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" -� n , United manufacturinq Company 3401 N. CALIFORNIA AV., CHICAGO 18, ILL.

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Page 1: United manufacturinq Company - Bingo Pinballs · PDF filegame) to lite 8 balls next game. 12. ... When lite advances to "Select a Lit Number Before Shootir 4th Ballll panel: (a) Selection

"

-� � � .-.....-�n, �_

United manufacturinq Company 3401 N. CALIFORNIA AV., CHICAGO 18, ILL.

Page 2: United manufacturinq Company - Bingo Pinballs · PDF filegame) to lite 8 balls next game. 12. ... When lite advances to "Select a Lit Number Before Shootir 4th Ballll panel: (a) Selection
Page 3: United manufacturinq Company - Bingo Pinballs · PDF filegame) to lite 8 balls next game. 12. ... When lite advances to "Select a Lit Number Before Shootir 4th Ballll panel: (a) Selection

INSTALLATION INSTRUCTIONS

Fasten 4 legs to cabinet with bolts and washers furnished. Place back-box in position. Unlock and open back-door and fasten the back-box to cabinet with bolts and washers furnished.

Plug power line into 110-115 volt 60 cycle Alternating Curren t only. Turn on power by turning toggle-switch on. Toggle-switch is located on bottolTl right front of cabinet.

ACCESS TO M ECHANISM AND LIGHT BULBS

Back-glass lTlay be removed frolTl either side by unlocking side desired and relTloving upright lTloulding. (RelTlove lTloulding by pull ing bottolTl portion. )

After removing back-glass. access to lTlechanislTl may be obtained by raising 4 slide brackets on insert, located on left and right edges of insert. Insert may then be tilted forward for easy accessibility.

BE SURE TO L EV EL GAM E

See instructions for leveling below. Place 8 balls in galTle.

o

rLOCk (unlocks from either side)

v <!1 rMoU'dinq (remove to .lid. out Back Gla .. )

.JO � 01 Toqqle SWitCh� Fi rst - le vel here Second- level from side to !Side

o

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STARLET

GAME O PERATION

5-BALL PLA Y:

Additional coins or replays can be played:

1. To lite Roto Feature.

2. fo advance scores (positive advance to 2nd score position on .second play).

3. To lite IISelect a Lit number Before Shooting 4th BaHII panel and thus qualify.

(a) To select .a !1Spot" number by turning knob on cabinet front.

4 . To lite lISelect a Lit number Before Shooting 5th Ball" panel and qualify:

(a) To shoot 4 balls before making selection.

5 . To lite additional, selectable numbers.

6., To lite "Horizontal in-line Score separate" panel and thus qualify. separate score for 3-4 or 5 in-line Horizontally when lit.

7. To lite "Horizontal 3-in-line scores 4-in-line. 4-in-line score s 5-in-line" and thus qualify. to score 5-in-line for 4-in-line. or 4-in-line for 3-in-line on Horizontal in-lines.

8. To lite 114 Corners Score 5-in-line" panel and thus qualify. to score 5-in-line for lighting Corner Numbers on card.

9 . To lite pennant and thus qualify to spot number s 5 -8 or 2 - 15- by hitting pennant roll-over on pLayfieLd.

1 0. To lite "Lite-A-Name" panel and qualify to lite next letter in name, by hitting indicated ron-over on pLayfield.

1l. To lite "Special Pocket Feature" and thus qualify. to advance arrow (once per game) to lite 8 balls next game.

12. To obtain 1 to 3 additional balls.

1

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IN-LINE SCORES,

Card on backglass contains twenty-five numbers, 1 to 2.5 inclusive. arranged in a square 5 numbers wide by 5 numbers high. not in numerical order.

The PlayCield contains twenty-five Skill Holes. numbered I to 25 inclusive, arranged in numerical order from top to bottom of playfield and a Ball Return Hate through which balls return {or free shots.

The object of the game is to shoot balls inlo numbered skill holes. lighting corresponding numbers on backglass.

(3) To light 3, 4, or 5 adjoining numbers connected by white line -­

horizontally, vertically or diagonally -- on card.

In-lin@ Scores "re listed unger AdYl1n�lng Scores on P�g� i,

CORNERS SCORES,

Further object of the game is:

(a) To lite 4 Corner numbers of Card when Corners panel is lit. (see Corners panel below)

SELECTION FEATURE,

Arrows to left of selection numbers. and selection numbers, flash with each play. and advance at mystery intervals. When lite advances to "Select a Lit Number Before Shootir 4th Ballll panel:

(a) Selection numbers light (4 numbers guaranteed) 19. ZO, I I and ll; other numbers l5, 10 and 16. light at mystery intervals and/or can be obtained on additional plays.

Anyone of the above numbers can be selected, when lit, by turning the knob on the front of the cabinet.

(b) "Select a Lit Number Before Shooting 5th Ball". when lit, player can shoo 4 balls before making selection.

NOTE: "Select Now' will nash, warning player to select before shooting nex ball.

HORIZONTAL IN-LINES SCORE SEPARAT E ,

Panel will flash with each play, and at mystery intervals arrows below panel will advance until panel is lighted. When panel is lit. player is eligible to Score on the Vertical and Horizontal in-lines.

CORNERS PANEL,

Panel with words "4 Corners Score 5-in-line" flashes with each play and at mystery intervals, lights and remains lit during entire game, qualifying player for Corners Score.

l

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ROTO FEATURE:

Panel with words "Rota F eature" will lig ht on the third play. and remain lit for the entire gam!!; qualifying player to rotate card numbers until 4th ball is played. When "Select Before Shooting 5th Ball" is lit . player need not select until f our balls have been played.

HORIZONT AL IN- LINE CONVERSION:

Panel wi th words "Horizontal Scores" flashes with each play and at mystery intervals. lights and remains lit during entire game, qualifying player to score 5- in- line for 4-in-line. 4-in-line for 3- in-line horizontally.

LITE-A-NAME :

Objective is to lite name ST ARL E T. by hitting name ROLL-OVER on playfie ld when lit. Name will not reset with each game. only when i t has been completed and scored a 5 - in- line score.

In-line Scores are listed under Advancing Score s on Page-4

SPOTTEM FEATURE:

The P E NNANT on backglass will flash with each play and at mystery intervals. will light and remain lit during the entire game. Pennant Roll-over hit o n playfield spots numbers 5-8 or 2 - 1 5 as indicated on Roll-over when lit.

8 B ALLS FEATURE:

Panel with words "Special Pocket Advances Arrow when lit" will light at mys tery intervals. and remains lit du ring entire game. When panel is lit and ball drops into "Special Pocket" arrow will advance, (once per game ) until panel "8 Balls next Game" is lighted. The next game player will receive 8 balls.

GUARANTEED FEATURES:

Regardless of number of plays. each feature, after lighting remains lit until the end of game.

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EXTRA B ALL FEATURE:

After shooting at least 4 balls, player may press "Extra Balls But ton" and play for extra balls, the "1st Extra Ball", 112nd Extra Ball", and "3rd Extra Ballll panels will flash.

