Buck Rogers - Gottlieb Manual

23
SOLID STATE INSTRUCTION MANUAL

description

Gottlieb's pinball instruction manual for Buck Rogers.

Transcript of Buck Rogers - Gottlieb Manual

  • SOLID STATE

    INSTRUCTION MANUAL

  • BUCK ROGERS GAME PROM IS MARKED

    "N" INSERT GAME PROM WITH

    INDENT NOTCH UP

    SEE SECTION IX FOR DISCUSSION OF PROM USED ON ELECTRONIC SOUND BOARD

  • I. INSTALLATION

    To assemble the game, first bolt the legs to the cabinet. Place the lightbox atop the pedestal and inset the four #8 x 3/4 hex-head screws into the back of the pedestal. Open the lightbox and secure it to the cabinet with the long lightbox bolts. Connect all cables and gently but fully insert the connectors onto the printed circuit boards. Be sure to touch only the edges of the boards.

    Inspecting the following items before plugging in the line cord may prevent future trouble:

    1. Check that cables are clear of moving parts.

    2. Look for any disconnected wires.

    3. Check switches for loose solder or other foreign matter.

    4. Check the soldering generally for cold joints.

    5. Be certain all fuses are firmly seated.

    6. Check the transformers for foreign mat-ter across the terminals.

    7. Be sure that the transformer wiring cor-responds to the supply voltage.

    8. Check the setting of the tilt switch on the underside of the playfield. One blade of this switch is free-floating with a weight on the end .

    After levelling the machine. adjust the plumb-bob tilt (on left side of cabinet near front door) to the sensitivity desired .

    II. GAME ADJUSTMENTS

    A. Playfield Adjustments

    Posts control ling access to the left and right outlanes can be adjusted. See page 8. The conservative (easier entry) posi-tion decreases playing time and scor-ing whi le the 1iberar position has the oppo-site effect.

    The game is shipped with adjustable posts in the position found to be suitable for the greatest number of players. Therefore the posts should not be changed unless the need is clearly evident.

    NOTE: TOUCHING THE STATIC-SENSITIVE MOS COMPONENTS ON THE CPU CONTROL BOARD CAN DAMAGE THEM, MAKING THE GAME INOPERA-TIVE AND INVALIDATING THE WARRANTY.

    CAUTION: IF GAME WAS SUBJECTED TO EXTREME COLD, ALLOW GAME TO WARM UP TO ROOM TEMPERATURE BEFORE PLUGGING IN LINE CORD.

  • B. Lightbox Adjustments

    There are 24 switches on the Control Board (A 1) which permit adjustment of the game parameters. These switches are con-tained in three packages of eight switches each, as shown below.

    I tJ o o a a o a all o o a o o o o oll o o o o o a a 01 . 1'l3 S67 1 .. 12 34 $ 6 1 1 . . t 2 3S& 7 1 . $ l SI S9 5 16 Sl7 S24

    WARNING: TURN OFF POWER BEFORE MAKING ADJUSTMENTS!

    COIN CHUTE SWITCHES ADJUSTMENTS S 1 S2 S3 S4 . . . ..... . . . . . . . #1 Coin Chute S5 S6 S7 S8 ....... . . .. ... #2 Coin Chute

    Coins/ Credits OFF OFF OFF OFF . ...... . ........ . 1/ 1 OFF OFF OFF ON .... .. ......... . . . 1 / 2 OFF OFF ON OFF .. . .. . . . . . . . .... . 1 / 3 OFF OFF ON ON ............... . . . 1/ 4 OFF ON OFF OFF .. . ........... . . . 1 / 5 OFF ON OFF ON .. . . ........ . .... . 1/ 6 OFF ON ON OFF . . . .. .. . ... .. .. . . 117 OFF ON ON ON .... . ..... .. .. . ... 1/ 8 ON OFF OFF OFF . . ........ .. . . ... 119 ON OFF OFF ON .... . ...... . .. . ... 2/ 1 l ON OFF ON OFF . .. .. . ..... . . .. . 2/ 2 ON OFF ON ON .... . ..... . . ..... . 2/ 3 Note 1 ON ON OFF OFF ... .. ... . ... . ... . 214 _J ON ON OFF ON .... . ............. 2/ 5 ON ON ON OFF . .. . ............ . 213 Note 2 ON ON ON ON . . ....... .. ....... 3/ 1 Note 3 Note 1 : No credits until second coin is deposited. Note.2 First coin gives one credit.Second coin gives

    lwo credits provided that no score is made between first and second coin. If scoring oc-curred. second coin becomes a "' firsf' coin, giving one credit.

    Note 3: No credit until third coin is deposited.

    SWITCH 9 BALLS PER GAME ON .............. . .. . ..... . ...... . ... .. . . 3 OFF ......... . . . ... .. . . . .... . .. . . . .. . . . . . 5

    SWITCH 10 MATCH FEATURE ON ....... .. . . ...... . ..... . .. . . . ... . .... IN OFF ... . .. ... .. .. . ... . . ..... . . . .. . . . .. OUT

    SWITCH 11 tSee Note A) GAME MODE ON . . . . . ......... . .. . ... . .. . . . . REPLAY OFF . . . . . . . . . . . .. . ............ EXTRA BALL

    2

    SWITCH 12 TILT EFFECT ON .......... . ....... " .BALL IN PLAY ONLY OFF . . . . .. . . . . . . . . .... . ...... . GAME OVER

    SWITCH 13 CREDITS DISPLAYED? ON ...... . ..... . ...... . . .. .. . ....... .. YES OFF ........... . ...... .. . .. . . ...... . ... NO

