Whe Mig a @ July 1993
16-50017-101
ELECTRONICS GAMES, ING.
[Punk 17, CRED
OPERATIONS MANUAL
Operations & Adjustments
Testing & Problem Diagnosis
Parts Information
Wiring Diagrams & Schematics
Williams Electronics Games, Inc.
3401 N.California
Chicago, Il 60618ROM Jumper Chart
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Williams Electronics Games, Inc. reserves the rights to make modifications and
improvements to Its products. The specifications and parts Identified in this
manual are subject to change without notice.IMPORTANT NOTICE
PLEASE READ
Pinball games are now equipped with a SAFETY FEATURE to
prevent shocks from the solenoid circuit when the coin door is
opened. A new interlock switch assembly (part no. A-17077),
located at the left of the coin door opening, has been added to the
game. This assembly is a bracket containing the existing memory
protect switch on the bottom and a new interlock switch on the top.
When the coin door is opened, this new interlock switch opens,
breaking the connection to the +50V and +20V winding of the
transformer secondary.
A special tool called the Service Switch Actuator is provided for the
serviceman/technician that repairs the game. This tool is painted
yellow and located in a bag stapled inside the cabinet. The
Service Switch Actuator slips over the interlock switch and holds it
closed while the coin door is opened, allowing the serviceman to
test and repair the solenoid circuit.
Hold the top interlock switch in, then slide the short end of the
Service Switch Actuator over the top of the interlock switch bracket
and the long end over the center of the switch plunger to hold it in.
senwct swren acvuaton a. (7
NEW INTERLOCK SWITCH L
MEMORY PROTECT SWITCH ——= C—]Table Of Contents
Game Rules.
‘Shot Maps.. ve
Section 1- Game Operation & Test Information
(System WPC) ROM Summary...
Pinball Game Assembly Instructions.
Pinball Assembly, Playfield
Leg Bolt Locations........
Gun Handle Installation
Line Cord Installation.
Raising the Playfield,
Game Control Locations.
Game Operation...
Menu System Operation & Main Menu.
Bookkeeping Menu
B.1 Main Audits.
B2 Eamings Audits.
8.3 Standard Audits.....
B.4 Feature Audits..
BS Histograms.
B6 Time-Stamps.
Printouts Menno
Test Menu...
T.1 Switch Edges.
12 Switch Levels...
T.3 Single Switches.
T.4 Solenoid Test.
T.5 Flasher Tes
1.6 General Iumination Test.
T.7 Sound & Music Test......
T.8 Single Lamp Test.
T.9 All Lamp Test.. stone
T.10 Lamp & Flasher Test.
T.11 Display Test....
T.12 Flipper Coil Test.
T.13 Ordered Lamps Test.
T.14 Idol Lock Test.
T.15 Mini Playfield Test
Utilities Menu. a
U.1 Clear Audits.
U.2 Clear Coins.
U.3 Reset H.S.T.D. ...
U-4 Set Time & Date...
U.5 Custom Message...
U6 Set Game 1D...
U.7 Factory Adjustment.
U.8 Factory Reset.
U.9 Preset.
Difficulty Setting Table for U.S., Canadian, French, German & European
Games... :
Preset ‘Adjustments Table for U: S. Bg Canadian Games.
Preset Adjustments Table for German Games...
U.10 Clear Credits...
U.11 Auto Burn-in.....
Adjustment Menu.
A.1 Standard Adjustments.
A2 Fealure Adjustments.
3 Pricing Adjustments...
itch Angle, & Leg Leveler Detall
Copyright 1993 Williams Electronics Games, Inc.Section One - Game Operation & Test Information Co!
Pricing Table.
AAHS.T.D. Adjustments.
AS Printer Adjustments.
Error Messages.
Opto Theory. :
CPU Board LED Error Codes
‘Sound Board Beep Error Codes.
LED List. -
Fuse List.
Maintenance Information.
Lubrication.
‘Switch Contacts.
Cleaning.
Mini Playfield Removal.
Idol Assembly Removal
Section 2 - Game Parts Information
Backbox Assembly.
Cabinet Assembly.
Line Filter/Cordset Application Chart
‘Audio Board Assembly.
Fiiptronic li Board Assembly
Dot Matrix Controller Assembly.
Power Driver Assembly.
CPU Board Assembly
LED 7 Ball Trough and Opto 7 Ball Trough Assembly, Motor Opto Switch Board Assembly
Bridge Driver Board and 10-switch Opto Assembly,
Motor EMI Board and 8-driver PCB Assembly.
Coin Door intertace Board and Flipper Opto Assembly.
3-bank Drop Target Board and Motor Opto Switch Board.
Fiiptronic il Flipper Assembly.
Kicker Arm (Slingshot) Assembly.
Ball Eject Assembly.
Gun Handle Assembly
Outhole Ball Trough Assembly - Complete.
Ball Trough Assembly
Back Panel.
Rotor Lock Ball Popper Unit Assembly.
3-bank Drop Target Assembly.
Motor Pivot/Drive Unit Assembly.
1-bank Drop Target Assembly
Rotor Lock Motor Unit.
Jet Bumper Assembly and Jet Bumper Coil Assembly.
Idol Assembly, Rotor Lock/Opto Assembly
Bi-Plane Assembly, Fighter Plane Assembly.
Kicker Bracket Assembly, Knocker Assembly.
Diverter Assembly
Rolor Lock Door Unit Assembly, Up/Down Post Unit Assembly.
Tit Mechanism Assembly, Actuator Assembly.
Mini Playfield Assembly.
Notes,
Metal and Plastic Posts.
Cable List.
Unique Parts List.
Upper Playfield Parts Location.
1-38
1-39
1-40
1-41
1-42
1-42
1-42
1-44
1-45
1-46
1-46
1-46
1-46
1-47
1-48
23
24
25
26
27
28
240
an
242
213
244
215
16
18
219
221
222
2.23
2-24
2:25
2.26
2.27
2-28
2-29
2-30
231
2.32
2.33
2:34
2:35
2:36
2:38
2:39
2-40
2-41
2-42Section Two - Game Parts Information Continued.
Lower Playfield Parts Location
2-44
Ramp Location, 2A
‘Switch Matrix. 2.46
‘Switch Location. 2-47
Lamp Matrix. 2-48
Lamp Location... “2-40
Solenoid/Flasher Table... sn 8-50
Solenoid/Flasher Location... 251
Rubber Rings... 252
Section 3 - Schematics, Wiring Diagrams 8 & Circuit Theory
Connector & Component Identification... 31
‘Switch Matrix and Circuit 3-2
Dedicated Switch Circuit... 33
Lamp Matix and Cirult 3-4
Solenoid Table 35
Solenoid Wiring, 36
Flashlamp Wiring, 37
High Power and Low Power Solenoid Circuits. 38
Flashlamp and Special (General Purpose) Solenoid Circuits.
General Illumination Circuits...
Flipper Circuit Diagramm......
Flipper Coil and E.0.S. Switch
Flipper Cabinet Switch Circuits,
Flipper Opto PCB Assembly...
LED and Photo Transistor PCB Assemblies
7 Ball Trough Photo Transistor PCB Assembly...
7 Ball Trough LED PCB Assembly...
10-sw. Opto PCB Assembly.
10-sw. Opto PCB Schematic.
3-sw. Opto PCB Assembly (for ido!)
Motor EMI PCB Assembly (for idol)..
8-criver PCB Assembly.
8-driver PCB Schematic.
Motor Opto PCB Assembly (for mini playfield)
Bridge Driver PCB Assembly (for mini playfield)
S-bank Opto Drop Target...-..
Coin Door Intertace PCB & Schematic.
CPU Board...
‘Audio Board, .
Dot Matrix Controller Board...
Fiiptronic ! Board,
Power Driver Board.INDIANA JONES RULES
I-N-D-Y LANES:
Advance bonus "X", advance "FRIEND" lamps, then lite Extra Ball at eject.
FRIENDS JACKPOT
Lite five friends to increase loop value and lite Jackpot at right ramp.
PATH OF ADVENTURE
Complete A-D-V-E-N-T-U-R-E Targets to lite path (right ramp) Make right ramp to
complete lit lanes on the TILT-A-MATIC™ playfield. Use left and right flipper
buttons to move playfield.
HAND OF FAITH
Right and left return lanes lite eject for random azard.
MULTIBALL
Complete 3-bank drop target to lite lock. Lock three balls in center shot to get in Idol
for multiball. Shoot for left ramp to lite jackpot. Make right ramp to collect jackpot.
Jackpots can be doubled or tripled at center shot.
START MODE
‘Make eject Wilit to start mode lit on playfield. See display for mode instructions.
Complete all modes for 6-ball multiball.
LOST TREASURE
Complete the upper right single drop target to expose captive ball. Hit captive ball for
instant 2-ball multiball. During this time, hitting captive ball awards lost treasure
values.
HURRY-UP
Right left ramps lite winged lamps (6) in the middle of the playfield. Make center
shot for Hurry-up score.INDIANA JONES
The Pinball Adventure....
Shot MapsI-N-D-Y Lanes:
Advance Bonus "xX" and
awards a Friends Lamps, then
lights Extra Ball (10) at Eject.
Friends Jackpot:
AMter lighting all Friends Lamps
and making at least 5 lit loop
shots, (1-9), Jackpot (11) will
be lit at the Right Ramp.
Path of Adventure:
Complete A-D-V-E-N-T-U-R-E
Targets to light Path Entry at
Right Ramp. Shoot the ball up
th Right Ramp to holding area
(top left). Ball then drops to
TILT-A-MATIC™ Playfield.
Use the Left and Right Flipper
buttons to complete random lit
lamp sequence. Complete this
once and light Extra Ball
Complete this a second time to
light the Pit (12).Hand of Fate:
Left (1) and Right (2) Return Lanes
light Eject (3) for Random Award
(see Display).
Multiball:
Complete 3-bank Drop Target to
light Lock (4). Lock three balls in
the Center Hole (5) to get in the
Rotating Idol (6) for Multiball play.
Jackpot:
During Multiball, make Left Ramp
(7) to light Jackpot then make
Right Ramp (8) to collect Jackpot.
Make Center Hole (5) to light
Jackpot and/or double then triple
Jackpot.Start Mode:
Make Lett Eject (13) to enter Lit
Mode. (1-12).
See display for Mode
instructions.
Lost Treasure:
Complete upper right Single
Drop Target (14) to expose
Captive Ball (15). Hit Captive
Ball for Lost Treasure award
then, light Special.
Hurry-Up (Dogfight):
Left and Right Ramps (16 &
17) advance Winged Lights
(AF) in the center of the
Playfield. When all winged
lights are lit, make the Center
Hole (18) shot to collect the
Hurry-Up score.MODE PLAY
4 | (1) Get the Idol:
| Shoot for the Center Drop Target
|| (E-N-1) four times, then shoot for Center
Hole (3) to get the Idol.
(2) Streets of Cairo:
Marion is in one of the baskets, Shoot
loop (5) and ramp (4) shots that are in
line with baskets to find Marion. Next,
shoot mode start or pistol to shoot the
bad guy with the sword.
mMODE PLAY CONT'D
(3) Well of Souls:
Get automatic 6-ball Multiball and
shoot Center Hole (1) to kill snakes
for big points.
(4) Raven Bar (Video Mode):
Use the flipper buttons to aim the
pistol in the display to shoot the bad
‘guys and to acquire the Head Piece.
Gun shoots automatically.
(5) Monkey Brains:
Shoot for the Left (7) and Right (8)
Ramps, and the Loop (9) shots for 8
mmllion points per completed shot.
(6) Steal the Stones:
Control the movement of the ball, on
the mini playfield, by using the Lett
and Right flipper buttons. The Right
flipper button tilts the mini playfield
(2) to the Right and the Left flipper
button tilts the mini playfield to the
left. Move the mini playfield to
‘complete the lit lamp pattem.MODE PLAY CONT'D
(7) Escape in the Mine Card
(Video Mode):
Use the Left and Right flippers to
guide the Mine Cart down the
nor-barricaded paths in the
Display.
(8) Survive the Rope Bridge
(Video Mode):
Left (10) and Right (11) ramps
move Indy across the bridge (see
Display).
(9) Castle Grunwald:
Shoot for the Captive Ball (12) to
rescue Dr. Jones.MODE PLAY CONT'D
(10) Tank Chase:
Shoot for Loop shots (13) to advance Indy
‘on horseback toward the Tank.
(11) The 3 Challenges:
Complete three lit lamp patterns (14) on
the mini playfield. Use the flipper buttons
to control the mini playfield movement.
(12) Choose Wisely (Video Mode):
Comparable to the age old shell game:
Carefully watch as the cups move around
the display. When movement stops, pick
the cup you think is the right one. Select a
cup with the flipper buttons and pick it up
by pulling the trigger on the gun.Ic
Game ROM 1
Music/Speech ROM
Music/Speech ROM
Music/Speech ROM
Music/Speech ROM
Music/Speech ROM
Music/Speech ROM
Music/Speech ROM
Type
276040
27¢040
27040
27c040
27040
27c040
270040
27c040
SECTION 1
Game Operation
and
Test Information
ROM SUMMARY
Location Board Part Number
us CPU A-5343-50017-1
u2 Audio A-§343-50017-2
us Audio A-5343-50017-3,
u4 Audio A-5343-50017-4
us Audio A-5343-50017-5
us Audio A-5343-50017-6
u7 Audio A-5343-50017-7
us Audio A-5343-50017-8
INDIANA JONES 1-1Power:
Temp:
Humidity:
PINBALL GAME ASSEMBLY INSTRUCTIONS
INDIANA JONES IS A 7 BALL GAME
Contains six active balls and one captive ball.
Domestic 120V @ 60Hz Dimensions; Width: 29° approx.
Foreign 230V @ 50Hz Depth: 55° approx.
vapan 100V @ 50HZ Height: 76" approx.
32°F to 100° F (0°C to 38°) Welght; 322 lbs approx. (crated)
Not to exceed 95% relative.
