Download Page 1 Page 2 GAME #1138-E SIX MILLION DOLLAR MAN

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GAME #1138-E SIX MILLION DOLLAR MAN
Installation and General Game Operation Instructions
INDEX
INSTALLATION Loonie ieee eee eee Sa
Il. GENERAL GAME OPERATION В ..
ll. BOOKKEEPING FUNCTIONS .................er00 11 10000 o
IV. FEATURE OPERATION AND SCORING 112221000000 |
V. GAME ADJUSTMENTS ............... aaa aerea
A. PLAYFIELD ADJUSTMENTS .................... i
B. BACKBOX ADJUSTMENTS ...... PE
CREDITS/COIN ........... aan a nrac as
MAXIMUM CREDITS ............ aa area.
BALLS/GAME ............. arena aaa
AECE AE EE EE 8 1 0 #1 1 = 1 Nr = = 1 = 1 1 1 = 4 = = 8 à
C. FRONT DOOR GAME ADJUSTMENTS
HIGH SCORE FEATURE... aaa
HIGH SCORE TO DATE FEATURE
VI. RECOMMENDED SCORE CARDS
VIII. ROUTINE MAINTENANCE ON LOCATION
IX. TROUBLE SHOOTING ON LOCATION
X. SERVICE/PARTS eaenaaa
XI. PARTS LIST aaa eaaa aora.
VI. RECOMMENDED SETTINGS ...... Co ооо оент
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MODULE 1 SWITCH
| MATRIX
y (INPUTS)
a N N f в
Al: A3: A4: A5:
DISPLAY SOLENOID MPU LAMP
DRIVER DRIVER MODULE DRIVER
MODULE MODULE MODULE
_ J J \_ J
(— в
А2:
POWER
TRANSFORMER
MODULE
_ J
+
|. INSTALLATION
Assemble the game as follows:
Bolt legs to cabinet. Bolt back box to cabinet. Use flat washers under bolt heads. Gently feed
~ cable connectors and ground braid through cable port in back box. Screw ground braid to
braid in back box. Carefully and fully insert connectors on printed circuit assemblies.
On all games there are certain items that should be checked after shipment. These are visual
inspections which may avoid time consuming service work later. Minor troubles caused by
abusive handling in shipment are unavoidable. Cable connectors may be loosened, switches
(especially tilt switches) may go out of adjustment. Plumb bob tilt switch should always be
adjusted after game is set on location and leg levelers are adjusted.
Visual inspections before plugging in line cord: |
1. Check that all cable connectors are completely seated on printed circuit assemblies.
2. Check that cables are clear of all moving parts.
3. Check for any wires that may have become disconnected.
4. Check switches for loose solder or other foreign material that may have come loose in
shipment and could cause shorting of contacts.
5. Check wires on coils for proper soldering. Cold solder connections may not show up in
factory inspection, but vibration in shipment may break contact.
6. Check that fuses are firmly seated and making good contact.
7. Check the transformer for any foreign material shorting across wiring lugs.
8. Check wiring of transformer to correspond to location voitage. See figure 1.
Check adjustment of the three (normally open) tilt switches:
1. Panel tilt on bottom of playfield panel.
2. Plumb bob tilt on left side of cabinet near front door.
3. Ball tilt above plumb bob tilt. Insert the smaller ball (15/16" dia.) into the ball tilt assembly,
and adjust the bracket so the ball will roll free to contact the switch blade, if front of cabinet is
raised.
TRANSFORMER CONNECTION INSTRUCTIONS
E-122-125 TRANSFORMER WIRING FOR 220/240 V., E-122-125 TRANSFORMER WIRING FOR 115/120 V..
50/60 CYCLE INPUT. 50/60 CYCLE INPUT.
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OO OO O O OO OO OO
OR GREC 2 4 6 8 10 12 2 4 6 8 101
q TIE | TIE TIE TIE
RED LEAD. N1 315 7 9 11 143 54 9 #11
DO O 00
O / O — FOR 115/120 Y. INPUT, — lO
TIELUG3AND -—— ^^ ТЕ LUGS 1 AND 3 A о
TELUGSAND A. OGETHER. HEAVY RED LEAD. ——
| FOR 120 V., TIE LUGS 5 AND 7
FOR 240 V., PUT HEAVY ___ | TOGETHER. PUT HEAVY
YELLOW LEAD ON LUG 7.7 YELLOW LEAD ON LUG 5.
FOR 220 V., PUT HEAVY FOR 115 V., TIE LUGS 9 AND 11 TOGETHER.
YELLOW LEAD ON LUG 12. PUT HEAVY YELLOW LEAD ON LUG 9.
VARISTOR. BALLY PART NO. E-713-1, VARISTOR, BALLY PART NO. E-713,
LOCATED IN CABINET, MUST BE USED LOCATED IN CABINET, MUST BE USED
FOR OPERATION AT 220 V. OR 240 V.A.C. FOR OPERATION AT 115 OR 120 V.A.C.
| FIGURE |. TRANSFORMER
- (PART OF POWER—TRANSFORMER MODULE A2, LOCATED IN BACK BOX).
ll. GENERAL GAME OPERATION
Place ball into playfield by outhole.
Coin game. Coin should be rejected. Plug in line cord. Move power ON-OFF master switch at
bottom right front corner of cabinet to ‘ON’ position. The game will play a power-up tune to
announce game-readiness. Drop targets are reset, scores are set to zero, alternating with the
‘High Score to Date’, and the game is ready for play. Coin game. The game should accept the
coin and post credits* for coins accepted (adjustable). Pressing the credit button on the door will
cause the outhole kicker to serve the bali to the shooter alley. The 1st player-up lite is lit. Player #1
score flashes. A game-up tune* is played to announce pay -readiness. The bonus score is
advanced to 1000 points.
One player is posted each additional time the credit button is pressed (one to six can play). The
credits are reduced by one each time the credit button is pressed until the credits are reduced to
zero. |
Shooting the ball initiates play. Rebound switches score 10 points. Thumper-bumpers, when lit,
score 100 points.
The game awards all points earned by the player. If spinner is turning and scoring when the ball
hits a target, the spinner and the target scores are awarded.
When the ball enters the outhole, the bonus score is added to the total score. The piayer-up
and/or ball in play on the back box is advanced one position. The bonus score is advanced to
1000 points. The outhole kicker serves the ball to the shooter alley and play is resumed. This
continues until each player has played the allowable number of balls per game (adjustable). At
this time the ‘Game Over’ light is lit. A random Match* number appears and the ‘Match’ light is lit.
If the number is the same as the last two digits in a player's score, a free game is awarded.
Extra balls won during the course of the game are played immediately after the player's regular
ball enters the outhole. The player-up and/or ball in play on the back box are not advanced for
extra ball play. Bonus score is added to the player's score and the bonus is set to 1000 points
before the game serves the extra ball for play.
At the end of the game, a ‘High Score to Date’ is alternately flashed with all 6 player scores. If the
‘High Score to Date" is beat, this feature” awards free games.
Tilting the game results in loss of a ball. The flippers, thumper-bumpers, etc., go ‘dead. Bonus
points are not scored. The purpose of the tilt penalty is to discourage the player from jostling the
machine in an attempt to prolong play. Game action becomes normal after the ball kicker
assembly serves the ball to the shooter alley.
Slamming the machine results in loss of the game. All feature lights go out, the game goes ‘dead,
and a time delay occurs. The purpose of the time delay Is to discourage unnecessary abuse of
the machine. After the delay, the ‘Game Over light lites and the power-up tune is played. The time
delay occurs anytime one of the slam switches is made to contact. There is one factory installed
slam switch on the front door. (Any number of slam switches could be installed by the operator ir
meet his individual requirement.) The switch should be adjusted to have approximately 1/16" cap
between the contacts. The weighted blade should be adjusted to attain the desired sensitivity
Decreasing the gap between contacts will make the switch more sensitive. Opening the gap will
reduce sensitivity.
“Some tunes and features can be disabled by operator if so desired. See Back Box Adjustments.
lll. BOOKKEEPING FUNCTIONS
The game is designed to help the operator perform certain accounting functions. The game can
display the number of total plays and replays (free games). It can display the number of coins
dropped down each coin chute. The bookkeeping functions are displayed on 1-4 player score
displays simultaneously.*** An identification number, 05 to 11 appears on the Match/Ball in Play
window as follows:
05— 00to— 40 = Current Credits
*06— 10000 to— 999999 = Total Plays (Paid & Free Games)
*07— 10000 to— 999999 = Total Replays (Free Games)
08— 00 to—999999 = Total times ‘High Game to Date’ is beat
*09—10000 to—999999 = Coins Dropped thru Coin Chute #1
*10— 10000 to—999999 = Coins Dropped thru Coin Chute #2™**
*11—10000 to—999999 = Coins Dropped thru Coin Chute #3**
The game displays the first bookkeeping entry if the Self-Test button (See Fig. lll) on the inside of
‘the front door is pressed nine times. Alternately push and release the Self-Test button at one
second intervals. The 05 appears in the ‘Match/Ball in Play’ window. Current credits appear on
the player score displays. Each additional press of the button causes the next entry to be
displayed.
After the data in each bookkeeping register is recorded, it can be set to zero simply by pressing
switch button S33, located on A4, the MPU module in the back box. (See Fig. Ill). Any or all
registers can be cleared by alternating between the Self-Test button and the switch button on the
MPU module. The operator is given this option as a possible convenience and can elect to use or
not use it as his needs direct.
Pressing the button once more with the eleventh entry displayed causes the game to play the
power-up tune and light the Game-Over light.
"The 10,000 level is pre-set at the factory; can be set to zero, initially, if desired.
