Difference between revisions of "The Six Million Dollar Man"

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{{WIP}}
 
 
=Introduction=
 
=Introduction=
 +
 +
:Project Date: August 31, 1977
 +
:Date Of Manufacture: October, 1978
 +
:Production: 10,320 units (confirmed)
 +
:Theme: Celebrities - Fictional - Licensed Theme
 +
:Notable Features: Flippers (2), Pop bumpers (3), Slingshots (2), Kick-out hole (1), Rollunder spinner (2), Pop up "post" between flippers, Drop Target (5-bank)
  
 
=Technical Info=
 
=Technical Info=
 +
 +
:Type: Solid State Electronic (SS)
 +
:A1 Displays: 7x AS-2518-21
 +
:A2 Power Module: AS-2518-18
 +
:A3 Solenoid Driver Module: AS-2518-22
 +
:A4 Bally MPU Module: AS-2518-35
 +
:A5 Lamp Driver Module: AS-2518-23
 +
:A8 Sound Module: AS-2518-32
 +
 +
=Charts=
 +
 +
==Lamp Chart==
 +
 +
{| class="wikitable sortable"
 +
! SCR !! conn. !! lamp description !! code !! wire color !! tr type
 +
|-
 +
| Q05 || A5J2-16 || 1st Player Up || 34 || Yel-Grn || 2N5060
 +
|-
 +
| Q18 || A5J2-20 || 2nd Player Up || 35 || Yel-Wht || 2N5060
 +
|-
 +
| Q30 || A5J2-6 || 3rd Player Up || 85 || Blk-Wht || 2N5060
 +
|-
 +
| Q43 || A5J2-7 || 4th Player Up || 91 || Gry-Red || 2N5060
 +
|-
 +
| Q06 || A5J2-14 || 5th Player Up || 12 || Red-Blu || 2N5060
 +
|-
 +
| Q19 || A5J2-15 || 6th Player Up || 32 || Yel-Blu || 2N5060
 +
|-
 +
| Q16 || A5J2-22 || Ball-in-Play || 62 || Brn-Blu || MCR-106
 +
|-
 +
| Q01 || A5J1-24 || Bionic Power Score, "5" || 50 || Wht || MCR-106
 +
|-
 +
| Q58 || A5J3-2 || Bionic Power Score, Left "0" || 95 || Gry-Wht || 2N5060
 +
|-
 +
| Q20 || A5J1-13 || Bionic Power Score, 2nd Left "0" || 96 || Gry-Brn || 2N5060
 +
|-
 +
| Q25 || A5J1-6 || Bionic Power Score, 3rd Left "0" || 25 || Blu-Wht || 2N5060
 +
|-
 +
| Q04 || A5J1-28 || Bionic Power Score, Right "0" || 78 || Orn-Blk || 2N5060
 +
|-
 +
| Q59 || A5J3-4 || Bionic Power Score, Special || 14 || Red-Grn || 2N5060
 +
|-
 +
| Q14 || A5J1-18 || Bonus 1K || 58 || Wht-Blk || 2N5060
 +
|-
 +
| Q29 || A5J1-1 || Bonus 2K || 41 || Grn-Red || 2N5060
 +
|-
 +
| Q36 || A5J3-26 || Bonus 3K || 38 || Yel-Blk || 2N5060
 +
|-
 +
| Q57 || A5J3-1 || Bonus 4K || 10 || Red || 2N5060
 +
|-
 +
| Q12 || A5J1-19 || Bonus 5K || 60 || Brn || 2N5060
 +
|-
 +
| Q27 || A5J1-9 || Bonus 6K || 52 || Wht-Blu || 2N5060
 +
|-
 +
| Q38 || A5J3-25 || Bonus 7K || 36 || Yel-Brn || 2N5060
 +
|-
 +
| Q50 || A5J3-12 || Bonus 8K || 21 || Blu-Red || 2N5060
 +
|-
 +
| Q13 || A5J1-17 || Bonus 9K || 57 || Wht-Orn || 2N5060
 +
