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Manual / Guide · c. 1995–96

Atari Games Area 51 — Operator's Manual

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Optic gun assemblies and calibration.

Author
Atari Games
Year
c. 1995–96
Type
Manual / Guide
Credit
Atari Games. Copy via the Internet Archive (item 'arcademanual_Area51.man')
  • area 51
  • arcade
  • optical gun
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Atari Games Area 51 — Operator's Manual

TM-402 2nd printing ad 24 Rv) tO] \yyu j dur o ~~ 9] 9 i = - ~~ Ya - ~ M TIME WARNER INTERACTIVE | Operator’s Manual with Schematics TIME WARNER INTERACTIVE INTRODUCTION 4 AREA 51 OPERATOR’S MANUAL NOTICE COPYRIGHT Copyright © 1995, 1996 by Atari Games Corporation. All rights reserved. No part of this publication may be reproduced by any mechanical, photographic or electronic process, or in the form of a phonographic recording, nor may it be stored in a retrieval system, transmitted, or otherwise copied for public or private use, without permission from the publisher. The game play, all graphic designs, this technical man- ual, its accompanying schematic diagrams, and the dis- play manual are protected by the U.S. Copyright Act of 1976. This Act provides for substantial penalties for violating federal copyright laws. Courts can impound infringing articles while legal action is pending. If infringers are convicted, courts can order destruction of the infring- ing articles. In addition, the Act provides for payment of statutory damages of up to $50,000 per infringing transaction in certain cases. Infringers may also have to pay costs and attorneys’ fees and face an imprisonment of up to five years as well as fines of up to $250,000 in the case of individuals and up to $500,000 in the case of corpo- rations. Atari Games Corporation will aggressively enforce its copyrights against infringers. We will use all legal means to immediately halt any manufacture, distribu- tion, or operation of a copy of video games made by us, Anyone who purchases such copies risks forfeiting such a game. Published by: Atari Games Corporation 675 Sycamore Drive Milpitas, California 95035 Printed in the U.S.A. 1/96 Produced by the Time Warner Interactive Technical Publications Department. Design: Andrea Dencker Writing and Editing: Ray Munson Cover: Andrea Dencker and Steve Caterson UW NOTICE RE NON-ATARI® PARTS WARNING Use of non-Atari parts or modifications of any Atari game circuitry may adversely af- fect the safety of your game, and may cause injury to you and your players. You may void the game warranty (printed on the inside back cover of this manual) if you do any of the following: e Substitute non-Atari parts in the game. ¢ Modify or alter any circuits in the game by using kits or parts not supplied by Atari Games Corporation. FCC COMPLIANCE This equipment generates, uses, and can radiate radio fre- quency energy, and if not installed and used in accor- dance with the instruction manual, may cause interfer- ence to radio communications. It has been tested and found to comply with the limits for a Class A computing device pursuant to Subpart J of Part 15 of Federal Com- munications Commission (FCC) Rules, which are de- signed to provide reasonable protection against such in- terference when operated in a commercial environment. Operation of this equipment in a residential area or modi- fication to this equipment is likely to cause interference, in which case the user, at his own expense, will be re- quired to take whatever measures may be required to correct the interference. If you suspect interference from an Atari game at your location, check the following: e All ground wires in the game are properly connected as shown in the game wiring diagram. e The power cord is properly plugged into a grounded three-wire outlet. e On games provided with an Electromagnetic Interfer- ence (EMI) ground plane, be sure that the game print- ed-circuit boards (PCBs) are properly installed on the EMI ground plane and that the end board is securely installed with all screws in place and tightened. If you are still unable to solve the interference problem, please contact Customer Service at Atari Games Corpora- tion. See the inside front cover of this manual for service in your area. AREA 51 OPERATOR’S MANUAL “ INTRODUCTION SAFETY SUMMARY The following safety precautions apply to all game oper- ators and service personnel. Specific warnings and cautions will be found in this manual whenever they apply. WARNING Properly Ground the Game. Players may receive an electrical shock if this game is not properly grounded! To avoid electrical shock, do not plug in the game un- til it has been inspected and properly grounded. This game should only be plugged into a grounded three- wire outlet. If you have only a two-wire outlet, we rec- ommend you hire a licensed electrician to install a three-wire grounded outlet. AC Power Connection. Before you plug in the game, be sure that the game’s