Star Tech Journal

Issue: 1981-December - Vol 3 Issue 10

S*TJ DECEMBER 1981 12
MICRO-SYSTEMS
393 EAST 198 STREET, BRONX, NY 10458
212-220-3644
"All Kits Are Unconditionally Guaranteed
For 30 Days After Shipment"
SUPER MISSILE ATTACK KIT
This unconditionally guaranteed "software enhancement" kit will
transform your Missile Command from a "filler" into a "top-of-the-
line killer".
Easy installation
New colors and sounds
More and faster missiles
Bonus level increases to 1 OX
Airplane now drops smart missiles
All new UFO can change directions, and shoots lasers at
existing cities.
SUPER MISSILE ATTACK - $295.00
(Qty. discounts available)
*
*
*
*
*
*
SUPER MOONCRESTA KIT
This new memory kit will convert your original "Mooncresta" to the
new hit "SUPER MOONCRESTA", a much faster and superior
game. Complete, easy installation instructions.
SUPER MOONCRESTA KIT - $150.00
SUPER EARTH INVASION KIT
Convert your regular or deluxe "Space Invaders" with th is exciting
new program designed to revitalize play interest and collections.
SUPER EARTH INVASION KIT - $100.00
EAGLE UPDATE KIT
This inexpensive plug-in memory chip will make the docking
portion of the game very difficult and create a new challenge for
your players.
EAGLE UPDATE KIT - $20.00
SUPER GAWIANS KIT - $90.00
ASTEROIDS UPDATE KIT - 02 version - $40.00
01 version - $75.00
STAR CASTLE SPEED-UP KIT - New Memory Chips,
Pl ug-1 n Installation
$55.00 per KIT
POP-MAN KIT
* Update your Pac-Man with this new disappearing maze featuring
POPEYE and six WARP TUNNELS.
* Easy plug-in installation.
* Revitalize player interest and increase collections.
POP-MAN KIT W/NEW MAZE - 6 Chip Set - SPECIAL - $140.00
POP-MAN KIT W/O POPEYE - 4 Chip Set - $95.00
Micro-Systems has many other conversion kits and a full line of
IC's, power supplies and components. Call for prices and info or
send your order today.
COMING SOON ...
Convert your SCRAMBLE to SUPER-COBRA!
Call for info!
SPECIAL PRIORITY WILL BE GIVEN TO PRE-PAID ORDERS.
CENTURI/
ALLIED LEISURE
"CLAY CHAMP"
XENON
TUBE
NOTES
*
*
BY TODD ERICKSON
SUMMIT AMUSEMENT
ST. PAUL, MN
This is, without a doubt, one of the finest
rifles to be produced. As with most rifles,
it has had its share of problems. The early
Star* Tech Journal article on this game
helped clear up many problems with the
game. The only significant problem re-
maining thus far is the Xenon tube in the
gun. The tube has three wire leads coming
from it to the rifle P.C.B. The shock of
the gun is transferred to the leads, which
breaks the Xenon tube. To cure the prob-
lem, I mounted the tube with pigtail
wire. This ended the problem for me.
Many of the Xenon tubes supplied by
Centuri have the trigger too high in the
tube, which creates a shadow. They were
very uncooperative when confronted with
this, stating that they never made the gun.
I don't think we need this kind of attitude
from a manufacturer. A minor problem
that should be mentioned with the game
is in the area of hearing the Rowe motor
in the speaker at times. I suggest changing
the motor if this is bothersome.
and
. the
.
winner zs ...
Jim Berkhoff of Stand Pat Vending in
Amityville, NY is the winner of our
"Unusual Service Incident" contest.
Jim will receive (compliments of PAE
Test Division, Sunnyvale, CA) a $249.95
logic comparator "The BUGTRAP".
Many thanks to all who participated.
I was working on an electro-mechani-
cal pin game in a bar in Greenwich
Village's west side for some time. The