|-
 +
| Q28 || A5J1-8 || Bonus 10K || 51 || Wht-Red || 2N5060
 +
|-
 +
| Q44 || A5J3-19 || Bonus 20K || 67 || Brn-Orn || 2N5060
 +
|-
 +
| Q52 || A5J3-13 || Credit Indicator || 13 || Red-Yel || 2N5060
 +
|-
 +
| Q07 || A5J1-27 || Drop Target Spinners Lite || 53 || Wht-Yel || 2N5060
 +
|-
 +
| Q21 || A5J1-12 || Drop Target Extra Ball || 61 || Brn-Red || 2N5060
 +
|-
 +
| Q39 || A5J3-24 || Drop Target Special || 82 || Blk-Blu || 2N5060
 +
|-
 +
| Q33 || A5J2-11 || Game Over || 95 || Gry-Wht || MCR-106
 +
|-
 +
| Q15 || A5J2-23 || High Score to Date || 97 || Gry-Orn || MCR-106
 +
|-
 +
| Q10 || A5J1-15 || Left Targets Bottom "0" || 13 || Red-Yel || MCR-106
 +
|-
 +
| Q22 || A5J1-10 || Left Targets Middle "0" || 32 || Yel-Blu || MCR-106
 +
|-
 +
| Q37 || A5J3-23 || Left Targets Top "0" || 98 || Gry-Blk || 2N5060
 +
|-
 +
| Q23 || A5J2-8 || Match || 93 || Gry-Yel || MCR-106
 +
|-
 +
| Q32 || A5J3-27 || Outlane Special (Left) || 40 || Grn || 2N5060
 +
|-
 +
| Q26 || A5J1-7 || Outlane Special (Right) || 34 || Yel-Grn || 2N5060
 +
|-
 +
| Q55 || A5J3-9 || Post Up (2 lamps) || 15 || Red-Wht || MCR-106
 +
|-
 +
| Q03 || A5J1-26, A5J2-21 || Same Player Shoot Again (Playfield) Same Player Shoot Again (Back Box) || 91, 47 || Gry-Red, Grn-Orn || MCR-106
 +
|-
 +
| Q51 || A5J3-15 || Saucer 3K || 53 || Wht-Yel || 2N5060
 +
|-
 +
| Q48 || A5J3-16 || Saucer 5K || 25 || Blu-Wht || MCR-106
 +
|-
 +
| Q46 || A5J3-18 || Saucer 2X || 56 || Wht-Brn || 2N5060
 +
|-
 +
| Q41 || A5J3-20 || Saucer 3X, Bonus Multiplier 2X || 64 || Brn-Grn || MCR-106
 +
|-
 +
| Q17 || A5J1-11 || Saucer 5X, Bonus Multiplier 3X || 65 || Brn-Wht || MCR-106
 +
|-
 +
| Q02 || A5J1-25 || Saucer 10K, Bonus Multiplier 5X || 90 || Gry || MCR-106
 +
|-
 +
| Q08 || A5J1-23 || Spinner #1 (Left & Right) || 56 || Wht-Brn || MCR-106
 +
|-
 +
| Q35 || A5J1-3 || Spinner #2 (Left & Right) || 45 || Grn-Wht || MCR-106
 +
|-
 +
| Q49 || A5J3-17 || Spinner #3 (Left & Right) || 27 || Blu-Orn || MCR-106
 +
|-
 +
| Q54 || A5J3-11 || Spinner #4 (Left & Right) || 20 || Blu || MCR-106
 +
|-
 +
| Q09 || A5J1-14 || Spinner #5 (Left & Right) || 54 || Wht-Grn || MCR-106
 +
|-
 +
| Q56 || A5J3-10 || Spinner Left 1K When Lit || 91 || Gry-Red || MCR-106
 +
|-
 +
| Q24 || A5J1-5 || Spinner Right 1K When Lit || 48 || Grn-Blk || MCR-106
 +
|-
 +
| Q47 || A5J2-10 || Tilt || 98 || Gry-Blk || MCR-106
 +
|-
 +
| Q60 || A5J3-3 || Top Lane "0" || 81 || Blk-Red || 2N5060
 +
|-
 +
| Q11 || A5J1-16 || Top Lane "5" || 12 || Red-Blu || 2N5060
 +
|-
 +