1, Remove all cartons, parts, and other items from the shipping container, and set them aside.
2, Place the cabinet on a support. Remove the leg bolts from the front and rear of the cabinet. Attach rear
legs using leg bolts in the center and bottom holes. (See rear view of Leg Bolt Location diagram below.)
3. Leg level
lers are among the parts in the cashbox. Install leg levelers (see Pinball Assembly, Playfield
Pitch Angle, and Leg Levelers Details diagram below), and altach the front legs using leg bolts in the
center and bottom holes. (See front view of Leg Bolt Location diagram below.)
Lag Levear
shat
Pinball Assembly, Playfield Pitch Angle, and Leg Leveler Details.
INDIANA JONES 1-24. Reach into the cabinet and backbox and ensure that the interconnecting cables are not kinked or
pinched. Be careful to avoid damaging wires at any stage of the assembly process.
5. Ralse the hinged backbox upright and latch it into position. Unlock the backbox, and remove the
backglass. Remove the shipping block holding the Insert Board. Unlatch and open the Insert Board.
Carefully lft up the Speaker Panel and lay it down on the playfield glass. (Be careful not to damage the Dot
Matrix Display/Driver.) This allows access to the bolt holes used for securing the backbox upright. To
secure the backbox, install the washer-head mounting bolts through the bottom holes of the backbox into
the threaded fasteners in the cabinet. Close and latch the Insert Board. Replace the Speaker Panel.
Reinstall the backglass, and lock the backbox.
ZX CAUTION
FAILURE TO INSTALL the backbox mounting hardware properly can cause personal injury. NEVER
TRANSPORT a pinball game with the hinged backbox erect. Always lower the backbox forward onto
3 playfield cabinet on a layer of protective material to prevent marting or damage and possible personal
iury
6. Extend each leg leveler slightly below the leg bottom, so that al four foot pads are extended about the
same distance, Remove the cabinet from its support and place it on the floor.
7. Unlock and open the coin door. Move the molding latch lever toward the lett side of the game. Lift the
{ront molding off the playfield cover glass return the latch lever toward the right, and close the coin
door.Caretully side the glass downward, until it clears the grooves ofthe lett and right side moldings. Lift
the glass up and away from the game. Raise the playfield. (See page 1-5.)
8. Install the gun handle. Remove the gun handle from the inside bottom of the cabinet. Then, using the
hardware included with the gun handle plus two more 10-24 bolts, 10-24 ESN nuts and .219x.500x.063
{lat washers located inthe parts bag, altach the gun handle tothe outside of the cabinet in the upper right,
corner. (See diagram below.) Alter the gun handles in place, plug the connector from the handle into the
matching connector from the cabinet.
9. Place a level or an inclinometer on the playfield surface. Adjust the leg levelers for proper playfield level
(side-to-side). NOTE: It is recommended that this measurement be made ON the playfield, not the
Cabinet nor the playfield cover glass. Tighten the nut on each leg leveler shaft to maintain this setting,
INDIANA JONES 1-3! IMPORTANT !
Playfield pitch angle can affect the operation of the plumb bob tit. The plumb bob weight is among the
Parts in the cash box; the operator should install the weight and adjust this tit mechanism for proper
‘operation, atter completion of the desired playfield pitch angle seiting. The unit is factory installed for a 6-
1/2 degree angle. I an adjustment is necessary, loosen the screw at the bottom of the unit. Move the
Pointer, one grove at a time to the left or the right, depending on the degree desired, Hold the pointer in
place and tighten screw.
10, Move the game into the desired location; recheck the level and pitch angle of the playfield
11. Be sure the required number of ball are installed. INDIANA JONES uses seven balls: Six active
balls and one captive ball
12. Pull the foam out from the Captive Ball feature in the upper right corner of the playfield.
13. Install playfield mylars if desired. NOTE: The INDIANA JONES playlield is coated with a special
hardcoat surtace and does not require a protective mylar. However, mylars can be purchased through
your local Williams Distributor. Specify part number 03-8929-1 for full playfield mylar.
14, Clean and reinstall he playfield cover glass. Prepare the game for player operation
18. To attach the line cord, remove the envelope stapled to the inside of the cabinet (near the cashbox)
Remove the four Philips-head screws that mount to line cord cover plate to the rear cabinet. Match the
prongs on the plug with the holes in the receptacle, and push the line cord securely into place. Make sure
the cord is aligned with the indentation on the cover plate (indentation should point toward bottom of the
cabinet). Remount line cord cover plate. If desired, four tamper resistant screws have been provided in an
‘enevlope marked “Security Screws" (located in the cashbox) to remount cover plate.
(Part of cabinet shown
for reference only) Co
Phillips-head Screw
\ eS
7 ~< uy “
“Tamper-resistant Screw
INDIANA JONES 1-4RAISING THE PLAYFIED
Z\ CAUTION
Do not raise the playfield straight up! This game uses a slide assembly to ralse and
lower the playfield.
To raise the playfield.
1. Grasp bottom arch and carefully lit up playfield
only high enough to clear safety brackets. Rear
guide legs should not hit wood guide rails or be used
to slide out playfield.
2. Pull the playfield out toward you until it stops
(rest position) and raise it approximately 3”.
Be sure playfield Is in locked position and
does not slide back Into the cabinet. If It
does, repeat Step 2 before proceeding to
Step '3.
3. Rotate playfield to upright service position (lean
fon backbox) by pulling toward you and up. Listen for
the sound of a click; this insures locking and pivoting
sequence.
To lower the playfield.
4. Rotate the playfield to the rest position. This
unlocks the pivoting mechanism.
5. Push back playfield into cabinet and into
INDIANA JONES 1-5GAME CONTROL LOCATIONS
Cabinet Switches
The On-Off Switch is on the bottom of the cabinet near the right front leg.
The Start Button is a pushbutton to the left of the coin door on the cabinet exterior. Press the Start
button to begin a game, or during the diagnostic mode, to ask for HELP.
Coin Door Buttons
The operator controls all game adjustments, obtains bookkeeping information, and diagnoses problems,
using only four pushbutton switches mounted on the inside of the coin door. The Coin Door Buttons
have two modes of operation Normal Function and Test Function.
Normal Function
The Service Gradits button puts credits on the game that are not included in any of the game audits.
The Volume Up (+)button raises the sound level of the game. Press and hold the button until the
desired level is reached.
The Volume Down (-) button lowers the sound level of the game. Press and hold the button until the
desired level is reached. See Adjustment A.1 28 to shut sound Off completely.
‘The Begin Test button starts the Menu System Operation and changes the Coin Door Buttons trom
Normal Funetion to Test Function.
Tes t
The Escape button allows you to get out of a menu selection or return to the Attract Mode.
The Up (4) button allows you to cycle forward through the menu selections or adjustment choices.
The Down (-) button allows you to cycle backward through the menu selections or adjustment
choices.
The Enter button allows you to get into a menu selection or lock in an adjustment choice.
Holding the Enter button for five seconds, during the Attract Mode, resets the High
Scores.
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INDIANA JONES 1-6GAME OPERATION
Z\ CAUTION
After assembly and Installation at its site location, this game must be plugged into a
Properly grounded outlet to prevent shock hazard, and to assure proper game
operation. DO NOT use a ‘cheater’ plug to defeat the ground pin on the line cord. DO
NOT cut off the ground pin.
POWERING UP With the coin door closed, plug the game in, and switch it On. In normal operation,
Testing shows in the displays as the game performs Start-up Tests. Once the Star-up Tests have been
successfully completed the last score is displayed. AMter that, the game goes into the Altract Mode.
Note: Atter the game has been on location for a time, the Start-up Tests may contain messages
concerning game problems. The section entitled ‘Error Messages’ contains more detalls concerning
messages displayed at each game turn-on
Open the coin door and press the Begin Test switch. The display shows the game name, number, and
software revision. The message changes. The display shows the sound software revision, the revision
level of the system software, and the date the software was revised,
Example: INDIANA JONES Sound Rev. L-1
50017 Rev. L-X SY. 0.X0 XX-93
Press the Enter button to enter the WPC Menu System (refer to the section entitled “Menu System
Operation’ for more information). Slide the Service Switch Actuator over the top interlock switch located in
the bottom left comer of the coin door opening. Perform the entire Test Menu routine to verify that the
game is operating satisfactorily
ATTRACT MODE*. Atter completing the Test Menu routine, press the Escape button three times
to enter the Attract Mode. During the Attract Mode, the score display shows a series of messages
informing the player concerning, recent highest scores*, “custom messages™, and the score to achieve
to obtain a Replay award’.
CREDIT POSTING. Insert coin(s). A sound is heard for each o¢
number of credits purchased. So long as the number of maximum allowabl
by coin purchase or high score, credits are posted correctly.
and the display shows the
redits* are NOT exceeded
STARTING A GAME. Press the gun handle trigger once. A startup sound plays, and the credit
‘amount shown in the display decreases by one. The display flashes 00 (until the first playfield switch is
actuated), and shows ball 1. If credits are posted, additional players may enter the game by pressing the
Start button once for each player, before the end of play on the first ball
TILTS. Actuating the Cabinet Tilt switch inside the cabinet ends the current game and then proceeds
to the Game Over Mode. With the third closure* of the plumb bob tilt switch, the player loses the
remaining play of that ball, but can complete the game.
END OF A GAME. All eamed scores and bonuses are awarded. I a players final score exceeds
the specified value, the player receives a designated award for achieving the current highest score. A
random digit set” appears in the display. Credit" may be awarded, when the last two digits of any player's
‘score match the random digits. Match, high score, and game over sounds are made, as appropriate.
GAME OVER MODE. The Game Over display shows in the display. Then, the high scores
flash. The game proceeds to the Attract Mode.
*+ Operator-agjustable feature
INDIANA JONES 1-7MENU SYSTEM OPERATION
This game operates on a Menu System. The Main Menu allows you to choose from several main
categories, which in turn lead to other menus to choose from. To enter the Menu System, open the coin
door and press the Begin Test button. The displays show the Game |.D. Mode. Press the Enter button
and the Main Menu appears. To cycle through the Main Menu, (or any other menu), selections press
either the Up or Down button. Activate any selection by pressing the Enter button when the desired
selection appears in the display. Return to the Attract Mode or a previous menu selection, by pressing
the Escape button. Press the Start button for HELP at any time.
MAIN MENU.
B. Bookkeeping Menu.
|B. Main Audits
B2 Earning Aucite
[83 Standard Audits
[84 Feature Audits
BS Histograms
B.S Time-stamps:
To move out of a menu selection,
Press Enter
To get into a manu selection,
Press Up
P. Printouts Menu Increases sequonce; (ox. A.1,
A2,A3,A4).
Press Down
Decreases sequence; (ex. A4,
A3,A2, Ad).
Pl Earnings Data____
(—P.2 Mala Audits
P'S Standard Audis
Pa Feature Audits
[B.S Score Histograms
Use Up or Down to cycle through
T. Test Menu the selections in a menu.
Tt Switeh Edges Tes
| "T2 Switch Levels Test Use Escape and Enter to move
|_ Single Switches Test into and out of the selected menu.
|e Solenoid Test
| Flasher Test
"T.7 Sound and Music Test
8 Singla Lamps Test
T.9 All Lamps Test
| 110 Lamp & Flasher Test
Tit1_Display Test
all Test
U. Utilities Menu
Unt Clear Audits
U2 Clear Coins
Us Set Time & Data.
U5 Custom Message
U.6 Sot Game I.
UT Factory Adjustments
U9 Presets
[[Us10 Clear Credits
“11. Avto Burn-in
A. Adjustments Menu
Ad Standard Adjustments
‘A2 Feature Adjustments
[A Pricing Adjustments
‘Ad HST.D. Adjustments
‘AS Printer Adjustments
INDIANA JONES 1-8Bookkeeping is the first category available from the Main Menu. Press the Enter button to activate the
Bookkeeping Menu. Press the Up or Down button to cycle through the Bookkeeping Menu selections.
Press the Enter button to activate a selection. Once you have activated a selection, press the Up or Down
button to cycle through the available audits. Audits cannot be set, they can only be cleared by using Ut
and U2 from the Utilities Menu. Press the Escape button to return to the Bookkeeping Menu. Press it
again to return to the Main Menu,
B. BOOKKEEPING MENU
1 Main Audits
2 Earning Audits
3 Standard Audits
:4 Feature Audits
5 Histograms
6 Time-Stamps
One Button Audit System. The Bookkeeping Menu is obtainable directly from the Attract
Mode. Repeatedly pressing the Enter button, while in the Attract Mode, will cycle through alll of the game
audits
B.1 Main Audits
B.1 01 Total Earnings 00
B.1 02 Recent Earnings 00
B1 03 Free Play Percent 00
B.1 04 Average Ball Time 00
B1 05 Time Per Credit 00
B1 06 Total Plays 00
B1 07 Replay Awards 00
B.1 08 _ Percent Replays 00
B1 09 — Extra Balls 00
B11 10 Percent Extra Ball 00
B.2 Earning Audits
B.2 01 Recent Earnings 00
B.2 02 Recent Left Slot 00
B.2 03 _ Recent Center Slot 00
B.2 04 Recent Right Slot 00
B.2 05 Recent ath Slot 00
B.2 06 _ Recent Paid Credits 00
B.2 07 Recent Service Credits 00
B.2 08 Total Earnings" 00
B.2 09 Total Left Slot” 00
B.2 10 Total Center Siot* 00
B.2 11 Total Right Siot” 00
B2 12 Total 4th Sot” 00
B.2 13 Total Paid Credits* 00
B.2 14 Total Service Credits* 00
* These audits are NOT resettable. They are a record of the earnings of the game since the "CLOCK 1ST
SET" Time-stamp.
