11712 Jefferson Ave, Suite C - #446
Newport News, VA 23606
E-mail: mpusupport@[Link]
Website: [Link]
Office (757) 546-0742
Manual and Users Guide
Version L.3.1
Getting Started
Thanks for purchasing the Ultimate MPU Board. The following instructions will allow
you to have your pinball machine operating quickly. If at any time you are unsure of how
to proceed or have a question, STOP. We offer e-mail support at
mpusupport@[Link] with an ever-improving technical support page on our
website, [Link]. The Ultimate MPU Board now includes a limited
lifetime warranty. See the website for details.
The firmware on the EPROM has been included free of charge for the sole purpose of
repairing your game; by using this product you agree to the license agreement. You can
read the license agreement at [Link]/firmware_license.
Before you plug in The Ultimate MPU Board
Review Table 1 on the last page of this manual to determine if the “CLK” SPEED”
jumpers need to be changed for the game being selected. The jumpers only need to be
moved for the later model Stern games. You can also refer to the table below or the
legend located next to the “CLK SPEED” jumpers on the Ultimate MPU Board.
JUMPERS
CLK Speed (J6 & J7)
LEFT RIGHT
All Stern MPU-200 All Bally Games
Games starting with Ali
2
If you have the old MPU board that you feel has the correct dipswitch settings for game
features, go ahead and make the Ultimate MPU Board Game Feature Dipswitches (S1-
32) the same as your old board. If you choose free play mode, you will need to turn off
the credit display game feature switch, which is typically switch 20 or 27 depending on
the game (refer to your original game manual). Additionally, if you are setting the board
for a Stern machine, you must set the game feature switches. If the Game Feature
Dipswitches are all ON or OFF, the machine will start in self-test mode. Also there isn’t
free play for Stern Games.
Game Feature Dipswitches
Connecting Up
*** Important ***
Don’t apply power until you have checked the +5vdc and +5vac voltage.
Before plugging in the Ultimate MPU board, get a flashlight to get a good look at the
connectors that are hanging in the top left corner of the head of the machine. If you have
a Stern machine, you may have two extra connectors for the soundboard. Visually inspect
the cables for broken wires or bad pins. If you see any damage you will need to repair
this before continuing. Inspect the pins for corrosion. If you find any corrosion further
action may be necessary. Corroded pins could prevent your new board from working
properly.
3
Old Solenoid Driver Board
Test
Point1
TP1
Ground
Now make sure the +5vdc supply is functioning correctly. You only need to do this if
you’re using an old Solenoid Driver Board. If you have installed a new Allteksystems
Ultimate Solenoid Driver Board then move to the next page; otherwise continue the
following steps. Again, make sure the Ultimate MPU Board is not installed. Turn the
game on. Using a digital voltmeter set to DC, measure the +5 Volts between Test Point 1
(TP1) and the Ground Test Point (Gnd) located on the solenoid board in the top right
corner in the head. The voltage should be between 4.90 and 5.25 volts. Place the
voltmeter setting to AC; measure the +5 volts making sure you don’t have more the
150mv AC. If you have more then the recommended voltages, see the troubleshooting
section before install the new board in the machine. One special note, if your installing
this in a “Baby Pacman” or a “Granny and the Gators”, use (TP2) to check the +5 Volts.
After you make the measurement, turn off the game. If you don’t have a voltmeter see
if you can borrow one from a friend or purchase one from Radio Shack (~$20).
4
Once the connectors and power supply have been checked, mount the new board into the
game. Install the board by placing it on top of the plastic spacers.
Plastic
Studs
Mounting Screw
Plug in the connectors, two on the left and two on the right, assuring that the connector
keys line up for each connector. If you have a Stern game that has an aux. soundboard,
plug this connector into the top connector, J5. Remember, on the Ultimate MPU Board
the right most side of J5 is pin 1. Make sure you match up the pin 1 of J5 to the aux.
soundboard pin 1. Depending on the Stern machine, you might have 2 unused pins on the
left side of the connector.
