop a coin
It
into one of the chutes. Plug the line cord
should be rejected.
only
into a proper ly-
grounded 3-wire receptacle of the correct
voltage.
on the game
by
pressing the
Turn main switch located on the cabinet bottom near the front right corner.
After a five-second plays displ maining and the
will light and read zeros. The credit
ay
will show the number of credits re-
ball
delay
in
play display will show
all
score dis-
"70." game switch on the front door. remains, refer to
If
the credits fail to light, turn off the
and inspect the
normally
closed
ball-roll assembly and on the
Turn
on the game; if the problem
Section VI. (Trouble-
shooting).
Five seconds after the score displays
light, they
will flash "High Game to Date"
score for one second. This cycle continues
until the game is started. All playfield lights controlled
by
the micro-processor will be off.
Insert one or more coins and note that the correct number of credits are added on the credit display according to the information
on the coin entrance plate. Press the credit button to reset the game; the
ball should now be at the shooter. The first player score reads
"O" and flashes, indicating that that
player is now scoring. The other player dis­plays are
blank and a "1" appears on the
ball-in-play display.
by
Additional players are indicated showing play. show
in
each corresponding player dis-
Thus if there are three players, a "O" will
in
the first three player displays. After
a "O"
the fourth player has been added (or when the credit display reads
no
ton has
effect.
The game features are described
"O"), the credit but-
in
Sec­tion Ill. When the ball enters the outhole, the bonus is scored, the
ball is kicked to the
shooter, and the display of the player now
ng
scori
begins to flash and continues to flash until a score is made. All playfield fea­tures reset after each Again" light
is lit, neither the player designa-
tion (the flashing display) nor the
ball. When the "Shoot
ball-in-play display changes when the ball enters the outhole. Only one extra ball per ball
c
an
be
given.
The number of
balls per game is adjusta-
in
play
ble. When the last ball enters the outhole,
"Game Over" and "Number to Match"
the
on
lights come
. A random number appears
3
in the ball-in-play display and if this number matches the
last two digits in the player's score. a replay is added to the credit display. At
this time a "High
Game
to Date " score is periodically flashed in all four player dis­plays . When this score is achieved , three replays are given. This feature is adjustable.
Tilting the machine results in the loss
the ball in play
or
the entire
game
, depend-
of
ing upon the Tilt Reset adjustment. With this adjustment when the
"on," the
ball enters the outhole, and play
game
comes
on again
resumes. There is a normally-closed switch
one
on the front door and assembly. If either
from raising the front
ing the front
The "Game
door
Over
of
these switches opens
of
, the entire
" light
the cabinet
in the ball-roll
or
game
comes
is ended.
on and for
pound-
three seconds the coin chute switches and
replay button are inactive. This prevents
cidental closing
of
these switches from re-
ac-
sidual vibration.
V.
BOOKKEEPING
FUNCTIONS
AND
SELF-TESTING
The
circuitry in this
game
helps the opera­tor perform many bookkeeping functions. The
information is shown
one
step at a time
on the first player score display while the
number
step Pressing the button on the inside door (the
is shown in the credit display.
of
play/test
button) begins the book-
the front
keeping and advances it to the next step
each time the button is pressed .
is not pressed within sixty seconds
If the button
of
each
step, the machine returns to normal playing
on
conditi
.
STEP
INFORMATION
SHOWN
(Credit
Display)
0
1
Total coins through #1
Total coins through
(First Player Display)
coin chute (left chute).
chute.* 2 Total plays. 3 Total replays given.
4
Number
of
times anti-cheat switches on front door and on ball-roll assembly have opened.
5 Total extra
6
Number
7
First high score replay.
of
balls.
tilts.
8 Second high score replay.
9 Third high score replay.
10 Current "High
Date" score.
11
Display test: All digits in first and third player displays step
"O" through "9. "
12 Display test: All digits in
second and fourth player displays step
through "9."
13
Self-test : All lights
come Each solenoid is energized at
a time. All closed switches
noted
by
ball-in-play display.
Game
"O"
**
CPU
on for five seconds.
a code number in
#2
coin
to
**
-controlled one
The
data in any bookkeeping step reset to zero while it is displayed Switch Button board in the lightbox.
#25
on A 1, the
Then
the
ton must be pressed to enter the zero.
NOTE:
RESET
STARTING
ALL
DROP TARGETS
SELF
/TEST.
may
by
pressing
CPU
control
play/test
BEFORE
be
but-
*If chutes are adjusted to be the same , coins
deposited in either chute add only to the #1
total.
chute
**
If button is not pressed within two 0-9 cycles, machine returns to normal playing condition.
4
8
8
~
,
SW.23
0
0
G)
G
0
0
0
8
8
8
~
[
SW
.llATNX
~
SW.00 SW.01 SW
.02 SW.03 SW.04 SW
.10 SW.
11 SW.13 SW
.14 SW.20 SW.21 SW.23 SW.24 SW.30
SW.
31
SW.33 SW.34 SW.40 SW.41 SW.43 SW.44 SW
.50
SW
.54 SW.60 SW.61 SW.63 SW.70 SW.71 SW.73 SW.74
SWITCH MATRIX AND
LAMP
SWITCHES
Test Button (On Front Door) # 1 Coin Chute (On Front Door) #2 Replay Button (On Front Door) Tilt Switches
#1
Bulls-Eye Target.
# 1 Yellow Drop Target #2 #2
1 #3 #4 #3
Pop Bumpers (2) and Rollover Buttons (2)
#1
#2
#4
Kickout
#3
#4
#5
50 Point Switches (4)
#6
Outside Rollovers (2)
Right
"
"
"C" Rollover
"K" Rollover
LOCATION
ON
MATRI
X
SWITCHFUNCT10N
Coin Chute (On Front Door)
Vari-Target
Yellow Drop Target Vari-Target
O Point Switches (4)
Yellow Drop Tar Yellow Drop Target Vari-Target
Red Drop Target Red Drop Target Vari-Target
Hole
Red Drop
Red Drop Target
Vari-Target Vari-Target
Side Rollover
B"
Rollover (2)
U"
Rollover
get
T~rget
(2)
8
8
SW
.
54
CPU CONTROLLED LAMPS
LAMP
NUMBER
1
2
3
4
5
6
7
8
9
10
11 12 13 14 15 16 17
5
18 19 20 21
22
23 24 25 26 27 28 29 30 31 32
33
34 35
36
LA
MP
FUNCTION
Game Over Relay (Lamp in Lightbox)
Tilt Relay (Lamp in Lightbox)
High Game to Date Same Player Shoots Again (Playfield Left Advance Right Advance Multiplier
#5 #4 #2Bonus #3Bonus #1 Bonus
Top
"U" Rollover
"C" Rollover
Top Extra Ball Vari-Target Reset Score Bonus When Lit 5X Bonus 4X Bonus 2X Bonus 3X Bonus
1000 Bonus 2000 Bonus 3000 Bonus 4000 Bonus
5000 Bonus
6000Bonus
7000
8000 Bonus
9000 Bonus
10,000 Bonus 20
Bottom
Bottom "B" Rollover
Special
& Lightbox)
Bonus Bonus
"K" Rollover
"B" Rollover
Bonus
,000 Bonus
"K" Rollqver
(In Lightbox)
Multiplier
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