SOLID STATE
INSTRUCTION
MANUAL
BUCK ROGERS
GAME PROM IS MARKED
"N"
INSERT GAME PROM WITH
INDENT NOTCH UP
SEE SECTION IX FOR DISCUSSION OF PROM
USED ON ELECTRONIC SOUND BOARD
I. INSTALLATION
To assemble the game, first bolt the legs
to the cabinet. Place the lightbox atop the
pedestal and inset the four #8 x 3/4 hex-head
screws into the back of the pedestal. Open
the lightbox and secure it to the cabinet with
the long lightbox bolts. Connect all cables
and gently but fully insert the connectors
onto the printed circuit boards. Be sure to
touch only the edges of the boards.
Inspecting the following items before
plugging in the line cord may prevent future
trouble:
1. Check that cables are clear of moving
parts.
2. Look for any disconnected wires.
3. Check switches for loose solder or
other foreign matter.
4. Check the soldering generally for cold
joints.
5. Be certain all fuses are firm ly seated.
6. Check the transformers for foreign matter across the terminals.
7. Be sure that the transformer wiring corresponds to the supply voltage.
8 . Check the setting of the tilt switch on
the underside of the playfield. One
blade of this switch is free-floating with
a weight on the end .
After levelling the machine. adjust the
plumb-bob tilt (on left side of cabinet near
front door) to the sensitivity desired .
II. GAME ADJUSTMENTS
A. Playfield Adjustments
Posts control ling access to the left and
right outlanes can be adjusted. See page
8. The conservative (easier entry) position decreases playing time and scoring whi le the 1iberar position has the opposite effect.
The game is shipped with adjustable
posts in the position found to be suitable for
the greatest number of players. Therefore
the posts should not be changed unless the
need is clearly evident.
NOTE: TOUCHING THE STATIC-SENSITIVE MOS COMPONENTS ON THE CPU
CONTROL BOARD CAN DAMAGE THEM , MAKING THE GAME INOPERATIVE AND INVALIDATING THE WARRANTY.
CAUTION : IF GAME WAS SUBJECTED TO EXTREME COLD, ALLOW GAME TO WARM
UP TO ROOM TEMPERATURE BEFORE PLUGGING IN LINE CORD.
SWITCH 12
TILT EFFECT
ON .......... . ....... " .BALL IN PLAY ONLY
OFF . . . . .. . . . . . . . . .... . ...... .GAME OVER
B. Lightbox Adjustments
There are 24 switches on the Control
Board (A1) which permit adjustment of the
game parameters. These switches are contained in three packages of eight switches
each, as shown below.
I.
tJ
o o a aS 6o 7a all
1 ..
1'l3
$l
SI
SWITCH 13
CREDITS DISPLAYED?
ON ...... . ..... . ...... . . .. .. . ....... ..YES
OFF ........... . ...... .. . .. . . ...... . ... NO
CREDIT BUTTON TUNE?
SWITCH 14
ON . ... ....... . . . .. ... . .... . . ...... . .. YES
OFF .................. . ............... .NO
o o a3 4o o$ o6 o1 oll
ot o2 o3 oSo&a a7 101.
1 ..
12
S9
5 16
Sl7
S24
WARNING: TURN OFF POWER BEFORE
MAKING ADJUSTMENTS!
SWITCHES
S 1 S2 S3
S5 S6 S7
SWITCH 15}
SWITCH 16
COIN CHUTE
ADJUSTMENTS
S4 . . . ..... . . . . . . . #1 Coin Chute
S8 ....... . . .. ... #2 Coin Chute
NOT USED-MAY BE ON OR OFF
SWITCHES
MAXIMUM CREDITS
17
18
OFF OFF ......... . ..... .. ...... .. . ..... 5
OFF ON .......... . .. . ......... . .. . .. . ..8
ON
OFF ..... . . .. . ........ . ..... . .....10
ON
ON ... . . . . ............ . .. ..... . . . .15
Coins/ Credits
OFF OFF OFF OFF . ...... . ........ .1/ 1
OFF OFF OFF ON .... .. ......... . . .1/ 2
OFF OFF ON OFF .. . .. . . . . . . . .... .1/ 3
OFF OFF ON ON ............... . . .1/ 4
OFF ON OFF OFF .. . ........... . . .1/ 5
OFF ON OFF ON .. . . ........ . .... .1/ 6
OFF ON ON OFF . . . .. .. . ... .. .. . .117
OFF ON ON ON .... . ..... .. .. . ... 1/ 8
ON OFF OFF OFF . . ........ .. . . ... 119
ON OFF OFF ON .... . ...... . .. . ... 2/ 1
ON OFF ON OFF . .. .. . ..... . . .. .2/ 2
ON OFF ON ON .... . ..... . . ..... .2/ 3 Note 1
ON ON OFF OFF ... .. ... . ... . ... .214
ON ON OFF ON .... . ............. 2/ 5
ON ON ON OFF . .. . ............ .213 Note 2
ON ON ON ON . . ....... .. ....... 3/ 1 Note 3
Note 1: No credits until second coin is deposited.
Note.2 First coin gives one credit.Second coin gives
lwo credits provided that no score is made
between first and second coin. If scoring occurred. second coin becomes a "'firsf' coin,
giving one credit.
Note 3: No credit until third coin is deposited.
SWITCH 19 <see Note 0 > COIN CHUTE CONTROL
ON .. . .......... .... ....... .CHUTES SAME
OFF ......... . . . .. .. ... CHUTES SEPARATE
SWITCH 20
TONES WHEN SCORING?
ON ..... . . . . . .. . . .. ......... . ...... -.YES
OFF . .... . . .. . . . ... . ........ . ..........NO
_J
HIGH GAME TO DATE
SWITCH 21
DISPLAYED?
ON ............ . ................... . . _YES
OFF . . . ........ . .... . . . . . ... . .... . ..... NO
BEATING HIGH GAME
SWITCH 22
TO DATE AWARDS.
ON . . . .. . . . ... . ................3 REPLAYS
OFF ....... . . ..... . . . . . ......NO REPLAYS
COIN SWITCH TUNE?
