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Bally 1981 Eight Ball Deluxe Manual

GAME No. 0887 MUST be GROUNDED. FAILURE to DO SO may RESULT In DESTRUCTION to ELECTRONIC COMPONENTS. IF not and used In accordance with the mstrucuons manual may cause Interference to radio cornmurucauons. It has been tested and found to comply with the limits for a CLASS A c omputmq device pursuant to SUBPART J of PART 15 of FCC RU

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0% found this document useful (0 votes)
604 views54 pages

Bally 1981 Eight Ball Deluxe Manual

GAME No. 0887 MUST be GROUNDED. FAILURE to DO SO may RESULT In DESTRUCTION to ELECTRONIC COMPONENTS. IF not and used In accordance with the mstrucuons manual may cause Interference to radio cornmurucauons. It has been tested and found to comply with the limits for a CLASS A c omputmq device pursuant to SUBPART J of PART 15 of FCC RU

Uploaded by

ryanrenze
Copyright
© Attribution Non-Commercial (BY-NC)
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GAME No. 0B87 Form No. 0B87-00300- Cally MIDWAY <2 |, 10604 W. Belmont Ave. - Franklin Park, Illinois 60434 = » Telephone (312) 451-9200 WARNING. THIS GAME MUST BE GROUNDED. FAILURE TO DO SO MAY RESULT IN DESTRUCTION TO ELECTRONIC COMPONENTS. WARNING: This equipment generates. uses. and can radiate radio Hrequency energy and it not and used in accordance withthe instructions manual. may cause interference to radio contmunications Hhas been tested and found to comply with the limits for a CLASS A computing device pursuant to SUBPART J of PART 18 of FCC RULES. which are designed to provide reasonable protection against such interterence when opecated $9 a commencal environment Operation of this equipment na residential area islikely tocause mntertercnee which case the user at mss own expense will be wequired to take whatever measuites may be required locomect the mlerterence ELECTRICAL BULLETIN: FOR ALL_APPARATUS COVERED BY THE CANADIAN STANDARDS ASSOCIATION (CSA) STANDARD C22.2.NO. 1, WHICH EMPLOYS 0 SUPPLY CORD TERMINATED WITH A POLARIZED 2-PRONG ATTACHMENT PLUG CAUTION: TO PREVENT ELECTRIC SHOCK DO NOT USE THIS (POLARIZED) PLUG WITH AN EXTENSION CORD, RECEPTACLE OR OTHER OUTLET UNLESS THE BLADES CAN BE FULLY INSERTED TO PREVENT BLADE EXPOSURE ATTENTION: POUR PREVENIR CHOCS ELECTRIQUES NE PAS UTILISER CETTE FICHE POLARISEE AVEC UN PROLONGATEUR. UNE PRISE DE COURANT OU_UNE AUTRE SORTIE DE COURANT, SAUF SI LES LAMES PEUVENT ETRE INSEREES A FOND SANS EN. LAISSER AUCUNE PARTIE A DECOUVERT. Tauttes You Te Hse our TOLL FREE numeers ror SERVICE INFORMATION CONCERNING THIS Game, on ANY | = OTHER BALLY MIDWAY GAME YOU NOW HAVE ow LOCATON, CALL US FOR PROMPT, COURTEOUS ANSWERS TO YOUR PROBLEMS. VIDEO === Continental U.S. 1-800-323-7182 PINBALL == Continental U.S. 1-800-323-3555 COPYRIGHT MCMLXXXIV BY BALLY MIDWAY MFG. Co. ALL RIGHTS RESERVED NO PART OF THIS PUBLICATION MAY BE REPRODUCED BY ANY MECHANICAL, PHOTOGRAPHIC, OR ELECTAONIC PROCESS, Of IN THE FORM OF A PHONOGRAPHIC RECORDING, NOR MAY IT BE TRANSMITTED, OR OTHERWISE COPIED FOR PUBLIC OR PRIVATE USE. WITHOUT PERMISSION FROM THE PUBLISHER. THIS MANUAL IS FOR SERVICE USE ony AND NOT FOR GENERAL DISTRIBUTION. FOR PERMISSION REQUESTS, WRITE: BALLY MIDWAY MEG. CO., 10601 W. BELMONT AVE., FRANKLIN PARK, IL 60131 Printed in U.S.A, u Mm. vi. vil. vin, IK. x. Installation and General Game Operation Instructions INDEX INSTALLATION : GENERAL GAME OPERATION BOOKKEEPING FUNCTIONS ............. FEATURE OPERATION AND SCORING GAME ADJUSTMENTS A. PLAYFIELD ADJUSTMENTS B. BACKBOX ADJUSTMENTS. CREDITS/COIN. . MAXIMUM CREDITS BALLS/GAME : MATCH FEATURE OPTION .... CREDIT DISPLAY : HIGH SCORE FEATURE OPTION HIGH SCORE TO DATE... GAME FEATURE OPTIONS SOUND OPTION C. FRONT DOOR GAME ADJUSTMENTS HIGH SCORE FEATURE HIGH SCORE TO DATE FEATURE . RECOMMENDED SCORE CARDS RECOMMENDED SETTINGS ROUTINE MAINTENANCE ON LOCATION TROUBLE SHOOTING ON LOCATION SERVICE/PARTS . PARTS LIST oa NN @MDFEEOOD ° W 12 13 13 19 20-35 BLOCK DIAGRAM—ELECTRONIC PINBALL GAME AN: SQUAWK AND |, TALK MODULE SWITCH MATRIX (INPUTS) oa AUX. LAMP DRIVER A: a3: ae as: DISPLAY SOLENOID teu LAMP DRIVER, DRIVER omacel ORIVER MODULE MODULE MODULE TIT Aa: POWER TRANSFORMER MODULE 1. INSTALLATION Assemble the game as follows: Bolt legs to cabinet. Bolt back box to cabinet. Use fat washers under bolt heads. Gently feed able connectors and ground braid through cable port in back box. Screw ground braid to braid in back box. Carefully and fully insert connectors on printed circuit assemblies, Onall games there are certain items that should be checked atter shipment, These are visual inspections which may avoid time consuming service work later. Minor troubles caused by abusive handling in shipment are unavoidable, Cable connectors may be loosened, switches (especially tit switches) may go out of adjustment. Plumb bob tit switch should always be adjusted after game is set on location and leg levelers are adjusted Visual inspections before plugging in line cord: 1. Check that all cable connectors are completely seated on printed circuit assemblies 2. Check that cables are clear of all moving parts. 