5
Power Up
It’s now time to set the MPU board for a specific game. Look at Table 1 to find your
game. If it’s a Bally machine decide if you want to set the dipswitch for free play or
normal game mode. Now, configure the Game Select Dipswitch (SW7) to the game that
you own. If switching from one game to another, meaning you already had the Ultimate
MPU Board in another machine, run a Memory Clear Function. Refer to page 11, for
performing a Memory Clear Function.
Game Select Dipswitch
Let’s get to the fun part of the machine. Everything is checked, set, and plugged in,
turn on the game. Notice the three LED’s on the lower left hand side of the board.
Green LED (D4), MPU Self Test should pulse 8 times, with the first pulse being
reset, the remaining pulses representing the board self test. After the 8th pulse, the
LED will glow dimly.
Red LED (D28), Over Voltage should be OFF.
Green LED (D38), +5vdc should be ON.
If the LED’s are not operating as stated above, proceed to the troubleshooting section of
this manual.
6
Clock Jumper +5vdc LED Reset Switch Game Select Switch Game Feature Dipswitches Clear Switch
Over Voltage LED MPU Self-Test LED Self-Test Switch
Test Points
Test Points
Programming Game Bookkeeping
At this point, the game should be operational. There is one last important step that needs
to be done. You need to set your free play scores and other bookkeeping features. There
might also be several settings in your bookkeeping that need to be set for sound options.
It is best to refer to your game manual for this step but just in case you don’t have a
manual we will try and step you through it.
7
High Score Feature Adjustments
The game is designed to award an extra ball or free game at each of three score levels.
The recommended levels are on the scorecard of the game. Any level from 10,000 to
9,999,000 can be set, as desired, as long as your game has 7 digit displays. If you have 6
digit displays then you can only go from 10,000 to 990,000. It is also possible to reset or
turn off any or all of the levels, if desired.
Red
Self-Test
1. Push and release the Self-Test button at Button
one-second intervals approximately six
times or until identification number 01
appears on the ‘Match/Ball in Play’
display.
2. The number on the Player Score Display
is the score level. Press the Clear Button (SW3) located on The Ultimate MPU
Board to reset the displayed value to 00. Then hold the credit button in until you
get the desired replay value. Release the credit button when the desired number
appears. If the number ‘00’ is left on the displays, the high score feature is
eliminated for that level. Note the level changes 10,000 points at a time.
3. Repeat steps 1 and 2 for the second and third score levels. The identification
numbers ‘02’ and ‘03’ on the ‘Match/Ball in Play’ display are for the second and
third levels, respectively.
High Score to Date
The game is designed to award free games when you beat the current ‘High Score to
Date’. The adjustment procedure is the same as for the High Score Feature Adjustment,
Steps 1 and 2. Continue pushing the Self-Test button until the identification number ‘04’
appears on the ‘Match/Ball in Play’ display and then do step 2.
8
Bookkeeping Features
The game is designed to help perform certain accounting functions. The game can
display the number of total plays and replays (free games) as well as several other
features as follows:
‘05’ – Current Credits
‘06’ – Total Plays (Paid & Free Games)
‘07’ – Total Free Games
‘08’ – Game Percentage
‘09’ – Total times ‘High Score to Date’ is beat
‘10’ – Coins dropped thru coin chute #1
‘11’ – Coins dropped thru coin chute #2
‘12’ – Coins dropped thru coin chute #3*
‘13’ – Number of specials awarded from panel specials only*
‘14’ – Number of minutes of game play*
‘15’ – Number of service credit*
*
Not all games have these features
If desired, you can reset the bookkeeping numbers. The procedure is the same as before
but you set the numbers with the credit button.
1. To clear the bookkeeping push the Self-Test button until the identification number
‘05’ appears on the ‘Match/Ball in Play’ display and then press the clear button on
The Ultimate MPU Board.