INDIANA JONES 1-9B.3 Standard Audits
B.3 01 Games Started 00
B.3 02 Total Plays* 00
B.3 03 Total Free Play 00
B3 04 Free Play Percent 00
B3 05 Replay Awards 00
B.3 06 Percent Replays 00
B.3 07 Special Awards 00
B.3 08 Percent Special 00
B.3 09 Match Awards 00
B.3 10 Percent Match 00
B3 11 HS.TD. Credits 00
B3 12 PercentHS.T.D 00
B.3 13 Extra Ball 00
B.3 14 Percent Extra Ball 00
B.3 15 Tickets Awarded 00
B3 16 Percent Tickets 00
B.3 17 Left Drains 00
B.3 18 Right Drains 00
B.3 19 Average Ball Time 00
B.3 20 Average Game Time 00
B3 21 PlayTime 00:00:00
B.3 22 — Minutes On 00
B.3 23 Balls Played 00
B3 24 Tits 00
B.3 25 Replay 1 Awards 00
B.3 26 Replay 2 Awards 00
B.3 27 Replay 3 Awards 00
B.3 28 — Replay 4 Awards 00
B3 29 1 Player Games 00
B.3 30 2 Player Games 00
B.3 31 3 Player Games 00
B3 32 4 Player Games 00
8.3 33 H.S.T.D. Reset Count 00
B3 34 — Burnin Timet 00:00:00
B.3 35 Ist Replay Level 00
B.3 36 Left Flipper 00
8.3 37 Right Flipper 00
* “Total Plays” only counts on completed games. A game is considered complete when the final ball
begins. Audit information from incomplete games is ignored. Operation for test and service do not affect
audits.
+ This aucit is not resettable.
INDIANA JONES 1-10Feature Audits
01 Number of modes started.
02 Number of times all modes iit.
03 Number of times Get the Idol mode was started,
04 Number of Get the Idol mode shots made.
05 Number of times Get the Idol mode was finished.
06 Number of times Streets of Cairo mode was started.
07 Number of Streets of Cairo mode shots made.
08 —_ Number of times Marion found in Streets of Cairo mode.
09 Number of gun was used to shoot guy in Streets of Cairo.
10 Number of times eject was used to shoot guy in Streets of Cairo.
14 Number of times Well of Souls mode was started,
12 Number of Wells of Souls mode shots made.
13 Number of times Raven bar mode was started.
14 Number of bad guys shot in Raven bar mode.
15 Number of times Raven bar mode was finished,
16 Number of times Monkey Brains mode was started
17 Number of Monkey Brains mode shots made.
18 Number of times Steal the Stones mode was started.
19 Number of times Steal the Stones path of adventure was entered.
20 Number of Steal the Stones mode shots made.
21 Number of times Steal the Stones was finished.
22 Number of times Mine Cart mode was started
23 Number of passed tunnels in Mine Cart mode.
24 Number of times Mine Cart mode was finished.
25 Number of times Rope Bridge mode was started.
26 Number of Rope Bridge mode shots made
27 Number of times Rope Bridge mode was finished.
Number of times Castle Grunewald mode was started.
29 Number of Castle Grunewald mode shots made.
30 Number of times Castle Grunewald mode was finished,
31 Number of times Tank Chase mode was started.
32 Number of Tank Chase mode shots made.
33. Number of times Tank Chase mode was finished.
34 Number of times 3 Challenges mode was started.
35 Number of times 3 Challenges path of adventure was entered.
36 Number of 3 challenges mode shots made.
37 Number of times 3 Challenges was finished.
38 Number of times Choose Wisely mode was started.
33 Number of times Choose Wisely mode was won.
40 Number of times ball 1 was looks in Idol
41 Number of times ball 2 was locks in idol.
42 Number of times 3 ball Idol multiball was started.
43. Number of times Jackpot was it by left ramp.
44 Number of times Jackpot was lit by center ramp.
45 Number of Ark jackpots collected.
46 Number of Stone jackpots collected.
47 Number of Grail jackpots collected.
48 Number of Super jackpots collected.
49 Number of Double jackpots it
50 Number of Double jackpots collected.
51 Number of Triple jackpots li
52 Number of Triple jackpots collected,
53 Number of times 2 ball Totem Multi was lit
54 Number of times 2 ball Totem Multi was collected.
55 Number of times 2 ball Lost Treasures was awarded.
DOO DODO DD OO UDO P DODO TOPS U ODOT SOUT DUO TOPOPODTOOTTTIOOOD
See eR RRR ADDR DAA ADRAADADDDDRRAARD RADA AD ABARRARRARRRD
INDIANA JONES 1-11POOF DODDS OTTO ODOT P OOS TOTeOOCoOD
ARARRADSARRARAABSADDAAARAAAS ARAB BAR
Number of times Path of Adventure was lit
Number of times Path of Adventure was continued.
Number of times Path of Adventure entered.
Number of times Path of Adventure continued was entered.
Number of times Path of Adventure completed,
Number of times Path of Adventure pit was lit
Number of times Path of Adventure pit value was increased.
Number of times Path of Adventure pit was awarded.
Number of times Path of Adventure extra ball was lit
Number of times Path of Adventure extra ball was awarded.
Number of times Hand of Fate was lit
Number of times Hand of Fate was collected.
Number of times Dogfight Hurry-up was lit
Number of times Dogfight Hurry-up was awarded,
Number of times a lit ight loop was made.
‘Number of times a lt left loop was made.
Number of times a it right ramp was made.
Number of times a li left ramp was made.
Number times Narrow Escape was started.
Number of times Narrow Escape was awarded.
Number of times an Idol lock snuck in with drop targets up.
Number of non-muttiball Eternal Lite ball saves.
Number of 2 ball multiball Eternal Life ball saves.
Number of 3 bail multiball Eternal Life ball saves.
Number of times 2X bonus multiplier was awarded.
Number of times 4X bonus multiplier was awarded
Number of times 6X bonus multiplier was awarded.
Number of times 8X bonus multiplier /extra ball it was awarded.
Number of mes maximum bonus multiplier was awarded.
Number of times Loop jackpot was lit
Number of times Loop jackpot was collected,
Number of games that bought an extra ball from buy-in.
‘Number of mutti player games that bought extra ball from buy-in.
Number of balls saved on left outlane after drop targets hit.
Number of balls saved on right outlane after idol lock release.
INDIANA JONES 1-1223° Game Time 6-8 Mins 00% 00
24 Game Time 8-10 Mins 00% 00
25 Game Time 10-15 Mins 00% 00
26 Game Time Over 15 Mins 00% 00
Histograms
B.S 01 0-1.9 Million Scores. 00% 00
BS 02 2-4.9 Million Scores 00% 00
BS 03 5-9.9 Million Scores 00% 00
BS 04 10-19 Million Scores 00% 00
BS 05 20-29 Million Scores 00% 00
BS 06 30-39 Million Scores 00% 00
B.S 07 40-49 Million Scores 00% 00
BS 08 50-69 Million Scores 00% 00
B.S 09 70-99 Million Scores 00% 00
BS 10 100-149 Million Scores. 00% 00
BS Ww 150-199 MillionScores 00% 00
BS 12 200-299 Million Scores 00% 00
BS 13 Over 300 Million Scores 00% 00
BS 14 Game Time 0.0-1.0 Mins. 00% 00
BS 15 Game Time 1.0-1.5 Mins. 00% 00
B.S 16 Game Time 1.5-2.0 Mins 00% 00
BS 7 Game Time 2.0-2.5 Mins 00% 00
BS 18 Game Time 2.5-3.0 Mins 00% 00
BS 19 Game Time 3.0-3.5 Mins 00% 00
BS 20 Game Time 3. .0 Mins 00% 00
BS 21 Game Time 4- 1s 00% 00
B.S 22 Game Time 5-6 Mins 00% 00
BS
B.S
BS
BS
Time-Stamps
Time-Stamps Menu allows you to view dates and times that are important to game software.
B.6 01 Current Time
B.6 02 Clock 1st Set
B.6 03 Clock Last Set
B.6 04 Audits Cleared
B6 05 Coins Cleared
B.6 06 —_ Factory Setting
B.6 07 _LastGame Start
B.6 08 Last Replay
B.6 09 —_LastH.S.T.D. Reset
B6 10 — Champion Reset
B6 14 Last Printout
B.6 12 Last Service Credit
INDIANA JONES 1-13Press the Enter button to activate the Printouts Menu, once the menu name is shown under the Main
Menu. Then, use the Up or Down button to cycle through the Printouts Menu selections. Press the Enter
button to activate a selection. Press the Escape button to return to the Printouts Menu. Press in again to
return to the Main Menu.
PRINTOUTS MENU
(optional board required)
Earnings Data
Main Audits
Standard Audits
Feature Audits
Score Histograms
Time Histograms
Time-Stamps
All Data
VVUVVVVD
@Noubons
The Printouts Menu is a combination of the other menus. This menu allows you to access and print
information in the available menu selections.
If no printer is attached the the message “Waiting for Printer” appears in the displays.
NOTE: Set the print specification from the Adjustment Menu, A.5 Printer Adjustments.
INDIANA JONES 1-14Use the Service Switch Actuator to hold in the top interlock switch located in the
bottom left corner of the coin door opening. The actuator must be in place in order to
activate the solenoids and tlashlamps.
Press the Enter button to activate the Test Menu, once the menu name is shown under the Main Menu,
‘Then, use the Up or Down button to cycle through the Test Menu selections. Press the Enter button to
activate atest. Press the Escape button to return to the Test Menu. Press it again to retum to the Main
Menu. NOTE: During any test, press the Start button to obtain the wire color, driver number, connector
number and fuse location.
T._ TEST MENU
Switch Edges Test
Switch Levels Test
Single Switch Test
Solenoid Test
Flasher Test
General Illumination Test
Sound & Music Test
Single Lamps Test
All Lamps Test
Lamp & Flasher Test
Display Test
Flipper Coil Test
Ordered Lamps Test
Ido! Lock Test
Mini Playfield Test
BELLU beVoobone
anento
doddosas sao
The switch matrix, on the left side of the display, shows the state of all switches. A dot indicates
the switch is open, a square indicates the switch is closed. The numbers assigned to each switch indicate
where the switch is located in the matrix. The number on the left indicates the column, the number on the
Tight indicates the row. Example - Switch 23 is 2nd column, 3rd row.
A short to ground - on either the row or column wire - appears as a shorted row(s). However, a
column wire shorted to ground disappears when all of the indicated row switches are open. A row wire
shorted to ground does not disappear.
A shorted diode in the switch matrix can cause other switches to appear closed. These
“phantom” switches (though not actually closed), complete a rectangle in the switch matrix. Therefore, if
two switches in the same column are closed (example; #22 and #24), and a third switch is pressed in
another column but in the same row as one of the first two (example; #32), the "phantom switch #34 is
falsely indicated as closed, The switch with the shorted diode is diagonally opposite the “phantom” switch
{inthis case #22).
T.1 Switch Edges Test Press each switch one at a time. The name and number of the
switch is shown in the display. If a switch other then the one pressed, or no switch at all is
indicated, the system has detected a problem with the switch circu
T.2 Switch Levels Test This test automatically cycles through all switches that are
detected closed. The name and number of each switch that is detected is shown in the display. A
filed square indicates the switch’s position in the matex.
T.3 Single Switches Test The Single Switch Test isolates a particular switch by blocking
signals from all other switches. Use the Up or Down buttons to select the switch to be tested,
INDIANA JONES 1-15T.4
T.5
T.6
Solenoid Test The Solenoid Test has three modes, Repeat, Stop, and Run. Only one
solenoid should pulse at a time. The system has detected a problem if; more then one solenoid
pulses,
pulses.
Flash
a solenoid comes On and stays On or, during the Repeat and Run mode, no solenoid
Repeat The Repeat mode pulses a single solenoid. After entering this test,
Solenoid 1 shows in the display and the corresponding solenoid activates, Press the Up
or Down button to cycle through the solenoids, one at a time. The same solenoid pulses
until the Up or Down button is pressed. Either press the Escape button to return to the
‘Test Menu, or press the Enter button to move to the next mode.
Stop ‘The Stopped mode halts the Solenoid Test. Press Enter during the
Repeat mode and the Solenoid Test stops. No solenoids should be activated while the
test is stopped. Either press the Escape button to return to the Test Menu, or the Enter
button to move to the next mode.
Run The Running mode cycles through the solenoids automatically. The
display shows the name and number of the solenoid currently being pulsed.
jer Test This tests the flashlamp part of the solenoid circuit exclusively. This, like
the Solenoid Test, has three modes: Repeat, Stop, and Run. During this test, only one tlashlamp
Circuit should pulse at atime. The system has detected a problem if more then one circuit pulses,
‘ circuit stays On or, during the Repeat and Run mode, no circuit pulses.
Repeat The Repeat mode pulses a single flashlamp. After entering this test, the
name and number of the first flashlamp circuit shows in the display and the corresponding
bulb(s) flash. Press the Up or Down button to cycle through all of the flashlamps circuits
one at a time. The same circuit pulses until press the Up or Down button is pressed.
Either press the Escape button to return to the Test Menu, or press the Enter button to
advance to the next mode.
Stop ‘The Stopped mode halts the Flasher Test. No flashlamp circuit should be
active during this mode. Either press the Escape button to return to the Test Menu, or
press the Enter button to advance to the next mode.
Run The Running mode cycles through the flashlamps automatically. The
display shows the name and number of the flashlamp circuit currently being pulsed, and
the corresponding bulb(s) lash.
General Illumination Test This test checks all of the General Illumination circuits.
‘There are two modes of operation: Stop and Run.
Stop Press the Up or Down buttons to cycle through the General Illumination
Test manually. All illumination is tested first, followed by an individual circuit test. The
circuit name and number shows in the display while the corresponding lamps lights. If any
other results occur the system has detected an error.
Run Press the Enter button any time during Stopped mode and the General
Iliumination. Test oycles through automatically. For each circuit shown in the display the
corresponding bulbs should light. If any other results occurs the system has detected a
problem.
INDIANA JONES 1-16T7
TB
T.9
T.10
TA
Sound and Music Test The Sound and Music Test checks the audio circuits
This test has three modes for testing the sound and music circuits, Run, Repeat and Stop.
Run The Running mode steps through a sequence of sounds and music.
