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'End, The' cabinet photo.
End, The

End, The

A Stern take-off of Space Invaders

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All Game Matches:
End, The
A Stern take-off of Space Invaders
Block Hole
A puzzle game where a spaceship tries to shoot blocks by shooting the top of each block until they match. The game ends when the blocks reach the bottom.
Metro Cross
You control a runner in a series of timed races. You must run to the end of the hall before time runs out.
Psychonics Oscar
Control a yellow robot named Oscar, collect shield and weapon power-ups, shoot bad guys until you get to a massive boss-monster at the end.
Super Locomotive
Super Locomotive is a split screen scrolling game. The aim is to reach the end of each section without being run into by the opposition and without running red lights.
Frogger
Guide frogs home across road and river
Food Fight
Throw food at evil chefs
Flying Shark
Vertical shoot 'em up.
Escape from the Planet of the Robot Monsters
Traverse a series of maze like rooms rescuing hostages and destroying equipment.
Battle Toads
Double Dragon-like scrolling co-operative fighting game based on the hit Tradewest NES game.
Bad Dudes Vs. Dragon Ninja
A horizontal scrolling fighter for 1 or 2 simultaneous players.
Arm Wrestling
Hero arm-wrestles a series of increasingly strong and increasingly odd characters, including a girl and her robot.
Altered Beast
You are risen from the dead to save Zeus' Daughter. Fight your way through five levels collecting power ups to defeat the Evil Magician.
Elevator Action
Your mission as Secret Agent 17(code name "Otto") is to find the secret documents behind red doors and then escape in your getaway car. As you travel by elevator and stairs, avoid enemies or immobilize them by force if necessary.
Crystal Castles
The Brothers Grimm go 3-d. Pac-man style game in which you move Bentley Bear through a series of dazzling 3-d landscapes, collecting gems and avoiding balls, trees, and other bad guys.
Crush Roller
Japanese version of "Make Trax."
Crime Fighters
Side scrolling beat-em-up game like Double Dragon.
Crazy Taxi
Pick up fares and drive them to their destination.
Crazy Climber
In one of Nichibutsu's most popular arcade games, you must climb up 4 very tall buildings while avoiding obstacles and pitfalls.
Cosmic Avenger
Scramble-like shooter.

Coinop.org Pages

/features/qbstory.aspx
The Creation of Q*Bert By Warren Davis, as told to Coinop.org Introduction I am constantly amazed at the fondness people have in their hearts toward Q*bert. I was glad it was successful when it first came out, but I never expected it to be remembered after this many years. It's an honor to have been able to touch the lives of so many people in a positive way, and for that I will
File: /features/qbstory.aspx - 21 K - Updated 2011.08.27
/features/evolution.aspx
Evolution of a Video Game Collector by Unknown (let us know who wrote this) Part 1: Introduction It starts with one game. You're a mild-mannered college student, or maybe a child of the '80s with too much free time on your hands. Two or three years later, the house is littered with parts, all three bedrooms have become arcades, and neither you (nor any spouse you've managed to keep through the
File: /features/evolution.aspx - 26 K - Updated 2011.08.27
/kk/si/index.aspx
Taito Space Invaders & Space Invaders Part II Cocktail Tables Updated February 17, 2003 Space Invaders General Game Information The Space Invaders board I have that appears to be the sound board says "Taito TVN00004" and then has a Bally sticker on it. The board that appears to be the Processor board says Taito then has whatever was below it scratched off the board. The last board, which appears to be a ROM/RAM bo