    SWITCH 14 CREDIT BUTTON TUNE? ON . ... ....... . . . .. ... . .... . . ...... . .. YES OFF .................. . ............... . NO

    SWITCH 15} NOT USED-MAY BE ON OR OFF SWITCH 16

    SWITCHES MAXIMUM CREDITS 17 18

    OFF OFF ......... . ..... .. ...... .. . ..... 5 OFF ON .......... . .. . ......... . .. . .. . .. 8 ON OFF ..... . . .. . ........ . ..... . ..... 10 ON ON ... . . . . ............ . .. ..... . . . . 15

    SWITCH 19 COIN CHUTE CONTROL ON .. . .......... .... ....... . CHUTES SAME OFF ......... . . . .. .. ... CHUTES SEPARATE

    SWITCH 20 TONES WHEN SCORING? ON ..... . . . . . .. . . .. ......... . ...... -.YES OFF . .... . . .. . . . ... . ........ . .......... NO

    HIGH GAME TO DATE SWITCH 21 DISPLAYED?

    ON ............ . ................... . . _YES OFF . . . ........ . .... . . . . . ... . .... . ..... NO

    BEATING HIGH GAME SWITCH 22 TO DATE AWARDS.

    ON . . . .. . . . ... . ................ 3 REPLAYS OFF ....... . . ..... . . . . . ...... NO REPLAYS

    SWITCH 23 COIN SWITCH TUNE? ON .. . ...... . ............ . .. . ......... YES OFF .... .. . . . . . . .. .. .. ...... . ...... . ... NO

    SWITCH 24- NOT USED- MAY BE ON OR OFF

    Note A: IF SWITCH 11 IS OFF, SWITCHES 10 AND 22 HAVE NO EFFECT; THE MATCH FEA-TURE IS DISABLED AND NO REPLAYS ARE AWARDED FOR BEATING HIGH GAME TO DATE.

    Note B: WHEN SWITCH 19 IS ON, SWITCHES 5-8 HAVE NO EFFECT; SWITCHES 1-4 CON-TROL BOTH COIN CHUTES.

    I -

  • Ill. BUCK ROGERS

    GAME FEATURES (3 BALL)

    Completing the B-U-C-K rollover se-quence will reset and light the red drop targets to score "Special".

    Completing the red drop targets scores 10,000 points, adds one bonus and resets the red drop targets.

    Moving the vari-target arm from base to return to base:

    With one hit will score 10,000 points, reset and light yellow drop targets, lights the kickout hole to score bonus and lights the extra ball rollover.

    With two hits will score 5000 points, reset and light yellow drop targets.

    With three hits will score 3000 points, reset yellow drop targets and light the left pair of yellow drop targets.

    With more than three hits will score 1000 points.

    Completing all of the yellow drop targets before a reset will also advance the bonus multiplier or if 5X is lit score 5000 points.

    The pop bumpers and the rollover but-tons score 1000 points.

    FEATURE CHANGES FOR 5 BALL OPERATION ARE:

    The pop bumpers and the rollover but-tons ~core 100 points.

    IV. GAME OPERATION

    With the line cord unplugged drop a coin into one of the chutes. It should be rejected. Plug the line cord only into a properly-grounded 3-wire receptacle of the correct voltage. Turn on the game by pressing the main switch located on the cabinet bottom near the front right corner.

    After a five-second delay all score dis-plays will light and read zeros. The credit display will show the number of credits re-maining and the ball in play display will show

    3

    "70. " If the credits fail to light, turn off the game and inspect the normally closed switch on the ball-roll assembly and on the front door. Turn on the game; if the problem remains, refer to Section VI. (Trouble-shooting) .

    Five seconds after the score displays light, they will flash "High Game to Date" score for one second. This cycle continues until the game is started. All playfield lights controlled by the micro-processor will be off.

    Insert one or more coins and note that the correct number of credits are added on the credit display according to the information on the coin entrance plate. Press the credit button to reset the game; the ball should now be at the shooter. The first player score reads "O" and flashes, indicating that that player is now scoring. The other player dis-plays are blank and a "1" appears on the ball-in-play display.

    Additional players are indicated by a "O" showing in each corresponding player dis-play. Thus if there are three players, a "O" will show in the first three player displays. After the fourth player has been added (or when the credit display reads "O"), the credit but-ton has no effect.

    The game features are described in Sec-tion Ill. When the ball enters the outhole, the bonus is scored, the ball is kicked to the shooter, and the display of the player now scoring begins to flash and continues to flash until a score is made. All playfield fea-tures reset after each ball. When the "Shoot Again" light is lit, neither the player designa-tion (the flash ing display) nor the ball-in-play display changes when the ball enters the outhole. Only one extra ball per ball in play can be given.

    The number of balls per game is adjusta-ble. When the last ball enters the outhole, the "Game Over" and "Number to Match" lights come on . A random number appears

  • in the ball-in-play display and if this number matches the last two digits in the player's score. a replay is added to the credit display. At this time a "High Game to Date" score is periodically flashed in all four player dis-plays. When th is score is achieved, three replays are given. This feature is adjustable.

    Tilting the machine results in the loss of the ball in play or the entire game, depend-ing upon the Tilt Reset adjustment. With this adjustment "on," the game comes on again when the ball enters the outhole, and play resumes. There is a normally-closed switch on the front door and one in the ball-roll assembly. If either of these switches opens from raising the front of the cabinet or pound-ing the front door, the entire game is ended. The "Game Over" light comes on and for three seconds the coin chute switches and replay button are inactive. This prevents ac-cidental closing of these switches from re-sidual vibration.

