Star Tech Journal

Issue: 1982-July - Vol 4 Issue 5

10
STAR*TECH JOURNAL/JULY 1982
A Regular Monthly Feature Technically Outlining a Newly Released Game
GOTTLIEB'S "CAVEMAN"
By Joe Connor, Active Amusement Co., Philadelphia, PA
"Caveman" is a totally new concept incor-
porating Gottlieb' s current pinball system with
a new video system to create the.first pin/video
game. The interaction between alternating
pinball and video play is what makes this game
completely unique and offers such a great
challenge from either a player' s or technician's
viewpoint. Certain new engineering and soft-
ware features have been added to aid in
maintenance and troubleshooting. Isolating the
problem to either the pinball or video system is
the most efficient method of troubleshooting
"Caveman". An understanding of each
individual system (pinball and video), and
most importantly, how these two systems
communicate with each other is essential.
Game Play
At first glance, "Caveman" may appear to be
two separate games which just alternate when
the ball is trapped in the left or right ball
shooter. Overall game play and scoring, how-
ever, is intertwined between both the pinball
and video sections. Many "shots" on the
pinball playfield affect the video game features.
The vari targets change the "Bonus Dinosaur
Timer" and completion of the C-A-V-E targets
enters an extra ball object onto the video
screen, to name just two. While some shots on
the pinball affect the video game, the inverse is
also true. The extra ball is awarded by capturing
the extra ball object on the video screen. Also,
bonus can be added and the bonus multiplier
can be advanced by successfully crushing the
objects on the video screen. As can be seen
while only one part of"Caveman" is played at
any given time, successful strategy and scoring
is dependent upon both the pinball and video
sections. An understanding of game play and
scoring can help generate player interest and
can also be helpful in isolating a failure. ( Gottlieb released " How to Play
'Caveman" ' instruction sheets through its distributors, and also included
it in the game package.) For a detailed description of game play and
scoring, see the " Caveman" Game Manual, pages 6 and 7.
Pinball
Game Prom - P810
Sound Proms - P810-Sl, P810-S2
System BOA
The pinball system used in "Caveman" is System BOA. This is
Gottlieb's latest pinball system and will permanently replace System 80
in future games. This new system varies only slightly from the original,
first seen in "Spiderman" . These additions/ changes include:
1. New U2 and U3 ROMs in control board
U3
System
U2
R3272-12
80
R3273-12
X0327
80A
X0326
2. 7-digit displays replace 6-digit displays.
3. CR2, CR3, and CR4 diodes are replaced by jumper wires on driver
board.
4. Improved bookkeeping and self test capabilities.
5. A reset board has been added and attached to control board.
The reprogrammed RO Ms in the control board are necessary to control
the extra display digit. These ROMs also contain changes to improve
self test and increase the number of coin/ credit
combinations. The diodes were removed from
the driver board to negate possibility of a leaky
diode turning on an MPS-U45 driver transistor.
The reset board can be mounted in any System
80 game and has been available for some time.
"Devils Dare" was the first game to come
already equipped with it. The absence of the
IRQ signal and/or a display digit strobe will
cause this board to generate a reset pulse to the
6502 microprocessor, resetting the game to the
game over mode. This is intended to keep the
MPU from locking up and possibly turning on a
single bright digit, thus burning out the display
tube. Normal operation will occur with this
board connected or disconnected. Its purpose
is strictly as an MPU watchdog.
With the introduction of 7-digit displays,
Gottlieb hopes to make millions.
Options/ Adjustments
In addition to the standard array of options
available in "Caveman", there are extra coin/
credit combinations for greater flexibility. As
always, option switches are located on both the
control and sound boards. Take note that a
liberal/ conservative setting is available and
that dip switches 6, 7, and 8 (referred to as
spares in option listing in game manual) must
be off for proper game operation. These
switches are only used during video self test.
The only playfield adjustments are the
posts located above the left and right outlane
lamps.
Board Set
The only new boards in "Caveman" are the 7-
digit displays. Slight modifications have been
performed to the control and driver boards ( see
System 80A). All other boards are identical
and interchangeable with previous System 80 games.
Relays
Three relays are present in " Caveman". These include the Q (game
over), the T(tilt), and theA (lamp) relays. The Q and Toperate the same
