TECHNICAL
INFORMATION


ROMs & CHECKSUMS
  • Game ROM 669 (Sample games only) = 0x3773 [16]
  • Game ROM 669/1 (Production games) = 0x31AA [16]
  • Sound ROM 669-S1 = 0x26E7 [16]
  • Sound ROM 669-S2 = 0x9AA4 [16]

  • CABINET
    FUSES
    F1 - Sound/speech power supply, 12VAC, 0.5A
    F2 - Power supply, 12VAC, 5A S-B
    F3 - Displays, 60VAC, 0.25A S-B
    F4 - Solenoids, 25VAC, 8A S-B
    F5 - Controlled lamps, 8VAC, 7.5A
    F6 - Playboard illumination, 6.3VAC, 7.5A S-B
    F7 - Light Box, 6.3VAC, 7.5A S-B
    F8 - Sound/speech power supply, 24VDC, 1A S-B
    PLAYFIELD
    FUSES
    F10 - Main playfield lower pop-bumper, 38VDC, 2.5A S-B
    F11 - Main playfield upper pop-bumper, 38VDC, 2.5A S-B
    F12 - Attic pop-bumper, 24VDC, 2A S-B
    F13 - Cellar pop-bumper, 24VDC, 2A S-B
    F14 - Main playfield up-kicker, right side kicker, trap door & cellar 5 DT bank- 2.5A S-B
    F15 - Outhole, main playfield top centre hole kicker, attic 4 DT bank & cellar hole kicker, 24VDC, 1A S-B

    SWITCH MATRIX

    Returns
    Strobes
    0
    1
    2
    3
    4
    5
    6
    7
    0
    SW.00
    Cellar
    #1 DT
    SW.01
    Cellar
    PB
    SW.02
    Attic
    #1 DT
    SW.03
    Attic
    #1 ST
    SW.04
    Left
    return RO
    SW.05
    #3 ST
    SW.06
    #1 ball
    trough
    1
    SW.10
    Cellar
    #2 DT
    SW.11
    Cellar KT
    SW.12
    Attic
    #2 DT
    SW.13
    Attic
    #2 ST
    SW.14
    #1 KT
    SW.15
    #4 ST
    SW.16
    #2 ball
    trough
    2
    SW.20
    Cellar
    #3 DT
    SW.21
    Cellar
    outside RO
    SW.22
    Attic
    #3 DT
    SW.23
    Attic
    #3 ST
    SW.24
    #2 KT
    SW.25
    #5 KT
    SW.26
    Rolldown
    target
    3
    SW.30
    Cellar
    #4 DT
    SW.31
    Cellar
    up-kicker
    SW.32
    Attic
    #4 DT
    SW.33
    Attic
    #4 ST
    SW.34
    Left
    outside RO
    SW.35
    Rollunder
    SW.36
    Trap Door
    4
    SW.40
    Cellar
    #5 DT
    SW.41
    Cellar
    hole
    SW.42
    Attic 10
    points (3)
    SW.43
    Attic
    PB
    SW.44
    PB's
    (2)
    SW.45
    Up-kicker
    SW.46
    Top centre
    hole
    5
    SW.50
    Cellar
    right ST
    SW.51
    Cellar 10
    points (3)
    SW.54
    Right
    outside RO
    SW.55
    Right ST
    SW.57
    Tilt
    6
    SW.60
    Cellar
    left ST
    SW.64
    Staircase
    roundabout
    SW.65
    Right-side
    kicker
    SW.66
    10 points
    (2)
    SW.67
    Outhole

    Notes: DT = drop-target, PB = pop-bumper, RO = rollover, ST = spot target, KT = kicking target

    TRANSISTOR LAMP / SOLENOID ASSIGNMENT

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

    Q9 - L8 - Extra Ball spot (Right Kicker)*
    Q10 - Sound 16
    Q11 - L11 - High Game to Date lamp
    Q12 - L10 - Game Over lamp
    Q13 - "K" Relay
    Q14 - UP/fT - Cellar 5 drop-target bank reset
    Q16 - UP/fT - Right-side kicker
    Q17 - UP/fT - Trap door
    Q18 - "U" Relay

    Q19 - L18 - Double bonus attic
    Q20 - L19 - Double bonus main playfield
    Q21 - L20 - Double bonus cellar
    Q22 - L21 - Double scoring attic
    Q23 - L22 - Double scoring main playfield
    Q24 - L23 - Double scoring cellar

    Q25 - L24 - Cellar Target Bank Counter #1
    Q26 - L25 - Cellar Target Bank Counter #2 & left spot target
    Q27 - L26 - Cellar Target Bank Counter #3 & right spot target

    Q28 - L27 - Top left hole
    Q29 - L28 - Top centre hole
    Q30 - L29 - Top right hole

    Notes:

      Q31 - L30 - #1 kicking target
      Q32 - L31 - #2 kicking target
      Q33 - L32 - #3 target
      Q34 - L33 - #4 target
      Q35 - L34 - #5 kicking target

      Q36 - L35 - 1x bonus
      Q37 - L36 - 2x bonus
      Q38 - L37 - 3x bonus
      Q39 - L38 - 4x bonus
      Q40 - L39 - 5x bonus

      Q41 - L40 - #2 attic spot target
      Q42 - L41 - #3 attic spot target
      Q43 - L42 - #4 attic spot target

      Q45 - L44 - Special (attic)
      Q46 - L45 - Special (cellar)

      Q47 - L46 - Left outside rollover
      Q48 - L47 - Staircase roundabout
      Q52 - L51 - Rolldown target

      Q53 - S8 - Knocker
      Q57/58 - S2 - Up-kicker (to attic)
      Q59 - S9 - Outhole
      Q60 - S1 - Top centre hole kicker
      Q61/62 - S5 - Attic 4 drop-target bank reset
      Q63-64 - S6 - Cellar hole

    1. UP/fT = Under playfield transistor
    2. Q5-8, Q44, Q49-51, Q54-56 inclusive are not used
    3. * error in manual on p49 where L3 on diagram is wrongly labelled L8


  • Service Bulletin # 12-P0182, 14.Jan.82: Haunted House Game PROM info
  • Trap Door Lighting - Cive Jones' creative lighting modification
  • Balls of Steel - on-line Haunted House plastics scans
    Return to the HAUNTED HOUSE
    Last updated: 16.October 2007
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