Play Meter

Issue: 1976 August - Vol 2 Num 8

that we al 0 hav community
pirit and are not out to cheat
them.
I would like to commend Play
Meter for being the leader in
thi field. Keep up the good work!
Timot hy W. Hoyle
Pensacola, Florida
mailbox
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Having been an outsider to the
coin industry for most of my life,
I alway regarded arcades and
coin machine as a big rip-off.
Man, how my opinion has
changed!
My father recently became the
regional manager of a growing
arcade chain, and as time goes
by, I can see how t his industry
has had a bad case of public
relations . In the two years that
I've been associated with the coin
bu iness, it has really bugged me
that people think we are in the
busines to rip them off. I agree
with Bob Nim in his interview in
the June issue of Play Meter that
"There has been a lack of com-
munication with the general pub-
lic." I believe it is time for a
change. I'm not aying we should
tell the public the amount of our
profits, but I do believe that it is
time we how the community
Exidy oChicago C oin
.. ... --------~
"tI
"'
. !:!
CO
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Business is
Booming
Bravo Mar hall Cara! Wi e
judgment hould win out. Item
#2:"RSVP." Let orne of our
pace age engineer manufacture
a low -priced amusement ma -
chine. What happened to counter
game?
Robert Lyons
Lyons Music and Vending Co.
Skowhegan, Maine
Is there a commercially made
tool for cleaning out the holes on
an air hockey table?
Jim Negley
Amt ron
Plattsburgh, N. Y.
(Miles Untiedt, Design En-
gineer for Brunswick suggests
straightening out the smallest
paper clip you can find. Alterna-
tively, he says, you can use a No .
62 drill bit. It doesn't sound
scientific, but it seems to
work.--Ed.]
We have a problem in Spokane:
one of the area operators is
selling phonographs and foosball
oP leasure Games o
Headquarters For
NSM
PARTS AND SERVICE
~
E
co
FUN GAMES Tankers .. . $
CHI COIN Rifle Gallery .. $
FUN GAMES Bi Plane .... 1045 CHI COIN Twin Skeet . .. . .
a: FUN GAMES Take-5
CHI COIN World Series .. .
Cocktail Table ... . . . . ... 795 CHI COIN Trapshoot . . . . . .
~ U .S. BILLIARDS Survival
MEADOWS Drop Zone-4 .. 695
Cocktail Table . . . . ...... 595 ALLIED Super Shifter ... . . 795
z U.S. BILLIARDS Shark
MIDWAY Racer . . .. . .. . . 1095
:,
Cocktail
Table
.
.
.
.
..
....
695
GREMLIN
Trapshoot
~
E U .S.BILLIARDSShark . ... 695 WallGame .... ... ..
895
~ DIGITAL Heavy Traffic .... 795 GREMLIN Playball
"' RAMTEK Trivia .... .. .. .. 1045 Wall Game .. . . . . .... . . . . 795
~ ATARI Steeplechase . . .... 695 ATARI Anti Aircraft . .. .. . 895
~ 1- __________ ~~~R~I~~~~~~I_C~o~lIe~c~t~~ ________ --.
~
In the Midwest its:
In the South its:
... :.
ADVANCE
ADVANCE
DISTRIBUTING
INTERNATIONAL
v,
COMPANY
INCORPORATED
~ ~
2820 N. GRAND BLVD .
3815 N.W . 36th AVE.
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table to location in order to
ecure their vending and electro-
nic game equipment accounts.
We ar not in business to ell
equipment, but, a a consequence
of thi operator' actions, other
location owner have begun to
xpect u to match his offer. Our
r al gripe i that the equipment is
bing uppJied to this operator by
a di tributor outside the North -
we t area.
Our que tion is this: What
protection does an operator have
again t di tributors who continu-
ally interfere with business com-
petition completely outside their
own region?
Rich Koch
Keith's Music
Spokane, Wash .
(We wouldn't be too quick to
blame the bootlegging distribu-
tor. Some distributors do sell
outside of their assigned territo-
ries and there's not much anyone
can do about that since distri-
butors--according to some inter-
pretations of the federal anti-
trust laws --are not legally bound
to selling to a restricted area.
"Bootleggers" deal over the
telephone and through the mail
and therefore they hardly ever
get to see their buyers face -to-
face. We doubt seriously that
there is a conspiracy going on.
The distributor probably has no
idea that the so-called "operator"
is re-selling the equipment to
location owners. So it wouldn't
be a bad idea for you to let Mr .
Distributor in on what's going on.
Distributors rightly shudder at
the name "location seller." The
distinction is bad news for future
sales; if there is anything an
operator won't tolerate, it's a
"location seller. " The distributor
in this case, when he learns the
facts, may well want to re-evalu-
ate some of his "out-of-town "
customers.
It is the "operator" who seems
to be the real problem here. We
think you ought to sit him down
and find out what he likes so
much about financial suicide. Our
suggestion would be to try to talk
some sense into him and, failing
that, just to wait him out. He
should go bust before too long.
But by no means be so stupid as
to match his outrageous offers.
--Ed.]
THE TEXTBOOK OF VIDEO GAME WGIC
S14 .95
III Pages , I 9 mustration'l
Have you ever wondered how video games
