Black Knight Logo 16P-500-103
Game No. 500
December, 1980





This booklet provides game operation, bookkeeping, game adjustment, diagnostic, and self-test procedures for BLACK KNIGHT. For installation information refer to the blue-covered game manual. For detailed information refer to the Williams Solid State Flipper Maintenance Manual.

SPECIAL CONSIDERATIONS WHEN REPLACING CIRCUIT BOARDS

CPU Board

  1. Revision level 7 CPU Boards (batteries located on lower left corner at board) of later boards must be used.
  2. Must be equipped with blue-labeled Flipper ROMs and blue-labeled Game ROMs.
  3. Jumpers W3, W10, W11,W14 W17, W19, W20, and W22 must be connected Jumpers W4, W9, W12, W15, W16, W18, W21, and W23 must be removed. With the exception of W25, (Factory Setting Jumper) all other jumpers are not changed.
Driver Board

Either earlier model D 7997 or later model D 8341 boards may be used. When earlier boards are used, eight switch matrix series resistors R204 thru R211 must be zero-ohm or replaced with wire jumpers. Later D 8341 boards do not use series resistors in the switch matrix. (Note: Refer to this  Driver Board Assembly Drawing, where R204 thru R211 are shown correctly as jumpers W9 thru W16.

Sound Board

  1. D 8224 required for speech.
  2. Must be jumpered for white-label sound ROM operation and be equipped with Sound ROM 5. (Jumpers W2, W5, W7, W9, W10, W12, and W15 connected; W3, W4, W6, W8, Wll, and W13 removed).
Power Supply Board
  1. When transformer is mounted in cabinet, D 8345 board (equipped with relay) is required. When transformer is mounted in backbox, earlier D 7999 board is required.
  2. Fuse F4 (20A SB) for flipper solenoids and magnets must be installed.
Display Boards

Model C 8363 Master Display and 7-digit Slave Displays required.

Optional Speech Module

Requires 5T5001 (IC7), 5T5002 (IC5), 5T5003 (IC6), and 5T5004 (IC4) Speech ROMs.

GAME OPERATION
*Indicates adjustable features.
Multi-Ball and Magna-Save are trademarks of Williams Electronics, Inc.

Game Over Mode - Turn game ON; player 1 score shows 00; all player scores alternate the high score to date, Game Over lamps light. All playfield lamps cycle in attract mode.

Credit Posting - Insert coin(s); sound produced, number of credits displayed. If maximum credits* exceeded by coin or high score to date*, credits are posted correctly, coin lockout,de-energizes until remaining credits are below maximum. No credits may be won and coins are rejected while lockout is deenergized.

Game Start - Three balls must be resting on ball ramp, ball locking mechanism or ball shooter switches (maximum of one ball in ball shooter trough) before game will start. Push credit button, startup tune played, ball served, credit display reduced by 1, player 1 score flashes 00 until first scoring switch is made, ball in play shows 1. Pushing credit button before ball 2 displayed allows additional players.

Bonus Advance - The bonus is advanced (from 1,000 to 49,000) one time by making left ramp rollover, twice by making left and right inside rollovers or outlanes, three times by completing a bank of drop targets, and five times by making left or right inside rollovers as a result of Magna-Save(tm) feature. With bonus at maximum and multiplier at 5x, completing a bank of drop targets or making one of the advance switches scores 5,000. Bonus multipliers are advanced from 2X to 5X by making the Turnaround.

Magna-Save(tm) Feature* - Completing a drop target 3-bank while associated lamp is still flashing scores 10,000, lights a target arrow, and lights a magnet. If the associated lamp goes out before the bank is completed, the bank is reset. With a magnet lamp lit, operating the corresponding Magna-Save button on the side of the cabinet energizes the magnet for a few seconds* and a ball held stationary by the magnet will tend to go through the inside rollover.

Mystery and Spinner - Making the left inside rollover flashes the right ramp rollunder for a mystery value. Making the rollunder while still flashing awards the mystery value which will be indicated on other player display(s). Making the right inside rollover flashes the spinner.

Multi-Ball(tm) Play - Making a ball in the lock mechanism when a lock arrow is flashing, lights a lock arrow steadily and lights the lower playfield eject hole. Locking three balls in the mechanism or making the eject hole when lit releases the balls from the mechanism. All scoring and mystery values are tripled while three balls are in play and doubled while two balls are in play. Lock arrows do not flash until turnaround is made.*

Extra Ball - A maximum of four * Extra Balls may be accumulated at one time. Spotting three arrows for both top and/or* both bottom banks lights the left ramp rollover for the first possible extra ball. Spotting all 3-bank arrows lights the Turnaround for the second possible Extra Ball. Spotting all 3-bank arrows alternately lights the left ramp rollover and Turnaround for additional Extra Balls. Making left ramp rollover or Turnaround when lit awards an Extra Ball.

