TECHNICAL
    INFORMATION


ROMs & CHECKSUMS
  • Game ROM 661-1 = 0x17B9 [8] *
  • Game ROM 661-2 = 0x354F *[16]
  • Sound ROM 661-S = 0x32A6 [16]

    * The 661-1 CPU software has a bug: it releases the first ball of a game without activating the Q relay.


  • 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
  • Gong - 2A S-B
  • Left pop-bumper - 2A S-B
  • Right pop-bumper - 2A S-B
  • Bottom pop-bumper - 2A S-B
  • Outhole, Ball Trough Gate & Hole Kicker - 1A S-B
  • Left, Right & Top Drop-target banks & Ball kicker - 2A S-B

  • SWITCH MATRIX
    Playfield Switch & Lamp Assignment Diagram
    Returns
    Strobes
    0
    1
    2
    3
    4
    5
    6
    7
    0
    SW.00
    #1 top
    drop-target
    SW.01
    Upper left
    rollover
    SW.02
    Blue spot
    target
    SW.03
    #1 right
    drop-target
    SW.04
    10-points
    (4)
    Return 5
    not used
    Return 6
    not used
    Return 7
    not used
    1
    SW.10
    #2 top
    drop-target
    SW.11
    Lower left
    rollover
    SW.12
    Left outlane
    rollover
    SW.13
    #2 right
    drop-target
    2
    SW.20
    #3 top
    drop-target
    SW.21
    #1 left
    drop-target
    SW.22
    Return
    rollover
    SW.23
    #3 right
    drop-target
    3
    SW.30
    #4 top
    drop-target
    SW.31
    #2 left
    drop-target
    SW.32
    Ball kicker
    rollover
    SW.33
    #4 right
    drop-target
    4
    SW.40
    Red
    rollover
    SW.41
    #3 left
    drop-target
    SW.42
    Right outlane
    rollover
    SW.43
    #5 right
    drop-target
    5
    SW.50
    White
    rollover
    SW.51
    #4 left
    drop-target
    SW.52
    Upper
    pop-bumpers (2)
    SW.53
    Red spot
    target
    6
    SW.60
    Blue
    rollover
    SW.61
    #5 left
    drop-target
    SW.62
    Lower
    pop-bumpers (2)
    SW.63
    Outhole
    7
    SW.70
    Spin
    target
    SW.71
    White spot
    target
    SW.72
    Hole
    kicker
    SW.73
    Ball trough
    rollover *
    * This is a double switch: the lower switch activates the green "Light 2nd Ball Launcher" lamps.
    TRANSISTOR LAMP/SOLENOID ASSIGNMENT

    Q1 - Game Over Relay
    Q2 - Tilt Relay
    Q3 - Coin Lockout Relay
    Q4 - L2+L3 - Shoot again (lightbox)+(playfield)
    Q5 - L4 - 1st Player up
    Q6 - L5 - 2nd Player up
    Q7 - L6 - 3rd Player up
    Q8 - L7 - 4th Player up

    Q10 - L9 - UP/ft - Gong

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

    Q14 - UP/ft - Ball kicker (lower right)
    Q15 - UP/ft - Centre Hole kicker

    Q16 - L15 - #1 left drop-target trip; Green When Lit at Hole kicker & Ball kicker
    Q17 - L16 - #2 left drop-target trip; Blue When Lit at Blue drop-target bank
    Q18 - L17 - #3 left drop-target trip; Red When Lit at Red drop-target bank
    Q19 - L18 - #4 left drop-target trip; White 5000 at #1 red drop-target
    Q20 - L19 - #5 left drop-target trip; White 5000 at #2 red drop-target

    Q21 - L20 - #1 top drop-target trip; White 5000 at #3 red drop-target
    Q22 - L21 - #2 top drop-target trip; White 5000 at #4 red drop-target
    Q23 - L22 - #3 top drop-target trip; White 5000 at #5 red drop-target
    Q24 - L23 - #4 top drop-target trip; White 5000 at #1 blue drop-target

    Q25 - L24 - #1 right drop-target trip; White 5000 at #2 blue drop-target
    Q26 - L25 - #2 right drop-target trip; White 5000 at #3 blue drop-target
    Q27 - L26 - #3 right drop-target trip; White 5000 at #4 blue drop-target
    Q28 - L27 - #4 right drop-target trip; White 5000 at #5 blue drop-target
    Q29 - L28 - #5 right drop-target trip; Extra ball

    Q30 - L29 - 1x
    Q31 - L30 - 2x
    Q32 - L31 - 3x

    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 - 20000 bonus

    Q44 - L43 - Special

    Q45 - L44 - Yellow When Lit at Left outlane rollover
    Q46 - L45 - Red rollover
    Q47 - L46 - White rollover
    Q48 - L47 - Blue rollover
    Q49 - L48 - Yellow When Lit at Right outlane rollovers
    Q50 - L49 - Red When Lit at Red spot target
    Q51 - L50 - White When Lit at White spot target; Yellow When Lit at Return rollover
    Q52 - L51 - Blue When Lit at Blue spot target

    Q53 - S8 - Knocker
    Q57/Q58 - S2 - Top drop target bank
    Q59 - S9 - Ball trough gate
    Q60 - S1 - Outhole kicker
    Q61/Q62 - S5 - Right drop-target bank
    Q63/Q64 - S6 - Left drop-target bank

    Notes:
    1. UP/fT = Under playfield transistor.
    2. Q9, Q13, Q42, Q54, Q55 & 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!


    Back to FORCE II
    Last updated: 24.November 2007 1
    Hosted by www.Geocities.ws