At mystery intervals, after I st play and first pointer is lit, (guaranteed on 1st play ) pointers light will advance on succeeding plays at mystery intervals, until fifth pointer is lit and II I st Extra Ball" panel is lighted. Then first extra ball will be released to player. After shooting II 1st Extra Ball" player may co ntinue to play for 2nd and 3rd extra balls.

GUARANTEED ADVANCE:

Pointf�r lights either advance or remain as far advanced as on previou8 play- they never drop back to a lesser position.

ADVANCING SCO RES:

Scores appear in Scene on backglass, advancing at mystery intervals. First and second scores are guaranteed for the first two plays- Additional play will advance scores or remain as high as on previous play. They never drop back regardless of number of plays.

Scores appearing 5 -In -Line 4-ln -Line 3-ln -Line

on backglas8 are as follows: SO 75 100 100 16 20 24 32

4 4 8 12

ISO 48 18

ISO 72 36

zoo 96 48

300 200

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MAINTENANCE AND ADJUSTM ENT

I. G ENERAL

NEV ER EX P ERIMENT with any of the mechanism. Locate any trouble with (he aid of Wiring Diagrams or Operating &. Servicing Infor mation supplied with the machine, then check for proper adjustment of the units involved be­fore making any changes. Improper adjustment or makeshift repair will only cause serious damage to other parts of the machine' or repeated failure of the part.

II. FUSES

NOT E: Always look for a possible loose wire, bad connection at a plug and sockel, broken or unhooked springs on step-ups. relays, etc .•

be fore adjustments are made or wires connected.

IMPOR TANT: Never replace fuses with any rating other than specified on fuse block. Fuse Block is mounted on transformer board assembly in bottom of cabinet and can be reached from the side door.

III. L U BRICATION

Over-lubrication cau se s far more tro uble in coin-operated equipment than under-lubrication. Practically all cases of poor contact on swi tches and wiper discs are due to oil or grease, or oil vapor which forms a film or residue on the contacts and will not allow current to pass through. Excess lubricant may also seep into the clutches, causing them to slip,

I MPORTANT: NEV ER USE VASELINE FOR LUBRICATION OF ANY PART OF THE MACHINE. Vaseline is not a true lubricant. It Ie aves a dirty and gummy residue and it becomes very thick when cold. A special Coin Machine Lubricant is supplied with each machine.

ST EP- U P Levers, Ratchets, Cam s, Shafts and other sliding or oscillating

pa r t s should be very lightly greased with special Coin Machine Lubricant ( supplied with machine) not oftener than every six months. The bakelite discs (biscuits ) on the Motor Units and Step-up Units will r equire lubrica­tion with the special Coin Machine Lubricant only after the grease is com­pletely evaporated (3 to 12 months, depending on climate) or when the film of grease becomes d irty. In either event, clean the parts thoroughly with Benzol, Naptha, White Gasoline or Carbon Tetrachloride, then apply an ex­tremely thin coat of the special grease with a fine camel's hair brush.

Solenoid Plungers should not have a lubricant of any kind. Should there be a sluggish tendency or if plungers are sticking, the parts should be cleaned with a solvent and flaked graphite applied on reassembly.

IV. CONTINUITY CHECKS

Continuity of coils, contacts, wire connections, etc . may be checked with an

Ohmmeter or several types of Test Lites. If regular test equipment is not available. an efficient Test Lite may be made from a few miscellaneous parts as shown on page 10. The followin� paragraphs desc ribe this equip­ment and give information that will prove helpful to the service man.

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(a) Battery Test Lite should be used only with all current in the ma-chine turned OFF. When the leads from the Lite are placed across the wires leading to the Coils, Switches , etc., the bulb will ligot if there is contact through the unit being checked. If the bulb does not light, there is a break in the circuit. However. only open circuits on coils may be located by this method since shorted coils will also show contact through Cle coil. If a short i'i suspected use the Test Prod to chec k the coil.

(b) The Test Prod must be used with current turned ON. The clip on the end of the lead wire may be att ached to any common ground in the ma­chine. This would be Black wire for 17 to 50 Vol t tests. or White or White-Black wire for 6 Volt tests. The Prod end of the tester may then be touched to various connections or contact points in the circuit being checked. Using the tester in this manner leaves the service man with one hand free to manually operate relays or other units.

If a particular Coil on a Relay, Solenoid, etc., is not energized. place the clip end of the Test Prod Cln the Black lead to the Coil. Touch the Test Prod to the opposite lead of the Coil. If the bulb lights but the Relay Coil. or other u nit being checked. is not energized. then the coil is faulty and must be replaced.

Wiper Contact s may be checked by placing the Test Prod Clip on the common ground wi re for the circuit (Black for 17 or 50 Volts . White- Black for 6 Volt circuits) and checking the solder lugs of the Contact Dis cs as follows:

(a) Use the Test Prod to locate the " hot " wires leading into the Disc.

(b) Check the Wiring Diagram for the wire colors of the contacts opposite the hot leads.

(c) Place the Test Prod on the contacts, thus located, and turn the wipers or Wiper Disc of the unit by hand. The Test Lite should light before one revolution of the wiper is completed.

Broken Wires may be located by placing the leads of the Battery Test Lite on each end of the wire in question. If the bulb fails to light, a break in the c i r cuit is indicated.

v. RELAY ADJUS TMENTS

6

All Relays are adjusted by the factory and should require little or no servic­ing in the field. Should a Relay fail to actuate the Unit or "Lights to which its switches are connected, the difficulty might po.sibly be due to dirty Switch Contacts, loose wires or a broken wire between the Relay and other Units.

NOT E: DO NOT make any adjustments to the Relay itself until all other possibilities in the troubleso:me circuit have been checked.

The Gap between the Coil and the Armature of the Relay should be approxi­mately 3/64 of an inch. This allows for about 3/3Z of an inch movement at the end of the Armature into which the switch blades are inserted .. The Gap may be adjusted ( if necessary) by bending the Armature Stop Arm.

CA U TION: The Armature Stop Arm on all. Relays is carefully adjusted at the factory. Do not change this adjust­

ment unles s absolutely �ecessary.

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The Armature Spring should have enough tension to bring the Armature up against the Armature Stop Arm when the Relay is not energized. SEE THAT PRESSURE, FROM POORLY ADJUSTED SWITCHES� IS NOT AF ­FECTING THE ARMATURE BEFORE ATTEMPTING ADJUSTMENTS ON

THE SPRING.

If a Relay "chat ters" or "hums" but does not pull in, check to see that switches, located on it, are not out of adjustment and causing too much tension on the Armature or that a burr on top of the Relay Coil is not in­terferring with action of the Armature. B urrs on the core of the Coil may be removed with a small contact file.

The Continuity of a Relay Coil may be checked with an Ohmmeter, or if one is not available, see Paragraph IV for use of Test Prod.

VI. SWITCH ADJUSTMENT - GENERAL

The majority of switches use8 in United machines are composed of a series of blades and spacers b uilt up with normally open and/or normally closed con tacts as required to perform the specific function for which the switch is intended. These switches may be actuated by Relays, So lenoids, or by mechanical movement of other parts of the machine. Howe ver, the adjust­ment of the switch contacts and blades remain fairly constant, as shown in the following paragraphs.

With the exception of a few cases, in which special adjustm ent instructions are given, all blade type switche s should have a t least 1/32" gap beyond the point at which the contacts close. This follow-thru action provides a wiping motion between the contacts, keeping them clean and insuri ng good contact between the points.

