Firearms

Manual / Guide · 1994

Sega Virtua Cop — Owner's Manual 4201-6149-05

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Gun sensor unit COP-2020 and the I/O option board.

Author
Sega Enterprises
Year
1994
Type
Manual / Guide
Credit
Sega Enterprises. Copy via the Internet Archive (item 'virtua-cop-manual')
  • virtua cop
  • arcade
  • gun sensor
  • model 2

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Sega Virtua Cop — Owner's Manual 4201-6149-05

1 ST PRINTING - OT SCOA sega too MANUAL NO. 4201-6149-05 - ■■ ■■ ' TABLE OF CONTENTS — INTRODUCTION OF THE OWNER’S MANUAL 1. HANDL I NG PRECAUT IONS........................................................... 2. PREVENTION OF COUNTERFEITING ANDCONVERSION ... 3. PRECAUTIONS CONCERNINGINSTALLATION 4. NAME OF PARTS............................................................................... 5. 6. ACCESSORIES.................................................................................... 4 PRECAUTIONS TO BE HEEDED WHEN ASSEMBLING AND MOVING THE MACHINE........................................................................ 5 — 9 7. HOW TO PLAY........................................................................................... 10—12 8. EXPLANATION OF TEST AND DATA DISPLAY........................ 13—25 LOCATION 1 2 .. 3 4 8-1 POWER SUPPLY............................................................................ 14 8-2 TEST MENU.................................................................................... 14 8-3 BOOKKEEPING............................................................................... 15 8-4 GAME ASSIGNMENTS................................................................. 16 8-5 COIN ASSIGNMENTS.................................................................. 17—19 8-6 INPUT TEST................................................................................... 20 8-7 OUTPUT TEST............................................................................... 21 8-8 GUN SETTING............................................................................... 22—23 8- 9 SOUND TEST.................................................................................. 24 8-10 TGP TEST....................................................................................... 24 8-11 MEMORY TEST............................................................................... 25 8-12 BACKUP RAM CLEAR.................................................................. 25 9 . CONTROLLER (GUN)............................................................................ 26—27 9- 1 REPLACING THE MICROSWITCH.......................................... 26 9-2 REPLACING THE SENSOR BOARD ........................................ 27 10. COIN SELECTOR........................................................... .......................... 28 11. MON I TOR ADJUSTMENT........................................................................ 29—30 12. REPLACEMENT OF FLUORESCENT LAMP...................................... 30 13. PERIODIC CHECK................................................................................... 31 14. TROUBLESHOOTING................................................................................ 32 15. GAMEBOARD.............................................................................................. 33—34 15-1 REMOVING THE BOARD ............................................................. 33 15-2 COMPOSITION OF GAME BOARD........................................... 33—34 16. DESIGN RELATED PARTS................................................................... 35 17. PARTS LIST.............................................................................................. 36—49 18. WIRE COLOR CODE TABLE................................................................. 50 19. WIRING DIAGRAM................................................................................... 51~ 52 SPECIFICATIONS Installation space Height Weight Electrical Ratings Monitor 33 in by 36 in. 71 in. Approx. 363.1 lbs 120 Vac, 60 Hz., 6 A, 720 VA 26 in. Note 1: Dimensions and weight are approximate Note 2: Descriptions in this manual are subject to change without prior notice. INTRODUCTION OF THE OWNER'S MANUAL SEGA ENTERPRISES, LTD., supported by its high electronic technology of LSIs, microprocessors, etc. and a wealth of experience, has for more than 30 years been supplying various innovative and popular game machines to the world market. This Owner’s Manual is intended to provide detailed descriptions together with all the necessary information covering the general operation of electronic assemblies, electromechanicals, servicing control, spare parts, etc. as regards VIRTUA COP U/R TYPE, a new SEGA product. This manual is intended for those who have knowledge of electricity and technical expertise especially in ICs, CRTs, microprocessors, etc. Carefully read this manual to acquire sufficient knowledge before working on the machine. Should there be a malfunction, non-technical personnel should under no circumstances touch the interior system. Should such a case arise, contact our Main Office or the closest branch office listed as follows: SEGA ENTERPRISES, ING. (U.S.A.)