SWITCH 23
ON .. . ...... . ............ . .. . ......... YES
OFF .... .. . . . . . . .. .. .. ...... . ...... . ... NO
SWITCH 9
BALLS PER GAME
ON .............. . .. . ..... . ...... . ... .. . .3
OFF ......... . . . ... .. . . . .... . .. . . . .. . . . . .5
SWITCH 24- NOT USED- MAY BE ON OR OFF
Note A: IF SWITCH 11 IS OFF, SWITCHES 10 AND
22 HAVE NO EFFECT; THE MATCH FEATURE IS DISABLED AND NO REPLAYS
ARE AWARDED FOR BEATING HIGH
GAME TO DATE.
Note B: WHEN SWITCH 19 IS ON , SWITCHES 5-8
HAVE NO EFFECT; SWITCHES 1-4 CONTROL BOTH COIN CHUTES.
SWITCH 10
MATCH FEATURE
ON ....... .. . . ...... . ..... . .. . . . ... . ....IN
OFF ... . .. ... .. .. . ... . . ..... . . . .. . . . .. OUT
tSee Note A)
GAME MODE
SWITCH 11
ON . . . . . ......... . .. . ... . .. . . . . REPLAY
OFF . . . . . . . . . . . .. . ............EXTRA BALL
-I
Ill. BUCK ROGERS
GAME FEATURES (3 BALL)
Completing the B-U-C-K rollover sequence will reset and light the red drop
targets to score "Special".
"70. " If the credits fail to light, turn off the
game and inspect the normally closed
switch on the ball-roll assembly and on the
front door. Turn on the game; if the problem
remains , refer to Section VI. (Trouble shooting) .
Five seconds after the score displays
light, they will flash "High Game to Date"
score for one second. This cycle continues
until the game is started. All playfield lights
controlled by the micro-processor will be off.
Insert one or more coins and note that the
correct number of credits are added on the
credit display according to the information
on the coin entrance plate. Press the credit
button to reset the game; the ball should now
be at the shooter. The first player score
reads "O" and flashes , indicating that that
player is now scoring. The other player displays are blank and a "1" appears on the
ball-in-play display.
Additional players are indicated by a "O"
showing in each corresponding player display. Thus if there are three players, a "O" will
show in the first three player displays. After
the fourth player has been added (or when
the credit display reads "O"), the credit button has no effect.
The game features are described in Section Ill. When the ball enters the outhole, the
bonus is scored, the ball is kicked to the
shooter, and the display of the player now
scoring begins to flash and continues to
flash until a score is made. All playfield features reset after each ball. When the "Shoot
Again " light is lit, neither the player designation (the flash ing display) nor the ball-in-play
display changes when the ball enters the
outhole. Only one extra ball per ball in play
can be given .
The number of balls per game is adjustable. When the last ball enters the outhole,
the "Game Over" and "Number to Match"
lights come on . A random number appears
Completing the red drop targets scores
10,000 points, adds one bonus and resets
the red drop targets.
Moving the vari-target arm from base to
return to base:
With one hit will score 10,000 points,
reset and light yellow drop targets, lights
the kickout hole to score bonus and lights
the extra ball rollover.
With two hits will score 5000 points, reset
and light yellow drop targets.
With three hits will score 3000 points,
reset yellow drop targets and light the left
pair of yellow drop targets.
With more than three hits will score 1000
points.
Completing all of the yellow drop targets
before a reset will also advance the bonus
multiplier or if 5X is lit score 5000 points.
The pop bumpers and the rollover buttons score 1000 points.
FEATURE CHANGES FOR 5 BALL
OPERATION ARE:
The pop bumpers and the rollover buttons ~core 100 points.
IV. GAME OPERATION
With the line cord unplugged drop a coin
into one of the chutes. It should be rejected.
Plug the line cord only into a properlygrounded 3-wire receptacle of the correct
voltage. Turn on the game by pressing the
main switch located on the cabinet bottom
near the front right corner.
After a five-second delay all score displays will light and read zeros. The cred it
display will show the number of credits remaining and the ball in play display will show
3
INFORMATION
SHOWN
STEP
in the ball-in-play display and if this number
matches the last two digits in the player's
score. a replay is added to the credit display.
At this time a "High Game to Date" score is
periodically flashed in all four player displays. When th is score is achieved, three
replays are given. This feature is adjustable.
(Credit
Display)
(First Player Display)
Total coins through
#1 coin chute (left chute) .
Total coins through #2 coin
chute. *
Total plays.
Total replays given.
Number of times anti-cheat
switches on front door and on
ball-roll assembly have opened.
Total extra balls.
Number of tilts.
First high score replay.
Second high score replay.
Tilting the machine results in the loss of
the ball in play or the entire game, depending upon the Tilt Reset adjustment. With this
adjustment "on," the game comes on again
when the ball enters the outhole, and play
resumes. There is a normally-closed switch
on the front door and one in the ball-roll
assembly. If either of these switches opens
from raising the front of the cabinet or pounding the front door, the entire game is ended.
The "Game Over" light comes on and for
three seconds the coin chute switches and
replay button are inactive. This prevents accidental closing of these switches from residual vibration.
Third high score replay.
10
V. BOOKKEEPING FUNCTIONS AND
SELF-TESTING
Current "High Game to
Date" score.
11
Display test: All digits in first
and third player displays
step "O" through "9. "**
12
Display test: All digits in
second and fourth player
displays step "O"
through "9. "**
13
Self-test : All CPU-controlled
lights come on for five seconds.
Each solenoid is energized one
at a time. All closed switches
noted by a code number in
ball-in-play display.
The circuitry in this game helps the operator perform many bookkeeping functions.
The information is shown one step at a time
on the first player score display while the
step number is shown in the credit display.
Pressing the button on the inside of the front
door (the play/test button) begins the bookkeeping and advances it to the next step
each time the button is pressed. If the button
is not pressed within sixty seconds of each
step, the machine returns to normal playing
condition.
The data in any bookkeeping step may be
reset to zero while it is displayed by pressing
Switch Button #25 on A 1, the CPU control
board in the lightbox. Then the play/test button must be pressed to enter the zero.
* If chutes are adjusted to be the same , coins
deposited in either chute add only to the #1
chute total.
**If button is not pressed within two 0-9 cycles ,
machine returns to normal playing condition .
NOTE :
RESET ALL DROP TARGETS BEFORE
STARTING SELF/ TEST.
