Star Tech Journal

Issue: 1983-March - Vol 5 Issue 1

STAR*TECH JOURNAL/MARCH 1983
3
PURITY, CONVERGENCE AND TRACKING
ADJUSTMENTS FOR WELLS-GARDNER
COLOR X-Y MONITOR
All the adjustments can be made while the monitor is mounted in the
game. Allow 15 minutes warm-up time before attempting these
adjustments. Remember to observe the precautions regarding high
voltages when you make any adjustments on this display.
A. Purity Problems
1. Preliminary
Turn the monitor so it faces north or south. In the case of cocktail
games, all adjusments should be made with the monitor facing up.
Then degauss the picture tube with a hand-held degaussing coil.
Enter the self-test mode and advance the screens until the horizontal
and vertical checkerboard pattern is displayed. Then rotate the
encoder wheel on the control panel of the game until only the green
pattern appears.
2. Green Purity Adjustment
Loosen the yoke-retaining clamp so that the yoke can move. Slide
the yoke toward the back. Now, remove the rubber deflection yoke
wedges. These are the small rubber wedges between the yoke and
the tube. These are glued to the tube, so you will probably have to
peel them off. These will be used later in the final dynamic
convergence procedure. Now, remove any glue that may be holding
the purity and convergence rings in place. These are 3 sets of 2 rings
each, located behind the yoke. The first set (the pair closest to the
front of the tube) are the purity rings, the second or center pair are
the red and blue convergence rings, and the last pair are the green
convergence rings. Working with one set of rings at a time, rotate
one or both rings in a line so that they face opposite directions from
each other. In this position, they are set for minimum deflection.
Slowly slide the yoke toward the front of the CRT until the
pattern displayed is an overall pure green. Tighten the yoke clamp
lightly, then rotate the yoke to level the pattern on the face of the
CRT.
3. Red and Blue Purity Adjustment
Turn the encoder wheel until only the red pattern is displayed, and
slightly readjust the yoke for a uniform and pure red. Then turn the
wheel to the blue pattern and adjust that the same way. Go back and
check the green and the red patterns, and check to be sure they are as
pure as you can get them. Some compromise will have to be made
here, as all 3 colors will probably not be pure, but get them as close
as you can. Now tighten the yoke in place, and you are ready to
make the fine purity adjustments. This is done by adjusting the
purity rings for the best overall purity of each color. When all 3
colors are pure, put a small amount of glue on them to keep them in
place.
B. Static Convergence Adjustments (Center Area)
1. Preliminary
Put the game into self-test mode and advance the screens until the
horizontal and vertical checkerboard appears. Advance the encoder
wheel until only the red and blue lines are displayed.
2. Convergence
Adjust the tabs on the center pair of adjusting magnets so that the
red and blue lines are superimposed on each other (Do this at the
center of the screen.) Next, turn the encoder wheel on the control
panel until the red, blue and green lines are displayed. Adjust the
tabs on the pair of magnetic rings closest to the neck PCB ( the green
convergence rings), so that the green line is superimposed on the red
~d blue lines. (Do this at the center of the sc~een.) At this point,
with all 3 guns on, the checkerboard pattern m the center of the
screen should be pure white. When this is completed, put a small
amount of glue on the rings to keep them in place.
C. Dynamic Convergence (Outer Area)
1. Preliminary
Put the game into self-test mode and advance the screens until the
horizontal and vertical checkerboard is displayed. Advance the
encoder wheel until the red, blue and green lines are displayed.
2. Convergence
Up/down movement of the yoke causes the outer edges of the screen
image to swivel clockwise or counterclockwise. Side-to-side
movement causes the lines at the outer edges to expand and
contract. Move the yoke in the up/ down and side-to-side directions
until the outer lines on the screen are pure white. Then secure the
defelction yoke by putting the rubber deflection yoke wedges back in
between the picture tube and the yoke's white collar. Secure the
wedges with glue or RTV, and then tighten all screws holding the
deflection yoke clamp and magnets in place.