/CUSTOMER SERVICE 45133 Industrial Drive, Fremont, California 94538, U.S.A. Phone : (415) 802-3100 Fax : (415) 802-1754 1. HANDLING PRECAUTIONS When installing or inspecting the machine, be very careful of the following points and pay attention to ensure that the player can enjoy the game safely. O Be sure to turn the power off before working on the machine. O To insert or pull out the plug quickly is dangerous. O It is necessary to make sure that the power cord or the grounding wire is not exposed on the surface (floor, ground, etc.) in a manner so as to be dangerous. Make sure that grounding connections are made safely at the position where so specified. O Do not use any fuse that does not meet specified rating. O Make complete connections for the IC board and other connectors. Insufficient insertion is very dangerous. O The operating (ambient) temperature range is from 5 °C to 40°C. O When cleaning the CRT surfaces, use a soft, dry cloth. Do not apply chemicals such as thinner, benzine, etc. Also, for the IC board circuit inspections, only the logic tester is allowed. The use of a tester is not permitted, so be careful in this regard. After confirming that there are no irregularities, turn the power ON. CAUTION I When the controller is pointed outside the screen, it sometimes (though rarely) functions the same as when shooting inside the screen. This is caused by some other machine's on-screen light or fluorescent light, etc. reflected on the controller. Should such a phenomenon occur frequently, change the position and or direction of this unit or objects causing the problem. —1— 2. PREVENTION OF COUNTERFEITING AND CONVERSION £ LABELLING To prevent counterfeits and conversions, the following labels are put on all the SEGA products. When handling such goods, be sure to confirm the labels. They are used to prevent illegal acts such as the unauthorized copying of the products and the printed circuit boards thereof or carrying on business by manufacturing similar merchandise or by converting, selling or using such products or printed circuit boards. ORIGINAL SEAL The following seal is put on the machines manufactured by SEGA. J 'i 4 (originalsealJ 4 THIS PRODUCT 1$ OISK.MCO '• J AMO MANUFACTURED BY SICA tMTERPRJStS ITO • * :• 4f ORIGINAL H J < VIRTUA COP | [NO.____________ 4 MCA tMTCRANISCS. LTD t JAPAN f> ffi COPYRIGHT NOTICE This SEGA product has the copyright notice as follows: © SEGA 1994 This signifies that this work was disclosed in 1994 and is the property of SEGA ENTERPRISES, LTD. -2- 3. PRECAUTIONS CONCERNING INSTALLATION LOCATION The VIRTUA COP U/R TYPE is an indoor game machine. Under no circumstances install it outside. Even indoors, avoid installing in places mentioned below so as to ensure proper usage: O Places subject to rain or water leakage, or condensation due to humidity. O In the proximity of an indoor swimming pool and/or shower. O Places subject to direct sunlight O Places subject to heat sources from heating units, etc., or hot air. O Vicinity of highly inflammable/volatile chemicals or hazardous matter. O Sloped surfaces. O Vicinity of anti-disaster facilities such as fire exits and fire extinguishers. O Places subject to any type of violent impact. O Dusty places. INSTALLATION PRECAUTIONS • • • • Verify the ampacity of the branch circuit that protects the outlet receptacles before connection. Do not overload the branch circuit protection. Avoid using an extension cord. If one is required, use an extension cord of type SJT, 16/8 AWG, rated min. 120 Vac, 7A. This unit requires a minimum openings (doors, entrances, etc.) dimension of 40 in (W) by 77 in. (H) for clearance. For installation of this equipment, secure a minimum area of 33 in. by 36 in. Electrical Current Consumption 120 Vac, 60 Hz., 2.6 A 4. NAME OF PARTS BILLBOARD_____________ (A fluorescent unit appears inside.) CABINET CONTROLLER (GUN) COIN CHUTE DOOR CASHBOX DOOR FIG. 4 OVERVIEW TABLE 4 32 WIDTH CABINET 35 DEEP 71 HEIGHT 5. ACCESSORIES When transporting the machine, make sure that the following parts are supplied. TABLES ACCESSORIES Qty. 1 DESCRIPTION Part No. 2 2 2 0-5 3 8 1 - ------- ----------------- * Note ' KEY MASTER FOR 220-5380 For opening/closing the doors 2 i KEY For the CASHBOX DOOR 4 2 0-5 1 4 9-0 5 1 j OWNERS MANUAL VIRTUA COP U/R ENG 5 0 9-5 0 8 0 1 • SW MICRO TYPE 5 1 4-5 0 3 6-8 0 0 0 1 1 FUSE 5 4 0-0 0 0 6-0 1 1 i FRENCH FOR TAMP PRF SCR DUAL TOE M4 Tool 5 4 0-0 0 0 4-0 1 1 i FRENCH FOR TAMP PRF SCR DUAL TOE M5 Tool ’ " For spare, UL Us.ted z.5c?V; (TAMPERPROOF WRENCH) M4 540-0006-01 M5 """ 540-0004-01 FIG. 5 TAMPERPROOF WRENCH -4- a ____________ refer to Section 9. 