File: /kk/si/index.aspx - 8 K - Updated 2011.08.27


Knowledge Base

/kb_dl.aspx/KB/gametech/conversion_faq_v1.1.txt
1.0) Conversion FAQ: -------------------- COPYRIGHT 1994 REVISION NUMBER: 1.1 REVISION DATE: 02 November 1994 REVISION HISTORY: 1.1 (02/11/94 - Clarified technical details in {6.4}, Added a few words on manuals in {7.3} and analog controllers in {8.1.3}) REVISION HISTORY: 1.0 (01/11/94 - First public release; FTP only) CREATED BY: Doug Jefferys, Steve Ozdemir THANX TO: Wayne Aiken, Graham Bisset, Duncan Brown, David Hanes, To
File: /kb_dl.aspx/KB/gametech/conversion_faq_v1.1.txt - 115 K - Updated 1994.11.02
/kb_dl.aspx/KB/historical documents/atari games vaxmail/vax84.txt
Atari/Atari Games VaxMail 1984 Jed Margolin ___________________________________________________________________________ From: KIM::SUTTLES 9-JAN-1984 11:40 To: @SYS$MAIL:COINOP Subj: A neat trick with mail For all of you who use the MAIL program as a form of the "paperless office", I have discovered a bug (pronounced "fea-ture") in same. It seems that the addressee line (TO: ...) is parsed independently of file handling. Mail looks at each item in the list, and checks for a double colon (
File: /kb_dl.aspx/KB/historical documents/atari games vaxmail/vax84.txt - 281 K - Updated 2004.09.13
Understanding MAME Drivers Volume 1: Data Structures v1.0
Original URL: http://atarihq.com/danb/files/mamedrv1.txt Understanding MAME Drivers Volume 1: Data Structures v1.0 by Daniel Boris Table of Contents 1.0 Introduction 2.0 /drivers/rockola.c 2.1 GameDriver Structure 2.2 MachineDriver Structure 2.3 ROM Definition 2.4 MemoryReadAddress Structure 2.5 MemoryWriteAddress Structure 2.6 Input Ports 2.7 GfxDecodeInfo Structure 2.8 GfxLayout Structure 3.0 Linking in the Driver 1.0 Introduction The purpose of this document is to help
File: /kb_dl.aspx/KB/gametech/boris - understanding mame drivers 1.html - 33 K - Updated 2000.06.16
/kb_dl.aspx/KB/gamemanuals/cine/cineinst_0.1.txt
CINEINST.TXT Preliminary description of the Cinematronics CPU and instruction set. Version: 0.1 Date: 01/31/97 Author: Zonn Moore E-mail: zonn@concentric.net (as of the above date) Released to the public domain by the author, distribute freely. ----------------------------------------------------------------------------- PREFACE This information was gathered solely through the use of the program 'cinesim.c' and few digital data books, (and, well of c
File: /kb_dl.aspx/KB/gamemanuals/cine/cineinst_0.1.txt - 31 K - Updated 1999.07.14
/kb_dl.aspx/KB/pinouts/pinout_help.txt
----------------------------------------------------------------------------. Title : Arcade Game Pinouts : Date : 09-January-2003 : Source : taken from the Conversion FAQ v1.1 : by Doug Jefferys, Steve Ozdemir : and pinout identification by Tim Lindquist : --------------------------------------
File: /kb_dl.aspx/KB/pinouts/pinout_help.txt - 39 K - Updated 2003.01.09
Arcade Game Cheats
--- 720 --- (Contributor: unknown) In the ramp section, levels 8, 9, and 10: holding down the kick and jump buttons simultanously on the lip of the ramp will boost your air. This trick only works when you're going the correct speed (usually your third or fourth jump), and only once (as far as I can tell) per ramp session per level. ----------- Afterburner ----------- (Contributor: Anthony D. Chen) key: S - start button V - vulcan cannon M - missle F - foot sensor (only on sit-down version) stag
File: /kb_dl.aspx/KB/faqs/faq-arcade cheats.html - 112 K - Updated 1999.10.30
Street Fighter 2: Hyper Fighting moves