D. Tracking Adjustments (Neck PCB)
1. Preliminary
Put the game into self-test mode and advance to screen #5 (seven
groups of colored bars of various intensities). Next, turn on all the
pots on the neck PCB to their full clockwise position. Tum the
brightness control to a level that clearly displays the fifth line from
the right of the center group of lines. If the sixth line from the right is
visible, reduce the brightness. If the fifth line from the right is not
clearly visible, increase the brightness. There are six pots on the
neck board - 3 for red, green and blue bias, and 3 for red, green and
blue drive. The bias pots are for controlling the low intensity color
mix, and the drive pots are for the high intensity color mix. When
properly adjusted, the color of a line should remain the same
whether it is bright or dim. In actual practice, a line that is bright
white will probably appear blue-white when the intensity is
decreased.
2. Bias Adjustments
Adjust the red, green and blue bias potentiometers until the fifth line
from the right (the lowest intensity line) is pure white. These pots
are labeled R bias, G bias and B bias.
3. Drive Adjustments
Adjust the red, green and blue drive potentiometers until the first
line on the right ( the high intensity line) is pure white. Drive pots are
labeled R drive, G drive and B drive. If you fmd it impossible to get
both the low and high intensity lines pure white, adjust for pure
white at the high intensity level, and just get the low intensity level as
close as you can.
This completes the alignment procedures for the Wells-Gardner
color X-Y monitor.

000
Star*Tech Journal, Volume 5, Number 1, March 1983. Copyright 1983 by Star*Tech Journal Inc. All rights reserved. Star*Tech Journal is published 12 times a year. Address
inquiries to: P.O. Box 1065, Merchantville New Jersey 08109. Phone: 609/662-3432. Star*Tech Journal verifies the contents of the articles herein as much as possible.
However, any reader using this information does so at his/her own risk. Star*Tech Journal accepts no responsibilities for its advertisers' activities._ Subscription rates: U.S.A. -
$40.00. Canada - $45.00. Other Countries - $70.00. Please remit payment in U.S. funds. Advertising rates available upon request. Staff: Publisher/Editor: James Galore.
Administrative Assistant: LT. DiRenzo. Art/Advertising Coordinator: Paul Ehlinger. Circulation Promotion: Linda Geseking. Typesetting/Layout: Dale Melonl Graphics.
Contributing Technical Writers: Todd Erickson, Frank Becker, Mark "Beaf' Atteberry.
STAR*TECH JOURNAL/MARCH 1983
4
TECHNICIAN COMPONENTS GROUP
QUALITY REPLACEMENT
SEMICONDUCTORS
AVAILABLE FOR THE
ELECTRONIC GAMES
INDUSTRY,
INCLUDING THE FOLLOWING
MANUFACTURERS:
• ATARI
• BALLY
• CINEMATRONICS
• EXIDY
• GOTTLIEB
• GREMLIN
• MIDWAY
• STERN
• WILLIAMS
AVAILABLE FROM YOUR LOCAL
TCG DISTRIBUTOR
Rush me a FREE Electronic Games
cross reference Gulde #CR10
By Todd Erickson, Summit Amusement, St. Paul, MN
ATARI'S "POLE POSITION" NOTES
Atari has just gotten back into the driver's seat as the foremost manufacturer of driving games. "Pole
Position" is so realistic, it is more of a driving simulator than just a game! The game had been in
development for two years in Japan by Namco. Some of the last Namco-developed games were "Dig-
Dug", "Galaga", and "Pac-Man". "Pole Position", unfortunately, costs more than most games.
Return on investment is still the most crucial factor. This game has been the dominant, number one
game in every location I have it in. Longevity is the main consideration when buying a game today.
Strong driving games have always been good. "Sprint II" is a 1976 game and it still earns in many
locations. Sega's "Monaco" earns the same as most new games.
Graphics will give a game high initial earnings, but not longevity. The game must play well in order
to have lasting player appeal. " Pole Position" has both good graphics and indeed plays well.
( A question I have in reference to this game is wondering how the consumer division will duplicate
it!)
