Williams Electronics Stellar Wars Manual 

File Specifications

Brand: Williams Electronics
Category: Arcade Game Machines
Model: Stellar Wars (Manual ), pr/OqhmPe48Pc
File Type: PDF
File Size: —
Pages: 38 pages

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Key Pages of Document

Game No. 490

March,1979 TELLfI~ lIJfI~S For service call TOLL-FREE: 800-621-4765 In Illinois call 800-972-7898 A CiJfiUiawM@ W EL.ECTRONICS. INC. An Xcor International Inc. <;:ompany 3401 N. California Ave., Chicago, IL_60618 Cable Address: WILCOIN, CHICAGO (312) 267-2240 ...

Assembly and Interconnection ...............•... 2

Inspection 3 Power Turn-On 6 2. GAME OPERATION 6 3. GAME ADJUSTMENTS 7 General Procedure 7 High Score to Date 9 Replay Scores 9 Maximum Credits 9 Standard Game Pricing. " 10 Custom Game Pricing 10 Pricing Formula 11 Credits in Game 12 High Score Credits 12 Play 12 Match 13 Special '" 13 Scoring Awards 13 Number of Balls .........................•.... 14 Maxim ...

23. Interconnect the 36-pin white plug and connector

(7Plj7J1) for the cabmet solenoids and switches. 24. Pull the ground braid from the left side of the cabinet through the hole in the backbox and connect it under the wing nut and washer located on the backbox shield liner in front of the rectangular hole. 25. With the coin door keys (taped to the ball shooter handle) unlock the coin door. 26. Install the coin box. INSPECTION Inspection consists ofcheckin ...

13. CRED IT B-ltTTON

14. PLAYFIELD 15. LEG L1tVELER 16. BALL S~OOTER CA,BINET (lNSID 17. BALL ROLL TILT 18. PLUMB BOB TI 19. KNOCKER ASS 20. SO U N D BOARD 21. SPEAKER FRONT DOOR 22. COIN REJECTOR 23. DIAGNOSTIC S 24. CO I N SLOTS 25. COIN RETUR 9[SD 10~ 11~ ~ Sa INSERT 8. 1st PLAYER DISPLAY 9. 2nd PLAYER DISPLAY 10. 3rd PLAYER DISPLAY 11. 4th PLAYER DISPLAY 12. MASTER DISPLAY BOARD A. CREDIT DISPLAY B. BALL IN PLAY ...

Location of Socketed Components and Switches on CPU Board

o b~ 0 \ VOL CW • ~ LOUDER !SW2 SELECTS SYNTHESIZED SOUNDS OR MUSICAL NOTES 0 0 0 F1 CJ 0 0 F2 SWI ! DIAGNOSTIC PUSHBUTTON Lo(~ati(m of Key Components on Sound Board II l?:~:::: II MPU o ...

15. Check switches for loose solder or "H,,,,.. f,,,.,,,; ••n IIlat,eriial

that may have come loose during shilpnlel1lt. 16. Check wires on coils for proper soldering. 17. Check that the flipper B+ fuse on the playfield is secure and that the fuses on the sound board and the two fuses adjacent to it are secure. 18. Check adjustment of the tilt switches: a. Playfield Shake on the bottom of the playfield. b. Plumb Bob and Ball Roll tilts (Figure 2 No ...

score to date tune, and the highest score to date lights will

remain lit. The Plumb Bob Tilt tilts the ball in play on the third* closure. The Ball Roll and Playfield Shake tilt switches tilt the ball in play immediately. The Slam tilt switch on the coin door sets all player scores to zero and returns the game to game over. If coins are inserted or credits won and the maximum'" number of credits is exceeded, the credits will be posted correctly but the ...

Table 1. Game Adjustments

I Factory r IFunction ., Description Notes Setting 00 PROM Identification I 0490 I 01 Coins, Left Chute (Closest to I - coin door hinge) Notes: 02 I Coins, Center Chute I - 03 Coins, Right Chute I - 1. Functions 00-11 cannot be changed from the coin door; however, ! 04 Total Paid Credits I - Functions 01-11 can be set to zero as described in Section 4. , 05 Total Specials I - 06 Total Replay (extra ball) scores I - 2. Total cre ...

HIGH SCORE TO DATE

Depressing the High Score Reset switch in the game over mode changes the current high score to date (Function 12) to the value of the backup high score to date (Function 13). The value of function 13 can be changed to any multiple of 10,000 points. With the value of function 13 set to zero, the high score to date feature is disabled. To change the backup high score to date, proceed as follows: 1. If not already in test 04, enter test 04 ...

STANDARD GAME PRICING

This feature accounts for differences in coin door mechanisms and how credits are awarded. Function 19 can be set to select one of seven standard game pricing schemes with fixed values for Functions 20 through 24. (Function 19 can also be set to allow custom pricing schemes where Functions 20 through 24 are set with appropriate values as described in the CUSTOM GAME PRICING paragraphs). To select one of the standard pricing scheme ...

