Atari Super Breakout Operation, maintenance and Service manual

Page 1
TM-118
, 2nd
printing
)I\.
.
GI
ATARr
Page 2
GAME
Your game's serial number is stamped on the circuit (back) side, bottom right corner, of the printed circuit tion below. The same number chassis and on the Please mention this number whenever calling your distributor service.
label located on the rear of the game cabinet.
NUMBER
is
also stamped on the TV monitor
LOCATION
board-see
the illustra-
for
,'
I
••
Page 3
Super
Breakout™
Operation, Maintenance
c
1265 BORREGAS AVENUE
ATARI INC
PO. BOX 9027
SUNNYVALE, CALIFORNIA 94086
40817 45-2000 • TELEX 35-7 488
and
Complete
Service
Manual
with
Illustrated Parts Catalog
)1\..
ATARr
A Warner Communications Company Q
Page 4
·.
·.·
:,
Copyright
No part graphic, nor
may it be stored in a retrieval system, transmitted,
for
public
(~;
1978 by Atari , Inc. All rights reserved ,
of
this
publication
or
electronic
or
private use,
may be
process,
without
reproduced
or
in the
permission
form
For
ATARI 1265
P.
Sunnyvale. California
permissions
O.Box
by any rre
chanica
of a phonogt;dphic
or
otherwise
from
the
pub
l-i
.....
· .
-
requ·ests. write
INC
Borregas
Avenue
9027
94086
l,
photo-
recording,
copied
~1~er.
:
---
ii Super Breakout
10G
.
Lithographed
in
the
U.
S:A . .
·
Page 5
1
LO\_.,
..
:
INTR.
A.
B.
GAME
C.
INSTALLATION
Line Voltage Selection . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1-3
Type
D.
INTERLOCK,
AND
Interlock
E.
OPERA TOR OPTIONS
F.
SELF-TEST
G.
VOLUME CONTROL
~
GAMEPLAY
A.
INTRODUCTION
B.
C.
D.
- - .
REAu PLAY Double Cavity
Progressi
TABLE
CONTENTS
~CION
v !UCTI
of
OTHER OPERA TOR CONTROLS .......
MOUt.
SETUP
ON .........
INSPECTION .
Power Cord
POW
Switch Checkout Procedure .
PROCEDURE ...
,....
.....
·O
DE .............
,,
1'\ Y . .
................
.........
..
. j
r:
' .... .
~
...
e . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
..................
REQUIREMENTS
........................................
ER
...................
.........
.........
..
...........
................
.
..............
...
...
ON/OFF
...........................................
SWITCH
.....
........
...
...
..
.......
....
...
.........
.......
..
. .
...............
.
..........
......
...........
..
...............
...
.......
.........
....................
.
........
.
......................
............
..
. .
....
...............
........
....
................
.....
. .............
. ....
.......
....
..
. . ....
...
......
.......
.....
. .
. . .
......
. . . .
......
......
..
.......
.
.......
...
..
. , ......
...
...
...
....
...
. . .
. .
. .
1-1
.
1-2
. 1-3
. . . 1-4
. .
1-4
..
1-5
. 1-6 . 1-8
..
. 1-8
...
2-1
.
2-2
. .
2-2
...
2-9
...
2-9
. 2-11
2-11
OF
3
THEORY
A.
GENERAL
B.
P"'
WER
SUPPLY .........
c.
D.
E.
F.
G.
H. }.
K.
4
MAINTENANCE
A.
B.
0
h -
0PROCESSOR CIRCUITRY
ROM, and
MPU, Address
<l>O
Watchdog SYNC GENERA TOR PLAYFIELD GENERATOR
MOTION SWITCH PADDLE CONTROL VIDEO AUDIO
CLEANING COIN Components Access
Cleaning Lubrication
Adjustme~t.pf
Decoding ...........
Clock
OUTPUT ..........
OUTPUI
MECHANISM ...
to
OF
OPERATION
INFORMATION
RAM ...
Qriver . .
Reset .
OBJECT GENERATOR
INPUT
... ...
CIRCUITRY
...
AND
....
....
on
Coin
Coin Mechanisms
of
Coin Paths . .
... ...
............
Coin Switch Trip Wire
.......
......
............. ............................
. ........................
. . .
..........................................
..........
.. ...........
....................
......
ADJUSTMENTS
. .
..........
..............
Door
. .
.....
.........
.......
. . .
.
.........
...........
......
.
.............
......
....
. . .... .... .
.............
..
.
... .........
..
........
. ................
....
. . .
....
.........
.. ..
......
.
...
........
.
..................
.
.....
....
.....
.......
......
..
...........
...
.... ........
..
.
..............
... ....................
..
.............
.......................
.
...........
.
..................
...........
.......
........
. .
.......
. .....................
.............
..
..............
....
...
...........
..............
.
..........
..
....
.
.........
.............
.
.
.... ....
.....
...
..........
.........
.
...
..........
. ......
.........
...
.
.........
.........
.
. . .
......
..
. . 3-14
....
....
.....
..
. 3-10
..
3-1 3-4 3-4 3-4
. 3-4
3-5 3-7 3-7
3-12 3-14
3-15 3-15
4-2 4-2 4-2 4-2 4-3
. 4-3 . 4-3
Super Breakout iii
Page 6
TABLE
OF
CON.rENrS
Mechanical
General Troubleshooting Hints .
C TV
D.
E.
F.
G.
H.
}.
K.
5
ILLUSTRATED
MONITOR
FUSE
REPLACEMENT ..... .. ..
TV
MON LAMP/SPEAKER ASSEMBLY REMOVAL . LICON LAMP PADDLE GAME
(LED)
START
SELECT
Adjustments
ADJUSTMENTS .
/TOR
REMOVAL.
SERVE
SWITCH
SWITCH
KNOB
(POTENTIOMETER)
SWITCH
PARTS
on
Coin
Mechanism .................
..........
..........
........
.................
REMOVAL
REMOVAL ... .
REMOVAL .'·
REMOVAL .
....
CATALOG ;
.....
......
.........
......
......
...
.............
...
.........
....
.....
......
. < " .
· ·
..........
·'
t
1
:
> .
·'
'
'UO
i/
-~·.~:
.....
. .
. .... y:
. .
..
......... ....
.........
~
..
-
...
....
;;
'.
.
...
......... 4-4
..
.........
·:..:
.........
:· :--
:· ~ . .
....
..
~
Y··:
........
·:
........
..........
....
...........
..........
.
..
...
. 4-9
. 4-10
4-11 4-11
4-4
4-6 4-6
4-8 4-8
iv
Super
Breakout
..• i
~
Page 7
Figure
1-1
Figure
1-2
Figure
1-3
Figure
1-4
Figure
1-5
Figure
1-6
Figure
2-1
Figure
2-1
Figure
2-2
Figure
2-3
Figure
2-4
Figure
2-5
Figure
2-6
Figure 2-7
2-8
Figure Figure 2-9 Figure 2-10
3-1
Figure Figure
3-2
Figure 3-3
3-4
Figure Figure 3-5 Figure 3-6 Figure 3-7
3-8
Figure Figure 3-9 Figure 3-10 Figure
3-11 Figure 3-12 Figure 3-13 Figure 3-14 Figure 3-15 Figure 3-16 Figure 3-17
4-1
Figure Figure
4-2
Figure
4-3
Figure
4-4
Figure 4-5
4-6
Figure Figure 4-7
4-8
Figure Figure 4-9 Figure 4-10 Figure
4-11
ILLUSTRATIOl\TS
Super Breakout Control Panel . . . Voltage-Selection Connectors . Lora.tion Set-up Requirements
~ocation
Opti Location Attract Attract Progressive Breakout Ready-to-Play Cavity Breakout Ready-to-Play Double General Playfie!d Description Double Cavity Breakout Play Progressive Breakout Play Progressive Breakout Scrolling Effect
Diagram
Super Breakout Game Block Diagram . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Super Breakout Super Breakout Schematic Diagrams Power Supply Simplified Block Diagram
Memory
Phase 1 and SimplifieJ Oscillator
Horizontal Vertical Playfie/d Generator Block Diagram . . Charactor Display Data . Address Multiplexers Equivalent Diagram Motion Significant Paddle Signals Super Breakout Harness Schematic Diagram Coin
Type B Power Coin
·
Hinging Open the Magnet Gate Assembly . . Removal Surfaces Removed Close-up Detail
Adjustments on Coin Mechanism ..............
Locations TV Lamp/Speaker
of
Interlock
on
DIP
Switches
of
Self-Test Switch
Mode
Version Ohe . .
Mode
Version Two
Breab;;t
Breakout Play
of
Ball Rebounds
Block Diagram . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Phase
Diagram
and
Sync Timing Diagram
Sync Timing Diagram
Generator Circuit,
Door
Schematic Diagram . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3-28
Supply Schematic Diagram
Door
Assembly . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
of
Coin Mechanism . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
to
Clean Inside the Coin Mechanism
of
Plate Covering Rear
Vi~w
View
of
of
Adjustments
Monitor
Removal. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4-7
and
and
Power
and
Game
Ready-to-Play
Mode
Mode .........
Mode ................
PCB
Block Diagram . . .......
2 Signal Shaping . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3-7
of
Crystal-Controlled
TV
Sync Circuitry .
..................
Simplified
and
of
Lubrication Point. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Coin Switch
on
Fluorescent Lamp Removal
...... ..
.........
............
On/Off
PCB
and
Volume Control . .
.. ..
.................
.............
Mode
Mode
Mode .............................
...............
. ............
Off
Paddle
..........
....
...................................
Timing .
of
Coin Slot . . . . . . . . . . . . . . . . . . . . . . . .
and
Trip
Wire ...........................
TV Chassis .
.......................
...
.......................
..
.. ..
Switches
Location
. .
....
.......
........
............
.......................
........
...................
. . . .
..
. .
.....
.........................
Diagram .
...
... ...
......
...............
...
and
Removal . .
.. .....
.
..............
....................
.
..........
..
. ....
.
.........
..
. . ....
. ..
......
....
.................
. . .
.......
........................
. . .
....
.......
....................
............
....................
....
........................
.. ..
. .......
. . ....
......
.......
. . .
. . . . .
...........
. .
. .
. ......... . .
. . .
. .
......
..
: .
..........
......
....
........
........
..
. . . .
..
............
.........
.. ..
........
............
.......
. . .
. .
...... . . .
. .... . . .... . . 3-10
..
......
.....
.............
.
.....
......
.....
LIST OF
. . 1-2
1-3
. .
..
1-4 1-5
....
1-7 1-8
..
2-3
....
2-4
.
...
2-5
......
. . . . . 2-13
..
....
.....
. .
. . .
. . :
...
...
.....
.
....
. . . 2-10
2-12
. 2-14
2-15
...
3-17
..
. 3-9 . 3-9
..
3-11 3-12
. 3-13
3-14
..
3-27
3-29
...
...
..
.
2-6 2-7 2-8
3-2 3-3
3-5 3-5
3-8
4-2 4-2 4-3 4-3 4-3
4-4 4-4
4-5
4-6
4-8
Super
Breakout v
Page 8
LIST
OF
ILLUSTRATIONS
Figure 4-12 Figure 4-13 Figure 4-14 Figure 4-15
5-1
Figure Figure 5-2 Figure 5-3 Figure 5-4 Figure 5-5 Figure 5-6 Figure 5-7 Figure 5-8 Figure 5-9
5-10
Figure Figure
5-11 Figure 5-12 Figure 5-13
LICON(LED)
Lamp Start Switch Removal . Paddle Game Select Removal Final Cabinet Assembly TV Shelf Assembly Control
Door
Coin
Front Bezel Assembly . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5-12
Coin
Lockout Coin Switch Assembly . Type B Power Fluorescent Light Fluorescent Light Assembly RF
Shield
Button
Start Super Breakout
Serve Switch Removal
Control
Panel
Removal ............
.....................
...... ..
.....
... ...
Assembly
Assembly .
Assembly . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5-14
Supply
and
PCB
Assembly . .
Assembly . . . ....
PCB
....
...
..........
...
. .
Assembly
Speaker
...........
...
Assembly .
......
..
...... .
................
. . . .... . . , ... . .. ,.: . ............
...
.........
....
. ......
........
Mount
... ...
...
. .
............
.. .. ..
................
.................
.......
~·li'
fl.lV
.. ..
...
. . ·. ·
.......
........
Assembly
. .......
...........
...
........
. .
.........
. . .... .
. .
. .........
. •
...
. . • , !
...
: • • • • • • • • • • • • 5-3
................
..............
. .
.......
. ...............
..
.. ..........
. .... .
...........
.............
...... . . . 4-9
.
.........
..
.......
. . ~ . . . . . . .
........
.......
...... . .
....
...
.. ...
......
4-10
.
4-11 4-11
5-6
. . 5-8
. 5-10
5-15
. 5-16 . 5-18
5-20
. 5-22 . 5-24
5-27
vi
Super Breakout
Page 9
LIST OF TABLES
1
(
Table Table Table Table Table Table Table Table
Installation Requirements
1-1
Operator Options . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
1-2
Self-Test Procedure
1-3
Double
2-1
Cavity Preakout Scoring Chart . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
2-2
Progressive Breakout Scoring Chart . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2-15
2-3
MPU
3-1
Atari
3-2
Breakout Scoring Chart . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
lnput/
O~
';Ju~
Inc. Programmable
..........
.........................
Signal Descriptions ...............
Memory
Map
....
......
............
...
.....
....
..........
..
..................
. . .
....
...
..
..............
.....
1-1 1-6 1-9
2-11
2-11
3-6 3-6
Super
Breakout
vii
Page 10
)
Page 11
/:'
( .
A.
INTRODUCftOlY
Super Breakout™ is a
developed
upright, colored enhance
mounted
monitor
TV
panel
Player-operated
trol
panel screen in Figure 1-1. The rotary pushbutton start
by
Atari Inc. The game
floor-resting
orange, red and
potential
vertically
viewing
that
also displays
directly
on
the
front
switch,
pushbutton.
paddle
and a
one-
or
two-player
is
cabinet
play. A 19-inch TV
in
the
screen
controls
below
of
the
controls
control
one-player
illustrated
white
graphics
top
front
of
is
shielded by a Plexiglas®
colorful
game cabinet
graphics.
are
the
TV
consist
knob,
start and
mounted
monitor
of
LOCATION
game
packaged
the
cabinet. The
as
a Game Select
a red
in
by
brightly
to
further
monitor
on a con-
viewing
illustrated
LED
serve
two-player
SETUP
an
is
Page 12
SERVE LED
-------
PUSHBUTTON
PADDLE CONTROL
----
KNOB
ONE-PLAYER ------------r-----
START PUSHBUTTON
TWO-PLAYER
--------1---m
START PUSHBUTTON
CONTROL--------­PANEL
Figure 1-1 Super Breakout
The
coin
the
game cabinet,
the
play. The cash
access
door.
mechanism
below
box
on the
is
located
the
front
control
mid
portion
panel, initiates
behind a locked
of
2.
Control
After
in
good
door.
cess the
following:
Panel
determining
condition,
Carefully
that
unlock
inspect
the
game
and
the
has
been received
open
the
interior
and
rear ac-
verify
I
~
1
Super Breakout player's point regardless a brick cumulated bottom the also from bricks.
B.
ready Your final follow game
1. Examine all external parts
objective
score
by
of
brick,
points
disappears and
scores are displayed
of
the
bricks and
rebounds
the
backwall
GAME
Your
new
to
play
cooperation
touch
the
procedures
is
in
perfect
dents,
chips
the
on
of
is
a ball-and-paddle game;
is
to
build
hitting
the
balls
game selection.
are added
TV screen. Besides
from
from
to
the
ball
the
player's paddle(s),
the
two
boundary
INSPECDON
Super Breakout game
removal
is
quality
condition:
or
broken
from
desired in
control
below
parts.
the
up
the
highest possible
toward
the
sidewall boundaries and
of
a wall
of
bricks,
Each
time
a ball hits
player's score. The
rebounds.
continuously
rebounding
behind
the
order
to
your
to
ensure
the
game cabinet
Player ac-
the
the
wall
is
manufactured
shipping
to
carton.
supply
game. Please
that
at
from
ball
your
the
of
the
for
a.
All
plug-in
b. Remove game
Section
c. All integrated
on
ets seated.
Replace game
d.
Section
e. The fuses are all seated
No
f.
g.
the (located fluorescent be certain
harness wires are
No
loose especially metal trical
Be
sure all
game
printed
on
that
connectors
PCB
E.
circuit
the
game
E.
foreign
problems.
major
circuit
the
power
lamp
and all
the
TV
are
firmly
seated.
as
instructed
packages (chips)
printed
PCB
objects
assemblies are checked. Check
supply
monitor
circuit
as
instructed
snugly
disconnected.
objects
that
board
(PCB),
chassis),
other
player
is
in Steps
board
in
their
should
could
the
the
controls.
securely
1-4
of
in
sock-
are
firmly
in Step 6
be present,
cause elec-
transformer
speaker,
mounted.
of
holders.
