l.Move the cabinet close to desired location and unlock the upper rear door panel. Remove the door and set it aside.
2.Unlatch and swing open the lower rear door.
3.Check that five fuses on the power supply and two fuses on the Sound Board are securely installed in their fuse clips.
Also check that the 3A line fuse on the power panel is secure in its clips.
4.Unlock the coin door. Reach through the coin door opening and unlatch the control panel. Unhook the control panel
safety chain and lower the control panel.
5.Check that the following connectors are firmly seated and that no wires are broken or termination pins loose in the
connector.
a. Coin door connector.
b. Control panel connector.
c. Monitor control 6-pin connector and monitor power connector.
d. Transformer connector at the power panel.
e. Three connectors on the Power Supply.
f. Four connectors on the Sound Board.
g. Five connectors on the CPU/Video Board.
h. Three connectors on the ROM Board.
i. Two connectors on the Interface Board.
6.Check that the socketed ICs are firmly seated in their sockets (CPU Video Board -3, ROM Board -12, and Sound
Board -2).
7.If it is desired to check or change game adjustments, refer to Game Adjustment procedures which follow.
8.Extend the line cord from the game and insert it in the slot in the lower door frame.
9.Swing the lower door closed and latch it.
10. Install and lock the upper rear door.
11. Reconnect the control panel safety chain and latch the control panel in position.
12. Close and lock the coin door.
1
POWER TURN-ON
This game MUST BE PLUGGED INTO A PROPERLY GROUNDED OUTLET to PREVENT SHOCK HAZARD and to
ensure PROPER GAME OPERATION. DO NOT use a "cheater" plug to defeat the ground pin on the line cord, and DO
NOT cut off the ground pin. The line voltage must agree with that specified on the back of the cabinet or serious damage to
the machine could occur. For low-line voltage applications (105v AC or 200v AC), refer to the power wiring diagram.
1. With the game plugged into a properly grounded outlet, locate the POWER ON/OFF switch located at the top righthand corner of the cabinet rear and switch it ON. General illumination should come on and a scanning pattern should
appear on the screen as the game sequences through ROM, RAM, and CMOS RAM data checks.
2. If ROM and RAM tests are successful "0" is first indicated on the ROM Board 7-segment Diagnostic Display. A few
seconds later the following message is indicated on the monitor:
INITIAL TEST INDICATES
ALL SYSTEMS GO
3.If a RAM error is detected, the 7-segment LED first displays a "1" to indicate a RAM failure. Next, the bank number
(1, 2, or 3) and finally the chip of the bank (1 to 8). Then there is a pause and the LED display sequence is repeated.
Next, another pause occurs and then the CRT displays a "RAM ERROR XY" where X is the bank number and Y is the
chip of that bank.
4.If a ROM error is detected, the 7-segment LED first displays a "2" to indicate that it is a ROM failure. Next, the LED
displays two numbers which indicate the ROM chip number (01,02,03,...,12). Then there is a pause and the LED
display is repeated. Next, another pause occurs and then the CRT displays a "ROM ERROR X" where X indicates the
ROM number.
5.If the CRT display shows any RAM or ROM errors, use the above description to identify the faulty chip and then turn
power off and replace the chip.
6. If there is no CRT display at power-up:
a. Open the upper back door to the game.
b. Disengage the latch and open the lower back door.
c. Depress the Reset push-button on the CPU/Video board and observe the 7-segment LED display on the ROM
board to identify any faulty chip.
d. After identifying the chip, remove power to the game and replace the faulty chip.
e. As only one chip at a time is indicated by the testing system, repeat steps c & d until there is a CRT display.
7.Extensive CMOS RAM data integrity checks are performed. With "OPEN COIN DOOR" displayed, check that the
batteries on the CPU/Video Board are seated in the battery clips, open the coin door, and then turn power OFF and
ON. A display of "FACTORY SETTINGS RESTORED" should appear.
8.Depress ADVANCE and turn the power OFF and ON to get to game over.
NOTE:
A detailed explanation of the CMOS RAM data integrity
checks and system recovery is provided in appendix A.
2
GAME OPERATION
* Indicates adjustable features.
GAME START - Insert coins - credits are displayed on CRT. With one credit displayed, pressing 1-Player start initiates a
*3-ship game. With two credits displayed, pressing 2-Player Start initiates a 2-player, *3-ship game.
With two or more credits displayed, pressing 1-Player Start (or four or more credits, pressing 2-Player
Start) initiates a *7 ship game.
Player Controls
UP & DOWN Joy Stick - Maneuvers player ship up and down.