4
SWITCH MATRIX AND
LAMP LOCATION
SWITCHES ON MATRIX
SW.llATNX
~
SW.00
SW.01
SW.02
SW.03
SW.04
SW.10
SW.11
SW.13
SW.14
SW.20
SW.21
SW.23
SW.24
SW.30
SW.31
G)
,
~
00
~ 0
SW.33
SW.34
SW.40
SW.41
SW.43
SW.44
SW.50
SW.54
SW.60
SW.61
SW.63
SW.70
SW.71
SW.73
SW.74
8 ~[
SW.23
CPU CONTROLLED LAMPS
LAM P
NUMBER
2
3
4
SW.
54
5
6
7
9
10
11
12
13
14
15
16
17
18
19
20
21
22
SWITCHFUNCT10N
Test Button (On Front Door)
# 1 Coin Chute (On Front Door)
#2 Coin Chute (On Front Door)
Replay Button (On Front Door)
Tilt Switches
#1 Vari-Target
Bulls-Eye Target.
# 1 Yellow Drop Target
#2 Yellow Drop Target
#2 Vari-Target
1O Point Switches (4)
#3 Yellow Drop Target
#4 Yellow Drop Target
#3 Vari-Target
Pop Bumpers (2) and Rollover
Buttons (2)
#1 Red Drop Target
#2 Red Drop Target
#4 Vari-Target
Kickout Hole
#3 Red Drop T~rget
#4 Red Drop Target
#5 Vari-Target
50 Point Switches (4)
#6 Vari-Target
Outside Rollovers (2)
Right Side Rollover
" B" Rollover (2)
" U" Rollover
" C" Rollover
"K" Rollover (2)
23
24
25
26
27
28
29
30
31
32
33
34
35
36
LAMP FUNCTION
Game Over Relay (Lamp in
Lightbox)
Tilt Relay (Lamp in Lightbox)
High Game to Date (In Lightbox)
Same Player Shoots Again
(Playfield & Lightbox)
Left Advance Multiplier
Right Advance Multiplier
#5 Bonus
#4 Bonus
#2Bonus
#3Bonus
#1 Bonus
Top " K" Rollover
"U" Rollover
"C" Rollover
Top " B" Rollover
Extra Ball
Vari-Target Reset
Score Bonus When Lit
5X Bonus
4X Bonus
2X Bonus
3X Bonus
1000 Bonus
2000 Bonus
3000 Bonus
4000 Bonus
5000 Bonus
6000Bonus
7000 Bonus
8000 Bonus
9000 Bonus
10,000 Bonus
20,000 Bonus
Bottom " K" Rollqver
Bottom "B" Rollover
Special
VI. TROUBLE-SHOOTING GUIDE
TO CHANGE REPLAY SCORES OR
"HIGH GAME TO DATE" SCORE:
Trouble-shooting the solid-state pinball
game on location includes inspection and
repair of the electro-mechanical devices and
wiring, and inspection and replacement of
printed circuit boards. Repair of printed circuit boards on location, while possible, is
best done in a properly equipped shop.
1) Press the play/ test button on the front
door at one-second intervals to advance
to step 7 (first high score replay) .
2) Reset the display by pressing Switch Button #25 on A1, the CPU control board.
3) Press the replay button. This causes the
display to advance by 10,000's. Hold in
the replay button until the desired replay
score is shown .
Before replacing the control board (A1) or
the driver board (A3), measure the voltages
on the power supply (A2) after first disconnecting the two connectors A2J2 and A2J3.
Before replacing any printed circuit board,
check all connectors, crimp connections,
and wire continuity.
4) The new score is entered by advancing to
the next function by pressing the play/test
button.
To eliminate entirely one or more replay
scores, set step 7, 8, or 9 at zero (as in #2
above) , then press the play/ test button to
enter the value.
WARNING! TURN OFF POWER BEFORE REMOVING ANY WIRE CONNECTORS OR REPLACING ANY PRINTED CIRCUIT
BOARDS. ALL CONNECTORS MUST
BE RECONNECTED BEFORE TURNING POWER ON AGAIN.
The switches and solenoides are checked
in Step 13 in the order given in the following
lists. A faulty solenoid or a closed switch that
should be open will not stop the test sequence; the code number of the component
will be shown in the ball-in-play display The
machine returns to the normal playing condition at the end of the test. It will do also if a tilt
switch is closed, if an anti-cheat switch is
opened, or if the power is interrupted.
Basic game troubleshooting involves determing that the game powers up 5 seconds
after power is turned on . If the 5 second
delay does not occur, check the TILT and
SLA M (anti-cheat) switches. Cycle the
game through the self-test procedures described in SECTION V and observe any
malfunctions. Detailed troubleshooting procedures and diagrams are in the Solid-State
Pinball Game Service Manual.
SOLENOID
NUMBER SOLENOID
1
2
3
4
5
6
7
8
Outhole
Knocker
Tens
Hundreds
Thousands
Kickout Hole
Red Target Bank Reset Yellow Target Bank Reset
SPECIAL NOTE :
The Vari-Target is reset through controlled
lamp circuitry and will not energize during
solenoid test.
6
VII. ROUTINE MAINTENANCE
VIII. SERVICE AND PARTS
After a successful completion of the selftest, check the playfield for dirt or particles.
The playfield should be cleaned frequently
with a non-abrasive wax-based cleaner. Any
of the polishes made specifically for use on
pinball machine playfields may be used.
Make certain that kicker fulcrums and all
pivot points receive a drop of fine oil. Th~
pop bumper cup switches, the drop target
shanks and the discs of Vari-targets should
be lightly coated with White Lube, a special
Gottlieb lubricant available at distributors.
A-9430
A-18354
A-18356
B-18358
C-18359
A-18549
C-18638
A-18687
A-18688
A-18702
A-19372
When the playboard is clean ~nd all components are working properly, start the
game and try each feature. Make certain
each rollover operates, that each pop
bumper scores and kicks correctly and that
in general everything works as it should . If
an intermittent or dirty switch is found , clean
the points by pressing them together with a
piece of paper or a business card betweer:'
them, moving the card back and forth .
A-19299
Plunger Link
Assembly Ball Striker Arm
Assembly of Track Frame
and Studs
Ball Return Fence
Ball Return Fence
Ball Return Plunger
Complete Ball Return Unit
(Less Fences)
Assembly of Plunger and Link
Assembly Rollover Wire, Switch
and Bracket
Assembly of Coil Stop Bracket
Plastic Shield Set
Vari-Target Disc
NOTE: Buck Rogers Uses Prom Marked "N'.'
WARNING: DO NOT FILE , BURNISH OR IN ANY
WAY ABRADE GOLD-PLATED SWITCH
CONTACTS .
