LG SEGA User Manual

1ST PRINTING JUNE 01
Universal Kit
Kit Installation Instructions
& Service Manual
Switchable FROM High Resolution 31K TO Standard (Low) Resolution 15.75K.
SEGA ENTERPRISES, INC. USA
MANUAL NO. 999-1292
Warranty
Your new Sega Product is covered for a period of 90 days from the date of shipment. This certifies that the Printed Circuit Boards, Power Supplies and Monitor are to be free of defects in workman­ship or materials under normal operating conditions. This also certifies that all Interactive Control Assemblies are to be free from defects in workmanship and materials under normal operating condi­tions. No other product in this machine is hereby covered.
Sellers sole liability in the event a warranted part described above fails shall be, at its option, to replace or repair the defective part during the warranty period. For Warranty claims, contact your Sega Distributor.
Should the Seller determine, by inspection that the product was caused by Accident, Misuse, Ne­glect, Alteration, Improper Repair, Installation or Testing, the warranty offered will be null and void.
Under no circumstances is the Seller responsible for any loss of profits, loss of use, or other dam­ages.
This shall be the exclusive written Warranty of the original purchaser expressed in lieu of all other warranties expressed or implied. Under no circumstance shall it extend beyond the period of time listed above.
World Series 2001
Sega Naomi System
Kit Contains List
Part #
400-5397-01
838-13616
560-5407-UL
838-13683-93CV1
600-7141-200
600-7009-2500
840-0051D-01
600-7247-500
LOC. PURCHASE
XKT-0833
610-0630-0010
Desc
NAOMI POWER SUPPLY
AUDIO POWER AMP 2 CH
AUDIO XFORMER 120V
JAMMA I/O BD (NAOMI)
USB CABLE
VGA VIDEO CABLE
ASSY CASE PC1 DIMM BD
CABLE SCSI TYPE 2 500MM
SERVICE SWT BRKT ASSY
GD-ROM DRIVE KIT
GD SOFT KIT WS2K1
Qty
1
1
1
1
1
1
1
1
1
1
1
999-1293
999-1294
999-1295
999-1296
999-1297
NOA-20010-01
MARQUEE WS2K1
INST SHT AMER LG WS2K1
INST SHT NAT LG WS2K1
INST SHT CONTROL WS2K1
SIDE DECALS WS2K1
CONT PNL ASSY WS2K1 (See Breakdown Next Page.)
1
1
1
1
2
1
1
ASSY CTRL PNL 2A4B2S MB2K2 ENG (NOA-20010-01) (D-1/2)
2
ASSY CTRL PNL 2A4B2S MB2K2 ENG (NOA-20010-01) (D-2/2)
ITEM NO. PART NO. DESCRIPTION
1 HOT-2023 CTRL PNL BASE 2A4B2S 2 NOA-2025-01 CTRL PNL PLATE 2A4B2S ENG
101 610-6723-4B02 ASSY ANALOG JOY 4B PINK 102 610-6723-4B01 ASSY ANALOG JOY 4B GREEN 103 610-0409 ASSY BAT MECHA 104 999-1290 PUSHBUTTON RND YELLOW W/MICRO (2 PER) 105 999-1086 PUSHBUTTON RND GREEN W/MICRO (2 PER) 106 999-1289 PUSHBUTTON RND PINK W/MICRO (2 PER) 107 280-5009-01 CORD CLAMP 21 109 280-5275-SR10 CORD CLAMP SR10
201 050-U00400 U NUT M4 202 060-F00400 FLT WSHR M4 203 060-S00400 SPR WSHR M4 204 050-H00400 HEX NUT M4
3
Feb 9. 2000
SERVICE BULLETIN
SEGA Service Department http://www.seuservice.com 45133 Industrial Drive Phone: 415.701.6580 Fremont, Ca. 94538 Fax: 415.701.6594
SPECIAL NOTICE FOR
ALL SEGA NAOMI KITS
PROBLEM:
The SEGA Naomi Game kits are actually ‘JAMMA Dependent’. What this means exactly is they will only install into existing JAMMA Cabinets. If an operator tries to install these kits into a Non-JAMMA cabinet, they will first have to bring the wiring up to JAMMA Standards.
SOLUTION:
120
° Step 1 Disconnect the games original DC Power Supply. You may only use the power supply provided
with your kit. Be sure to set the voltages going to your Game BD to 5.1 and 3.3 volts DC to assure proper operation ( Measure on Square Connector at Game BD. Yellow = 5vdc / Brown = 3.3vdc / White = Gnd )
° Step 2 You MUST USE THE COIN METER SUPPLIED WITH YOUR KIT to assure proper Coin
acceptance. A minimum 18 Gauge wire should be used from the Coin Meter 1 output line on your JAMMA Harness. The 5vdc ( Yellow ) wire found in the wiring bag of your kit MUST BE USED for the supply voltage to the meter.
