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Phone:
ELECTRONICS GAMES,
3401 fC, California
-Chicago, Illinois 60618
(312)
-
267-2240
Telex 253095
.
-
Avenue
Fax <312)267-3747
INC.
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PIN»BOT
16-549-101
October
6,1986
INSTRUCTION MANUAL
Phone:
ELECTRONICS
3401 N.
Chicago,
(312)
California Avenue
Illinois
267-2240
Telex 253095
GAMES, INC.
60618
-
Fax:
(312)267-3747
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Section 1
-
Game Operation
Contents
Test Information
&
PIN-BOT(System- 1
Connector Identification
ROM Summary
1 )
PIN-BOT Circuit Boards
PIN-BOTGame Control locatio ns
Pinball Game Assembly Instructions
Game Operation 3
1. Pinball Assembly,
Figure
Playfield
PIN-BOTGame Play 5
PIN-BOT
Game Status
PIN-BOTAudit
Displays
Table
PIN-BOTGame Adjustment Table
Game Adjustment
Items 01
Procedure 10
02-06
07-12
13-21
22-29
-
30
39
40-45 16
46-51
-
52
54
55-58 19
59-62 20
-
63
65
-
66
70
Resetting the
High Scores
Game Pricing
Pricing Table
Test/Diagnostic
Music Test
Display
Sound Test
Lamp Tests
PIN-BOT Lamp-Matrix Table
Solenoid
P/W-eorSolenoid Table
Special and Controlled
Switch Tests
PIN-BOTSwitch- Matrix Table
Ending the Diagnostic Tests
Auto Burn-in Mode
System-11 Memory Chip Test
CPU LED Indicator Codes
System-11 Sound Section Test
Maintenance Information
Figure 2. Adjustments and Lubrication
Test
Test
Procedures
Solenoids
Table
-
Diagrams and Details
Angle,
Pitch
and Leg
Points, Ball Feeder
Leveler
Details
Trough
8-9
10
11
12
13
14
15
17
18
21
22
23
23
24
25
25
25
25
26
26
27
27
28
28
29
30
30
30
31
31
32
32
1
2
2
2
3
4
6
7
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Contents
-
Section 2
Player
Trough Feeder,
Ball
Playfield Pivot &
Ball In Play/Match
Alphanumeric Master
D-8345
System 1 1
Background Sound
Game Parts
Score Display Panels &
C-9638
Hinge Bracket
Display Panel
Display Board (D-1 0877)
Power Supply Board
CPU Board Parts Layout
A
Speech Board (D-1
&
Backbox Parts
3-Bank Drop Target Assembly (D-9355)
Flipper Assemblies (C-9952-R &
Chest Lamp Matrix
Visor
Visor Assembly (C-1 11
Visor Motor
Visor Teeth
Ramp
Jet
Ball
Ramp
Miscellaneous PIN*BOT Parts
Playfield
Solenoids/Flashers &
Targets Mechanism
&
Assembly (B-1 11
Target Carrier Assembly (B-1 1156
Lifting Mechanism
Bumper (B-9414)
EjectAssembly (B-9361-R-1)
Exit Playfield
Parts
Board
(C-11310)
59)
1
(C-1
248)
Rubber Parts
Lamps
Switches
Information
Segments Diagrams
and Parts
1
297)
C-9953-L)
69)
Listing
34
35
35
35
36
37
38-39
40
41
42
43
43
44
44
45
45
46
47
47
48
48
49
50
51
52
Section
Cabinet Wiring Diagram
-
Reference
3
Alphanumeric Master
Background Music &
Interboard Signals Diagrams
Schematic, System 11 CPU
Schematic, System
Schematic, System
Schematic, System
Power Wiring
D-8345
C-8364
Diagram
Power Supply Schematic
Display Schematic
Diagrams
Display Board Schematic
Speech Board Schematic
(16-8947, Sheet 1 of
1
CPU
1
1
CPU
1
1
CPU
1
6-8947, Sheet
(1
6-8947,
(1
6-8947,
(1
Sheet
Sheet 4 of
Schematics
&
4)
2 of
4)
of
3
4)
4)
IV
54
55
56-57
58
59
60
61
62
63
64
64
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Section 1
in
zi
U
•
PIN^BOT (System-11) ROM Summary
•
Pinball Game Assembly Instructions
b
r*
•
Game Play
•
Game
•
Game
•
Game
•
Test/Diagnostic Procedures
Status Displays
Adjustment
Pricing
Procedure
PIN*BOT (System-11) ROM Summary
IC DESCRIPTION TYPE IDENTIFIER
Game ROM 1 32K x
Game ROM 2 16Kx8 ROM 27128 U26
Sound ROM 1
Sound ROM 2 32K x
Background
Sound/Speech ROM 1 32K x 8
B/G Snd./Spch.
(B/G)
ROM
32K
32K
2
ROM 27256 U27
8
x
ROM 27256 U21
8
ROM 27256 U22
8
ROM 27256
8 ROM
x
27256
U4 B/G
U19
B/G Mus./Sp.
BOARD PART NUMBER
CPU A-5343-549-2
CPU A-5343-549-1
CPU A-5343-549-4
CPU
Mus./Sp.
A-5343-549-3
A-5343-549-5
A-5343-549-6
order
To
distributor,
(number)
replacement ROM from your
a
specify:
on the label;
(1)
(4)
number (if
part
which game the
N&7MCE
authorized WILLIAMS
available);
ROM is
PIN*BOT
(2)
used in.
1
ROM
ELECTRONICS GAMES
label color;
ROM level
(3)
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.
.
WILLIAMS ELECTRONICS
receives a
the male part of a
to
1 Ji designates jack 1
prefix number
Board plug).
Identifying the specific
from the plug or jack
All PIN-BOT Circuit
unlatching the insert
CPU BOARD.
specified in the
sion B (or later)
W7, W8,
cut/removed for West
W11, W12, W13,
(which identifies the
connector.
of board1(a CPU
pin number of a
designation.
Boards are in the
board, and
The System-11
PIN-BOT (System-11)
CPU boards
BACKGROUND MUSIC &
p/n D-1 1297, as
DISPLAY BOARDS. The
7-digit Player Score
are p/n C-8364-1.
C-8365-1
supplied with
CONNECTOR
GAMES
German games.
Displays (player 1
The 2-digit
uses
P-designations
connector
For example, 1J1-3
PIN-BOT
backbox.
swinging it open.
CPU Board (p/n D-10881)
(having jumpers W1
W14, W16, W17,
SPEECFf
ROM and
Alphanumeric
Credit (also BALL
IDENTIFICATION
special technique to
a
circuit board), a
refer
to
Board jack);
3P6 designates
involves
refers
CIRCUIT
They are accessible by
Summary. For this
ROM
and W18 must be
BOARD. The
microprocessor.
Master Display
and
2)
are p/n
identify
letter, and a
hyphen,
pin
3
part of a
plug
which separates
of jack 1 on
the female
a
to
BOARDS
must be
ROM complement,
through W18);
Background Music &
Board is p/n D-1
C-i 0866. The
IN PLAY),
jumpers W1, W2,
connected
2-digit MATCH
connectors.
number.
connector.
of board
6
board
removing
equipped
Speech
0877.
player
3
plug or jack
Each
J-designations
For example,
Power Supply
a
3
(
on
number
Revi-
the pin
1
the backbox
with the ROMs
W4, W5,
Jumper W7
Board is
Two of the
4 Displays
and
Display is p/n
refer
glass,
is
POWER SUPPLY BOARD.
numbers for
Prefix
below. A
connector 1J1).
1
2
3
4
5
The On-Off switch
Volume
The
sible
by
Credil switch is
The
GAME
ADJUSTMENT/DIAGNOSTIC
game adjustments,
switches mounted
ADVANCE,
the
Procedures for details
prefix number may
-
CPU
-
-
-
-
opening
assigned)
(not
Backbox
Alphanumeric Display 9
Player
Control is on the left
Power Supply
Score Displays
is on the bottom
the coin box
a
on the inside
AUTO-UP/MANUAL-DOWN,
inside of the
The Power
PIN-BOT System-11
precede a
PIN-BOT
pushbutton to
GAME
of the cabinet
inner wall of the
door.
the left of the
SWITCHES.
obtain
bookkeeping
coin door.
concerning
of the coin door
Refertothe
Supply Board is p/n D-8345
circuit boards and
component
-
Backbox
6
-
Cabinet
7
-
Playfield 13
8
10
-
-
Insert
(not
Board
assigned)
CONTROL
near the right
cabinet on
coin door on
PIN-BOTallows the
and diagnose
Credit button
their
operation.
information,
and the
HIGH-SCORE RESET
and
Game Status
major
designator
11
12
14
15
LOCATIONS
front leg.
the tilt
Displays text
mechanisms
the cabinet
-549.
assemblies are listed
identify
to
-
-
-
-
-
operator to
problems,
beside
are the switches
and the
the unit (e.g.,
Music/Speech
B/G
(not assigned)
assigned)
(not
assigned)
(not
Flipper
exterior.
