Firearms

Manual / Guide · 1991

Midway Terminator 2: Judgment Day — Operations Manual 16-40009-101

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December 1991 manual: gun assembly A-14415, its potentiometers, recoil coil and calibration.

Author
Midway Manufacturing
Year
1991
Type
Manual / Guide
Credit
Midway Manufacturing. Copy via the Internet Archive (item 'arcademanual_T2_Judgement_Day_16400091011_Dec_1991')
  • terminator 2
  • arcade
  • potentiometer
  • recoil coil

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Midway Terminator 2: Judgment Day — Operations Manual 16-40009-101

December 1991 16-40009-101-1 TA and © 1991 Carolco TERMINATOR & e JUDGMENT DAY THE VIDEO Operations Manual *" Game Operation & Adjustments * Game Testing & Problem Diagnosis * Parts Information * Wiring Diagrams & Schematics TERMINATOR 2 Game Rules You need two credits to start a game, and one credit to continue. For a single player game press either of the Red, Player 1 Start Buttons after coins have been inserted. For a two player game, press either of the Red, Player 1 Start Buttons and, either of the Blue, Player 2 Start Buttons after coins have been inserted. Press the trigger to shoot at targets. Press the Red Bomb Button on the gun to launch rockets. Pick-up “Power-ups” by shooting them. Mission 1 In the future... Join up with Sgt. John Connor - leader of the Human Resistance - to destroy the Machines of Skynet. Infiltrate Skynet Headquarters to ultimately control the Time Field Generator. Mission 2 In the present... Sent back through the Time Field Generator to protect young John Connor at all costs! Destroy Cyberdyne Systems to save the world from Judgment Day! MIDWAY MANUFACTURING COMPANY RESERVES THE RIGHTS TO MAKE MODIFICATIONS AND IMPROVEMENTS TO ITS PRODUCTS. THE SPECIFICATIONS AND PARTS IDENTIFIED IN THIS MANUAL ARE SUBJECT TO CHANGE WITHOUT NOTICE. Sh, | Terminator 2 L | TABLE OF CONTENTS Section 1 Operation and Troubleshooting CL a ee 1-2 Set-up Procedure Installation: &: TISPECUONs, scmossrxsvess crt wmsesanem eeene eenmavecmensemevaws 1-3 LOGAUON REGUITEMENUS::. scx ssscasscssvncsasceonsavessanvonaasvasasenwcseanaeeanaan eee 1-3 Fiont. Cabinet ASSEMDIY DiagraM «wis ssscsscscssssssesanavaseasivssavcasevsenecevs 1-4 Rear Cabinet: Assembly Diagram... ssccsisscasiissssvcvavesssyevsssvcesscegenvsees 1-5 Serres i ssa ca cassusseesescauavavagucendsavag scorn eas yeaa wcagea ease aN SSeS AREA TREATS SIS 1-6 Game Features SET LISS UID ie eaceras tr), katy erases teh See BN RETNA ATR Sa ORES Cw ae VEL ITS Sec OS ORES 1-8 PlAV ET COMUTONS 5 6: 5.0008 sncnnearons cnednsaddoonns snnvenseenassineansnnnnanconsnesenasesasens 1-8 Control Panel Dia Gram vs.cnssccosccsarevanesavascaaveannrenndnwewswcavseusseswenesievs 1-8 Game Operation Control SwWitChes iiss iisissiscastniagnesnr moms snnapnaeaeneey eaesess 1-9 Control Switch Location Diagram wsasisssssucsscessaccessaccsiaeasseesrsanssads 1-9 Menu System Operation Operation. ......... cee ceeceeecceeeeenceeececeeceeceeseceseeeeeeeeeeeeeateceaesaeeeneeeeeesuers 1-10 VEIN TAU eevee grneay env eve pete mey ev atenie5 ealttreeNe es UNE NEV EUSP ENN SVAN RES ERAIN EN 1-10 DIABHOSUC TESUS.. ccsnnceseaucascenonsnsensconi ona ses nesarenvent ens saneresmeeansaemeNN Nes 1-11 SWiteh "TOStissaesssicscnseas sspanccsccsacsacxeneesvassusaeaasnevacccasesmessesssaens 1-11 DIP Switch Test & Tables icccsscccsssassccsssccsensevecsscscescasrs eee sesess 1-12 CPUS Ss SOund ‘TeStSisicsvcsscsscansssenwstenwareeieousearsiaasemares ss 1-13 MONILOF: Patterns | csascssaensnccccasvan sevcsvercecaeawacospeacesencesiweaeeeeees 1-14 BRUTAL DOSE oe ssscacssesc sa ccases teteaeaescaes eeeas cas dans paso gotiine aeewanks 1-15 COit BOOKED UI cic csisicss cusiveteHeocensasgumsbodepsencnesisiances opest bow egeeeits 1-16 Garnier AViGita:., .05 so cexvcssecueeven meee newnins cenepuen gus seh aas YaReuaeh Nee aes Sen Sew ceMeerTEE 1-17 GaMeAG FU SUNG ES rs ce cena ze enreaweiniea aes aurea maa AAS AVR 1-19 Staridarn Pricing Tales. cs ccscexsy mawennsnre wexcumeunnaemesen 1-22 JGg oto oc e6 1 far 103 07 hal | 0) (a nn ne en a ee eee 1-23 Be 1-24 CRD Ea be CI is ceecrsesems zs cecenspenncerensneennoneene nese nes Dy eepverenmarermenrmmEENR 1-25 CPO eso FI 0. ccccesenenceccrenceosveveseoratanscaresnessanensernanawersasaasessancns waannanmusanuenesoness 1-26 Section 2 Parts Information Cabinet, Speaker, Manuals, & MOMUtor...........ccccceseceesscenseeceeeeeeeeeeeeeeu sere 2-2 PC Boards, Transformer & Lamp Assy, & Control Panel.................:seeeeeeees 2-3 CADIES sericsnsxcsannnnerensenssnsencencanasieasenupeneyskvarsnne sien asraenninusansannaswecenssebenans tncetene 2-4 POWER SUD DIV csises sesavevsuivcave vesannssasnsessionevsanvensncsnarsscncsnwes vaeweesseneuesoueencerenanis 2-5 SPY BOAT Gow cscsscescacwcsmxwancemasenavanwevenvewnmecanenacexienvanwactnes accusations tevienaemasaaraewanes 2-6 SOUMG DOaLG sa sscnsqanseagp sar sanccwsssnvagsavaveaunwencaiaseeeuvenmasaatess comes moemaENeNs 2-8 Coll: Lanip