Not following the directions provided herein may cause your game to malfunction. All electrical work should be performed by the site’s Serviceman or Technician.
In order to prevent an electric shock and short circuit, be sure to turn power off before performing work or touching the interior parts of the product. Be careful so as not to damage wirings. Damaged wiring can cause an electric shock or short circuit accident. Do not touch places other than those specified. Touching places not specified can cause an electric shock or short circuit accident.
If you have any questions please contact the SEGA Service Department at the numbers given above.
4
INSTALLATION INSTRUCTIONS
1) First. Remove all access panels from the game. Locate the original game Logic PCB’s & Power Supply and remove from the Cabinet by first disconnecting all harnesses from the boards. (You need only to splice in the Main Power (110v AC) into the 3-Pin Connector (GRN/WHT/BLK).)
2) Remove all existing game harnesses (we suggest using New Jamma Harnesses (NOT contained in the kit) to ensure reliability).
3) Locate the most convenient and open area of the cabinet to mount the World Series 2001 Naomi System Assembly. Make sure this area is free and clear of all cable harnesses and grounds, cable clamps, etc.
Vacuum out or clean bottom of cabinet of dirt & miscellaneous parts (e.g. screws, loose coins / tokens, etc.).
Remove all exterior decals and repair any cabinet damage. Repaint cabinet if necessary. Remove the Monitor Plexi or if your game plexi has Silk-screened artwork, you will need to strip it off.
4) Connect the JAMMA Harnesses to the JVS-JAMMA Interface Boards. Separate the wires from each other (i.e. Control Panel, Video, Speaker, Power Supply). Run the various harnesses to the part of the cabinet they go to ensuring they are dressed properly & secured to the cabinet. Locate the Volume/ Speaker/Coin Meter Cable and connect to your existing Switch Bracket or use the new one included with the kit. Note: If you are using a VGA Compatible Monitor you can run your VGA Cable directly
to the monitor or connect it to your JVS JAMMA Interface for RGB Conversion to your JAMMA Cables.
5) Remove Marquee from cabinet and cut to fit the new World Series 2001 Marquee in place.
REPLACE old Joysticks & Buttons with the NEW ones supplied in Kit.
6) First remove all Joystick and Button assemblies from the Control Panel. Remove Lexan and Control Panel Overlay. Proceed to clean surface of the Control Panel by removing all adhesive and dirt. Fill in or plug up existing button holes to set up a blank work area for your new controls.
7) Install the new Control Panel Overlay by carefully peeling off the paper backing and laying down on the panel. Smooth it out, starting in the center and working your way to the edges (removing all of the trapped air pockets). If necessary, cut the edges of the overlay excess and fold under panel.
8) Cut out the button and Joystick Holes. Install Joystick and buttons from kit into the Control Panel and tighten down. Connect all game harness wires to switches and buttons.
5
INSTALLATION INSTRUCTIONS
9) Proceed to place new decals on the sides of the cabinet. Locate a new monitor bezel, if needed, and replace glass, if required (due scratches). Install Instruction Placard to the back of the Monitor Glass.
NOTE: As a precaution, disconnect the JAMMA Harness from the I/O Boards and turn power on. With a Multi-Meter, measure the 5v and 3.3v. Adjust if necessary to 5.15v DCand 3.3vDC. Measure the +12 to ensure the wires and voltages are in the correct position. Turn power off. Plug in the JAMMA Harness once again to the I/O Boards. The Attract Mode should appear on the screen.
Adjust the SIZE, CONTRAST, BRIGHTNESS, and COLORS on the Monitor for optimum appearance. Adjust VERTICAL/HORIZONTAL Hold to get a stable picture, if required.
Enter DIAGNOSTICS and adjust the Volume Level, test all Buttons & Joystick for proper operation & wiring. Adjust Pricing. Coin-Up and test out a game to ensure proper play functions are as they should be.