**If Coin Chute is not used in game, number displayed (if other than 00) on Player Score displays has no significance.
***During self test: May be jitter on displays 5 & 6. Use displays 1-4 only for reference.
#1138-E SIX MILLION DOLLAR MAN
FEATURE OPERATION AND SCORING
A. Bonus Score Feature:
A bonus of 1,000 to 20,000 may be scored on a 5-ball game. A bonus of 1,000 to 29,000 may
be scored on a 3-ball game. The game starts with a bonus of 1,000. The bonus score
advances one step at a time each time the ball goes through either top lane (*5” and “0”), hits
any left side target (three “0's”) or goes through either spinner completing the 5 lite sequence.
The bonus score advances one step on a 5-ball game or three steps on a 3-ball game each
time the ball goes into the top center Bonus Multiplier Saucer (see “B” below). The bonus
score also advances five steps when the 5-0-0-0-0 sequence is completed (see Bionic Power
Score below). A tilt nullifies the bonus score.
B. Bonus Multiplier Saucer Feature:
Each time the ball enters the top center Bonus Multiplier Saucer, the Play-More Post is
activated and the player's bonus score is advanced; also, the lit value is awarded. At the start
of a new ball-in-play, either the 3000 lite or the 5000 lite may be lit (see switch #23:
liberal/ conservative setting below).
If the ball enters the saucer when the 2X lite is lit, 30 points are scored and the 2X Bonus
Multiplier lite by the outhole Bonus Lites is awarded; if the ball enters the outhole at this point,
twice the lit bonus score is added to the player s score.
If the ball enters the saucer when the 3X lite is lit, 30 points are scored and the 3X Bonus
Multiplier lite by the outhole Bonus Lites is awarded; if the ball enters the outhole at this point, Г?
three times the lit bonus score is added to the player's score. М
If the ball enters the saucer when the 5X lite is lit, 30 points are scored and the 5X Bonus
Multiplier lite by the Outhole Bonus Lites is awarded; also the Saucer 10,000 lite and the
outlane Special lites lite (see below for Switch #22: liberal/conservative setting); if the ball
enters the outhole at this point, five times the lit bonus score is added to the player's score.
Switch #23 Switch #22 A
Top Hole Initial Outlane Specials e
Liberal ON ON pe
(Starts at 5,000) (Both lite) ;
Conservative OFF OFF
(Starts at 3,000) (Lites alternate on 10 pt. score)
C. Shooter Alley (Top Right) Rollover Button Feature:
At the start of a new ball-in-play, the player's score will flash ON/OFF to indicate the |
correct player-up. When the ball exits the shooter alley, it goes over the Shooter Alley ;
Roilover Button which stops the flashing of the score, and scores 10 points.
D. 5-0-0-0-0 Bionic Power Score Memory Feature:
At the start of a new game, all five numbered lites (2 lanes and 3 targets) are lit. Each time a
ball goes through a lit lane or hits a lit target, it scores 500 points and extinguishes that lite; the
corresponding lite on the 5-0-0-0-0 Bionic Power Score lites. When the 5-0-0-0-0 Bionic
Power Score is completely lit, it flashes 5 times, awards 5 bonus advances, awards 50,000
points, opens the Free-Ball Gate (see below) and lites the Bionic Power Score Special Lite. If
the Bionic Power Score is completed when this lite is lit (see Switch #29) a Special is
awarded. This lite goes out when the ball enters the outhole. ВЕ
Switch #29: In the liberal position (ON), a Special is awarded for the 2nd completion of
5-0-0-0-0 for any one particular ball-in-play. in the conservative position
(OFF), a Special is awarded for the 3rd completion of 5-0-0-0-0.
Switch #24: Ties together the upper & lower left target lites (two “0's”) in the liberal position
(ON). In the conservative position (OFF) all target lites are separate.
E. Drop Target Feature:
Each drop target scores 30 points. When the bank of five targets is knocked down, 3000
points are scored and the feature corresponding to the lit Drop Target Lite is awarded as
follows:
1st time all targets down = Lites both spinners to score 1000 points each
2nd time all targets down = X-Ball (See Note 1)
3rd & each Add'! time all targets down = Special
Note 1: X-Ball = 20,000 if Same Player Shoots Again is lit.
F. Major Mode Feature:
Switch #14 and #15 give the operator flexibility to award a Replay, Extra Ball or score
(Novelty) when a Special is scored.
REPLAY X-BALL NOVELTY
SW. 14 ON SW. 14 OFF SW. 14 ON
SW. 15 ON SW. 15 ON SW. 15 OFF
Special Award Replay X-Ball or 20,000 20,000
X-Ball Award X-Balll X-Ball or 20,000 20,000
Threshold Award Replay X-Ball or 20,000 20,000
End-of-Game Award Replay VOID VOID
G. THUMPER-BUMPER FEATURE:
All three thumper-bumpers score 100 points.
4A
H. Play-More Post Feature:
- The Play-More Post between the flippers is activated (Upped) by a ball entering the top
center saucer or hitting the center target. The post is deactivated (downed) by either of two
centrally located rollover buttons, a ball through either return lane, a ball entering the outhole
oratilt. Le
I. Spinner Feature: В ВЕ
A ball through either spinner will advance both sets of spinner lites and score 10 points. Each
spinner scores 1000 points after the drop targets are knocked down for the 1st time for any
one particular ball-in-play. Also, the bonus score is advanced one step each time the spinner
lites complete a sequence of five lites by passing the top lite.
J. Free-Ball Gate Feature:
The Free-Ball Gate opens each time the 5-0-0-0-0 Bionic Power Score is awarded. A ball
entering the right outlane when the gate is open is directed to the shooter tip offering
extended play, which closes the Free-Ball Gate. The Free-Ball Gate is re-opened by complet-
ing the 5-0-0-0-0 Bionic Power Score again. A tilt closes the Free-Ball Gate.
V. GAME ADJUSTMENTS
A. Playfield Panel Post Adjustments:
Posts that control left and right outlane opening on panel can be moved to make access to
outlanes easier or harder for ball to enter. See Figure Il.
Easier entry will decrease playing time and scoring (conservative).
Harder entry will increase playing time and scoring (liberal).
B. Back Box Game Adjustments: |
Each game has thirty-two switches located on A4, the MPU module, located in the back box,
that allow play to be customized to the location. See Figure ll. Credits per coin, maximum
credits, credit display, balls per game, match feature, high game feature, special award and
melody are selectable by means of the switches. The switches are contained in four-sixteen
lead packages numbered S1-8, S9-16, S17-24 and S25-32 for easy identification. The “ON”
toggle position is marked on the assembly. Turn off power before making adjustments.
Credits/Coin Adjustments:
The credits per coin are selectable by means of $25-S28 for coin chute #2. The switch settings
and resultant credits/coin are as follows:
S28 S27 S26 S25 Credits/Coin
OFF OFF OFF OFF Same as Coin Chute #1 Settings
OFF OFF OFF ON 1/1 Coin
OFF OFF ON OFF 2/1 Coin
OFF OFF ON ON 3/1 Coin
OFF ON OFF OFF 4/1 Coin
OFF ON OFF ON 5/1 Coin
OFF ON ON OFF 6/1 Coin
OFF ON ON ON 7/1 Coin
ON OFF OFF OFF 8/1 Coin
ON OFF OFF ON 9/1 Coin
ON OFF ON OFF 10/1 Coin
ON OFF ON ON 11/1 Coin
ON ON OFF OFF 12/1 Coin
ON ON OFF ON 13/1 Coin
ON ON ON OFF 14/1 Coin
ON ON ON ON 15/1 Coin
The credits given per coin are selectable by means of switches 1-5 incl., for coin chute #1 and
switches 9-13 incl., for coin chute #3. Thirty-one different credit ratios are available for each
coin chute. The switch settings and resultant credits/coin are listed below.
CREDITS/COIN ADJUSTMENTS
COIN CHUTE SWITCHES CREDITS/COIN
#1 (HINGE SIDE) 5 4 3 2 1
OR #3 13 12 11 10 9
OFF OFF OFF OFF OFF 3/2COINS”
OFF OFF OFF OFF ON 3/2COINS”
OFF OFF OFF ON OFF 1/COIN
OFF OFF OFF ON ON 1/2 COINS*
OFF OFF ON OFF OFF 2/COIN
OFF OFF ON OFF ON 2/2 COINS
OFF OFF ON ON OFF 3/COIN
OFF OFF ‚ON ON ON 3/2COINS’
OFF ON OFF OFF OFF 4/COIN
OFF ON OFF OFF ON 4/2 COINS
OFF ON OFF ON OFF 5/COIN .
OFF ON OFF ON ON 5/2COINS®
OFF ON ON OFF OFF 6/COIN
OFF ON ON OFF ON 6/2COINS
OFF ON ON ON OFF 7/COIN
OFF ON ON ON ON 7/2COINS®
ON OFF OFF OFF OFF 8/COIN
ON OFF OFF OFF ON 8/2COINS"
ON OFF OFF ON OFF 9/COIN
ON OFF OFF ON ON 9/2COINS"
ON OFF ON OFF OFF 10/COIN
“No Credits until second coin is dropped ON OFF ON OFF ON 10/2 COINS"
“One Credit for first coin. Two Credits for second ON OFF ON ON OFF 11/COIN
coin provided that no scoring ogeured between ON OFF ON ON ON 11/2 COINS"
1st and 2nd coin drops if scoring occured, ON ON OFF OFF OFF 12/COIN
second coin gives one credit ON ON OFF OFF ON 12/2 COINS”
ON ON OFF ON OFF 13/COIN
ON ON OFF ON ON 13/2 COINS"
ON ON ON OFF OFF 14/COIN
ON ON ON OFF ON 14/2 COINS"
ON ON ON ON OFF 15/ COIN
ON ON ON ON ON 15/2 COINS"
5
SIX MILLION DOLLAR MAN #1138-E
SOUND OPTION:
The
game is designed to play several melodies to announce power-up, game-up, etc. The tunes are
intended to attract attention to the game increase game usage. The tunes are controlled by switch settings
as shown.