Last Chance* - With locked balls on the last ball of the game, the left and right outside rollovers are lit for a "last chance." Making the rollover when lit releases any locked balls (no Multi-ball scoring). If Extra Ball(s) is won during "last chance", the rollovers are not relit.

Bonus Ball* - With two or more players, a player with the highest score is awarded a bonus ball*. All three balls are released and play is allowed for 30* seconds with both magnet lamps lit. There is no Multi-Ball or mystery scoring or playfield Extra Ball feature during the bonus ball. Extra Balls won from Special or high score levels are awarded as additional bonus balls.

Special - Completing all four drop target 3-banks during the bonus ball lights the Turnaround for a possible Special. Making the Turnaround when lit awards a Special.

Memory - 3-bank drop target arrows, locked balls, magnet lamps, and Extra Ball lamps.

Tilt - Ball in play tilted on first closure of ball roll tilt and third* closure of Plumb Bob and playfield tilts. Slam tilt returns game to game over.

End of Game - Match Digits* appears 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. A new game cannot be started with more than one ball resting in the ball shooter trough; excess balls must be returned to the playfield and rest on the ball ramp switches.

With Speech Module, the following phrases are produced during game play.

Game start, add players 2, 3, and 4; Random phrase:

Defend thyself, Knight.
I challenge thee to fight me.
You cannot fight and win.
I will slay you, my enemy.
The BLACK KNIGHT will win again.
The BLACK KNIGHT will slay you.
Fight against me, the BLACK KNIGHT.
I will slay thee, Knight.



Achievement
2-ball Multi-ball Play
3-ball Multi-ball Play
Magna-Save drain
Win free game
Win Extra Ball
**After last regular ball:
1 -player

2-,3-, or 4-players

High Score to Date
Match
Game Over
Response
Fight against 2 enemies.
Fight against 3 enemies.
Laughter.
I cannot slay you. You win.
Fight me again, Knight.

One enemy cannot fight the
BLACK KNIGHT again.
You win the right to fight the
BLACK KNIGHT again.
You win one fight. I challenge thee again.
The BLACK KNIGHT will win again.
Will you challenge the BLACK KNIGHT again?
** Produced only if "Bonus Ball" enabled.



BOOKKEEPING AND GAME EVALUATION

(Functions 01-17)
  1. Set AUTO-UP/ MANUAL-DOWN switch to AUTO-UP and depress ADVANCE pushbutton. Test 04 is indicated in the credits display, Function 00 in Match display, and Game Identification in Player 1 display.
  2. Operate the ADVANCE pushbutton to display Functions 01 thru 04 on the Match display (See Table 1) and record the corresponding totals (number of coins and total paid credits) from the Player 1 display. (To review a total that has been advanced past, set switch to MANUAL-DOWN and operate the ADVANCE pushbutton).
  3. Operate the ADVANCE pushbutton to display Functions 05, 06, and 07 in the Match display and record the corresponding free credit totals from the Player 1 display.
  4. Operate the ADVANCE pushbutton to display Function 08 in the Match display. Total credits is indicated in the Player 1 display, total free credits in the Player 2 display, and percentage of free credits in the Player 4 display.
  5. Operate the ADVANCE pushbutton to display Function 09 thru 12 in the Match display and record the corresponding totals from the Player 1 display.
  6. Operate the ADVANCE pushbutton to display Functions 13 thru 17 in the Match display and record the corresponding totals from the Player 2 display.
  7. With switch set to MANUAL-DOWN operate ADVANCE to display Function 50 in the Match Display. From Function 50 you can return to game over or zero audit totals and return to game over. Perform step 8.a. or 8.b. as desired.
  8. a. To return to game over, set the switch to AUTO-UP and depress ADVANCE.
    b. To B and return to game over set switch to AUTO-UP, operate the credit button to display 35 in the Player 1 display, and depress ADVANCE.
Table 1. Audit Totals
DESCRIPTION
FUNCTION PLAYER 1 PLAYER 2 PLAYER 4
00 Game Identification (2500 2) -- --
01 Coins, Left chute
(closest to coin door hinge)
-- --
02 Coin, center chute -- --
03 Coin, right chute -- --
04 Total Paid Credits -- --
05 Special Credits -- --
06 Replay Score Credits -- --
07 Match Credits -- --
08 Total Credits Free Credits % Free Credits
09 Total Extra Balls -- --
10 Ball Time in Minutes -- --
11 Total Balls Played -- --
12 Current High Score to Date -- --
13 Backup High Score to Date High Score to Date
Credits Awarded
--
14 Replay 1 Score Times exceeded --
15 Replay 2 Score Times exceeded --
16 Replay 3 Score Times exceeded --
17 Replay 4 Score Times exceeded --

