D interlock and power onoff switches

1. Purpose of Interlock Switches.

Two interlock switches have been installed on your game to minimize the hazard of electric shock while you are working inside the cabinet (see Figure 1 -3). One switch is located behind (inside) the rear access panel and the other behind the coin door. These switches remove all AC line power from the game circuitry whenever either door is opened

Check for proper operation of the interlock switches by performing the following steps:

• Unlock and remove the rear access panel and open the coin door.

• Plug the AC line power cord into your wall outlet

BE SURE THAT THE POWER SUPPLY VOLTAGE PLUGS ARE CORRECT! (See section C of this chapter).

• Set the power on/off switch to the "on" position (see Figure 1-3).

• Close the access panel and coin door. The attraction lamp should light, and within 30 seconds, the TV monitor should display a picture.

• Slowly open either the coin door or the rear access panel, and watch the TV picture. It should go off, along with the attraction lamp, when either the door or panel is opened approximately one inch.

• If the results of this test are satisfactory, the interlock switches are operating properly. If they are not, check that the interlock switches are not broken from their mountings or stuck in the "on" position.

» Close and lock the rear access panel.

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POWER ON/OFF SWITCH

INTERLOCK SWITCHES (2) (PULL IN DIRECTION OF ARROW TO DEFEAT INTERLOCK)

REAR VIEW FRONT VIEW

a. self-test procedure f. volume adjustment

Your game will test itself and provide data to demonstrate that its circuitry and controls are working properly. This procedure uses the TV monitor and the speakers: no additional equipment is required. ¡See Figure 1-4 for location of the self-test switch.) To start the self-test procedure, slide the switch to its "on" position as shown in the figure. See Table 1-1 for further details and instructions on the self-test. We suggest that you run the test each time the coin box is emp tied.

The audio volume may be adjusted to suit your particular location and conditions. The volume control is located on the same printed circuit board as the self-test switch. See Figure 1-4.

VOLUME CONTROL

SELF-TEST SWITCH: SLIDE SWITCH DOWN FOR SELF-TEST

VOLUME CONTROL

SELF-TEST SWITCH: SLIDE SWITCH DOWN FOR SELF-TEST

Table !•! Self-Test Procedure

Test " and Name

Result if Test Passed

Result if Test Failed

1. ZERO PAGE RAM TEST

Automatically advances to the next test.

Low-pitched audio whistle; CRT will display "Z PAGE LOW NIB BAD" or "Z PAGE HIGH NIB BAD" followed by either the letter E or D. The letter indicates whether the faulty RAM chip is at D2 or E2.

2. PLAYF1ELD RAM TEST

Screen displays "RAM OK ROM OK" and advances to next test.

Game will not respond if self-test switch is turned off. Audio whistle will be heard, and screen will display "RAM BAD" and one or more letters. See Table 1-2 for faulty chip isolation information.

3. ROM TEST

Automatically advances to next test (no screen or audio output).

Message from test "2 changes to read "RAM OK ROM BAD" followed by a single letter from A to P that tells you which ROM is bad. See Table 1-2.

4. PATTERN TEST

jBPtilll 1 1 "ff^J

The complete set of characters is displayed on the screen.

One or mora characters not displayed or improperly displayed.

5. SWITCH/TRAK BALL/ AUDIO TEST

With all switches open, audio outputs a continuously rising tone. Closing any switch (2 start, 2 coin, 1 slam) will stop tone output, start crowd noise output at low level. LED is "on" when switch open, "off' when closed.

TRAK BALL™: Rectangles respond horizontally and vertically to Trak Ball™ movements, black rectangle to left ball, white rectangle to right ball.

AUDIO: The audio tone heard when two rectangles are vertically aligned indicates "dribble" sound effects working properly.

No rising tone, no crowd noise, LEDs do not light.

Rectangles co not respond to Trak Balls™ or respond incorrectly as compared to description at left.

J NOTE: To return to Attract Mode, flip self-test switch to "off' position.

Table 1-2 Faulty Circuits or Chips

SELF-TEST ROUTINE: RAM TEST

SELF-TEST ROUTINE: ROM TEST

MONITOR DISPLAYS:

FAULTY CIRCUIT OR

MONITOR DISPLAYS:

FAULTY CIRCUIT OR

CHIP LOCATED AT:

CHIP LOCATED AT:

-Ol PCB

-01 PCB

-02 PCB

lk x 4

2k x 4

4k x 8

PROMS

PROMS

ROMS

RAM BAD A

F3

ROM BAD A

R1

R1

D/El

RAM BAD B

F5

ROM BAD B

LI

LI

D/El

RAM BAD C

F3 and F5

ROM BAD C

L2

R1

D/El

ROM BAD D

F2

LI

D/El

RAM BAD E

H3

ROM BAD £

N1

N1

C/Dl

RAM BAD F

H5

ROM BAD F

J1

J1

C/Dl

RAM BAD G

H3 and H5

ROM BAD G

N2

N1

C/Dl

ROM BAD H

J2

J1

C/Cl

RAM BAD I

K3

ROM BAD I

PI

PI

Fl

RAM BAD J

K5

ROM BAD J

HI

HI

Fl

RAM BAD K

K3 and KS

ROM BAD K

P2

PI

Fl

ROM BAD I.

H2

HI

Fl

RAM BAD M

L3

ROM BAD M

Ml

Ml

B1

RAM BAD N

L5

ROM BAD N

K1

K1

B1

RAM BAD 0

L3 and L5

ROM BAD 0

M2

Ml

B1

ROM BAD P

K2

K1

B1

NOTE: When troubleshooting RAM or (P)ROM locations, always check the associated circuitry as well as the suspected

memory chips.

g. operator options

The operator options offer maximum player appeal for your game location(s). These options are listed in Table 1-3. They are preset for a certain game setup during production. To determine how the switches have been set for your game, compare the attract mode with the information in Table 1-3. Operator Option Settings.

To change the toggle positions of the switch assembly and set the desired options, you need not remove the game PCB (see Figure 1-5).

OPERATOR OPTION SWITCH

OPERATOR OPTION SWITCH

Table 1-3 Operator Option Switch Settings

Option

Toggle No. & Setting of DIP Switch on PCB

Result of Setting

8

7

6

5

4

3

2

1

Coin Mode

OFF OFF OFF OFF ON ON ON ON

OFF OFF ON ON OFF ON OFF ON

OFF ON OFF ON OFF ON ON OFF

Free Play 2:30/Credit' 2:00 Credit" 1:30/Credit' 1:15/Credit' 1:00/Credit'$ 0:45/Credit' 0:30/Credit"

Game Instruction Language

ON OFF ON OFF

ON OFF OFF ON

English? German Spanish French

Dollar Coin Mode""

OFF ON OFF ON

OFF OFF ON ON

1 Coin - 6 Credits 1 Coin = 5 Credits 1 Coin = 4 Credits 1 Coin = 1 Credits

One or Two Coin Minimum

ON OFF

One Coin Minimum? Two Coin Minimum

' A "credit" is a block of time for one or two players. $ Indicates setting when game is shipped from Atari " * For left coin mechanism only

introduction

Your game has three basic modes of operation. These are called the Attract Mode, the Play Mode, and the Self-Test Mode. The attract mode is specifically programmed to attract potential players and to educate them in the techniques used to play the game successfully. The play mode is initiated when coins have been inserted and the start/ shoot/jump button pressed, and ends when the game is over and the attract mode is re-entered. The self-test mode was described in Chapter 1. Its only function is to allow you to check the various electronic circuits and controls included in the game.

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