Star Tech Journal

Issue: 1983-February - Vol 4 Issue 12

11
STAR*TECH JOURNAL/FEBRUARY 1983
ATARI
COMPLIES TO FCC REGULATIONS
A NEW F.C.C. ORDER. By an F .C.C. order, adopted September 1, 1982, all coin-operated
electronic video games manufactured after December 1, 1982 are required to be verified for
compliance with the F .C.C.'s regulations for Class A computing devices (used in a commercial
environment) prior to marketing.
WHO MUST COMPLY. These new regulations must be complied with by all manufacturers,
distributors and operators in order to avoid interference to licensed communications services and
to public broadcast reception.
MEASURES TAKEN BY ATARI FOR COMPLIANCE. The game processor PC board
generates strong radio frequency (RF) signals. The digital circuitry connected through the harness
inside a game cabinet acts as an antenna sending outthe signals. In order to meet the F . C. C . limits,
Atari encloses the PC board within a metal cage prior to marketing the game. This cage acts as a
shield to stop RF emission from the board. Capacitors on the end board act as harness filters to
complete the necessary RF shielding.
LABELING REQUIREMENTS. All games manufactured after December 1, 1982 must be
provided with the appropriate F .C.C. compliance label. The old or "interim" label reads: "This
equipment has not been tested to show compliance with the F.C.C. rules ... " The required new
label reads: "This equipment complies with the requirements in Part 15 of FCC Rules for a Class
A computing device. Operation of this equipment in a residential area may cause unacceptable
interference to radio and TV reception requiring the operator to take whatever steps are necessary
to correct the interference." This labeling requirement applies to both domestic and IMPORTED
machines.
OPERATOR'S RESPONSIBILITY. This system that Atari has designed works and should
be maintained. Atari - as the manufacturer - conducts emissions measurement tests, and the
results are kept on file to verify their compliance. If Atari's system is modified in any manner
( e.g., the end board or metal cage removed), it becomes the RESPONSIBILITY of the OWNER
to verify that the machine still meets the required F .C.C. limits. For this reason, Atari strongly
urges that you do not tamper with or modify any part of the internal system of their games.
Verification testing on the part of an operator can be very costly, while willful violation of the
F .C.C.'s rules can subject you to substantial fines .
H&R Enterprises,
a division of
Famlee Electronics, Inc.
has .. .
Over
2 Million
Integrated
Circuits
ALL IN STO CK
TRAN SI STOR S AND DIODE S TOO 1
H&R
ENTERpRiSES
9025 Eton Avenue
Canoga Park, CA
91304
21}/709-4~40
TELEX: 6622~8
DOMESTIC
& EXPORT!
IMPLICATIONS OF NEW F .C.C. ORDER. Be advised that the manufacturer's verification
of Class A compliance prior to marketing does not give the owner an open-ended license to operate
the game in any manner. Specifically, the games cannot under any circumstances cause
interference to any licensed mobile radio communications (police, fire aeronautical, etc.) or any
licensed broadcast communications (radio, television, etc.).
CONSEQUENCES OF AN INTERFERENCE VIOLATION. If an interference situation
caused by any game is reported to the F.C.C., the machine can be physically removed from the
premises or the oiner can be required to cease operation of the machine until procedures are taken
on his part to eliminate the interference. Again, the owner will be held responsible; however,
recourse could be taken against the distributor who sold the machine to the operator.
GAMES MANUFACTURED PRIOR TO DECEMBER 1, 1982. As far as games
manufactured prior to December 1, 1982, they do not need to meet the new F .C.C . limits.
However, they CANNOT INTERFERE with any licensed communications. If any ATARI
games are creating an interference problem, there are steps that can be taken to eliminate the
interfering signal in most situations.
Atarfhopes this explanation is clearly understood as the implications of the new F .C.C. order
apply not only to manufacturers but to distributors and operators as well. If you have any
questions at all regarding this matter, do not hesitate to call Dari Davidson, Director of Technical
Services, at 800-538-1611. It is vitally important that we all take responsibility to ensure that
these regulations are met.
NEWS BITS/
SEGA "SUPER ZAXXON" KIT
STERN "LOST TOMB" KIT
Sega Electronics is offering their new "Super Zaxxon" game in both
convention and kit form. Contact your Sega Distributor for further
information.
Stern Electronics is now offering a low-priced conversion game called
"Lost Tomb" which can be used to convert any rasterscan video game.
The kit consists of PCBs, cable, marquee, monitor glass, control panel and
instruction manual. Stern also offers a $50 rebate for returning the Board
Set from a converted Stern video. Contact your Stern Distributor for
further details and pricing .
