Midway Blitz Operation Manual

Page 1
MIDWAY
VIDEO GAME
CONVERSION
NOVEMBER 1997
16-44044-l 01
KIT
Operations Manual Includes
.
Kit Installation & Operation
. Testing & Problem Diagnosis
. Parts Information
. Wiring Diagrams
Midway Games Inc.
3401 North California Avenue
Chicago, Illinois 60618
Page 2
TABLE OF CONTENTS
Section One - Installation
Safety Notices .......................................................................
Product Specifications.. ........................................................................ l-3
FCC
Compliance..
Eprlepsy Warning .........................................................
inspection ......................
Recommended Tools and Supplies .......................................................... I-5
Converting a Typical Video Game Cabinet
Cabinet Modifications Control Panel Modifications Game Electronics Installation Cabinet Wiring
Initial Power Up...................................................................................... 1-12
Control Panel Template Player I... .............
Control Panel Template Player 2. .....................................
................ .............................................................................
..............................................................................
.......................................................
.................................................................................
.................................................... t....................
..................................................................... 1-9
........................................................................................
..............................................
..............................
............... 1-2
l-3
.......................... 1-3
l-4
l-6
I-6
l-7
I-1
1-13 1-15
Section Two - Operation
Game Operation..
Starting Up
Game Rules
Player Controls
Operator Controls..
Menu System Operation..
System Overview..
Screen Layout Organization
Diagnostics.
Monitor Setup
System Information
Real Time Clock..
Sound Subsystem Test
Disk Tests
Switch Tests..
DIP-Switch Test..
............................................................................................
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.......
.................
2-2
2-2 2-2 2-3 2-4
2-5
2-5
2-5
2-5
2-6 2-7 2-8 2-8 2-9 2-l
2-I 2-12
1
0 1
Page 3
Audits
.......
....
........
.........................................................................
Coin Audits.. Credits Audits..
Game Audrts .................................................................. ...... .............
Clear Audits
Adjustments
Pricing Current Pricing..
Additional Adjustments.. ................................................... ................... .... 2-I 9
Volume Level ..................................... ........................................................ 2-20
Standard Pricing Table..................................................................................... 2-21
Switches and Jumpers
.......................... ....
................................................................. ................
...................................
...................... ........................... ........................
..........................................................................................
.........................
................................................................................
......................... .....
..................................................... 2-16
............ .........................
................ 2-14
.....
....... ........ 2-18
2-I
2-14
2-I
2-17
2-I 7
2-22
Section Three - Cabinet Wiring
JAMMA
Recommended Cabinet Wiring Diagram. ............................................................. 3-3
Control Wiring Diagram.. ....................................................... ............................. 3-4
CPU Board Indicator and Switch Locations..
CPU Board Jumper Status Chart...................................................................... 3-6
CPU Switches CPU Board LED Indicator Status Chart
....................................................................................................
Chart
.................................................
................................
.............................................................. 3-7
........................................................
3-2
3-5
3-7
3
5
Section Four - Troubleshooting
Game Does Not Start...................................................................................... 4-2
Game Can Not Be Played
Coin Switch and Meter Wiring ........................................................................... 4-4
Player Control Problems.. ............................................................................... 4-5
Audio Problems............................................................................................... 4-6
Video Problems ................................................................................................. 4-7
Miscellaneous
0
Copyright 1997 MIDWAY GAMES INC.
...............................................................................................
.................................................................................
4-3
4-8
Page 4
BLITZ
KIT
SECTION
ONE
INSTALLATION
Warning
USE OF NON-MIDWAY PARTS OR CIRCUIT MODIFICATIONS MAY CAUSE SERIOUS INJURY OR DAMAGE! USE ONLY MIDWAY AUTHORIZED PARTS.
*
For safety and reliability, substitute parts and modifications are not recommended
l Substitute parts or modifications may void FCC type acceptance.
l-l
EOI’
.:NT
Page 5
The following safety rnstructrons apply to all operators and service personnel. Specific warnings and
SAFETY NOTICES
cautrons will be found throughout this manual where they apply. We recommend that you read this page
before preparing your game for play.
!
A
HANDLING ELECTRONIC DEVICES: This kit uses complex electronic components that are SENSITIVE
to
statrc
electricity. The following precautions must be observed and followed prior to handling any of the
electronics that make up this game.
1)
Ensure that the A.C. power to the game is turned off prior to servicing the electronics.
2)
Discharge any static electricity build up in your body by touching the safety ground stud of the power supply
chassrs.
3)
Store the electronic assemblies in an anti-static area. Anti-static bags must be used to store the CPU board assembly. Use the same bag to save the old CPU assembly after the new unit is installed.
4)
DO NOT remove or connect any electronic assemblies when the cabinet power is on. damage the electronic assemblies and void the warranty.
DISCONNECT POWER DURING INSTALLATION OR REPAIRS. Always turn your game OFF and unplug it before attempting to service or install your kit. Installing or repairing PC boards with power ON can damage components and void the warranty. Be sure that all ground wires are installed securely
PROPERLY GROUND THE GAME. To avoid electrical shocks, do not plug in the game until it has been inspected and properly grounded. This game should only be plugged into a grounded 3-wire outlet not use a “cheater” plug or cut off the ground pm on the line cord.
USE PROPER FUSE. To avoid electrical shock all replacement fuses must match the original fuse in
fuse type, voltage rating, and current ratrng.
SALVAGED PARTS. Parts salvaged from old games are required to complete your kit. These salvaged parts must operate perfectly; otherwise, the converted game cannot perform properly or safely. Always repair circuit board malfunctions and cabinet damage before conversion is attempted.
This must be done BEFORE touching or handlrng the electromc assemblres.
CAUTION
Dorng
so
WIII
Do
POWER SUPPLY. Be sure the power supply from your old game is capable of +5Vdc at 5A, -5Vdc at IA.
and +12Vdc at 2A. Measure these operating voltages while existing electronics are installed in the game.
All power supply voltages should be +5% under load. Your power supply must be FCC approved.
WIRING. This kit uses as much of the existing wiring as possible. To the wiring is an exact match
MONITOR. This kit is not intended for use with X-Y monitors. Suitable monitors have horizontally mounted CRTs and raster electronics with inputs for RGB video and COMPOSITE NEGATIVE SYNC.
COIN MECHANISMS. Be sure to clean and test your game coin mechanisms with known currency. Servicing of these mechanisms is crucial to your game’s earning potential and operation.
COIN METERS. Coin meters are not provided with this kit. Wiring information is provided as a convenience to the operator. Existing meters may be used provided their operation is verified.
HANDLE FLUORESCENT TUBE AND CRT WITH CARE. If you drop a fluorescent tube or a CRT and it breaks, it will implode! Shattered glass can fly eight feet or more from the implosion.
HARD DISK DRIVE. The hard disk drive must be packed in an anti-static bag. The disk drive assembly must be removed from the tray and packed in an approved shipping container (P/N 08-8068) in order to be sent in for repair or replacement Do not stack or drop hard disk drives during installation or removal.
wrth
the diagrams after conversion is completed but before applying power.
l-2
avord
errors in operation, verify that
Page 6
PRODUCT SPECIFICATIONS
Game Characteristics
P/aver Variables
1 or 2 players per game High Score Recognition
Equipment Characteristics
Vtdeo
Display Monitor
Low or Medrum Resolution RGB
wrth
Composite
Negatrve
Sync
NOTICE - FCC COMPLIANCE
Operator Vatiables Dlaqnostics
Cornage, Play Mode,
Difficulty, Volume,
Audits, Statistics
Audio Svstem
Drgital
Stereo sound
for 2 Coaxial Full
Range Speakers
Automatic Power-Up Self-Test
Manual Multi-Level Menu System
Currencv Acceptors
4 Coin Switch Inputs
1 Dollar Bill Validator Input
INSTALLATION OF THIS KIT INTO ANY EXISTING PRODUCT DOES NOT
>
GUARANTEE COMPLIANCE WITH FCC REQUIREMENTS. YOU ARE SOLELY
RESPONSIBLE FOR FCC COMPLIANCE FOR INSTALLATIONS IN OTHER PRODUCTS. ANY EXISTING FCC COMPLIANCE LABEL MUST BE REMOVED
AND A NEW LABEL SHOULD NOT BE INSTALLED ON THE CONVERTED
PRODUCT UNTIL YOU HAVE VERIFIED FCC COMPLIANCE.
EPILEPSY WARNING
A very small portion of the population has a condition which may cause them to experience
epileptic seizures or have momentary loss of consciousness when viewing certain kinds of flashing lights or patterns that are present in our daily environment. These persons may experience seizures while watching some kinds of television pictures or playing certain video games. People who have not had any previous seizures may nonetheless have an undetected
epileptic condition.
If you or anyone in your family has experienced symptoms linked to an epileptic condition (e.g.
seizures or loss of awareness), immediately consult your physician before using any video games. We recommend that parents observe their children while they play video games. If you or your
child experience the following symptoms: dizziness, altered vision, eye or muscle twitching, involuntary movements, loss of awareness, disorientation, or convulsions, DISCONTINUE USE IMMEDIATELY and consult your physician.
PROPERLY ATTACH ALL CONNECTORS. Be sure that the connectors on each printed circuit board
ATTENTION
[PCB) are properly connected. If they do not slip on damage your game and void the warranty.
A//
easi/y,
connectors are keyed to fit specific pins on each board.
do not force them. A reversed connector may
1-3
Page 7
INSPECTION
Unpack the materials from the carton and Inspect for obvious signs of damage. Use this checklist to be
sure the
kit
IS complete. You must supply the remainder of the materrals requrred for
thus
conversion.