Pressing the Up or Down button during this portion of the Sound and Music test
advances to a particular sound or tune without having to wait for the program to play all the
sounds available in the test. A sound or tune should be heard for each name and
number that appears in the display. Any other resuits indicates the system has detected a
problem.
Repeat Press the Enter button at any time during the Running mode to cause
the program to stop and repeat a particular sound/tune. The same sound should repeat
continuously until the Up or Down button is pressed. Any other results indicates the
system has detected a problem.
Stop Press the Enter button at any time during the Repeat mode to stop this
test altogether. Nothing should be heard. Any other results indicates the system has
detected a problem.
Single Lamp Test The number assigned to each lamp indicates the lamp’s position
inthe matrix. The number on the lett indicates the column. The number on the right indicates the
row, Example - Lamp 23 means 2nd column, 3rd row.
This test checks each lamp circuit individually. Press the Up or Down button to cycle through this
test. For each name and number that is shown in the display the corresponding lamp should light.
Any other results indicates the system has detected a problem.
All Lamps Test This test causes all the controlled lamps to flash at the same time.
Every controlled lamp should flash. Any other results indicates the system has detected a
problem.
Lamp and Flasher Test This test causes all the flashlamps and the controlled
lamps to flash at the same time. The controlled lamps blink, while the flashlamps oycle from
highest to lowest. Any other results indicates the system has detected a problem.
Display Test This test automatically checks every dot in the Dot Matrix Display.
A series of patterns appear in sequence. Each pattern turns On and Off a section of dots. Every
dot on the matrix display should be tured On and off during this test.
INDIANA JONES 1-17T.12
T.13
T.14
Flipper Coil Test The Flipper Coil Test has three modes, Repeat, Stop, and Run.
Only one Flipper should pulse at a time. The system has detected a problem if; more then one
flipper pulses, a flipper comes On and stays On or, during the Repeat and Run mode, no flipper
pulses.
Repeat ‘The Repeat mode pulses a single flipper. After entering this test, flipper
oil 01 shows in the display and the corresponding coil activates. Press the Up or Down
button to cycie through the flipper coils, one at a time. The same solenoid pulses until the
Up or Down button is pressed. Either press the Escape button to return to the Test
Menu, or press the Enter button to move to the next mode.
Stop The Stopped mode halts the Flipper Coil Test. Press Enter during the
Repeat mode and the test stops. No coils should be activated while the test is stopped.
Either press the Escape button to return to the Test Menu, or the Enter button to move to
the next mode.
Run The Running mode cycles through the flippers automatically. The
display shows the name and number of the flipper coil currently being pulsed.
Ordered Lamps Test ‘The number assigned to each lamp indicates the lamp's
Position in the matrix. The number on the left indicates the column. The number on the right
indicates the row. Example - Lamp 23 means 2nd column, 3rd row.
This test checks each lamp circuit individually. Press the Up or Down button to cycle through the
lamps. Lamps light in a clock-wise or counter clock-wise direction starting from the bottom of the
Playfield. Direction depends on which button, Up or Down, is pressed. For each name and
number that is shown in the display the corresponding lamp should light. Any other results
indicates the system has detected a problem.
Idol Lock Test This willtest the rotary idol ball lock device. It will test to see if the motor
and position switches are working. When first entering this test the idol lock will be automatically
checked. This will test the idol lock to see if itis functioning correctly. If it passes this test a
message will appear on the screen saying so. If it fails then a message will appear showing it
failed. The test will then show an error and may not work correctly until the problem is fixed.
The test switches act as following
ESCAPE - Returns to the previous menu.
UP = Move to next vaiid position
DOWN - Move to last valid position
ENTER - Switch between ONCE & CONTINUOUS MODES>
92 MOTOR=OFF Poss
MODE = ONCE.
92 MoToR-OFF pose
Or Mook - once
93
INDIANA JONES 1-18a hd
4 » ¢ 92 MoToR-oFF Poss
2 —O- wove once
Vt 5
wb 4
Be
4 D4 92 _ moron-oFF Poss
2 ~( MODE = ONCE
ma O-
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92 MoTOR-oFF pose
Or Move once
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INDIANA JONES 1-19T.15 Mini Playfield Test This will test the mini playfield forward and reverse motor and the
right and left limit switches. When first entering this test, the mini playfield is automatically
checked. This will test the mini playfield to see if itis functioning correctly. If it passes this test, a
message will appear saying so. Ifit fails then a message will appear showing it failed. The test will
then show an error and may not work correctly until the problem is fixed.
‘The test switches act as follows:
ESCAPE - Retums to the previous menu
UP - Toggle ON or OFF; motor ON to the right.
DOWN - Toggle ON or OFF; motor ON to the lett.
ENTER - Switch between ONCE & CONTINUOUS MODES.
MOTOR=OFF DIR=LEFT
—O- wove « once
MOTOR=OFF IR
MODE « ONCE,
INDIANA JONES 1-20Press the Enter button to activate the Utilities Menu, once the menu name is shown under the Main
Menu. Then, use the Up or Down button to cycle through the Utility Menu selections. Press the Enter
button to activate a selection. Use the Up or Down button to rotate the settings. Press the Enter button
to lock in a setting, I a mistake is made while changing a setting, press the Escape button while “Saving
Adjustment Value" is still in the display. The original setting is retained and the new setting is ignored.
Press the Escape button to return to the Utilities Menu. Press it again to return to the Main Menu.
U. Utilities Menu
Clear Audits
Clear Coins
Reset _H.S.T.D.
Set Time & Date
Custom Message
Set Game |.D.
Factory Adjustments
Factory Resets
Presets
Clear Credits
Auto Burn-in
eccececcece
Uboevousons
U.1 Clear Audits Press the Enter button to clear the Standard Audits (except Burn-in
Time), Feature Audits, and Histograms.
U.2 Clear Coins Press the Enter button to clear the Earnings Audits.
U.3 Reset H.S.T.D. Press the Enter button to clear the High Score to Date Table and the
Grand Champion.
U.4 Set Time and Date Press the Enter button to activate the time and date. Use the Up
or Down button to change the vaiue, then press the Enter button to lock in that value. if a mistake
is made press the Escape button while “Saving Adjustment Value” is displayed. The new value is
ignored and the original value is retained
U.5 Custom Message Set A.1 20 to ON before trying to write a Custom Message.
Press the Enter button to begin entry of the custom message. Use the Up or Down button to
rotate letters. Use the Start bution to rotate punctuation marks, (if desired). Press the Enter
button to lock in the desired letter and punctuation. if a mistake is made, use Up and Down to
select the "back-arrow” character. The “back-arrow” character is located before the space
character and after the number nine. Press Enter while the back-arrow shows to erase the
previously entered character. Once the message is complete, press and hold the Enter button
Until "Message Stored” is displayed.
Press the Escape button to cancel the new message. The message “Press Enter to Reset”
appears. If Enter is pressed, the custom message is cleared and no message is displayed. It
Escape is pressed, the original message remains intact,
INDIANA JONES 1-21U6
U.8
Set Game I.D. This utility allows for the installation of a message, such as game location,
that only appears on printouts. Press the Enter button to activate Set Game |.D.. Use the Up or
Down button to rotate letters. Use the Start button to rotate punctuation marks, (if desired). Press
the Enter button to lock in the desired letter and punctuation.
Factory Adjustment Press the Enter button to restore the adjustments to factory
seltings.
Factory Reset Press the Enter button to restore the adjustments to their factory setting,
clear the Audits, H.S.T.D Table, and Custom Message/Game |.D
Presets Use the Up or Down buttons to cycle through the available Presets. When the
desired Preset is displayed, press the Enter button to lock in that Preset. If a mistake is made,
press the Escape button while “Saving Adjustment Value” is displayed. The new value is ignored
and the original value is retained,
Game Difficulty Levels The game play difficulty adjustments can be changed to a
combination that is MUCH LESS to MUCH MORE difficult than Factory Settings. The
Game Difficulty Setting Table lists the adjustments and settings that comprise the
individual group.
U.9 014 Install Extra Easy
MUCH LESS difficult than factory setting.
U.9 02 Install Easy
Somewhat LESS difficult than factory setting,
U.9 03 Install Medium
‘About the SAME as factory setting,
U.9 04 Install Hard
‘Some what MORE difficull than factory setting.
U.9 05 Install Extra Hard
MUCH MORE difficult than factory setting,
INDIANA JONES 1-22Difficulty Setting Table for
U.S., Canadian, French, German, and European Games
‘Adj Description
ug 01
Extra Easy
Medium Extra Hard
U9 03 U9 05
(factory)
Loop Lit Timer
20 sec
10 sec 5 sec
Ramp Lit Timer
20 sec
B sec 6 sec
Ball Save Timer
6_| Ball Save 3 Ball Timer
Ball Save 2 Ball Timer
[10sec _
Captive Multi Start
[Ssec_[4sec [3 sec
|_| Captive Mutiiball Start Timer|
Get the Idol Timer
‘Streets of Cairo Timer
onkey Brains Timer
Steal the Stones Timer
‘| Rope Bridge Timer
Castle Grunewald Timer
Tank Chase Timer
3 Challenges Timer
Raven Bar Level
|_| Choose Wisely Timer
Jackpot Multiplier Timer
Path of Adventure Level _
‘Adventure Continue Timer
Path Extra Ball Difficulty
Lower Extra Ball Hold
‘Super Jets Start
Hand of Fate Lit Difficult
Hand of Fate Timer,
U.9 06 Install 5 Ball
U.9 07 Install 3 Ball
‘Adj Description
Adjustments U.9 06 and U.9 07 can be used to change
a game to 3 or 5 ball play, including the changing of certain features to the recommended
3-and -ball level. The Preset Game Adjustments Table for U.S,/Canadian Games lists the
adjustments and settings that comprise the individual groups.
Preset Adjustments Table for U.S. and Canadian Games
Thstall5-bal
U9 06
install S-ball
U9 07
Install Medium
Not Used
Yes
Install Hard,
Yes
Not Used
INDIANA JONES 1-23us
U9
u.9
ug
08
Install Add -A -Ball
This option deletes all Free Play awards and
replaces them with Extra Ball awards. Individual adjustments are affected, as follows:
Ad
AA
Ad
Ad
AY
AA
A4
AS
AA
Aa
Aa
09
Ticket awards. |
Ad
At
Ad
AA
Ad
Ad
Aa
10
13
14
15
7
19
04
05
06
07
08
14
15
16
7
3t
02
Install Novelty
Name
Replay Boost
Replay Award
Special Award
Extra Ball Ticket
Match Feature
Champion Credits
High Score 1 Credits
High Score 2 Credits
High Score 3 Credits,
High Score 4 Credits
Ticket
New Setting
ort
Ex. Ball
Ex. Ball
No
ort
00
00
00
00
00
This option deletes Credit awards and replaces them with
individual adjustments are affected as follows:
Name
Replay Award
‘Special Award
Match Award
Ex. Ball Ticket
Ticket Expan.Brd.
H.S.T.D. Award
New Setting
Ticket
Ticket
Ticket
Yes
Yes
Ticket
This option removes all Free Play and Extra Ball awards,
Individual adjustments are affected as follows:
Ad
AA
An
A
AN
AN
An
An
Ad
AS
Aa
Aa
Aa
Aa
Aa
W
04
05
109
10
"
12
15
19
01
04
05
06
07
08
Install Buy-in
Name
Max. Ex. Ball
Repiay System
Replay Lovel 1
Replay Level 2
Replay Level 3
Replay Level 4
Special Award
Match Feature
Highest Score
Champion Credits
High Score 1 Credits
High Score 2 Credits
High Score 3 Credits
High Score 4 Credits
New Setting
Off
Fixed
Off
Off
otf
otf
Points
Off
On
00
00
00
00
00
This option automatically sets game pricing to 1 for 50¢/2
for $1.00 and 1 Coin Buy-in (A3 19) to YES.
INDIANA JONES 1-24U.9 12 _ Serial Capture _This sets up the Printer Adjustments for a serial
transmission to a lap top computer, (3600 baud, 40 column, no page breaks, serial
Bainter). This option requires the installation of the optional printer kt; part number
U.9 13 Not Used
U.9 14 Not Used
U.9 15 Not Used
U.9 16 Not Used
U.9 17 Install German 1+
U.9 18 — Install German 2+
U.9 19 Install German 3+
U.9 20 Install German 4+
U.9 21 Install German 5+
U.9 22 Install German 6+ Adjustments U.9 17 through U.9 22 are used to
modify game pricing and type of game play. The Preset Game Adjustments Table for
GermanvEuropean Games lists the adjustments and settings that comprise the individual
groups.
Preset Adjustments Table for German Games
eaipion | Carman —] Geman 2—] German —] Gamand — German 8 | Gaman
usr lvoe’ _[us"e us’ [usa | us’
[Replay hard rea Ticker 0 reat Ticket cat
‘Sposa Award Credit © Bal | Powis ‘ret Ex. bal] Fonts,
Match Award Cred Ticket red Creat Ticket ——I Creat
Maich Feature Pe 7 OF 7 tre ——T of
[Gamo Pricing ~~ tspidla'SDW| Gsiel/SDM | GepileSDM | 7spicl’SOM | 7spide/S0M | 7spiceTSON |
HSTD Anat | Great Ticket Creat Creat Ticket Creat
hampion Gredts 03 .
oF oo oo
oo a ©
co O, w
- - a
OOOO ——
60,00, 500. - ©
— 3500000 00] - oa
300,000,000 ©
250,000, 000 a o
+ For German CPU Boards only. German DIP Switch settings ar
Sw4 Sw5 Sw6 _Sw7 Sw
On On On On Off
U.9 23 Install French 1*
U:9 24 Install French 2*
U.9 25 Install French 3*
U.9 26 Install French 4*
U.9 27 Install French 5*
U:9 28 Install French 6* Adjustments U.9 23 through U.9 28 are used to modity
‘game pricing and type of play.
