Difference between revisions of "Vector"
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==Switch Matrix== | ==Switch Matrix== | ||
− | {| class="wikitable | + | {| 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) || 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 #2 Left of Outhole & #1 Right of Outhole || 9 Coin Chute III (Right) || 17 Captive Saucer (Bottom) || 25 Not Used || 33 Right Outlane || 41 Not Used | ||
|- | |- | ||
− | + | ! Return I-1 | |
+ | | A4J2-9 Brn-Yel (63) || A4J3-10 Brn-Wht (65) || 2 #1 Left of Outhole || 10 Coin Chute I (Left) || 18 Captive Saucer (Middle) || 26 3 Lower Drop Target (Right) || 34 Right Return Lane || 42 Not Used | ||
|- | |- | ||
− | + | ! Return I-2 | |
+ | | A4J2-10 Wht-Orn (57) || A4J3-11 Blu (20) || 3 Outhole || 11 Coin Chute II (Middle) || 19 Captive Saucer (Top) || 27 3 Lower Drop Target (Middle) || 35 Left Outlane || 43 Not Used | ||
|- | |- | ||
− | + | ! Return I-3 | |
+ | | A4J2-11 Orn-Blk (78) || A4J3-12 Blu-Red (21) || 4 Right Bottom Saucer || 12 Shooter Lane || 20 Not Used || 28 3 Lower Drop Target (Left) || 36 Left Return Lane || 44 Not Used | ||
|- | |- | ||
− | + | ! Return I-4 | |
+ | | A4J2-12 Brn (60) || A4J3-13 Blu-Yel (23) || 5 Left Bottom Saucer || 13 Top Right Lane || 21 "E" Target || 29 3 Top Drop Target (Right) || 37 Advance Bonus Rollover Button || 45 Not Used | ||
|- | |- | ||
− | + | ! Return I-5 | |
+ | | A4J2-13 Wht-Brn (56) || A4J3-14 Blu-Wht (25) || 6 Credit Button || 14 Vectorscan Left Gate || 22 "P" Target || 30 3 Top Drop Target (Middle) || 38 Right Slingshot || 46 "Z" Drop Target | ||
|- | |- | ||
− | + | ! Return I-6 | |
+ | | A4J2-14 Brn-Wht (65) || A4J3-15 Blu-Orn (27) || 7 Not Used || 15 Tilt (3) || 23 "Y" Target || 31 3 Top Drop Target (Left) || 39 Left Slingshot || 47 "Y" Drop Target | ||
|- | |- | ||
− | + | ! Return I-7 | |
+ | | A4J2-15 Wht-Blu (52) || A4J3-16 Yel (30) || 8 Push Button (under playfield, in front) || 16 Slam (2) || 24 "H" Target || 32 Not Used || 40 Thumper Bumper || 48 "X" Drop Target | ||
|} | |} | ||
+ | |||
+ | ==Vector 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> | ||
+ | |||
+ | 0001 0100 .. 14 -- "Vector"<br> | ||
+ | 0001 0101 .. 15 -- "Defender"<br> | ||
+ | 0001 0110 .. 16 -- "Weak Shot"<br> | ||
+ | 0001 0111 .. 17 -- "Shot"<br> | ||
+ | 0001 1000 .. 18 -- "Great Shot"<br> | ||
+ | 0001 1001 .. 19 -- "Super Shot"<br> | ||
+ | 0001 1010 .. 1A -- "Incredible Shot"<br> | ||
+ | 0001 1011 .. 1B -- "Shoot for X"<br> | ||
+ | 0001 1100 .. 1C -- "Shoot for Z"<br> | ||
+ | 0001 1101 .. 1D -- "Macro Power"<br> | ||
+ | 0001 1110 .. 1E -- "Shoot for Hype Targets"<br> | ||