6. PRECAUTIONS TO BE HEEDED WHEN ASSEMBLING AND MOVING THE MACHINE WARNING: O Perform the assembly work by following the procedure herein stated. Failing to comply with the instructions, for example, inserting the plug into an outlet at the stage not mentioned in this manual might cause an electric shock accident. O Assembling should be performed as per this manual. Since this is a complex machine, erroneous assembling may cause damage to the machine, or malfunctioning to occur. When carrying out the assembly work, follow the procedure in the following 4-item sequence: x 2 3 4 SECURING IN PLACE (LEG ADJUSTER ADJUSTMENT) POWER SUPPLY, AND EARTH CONNECTION ASSEMBLY CHECK INSTALLING THE DISPLAY CARD (OPTION) Note that the tools such as a plus screwdriver and wrench for M16 hexagon bolt w/24 mm width across flats are required for the assembly work. —5— SECURING IN PLACE (LEG ADJUSTER ADJUSTMENT) 1 WARNING! Make sure that all of the leg adjusters are in contact with the floor. If they are not, the cabinet may move and cause an accident. This machine has 4 each of casters and leg adjusters (FIG. 6. 1). When the installation position is determined, cause the leg adjusters to come into contact with the floor directly, make adjustments in a manner so that the casters will be raised approximately 5 mm. from the floor and make sure that the machine position is level. (T) Move the machine to the installa­ tion position. (2) Cause all of the leg adjusters to make contact with the floor. By us­ ing a wrench, make adjustments in the height of the leg adjusters to en­ sure that the machine's position is level. LEG ADJUST. (999-0399) CASTER (999-0398) (3) After making adjustments, fasten the leg adjuster nut upward and se­ cure the height of the leg adjuster. LEG ADJUSTER CASTER FASTEN UPWARD. Approx. 5nun LEG ADJUSTER FIG. 6.2 2 LEG ADJUSTER POWER SUPPLY, AND EARTH CONNECTION CAUTION! Ground the EARTH TERMINAL (this, however, is not required in the case where a power cord plug with earth is used). Check to make sure that the power cord or the ground wire is not exposed on the surface (floor, ground, etc.) where it may be dangerous. EARTH TERMINAL (to be connected *itn indoor EARTH TERMINAL) The AC UNIT is located on back side of the CABINET. By using an earth wire, connect the AC UNIT EARTH TERMINAL and the securely grounded indoor EARTH TERMINAL. For POWER ON, turn the AC UNIT'S MAIN SW on. TO SOCKET OUTLET FIG. 6. 3 AC UNIT -6- 3 ASSEMBLY CHECK In the TEST MODE, ascertain that the assembly has been made correctly and IC BD. is satisfactory (refer to Section 8). In the test mode, perform the following test: Selecting the MEMORY TEST on the test mode menu screen causes the on-board memory to be tested automatically. The game board is satisfactory if the display beside each IC No. shows GOOD. INPUT TEST CHUTE •! 92 OFF OFF CHUTE START1 OFF START2 TFST-SW OFF SERVICE-SW OFF TRIGGER! OFF TRIGGER? TEST & SERVICE ; OFF OFF Selecting the INPUT TEST on the test mode menu screen causes the screen (on which each switch and the encoder are tested) to be displayed. Press each switch. For the coin switch test, insert a coin from the coin inlet with the coin chute door being open. If the display beside each switch indi­ cates "ON," the switch and wiring connections are satisfactory'. TO EXIT -7- On the menu screen in the test mode, selecting GUN SETTING displays the screen on which gun sighting is set. Check to see if there is any problem for playing game. » KXXT 3XLXCT BY 3KJCVXCX BUTTON A>TO PUSH TXST BUTTON In the TEST mode menu, selecting OUTPUT TEST allows the screen, on which the monitor or lamp is tested, to be displayed. Although the monitor adjust­ ments have been made at the time of shipment from the factory, make judgment (by watching the test mode screen) as to whether an adjustment is needed. If it is necessary, adjust the monitor by referring to Section 11. In the LAMP TEST mode, carry out the lamp test to ascertain that each lamp lights up satisfactorily. In the TEST mode, selecting SOUND TEST causes the screen, on which sound related BD and wiring connections are tested, to be displayed. Be sure to check if the sound is satisfactorily emitted from each speaker and the sound volume is appropriate. Perform the above inspections also at the time of monthly inspection. MOVING THE MACHINE Since the weight of this machine is approximately 165 kgs., its leg adjusters should be retracted when moving the machine over the floor. In the case where there is a sharp difference in the surface level, be sure to hold the catch and or bottom when lifting the cabinet. Lifting the cabinet by holdin° other portions may cause the cabinet and parts to be damaged. ° -8- 4 INSTALLING THE DISPLAY CARD (OPTION) CD By using the 3 truss screws, TAPPING SCREW (6) 3X12, using flat washer assemble the display card and display holder. DISPLAY HOLDER (2) Mount the assembled display card and holder on the cabinet CD Secure the assembled display card and holder to the top of the cabinet by using 6 tapping screws. FIG. 6. 