Difference between revisions of "Centaur"

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{{WIP}}
 
 
=Introduction=
 
=Introduction=
 +
 +
:Project Date: February 3, 1981
 +
:Date Of Manufacture: October, 1981
 +
:Production: 3,700 units (confirmed)
 +
:Theme: Fantasy - Motorcycles
 +
:Notable Features: Flippers (2), Pop bumpers (2), 4-bank drop targets (2), 4-in-line drop targets, 5-ball multiball. Ball hitting recessed red target in upper right corner of playfield is held there momentarily by a magnet under the playfield. Has speech, with operator-optionable reverberation.
 +
 +
=Technical Info=
 +
 +
:Type: Solid State Electronic (SS)
 +
:A1 Display Module: 4x AS-2518-58 (7-digits), 1x AS-2518-21 (6-digits Credits display)
 +
:A2 Power Module: AS-2518-54
 +
:A3 Solenoid Driver Module: AS-2518-22
 +
:A4 Bally MPU Module: AS-2518-35
 +
:A5 Lamp Driver Module: AS-2518-23
 +
:A9 Auxiliary Lamp Driver Module: AS-2518-43
 +
:A14 Squawk & Talk Sound Module: AS-2518-61B
 +
:A15 Solenoid Expander: AS-2518-66
 +
:A16 Aux. Driver - SCR Lamp Flasher: AS-2518-67
 +
:A17 Aux. Driver - GI Flasher: AS-2518-68
 +
:A18 Say it Again (Reverb) Module: AS-2518-81
  
 
=Charts=
 
=Charts=
Line 53: Line 73:
 
| Q53 || A5J3-14 || Captive Orbs 4 || 84 || Blk-Grn || 2N5060
 
| Q53 || A5J3-14 || Captive Orbs 4 || 84 || Blk-Grn || 2N5060
 
|-
 
|-
| Q04 || A9J2-5 || Chamber #1 (2 lamps) Bottom || 60 || Brn || MCR-106
+
| Q04 || *A9J2-5 || Chamber #1 (2 lamps) Bottom || 60 || Brn || MCR-106
 
|-
 
|-
| Q03 || A9J2-3 || Chamber #2 (2 lamps) || 62 || Brn-Blu || MCR-106
+
| Q03 || *A9J2-3 || Chamber #2 (2 lamps) || 62 || Brn-Blu || MCR-106
 
|-
 
|-
| Q10 || A9J2-20 || Chamber #3 (2 lamps) || 95 || Gry-Wht || MCR-106
+
| Q10 || *A9J2-20 || Chamber #3 (2 lamps) || 95 || Gry-Wht || MCR-106
 
|-
 
|-
| Q09 || A9J2-17 || Chamber #4 (2 lamps) Top || 96 || Gry-Brn || MCR-106
+
| Q09 || *A9J2-17 || Chamber #4 (2 lamps) Top || 96 || Gry-Brn || MCR-106
 
|-
 
|-
 
| Q01 || A5J1-24 || Chamber 10K || 50 || Wht || MCR-106
 
| Q01 || A5J1-24 || Chamber 10K || 50 || Wht || MCR-106
Line 131: Line 151:
 
| Q03 || A5J2-21 || Same Player Shoot Again || 47 || Grn-Orn || MCR-106
 
| Q03 || A5J2-21 || Same Player Shoot Again || 47 || Grn-Orn || MCR-106
 
|-
 
|-
| Q02 || A9J2-2 || Slingshot Left || 40 || Grn || MCR-106
+
| Q02 || *A9J2-2 || Slingshot Left || 40 || Grn || MCR-106
 
|-
 
|-
| Q05 || A9J2-6 || Slingshot Right || 45 || Grn-Wht || MCR-106
+
| Q05 || *A9J2-6 || Slingshot Right || 45 || Grn-Wht || MCR-106
 