When adjusting blade type switches, first adjust the blade a ctuated by other parts of the machine with relation to the part it contacts an d then set the gap and follow through. Specific instructions pertaining to each switch are given, where necessary, in other paragraphs and may be fo und by referring to the index.

CAU TION: NEVER BEND BLADES SHARPLY, a t the spacers or otherwise. Sharp bends tend to st_raighten out slightly with use, and will weaken the Blade. Blades should be formed by a strokinR action over the entire length of the blade, using a blade tool or duck- bill plier s.

VII. S WI TCH ADJUS TMEN TS - PLA YBOARD POCKE T

All Pocket Switches are mounted on the Masonite Shuffle-board and can be easily serviced by removing the screws along the edge of the Playboard and raising the front end as far as desired.

The blades of the Pocket Switche s should be centered in the round opening of the Shuffle-board. if they rub the side of the opening they will not function correctly and may stick in open or closed position.

The Actuator Blade should lay against the Shuffle Board with very little tension when the Ball is not in the pocket.

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VII. SWITCH ADJUSTMEN TS - PL AYBOARD POCKET (continued) There should be 1/32" to 1 /16" gap between contact points w hen the swit ch is open.

Check to see that combined tension of the blades keeps the ball 3/16 II

above the masonite when it drops into the pocket. If the switches are not adjusted properly. a second ball may hang up in saucer around ball pocket.

VIII. SWITCH ADJUSTMENTS - CAM

All Cam Switches should be adjusted for at least 1/16" gap. when open, and at least 1 /32" follow-through after their contact points close.

Score Cam Swit�he9 should not hav! afty mOre than 1/3211 follow-through after their contact points close.

IX. SWITCH ADJUSTMENT - RELAY

GENERAL - Unless special instructions are given. all blade - type switches mounted on relays should be adjusted according to the instruc­tions for General Switch Adjustments as given in Paragraph VI and below.

TRIP OR L A TCH RELAYS - This type of Relay is locked in one position me chanically and usually assembled in banks. When this typ-e Relay is energized. the flap that operates the switches falls down until it reats against the shoulders on the top edge of the armature. The 8Ictuator arm should snap back against the armature. but the switch blades should not have enough tension to cause the arm to bounce. Bouncing can be re­duced or stopped by relieving the tension of the switch blades on the pin of the Actuator arm. These switches should be set for 1/16'· gap and 1/32" follow-through.

X. SWITCH ADJUSTMENTS - TILT

SLAM TILT switches are the blade type switch with one blad� weighted. Rough handling of the machine will cause the weighted blade to vibrate, closing the switch contacts and Tilting the mechanism. The gap between points on these switches may be set as close as desired (dep�nding on how rough the Players treat the ma chine). Average gap for thi. type of switch is approximately 1/16". However. closer settings will soon dis­courage rough players.

THE PENDULUM TILT, located in the front left corner of th� cabinet (alongside the cas -box) can be set by loosening the thumb screw and sliding up or down or moving the ring forward or back.

XI. S WI TCH ADJUSTM ENTS - B ALL SHOOT ER

The Ball Shooter Switch is located directly ahead of the Ball Shooter Plunger on the Playboard and is operated by the weight of the Ball resting on the small wire form that protrudes through the Playboard .. Be' sure the wire form is not rubbing the sides of the opening and that its movement is great enough to operate the switch. Also, check to see tha.t the wire· form is not bent back far enough to be. struck by the plunger during play. The contacts on this switch should have at least 1/ 32" gap and 1/32" follow- through.

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XII. STEP- UP UNIT ADJUSTMENTS

The DRIVE ARM. that moves the ratchet on the Step-up Units, should not ride more than half way up the slope of the second tooth on its return stroke. This arm should never need adjustment, however it can be changed by bending the arm slightly.

CAUTION: Excess bending of the Drive Arm will cause it to break. Check all other points thoroughly before attempting adjustments at this point.

The Drive Adjustment Screw, at the solenoid end of the Drive arm, should be adjusted so that, after the unit has advanced two or three positions, there is very little play in the ratchet when manually turned in reset direc­tion.

XIII. STE P- UP UNIT WIPER BLADE ADJUSTMENT

Where blade type Wiper Arms are used (Mixers, selector. timer. replay control) the Wiper Blade should have sufficient tension to follow the Stationary Plate for at least 1/16" when it is pressed away from the con­tact Wiper Arm.

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In3ulated wire leads soldered to lug of ,ock et and bottom of battery

la.shliqht Bulb

Luq type Socket

One luq soldered to core of battery

Lead wire soldered to bottom of battery

BATTERY TEST I-IGHT

Use approximt!.tety /'� inch diame.ter rod or wire,eovered with insulation h,bit1g, or wrapped with tape

Insulated wire

Alligator dip

100 ohm

Res isror

TEST

GE. No.55 Bulb or equivalent in a Bayonet Socket

Solder re5istor between pl'"od and socket. A ttach lead wire to center contact of 'ocket.

For 6 Volt te5t" soLder a wire to 50cket :side of re,istor. Fa,ten an alliqator clip to other end and

clip to prod, thus 5hortinq out resistor.

PROD

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WHA T TO 00 IF:

1. Lights are out. game is inoperative: a. Check A. C. cord and plug for breaks. cuts or other damage. b. Check fuses. located on transformer panel inside ball-lift door. c. Check master sw itch. in cab inet bottom under right front of cabinet. d. Check plugs and jacks for proper installation.

2. Lights are on. game is inoperative: a. Check the 1 0 Amp fuse. heavy Black wi·re. b. Check plugs and jacks.

3. Lights are out. game operates: a. Check the 1 5 Amp fuse. heavy White wire. b. Check 1 5 Amp fuse. heavy Red-Yellow-Wh ite wire. c. Check plugs and jacks. d. Check l ite bulbs.

4 . Number lites are out. display lites are on. a. Check 10 Amp fuse •. Gray-Black wire. b. Check switch 3-R on Tilt Relay Gray- Black to Gray. c. Check plugs and jacks. d. Check bulbs.

5. Display lites lite. Flash and Feature lites do not; a. Check sw itch l -R on Tilt Relay. Red-Yellow-White to White- Black. b. Check bulbs. c. Check 15 Amp fuse. Red-Yellow-White wire.

6. No Replays are shown. coin chute rejects coin. a. Check co in lock-out coil. if it is not energized. check Replay Step-up Zero

switch. Brown-White to White-Blue. al so control Unit II 3 Cam switch. Brown-White to Brown- Black. and scan Index sw itch. Brown-Black to Yellow.

b. If Coin lock-out coil is energized check co in chute for clea nliness and general maintenance.

7. Coin is accepted. game is inoperative: a. Check coin switch. b. Check for action of Coin Relay. if Coin Relay fails to operate. check Replay

Reset Relay switch #4. OranRe-White to Black c. Check Coin Relay Switch 112. Green-Yellow to Yellow-Red. d. Check Sequence Index Coil. Y ellow-Red to Black.

8. Sequence Cams operate but Shuffle Motor is inoperative: a. Check connections on Shuffle Motor. b. Check switch ilion 2nd position of Shuffle Motor. c. Check switch ilion Zero position of Shuffle Motor. d. Coin Relay switch If 3.