4 INSTALLING THE DISPLAY CARD -9- 7. HOW TO PLAY CONTENT OF GAME AND HOW TO PLAY (T) Inserting a coin(s) causes the credit display on the bottom of the screen to count. Inserting one credit worth coin(s) changes the message on the bottom of the screen from "INSERT COIN(S)" to "PUSH START" and both of the start buttons light up. The maximum number of credits counted at a time is 9. Any coin inserted after counting 9 credits will not be counted as any credits, nor be returnable. These coins, however, will count as coins inserted in bookkeeping and the coin meter. Note that game setting to USA allows up to 24 credits to be counted. (2) Pressing either of the start buttons determines which side (left or right) you are playing on. Pressing the start button causes the STAGE SELECT screen to appear. There are 3 stages, i. e., BEGINNER (stage 1), MEDIUM (stage 2) and EXPERT (stage 3) to choose from. Shoot to select the desired stage. If no desired stage is selected, BEGINNER will be chosen automatically to start. 3) When the game starts, the player's mission and boss character are introduced. • The life points and the number of bullets of the left-hand side player (IP) are displayed on the lower left-hand side of the screen, and those of the right-hand side player (2P), on the lower right-hand side of the screen. • The LOCK-ON SIGHT indicates the enemy character who is firing at the player. If the sight turns red, the enemy fires at the player and he loses one life point. If the sight turns red, the enemv fires at the player. LOCK-ON SIGHT MAD When vour gun runs out of ammo, point outside the screen and pull the trigger to reload. The loaded status of anno is shown ffhen the life point becomes: bv cartridges in the cylinder. zero, the game is over.. -10- The player loses one life point if he shoots a hostage by mistake. The gun holds 6 bullets. When it runs out of ammo, "RELOAD" is displayed on the screen. At this time, point outside the screen and pull the trigger to reload. Note that by using the DIP SW, the reload setting can be changed to AUTO RELOAD (refer to Section 15). The enemy's hand grenades, axes, rocket bombs, fire bombs, etc., can be shot down for your defense. Shooting the background causes Special Items to appear. Capturing an item by shooting strengthens your weapon or recovers life points (explanations as regards the items are given later). When the life point becomes zero, the game is over. Downing the boss character awaiting you at each stage results in clearing that particular stage. The player can not defeat the boss until his life meter becomes zero. If you would like to join in the game at anytime while the other person is playing, insen a coin(s) and press the stan button. Also, when credits allowing the game to be played still remain, the start button on the other side will keep flashing. The player can participate in the game by pressing the flashing button. 5) When the life point becomes zero, if you want to continue, insert a coin(s) required to continue and press the start button. If credits allowing the player to continue still remain, you can continue by merely pressing the start button. At the time of game over, if the player's score ranks 10th or higher, his name can be entered. — 11 — CONCERNING SPECIAL ITEMS: MACH I N E GUN Holds 30 bullets. Can be repeatedly fired by keeping the trigger pulled. This can not be reloaded. Running out of ammo, or being damaged by the enemy causes the machine gun to become an ordinary gun. RIFLE Holding 24 bullets, this allows for 3 consecutive shoots every time the trigger is pulled. It can not be reloaded. Running out of ammo, or being damaged by the enemy causes the rifle to become an ordinary gun. AUTOMAT I C Holding 15 bullets, this allows for reloading. When damaged by the enemy, this becomes an ordinary gun. SHOT GUN Holds 6 bullets. Having a large "HIT" determining range, this allows you to shoot the enemy easier. It allows for reloading. When damaged by the enemy, it becomes an ordinary gun. MAGNUM GUN Holds 6 bullets. Allows you to hit the enemy through an obstacle. Can be reloaded. When damaged by the enemy, it becomes an ordinary gun. LIFE The life point increases by one, provided however that the life points in total do not exceed 10. Depending on items, when a certain item is already strengthened, shooting another may cause such strengthened item to become another item. KNACK OF EARNING A HIGH SCORE: • ACCURATELY SHOOT AT THE HEAD OR CHEST. In each stage, enemy characters other than the boss can be downed by hitting any part of the body. When a bullet hits any portion other than the head or chest, a hit or not must be determined. Until such time that a hit or not is determined, shooting at the character that appears behind the opponent who was previously shot will