PartNumber
[ ] A-21055 [ ] A-21891-1 [ ] A-21939-1 [ ] A-22062
[ ]
H-22079-l
[ ] H-22079-2 [ ] RM-37-11
[ ]
01-14568.1
[ ]
03-7947
[ ]
03-9664
[ ]
04-10861
[ ]
08-8068
[ ]
11-1274
[ ]
16-8587-825
[ ]
16-9478.2
[ ]
16-9922.1
[ ]
16-10077
[ ]
16-10139 []16-10363 [ ]
16-10443 [ ]
16-44044-101 [ ]
20-9620
[ ]
20-9727
[ ]
20-10209-1
[ ]
20-10209-2
[ ]
20-10209-3
[ ]
20-10209-5
[ ]
20-10383
[ ]
31-2863.1-3
[ ]
31-2864
[ ]
31-2865
[]31-2868.1
[ ]
31-2869 [ ]
31-2870 [ ]
31-2871 [ ]
4006-01209-04
[ ]
4008-01035-06
[ ]
4106-01115-08
[ ]
4108-01193-108 [ ] 4308-01123-24B [ ]
4408-01128-00 [ ]
5556-13956-00
[ ]
5795-15286-00
Item
Fan Assembly Blitz CPU Board Assembly Blitz 49-way Joystick Assembly
Blrtz
Hard Disk Drive Assembly
49-way Joystick Cable Assembly 1
49-way
Joystrck
Flexible Grommet 155” x Blitz Perforated Electronics Cover
Cable Tie 8 inch length Control Panel Cover Electronics Metal Mounting Plate Hard Disk Drive Shipping Container Wood Spacer for Joystick FBI Warning Label Registration Card Epilepsy Warning Label Electronic Device Caution Sheet FCC / Canada Warning Label Program Copyrrght Label Control Panel Template Blitz Video Conversion Kit Manual T-20 Tamper Resist Wrench Cable Tre Clamp-Self-adhesive Red Long Shaft Pushbutton
White Long Shaft Pushbutton
Blue Long Shaft Pushbutton
Yellow Long Shaft Pushbutton
Hard Disk Drive Power Cable Blitz Marquee Artwork
Blitz Top Bezel Decal Blitz Bottom Bezel Decal
Cabinet Decal Cabinet Side Panel Decal
Control Panel Wallpaper Decal Control Panel Markings Decal
6-32 x 8-32 x ,375” Philips pan-head screw
#6 x 50” HWH sheet metal screw
Tamper resistant sheet metal screw 8-32 x 1.5” Carriage bolt
8-32 Keps nut 2 Piece 1.25” Square Ferrite Beads Hard Disk Drive Data Cable
Cable Assembly 2
.25”
Philips pan-head screw
.2”
x 7”
Quantity
1
(cools game electronics and disk
1
(mrcroprocessor and game electronics)
2
(deluxe player motion controls)
1
(game program and graphic images)
1
(to connect player controls to electronics)
1
(to connect player controls to electronics)
1
(protects wires at edges of metal cover)
1
(limrts
CPU radro frequency interference)
1
(to secure wiring inside game cabinet)
1
(to protect control panel surface)
1
(mounts game electronics and disk drive)
1
(to protect hard disk drive during transit)
1
(used to mount joysticks on thin panels)
1
(federal game protection warning)
1
(official
1 1 1 1
1 1 (installation, operation, troubleshooting) 1
1 2 2
2 2
1 1 1 1 1
2
1 1
4
10 (to attach CPU Board to mounting plate)
26 (to attach electronic parts to cabinet)
10 (to attach clear overlay to control panel)
8 8 4
1
recording of game ownership) (alerts players to epilepsy possibility) (suggestions to avoid damaging parts) (suggestions to avoid interference) (legal rights of product and (to mark new Player Control hole layout)
(to mount Control Panel Overlay) (to mount cables ) (player controls for character activity) (player controls for character activity)
(player controls for character activity) (player controls for character activity) (connects disk drive to game power) (identifies game cabinet to players) (passing and special game play rules) (offensive and defensive combinations) (to cover existing cabinet markings) (to cover existing cabinet markings) (to cover existing panel markings) (to identify Player Controls)
(to attach disk drive to mounting bracket)
(to attach joysticks to control panel) (to attach joysticks to control panel) (controls radio frequency interference)
(connects disk drive to game electronics)
Its
uses)
drove)
l-4
Page 8
Recommended tools and supplies
[ ]
black semi-gloss paint
[ ] electric drill and wood drill [ ] screwdrivers [ ]
lrquid
soap (drshwashing detergent) [ ] grease pencil or marker
[ ]
nut drivers or socket wrench set
[ ]
180 grit sandpaper or electric sander
[ ]
wood filler material (putty, glue, board, etc )
[ ] black electrical tape
[ ]
small screw assortment [ ] razor
[ ]
{-} soldering i&~-and solder-
[ ]
[ ] pliers
[ ] hole saw or equivalent
knrfe
squeegeeorsoftsponge
wire cutters
brt
set
~~~~
NOTES:
“.
CONTRO-
W03D
2. DO NDT USE WOOD SPACE? FCR
PAKELS
3. SLAT
G?OOV: C’ SHA’T DJRING
PANEL FITS IN BETWEEb.
SPACER PhD COVEK
XZKER
THAN .5 IN. (13MM)
r
RIkG FllLLY IN RlluG
REASSEMBLY
‘9IDE
JOYST,CK KNOB
RING
G330VE
COVER SLID%
WOO0 SPACER
JO”STlCK
BASE
iI
I
=&
“E”
RING l/4”
49-WAY JOYSTICK ASSEMBLY
I-5
*
Page 9
CONVERTING A TYPICAL VIDEO GAME CABINET
CABINET MODIFICATIONS
1.
Verify
the operatron of the existing game before making any changes to the cabinet. Pay special
attention to those components that will be used again after conversron is completed (Power Supply,
Vrdeo Monrtor, Currency Acceptors, Wiring Harnesses, Cabinet Locks, Lighted Marquee, etc.).
2
Switch off power to the game. Disconnect the line cord from the AC power. Clear the work area.
Cover or protect the non-wood items (marquee, monitor, coin door, brackets, line cord, etc.).
3.
For cabinets with wood grain Fill gouges, unused holes, etc with quick-hardening wood putty. Sand smooth and remove all dust.
4.
Evenly cover the entire cabinet with black paint. Allow the paint to dry completely before continuing
5.
Pencil a line roughly at the top of the previous graphic. Lightly moisten the cabinet with soapy water. Remove the backing and apply the decal Start at the top and work down. Aftef the decal is in place, smooth it outwards, taking care to squeeze out air bubbles. If you can not remove an air bubble, pop it with a knife or pm and smooth it down. Allow at least 12 hours for the adhesive in the decal to set.
6.
Remove the Check the lamp and install a new one if cracks or darkened ends are found, even if it still lights at the
time of inspection. Clean the marquee glass before reinstalling it in the game
existrng
sides,
remove the old decals and any artwork.Clean off all glue
marquee from the game cabinet and install the new kit marquee in its place.
resrdue.
7.
Remove the viewing glass and set it in a safe place. Clean the CRT and the bezel
moves and the game play instruction decals to the top and bottom front of the monitor bezel. Place the Epilepsy Warnrng label and the AAMA rating on the top front of the monitor bezel. decals and labels do not obstruct the viewing area. Clean the viewing glass before reinstalling it.
8.
If this kit is installed in a MIDWAY universal video cabinet (model 40135), the FCC compliance label (16-10139) supplied is to be placed on the rear of the cabinet. lnsfallafion of fbis
product does not guarantee compliance with FCC requirements. The FCC compliance label supplied
shou/d not be installed on fhe converted product until FCC compliance is verified.
9.
Remove and save the screws at the top and sides of the rear door.Unlock the rear door, then lift it off
of the cabinet and set it aside. Use a vacuum cleaner to remove any dirt or debris inside the cabinet.
10. Locate the control panel latches or fasteners and free the control panel from its normal position. If there is no wiring harness connector, label each of the wires before drsconnecting them from the
Player Controls. Once the wires are disconnected, remove the control panel from the game cabinet.
Save the mounting brackets and hardware for reinstallation after the control panel has been modified.
11. Some cabinets have speakers located on the control panel or other removable pieces of the cabinet. If speaker harnesses must be disconnected, be certarn to mark the polarity of the wires as well as the
functron.lncorrectly phased speakers can cause weak low frequencies or a thin, hollow sound quality
12. Optional: Standard 8-way joysticks may be used with this kit if desired (49.way joysticks and cables
are provided in the kit). These joysticks
has an adjustment to accept 8-way joystick control signals. However, the game will not have
same fine control of character motion and speed when that the 49-way joysticks be installed for maximum player enjoyment.
WIII
use the standard JAMMA connections. The CPU Board
usrng
the standard joysticks. We recommen,
Apply the player
Be sure that the
kit
into any other
ti‘:-.
1-6
Page 10
CONTROL PANEL MODIFICATIONS
26 625 r
i-
CONTROL PANEL TEMPLATE
1.
Locate the control panel template (16-10443) and unfold it. Stack newspapers, books, magazines,
etc., on the template until needed This will flatten It
pattern for one set of player controls is included as the last page in this section of the manual.
2.
Remove the control panel buttons and joysticks from the existing control panel. Remove the panel
covering and any artwork from the previous game. Remove any hinges or mounting brackets.
Fill the existing control panel holes with wood, putty, glue or other suitable material. Allow adequate
3.
trme
for materials to dry, then sand or file the control panel to a flat surface on both sides.
4.
Place the template on top of the repaired panel Orient it to center the controls and tape it in place.
Cut new holes for the joysticks and the control panel buttons. Remove template and deburr all holes.
ggp
sufftciently
for use. A full size copy of the hole
5.
Remove the backing and apply the decal to the panel. Start at the top and work down. After the decal is rn place, smooth it outwards, taking care to squeeze out air bubbles.
bubble, pop it with a knife or pin and smooth it down. Allow the adhesive in the decal to set.
CONTROL LOCATIONS
1-7
If you can not remove an air
Page 11
6. Use a sharp knife to trim the edges and to cut the holes for the control panel buttons and
joysticks.
Position the control decals next to the appropriate hole locattons.
7.
Place the plastic cover over the decals and panel. Mark the outsrde shape of the panel and the hole locations. Cut and deburr all holes, then trim the cover to shape. Mount with tamper resistant screws
8
Group the Player Controls by color: Start yellow, Pass Turbo-white, Joysticks
9.
Separate each switch from its push-button. Gently bend the large prong away from the microswitch
-
black. The controls must be disassembled for panel mounting.
I
Change Player - red, Jump I Tackle - blue,
just enough to slide the switch off of the housing Unscrew the nut from the housing. Insert the push-
button housing through the switch hole from the front side of the control panel. Screw the nut finger tight onto the switch housing from the back of the panel. Rotate the housing so that the switch
terminals will be properly oriented and tighten the nuts firmly. Snap the switch back onto the housing.
10. Repeat this step for each button of a different color. Continue until all button groups are mounted
11. Measure the thickness of the control panel. If it is less than ‘/; inch (13 mm), use the wooden spacers to recess the joysticks below the surface. Thicker control panels do not require the wooden spacers.
12. Install a carriage bolt in each of the small holes surrounding the openrng for the joysticks.
If required,
place each wood spacer over the carriage bolts to correct the joystick mounting depth.
13. Disassemble a joystick for mounting. Invert the joystick and remove the “E”-ring from the shaft. Remove the handle and the plastic ring (large washer) from the joystick base. Be sure
bushings remain in the base.
Place the top of the joystick base against the bottom of the control panel
that the
(or spacer, if used) and align the mounting holes. Attach the base to the underside of the control panel. Slide the plastic ring around the shaft so that the rough side is next to the shaft knob handle. Slide the shaft through the control panel and base. Replace the “E”-ring.
14. Repeat this step for each of the other joysticks. Continue until all joysticks are mounted
15. The completed control panel should now resemble the illustration below. Install the modified control panel onto the modified cabinet using the existing mounting hardware.
49-WAY JOYSTICK, BLACK
PUSHBUTTOh, WHI
i
NGE FROM
GAME CABINET
PUSHBUTTON.
TE
YELLOW
PUSHBLTTON.
PUSHBU-TOh. REC!
PANEL ASSEN3LY
BLUE
TYPICAL COMPLETED CONTROL PANEL
l-8
Page 12
GAME ELECTRONICS INSTALLATION
The CPU Board Assembly electronic components are static sensitive. Prepare an anti-static work area and ground yourself before removing the CPU Board from its protective shipping materials.
Do
connect any cable to the CPU Board Assembly or Power Supply with the power turned on.
Doing so while the power is turned on may damage the game and void your warranty.
CAUTION: HARD DISK DRIVES ARE FRAGILE. Do not stack or drop Hard Disk Drive Assemblies.
1.
Be certain that the power is switched off and the cord IS drsconnected from the A.C. line voltage Carefully disconnect the cables on each printed circuit board set and the
containers from the new components may be used to store these items after conversion is complete.
2.
Remove the CPU Board Mounting surface. Unpack the CPU Board Assembly and place it over the Mounting Plate Assembly. Align the CPU Board mounting holes with the posts and attach
Change DIP Switches if
3.
k/t
Charts listing these switch setbngs are found under DIP-Switch Test in Section Two (Operation).
Locate the Hard Disk Drive Power Cable (separate wires with four-pin plastic connectors at each end).
4.
Attach the power cable to CPU connector HDPOWER (near the large heatsink). Mate the connectors and press
5.