The only switches whose points may be
burnished are the pop bumper cup switches,
the rubber-actuated switches on kicking
rubber units, and the flipper button switches.
30
PLAYBOARD
INFORMATION
RUBBER RINGS
A-A-10217
B- A-10219
C-A: 10221
D-A-10222
E-A-10223
F-A-13151
G- A-15705
(9)
(5)
(1)
(2)
(4)
(2)
(3)
PARTS UST
CON.
1. A-3290 Ball Gate-Right.
2. A-18469 Ball Gate- Left.
3. A-8215 Ball Deflector.
4. C-19372 Plastic Shield Set.
5. Blue Pop Bumper A-13905 and
A-15200 Cap in Blue and Red . (2)
6. B-8246 Pop Bumper Platter. (2)
7. A-9395 Yellow Plastic Guide Rail. (2)
8. A-9396 Yellow Plastic Guide Rail. (2)
9. A-9397 Yellow Plastic Guide Rail.
10. D-11966 Red Rollover Insert. (2)
11. D-1 1968 White Rollover Button. (2)
12. A-1 9322 Metal Flat Rail.
13. A-16038 Ball Snubber.
14. A-9383 Plastic Target.
15. 2 Pos. Yellow Drop Target Bank
A-15177 in Black. (2)
16. 4 Pos. Red Drop Target Bank
A-17147 in White.
17. A-3722 Ball Guide Rail. (3)
18. A-4246 Ball Guide Rail.
19. A-4832 Ball Guide Rail.
20. A-4833 Ball Guide Rail.
21. A-13782 Ball Guide Rail.
22. A-13798 Ball Snubber Rail. (2)
23. A-14571 Ball Guide Rail. (2)
24. A-14572 Ball Guide Rail. (2)
25. A-17106 Ball Guide Rail.
26. A-18070 Ball Guide Rail. (2)
27. B-19331 Ball Guide Rail.
28. A-15836 Kicking Rubber.
29. C-13150 White Jumbo Flipper. (2)
30. D-4806 Top Arch G ; D.D.
31. C-9767 Ball Shooter Gage.
32. D-13647-lE Card Holder
C-11561 Plastic Post 1" High-(37)
C-11562 Plastic Post 1-3/16" High-(2)
J,
LIB.
CON. = CONSERVATIVE.
LIB. = LIBERAL.
32
31
IX. ELECTRONIC SOUND
A. DESCRIPTION
The electronic sound circuitry pro duces tunes in response to the following
conditions : TILT switch closure, coin
switch closure. credit button closure, and
GAME OVER . In addition , tones or
sounds are produced by scoring
switches and by carry generation from
10's to 100's and 100's to 1000's. Either
tones or sounds are selectable with
SWITCH S1 .
An attract mode tune will play every six
minutes when the game is idle , if
SWITCH S2 is off.
All tunes, tones. and sounds will be
generated sequentially when the TEST
SWITCH , S3 is closed.
Volume is controlled by adjusting the
potentiometer on the electronic sound
circuit board.
The component location diagram indicates the location of all available adjustments (SECTION IX-E).
PROM U4 is programmed with specific
sounds for each game and is marked
with the same letter as the game PROM
on the control board, plus the letters SND.
PROM U4 must be inserted with the indent notch down.
B. TROUBLE-SHOOTING
Check that PROM U4 is installed
properly. The sound circuitry will not operate without a PROM.
Press TEST SWITCH S3 to test the
electronic sound circuitry.
Check voltages at points indicated on
the schematic diagram.
Check edge connector A7 for secure
connection.
C. PARTS LIST AND CABLE CONNECTORS
CONNECTOR A7
PIN
WIRE COLOR
FUNCTION
1
Spare
2
Spare
077
Game Over thru A6-P5-Pin 13
3
4
244
100 Point
1000 Point
5
255
6
311
10 Point
7
177
Tilt thru A6-P5-Pin 14
066
Output
8
9
444
AC Input
1O
411
AC Input
11
* 54
Ground
Spare Ground
12
All wires #22 gauge unless specified * (18 gauge)
C. PARTS LIST AND CABLE CONNECTORS
PARTS LIST
7
1
1
1
1
1
1
1
1
1
1
X201R253B
RESISTORS
2 .7K OHM, %W. 5% (R1-R7)
2.7 OHM , %W. 5% (R9)
6.8K OHM, %W. 5% (R10)
430 OHM, V2W. 5% (R11 )
2.7M OHM, %W. 5% (R12)
1.8M OHM, %W. 5% (R13)
22.1KOHM , %W. 1% (R14)
1OK OHM, %W. 5% (R15)
5.6K OHM , %W. 5% (R16)
270K OHM, %W. 5% (R17)
25K OHM , %W. 10% Potentiometer (Pot. 1) CTS
5
1
1
2
4
1
1
1
1
1
C320C103M IR5CA
501D108F025QS
5030476F035NB
503D4 77F035QE
C330C104MIR5CA
561CCOGBD102AE1 OOJ
563CY5SJA250AG473M
562CX5EBA251AE101M
501D106F035LL
CAPACITORS
0 .01 MFD, 100 V. 20% (C1-C5) KEMET
1,000 MFD, 25V. Min. (C6) SPRAGUE
47 MFD, 25V. Min. (C7) SPRAGUE
470 MFD, 25V. Min. (C8-C9) SPRAGUE
0.1MFD, 100V. 20% (C10-C13) KEMET
10 PFD, 1000V. 5% (C14) NPO Type SPRAGUE
0.047 MFD, 25V. 20% (C15) SPRAGUE
100 PFD, 250V. 20% (C20)
0.0033 MFD, 50V. 20% (C16) KCK .
10 MFD, 25V. Min. (C 19) SPRAGUE
1
1
1
1
1
2
1
4
1
1
R6503
R6530C : R3014-12
SSS1408-6P
HM7643-5
NE555P
SN7404N
LM380N
1N4004
1N4742A
MLM309K
INTEGRATED CIRCUITS & SEMICONDUCTORS
CPU- (U1 ) ROCKWELL
ROM/ RAM/ l/ O- (U2) ROCKWELL
DAC- (U3) PMI
PROM- (U4) HARRIS
Timer- (U5) T.I.
lnverter- (U6, U7) T.I.