Also
1-2
Super
.Breakout
Page 13
LINE VOLTAGE-CHANGING
VOLTAGE PLUG WIRE COLOR
95
VAC
110 VAC
210 VAC 220 VAC
.
(installed
BLACK
ORANGE
at
factory)
GREEN
RED
ORANGE-­CONNECTOR
(FACTORY-
INSTALLED)
@-
VOLTAGE SELECTION CONNECTOR
8
Amp,
Fast-Blow
125V.
/""-
(
(
@
Check label in game corner back illustration
the
cabinet.
(common
of
the
the
serial
upper
This serial
PCB,
on
the
0
QQ
V.mp,250V.
left-hand
to
inside
inside
number
corner
number
both
edge the front
Slow-blow
0-
N/OFFAND
INTERLOCK
SWITCH
POWER SUPPLY CHASSIS
Figure 1-2 Voltage-Selection Connectors
located
game
cover
on
the
on
the
back
also appears
connectors)
cabinet.
of
this
metallic
of
the
in
the
on
the
See
the
manual.
2;
If plug Power
3.
If
the
AC
in
Supply
AC
orange
line
the
line
voltage
black
low-voltage
Chassis.*
voltage
connection
2.5
Amp
.125
Slow-blow
is
consistently
is
approximately110VAC,
(factory
V.
below
connection,
installed).
100 VAC,
on
the
plug
in
C. INSTALLATION
RE~mREMENrS
Voltage
tion
form
1.
*Figure
them
Selection
Your
Super
at 110 VAC,
IF
YOUR
the
following
Measure
1-2
shows
already
Breakout
60
LOCAL LINE VOLTAGE
AC
line
the
plugged
Hz.
steps:
voltage
four
in.
game
connectors
with
is
shipped
an
IS
110VAC,
AC
voltmeter.
with
for
one
opera-
per-
of
IF
YOUR BUT INSTEAD steps:
1.
Measure
2.
If
plug
3.
If
the
AC
AC
AC
line
in
the
line
voltage
red
connection.
LOCAL LINE VOLTAGE
IS
220
VAC,
perform
line
voltage
green
voltage
is
low-voltage
is
approximately220VAC,
with
an
consistently
connection.*
Super Breakout 1-3
ISNOT110VAC,
the
following
AC
voltmeter.
below
210 VAC,
plug
in
Page 14
Table
1-1
Power Requirements
Power
Supply:
Temperature Range
On
Location
In Stora5e:
Humidity
Relative Humidity:
Location Space Requirements*
Height: Width: Depth:
TV
Monitor
*See Figure 1-3.
and
Range
Installation Requirements
110
VAC
220 VAC @50 Hz
No (32
No Celsius (120 degrees Fahrenheit)
No
169
62
70
19-inch Black
@60 Hz
lower
than
degrees Fahrenheit)
higher
more
centimeters
centimeters centimeters
0 degrees Celsius
than
49
than
95%
and
200
degrees
(66
inches)
(25
inches)
(28
inches)
White
Watts
Type
of
Power
Atari has added a
Breakout that the
relief prevents harness
D.
game. The advantage
if
pulled
cord
in
"cushions"
the
connector.
INTERLOCK,
SWITCH OPERATOR
To
minimize
you
are
working
two
interlock
located
the
from
To
been during
behind
coin
door.
the
game
help
conserve energy, a
placed
closed
Cord
accidentally,
place at
cord
the
from
AND
strain-relief
cabinet
the
impact
pulling
POWER
OTHER
the
cord
of
this
strain
relief
wall.
The plastic strain
of
the
the
wires
ON/OFF
CONTROLS
the
hazard
on
the
switches have been installed.
the
rear access These switches cabinet
on
the
game so
periods.
inside
while
This
of
electrical
of
door
remove
the
doors
power
that
it
switch
the
game cabinet,
and
remain on/off can be
is
located in
to
type
shock
shock
one
all
the
switch
turned
your
of
will
out
One
behind
Super
cord
hold
and
of
the
while
is
power
open.
has
off
the
is
8'!!11!11!!1!1!!!!!!m!lll_.........,
"--<s
·<s
~
//
(70 CENTIMETERS)
(62 CENTIMETERS)
1- 4 Super Breakout
Figure 1-3 Location Set-up Requirements
Page 15
(
POWER ON/OFF SWITCH
NOTE: WHEN TROUBLESHOOTING WITH THE DOOR (S) OPEN, YOU MUST PULL INTERLOCK PLUNGER OUT WITH THUMB
AS INDICATED
upper shown
rear
in
Interlock
Check
switches
1.
Unlock
door.
2. Plug outlet
Figure 1-4.
Switch
by
the
(110
BY DIRECTION OF ARROW.
left-hand
corner
Checkout
for
proper
performing
and
open
the
AC
power
VAC
or
220 VAC).
AND
Figure
of
the
Procedure
operation
the
following
rear access
cord
into
FOREFINGER
1-4
Location
game
cabinet,
of
the
interlock
steps:
door
and
your
local
the
line
of
Interlock
as
coin
AC
and Power
3. Set
the
4.
Close
proximately
to
the
a
picture.
5.
Slowly the
TV rear access mately
On/Off
power
the
rear access
game
open
picture
one
Switches
on/off
30
seconds
cabinet
either
should
or
coin
inch.
INTERLOCK SWITCH
switch
the
door
door
to
and
coin
after
closing
TV
monitor
to
the
reappear,
is
opened
Super Breakout 1-5
the
"on"
door.
should
game
when
position.
Within
the
last
display
cabinet,
either
to
approxi-
ap-
door
and
the
Page 16
OPTION
Table 1-2 Option Settings
Switch Settings on 8-Toggle DIP Switch
(located
at
position J8/9 on the Game
1 2 3
4 5
7
6
PCB)
RESULT
8
Game
Coin
Game Length
Extended Play Levels
instruction
(as
displayed
TV
screen) OFF
Mode
(extended play equals
one
full
game)
language
on
ON
ON
ON
OFF
ON
OFF OFF
ON ON
OFF
ON
OFF
ON
OFF OFF
ON
OFF
ON ON ON ON ON
ON OFF OFF OFF OFF OFF OFF OFF
ON
OFF
OFF
ON
OFF OFF
ON
ON
ON
OFF 1200
ON
Progressive
Breakout
No
extended 200 400 600 900
1600 2000
English German French Spanish
play
Free
2 Plays/Coin
1 Coin/Play 2 Coins/Player
5 Balls 3 Balls
Cavity
Double
Breakout Breakout
play
allowed 200 300 400 700 900
1100 1400 1500
1000 1200
-
200 400 600 800
6.
If
the
results
lock
switches are
does
not
the
corresponding
its
mounting
7.
Close arid
E.
OPERA.TOR
The
operator
peal
for
each game
in Table 1-2. They are preset
during
have been set
mode
sembly cuit following
1-6 Super Breakout
production.
with
To change
and set
board
of
Step 5 are satisfactory,
disappear
or
stuck in
lock
both
options
location.
for
the
information
the
toggle
the
desired
(PCB)
must
procedure:
operating
as
interlock
doors.
OPTIONS
To
determine
the
game,
be
properly.
described,
switch
the
"on"
offer
maximum
These
for
a certain game set-up
compare
in Table 1-2.
positions
options,
removed
If
check
is
broken
position.
options
how
the
of
the
the
according
the
inter-
the
picture
to
see
player ap-
are listed
switches
the
attract
switch
printed
to
from
as­cir­the
if
....-~~~~~~~NOTE~~~~~~~---
This game access
has
dividual
result
1.
Unplug the
2.
Locate sembly hind end connector Breakout aluminum
3.
Turn the counterclockwise.
PCB.
been redesigned
of
the
rear access
the
immediately
the
rear access
of
the
game
the
three
RF
Shield assembly
includes a new
The radio
quarter-turn
field
input.
game
power
door.
radio
frequency
inside
door assembly coming
box
individual
PCB.
with
is
from
(The
hundreds
style
frequency
to
use
only
three
fasteners
on/off
(see Figure 1-5).
a small
the
RF
quarter-turn
%-turn
as a direct
switch and
(RF)
shield board
the
game cabinet be-
PCB
edge
Shield Assembly
of
holes.)
to
of
easy-
shield
in-
On
with
an
of
the
fasteners
the
left,
open
as-
one
edge
Super
is
an
on
or
('
Page 17
(
..
zo
CDJ-
a::Dw
CilJ
..
=~
cca
...
[[]JO.
CDJ
...
CDJOO
GAME PCB
Figure 1-5
Option
DIP Switches and Game
----RF
PCB
Location and Removal
SHIEL.D
Super Breakout 1-7
Page 18
SELF-TEST-SWITCH
---VOLUME CONTROL
VOLUME DECREASE: COUNTER­CLOCKWISE
4.
Carefully and would making
5.
Set in
Table 1-2.
6.
Reinstall in reverse PCB. PCB
7.
Close and
8.
Plug in tion
Super
1-8
Figure 1-6 Location
pull
out
the
Super Breakout game
the
RF
Shield
not
normally
option
the
switches
both
order.
Before reinstalling, always inspect
for
damage.
lock
the
by
playing
Breakout
board
switch
for
PCBs
by
Do
the
rear access
game and
the
game.
together
need
changes.
the
desired
following
not
force
verify
as a unit.
to
be separated
options,
steps 1throu_gh4
or
bend
door.
that
ali
as
the the
options
of
Self-Test Switch and Volume Control
PCB
These
when
listed
game game
F. SELF-TEST PROCEDURE
Super Breakout
data
fo
demonstrate
controls
uses
ditional
location dure, figure. structions the
are
working
the
TV
monitor
equipment
of
the
Self-test switch. To start
slide this switch
See
Table 1-3
on
the
self-test each
seif-test.
G. VOLUME CONTROL
If
func-
volume
the
coin
indicated
is
incorrect
door
and adjust
in Figure 1-6.
will
that
is
required.
time
test
the
game's properly. and
the
to
on
for
further
We
suggest
the
coin
for
the
itself
This
speaker;
See
as
indicated
details and
box
your
volume
and
provide
circuitry
procedure
Figure 1-6
the
that
you
is
opened.
location,
control
and
no
ad-
for
proce-
in
the
in-
run
open
as
Page 19
Table 1-3 Self-Test Procedure
Instruction Result
1.
Preliminary
Set
volume (located iately
the
coin
2.
RAM Test Set
Self-Test Slide
(located above
potentiometer, behind coin
ROM
3. No
operator
(
Immediately tion 2 if automatically
2, 3, and 4
byte
1K
Lights and
4.
Operator
control.
Immediately tion 3 whether
level
on a bracket
behind
door)
Test
and
door)
and
to
to
the
action
follows
it
passes. This step
tests ROMS 0, 1,
that
blocks.
Audio
should
follows
potentiometer
immed-
to
the 1left
to
Yi
volume.
switch
the
volume
immediately
the
left
of
"on"
position.
required.
instruc-
represent
Test
adjust
volume
instruc-
or
not
it
passes.
of
the
five
When checksum
The lights and
sounded
ROMs 0, 1, 2, 3,
is
displayed
one-
Four
audio
Not
Clears
correctly
on
and
the
tones
(from
if
Test Passes
Applicable
the
Screen The
and
no
message
the
TV
screen.
two-player serve
are also
high
start
light light
to
low
4
up.
tone).
if
Result
Not
TV
monitor
pattern,
(representing
respectively)
A
good the should
The test stops (video, no audio) un­til the self-test switch
"off",
When checksum, on failed cates obtained value, in a number.
Lights Proceed
Either
and a series
distinct
bit. A HIGH
bit
is
different
be.
and then back on again.
ROMs 0, 1, 2, 3,
the
TV screen
ROM
the
difference value and
do
not
to
no
tones
Test Fails
Applicable
screen displays a
of
DO
through
sound
LOW
tone
tone
from
a message
to
number.
the
2-digit
hexadecimal
turn
on.
instruction
or
missing tones.
eight
tones
07
off.
indicates a
indicates
what
is
turned
and
4do
is
displayed
indicate
It
also
indi-
between
expected
5.
it
to
not
the
5.
Switch and Lamp Test
Immediately tion 4 whether
Rotate Paddle
Push all SLAM, PLAYER SERVE KNOB.
follows
Knob
the
following
COIN
SWITCHES,
START
SWITCH, GAME
instruc-
or
not
it
passes. mains displayed. All
switches:
SWITCHES,
SELECT
No
Paddle
lighted.
All values from 00 decimal notation should be ob- Possibility tainable. Any movement knob should cause the numbers on the screen
1 digit in either direction.
Each audible
control
to
pressed
click.
potentiometer
lights
to
FF
hexa- Values
move
not
more than
switch
generates
remain
of
the
re-
potentiometer and any turn
off.
not
as
a result
Neither a click
values displayed,
one
or
several lights
between
potentiometer
of a dirty
or
any
Super Breakout 1-9
00 and
too
pot.
sound.
FF.
noisy
Page 20
Page 21
(
GAME
A.
INTRODUC'fiON
The Super modes scribed
of
below:
ATTRACT-When a game
Breakout
operation.
ending
PLAY
game
has
three
different
These modes are listed and de-
power
with
no
is
applied
further
or
credits.
as
a result
of
READY-TO-PLAY-Coins
PLAY-Initiated
one-
or
two-player
immediately
start
accepted.
after
button.
pressing
the
Super Breakout
Page 22
Super
Breakout
one
of
three
different games panel Breakout
• Cavity
• Progressive
under
B.
sions. power-up occurs
longer any credit. The difference between these
tract
begins power is Figure 1-4).
monitor with Double, The invisible (where
game, ball randomly pact towards rebounds not paddles action to the
scores remain steadily displayed monitor displayed blinking
byturningthe
to
the
desired
games are
Double
Each
game
Section D.
ATTRACI'
The
Attract
The
first
of
the
at
the
mode versions
The
first
version
when
AC
on/off
switch
located
Double,
at
the
While
in
the
displays each
Cavity,
screen
Immediately
the
is
automatically
with
change
attention
In this attract mode version the last
for a short
to
Progressive,
does
solid
the
paddle
first
heads this
the
brick
and
the
as a result
that
never
proceeds
to
Progressive
of
screen, whereas the coin/player credit phrase
allows
the
player(s)
action-packed
game
select
knob
game.
The
three
the
following:
play
is
explained
in
MODE(SeeFigure2-1)
mode
version
game
end
of
is
power
1s
top
first
not
line
at
normally
upon
attract
served.
toward
line
the
wall.
brick
as
the
a passing
at
the
appears
occurs
or
every
aooreciable and must be noted.
of
the
is
applied
tu
med
rear
version
game
and
display a paddle
the
applying
mode
the
ball
The
disappears
of
having a solid
miss. This
playfields
bottom
in
immediately
after
Self-Test.
game
attract
to
"on"
of
the
cabinet
of
attract
sequentially,
time.
It
finally
bottom
is
displayed).
version When
horizontal
rebounds,
ball hits a
continuous
change
and
back
potential
at
the
of
two
when
mode
(the
then
returns
of
AC
the
but
to
the screen.
to
Super
on
available
later
different
The
the
game power
as
mode,
proceeds
but
the
power
is
activated
ball
line;
then
brick,
the
invisible
from
Cavity,
player.
bottom
the
paragraphs
there
(power-up)
beginning
TV
is
serve
two
select any
Breakout
control
Super
ver-
after
AC
second
is
no
two
at-
and
the
switch
shown
to
rather
rebound
of
the
TV
to
Cavity.
an
screen
to
the
and
served
on
im-
travels
the
ball
does
row
of
Cavity,
drawing
player
the TV
in
a
it
is
is
phrase screen.
attract pushbuttons switches inoperative
the
credit. When the last ball in the game missed, the second version and displays the last game's brick pattern (if paddle(s) disappear, row (corresponding nating number served and captured playfield objects and boundaries, screen more credit
~--------
tract previous
C.
selection
2-3 (Progressive),
is
immediately
by
the
credits
rotary screen playfield sponding
example, while was set would
Double
ready-to-play
come served.
displayed
The
sound
mode
and
or
and
the
during
The
second
end
of
every
of
paddles and a flashing coin mode on the screen
with
High Score (if
of
balls
or
knock
to
the game.
The
game select
operative
After
several seconds lapse,
mode
appears
paragraphs
READY-TO-PLAY (See
The
During
Figures
ready-to-play
as
illustrated
coin
mechanism
remaining.
game
select
changes
display
to
the
if
the
in
the
attract
to
either
immediately
game
playfield
mode
the
visible
and
blinking
(or
audio)
neither
Serve
pushbutton
3-position
this
version
game
when
leaving the solid invisible horizontal
to
the operator's option setting), alter-
for
the game being displayed are then
to
out
any bricks until the player adds
NOTE
rotary
until
credits
on
under
at
the
bottom
remains
the
rotary
version
of
the
of
not
randomly bounce against the
are
the
this
muted
one-
or
two-player
is
lighted.
switch
of
the
attract
attract
there
the attract mode appears
---------
switch
screen
mode
are
no
is
zero). The required
but
never
remains
provided.
the
first
as
described
heading.