3. Check for any wires that may have become disconnected 4. Check switches for loose solder or other foreign material that may have come loose in shipment and could cause shorting of contacts. 6. Check wires on coils for proper soldering, Cold solder connections may not show up in factory inspection, but vibration in shipment may break contact 6. Check that fuses are firmly seated and making good contact. 7. Check the transformer for any foreign material shorting across wiring lugs. 8. Check wiring of transformer to correspond to location voltage. See figure 1 Check adjustment of the three (normally open) tilt switches: 1. Pane tilt on bottom of playfield panel. 2. Plumb bob tilt on left side of cabinet near front door. 3. Ball tilt above plumb bob tilt. Insert the smaller ball (15/16" dia. ) into the ball tilt assembly, and adjust the bracket so the ball wll oll free to contact the switch blade, iffront of cabine! ig raised. TRANSFORMER CONNECTION INSTRUCTIONS REFER TO POWER SUPPLY SCHEMATIC IN GAME MANUAL FOR TABLE “A” 415 VAC, 2-8, 3-6, 7-10 120 VAC, 2-8, 4-6, 7-11 220 VAC, 4-8, 7-9 240 VAC, 4-8, 7-14 PART OF POWER—TRANSFORMER MODULE A2, LOCATED IN LOWER CABINET Neen ee I. GENERAL GAME OPERATION Place ball into playfield by outhole. Coin game. Coin should be rejected. Plug in line cord. Move power ON-OFF master switch at bottom right front corner of cabinet to ‘ON’ position. The game will play a power-up tune to announce game-readiness. Drop targets are reset, scores are set to zero, alternating with the High Score to Date, and the game is ready for play. Coin game, The game should accept the coin and post credits* for coins accepted (adjustable). Pressing the credit button on the door will cause the outhole kicker to serve the ball to the shooter alley. The 1st player-up lite is lit, A game-up tune" is played to announce play-readiness. 7 One player is posted each additional time the credit button is pressed (one to fourcan play), The credits are reduced by one each time the credit button is pressed until the credits are reduced to zero. Shooting the ball initiates play. The game awards all points earned by the player. If spinner is turning and scoring when the ball hits a target, the spinner and the target scores are awarded When the ball enters the outhole, the bonus sore is added to the total score. The player-up and/or ballin play on the back box is advanced one position. The outhole kicker serves the ball to the shooter alley and play is resumed. This continues until each player has played the allowable number of balls per game (adjustable). At this time the ‘Game Over’ light is lit. A random Match* number appears and the ‘Match’ lightis lt. Ifthe number is the same as the last two digits in a player's score, a free game is awarded. Extra balls won during the course of the game are played immediately after the player's regular ball enters the outhole. The player-up and/or ballin play on the back box are not advanced for extra ball play. Bonus score is added to the player's score betore the game serves the extra ball for play. Scoring over 10,000,000 gives "High Score to Date” award: Atthe end of the game, a’ High Score to Date’ is alternately flashed with all 4 player scores. Ifthe High Score to Date’ is beat, this feature* awards free games. Tilting the game results in loss of a ball. The flippers, thumper-bumpers, etc., go ‘dead’ Bonus Points are not scored. The purpose of the tilt penalty is to discourage the player from jostling the machine in an attempt to prolong play. Game action becomes normal after the ball kicker assembly serves the ball to the shooter alley Slamming the machine resulls in loss of the game. All feature lights go out, the game goes dead,’ and a time delay occurs. The purpose of the time delay is to discourage unnecessary abuse of the machine. After the delay, the ‘Game Over light lites and the power-up tune is played. The time delay occurs anytime one of the slam switches is made to contact. There are {wo factory installed slam switches, on the front door, and one on left side of cabinet. (Any number of slam switches could be installed by the operator, to meet his individual requirement.) The