This manual is intended to provide detailed descriptions together with all the necessary information covering the general operation of
electronic assemblies, electro-mechanicals, servicing control, spare parts, etc. for the product, "GHOST SQUAD EVOLUTION 29"STD
AND 50"DX TYPE".
TABLE OF CONTENTS
This manual is intended for the owners, personnel and managers in charge of operation of the product. Operate the product after carefully reading and suffi ciently understanding the instructions.
In the unlikely event that the product does not function correctly, DO NOT allow anyone other than a technician to touch the internal
system. Turn off the power to the machine, making sure to unplug the electrical cord from the outlet, and contact the offi ce listed below
or the point-of-purchase for this product.
Use of this product is unlikely to cause physical injuries or damage to property. However, points that require special attention are indicated by thick underlining, the word "IMPORTANT" and the symbol below.
50"DX
Installation space: 47.2" [Width] x 66.1" [Depth]
Height: 87.8"
Width: 47.2"
Length: 58.1"
Weight: 557.8 lbs.
Power, maximum current: 840 W, 7 A (AC 120 V, 60 Hz Area)
Monitor: 50" TOSHIBA Projection TV Display
Indicates important information that, if ignored, may result in the mishandling of the product and cause
faulty operation or damage to the product.
SPECIFICATIONS
Defi nition of 'Site Maintenance Personnel or Other Qualifi ed Individuals'
Procedures not described in this manual or marked as 'to be carried out by site maintenance personnel or other qualifi ed professionals' should not be carried out by personnel
without the necessary skill or technology. Work carried out by unqualifi ed persons may
cause serious accidents, including electrocution.
Parts replacement, maintenance inspections and troubleshooting should be carried out by site maintenance personnel or other qualifi ed
professionals. This manual includes directions that potentially dangerous procedures should only be carried out by professionals with
the appropriate specialized knowledge.
The 'site maintenance personnel or other qualifi ed professionals' mentioned in this manual are defi ned as follows:
Site maintenance personnel:
Persons with experience in maintaining amusement equipment, vending machines, etc., working under the supervision of the owner/
operator of this product to maintain machines within amusement facilities or similar premises by carrying out everyday procedures such
as assembly, maintenance inspections, and replacement of units/expendable parts.
Activities to be carried out by site maintenance personnel:
Amusement equipment/vending machine assembly, maintenance inspection and replacement of units/expendable parts.
Other qualifi ed professionals:
Persons employed by amusement equipment manufacturers, involved in design, production, testing or maintenance of amusement
equipment. Should have graduated from technical school or hold similar qualifi cations in electrician/electronics/mechanical engineering.
Activities to be carried out by other qualifi ed professionals:
Amusement equipment/vending machine assembly, repair/adjustment of electrical/electronic/mechanical parts.
- ii -
2
PRECAUTIONS CONCERNING INSTALLATION LOCATION
2.
PRECAUTIONS CONCERNING INSTALLATION LOCATION
This product is an indoor game machine. Do not install it outside. Even indoors, avoid installing in places mentioned below so as not to cause a fi re, electric shock, injury and or malfunc-
tioning.
●Places subject to rain or water leakage, or places subject to high humidity in the proximity
of an indoor swimming pool and or shower, etc.
●Places subject to direct sunlight, or places subject to high temperatures in the proximity of
heating units, etc.
● Places fi lled with infl ammable gas or vicinity of highly infl ammable/volatile chemicals or
hazardous matter.
● Dusty places.
● Sloped surfaces.
● Places subject to any type of violent impact.
● Vicinity of anti-disaster facilities such as fi re exits and fi re extinguishers.
● The operating (ambient) temperature range is from 41
O
F to 86OF.
LIMITATIONS OF USAGE REQUIREMENTS
●Be sure to check the Electrical Specifi cations.Ensure that this product is compatible with the location's power supply, voltage and fre-
quency requirements.
A plate describing Electrical Specifi cations is attached to the product.Non-compliance with the Electrical Specifi cations can cause a fi re and electric shock.
●This product requires the Breaker and Earth Mechanisms as part of the location facilities.
Using them in a manner not independent can cause a fi re and electric shock.
●Ensure that the indoor wiring for the power supply is rated at 15A or higher (AC single
phase between 100 to120 V area), and 7A or higher (AC 220 to 240 V area). Non-compli-
ance with the Electrical Specifi cations can cause a fi re and electric shock.
●Be sure to independently use the power supply equipped with the Earth Leakage Breaker.
Using a power supply without the Earth Leakage Breaker can cause an outbreak of fi re
when earth leakage occurs.
●Putting many loads on one electrical outlet can cause generation of heat and a fi re
resulting from overload.
●When using an extension cord, ensure that the cord is rated at 15A or higher (AC 100 to
120 V area) and 7A or higher (AC 220 to 240 V area). Using a cord rated lower than the
specifi ed rating can cause a fi re and electric shock.
OPERATION AREA
●For the operation of this machine, secure a minimum area of 2.3 m (7.5 ft) (W)×2.8 m (9.2
ft) (D) for 5-"DX cabinet, 34.5" (W) x 78" (D) for 29"STD cabinet. In order to prevent injury
resulting from the falling down accident during game play, be sure to secure the minimum
area for operation.
●Be sure to provide suffi cient space so as to allow this product's ventilation fan to function
effi ciently. To avoid machine malfunctioning and a fi re, do not place any obstacles near
the ventilation opening.
●SEGA shall not be held responsible for damage, compensation for damage to a third party,
resulting from the failure to observe this instruction.
For transporting the machine into the location's building, the minimum necessary
dimensions of the opening (of doors, etc.) are 1 m (39.4") (W) and 1.7 m (66.9") (H).
2
3. OPERATION
PRECAUTIONS TO BE HEEDED BEFORE STARTING THE OPERATION
To avoid injury and trouble, be sure to constantly give careful attention to the behavior and manner of the
visitors and players.
In order to avoid accidents, check the following before starting the operation:
●To ensure maximum safety for the players and the customers, ensure that where the product is operated has
suffi cient lighting to allow any warnings to be read. Operation under insuffi cient lighting can cause bodily contact
with each other, hitting accident, and or trouble between customers.
●Be sure to perform appropriate adjustment of the monitor (projector). For operation of this machine, do not leave
monitor's fl ickering or deviation as is. Failure to observe this can have a bad infl uence upon the players' or the
customers' physical conditions.
● It is suggested to ensure a space allowing the players who feel sick while playing the game to take a rest.
● Check if all of the adjusters are in contact with the surface. If they are not, the Cabinet can move and cause an
accident.
FIG. 3
3
OPERATION
Approx. 5mm
Ensure that all of the Adjusters are in contact with the floor.
● Do not put any heavy item on this product. Placing any heavy item on the product can cause a falling down
accident or parts damage.
●Do not climb on the product. Climbing on the product can cause falling down accidents. To check the top portion
of the product, use a step.
● To avoid electric shock, check to see if door & cover parts are damaged or omitted.
● To avoid electric shock, short circuit and or parts damage, do not put the following items on or in the periphery of
the product.
Flower vases, fl owerpots, cups, water tanks, cosmetics, and receptacles/containers/vessels containing chemicals
and water.
●To avoid injury, be sure to provide suffi cient space by considering the potentially crowded situation at the
installation location. Insuffi cient installation space can cause making bodily contact with each other, hitting
accidents, and or trouble between customers.
●During daily cleaning and maintenance, check the surface of the control unit (Gun Controller) for cracks and other
damage and ensure that screws are securely fastened. Loose screws, cracks, and other damage could cause
harm to players and other customers if left unrepaired.
Players with bare hands directly hold the controller. For operation, it is recommended that the
wet towels (paper towels) be provided.
3
PRECAUTIONS TO BE HEEDED DURING OPERATION (PAYING ATTENTION TO CUSTOMERS)
3
To avoid injury and trouble, be sure to constantly give careful attention to the behavior and manner of the
OPERATION
visitors and players.
●To avoid injury and accidents, those who fall under the following categories are not allowed
to play the game.
- Those who need assistance such as the use of an apparatus when walking.
- Those who have high blood pressure or a heart problem.
- Those who have experienced muscle convulsion or loss of consciousness when playing
video game, etc.
- Those who have a trouble in the neck and or spinal cord.
- Intoxicated persons.
- Pregnant women or those who are in the likelihood of pregnancy.
- Persons susceptible to motion sickness.
- Persons whose act runs counter to the product's warning displays.
●A player who has never been adversely affected by light stimulus might experience dizzi-
ness or headache depending on his physical condition when playing the game. Especially,
small children can be subject to those conditions. Caution guardians of small children to
keep watch on their children during play.
● Instruct those who feel sick during play to have a medical examination.
● To avoid injury resulting from falling down and electric shock due to spilled drinks, instruct
the player not to place heavy items or drinks on the product.
●To avoid electric shock and short circuit, do not allow customers to put hands and fi ngers or
extraneous matter in the openings of the product or small openings in or around the doors.
●To avoid falling down and injury resulting from falling down, immediately stop the customer's leaning against or climbing on the product, etc.
●To avoid electric shock and short circuit, do not allow the customers to unplug the power
plug without a justifi able reason.
●Immediately stop such violent acts as hitting and kicking the product. Such violent acts can
cause parts damage or falling down, resulting in injury due to fragments and falling down.
●Playing close to the cabinet could cause the Gun Controller to strike the cabinet, possibly
causing an accident. Be sure to ask your customers to maintain a safe distance during
play.
●Wearing large rings and other accessories during play could result in injury to players' fi ngers. Be sure to ask your customers to remove such accessories before playing.
●The Gun Controller for use on 1P side (left side) and 2P side (right side)
are different. Ensure that players do not confuse the right and left side guns
when starting play.
●Make sure to avoid disturbing customers when moving/removing the
machine from its current location.
4
INTRODUCTION
This manual is intended to provide detailed descriptions together with all the necessary information covering the general operation of
electronic assemblies, electro-mechanicals, servicing control, spare parts, etc. for the product, "GHOST SQUAD EVOLUTION 29"STD
AND 50"DX TYPE".
TABLE OF CONTENTS
This manual is intended for the owners, personnel and managers in charge of operation of the product. Operate the product after carefully reading and suffi ciently understanding the instructions.
In the unlikely event that the product does not function correctly, DO NOT allow anyone other than a technician to touch the internal
system. Turn off the power to the machine, making sure to unplug the electrical cord from the outlet, and contact the offi ce listed below
or the point-of-purchase for this product.
Use of this product is unlikely to cause physical injuries or damage to property. However, points that require special attention are indicated by thick underlining, the word "IMPORTANT" and the symbol below.
50"DX
Installation space: 47.2" [Width] x 66.1" [Depth]
Height: 87.8"
Width: 47.2"
Length: 58.1"
Weight: 557.8 lbs.
Power, maximum current: 590 W, 6.31 A (AC 120 V, 60 Hz Area)
Monitor: 50" Projection TV Display
Indicates important information that, if ignored, may result in the mishandling of the product and cause
faulty operation or damage to the product.
SPECIFICATIONS
Defi nition of 'Site Maintenance Personnel or Other Qualifi ed Individuals'
Procedures not described in this manual or marked as 'to be carried out by site maintenance personnel or other qualifi ed professionals' should not be carried out by personnel
without the necessary skill or technology. Work carried out by unqualifi ed persons may
cause serious accidents, including electrocution.
Parts replacement, maintenance inspections and troubleshooting should be carried out by site maintenance personnel or other qualifi ed
professionals. This manual includes directions that potentially dangerous procedures should only be carried out by professionals with
the appropriate specialized knowledge.
The 'site maintenance personnel or other qualifi ed professionals' mentioned in this manual are defi ned as follows:
Site maintenance personnel:
Persons with experience in maintaining amusement equipment, vending machines, etc., working under the supervision of the owner/
operator of this product to maintain machines within amusement facilities or similar premises by carrying out everyday procedures such
as assembly, maintenance inspections, and replacement of units/expendable parts.
Activities to be carried out by site maintenance personnel:
Amusement equipment/vending machine assembly, maintenance inspection and replacement of units/expendable parts.
Other qualifi ed professionals:
Persons employed by amusement equipment manufacturers, involved in design, production, testing or maintenance of amusement
equipment. Should have graduated from technical school or hold similar qualifi cations in electrician/electronics/mechanical engineering.
Activities to be carried out by other qualifi ed professionals:
Amusement equipment/vending machine assembly, repair/adjustment of electrical/electronic/mechanical parts.
When transporting the machine, make sure that the following parts are supplied.
ACCESSORIES
TABLE 5 a ACCESSORIES
534-30-300:
MANUAL, GHOST SQUAD EVOLUTION 50"DX / 29"STD (1)
999-2101-01:
GUN SUPPORT BRACKET (2 SETS)
KEYS
T-10, T-15, T-25, T-27 AND T -40 TAMPER WRENCH (1/ea)
TOSHIBA
200-5536 (1)
Remote Controller used for
adjustment of the projector.
POSITION
ADJUST
P
SET
PIC-ADJ
RESET
SELECT
TEST MODE WRITING
RBG
KEY CHIP (1)
Already on
MAIN PCB
DVD SOFT CTF EVO
(GHOST SQUAD EVOLUTION)
AC POWER CORD
CUSHION SPONGE
DVD-ROM Disc Protector
6
6. ASSEMBLY AND INST ALLATION
●Perform assembly work by following the procedure herein stated. Failing to comply with the instructions can
cause electric shock hazard.
●Perform assembling as per this manual. Since this is a complex machine, erroneous assembling can cause an
electric shock, machine damage and or not functioning as per specifi ed performance.
●When assembling, be sure to use plural persons. Depending on the assembly work, there are some cases in
which working by one person alone can cause personal injury or parts damage.
● Ensure that connectors are accurately connected. Incomplete connections can cause electric shock hazard.
● Be careful not to damage the wires. Damaged wires may cause electric shock or short circuit or present a fi re
risk.
● Do not carelessly push the PTV. Pushing the PTV carelessly can cause the PTV to fall down.
● This work should be performed by the site maintenance individual or other skilled professional. Performing work
by non-technical personnel can cause a severe accident such as electric shock. Failing to comply with this
instruction can cause a severe accident such as electric shock to the player during operation.
● Provide suffi cient space so that assembling can be performed. Performing work in places with narrow space or
low ceiling may cause an accident and assembly work to be diffi cult.
●To perform work safely and avoid serious accident such as the cabinet's falling down, do not perform work in
places where step-like grade differences, a ditch, or slope exist.
●Do not use this product with connectors other than those that were connected and used with the Game Board at
the time of shipping. Do not carelessly connect wires to connectors that were not used at the time of shipping, as
this may cause overheating, smoke or fi re damage.
●When handling plastic parts, use care. Do not give a shock or apply excessive load to the fl uorescent lamps and
plastic parts. Failure to observe this can cause parts damage, resulting in injury due to fragments, cracks and
broken pieces.
●To perform work safely and securely, be sure to prepare a step which is in a secure and stable condition.
Performing work without using the step can cause violent falling down accidents.
●Make sure that the GD cable connector is inserted parallel to the plug. Improper insertion may cause damage to
the connector and present a fi re risk.
6
ASSEMBL Y AND INST ALLATION
When carrying out the assembling and installation, follow the following 9-item sequence.
1. ASSEMBLING THE BILLBOARD
2. ASSEMBLING THE PTV
3. ASSEMBLING THE CABINET
4. ECURING IN PLACE ADJUSTER TUNING
5. ATTACHING THE FLUORESCENT LIGHTS AND LAMPS
6. POWER SUPPLY AND EARTH CONNECTION
7. TURNING THE POWER ON
8. ASSEMBLY CHECK
Phillips type screwdriver
24mm
WRENCH (for Hexagon bolt)
TAMPER SCREW WRENCH
T-10,15,25,27 and T-40)
SOCKET WRENCH, (For hexagon bolt)
with RATCHET HANDLE
7
1. ASSEMBLING THE BILLBOARD
Undo the 2 truss screws, and remove the pop bracket.
6
ASSEMBL Y AND INST ALLATION
Undo the 3 truss screws, and remove the pop holder.
TRUSS SCREW (3) Black M4×8
POP BRACKET
TRUSS SCREW
(2) Black M4×8
PHOTO 6. 1 a
POP HOLDER
Attach the billboard pop by fi tting it between the pop bracket
and pop holder, and fi xing it in place with the 3 truss screws.
BILLBOARD POP
TRUSS SCREW
(3), black M4×8
Attach the assembled billboard pop using the 2 truss screws.
TRUSS SCREW
(2) Black M4×8
PHOTO 6. 1 b
PHOTO 6. 1 c
PHOTO 6. 1 d
8
2. ASSEMBLING THE PTV
By using 2 Flat Head screws, secure the 2 Mask Bracket Uppers to the PTV ceiling.
Secure the Mask Bracket Lower to the front of PTV with 4 screws.
Install Mask to the PTV front. Install the Mask in a manner hooking up to both 2 Mask
Bracket Uppers and the Mask Bracket Lower. Simultaneously insert the projections of
the Mask into the square holes in the PTV screen left and right.
Secure the Mask by fastening a screw for each from both sides of PTV.
FLAT HEAD SCREW (2 each) 4×8
TRUSS SCREW (2), black
M5×25, fl at washer used
MASK BRACKET UPPER
MASK BRACKET LOWER
MASK
FIG. 6. 2 a
SCREW (4), black M5×16,
w/fl at & spring washers
FIG. 6. 2 b
6
ASSEMBL Y AND INST ALLATION
Affi x the side bracket L and side bracket R to the PTV front face
using 2 screws each. Be careful of the orientation of the parts.
SIDE BRACKET R
SCREW (2 ea), black M5×16,
w/fl at & spring washers
3. ASSEMBLING THE CABINET
Move the PTV to the back of the PTV base.
Put the PTV on the PTV base. To do this, you will
FIG. 6. 3 a
need at least 4 people to lift the PTV, and another
person to hold the PTV base to stop it from moving.
Lower the PTV until it touches the supports. Take
care not to damage any wiring during this step.
PTV
You will need at least 5 people to perform this step.
SUPPORT
PHOTO 6. 2 a
SIDE BRACKET L
PTV BASE
9
Attach the front panel using 4 truss screws. Take care that you
do not damage any wiring during this step.