Amplifier- (U8) NATIONAL
Diode (CR1-CR4)
12V., 1W. 5% Zener Diode (CR5)
5V. Regulator (Reg. 1) MOTOROLA
1
1
1
1
1
76SB02
EVQ-PAR-11 K
640359-1
09-01. -612 1
#6013 B
M ISCELLANEOUS
2 Pos. Dip Sw. (S1, S2) GRAYHILL
Momentary Push Button Sw. (S3) PANASON IC
Socket, 18 Pin (Prom Socket) AMP INC.
12 Pin PCB Connector (A7-J 1) MOLEX
Heat Sink- THERMALLOY
10
-+SVDC
+SVDC
1.-t ,_c.;;,.;3;....__..._ _~
+SVDC
R3
~ R4 .
RS ; R6 R7 ~
1000's
..__-4--~-4~_
A7J1S ----------.--
::
_ ..;.i1r 142
25 PBo
R16 + SVDC
s &Kn 1 , cs_
1l
1sT , 1--2 ----.
Vss
VAEFl+I
GND
2 A8(LSI) Vee VAEFH~
PAoi-:2'--- - - -1-'1
40
11
PA1
A7
PA2 :
109 A6
12VDC
PA3 37
AS
U3
I A4
PA4 36
PAs 35
1 A3
9
COMPf~-~---rl-'1C-20-----6
PAa 34
A2
100pl., 2SOV.
PA7
s A11111sa1
VEE1-'3 - - - - -- - - - - '
SSS14086P
Io
PMI
RESET 0!.-- RESET
20 T '
Vee
100's
4
131)!2----___:2..:.J
A7J14 --------------~-4--~-~
:'.
P81
10's
4
23 PB2
A7J16 ------------------l--~---'3
::
5 l,/'
1"'-..:'
22 P83
A7J17 ~----------------..__--'<.
<: TILT
..,_
__
_ __
111 ....,,10
11 PBa
GAME
OVER _ __ _ _ __ __ __,_ _ __:.:
A7J1-3 ::
1
R/W1-2_a _ _ _ ___u_1_::_ S_N_7_
40_4_N_--"--1
9 R/W
D87 11
26 DB7
DB6 19
27 DB6
20
21
DBs 1 21
29 DBs
U2
DB4 22
30 DB4
DB3 23
l1 DB3
R6530C:
DB2 24
32 DB2 R301412
DB1 25
33 DB1
DBO 1
DBO
15
AO 7
14 AO
A1 8
PB i..:2_1 _ __,
Sv2
13 A1
+SVDC
~Vee
C1
+ SVDC
J_
Vss
'
R2L
+svDc
U1
IRO
R6503
A
A3
A4
AS
A6
>
R1 '
TEST
...L
o
_ -_
S3
R12
2.7M!l .
C10
0.11.
100.
_
-
12
13
1
6
_ 1...21S14211 17
ri -i
16
'
'mw
10 . n..
'----'-3::......
4~~
R Vee
OUT
11
'> R13
~ 1.8
TR !.....1Mn
L!
;:,..,C11
0.11
NE555P
GND ~~oov.
~-------'
+5VDC
.____!.!_ DB3
Vee
.T
~ DB2
13
14 DB1
'-------'-'-' DBO
5
e AO
' - ---......:.i A1
7
U4
A2
4
' - - - - - - . . : . J A3 HM76435
3
' - - - - ----.:.i
2 A4
HARRIS
AS
1
' - - - - - -- - - -.:.J A6
17
11 A7
' - - - - - - - ------',.:.Js AB
GND
'--- -- ------_..;,.j AQ
3
U&
~
..,,
CONTROL
2SKO
_l C13
0.11. LM380N
100.
>
l<C16
fi._,:'---~
IN4742A
::- 12v.,1W.,50/o
~~~-
ca
~ A7J18
4701.
25 v. MIN .
R9
2.m
L
.
1
NOTtS: UNLESS OTHERWISE SPECIFIED:
1. ALL RESISTORS ARE 2.7Kfi, 5%, YW.
2. ALL CAPACITORS ARE 0.01 1., 20%, 100V.
3. ALL DIODES ARE 1N4004
4. DENOTES OPTIONAL PART ()
S. HEAT SINK FOR REG. 1 IS
THERMALLOY 6013B
D . GOTTLIEB & CO.
Tt'TU
usco
_ _ _ _ _ __ _ __ - 12VDC
0.11.
100.
E1i.:.:'0;___ _..
'
.
V' + C19
3-5.7
1012
101.
j
AEO
4300 1/tW
~ 14
1~~31. __
....,,~--------1VV11'-------=
c=
R"'"
s
470ul. u+C9
25v:- -E
MIN. -
+14VDC
J_ C2
~eVc~";:-t>-..
VOLUME ,.....__..,~-~
2 <:of.<r+r.
:o
45 x,-'----------------------~
U6
~--------~ +14VDC
~-__..,.......__
____........__ +5VDC
c
;;:
R15
10KO
A7J1 11 ~----+---......:.:.:;::.:..:...._._-""'--'--._--------...._-=.:.:..:..:...-----;1...--___J
A7J112
>
R17 '
270KO
A7J19 ---1---~
~>"~'=o-S_N_740_4_
N_ _ _ __ _ _ _ __ _ _ _ _ _ _ _ ____.1
A7 J1-10 _ _ __ _
s:
~
0
l:J
"I
'
C>
C1S ...
0.047 1.
25v.
U7
+SJV~
DC, C:;.,,;4_ ____ _
_
R14vv
22.1Kfi,
1%
PBS/ CS2
U6
.
U5
D
Tb
A7
"':z:m
>
s:
S1
TUNE
R10
17
PB1 '-- ----'~"'
6.8Kfi
SOUND/TONES RS0 1-4---~
-
5 :: '12
, ....,_
13
+ svDc
ATi'RA~ M001
"11 A2
A3
10 A4
1 AS
A6
11
A7
ue4i:32+5VDC
+SVDC
"
10'
I~~ ~ ~ ~ :: ::
-RE-SE- T
+5VDC
_.
NMI
~-
w!'
OH
Ollt.AWN
t$ S UC D A TC
lltCVlaH>H
MULTI-MODE SOUND BOARD
SCHEMATIC
r _.P'tltO'Wl.01O AT C
IC-19389
rn
0
i:
"U
~~fciT~~:~/1~i~~~
NOTE: SOUNO
S2
OFF = AHRAC
PLAYS T MODE TUNE
ON = NO AnRe:c~R~u~:INUTES
PROM ISM
SAME LEH:~~Ef WITH
PROM PLUS "SND~~ME
zm
z
-f
60
~
0
z
OIJ
[]D
OD
[fil
[]!]