really work? After all, how do they get those
images on the TV screen and move them around
so realistically?
The Textbook Of Video Game Logic not
only describes how the video game computer it-
self works, but also the operation of all basic
digital logic devices. The book is primarily orien-
ted to video game designers and technicians, but
anybody interested either in video games or in
digital logic applications will find a great deal of
valuable material.
The first chapter deals with the operation of
common small scale digital integrated circuits
(the basic gates) and medium scale devices (flip-
flops, counters, shift registers, multiplexers, etc).
The logic symbol, schematic and truth table for
each device is carefully explained in simple, basic
terminology that requires no previous digital or
computer experience to fully understand the
material presented.
Once the reader has gained a basic under-
standing of digital circuitry and TV monitor op-
eration, the following chapters on video game
computer circuitry are easy to understand. The
next chapter deals with general video game ar-
chitecture, meaning the different techniques by
which a game can be r.reated.
Chapter 4 is a thorough discussion of video
game power supplies (and power supplies in gen-
eral). Using actual oscilloscope photographs, this
section graphically illustrates how raw AC power
is processed into a completely regulated DC
source.
Probably the most interesting section how-
ever is the chapter on creating images (chapter
7) . [mag s can be created by either of two tech-
niques : generated images and stored images. The
generated images are produced by individual cir-
cuits composed of small random logic elements,
however stored images are held in a special type
of semiconductor memory known as a ROM or
Read Only Memory . The ROM allows a game de-
signer to enter an image directly into the device.
This chapter explains not only how this is done,
but also how the image is then read out of the
ROM and displayed on the TV screen.
+~
+B.5V/
+5V-------------------------
FIGURE 1. 11 - 1 AND & NAND SYMBOLS
After dealing with all this basic information,
the book gets a lot more interesting. For you
TV terminal freaks, chapter 5 will be quite fas-
cinating since it goes into an in-depth explana-
tion of synchronization and timing circuitry. It
describes in detail the differences between inter-
laced and non-interlaced raster scans and precise-
ly how the image is synchronized with the elec-
tron beam so it is displayed in the right place.
FIGURE 7 .7 - 1 A DIODE MATRIX IMAGE Any"mpl e
Image such as the one above cln be stored In I diode ma o
tr ix - the '.rl'Ht form of read-only me mory . The mem o
or'V IS scanned and the dati read out by two sets of count·
ers. The vertical counter selects each hne of the Im.ge
while the horu:onl.1 one scans each pOint Iiong the 'mi .
A
I
B
y
V
~
II
LJ
Rl
R2
330n
330n
FIGURE 1.11 - 2 AND & NAND LOGIC
FIGURE 7 .9 - 1
Considerable time is spent showing exactly
how more complex devices such as counters are
built from the simpler digital building blocks
(gates).
Chapter 2 deals with the theory and opera-
tion of TV monitors . This is a basic explanation
of how the circuitry of the TV monitor gener-
ates the pattern of lines (the raster) on which are
displayed the various images. There is even a
nice little section describing how to tum any
regular TV into a TV monitor capable of taking
direct video input.
HORIZONTAL RETRACE
FIGURE 2.7 - 1 NDN ·INTERLACED RASTER SCAN
This 1ype of scan IS used 10 almost all video games SlnCI It
is a bit easier to implement than th e Interlaced 525 " 10'
variety used In TV broadcasting . Although onlv 262 Itnes
are scanned , the rHolUtion IS generallv adequate tor the
amount of Information neadlng to be displayed for •
video gam • .
PROGRAMMING A PROM The .. 'wo
photographs show a smgle fuse of a PROM before and
Iher programming . A speCial se t of pulses fed Into the
PROM 's outputs " blow " the addressed bi!.
FIGURE 5 .2 - 1 A CRYSTAL CONTROLLED OSCILL ·
ATOR
ThiS Simple OSCillator CirCUit 1$ used
In
almost
every Video gam. to generate the mast er tlmlllg Signal
known
~s
the CLOCK .
The final two chapters describe score and
paddle circuitry. Every video game must have
some sort of score circuit and this section shows
how numbers are placed on the TV screen and
changed as the player gains more points. The
paddle s ction illustrates how paddle images are
created by a special circuit and controlled by
turning a potentiometer on the game cabinet.
Successive chapters are concerned with how
images are generated and moved . Chapter 6 is
exclusively devoted to the subject of motion and
uses examples from various games to show how
the game designer controls the direction and vel-
ocity of a moving image .
TilE TE THOOK OF
i f)ubli hcd by Ku sh
Eleclroni s lllc.
IDEO
luff
IE LO
Ie
mu ment
60 Dillon Ave ., No. D Campbell, CA 95008 (408) 379-7180

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