| Q34 || A5J1-2 ||  || 43 || Grn-Yel || MCR-106
 +
|-
 +
| Q45 || A5J2-1 ||  || 60 || Brn || 2N5060
 +
|-
 +
| Q31 || A5J2-2 ||  || 20 || Blu || 2N5060
 +
|-
 +
| Q42 || A5J3-21 ||  || 30 || Yel || MCR-106
 +
|-
 +
| Q40 || A5J3-22 ||  || 23 || Blu-Yel || MCR-106
 +
|-
 +
| Q53 || A5J3-14 ||  || 84 || Blk-Grn || 2N5060
 +
|}
 +
 +
==Solenoids==
 +
 +
{| class="wikitable sortable"
 +
! Sol. No !! Solenoid description !! Solenoid Type !! Wire Code !! Wire Color !! Connector !! Driver Transistor !! Solenoid Coil Type
 +
|-
 +
| 1 || Up Post || Momentary || 80 || Blk || A3J5-13 || Q12 || GA-31-2000
 +
|-
 +
| 2 || Outhole Kicker || Momentary || 95 || Gry-Wht || A3J1-5 || Q4 || AN-26-1200
 +
|-
 +
| 3 || Knocker || Momentary || 85 || Blk-Wht || A3J2-5, J3-4 || Q3 || AR-26-1200
 +
|-
 +
| 4 || Saucer || Momentary || 74 || Orn-Grn || A3J5-10 || Q8 || AO-27-1300
 +
|-
 +
| 5 || Left Thumper Bumper || Momentary || 75 || Orn-Wht || A3J5-12 || Q13 || AN-26-1200
 +
|-
 +
| 6 || Right Thumper Bumper || Momentary || 78 || Orn-Blk || A3J5-11 || Q14 || AN-26-1200
 +
|-
 +
| 7 || Bottom Thumper Bumper || Momentary || 71 || Orn-Red || A3J5-9 || Q9 || AN-26-1200
 +
|-
 +
| 8 || Left Slingshot || Momentary || 85 || Blk-Wht || A3J5-15 || Q10 || AN-26-1200
 +
|-
 +
| 9 || Right Slingshot || Momentary || 83 || Blk-Yel || A3J5-14 || Q11 || AN-26-1200
 +
|-
 +
| 10 || Drop Target Reset || Momentary || 18 || Red-Blk || A3J5-8, J2-6, J3-7, || Q16 || NO-24-1400
 +
|-
 +
| 11 || Down Post || Momentary || 81 || Blk-Red || A3J1-3, J2-4 || Q2 || AN-26-1200
 +
|-
 +
| 12 || Gate || Continuous || 67 || Brn-Orn || A3J5-7 || Q17 || GA-34-4000
 +
|-
 +
| 13 || Coin Lockout || Continuous || 36 || Yel-Brn || A3J2-8 || Q19 || FO-36-7000
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|-
 +
| 14 || Flipper enabling relay || Continuous || -- || -- || -- || Q15 || 48V Relay
 +
|-
 +
| 15 ||  || Momentary || 81 || Blk-Red || A3J1-2, J2-9 || Q1 ||
 +
|-
 +
| 16 ||  || Momentary || 67 || Brn-Orn || A3J2-10 || Q5 ||
 +
|-
 +
| 17 ||  || Momentary || 74 || Orn-Grn || A3J2-11 || Q6 ||
 +
|-
 +
| 18 ||  || Momentary || 81 || Blk-Red || A3J2-12 || Q7 ||
 +
|-
 +
| 19 ||  || Continuous || 81 || Blk-Red || A3J5-3, J2-15, J3-9 || Q18 ||
 +
|}
 +
 +
{| class="wikitable sortable"
 +
! Flipper Circuits !! Power Wire !! Flipper Coil Wire !! Flipper Connector !! Flipper Button Wire !! Button Connector !! Coil
 +
|-
 +
| Left Flipper || 60 (Brn) || 40 (Grn) || A3J1-8 || 20 (Blu) || A3J2-2 || AQ-25-500/34-4500