    V. BOOKKEEPING FUNCTIONS AND SELF-TESTING

    The circuitry in this game helps the opera-tor perform many bookkeeping functions. The information is shown one step at a time on the first player score display while the step number is shown in the credit display. Pressing the button on the inside of the front door (the play/test button) begins the book-keeping and advances it to the next step each time the button is pressed. If the button is not pressed within sixty seconds of each step, the machine returns to normal playing condition.

    The data in any bookkeeping step may be reset to zero while it is displayed by pressing Switch Button #25 on A 1, the CPU control board in the lightbox. Then the play/test but-ton must be pressed to enter the zero.

    NOTE : RESET ALL DROP TARGETS BEFORE

    STARTING SELF/ TEST.

    4

    STEP

    (Credit Display)

    INFORMATION SHOWN

    (First Player Display)

    0 Total coins through #1 coin chute (left chute) .

    1 Total coins through #2 coin chute. *

    2 Total plays.

    3 Total replays given.

    4 Number of times anti-cheat switches on front door and on ball-roll assembly have opened.

    5 Total extra balls.

    6 Number of tilts.

    7 First high score replay.

    8 Second high score replay.

    9 Third high score replay.

    10 Current "High Game to Date" score.

    11 Display test: All digits in first and third player displays step "O" through "9. "**

    12 Display test: All digits in second and fourth player displays step "O" through "9. "**

    13 Self-test : All CPU-controlled lights come on for five seconds. Each solenoid is energized one at a time. All closed switches noted by a code number in ball-in-play display.

    * If chutes are adjusted to be the same, coins deposited in either chute add only to the #1 chute total.

    **If button is not pressed within two 0-9 cycles , machine returns to normal playing condition.

  • 8

    SW. 54

    8 0 0 G) G

    ~ 0 , ~0 SW.23 0

    8 8

    8 8 8 ~[

    5

    SWITCH MATRIX AND LAMP LOCATION SWITCHES ON MATRIX

    SW.llATNX ~ SWITCHFUNCT10N

    SW.00 SW.01 SW.02 SW.03 SW.04 SW.10 SW.11 SW.13 SW.14 SW.20 SW.21 SW.23 SW.24 SW.30 SW.31

    SW.33 SW.34 SW.40 SW.41 SW.43 SW.44 SW.50 SW.54 SW.60 SW.61 SW.63 SW.70 SW.71 SW.73 SW.74

    Test Button (On Front Door) # 1 Coin Chute (On Front Door) #2 Coin Chute (On Front Door) Replay Button (On Front Door) Tilt Switches #1 Vari-Target Bulls-Eye Target. # 1 Yellow Drop Target #2 Yellow Drop Target #2 Vari-Target 1 O Point Switches (4) #3 Yellow Drop Target #4 Yellow Drop Target #3 Vari-Target Pop Bumpers (2) and Rollover Buttons (2) #1 Red Drop Target #2 Red Drop Target #4 Vari-Target Kickout Hole #3 Red Drop T~rget #4 Red Drop Target #5 Vari-Target 50 Point Switches (4) #6 Vari-Target Outside Rollovers (2) Right Side Rollover "B" Rollover (2) "U" Rollover "C" Rollover "K" Rollover (2)

    CPU CONTROLLED LAMPS LAMP

    NUMBER

    1

    2 3 4

    5 6 7 8 9

    10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36

    LAMP FUNCTION

    Game Over Relay (Lamp in Lightbox) Tilt Relay (Lamp in Lightbox) High Game to Date (In Lightbox) Same Player Shoots Again (Playfield & Lightbox) Left Advance Multiplier Right Advance Multiplier #5 Bonus #4 Bonus #2Bonus #3Bonus #1 Bonus Top "K" Rollover "U" Rollover "C" Rollover Top "B" Rollover Extra Ball Vari-Target Reset Score Bonus When Lit 5X Bonus 4X Bonus 2X Bonus 3X Bonus 1000 Bonus 2000 Bonus 3000 Bonus 4000 Bonus 5000 Bonus 6000Bonus 7000 Bonus 8000 Bonus 9000 Bonus 10,000 Bonus 20,000 Bonus Bottom "K" Rollqver Bottom "B" Rollover Special

  • TO CHANGE REPLAY SCORES OR "HIGH GAME TO DATE" SCORE:

    1) Press the play/ test button on the front door at one-second intervals to advance to step 7 (first high score replay) .

    2) Reset the display by pressing Switch But-ton #25 on A 1, the CPU control board.

    3) Press the replay button. This causes the display to advance by 10,000's. Hold in the replay button until the desired replay score is shown.

    4) The new score is entered by advancing to the next function by pressing the play/test button.

    To eliminate entirely one or more replay scores, set step 7, 8, or 9 at zero (as in #2 above) , then press the play/ test button to enter the value.

    The switches and solenoides are checked in Step 13 in the order given in the following lists. A faulty solenoid or a closed switch that should be open will not stop the test se-quence; the code number of the component will be shown in the ball- in-play display The machine returns to the normal playing condi-tion at the end of the test. It will do also if a tilt switch is closed, if an anti-cheat switch is opened, or if the power is interrupted.

    SOLENOID NUMBER SOLENOID

    1 Outhole 2 Knocker 3 Tens 4 Hundreds 5 Thousands 6 Kickout Hole 7 Red Target Bank Reset -8 Yellow Target Bank Reset

    SPECIAL NOTE: The Vari-Target is reset through controlled lamp circuitry and will not energize during solenoid test.