power supply can accept the AC line voltage in your location. The line voltage re- quirements are listed in the first chapter of this manual. Disconnect Power During Repairs. To avoid electri- cal shock, disconnect the game from the AC power be- fore removing or repairing any part of the game. If you remove or repair the video display, be very careful to avoid electrical shock. High voltages continue to ex- ist even after power is disconnected in the display cir- cuitry and the cathode-ray tubes (CRTs). Do not touch the internal parts of the display with your hands or with metal objects! Always discharge the high voltage from the CRTs before servicing them. Do this after you disconnect them from the power source. First, attach one end of a large, well-insulated, 18-gauge jumper wire to ground. Then momentarily touch the free end of the grounded jumper wire to the CRT anode by sliding the wire under the anode cap. Wait two min- utes and do this again. Use Only Atari Parts. To maintain the safety of your Atari game, use only Atari parts when you repair it. Using non-Atari parts or modifying the game circuitry may be dangerous, and could injure you and your players. Handle the CRTs With Care. If you drop a CRT and it breaks, it may implode! Shattered glass from the im- plosion can fly six feet or more. Use the Proper Fuses. To avoid electrical shock, use replacement fuses which are specified in the parts list for this game. Replacement fuses must match those re- placed in fuse type, voltage rating, and current rating. In addition, the fuse cover must be in place during game operation. CAUTION Handle Disk Drive Unit With Care. Use special care when installing the circuit boards and handling the hard disk drive. Take basic precautions to avoid exces- sive impact or electrostatic discharges. Attached to the hard disk drive is a shock indicator that detects severe impacts. Do not remove or tamper with this indicator. Thoroughly review the operator's manual and video- tape provided with this product. Properly Attach All Connectors. Make sure that the connectors on each printed circuit board (PCB) are properly plugged in. The connectors are keyed to fit only one way. If they do not slip on easily, do not force them. If you reverse a connector, it may damage your game and void your warranty. Ensure the Proper AC Line Frequency. Video games manufactured for operation on 60 Hz line power (used in the United States) must not be operated in countries with 50 Hz line power (used in Europe). If a 60 Hz machine operates on 50 Hz line power, the fluorescent line ballast transformer will overheat and cause a po- tential fire hazard. Check the product identification la- bel on your machine for the line frequency required. ABOUT NOTES, CAUTIONS, AND WARNINGS In Atari publications, notes, cautions and warnings have the following meaning: NOTE — A highlighted piece of information. CAUTION — Equipment and/or parts can be 0 damaged or destroyed if instructions are not followed. You will void the warranty on Atari printed-circuit boards, parts thereon, and video dis- plays if equipment or parts are damaged or destroyed due to failure of following instructions. WARNING — Players and/or technicians can A be killed or injured if instructions are not fol- lowed. Précautions de’Emploi Générales '\™ lit INTRODUCTION % AREA 51 OPERATOR'S MANUAL PRECAUTIONS Les précautions d'emploi ci-dessous s'adressent a toutes les personnes susceptibles d'utiliser ou de réparer ce jeu. La présente notice renferme également d’autres mises en garde et avertissements spécifiques. MISES EN GARDE Mettez le jeu a la terre. Les joueurs risquent de recevoir une décharge électrique si le jeu n'est pas correctement mis a la terre! Pour éviter les décharges électriques, as- surez-vous que le jeu est correctement mis a la terre avant de le brancher. Branchez-le uniquement dans une prise tripolaire avec mise 4 la terre. Si vous n’avez pas de prise tripolaire, il est recommandé de faire appel a un électricien breveté pour en installer une. Si la console de commande n’est pas correctement mise 4 la terre, les jou- eurs risquent de recevoir une décharge électrique! Si une réparation quelconque a été faite sur la console de com- mande, assurez-vous que le fil de mise a la terre est solidement attaché 4 l’intérieur de la console. Ceci fait, verrouillez le jeu. Branchement sur secteur. Avant de brancher le jeu, as- surez-vous que son bloc d’alimentation est compatible avec la tension secteur locale. Les conditions d’alimenta- tion du jeu apparaissent au premier chapitre de la présente notice. Débranchez le jeu du secteur avant toute réparation. Pour éviter les décharges électriques, débranchez le jeu du secteur avant de le démonter ou de le réparer. Utilisez uniquement des piéces TWi. Pour éviter les risques d’accidents, utilisez toujours des piéces TWi pour réparer le jeu. L'emploi de piéces d’autres marques ou la modification des circuits du jeu sont potentiellement dan- gereux