Driver Board a: csuiscoicaimnanwaniewrat rian 2-10 GUT ASSET oss cassiss osasvcesuswen sassicagueys seis seasa Sau aay RNa Nat dee ea MeulCaNSea ees eae eiNNS 2-12 Dual: Flashlanip: & LED BOards ys sissies sccnsvcgssesian gos cesios esas vsnagaceanceeerinys Wieineeees 2-14 Section 3 Diagrams and Schematics CPU BG ar ss is cissisu casts taiaecs carcass Sie Baga eGR aaa SARS RTO ae TUR ENR ase 3-2 Dual Flashlamp:& LED Boards ys ais cesassicvesesacs sendis ngs sirseesschyeccauavssawsaicsasaawes 3-18 SONG: BOAT seressenanyaes eswommres: ze ons eerercener nataaUE ne ARERR NEEEsh Co RR UREIRET ER neRemERR 3-19 Goll. Lani p Drivel BOAT, cxssssdcnsscnssnsatsed aworsaeaie ataaet ales Sekims SEU RRR ROS TIERS 3-23 JAMMA Chart & Power Wiring Diagram.............ccccssecceeeeeeeceeneeeeennneeeeeeenues 3-26 Cabinet Wiring & Main Harness Wiring............ccccceeceseseeeeeneeeeeeeeeeeeseeeeeeees 3-27 Contes) Patel WAG scscciscs savas cxcevisnarcennasnasicen antes sniateneseaeine ne nioionnenes 3-28 © Copyright 1991 MIDWAY Manufacturing Company Terminator 2 SECTION one Operation 1-1 Safety Notices The following safety instructions apply to all game operators and service person- nel. Specific warnings and cautions will be found throughout thismanual where they apply. We recommend that you read this page before preparing your game oe ZN CAUTION AC POWER CONNECTION. Before connecting the game to the AC power source, verify that the "line voltage selection chart" jumper wires are installed correctly for the line voltage in your area. For details, refer to Section 3. PROPERLY GROUND THE GAME. To avoid electrical shocks, do not plug in the game until it has been inspected and properly grounded. MIDWAY games should only be plugged into a grounded 3-wire outlet. Shocks will also result, if the control panel is not properly grounded! After servicing any parts on the panel, assure that the ground wires are secure. Only then should you lock up the game. DISCONNECT POWER DURING REPAIRS. To avoid electrical shock, dis- connect the game from the AC power source before removing or repairing any part of the game. USE THE PROPER FUSE. To avoid electrical shock, use the replacement fuse which is specified in the parts list for this game. The replacement fuse must match the original fuse in fuse type, voltage rating, and current rating. MONITOR PRECAUTIONS. When removing or repairing the monitor, extra precautions must be taken to avoid electrical shock because high voltages may exist within the monitor circuitry and cathode ray tube (CRT) even after power has been disconnected. Do not touch internal parts of the monitor with your hands or metal objects! Always discharge the CRT by the following method: Attach one end of a large, well-insulated, 20-kV jumper to ground. Momentarily touch the free end of the groundedjumper to the anode by sliding it under the anode cap. Wait two minutes and discharge the anode again. HANDLE FLUORESCENT TUBE AND CRT WITH CARE. If you drop a fluorescent tube or CRT and it breaks, it will implode! Shattered glass can fly eight feet or more from the implosion. ntennennnen: ATTENTION ! PROPERLY ATTACH ALL CONNECTORS. Make sure that the connectors oneach printed circuit board (PCB) are properly connected. If they do not slip on easily, do not force them. A reversed connector may damage your game and void the warranty. All connectors are keyed to fit specific pins on each board. 1-2 Setup Procedure INSPECTION & INSTALLATION Js Remove all items from shipping container and set them aside. Inspect the exterior of the cabinet for any damage. Remove the shipping cleats from the bottom of the cabinet. 2. Remove keys from the taped coin return slot. Unlock and open the coin and cash box doors. (Leg levelers and spare parts are stored in the cash box.) 3. Tilt or lay the cabinet down. Locate the four threaded holes on the bottom of the cabinet (one in each corner), and install one leg leveler (with its hex nut) in each hole. 4. Stand the cabinet upright and make certain that it is in a stable position. Level the cabinet. 5. Remove the rear door of the cabinet. Inspect the interior for any signs of damage. Check all major assemblies to assure that they are mounted securely. 6. Refer to the game's Cabinet Wiring Diagram (Section 3), and check to see that all cable connectors are correctly secured. DO NOT FORCE CONNECTORS. Watch for dam- aged connectors and avoid making reversed connections. Zs Determine the value of your line voltage with a meter. Then, check the power input wires to the main power supply transformer on your game to be sure they are connected to taps which correspond to your local line voltage value. If necessary, reconnect the power input wires to the transformer in accordance with the Tranformer Chart in Section 3. 8. Lay the line cord (connected to the Power Chassis) in the slot along the bottom edge of the rear cabinet door. Replace the rear cabinet door and screw (lock) it securely. Close and lock the front coin and cash box doors. 