 +
|-
 +
| Right Flipper || 60 (Brn) || 70 (Orn) || A3J1-9 || 10 (Red) || A3J2-1 || AQ-25-500/34-4500
 +
|}
 +
 +
==Switch Matrix==
 +
 +
{| class="wikitable"
 +
!  !!  !!  !! Strobe 0 !! Strobe 1 !! Strobe 2 !! Strobe 3 !! Strobe 4
 +
|-
 +
!
 +
| to Playfield || -- || A4J2-1 Wht-Red (51) || A4J2-2 Gry-Yel (93) || A4J2-3 Wht-Blu (52) || A4J2-4 Wht-Yel (53) || A4J2-5 Yel-Red (31)
 +
|-
 +
!
 +
| -- || to Cabinet || A4J3-2 Red-Yel (13) || A4J3-3 Red-Grn (14) ||  ||  ||
 +
|-
 +
! Return I-0
 +
| A4J2-8 Wht-Grn (54) || A4J3-9 Red-Wht (15) || 1 Drop Target E (Bottom) || 9 Coin Chute III (Right) || 17 Top Right Lane || 25 Down Post Rollover Buttons (2) || 33 Not Used
 +
|-
 +
! Return I-1
 +
| A4J2-9 Wht-Brn (56) || A4J3-10 Brn-Wht (65) || 2 Drop Target D || 10 Coin Chute I (Left) || 18 Top Left Lane || 26 Drop Target Rebound & Top Rollover Button || 34 Not Used
 +
|-
 +
! Return I-2
 +
| A4J2-10 Wht-Orn (57) || A4J3-11 Blu (20) || 3 Drop Target C || 11 Coin Chute II (Middle) || 19 Not Used || 27 Top Right Target || 35 Left & Right Flipper Feeder Lanes
 +
|-
 +
! Return I-3
 +
| A4J2-11 Wht-Blk (58) || A4J3-12 Blu-Red (21) || 4 Drop Target B || 12 Not Used || 20 Right Spinner || 28 Top Left Target || 36 Right Slingshot
 +
|-
 +
! Return I-4
 +
| A4J2-12 Brn (60) || A4J3-13 Blu-Yel (23) || 5 Drop Target A (Top) || 13 Not Used || 21 Left Spinner || 29 Center Target || 37 Left Slingshot
 +
|-
 +
! Return I-5
 +
| A4J2-13 Brn-Yel (63) || A4J3-14 Blu-Wht (25) || 6 Credit Button || 14 Right Outlane || 22 Left Bottom Target || 30 Not Used || 38 Bottom Thumper Bumper
 +
|-
 +
! Return I-6
 +
| A4J2-14 Brn-Wht (65) || A4J3-15 Blu-Orn (27) || 7 Tilt (3) || 15 Left Outlane || 23 Left Middle Target || 31 Not Used || 39 Right Thumper Bumper
 +
|-
 +
! Return I-7
 +
| A4J2-15 Orn (70) || A4J3-16 Yel (30) || 8 Outhole || 16 Slam (2) || 24 Left Top Target || 32 Saucer || 40 Left Thumper Bumper
 +
|}
 +
 +
=Game Specific Problems=
 +
Six Million Dollar Man has a special audit mode which is not documented in the manual.  If dipswitch 31 is turned on at boot up, the MPU may give the proper 7 flashes, but it will not start a game.  This audit mode was an afterthought, and was created to display how many times each player has played.  Ultimately, this mode was created to determine if a 6-player game was worth manufacturing or not.  Turning dipswitch 31 off will allow the game to boot up as normal.
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Return to [[Bally/Stern]] page.