complaint was, it wasn't scoring prop-
erly and it would cut off in the middle
of the game. Each time I went there it
seemed to be in proper order. I would
check the hold contacts and the motor
cam switches just to be sure before I left.
The next day the call came in again,
and again no problem was found. That
same night I was called back to the loca-
tion and as I approached the machine,
it looked somehow different. When I
opened it up, the transformer was
making a strange buzzing sound and
when I coined it up, the operation
was very sluggish.
In the daytime, the location 's light
dimmer (which was wired into the out-
let the machine was plugged into!) was
turned up to full brightness. At night
the dimmer was turned down for
atmosphere and unfortunately, also
being turned down was the line voltage
for the pin game!
S*TJ DECEMBER 1981 13
TAITO
"QIX"
* SERVICE * NOTES
Subject:
Subject:
Subject:
Game Powers Up But Will Not
Coin Up. Battery Is Too Low.
lntermittant Lock Up, Data/
Sound Board
CMOS Failure
Solution:
Solution:
Reset CMOS RAM. It Should
Be Noted That All Audit
Totals Will Be Wiped Out.
Tie NMI & IRQ Together
Improve Power Circuit CMOS
Ram
Procedure:
Open Back Door, Pull Wl out
on Video Board (Blue Jumper).
Wait 2 minutes, Power back on
and insert Wl back in. If
Language Select Frame does
not come on CRT, Power
Down, remove Wl again,
Short Pins 18 and 9 on U85.
Power Back on and insert W 1
back in.
Leave Game on for 12 hours.
If this procedure does not work
when you turn it back on,
replace Battery.
Solution:
Procedure:
Parts Needed:
On the Etch Side of the Data/
Sound Board, cut three traces.
Trace from U2 Pin2, U2 Pin3,
and cut the Trace J 6 Pin 16 to
the Feed Through.
Add a Jumper Wire from U2
Pin3 to the Feed Through that
was connected to J 6 Pin16.
One 150 OHM Resistor
One 390 OHM Resistor
One 10/ 16V Capacitor
Procedure:
Replace R65 with a 150 OHM
Resistor. Replace R61 with a 390
OHM Resistor. Add a 10/16V
Capacitor across ClOl observ-
ing polarity.
To measure the Charge
Current, take Wl (the Blue
Jumper next to the Battery)
out. Put an Amp Meter across
the two Pins. You should read
5MIL to lOMIL AMPS. Turn
off Machine and you should
read 200M AMPS to 400M
AMPS.
MIDWAY
"OM EGA RACE"
* ROM/RAM * CH ECK LIST
ROM/RAM CHECK LIST AND MOTHER BOARD
LOCATION COORDINATES
*
p
p
p
ROM 1
ROM 2
ROM3
ROM 4
OK-M-7
OK-L-7
OK-K-7
OK-J-7
p
p
p
RAM 1
RAM2
RAM3
OK-S-3 and/or S-2
OK-R-3 and/or (R/S)-2
OK-P-3 and/or (P/R)-2
BBU
RAM
OK-S-4
V
V
V
RAM 1
RAM2
RAM3
RAM4
OK-H-1 and/or (M/N)-1
OK-J-1 and/or (UM)-1
OK-L-1 and/or (K/L)-1
OK-(J/K)-1 and/or (N/P)-1
V
V
ROM 1
ROM2
OK-E-1
OK-F-1
p
** V
• If completely bad , no pi cture and no " BEEP" sound .
• * If completely bad , no picture.
For instance: if the 7th and the 12th chips down
from the top are found to be bad, they would look
like this (P RAM 3 NG) and (V RAM 4 NG).
In the above case, the "BEEPING" sequence
would be as follows:
7 ''BEEPS'',
PAUSE (2 to 5 seconds),
THEN 12 MORE "BEEPS",
LONGER PAUSE (10 TO 15 SECONDS),
THEN REPEATS ABOVE SEQUENCE.
NOTE: In addition to the "BEEPING", the game
will also flash its 1 and 2 credit LED lit
push buttons at you in sequence with the
"BEEPS" -7 "BEEPS", 7 "FLASHES"-
12 more "FLASHES" - and so on.
These "BEEPING" and "FLASHING"
sequences are repeated until the game is turned
off and the bad chip(s) are replaced or until the
Self-Test switch is turned off.

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