SELL IT.
Interested in advertising? S*Tl reaches over 4,000 service shops. Your message gets
read more than once and by more than one person .. . again and again. For more
information call Paul at 609/662-3432.
TIRED OF
~--- WAITING
FOR YOUR
BOARDS?
HOW MANY TIMES ARE YOU WILLING TO
HEAR, "YOUR BOARDS ARE NOT READY
YET'? MAKE THE CHANGE - COME SEE
US AND GET RESULTS - NOT EXCUSES'
"FLAT RATE"
prices for all repair' and exchanges
on printed circuit boards:
In an effort to streamline the processing and speed up our
printed circuit board repair/exchange program, we have
established a "flat rate" price for all repair and exchanges
(Monitor PC Boards not included)
These rates will NOT apply (1) If board has been
brutalized o, damaged by the customer. Missing components
will be charged separately. (2) Two sets of boards in metal
cases.
"Flat rate" charges will apply in ALL other cases.
LOGIC, CPU , MPU
$60
SCORE DISPLAY
$41
POWER SUPPLY
.. 41
LAMP DRIVER
.. 32
SOLENOID DRIVER . 41
TRANSFORMER . .. 34
SOUND/AUDIO
.. 41
ATARI VECTOR
ATARI AUXILIARY
70
GENERATOR. .
70
Fastest Service .. Quantity Discounts .. Call Nowt
FRISCO ELECTRONICS
& VENDING INC.
3299-19th Stree~ San Francisco, CA 94103
(Authorized Atari Service Center)
OPEN 24 HOURS!
DAY: (415) 648-5466 NIGHT: (415)359-5641
12
STAR*TECH JOURNAL/FEBRUARY 1983
A Regular Monthly Feature Technically Outlining a Newly Released Game
ATARI'S "POIE POSITION''
By Joe Connor, Active Amusement Co., Philadelphia, PA
The latest driving game to enter the market comes from
the company (Atari, licensed from Namco) that first
introduced driving games (GT-10) to the amusement
industry almost 10 years ago. "Pole Position" is being
met with great anticipation and hopes that it can top not
only Atari's own previous driving games ("Sprint II",
"Super Bug", and "Monte Carlo") but also two very
successful driving games manufactured by Sega -
" Monaco Grand Prix" and "Turbo". Like both of these
games, "Pole Position" includes some incredible graphics
and is available in an upright or sitdown cabinet.
Game action takes place at the "Fuji" Speedway in
Japan. The player drives a F ormula-1 race car, controlling
it with a steering wheel, two-position gear shifter, and
accelerator and brake pedals (brake pedal only used in
sitdown cabinet). If qualifying against the clock, the
player then races against the clock and other cars trying to
finish the race as fast as possible. Points are awarded for
passing cars, driving on the track, and finishing the race
with time remaining. Game play is perhaps the most
realistic of any driving game ever manufactured.
The steering is obviously the most critical control in
any driving game. In "Pole Position", the steering is
especially "natural-feeling" and responsive. When turning
through a curve, the front end of the car responds first,
turning semi-independently just like a real car. While
driving around the race course, objects on and around the
track appear almost exactly as they would if you were
viewing them from a speeding race car. Roadside bill-
boards ("Gravitar" needs the advertising a lot more than
"Centipede" or "Dig Dug") which can just barely be read
at full speed can easily be viewed by cruising up to them at slow speeds or stopping
in front of them (hardly the object of the game, but still a nice effect). Acceleration is
also semi-realistic by means of a SK pot instead of just a switch under the
accelerator pedal. All the outstanding graphics and realism have not been
accomplished without some variations in the electronics package. As mentioned
earlier, this is a licensed game (like "Dig Dug" and "Kangaroo"), so naturally the
board design would be slightly different than games Atari designs itself. "Pole
Position", however, is especially unique ( two independently powered logic boards,
RF cage}, and includes many new features never seen in previous Atari games.
DRIVING CONTROLS
Since "Pole Position" is a driving game, breaking it down into three areas that are
common to all driving games might be helpful. These would include steering,
acceleration, and shifting.