|-
 
|-
 
| Q43 || A5J2-7 || Spot 1-4 || 91 || Gry-Red || 2N5060
 
| Q43 || A5J2-7 || Spot 1-4 || 91 || Gry-Red || 2N5060
 
|-
 
|-
| Q08 || A9J2-12 || Thumper Bumper Left || 27 || Blu-Orn || MCR-106
+
| Q08 || *A9J2-12 || Thumper Bumper Left || 27 || Blu-Orn || MCR-106
 
|-
 
|-
| Q11 || A9J2-19 || Thumper Bumper Right || 82 || Blk-Blu || MCR-106
+
| Q11 || *A9J2-19 || Thumper Bumper Right || 82 || Blk-Blu || MCR-106
 
|-
 
|-
 
| Q47 || A5J2-10 || Tilt (Back Box) || 35 || Yel-Wht || MCR-106
 
| Q47 || A5J2-10 || Tilt (Back Box) || 35 || Yel-Wht || MCR-106
Line 145: Line 165:
 
| Q40 || A5J3-22 || Tilt Warning || 15 || Red-Wht || MCR-106
 
| Q40 || A5J3-22 || Tilt Warning || 15 || Red-Wht || MCR-106
 
|-
 
|-
| Q06 || A9J2-7 || Top Lane Left || 54 || Wht-Grn || MCR-106
+
| Q06 || *A9J2-7 || Top Lane Left || 54 || Wht-Grn || MCR-106
 
|-
 
|-
| Q01 || A9J2-1 || Top Lane Middle || 43 || Grn-Yel || MCR-106
+
| Q01 || *A9J2-1 || Top Lane Middle || 43 || Grn-Yel || MCR-106
 
|-
 
|-
| Q12 || A9J2-18 || Top Lane Right || 25 || Blu-Wht || MCR-106
+
| Q12 || *A9J2-18 || Top Lane Right || 25 || Blu-Wht || MCR-106
 
|-
 
|-
| Q07 || A9J2-11 ||  ||  ||  || MCR-106
+
| Q07 || *A9J2-11 ||  ||  ||  || MCR-106
 
|}
 
|}
 +
: * indicates located on Aux. Lamp Driver Module A9
  
 
==Solenoids==
 
==Solenoids==
Line 187: Line 208:
 
| 14 || Ball Release || Momentary || 18 || Red-Blk || A3J2-6, J3-7, J5-8 || Q16 || AO-27-1300
 
| 14 || Ball Release || Momentary || 18 || Red-Blk || A3J2-6, J3-7, J5-8 || Q16 || AO-27-1300
 
|-
 
|-
| 15 || Ball Kick to Playfield || Momentary || 83 || Blk-Yel || A3J5-14 || Q11 || AO-25-950
+
| 15 || *Ball Kick to Playfield || Momentary || 78 / 83 || Orn-Blk / Blk-Yel || A15J1-5 / A3J5-14 || Q11 || AO-25-950
 
|-
 
|-
 
| 16 || Coin Lockout || Continuous || 36 || Yel-Brn || A3J2-8 || Q19 || FO-36-7000
 
| 16 || Coin Lockout || Continuous || 36 || Yel-Brn || A3J2-8 || Q19 || FO-36-7000
Line 197: Line 218:
 
| 19 ||  || Continuous ||  ||  || A3J5-7 || Q17 ||  
 
| 19 ||  || Continuous ||  ||  || A3J5-7 || Q17 ||  
 
|}
 
|}
 +
 +
*Note: Ball kick to playfield first goes to solenoid expander board (A15), and is then driven by Q11 on solenoid driver board (A3)
  
 
{| class="wikitable sortable"
 
{| class="wikitable sortable"
Line 208: Line 231:
 
==Switch Matrix==
 
==Switch Matrix==
  
{| class="wikitable sortable"
+
{| class="wikitable"
 
!  !!  !!  !! Strobe 0 !! Strobe 1 !! Strobe 2 !! Strobe 3 !! Strobe 4 !! Strobe 5
 