9. Plug the line cord into a grounded (3-terminal) AC wall outlet. 10. Switch On the game, using the On/Off switch located on the upper left rear of the cabinet, to verify proper operation. 11. If the following message appears on the screen when the game is turned On, the guns must be calibrated. **CMOS RAM Error** Unable to read gun calibration values. Do not attempt to calibrate by opening the guns and adjusting the potentiometers manually. Gun calibration instruction are on page 1-25 of this manual. 1-3 Game Location Requirements Power Domestic 115V @ 60 Hz Foreign 230V @ 50 Hz Temp. 32° F to 100° F (O° C to 38° C) Humidity Not to exceed 95% _ relative. Height of game Apx. 74" Weight of game Apx. 300 pounds (Note ) Check Gun calibration when you receive your game. Guns might of been jarred during shipping and need to be re- calibrated. The Gun Assemblies are cali- brated from the factory. How- ever, if you change boards or replace ROMs, RAMs, or the battery, you must recalibrate the guns. Guns do not operate unless they are calibrated. 20-9687-3 Player 1 Start Button” 20-9687 -1 Player 2 Start Button A-14764 / Control Panel Assembly Cabinet Assembly 31-1632-40009 . Screened Marquee 01-10283 Speaker Grille 31-1633-40009 Screened Glass Front View 1-4 A-14975 Coin Door Assembly A-14794-1 Chassis Panel Assembly Cabinet Assembly fe 5640-10932-00 On/Off Switch | L_] (_) A-14415 J Gun Assembly 31-1643 fi Screened Mirror ee } _ 03-8497-1__ Bezel 5675-12787-00 Monitor = \ AS ‘i HY A-14818-40009 _CPU Board A-14732-40009 “a A-14915 Sound Board — — | |_-Coil Lamp Driver Board aT | A-14205 —_ —— : Power Supply _—|— o> 5610-12945-00 RS < BA Transformer B-13086 Casters —__|| A-13340 Line Cord Rear View 1-5 ( Note }) To remove the control panel for bench servicing, reach through the coin door opening and re- lease the latches located on the sides of the control panel. Be careful not to reach straight back through the coin door opening as you might damage the Monitor Control Board. Carefully, tilt the control panel forward until the guns rest against the viewing glass. Disconnect the cables and the ground strap. Lift the control panel out of the game cabinet. ( Caution ) The monitor DOES NOT contain an isolation transformer in its chassis (it is mounted instead in the Power Chassis Assembly lo- cated on the floor of the cabinet). When servicing the monitor on a test bench, YOU MUST ISOLATE THE MONITOR FROM THE LINE VOLTAGE WITH AN ISOLATION TRANSFORMER. (Caution While removing the four bolis, firmly support the monitor from the front of the CRT so that it will not slip. Servicing m Servicing the Control Panel Switch Off power to the game. The control panel is held in place by four latches (located inside the cabinet, on the left and right sides of the control panel) which provide constant pressure on the strikes. The latches can be reached through the coin door opening. To release the latches, lift the latch handle and unhook the wire fasten- ers. Carefully, use the guns to lift the control panel. Carefully, tilt the control panel forward until the guns rest against the viewing glass. THIS CONTROL PANEL DOES NOT HAVEASUPPORT BRACKET. To reinstall the control panel, check for proper cable connections, in- cluding the ground strap, and use the guns to lower it into position, avoiding pinched wires. Reclamp the latches. Servicing the Chassis Panel Switch Offpower to the game and open the coin door. The chassis panel is accessible through the front door. The front door is held in place by the same type of latch that holds the control panel, The latch, located at the top of the front door, can be reached through the coin door. Lift the latch handle and unhook the wire fastner. Push the front door from the inside of the cabinet and remove it. Use the hand hole to slide the chassis panel forward. Removal of Viewing Glass Switch Off power to the game, and open the control panel. Carefully lift the glass from its bottom groove and lift it clear of the cabinet. Removal of Monitor Bezel Switch Off power to the game. Remove T-15 torx screws holding the rear door. Remove the rear door, Remove the four screws holding the bezel. Lift the bezel off the monitor. Monitor Replacement We recommend that you read the WARNINGS section thor- oughly before beginning this procedure. Switch Off power tothe game. Remove the rear door, the viewing glass and the monitor bezel. Completely discon- nect the monitor from all of its cabling, including its chassis ground strap. Remove the four bolts securing the monitor's mounting flanges to its mounting panel. Pull the monitor carefully from the back of the cabinet. Mi Flashlamp Replacement Switch Off power to the game. Open the control panel in order to remove the viewing glass; then, replace the control panel. Open the rear door. Remove the two screws holding the mirror retainer. Carefully, pull the mirror retainer out of the cabinet. The flashlamp boards are accessible from the front of the