+ | 0001 1111 .. 1F -- "Shoot for Vector Scan"<br> | ||
+ | |||
+ | 0010 0000 .. 20 -- "Strategy Changed"<br> | ||
+ | 0010 0001 .. 21 -- "Resume Play"<br> | ||
+ | 0010 0010 .. 22 -- "Shoot for H"<br> | ||
+ | 0010 0011 .. 23 -- "Shoot for Y"<br> | ||
+ | 0010 0100 .. 24 -- "Shoot for P"<br> | ||
+ | 0010 0101 .. 25 -- "Shoot for E"<br> | ||
+ | 0010 0110 .. 26 -- "Shoot for"<br> | ||
+ | 0010 0111 .. 27 -- "Great Save"<br> | ||
+ | 0010 1000 .. 28 -- "Hit the Showers"<br> | ||
+ | 0010 1001 .. 29 -- "I am a PAC, Play Analysis Computer, For your Vector Game Plan"<br> | ||
+ | 0010 1010 .. 2A -- "Play Analysis Computer, For your Vector Game Plan"<br> | ||
+ | 0010 1011 .. 2B -- "For your Vector Game Plan"<br> | ||
+ | 0010 1100 .. 2C -- "One Captured"<br> | ||
+ | 0010 1101 .. 2D -- "Two Captured"<br> | ||
+ | 0010 1110 .. 2E -- "Three Captured"<br> | ||
+ | 0010 1111 .. 2F -- "Defenders Down"<br> | ||
+ | |||
+ | 0011 0000 .. 30 -- "Standby for Vector Scan"<br> | ||
+ | 0011 0001 .. 31 -- "Welcome to Vector Dome"<br> | ||
+ | 0011 0010 .. 32 -- "Defense in Position"<br> | ||
+ | 0011 0011 .. 33 -- "Vector Scan"<br> | ||
+ | 0011 0100 .. 34 -- "Captured"<br> | ||
+ | 0011 0101 .. 35 -- "X"<br> | ||
+ | 0011 0110 .. 36 -- "Y"<br> | ||
+ | 0011 0111 .. 37 -- "Z"<br> | ||
+ | 0011 1000 .. 38 -- "Period Completed"<br> | ||
+ | 0011 1001 .. 39 -- "Vector Scan Value"<br> | ||
+ | 0011 1010 .. 3A -- "Double Vector Scan Value"<br> | ||
+ | 0011 1011 .. 3B -- "Triple Vector Scan Value"<br> | ||
+ | 0011 1100 .. 3C -- "Vector"<br> | ||
+ | 0011 1101 .. 3D -- "Energy Stored"<br> | ||
+ | 0011 1110 .. 3E -- "Offense Released"<br> | ||
+ | 0011 1111 .. 3F -- "New Vector Record"<br> | ||
+ | |||
+ | 0100 0000 .. 40 -- "H"<br> | ||
+ | 0100 0001 .. 41 -- "Y"<br> | ||
+ | 0100 0010 .. 42 -- "P"<br> | ||
+ | 0100 0011 .. 43 -- "E"<br> | ||
+ | 0100 0100 .. 44 -- "Help Me"<br> | ||
+ | 0100 0101 .. 45 -- "Take Aim repeat???"<br> | ||
+ | |||
+ | 1100 0110 .. C6 -- "Vector"<br> | ||
+ | 1100 1000 .. C8 -- "Vector"<br> | ||
+ | 1100 1010 .. CA -- "I am a PAC"<br> | ||
+ | |||
+ | 1101 0110 .. D6 -- "Vector"<br> | ||
+ | 1101 1000 .. D8 -- "Vector"<br> | ||
+ | 1101 1010 .. DA -- "I am a PAC"<br> |
Latest revision as of 18:07, 17 July 2024
1 Introduction
- Project Date: March 24, 1981
- Date Of Manufacture: February, 1982
- Production: 3,500 units (confirmed)
- Theme: Fantasy - Sports
- Notable Features: Flippers (4), Pop bumpers (1), Slingshots (2), Kick-out holes (5), 3-bank drop targets (3), 2-ball and 3-ball multiball. Playfield digital display. Split-level playfield with four ramps. Has speech.
