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\ % GAME No. 0A44 Dua ialnll Parts and Operating Manual + Bally MIDWAY 5 > 40601 W. Belmont Ave. - Franklin Park, Illinois 60134 = J “Felephone (312) 451-9200 vi. vil. vill, Ix. xl. Installation and General Game Operation Instructions INDEX PAGE INSTALLATION Peentteete eee eeneeee tease GENERAL GAME OPERATION BOOKKEEPING FUNCTIONS . FEATURE OPERATION AND SCORING . GAME ADJUSTMENTS A. PLAYFIELD ADJUSTMENTS B. BACKBOX ADJUSTMENTS ...... CREDITS/COIN MAXIMUM CREDITS BALLS/GAME .........- MATCH FEATURE OPTION CREDIT DISPLAY HIGH SCORE FEATURE OPTION . HIGH SCORE TO DATE ...........-- 200.200 GAME FEATURE OPTIONS SOUND OPTION . a C. FRONT DOOR GAME ADJUSTMENTS, HIGH SCORE FEATURE .... NYO MRHRHMHAHAAHAREDN HIGH SCORE TO DATE FEATURE ........... 8 RECOMMENDED SCORE CARDS seers Ww RECOMMENDED SETTINGS .........0...000c00eeeeeeeeeeeeeeteeeeeeees 12 ROUTINE MAINTENANCE ON LOCATION ........-0022-0022e0eeeeeeeeeee 13 TROUBLE SHOOTING ON LOCATION 13 SERVICE/ PARTS lett Reeth etch ttn eteee tect e te entree se tt ert 19 PART SUIS (eeeen teeter tere eeneeetrt) BLOCK DIAGRAM—ELECTRONIC PINBALL GAME Ag: CHEAP SQUEAK as: ‘AUX. LAMP | | a: as: a: 5: DISPLAY SOLENOID teu ‘AMP mopuce mOpute ae RODULE |. INSTALLATION Assemble the game as follows: Bolt legs to cabinet, Bolt back box to cabinet. Use flat washers under bolt heads. Gently feed cable connectors and ground braid through cable port in back box. Screw ground braid to braid in back box. Carefully and fully insert connectors on printed circuit assemblies. On all games there are certain items that should be checked after shipment. These are visual inspections which may avoid time consuming service work later. Minor troubles caused by abusive handling in shipment are unavoidable. Cable connectors may be loosened, switches (especially tilt switches) may go out of adjustment. Plumb bob tilt switch should always be adjusted after game is set on location and leg levelers are adjusted. Visual inspections before plugging in line cord 1. Check that all cable connectors are completely seated on printed circuit assemblies. 2. Check that cables are clear of all moving parts. 3. Check for any wires that may have become disconnected. 4. Check switches for loose solder or other foreign material that may have come loose in shipment and could cause shorting of contacts. 5. Check wires on coils for proper soldering. Cold solder connections may not show up in factory inspection, but vibration in shipment may break contact 6. Check that fuses are firmly seated and making good contact. 7. Check the transformer for any foreign material shorting across wiring lugs. 8. Check wiring of transformer to correspond to location voltage. See figure 1 Check adjustment of the three (normally open) tilt switches: 1. Panel tilt on bottom of playfield panel 2. Plumb bob tilt on left side of cabinet near front door. 3. Ball lt above plumb bob tilt. Insert the smaller ball (15/16" dia.) into the ball tit assembly, and adjust the bracket so the ball will roll ree to contact the switch blade, if front of cabinet is TRANSFORMER CONNECTION INSTRUCTIONS REFER TO POWER SUPPLY SCHEMATIC IN GAME MANUAL FOR TABLE “A” 115 VAC, 2-8, 3-6, 7-10. T20 VAC, 2-8, 4-6, 7-11 220 VAC, 4-8, 7-9 240 VAC, 4-8, 7-11 PART OF POWER—TRANSFORMER MODULE A2, LOCATED IN LOWER CABINET 1 Il. GENERAL GAME OPERATION Place ball into playfield by outhole. Coin game. Coin should be rejected. Plug in line cord. Move power ON-OFF master switch at bottom right front corner of cabinet to ‘ON’ position. The game will play a power-up tune to announce game-readiness. Drop targets are reset, scores are set to zero, alternating with the “High Score to Date,’ and the game is ready for play. Coin game. The game should accept the coin and post credits* for coins accepted (adjustable). Pressing the credit button on the door will cause the outhole kicker to serve the ball to the shooter alley. The tst player-up lite is lit, A game-up tune* is played to announce play-readiness. One player'is posted each additional time the credit button is pressed (one to four can play). The credits are reduced by one each time the credit button is pressed until the credits are reduced to zero. Shooting the ball initiates play. The game awards all points earned by the player. If spinner is turing and scoring when the ball hits a target, the spinner and the target scores are awarded. When the ball enters the outhole, the bonus score is added to the total score. The player-up and/or ball in play on the back box is advanced one position. The outhole kicker serves the ball to the shooter alley and play is resumed. This continues until each player has played the allowable number of balls per game (adjustable). At this time the ‘Game Over’ light is lit. A random Match" number appears and the ‘Match’ lightis lt. Ifthe number is the same as the last two digits in a player's score, a free game is awarded. Extra balls won during the course of the game are played immediately after the player's regular ball enters the outhole. The player-up and/or ball in play on the back box are not advanced for extra ball play. Bonus score is added to the player's score before the game serves the extra ball for play. ‘Scoring over 10,000,000 gives “High Score to Date” award, Atthe end of the game, a‘High Score to Date is alternately flashed with all 4 player scores. Ifthe “High Score to Date’ is beat, this feature* awards free games. Tilting the game results in loss of a ball. The flippers, thumper-bumpers, etc., go ‘dead Bonus points are not scored. The purpose of the tilt penalty is to discourage the player from jostling the machine in an attempt to prolong play. Game action becomes normal after the ball kicker assembly serves the ball to the shooter alley. ‘Slamming the machine results in loss of the game. All feature lights go out, the game goes ‘dead, and a time delay occurs. The purpose of the time delay is to discourage unnecessary abuse of the machine. After the delay, the ‘Game Over light lites and the power-up tune is played. The time delay occurs anytime one of the slam switches is made to contact. There are two factory installed slam switches, on the front door, and one on left side of cabinet. (Any number of slam switches could be installed by the operator, to meet his individual requirement.) The switch should be adjusted to have approximately 1/16” gap between the contacts. The weighted blade should be adjusted to attain the desired sensitivity. Decreasing the gap between contacts will make the switch more sensitive. Opening the gap will reduce sensitivity “Soto and leauces can be disabled by operator so desired. See Back Box Adjustments NOTE: Scoring and feature una wil ite from game to game. 0, Ill. BOOKKEEPING FUNCTIONS The game is designed to help the operator perform certain accounting functions. The game can display the number of total plays and replays (free games). It can display the number of coins dropped down each coin chute. The bookkeeping functions arexdisplayed on all player score displays simultaneously. An identification number, 05 to 15, appears on the Match/Ball in Play window as follows: 05— — 00to— —_40=Current Credits *06— 10000 to—99999 = Total Plays (Payed & Free Games) *07— 10000 to—99999 = Total Replays (Free Games) 08— 00 to—99999= Game Percentage 09— — 00to—99999=Total times ‘High Score to Date’ is beat *10— 10000 to—99999 = Coins Dropped thru Coin Chute #1 *11— 10000 to—99999 = Coins Dropped thru Coin Chute #2** *12— 10000 to—99999 = Coins Dropped thru Coin Chute #3°* "13— 00 to—99999=Number of Specials awarded from Panel Specials Only "14— 00 to—99999=Number of minutes of Game Play "15— 00 to—99999=Number of Service Credits The game displays the first bookkeeping entry if the Self-Test button (See Fig. III) on the inside of the front door is pressed