MODE
2-2, 2-3,
mode
in
Figure 2-2 (Cavity), Figure
and
Figure 2-4
initiated
screen displays a
ready-to-play
after or
After
the
switch
from
its
sequence
game
select
mode
Cavity
the
or
change
to
playfield.
ball
the
at
the
coins
becomes
current to
and
the
Progressive,
from
the
mode
is
no
2-4)
exists
for
(Double).
coins
end
are
the
playfield
switch
Double
game
the
Cavity
the
longer
are accepted
of
accepted,
active
attract
select
attract
or
paddle(s) be-
automatically
of
the
during
also remain
longer served and
to
version
each
This
a game
setting.
the
Progressive
the
start
These
mode.
occurs
any
any).
The
leave the
in-
game
mode
with
the
and
the mode corre-
For
Breakout
switch
display
mode
at
at-
in
2-2
Super Breakout
Page 23
SCREEN DISPLAYING DOUBLE BREAKOUT PLAYFIELD
ORANGE--­BRICKS
GREEN BRICKS
(
PLAYER ONE SCORE
---
VERSION ONE
""--INVISIBLE
'----
BALL
ROW OF PADDLES
PLAYER TWO SCORE
Figure
2~
1
Attract
Mode
Super Breakout
2-3
Page 24
SCREEN DISPLAYING DOUBLE BREAKOUT PLAYFIELD
ORANGE
BRICKS
GREEN
BRICKS
PLAYER ONE SCORE
---
VERSION TWO
INVISIBLE OF PADDLES
ALTERNATELY
FLASHES WITH THE COIN MODE (1
COIN 1 PLAYER)
----PLAYER
BALL
ROW
)
TWO
SCORE
2-4
Super Breakout
Figure 2
.. 1 Attract
Mode
Page 25
ORANGE--
BRICKS
GREEN BRICKS
SERVE---­BUTTON DOES NOT
FLASH
ONE-PLAYER
___
START BUTTON FLASHES FOR ONE COIN CREDIT
CONTROL PANEL
_,
Figure 2-2 Cavity Breakout Ready-to-Play
Mode
TWO-PLAYER START BUTTON FLASHES
FOR
COi N CREDITS
Super Breakout
TWO
2-5
Page 26
BLUE BRICKS
GREEN BRICKS
FLASHES
ALTE-RNATE WITH
"HIGH
SCORE
1144"
ONE-PLAYER START BUTTON FLASHES FOR ONE COIN CREDIT
2'
-6
Super Breakout
----
Figure 2-3 Progressive Breakout Ready-to-Play
Mode
Page 27
ORANGE
GREEN BRICKS
SERVE BUTTON LIGHT DOES NOT FLASH
PADDLES
.•
ONE-PLAYER START BUTTON
FLASHES FOR ONE
COIN
CREDIT
___
CONTROL PANEL
_,
Figure 2-4 Double Breakout Ready-to-Play Mode
---
TWO-PLAYER START BUTTON FLASHES FOR TWO COi N CREDITS
Super Breakout
2-7
Page 28
DOUBLE BREAKOUT EXAMPLE
ORANGE
BRICKS
SIDEWALL ,
SECOND .
BALL SERVED
(SERVE IS NOT
LOST IN THIS CASE)
SERVE INDICATOR INDICATES BALL
TO BE SERVED (WHEN TWO BALLS ARE SERVED AT THE SAME TIME, THEY ARE STILL COUNTED AS ONE SERVE
---
GREEN
BRICKS
WHEN FIRST
BALL
SERVED IS MISSED, THE SERVE IS LOST AND SERVE INDICATOR
UP
COUNTS
ONE
COUNT
2-8 Super Breakout
Figure 2-5 General Playfield Description
Page 29
The
screen also displays bonuses have one-player credit when
The
(unlighted two-player
that credit ginning subtracted Just of option credit, first also be bonus option game's words
The
whenever accumulator, whenever program
these
D.
cussed
select a game switch
initiates whenever and tom
pressed
option
select
played,
explained
Figure 2-5). will the
before
(operator
the
option
has
two
or
Licon
LED
and
The game's
can keep
is
subtracted
of
after
initial
coins
will can be set so or
else so
and
subsequent
added
score level,
has
two
"One-Player
lamp
at least
at least
is
buttons.
PLAYMODE
After
the
in
the
to
the
the
pressed. The serve
the
current
of
the
for
of
changing
switch.
but
The play
in
The
ball's
Although
always be
bricks,
the
it
reaches
point
requirements
option),
of
selecting a desired
start
pushbutton
been
accumulated.
more
credits
serve
inoperative)
start
pushbutton
circuitry
track
of
from
a
one~player
at
the
beginning
application
cause
credits
that
that
each
time a player
provided
been
set
start
pushbuttons
Start"
behind
waiting
desired setting. Either player start
TV screen. Before
the
the
modes
detail
the
one
and
behind
two
for
ready-to-play previous by
simply
play
mode
PLAYER'S
first
time,
the
The
bonus
high
of
in
initial
toward
ball
may
the
and
the
flashes
Both
have
been
pushbutton
has a
up
the
game, and
to
deposit
it
adds
play sequences,
to
allow
one-player
credit
credits
the
mode
paragraphs,
setting
SCORE flashes at
the
game
score
score
all
three
the
following
direction
one
component
the
paddle
even
paddle
switch
until
either
is
pressed.
credit
to
15
game credits.
accumulator
of a two-player
of
AC
power,
be
added.
of
one
two
credits.
attains
that
a second
bonus
are
engrav~d
and
"Two-Player
is
remaining
the
two-player
are
remaining,
player(s)
is
displayed,
the
the
game select
for
the
lamp
the player(s) still has by
turning
needed
will
not
be displayed.
selectable games are
will
rather than
hit
a sidewall
end
of
player
game. The
when
buttons
accumulated.
remains
the
accumulator
two
credits are
the
An
coin
During
one
credits.
button
in
to
push
player(s) may
selected
begins
serve
will
paragraphs.
be
random
of
its
the
screen. The
for
or
players
only
one
flash
off
one-
One
at
the
be-
game.
deposit
operator
adds
one
the
credit
will
the
preset
operator
The
with
the
Start".
flashes
the
credit
button
and
the
one
as
dis-
rotary
switch
game
to
flash
the
bot-
switch
the
the
game
be dis-
(see
direction
toward
boundary
or
of
is
ball
is
never
allowed
perpendicular
bricks
or ball appears, the
batl screen remains at ever,
the
new
ball appears
With must
now paddle tion screen. off duced "bounce"
disappear and brick duced point
the
ball has disappeared continue press
flashing score in changes two) when two-player (The game resets
in a two-player
until in reverts back game
start credit the
it escape, invisible
TV
knob
that
the
wall whenever
Whenever
can disappear at a
to
value.
A serve
serve
the
after
player
The play sequence
all
the
the
credit
will
buttons
is
game reverts
automatically
screen.
Double
The
the
Game
player
then
ton
and serves
the
flashing red
to
the
to
any
of
the
the
serve
number
number
the
try
intercepts
If
the
sound
represent
button
the
serve
from
player
game receives an equal
remain in
remaining
however, solid
(See
Double
Select
presses
in
"1".
will
on
ball
moving
to
volley,
so
that
player succeeds,
of
bricks. The
the
whenever
the
the
ends
right
lights
play sequence a player
button.
the
the
left
one
two
misses a
the
game.)
balls are served.
accumulator
to
the
attract
are
lighted,
to
serves
row
of
Figure
Breakout
rotary
the
ball
LED
to
move
in a
direction
front
surface
boundaries.
buttons
the
mid-lower
On
subsequent
be increased
the
screen.
on
that
the
paddle
the
ball
"blip"
ball hits
the
ball hits a
ball
will
time. A "tick"
each
point
after
up
and flashes
off
the
During
lower
left
(player one)
misses a
respective player's last
continues
at
mode,
the
play
because
in
the
credit
the
attract
itself
because
paddles at
of
the
As
soon
go
dark
portion
by
the
TV
screen,
is,
try
to
manipulate
will
move
before
rebound.
the
volley.
If
this
it
escapes
the
ball
sound
the
paddle,
ball hits a
brick,
that
of
the
player fails
as
end
of
the must
two-player
corner
a ball. This ball it
of
to
the
volley,
no
mode
and vice versa
Each
number
as
described
credit
time,
then
version
if
this
accumulator.
mode,
can
not
the
lower
one
2-6)
game
is
selected
the
flashing
whenever
serve
switch
to
"Double."
player start
desired
pushbutton.
exactly
paddle,
as
the
(turn
off),
of
serves,
1 each
But sound
the
time
the
player
t9 a posi-
off
will
rebound
will
be
and
boundary.
brick
only
is
brick's
to
volley;
soon
as
screen. To
again
games
TV
screen
right
(player
player in a
of
serves.
position
above
is
remaining
the
two.
But
(or
means
version
cannot
get
past
end
of
by
setting
pushbut-
by
pressing
the
first
but the
how-
a
the
the
pro-
the
will
one
pro-
score
the
de­the
game
the
both)
that
After
two,
the the
The
Super
Breakout 2-9
Page 30
ORANGE
BRICKS
SECOND BALL SERVED
FIRST SERVED
FLASHES WHENEVER
~;~~ER
BALL
ONE
SERVE BUTTON STOPS FLASHING WHEN PRESSED
r.:======:=:=::=:==:=:==:.1
CONTROL PANEL
ONE- AND TWO-PLAYER START BUTTONS STOP FLASHING BEING PRESSED (EITHER ONE)
AFTER
____
PLAYER TWO SCORE IS NOT DISPLAYED
IF ONLY ONE-PLAYER START BUTTON IS PRESSED. THE TWO-PLAYER START HAS BEEN PRESSED, THIS SCORE IS DISPLAYED
AND WHENEVER PLAYER
TWO IS
THE
WILL
UP.
GREEN
BRICKS
WHEN
FLASH
-1
O Super
2
Breakout
Figure 2-6 Double Breakout Play
Mode
Page 31
Each
cavity
Before playfield of
the mediately two
rows
struck
rows, 3 points and 1 point See Table The
maximum
Table
Color
orange orange orange orange green green green green
(
Two
the
TV
two
balls are served. counts allotted served. ing
the
the
first
ing
to
on
how
be
hit
the
bottom
serving
contains
TV
screen below
of
orange
by a ball, 5 pojnts
for
2-1
for a quick
2-1
52
and
the
bricks
for
the
the
lower
score
"Double"
brick
Row
1 2 3 4 5 6
tke
oran~e
for
7
8 1
paddles
screen.
as
a missed serve
serves
If
the
first
ball.
the
last
many
with
either
When
per
second
served
Each
two
balls are
paddle,
of
the
are
the
If
game;
ball served ball, brick
columns
upper
baU,
the
double
bricks
(4
x 13)
52
green
orange
for
upper
two
and
Double
Breakout Scoring Chart
bricks
brick
wall.
are
worth 7 points,
the
lower
two
rows
rows
of
easy
scoring
Breakout
1 Ball
in
Playfield
of
7 7
5 10 5 10 3 3 6
1
displayed
serve
the
and
the
knocked
in
the
at
pushbutton
first
ball served
goes against
otherwise
is
player
of
Table 2-1,
playfield.
and
theywill
paddle.
the
bottom
the
missed
may
out
scores
Either ball may
not
breakout
at
the
(4
x 13) i m-
The
two
orange
green
green
bricks.
reference.
is
2694.
2 Balls
in Playfield
14
14
is
pressed
is
missed,
the
players
second
after
continue
accord-
depending
bounce
top
upper
when
bricks
6
2 2
end
ball
strik-
with
off
of
it
is
motionless
served,
until and (if the struck from
brick
5 3
and green bricks
one enough from any served and the playfield, missed
the
the
the
out
Color
.
these
the
ball
remain
any)
is
bricks
by
these
Each
wall points points
for
for
only 1 point
One
ball
bricks
its cavity,
one
of
third
ball
and
second
playfield, 1-ball
The
maximum
is
something
Table 2-2
served. As
is
contains
prior
to
captive balls
is
missed. In
motionless
surrounding
them,
brick
paddle
the
column
and
balls.
in
the
are
worth 7 points
each
brick
each
brick
for
(see
Table
is
served,
are
removed
the
score
the
two
balls
freed
ball remain active
is
freed,
score
lost,
the
ball
is
missed and
points
of
less
"Cavity"
Brick
row
a captive ball
serving
long
each brick
provided
unlike
triples. score
score attainable
the
ball.
bounce
this
c_ase
they
once
again
as
the
balls remain
them
do
not
no
points
upper
in
the
in
2-2).
doubles
in
all
three
are
then
Table 2-2.
than
Breakout Scoring Chart
1 Ball
in
Playfield Playfield
can be
two
rows
when
lower
the
upper
in
the lower
in
this
Double
to
release a
for
the
playfield
in
balls are played
If
any
one
returns
to
only
one
scored
3384.
2 Balls 3 Balls
that
When
inside
until
two
in
the
stop
the
disappear
accumulated
of
the
struck
orange
two
green
two
game, and
Breakout.
captive
each
brick
(as
long
the
playfield).
of
the
double
ball remains
as
listed
for
Cavity Break-
remains
the
ball is
cavity,
moving,
next
ball
captive,
when
orange
by a ball,
rows,
rows
rows
of
only
When
ball
hit
by
as
the
If
in
the
balls is
points.
Playfield
If
in
under
in
Cavity
the then
The
the
field bricks
wall.
into right
occupy
(See
The
game
presses
ball
flashing
Before serving
contains
located
At
approximately 3 columns
the
of
the the
Figure 2-7)
Cavity
select
may
be
red
44
orange
wall,
space
Breakout
rotary
switch
the
flashing
served
immediately
brick
whenever
LED
serve
the
ball,
orange
wall,
two
cavities exist. These
of 4 bricks
game
is
to
"Cavity."
player
pushbutton.
the
Cavity Breakout play-
bricks
below
from
(a
and
both
2 x 2
selected
start
desired
52
the
in and 2 rows
by
The
pushbutton.
by
pressing
(4 x 13)
orange
the
left
two
brick
area).
and
cavities
setting
player
green
brick
down
the
orange orange
orange orange green green green green
Progressive
The
Progressive setting ive."
the
The
player
1
2
3 4 5
6
7
8
(See
game
Figure
select
then
7 14
7
5 10 15 5 3 3 6 1 1
14
10 15
6 9
2 2
2-8)
Breakout
presses
rotary
the
game
is selected
switch
to
flashing
Super Breakout
21
21
9 3 3
"Progress-
player
start
2-11
by
Page 32
SERVED---
BALL
FLASHES WHENEVER PLAYER ONE ISUP
-----....---------CAVITIES:
BALLS IN MOTION
ORANGE
BRICKS
GREEN BRICKS
PLAYER TWO SCORE IS NOT DISPLAYED IF ONLY THE ONE-PLAYER BUTTON
IS PRESSED. WHEN THE TWO-PLAYER START BUTTON HAS
BEEN PRESSED, THIS SCORE IS DISPLAYED AND WILL FLASH WHENEVER PLAYER
TWO IS
UP.
( )
2-12 Super Breakout
CONTROL PANEL
NE AND TWO PLAYER START BUTTONS STOP FLASHING AFTER BEING PRESSED (EITHER)
Figure 2-7 Cavity Breakout Play
Mode
Page 33
(
SERVED
BALL
FLASHES WHENEVER PLAYER ONE
IS
UP.
BLUE BRICKS
GREEN BRICKS
..
PLAYER TWO SCORE IS NOT DISPLAYED IF ONLY PLAYER BUTTON IS
PRESSED. WHEN THE TWO-PLAYER START BUTTON HAS
BEEN PRESSED, THIS SCORE IS DISPLAYED AND
THE ONE
WILL
FLASH
·~~~~
SERVE BUTTON STOPS FLASHING WHEN PRESSED.
~~========~==~~i!iii\
'ii
CONTROL PANEL
Figure 2-8 Progressive Breakout Play Mode
(Not Yet Scrolled)-
WHENEVER PLAYER
TWO IS
ONE­PLAYER START BUTTON.S STOP FLASHING AFTER BEING PRESSED.
UP.
AND
TWO-
Super Breakout 2-13
Page 34
DIRECTION OF SCROLL
..
BLUE AREA
ORANGE AREA
YELLOW AREA
WHEN THE IS MISSED AND SERVED AGAIN, THE ROW OF BRICKS CLOSEST TO DISAPPEARS AS THE ENTIRE PICTURE SCROLLS DOWN ONE
2-14 Super Breakout
BALL
THE PADDLE
'----
ROW.