6
ASSEMBL Y AND INST ALLATION
FRONT PANEL
TRUSS SCREW (4), black
M5×20, fl at washer used
PHOTO 6. 3 a
Have 2 people lift the billboard and place it on the PTV. Lower the billboard so that
the two mask bracket uppers that were attached in step 2 fi t into the 2 rectangular
holes in the billboard base plate, and push the billboard towards the PTV screen.
The base plate of the billboard is then fi xed into place by fi tting into the mask
brackets.
You will need 2 people to perform this step.
You will need a footstool to complete the following step. Attach
the billboard to the PTV using 2 screws.
You will need a footstool to perform this step.
BILLBOARD
SCREW (2) M5×16, w/fl at & spring washers
PHOTO 6. 3 c
Undo the single truss screw and remove the connector lid.
TRUSS SCREW (1), black M4×8
PHOTO 6. 3 b
CONNECTOR LID
10
PHOTO 6. 3 d
Connect the internal billboard connector to the connector in the
PTV ceiling.
BILLBOARD INTERNAL CONNECTOR
PTV CEILING CONNECTOR
Attach the connector lid using the single truss screw. Bring the
main cabinet next to the PTV.
Connect the wiring between the main cabinet
and the PTV. You will need to connect a total of
5 connectors.
CONNECTOR (5)
6
ASSEMBL Y AND INST ALLATION
PHOTO 6. 3 e
Place the main cabinet on the supports in the PTV base. Make
sure that the wires do not get pinched while you do this.
SUPPORT
MAIN CABINET
Tighten the 2 hexagon bolts on each of the left and right
brackets of the main cabinet to affi x the cabinet.
HEXAGON BOLT (2 ea), black w/spring washer, fl at washer used
PHOTO 6. 3 f
Be careful not to pinch the wiring.
PHOTO 6. 3 g
BRACKET
PHOTO 6. 3 h
11
Attach the joint bracket uppers to the left and right sides of the joint between the main cabinet and the PTV
using 4 truss screws on each side to secure the joint. Arrange these so that the vertical holes correspond to
6
the main cabinet and the horizontal holes correspond to the PTV.
If there is a gap between the main cabinet and the PTV, adjust the main cabinet or the adjuster on the PTV
ASSEMBL Y AND INST ALLATION
base to close the gap before tightening the screws.
JOINT BRACKET UPPER
SCREW (4 ea), black, fl at washer used
PHOTO 6. 3 i
4. SECURING IN PLACE (ADJUSTER TUNING)
Make sure that all of the adjusters are in contact with the fl oor. If they are not, the cabinet can
move and cause an accident.
This product has 8 casters (4 for PTV Base, 4 for MAIN
CABINET) and 6 Adjusters (4 for PTV Base, 2 for MAIN
CABINET). (FIG. 6. 4 a) When the installation position is
determined, cause the adjusters to come into contact with
the fl oor directly, make adjustments in a manner so that the
casters will be raised approximately 5 mm. from the fl oor and
make sure that the machine position is level.
Transport the product to the installation position.
Have all of the adjusters make contact with the fl oor. Adjust
the adjuster's height by using a wrench so that the machine
position is kept level.
When contacting the adjusters of the right and left fences
onto the fl oor, manually turn them.
After making adjustment, fasten the adjuster nut upward and
secure the height of adjuster.
ADJUSTER
ADJUSTER
CASTER
ADJUSTER
FIG. 6. 4 a BOTTOM VIEW
12
CASTER
Fasten Upward.
Approx.5mm
ADJUSTER
FIG. 6. 4 b ADJUSTER
5. ATTACHING THE FLUORESCENT LIGHTS AND LAMPS
Fluorescent Light
Undo the 4 screws using the supplied L-wrench, and
remove the instruction panel.
INSTRUCTION PANEL
SCREW (4) > special washer used
Attach the globe-shaped fl uorescent light.
Reattach the instruction panel in its original position using the
4 screws.
Or 26Watt Spiral Fluorescent. (Screw in type base)
6
ASSEMBL Y AND INST ALLATION
PHOTO 6. 5 a
Halogen Lamp
Undo the 4 truss screws, and remove the lamp lid.
LAMP LID
TRUSS SCREW (2), black M4×8
PHOTO 6. 5 c
TRUSS SCREW (2), black M4×20
Attach the halogen lamp.
Reattach the lamp lid in its original position using the
4 screws.
PHOTO 6. 5 b
HALOGEN LAMP 40W
390-6732-40N
PHOTO 6. 5 d
13
6. POWER SUPPLY AND EARTH CONNECTION
6
ASSEMBL Y AND INST ALLATION
●Be sure to independently use the power supply socket outlet equipped with an Earth Leakage Breaker. Using a
power supply without an Earth Leakage Breaker can cause a fi re when electric leakage occurs.
●Ensure that the "accurately grounded indoor earth terminal" and the earth wire cable are available (except in the
case where a power cord plug with earth is used). This product is equipped with the earth terminal. Connect
the earth terminal and the indoor earth terminal with the prepared cable. If the grounding work is not performed
appropriately, customers can be subjected to an electric shock, and the product's functioning may not be stable.
●Ensure that the power cord and earth wire are not exposed on the surface (passage, etc.). If exposed, they can
be caught and are susceptible to damage. If damaged, the cord and wire can cause electric shock and short
circuit accidents. Ensure that the wiring position is not in the customer's passage way or the wiring has protective covering.
●After wiring power cord on the fl oor, be sure to protect the power cord. Exposed power cord is susceptible to
damage and causes an electric shock accident.
7. TURNING THE POWER ON
Turn the main switch on the AC unit on to turn the power on. When the power is turned on, the fl uorescent
lights in the billboard and instruction panel turn on. A few second later, the system startup screen is
displayed, then the waiting screen for customers (advertising screen) is displayed.
The time required for the advertising screen to appear can vary between several tens of seconds and a few
minutes. The time is not necessarily the same each time. This is due to the rechargeable battery in the GDROM system, and does not represent a malfunction.
Audio begins playing from the speakers on the left and right sides of the main cabinet at the same time the
advertising screen is displayed. In addition, the halogen lamp, left and right controller holder LEDs, and the
LED under the IC card unit all light up. However, if the game has been confi gured to not play sounds during
advertising, then no sound is produced.
Even after you turn the power to this product off, the number of credits and ranking data are preserved.
However, the number of excess coins (the number of coins that have been inserted that do not add up to a
full credit) and bonus adder count data are not preserved.
Fluorescent lamp (in the Billboard) is lit.
On-screen images are outputted.
Sound is emited
Fluorescent lamp is lit.
Halogen lamp is lit.
14
LEDs are lit.
FIG. 6. 7
8. ASSEMBLY CHECK
In the TEST MODE, ensure that the assembly has been made correctly and IC BD. is satisfactory In the test
mode, perform the following test:
MEMORY TEST
When "MEDIA BOARD TEST" is selected from the System Test Mode Menu Screen the Game Board
memory is automatically tested. If the display beside each memory reads "GOOD", the Game Board is
functioning correctly.
Also, when "SYSTEM INFORMATION" is selected, Main Board and Media Board data for the Game Board
are displayed. If data is displayed correctly, the Game Board is functioning correctly.
MEDIA BOARD TEST
DIMM BOARD(TYPE3)
VERSION ****
STATUS GOOD
CHECKING 100%
DIMM TEST
DIMM0 GOOD
DIMM1 NONE
DVD-ROM GOOD
PRESS TEST BUTTON TO EXIT
MEDIA BOARD TEST screen
SYSTEM INFORMATION
MAIN BOARD
REGION ****
BOOT VERSION ****
QC FIRM VERSION ****
SC FIRM VERSION ****
SERIAL NO. ***************
MEDIA BOARD
DIMM BOARD(TYPE3) + GDROM
MEMORY SIZE 512MB
FIRM VERSION ****
SERIAL NO. ***************
PRESS TEST BUTTON TO EXIT
SYSTEM INFORMATION screen
6
ASSEMBL Y AND INST ALLATION
MONITOR TEST
In the TEST mode menu, selecting MONITOR TEST allows the screen (on which the projector is tested) to
be displayed. Although the projector adjustments have been made at the time of shipment from the factory,
make judgment as to whether an adjustment is needed by watching the test mode screen. If it is necessary,
adjust the projector by referring projector manual at end of this book.
MONITOR TEST 1/2
MONITOR TEST 2/2
1 32
PRESS TEST BUTTON TO CONTINUE
PRESS TEST BUTTON TO EXIT
15
INPUT TEST
Selecting the INPUT TEST on the game test mode
6
menu screen causes the screen (on which each switch
ASSEMBL Y AND INST ALLATION
is tested) to be displayed. Press each switch. If the
display beside each switch indicates "ON," the switch
and wiring connections are satisfactory.
OUTPUT TEST
Select OUTPUT TEST from the menu in the test mode
to cause the screen (on which each lamp and wiring
connections are tested) to appear. Ensure that lamp
light up satisfactorily.
INPUT TEST
PLAYER 1 2
TRIGGER OFF OFF
ACTION OFF OFF
CHANGE OFF OFF
CARD IN OFF OFF
GUN-X 00H 00H
GUN-Y 00H 00H
SCREEN OUT OUT
START OFF OFF
SERVICE OFF
TEST OFF
PRESS TEST AND SERVICE BUTTON TO EXIT
OUTPUT TEST
PLAYER 1 START LAMP OFF
PLAYER 2 START LAMP OFF
PLAYER 1 HALOGEN LAMP OFF
PLAYER 2 HALOGEN LAMP OFF
PLAYER 1 HOLDER LAMP OFF
PLAYER 2 HOLDER LAMP OFF
PLAYER 1 GUN REACTION OFF
PLAYER 2 GUN REACTION OFF
COIN LED OFF
-> EXIT
SELECT WITH SERVICE BUTTON
GUN ADJUSTMENT
Before starting the operation, play the game by yourself and make sure that the gun readjustment is not
needed and that you can play the game without a problem. Although completed at the factory, the gun
adjustment may be necessary because of the moving/shipping divergence.
●
GUN ADJUSTMENT
PLAYER 1 PLAYER 2
-> TOP 5 233 -> TOP 5 233
LEFT -318 17 LEFT -318 17
CENTER -10 15 CENTER -10 15
RIGHT 242 34 RIGHT 242 34
BOTTOM -10 -204 BOTTOM -10 -204
●●●
●
DEFAULT DEFAULT
CANCEL CANCEL
CURSOR CURSOR
SELECT WITH SERVICE BUTTON
AND PULL TRIGGER
PRESS TEST BUTTON TO EXIT
16
Interference Prevention Wiring
● In order to prevent electric shock and short circuit hazards, be sure to turn power off before performing work.
● Be careful not to damage the wires. Damaged wires may cause electric shock or short circuit or present a fi re risk.
● Do not expose the IC BD, etc. without a good reason. Failure to observe this can cause electric shock hazard or
malfunctioning.
●Work should be performed by the Location's Maintenance Man or technical personnel. Performing work by those
who do not have technical knowledge and expertise can cause electric shock accident or malfunctioning.
When the game machines of a same or similar type are installed side by side, their sensors may
interfere with each other. To reject the interference, follow the procedure below.
The following game machines employ a same or similar type of sensor. If interference happens
to the sensors, operation of the games may be mutually disturbed.
THE HOUSE OF THE DEAD 2, U/R type, DX type and Super DX type
DEATH CRIMSON, U/R type and DX type
THE LOST WORLD, U/R type, DX type and Super DX type
BRAVE FIRE FIGHTERS
SAMBA DE AMIGO
CONFIDENTIAL MISSION, U/R type and DX type
SHAKATTO TAMBOURINE
LUPIN THE 3RD THE SHOOTING, U/R type and DX type
THE MAZE OF THE KINGS, U/R type and DX type
THE HOUSE OF THE DEAD 3, U/R type and DX type
VIRTUA COP 3, U/R type and DX type
GHOST SQUAD, U/R type and DX type
6
ASSEMBL Y AND INST ALLATION
Turn the power off.
Undo the 2 truss screws and remove the side door L from the main cabinet.
The interference prevention wire is connected to the sensor board on the lower right side.
If multiple units of the same game are installed side by side, make sure that the game units that are
connected to the interference prevention wires are arranged so that they alternate with the units that are not
connected.
INTERFERENCE PREVENTION WIRING
CTF-60013
PHOTO 6. 8 a
17
7.
PRECAUTIONS WHEN MOVING THE MACHINE
7
PRECAUTIONS WHEN MOVING THE MACHINE
●When moving the machine, be sure to pull out the plug from the power supply. Moving the machine with the
plug as is inserted can cause the power cord to be damaged and could result in a fi re and or electric shock.
●When moving the machine on the fl oor, retract the Adjusters and ensure that Casters make contact with the
fl oor. During transportation, pay careful attention so that Casters do not tread power cords and earth wires.
Damaging the power cords can cause an electric shock and or short circuit.
●In places where step-like grade differences exist, be sure to separate the PTV, PTV Cabinet, and the Controller
Cabinet. Inclining the PTV as is mounted on the PTV Cabinet can cause the PTV to fall off from the Base and
result in injury. When lifting the cabinet, be sure to hold the grip portions or bottom part. Lifting the cabinet by
holding other portions can damage parts and installation portions due to the empty weight of the cabinet, and
cause personal injury. When moving the PTV, do not push it from the rear side. Push it from sideways. Pushing the PTV from the rear side can have the PTV fall down, causing personal injury etc. In case the fl oor has
slanted surfaces or step-like differences, be sure to move the machine by 2 or more persons.
●When the Cabinet is disassembled, the detached Controller Cabinet may be unstable.
If it is carelessly pushed, it can fall and cause accidents. When the Control Cabinet is detached, place it in on a
level surface and be careful not to tip it right or left when moving it.
Do not push PTV from the back. Pushing
the PTV from the back can cause the PTV
to fall down. Push it from the side.
Have caster make contact with the fl oor.
When transporting the product in places with steps or step-like differences in grade,
disassemble into each unit before transporting.
Cautions When Transporting the Machine
FIG. 7 a
NO
GOOD!!!
Do not tie machine down using Plastic Parts as an
anchor. When using straps or tie downs (rope etc),
use caution. Use protective material where tie downs
contact machine to avoid damage. To keep machine
from shifting during transport, be certain all leg adjusters
are in contact with the pallet.
Protective material
FIG. 7 b
Do not hold press these hatched parts to move
the product.
FIG. 7 c
GRIP PORTION
Plastic parts
Protective material
18
GOOD!!!
FIG. 7 d
Be certain all leg adjusters are in contact with the pallet.
8. GAME DESCRIPTION
The following explanations apply to the case the product is functioning satisfactorily. Should there be any
moves different from the following contents, some sort of faults may have occurred. Immediately look into
the cause of the fault and eliminate the cause thereof to ensure satisfactory operation.
The fl uorescent lights in the billboard and in the instruction panel are always on whenever the power is
turned on. Demo movies and game rankings are displayed on the screen.
In addition, the left and right controller holder LEDs are all turned on. Audio may also be played from
speakers on the left and right sides of the main cabinet. However, it is possible to select whether sound is
played during advertising or not using the Test mode settings.
Each of the right and left start buttons is integrated with a light. The light fl ashes when coins are inserted
suffi ciently for a play. The light goes out when the start button is pressed to start the game.
Press the appropriate start button to begin play as 1P or 2P. If enough credits for a game are remaining, the
other player's START button will fl ash. Press the fl ashing START button to join a game.
8
GAME DESCRIPTION
1P START BUTTON
1P GAME CONTROLS
CABINET
2P START BUTTON
2P GAME CONTROLS
ACTION BUTTON
GUN CONTROLLER
FIG. 8
SHOT SELECTOR
TRIGGER
19
(1) GAME OUTLINE
The player is a member of the special forces unit, "Ghost Squad", out to suppress vicious terrorists. Each
mission contains multiple routes, allowing the player to choose how to proceed. Special events occur
8
throughout the game depending on the route chosen, such as securing hostages or providing friendly cover
GAME DESCRIPTION
fi re.
(2) GAME CONTROLS
The game is controlled with the cabinet START buttons and the provided sub-machinegun-style gun
controllers.
Each gun controller is equipped with 3 buttons, the TRIGGER, ACTION and SHOT SELECTOR buttons.
- START BUTTON : Used for starting the game and skipping event descriptions.
- TRIGGER : Used for fi ring (shooting bullets) and panel selection.
- ACTION BUTTON : Used during events and for skipping demo scenes.
- SHOT SELECTOR : Used to switch between fi ring modes (single shot, 3-shot burst, full auto).
SHOT SELECTOR
ACTION BUTTON
(3) CHARACTERS
● Alpha Unit
The Alpha Unit are the main characters in the game and are young
hot-shot members of "Ghost Squad", an unoffi cial unit of the anti-
terrorist group, "M.O.P." (Multiple-Operation-Program)
● Fellow M.O.P. Members
The Commander provides radio backup and pertinent advice to the Alpha Unit.
Also assisting the Alpha Unit in operations are Bravo Unit and Charlie Unit. These two units assist the
players in suppressing the terrorist threat.
TRIGGER
20
COMMANNDERUNIT BRAVOUNIT CHARLIE
● Customize Screen
Starting the game will display the following screen and allow
weapon and costume selection.
● Name Entry Screen
Name will be used to display the score if it makes the cabinet ranking.
8
GAME DESCRIPTION
1
4
5
1 & 2: Character Scroll Buttons
Scroll through selectable characters
(letters). Rapid scrolling is possible by
keeping it held down.
3: Selectable Characters
3
6
7
Line up the cursor and pull the trigger
to select a character.
4: Current Character Type
Displays the current name entry
8
2
9
10
character type.
5: Character Change Button
Changes the character type.
6:Space Button
7: Backspace Button
Name Entry Screen
8: END Button
Sets the entered name.
9:Name as Entered
10: Remaining Time
The currently entered name is used if
the remaining time reaches zero.
Names up to 16 characters in length can be entered, using alphanumeric and symbol character types.
21
● Gun Controller Explanation Screen
v
Exiting the Customize Menu plays the demo explaining how to use
8
the gun controller.