58 © OFF OFF ON ON
S32 | OFF ON | OFF ON
POWERUP — | TUNE TUNE TUNE TUNE
COIN (NO CREDIT) CHIME CHIME NOISE NOISE
COIN (WITH CREDIT) TUNE CHIME TUNE NOISE
PLAYER-UP | TUNE CHIME TUNE NOISE
SCORE (10, 100, 1K, 10K) CHIME CHIME NOISE NOISE
50,000 CHIME CHIME NOISE NOISE
SAUCER | NOISE NOISE NOISE NOISE
REPLAY CREDITS KNOCKER KNOCKER KNOCKER KNOCKER
TILT NOISE NOISE NOISE NOISE
OUTHOLE TUNE TUNE TUNE TUNE
GAME OVER . TUNE TUNE TUNE TUNE
GAME FEATURE OPTIONS:
5-0-0-0-0 Special adjustment:
Liberal Sw. 29 ON Making 5-0-0-0-0 2 times on 1 ball = Special.
Conservative Sw. 29 OFF Making 5-0-0-0-0 3 times on 1 ball = Special.
Upper “O” and Lower “O” Target adjustment:
Liberal Sw. 24 ON Upper “O” and lower “O” tied together.
Conservative Sw. 24 OFF Upper “O” and lower “O” are not tied.
Saucer Hole 3000, 5000 adjustment:
Liberal Sw. 23 ON Saucer starts at 5000.
Conservative Sw. 23 OFF Saucer starts at 3000.
Outlane Special adjustment:
Liberal Sw. 22 ON Both lanes lite for Special.
Conservative Sw. 22 OFF Alternates Special from side to side.
MAXIMUM CREDITS:
The maximum credits accepted by the machine limits the number of games that can be accumulated by
coining, by winning replays or both. The maximum number of credits is selectable by means of switches -
17, 18 and 19. Eight credits limits are available. Switch settings are listed below.
MAXIMUM SWITCHES
CREDITS 19 18 17
5 OFF OFF OFF
10 OFF OFF ON
15 OFF ON OFF
20 0 OFF ON ON
25 ON OFF OFF
30 ON OFF ON
35 ON ON OFF
40 ON ON ON
BALLS PER GAME: # BALLS/GAME SWITCH 16
5 ON
3 OFF
MATCH FEATURE:
When the Match Feature is ON, a random number appears in the ‘Match/Ball in Play’ window and the
word MATCH is illuminated. If the number matches the tens digit in a player's score, a free game is
awarded. The Match feature creates an incentive to play.
MATCH SWITCH 21
ON ON
OFF OFF
CREDIT DISPLAY: CREDITS DISPLAYED SWITCH 20
YES ON
NO* OFF
*Display shows “aa’ if credits are due player.
HIGH SCORE FEATURE:
The game is designed to award an Extra Ball or Free Game at each of the three score levels. See Front
Door Game Adjustments.
AWARD SWITCH 15 SWITCH 14
REPLAY ON ON
EXTRA BALL ON OFF
NO AWARD OFF OFF
HIGH SCORE TO DATE FEATURE:
The game is designed to award free games as an option if high game to date is beat. Each time this
happens, the winning score becomes the new high game score to beat. This score is displayed on all 4
player score displays at the end of each game as an incentive to play. Recommended setting is
underlined.
HIGH SCORE TO DATE FEATURE SWITCH7 SWITCH 6
No Award OFF OFF
One Credit OFF ON
Two Credits ON OFF
Three Credits ON ON Ÿ
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C. Front Door Game Adjustments:
High Score Feature Adjustments:
The game is designed to award an extra ball (option) or a free game at each of three score ВЕ
levels. The recommended levels are on the score card in the game. >
Any level from 10,000 to 990,000 can be set, as desired. It is also possible to reset or turn o (00) :
any or all of the levels, if desired. | В a
1. Push and release Self-Test button (see Figure II!) at one second intervals approximately
five times or until number 01 appears on the Match/Ball in Play display. о
2. The number on the Player Score Displays is the score level* It can be increased, if
desired, by holding the credit button in. To decrease the score level, reset to '00' and then
hold the credit button in. Release the credit button when the desired number appears. Note
that the level changes 10,000 points at a time. If the number ‘00’ is left on the displays, the
high score feature is eliminated for that level.
3. Repeat steps 1 and 2 for the second and third score levels. The number '02' and ‘03’ оп
the Match/Ball in Play display are for the second and third levels, respectively.
High Score to Date Feature:
The game is designed to award free games when ‘High Score to Date’ is beat.
It is recommended that the level, which will build with game play, be periodically reset to the
factory recommended level to encourage game play. The adjustment procedure is the same
as for the High Score Feature Adjustment, Steps 1 and 2. Continue pushing the Self-Test
button until the number ‘04’ appears on the Match/Ball in Play display and then do Step 2.
Any level from '00' to 990,000 can be set as described. ltis to be noted that ‘00’ does not turn off
the feature, as it does on High Score feature. The feature is turned off by positioning switches
S6 and S7 to the ‘OFF’ position, and ‘ON’ by positioning switches as discussed under “Back
Box Game Adjustments.
*Can be quickly set to '00 by pressing S33 on the MPU assembly in the back box. See Figure 1.
#1138-E
R-521-3
R-521-2
R-521-1
R-521-5
R-521-4
R-406-3
R-243
оттоонв»
PANEL TOP PA
. Arch Rail
. Rail Post (2)
. Rail Post Cap (2)
. Bottom Arch
. Shooter Gauge
. Ball Gate (L)
. Ball Gate (R)
. Screened Plastics (Set)
. Thumper Cap
10. Plate (4)
11. Ball Gate
12. Ball Guide (2)
13. Target Assy (RED) (3)
14. Minipost & Rubber (6)
15. Spinner Gate Assy. (L)
16. Spinner Gate Assy. (R)
17. R.0. Wire & Bracket (6)
19. Large Target Assy. (3)
20. Drop Target Assy.
21. Rollover Button (3)
22. Ball Guide (2)
23. Ball Guide
24. Ball Guide
25. Buffer Wire
26. Channel Gate Wire
27. Push Nut Fastener
28. Flip. & Shaft Assy. (2)
29. Outhole Wire Assy.
CONS.— CONSERVATIVE
MED. — MEDIUM
LIB. — LIBERAL
INDICATES MOVEABLE POSTS
FOR SCORING ADJUSTMENTS
US OS 1 EN сл Ia CO РО —
FIGURE Hi
SIX MILLION DOLLAR MAN
RUBBER PARTS
2" Dia.
1%" Dia.
1” Dia.
3" Dia.
277" Dia.
Fiipper
5/16” Dia.
RTS
M-1774
C-907
C-908
P-5871-56
P-6359-22
A-1475-10
A-1475-9
M-1330-151
A-3713-43
P-5899-8
ASE-2250-18
M-121-62
ASE-2911-3
ASE-2836-1
ASE-2250-35
ASE-2250-34
ASE-2806
ASE-2911-19
ASE-2795-57
C-900
M-121-47
M-121-43
M-121-44
M-121-53
M-1335-1
M-1314-1
ASE-2214-24
ASE-2806-21
IST PLAYER
—A1 DISPLAY
DRIVER ASSYS.
2nd PLAYER
s33 $1-832 ACK BOX —
th PLAYER TN BACK BOX.
> na Я Аз VOLTAGE REGULATOR
SOLENOID DRIVER ASSY.
CREDITS |
__—— SOUND ASSY.
7 — | | >
| AMP DRIVER ASSY
AT 1/ BALL-
N PLAY AS | AS In
dt PLAYER — —6 A2 TRANSFORMER ASSY.
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3rd PLAYER PLAYFIELD |
SE " TEST __
BUTTON
CR IT
BUTTON
FhuNT DOOR | ||
J LEG LEVELING ADJUSTMENT, |
TYPICAL
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SWITCH |
PLUMB BOB TILT 1 so m
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INCLINED TILT se
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si| —D
<4— ON
DETAIL: SI-S32
MPU ASSY.