C!1LJ
@]
....
I\)
.,. ,
S3
PUSH TO TEST - PLAYS ALL SO
AS DETERMINEUDNDS AND TONES
BY SETTING OF S1
COMPONENT LOCATION DIAGRAM
CPU ASSY.-CONTROL BOARD
S25
2nd PLAYER
1at PLAYER
1-S24
LIGHT BOX
A1
SOLENOID AND
LAMP DRIVER
BOARD.
A4SCORE
DISPLAY
ASSYS.
A3
A2
POWER SUPPLY
3rd PLAYER
PLAY/TEST
(WHITE) BUTTON
STATUS DISPLAY ASSY.
4th PLAYER
CREDIT
BUTTON
-+--+------- BOTTOM PANEL/POWER
+-1't-++-- TONE BOARD WITH VOLUME CONTROL
FRONT
>--t-++-- CABI NET
DOOR-~
SLAM
SWITCH
LEG LEVELER ADJUSTMENT
BALL ROLL ASSEMBLY
PLUMB BOB TILT
.'
13
2nd PLAYER
SCORE
1st PLAYER
SCORE
(2M )
(tM I
~
CONTROL BOARD
(A1)
c=::J
J2
POWER
~
SUPPLY J3
(4A4)
(A2)
J1
c=J
- - - - 'J1
'----~
MASTER DRIVER BOARD
J3
LJ
(A6)
(A51
P3
STATUS
(A31
BOTTOM
BOARD
(3A4)
4tll PLAYER ,.fj1L, 3nl PLAYER
SCORE
SCORE
PLAYBOARD
P1
(A6)
;:--J
J1
I~
TONES
KNOCKER
D . GOTTLIEB &~O.
LJ
TOM
USEO O H
- 1 - - -- - -- l
14
ORAWH
BLOCK CABLE DIAGRAM
SOLID STATE
, AP'P'lltOVI O
Q ATC
C-18012
Color Code Chari
Black
Brown
Red
1
2
NOTE: 1
> TO PLAYBOARO
TO LIGHTBOX
: ~~~::e
> TO BOTTOM PANEL
7
8
PRIMARY FUSE
-1
\,,,.,..
- - -,
~>
ON OFF SW
1- --,-
A1J65
;:>> A7J110
iu1e
-....,..:.:.'-"'P~ ll
14v. AC
-...,........_._-- -- - - - - - -- --"';> A2J15
A2J1-7
5v. AC
t--------t---'-'--'----+.i...:..::.::~1 11 ....:.:.....,..i..;.;' -'-'---- - - - - ---------:::>;> A6P3-4
o<Jlll.......,'--..L.......J.._----------~~
A6P3-6
3v. AC
- -""-'-'-'-- - - - - - - - - ---.::i;> A6P37
+4v. DC
OFFSET
_ _ __
__
__ _ _
A6P38
,...__,.~......_
__,~
J033J
Ml
(1331
~
,
1N270
r=i
> A6P12
>>> A6P13
> A6P14
A1J6-3
A1J62
.,,_.._[3ii]:..:.eo'-'-------~>>> A6P18
Ml
~ > A6P15
1
[iii!
>>> A6P11
>>> A6P112
A6P52 (
rmJ
> A6P19
A6P54 (
[IBJ
> A6P110
A6P5-13 (
[i!!l
> A7J13
[ID)
> A7J1-6
f"l
[iii)
> A7J14
> A7J1-5
rmJ
> A7J1-7
-------~~rmr........u~---<".K A3J2-1
------'-~--....,.
AC INPUT
AC INPUT
r.:;:;-i
181
I ! ... I
A3P39
115'.
1N270
r.=
A1J66
A6P5-14 (
__,,~
3v. AC
- --.-..__..___ __
_RETURN
__ __ _
5 AMP SLOBLO
r.;;;;i
L""!
A3J22
35
~"--.a..;_-'------------......::::;>
r - - - - - - - - - - - - - - - - - PRIMARY
PRIMARY
1
130W.
130W.
Ml
r.=
122
I!" I
i!11J
A3J23
A3J2-4
_ _+_Bv
_._O_C_O_F_FS;.. ._E_T_ _ ___;;,;> A&P _
5v. AC RETURN
LINE
CORD
r-=022
1N270
..
lN 27o
r=:i
A1J61 >) [ii]
==i
00
------....i.:
i5vvt::.:
:..i._~ A2J16
54
A7J1-11
A2J13
11.5v.
At
11na~...J....:.:..:...L_ __ _ _ _ _ ____,,,___..::;,~ A2J12
llllel-_...__..__
A1J64
ll JlO~.!..l....::~-..-------_._--..:;;i~
Y AMP SLOBLO
CORCOM
#5K1
LINE
ALTER
(J1
A1J68
ltl)ooo-~_..__...__1_1_.5_v._At
_ __ __ _~~ A2J1l
Blue
Purple
Slate
NOTE 2
PRIMARY FUSE VALUE
115V. = 5 AMP SLOBLO
230V. = 2.5 AMP SLOBLO
--~'-'-----14_v_.A
_C_ __ _ _ _---::i:> A2J1. 4
,1 AMP SLOBLO
~------'-'~_,:>> A7J19
100W.
_.,....--;~>
A6P5-9
SPEAKER
? A6P1-11
~
com .
..__ __.__.,_....._....::,;:> A6P3-11
130W.
. __
A3J25
A6P42
A6P4-6
115'.
A7J18
_ _ _ _ _ __ _ _ _ __
_ __
_ _...i..::::...L..._~
A6P4-3
A6P4-4
lOOW.
~>
10AMP
r - - ...t
tC-19303
1TRANSFORMER
1115v.
com.
1 1~ .
B-19327 OR C-19305 TRANSFORMER
L
GERMAN TRANSFORMERS
B-19326
C-19304
L -
I
__ ___
15 AMP
A6P45
A6P51
A6P5-10
A6P511
? A6P312
A6P5-12
'11_1--__,...:...i.....;..:..L..-----------~~ A6P313
RIGHT FLIPPER SW.
~>
' . 1
I -
~L_
________ ......i..;[lUJ~
ss'-'--~) A6P5-5
A6P1-14
D . GOTTLIEB & CO.