This explains the shooting stance, and how to use the SHOT
GAME DESCRIPTION
SELECTOR and ACTION button.
It is possible to skip this explanation with the START button.
● Gun Controller Calibration Screen
If the CALIBRATION setting in the game Test Mode is turned on, this
screen is displayed before starting the game.
Holding the gun controller correctly, aim at the target bulls-eye and
pull the trigger to calibrate the gun.
Press the START button to exit the Calibration Screen without
waiting for the time limit to run out.
Gun Controller Explanation Screen
Gun Controller Calibration Screen
● Mission Select Screen
On this screen, the player selects which mission to play from 3 available missions.
Playing one mission all the way to the end displays this screen once again, allowing the player to select
another mission.
A mission played once cannot be played again in the same game.
Mission
Achievement
Mission Le
Rate
Mission Select Screen
The Mission Level is displayed on the Mission Select Screen.
Line up the cursor with the Mission Level display and push the ACTION button. By changing the level, it is
possible to play at the desired level.
Mission Level 1 to 16 can be selected from the beginning.
22
● In-game Display
During game play, information such as life and remaining ammunition is displayed.
3
1
2
5
7
8
4
6
8
GAME DESCRIPTION
9
10
1: Life (remaining health): The color will grow red as it nears zero.
2: GS Meter: Special Points accumulated during the game are shown here.
3: Score: Points accumulated during play.
4: Mission Level: Level of the current mission.
5: Terrorist: Find and suppress!
6: Fellow Troops: Members of the "Ghost Squad".
7: Correspondence: Support requests from fellow troops, or advice from the Commander appears here.
8: Firing Mode: Selectable fi ring modes and the currently selected fi ring mode are displayed.
9: Weapon Information : Equipped weapon and remaining magazine ammunition are displayed.
10: Auxiliary Item: Any currently effective auxiliary items are displayed.
(5) GAME RULES AND GAMEPLAY
Life
During play, the player's life is displayed at the top part of the screen.
Life is diminished by enemy attack or accidental fi re on hostages.
Once the player's life runs out, play stops.
The amount of life to start a game with can be confi gured in Test Mode settings.
Changing life settings will not affect the length of the life gauge. Instead, the amount of life lost
when receiving damage changes, effectively varying the number of sustainable enemy hits.
(Refer to the "LIFE" setting of the "GAME ASSIGNMENTS" section in "Test Mode.")
Continue and Game Over
The option to "Continue" is available when the player's life runs out.
The START button can be used to continue the game, as long as there are credits remaining.
GS Meter
The GS Meter measures the value of the player's special force performance.
For example, pulling off a special shot ("GOOD SHOT", "QUICK SHOT", etc.) or successfully
completing an event raises the meter, while shooting fellow troops or hostages lowers the meter.
When the GS Meter reaches its maximum level, the current weapon receives an upgrade.
Building up the GS Meter also increases the amount of experience gained following a game.
Reload
When a magazine is empty, reloading is executed by simply aiming the gun controller outside
of the screen.
At that time it is not necessary to press the trigger or any other buttons.
The time it takes between reloading and being able to shoot again varies between weapons.
23
E-Marker
c
s
When discovered, the terrorists commence fi re upon
the player.
8
GAME DESCRIPTION
However, not all shots result in injury. An "E-Marker"
will be displayed on any enemy whose shots will infl ict
damage, serving as a warning to the player.
When under fi re from multiple enemies, fi rst defeating
enemies marked with an E-Marker should help the
E-Marker
player avoid damage.
Tactic Selection
Proceeding through the game, "Tactic Selection" panels (as shown below) will appear.
The mission route will vary greatly depending on which panel is chosen.
Choosing Left Panel
A "Save the Hostages" event occurs!A "Remove the Bomb" event o
Choosing Right Panel
The number of selectable tactics will increase along with the Mission Level.
Mission level-up
24
Initially only one route
Branching route
Mission level-up
Another branching route
Events (Special Operations)
Besides normal terrorist suppression, this game includes
additional "events", such as bomb removal or securing
hostages.
A certain number of events are initially open for play and
leveling-up missions, more number of additional events
become available.
Some events allow use of specialized weapons.
For example, when attacking the enemy from a distance in a
Sniper event, the weapon temporarily changes to a sniper rifl e.
Auxiliary Items
Auxiliary items appear in certain situations during the game. There are two types of auxiliary items—items
that are put to use and disappear immediately after picking up, and those that are stocked and continue to
be effective over time. The latter type can be used only one at a time.
Some auxiliary items can be taken advantage of only when combined with certain weapons.
For example, the "Compensator" is effective only when using weapons that produce a bullet spread effect.
The auxiliary items appearing in this game consist of the following 7 types.
First-Aid Kit : Restores 1 life unit.
Dot Sight : Displays the gun's sight reticule as an illuminated point.
8
GAME DESCRIPTION
Hi-cap Magazine : Doubles magazine capacity.
Compensator : Eliminates bullet spread effects.
Body Armor I : Halves the amount of damage taken for up to 2 hits.
Body Armor II : Halves the amount of damage taken for up to 4 hits.
Medal : Increases experience points acquired following the game.
[When no IC Card is being used, it boosts the GS Meter.]
Costumes
This game has 14 different costumes. The chosen
costume can be viewed during in-game cut scenes.
Costumes have no direct effect on damage, score,
or other game content.
GHOST SQUADJUNGLETOUGH GUYCOWBOY
EXAMPLE:
25
Weapons
The weapon can be selected from the Customize Screen before starting a game.
8
Once equipped, however, a weapon cannot be changed during play.
This game has 25 different types of weapons, each with varying characteristics and auxiliary weapon
GAME DESCRIPTION
compatibility.
- Machinegun class: A typical weapon, capable of rapid-fi re shooting.
- Shotgun class: Blasts covering a wide area, a single shot is capable of taking out multiple enemies.
- Handgun class: Requires a high learning curve, suitable for expert players.
- Rifl e class: Capable of piercing walls and obstacles, can take out hidden enemies.
- Others: Weapons not fi tting in any of the above categories.
EXAMPLE:
"XM-2119":
A standard sub-machinegun. Can toggle between Semi-auto, 3-Shot Burst, and Full-auto fi ring modes to
best match the situation. There is, however, an ammunition restriction on Full-auto fi re.
"TK1B":
A powerful machinegun. It has high fi repower and no Full-auto ammunition restriction. It is also has
penetration power, making hidden enemies vulnerable to its fi re. Its lack of accuracy from bullet spread is its
main weakness, along with a long reload time.
"P44M":
This handgun has no rapid-fi re ability, but proves reliable in targeting enemies. It is extremely powerful and
capable of penetration.
"M4E":
A shotgun, capable of hitting multiple enemies with a single shot. Despite its power, the danger of hitting
hostages or fellow troops with friendly fi re warrants caution.
Mid-game Entry
It is possible for an additional player to join later, even if a player is in the middle of play. If the necessary
number of credits has been inserted, a message (as shown below) is displayed on the bottom part of the
screen.
26
9. EXPLANATION OF TEST AND DATA DISPLAY
By operating the switch unit, periodically perform the tests and data check. When installing the machine
initially or collecting cash, or when the machine does not function correctly, perform checking in accordance
with the explanations given in this section.
The following shows tests and modes that should be utilized as applicable.
This product's basic system consists of the LINDBERGH RED game board.
The product supports, therefore, the following 2 test modes:
(1) System test mode for an automatic self-diagnostic test (generally used by every product that contains the
basic system) and a coin assignment (specifi cally used by this product) and
(2) Game test mode for testing the input/output control devices and setting the diffi culty level (specifi cally
used by this product).
TABLE 9: EXPLANATION OF TEST MODE
9
EXPLANATION OF TEST AND DATA DISPLAY
ITEMS DESCRIPTION
INSTALLATION OF
MACHINE
PERIODIC
SERVICING
CONTROL
SYSTEM
MONITOR
DATA CHECK
9−1 SWITCH UNIT AND COIN METER
When the machine is installed, perform the following:
1. Check to ensure each is the standard setting at shipment.
2. Check each Input equipment in the INPUT TEST mode.
3. Check each Output equipment in the OUTPUT TEST mode.
4. Test on-IC-Board IC's in the self-test mode.
Periodically perform the following:
1. SYSTEM INFORMATION TEST
2. Ascertain each setting.
3. To test each Input equipment in the INPUT TEST mode.
4. To test each Output equipment in the OUTPUT TEST mode.
1. To check each Input equipment in the INPUT TEST mode.
2. Adjust or replace each Input equipment.
3. If the problem still remains unsolved, check each equipment's
mechanism movements.
In the Monitor Adjustment mode, check to see if Monitor (Projector) adjustments are appropriate.
Check such data as game play time and histogram to adjust the
diffi culty level, etc.
REFERENCE
SECTIONS
9-3C
9-3A
9-3B
9-2C
9-2C
9-3C, D
9-3A
9-3B
9-3A
9-3D
10
9-2F
12
9-3G
●Adjust the sound to the optimum volume, taking into consideration the environmental
requirements of the installation location.
●Removing the Coin Meter circuitry renders the game inoperable.
Open the upper coin door, and the switch unit shown will appear. The functioning of each SW is as follows:
Coin meters are locatred below of it.
SOUND VOLUME:
TEST BUTTON
SERVICE BUTTON
SOUND VOLUME
Adjusts sound volume for all of the machines'
Speakers.
SERVICE BUTTON: Gives credits without registering on the coin meter. (SERVICE)
TEST BUTTON: For the handling of the test button,
refer to the following pages. (TEST)
COIN METER
(Option)
COIN METER
FIG. 9. 1 a SWITCH UNIT
27
9-2 SYSTEM TEST MODE
9
EXPLANATION OF TEST AND DATA DISPLAY
●Any settings that are changed by users during TEST MODE are saved upon exiting TEST
MODE with the EXIT command in the SYSTEM MENU. If the unit is powered off prior to exiting,
changes to settings will not take effect.
●You may not enter GAME TEST MODE while the unit is reading from or checking the DVD-
ROM. If error messages are displayed when exiting TEST MODE, you should power the unit off
and on again.
●Use with the specifi ed settings. If settings other than those specifi ed are used, inappropriate
operations or malfunction may occur.
A. SYSTEM TEST MENU MODE
System Test Mode can be used to check that the main circuit operations are correct, adjust Monitor color,
and perform coin/credit settings.
However, this product can only be used with the settings shown below.
● COIN ASSIGNMENTS
- COIN CHUTE TYPE: COMMON
- SERVICE TYPE: COMMON
1) Press the TEST Button after powering on the unit to
display the following SYSTEM MENU.
2) Press the SERVICE Button to move the cursor to the
desired test item.
3) Move the cursor to the desired item and press the
TEST Button to display each test screen.
4) Move the cursor to ENTER GAME TEST and press the
TEST Button to enter the individual test menus for each
SYSTEM MENU
SYSTEM INFORMATION
JVS TEST
MONITOR TEST
SPEAKER TEST
COIN ASSIGNMENTS
CLOCK SETTING
NETWORK SETTING
GAME TEST MODE
game. Refer to "9-3 GAME TEST MODE".
5) When testing is complete, move the cursor to EXIT and
press the TEST Button. The game advertisement screen
→EXIT
SELECT WITH SERVICE AND PRESS TEST
should be displayed.
B. SYSTEM INFORMATION
Use SYSTEM INFORMATION to check version and other information for system programmes.
Screens may differ depending on the type of MEDIA BOARD connected to the unit.
NOTE: The following is the SYSTEM INFORMATION screen for a unit with a DIMM BOARD.
Press the TEST Button to return to the SYSTEM MENU
SYSTEM INFORMATION
screen.
(A) REGION: The COUNTRY CODE of the MAIN BOARD.
(B) BOOT VERSION, QC FIRM VERSION, SC FIRM
VERSION: Version information for the MAIN BOARD
system programmes.
(C) SERIAL NO.: Serial number of the MAIN BOARD.
(D) DIMM BOARD + GDROM: Type of MEDIA BOARD.
This example shows a DIMM BOARD with a DVD-ROM
DRIVE connected.
(E) MEMORY SIZE: Capacity of DIMM memory installed on
MAIN BOARD
REGION ****
BOOT VERSION ****
QC FIRM VERSION ****
SC FIRM VERSION ****
SERIAL NO. ***************
MEDIA BOARD
DIMM BOARD + GDROM
MEMORY SIZE 512MB
FIRM VERSION ****
SERIAL NO. ***************
PRESS TEST BUTTON TO EXIT
the DIMM BOARD.
(F) FIRM VERSION: Version information for the DIMM
BOARD system programme.
(G) SERIAL NO.: Serial number of the DIMM BOARD.
(A)
(B)
(B)
(B)
(C)
(D)
(E)
(F)
(G)
28
C. JVS TEST
JVS TEST is used to verify the specs of the I/O BOARD connected to the Chihiro and to run input tests.
I/O BOARD specs are displayed initially.
Screens may differ depending on the type of I/O BOARD connected to the unit.
JVS TEST
INPUT TEST
NEXT NODE
→EXIT
NODE ****
NAME ****************
I/O BD JVS Ver*************
CMD VER 1.1
JVS VER 2.0
COM VER 1.0
SWITCH 2 PLAYER(S) 13 BITS
COIN 2 SLOT
ANALOG 8 CH
ROTARY 0 CH
KEYCODE 0
SCREEN X:0 Y:0 CH:0
CARD 0 SLOT
HOPPER OUT 0 CH
DRIVER OUT 6 CH
ANALOG OUT 0 CH
CHARACTER CHARA:0 LINE:0
BACKUP 0
SELECT WITH SERVICE AND PRESS TEST
9
EXPLANATION OF TEST AND DATA DISPLAY
1) Use the SERVICE Button to move the cursor to the desired test item.
2) Move the cursor to INPUT TEST and press the TEST Button to enter the INPUT TEST screen for the
I/O BOARD currently displayed.
3) When 2 or more I/O BOARDS are connected, move the cursor to NEXT NODE and press the TEST
Button to enter the test screen for the next I/O BOARD. The lower the NODE number, the further away
the node is from the LINDBERGH BOARD.
4) Move the cursor to EXIT and press the TEST Button to return to the SYSTEM MENU screen.
29
INPUT TEST Screen
JVS TEST
INPUT TEST
NODE 1/1
SYSTEM 00
PLAYER 1 0000
PLAYER 2 0000
COIN 1 0000
COIN 2 0000
ANALOG 0 0000
ANALOG 1 0000
ANALOG 2 0000
ANALOG 3 0000
ANALOG 4 0000
ANALOG 5 0000
ANALOG 6 0000
ANALOG 7 0000
PRESS TEST AND SERVICE BUTTON TO EXIT
EXPLANATION OF TEST AND DATA DISPLAY
9
5) On-screen values change according to the input from
switches and the volume.
(A) SYSTEM, PLAYER
Values change with input from control panel
/other switches.
(B) COIN
Increases with input from the COIN SWITCH.
The count is cleared when exiting TEST MODE.
(C) ANALOG
Displays analog values from "0000" to "FFFF".
6) Press the SERVICE and TEST Buttons
simultaneously to return to the JVS TEST main
screen.
D. SPEAKER TEST
Use SOUND TEST to test sound output and to select the stereo/mono/surround setting.
1) Use the SERVICE Button to move the cursor to
the desired test item.
2) Press the TEST Button to enter the selected
item.
(A) RIGHT/LEFT SPEAKER (ON, OFF)
When set to "ON", the test sends a beep
to each audio output interface. Only the
word "SPEAKER" is displayed when the
OUTPUT TYPE is set to "MONO", and when
set to "ON", the test sends the same beep to
both the left/right audio output interfaces.
To test surround output, it is necessary to
use a separate Audio Amp, and receive
signal from a terminal not in use at the time
of shipping.
Note: Not available with this product.
3) Move the cursor to EXIT and press the TEST
NOTE: GHOST SQUAD EVOLUTION USES
ONLY 2 FRONT SPEAKERS
Button to return to the SYSTEM MENU screen.
E. CMONITOR TEST
Use the MONITOR TEST to adjust monitor colours and
verify screen size.
COLOUR CHECK Screen
1) Monitor COLOUR CHECK screen is displayed
initially.
Each of the colours (red, green and blue) is darkest
at the far left and gets progressively lighter
(32 steps) towards the right. Monitor brightness is set
correctly if the white colour bar is black at the left
edge and white at the right edge.
SPEAKER TEST
OUTPUT TYPE STEREO
RIGHT SPEAKER OFF
LEFT SPEAKER OFF
REAR RIGHT OFF
REAR LEFT OFF
CENTER OFF
WOOFER OFF
→EXIT
SELECT WITH SERVICE AND PRESS TEST
(A)
(A)
MONITOR. TEST 1/2
1 32
30
PRESS TEST BUTTON TO CONTINUE
2) Press the TEST Button to proceed to the next page.
MONITOR TEST 2/2
SIZE CHECK Screen
3) Adjust the CHECK GRID so that the entire GRID is
displayed on the screen.
4) Press the TEST Button to return to the SYSTEM MENU
screen.
PRESS TEST TO EXIT
F. COIN ASSIGNMENTS
Use COIN ASSIGNMENTS to set the credit rate for each coin inserted.
1) Use the SERVICE Button to move the cursor to the desired test item.
2) Press the TEST Button to change the setting or to open the detailed settings.
3) Move the cursor to EXIT and press the TEST Button to return to the SYSTEM MENU screen.
9
EXPLANATION OF TEST AND DATA DISPLAY
COIN ASSIGNMENTS
COIN CHUTE TYPE COMMON
SERVICE TYPE COMMON
COIN CHUTE #1 COIN TO CREDIT RATE
1 COIN(S) COUNT AS 1 CREDIT(S)
COIN CHUTE #2 COIN TO CREDIT RATE
1 COIN(S) COUNT AS 1 CREDIT(S)
DETAIL SETTING
GAME COST SETTING
→EXIT
SELECT WITH SERVICE AND PRESS TEST
(A)
(B)
(C)
(C)
(D)
(H)
COIN ASSIGNMENTS
COIN CHUTE TYPE INDIVIDUAL
SERVICE TYPE INDIVIDUAL
COIN CHUTE #1 COIN TO CREDIT RATE
1 COIN(S) COUNT AS 1 CREDIT(S)
DETAIL SETTING
GAME COST SETTING
→EXIT
SELECT WITH SERVICE AND PRESS TEST
COIN CHUTE TYPE…COMMON COIN CHUTE TYPE…INDIVIDUAL
(A) COIN CHUTE TYPE (COMMON, INDIVIDUAL)
Adjust settings according to the specs of the cabinet COIN CHUTE.