    6

    VI. TROUBLE-SHOOTING GUIDE

    Trouble-shooting the solid-state pinball game on location includes inspection and repair of the electro-mechanical devices and wiring, and inspection and replacement of printed circuit boards. Repair of printed cir-cuit boards on location, while possible, is best done in a properly equipped shop.

    Before replacing the control board (A 1) or the driver board (A3), measure the voltages on the power supply (A2) after first discon-necting the two connectors A2J2 and A2J3. Before replacing any printed circuit board, check al l connectors, crimp connections, and wire continuity.

    WARNING! TURN OFF POWER BEFORE REMOV-ING ANY WIRE CONNECTORS OR RE-PLACING ANY PRINTED CIRCUIT BOARDS. ALL CONNECTORS MUST BE RECONNECTED BEFORE TURN-ING POWER ON AGAIN.

    Basic game troubleshooting involves de-terming that the game powers up 5 seconds after power is turned on . If the 5 second delay does not occur, check the TILT and SLAM (anti-cheat) switches. Cycle the game through the self-test procedures de-scribed in SECTION V and observe any malfunctions. Detailed troubleshooting pro-cedures and diagrams are in the Solid-State Pinball Game Service Manual.

  • VII. ROUTINE MAINTENANCE

    After a successful completion of the self-test, check the playfield for dirt or particles. The playfield should be cleaned frequently with a non-abrasive wax-based cleaner. Any of the polishes made specifically for use on pinball machine playfields may be used. Make certain that kicker fulcrums and all pivot points receive a drop of fine oil. Th~ pop bumper cup switches, the drop target shanks and the discs of Vari-targets should be lightly coated with White Lube, a special Gottlieb lubricant available at distributors.

    When the playboard is clean ~nd all com-ponents are working properly, start the game and try each feature. Make certain each rollover operates, that each pop bumper scores and kicks correctly and that in general everything works as it should . If an intermittent or dirty switch is found, clean the points by pressing them together with a piece of paper or a business card betweer:' them, moving the card back and forth .

    WARNING: DO NOT FILE, BURNISH OR IN ANY WAY ABRADE GOLD-PLATED SWITCH CONTACTS.

    The only switches whose points may be burnished are the pop bumper cup switches, the rubber-actuated switches on kicking rubber units, and the flipper button switches.

    7

    VIII. SERVICE AND PARTS

    A-9430 A-18354 A-18356

    B-18358 C-18359 A-18549 C-18638

    A-18687 A-18688

    A-18702 A-19372 A-19299

    Plunger Link Assembly Ball Striker Arm Assembly of Track Frame and Studs Ball Return Fence Ball Return Fence Ball Return Plunger Complete Ball Return Unit (Less Fences) Assembly of Plunger and Link Assembly Rollover Wire, Switch and Bracket Assembly of Coil Stop Bracket Plastic Shield Set Vari-Target Disc

    NOTE: Buck Rogers Uses Prom Marked "N'.'

  • 30

    CON. J, . 8

    LIB.

    c

    32 31

    8

    PLAYBOARD INFORMATION

    RUBBER RINGS

    A-A-10217 (9) B- A-10219 (5) C-A: 10221 (1) D-A-10222 (2) E-A-10223 (4) F-A-13151 (2) G- A-15705 (3)

    PARTS UST

    1. A-3290 Ball Gate-Right. 2. A-18469 Ball Gate- Left. 3. A-8215 Ball Deflector . 4. C-19372 Plastic Shield Set. 5. Blue Pop Bumper A-13905 and

    A-15200 Cap in Blue and Red . (2) 6. B-8246 Pop Bumper Platter. (2) 7. A-9395 Yellow Plastic Guide Rail. (2) 8. A-9396 Yellow Plastic Guide Rail. (2) 9. A-9397 Yellow Plastic Guide Rail.

    10. D-11966 Red Rollover Insert. (2) 11. D-11968 White Rollover Button. (2) 12. A-1 9322 Metal Flat Rail. 13. A-16038 Ball Snubber. 14. A-9383 Plastic Target. 15. 2 Pos. Yellow Drop Target Bank

    A-15177 in Black. (2) 16. 4 Pos. Red Drop Target Bank

    A-17147 in White. 17. A-3722 Ball Guide Rail. (3) 18. A-4246 Ball Guide Rail. 19. A-4832 Ball Guide Rail. 20. A-4833 Ball Guide Rail. 21. A-13782 Ball Guide Rail. 22. A-13798 Ball Snubber Rail. (2) 23. A-14571 Ball Guide Rail. (2) 24. A-14572 Ball Guide Rail. (2) 25. A-17106 Ball Guide Rail. 26. A-18070 Ball Guide Rail. (2) 27. B-19331 Ball Guide Rail. 28. A-15836 Kicking Rubber. 29. C-13150 White Jumbo Flipper. (2) 30. D-4806 Top Arch G; D.D. 31. C-9767 Ball Shooter Gage. 32. D-13647-lE Card Holder C-11561 Plastic Post 1" High-(37) C-11562 Plastic Post 1-3/16" High-(2)

    CON. = CONSERVATIVE. LIB. = LIBERAL.

  • IX. ELECTRONIC SOUND

    A. DESCRIPTION

    The electronic sound circuitry pro-duces tunes in response to the following conditions : TILT switch closure, coin switch closure. credit button closure, and GAME OVER. In addition , tones or sounds are produced by scoring switches and by carry generation from 10's to 100's and 100's to 1000's. Either tones or sounds are selectable with SWITCH S1 .

    An attract mode tune will play every six minutes when the game is idle , if SWITCH S2 is off.

    All tunes, tones. and sounds will be

    B. TROUBLE-SHOOTING

    Press TEST SWITCH S3 to test the electronic sound circuitry.