Here is a graphical representation of all the special moves for HF. All the moves are for facing to the right. When used in a phrase, the symbol "|" means or. The word beg. is beginning. The charge times shown are relative to the game's speed. So, a 2 second charge on CE is longer than on HF. The words in parentheses show which attribute of the special move is affected by using different button strengths. --------------------------------------------------------------------------- RYU and KEN Fireb
File: /kb_dl.aspx/KB/faqs/faq-sf2 hyper moves.html - 7 K - Updated 1999.10.30
QIX to JAMMA
This document will detail the wiring necessary to convert a QIX boardset to run on a JAMMA harness. It is assumed that you have the following: A working QIX boardset consisting of the Video Processor PCB, the ROM I/O PCB and the Data/Sound PCB. The 50pin ribbon cables that connect these 3 boards together. The metal mounting plate that holds all 3 boards. (preferably) the original wiring harness (not necessary, but it makes things MUCH easier!) In case you DO have the original harness, I ha
File: /kb_dl.aspx/KB/gametech/qix to jamma.html - 8 K - Updated 1999.11.02
/kb_dl.aspx/KB/gametech/williams_conversion.txt
----------------------------------------------------------------- | SWITCHABLE CONVERSION BETWEEN ROBOTRON, JOUST, AND STARGATE | ----------------------------------------------------------------- COPYRIGHT 1994 REVISION NUMBER: 1.1 (Minor bug fix: Line 976 now shows the correct "Y7-X8" connection, not the bogus "Y7-X7" connection from 1.0) REVISION DATE: 20 Oct 1994 CREATED BY: Doug Jefferys STANDARD DISCLAIMER: -------------------- The author hereby grants permission to rep
File: /kb_dl.aspx/KB/gametech/williams_conversion.txt - 57 K - Updated 1994.10.20
Atari Black & White Vector Generator Theory of Operation
(Extreme thanks to Duncan Brown for passing along this time consuming information!!) VECTOR ROM OR DISPLAY LIST CODE (as seen by the State Machine): Byte 1 Byte 2 8 7 6 5 4 3 2 1 8 7 6 5 4 3 2 1 | | | | | | | | | | | | | | | +--+--+- Y length (or rise) | | | | | | | | | | +---------------------------+---------- Overall scale factor | | | | | | | | (8 7 6 5)
File: /kb_dl.aspx/KB/gametech/ataribwvec.html - 11 K - Updated 2000.01.23
/kb_dl.aspx/KB/gamemanuals/cine/serv12.tiff
CINEMATRONIC, INC. ARC SUPPRESSION MODIFICATION INSTRUCTIONS 9/2 1/7 9 1.) Remove the monitor assembly 2.) Examine the wires coming from the CRT socket and locate the red wire and the blue wire. 3.) At a location midway between the socket and the bulge in each wire, cut each wire completely through. 4.,) Prepare the freshly cut wires by stripping ¼” of the insulation from each end. 5.) Slide a 2” piece of 3/16” shrink tubing over the red wire coming from the CRT socket. 6.) Rejoin the two loose ends of the
File: /kb_dl.aspx/KB/gamemanuals/cine/serv12.tiff - 41 K - Updated 1998.03.22
Sega G80 Hardware Reference
Version 1.20 25 Oct 1997 Main Processor: Z80 at 3.86712 MHz (vector games) Z80 at 8.00000 MHz (raster games) Sound Processor: 8035 Test button on CPU board asserts NMI 40Hz interrupt from vector timing board There is an 8*8 hardware multiplier on the XY control board Memory Map 0000 - 07FF 2k ROM on CPU board (power on diagnostics) 0800 - BFFF 46k ROM board C800 - CFFF 2k RAM on CPU board D000 - DFFF downloadable RAM on universal sound board E000 - EFFF 4k Vector RAM E000 - E
File: /kb_dl.aspx/KB/gametech/segag80ref.html - 37 K - Updated 2000.01.23
FAQ: Conversion v1.1
COPYRIGHT 1994 REVISION NUMBER: 1.1 REVISION DATE: 02 November 1994 REVISION HISTORY: 1.1 (02/11/94 - Clarified technical details in {6.4}, Added a few words on manuals in {7.3} and analog controllers in {8.1.3}) REVISION HISTORY: 1.0 (01/11/94 - First public release; FTP only) CREATED BY: Doug Jefferys, Steve Ozdemir THANX TO: Wayne Aiken, Graham Bisset, Duncan Brown, David Hanes, Tony Jones, John Keay, Patti Ozd