REVERSE Switch -Reverses player ship direction.
THRUST SWITCH -Controls player ship speed.
FIRE SWITCH -Activates laser gun.
HYPERSPACE Switch - Warps player ship to another quadrant with chance of possible annihilation.
SMART BOMB Switch - Destroys all alien ships on screen.
INVISO Switch -While depressed, the player ship with a shield that renders it invisible and invulnerable.
Game Play
Destroy alien ships and missiles. Rescue humanoids and pick them up to collect bonus. Picking up the first humanoid
scores 500 points, the second 1000, the third 1500, and all subsequent score 2000.
Going through the STARGATE warps the player ship to an area where a humanoid requires rescue. Passing through the
STARGATE forward while carrying *4 humanoids, warps the player ship to an advanced wave and scores appropriate
humanoid bonuses. Going through backwards inhibits the warp.
3
BOOKKEEPING AND EVALUATION TOTALS
1.In Game Over mode, open the cashbox and depress the cashbox advance switch. The advance switch located on the
coin door can also be used. The CRT should indicate all bookkeeping and evaluation totals. If so, go to step 3, if the
CRT display comes up in the ROM test display perform step 2.
2.Continue to depress the cashbox advance switch, stepping the game through test programs for ROMs, RAMs, CMOS
RAMs, Color RAMs, Sounds, Switches, and then CRT Test Patterns, of which there are five. The fifth test pattern is a
color bar pattern and directly precedes the CRT display of the bookkeeping and evaluation totals.
3.The bookkeeping and evaluation totals appear on the display as in Figure 1.
Clearing Bookkeeping Totals
1.Depress ADVANCE to display Game Adjustments, page 1.
2.Hold joystick down to display Game Adjustments, page 2.
3.Operate joystick to position cursor on CLEAR BOOKKEEPING TOTALS.
4.Depress FIRE.
5. Depress ADVANCE.
BOOKKEEPING TOTALS
LEFT SLOT COINS 4
CENTER SLOT COINS 0
RIGHT SLOT COINS 18
PAID CREDITS 22
EXTRA SHIPS 796
PLAY TIME IN MINUTES1152
SHIPS PLAYED2467
TOTAL PLAYS 563
WARPS 90
Figure 1. Bookkeeping Display
4
GAME ADJUSTMENTS (Figures 2 and 3)
In the Game Over mode open the coin door and depress the coin door advance switch twice to cause a CRT display as
shown in Figure 2.
To select and then set functions to the desired values, use the UP-DOWN control lever to select the function that is to be
changed and then, making sure the coin door is open, use the THRUST control to reduce, or the FIRE control to increase the
value of the selected function. To alternate between adjustments on pages 1 and 2, use the UP-DOWN control.
Extra ships, smart bombs, and inviso time are earned as the score obtained by a player exceeds the listed value for this
function. If this function is set to the recommended value of 10,000 points, with a score of 10,000 points a player will
receive one more ship to play with. At a score of 20,000 points another ship will be earned, and so on. If this function is set
to 0, its lowest setting, no extra ships are ever awarded. This function can be set to any 1,000 point increment from 0 to
50,000 points.
The basic number of ships awarded for a 1 credit game can be set anywhere from 1 to 20. The recommended number of
ships for a 1 credit game is 3.
The basic number of ships awarded for a 2 credit game can be set anywhere from 0 (no 2 credit games) to 50. The
recommended number of ships for a 2 credit game is 7.
Pricing of the game is selected with standard settings or with custom settings as shown in Tables 1 & 2. Table 1 lists some
common pricing schemes with respect to the coin mechanism to be used and directs the reader to the proper entry in Table
2, which shows what the CRT display should look like to accomplish the desired pricing.
For standard settings you need change only the PRICING SELECTION. For custom settings, first set PRICING
SELECTION to zero and then set the remaining values according to Table 2.
