490
15.
Checkswitches for loosesolder
or
"H,,,,
..
f,,,.,,,;
••
n
IIlat,eriial
that
may
have come loose during
shilpnlel1lt.
16.
Check wiresoncoils for proper soldering.
17.
Check
that
the flipperB+fuse on the playfieldissecure
and
that
the fusesonthe sound board and the two fuses
adjacent to it are secure.
18.
Check adjustmentofthe tilt switches:
a. Playfield Shakeonthe bottomofthe playfield.
b.
Plumb
Bob and Ball Roll tilts (Figure 2 Nos.18and
17).
c.
Slam Tiltonthe coin door.
19.
Install the ball in the ball roll tiltifnot already installed
and insert the captive ball through the slot in the plastic
in the lane for the upper left Bull's-Eye target.
20.
Lower the playfield and check that the four fusesonthe
Power Supply Board are secure.
21.
Check adjustments
of
the ball shooter guide using
information provided in Section
8.
POWER
TURN-ON
Thismachine
MUSTBEPLUGGED
INTOA
PROPERLY
GROUNDEPQUTLETto
PREVENT
SHOCK
HAZ-
ARDiandtoiinsllrePROP.E;RGAME
OPERATION.
DO
NOT use a "ch.eater plug"<todefeat the ground pinonthe
power
cord,andpONOTcutoffth.e
ground pin. The line
voltage
MUST
agree with
that
specifiedonthe shipping
cartonorserious damage to thega.l.Ile>willgccur when it
is
~~ufo1f~~~:'
To apply
power.and.c~e00iosttheg0111e'iProceed
1.
Plug the power cord into.anoutletal1dturnonthe
power switch located near
therightJrontcal:>in~tleg.
The game should comeonin the game
over<tn()~ea.s
indicated by the player scores reading
zero,playerJllp
~~f: ~l~~~~~fin~a~h~~~~
l~~~e~iti
~~~r~~e.
hignScsretS.
2.Ifthe game comesonwith the numberofcredits display
(Figure
2-N
o. 12A) showing 04, the ball inplaydisplay
(Figure
2-No.
12B) showing 00, and the player 1
display showing the
PROM
identification and revision
number, turn the game
OFF
and then
ON
again. The
game should now come up in the game over mode.
NOTE
Indications in step 2 are a resultofthe batteries being
removed with the power
OFForcoming loose during
shipment. This has also resulted in features reverting to
factory settings
and
any changes from the factory
settings must be re-entered usingprocedures provided in
Section 3ofthis manual.
3.Ifthe game does not comeupin the game over mode
after Steps 1 and2, refer to troubleshootingin Section
6.
4.
Perform diagnostic tests in accordance with procedures
provided in Section 5ofthis manual.
5.
Make any desired changes to features in accordance
with procedures provided in Section 3ofthis manual.
6.
Latch the insert
door
into position.
7.
Release the backglass retainer
bar
with the backbox
keylock, insert the backglass, and secure the backglass
with the keylock.
6
usingSection 2as a guide.
This Section provides
an
of
game operation.
Place the ball onto the When the
gameisturnedonit come mode. All
player scores will be zero, high score
to
will alternate
with the player 1 score, the player 1 up light will flash, and
the game over lights will light.
When coins are inserted, credits will be posted. The knocker
will sound for each credit. When the credit buttononthe
frontofthe cabinetispressed, the outhole kicker serves the
ball, the credit display will be reduced by one, the ball inplay
will show1,the startup tune will be played, and the player I
up light will flash until the first switchorbumperismade.
Pressing the credit buttonatany time before the ball in play
display indicates 2 will allow additional players, change the
numberofplayer lights, and reduce the numberofcredits by
one for each additional player.
The bonusisadvanced byeachwire form rollover, each drop
target, the eject hole and the captive ball target. The bonus
multiplierisadvanced by spotting
"I"
through "4", spotting
S-T-E-L-L-A-R, and spotting W-A-R-S. SpottingS-T-E-LL-A-R and W-A-R-S scores 50,000.
The left 3-bank drop targets spots S-T as indicated by the
arrows with general illumination bulbs. Making all targets
on
the left 3-bank the first time scores 5000 and lights the top
jet
bumpers. Making them a second time scores 10,000 and
flashes the top
jet
bumpers. Each additional time they are
made scores 5000. The top jet bumpers each score
100,
1000
when lit, and 2000 when flashing.
The 4-bank drop targets spots E-L-L-A as indicated by the
arrows with general illuminationbulbs. Makingall targets in
the
4-bank
scores 5000
and
advances lightingofthe eject
h()le1amps for a possible
Extra
Ball
and
towardslighting the
outla~erollovers
for a possible special.
The center. target in the right 3-bankofdrop targets* spots
":R..".1Vf~kingall
targets in the right 3-bank the first time
scores5000;.asecond time scores 10,000, a third time scores
15,OOO,aJol1rthtime scores 20,000 and fith
and
succeeding
til.Ilesscore. 30,000. In addition, making all targets in this
bank
advances lighting
of
the captive ball,
bottom
jet
bumpers, the spinners,
and
the lower right bull's-eye target
Special. The captive ball target scores 5000 and when lit
scores 10,000 and spots a letter in
STELLAR
WARS. The
bottom
jet bumpers and spinners score
100
and 1000 when
lit. The lower right Bull's-Eye target scores 2000.
All standups and kickers score
10.
All other scoringisas
previously describedoras indicatedonthe playfield. Partial
spotting
of"I"through"4" and bonus multipliers below 5X*
are restored for subsequent balls. Lightingofeject hole
lamps* are also restored for subsequent balls.
Extra
ball* won during the courseofthe gameisplayed
immediatelyafter the player's regular ball enters the outhole.
After the last ballisplayed, the match digits* appear where
the ball in play digits were.Ifmatch occurs an extra credit
will be awarded,*the game over tunewill play
at;ld
the game
over lights will light. The high score to date
wIll
alternate
with the winning player's score.
If
a player's score exceeds the current high .score to date,
three'" credits will be awarded, the game
wIll
playa
high
I
J