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Game ROM Information- Flash
Note: We stock these, and other standard and custom ROM chips listed on our ROM Chips page.
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Three versions of software (or "ROM" or "PROM" chips) were produced for Flash during it's production, and there are a few differences in these versions that some game owners may notice or want to be aware of.
Available Software Versions:
- "0486 1" - Revision "1" of the yellow-labeled ROM/PROM chips. This was typically a 4-chip set from the factory consisting of ROMs IC17, IC20, IC21, and IC22 and was used on games that shipped with the older Level 4 (or L4) MPU board. This chip set can have PROMs IC21 and IC22 removed and their software combined onto a single IC14 chip, so it turns into a 3-chip layout set (IC14, IC17, IC20) as later-production boards/games used.
- "0486 2" - Revision "2" of the yellow-labeled ROM/PROM chips. This was typically a 4-chip set from the factory consisting of ROMs IC17, IC20, IC21, and IC22 and was used on games that shipped with the older Level 4 (or L4) MPU board. This chip set can have PROMs IC21 and IC22 removed and their software combined onto a single IC14 chip, so it turns into a 3-chip layout set (IC14, IC17, IC20) as later-production boards/games used.
- "1486 1" - Revision "1" of the green-labeled ROM chips. This was a 3-chip set consisting of ROMs IC14, IC17, IC20, and was used on games that shipped with the later Level 6 (or L6) MPU board.
Note that the green and yellow-labeled ROMs and PROMs cannot be intermixed in a game (not compatible between software versions).
How to Determine What Version You Have:
- Open coin door
- Set auto/up|manual/down switch inside coin door to the "auto/up" position.
- Press the "advance" button.
The software version (above) should display in the 1st player display.
Differences in latest "1486 1" Green Labeled ROM set:
- Rearranged function numbers for game adjustments/settings. These functions will differ from the printed list found in the game manual and/or Instruction Booklet that came with the game when new. See table below for this updated listing.
- Diagnostic Test 2 (solenoid test) pulses solenoid #18 with #17 displayed, and pulses #17 with #18 displayed.
- Background sound feature: Flash was advertised as the first game to feature a constant "background sound" during play, which would escalate in pitch as play/score progressed, adding excitement and tension to the game, which made it more exciting for the player.
The background sound feature was set to "off" by default ("factory settings") and the operator had to physically go in and turn it on via software settings, in order to get it to work.
Note that the background sound feature in this ROM version was not the "constant" background sound that some Flash games had- it is a more "periodic" sound effect that is played at intervals of a few seconds during play, and not a "constant" sound in the background. For the version that has the constant, escalating background sound, use the 3-chip "yellow label" ROM set, available here.
Green-Labeled ROM/PROM Set Function/Settings:
Below is a listing of the re-arranged functions/settings in the later green-labeled ROM/PROM chip set. These will differ from the printed listing in the game's manual or Instruction Booklet, which was based on the earlier yellow-labeled ROM/PROM chip set.
New Function: |
Old Function: |
Description: |
Notes: |
Factory Setting: |
| 00 | 00 | Game identification | 1 | 1486 1 |
| 01 | 01 | Coins, left chute (closest to coin door hinge) | 1 | |
| 02 | 02 | Coins, center chute | 1 | |
| 03 | 03 | Coins, right chute | 1 | |
| 04 | 04 | Total paid credits | 1 | |
| 05 | 05 | Total specials | 1 | |
| 06 | 06 | Total replay (extra ball) scores | 1 | |
| 07 | 07 | Match and high score to date credits | 1 | |
| 08 | 08 | Total credits | 1,2 | |
| 09 | 09 | Total extra balls | 1,3 | |
| 10 | 10 | Total ball time in minutes | 1 | |
| 11 | 11 | Total number of balls played | 1 | |
| 12 | 12 | Current high score to date | 4 | 550,000 |
| 13 | 13 | Backup high score to date | 5 | 550,000 |
| 14 | 14 | Replay 1 score | 6 | 270,000 |
| 15 | 15 | Replay 2 score | 6 | 370,000 |
| 16 | 16 | Replay 3 score | 6 | 470,000 |
| 17 | 17 | Replay 4 score | 6 | 0 |
| 18 | 18 | Maximum credits | 7 | 20 |
| 19 | 19 | Standard and custom pricing control (00-07) | 8 | 01 |
| 20 | 20 | Left coin slot multiplier | 8 | 01 |
| 21 | 21 | Center coin slot multiplier | 8 | 01 |
| 22 | 22 | Right coin slot multiplier | 8 | 01 |
| 23 | 23 | Coin units required for credit | 8 | 01 |
| 24 | 24 | Coin units bonus point | 8 | 02 |
| 25 | 26 | High score credits | 5 | 03 |
| 26 | 28 | Match (00=ON, O1=OFF) | | 00 |
| 27 | 29 | Special 00 = awards credit 01 = awards extra ball 02 = awards points | | 00 |
| 28 | 30 | Scoring awards 00 = credits at replay score 01 = extra ball at replay score | | 00 |
| 29 | 32 | Maximum plumb bob tilts (1-9) | | 03 |
| 30 | 31 | Number of balls (03 or 05) | | 03 |
| 31 | 33 | Sound option 00 = Background sound OFF 01 = Background sound ON | | 00 |
| 32 | 34 | Super Flash scoring 00 = awards 50,000 points 01 = awards extra ball | | 00 |
| 33 | 35 | Super Flash restore 00 = restores 01 = does not restore | | 00 |
| 34 | 27 | Extra ball control 00 = extra ball allowed 01 = no extra ball | | 00 |
| 35 | 27 | Play 01 = eject hole lamps restored, 5,000 lamp lit initially 02 = eject hole lamps restored, 5,000 lamp not lit initially 11 = eject hole lamps not restored, 5,000 lamp lit initially 12 = eject hole lamps not restored, 5,000 lamp not lit initially | | 11 |
The function numbers in the OLD column are provided for reference to function numbers in the text of section 3 of the manual. Note that old function 25 (credits in game) is no longer provided.
NOTES:
- Functions 00-11 cannot be changed from the coin door, however, functions 01-11 can be set to zero as described in section 4 of the manual.
- Total credits (function 08) is the sum of function 04 and as applicable, functions 05, 06, and 07.
- Total extra balls (function 09) is the sum of the game extra ball feature and functions 05 and 06, as applicable.
- Current high score to date (function 12) can be changed to the value of the backup high score to date (function 13) by operating the HIGH SCORE RESET button while in the game over mode.
- Function 13 may be set to any multiple of 10,000 points. Setting function 25 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.
- Functions 14-17 (replay scores) may be set to any multiple of 10,000 points. Setting a function to zero disables the replay score point. Always disable the replay 4 level first, the replay 3 level second, etc. The replay levels must be set with ascending values.
- Setting maximum credits (function 18) to zero places the game in a free play mode.
- With function 19 set to 00, functions 20-24 can be set manually. Refer to Table 2 in game manual for seven standard pricing schemes (selected by values of 01-07 for function 19) and custom pricing values.
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