Locate the Hard Disk Drive Data Cable Assembly (flat ribbon cable with a rectangular ferrite bead). Orient the connector over CPU Board P25 with the striped edge next to Pm 1 (nearest the processor). Mate the connectors and press firmly to seat the contacts fully.
Remove the Hard Disk Drive Assembly from its package. Locate the data and power connectors on
6.
the Hard Disk Drive. Orient the Disk
mounting brackets on the tray. Align screw holes and install the 6-32 screws with spring washers
7.
Connect the remaining end of the Hard Mate the connectors and press firmly to seat the contacts fully. Do not use excessive force.
Locate the free end of the Hard Disk Drive Data Cable (fiat ribbon with stripe on one side). This cable
8
IS already attached to the CPU Board Hard Disk Drive Connector. Orient this cable with the striped
edge closest to the power cable. Attach the cable to the drive data connector. Mate the connectors and press firmly to seat the contacts fully. This connector is keyed. Do not use excessive force.
9.
The Fan Assembly installs on the mounting plate beneath the CPU Board and beside the Hard Disk Drive. Orient the fan so that it will blow up across the CPU Board (look for fan markings to indicate air flow direction). Alrgn the fan mounting holes with the holes in the plate and install sheet metal screws.
Place the game electronics in the cabrnet where the previous electronics were located. The new
10
game electronics assembly may be attached directly to the cabinet wall or piece of wood. Orient the assembly so that the long edges are vertical and the larger heatsinks are at the top. Use the plate itself as a template to mark mounting hole locations.
11
If necessary drill pilot holes for mounting screws. Use sheet metal screws to secure the CPU board to the cabinet. Attach the plate with only four corner screws at this time. Do not use excessive
firmly
8-wayayoysticks,
to seat the contacts fully
drsk drove
prrnted
circuit board in the game. Remove the existing
(if present) and set
Ptaie
Assembly from ks packaging~and ptaee~it~oi-r~tl’iat work
usrng
bw resolution monitors, or
The connector is keyed. Do not use excessive force.
asrde.
Anti-static bags and protective
the 6-32 Philips pan-head screws.
&er
options are used with this
mrcro-
This connector is keyed.
Drive wrth
connectors toward the CPU Board and place it into the
Drsk
Drive Power Cable to the connector on the disk drive.
first
mounted on a separate
foi-ce
1-9
Page 13
MAIN
HARN!SS -__\
FERRITE BEADS
rFERR,TE
BEADS
coh;F?OL
FROM
CIEMORY Cl?CUITS
FER?‘TE BEAD
CA3eES
,OYS-ICKS
WIRING HARNESS
COVER
ELECTRONIC COMPONENTS ORIENTATION
l-10
Page 14
CABINET WIRING
NOTE: The operator must install a JAMMA wiring harness, or use the original JAMMA cable from the game. Inspect existing cabinet wiring and compare
Three). Most games already have JAMMA wirrng compatible with the conversion joysticks also use wires in the JAMMA cable. If the connectors in your cabinet do not fit onto the CPU Board or wire colors do not match the JAMMA Chart contact your authorized distributor for assistance,
!
CAUTION
Properly insulate any unused wires within the JAMMA cable, especially red, yellow, orange and
black power wires. Secure any unused connectors away from the CPU Board and its cover.
Connect the JAMMA cable to the CPU Board Assembly This cable has wares for the control buttons, B-way joysticks (if usedj, ine speakers, the coin door, ihe video rToniioi, and ihe the Cabinet Wiring Diagram as a reference, connect the wires to the control panel pushbuttons.
Player 1 has white-‘color stripe’ wires, except Start button 1 which has a solid white wire. Player 2 has
violet-‘color stripe’ wires. Insulate and secure all unused wires. Verify contrnuity of each JAMMA wire
Skip this step ,f the new 49-way Joysticks are not used (store the cables together with the joysticks).
Connect a new Control Panel/49-way Joystick cable between CPU Board P9 and the Player 1 joystick. This cable has solid blue or blue-‘color way Joystick cable between CPU Board PI0 and the joystick for Player 2. This cable has gray-‘color
stripe’ wires. Using the Cabinet Wiring Diagram as a reference, connect the wires to the control
panel. Route both cables along
clamp and cable ties
If your cabinet does not have service switches in the coin door area, you may wish to add them at this time (this speeds up routine service calls). Most new game electronics can accommodate signals for
service credits, test modes, and volume changes. Wire colors, connector pin assignments, and
sample wiring diagrams for these momentary switches are found in Section Three of this manual.
Connect the fan to a source of 12 volt D C. power (refer to the Wring Diagram in Sectron Three). Be certain that the polarity is correct so that the air flow from the fan will be in the expected direction.
A
srde
of the existing wiring harness, Secure the wiring with a cable
wrth
the Recommended Wiring Diagram (Sectron
stripe’
wires. Connect the other Control Panel/49-
kit.
Optronal &way
pD<tW
s~ppkj. Using
Locate the square split ferrite beads. Separate the wires in the main harness into two bundles where they attach to the JAMMA connector. Install one ferrite bead around the D.C. power conductors (solid color heavy gauge wires with pm numbers I-6 or A-F). Install another bead around the control panel conductors (stnped color lighter gauge wires) Install the remaining ferrite beads on the video monitor
cable and power supply wires as shown. Place the beads as close to the JAMMA connector as possible, then close and lock each one. Ensure that no wires are pinched or caught in the latches
Electrical codes require conductive assemblies to be grounded for safe product operation. Locate the central power ground point for the cabrnet (ground wires are usually green; some may have a yellow
stripe).
Connect a short heavy gauge ground wire from the plate to the central power ground.
Reconnect any ground wires loosened or removed in prewous steps (control panel, coin door. etc.).
I-II
Page 15
FINAL ASSEMBLY
1.
Place the FBI Warning Label next to the CPU board. Be sure the label is completely visible.
2.
Locate the Flexible Grommet strip supplied with the kit. Use pieces of
entry cutout areas in the Perforated Metal Cover. This avords damage to the cabinet wiring harness.
3.
Orient the Perforated Metal Cover over the game electronics with Mark the locations of the openrngs on the side of the cabinet to permit proper routrng of the cables in
the next set of installation steps. Do not install the cover at this time.
4.
If necessary drill pilot holes for cover screws. Guide wiring through grommets and place the metal
cover over the electronics. Align holes and secure the cover to the plate with the sheet metal screws
provrded in the kit. Ensure that no
wares
are pinched or caught between the cover and the plate.
thus
material to line the cable
Its
grommets up and hold it in place,
INITIAL POWER UP
1.
Plug the line cord into a source of A.C. power and turn It on. CPU Board indicators should illuminate.
2.
The game will power up and begin self dragnostics.lf no errors are found, the game will automatically enter its “attract” mode. Check wiring and refer to Troubleshootrng (Section Four) if problems occur.
3.
Unlock and open the corn door. Press the TEST button to enter the menu system. Select DIAGNOSTICS and choose SWITCH TESTS. Use this screen to verify that each switch and control operates properly. Refer to Operation (Section Two) for explanatrons of test conditions and results
4.
From the DIAGNOSTICS menu, choose MONITOR TESTS to If the monitor remote adjustment controls do not permit satisfactory picture quality to be obtained, the monitor may not be matched correctly to the CPU Board video monitors to optimize the video impedance. Consult the video monitor manufacturer’s literature for
jumper information. See Operation (Section Two) for test steps or Troubleshooting (Section Four).
5.
From the DIAGNOSTICS menu, choose DISK TESTS to examine the Hard Disk Drive. Run each of
the tests in order to determine correct operation. The tests are described in Operation (Section Two).
confrrm
proper video display operation.
crrcuits.
Jumpers are included in some
6.
From the DIAGNOSTICS menu, choose SOUND SUBSYSTEM TEST to check the audio circuitry. It may be necessary to raise the volume level higher than normal for this group of tests (Section Two).
7.
From the DIAGNOSTICS menu, choose DIP-SWITCH TESTS to verify optimum switch positions,
a.
From the DIAGNOSTICS menu, choose REAL TIME CLOCK to set the accurate time and date.
9.
From the main menu, select EXIT to begin normal game operation.Open the coin door and press the SERVICE CREDITS button to allow game play. Press a START button and select a team to begin. Listen to the audio while playing the game. Note unexpected irregularities in sound (out of phase, no low frequencies, mono signals from stereo speakers, etc.) Check the wiring harness for internal shorts or strapped connections. Refer to Wring (Section Three) or Troubleshooting (Section Four).
10.
Close and lock the coin door. Replace the rear cabinet door. Allow the system to operate for hours before attempting any game changes. Refer to Operatton (Section Two) for adjustment steps
11.
When proper operation is confirmed, the game may be tested for FCC or other agency approval.
YOU ARE SOLELY RESPONSIBLE, AND MIDWAY WILL HAVE NO RESPONSIBILITY FOR FCC COMPLIANCE FOR INSTALLATIONS IN PRODUCTS OTHER THAN A MIDWAY VIDEO CABINET (MODEL 40135). THE FCC COMPLIANCE LABEL SUPPLIED MUST NOT INSTALLED ON THE CONVERTED PRODUCT UNTIL FCC COMPLIANCE IS VERIFIED.
1-12
UNIVERSb.’
seveim
7
Page 16
CONTROL PANEL TEMPLATE
PLAYER 1
0
0
HOLE
A
A
LEGEND
0
A
1-13
Page 17
CONTROL PANEL TEMPLATE
PLAYER 2
ti3LC
S’ZE AN3 TYPE
LEGEND
IHOLE
0
0
A
0
A
P
0
C
A
0
1-14
Page 18
BLITZ
KIT
I
SECTION
TWO
OPERATION
NOTICE
Information in this manual is subject to change without notice. MIDWAY reserves the right to make improvements in equipment function, design, or components as progress in engineering or manufacturing methods may warrant.
Fill out and mail in the Game Registration card. Be sure to include the game serial number from the label on the rear of the cabinet. For your records, write the game serial number in the manual
2-1
SERIAL NUMBER
Page 19
GAME OPERATION
STARTING UP
Each time the game is first turned on or power is restored, it begins executing code out of the boot ROM. These self-diagnostic tests automatically verify and report condition of the CPU and the game hardware. If any of the individual tests fails, then an error message will be displayed for each test.
Once all Power-up tests have been passed, the game goes into its “attract mode”. Scenes and sounds from a typical game are alternated with previous high scores in an endless pattern until game play starts.
Insert currency to start the game. Players select teams and other game countdown period is completed required, the game automatlcally returns to the “attract mode”.
The game will progress until time is exhausted. If no more play is
variables.
Play begins after a
GAME RULES Play instructions are found on the information panel over and under the video monitor.
INDIVIDUAL PLAY Insert currency to start the game. Players may enter their names for future refer&ce if desired. The
teams are selected and the first play is run. An offensive or defensive play is chosen. Additional game
information appears on the screen when needed. Team statistics are shown at the end of each quarter.
CONTROLLING CHARACTERS The joystick and action buttons control the characters on the field. The joysticks used in this game respond to different amounts of deflection as well as dtrection, permitting tine control of character motion.
GAME ACTION Standard league football rules apply, with two exceptions: 30 yards are required for first downs, and there are only 7 active team players. Game length and speed are determined by the game adjustment settings.
The player view of the action changes automatically whenever a better camera angle becomes available. Announcer comments and crowd noises are included in the game sounds.
SCORING Points are awarded for touch downs, field goals, etc., just as in real live football games
:*
2-2
Page 20
PLAYER CONTROLS (NOTE: Use joystick and button combinations to discover secret moves.)
The player controls are used to maneuver the team members and attack or defend against adversaries.
+
START Button
This button allows players to begin or continue play. Use both buttons for a two player game This button has no dedicated functron during game action or service.