!  !!  !!  !! Strobe 0 !! Strobe 1 !! Strobe 2 !! Strobe 3 !! Strobe 4 !! Strobe 5
 
|-
 
|-
|  || to Playfield || -- || A4J2-1 Wht-Red (51) || A4J2-2 Orn (70) || A4J2-3 Gry-Yel (93) || A4J2-4 Wht-Yel (53) || A4J2-5 Yel-Red (31) || A4J2-7 Orn-Blu (72)
+
!
 +
| to Playfield || -- || A4J2-1 Wht-Red (51) || A4J2-2 Orn (70) || A4J2-3 Gry-Yel (93) || A4J2-4 Wht-Yel (53) || A4J2-5 Yel-Red (31) || A4J4-5 Orn-Blu (72)
 
|-
 
|-
|  || -- || to Cabinet || A4J3-2 Red-Yel (13) || A4J3-3 Red-Grn (14) || A4-J3-5 (not used) || A4-J3-6 (not used) || A4-J3-7 (not used) || A4-J3-8 (not used)
+
!
 +
| -- || 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 Ball Trough #4 || 9 Coin Chute III (Right) || 17 Ball Trough #1 || 25 Right 4-Drop Targets #4 (Bottom) || 33 End of Trough || 41 Inline Drop Target #1
+
! Return I-0
 +
| A4J2-8 Wht-Grn (54) || A4J3-9 Red-Wht (15) || 1 Ball Trough #4 || 9 Coin Chute III (Right) || 17 Ball Trough #1 || 25 Right 4-Drop Targets #4 (Bottom) || 33 End of Trough || 41 Inline Drop Target #1
 
|-
 
|-
| Return I-1 || A4J2-9 Brn-Yel (63) || A4J3-10 Brn-Wht (65) || 2 Ball Trough #5 || 10 Coin Chute I (Left) || 18 Left Side Rollover Button (2) || 26 Right 4-Drop Targets #3 || 34 10 Points Rebound (5) || 42 Inline Drop Target #2
+
! Return I-1
 +
| A4J2-9 Brn-Yel (63) || A4J3-10 Brn-Wht (65) || 2 Ball Trough #5 || 10 Coin Chute I (Left) || 18 Left Side Rollover Button (2) || 26 Right 4-Drop Targets #3 || 34 10 Points Rebound (5) || 42 Inline Drop Target #2
 
|-
 
|-
| Return I-2 || A4J2-10 Wht-Orn (57) || A4J3-11 Blu (20) || 3 Top Lane (Right) || 11 Coin Chute II (Middle) || 19 ORBS Right Lane Target || 27 Right 4-Drop Targets #2 || 35 Not Used || 43 Inline Drop Target #3
+
! Return I-2
 +
| A4J2-10 Wht-Orn (57) || A4J3-11 Blu (20) || 3 Top Lane (Right) || 11 Coin Chute II (Middle) || 19 ORBS Right Lane Target || 27 Right 4-Drop Targets #2 || 35 Not Used || 43 Inline Drop Target #3
 
|-
 
|-
| Return I-3 || A4J2-11 Orn-Blk (78) || A4J3-12 Blu-Red (21) || 4 Top Lane (Middle) || 12 Top Left R.O. Button, ORBS Back Targets, Target behind right T.B. || 20 Inline Back Target || 28 Right 4-Drop Targets #1 (Top) || 36 Not Used || 44 Inline Drop Target #4
+
! Return I-3
 +
| A4J2-11 Orn-Blk (78) || A4J3-12 Blu-Red (21) || 4 Top Lane (Middle) || 12 Top Left R.O. Button, ORBS Back Targets, Target behind right T.B. || 20 Inline Back Target || 28 Right 4-Drop Targets #1 (Top) || 36 Not Used || 44 Inline Drop Target #4
 
|-
 
|-
| Return I-4 || A4J2-12 Brn (60) || A4J3-13 Blu-Yel (23) || 5 Top Lane (Left) || 13 Not Used || 21 Left & Right Flipper Button || 29 Drop Target "S" || 37 Left Slingshot || 45 Right Outlane
+
! Return I-4
 +
| A4J2-12 Brn (60) || A4J3-13 Blu-Yel (23) || 5 Top Lane (Left) || 13 Not Used || 21 Left & Right Flipper Button || 29 Drop Target "S" || 37 Left Slingshot || 45 Right Outlane
 