GAME ADJUSTMENT
EXTRA SHIP EVERY10000 RECOMMENDED
SHIPS FOR 1 CREDIT GAME 3RECOMMENDED
SHIPS FOR 2 CREDIT GAME 7RECOMMENDED
PRICING SELECTION 31/QUARTER 4/DOLLAR
LEFT SLOT UNITS 1
CENTER SLOT UNITS 4
RIGHT SLOT UNITS 1
UNITS REQUIRED FOR CREDIT 1
UNITS REQUIRED FOR BONUS CREDIT 0
MINIMUM UNITS FOR ANY CREDIT 0
FREE PLAY NO
MORE ADJUSTMENTS
USE UP-DOWN LEVER TO SELECT ADJUSTMENT
USE THRUST AND FIRE TO CHANGE THE VALUE
PRESS ADVANCE TO EXIT
Figure 2. Game Adjustments, Page 1
5
MASTER DIFFICULTY CONTROL 3 RECOMMENDED
INITIAL DIFFICULTY 5 MODERATE
MAXIMUM DIFFICULTY 15 MODERATE
1ST WAVE OF ACCELERATED DIFFICULTY 0
LAST WAVE OF ACCELERATED DIFFICULTY 0
DIFFICULTY ACCELERATION RATE 0 MODERATE
INVISO TIME PER SHIP 10 RECOMMENDED
MEN NEEDED TO WARP 4 RECOMMENDED
LAST WAVE WARP ALLOWED 15 RECOMMENDED
LETTERS FOR HIGHEST SCORE NAME 20 RECOMMENDED
RESTORE FACTORY SETTINGS NO
CLEAR BOOKKEEPING TOTALS NO
RESET HIGH SCORE TABLE NO
AUTO CYCLE NO
SET ATTRACT MODE MESSAGE NO
SET HIGHEST SCORE NAME NO
Figure 3. Game Adjustments, Page 2
Free play can be set to either "YES" or "NO".
The master difficulty control is pre-programmed for 4 levels of difficulty and can be custom programmed for 1 as desired.
The recommended setting of the master difficulty control is 3. If customized difficulty is desired, set the master control to 0
and with the use of the UP-DOWN control and THRUST and FIRE controls, set each of the 5 variables as desired.
Initial difficulty is the level of play difficulty for the first attack wave of the game and can be set anywhere between 0 (easy)
and 30 (most difficult).
Maximum difficulty is the level of difficulty at which difficulty increases between attack waves cease. This can be set
anywhere from 0 (very easy) to 99 (very difficult).
The last three adjustments; first wave of accelerated difficulty, last wave of accelerated difficulty, and difficulty acceleration
rate; are all inter-related. The first wave of accelerated difficulty is the point at which the standard difficulty increase rate
between attack waves is first stepped up. This can be set to any wave from 1 to 20. The last wave of accelerated difficulty
is the point at which the stepped up difficulty increase rate is decreased to the standard difficulty increase rate (exactly
the same as it was before it was stepped up). This can be set to any wave from 1 to 99. The difficulty acceleration rate can
be adjusted anywhere from 1 to 10. When any of these functions are set to 0, there is no accelerated difficulty.
The amount of "INVISO" time allowed per ship is recommended to be 1 second but can be varied from 0.5 to 2 seconds in
tenth-second increments.
The number of men needed to "WARP" a ship anywhere is recommended as 4, but can be varied from 1 to 9. The last wave
where any "WARPING" of a ship would be allowed can be set anywhere from 1 to 99, but is recommended as 15.
Pricing Selection
Left Slot Units
Center Slot Units
Right Slot Units
Units per Credit
Units for Bonus Credit
Min Units for Credit
1
2
3
4
5
1
6
1
1
1
4
0
4
16
4
1
1
1
6
1
2
1
1
2
2
4
0
0
0
0
0
0
0
0
0
CUSTOM KEYDISPLAY
ABCDEFGHIJ
6
7
8
9
0
0
0
0
0
0
0
0
0
0
1
1
1
1
1
1
1
3
12
6
1
2
1
2
0
0
0
4
4
4
4
12
48
0
0
0
0
0
4
2
2
1
1
1
1
3
12
15
4
2
5
10
1
1
2
1
1
1
1
4
14
5
1
5
1
5
0
0
0
0
4
4
0
15
96
0
4
0
0
0
0
0
0
0
0
2
2
0
24
0
0
0
0
0
7
Highest Score Signature
The number of letters allowed the highest scoring player to enter their name can be varied from 3 to 20 and is recommended
as 20. If objectionable words are entered as the signature name, you can change the lettered entry leaving the highest score
the same. See Setting Highest Score Name.
Restoring Factory Settings
1.Position the cursor on RESTORE FACTORY SETT1NGS.
2.Depress FIRE.
3.Depress ADVANCE.
Resetting High Score Table
1.Position the cursor on RESET HIGH SCORE TABLE.
2.Depress FIRE.
3.Depress ADVANCE.
Setting Attract Mode Message
1.Position the cursor on SET ATTRACT MODE MESSAGE.
2.Depress FIRE.
3.Depress ADVANCE.
4.Enter up to two lines of your message following instructions on the screen.
5.Depress ADVANCE to terminate process.
NOTE:
To restore the Williams attract mode message, it is
necessary to perform steps 1 through 3 and then turn
the game OFF and back ON.