    Check voltages at points indicated on the schematic diagram.

    C. PARTS LIST AND CABLE CONNECTORS

    CONNECTOR A7

    PIN WIRE COLOR FUNCTION

    1 Spare 2 Spare

    generated sequentially when the TEST SWITCH, S3 is closed.

    Volume is controlled by adjusting the potentiometer on the electronic sound circuit board.

    The component location diagram indi-cates the location of all available adjust-ments (SECTION IX-E).

    PROM U4 is programmed with specific sounds for each game and is marked with the same letter as the game PROM on the control board, plus the letters SND. PROM U4 must be inserted with the in-dent notch down.

    Check that PROM U4 is installed properly. The sound circuitry will not op-erate without a PROM.

    Check edge connector A7 for secure connection.

    3 077 Game Over thru A6-P5-Pin 13 4 244 1 00 Point 5 255 1000 Point 6 311 1 0 Point 7 177 Tilt thru A6-P5-Pin 14 8 066 Output 9 444 AC Input

    1 O 411 AC Input 11 *54 Ground 12 Spare Ground

    All wires #22 gauge unless specified * (18 gauge)

    9

  • C. PARTS LIST AND CABLE CONNECTORS

    PARTS LIST

    7 1 1 1 1 1 1 1 1 1 1 X201R253B

    5 C320C103MIR5CA 1 501D108F025QS 1 5030476F035NB 2 503D4 77F035QE 4 C330C104MIR5CA 1 561CCOGBD102AE1 OOJ 1 563CY5SJA250AG473M 1 562CX5EBA251AE101M 1 1 501D106F035LL

    1 R6503 1 R6530C : R3014-12 1 SSS1408-6P 1 HM7643-5 1 NE555P 2 SN7404N 1 LM380N 4 1 N4004 1 1 N4742A 1 MLM309K

    1 76SB02 1 EVQ-PAR-11 K 1 640359-1 1 09-01. -6121 1 #6013B

    RESISTORS 2 .7K OHM, %W. 5% (R1-R7) 2.7 OHM, %W. 5% (R9) 6.8K OHM, %W. 5% (R10) 430 OHM, V2W. 5% (R11 ) 2.7M OHM, %W. 5% (R12) 1.8M OHM, %W. 5% (R13) 22.1 KOHM, %W. 1% (R14) 1 OK OHM, %W. 5% (R15) 5.6K OHM, %W. 5% (R16) 270K OHM, %W. 5% (R17) 25K OHM, %W. 10% Potentiometer (Pot. 1) CTS

    CAPACITORS 0 .01 MFD, 100 V. 20% (C1-C5) KEMET 1,000 MFD, 25V. Min. (C6) SPRAGUE 47 MFD, 25V. Min. (C7) SPRAGUE 470 MFD, 25V. Min. (C8-C9) SPRAGUE 0.1MFD, 100V. 20% (C10-C13) KEMET 10 PFD, 1000V. 5% (C14) NPO Type SPRAGUE 0.047 MFD, 25V. 20% (C15) SPRAGUE 100 PFD, 250V. 20% (C20) 0.0033 MFD, 50V. 20% (C16) KCK . 10 MFD, 25V. Min. (C19) SPRAGUE

    INTEGRATED CIRCUITS & SEMICONDUCTORS CPU-(U1 ) ROCKWELL ROM/ RAM/ l/ O-(U2) ROCKWELL DAC-(U3) PMI PROM-(U4) HARRIS Timer-(U5) T.I. lnverter-(U6, U7) T.I. Amplifier-(U8) NATIONAL Diode (CR1-CR4) 12V., 1 W. 5% Zener Diode (CR5) 5V. Regulator (Reg. 1) MOTOROLA

    MISCELLANEOUS 2 Pos. Dip Sw. (S1, S2) GRAYHILL Momentary Push Button Sw. (S3) PANASONIC Socket, 18 Pin (Prom Socket) AMP INC. 12 Pin PCB Connector (A 7-J 1) MOLEX Heat Sink- THERMALLOY

    10

  • +SVDC

    +SVDC

    - -+SVDC R16 + SVDC

    1.-t ,,_c.;;,.;3;....__... __ ~ s &Kn 1 , cs_ R3 ~ R4 . RS ; R6 R7 ~ 20 T ' 1l 1 w!' 1sT ,1--2----.

    ----------.--..__-4--~-4-~ _ _ ..;.i1 r 14 2 25 PBo Vee Vss - VAEFl+I Vee GND PAo i-:2'------1-'12 A8(LSI) VAEFH~ A7J1S ::

    1000's

    --------------~-4--~-~131)!2----___:2..:.J4 P81 PA1 40 11 A7 ------------------l--~---'3 4 23 PB2 PA2 : 10 A6

    ' PA3 37

    9 AS ~----------------..__--' A3 10 11 A3 R1 ' A4 11 10 A4 S1 TUNE R10 TEST ...L AS 12 1 AS PB1 '-

    1-7 ----'~"' 6.8Kfi

    r o-_ _ _ _. NMI A6 13 1 A6 SOUND/TONES -S3 ~ - " A7 6 A7 RS0 1-4---~ -I ~~ ~ ~ ~ :: :: 5 :: '12 PBS/ CS2 ~ -

    _ _ 1 ... 21S14211 17 16 ' , .. ..,_ 13 -RE-SE-T ri -i 2 ~

    C1S 0.047 1.

    25v.