6
To CN1 of Amplifier Board
Pin 1
Pin 4
Pin 5
Sega Naomi System Switch
Bracket and Speaker
Installation Diagrams
(Figure 3)
JAMMA Pin 8
Yellow Wire from Extra Harness (+5v)
YEL/RED
WHT/RED
GRN/RED
Volume
From CN2 of Amplifier Board
From CN4 of Amplifier Board
Test
_
+
Coin Meter
Service
GRY/RED
ORG/RED
GRY/BLUE
ORG/BLUE
JAMMA Pin R JAMMA Pin 1 JAMMA Pin 15
Left Speaker
Right Speaker
7
Sega Naomi System
JAMMA Harness Wiring
(JAMMA I/O BD)
(Figure 4)
Ground
Ground
+5v (Not Used)
+5v (Not Used)
(Not Used)
+12v (Not Used)
Key
Coin Meter 1
(Not Used)
(Not Used)
(Not Used)
Video Red
Video Blue
Video Ground
Test
Coin 1
1P Start
10
11
12
13
14
15
16
17
1
A
2
B
3
C
D
4
E
5
6
F
7
H J
8 9
K
L
M
N
P
R
S
T
U
Ground
Ground
+5v (Not Used)
+5v (Not Used)
(Not Used)
+12v (Not Used)
Key
Coin Meter 2
(Not Used)
(Not Used)
(Not Used)
Video Green
Video Sync
Service
(Not Used)
Coin 2
2P Start
1P UP
1P Down
1P Left
1P Right
Attack 1P (1P SW1)
Grapple 1P (1P SW2)
Support 1P (1P SW3)
(Not Used)
(Not Used)
Ground
Ground
1
19
20
21
22
23 24
25
26
27
28
8
V
W
X
Y
Z
a
b c d
e
f
4
2P UP
2P Down
2P Left
2P Right
Attack 2P (2P SW1)
Grapple 2P (2P SW2)
Support 2P (2P SW3) (Not Used)
(Not Used)
Ground
Ground
8
PSW2
Sega Naomi System
Filter Board Information
Connector Description etc.
PSW1
DIPSW1
Service
Switch
Test
Switch
CN4
Preamp Level
Audio Out
1
2
4
Setting for High Resolution 31KHZ 1 -4 off
CN3
VGA Level
Video Out
CN2 CN1
Power Connectors
1
233
Setting for Standard Resolution 15KHZ 1 on 2-4 off.
9
1. SPECIFICATIONS
1
MONITOR
2
CONTROL PANEL NEW ASTRO CITY, NAOMI CABINET, NET CITY, BLAST CITY
(PART NO. HOT-20011 or NOA-20010-01)
FFH
FFH 00H
00H
ABUTTON
LEVER
Monitor Position
Horizontal Synchronous Frequency
HORIZONTAL
00H
1P
BBUTTON
FFH
BAT MECHA
PLAYER 1 PLAYER 2
START
15/31 kHz
2P
FFH
FFH
00H
BBUTTON
00H
ABUTTON
ANALOG LEVER
00H
FFH
BAT MECHAANALOG
ANALOG LEVER: Move cursor (for throwing, batting); Specify base (for
defense, base running)
A BUTTON: Throw (for defense); Steal base (for batting); Advance to
next base (for base running) Enter command (within command acceptance time)
B BUTTON: Check runner (for throwing); Move between bases (for
defense); Return to base (for running) Enter command (within command acceptance time)
BAT MECHA: Swing
START: Start game; Time out (for throwing, batting)
The analog input on the I/O board uses the following channels: CH0 : 1P ANALOG LEVER VOLUME VERTICAL UP(FFH) DOWN(00H) CH1 : 1P ANALOG LEVER VOLUME HORIZONTAL LEFT(FFH) RIGHT(00H) CH2 : 1P BAT MECHA VOLUME STANDARD POS.(00H) MAX(FFH) CH3 : (RESERVE) CH4 : 2P ANALOG LEVER VOLUME VERTICAL UP(FFH) DOWN(00H) CH5 : 2P ANALOG LEVER VOLUME HORIZONTAL LEFT(FFH) RIGHT(00H) CH6 : 2P BAT MECHA VOLUME STANDARD POS.(00H) MAX(FFH) CH7 : (RESERVE)
Minimum DIMM Memory Capacity
3
256 MB
10
Removing and Attaching the BAT MECHA
If you need to remove the BAT MECHA as in the case of a failure, open the control panel base and remove the BAT MECHA through the following procedure. To reinstall the BAT MECHA, reverse the removing procedure, being certain that the BAT MECHA is faced in the correct direction. For instructions on opening the control panel base, refer to the Instruction Manual of the cabinet.
To prevent electric shock, be sure to turn off the power for the cabinet when removing or attaching the BAT MECHA.
1
Remove the wiring connector (AMP 3P, white) located near the volume.
2
Remove the tamperproof screw clamping the bat center axis on the front side of the control panel.
Tightening/loosening of the tamperproof screw should use the tamperproof screw M4 wrench (540-0006-01) that is included as an accessory for the NAOMI CABINET, NET CITY, and NEW ASTRO CITY cabinet.
123
The tamperproof screw M4 wrench is not included with the following cabinets: Versus CITY, New VERSUS CITY, and BLAST CITY.
123
If the wrench is not available, please order the following part numbers:
• Wrench type (M4): 540-0006-01
• Screwdriver type (M4): 540-0018
Remove the four flange nuts clamping the BAT MECHA body on the back side of
3
the control panel.