Figure 2-9 Progressive Breakout Scrolling Effect
BLUE PADDLE
Page 35
pushbutton. sired,
by
The
pressing
ball
the
may
be
flashing
served
red
LED
whenever
pushbutton.
de-
Before serving the ball, the Progressive Breakout
two
playfield contains the other green). The 52
hricks,-isatthe
to
this
wall.
In
brick
wall
consisting
The
brick
walls
dle
at a rate ball. progressively
brides rate; rows
As
As
enter
four
of
the
the
blanks.
determined
bricks
creep
the
rows
brick change (see Figure 2-9) score
for
that
brick
four
different
colors
4 X 13 brick walls (one blue and
blue brick wall, which consists
top.
Then
the
move
playfield
of
bricks
walls
at
occurs
middle
of
52
bricks.
or
by
the
are
knocked
up
on
the
at a progressively faster
are always separated
scroll
which
that
instant
of
bricks,
of
the
"scroll"
number
out
player's
down,
indicates a
of
each
a space
screen
toward
and
time.
color
equivalent
is
a green
the
of
hits
the
paddle,
by
their
new
There
with a dif-
of
pad-
on
the
walls
new
four
colors
point
are
ferent score value. The blue bricks are worth 7 points when
struck brick, 3 points each
yellow reference. Bricks screen are lost the
player's score.
by
for
brick.
and
the
ball, 5
each
points
green
See Table 2-3
that
scroll
are
not
counted
for
brick
for a quick
off
the
toward
each
and 1
bottom
orange
point
and easy
of
the
or
against
for
Table 2-3 Progressive Breakout Scoring Chart
Color Points per Brick
blue orange green yellow
7
5
3
1
Ball
Direction
When bound portion still
the
its
normal
move
in a direction
of
the paddle. hits
of
at
the
NOTES:
1.
Angle tion angle
2.
The dicular
3.
The
applies
half
the
ball
intercepts
in
any
of
four
directions,
of
the
case
paddle
after
size.
the
Note
was
paddle
that
perpendicular
paddle
These the 4th,
or
perpendicular
directions
ball,
just
like
8th and 12th ball hits.
BALL
DIRECTIONS
of
rebound
of
the
of
incidence
angles
as
diagram
after
the
normal
ball
paddle
of
rebound
speed
above,
paddle
value.
is
that
the
paddle
depending
hit
(see Figure 2-10). This
has
been
the
ball
is
to
to
change
the
determined
is
irrelevant.
increases.
with
width
with
ball speed changes
ball hits.
four
has
been
by
more
sections,
the
become
reduced
not
the
front
the
edge
the
which
The
perpen-
reduced
it
will
on
which
to
allowed
surface
of
number
occur
por-
ball's
still
to
re-
is
half
to
the
of
maximum
The
Breakout
Ball
is
Speed
Besides
(right after the
infinite.
the slowest ball speed already described
attainable
serve),
there are three possible speed-ups.
score
for
progressive
The first speed-up after the serve occurs on the 4th hit,
and a second faster speed-up occurs on the 8th hit. The
hit
third occurs after the 12th when a highpoint (either a 5-or 7-point) brick
of
regardless
previous speed. Ball speed
the slowest value at the beginning
and the fourth occurs
is
hit,
is
of
each
restored
serve.
to
Figure 2-10. Diagram
The
player
must cannot all through from
uppermost
at half
be
knocked
the
bricks
any
the
last
Immediately
the
top
of
its
width
out,
in its path. The ball
bricks
if it
brick
hit,
boundary
on
the
screen
until
the
of
hitthe
and
has
and
at
the
hitting
the
next
not
Ball Rebounds
ball
first,
otherwise
the
ball
will
with
gone
at least
not
hit
the
paddle
top
of
the
the
uppermost
paddle(s)
serve
if
will
any.
off
Paddle
pass
through also pass four
screen.
boundary reduce
bricks
rows
or
the
to
2-15
Page 36
Page 37
THEORY
OF
OPERATION
A.
GENERAL INFORMATION
chapter
This theory contained also goes explain ground tailed placed circuit.
of
to
how
information
on
operation
into
provides
of
the
on
the
game
printed
specific detail
an
individual
these circuits
troubleshooting
of
has been
a general
Super
Breakout
circuit
of
the
moderate
should
organized
the
game PCB,
various
perform.
overview
board
technical back-
with
of
electronics
(PCB).
circuits
This de­emphasis circuit
the
It
to
by
The Super Breakout game
ure
3-1
illustrates
all
controls
and
direction
various
3-2 illustrates circuits controlled as
controls
The Super
located
you
go
through
by
the
remote
to
of
the
is also
Breakout
the
division
on
the
the
microprocessor.
the
block
major
components,
the
game
information
shown.
PCB
block
and
function
game
PCB
following
diagram
including
PCB.
The
function
to
and
from
diagram in Figure
of
the
and
how
they
Refer
to
Figure 3-2
circuit
descriptions.
of
Fig-
these
various
are
Super Breakout
Page 38
AC SOURCE
~F
POWER SWITCH
INTERLOCK SWITCH
INTERLOCK SWITCH
ATTRACTION PANEL
r----1
I ONE
I
CONTROL I PANEL I
POWER
1----..I
SUPPLY
1-----"W
PLAYER
START
LAMP
TWO PLAYER START
- LAMP - -... .....
SERVE
LED
AC
....1----1
POWER
+10V
(UNREG· ULATED)
GAME PRINTED CIRCUIT BOARD (PCB)
TV MONITOR
r
----,
I
MONITOR CONTROL CIRCUITRY
COMPOSITE
VIDEO VERTICAL DEFLECTION J
L
________
INTENSITY
KEYING
_
I
I
I
I
~
I
I
I
I
L.:
i-=----,
I
I
I
I
{J;;
BRACKET LOCATED
BEHIND THE COIN
DOOR
PADDLE CONTROL
GAME SELECT
____
COIN MECHANISM
AUDIO VOLUME
SELF·
TEST I
___
(REFER TO FIGURE 1-
J
_J
AUDIO
6)
SPEAKER
3-2
Super Breakout
Figure
3-1
Super Breakout Game Block Diagram
Page 39
R?-P
MANUAL
CONTROL
CIRCUITRY
RESET
CLOCK
GENERATOR
<1>1
&<1>2
..
CIRCUITRY
INPUT
SWITCH
TRI-STATE
BUFFER
AO-A3,A7 DECODING ENABLE INPUTS
A11-A13 AND MISC. TO VARIOUS
MPU ADDRESS }
LATCHES . PCB CIRCUITRY
GENERATOR
SOUND
AO-A10
PROGRAM
MEMORY
ROM/PROM
DO-D7
Ill
j
Ci
Q.
MPU
DO-D7
BUFFER
~
MOTION OBJECTS I
GENERATOR VIDEO
I I
'a
I RESET
DO-D7
TRI-STATE
Ill
Q.
j
DATA I
...
...
DA~A
BUS
DAT~
....
ID
IN
...
I I e
1<1>1
<1>2
MPU
ADDR I 6
AO-A1
-.=o.
RAM GENERATOR
DISPLAY ADDRESS T
D OUT
1
DISPLAY
rlSPLAY
7
..
1
ALPHANUMERIC VIDEO
PLAYFIELD &
L.-
r
~0-
._.
I ADR. IN
VERTICAL SYNC
HORIZONTAL &
CRYSTAL-
CONTROLLED
OSCILLATOR
1----.1
&MHZ
AND
VERTICAL SYNC I : ) VERTICAL SYNC SIGNALS
COUNTER
u:::
=
!)()
..
QJ
COMP BLANK
1
PLAYFIELDI
OB.,IECTS
AUDIO
AMP
PCB
TO
AUDIO OUTPUT
SPEAKER
fl'J
=
~
CICI
..
..
tU
QJ
M
N
I
MOTION
VIDEO
CIRCUIT
SUMMING
I
COMP.
MONITOR
VIDEO
TO
=
~
j
u
-
Q.,
CICI
::::s
0
..
E
!)()
u
0
tU
tU
HORIZONTAL SYNC SIGNALS HORIZONTAL
_
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=
a.
GI
m
..
j
-
M
=
fl
~
M
Page 40
The
functional
PCB
circuitry
croprocessor
the
various MPU receives its from instructions ory
(Section C); switches (Section G), results game's generator (Section
A
generator
PCB
circuitry
processor
B.
POWER
(See
its
ROM
of
other
(Section
F),
circuit
(Section D)
control.
circuit
through
its
and
Figure
Figure
The
power
game
voltage
The
PCB
pins B and 2
16.5 VAC pins
transformer chassis.
and regulated
regulator DC logic diodes being DC,
25
filtered
+20 volts volts (QB)
C.
microprocessor
to
pins C and 3 and D and 4; and
Wand
The
is
required
VAC
19 and X and
+10
device
distributed
circuits. The 16.5 VAC
CR1
and CR2,
regulated
input by
capacitor
to
the
is
also regulated
to
develop
MICROPROCESSOR
(See
The
Figure
heart
operation
begins naturally
(or
MPU)
descriptions,
sequential
memory
the
how
it
and
instructions
PCB
circuitry,
E),
the
the
audio
description
is
also
that
functions
SUPPLY
3-3,
3-5)
supply
requirements
receives
of
located
volts
on-board
by
is
rectified
+10
the
game
on
is
rectified
to
a stable
throughout
filtered
by
the
7905
the
voltage
C55
TDA
1004 by a three-terminal
+12
volts DC.
3-3,
of
the
Super Breakout game
circuitry. A brief
of
the
enough
circuitry.
program
and
how
use
of
its display RAM
reads in
how
it
writes
and
calculations
such
motion
amplifier
of
the
standard Atari sync included. independently
Sheet 1 of
produces
as
shown
volts DC,
PCB
20
from
the
the
Type B
and
by
the
LM323
+5
volts DC. The
the
is
rectified
by
capacitor
to
produce
comparator,
through
and
diodes
supplied
audio
Sheet 2 of
Super Breakout
with
the
As
you
go
through
you
learn
how
insructions
it
carries
the
object
all
edge
secondary
filtered
PCB
amplifier.
out
these
mem-
game
control
or
outputs
to
as
the
playfield
generator
(Section
This
the
in Figure 3-4.
unregulated,
power
three-terminal
as
K).
is
the
of
micro-
5
and
necessary
connector;
25
VAC
of
supply
off-board
+5
to
power
on-board
C54
before
the
-5
LM319. The
CR3
and
unregulated
This
device
volts
volts
CIRCfilTRY
5)
PCB
is
description
of
mi-
the
the the
only
at
to
the
all
via
CR4
+20
7B12
the the
major
components croprocessor paragraphs. components
1. MPU (at location
2. Address buffers (A2, 82 and
3.
Data buffers
4.
ROM PROM list Catalog, Section 5).
5.
RAM
6.
Address and
7.
<l>O
B.
Watchdog gates)
MPU,
The
behind
cuitry.
refer
to scriptions. addresses data ROMs the
MPU via its B-bit data bus MPU decodes this data to
perform speed perform tempo_rarily store call. The MPU
the
into) of)
the
directional
Address
The MPU address
the
critical appropriate etc.) at
be transferred back and
circuitry
MPU
circuit
Note
memory
memory
for
the
memory
decoding
miscellaneous gates)
clock
driver
ROM,
microprocessor
all action
In
going
Table 3-1, MPU
Upon
or
PROMs. This addressed data
next (i.e.,
up,"
etc.). The MPU uses RAM
many
RAM and
RAM, via its address bus (AO-A15) and bi-
data bus (DO-D7).
Decoding
function
game
the
appropriate
and
is
and
their
function
circuitry
include
(E3,
-03
reset
and
permanently
of
is
the
shown
is
provided
that
the
microprocessor
the
following:
C3)
E4)
(C1,
D1
and
as
listed in
version (refer
(F4,
H4,
J4,
circuitry
(A7 and miscellaneous gates)
counter
RAM
that
through
initialization,
these
information
capable
then
of
circuitry
MPU. A
(C6/7 and miscellaneous
(See
is
the
takes place in
the
Input/Output
to
determine
"read
instructions,
of
writing
later reading
decoding
turning
(i.e., RAM,
time,
so
forth
memory
in
Table
within
in
the
following
circuitry
C2)
E/F1)
for
-04
version
the
PCB
assembly parts
to
Illustrated Parts
K4,
F3,
H3,
J3,
and
(E2,
F2,
D2,
EB,
and HB,
Figure
following
the
stored in
(DO
coin switch
which
3-5)
"master
circuitry
on
that
between this game
3-2
controller"
the
game cir-
paragraphs
Signal De-
MPU (via AO-A15)
the
program
then
travels
through
what
(or
(pulling
or
information
map
as
D7). The
action
1,"
memory
namely
it
will
later re-
putting
data
performs
enabling
ROM,
latches,
defining
reference.
the
"ball
mi-
or
K3)
to
it
is
to
to
data
out
the
can
the
3-4
Super
Breakout
Page 41
+10VDC
,---
1
I
I
I
L_
POWER SUPPLY CHASSIS
___
,::sou~
(UNREGULATED)
_J
16.5 VAC,....,
25
VAC
,....,
B/2
C/3
D/4
X/20
GAME PCB POWER SUPPLY REGULATOR CIRCUITS
+5VDC
(REGULATED)
-5VDC
(REGULATED) COMPARATOR
20
+ (UNREGULATED)
+12 voe
(REGULATED)
voe
LOGIC
TO
PADDLE
TO
AUDIO AMP
CIRCUITRY
Figure 3-4 Power Supply Simplified Block Diagram
FROM ADDRESS MULTIPLEXERS
K2, J2, H2
BUFFERED
DATA BUS
TO
MPU CHIP
C3
TO
BIDIRECTIONAL
MPU DATA BUS
RAM CIRCUITRY READ/WRITE MEMORY
(1024x1 BIT RAM CHIPS)
RAM MEMORY BLOCK DIAGRAM
8-BIT LATCH (F5)
TRI-STATE
(ES, KS)
__
..,,
DISPLAY 0-7 J;,,..i_.
____
D0-7,,_/______
_, ' DATA BUS
---
TO DISPLAY ROM,
DISPLAY
MOTION
~
CIRCUITS, AND SOUND GENERATOR
TOMPU
BILATERAL
~
zzzzzzzzzzzzzzzzzzzzzzzzzzzzzzz
~ADR0-9
BUFFERED
ADDRESS
EITHER/OR
ROM
1-------11
PROGRAM MEMORY
(3
ROM CHIPS)
-04VERSION
ROM
2,
ROM
3,
ROM 4 ENABLE
PROM/ROM
Figure 3-5 Memory Block Diagram
<l>O
Clock
cessor
Driver
The basic
is
established
(See
operating
by
Figure
frequency
its
<l>O
input
3-6)
of
(on
the
pin
micropro-
37
of
the MPU device). The Super Breakout MPU runs at an operating
frequency
of
750
kHz. Examination
of
<M
ana
<1>2
(pins 3 and
scope
should with a period ofany time clock
periodic
it
takes
to
frequencies are
39)
show
two
of
1.33
waveform
complete
derived
waveforms
signals
with
of
opposite
microseconds.
is
the
measurement
one
full
cycle.) The
from
the
Super Breakout
an
oscillo-
polarity
(The
period
of
the
750
kHz
4H signal. This
3-5
Page 42
Table
3-1
MPU
Input/Output
Signal Descriptions
Signal
D0-07
These
Description/Function
eight
lines are
bus lines.
AO-A15 These sixteen lines are
MPU
--
IRQ
---
RESET
address
memory
input,
This interrupt concludes proceed
When
low,
MPU
on
either a "power-up
or
a Q0 output During RESET
the
going
locations
lines
(i.e.,
ROMs, RAMs) and
when
low,
to
the
MPU.
its
current
to
the
IRQ sequence.
this
input
of
the
reset sequence
high,
the
(FFFC,
FFFD)
Table 3-2 Atari Inc. Programmed Memory Map
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input
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output
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NOTICE TO ALL PERSONS RECEIVING THIS DRAWING
CONFIDENTIAL: Reproduction forbidden
specific
written California. Th is drawing is only neither any right in, drawing thereon, thereof, ex porated and for manufacture under the
license
ten or the
or
with
permission
receipt nor possession thereof
or
license to use, the
or
any design
nor
any right to reproduce this drawing or any part
cept
for manufacture by vendors
, no right
subject
written
to
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permission
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on
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Atari, Inc., Sunnyvale,
conditionally
confers
subject
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technical
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corporation
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Page 43
4H
A7
pin 13
JS
pin
10
JS
pin
9
t
pin
pin
37
39
<l>O
<1>2
r
r
C3
C3
<1>1
4H
frequency counter driver
JB
Phase 1 and Phase 2 Signal Shaping.
3-7,
Watchdog
The reset
circuitry
Q
output
0
MPU.
Counter signal changes states. tion
of
12BV, in its sequence. generated normal back strayed the counter goes
The tion
instruction
to
zero.