FIGURE IIL. ELECTRONIC PIN BALL MACHINE
-10-
RECOMMENDED:
Instruction, Score Cards and High Score feature settings to be used on Six Million Dollar
Man, #1138-E. |
3-BALL - 5-BALL
REPLAYS REPLAYS
Instruction Card M-1508-77-E Instruction Card M-1508-77-E
Score Card M-1508-77-D w/uu Score Card - M-1508-77-C w/L
*Score Card M-1508-77-B w/uu *Score Card M-1508-77-A w/L
1 Replay at 320,000
1 Replay at 240,000
1 Replay at 580,000
1 Replay at 500,000 —
EXTRA BALL EXTRA BALL
instruction Card M-1508-77-G Instruction Card M-1508-77-G
Score Card M-1508-77-LL Score Card M-1508-77-NN
1 Extra Ball at 220,000
1 Extra Ball at 400,000
1 Extra Ball at 300,000
1 Extra Ball at 480,000
“USE FOR END OF GAME REPLAY AWARD. USE WITH INSERT CARDS (7), M-1508-68B
(ALL PLAYFIELD POSTS IN MEDIUM POSITION)
REPLAYS
M-1508-77-K
M-1508-77-L
M-1508-77-M
M-1508-77-N
M-1508-77-0
M-1508-77-P
M-1508-77-Q
M-1508-77-R
M-1508-77-S
M-1508-77-T
M-1508-77-U
M-1508-77-V
M-1508-77-W
M-1508-77-X
M-1508-77-Y
M-1508-77-Z
M-1508-77-AA
M-1508-77-BB
M-1508-77-CC
M-1508-77-DD
M-1508-77-EE
M-1508-77-FF
M-1508-77-GG
M-1508-77-HH
M-1508-77-11
M-1508-77-JJ
M-1508-77-QQ
M-1508-77-RR
M-1508-77-SS
M-1508-77-TT
M-1508-77-UU
180,000
200,000
220,000
260,000
280,000
300,000
340,000
360,000
380,000
400,000
420,000
440,000
460,000
200,000
220,000
240,000
260,000
280,000
300,000
320,000
340,000
360,000
380,000
400,000
420,000
440,000
90,000
100,000
120,000
140,000
160,000
440,000
460,000
480,000
520,000
540,000
560,000
600,000
620,000
640,000
660,000
680,000
700,000
720,000
490,000
510,000
530,000
550,000
570,000
590,000
610,000
630,000
650,000
670,000
690,000
710,000
730,000
340,000
360,000
380,000
400,000
420,000
640,000
660,000
680,000
700,000
720,000
740,000
760,000
780,000
800,000
820,000
840,000
860,000
880,000
ADDITIONAL CARDS
11
320,000
400,000
440,000
480,000
500,000
540,000
EXTRA BALL
M-1508-77-KK 140,000
M-1508-77-LL 220,000
M-1508-77-MM 260,000
M-1508-77-NN 300,000
M-1508-77-00 320,000
M-1508-77-PP 360,000
INSTRUCTION CARD
M-1508-77-F
M-1508-77-1
M-1508-77-H
M-1508-77-J
BLANKS (3)
High Game to Date Recommended
levels: (Reset Periodically)
3-BALL
5-BALL
500,000
540,000
Special: Replay
Outlane Special
“Initial” Value 5000 Top Hole
5-0-0-0-0 Lane 8 Targets
5-0-0-0-0 Special
Sw. 14
Sw. 15
Sw. 22
Sw. 23
Sw. 24
Sw. 29
#1138-E SIX MILLION DOLLAR MAN
RECOMMENDED SETTINGS
The following chart gives recommendations for three typical types of operation.
Replay
Instruction Card
Score Card
Major Mode
Match
High Score to Date
X-BALL
Instruction Card
Score Card
Major Mode
Match
High Score to Date
NOVELTY
Instruction Card
Major Mode
Match
High Score to Date
3-BALL
M-1508-77-E
M-1508-77-B w/uu
Sw. 14,15 ON
Sw. 21 ON
Sw.6,7 ON
M-1508-77-G
M-1508-77-D w/LL
Sw. 14 OFF
Sw. 150N
Sw. 21 OFF
Sw. 6,7 OFF
M-1508-77-1
Sw. 14, 15 OFF
Sw. 21 OFF
Sw.6,7 OFF
‚ON
ON
„OFF
‚ON
OFF
ON
5-BALL
M-1508-77-E
M-1508-77-A w/L
Sw. 14,15 ON
Sw. 21 ON
Sw. 6,7 ON
M-1508-77-G
M-1508-77-C w/NN
Sw. 14 OFF
Sw. 15 ON
Sw.21 OFF
Sw. 6,7 OFF
M-1508-77-1
Sw. 14, 15 OFF
Sw. 210FF
Sw.6,7 OFF
VIil. ROUTINE MAINTENANCE ON LOCATION:
Self-Test routines are written into the game design. They are particularly useful for routine
maintenance. The tests are described below. The first test is automatic and occurs on
power-up. This test causes the MPU module A4 to examine itself for failures. Seven flashes of
an LED indicates proper operation. The second series of self-diagnostic tests causes the MPU
to ‘exercise’ each of the other modules in such a way as to make their faults, if any, obvious.
See Figure lll and Page ii. | |
It is recommended that these tests be used several times a week to check out the games
before play. If faults are discovered, they may be corrected on location if the operator has a
stock of replacement modules. See “Trouble Shooting on Location.” |
MPU Module Self-Test: | |
At power on, the LED on the MPU module flashes once. (Flicker-Flash). After a pause, it
flashes six more times and goes out. A power-up tune is played to announce game readiness.
This indicates proper MPU operating condition and successful completion of the power-up
test.
Game Self-Diagnostic Tests:
1. Pressing the Self-Test button inside the door initiates the Self-Test routine. See Figures ll
and IV. All switched lamps flash off and on continuously, plus 5 and 6 player displays.
2. Pressing the Self-Test button again causes each digit on each display to cycle from O thru
9, and repeat continuously.
3. Pressing the Self-Test button again causes each solenoid to be energized, one at a time,
in a continuous sequence. Hold both flipper buttons ‘in’ during this test. The number
appearing on the Player Score displays is the same as the number assigned to the solenoid.
The sound of a solenoid pulling-in as a number appears indicates proper operation. The
absence of sound is improper. If sound is absent, see Page 17 for help in Solenoid
identification.
4. Pressing Self-Test button again causes the sound module to play the “Game Over” tune
repeatedly.
5. Pressing the Self-Test button again causes the MPU to search each switch assembly for
stuck contacts. If any are found, the number of the first set encountered is flashed on the
Player Score displays. The number remains until the fault is cleared. See Page 17 for help in
Stuck Switch identification. Other numbers may follow if more stuck contacts are present. If
there are no stuck switches, the Match/Ball in Play display flashes ‘0.
6. Pressing the Self-Test button eleven more times causes the MPU to step thru the
threshold and bookkeeping functions described previously and finally to repeat the power-
up test. For more rapid exit to power-up, turn the game off, then on. The game is now ready to
play.
After successful completion of the Self Diagnostic Test procedure, set the game up for play.
Exercise each rollover, thumper-bumper, slingshot, etc., by hand until each switch assembly
on the playfield has been checked for proper operation. If actuating a switch assembly
results in intermittent or no response, clean contacts by gently closing them on a clean
business card or piece of paper and wiping until they wipe clean. Regap, if necessary, to
1/16”. Do not burnish or file Gold Plated Switch Contacts.
IX. TROUBLESHOOTING ON LOCATION
The game is designed to make troubleshooting easy. Several simple procedures are given
herein that cover the greatest percentage of game failures. They are written for an operator on
location and require module replacement. (See Figure lil) Symptoms and the action to be
taken are given for each type of problem.
If the problem is more complicated and is not solved by following this procedure, more detailed
procedures are available from Bally. See the Parts List for ordering information.
- 13
FIGURE IV
ROUTINE
MAINTENANCE CHECK
SELF DIAGNOSTIC TEST
Y
POWER-UP:
TURN OFF POWER
TURN ON POWER
Y
LED ON MODULE
A4 FLASHES 7X
y ves
PRESS SELF-TEST BUTTON
(1) ON INSIDE OF FRONT DOOR
TO ENTER LAMP DRIVER MODULE TEST
Y
ALL FEATURE LAMPS LIGHT,
FLASH ON AND OFF?
y YES
(2) — PRESS SELF-TEST BUTTON (AGAIN)
TO ENTER DISPLAY DRIVER MODULE TEST
Y
ALL DISPLAYS COUNT
000000 to 999999
Y YES
(3) PRESS SELF-TEST BUTTON (AGAIN)
TO ENTER SOLENOID DRIVER MODULE TEST
Y
ALL SOLENOIDS * PULL-IN*
IN SEQUENCE?
NO
NO
NO
NO
(4)
(5) PRESS SELF-TEST BUTTON (AGAIN)
TO ENTER STUCK-SWITCH TEST
Y YES
NO
ALL SWITCHES* OPEN?
y YES
PRESS SELF-TEST BUTTON 12X
(6) OR TURN POWER OFF AND THEN ON.
GAME READY TO PLAY.
REPEAT ENTIRE TEST IF REPAIR WAS MADE.
| REFER TO
TROUBLE SHOOTING ON LOCATION’
L CORRECT FAULT
SEE SYMPTOM #1, PAGE 15
SEE SYMPTOM #2, PAGE 15
SEE SYMPTOM #3, PAGE 15
SEE SYMPTOM #4, PAGE 16
PRESS SELF-TEST BUTTON (AGAIN)
TO ENTER SOUND MODULE TEST
SOUND MODULE PLAYS
“GAME OVER” TUNE
|NO SEE SYMPTOM #5, PAGE 16
SEE SYMPTOM #6, PAGE 16
‘SOLENOID AND STUCK-SWITCH NUMBER IS FLASHED ON PLAYER
SCORE DISPLAYS AS AN AID IN TROUBLESHOOTING.
See page 17.
“HOLD FLIPPER BUTTONS IN DURING TEST.
14
1A) SYMPTOM: Game does not play power-up tune when power is turned on. General
2A)
2B)
3A)
3B)
ACTION:
Hlumination is present.
A) Turn power OFF. Open back box. Locate light emitting diode (LED)
on MPU module A4. |
B) Turn Power ON. LED must flash 7X to indicate that module A4 is
good. Correct flash sequence IS flicker/flash-pause-and then six more
flashes and LED goes out.
CAUTION:
SYMPTOM:
ACTION:
SYMPTOM:
ACTION:
SYMPTOM:
ACTION:
SYMPTOM:
ACTION:
C. If LED does not come on, or does not flash, or flashes, but less than
7X, turn off power. Replace MPU module A4.
Replacement MPU Module must have same Part Number or incor-
rect operation will result! See Parts List for MPU Module Part
Number.
Turn power ON.
D) If game is correct, it is now ready for play. If game is not correct, refer
to Module Replacement procedure. (See Parts List.)