Power
board. It is acces-
program
using
the coin
located
Text/Diagnostic
Supply
virtually all
only three
door.
on
Memory Protect
Tbe
to clear
door
bookkeeping
opens.
switch
totals
on the
is
and to
inside frame
make game
of the coin
adjustments. It
PIN»BOT 2
This interlock
door.
automatically
switch
opens,
must
be
when the
open
coin
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PIN-BOT
GAME CONTROL
LOCATIONS (Continued)
CPU
The
of the CPU Board) near
Diagnostic switch (SW
large, socketed microprocessor chip.
a
is the lower switch (ot the two
2)
This switch
Test explained in the Diagnostic Procedures.
The Sound Diagnostic switch (SW
is the upper switch
1)
CPU Board. This switch initiates the Sound Section Test.
PINBALL GAME ASSEMBLY
1 . Open the shipping container; remove
2. Place cabinet on
3. Attach the front legs, using leg bolts.
4. Reach into the cabinet and backbox and check the mating
matching several wire
support and attach
a
colors
at each
all cartons, parts, and other items, and set
rear legs, using leg bolts (provided in the
connector. Ensure that all connections
of the two mounted on the
Refer
to
INSTRUCTIONS
CA'jinoN
Ensure that the interconnecting cables
careful not to damage wires at any stage
Raise the hinged
5.
backbox into
position. Secure the backbox with
bottom holes into the threaded fasteners in the
6. Extend the rear leg levelers
net from
7. Remove the playfield cover glass
its
support
and place it on the
Level (side-to-side) the playfield
lighten the
8. Adjust
(incline) of approximately
nut on each leg
front
the
leg levelers for
approximately 2/3 length below
to
permit accurate
to
(preferably measured ON the playfield
leveler shaft
proper playfield level (side-to-side)
degrees. (Again, it is recommended that
6
made ON the playfield, not the cabinet nor the playfield cover glass.)
leveler shaft
maintain this setting.
to
are tree to move (not kinked or
ol the assembly process.
cabinet.
floor.
measurement of fhe
maintain this level setting, as
to
switches mounted
initiates the Memory
the Diagnostic
on the left edge
left
Procedures.
them aside.
cash box).
of the interconnecting
are properly secure.
pinched). Be
mounting bolts through
the leg bottom. Remove
playfield level and pitch.
surface), and
shown in Figure 1.
playfield pitch
3M
these measurements be
Tighten the nut on
edge
Chip
of the
cables,
the
the cabi-
firmly
angle
each leg
CAirriOM
Playfield pitch angle adjustments can affect the
plumb bob tilt, inside the cabinet. The operator should adjust these tilt
proper
operation, after
9. Move the game into the desired location; recheck the
10. Verify that two
1
Clean
1 .
and re-install the playfield
After assembly and installation at its site
balls are installed in
grounded outlet to prevent shock hazard,
’cheater' plug
use a
POWERING UP.
switch. In normal operation,
BALL IN PLAY/MATCH)
into the Attract
With the coin door
initially all show
Mode (Playfield and backbox lamps
completion
the game.
desired playfield pitch angle setting.
of the
cover glass. Prepare the game for
GAME
defeat the ground pin on the
to
closed,
the player 1 score display and the
00.
OPERATION
WARNING
^
location, this game must be plugged
and to assure proper game
plug the game
The GAME
flashing, sounds
operation of the ball-roll tilt and the
mechanisms for
level and pitch angle of
player operation.
the playfield.
^
into
a
operation.
line cord. DO NOT cut
in, and switch
lower two
OVER indicator
being heard,
off the ground pin.
it ON, using the
2-digit displays (Credits
blinks. Then, the game goes
etc.).
properly
NOT
DO
On-Off
and
PIN*BOT 3
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Figure 1. Pinball
Assembly, Playfield
Pitch Angle, and
Leveler Details.
Leg
GAME
PIN-BOT's System 1
At game
display now signals when a switch has NOT been
Turn-On (and also when the operator is
1
Up to three switches can be
PIN’BOT compensates the
normal'
'nearly
Diagnostic Procedures text describing the
the
play. This
program has a new
game
displayed during this
game play requirements
helps keep PIN-BOTearning
OPERATION (Continued)
ATTRACT MODEL Playfield and backbox
messages
informing the player
Recent highest scores*;
A.
game
message"
achieve to
to
feature
B. A "custom
The score
C.
Brief
D.
These displays (or variations
player initiates
a
button.
game play
CREDIT POSTING. Insert coin(s).
number ot credits purchased. So
the
exceeded by
credits
occur.
coin purchase
value is reached,
ONLY posting
ot purchased credits
concerning:
("GIVE ME SIGHT ...
obtain
instructions.
of them) reappear
inserting
by
A
long
high
or
posting of
score,
additional credits
a
sound
CAU7SON
capability to aid the operator and
beginning the
actuated during ball
Switch Problem reporting
affected by each
good profits! More
Switch Testing.
lamps blink.
Replay
a
credits are posted
award*;
occasionally,
or, when credits
coin
is heard
the number of
as
occurs beyond
All player score displays
LOCK MY ... EYE
accompanied by sounds
for each coin,
maximum
correctly.
won (not
maximum credits
the
service
Test/Diagnostic
play for 60 balls
activity.
disabled switch to
information is
BALLS.")*;
are available,
and the
allowable
However,
purchased) by
personnel:
Procedures), a
games).
(20
Moreover,
allow
available in
exhibit a
music,
and
pressing
Credits display
credits*
after this
the
value.
the Credit
are
maximum
player does
series of
until
shows
NOT
not
PIN-BOT
4
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GAME OPERATION (Continued)
STARTING A GAME. Press the Credit button once. A startup
shown in the Credit display decreases
actuated),
the Credit button once for each player, before the
and the BALL
TILT. Actuating the Slam Tilt
IN PLAY
display shows 1 .
switch on the coin door inside the cabinet ends the
PIN'BOT then proceeds to the Game
switches, or the
ball, but can complete the game.
third
closure* of the plumb bob
one. Player display
by
Over Mode
Additional players may enter the game by
end of play on the first ball.
With the actuation of the ball-roll or
.
tilt switch, the player loses the
1 Hashes (until the first
END OF GAME. All earned scores and bonuses are awarded. If a
specified value, the player
dom digit set*
player's score
score, and game
appears in
display
over sounds are made,
receives
MATCH display. Credit* may be
the
through
(1
GAME OVER MODE. The GAME OVER
GRME
proceeds to the
*
Right Flipper
Return & Eject
OLJER
-
operator-adjustable feature
. Then, the high
Attract Mode.
scores value and
Right
made); 25K
Lighting Extra
Ball.
designated award for achieving
a
awarded, when the last two digits of
match the random
4)
appropriate.
as
indicator lights. The player 1 and 2 score
digits
the MATCH display. Match,
of
scores flash on the appropriate player score
PIN‘BOT GAME
Flipper Return Lane flashes Eject value (Adj. for
-
50K-
Ball lights one of four lower lanes (on Lane Change)
-
Lites Extra Ball. Entering Eject
75K
turns on light. Hitting Return Lane
PLAY
sound plays, and the
playfield switch is
amount
pressing
current game;
playfield tilt
remaining play of that
player's final score exceeds
the current highest score. A
displays show
displays. The game
timed interval, or until
Hole, when flashing,
again flashes next value.
for Extra
the
ran-
any
high
Jet Bumpers &
"Energy Value”
5-Bank Teeth
Right
5-Bank
Targets
Ramp Shot
Bonus
Solar Value
3-Bank Targets
Planets
Left Flipper
Return Lane
Multiplier
Every hit on a Jet
50,000,
"Energy
Target raises Ramp
terval (Adj. 1
&
Hitting Teeth targets lights "Chest Panel"
-
bank targets
opens Visor and drops Teeth targets. "Eye" Eject
lock balls for Multi-Ball™. During Multi-Ball™,
Lighting all
flashing light bar (on 1st shot
5
rows
Ramp shot advances Bonus X (Bonus
-
&
the Ramp, when NOT lit, increases
up
99K). Starting at 100K (up to 5
ball, player-to-player,
locking one ball in Eye-Eject
Making 3-bank targets
planet:
Mercury
Left
for timed
Pluto
-
The SUN).
Flipper Return Lane lights lower
interval)
Bumper increases "Energy Value" by 2000;
Value" carries over from ball
and lights target
90 sec).
lights "Chest Panel" lamps horizontally.
"Energy Value" maximum is 500,000.
second time lights one
a
onlvt opens Visor automatically.
million max.), this feature
collect "Energy Value"
to
Extra Ball light. Hitting target
Multiplier):
"Solar" value by 50K
and game-to-game, until collected.