+
JUMP I TACKLE Button
Thrs button lifts the offensive team member up or causes the defensive player to tackle opponents This same button is used to select items from the menus during service.
+
PASS I CHANGE PLAYER Button
This button activates offensive throws. The defense move switches active control to another teammate This same button is used to select items from the menus during service.
+
TURBO Button
The TURBO button gives any actrve character an extra burst of power or speed. This same button is used to select items from the menus during service.
+
JOYSTICKS
Each player has a joystrck to control the movements of one on-screen character at a time
The joystick is also used to select items from the menus during service.
CONTROL LOCATIONS
2-3
Page 21
OPERATOR CONTROLS
Access to the menu System for
tampering. When the menu system is entered, on screen messages guide the operator through tasks.
CABINET SWITCHES
+
Power Switch
The Power Switch turns off the game during service. It does not reset the game variables.
+
Slam Tilt Switch The Slam Tilt switch prevents game abuses such as pounding to obtain free games.
+
Monitor Remote Adjustments (inside the cabinet under the monitor) The Monitor Remote Adjustment Board sets the video display for optimum viewing.
CONTROL SWITCHES
l Volume Down and Volume Up Buttons
The Volume Down and Volume Up push-button switches increase or decrease game sound levels.
Press either button briefly to make minor changes. Press and hold a button to make major changes.
Volume may also be changed with the joysticks and buttons when the menu system is active.
For greater profits, adjust your volume levels to a loud setting to draw attention to this game.
+
Service Credit Button
The Service Credit push-button
+
Begin Test Button
The Begin Test push-button switch enters the menu system. Press the Begin Test button briefly to run
the automatic tests. Press and hold the Test button to get to any of the menu selections. The Test
Mode may also be entered by setting one of the CPU Board switches (refer to DIP-Switch Test).
stattstrcs,
adjustments, or testing is secured by lock and key to prevent
swrtch
allots credits without changing the game’s bookkeeping total.
The coin door must be open to reach the control switches.
TYPICAL CONTROL SWITCH LOCATIONS
2-4
Page 22
MENU SYSTEM
SYSTEM OVERVIEW
Game variables and diagnostics are presented in a series of on-screen menus. The Main Menu screen allows the operator to view informatlon, make changes, or verify equipment operation. Each Sub Menu screen displays one specific group of choices. The Detail Menu presents data or runs the required test You must be at the Detail Menu level to detect errors, make changes, or activate tests. controls and the player controls are used to move through the menus and start or stop particular routines
Each time the game is switched from normal play mode to the menu system and back, the self-diagnostrc routine IS activated. These basic tests run automatically, their purpose is to detect those faults that would
prevent the game or the menu system from operating properly. Messages appear on the screen as each item is run, along with any errors detected. A successful self-test usually takes less than one minute to complete. Write down any messages before proceeding to the menus or game play.
SCREEN LAYOUT
Each menu screen is different, but the material presented stays in the same physical location each time
The color bar at the top center of each screen displays the current menb title. The center of the screen is used for data (menu items, video signals, statistics, reports, etc ) The bottom of the screen is for messages (explanations, control
ORGANIZATION
The menu system must be activated manually. It must also be deactivated manually to play the game.
functions.
revision levels, etc.)
Both the operator
Main Menu screen items are
Tests are useful to verify proper operation of the equipment assemblies one at a time Other items allow operators to assess game performance and customrze or return to factory defaults
Sub Menu screen items offer the operator choices within a category. Some items have no Sub Menu while others may have more than one. You can get back to the previous menu or go on to the next menu.
Detail Menu screen items contain specific information. The operator must interact with the system to get
results or to make changes. There is always a way to go back to the previous menus from this screen.
Control functions are listed on screen. Use the joysticks to highlight an item on any menu. On/v one
hiqh//qhted item can be selected at a time. Press the indicated button to select a highlighted item. To
return the game to normal, use the joysticks to select EXIT TO GAME OVER, then press an action button.
drvided Into
categories: tests, statistics, audits, adjustments, etc.
BLITZ MAIN MENU
DIAGNOSTICS
AUDITS
ADJUSTMENTS
VOLUME LEVEL
EXIT
SYSTEM LEVEL DIAGNOSTICS
MAIN TEST MENU
2-5
Page 23
DIAGNOSTICS
These tests allow the operator to verify the condrtion of the electrical and electronic hardware in the game To select these tests, use a joystrck to pick DIAGNOSTICS and a control panel button to activate it. The
screen displays the sub menu Use the same steps to activate any one of the items listed.
MONITOR SETUP
SYSTEM INFO
REAL TIME CLOCK
SOUND SUBSYSTEM
DISK TESTS
SWITCH TESTS
DIP-SWITCH TESTS
EXIT
DIAGNOSTICS SUB MENU
It is recommended to go through each of these Items at least once before releasing the game to players.
This permits the new electronics to be optimized to the converted cabinet.
2-6
Page 24
MONITOR SETUP
The Monitor Patterns routine provides test screens to
NOTE A
me&urn
means that there is more video information on the screen than standard monitors. grade degaussing coil is recommended before any corrections to monitor adjustments are attempted.
Hrghlight the test by using any joystick to select the option; then press any control panel button to activate.
resolution monitor is the recommended type of video display. The increased resolution
verify
monitor performance or make adjustments
Use of an
industriarial
h
“I\LLI.
BLUE SCREEN
WHITE SCREEN
BLACK SCREEN
50% GRAY SCREEN
25% GRAY SCREEN
EXIT
MONITOR SETUP SUB MENU
‘r
Color Bars fills the screen with shades of colors to verify red, green, blue and white level adjustments. Each color bar should appear sharp, clear, and distinct from bars on either side.
There are 31 levels of intensity displayed in each color bar. Incorrect adjustment can cause detail to be
missing at the top or bottom of a bar. Set the controls so that all levels are visible in every color bar.
The Color Bars screen is useful in adjusting the monitor brightness and contrast.
Crosshatch Patterns fill the screen with a grid and a series of dots. The grid and the dots should be all
whrte
in color, with no fringes or parallel images. The lines should be straight and the dots round.
Consult the service literature from the manufacturer of the monitor for more detail on these adjustments.
The Crosshatch Patterns are useful in verifying the monitor convergence, linearity, and dynamic focus.
Color Screen tests fill the screen with 100% of the chosen color at normal intensity Each screen should be absolutely uniform from top to bottom and side to side. No retrace lines or noise should be visible.
The Color Screen tests are useful in verifying monitor intensity, black level, blanking and color purity
Color Screens may not hold their uniformity if the monitor degaussing circuit is defective.
White, Gray, and Black Screens fill the screen with black, gray or white at various intensities. The screens should be uniform with no color tints or distortion. No retrace lines or noise should be visible
If any of the tests shows a need for adjustment, use the proper controls on the Monitor Controls board.
NOTE: Ensure that the Graphics Mode setting matches the monitor type (refer to DIP Switch Tests).
dynamrc
2-7
Page 25
SYSTEM INFORMATION
The System lnformatron provides the current version numbers of the hardware and
software
installed in this
game. Use these numbers to describe the system during parts replacements, service calls, etc.
Highlight the test by using any joystick to select the option; then press any control panel button to activate.
SYSTEM INFORMATION
MIDWAY GAMES, INC.
RXXXX
SERIAL NUMBER: XXXXXXXXX
DATE OF MANUFACTURE: XX/XX/XX
SYSTEM INFORMATION SUB MENU
SEATTLE X.Xx
GAME: BLITZ
EXIT
This screen reports information but does not permit changes to be made. The Title line identifies the manufacturer of this game and the electronic board set used in this product The Serial Number, Game, and Date of Manufacture identify the game name and production run.
REAL TIME CLOCK
The Real Time Clock provides the current date and time for the game. This screen also allows operators to adjust the clock for changes in time zones, clock resets, etc.
Highlight the test by using any joystick to select the option; then press any control panel button to activate
REAL TIME CLOCK
DISPLAY
SET
EXIT
REAL TIME CLOCK SUB MENU
The clock is used to provide accurate game statistics. The clock does not affect the game operation
Once set, the clock will run until the battery dies or circuits are disrupted by service or some major fault Periodically examine the top lines of the SELF TEST screen for the correct time and date.
2-S
Page 26
SOUND SUBSYSTEM TEST
The Sound Subsystem Tests verify that the audio components are connected and operating properly
Highlight the test by using any joystick to select the option; then press any control panel button to activate
NOTE; The /eve/ must be turned up for speakers to be heard.
SOUND SUBSYSTEM TEST
BOOT VERSION: XxX.X SDRC VERSION:
PORT STATUS: GOOD
CHECKSUM: XXXX
SRAM: OK DRAM: OK
TONE STATUS: GOOD
OS VERSION:
EXIT
SOUND SUBSYSTEM SUB MENU
Version, status, checksum, and RAM reports are a series of diagnostic routines that analyze the
sound circuits. The results of the tests will be reported as numbers or messages: sounds may also accompany some of the tests. Reports other than GOOD or OK may indicate a problem has been found.
The Sound Subsystem Tests are useful in locating digital circuit difficulties, especially when there is no sound from the speakers with the volume set at high levels. These tests detect sound memory problems.
Check the volume setting before testing
XXXX
L
XXXX
digrtal
2-9
Page 27
DISK TESTS
The
Drsk
Tests allow the operator to verify the functions of the Hard Disk Drive Assembly.
Highlight the test by using any joystick to select the option; then press any control panel button to activate.
DISK TESTS
DISK INFORMATION
SEQUENTIAL DISK READ
SEQUENTIAL CACHE READ
RANDOM DISK READ
RANDOM CACHE READ
DATA INTEGRITY TEST
FILE SYSTEM CHECK
EXIT
DISK TESTS SUB MENU
Disk information
This test routine verifies the interface between the CPU Board Assembly and the Hard Disk Drive itself. The processor requests disk information. Data cannot be retrieved successfully if there is a problem.
Sequential Disk Read
Thus
routrne tries to access every bit of data in the order it is stored directly on the disk (requires less than 30
seconds). The hard disk drive media may be defective if this routine cannot be completed successfully.
Sequential Cache Read
This routine tries to access every bit of data in the order it is stored in the temporary disk memory cache (approximately 30 seconds). There may be a fault in the memory circuits if this test is not successful.
Random Disk Read
This routrne tries to access every bit of data in no particular order directly from the 30 seconds). This test may detect problems with ability to position the drive heads accurately over data.
Random Cache Read
Thus
routine tries to access every bit of data in no particular order from the temporary disk memory cache
(approxrmately 30 seconds). There may be a fault in the memory circuits if this test is not successful.
Data Integrity Test
Thus
test
WIII
disk. Bad data can cause the program to falter even though the hard disk drive is operating correctly.
File System Check This routine will perform a file-by-file check of the data stored on the hard disk drive. the system tries to fix them, then checks the files again. This test takes about 30 seconds (with no errors).
analyze the data on the disk drive This endless test determines if corrupted data is on the
2-l 0
drsk
(requires less than
If errors are detected
Page 28
SWITCH TEST
To enter the test, use a joystick to select the Switch Test and any control panel button to begln testing. Activate each
switch
and the indicator on the screen changes state. Release the switch and the indicator
returns to its previous normally open or closed condition. Switches may be tested in any combination.
