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Stern_1978_wild_fyre_manual 2796kb Dec 05 2011 04:21:58 Pm

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~~~~ .. ~ r INC. O - --- - - ELECTRONICS, :-1 'E ll N . ' :"' 1 ST by Stern I ... 1725 Diversey Parkway, Chicago, Illinois 60614 (312) 935-4600, Telex 25-4657 Toll Free Service Assistance (800) 621-6424 ~ INSTALLATION I. the game as follows: Assemble may inspections visual these Making shipment. after checked be must that items some are th~re games all On Bol.t legs to cabinet. Using flat washers under bolt heads, bolt back box to cabinet. Feed cable connectors and ground braid through cable port in bac,k box. Screw grol.jnd praid to braid in back box. Insert connectors so they are completely seated on printed cir~uitboard assemblies. avoid time consuming service Work later. Minor troubles caused by abusive handling in shipment are unavoidable.Cable connectors may be loosened, switches (especially tilt switche~)rnay go out of adjustment. Plumb bob tilt switches should always be adjusted after game is set on locatio!) and leg levelers are adjusted. Yolt9ge. wiring lugs. 6. could cause shorting of contacts. Check for any wires that may.have be~ornediscon!)ecte(j. . 7. Check that all cable connectors arecpmpletely seatedpn and shipment in have not show up in factory inspection, may that rna.terial foreign other solder/or loose for switches Check 5. 3. Check that fuses are firmly seated and makinggbodcontact. 4. Checkwire on coils for proper soldering,Cbldsol(jergqrinegtionsmay but vibration in shipment may break cgntact. loose 2. Check the transformer for any foreign m.at~rials~ortiriga9ross come to)ocatig!) corresppnct to transformer of ring wi Check 1. Visual inspections before plugging in line cord: pri!1tE:~dcirCiJit board assemblies. 8. Check that cables are clear of all moving parts. COMPONENTS BUILD-UP BY STATIC THE - TOUCHINGANYGROUND CIRCUIT, e.g.$IDE 1 COMPONENT ANYRQ$SIBLE ANY DISCHARGE TOUCHING BOX, BACK BEFORE . IN STATE SOLID PROTECT TO NOTE Check a(fjustmen~ .of the three (normally open).iltswitch~s: 1. Plumb bob tilt on left side of cabinet near front door. 2. Ball tilt above pliJmb bob tilt. Insert the smaller ball (gql(j\ 15/16" dia.) il1tbth~b~;lltilt assembly, and adjust the bracket so the ballWi II roll free to contact the sWitch blade, if front dfca.bll1ef is raised. 3. Panel tilt on bottom of playfield panel. ARMOR, GROUND BRAID. DRIVER , P.C.BOARD ASSYS. LEO BOX BACK PLAYER NO 2 1 B- 521 SOUND 1ST DISPLAY Figure GAME ELECTRONIC PINBALL DRIVE VOLT. REGULATOR SOLENOID CREDITS DRIVER LAMP ASSEM. ASS.Y. PLAYER RD 3 4TH TEST BUTTON CKDIT SPEAKER SELF - SUTTON VOLUME SWITCH CONTROL- TILT ~ s~ LtQJ S8 81 DETAIL SI-532 ASS'y. INCLINED TILT- PU B08 M PLUMB SLAM FRONT DOOR 2 OPERATION GAME circuitmustbe grounding with and coin the alternating outhole announce the to caus~ played Will tune*is A game by one each time thecreditblJtton after 4 player~s reduced are credits The play). can four to (one pressed is button credit the time each registered is player One . it. The accept resetto.zer(), should game The becomes lite thedodi' player-up 1st The lane. ~hooter the to "QN"position. ~qores>are Garn~. re~et, qfcabinet.to plCiy.Coin f()f tqrget~Cire rightfrQnfcoq'1er Drop ready operation game proper For inline.cord. is game