Game Start

The game allocates an adjustable number of credits per coin. This number appears on the CRT. For example, assume that your settings specify one credit for a quarter (U.S. factory pricing). A player deposits a quarter and presses 1-PLAYER START. On its screen, the game posts one credit. Then a one-player game begins. Using player-2 controls for a one-player game is also possible With one credit displayed, press 2-PLAYER START. For a two-player game, at least two credits must be...

Sound Test

Tested chips include RAM U34, ROMs U35 through U38, CVSD U30, DACs U10 and U20. Also checked are Yamaha Synthesizer chip set U7 U8 and microprocessors U1 and U33. SYNTHESIZER AND DIGITIZER. The NARC Sound Board includes two 68B09E microprocessors, U1 and U33. Microprocessor U1 controls the Master or Music System. This system includes Yamaha Synthesizer U7 U8. Microprocessor U1 also supervises communications with the GSP. (The GSP is the main game system on the CPU Board.) Tests refer to the...

Monitor Patterns

RED, GREEN AND BLUE SCREENS (three solid-color patterns) are intended for monitor purity adjustments. You can also use these patterns for checking Color RAMs (ICs U7 and U41 on the CPU Board). If these screens show contaminated colors, degauss the monitor. If purity is still flawed, adjust the purity magnets. (For the adjustment procedure, consult your monitor manual.) A purity screen may be missing some colors or may have vertical lines through it. If so, your game might have a faulty Color...

Game Adjustments Bookkeeping Diagnostics

For your convenience, game adjustments, bookkeeping, audit totals and diagnostics are menu-driven features. Each menu is a list of several choices that you may act upon as desired. LEVELS OF MENUS. Your game has several levels of menus. That is, one menu selection will send the game to another menu. The menus are arranged in outline fashion. That is, a menu of general options selects menus of more specific options. PRESS ADVANCE. Adjustments, bookkeeping and diagnostics are...

Cmos Battery Test

Your game includes a CMOS RAM that stores temporary data such as scores and adjustments. If CMOS contains spurious data or the battery fails, the game prompts INVALID GAME SETTINGS. Then you must open the coin door so that CMOS can be cleared. At that point, the system displays the message DEFAULT ADJUSTMENTS RESTORED. Now, step the game into Game-Over Mode First, press ADVANCE. Then use the joystick and player panel buttons to enter Game-Over Mode. If the game...

Custom Pricing Terminology

Abbreviations for Left, Center or Right Chute Coin Units. Coins don't buy games directly. Instead, the game exchanges each inserted coin for a number of chute coin units. CHUTE UNITS specifies the value of a coin in chute coin units. The game tallies chute coin units for each chute separately (left, right or center). That is, LEFT CHUTE UNITS is a separate adjustment from CENTER CHUTE UNITS. UNITS CREDIT. Coins buy units, and units buy games. UNITS CREDIT is...

Programmed Chips on the Sound Board

Operating Programmed Chips on the Sound Jumper Control Power Game Player Panel Game Adjustments, Bookkeeping, Main Test Menu Typical Coin Bookkeeping Screen Page 1 Typical Coin Bookkeeping Screen Page 2 Typical Audits Screen, Page 1 Typical Audits Screen, Page 2 Typical Game Adjustment Screen Typical Utility Menu Screen Typical Custom Pricing Menu Power-Up RAM Power Pins Diagnostic Mode Typical Main Test Menu Typical Diagnostic Tests Menu Typical Sound Test Menu Typical Monitor...

Control Locations

THE ON-OFF SWITCH is above the back (monitor) door. Standing before the game, you'll find the switch at the game's top-left corner. POWER INTERLOCK SWITCH. Your game has two power-interlock switches. These are located at the back of the game, behind the top and middle panels. Imagine that you're standing behind the game. An interlock is in the upper-right corner of each panel. Each interlock is a spring-loaded DPDT switch. It turns off the game when you remove the panel. For servicing purposes,...

Run Burnin Test

BURN-IN MODE permits continuous ROM, RAM and CMOS RAM tests. To detect failures that only appear after numerous checksum comparisons, such repetition is necessary. If game software locates an error, Auto-Cycle Mode aborts and a failure message appears. Here's the procedure for initiating Burn-In Mode 1. Enter the Diagnostic Menu by displaying DIAGNOSTIC TESTS. 2. Move down to RUN BURN-IN TEST. 3. Press any player panel button. 4. The game prints ARE YOU SURE Select YES by moving up. 5. Press...

Initiating Diagnostic Mode Tests

You can initiate Diagnostic Tests from the game's coin door First, open the coin door. Then locate the white ADVANCE button. It's mounted on a bracket a few inches behind the door. Press ADVANCE. The game responds by displaying the main menu. Now using the joystick, move the highlighted bar to DIAGNOSTIC TESTS. Press any player panel button. This time, the game displays its diagnostic menu. SELECTING AND ENTERING OPTIONS. To select an option you desire to investigate, move the joystick up or...

Using Play Synthesizer And Play Digitizer Tests

NO SOUND Check the sound-select inputs at chip U6 on the Sound Board. (Pins 3, 4, 7, 8,13,14,17 and 18.) During the Play Synthesizer or Play Digitizer Test, look for pulsing. Also check for shorts between sound lines. If two sound lines produce the same sound, you have a short. STILL NO SOUND Turn the volume control all the way up and turn on the game. Momentarily run your fingers around the pins of preamplifer chips U1, U21 and U39. Also use your fingers to probe the quarter-watt resistors...

Switch Test

The monitor displays 21 circles in the approximate positions of game switches. Near each circle is a switch name. When you close a working switch, the game highlights that switch's circle. Highlight colors match player button colors. Check for switches that are stuck open or closed. DIAGNOSTIC TESTS N ft Ft C BELMSION H.H SELECT Iii ITH UP DO ID N STICK RCTIURTE WITH RNV BUTTON HOM BORRD TEST CPU BORRD TEST SODND BORRD TEST MONITOR PRTTERNS RUN BURN-IN TEST RETURN TO MHIN MENU Each joystick has...

Cpu Board Test

At power-up, a scanning rug pattern appears on the game's screen. During this display, the game checks Video RAM chips. These include Video RAMs U42 through U49 and U68 through U75. A stationary, striped pattern replaces the scanning rug. This pattern is an artifact of the testing process. It reproduces the last two lines of the rug pattern stored in Palette Latch U13 U30. Since DMA U77 loads the Video RAM, the test also demonstrates DMA condition. CPU BOARD DRAWING. Following the...

Service Manual

WILLIAMS ELECTRONICS GAMES, INC. 340 I N. California Avenue Chicago, IL 60618 Programmed Chip Summary Continued on Inside-Back Cover CRAM Controller Local Ctlr Video RAM Ctlr GPU 8M J U2S CPU Board U78 CPU Board U79 A-5346-3036-1 A-5346-3036 -2 A-5346-3036-3 Address Decoder Image ROM Ctlr Video RAM Seq. A-b34' -3 3 -4 A-5346-3036-5 A-5346-3036-6 ROM Board 25 ROM Board U26 ROM Board U27 A-5343-3036-1 5 A-5343-3036-1 6 A-5343-3036-1 7 ft M Sonrd U2V ROM Board 29 ROM Board U30 ROM Board U31 ROM...