/ PLAYER
SWlTCH
INPUTS TEST 1
PI
UP
0
PLAYER 1
P, Cam Pl
LEFT
Pl
RIGHT
Pl
JUMP
P, PASS Pi
TURBO
P2 UP
P2 WWN
P2 LEFT
P2 RIGHT
P2 JUMP P2 PASS P2 TURBO
~m-0
0 0 0 0
0
0 0
0
0
0
0
0
49WAY
xx
PLAYER 2 49-WAY
LEFT COIN RIGHT COIN PI START
SLAMTILT
TEST/ENTER
P2 START SERVlCElCREDlT
VOLUME UP VOLUME DOF
BILLVALIDATOR C
3
c c 0 0 ;1 0
0
C
SWITCH TEST SCREEN
Player Controls are shown on the screen as colored boxes.
indicates closed; any other color indicates a fault condition. Each button or
Red boxes indicate an open state, green
joystlck
change should be
exactly duplicated by a single indication on the menu screen
The game electronics will accept both deluxe (49-way) and standard (&way) joysticks. The active Joystick type will be indicated on the test screen. For 49-way joysticks (as illustrated in the example above), there will be a unique number for each Player 1 or Player 2
joystlck
position recognized by the game electronics.
Standard joysticks will indicate each indtvidual posltion, but there will be no numerical value displayed.
The Player Controls Tests are used to verify crossed wires, intermlttent conditions, and stuck switches
Operator Controls are shown on the screen as they are found on the coin door. Colors are the same as above. Each switch change should be exactly duplicated by a single indication on the menu screen.
The Operator Controls Tests are used to verify crossed wires, intermittent conditions, and stuck switches.
The Coin and Cabinet Switches are shown on the screen without regard for their actual game location.
Each switch change should be exactly duplicated by a single indication on the menu screen.
These Switch Tests are used to verify crossed wires, intermittent conditions, and stuck switches
NOTE: Ensure that fhe Joysbck Type setting matches the joysticks used (refer to
DIP
Switch Tests)
2-11
Page 29
DIP-SWITCH TEST The DIP-Switch Test allows operators to check the position of the two &position DIP-switches on the CPU
Board. The operator can also change the setting of any DIP-switch without removing the CPU cover. To enter the test, use a joystick to select the DIP-switch Test and any control panel button to activate it.
The screen DIP-switches may be changed with the power on. Set any switch, then check the screen to verify that the
new setting is now enabled. Country switch settings have no effect if CMOS Cornage Control is set to On.
Refer to the charts for assistance in choosing the desired switch positions (* indicates factory defaults).
Graphrcs Mode 512 x 256 15KHz is best for most standard resolution video game monitors; the factory
default Graphics Mode 512 x 384 25KHz is correct for most medium resolution video game monitors.
incorrect setfinos will aMed other test results. Press any control panel button to exit the DIP-switch Test.
drsplays
an illustratron of each switch block. Some switch positions may show as unused,
DIP Switch 1 (U9)
Coinage Control USA1 USA2 Ger2 FR USA3
USA4 Ger4 Fr4 USAECA GerECA FrECA
N/U N/U N/U N/U
Free Play Free Play Free Play USA
French German Unused Unused Unused
Power Up Test Loop One Time Power Up Test Loop Continuous
Gerl
Ger3
N/U N/U
DIPSwitch
CMOS Frl
Fr3
SW1
Off
On*
SW2
off*
Off Off
Off On
On On
On
OR
Off On
On Off Off On
On
SW4
Off’
On Off On Off On Off On
SW5 SW6
=L
Off’ off*
On Off Off On On On
I
SW7 SW8
T
I
Ofi*
On
off*
*
1 On
Bill Validators Installed One
Power Up Test Active OV Power Up Test Test Manual Mode Forced On
Inactive
2-l 2
1 On
On
Off’
Page 30
AUDITS
The Audits menus reports for each player position on game starts, ends, cabinet abuse, fault conditions, etc.
To enter the test, use a joystick to select the Audits menu and any control panel button to activate ItThe screen displays a
Use the information in the Audits menus to keep records of the game’s popularity and earning potential The operator may also track favorite teams, most frequently used offensive and defensive plays, etc.
NOTE: Once data has been cleared, it cannot be restored. Use caution when clearing audit information.
permrt
the operator to review the game play statistics. Additional menus give detailed
lrst
of the statistics available to the operator. Select an item to view the detailed report
AUDITS
COIN AUDITS
^^--.-^ LKCUI I D
OFFENSIVE PLAYS
DEFENSIVE PLAYS
AUDITS SUB MENU
AiiDiTS
TEAM STATS
GAME RESETS
C AND PC
CLEAR AUDITS
EXIT
2-l 3
Page 31
COIN AUDITS The Coin revenue quantities and other important game
Audrts
menu permits the operator to assess the currency collection Thls report screen presents
statrstics.
Hrghlrght Coin
activate this
The sub menu reports total quantities of coins, bills or credits collected by each active device in the game. It does not calculate the value of the collected currency.
This screen reports information but does not permit changes to be made. Go to the Game Resets menu to set the coin, bill, and credit counters back to zero.
We recommend that all audit information be examined and recorded before any changes are made. Once
the counters have been cleared, the previous data cannot be retrieved from the system.
Audrts
by using any joystick to select the option; then press any control panel button to
chorce.
A menu screen is shown below
COIN AUDITS
LEFT SLOT COINS
RIGHT SLOT COINS BILLS CENTER SLOT COINS EXTRA SLOT COINS GAME STARTS MID-GAME STARTS
SERVICE CREDITS TOTAL PLAYS TOTAL PAID CREDITS TOTAL
COIN AUDITS SUB MENU
xxxxxxxx xxxxxxxx
xxxxxxxx XXXXXXXX
xxxxxxxx
xxxxxxxx
xxxxxxxx xxxxxxxx xxxxxxxx
XXXXXXXX
xxxxxxxx
CREDITS AUDITS
The Credits Audits menu permits the operator to assess the currency collection. Thls report screen
presents revenue quantities and other important game statistics.
Highlight Coin Audits by using any joystick to select the option; then press any control panel button to
activate this choice A menu screen is shown below.
CREDITS AUDITS
CREDITS AVAILABLE XXXXXXXX
CREDITS AUDITS SUB MENU
2-14
Page 32
GAME AUDITS
The Game Audrts Menus permit the operator to review the game play statistics
Highlight Game Audits by using any joystick to select the option; then press any control panel button to
actrvate
this screen
GAME AUDITS
TOTAL UPTIME
TOTAL PLAY TIME GAME STARTS INITIALS ENTERED
<FG>PURCHASEDATSTART
1 PLAYER 2 PLAYER 1 QUARTER GAMES 2 QUARTER GAMES 3 QUARTER GAMES
4 QUARTER GAMES
1 OVERTIME 2 OVERTIMES
3 OVERTIMES AVG. HUMAN TO HUMAN SCORE cFG> AVG. HUMAN TO COMPUTER SCORE <FG> AVG. HUMAN TO HUMAN WIN SCORE cFG> AVG. HUMAN TO HUMAN LOSS SCORE <FG> COMPUTER VICTORIES <FG> GREATEST COMPUTER VICTORY MARGIN <FG> GREATEST COMPUTER LOSS MARGIN cFG>
HUMAN TO HUMAN LSW’S GAME CONTINUES FREE QUARTERS AWARDED FREE GAMES AWARDED TLF’S
SELF’S
i
GAME AUDIT SUB MENU
This screen reports information but does not permit changes to be made.
We recommend that all audit Information be examined and recorded before any changes are made. the counters have been cleared, the previous data cannot be retrieved from the system.
<FG> is used here to indicate a Full Game
LSW, TLF, SBLF, etc. are terms for Internal record keeping counters used in this game.
2-15
‘.. -‘:e
Page 33
CLEAR AUDITS
The Clear Audits menu allows you to clear Individual memory counters or to reset them all at one time.
Use the
joystrcks
and change values Options may be reset to factory defaults or changed after each viewing.
Any of the audit screens may be reset from this menu. Choose any item to return the counters to zero
Coin, Credit, and Game Audits have been examrned in detail on the preceeding pages.
Team Stats shows the number of games played by each team in the league.
Offensive and Defensive Plays analyzes the strategies favored by the players.
Game Resets keeps track of how the game responds to different player maneuvers.
C and PC is an internal record keeping list used to monitor game performance.
to select a particular game option
CLEAR COIN AUDITS
CLEAR CREDIT AUDITS
CLEAR GAME AUDITS
CLEAR TEAM STATS CLEAR OFFENSIVE PLAYS CLEAR DEFENSIVE PLAYS
CLEAR GAME RESETS
CLEAR C AND PC
CLEAR AUDITS SUB MENU
Joysticks are also used to
CLEAR AUDITS
CLEAR ALL
EXIT
vrew
the range of choices
Clear All changes all audit categories to the factory default values simultaneously.
After an item has been selected. you are
Once any clear function has been selected and verified, the values are reset and can not be restored
We recommend that all utility values be examined and recorded before any changes are made.
grven
the opportunity to escape from this change. For example:
CLEAR COIN AUDITS?
ARE YOU SURE?
YES
NO
r-
LAST CHANCE SUB MENU
El
2-16
Page 34
ADJUSTMENTS
The Adjustments menus permit the operator to change the game characteristics. Use these screens to
optrmize game performance and earnings.
To enter the test, use a
PRICING
The
Pricrng
allows the operator to select the specific number of coins or credits required for each game default values are restored if the CPU Board is exchanged or the back up battery fails.
Use the
and change values. Options may be reset to factory defaults or changed after each viewing.
We recommend that all pricing options be examined and recorded before any changes are made
Operators may save several custom prices and then choose between them as needed. Instructions for creating new price settings appear on the screen in sequence to guide you through the custom process.
menus allow the operator to view current settings or change the cost of games. Custom pricing
joystrcks
joystrck
to select the Adjustments menu and any control panel button to activate it.
ADJUSTMENTS
PRICING
FREE PLAY
ATTRACT SOUND
ADDITIONAL ADJUSTMENTS
FULL FACTORY RESTORE
EXIT
ADJUSTMENTS SUB MENU
to select a particular game option. Joysticks are also used to view the range of choices
PRICING
SHOW CURRENT NORTH AMERICA SOUTH AMERICA
EUROPE (A-G)
EUROPE (H-Z)
ASIA
AUSTRALIA
CUSTOM PRICING
EXIT
Factory
PRICING SUB MENU
An additronal box appears on screen to explain the functions available as each item is selected.
2-l 7
Page 35
CURRENT PRICING
CURRENT PRICING LEFT SLOT UNITS RIGHT SLOT UNITS
CENTER SLOT UNITS EXTRA SLOT UNITS BILL
VALIDATOR
UNITS PER CREDIT UNITS PER BONUS MINIMUM UNITS CREDITS TO START
CREDITS TO CONTINUE
MAXIMUM CREDITS
COINS PER BILL
CURRENT PRICING SUB MENU
The following definitions are provided to better explain the adjustments in the Pricing menus:
UNITS
xx xx
xx
xx xx
xx
xx
xx
xx xx xx
xx
Slot or Bill Units:
Units per Credit: Units per Bonus
Mrnimum Units:
Credits to Start:
Credrts to Continue:
Maximum Credits:
Coins per Bill.
Coins and bills inserted accumulate units. This adjustment specifies the quantity
of units given for each coin or bill in each position (“unit” is an arbitrary term). This number establishes the value of each credit for pricing calculations.
Units awarded after a player has accumulated enough points for a bonus. No credits will be awarded until this many coin or bill units have accumulated
Credrts
needed to begin game play. This sets the basic cost per game. Credits required to continue a game which is already in progress. Sets limits on the number of credits that the game will accept. Establishes value for bills by comparing them to an equivalent number of coins
2-l
8
Page 36
ADDITIONAL ADJUSTMENTS
The Addittonal Adjustments menu items allow the operator to set the game to match the requirements of the players. These adjustments affect speed, challenge, rewards, etc. that determine player enjoyment
Highltght item choice with any joystick, then press any button select that item.