9. Latch Relay Bank fails to set up; a. Check connections on Relay Bank Reset coil. Green and Orange plastic-coated

wires. b. Check switch II 3 on Ist position Shuffle Motor.

10. Lock Relay does not energize; a. Check control Unit liS Cam Switch. Black-White to Yellow. b. Check Lock Relay switch If 1.

11. Tilt Relay does not set up; a. Check switch 112 on Lock Relay. b. Check Timer S. U. limit switch. Red to Blue.

11

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11. (continued)

c. Check switch H 3 Replay Reset Relay. d. Check pendulum tilt. e. Check shakeproof tilts, one on transformer block, one on back door near

loc k, one on s ide of lite -box, and one on fr ont door. f. Check Tilt Relay for mechanical locking action.

12. Card Replay Control Units, Score S.U., Fxtra Ball S.U., etc. fail to reset; a. Check switch H I on 1 st Position of Shuffle Motor. Yellow to Orange-Green. b. Check individual reset coils.

1 J. Replay Step-up unit fails to Bubtract a replayi a. Check Replay Step-up Zero switch - Yellow to Black-Red. b. Check control un it H2 Cam Switch, Black-Red to Black-Yellow . c. Check switch HI on Replay Reset Relay. d. Check reset coil on Replay Step-up unit. e. Check mechanical adjustment and operation of Reset assembly.

14. Extra advantage lites do not flash, spot disc wipers move: a. Check wiper assembly for proper blade tension. b. Check contact wipers on slip rings for proper location. c. Check Control Unit cam switch 114, Gray-Red to Yellow. d. Check Extra Ball Relay switch H2-R. Gray-Red to Gray-Yellow.

15. Extra advantage lite s flash. score lite s do not: a. Check Control Unit cam switch 1#4. Green-White to Yellow. b. Check switch H l-L on 5th Ball Relay A, Green-White to Red-Yellow. c. Check II I Slip Ring Wiper for proper location and contact. Red-Yellow wire.

16. Extra advantage lites flash. Extra Ball lites do not; a. Check switch 1# l-L on 5th Ball Relay - A. Green-White to Black-Red. b. Check control unit cam switch H4 Green-White to Yellow.

17. Timer Step-up fails to reset at start of game; a. Check switch H2 on 1st position Shuffle Motor. b. Check Timer Reset coil.

18. Timer Step-up fails to reset on Extra Ball play: a. Check Extra Ball Push Button relay switch II 3. Orange-Red.

1 9. Ball Lift fails to operate; a. Check motor connections. b. Check Switch II 1 Zero position Ball Lift Motor. c. Check 1st. 5th, 6th and 7th Ball Trough switches. d. Check Timer Step-up Zero switch ( Yellow-Black to Yellow-Red ).

20. Score unit fails to step up on second play;

12

a. Check Score unit for free operation. b. Check Wiper Contacts on disc. c. Check Control Unit cam switch 117. Orange-Black to Red-Gree n. d. Check switch # 3-R Extra Ball Relay. Red-Green to Green-Yel low.

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21. Horizontal Scores panel is never lit:

a. Check Horizontal Scores Step-up w iper blades for proper tension. h. Check Horizontal Scores Step-up. last position break switch. c. Check Horizontal Scores Step-up. d. Check Horizontal Scores light bulbs. 6 volts.

22. Selection Feature never lit; a. Check Selection Feature light bulbs. 6-V. b. Check Switch III-L Selection Feature Relay "B." (Orange-Black to Yellow). c. Check Switch H4-R on 5th Ball Relay (Black-Yellow to Red):

Z3. Selection Knob inoperative: a. Check Switch 2-L Selection Feature Relay "B". b. Check operation of Selector Release Coil. c. Check Switch l-L Selection Feature Relay "B". d. Check Switch H3-R 5th ball relay B. Jumper Gray-Red.

24. Card winner fails to score; a. Check Scan disc for loose wire. b. Check Scan wiper blades for proper tension. c. Check Row relays for proper adjustment. d. Check for loose wire or bad contact on Score S.U. Disc. e. Check for loose wire or bad contact on Card Replay Control S. U. f. Check Horizontal scores relay A &: B for proper operat ion &

switch adjustment. g. Check switch Ifl-R, 5th Ball Relay - A, Red-Black to Yellow.

25. Card Corners fail to score when Corners panel is lit; a. Check Switch #2 on Corners R elay. b. See number 24 above.

26. Replays score incorrectly: a. Check impulse switches on Replay Cams: see wiring diagrams for correct

switches on any given score position. b. Check for loose wire or poor contact on Card Replay Control S. U. c. Chec;k Scan Index Arm switch (red-black to Rray-red). d. Check Scan Disc Wiper Blades for proper tension. e. Check Scan Disc for loose wire or bad contact. £. Check Scan Index Coil. g. Check Replay S.U. Coil Plungers for Binding or Mechanical Defect.

13

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-..

SPOT CAM INDEX COIL 1-25 10'00

� ��

� IUt

,.---

ID t=

\ SPOTTING D ISC

� I I I I

00 �V f--

L-

[f!J

SCORE EXTRA STEP INDEX COIL 1-25 1000

/

�.-u- �HHIII--I�

HHHIII--I�

� \

MIXER LATCH COIL

H.-

HHI-

lli]-3 �-3 2-2 1-2

2-1 1-1

1-.1--1-.1---

I I I I I I I I I

I,�I �I L-J L....I r-1

...--.t[ ...--

'E'

CODE:

t=

A MAKE SW. B BREAK SI.

MOTOR MO-110

C MAKE - BREAK SW.

Mixer Unit Assembly- pictorial view NUMBERS CORRESPOND TO SWITCH CHART

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MIXER UNIT

Diagram I Switch Location Wire Color Operation

i Red-Blue

I-l-A 4-A Blue-White Flashes "Select Now" panel.

White-Red 1-2-A 1 5-F Green Pulses Extra Ball Step-up run.

Yellow-Red Pulses Horizontal Scores Step-up and/or Selection 1-3-A 22-H Brown-White Feature Step-up.

Yellow Pulses Replay Step-up Reset Coil. 2-I-A 3-B Green- Black

Brown-Yellow Pulses Selection Feature Step-up run and/or

2-2-A 22-E Yellow 8 th Ball Run.

Black 2-3-A

8-F Gray-Yellow F lashes Selection Number

White-Brown Pulses Score Step-up run, when Control Unit Carrl 3-1-A 17-G Blue-Red 119 switch and Sequence Index switch are closed.

White-Red I 4-I-A 18-F White-Brown Completes circuit for Score Multiple Run.

-

-CIt

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-0"

MOTOR

MO-110

CODE:

A MAKE SW.

B BREAK SW.

C MAKE-BREAK SW.

16-11116- 2

SEQUENCE CAMS INDEX

1-25 1000

.. 1£: IT IS 1"'OIlAIIT TO ADJUST IE,LAY ens IIIDEl SWITClifS

so Til AT TIlEY UKE GIllY WH(II THl I£PLU CAlliS IUEX COlLIS (IIEISIlED. WHU THE IEPlU cns IIIDEl CDIL IS IE- EIlEUIlED, TilES( SWITCIIES SJlOULI arE I AIID UIAII lrEN IMILE fOlLOIElIS 11811i .1 DlHI un If �U.