Latest revision as of 06:00, 4 January 2022

1 Introduction

Project Date: August 31, 1977
Date Of Manufacture: October, 1978
Production: 10,320 units (confirmed)
Theme: Celebrities - Fictional - Licensed Theme
Notable Features: Flippers (2), Pop bumpers (3), Slingshots (2), Kick-out hole (1), Rollunder spinner (2), Pop up "post" between flippers, Drop Target (5-bank)

2 Technical Info

Type: Solid State Electronic (SS)
A1 Displays: 7x AS-2518-21
A2 Power Module: AS-2518-18
A3 Solenoid Driver Module: AS-2518-22
A4 Bally MPU Module: AS-2518-35
A5 Lamp Driver Module: AS-2518-23
A8 Sound Module: AS-2518-32

3 Charts

3.1 Lamp Chart

SCR conn. lamp description code wire color tr type
Q05 A5J2-16 1st Player Up 34 Yel-Grn 2N5060
Q18 A5J2-20 2nd Player Up 35 Yel-Wht 2N5060
Q30 A5J2-6 3rd Player Up 85 Blk-Wht 2N5060
Q43 A5J2-7 4th Player Up 91 Gry-Red 2N5060
Q06 A5J2-14 5th Player Up 12 Red-Blu 2N5060
Q19 A5J2-15 6th Player Up 32 Yel-Blu 2N5060
Q16 A5J2-22 Ball-in-Play 62 Brn-Blu MCR-106
Q01 A5J1-24 Bionic Power Score, "5" 50 Wht MCR-106
Q58 A5J3-2 Bionic Power Score, Left "0" 95 Gry-Wht 2N5060
Q20 A5J1-13 Bionic Power Score, 2nd Left "0" 96 Gry-Brn 2N5060
Q25 A5J1-6 Bionic Power Score, 3rd Left "0" 25 Blu-Wht 2N5060
Q04 A5J1-28 Bionic Power Score, Right "0" 78 Orn-Blk 2N5060
Q59 A5J3-4 Bionic Power Score, Special 14 Red-Grn 2N5060
Q14 A5J1-18 Bonus 1K 58 Wht-Blk 2N5060
Q29 A5J1-1 Bonus 2K 41 Grn-Red 2N5060
Q36 A5J3-26 Bonus 3K 38 Yel-Blk 2N5060
Q57 A5J3-1 Bonus 4K 10 Red 2N5060
Q12 A5J1-19 Bonus 5K 60 Brn 2N5060
Q27 A5J1-9 Bonus 6K 52 Wht-Blu 2N5060
Q38 A5J3-25 Bonus 7K 36 Yel-Brn 2N5060
Q50 A5J3-12 Bonus 8K 21 Blu-Red 2N5060
Q13 A5J1-17 Bonus 9K 57 Wht-Orn 2N5060
Q28 A5J1-8 Bonus 10K 51 Wht-Red 2N5060
Q44 A5J3-19 Bonus 20K 67 Brn-Orn 2N5060