File: /kb_dl.aspx/KB/faqs/faq-conversion_v1.1.html - 117 K - Updated 1999.07.27
Converting Schematics to an Emulator V1.2
Original URL: http://atarihq.com/danb/files/zarzon.txt Converting Schematics to an Emulator V1.2 by Daniel Boris (dboris@erols.com) 5/9/98 Table of Contents 1.0 Introduction 2.0 Zarzon Hardware 2.1 Introduction 2.2 Processor 2.3 Memory Map 2.4 Roms 3.0 Video Section 3.1 Video RAM 3.2 CRT controller 3.3 Video Shifter 3.4 Color Selector 3.5 Putting all together 4.0 Sound (to be added later) Appendix 1: Converting Binary to Hex 1.0 Introduction The purpose of
File: /kb_dl.aspx/KB/gametech/boris - converting schematics to an emulator v1.2.html - 34 K - Updated 2000.06.16
/kb_dl.aspx/KB/datasheets/6502/6502dasm.c
/* 6502dasm.c - R6502 Dissassembly */ /* Version 1.0 Jan 12 1996*/ /* Copyright © 1996 Sean Riddle/Jess Askey */ /* the data files must be kept compatible across systems! */ /* usage: 6502disasm <file> [<data file>] */ /* output to stdout, so use redirection */ /* The optional data file contains 7 types of lines: */ /* o Remarks - these are lines beginning with a semi-colon (;) */ /* they are completely ignored. */ /* o 1 ORG line - gives the origin of the code; this is the starting */ /* address to
File: /kb_dl.aspx/KB/datasheets/6502/6502dasm.c - 25 K - Updated 1997.01.01
/kb_dl.aspx/KB/gamemanuals/atari/batzn1b.tiff
I-I tl I- I-I 11 Sheet 1 , Side B DP.156.O1 2nd printing 0 0 0 0 0 0 0 0 0 Signature Analysis of the Math Box Circuitry During the self-test procedure, the Math Box Circuitry is quizzed. T displayed in the upper right-hand corner of the self-test video display indicates that the Math Box Circuitry does not answer the question in the amount of time expected. Therefore, a T indicates a Math Box Circuitry failure. Due to the complexity of this circuitry, we offer signature analysis as a simple means of isolati
File: /kb_dl.aspx/KB/gamemanuals/atari/batzn1b.tiff - 555 K - Updated 1998.03.27
/kb_dl.aspx/KB/gamemanuals/atari/redbaron1b.tiff
0 0 0 0 Signature Analysis of the Math Box Circuitry During the self-test procedure, the Math Box Circuitry is quizzed. T displayed in the upper right-hand corner of the self-test video display indicates that the Math Box Circuitry does not answer the question in the amount of time expected. Therefore, a T indicates a Math Box Circuitry failure. Due to the complexity of this circuitry, we offer signature analysis as a simple means of isolating failing circuits. Signatures for this circuitry are presented in
File: /kb_dl.aspx/KB/gamemanuals/atari/redbaron1b.tiff - 569 K - Updated 1998.04.06
/kb_dl.aspx/KB/pinouts/joy_of_joys.txt
Joy Of Joys Keyboard: How To Do It! Tools Needed: Soldering Iron Hobbyist's Drill (Radio Shack USED to sell a plastic hand drill w/2 PC-board-hole-sized bits, but I don't know that they carry it anymore. Try a hobby shop.) Hot Knife (Optional - Helpful if you're going to chassis-mount your connectors.) Nibbling Tool (RS # 64-823) (Optional - Also helpful for installing chassis-mount connectors.) Materials: PC Concepts Windows 95 Compatible Keyboard (Office Depot, Item # 459-560, $19.95)
File: /kb_dl.aspx/KB/pinouts/joy_of_joys.txt - 9 K - Updated 2003.01.06
Cinematronics CPU and instruction set.
Version: 1.0 Date: 07/31/97 Author: Zonn Moore E-mail: zonn@concentric.net (as of the above date) Released to the public domain by the author, distribute freely. Revision History: ----------------- Version 0.1, 01/31/97 Initial release. Version 1.0, 07/31/97 Added Color and Intensity descriptions. Added Description of the Coin Counter. Fixed some bugs in the Vector Draw description (I had the registers backwards).