    VEE1-3'------ ----' Io

    S R15 > 10KO

    ... J_ C2 +14VDC

    " I _l C13 10 . .._ , C:;.,,;4 _ ____ _ 'mw n.. U6 I U7 +SJV~DC R17 '

    270KO

    - 0.11. LM380N 100.

    c

    "' 0 :z: m s: ~ 0 c ;;: C> l:J > s:

    R14vv 11 ' .T 1 22.1Kfi, .____!.!_ DB3 Vee GND 1% ~DB2 13

    ~ 14 + ca 7 ~eVc~";:-t>1-.. ~ A7J18 VOLUME ,.....__..,~-~2

  • .... I\)

    .,. ,

    NOTE: SOUNO ~~fciT~~:~/1~i~~~ PROM ISM SAME LEH:~~Ef WITH PROM PLUS "SND~~ME

    OIJ []D

    OD [fil

    []!]

    C!1LJ @]

    G

    S3

    S2

    PUSH TO TEST -- PLAYS ALL SO AS DETERMINEUDNDS AND TONES BY SETTING OF S1

    OFF = AHRAC PLAYS T MODE TUNE ON = NO AnRe:c~R~u~:INUTES

    rn 0 0 i: "U 0 z m z -f

    6 0 ~ 0 z

  • COMPONENT LOCATION DIAGRAM

    CREDIT BUTTON

    LIGHT BOX

    SOLENOID AND LAMP DRIVER BOARD.

    POWER SUPPLY

    PLAY/TEST (WHITE) BUTTON

    FRONT DOOR-~

    SLAM SWITCH

    .. '

    CPU ASSY.-CONTROL BOARD

    S25

    A2

    1-S24

    A1

    A3

    2nd PLAYER 1at PLAYER

    A4SCORE DISPLAY ASSYS.

    3rd PLAYER

    STATUS DISPLAY ASSY.

    4th PLAYER

    -+--+------- BOTTOM PANEL/POWER

    +-1't-++--TONE BOARD WITH VOLUME CONTROL

    >--t-++--CABI NET

    LEG LEVELER ADJUSTMENT

    BALL ROLL ASSEMBLY

    PLUMB BOB TILT

    13

  • c=::J J2

    POWER ~ SUPPLY J3

    (A2)

    J1 c=J

    P1

    BOTTOM BOARD

    (A6) ;:--J J1

    I ~ TONES

    KNOCKER

    LJ

    CONTROL BOARD (A1)

    ----'J1 '----~

    MASTER DRIVER BOARD (A31

    PLAYBOARD

    14

    J3 (A6)

    P3

    2nd PLAYER SCORE

    (2M )

    1st PLAYER SCORE

    (tMI

    ~

    (4A4) (3A4)

    4tll PLAYER ,.fj1L, 3nl PLAYER SCORE LJ SCORE

    (A51

    STATUS

    D. GOTTLIEB &~O.

    TOM BLOCK CABLE DIAGRAM USEO O H SOLID STATE

    -1-------l ORAWH , AP'P'lltOVIO Q ATC C-18012

  • (J1

    NOTE: 1 > TO PLAYBOARO

    TO LIGHTBOX

    > TO BOTTOM PANEL

    NOTE 2 PRIMARY FUSE VALUE 115V. = 5 AMP SLOBLO 230V. = 2.5 AMP SLOBLO

    , -Color Code Chari

    0 Black j 1 Brown 2 Red

    : ~~~::e -1 6 Blue

    7 Purple 8 Slate

    \,,,.,.. - - -,

    --~'-'-----14_v_. A_C ___ ___ ---::i:> A2J1.4 ,1 AMP SLOBLO ~------'-'~_,:>> A7J19

    ltl)ooo-~_..__...__1_1_.5_v._At ______ ~~ A2J1l

    ~> A7J1-11

    llJlO~.!..l....::~-..-------_._--..:;;i~ A2J13 11.5v. At

    11na~...J....:.:..:...L ________ ___,,,___..::;,~ A2J12

    ON OFF SW ;:>> A7J110 PRIMARY FUSE 1- --,- iu1e 14v. AC

    -....,..:.:.'-"'P~ ll -...,........_._----------- --"';> A2J15 Y AMP SLOBLO ==i ------....i.:i5vvt::.:00:..i._~ A2J16

    o A&P3_5 5v. AC RETURN

    ~"--.a..;_-'------------......::::;> A6P3-6 3v. AC

    - -""-'-'-'-------------.::i;> A6P37 +4v. DC OFFSET

    ,...__,.~......_ _ _________ __,,~ A6P38

    3v. AC RETURN - --.-..__..__ _________ __,~ A3P39

    5 AMP SLOBLO

    -

    r=:i 1N270 r.=181 A1J68 i!11J .. I ! ... I > A6P12

    r-=022 lN27o r.=122 A1J64 L""! Ml I!" I >>> A6P13

    r.;;;;i 1N270 r.:;:;-i A1J65 J033J Ml (1331 > A6P14

    ~, 1N270 r=i1 A1J66 ~ Ml ~ > A6P15 A1J6-3 [iii! >>> A6P11 A1J62 .,,_.._[3ii]:..:.eo'-'-------~>>> A6P18

    A1J61 >) [ii] ~ >>> A6P112 A6P52 ( rmJ > A6P19

    A6P54 ( [IBJ > A6P110

    A6P5-13 ( [i!!l > A7J13

    A3J22 [ID) > A7J1-6 A3J23 f"l > A7J14 A3J2-4 [iii) > A7J1-5 A6P5-14 ( rmJ > A7J1-7

    -------~~rmr ........ u~---

  • ~

    m

    A6J11 >~ RETURN ZERO

    A6J12 > [iOOJ I PLAY /TEST SW. (00)

    A6J13 > [ml I #1 COIN CHUTE SW. (01)

    A6J14 > [] I #2 COIN CHUTE SW. (02)

    A6J15 > [iii] I REPLAY BUTION SW. (03)

    A6J16 >>~--l TILT SW. (114)

    A&n-7 >~:: A6J114 >> ooo ~ $ COIN CHUTE LIGHTS

    ANTI-CHEAT SW.