result in shooting the previously shot character again instead. On the other hand, if any character is shot in the head or chest, he will be downed by single shot and in this case, there will be no need for hit determination, thus making it easy to shoot the enemy behind. The higher the stage level is, the more important the shooting accuracy becomes. • FORESEEING THE ENEMY APPEARANCE POSITION The enemy marked with the LOCK-ON SIGHT is the only one that fires at you. To forecast the enemy's appearance position, pay attention to the direction in which the sight moves. Since their appearance pattern is the same every time, you could master a knack of play by learning such pattern through repeated game play. -12- 8. EXPLANATION OF TEST AND DATA DISPLAY By operating the switch unit, periodically perform the tests and data check. When installing the machine initially or collecting cash, or when the machine does not function correctly, perform checking in accordance with the explanations given in this section. The following shows tests and modes that should be utilized as applicable. TABLE 8. 1 EXPLANATION OF TEST MODE ITEMS REFERENCE SECTIONS DESCRIPTION INSTALLATION When the machine is installed, perform the following: OF MACHINE 1. Check to see that each setting is as per standard setting made 1 8 - 4. 8 - 5 at the time of shipment 2. In the INPUT TEST mode, check each SW and VR. 8 - 6 3. In the OUTPUT TEST mode, check each of lamps. 8 - 7 4. In the SELF-TEST mode, check ICs on the IC Board. 8 - 10, 8 -11 MEMORY Choose MEMORY TEST in the MENU mode to allow the MEMORY test to be performed. In this test, PROGRAM RAMs, ROMs, and ICs on the IC Board are checked. 8 -10. 8 -11 PERIODIC SERVICING Periodically perform the following: CONTROL SYSTEM MONITOR IC BOARD 1. MEMORY TEST 8 -10. 8 -11 2. Ascertain each setting. 8 - 4. 8 - 5 3. In the INPUT TEST mode, test the CONTROL device s-6 4. In the OUTPUT TEST mode, check each of lamps. 8 - 7 1. In the INPUT TEST mode, check each S W and VR. 8 - 6 2. Adjust or replace each SW and VR. 9 3. If the problem can not be solved yet. check the CONTROL'S moves. 9 In the MONITOR ADJUSTMENT mode, check to see if the MONITOR adjustment is appropriate!}' made. 1. MEMORY TEST 8-10. 8-11 2. In the SOUND TEST mode, check the sound related ROMs. DATA CHECK 8-7 I Check such data as game play time and histogram to adjust the difficulty level, etc.. -13- ; 8 - 9 i 8 - 3 8.1 POWERSUPPLY Open REAR DOOR, and the power supply is located on the bottom of the cabinet. The power supply distribution consists of an EMI filter, fuseholder, fuse (rated 250 Vac, 5 A), power transformer, and a switching supply. Other controls such as TEST & SERVICE BUTTONS, SOUND CONTROL, DEMAGNETIZER SWITCH are located at the front of the cabinet. Open COIN DOOR, and the buttons are located on the left hand side. FIG. 8. 1 POWER SUPPLY UNIT 8-1 TEST MENU This mainly checks if the operation of the game BD is accurate, and allows for COIN ASSIGNMENTS/GAME ASSIGNMENTS setting adjustments. SELECTION OF TEST ITEMS TEST MODE BOOKKEEPING (T) Push the TEST BUTTON to cause the GAME SYSTEM following TEST MENU to appear COIN ASSIGNMENT INPUT TEST OUTPUT TEST @ By pushing the SERVICE BUTTON, GUN SETTING bring the arrow mark"»" to the desired item and press the TEST BUTTON. SOUND TEST TGP TEST MEMORY TEST BACKUP RAM CI-EAR 3 » EXIT SELECT BY SERVICE BUTTON AND PUSH TEST BUTTON FIG. 8. 2 TEST MENU — 14— After the test is complete, move "»" to "EXIT' and press the TEST BUTTON to rearm to the Game Mode. 8-3 BOOKKEEPING Selecting the BOOKKEEPING in the menu mode causes the bookkeeping data up to the present to be displayed on 2 pages.To proceed to another screen, press the service button. Pressing the test button (on any screen page) causes the menu to return back on to the screen. COIN CHUTE#* : Number of coins put in TOTAL COINS: Total number of activations of coin chutes coin credits: Number of credits registered by inserting coins SERVICE CREDITS: Credits registered by the SERVICE BUTTON TEST SERVICE TOTAL CREDITS: :TO EXIT :TO OTHER PAGE Total number of credits (COIN CREDITS — SERVICE CREDITS) FIG. 8.3a BOOKKEEPER 1/2) TOTAL TIME: The total energized time On page (2/2), each play frequency is displayed. When setting difficulty levels, the frequency can be referred to as a standard. • P1 games: Games played on IP side. • P2 GAMES: Games played on 2P side. FIG. 8. 