4-30 X 1300

Control Unit · pictorial vieY# NUMBERS CORRESPOND TO SWITCH CHART

SCAN DISC

Page 20: United manufacturinq Company - Bingo Pinballs · PDF filegame) to lite 8 balls next game. 12. ... When lite advances to "Select a Lit Number Before Shootir 4th Ballll panel: (a) Selection

-....a

Switch

I-I-A

l-l-A

l-l-A

3-1-B

4-I-A

4-l-A

4-3-A

4-4-A

5-I-A

5-l-A

6-1-B

7-1-A

7-l-A

7-3-A

7-4-A

Diagram Location

9-0

3-C

l-B

I-B

6-A

8-A

18-D

8-C

8-C

ZeD

1 3-G

l7-G

1 6 -F

15 - F

1 5-F

CONTROL UNIT

Wire Color Operation

Energizes Timer Step-up coil when 5th Ball Brown Re. Switch, Ball gate Re. switch .. Drag. arm Yellow-Blue switch are closed.

Black-Yellow Energizes Replay Step-up re set coil. if replay. Black-Red are registered.

Black-Green Lock switch for Extra Ball Push Button relay. Yellow when adjustment .witch is set for each coin.

Brown-White Drops out Coin Relay and Coin Lockout Coil Brown-Black during spin. acta as safety switch.

Green-White Completes feed to Flash Score lit'es or Extra Yellow Ball lite. when playing for Fxtra Ball

Gray-Red Completes feed to fla.h aU feature lights during Jumper spin.

Yellow-Blue Energizes Score Extra Step I ndex coil and Spot Jumper Di.c Index coil.

White-Black Starts R oto Unit on 1 st play White-Red of game.

Black-White Jumper Eneraize. Lock Relay.

Gray Energize. Coin Meter (if ope rator White-Blue in.talled.)

Orange-White Opens feed to all extra advan.ta8e feature. Jumper during spin.

Black-White Completes Name Step-up and 8th Ball Step-up JumPIU intermediate step circuit. Red-Green Completes circuit for Score Step-'up, single Orange-Black step.

Red-Yellow Completes circuit for Extra Ball Step-up. single Green step.

Red-Yellow Completes circuit for Extra Ball Step-up. single Green-White step. fed from extra Ball adj. switch.

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... C»

CON T ROL U N IT

Diagram Switch Location Wire Color Operation

White-Brown Energizes Reflex Reset Coil through Replay Reset 8-I-A 3-C Jumper Relay 8witch '5.

Brown 8-Z-A 19-H Brown-White Pulse feed for extra advantage feature •.

Blue-Red Control8 Extra S tep impulae c ircuit to Score 9-1-A 17-F Blue-Yellow Step-up.

Red-Green Pulses H I or Hl Replay Control Step-up thru

IO-I-A lZ-D Orange-Green Horiz.ontal Scores Relay switch on Scare 7th &I 8th positions.

Brown-Red Pulses HI or Hl Replay Control Step-up thru Horizontal

I l- l -A IZ-D Jumper Scores Relay switch. on Score 5th &. 6th positions.

Orange Pulses H I or Hl Replay Control Step-up thru Horizontal

IZ-l-A IZ-D Jumper Scores Relay switch. on Score 3rd & 4th positions.

Blue-White Pulses II 1 or Hl Replay Control Ste p-up thru Horizontal

1 3-I-A IZ-D J umper Scores Relay switch. on Score 1st & lnd positions.

Brown-Yellow Pulses Replay Step-up" Reflex Step-up when Replay

13-Z-A 11-D White-orange Index Arm .witch is closed.

13-Z-A G reen-R ed Lock-in switch for Scan Index Coil. during

16-C Green-White Scoring cycl�.

White-Green Opens feed to Timer Step-up du ring replay 8c oring .4-1-B 9-D Green-Yellow cycle.

Page 22: United manufacturinq Company - Bingo Pinballs · PDF filegame) to lite 8 balls next game. 12. ... When lite advances to "Select a Lit Number Before Shootir 4th Ballll panel: (a) Selection

-..0

l4-2-B

15-1-B

15-Z-B

16-1-A

l6-2-B

17-1-A

17-l-A

17-3-A

18-1-A

18-Z-B

13-8

13-C

14-C

O-D

17-F

11-8

13-C

16-C

16-8

I-B

Gray -R ed Safety switch prevents start of scoring. Red-Black until replay carns are in index position.

White -Green Controls operation of 3 Numbers Win during Brown-Yellow scan period.

Gray-Yellow Controls operation of 4 Numbers Win during Red-Yellow Bcan period.

Red } 110 V. S tarts Control Unit Il M ixer Unit motors. Brown} Plastic

Red-Green Controls Score extra-step operation.

Blue -Yellow

White-orange Completes feed to Replay Control S tep-up. Reflex Yellow and Replay Step-up.

Gray-Red Completes circuit for Row Relays Red-Black during scoring cycle.

Gray-Red C.ompletes feed line for Scan Index Green-Red Lock-in circuit.

Gray-Red Energize. Replay Cam's' Index Red-Black coil.

Brown-Black Breaks circuit to Coin Relay and Coin Lockout. Yellow coil. act . as safety switch.

Page 23: United manufacturinq Company - Bingo Pinballs · PDF filegame) to lite 8 balls next game. 12. ... When lite advances to "Select a Lit Number Before Shootir 4th Ballll panel: (a) Selection

N o

8-32 F

2700

4-5

SCAN RELAY

@

REPLAY RESET RELAY

®

LOCK RELAY

®

2-C

l-C

4-8

3-A 2-1 1-A

Diagram Location

14-C

13-C

13-E

3-D

Z-E

3-D

0-0

3-D

l-E

l-D

l-C

8-E

8-C

I-E

CONT R OL RELA YS

Wire Color Operation

Red-Yellow Yellow-Black

Switches 4 nos. Win to 5 nos. Win.

White-Blue

White-Green Swit.ches 4 nos. Win Relay starting pulse to Red-White 5 nos. Win Relay. Gray-Yellow

}ted-Green Coil is energized through Horizontal Black-Yellow Scores disc & Scan disc.

Orange White-Brown Break. circuit to Reflex Re.et Coil.

Orange-White Break. circuit to Coin Ie Extra Ball Relay •. Black complete. circuit to Replay meter" Replay Jumper Ruet Relay Trip coil.

Jumper Completes feed to Replay Reset Meter Blue (if operator installed).

Brown ) 11 0 V. (110 volt.) Start. Control Unit and Mixer Unit Red ) Pl.-tic motor •.

Black-Yellow Switche. feed from Control Unit Cam 'Z, .witch '1 Green-Red to Mixer Impul.e Switch l-B. for Replay Step-up Green-Black Re.et coil. : Jumper Coil is energized by Lock relay Jumper switch 114.

Black-Yellow Energize. Replay Reaet relay when tbi. relay Jumper drop. out.

Green-White Opens circuit coin relay safety switch. White-G r een

Red Green Energize. Tilt relay.

