TECHNICAL
    INFORMATION


ROMs & CHECKSUMS
  • Game ROM 656 = 0xB52E [16]

  • Game ROM 656-1 = 0xDC7F [512 bytes]
  • Game ROM 656-2 = 0xDCAF [512 bytes]

  • Sound ROM 656-S = 0x1AEC [8]

  • CABINET FUSES
    PLAYFIELD FUSES
    F1 - Lightbox illumination, 6.3V, 12A
    F2 - Playboard illumination, 6.3V, 10A
    F3 - Controlled lamps, 8VAC, 8A S-B
    F4 - Sound board, 10VAC, 0.25A S-B
    F5 - Power supply, 12VAC, 5A S-B
    F6 - Solenoids, 24VDC, 8A S-B
    F7 - Displays, 60VAC, 0.25A S-B
  • Top pop-bumper - 2A S-B
  • Bottom pop-bumper - 2A S-B
  • Outhole & Hole Kicker - 1A S-B
  • Drop target bank - 2A S-B

  • SWITCH MATRIX

    Returns
    Strobes
    0
    1
    2
    3
    4
    5
    6
    7
    0
    SW.00
    #1
    drop-target
    SW.01
    #1 target
    (Special)
    SW.03
    Left side
    rollover
    Return 4
    not used
    Return 5
    not used
    1
    SW.10
    #2
    drop-target
    SW.11
    #2 target &
    #2 top rollover
    SW.13
    Left outside
    rollover
    2
    SW.20
    #3
    drop-target
    SW.21
    #3
    top rollover
    SW.23
    Left return
    rollover
    3
    SW.30
    #4
    drop-target
    SW.31
    #4
    top rollover
    SW.32
    #4 target
    (Extra Ball)
    SW.33
    Centre return
    rollover
    4
    SW.40
    #5
    drop-target
    SW.41
    #5
    top rollover
    SW.43
    Right return
    rollover
    5
    SW.50
    #6
    drop-target
    SW.51
    #6 target &
    #6 top rollover
    SW.52
    Right Outside
    rollover
    SW.57
    Tilt
    6
    SW.60
    #7
    drop-target
    SW.61
    #7
    top rollover
    SW.66
    Outhole
    7
    SW.70
    Pop-bumpers
    (2)
    SW.71
    Right side
    rollover
    SW.72
    10-points
    (5)
    SW.73
    Hole


    TRANSISTOR LAMP/SOLENOID ASSIGNMENT

    Q1 - Game Over relay
    Q2 - Tilt Relay
    Q3 - Coin lockout coil
    Q4 - L2 & L3 - Shoot Again (backbox & playfield)
    Q5 - L4 - 1st Player up
    Q6 - L5 - 2nd Player up
    Q7 - L6 - 3rd Player up
    Q8 - L7 - 4th Player up
    Q11 - L11 - High Game to date *
    Q12 - L10 - Game Over lamp *

    Q13 - #2 drop-target trip
    Q14 - #4 drop-target trip
    Q15 - #6 drop-target trip
    Q16 - #1 drop target trip
    Q17 - #3 drop-target trip
    Q18 - #5 drop-target trip
    Q19 - #7 drop-target trip

    Q20 - via UP/fT - #1 missile row (bottom) lamps
    Q21 - via UP/fT - #2 missile row lamps
    Q22 - via UP/fT - #3 missile row lamps
    Q23 - via UP/fT - #4 missile row (top) lamps

    Q25 - L24 - Special
    Q26 - L25 - Extra Ball
    Q27 - L26 - Scores bonus

    Q28 - L27 - 20000 bonus
    Q29 - L28 - 1000 bonus
    Q30 - L29 - 2000 bonus
    Q31 - L30 - 3000 bonus
    Q32 - L31 - 4000 bonus
    Q33 - L32 - 5000 bonus
    Q34 - L33 - 6000 bonus
    Q35 - L34 - 7000 bonus
    Q36 - L35 - 8000 bonus
    Q37 - L36 - 9000 bonus
    Q38 - L37 - 10000 bonus

      Q39 - L38 - Left return rollover
      Q40 - L39 - Left side rollover
      Q41 - L40 - Right return rollover

      Q42 - L41 - 1st green multiplier
      Q43 - L42 - 2nd green multiplier
      Q44 - L43 - 3rd green multiplier
      Q45 - L44 - 4th green multiplier
      Q46 - L45 - 5th green multiplier
      Q47 - L46 - 6th green multiplier
      Q48 - L47 - 7th green multiplier

      Q49 - L48 - Left outside rollover
      Q50 - L49 - Centre return rollover
      Q51 - L50 - Right side rollover
      Q52 - L51 - Right outside rollovers

      Q53 - S8 - Knocker
      Q57/58 - S2 - Roto-target
      Q59 - S9 - Outhole
      Q60 - S1 - Hole kicker
      Q61/62 - S5 - Drop-target bank reset

      Notes:
      1. UP/fT = Under playfield transistor
      2. Q9-Q10, Q24, Q52, Q54-Q56 & Q63-64
      inclusive are not used
      3. * For all System 80/80A games, Q11 and Q12
      drive L11 (High Game to Date) and L10 (Game Over)
      respectively, no matter what the manual shows!


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    Last updated: 24.November 2007