|-
 
|-
| Return I-5 || A4J2-13 Wht-Brn (56) || A4J3-14 Blu-Wht (25) || 6 Credit Button || 14 Not Used || 22 Reset 1-4 Targets Target || 30 Drop Target "B" || 38 Right Slingshot || 46 Right Return Lane
+
! Return I-5
 +
| A4J2-13 Wht-Brn (56) || A4J3-14 Blu-Wht (25) || 6 Credit Button || 14 Not Used || 22 Reset 1-4 Targets Target || 30 Drop Target "B" || 38 Right Slingshot || 46 Right Return Lane
 
|-
 
|-
| Return I-6 || A4J2-14 Brn-Wht (65) || A4J3-15 Blu-Orn (27) || 7 Not Used || 15 Tilt (3) || 23 Not Used || 31 Drop Target "R" || 39 Right Thumper Bumper || 47 Left Return Lane
+
! Return I-6
 +
| A4J2-14 Brn-Wht (65) || A4J3-15 Blu-Orn (27) || 7 Not Used || 15 Tilt (3) || 23 Not Used || 31 Drop Target "R" || 39 Right Thumper Bumper || 47 Left Return Lane
 
|-
 
|-
| Return I-7 || A4J2-15 Wht-Blu (52) || A4J3-16 Yel (30) || 8 Outhole || 16 Slam (2) || 24 Top Spot 1-4 Target || 32 Drop Target "O" || 40 Left Thumper Bumper || 48 Left Outlane
+
! Return I-7
 +
| A4J2-15 Wht-Blu (52) || A4J3-16 Yel (30) || 8 Outhole || 16 Slam (2) || 24 Top Spot 1-4 Target || 32 Drop Target "O" || 40 Left Thumper Bumper || 48 Left Outlane
 
|}
 
|}
 +
 +
==Centaur Speech Commands==
 +
<i>Information provided by PinSider "Quench".</i>
 +
 +
The following is the list of the sound commands (in binary and hexadecimal) sent to the S&T board that produce speech. Communications between the MPU board and the S&T board are 4 bits wide. Commands are sent as two binary nibbles; lower nibble first then upper nibble. <br>
 +
 +
The sound board test button plays these speech phrases in backwards order:
 +
 +
0011 0000 .. 30 -- "2X completed"<br>
 +
0011 0001 .. 31 -- "3X completed"<br>
 +
0011 0010 .. 32 -- "4X completed"<br>
 +
0011 0011 .. 33 -- "5X completed"<br>
 +
0011 0100 .. 34 -- "Completed"<br>
 +
0011 0101 .. 35 -- "Power Orbs"<br>
 +
0011 0110 .. 36 -- "Begin Orbion Attack"<br>
 +
0011 0111 .. 37 -- "Energize Me"<br>
 +
0011 1000 .. 38 -- "Energize Power Orb"<br>
 +
0011 1001 .. 39 -- "Activate Power Orb"<br>
 +
0011 1010 .. 3A -- "Power Orb"<br>
 +
0011 1011 .. 3B -- "Guardian Releases Power Orb"<br>
 +
0011 1100 .. 3C -- "Release Power Orbs"<br>
 +
0011 1101 .. 3D -- "Energize"<br>
 +
0011 1110 .. 3E -- "Bad Move Human"<br>
 +
0011 1111 .. 3F -- "Slow Aren't You"<br>
 +
 +
0100 0000 .. 40 -- "Sequence Activates"<br>
 +
0100 0001 .. 41 -- "Release Target Activated"<br>
 +
0100 0010 .. 42 -- "Sequence"<br>
 +
0100 0011 .. 43 -- "Only Single Value"<br>
 +
0100 0100 .. 44 -- "Side Awards Double"<br>
 +
0100 0101 .. 45 -- "Try"<br>
 +
0100 0110 .. 46 -- "Doubles Queens Chamber"<br>
 +
0100 0111 .. 47 -- "No Class Human"<br>
 +
0100 1000 .. 48 -- "Challenge Me"<br>
 +
0100 1001 .. 49 -- "Orb Feature"<br>
 +
0100 1010 .. 4A -- "Sequence Feature"<br>
 +
0100 1011 .. 4B -- "Chamber Feature"<br>
 +
0100 1100 .. 4C -- "Guardian Feature"<br>
 +
0100 1101 .. 4D -- "Bonus Feature"<br>
 +
0100 1110 .. 4E -- "Destroy Centaur"<br>
 +
0100 1111 .. 4F -- "Human"<br>
 +
 +
0101 0000 .. 50 -- "Centaur"<br>
 +
0101 0001 .. 51 -- "Powerlane"<br>
 +
0101 0010 .. 52 -- "Ha Ha Haa (laugh)"<br>
 +
0101 0011 .. 53 -- "Activated"<br>
 +
0101 0100 .. 54 -- "Maximum Orbion Strength Achieved"<br>