COMMON
This is for cabinets where a single COIN CHUTE is used by multiple players. Coins inserted by
each player are treated as common credits. Up to 2 COIN CHUTES (#1 and #2) may be used.
The (C) COIN TO CREDIT RATE setting for COIN CHUTE #1 and #2 may be set differently.
INDIVIDUAL
This is for cabinets with individual COIN CHUTES for each player. Coins inserted by each
player are treated as individual player credits. The (C) COIN TO CREDIT RATE setting is used
by all COIN CHUTES.
(B) SERVICE TYPE (COMMON, INDIVIDUAL)
Use this to set the function of each SERVICE Button when there is more than one SERVICE Button.
COMMON
Pressing any SERVICE Button enters service credits for all players.
INDIVIDUAL
Pressing the SERVICE Button enters service credits only for the corresponding player.
31
(C) COIN TO CREDIT RATE
Set the CREDIT RATE for each coin inserted. The "XX COIN(S) COUNT AS XX CREDIT(S)" setting
9
indicates that "Inserting XX coins equals XX credits". Set this to "FREE PLAY" to allow game play
without credits. When (A) COIN CHUTE TYPE is set to "COMMON", COIN CHUTE #2 settings are
EXPLANATION OF TEST AND DATA DISPLAY
restricted to some extent by the settings for COIN CHUTE #1.
(D) DETAIL SETTING
This mode allows for more detailed credit rate settings than the (C) COIN TO CREDIT RATE setting.
Changes made in DETAIL SETTING override any (C) COIN TO CREDIT RATE settings.
(E) COIN CHUTE MULTIPLIER
Use this to set how many coins will be counted for each coin inserted.
The "1 COIN COUNT AS XX COIN(S)" setting indicates that "Each coin will be counted as XX coins".
When the (A) COIN CHUTE TYPE is set to "COMMON", the setting may be set individually for COIN
CHUTE #1 and #2.
(F) BONUS ADDER
Use this to set the number of coins calculated with the (E) COIN CHUTE MULTIPLIER setting that need
to be inserted to get 1 bonus coin. When the (A) COIN CHUTE TYPE is set to "COMMON", the sum of
the coins for COIN CHUTE #1 and #2 is used for the calculation.
The "XX COINS GIVE 1 EXTRA COIN" setting indicates that "For every XX coins, 1 bonus coin is given".
Set this to "NO BONUS ADDER" to disable bonus coins entirely.
(G) COIN TO CREDIT
Use this to set how many coins calculated with the (F) BONUS ADDER setting count as 1 credit.
The "XX COIN(S) 1 CREDIT" setting indicates that "Every XX coins equals 1 credit."
(H) GAME COST SETTING
Use this mode to set the number of credits required to start a game. Screens may differ depending on
the game.
(I) Set the number of credits required to start a game.
(J) Set the number of credits required to continue a game.
COIN ASSIGNMENTS
GAME COST SETTING
1 CREDIT(S) TO START
1 CREDIT(S) TO CONTINUE
→EXIT
SELECT WITH SERVICE AND PRESS TEST
32
(I)
(J)
G. CLOCK SETTING
Use CLOCK SETTING to set the Chihiro internal clock.
CLOCK SETTING
1) Use the SERVICE Button to move the cursor to the item to
20XX/XX/XX(XXX) XX:XX:XX
be set.
2) Move the cursor to the desired item and press the TEST
Button to increase values.
The max value for YEAR is "2099"; further increases return
the value to "2000".
3) Move the cursor to EXIT and press the TEST Button to
YEAR
MONTH
DAY
HOUR
MINUTE
→EXIT
return to the SYSTEM MENU screen.
SELECT WITH SERVICE AND PRESS TEST
H. NETWORK SETTING (CORE) >>> NOTE: NOT USED FOR GHOST SQUAD EVOLUTION
Use the LAN PORT attached to the Main Board,
and carry out the settings necessary for network
communication.
Note: This function is not available with this product.
1) Use the SERVICE Button to move the cursor to the
desired test item.
(When setting IP ADDRESS, SUBNET MASK, GAME
WAY or PRIMARY DNS, use the underline as a
guide.)
2) Press the TEST Button to change the setting.
3) Move the cursor to EXIT and press the TEST Button
to return to the SYSTEM MENU screen.
NETWORK SETTING (CORE)
->REMOTE(C) ENABLE
IP ADDRESS(C)
---.---.---.-- SUBNET MASK(C)
---.---.---.-- GATE WAY(C)
---.---.---.-- PRIMARY DNS(C)
---.---.---.-- EXIT
CURRENT ************
***.***.***.***
SELECT WITH SERVICE AND PRESS TEST
9
EXPLANATION OF TEST AND DATA DISPLAY
(A)
(B)
(C)
(D)
(E)
(F)
(A) REMOTE (C)
This sets up whether a communication setting is automatic or manual.
ENABLE: Sets the communication setting automatically.
DISABLLE: Sets the communication setting manually.
(B) IP ADDRESS (C)
This is one of the settings required for communication network. After setting the number,
press TEST Button on SET position to memorize the setting. If you set the REMOTE setting to
ENABLE, you cannot select this.
(C) SUBNET MASK (C)
This is one of the settings required for communication network. After setting the number,
press TEST Button on SET position to memorize the setting. If you set the REMOTE setting to
ENABLE, you cannot select this.
(D) GATE WAY (C)
This is one of the settings required for communication network. After setting the number,
press TEST Button on SET position to memorize the setting. If you set the REMOTE setting to
ENABLE, you cannot select this.
(E) PRIMARY DNS (C)
This is one of the settings required for communication network. After setting the number,
press TEST Button on SET position to memorize the setting. If you set the REMOTE setting to
ENABLE, you cannot select this.
(F) CURRENT
This displays the present setting value during a setup of each item [(B), (C), (D), (E)]. Pressing
TEST Button on SET position, the settings are memorized and the screen is changed.
33
I. NETWORK SETTING (MEDIA)
Use NETWORK SETTING to establish and test network
9
connections.
EXPLANATION OF TEST AND DATA DISPLAY
This is only displayed the following error message screen.
NOTE: This game does not support network communication
connections.
9-3 GAME TEST MODE
When changing the game confi guration, changes will not take effect until the
Game Test Mode has been completed. Be sure to exit the Game Test Mode
properly after confi guration changes.
NETWORK SETTING(MEDIA)
COMMUNICATION ERROR
Select ENTER GAME TEST from the System Menu screen
to display the Game Test Menu screen as follows. Use the
SERVICE Button to move the cursor to the desired test item.
Press the TEST Button to enter the selected item's test.
Performs tests, adjustments and settings for each of the Game Test Menu screen items below.
A. INPUT TEST : Tests each input device used in the game.
B. OUTPUT TEST : Tests each output device used in the game.
C. GAME ASSIGNMENTS : Adjusts game settings.
D. GUN ADJUSTMENT : Performs sight settings for the game's Control Unit (Gun).
E. BOOKKEEPING : View all recorded game data.
F. BACKUP DATA CLEAR : Erase all game records.
GAME TEST MENU
INPUT TEST
OUTPUT TEST
GAME ASSIGNMENTS
GUN ADJUSTMENT
BOOKKEEPING
BACKUP DATA CLEAR
-> EXIT
SELECT WITH SERVICE BUTTON
AND PRESS TEST BUTTON
FIG. 9. 3 GAME TEST MENUscreen
34
After selecting an item, read the explanations below regarding operation.
After performing tests and adjustments, return to the Game Test Menu screen, select EXIT and
press the TEST Button.
You will return to the System Menu screen. Move the cursor to EXIT on the System Menu
screen and press the TEST Button to return to the Game Play screen.
A. INPUT TEST
Select INPUT TEST to display the following screen and check the status of input devices.
This test should be used periodically to check that each input device is functioning correctly.
The items refer to the following input devices.
● TRIGGER: The controller's TRIGGER switch.
● ACTION: The controller's ACTION button.
● CHANGE: The controller's SHOT SELECTOR button.
● GUN-X: The current X-coordinate of the controller's
target location. (range: 00-FF)
● GUN-Y: The current Y-coordinate of the controller's
target location. (range: 00-FF)
● SCREEN: If the controller is facing the screen, this will
be IN, otherwise it is OUT.
● START: The START button.
● SERVICE: The SERVICE button.
INPUT TEST
PLAYER 1 2
TRIGGER OFF OFF
ACTION OFF OFF
CHANGE OFF OFF
GUN-X 00H 00H
GUN-Y 00H 00H
SCREEN OUT OUT
START OFF OFF
SERVICE OFF
TEST OFF
PRESS TEST AND SERVICE BUTTON TO EXIT
● TEST: The TEST button.
FIG. 9. 3 a INPUT TEST screen
Input is normal if the display to the right of each item changes from OFF to ON when each input device is
operated.
Input is normal if the display to the right of SCREEN changes from OUT to IN and GUN-X and GUN-Y show
values between 00 and FF when the controller is pointed at the screen.
Press the SERVICE and TEST Buttons simultaneously to return to the Game Test Menu Screen.
9
EXPLANATION OF TEST AND DATA DISPLAY
B. OUTPUT TEST
Select OUTPUT TEST to display the following screen and check the status of each lamp.
This test should be used periodically to check that the lamps are functioning correctly.
Press the SERVICE Button to move the cursor and the TEST Button to select. Displays ON when selected.
● PLAYER 1 START LAMP: Lights up the 1P START button.
● PLAYER 2 START LAMP: Lights up the 2P START button.
● PLAYER 1 HOLDER LAMP: Lights up the 1P holder lamp.
● PLAYER 2 HOLDER LAMP: Lights up the 2P holder lamp.
● PLAYER 1 GUN REACTION: Vibrates the 1P gun.
● PLAYER 2 GUN REACTION: Vibrates the 2P gun.
● EXIT: Returns to the Game Test Menu.
OUTPUT TEST
PLAYER 1 START LAMP OFF
PLAYER 2 START LAMP OFF
PLAYER 1 HOLDER LAMP OFF
PLAYER 2 HOLDER LAMP OFF
PLAYER 1 GUN REACTION OFF
PLAYER 2 GUN REACTION OFF
-> EXIT
Move the cursor to EXIT and press the TEST Button to return to
the Game Test Menu Screen.
SELECT WITH SERVICE BUTTON
AND PRESS TEST BUTTON
FIG. 9. 3 b OUTPUT TEST screen
35
C. GAME ASSIGNMENTS
Select GAME ASSIGNMENTS to display the current game settings and make changes.
9
Perform the following settings for each item.
EXPLANATION OF TEST AND DATA DISPLAY
● DIFFICULTY: Choose the diffi culty level of the game from
EASY, NORMAL and HARD. The product is shipped with
the default set at NORMAL.
● LIFE: Choose the amount of life given for players starting
a new game between 1 and 7. If the amount of damage
sustained in the game equals this number, the game will
be over. (Default: 4)
Note that these settings will not affect the appearance of the
life gauge to the player. (refer to the "Life" section in "GAME
GAME ASSIGNMENTS
DIFFICULTY NORMAL
LIFE 4
REACTION ON
CALIBRATION OFF
ADVERTISE SOUND ON
-> EXIT
SELECT WITH SERVICE BUTTON
AND PRESS TEST BUTTON
RULES AND GAMEPLAY" for more information)
FIG. 9. 3 c GAME ASSIGNMENTS screen
● REACTION: Turn the gun controller vibration ON and OFF.
(Default: ON)
● CALIBRATION: Turn the initial gun controller calibration
screen ON and OFF. (Default: OFF)
● ADVERTISE SOUND: Turn sounds ON and OFF during
the demo screen. (Default: ON)
● EXIT: Confi rm the setting changes and return to the Game
Test Menu.
Changes to settings are not enabled until Test
Mode is exited. After changing settings, be
sure to exit Test Mode.
After changing the settings, select EXIT and
press the TEST Button to return to the Game
Test Menu Screen.
D. GUN ADJUSTMENT
Select GUN ADJUSTMENT to display the
following screen.
This screen allows you to adjust the gun
using the fi ve calibration targets (TOP, LEFT,
CENTER, RIGHT, BOTTOM). Use each
target to calibrate as follows.
Use the standard gun controller, carefully
●
GUN ADJUSTMENT
PLAYER 1 PLAYER 2
-> TOP 5 233 -> TOP 5 233
LEFT -318 17 LEFT -318 17
CENTER -10 15 CENTER -10 15
RIGHT 242 34 RIGHT 242 34
BOTTOM -10 -204 BOTTOM -10 -204
●●●
DEFAULT DEFAULT
CANCEL CANCEL
CURSOR CURSOR
aim at the correct target and pull the trigger
to calibrate the value. Select between
the calibration targets with the 1P and 2P
START buttons or SERVICE button.
●
SELECT WITH SERVICE BUTTON
AND PULL TRIGGER
PRESS TEST BUTTON TO EXIT
FIG. 9. 3 d GUN ADJUSTMENT screen
Details for each item are as follows.
● TOP x y: Set the TOP value.
The number on the left (x) is the horizontal component, and the number on the right (y) is the vertical
component. Aim the controller at the TOP target (circle) and pull the trigger to set the value. This will not
affect horizontal calibration.
● LEFT x y: Set the LEFT value.
The number on the left (x) is the horizontal component, and the number on the right (y) is the vertical
component. Aim the controller at the LEFT target and pull the trigger to set the value. This will not affect
vertical calibration.
● CENTER x y: Set the CENTER value.
The number on the left (x) is the horizontal component, and the number on the right (y) is the vertical
component. Aim the controller at the CENTER target and pull the trigger to set the CENTER value.
● RIGHT x y: Set the RIGHT value.
The number on the left (x) is the horizontal component, and the number on the right (y) is the vertical
component. Aim the controller at the RIGHT target and pull the trigger to set the RIGHT value. This will not
affect vertical calibration.
36
● DEFAULT: Restore calibration values to original settings.
● CANCEL: Restore calibration values to previous settings.
● CURSOR: Select CURSOR and aim the controller at the screen to display a round cursor (blue for 1P, red
for 2P) where the controller hits the screen. Use this cursor to check calibration.
● OUT OF SCREEN: Displays "OUT OF SCREEN" when the controller is pointed outside the screen. Values
cannot be set when the controller is out of screen. Changes to settings are not enabled until the Test Mode
is exited. After changing settings, be sure to exit Test Mode. After changing the settings, select EXIT and
press the TEST Button to return to the Game Test Menu Screen.
E. BOOKKEEPING
Select BOOKKEEPING on the Game Test Menu screen to display the three screens of operating status data.
Press the TEST Button on the BOOKKEEPING 1/3 and BOOKKEEPING 2/3 screens to move to the second
and third (BOOKKEEPING 3/3) screens. Press the TEST Button in the third screen to return to the Game
Test Menu Screen.
9
EXPLANATION OF TEST AND DATA DISPLAY
The display items for the screen (Page 1 of 3) are as
follows.
● COIN CHUTE #1: The number of coins inserted into
Coin Slot 1.
● COIN CHUTE #2: The number of coins inserted into
Coin Slot 2.
● TOTAL COINS: The total number of coins inserted into
the coin slots.
● COIN CREDITS: The number of credits for the coins
inserted.
● SERVICE CREDITS: The number of credits input by the
SERVICE Button.
● TOTAL CREDITS: Total credits from coins and the
SERVICE Button
Press the TEST Button to display the next screen.
The display items for the screen (Page 2 of 3) are as
follows.
● NUMBER OF GAMES: The total number of games
played.
● NUMBER OF GAME START: Number of games started.
● NUMBER OF GAME JOIN: Number of times game has
been joined in-progress.
● NUMBER OF CONTINUE: Number of times game has
been continued.
● TOTAL TIME: The amount of time the unit has been in
operation.
● PLAY TIME: The sum of 1P's time played and 2P's time
played.
● LONGEST PLAY TIME: The longest play time for one
game.
● SHORTEST PLAY TIME: The shortest play time for one
game.
● AVERAGE PLAY TIME: The average amount of time
played per game.
BOOKKEEPING 1/3
COIN CHUTE #1 0
COIN CHUTE #2 0
TOTAL COINS 0
COIN CREDITS 0
SERVICE CREDITS 0
TOTAL CREDITS 0
PRESS TEST BUTTON TO CONTINUE
FIG. 9. 3 g a BOOKKEEPING 1/3 screen
BOOKKEEPING 2/3
NUMBER OF GAMES 3
NUMBER OF GAME START 3
NUMBER OF GAME JOIN 0
NUMBER OF CONTINUE 0
TOTAL TIME 0D 0H10M49S
PLAY TIME 0D 0H 1M55S
LONGEST PLAY TIME 0H 1M24S
SHORTEST PLAY TIME 0H 0M14S
AVERAGE PLAY TIME 0H 0M38S
PRESS TEST BUTTON TO CONTINUE
FIG. 9. 3 g b BOOKKEEPING 2/3 screen
Press the TEST Button to display the next screen (Page 3 of 3).
37
PLAY TIME HISTOGRAM shows the number
of plays and the respective play times. This
9
histogram should be referred to when setting the
EXPLANATION OF TEST AND DATA DISPLAY
Game Diffi culty.
This displays play times on a scale from 0M00S to
9M59S with 30-second intervals.
All play times over ten minutes are included in the
item OVER 10M00S.
Press the TEST Button after viewing. You will
return to the Game Test Menu Screen.
Select BACKUP DETA CLEAR to clear the contents of BOOKKEEPING, ranking data and coin/credit data.
To clear data, use the SERVICE Button to move
the cursor to YES (CLEAR) and then press the
TEST Button. When the data has been cleared, the
message "COMPLETED" will be displayed.
Press the TEST Button again to return to the Game
Test Menu screen.