-
Neptune
advance Planets.
to
lights Ramp
within time limit scores 25,000 and
-
Uranus
-
to
Saturn
right Bullseye (Adj.
ball. Hitting
to
lamps vertically. Hitting Right
Holes are now flashing to
all scores are doubled (2X).
2X-3X-4X-5X. Every shot
"Collect
-
Jupiter
Solar Value”.
-
Lighting
carries over ball-to-
During Multi-Ball™,
Mars
On, until
starting
flashing Drop
for timed in-
rows
all 5
lit
(Adj. 25K to
advances to next
-
Earth
-
Venus
made,
or
at
5-
by
-
PIN*BOT
5
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/
VORTEX
BONUS
PIN'BOT utilizes
play feature adjustment.
game
owner/ operator:
game
abbreviations for these classes
letter
the PIN'BOT game is
for
new format
a
PIN-BOT
Game Start. PIN'BOT selects a
At
GAME
Reaching selected planet
right target for an
score 20,000
VORTEX Hole
100,000
values, starting at
each
values range from 5,000 (easy)
(hard). Every ball shooter
Examples: 50,000
100,000
Bonus goes
vanced, when
report.
X 10.
from
1
ball drains, and also
PIN'BOT GAME
for the display of
Basically, three
(Identification); Ajj (Audit);
M
PLAY
scores Special.
additional Special
Bonus Collect.
at
XI
up to
=
5,000
,000 to 99,000
STATUS
information concerning
classes of information
appears in the
displaying the items within
each class in the status
(Continued)
destination
Reaching The
and
a
(
shot entering
for the tenth time,
X10
X10; 200,000
max., and
when
=
is displayed
flipper button is held for a status
a
DISPLAYS
A£ (Adjustment).
Credits display, while
(planet) for the
SUN
super
light show). Planets
to 20,000
VORTEX multiplies
then back to
20,000 X 10;
when bonus is ad-
the game's
now become
Each of the
the system
display mode.
bookkeeping and
availabletothe
underscored two-
player.
lights lower
(medium) to
Hole
XI.
1
million
microprocessor
=
Identification
With the game turned on, the
AUTO-UP position, the
immediately change from
following display,
displays. (Player display 3 does
Information-Id
operator can press the
the Attract Mode to
shown in columnar form.
Player Player
1 2
PIN-BOT
*
-
x
indicates ROM
The game is named
ROM revision level
in abbreviated form, Id.
this particular display.
Pressing
the "Install"
Adjustment
Changing the setting of
causes
tion for INSTALL
item later then causes
ADVANCE once more causes
options is currently
Item (Ad
the display to
in the player score 1 and 2
appears in the player 4
The BALL IN
last selected,
was
70)
any other game
change to
HARD (Ad
65),
the display to
coin door open, and
ADVANCE switch
the Game Status
The column
not appear in
the listing because it
Player Credits
4
549 L-x* Id
revision level; e.g.,
displays. The game's
display. The Credits
PLAY/MATCH display
the Id 01
in effect. For
display
example, if the YES
FACTORYSETTING
adjustment item,
FACTORY ALTERED.
the display
show HARD
indicates
ALTERED.
AUTO-UP/MANUAL-DOWN
the
once, briefly.
Display Mode.
headings refer to the
remains blank):
BALL IN
MATCH
1 is initial issue;
display shows Ihe status
shows Ihe status
appear.
to
option of fhe
appears on
after selecting
Similarly, if the
HARD SETTING.
3,
2,
identification
This display
operator
Changing a
PIN-BOT's
This is evident by
various backbox
PLAY
00
for later
etc.
number and
display mode
describes
INSTALL
the Player
the YES
Score displays.
option for Ad
selects the
game
switch in the
displays
the
revisions.
the
display
mode
item for
which of
FACTORY
70
YES
op-
adjustment
Audit
While the
once,
Forty-four
because
tions. This
in each location, by
With this
Information-Au
AUTO-UP switch
briefly, to
the PIN-BOT System 11's
information, the
begin the
audit entries
information is
remains in the Up
backbox displays
are now available.
game
intended to
providing knowledge
owner/operator
aid
position,
of Audit
Calculation of
program
the
about
can
now performs all
owner/operator
which game
determine whether
PIN’BOT 6
the operator
(sometimes
various factors
the
evaluating how
in
features are
can press the
called
adjusting
"bookkeeping")
mathematical factor
the
ADVANCE switch
longer necessary
is no
the game
receiving
game features to
the
the most
Information.
computa-
performing
is
play.
other

settings
PIN-BOT GAME STATUS
will contribute to
increased game earnings.
DISPLAYS
(Continued)
The operator
proceed more
button. If
ADVANCE button to
The PIN-BOT
Status
the player 1 and 2 displays
ever,
table's
Because the
entries
can press the
rapidly through
desired
a
item
back
Audit Table lists the 44 items
Displays. Presentation of this
column headings names the
player 4 display contains
are shown in the table. The
omitted from the tabular
ADVANCE button once
this information, the
is passed,
up to
listing. Detection of
the
the desired item.
are combined
these audit items causes the message,
of any audit item associated
the error; it
merely alerts the operator of the
with that particular
Audit
Item
(MATCH)
01 Loll
02
03
04
OS Tolal
OS T olal
07
08 Replay
09 Percent
10
11
12
13 HSTD
14
15 Extra
16
17
18
19
20
21 Replay 2
22
23 Replay
24 1 Playr
25
26 3 Playr
27
23
29
30 Solar Percent
31
32
33
34
35
36
37
38 S.
39
40 Aut. Pet.
41 Aut.
42 Aut. Pet. Data 3
43 Aut. Pci. Data
Coins (chute next
Center Coins
Right
Paid Credits
Plays
Free (Tolal Free
Percent Free
Special
Percent Special
Malc.h Awards
Percent HSTD
Percent Ex. Ball
Ball
Av.
Min of Play (Minutes
Balls Played
Replay 1 Awards
Replay 3 Awards
2 Playr
4 Playr Games
Burn in Cycles
T Percent
D
Energy
Eject Percent
S.
Reach Percent
Solar Awards
Energy Awards
Reach
Chest Ex.
Eject Ex.
H. S. Reset
Pet Data 2
44 Aut. Pet. Data 5
Balls
NOTE.
1
numbers shown in this column for
. The
Entries for
from
all items depend on the
location to location.
view
to
operator only has to press
operator can
of the Audit
Audit Information
as
the
use
again utilizes the
descriptive phrase. The
a
respective backbox
information which
depends on game
Credits display shows
erroneous
ERROR, to be
data
displayed in the
counter. (The program does
error's existence by the
PIN-BOT Audit Table
Descriptive
(Player 1
Coins
(%
Awards
Replay
Awards
High Score to
(
Time
Awards
4 Awards
Games
Games
Games
Percent
(#
Awards
Ball (#
Ball(»of Ex. Balls
Counter
Data 1
Phrases
and 2 Displays)
to coin door
Plays)
Plays)
Free
Awards)
Replay
(%
Special Awards)
(%
Dale) Credits
HSTD Credits)
(%
Extra Balls)
(%
(Average Time
Compl. Timed
(%
Compl. Timed
(%
(%
(%
Awarded. Reach
(%
Solar Bonus Awards)
ol
ol
(#
ol Reach
(#
ol
Ex
4
in Seconds)
ot Play)
Awarded. Energy Bonus)
Awarded, Timed
Energy Awards)
lor Planet
Balls started
started from Sngl.
Items 1
amount
of
through
play; thus, they
each Audit
Information display
and hold the
MANUAL-DOWN switch
Information portion of the
player score displays; how-
light
displays where the
Au for all
affecting any
44
player
message.)
Factor
Audit
Value
(Player
hinge] 432
Drop Target)
Solar Bonus)
Sngl
Ej
for Plane! Bonus)
Awards)
from Chesf)
4
Hole
examples.
are
0
398
830
Bonus)
Hole)
Ej
will vary
information
play, only
items, so its
audit
of the counters used
display,
3
not analyze the cause
-
4)
item. To
ADVANCE
position with the
PIN-BOT Game
below the
type
appears.
example
few
a
entry is
during display
in
of
PIN*BOT
7
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P1N-BOT
GAME
STATUS
DISPLAYS (Continued)
Adjustment
At end
tor can press
of the Audit Information
Game Status
The operator
To proceed
VANCE
with ihe
button.
ADVANCE
Adjustment
!nformation--Ad
presentation,
the ADVANCE button to
Displays.
can press the ADVANCE
more rapidly
If
a
through this information,
desired item is passed, the
button
to
back
up to
PIN'BOT Game
Item
(MATCH)
01 AUTO REPLAY
02
03
REPLAY START (or
REPLAY LEVELS (or
04 (REPLAY
05
06
07
08
09
10 TILT
11
12
13
14
15 BACKUP HI.
16
17
18
19
20 HI. SCR3 CREDITS
21
22
23
24
25
26
27
28
29
30
31 SOLAR V. ADVANCE
32
(REPLAY LEVEL
REPLAY AWARD
SPECIAL AWARD
MATCH FEATURE
BALLS / GAME
MAXIMUM EX. BALL
MAXIMUM CREDITS
HIGHEST SCORES
BACKUP HI. SCR1
BACKUP HI.