2 Technical Info
- Type: Solid State Electronic (SS)
- A1 Display Module: 4x AS-2518-58 (7-digits), 2x AS-2518-21 (6-digits Credits display & Playfield 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-2518-52
- A14 Squawk & Talk Sound Module: AS-2518-61B
- A15 Solenoid Expander: AS-2518-66
- A17 Aux. Driver - GI Flasher: AS-2518-68
- A19 Aux. Driver - Triac Lamp Flasher AS-2518-82
3 Charts
3.1 Lamp Chart
SCR | conn. | lamp description | code | wire color | tr type |
---|---|---|---|---|---|
Q01 | *A9J2-7 | 1st Top Lane Arrow & 2 Top Lane | 10 | Red | MCR-106 |
Q08 | *A9J2-14 | 2nd Top Lane Arrow & 3 Top Lane | 12 | Red-Blu | MCR-106 |
Q15 | *A9J3-8 | 3rd Top Lane Arrow & 4 Top Lane | 13 | Red-Yel | MCR-106 |
Q22 | *A9J3-15 | 4th Top Lane Arrow & 5 Top Lane | 14 | Red-Grn | MCR-106 |
Q02 | *A9J2-4 | 5th Top Lane Arrow | 15 | Red-Wht | MCR-106 |
Q09 | *A9J2-11 | 6th Top Lane Arrow | 18 | Red-Blk | MCR-106 |
Q16 | *A9J3-3 | 7th Top Lane Arrow & Storage Mem. Lane | 20 | Blu | MCR-106 |
Q23 | *A9J3-12 | 8th Top Lane Red Arrow & Storage Mem. | 21 | Blu-Red | MCR-106 |
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 |
Q49 | A5J3-17 | Bonus 20K | 13 | Red-Yel | MCR-106 |
Q18 | A5J2-20 | Bonus Multiplier 2X | 98 | Gry-Blk | 2N5060 |
Q30 | A5J2-6 | Bonus Multiplier 3X | 85 | Blk-Wht | 2N5060 |
Q43 | A5J2-7 | Bonus Multiplier 5X | 91 | Gry-Red | 2N5060 |
Q54 | A5J3-11 | Bonus Special | 20 | Blu | MCR-106 |
Q52 | A5J3-13 | Credit Indicator | 35 | Yel-Wht | 2N5060 |
Q06 | *A9J2-6 | Door Frame Bottom & Left #1 | 45 | Grn-Wht | MCR-106 |
Q13 | *A9J2-13 | Door Frame Bottom & Left #2 | 40 | Grn | MCR-106 |
Q20 | *A9J3-7 | Door Frame Bottom & Left #3 | 82 | Blk-Blu | MCR-106 |
Q27 | *A9J3-14 | Door Frame Bottom & Left #4 | 27 | Blu-Orn | MCR-106 |
Q05 | *A9J2-9 | Door Frame Bottom & Right #5 | 54 | Wht-Grn | MCR-106 |
Q12 | *A9J2-17 | Door Frame Bottom & Right #6 | 43 | Grn-Yel | MCR-106 |
Q19 | *A9J3-10 | Door Frame Bottom & Right #7 | 25 | Blu-Wht | MCR-106 |
Q26 | *A9J3-17 | Door Frame Bottom & Right #8 | 38 | Yel-Blk | MCR-106 |
Q07 | *A9J2-5 | Door Frame Top & Left #5 | 60 | Brn | MCR-106 |
Q14 | *A9J2-12 | Door Frame Top & Left #6 | 62 | Brn-Blu | MCR-106 |
Q21 | *A9J3-4 | Door Frame Top & Left #7 | 95 | Gry-Wht | MCR-106 |
Q28 | *A9J3-13 | Door Frame Top & Left #8 | 96 | Gry-Brn | MCR-106 |
Q04 | *A9J2-10 | Door Frame Top & Right #1 | 80 | Blk | MCR-106 |
Q11 | *A9J2-18 | Door Frame Top & Right #2 | 57 | Wht-Orn | MCR-106 |
Q18 | *A9J3-11 | Door Frame Top & Right #3 | 70 | Orn | MCR-106 |
Q25 | *A9J3-18 | Door Frame Top & Right #4 | 72 | Orn-Blu | MCR-106 |
Q55 | A5J3-9 | Drop Target "X" Arrow | 15 | Red-Wht | MCR-106 |
Q48 | A5J3-16 | Drop Target "Y" Arrow | 25 | Blu-Wht | MCR-106 |
Q34 | A5J1-2 | Drop Target "Z" Arrow | 52 | Wht-Blu | MCR-106 |
Q26 | A5J1-7 | Energy in Storage #1 | 34 | Yel-Grn | 2N5060 |