Move the cursor to NO (CANCEL) and press the
TEST Button to return to the Game Test Menu
Screen without clearing the data.
Note that this operation does not affect GAME
ASSIGNMENTS or GUN ADJUSTMENT settings.
BACKUP DATA CLEAR
YES (CLEAR)
-> NO (CANCEL)
SELECT WITH SERVICE BUTTON
AND PRESS TEST BUTTON
FIG. 9. 3 h BACKUP DATA CLEAR screen
38
10. CONTROL UNIT (GUN CONTROLLER)
● In order to prevent any electric shocks or short circuits, be sure to turn the power off before performing any work that
involves touching the interior parts of the product.
● Be careful not to damage the wires. Damaged wires may cause electric shocks or short circuits, or present a risk of
fi re.
● Be very careful when soldering. Handling a soldering iron carelessly may result in a fi re or a burn.
● When securing the plastic-made parts, do not excessively fasten screws and nuts. Failure to do this may damage
the parts, and fragments resulting from damage may cause injury.
● When reassembling the Gun Controller, be sure to check the connecting portion and the trigger, etc. If the
reassembly work is insuffi cient and/or incorrect, fi ngers may be caught and result in injury.
● The solenoid on the Control Unit (Gun Controller) may become hot. Take care as there is a risk of accidental burns.
● Do not cut the tie belt securing the wires in the Control Unit (Gun Controller). Cutting the tie belt may
cause malfunctioning of the wire connection. If you cut the tie belt when replacing the wire etc., be
sure to secure the wires using a new tie belt as before.
● Follow these directions carefully to avoid damaging or losing small parts.
In cases where the gun's operation is unsatisfactory or the gun sight deviates from the direction in which the
control unit is pointed, the gun's interior parts may have been damaged. Replace the parts by disassembling
the gun with the procedure described below. Also, be sure to perform a sighting check in the test mode
when the gun parts are replaced.
REPLACING THE MICROSWITCH
To replace the Gun Controller's internal components, fi rst separate the left shell (Cover L) and right shell
(Cover R). The controller's internal components are mounted on the right shell, so work with the gun lying on
its right side. To replace the Shot Selector button microswitch, fi rst remove the Shot Selector button from the
right shell.
10
CONTROL UNIT (GUN CONTROLLER)
Turn power off.
Remove the 15 screws to separate the two shells.
SCREW (15), black
M3×12, w/small fl at & spring washers
PHOTO 10 a
FIG. 10 a
39
With the right shell lying fl at, carefully lift the left
10
shell from the right shell.
CONTROL UNIT (GUN CONTROLLER)
Remove the microswitch to be replaced from
Cover R. There are a total of three microswitches.
COVER L
COVER R
PHOTO 10 b
MICROSWITCH
509-5080
Remove the soldering to take out the microswitch.
Solder the new microswitch in place to
reconstruct the gun controller. When
performing this step, verify the points listed
below before reattaching Cover L and Cover R.
The wires and connectors are laid out correctly
in Cover R.
The bearing holder is securely in place when
the pad assembly spring is compressed.
The selector is laid out horizontally.
The selector joint and selector spring are set
properly.
PHOTO 10 c
MICROSWITCH
509-5080
PHOTO 10 d
40
FIG. 10 b
SELECTOR
SELECTOR SPRING
BEARING HOLDER
10
CONTROL UNIT (GUN CONTROLLER)
SELECTOR JOINT
PHOTO 10 e
Operate the TRIGGER, SHOT SELECTOR and ACTION buttons to make sure that the microswitches turn
ON/OFF correctly.
SHOT SELECTOR
ACTION BUTTON
TRIGGER
FIG. 10 c
After replacement, perform an INPUT TEST, referring to the instructions in "Game Test Mode".
41
REPLACING THE SENSOR UNIT
10
Follow instructions of "Replacing the Microswitch" to remove the
cover L. Remove the connector to replace the sensor unit.
CONTROL UNIT (GUN CONTROLLER)
Refer to the previous item, then attach COVER R
while being careful of each of the parts.
After replacement, perform a GUN
ADJUSTMENT, referring to the instructions in
"Game Test Mode".
REPLACING THE SOLENOID
Follow instructions of "Replacing the Microswitch" to remove the cover L.
Remove the 2P connector, wire and 4 screws to take off the
solenoid assembly.
Remove the connector.
SENSOR UNIT
JPT-2030
Remove the connector.
PHOTO 10 f
SOLENOID
ASSEMBLY
WIRE
Remove the 8 screws and replace the solenoid.
Secure the solenoid assembly with 4 screws
and replace the connector. When doing this,
make sure not to damage the wiring.
Refer to the previous item, then attach COVER
R while being careful of each of the parts.
After replacement, perform an OUTPUT TEST,
referring to the instructions in "Game Test
Mode".
PHOTO 10 g
SCREW (4)
M3×6, w/spring washer
SCREW (8) M3×6,
w/spring washer
SOLENOID
42
PHOTO 10 h
11.
REPLACING THE FLUORESCENT LIGHTS AND LAMPS
●When performing work, be sure to turn power off. Working with power on can cause electric shock and short
circuit hazards.
● The Fluorescent Lamp, when it gets hot, can cause burn. Be very careful when replacing the Fluorescent Lamp.
● Be sure to use lamps of the designated rating. Using lamps of undesignated rating can cause a fi re or
malfunctioning.
● Be careful not to damage the wires. Damaged wires may cause electric shock or short circuit or present a fi re risk.
● To perform work safely and securely, be sure to prepare a step which is in a secure and
stable condition. Performing work without using the step can cause violent falling down
accidents.
●Be careful when handling the plastic made parts. Failure to observe this may cause injury
due to damage or fragments resulting from damage.
Billboard Internal Fluorescent Light
Turn the power off. Undo the 2 truss screws that hold the pop bracket in place, then remove the billboard
pop.
BILLBOARD POP
11
REPLACING THE FLUORESCENT LIGHTS AND LAMPS
Use a footstool to
perform this step.
FIG. 11 a
Remove the acrylic panel and replace the fl uorescent light.
PHOTO 11 a
TRUSS SCREW (2), black
M4×8
ACRYLIC PANEL
PHOTO 11 b
FLUORESCENT LIGHT
F30T12, 30 Watt
PHOTO 11 c
43
Instruction Panel Internal Fluorescent Light
11
Turn the power off. Undo the 4 screws using the supplied L-wrench,
REPLACING THE FLUORESCENT LIGHTS AND LAMPS
and remove the instruction panel.
Replace the globe-shaped fl uorescent light.
Halogen Lamp
Turn the power off.
Undo the 4 truss screws and remove the lamp lid.
INSTRUCTION PANEL
HEXAGONAL SOCKET SCREWS (4)
M5×10, using special washers
PHOTO 11 d
GLOBE-SHAPED FLUORESCENT LIGHT 13W
390-6782
PHOTO 11 e
TRUSS SCREW (2), blackM4×20
Replace the halogen lamp.
LAMP LID
TRUSS SCREW (2), black M4×8
PHOTO 11 f
HALOGEN LAMP 40W 390-6732-40N
PHOTO 11 g
44
12. PERIODIC INSPECTION
The items listed below require periodic check and maintenance to retain the performance of this machine
and to ensure safe business operation.
When handling the control unit, the player will be in direct contact with it . In order to always allow the player
to enjoy the game, be sure to clean it regularly. Also, it is advisable to provide wet tissue, etc. available for
player use.
●Be sure to check once a year to see if Power Cords are damaged, the plug is securely inserted, dust is accumu-
lated between the Socket Outlet and the Power Plug, etc. Using the product with dust as is accumulated can
cause fi re and electric shock hazards.
●Never use a water jet, etc. to clean inside and outside the cabinet. If wetness occurs for any reason, do not use
the product until it has completely dried.
●Periodically once a year, request the place of contact herein stated or the Distributor, etc. where the product was
purchased from, as regards the internal cleaning. Using the product with dust as is accumulated in the interior
without cleaning can cause a fi re or accident. Note that cleaning the interior parts can be performed on a pay-
basis.
TABLE 12: PERIODIC INSPECTION TABLE
Description Period Reference
CABINET Checking adjuster grounding Daily 3
CONTROL UNIT Cleaning As necessary
(GUN CONTROLLER)
Inspecting switches Monthly 9
Inspecting solenoids Monthly 9
COIN SHUTE DOOR Inspecting coin switches Monthly 9-2
Testing coin insertion Monthly 13
Cleaning the coin selector Tri-monthly 13
PROJECTOR Screen cleaning Weekly 18
Checking adjustments
GAME BOARD Performing memory test Monthly 9-2
Checking settings Monthly 9
POWER SUPPLY PLUG Inspecting and cleaning Annually
INTERIOR Cleaning
CABINET SURFACES Cleaning As necessary
Checking sight Weekly 9
Monthly or when moving
6, 9-2, 18
12
PERIODIC INSPECTION
CLEANING THE CABINET SURFACES
When the cabinet surfaces become dirty, remove stains with a soft cloth soaked in water or diluted (with
water) chemical detergent and then wrung dry. To avoid damaging the fi nish, do not use such solvents as
thinner, benzene, etc. (other than ethyl alcohol) or abrasives (bleaching agent and chemical dust-cloth).
Some general-purpose household, kitchen, and furniture cleaning products may contain strong solvents that
degrade plastic components, coatings, and print. Before using any cleaning product, read the product's cautionary notes carefully and test the product fi rst on a small area that is not highly visible.
45
13. TROUBLESHOOTING
13
13-1. PROBLEMS NOT INVOLVING THE GAME BOARD
TROUBLESHOOTING
In case a problem occurs, fi rst check wiring connector connections.
● In order to prevent electric shock and short circuit, be sure to turn power off before performing work.
● Be careful not to damage the wires. Damaged wires may cause electric shock or short circuit or present a fi re
risk.
●After removing the cause of the functioning of the Circuit Protector, reinstate the Circuit Protector. Depending on
the cause of the functioning, using the Circuit Protector as is without removing the cause can cause generation
of heat and fi re hazard.
TABLE 13. 1 a
PROBLEMS CAUSE COUNTERMEASURES
With Main SW
ON, no activation.
The color on
PTV screen is
incorrect.
Color deviation on
PTV screen.
Power is not supplied.
Power supply/voltage is not correct.
The Circuit Protector functioned
due to the momentary overload.
Image adjustment is inappropriate.
Affected by peripheral machines or
the building's steel frames.
Securely insert the power plug into the plug
socket.
Make sure that power supply/voltage is
correct.
After eliminating the cause of overload,
reinstate the AC Unit's Circuit Protector
Adjust appropriately (see Sec. 18).
Perform convergence adjustment
(see Sec. 18).
Change installation direction or position.
Move the machine which causes the
problem.
46
TABLE 13.1b
PROBLEMSCAUSECOUNTERMEASURES
No sound is emitted.
Control Unit sighting is not satisfactory.
During game play,
the control unit is
not operable for
shooting.
The operation
of the ACTION
button and SHOT
SELECTOR are
unsatisfactory.
The gun controller
does not vibrate.
The FL does not
light up.
The lamp does not
light up.
Sound volume adjustment is not appropriate.
Board and Amplifi er malfunctioning
Sights are not aligned due to changes
in the surrounding environment.
LED board malfunctioning
Sensor unit malfunctioning
LED board and LED board cover are
contaminated.
Fuse on the connector board has
blown due to a momentary electrical
Overload.
Microswitch malfunctioning
LED board malfunctioning
Sensor board malfunctioning
Fuse on the connector board has
blown due to a momentary electrical
Overload.
Microswitch malfunctioning
Solenoid is broken.
Fuse on the connector board has
blown due to a momentary electrical
Overload.
The FL has burnt out.
Lamp has burnt out.
Adjust sound volume (see Sec. 9).
Perform the sound test and confi rm (see
Sec. 9-2).
Perform sighting adjustment in the test
mode (see Sec. 9).
Check to ensure that the LED lights up. If it
does not light up, replace (see next page).
Replace the sensor unit (see Sec. 10).
Wipe off soiled surfaces (see Sec. 11 and
next page).
Fix the source of the overload, then replace
the fuse. <Fuse: 250V 200mA, 514-5086200> (see Sec. 13, 16)
Check that the switches turn off and on using test mode. Replace the switch if it does
not operate (see Sec. 10).
Check to ensure that the LED lights up.
If does not light up, replace (see next page).
Replace the sensor board.
Fix the source of the overload, then replace
the fuse. <Fuse: 250V 200mA, 514-5086200> (see Sec. 13, 16)
Check that the switches turn off and on using test mode.
Replace the switch if it does not operate
(see Sec. 10).
Replace the solenoid (see Sec. 10).
Fix the source of the overload, then replace
the fuse. <Fuse: 250V 200mA, 514-5086200> (see Sec. 13, 16)
Replace the fl uorescent light (see Sec. 11).
Replace the lamp (see Sec.11).
13
TROUBLESHOOTING
47
REPLACING THE LED BD
13
TROUBLESHOOTING
In case two of LED's do not emit light, failure
and malfunctioning may be considered.
Replace in the following procedure. When
removing surface soils, also use the following
procedure.
Turn the power off.
By referring to 3 , Section 6, demount the PTV from Cabinet DX.
If the light emission from the 2 LED's can not be seen, replace.
FIG. 13. 1 a
By referring to 2 , Section 6, remove the Mask from the PTV.
The Mask has the LED Board. Disconnect the Connectors from both ends of LED Board, remove 2 U Nuts,
take out and replace the LED Board. At this time, pay attention to the direction of the LED Board, and install
it.
After replacing the LED Board, be sure to perform sighting check according to the test mode of Section 9.
LED BD 838-13145-02
U NUT (2) M3, plastic washer used.
48
FIG. 13. 1 b
REPLACING THE FUSE
● Fuse replacements other than those specifi ed can cause accidents and are strictly forbidden. In case fuse
replacements other than those stated in this manual are necessary, contact where you purchased the product
from for inquiries regarding this matter.
● To prevent accidents due to electrical shock, always turn the power off and disconnect the power plug from the
power outlet before performing any task that involves touching the interior of the product.
● Be careful not to damage the wires. Damaged wires may cause electric shock, short circuit or present a risk of fi re.
● Be sure to use fuses meeting the specifi ed rating. Using fuses exceeding the specifi ed rating can cause fi re and
electric shock accidents.
● After eliminating the cause of a blown fuse, replace the fuse. Depending on the cause of the fuse blow, continued
use with the blown fuse can cause generation of heat and present a risk of fi re.
● There is a risk of burns due to heat of the globe-shaped fl uorescent light. Take the appropriate precautions when
you are replacing the light.
Turn the power off. Undo the 4 screws using the supplied
L-wrench and remove the instruction panel.
INSTRUCTION PANEL
HEXAGON SOCKET SCREW (4)
M5×10, special washer used
13
TROUBLESHOOTING
Replace the fuse. There are 200mA (for the sensors) and 2A
(for the solenoids) fuses.
FUSE4: 250V 2A 514-5086-2000 2P gun solenoid
FUSE3: 250V 200mA 514-5086-200 2P gun sensor
FUSE1: 250V 200mA 514-5086-200 1P gun sensor
FUSE2: 250V 2A 514-5086-2000 1P gun solenoid
PHOTO 13. 1 a
PHOTO 13. 1 b
49
13−2. ERROR CODES
13
TROUBLESHOOTING
●If an error code is displayed, have a Location's Maintenance Man or Serviceman resolve it. If someone without
specialized or technical knowledge attempts to rectify the problem, electric shock, short circuits or fi re may
result. If there is no store maintenance person or technician available, turn the power OFF immediately, and
contact your retailer or the offi ce listed in this manual.
●If problems other than those noted in this manual occur, or the countermeasures suggested result in no im-
provement, do not try to rectify the problem by other means. Turn the power OFF immediately, and contact your
retailer or the offi ce listed in this manual. Careless countermeasures can result in unexpected accidents.
LINDBERGH RED displays error messages on the screen to indicate various problems.
If an error message is displayed, the game cannot be started. In this case, refer to the following
section on causes and countermeasures.
Error 01
DISPLAY Game Program Not Found.
CAUSE The key chip is not connected.
COUNTERMEASURES Check that the key chip is connected correctly. Check that the
Error 02
DISPLAY Game Program Not Available.
CAUSE The key chip is not supported.
COUNTERMEASURES Send the LINDBERGH board in for repair with the key chip still
● If error No. 20 is generated, the power must be turned OFF and ON again in order to clear it.
● When requesting replacement or repair of the Game Board or Media Board, put the board in
the special purpose packing box specifi ed in this manual for transportation.
keychip is not inserted the wrong way or that the key chip from
a different system is not inserted.
in place.
Error 05
DISPLAY Wrong Region.
CAUSE The game is for a foreign region.
COUNTERMEASURES Use a domestic game.
Error 06
DISPLAY I/O Device Not Found.
CAUSE The LINDBERGH board's I/O board cannot be found.
COUNTERMEASURES Send the LINDBERGH board in for repair with the key chip still
in place.
Error 07
DISPLAY Graphic Card Not Found.
CAUSE The LINDBERGH board's graphics card cannot be found.
COUNTERMEASURES Send the LINDBERGH board in for repair with the key chip still
in place.
Error 08
DISPLAY Sound Card Not Found.
CAUSE The LINDBERGH board's sound card cannot be found.
COUNTERMEASURES Send the LINDBERGH board in for repair with the key chip still
in place.
Error 09
DISPLAY System Memory Not Enough.
CAUSE The LINDBERGH board does not have enough memory.
COUNTERMEASURES Send the LINDBERGH board in for repair with the key chip still
in place.
Error 10
DISPLAY Unexpected Game Program Failure.
CAUSE The game program crashed due to an unexpected error.
COUNTERMEASURES Turn the power off and then restart.
50
Error 11
DISPLAY JVS I/O board is not connected to main board.
CAUSE (1) The I/O board is not connected.
(2) Unreliable connection between the main board and the I/O
board.
COUNTERMEASURES (1) Connect the I/O board to the main board.
Verify that the power cable is connected to I/O board.
(2) Reconnect or replace the JVS cable that connects the I/O
board to the main board.
Error 12
DISPLAY JVS I/O board does not fulfi ll the game spec.