Steering- (See game manual Pages 3-10, Figures 3-5). Steering control, as usual,
is accomplished with the aid of an encoding wheel mounted under the steering
wheel. This encoding wheel breaks a beam of light which is directed at a photo-
sensitive transistor. There are two diodes and two transistors mounted inside a
packaged radial optic coupler. The CPU board receives information from this
coupler relating both the speed and direction of each turn of the steering wheel. The
coupler PCB is Atari Part Number AO35220-02. This is the same coupler board
used in "Centiped,e''. Keep in mind that this is an -02, not an -01 board. The -02
boards are pretested and they must provide adequate output voltage levels at certain
RPMs to be designated as -02 boards. Originally this was done to help cure the "my
'Centipede' sticks in the corners" problem. Fortunately, Atari also has made
available an -02 optic coupler (030369-02) that matches the -02 board. Previously
you could acquire an -02 board, but if the optic coupler went bad and you replaced
it, you wouldn't be sure if the new optic coupler fell within (-02) specifications. This
new coupler has mistakenly been printed 030369-01 in the steering wheel parts list,
when it actually is 030369-02. (See Atari "Pole Position" Modifications in this
issue of S*TJ, page 18.) The optic assemblies in Atari games used to be pretty
reliable. A few problems first developed when they were used in the" Football" trac
ball assembly. Not until "Centipede" did the whole mess with them really develop.
Fortunately, the problems with the couplers are much more noticeable when used
with a trac ball assembly. Since "Pole Position" is a driving game and uses a
steering wheel (as opposed to a trac ball assembly), you can be assured that there
probably won't be any more problems ~ith "Pole Position"
(probably less - the coupler is now a sealed unit) than
those experienced on previous Atari driving games like
"Sprint II".
The coupler board is connected via P52 (a 4-pin
connector) to the CPU board.
CPU Board (P20) Steering Coupler Board
Pin H
Pin 1 (Steering 2)
Pin Y
Pin 2 (+5 volts)
Pin Z
Pin 3 (Ground)
Pin 8
Pin 4 ( Steering 1)
On the logic board, the steering information 1s squared
and buffered by an MC4584 (SL) before entering a
custom chip in location 9K.
Testing/Maintenance - The steering can be checked
during the self-test procedure. While in test, the word
"steering" and a number to the right of it will appear on the
screen. As you rotate the wheel clockwise, this number
should increase; as you rotate the wheel counter-clockwise,
it should decrease. Any failure of this test would indicate a
bad coupler board or wiring problem. The steering
mechanism should be lubricated every six months. Atari
recommends a light film ofNyogel 779 or, ifnecessary, 3-
in-one oil for the bronze bearings and the two gears on the
steering shaft. For detailed information on lubricating and
assembling the steering mechanism, see the "Pole Position"
Game Manual.
Acceleration - ( See game manual Pages 3-14, Figures 3-
7). When the "gas" pedal is depressed, a spring and pulley
assembly located under the accelerator pedal turns the
shaft of a SK potentiometer. As the resistance of this pot
increases, so does the acceleration. The three wires from this pot are connected via
J25 (a 4-pin connector, 5-pin in a sitdown) directly to the CPU board.
Potentiometer
Green Wire ( centertap)
Black (ground)
Red (+5 volts)
CPU Board (P20)
Pin F
Pin P
Pin R
All acceleration information enters a 4066 ( analog switch, position 8K), directly on
the CPU board. The output of the 4066 is then fed to an analog to digital converter
(ADC0804, position SJ). This IC converts the analog acceleration into digital
information and feeds it directly onto the data bus, where it can be acted upon by the
microprocessor.
Testing/Maintenance - Like the steering, the accelerator can be checked during
self test. In the self-test mode, the word "accel" and a number (00) will appear on
the screen. As you press down the accelerator pedal, the number will increase from
00 to somewhere between 90 and AO. If this test fails, suspect a mechanical
problem in the foot pedal assembly or possibly a bad A-D converter on the CPU
board.
The only maintenance recommended for the accelerator is periodic ( 4 months)
lubrication. Spraying the pivot pin and surround area, the springs, cable and pulley
with dry teflon spray should be sufficient.
The accelerator assembly appears to be very straightforward in its design and
really should pose no mechanical or electrical problems. However, there is one
aspect which makes it quite unique and is very important to keep in mine whenever
troubleshooting or just powering the game up. You may have noticed various
warnings in the "Pole Position" Manual: "DO NOT DEPRESS THE ACCEL-
ERA TOR OR BRAKE PEDAL WHEN TURNING ON THE GAME OR
SWITCHING TO THE SELF-TEST MODE. THIS WILL CAUSE FAULTY
PROGRAM INITIALIZATION AND INCORRECT ACTION OF THE
PLAYER CONTROLS."
This advice is important because the game has been designea so that on power
up the logic board references the position of the accelerator pedal ( SK pot) and uses
this as the starting point for acceleration. Obviously the pedal should be fully
elevated or else the board will "think" that whatever position the pedal is in on
power up is the starting ("0" acceleration) point. Idealistically this is a good idea
(negating the effects of a worn or dirty pot), but in practicality causes problems. To

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