3b BOOKKEEPING(2/2) -15- 8-4 GAME ASSIGNMENTS Selecting the GAME ASSIGNMENTS in the menu mode causes the present game setting to be displayed and also the game setting changes can be made. Each item displays the following content SETTING CHANGE PROCEDURE NOTE: The setting can not be changed until "EXIT." When the setting is changed, be sure to "EXIT." | (T) Press the SERVICE BUTTON to move the arrow "»" to the desired item. (2) Choose the desired setting change item by using the TEST BUTTON. (T) To return back to the MENU mode, move the arrow to EXIT and press the TEST BUTTON. • ADVERTISE SOUND GAME SYSTZM Determines whether ADVERTISE SOUND is to be emitted or not by setting to ON when emitting it and to OFF when not emitting it. ADVERTIZE SOUND OFF COUNTRY EXP CABINET u/R DIFFICULTY NORMAL LIFE 5 HUMAN TYPE NORMAL RELOAD TYPE NORMAL »XXZT I II II i SELECT BY SERVICE BUTTON AND PUSH TEST BUTTON • COUNTRY Message language (select USA for the U.S.A., and EXP for other countries) • CABINET In this machine, the cabinet is set to "U/R." • DIFFICULTY FIG. 8.4 The game difficulty levels can be set in 9 steps from EASIEST to HARDEST. GAME ASSIGNMENTS • LIFE This is the number of life points allotted at the time of starting game. Can be set from 1 to 9. The following two items allow settings to be changed by using DIP SWes on the I/O BOARD. For details, refer to Section 15. HUMAN TYPE Setting No. 1 of DIP SW 1 to ON causes the representation of enemy characters to be a robot type, and to OFF causes it to be a human type (NORMAL). With a robot type expression, the character's surface quality being a metallic type causes sparks at the impact area of his body. RELOAD TYPE Setting No. 2 of DIP SW 1 to ON allows for AUTOMATIC reload, and to OFF for NORMAL reload by pointing outside the screen and pulling the trigger. With the AUTOMATIC reload, keep your finger off the trigger for a certain period of time to automatically reload. Changing the setting to OFF causes the reloading explanations to change accordingly in the advertise mode. -16- 8-5 COIN ASSIGNMENTS The "COIN ASSIGNMENTS" mode permits you to set the start number of credits, as well as the basic numbers of coins and credits. This mode expresses "how many coins correspond to how many credits." SETTING CHANGE PROCEDURE OTE: The setting can not be changed until 'EXIT." When the setting is changed, be sure to ’EXIT." (T) Press the SERVICE BUTTON to move the arrow ”»" to the desired item. (?) Choose the desired setting change item by using the TEST BUTTON. (?) To return back to the MENU mode, move the arrow to EXIT and press the TEST BUTTON. • COIN CHUTE TYPE Sets the combination of the number of COIN CHUTEs and the number of players as applicable. In the case that the COIN CHUTE is changed, be sure the setting is made in a manner meeting the replaced coin chute. INDIVIDUAL : Each player uses a coin chute which accepts coins independently. COMMON : Coins are accepted in common for both players. FIG. 8. 5 COIN ASSIGNMENTS ® CREDIT TO START Number of credits required for starting game (1 ~5 credits are selected.) • CREDIT TO CONTINUE Number of credits required for continuing game (1 ~5 credits are selected.) • CO1N/CREDIT SETTING Sets the CREDIT increase increment per coin insenion. There are 26 settings from # 1 to #26, expressed in CO CREDIT as against CO COINS inserted. (TABLE 8. 2. 8.3 #26 refers to FREE PLAY. When the COIN CHUTE TYPE Is set to INDIMDUAL. there are some setting numbers r.ot displayed as indicated in TABLE 8.3. — 17— TABLE 8. 2 COIN/CREDIT SETTING (COIN CHUTE COMMON TYPE) FUNCTIONING OF COIN CHUTE #1 NAME OF SETTING FUNCTIONING OF COIN CHUTE #2 CREDIT CREDITS CREDITS SETTING #1 SETTING #2 SETTING #3 1 1 1 COIN COIN COIN 1 1 1 CREDIT CREDIT CREDIT 1 1 1 COIN COIN COIN 1 2 ' 3 SETTING #4 SETTING #5 1 COIN 1 CREDIT 1 COIN 4 CREDITS COIN 5 CREDITS 1 COIN 1 CREDIT 1 SETTING #6 SETTING #7 SETTING #8 SETTING #9 SETTING #10 1 1 COIN COIN 2 CREDITS 2 CREDITS 1 1 COIN COIN 2 5 CREDITS CREDITS 1 1 COIN COIN 3 CREDITS 4 CREDITS 1 COIN 3 CREDITS 1 COIN 4 CREDITS 1 COIN 5 CREDITS 1 COIN 5 CREDITS SETTING #11 SETTING #12 1 COIN 2 COINS 6 CREDITS 1 CREDIT 1 COIN 6 CREDITS 2 COINS 1 CREDIT SETTING #13 2 COINS 1 CREDIT 1 COIN 1 CREDIT SETTING #14 2 COINS 1 CREDIT 1 COIN 2 CREDITS SETTING #15 1 COIN 1 CREDIT 1 COIN 1 CREDIT 3 COINS 3 CREDITS 1 CREDITS CREDIT 2 SETTING #16 2 COINS 1 COIN 1 COIN 3 CREDITS 2 COINS 3 CREDITS CREDIT 3 COINS I CREDIT SETTING #17 3 COINS 1 SETTING #18 4 COINS 1 CREDIT 4 COINS 1 CREDIT SETTING #19 1 1 CREDIT 1 COIN 1 CREDIT 2 CREDITS 2 COINS 2 CREDITS COIN 2 COINS SETTING #20 3 COINS 3 CREDITS 3 COINS 3 CREDITS 4 COINS 5 CREDITS 4 COINS 5 CREDITS COIN 1 CREDIT 1 COIN 5 CREDITS 2 COINS 2 CREDITS 3 COINS 3 CREDITS 1 COIN 2 CREDITS 1 4 COINS SETTING #21 SETTING #22 SETTING #23 SETTING #24 SETTING #26 5 COINS 2 CREDITS 2 COINS 1 CREDIT 2 COINS 1 CREDIT 4 COINS 2 CREDITS 4 COINS 2 CREDITS 5 COINS 3 CREDITS 5 COINS 3 CREDITS 2 COINS 1 CREDIT 1 COIN 3 CREDITS 4 COINS 2 CREDITS 5 COINS 3 CREDITS 1 1 COIN CREDIT COIN 1 CREDIT 2 COINS 2 CREDITS 2 COINS 2 CREDITS 3 COINS 3 CREDITS 3 COINS 3 CREDITS 4 COINS 4 CREDITS 4 COINS 4 CREDITS 5 COINS 6 CREDITS 5 COINS 6 CREDITS COIN 1 CREDIT 1 COIN 6 CREDITS 2 COINS 2 CREDITS 1 j CREDIT 1 1 SETTING #25 5 CREDITS 3 COINS 3 COINS 3 CREDITS 4 COINS 5 COINS 4 CREDITS 6 CREDITS FREE PLAY -18- J____________ FREE PLAY____________ TABLE 8. 