CAUSE The correct I/O board is not connected.
COUNTERMEASURES Use an I/O board that provides the proper input/output for the
game.
Error 14
DISPLAY Network fi rmware version does not fulfi ll the game spec.Required version XX.XX.
CAUSE The fi rmware version installed on either the network board or
the DIMM Media board is older than the required version.
COUNTERMEASURES Use a network board or DIMM Media board with fi rmware that
meets or exceeds the required version.
Error 15
DISPLAY Game Program Not Found.
CAUSE The key chip is not connected.
COUNTERMEASURES Check that the key chip is connected correctly. Check that the
key chip is not inserted the wrong way or that the key chip from
a different system is not inserted.
13
TROUBLESHOOTING
Error 21
DISPLAY Game Program Not Found on Game Disk.
CAUSE There is no program image on the game disk.
COUNTERMEASURES Check that a game disk corresponding to the key chip is
inserted into the drive.
Error 22
DISPLAY Game Program Not Found on Device.
CAUSE There is no game image on the game installer device.
COUNTERMEASURES Perform a reinstall from the game disk.
Error 24
DISPLAY DVD Drive Not Found.
CAUSE The DVD drive cannot be found.
COUNTERMEASURES Connect the DVD drive.
Error 25
DISPLAY Game Disk Not Found.
CAUSE The game disk cannot be found.
COUNTERMEASURES Insert the game disk.
Error 26
DISPLAY Storage Device Not Found.
CAUSE The program installer device cannot be found.
COUNTERMEASURES Send the LINDBERGH board in for repair with the key chip still
in place.
Error 27
DISPLAY Storage Device is Not Acceptable.
CAUSE The program installer device does not have enough space.
COUNTERMEASURES Send the LINDBERGH board in for repair with the key chip still
in place.
51
Error 32
Error 28
13
TROUBLESHOOTING
DISPLAY This Game Disk is Not Acceptable.
CAUSE The game disk cannot be read correctly.
COUNTERMEASURES Exchange the game disk for a proper game disk. Check that the
Error 29
DISPLAY Cannot Control DVD Drive.
CAUSE The DVD drive cannot be controlled.
COUNTERMEASURES The DVD drive may be damaged.
Error 31
DISPLAY Storage Device Not Enough.
CAUSE The program installer device does not have enough space.
COUNTERMEASURES Send the LINDBERGH board in for repair with the key chip still
Error 32
DISPLAY Installing Game Program Failed.
CAUSE Transfer of the program failed.
COUNTERMEASURES Check that the DVD drive is connected correctly. Check that the
Error 33
DISPLAY Storage Device is Not Acceptable.
CAUSE The program installer device cannot be found.
COUNTERMEASURES Send the LINDBERGH board in for repair with the key chip still
game disk is not scratched, damaged or dirty.
in place.
game disk is not scratched, damaged or dirty.
in place.
Error 34
DISPLAY Storage Device Not Found.
CAUSE The program installer device cannot be found.
COUNTERMEASURES Send the LINDBERGH board in for repair with the key chip still
in place.
Error 35
DISPLAY Storage Device is Not Acceptable.
CAUSE The program installer device does not have enough space.
COUNTERMEASURES Send the LINDBERGH board in for repair with the key chip still
in place.
Error 36
DISPLAY Storage Device May be Broken.
CAUSE The program installer device is broken.
COUNTERMEASURES Send the LINDBERGH board in for repair with the key chip still
in place.
52
Error 37
DISPLAY Verifying Game Program Failed.
CAUSE The program image is unverifi ed due to the program image not
existing on the game disk or server.
COUNTERMEASURES Check that the correct game disk is inserted.
Error 41
DISPLAY Server Not Respond.
CAUSE The server is not responding.
COUNTERMEASURES Check the network settings.
Set IP Address and other settings.
Check that the network cable has not been pulled out.
Error 42
DISPLAY Server Mount Failed
CAUSE The server directory is could not be reached.
COUNTERMEASURES Check the network settings.
Set IP Address and other settings.
Check that the network cable has not been pulled out.
Error 43
DISPLAY IP Address Not Assigned.
CAUSE An IP Address could not be obtained from the DHCP server.
COUNTERMEASURES Check the network settings.
Set IP Address and other settings.
Check that the network cable has not been pulled out.
13
TROUBLESHOOTING
Error 44
DISPLAY Game Program Not Found on Server.
CAUSE No program image on the network server.
COUNTERMEASURES Check that the game title, place on the network server, and the
key chip correspond to each other.
Caution 51
DISPLAY Wrong Resolution Setting.
CAUSE The game does not support the current resolution settings.
COUNTERMEASURES Change the DIP SW to the correct settings and restart.
Caution 52
DISPLAY Wrong Horizontal/Vertical Setting.
CAUSE The monitor horizontal/vertical settings are incorrect.
COUNTERMEASURES Change the DIP SW to the correct settings and restart.
53
14. GAME BOARD
14
GAME BOARD
LINDBERGH RED (845-0001D-01 ASSY CASE LBJ L512MB USA)
● In order to prevent electric shock and short circuit hazards, be sure to turn power off before performing work.
● Be careful not to damage the wires. Damaged wires may cause electric shock or short circuit or present a fi re risk.
● Do not expose the Game BD, etc. without a good reason. Failure to observe this can cause electric shock hazard
or malfunctioning.
●Do not use this product with connectors other than those that were connected and used with the Game Board at
the time of shipping. Do not carelessly connect wires to connectors that were not used at the time of shipping, as
this may cause overheating, smoke or fi re damage.
●In this product, setting changes are made during the test mode. The Game BD need not be operated. Use the
Game BD, etc. as is with the same setting made at the time of shipment so as not to cause electric shock and
malfunctioning.
●Static electricity from your body may damage some electronics devices on the IC board. Before handling the IC
board, touch a grounded metallic surface so that the static electricity can be discharged.
BOARD NUMBER STICKER
DIP SW SETTING
Use this product with the DIP SW settings shown in the fi gure be-
low.
DIP SW
KEY CHIP
FIG. 14-1
FIG. 14-2
54
15. DESIGN RELATED PARTS
50"DX
15
DESIGN RELATED PARTS
534-30-103
BILLBOARD PALTE 50"CTF EVO
534-30-104
BILLBOARD FRONT PALTE 50"CTF EVO
99-30-014 / 999-1430
EPILEPSY CAUTION STICKER
534-30-211
INSTRUCTION PLATE 50"CTF EVO
534-30-213
STICKER CONTROL PANEL
50"CTF EVO
534-30-102
BILLBOARD POP 50"CTF EVO
534-30-207
STICKER PTV SIDE R 50"CTF EVO
534-30-206
STICKER PTV SIDE L 50"CTF EVO
(Other side)
534-30-209
STICKER FRONT PANEL R 50"CTF EVO
534-30-208
STICKER FRONT PANEL L 50"CTF EVO
(Other side)
534-30-220
SEGA LOGO DECAL
CONTROL PANEL 50"CTF
EVO
534-30-214
STICKER CABINET INSIDE L
50"CTF EVO
534-30-215
STICKER CABINET INSIDE R
50"CTF EVO (Other side)
534-30-217
STICKER CABINET UPPER R 50"CTF EVO
534-30-216
STICKER CABINET UPPER L 50"CTF EVO
(Other side)
534-30-219
STICKER CABINET R 50"CTF EVO
534-30-218
STICKER CABINET L 50"CTF EVO
(Other side)
55
15
DESIGN RELATED PARTS
29"STD
534-30-100
MARQUEE, 29"CTF EVO
99-30-014 / 999-1430
EPILEPSY CAUTION STICKER
534-30-210
DECAL CONTROL APANEL
INSTRUCTION 29"CTF EVO
534-30-212
DECAL START BUTTON 29"CTF
EVO
534-30-201
DECAL RIGHT SIDE MONITOR 29"CTF EVO
534-30-200
DECAL LEFT SIDE MONITOR 29"CTF EVO
(Other side)
534-30-203
DECAL RIGHT SIDE MAIN CABINET 29"CTF EVO
534-30-202
DECAL LEFT SIDE MAIN CABINET 29"CTF EVO
(Other side)
56
16 PARTS LIST
50"DX
200-5788-31
50" PROJECTOR TV
MODEL: TOSHIBA P503SGF
534-60-450
PB SW W/LAMP CTF-EVO
(Green)
16
PARTS LIST
F.L.LAMP, MARQUUE FOR
50"DX (36", F30T12, 30W)
29"STD
998-0162
29" MONITOR (31K) SANWA 29E31S
TAMPERED MONITOR GLASS
SIZE: 24.781"(H) x 28.828"(W) x .188"(T)
JPT-1082 IR COVER (10)
838-13145R02 LED BD GUN SENSE HOD (10)
534-50-150
CONTROL PANEL VACUFORM 29"CTF EVO
534-60-450
PB SW W/LAMP CTF-EVO
(Green)
CTF-1321
CONTROLLER HOLDER R
CTF-1301
CONTROLLER HOLDER L
(Other side)
F.L.LAMP, MARQUUE FOR
29"STD (24", F20T12CW, 20W)
999-1442
SPEAKER 4 OHM 15 WATT (2)
999-1596
FAN 110/120VAC 17/15W
SINWA
999-1659
PLASTIC PROTECT R HDT (2)
999-1660
PLASTIC PROTECT L HDT (2)
(Other side)
999-0167
LEG LEVELER 1/2-13-3" (4)
999-0169
CASTER (4)
57
INSIDE, 50"DX
16
PARTS LIST
LEFT SIDE
837-14505
I/O CONTROL BD FOR JVS
998-0247
PWR SUPPLY 12 GHOST SQUAD CTF
RIGHT SIDE
838-14515-A0191
SOUND AMP ANALOG IN
998-0165
TYPE II GUN PROTECT
CKT BD/HRN
838-14465R
ICBD GUN SENSE NEW EDIT DX
998-0248
PWR SUPPLY 24 GHOST SQUAD CTF
400-5457-91
SW REGU ATX/JVS AUTO
845-0001D-01
ASSY CASE LBJ L512MB USA
58
INSIDE, 29"STD
845-0001D-01
ASSY CASE LBJ L512MB USA
839-1243R
FUSE BD (GHOST SQUAD) CTF
16
PARTS LIST
400-5457-91
SW REGU ATX/JVS AUTO
600-7920-100
ASSY USB CA TYPE MINI AB 100CM
837-14505
I/O CONTROL BD FOR JVS
838-14515-A0191
SOUND AMP ANALOG IN
998-0247
PWR SUPPLY 12 GHOST SQUAD CTF
838-14465R
ICBD GUN SENSE NEW EDIT DX
998-0165
TYPE II GUN PROTECT
CKT BD/HRN
998-0248
PWR SUPPLY 24 GHOST SQUAD CTF
59
INSIDE, COIN DOOR
16
50"DX: 2 SLOTS W/DBA
PARTS LIST
READY (MOUNT UNDER
THE CASH BOX AREA)
29"STD: 1 SLOT W/DBA
READY
INSIDE OF INSTRUCTION PANEL (50"DX)
838-14548-02
SW & VOL BD
F.L.LAMP 26Watt Spiral fl uorescent
(Screw in type base) or use
FLUORESCENT LIGHT 13W (Part#: 390-6782)
60
GLOBE-SHAPED
839-1243R
FUSE BD (GHOST SQUAD) CTF
ZOOM UP VIEW
ASSY MASK (SPY-0530)
16
PARTS LIST
ITEM NO. PART NO. DESCRIPTION NOTE
1 SPY-0531 MASK BASE
2 JPT-1082 IR COVER
101 838-13145R02 LED BD GUN SENSE HOD
103 280-5008 CORD CLAMP 15
201 050-U00300 U NUT M3
ITEM NO. PART NO. DESCRIPTION
1 JPT-2031 SENSOR HOLDER
101 838-13144 SENSOR BD GUN SENSE
201 012-P00306 TAP SCR #2 PH 3x6
65
ASSY BILLBOARD 50"DX CTF EVO
16
PARTS LIST
ITEM NO. PART NO. DESCRIPTION NOTE
1 CTF-0551 BILLBOARD BOX
2 CTF-0552 BILLBOARD STAY
3 CTF-0553 BILLBOARD STAY HOLDER
4 CTF-0554 CONNECTOR LID
5 534-30-103 BILLBOARD PLATE 50"CTF EVO
6 534-30-104 BILLBOARD FRONT PLATE 50"CTF EVO
7 CTF-0557 BILLBOARD LID
8 534-30-102 BILLBOARD POP 50"CTF EVO
9 CTF-0559 BILLBOARD FL BRKT
10 CTF-0560 FRONT PLATE SASH
11 CTF-0561 POP BRKT
12 CTF-0562 POP HOLDER
13 CTF-1002 WASHER CTF
14 253-5457 FL HOLDER
15 253-5460-01 AIR VENT BLACK
16 421-7501-18 STICKER FL32W
66
17. WIRE COLOR CODE TABLE
THE WIRE COLOR CODE is as follow:
A PINK
B SKY BLUE
C BROWN
D PURPLE
E LIGHT GREEN
Wires other than those of any of the above 5 single colors will be displayed by 2
alphanumeric characters.
1 RED
2 BLUE
3 YELLOW
4 GREEN
5 WHITE
7 ORANGE
8 BLACK
9 GRAY
17
WIRE COLOR CODE TABLE
If the right-hand side numeral of the code is 0, then the wire will be of a single color
shown by the left-hand side numeral (see the above).
Note 1: If the right-hand side alphanumeric is not 0, that particular wire has a spiral
color code. The left-hand side character shows the base color and the
right-hand side one, the spiral color.
<Example> 51………WHITE / RED
RED WHITE
Note 2: The character following the wire color code indicates the size of the wire.
Your new SEGA PRODUCT is covered for a period of ninety (90) days from the date of the shipment.
This certifies that all Printed Circuit boards, power supplies and monitors are to be free of defects in
workmanship or materials under normal operating conditions.
This also certifies that all Interactive Control Assemblies are to be free from defects in workmanship
and materials under normal operating conditions. No other product in this machine is hereby covered.
Sellers sole liability in the event a warranted part described above fails shall be, at its option, to replace
or repair the defective part during the warranty period. For warranty claims, contact your SEGA Distributor.
Should the seller determine, by inspection that the problem was caused by accident, misuse, neglect,
alteration, improper repair, installation or testing, the warranty offered will be null and void.
Under no circumstances is the seller responsible for any loss of profits, loss of use, or other damages.
This shall be the exclusive written Warranty of the original purchaser expressed in lieu of all other warranties
expressed or implied. Under no circumstances shall it extend beyond the period of time listed above.
PARTS WARRANTY POLICY
Sega Amusements USA, Inc. warrants all parts to be free from defective materials and workmanship for a
period of thirty (30) days from Sega Amusements USA, Inc. invoice date unless otherwise specified in
writing by Sega Amusements USA, Inc.
This limited warranty is invalid for any part that upon examination, is deemed to have been subject to
misuse, improper repair or installation, neglect or violation of specification or other instructions published
by Sega Amusements USA, Inc. There are no additional warranties described above.
The limited warranties described above shall be in lieu of any other warranty, express or implied, including
but not limited to any implied warranty of merchantability or fitness for a particular purpose.