Q52 A5J3-13 Credit Indicator 13 Red-Yel 2N5060
Q07 A5J1-27 Drop Target Spinners Lite 53 Wht-Yel 2N5060
Q21 A5J1-12 Drop Target Extra Ball 61 Brn-Red 2N5060
Q39 A5J3-24 Drop Target Special 82 Blk-Blu 2N5060
Q33 A5J2-11 Game Over 95 Gry-Wht MCR-106
Q15 A5J2-23 High Score to Date 97 Gry-Orn MCR-106
Q10 A5J1-15 Left Targets Bottom "0" 13 Red-Yel MCR-106
Q22 A5J1-10 Left Targets Middle "0" 32 Yel-Blu MCR-106
Q37 A5J3-23 Left Targets Top "0" 98 Gry-Blk 2N5060
Q23 A5J2-8 Match 93 Gry-Yel MCR-106
Q32 A5J3-27 Outlane Special (Left) 40 Grn 2N5060
Q26 A5J1-7 Outlane Special (Right) 34 Yel-Grn 2N5060
Q55 A5J3-9 Post Up (2 lamps) 15 Red-Wht MCR-106
Q03 A5J1-26, A5J2-21 Same Player Shoot Again (Playfield) Same Player Shoot Again (Back Box) 91, 47 Gry-Red, Grn-Orn MCR-106
Q51 A5J3-15 Saucer 3K 53 Wht-Yel 2N5060
Q48 A5J3-16 Saucer 5K 25 Blu-Wht MCR-106
Q46 A5J3-18 Saucer 2X 56 Wht-Brn 2N5060
Q41 A5J3-20 Saucer 3X, Bonus Multiplier 2X 64 Brn-Grn MCR-106
Q17 A5J1-11 Saucer 5X, Bonus Multiplier 3X 65 Brn-Wht MCR-106
Q02 A5J1-25 Saucer 10K, Bonus Multiplier 5X 90 Gry MCR-106
Q08 A5J1-23 Spinner #1 (Left & Right) 56 Wht-Brn MCR-106
Q35 A5J1-3 Spinner #2 (Left & Right) 45 Grn-Wht MCR-106
Q49 A5J3-17 Spinner #3 (Left & Right) 27 Blu-Orn MCR-106
Q54 A5J3-11 Spinner #4 (Left & Right) 20 Blu MCR-106
Q09 A5J1-14 Spinner #5 (Left & Right) 54 Wht-Grn MCR-106
Q56 A5J3-10 Spinner Left 1K When Lit 91 Gry-Red MCR-106
Q24 A5J1-5 Spinner Right 1K When Lit 48 Grn-Blk MCR-106
Q47 A5J2-10 Tilt 98 Gry-Blk MCR-106
Q60 A5J3-3 Top Lane "0" 81 Blk-Red 2N5060
Q11 A5J1-16 Top Lane "5" 12 Red-Blu 2N5060
Q34 A5J1-2 43 Grn-Yel MCR-106
Q45 A5J2-1 60 Brn 2N5060
Q31 A5J2-2 20 Blu 2N5060
Q42 A5J3-21 30 Yel MCR-106
Q40 A5J3-22 23 Blu-Yel MCR-106
Q53 A5J3-14 84 Blk-Grn 2N5060