File: /kb_dl.aspx/KB/gametech/cineinst.html - 38 K - Updated 2000.01.23
/kb_dl.aspx/KB/gametech/woodcock_tempest_repair.txt
Troubleshooting your Tempest Machine, by Gregg Woodcock This article is Copyright worldwide 1991, 1995; all rights reserved. This is a file I have put together which should get you started on repairing your non-working Atari Tempest game. It lists all the problems I have seen and lots of information from the various manuals. Monitor failures are much more common than game board failures (in fact, I find the game boards to be fairly robust) and that topic is so lengthy that it is covered in another
File: /kb_dl.aspx/KB/gametech/woodcock_tempest_repair.txt - 31 K - Updated 2001.05.27
/kb_dl.aspx/KB/gamemanuals/cine/jstktheo.tiff
JOYSTICK CONTROL CIRCUITRY The Joystick circuitry is used in conjunction with the CPU Board to perform an analog to digital conversion. The X & Y pots on the joystick control work in the same manner with identical circuitry. One end of each pot is connected to +15 and the other end to -15V. The center wiper of each pot goes to its corresponding circuitry. The voltage off the pot is fed into the input of a noninverting DC amp, the capacitors on the input are used to smooth out the response when moving the jo
File: /kb_dl.aspx/KB/gamemanuals/cine/jstktheo.tiff - 45 K - Updated 1998.03.22
/kb_dl.aspx/KB/gamemanuals/cine/serv2.tiff
S * TJ FEBRUARY 198212 CINEMATRONICS Blowing of Circuit Breakers A common failure of the current amplifier, especially in the earlier monitors, is blowing of circuit breakers CB1 and CB2 accompanied by burning of the 47ohm resistors around the power transistor molex. These transistors are mounted to the heat sinks which are attached to the metal side panels of the monitor. If this problem should occur, check for cold solder joints around the molex pins. Check the power transistors QuO and Qil 1 (vertical) a
File: /kb_dl.aspx/KB/gamemanuals/cine/serv2.tiff - 83 K - Updated 1998.03.22
Adapter to plug Asteroids Deluxe board into Asteroids harness
Inspired from the recent posting on converting a Gravitar/Black Widow to a Tempest/Major Havoc, I've decided to document a similar conversion to and from Asteroids Deluxe. This is a simpler conversion than the aforementioned Tempest hackery, but you should still read everything first and be sure you understand what you're doing before proceeding. Although I can't guarantee 24-hour delivery, I'll also try to respond to any questions you may have... Credit goes to Rick Schieve and Steve Ozdemir for letting
File: /kb_dl.aspx/KB/gametech/asteroids deluxe.html - 14 K - Updated 1999.11.01
/kb_dl.aspx/KB/gametech/starwarstoesb.txt
Converting a Star Wars to an Empire Strikes Back arcade game. Version 1.1, Copyright Cliff Koch, 1996 Revision log: 1.0 Original Posting 1.1 Added the data bus wires on the daughterboard netlist (oops). I. Disclaimer Doing this conversion requires reasonable soldering skills. Incorrect wiring could cause damage to the game boards. You do these modifications at your own risk. I did my best to be accurate at describing the conversion, but could have made an
File: /kb_dl.aspx/KB/gametech/starwarstoesb.txt - 32 K - Updated 1996.07.26
Cinematronics C.P.U. Exorcisor Preliminary User Manual
C.P.U. EXORCISOR PRELIMINARY USER MANUAL David Fish October 14th, 1997 Version 1.0 Table of Contents Overview 3 Cinematronics Exorcisor Description 3 Signature Analysis 3 Equipment Necessary 3 Setting up the Equipment 4 HP5004A Self-test 4 Connecting the HP5004A Signature Analyzer to the Exorcisor 5 Verifying the Exorcisor output signatures 5 Preliminary CPU Operational Testi
File: /kb_dl.aspx/KB/gamemanuals/cineex/exor_man.doc - 1,961 K - Updated 2002.09.24
FAQ: Buying Games at an Auction
Submitted by Doug Jefferys (dougj@sco.com) and Steve Ozdemir (ofoz@ihlpb.att.com) NOTES FROM THE AUTHORS The principal authors of this FAQ were Doug Jefferys and Steve Ozdemir . Although we did most of the writing work ourselves, we couldn't have produced this FAQ without the help of our loyal reviewers, a few of whom include: Hedley Rainnie (hedley@iit.com), Steve Phillips (phillips@tegra.com), Jeff Turner (jeff@msc.edu) If we missed any names in that list (and we probably did), let ei