Not all feature lamps light during game play. |
A) With power ON, open front door. Press button (Self-Test switch)
once. If the game is correct, all feature lamps flash ON and OFF.
B) Carefully raise playfield or open back box to gain access to lamps.
C) Replace bulbs that do not flash.
D) |f game is correct, it is now ready for play.
E) If game is not correct, turn power OFF. Replace Lamp Driver Module
A5. Turn power ON and repeat A.
Е) If game is correct, if is now ready for play”
G) If game is not correct, turn power OFF. Replace MPU module A4.
See CAUTION, 1C. Turn power ON and repeat À.
H) If game is correct, it is now ready for play” If game is not correct, refer
to Module Replacement procedure. (See Parts List.)
One or some switched lamps always ON.
Repeat 2AA, AB, AE, and AF and, if necessary AG & AH.
Display digits improper on one Or several, but less than all Display
Driver module(s), A1. Improper: One or several segments always OFF,
digits mottled or several segments or digit(s) always ON.
A) With power ON, open front door. Press button (Self-Test switch)
twice. If the game is correct, each digit on each Display Driver Module A1
(5 used/game) displays the count 1-9 and 0 continuously in all 6 digit
positions. Note defective Display Driver modules.
B) Turn power OFF.
CAUTION: High Voltage is supplied to the Display Driver Modules,
A1, from the Solenoid Driver/Voltage Regulator Module A3. Wait 30
seconds for High Voltage to Bleed Off.
C) Replace Display Driver module(s) A1. Turn power ON. Repeat A.
D) Ifgame is correct, it is now ready to play If game is not correct, refer
to Module Replacement procedure. (See Parts List.)
All displays improper (all five display Driver modules). improper: Digit(s)
always on or off/segment(s) always on or off, all displays.
A) Repeat 3AA, and AB.
B) Replace MPU module A4. See CAUTION NOTE, 1C. Turn power
ON. Repeat A.
15
FE À
3C)
4A)
4B)
5)
6)
7)
SYMPTON:
ACTION:
SYMPTOM:
ACTION:
SYMPTOM:
ACTION:
SYMPTOM:
ACTION:
SYMPTOM:
ACTION:
SYMPTOM:
ACTION:
C) If game is correct, it is now ready to play” If game is not correct, refer to
Module Replacement procedure. (See Parts List.)
One or several displays always off.
A) Do 3AA, AB, AC, and AD.
B) Repeat 3BB and BC, if necessary.
Solenoid(s) do(es) not pull-in during course of game. |
A) With power ON, open front door. Press button (Self-Test switch) three
times. | | |
B) If game was correct, each solenoid would be energized. A number is -
flashed on the Player Score displays as each solenoid is pulsed. Note any
numbers that do not have the sound of a solenoid associated. See Solenoid
Identification Table, Page 17 and Figure V.
C) Carefully lift the playfield (or open the back box) to gain access to the
solenoid. Turn power OFF. Inspect the solenoid.
D) If a lead is broken off, repair. Repeat A & В. If game is correct, it is now
ready for play.* If solenoid wiring was correct, turn power OFF.
E) Replace Solenoid Driver/ Voltage Regulator module A3. See CAUTION
NOTE 3AB.
F) Repeat AA & AB. If game is correct, itis now ready to play If game is not
correct, turn power OFF. |
G) Replace Sound Module A8.
H) Repeat AA and AB if game is correct. Itis now ready to play. If game is not
correct, turn power OFF.
1) Replace MPU module A4. See CAUTION NOTE, 1C.
J) Repeat A & B. If game is correct, it is now ready to play.” If game is not
correct, refer to Module Replacement Procedure. (See Parts List.)
Solenoid(s) always energized—Note: if impulse solenoids (ball ejects,
slingshots, thumper-bumpers, etc.) are energized continuously, they are
subject to damage. Limit troubleshooting to one minute with power ON,
followed by five minutes with power OFF. Repeat as necessary. Replace
damaged solenoids.
Do 4AA, AB, AE, AF, AG, AH and if necessary, Al and AJ.
No Sound.
A) With Power ON, open front door, press Self-Test switch four times.
B) Turn volume control clockwise to Max.
С) | correct, sound will be heard. If incorrect, try seating speaker lead
connector (J2) and input connector (J1).
D) If correct, sound will be heard. If incorrect, refer to Module Replacement
procedure’
Feature (Drop Targets, etc.) does not score.
A) With power ON, open front door. Press button (Self-Test switch) five
times. |
B) If the game is correct, Match/Ball in Play display would flash ‘0. If a
number appears on the Player Score displays, see Switch Assembly Iden-
tification Table, Page 17 and Figure V.
C) Carefully lift the playfield. Locate the switch assembly identified from the
number. Visually inspect the switch assembly. If the contacts are ‘stuck,
regap them to 1/16”. See section under ADJUSTMENTS. Repeat A8B. If
the game is correct, it is now ready to play.” If game is not correct, turn the
power OFF.
D) Replace MPU module A4. See CAUTION NOTE 1, C.
E) Repeat A&B. If the game is correct, itis now ready to play.” If the game is
not correct, refer to Module Replacement Procedure. (See Parts List).
Game blows fuse(s) repeatedly.
See Module Replacement Procedure. F.O. 560
"Turn power On-Off switch OFF and then ON.
16
2 cw EE
VERS? + - . REE +
Rk LE 4 - i . Lo -
GAME #1138-E SIX MILLION DOLLAR MAN (FIGURE V)
SOLENOID IDENTIFICATION TABLE
SELF- | SELF-
TEST # SOLENOID IDENTIFICATION TEST # SOLENOID IDENTIFICATION |
01 POST UP 08 LEFT SLINGSHOT |
02 OUTHOLE KICKER N 09 RIGHT SLINGSHOT |
03 KNOCKER 10 DROP TARGET |
04 SAUCER 11 POST DOWN
05 LEFT THUMPER BUMPER 12 GATE
06 RIGHT THUMPER BUMPER 13 COIN LOCKOUT DOOR
07 BOTTOM THUMPER BUMPER 14 K1 RELAY (FLIPPER ENABLE)
SWITCH ASSEMBLY SELF-TEST DISPLAY NUMBERS
SELF- SELF-
TEST # SWITCH DESCRIPTIONS TEST # SWITCH DESCRIPTION
01 DROP TARGET E (BOTTOM) 21 SPINNERLEFT
02 DROP TARGET D 22 LEFT BOTTOM TARGET
03 DROP TARGET C 23 LEFT MIDDLE TARGET
04 DROP TARGET B 24 LEFT TOP TARGET
05 DROP TARGET A (TOP) 25 DOWN POST R.O. BUTTON (2)
06 CREDIT BUTTON 26 DROP TAR. REB. 4 TOP R.O. BUT.
07 TILT(3) 27 TOP RIGHT TARGET
08 OUTHOLE - 28 TOP LEFT TARGET
09 COIN lil (RT) 29 CENTER TARGET
10 COIN | (LEFT) 30
11 COIN Il (MIDDLE) 31
12 32 SAUCER
13 33
14 RIGHT OUTLANE 34
15 LEFT OUTLANE 35 L&R FLIP/FEED LANE
16 SLAM (2) 36 RIGHT SLINGSHOT
17 TOP RIGHT LANE 37 ЦЕЕТ SLINGSHOT
18 TOP LEFT LANE 38 BOTTOM THUMPER BUMPER
19 39 RIGHT THUMPER BUMPER
20 SPINNER RIGHT 40 LEFT THUMPER BUMPER
FIGURE V
#1138-E
SIX MILLION DOLLAR MAN
(O INDICATES SWITCHASSEMBLY (NS
IDENTIFICATION NUMBERS. ~~ ©
NOTE: CABINET: 07, 16 = [pa
11,16,
Г] INDICATES SOLENOID
IDENTIFICATION NUMBERS.
NOTE: DOOR: 13
BACKBOX:14
CABINET: 03
ASSEMBLY ADJUSTMENTS:
GENERAL:
All switch assemblies consist of leaf springs, contacts, separators, plastic tubing and screws
to hold them to the mounting surface. Before attempting to adjust a switch assembly, make
sure that these screws are tight. If not, tighten screw closest to the contact end of the leaf
spring first. This will prevent the assembly from being secured in such a manner that the leaf
springs tend to fan out. In general, all leaf springs are adjusted for a 1/16” gap in the open
position and .010” overtravel or wipe in the closed position. All contacts should be in good
condition. Unless otherwise instructed, they should be dry or non-lubricated. Ail contacts
should be free of dust and dirt. Contacts, with the exception of the flipper button switch
assemblies, are plated to resist corrosion. Filing or burnishing breaks the finish and encour-
ages corrosion. Clean by closing the contacts over a clean piece of paper (e.g. a business
card) and wiping gently until the contacts are clean. For the flipper button switch assemblies
ONLY: Tarnish can be removed with a contact file followed by a burnishing tool. Severely
pitted contacts must be replaced as an assembly. In general, contacts need be cleaned or
replaced and adjusted only when they are found to be a source of game malfunction.
X. SERVICE PARTS:
A parts catalogue is available upon request. The catalogue is illustrated and lists all replace-
ment parts for each game manufactured by Bally. Requests should be addressed to:
BALLY MANUFACTURING CORPORATION
2640 WEST BELMONT AVENUE
CHICAGO, ILLINOIS 60618
ATTN: PARTS DEPARTMENT
SERVICE HINTS:
The Bally playfield has an improved tuff-coat finish with excellent wearing properties. Its life
expectance, as well as play appeal, can be extended by periodic cleaning of the playfield.