BACKUP HI. SCR 4
HI. SCR1
HI. SCR2 CREDITS
HI.SCR4 CREDITS
H.
FREE
U.S.A.
LEFT UNITS
CENTER UNITS
RIGHTUNrTS
UNITS/ CREDIT
UNITS/ BONUS
MINIMUM UNITS
BON. MULT. MEMORY
33 S.
34 PLANETS
35 EX.
36
37
38
39
40 SOLAR
CHEST MEMORY
D.T.ALTTOAD. [1%
D.T. TIMER
SOLAR
Descriptive Phrases
(Player 1
LEVEL
WARNING
CREDITS
RESET EVERY (3,000
S.
PLAY
1 COINAGE
MEMORY [YES
EJECT
MEMORY [YES
MEMORY [YES
BALL
AUTOAD. [1%
TIMER [1
with the AUTO-UP
proceed
button once to
desired item.
the
and
Displays)
2
(or
(%)
FIXED
REPLAY LEVEL
REPLAY LEVEL
1
3)
1
4)
SCR 2
SCR 3
COIN 1
(1
switch in the Up
Adjustment
the
to
view each
the operator only has lo
Adjustment Information
operator can use the
Adjustment
REPLAY SCORES)
PLAYS)
PLAY)
[YES
1)
2)
2
2,3
=
retained; NO
= retained; NO
= retained; NO
=
= retained; NO
[YES
1
'
retained;
-
90%;
[1
-
90%;
-
position, the
Information portion of
press and hold
MANUAL-DOWN
Table
Factory
Setting
(Player
1
[25,000
=
not
=
=
= not retained]
NO
=
or NO
90 sec.,
or
NO
-
sec; or
90
to 99,000]
retained]
retained]
not
retained] YES
not
retained]
not
auto
or Untimed]
auto adjust]
Untimed] 20 sec
Learn 1
1,400,000
3,000,000
2,500,000
2,000,000
1,500,000
adjust]
P1N-BOT
the
display item.
switch
4)
0 (%)
01
OFF
OFF
Credit
Credit
On
03
03
04
10
On
04
03
02
01
NO
01
04
01
01
00
00
50,000
NO
YES
YES
YES
20%
15 sec
20%
opera-
the AD-
position
PIN*BOT 8
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PIN'BOT GAME
STATUS
DISPLAYS
(Continued)
The PIN'BOT
PIN'BOT Game Status
of the
Game
mation (that is, the
column
Credits display shows
headings names the respective
Adjustment
Item
(MATCH)
41 ENERGY AUTO AD. [1%
42
43 S.
44
45 REACH AUTOAD. [1
46 REACH
47 CONSOL EX. BALL
48 A. MODE SOUNDS
49
50
51 ENGLISH
52 UNUSED ADJUST
5
53
54
5
5
55
5
56
5
57
5
58
5
59
5
60
5
61
5
62
5
63
5
64
5
65
5
66
67 AUTO BURN-IN
68 CLEAR COINS
69
70 INSTALL FACTORY
Adjustment
Table
Displays. Presentation of
player 1 and 2 displays
lists the 70 items
the displays is
combine
as a
backbox displays where
Ad for all 70
PIN-BOT Game
adjustment items,
Adjustment Table (Continued)
Descriptive Phrases
(Player
and 2
1
Displays)
so
ENERGYTIMER
EJECT NO AUTO [1%
EJECT UNTIMED [1
S.
PLANET
CUSTOM MESSAGE
4
SW. ALARM KNOCKER
TEXT
INSTALL GERMAN 1
INSTALL GERMAN 2
INSTALL
GERMAN 3
INSTALL GERMAN 4
INSTALL GERMAN 5
INSTALL GERMAN 6
INSTALL ADDABALL
INSTALL 5-BALL
INSTALL
NOVELTY
INSTALL EX.
INSTALL EASY
INSTALL
INSTALL
MEDIUM
HARD
INSTALL EX. HARD
CLEAR AUDITS
6
6
6
6
6
6
EASY
7
of the Adjustment
similar
descriptive
phrase; the light type
the information appears, etc
its
%
entry
-
90%;
-
90%;
-
omitted from the
is
or
NO auto
-
sec., or Untimed] 15 sec
90
[1
or
NO auto
-
90 sec.,
or NO auto adjust] 4%
90%;
-
[Pluto
(ALOT; LESS;
that for the Audit
to
adjust] 40%
adjust] No aulo
or
Untimed]
Mercury; Off]
NO] YES
[YES;
NONE] ALOT
Information
tabular listing.
Factory
Setting
(Player
4)
Unlimed
JUPITER
ON
YES
NO
NO
NO
NO
NO
NO
NO
NO
NO
NO
NO
NO
portion
Infor-
below the
The
).
NOTES:
1. Automatic Replay percentage value range is
factory setting value
with values as detailed in text describing item 03.
levels,
Fixed Replay Scores , set Auto
For
install Iheir replay level scores.
to
2. Phrase in parentheses is
item
of
22,
3.
change country
To
The
Custom Setting
cally, and cannot be
4.
To install Custom
character.
letter or
5. Special Preset Adjustment,
6.
7. Approximates Ad
Refer to
Pricing
for Replay
the game pricing of
or
OR
activates items
changed.
Message, press flipper
Table
yet includes all factors
64,
Start Level
Replay value
Turn off
Factory Setting.
item 24.
coinage setting,
25
whose effects arc noted
andGame
adjustable I'rom
(valid
for next
to 1 less than
any replay score
appears in (player)
Phrase
press Credit buuon
30. When
through
button for
Adjustment text describing these items.
alphabet and
in
listed in Factory Selling column
5 to 50%.
500
level by selling
obtain
to
Standard Setting
a
the Game Adjustment
via the Credit button. Item
games played).
via the Credit
5(%)
3 and
Standard settings,
16
characters.
special
PIN*BOT 9
permits selling up to
Item 03
button.
Go to items
value.
00 as its
4 displays. Press
used, items 25
is
text
notjust Ad 31 through 47
,
Credit button
followed
Credit button for next message
Press
02
by a
through
permits
four replay
02, 03,
change selling
lo
Custom
30 arc
provided
changing
and 05
04,
Setting.
set automati-
by Ad
the
61.
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Adjustment Items
The coin
adjustments
ton; some
this
door must
require
also
procedure.
use
GAME ADJUSTMENT
through
01
open to access
be
operation of these
flipper button(s).
the
70
the Game
coin door switches.
Additional text
Adjustment/Diagnostic
PROCEDURE
adjustments
Some
describing the
switches.
adjustment items
game
All readings
utilize the
Credit
follows
and
but-
1. Use
AUTO-UP and
Ad 01.
The player
shows PERCENT. If
LEARN10,
the game
the 'details’ about
2. To reach a
press
indicating the setting of a
program
higher item
ADVANCE. To
ADVANCE.
3. With
the desired item
BALL IN
in the
player 4 display by
the
item, until all
each
(The same
chutes
Credit button to obtain the
notes the
through 04 of
For example, the
Factory Selling
other
ment
other ’automatic' play
installs
and the total
automatically installed
Table)toanother
all the adjustments listed
PLAY/MATCH
procedure can be used
"COINS
the Audit Items are
(equivalent to the
ADVANCE. The BALL
press
1 and 2 score
the factory
adjust
to
setting has not
itself automatically, as
Adjustment Item
number (in the
return
to a
number (refer to
display, increase the
AUTO-UP and
using
adjustments have
coins), the
operator can proceed to
YES option.
CLEARED" display,
operator may
difficulty more
difficulty settings
desire
settings,
for that item in
displays
10% replay
01
.)
BALL
previous
PIN-BOT Game
the
been made.
for Audit Items.
The operator
which verifies that
now reset to
change the
to
Install Medium
shown
as
suitable for the
(Ad 62
PLAY/MATCH display
IN
indicate AUTO
been
percentage.
discussed in
IN PLAY/MATCH display), use
item number, use
REPLAY.
changed, the
(The "Learn"
the
MANUAL-DOWN
The player 3
player 4 display
following text
Adjustment
value (or
pressing the
To zero Au
then presses
zero.)
degree of
[Ad
in the right
players
-
Ad
the following
are available,
66)
select another
Credit button. Repeat
-
(concerning the
04
Clear Coins,
the ADVANCE
values for
item
01
68,
the entry
game play
difficulty, along
64]
column of the
particular game
at a
each of
'details' text.
initially indicates
display
shows
feature causes
concerning
AUTO-UP and
and press
Table)
option)
difficulty from
with
Game
which, if selected,
showing
shown in
this step
and press the
button and
number of
a
site. Four
for
coin
items 01
the
Adjust-
4. To proceed
Ad
Game-Over Mode
either of the following, as
A. To
B. To
Details
01 Auto
Of
the
ically
LERNE
rapidly
70 shows in the
reach
goes to
the
restore factory
Mode , use
display.