pour le réparateur et pour les joueurs. Utilisez les fusibles appropriés. Pour éviter les décharges électriques, remplacez les fusibles Par ceux in- diqués dans la nomenclature du jeu. Les fusibles de rechange doivent étre du méme type, de la méme tension et de la méme intensité que ceux d'origine. iv DE’EMPLOI GENERALES ATTENTION Attachez correctement tous les connecteurs. Assurez- vous que tous les connecteurs sont bien enfichés dans les cartes circuits. Ces connecteurs sont dotés d'un détrom- peur qui €vite les erreurs de branchement. S'ils s’en- fichent difficilement, ne forcez pas. Si vous branchez un connecteur a l’envers, vous risquez d’endommager le jeu et d’en annuler la garantie. Vérifiez la fréquence de ligne du courant secteur. Les jeux fabriqués pour fonctionner 4 une fréquence de ligne de 60 Hz (fréquence utilisée en Amérique du Nord) ne doivent pas étre utilisés dans les pays dont le courant a une fréquence de 50 Hz (Europe). Si vous branchez un appareil concu pour une fréquence de 60 Hz sur un cou- rant d’une fréquence de 50 Hz, le transformateur ballast de l’éclairage fluorescent surchauffera, ce qui présente des risques d’incendie. Vérifiez la fréquence de ligne req- uise par votre machine; elle est indiquée sur sa plaque signalétique. REMARQUES, AVERTISSEMENTS ET MISES EN GARDE Dans les publications d’TWi, les conventions, en ce qui concerne les remarques, avertissements et mises en garde, sont les suivantes: REMARQUE — Sert 4 attirer l'attention sur un point parti- culier. AVERTISSEMENT — Le non-respect des directives présente des risques d’endommagement et/ou de destruc- tion pour le matériel et/ou les piéces. En cas d’endom- magement ou de destruction du matériel ou des piéces, résultant du non-respect des directives, la garantie offerte sur les cartes circuits TWi et les piéces connexes TWi sera annulée. MISE EN GARDE — Le non-respect des directives présente des risques de blessures ou d’accidents mortels pour les joueurs et/ou les réparateurs. fs AREA 51 OPERATOR'S MANUAL & INTRODUCTION CONTENTS 1 Set-Up How to Use This Manual ...............0... 1-1 Operating the Game... 0.0... ee 1-2 Inspecting the Game... .. 0.0.0... eee 1-2 Control and Switch Locations................ 1-2 Power On/Off Switch... 20. 0.00000000000.. 1-2 Volume Control... 0.000.000.0000 .000004. 1-2 Self-Test Switch ......0.00.0..00..0... 0000. 1-2 Coin Counter... 000 ee 1-2 Video Display Controls ................. 1-3 Setting the Coin and Game Options ........... 13 Game Overview... 0.0.00... 000 cece een 1-3 2 = Self-Test Introduction... 0.0... ee 2-1 Entering and Exiting the Self-Test... .......... 2-2 Using the Gun...) ee 2-2 Select Test Menu... 0.0.0... 000 00000000000 2-2 Adjust Volume... 0... ee 2-2 Statistics. ee 2-3 Statistics Screen... eee 2-3 Histogram Screens .................004. 2-3 Game Options... 00.0.0... 000.000.000.200 000. 2-5 Coin Options... 0.0... ee eee 2-5 Controls Test... 0. ee 2-5 Gun Calibration... 0.0... ee 2-5 Disk Test... 00. eee 2-6 Memory Tests 2.0... ee 2-6 Monitor Tests... 0. ee 2-6 Color Test... 2. ee 2-7 Purity Test... 0... ee 2-7 Convergence Test... 2.0.0... 000..0 00004. 2-7 3 Troubleshooting and Maintenance Introduction... 6.0... ee 3-1 Maintenance Procedures.................... 3-2 Introduction ©... 0.0.0... 00000 eee 3-2 Cleaning Procedure for Coin Mechanisms... . 3-2 Troubleshooting Procedures... .............. 3-2 Repair Procedures... 0.0.0.0... 0000000 ee 3-2 Introduction .. 0... 0... eee 3-2 Speaker... 0. 0 eee 3-2 Attraction Panel Light Bulb ............... 3-3 Gums... ee 3-3 System Logic Assemblies ................ 3-3 Video Display .... 0.00.00 0000000 eee 3-6 4 sc Parts Illustrations For figure and page numbers, see the list of illustrations that follows. 5 Schematics See the list of illustrations that follows. Warranty Inside back cover fi INTRODUCTION * AREA 51 OPERATOR'S MANUAL Figure 5-1 Area 51 Game Wiring Diagram........... 5-2 I LLUSTRATIONS Figure 5-2 CoJag Board Schematic Diagram veseeenes 5-4 Figure 5-3. Gun Board Schematic Diagram .......... 5-8 Figure 5-4 Coin Door Wiring Diagram................. 5-9 Figure 2-1 Select Test Menu Screen.........00.0.00. 2-2 Figure 2-2 Adjust Volume Screen... 2-2 Figure 2-3 Statistics SCTEEN 0.0 eeteteeeeeeees 2-3 T ABLES Figure 2-4 — Histograms Screen ......cccccccccceeeeeeees 2-3 Figure 2-5 Game Options Screen .........0....00c00 2-5 ae Figure 2-6 Coin Options Screen eecccccccccccsecccccesee 2-5 Table 1-1 Game Specifications 0.0.0... 1-2 Figure 2-7 Controls Test Screen......cccccccccceeeees 2-5 me . ; Table 2-1 Summary of All Self-Test Screens........ 2-2 igure 2-8 Gun Test Screen... eeeceeeeteeees 2-5 . - : Fi c tole Tee On Table 2-2 Game Option Settings 000... 2-4 igure 2-9 Disk Test Screen... ceeeeeeeees 2-6 Table 2-2 Coin Option Settings 24 Figure 2-10 Memory Tests Scteett....ccccccsccssseeeeeeee 2-6 able 2- oin Option Settings ......... es - Figure 2-11 Monitor Tests Screen ...........0:.cccceee 2-6 ; ; ; Fig . tect On Table 3-1 General Troubleshooting ........0..0.000.. 