switch should be adjusted to have approximately 1/16” gap between the contacts. The weighted blade should be adjusted to attain the desired sensitivity. Decreasing the gap between contacts will make the switch more sensitive. Opening the gap will reduce sensitivity. "Some unes and leatures can be disabled by operate itso desired. See Back Box Adjustments NOTE: Scoring and feature uns wil ater om game to game lil. BOOKKEEPING FUNCTIONS The game is designed to help the operator perform certain accounting functions. The game can display the number of total plays and replays (free games). It can display the number of coins Groped down each coin chute. The bookkeeping functions are displayed on all player score displays simultaneously. An identification number, 05 to 15, appears on the Match/Ball in Play window as follows: 05— 00to— 40=Current Credits *06—100000 to—99999 = Total Plays (Payed & Free Games) *07— 10000 to—99999 =Total Replays (Free Games) 08— 00 to—99999=Game Percentage 09— 00 to—99999= Total times ‘High Score to Date’ is beat “10— 10000 to—99999 = Coins Dropped thru Coin Chute #1 “11— 10000 to—99999 = Coins Dropped thru Coin Chute #2°* “12— 10000 to—99999 = Coins Dropped thru Coin Chute #3°* “13— 00 to—99999 = Number of Specials awarded from Panel Specials Only *14— 00 to—99999 = Number of minutes of Game Play "15— 00 to—99999=Number of Service Credits The game displays the first bookkeeping entry if the Self-Test button (See Fig. Ill) on the inside of the front door is pressed ten times. Alternately push and release the Self-Test button at one second intervals. The number 05 appears in the ‘Match/Ball in Play’ window. Current credits appear on the player score displays. Each additional press of the button causes the next entry to be displayed. Alter the data in each bookkeeping register is recorded, it can be set to zero simply by pressing switch button $33, located on Ad, the MPU module in the back box (See Fig. II), or by pressing the Coin Chute #3 switch. Any or all registers can be cleared by alternating between the Self-Test button and the switch button $33 on the MPU module or Coin Chute #3 switch. The operator is given this option as a possible convenience and can elect to use or not use it as his needs direct, Pressing the button 5 more times causes the game to play the power-up tune and light the Game Over light. Service credits are designed to allow the serviceman to test the game under actual play Conditions without disturbing the bookkeeping records that reside at identification numbers 06, 07, 10, 11 and 12. To obtain Service Credits, push and release the Self-Test switch until identification number 05 appears in the “Match/Ball in Play’ window. Hold in the Credit button until the desired number of Service Credits (up to five) appears on the player score displays. NOTE: If, upon accessing identification number 05, a number of credits greater than five is displayed, pressing the credit button has no effect. Identification number 15 is reserved as a record of the number of Service Credits used. “The 10.000 levels pre-set a the factory; can bese to zero. nally itdesited “i1Coin Chutes not used m game, number displayed (ther than 00) on Payer Score displays has no significance. NOTE: If “Total Play” segister is reset to zeroes then “Total Replays’ register shoud also be reset to zer088 10 mata the game percentage vale A. ABCD FEATURE: FEATURE OPERATION & SCORING Making A & B top rollovers, top arrow lites alternate to score 25,000 points. Making A-B-C & D rollovers, drops one or two drop targets from 7 bank (depending on SW. #8 setting) ‘and lites the sight lane lite for 20K 1st time, 40K 2nd, 60K 3rd & so on. ‘A'B-C-D also flashes the bumper for 3000 points when made in this sequence. 1st time left bumper, 2nd time right bumiper, 3rd time bottom bumper. Bumper flashing will reset after each ball B. SAUCER FEATURE Saucer scores top Right lane SPL W/L and scores 500 or 7000 points for each lit ball on pool table, plus super bonuses of 56K and 112K timer multipliers (depending on SW.#16 setting) C. INLINE DROP & BANK SHOT TARGET FEATURE st target down 5000 points awarded and 2x lites. 2nd target down 10,000 points awarded and 3X lites. 3rd target down 15,000 points awarded and 4X lites. 