TECHNICAL
    INFORMATION


SPEECH REPERTOIRE
    ROMs & CHECKSUMS
  • SHOOT FOR GOAL - When a top rollover is lit
  • SHOOT FOR FREE KICK - When hole is lit
  • PASS - If Offence and Defence close to within 3 steps on the same side
  • NICE MOVE - When advancing Offence pushes back Defence
  • SHOOTOUT - After last ball of game enters outhole.
    • Game ROM 675 = 0xB7C7 [8]
    • Game ROM 675-2 = 0xB6D3 [8]
    • Sound ROM 675-S1 = 0x87DF [16]
    • Sound ROM 675-S2 = 0x23FD [16] (US Anthem)
    • Sound ROM 675X-S2 = 0x61B7 [16] (French Anthem)

    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, 7.5A
    F6 - Playboard illumination, 6.3VAC, 7.5A
    F7 - Light Box, 6.3VAC, 7.5A
    F8 - Sound/speech power supply, 24VDC, 1A S-B
    F9 - Primary fuse 115VAC 5A S-B, or 230VAC 2.5A S-B
      F10 - Ball trough gate 1A S-B
      F11 - Left, right & centre target banks 2A S-B
      F12 - Hole & outhole 1A S-B
      F13 - Top left pop-bumper 2A S-B
      F14 - Top right pop-bumper 2A S-B
      F15 - Top centre pop-bumper 2A S-B
      F16 - Bottom centre pop-bumper 2A S-B

    SWITCH MATRIX

    Returns
    Strobes
    0
    1
    2
    3
    4
    5
    6
    0
    SW.00
    #1 left
    drop-target
    SW.01
    #1 right
    drop-target
    SW.02
    #1 center
    drop-target
    SW.03
    #1 spot
    target
    SW.04
    #4 spot
    target
    SW.05
    #7 spot
    target
    SW.06
    Hole
    1
    SW.10
    #2 left
    drop-target
    SW.11
    #2 right
    drop-target
    SW.12
    #2 center
    drop-target
    SW.13
    #2 spot
    target
    SW.14
    #5 spot
    target
    SW.15
    #8 spot
    target
    SW.16
    1st position
    ball trough
    2
    SW.20
    #3 left
    drop-target
    SW.21
    #3 right
    drop-target
    SW.22
    #3 center
    drop-target
    SW.23
    #3 spot
    target
    SW.24
    #6 spot
    target
    SW.25
    #9 spot
    target
    SW.26
    Outhole
    3
    SW.30
    #4 left
    drop-target
    SW.31
    #4 right
    drop-target
    SW.32
    #4 center
    drop-target
    SW.33
    Left
    spinner
    SW.34
    #1 top
    rollover
    SW.35
    Right
    spinner
    SW.36
    Centre Rollunder &
    central pop-bumpers (2)
    4
    SW.40
    #5 left
    drop-target
    SW.41
    #5 right
    drop-target
    SW.42
    #10 spot
    target
    SW.43
    Left return
    rollover
    SW.44
    #2 top
    rollover
    SW.45
    Right return
    rollover
    SW.46
    Right green
    pass button
    5
    SW.50
    Top left
    pop-bumper
    SW.51
    Top right
    pop-bumper
    SW.52
    Special
    rollover
    SW.53
    10-points (2) &
    Kicking rubbers (4)
    SW.54
    #3 top
    rollover
    SW.55
    Right
    flipper switch
    SW.56
    Tilt
    6
    Strobe 6 not used
    7
    SW.76
    Left green
    pass button


    TRANSISTOR LAMP/SOLENOID ASSIGNMENT

    Q1 - Game over relay
    Q2 - Tilt relay
    Q3 - Coin lockout relay

    Q4 - L3 - Shoot Again
    Q5 - L4 - Hole "Free Kick" lamp
    Q6 - L5 - #1 Pass
    Q7 - L6 - #2 Pass
    Q8 - L7 - #3 Pass
    Q9 - L8 - Shoot-out Time light (backbox)

    Q10 - Sound 16
    Q11 - L11 - High Game to Date lamp *
    Q12 - L11 - Game Over lamp *
    Q13 - UP/fT - Ball release gate

    Q14 - L13 - Left Defence #5
    Q15 - L14 - Left Defence #4
    Q16 - L15 - Left Defence #3
    Q17 - L16 - Left Defence #2
    Q18 - L17 - Left Defence #1

    Q19 - L18 - Top left pop-bumper

    Q20 - L19 - Right Defence #5
    Q21 - L20 - Right Defence #4
    Q22 - L21 - Right Defence #3
    Q23 - L22 - Right Defence #2
    Q24 - L23 - Right Defence #1

    Q25 - L24 - Top right pop-bumper

    Q26 - L25 - Left Offence #1
    Q27 - L26 - Left Offence #2
    Q28 - L27 - Left Offence #3
    Q29 - L28 - Left Offence #4
    Q30 - L29 - Left Offence #5

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

      Q36 - L35 - #1 top rollover
      Q37 - L36 - #2 top rollover
      Q38 - L37 - #3 top rollover

      Q39 - L38 - Left spinner
      Q40 - L39 - Right spinner
      Q41 - L40 - Special

      Q42 - L41 - Centre bank Multiplier #1
      Q43 - L42 - Centre bank Multiplier #2
      Q44 - L43 - Centre bank Multiplier #3

      Q45 - L44 - #6 spot target
      Q46 - L45 - #2 & #8 spot targets
      Q47 - L46 - #4 spot target
      Q48 - L47 - Left return rollover

      Q49 - L48 - #1 & #7 spot targets
      Q50 - L49 - #5 & #10 spot targets
      Q51 - L50 - #3 & #9 spot targets
      Q52 - L51 - Right return rollover

      Q53 - S8 - Knocker
      Q57 - S2 - Centre drop-target bank
      Q59 - S9 - Outhole kicker
      Q60 - S1 - Hole
      Q61/Q62 - S5 - Right drop target bank
      Q63/Q64 - S6 - Left drop target bank

      Notes:
      1. UP/fT = Under Playfield Transistor.
      2. Q42, Q54-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!


    Pass to the STRIKER

    Last match: 24.November 2007 1
    Hosted by www.Geocities.ws