as on previous System 80 games with one exception. In addition to
pulling in during a game tilt, the T relay will energize whenever the ball is
trapped in the left or right ball shooters. This effectively disables the
pinball playfield when the video game starts. This relay will stay
energized or deenergized, dependent upon success in video game play.
The A relay is unique to " Caveman". It energizes when the ball is
trapped in the left or right ball shooters. When this occurs, the normally
closed contact supplying 24VDC to the lightbox illumination lamps
opens, turning these lamps off. The make/break contacts toggle, turning
the ball in play lamp off and the time lamp on. The action between these
lamps is momentary and is accompanied by the bonus time flashing in
the Ball-in-Play display window.
"A RELAY"
+ 24VDC------~
1--------.Lightbox Illumination
rL
______ " Ball-in-Play Lamp
A3J2
Pin
10 ... - - - q t - - - - - - 1 ,---
) Time Lamp
11
STAR*TECH JOURNAL/JULY 1982
Self Test/Bookkeeping
The bookkeeping steps 1 thru 15 are the same for "Caveman" as all
previous games. The diagnostic tests steps 16 thru 20 are similar but
include improvements (part of the System BOA changes). The lamp test
( step 16) now identifies each lamp as it is turned on in the third and fourth
players' score display and the status display. The solenoid test(step 17)
now includes a sound test and a method of checking the dip switch
settings on the control board. The self test on the sound/speech board is
less complicated than on previous games. Depressing the test switch will
initiate all speech patterns and various game sounds. For a detailed
description of self test and bookkeeping, see the "Caveman" Game
Manual. For more information on the Gottlieb pinball system, see the
New System Preview on "Haunted House", Star*Tech Journal, April
'82 (Volume 4, Number 2).
Game Power Distribution
See Diagram 1.
The system power distribution is fairly similar to that of any System
80 pinball game. Obvious additions to accommodate the video game
system are present. They include an added lOvac tap for the video card
cage power and a 120vac tap for the TV monitor.
Fuses
Fl
F2
F3
F4
F5
F6
F7
F8
F9
FlO
Cabinet Fuses
Destination
Sound/Speech Power Supply
Power Supply
Displays
Solenoids
Controlled Lamps
Playboard Illumination
Card Cage Assembly
Sound/Speech Power Supply
Primary Power
Monitor
DIAGRAM 1
Value
.5 amp
5 amp SB
.25 amp SB
8 amp SB
6.25 amp SB
7.5 amp
5 amp SB
1 amp SB
5 amp SB
2 amp SB
Video System
The video system for "Caveman" is a multi-board card rack system built
around the Intel 8086 micro processor. Unlike the processors used in
most games, Z80, 8080, 6502, and 6800, which are all 8-bit processors,
the 8086 is a 16-bit processor, the first 16-bit processor used in the
amusement industry.
Boards/Hardware
There are six boards contained in the "Caveman" card rack. Unlike the
card rack system in Midway's "Gort"' or "Wizard ofWor'', these boards
must be placed in a specific order in the cage.
These boards include, from bottom to top:
1. l/0 RAM Board - Receives information from driver board, com-
municates to control board.
2. E Prom Board - Program proms, all game instructions.
3. CPU Board - Master controller for all read/write functions, ROM
and RAM memory accessing, 1/0 communications and bus manipu-
lations to control all operations.
4. Video 1 - Home of CRT controller, generates vertical and horizontal
sync, controls video memory lines, memory accessing, and sequencing
of memory and data.
5. Video 3 - ROM memory for video output including color.
6. Video 2 - Digital video converted to analog color video information,
output jack for connection to monitor.
The hardware used in the card rack system is built around 8000 series
chips. They include:
8086 - Intel 16-bit microprocessor
825 9 - Interrupt controller
8282 - 8-bit latch
8284 - clock, reset and ready generator
Additional ICs include:
D2732A-3 - E Proms (program)
MC6845 - CRT controller
2016P-2 - Color RAMs
1 Ovacffi-+12vdc
PINBALLNIDEO SYSTEM POWER
+Svdc
REG.
VIDEO
CARD
CAGE
3vac
a;
Line
Voltage
§
.E..-
rJ)
5vac
Control Driver
Reset
Pop Bumper
Boards
4 and 7
Digit Displays
12vac
C:
~
I-
10vacill---+12vdc
Pinball
Power
Supply
Sound/Speech
Power Supply
60vac
Solenoids
28vacill---+24vdc
NOTES
1. +5 volt regulator for video cage is
an LAS1905.
2. Both transformers are NEW.
1. 8-21727
2. C-21728
3. BR1 thru BR4 are BR252 or equiv.
4. 6800 MFD 25V capacitors are
connected from ground to outputs
of BR1 and BR2.
5. 3vac and 5vac ride on +5vdc and
+Bvdc (not shown) centertaps
eminating from pinball power
supply.
a;
E
.E C\I
rJ)
General
Illumination
Lamps
6.3vac
C:
~
I-
8vac-m----+6vdc
1 20vac Isolated
'
/
Controlled
Lamps
1
Monitor
+60vdc
+42vdc
+Svdc
-12vdc
+12vdc
+30vdc
Sound/
Speech
Board

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