ten times. Alternately push and release the Self-Test button at one second intervals. The number 05 appears in the ‘Match/Ball in Play’ window. Current credits appear on the player score displays. Each additional press of the button causes the next entry to be displayed. ‘After the data in each bookkeeping register is recorded, it can be set to zero simply by pressing switch button $33, located on A4, the MPU module in the back box (See Fig. III), or by pressing the Coin Chute #3 switch. Any or all registers can be cleared by alternating between the Self-Test button and the switch button S33 on the MPU module or Coin Chute #3 switch. The operator is given this option as a possible convenience and can elect to use or not use it as his needs direct. Pressing the button 5 more times causes the game to play the power-up tune and light the Game Over light. Service credits are designed to allow the serviceman to test the game under actual play conditions without disturbing the bookkeeping records that reside at identification numbers 06, 07, 10, 11 and 12. To obtain Service Credits, push and release the Self-Test switch until identification number 05 appears in the ‘Match/Ball in Play’ window. Hold in the Credit button unti the desired number of Service Credits (up to five) appears on the player score displays. NOTE: If, upon accessing identification number 05, a number of credits greater than five is displayed, pressing the credit button has no effect. Identification number 15 is reserved as a record of the number of Service Credits used. “The 10,000 levels preset at the factory; can be sotto ze, tal, it desired. *i1Coln Chute enol used in game, number dsplayed (other than 00) on Player Score displays has no signicance, NOTE: If “Total Play’ register is reset fo zeroes then “Total Replays" register should also be reset to zeroes to maintain the ‘game percentage valve BLACK PYRAMID Feature Operation & Scoring A) Top Saucer Feature B-L-A-C-K arrows continue to flash back & forth. Their values are as follows: From left to right 1st arrow score 25,000 spots “B” on black bonus, 2nd arrow score 5,000 flash left bumper and spots “L" on black bonus. 3rd arrow score 5,000, opens gate and spots “A’ on black bonus. 4th arrow scores 5,000, flash right bumper and spots "C” on black bonus. 5th arrow score 25,000 and spots “K” on black bonus. B) Bumpers Feature ‘Score 100 points unlit 1,000 points lit and 3,000 points when flashing. C) 3 In Line Drop Target Feature ‘Score 5000 points each and respectively lite the 2X-8X and 5X bonus multipliers. D) Right Roll Up Line Feature After the drop targets were knocked down score as follows: Black arrow immediately will start flashing if black bonus was not completed. Rolling on the button will ‘complete all § lites on black bonus and pyramid bonus, and the lane at this point will either score 50,000 points every time button is lit, or will alternate with Black Pyramid for completion of more of that feature depending on switch option #24. E) Left Roll Up Lane Feature Roll over button scores as follows: £20,000, 80,000, 40,000, 50,000, X-Ball and Spl plus each time spot—a lite either on 200,000 pts. lite, or a lite on black bonus ite. F) Swinger Target Feature ‘Spots any unlit star and unlit 200,000 lite, however if the arrow lines up with alt lite, target will spot a lite on black bonus. Liting the last light on 200,000 will automatically award the player with 200,000 points. Completing the fea- ture with one lit star will double the 200,000 value and completing the feature with 2 stars lit triples the 200,000 value, and also will give an automatic replay. ‘SPECIAL REPLAY/X-BALL/NOVELTY MODES Self-test positions 16 and 17 give the operator flexibility to award a replay ball or score (Novelty) when a ‘special is scored. A combination of X-Ball, Novelty can be obtained through the following chart. Selt-test position 16 Setto“03" Setto“02"_— Set to“01" Playfield X-Balls and Specials ‘AWARD ‘AWARD ‘AWARD. ‘Swinger Target Special Arrow REPLAY X-BALL* 50,000 Bonus Special REPLAY X-BALL* 50,000 Left Lane Special REPLAY 2 50,000 Left Lane X-Ball XBALL _X-BALL"* 25,000 Self-test Position 17 Setto "03" SETTO "02" SETTO“O1" ‘AWARD ‘AWARD "AWARD. Scoring Thresholds REPLAY X-BALL* 25,000 50,000 if same player shoot agains it "25,000 it same player shoot again is ht. V. GAME ADJUSTMENTS ‘A. Playfield Panel Post Adjustments: Posts that control left and right outiane opering on panel can be removed to make access ' to outlanes easier or harder for ball to enter, See Figure Il Easier entry will decrease playing time and scoring (conservative). Harder entry wil increase playing time and scoring (liberal). B. Back Box Game Adjustments: Each game has thirty-two switches located on A4, the MPU module, located in the back box, that allow play to be customized to the location. See Figure ill. Credits per coin, maximum credits, credit display, balls per game, match feature, high game feature, ‘special award and melody are selectable by means of the switches. The switches are ‘contained in four-sixieen lead packages numbered S1-8, S9-16, S17-24, and S25-32 for ‘easy identification. The “ON’ toggle position is marked on the assembly. Turn off power before making adjustments. Credits/Coin Adjustment ‘The credits per coin are selectable by means of $17-820 for coin chute #2 (Center). The switch settings and resultant credits/coin are as follows: $20 S19 S18 S17 Credits/Coin 820 S19 S18 S17 Credite/Coin OFF OFF OFF OFF SameasCoinChute #1 Sottngs | ON OFF OFF OFF 8/1Coin OFF OFF OFF ON 1/1Coin ON OFF OFF ON 9/1Coin OFF OFF ON OFF 2/1Coin ON OFF ON OFF 10/1Con OFF OFF ON ON 3/1Coin ON OFF ON ON 11/1Con | OFF ON OFF OFF 4/1Con ON ON OFF OFF 12/1Coin OFF ON OFF ON 5/1Coin ON ON OFF ON 13/1Coin OFF ON ON OFF &/1Con ON ON ON OFF ta/1Goin OFF ON ON ON 7/1Coin ON ON ON ON 15/1Coin The credits given are selectable by means of switches 1-5 incl, for coin chute #1 and switches 9-13 incl., for coin chute #3. Thiry-one different credit ratios are available for each coin chute. The switch settings and resultant credits/coin are listed below. CREDITS/COIN ADJUSTMENTS COIN cHUTE SWITCHES, CREDITS CREDITS.««CREDITS.«—CREDITS_ CREDITS WIINGESIDE) 5 4 3 2 3 ones 3 1 wo 8 (RIGHT SIDE) OFF OFF OFF OFF OFF 1/100n OFF OFF OFF OFF ON 2/1Con OFF OFF OFF ON OFF 3/Con OFF OFF OFF ON ON 4/1Goin OFF OFF ON OFF OFF 5/1Gon OFF OFF ON OFF ON 6/1Gon OFF OFF ON ON OFF 7/1Gon OFF OFF ON ON ON. &/1Con OFF ON OFF OFF OFF 9/1Con OFF ON OFF OFF ON 12/1Gon OFF ON OFF ON OFF 14/1Coin 4 OFF ON OFF ON ON 1/2Coins* OFF ON ON OFF OFF. 2/2Cons" 3 OFF ON “ON OFF ON” 3/2Cons" OFF ON ON ON- OFF 4/2Coms* OFF ON ON ON ON 5/2Gons* ON OFF OFF OFF OFF 6/2Cons* ON OFF OFF OFF ON 7/2Gons* ON OFF OFF ON OFF &/2Cons* ON OFF OFF ON ON 9/2Coins" ON OFF ON OFF OFF 12/2Cons* ON OFF ON OFF 14/2 Cons" O/2ndCoin"* 1/3rdCoin—O/atRCoin'™*175IhGoin 5 ON, ON OFF ON ON OFF 1/IstGon —2/2ndCoin 92 ON OFF ON ON ON O/istCoint —1/2ndGon—1/arg Coin _1/4tHCon aa ON ON OFF OFF OFF O/istCoin. 