Yellow Jumper Lock .witch for thi. relay.

Black Coil 18 energized by Control Unit Cam 'S. Black-White .witch 1.

Page 24: United manufacturinq Company - Bingo Pinballs · PDF filegame) to lite 8 balls next game. 12. ... When lite advances to "Select a Lit Number Before Shootir 4th Ballll panel: (a) Selection

N -

BALL GATE IELAY

®

I-3IFI EXTIA BALL laa,Q p. L IELAY

� ®

COil IElAY

®

4-A 3-A 2-A I-A

3-C 2-A I-A

3-A

2-A 1-A

Diagram Location

6-D

7-D

9-C

IO-C

lO-E

6-D

17-A

Z-C

l-E

6-C

5 -D

l -C

2.-E

Wire Color Ope rat ion

Blue-Red Energizes 5th Ball r el ays when Timer Step-up YellOW-Green is on 4th or 5th position.

Black-Red Starts Ban Lift Motor. fed from series of trough Red-Greea switches .

Gray-White Completes circuit thru 5th Ball relay B. switch I-L Black-Gre.A Drag A r m switch and Control Unit Cam' I to pulse

Timer Step-up.

White-Blue Brown-Y ellow Lock Switch for this r elay.

Red Yellow-Green Coil ia .. nergiz .. d bv Ball Gate switch Gray -Yellow Jumper Switch es feed from S huffle Motor S tart Cir,cuit to Orange-Red Pulse Timer Reset coil on Extra Ball Play.

J umper Red-Bla ck Lights Extra Ball Panel.

B r own-White Orange-Red Lock S witch for this relay.

Jumpe r Green-Black Extra Ball Push Button Switch energizes coil. J umper Completes circuit to start shuffle motor, or Gree n -Y ellow reset Tim er S te p - up on Extra Ball Play.

Y ellow-R, ed .E;nergizelt Sequcnt;c Index toil a.nd. Mixer La.tch Yellow - Blue coil.

B rown-Wh it e Jumper Lock S witch for this relay.

Orang e -White Drop C h ute switch or Flay-All Push Button Red-White energizes coil.

Page 25: United manufacturinq Company - Bingo Pinballs · PDF filegame) to lite 8 balls next game. 12. ... When lite advances to "Select a Lit Number Before Shootir 4th Ballll panel: (a) Selection

N N

o

ell _ -4 ,... Z r- :..

® II � a � .

-lflZl I I I � � �

3 IN- LINE SCORES THROOGH SWITCHES

l - C I - B 3 -A

l - C I - D 3 - E

l - C - 1 - D

3 - B

o o

� .... _ -4 ,.. -r- -� a ® � .

W - : � . � a � .

o II I

N - -,.. -r- -

® � a � .

IN LINE SCORES

4- IN- LINE SCORES THROUGH SWITC HES

l -C 2 - D 2 - B 2 -A

l - C 2 - D 2 - B 2 - E

5 IN- LINE SCORES THROUGH SWITCHES

l -C 2 - D 2 - B l - E I-A

o

-. en ,... -4 r- :D

® � o � .

CODE All switches normally open.

Number indic ate . switch build­up from F rame .

Lett e r indicate. Rel ay .

A - 5th Row Relay B - 4th Row R el ay C - 3rd Row Relay D - 2nd Row Relay E - 1st Row R el ay

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R E P L AY I M P U L S E

CA M SWS.

5 1 N L I N E

4 1 N L I N E

3 1 N L I N E

R E P L A Y S. U. � R E PL A Y r C O N T R OL S. U. 0

CO N T R O L U N I T CA M N O . 13 SW.

50 �

1 6 IT6 4 14

1 -

1

75 [75

20 ilO 4 \4

CO N T R OL U N I T CA M N O . 12 SW.

CO N T R O L U N I T CA M N O. ll SW.

CO N T RO L U N I T CA M N0.10 SW.

l��i 10� 1_�� 1 1�� 12?5�13?:?

24 I 32 48 72 96 200 fI21 16 16 24 24 50

- - -

8 12 18 36 48 I 64 4 6 6 12 I1z1 Il&

2 -

1 3 -

1 ..L

1

L a rg e n u m b e r s a r e re p l a y s co r e s s h ow n o n b a c k g l a s s .

N u m b e rs i n c o r ne r pa n e l s i nd i c a t e n u m be r of s t e p s p u l s e d o n R e p l a y C o n t r o l S. U.

Page 27: United manufacturinq Company - Bingo Pinballs · PDF filegame) to lite 8 balls next game. 12. ... When lite advances to "Select a Lit Number Before Shootir 4th Ballll panel: (a) Selection

3 - A

I 2 - B I 2 - A 'r-- I 1 - A I 1 - A I I

L -3- B L -2-B I R - 2 - B L- l -C I R - l - C

ALTERNATOR ROTO

L-3 - A L- 2 - B L- l - A

R E . R E .

it- 2- BI Il-2-A I !R -2-AJ R - l - AI IL- l - A I I R- l -A I

� A FT E R S H E C T I O N

hH B A l l F EATU R E

R E . R E . A

C O D E :

A - M A K E SW. B - B R E A K SW. C - M A K E - B R E A K SW. L - L E F T R - R I G H T

E X A M P L E :

5T H B A L L R E .

L- l - C

S E l E C T I O N

F E A T U R E

R E . B

L E F T SI. STACK .J t L M A K E - B R E A K SW. 1 ST SI. U P F R O M F R A M E

3 - B 2 -A I 2 - A I 1 - A I 1 - A I

A l L C O I L S 5 - 29 950

8 TH BAll 4 CORNERS R E . R E .

L- 3- B 3 - B L- 2-A IR-2-A! 2 - A L - l - A IR-l -AI 1 - A

N AM E 5 � 8 R E . R E .

L- 3 - B R -3-B l-3- B R-3- B L- 3- B R-3-B L- 2 - A R-2-B L-2-A R-2- A l- 2-A R-2- A L- l - A R - l -C L - l - C R-l- A �- l - C , R-l - A

( EXTRA BA L L 5TH BAll 5 T H BAL L

R E . R E . A R E . B

3 - B 3 - A l - 3- B R -3- B 2 - A 2 - A L - 2 - B R -2-A 1 - A 1 - A L - l - B R - l - C

2 - 15 PE N MA N l T I LT R E .

R E l A Y B A N K

R E S E T C O I L

A l - 24 F 1000

R E . R E .

1Tl------1L I I I - - - - - -

1 1 :L _ _ _ _ _ U--------U

r--

\ \ \ \ \ \

�_L �-----

Trip Relay Ba n k

Page 28: United manufacturinq Company - Bingo Pinballs · PDF filegame) to lite 8 balls next game. 12. ... When lite advances to "Select a Lit Number Before Shootir 4th Ballll panel: (a) Selection

R E LA Y B A NK RELAYS

Switch Diag ram

W ir e C olor O p e r ation Loc ation

A lt e r nator J umper Z e r o p08it ion S c o r e Ste p -up d i s c energ i z e 8 C oi l l S -F J umpe r c o i l .