Latest revision as of 17:55, 17 July 2024

1 Introduction

Project Date: February 3, 1981
Date Of Manufacture: October, 1981
Production: 3,700 units (confirmed)
Theme: Fantasy - Motorcycles
Notable Features: Flippers (2), Pop bumpers (2), 4-bank drop targets (2), 4-in-line drop targets, 5-ball multiball. Ball hitting recessed red target in upper right corner of playfield is held there momentarily by a magnet under the playfield. Has speech, with operator-optionable reverberation.

2 Technical Info

Type: Solid State Electronic (SS)
A1 Display Module: 4x AS-2518-58 (7-digits), 1x AS-2518-21 (6-digits Credits display)
A2 Power Module: AS-2518-54
A3 Solenoid Driver Module: AS-2518-22
A4 Bally MPU Module: AS-2518-35
A5 Lamp Driver Module: AS-2518-23
A9 Auxiliary Lamp Driver Module: AS-2518-43
A14 Squawk & Talk Sound Module: AS-2518-61B
A15 Solenoid Expander: AS-2518-66
A16 Aux. Driver - SCR Lamp Flasher: AS-2518-67
A17 Aux. Driver - GI Flasher: AS-2518-68
A18 Say it Again (Reverb) Module: AS-2518-81

3 Charts

3.1 Lamp Chart

SCR conn. lamp description code wire color tr type
Q16 A5J2-22 Ball-in-Play (Back Box) 62 Brn-Blu MCR-106
Q12 A5J1-19 Bonus 1K 60 Brn 2N5060
Q27 A5J1-9 Bonus 2K 43 Grn-Yel 2N5060
Q38 A5J3-25 Bonus 3K 36 Yel-Brn 2N5060
Q50 A5J3-12 Bonus 4K 21 Blu-Red 2N5060
Q13 A5J1-17 Bonus 5K 57 Wht-Orn 2N5060
Q28 A5J1-8 Bonus 6K 51 Wht-Red 2N5060
Q44 A5J3-19 Bonus 7K 67 Brn-Orn 2N5060
Q51 A5J3-15 Bonus 8K 53 Wht-Yel 2N5060
Q08 A5J1-23 Bonus 9K 12 Red-Blu MCR-106
Q35 A5J1-3 Bonus 10K 45 Grn-Wht MCR-106
Q17 A5J1-11 Bonus 20K 65 Brn-Wht MCR-106
Q41 A5J3-20 Bonus 40K 13 Red-Blu MCR-106
Q46 A5J3-18 Bonus 60K 56 Wht-Brn 2N5060
Q09 A5J1-14 Bonus Multiplier 2X 67 Brn-Orn MCR-106
Q34 A5J1-2 Bonus Multiplier 3X 52 Wht-Blu MCR-106
Q48 A5J3-16 Bonus Multiplier 4X 25 Blu-Wht MCR-106
Q55 A5J3-9 Bonus Multiplier 5X 15 Red-Wht MCR-106
Q07 A5J1-27 Captive Orbs 1 53 Wht-Yel 2N5060
Q21 A5J1-12 Captive Orbs 2 61 Brn-Red 2N5060
Q39 A5J3-24 Captive Orbs 3 72 Orn-Blu 2N5060
Q53 A5J3-14 Captive Orbs 4 84 Blk-Grn 2N5060
Q04 *A9J2-5 Chamber #1 (2 lamps) Bottom 60 Brn MCR-106
Q03 *A9J2-3 Chamber #2 (2 lamps) 62 Brn-Blu MCR-106
Q10 *A9J2-20 Chamber #3 (2 lamps) 95 Gry-Wht MCR-106