4th target down 20,000 points awarded and 5X lites. Bank shot 1st time hit scores 50,000 points, 2nd time (1 replay), bank shot values ALT or after SPL is ‘made, will camp on 50,000 points (depending on SW. #24 setting) D.NO RECALL ON MULTIPLIERS E. SINGLE DROP TARGET FEATURE. Itscores 500 points if no right lane lite is lit, or will score the lite value and will advance it to next higher value. When target is down, it will not come back up until ball is ejected thru saucer and come thru either lane Aor B. . F. ROLL OVER BUTTON FEATURE Rollover button scores as follows: 500, 10,000, 30,000, 50,000, EXTRA BALL, 70,000, SPL, and then will camp on 70,000 Pts. Or will score 500, 10,000, 30,000, 50,000, EXTRA BALL, 70,000 Pts. and will stay on 70,000 after this sequence is completed, on next ball will score 500, 10,000, 30,000, 50,000, 70,000, SPL, and will ‘camp back on 70,000 Pts. (depending on SW. #14 setting). G. 7 BANK DROP & DELUXE TARGETS FEATURE Knocking 1 thru 7 or9 thru 15 targets, single target 8 ball will ash. 2000 points for each target and 3000 Points for each deluxe target is awarded when hit. Deluxe lites will not come on until 8 ball target is made. When 8 ball is made, deluxe lites will flash few times and will stay li. By knocking the deluxe lites, 1st time 50,000 points will be awarded and deluxe SPL will lite, or 7 targets will reset (depending on SW. #23 setting) ‘Two more SWITCHES are involved with deluxe feature: ‘SW. #21 can recall or reset the deluxe lites after each ball ‘SW. #22 can advance the deluxe lites on backbox on any time deluxe on playfield is made or only when playfield SPL deluxe is made. SW. #24 is also provided for deluxe feature on playfield to score as follows: See page 7 for deluxe 50K or special lite adjustment. H. OUTLANE SPECIAL FEATURE ‘When right lane values are advanced all the way to top, the outlanes will lite to alternate for SPL. |. 8BALL SPL FEATURE Could be turned on with 56K, and 112K bonus or with 112K bonus only. |. LEFT & RIGHT LANE STROBE LITES FEATURE dizer ball rols on lettlane or hits single drop target or hits inline targets, the ‘ites on both lanes will be strobing and they will reset on outhole, K. BACK BOX DELUXE FEATURE Whenever all 6 deluxe lites on backbox are made game will award from 0 to 3 replays. Backbox deluxe ‘ites will not reset until all are made. BACKBOX DELUXE FEATURE SELF TEST POSITION 22 <_— 2 we No Award SET TO "09" One Credit SET TO “0 ‘Two Credits SET TO “02” Three Credits SET TO “03” L. SPECIAL REPLAY/X-BALL/NOVELTY MODES Self test positions 16 and 17 give the operator flexibility to award replay balllor score (Novelty) when a YC. > Sel test position 16 Setto“03" Set to “02" Set to“01" Playfield X-Balls and Specials “Award Award Award 8 Ball Special Replay 50,000 Deluxe Special Replay 50,000 ‘Saucer Special Replay 50,000 Left or right out Special Replay 50,000 Inline target special Replay 50,000 Lett lane Special Replay 50,000 Left lane X-Ball X-Ball X-Ball** 25,000 Self -test position 17 Set to "03" Set to“02” Set to “01” Award Award Award Scoring Thresholds Replay X-Ball** No Award {[) $0,000 t same player shoot again sit ((*) 25.000 same playe shoot again isi LZ ; a tn Dd -2) > fata Toor Od tot (fot a he Cafe at & Late” an V. GAME ADJUSTMENTS A. Playfield Panel Post Adjustment: Posts that contro! left and right outlane opening on panel can be removed to make access to outlanes easier or harder for ball to enter. See Figure Il Easier entry will decrease playing time and scoring (conservative). Harder entry will increase playing time and scoring (liberal), B. Back Box Game Adjustments: Each game has thirty-two switches located on A4, the MPU module, located in the back box, that allow play to be customized to the location. See Figure Ill. Credits per coin, maximum credits, credit display, balls per game, match feature, high game feature, special award and melody are selectable by means of the switches. The switches are contained in four-sixteen lead packages numbered S1-8, $9-16, S17-24, and S25-32 for easy identification. The "ON" toggle position is marked on the assembly. Turn off power before making adjustments. Credits/Coin Adjustments: ‘The credits per coin are selectable by means of $17-S20 for coin chute #2 (Center). The switch settings and resultant credits/coin are as follows: $20 S19 S18 S17 Credits/Coin | OFF OFF OFF OFF —Samo.asCoin Chute #1 Setings OFF OFF OFF ON 1/1Con S19 S18 S17 Credits/Coin OFF OFF OFF a/1Coin OFF OFF ON 9/1Coin 20 ON ON OFF OFF ON OFF 2/1Coin ON OFF ON OFF 10/1Coin OFF OFF ON ON 3/1Con ON OFF ON ON i1/1Coin OFF ON OFF OFF 4/1Coin ON ON OFF OFF 12/1Gon OFF ON OFF ON 5/1Con ON ON OFF ON 13/1Goin OFF ON ON OFF 6/1Con ON ON ON OFF 14/ICon OFF ON ON ON 7/1Con ON ON ON ON 15/1Con ‘The credits given are selectable by means o1 switches 1-5 incl, for coin chute #1 and switches 9-13 ingl., for coin chute #3. Thirty-one different credit ratios are available for each coin chute. The switch settings and resultant credits/coin are listed below. CREDITS/COIN ADJUSTMENTS, TOTAL ‘COIN CHUTE SWITCHES CREOMS —CREDITS_-—«CREDITS. «CREDITS. CREDITS. CREDITS/COINS. WIGINGESIDE) 5 4 3 2 4 Ones te (RIGHTSIDE) OFF OFF OFF OFF OFF 1/1Coin OFF OFF OFF OFF ON 2/1Gon OFF OFF OFF ON OFF iCon OFF OFF OFF ON ON 4/1Gon OFF OFF ON OFF OFF 5/1Con OFF OFF ON OFF ON Git Gon OFF OFF ON ON OFF 7/1Gon OFF OFF ON ON ON BCom OFF ON OFF OFF OFF 9/1Con OFF ON OFF OFF ON 12/1Coin OFF ON OFF ON OFF OFF ON OFF ON ON OFF ON ON OFF OFF OFF ON ON OFF ON OFF ON ON ON OFF OFF ON ON ON ON ON OFF OFF OFF OFF ON OFF OFF OFF ON 7/2Cons" ON OFF OFF ON OFF ®/2Cons* ON OFF OFF ON ON 9/2Cons* ON OFF ON OFF OFF 12/2Cons* ON OFF ON OFF ON 14/2Coms" : ON OFF ON ON OFF /tstCon —2/2ndGoin . we ON OFF ON ON ON G/istGons —V2ndGon and Coin —AthToin aa ON ON OFF OFF OFF O/tstGon* — 1/endGon —/areCom™ 274 Com aa ON ON OFF OFF ON W/istCon —/2ndCoin Vrs Gon—2r4hGon 54 ON ON OFF ON OFF itstGon —2/2ndGon 3d Con yathComn ma ON ON OFF ON ON ‘/tstCon — 2r2ndCoin 2/3tICoIn 274th Com 74 ON ON ON OFF OFF rand Come" 13rd Con v3 ON ON ON OFF ON 2nd Com” Ore Con” 1/4th Coin va ON ON ON ON OFF O/2nd Com" O/3rE Con" O/AINGoin"*™"/SINCoIn 1/5 ON ON ON ON ON Oren Coin" 1/31dCoin —OrAIGoint™* /stHCoIn 15, No Cres ui 2 ons oad Ne Grete nt atncon cropped, No Cres unt rd con's ppd “Mo ene th cone copped —_—— ar armament relent eeeElUeUe l MAXIMUM CREDITS: ‘Switches 25 and 26. Four credit limits are avail MAXIMUM CREDITS 10 15 25 40 BALLS PER GAME: # BALLS /GAME noaa MATCH FEATURE: When the Match Feature is ON, cd. I th word Match is illuminated. If the number matches the MATCH ON OFF CREDIT DISPLAY: CREDITS DISPLAYED YES NO HIGH SCORE FEATURE: The game is designed to award an See Front Door Game Adjustments, Ta game is designed to award free games as an option 10,000,000 points. Each time this h This score is displayed on all 4 player score dis Recommended setting is underlined HIGH SCORE TO No Award One Credit ‘Two Credits Three Credits DATE FEATURE State and local laws may regulate the for appropriate adjustment in order to (_—~—— = 8 Sf DEE EERE ES awarded. The Match Feature creates an incentive to play Extra Ball or Free Game at each of the two or three score levels AWARD REPLAY EXTRA BALL a NOVELTY NO AWARD Tot Combinations ol replay/X-ball/Novelly Modes see page 4A °K. Special Re Modes’ HIGH SCORE To DATE OR Bie tne Machine limits the number of games that can be accumulated by coining, by winning replays or both. The maximum number of credits is selectable by means of lable. Switch settings are listed below. SWITCHES 26 25 OFF OFF OFF = ON ON OFF ON. ON SWITCHES 32 31 OFF ON ON OFF OFF OFF ON ON , random number appears on the Match/Ballin Play window and the ‘ens digit in a player's score, a free game is SWITCH 28 ON OFF SWITCH 27 ON OFF /7 SELF TEST |/7 ‘SELF TEST POSITION 16 POSITION 17 KS SET TO “02 SET TO “02 SET TO“01 SET TO“01 SET TO “0” SET TO "00" play/ X-ball/Novelty OVER 10,000,000 SCORE FEATURE: high score to date is beat or player exceeds 7 er rans, ine winning score becomes the new high score to bom lays al the end of each game as an incentive to Play. SELF TEST POSITION 19 Coe SET TO “00% — SETTQsou . * SET TO“02 SET TO “03 cengrine above features, and they have been designed o allow Conform to such requirements, Mo YS souno option cS _ The game is designed to make several tones and noises to announce power-up, game-up, ete. The = tones are intended to attract attention to the game and increase game usage. The tones are controlled LF _by pressing self test button util the #18 shows on the mateh/ball in pay display. Now pulse replay 'O ap bustonta decked sound setting Setting “007 Most itches associated chimes without feature background Setting "01" Prayfeldswiches associated chimes wih background Setting 02 Most scoring withave noise effect without background. setting "03" ost al scoring wil have a noise effect with background GAME FEATURE OPTION: Inline target 50K or special ite acustment. Liberal SW.5 ON '50K and special ites alternate Conservative SWG.OFF Only t special per ball. C.and D rollover tne ite adjustment Liberal SW.70N Making Cor lane puts both ites out Conservative SW7OFF Making Cor lane only puts tha lane ite out B.C, Drolover lane 7 drop target adjustment Uberal ‘SW.8ON Completing A 8, C.D rollover drops 2 targets down. Conservative SWBOFF Completing A,B,C. Drolower crops 1 target down Left lane feature step up ite adustment: Uneral SW14OFF Lite sequence, nite, 10K, 30K, SOK, XBal, 70K, SPEC., 70K and 70K stays on Conservative SW.14OFF First ball sequence, no ite, 10K, 30K, 50K, X-Ball, 70K and 70K stays On. Next ball sequence, no lte, 10K, 30K, SOK, 70K, SPECIAL TOK and 70K stays On. 8 Ball Special ite adjustment eral SW.15 ON Completing 8:Ball 