cabinet once the mirror is out. WARNING If you drop a fluorescent tube and it breaks, it will implode! Use care in handling. Hi Removal of the Marquee Switch Off power to the game. Remove the five #8 hex washer head screws in the black plastic strip on top of the cabinet. Remove the strip and carefully lift the plastic marquee and theclear glass. Store the marquee and glass carefully to prevent damage. The fluorescent tube is now accessible for replacement. Grasp the tube, give it a quarter turn, and remove it from its socket. Carefully place a new tube into the socket, and turn to reinstall. Mi Removal of the Fluorescent Light Assembly Switch Off power tothe game. Remove the marquee glass. Disconnect the fluorescent light assembly from its power cable. Remove the screws fastening the assembly to the cabinet and lift out the assembly. mw Removal of the Speakers Switch Offpower to the game. Remove the marquee. The speakers pull out from the front of the cabinet. Be sure to disconnect the cabling and remove the nuts on the mounting bolts before attempting to pull the speakers out of their enclosure. Hi Volume Control, Test/Diagnostics Switch, and Service Credit Switch Open the coin door to locate the game's volume control and Diagnostic switches on the small panel atop the cash box cover. The Volume Control is the white knob on left end of the panel. Turning the knob clockwise increases the volume. The upper right switch on the bracket is the Test /Diagnostics Switch that enables activating the game's Menu System. The lower right switch is the Service Credit Switch, which allows adding credits to a game for service testing without affecting the game's bookkeeping total. 1-7 Game Features STARTING UP Switch On power to the game. A"rug" pattern appears onthe CRT screen. When the "rug" pattern ends, the screen shows CHECKING SCRATCH RAMS, and then CHECKING ROMS. The next screen shows Terminator 2 REVISION LEVEL, CMOS TEST OK and the COIN SETTING. The game then When an error is detected during Sano Ss Pepeeiney BSE Start-up Tests, game start-up pauses. Press any Start Button to continue. Insert the desired amount of coins or tokens. Select which player receives the credit by pressing the appropriate Player Start Button. PLAYER CONTROLS Start Button Each player has two Start Buttons located on the left and right sides of the guns. The Start Buttons allow one or two players to begin or continue play. Guns Each player has a gun. The guns allow the player to aim for and shoot at moving targets. Bomb Button Each player has a Bomb Button located on the front left side of their gun. This button allows the player to fire bombs at targets. LEDs Each player has two LEDs located on the top of their gun. The Red LED indicates the player is targeted and being shot at. The Green LED indicates that the player is on target to shoot, 1 Start 2 Stan A Bomb Button Bomb Button 5) © © Stat = 2 stan Grn Red Grn Red LEDs LEDs Control Panel 1-8 Game Operation The Terminator 2 Control Switches are located inside the coin door. These switches allow the operator to customize some features of the game. CONTROL SWITCHES (| The COIN DOOR SLAM TILT SWITCH detects any force- ful vibrations against the Coin Door. pounding for free games. This eliminates f The VOLUME CONTROL allows increasing or decreasing the volume level of the game music and speech. For greater profits, set your game's volume level at its maximum. The TEST/DIAGNOSTICS SWITCH allows you to activate the game's Menu System. Move the Test Switch to access the Main Menu. To exit the Menu System, select EXIT TO GAME OVER from the Main Menu, then press either trigger to activate your selection. The SERVICE CREDIT SWITCH is a special feature switch that allots credits without affecting the game's bookkeep- ing total. Slam Tilt Switch 8 is 7 Volume Control Test/Diagnostics Los Switch < \_) SK h™ Service Credit Switch Vs Yi Cash Box Enclosure Control Switch Locations 1-9 Menu System Operation OPERATION All Game Audits, Adjustments, and Diagnostics are options of the Main Menu. Each option, in turn, has its own menu, listing several choices that you may act upon as desired. Move the Test Switch (on the cashbox lid panel), or close Switch #8 of DIP Switch Bank #2, to activate the Main Menu (shown below). Game adjustments, bookkeeping, and diag- nostics are all accessible from this menu. Press either Player 1 Start Button to move up the menu. Press either Player 2 Start Button to move down the menu. Notice that the options are highlighted in sequence. Press either trigger to activate a highlighted option. Note: Only highlighted options can be activated. P1 START= UP/P2 START=DOWN “ACTIVATE WITH TRIGGER DIAGNOSTIC TESTS | COIN BOOKKEEPING . GAME AUDITS : ‘CALIBRATE GUNS EXIT TO GAME OVER Main Menu 1-10 DIAGNOSTIC TESTS To enter the Diagnostic Tests from the Main Menu, press any Start Button to select (highlight) the Diagnostic Test option, then, press either trigger to activate the option. | P1 START= UP/P2 