3 COIN/CREDIT SETTING (COIN CHUTE INDIVIDUAL TYPE) NAME OF SETTING FUNCTIONING OF EACH COIN CHUTE SETTING #1 1 COIN 1 CREDIT SETTING #6 1 COIN 2 CREDITS SETTING #8 1 COIN 3 CREDITS SETTING #9 1 COIN 4 CREDITS SETTING #10 1 COIN 5 SETTING #11 1 COIN 6 CREDITS SETTING #12 2 COINS 1 CREDIT SETTING #15 1 COIN I CREDIT 2 COINS 3 CREDITS SETTING #17 3 COINS 1 CREDIT SETTING #18 4 COINS 1 CREDIT SETTING #19 1 COIN 1 CREDIT 2 COINS 2 CREDITS 3 COINS 3 CREDITS 4 COINS 5 CREDITS 3 COINS 1 CREDIT 5 SETTING #21 SETTING #22 SETTING #24 CREDITS COINS 2 CREDITS 2 COINS 1 CREDIT 4 COINS 2 CREDITS 5 COINS 3 CREDITS 1 COIN 1 CREDIT 2 COINS 2 CREDITS 3 COINS 3 CREDITS 4 COINS 4 CREDITS 5 6 CREDITS COINS FREE PLAY SETTING #26 8-6 INPUT TEST When INPUT TEST is selected, the monitor will show the following, allowing you to watch the status of each switch. On this screen, periodically check the status of each switch. • By pressing each switch, if the display on the right­ hand side of the name of each switch changes to ON from OFF. the SW and the wiring connections are satisfactory. # Open the COIN CHUTE DOOR and insert a coin from the COIN ENTRY to check the COIN CHUTE COIN SW. In the INPUT test, pressing the test button and Lhe sen ice button simultaneously causes the menu to return back on to the screen. FIG. S. 6 INPUT TEST -19- 8-7 OUTPUT TEST Choose OUTPUT TEST to cause the following topmost screen to appear. In this test, periodically adjust the monitor and check the status of each lamp. The FIG. at the left shows the menu mode of OUTPUT TEST. Press the SERVICE BUTTON to bring the arrow (») to the desired test item. Press the TEST BUTTON to cause the test mode screen below to appear. To return back to the menu mode, brine the arrow to EXIT and press the TEST BUTTON (FIG. 8.2). Choose CRT SIZE to cause the screen shown at the left to appear. Adjust die monitor to make sure that the crosshatch lines do not go beyond the screen size and crosshatch distortion does not occur. Press the TEST BUTTON to have the above OUTPUT TEST menu return back on to the screen. Choose CRT COLOR to cause the screen shown at the left to appear. This test allows the on-screen color adjustment to be performed. The color of a color bar (for each of the 4 colors, i. e., red, green, blue, and white) is darkest at the leftmost end and brightest at the rightmost end. Press the TEST BUTTON to have the above OUTPUT TEST menu return back on to the screen. Choose LAMP to cause the screen shown at the left to appear, and both TEST BUTTONS to flash. Press the TEST BUTTON to have the above OUTPUT TEST menu return back on to the screen. FIG. 8. 7 OUTPUT TEST -20- 8-8 GUN SETTING Selecting GUN SETTING causes the following screen shown at the top to appear. This allows the controller sighting to be adjusted. Periodically check the sighting adjustment status on this screen. The screen shown at the left is the sighting adjustment menu mode. Press the service button to bring the (») arrow to the desired adjustment item to select. Press the test button to cause the following sighting check screen and sighting adjustment screen to appear. Each of IP side and 2P side has 3 different kinds of adjustments to be made. Adjustments for both IP and 2P can not be made on the same screen. To return back to the menu, bring the arrow to EXIT and press the test button (FIG. 8.2). GUN SETTING GUN MARK CHECK PLAYER1 GUN ADJUSTMENT PLAYER1 GUN DEFAULT ADJUSTMENT PLAYKR1 GUN MANUAL ADJUSTMENT PLAYER2 GUN ADJUSTMENT PLAYER2 GUN DEFAULT ADJUSTMENT PLAYER2 GUN MANUAL ADJUSTMENT » EXIT SELECT BY SERVICE BUTTON AND PUSH TEST BUTTON FIG. 8.8a SIGHTING ADJUSTMENT MENU Selecting GUN MARK CHECK causes the screen at the left to appear. Point the controller at this screen to have an impact mark appear on the screen. The position of the mark shows the impact point shot by the controller. A blue impact mark applies to the IP side and a red one to the 2P side. Perform sighting check on this screen. Press the test button to return back on to the above sighting adjustment menu screen. IMPACT MARK FIG. 8.8b SIGHTING CHECK Selecting PLAYER 1 GUN ADJUSTMENT causes the screen shown at the left to be displayed. IP side sighting adjustment can be made on this screen. If the test button is pressed, the sighting adjustment menu returns back on to the screen without performing anything. Adjustment procedure: First shoot at the center of the grid (the square mark at the upper left portion of the screen). This causes another grid to appear at the lower right portion of the screen. Shoot at this grid also. (To be continued.) PLAYER1 GUN ADJUSTMEN' PLEASE SHOOT GRID WITH PLAYER1 GUN PLEASE SHOOT GRID WITH PLAYER This appears st the upper left eric :s h t. fig. 8.8c SIGHTING ADJUSTMENT -21- After shooting at the 2 grids, the screen shown at the left appears. In this screen, choose if the adjustment made is satisfactory or not. Pointing the controller at the screen causes the impact mark to be displayed. The