    A6J1-12 >~ BALL ROLL ASSEMBLY SW.

    A6J19 > [mJ 11 LEFT FLIPPER SW.

    A6J1-10 >[i#J

    A6J1-11 >>.

    A6J1-15 >>. --

    Color Code Chart

    0 Blick 1 Brown 2 Red 3 Orange

    Ytlllow 5 Grun 6 Blue 7 Pu role 8 Slate

    NOTE: > FROM PLAYBOARD FROM LIGHT BOX

    > FROM BOTTOM BOARD

    A6J3-15 >~ BALL IN PLAY LIGHT

    A6J3-1 >:>: GAME OVER LIGHT (#455) MATCH LIGHT

    A6J3-10 >> TILT LIGHT 6.3v. AC RETURN

    A6J3-13 >> 6.3v.AC NAME & SCEHE LIGHTS

    A6J312 . HIGH GAME TO DATE LIGHT

    A6J3-3 >> SHOOT AGAIN LIGHT (#455) 6v. TEST POINT A6J3-11 >>: 6v. DC

    A6J34 > [ill] 5v. AC A4J1-15 A6J35 > [ID] +av. DC OFFSET A2J3-8 A6J3-6 > [5J 5v. AC RETURN A4J1-16 A6J37 > [U6J 3v. AC A5J1-15 A6J38 > [ill] +4v. DC OFFSET A2J3-7 A6J3-9 >>> [ittJ 3v. AC RETURN A5J116 A6J3-14 > fYl 1

    7

    A6P3-1 < ~ GAME OVER LIGHT r.::-i >> A6P5-6

    A6P32 ( iUZi HIGH GAME TO DATE LIGHT

    A6P33

    ~,,~[T331=33~L------2!~~~~~-_..:::.;)) A6P4-1 "" - SHOOT AGAIN LIGHT A6P3

    10 L [IUl )> A&PS-7 , - TILT LIGHT >> A&PS-8

    >> A6P4-8 A6P3-15 < [ffiJ BALL IN PLAY LIGHT

    1 T D . GOTTLIEB & CO. I """ BOTTOM BOARD a LIGHT BOX uuo O N SCHEMATIC IS $ \ll: OATI I l'WIS tOHS

    o . ....... 1 ... ~"'0-.iorDATI I C-1 9410

  • ..... -._J

    A1J7-12 A1J7-13 A1J714 v. v. v.

    STROBES A1J63 M ~

    122

    A1J72 ~ 011 0

    ~-, 066

    PH P11 l4ii1 A6 A6 r - -Oiif J12 PLAY/TEST Jl-1 ' n I SW.OD '~ 1 2 l_ ____ - -- --

    A1J7-3 >. 022 1

    A1J64>1 266 355 P1-3

    A6 #1 COIN 10 POINT

    ~i3 CHUTE BULLS-EYE CONTACTS (4) SW.01 I TARGET A1J7 4 '). 033

    2

    A1J&-5>1 Pl-4

    A6 #2 COIN ~-4 CHUTE

    SW.02

    A1J7-7 ~ 044

    A1J&-6, P15

    A6 REPLAY #1 YELLOW #3 YELLOW ~1-5 BUTTON DROP DROP SW.03 TARGET TARGET

    A1J76>. 055 4

    !ill 222 # 2 YELLOW #4 YELLOW DROP DROP

    A6J49 668 TARGET TARGET

    A1J7.S [ill : I Q fill] ) A6J513 A1J7-1 >>--lillli I OUTHOLE SW. I I T [ill) ) A6J5-14

    NOTE:

    ..

    RETURNS

    A1J7-17 A1J7-16 A1J7-15 A1J711 A1J7-10 v. N'. v. y, y,

    133 144 155 ~

    1-VARl---, : TARGET 1

    - - - - - - - - --- -- ---- _ 1 UNIT *'-8" ROLLOVER 3 4 5 6

    , sws. (2) - - - - - ----- ----- _ _ __ ____ ...J

    POP 788 BUMPER AND ROLLOVER KICKOUT iiU''

    I BUTTONS (4) HOLE I ROLLOVER

    #1 RED #3RED DROP DROP RIGHT SIDE UC" TARGET TARGET ROLLOVER I ROLLOVER

    #2 RED #4 RED 50 POINT uKo

    DROP DROP CONTACTS (4) ROLLOVER

    Lj TARGET TARGET SW'S. (2)

    D. GOTTLIEB 8c CO. Tnt..11 SWITCH MATRIX vc.o o" BUCK ROGERS

    -All DIODES ARE 1N270

    tSSUE OATI: lllVtStONS CHlWN r~ov1:1oT"ll IC-19392

  • A6J59 >::>. 277

    A3J4-6 /,

    A3J518/,

    A3J5-19 :;>,

    A3J4-2 /,

    A3J4-4 /,

    A3J4-5 >) [fill

    ~

    m

    A3J51 /,

    l

    l

    2 AMP SLO-BLO

    : KICKOUT HOLE ~ooo r

    TIP-115 TRANSISTOR

    NOTE:

