Transcript
~~~~
..
~
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