game-readiness. at. Qottonl accep~ed(Adjustabl~).pressingth~creciitbuttonon ball coins the move for Switch th~ announce Date,"Cind to Toggle play-readiness. to postcredits* kick~r Plug rejected. be should INTO tune GameAo playa "high the BY OUTHOLE: MQvep()\NerQN-OFF will 'used. PLAYFIELD Coin GAME. COIN PLACE BALL GENERAL II. is pressed until the credi.tsare reduced to zero. Credit button is in-operative are. registered. Shooting the ball initiates play. Rebound ~\Nitches score 10 points. Thumper-bumper, scores 100 points in 5 ball, 1000 points in 3 ball. the two last random played A. the as lit. has player same the bE;!GQrnes each light Over" is lit;H becomes "Game the Jim.e this until "Match"light number the match and At garne(adjustable). per shooter.tc~l'1E;!anckpJayisresurned.ThisContinues tbE;! to numberappeats the Match* oLballs ball number the allowable moves When the ball entE;!rsthE;!ol,Jtbole, thE;!bol'1l,JSscore is added to their::flaYersscore. The player-up and/or ball in play on the J:>ack.boxis advar1.ced one position. The bol1l,JsscorE;!,startsat2,000 points. Theouthole kicker Shooter the baUenters player'sregul~.r the after immediat~JY "High the If scores. player flashed alternately 3fre~\.games. is to lane. the to in Bonus machine ball the the jostling moves fr9m etc., go "dead". kicker player outhole the thumper-bumpers, the to normplafter, is penalty The flipp~r~, becomes tilt the of action Game purpose play. ball play. Bonus fh~g!imeIl10vesthe ' in loss oftheballJnplay. Th~ prolong added. to not is attempt score an the game results Date" to award.pp Game "High feature.*cClO a this game, beat, the DatEf'i$ end()f t() the At Game , Tilting score is added to the extrc;tball for play. notad'lancedforextra withal! and/or .bc;tll inpJayare played is ofthegarne cours~ the The player-up player's score and the bonus is set to 2;000 points before discourage outhole. during won ExtraBi:iII digits in the player's score a free game is awarde(j. ' delay occurs anytime one of the slam sWitches time The played. is tune readiness game the and lites light Over" "Game delay'the the After machine. the Slamming the machine results in the loss of. the game. f\.II.feature lights go out and the game becomes "dead" throdgh a built-intimed~lay circuit. The purPOse bf.the time delay circuit is to discourageabf:,Jse of is made to contact. thE:!>switehrnoreserlsitiye.Opening make will cpntacts between gap Decreasing sensitivity. desired the tain There is a slam switch on the froht door-One on the tilfboard and one on the playfield. (Any number of slam switches could be instg.lled by the operator, to meel his .individual requirement). Th.E:!::;Wit~h Should be adjusted to haveapproxirnalely 1/16" gap between the contacts. The weighed blaqesh()ul(jbeadjusted to atthe gap will reduce sensitivity. * 3 Some tunes and features can i:Jedisabled by operator is so desired. u*See back box adjustments. uu ~ ADJUSTMENTS: GAME DOOR FRONT III. HIGH SCOREFEATUREADJUSTMENTS: The game is designed to award an extra ball or a free game (option) at three score levels. (See High Score Feature in game book). The recommended levels are on the score .carq on the game. Any level from 10,000 or 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. Poshan.d.rE:!.I.E:!.Cise Self-Test botton atone intervals display. blJUpn atime.lfthenumber