3-4 igure 2-12 Color Test Screen... 2-7 Table 3.2 LED Indic: Troubleshooti Figure 2-13. Convergence Test Screen .........00000. 2-7 able 3- oY) MNAICALOTS ATOUDIESNOOUNR, «.....-. 3-5 Figure 2-14 Purity Test Screen oo... ccc 2-7 Table 3-3 Computer System Troubleshooting .... 3-6 Figure 4-1 Cabinet Overview, Front and Back ViewS «0.0.0... 4-2 Figure 4-2. Gun Assembly......cccccccicccceceeeseees 4-4 Figure 4-3. = Over/Under Coin Door Assembly ...... 4-5 Figure 4-4 Electronics Tray Assembly .................. 4-7 Figure 4-5 Area 51 CoJag PCB Assembly ............. 4-8 Figure 4-6 Area 51 EC20X32 PCB Assembly ...... 4-14 Figure 4-7. Area 51 Gun PCB Assembly.............. 4-16 Vi How to Use This Manual HIS MANUAL IS written for operators and service personnel. It provides in- formation for setting up, playing, test- ing, and maintaining your Area 51™ game. Area 51 is a shooting game for 1- or 2- players that has a unique look and cinematic style of play due to a combination of 3D com- puter generated graphics, digitized live action video, and stop-motion animation. Chapter 1 of this manual contains set-up and game play information. ¢ Chapter 2 con- tains a description of the self-test procedures and option settings. The self-test is important in the Area 51 game. You can troubleshoot the printed-circuit boards (PCBs), main circuits, and controls using the screens in the self-test. CHAPTER 1 Set-Up You should the boards and controls regularly — test with the self-test to keep your game in peak condition and at top earnings. @ Chapter 3 contains sev- eral troubleshooting tables, plus maintenance and repair procedures for the game compo- nents. If you have problems with your game, use this chapter to troubleshoot and repair it. Be sure to perform the preventive mainte- nance tasks to keep your game in good condi- tion. @ Chapter 4 contains the illustrations and PCB parts lists. @ Chapter 5 contains the sche- matics for all the PCBs and all the wiring diagrams. CHAPTER 1 — SET-Up % AREA 51 OPERATOR’S MANUAL Operating the Game To operate your game for maximum income, you should regularly run the self-test and check the controls with the Control Test and Sound Test in the self-test. By using the self-test regularly, you can find and fix prob- lems immediately. This lets you keep your game in top condition. Inspecting the Game WARNING To avoid electrical shock, do not plug in the cabinet until it has been properly in- spected and set up for the line voltage in your area. This cabinet should be connected to a grounded three- wire outlet only. If you have only two-wire outlets, we recommend that you hire a licensed electrician to in- stall grounded outlets. Players can receive an electrical shock if the cabinet is not properly grounded. Make note of the power consumption when you set up this game, so that you do not overload your electrical circuit. See Table 1-1 for the power consumption and the other important specifications of this game. Inspect your Area 51 game carefully to ensure that the game is complete and was delivered to you in good condition. Inspect the cabinet as follows: 1. Examine the exterior for dents, chips, or broken parts. 2. Unlock and open the rear access door. Unlock and open the coin doors. Inspect the interior of the cab- inet as follows: a. Check that all plug-in connectors on the cabinet harnesses are firmly plugged in. Do not force connectors together. The connectors are keyed so they fit only in the proper orientation. A re- versed connector can damage a printed-circuit board (PCB). This will void your warranty. b. Ensure that all plug-in integrated circuits on each PCB are firmly plugged into their sockets. c. Inspect the power cord for any cuts or dents in the insulation. d. Inspect the power supply. Check that the har- ness is plugged in correctly. Check that the green ground wires are connected. 1-2 Characteristic Specification Input Current 3 Amps at 120 V Line Voltage 102 to 132 VAC Temperature 5° to 38° C (37° to 100° F) Humidity Not to exceed 95% relative Width 29.25 inches (75 cm) Depth 34 inches (87 cm) Height 72 inches (183 cm) Weight 325 Ibs. (148 kg) Table 1-1 Game Specifications e. Inspect other sub-assemblies, such as the video displays, controls, printed-circuit boards, and speaker. Make sure that they are mounted se- curely and that the ground wires are connected. Control and Switch Locations All of the controls are located on the back of the cabi- net or behind the coin doors. The following describes the locations in more detail: Power On/Off Switch The power on/off switch is located near the bottom of the rear door. Volume Control There is no volume adjustment knob on any PCB in this game. Instead, volume is adjusted in the self-test software. The attract-mode and game-play volumes can be adjusted separate- ly. Refer to Chapter 2 of this manual for more information. Self-Test Switch To perform the self test, open the upper coin