1 6 - H O r ange

C ontr o l s S c o r e S te p - up c ir c uit. i -A G r e e n-W h ite

G r e e n l - B l S -F J umpe r B r eak Switch for thi s r e lay �

D iagonals 1 7-F Jumper Sc ore S. U. energizes c oil. Coil Blac k-Green

I - A 1 3-A Jumper Lights R oto F eature pan.el . Green-B lac k

2 - A 9- C Jumper Complete s c ircuit to R oto Push 1 White-B ro w n Button Sw itc h.

3 - A J umper Completes c ircuit to Flash

Blue -Blac k R oto "Selec t N ow " .

Page 29: United manufacturinq Company - Bingo Pinballs · PDF filegame) to lite 8 balls next game. 12. ... When lite advances to "Select a Lit Number Before Shootir 4th Ballll panel: (a) Selection

Diagram Switch Location Wire Color Operation

8th Ball 1 9 -F Jumper Spot d i s c energiz.es coil. Coil Red -8 tue

I -A 3 -A Jumper Lights "Special Pocket Advance B tue - Ye llow A r r ow" Panel.

2 -A 1 9 - E Brown-Yellow Completes circuit to pulse 8th Brown Ball S. U . .

3 -B 1 9 - C Jumper Controls intermediate step pulse Gray-Red to 8th Ball S . U. Coil.

4 Corners 1 9 -F Jumper Spot disc energiz.es coil. Coil Yellow-Blue

I -A I I -A Jumper Lights 4 corners pane l . Blue

2 -A 1 4 - C Yellow-Red Completes cir cuit to Scan Disc Yellow - Black to scan c o r ne r s .

Page 30: United manufacturinq Company - Bingo Pinballs · PDF filegame) to lite 8 balls next game. 12. ... When lite advances to "Select a Lit Number Before Shootir 4th Ballll panel: (a) Selection

to.) '.J

Switch

E xtra Ball C o il

L - I -A

L - Z -A

L - 3 -B

R - I -C

R -Z -B

R-3-B 5th Ball R e lay " A" C o il

L - I -C

L -Z -A

L - 3 - B

R - I -A

R -l -A

R - 3 -B

Dia gram Location

Z -E

1 5 -F

1 5 -G

l -D

6 -B

8 - B

1 6 - F

6 -E

1 6-H

l l - E

6 - E

1 3 - B

7 - D

4 -A

W i r e Color O p e ration

1 umper Extra B a ll P U 8h Button 8 witch e ne r g i z e 8 J umper c oi l .

G r e e n C ompl ete 8 c ir cuit t o Ext r a Ball Step-up G ray -White c o il .

Orang e -R e d C ontr ol s f e e d line on 1 st S cor e P o s ition f o r B lu e - R e d E xtra Ball pla y .

J umpe r J umpe r B r eak S witch for th i s r e lay.

R ed - Y el low Switche s feed line f r om S c ore F la s h L it e s G r e e n-W hite to flash Extra Ball L ite s . B la c k - R e d

G r a y - R e d B reaks feed to S p ot Di s c , fla shing F e ature G r ay - Y e ll ow L ite s .

R e d-G r e en B r eaks feed to S c o r e Step-up when play ing Green-Yellow for Extra Rall

J umpe r T imer S tep -up ene r g i z e s c o il on 4th or 5 th J umpe r step.

B r own-White J umper Switche s feed line from Spot Disc to E xtra , J umpe r B a ll Step-up.

B la c k - Y e llow C omple t e s c i r c uit to H o r i z onta l S c or e s J umpe r R e la y s "A" & l iB " . B lue -Red J umper B r eak .witch for th is r e lay .

R e d - B lack J umpe r C omplete s feed to S c o r ing c ir c uit.

Y e llow - B lack C omplet e s circ uit to B a ll L ift motor on Black-Red Extra Ball play .

J umper B lue -White Stops "Se lect Now" li ght fla shing .

Page 31: United manufacturinq Company - Bingo Pinballs · PDF filegame) to lite 8 balls next game. 12. ... When lite advances to "Select a Lit Number Before Shootir 4th Ballll panel: (a) Selection

'" '"

Switch 5th Ball Relay uBn Coil

L - I -C

L-Z-A

L - 3 - B

R - I -A

R-Z-A

R - 3 -B

After 4th Ball Coil

L - I -C

L-Z-B

L - 3 -B

R - I -C

R - Z - B '---

Diagram Location

6-E

9-B

8-F

6-E

Z - D

14-G

1 7 -D

ZO-F

8-A

4-B

6-C

1 3 -A

ZO-G

Wire Color Operation

JU01per Timer Step-up energizes coil on 4th or 5 th J umper step.

Orange -White Switches Timer Step-up pulse cir cuit from Jumper Ball Lift motor switch II I to Control Unit Black-Green aeries switch e s .

Jumper Jumper Completes circuit for Selected Numb e r .

Jumper Jumper Break Switch for this relay.

Green-Black Completes circuit for Extra Ball Push Jumper Button relay.

Gray-Black Completes feed to Extra Ball run Jumper circuit.

Jumper Gray-Red Breaks circuit to Selector Release coil.

Jumper Spot Disc energizes coil thru switch H Z -L Jumper on Selection Feature Relay "A",

Gray-White Switches IIBefare 4th BallTl to 1!Before 5th Ban" Orange-Green panel light. Green-White

Blue-Black BreaKS circuit from Timer Step-up to flash Jumper "Select Now" after 4th ball is ahot.

Red-Black Opens circuit to "5th Ball Relayall until the B rown-White 4th Ball is shot.

White-Orange Switches "Roto Before 4th Ball" to Jumper "Roto Before 5th Ball" Panel Light.

White-Brown

Black-White Controls Feed Line to Selection Jumper Feature Relays.

Page 32: United manufacturinq Company - Bingo Pinballs · PDF filegame) to lite 8 balls next game. 12. ... When lite advances to "Select a Lit Number Before Shootir 4th Ballll panel: (a) Selection

N CD

Selection F eature "A" C o il

L- I-A

L-Z-B

L - 3 -A

R- I-A

R -Z -B S elechon F eature "B" C oil

L- I-A

L -Z -A

R- l -A

R -� -A

ZO-F

4-A

ZO-G

1 3 -B

IO-A

17-H

ZO-F

I S-C

S-F

Z O -F

Z l -F

I I J umper I Blue-Yellow Spot Disc energ ize s c oil.

I Red-Blue

Completes c ircuit to flash "Select Now" panel. I Yellow-Red ..

Blue-White Controls c ircuit to "After 4th Ball Relay " J umper c oil.

Jumper Completes c ircuit to A rrow Selec tion lights . I Yellow-G r een I I I

Orange-Blac k Completes c ircuit to "S e lection F eature Jumper Step-up" to light s e lection numbers .

Yellow-Blue C ontrols feed line to * 3 M ixer for advanc ing Irown- R ed Score S teD-uP.

Jumpe r J umper Spot Di.c energ ize . coil.

Jumper Completes c ircuit to S e le c tor R e lea.e c oil Jumper thru switch 3 -R . 5th Ball R elay "B"

G ray - Yellow Complete s c ircuit to Selec tor D is c . feed line White -Orang e for Card lights .

Ye llow-Black Complet e . c ircuit to Select ion F eature Step-up Green-Blac k c oil from Spot Di s c .

Ye llow-Red Complete . run c ircuit to Se lection F eature Jumper Ste p-up.