wh~n.th~desir~d.HighScor~app~ars. '00' isJeft6hthe Note that th~ level changes 10,000 Re- in. by hold- button credit the hold then and '00', reset level, score the decrease scOre level*. It can beintreased,ifdesired, points at displays, the high score feature is ~li.rninated for tha.t level. steps 1 and 2 for the secondand third high score levels.The number'02' and '03' on the MatPlay. Bailin Per Achieved Be Ball display are for the second and third levels, respectively. Extra Only NOTE: One ch/Ball-in-Play Can Repeat 3. To in. button credit the ing 2. The number on the Player Score Displays isthefirst I~~§~the(;r~clit five times or until number 01 appears on the to Match/Ballil1Play second is Date" to Game games "High up to 3 free (option) is design~d tpaward when HIGH GAME TO DATE FEATURE: Th~game beat. For the .recom- recom- factory the to reset periodically be play, game with build will which level, the It is recommended that mended, factory present level, see game bopk. mended level to encolJrage game play. The adjustment procedure is the same as for the High Score Fe.;:iture Adjustmef"lt'i§tePs 1 Cil')g2.Continue pu~hing in-Play displciyandthen do Step 2. Any level '00' from to the Self-Test button until the number '04' appears 990,OpOcan beset as described. It is to .be noted thCit 'OO'does as it does on High Score feature. TheJeature is turned off by positioning switchestothe on the Match/Bail- not turn off the feCiture, "yg,OOo,every time the Stationary Target (upper right) is hit, Rollovers are made (center of playfield), orHight Middl~il,..ane, is adjustable to 2 advances (4,000) or 3 advances (6,000). MYSTERY BONUSADVANCE: B.oth outlanes are set up to advance the bonus from 0 advances (Min.) to 8 advances .(Max.)from .each lit letter PYRE. inV\HLD The bonus is collected when the ball goes into the eject pocket (upper right side) or into the outhole. The Bonus is reset to 2,000 for the next ball. the award 10 point 5 (rebound times rubbers) the indicated going into the upper right side eject of theoutholewhen Jhe 5Xlite is lit off 2X the with IH~alternate§lig~ting 5X.BorlUs th.e lit, is the D91.Jbl~Bonus. thelastballQfevery.gal"11eif On 5X BONUS FEATURE: will Bonus. 4 FEATURES:" TARGET DROP . , score: down targets All points. 500 scores target BANK: 3 Each 1) extra 3,000 points the first time and lites upper double bonus and litesJhe lower DoLJple eonuslit~(foraw~rd) al)dthe plus 4,000 (upper) the second time 2) extra 3,000 points ,.; points each aqditionaLtime all targets down . pOintS, ... ., vj.JUllllI!::j LlIO:::: ended. \IYIIVI::III!::jlllJ. open IClIIO:::: or UClII closed to Ie IJstab O::::~lICl adj (lower Lane Special ;;S,UUU .'.. \ClUjU;)lC!.Ulo::::/lllo.::,?llll:: left) ~ All lime. msFano~ecQno me anq letter . ..,..~ _..~_., I ~~ the lites VVUIU LlIO:::: after. UIVVJL,L.I.,-- VVIL..L.I FYRE WILD words time a each pOintS each bUU scores pts. ."" target 5,000 vj.JUlllll~ ~ t:acn 1st time, SpOtS . BANK: 7,000 - 4 3) extra ARROW FEATURE: reaches Bonus the when 14,000 8,000, 2,000, at is Us ri when the SPINNER FEATURE: Spinner scores 100 points or 1,000 points 20,000 the 1,000 lit lites and stays litsforthe bb The arrow maybe advanced by hitting the stationary target (right Side, middle) or bygoingovel" the rollover button (upper, right side) for 10,000 points and lites Double Boqus lite. for award (lowerll"1iddle)~1Ma.