TECHNICAL
    INFORMATION


SPEECH REPERTOIRE
  • FIRE - when a ball is released to the shooter.
  • BALL SAVE - when Ball Save is initiated.
  • SHOOT SPOT TARGETS - at random after 3 targets of either bank have been lit.
  • YOU'RE CLOSE - at random after 40'000 or 60'000 points have been scored on the multi-mode bonus display.
  • MULTI-MODE ACHIEVED - after Multi-mode has been earned.
  • SHOOT CAPTIVE CAVE - at random after its lamp is lit or after the outside return has been activated.
  • SHOOT CAPTIVE PIT - at random after its lamp is lit.

  • ROMs & CHECKSUMS
    SOUND/SPEECH VERSION
  • Game ROM 670 = 0x1982 [16]
  • Game ROM 670-2 = 0x0655 [16]
  • Sound ROM 670-S1 = 0x4CB2 [16]
  • Sound ROM 670-S2 = 0x464F [16]
  • SOUND ONLY VERSION
  • Game ROM 670A = 0xFF32 [16]
  • Sound ROM 670A-S = 0x18CB [8]

  • CABINET FUSES
    PLAYFIELD FUSES
    F1 - Sound/speech power supply - 12VAC, 0.5A
    F2 - Power supply, 10VAC, 5A S-B
    F3 - Displays, 60VAC, 0.25A S-B
    F4 - Solenoids, 25VAC, 8A S-B
    F5 - Controlled lamps, 8VAC, 10A
    F6 - Playboard illumination, 6.3VAC, 10A
    F7 - Lightbox illumination, 6.3VDC, 12A
    F8 - Sound/speech power supply, 24VDC, 1A S-B
    F9 - Primary fuse, 110VAC, 5A S-B, or 220VAC 2.5A S-B
    F10 - 3 Drop-target bank & Outhole, 1A S-B
    F11 - Ball release, 1A S-B
    F12 - Hole kicker, 1A S-B
    F13 - Left & right drop-target banks, Top ball kicker, 2A S-B
    F14 - Top pop-bumper, 2A S-B
    F15 - Right pop-bumper, 2A S-B
    F15 - Left pop-bumper, 2A S-B
      All above 24VDC supply

    SWITCH MATRIX

    Returns
    Strobes
    0
    1
    2
    3
    4
    5
    6
    7
    0
    SW.00
    #1 left
    drop-target
    SW.01
    #1 right
    drop-target
    SW.02
    #1 left
    top target
    SW.03
    #1 right
    bottom target
    SW.04
    #1 top
    drop-target
    SW.05
    Top ball
    kicker
    SW.06
    Captive
    Cave hole
    1
    SW.10
    #2 left
    drop-target
    SW.11
    #2 right
    drop-target
    SW.12
    #2 left
    top target
    SW.13
    #2 right
    bottom target
    SW.14
    #2 top
    drop-target
    SW.15
    Left spin
    target
    SW.16
    Rollunder
    2
    SW.20
    #3 left
    drop-target
    SW.21
    #3 right
    drop-target
    SW.22
    #3 left
    top target
    SW.23
    #3 right
    bottom target
    SW.24
    #3 top
    drop-target
    SW.25
    Right top
    target
    SW.26
    Right spin
    target
    3
    SW.30
    #4 left
    drop-target
    SW.31
    #4 right
    drop-target
    SW.32
    #4 left
    top target
    SW.33
    #4 right
    bottom target
    SW.34
    Pop-bumpers
    (3)
    SW.35
    10-points
    (2)
    SW.36
    Right outside
    rollover
    4
    SW.40
    #5 left
    drop-target
    SW.41
    #5 right
    drop-target
    SW.42
    Left outside
    rollover
    SW.43
    Left outside
    return rollover
    SW.44
    Left inside
    return rollover
    SW.45
    #2 left
    bottom target
    SW.46
    #1 left
    bottom target
    5
    SW.50
    1st position
    ball trough
    SW.51
    3rd position
    ball trough
    SW.52
    Kicking
    Rubber (5)
    SW.53
    Right outside
    return rollover
    SW.54
    Left inside
    return rollover
    SW.55
    Outhole
    SW.57
    Tilt
    6
    Strobe 6 not used
    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 - #1 right spot target
    Q6 - L5 - #2 right bottom target
    Q7 - L6 - #3 right bottom target
    Q8 - L7 - #4 right bottom target

    Q10 - Sound 16
    Q11 - L11 - High Game to Date lamp *
    Q12 - L10 - Game Over lamp *

    Q13 - UP/fT* - Ball trough release gate

    Q14 - L13 - Multiball Bonus (backbox)
    Q14 - L13 - Multimode Timer (backbox)

    Q16 - L15 - right outside rollover
    Q17 - L16 - Pop-bumpers (3)
    Q18 - L 17 - right outside return rollover

    Q19 - L18 - #1 left drop-target
    Q20 - L19 - #2 left drop target
    Q21 - L20 - #3 left drop-target
    Q22 - L21 - #4 left drop-target
    Q23 - L22 - #5 left drop-target

    Q24 - L23 - #1 top drop-target
    Q25 - L24 - #2 top drop-target
    Q26 - L25 - #3 top drop-target

    Q27 - L26 - #1 right drop-target
    Q28 - L27 - #2 right drop-target
    Q29 - L28 - #3 right drop-target
    Q30 - L29 - #4 right drop-target
    Q31 - L30 - #5 right drop-target

      Q32 - L31 - left spin target
      Q33 - L32 - right spin target

      Q34 - L33 - Captive Cave 2-ball multiball
      Q35 - L34 - Captive Cave capture
      Q36 - L35 - Captive Pit capture

      Q37 - L36 - top left bottom target
      Q38 - L37 - bottom left bottom target

      Q39 - L38 - 2x
      Q40 - L39 - 3x

      Q41 - L40 - inside return rollovers (2)
      Q42 - L41 - left outside return rollover
      Q43 - L42 - rollunder

      Q44 - L43 - Extra Ball

      Q45 - L44 - #1 left top target
      Q46 - L45 - #2 left top target
      Q45 - L46 - #3 left top target
      Q46 - L47 - #4 left top target

      Q53 - S8 - Knocker
      Q54 - UP/fT* - S3 - Hole
      Q55 - S4 - Ball Save relay
      Q57/Q58 - S2 - Top ball kickers
      Q59 - S9 - Outhole kicker
      Q60 - S1 - Top drop-target bank
      Q61/Q62 - S5 - Left drop-target bank
      Q63/Q64 - S6 - Right drop-target bank

      Notes:
      1. UP/fT = Under playfield transistor.
      2. Q9, Q47-Q52 inclusive & Q56 are not used.
      3. * 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: 24.November 2007 1
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