Q32 | A5J3-27 | Energy in Storage #2 | 40 | Grn | 2N5060 |
Q59 | A5J3-4 | Energy in Storage #3 | 14 | Red-Grn | 2N5060 |
Q33 | A5J2-11 | Game Over (Back Box) | 95 | Gry-Wht | MCR-106 |
Q15 | A5J2-23 | High Score to Date (Back Box) | 97 | Gry-Orn | MCR-106 |
Q05 | A5J2-16 | H-Y-P-E Release 1 Ball Arrow | 34 | Yel-Grn | 2N5060 |
Q20 | A5J1-13 | Left Outlane Special | 30 | Yel | 2N5060 |
Q58 | A5J3-2 | Left Return Lane | 95 | Gry-Wht | 2N5060 |
Q53 | A5J3-14 | Lower Drop Target Left Arrow | 84 | Blk-Grn | 2N5060 |
Q39 | A5J3-24 | Lower Drop Target Middle Arrow | 72 | Orn-Blu | 2N5060 |
Q21 | A5J1-12 | Lower Drop Target Right Arrow | 61 | Brn-Red | 2N5060 |
Q23 | A5J2-8 | Match (Back Box) | 82 | Blk-Blu | MCR-106 |
Q11 | A5J1-16 | Release All Balls Arrow | 15 | Red-Wht | 2N5060 |
Q04 | A5J1-28 | Right Outlane Special | 78 | Orn-Blk | 2N5060 |
Q25 | A5J1-6 | Right Return Lane | 25 | Blu-Wht | 2N5060 |
Q01 | A5J1-24 | Right Side 5K | 50 | Wht | MCR-106 |
Q24 | A5J1-5 | Right Side 10K | 48 | Grn-Blk | MCR-106 |
Q42 | A5J3-21 | Right Side 15K | 64 | Brn-Grn | MCR-106 |
Q56 | A5J3-10 | Right Side 20K | 91 | Gry-Red | MCR-106 |
Q02 | A5J1-25 | Right Side 25K | 75 | Orn-Wht | MCR-106 |
Q03 | A5J2-21 | Same Player Shoot Again (Back Box) | 47 | Grn-Orn | MCR-106 |
Q40 | A5J3-22 | Same Player Shoot Again (Playfield) | 23 | Blu-Yel | MCR-106 |
Q10 | *A9J2-15 | Shooter Plunger | 52 | Wht-Blu | MCR-106 |
Q60 | A5J3-3 | Target "H" | 81 | Blk-Red | 2N5060 |
Q37 | A5J3-23 | Target "Y" | 98 | Gry-Blk | 2N5060 |
Q22 | A5J1-10 | Target "P" | 23 | Blu-Yel | MCR-106 |
Q10 | A5J1-15 | Target "E" | 13 | Red-Yel | MCR-106 |
Q07 | A5J1-27 | Thumper Bumper | 53 | Wht-Yel | 2N5060 |
Q47 | A5J2-10 | Tilt (Back Box) | 35 | Yel-Wht | MCR-106 |
Q14 | A5J1-18 | to aux. driver J1-3 (insert center ring) | 58 | Wht-Blk | 2N5060 |
Q36 | A5J3-26 | to G.I. Flasher Driver (insert) | 43 | Grn-Yel | 2N5060 |
Q57 | A5J3-1 | to G.I. Flasher Driver (playfield) | 10 | Red | 2N5060 |
Q45 | A5J2-1 | to Solenoid Expander | 60 | Brn | 2N5060 |
Q24 | *A9J3-16 | Vectorscan 2X | 56 | Wht-Brn | MCR-106 |
Q17 | *A9J3-9 | Vectorscan 3X | 53 | Wht-Grn | MCR-106 |
Q46 | A5J3-18 | Vectorscan Bonus Score, Bonus Score | 56 | Wht-Brn | 2N5060 |
Q03 | *A9J2-8 | Vectorscan Qualified Gate & 1 Top Lane | 51 | Wht-Red | MCR-106 |
Q17 | A5J1-11 | Vectorscan Speed Your Flip | 65 | Brn-Wht | MCR-106 |
Q41 | A5J3-20 | Vectorscan To Date Fastest Flip | 78 | Orn-Blk | MCR-106 |
Q06 | A5J2-14 | X-Y-Z Drop Targets 25K | 12 | Red-Blu | 2N5060 |
Q19 | A5J2-15 | X-Y-Z Drop Targets Special | 23 | Blu-Yel | 2N5060 |
Q31 | A5J2-2 | X-Y-Z Drop Targets Spots Multiplier | 67 | Brn-Orn | 2N5060 |
Q29 | A5J1-1 | 41 | Grn-Red | 2N5060 | |
Q09 | A5J1-14 | 54 | Wht-Grn | 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 | Sol. Exp. Wire Color | Solenoid Coil Type |
---|---|---|---|---|---|---|---|---|
1 | X-Y-Z Drop Target Reset | Momentary | 74 | Orn-Grn | A3J1-3, J2-4 | Q2 | NO-26-1900 | |
