Bally : Beach Beauty
|Number of Holes||25|
|Number of Odds Steps||8|
|Max Extra Balls||3|
- chris dade image
- bg 1
- bg 2
- bg 3
- cabinet side
- coin door
- fly 1
- back door
- coin door inside
- control unit back
- control unit front
- corners replay counter
- four relay bank
- jones plugs
- jones sockets
- lamp panel back
- lamp panel front
- mixer motor
- playfield bottom
- playfield bottom units
- playfield extra plugs
- reflex wipers
- replay counter
- score extra step
- search disc back
- selenium diode
- unknown relay
- manual (pdf) : 7.99MB
- unoptimized manual (pdf) : 50.29MB
- mixer 1: mixer mixer 1
- mixer 1: mixer mixer 1 (svg file)
- mixer 2: mixer mixer 2
- mixer 2: mixer mixer 2 (svg file)
- mixer 3: mixer mixer 3
- mixer 3: mixer mixer 3 (svg file)
- mixer 4: mixer mixer 4
- mixer 4: mixer mixer 4 (svg file)
- pf 1
- w-661b (svg file)
- schematic after serial 1750 : 8.01MB
- schematic up to serial 1750 : 5.31MB
S/I Card Reproduction
S/I Card Scan
The flyer likes to say this is the ultimate select-a-spot...well, maybe, but with a gotcha.
The 25 numbers are colored either red or green. To enable spotting, you must succeed in potting a ball in an enabled wild pocket. Playfield hole numbers 1-3 when wild will allow you to spot red numbers, and playfield holes 4-7 when wild will allow you to spot green numbers.
If you manage to get the any number feature lit, then making an enabled wild pocket will let you spot any number regardless of color.
The wild pockets are either holes 1-3 or holes 4-7. You can't get all holes 1-7 to be wild in the same game.
The gotcha is that the first ball in a wild pocket removes that number from play unless you chose it as the spot number. For example, if you use the ball in hole #2 to spot some other number, then #2 is dead.
Unlike many games with selectable spotting, you aren't getting an additional free number lit, you can just swap the wild number for a different one.
Spotting is allowed any time before the 4th ball is shot. If you pot a ball in the wild pocket on any ball after the 4th (including any extra balls), you can spot before you shoot the next ball, and you are then locked out again.
The game had at least two schematics, and most games have additional wiring that isn't on either. If you have a neatly stapled wire going from switch R2 on the tilt trip relay to 16 pulse cam switch 2D wire 63, that's a necessary modification to prevent the possibility of sticking on/burning up the homing unit step-up coil if the motors turn off when it's powered.
You may also see a soldered and taped wire connection above the selection feature unit that ties wire 93-1 to wire 20-3 together. This is on the early schematic and hints that the game was originally designed to allow all the holes 1-7 to be wild....possibly by enabling 1-3 at step 5 and 4-7 at step 12 of the unit.
one-card gamesThe game has one main card, usually a 5x5 grid of numbers.
Usually, at least three numbers next to each other on either a horizontal, vertical, or the main 5 number diagonals are required to win.
There were, however, a few variations that occured over the years. The dimensions of the card, 2-in-line winners, and winning on the other diagonal combinations were all features that were used.
Another common feature was corners scoring.