DO: Bally recommends you clean your playfield with Wildcat #125 (Wildcat Chemical Co.,
1333 W. Seminary Drive, Ft. Worth, Texas 76115). Wildcat #125 is a combination cleaner and
polish. Bally has tried and tested this product and found it to be very effective. If Wildcat #125
is not available, Bally suggests you ask your Distributor to order it. Inspect and hand polish the
ball in a clean cloth. A chipped ball must be replaced. It can ruin the finish on the playfield in a
short period of time. :
DON'T: Use water in large quantities, highly caustic cleaners, abrasive cleaners or cleaning
pads on the playfield. Do not allow a wax or polish build up. Waxes yellow with age and spoil
play appeal.
19
XI. PARTS LIST
#1138-E SIX MILLION DOLLAR MAN
MISCELLANEOUS part number
Transformer (Domestic or so 11 TTT N E-122-125
BUIDS, #44 «o.oo eee nse TT E-125-22
ASSEMBLY COILS |
Coin Lockout "TT FO-36-7000
Flipper Left & Right(2) ..........-- ee AQ-25-500/
34-4500
Knocker EE AR-26-1200
Outhole Kicker 00000 eee TS ace» AN-26-1200
ST I AO-27-1300
Te) NE mE РОО AN-26-1200
Sling-Shot (2)... TT AN-26-1200
Gate ...........2222ae ER GA-34-4000
Drop Target Reset ...........…0000 eee eee eee tn NO-24-1400
Down Post...........0000< eee eee eee tete TTC AN-26-1200
Ор Роз! 0.000000 eee eee eee ner et TT GA-31-2000
PLAYFIELD PARTS See Figure !l
MODULES
Lamp Driver AS ........e0ee000eeearerterrt e AS-2518-23
Display Driver A1(7 Used) ........00000000 80505 TT AS-2518-21
Solenoid Driver/Voltage Regulator A3 coor te AS-2518-22
МРО А4 ....еееееееввннеененннеенаананеенелле UT .AS-2962-2
Transformer 8 Rectifier A2 ..........-.--50000errttet O AS-2877-1
Rectifier Board (Part of A2) 000000 e eee TT 5 AS-2518-18
SOUND + + +e eee eee eee ee TT AS-2888-1
REPAIRS PROCEDURES/AIDS
Module 8: Component Replacement ..........----<0e0eretett ns F.O.560
AID (Assistance in Diagnostics) |
Kit, used with F.O. 560 ...............- area KIT #485-1
MODULE COMPONENTS
SEE MODULE PARTS LIST
MODULE COMPONENT STARTER KIT
(Each Kit contains an assortment of the most needed electronic parts for use in Module repair.)
Kit #490— Rectifier Board (Part of A2)
Kit #503—MPU Board A4 (Less Memory U1-U6)
Kit #492— Solenoid Driver/Voltage Regulator A3
Kit 4493— Display Driver A1
Kit #494—Lamp Driver AS
AS-2518-35 MPU MODULE
A4: MPU MODULE
COMPONENT PARTS LIST
a REFERENCE BALLY
ITEM DESIGNATION PART # _ DESCRIPTION
1 A4 (see note 1) AS-2962-2 MPU Module Complete.
- Six Million Dollar Man.
2 A4 (see note 2) AS-2518-35 MPU Module less Program
Memory, U14 incl.
3-32 See Schematic Resistors, See schematic for
| value
33 C14,C15 E-00586-0067 Capacitor, 470 PFD, 1kv
34 C18 E-00586-0088 Capacitor, .05 MFD, 16V
35 C16 E-00586-0081 Capacitor, .1 MFD, 100V
36 С4, С5 Е-00586-0073 Capacitor, 4.5 MFD, 25V
37 C3, C6-C13, C17, C81 E-00586-0085 Capacitor, .01 MFD, 25V
38 C79, C41-C67 | E-00586-0083 Capacitor, 470 PFD, 50V
39 C19-C31, C78, C33-C40 E-00586-0082 Capacitor, 390 PFD, 50V
40 C1, C2, C68-C77 E-00586-0084 Capacitor, 820 PFD, 50V
41 C32 E-00586-007 7 Capacitor, 3000 PF, 1kv
43 Q5 E-00585-0023 Transistor PNP (MPS-3702)
44 Q1, Q2 E-00585-0031 Transistor (2N3904)
47 CR44 E-00587-0006 Diode (IN4004)
48 CR1-CR7, CR11-CR43, E-00587-0014 Diode (IN4148)
CR45-CR48
49 CR8 E-00679 LED (Green)
50 VR1 E-00598-0008 Diode Zener (8.2V, IN9538)
52 L1,L2 E-00604-0003 Inductor, 22 Micro Hy.
53 U12 E-00620-0004 Timer (555)
54 U19 E-00620-0005 Quad 2 Input (4011)
55 U9 E-00620-0028 MPU |.C. (6800)
56 U10, U11 E-00620-0029 PIA |.C. (6820)
57 U7 E-00620-0030 RAM |.C. (6810)
59 U20 E-00620-0032 HEX Buffer 1.C. (14502B)
60 U14,U18 E-00620-0033 HEX Inverter (4049B)
61 U15 E-00620-0034 Quad Memory Driver
(MC3459L)
62 U16 E-00620-0035 Dual Monostable (9602)
64 Ui7 £-00620-0041 Quad 2 Inputs (74L00N)
65 us E-00620-0042 RAM (C MOS, P5101 L-3)
68 BT1, BT2, BTS E-00628-0003 Battery
70 S33 E-00658-0001 Push Button Switch
71 51-58, 59-516, 517-524, E-0067 7 DIP Siwtch
525-532
73 Е-00712 24 Pin Socket
74 E-00712-0001 40 Pin Socket
75 E-00712-0003 22 Pin Socket
77 J2 E-00715 15 Pin Wafer Connector
78 J1 E-00715-0004 28 Pin Wafer Connector
79 J3,J5 E-00715-0017 16 Pin Wafer Connector
80 J4 E-00715-0018 19 Pin Wafer Connector
81 J5 E-00715-0024 17 Pin Wafer Connector
NOTE 1:
When ordering, fill in dash number. For example, AS-2962-0: LOST WORLD, AS-2962-2: SIX MILLION DOLLAR MAN
NOTE 2:
Order repiacemen
-—_—_—"—"——
t memory chips U1-U6, specifying game, socket and part number stamped on chip.
©
AS-2518-23 LAMP DRIVER MODULE
FYPICAL El PLACES
® 7 YMICAL
36 PLACES
SE 785 /
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A5: LAMP DRIVER MODULE
COMPONENT PARTS LIST
REFERENCE BALLY :
ITEM DESIGNATION PART # DESCRIPTION
1 AS AS-2518-23 Lamp Driver Module, Complete
2 R71-R79 E-00105-242 Resistor, 20kQ, 5%, V4 W
3 R1-R60, R70 E-00105-0237 Resistor, 2kQ, 5%, Va W
4 R61-R69 E-00105-0256 Resistor, 2.2Mq, Va W
5 C1 E-00586-0065 Capacitor, .01 MFD, 500V
6 Q4-Q7, Q11-Q14, Q18-Q21, E-00585-0014 SCR, 2N5060
Q25-Q32, Q36-Q39,
Q43-Q46, Q50-Q53,
Q57-Q60 |
7 Q1-Q3, Q8-Q10, Q15-Q17, E-00585-0029 SCR, MCR106-1
Q22-Q24, Q33-Q35,
Q40-Q42, Q47-Q49,
Q54-Q56
8 U1-U4 E-00620-0037 1.C., Decoder, 14514B
9 J1,J3 E-00715-0004 28 Pin Wafer Connector
10 J4 E-00715-0013 17 Pin Wafer Connector
11 J2 E-00715-0014 23 Pin Wafer Connector
12 TP1, TP2, TP3 P-05399 Test Clip
23
AS-2518-21 DISPLAY DRIVER MODULE
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A1: DISPLAY DRIVER MODULE
COMPONENT PARTS LIST
REFERENCE BALLY
ITEM QTY. DESIGNATION PART# —. DESCRIPTION
1 1 P-2948-296 P.C. Board, M-645-392
3 7 R1, R3,R5,R7,R9, R11, R34 E-105-226 Resistor, 100K Q
4 13 R14, R16, R18, R20, R22, E-105-227 Resistor, 300K Q
R24, R26, R35, R36, R37,
R38, R39, R40
5 6 R43, R44, R45, R46, R47, E-105-228 Resistor, 9.1K Q
R48
6 7 R13, R15, R17, R19, R21, E-105-229 Resistor, 1.5K Q
R23, R25
7 7 R27, R28, R29, R30, R31, E-105-230 Resistor, 1K Q
R32, R33
8 1 R41 E-105-231 Resistor, 39K Q
9 1 R42 E-105-271 Resistor, 240K ©
10
11 2 C1,C2 E-586-65 Capacitor, .01 MFD
13 6 Q7, Q8, Q9, Q10, Q11, Q12 E-585-32 Transistor (2N5401)
14 13 Q1, Q2, Q3, Q4, Q5, Об, E-585-33 Transistor (MPS-A42)
Q13, Q14, Q15, Q16, Q17,
Q18, Q19
16 1 VRI E-598-7 Zener Diode, 110V
17 1 U1 E-620-38 [.C. Decoder
18
19 2 J1 E-715-34 10 Pin Wafer Pin Connector
21 1 DST E-680 Digital Display Panel
22 2 M-1836 Hi-Lo Screw, W/H
23 1 P-2399 Display Mounting (Top)
24 1 P-2399-1 Display Mounting (Bottom)
26 6 R2, R4, R6, R8, R10, R12 E-105--287 Resistor, 2.2K 2
27 6 R49, R50. R51. R52, R83, E-105-242 Resistor, 20K Q
R54
28 As Wire Jumper
Reg'd
NOTE: INTERCHANGEABLE WITH AS-2518-15
24
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NOTE: INTERCHANGEABLE WITH AS-2518-16
