Pink Panther by Gottlieb

    TECHNICAL
    INFORMATION


ROMs & CHECKSUMS
PAPERWORK
  • Game ROM 664 = 0x7E69 [16]
  • Sound ROM 664-S = 0x18FE [8]
  • Book-keeping Notice

  • DIP-SWITCH SETTINGS
  • Switch 31 if ON (= liberal) allows playfield Special to remain on 20% longer than conservative setting.
  • Switch 32 if OFF (= conservative) allows Blue Diamond total of 50, liberal position allows 40.

  • CABINET FUSES
    PLAYFIELD FUSES
    F1 - Lightbox illumination, 6.3V, 12A
    F2 - Playboard illumination, 6.3V, 7.5A
    F3 - Controlled lamps, 8VAC, 5A 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
    Primary Fuse - 115VAC 5A S-B, or 230VAC 2.5A S-B
  • Left pop bumper - 2.5A S-B
  • Centre pop-bumper - 2.5A S-B
  • Right pop-bumper - 2.5A S-B
  • Bottom pop-bumper - 2.5A S-B
  • Outhole, Hole kicker & White drop-target bank reset - 1A S-B
  • Black drop-target bank reset - 2A S-B
  • Right captive hole - 1A S-B

  • SWITCH MATRIX
    Playfield Switch & Lamp Assignment Diagram
    Returns
    Strobes
    0
    1
    2
    3
    4
    5
    6
    7
    0
    SW.00
    #1 white
    target
    SW.01
    #5 white
    target
    SW.02
    #1 top
    rollover
    SW.03
    Right return
    rollover
    Return 4
    not used
    Return 5
    not used
    Return 6
    not used
    1
    SW.10
    #2 white
    target
    SW.11
    #6 white
    target
    SW.12
    #2 top
    rollover
    SW.13
    Extra Ball
    hole
    2
    SW.20
    #3 white
    target
    SW.21
    #7 white
    target
    SW.22
    #3 top
    rollover
    SW.23
    Top pop
    bumpers (3)
    3
    SW.30
    #4 white
    target
    SW.31
    #8 white
    target
    SW.32
    #4 top
    rollover
    SW.33
    10-point &
    Bottom pop
    bumper
    4
    SW.40
    #1 black
    drop-target
    SW.41
    #9 white
    target
    SW.42
    Left return
    rollover
    SW.43
    Left
    captive hole
    5
    SW.50
    #2 black
    drop-target
    SW.51
    #1 white
    drop-target
    SW.53
    Right
    captive hole
    SW.57
    Tilt
    6
    SW.60
    #3 black
    drop-target
    SW.61
    #2 white
    drop-target
    SW.62
    Left outside
    rollover
    SW.63
    Outhole
    7
    SW.70
    #4 black
    drop-target
    SW.71
    #3 white
    drop-target
    SW.72
    Right outside
    rollover
    SW.73
    Ball trough
    rollover

    TRANSISTOR LAMP/SOLENOID ASSIGNMENT

    Q1 - Game Over Relay
    Q2 - Tilt Relay
    Q3 - Coin Lockout Relay
    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

    Q9 - UP/fT - Left captive hole kicker
    Q10 - UP/fT - Right captive hole kicker

    Q11 - L11 - High Game to Date lamp *
    Q12 - L10 - Game Over lamp *

    Q13 - L12 - 1x multiplier
    Q14 - L13 - 1x multiplier
    Q15 - L14 - 1x multiplier
    Q16 - L15 - 1x multiplier
    Q17 - L16 - 1x multiplier
    Q18 - L17 - 1x multiplier
    Q19 - L18 - 1x multiplier
    Q20 - L19 - 1x multiplier

    Q21 - L20 - #1 white spot & drop-targets
    Q22 - L21 - #2 white spot & drop-targets
    Q23 - L22 - #3 white spot & drop-targets
    Q24 - L23 - #4 white spot target
    Q25 - L24 - #5 white spot target
    Q26 - L25 - #6 white spot target
    Q27 - L26 - #7 white spot target
    Q28 - L27 - #8 white spot target
    Q29 - L28 - #9 white spot target

      Q30 - L29 - Left captive hole
      Q31 - L30 - Extra Ball
      Q32 - L31 - Special
      Q33 - L32 - Right captive hole

      Q34 - L33 - 1 carat
      Q35 - L34 - 2 carat
      Q36 - L35 - 3 carat
      Q37 - L36 - 4 carat
      Q38 - L37 - 5 carat
      Q39 - L38 - 6 carat
      Q40 - L39 - 7 carat
      Q41 - L40 - 8 carat
      Q42 - L41 - 9 carat
      Q43 - L42 - 10 carat
      Q44 - L43 - 20 carat

      Q45 - L44 - Left outlane rollover
      Q46 - L45 - Left return rollover
      Q47 - L46 - Right return rollover
      Q48 - L47 - Right outlane rollover

      Q49 - L48 - #1 "P" top rollover
      Q50 - L49 - #2 "I" top rollover
      Q51 - L50 - #3 "N" top rollover
      Q52 - L51 - #4 "K" top rollover

      Q53 - S8 - Knocker
      Q57/58 - S2 - White drop-target bank
      Q59 - S9 - Outhole
      Q60 - S1 - Hole kicker
      Q61/62 - S5 - Black drop-target bank
      Q63/64 - S6 - Ball trough gate

    Notes:
    1. UP/fT = Under playfield transistor.
    2. Q54, Q55 & Q56 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!

    Make tracks back to the PINK PANTHER
    Last updated: 24.November 2007