Setting Highest Score Name
1.Position the cursor on SET HIGHEST SCORE NAME
2.Depress FIRE.
3.Depress ADVANCE.
4.Enter new signature, depress ADVANCE to terminate process.
NOTE
An alternate, simpler method enters the factory highest
score signature. In the game over mode, hold HIGH
SCORE RESET depressed. After a few seconds a
sound is produced and the factory highest score
signature has been activated.
8
DIAGNOSTIC PROCEDURES
Diagnostic procedures are controlled by the AUTO-UP/MANUAL-DOWN and ADVANCE switches on the coin door.
ROM Test
Set the AUTO-UP/MANUAL-DOWN switch to the MANUAL-DOWN position and depress the ADVANCE pushbutton.
A ROM test is performed and any ROM failure is first indicated on the ROM Board 7-segment LED display and then on the
CRT screen as described in the Power-Up and Reset Tests text.
RAM Test
With ROM test results present on the CRT display, depressing the ADVANCE pushbutton initiates the RAM test. If a RAM
failure is detected, it is first indicated on the 7-segment LED display on the ROM board and then on the CRT display as
described in the Power-Up and Reset Tests text. Test scanning will continue if no failures are detected; depress the
ADVANCE pushbutton to terminate the test and the CRT display will indicate that no failures were detected.
CMOS RAM Test
With RAM test results present on the CRT display, depressing the ADVANCE pushbutton initiates the CMOS RAM test. If
the test is passed, the 7-segrnent LED display on the ROM board will read "0" and then the CRT display will read "CMOS
RAM TEST PASSED". If a CMOS RAM failure is detected, the 7-segment LED display will read first "3" and then "2".
then "3" and then "2", and after these displays the CRT display will read "CMOS RAM FAILURE'. In this case the
CPU/Video Board needs to be replaced. If an interlock failure is detected, the 7-segment LED display will read first "3' and
then "1', the "3' and then "1" and after these displays the CRT display will read "CMOS INTERLOCK FAILURE'. If there
is an interlock failure detected, first check out all connections to and from the interlock switch including the switch itself
and if all of these items check out then replace the CPU/Video Board.
SOUND Test
With the CMOS RAM test completed. depressing the ADVANCE pushbutton initiates the Sound test. At this point the 5
basic sounds of the game are cycled through automatically. Each sound is labeled a "SOUND L1NE' by the CRT display.
If more than one "SOUND LINE" produces the same sound, check all cable connections to and from the sound board. If all
connections check out, replace the sound board and/or the ROM Board and repeat the SOUND test.
SWITCH Test
When the SOUND test has been completed depress the ADVANCE pushbutton to enter the SWITCH test. During this test
the CRT displays the name of each switch as it is closed and blank out the name of each switch that is open. The AUTOUP/MANUAL-DOWN switch is spring loaded to always be in the AUTO-UP position (closed) and therefore will always be
printed out on the CRT display. Operate all player panel and coin door switches being sure to operate the ADVANCE
pushbutton last, as, when this switch is operated the COLOR RAM test will be entered. If any switch that is operated does
not show up on the CRT display. check out all connections to and from the switch for continuity and check the switch
contacts for cleanliness. If all cabling and contacts check out, replace the ROM Board for coin switches or the Interface
Board for player panel switches and repeat the test.
9
Color RAM Test
When the SWITCH test has been completed, depress the ADVANCE pushbutton to enter the Color RAM test. At this point
the CRT display starts cycling through 8 different colors, dark red, red, light red, dark green, green, light green, dark blue,
and blue. If any of these 8 frames have a vertical band through them, this indicates a Color RAM fault. To "clean up" or
"get rid of' any vertical bands, replace the CPU/Video board.
Monitor Test Patterns
From the Color RAM test, depressing the ADVANCE pushbutton initiates the MONITOR TEST PATTERNS by placing a
form of a CROSS-HATCH pattern on the screen. This pattern can be used to check and adjust the color convergence of the
monitor. After the convergence is as desired, depress the ADVANCE pushbutton and the CRT display goes to a red color
purity adjustment display. Depress the ADVANCE once more for green purity adjustments and once more for blue purity
adjustments. Finally, depress the ADVANCE pushbutton and the CRT display should be a color bar pattern of (from left to
right): red, green, blue, black, white, yellow, cyan, and magenta. With the completion of any and all monitor adjustments
depressing the ADVANCE pushbutton initiates the transfer to the BOOKKEEPING TOTALS display.