Q09 *A9J2-17 Chamber #4 (2 lamps) Top 96 Gry-Brn MCR-106
Q01 A5J1-24 Chamber 10K 50 Wht MCR-106
Q24 A5J1-5 Chamber 20K 48 Grn-Blk MCR-106
Q42 A5J3-21 Chamber 30K 64 Brn-Grn MCR-106
Q56 A5J3-10 Chamber 40K 91 Gry-Red MCR-106
Q02 A5J1-25 Chamber 50K 75 Orn-Wht MCR-106
Q49 A5J3-17 Chamber Release 13 Red-Yel MCR-106
Q54 A5J3-11 Chamber Special 20 Blu MCR-106
Q57 A5J3-1 Collect Bonus Arrow 10 Red 2N5060
Q52 A5J3-13 Credit Indicator 35 Yel-Wht 2N5060
Q33 A5J2-11 Game Over (Back Box) 95 Gry-Wht MCR-106
Q14 A5J1-18 GI Flasher Board 58 Wht-Blk 2N5060
Q15 A5J2-23 High Score to Date (Back Box) 97 Gry-Orn MCR-106
Q60 A5J3-3 Left Out Rollover 81 Blk-Red 2N5060
Q37 A5J3-23 Left Return Rollover 98 Gry-Blk 2N5060
Q23 A5J2-8 Match (Back Box) 70 Orn MCR-106
Q58 A5J3-2 ORBS "O" Arrow 95 Gry-Wht 2N5060
Q20 A5J1-13 ORBS "R" Arrow 30 Yel 2N5060
Q25 A5J1-6 ORBS "B" Arrow 25 Blu-Wht 2N5060
Q04 A5J1-28 ORBS "S" Arrow 78 Orn-Blk 2N5060
Q18 A5J2-20 ORBS 50K 98 Gry-Blk 2N5060
Q05 A5J2-16 ORBS Special 34 Yel-Grn 2N5060
Q29 A5J1-1 Release ORB 41 Grn-Red 2N5060
Q30 A5J2-6 Reset 1-4 Arrow 85 Blk-Wht 2N5060
Q59 A5J3-4 Right Drop Target 10K Arrow 14 Red-Grn 2N5060
Q32 A5J3-27 Right Drop Target 20K Arrow 40 Grn 2N5060
Q26 A5J1-7 Right Drop Target 40K Arrow 34 Yel-Grn 2N5060
Q11 A5J1-16 Right Drop Target 80K Arrow 15 Red-Wht 2N5060
Q06 A5J2-14 Right Lane 2X 12 Red-Blu 2N5060
Q19 A5J2-15 Right Lane 3X 23 Blu-Yel 2N5060
Q31 A5J2-2 Right Lane 4X 20 Blu 2N5060
Q45 A5J2-1 Right Lane 5X 60 Brn 2N5060
Q36 A5J3-26 Right Lane Release ORBS 43 Grn-Yel 2N5060
Q10 A5J1-15 Right Out Rollover 13 Red-Yel MCR-106
Q22 A5J1-10 Right Return Rollover 23 Blu-Yel MCR-106
Q03 A5J2-21 Same Player Shoot Again 47 Grn-Orn MCR-106
Q02 *A9J2-2 Slingshot Left 40 Grn MCR-106
Q05 *A9J2-6 Slingshot Right 45 Grn-Wht MCR-106
Q43 A5J2-7 Spot 1-4 91 Gry-Red 2N5060
Q08 *A9J2-12 Thumper Bumper Left 27 Blu-Orn MCR-106
Q11 *A9J2-19 Thumper Bumper Right 82 Blk-Blu MCR-106
Q47 A5J2-10 Tilt (Back Box) 35 Yel-Wht MCR-106
Q40 A5J3-22 Tilt Warning 15 Red-Wht MCR-106
Q06 *A9J2-7 Top Lane Left 54 Wht-Grn MCR-106
Q01 *A9J2-1 Top Lane Middle 43 Grn-Yel MCR-106
Q12 *A9J2-18 Top Lane Right 25 Blu-Wht MCR-106
Q07 *A9J2-11 MCR-106
* indicates located on Aux. Lamp Driver Module A9