Press the
through the entire
BALL IN
or
;
Game-Over Mode
Game-Over Mode.
AUTO-UP
AUTO-UP, press
ALL game adjustments
the operator
message
a
Memory Protection
FAILURE"
Adjustment Items
of
Replay (or
two options,
awarded has
15%).
appear.)
to
Fixed
AUTO
Factory Setting
a
The LEARN
PLAY/MATCH display.
(B) restore factory
desired:
AUTO-UP and
use
,
settings, zero all
or MANUAL-DOWN to
Credit button to
ADVANCE once.
back to
circuit or
Press ADVANCE
01 through
Replay)
REPLAY
mode aids a
those
("FACTORY
closing the
the
is
LEARN 10%
of
game's
PIN-BOT
adjustments series,
From item
settings and
audit (bookkeeping)
display the YES
PIN-BOT now
originally selected as
zero audit
press ADVANCE
display item
option in the
zeroes ALL
SETTING”) that
coin door
once more to
70
Factory
Setting .
(German
initial installation by
10
you
hold
can: (A)
press and
70,
(bookkeeping)
once.
Factory
cause
the
and return to
BALL IN
player 4
audit totals
Settings.
the message
Game-Over Mode
totals,
70 in the
this has occurred.
will
return to
The percentage
games
have
causing
ADVANCE, until
return to
totals.
Perform
PIN'BOT
Game-Over
PLAY/MATCH
display. Using
and changes
It then
(A problem
"ADJUST
replays automat-
of
Factory Setting
a
the game
program
the
now
shows
in the
.
of
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GAME ADJUSTMENT
PROCEDURE
(Continued)
01
Auto
to compare the value of the Replay Level
games.
tor adjustment. (After the first
the Credit button
lowed by 5% to
the
Replay (or
100,000 to
At each comparison, the
achieve
Fixed Replay) (Continued)
the player's
to
score 16 times during the
program increases (or decreases) the
replay percentage specified either via the factory
the
games, the comparison occurs
800
change the percentage within the range of LEARN 5 to
to
,with the value increasing using
50%
AUTO-UP (or decreasing using
MANUAL-DOWN). The next Credit button change beyond 50%, or
FIXED
For
AUTO REPLAY, Ad
PLAY
REPLAY option.
START). Ad
provides the Starting Replay Level
02
provides the number of replay levels
03
(player 1 and 2 displays show RE-
, 02,
(01
setting
after every
LEARN
below LEARN
or
03,
04).
Replay Level
or
games.) Use
500
50
5%,
PIN-BOT then
proceeds to Ad 06 automatically.
For FIXED REPLAY,
the other replay levels.
02 Starting Replay
For AUTO REPLAY
Factory Setting
ments of
For FIXED REPLAY,
level via the Credit button. The range of settings is: OFF; 100,000 through 9,900,000 (by
increments of
100,000
100,000
Ad 02 is the first
Level (or Replay Level
(refer to Ad
of
,000,000). The range ot settings is 800,000
1
with
AUTO-UP or decrements of 100,000
the operator can enter the
with AUTO-UP, or decrements of 100,000 with
replay level (REPLAY LEVEL
1)
Factory Setting
the
01),
value
to be used
Ad
1).
is 1 ,400,000
03,
(German games
through 2,000,000 (by incre-
with MANUAL- DOWN).
for the first fixed replay
MANUAL-DOWN).
04,
first
800
by
later opera-
fol-
(%),
selects
and 05
are
have
score
a
Replay
03
For AUTO
range is one,
PIN-BOT
Ihe starting replay level.
levels
For FIXED REPLAY, the technique of value entry and the range of settings
of Ad 02.
(Replay Level
04
For AUTO REPLAY, this Adjustment Item is not applicable.
this adjustment.
For FIXED
of Ad
(Replay Level
05
For AUTO
this
For FIXED REPLAY, the technique of value entry and
of Ad 02.
Replay Award
06
For either AUTO REPLAY or FIXED
award automatically provided when the
The
Levels (or Replay Level
REPLAY (refer
two, three, or four replay level(s). When the
automatically adjusts the second replay level to be twice
Ad
to
2)
the Factory Setting is
01),
Choosing three or four replay
three times
to
REPLAY, the technique of
02.
REPLAY, this Adjustment
adjustment.
choices
are:
or four times the Ad 02 value.
3)
value entry and the range of settings
4)
Item is not applicable.
REPLAY
player
(Ad
01),
exceeds
01
operator chooses two replay
levels automatically adjusls their
PIN-BOT automatically bypasses
PIN-BOT automatically
the range of settings
the operator
Replay Level (Automatic
any
replay level). The option
(one
the value selected for Ad
are identical to those
are identical to those
bypasses
are identical
can select the
form of the
levels,
02,
replay
those
to
or Fixed).
Credit
-
Reaching
replay level obtains
each
credit
a
PiN*BOT
(free game).
11
This is the
Factory Setting .
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1
Replay
06
Ball
Audit
Coil
Special Award
07
The operator can
Special. The
Credit
Ball
09
Score
GAME
ADJUSTMENT
Award (Continued)
-
Reaching each replay
Reaching each
vaiueof the
through
-
Reaching
won (instead
A ticket
driver to
choices are:
-
Scoring each Special,
Setting
permits a
-
Scoring
-
Scoring
player.
Audit ltem(s)
as
23,
each replay
of awarding a
dispenser or token
provide an
select the form
A variation to
.
ticket or token
each Special, when
each Special, when
PROCEDURE
level obtains an
replay level obtains
maintaining
applicable).
level
causes
credit for each
dispenser
alternative
of the award
when lit, obtains a
award
this award occurs,
dispenser
lit, obtains an
lit, obtains a
extra ball.
nothing
the
to
tally
a
Knocker coil to
level exceeded).
NOTE
be activated
can
each free play
for
automatically
credit (free
when the
provide
to
the award,
extra ball.
score
(Continued)
player;
the
of these awards
provided when
it
does
activate once
by the
achieved by the
game).
setting of Ad 06
when applicable.)
advance of 100,000
increase the
(Au
08,
per free play
Knocker coil
player.
the player
This is the
is
points to
entry
Au 20
and
scores
Factory
Coil. (This
the
a
10
Match
08
operator can select
The
choices are:
On
12
Off
Balls /
The operator
Setting is 3.
Tilt Warning
operator can
The
mechanisms that can
tilt
5. The
Maximum Extra
1
The operator
range
BALL)
Award
whether the
-
This is the Factory
game and compares each
positions. A matching
two
ticket/token, if a
-
The MATCH
display
Game
can definea"game" by
The range of settings
specify the allowable
occur before
Factory Setting is
Ball
can specify the
of this setting is 00
and 1 through
9. The
Match action
Setting . The game
player's score
of the two
dispenser is attached,
operate
not
does
specifying
is 1 through 9.
number of total
the game is "tilted".
3.
maximum number
(which allows
Factory Setting is
NO extra ball
occurs
selects a
for an
digits results
and the
completion of the
at
the number
actuations of
of Extra Balls
play, and
4.
completion of
at
random
identical two digits
setting of Ad 06
two-digit number at
in the award
game; no
of balls to be
the plumb bob
range of this setting
The
accumulated at
to be
displays a
each game.
in the
of
a
is Coil).
award is given.
played.
any time.
message,
end of
rightmost
credit (or
The
Factory
playfield
and
through
is 1
NO
The
a
The
EX.
Maximum
operator can specify
The
through game
Factory Setting is
prevents the
late and are displayed.
Credits
play awards
10
award of
maximum
the
or coin purchases.
(Factory Setting
additional credits by
for
number of credits
The range
German games is 30).
play. Coin
game
PIN'BOT
12
the game can
of settings is 5
Peaching
purchases do
accumulate,
through 99.
specified
the
continue to
either
The
setting
accumu-
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.
GAME
ADJUSTMENT
12 Maximum Credits (Continued)
Whenever the number of
credits obtained by coin purchase or game
below
will
be
specified maximum
the
Levels, etc.)
Thereafter, no additional credits can be
reduced
13 Highest Scores
The operator can allow the game to
date. The
Factory Setting is On. The optional
ment item.
14
Backup
The operator can set
button.
the operator presses, and holds, the HIGH
Score Reset event (Ad
High Score 1
Factory Setting is
The
the Backup High Score
3,000,000.
occurs.
22)
15 Backup High Score 2
This adjustment is similar to Ad
justmenl
technique
identical
is
described tor Ad 14.