~ingarrow rollover when lit scores 10,000 points and starts the feature over. Everytime the ball goes into the oi.lthpJethe feature resets. rest of the ball. THUMPER BUMPERS: Thumpers Bumpers score 1,000 points on :3 ball. and 100 P9int~ on5 ball STATIONARY TARGETS: Both Stationary Targets score 1,00 points plus side) right side) (Middler'ight BONUS(Upper ADVANCEARROW ADVANCE Lower-Center Lower-Left 1,000 points &.Hight lit. when reset Feature Arrow and points 10,000 or advances arrow and points Side-1,000 Right Upper ROLLOVER BUTTONS: and .bonus advance. 10 points and bonus advance. RETURN LANES: AAII Left Middle Lane scores 500 points and resets the 4 bank drop target for possible additional mystery bonus. 1= I 1=t"T -. I=I=ATIIAI=~. ------ Top eject pockets score 3,000 points. After, 2..and 3 are made at random (during the $ame baU). Thetop center hole only is worth a .total of 7,000 points. After 1, 2, and 3 are made the second time (during the same h!:lll\ f tho tl"\n .-,... ,..ontor hl"\lo I"\nhl - --I litoc> fl"\r c::no,..i",1 (!:Irlillc::t~hle -.., ,---, - tn -- r-Inc::erl nr nnen -,- - Upper right side eject, ball going into this pocket collects all ball). Bonus is reset to 2,000 before the ball is put backoh the playfield; bonus 5 including ennen\ -, any multiplier (2Xor . . 5X on last when>WILD FYREisspom~d. WILD or FEATURE: Special BALL and EXTRA points & INNER. 500 500 points or 5,000 and Extra Ball when (adjustable) Scores RIGHT Scores LANES LEFT INNER LANE: WILD FYRE is spotted. MIDDLE RIGHT LANE: Scores 500 points and advances bonus adjustable 2 advances or 3 advances. 10 SCORE REBOUNDSWITCHES& SLINGSHOTS POINTS OUTLANES: Scores 3,000 points and Mystery Bonus Advance 1 advance (2,000 points). BALL BALL 3 5 RECOMMENDEDSETTINGS 1st Level 2nd Level 280,000 460,000 3rd Level - 340,000 480,000 Date To High Score 550,000 570,000 6 ADJUSTMENTS GAME V. A. Playfield Po~tAdju~tments: scoring. and time qon- scoring. and playing time decrease playing will increase entry wil entry Liberal Conservative Posts that control left and right out lane openings on playfield can be moved to make accesstooutlanes. servative or liberal for ball to enter. See Figure 2. B. Back Box Game Adjustments: Each game has thirty-two switches located on the MPU/Tlodule, ..IOcated.in the back .box,thatallow]>layito be customized to the location. 8eeFigure 1. 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 contained .in four-sixteen lead packages numbered 81-8, 89-16,817-24 and 825=32 for easy iden- tification. The "On toggle" position is marked on the assembly. TURNOFF POWERBEFOREMAKINGADJUSTMENTS.MAKETADJUSTMENTS BEFORETURNINGPOWERBACKON. MPU SWITCH ASSIGNMENT 7 Game Per Date Special To Melody Game Lane Bottom High Chime Balls 1 thru 5 Coin Chute No.2 Center 6 High Score 7 8 9 thru 13 Coin Ch.ute No.3 14 Extra. Ball Enable 15-16 17 thru 19 Max. Credits 20 Credit Display 21 Match Feature 22 Eject Pocket Special 23 Electronic Sound 24 25 Extra Ball Lane 26 Bonus Advance 27 Extra Ball Alternation 28 thru 30 Coin Chute No.1 31-32 Special Award ~ Front See levels. score high three or two one, at Game Free or .Ball Extra an award to is Th~game designed 1. HIGHSCOREFEATURE: EXTRABALL 6 SWITCH AWARD Door Game Adjustments. ON REPLAY OFF OPTION: MELODY 3. OFF 3 ON GAME PER SWITCH 