3. Set the AUTO-UPjMANUAL-DOWN switch to

MANUAL-DOWN and operate the Credit button until 00 is indicated for Function 19 on the Player 1 display. With Function 19 set to 00, Functions 20 through 24 are set to zero and now can be changed as required. 4. Refer to Table 2 or use the explanation following this procedure and determine the required values for Functions 20 through 24. 5. Set the AUTO-UPjMANUAL-DOWN switch to AUTO-UP and momentarily depress the AD ...

Function 20 =(Cd-I) X L =(3-1) X 1 =02

Function 21 = (Cd-I) X C = 00 Function 22 =(Cd-I) X R =02 Function 23 =Cn X Lr =2 X 1 =02 Function 24 =Cn X (Cd-I) =2 X (3-1) =2 X 2 =04 5¢ 10¢ 25¢ Coin door 1 Play/15¢, 2 Plays/25¢ Ratio = 1:2:5 L=l C=2 R = 5 Lr = 1 In this example, method 1 provides proper values but method 2 will not: Method 1 Cd = 2 Cn = 5 (five 5¢ coins required for 2 plays) Function 20 =Cd X L =2 X 1 =02 Function 21 =Cd X C =2 X 2 =04 ...

With Function 27 set to 01 the eject hole 2000 and 5000

lamps are lit separately and the captive ball and bottom jet bumpers are lit together. With it set to 02 the eject hole 2000 and 5000 lamps are lit together and the captive ball and bottom jet bumpers are again lit together. With it set to 03 both the eject hole 2000 and 5000 lamps and the captive ball and bottom jet bumper features are lit separately. With it set to 04 (factory setting), the ~ject ho ...

b. From diagnostics, set the AUTO-UP/MANUAL-

DOWN switch to AUTO-UP and depress the ADVANCE pushbutton to advance the diagnostics to test 04. 2. Set the AUTO-UP/MANUAL-DOWN switch to the desired position and operate the ADVANCE push- button until Function 30 is indicated on the ball in play display. 3. To raise the value of Function 30, set the AUTO- UP/MANUAL-DOWN switch to AUTO-UP. To lower the value, set it to MANUAL-DOWN. 4" Momentarily depress t ...

GAME BOOKKEEPING AND EVALUATION

This section provides an explanation of the built-in game bookkeeping features. The bookkeeping and game evaluation features consist of: ~ c:::J ~ c:::J "'I!IIICJ '" c:::J ,. c:::J "' c::::J oj c::::J .. c:::J 0>- "'= ....= <0 c:::J "'c::::J '$"= "'= "'= -= oz+ AUTO-CYCLE MODE "'= ....= <0 c::::J "'= ,,= "'C:::J '" c::::J - c::::J 02+ .. c:::J ,... I!IIICJ '" c:::J '" c:::J ,. c::::J "' c:::J oj c::::J .. c:::: ...

If it is desired to recheck a total that you have advanced

past, set the AUTO-UP/MANUAL-DOWN switch to MANUAL-DOWN and operate the ADVANCE pushbutton. This will cause the function number to decrease (from 04 to 03, etc.) 5. Operate the ADVANCE pushbutton until Function 05 is indicated in the ball in play display. The total number of Special awards is indicated on the Player 1 display. 6. Operate the ADVANCE pushbutton until Function 06 is indicate ...

PRESS DIAGNOSTIC START

PRESS ADVANCE IN AUTO-UP PRESS ADVANCE IN MANUAL-DOWN CPU SELF TEST ROM TEST RAM TEST CMOS RAM TEST 1 INSERT COIN(S) ~ FOR CREDIT PRESS CREDIT BUTTON TO PLAY I I LEDS BLINK TWICE ENTER MASTER COMMANDS I PRESS ADVANCE IN AUTO-UP SWITCH TEST 03 PRESS ADVANCE PRESS ADVANCE PRESS ADVANCE IN AUTO-UP LAMP TEST TEST 01 SOLENOID TEST 02 PRESS ADVANCE D ...

b. From the game over mode,

(1) Set the AUTO-UP/MANUAL-DOWN switch to MANUAL-DOWN and momentarily depress the ADVANCE pushbutton. (2) Set the switch to AUTO-UP and operate the ADVANCE pushbutton until 01 is indicated on the number of credits display. The multiplexed lights should blink on and off. 2. If no further tests are required, turn the game OFF and back ON to return to the game over mode. SOLENOID TEST-TEST 02 This test permits checking of all ...

11. To exit the Auto Cycle mode and advance to Switch Test

03, set the toggle switch to AUTO-UP and depress the ADVANCE pushbutton during the Solenoid Test. Operation is now as previously described for Test 03. 12. To terminate the Auto-Cycle mode and go to game over, turn the game OFF and back ON. SECTION 6 MAINTENANCE , This section provides procedures for board replacement, CPU and Sound Board self-tests, and troubleshooting procedures. For any prob ...

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