BAT MECHA Part number: 610-0409 Part name: ASSY BAT MECHA
The above figure does not show the wiring of the volume and its connector (AMP 3P, white).
11
2. CONTENTS OF GAME
• This is a sports action game where the Major League Baseball in the United States of America was taken as a subject matter.
• In this game, the following teams appear: 14 American and 16 National teams, and two all-star teams from the two leagues.
• The number of players appearing in the game is over 700. All of the 30 really existing ballparks also appear there.
• The game player or players operate their favorite teams to participate in the baseball game, aiming at the win.
• The following play modes are available: Player vs. CPU, Player vs. Player, and Game of Intrusion.
HOW TO PLAY THE GAME
• First select your favorite from the 32 teams. Use the lever to designate the selected team, and use the A Button for determination. This applies also to all the subsequent operations.
• Next select the desired one from the 30 ballparks.
• Then select the starting pitcher. You can select the desired pitcher from the five candidates appearing on the screen.
• Finally select one of three levels: Easy, Standard, and Hard. The fielding strategy you use depends on the level you selected.
LEGEND - HARD -: Hard.
Both catching and throwing the ball are operated by the player. The speed of the pitched ball, i.e., pace, is the maximum.
VETERAN - MEDIUM -: Standard.
Both catching and throwing the ball are operated by the player. The pace is the standard.
ROOKIE - EASY -: Easy.
All the operations to catching the ball are made by the CPU. All the subsequent operations are made by the player. The pace is the minimum.
• The game start. The shortest way to the win is to take advantage of the strong points of the individual baseball players to play the game.
• Apart from the score of the actual baseball game, game points may increase or decrease, depending on the contents of the baseball game. If the resulting number of game points is listed at an upper rank when the game is cleared, your name is included in the entry.
• In the Player vs. CPU or Player vs. Player mode, the game is cleared if the play continues until the entire baseball game ends, and if you have won, you see the ending.
• If the difference in score reaches the preset value during the progress of the game, the game is immediately treated as a called game, resulting in Game Over.
12
• The settings in GAME ASSIGNMENTS in the Test Mode control how the game ends:
EXTRA INNING: If this is ON, the extra part of the baseball game continues to
a maximum of 12th innings. If this is OFF, the baseball game ends when the bottom of the ninth inning ends (even if the score is even, i.e., the game is drawn).
CALLED GAME: Can be set in the 5 to 10 range.
When the difference in score reaches the setting, the baseball game ends (even if the bottom of that inning is not yet completed).
• If the game play begins at the other seat while a player is in progress at either 1P or 2P seat, you enter the Game of Intrusion Mode. For any play in the Game of Intrusion Mode, the starting inning varies with the GAME ASSIGNMENTS settings.
INNINGS: For 1 inning, the game begins at the top of the ninth inning.
For 2 innings, the game begins at the top of the eighth inning. For 3 innings, the game begins at the top of the seventh inning. For all innings, the game begins at the top of the first inning.
In the Game of Intrusion Mode, the game may continue to up to the bottom of the ninth inning. The winner can subsequently continue the play in the Player vs. CPU Mode. If a draw results from a baseball game in the Game of Intrusion Mode, Game Over results for both of the players.
GAME SCREEN
Pitching & Batting Screen
Information in Game
Batter's (Batting) Team By operating the lever, select the direction of the Pitch Type Marker arrow to select the expected pitch type.
Pull the batting switch toward you and keep it there until the pitcher pitches the ball.
Game Points (Differs from the actual score of the baseball game.)
1P 123000080 RECORD 200378000 2P 8921000
ABC XYZ
The baseball player and ball positions on the ground.
Pitcher's (Fielding) Team By operating the lever, select the pitch type by the direction of the Pitch Type Marker arrow.
Press the A Button to initiate the pitch. The pitching gauge appears next to the pitcher on the screen.
Third Base Window
Pitch Type Marker
13
First Base Window
Pitching Gauge
Batter's (Batting) Team
By operating the lever, move the batting cursor to aim at the ball.
Release the batting switch timely to hit the ball.
Batter's (Batting) Team
If your expectation turns out right, the batting cursor is highlighted and the probability of hit increases.
1P 123000080 RECORD 200378000 2P 8921000
ABC XYZ
Batting CursorStrike Zone
1P 123000080 RECORD 200378000 2P 8921000
ABC XYZ
Pitcher's (Fielding) Team
Select the course of the ball using the lever.
While observing the pitching gauge, press the A Button timely (best when MAX appears at the top of the game).
Pitcher's (Fielding) Team
Pressing the button timely improves all of the speed and control of the ball and the sharpness of breaking balls. If you press the button untimely (too early or late), all of the speed and control of the ball and the sharpness of breaking balls will be poor reversely.