START=DOWN ACTIVATE WITH TRIGGER SWITCH TEST DIP SWITCH TEST CPU BOARD TEST SOUND BOARD TEST MONITOR PATTERNS DRIVER BOARD TEST BURN-IN TEST RETURN TO MAIN MENU Diagnostic Menu Switch Test The Switch Test allows the operator to test the switches on the control panel and the coin door. During the Switch Test, the top of the screen is black and the bottom of the screen shows the coin door switches. Pressing a Start Button or trigger causes the name of the switch activated to light on the top of the screen. Pressing a coin door switch causes the switch location activated to light on the bottom of the screen. Releasing the switch causes the location to return to normal. Press a Player 1 Start Button and Player 1 Trigger to return to the Diagnostic Menu. 1-11 DIP Switch Test The DIP Switch Test allows the operator to check the position of the two 8-position DIP Switches on the CPU Board. The operator can also change the setting of each position of each DIP Switch during this mode. Use any Start Button to select the DIP Switch Test and either trigger to activate it. The screen displays a layout of their current settings. To change a DIP Switch setting, press the switch to the desired setting, then press the reset button on the CPU next to the DIP Switches. Check the screen to verify that the switch now shows the new setting. Press either trigger to return to the Diagnostic Menu. DIP Switch 1 Settings Table Sw 1 Mirror Display Mirror Non-mirror SW 2} SWq SW 4 SW5/} SW6/ SW7! SW8 Coinage DIP Switch CMOS Coin Scttings USA 1 on A 6 3 Ss. r ‘r Lae Gara hed off | On | off USA 4 Ger 4 Fr 4 On On Off USAECA GerECA FrECA Off Off | On N/U N/U N/U On Off On N/U N/U N/U Off On On Free Play Free Play Free Play | On On On Off*| Off*| Off* Not Used On On | On DIP Switch 2 Settings Table SWI | SW2] SW3 | Sw4 sw5| Swe | SW7 | Sws USA Off* | Off* German On Off French Off On Not Used On On Not Used One Counter Two Counters 2 Players 1 Player Not Used Video Freeze Test Switch Game Mode Test Mode * Indicates Factory Setting. 1-12 CPU Board Test The CPU Board Test (much like the Start-up Test) allows the operator to check the RAMs and ROMs. Select the CPU Board Test with any Start Button then, press either trigger to activate the automatic test of the CPU Board's RAMs and ROMs. When this test is activated, a"rug™ pattern appears on the screen. The screen then changes to show the layout of the RAMs, and ROMs on the CPU. Any chip that is shown as black with a white outline is part of the CPU and should turn either red or green during the CPU Test. Any chip that is shown as gray with a white outline is not installed inthe game. During the test, chips are good, if they turn green; they are faulty, if they turn red. Press either trigger to exit back to the Diagnostic Menu. Sound Board Test The Sound Test allows listening to some of the sounds that the game is capable of producing. This test also emits a tone for each fault that is detected. Select the Sound Board Test with any Start Button then, press either trigger to activate the test. The screen displays two test options: GENERAL TEST analyzes the sound circuitry. A successful test causes a single "tone" to sound. Detection of a fault causes a Series of tones or no tone at all to sound. To enter this test, or exit back to the Sound Test Menu, press either trigger. PLAY SOUNDS tests synthesized & digitized sounds from the Sound Board. Enter and advance through this test by pressing either trigger. Repeat a sound by pressing the Bomb Button. Exit this test by pressing any Start Button. Select RETURN TO MAIN MENU or BACK TO DIAGNOSTIC MENU with any Start Button. Press either trigger to activate your selection. ACTIVATE WITH TRIGGER P1 START= UP/P2 START=DOWN GENERAL TEST PLAY SOUNDS RETURN TO MAIN MENU —————— BACK TO DIAGNOSTICS MENU Sound Test Menu 1-13 Monitor Patterns The Monitor Patterns Test provides a menu for testing the monitor. Select the test with any Start Button and activate it with either trigger. Once the Monitor Test is activated, use any Start Button to select a Monitor Test option; press either trigger to activate the option. | Pl START= UP/P2 START=DOWN , ACTIVATE WITH TRIGGER | J RED SCREEN GREEN SCREEN BLUE SCREEN COLOR BARS CROSSHATCH PATTERNS BACK TO DIAGNOSTICS MENU RETURN TO MAIN MENU Monitor Pattern Menu The RED, GREEN, and BLUE SCREEN tests fill the screen with either red, green or blue. Select a screen test with any Start Button. Press and hold either trigger to see the color screen. Release the trigger to return to the Monitor Pattern Menu. The COLOR BARS test fills the screen with several shades of colors to help with red, green and, blue level adjustments. Each color should appear sharp and clear. Press and hold either trigger to see the color bars screen. Release the trigger to return to the Monitor Pattern Menu. The CROSSHATCH PATTERNS test fills the screen with a grid and a series of dots. The grid and the dots should be clear. The dots should appear round. Press and hold either trigger to see the crosshatch patterns screen. Release the trigger to return to the Monitor Pattern Menu. If any of the Monitor Pattern Tests shows a need for adjust- ment, use the proper white knobs on the Monitor Board. Use any Start Button to select RETURN TO MAIN MENU or BACK TO DIAGNOASTIC MENU and activate your selection with either trigger. 