A
OPERATOR MESSAGE
HUMAN VS. HUMAN FREE PERIODS
HUMAN VS. CPU FREE PERIODS
HUMAN VS. HUMAN FREE GAMES
HUMAN VS. CPU FREE GAMES
VIOLENCE
EXIT
ADDITIONAL ADJUSTMENTS SUB MENU
Game Difficulty has several levels. Choose one that most closely matches the skills of the players.
Discount Price I Credits adjusts the quantity buy-in points to encourage multiple game purchases.
Clock Speed changes the length of each quarter in the game, and this determines total game time.
Operator Message can be entered in advance and turned on at the appropriate day and time.
Free Periods and Free Games can be used to provide additional incentives to good players.
~
Violence may be removed from the game without affecting any other game play characteristics.
2-19
Page 37
VOLUME LEVEL
Music plays continuously with this screen. Use any joystick or the volume buttons to change the sound level of the game Press any control panel button to save the volume level and return to the Main Menu.
SET VOLUME LEVEL
VOLUME ADJUST
MlN
USE UP I DOWN OR JOYSTICKS TO ADJUST LEVEL
VOLUME LEVEL SCREEN
Loud games attract more player interest than low levels. The Attract sound level is lower than game play
The Attract sound can be turned On or Off without changing the game volume level (see Adjustments)
NOTE: These adjustments affect the volume of the tests as well as the game play. If the volume levels are set to minimum (zero), there will be no sounds from the speakers during any of the audio tests. It is recommended that the volume levels be set to a moderately high value each time the sound portion of the game or the speakers are checked. The levels may be returned to their previous settings after the tests have been completed.
MAX
2-20
Page 38
STANDARD PRICING TABLE
NAME
USA1
USA2
“SA3
USA4 USA5
USA6 USA7 USA8 USA9 USA10 USA ECA GERMAN1 GERMAN2 GERMAN3 GERMAN4 GERMAN5 GERMAN ECA FRANCE, FRANCE2 FRANCE3 FRANCE4 FRANCE5 FRANCE6 FRANCE7 FRANCE8 FRANCE9
FRANCElO FRANCE,, FRANCE12
FRANCE ECA CANADA
swIss1
SWISS2 SWISS3 ITALY UK ECAI UK ECA2 UK ECA3 UK4 UK5
SPAIN,
SPAIN2
AUSTRALIA1
RUSTRALIAZ
JAPAN1 JAPAN2
riUSTRlA1 4USTRIA2 3ELGl”Ml 3ELGIUM2 3ELGIUM3
BELGIUM ECA
SWEOEN NEWZEALAND, UEWZEALAND2
UETHERLANDS =INLAND UORWAY 3ENMARK 4NTILLIES iUNGARY
,k50# 4151 00 j/25$
4151 00 l/25$a100 Imp
4/s, 00 f/lDM
6/5DM
II’IDM 715DM 1,lDh.d 815DM IilDM
515DM
l,lDM
615DM
111
DM 2/2DM, 615DM
2,5Fi, SilOFi 215Fi. 4ilOFr
li5Fr. 311OFr
l,SFi. 2HOFr 2/5Fr, 5110Fr. 1112 X lOFr 2,SFr.
4,lOFr.
912
X
315Fr
Fr, 2,SFr.
2,161
1OFr
7i2 X lOFr
1OFr
712 X 5Fr
512 X 5Fr
51E1
00
00
6F,
li5Fr.
311OF1, l,SFr, 2,lOFr. 512 X 113
X ,F,, 215Fr
112
X
1Fr. 113x1Fr 215Fr. 512 X 112
X
1Fr. 315Fr. 113
X t
112X2% 361 00 l/lSFr
615SFr
IllSFr
715SFr
IllSFr
815SFr
115OOLIf 115op. 31f1.00
11500. 210 00 mop.
215clPla.
115op. 31fl.00 115op, 21f1.00 lmooP:a. 61500PE 1v100Px 51500Pta 1/3X20$. 115x20~. ,,$,.OO 11100Ye” 2,lOOYen li5Sch 2ilOSch ,/?XSSch 312XlOSch 1,POBF 3,ZOBF !/ZOBF li2OBF II3XISKr. 215SKr li3XZOd l/2x20; IIIHFI. 312.5HFi ii,
Fmk
II2X1NKr 315X1NKr II2X1DKr 315DKr. 712XSDKr 1/25C. 4HG II2XlCFt 312X2OFt
FEiiTi-
25~ 2%
2% 25e 2%
25~
2%
25~
2%
2%
51 00 IDM
1DM IDM IDM
1DM 5DM CT--­5Fr
5Fr
5Fr 5F, 5FF 5Fr 5Fr 1Fr 1Fr 1Fr
IF,
IF, 25e lSFr ISFT fSFr 5OOLlt ;1
a 00
il
00
3
00 Il.00
OOPta
OOPta
20s
2OP
100 Yen
lOOYWl jSCh 5
Sch
r iOBF
!OBF 5OBF lSKr 206 ‘O$ Ei-­Fmk NKr r 251 OFt
COlN 259
256
25c
2w 2% 2% 25# 256 256
.25(
256
5DM
5DM 5DM 5DM
5DM 2DM
CT----
1OFT 1OFr lOFr
IOFr lOFr IOFr lOFi 5Fr 5Fr 5Fr 5Fi
5Fr
$100 SSFI
5SFr
5SFr r 5OP SOP
5OP 5OP 5OP jOOPta iOOP,.s gloo II 00 lOOYen
100 Yen 10
SCh
IO SCh r
2OBF ZOBF 2OBF
SSKr
2w
200
2.5HFI
I
Fmk
I
NKr
iDKr
2OFr
1OP TOP 1OP
w 81 00
$1 $1 $1
81 $1 51 $1 31 51 jl
00 00 00 00 00 00 00 00 00 00
2-21
Page 39
SWITCHES AND JUMPERS
The CPU Board has a number of hardware variables that can be changed to adapt this assembly to other uses. Jumpers determine which circuit paths are active, and DIP-switches select instructions.
There is one CPU Board push button switch (S2, near the battery). This switch may be used during service to restart the game without cycling the power off and on again,
There are two blocks of DIP Switches individual switches. These switches are factory set for normal game operation.
NOTE Most instruction variables for this game are software selectable from the menu system.
Jumpers
There is one block of jumpers (P20) on function of each jumper is explained in CPU Board Jumper Status Chart (Refer to Section Three, Wiring)
NOTE: The circuit paths have been optimized at the factory during the board test procedure. Each
jumper should be out (disconnected) to avoid error messages or video sync problems.
(U8
and
U9)
on this CPU Board set. Each block consists of eight
thrs
CPU Board set. The other Jumpers are individual pins. The
switch
resets the processor. This
ERRORS
Errors are detected by the system and reported on the screen. Some errors, such as minor disk data
faults, can be repaired by the system. Other errors, such as player control calibration, may be fixed by
manually resetting the values into game memory In most cases, the game will continue to operate after
errors have been found, although performance may be reduced. Do not ignore error messages.
Always record error messages before attempting to correct any problem. Some temporary messages will be created by intermittent conditions; it might be a while before the same error occurs a second time.
NOTES
2-22
Page 40
BLITZ
KIT
SECTION
THREE
WIRING
Warning
Failure to reconnect all ground wires or replace metal shields and covers with each mounting screw installed and
securely tightened may result in radio frequency interference.
3-l
Page 41
JAMMA Chart
FUNCTION
GKUlCl Black
Ground
+SVDC Red +SVDC
-5VDC
+lZVDC Key
Coin Counter 2
Not Used
Speaker -, Lefl
Speaker -, Right Video Green
Video Sync
Service Credits Slam Tilt Coin 2 Black-Red 2 Start Not Used Not Used N/C Not Used Not Used N/C 2 Jump/Tackle 2 Pass/Change 2 Turbo Not Used Not Used
-5V Ground Ground
2 Digital Ground Not Used Not Used
Y?Y
It Used
Not Used 2 U/D Bit 0
2 U/D Bit 1 2
I’-
S”,
Control Panel wires not part of the Main
WIRE COLOR
Black
Red
YellW#V
Orange
N/C
Brown-Red NIC Brown-Gray Brown-White
Green White White-Gray
Black-Green
Violet-White
N/C
NC
Violet-Yellow Violet-Green Violet-Blue
N/C
NIC Yellow-Brown
Black
nFR StnF OF
Black
N/C N/C
N/C N/C N/C
Grev-Rlack
ROARI
JAMMA
Harness (49~way Joystick Cables)
1 1
2 2 NIC Not Used
3 3 N/C
4 4 NIC Key
5 5 NIC
6 7 7 Blue-Black 1 U/D Bit 0
Black 1 Digital Ground
Not Used
Not Used
6 N/C Not Used
1 U/D Bit 1
1 U/D Bit 2
7it
FUNCTION
Digital Circuits
Audio. Disk Drive, DBV
RANGE LIMITS
+4.9ov to +5.1ov +5v +I
D.C. Power Source Voltage Limits
ID
ID 1 RANGE LIMITS 1
-5V 1
+12v
1.5V
to
+12.5V
NOTE: +5V is adjustable at the Power Supply
3-2
-4.75V
to -5 25V 1 Audio, Lights
FUNCTION
.-
.
--
:
Page 42
RECOMMENDED
COIN
D30R
Page 43
CONTROL WIRING DIAGRAM
(49-WAY
JOYSTICK)
POSITION LOGIC TABLE
NOTE:1.Connector
2. Numbers in parentheses are found in the Switch Test. Program does not use the “slightly” positions
pin
sequence
for
the abovedata
follows. 9 8 7 6 543 2
is as
referred toground
3-4
at pin 12.
Page 44
CPU BOARD INDICATOR AND SWITCH LOCATIONS
3-5
Page 45
CPU BOARD JUMPER STATUS CHART
DESIGNATION
Jl MIDDLE CENTER REMOTE
(NOTE 1) RESET
J2
(NOTE 1) ONLY
-
J3
(NOTE 2)
J4
(NOTE 1)
J5
LOCATION
NEAR Bl 8. S2 GAME FUTURE
MIDDLE CENTER FUTURE 1 RESERVED FOR
NEAR Bl 8, U86 USE FUTURE
1 LEFTCENTER 1 WATCHDOG FACTORY DEFAULT
NEAR D6 & U64
UPPER LEFT
NEAR P8 & U32
UPPER LEFT
NEAR PlO & U33
UPPER LEFT
NEAR PI6 & U33
NONE
MAIN BOOT
MAIN BOOT
MAIN BOOT
FUNCTION MEANING
RESERVED FOR OPEN n
1 DEVELOPMENT
DEVELOPMENT
SOFTWARE FAIL 182
SAFEGUARD
RESERVED FOR OPEN
FUTURE
DEVELOPMENT
USE
ONLY
ROM SIZE
AND TYPE
ROM SIZE
AND TYPE
ROM SIZE
AND TYPE
NOT USED
RESERVED FOR
FUTURE , DEVELOPMENT
1 CONFIGURES U32
FOR 4 MEGABYTE
BOOT ROM
CONFIGURES U
FOR 4 MEGABYTE
BOOT ROM
CONFIGURES U32
FOR 4 MEGABYTE
BOOT ROM
NONE
NEGATIVE OPEN
VIDEO SYNC
SETTING DEFAULT
I&2
OPEN
l&2
2&3
OPEN
l&2
s
OPEN
l&2
OPEN
I&2
m
n
(NOTE 3)
J12 NONE
(NOTE 4)
J13
(NOTE 1)
P20
NOTES:
1
Jumper is not required for any version of this CPU Board. Connectrons are made with copper on board
2.