door and activate the self-test switch mounted on a bracket locat- ed on the inside panel of the game cabinet. Coin Counter The coin counter is located below the coin box, inside the lower coin door. AREA 51 OPERATOR’S MANUAL & CHAPTER 1 — SET-UP Video Display Controls This game provides access to six of the most important video display controls — vertical and horizontal posi- tion, vertical hold, vertical size, black level, and con- trast. To gain access to the video display controls, open the upper coin door. The control knobs are mounted on the inside panel of the game cabinet. Setting the Coin and Game Options The Area 51 coin and game options are set in the self- test. Refer to Chapter 2 for the recommended settings and the procedure for setting the options. Game Overview This section describes the features and play of the Area 51 game. Introduction Area 51 is a shooting game for one or two players that has a unique look and cinematic style of play due to a combination of computer-generated graphics, digitized live-action video, and stop-motion animation. Area 51’s Features e Reliable controls, provided by Time Warner’s own AccuAim targeting system, a custom-designed cir- cuit that allows for very accurate performance. * Scoring enhancers and hidden features that will make Area 51 easy to learn but hard to master, en- suring long-lasting game depth. Background The game is set at the fabled Area 51 military base in Nevada. One of the most top-secret military bases in the world, Area 51 is so top secret that as far as the government is concerned, it does not exist. There is a great deal of speculation about what actually takes place at Area 51, and more than a hint of conspiracy. While it is believed that many of the most advanced aircraft, including the SR-71 Blackbird and the Stealth Fighter were tested there, there are also rumors and testimonials by ex-employees that the government has captured alien spacecraft (UFOs) that are studied in a facility at the base. Other rumors hint at genetic studies of dead alien bodies, development of deadly biological warfare weapons, and nuclear weapons testing. Players are members of the STAAR Team (Special Tacti- cal Advanced Alien Response), a secret paramilitary force who tackle dangerous jobs beyond the ability of the conventional military. As the game begins, the STAAR Team lands on the front tarmac of the air base and then they work their way through six security lev- els. Along the way, players must avoid being hit by armed enemies, helicopters, missiles, explosions, and deadly aliens. There are plenty of hidden weapons and surprises to help players out along the way. At first, players don’t know why they are being called in to destroy Area 51. As the game goes on, they realize that events at Area 51 have gotten horribly out of con- trol. The personnel at the base are decaying into zom- bie-like creatures who are just the first stage in a horri- ble transformation, the end-stage of which is an amazing alien being who is fast, heavily armored, and equipped with deadly weapons. Game Play To win the game, players must play through all six lev- els of the game and beat the final end-game stage. To do this, they must pick up secret weapons and other power-ups hidden at various areas around the base. Players must blast away all the obstacles in their path while avoiding hitting their fellow STAAR Team members. To give the game a movie-like feel, the “camera” moves players around the base, with a pace that varies according to the wave. For some waves, the camera ex- plores the environment slowly and methodically, while other waves have a faster tempo. In one wave, players are taken on a wild Jeep ride, careening around the com- plex and crashing into ob- jects as they shoot enemies and avoid being shot themselves. Players also take rides on elevators, forklifts, and helicopters at strategic points in the game. Players are encour- aged to explore their envi- ronment by shooting everything in order to find the hidden features and reveal the scor- ing bonuses. 1-3 CHAPTER L~- SET-UP @ AREA 51 OPERATOR'S MANUAL CHAPTER 2 elf-Test SE THE AREA 51” self-test to check the condition of the game circuitry and controls. You will see the self-test information on the video display and hear the sound test information through the speakers. You do not need any additional equip- ment to perform the self-test. Perform the self-test when you first set up the game, each time you collect the money, or when you suspect game problems. This chapter shows the screens in the self- test and explains each of the tests. The screens and explana- tions are arranged in the order they appear in the self-test. Table 2-1 lists all the self-test screens. oe CHAPTER 2 — Sece-Test & AREA 51 OPERATOR’S MANUAL Entering and Exiting the Self-Test The game's self-test switch is located behind the upper coin door. Turning it on causes the screen to enter the self-test mode. Doing so displays the Select Test menu: see Figure 2-1. Exit the self-test by turning off the self- test switch at any time. It is likely that version numbers shown in the self-test screens in this manual will be different from those shown on your game. The functioning of the menus, however, will be the same. Using the Gun Either gun can be used in the self test menus to make selections or adjustments. A menu item can be select- ed by aiming the gun at it and then clicking the gun trigger. A menu item can be run by aiming the gun at it and clicking the trigger twice. The top, bottom, left, and right of the screens that are marked with arrows can be activated with the gun to move up and down the menu, to change selections, and to make adjust- ments (such as the game volume). Select Test Menu Adjust Volume Statistics Statistics Histograms Game Options Coin Options Controls Test Gun Test Disk Test Memory Tests Color RAM Working RAM DRAM Bank 1 DRAM Bank 2 All RAM ROM Test Monitor Tests Color Test Purity Test Convergence Test Table 2-1 Summary of All Self-Test Screens 2-2 Select Test Menu Choose which test or screen you want to run from this menu, shown in Figure & Table 2-1. Run the item by shooting it twice with a gun or by pressing the left start button to select it and then the right start button to run it. SELECT TEST o~ ADJUST VOLUME STATISTICS GAME OPTIONS COIN OPTIONS CONTROLS TEST GUN TEST DISK TEST MEMORY TESTS MONITOR TESTS To select test, use GUN To run test, Press right START SERIAL # “wa FGD32746 Figure 2-1 Select Test Menu Screen Adjust Volume Adjust the volume of the game using this screen, shown in Figure 2-2. ADJUST VOLUME om To RESTORE old Setting Press right START To ADJUST volume, Use GUN To save setting and exit, press left START ww Figure 2-2 Adjust Volume Screen The software plays continuous music to allow you to adjust both the game and attract-mode volume levels. The word GAME or ATTRACT flashes to show which of the two volumes levels you are adjusting. Fire the gun at the top or bottom of the screen to select be- tween the two and to the left or right of the screen to adjust volumes. The attract-mode volume level has four steps: mute, 1/3, 2/3 or full volume level (these AREA 51 OPERATOR’S MANUAL “ CHAPTER 2 — SELF-TEST are fractions of the game volume level). The manufac- turer’s suggested volume levels for a moderately noisy environment are GAME at 9 and ATTRACT at 2/3. Statistics Use the information shown in the statistics and histo- gram (bar graph) screens to keep track of your game use and maximize your profits. The game statistics are collected from the last time the statistics were cleared. Follow the instructions at the bottom of the screen to clear the statistics or to ad- vance to the histogram screen. Statistics Screen The Statistics screen (see Figure 2-3) lists the following information: e Left Coins shows the number of coins counted in the left coin mechanism. * Right Coins shows the number of coins counted in the right coin mechanism. e Aux Coins shows the number of coins manually added by the operator (not inserted into any mech- anism). e Idle Minutes shows the number of minutes that the game was idle and not being played. e 1-Player Minutes/2-Player Minutes shows the num- ber of minutes that the game was played by one or two players. e New Game Minutes shows the number of minutes played after starting a new game. * Continued Game Minutes shows the number of minutes played after continuing a game. STATISTICS LEFT COINS RIGHT COINS AUX COINS IDLE MINS GAMES WON TOTAL SESSIONS CHOW PALACE HEAD QUARTERS SHAKE YOUR BOODA EGG-CELLENT CRY MODE ERROR COUNT TOTAL COINS AVG TIME/COIN PERCENTAGE PLAY Oooo ococoooeooeoscoecescoeo _ To clear ALL statistics Hold right START and press left START for more Statistics, Press left START Figure 2-3 Statistics Screen * Games Won shows the number of games that have been played to the finish. ¢ Total Sessions shows the number of different ses- sions (new and continued games). A “session” is measured from the time the first player starts to play (from attract mode) to the time the last re- maining player declines to continue. Any number of players may join or leave during a session. This statistic is intended to be a gauge of the “band wagon” effect, where players are attracted to join a game in progress. * Chow Palace, Head Quarters, Shake your Booda, and Egg-cellent show the number of times a secret room has been entered. * Cry mode shows the number of times that the Cry mode effect has been active. e Error count shows the number of errors counted in erasable memory. If the game consistently has an error count for several weeks, the PCB EPROM may need replacement. e Total Coins shows the number of coins counted in both left and right coin mechanisms. e Average Time per Coin shows an average of the number of minutes played for every coin counted. e Percentage Play shows the ratio of game playing time to total time the game has been turned on. Histogram Screens The Histograms screen is