Star Tech Journal

Issue: 1982-July - Vol 4 Issue 5

9
STAR*TECH JOURNAL/JULY 1982
American
Arcade
Technical
Academy
GREMLIN/SEGA
"TURBO" MODIFICATIONS
Problem: Noisy Audio
Solution: Remove R215 and R283 from the Sound Board (PIN 800-0123)
Problem: Accelerator test shows only 0, 1, 2 in Self-Test.
Solution: Some "Turbo" units do not provide full accelerator control. Recently,
all Gremlin/Sega distributors have been given a simple rework kit to take care of
that very problem. This is the procedure:
1. On the Accelerator Mechanism IC Buffer Board (PIN 834-0104), located on
the mechanism itself, exchange the two 1 OK ohm resistors for the two 22K
ohm items provided in the rework kit. Rerun the self-test sequence.
2. If the problem persists, adjustthe power supply voltage to 4.8 VDC at full load,
or 5 .1 VDC at no load.
Problem: Game time setting doesn't change.
Solution: On page 5 of the "Turbo" Owner's Manual (PIN 420-0681) add the
following notes:
1. When the CPU Board DIP Switch # 1 is set in the "SKILLED" position,
game time is automatically set to 55 seconds. Option switch settings have no
effect.
2. Regardless of"Game Time" option selection, the displayed countdown begins
at 99 seconds, but does vary its rate of countdown according to option
selection settings of DIP Switch #2 positions 1 & 2.
3. DIP Switch # 1 position 5 is an option used for game testing purposes. Set in
the " OFF" position, the game will operate normally. Set in the "ON"
position, however, your car will not crash. In other words, DIP Switch # 1
position 5 is an "endless game" option.
Problem: The game fuse blows when the volume is turned up full
Solution: Add a 200 ohm ¼ W resistor to pin-1 of each volume control pot, and
add a 3.3K ¼W resistor in series to pin-3 of each volume control pot. This will
solve the problem.
Courtesy of Gremlin/Saga's Service Newsletter "DATA BUS"
MIDWAY
"PAC-MAN" TROUBLESHOOTING STEPS
Troubleshooting Logic Board PC A082-91375-AOO0
1. Check +Svdc at CPU and ROMs.
2. Reset line pin #26 of CPU normally high and goes low with reset.
3. 6MHZ clock frequency at pin # 13 of 8-B and 3MHZ at pin #6 of CPU.
4. Check ROM test for a memory failure.
5. Check all address and data lines at CPU.
6. Check all address and data lines at 4-A and 7-F color proms.
7. Check all address and data lines at 5-E and 5-F character ROMs.
8. When character ROM 5-E is removed, game plays but maze is missing.
9. When character ROM 5-F is removed, game plays but Pac-Man and ghost
monsters are blocks of color.
10. When all program ROMs are removed, the screen will be rows of blue
diagonal lines.
11. Check sounds and switches using test switch.
12. Switches #7 and #8 must be off for normal game play.
13. Switch #7 on will test racks.
14. Good Luck!
* In-depth
instructions on
*
*
*
*
solid state game
equipment
Concise 6-day
course, including
textbooks and
technical manuals
Beginners course:
Second Monday of
each month
Advanced course:
Fourth Monday of
each month
Newly expanded
lecture staff
headed by Richard
Turner, former
field service
engineer,
instructor of
electronics at
California
Community
College, military
instructor/
supervisor,
and owner of an
electronic
maintenance
service.
4688 Alvarado Canyon Rd.
San Diego, CA 92120
Call now for information:
(714) 287-4263
(In California)
(800) 854-2521
(Nationwide)
Credit cards accepted.
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

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