25
AS-2518-22 SOLENOID DRIVER/VOLTAGE REGULATOR MODULE
FN ZIAIBN ZN f Pm À
A3: SOLENOID DRIVER/VOLTAGE REGULATOR MODULE
COMPONENT PARTS LIST |
~~ REFERENCE BALLY
ITEM DESIGNATION PART # DESCRIPTION
1 A3 AS-2518-22 Solenoid Driver/ Voltage
| Regulator Module, Complete
3-14 Resistors Resistor, See Schematic for
| | ВЕ value. о
15 RT1 E-00599-001 4 Pot. (Linear) 25K
17 C25, 29 E-00586-0014 Capacitor,,1 MFD, 20V
18 C26 E-00586-0059 Capacitor, 160 MFD, 350V
19 C24 E-00586-0063 Capacitor, 2 MFD @ 25V
20 C23 E-00586-0062 Capacitor, 11700 MFD, 20V
21 C1-C8, C11-C21 E-00586-0064 Capacitor, .002 MFD, 1kv
22 C22, C27, C28 E-00586-0065 Capacitor, .01 MFD, 500V
24 K1 E-00146-0795 Relay, Printed Circuit
25 Q1-Q19 E-00585-0034 Transistor, SE9302
26 Q22, Q23 E-00585-0041 Transistor, 2N3440
27 Q21 E-00585-0042 Transistor, 2N3584
28 Q20 E-00710 +5V Regulator, LAS1405 or
78H05KC or LM323K
30 CR1-CR21 E-00587-0015 Diode (IN4004)
31 VR1 E-00598-0010 Diode, Zener 140V, IN5275A
33 U1, U3, U4 E-00681 |.C. Transistor Array, CA3081
34 U2 : E-00620-0039 |.C. Binary to 1/16 Decoder,
74L154
36 Е-00592-0002* Relay Socket
37 M-1839” Relay Holder
- 39 F-00682 Heat Sink, TO5
40 E-00682-000 1 Heat Sink, TO66
41 E-00682-0002 Heat Sink, TO3 Case
42 E-00715-0039 15 Pin Wafer Connector
43 E-00715-0016 12 Pin Wafer Connector
44 E-00715-0020 25 Pin Wafer Connector
45 E-00715-0033 9 Pin Wafer Connector
55 M-1837 Shield-Plexiglass
59 E-00148-0021 Fuse Clips
60 F1 E-00133-0030 Fuse 8 AG-1/4 Amp.
"USED WITH ITEM 24, E-00146-0791, PLUG IN RELAY ONLY
rept)
Wii
A2: POWER TRANSFORMER MODULE
COMPONENT PARTS LIST
REFERENCE BALLY
ITEM DESIGNATION PART # DESCRIPTION
0 A? AS-2877-1 Power Transformer Module,
Complete
1 | AS-2518-18 Rectifier Board Assembly
4 M-1829-2a Circuit Board Support (4 Regd.)
8 E-00122-0125c Transformer 120/240V,
50/60 Hz
11 - P-2692b P.C.B Cover
12 M-1834 Heat Sink Compound
27
AS-2518-18 RECTIFIER BOARD ASSEMBLY
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RECTIFIER BOARD ASSEMBLY
(Part of)
A2: POWER TRANSFORMER MODULE
COMPONENT PARTS LIST
REFERENCE BALLY
ITEM DESIGNATION PART # DESCRIPTION
1 P/O A2 AS-2518-18 Rectifier Board Assembly,
,[ Complete
3 Ri E-00104-0092 Resistor, 10%, 600 Ohm, 10W
4 R2 E-00104-0091 Resistor, 25 Ohm, 5W
5 R3 E-00105-0226 Resistor. 5%, 100K Ohm. VaW
7 VR1 E-00623 Varistor
9 CR1, CR2, CR3, CRA E-00587-0006 Diode (IN4004)
12 BR1. BR2, BR3 E-00602-0003 Bridge Rectifier (VJ248 VARO)
14 Fi E-00133-0010 Fuse, 10A, 32V, 3AG
15 £2 E-00133-0028 Fuse, 3/4A, 250V, 3AG, S.B.
16 F3 E-00133-0004 Fuse, 4A, 32V, 3AG
17 F4 E-00133-0005 Fuse, 5A, 32V, 3AG
18 F5 E-00133-002 Fuse, 20A, 32V, 3AG
19 F6 E-00133-0024 Fuse, 3A, 3AG, S.B.
21 E-00684 Test Point
22 J1, J3 E-00715-0032 8 Pin Wafer Connector
23 J2. J3 E-00715-0034 10 Pin Wafer Connector
25 E-00148-0021 Fuse Clips
26 E-00148-0022 Fuse Clips
28
A8: SOUND MODULE
COMPONENT PARTS LIST
REFERENCE BALLY
ITEM DESIGNATION PART # DESCRIPTION
1 AB (see note 1) AS-2888-1 PWB Module Complete— |
2 J1 E-00715-0039 15 Pin Connector
3 J2 — E-00715-0026 2 Pin Connector
4 TP1-TP5 P-05399 Test Clip |
5 R1, R28, R31 E-00105-0239 Resistor YaW 5% 4.7K
6 R2 E-00105-0281 Resistor 44W 5% 15K
7 R3 E-00105-0282 Resistor VaW 5% 33K |
8 R4 E-00105-0257 Resistor 14W 5% 3.9K
9 R5, R6, R9, R17, R19, R20, E-00105-0185 Resistor Y4aW 5% 10K
R23, R25, R26, R27, R30
10 R10 | E-00105-0248 Resistor 74W 5% 150K |
11 R11, R12, R14 E-00105-0285 Resistor 7aW 5% 1M |
12 R13 E-00105-0284 Resistor 74W 5% 470K |
13 R15 E-00105-0279 Resistor 7aW 5% 360 |
14 R16 E-00105-0280 Resistor aW 5% 470 |
15 R18 E-00105-0278 Resistor VaW 5% 2.7
16 R8 E-00105-0287 Resistor VaW 5% 2.2K
17 R21 E-00105-0246 Resistor 44W 5% 110K
18 R22 E-00105-0286 Resistor 1\W 4.7K
19 R24 E-00105-0223 Resistor 74aW 5% 82K
20 R7 E-00105-0289 Resistor 44W 5% 1.1K
21 R35 E-00105-0228 . Resistor ¥aW 5% 9.1K
22 R36 E-00104-0096 Resistor 5W, 10% 750
23 E-00599-0015 Resist. Var. 918, 10K
24 C1, C10 E-00586-0068 Cap., Disc. 100PF 1000V
25 C3,C14,C15,C18 E-00586-0065 Cap., Disc. .01MFD 500V
26 C7 E-00586-0087 Cap., Disc. .02MFD 500V
27 C19, C2, C5, C9, C16,C21 E-00586-0088 Cap., Disc. .05MFD 16V |
28 C4,C12 E-00586-0089 Cap., Disc. .1MFD 25V |
29 C8, C11 E-00586-0090 Cap., Elect. 1MFD 25V |
30 C6 E-00586-0063 Cap., Elect. 2MFD 25V |
31 C13 E-00586-0091 Cap., Elect. 100MFD 25V |
32 C17 E-00586-0092 Cap., Elect. 100MFD 100V
33 Q1 (TIP 29) E-00585-0043 Transistor NPN |
34 Q2, Q3 (2N 3904) E-00585-0031 Transistor NPN
35 CR1, CR2 (1N 4148) E-00587-0014 Diode
36 CR3 (1N 4004) E-00587-0015 Diode
37 CR4 (1N 5243) E-00598-0011 Diode, Zener
38 U1, UB (MC 140498) E-00620-0033 Hex Inverter (1.C.)
39 U4, U5 (MC 14526B) E-00620-0044 Programmable 4 Bit Counter
40 U2 (MC 140428) E-00620-0045 Quad. Latch
41 U7 (555) E-00620-0004 Timer 1.C.
42 U9 (LM 741) E-00620-004 7 Operational Amp.
43 U10 (LM 380N) E-00620-0048 Audio Amplifier
44 U11 (86 L93) E-00620-0046 4 Bit Binary
45 C20 E-00586-0064 Cap., Disc. .002
46 A8 (see note 2) AS-2518-32 PWB Module Less Program
Memory U3 |
NOTE 1:
When ordering specity name of game. |
NOTE 2: |
Order replacement memory chip U3 specifying name of game and part no. stamped on chip.
29
BULLETIN FOR OPERATIONS
RE: SIX MILLION DOLLAR MAN—BOOKKEEPING FUNCTIONS
This game gives the operator the capability of recording the number of times each of the six
players were played. This record is accumulated game after game and can be displayed and
recorded without wiping out the remembered numbers.
If an operator wishes to see how many times each player was played, he has to turn the power
OFF and set FIXED DATA SWITCH #30 to OFF and FIXED DATA SWITCH #31 to ON. Then
turn the game ON. The numbers that then appear on the displays will tell him how many times
each player (1-6) has been played. After recording these figures (these figures are stored in
memory), to get the game ready for play again, the operator has to turn the power OFF, leave
FIXED DATA SWITCH #30 OFF and reset FIXED DATA SWITCH #31 to OFF. Turn power ON.
The following chart describes the functions of this feature:
SW. #30 SW. #31
Normal: Game ready for play OFF OFF
Display: Displays number of times each
player has been played (cumulative) OFF ON
Reset: (Avoid this setting.) Wipes out data ON ON
SIX MILLION DOLLAR MAN
NOTICE: SELF-DIAGNOSTIC TEST, DISPLAY DIFFERENCES
Because of the unique, Six-player nature of this game, the following display differences
are normal and occur during the Self-Diagnostic Tests indicated.