1-14 Driver Board Test The Driver Board Test provides the operator with a way to test the Gun Coils, the Flashlamps, and the Gun LEDs. Press any Start button to select the Driver Board Test. Press either trigger to activate the test. This test cycles through and pulses the Gun Coils (left, then right), the Flashlamps (left side, then right side), and the Green and Red LEDs (left gun, then right gun). To stop the cycle and continually pulse a particular coil, lamp or LED, press and hold the Service Credit Switch when the desired coil, lamp or LED is activated. As each device is activated, the name is displayed on the screen. Press any Start Button to return to the Diagnostic Menu. Burn-in Test The Burn-in Test continually repeats the CPU Board Test. Press any Start Button to select the Burn-in Test; then, press either trigger to activate the test. When the Burn-in Test detects an error, the test stops and displays an error message onthe screen. The Audit Table specifies the number of Burn- in cycles successfully completed. Use this test to find inter- mittent CPU problems. To exit this test, switch the game Off then On again. 1-15 COIN BOOKKEEPING To enter the Coin Bookkeeping from the Main Menu, press any Start Button to select the Coin Bookkeeping option; then. press either trigger to activate it. The Coin Bookkeeping Table records the coinbox totals and game play counters. The left side of the table names the bookkeeping item; the right side shows the number of coins, credits, or plays for each item. To exit Coin Bookkeeping, press any Start Button to select RETURN TO MAIN MENU; then, press either trigger to activate it. LEFT SLOT COINS RIGHT SLOT COINS THIRD SLOT COINS FOURTH SLOT COINS SERVICE CREDITS PAID CREDITS GAMES STARTED GAMES CONTINUED So. 0::0..07 6:5 6." O: Oo. 6 TOTAL PLAYS PLAYS UNTIL HIGH SCORE RESET 5000 MORE DETAILED DATA | RETURN TO MAINMENU Coin Bookkeeping Table LEFT SLOT COINS | RIGHT SLOT COINS THIRD SLOT COINS FOURTH SLOT COINS > > ~~ TOTAL COLLECTIONS CLEAR COIN METERS | RETURN TO MAIN MENU —— Total Collection Table 1-16 GAME AUDITS To enter Game Audits from the Main Menu, press any Start Button to select the Game Audits option; then, press either trigger to activate it. To advance to the next (or return to the previous) page of the Game Audit Table, press any Start Button to select either "Next Audit Page", or "Previous Audit Page"; then, press either trigger to change the page. The Game Audits Table records the game play statistics. The left side of the table names the Audit item; the right side shows the amount of play. TOTAL PLAYS GAMES STARTED GAMES CONTINUED TOTAL PLAY TIME TOTAL GAME UPTIME "AVERAGE TIME/CREDIT ‘TIME 1 PLAYER ONLY TIME 2 PLAYERS SIMULTANEOUS NEXT AUDIT PAGE RETURN TO MAIN MENU Es — > ee > > > =) Page 1 of Audit Table 1-17 GAME AUDITS Continued TOTAL PLAYS GAME CONTINUES OFFERED GAME CONTINUES TAKEN PERCENTAGE OF CONTINUES TAKEN AVERAGE CREDITS/GAME AVERAGE WAVE REACHED GAMES PLAYED TO COMPLETION oolmUmtmllCOlUCOUUCOCOSSSCiD MAXIMUM WAVE COMPLETED NEXT AUDIT PAGE PREVIOUS AUDIT PAGE RETURN TO MAIN MENU Page 2 of Audit Table | me DOOR SLAMS 0 BURN-IN LOOPS SUCCESSFULLY 0 COMPLETED WATCHDOGS TRIGGERED oO START FAILURES 0 | PREVIOUS AUDIT PAGE RETURN TO MAIN MENU Page 3 of Audit Table To exit the Game Audit Table, press any Start Button to select RETURN TO MAIN MENU; then, press either trigger to activate your selection. 1-18 GAME ADJUSTMENTS Press any Start Button to select the Game Adjustment option on the Main Menu; then, press either trigger to activate it. The Game Adjustments Menu allows the owner/operator to change the Game Pricing and Game Difficulty. The Game Adjustments Menu offers several options. Each option has its own menu. Press any Start Button to select an option; then, press either trigger to activate that option. On the next menu screen, press any Start Button to select the item you wish to modify; then, press either trigger to activate that item. The activated item provides a setting choice. Press any Start Button to change the current setting value; then, press either trigger to lock in the new setting value. Pressing the Player 1 Start Button increases the setting value. Pressing the Player 2 Start Button decreases the setting value. To exit the Adjustments Menu, press any Start Button to select RETURN TO MAIN MENU; then, press either trigger to activate your selection. — Pl START= UP/P2 START=DOWN | ACTIVATE WITH TRIGGER | RETURN TO MAIN MENU STANDARD PRICING CUSTOM PRICING FREE PLAY GAME DIFFICULTY ENERGY PER PLAY BOMBS PER PLAY MIN. TIME PER PLAY ATTRACT MODE SOUND HIGH SCORE ENTRY ALLOW