2. Then repeat step 1 for identification numbers for ‘06’ thru ‘15’, remembering that
not all games go to identification number ‘15’.
9
Feature options ’16 thru ‘22’*
To setup positions ’16’ thru ‘22’ push and release the Self-Test button until ‘16’ shows
on the ‘Match/Ball in Play’. Now press the credit button until you get to the value
desired. It is best to use the game’s manual for these features, but if you don’t have the
original manual, then make the desired number 03. Repeat this step until the game goes
in to a reset condition. At this point your game is all ready for play but if you made a
mistake on any of the settings, you can go through them again and change only the ones
that you desire.
*
Not all games have these features
Memory Clear Function
It may be necessary to perform a Memory Clear Function if you have switched the
Ultimate MPU from one machine to another. The Memory Clear Function may need to
be preformed if you observe strange display values or are unable to access the
bookkeeping mode. This may be due to different memory space allocation from one
machine to another.
Refer to Table 1 to initiate the Memory Clear Function. Set the Game Select Dipswitch
as indicated in Table 1. Once the switches are set, turn the machine on. You will notice
that the Green Self-Test LED (D4) will pulse ON and OFF about ever second. The
machine memory is now clear. You will now have to set the Game Select Dipswitch
back to the game prior to performing the Memory Clear Function.
10
Troubleshooting Section
I turn on the game and nothing happens. None of the game lights or LED’s on the Ultimate MPU
Board are on.
• Check that the machine is plugged in.
• Move power plug to a different outlet.
• Check that all of your connectors are correct.
I turn on the game and nothing happens. I do have game lights but no LED’s on the Ultimate MPU
Board.
• Check that all of the connectors are plugged in.
• If you checked the +5 Volts and it was OK, check the +5 volts on the Ultimate MPU Board. You will
notice a Test Point labeled +5 volts and Ground. If you don’t have it on the board, you are losing the power
between your Solenoid Board and your new MPU board.
I turn on the Game but don’t see the green LED flash 8 times. The +5 volt LED is on.
• Remember the first flash is the reset pulse. When you turn on the game you will notice the Self- Test LED
turn on, then you will see another pulse, then a pause with 5 more pulses, this means you have a +43 volt
solenoid power problem; meaning that the MPU board J4, pin 15 is not getting +43vdc. Check the +43 volt
fuse, wiring from the transformer board, or it could be a bad connector.
Is it OK that the Self-Test LED is glowing dimly after completing its 8 flashes?
• Yes, this is normal.
Is there a free play setting for Stern machines?
• No.
The game turns on and starts but only the flippers and free game knocker are working.
• Check the fuse that is located under the playfield.
I have the MPU board setup for a newer Stern machine and it’s running slow.
• Check that the clock jumpers (J6 & J7) are on the left 2 pins.
I have the MPU board setup for a Stern machine and the game is stuck in self-test mode.
• You must have the game feature switches set to something other then all on or all off.
The games self-test will not allow me to go into bookkeeping mode or the games displays have some
strange high score values when I start the game or the displays have digits in strange places.
• Run the memory clear function located in Table 1.
The +5vdc or +5vac voltages are not correct or the over voltage LED (D28) is on.
• There are only two important components that make up the +5vdc. The voltage regulator (Q20) and the
big capacitor (C23) on the old solenoid board. If you have too much AC voltage, then replace the big
capacitor. If you have too much DC voltage, then replace the voltage regulator. Recheck the voltages before
plugging in the MPU again. Sometimes you might have to replace both components and with the game
being over 40 years old, it’s not a bad idea to replace both components at this time. Remember that if you
don’t feel comfortable working to this level of your game it would be wise to call in a technician to help out
or you purchase our new Ultimate Solenoid Driver. There will be times that you have multiple problems
with a game, especially if it has sat idle for sometime.