The cursor shape changes depending on the expected pitch type. If your expectation turns out right, the ball will be hit more easily and to a further point, with the cursor color changed.
14
Fielding Screen
OUT
Landing Point
1P 123000080 RECORD 200378000 2P 8921000
OUT
Fielding Team
Using the lever, move a fielder to the expected landing point of the ball. By pressing the B Button, you can replace the field you want to move.
When approximating to the ball, the fielder automatically catches the ball.
For example, the ball is occasionally carried away by wind.
If you press the A Button timely, the fielder exhibits a super catch by fine play. If you selected ROOKIE­EASY- for the level at the start of the game, the above operations are unnecessary.
2nd BASE Lever Up: 2nd Base
3rd BASE Lever Left: 3rd Base
1st BASE Lever Right: 1st Base
HOME BASE Lever Down: Home Base
1P 123000080 RECORD 200378000 2P 8921000
1P 123000080 RECORD 200378000 2P 8921000
Throw/Shift
Select the desired base using the lever.
Pressing the A Button causes the fielder to throw the ball to the base you selected.
Pressing the B Button causes the fielder to run toward the base you selected.
Base running
Select the desired base using the lever.
Pressing the A Button causes the fielder to run toward the base you selected.
15
Pressing the B Button causes the fielder to return to the previous base.
While you hold the A and B Buttons together, the field stays there.
Pitch Type Marker
The pitch type marker shows the available pitch types.
SCREW BALL
SINKER
Currently remaining ability
FAST BALL
CHANGE-UP FORKBALL ETC.
SLIDER
CURVE
Original ability of pitcher
SLIDER
CURVE
FAST BALL
SCREW BALL
SINKER
CHANGE-UP FORKBALL ETC.
For left-handerFor right-hander
Batting Cursor
If you successfully expect the actual pitch type, the shape of the batting cursor changes.
If you successfully expect the actual pitch type, the shape of the batting cursor changes.
If you expect and enter FAST BALL (or enter nothing):
If you expect and enter CURVE (or SINKER for left-hander):
If your entered expectation turns right, the cursor turns red.
16
NAMES AND ABBREVIATIONS OF THE TEAMS AND BALLPARK NAMES APPEARING IN THE GAME
The team names are listed alphabetically.
American League
1. Anaheim Angels/ANA :Edison International Field
2. Baltimore Orioles/BAL :Oriole Park at Camden Yards
3. Boston Red Sox/BOS :Fenway Park
4. Chicago White Sox/CHW :Comiskey Park
5. Cleveland Indians/CLE :Jacobs Field
6. Detroit Tigers/DET :Comerica Park
7. Kansas City Royals/KC :Kauffman Stadium
National League
1. Arizona Diamondbacks/ARI :BankOne Ballpark
2. Atlanta Braves/ATL :Turner Field
3. Chicago Cubs/CHC :Wrigley Field
4. Cincinnati Reds/CIN :Cinergy Field
5. Colorado Rockies/COL :Coors Field
6. Florida Marlins/FLA :Pro Player Stadium
7. Houston Astros/HOU :Enron Field
8. Minnesota Twins/MIN :Hubert H.Humphrey Metrodome
9. New York Yankees/NYY :Yankee Stadium
10. Oakland Athletics/OAK :Network Associates Coliseum
11. Seattle Mariners/SEA :SAFECO Field
12. Tampa Bay Devil Rays/TB :Tropicana Field
13. Texas Rangers/TEX :The Ballpark in Arlington
14. Toronto Blue Jays/TOR :SkyDome
8. Los Angeles Dodgers/LA :Dodger Stadium
9. Milwaukee Brewers/MIL :Miller Park
10. Montreal Expos/MON :Olympic Stadium
11. New York Mets/NYM :Shea Stadium
12. Philadelphia Phillies/PHI :Veterans Stadium
13. Pittsburgh Pirates/PIT :PNC Park
14. St. Louis Cardinals/STL :Busch Stadium
15. San Diego Padres/SD :Qualcomm Park at Jack Murphy Stadium
16. San Francisco Giants/SF :Pacific Bell Park
17
3. TEST MODE
A. SYSTEM MENU
STOP
When settings are changed in SYSTEM ASSIGNMENTS, COIN ASSIGNMENTS, and GAME ASSIGNMENTS of GAME TEST MODE, be sure to exit from the test mode of SYSTEM MENU screen. The contents
IMPORTANT
of setting changes are stored in the IC on the BOARD when exiting from the Test Mode. If the power is turned off in the Test Mode (before exiting), the contents of setting changes are ineffective. In this case, the settings remain unchanged.
This test mode mainly allows the IC Board to be checked for accurate functioning, monitor color to be adjusted as well as COIN ASSIGNMENTS and GAME ASSIGNMENTS to be adjusted.
