ebook img

Data East "Star Wars" Manual PDF

51 Pages·1992·3 MB·English
Save to my drive
Quick download
Download
Most books are stored in the elastic cloud where traffic is expensive. For this reason, we have a limit on daily download.

Preview Data East "Star Wars" Manual

1990 Janice Avenue Meirose Park, IL 60160 708-345-7700 FAX 708-345-7718 DATA EAST PINBALL ® 1-800-KICKERS Copyright © Data East Pinball, inc. 1992 780-5024-00 — — CPU JUMPER TABLE CPU* K5M Jumpers Game Version Location Installed Removed Torpedo Alley Ver2 5B.5C J1b,J3.J4.J5b,J6b,J7b,AJ8 J1a,J2,J5,J5a J6a &J7a i 1 Time Machine Ver2 5B.5C J1bJ3,J4,J5b,J6b,J7b,&J8 J1a,J2,J5J5a J8a &J7a l l l l Playboy Ver2 5B.5C J1b,J3,J4,J5b,J6b,J7b,&J8 J1a J2 J5,J5a J6a,&J7a , , , ABC M.N. Football Ver2 5B,5C J1b,J3,J4,J5b,J6b,J7b,&J8 J1a J2,J5J5a,Jda,&J7a l l Robocop Ver2 5B.5C J1bJ3,J4,J5bJ6b,J7b,AJ8 J1a,J2,J5,J5a J6a &J7a l l l l Phantom ofthe Opera Ver2 5B,5C J1b.J3.J4,J5b,J6b,J7b,*J8 J1a,J2,J5,J5a,J6a,&J7a Backtothe Future Ver3 5B,5C J1b,J3,J4,J5b,J6b,J7b &J8 J1a,J2,J5,J5a,J8a,&J7a f TheSimpsons Ver3 5B.5C J1b J3,J4,J5bJ6b,J7b,&J8 J1a,J2,J5,J5a J6a,&J7a l I l Checkpoint Ver3 5B.5C J1b,J3,J4.J5b,J6b,J7b,&J8 J1a,J2,J5 J5a,J6a &J7a 1 l Teen. Mut. Ninja Turtles Ver 3 5B.5C J1b,J3.J4.J5b,J6b,J7b,&J8 J1a J2 J5 J5a J6a,&J7a , , , , Batman Ver 3 5B.5C J1b,J3,J4,J5b,J6b,J7b,&J8 J1a,J2,J5,J5a,J€a,&J7a StarTrek Ver 3 5C J1b,J3J5,J5b,J6b,J7b,&J8 J1a,J2,J4,J5a,J6a,&J7a 1 Hook Ver 3 5C J1b,J3,J5,J5b,J6b.J7b,&J8 J1a,J2,J4,J5a,J6a,&J7a LethalWeapon 3 Ver 3 5C J1b,J3,J5,J5b,J6b,J7b,&J8 J1a J2 J4 J5a J6a,&J7a , , , , StarWars Ver 3 5C J1b,J3,J5,J5b,J6b,J7b &J8 J1a,J2,J4,J5a,J6a &J7a l 1 "Version 1 has a 2K RAMwhich is a 24-pin 1C at location 5D. "Version 2 has an 8K RAMwhich is a 28-pin 1C at location 5D. Power-up CPU Self Tests Upon power-up, the CPU board performs a series ofselftests ofmajor components. Turn the game on while observingthe LEDS onthe CPU board. Testsofthe PiAs RAM, and EPROMsare performed automaticallyand t results ofthe test are indicated bythe PIA LED. With alltests passed, the LEDs illuminate in the following sequence at power turn-on. The PIA and +5V LEDs illuminate immediately. Approximately 1/2-second laterthe PIA LED goes outand the Blanking LED illuminates; the +5V and Blanking LEDs remain illuminated until the game isturned off. Test failures are indicated with the PIA LED: PIA LED SUSPECTCOMPONENT Stays On One ofthe 6821 PIAs Flashes 1 Time 6064 RAM atlocation D5. Flashes 2Times EPROM atlocation B5. Flashes 3Times EPROM at location C5. QUICK REFERENCE FUSE CHART PPB BOARD POWER SUPPLY BOARD FI 5A Slo-Blo G.l. 6.3VAC FI 7A Slo-Blo +5VDC RegulatorInput (9VAC) F2 5A Slo-Blo G.l. 6.3VAC F2 7A Slo-Blo +5VDC RegulatorInput (9VAC) F3 5A Slo-Blo G.i. 6.3VAC F3 NotUsed F4 5A Slo-Blo G.l. 6.3VAC F4 8A Slo-Blo Switched Illumination Buss (18VDC) F5 5A Slo-Blo FlipperPower48VAC F5 5ASlo-Blo Solenoid Buss (34VDC) F6 5A Slo-Blo PPB Solenoids/Flash Lamps (34VDC) F6 5ASlo-Blo Solenoid Buss (34VDC) F7 0.5A Slo-Blo Display Reg. Input(90VAC) STARWARS TABLE OF CONTENTS GAME SPECIFICATIONS 1 PowerRequirements 1 MajorAssemblyand Fuse Locations t PROM Circuit Board Locations 1 Transportation i ASSEMBLY PROCEDURES 1 GAME OPERATION 3 Standard Features 3 Manual Percentaging 3 Game SpecificFeatures 4 AUDIT FUNCTIONS 7 General 7 ‘Quick Look’ Functions 7 Expanded Functions 9 Game SpecificFunctions 10 GAME ADJUSTMENTS 13 General 13 Replay and Generic Features 13 SinglehFunction DifficultyAdjustments 15 Novelty/5-Ball/Add-A-Ball Rules 15 Game Pricing 16 Additional GenericFeatures 18 Game Specific Features 19 DIAGNOSTIC PROCEDURES 21 Entering Diagnostics 21 Service Credits 21 TechAlert 21 Bum In Minutes 21 Sound Tests 22 Digital DisplayTests.... 