1/2ndGoin /ard Cain 2/4thCon aa ON ON OFF OFF ON ‘VistCon —V2ndCon —/3rd Con 2/4thCon a ON ON OFF ON OFF ‘/istCon — 2/2ndCoin 1/8rd Gon /athCom a8 ON ON OFF ON ON 1/istGon Brandon 2/Srd Coin ath Con 1a ON ON ON OFF OFF W/IstCoin™ 1/314 Coin v3 ON ON ON OFF ON OFard Coin” 174th Coin wa ON ON ON ON OFF O/2ndCoin** /GrdGoin** a/athGoin'™* 1/8thCoin 1/5 ON ON ON ON ON No res uni ane eons doppes “No Gesu ath cons copped No Gots tl ard coin sapped “No Cred unt Sth ins copped MAXIMUM CREDITS: The maximum credits accepted by the machine limits the number of games that can be ac- ‘cumulated by coining, by winning replays or both. The maximum number of credits is selectable by means of switches 25 and 26. Four credit limits are available. Switch settings are listed below. MAXIMUM SWITCHES CREDITS 26 25 10 OFF OFF 15 OFF ON. 25 ON OFF 40 ON ON BALLS PERGAME: —# BALLS/GAME SWITCHES 32 31 5 OFF ON. 4 ‘ON OFF 3 OFF OFF 2 ‘ON ‘ON MATCH FEATURE: When the Match Feature is ON, a random number appears on the Match/Credit window and the word Match is illuminated. If the number matches the tens digit in a player's score, a free game is, awarded. The Match Feature creates an incentive to play. MATCH SWITCH 28 ON ‘ON OFF OFF CREDIT DISPLAY: CREDITS DISPLAYED — SWITCH 27 YES ON NO OFF HIGH SCORE FEATURE: The game is designed to award an Extra Ball or Free Game at each of the two or three score levels. See Front Door Game Adjustments. SELF-TEST SELF-TEST AWARD POSITION 16 POSITION 17 REPLAY SET TO “03” SET TO “03" EXTRA BALL SET TO “02 NOVELTY SET TO “O1 SET TO "01" NO AWARD SET TO “00” SET TO "00" For combinations of replay/X-ball/Novelty Modes see page 4A °K. Special Replay/X-ball/Novelty Modes” HIGH SCORE TO DATE OR OVER 10,000,000 SCORE FEATURE: The game is designed to award free games as an option if high score to date is beat or player exceeds 10,000,000 points. Each time this happers, the high score will reset to 1,999,990 as new high score to beat. This score is displayed on all 4 player score displays at the end of each game as an incentive to play. Recommended setting is underlined. HIGH SCORE TO DATE FEATURE SELF-TEST POSITION 19 No Award SET TO “00” One Credit ‘Two Credits SET TO “02” Three Credits SET TO “03” State and local laws may regulate the use of the above features, and they have been designed to allow for appropriate adjustment in order to conform to such requirements. 0A44 BLACK PYRAMID GAME FEATURE OPTIONS Bonus Special Per Game Liberal sw 6 ON Unlimited Spls Earned Conservative SW 6 OFF Only 1 Spl Earned Left Lane Extra Ball Build Up Adjustment Most Conservative sw 7 OFF SW 8 OFF 90K Conservative sw 7 ON Sw 8 OFF 80K Liberal sw 7 OFF sw 8 ON 70K Most Conservative sw 7 ON sw 8 ON 50K M &| Return Lanes Liberal SW 14 ON Lanes Tied Together Conservative Sw 14 OFF Lanes Separated Left Roll Up Lane 20,000 pts. Liberal SW 21 ON Initially Lit Conservative Swat OFF Initially Unit Bonus Spl Most Liberal ‘SW 22 ON SW23- ON ‘Spl On w/60K Liberal ‘SW 22 OFF SW23) ON Spl On w/120K Conservative ‘SW 22 ON SW23- OFF Spl ON after 120K Conservative ‘SW 22 OFF SW23- OFF Spl On after 120K Right Lane 50,000 pts. Liberal ‘SW 24 ON 50 K Alternatives with Black Pyramid Arrows Conservative ‘SW 24 OFF 50K does not Alternate with Black Pyramid Arrows C. FRONT DOOR GAME ADJUSTMENTS High Score Feature Adjustments: The game is designed to award an extra ball (option) of a free game at each of three score levels. The recommended levels are on the score card in the game. Any level from 10,000 to 990,000 : can be set, as desired. It is also possible to reset or turn off (00) any or all of the levels, if desired. 1. Push and release Self-Test button (See Figure III) at 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 Displays is the score level.* It can be increased, if desired, by holding the credit button in. To decrease the score level, hold the credit button in and depress and rlease the Self-Test button. Release the credit button when the desired number appears. Note that the level changes 10,000 points at a time. If the number ‘00' is left on the displays, the high score feature is eliminated for that level. 3. Repeat steps 1 and 2 for the second and third score levels. The identification numbers ‘02’ and'03' on the Match/Ball in Play displayare for the second and third levels, respectively. High Score to Date and 10,000,000 Feature: ‘The game is designed to award free games when ‘High Score to Date’ is beat, or if the player exceeds 10,000,000 points. It is recommended that the level, which will build with play, be periodically reset to the factory recommended level to encourage game play. 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. Any level from ‘00' to 9,990,000 can be set as described. It is to be noted that ‘00’ does NOT turn off the feature, as it does on High Score feature. The feature is turned off by self test position 19 as discussed under ‘Back Box Game Adjustments: SELF TEST SETUP FOR 16-19: To set up positions 16-19 push and release self test button till 16 shows on match/ball in play. Now pulse replay button for recommended setup from "00" thru "03." Repeat for positions 17, 18 or 19. SOUND In addition to game sounds, there is also a Master Volume Control located on the front door. (refer to page 10) Please note that these module volume controls should be adjusted prior to setting the control ‘on the front door. *Can be auickly set 0 00" by pressing $33 on the MPU assembly in the back box or Coin Chute switch #3. (See Figure i) OA44 BLACK PYRAMID Susans pane A 17-41-6332) Po B. 17-41-637 (10) post ©. 17-41-641 (2) PO: B irarea — (} Se DI, E. 17-41-643 (3) 1" DIA. E 17-41-644 (4) 1%" DIA. G. 17-41-645 (3) 2" DIA. H. 17-41-6465 (2) 24" Dia. \ 17-41-687 (2) FLIPPER (AMBER) PANEL TOP PARTS 4, Swinger Target Assy. AA44.00012.0 2 Ste Gade sy. 6. Eject Hole Assy. ‘AA44-00034-0 7. Free Gate eit As ‘Assy. AA44-00036-0 8: Wire Actuator Assy. 9, Ball Gate Assy. (Left) A360-00022-0 10: Ball Gate Assy; (Righty A360-00023-0 11. Wire Actuator Assy. A360-00216-0 12. Wi eater ‘Assy. 390-00044-0 13. Wire Actuator Assy. —_-A360-00217-0 14 Tag Moana Kear ‘A360-00234-0 15, Switch & Diode Assy. A360-00239-0 16. Switch & Diode Assy. A360-00241-0 17. Switch & Diode Assy. A360-00243-0 18. Switch & Diode Assy. A360-00244-0 19. Target SW, Brit. & — A390-00034-0 Diode Assy. 20. Mold ni Fp Assy- _A967-00031-0 21. Mumper Bumper Assy. A967-00053.0 22 Ball Gate Wire Assy, A967-00057-0 23. Slingshot Kicker Coll 967-00009-0 5 ide Wire 6% A44-00100-0 ide Wire 6%2 RT A44-00106-0100 ll Guide Wire G2 LT A44-00106-0200 27. Ball Guide Wire L 3%" — 360-00175-0106 2B. Butter Wire L 2%" '360-00175-5300 29. Ball Guide Wire 2" '360-00175-5600 30. Ball Guide Wire 2%" —360-00175-6500 L “ ST PLAYER 41 ispLay ORVER —Assys. Leo 2ND PLAYER VOLTAGE REGULATOR SOLENOID ORIVER ASsr, creoiTs ae MATCH / BALL ~ f LAMP ORIVER Assy. TW PLAY 47H PLAYER aj CHEAP SoueAK assy. AUXILIARY LAMP DRIVER BRO PLAYER 1 SELF TEST BUTTON REMOTE VOLUME CONTROL creoiT BUTTON FRONT _000R LEG LEVELING ADJUSTMENT, TYPICAL SLAM swiTcH oo Lume B08 TILT »s (3 (ON PosiTiON INCLINED TILT a= cS — = ‘TRANSFORMER —| assy. — cc si DETAIL: si-s32 MPU Assy. FIGURE IIL. ELECTRONIC PIN BALL MACHINE. “10- RECOMMENDED Instructions, Score Cards and High Score Feature Settings to be used on Black Pyramid 0A44 REPLAYS 3-BALL REPLAYS 5-BALL Instruction Card M-051-00444-A030 _Instruction Card M-051-00A44-A030 Score Card M-051-00A44-A038 Score Card M-051-00A44-A039 1 Replay at 1,220,000 1 Replay at 2,000,000 1 Replay at 2,400,000 1 Replay at 3,000,000 EXTRA BALL Instruction Card M-051-00A44-A031 ‘Score Card M-051-000A44-A039 W/M-051-000A44-A073, 1 Extra Ball at 2,300,000 1 Extra Ball at 3,400,000 ADDITIONAL CARDS REPLAYS EXTRA BALL M-051-00A44-A040 700,000 1,600,000 + M-051-00A44-A072 1,900,000 3,100,000 M-051-00A44-A041 800,000 1,700,000 M-051-00A44-A073 2,300,000 3,400,000 M-051-00A44-A042 900,000 1,800,000 M-051-00A44-A074 —_2,500,000 3,700,000 M-051-00A44-A043 1,000,000 1,900,000 M-051-00A44-A075 2,700,000 3,900,000 M-081-00A44-A044 1,000,000 2,000,000 M-051-00A44-A045 1,100,000 2,100,000 M-051-00A44-A046 1,200,000 2,200,200 _ Instruction Card Novelty M-051-00A44-A047 1,200,000 2,300,000 M-051-00A44-A048 1,200,000 2,500,000 M-051-00A44-A032 M-051-00A44-A049 1,300,000 2,500,000 M-051-00A44-A037 M-051-00A44-A050 1,400,000 2,600,000 M-051-00A44-A036 M-051-00A44-A051 1,500,000 2,700,000 M-051-00A44-A052_ 1,600,000 2,800,000 M-051-00A44-A053_—1,700,000 2,800,000 M-051-00A44-A054 1,800,000 2,900,000 BLANKS (3) M-051-00A44-A055_ 1,900,000 2,900,000 __ High Game to date recommended levels: M-051-00A44-A056_ 2,000,000 3,200,000 _(reset periodically) M-051-00A44-A057 2,100,000 3,300,000 3 BALL 