a menu that lets you display one of three screens (see Figure 2-4). These show hor- izontal bar graphs for new game times, continued game times, and session length. HISTOGRAMS New Game Times {in seconds) Continued Game Times (in seconds) Session Length (in minutes) CLEAR ALL HISTOGRAMS To select test, use GUN To run test, Press right START To return to menu, Press left START baal Figure 2-4 Histograms Screen CHAPTER 2 — SELF-TEST “ AREA 51 OPERATOR'S MANUAL Game Option Available Settings Explanation End Game Looping Onwv Off When set to On, the game will “loop” from the final screen back to the beginning screen. When set to Off, the game ends at the final screen. Game Difficulty Easy Mediumew Difficult Provides a choice of 3 levels of game difficulty. Changing this setting will reset the High-Scores memory. Gore Onw’ Off Turning gore off removes any animation with red blood. Secret Room On Off ¥ Turns on or off a room containing “Buddha” statues. Using the off setting deletes the Buddha Room and replaces it with another secret room. Reset High Scores Now Yes Choosing Yes will reset all high scores (upon leaving the Game Options Screen), Reset Factory Now Yes Choosing Yes will reset the game to the original factory settings (upon Options leaving the Game Options Screen). Number of Lives 3, 4% 5, 6, or 7 Sets number of lives per credit. Language English “ Japanese German Chooses the language for the screen text. Spanish French Vv Manufacturer's recommended settings Table 2-2 Game Option Settings Coin Option Available Settings Explanation Free Play Now Yes Lets you choose free play to demonstrate the game. Discount to Continue No Yesw When set to Yes, this option reduces by 50% the player's cost to continue a game (always rounded up to the next full coin). Game Cost 1 coin 1 credit The number of coins required for one credit. 2 coins 1 credit 3 coins 1 credit ¥ 8 coins 1 credit Bonus for Quantity Nonev Lets you choose from various kinds of bonuses or no bonus. Buy-in 2 coins give 1 3 coins give 1 3 coins give 2 9 coins give 2 9 coins give 3 Right Mech Value 1 coin counts as 1 coin” The number of coins each coin counts as in the right coin 1 coin counts as 2 coins mechanism. 1 coin counts as 7 coins 1 coin counts as 8 coins Left Mech Value 1 coin counts as 1 coin” The number of coins each coin counts as in the left coin 1 coin counts as 2 coins mechanism. 1 coin counts as 7 coins 1 coin counts as 8 coins V Manufacturers recommended settings Table 2-3 Coin Option Settings 2-4 AREA 51 OPERATOR'S MANUAL & CHAPTER 2 — SELF-TEST Game Options Check and select the game options on this screen, shown in Figure 2-5. The screen shows the factory de- fault settings in green. Use the gun to change the game options as desired. The game option settings, with defaults, are shown and explained in Table 2-2. GAME OPTIONS om End Game Looping: On Game Difficulty: Medium Gore: On Secret Room: off Reset High Scores: No Reset Factory Options No MORE BELOW to RESTORE old setting, press right START To SAVE setting and exit, Press left START bd Figure 2-5 Game Options Screen Coin Options Check and select the coin options on this screen, shown in Figure 2-6. The screen shows the factory de- fault settings in green. Use the gun to change the coin options as desired. The coin option settings, with defaults, are shown and explained in Table 2-3. COIN OPTIONS om Free Play: No Discount to Continue: No Game Cost: 2 Coins 1 Credit Bonus for Quantity Buy-in: None Right Mech Value: 41 Coin Counts as 1 Coin Left Mech Value: 1 Coin Counts as 1 Coin To RESTORE old setting, press right START to SAVE setting and exit, Press left START baal Figure 2-6 Coin Options Screen Controls Test The controls test screen is shown in Figure 2-7. This test checks the pushbutton switches, the gun triggers, and the coin mechanisms. CONTROLS TEST COINS AUXL AUXR LFT x x x START TRIGGER START TRIGGER x x x x To return to menu, press and hold left START Figure 2-7 Controls Test Screen The X markings change to O markings each time a control is activated. If the changes do not occur, check the controls and their wiring. Gun Test The gun test screen is shown in Figure 2-8. This test checks and calibrates the guns. NOTE Well calibrated guns are important for player's enjoyment. Calibrate the guns often to keep the game at peak earnings. CALIBRATE Aim each gun at crosshair below + Hold trigger until flashing stops CALIBRATE For Tracking Screen, Press right START To return to menu, Press left START Figure 2-8 Gun Test Screen 2-5 CHAPTER 2 — SELF-TEST 4 AREA 51 OPERATOR'S MANUAL Each gun is calibrated separately. Hold one gun at a normal playing distance from the screen. Use the sights to aim the gun at the cross hairs on the screen. Press and hold the trigger until the screen stops flash- ing and the word “DONE” appears (in the same color as the gun that you are calibrating). The gun is now calibrated. Repeat the process with the other gun. Use the tracking screen to verify that the