GAME ADJUSTMENT PROCEDURE

(Functions 13-41)
Coin door must be open to change settings.
  1. Set AUTO-UP/ MANUAL-DOWN switch to AUTO-UP and depress ADVANCE pushbutton. Test 04 is indicated in the Credits display, Function 00 in Match display, and game identification in Player 1 display.
  2. To raise Function number in Match display, operate ADVANCE pushbutton with switch set to AUTO-UP. To lower Function number operate ADVANCE with it set to MANUAL-DOWN.
  3. With desired Function indicated in Match display, raise value in player 1 display by operating credit button with switch set to AUTO-UP; lower value by operating credit button with it set to MANUAL DOWN. Value left in Player 1 display is new setting. For values see Table 2 and (for pricing) Table 3.
  4. Repeat steps 2 and 3 until all required adjustments have been made.
  5. Operate ADVANCE until Function 50 is indicated in Match display. From Function 50 you can return to game over or restore factory settings. Perform step 6 or 7 as desired.
  6. To return to game over, depress ADVANCE with switch set to AUTO-UP.
  7. To restore factory settings and zero audit totals:
    a. Operate Credit button with switch set to AUTO-UP until 45 is indicated in Player 1 Display.
    b. Depress ADVANCE. The game returns to Test 04, Function 00.
    c. Set switch to MANUAL-DOWN and depress ADVANCE to indicate Function 50.
    d. Set Switch to AUTO-UP and depress ADVANCE.

RESETTING HIGH SCORE TO DATE

  1. Using game adjustment procedure, set Function 13 to the desired reset value.
  2. Depress HIGH SCORE RESET pushbutton.

FACTORY AUDIT TOTALS

(Functions 42-49)
The following factory audit functions are assigned:
42 - Total "Last Chance" won
43 - Total times Multi-ball achieved
44 - Total times "Mystery" score won
45 - Total "Bonus" balls awarded
49 - Number of Auto Cycle Test Passes.

Table 2. Game Adjustments
FUNCTION DESCRIPTION NOTES *FACTORY SETTING
13 Backup High Score to Date [HSTD Credits Awarded] 1 2,500,000
14 Replay 1 Score [Times exceeded] 2 1,000,000
15 Replay 2 Score [Times exceeded] 2 2,000,000
16 Replay 3 Score [Times exceeded] 2 0
17 Replay 4 Score [Times exceeded] 2 0
18 Maximum Credits 3 30
19 Standard and Custom Pricing Control (00-08) 4 01/03
20 Left Coin Slot Multiplier 4 03/09
21 Center Coin Slot Multiplier 4 12/45
22 Right Coin Slot Multiplier 4 03/18
23 Coin Units Required for Credit 4 04/05
24 Coin Units Bonus Point 4 15/45
25 Minimum Coin Units 4 00
26 Match: 00 = Match ON; 01 = Match OFF - 00
27 Special: 00 = Awards Credit; 01 = Awards Extra Ball 02 = Awards Points - 00
28 Replay Scores: 00 = Awards Credit; 01 = Awards Extra Ball or Bonus Ball - 00
29 Maximum Plumb Bob Tilts - 03
30 Number of Balls (03 or 05) - 03
31 Magna-Save feature: 03-09 = on time in seconds 5 05
32 Attract mode Sound: 00 = ON; 01 = OFF - 00
33 Drop Target Timing: 00-09 = 6-15 Seconds - 03
34 "Bonus Ball" Time: 00 = not allowed; 01-99 = Time in Seconds - 30
35 Bell: 00 = Bell OFF; 01 = Bell ON - 01
36
Extra Ball Difficulty 00 = 1st EB from pair of drop target banks
01 = All EB's from four drop target banks
-
00
37 Multi-Ball Difficulty: 00 = Liberal; 01 = Moderate - 00
38 Locked Ball Lamps: 00 = Memory; 01 = No Memory - 01
39 Background Sound: 01 = ON; 00 = OFF - 01
40 High Score Credits 1 03
41 Maximum Extra Balls at one time (00 = no extra ball) - 04