2,700,000 M-051-00A44-A064 2,200,000 3,500,000 5 BALL 3,200,000 M-051-00A44-A065 2,300,000 3,600,000 M-051-00A44-A066 2,400,000 3,800,000 M-051-00A44-A067 2,500,000 4,000,000 "1 Black Pyramid OA44 RECOMMENDED SWITCH SETTING FOR 3 AND 5 BALL BONUS SPL PER GAME UNLIMITED LEFT LANE EXTRA-BALL. LITE ON M&I RETURN LANES LEFT LANE 20K LITE BONUS SPL ON RIGHT LANE 50K ALTERNATE BALLS PER GAME REPLAYS Instruction Card Score Cards Major Mode Match High Score to Date XBALL Instruction Card Score Card Major Mode Match High Score to Date Novelty Instruction Card Score Card Major Mode Match High Score to Date 3 Ball 5 Ball sw 6 ON ON sw 7 ON OFF sw 8 ON ON Sw 14 OFF OFF swat ON ON SW 22 ON OFF SW 23 ON ON SW 24 ON OFF swat OFF ON Sw 32 OFF OFF 3-BALL 5-BALL M-051-00A44-A030 M-051-00A44-A030 \M-051-00A44-A038, M-051-00A44-A039 Self-Test Position 16, 17 Self-Test Position 16, 17 Set to “0: Set to “03” ‘Sw.28 ON ‘$W.28 ON Self-Test Position 19 Self-Test Position 19 Set to "03" Set to “03” M-051-00A44-A031 M-051-00A44-A039- W/M-051-00A44-A073 Self-Test Position 16, 17 Set to “02” ‘SW.28 OFF Self-Test Position 19 Set to “00” M-051-00A44-A032 M-051-00A44-A036 Self-Test Position 16, 17 Set to “01” ‘SW.28 OFF Self-Test Position 19 Set to “00” 12 M-051-00A44-A032 M-051-00A44-0037 Self-Test Position 16, 17 Set to “01” ‘SW.28 OFF Self-Test Position 19 Set to “00” Vill. ROUTINE MAINTENANCE ON LOCATION: Self-Test routines are written into the game design. They are particularly useful for routine main- tenance. The tests are described below. The fist test is automatic and occurs on power-up. This test causes the MPU module A4 to examine itself for failures. Seven flashes of an LED indicates proper operation. The second series of selt-diegnostic tests causes the MPU to ‘exercise’ each of the other modules in such a way as to make their faults, if any, obvious, See Figure Ill and Page ii, It is recommended that these tests be used several times a week to check out the games before play. I faults are discovered, they may be corrected on location ifthe operator has.a stock of replace~ ment modules. See “Trouble Shooting on Location.” MPU Module Self-Test: At power on, the LED on the MPU module flashes once. (Flicker-Flash.) After a pause, it flashes six more times and goes out. A power-up tune is played to announce game readiness. This indi- cates proper MPU operating condition and successful completion of the power-up test. ‘Game Selt-Diagnostic Tests: 1. Pressing the Self-Test button inside the door initiates the Selt-Test routine. See Figures Ill and IV. All switched lamps flash off and on continuously 2. Pressing the Self-Test button again causes each digit on each display to cycle from 0 thru 9, and repeat continuously. 3, Pressing the Self-Test button again causes each solenoid to be energized, one at a time, in a continuous sequence. Hold both flipper buttons ‘in’ during this test. The number appearing on. the Player Score displays is the same as the number assigned to the solenoid. The sound of a solenoid pulling-in as a number appears indicates proper operation. The absence of sound is improper. If sound is absent, see Page 17 for help in Solenoid identification. 4, Pressing Self-Test button again causes the sound module to play same tune repeatedly. 5, Pressing the Self-Test button again causes the MPU to search each switch assembly for stuck contacts. If any are found, the number of he first set encountered is flashed on the Player Score displays. The number remains until the fault is cleared. See Page 17 for help in Stuck ‘Switch identification. Other numbers may follow if more stuck contacts are present. If there are ro stuck switches, the Match/Ball in Play display flashes ‘0. 6, Pressing the Self-Test button 20 more times causes the MPU to step thru the threshold and bookkeeping functions described previously and finally to repeat the power-up test. For more rapid exit to power-up, turn the game off, then on. The game is now ready to play. After successful completion of the Self Diegnostic Test procedure, set the game up for play. Exercise each rollover, thumper-bumper, slingshot, etc., by hand until each switch assembly Cn the playfield has been checked for proper operation. If actuating a switch assembly results in intermittent or no response, clean contacts by gently closing them on a clean business card or piece of paper and wiping until they wipe clean. Regap, if necessary, to 1/16". Do not burnish or file Gold Plated Switch Contacts. IX. TROUBLESHOOTING ON LOCATION The game is designed to make troubleshooting easy. Several simple procedures are given herein that cover the greatest percentage of game feilures. They are written for an operator on location and require module replacement. (See Figure III) Symptoms and the action to be taken are given for each type of problem. If the problem is more complicated and is not solved by following this procedure, more detailed procedures are available from Bally. See the Parts List for ordering information. 13 0 2 ° 6 FIGURE IV. SELF-DIAGNOSTIC TEST MPU A4 ROUTINE MAINTENANCE CHECK POWER-UP: ‘TURN OFF POWER "TURN ON POWER a LED ON MODULE ‘Ad FLASHES 6X No T= PRESS SELF-TEST BUTTON ONINSIDE OF FRONT DOOR, ‘TO ENTER LAMP DRIVER MODULE TEST eee Y No ALL FEATURE LAMPS LIGHT, FLASH ON AND OFF? ves PRESS SELF-TEST BUTTON (AGAIN) ‘TO ENTER DISPLAY DRIVER MODULE TEST a ALL DISPLAYS COUNT "60000000 9998990 Yes PRESS SELF-TEST BUTTON (AGAIN) TO ENTER SOLENOID DRIVER MODULE TEST So ALL SOLENOIDS * PULLIN” IN SEQUENCE? PRESS SELF-TEST BUTTON (AGAIN) ALL SWITCHES" OPEN? © ves PRESS SELF-TEST BUTTON (OR TURN POWER OFF AND THEN ON, ‘GAME READY TO PLAY. REPEAT ENTIRE TEST IF REPAIR WAS MADE. REFER TO. ‘TROUBLE SHOOTING ON LOCATION’ ‘CORRECT FAULT SEE SYMPTOM #1, PAGE 15 SEE SYMPTOM #2, PAGE 15 SEE SYMPTOM #3, PAGE 15 ‘SEE SYMPTOM #4, PAGE 16 PRESS SELF-TEST BUTTON (AGAIN) "TO ENTER SOUND MODULE TEST "TO ENTER STUCK-SWITCH TEST ‘SOUND MODULE PLAYS ~<—| TUNE <— ves NO SEE SYMPTOM #5, PAGE 16 No, SEE SYMPTOM #6, PAGE 16, “SOLENOID AND STUCK-SWITCH NUMBER IS FLASHED ON PLAYER. SCORE DISPLAYS AS AN AID IN TROUBLESHOOTING. Seepage 17 “HOLD F-APPER BUTTONS IN DURING TEST. 4 1A) 2A) 2B) 3A) 38) SYMPTOM: ACTION: CAUTION: SYMPTOM: ACTION: SYMPTOM: ACTION: SYMPTOM: ACTION: SYMPTOM: ACTION: Game does not play power-up tune when power is turned on. General Illumination is present. A) Turn power OFF. Open back box. Locate light emitting diode (LED) on MPU module A4. B) Turn Power ON. LED must flash 7X to indicate that module A¢ is good. Correct flash sequence is flicker/flash-pause-and then six more flashes and LED goes out C. If LED does not come on, or does not flash, or flashes, but less than 7X, tum off power. Replace MPU module A4. Replacement MPU Module must have same Part Number or incor- rect operation will result! See Parts List for MPU Module Part Number. Turn power ON. D) If game is correct, itis now ready for play. If game is not correct, refer to Module Replacement procedure. (See Parts List.) Not alll feature lamps light during game play. A) With power ON, open front door. Press button (Self-Test switch) ‘onee. If the game is correct, all feature lamps flash ON and OFF. B) Carefully raise playfield or open back box to gain access to lamps. C) Replace bulbs that do not flash D) If game is correct, itis now ready for play. E) If game is not correct, turn power OFF. Replace Lamp Driver Module ‘AS. Turn power ON and repeat A F) If game is correct, if is now ready for play” G) If game is not correct, turn power OFF. Replace MPU module A4. See CAUTION, 1C. Turn power ON and repeat A H) If game is correct, itis now ready for play: If game is not correct, refer to Module Replacement procedure. (See Parts List.) One or some switched lamps always ON. Repeat 2AA, AB, AE, and AF and, if necessary AG & AH Display digits improper on one or several, but