2 | Left Bottom Saucer | Momentary | 71 | Orn-Red | A3J2-10 | Q5 | AO-27-1300 | |
3 | Right Bottom Saucer | Momentary | 81 | Blk-Red | A3J2-12 | Q7 | AO-27-1300 | |
4 | Knocker | Momentary | 85 | Blk-Wht | A3J2-5, J3-4 | Q3 | AR-26-1200 | |
5 | Outhole | Momentary | 95 | Gry-Wht | A3J1-5 | Q4 | (91) Gry-Red | AT-27-1300 |
6 | 3 Top Drop Target Reset | Momentary | 91 | Gry-Red | A3J2-11 | Q6 | NO-26-1900 | |
7 | 3 Lower Drop Target Reset | Momentary | 78 | Orn-Blk | A3J1-2, J2-9 | Q1 | NO-26-1900 | |
8 | Captive Ball #1 Kick Up | Momentary | 80 | Blk | A3J5-12 | Q13 | (91) Gry-Red | AT-29-2100 |
9 | Captive Ball #1 Kick Down | Momentary | 78 | Orn-Blk | A3J5-11 | Q14 | (91) Gry-Red | AT-29-2100 |
10 | Captive Ball #2 | Momentary | 71 | Orn-Red | A3J5-9 | Q9 | (91) Gry-Red | AT-29-2100 |
11 | Captive Ball #3 | Momentary | 74 | Orn-Grn | A3J5-15 | Q10 | (91) Gry-Red | AT-29-2100 |
12 | Thumper Bumper | Momentary | 67 | Brn-Orn | A3J5-13 | Q12 | AO-26-1200 | |
13 | Left Slingshot | Momentary | 83 | Blk-Yel | A3J5-14 | Q11 | AO-26-1200 | |
14 | Right Slingshot | Momentary | 18 | Red-Blk | A3J2-6, J3-7, J5-8 | Q16 | AO-26-1200 | |
15 | 3 Top Drop Target (Left) | Momentary | 95 | Gry-Wht | A3J1-5 | Q4 | (90) Gry | CV-31-2000 |
16 | 3 Top Drop Target (Middle) | Momentary | 85 | Blk-Wht | A3J5-10 | Q8 | (90) Gry | CV-31-2000 |
17 | 3 Top Drop Target (Right) | Momentary | 80 | Blk | A3J5-12 | Q13 | (90) Gry | CV-31-2000 |
18 | 3 Lower Drop Target (Left) | Momentary | 78 | Orn-Blk | A3J5-11 | Q14 | (90) Gry | CV-31-2000 |
19 | 3 Lower Drop Target (Middle) | Momentary | 71 | Orn-Red | A3J5-9 | Q9 | (90) Gry | CV-31-2000 |
20 | 3 Lower Drop Target (Right) | Momentary | 74 | Orn-Grn | A3J5-15 | Q10 | (90) Gry | CV-31-2000 |
21 | Coin Lockout | Continuous | 36 | Yel-Brn | A3J2-8 | Q19 | FO-36-7000 | |
22 | Flipper enabling relay | Continuous | -- | -- | -- | Q15 | 48V Relay | |
23 | Continuous | A3J5-7 | Q17 | |||||
24 | Continuous | A3J2-15, J3-9, J5-3 | 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 |
Top Left Flipper | 60 (Brn) | 85 (Blk-Wht) | (to lower left flipper) | AQ-25-500/34-4500 | ||
Top Right Flipper | 60 (Brn) | 83 (Blk-Yel) | (to lower right flipper) | 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 #2 Left of Outhole & #1 Right of Outhole | 9 Coin Chute III (Right) | 17 Captive Saucer (Bottom) | 25 Not Used | 33 Right Outlane | 41 Not Used |
Return I-1 | A4J2-9 Brn-Yel (63) | A4J3-10 Brn-Wht (65) | 2 #1 Left of Outhole | 10 Coin Chute I (Left) | 18 Captive Saucer (Middle) | 26 3 Lower Drop Target (Right) | 34 Right Return Lane | 42 Not Used |
Return I-2 | A4J2-10 Wht-Orn (57) | A4J3-11 Blu (20) | 3 Outhole | 11 Coin Chute II (Middle) | 19 Captive Saucer (Top) | 27 3 Lower Drop Target (Middle) | 35 Left Outlane | 43 Not Used |