2nd and 3¢d time scores 1 replay each Consenative SW.I5OFF Completing 8-Ball 3 me scores 1 replay. Saucer hole scoring adjustment Liberal ‘SW.16ON Saucer scores rack and bonus values plus any lit 2X, 3X, AX oF 5X. Conservative SW I6OFF Saucer scores rack and bonus values only Panel D-E-L-U-X¢€ Ite next ball adjustment: Liberal ‘Sw.21 ON Any D-E-L-U-XE lite out ill not come on alter completion of 8-Bal for next ball Conservative SW.210FF Any D-E-L-U-XcE ite out willcome back on alter ‘completion of 8-Ball for next ball Back Box D-E-L-U-X Ete advance adjustment Liberal ‘SW 220N ‘Competing playfiold 0::1.U.X-E advances back DELUXE 1 step each time. Conservative SW.220FF Completing playfield D-E-L-U-X-€ advances back -E-L-U2CE only when special sit Panel D-E-L-U-X€ 7 drop target reset adjustment LUberal ‘SW.230N, ‘Completing 8-Ball and Deluxe does not reset 7 drop targets until outhole, Conservative SW.230FF Completing 8-Ball and D-E-L.U-X-E will eset targets. DELUXE 50K OR SPECIAL LITE ADJUSTMENT: Liberal SW.24,60N Lites Special, 50K, Special, 50. Medium ‘SW. 24 OFF. 6 ON Lites 50K, Special 50K, Special ~ SemiMedium SW 24 ON. 6OFF Lites Special, SOK’ 50K\ 50K. Gonservative SW 24,60FF Liles SOK, Special SK, 50K [Pectesf) lumber of games replays per game adjustment: [Pe kf ton ( iperad ‘SW.29 ON, ‘All replays earned willbe collected Conservative SW.230FF Only replay per player per game. Game Over Attract Adjustment: SW.30 ON Woice says "Quit talking and start chalking ‘8 Ball Deluxe SW.300FF —_NoVoice 7 C. FRONT DOOR GAME ADJUSTMENTS High Score Feature Adjustments: Any level from 10,000 to 9,999,000 can be set, (00) any or all of the levels, if desired. It can be increased, if desired, by holding the credit bution in, To ‘decrease the score level, hold the credit button in uutton when the desired fumber appears. Note that the level changes 10,000 points at a time. If the number 00" is left on the displays, the high score feature is eliminated for that level. 3. Repeat steps 1 and 2 for the second and third ‘Score levels. The identification numbers ‘02’ and ‘03’ on the Match/Bail in Play display are for the second and third levels, High Score to Date and 10,000,000 Feature: The game is designed to award free games when ‘High Score to Date’ is beat, or ifthe Player exceeds 10,000,000 points, Any level from ‘00’ to 9,990,000 can be set as off the feature, as it does on High Score feature The feat discussed under ‘Back Box Game Admustments? ‘SELF TEST SETUP FOR 16.22: ‘To Set up positions 16-22 push and release self test button till 16 shows on match/ball in Play. Now = Pulse replay button for recommended setup trom "00" thru"03" Repeat for positions 17. 18, 1907 22 Positions 20, 21 setups go from “00” thru "15" SOUND RUBBER PARTS AL R21 wpa. (1) BR 1’ DIA. (2) & iw" iA, (4) D. 2%" DIA. (2) E, R-533-3 FLIPPER (3) F R243 5/16" DIA. (10) PANEL TOP PARTS - Arch Rail M-A774-6 : Rail Post C907 (3) }. Rail Post Cap C-908 (3) |. Bottom Arch’ P.5871-84 . Shooter Gauge P-6359-45 5. Ball Gate,(R) 1475-13 Ball Gate (L) 1475-12 }. Screened Plastics (Set) A-2890-151 . Thumper Cap 4009-1 (3) . Thumper Cap Collar —A-AO1T-1 (3) |. Ball Gate ASE-2250-27 . Plastic Ball Guide (Blue) C-935-2 (3) . Rollover Wire & Brkt. ASE-2806 (4) . Target & Switch Assy. ASE-2911-3, . Rollover Button ¢-900 . Ball Guide Assy. 4-3032-69 . (4) Inline Target Assy. ASE-2993-12 . (1) Inting Target Assy. ASE-2993-5 . Minipost & Rubber ——_ASE-2836-2 (3) (2) Drop target sy./Memory ASE-3038-3 21. Flipper & Shaft Assy. ASE-2214-21 (3) 22. Ball Guide Wire M-121-27 (2) 23. Rollover Wire & Bracket ASE-2806-1 (2) 24. Ball Guide Assy. (L) —A-2898-39 25, Ball Guide Assy. (A) A-2898-38 26. Butter Wire M-121-53 (2) 27. Ball Return Wire & Brkt. ASE-2806-21 Clear Plastics (Sel) | A-2890-152 (Not Shown) 28. Ball Guide Wire M-121-93 29. Ball Gate Assy. ‘ASE-2250-85 UB. - LIBERAL MED. - MEDIUM CONS. - CONSERVATIVE INDICATES MOVABLE POSTS FOR SCORING ADJUSTMENTS 187 maven AL oseuay Davee asses i ano aren — ace gor / 2 YourAse neouaton neorrs SOLENOID IVER aay waren nae Se Trae eee —toy a assy so maven AUTILARY CaMe oniven ———~ —— Str rest aurton Remote vorume ‘ContmoL = enepit auttow FRON’ 008 ———o LEG LevELing apwustuenn, saw Trica switen Powe Bon Tier (04 Position INeLINeS TILT ‘Tnansronuen |S eran: si-ssz FIGURE IIL. ELECTRONIC PIN BALL MACHINE a5 RECOMMENDED Instruction, Score Cards and High Score Feature Settings to be used on EIGHT BALL DELUXE 3-BALL REPLAYS: Instruction Card M-1508-98-E Score Card M-1508-98-8 1 Replay at 600,000 1 Replay at 1,100,000 S-BALL REPLAYS Instruction Card M-1508-98-€ Score Card M-1508-98-4 1 Replay at 1,000,000 1 Replay at 2,000,000 EXTRA BALL Instruction Card M-1508-98-F Score Card) M-1508-98-A W/NN-1 1 Extra Ball at 1,000,000 1 Extra Ball at 1,600,000 ADDITIONAL CARDS. REPLAYS EXTRA BALL M-1508-H-1 400,000 950,000 M-1508-NN-1 1,000,000 1,600,000 450,000 1,000,000 500,000 1,000,000 500,000 1,100,000 M-1508-L-1 550,000 1,100,000 M-1508-M-1 600,000 1,100,000 M-1508-N-1 650,000 1,200,000 M-1508-O-1 700,000 1/200.000 1 700,000 1,400,000 800,000 1,400,000 1 900,000 1,400,000 1 900,000 1,500,000 1 1,000,000 1,500,000 1 1,000,000 1,600,000 1 1,000,000 “1,800,000 1,000,000 2,000,000 1 1,100,000 1,800,000 M-1508-Y-1_ 1,100,000 2,000,000 M-1508-FF-1. 