TECHNICAL
    INFORMATION


ROMs & CHECKSUMS
DIP-SWITCH SETTINGS
  • Game ROM 659-1 = 0x9D4D [16]
  • Sound ROM 659S 0xD750 [8]
  • Switch 32 if ON (= liberal) awards a Replay for a score of 1'000'000 points.

  • CABINET FUSES
    PLAYFIELD FUSES
    F1 - Lightbox illumination, 6.3V, 5A
    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, 5A S-B
    F7 - Displays, 60VAC, 0.25A S-B
    Primary Fuse - 115VAC 5A S-B, or 230VAC 2.5A S-B
  • Left pop-bumper - 2A S-B
  • Right pop-bumper - 2A S-B
  • Bottom pop-bumper - 2A S-B
  • Outhole - 1A S-B
  • Drop-target banks & Ball kicker - 2A S-B
  • Gong - 2A S-B

  • SWITCH MATRIX

    Returns
    Strobes
    1
    2
    3
    4
    5
    6
    7
    0
    SW.01
    #1 top red
    spot target
    SW.02
    #1 red
    drop-target
    SW.03
    #1 yellow
    drop-target
    SW.04
    #1 black
    drop-target
    Return 5
    not used
    Return 6
    not used
    1
    SW.12
    #2 red
    drop-target
    SW.13
    #2 yellow
    drop-target
    SW.14
    #2 black
    drop-target
    2
    SW.21
    #2 top red
    spot target
    SW.22
    #3 red
    drop-target
    SW.23
    #3 yellow
    drop-target
    SW.24
    #3 black
    drop-target
    3
    SW.32
    #4 red
    drop-target
    SW.33
    #4 yellow
    drop-target
    SW.34
    #4 black
    drop-target
    4
    SW.41
    #3 top red
    spot target
    SW.42
    #5 red
    drop-target
    SW.43
    Left lane
    spot target
    SW.44
    #5 black
    drop-target
    5
    SW.51
    Right side
    rollover
    SW.52
    Runway
    rollover
    SW.53
    Collect bonus
    rollover
    SW.57
    Tilt
    6
    SW.61
    Right side
    spot target
    SW.62
    Left, centre &
    right return
    rollovers
    SW.63
    Ball
    kicker
    SW.67
    Outhole
    7
    SW.71
    10 points
    (8)
    SW.72
    Left & right
    outlane
    rollovers
    SW.73
    Pop-
    bumpers
    (3)


    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 - Circle 1 X
    Q14 - L13 - Circle 2 X
    Q15 - L14 - Circle 3 X
    Q16 - L15 - Circle 4 X
    Q17 - L16 - Centre circle X
    Q18 - L17 - Circle 6 X
    Q19 - L18 - Circle 7 X
    Q20 - L19 - Circle 8 X
    Q21 - L20 - Circle 9 X

    Q22 - L21 - Circle 1 O
    Q23 - L22 - Circle 2 O
    Q24 - L23 - Circle 3 O
    Q25 - L24 - Circle 4 O
    Q26 - L25 - Circle 6 O
    Q27 - L26 - Circle 7 O
    Q28 - L27 - Circle 8 O
    Q29 - L28 - Circle 9 O

      Q30 - L29 - #1 top spot target
      Q31 - L30 - #2 top spot target
      Q32 - L31 - #3 top spot target

      Q33 - L32 - Left lane Extra Ball
      Q34 - L33 - Red drop-targets 5000 when lit
      Q35 - L34 - Special
      Q37 - L36 - 15000 when lit runway rollover
      Q38 - L37 - Yellow drop targets 5000 when lit

      Q39 - L38 - Win
      Q40 - L39 - Lose

      Q41 - L40 - 5000 / 1x
      Q42 - L41 - 20000 / 2x
      Q43 - L42 - Extra Ball / 3x
      Q44 - L43 - 50000 / 4x
      Q45 - L44 - Special / 5x

      Q46 - Ball gate relay
      Q47 - L46 - Gives centre X (mini-playfield)
      Q48 - Auxillary relay
      Q51 - L50 - Gives X in circle 7 (mini-playfield)

      Q53 - S8 - Gong
      Q57/Q58 - S2 - Red drop-target bank
      Q59 - S9 - Outhole kicker
      Q60 - S1 - Yellow drop-target bank
      Q61/Q62 - S5 - Left-side ball kicker
      Q63/Q64 - S6 - Black drop-target bank

    Notes:
    1. Q9-Q10, Q49-Q50 & Q54-Q56 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: 13.September 2008 1
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