GAME CONTINUE RETURN TO MAIN MENU AUTO HIGH SCORE RESET Game Adjustment Menu 1-19 GAME ADJUSTMENTS Continued Standard Pricing Standard Pricing allows the operator to choose any of the "Standard" selections for the Standard Pricing Table. Note: DIP Switch settings override Standard Pricing changes made from the Game Adjustment Menu. Custom Pricing Custom Pricing allows the operator to install pricing other than that of the Standard Pricing Table. Custom Pricing also allows the operator to select the maximum amount of credits per game, the amount of credits required to start a game, and the amount of credits required to continue a game. Note: DIP Switch settings override Custom Pricing changes made from the Game Adjustment Menu. Free Play This option allows the operator to select free play. The settings for the adjustment are: - No (factory) - Yes Game Difficulty The operator chooses the the difficulty level of the game. The settings for this adjustment are: - 1 Easiest - 5 Medium (factory) - 10 Hardest Energy Per Play The operator chooses the amount of energy a player receives each time he/she starts or continues a game. The setting range for this adjustment is: - 5 Lowest - 100 Medium (factory) - 200 Highest Bombs Per Play The operator chooses the amount of bombs a player receives each time he/she starts or continues a game. The setting range for this adjustment is: - 1 Lowest - 25 (factory) - 99 Highest Minimum Time Per Play* The operator chooses the minimum time in seconds each player is guaranteed to receive for each play. The setting range for this adjustment is: - 30 Lowest - 45 (factory) - 300 Highest * Not in effect during end-of-wave confrontations: For example, Tank Hunter Killer. 1-20 Attract Mode Sound The operator determines whether the game will make sounds during the Attract Mode. The settings for this adjustment are: - On (factory) - Off Auto High Score Reset The All -time High Score Table is reset to factory values each time this many plays occur. The setting range for this adjustment is: - Off - 250 Lowest - 5000 (factory) -25, 000 Highest High Score Entry The operator determines whether the game will allow High Score Entry and Table display. The settings for the adjust- ment are: - No - Yes (factory) Allow to Continue The operator determines whether the game allows a player to continue after all the players are dead. The setting for this adjustment are: - Never - Sometimes - Always (factory) 1-21 Standard Pricing Table NAME SETTING LEFT |CENTER |RIGHT | FOURTH Credit /Coin CHUTE | CHUTE |CHUTE |CHUTE USA 1 1/25¢ 25¢ 25¢ USA 2 1/50¢ 25¢ 25¢ USA 3 1/50¢, 3/$1.00 25¢ 25¢ USA 4 1/50¢, 4/$1.00 25¢ 25¢ USA 5 1/25¢, 4/$1.00 25¢ $1.00 25¢ USA 6 1/50¢, 2/$1.00 25¢ $1.00 25¢ USA 7 ~/50¢, 3/$1.00 25¢ $1.00 25¢ USA 8 1/50¢, 4/$1.00 25¢ $1.00 25¢ USA ECA 1/25¢, 4/$1.00 $1.00 10¢ 25¢ 5¢ German | 1/1DM, 6/5DM 1DM 5DM German 2 1/1DM, 7/5DM 1DM 5DM German 3 1/1DM, 8/5DM 1DM 5DM German 4 1/1DM, 5/5DM 1DM 5DM German ECA |1/1DM, 2/2DM, 6/5DM 5DM 1DM 2DM France 1 2/5F, 5/10F SF 10F France 2 2/5F, 4/10F 5F 10F France 3 1/5F, 3/10F 5F 10F France 4 1/5F, 2/10F SF 10F France 5 2/5F, 5/10F, 11/2 10F 5F 10F France 6 2/5F, 4/10F, 9/2 x 10F 5F 10F France 7 1/5F, 3/10F, 7/2 x 1OF SF 10F France 8 1/5F, 2/10F, 5/2 x 10F SF 10F France 9 1/3 x 1F, 2/5F 1F SF France 10 1/2 x 1F, 3/5F lF SF France 11 1/3 x 1F, 2/5F, 5/2 x 5F 1F 5F France 12 1/2x 1F, 3/5F, 7/2 x 5F 1F SF France ECA 1/3 X 1F, 2/5F, 5/2 x 5F 1F 10F 5F 10P Canada 1/2 x 25¢, 3/$1.00 25¢ $1.00 Swiss 1 1/1F, 6/5F 1F 5F Swiss 2 1/1F. 7/5F 1F 5F Swiss 3 1/1F, 3/5F IF SF Italy 1/500 Lire 500 Lire 500 Lire UK 1 1/20P, 3/50P 20P 50P UK 2 2/20P, 5/50P 20P 50P UK ECA 1/30P, 2/50P, 4/£1.00 £1.00 20P 50P UK w/CCU 1/30P, 2/S50P, 4/£1.00 CCU Spain 1 1/25 Peseta, 5/100 Peseta 25 Peseta 100 Peseta Spain 2 1/25 Peseta, 4/100 Peseta 25 Peseta 100 Peseta Australia 1 1/3 x 20¢, 2/$1.00 20¢ $1.00 Australia 2 1/5 x 20¢, 1/$1.00, 3/$2.00 |20¢ $1.00 Japan 1 1/100 Yen 100 Yen 100 Yen Japan 2 2/100 Yen 100 Yen 100 Yen Austria | 1/5Sch, 2/10Sch 5Sch 10Sch Austria 2 1/2 x 5Sch, 3/2 x 10Sch 5Sch 10Sch Belgium 1 1/20F 20F 20F Belgium 2 3/20F 20F 20F Belgium 3 2/20F 20F 20F Belgium ECA |1/25F. 4/100F 50F SF 20F Sweden 1/3 x 1Kr, 2/5Kr 1Kr 5Kr New Zealand 1 | 1/3 x 20¢ 20¢ 20¢ New Zealand 2 | 1/2 x 20¢ 20¢ 20¢ Netherlands 1/1Hfi, 3/2.5Hfi 1Hfi 2.5Hfi Finland 1/1Mka 1Mka 1Mka Norway 1/2 x 1Kr, 3/5 x 1Kr 1Kr 1Kr Denmark 1/2 x 1Kr, 3/5Kr, 7/2 x 5Kr | 1Kr 5Kr Antilles 1/25¢, 4/1 Guilder 25¢ 1 Guilder If option desired is not shown above, use custom pricing . 