Jumper is not required for versions 01-05 of this CPU Board. Jump pins 1 8 2 for version 06 and up.
3.
Jumper changes for some sizes and types of ROM. Jumper positions shown in ROM kit instructions.
4.
Jumper is not required for any version of this CPU Board. These pins are not present on CPU Board.
5.
Jumper is not required for production video monitors. Jump pins 1 & 2 for positive sync type monitors.
LOWER LEFT JTAG RESERVED FOR OPEN
NEAR
U25 & UIOO
UPPER LEFT CPU BOARD USED FOR DO NOT ---
NEAR P22 & U32 PRODUCTION FACTORY
AND TYPE NOT USED
PROCESSOR FUTURE 18.2
FEATURES DEVELOPMENT
TEST JACK TEST ONLY JUMPERS
3&4
USE
3-6
<
n
Page 46
CPU SWITCHES
DESIGNATION
s2
U8
u9
DESIGNATION
LED 1
WD)
LED 2
LED 3
LOCATION
I
MIDDLE CENTER
NEAR U41 & Bl
MIDDLE CENTER
NEAR U20 & U94
I
MIDDLE CENTER
NEAR U20 8 U94
FUNCTION
WARM START
RESET
SOFTWARE
GAME MODES 1
I
CPU BOARD LED INDICATOR STATUS CHART
LOCATION
BOTTOM CENTER
NEAR P15 R P25
MIDDLE CENTER CPU RESET
NEAR Bl 8, S2 INDICATOR
MIDDLE CENTER
NEAR Bl & S2
FUNCTION
HARD DISK
ACTIVITY
INDICATOR
POSITIONS STATE MEANING
1
8
COLOR STATE MEANING
RED
RED
YELLOW
OFF NORMAL
ON
OFF STANDARD
ON
OFF NOT IN USE
ON
BLINKING
OFF
ON
BLINKING
OFF
ON
BLINKING
OPERATION
FORCED
CPU RESET
SETTINGS
CUSTOM
LOCKED UP
(Note 1)
NORMAL
OPERATION
NORMAL
OPERATION
PROCESSOR
RESET
RESET LOOP
(NOTE 2) NORMAL
OPERATION
PROCESSOR
RESET
RESET LOOP
(NOTE 3)
NOTES.
1.
Hard Disk Drive LED 1 only active in short bursts during game. May appear continuous during start up this LED is always on, there may be a fault that has caused the drive to be in a locked up condrtion.
2
LED 2 monitors a part of the ROM boot instruction set. Must be active only during power on or reset
3.
LED 3 monitors a part of the ROM boot instruction set. Must be active only during power on or reset
3-7
If
Page 47
CPU BOARD LED INDICATOR STATUS CHART (continued)
DESIGNATION
LED 4
LED 5
(104
LED 6
(SW
LED 7
(+12v)
LED
6
(-5V)
LED 9
(+5V)
LOCATION
MIDDLE CENTER
NEAR Bl & S2
UPPERCENTER
NEAR U6 &
UPPER LEFT
NEAR U95 & UIOI
UPPER RIGHT
NEAR C409 & Ll
UPPER RIGHT
NEAR L2 & P4
UPPER RIGHT
NEAR PI4 & R571
US
FUNCTION
INDICATOR
CONTROL
ACTIVITY
SOUND
ACTIVITY
+12V POWER
INDICATOR
-5V POWER INDICATOR
+5V POWER
INDICATOR
COLOR 1 STATE
MEANING
OPERATION
NOTES:
4.
Boot ROM is only active in short bursts during start up. May appear very irregular durrng
5 110
6.
7.
a
9.
ASIC is only active in short bursts during start up. Must be on continuously during game play.
Sound is only active in short bursts during start up
LED 7 monitors a regulated power supply voltage source. Must be on contrnuously at all times.
LED 8 monitors a regulated power supply voltage source. Must be on continuously at all times.
LED 9 monitors a regulated power supply voltage source. Must be on continuously at all times.
Must be on continuously during game play.
3-8
crrcuit
reset.
Page 48
BLITZ
KIT
TROUBLESHOOTING
FOUR
This game uses complex electronic components that are very SENSITIVE to static electricity.
The following precautions must be observed and followed prior to handling any of the gam*
electronics.
I. Ensure that the A.C. power to the game is turned OFF prior to servicing the electronics.
2.
Discharge any static electricity build up in your body by touching the safety ground of the power supply chassis while the line cord is connected to a properly grounded
This is to be done BEFORE touching or handling the electronic assemblies.
3.
Store the electronic assemblies in an anti-static area. Anti-static bags are to be
store or transport the game CPU Board Assembly.
4. DO NOT remove or connect any electronic assemblies when the cabinet power Doing so will damage the electronic assemblies and void the warranty.
5.
Always replace ground wires, shields, safety covers, etc. when maintenance or servki? completed. Ensure that all ground and mounting screws are installed and tightened
4-l
et,,
oeti!
use
i5
if,
ir
Page 49
GAME DOES NOT START
1.
Game appears completely non-functional; no audio, no illumination, no video display.
A:
Check that the Power Switch has been turned ON (top left rear corner of the typical cabinet)
E:
Turn OFF the game power. Unplug the A.C. line cord. Unlock and remove the cabinet rear door The Power Supply Line Voltage Switch must be set to agree with the local A.C.
C: Remove the Line Cord Cover Plate Test the line cord, power plug and I.E.C. connector for
breaks or damage. Verify the continuity of each wrre in the cord. Fully seat the I.E.C. connector into the
matrng
receptacle of the cabinet. Replace the cover plate and all four screws.
D:
Ensure that cabinet wiring harness connectors are fully seated in the corresponding A.C. Power Chassis Assembly connectors (refer to Power Wiring Diagram, Section Three).
E:
Examine the A.C. Line Fuse on the A.C. Power Chassis. If the fuse is faulty, replace it with an identical fuse from the spare parts bag. Replace the spare fuse when repairs are complete.
F: Fully seat the A.C. plug in the outlet. Verify that A.C. line voltage IS present. Turn the game
power ON. Check the D.C. wiring harness and connectors if the fuse opens the circuit again
2:
Video game appears non-functional, but currency acceptor price indicator is illuminated.
A:
Unlock and open the coin door. Inspect the CPU Board Assembly under low light level conditions. A glow will be seen from the Light Emitting Diodes if there is voltage in the processor circuits. This does not mean that voltages or signals are as they should be, but it does indicate that the CPU Board is receiving some D.C. power from the Power Supply.
B:
Turn OFF the game power. Unlock, open and remove the rear door. Remove cover and inspect the CPU Board Assembly. Ensure that the JAMMA Wire Harness connector is attached and fully seated onto mating board connector. Check the other wiring harness connectors in the same way.
lrne
voltage.
CAUTION: DO NOT REMOVE OR INSTALL ANY CONNECTOR WHEN POWER IS TURNED ON. DOING SO WILL DAMAGE THE CPU BOARD OR HARD DISK DRIVE AND VOID THE WARRANTY.
C: Verify that the game CPU DIP Switches are set as intended. Refer to the DIP-Switch Test
(Section Two) for variables and default settings. incorrect settinos will affect other test results.
D: Turn ON the game power. Using the 20 Volt D.C. setting on a
voltages present at the Power connector pins Adjust the +5V source if it is necessary. Refer to the Cabrnet Wiring Diagram (Section Three) for specific wtring information and voltage
E:
Using the 2 Volt A.C.
Any reading here indicates that the supply voltages are unstable and may contain ripple or noise.
F: Verify that the game runs and comple:es the power-up self-test sequence without any errors.
Note errors and/or failures found during these tests.
G: Enter the game Menu System by pressing and holding the BEGIN TEST switch
door. Select DIAGNOSTICS from the Main menu. Once in the DIAGNOSTICS menu, choose MONITOR SETUP (refer to Section Two for additional details). Use this set of tests to check the operation of each screen used in the game.
settrng
on a digital voltmeter, measure the same D.C. voltages as above.
digrtal
voltmeter, measure D.C.
insrde
Irmits.
the coin
4-2
Page 50
GAME CAN NOT BE PLAYED
I. Game will not accept currency or tokens and cannot be started. Audio and video are present.
A, Unlock and open the cash door. Empty the cash box. Inspect the revenue for any counterfeit
currency. Check the vault and remove any items that block the path from the mechanism.
B. Unlock and open the coin door. Check each Acceptor by hand to ensure proper mounting.
Remove the mechanism and clear the currency path. Reinstall the mechanrsm and latch
C
Verifythai ihamec~&sm is levet when thedoorsare closed.
IS bent or damaged Adjust the cabrnet leg levelers if necessary to keep mechanrsms vertical.
2.
Game accepts currency or tokens, but does not start. Audio and video are present.
A:
Unlock and open the coin door. Check each Acceptor by hand to ensure proper mountrng. Verify that each of the release latches is in the closed and locked position. Test known good and bad
coins to see if the mechanism accepts and rejects the currency correctly.
B:
Ensure that no loose parts or wires are caught in the hinges, latches, or switch contacts.
C.
Inspect to see if the external Acceptor indicators (Pricing, Flashing Arrows, etc.) are illuminated
Check connectors and cables for wiring continuity from CPU Board connectors to the Acceptors.
D. Enter the game Menu System by pressing and holdrng the BEGIN TEST switch inside the coin
door. From the DIAGNOSTICS menu, choose the SWITCH TESTS (refer to Section Two for
addrtional details). Use these tests to confirm the operation of each switch used in the game.
E
Check for continuity in each of the suspect switch connections (Common to Normally Open or Common to Normally Closed). Replace faulty switches (bent levers, broken actuators, etc.)
F,
Verify that each Acceptor is operating properly by placing it in a known good unit
Repair or rep!ace thecoir! door rf it
it.
3.
Player controls are intermittent or completely non-functional. Game starts normally.
A. Unlock and open the coin door.
BEGIN TEST switch inside the coin door. From the DIAGNOSTICS menu, choose the SWITCH
TESTS (refer to Section One for additronal details). Use these tests to confirm the operation of
each switch used in the game.
B. Verify that the game CPU DIP Switches are set as intended. Refer to the DIP-Switch Test
(Section Two) for variables and default settings. /ncorrect settings will affect other test results Ensure that the correct joystick type is selected (Switch
C-
Reach through the coin door and unlatch the control panel. Grip the joysticks and carefully tilt the
panel back on its hinge. Ensure that no loose parts or wires are caught in the hinges, latches, or switch contacts. Verify that the harness connectors are attached and fully seated.
D: Check that the cabinet wiring is correct for this game. Ensure that the control switches are
properly connected to the control input wires from P3, P9,
Refer to the Cabinet Wrring Diagram (Section Three) for specific wiring information.
E
Verify continuity in each of the switch connections (Common to Normally Open or Common
Normally Closed), Ensure that the control is operating properly by placing in a known good unit.
Enter the game Menu System by pressing and holding the
U&l)
PIO,
P16, and the JAMMA connector.
4-3
to
Page 51
4. Game accepts currency or tokens, but number of credits per coin or bill is incorrect.
A. Unlock and open the coin door.
Enter the game Menu System by pressing and holding the
BEGIN TEST switch inside the coin door. From the DIAGNOSTICS menu, choose the SWITCH
TESTS (refer to Section Two for addltional details).
Use these tests to confirm the
operahon
of
each switch used in the game.
B:
From the ADJUSTMENTS menu, choose PRICING to verify units and credits are set correctly.
C:
Check that the cabinet wiring is correct for this game. Ensure that the coin meter and coin
switches are properly connected to the control input wires from the JAMMA connector and other CPU wiring. Refer to the Cabinet Wiring Diagram (Section Three) for specific wiring information.
