Difference between revisions of "The Six Million Dollar Man"

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=Game Specific Problems=
 
=Game Specific Problems=
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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.
 
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.


Return to Bally/Stern page.