1,200,000 2,000,000 M-1508-GG-1 1,300,000 2,000,000 M-1508-HH-1 1,400,000 2,100,000 M-1508-II-1 1,400,000 2,200,000 "1 M-1508-O0-1 1,000,000 2,000,000 M-1508-PP-1 1,200,000 2,200,000 M-1508-QQ-1 1,400,000 2,400,000 Instruction Card, Novelty M-1508-98-G. BLANKS (3) High game to date recommended levels; (reset periodically) 3 BALL 4,300,000 5 BALL 2,200,000 RECOMMENDED SETTINGS RECOMMENDED REPLAY GAME SETTING FoR: INLINE TARGET 50K OR SPECIAL E GAME OVER ar BALLS PER GAME BALLS PER GAME REPLAY 3-BALL Instruction Cara M-1508-98-€ Score Card M-1508-98-8 Major Mode Self Test Position 16, 17 Setto “03" Match SW. 28 ON’ High Score to Date Self Test Position 19 Set to “og” X-BALL Instruction Card Score Card lajor Mode Match High Score to Date NOVELTY Instruction Cara M-1508-98-G Major Mode Self Test Position 16, 17 Setto “0 Match SW. 28 OFF High Score to Date Sel Test Position 19 Set to “00" 12 SBALL 5-BALL SW.6 ON ON SW.7 ON OFF SW.8 ON ON SW.14 ON ON SW15 ON OpF SW16 ON ON sW2t ON OFF SW.22 ON ON SW.23 ON ON SW.24 ON OFF SW.29° ON ON SW.30 ON ON SW.31 OFF oN SW.32 OFF OFF S-BALL M-1508-98-E M-1508-98-4, Self Test Set to “0: SW. 28 ON Self Test Position 19 to "03" M-1508-98-E M-1508-98-A W/NIN-4 Self Test Position 16, 17 Set to "02" ‘SW.28 OFF Sel Test Position 19 Set to "00" M-1508-98.G Self Test Position 16, 17 Setto“o1 ‘SW. 28 OFF Self Test Position 19 Set to “00” Vill, ROUTINE MAINTENANCE ON LOCATION: Self-Test routines are written into the game design. They are particularly useful for routine maintenance. The tests are described below. The first test is automatic and occurs on power-up. This test causes the MPU module A to examine itself for failures. Seven flashes of an LED indicates proper operation. The second series of self-diagnostic tests causes the MPU to ‘exercise’ each of the other modules in such a way as to make their faults, if any, obvious. See Figure Ill and Page It is recommended that these tests be used several times a week to check out the games before play. If faults are discovered, they may be corrected on location if the operator has a stock of replacement modules. See “Trouble Shooting on Location.” MPU Module Self-Te: ‘At power on, the LED on the MPU module flashes once. (Flicker-Flash). After a pause, it flashes six more times and goes out. A power-up tune is played to anrtounce game readiness. This indicates proper MPU operating condition and successful completion of the power-up test. Game Self-Diagnostic Test 1, Pressing the Self-Test button inside the door initiates the Self-Test routine. See Figures Ill and IV. Ail switched lamps flash off and on continuously, 2. Pressing the Self-Test button again causes each digit on each display to cycle from 0 thru 9, and repeat continuously. 3. Pressing the Self-Test button again causes each solenoid to be energized, one at atime, in a continuous sequence. Hold both flipper buttons ‘in’ during this test. The number appearing on the Player Score displays is the same as the number assigned to the solenoid, The sound of a solenoid pulling-in as a number appears indicates proper operation. The absence of sound is improper. If sound is absent, see Page 17 for help in Solenoid identification 4, Pressing Self-Test button again causes the sound module to play the "Game Over" tune repeatedly. 5, Pressing the Self-Test button again causes the MPU to search each switch assembly for stuck contacts. If any are found, the number of the first set encountered is flashed on the Player Score displays. The number remains unti the faultis cleared. See Page 17 for help in Stuck Switch identification, Other numbers may follow if more stuck contacts are present. If there are no stuck switches, the Match/Ball in Play display flashes '0' 6, Pressing the Self-Test button 23 more times causes the MPU to step thru the threshold and bookkeeping functions described previously and finally to repeat the power-up test. For ‘more rapid exit to power-up, turn the game off, then on. The game is now ready to play. Atter successful completion of the Self Diagnostic Test procedure, set