7 5 BALLS of NO. 2. BALL PER GAME: The.garne is designed to play melodies to announcepc>lJVeFLJp,crepit, etc. Some tunes are adjustable by Switch 8. Melody MelQdy Only Melody Tones OFF Melody TonesOl:1ly Full ON 2 OVER... GAME "OFF " Melody MELODY Full Full 2 Full Full ON OFF ON OFF ON .. BUTTON. CREDIT " COIN " . MELODY SWITCH 8 .POWER-UP. GAME . Full Melody '~ 4. EXTRABALL: This option can be adjusted as follows: AWARD EXTRA 14 OFF (BYPASS) EXTRA NQ SWITCH BALL BALL ON 5. HIGH GAME TO DATE FEATURE: 4 all on displayed is scQre This beat. of high score to date is beat. Each this to score game games as al10ption high becornesthellew score winning happel1$,the Thegcll"T')eis>p~sJgiied to award lip to3free player score displays at the end of each/game as an incentive to. play. SWITCH ON OFF ON 1 FREE GAME 2 FREE GAMES 3 FREE GAMES 15 OFF NOVELTY 16 OFF OFF ON ON 8 6. MAXIMUM CREDITS: 7. 8. 9. 10. This option can be adjusted ON OFF ball per Ended Special Open BALL-ON: EXTRA 12. 1 11. SPECIAL-BOTTOMLANE SPECIAL: The number of replays made per ball after spotting WilD FYRE can be SWITCH 24 as follows; BONUS: ADVANCE 13. . QFF WILD ON Lane ON ON Ball Scottina FYRE After Spotting WILD Extra Lane After Ball Extra SWITCH 25 controlied as follows; ~ Chart RUBBER - FYRE WILD Playfield RINGS R1-7A-1 20-031 R2-7A-1 20-100 R3-7A-1 20-125 R4-7A-1 20-200 R5-7A-1 20-225 R6-7A-1 20-250 R7-7A-1 21 R8~7A-1 25 R~. r;\ f:'\ 0 .,1 OVERS W1-B-523 W2-B-524 W3-B-525 W4-B-526 W5-6A-101-C 0 V . ROLL BALL GUIDES !:~ v gn & (ll)3 W6-6A-101-G W7-6A-101-H . W8-6A-219 W9-6A-227 W10-A-383 W11-A-149 3 E9 PLA YFIELD PLASTIC SHIELDS 3L PARTS 13A-106-1-TO-6 SET MISCELLANEOUS 0 ) FYRE WILD IC '2.M TOP ARCH SET 13CL102-1L & 1R 0 9 1. Ball 2. B~IFGate, 3. 4. 5. 6. 7. 8. Roll.Over Button 4B-241 Bank TargetD-39~-3-LA-3 Bank Target D-393-4-LA-1 BaJIGate Post 2A-200 Thumper Cap 13A-12-2 FlipPer&,8haft A-192 G~te, A-104-L A-l04-R Flipper4B-122-Y POST ADJUSTMENT 1C- CONSERVATIVE 2M- MEDIUM 3L- LIBERAL B-439-4 Target Instruction Plate 14B-1-3 Shooter Gauge 14A-2"'2 Target Ass'y A-461-2 Top Arch Rail 6B-222 Spin 0010 1~. CJ 9. 10. 11. 12. SWITCHIDENTIFICA Test Display SWITCH ADVANCE SAUCER 28 COIN 29 #3 (RIGHT) COIN #1 (CENTER) 30 COIN #2 (LEFT) 31 RIGHT 32 (4-BANK) MIDDLE TARGET OUT-HOLE LEFT MIDDLE LANE TARGET TILT 27 #1 #1 26 BUTTON TARGET 33 LANE ROLL CENTER OVER (EXTRA SPIN-TARGET 35 LEFT THUMPER SLAM-TILT 36 TARGET (10-PTS) BUTTON POINTS 10 TARGET #4 #3 (4-BANK) (3-BANK) BONUS 38 RIGHT SLING-SHOT &CHANGE 39 LEFT SLING-SHOT 1,000 ADVANCE #2 37 TARGET RIGHTTHUMPER (3) BALL) THUMPER 34 ROLL-OVER 11 24 #2 25 ARROW CREDIT SAUCER (4-BANK) 1,000 LANE 23 #3 (3-BANK) RETURN SAUCER #3 LEFT 22 #2 OUTLANE LANE #2 (3-BANK) TARGET RIGHT RETURN LEFT NO. SWITCH LOCATION 21 OUTLANE RIGHT Numbers LOCATION SWITCH NO. SWITCH Self TION VI. (4-BANK) 40 SAUCER (COLLECT BONUS) SWITCHES SWITCHES NOT ON PLAYFIELD: BUTTON 6 CREDIT LEFT 10 CENTER CHUTE CHUTE CHUTE PENDULUM RIGHT 9 7 1 ROLL.TtLT II 12 ~ IDENTIFICATION SOLENOID VII. Self Test Display Numbers SOLENOID SOLENOID LOCATION \LEEfTHUMPER 7 '"',, 8 14 15 16 17 18 19 13 RIGHT SLING-SHOT 3-BANK TARGET 13 OUT-HOLE DROP 12 THUMPER 5-BANK LEFT DROP SLING 11 CENTER KICKER 10 , SAUCER 9 C4H~itHUMPER TARGET SHOT KNOCKER FLIPPERS COIN LOCK-OUT ~ 15 16 -- LOCK-OUTS NOT ON PLAYf:JELD; 19 KNOCKER SOLENOIDS 17, 18 14 ~ 15