* For French CPU Boards only. French DIP Switch settings are:
On On On Off Off
INDIANA JONES 1-25U.10 Clear Credits Press the Enter button to clear the game Credits
U.11 Auto Burn-in Press the Enter button to activate Auto Burn-in. This utility automatically
Gycles through several tests. ‘This helps in finding intermittent problems. The tests that Auto
Burn-in cycles through are: the Display Test, the Sound and Music Test, the All Lamps Test, the
Solenoid Test, the Flashers Test, the General Ilumination Test, and the Flipper Coil Test. All of
the test run are run concurrently. “The time spent on the burn-in oycle, and the total time the game
has spent in burn-in are displayed
INDIANA JONES 1-26Press the Enter button to activate the Adjustments Menu, once the menu name is shown under the Main
Menu. Then, use the Up or Down button to cycle through the Adjustments Menu selections. Press the
Enter button to activate a selection. Press the Up or Down button to cycle through the available
adjustments. Press the Enter button to activate an adjustment. When an adjustment is activated, the
setting value begins to flash. Use the Up or Down button to raise or lower the setting value. Press Enter
to lock in the value, if a mistake is made, press the Escape button while “Saving Adjustment Value” is
displayed. The new value is ignored and the original value is retained. Press the Escape button to return
to the Adjustments Menu. Press it again to return to the Main Menu
A, ADJUSTMENTS MENU
1 Standard Adjustments
2 Feature Adjustments
+3 Pricing Adjustments
4 H.S.T.D_ Adjustments
5 Printer Adjustments (optional board required)
A.1 Standard Adjustments
At o1 Balls Per Game
‘A “game” is defined by specifying the number of balls to be played.
Range: 1 to 10.
AA 02 Tilt Warnings
‘The number of total actuations of the plumb bob mechanism that can occur before the
game is ‘tilted’.
Range: 1 to 10.
AA 03 Maximum Extra Balls
‘The number of Extra Balls that a player may accumulate.
Range: 0 to 10.
At 04 Maximum Extra Balls/Ball In Play
The number of Extra Balls to be awarded per ballin play.
OFF - No maximum number of Extra Ball per ballin play.
1-10 - 1 through 10 Extra Balls per ballin play.
AA 05 Replay System
‘The type of replay system to be used.
Fixed - Replay value is set and does not change during game play.
‘Auto% - Replay starting value is set but changes every 50 games to comply with the
percentage of replays desired.
At 06 Replay Percent* |
‘The percentage of replays the players are able to earn when Auto Replay is used.
Range: 5% to 50%.
Aa 07 Replay Start*
Replay start value when Auto% Replay is used.
Range: 15,000,000 to 250,000,000. “For Auto% Replay.
INDIANA JONES 1-27AA
PPEp
AA
AA
AA
AA
AA
08
09
10
1"
13
14
15
7
Replay Levels*
‘The number of replay levels used by the Auto% Replay mode. The range of this setting is
1 through 4. When two replay levels are chosen, the second replay level is automatically
adjusted to twice the starting replay level. When three of four replay levels are chosen,
their values are automatically adjusted to three or four times the starting replay level.
Replay Level 1**
Replay Level 2+
Replay Level 3**
Replay Level 4**
The value to be used for the first, second, third, and fourth Fixed Replay.
Range: 00 to 250,000,000.
Replay Boost
The replay score can be temporarily boosted by the selected amount EACH time the
Player reaches or exceeds the replay score. This temporary boost is cancelled when
credits equal 0, the player inserts another coin, or when Begin Test is pressed.
ON - Score is boosted between 500,000 and 5,000,000 points.
OFF - _ Replay score is not boosted.
Replay Award
‘The form of award automatically provided when the player exceeds any replay level for
either Auto% Replay or Fixed Replay.
Credit - Reaching each Replay level awards credit.
Ticket - Reaching each Replay level awards a ticket.
Ball = Reaching each Replay level awards an Extra Ball
Audit - Reaching each Replay level awards nothing to the player: it does increase the
entry value of the Audit Item(s) maintaining a tally of these awards.
Special Award
‘The award automatically provided when the player scores a special.
Credit - Scoring a Special awards a Credit.
Ticket - Scoring a Special awards a Ticket.
Ball = Scoring a Special awards an Extra Ball,
Points - Scoring a Special awards 1 Million points.
Match Award
‘The award automatically provided when the players wins a match.
Credit - Winning a Match awards a Credit
Ticket - Winning a Match awards a Ticket
Extra Ball Ticket
A Ticket is awarded when the player earns an Extra Ball.
YES - The player is awarded a Ticket in addition to an Extra Ball.
NO - The playeris not awarded a Ticket
“For Auto% Replay; ** For Fixed Replay
INDIANA JONES 1-28At
Aa
AA
AA
AA
At
Ad
18
19
20
21
22
23
24
25
26
Maximum Ticket/Player
‘The amount of Tickets each player can earn,
Range: 00 to 100.
Match Feature
‘The desired percentage for the Match Feature occurring at the end of the game,
OFF - Match Feature is not available.
1-50%- 1% is ‘hard’; 50% is ‘extremely easy’. The Match Feature selects a random
two-digit number at the end of the game and compares each players score for an identical
two digits in the rightmost two positions. A match of these two digit results in an award of a
Credit or a Ticket
Custom Message
The message displayed during the Attract Mode,
YES - _Amessage is displayed
NO = Amessage is not displayed.
Language
The language the game uses: English, French, or German.
Clock Style
The style of clock the game uses: AM/P.M. or 24 Hours.
Date Style
The style of date the game uses: Month/Date/Vear, or Date/Month/Year.
Show Date and Time
‘The date and time show in the Attract Mode.
YES - Show the date, time in status report or in the Attract Mode.
NO - Do Not show date, time in status report or in the Attract Mode.
Allow Dim tilumination
‘The game program dims the General Illumination for special effects and during the Attract
Mode.
YES = _Dimthe General Itumination during the Attract Mode.
NO - Do Not dim the General iltumination.
Tournament Play
Equalize Multi-ball and Jackpots during multi-player games, (do not carry over to next
player)
YES - Keep Mul-ball and Jackpots equa.
NO - Do Not Keep Mutt-ball and Jackpots equal.
INDIANA JONES 1-29AA
AA
AA
AA
AA
AA
AA
27
28
29
30
31
32
33
Euro. Scr. Format
Use either commas or dots between digits when numbers are displayed.
YES - Dots instead of commas, (example- 1.000.000).
NO - Commas instead of dots, (example- 1, 000, 000).
Minimum Volume Control
‘The volume can be turned Off.
YES - Volume can be turned Of.
NO - Volume can be turned Down but not Of.
General Illumination Power Saver
This allows the general illumination and controlled tamps to be dimmed following a time
interval after a game is played. Power Saver Level (A130) determines how dimness of
lamps Using this feature substantially increases the life of the lamps.
Setting: OFF, 2 to 60 minutes,
Power Saver Level
When General Illumination Power Saver (A.1. 29) is set to On, this controls the intensity of
the G.I. and controlled lamps once the game has been idle for a specified period of time.
Range: 4 to 7. (4=dimmest)
Ticket Expansion Board
When a Ticket Expansion Board is connected, full control of the ticket dispenser is
available. This includes a ticket low/error lamp, resume on ticket jam switch and manual
ticket dispense switch.
YES - Ticket Expansion Board is connected.
NO = Ticket Expansion Board is NOT installed in the game.
No Bonus Flips
The activation of flippers during the end of ball sequence (while the scores are being
complied). Setting to "YES" may extend the iife of the tipper mechanisms.
Game Restart
When the Start button is pressed during or after the 2nd ball, the game in progress will
end and a new game will begin. This adjustment has three settings to determine how this
is handled,
NEVER- Do not allow a new game start until the current game is over.
SLOW - Restart if the Start button is pressed continuously for over 1/2 second
This helps to prevent the unintended restart of game in progress.
INSTANTLY - Restart as soon as the Start button is pressed.
When the Start button is pressed during game over, or during the 1st ball (to add a
player), itis always handled instantly.
INDIANA JONES 1-30A.2
A2
Az
A2
AQ
A2
AZ
AQ
Feature Adjustments
01
02
03
05
07
Timed Plunger
This is the time allowed for a player to hil the plunger switch (or the “launch ball” switch ) to
start a ball. When this time is exceeded, the ball is automatically launched,
Settings. OFF = Do not automatically launch the ball
5-120 seconds - Time allowed before the ball is launched automatically
Flipper Plunger
It the "launch ball’ switch is malfunctioning, set this adjustment to "YES" to use the left
‘lipper to fire the plunger. Normally, the software tries to detect a maliunctioning “launch
ball” switch and will automatically use the left flipper to launch a ball. Also, the plumb-bob
tits first switch hit will also launch a ball
Setting: NO = Do not use the lett flipper to launch a ball.
YES = Use the left flipper to launch a ball
Loop Lit Timer
The time that a loop will remain lit once started.
Settings: 1-120 seconds,
Ramp Lit Timer
The time that the left and/or right ramp will remain lit once started.
Settings: 1-120 seconds,
Ball Saver Timer
This is the amount of time, after ball start, that the "ETERNAL LIFE" ball saver lamp is lit. It
allows players who drains within this time to be served another ball. This adjustment only
applies when a player is not in a multiball
Settings OFF = Ball save is not enabled
1-60 seconds = Minimum amount of time the ball is on the playfield.
Ball Saver Timer - 3 Ball Multiball.
This is the amount of time, after multiball start, that the "ETERNAL LIFE" ball saver lamp is
lit. It allows players who drain within this time to be served another ball. This adjustment
only applies when a player is in an Idol lock 3 ball multiball
Settings: OFF = Ball save is not enabled.
1-60 seconds = Minimum amount of time the ball is on the playfield,
Ball Save Timer - 2 Ball Multiball
This is the amount of time, aftor multiball start, that the "ETERNAL LIFE" ball saver lamp is
litt allows a player who drains within this time to be served another ball. This adjustment
only applies when a player is in an Idol lock 2 ball multiball
Settings: OFF = Ball save is not enabled.
1-60 seconds = Minimum amount of time the ball is on the playtie'd.
INDIANA JONES 1-31AZ
A2
AQ
A2
AQ
AQ
AQ
AQ
AQ
08
09
10
"
12
13
14
15
16
Captive Multiball Start
This determines the number of hits needed on a single drop target to light 2 ball multiball
Settings: 1-25 hits,
Captive Multiball Start Timer
This determines the amount of time that captive 2 ball multiball is lt
Settings: 5-120 seconds.
Got the Idol Timer
This determines the amount of time that the Get the Idol mode is active, once started.
Settings: 5-120 seconds.
Streets of Cairo Timer
This determines the amount of time that the Streets of Cairo mode is active, once started.
Settings: 5-120 seconds
Monkey Brains Timer
This determines the amount of time that the Monkey Brains mode is active, once started.
Settings 5-120 seconds,
Steal the Stones Timer
This determines the amount of time that the Steal the Stones mode is active, once
started,
Settings: 5-120 seconds.
Rope Bridge Timer
This determines the amount of time that the Rope Bridge mode is active, once started.
Settings: 5-120 seconds
Castle Grunewald Timer
This determines the amount of time that the Castle Grunewald mode is active, once
started,
Settings: 5-120 seconds.
Tank Chase Timer
This determines the amount of time that the Tank Chase mode is active, once started.
Settings: 5-120 seconds.
INDIANA JONES 1-32Az
A2
AQ
AZ
A2
AQ
AQ
AQ
18
19
20
24
22
23
24
The 3 Challenges Timer
This determines the amount of time that the 3 Challenges mode is active, once started.
Settings 5-120 seconds.
Raven Bar Level Started
This determines the level of difficulty that the Raven Bar video mode starts at. Level 1 is
the easiest and level 4 is the hardest.
Settings Level 1-Level 4.
Choose Wisely Level Start
This determines the level of difficulty that the Choose Wisely video mode starts at. Level
1is the easiest and level 2 is the hardest.
Settings Level 1 and Level 2
Jackpot Multiplier Timer
This determines the amount of time that the balls remain held in Idol lock during 3 ball
multiball
Settings 5-120 seconds.
Path of Adventure Start Level
This determines the starting level of difficulty, (which is the number of lights needed to
complete the path), for the Path of Adventure.
Settings: 1-4 (1 is easiest: 4 is hardest)
Adventure Continue Timer
This determines the amount of time that the player has to continue the Path of Adventure
feature once they have collected.
Settings: OFF = No Path of Adventure continue.
1-120 seconds = Time Path of Adventure continuc
Path of Adventure Extra Ball/Pit Lit Difficulty
This determines the difficulty of collecting an extra ball to the pit on the Path of
Adventure, once itis lit.
Settings: EASY = Path extra ball /pt remains lit for the remainder of the game until it
is collected.
HARD = Path extra ball/pit remains lit for the remainder of the ball until itis
collected
Lower Playfield Extra Ball Lit Hold
This determines whether or not the lower playfield extra ball remains it from ball to ball
Settings: ON = Lower extra ball stays lit until the end of the game or collected.
OFF = Lower extra ball stays it until the end of the ball or collected.
INDIANA JONES 1-33A2
A2
AQ
Az
A2
AQ
A2
25
26
a7
28
29
30
31
Super Jets Start
This determines the number of jet bumper hits are needed to start the Super Jet Mode.
Settings: 10-255 hits.
Hand of Fate Lit Difficulty
This determines the difficulty level of ighting the Hand of Fate feature.
Settings: EASY = Light Hand of Fate, (retum lanes), lit at game start
HARD = Light Hand of Fate, (retum lanes), NOT it at game start, Bonus
muttiplier lights Hand of Fate Lit.
Hand of Fate Timer
‘This determines the amount of time the player has to collect the Hand of Fate feature,
once itis lit
Settings: STAYS ON = Hand of Fate lights and then does not time down.
1-120 seconds = The time Hand of Fate remains it
Hold Idol Locks at Game Over
This determines whether or not the player can have balls left in the Idol lock at game over.
A player must still “eam” their Idol locks.
Settings: YES = Keep ball locked between games.
NO = Unlock any locked balls at game over.
Attract Mode Sounds
This determines whether or not the attract mode has sound on the flipper and gun
buttons to attract players.