23 Switch Tests 24 LampTests 26 Coil/Flash LampTests 28 Return to Game Over 28 PARTS IDENTIFICATION 30 Cabinet Parts 30 Playfield-.MajorAssemblies 31 Playfield Rubbers 32 Backbox Parts 32 PlayfieldTopParts 33 UNIQUE PARTS 34 Up/Down Switch Assembly & Target MotorCam Brkt. Assy 34 2TargetAssembly 35 SuperVertical Up Kicker 35 FlipperAssembly 36 SlingshotAssembly 37 Trough EjectAssembly 37 Outhole Ball Return Assembly 38 Jump Bumper 38 Knocker\KickbackAssembly 39 Ball LaunchAssembly 39 3 Bank DropTargetAssembly 40 PowerScoop/ Kickbig Assemblies 41 Up- Down ShifterAssembly 42 Continuedonnextpage © Copyright Data East Pinball,Inc. 1992 LampPart Numbers 43 Trough RampAssembly 68 R2D2Assembly 69 SERVICING DIAGRAMS 44 CabinetWiring Diagram 44 Combined Display Connections 45 . PowerWring Diagram 46 BackboxWring Diagram 47 Playfield Coil/Flash LampWring Diagram 48 Playfield Special Coil Diagram 49 Playfield Switch Wring Diagram 50 Playfield Lamp Wring Diagram 51 CPU Board 52 PowerSupply Board 57 Digital Stereo Sound Board 58 Display Board 60 PPB Board 65 Solid State Flipper 66 . "THE EMPIRE STRIKES BACK"(THEME) (John Wiliams) ©1980WARNER-TAMERLANE PUBLISHING CORP. All Rights Reserved. Used By Permission. "RETURN OF THE JEDI"(THEME) (John Wiliams) ©1983 BANTHA MUSIC. All rights administered byWARNER-TAMERLANE PUBLISHING CORP. All Rights Reserved. Used By Permission. "STAR WARS"(THEME) (John Wiliams) ©1977 WARNER-TAMERLANE PUBLISHING CORP. BANTHA MUSIC. All rights administered by WARNER-TAMERLANE PUBLISHING CORP. All Rights Reserved. Used By Permission. ii GAME SPECIFICATIONS POWER REQUIREMENTS Thisgame is provided with a 3-prong plug and mustbe connectedto a property grounded outletto reduce shock hazardandinsurepropergameoperation. RefertoACPowerWiringDiagramfortransformerconnections required fornormal, high, and lowline conditions. Normal Line: 109 to 129Vac (211 to 225Vac) High Line: (226 to 235Vac) LowLine: 95to 108 Vac (200 to 210 Vac) MAJOR ASSEMBLY AND FUSE LOCATIONS RefertotheGameIllustration(page2)toidentify locationsofthemajorassemblies, and fusevaluesandlocations. PROM SUMMARY CPU Board: Location 5C Sound Board: Locations U17 (Voice ROM 1), U21 (Voice ROM 2), and U7 (Sound ROM) Display Controller Board: Locations U12 & U14 TRANSPORTATION To reducethe possibility ofdamage, observe the following precautionswhenevertransportingthe game. Lower the backboxand secure ittothe cabinet. Removethe legs and securethe gamewithin the transporting vehicle. GAME ASSEMBLY PROCEDURES (Referto the Game Illustration on page 2) 1. Openthe topofthe cartonand layiton itssidewiththe bottom ofthe cabinetdown. Using the plasticbanding strip as a handle, slide the game out ofthe carton. 2. Remove ail packing material. Locate cabinet legs in fillerpacking inserts and assembly parts package inthe cashbox There should be four leg levelers, eight leg bolts, three pinballs and a large Allen Wrench used for securingthe backbox 3. Attach leg levelerfromthe parts package to each leg, make sure thateach leveler is threaded through a hex nutbefore threading itintothe leg. 4. Support rearofcabinet and attach rearlegs using two leg bolts foreach leg. 5. Supportfront ofcabinet and attach front legs usingtwo leg bolts foreach leg. 6. Whileassuringthatnocablesare beingpinched,carefullyraisethe backboxand secureitin itsuprightposition byinsertingtheAllenWrench inthe hole inthebackofthe cabinetand rotatingthewrench270degrees(3/4turn). Game & Feature Specifications 1 GAME ILLUSTRATION 7. Remove the backbox keys from the clip on the inside ofthe coin doorand unlock and carefully remove the backgtass. Setthe bagkglass aside. 8. Carefully removethe playfield glass and set it aside. 9. Check all connectors In the backboxfor loose wire terminations. Reseat any loose wire by pushing In on the terminal. 10. Pushonallconnectorsplugged intotheCPUboard, SoundBoard, PowerSupplyBoards, and(oninsertboard) Display boardto check thatthey are properlyseated. 