STAR*TECH JOURNAL/OCTOBER 1983
25
The "Bear" Facts continued from page 12.
The relay is used to keep any noise or spikes from being produced or
fed back into the timing circuitry, so it's acting as an isolator.
C. Remove the motor from the game, vendor, etc., and apply said voltage
again. If no response is noticed ...
D. Replace the motor.
11.vdc CDIL
CIRCUIT
CLUTCHES
;::=
~
Most clutches engage when an electrical current is applied. If a motor is
running, you may apply the correct voltage directly to the clutch. If it
does not engage, the clutch should be replaced.
~
L.. -•-IM-IN- c.--~--'--~
~ - - - - - ; +12vdc
SOLEN Of D
f OW ER
sour:
TO
+ 1. '1 vdc.
~
TOTI-ff
,__ _ _ _ _ _ _ ➔
> SOLENOID
Now to design the timing circuit In the March '83 issue of
Sta'*Tech Journal in my "Bear" Facts column, I showed you how to
build a pulse timer clock, but the pin numbers were left out by mistake, so
let's correct that first
VDD
VRI
BRAKES
The same procedure is used for brakes. If any of the tested motors,
clutches, or brakes do work when the direct voltage is applied, the
problem is in the logic or drive circuitry.
It's that simple! Next month we will finish up this four-part series by
going into the simple logic and drive circuitry used to actuate these
motors, clutches, brakes, lights, etc.
This month's information from Peter Gurko at Kiddie Rides U.S.A.
is lengthy, so there won't be any game modifications or new game
previews. But you should see what I've got lined up!
So, here's Peter. Until next month, take care - "Bear''.
R"l...
'if
:!'OUTPUT __J""1_f1_Jl_
GINO RONDINA
RALLY VIDEO CAR
VR1 = 1 meg .n.. variable
R2=1K.n.
C1 =.01uf
Cl
.Of
d
Now hook up the 555 pulse timer that we looked at in March to a
4017 that we looked at in the May issue of Sta'*Tech Journal. The
4017, being a decade counter/divider that can be cascaded, is an ideal IC
for timing circuits. Let's try it.
IM.n.
r --
ii<.n.
NE
VDD
55"5" TIMER
40 17 DIVIDE-llY-
U$ED AS A
C..LC! C.K PULS':
!..Q COUN1ER
.OJ
Mf
VOD
'-1Ci7 DIV I DE-BY-
JQ COUNTER
.__......._s_ ...., , ,
111111111,,1111
1111111 IPDT
swttcll Is II 1111
"11 IID"
111111111, 1111
ll ■er wNI lie
n11111. h1111•
111111 "11 IDD"
,-111111, 111,
clrc■I
,.
1'-
- hrioo
e 4 I
1./017 DIV1Df-BY-
.!..9.
COUNTE"f\
l"2.
di h
rtlll.
After building this circuit you will connect it to the one-shot timer
described in the March issue that activates on the negative leading pulse
edge. That will tum on the relay, which will activate the solenoid which
will trip the camera! Enough? What I'm getting at is this: you can take the
building block circuits that we look at each month, put them together and
have a functional circuit Just use your imagination.
Now for the technicians who are familiar with videos, but kiddie rides
or arcade pieces throw them, this, the third of a four-part series, will
explain how simple it is to test motors, clutches, brakes, etc. Sounds like
you're going to be working on a car, doesn't it? Well, you're not.
1. After testing your power supply outputs and making sure that they are
good, you'll test the connectors, switches, and wiring.
2. After checking the wiring, connectors, etc., and confirming that they
are good, you'll test your motors, clutches, etc. as follows:
MOTORS
A. First verify the motor's operating voltage. Most motors have this
listed on the motor itself.
B. Second, you will attach this voltage to the motor and watch to see that
the motor operates. If not ...
By Peter Gurko, Kiddie Rides U.S.A., Davenport, IA
One of the new kiddie rides offered this year is the Rally Video Car by
Gino Rondina. It is quickly becoming one of the highest revenue return
items in the kiddie ride market for restaurants, malls, and arcades, and
for some easily recognizable reasons.
The Rally Video Car couples the feel and attraction of an on-track
race car with an elaborate yet comprehensible video game to be played
by youngsters from 3 to 12 years of age. The car itself seats one child and
moves in both a rocking and back-to-front motion. A foot pedal is placed
for ease of use right where an accelerator pedal should be. When a coin is
inserted, the car ride begins moving and its respective car on the monitor
screen also begins moving when the pedal is depressed.
On the screen the child sees his/her car moving along a track passing
other cars. On each side of the road are trees. At intervals along the road
are places where the driver drives in to gain points and get gas. If at any
time the driver moves off the road or into an opposing car, a crashing
sound is heard and the car ride stops its motion, as does the car on the
screen until the driver reaccelerates and continues down the track. The
track consists of straightaways, curves, oils licks, and 65 ° angles which
enhance the excitement and "feel of the road" for the player. At the end
of play time (adjustable by the location operator), if the child has not
reached a maximum level of points, the driver gets out of his car and
jumps up and down. If the child reaches to or beyond the set high level of
points, an audible fanfare is produced and a photo finish displayed
The ride can be used as the moving and video car together or as a
moving ride only. In either application the Rally Video Car uses less
space than a standard hydraulic ride and can be positioned alongside a
wall for maximum space utilization. It is becoming more and more
common to find adolescents and young adults beside the car competing
with each other.
The screen of the monitor displays the amount of gas remaining, the
score achieved, the time left on the play, and the total points that could
have been obtained. This concept has long been awaited and is a sure bet
to replace all film equipped video rides.
The ride itself is a motor to gearbox configuration with offset lobes
for the rocking motion and a slide channel for the back-and-forth motion.
The coin acceptor can be adjusted for any presently used coin size or
multiple coin insertion. Volume and time are adjustable by the location
operator.
The video monitor is cooled by a 6-inch muffin fan for 24-hour play
and all PROMs are socket inserted. A switch is present so that the ride
can be used without the monitor game. All parts are obtainable from
local semiconductor retailers with the exception of the programmed
chips which Kiddie Rides U.S.A. stocks.
One last aspect of the Rally Video Car which operators have
favorably remarked about is that a child who does not yet enjoy video
games will still enjoy the motion and sound appeal of the car alone.
The simplicity of the mechanical ride together with the standard
features of the video monitor retains this ride in a constant "up" status.
With "down" time decreased and the proven high revenue, the Rally
Video Car produces, no wonder this ride/ game is one of the hottest new
additions to malls, restaurants and arcades.
For more information, call toll-free 800/553-8000 or stop by our
booths at the AMOA and IAAPA shows.
!vext month, for all you pulse generators, a more detailed analysis
of the Rallv Video Car.