Page 33: United manufacturinq Company - Bingo Pinballs · PDF filegame) to lite 8 balls next game. 12. ... When lite advances to "Select a Lit Number Before Shootir 4th Ballll panel: (a) Selection

(.) o

Switch

Nam e R e lay Coil

L - I -A

L -l -A

L -3 -B

R - I -A

R -l -A

5-8 R e lay C oil

I -A

l -A

3 -B

2-15 Relay C o il

i -A

l -A

3-B

Diagram Location

1 9 -F

I O-A

1 7 -A

1 7 -C

1 7 -C

1 7-C

1 6 - E

3 -F

4-F

1 7-E

1 6 - E

l -F

b -F

1 6 - E

W i r e Color O pe ration

J umpe r White -Blue S pot Disc energiz e s coil.

G ray -White J umper L ights "Lite -A - Namel l pane l .

O rang e - Black Complete s c ir c uit to Playfield Name Jumpe r Rollover indica tor lite s .

B lack-White C ontr ole inte rmediate step p ul s e to Name Yellow -G re en Step- up coil .

Y ellow -Red C omplete s feed l ine from R ight Rollover J umper switch to Name Step-up Disc .

J umper C ompletes feed line from L e ft Rollover Brown-Y ellow switch to Name step-up Dis c .

J umpe r L eft Rollove r switch ener giz e s coil thr u J umpe r switch 11 3 on Pennant r elay .

White -B rown J umper Lights # 5 on Card .

Y e llow-Red Lights # 8 o n Card . J umpe r

J umper J umper B r eak switch for this r elay .

J umpe r R ight R ollover switch energi ze s coil thr u J umper switch Il on P ennant relay .

White -Green J umper Lights H2 on Ca rd .

R ed-White J umper L ights 1/ 1 5 on Card .

J umper J umper B r eak Switch for th is re lay .

Page 34: United manufacturinq Company - Bingo Pinballs · PDF filegame) to lite 8 balls next game. 12. ... When lite advances to "Select a Lit Number Before Shootir 4th Ballll panel: (a) Selection

DIagram I Switch W ir e C olor Operation I

Location I Pennant Yellow -R e d Coil 1 9 -F Jumpe r S pot Disc energizes coil .

Green-White Lights Pennant on bac kgla s s & Playfie ld I -A 1 0-A Jumpe r R ollover light s .

R e d - Yel low C omplete s c irc uit to tr ip 2 - 1 5 r elay and 2 -A 1 6 - D J umper next letter if Name Re lay is tr ipped.

B lue -White C omplete s circ uit to trip 5 -8 r e la y a nd 3 -A 1 6 - D J umpe r next letter if Na m e R e lay i s tripped .

T ilt G r e e n Lock r elay . S h a kepr oof T ilt s . Pendulum Coil 8 -D J umper T i lt a nd T imer S tep-up switch . e nergize coil .

Jumper Br eaks circ uit to Ex tra Ball Push B u tton L - l - B 2 -D O r a ng e - B lack r e lay .

Red B r eaks 50 volt c ir cu its whe n th i s r e lay is L - Z - B 8 -F B la c k tr ippe d .

Red } 1 1 0 V . B r eaks fe ed to Contr 01 Unit & M ix e r Unit L - 3 - B O -D B r own } Pla stic moto r s 1 1 0 volt s .

W hite - B lack R ed - Ye llow-White B r e a k s f e e d line to a ll F e at u r e L ight s "

R - I -C "I. -A White -G reen light s T ilt panel • h volt s .

G reen-Yellow R uns Shuffle motor to Z e ro p o s ition if r e l ay R -2 -A 6 - B Y e llow is t r ipp e d with Shuffl �boa I' d in UP po s ition .

G r a v Breaks 1 7 volt c i r c u it s when th i s r elay R - 3 -B l -H Gr ay -B lack is tr ipped .

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Page 35: United manufacturinq Company - Bingo Pinballs · PDF filegame) to lite 8 balls next game. 12. ... When lite advances to "Select a Lit Number Before Shootir 4th Ballll panel: (a) Selection

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Page 37: United manufacturinq Company - Bingo Pinballs · PDF filegame) to lite 8 balls next game. 12. ... When lite advances to "Select a Lit Number Before Shootir 4th Ballll panel: (a) Selection

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Page 39: United manufacturinq Company - Bingo Pinballs · PDF filegame) to lite 8 balls next game. 12. ... When lite advances to "Select a Lit Number Before Shootir 4th Ballll panel: (a) Selection

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Page 40: United manufacturinq Company - Bingo Pinballs · PDF filegame) to lite 8 balls next game. 12. ... When lite advances to "Select a Lit Number Before Shootir 4th Ballll panel: (a) Selection

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Page 41: United manufacturinq Company - Bingo Pinballs · PDF filegame) to lite 8 balls next game. 12. ... When lite advances to "Select a Lit Number Before Shootir 4th Ballll panel: (a) Selection

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Page 42: United manufacturinq Company - Bingo Pinballs · PDF filegame) to lite 8 balls next game. 12. ... When lite advances to "Select a Lit Number Before Shootir 4th Ballll panel: (a) Selection

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Page 43: United manufacturinq Company - Bingo Pinballs · PDF filegame) to lite 8 balls next game. 12. ... When lite advances to "Select a Lit Number Before Shootir 4th Ballll panel: (a) Selection

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Page 44: United manufacturinq Company - Bingo Pinballs · PDF filegame) to lite 8 balls next game. 12. ... When lite advances to "Select a Lit Number Before Shootir 4th Ballll panel: (a) Selection

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Page 45: United manufacturinq Company - Bingo Pinballs · PDF filegame) to lite 8 balls next game. 12. ... When lite advances to "Select a Lit Number Before Shootir 4th Ballll panel: (a) Selection

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SW I T CH N o . 2 CO M P LE T E S R E S E T C I R C U I T

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Page 46: United manufacturinq Company - Bingo Pinballs · PDF filegame) to lite 8 balls next game. 12. ... When lite advances to "Select a Lit Number Before Shootir 4th Ballll panel: (a) Selection

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Page 47: United manufacturinq Company - Bingo Pinballs · PDF filegame) to lite 8 balls next game. 12. ... When lite advances to "Select a Lit Number Before Shootir 4th Ballll panel: (a) Selection

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B R E A K S F E E D A .F T E R 1 ST STE P C O M P L E T E S C I R C U I T T O N o. 3 M I X E R D I S C

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Page 48: United manufacturinq Company - Bingo Pinballs · PDF filegame) to lite 8 balls next game. 12. ... When lite advances to "Select a Lit Number Before Shootir 4th Ballll panel: (a) Selection

1 S T E. B . G T R O U G H J 2 N D E . B. B R- R SW I T C H E S

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Page 49: United manufacturinq Company - Bingo Pinballs · PDF filegame) to lite 8 balls next game. 12. ... When lite advances to "Select a Lit Number Before Shootir 4th Ballll panel: (a) Selection

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Page 50: United manufacturinq Company - Bingo Pinballs · PDF filegame) to lite 8 balls next game. 12. ... When lite advances to "Select a Lit Number Before Shootir 4th Ballll panel: (a) Selection

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