11 Checkthatthe fuses onthe Power Supply board, PPB board andfuse panel are seated properly. . 12. Raisethe playfield and supportit, by connectingthe straplocated inthe left rearofthe cabinet, tothe eyebolt on the playfield. (Use the instruction sheet provided In the game to see alternative methods of accessing the playfield bottom.) 13. Check all cabinet cable and playfield lamp board connectorterminations. 2 Game & Feature Specifications 14. Removethe Plumbtiltfromthe parts package and install onthe panel onthe inside leftofthe cabinet Note thatthis game is notequippedwith a ball rolltilt. 15. Lowerthe playfleld and level the playfieid side-to-side by adjusting leg levelers and using the 2 Way Level located beneaththe pricing card onthe bottomarch. 16. Using the 2Way Level belowthe pricing card, adjustthe pitch ofthe playfieidtoapproximately6.5 degrees. NOTE Theplayfieid incline affects difficultyofplay. Usethe recommended incline; gamedifficulty is bestvaried using game adjustments. 17. Checkthe plumbtiltand adjust as required. 18. Ifdesired, perform any self tests at this time. With the insert door closed, carefully reinstall and lock the backglass. 19. Place thethree pinballs on the playfieid nearthe outhoie and carefully reinstallthe playfieid glass. 20. Ifdesired, make game pricing and Add-A-Ball, Novelty, or5-Ball Play adjustments atthis time. GAME OPERATION STANDARD FEATURES Insert coin(s), the game makes a sound for the first creditand generates sounds foreach subsequent coin and the Player4 display indicates the number ofcredits posted. Depress the credit button and a start-up sound is produced, the posted credits are reduced byone, Player1 displayflashes, Player4displayindicates BALL 1, and a ball is served to the plungertrough. Additional players may be added bydepressing the Credit button before the end ofball 1. Thesecond closure (adjustable) ofthe plumb bobtiltswitch tiltsthe ball in play. Closure ofthe slamtiltswitch in the coin doorendsthecurrentgame(s). At the end of each ball, earned bonuses are collected. At the end ofthe last ball for the last player and after bonuses are collected, the system produces a random 2-digit number (a multiple of 10; 00 to 90) for a Match feature (adjustable). Matching the last two digits of a player score with this number awards a credit. Players exceeding high score levels receive free credits (adjustable) and are ableto entertheirinitialswiththe new High Score achieved. The game then proceeds into the game-over mode and then to the attract mode. A custom message (adjustable) can bedisplayed during the attract mode. MANUAL PERCENTAGING Thisgame is equipped with Manual Percentage Adjustment. As previouslywith ourgames, you can eitherset operatoradjustments fora replay percentoryoucan set a fixed replayscore. Ifyou set operatoradjustments fora particularreplay percent, the game will compute a recommended score to keep the game at that replay percentage.lfa change is recommended and the game coin door is opened, the displayswill indicate a recommended replay score to beat and make a sound to alertthe operator. By pressing the startbutton,thescoreto beatwill be changed tothe recommended level. Ifyou closethe coindoororgo into audit or adjustment mode, no score changewill be made. You maychoose to ignorethe recommended change; forexample, you may notthink last week's playerswere the usual crowd Just close the door and the messagewill disappearwithout altering the existing level. Oryou . may choose to make a differentscoreto beat adjustment; this is done byutilizing adjustmentAD02. Game & Feature Specifications 3 . GAME SPECIFIC FEATURES SKILL SHOT Usethe Fire Button (1) on ShifterHandle(2) (Located on the frontofthe cabinet) to shootthe moving ship inthe display. The awards are 2 Million (ball#1), 3 Million (ball#2) & 4 Million (ball#3). STAR WARS STAR WARS letters (5)are litby completing the leftorrightorbit shots (6) orthe Ramp (13) Right return lane (7) to left orbit (6)will spot 2 letters.