Vector

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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"