I
TITLE
V S<O O H
.... .
~SUI:
IJii1
--------'-1""1~--~) A6P53
A6P47
:> A6P314
:>> A6P115
A6P17
OllllAWfrf
OAT ll
ltC.V I SIONt
BOTTOM BOARD SCHEMATIC
SOLID STATE
( ;;,.1111ov1101DA.T C
I C-19393
BALL IN PLAY LIGHT
A6J3-15 >~
RETURN ZERO
A6J11 >~
A6J3-1
> [iOOJ
A6J13 > [ml
[]
A6J12
A6J14 >
> [iii] I
A6J16 >>~--l
A6J15
A&n-7
A6J114
>~::
>>
ooo
PLAY / TEST SW. (00)
MATCH LIGHT
#1 COIN CHUTE SW. (01)
A6J19
#2 COIN CHUTE SW. (02)
REPLAY BUTION SW. (03)
A6J312
A6J1 -10
A6J1-15
6.3v.AC
NAME & SCEHE LIGHTS
HIGH GAME TO DATE LIGHT
A6J3-3
$ COIN CHUTE LIGHTS
SHOOT AGAIN LIGHT (#455)
>>
A6J34
5v. AC
> [ill]
> [ID]
A6J3-6 > [5J
A6J37 > [U6J
A6J38 > [ill]
A6J3-9 >
>> [ittJ
A6J3-14 > fYl
11
>[i#J
>>.
--
+ av. DC OFFSET
A6J35
LEFT FLIPPER SW.
6v. TEST POINT
6v. DC
A6J3-11 >>:
A6J1-11 >>.
6.3v. AC RETURN
TILT SW. (114)
BALL ROLL ASSEMBLY SW.
>[mJ
TILT LIGHT
>>
A6J3-13 >>
A6J3-10
ANTI-CHEAT SW.
A6J1 -12 >~
GAME OVER LIGHT (#455)
>:>:
5v. AC RETURN
3v. AC
+4v. DC OFFSET
3v. AC RETURN
A4J1-15
A2J3-8
A4J1-16
A5J1-15
A2J3-7
A5J116
1
7
A6P3-1
< r.::-i
~
GAME OVER LIGHT
>> A6P5-6
A6P32 ( iUZi
HIGH GAME TO DATE LIGHT
"" A6P3 3
10 L [IUl
, A6P3
TILT LIGHT
~,,~[T331
=33~L------2!~~~~~-_..:::.;
)) A6P4-1
SHOOT AGAIN LIGHT
A6P3-15
Color Code Chart
0 Blick
1 Brown
2 Red
3 Orange
Ytlllow
5 Grun
6 Blue
7 Pu role
8 Slate
<[ffiJ
)> A&PS-7
>> A&PS-8
>> A6P4-8
BALL IN PLAY LIGHT
NOTE:
>
>
FROM PLAYBOARD
FROM LIGHT BOX
FROM BOTTOM BOARD
1 TI
D . GOTTLIEB & CO.
"""
uuo
ON
o . .......
IS $ \ll: OATI I l'W IS tOHS
BOTTOM BOARD
SCHEMATIC
1. .
~"'0-.iorDAT I
a LIGHT BOX
I C-1 9410
..
RETURNS
A1J7-12
v.
A1J714
A1J7 -17
122
133
v.
A1J63
M
STROBES
A1J72 ~
A1J7-13
v.
A6
1- VARl- --,
l4ii1
P11
A6
J12 PLAY/TEST Jl-1
I SW.OD
- -
r - -
Oiif
''~n1
l _ ____
- --
--
--
- -- --
- - - - -- -
: TARGET
-- ----
4
---------
_ 1 UNIT
_ __6 ____ ...J
*'-8"
ROLLOVER
, sws. (2)
022
A1J64>1
266
P1-3
A6
~i3
.....
155
066
PH
A1J74 ').
144
A1J7-10
y,
A1J711
y,
v.
N'.
011
~ -,
A1J7-3 >.
A1J7-15
A1J7-16
v.
#1 COIN
CHUTE
SW.01
POP
BUMPER
AND
ROLLOVER
I BUTTONS (4)
355
10 POINT
CONTACTS (4)
BULLS-EYE
I TARGET
788
KICKOUT
HOLE
iiU''
ROLLOVER
ROLLOVER
033
A1J&-5 >1
-._J
Pl-4
A6
~-4
# 2 COIN
CHUTE
SW.02
044
A1J7-7 ~
A1J&-6 ,
P15
A6
~1-5
A1J76>.
#1 YELLOW
DROP
TARGET
REPLAY
BUTTON
SW.03
# 3 YELLOW
DROP
TARGET
# 3RED
DROP
TARGET
# 2 RED
DROP
TARGET
#4 RED
DROP
TARGET
RIGHT SIDE
ROLLOVER
UC"
055
!ill
A6J49
# 1 RED
DROP
TARGET
# 2 YELLOW
DROP
TARGET
668
A1J7.S
A1J7-1
[ill
>>--lillli I OUTHOLE SW.
222
# 4 YELLOW
DROP
TARGET
Lj
: I Q fill] ) A6J513
II
uKo
50 POINT
CONTACTS (4)
[ill) ) A6J5-14
ROLLOVER
SW'S. (2)
D. GOTTLIEB 8c CO.
SWITCH MATRIX
vc.o o" BUCK ROGERS
Tnt..11
NOTE:
All DIODES ARE 1N270
tSSU E OATI:
lllVtStONS
CHlWN
r~ov1:1oT"ll
IC-19392
A6J59
>::>.
277
a
m I 1-41-------------------------'-'"-<.~< A6J5-2
322
._---------------------~3~22~~< A&~~
A3J4-6 /,
A3J518/,
KICKING RUBBER SW.
A3J5-19 :;>,
KICKING RUBBER
KICKING RUBBER SW.
A3J4-2 /,
LEFT POP BUMPER
LEFT POP BUMPER SW.
2 AMP SLO-BLO
A3J4 -4 /,
RIGHT POP BUMPER
RIGHT POP BUMPER SW.
A3J4 -5 >)
[fill
: KICKOUT HOLE
~ooo
A6J5-4
A3J51 /,
>::>.
LEFT FLIPPER
344
ON LEFT FLIPPER
TIP-115 TRANSISTOR
RIGHT FLIPPER
A6J55
>::>.