82
A
B
C
D
E
F
G
80K
1
80K
ON/OFF
80K
40U
1
AC 120V
2
50/60HZ
50K
43U
SPIRAL LAMP
26W 120V
DBA
OPTIONAL
120V
SHRINK TUBING
80K
80K
10A Slow Blow
1
1
43U
2
2
50K50K
3
3
80K
43U
50K
80K
50K
80K80K
43U
2
3
80K
NOISE
FILTER
50K
10A
80KX2
1
1
43U
2
50KX2
3
131
2
3
80K
43U
2
50K
80K
43U
50K
2
80K
3
80K
4
80K
5
80K
6
80K
7
8
TERMINAL
BLOCK
50K
50K
50K
50K
50K
50K
50K
TERMINAL
BLOCK
3
43U
1
2
3
4
5
6
7
8
80KX2
43U
50KX2
43U
43U
43U
43U
43U
43U
43U
TERMINAL
BLOCK
1
1
2
2
3
3
1
2
3
4
5
6
7
8
80K
43U
50K
FLUORESCENT UNIT
30W 120V
FAN
120V
80KX2
50KX2
80K
80K
1
1
43U
43U
2
2
50K
50K
3
3
80K
1
1
43U
43U
2
2
50K
3
3
HALOGEN LAMP
L
120V 20W G-8 BULB
HALOGEN LAMP
120V 20W G-8 BULB
L
43U
80K
WH(U-P)
PAN E L
312
2
3
CABINET WIRING DIAGRAM
1
80KX2
1
43U
2
50KX2
50K
1
AC120V
3
A
TO A1
2/3
2
AC120V
MONITOR
80K
40U
50K
WH(U-P)
PROJECTION DSPL
50 TYPE 31K
P
C
1
1
2
2
AC120V
3
3
PAN E L
TO G2
C
2/3
3
43U
838-13145R02
LED BD GUN SENSE HOD
50
1
70
2
40
3
20
4
30
5
10
4
6
XH 6P
50
1
70
2
40
3
20
4
30
5
10
6
XH 6P
LED BD GUN SENSE HOD
GND
A
B
C
5V
12V
838-13145R02
GND
A
B
C
5V
12V
GND
12V
GND
12V
5V
5V
A
B
C
XH 6P
A
B
C
XH 6P
50
1
70
2
40
3
20
4
30
5
10
6
50
1
70
2
40
3
20
4
30
5
10
6
838-13145R02
LED BD GUN SENSE HOD
50
1
70
40
20
30
10
GND
2
A
3
B
4
C
5
5V
6
12V
XH 6P
838-13145R02
LED BD GUN SENSE HOD
50
1
GND
70
2
A
40
3
B
20
4
C
30
5
5V
10
6
12V
XH 6P
GND
12V
GND
5V
12V
A
B
C
5V
A
B
C
XH 6P
XH 6P
1
2
3
4
5
6
1
2
3
4
5
6
70
70
40
40
20
20
30
30
10
10
50
50
70
70
40
40
20
20
30
30
10
10
50
50
838-13145R02
LED BD GUN SENSE HOD
1
GND
2
A
3
B
4
C
5
5V
6
12V
XH 6P
838-13145R02
LED BD GUN SENSE HOD
1
GND
2
A
3
B
4
C
5
5V
6
12V
XH 6P
GND
12V
GND
12V
5V
5V
A
B
C
XH 6P
A
B
C
XH 6P
838-13145R02
50
1
70
2
40
3
20
4
30
5
10
6
50
1
70
2
40
3
20
4
30
5
10
6
LED BD GUN SENSE HOD
50
1
GND
70
2
A
40
3
B
20
4
C
30
5
5V
10
6
12V
XH 6P
838-13145R02
LED BD GUN SENSE HOD
50
1
GND
70
2
A
40
3
B
20
4
C
30
5
5V
10
6
12V
XH 6P
GND
5V
12V
GND
5V
12V
A
B
C
XH 6P
A
B
C
XH 6P
50
1
70
2
40
3
20
4
30
5
10
6
50
1
70
2
40
3
20
4
30
5
10
6
50
70
40
20
30
10
5
838-13145R02
LED BD GUN SENSE HOD
1
GND
2
A
3
B
4
C
5
5V
12V
6
XH 6P
838-13145R02
LED BD GUN SENSE HOD
1
GND
2
A
3
B
4
C
5
5V
12V
6
XH 6P
GND
5V
12V
GND
5V
12V
A
B
C
XH 6P
A
B
C
XH 6P
50
1
70
2
40
3
20
4
30
5
10
6
50
1
70
2
40
3
20
4
30
5
10
6
10
1
12V
30
2
5V
20
3
C
40
4
B
70
5
A
SH
6
GND
D
TO G3
2/3
4
5
ASSY MASK
6
8
A
ALTERATION
BLACK
7
ORANGE
5
WHITE
4
GREEN
3
YELLOW
BLUE
2
RED
1
B
E
D
C
B
A
9
LIGHT GREEN
PURPLE
BROWN
SKY BLUE
PINK
GRAY
EARTH WIRE
43
AWG16 UL1015
KUAWG18 UL1015
AWG20 UL1007
L
AWG22 UL1007
C
D
SEGA CORPORATION
GHOST SQUAD EVOLUTION 50" DX
E
DESCRIPTION
F
534-00-500
(1/3)
G
6
83
TO F1
A
1/1
CABINET WIRING DIAGRAM
1
TO A6
F
TO A1
3/3
2
3
G
TO G1
3/3
4
N
TO A5
3/3
H
TO A5
5
3/3
2P AUTO CHANGE
6
84
A
AC120V
E
3/3
SPEAKER L+
SPEAKER L-
SPEAKER R+
SPEAKER R-
1P HOLDER
2P HOLDER
12V
MAIN VOL
TEST
SERVICE
COIN METER1
COIN METER2
COIN #1
COIN #2
E-GND
1P STRAT LAMP
2P START LAMP
1P START
2P START
E-GND
1P GUN
1P AUTO CHANGE
GND
5V
1P SP ATACK
2P GUN
GND
5V
2P SP ATACK
A
GND
VCC
GND
5V
24V
24V
GND
GND
GND
5V
GND
5V
GND
ALTERATION
10
11
12
13
14
15
1
2
3
4
5
6
2
3
2
3
4
3
2
1
1
2
3
4
5
6
7
8
9
1
2
3
4
5
6
7
8
9
1
2
3
4
5
6
1
1
1
2
1
2
80KX2
43U
50KX2
D
D
85
85
75
95
71
91
5C
5D
35
31
41
51
D5
75
80
83
85
10
32
38
80
10
80
43U
10
B5
B8
A5
A8
80
90
C
80
10
57
95
C5
80
10
58
B
C
D
E
F
G
1
80KX280KX2
1
2
3
4
5
6
7
8
9
10
11
12
1
2
3
4
5
6
7
8
9
10
11
12
I/O CONTROL BD FOR JVS
USB B
1P X
1P Y
2P X
2P Y
10
10
80
80
91
71
95
75
30
80
837-14505
1
5V
2
5V
3
GND
GND
4
NH 4P
(CN2)
RET
5
3
9
15
21
RA26P
(CN7)
43
KUAWG18 UL1015
L
10
10
80
80
85
71
72
73
78
EARTH WIRE
AWG16 UL1015
AWG20 UL1007
AWG22 UL1007
C
80K&85
80K&85
80
1
30
2
XH 2P
(VCC)
50
1
50
2
3
XH 3P
(CN1)
1
2
3
4
5
53
6
54
7
51
8
52
9
XH 9P
(OUT)
DK&D
DK&D
80
35
75
95
71
91
CN6
31
41
51
CN2
GND
12V
FREQ
GND
RET
1P X
1P Y
2P X
2P Y
1P F.OUT
2P F.OUT
1P TRG
2P TRG
1
GND
2
GND
3
SWITCHING POWER SUPPLY
4
5
24V
6
24V
VH 6P
(CN2)
1
GND
2
GND
12V
3
12V
4
VH 4P
(CN2)
SWITCHING POWER SUPPLY
P
C
1
1
SPEAKER L+
2
2
SPEAKER L-
3
3
SPEAKER R+
4
4
SPEAKER R-
VH4P
P
C
1
1
3.3V
2
2
VOL
3
3
GND
NH3P
838-14515-A0191
12V
5V
C
B
A
GND
TRG
E1
D1
C1
B1
838-14465 or 838-14465R
IC BD GUN SENCE NEW EDIT DX
A1
12V
XH 7P
(GUN 1P)
TRG
E2
D2
C2
B2
A2
12V
XH 7P
(GUN 2P)
998-0248
KLS75-24
998-0247
KLS30-12
SOUND AMP
ANALOG IN
1
2
3
4
5
6
XH 6P
(LED)
80
1
C
2
10
3
70
4
30
5
40
6
20
7
80
1
C
2
10
3
70
4
30
5
40
6
20
7
DC24V
DC24V
AUDIO L
RCA WHITE
AUDIO R
RCA RED
10
30
20
40
70
50
AC120V
AC120V
GND
GND
998-0165
TYPE II GUN INPUT PROTECT CKT BD/HRN
1
2
3
4
5
6
VH 6P
1
2
3
4
5
6
7
1
2
3
4
5
6
7
1
3
5
VH 5P
(CN1)
1
3
5
VH 5P
(CN1)
DK
1
DK
2
3
80
4
80X2
5
6
CN5
10
20
80
30
C
40
70
70
40
C
30
80
20
50
10
10
20
80
30
C
40
70
70
40
C
30
80
20
50
10
D
10
10
80
80
91
71
8080
1
1
80
80
10
10
30
80
2
2
80
3
3
10
4
4
10
5
5
30
6
6
10
1
10
3
10
4
10
5
10
6
10
7
10
8
80
9
80
10
80
11
80
12
80
13
80
14
15
16
A5
17
A8
18
19
20
21
22
23
24
25
26
51
27
52
28
53
29
54
30
57
31
58
32
C
33
C5
34
35
36
37
38
39
40
75
41
42
D5
43
44
32
45
38
46
47
48
83
49
85
50
25
51
28
52
90
53
95
54
5D
55
5C
56
57
58
59
60
RA60P
(CN3)
8
BLACK
7
ORANGE
5
WHITE
4
GREEN
3
YELLOW
BLUE
2
RED
1
95
75
30
80
5V
5V
5V
5V
5V
5V
GND
GND
GND
GND
GND
GND
1P START
2P START
1P TRIGER
2P TRIGER
1P F.OUT
2P F.OUT
1P SP ATACK
2P SP ATACK
1P AUTO CHANGE
2P AUTO CHANGE
SERVICE
TEST
COIN #1
COIN #2
COIN METER1
COIN METER2
1P START LAMP
2P START LAMP
1P GUN
2P GUN
1P HOLDER
2P HOLDER
E
LIGHT GREEN
D
PURPLE
BROWN
C
SKY BLUE
B
PINK
A
9
GRAY
B
50K
80K
43U
50K
80K
43U
43UX2
50KX2
12V
1
A1
2
B1
3
4
C1
D1
5
E1
6
TRG
7
GND
8
9
12V
1
A2
2
3
B2
4
C2
D2
5
6
E2
7
TRG
8
GND
9
1
1
43UX2
2
2
50KX2
3
3
TO F3
C
1/3
10
1
12V
30
2
5V
20
3
C
40
4
B
70
5
A
80
6
GND
808080
1
2
3
1
2
3
GND
GND
GND
12V
+5V
12V
12V
1
4
2
3
4
5
4
5
+12V
-5V
5
30
6
7891011
6
78910111213
+12V
GND
GND
3.3V RS
+12V
+5V
11
8
7610
9
10
+5V
GND
10
121314
+5V
GND
141312
GND
15
14
GND
400-5457-91
SW REGU ATX/JVS AUTO
GND
POW
12V
3.3V
12V
3.3V
3.3V
GND
GND
16
17
GND
5V5VGND
1
18
4
6
2
5
3
78910111213
3.3V
5V
-12V
TO F5
D
1/3
43U
50K
80K
312
3
2
1
80K
50K
AC120V
PS ON 2
GND
GND
GND
16
15
14
5V
GND
5V
17
2
3
5V
GND
24232221201918
4
412
3
TO G4
J
3/3
75689
RGB
10
AUDIO
R/L
131112
14
15
USB A
171618
1243576
MOLEX-5597
12V
12V
1
23456
30
10
SEGA CORPORATION
GHOST SQUAD EVOLUTION 50" DX
E
DESCRIPTION
F
GND5VGND
5V
80
8109
MINI USB
NH 6P
80
MINI USB
30
1
2
10
3
4
80
5
80
6
NH 6P
534-00-500
11
12V
12V
5V
5V
GND
GND
12
13
1415161718
845-0001D-01
ASSY CASE LBJ
L512MB USA
(LINDBERGH RED)
600-7920-100
ASSY USB CA TYPE
MINI AB 100 CM
"OPTIONAL"
DVD-ROM DRIVE
G
19
20
(2/3)
21
222324
MOLEX-5597
5
6
A
B
C
D
E
F
G
75
SPEAKER L+
SPEAKER LSPEAKER R+
TO A2
1
2/2
SPEAKER R-
F
1P HOLDER
2P HOLDER
12V
1
95
2
71
3
91
4
5C
3
5D
2
35
1
2
75
95
2
71
91
2
35
1
5C
2
35
1
5D
2
WH
1
1
BK
2
WH
1
1
BK
2
30
1
5D
2
ASSY GUN HOLDER L
30
1
5D
2
ASSY GUN HOLDER R
WH
SPEAKER BOX
BK
8OHM 30W
WH
SPEAKER BOX
BK
8OHM 30W
30
30
5D
5C
30
30
5D
5C
1
2
3
LED BAR BD GREEN
4
NH 4P
1
2
838-14463-01
3
LED BAR BD GREEN
4
NH 4P
838-14463-01
30
1
2
3
LED BAR BD GREEN
4
NH 4P
ASSY HOLDER LIGHT
1
2
838-14463-01
3
LED BAR BD GREEN
4
NH 4P
ASSY HOLDER LIGHT
838-14463-01
5C
30
5C
COIN METER 1
999990
COIN METER 2
999990
TEST SERVICE
VOL
838-14548-02
SW & VOL BD
SERVICE UNIT
COIN #1
COIN #2
2112
TEST
SERVICE
MAIN VOL
L
L
2112
1
2
3
GND
4
GND
5
6
VCC
NH 6P
32
1
DBA OPTIONAL
50
2
D5
75
80
51
41
31
3
83
83
1
10
10
2
85
85
3
80
1
75
2
D5
3
31
4
41
5
51
6
7
43U43U
8
9
10x2
32
80x2
43U43U
38
80x2
10
1
32
2
80
3
4
38
5
80
6
43U
CABINET WIRING DIAGRAM
1
31
1
VCC
41
2
MAIN VOL
51
3
GND
D5
4
TEST
75
SERVICE
5
80
6
GND
83
7
COIN METER1
85
8
COIN METER2
10
9
32
38
80
10
80
5V
COIN #1
10
COIN #2
11
GND
12
13
5V
GND
14
15
E-GND
G
TO A3
2/2
E-GND
2
COIN DOOR
3
3
CTF-2100-01
P
C
1
2
WH(SM)
P
1
2
3
WH(SM)
P
WH(SM)
P
WH(SM)
1
2
C
1
2
3
C
1
2
C
1
2
3
A
B
90
D
50
CONTROL UNIT GREEN
(LEFT PLAYER)
A
B
90
D
50
CONTROL UNIT GREEN
(RIGHT PLAYER)
CTF-2100-01
SH
10
1
1P SP ATACK
1P SELECT
1P GUN
2P SELECT
2P GUN
TRG
GND
GND
12V
TRG
GND
24V
24V
GND
GND
12V
5V
GND
5V
A1
B1
C1
D1
E1
A1
B1
C1
D1
E1
RA26P
(CN1)
NH 4P
(CN2)
20
2
30
3
40
4
70
5
C
6
80
7
50
8
57
9
C
10
80
11
10
12
90
13
10
14
20
15
30
16
40
17
70
18
C
19
80
20
50
21
58
22
C5
23
80
24
10
25
95
26
D
1
D
2
85
3
85
4
10
20
30
40
70
C
80
90
D
50
A
B
10
20
30
40
70
C
80
90
D
50
A
B
SH
1
2
3
4
5
6
7
12
13
14
15
16
8
RA 16P
(GUN 1P)
1
2
3
4
5
6
7
12
13
14
15
16
8
RA 16P
(GUN 2P)
12V
A1
B1
C1
D1
E1
TRG
1P SP ATACK
1P SELECT
GND
24V
1P GUN
SHIELD
12V
A1
B1
C1
D1
E1
TRG
1P SP ATACK
1P SELECT
GND
24V
1P GUN
SHIELD
2P SP ATACK
839-1243
10
1
12V
20
2
A1
30
3
B1
40
4
C1
70
5
D1
C
6
E1
80
7
TRG
50
8
GND
9
10
1
12V
20
2
A2
30
3
B2
40
4
C2
70
5
D2
C
6
E2
80
7
TRG
50
8
GND
9
J
TO E5
2/2
4
5
FUSE BD CTF
6
SP ATACK
SELECT
838-13144
GUN SENCE
SENSOR BD
SP ATACK
SELECT
GUN SENCE
SENSOR BD
838-13144
TRG
TRG
12V
12V
A
B
C
D
E
TRG
TRG
12V
12V
A
B
C
D
E
XH 9P
RECOIL
XH 9P
24V
RECOIL
24V
90(AWG26)
D(AWG26)
50(AWG26)X2
1
2
3
4
5
6
7
8
9
90(AWG26)
D(AWG26)
50(AWG26)X2
1
2
3
4
5
6
7
8
9
10
20
30
40
70
C
80
50
20
10
20
30
40
70
C
80
50
20
124-5097
CTF-60033
4
10
24V
24V
GND
GND
1
B5
2
B8
3
A5
4
A8
5
80
6
7
43U
8
9
90
1
C
2
80
3
10
4
57
5
6
95
1
C5
2
80
3
10
4
58
5
6
D
1
D
2
80
3
80
4
10
1
B5
2
B8
3
A5
4
A8
5
80
6
7
43U43U
8
9
10X2
B5
B8
A5
A8
80X2
L
L
2P START LAMP
30
50
1P START SW
50
2P START SW
1P START LAMP
30
ASSY CONTROL PANEL
124-5097
CTF-60033
5V
1P STRAT LAMP
N
2P START LAMP
TO A4
2/2
5
H
TO A5
1P START
2P START
GND
E-GND
1P GUN
1P AUTO CHANGE
GND
5V
1P SP ATACK
2/2
2P GUN
2P AUTO CHANGE
GND
5V
2P SP ATACK
E
TO A2
6
2/2
A
ALTERATION
8
BLACK
7
ORANGE
5
WHITE
4
GREEN
3
YELLOW
BLUE
2
RED
1
B
E
D
C
B
A
9
LIGHT GREEN
PURPLE
BROWN
SKY BLUE
PINK
GRAY
43
EARTH WIRE
AWG16 UL1015
KUAWG18 UL1015
L
AWG20 UL1007
AWG22 UL1007
C
D
SEGA CORPORATION
GHOST SQUAD EVOLUTION 50" DX
E
DESCRIPTION
F
534-00-500
(3/3)
G
85
CABINET WIRING DIAGRAM
1
AC 120V
2
50/60HZ
3
A
80K
40U
50K
SIGNAL
ON/OFF
43K
FLUORESCENT UNIT
20W 120V
32
1
DBA
50
2
3
B
5A Slow Blow
43U
50K50K
21
3
80K50K
5
6
4
32
879
50
43U
80K
40U
50K