14,
to
PROCEDURE
(Continued)
NOTE
credils is less than the specified
awards
accumulated even though they exceed
accumulated,
setting.
maintain
record of the
a
alternative
value in
The game
is
player 1 score display, using
the
automatically restores the
maximum credits, any
(High Score,
the maximum value.
the credit total is
until
four
highest
Off, which deactivates
SCORE RESET switch, or when
except
Ad 14. The Factory Setting is 2,500,000.
that this applies to the player 2
Match, Replay
scores achieved to
this
adjust-
the Credit
value
set,
when
an automatic High
score display. The ad-
It is also
restored
as
16 Backup High Score 3
This adjustment is
similar
justment technique is
described for Ad 14.
Ad
to
identical
to Ad
17 Backup High Score 4
This adjustment is similar
justment technique is identical
Ad
to
to
described for Ad 14.
18 Credits for Highest
operator can select the number of credits to be awarded, by
The
ever a player exceeds
Factory Setting is
The
(This permits a
ticket
Score 1
the previous Highest Score. The range
A variation
04.
token dispenser
or
19 Credils for Highest Score 2
This adjustment is similar to Ad
highest score. The Credit button
this setting
through 03. The Factory Setting is
00
is
20 Credits tor Highest Score 3
This adjustment is similar to Ad 18,
highest
this setting is
score. The Credit button adjustment
OOthrough 03. The Factory Setting
except that this applies to the
14,
14. The Factory Setting is 2,000,000.
except that this applies to
14,
Ad 14. The Factory
this award occurs,
to
provide the award,
to
except that
18,
this applies to the
Setting is
the player 4 score display.
1 ,500,000.
of this setting is 00 through
when the setting of Ad 06
when applicable.)
adjustment technique is the same as
03.
except that this applies to the
technique is the same as
is 02.
player
score display.
3
It is also restored as
It is also
using the Credit
player's exceeding
for Ad 1 8.
player's
exceeding the
for Ad 1 8.
The
ad-
The
ad-
restored
button, when-
the second
as
10.
is Coil.
The range of
third
The range of
21 Credits for
This adjustment is similar to Ad
highest score.
this setting
Highest Score 4
The Credit
through 03. The
is 00
button
18,
except
that this applies to
adjustment technique
Factory Setting is 01
PIN-BOT 13
the player’s exceeding
is the same as
for Ad 1 8.
the fourth
The range of
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GAME
ADJUSTMENT
PROCEDURE
(Continued)
Automatic
2 2
operator
The
displayed
"Highest Scores",
The values
Backup
99,000
the
High Scores.
games (in
number of games
23 Free Play
operator can select
The
coin (free play) or
play is
24 Coinage
The
pricing, each of
required and the
Setting permits the
special custom coinage
the backbox display.
free; no coin is
Selections
operator can
Following the last
utilize Ad 25
COINAGE,
adjustment items.
30
High Score Reset
can specify (via Credit
and the number of
provided upon reset
The range of this
increments of
remaining before the reset.)
(via the Credit
with
coin. The
a
required).
specify (via the
which exhibits a message
number of games that
game
Standard
through 30 in
indicates that the
omit items
to
setting. The
Setting is
establishing a
operator can enter
button) that the
games
are those selected by
setting is Off (to
Factory
1,000).
optional alternatives
The
button) whether a
The Factory Setting is
Credit button) any
identifying the
the coin
Ad 25
Factory Setting
Custom
a
requirement purchases.
through 30,which are
Coinage Setting,
special coinage
the appropriate
game will provide
be played
to
operator in Ad
the
disable this
Setting is
player can
are No(acoin is
No.
of the 16
is U.S.A. 1 : 1
3,000.
Standard Settings
country and the
COIN 1 PLAY, as
which allows
setting. A
values into
an automatic
before
the reset
14 through 17,
adjustment),
(Audit item 39
operate the game
necessary)
and
or Yes (game
number of
Choosing a
adjustments
allowing for a
the operator to
message,
the Ad 25
of the
reset
occurs.
1, 000 to
displays
without a
for game
coins
Standard
shown by
CUSTOM
through
the
values for Ad 25
The
the Custom Coinage
Left Chute Coin
25
The operator can
passing
26 Center
The
passing
27 Right
The
passing through the right
Units Required
28
through the left coin chute.
Chute Coin Units
operator can specify
through the center
Chute Coin Units
operator can specify (via
The operator
Credit. A
through
the 1 Credit
Credits display
coin units,
zeroed).
Units Required
29
The
Credits display,
coin unit counter
all coin chutes
factor
until the star! of a
The Factory Setting
operator can
through
Setting are shown
30
Units
specify (via the
(via the Credit
coin chute.
the Credit
coin chute.
for Credit
can define (via the
in the game
prior
by a
shows the
multiple (or more,
each game.
to
proper number
game;
is 01.
for Bonus
specify (via the
when a
certain
number of
of each
Credit button) the
Credit
Standard Setting, as
in the Pricing
button) the number
button) the
button) the number
program totals
If the total
coin units)
of Credits.
then,
the
Credit button)
coin units are
Table.
number of
of coin units
number of coin units
of coin
the
number
specified Units
of the
The coin
coin
that 1
unit counter
additional
unit counter
accumulated.
well as
other possible
coin units purchased by
purchased by a
purchased by a
required to obtain
units
number of
of coin units
is cleared
Credit is to be
coin units
per Credit
retains any
The
Factory
purchased
(its contents
indicated
getting
values for
coin
a
coin
coin
purchased
exceeds
value, the
remaining
are
in the
00.
is
1
PIN*BOT
14
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GAME ADJUSTMENT
Minimum Units Required
30
The operator can specify that NO Credits are
the credit units
counter reaches
tor any Credits Posted
particular value. The Factory Setting is 00.
a
PROCEDURE
to be posted
(Continued)
(indicated in the Credits display),
31 Solar Value Advance
The operator can choose (via the Credit button)
The range of this setting is
25,000 to 99,000.
the
value
which the Solar Value is increased.
by
The Factory Setting is
50,000.
32 Bonus Multiplier Memory
The operator can choose (via the Credit button) whether the bonus multipliers are stored in
memory for the 'next ball'.
(Lamps are stored and recalled
Single Eject Hole
33
The operator can
are stored
ball)
in
or Yes (Lamps are stored and recalled for the player's next ball). Note, lighting Extra Ball is
choose (via the Credit button) whether the lamps from the Single Eject Hole
memory for
Memory
choices
The
for the
the 'next ball'. The choices are No (Lamps are turned off at the start of a
are No (Lamps are turned off at the start of a
player's next ball.
Factory Setting is No.
The
ball)
more difficult, if there is NO memory. The Factory Setting is Yes.
34 Planets Memory
The operator
for ’next
are stored
Special is more difficult, if there
can choose (via the Credit button) whether the Planet lamps are stored in memory
ball’ play. The choices are No (Lamps are turned off
the start of
at
ball) or Yes (Lamps
a
and recalled for the player's next ball). Note, getting the Special and lighting the
is NO
memory.
Factory Setting
The
is Yes.
until
or Yes
Extra Ball
35
The
operator can choose (via the Credit button) whether the Extra Ball lamps are stored in
memory for
(Lamps are
difficult, if there is
Memory
'next ball' play. The choices are No (Lamps are turned off
stored and recalled for the player's next ball). Note, getting to shoot again is more
the start ot
at
NO memory. The Factory Setting is Yes.
36 Chest Memory
The operator can choose (via the Credit button) whether
visor, are stored in memory for 'next ball' play.
start
of a ball) or Yes (Lamps are stored and recalled for the player's next ball). Note, opening the
visor
to get Multi-Ball™ is more difficult, if there is NO memory. The Factory Setting is Yes.
37 Drop
Target Auto Adjustment
the Chest
The choices are No
Panel lamps, which open the
(Lamps are turned off
The operator can choose (via the Credit button) what percentage award is earned trom the
bank Drop Target. The range of this automatic adjustment setting is 1% (Hard)
(Very easy); it can also be turned off (disabled). When the automatic
(enabled),
the game program adjusts the setting, at the end of a
game after
except when the current value is within 2% of the setting. Then, no auto
The current setting can be viewed by accessing Audit Item Au 29.
enabled
Drop Target
38
The operator can choose (via the Credit button)
the 3-bank Drop Target. This setting affects
awarding of
easy); it can also be Untimed (via a
is
merely
and 20%.
Timer
Special.
initial, or current, setting. The
the
The range of this setting is 1 second
setting of
the degree of difficulty, via
the
advancement
(Hard) through
Be aware that,
0).
Factory Setting is 15 seconds.
if
this
adjustment is turned on
misses or awards,
50
adjustment occurs.
The Factory Setting is
timer
a
through the
is auto adjusted, the
planets and the
seconds
90
ball) or Yes
a
through
setting,
the
at
3-
90%
for
(Very
setting
Solar Auto Adjustment
39
The
operator can
value.
The range ot this automatic adjustment setting
choose (via the Credit button) what percentage
is
(Hard) through 90%
1%
PIN»BOT 15
award is
earned from the Solar
(Very
easy);
it
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GAME ADJUSTMENT
PROCEDURE
(Continued)
Solar
39
can
(enabled), the game
Auto Adjustment
also
be
except when
The current
Enabled
and 20%.