Settings: ON = The attract mode does have sound on the buttons.
OFF = The attract mode does not have sound on the buttons.
Attract Mode Music
This determines whether or not the attract mode plays music to attract players.
Settings: ON= The attract mode does have music.
OFF = The attract mode does not have music.
Buy Extra Ball - Buy-In Feature
This determines whether or not each player may buy 1 extra ball for 1 credit at the end of,
the game,
Settings: 1.CREDIT
OFF
INDIANA JONES 1-34A2 32
A2 33
A2 34
Buy-in Ball Saver Timer
Alter the player has bought an extra ball (see above adjustment, A.2. 31 Buy Extra Ball,
this is the amount of time that the "ETERNAL LIFE" ball saver lamp is lit. It allows players
who drain within this time to be served another ball. This adjustment only applies for a buy
in extra ball
Settings OFF = No ball save is enabled.
1-60 seconds = Minimum amount of time ball is on playfield
Gun Trigger During Buy-in
This determines how the gun trigger works during the Extra Ball Buy-in teature.
Settings. EXTRA BALL = This causes an extra ball to be bought, if the player has
enough credits), when the gun trigger is activated.
CANCEL = This cancels the Buy-in feature when the gun trigger is,
activated during Buyin.
NOTHING = This does nothing when the gun trigger is activated during
Buy-in
Outlane Ball Save from Idol Lock or Center Drop Targets
The operator selects whether or not the outlanes will alow ball save when: 1) A ball is
released trom the idol lock the right outiane will allow a ball save for about 2 seconds:
2) The center drop target bank is hit the left outlane will allow a ball save for about 2
seconds,
Settings: YES = Allow special outlane ball save.
NO = Do not allow special Outlane ball save.
INDIANA JONES 1-35A.3 Pricing Adjustments
AB
AB
AB
As
AS
AB
1
02
03
04
05
08
09
10
"
12
13
14
15
16
Game Pricing (It set to custom, then 02 to 09 are available)
The cost of a game is selected from the Standard Pricing Table or by installing Custom
pricing
Left Coin Units
Center Coin Units
Right Coin Units
4th Slot Units
‘The number of coin units purchased by a coin passing through the left, center, right, or
fourth coin chute.
Units/Credits
Defines the number of coin units required to obtain 1 credit. A coin unit counter in the
game program totals the number of coin units purchased through all coin chutes prior to
each game. If the total number of these coin units exceeds or matches the Unit per Credit
value by a multiple (or more, coin units) of the specified Units per Credit value the Credits
display shows the proper number of credits. The coin unit counter retains any remaining
coin units, until the start of Ball 2; then the coin unit counter is cleared (its contents are
zeroed)
Units/Bonus
Additional credits are to be indicated in the credits display, when a certain number of coin
units are accumulated,
Bonus Credits
‘The number of credits that are awarded when the Units/Bonus level is achieved.
Minimum Units
No credits are to be posted (indicated in the credit display), until the credits unit counter
reaches a particular value, by setting this value to 02 (or more).
Coin Door Type (It set to custom, then 11 to 15_ and 20 are avallable)
This adjustment is used to pre-set adjustments 11 to 15 based on standard coin doors
(USA, German, etc.)
Collection Text
The coin system is used to display the Earning Audits.
Left Slot Value
Center Slot Value
Right Slot Value
ath Slot Value
‘The monetary value of the left, center, right, or fourth coin chute.
Maximum Credits
The maximum number of credits the game can accumulate, either through game play
awards or coin purchases. The range of this setting is 5 through 99. Reaching the
specified setting prevents the award of any credits.
INDIANA JONES 1-36AB
AB
AB
A3
AB
AB
AB
18
19
20
24
22
23
Free Play
Aplayer can operate the game without a coin (tree play) or with a coin.
NO - A coin is necessary for game play.
YES - Game play is free; no coin required.
Hide Coin Audits
The coin audits may, or may not, be displayed.
YES - The coin audits are not displayed.
NO - The coin audits are displayed.
HIDENAMES - The coin audit value is shown but not the audit name.
1 Coin Buy-in
It the game pricing is set tot for 50¢/2 for $1.00 the player can be allowed to ‘buy-in’ a
subsequent game for 1 coin. The number of games that may be purchased at this cost is
determined by the number of players in the previous game; that is, i the previous game
had three players, 3 Credits can be purchased at the rale of 1 coin per credit.
Yes - The player has 10 seconds to buy-in at 1 coin per game,
NO - The buy-in feature is disabled.
Base Coin Size
This number is used for ticket per coin calculations.
Coin Meter Units
It is possible to connect a coin meter to the knocker coil driver which will log all coins
through all slots. This adjustment activates the use of the knocker driver for this purpose,
and determines the value of each unit on the meter. For example, to show the total
amount of money collected as “total quarters", set this adjustment to "0.25". To show the
amount of money collected as “total dollars”, set this adjustment to "1.00"
Setting this adjustment to anything other than Off establishes the coin unit for a meter
attached to the knocker driver, and overrides use of the knocker during awards.
Dollar Bill Slot
‘The system normally requires 150 msec between coin pulses. This is too long a delay for
a fast-pulsing dollar bill validator. This adjustment may be used to tell the game that there
is a fast-pulsing dollar bill validator connected to one of the coin switches.
NONE No validator connected.
LEFT Validator connected to left siot.
CENTER Validator connected to center slot.
RIGHT Validator connected to right slot
FOURTH = —_Validator connected to fourth.
Minimum Coin Msec.
This is the minimum width required for coin pulses to be accepted as valid coins. This may
be changed to prevent certain kinds of cheating.
INDIANA JONES 1-37Pricing Table
ay — Ca Oa GarrewCsins Depa Pry asians RE
fon Genie Riga ah 2 05 04 6S 08 07 08 00
USK S100" ea ase
y ,
igor agi USA 28i 00
‘Wie, 9512 USA381100
150,281 00,93200, veAeeeo0
WSO, 281.00. 52.00 cians
1150, 21.00, 4150, 62.00 1:2 692.00 451.50
Wess Saoe st EET | 1 0401 00 01 2 01 00
vase 581 Gustom | 81 6 81 60 64 01 80
Canada Be = SO | W506, 275¢, 91 CANADA T
aoe oer SANADA2
sta each Tosh 10sch Tesch, SexTOsch 2 AUSTRIA
ae en ee er Custom | 02.00 05 00 1 00 o1 00
‘Kowrala |e St 3 fas. 282 ‘AUSTRALD
UK T1006 oP 08 raxt0p. 2800, ae U-KINGDOW
Switzediand | 1Fr oer Er WiFr, S/2Fr, TISFr SWEST -
ier ber Ber | He BAe ary, see SWISS 2
Beigium: OFF ‘2oFr___SOFr | 1V4xSFr, 1/20Fr , /50Fr BELGIUM
| Germany| TDM 20 5D =| 120M, 230M, ‘SDM, SOM T. ea nana
{OM 220M, 560M
SER eaoM
WDM 220M, 8s0M 1? Custom” — | 09 18 45 00 05 a0 01 00
lrecibi 120M 9004 Get on ate oa ealtelen os cs rics
IBRIBM, 0M, 50M Gusto | 138 6&0 08 & 01 0
eRe — PG © m FOLLANS
‘Sweden Ter ‘BK TOKF TK, Ke SWEDENT
RS weer Bea
France ifr Fr TORr OFF | raxtFr, 2/5Fr, S/10Fr , 10/20F; TARIFT
TS torr Boer [yanmeacresnorevemees, | TARIER
Ver Ser TOR 2OEr | Ver anor, ants aar, 12.9 | TARIE
Tee Ser Yoke Baer | MSEC ake rants ame 9 | TARE &
We SHOE Baer | 2 sno amg ae? | TARE
Te Be doer er | ec ance waar
Tay SOL SOL SOL 500" TTALYT
BE | | ey acon 12 ITALY
‘Spar | oor” 7 OO ‘6/500P “SPAIN |
2P 2 Sece ose btooe SusToM (1 00 04 00 or 04 ot 00
Be ibe {sp ancoe SUSTOM | 01 00 04 0 OF 60 01 &
ae joe YES Site SUSTOM | 01 00 04 00 62 60 OF o0
=P 100P = _| vex25P' 31007 CUSTOM 03 00 12 00 04 00 01 06
Japan TOF = Tow =_[anoo¥' ~— [JAPAN
rile “Token > Tekea token - ILE
[Denmark —[1KF 8K Tr Wax! Kr, SKE, THOK DENMARK
Faland [Tika > sia], 2a FINTAND’
Te 1 F107 RT SSE NEW ZEALAND
Rooway — [5 Toe a ore NORWAY
‘ganina | Woe 10 Te Ti Token [ARGENTINA
Hungary 10F TOF OF = [Wx20F, 1/2xi0F, S220F HUNGAR|
INDIANA JONES 1-38
Nowe "1 Factory Dau. Standard Seting - Change by pressing Enior bution &- Other Functions are alo afocied
Bhi Bt Aceeplor and Genter Gon Chute ae avataaA.4_ H.S.T.D. Adjustments
Aa
Aa
Aa
Ad
Aa
Ad
DEEP
oO
02
03
04
05
06
07
08
09
10
"
13
14
Highest Scores
The game maintains a record of the four highest scores achieved to date,
OFF - No high scores are recorded, or displayed.
ON — - The four highest scores are stored in memory and displayed in the Attract
Mode.
H.S.T.D. Award
‘The award given for achieving the High Score To Date, or the Champion H.S.T.D.: Crecit
ora Ticket
Champion _#.S.7.D,
‘The "Highest" High Score can be displayed in the Attract Mode. This score is not cleared
when “High Score Reset Every” occurs.
ON - The “Highest” High Score is retained in memory and displayed.
OFF - The “Highest” High Score is not retained.
Champion Credits
‘The number of credits or tickets awarded for a Grand Champion Score.
Range: 00 to 10.
H.S.T.D. 1 Credits
H.S.T.D. 2 Credits
H.S.T.D. 3 Credits
H.S.T.D. 4 Credits
‘The number of credits or tickets awarded whenever a player exceeds the first, second,
third, or fourth highest score.
Range: 00 to 10.
High Score Reset Every
‘The number of games to be played before an automatic reset of the displayed ‘Highest
Score: occurs. The values provided upon reset are those selected by the operator in the
Back-up High Scores.
Range: OFF (disabled); 250 to 20,000.
Backup Champion
‘The Back-up Grand Champion Score,
Range: 00 to 989,000,000.
Backup H.S.T.D. 1
Backup H.S.T.D. 2
Backup H.S.T.D. 3
Backup H.S.T.D. 4
‘The first through the fourth Back-up High Score values. The game automatically restores
this value when the High Score Reset Every value is reached.
Range: 00 - 999,000,000.
INDIANA JONES 1-39A.5_ Printer Adjustments (optional board required)
AS
AS
AS
AS
AS
AS
01
02
03
04
05
06
Column width
The column width to be printed.
Range: 22 to 80.
Lines Per Page
‘The amount of lines per page.
Range: 20 to 80.
Pause Every Page
Choose whether the printer pauses at the end of a page.
YES - The printer does pause.
NO - The printer doesn't pause.
Printer Type
Select the type of printer: Parallel, Serial, ADP, Mini-Drucker, or NSM
Serlal Baud Rate
Select which baud rate to use for serial or ADP communications (bit rate): 300, 600, 1200,
2400, 4800, or 9600.
Serial D.1.R. (Data Terminal Ready)
When a serial printer is used, this line may be connected to a printer output line signaling
that the printer is busy.
NORMAL — -Normal D.T.R. signal goes low to indicate the printer is not ready.
INVERTED - Inverted D.T.R. (busy) signal goes high to indicate the printer is not ready.
IGNORE _-D.T.R. signalis ignored.
INDIANA JONES 1-40ERROR MESSAGES
‘The WPC game program has the capability to aid the operator and service personnel. At Game Turn-on, or
alter pressing the Begin Test switch, once the game has been operating for an extended period, the
display may signal with a message, “Press ENTER for Test Report”. This indicates that the game program
has detected a possible problem with the game.
To obtain details of the problem, open the coin door and press the Begin Test switch. Press the Enter
button to begin displaying the message(s). The following messages apply to your game.
Check Switch ##.
This message indicates that at least one switch was stuck ‘On’ at game turn-on or has NOT been
actuated during ball play (for 90 balls or =30 games). The game program compensates the game
play requirements affected by each disabled switch to allow ‘nearly normal’ play. This helps keep
your game earning, until the service technician can repair the problem.
To verity the problem, refer to the Test Menu text describing Switch Testing, and check each
reported switch using applicable switch tests. Always check switch operation using a ball, to
simulate game conditions. Switch problems may often be resolved by adjusting the wire switch
actuators, fixing switch circuitry problems, securing loose connectors, etc. Mechanisms using
‘opto switches’ (drop targets, etc.) need to be checked for proper power connections (+12V de
and ground).
Pinball_Missing.
XXXXX
This game normally uses seven balls, (six active and one captive); however, it will operate with
less. This message announces that a ball is missing or stuck. When the ball is located, return ito
the game via the Outhole. Other possibilities for this problem could be malfunctions of the Ball
‘Trough switches or the Ball Shooter switch,
Sw. Is Stuck On.
This message indicates that a switch, which is not usually On, remains in the On position after the
game is switched On. The stuck switch is essential for game play (for example, a coin chute
switch, the slam tlt switch, the plumb bob tilt switch), and should be cleared to permit proper game
operation.
Ground Short Row-N, Wht-xxx.
This message indicates that the switch wires being called out are touching a grounded part on the
playfield or coin door. The following should be checked:
4. Slam tlt (or other coin door switch) touching the grounded coin door.
2. Aleat-type, playfield switch touching a grounded part.
3. Players poking metallic objects (wires, coat hangers, etc.) into the game.
4. Switch cable insulation pierced or damaged allowing bare wire contact with a grounded part.
5. All switches in a row closing at the same time. Note: This is NOT a switch problem; however,
for most games itis a very rare possibilty
U6 Checksum Error.