less than all Display Driver module(s), A1. Improper: One or several segments always OFF, digits mottled or several segments or digit(s) always ON. A) With power ON, open front door. Press outton (Self-Test switch) twice. Ifthe game is correct, each digit on each Display Driver Module A1 (5 used/game) displays the count 1-9 and 0 continuously in all 6 digit positions. Note defective Display Driver modules. B) Turn power OFF. CAUTION: High Voltage is supplied to the Display Driver Modules, Al, from the Solenoid Driver/Voltage Regulator Module A3. Wait 30 seconds for High Voltage to Bleed Off. €) Replace Display Driver module(s) A1. Turn power ON. Repeat A. D) If game is correct, itis now ready to play’ If game is not correct, refer to Module Replacement procedure. (See Parts List.) All displays improper (allfive display Driver modules). Improper: Digit(s) always on or off/segment(s) always on or off, all displays A) Repeat 3AA, and AB. B) Replace MPU module A4. See CAUTION NOTE, 1C. Turn power ON. Repeat A 15 3c) 4a) 48) n ) If game is correet, its now ready to play” if game is not correct, refer to Module Replacement procedure. (See Parts List.) ‘SYMPTON: One or several cisplays always of. ACTION: A) Do3AA, AB, AC, and AD. B) Repeat 3BB and BC, if necessary. SYMPTOM: Solenoids) does) not pul-in during course of game. ACTION: A) With power ON, open fron: door. Press button (Self-Test switch) three times. B) If, game was correct, each solenoid would be energized. A number is flashed on the Player Score displays as each solenoid is pulsed. Note any ‘numbers that do not have the sound of a solenoid associated. See Solenoid Identification Table, Page 17 and Figure V. ) Carefully lft the playfield (or open the back box) to gain access to the solenoid. Turn power OFF. Inspect the solenoid. D) fa lead is broken off, repair Repeat A & B. If game is correct, itis now ready for play” If solenoid wiring was correct, turn power OFF. E)_ Replace Solenoid Driver/ Voltage Regulator module A3. See CAUTION NOTE 3AB. F) Repeat AA & AB. if games correct, itis now ready to play” If game is not correct, turn power OFF. G) Replace Sound Module A8. H) Repeat AA and ABif game's correct. Itis now ready toplay. If game is not correct, turn power OFF.” 1) Replace MPU module Ad, See CAUTION NOTE, 1C. J) Repeat A & B. If game is corect, itis now ready to play" If game is not Correct, reter to Module Replacement Procedure. (See Parts List) SYMPTOM: Solenoid(s) always energizec—Note: if impulse solenoids (ball ejects, slingshots, thumperbumpers, etc.) are energized continuously, they are subject to’ damage. Limit trouoleshooting to one minute with power ON, followed by five minutes with power OFF. Repeat as necessary. Replace damaged solenoids. ACTION: Do4AA, AB, AE, AF, AG, AH and if necessary, Al and AJ. ‘SYMPTOM: No Sound. ACTION: A) With Power ON, open front door, press Selt-Test switch four times. B) Turn volume control clockwise to Max. ©) If comect, sound will be heard. if incorrect, try seating speaker lead ‘connector (J2) and input connector (Jt). D) If comect, sound will be heerd. f incorrect, refer to Module Replacement procedure” ‘SYMPTOM: Feature (Drop Targets, etc.) doas not score. ACTION: A) With power ON, open front door. Press button (Selt-Test switch) five times. B) If the game is comect, Match/Ball in Play display would flash ‘0! If a number appears on the Player Score displays, see Switch Assembly Iden- tification Table, Page 17 and Figure V. ©) Carefully it the playfield. Locate the switch assembly identified from the number. Visually inspect the switch assembly. If the contacts are ‘stuck; regap them to 1/16". See section under ADJUSTMENTS. Repeat A & B. If the game is correct, itis now ready to play’ if game is not correct, turn the power OFF, 1D) Replace MPU module A4. See CAUTION NOTE 1, C. E) Repeat A & B. Ifthe game is correct, itis now ready to play. Ifthe game is not correct, refer to Module Replacement Procedure. (See Parts List). ‘SYMPTOM: Game biows fuse(s) repeatedly ACTION: — See Module Replacement Prozedure. F.0. 560 “Tun power On-Ot sch OFF anc then ON 16 GAME #A44 BLACK PYRAMID SOLENOID IDENTIFICATION TABLE Self Self Test # SOLENOID IDENTIFICATION Test # SOLENOID IDENTIFICATION o1 LEFT SLINGSHOT o7 OUTHOLE 02 RIGHT SLINGSHOT 08 KNOCKER 03 LEFT THUMPER BUMPER 09 GATE 04 RIGHT THUMPER BUMPER 10 COIN LOCKOUT DOOR 05 SAUCER " K1 RELAY (FLIPPER ENABLE) 06 DROP TARGET RESET SWITCH ASSEMBLY SELF-TEST DISPLAY NUMBERS ‘Switch ‘Switch Self Self Test # DESCRIPTION Test # DESCRIPTION o1 LEFT SLINGSHOT 7 TOP LEFT BUMPER LANE 02 RIGHT SLINGSHOT 18 03 LEFT THUMPER BUMPER 19 04 RIGHT THUMPER BUMPER 20 “R" TARGET 05 SWINGER TARGET at “A” TARGET 06 CREDIT BUTTON 22 “M” RETURN LANE or SAUCER 23 “l" RETURN LANE 08 OUTHOLE 24 TOP RIGHT BUMPER LANE 09 COIN III (RIGHT) 25 10 COIN | (LEFT) 26 "W COIN II (MIDDLE) 27 12 30 POINT REBOUND (2) 28 GATE OUT LANE 13 TOP LEFT R.O. BUTTON 29 LEFT OUT LANE 14 TOP RIGHT R.O. BUTTON 30 2X IN LINE DROP TARGET 15 THT 31 8X IN LINE DROP TARGET 16 SLAM 32 5X IN LINE DROP TARGET 7 ® © @ 8 @ FIGURE V #0A44 Black Pyramid © INDICATES SWITCH ASSEMBLY IDENTIFICATION NUMBERS © NOTE: caer 15, 16, "10, 11, 16 Ci INDICATES SOLENOID IDENTIFICATION NUMBERS NOTE: DOOR: 10 BACKBOX: 11 CABINET: 08 VECTOR SHOWING FOR EJECT SAUCER BALL SHOULD EXIT TO RIGHT ‘SIDE OF LEFT THUMPER AS. ‘SHOWN ASSEMBLY ADJUSTMENTS: GENERAL: All switch assemblies consist of leaf springs, contacts, separators, plastic tubing and screws to hold them to the mounting surface. Before attempting to adjust a switch assembly, make sure that these screws are tight. If not, tighten screw closest to the contact end of the leaf spring first. This will prevent the assembly from being secured in such a manner that the leaf springs tend to fan out. In general, all leaf springs are adjusted for a 1/16" gap in the open position and .010" over- travel or wipe in the closed position. All contacts should be in good condition. Unless otherwise instructed, they should be dry or non-lubricated. All contacts should be free of dust and dirt. Contacts, with the exception of the flipper button switch assemblies, are plated to resist corro- sion. Filing or burnishing breaks the finish and encourages corrosion. Clean by closing the con- tacts over a clean piece of paper (e.g., a business card) and wiping gently until the contacts are clean. For the flipper button switch assemblies ONLY: Tarnish can be removed with a contact file followed by burnishing tool. Severely pitted contacts must be replaced as an assembly. In general, contacts need be cleaned or replaced and adjusted only when they are found to be a source of game malfunction X. SERVICE PARTS: A parts catalogue is available upon request. The catalogue is illustrated and lists all replacement parts for each game manufactured by Bally. Requests should be addressed to: BALLY MIDWAY MFG. CO. 10601 WEST BELMONT AVENUE FRANKLIN PARK, ILLINOIS 60131 ATTN: PARTS DEPARTMENT SERVICE HINTS: ‘The Bally playfield has an improved tuff-coat finish with excellent wearing properties. Its life expectance, as well as play appeal, can be extended by periodic cleaning of the playfield. DO: Bally recommends you clean your playfield with Wildcat #125 (Wildcat Chemical Co., 1333 W. Seminary Drive, Ft. Worth, Texas 76115). Wildcat #125 is a combination cleaner and polish. Bally has tried and tested this product and found it to be very effective. If Wildcat #125 is not available, Bally suggests you ask your Distributor to order it. Inspect and hand polish the ball in a clean cloth. A chipped ball must be replaced. It can ruin the finish on the playfield in a short period of time. DONT: Use water in large quantities, highly caustic cleaners, abrasive cleaners or cleaning pads on the playfield. Do not allow a wax or polish build up. Waxes yellow with age and spoil play appeal. 