TIMER
high, a RESET
RESET
sequence
is generated
PB,
pre-shaped
to
produce
RESET
counter
consists
of
this
C6/7
the
Meanwhile,
by
the
If
for
from
its
intended
RESET
counts
up
signal causes
from
by
by
latch A7, and
the
<l>O
clock
in
the
microprocessor
of a 4-bit
counter
counter
MPU sequence, is resetting
some reason
signal does
decade
is
counts
to a point
signal
On
at various
the
the
beginning
how every
advances
instruction
is
MPU
the
the
generated
Figure
the
horizontal
input.
counter,
RESE~
many
high-to-low
to
TIMER
times
the
MPU
not
occur
where
to
restart its
of
3-6
Phase 1
buffered
See Figure
C6/7. The
signal
times
the
next
RESET
during
the
program
sequence and
before
the
Q
to
.th~
the
program.
sync
control
to
the
the
12BV
transi-
count
signal,
counter
has
this
output
0
MPU.
instruc-
and
by
its
Phase 2 Signal Shaping
controlled verter The tion of
R9)
be
approximately
roseconds).
by
flip-flop
NB: chronization The final
is
256H (at
division
76B,
Hz.
roseconds. The 256H signal, horizontal BLANK and H SYNC
See
for
the
oscillator
N9, and several discrete
output
of
This base
to
The
Figure 3-8,
of
this
signal
should
RB
it
provides
output
pin
of
the
give a
period
signals, are used
relative
L
consisting
this
oscillator with
show
the
B3
See
Figure
frequency
and
binary
the
frequencies
of
this
11
of
NB). This signal
base
frequency
horizontal
of
256H is
timing
Horizontal
timing
pin
C3
of
crystal Y1, components.
is
12
MHz.
an
oscilloscope (at
period
nanoseconds
3-7.
various
horizontal
line
of
(or
cycle
is
then
divided
counters
horizontal
(1 H through
counter
is
(12.096
frequency
about
as
well
to
generate
pulses at
Sync
these waveforms.
flip-flop
Timing
3
Examina-
time)
(.OB3
PB
through
256H).
in
effect MHz) of
63.5 as
Diagram
in-
pin
to
mic-
down
syn-
chain
by
15,750
mic-
other
the
H
R1.
B
a
D.
SYNC
(See
a 12.096-MHz
GENERATOR
Figure
The base
frequency
clock,
3-3,
generated
Sheet
of
the
1
sync
by
of
5)
generator
a crystaJ-
is
The H SYNC signal is used
stages
of
vertical sync H SYNC signal ters
to
form
the
counters
is
divided
various vertical
to
(l3
and M3). This
down
by
these
synchronization
Super Breakout
clock
two
coun-
3-7
Page 44
OSCILLATOR
(N9,
R9)
72
COUNTER
(RS,
PS, NS)
CRYSTAL·
CONTROLLED 12 MHz
(RS)
&MHz
SYNC
HORIZONTAL
D
c
RYSTAL: 12.096 MHz
,,,..
AO
V RESET
A2
A1
HSYNC
SH
A3
32H
(R1)
CIRCUIT
SIGNAL
HSYNC
(L3,M3)
COUNTERS
A4
~
C(
Q
~
Q
(N2)
256H
64H
HORIZONTAL
CONTROL
VERTICAL
SYNC
ROM
(M2)
I-
::::>
0
z
-
C(
(4-BIT)
QUAD
LATCH
HBLANK
' BY ATARI
PROGRAMMED
HORIZONTAL SYNC PULSES
}
}1H-256H
VERTICAL SYNC
PULSE}
=
rJ.i
I-
::::>
0
C(
~
Q
-;
VSYI
NC
u
I
VBLA
NK
u
"C
0
fll
·o
-
.!!
0
-
c
0
a..
~
"C
I-
tl'l
>
c
1"
0
a..
c
>-
·:;
-
a..
a..
>-
~
~
V RES
ET
M
QJ
..
v:;
~
E
1"
QJ
~
u::
a..
:::::s
~
..lll:
ca
~
:::::s
a.
cu
..
"
..
w
c
:::::s
"C
c
Q.
~
.....
u
-
a..
0
E
1"
a..
>-
fll
Page 45
av
16V
16H
32H
64H
128H
256H
HBLANK
HSYNC
1
------....JMI~--
L
~------
~
63.5 MILLISECONDS
PLAYFIELD DISPLAY
~I
;;l_
-
-
3-8
Figure
Horizontal
Sync Timing Diagram
32V
64V
128V
VB
LANK
VB
LANK
VSYNC
VRESET
frequencies stages
of
vertical do a divide results in (128V at quency
16.3 quencies output of
this of chronize
all
pin
of
milliseconds).
address a sync PROM (M2)
data is latched by latch N2. The
latch are
the
vertical
the
run
at a
J
~---------------
4
~
~------
PLAYFIELD DISPLAY
16.3 MILLISECONDS
-----------1
-----------------------------
Figure
3-9
Vertical Sync Timing Diagram
(1V
through
counters
by
262
the
final
11
of
M3)
60
Hz
(the
the
various
timing
TV
monitor
frequency
of
output
The
128V).
are used, in
the
H SYNC signal. This
of
to
be a signal at a fre-
period
various
polarities
frequency
display. These signals
of
60
Hz.
These
these
is
approximately
vertical
and phases
used
See
Figure
two
effect,
to
counters
fre-
whose
outputs
to
syn-
3-10,
Vertical Sync timing
timing monitor consists
each 12 times quency
non-flickering
of
The
waveforms
line
MHz
per
these waveforms.
end
display
of
262
being
clock
second,
of
display
Timing
result
of
(COMP
horizontal
the
pulses.
providing
refresh
display.
Diagram
the
horizontal
is
to
synchronize
SYNC*). This
lines
time
Each
that
L L
l.-
..
..i-
I
for
the
relative
and vertical
the
display
per
frame,
equivalent
frame is repeated
the
necessary fre-
provides
with
of
a stable
TV
768
60
Super Breakout
3-9
Page 46
HORIZONTAL A VERTICAL SIGNALS
MPU
C3
ADDRESS
______
BUS_-.........-..
AO
-A9
<1>2---_J
DISPLAY 0-5 8-BIT LATCH
__
_..,___-/
I
PLAYFIELD RAM
F3,H3,J3,K3 F4,H4,J4,K4
ADDR
Figure
3-10
Playfield Generator Block Diagram
FS,LS
CLK
<1>2
(ADDR
DOUT
3-8)
PLAYFIELD ROM
P4,R4
4V
ADDR2
2V
ADDR1
ADDRO
1V
8-BIT SHIFT REGISTER
R3
PLAYFIELD VIDEO (TO VIDEO SUMMING CIRCUIT)
E.
PLAYFIELD
(See
The
playfield phanumeric display. The ROMs
3-10.
to be H4, generated ment derstand self. The consisting row
32
3
P4
and
Which
be
displayed
placed is
J4,
K4,
of
these characters,
the
being32
rows
of
-10
Super Breakout
F3, data
playfield
of
characters are
GENERATOR
Figure
and
video
R4
alphanumeric
and
controlled
H3,
in
organization
32
horizontal
characters
3-3,
generator
playfield
is
actually
and
8-bit
where
by
J3,
K3). To unde.rstand
the
display
is
structured
wide.
Sheet
generates
data
generated
shift
or
playfield
on
the
the
MPU
it
is
of
the
rows
(Actually,
visible
4
both
for
the
TV
by
register
RAM
first
R3.
characters are
screen
Display RAM (F4,
controls
necessary
playfield
as a 32 x 32
of
characters-each
only28
on
the
screen, since
of
5)
the
al-
monitor
graphics
See Figure
they
are
to
how
MPU-
place-
to
un-
display
it-
matrix,
of
the
the
bottom
four
BLANK* signal
trace
period.)
block,
eight
See
Figure 3-11.
Since characters positions RAM consists of
these
with
one
lines
there per
in
which
chips
bit
Each
of
of these RAMs are memory
circuitry display
size
Because
is
structured,
RAM
of
of
corresponds
rows
during
character
high
with
are
32
row,
there
to
place a character. The
the
eight I Cs
is a
memory
data
per
considered
1,024 x 8.
the
unique
are
blanked
the
vertical
is
eight
rows
of
are a
mentioned
size
address.
as a group,they
way
each
of
1,024 addresses
to
one
out
blanking
structured
bits
of
data
characters,
total
of
1,024
above.
of
1,024 addresses,
When
in
which
of
the
1,024
by
and re-
as
an 8 x 8
per
with
(32 x 32)
display
all
eight
have a
the
possible
the
line.
Each
game
in
the
V
32
of
Page 47
ov
1V
2V
32
OH
1H 2H 3H 4H
l---+----4~-+--+~-+---t-~t--~
32
------~
(SBIT x SBIT CHARACTER BLOCKS)
(SBIT x SBIT CHARACTER BLOCKS)
1 PLAYER
SH
6H 7H
OH
1 H 2H 3H 4H
ov
1V---
2V
I
3V
SH
6H 7H
SH
positions playfield. In monitor can
particular
a character,
in
screen
be
displayed,
3V
4V
sv••
6V
7V
which other
address
if
any, is
••
.,.__,._~t----+---.~-+-~~.....-~
SBIT x SBIT CHARACTER
BLOCK
Figure
a character can be placed
words,
in
which
there
for
each
position
an 8 x 8 playfield character
is
an
8-bit
data
in
RAM,
to
be displayed
which
determines
in
code
that
3-11
Character Display Data
on
the
on
the
TV
stored at
what
position.
sv
I
6V
1v_
THE OUTPUT OF SHIFT REGISTER
The
priate playfield data
the
horizontal
data
out
"cycle-sharing."
cycle-sharing
.....
I
method
for
actual
technique
by
which
to
each RAM
and vertical
video
The
circuitry
is
the
timing
generation
composed
MPU
writes
location,
signals read
that
R3
the
and
is
known
controls
of
the
appro-
then
this
as
this
three
Super Breakout
3-11
Page 48
SWITCH EQUIVALENT OF DEVICE 9322 (I.E., H2)
64H
ADDR3
32H
ADDR2
16H
ADDR1
SH
ADDRO
AO
A1
BO
B1
co
C1
DO
D1
<1>2
=HIGH
rfL;
ZA =
i!B
~C
i!D
Figure
64H
ADDR3
ADDR3
32H
= ADDR 2
ADDR2
16H
= ADDR 1
ADDR 1
SH
= ADDR 0
ADDRO
3-12
Address Multiplexers Equivalent Diagram
AO
A1
BO
B1
co
C1
DO
D1
<1>2:::
LOW
f-tI'
ZA
= 64H
ZB = 32H
ZC = 16H
ZD
=SH
2-to-1
multiplexers,
of
two
sets
of
display RAM. This
1.
When
MPU (AO-A9) addresses various RAM writes them,
When
2. and vertical sync signals
lowed
data
latches P2and
LA
horizontal contained
appropriate
via
the
<1>2
is
to
address this game display RAM and read
out
of
Y 7
(See
Since
the
and vertical sync signals, by
K2,
J2,
and H2,
addressing
circuitry
<1>2
clock
MPU data bus (DO-D7).
low,
it. This data
M2,
Figure
data was read
DISPLAY
information
functions
is
high,
playfield
horizontal
being
and labeled DISPLAYO-DISP-
3-12).
0-7
always
3 -12 Super Breakout
which
the
MPU address bus
picture
sync signals (8H-128H)
(8V-128V) are
read
out
of
the
correspond
select
to
address
as
follows:
locations,
codes
is
latched
the
RAM
picture
now
by
codes
to
one
the
and into
the
the
al-
by
portion ned. Because used display. These DISPLAY signals address 8 x 8 pictures stored in graphics ROMs output serial
field
It
shown
F.
for
of
the
monitor
of
this,
to
generate
of
the
ROMs
video
information
The
PLA
YFI
ELD
and
alphanumeric
is
summed
on
MOTION
(See
The
motion
Super Breakout's
into
sheet 4
OBJEcr
Figure
object
display
the
video
P4
and
signal represents all
character
the
of
the
currently
DISPLAY
information
by
video
schematic diagram.
R4
is
shift
summing
0-7
then
register
video
GENERATOR
3-3,
Sheet
generator
three
produces
moving
outputs for
P4
converted
4
objects
being
scan-
can
be
immediate
one
of
64
and
R4.
The
to
R3.
of
the
play-
information.
circuit,
of
the
5)
(3
balls).
as
video
Page 49
The actual
stored size
of
The configurations stores at selected addresses of
the
bytes
which
/'
second motion horizontal
These bytes
zontal ginning zontal Therefore, the
motion
tion
to
displayed
Vertical
received These be displayed Take, displayed
video
in
ROM
32
x 8 bits. (see Figure 3-13).
MPU
three
of
data
of
the
byte
object;
position
sync signals
of
each
blanking
before
generator
tell
it
on
by
comparators
for
example,
beginning
information
K6.
This
controls
of
this· video
motion
stored
pidures determines
what, that
position
vertical
on
objects
in
this
in
and
the
of
of
RAM data are accessed
8H,
horizontal
periqd,
each
receives
if
any,
line.
data (DISPLAY 0-DISPLA Y
line
determine
the
line
the
on
ROM
the
ROM
the
third
the
16H, 32H and 64H at
horizontal
data
line
for
these
provides a total
positions
by
information
in
the
display
corresponds
RAM:
one
byte
is
to
be addressed;
vertical
byte
determines
object.
scan
line
(during
i.e.,
when
line
the
necessary
motion
comparators
currently
code
objects
if a motion
being
for
120. The RAM
objects
and
RAM.
determines
position
2S6H
is scanned,
are
C4
object
scanned.
an
object
byte
is
memory
different
that
Each
to
three
the
of
that
the
by
hori-
the
be-
the
hori-
is
low).
informa-
to
be
7)
is
and
L4.
is
to
to
be
data
code
of
01111000
parators. 1V, 2V, 4V, 8V, 16V, 32V, 64V and 128V) is also at 01111000, a generated. This signal initiates
it
cal load pulses at These vertical load pulses are used video registers.
generator
0-7 object
receives a second
to
ROM
played. The
(VID S-7) register (N7
mine
zontally.
of
horizontal
for
pairs are preset begins (2S6H* goes ing reaches a specific
If
the
compare
information
review,
In
receives
going
A
ball 2, and
up
to
is
to
K6)
correct
is
for
third
byte
where
This data (DISPLAY 0-7)
at
the
would
vertical
KB,
for
one
C4
and
be displayed vertically. The
byte
that
selects
video
then
loaded
ball 1,
of
the
object
counters
NS
and N6
when
high).
rate
of 6 MHz.
point
be
loaded
line
count
signal (pin 7
one
LDV1A, LDV2A, and LDV3A.
into
appropriate
each
ball,
byte
of
L4)
that
of
RAM data (DISPLAY 7
the
ball
information
into
the
L7
for
ball 2, and
RAM data is necessary
picture
(RS
and
R6
for
ball 3). These
the
horizontal
The
counters
When
in
its
count
into
(as
determined
of
LS,
of
the
to
load
the
motion
RAM data (DISPLAY
controls
picture
for
appropriate
is
to
be placed
is
loaded
for
ball 1,
scan
the
sequence,
the
low)
will
three
the
ROM's
video
object
where
generator
to
be dis-
that
picture
J7
for
ball 3).
to
into a pair
PS
and
counter
of
that
begin
count-
counter
com-
verti-
shift
that
going
shift
deter-
hori-
line
pair
it
gen-
by
be
P6
DISPLAY 0-7 FROM
DISPLAY RAM
---
r - -
I
DISPLAY
0-7
--­0-7
DISPLAY
7 I
L
MOT10N'OBJECT'GENE'RATo_R_
HORIZONTAL LOCATION
COUNTERS
VERTICAL LOCATION COUNTERS
MOTIOt~
PICTURE ROM
OBJECT
__
Figure 3-13 Motion
SHIFT OUT PICTURE
LOAD PrCTURE DATA
_____
PICTURE DATA v_1D_s_-v_1D_1
Generator
DATA
___
_
Circuit, Simplified Diagram
I
I
I
I
MOTION VID_EO (BALL
Super Breakout 3 -13
OBJECTS
1, 2, & 3)
_J
I
I
I
I
Page 50
erates an serial data object information summed sheet 4
G.
video
into
of
SWITCH
(See
All
off-board
board
DIP switch
data
selector
down
to
two
and
MPU
lines
(pin
data
bus SWITCH. it
merely status address any
D.
on
output
of
the
PADDLE
(See
The
paddle
tiometer
(POT)
enable
previously
the
signal
that
loaded
RO
Ms
to
be
for
each
of
the
video
summing
schematic diagram).
INPUT
Figure
MB.
input
address lines
7 and 9
(06-07)
When
the addresses either
and
game's switches.