3.2 Solenoids

Sol. No Solenoid description Solenoid Type Wire Code Wire Color Connector Driver Transistor Solenoid Coil Type
1 Up Post Momentary 80 Blk A3J5-13 Q12 GA-31-2000
2 Outhole Kicker Momentary 95 Gry-Wht A3J1-5 Q4 AN-26-1200
3 Knocker Momentary 85 Blk-Wht A3J2-5, J3-4 Q3 AR-26-1200
4 Saucer Momentary 74 Orn-Grn A3J5-10 Q8 AO-27-1300
5 Left Thumper Bumper Momentary 75 Orn-Wht A3J5-12 Q13 AN-26-1200
6 Right Thumper Bumper Momentary 78 Orn-Blk A3J5-11 Q14 AN-26-1200
7 Bottom Thumper Bumper Momentary 71 Orn-Red A3J5-9 Q9 AN-26-1200
8 Left Slingshot Momentary 85 Blk-Wht A3J5-15 Q10 AN-26-1200
9 Right Slingshot Momentary 83 Blk-Yel A3J5-14 Q11 AN-26-1200
10 Drop Target Reset Momentary 18 Red-Blk A3J5-8, J2-6, J3-7, Q16 NO-24-1400
11 Down Post Momentary 81 Blk-Red A3J1-3, J2-4 Q2 AN-26-1200
12 Gate Continuous 67 Brn-Orn A3J5-7 Q17 GA-34-4000
13 Coin Lockout Continuous 36 Yel-Brn A3J2-8 Q19 FO-36-7000
14 Flipper enabling relay Continuous -- -- -- Q15 48V Relay
15 Momentary 81 Blk-Red A3J1-2, J2-9 Q1
16 Momentary 67 Brn-Orn A3J2-10 Q5
17 Momentary 74 Orn-Grn A3J2-11 Q6
18 Momentary 81 Blk-Red A3J2-12 Q7
19 Continuous 81 Blk-Red A3J5-3, J2-15, J3-9 Q18
Flipper Circuits Power Wire Flipper Coil Wire Flipper Connector Flipper Button Wire Button Connector Coil
Left Flipper 60 (Brn) 40 (Grn) A3J1-8 20 (Blu) A3J2-2 AQ-25-500/34-4500
Right Flipper 60 (Brn) 70 (Orn) A3J1-9 10 (Red) A3J2-1 AQ-25-500/34-4500

3.3 Switch Matrix

Strobe 0 Strobe 1 Strobe 2 Strobe 3 Strobe 4
to Playfield -- A4J2-1 Wht-Red (51) A4J2-2 Gry-Yel (93) A4J2-3 Wht-Blu (52) A4J2-4 Wht-Yel (53) A4J2-5 Yel-Red (31)
-- to Cabinet A4J3-2 Red-Yel (13) A4J3-3 Red-Grn (14)
Return I-0 A4J2-8 Wht-Grn (54) A4J3-9 Red-Wht (15) 1 Drop Target E (Bottom) 9 Coin Chute III (Right) 17 Top Right Lane 25 Down Post Rollover Buttons (2) 33 Not Used
Return I-1 A4J2-9 Wht-Brn (56) A4J3-10 Brn-Wht (65) 2 Drop Target D 10 Coin Chute I (Left) 18 Top Left Lane 26 Drop Target Rebound & Top Rollover Button 34 Not Used
Return I-2 A4J2-10 Wht-Orn (57) A4J3-11 Blu (20) 3 Drop Target C 11 Coin Chute II (Middle) 19 Not Used 27 Top Right Target 35 Left & Right Flipper Feeder Lanes
Return I-3 A4J2-11 Wht-Blk (58) A4J3-12 Blu-Red (21) 4 Drop Target B 12 Not Used 20 Right Spinner 28 Top Left Target 36 Right Slingshot
Return I-4 A4J2-12 Brn (60) A4J3-13 Blu-Yel (23) 5 Drop Target A (Top) 13 Not Used 21 Left Spinner 29 Center Target 37 Left Slingshot
Return I-5 A4J2-13 Brn-Yel (63) A4J3-14 Blu-Wht (25) 6 Credit Button 14 Right Outlane 22 Left Bottom Target 30 Not Used 38 Bottom Thumper Bumper
Return I-6 A4J2-14 Brn-Wht (65) A4J3-15 Blu-Orn (27) 7 Tilt (3) 15 Left Outlane 23 Left Middle Target 31 Not Used 39 Right Thumper Bumper
Return I-7 A4J2-15 Orn (70) A4J3-16 Yel (30) 8 Outhole 16 Slam (2) 24 Left Top Target 32 Saucer 40 Left Thumper Bumper

4 Game Specific Problems

Six Million Dollar Man has a special audit mode which is not documented in the manual. If dipswitch 31 is turned on at boot up, the MPU may give the proper 7 flashes, but it will not start a game. This audit mode was an afterthought, and was created to display how many times each player has played. Ultimately, this mode was created to determine if a 6-player game was worth manufacturing or not. Turning dipswitch 31 off will allow the game to boot up as normal.


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