3.2 Solenoids

Sol. No Solenoid description Solenoid Type Wire Code Wire Color Connector Driver Transistor Solenoid Coil Type
1 Outhole Momentary 95 Gry-Wht A3J1-5 Q4 AN-26-1200
2 Knocker Momentary 85 Blk-Wht A3J2-5, J3-4 Q3 AR-26-1200
3 Inline Drop Target Reset Momentary 85 Blk-Wht A3J5-10 Q8 NO-26-1900
4 Right 4 Drop Target Reset Momentary 80 Blk A3J5-12 Q13 NO-26-1900
5 Left Thumper Bumper Momentary 78 Orn-Blk A3J5-11 Q14 AN-26-1200
6 Right Thumper Bumper Momentary 71 Orn-Red A3J5-9 Q9 AN-26-1200
7 Left Slingshot Momentary 74 Orn-Grn A3J5-15 Q10 AO-26-1200
8 Right Slingshot Momentary 67 Brn-Orn A3J5-13 Q12 AO-26-1200
9 ORBS Drop Target Reset Momentary 74 Orn-Grn A3J1-3, J2-4 Q2 NO-26-1900
10 Right Drop Target #1 (Top) Momentary 78 Orn-Blk A3J1-2, J2-9 Q1 CJ-31-2000
11 Right Drop Target #2 Momentary 71 Orn-Red A3J2-10 Q5 CJ-31-2000
12 Right Drop Target #3 Momentary 91 Gry-Red A3J2-11 Q6 CJ-31-2000
13 Right Drop Target #4 (bot.) Momentary 81 Blk-Red A3J2-12 Q7 CJ-31-2000
14 Ball Release Momentary 18 Red-Blk A3J2-6, J3-7, J5-8 Q16 AO-27-1300
15 *Ball Kick to Playfield Momentary 78 / 83 Orn-Blk / Blk-Yel A15J1-5 / A3J5-14 Q11 AO-25-950
16 Coin Lockout Continuous 36 Yel-Brn A3J2-8 Q19 FO-36-7000
17 Flipper enabling relay Continuous -- -- -- Q15 48V Relay
18 Magnet Continuous 91 Gry-Red A3J2-15, J3-9, J5-3 Q18 E-184-284
19 Continuous A3J5-7 Q17
  • Note: Ball kick to playfield first goes to solenoid expander board (A15), and is then driven by Q11 on solenoid driver board (A3)
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 Strobe 5
to Playfield -- A4J2-1 Wht-Red (51) A4J2-2 Orn (70) A4J2-3 Gry-Yel (93) A4J2-4 Wht-Yel (53) A4J2-5 Yel-Red (31) A4J4-5 Orn-Blu (72)
-- 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 Ball Trough #4 9 Coin Chute III (Right) 17 Ball Trough #1 25 Right 4-Drop Targets #4 (Bottom) 33 End of Trough 41 Inline Drop Target #1
Return I-1 A4J2-9 Brn-Yel (63) A4J3-10 Brn-Wht (65) 2 Ball Trough #5 10 Coin Chute I (Left) 18 Left Side Rollover Button (2) 26 Right 4-Drop Targets #3 34 10 Points Rebound (5) 42 Inline Drop Target #2
Return I-2 A4J2-10 Wht-Orn (57) A4J3-11 Blu (20) 3 Top Lane (Right) 11 Coin Chute II (Middle) 19 ORBS Right Lane Target 27 Right 4-Drop Targets #2 35 Not Used 43 Inline Drop Target #3
Return I-3 A4J2-11 Orn-Blk (78) A4J3-12 Blu-Red (21) 4 Top Lane (Middle) 12 Top Left R.O. Button, ORBS Back Targets, Target behind right T.B. 20 Inline Back Target 28 Right 4-Drop Targets #1 (Top) 36 Not Used 44 Inline Drop Target #4
Return I-4 A4J2-12 Brn (60) A4J3-13 Blu-Yel (23) 5 Top Lane (Left) 13 Not Used 21 Left & Right Flipper Button 29 Drop Target "S" 37 Left Slingshot 45 Right Outlane
Return I-5 A4J2-13 Wht-Brn (56) A4J3-14 Blu-Wht (25) 6 Credit Button 14 Not Used 22 Reset 1-4 Targets Target 30 Drop Target "B" 38 Right Slingshot 46 Right Return Lane
Return I-6 A4J2-14 Brn-Wht (65) A4J3-15 Blu-Orn (27) 7 Not Used 15 Tilt (3) 23 Not Used 31 Drop Target "R" 39 Right Thumper Bumper 47 Left Return Lane
Return I-7 A4J2-15 Wht-Blu (52) A4J3-16 Yel (30) 8 Outhole 16 Slam (2) 24 Top Spot 1-4 Target 32 Drop Target "O" 40 Left Thumper Bumper 48 Left Outlane