DBA OPTIONAL
80K80K
80K
40U
50K
1
2
3
ASSY
2
3
FILTER
1
NOISE
80K
43U
50K
1
2
3
C
80K
1
80K
2
80K
3
80K
80K
50K
6A
80K
43U
50K
80K
80K
80K
TERMINAL
BLOCK
4
5
6
7
8
80K
1
80K
2
80K
3
80K
4
TERMINAL
80K
BLOCK
SANWA MONITOR
29" TYPE
50K
50K
50K
50K
50K
50K
50K
TERMINAL
BLOCK
80K
43U
50K
D
50K
50K
1
50K
2
TERMINAL
50K
3
AC0V
BLOCK
4
80K
80KX2
1
1
43UX2
43U
50KX2
50K
3223
FAN
120V
1
2
3
4
5
50K
6
80K
7
8
9
10
11
12
13
14
43K
50K
80K
1
1
43U
2
2
50K
3
3
AC120V
DEMAG
DEMAG
1
2
3
4
5
6
7
8
E
80K
80K
1
1
43U
43U
2
2
50K
50K
3
3
80K
80K
1
1
43U
43U
2
2
50K
50K
3
3
50KX2
80KX2
43U
2
3
1
3
2
1
80K
50K
43K
L
120V 20W G-8 BULB
120V 20W G-8 BULB
L
998-0162
F
HALOGEN LAMP
HALOGEN LAMP
43U
80K
43U
80K
50K
50K
G
1
1
2
AC120V
3
1
2
AC120V
3
TO A1
A
2/3
2
TO G2
DEMAG
3/3
TO G2
C
2/3
3
86
43U
838-13145R02
LED BD GUN SENSE GS
50
4
5
70
40
20
30
10
50
70
40
20
30
10
XH 6P
1
2
3
4
5
6
XH 6P
LED BD GUN SENSE GS
1
2
3
4
5
6
GND
A
B
C
5V
12V
838-13145R02
GND
A
B
C
5V
12V
GND
12V
GND
12V
5V
5V
A
B
C
XH 6P
A
B
C
XH 6P
50
1
70
2
40
3
20
4
30
5
10
6
50
1
70
2
40
3
20
4
30
5
10
6
838-13145R02
LED BD GUN SENSE GS
50
1
70
2
40
3
20
4
30
5
10
6
XH 6P
838-13145R02
LED BD GUN SENSE GS
50
1
70
2
40
3
20
4
30
5
10
6
XH 6P
GND
A
B
C
5V
12V
GND
A
B
C
5V
12V
GND
12V
GND
12V
A
B
C
5V
A
B
C
5V
XH 6P
XH 6P
50
1
2
3
4
5
6
1
2
3
4
5
6
50
70
70
40
40
20
20
30
30
10
10
50
50
70
70
40
40
20
20
30
30
10
10
838-13145R02
LED BD GUN SENSE GS
1
GND
2
A
3
B
4
C
5
5V
6
12V
XH 6P
838-13145R02
LED BD GUN SENSE GS
1
GND
2
A
3
B
4
C
5
5V
6
12V
XH 6P
GND
12V
GND
12V
5V
A
B
C
5V
A
B
C
XH 6P
XH 6P
838-13145R02
50
1
70
2
40
3
20
4
30
5
10
6
50
1
70
2
40
3
20
4
30
5
10
6
LED BD GUN SENSE GS
50
1
70
2
40
3
20
4
30
5
10
6
XH 6P
LED BD GUN SENSE GS
50
1
70
2
40
3
20
4
30
5
10
6
XH 6P
GND
A
B
C
5V
12V
838-13145R02
GND
A
B
C
5V
12V
GND
5V
12V
GND
5V
12V
A
B
C
A
B
C
XH 6P
XH 6P
50
1
70
2
40
3
20
4
30
5
10
6
50
1
70
2
40
3
20
4
30
5
10
6
50
70
40
20
30
10
ASSY MASK
6
8
BLACK
A
ALTERATION
7
ORANGE
5
WHITE
4
GREEN
3
YELLOW
BLUE
2
RED
1
B
E
D
C
B
A
9
LIGHT GREEN
PURPLE
BROWN
SKY BLUE
PINK
GRAY
43
EARTH WIRE
AWG16 UL1015
KUAWG18 UL1015
L
AWG20 UL1007
AWG22 UL1007
C
D
838-13145R02
LED BD GUN SENSE GS
1
GND
2
A
3
B
4
C
5
5V
12V
6
XH 6P
838-13145R02
LED BD GUN SENSE GS
1
GND
2
A
3
B
4
C
5
5V
12V
6
XH 6P
GND
5V
12V
GND
5V
12V
A
B
C
XH 6P
A
B
C
XH 6P
50
1
70
2
40
3
20
4
30
5
10
6
50
1
70
2
40
3
20
4
30
5
10
6
SEGA CORPORATION
GHOST SQUAD EVOLUTION 29”STD
E
DESCRIPTION
F
4
5
10
1
12V
30
2
5V
20
3
C
40
4
B
70
5
A
50
6
GND
D
TO G3
2/3
6
534-00-700
(1/3)
G
1
5V
2
5V
3
GND
GND
4
NH 4P
(CN2)
RET
1P X
1P Y
2P X
15
2P Y
21
RA26P
(CN7)
43
KUAWG18 UL1015
L
C
10
10
80
80
85
5
71
3
72
9
73
78
EARTH WIRE
AWG16 UL1015
AWG20 UL1007
AWG22 UL1007
C
D
E
F
G
CABINET WIRING DIAGRAM
1
80KX280K
43UX2
50KX2
VH 5P
VH 5P
(CN1)
C
10
20
30
40
70
C
80
50
(CN1)
50K
1
80K
3
43U
5
50K
1
80K
3
43U
5
12V
1
A1
2
B1
3
4
C1
D1
5
E1
6
TRG
7
GND
8
9
1
2
3
4
5
6
7
8
9
12V
A2
B2
C2
D2
E2
TRG
GND
J
TO A3
3/3
TO G4
K
3/3
80K & 80
80K & 80
DK & D
DK & D
P
75
95
71
91
CN6
P
31
41
51
CN2
80
1
GND
30
2
12V
XH 2P
(VCC)
50
50
FREQ
1
GND
2
3
XH 3P
(CN1)
1
RET
2
1P X
3
1P Y
2P X
4
5
2P Y
53
6
1P F.OUT
54
7
2P F.OUT
51
1P TRG
8
52
9
2P TRG
XH 9P
(OUT)
1
2
3
4
5
6
VH 6P
(CN2)
1
80
2
35
3
4
VH 4P
(CN2)
C
1
SPEAKER L+
2
SPEAKER L-
3
SPEAKER R+
4
SPEAKER R-
VH4P
C
1
3.3V
2
VOL
3
GND
838-14515-A0191
NH3P
SOUND AMP
ANALOG IN
12V
5V
C
B
A
GND
TRG
E1
D1
C1
B1
838-14465 or 838-14465R
A1
IC BD GUN SENCE NEW EDIT DX
12V
(GUN 1P)
TRG
E2
D2
C2
B2
A2
12V
(GUN 2P)
GND
998-0248
GND
KLS75-24
SWITCHING POWER SUPPLY
24V
24V
GND
GND
12V
998-0247
12V
SWITCHING POWER SUPPLY
XH 6P
(LED)
XH 7P
XH 7P
KLS30-12
DC24V
DC24V
GND
GND
VH 6P
AUDIO L
RCA WHITE
AUDIO R
RCA RED
10
1
30
2
20
3
40
4
70
5
50
6
80
1
C
2
10
3
70
4
30
5
40
6
20
7
998-0165
80
1
C
2
10
3
70
4
30
5
40
6
20
7
TYP II GUN INPUT PROTECT CKT BD/HRN
AC120V
AC120V
DK
1
DK
2
3
80
4
80X2
5
6
CN5
10
20
80
1
2
3
4
5
6
7
1
2
3
4
5
6
7
30
C
40
70
70
40
30
80
20
50
10
80
C
70
40
30
20
10
D
1
43U
2
50K
3
30K
12V
1
808080
1
GND
12V
2
3
30K
10K
3
+5V
2
GND
3
GND
12V
4
30K
10K
412
4
5
+12V
-5V
5
30K
10K
30
6
78910111213
+12V
GND
GND
3.3V RS
+12V
+5V
11
8
7610
9
30K
70K
80K
80K
75689
11
10
AUDIO
R/L
RGB
10
10
14
+5V
+5V
GND
GND
GND
GND
GND
GND
16
15
141312
17
18
80K
80K
80K
80K
80K
80KCKCK
17
14
13
12
18
16
15
MOLEX-5597
USB A
3.3V
1
1
3.3V
2
2
12V
1
30
GND
3
80K
12V
23456
400-5457-91
SW REGU ATX/JVS AUTO
GND
5V5VGND
4
6
5
78910111213
10K
80K
10K
80K95AK
43576
GND5VGND
5V
NH 6P
10
80
80
POW
8109
30
10
80
80
SEGA CORPORATION
GHOST SQUAD EVOLUTION 29”STD
E
DESCRIPTION
F
10
1
30
2
20
3
40
4
70
5
SH
6
12V
3.3V
12V
5V
30K
30KCKCK
11
12
MINI USB
MINI USB
1
12V
2
12V
3
5V
4
5V
5
GND
6
GND
NH 6P
534-00-700
TO F3
C
12V
5V
C
D
B
A
GND
-12V
GND
3.3V
15
14
20K
80K4580K
14
13
15
845-0001D-01
ASSY CASE LBJ
L512MB USA
(LINDBERGH RED)
DVD-ROM DRIVE
1/3
TO F5
1/3
43U
50K
80K
312
80K
50K
AC120V
PS ON 2
GND
GND
GND
16
17
80K
80K
17
19
16
18
20
600-7920-100
ASSY USB CA TYPE
MINI AB 100 CM
"OPTIONAL"
G
5V
5V
10K
10K
21
22
(2/3)
2
3
5V
GND
24232221201918
23
80K
24
4
MOLEX-5597
10K
5
6
A
80K
1
43U
12V
5V
TEST
5V
GND
E-GND
GND
E-GND
GND
GND
5V
24V
24V
GND
GND
GND
VCC
GND
E-GND
5V
GND
5V
2
50K
3
80K
1
43U
2
50K
3
DK
1
DK
2
80K
3
80K
4
75
1
1
95
2
2
71
3
3
91
4
4
5C
3
3
5A
2
2
35
1
1
83
1
10
2
85
3
80
1
1
75
2
2
D5
3
3
31
4
4
41
5
5
51
6
6
7
7
43U
8
8
9
9
10
1
32
2
80
3
43U
4
38
5
80
6
10
1
B5
2
B8
3
A5
4
A8
5
80
6
7
8
9
90
1
C
2
80
3
10
4
57
5
6
95
1
C5
2
80
3
10
4
58
5
6
AC120V
TO F1
A
1/1
AC120V
1
E
TO A6
3/3
F
TO G1
3/3
G
3/3
TO G2
N
3/3
H
SPEAKER L+
SPEAKER LSPEAKER R+
SPEAKER R-
1P HOLDER
2P HOLDER
COIN METER1
L
COIN METER2
M
3/3
1P STRAT LAMP
2P START LAMP
1P AUTO CHANGE
1P SP ATACK
2P AUTO CHANGE
2P SP ATACK
SERVICE
MAIN VOL
COIN #1
COIN #2
1P START
2P START
1P GUN
2P GUN
2
TO A1
3/3
3
TO G1
4
TO A5
TO A5
5
3/3
B
35
DK
DK
80K
80K
10
10
10
10
10
10
10
80
80
80
80
80
A5
A8
51
52
53
54
57
58
C
C5
75
D5
32
38
83
85
25
28
9
95
5A
5C
5V
1
3
5V
4
5V
5
5V
6
5V
5V
7
8
GND
9
10
GND
11
GND
12
GND
13
GND
14
GND
15
16
1P START
17
18
2P START
19
20
21
22
23
24
25
26
1P TRIGER
27
2P TRIGER
28
1P F.OUT
29
30
2P F.OUT
31
1P SP ATACK
32
2P SP ATACK
33
1P AUTO CHANGE
34
2P AUTO CHANGE
35
36
37
38
39
40
SERVICE
41
42
43
TEST
44
COIN #1
45
46
COIN #2
47
48
49
COIN METER1
COIN METER2
50
1P START LAMP
51
2P START LAMP
52
1P GUN
53
2P GUN
54
1P HOLDER
55
2P HOLDER
56
57
58
59
60
RA60P
(CN3)
35
1
1
D
2
2
D
3
3
80
4
4
80
5
5
6
6
837-14505
I/O CONTROL BD FOR JVS
USB B
6
8
BLACK
A
ALTERATION
7
ORANGE
5
WHITE
GREEN
4
YELLOW
3
BLUE
2
RED
1
B
E
D
C
B
A
9
LIGHT GREEN
PURPLE
BROWN
SKY BLUE
PINK
GRAY
87
A
B
C
D
E
F
G
CABINET WIRING DIAGRAM
TO A2
1
2/2
2
3
SPEAKER L+
SPEAKER LSPEAKER R+
SPEAKER R-
F
1P HOLDER
2P HOLDER
12V
75
9
95
8
71
7
91
6
5C
3
3
5A
2
2
35
1
1
75
95
2
71
91
2
35
5C
2
35
5A
2
WH
1
BK
WH
1
BK
10
1
54
ASSY GUN HOLDER L
10
1
54
ASSY GUN HOLDER R
WH
SPEAKER BOX
BK
8OHM 30W
WH
SPEAKER BOX
BK
8OHM 30W
10
10
54
5C
10
10
54
5C
1
2
3
LED BAR BD GREEN
4
NH 4P
1
2
838-14463-01
3
LED BAR BD GREEN
4
NH 4P
838-14463-01
10
1
2
3
LED BAR BD GREEN
4
NH 4P
ASSY HOLDER LIGHT
1
2
3
LED BAR BD GREEN
4
NH 4P
ASSY HOLDER LIGHT
838-14463-01
838-14463-01
5C
10
5C
COIN METER 1
999990
COIN METER 2
999990
TEST SERVICE
VOL
838-14548-02
SW & VOL BD
SERVICE UNIT
COIN #1
COIN #2
2112
TEST
SERVICE
MAIN VOL
L
L
2112
1
2
3
GND
4
GND
5
6
VCC
NH 6P
32
1
DBA OPTIONAL
50
2
D5
75
80
51
41
31
3
83
83
1
10
10
2
85
85
3
80
1
75
2
D5
3
31
4
41
5
51
6
7
43U
10x2
32
80x2
43U43U
38
80x2
43U
8
9
10
1
32
2
80
3
4
38
5
80
6
43U
43U
83
COIN METER1
1
10
2
5V
85
3
COIN METER2
80
1
75
D5
10
32
80
38
80
GND
2
SERVICE
TEST
3
31
4
VCC
41
MAIN VOL
5
51
GND
6
7
8
E-GND
9
1
5V
2
COIN #1
3
GND
4
E-GND
5
COIN #2
6
GND
M
TO A4
2/3
L
TO A3
2/3
1
G
TO A3
2/2
2
COIN DOOR
3
CTF-2100-01
P
C
SP ATACK
SELECT
838-13144
GUN SENCE
SENSOR BD
SP ATACK
SELECT
GUN SENCE
SENSOR BD
838-13144
TRG
TRG
12V
12V
TRG
TRG
12V
12V
A
B
C
D
E
A
B
C
D
E
XH 9P
24V
RECOIL
1
2
3
4
5
6
7
8
9
XH 9P
24V
RECOIL
50(AWG26)X2
1
2
3
4
5
6
7
8
9
90(AWG26)
D(AWG26)
50(AWG26)X2
10
20
30
40
70
80
50
20
90(AWG26)
D(AWG26)
10
20
30
40
70
80
50
20
C
C
124-5097
CTF-60033
4
10
1
5V
1P STRAT LAMP
N
2P START LAMP
TO A4
2/2
5
H
TO A5
1P START
2P START
GND
E-GND
1P GUN
1P AUTO CHANGE
GND
5V
1P SP ATACK
2/2
2P GUN
2P AUTO CHANGE
GND
5V
2P SP ATACK
E
24V
TO A2
6
2/2
24V
GND
GND
B5
2
B8
3
A5
4
A8
5
80
6
7
43U
8
9
90
1
C
2
80
3
10
4
57
5
6
95
1
C5
2
80
3
10
4
58
5
6
D
1
D
2
80
3
80
4
10
B5
B8
A5
A8
80
10X2
1
B5
2
B8
3
A5
4
A8
5
80X2
6
7
8
9
L
L
ASSY CONTROL PANEL
1P START LAMP
30
2P START LAMP
30
50
1P START SW
50
2P START SW
124-5097
CTF-60033
WH(SM)
P
WH(SM)
P
WH(SM)
P
WH(SM)
1
2
C
1
2
3
C
1
2
C
1
2
3
A
B
90
D
50
CONTROL UNIT GREEN
(LEFT PLAYER)
A
B
90
D
50
CONTROL UNIT GREEN
(RIGHT PLAYER)
CTF-2100-01
SH
PC
10
1
1P SP ATACK
1P SELECT
1P GUN
2P SELECT
2P GUN
TRG
GND
GND
12V
TRG
24V
24V
GND
GND
12V
5V
GND
GND
5V
A1
B1
C1
D1
E1
A1
B1
C1
D1
E1
RA26P
(CN1)
NH 4P
(CN2)
20
2
30
3
40
4
70
5
C
6
80
7
50
8
57
9
C
10
80
11
10
12
90
13
10
14
20
15
30
16
40
17
70
18
C
19
80
20
50
21
58
22
C5
23
80
24
10
25
95
26
D
1
D
2
85
3
85
4
10
20
30
40
70
C
80
90
D
50
A
B
10
20
30
40
70
C
80
90
50
SH
12V
1
A1
2
B1
3
C1
4
D1
5
E1
6
TRG
7
1P SP ATACK
12
1P SELECT
13
GND
14
15
24V
1P GUN
16
SHIELD
8
RA 16P
(GUN 1P)
12V
1
A1
2
B1
3
C1
4
D1
5
E1
6
TRG
7
1P SP ATACK
12
D
A
B
13
14
15
16
8
RA 16P
(GUN 2P)
1P SELECT
GND
24V
1P GUN
SHIELD
2P SP ATACK
839-1243
10
1
12V
20
2
A1
30
3
B1
40
4
C1
70
5
D1
C
6
E1
80
7
TRG
50
8
GND
9
10
1
12V
20
2
A2
30
3
B2
40
4
C2
70
5
D2
C
6
E2
80
7
TRG
50
8
GND
9
J
TO E5
2/2
4
5
FUSE BD CTF
6
88
A
ALTERATION
8
BLACK
7
ORANGE
5
WHITE
4
GREEN
3
YELLOW
BLUE
2
RED
1
B
E
D
C
B
A
9
LIGHT GREEN
PURPLE
BROWN
SKY BLUE
PINK
GRAY
43
EARTH WIRE
AWG16 UL1015
KUAWG18 UL1015
L
AWG20 UL1007
AWG22 UL1007
C
D
SEGA CORPORATION
GHOST SQUAD EVOLUTION 29”STD
E
DESCRIPTION
F
534-00-700
(3/3)
G
PART#: 534-30-300
1st PRINTING, MARCH 2007
SEGA AMUSEMENTS U.S.A., INC.
800 ARTHUR AVENUE
ELK GROVE VILLAGE, IL 60007-5215
PHONE: 888-877-2669
FAX: 847-427-1065
WEB: WWW.SAU.SEGA.COM
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