19 XI. PARTS LIST BLACK PYRAMID OA44 MIDWAY BALLY MISCELLANEOUS PARTNUMBER PART NUMBER ‘Transformer (Domestic or Expord. coves eeeeees+/MTO0-00115-A000 E-122-142 Bulbs, #555 .... sevtesesss sss +, 0017-00008-0484 E-125-73, Fuse, 1 Amp. 3 AG Slow Blow (Playfield Solenoid Protection) ce seeeees++++0017-00003-0103 E-133-44 ‘Swinging Target Motor........... 02.02.0042. +++ AA44-00012-0000 ASSEMBLY COILS Coin Lockout .......... -A360-00208-0000 FO-36-7000 Flipper (2) . 5 = ‘A360-00045-0000 AQ-25-500/ 34-4500 In-Line Drop Target Reset ........................A360-00209-000__ NO-26-1900 Knocker. . . ceeeeeene eee ‘A360-00046-0000 AR-26-1200 Outhole Kicker . . . Thumper Bumper @. Saucer...... Gate... Slingshot (2) : PLAYFIELD PARTS See Figure I MODULES Lamp Driver AS ..... Display Driver At (4 used) Display Driver A1 (1 used) MPU AA......... Transformer & Rectifier AZ Rectifier Board (Part of 2) Cheap Squeak ... . Auxiliary Lamp Driver A9_ REPAIRS PROCEDURES/AIDS - /A360-00044-0000 AN-26-1200 ‘A360-00044-0000 _AN-26-1200 -A360-00211-0000 AO-27-1300 = -- .A390-00027-0000 GA-34~4000 - .A360-00046-0000 AQ-26-1200 - .AQB4-91613-A000 AS-2518-23 +. .A084-91617-A000 AS-2518-58 + :A084-91491-A000 AS-2518-21 -A084-91624-AA44 -/A365-00040-0100 A084-91616-A000 AS-2518-54 -A084-91603-AA44 -A084-91614-A000 AS-2518-43 Module & Component Replacement ............... FO. 560-1 AID (Assistance in Diagnostice) Kit, used with FO. 560-1...... seen KIT #485-1 MODULE COMPONENTS: ‘SEE MODULE PARTS LIST MODULE COMPONENT STARTER KITS (Each kit contains an assortment of the most needed electronic parts for use in Module repair.) KIT #558—For Rectifier Board (Part of A2) KIT #503—For MPU Board A4 (less Memory U1-U6) KIT #492—For Solenoid Drive/Voltage Regulator A3 KIT #493—For Display Drive A1 KIT #494—For Lamp Drive AS 20 A082-91624-A000 MPU MODULE A4; MPU MODULE COMPONENT PARTS LIST REFERENCE BALLY em DESIGNATION PART # DESCRIPTION 1 ‘A4 (see note 1) ‘A0B4-91624-AA44 MPU Module Complete. 2 ‘A4 (see note 2) ‘A082-91624-A000 MPU Module less Program Memory, U1-6 incl 332 ‘See Schematic Resistors, See schematic for value 33 C14, C15 -00586-0067 Capacitor, 470 PFD, 1kv 34 cis E-00586-0088 Capacitor, .O5 MFD, 16V 35 cié E-00586-0081 Capacitor, .1 MFD, 100V 36 4,05 E-00586-0073 Capacitor, 4.5 MFD, 25V 37 3, 06-C13, C17, C81 E-00586-0085 Capacitor, 01 MFD, 25V 38 C79, C41-C67 E-00586-0083 Capacitor, 470 PFD, SOV 39 €19-C31, C78, C33-C40 E-00586-0082 Capacitor, 380 PFD, 50V 40 C1, C2, C68-C77 E-00586-0084 Capacitor, 820 PFD, 50V 4 a2 E-00586-0077 Capacitor, 3000 PF, 1 kv 43 Qs E-00585-0023 Transistor PNP (MPS-3702) 44 Qi, a2 E-00585-0031 ‘Transistor (2N3904) 47 crag E.00587-0006 _ Diode (IN4004) 48 CR1-CR7, CR11-CRA43, 00587-0014 Diode (IN4148) CR45-CR49, CRE2 49 cre E-00679 LED (Green) 50 vet 00598-0008 Diode Zener (8.2V, IN9598) 52 LiL2 E-00604-0003 Inductor, 22 Micro Hy. 53 ui2 E-00620-0004 Timer (555) 54 u19 -00620-0005 Quad 2 input (4011) 55 us E-00620-0028 MPU LC. (6800) 56 U10, U11 E-00620-0028 PIAIC. (6820) 37 ur E-00620-0030 RAM LC. (6810) 59 U20 E-00620-0032 HEX Butfer IC. (145028) 60 U14, U18 E-00620-0033 HEX Inverter (40498) 61 UIs E-00620-0034 (Quad Memory Drive (MC3459L) 62 ute E-00620-0035 Dual Monostable (9602) 64 ui7 E-00620-0041 Quad 2 Inputs (74LOON) 65 us E-00620-0042 RAM (C MOS, P5101L-3) 68 BT1, BT2, BTS 00628-0003 Battery 70 833 -00658-0001 Push Button Switch n 81-88, $9-S16, S17-S24, £00677 DIP Switch 25-832 73 00712 24 Pin Socket 4 £.00712-0001 40 Pin Socket 75 E-00712-0003 22 Pin Socket 7 2 £00715 15 Pin Wafer Connector 78 a £.00715-0004 28 Pin Wafer Connector 79 3, JS 00715-0017 16 Pin Wafer Connector 80 4 £.00715-0018 19 Pin Water Connector 81 5 00715-0024 17 Pin Water Connector NOTE: Order replacement memory chips U1-U6, specifying game, socket and part number stamped on chip. AS-2518-23 LAMP DRIVER MODULE a an © Withee, © Hue life olold ; me 7" eget o— aloo | 2 FoR Ker REMOVE Find so IL sec} | IHt—@ cloo | eo vIn fl ao ay a0 III r* oe) i a——-I | mle ecca | Q nite t ees ™ og us lo : oooy > lo q ° on Ne, ~ O \ jpeg og Pan ren 3 maces ® © rrmene 24 etaces AS: LAMP DRIVER MODULE COMPONENT PARTS LIST REFERENCE BALLY vem __BESTGNANION Pant DESCRIPTION 1 AS ‘AS-251828 Lamp Driver Module, Complete 2 Art-R79 Es00t0s-242 ‘Resistor, 20K0- 5%. JAW 3 R-R60, R70 £-00108-0287 _Rosistor ako, 89%, 4 ‘ Rennes £-00105-0256 Resistor, 22% SAW 5 et £-00586-0065 Capacitor, 01 MFD, S00V 8 4-07, a11-014, 018-021, £003850014 SOR, 2NSO80 025-082, 036-039, 243-046, 050-053, 957-060 7 Q1-Q3, 08-010, 015-017, E-00585-0029 SCR, MCRI06-1 22-024, Q33-035, 40-042, 047-049, 54-056 8 uUi-U4 E-00620-0037_.C., Decoder, 145148 9 Jt,u3 E-00715-0004 28 Pin Wafer Connector 10 Ja £-00715-0024 17 Pin Wafer Connector "1 v2 E-00715-0014 23 PinWafer Gonnector 12 TP1, TP2, TP3 05399 Test Clip 24 AS-2518-21 CREDIT DISPLAY DRIVER MODULE fe a] = aaa be i ee ae eal Le 1:6 DIGIT DISPLAY DRIVER MODULE COMPONENT PARTS LIST REFERENCE BALLY ITEM QTY. _ DESIGNATION PART # DESCRIPTION + 1 AT ‘AS-2518-21 6 Digit Display Driver, Complete 3 7 RI, RG, RS, R7,R9,RI1, R84 E-105-331 Resistor, 100K 0 4 13 -RI4,R16,R18,A20,R22, 105-227 Resistor, 300K 0 R24, R26, R35, R36, RZ, R38, R39, R40 5 6 ~—~RAS, R44, RAS,A4G,RAT, 105-228, Resistor, 9.1K 0 Ras. 6 7 ——RYG,RIS,RIT,RI9,A21, 105-229, Resistor, 1.5K 2 23, R25 7 7-7, R28,R29,AG0,R31, «105-222 ——Resistor, 1.2K 2 R92, R33, 8 1 Rat 105-231 Resistor, 39k 2 9 1 Re 105-271 Resistor, 240K 0 10 Wn o1 588-65 Capacitor, .01 MFD, 500V 188 G7, 08,09,Q10, 011,012 £585.32 ‘Transistor (2NS401) 14 134,02, 08, a4, a5, 06, 5585-33 Transistor (MPS-A42) 013,014, G15, 016, Giz, are, a9 16 01 VRI 508-7 Zener Diode, 110V 71 Ut 620-38 i.e. Decoder 18 19 2 ot 715-34 410 Pin Water Pin Connector 24st E560 Digital Display Panel 2 2 v-1836 HicLo Screw, W/H. 24 P2399 Display Mounting (Top) m4 2399-1 Display Mounting (Bottom) 26 6 «RA, R4,AG,RBLAIO.AI2 «105-287 ——Resistor, 2.2K 2. 27 6 ~—~RA, AGO, AST, AS2,A53, 105-242 —_—Resistor, 20K 2 54 2B As Wire Jumper Req'd oe 1 Ot 586-85 Capacitor, .01 MFD, 25V NOTE: INTERCHANGEABLE WITH AS-2518-15 25 AS-2518-22 SOLENOID DRIVER/VOLTAGE REGULATOR MODULE ® a-__lelestpe Pea Pp iiiral @ NOTE: INTERCHANGEABLE WITH AS-2518-16 26 A3: SOLENOID DRIVER/VOLTAGE REGULATOR MODULE COMPONENT PARTS LIST REFERENCE BALLY ITEM. DESIGNATION PART # DESCRIPTION 1 AS ‘AS-2518-22 Solenoid Driver/Voltage Regulator Module, Complete 314 Resistors Resistor, See Schematic for value. 15 RT1 £-00599-0014 Pot. (Linear) 25K 17 025, 29 E-00586-0014 Capacitor, .1 MFD, 20V 18 026 E-00586-0059 Capacitor, 160 MFD, 350V 19 C24 E-00586-0063 Capacitor, 2 MFD @ 25V 20 C23 E-00586-0062 Capacitor, 11700 MFD, 20V 24 C1-C8, 611-621 E-00586-0064 Capacitor, .002 MFD, 1kv 22 027, C28 00586-0065 Capacitor, .01 MFD, 500V 24 Kt 00146-0795 Relay, Printed Circuit 25 Q1-a19 £-00585-0034 Transistor, SE9302 26 Q22, Q23 E-00585-0041 Transistor, 2NS440 27 21 E-00585-0042 Transistor, 2N3584 28 20 £00710 +5V Regulator, LAS1405 or ‘TBHOSKC or LM323K 30 CRI-CR21 00587-0015 Diode (IN4004) 31 VAI E-00598-0010 Diode, Zener 140V, IN5275A 33 Ut, U3, U4 00681 1.C. Transistor Array, CA3081 34 u2 E-00620-0039 —.C. Binary lo 1/16 Decoder, 74L154 36 £-00592-0002" Relay Socket 37 M-1839° Relay Holder 39 E-00682 Heat Sink, TOS 40 E-00682-0001 Heat Sink, TO66 41 E-00682-0002 Heat Sink, TO3 Case 42 £-00715-0039 15 Pin Wafer Connector 43 00715-0016 12 Pin Wafer Connector 44 00715-0020 25 Pin Wafer Connector 45 E-00715-0033 9 Pin Wafer Connctor 55 v-1838 Shield-Plexiglass 59 £-00148-0021 Fuse Clips 60 Ft £-00133-0029 Fuse 8 AG-3/16 Amp. 23 C22 E-00586-0085 Capacitor, 01 MFD, 25V “USED WITH ITEM 24, E-00146-0791, PLUG IN RELAY ONLY 27 A2: POWER TRANSFORMER MODULE COMPONENT PARTS LIST Penmemcy REFERENCE. BALLY ITEM DESIGNATION PART # DESCRIPTION 0 a2 ‘A365-00040-0100 Power Transformer Module, Complete 1 AS-3071-2 Transtormer 2 148-25 Fuse Holder 