*Second Factory Setting value is with jumper W25 connected.
[ ] Description in brackets shown in Player 2 Display.
  1. Function 13 may be set to any multiple of 100,000 points. Setting Function 40 to zero with Function 13 set to any score but zero permits the High Score to Date feature to operate but no credits are awarded.
  2. Functions 14-17 (Replay Scores) may be set to any multiple of 100,000 points. Setting a function to Zero disables the replay score point.
  3. Setting Maximum Credits (Function 18) to zero places the game in a free play mode.
  4. With Function 19 set to 00, Functions 20-25 must be set manually. Refer to Table 2 for eight standard pricing schemes (selected by values of 01-08 for Function 19) and custom pricing values.
  5. Magnets always enabled during "Bonus Ball".

RECOMMENDED SCORE LEVELS

CREDIT GAMES
3-Ball: *1,000,000; 2,000,000
5-Ball: 2,000,000; 3,000,000
EXTRA BALL
3-Ball: 700,000
5-Ball: 1,000,000

*Factory Setting


Table 3. Standard and Custom Price Settings
COIN DOOR
MECHANISM
CREDITS FUNCTION
19 20 21 22 23 24 25
Twin-Quarter
Quarter, Dollar, Quarter
1/25¢, 3/50¢, 7/$1
1/25¢, 3/50¢, 7/$1 coin only
1/25¢, 7/$1 coin only
1/25¢, 3/50¢, 6/$1
1/25¢, 6/$1 coin only
1/25¢, 5/$1
2/50¢, 5/$1
1/25¢, 5/$1 coin only
·1/25$, 4/$1
2/50¢, 4/$1
·1/50¢, 2/75¢, 3/4 x 25¢
 4/$1 or 5 x 24¢
1/50¢,3/$1, 4/$1.25
1/50¢, 3/$1, 7/$2
·1/50¢, 3/$1, 6/$2
1/50¢
00
00
00
00
00
00
00
00
03
00
05

00
00
01
00
03
03
01
01
01
01
01
01
01
01
03

03
12
01
01
12
14
07
04
06
04
04
05
04
04
15

12
48
04
04
03
03
01
01
01
01
01
01
01
01
03

03
12
01
01
02
02
01
01
01
01
01
01
01
01
04

04
14
02
02
12
00
00
02
00
04
04
00
00
00
15

15
96
04
00
00
00
00
00
00
00
02
00
00
02
00

00
18
00
00
1DM, 5DM, 2DM·1/1DM, 3/2DM, 10/5DM
2/1DM, 5/2DM, 14/5DM
02
00
09
13
45
65
18
26
05
05
45
65
00
00
20-Cent, 50-Cent1/20¢, 3/50¢00060015050000
1 Franc, 10 Franc, 5 Franc·1/2F, 3/5F only, 8/10F only04011606020000
25 Cent,
1 Guilder
·1/25¢, 4/1G
1/25¢, 5/1G
06
00
01
01
00
00
04
04
01
01
00
04
00
00
Twin 100 Yen2/100Y00020002010000
1 Franc or
Twin-1 Franc
1/1F, 3/2F
1/1F
00
00
01
01
01
01
01
01
01
01
02
00
00
5 Franc,
10 Franc
·1/5F, 2/10F
·1/10F
07
08
01
01
00
00
02
02
01
02
00
00
00
00
Twin-2 Franc·1/2F03010401010000
10, 20 Franc·1/10F, 2/20F07010002010000
Twin-1 Sucre1/3S, 2/5S00020002050000
· Indicates standard price setting by adjusting only Function 19. For other price settings, set Fuction 19 to 00 and set Functions 20 through 25 to the values indicated in the chart

DIAGNOSTIC PROCEDURES

Display Digits Test
  1. Set AUTO-UP/MANUAL-DOWN switch to MANUAL-DOWN and depress ADVANCE. Displays should indicate all 0's.
  2. Set the switch to AUTO-UP. Displays should sequence from all 0's thou all 9's. Comma segments should come on when odd digits are displayed.
  3. To stop cycling, set switch to MANUAL-DOWN. Operate ADVANCE pushbutton to step tests one number at a time. Set switch to AUTO-UP to resume cycling.
Sound Test
  1. From Display Digits Test depress ADVANCE with the switch set to AUTO-UP. Test 00 should be indicated in the Credits display and the Match display should sequence from 00 thou 06. Different sounds should be produced for 00, 01, 02, 03, and 04.
  2. To continuously pulse a single sound, set the toggle switch to MANUAL-DOWN. Operate ADVANCE pushbutton to sequence through sounds one at a time. Set toggle switch to AUTO-UP to resume sequencing.
Lamp Test
From Sound Test depress ADVANCE with the switch set to AUTO-UP Test 01 should be indicated in the Credits display and all multiplexed lamps should flash.