1) After turning power on, press the TEST Button to have the following SYSTEM MENU displayed.
SYSTEM MENU
RAM TEST JVS TEST SOUND TEST C.R.T. TEST SYSTEM ASSIGNMENTS COIN ASSIGNMENTS BOOKKEEPING BACKUP DATA CLEAR CLOCK SETTING
DIMM BOARD TEST GAME TEST MODE [XXXXXXXXX ]
1 2 3 144424444443
In the SYSTEM ASSIGNMENTS, CABINET TYPE is set to 2 PLAYER(S), MONITOR TYPE is set to HORIZONTAL, and SERVICE TYPE is set to COMMON.
CCOIN ASSIGNMENTS settings as follows: COIN CHUTE TYPE: COMMON COIN/CREDIT SETTING: You may set COIN/CREDIT SETTING and/or SEQUENCE optionally. SEQUENCE SETTING of COIN ASSIGNMENTS functions as follows: SEQUENCE 1: Number of credits required for game start
(1~5)
SEQUENCE 2: Number of credits required for CON-
TINUE(1~5)
SEQUENCE 3 ~ 8: NOT USED.
-> EXIT
SELECT WITH SERVICE BUTTON AND PRESS TEST BUTTON
2) Press the SERVICE Button to move the arrow. Bring the arrow to the desired item and press the TEST Button.
3) Press the TEST Button in the GAME TEST MODE to display the GAME TEST MENU peculiar to this game. See the next page onward.
4) Upon finishing the test, bring the arrow to EXIT and press the TEST Button to return to the Game mode.
For detailed explanations as regards the SYSTEM TEST MODE, refer to GD-ROM SERVICE MANUAL (420-6620-01).
18
B. GAME TEST MODE
By selecting "GAME TEST MODE" and pressing the TEST Button on the System Test Menu Screen, the Test Mode Menu Screen (Game Test Mode Menu Screen) appears, which is unique to this game.
GAME TEST MENU
INPUT TEST GAME ASSIGNMENTS VOLUME SETTING BOOKKEEPING BACKUP DATA CLEAR
-> EXIT
SELECT WITH SERVICE BUTTON AND PRESS TEST BUTTON
GAME TEST MENU Screen
• Pressing the SERVICE Button moves the arrow (->) on the screen. By moving the arrow, select the item you want to run.
• Pressing the TEST Button runs the currently selected item. You are brought to the screen for that item, and can change or adjust the settings.
• With "EXIT" selected, pressing the TEST Button returns you to the System Test Menu Screen.
• All the subsequent GAME TEST MODE operations can basically be made using the B and A Buttons instead of the SERVICE and TEST Buttons.
SERVICE Button - B Button TEST Button - A Button
19
a. INPUT TEST
This test checks the input devices. Using this screen, check the input devices periodically. Pressing the TEST and SERVICE Buttons together returns you to the Game Test Menu Screen.
INPUT TEST
1P_START :OFF 2P_START :OFF
1P_ABUTTON:OFF 2P_ABUTTON:OFF 1P_BBUTTON:OFF 2P_BBUTTON:OFF
TEST-SW :OFF SERVICE-SW:OFF
1P_LEVER:(80,80) 2P_LEVER:(80,80) 1P_BAT : 80 2P_BAT : 80
PRESS TEST AND SERVICE BUTTON TO EXIT
INPUT TEST Screen
Operate each of the input devices. If the indication at the right of the device label changes from OFF to ON, the device is normal. LEVER and BAT indicate the lever and batting switch volume control values, respectively. Check whether each of the values changes and the cursor moves smoothly according to the lever or batting switch operations you make.
• Lever and batting switch settings LEVER:Check that, when you move the lever fully to the top, bottom, left, or
right, the cursor, marked by a circle (Åõ) in the figure, moves securely from an end to another in the frame while the value below the frame is changing.
BAT: Check that, when you move the batting switch fully from an end to
another in the movable range, the cursor, marked by horizontal bars in the figure, moves securely from the top (or bottom) to the bottom (or top) while the value below the frame is changing.
If the cursor does not move from an end to another, retry to set a proper value with VOLUME SETTING and then perform the recheck on this Test Screen.
20
b. GAME ASSIGNMENTS
STOP
Once you have made change to the settings, select and run EXIT and exit the GAME TEST MODE. The new settings do not take effect until this mode is exited.
IMPORTANT
This screen lets you make change to the game difficulty and other settings.
Changing Procedure
1
Press the SERVICE Button to move the arrow to the item to which you want to make change.
2
Pressing the TEST Button changes the indication located at the right of the currently selected item. Change it to the desired one.
3
Press the SERVICE Button to select EXIT, and press the TEST Button. This returns you to the Game Test Menu Screen.