    >> FROM LIGHTBOX >>> FROM BOTTOM BOARD

    ALL DIODES ARE 1N4004 PART NO. A-16570 A-16890 A-16890 A-18318 A-18318 A-16570 A-17564 A-5194 A-17875 A-1496 A-5194

    T m I a 1-41-------------------------'-32-'2 "-::>. 344

    ON LEFT FLIPPER

    RIGHT FLIPPER A6J55 >::>. 355

    ON RIGHT FLIPPER

    A6J510 >::>.~i...:5~4.l_ _ _._ ___________________ _,

    COILS USED

    DESCRIPTION OUTHOLE GAME OVER R.ELAY (0) TILT RELAY (T) YELLOW TARGET BANK RESET RED TARGET BANK RESET KICKOUT HOLE VARI TARGET RESET KICKING RUBBER FLIPPER COILS RIGHT POP BUMPER LEFT POP BUMPER

    Color Code Chart 0 Black 1 Brown 2 Red 3 Oranne 4 Yellow 5 Green 6 Blue 7 Purole 8 Slate

    I ISSUI'. O A T I RCVtltOH I

    D. GOTTLIEB & CO. TITLI

    PLAYBOARD SOLENOIDS Ul l.0 O H BUCK ROGERS OlltAWH rPPlitOYCOl 0A1"1

    JC-19390

  • _.. :::>- aaa

    A6J5-7 >:::>-A6J4-1 >::=J A3J5-17 /,

    A3J5-15 /, L4 SAME PLAYER SHOOTS AGAIN LIGHT

    A3J514 :::>, L6 RIGHT AOVANCE MULTIPLIER LIGHT

    A3J513 :::>, LS LEFT ADVANCE MULTIPLIER LIGHT

    A3J5-12 :::>, l7 5 BONUS LIGHT

    A3J511 :::>, LB 4 BONUS LIGHT

    A3Js-1o :::>, l 10 3 BONUS LIGHT

    A3J59 :::>, L9 2 BONUS LIGHT

    A3J58 :::>, L11 1 BONUS LIGHT

    A3J57 :::>, L12 TOP "K" ROLLOVER LIGHT

    A3J5-6 :::>, 611 L14 " C" ROLLOVER LIGHT

    A3J55 L13 "U" ROLLOVER LIGHT A3J54 :::>,

    L15 TOP "B" ROLLOVER LIGHT

    A3J5.J :::>, Ll6 EXTRA BALL LIGHT

    A3J52 >> rml L 18 SCORE BONUS WHEN LIT LIGHT

    1--L;;.:.:.J..------:::>->--'--''-- --ill-_..___,_ _ ______ K< A6J56

    Tc 11 _,rrnJ_az_z '----------> FROM UGHTBOX >>> FROM BOTTOM BOARD

    T

    Color Code Chari 0 Black 1 Brown 2 Red 3 Oranae 4 Yellow 5 Green 6 Blue 7 Purn le a Slate

    SX BONUS LIGHT K A3J3-20

    l20 4X BONUS LIGHT K A3J3-18 L22 3X BONUS LIGHT K A3J3-17 l21 2X BONUS LIGHT K A3J316 ... l23 1000 BONUS LIGHT K A3J3-15 l24 2000 BONUS LIGHT K A3J314 L26 4000 BONUS LIGHT

    K A3J3-13 L25 3000 BONUS LIGHT K A3J3-12 L27 5000 BONUS LIGHT

    K A3J3-11 L28 6000 BONUS LIGHT K A3J3-9 l30 8000 BONUS LIGHT K A3J38 L29 7000 BONUS LIGHT K A3J3-7 L31 9000 BONUS LIGHT K A3J3-6 L32 @ 10,000 BONUS LIGHT [ID) >)>--~~---<

    A6J45 >>----'-'-'-'----<

    A6J511 >,,_ _ ___.___..___--< [ii] A3J4-7 A6J512 >>>>------'---''----

    . 0 . GOTTLIEB 8c CO . TTut PlAYBOARD ILWMINATION UHO O H BUCK ROGERS .

    DlltAWH IA .. "'OVl.Ol O AT C I C-19391

  • I\) 0

    A1J2

    SEGMENTS { GROUP A

    GROUP 8

    DIGITS

    / D1 D2

    D3 D4

    D5

    DI

    D7

    DI Dt

    D11

    D11

    D12 D13

    D14

    D15

    D16

    GND +5v. DC

    +60v. DC KEY

    +42v. DC

    GND

    +4v. DC + av. DC

    10

    A1J3

    A2J3

    DC POWER FROM POWER SUPPLY

    l J

    /

    5v. AC 5v. AC RETURN

    3v. AC 3v. AC RETURN

    A6J3

    I 5

    5v. AC 5v. AC RETURN

    60. DC

    5v. AC 5v. AC RETURN

    60. DC

    AC POWER FROM TRANSFORMER

    1A4J1

    ,. 11

    3A4J1

    SCORE DISPLAYS

    5v. AC 5v. AC RETURN

    60. DC

    SCORE DISPLAYS

    Sv. AC Sv. AC RETURN

    60. DC

    2A4J1

    11

    4A4J1

    A5J1

    07

    DI

    015

    011

    3v. AC 3v. AC RETURN

    42. DC 5v. DC

    Color Code Ch1rt

    0 Black 1 Brown

    2 Reel 3 Ora nae 4 Yellow 5 Green

    6 Blue 7 Purple

    Sl1te

    D. GOTTLIEB 8c CO. TITLC LIGHTIOX CABLE

    -2-5.-,.~79"---Rev-i-se_d ____ uHo oH SOLID STATE t 2-14 78 Revised

    C-18207

    STATUS DISPLAY

  • '

    Copyright 1979 D. Gottlieb & Co. All Rights Reserved Printed in U.S .A.