Figure 1. Lamp Matrix


ROW
COLUMN

1
YEL-BRN
2J5-8
2
YEL-RED
2J5-9
3
YEL-ORN
2J5-6
4
YEL-BLK
2J5-7
5
YEL-GRN
2J5-3
6
YEL-BLU
2J5-5
7
YEL-VIO
2J5-1
8
YEL-GRY
2J5-2

1
RED-
BRN
2J7-1
Same
Player
Shoots
Again
Right
MAGNA-
SAVE

Lamp
Bottom
Left
3-Bank
Lamp
Bottom
Left
3-Bank
Lower Arrow
Top
Left
3-Bank
Lower Arrow
Left Ramp
Rollunder
Extra Ball
When Lit
"2"
Bonus
"10"
Bonus

2
RED-
BLK
2J7-2
Ball
in
Play
Left
MAGNA-
SAVE

Lamp
Bottom
Right
3-Bank
Lamp
Bottom
Left
3-Bank
Center Arrow
Top
Left
3-Bank
Center Arrow
Left
Lock
Lamp
"3"
Bonus
"20"
Bonus

3
RED-
ORN
2J7-3
Tilt Left
Outlane
Top
Left
3-Bank
Lamp
Bottom
Left
3-Bank
Upper Arrow
Top
Left
3-Bank
Upper Arrow
Not
Used
"4"
Bonus
"30"
Bonus

4
RED-
YEL
2J7-4
Game
Over
Right
Outlane
Top
Right
3-Bank
Lamp
2X
Scoring
Jet
Bumper
Not
Used
"5"
Bonus
"40"
Bonus

5
RED-
GRN
2J7-5
Match Right
Spinner
Center
Lock
Lamp
Bottom
Right
3-bank
Right Arrow
Top
Right
3-Bank
Lower Arrow
Not
Used
"6"
Bonus
2x

6
RED-
BLU
2J7-6
High
Score
to
Date
Ramp
Rollunder
Turnaround
Extra
Ball
When Lit
Bottom
Right
3-Bank
Center Arrow
Top
Right
3-Bank
Center Arrow
Not
Used
"7"
Bonus
3x

7
RED-
VIO
2J7-9
Credits
(Playfield)
Right
Inside
Rollover
Turnaround
Special
Bottom
Right
3-Bank
Left Arrow
Top
Right
3-Bank
Upper Arrow
Same Player
Shoots
Again
(Playfield)
"8"
Bonus
4x

8
RED-
GRY
2J7-8
Bonus
Ball
Time
Left
Inside
Rollover
Lower
Playfield
Eject
Hole
3x
Scoring
Right
Lock
Lamp
"1"
Bonus
"9"
Bonus
5x

Solenoid Test

  1. From Lamp Test depress ADVANCE with the switch set to AUTO-UP. Test 02 should be indicated in the Credits display. Display sequences from 01 thru 25. Corresponding solenoids 01 thru 24 are pulsed. Flipper relay is de-energized with subtest 25.
  2. To continuously pulse a single solenoid set switch to MANUAL-DOWN. Operate ADVANCE pushbutton sequence through the solenoids one at a time. Set toggle switch to AUTO-UP to resume sequencing.

Figure 2. Playfield Solenoid Locations and Solenoid Chart
Solenoid Locations Sol.
No. Function

01 Ball Release
02 Lower Left 3-Bank Drop Target Reset
03 Lower Right 3-Bank Drop Target Reset
04 Upper Left 3-Bank Drop Target Reset
05 Upper Right 3-Bank Drop Target Reset
06 Ball Ramp Thrower
07 Multi-Ball Release
08 Lower Eject Hole
09 Right Magnet Relay
10 Left Magnet Relay
11 Special Relay*
12 Not Used
13 Not Used
14 Not Used
15 Bell
16 Coin Lockout
17 Left Kicker
18 Right Kicker
19 Jet Bumper
20 Not Used
21 Not Used
22 Not Used

* Special relay located on Power Supply Board (games with transformer in cabinet) or in backbox (games with transformer in backbox).