GAME ASSIGNMENTS
DIFFICULTY NORMAL INNINGS 2 INNINGS EXTRA INNING ON CALLED GAME 10 INITIAL TEAM 1P NYY 2P NYM
-> EXIT
SELECT WITH SERVICE BUTTON AND PRESS TEST BUTTON
GAME ASSIGNMENTS Screen
21
• DIFFICULTY: Set the difficulty by changing the pitching speed of the
pitcher or modifying the CPU's routine of thinking. Set one of the following five levels:
VERY EASY - EASY - NORMAL - HARD - VERY HARD Easier Harder
• INNINGS: Set the number of innings you can play with the start-enabled
(or continuable) credits. When each setting has been made, an additional credit is required each time any inning in parentheses (Å@) ends.
1 INNING setting: (1) (2) (3) (4) (5) (6) (7) (8) (9) (10) (11) (12) 2 INNINGS setting: (1, 2) (3, 4) (5, 6) (7, 8, 9) (10, 11, 12) 3 INNINGS setting: (1, 2, 3) (4, 5, 6) (7, 8, 9) (10, 11, 12) ALL INNINGS setting: No additional credit is required even if you play the
extra part of the baseball game to a maximum of 12th innings.
• EXTRA INNING: Set whether the game may continue to extra innings.
If this is OFF, the game ends even if the score is even after the end of the bottom of the ninth inning.
• CALLED GAME: Set the difference in score that allows the game to be
established as a called game. The value may be 5 to 10. When the difference in score reaches the setting, the game ends.
• INITIAL TEAM: Set the team that is first selected on the Select Team Screen.
22
c. VOLUME SETTING
STOP
IMPORTANT
This screen lets you set the sensitivity of the input devices. If you are unsatisfied with the operability or have adjusted or replaced the volume control of an input device, make the settings on this screen.
Normal play is guaranteed only after all the input devices have been set up properly. Be sure to make the proper settings before you begin demonstration for the selling purpose. Once you have made change to the settings, select and run EXIT WITH SAVE and exit the GAME TEST MODE. The new settings do not take effect until this mode is exited.
VOLUME SETTING PLAYER1 LEVER_H MAX(FFH) MIN(00H) NOW(80H) LEVER-V MAX(FFH) MIN(00H) NOW(80H) BAT MAX(FFH) MIN(00H) NOW(00H)
PLAYER2 LEVER-H MAX(FFH) MIN(00H) NOW(80H) LEVER-V MAX(FFH) MIN(00H) NOW(80H) BAT MAX(FFH) MIN(00H) NOW(00H)
EXIT WITH SAVE
-> EXIT WITHOUT SAVE
SELECT WITH SERVICE BUTTON AND PRESS TEST BUTTON
VOLUME SETTING Screen
23
Setting Procedure
1
Move the lever and batting switch fully in the movable range.
2
Release the lever and batting switch, and leave them unloaded.
Move Lever Horizontally (LEVER-H) Move the lever fully to the left or right, and then leave it unloaded.
Move Lever Vertically (LEVER-V) Move the lever fully to the top or bottom, and then leave it unloaded.
Batting Switch (BAT) Move the batting switch fully, and then leave it unloaded.
Move the SERVICE Button to align the arrow with EXIT WITH SAVE, and press
3
the TEST Button. Save the settings, and return to the Game Test Menu Screen.
• If you press the TEST Button with the arrow aligned with EXIT WITHOUT SAVE, you return to the Game Test Menu Screen without making change to the settings.
• After adjustment, be sure to use INPUT TEST to check that the values change properly according to the operations you make. If no improvements are observed even after the settings are retried, a component such as the lever or batting switch may have failed.
24
d. BOOKKEEPING
This screen lists the data to be saved. Pressing the TEST Button returns you to the Game Test Menu Screen.
BOOKKEEPING
NUMBER OF GAMES 0 TOTAL PLAY TIME 0D 00H 00M 00S AVERAGE PLAY TIME 00M 00S LONGEST PLAY TIME 00M 00S SHORTEST PLAY TIME 00M 00S
PRESS TEST BUTTON TO EXIT
BOOKKEEPING Screen
NUMBER OF GAMES: Total number of games played
TOTAL PLAY TIME: Play time
25
e. BACKUP DATA CLEAR
BACKUP DATA CLEAR
YES (CLEAR )
-> NO (CANCEL)
SELECT WITH SERVICE BUTTON AND PRESS TEST BUTTON
BACKUP DATA CLEAR Screen
This screen is used to initialize BOOKKEEPING and the High Score Ranking. To clear the data about the coins/credits, you have to run BACKUP DATA CLEAR in the SYSTEM TEST MODE. Clearing the data does not influence any game settings (except the data). When clearing, use the SERVICE Button to bring the arrow (->) to "YES (CLEAR)" and press the TEST Button. When the data has been cleared, "COMPLETED" will be displayed. Press the TEST Button to return to the Menu mode. Bring the arrow to "NO (CANCEL)" and press the TEST Button to return to the Menu mode without clearing the data.