COMPANY NAME
YOUR NAME
* ATARI'S "POLE POSITION" NOTES* ATARI'S "DIG-DUG" DIFFICULTY ADJUSTMENT
*ATARI'S " BLACK WIDOW'/"GRAVITAR" UPDATE
* THE OPERATOR'S BUSINESS STATUS* SEGA "TAC-SCAN" CONVERSION KIT
* BALLY/MIDWAY "SUPER PAC-MAN" DROP OFF
* BALLY/MIDWAY "PAC-MAN PLUS"
TITLE
ADDRESS
CITY
STATE
ZIP CODE
PHONE NO.
CLIP AND MAIL TODAY TO :
NEW-TONE ELECTRONICS/TCG
DEPT. G1/44 FARRAND STREET
BLOOMFIELD, NEW JERSEY 07003
You are probably asking yourself how they ever made this game so realistic. Namco engineers
placed G-meters in a race car a.nd learned exactly what forces the cars are subjected to while racing,
then they incorporated this into the software of the game. The game costs a lot of money, but it was
spent in development. It is not a 90-day wonder that someone put together quickly.
The only maintenance problem I have had is that the gas pedal does not return all the way up. It
must return when the game is powered up to get maximum throttle.
ATARI'S "DIG-DUG" DIFFICULTY ADJUSTMENT
This game has had an excellent response. In fact, it has had such high player appeal that many people
have learned the game well enough to play for extended periods of time.
There are four levels of difficulty: A, B, C, and D, that are adjustable. When you receive the game
it is on Level B. The game comes from the factory with the first extra life at !Ok and every 40k
thereafter. When the game is moved or installed in a new location, I recommend setting the extra life at
10 and 50 with the difficulty level at B. The reason for this is that the extra 1 Ok between bonus levels
will make it more difficulty for the advanced player while Level B will allow the beginners a fair shake.
ATARI'S "BLACK WIDOW''/"GRAVITAR" UPDATE
WE
REPAIR
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Video Games
Domestic & Foreign
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formerly with Bally
Send your
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Altamonte Springs, FL 32701
(305) 339-6601
Early last year Atari was testing "Gravitar" and had some fine reports. The market shifted as they
released the game. It seemed the public wanted cartoon games. The "Asteroids" -type game is dead
today. Atari had geared up for a good run as the market shifted. Atari, like all big manufacturers, has to
plan months ahead for what they are going to build. Consequently, they were caught with a lot of
unused parts and new games. Now the good part: Luckily, Atari has a game that they could change
"Gravitar" into - "Black Widow". They will be changing their games and, for a small charge, they
will sell the operator the necessary parts, received through their distributor. I feel that this is a very
responsible move and shows good use of Atari's resources. They have replaced a marginal game with
a better one that will help the operator.
THE OPERATOR'S BUSINESS STATUS
As we all know, business is down now. We have all had many record years in a row. Several operators
have now slowed their buying or stopped buying new games in respect to their growth. Business may
be down, but it isn't bad. The amazing part of this industry is that we are giving the majority of our
profits away to the location! The operator who doesn't buy properly today and places guarantees on
his new equipment, or a 60/40 cut, will not be with us in the future.
SEGA "TAC-SCAN" CONVERSION KIT
With all the early problems that plagued" Space Fury", we now have an excellent conversion for this
game. I changed my game to a " Tac-Scan". This is one of the best kits on the market for a return on
investment. Every Sega X-Y game should be changed to "Tac-Scan".
BALLY/MIDWAY "SUPER PAC-MAN" DROP OFF
This game has not had the longevity that it should It earned very well at first, but then dropped. It is
my feeling that this game is too hard. The game has adjustable levels of difficulty which is good. The
player plays other "Pac-Man" -style games and it gives the bonus at 10,000. On "Super Pac-Man",
the bonus is at 30,000 and 100,000! I feel that the first level should be 10,000 with the second level
adjustable. This is not available, however. I contacted Stan Jarocki from Bally /Midway and he sent a
telegram to Namco to see if they could change this feature. I hope to have a reply before the AOE
show.
BALLY/MIDWAY "PAC-MAN PLUS"
Excellent kit - should be installed on all "Pac-Men".
*
MURPHY'S LAW
#501
If you mess with a thing long enough, it'll break.

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