For ease in monitor adjustments, the monitor may be slid back and the screen viewed in a mirror. Remove the two bolts and
carefully slide the monitor back in its shelf; secure the monitor in the extended position by inserting the two bolts through
holes in the monitor base and monitor shelf provided at the left side of the monitor.
Auto Cycle Mode
1.From the color bar pattern (or from game over with the switch set to AUTO-UP) depress ADVANCE two times to
display Game Adjustments page l.
2.Hold the joystick down to advance to the second page of game adjustments.
3.Position the cursor on AUTO CYCLE with the joystick and depress FIRE.
4.Depress ADVANCE.
5. The system will now sequence through ROM, RAM, and CMOS RAM tests repeatedly. The coin door must be open
during Auto Cycle test. If an error is detected, the test is terminated and the failure indication is displayed on the CRT.
6. To terminate the Auto-Cycle test, turn the game OFF and ON.
125v 6A or 250v 3A
501-7264Door Lock Retainer
65850-08728Line Cord, 15 Ft.
701-7224Lower Rear Door Hinge
811-615Lower Rear Door
9C-8932Upper Rear Door
1001-7227Anti-Theft Bar
1120-9266Trunk Latch
13
PARTS LIST
ITEMPART No.DESCRIPTION
103-7593-4Flipper Button Body, Red
203-7592-4Flipper Button, Red
303-7593-5Flipper Button Body, White
403-7592-5Flipper Button, White
503-7593-4Flipper Button Body, Red
603-7592-4Flipper Button, Red
703-7593-5Flipper Button Body, White
803-7592-5Flipper Button, White
903-7593-4Flipper Button Body, Red
1003-7592-4Flipper Button, Red
1103-7593-2Flipper Button Body, Green
1203-7592-4Flipper Button, Green
1303-7593-4Flipper Button Body, Red
1403-7592-4Flipper Button, Red
1503-7593-4Flipper Button Body, Red
1603-7592-4Flipper Button, Red
Coin Acceptors, Inc.
St. Louis, Missouri USA & Toronto, Canada.
23
“Warning: This equipment generates, uses, and can radiate radio frequency energy and
if not installed and used in accordance with the instructions manual, may cause
interference to radio communications. As temporarily permitted by regulation it has not
been tested for compliance pursuant to Subpart J of Part 15 of FCC Rules, which are
designed to provide reasonable protection against such interference. Operation of this
equipment in a residential area is likely to cause interference in which case the user at
his own expense will be required to take whatever measures may be required to correct
the interference.”
24
CMOS RAM Data Test Protocol
The first sub-test of the CMOS RAM
data is that of the ATTRACT MODE
MESSAGE checksum. If the test
does not pass, the factory ATTRACT
MODE MESSAGE is restored.
Next, the game adjustments are
checked and restored to factory
settings if an error is found. If game
adjustments are found intact, the high
score table is checked for any bad
entries. Bad entries are replaced with
a score of 4,000 points and no
initials. If all entries check, the game
returns to the Game Over Mode.
If game adjustments are restored to
factory settings, the AUDIT
TOTALS are checked. If 5 or more
audit digits are other than 0-9 (that is
hexadecimal A through F) all audit
totals are cleared. This is followed
by a check of the high score table and
the table is reset to factory settings if
errors are found. Finally, game
adjustments are rechecked and either
OPEN COIN DOOR or FACTORY
SETTINGS RESTORED is
displayed. With the former, open the
coin door and turn the game OFF and
ON and then FACTORY SETTINGS
RESTORED will be displayed.
Return to game over by depressing
the ADVANCE pushbutton or by
turning the game OFF and ON a
second time.
APPENDIX A
POWER ON
1
ATTRACT MODE
ADJUSTMENTS?
RESET HIGH
SCORE TABLE
TO FACOTRY
MESSAGE?
FAIL
RESTORE
FACTORY
MESSAGE
GAME
RESTORE
FACTORY
SETTINGS
AUDITS?
CLEAR
AUDITS
HIGH
SCORE
TABLE?
SETTINGS
PASS
PASS
FAIL
PASS
FAIL
5 OR MORE HEX A-F
PASS
FAIL
HIGH
SCORE
ENTRIES?
FAIL
BAD ENTRIES
REPLACED WITH
4,000 AND NO
INITIALS
"INITIAL TESTS
INDICATE ALL
SYSTEMS GO"
DISPLAYED
PASS
GAME
ADJUSTMENTS?
"OPEN COIN DOOR"
DISPLAYED
OPEN COIN
DOOR
POWER OFF
AND ON
11
PASS
FAIL
"FACTORY
SETTINGS
RESTORED"
DISPLAYED
POWER ON
AND OFF
A1
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