26
4. GAME BOARD
Do not expose the Game Board so as to avoid causing an accident or malfunctioning. Static electricity discharge can damage electronic parts on the IC Board. Before starting work by opening the Shield Case Lid, be sure to touch grounded metallic surfaces to discharge physically charged static electricity. When replacing the Game Board, refer to the CVT Manual and Instruction Manual.
2
1
3
PART NO. DESCRIPTION
1
+
2
1
2
3
840-0051D-01 ASSY CASE NAO PCI DIMM BD USA 840-0051D-02 ASSY CASE NAO PCI DIMM BD EXP 840-0051D-03 ASSY CASE NAO PCI DIMM BD KOR 840-0051D-04 ASSY CASE NAO PCI DIMM BD AUS
840-0001A-01 ASSY CASE NAOMI MAIN BD USA 840-0001A-02 ASSY CASE NAOMI MAIN BD EXP 840-0001A-03 ASSY CASE NAOMI MAIN BD KOR 840-0001A-04 ASSY CASE NAOMI MAIN BD AUS
840-0001F ASSY CASE NAO DIMM BD COM
610-0617 GD-ROM DRIVE UNIT NAOMI 610-0617-01 GD-ROM DRIVE UNIT NAOMI VA2
27
1
2
442-00067B (STICKER 840-0067B) Attached place
PART NO. DESCRIPTION
1
2
+
1
2
840-0001F ASSY CASE NAO DIMM BD COM
KEY CHIP
840-0067B DIMM BD NAO MB2K2
28
5. SOFT KIT
STOP
IMPORTANT
Handling the GD-ROM Disk
Do not contaminate the disks with your fingerprints or dust particles. Contaminated disks may lower audio and video quality. When cleaning the disks, do not use volatile chemicals (benzine, thinner, etc.), cleaning sprays, and antistatic agents. Do not use cracked, warped, or damaged disks. Do not attach papers or seals onto the disks;
Use clean cloth to wipe the disk gently and into a radial direction.
do not scratch the disks. Do not use the disks with a sign of peeled seals, tapes, etc. Observing these instructions, do not insert such a non-usable disk into the GD-ROM drive. Otherwise the inserted disk can not be ejected. When cleaning a heavily contaminated disk, use clean cloth that has been soaked in water and squeezed. Then remove moisture with dry cloth. When holding a disk, be careful not to contaminate it with your fingerprints.
How to Hold a Disk
With both hands: Put your thumbs and forefingers of both hands on the disk's 4 circumference tips.
With one hand: Insert your forefinger into a central hole and at the same time put your thumb and middle finger on the disk's 2 circumference tips.
How to Handle the Key Chip
The key chip is a precision device. Handle it carefully because it may be damaged by heat, shock, and static electricity. Use the key chip with the GD-ROM disk of the corresponding game that has been shipped together with the key chip.
29
4
2
1
PART NO. DESCRIPTION
3
+
1
1 2
3
4
+
2
+
3 4
610-0624-0010 GD SOFT KIT MB2K2 ENG
GDS-0010 * NAOMI GDROM MB2K2
KEY CHIP
420-6621-0010E SERVICE MANUAL MB2K2 ENG
253-5507 DISK CASE WITH IC HOLDER
30
120 Vac Input
P C
80
1 2
50
3
TRANSFORMER
0V
120V
560-5407
17V 0V
0V 17V
838-13616
AUDIO POWER AMP 2CH
JST VH 4P
31
P C
GND
+5V
+12V
+3.3V
400-5397
SW REGU FOR JVS
GND
GND
JST VL
[Extra]
30
10
[GD ROM DRIVE]
50
50
30
1
10
50
50
34256
1
5k pot
3
2
P C
31
WHITE(U/P)
514150
50
71
91
2
72
9
Phono plugs
SPEAKER OUTPUTS
P C
+3.3V
+5V
GND
GND
JST VL
COIN COUNTER
To Extra Yellow Wire
1
30 10 50
30 10 50
CN6
6
To PIN 8 of Jamma
838-13683-91
600-6743-050
600-7141-050
JAMMA CONNECTIONS USED ARE:
600-7155
° VIDEO OUT
10 20 30 40 50
60 70 80 A B
C D E
° SWITCH INPUTS ° SWITCH GROUND RETURNS ° COIN COUNTER OUTPUT
NOTE: THERE ARE TO BE NO CONNECTIONS MADE TO THE JAMMA INTERFACE OTHER THAN THE ABOVE FOREMENTIONED.
NAOMI KIT UNIVERSAL WIRING DIAGRAM (1/1)
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