TECHNICAL
    INFORMATION


ROMs & CHECKSUMS
DIAGRAMS
  • Game ROM 654-1 = 0x30A0 [16]
  • Game ROM 654-2 = 0x10E2 [16]
  • Sound ROM 654-S = 0x????
  • Switch & Lamp Assignment Diagram
  • Drop-target graphic

  • DIP-SWITCH SETTINGS (Addendum Sheet scan)
  • Switch 31 if ON (= liberal) adds ball-to-ball memory to the following: 1-2-3-4 rollover sequence, "Special" lamp, "Advance Multiplier When Lit", and Centre rollover when lit (between upper flippers).
  • Switch 32 if ON (= liberal) adds ball-to-ball memory to the 2 outside rollovers, with completion of both lighting the spinning target.

  • CABINET FUSES
    PLAYFIELD FUSES
    F1 - Lightbox illumination, 6.3V, 12A
    F2 - Playboard illumination, 6.3V, 10A
    F3 - Controlled lamps, 8VAC, 8A S-B
    F4 - Sound board, 10VAC, 0.25A S-B
    F5 - Power supply, 12VAC, 5A S-B
    F6 - Solenoids, 24VDC, 8A S-B
    F7 - Displays, 60VAC, 0.25A S-B
  • Top pop bumper - 2A S-B
  • Bottom pop bumper - 2A S-B
  • Outhole & Hole Kicker - 1A S-B
  • Drop target bank - 2A S-B

  • SWITCH MATRIX

    Returns
    Strobes
    0
    1
    2
    3
    4
    5
    6
    7
    0
    SW.00
    #1 drop-target
    SW.01
    #1 rollover
    SW.02
    "A" spot
    target
    SW.03
    Left-side
    rollover
    SW.04
    Right-side
    rollover
    SW.05
    Centre
    rollover
    SW.06
    10-points
    (7)
    1
    SW.10
    #2 drop-target
    SW.11
    #2 rollover
    SW.12
    "B" spot
    target
    SW.13
    Left return
    rollover
    SW.14
    Right return
    rollover
    SW.15
    Left & right outside
    rollovers
    SW.16
    50-points
    (3)
    2
    SW.20
    #3 drop-target
    SW.21
    #3 rollover
    SW.22
    "C" spot
    target
    SW.23
    Hole
    SW.24
    Ball back
    rollover
    SW.25
    Spin
    target
    SW.26
    Pop-bumpers
    (2)
    3
    Strobe 3 not used
    4
    SW.40
    #4 drop-target
    SW.41
    #4 top rollover
    SW.42
    Left Roto-
    target 1
    SW.43
    Left Roto-
    target 2
    SW.44
    Left Roto-
    target 3
    SW.45
    Left Roto-
    target 4
    SW.46
    Left Roto-
    target Star
    5
    SW.52
    Centre Roto-
    target 1
    SW.53
    Centre Roto-
    target 2
    SW.54
    Centre Roto-
    target 3
    SW.55
    Centre Roto-
    target 4
    SW.56
    Centre Roto-
    target Star
    SW.57
    Tilt
    6
    SW.62
    Right Roto-
    target 1
    SW.63
    Right Roto-
    target 2
    SW.64
    Right Roto-
    target 3
    SW.65
    Right Roto-
    target 4
    SW.66
    Right Roto-
    target Star
    SW.67
    Outhole
    7
    Strobe 7 not used


    TRANSISTOR LAMP/SOLENOID ASSIGNMENT

    Q1 - Game Over Relay
    Q2 - Tilt Relay
    Q3 - Coin Lockout Relay
    Q4 - L2 & L3 - Shoot again (backbox & playfield)

    Q5 - L4 - 1st Player up
    Q6 - L5 - 2nd Player up
    Q7 - L6 - 3rd Player up
    Q8 - L7 - 4th Player up

    Q11 - L11 - High Game to Date lamp *
    Q12 - L10 - Game Over lamp *

    Q13 - L12 - #1 top rollover
    Q14 - L13 - #2 top rollover
    Q15 - L14 - #3 top rollover
    Q16 - L15 - #4 top rollover

    Q17 - L16 - #1 advance multiplier
    Q18 - L17 - #2 advance multiplier
    Q19 - L18 - #3 advance multiplier
    Q20 - L19 - #4 advance multiplier

    Q21 - L20 - Left hit Roto-target
    Q22 - L21 - Centre hit Roto-target
    Q23 - L22 - Right hit Roto-target

    Q24 - L23 - Left side rollover
    Q25 - L24 - Right side rollover
    Q26 - L25 - Centre rollover

    Q27 - L26 - Spin target

      Q28 - L27 - 2x bonus multiplier
      Q29 - L28 - 3x bonus multiplier
      Q30 - L29 - 4x bonus multiplier
      Q31 - L30 - 5x bonus multiplier

      Q32 - L31 - 20000 & Scores Bonus
      Q33 - L32 - 1000 bonus
      Q34 - L33 - 2000 bonus
      Q35 - L34 - 3000 bonus
      Q36 - L35 - 4000 bonus
      Q37 - L36 - 5000 bonus
      Q38 - L37 - 6000 bonus
      Q39 - L38 - 7000 bonus
      Q40 - L39 - 8000 bonus
      Q41 - L40 - 9000 bonus
      Q42 - L41 - 10000 bonus

      Q43 - L42 - Special
      Q44 - L43 - Extra Ball

      Q45 - L44 - #1 & #4 drop targets
      Q46 - L45 - #2 drop target & Left return rollover
      Q47 - L46 - #3 drop target & Right return rollover
      Q48 - L47 - Left & right outside rollovers

      Q49 - L48 - "A" target
      Q50 - L49 - "B" target
      Q51 - L50 - "C" target

      Q53 - S8 - Knocker
      Q57/58 - S2 - Roto-target
      Q59 - S9 - Outhole
      Q60 - S1 - Hole kicker
      Q61/62 - S5 - Drop-target bank reset

    Notes:
    1. Q9-Q10, Q52, Q54-Q56 & Q63-64 inclusive are not used
    2. * For all System 80/80A games, Q11 and Q12 drive L11 (High Game to Date) and
    L10 (Game Over) respectively, no matter what the manual shows!

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    Last updated: 16.April 2008 1
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