gun tracks evenly across the entire screen (with the exception of the edges, which are used as a buffer zone). Exit to the main menu to save the calibration settings. Disk Test Use the Disk Test screen, shown in Figure 2-9, to test the hard disk. If the “Hard Drive Connected:” display shows “No”, check that all of the cables going to the drive are se- cure. The test will continue running until the left start button is pressed. Normally, the “Status” of the drive will dis- play as “Good”. If the “Status” displays “Bad”, check the cables going to the drive, then run the test again. DISK TEST Hard Drive Connected: Yes Device Pointer: O0xFFEQ0000 Sector Pointer: OxFFOA7610 QUANTUM FIREBALL 1080A 16 Heads 2112 Cylinders 63 SPT Head Cylinder Status 15 1265 Good Throughput 3999 kb/s Tests completed: 000 Area51 1.0 October 31,1995 To return to menu, Press left START Figure 2-9 Disk Test Screen Memory Tests Use this selection screen, shown in Figure 2-10, to run a memory test. These tests check the RAM and ROM chips. When the game power is turned on, the computer au- tomatically runs through the random-access memory (RAM) tests. To bypass the startup RAM test, tap the right start button repeatedly. 2-6 MEMORY TESTS COLOR RAM WORKING RAM DRAM BANK 1 DRAM BANK 2 ALL RAM ROM TEST To select test, use GUN To run test, Press right START To return to menu, Press left START Figure 2-10 Memory Tests Screen Monitor Tests The monitor test selection screen (shown in Figure 2-11) lets you select from three screens — color, puri- ty, and convergence. Advance to each screen to com- pletely test the monitor. MONITOR TESTS om COLOR BARS CONVERGENCE PURITY To select test, use GUN To run test, Press right START To return to menu, Press left START ww Figure 2-11 Monitor Tests Screen Color Test The color test (see Figure 2-12) indicates the dynamic range of the video display color circuitry. The screen should show four bands (red, green, blue and white), ranging from dark to bright, from left to right. The red, green, and blue bands are produced by only one color gun being turned on in each band. AREA 51 OPERATOR'S MANUAL CHAPTER 2 — SELF-TEST COLOR BARS To remove border, press right START To return to menu, press left START Figure 2-12 Color Test Screen Convergence Test The convergence test has three screens — white, vio- let, and green backgrounds with grid lines. This se- quence is then repeated but without any text on the screen. The green screen is shown in Figure 2-13. To see the remaining screens or return to the select test menu, follow the instructions shown at the bottom of the screen. tito change colors, press ri EEE EET return to menu, press left STAR He Figure 2-13 Convergence Test Screen Check the following on the screens: e The grid lines should be straight within 3.0 mm and the lines should not pincushion or barrel. « The convergence of the lines on the violet and green screens should be within 2.0 mm. Purity Test The next seven screens are color purity tests (see Fig- ure 2-14). The entire screen will be red, green, blue, white, grey, “ones”, and black. The “ones” screen shows the lowest possible intensity of color (almost black). Press the right start button to change colors. The seven screens are also repeated without text, so that the entire screen can be checked. Each screen should show no unevenness of color and no lines in the display. To change color, press right START To return to menu, press left START Figure 2-14 Purity Test Screen If these screens do not meet these criteria, adjust the video display as described in the video display manual. CuHaprer 2—- Se_r-TesT 4 AREA St Oprrearor's MANUAL 2-8 CHAPTER 3 Troubleshooting & Maintenance HIS CHAPTER contains maintenance, troubleshooting, and repair procedures for your Area 51™ game. The mainte- nance section gives information on cleaning the parts. The troubleshooting section contains sev- eral tables to help determine the source of a problem and the steps necessary to repair it. The repair sec- tion contains the steps nec- essary to remove and install the serviceable parts. Togeth- er, these three sections pro- vide a complete guide to servicing your Area 51™ game. CHAPTER 3 ~ TROUBLESHOOTING AND MAINTENANCE “ AREA 51 OPERATOR’S MANUAL Maintenance Procedures Introduction This section describes the maintenance procedures for all of the major assemblies and components of the game. The maintenance procedures should be performed every 3—4 months on a regular basis. WARNING Before performing any maintenance or repairs, please observe all of the following safety precautions: 1. Turn the game's power off. 2. Unplug the power cord from the electri- cal socket. 3. Secure loose clothing such as ties and long sleeves that could get caught within the game. 4. Remove all metal jewelry such as watch- es and necklaces that could conduct electricity from the game’s power sources. Cleaning Procedure for Coin Mechanisms Regular use of the coin mechanisms may result in a build- up of r