40 Solar Timer
operator can choose (via the
The
the Solar value.
The range of this
(via
selling
a
setting is
41 Energy
The
merely the initial, or current,
Auto Adjustment
operator can choose (via the
Energy value.
adjustment
setting of 0.
a
the setting, at
within 2% of the
by accessing
Energy Timer
42
The operator can
the Energy value.
second (Hard)
Extremely
or current,
Easy
setting. The Factory Setting is
(Continued)
turned
oft (disabled), via
program
the current value
setting can
This value increases by
setting is 1 second
of
for an Extremely Easy
0
)
be
adjusts
viewed
The Energy value
setting is 1% (Hard)
When the automatic
the end of
setting. Then, no auto
Audit Item Au 31 . The
choose (via the Credit
This value increases by Jet
through
condition. Be aware that,
game,
a
seconds (Easy);
90
setting
a
the setting,atthe end
is within
by
Credit button)
of 0. When the
of the
2%
accessing
going on the
(Hard) through 90
condition. Be
setting. The
Credit button) what
increases via
through
(Very easy);
90%
adjustment is turned
after
misses or
50
adjustment
Factory Setting is
button) the degree
it can also be
if this is auto adjusted,
15 seconds.
automatic
of
game
a
setting. Then, no auto
Audit Item Au 30.
the degree of difficulty,
ramp when the
seconds (Easy);
aware that, if
Factory Setting is 20
percentage
Bumper scoring. The
Jet
it can also be
on (enabled), the
awards, except
occurs. The current
Enabled and
of difficulty, via a
Bumper
scoring. The
Untimed (via a
the
adjustment is turned
after
misses or
50
adjustment
Factory Setting is
The
timer
setting, for
via
a
Score Solar lamp
it can also be
this is auto adjusted,
seconds.
award is earned
range of this
turned off
(disabled), via
game program adjusts
when the current
setting can be
40%.
timer setting,
range of this
setting of
setting is merely the
on
awards,
occurs.
is not lit.
Untimed
the
from the
automatic
value is
viewed
for
setting is 1
for an
0)
initial,
43 Single Eject No
operator can choose (via the
The
Single Eject Hole, which awards an
Adjust
1% (Hard) through 90% (Very easy);
the automatic adjustment is
end of
ting. Then, no auto
Item Au 32.
Single Eject Untimed
44
The
the Single Eject
(Hard) through 90 seconds (Easy);
Easy
setting. The
Reach Auto
45
The
'Reach
90%
adjustment is
after 50
auto
The
game, after 50 misses
a
adjustment occurs. The
The Factory Setting is
operator can choose (via
Hole. This hole
condition. Be
aware
Factory Setting is Untimed.
Adjustment
operator can choose
planet' for Special.
(Very
easy);
misses or
adjustment
Factory Setting is
can also be turned
it
turned
on (enabled), the game
awards,
occurs.
enabled and 4%.
Credit button) what
Extra Ball. The range
it can also be turned
turned on (enabled),
or awards, except
disabled (NO AUTO).
the Credit button)
awards an Extra
it can also be
if this is auto adjusted,
that,
(via the Credit
The range of this
off (disabled),
except
The current
when the current value
setting can
percentage award
of this automatic
off (disabled),
the game program adjusts
when the current
current setting
the degree of
Ball. The range
Untimed
button) what
automatic adjustment
program adjusts
be
(via
setting is
the
percentage
via
a
is within 2%
viewed by
via
value is within 2%
can
viewed by
be
difficulty, via a
of this
setting of
a
merely the initial,
award is
setting is 1% (Hard)
setting of 0.
the setting, at
of the
accessing
is earned
adjustment
setting of 0.
a
the
accessing
timer setting,
setting is 1 second
for an
0
)
from the
setting is
When
setting, at the
of the set-
Audit
Extremely
or current,
earned from the
through
When the
the end ot
setting.
Audit Item Au
automatic
game,
a
Then, no
for
33.
PIN-BOT 16
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GAME ADJUSTMENT
PROCEDURE
(Continued)
46 Reach
The
earn
also be turned Off
setting is merely the initial, or current, setting. The
Planet
operator can
the Special. The range of this setting is Pluto (Very easy)
choose (via the Credit button) the degree
tor
No 'Reach Planet' Special. Be aware
a
47 Consolation Extra Ball
The operator
lighted on the final ball. This
Ball, the player, on his
can NOT have any 'Shoot Again' awards on the last ball;
lamps; and
Ball award) or Yes (Award the Consolation Extra Ball. The
can choose (via the Credit button) whether
award
last ball: (a) must have
this adjustment's setting must
(d)
is for less skilled players. To obtain the Consolation Extra
be
48 Attract Mode Sounds
The
operator can select (via the Credit button) the amount of sounds
Attract Mode. The choices are:
-
ALOT
LESS
NONE
Sounds occur during the Rules display and the Attract Mode sequence.
-
Sound occur during only the Attract Mode.
-
No sounds occur during the Attract Mode. The Factory Setting is ALOT.
49 Custom Message
The operator can choose (via the Credit button) whether
Mode. (When display of
provided or change the message
-
1
Display
message during the Attract Mode. The player 4 display shows this
a
message is selected, the operator can either utilize the message
a
Three choices are available:
)
ON. This is the Factory Setting. The 3-line message provided is:
GIVE ME SIGHT ... LOCK MY ... EYE BALLS.
-
2
3
Do NOT display
-
The player 4 display shows this choice
("custom") message,
A. Press
ter lines for display during the Attract Mode.
B. Use the flipper button(s)
a message during the Attract Mode.
follows:
as
ADVANCE once. The operator can now enter as many as
to
select
and special symbols are available). In
fore
"space") to
letters with periods (following the special symbols). The entire character set
use
the following:
correct,
followed by correct
ABCDEFGHIJKLMNOPQRSTUVWXYZ 01 23456789c
Move
C.
displayed.
A.
D.
F.
H. I.
B. C.
to
E.
G.
the next character via the Credit button. No
K. L. M. N.
J.
of difficulty for the 'Reach Planet" to
through Mercury (Hard); it can
that, if this is auto
Factory Setting
the player
is Jupiter.
gets
an average ball time of less than
can NOT have lighted any Extra
(c)
Yes. The choices are No (No
Factory Setting is Yes.
occurring during the
display
to
CHANGE. The operator can enter a special
as
each message
of error, enter
case
character. For
P. Q. R.S.T. U. V. W. X.Y.Z.
O.
message during the Attract
a
(Player 4 shows OFF.)
character (alphabet, numbers,
"back arrow" (just be-
a
period after any letter,
a
entirely blank lines will be
adjusted,
an Extra
seconds; (b)
35
Consolation Extra
three 14-charac-
the
Bali lamp
Ball
choice
>?-/*'
_
as
is
SW. ALARM KNOCKER
50
The operator can choose (via the Credit button) whether
alarm
Test/Diagnostic Procedures. Two choices are available:
YES
NO
signal
to
-
The knocker sounds,
ning of the Test/Diagnostic
the player 4 display.
-
The knocker
switch problem,
a
does
at
signalling
Procedures. This is the Factory Setting
NOT sound.
the time of game
switch problem, at
a
(Player 4 shows NO.)
51 ENGLISH TEXT
The operator can choose to
mation in English or
German (Deutsch) via the
display the message, audit,
Credit button.
PIN*BOT
the knocker operates,
Turn-On and at the
game Turn-On
adjustment,
17
and Test
sounding an
beginning ot the
and
,
/Diagnostic infor-
at
is shown in
and
the begin-
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52
GAME
ADJUSTMENT
PROCEDURE
(Continued)
UNUSED
This
Adjustments 53
setting of
cific area
adjustments to
gree of
fected
to use any
justments
A
Preset
each
53
ADJUST
adjustment is
multiple adjustments at
(special
conform with
difficulty
accompanies each
Special Preset
affected
similar
any of the
has had the
The Backbox
lected it, by
choice of NO,
player 4
ADVANCE.
Games in which
Adjustment Items
technique is
Adjustment, after the
individual Adjustment,
preceding
desired effect.
displays
identifying the
meaning Not
display.
not
used
for
SPECIAL
through 66
German coinage
of
game play
by
Selection occurs by
the CPU
preset:
are Special
laws
(Ad 62
of these
Adjustment, the
that Special
recommended
operator
then select the
individual
for each Special
Adjustment in the
Selected (this
jumper W7 is cut
PIN-BOT.