the game up for play. Exercise each rollover, thumper-bumper, slingshot, etc., by hand until each switch assembly ‘on the playfield has been checked for proper operation. If actuating a switch assembly results in intermittent or no response, clean contacts by gently closing them on a clean business card or piece of paper and wiping until they wipe clean. Regap, if necessary, to 1/16". Do not burnish or file Gold Plated Switch Contacts. IX. TROUBLESHOOTING ON LOCATION The game is designed to make troubleshooting easy. Several simple procedures are given herein that cover the greatest percentage of game failures. They are written for an operator on location and require module replacement. (See Figure lil) Symptoms and the action to be taken are given for each type of problem. Ifthe problem is more complicated and is not solved by following this procedure, more detailed procedures are available from Bally. See the Parts List for ordering information. 13 ee ee ee ee ee ee ee ee ee ee ee ee ee ee ee | FIGURE Iv SELF DIAGNostTic TEST ROUTINE MAINTENANCE CHECK REFER To “TROUBLE SHOOTING OW Locarion COMRECT Patt URN See hie TURN OFF Poni TURN On Powe LED ON MoouLe i ‘AA FLASHES 7 PRESS se ONTINSIDE: TOENTER LAME LF-TEST BUTTON o ‘OF FRONT DOOR DRIVER MODULE Test ALL FEATURE LAMPS Licht, FLASH ON AND OFFS a PRESS sete-r TOENTER FEST BUTTON (AGAIN) OISPLAY DRIVER MODULE YesT ‘ALL DISPLAYS CouNT ‘0000000 0 eeseme0 SEE SYMPTOM #3, PAGE 5 6 PRESS SELF-TEST aur; ON (AGaiNy TO ENTER SOLENOID ENE FA MODULE test ALL SOLENOIDS « PULL in WW SEQueNcE? PRESS Seur-rest ourron TOENTER souNoMOBEtg GAM) (9 | PRESS Setr.tesr Burton iacany TOENTER stucK-SwiTen sea" ‘SOUND MODULE pLays "GAME OVER" Tune SCORE Ree STUCK SUITCH NUMBER Is Fash ON PLAYER, PRESS SELF-TEST BUTTON 23x SCORE DISPLAYS AS AN RIG TROUBLESHOOTING. (9 | _OnTURY Powe OFF ANG THEN On, Seepage 17 REPEAT ENTIRE TEST IF AEpain 'WAS MADE. 4 1A) 2A) 2B) 3A) 3B) SYMPTOM: ACTIO! CAUTION: SYMPTOM: ACTION: SYMPTOM: ACTION: SYMPTOM: ACTION: SYMPTOM: ACTION: Game does not play power-up tune when power is turned on. General Iiumination is present. A) Turn power OFF. Open back box. Locate light emitting diode (LED) on MPU module Ad, B) Turn Power ON. LED must flash 7X to indicate that module A4 is good. Correct flash sequence is flicker/flash-pause-and then six more flashes and LED goes out. C. If LED does not come on. or does not flash, or flashes, but less than 7X, tum off power. Replace MPU module A4. Replacement MPU Module must have same Part Number or incor- rect operation will result! See Parts List for MPU Module Part Number. Turn power ON D) It gameis correct, itis now ready for play. If game is not correct, refer to Module Replacement procedure. (See Parts List.) Not all feature lamps light during game play. A) With power ON, open front door. Press button (Self-Test switch) once. If the game is correct. all feature lamps flash ON and OFF. 8) Carefully raise playfield or open back box to gain access to lamps. C) Replace bulbs that do not flash ©) If game is correct. itis now ready for play. E) If gameis not correct, turn power OFF. Replace Lamp Driver Module AS. Turn power ON and repeat A F) if game is correct. itis now ready for play G) If. game is not correct, turn power OFF. Replace MPU module A4. See CAUTION. 1C. Tum powerON and repeat A. H) If gameis correct. itis now ready for play: If game is not correct, refer to Module Replacement procedure. (See Parts List.) ‘One or some switched lamps always ON Repeat 2AA, AB. AE. and AF and, if necessary AG & AH. Display digits improper on one or several, but less than all Display Driver module(s). At. Improper: One or several segments always OFF. digits moitled or several segments or digit(s) always ON A) With power ON. open front door. Press button (Self-Test switch) twice. the game is correct, each digit on each Display Driver Module A1 (5 used/game) displays the count 1-3 and 0 continuously in all 6 digit Positions. Note detective Display Driver modules B) Turn power OFF. CAUTION: High Voltage is supplied to the Display Driver Modules, A1, from the Solenoid Driver/Voltage Regulator Module A3. Wait 30 seconds for High Voltage to Bleed Ott. - C) Replace Display Driver module(s) A1. Turn power ON. Repeat A. D) It game is correct, itis now ready to play. It game is not correct, refer to Module Replacement procedure. (See Parts List.) All displays improper (all five display Driver modules). Improper: Digit(s) always on or off/segment(s) always on or off. all displays. A) Repeat 3AA, and AB. B) Replace MPU module Ad. See CAUTION NOTE. 1C. Turn power ON. Repeat A. 15 canner

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