3-3,
control
inputs
are received and
All
switch
lines (pins 7 and 9
of
MB
are
by
the
MPU
that
06
or
07.
corresponding
CONTROL
Figure
with
3-3,
control
one
allows
shifted the
into
it
out.
motion
circuit
the
from
CIRCUITRY
Sheet
switch
AORO-AOR2.
wants
is a linear
side
inputs
then
MPU
switch
See
Sheet
of
inputs
of
gated
address
to
look
and reads back its
MPU
data
clutched
the
resistive
shift
the
The serial
objects
(as
shown
of
as
well
decoded
are
multiplexed
M8) via H9,
These
onto
the
at any
memory
input
2
of
element
register
motion
video
is
then
on
5)
as
on-
by
J9,
two
MPU
decode
switch,
map
line
for
5)
poten-
to
ground,
of
the
comparator
A ramp Q2, and going C53. This ramp is which Q1
"on", discharging ure
3-14. removing begin
Voltage the
non-inverting
the
player rotates
will
at output every
This SENSE 1 line enables inhibiting paddle
and
pot
is
then device L 10,
generator
Q6
and
ramp
with
occurs
which
the When the
charging
follower
times
match
of
L 10,
time
these
high
the
M10,
gate M10,
available
the
on
voltage across
short
up
pin
comparator
when
to
other
side
connected
capacitor
a slope
inhibited each created a
VBLANK goes
from
through
Q6
input
the
paddle
or
cross
7,
will
two
voltages cross.
the
pin
8, gate. MASK 2
pin
the
to
pin
10.
comprised
C53
determined
at each VBLANK
picture
direct
across
Q2.
buffers
of
comparator
knob,
the
go
high.
output
MASK 1 signal is
11, because
player
for
to
+5
volts. The
the
inverting
of
transistors
produces a positive-
by
frame. VBLANK
short
it
as
illustrated
low
Q1
C53
and
allowing
the
positive
L 10,
the
wiper
ramp voltage and
This occurs each and
is gated
is
there
the
Super Breakout
wiper
input
capacitor
pulse
turns
across C53,
in Fig-
turns
"off",
ramp
pin
9.
voltage
to
low
always
is
only
of
Q1,
it
to
to
As
the
the
and
low,
one
VOLTAGE RAMP
~~',,
DC VOLTAGE FROM
WIPER OF POT (L 10, PIN 10)
+12V
I I
I :
I I
n~n~~n~~n~~~
I
Q1
OFF
' A PICTURE
~
Q1
ON (SHORT ACROSS CAPACITOR)
3-14
Figure
Significant Paddle Signals
This
time program should
difference
what
be.
indicates
the
vertical
APPROXIMATE COMPARATOR LIMITS WIPER
to
location
the
of
MPU
the
paddle
VOLTAGE
I
I
and
Timing
\.
'V'
FRAME
~
3 ·14 Super Breakout
Page 51
game. enables pin 6 (NMI). croprocessor TV screen at any given
J.
signals (PLAYFIELD, BALL 1, BALL 2, BALL these signals site sync
gether to The signal
Therefore
the
VIDEO
(See
The
video
(COMP
with
the
base
logic
path
The
NMI
as
to
OIJTPIJT
Figure
output
together
SYNC*) signal
the
output
of
voltage
on
the
SENSE
for
signal
the
location
time.
3-3,
circuit
at
of follower
emitter
2 is always
the
SENSE
when
of
the
Sheet 4 of
receives all
NANO
gate
is
L6
via resistors
device
of
this
transistor
1 signal
low
L6.
then
high
flags
paddle
the
3)
and gates The summed
R52
QS
(2N3643).
then
which
to
M10,
the
mi-
on
the
5)
video
compo-
to-
and
R27
be-
the
comes
display
Ii.
applied cated as
illustrated in Figure 1-6
Varying
the
ies output 8-ohm the
TV
composite
monitor.
AUDIO
(See
The
behind
Figure
audio
to
one
the
wiper
signal
of
the
speaker
monitor
OIJTPIJT
output
leg
the
coin
input
audio
located
screen.
video
3-3,
of
of a SK
door
position
to
Audio
amplifier
in
signal sent
Sheet 5 of
the
audio
ohm
potentiometer
next
to
the
of
Section 1
of
the
potentiometer
Amplifier
is
then
the
attraction
to
the
game's
generator
self-test
of
this
manual).
device
connected
09.
panel
5)
is
(lo-
switch
var­The
to
an
over
Super Breakout J .-15
Page 52
Page 53
&>
4H
3
2.
H
1r...5VI'.<:...
11...SVC.T~
~SVA<:.
zsvc.r~
R:03
330
N7
3
C.
W 19
12.IVll-I~
(Rib)
p
c::.:.
_,
R:.?..
33
D
0
8
p
(Rl<o)
P(Rib)
c.P
QljS
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6)'Z.
4li
14
MR
I~
IZ.
11
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P(R.lb)
p
(Rib)
'(\
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t-1\Hl.
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007197-01 c
Super Breakout 3 -29
Page 66
Page 67
----------NOTE----------
If
reading specific at
the
through
maintenance
following
1344 Bordeaux Drive,
(Monday
two
WEST
Atari
- Friday, 7:30 - 4:00
this manual does
problem,
Atari
and
Coin-Op
Telex 17-1103
you
Customer Service
CENTRAL
Customer
Sunnyvale, CA 94086
pm
not
lead
can call
U.S.A.
Service
Pacific
to
solving a
T~le-Help™
off
Time)
ices.
MAINTENANCE
ADJUSTMENTS
AND
California,
From Hawaii,
dial
From anywhere else in this
dial
area, (800) 538-1611
(Monday
Alaska,
(408) 745-2900
toll-free
New
Jersey
46
Colonial
- Friday, 8:30 - 5:00
or
EAST
Customer
Drive, Piscataway,
Telex 37-9347
U.S.A.
Atari
Inc
. Service
Office
NJ
08854
pm
Eastern
time)
From
New
Jersey
(201) 981-0490
From anywhere else in this area,
dial
toll-free
dial
(800) 631-5374
Super Breakout
Page 68
A.
CLEANING
The exteriors
may
panels cleaner. leave Do
not
dust plastic.
B.
be cleaned If
desired, special
no
residue can be
dry-wipe
can scratch
COIN
Components
Figure
4-1
assembly mour.ited. lock-out
hidden game causes allow
power out
move
dary
where
Included
wires are
behind
genuine coins
to
the
coil
is
de-energized, causing
out
far
Directly
coin
chute
of
game cabinets and Plexiglas® with
any non-abrasive household
coin
machine
obtained
the
acrylic
the
surface and result in fogging
from
plastic panels, because any
MECHANISM
On
Coin
shows
the
the
game's is
connected
the
coin
the
lock-out
to
game has already been
enough
below
to
each coin mechanism
and a
coin
Door
back
side
two
coin
the
fock-out
to
this assembly
mechanisms. Powering
wires
to
reach the coin box.
divert
coins
switch
with a trip
cleaners
your
of
the
mechanisms are
coil
assembly;
retract
the
turned
lock-out
to
the
far
off,
return chute.
that
distributor
coin
door
but
enough
When
the
lock-
wires
is
a secon-
wire
exten-
the
the are the
to
AC
to
ding
out wire secondary push
the close.
.
Also shown in assembly. who
might pounding contacts connect coin
switch
are closed.
Aeeess
To remove cleaning, each open Figure 4-2.
entirely
be down mechanism back,
shown in Figure 4-3.
to
the
front
edge
is
positioned
chute
trip
It try
on
on a
to
the
signals
to
without
Or,
removed
on a release lever and
correctly, a coin
and
into
wire
down
and cause
the
has been
to
the
coin
microcomputer
Coin
magnet
removing
if
included
obtain
coin
door
switch. The slam
whenever
Meehanisms
jammed
necessary, each
from
then
the
photograph
free game plays
gate assembly can be hinged
it
lifting
of
the
chute.
coin
box
the
to
defeat
to
momentarily
system,
the
slam switch
coins, and
from
the
door,
coin
the
door
merely
simultaneously
it
up
When
the
passing
switch
is
and
down
will
momentarily
contacts
a slam
switch
which
for
mechanism can
switch
any players
by
violently
close
contacts
will
ignore
contacts
maintenance
as
shown in
by
pushing
tilting
out.
This
trip
the
to
the
the
is
Plexiglas®
Company
is
a registered
.
trademark
of
Rohm & Haas
4-2
Figure 4-1 Coin Door Assembly
Supe
r Breakout
Figure 4-2 Hinging
Open
the Magnet Gate Assembly
/
Page 69
Figure 4-3 Removal of Coin Mechanism
mainplate, assembly. There the
magnet point the
magnet.
mechanisms, the 3/8-inch the
cover
will
chutes, bend
and
itself.
of a screwdriver
If
coins are
you
coin
slot. To gain access
wrench
plate
provide
Also clean
the
but
when
trip
access
wires
the
corresponding surface
may
also be
To
not
will
need
and
remove
(refer
to
to
the
the
inside surfaces
doing
on
remove or
similar
traveling
to
Figure
entire
this be
the
coin
metal
these
clean
all three nuts
4-5).
careful
of
particles
you
tool
along
as
the
to
this channel, use a
Removing
channel.
of
the secondary
switches.
can
far
as
channel
not
to
clinging
guide
the
the
that
the
damage
the
gate
to
the
edge
of
coin
beneath
secure
plate
coin
or
Cleaning
-------
The use a
wire mechanism residue.
By
talking
the
best
method
ing
hot
or
toothbrush
residue. boiling air.
coin
may
After
water, then
Figure 4-4 shows
mechanism. These
of
Coin
of
an abrasive (such
brush)
boiling
or a lubrication
will
result in a rapid
to
many
of
cleaning a coin mechanism
water
be used
cleaning, flush
blow
the
Paths
CAUTION
operators, we have
for
out
surfaces
include
and a
those
thoroughly
all
water
the
--------.
as
steel
mild
stubborn
with
to
clean inside
inside surface
wool
or
on a
coin
buildup
detergent. A
of
found
is
by
buildups
with
hot
compressed
of
that
us-
of or
the the
Figure 4-5 Removal of Plate Covering
Slot
Lubrieation
Do
not
apply
lubrication
only
points
the
shafts
one
no
that
where
drop
oil
drops
The rarely) are jection Apply positive Figure 4-6 shows this
buttons)
only
that
may
of
they
lubrication
need
the
scavenger
pass
of
light
down
to
the
lubrication
through
machine
onto a coin
point.
Rear
coin
mechanisms.
buttons
the
mechanism.
of Coin
(and
coin
oil,
only
(coin re-
door.
and be
(CLEAN BOTH SURFACES WHERE COIN
ENTERS
THE MECHANISM,
AS
WELL AS THE
MAGNET)
4-4
Figure
Surfaces
to Clean Inside the Coin
Mechanism
Adjustment
In
order
for a coin
coin
travels position Use extreme care
wires.
of
down
its
trip
of
the
wire
Coin
switch
secondary
should be
when
Switeh
to
operate
as
handling
Trip
Wire
reliably
coin
chute,
shown in Figure 4-7.
or
touching
when
the
these
rest
Super Breakout 4-3
a
Page 70
MANUALLY HOLD DOWN REJECTION BUTTON
ONE
AND APPLY
DROP HERE
LOCK· OUT WIRE
Figure
4-6
Close-Up View of Lubrication Point
CORRECTLY ADJUSTED TRIP WIRE
you
In Figure 4-7
wire
is
oriented
chute
. The
beyond
A retaining tuating not
lost. Just
trip
wire
wire
the
chute.
stud.
If
crimp
with a pair
.Meehanieal Coin
.Meehanism
Coin mechanisms are adjusted from
the
factory justments causes, remove take ed in a bench several coins, Figure 4-8 shows an and gives procedures and done mechanisms and
for
many
it
becomes necessary
the
coin
it
to
a clean
vertical
top). Besides a screwdriver,
including
the
magnet
by
someone
will
into
the
should extend
clip
holds the
you
should loose a retaining the
switch
of
pliers.
Adjustments
and
normally
months. If,
mechanism
well-lighted
position
gate. These adjustments
who
who
on
both
exploded
for
adjusting
has experienced in servicing
understands
note
that
the coin
"V"
of
the secondary
to
only
wire
onto
the
actuating
stud
on
prior
to
will
retain these ad-
due
to
wear
to
make
new adjustments,
from
the
coin
area where
a level surface (such
you
new
view
it
can be plac-
will
need a set
and
old,
of
the
the
kicker, separator,
should
their
operation
switch
about
door. Then
worn
mechanism
trip
coin
1/8"
switch
clip,
all
over
the
shipment
or
other
as
ones.
only
coin
.
ac-
of
be
is
Figure 4-7 Detail View of Coin Switch and Trip
General
these have been removed, examine
presence chewing gum, small cases where game usage
a
clean vent ment that properly ditions mechanical before
Troubleshooting
The
first
action
of
foreign
the
entire
build-up
of
the
of
contaminants
coins
through
trip
wire
adjusted.
and positions
adjustments on the
suspecting
material
metallic
coin
on each
If
the
Hints
is
to
look
for
jammed
the
or
loose
objects
objects, paper wads, etc.). In
is
heavy,
it
may
be necessary
path
periodically,
that
the
mechanisms. Also
coin
troubles
electronics.
still persist, check
of
the
lock-out
switch
in
can hinder
is
wires, and
coin
If a coin
coin
Wire
coins.
After
path
for
(such
order
to
pre-
the
move-
confirm
intact, and
the
con-
the
mechanisms,
mechanism
as
to
is
4-4
Super Breakout
Page 71
20
1.
2.
3.
4.
5.
6.
7.
8.
9.
10.
21
Kicker Set
the Loosen as
far Insert the
separator. Loosen retighten Insert coins
are Loosen the
screw. Insert Loosen the
screw. Insert are
accepted.
Be
sure
and
separator acceptor the
to
the
several
the
the
the
test
accepted.
the
the
test
the
kicker
the
test
that
with
kicker
and
right
as
test
coins
separator
screw.
coins
kicker
screw
coins
screw
coins
both
screws
17
the
back
separator
they
will
(both
screw
again
and
and
note and
again
are
and
and,
move
and,
tight
of
screws
go.
old
move
if
move
that
if
the
unit
Lightly
and
new)
the
some
are
the
kicker
some
the
kicker a slight
some
are
after
tbe
facing
you
move
the
note
in
screws.
that
(1)
and
tighten
and
separator a slight
still
returned,
as
far
to
are
returned.
still
returned,
adjustment~
the
test
the
kicker
some
repeat
the
left
amount
repeat
have
position.
(3)
are
amount
Step 4 until
as
it
will
to
the
Step 8 until
been
made.
13
16
and
the
returned
to
the
go.
right.
ITEM IDENTIFICATIONS
1
Kicker
2
3
4
5
6
7
8
and Washers Kicker
Separator
Gate
Lever
Gate
Pivot
Mainplate
"C"
washer
Pin
Assembly
9 Rail
1 o
Gate
12
14 15 16 17
18 19 Return 20
21
22
23
separator
by
left.
all
Lightly
Lightly
all
Assembly
Cradle
Assembly
Upper
Gate Undersize Magnet
Gate
Magnet
Gate Retaining Coverplate
Coverplate Coverplate Mounting Lower
Gate
Coin Release
(4)
striking
Lightly
the
retighten
retighten
the
coins
Lever
Screws
Studs
Separator
Spring
Pivot
Spring
Assembly Assembly Adjuster
Assembly
Pivot
Spring
Lever
Screws
Magnet
1.
Set
2.
Turn
will
3.
With a coin coin
4.
Test
through
5.
Fix
Additional
1)
Remove
2)
Use a pipe
3)
Replace
4)
To
be boiling reinstalling
the
the
fit
barely this
the
certain
gate
acceptor
magnet
through.
resting passes
adjustment
the
magnet
magnet
Cleaning
the
transfer
cleaner
the
transfer
water
in
with
the
front
of
acceptor
the
several
repeat
screw
(12)
effective
and
minutes.
screw
magnet
gate
the
for
the
gate
adjusting
in
the
through
using
gate,
adjusting
cradle
or
similar
cradle
coin
several
door.
mechanism
Figure 4-8 Adjustments
the
unit
(16)
entrance,
gate.
other
coins
Step 3 until
in
this
and
the
undersize
cleaning
the
undersize
is
completely
Carefully
facing
out
turn
all
position
remove
or
(both
the
tool
lever.
on
you
in
the
test
position.
counterclockwise
the
adjuster
old
coins
and
are
in
new)
accepted.
with a drop
lever
(14).
to
clean
the
free
of
any
and
residue.
let
it
air-dry
it
Coin Mechanism
until
or
clockwise
and,
of
glue.
bushings
place
none
of
until
if
any
fail
and
the
mechanism
completely
the
to
pivot
before
coins
the
pass
pins.
in
Super Breakout
4-5
Page 72
C.
