Page 3 - Joust

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SPECIAL CONSIDERATIONS WHEN
REPLACING CIRCUIT BOARDS
CPU Board
I. Revision level 7 CPU Boards (batteries located on lower
left corner at board) of later boards must be used.
2. Must he equipped with blue-labeled Flipper ROMs and
blue-labeled Game ROMs.
3. Jumpers W3, WlO, WII, W14, W17, Wl9, W20, and
W22 must be connected. Jumpers W4, W9, W12, Wl5,
wrs.
WIS, W2t, and W23 must be removed. With the
exception of W25, (Factory Setting Jumper) all other
jumpers are not changed.
Driver Board
Must be equipped with zero-ohm resistors or wire jumpers
(W9-WI6) in place of switch matrix drive series resistors
R204-R211.
Sound Board
Must be jumpered for ROM operation and be equipped with
Joust Pin Sound ROM. (Jumpers W2, W5, W7, W9,
WID,
W12, and W15 connected; W3, W4, W6, W8, WII, and WI3
removed).
Power Supply Board
I. Model D 8345 board required (equipped with relay).
2. Fuse F4 (20A) for flipper solenoids must be installed.
Display Boards
Model C 83fi3 Master Display and 7-digit Slave Displays
required.
GAME OPERATION
Game Over Mode - Turn game ON; player I and 2 score
shows 00; all player scores alternate the high score to date,
Game Over lamp lights. All playfield lamps cycle in attract
mode.
Credit Posting - Insert coins; sound produced, number of
credits displayed. If maximum credits" exceeded by coin or
high score to date, credits posted correctly and coin lockout
de-energizes until remaining credits are below maximum. No
credits may be won and coins are rejected while the coin
lockout is de-energized.
Game Start (2 Player) - Two balls must be positioned on both
player ball ramp switches before game will start. For a
2-player game, press 2-player start; credit display reduced by
2, and game goes into standby mode. Press any flipper button
and I ball is automatically served and put into play for each
player. Each drained ball reduces that players ball count and
another ball is put into play for opposing player, maintaining 2
balls on playfield during normal play.
Game Start (1 Player) - For I player game press 1 player start
and game goes into standby mode. Press either player I flipper
button and I ball is put into play and all 4 flippers arc
controlled with double flipper button action. Playfield features
are nearly identical to a two player game with both sides
having independent bonus features. Achieving Unlimited Ball
feature by making disappearing target lane prevents drains
from being counted on both sides of playfield.
Bonus - The egg bonus can he advanced from I to 63
(thousand). The disappearing target lane front target scores 3
advances. rear target 5 advances, and lane rollover 8 advances.
The right drop targets score I advance or lit value. Lighting
the 1, 2, and 3 hunter lamps scores 3 advances first time and 5
the second. The eject hole scores I advance first time and lit
value subsequently. The left drop targets advance bonus
multiplier (2x, 3x, 5x). Lighting 5x or making eject with SOK
lit lights left targets to collect egg bonus on both players I and
2. Only the first player to complete their bank. collects their
bonus and both targets banks and bonus are reset. Bonus is
also collected at end of game.
Eject Hole - Making eject hole advances eject value (20K,
30K, SOK). Making the eject with 50K lit, lights left targets
for collect egg bonus.
Drop Target - The right bank drop target value sequences
until first target is hit. Completing bank scores lit value unless
opposing player completes his right bank first, which resets
both players right banks.
Hunter Lamps - Lighting the 1, 2 and 3 hunter lamps
advances hunter value lamps (50,000-50 adv., Extra Ball) and
disappearing target lane value. Lighting I, 2 and 3 with extra
ball lit, adds 1 ball to amount shown on display.
Disappearing Targets - Hitting front target lights spinner for
1,000 and rear target lights 5,000. Making target lane rollover
at anytime turns off opposing players spinner. With any value
lit, it scores lane value (40K, 80K, I60K, 320K) and initiates
Unlimited Ball. This occurs for 15 seconds when 40K, 80K or
160K is scored and 30 seconds for 320K. Number of seconds is
shown in credit display. During this feature all balls are shot
into play and drained balls will not be counted against the
player that won the feature, but will be counted against the
opposite player.
Unlimited Balls - Play continues until both players drain all
balls. Then all balls are shot into play to initiate unlimited
balls for 30 seconds.
End of Game - When unlimited ball time runs out, both
players collect any bonus. match digits* appear in ball in play
display, credit" awarded for match. Exceeding high score to
date awards three* credits. Match, High Score to Date, and
Game Over sounds made as appropriate, and ball shooters
automatically balance 2 balls on each side of playfield.
+Indicates game program adjustable features.