(5).Competing all letters awards 10 Million SARLACC PIT Shooting the scoop (8) awards 500,000 points. Each Turbo Bumpermade adds 20,000 pointstothe Sarlacc Value. JABBA THE HUT LeftReturn lane (9)to rightscoop (8) awards theJabba Feature which randomly dispenses one of15 Features ie. Bonus Hold, Advance Multiplieretc. THE FORCE Shoot lane (10) when litto life Force Scoop(11).Shootthe Scoop (11) to collect 1 ofthe 4 awards shown on the Display.Collect all 4 awardsto reveal the hidden award behind the 4 Displayed.Shootingthe Forcescoop again awardsthe hidden feature. See the Dark Side ( page 5). 4 Game & Feature Specifications THE DARK SIDE Shootingthe leftscoop (11)when notlittakes youtothe DarkSide. Shootingthe DarkSide 4 times awards 25 Million. HYPERSPACE Shootingthe 3 bankDropTargets (12), 3times, litesthe ramp (13) forHyperspace effect awards a multiplierand awards 5 Million points. Shooting 3Bankagain during Hyperspace awards anothermultiplier. Every 3rdtime Hyperspace is enabledthe Ramp (13) is litforSuper Hyperspacewhich awards 10 Million points. EXTRA BALL The Extra Ball may be litfromthe Force, Jabba or ramp& collected via lane (141 VICTORY When playerreaches the ReplayValue, R2D2 MS) is litfor25 Million & collected via lane (6). X-WING MULTI MILLIONS This timed feature is lit byshootingthe Force scoop (11)when 1ft. Vttiiie thetimeris active shoot the X-wing Targets (2) for 1 Million points each . JEDI RETURN This feature is randomlylit bythe Force. Jedi Return arrows (16) lite for 10 Million pershot on atimer. R2D2 Runaway Shooting Lane (10) lites a C3PO eye(24). Wien both eyes are completed, tamp (25) is litforthe R2D2 Runawayinitiating a Countdown Bonus of 15 Million points. Shooting the ball via lane (6) to R2D2 (15) collects the points remaining In tire Countdown Bonus. Super R2D2 This feature is randomly litbythe Force. The countdown bonus startswith 50 Million points. Shooting the ball via lane (6)to R2D2 (15) collectsthe points remaining inthe Countdown Bonus. Game & Feature Specifications 5 MasterYoda is litbythe Force & Hyperspace.Shoot Lane (10)when lamp (20) is litto startthe feature. Yodawill appearon the Display and the playermaythen select one oftwo features displayed on the Dot Matrixusing the flipper Shootthe Death Startarget (21) to advance the Yavin Moons (22). Wien allthe Moons are completed, the Death Startargetwill dropdown providing access tothe Death Star(23). Shootingthe ball intothis openingwillstart In TRI-BALL, shootthe Death StarTarget (21) onetime,to lighttheJackpoton the ramp(13). Each hittothe target (21) increasestheJackpotvalue. Completingthe ramp (13) awardsthe Jackpot Value. TheJackpot can be re-lit afterDouble Jackpot (see Below) AftertheJackpot is collected the Death Star target (21)will drop and the doubleJackpot timerwillstart. Shooting the ball intothe Death Star(23) beforethe timerelapses will award the Double Shootingthe Death StarTarget (21) advances the Yavin Moons (22). Whenthe 5th moon is litthe playercan push the Shifterhandle (2) inthe down position and press the Fire button (1)to dropthe Death StarTarget (21). VWienthetarget is operated bythis method, the playermustshootthe ball intothe Death Star(23) before the countdown timerruns out,to initiate TRI-BALL. Ifthetimer runs out beforethe shot is completedthetarget returns returnsto its original position blocking access tothe Death Star. 6 Game & Feature Specifications

See more

The list of books you might like

Most books are stored in the elastic cloud where traffic is expensive. For this reason, we have a limit on daily download.