1) LAMP DRIVER MODULE TEST: Fifth and sixth player displays light ‘000000’ when
feature lamps are ON, blank when feature lamps are OFF.
2) SOLENOID DRIVER MODULE TEST: Fifth and sixth player displays are blank. Sixth
player display has occasional digit flicker.
3) SOUND MODULE TEST: Sixth player has occasional digit flicker.
4) STUCK SWITCH TEST:
A) No stuck switches: Sixth player display has occasional digit flicker.
B) Stuck switch: Fifth and sixth player display blank. Sixth display has oc-
casional flicker.
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I. X INDICATES "AID" TEST POINT.
2 REMOVE A3J4 BEFORE USING
AS AID TEST POINT
3 PREFIX ALL REFERENCE
DESIGNATIONS WITH "A4"
4 EXACT CHIP COMPLEMENT USED IN SOCKETS Ul THRU U6
CAN VARY FOR DIFFERENT GAMES AND PRODUCTION LOTS.
TABLES OF MEMORY CHIPS AND CORRESPONDING
. JUMPERS FOR DIFFERENT GAMES AVAILABLE FROM
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DISPLAY
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x DISPLAY BLANKING
MA
SOUND MODULE
ADDRESS “E'
ABJI-8
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DIGIT
ENABLE
47091 TYP (XI7)
2 2722232717
On:
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MOMENTARY SOLENOID/
DATA *
CONTINUOUS SOLENOID
(NOTE 2)
PLAYER DISPLAY
SOUND SELECT
READ / WATE MEMORY —— *
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y 63 ——A4J2-13 | 1 IB TT 1 | ] y?! ——A3J5-9
| |
Ge ok} Gola ok} Led 85 -——A3J5-15
| RT BOTTOM TARGET MIDOLE
» OUTLANE BUMPER —80 —A3J5-13
5 —A4J2-14< q + p— 9
di TILT L | _ | 1 : | 1
NL ‘ | LT 3 é "0 | y A+ RT oly }—e
OUTLANE MIDOLE TARGET BUMPER SLING SHOT
70 ——A4J2-15— 1 + , 1 1
fome 1 | 1 | + —83 —A3J5-14
be | | “o TO Cm —18 —ñ3J5-8 —
* TOP TARGET | HOLE SAUCER BUMPER
51 —A4R- | — STO — — 61 —A3J5-7
M
_—93—A4J2-2 — ST | J
¥ J
52 —A4J2-3 — ST 2
53 — 42-4 — ST 3 - —
|—31 —a4J2-5 — ST 4 —
Жо A2Ji-8 5.9 VAC
70 A2J1-5
GEN.
ILLUM.
40 A2J1- 2
850 AZvi-1 RET
“leo IZ 2. L _
PLAYFIELD A6 |
NQTES |
|. INDICATES NOT USED
2. N/U = NOT USED ON PLAYFIELD
3. MINDICATES AID TEST POINT
4. ALL DIODES ARE 1IN4004 (E-587-6) o
do ALL CAPACITORS ARE .05 MFD. (E-586-80)
1Glw- 192-6 -
TOLERANCES On
DIMENSION E UNL ESE
CTHERMSE SPECIFIED
PRACTIONS + 1:64
DECIMAL! + 008
MOLES + À
LET.
CHANGE
DATE | BY | Cx.
DO MOT SCALE DRAWS
—
|
758 A5JI-18 IK BONUS
~60 -ASJI-19 sk BONUS 5.4 VDC
y ST ABJI-17 9x BONUS
~56 ASJI-23 “¡Lar SPINNER —
54 ASJI-14 Lar SPINNER
13 ASJI-15 “0 BOTTOM TARGET
712 ASJI-16 "5" LEFT TOP LANE
78 — A5JI-28 BIONIC RIGHT "0"
50 A5J1-24 BIONIC "s"
90 ASJI-25 SAUCER IOK BONUS 5X
1-31 ASJI-26 s.P.3.4.
53 AS JI-2 7 DROP TARGET SPINNER
1741 AS JI-1 2K BONUS
52 ASJI-9 вк вомиз
y“ ASJI-8 10x soNus
— 45 ASJI-3 *2 Lar SPINNER
43 ASJI-2 Nu
— 32 A5J1-10 "0" MIDDLE TARGET
y- 34 ASJI-7 RT. OUTLANE SPEC.
~ 25 ASJI-6 BIONIC 3RD LT "O"
48 A5J! -5 RT. SPINNER IK W/L
—~ 65 ASJI- II SAUCER 5X BONUS 3X
y- 35 ASJI-4 Nu
— 6 | ASJI-12 DROP TARGET X BALL
— 96 ASJE-13 BIONIC ZND LT. "O"
> 8 A5J3-26 3k BONUS
3 6 A5J3-25 7x BONUS
— 6 7 ASJ 3-19 20x BONUS
—~27 AS5J3-17 SLar SPINNER
es ASJI-16 saucer SK
7-98 A5J3-23 "0" ТОР TARGET
y 40 ASJ3-27 Lr. OUTLANE SPEC.
7-30 ASJ3-21 nu
y 64 ASJ 3-20 SAUCER 3X BONUS 2X
23 AS5J 3-22 м/у
—82 ————AS5J 3-24 DROP TARGET SPEC.
— 10 ASJ 3-1 4K BONUS
pel АБ.) 3-12 вк вомиз
53 — — ASJI-15 saucer ЗК
20 — ——ASJ3-11 “Lar SPINNER
15 AS5J 3-9 Post W (2)
13 AS5SJ 3-13 CREDIT INDICATOR
y 14 ———ASJ3-4 Bionic SPEC. W/L
—95 A5J 3-2 BloniC LEFT "0"
—9 | ASBJ 3-10 LT SPINNER IK W/L
— 56 ASJ 3-18 saucer 2x
—~ 8 | ASJ3-3 "0" RT. TOPLANE —
— 8 4 ADJ 3-14 Nu
—20 A2J 1-7 FEATURE LAMP BUS
J
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REMOVE ALL BURRS vi вю té MANUFACTURING CORP
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PD BY] DATE
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IXSCRs ARE MCR 106-1 (E-585-29) ALL OTHERS 8
ARE 2N5060 (E-585-14) OR EQUIVALENTS. I >
10
(л —
2. ALL RESISTORS ARE VAN, + S%,
3. PREFIX ALL REFERENCE DESIGNATIONS
WITH "AS"
>
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x 3
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MCIADIACP 4
| N23 E-620-37
+, 7 INDICATES ‘410° TEST POINT
- 4 FF a
ст
OPER. | Dept. | DESCRIPTION | Too ne. |
о
METLGEN 1964 | |
Jl
ce
20
18
19
(T
14 "5 LT¢ RT SPINNER
PART NO.
LS Fe! \B2-10
N/U
N/U
KEY
1K BONUS
5K BONUS
9K BONUS
® | LT £ RT SPINNER
15 10” BOTTOM TARGET
Ko 15 LEFT TOPLANE
CB [BIONIC RIGHT "O°
га [BIONIC ‘5 TO
C6 |S.P.S.A.
3 C7 {DROP TARGET SPINNER LITE
| 2K BONUS
3 {6K BONUS
8 110K BONUS
2 № RT SFINNER
IO |"0" MIDDLE TARGET
7 IRT. OUTLANE SPEC.
© |BIONIC 3RD LT. "O°
> RT. SPINNER IK W/L
I SAUCER 5X BONLS 3X
IS (BIONIC 2ND LT. "O"
DD N/U VA
Al DROP y Q TARGET X BALL
21 ISHOOT AGAN N
IS |N/U
CC [BALL IN PLAY
IS |PLAYER UP |
14 [PLAYER UP 5
S | MATCH
a IN
22 [HIGH SCORE TO DATE
20 | PLAYER UP 2 _
IS [PLAYER UP © О АСК ОХ
| GAME OVER
© |PLAYER ОР 3
2 IN/U
3 Г 4 N/U
= |N/o
3 INA
El IQ ILT
N Ng 7 [PLAYER UP 4
~ ue 5 KEY /
5 NS SE JS 12 | NIU
— Da ce IK BONUS
y y Gas” * 5 |7K BONUS
A Sa 19 | 20K BONUS |
$————— NJ | | $17 [*T LTERT SPINNER |
> NA R32 | lo [SAUTER 5K. |
9 PO | À C3 "O" TOP TARGET
eee Daz ** — C7 |LT. CUTLANE SPEC.
4! а © ci IN/U |
y — o | 20 |SAUCER 3X BONUS 2X
о \ DAO ce {NU
~ aß .
‹ ыы { 2d |DROP TARGET SPEC
| 4K BONUS Zn |
— = ue TL fa - Lu o
11 194 LTERT SPNNER YE
pex > POST JP Le
| QG 3 I'ORTY TOP LANE
> 4 — 5az 4 [BIONIC SPEC.AL W/L
X $— var & iBICNIC LT O"
Бу eee TINGED IG |LT. SPINNER (КОД
ит — - PDT = SAUCER 2х
_ _ ASO IS | CREDIT INDICATOR
CTE III Ne 5 JU
Le RSA ® GG N/U
рощ = NE 7
9. ф-т oy PLO EZ N/U
per ; CH ALL DESIGN, OPERATIVE AND PROCESS DATA PERTAINING TO THE ARTICLE SHOWN ON THIS SHEET IE THE PROPEATY OF BALLY MFG. CORP,
9 CHICAGO, HL. Ts INFORMATION 16 DIECLOSED IN CONFIDENCE AND 18 NOT TO SE COPIED. REPRODUCED, REVEALED TO OR Арно RE "
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