3.4 Centaur Speech Commands

Information provided by PinSider "Quench".

The following is the list of the sound commands (in binary and hexadecimal) sent to the S&T board that produce speech. Communications between the MPU board and the S&T board are 4 bits wide. Commands are sent as two binary nibbles; lower nibble first then upper nibble.

The sound board test button plays these speech phrases in backwards order:

0011 0000 .. 30 -- "2X completed"
0011 0001 .. 31 -- "3X completed"
0011 0010 .. 32 -- "4X completed"
0011 0011 .. 33 -- "5X completed"
0011 0100 .. 34 -- "Completed"
0011 0101 .. 35 -- "Power Orbs"
0011 0110 .. 36 -- "Begin Orbion Attack"
0011 0111 .. 37 -- "Energize Me"
0011 1000 .. 38 -- "Energize Power Orb"
0011 1001 .. 39 -- "Activate Power Orb"
0011 1010 .. 3A -- "Power Orb"
0011 1011 .. 3B -- "Guardian Releases Power Orb"
0011 1100 .. 3C -- "Release Power Orbs"
0011 1101 .. 3D -- "Energize"
0011 1110 .. 3E -- "Bad Move Human"
0011 1111 .. 3F -- "Slow Aren't You"

0100 0000 .. 40 -- "Sequence Activates"
0100 0001 .. 41 -- "Release Target Activated"
0100 0010 .. 42 -- "Sequence"
0100 0011 .. 43 -- "Only Single Value"
0100 0100 .. 44 -- "Side Awards Double"
0100 0101 .. 45 -- "Try"
0100 0110 .. 46 -- "Doubles Queens Chamber"
0100 0111 .. 47 -- "No Class Human"
0100 1000 .. 48 -- "Challenge Me"
0100 1001 .. 49 -- "Orb Feature"
0100 1010 .. 4A -- "Sequence Feature"
0100 1011 .. 4B -- "Chamber Feature"
0100 1100 .. 4C -- "Guardian Feature"
0100 1101 .. 4D -- "Bonus Feature"
0100 1110 .. 4E -- "Destroy Centaur"
0100 1111 .. 4F -- "Human"

0101 0000 .. 50 -- "Centaur"
0101 0001 .. 51 -- "Powerlane"
0101 0010 .. 52 -- "Ha Ha Haa (laugh)"
0101 0011 .. 53 -- "Activated"
0101 0100 .. 54 -- "Maximum Orbion Strength Achieved"