3 a2 AS-2518-54 Power Module Assy. 4 M-1829-4 Hinged Support 5 M-1829-3 Edge Holder 6 M1829-5 Spacer 7 P.6442-244 Fuse & Connect Brkt. 8 P-6442-246 Chassis 9 RLPP-832-1812 Screw 10 RLPP-1032-1806 Screw " 2692-2 Shield 12 M-469-936a High Voltage Sticker 13 £-133-24 3AS.B. Fuse 14 M1834 HS. Compound 28 AS-2518-43 AUXILIARY LAMP DRIVER, AQ: AUXILIARY LAMP DRIVER COMPONENT PARTS LIST REFERENCE BALLY ary. _ DESIGNATION PART DESCRIPTION, 1 1 Ag ‘AS.2518-43 Auxiliary Lamp Driver, Complete 2 4 Rt E-105-173 — Resistor2.2 Meg. 2 3 12 QI Thuare 585-29 SCR MCA 108-1 4 2 22 E-715.34 40 Pin Water Pin Connector 5 12 RaThuR20 £105-237 Resistor 2K 2 6 ot ut £715.39 15 Pin Wafer Pin Connector 7 1 a1 00586-0065 Capacitor 01 MFD 8 2 (U3,u2 620-84 MC14555B Binary 1t0.4 9 4 Ut 620-85 MC14013B Dual D Flip Flop 107 ~—-ReThuRB 105-242 Resistor 20K 2 AS-2518-54 RECTIFIER BOARD ASSEMBLY ea] Is (Part of) A2: POWER TRANSFORMER MODULE COMPONENT PARTS LIST REFERENCE BALLY rem DESIGNATION PART# DESCRIPTION ° A2 "A365-00040-0100 _ Power Transformer Module, Complete 1 P/O A2 AS-2518-54 Rectifier Board Assembly, Complete 3 Ri E-00104-0002 Resistor, 10%, 600 Ohm, 10W 4 R2 E-00104-0091 Resistor, 25 Ohm, SW 5 R3 E-00105-0226 Resistor, 5%, 100K Ohm, “W 7 vet 00623 Varistor 8 CRS, CRE, CR, CRB E-00587-22 or 243A Diode 9 CR1, CR2, CRB, CR4 -00587-0015 Diode (IN4004) 10 1 Used with BR1-2 P-1973-480 ‘Spacer 12 BRI, BR2 00802-0007 Bridge Rectifier 15 F2 E-00133-0028 Fuse, A, 250V, SAG 16 F3 -00133-0004 Fuse, 4A, 32V, SAG 7 F4 NOTE1 E-00133-0005 Fuse 5A, 32, 3AG, 18 FI E-00133-0027 Fuse, 20A, 32V, SAG 19 F5, F6 E-00133-0015 Fuse, 154, 32V, 3AG 20 Jt 805-9 9 CKT Socket Header 21 TP1,2,3,4,5 P-05399 Test Clip 22 2,16 805-6 6 CKT Pin Header 23 4, JS 805-9 ‘9 CKT Pin Header 24 43 E-805-12 12 CKT Pin Header 25 F2,3,4 £-00148-0021 Fuse Clips 26 F1,5,6 E-00148-0022 Fuse Clips (Low Resistance) 20 DESIGNATION NOs & ke ke rio Riz ms mn? R20 met B25 £25 re ria Rese. agree B55 aS6 a7 R56 439 Reo,eet nee rs DESIGNATION LIST pescererroN DESIGNATION NO. 201 NF 25v crt owe Tor RF S00v ; 100K onm 1/4u 5x Beak OnM T/eu 58 a1-a6 Took onm 47eu $2 arate 2.2k OHM T/4u 58 a13-020 YOK onm 474u sx a2 2.2k OHM T/4H SE eee Ook onm 174u 52 222k OnM T/4H SE ut 00k onm 174u 52 2.2k OHM T/4H SE ost 100k onm 174 52 2.2k OHM T/4u 5E ” 325m onm 47eu $2 30K OnM T/eu 52 aPi-Te3 35k Onn 1/cu 8 Ba0e onm t/eu 52 45k OnM 1/4u 58 SOK onm t/ew 38 15k OnM 170u 52 30K OnM T/4u 52 35k onm 1/cu $2 Boe one t/a 3 tek OnM 1/4u 52 Si0e one t/ew $8 45k OnM 1/u 52 Bide onm T/eu 58 12k OWM 1/4u 52 10k onM T74u $e 500K onM 1/4u 32 39K onM1/4u. 5% 240K onw 1/aw 5x 3.1K OnR 474u 53 2x" ohm 1/6u 5x Setk onm 7au 53 40k onm 17cu 38 2.2k ON 74W 5 Siok onm 1/40 58 Bese OHM 1/4u 5x 300K onm Vew Sx 350k OHM 1/4u 52 DESCRIPTION snanes AWS045A/10V ZENER mps-nce 2use0t feeence 2usa03 peence orasas DISPLAY ASsY TOPIN WAFER Kx-I56 (2) Test Loops. 7 biciT DISPLAY ce BUMPER © z fy ai AG Bibi rs Be" (5 Bits be Bie! Bs Bia od Ei Be IB By Big) BE ee cle ost = SV FULL [woree 1 PER poss 8 ust scum ary sesurtoy vo. BF fav “ot wr 25v + oa estes set-osroonas Sum 4 8 RSS ae ans er see 1008-00005-0088 BO 5 BGR EWES BoE bo0e8 oes tenes azcvonss 7 RSasansno— etoszer se -900ns-0068 Rene sean se 7 RUSH ss enasaat 100¢- 00008-0087 pe Rt cee {o0e 08 0098 Rie fae oe {BRE Bees cose A a ee ea 1SOE 98005 o8 nanos tease tose 008-001-120 Bae cual 1005-00001 SoS ts Bbmeesen, ENESSS (BBE 8898) MEY ~ PINTS R22,R2G,R26,R3S— Rais Neoisamov zen 1 wt eer 103-0000 0008 wy bee baa {B3E Soaae ast 1 areata ess o360-0080¢-008 eae RS sia cere se ee See reves 1 ow eas s4o-onns-o014 rove sis) at e007 csso-ooneonze Wen Schw 2098-00900-0000 WenacenewT sian mes Tor} re corr-oni2-on55 Side ares" a rE ore setae senitive corr-ook-ones te suueen 1 206-9 oo17-00041-0888 tormonen eis 2 at cae orst-onns tox, reer covet 3 rss oorr-ngorat3 Dover ous 4 panties pono16t-1000 Pron tne! B, WACDONALD Baty | MIDWAY MFG.CO. ASsY DWG. ‘SEVEN DIGIT DISPLAY A082 ~91617 A000 MosI~ 00114 - Aosé 30 sscutio assures a +ave 8 2, —_ RI (SEE NOTE) com our 3 fom sao we ht |_ earth ‘sw nae —J Love se Bie srow Aas-2 —— Pet co ee pee ee ies : ‘am. f com. [com sisian : vt ‘AZ POWER MODULE (AS 3071 X) i eee i " cor -— i B sens 3 ! saa-2 — enn a 3 we NOGKE 70 RRA ‘aie foun ' 7 1 moe Jo 1 ee o foes | eo ; i sais [i ok bru Le SER EL, PUSHES wie), fa mee 7 ae o* 1 SEE W-1233 FOR PIN FUNCTIONS: —— 1 sese-6 ~——~| “ BT nau3-15 1 ze 1 ae Pe ane 1 Hy ass i I mir 1 jose ae | a ' ined eater Gl: ' t jon-) g ses fea |isa-m vert aay os. meron asus -24 L221) ¢ Jasss-22 i uoren - fal «Jo. i wee aon oer sae i Fiore sat (3a 5 fasve-s 1 sese-s ——~| ‘swiren 61. nero oy PPL g lasses 1 —_— 430058 L781} 10 Jasss-2, ansi-0 ' Ane, 6.1. puss TPO), |ow.ni. ouss f wane { ee aN Ef ee Ae ee) fo 2 oni Ee | Syne oe z 1. BAL PART NO E718 FOR 18-10, - 2, URE BALEY PART Wo. 71-1 FOR 220-240 a 3H moar ai Est po. ‘ i (AT CABINET ASS!'Y. WIRING # fo“ So aes ae we a = a as 3 a jacacx PYRAMID tase. 6O—AUI-7- 4S3vne S92. oy 30 ‘58- AB JI-18 MOTOR CONTROL AISI 1 sri sae T Pe Lae Sob 57 ——ASJI-I7 sucen amon 12 —AS-23 save anrow 67 —ASJI-14 ¥ tnaer BI AS-IS aLacx sows IS —ABJI-IG sack some 10 -84—Aav2-8 at oak Co of -Legel Lest! es + +4 40—ABLI-8 é. 78—ASII-28 PrRaMIO sown tooo "Peer Leg] Oma SO—ASJI-24 4000 (ArT sam) 91 ANS 75—ABJI-25 200,00 91 —ASJI-26 SHOOT AGAIN kez [3 — 53 —ABUl-27 20900 LerT Lane 41 —ASJI-1 2s vous ‘aier 83 43—ABJI-9._feorr wen suwren 5] —ABJI-8 “saver anne 48 —ASI-3.‘¥ ranocr 52—ASJI-2 "W nevune Line B2—ABLIMIO 8LAeK sows 12 |-87—aae-0. 13) -73— aaa So) ite | mtorr [74 — ass Eno 34—A5-7. eveamo sows 14 -eo—aaere ey capes 24—AGW-6 rvMuo some f Li 85 —ABIS10, 48— ABuI-5 200000 ee} Le eet 65—ASUI-|_ #00000 omy) Big it 35— Asa GI—A5I-12. som Ler ee Sy macy wore Lo Cad LE pee Leet b| LE] ole beat Le Leal Gre Ld 1? [-s2—aaue-t6: 1s |-s6—awers 3O—ASUI-13 Praanyo wows 43—ASI3-26 3+ vows we |-65—aae-14 9B —ASIB-23 sack sows 40 —ABB-27 Pyaawo sows 64—A5J3-21 290200 ‘OUTHOLE Ene EY 2 A T8— ASJ3-20 200909 a al 23—A8i8-22 oe cnn een 51 —Aave-1 —sto S|: Te A5i8-24 women 70—aaye-e2 —St | as panes) bea ‘93 — A4J2-3 — ST 2- £ er 21 —ABV3-I2_ sreows LET Lane 53—aaie-4 —sT3 : S308 ¢ own mor -31—nave-s —st4 a hea on ice aeee TEM 10 Avra SVR BO | ee 35—ASIB-13 REO WoKATOR ‘70 AQUI-1 aS 14 —ASB-4 nee ? oo, 95—AB3-2. mug om teuut 68 ——AS5J3-10 200,000 40___Aase-s 50 AQIS S6——ASNB-IB. 28000 (Rion STAR) rer | ASS out oon « b4— Asis. tor ert cae PLAYFIELD AG seam ne area rm 050-2 00809 won ry FLATELD Ae 82 — ania — ryemo ec (- 12 ——ASU2-14 200,900 annow . 28 ane non ane Yr a. -23-—ABJ2-I5 200990 annow - LINDIGATES NOT USED peje enemys pares 2.N/U=NOT USED ON PLAYFIELD a ener [-35—abse-6 tone snow 5: INoWATES alD TEST PONT a (a= Ay und oe 4 Coll ODES ARE 1N4004(E-587-6) SWITCH DIODES ARE IN4!4e(E-587-14) btn ies oe Soo ie cous neta peel ALL CAPACITORS ARE .05 MFD. (E-586-80) 45 —— ANE =F mer enero ome -34——ASJ2-I6 25,000 STAR (LEFT aamOW) 5. GERMANY ONLY- CAPACITOR .O1 MFD.@ 500 V. (E-586-65) ots aon = a | mown’ wF0.0, mast Doetarcarat fe Tren ieee Sa Frais rors mates ost -ooaea = A018 ers ave AL INSERT Pa CT Tarn eget gap J] [7 Roni a iva T i ieee) 10 70 2a ra z z oe fom RE z 1 ro a | wt a a mo. 808-8 || es | faa lese-e [Te fe | to Asv-8 Tif Elk We ase Geese] [tt ses & Tr wu 2 2 2 2 2s Asie Med sare [| $ 1 wu. sf, [8] 1 fs]! |s tee ag § 90) 3 | ae, lssese [ef se + | rire papalces z |} e0- aai-1 ety fa] fs ‘ 60 ase! asiss | fait a | s iF 20- xan 5 a} iis] ls 47 ksve-21 oor Acan 5 fsa Te Tos 2 | F S0- aac e] i left fey i fe 95 ABI GaMe OVER | s |rey oH i 40- Aaa vr] |r 7] |r 35 Asv20 TILT = 'F s0- aa-s —— | s{ tle} | fe Ba Asie [pes] 7 oti 'b se- saui-6 a}! jo] i jo}, fs 98 A8U2-20 638 ] IE r0- aast-10 w|i fio} y fo 0 85 ABie-6 Ens 1 NU u u wf} loti 91 ABV2-T 1 1 Lippe ib 94 aasi-7 2 2 e| | fe 97 A5V2-25 HGH scone bl he z IF 60- a303-20 gs] i fs] iia}. fe 82 A528 MATCH | 18. I Key 4 4 ‘4 62 ABI2-22 BALLINPLAY 2 3 1F es- aaa-20. 