1-22 Custom Pricing ACTIVATE WITH TRIGGER P1 START= UP/P2 START=DOWN (1) LEFT CHUTE UNITS (1) RIGHT CHUTE UNITS (1) THIRD CHUTE UNITS (1) FOURTH CHUTE UNITS (2) UNITS/CREDIT (3) UNITS/BONUS : (4) MINIMUM UNITS REQUIRED (5) CREDITS TO START (6) CREDITS TO CONTINUE (7) COINS PER DOLLAR (8) MAXIMUM CREDITS RETURN TO ADJ. MENU (1) Coins inserted accumulate units. This adjustment speci- fies the number of units given for each coin in the fourth chute (see “units/credit"). (2) This is the number of coin units required to buy one credit. (3) One bonus credit is awarded after this many coin units have accumulated. (4) No credits will be awarded until this many coin units have accumulated. (5) Each player needs this many credits to begin a game. (6) Each player needs this many credits to continue a game. (7) The detailed bookkeeping screen shows total collections based on this many coins per dollar. (Set to zero to disable the display of money totals) (8) This is the limit for the credits counter. Additional coins inserted will be lost. (factory setting: 30) 1-23 UTILITIES Press any Start Button to select the Utilities option on the Main Menu; then, press either trigger to activate it. The Utilities Menu allows the owner/operator to clear the game's bookkeeping memory and to install a custom mes- sage. | ; ..P1 START= UP/P2 START=DOWN | | ACTIVATE WITH TRIGGER | CLEAR CREDITS | _ CLEAR COIN COUNTERS | CLEAR GAME AUDITS RESET HIGH SCORE “DEFAULT ADJUSTMENTS | FULL FACTORY RESTORE RETURN TO MAIN MENU _ Utilities Menu Press any Start Button to select an item from the Utilities Menu; then, press either trigger to activate that item. After an item has been activated, you are given the option of resetting that item or not. For example, CLEAR CREDITS ? ARE YOU SURE ? YES NO Press any Start Button to choose YES or NO; then, press either trigger to lock in your choice and to return to the Utilities Menu. To exit the Utilities Menu, press any Start Button to select RETURN TO MAIN MENU; then press either trigger to acti- vate your selection. 1-24 CALIBRATE GUNS Press any Start Button to select the Calibrate Guns option on the Main Menu; then, press either trigger to activate it. The Calibrate Guns option allows the operator to align the guns. Once the option is activated, the screen gives the operator three targets to aim and shoot at. First with the left gun, then with the right gun. The targets are located in the top left, center, and bottom right of the screen. When the guns are calibrated correctly, the message **Calibration Successful** appears on the screen and the data is stored in the CMOS RAM. The game automatically returns to the Main Menu. If gun calibration is not successful the following message appears; **CMOS RAM ERROR** Unable to write calibration values. Guns are not aligned. Press any button to continue. Begin again to calibrate the guns. If you make a mistake, press any Start Button to abort the procedure and start over. To exit the Main Menu from the Calibrate Guns option, press the Player 2 Start Button to select EXIT TO GAME OVER: then, press either trigger to activate your selection. The Gun Assemblies are caili- brated from the factory. How- ever, if you change boards or replace ROMs, RAMs, or the battery, you must recalibrate the guns. Guns do not operate unless they are calibrated. Check Gun calibration when you receive your game. Guns might of been jarred during shipping and need to be re- calibrated. ( Note ) It is necessary to turn Off the Test Switch in the coin door, and/or Switch #8 of DIP Switch Bank 2 on the CPU Board to enter the Game Over Mode. Problem No picture, or distorted picture. Tum the game on and nothing hap- pens. No Sound. No General I]lunination. Press the trigger and nothing happens. Press the Start Button and nothing happens. Press the Bomb Button and nothing happens. No credits given when coins are in- serted. To many credits for the amount of coins inserted. The game stays in the Test Mode. Guns do not operate. Guns do not shake during play mode. Flashlamps do not light. Flashlamps do not light, guns do not shake during play, and the LEDs on the guns do not light. Troubleshooting Possible Solution $ Check for faulty video board or monitor, Check for discon- e nected video signal cable. e * Check line fuse. Check for +5Vdc at pins C, D, 3, and 4 ofthe be $ CPU Board JAMMA Connector. : Check the speaker and speaker connection to pins L and 10 $ on the CPU Board JAMMA Connector. Check volume control ° setting. Check for +12V dc at pins F and 6 on the JAMMA $ Connector. Check interboard wiring from CPU Board to the e Sound Board. e ® Check the 1A., S-B fuse on the floor, left of the front slide out - door. : Check for open wires between the trigger and CPU Board $ JAMMA Connector. Check for proper ground. Check the ° * trigger switch inside the gun assembly. e * Check for open wires between the Start Button and CPU . Board JAMMA Connector. Check for proper ground. Check : Start Button switch. e ; Check for open wires between the Bomb Button and the CPU : Board JAMMA Connector. Check for proper ground. Check $ the Bomb Button switch inside the gun assembly. ; $ Check DIP switch coin setting. Check for contamination on e coin switch contacts. Check for an open wire between Coin $ Switch 1 and pin 16 on the JAMMA Connector or Coin Switch e 2 and pin T of the JAMMA Connector. e * Check Game Pricing setting. Check for a short between pins $ T &