‘The game ROM checksum is invalid. If this occurs replace the game ROM
Time and Date Not Set.
‘The real time clock is not running. Go to U.4 of the Utiies Menu and set the time and date.
INDIANA JONES 1-41Factory Settings Restored.
This message indicates that the CMOS RAM (U8) no longer retains any custom Pricing or Game
‘Adjustment settings and has reverted to factory default settings. Generally, the following CPU
checks will isolate the cause of the CMOS RAM memory failure. The voltage at pin 28 and pin 26
of U8 should be +5V (game turned On) and at least +4V (game turned Of). When the voltage
Grops below +4V, memory reset occurs. Check the batteries and battery holder. Be sure that the
batteries are good and that there is no contamination on the battery holder terminals. Turn the
game OFF, and use an ohmmeter to check diodes D1 and D2 on the CPU Board. D1 should read
0 ohms when forward-biased and infinite ohms when reverse-biased. D2 should read 15 ohms
when forward-biased and infinite ohms when reverse-biased. (Readings taken with an analog
meter.) This message can also indicate that there is an open diode on a SOV coil and noise is
entering the circuit
Opto Theory
The opto receiver (detector) should be approximately 0.1 - 0.7 volts when the opto beam is
unblocked and approximately 11 - 13 volts when the opto beam is blocked. The opto transmitter
(emitter L.E.D.) should aways be approximately 1.4 volts. Note: The transmitter (L.E.D.) is larger
than the receiver (it protrudes further from its case),
Transmitter lec
Soe Besa
7 a =
s i
INFRARED BEAM { Gg &
—
IE oe
we Lae one
CPU L.E.D.'s
The CPU has three L.E.D.s located on the upper left side of the board D19, 20, and D21. On
‘game power-up D19 and 021 turn On for a moment then, D19 tums Off and 020 starts to blink
rapidly. D21 remains On. The system has detected a probiem if the following happens:
CPU Board L.E.D. Error Codes
Center L.E.D. blinks one time : U6 ROM Failure
Center L.E.D. blinks two times : U8 RAM Failure
Center L.E.D. blinks three times : Us Custom Chip Failure
ni B ror
‘Ypon Game Turn-On:
1 Beep a Sound Board O.K.
2 Beeps U2 Failure
3 Beeps US Failure
4 Beeps U4 Failure
5 Beeps US Failure
6 Beeps U6 Failure
7 Beeps U7 Failure
8 Beeps = U8 Failure
9 Beeps Us Failure
INDIANA JONES 1-42ERR. MINI PFD. BAD
CHK, SWITCHES/MTR.
This is saying the mini playfield is not working correctly. Check the mini playfield motor, (sol. #22,
mini motor left and sol. #23, mini motor right), the Bridge Driver board, Power Driver board, and the
‘two mini playfield limit switches (sw #94, mini playfield right and sw. #95, mini playfield left).
ERROR IDOL BAD
CHK. SWITCHES/MTR.
This is saying that the idol rotary lock mechanism is not functioning correctly. Check the idol motor
(sol. #42), the Motor EMI board, 8-driver board, power Driver board, the Idol Release coil (sol. #6),
the Ball Popper coil (sol. #1), the Top Idol Enter switch (sw. #33), and the 3 idol position
switches(sw. #91, Wheel Position 1; sw. #92, Wheel Position 2 and sw. #93, Wheel Position 3).
ERR. DROP BNK BAD
CHK. SWITCH/COIL
This is saying the center 3-bank Drop Targets are not functioning properly. Check the Center
Drop Bank coil (sol. #5) and the three drop target switches.
ER. SNGLE DRP. BAD
CHK. SWITCH/COIL
This is saying the Single Drop Target is not functioning properly. Check the Single Drop Up coil
(sol. #3), the Single Drop Down coil (sol. #6), and the Single Drop switch (sw. #11)
INDIANA JONES 1-43LED List
rq]
=
us
{us|] ue
J
Dis 020 bz
O08 CPU Board
CPU Board
O19, Blanking
20, Diagnostic
bet, svae
‘At game Tum-On = D19 & 021 On, 020 Off
During Normal Operation = D19 Off, 020 Flashing, 021 On
Oo ]
Dio
Dot Matrix Controller
Board
F602
{([Feor
Dot Matrix Controller Board
B10, +5V Circuit, Normallly On
Power Driver Board
LED 1, +12vde Switch Circuit, Normally On
LED 2, High/Low Line Voltage Sensor, Normally On.
LED 3, High/Low Line Voltage Sensor, Normally Ott
LED 4, +5vdo, Digital Circuit, Normally On
LED 5, +20ude, Flashlamp Circuit, Normally On
LED 6, +18udc, Lamps Circuit, Normally On
Power Driver Board
LED 7, +12vde, Power Circult (motors relays etc.), Normally On
INDIANA JONES 1-44Fuse List
Fliptronic it Audio Board Dot Matrix Controller
Controller Board
Board Fie
B\s
o F502] ;
Audio Board Fliptronic il Controller Board
F501 -25V Circuit, 34, SB F901 Upper Right Flipper, 3A, S.B.
F502 +25V Circuil, 3A, S.B. F902 Upper Lett Flipper, 3A, 5.B.
F903 Lower Right Flipper, 3A, S.B.
Dot Matrix Controller Board F904 Lower Lett Flipper, 3A, S.B.
F601 +62V Circuit, 3/8A, S.B.
F602 -113V and -125V Circuits, 3/8A, S.B. Line Filter
Domestic Game 8A, NB.
Power Driver Board Foreign Game 5A, $8.
F104 Left Flipper, 3A, S.B. Not Used
F102 Right Flipper, 3A, S.B. Not Used
F103 Solenoid #25-#28, 3A, S.B.
F104 Solenoid #9-#16, 3A, S.B.
F405 Solenoid #1-#8, 3A, S.B.
F106 5A, SB.
F107 G.l. #4 Wht-Gn, 5A, SB.
F108 Gul. #3 Wht-Yel, 5A, S.B.
F409 G.l. #2 Wht-Org, 5A, S.B.
F140 Gi. #1 Wht-Bm, 5A, SB.
F111 Flasher Secondary, 5A, S.B.
F412 Solenoid Secondary, 7A, S.B.
F113 48V Logic, 5A, S.B.
F114 +18V Lamp Matrix, 8A, NB.
F115 +12V Switch Matrix, 3/44, S.B.
F116 +12V Secondary, 3A, $.8.
INDIANA JONES 1-45MAINTENANCE INFORMATION
LUBRICATION
The two main lubrication points of the Ball Release mechanism are the pivots for the arm. The
‘Mechanisms of other playfield devices are somewhat similar to the Ball Release device, and have the same
lubrication requirements. A medium viscosity oil (switch target grease) is satisfactory for these devices.
Because of the functional design (arm-actuated via solenoid plunger operation), the pivot points of the
Left and Right Kickers ("Slingshots") all require lubrication as a regular servicing procedure.
Lubrication to ensure proper operation also applies to the target blades of the Drop Targets. MBI
Instrument Grease, also known as Drop Target Switch Lubricant, with a Williams’ part number of E1166, is a
recommended lubricant.
SWITCH CONTACTS
Playfleld Switches
For proper game operation, switch contacts should be free of dust, dirt, contamination, and corrosion.
Blade switch contacts are plated to resist corrosion. Cleaning blade switch contacts requires gentle
closing of the contacts on a clean business card or piece of paper, and then pulling the paper about 2
inches, which should restore the clean contact surface. Adjust the switch contacts to a 1/16-inch gap.
Flipper Switches
This game uses the new Fliptronic II Electronic Flipper System. The End-of-Stroke switches are
NORMALLY OPEN. The switch should close when the flipper is energized. All E.0.S. switches and
flipper button cabinet switches are gold flashed computer grade leaf switches. Only low computer current
is carried through these switches. DO NOT FILE or abrasively clean these switches! DO NOT REPLACE
these switches with the old style tungsten high current type switches as intermittent operation could
‘occur. Note: Unlike the old style of flipper, an E.0.S. switch failure does not harm the flipper. The game
Notifies the operator of the switch being mis-adjusted in the test report, but continues to play. ‘The E.O.S.
switches are a means by which the new electronic flippers feel and play with all of the subtleties of the old
flippers.
CLEANING
Good game action and extended playfield life are the results of regular playfield cleaning. During each
collection stop, the playfield glass should be removed and thoroughly cleaned and the playfield should be
wiped off with a clean, lintree cloth. The game balls should be cleaned and inspected for any chips,
nicks, or pits. Replace any damaged balls to prevent playfield damage.
Regular, more extensive, playfield cleaning is recommended. However, avoid excessive use of water and
caustic or abrasive cleaners because they tend to damage the playfield surface. Playtield wax (or any
carnauba based wax), or polish may be used sparingly, to prevent a buildup on the playfield surface. Do
not use cleaners containing petroleum distillates on any playfield plastics because they may dissolve the
plastic material or damage the artwork.
INDIANA JONES 1-46MINI-PLAYFIELD REMOVAL INSTRUCTIONS
1, Turn off power to the game. Open the coin door slide the latch handle toward the left and lift the
front molding off the game. Carefully, slide the playfield glass down and off of the game. Lift the
playfield and rest it on i's support legs on the front of the cabinet,
2. Disconnect the mini-playfield cables from the underside of the playfield. Be sure to match up the
wire colors when reconnecting the cables.
3. Several devices must be removed before the mini-playfield is accessible. Start by removing the
bridge above the mini-playfield. There are three screws (#8), two on the top and one on the bottom,
4. Now remove the lower lett ramp. There is one nut (#8 ESN) holding the ramp to a plastic piece.
Unscrew the nut and slide the ramp out of the plate.
5. Remove the plate and the slide. There are two screws (#8) holding the plate and two screws (#6)
holding the slide. Remove the screws and lift these devices off of the game.
6. Loosen the set screw from the motor shatt atthe rear of the mini-playfield.
7. Next, remove the two screws (#8) holding the mini-playfield front bracket. DO NOT LET THE MINI-
PLAYFIELD DROP. IF THIS HAPPENS, THE REAR BRACKET CAN BE DAMAGED. Slide the mini-
playfield straight forward, off of the game.
REAR BRACKET
located undi
mini-play
1d
MIN-PLAYFIELD —
SLIDE
FRONT BRACKET
located under
slide
PLATE
LOWER LEFT RAMP
INDIANA JONES 1-47IDOL ASSEMBLY REMOVAL INSTRUCTIONS
1. Open the coin door, slide the latch handle toward the left and lift the front molding off the game.
Carelully slide the playfield glass down and off of the game. Install the Service Switch Actuator.
2, Enter the Idol Lock Test. Move the idol Assembly until the set screw, located on the shalt under the
Plastic idol, is facing the plastic orange door. Turn off power to the game.
3. Hold the plastic orange door down and loosen the set screw.
4, Liftthe idol assembly off of the game.
5. Raise the playfield, Unscrew the three plain hex head sems screws. Unplug the connector to the
left of the motor.
6. Pull the ido! motor off of the playfield,
INDIANA JONES 1-48SECTION 2
Parts
Information
INDIANA JONES 2-1Part Number
01-6645
B-10686-1
12497
140925,
A12498
A-12697.3,
A-16917-50017
‘A-12742-50017
16123-50017
01-9047,
A16576
'5555-12924.00
5955-12856-00
5045-12914-00
5901-12784.00
A-14039
413379
20-9637
5001 7-IN
AS47241
43)
Backbox Assembly
Description Hem Part Number Description
Venting Sereen 16. A100 8-Driver PCB Assembly
Knacker & Bracket Assy
Upper inser Bd Hinge Assy mRbbon Cables:
Mounting Plate Assembly
Lower Insert Bd Hinge Assy. 17, 8795-12653.03Riobon Cable, 7
Power Driver Assombly 18. 5795-13018-01 Ribbon Cable. 95°
WPG Sound Board 19. §796-10998-14 Ribbon Cable. 14°
WPC CPU Boars 20. 5795-12898.30 Ribbon Cable, 30°
Backbox Assembly 21. §795-10936-32 boon Cable, 32°
Insert Stop Bracket
Speaker / Display Assy i Miscellaneous Parts:
Speaker, 42. 15
Speaker, 5-1/8", 482, 25
Cap., 10, 50v, (£20%)
Dot Matrix Display/Driver Bd
Dot Matric Contoller Board
Lock & Plate Assembly
Lock & Gam Kit
lnsent Board
Fliptonic 1 Board
INDIANA JONES
4-8552-50017
08-7458
31-1357-50017
03-8228-2
03-8228-3
03-8229-1
2-2
Tempered Backglass Assy.
Backbox Glass: 27" x 18-7/8"
‘Screened Translight
Glass Channel Top (1)
Glass Channel Edge (2)
Glass Lift Channel (1)Cabinet Assembly
Description
Gun Handle Assembly
Side Molding Assembly
Wood Cabinet
Spacer (2 Used)
Pivot Nut, 7/8" (4 Used)
Pivot Bushing (2 Used)
Switch & Cable Assembly
Extra Ball Push Button
Tempered Playfield
Wide Body: 23.75" x 43"
Stee! Ball, 1-1/16" (6)
Playfield Support Bar, 18° Long
Clip Bracket
Leg Adjuster, 3°
tem PartNumber Description tem Part Number
1 Agt744 Lever Guide Assembly 18, 46113,
2 09-23002-USA Goin Door - 2 Siot 19, A-123593
3. 20.9663-11 Start Button, Clear 20. 14-1102
4 A-16883-4 Flipper Button - Rod (2 Used) 21. 01-1408
5. A-16828-1 Cashbox Assembly 22, 02.4329-01
6 Line Fiter Assembly 23. 02-4352
7. §610-13491-00 WPC Transformer, 115/230v 24. A-17205
8 5555-12929.00 Speaker, 40, 6°, 250 a) 20-9663-12
9. 20-9347 Toggle Latch
10. A-14689 WPC Goin Door intertace Bo. ;
11, C-10843-BR Metal Leg Assembly Mieco aeoss
12 A-16055 Front Molding Assembly 08-7028-1
13. 20-6502-A Plum Bob
14 A18361 Tilt Switch Assembly 20-6500
1S > Cordset 01-10797
16 A-16384-1 Opto Flipper Assembly (2 Used) 01-5148
17. 01-1074 Line Cord Cover 08-737
+ See Application Chart (p24).