5] palis| ais] erlis 84 Aes 8 aI iF s4- aasta20 ws] (“It 6 8 re asle8 3 iF 30 sau-27 w| | |i 7 ” 1502-8 NOTE | im asa-a_[23|a0| | | as agst-20——— | 9 8 8 ‘e 502-9. NOTE | lazve-9 [2a [70 | 81 aast-25 9 9 9 19 er A522 ‘SYSTEM MOOULE AB INSERT TO BACK cae, | f= 48— ABIB-I7 z| | {20} | [20] | [zo 53 15123 Pus: i AGI-21 AAUL22AUL2SAQUI-28 sole ~~ LAMP DRIVER AS VOLTAGE REGULATOR / SOLENOID DRIVER A3 Te Oe i Fe eo] Of we se we Te 1 if ' ee stun eur at a sof rerun se ns jzonn0n winow fra] 2 | weenie Line Ist 1 FIELD sroysw can! | 2 |ey 20] 2 |L. FLIP. Sw Nu 1 wie a] [ean rel" se friletece| | fis] 5 fess « er nr “0 2 fia fsrSjmmooe f|a [ker ™ | Eras fanin $ | Hed I ny a5 | ose er wo | [asst 2 ‘ | ne fasono amor sg | rant we er wo | fas} faaas a2]@ [ose eer I ascend L hu mo yy fete asst Si] [reer swner cme 3: ier i ro me 25) 6 [ane Sel 8 | Som caexof I 2 é Eps roy || Parla [ease 6 ei x9 a ° cee F [reso i St [anon a fs Smaoer freer " 3 |'s" r2| cae! 1 [Seln fate 8 ne LS een ee ! eorivon —— |e es perm [Jia 13 | Sey Lhe ar « ner \ ereorncesron | ES ra | nee nc ee ee snr cae Mt 4 mel") | coma \ last tes [eam ee N ry wy | fei Eien nee i 7 i I Per le ee ei it | fazer ti | niu 4 Leen my ! nace ty eafes asu3—15 | eosin ty ! oe ia | Ioy 1 toy 1 poe je Be ae = See oh be a ee fo ee et eer i ro amen ES ores: TNE Ae ESERIE fo UTUE 8 = 2 me eRe ARE Show on ALL. cove sar om ins, Some’ WIRE hut MOT BE OSED WAL ckwes. ——— [eve ‘Bly | MIDWAY MFO.CO. a. ommeioes sn Hist Pont ieee [ener son er RNG DIAGRAM BAEK Bra Bees BLACK PYRAMIO mom can i errr yoo lou a bs pr ua, oe ps ps 1 st oTES. LANSCR'S_ARE MCR 106-| (E-505-29), ALL OTHERS. ARE 2N8060 (E-58-14) OR EQUIVALENTS: 2 ALL Resistors ARE Vw, 5% 3. PREFKC ALL REFERENCE DESIGNATIONS WITH "AS" 4. noicates ni A cae omver Wwos!-co1ia -a049 e eee TALIS ee ™ ses NoTes: ONE £ 45V BUS LINE I | E-TIO,LAMBDA-LAS 1405 SIXTEEN 5 yp Assis ganas aoe oxen : ce cr ae } i i Bere tera T Fi rent B-KKIO0-25 PREKEY PIN 2 Eez0-39 I J&KKIOO-I2 PIN KEY PIN 2 1 [3 PREFD, ALL. REFERENCE DESIGNATIONS a J ‘GROUNDED. U9 reo E710 . ean 5 OUTAGES ‘SHOWN ARE FOR A GAME- UP 7 FROM 423 %0 ae ee 6 "UIN"US" AND "US" ARE CA-3081(E681) boca 7 % INDICATES ‘AID’ TEST POINT. TO TRANSEORMER| ae : anys om ste ‘coNNecTOR cope 7 ononen Coe ROUTE TO CABRET cA pry SB er c, P—ROUTE TO PLAYFIELD CONN $180 VOC REGULATOR 7 7 2 2m oe ee races sist Sin = as = [ames ws 0, aceon onven vamae [are 1 oar aa = Acoutaron seneuarig._MOSI-OOII4~ A047 at 13] E—] prez is mo, TF ano To PDs Lio’ ae NOTES: £.* INDICATES "AID" TEST POINT. aa 8 Zz f # Zi & Fa q Ee _y es TH " be feos voc £-620-64 j to 145558 | E-€20-85 + | MSs he #)ADe 20K(*7) 5 ROIS, 22k 4 BAD RSs Tis «slo Sts Ria iF Ra gefoe Oe pS OS | Ly $ Ici celia Flu| | slump strose ~ | \ | 3 Rr RE || 2amh | sEPe yw | s RS 7 [20. 7420 wae + | | | s ramet 3 . | + ten “Sg 43s a: | ayf 2 £-585-29 marie) Key IGNO GND N/V wey oe MA 2.ALL_RESISTORS ARE V4, = 5% S:VOLTAGES SHOWN ARE FORA GAME UP CONDITION. 4.SCR'S ARE MCR-106-1, (E-585-29) . S.PREFIX ALL REFERENCE DESIGNATION WITH “a9” Billy MANUFACTURING CORP 1 L' palmar (AS) AUXILIARY LAMP [Sania RIVER BOARD onan oer DESCRIPTION TOOTS MOS5I-OO114-AO5! or ne K ise, (Zener us er he ck ae patiooe ena I i i 1 | i Hl = 1 \ J J iD 7 7 7 = ? 1 1 . . * . * . a 1 ovsecar a3 nse nt n30 29 oe nar hare tS, 1 See" bey cute Ee 1] 80, of A 4 oe! Lae) ecm} m5|4 awed ' m3 of aio | m2, ' 1 EE[e} eevee | are Stomoe 1 ; nay aj = a eae ° 1 NOTES 1 1) UNLESS OTHERWISE SPECIFIED ALL RESIBTORS ARE tx, 1/4 W. — = = 2) PREFIX ALL REFERENCE DESIG. WITH ASSY REF. DESIG. "Al" D_ MACDONALD asm ox PINBALL 3) B INDICATES “AID” TEST POINT. oo Baby | Ml FUL po mae 1 PER eae! son Six DIGIT DISPLAY BOARD EMATIC Core aa ey MOsI~ 00114 A029 Wit VOLTAGE 'g9 voc ‘$8 voe | 1r2 ase Toor cneeven, OH UNITS vet (Zener) (e-590-7) 3) # INDICATES "AIO" TEST POINT. 1) UNLESS OTHERWISE SPECIFIED ALL RESISTORS ARE B40 & Sox seowenr tecenan oeivens 0) wikis Messe gf Ken ez R33 R32 Reo NOTES 2) PREFIX ALL REFERENCE DESIG. WITH ASSY REF, OESIO. “AI” fe Pras ene D, MACDONALD Bly | MIDWAY MFG.CO, SEVEN DIGIT DISPLAY, BOARD SCHEMATIC." ‘anna Blatt. Aon Mos! - 00114 DISPLAY SEO. BCD DATA AS 2877 -X TRANSFORMER POWER ASSEMBLY. -__—_--_ -_------~~—~ ~~~~-~--~---- _SEE NOTE | as-3eria? ys TRANSFORMER assy ~ (Back 0x) a : ‘. SV FILTER RETURN voe \ Fiat Ny SW LAMP RETURN ae nore H 146.5 va fn Sw Lane TURN ¥ lus PLAYFIELO SW LAMP RETURN OFF gal a Th yeu iwi £5,158 SV REGULATOR RETURN Fi 3a, 58 oo 19e REGULATOR RETURN Tv ' oP lat i nove pt RORLTEN Ae7UM @ ” toot FLIPPER RELAY, +43 Tow pi 5 Tar Jesse | eonlerea 2.6, pur, +43 = t + TP2 +230 VOC +5V REGULATOR INPUT FRO nE OF RN TERI OEE (2 | SPARE un toy (UNRES 190) SW HLL BUS Pre ee seo __iyg cla ‘3 SOLENOID BUS {43 e ' cat poe (BACK BOX) o, 3 170 we Gen ite RETURN ] SOLENOID BUS RETURN neo! SOLENOID BUS RETURN rovac__wHyeLK 7 Gen ut RETURN =o ‘ F4,5A See MOTE? SPARE Teri ' can s reg tas 00,1500) a 5 +190 REGULATOR INPUT a Ve RED/ ELK some | t 26008 ‘SPARE GND creme ‘mn Gen ie Bus re Een H GEN HLL BUS fi 4, RED/YEL =. (LOWER CABINET) vRI 8 Dante fe) ty POWER LINE GND : ace un/tui 1P1 6.5 vociswit) rome wee rae a GEN ILL RETURN JUVEER AC AN © 15 VAC BUR/ELL: fewest 2 SOLENOID BUS, + 43, Foe ue vac : i ° 120 vac spare (ake TABLE A Fok THER voLTAGes) | 4 yy r GEN WL BUS. — mT 1 (PLavFieLo) ww si 1P3 11.9 voc GEN HL BUS neres € ° . (unres +5) ee 1 SEE SAME CANLAL OF SPECIFIC. 5EME FORO PFC S ra.z vac Gen iw RETURN Dash par NUMBER zg \ GEN iLL BUS 2. AL GMES ITH 4 OR MORE FLIPPERS USE 7. swe Bus “Fetu | 6! * . a GEN ILL RETURN tase St LENOID BUS. +43 [= sw jc aus WAG, 2-8, 8-6, 7-10 Sean ND MANUFACTURING CORP. 2640 BELMONT AVENUE #1273 CHICAGO, ILLINOIS 2ar vac, 4-8, 7-11 Die size FT.PERM. Las. PERM ark P| oren | ert] DESCRIPTION T000w] vi v2 PS mom ead \- 25,000 STAR(RIGHT ARROW) —@) @ ) PYRAMID BONUS a |p q_—_|_25,000 RIGHT STAR @ @) PYRAMID BONUS. ' 2 ' sae '| 200009 @ QD PYRAMID BONUS ' ‘on | m—q__|_ 200.009 ARROW @ @ BLACK BONUS Jerry 15 aq! 200.000 ARROW @ @. BLACK BONUS Lis 1 gq! 200090 Q QD BLACK BONUS 1 fe | aq SWINGER SPECIAL ARROW @)__£0k PYRAMID_BoNuS eis 1 1 an 200900 @. 120K PYRAMID BONUS ms 1 1 = ee 200,900 ARROW G) PYRAMID SPECIAL —s 1 i 10 BLACK BONUS he io ' | BLACK BONUS ' 12 <|——____—__ key 1 ' ' ' ' 1 12 PYRAMID BONUS ' 13 PYRAMID BONUS ! 4 PYRAMID BONUS 1 . 18 1 1 16 PYRAMID BONUS ié LEHR BONS ’ 1 5X BONUS (a) 7 1 2X_ BONUS @) NC > 18 - 1 3X_BONUS Q . . a i (G) 209.000 ARROW ' (2) 20 @® 200.000 1 (a) 2i (2) SWINGER SPOTS "BLACK" ARROW! ya @ 290.000 J 23 )_200000 ARROW ' ea 2 = 200000 ARROW fox (a) 25 i a 200000 28 Q 25000 LEFT STAR ! SS = 27 —)_25,000 STAR (LEFT ARROW) | is 7 Loe LAMP_RETURN O1eO & ang ® ®©| © KEY ———— I @cly | MIDWAY MFG.CO. PROJECT ENG: A. AARSTAD DO NOT SCALE OWS. BONUS LITE PC BD. BLACK PYRAMID SCHEMATIC tA080-91730-BA44) Goov- » b>vOO-1S0N “00°83 AVQIN | 47 ONSTAGE GWISUWY V cons inaroua wad 1 cowof TM, Tin OWT aa a + Ai 1 1 S310H SM3U9S ONLLNNON OL ; 1 2 WOLOM OL HOLIMS O41 BplbNl 10 u TW F216 - 280) B00v- %¥V¥OO- ISOW ‘oma ATaWassv sa ea 0G YOLOM 139UVL ONIDNIMS So ROSS. ‘row—21 16-080" ‘ sersa 204v- 99991-2095 wo 30¥3H OOL-w re ‘s000-20000-3608 woo 7 arte 10 wony-9nzzi-t210 boa nob an so" a samedeve | TOW WOTIWNOTSTO 718 NOTLETEDSSG TOW WOTAWNOTSTO Isit a0Nawaaau Ss0uD ISI _NOTLWNOISSG BALLY/MIDWAY'S BLACK PYRAMID ix ROM/EPROM PART NUMBERS UNPROGRANED MPU A084-91624-A000 PROGRAMED MPU A084-91624-AA44 Pos. | MIDWAY PART RUMBER JUMPERS: Im our__| uz 0A44-00803-0002 cu us OA44-00803-0001 a TET3A-E1g] EL6A-E34| _** : UNPROGRAMED CHEAP SQUEAK A084-91603-c000 PROGRAMED CHEAP SQUEAK A084~91603-AA44 pos. | MIDWAY PART NUMBER JUMPERS US ‘0A44-00803-0003 IWL zy ‘A44—00803-0004 Iw2, Iw3 IW IWS Iwo IW IWS " IW9, JWI IWIL WIZ REVISIONS 3747 8h RELEASE FOR PRODUCTION M051-00444-A081

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