COIN SWITCH AND METER WIRING
FACTORY STANDARD
COIN SWITCH
1
.lAMMA P,N 16
I I
I
COlN SWTCH 2 JAMMA PIN T
COlN SWTC” JAMMA GRO”ND
COMMON
-a
>
z-
OPTIONAL WIRING
COlN SWTCH f
>
L
w-1
I
COlNSWTCH2
COIN SWTCH JAMMA GROUND
COMMON
JAMhrA +5voiTs
INCORRECT WIRING
A connection between JAMMA coin input pins will cause twice the desired credits for each coin inserted. A coin meter with a defective or missing diode may eventually damage driver circuits on the CPU Board.
4-4
Page 52
JOYSTICK DIFFICULTIES
1:
Flayers complain about joystick motion, but game appears to operate normally.
A:
Ensure that control panel hole size is adequate for 49.way joysticks. This joystick has a greater range of motion than standard joysticks, requiring a larger clearance opening in the panel (1.50 in. 38 mm). A smaller hole may prevent activation of the outer control bits. limiting character speed.
B: Verify
C: Sticking can result if liquids are spilled onto the control panel.
D: Sloppy action or weak return pressure may be related to the joy$ck centering grommet. Turn
2:
Joystick operation is inconsistent during game play.
A:
B. Turn ON the game power. Using the 20 Volt D.C. setting on a digital voltmeter. measure D.C.
C: Using the 2 Volt A.C. setting on a digital voltmeter, measure the same D.C. voltages as above.
D:
E.
that the joystick is exactly centered under the control panel hole. Slight misalignment may
cause a loss of full character speed in only one direction. This difficulty can be detected by
entering the menu system from the BEGIN TEST switch instde the coin door, From the
DIAGNOSTICS menu, choose the SWITCH TESTS (refer to Sectlon Two for addltional details).
joystick in question and remove the four philips head screws at the corners of the slide retainer.
Lift the slide retainer off of the Joystick base. Clean but do not lubricate the sliding pieces.
OFF the game power and open up the control panel. Disconnect and disassemble as described
above. Lift the slide retainer and electronics off of the joystick base. Examine the grommet and spacer for wear or damage and replace as required. Clean the components before reassembly.
49.way joysticks use optical position sensors. Inspect interior of control area for sources of light
that could shine on the joystick electronics and cause false signals. Cover or shield lighting as
needed to eliminate high levels of illumination near the joysticks.
voltages present at the joystick connector pins. Verify the +5V and ground connections. the Cabinet Wiring Diagram (Section Three) for
Any reading here indicates that the supply voltages are unstable and may contain ripple or noise.
Turn OFF power and interchange joystick connectors to determine if problem is in a cable.
Verify proper operation of 49-way Joystick Assembly by placing it in a known good game
specific
wiring information and voltage limits.
Disconnect the cable from the
Refer to
4-5
Page 53
AUDIO PROBLEMS
1:
Audio is non-functional, but video is present and game appears to operate normally.
A: Unlock and open the coin door.
BEGIN TEST switch inside the coin door. From the Marn menu, choose VOLUME LEVEL (refer
to Section Two for additional details). Verify that the volume levels have not been set at Zero.
Change the levels If necessary to make the game audible.
B.
From the ADJUSTMENTS menu, choose ATTRACT SOUND to see if this feature is active (ON)
C:
Follow the on-screen instructions to return to the first menu. Select DIAGNOSTICS from the menu Once in the DIAGNOSTICS menu, choose SOUND SUBSYSTEM These tests will confirm the operation of each segment of the sound system.
D:
Turn OFF the game power. Open the marquee and remove the glass. Inspect the speakers and harness. Ensure that no loose parts or wires are caught in speaker cones, terminals, mounting screws, or stuck to the magnets.
E:
Verify correct cabinet wiring for this game Ensure that the speakers are properly connected to the audio output wires from the JAMMA connector. Verify speaker and wire harness continuity
Refer to the Cabinet Wiring Diagram (Section Three) for specific wiring Information.
F: Turn ON the game power. Using the 20 Volt D.C. setting on a digital voltmeter, measure D.C.
voltages present at the Power connector pins. Verify the +5V. -5V and +12V sources. Refer to the Cabinet Wiring Diagram (Section Three) for specific wiring informatron and voltage limits.
G.
Using the 2 Volt A.C. setting on a digital voltmeter, measure the same D.C. voltages as above.
Any readrng here indicates that the supply voltages are unstable and may contain ripple or noise.
H:
Verify proper operation of game CPU Board Assembly by placing it in a known good game.
2:
The audio is distorted, muffled or missing frequencies. A constant low hum may be present.
A: Unlock and open the coin door. Enter the game Menu System by pressing and holding the
BEGIN TEST switch inside the coin door. From the Main menu, choose DIAGNOSTICS from the
Marn
menu. Once in the DIAGNOSTICS menu, choose SOUND SUBSYSTEM. These tests will
confirm the operatron of each segment of the sound system.
Enter the game Menu System by pressing and holding the
>
Marn
B:
Turn OFF the game power. Open the marquee and check the speakers. This game uses coaxial speakers, not discrete woofer and tweeter units. Ensure that each speaker is FULL RANGE (100 to 10,000 Hz response) and rated for at least 25 WATTS.
C:
Check that the speaker wiring is not reversed at one of the speakers. Weak low frequencies and a thin or hollow sound quality is a symptom of incorrectly phased speakers. This condition may not be detected by the SOUND SUBSYSTEM, but it will be audible during normal game operation.
Verrfy
D: Check that the cabinet wiring is correct for this game
separate wires (not a common return) for each speaker. Ensure that all cabinet ground wires a!: connected. Refer to the Cabinet Wiring Diagram (Section Three) for specific wiring informatron.
E:
Using the 2 Volt A.C. setting on a digital voltmeter, measure voltages at the speaker terminals Any readrng here indicates that the supply voltages are unstable and may contain ripple or noise.
F,
Verify that the speaker is operating properly by placing in a known good unit.
that the cabinet wiring provide?,
4-6
Page 54
VIDEO PROBLEMS
1.
Monitor appears non-functional, but audio is present and controls operate as expected,
A:
Unlock and open the rear door. Verify that A.C Power is connected to the Video Monitor. Inspect the neck of the CRT under low light level conditions. A glow will be seen near the CRT base if there IS voltage in the filament circuits This does not mean that other voltages or signals are as they should be, but it does indicate that some of the monitor circuits are receiving power.
B,
Turn OFF the game power. Verify that the Video Signal and the Remote Adjustment Board
connectors are fully seated on the Video Monitor Board Assembly. Check the other monitor
connectors in the same way. Do not operate a monitor without a Remote Adjustment Board.
C:
Examrne the A.C. line fuse on the Vrdeo Monrtor Board Assembly. If the fuse is faulty, replace it wrth
an identical fuse of the proper voltage and current rating.
D:
Ensure that no loose parts or
E.
Check that the brightness (intensity) and contrast have not been set to therr minimum levels
F:
Verify that the Video Monitor is operating correctly by placing it In a known good unit
2:
The power-up self-test will run, but the game does not appear. No audio is present.
A:
Note and record any error messages that occur during self-test. Open the corn door. Press and hold the BEGIN TEST switch :o enter the menu system. Select DIAGNOSTICS from the Main menu. Once in the DIAGNOSTICS menu, choose DISK TESTS (refer to Section One for
addrtional details). Use
B:
Turn OFF the game power, Unlock and remove the rear door. Inspect the CPU Board Assembly
Ensure that the JAMMA cable connector is fully seated into the mating edge connector on the CPU Board Check the other cable connectors for correct alignment and continuity.
wares
are caught on the chassis or the mounting brackets.
>
thus
set of tests to check the operation of critical components.
CAM/ON: DO NOT REMOVE OR INSTALL ANY CONNECTOR WHEN POWER IS TURNED ON.
THIS WILL DAMAGE THE CPU BOARD OR HARD DISK DRIVE AND VOID THE WARRANTY.
C-
Verify that the ROM instruction set is correct for this game. There is more than one ROM In a
game set Each ROM circuit is labeled
D:
Verify that the CPU Board Assembly is correct for this game. Each CPU Board is marked with the
manufacturer name, assembly number and the hardware version.
E: Verify that the Hard Disk Drive Assembly is correct for this game. Each Hard Disk Drive
marked with the manufacturer name, assembly number and the program version.
F. Turn ON the game power. Using the 20 Volt D.C. setting on a digital voltmeter, measur
voltages present at the Power connector pins. Verify the +SJ source if it is adjustable. I the Cabrnet Wiring Diagram (Section Three) for specific wiring information and voltage
G: Using the 2 Volt A.C setting on a drgital voltmeter, measure the same D.C. voltages
Any reading indicates that the supply voltages are unstable and may contain ripple or
H,
Compare CPU Board jumper positions
I,
Compare CPU Board Light Emitting Diode states with the CPU Indicator Chart
wrth
the assembly number and the software version.
wrth
the CPU Jumper Status Chart (Section Three\
(Sectior-
limit?
noi..,.
:;:
I!’ .L
is
4-7
Page 55
3.
Monitor will not lock onto the signal and provide a stable picture, colors are missing, etc.
A: Unlock and open the coin door. Enter the game Menu System by pressing and holding the
BEGIN TEST switch Inside the coin door. From the DIAGNOSTICS menu, choose DIP-SWITCH
TESTS (refer to Section Two for additronal details). Verify that the GRAPHICS MODE is correct.
B,
Check connectors and cables for wiring continuity from the CPU Board to the Video Monitor.
C: Ensure that the Video Monitor Assembly is correct for this game. Use of video monitors with
different resolution will result in what appears to be horizontal tearrng or complete loss of sync.
D: Verify that the Video Monitor IS operating correctly by placing it in a known good unit
4: Game operates normally, but video picture wavers or rolls, has dark bars, uneven colors, etc.
A: Check connectors and cables for wiring continurty from the CPU Board to the Video Monitor.
8: Ensure that all the cabinet ground wires are connected, especially at the Video Monitor Chassis.
C. Move the cabinet farther away from machines, appliances, other games, etc. Very strong
electrical or magnetic fields are emitted from some equipment when it is operating normally.
D: Verify that the Video Monitor is operating correctly by placing it in a known good unit.
MISCELLANEOUS
1:
Marquee lamp is intermittent or non-functional. Game starts and plays normally.
A: Open the marquee and remove the glass. Remove the plastic lamp locks and the fluorescent
tube from the holders. Install a new lamp if cracks or darkened ends are found. Clean the tube. B: Verify that the lamp and starter prns are making good connection with their socket contacts C: Measure the Fluorescent Lamp Assembly A.C. voltages (Power Wiring Diagram, Section Three).
Check wiring and connector continuity from the A.C. Power Chassis to the Lamp Assembly. D. Ensure that the Fluorescent Lamp Ballast is rated for the local A.C. line voltage and frequency. E:
Check for continuity of both fluorescent lamp filaments, the starter, and the ballast. One at a time,
veriv
that the lamp, starter, and ballast operate by placing each in a known good unit.
2.
Game operates normally, but cabinet gets very warm after several hours of use.
A, Check bottom and rear of cabinet for blocked air flow. Move game away from sources of heat.
B:
Turn OFF the game power. Apply high power vacuum cleaner to vent holes to remove dust
C: Unlock and remove the rear door. Ensure that all fans are connected and operating
3.
Error Messages appear on the screen. The game does not start and there is no audio.
A: Check any assembly (RAM, ROM, Battery, etc ) identified in the Error Messasge.
8. Call your authorized distributor for help wrth unresolved screen messages.
4-8
Page 56
NOTES
4-9,
Page 57
4-10
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