INDIANA JONES 2-3Line Filter/Cordset Application Chart
root
iar
3
'A-16970-120V
'A-16970-230V
15850-19272.00
'5850-19279-00
'5850-19274-00
'5850-19275-00
5850-19276-00
5850-13277-00
'5850-19278-00
H-15756
UNITED STATES _
CANADA.
TAIWAN
MEXICO.
‘CENTRAL AMERICA
‘SOUTH KOREA
PUERTO RICO.
LL hfe Le |e} 5850-13271-00
‘AUSTRIA
BELGIUM
FINLAND.
FRANCE,
GREECE
HOLLAND
HUNGARY
NETHERLANDS
NETH. ANTILLES
NORWAY
POLAND,
PORTUGAL
‘SPAIN
‘SWEDEN
TURKEY
WEST GERMANY
UNITED KINGDOM
TRELAND
HONG KONG
DENMARK
ITALY
lefefe fete fe le fe fete le fe lela tele fale tele
CHILE
PEOPLE'S REP, OF CHINi
‘SWITZERLAND.
‘AUSTRALIA
NEW ZEALAND.
[ARGENTINA
JAPAN, v
INDIANA JONES 2-4400861005.06
019.08772.00,
0100877400
5010. 09035-00
s010-09219-00
5010.13420.00
'940-00965-00
so4o-09821-00
5040-19470
s041-09009.0
s0.1916700
so46-11020-00,
soae-11029.00,
s018-11090-00,
so16-11099.00,
Soas-12096-00
sos8-13478.00
so48-13600-00
010 1360.00
5048. 12610.00
Soen-12611-00
5070-06045 00
A-16917-50017
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C18, 618, 619,622,641
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cas
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ca4,c42
20,639, c40
ca
7,024,628
(2, 63,63, 627,028
(65, C23,c25. C28
Di-o4
Descritton
ach, Screw, 40 38°
a. 440,
Restor, 15KA, 14, 5%
easton 22K0, VW, 5%
Resistor 47KO, VA,
Resistor, 10K0, 1/41, 5%
Resistor a7K2, AW, 56
Resist, 1000, 4W, 5%
Resistor, 8.240, va,
Reesor, 1KO, 14, 5
Resstr, 09 Wumper
asic, 6800, 1/4, 5%
Resistor, 6.2K0, v0, 5%
Resisor, 150, 1/0, 5%
Capactor, 1 uF, 68V, Aum Ada
Gapactor, 1004F, 25¥, Alum Raia
(Capactor, 10,0003, 35. Alum Ro.
Gapactor,22.F,10V, Tan Axial
CCapactor,474F Tant Axal
(Capactor, 0 s0,F, Cor Ai
CCepactor 150pF. Cer Axel
CCapactor, 229F, Cor Axa
CGapactor, 1009F, Cor Axal
CCapactor,470pF, Cer Axal
CCapactor, 0.022.F, 5%, Cor Aria
CCapactor, 0.223", Cer Aral
CCapacior, 047F, 5%, Cee Axl
(Capacitor, 6800p, 50V, Cor Axa
CCapactor, 3900 pF, 50V, Cov Axial
CCapactor, 1000 pF, 50V, Cer Axia
Capacitor, 680 pF, SOV, Cor Aa)
NSO Feciir Diode
PartNo,
5070-00084-00|
50-19802.00,
5260-12909.00
5289-10551.00
s5311-10946-00
5911-10047-00
521-10948.00
3111095600
811-12045.00,
‘5313-12538.00,
5311-12207.00
so40-13006-00
5970-12730.00,
15370-19410.00,
5971-19299-00,
'9520-1990-00
5551-09622-00
5700 12047.00
700-12008-00
'5705-12538-00
7a3-12060-01
‘5701-10062-06
5791-10862.05
570%-10062.07
5791-12516.00
Ar7002
ns940 500172
8949 500173
S340 500174
5343. 50017-5
5343.500976
5949500077
5940500178
572%-10356.00
INDIANA JONES 2-5
eslanstor
5-9
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01, F502
Sound Board Assembly
‘Descriatlon
14004 Sigal Diode
72405 Por 5 Volt Rog TO.92
7905 Nog 5 Vat eg TO-92
174F00 Fast Quad NANO Gate
G74H74 Dual D Fp Flop
C74H 125 quad Te-Stare Butor
1G74HC139 1 of 8 Decover
IGraNGTa74 Octal O Fp Flos
IC/AHC174 HexD Fip Flop
(o7ahot4 Hex Sonmt iveer
IG7aicse1 Ova Bus Over
NGSRAM 2x9 9505 30001
erL0e4 Qua op Amp
‘Ausio Power Arp TOAZOSOAY
(ODAC AD-1851 6.8
‘Crystal 10Nz Pall Resonant
Inductor, 471, 349
I socket 24 pin 0.300 01
XC socket 3 pin 0.600 DP
Heatsine 5299-8
Fuse Holger MT3AG(ESON, F502)
‘Conacior, «pin Header
Connecter, Spin Header
Connecter, 7p Header
Connector 94 Han 2x17 Sir 100
PAL Sub-Assombly
EPROM S-Assenbiy
EPROM Svb-Assemiy
EPROM Su-Assembiy
EPROM Suo-Assombiy
EPROM Sub-Ascombly
EPROM Sub-Assombiy
EPROM Sub-Assombiy
Fuse, akm, 250V, Siow BowA-15472-1 Fliptronic I| Board
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PartNumber —_Pasianator ezeratlon PertNumber Deslanator —_Daserition
or-r0872 or.ae Heatsink So7e-oa0s4¢0 1-024 ——_Diadasnoos
2o.9884 osarz Faserer Snap 5162-1260500 Os.a12, Transistor T1P102 NPR
006010008 a4 Mach. Serew, 6:92 ‘5190-00016-005 G13-G20—_Tranalstar N44 PHP
44080112800 1-4 Nuve-32 KEPS jor-1217900° Gt-04 Transistor 1P986 PRP
0100803600 RS7- RAE, ASD Resistor, 10K, 174m, 5% s315-1200800 U2 Io raHcTs74 |
50100805800 R22, R24, R26, Resistors KA, 74m, 5% 5315-1209100 US. Ie ratTaa
2, R20, F2, 5515-261200 Ut ro 7aHoT198
R34, R6, RAS AZ 5315-1205100 UB 16 74HCTO0
so1ocss6r00 RI RA Resister, 2200, ‘/2w, 5% 53701227200 Us, U6 IC La8 QUAD COMP
SOI00S43600 R21, Ra, R25, Resistor, 4700, 14.5% 57011086209 J907 CConnecio, spin Header Sa. Pin
7, R29, Fat, 57911086205 J901,,904 Connector, S-pn Header Sa in
a, Ras 5791-10062-1_J902 Connecter, 13 pn Header Sa. Pin
soio.00s3400 Wa, Wa ester, 00 S7O1-2461-08 J905,.908 Connector, Sv Sq. Ph Header 100
So10101710 ANS R20 Fsistor S60, 14, 5% 57911251600 J003 DeHEN 237 STR.
So11-1205600, RS RI2 essor, 2.70, 10, 5% S1o0096s000 aR Bridge Rector
soaooseeco © cs CCapactor, 100M, 100 ‘5781-10856-00 F901-Focd Fuse S-8, 9A, 2507
50430996000 Capactor, OIF, 50v '5733-12060-01 Fuse Holder (F901-F204)
INDIANA JONES 2-6PatNomber
5010-08991-00
5010.09224-00
5010-12832-00
5010.12841.00
‘012-12890.00
5012512842-00
50121204300
50101017100
5040-68986.00
0401290400
5043.0800000
5042-00072 00
s043-09845.0
5049-09492.00
5070.09058-00
5075-12824.00
5075-12023-00
'5100-12039-00
‘s160-10269-00
st64-00056-00,
si6er215600
5194-00055-00
s194-12155-00,
5281-09730.00
5281-10023 00
5261-10043.00
s5913-10946.00
A-14039
Dot Matrix Controller Assembly
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INDIANA JONES 2-7oo PartNeter
Soro2313 00
A-12697-3
‘ht Destanetar
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019.012. a%.016.016
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abacir, 1ose.100 20%)
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INDIANA JONES 2-8
WPC Power Driver Assembly
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INDIANA JONES 2-9A-12742-50017
WPC CPU Board Assembly
2210
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4
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Pac Number
s010.09034.00
5010.09085.00
so10.c9a14.00
501009050000
‘so10.09¢16:00
s010-0089¢.00
5010-10258.00
5010-10909.00
5010.1210400
5019-09962.00
5040-c9986-00
5043.09095-00,
s049.0949%.00
5049.0049200
5070.09266 00
5160-10269.00
5362.1242200
Destanstor
Rr4.Re2, RA7-RAD,
R86, ROO, 94, ROB
1, R2, RS, R96, ROT
52, RSs, ASE, ASB, RO,
2, Rs, Ra, R7S-RA2
a, Raa. AS, FS,
57, ASQ, A, RED, RS,
ET-RTS, ROA
S.A, RY2, Ra, RA7-AO
ws, Wa, Wa, 7
Fs, Roe
sz
ot
SP
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3-626
2, c29,c00, cos
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2-018
01. bas
os
v2
Deseriation
Resistor, 10K, 1/4, 5H
Resistor, 1SKO, 140, 5%
Resistor, 1.2K0, 40, 5%
Res
11K, 14M, Se
Resist, 4700, 4, 5%
Resistor 00.
Resistor, O1ytda, 140, 5%
Resistor, 470K0, 14, 5%
Resistor, 22,6, 140, 8%
SIP, OR, 10-in, 47K, 59%
(Capac, 10446, 10 (220%)
CCapactor, 01, 5, (80, -20%)
Capactor, 0047416, 504 (220%)
Capacitor 470510 Sv (20%)
CCapacir. 2514. 1KV, (10%)
‘Capacitor. 1004, 50, (210%)
apactor, KP, 5, (120%)
Date, 14148, 15OMA
iodo, INSET 1.08
“Transistor, 240904, NPN
Ic ULN, 26094
16. 7418248, Octal Bus Timor
Ic, 74.8974, 0 FF
Par_Number — Deslanator = Dscretlon
5261.09851-00 US. Io, 74814, SMITA
5201-09867-00U1,U2,U7 1G, Octal ster, 74.8244
5281-10182-00 UI1,UI2, U19, UIS IC, 74LS240 Driver
52041265100 U2t Ie, 4504
5040-19062.00 U8 CRAM 22K x8
59701227200 UI6- UI9 IC, LM39, va. Comp
5270-12687.00 U0 Mc, 34068 Reset Cn
‘s20-0«9600 x2 Coysal, ont
3520-1208400 x1 Crystal 9.788 Ke
‘sst-00822.00 Lt 1UW.4.7 UH 28.
'S671-0901800 D19- Det SPL LED RED
s7oo-ca2es0o Ut ‘Secke, IC 40P, 6°
57001208600 US ‘Socket, IC 227, 6°
sroos2a200 U9 ‘Sockel 64 Pin PLOC
'5791-10850-00 201,208 ‘Conca, 26-pn Header StS
sratioee207 210 ‘Connector, 7-in Header Sr 53
5708-12661.08 212 Connacter, pn Header Sv'Sq
‘5701-12661-09 1206-200 Connector, pin Hoacer Sa iv
S791 1246132 205, Connector, 121 Header Sa pin
5701-1251600 202,211 3¢Hen 2x17 STR
aiseia ar ba Batty Holder "AAT
soaeti0a00 ¢50 ‘Capacitor, 0.022), 10¥
15040-50017-1 US Game PROMASsonBy
510-1242600 U9 ‘wPC-89 ASIC
‘5400-10920 Ue Fo MPu esBone
as0-09022.00 81-83 Bator, Akane, 1.54 (AA)
s645-0902500 WIT -Wi8 wien Dip 8 Pos
INDIANA JONES 2-10A-16927 LED 7 Ball Trough Assembly
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PartNumber Designater Description.
9791-12548.05 Jt Connactor, §-pin Header
5671-12731-00 LEDI-LED7 —_Diode.inra Red
5010-12928-00AI-R7 Resistor, 2700, 2W, 5%
'5671-08019-00 LEDS Display LED Red
5010-10831-00 RB Resistor, 1.2K0, 14W, 5%
A-16926 OPTO 7 Ball Trough Assembly
Ss
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PartNumber Desianator Description Parttumber Deslanster Description
8163-1273200 Q1-a7 Photo Transistor £010:08774.00 F9, RI7 Festster, 22K0, 14W, 5Y%
S791-12848-12 Jt ‘Connocter, 12-pin Header 5010-0903400 A12 Rosistor, 10KO, /4W, 5%
5010.09999.00 RI, R2, A4-A7, Rosistor, 2KA. 1A, 5% 50700905400 01-09 Diode 144004, 1.08
R10, Rit, RIS, 5370-1227200 Ul, U2 ICLM339 Quad
Ris, RI9.A22 5671-00019-00 LEDI Display LED Ried
5010-10631-00 RS Resistor, 1.2K0, 14W, 5% 50430808000 G2, C3 Capacitor, 0.01 uF, SOV
5010-09162-00 R18,RE,AI9 Resistor, 100KA, 1/4W, 5% ‘s040-12298-00 C1 Capacitor, 1OOuFd, 40V (250%)
A-16657 Motor Opto Switch Board
2 8791-10862-06 J Connector, 6-pin Header Str. Sq.
a 6010-08930:00 RI, R2 Resistor, 4702, 1/2w, 5%
Sala eee Seats o Bees
oD 5490-12451-00 OPTO1, OPTO2 Opto intr Long 1OmA
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