TV
MOlUTOK
--------CAUTION-------
For best results turned TV
The TV through
cabinet.
done
fore,
on
monitor
monitor
the
These
whilethe
only
for a while
adjustments.
rear
persons
measures and
equipment
trical
The TV
the
picture
seem
The
a
conventional,
volume
produces monitor. ments contains a TV
cations
monitor
is
distorted
out
of
adjustment.
monitor's
adjustment
its
sound
Figure 4-9
on
both
by
either
adjustments
home
TV
monitors
monitor
Motorola
ADJUSTMENTS
be
sure
the
game has been
before
NOTE
adjustments
door
panel
adjustments
game
is
familiar
repair
procedures
should
should
or
if
the
television
has
no
effect.
in
circuits
shows
the
used
manufactured
or
making
--------
are accessible
of
have
energized.
with
perform
be
adjusted
contrast
function
set,
Instead,
separate
location
by
Atari.
TEC
Video
any
the
game
to
be
There-
safety
on
elec-
them.
only
or
brightness
like
those
except
that
the
from
of
the Your
to
Atari specifi-
electronics.
when
of
the
game
the
TV
adjust-
game
When
making
adjustments,
follow
guidelines:
BRITE
(Brightness)-Perform
the
contrast.
ing
the
screen
brightness
CONT
HORIZ
VERT
(Contrast)-Adjust bright without
as
being
HOLD izontal slightly pear series tered
HOLD only down
Oscillator)-Adjust
off-center
warped,
of picture.
(Vertical
if
the
the
Adjust
just
is
turned
possible
blurred.
(Horizontal
horizontally,
or
if
the
diagonal lines.
Hold)-
picture
screen.
Adjust
this
adjustment
so
that
the
white
barely
disappear,
up.
so
that
the
against
Hold)
the
or
dark
HORIZ if
if
picture
Adjust
is
broken
for
This needs adj'ustment
appears
to
for
be
a stable,
picture.
D.FUSEREPLA.CEMENr
Breakout
Super
power cabinet supply door
supply
and
two
fuses are accessible
assembly. TV fuses are accessible
contains
assembly
on
the
TV
seven fuses,
in
the
monitor
through
lower
assembly.
these general
before
lines
cover-
when
images are
background
OSC
(Hor-
the
picture
the
images ap-
up
into
a stable, cen-
rolling
up
centered
five
on
part
of
Power
the
lower
through
the
as
is
a
or
the
the
rear
the
4-6
Super Breakout
VOLTAGE
SWITCH
(leave
in
MODEL
right
position)
TEC
TM-
600/623
Figure 4-9 Locations
MODEL
of
Adjustments on TV Chassis
MOTOROLA
MSOOO/M7000
Page 73
-
8.
door.
Slide
out
TV
monitor
shelf
through
rear
access
7. Unplug TV
monitor
chassis
connector.
4.
5.
6. Slide
Remove
Remove
out
cardboard
wood
playfield
TV
monitor
Plexiglas sh i·eld.
bezel.
retainer
board.
3.
2. Unplug
located
be
Remove
reached
control
control
panel.
on
the
through
panel
inside
the
Molex
of
coin
the
connectors.
door.
cabinet,
and
can
with
control
remove
one
panel
the
hand
wing
by
and
holding
nuts.
using
These
down
the
the
wing
other
bolt
nuts
hand
heads
are
to
TV MONITOR REMOVAL
1.
Unfasten
two
smooth
pan-head
bolts
from
the
u:::
Sh
...
CLI
-.:t'
I
,....
Q
/;P
>
·2
~
.....
0
...
0
I-
Cl::
CLI
E
-;
~
j
-
m
~
=
c.
..
cu
..
cu
ta
=
"'
~
Page 74
LAMP/SPEAKER ASSEMBLY REMOVAL
three
1. Remove
2.
Remove Plexiglas retainer.
3.
Remove ·Plexiglas shield.
4.
Slide
out
button-head screws.
lamp/speaker
assembly.
FLUORESCENT
Remove
5.
retainer
socket.
6.
Gently of
rotate
socket. Remove
LAMP
REMOVAL
clips
which
fluorescent
bulb until
fluorescent
5
Figure 4-11 Lamp/Speaker
hold
it
bulb.
built
slips
in
out
and
Fluorescent
Lamp Removal
upper
service panel
same
type
as
TEC
TM-6001623
3AG 2-amp
Motorola
Power Supply:
4-8
M5000/M7000
3AG 0.8-amp
F1
Fuses
250
volts
Fuses
F3
125
volts
Fuse
F5-3AG
Super Breakout
door.
follows:
Monitors:
and
quick
and
F2-3AG
and
F4-3AG
8-amp
Replace fuses
0.5-amp
Monitors:
blow,
3-amp
2.5-amp
fast-blow,
only
quick-blow,
250 volts
slow-blow,
slow-blow,
125
250
volts
with
the
volts
E.
TV
MONITOR
(See
If
the
monitor
F.
LAMP/SPEAKER
the
Figure
TV
monitor
as
shown
REMOVAL
(See
Super
lamp
and speaker assembly,
of
the
bly
or
tainer
Figure
Breakout
game
cabinet
any
subcomponent,
and
shield
REMOVAL
4-10)
proves
in
to
be
Figure 4-10.
ASSEMBLY
4-11)
contains a combined
located
assembly. To replace
remove
as
shown
in
Figure 4-11.
at
fault,
fluorescent
at
the
this
the
Plexiglas re-
remove
Inside
assem-
top
Page 75
NORMALLY CLOSED
(N.C.) CONTACTS
_+
________
N"~
~l>f»-------------
--------
• Remove all the
• Turn
the game
Install
switch
cone-
cabinet.
a
procedure.
• Reconnect
TURN
COUNTERCLOCKWISE
TO REMOVE
LIGHT-EMITTING DIODE
(L.E.D.) CONTACTS
NORMALLY OPEN (N.O.) CONTACTS
wires
from
counterclockwise
shaped
new
the
nut
swi-tch
harness
the
suspected switch.
while
on
the
outside
using
the
wires.
Figure 4-12
N.C.
~~>
DOUBLEPOLE SINGLE-THROW
(DPST) SWITCH WITH
INTERNAL LED
holding
of
the
reverse
LED
(LICON) Serve Switch Removal
N.C.
~
___
I
I
N_.o_
G.
LED
SERVE
(See
The
LED
very
low
failure
be
suspect,
following
1.
Unlock
2. Remove
3. Set
Multimeter
(LICON)
SWITCH
Figure
serve
rate.
first
test
steps:
and
open
the
wires
to
4-•2)
switch
In
case
it.
To
the
from
ohms
REMOVAL
on
the
front
this
switch
test
the
switch
coin
door.
the
suspected
scale.
panel has a should perform
ever
the
switch.
4. Set
5.
7.
ohms
Connect switch switch
6.
Check closed
If
the
contacts remain closed as
outlined
scale
to
Rx
1,
then
zero
multimeter
contacts. (See Figure4-12
contacts.)
contacts (push
and
open
do
or
in
Figure 4-12.
leads
switch
continuity.
not
operate
open,
then
to
button
replace
Super Breakout
the
meter.
appropriate
for
designation
in
and
sharply
the
or
LED
LED
out)
always
swich
of
for
4-9
Page 76
SQUEEZE TABS, THEN PUSH THROUGH
/~
~
H.
LAMP
(See
The one-player
switches on
4-1
O Super Breakout
Figure
the
Figure 4-13 Lamp Start Switch Removal
START
control panel are each backlighted by
SWITCH
4-•3)
and
two-player start
pushbutton
#47
two switches with start
ure 4-13.
lamps. The swiches themselves
switch,
gold-plated contacts.
see
the
procedure
ate
To
replace
outlined
cherry
either
in
Fig-
Page 77
CONTROL PANEL
Figure
4-14
ALLEN-HEAD SET SCREW
Paddle
Control
Removal
GAME SELECT (ROTARY) SWITCH:
SEALED (CLEANING NOT POSSIBLE)
ALLEN------
-
~
HEAD SET SCREW
-Figure 4-15 Game Select Switch Removal
J.
PADDLE
KNOB
(POTENTIOMETER)
(See
The tiometer frequent the
potentiometer. cause linearly. the
potentiometer self-test self-test
If
trol,
follow
Figure
paddle
made
use,
the
the
potentiometer
This
problem
procedure.
procedure.)
it
does
become
the
knob
on
with
resistive
carbon
This results in a
test,
(See
procedure
4-14)
the
control
carbon
material begins
to
not
perform
can
be
detected
as
described
Chapter 1 for
necessary
outlined
REMOVAL
panel
is a poten-
material.
rubbing
fine
dust
that
smoothly
by
performing
in
the
details
to
replace
in Figure 4-14.
this
After
off
can
or
game's
on
the
con-
Ii.
GAME
SELECT
SWITCH
(See
If
switch,
The
with
the
ment
When
the
part number Super sion and mistakes
will
be
game.
Figure
you
need
follow
purpose
necessary
parts
for
ordering
number,
of
this
Breakout
less
downtime
the
the
catalog,
REMOVAL
4-15)
to
replace
procedure
of
information Super
parts
part
game. This
in
your
this
and
and
this
chapter
Breakout
from
name,
the
will
order.
three-position
shown
more
is
to
for
ordering
game.
your
distributor,
applicable
serial
number
help
to
We
hope
profit
in Figure 4-15.
provide
replace-
of
avoid
the
from
rotary
you
give
figure
your confu­results
your
Super Breakout 4-11
Page 78
Page 79
............
Cif'fto&t, ,
..
,
-
..
,
..
...
'U.lO
,.,.
uu
....
uu
....
ILLUSTRATED
PARTS
The purpose
the necessary informatior:i
for
parts
part number,
this catalog, and the serial number
Breakout game. This mistakes in downtime
the Super Breakout game.
When ordering parts from
part
your
and more
CATALOG
of
this chapter
name, applicable figure number
will
order.
We
profit
is
to
for
ordering replacement
your
distributor, give the
help
to
avoid confusion and
hope the results
from
your
provide you
of
your
will
be
game .
with
of
Super
less
Super
Breakout ·
·:=::~::·;~-=·······:·:=:~'*=">~
Page 80
2
ee:::;io
©J
~
~~
D
J,\
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4
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.;.,
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(I)
=
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=
a.
GI
..
GI
..
j
-
fill
=
Page 81
NOTICE
TO
ALL
CONFIDENTIAL: Reproduction forbidden
specific California. This drawing is only neither
right
any drawing thereon, nor any right to reproduce thereof, except porated and ten license, no right or the with
or
PERSONS RECEIVING THIS DRAWING
written
permission
of
Atari, Inc., Sunnyvale,
receipt nor possession thereof confers or transfers
in, or license to use, the subject matter
or
any
design
for
manufacture by vendors
for
manufacture under the
subject
matter
written
permission from the corporation.
conditionally
or technical information shown
this
drawing
to
reproduce
thereof unless by
corporation's
this
drawing is granted
written
without
issued, and
or
of
Atari, lncor·
agreement
the
of
the
any part
writ-
2~028
I
/
I
'5ECTIO~
Figure
Final Cabinet Assembly
5-1
A033260-01 D
Super
Breakout 5-3
Page 82
Jl\.
ATARr
Figure
5-1
Final Cabinet Assembly Parts List
Item
1
2
3
4
5
6
7
8
9
10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39
Part
Number
A009083-0l
A007197-0l
A007902-0l A030867-0l A033016-0l
*
A033160-0J A033256-02
A032907-0l
A033259-0l
A033261-0l
A033262-0l
A033456-0l A033264-0l
003053-01 004809-03 005233-01
005419-01 006305-01 006870-01 007103-01 033095-01 033137-01 033138-01
033265-01 ST-118 TM-118
46-2023002
72-6610
72-6620
72-6812
73-77015
75-0lOS
75-040
75-0lSS 009439-01
75-5516B 75-931 75-990505S 75-99090006
Qty.
1
Assembly, 1 1 1 1 1 1 1 1 1
1 1
1
2
Retainer,
1
Bezel,
1
Seal, 1
Grill, 1
Bag,
1
Bracket,
Cover,
1 2
Label,
1
Shield, 1
Attraction,
1
Overlay, 1
Self 1
Tech
Fuses,
2 20
Screw, 4
Screw,
12
Screw, 4
Pop 5
Washer,
11
Washer,
4
Washer,
1
Cover, 4
Bolt, 5 Wing 4
Nut,
6
Well
Vacuum
Rear
Speaker
Printed
On/Off Shipping
Monitor
Test Manual
Slow Sht.
Sht. Sht.
Rivet,
Flat, Split-Lock, Flat
Smoke
Carriage, Nut, Lock, Nut,
Coin
Door Power Cash
R.F. Power Game Pot,
Rear Cabinet Flour. Monitor Control R.F. Plexiglas
Coin
Monitor
Chart
#10-24
Blind
Supply, Box Shield
Cord Board Switch & Harness Door
P.C.B.
Formed
Door
Poly
Box
Switch
Plexiglas
Plexiglas
& IPC
Blow, 3 AMP
Met., Met.,
Met.,
3/16
O.D. x .68
#10
#~
Plexiglas
#~-20
Shallow
Hole
Description
Type
Enclosure
(Super
W/Graphics
Light/Speaker
Panel
End
Board
W/Graphics
W/Graphics
W/Graphics
Pan
Hd.,
Phil.
Pan
Hd.,
Phil.,
Pan
Hd.,
Phil.
11
#10
x
1.0"
Pattern,
Fastener,
"B"
Breakout)
#6 x
#6
#8 x 3/4"
Lg,
Blk
Blk
#~-20
#10-32
(PROM)
5/8"
X
l~"
Lg.
Lg. Lg
)
0 A Warner Communications Company
5-4
Super Breakout
Page 83
Figure
5-1
Final Cabinet Parts
Assembly
List
Item
40 41 42
43
44
45 46
47 48
*
Part
Number
72-6808 78-25001 81-702 82-8016 75-5120B 72-1406S 033266-01
033132-01 82-1824
A033160-04
Qty.
1 1
2
6 5
4
2
1
2
(ROM)
Screw, Tie Tip-N-Tell
Screw, Bolt, Screw, Bracket,
Support, Screw,
Is
Sht.
Wrap,
Button
Carriage,
Mach.
Wood,
An
Acceptable
Met.,
Screw
Indicator
Pan
Control Rear
Flat
Description
Pan
Hd.
Down
Hd.,
Soc.
#10-24 x 114"
Hd.,
Phil,
Panel
Plex
Hd.,
Substitute
Phil.,
Cap,
#10-32 x 1.0" Lg,
#4-40 x 3/8"
#8 X 1.50
For
#8
x
~"
Blk
Lg.
A033160-03
Lg
Lg
Lg,
(Item
Blk
6')
Super Breakout 5-5
Page 84
j
NOTICE TO ALL PERSONS RECEIVING THIS DRAWING
CONFIDENTIAL: Reproduction forbidden
specific
written permission
California. This drawing is only conditionally issued, and
neither receipt nor possession thereof confers or transfers any right in, or license to use, the subject matter drawing or any design or technical thereon, nor any right thereof, except for manufacture porated and for manufacture under the corporation's writ­ten license, no right or the subject matter thereof unless with
or written permission from the corporation .
of
to
reproduce this drawing or any part
by
to
reproduce this drawing is granted
without
Atari, Inc. , Sunnyvale,
info
vendors
by
written
the
of
the
rmation shown
of
Atari,
lncor
agreement
,,
'
\\
\I
,,
11
,,
,,
,1
,,
ti
11
,,
I
I
I
I
I
I
,,
,,
,,
, ,
//
//
,;
·
Figure
5-6
5-2
Super
@©G
~
~
G(
~
~
0
ti
ti
TV Shelf
Assembly
A033262-01
Breakout
\!1
.f>.
O>
~
~
()
~
tj
ti
-
--
D
Page 85
A\.
ATARr
Figure
5-2
TV
Parts
Shelf
List
Assembly
Item
1 2 3 4 5 6 7 8 9
Part
Number
003694-01 006319-03 009236-01 033134-01 74-3504S
75-045
75-5532N 75-9155 92".'""033
Qty.
2
1
2 1 4
4
4 8 1
Bar,
Tie
Decal,
Support,
Board, Spacer, Washer, Bolt,
Hex
Nut, Monitor,
Copyright
Monitor
Monitor
Tubular Split-Lock
Carriage,
#~-20
19",
Description
(1978)
Mount
Non-Threaded
#~
#~-20
B & w
x
2.00"
#~
Lg
.25
x
Lg
0 A
Warr>er
Communications
Compari~
Super Breakout 5-7
Page 86
E)ll
(COM)
~/W
0
0
D::>..el-E)
(
(
CIMTY)
(COM)
0
W/l<=::::mIT\a=
W/01
_/
f:K
)
~~
F01"1T
~'O.
LP. \
SUOULO
2.A.."':>)
.
w/"f:i.J
Figure
5-8
5-3
Super
Control
Panel
A033436-01
Breakout
Assembly
D
-:
OE.TAIL
-(_
eE.l<VE.)