Table 4. Solenoid Connections
SOL.
NO.
FUNCTION WIRE
COLOR
CONNECTIONS DRIVER
TRANS.*
SOLENOID
PART NO.
01
02
03
04
05
06
07
08
09*
10*
11
12
13
14
15
16
17*
18*
19*
20*
21*
22*
*

*

*

*

Ball Release
Lower Left 3-Bank Drop Target Reset
Lower Right 3-Bank Drop Target Reset
Upper Left 3-Bank Drop Target Reset
Upper Right 3-Bank Drop Target Reset
Ball Ramp Thrower
Multi-Ball Release
Lower Eject Hole
Right Magnet Relay
Left Magnet Relay
Special Relay
Not Used
Not used
Not Used
Bell
Coin Lockout
Left Kicker
Right Kicker
Jet Bumper
Not Used
Not Used
Not Used
Lower Right Flipper

Upper Right Flipper

Lower Left Flipper

Upper Left Flipper
GRY-BRN
GRY-RED
GRY-ORN
GRY-YEL
GRY-GRN
GRY-BLU
GRY-VIO
GRY-BLK
BRN-BLK
BRN-RED
BRN-ORN
BRN-YEL
BRN-GRN
BRN-BLU
BRN-VIO
BRN-GRY
BLU-BRN
BLU-RED
BLU-ORN
BLU-YEL
BLU-GRN
BLU-BLK
BLU-VIO

BLK-YEL

BLU-GRY

BLK-GRY

2P11-4, 8P3-1
2P11-5, 8P3-2
2P11-7, 8P3-3
2P11-8, 8P3-4
2P11-9, 8P3-5
2P11-3, 8P3-6
2P11-2, 8P3-7
2P11-1, 8P3-8
2P9-9, 10P3-9
2P9-7, 10P3-10
2P9-1, 10P3-11
2P9-2, 10P3-12
2P9-3, 10P3-13
2P9-4, 10P1-16
2P9-5, 7P1-17
2P9-6, 7P1-18, 7P2-4
2P12-7, 8P3-17
2P12-4, 8P3-18
2P12-3, 8P3-19
2P12-6, 8P3-20
2P12-8, 8P3-21
2P12-9, 8P3-22
7P1-8, 8P3-3

7P1-31, 8P3-5

7P1-10, 8P3-4

7P1-30, 8P3-9

Q15 (Q7)
Q17 (Q8)
Q19 (Q9)
Q21 (Q10)
Q23 (Q11)
Q25 (Q14)
Q27 (Q15)
Q29 (Q16)
Q31 (Q13)
Q33 (Q12)
Q35 (Q17)
Q37 (Q18)
Q39 (Q19)
Q41 (Q20)
Q43 (Q21)
Q45 (Q22)
Q2  (Q1)
Q4  (Q5)
Q6  (Q4)
Q8  (Q6)
Q10  (Q2)
Q12  (Q3)
--

--

--

--

SA-23-850-DC
SA3-23-850-DC
SA3-23-850-DC
SA3-23-750-DC
SA3-23-750-DC
SG-23-750-DC
SG-23-750-DC
SG-23-750-DC
SM-35-4000-DC
SM-35-4000-DC
SA-24-750-DC
--
--
--
SM29-1000-DC
SM-35-4000-DC
SG-23-850-DC
SG-23-850-DC
SG-23-850-DC
--
--
--
SFL-19-400
30-750-DC
SFL-19-400
30-750-DC
SFL-19-400
30-750-DC
SFL-19-400
30-750-DC
*NOTES:
  1. First transistor reference Qn for earlier D7997 Driver Board; 2nd shown (Qn) for D8341 Driver Board.
  2. Contacts of solenoid 9 and 10 switch ground to magnets(Part No. 20-8991).
  3. Special switch connections for solenoids 17 through 19 are as follows:
      17--ORN-BRN--2P13-5, 8P3-5
      18--ORN-RED--2P13-3, 8P3-6
      19--ORN-BLK--2P13-2, 8P3-7
  4. Flipper button connections are as follows:
      Right--ORN-VIO--2P12-1, 7P1-7
      Left--ORN-GRY--2P12-2, 7P1-9
  5. Typical wiring for solenoids and special switches:
Typical Solenoid Wiring