Return I-3 | A4J2-11 Orn-Blk (78) | A4J3-12 Blu-Red (21) | 4 Right Bottom Saucer | 12 Shooter Lane | 20 Not Used | 28 3 Lower Drop Target (Left) | 36 Left Return Lane | 44 Not Used |
Return I-4 | A4J2-12 Brn (60) | A4J3-13 Blu-Yel (23) | 5 Left Bottom Saucer | 13 Top Right Lane | 21 "E" Target | 29 3 Top Drop Target (Right) | 37 Advance Bonus Rollover Button | 45 Not Used |
Return I-5 | A4J2-13 Wht-Brn (56) | A4J3-14 Blu-Wht (25) | 6 Credit Button | 14 Vectorscan Left Gate | 22 "P" Target | 30 3 Top Drop Target (Middle) | 38 Right Slingshot | 46 "Z" Drop Target |
Return I-6 | A4J2-14 Brn-Wht (65) | A4J3-15 Blu-Orn (27) | 7 Not Used | 15 Tilt (3) | 23 "Y" Target | 31 3 Top Drop Target (Left) | 39 Left Slingshot | 47 "Y" Drop Target |
Return I-7 | A4J2-15 Wht-Blu (52) | A4J3-16 Yel (30) | 8 Push Button (under playfield, in front) | 16 Slam (2) | 24 "H" Target | 32 Not Used | 40 Thumper Bumper | 48 "X" Drop Target |
3.4 Vector 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.
0001 0100 .. 14 -- "Vector"
0001 0101 .. 15 -- "Defender"
0001 0110 .. 16 -- "Weak Shot"
0001 0111 .. 17 -- "Shot"
0001 1000 .. 18 -- "Great Shot"
0001 1001 .. 19 -- "Super Shot"
0001 1010 .. 1A -- "Incredible Shot"
0001 1011 .. 1B -- "Shoot for X"
0001 1100 .. 1C -- "Shoot for Z"
0001 1101 .. 1D -- "Macro Power"
0001 1110 .. 1E -- "Shoot for Hype Targets"
0001 1111 .. 1F -- "Shoot for Vector Scan"
0010 0000 .. 20 -- "Strategy Changed"
0010 0001 .. 21 -- "Resume Play"
0010 0010 .. 22 -- "Shoot for H"
0010 0011 .. 23 -- "Shoot for Y"
0010 0100 .. 24 -- "Shoot for P"
0010 0101 .. 25 -- "Shoot for E"
0010 0110 .. 26 -- "Shoot for"
0010 0111 .. 27 -- "Great Save"
0010 1000 .. 28 -- "Hit the Showers"
0010 1001 .. 29 -- "I am a PAC, Play Analysis Computer, For your Vector Game Plan"
0010 1010 .. 2A -- "Play Analysis Computer, For your Vector Game Plan"
0010 1011 .. 2B -- "For your Vector Game Plan"
0010 1100 .. 2C -- "One Captured"
0010 1101 .. 2D -- "Two Captured"
0010 1110 .. 2E -- "Three Captured"
0010 1111 .. 2F -- "Defenders Down"
0011 0000 .. 30 -- "Standby for Vector Scan"
0011 0001 .. 31 -- "Welcome to Vector Dome"
0011 0010 .. 32 -- "Defense in Position"
0011 0011 .. 33 -- "Vector Scan"
0011 0100 .. 34 -- "Captured"
0011 0101 .. 35 -- "X"
0011 0110 .. 36 -- "Y"
0011 0111 .. 37 -- "Z"
0011 1000 .. 38 -- "Period Completed"
0011 1001 .. 39 -- "Vector Scan Value"
0011 1010 .. 3A -- "Double Vector Scan Value"
0011 1011 .. 3B -- "Triple Vector Scan Value"
0011 1100 .. 3C -- "Vector"
0011 1101 .. 3D -- "Energy Stored"
0011 1110 .. 3E -- "Offense Released"
0011 1111 .. 3F -- "New Vector Record"
0100 0000 .. 40 -- "H"
0100 0001 .. 41 -- "Y"
0100 0010 .. 42 -- "P"
0100 0011 .. 43 -- "E"
0100 0100 .. 44 -- "Help Me"
0100 0101 .. 45 -- "Take Aim repeat???"
1100 0110 .. C6 -- "Vector"
1100 1000 .. C8 -- "Vector"
1100 1010 .. CA -- "I am a PAC"
1101 0110 .. D6 -- "Vector"
1101 1000 .. D8 -- "Vector"
1101 1010 .. DA -- "I am a PAC"