NOTICE CONFIDENTIAL: Reproduction forbidden without the specific written permission California. This drawing is only conditionally issued, and neither receipt nor possession thereof any right in, or license to use, the subject matter drawing thereon, nor any right thereof, except for manufacture by vendors porated and for manufacture under the corporation' s ten license, no right to reproduce this drawing is granted or
the subject matter thereof unless by written agreement
with
-
-0~
TO
ALL
PERSONS RECEIVING THIS DRAWING
or
any design or technical information shown
or
written permission from the corporation.
of
Atari, Inc
CQJ1fers
to
reproduce this drawing or any part
.,
Sunnyvale,
or transfers
of
Atari, Incor-
of
the
writ
-
Page 87
JI\_
ATARI®
Figure
5-3
Control Panel Assembly Parts
List
Item
1 2
3 4 5 6 7 8 9
10
ll
Part
Number
A033257-0l
A007357-06
A007357-07
033457-01 001856-01 19-9022 62-002 73-819 73-825
64-01010301
78-6900402
Qty.
1 1 1 1 1 1 1 1 1 1
1
Assembly, Assembly, Assembly,
Pqnel, Bezel,
SK,
Pot, Switch, Knob, Knob, Switch,
Tape,
Black Black
Foam,
Harness Double
II
Control Alum.
Slip-Clutch,
Licon -Led
Rotary
W/Graphics
With
(Stackpole)
Adhesive,
Description
Start
Lite
II
Skirt
II
Short
Blk.
Switch
II
Shaft
(1 (2
Player) Player)
0 A Warner Communications Company
Super Breakout 5-9
Page 88
2
4
PLCS
PLCS
OR
OR/BK
BK/OR
Figure
5-10
5-4
Coin Door
A009083-01 C
Super
Breakout
Assembly
NOTICE
TO CONFIDENTIAL: Reproduction forbidden without the specific written permission
California. This drawing is only conditionally issued, and
neither receipt nor possession thereof confers
any right in, or
drawing or any design thereon, nor any right thereof, except porated and ten license, no right to reproduce this drawing is granted
or the subject matter thereof unless by written agreement
with or written permission from the corporation.
ALL PERSONS RECEIVING THIS DRAWING
license
for
tor
manufacture under the corporation's writ·
of
Atari, Inc., Sunnyvale,
to
use, the subject matter
or
technical information shown
to
reproduce this drawing or any part
manufacture by vendors
of
or
transfers
of
Atari, lncor·
the
Page 89
JI\_
ATARI®
Figure
5-4
Coin
Parts
Door
List
Assembly
Item
1
2 3
4 5 6
7 8 9
10 11 12 13 14
15
16
17 18
19 20 21 22
23
24
25
26
27
Part Number
A007637-01
A007637-02 A007637-03 Ref. A007637-04
A007637-05 A007637-06 A007637-07
75-9165 A030362-01 A007640-01 A002465-01 004320-01 004341-01 004344-01 004340-01 004337-01 004338-01 004336-01 004326-01 75-046 006904-01 007359-01 70-11-47 73-3008 75-9914001 75-026S 75-00516 008629-01 71-2118 71-1225CU 71-125FB 71-1205FF
71-1201MG
71-1201
71-1210PE
71-1220CA
007753-01
A007638-01
A006921-01
KS
Qty.
1
Ref.
Ref. Ref. Ref. Ref.
4 1 2 1 1 2 1 2 2
1
1 2 4
2
1
1
2 6
4
13
2
1
2
Ref. Ref. Ref. Ref.
Ref. Ref.
1 1 1
Description
Front Bezel Front Bezel Front Bezel Front Bezel Front Bezel Front Bezel Front Bezel
See Figure
Nut, 6-32 Coin Lock-Out Assembly, See Figure Coin
Switch
Coin
Counter Coin Door Secondary Coin Key Loop Spring Return Bracket, Wire Form Lock-Out, Wire Form, R.H. Lock-Out, Wire Form, L.H. Button, Scavenger Lock
Washer, #6
Spacer
Lamp Socket Lamp
Retaining Self-Threading Nut, Tinnerman #SR188006 Washer, #6
Kepnut, Style 842, Stl., 6-32
Spring
Lock
Assembly, Hudson
Coin Mechanism Coin Mechanism Coin Mechanism Coin Mechanism Coin Mechanism Coin Mechanism
Coin Mechanism
Plate, Anti-Probe
Switch
Harness
Assy.-Used Assy.-Used Assy.-Used Assy.-Used Assy.-Used Assy.-Used Assv.-Used
5-5
Assembly, See Figure
Assembly
Weldment
Chute
"C"
Ring, Truarc #5103-25
for for
for
for for for for
Assembly, Slam
Assembly
only
on
-01
Coin Door Assy.
only
on
-02
Coin Door Assy.
only
on
-03
Coin Door Assy.
only
on
-04
Coin Door Assy.
only
on
-05
Coin Door Assy.
only
on
-06
Coin Door Assy.
only
on
-07
Coin Door Assy.
5-6
5-7
Lock American Quarter Belgian 5 Francs German Mark Swedish Krona
Japanese 100 Yen
English 10 Pence
Australian 20-Cent Piece
Only
Only
Only
Only
Only
Only
Onl~
Super Breakout
5-11
Page 90
0
0
Figure
5-12
5-5
Front Bezel Assembly A007637-01
Super Breakout
thru -07 D
NOTICE
TO
ALL PERSONS RECEIVING THIS DRAWING CONFIDENTIAL: Reproduction forbidden without the specific written permission
California. This drawing is only conditionally issued, and
neither receipt nor possession thereof confers or transfers
any right in, or drawing or any design or thereon, nor any right to reproduce this drawing or any part thereof, except for manufacture by vendors
porated and for manufacture under the corporation's writ·
ten license, no right to reproduce this drawing is granted or the subject matter thereof unless by written agreement with
license
or
written permission from the corporation.
of
Atari, Inc., Sunnyvale,
to
use, the subject matter
technical information shown
of
Atari,. Incor-
of
the
Page 91
)I\.
ATARr
figure
5-5 f rQnt Bezel Assembly
Parts
List
Item
1 2
3
4
5
6
7
8 9
10
11
Part
Number
004328-01
See
below 004331-01 004332-01 004327-01 004329-01
See
Below 73-3009 72-1604S 75-046 75-9914001
Qty.
Bezel
1
Ring
2
Coin
2
Primary
2
Bearing,
2
Clamp,
2
Price
1
Retaining
2
Mach.
4
Washer,
2
Self-Threading
6
Shield
Coin
Price
Plate
Ser.,
#6,
lo,e...'51-1
-01
-02.
-o-::.
-04
-OS
-C<O
-07
Chute
Scavenger
Plate
"C"
Ring, 6-32 Split-Lock
NO
:rTEM
004~'"'!>0-0I
004~~0-01
OC91'33
004-~~o-01
009':;>L..0-0I
001'"7"=>~-0I
c::x::>T1"!>"2...-0l
Description
Button
x ~ Lg.
Nut,
'2.
-01
Truarc
Pan
Tinnerman
ITE.M
I
004~4~-0I
004'"=>'-\::!.-0(a
OOY.~4~-o~
oo\...\~4~-o~
004"?:>'-+3-0~
001-\"'!!>4'"5-0~
00'-+3'-+~-07
#5103-37
Hd.,
#SR188006
OE'.1-.:0MIN"'TION
e<::>tt
r::.
t=R.
I
DM
I
KR
IOOY
ICP
2ot
~-r:
Phil
;
i
i
I
I
Cl
A Warner Communications Company
Super
Breakout
5-13
Page 92
NOTES:
2,
Coil data: 10 VDC ± imum.
Manufacturer: Coin Mech, Inc.
50.D. resistance, current 200 ma max-
-,o
,-
.\SIC.
2 PLA.CE:S
___
50
*
.12S
~
r
*'
~~~€~_;
.980
.9100
i
(I.A
I
'STl\T\C.
li!i::F
---
--
.....---~<----'-----'---~
-
--~}.5o
(
R~I"'.)
NOTICE
TO CONFIDENTIAL: specific California. neither receipt nor possession thereof confers or transfers any right drawing or any design or technical information shown thereon, nor any right thereof, except for manufacture porated and for manufacture under the corporation's writ­ten or the subject matter thereof unless by with or written permission from the corporation.
All
written permission
This drawing is only
in, or license to use , the subject matter
license, no right
I
\
i~g
i-J.)
.
0nt1£1.JS 10"-l
l .
O<C:.
PERSONS RECEIVING THIS DRAWING
Reproduction forbidden
of
conditionally
to
reproduce this drawing or any part
by
to
reproduce this drawing is granted
without
Atari, Inc.. Sunnyvale,
issued, and
vendors of Atari, Incor-
written
agreement
the
of
the
Figure 5-6
Coin Lockout Assembly A030362-01 A
DETAIL
OF
RELAY
COIL
(A007639-01)
I
~
5-14
Super Breakout
Page 93
NOTICE
TO
ALL
PERSONS
CONFIDENTIAL: Reproduction forbidden without the
~Ti~~;~ia~~~~:ndr~=:ir:,i~s~~
neither receipt nor possession thereof confers or transfers any right in, or license drawing or any design or technical information shown thereon, nor any right to reproduce this drawing or any part
~~~~~~d
=~~efo~
ten license, no right to reproduce or the subject matter thereof unless by written agreement with or written permission from the corporation.
f~~;:'~f~~~~~!u~~3l/t~~dg~~p~r:t~~~
RECEIVING THIS DRAWING
0
~nl~fco~'3i~ii,o~~~Y
to
use, the subject matter
this
drawing is granted
i~~~e~t=~~
of
the
1
!n;~~:
pp.._R_T
ITEM
OOW."!.'"+"2.-01
\
2.
65-44·1C.
3
y
12-1-11:>.
5
00882.4-·0I
~
NO.
4412
DE:..'5C..RlPTION
SWITC.\-\
SWrTCH,
S:..R,\"\5,•'/-'"ID>(~"iLC.•~ti;~~.tlJc.
Figure
Ml~
OM'Z..ON
'w'lRE:.FORM
5-7
Super Breakout
Qi'i
\::>LJ>.,.\E:.
C~Sa"3-3
,C\.li=Rli:.Y
Coin Switch
I
\,
2..
I
Assembly
A007640-01 D
5-15
Page 94
NOTICE
TO
ALL
CONFIDENTIAL: Reproduction forbidden specific California. This drawing is only neither receipt any right in , or license to use, the drawing thereon, thereof, except for manufacture by vendors porated and ten license, no right or
the
with
PERSONS RECEIVING THIS DRAWING
written
permission
nor
possession
or
any design
or
nor
any right to reproduce
for
subject
matter
or
written
permission from the corporation.
0
technical
manufacture under the
to
reproduce
thereof unless by
0
of
Atari, Inc., Sunnyvale,
conditionally
thereof
confers
subject
information
this
drawing
corporation's
this
drawing is granted
written
@
,
~
without
issued, and or
transfers
matter
or
of
Atari,
agreement
0
the
of
the
shown
any part
Incor
writ-
-
••••
0
eeoo
••••
oeee
Fl
0
FZ.
0
0
\
\
\
Jj)
C
ICEOO
- -
~
\
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Figure
5-16
5-8
Type B Power Supply Assembly
A007197-01 D
Super Breakout
Page 95
JI~
ATARr
Figure
5-8
Type B Power Supply
Parts List
Item
1 2 3 4 5
6
7 8 9
10
11
12
13
14
15
16
17
18
19
20
21
22
Part
Number
A009266-0l A006886-0l
29-053 78-70501SC
A006555-0l
79-4411004
41-2003 A006958-0l A006958-02 A006958-03 A006958-04
78-2708
72-1810S
75-
048 75-918S 75-018S
A007192-0l
A007444-01 46-203801
46-201251
Qty.
1
1 1
1
1
.5
1
A/R
"
II
II
1
9
9 9
8
1 1
1 2
Power
Transformer Cap., BrX.t., P.C.
Fuse
Filter, Volt Volt Volt
Volt
Grommet1Plastic
Screw
Washer,
Nut
Washer
Power
Power
Fuse, Fuse,
Supply
Sprague
Cap.
Board
Holder,
Sel Sel Sel Sel
Pan
Hex
Flat Switch In
8
AMP,
2~
Power
Block Block Block Block
Hd.
Split-Lock
#8
Harness
AMP,
Description
Base
Weldment
Termination
Electrolytic
Sprague
Mtg.
Rectifier
Panel
Line,
95V llOV 205V 220V
#8-32 x 5/8"Lg.
,
#8
Termination
125V,
125V,
Assembly
Mounting
5
AMP
#8
3
AG
Fast
Slow
Acting
Assembly
26,000uf
#4586-48
Acting
"Type
@ 15V
·-
·
---
B"
- ·
- -
·-
0 A Warner Communications Company
Super e
..
eakout 5-17
Page 96
I
"Ill
·
~
~
TO
ALL PERSONS RECEIVING THIS DRAWING
NOTICE CONFIDENTIAL: Reproduction forbidden specific
written
or
nor
subject
written
nor
any
design
any right
for
matter
permission
permission California. This drawing is neither receipt any right in, or license to use , the drawing thereon, thereof, except porated and for manufacture under the ten license, no right to reproduce or
the
with
or
of
only
possession thereof
manufacture by vendors
conditionally
or
technical information
to
reproduce
thereof unless by
from
the corporation.
without
Atari, Inc
.,
confers
subject
matter
this
drawing
of
corporation's
this
drawing is granted
written
H
Sunnyvale, issued, and or transfers
shown
or
any part
Atari, Incor-
agreement
©
the
of
the
writ-
Figure
5-18
5-9
Fluorescent Light and Speaker
A033261-01 C
Super Breakout
Mount
Assembly
/-@4~EQD
\
\
\
Page 97
)I\_
ATARI®
Figure
5-9
Fluorescent Light. and Speaker Mount Parts
List
Item
1
2
3 4 5
6
7
Part
Number
A009396-01 A005495-01
48-001 72-6810
A005819-0l
72-6610 75-0lOS
Qty.
1 1 1
6
1
1
2
Assembly, Assembly, Speaker,
Screw,
Assy,
Screw Washer,
Light
Sht.
8"
Sht.
Flat,
Light
18"
Met.,
&
Met.
Description
Speaker
&
Flourescent
Pan
Speaker
Pan
HD.,
#10
Board
Hd., Harness
Phil
Phil.
#6
#8
x
5/8"
x578"Lg
Lg
0 A Warner Communications Company
Super Breakout 5-19
Page 98
NOTICE
TO CONFIDENTIAL: Reproduction forbidden specific California. neither receipt nor possession thereof confers or transfers any right in, or license drawing or any design or
thereon, nor any right thereof, except for manufacture by vendors
porated and for manufacture under the corporation 's writ­'en or
with
ALL PERSONS RECEIVING THIS DRAWING
written
permission
This drawing is only conditionally issued, and
license, no right
the subject matter thereof unless by written agreement
or wrilt!1n oermj.sfilDn
of
to
use, the subject matter
technical information shown
to
reproduce
to
reproduce this drawing is granted
frQ[Tl
the corporation.
without
of
Atari, Incor-
the
of
the
Atari, Inc ., Sunnyvale ,
this
drawing or any part
figure 5-10 Fluorescent Light Assembly
5-20
A00549~1
Super Breakout
A
Page 99
~
ATARI®
Figure 5-10 Fluorescent Light Assembly
List
Parts
Item
1
2
3
4
5
6
7
Part
~umber
93-104 70-303
A005493-Ql
78-2652 78-24001 79-561816
99-11006
Qty.
1
1
1 1
A/R
2
2
Gibson Fluorescent Fluorescent Grorrunet, Tie
Wire
Lamp
Fluorescent
Wrap
Nut, Socket
Rubb~r
Ideal
orSCRTPTION
Tube
18
Light
Clip
Harness
71-B
Fixture
inch
18
(or
Equivalent)
inch
0 A Warner Communicatioris Company
Super Breakout
5-21
Page 100
NOTICE
TO
ALL
PERSONS
CONFIDENTIAL: Reproduction forbidden without .the
~W~;~ia~~~~:ndr~:;ii:;~sr~
neither receipt nor possession thereof confers or transfers any right in, or license to use, the subject matter of the drawing or any design or thereon, nor any right to reproduce this drawing or any part
~~~~~~~
:~~efo~
ten license, no right to reproduce this drawing is granted or the subject matter thereof unless
with or written permission from the corporation.
fr':,~~~f~~~~~~u~~~~r~~~dg~~p~r:i~~~:!n~~;:
RECEIVING THIS DRAWING
0
;n1~fco~~i~ii'o~~~Y
technical information shown
i~~~enf!~~
by
written agreement
Al
0
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Figure
5-22
5-11
RF
Shield
A033264-01 D
Super Breakout
PCB
Assembly
5
~PL
/
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