11
Game Select Switch Chart
How to use this chart GoldBall 00101100 Free Play Settings
Up = On or 1 FireBall Classic 00101101 (Bally Only)
Down = Off or 0 Spy Hunter 00101110 To place any of the Bally games in free play
X & O’s 00101111 mode, just place the left most switch in the
Example:Future Spa 00010010 Black Pyramid 00110000 on position. For example lets use Future Spa
⇓⇓⇓⇑⇓⇓⇑⇓ Kings of Steel 00110001 again.
Grand Slam 00110010
Bally Machines Rapid Fire 00110011 Example:Future Spa 10010010
Baby Pacman 2 00110100 ⇑⇓⇓⇑⇓⇓⇑⇓
Freedom 00000000 Speakeasy 4 Player 00110101
Night Rider 00000001 Big Bat Baseball 2 00110110 Then turn off your credit display feature
Evel Knievel 00000010 New Vector 2 00110111 which is either switch 20 or 27 of the
Eight Ball 00000011 New Fathom 2 00111000 game feature dipswitches.
Power Play 00000100
Mata Hari 00000101 Stern Machines Consult our manual or the settings cards
Blackjack 00000110 located in the game for the correct
Strikes & Spares 00000111 Pinball 01000000 switch to turn off or just try one or the
Lost World 00001000 Sting Ray 01000001 other.
6 Million $ Man 00001001 Dracula 01000010
Playboy 00001010 Wild Fyre 01000011 Enhanced Diagnostics Test
Sexy Girl 00001010 Lectronamo 01000100
Voltan 00001011 Nugent 01000101 Place the two left most switches in the
Supersonic 00001100 Magic 01000110 on position. You can keep the other
Star Trek 00001101 HotHand 01000111 switches as they are.
Kiss 00001110 Memory Lane 01001000
Paragon 00001111 Stars 01001001 Example: 11000000
Harlem Globe 00010000 Trident 01001010 ⇑⇑⇓⇓⇓⇓⇓⇓
Dolly Parton 00010001 Ali 1 01001011
Future Spa 00010010 Big Game 1 01001100
Nitro Ground 00010011 Catacomb 1 01001101 Memory Clear Function
Silver Ball Mania 00010100 Cheetah 1 01001110
Rolling Stones 00010101 Dragonfist 1 01001111 Place all the switches in the up position
Mystic 00010110 Flight 2000 1 01010000 except switch one. See Example.
Hot Doggin 00010111 Galaxy 1 01010001
Viking 00011000 Iron Maiden 1 01010010 Example: 01111111
Space Invaders 00011001 Lazer Lord 1 01010011 ⇓⇑⇑⇑⇑⇑⇑⇑
SkateBall 00011010 Lightning 1 01010100
Frontier 00011011 Meteor 1 01010101
Xenon 00011100 NineBall 1 01010110 Other Game Software:
Flash Gordon 00011101 Orbitor1 1 01010111
Eight Ball Deluxe 00011110 Quick Silver 1 01011000 Sexygirl 00001010
FireBall II 00011111 Seawitch 1 01011001 Big Ball Bowling 2 01011111
Embryon 00100000 Split Second 1 01011010 Blk Sheep Squadron 2 01100000
Fathom 00100001 Star Gazer 1 01011011 Genisis Puck Bowler 2 01100001
Medusa 00100010 Viper 1 01011100 Blk Beauty Shuffle 2 01100010
Centaur 00100011 FreeFall 1 01011101 Mystic Star 01100011
Elektra 00100100 Cosmic Princess 01011110
BMX 00100101
Mr. & Mrs. Pacman 00100110 Special Notes for some Games
Speakeasy 2 player 00100111 Note 1: Clock Jumpers need to be on the left side.
Spectrum 00101000 Note 2: No freeplay for these games.
Vector 00101001
Granny & Gators 2 00101010
Cybernaut 00101011 Table 1 Ver 9