355
ON RIGHT FLIPPER
A6J510 >::>.~i...:5~4 .l__
NOTE:
_.__ _ _ _ _ _ __ _ _ _ _ _ _ _ _ _ _ _ _ ,
>> FROM LIGHTBOX
>>> FROM BOTTOM BOARD
ALL DIODES ARE 1N4004
COILS USED
PART NO.
A-16570
A-16890
A-16890
A-18318
A-18318
A-16570
A-17564
A-5194
A-17875
A-1496
A-5194
DESCRIPTION
OUTHOLE
GAME OVER R.ELAY (0)
TILT RELAY (T)
YELLOW TARGET BANK RESET
RED TARGET BANK RESET
KICKOUT HOLE
VARITARGET RESET
KICKING RUBBER
FLIPPER COILS
RIGHT POP BUMPER
LEFT POP BUMPER
Color Code Chart
0 Black
1
Brown
2 Red
3 Oranne
4 Yellow
5 Green
6 Blue
7
Purole
8 Slate
TITLI
Ul l.0
D. GOTTLIEB & CO.
PLAYBOARDSOLENOIDS
BUCK ROGERS
OH
OlltAWH
I SSUI'. O A T I
RCVtltO H I
r PPlitOYCOl
0A1"1
JC-19390
A6J4-6
A6J5-7
A6J4 -1
>:: >>:: >-
aaa
>
::=J
SX BONUS LIGHT
A3J5-17 /,
A3J5-15 /,
A3J514 :::>,
A3J513 :::>,
A3J5-12 :::>,
A3J511 :::>,
A3Js-1o :::>,
A3J59 :::>,
A3J58 :::>,
A3J57 :::>,
A3J5-6 :::>,
_..
<D
A3J55
611
A3J54 :::>,
A3J5.J :::>,
A3J52
>>
SAME PLAYER SHOOTS AGAIN LIGHT
L4
rml
l20
4X BONUS LIGHT
L22
3X BONUS LIGHT
l21
2X BONUS LIGHT
K A3J3-20
K A3J3-18
K A3J3-17
K A3J316
...
L6
RIGHT AOVANCE MULTIPLIER LIGHT
l23
1000 BONUS LIGHT
LS
LEFT ADVANCE MULTIPLIER LIGHT
l24
2000 BONUS LIGHT
l7
5 BONUS LIGHT
L26
4000 BONUS LIGHT
LB
4 BONUS LIGHT
L25
3000 BONUS LIGHT
l 10
3 BONUS LIGHT
L27
5000 BONUS LIGHT
L9
2 BONUS LIGHT
L28
6000 BONUS LIGHT
K A3J3-9
L11
1BONUS LIGHT
l30
8000 BONUS LIGHT
K A3J38
L12
TOP "K" ROLLOVER LIGHT
L29
7000 BONUS LIGHT
K A3J3-7
L14
" C" ROLLOVER LIGHT
L31
9000 BONUS LIGHT
L13
"U" ROLLOVER LIGHT
L32
@ 10,000 BONUS LIGHT
K A3J3-15
K A3J314
K A3J3-13
K A3J3-12
K
K A3J3-6
[ID)
L15
TOP "B" ROLLOVER LIGHT
l33
20,000 BONUS LIGHT
Ll6
EXTRA BALL LIGHT
L34
BOTTOM "K" ROLLOVER LIGHT
SCORE BONUS WHEN LIT LIGHT
L35
BOTTOM "B"
L36
"SPECIAL" LIGHT
L18
A3J3-11
<< A3J3-5
K A3J3-4
ROLLOV~fl
K A3J3.J
LIGHT
K A3J32
K A3J3 -1
1--L;;.:.:.J..------<< A6J4 -8
A6J51
>:::>->--'- -''-- --ill-_..___,__ ______K< A6J56
Tc 11_,rrnJ_
az_z'----- -----<< A6J58
[Si]
>,___ _.___.__-<
<< A3J321
[Fl
A6J4.J >>>
>----'..;.......i---< A3J5-16
lli"l
A3J3-10
A6J4-4 >>)>--~~---<
fFJ
A6J45 >>----'-'-'-'----<
<< A3J319
f!iJ
A6J511 >,,__ ___.___..___--< A3J4 -1
[ii]
A6J512 >>>>------'---''---- A3J4-7
A6J42
RETURN TO
BASE LIGHT
BASE LIGHT
POP
BUMPER
LIGHTS (2)
NOTE:
>> FROM UGHTBOX
>>> FROM BOTTOM BOARD
Color Code Chari
0 Black
1 Brown
2 Red
3 Oranae
4 Yellow
5 Green
6 Blue
7 Purn le
a Slate
0 . GOTTLIEB 8c CO.
TTut
-+-
t SSU&, 0 .t.l'C
UHO O H
DlltAWH
llt& Vl e lOH
PlAYBOARD ILWMINATION
BUCK ROGERS
IA.. "'OVl.Ol O AT C
I C-19391
A1J2
1A4J1
2A4J1
A5J1
STATUS
DISPLAY
SEGMENTS {
GROUP A
SCORE
DISPLAYS
07
DI
015
011
5v. AC
5v. AC RETURN
60. DC
GROUP 8
10
,.
11
A1J3
/
5v. AC
5v. AC RETURN
60. DC
3v. AC
3v. AC RETURN
42. DC
5v. DC
11
4A4J1
3A4J1
D1
D2
D3
D4
D5
I\)
DI
D7
DIGITS
SCORE
DISPLAYS
DI
Dt
D11
D11
D12
D13
D14
Color Code Ch1rt
0
1
2
3
5v. AC
5v. AC RETURN
60. DC
D15
D16
Sv. AC
Sv. AC RETURN
60. DC
6
7
GND
+ 5v. DC
Black
Brown
Reel
Ora nae
Yellow
Green
Blue
Purple
Sl1te
A2J3
+60v. DC
KEY
+ 42v. DC
GND
+ 4v. DC
+ av. DC
DC POWER
FROM POWER SUPPLY
A6J3
5v. AC
5v. AC RETURN
3v. AC
3v. AC RETURN
D. GOTTLIEB 8c CO.
-25.,.~79"--Rev
-i-se_d_ _ __
AC POWER
FROM TRANSFORMER
2-14 78
Revised
TITLC
uHo oH
LIGHTIOX CABLE
SOLID STATE
C-18207
'
Copyright 1979
D. Gottlieb & Co.
All Rights Reserved
Printed in U.S .A.