Switch Test
  1. From Solenoid Test depress ADVANCE with the switch set to AUTO-UP. Test 03 should be indicated in the Credits display and any stuck switches in the Master display. As stuck switch(es) are displayed a sound is produced. The display continuously cycles through the stuck switches and as they are opened, the number is removed from the sequence. When all switches are open, the Match display is blank and the sounds stop.
  2. If all switches in a row are displayed, first verify that all are open and then check for a short to ground on the row wire.
  3. Operate switches, a sound is produced and switch number is momentarily indicated in the ball in play display. If two switches in a row are indicated with one switch closed, check for a short between the column wires; for multiple indication check column wire for short to ground. If two switches in a column are indicated with one switch closed, check for short between row wires.
  4. If proper indications are obtained in Test 03 but matrix problem is suspected in game play, disconnect lamp connectors 2P5 and 2P7. Recheck in game play. Perform CPU Self-Test if problem remains. If problem is cleared, check for short between lamp matrix and jet bumper mounting brackets.
  5. Shorted diodes can cause "rectangle" switch matrix problems as follows: The lower left 3-bank upper target is down (switch 27), and lower right 3-bank center target is down (switch 30). A ball enters the lockup trough making switch 43, a shorted diode at switch 27 would cause switch 46 Playfield Tilt to be (incorrectly) indicated. Note that the "rectangle" is always completed with an incorrect switch diagonally opposite from the switch with the shorted diode. See Fig. 5 - Switch Matrix Table.



Figure 3. Playfield Switch Locations and Switch Chart
Switch Locations Switch
No. Function (Score*)

01 Plumb Bob Tilt
02 Ball Roll Tilt
03 Credit Button
04 Right Coin Switch
05 Center Coin Switch
06 Left Coin Switch
07 Slam Tilt
08 High Score Reset
09 Right Magnet Button
10 Left Magnet Button
11 Left Outlane (5,000)
12 Right Outlane (5000)
13 Spinner (100/2,500*)
14 Right Ramp Rollunder (500/ Mystery)
15 Right Inside Rollover (2,000/ 10,000**)
16 Left Inside Rollover (2,000/ 10,000**)
17 Right Ball Ramp
18 Center Ball Ramp
19 Left Ball Ramp
20 Outhole
21 Left Kicker (10)
22 Right Kicker (10)
23 Turnaround (5,000)
24 Lower Playfield Eject Hole (5,000)
25 Lower Left 3-Bank, Lower Target (1,000)
26 Lower Left 3-Bank, Center Target (1,000)
27 Lower Left 3-Bank, Upper Target (1,000)
28 Not Used
29 Lower Right 3-Bank, Right Target (1,000)
30 Lower Right 3-Bank, Center Target (1,000)
31 Lower Right 3-Bank, Left Target (1,000)
32 Not Used
33 Top Left 3-Bank, Lower Target (1,000)
34 Top Left 3-Bank, Center Target (1,000)
35 Top Left 3-Bank, Upper Target (1,000)
36 Jet Bumper (500)
37 Top Right 3-Bank, Lower Target (1,000)
38 Top Right 3-Bank, Center Target (1,000)
39 Top Right 3-Bank, Upper Target (1,000)
40 Not Used
41 Lockup Trough, Bottom (5,000***)
42 Lockup Trough, Center (5,000***)
43 Lockup Trough, Top (5,000***)
44 Left Ramp Rollover (5,000)
45 Ballshooter Trough
46 Playfield Tilt

Note: Second value is lit or flashing value
* Spinner lit for interval after making right inside rollover mystery is    20,000 - 99,000 and lit for interval after making left inside rollover
** Inside rollovers light when made after using Magna-Save feature
*** Only one lockup trough switch scores for each locked-up ball


Figure 5. Switch Matrix



ROW
COLUMN

1
GRN-BRN
2J2-9
2
GRN-RED
2J2-8
3
GRN-ORN
2J2-7
4
GRN-YEL
2J2-6
5
GRN-BLK
2J2-5
6
GRN-BLU
2J2-3
7
GRN-VIO
2J2-2
8
GRN-GRY
2J2-1