PRESET
once. They
settings, for example,
certain localities
of
through 66). A
Special Preset
Adjustment
adjustments to
ADJUSTMENTS
Preset Adjustments
permit the
operator
for subsequent
in
event of
the
selects it: The
desired
Preset
player 1
is the Factory Setting) ,
using the
NOTE
to enable
operator to:
through
Ad 53
through
(Ad 59
list of the
Adjustments.
can later
error or
Special Preset
determine whether
Adjustment indicate
Credit button to
(’German
preceding
access any or
changes.
uncertainty
operator
displays by name
and 2
games’)
Whenever
can restore
or
CAUTION
the operator
modify
(1)
58);
and
61);
individual
all of the
concerning
Adjustment, and then
use of the
whether
meaning Selected,
YES,
choose YES
automatically
to
game for a
a
change a
(2)
change the de-
to
(3)
Adjustments
operator chooses
the
factory setting
the
Special
the operator
and
and
perform the
spe-
group
af-
individual Ad-
Special
any
return to
Adjustment
has se-
the selection
in the
then pressing
certain
have
of
of
54
Install
The
Table
as
Ad Name
06
07 Special
08
14
15
16 Backup
Name
M
01 Auto
02 Replay
03 Replay
Maximum Credits 30
12
14 Backup
15 Backup
German 1
operator
to
follows:
Replay
Match
Backup Hi Scr 1
Backup Hi Scr 2
can modify the
permit
Award
Award
Feature
Hi Scr 3
New Setting
Replay
Start 1.400,000
Levels 3
Hi Scr 1 2,500,000
Hi Scr 2 2,000,00
Credit Award olav with 1 0
New
Credit
Credit
Lerne15
game
Setting
pricing selection
On
2,500,000
2,000,000
1,500,000
Name
M
Backup Hi Scr 3
(%)
games for 5
16
17 Backup
18 Hi
19 Hi
Scr 1 Credits
Scr 2 Credits
20 Hi Scr 3
21 Hi
Scr 4 Credits
22 Hi Scr
German 1 Coinage
24
Deutsch Text
51
of Standard
Individual
DM.
Hi Scr 4
Credits
Reset
Setting 09
Ad Name New Setting
17
18 Hi
19
20
21
24
Backup
Hi Scr 2
Hi Scr 3
Hi Scr 4
German 1
Hi Scr 4
Credits 03
Scr 1
Credits 00
Credits 00
Credits
Coinage
Setting
New
1,500,000
1,000,000
03
00
00
00
00
Plays/SDM
10
Deutsch
Adjustments
1,000,000
00
Plays/5DM
10
Pricing
the
in
are affected,
Install German
operator can
The
Table to
fected, as
permit Ticket/T
follows:
2
modify
the game
operation with
oken
pricing
1
PIN*BOT
selection
games
0
of Standard
for
5 DM
18
Setting 09 in
Individual
-
.
the
Adjustments
Pricing
af-
are
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2
3
1
1
3
4
GAME ADJUSTMENT PROCEDURE
Install German
54
Ad Name New
Replay Award Coil
06
07 Special Award Ball
Match Feature On
08
14 Backup Hi
15 Backup Hi
16 Backup
Install German 3
Hi Scr
The operator can modify the game
Table to
affected, as
permit
follows:
56
Name New Settina Ad
Ad
Replay Award Audit
06
07 Special Award Score
Match Feature Off
08
1 4 Backup Hi Scr
1 5 Backup
Backup Hi
16
57
Install German 4
Hi
The operator can modify the game pricing
Table
as follows:
permit Credit Award play
to
(Continued)
2
Seri
Scr
2,500,000
2,000,000
1,500,000
Kevset
Mode
00
Scr 2 00
Scr 3 00
Settina Ad Name
ooeration with
17 Backup Hi Scr
18 Hi Scr 1 Credits 03
19 Hi Scr 2
20 Hi Scr 3
21 Hi
24
pricing selection of
10 aames
1
7
18 Hi Scr 1 Credits 00
19 Hi Scr 2 Credits 00
20 Hi Scr 3 Credits 00
21 Hi Scr 4
24 German
selection of Standard
with
games for
6
(Continued)
New Settina
4
1,000,000
Credits
Credits
Scr 4 Credits 00
German 1 Coinage 10
Standard Setting 09
for
DM. Individual
5
Name
Backup Hi Scr 4 00
Credits 00
1 Coinage 10
Individual Adjustments are
DM.
5
00
00
New Settina
Setting
Plays/5DM
in the Pricing
Adjustments are
Plays/5DM
in the
09
Pricing
affected,
Ad Name
06 Replay Award
07 Special Award
08 Match Feature
58
1 4 Backup Hi Scr
1 5 Backup Hi Scr 2
16 Backup Hi Scr
Install German 5
The operator
can
New
Credit
Credit
On
2.500.000
2
000,000
,
1.500.000
modify the game pricing selection
Table to permit Ticket/Token operation
fected, as follows:
Ad Name
Replay Award
06
07 Special
Award
08 Match Feature
14 Backup
15 Backup
Backup Hi Scr
16
Install German 6
Hi Seri
Hi Scr
The operator can
Table
fected, as
permit Keyset Mode
to
follows:
New Setting
Coil
Ball
On
2.500.000
2
2
3
modify the
000,000
,
1.500.000
Setting
Ad Name
17 Backup Hi Scr 4
Hi Scr 1 Credits
18
Hi Scr 2 Credits
19
Hi Scr
20
21 Hi Scr 4 Credits
24 German 2 Coinage
with
games tor
6
Name
Ad
Backup Hi Scr
17
18 Hi Scr 1 Credits
Hi Scr 2 Credits
19
20 Hi Scr
21 Hi Scr 4 Credits
24 German 2
pricing selection
game
operation with 6 oames
New
1
000,000
,
03
00
Credits
3
00
00
Plays/5DM
6
ot Standard Setting 09
Individual Adjustments
DM.
5
New Setting
1
000,000
,
03
00
Credits
3
Coinage
ot Standard Setting 09
for
DM.
5
00
00
Plays/5DM
6
Individual Adjustments
Setting
in the
in the
Pricing
are af-
Pricing
are af-
PIN*BOT 19
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GAME
ADJUSTMENT PROCEDURE
(Continued)
Install German
58
Ad Name
Replay Award Audit
06
07 Special Award
Match Feature
08
59
14 Backup Hi Scr 1 00
15 Backup Hi Scr 2 00
Backup Hi Scr
16
Install Add-A-Ball
The operator can
awards. Individual
Name New
M
06 Replay
Special Award
07
Match Feature Off
08
18 Hi
60 Install 5
operator can change the
The
recommended 5-Ball play
the
Name New Setting
Ad
02 Replay
62
Balls / Game 05
09
Award Ball
Scr 1 Credits 00
Ball
Start
(Continued)
6
New Settina
Score 18
Off 19 Hi
00
3
utilize this option
Adjustments are affected, as
Ball 20
difficulty level. Individual
3,500,000
delete
to
Settina Ad Name
game
to
5-Ball
Name
M
Backup Hi Scr
17
Hi Scr 1 Credits 03
Scr 2 Credits 00
20 Hi
21 Hi
Scr
3
Scr 4 Credits 00
24 German 2
all
Play awards
Free
follows:
19 Hi Scr 2
Hi Scr
3
21 Hi
play, including the
Scr 4 Credits 00
Adjustments are
New
4
00
Credits 00
Coinage 6
and replace them
New Settina
Credits 00
Credits 00
changing of certain
Settina
Plays/5DM
affected,
with Extra Ball
features
follows:
as
to
61 Install Novelty
The operator can
ted, as
M
01 Fixed
02
03
follows:
Name
Replay 08
Replay Level 1 Off
Replay Level 2 Off
04 Replay Level 3
Replay Level 4
05
Replay Award
06
Special Award Score
07
Install Extra Easy
operator can change
The
(sometines called
easy
Name
Ad
Solar V. Advance 99,000
31
32 Bon.
33
34 Planets
35
36
37
38 D.
39
Mult. Memory
S. Eject
Memory
Memory
Ball Memory
Ex.
Memory Yes
Chest
T. Auto
D.
Timer 15
T.
Solar Auto
remove all Free Play and
New Settina
Off 19
Off 20
Audit 21
the game play
"liberal"). Individual
New Settina
Yes
Yes
Yes
Yes
Ad.
Ad.
40
20
(%)
sec
(%)
Extra Ball awards.
Name
M
Match
11 No
18
difficulty adjustments to a
Adjustments are affected,
M
Extra Ball No
Hi Scr 1 Credits 00
Hi Scr 2 Credits 00
Hi Scr
Hi Scr 4 Credits 00
Name
40 Solar
41 Energy
Energy Timer
42
43 S. Eject
44 S. Eject
45 Reach
46 Reach
47 Consol.
Individual
Feature Off
Credits 00
3
Timer
Auto Ad.
No Auto
Untimed
Auto Ad. 10
Special
Ball
Ex.
•
Adjustments are affec-
Settina
New
combination
follows:
as
New
that is
Settina
20 sec
50
(%)
15 sec
off (No
Auto)
Untimed
(%)
SATURN
Yes
extremely
PIN*BOT
20