mark shows the shot impact position. If the adjustment is satisfactory, press the test button or IP side start button. For readjustment, press the service button or 2P side start button. GUN MARK CHECKING TEST OR PXJIYXR1__START : TO MEMORIZE SERVICE OR PLAYER2_START ; TO CANCEL <_____________________________________ ________________________________________ / FIG. 8.8d SIGHTING ADJUSTMENT SELECTION Choosing PLAYER 1 GUN DEFAULT ADJUSTMENT causes the screen shown at the left to be displayed. The sighting is reset to the initial setting made at the time of shipment from the factory. However, due to some changes in the unit's environment and cabinet after shipment, sighting may not be always accurate. To reset to the initial setting, press the test button or IP side start button. To return back on to the sighting adjustment menu without doing anything, press the service button or 2P side start button. PLAYERl GUN MANUAL ADJUSTMENT ADXMIN ADYMIN ADXMAX ADYMAX » EXIT SELECT DY SERVICE BUTTON PLATERl START DECREASE PLAYER2 START INCREASE Select PLAYER GUN MANUAL ADJUSTMENT to cause the screen shown at the left to be displayed. In this screen, the 4 adjustment values which determine sighting can directly be set. Use this adjustment mode only when accurate sighting can not be achieved in the above 2 screens. When setting each of the 4 adjustment values, follow the procedure below: Be sure to shoot at the screen’s end portion in the designated direction and determine the adjustment value by paying attention to the impact mark movement. FIG. 8.8f SIGHTING ADJUSTMENT ADXMIN = xxx ADYMIN = xxx Determines the adjustment value of the left-hand end in the horizontal direction. By pointing the controller at the screen's left-hand end.bring the impact mark to the left end of the screen. While pointing at the screen's left-hand end. pressing the left and right start buttons to change the adjustment value causes the impact mark to move left and right. Make adjustments in a manner so that the impact mark is at an appropriate position. At this time, disregard vertical directions. Determines the adjustment value of the screen's upper end in the vertical direction. Point the controller at the screen's upper end to bring the impact mark to the screen’s upper end. While pointing at the screen's upper end, changing the adjustment value by pressing the left and right start buttons causes the impact mark to move up and down. Make adjustments in a manner so that the impact mark is at an appropriate position. Al this time, disregard horizontal directions. 22- While pointing the controller at the screen's right-hand end, pressing the left and right but­ tons causes the impact mark to move left and right HG. 8.8g SIGHTING ADJUSTMENT (in the case of ADXMAX) ADXMAX = xxx ADYMAX = xxx Determines the adjustment value of the screen's right-hand end in the horizontal direction. Point the controller at the screen's right-hand end to bring the impact mark to the screen's right-hand end. While pointing at the screen's right-hand end, changing the adjustment value by pressing the left and right hand start buttons causes the impact mark to move left and right. Make adjustments in a manner so that the impact mark is at an appropriate position. At this time, disregard vertical directions. Determines the adjustment value of the screen s lower end in the vertical direction. Point the controller at the screen's lower end to bring the impact mark to the screen's lower end. While pointing at the low er end. changing the adjustment value by pressing the left and right start buttons causes the impact mark to move up and down. Make adjustments in a manner so that the impact mark is at an appropriate position. At this time, disregard horizontal directions. Choosing PLAYER 2 GUN ADJUSTMENT causes 2P side sighting adjustment screen to be displayed. How to operate is the same as for IP side. Choosing PLAYER 2 GUN DEFAULT ADJUSTMENT causes 2P side sighting to be reset to the initial setting. How to operate is the same as for IP side. Choosing PLAYER 2 GUN MANUAL ADJUSTMENT causes the screen to adjust the 4 adjustment values for 2P side to appear. How to operate is the same as for IP side. -23- 8-9 SOUND TEST SOUND TEST AUTO SKI SK2 SK3 SE4 SK5 SK6 SE7 BGM » EXIT SELECT BY SERVICE BUTTON AND PUSH TEST BUTTON This enables sounds used in the game to be checked. Sound related memory and each speaker are checked. Press the service button to bring the arrow (») to the desired sound item to be tested. Pressing the test button causes the desired sound test screen to appear. Bring the arrow to EXIT and press the test button to return back on to the menu screen (FIG. 8.2). In each sound test screen, pressing the service button to bring the arrow (») to the desired sound item to be tested and pressing the test button causes the selected sound to be emitted. • auto: FIG. 8. 9 SOUND TEST Auto play covering from SEI to