1
WHT-
BRN
2J3-9

Plumb
Bob
Tilt

     # 1

Right
Magnet
Button

     # 9

Right
Ball
Ramp

     #17

Lower Left
3-Bank,
Lower Target

     #25

Top Left
3-Bank,
Lower Target

     #33

Lockup
Trough,
Bottom

     #41


Not
Used

     #49


Not
Used

     #57

2
WHT-
RED
2J3-8

Ball
Roll
Tilt

     # 2

Left
Magnet
Button

     #10

Center
Ball Ramp
Target

     #18

Lower Left
3-Bank,
Center Target

     #26

Top Left
3-Bank,
Center Target

     #34

Lockup
Trough,
Center

     #42


Not
Used

     #50


Not
Used

     #58

3
WHT-
ORN
2J3-7


Credit
Button

     # 3


Left
Outlane

     #11

Left
Ball
Ramp

     #19

Lower Left
3-Bank,
Upper Target

     #27

Top Left
3-Bank,
Upper Target

     #35

Lockup
Trough,
Top

     #43


Not
Used

     #51


Not
Used

     #59

4
WHT-
YEL
2J3-6

Right
Coin
Switch

     # 4


Right
Outlane

     #12


Outhole


     #20


Not
Used

     #28


Jet
Bumper

     #36

Left
Ramp
Rollover

     #44


Not
Used

     #52


Not
Used

     #60

5
WHT-
GRN
2J3-5

Center
Coin
Switch

     # 5


Left
Spinner

     #13


Left
Kicker

     #21

Lower Right
3-Bank,
Right Target

     #29

Top Right
3-Bank,
Lower Target

     #37


Ballshooter
Trough

     #45


Not
Used

     #53


Not
Used

     #61

6
WHT-
BLU
2J3-4

Left
Coin
Switch

     # 6

Right
Ramp
Rollunder

     #14


Right
Kicker

     #22

Lower Right
3-Bank,
Center Target

     #30

Top Right
3-Bank,
Center Target

     #38


Playfield
Tilt

     #46


Not
Used

     #54


Not
Used

     #62

7
WHT-
VIO
2J3-3


Slam
Tilt

     # 7

Right
Inside
Rollover

     #15


Turnaround


     #23

Lower Right
3-Bank,
Left Target

     #31

Top Right
3-Bank,
Upper Target

     #39


Not
Used

     #47


Not
Used

     #55


Not
Used

     #63

8
WHT-
GRY
2J3-1

High
Score
Reset

     # 8

Left
Inside
Rollover

     #16

Lower Playfield
Eject
Hole

     #24


Not
Used

     #32


Not
Used

     #40


Not
Used

     #48


Not
Used

     #56


Not
Used

     #64

INITIATING AUTO-CYCLE MODE

  1. Set AUTO-UP/ MANUAL-DOWN switch to AUTO-UP and depress ADVANCE pushbutton. Test 04 is indicated in Credit display and Function 00 in Match Display.
  2. Set switch to MANUAL-DOWN and depress ADVANCE to indicate Function 50 in the Match Display.
  3. Set switch to AUTO-UP and operate Credit button to indicate 15 in Player 1 Display.
  4. Depress ADVANCE pushbutton to start Auto-Cycle mode. Each cycle of this mode sequences thru the Display Digits Test, Sound Test (00), Lamp Test (01), and Solenoid test (02).
  5. To terminate the test and return to game over, turn the game OFF and back ON.

CPU BOARD SELF-TEST

Depress the DIAGNOSTIC pushbutton on the left side of the CPU Board. The following indications are provided for a few seconds and then the game attempts to go to game over:

0 - Test Passed
1 - IC13 RAM Faulty
2 - IC16 RAM Faulty
3 - IC17 ROM 2 Faulty
4 - IC17 ROM 2 Faulty
5 - IC20 ROM I Faulty
6 - IC14 Game ROM 1 Faulty
7 - IC26 Game ROM 0 Faulty
8 - IC19 CMOS RAM or Memory Protect Circuit Faulty
9 - Coin-door closed, Memory Protect Circuit Faulty, or IC19 CMOS RAM Faulty.

Note that "0" remaining after power turn-on indicates CPU Board lockup.

SOUND BOARD SELF-TEST

Depress DIAGNOSTIC pushbutton on the top of the Sound Board. Several electronic sounds should be produced and then the BLACK KNIGHT vocabulary is produced. This sequence is repeated until the game is turned OFF and back ON.

Vocabulary Located in ROM
KNIGHT 5T-5001 (IC7)
BLACK 5T-5001 (IC7)
DEFEND 5T-5001 (IC7)
CHALLENGE 5T-5001 (IC7)
THEE (THE) 5T-5002 (IC5)
WILL 5T-5002 (IC5)
YOU 5T-5002 (IC5)
I 5T-5002 (IC5)
AGAIN 5T-5002 (IC5) AND 5T-5003(IC6)
SLAY 5T-5003(IC6)
CANNOT 5T-5003(IC6)
SELF 5T-5003(IC6)
ENEMY 5T-5003(IC6) AND 5T-5004(IC4)


The IC4 Speech ROM contains Laughter and "F" and "R" sounds. The Laughter, "F" and "R" sound, and the following partial or composite words produced in game play are not produced in diagnostics.
WIN
ME
TO(TWO)
AGAINST
ENEMIES
THYSELF
FIGHT
RIGHT
THREE
AND
MY