File: /kb_dl.aspx/KB/gametech/auctionfaq.html - 20 K - Updated 2000.01.20
/kb_dl.aspx/KB/gametech/war-lord.txt
WARLORDS 2 VID OUT B VID GND 7 +4V K POT 1 9 POT 2 44 PIN CONN ----------- 1 GND A GND 2 +5V B -5V 3 C 4 D 5 CTR CENTER E CTR LEFT 6 LED 1 F CTR RIGHT 7 H LED 2 8
File: /kb_dl.aspx/KB/gametech/war-lord.txt - 4 K - Updated 1996.09.24
/kb_dl.aspx/KB/gametech/warlords.txt
Warlords 2player upright wiring (copied from the manual. Untested. Use at your own risk!!!) video out 2 video ret B pot 2 9 pot 1 K +4v 7 gnd 1 +sense 22 +sense 21 +5v reg 2 -5v reg B audio 2 9 audio 1 10 +12v 20 -5v 19 gnd A gnd Z +5 out Y led 2 H start 2 15 led 1 6 start 1 S coincntr L E co
File: /kb_dl.aspx/KB/gametech/warlords.txt - 4 K - Updated 1996.04.04
Typical Failures of Early Williams Games
From: woodcock@crchh75b.bnr.ca (Gregg Woodcock) Newsgroups: rec.games.video.arcade.collecting Subject: Re: Typical Failures of Early Williams Games Date: 22 Feb 1994 23:29:15 GMT richard.l.schieve (rls@cbnewsc.cb.att.com) wrote: > Several people have asked me to repost some of my old articles. > I suspect many have seen the following which was one of my first > "Tech Tips" ;-) Sorry to do this to you again, Rick, but I have added a BUNCH of stuff to your file and would like to "share", too (I c
File: /kb_dl.aspx/KB/gametech/williamhwfailures.html - 23 K - Updated 2000.01.23
Star Wars Play Hints
Anyone who wants to archive this post for a FAQ or whatever has my permission to do so. keith@tcs.com Keith Jarett This is an update of my July 29, 1994 post. After much practice, I have achieved reasonable proficiency at Star Wars. A week ago I set a new personal high score of 15 million and change on Wave 56. It took an hour and 45 minutes! This was 5 million and 17 waves better than my second-highest score two months ago. Of course my machine is set to Easy with 9 starting and 3 bo
File: /kb_dl.aspx/KB/faqs/faq-star wars hints.html - 13 K - Updated 1999.10.30
/kb_dl.aspx/KB/pinouts/dragons_lair.txt
Dragon's Lair Cinematronics Inc., 1983, pp. 6-9 The connector from the DL CPU to the disk player is composed of a ribbon cable, a 24-pin DIP ribbon connector, and a 24-pin Centronics ribbon connector. The #1 wire of the ribbon cable may go to the #1 pin of the centronics connector, but then must connect to the #12 pin on the 24- pin DIP connector. Yes, surprise me, but the cable is reversed. LDV1000 connection DL M/B connection (Pioneer manual description DL manual schematics) DIO1 1
File: /kb_dl.aspx/KB/pinouts/dragons_lair.txt - 16 K - Updated 2003.01.06
Tron to Satan's Hollow conversion (long - with pinouts!)
Hi all. Last night I convverted my Tron Mini into a dedicated Satans Hollow. It's not as easy as i thought it would be... First things first. Satans Hollow and Tron have quite a bit in common, and they have almost as many differences. My situation was this: I have a Satans hollow fullsize control panel (with controls), a fullsize tron control panel with controls, and a mini tron control panel without controls. I've got 2 Bally/Midway MCR/II board sandwiches. One with Tron eproms, the other with Sata
File: /kb_dl.aspx/KB/gametech/tron to satans hollow.html - 6 K - Updated 1999.11.03
/kb_dl.aspx/KB/monitortech/wg-ntsc.txt
Pin-outs for the Wells Gardner NTSC Decoder ------------------------------------------- This decoder is made on a small square PCB and has the model number DY-1-0 at the end of the PCB with the corner cut off. There are two basic revisions, 85X0172 (P371) and 85X0311 (P600). Pin-outs: --------- P204: 1 - Vcc * 2 - Vcc * 3 - GND 4 - Key 5 - Blanking Input P203: 1 - Positive composite Sync out 2 - Key ** 3 - GND 4 - Video Blue out 5 -
File: /kb_dl.aspx/KB/monitortech/wg-ntsc.txt - 7 K - Updated 1999.08.01
Addresses FAQ (North American) for rec.games.video.arcade.collecting
Created and maintained by Tony Jones (tony@rtd.com) $Revision: 1.3 $ $Date: 1997/12/24 18:35:05 $ Thanks to: Rick Schieve Greg Woodcock (obsolete component vendors) If you have additions, corrections and (especially) more precise information about the products each supplier offers, please send me e-mail -- thanks! Contents: 1a) Game Manufacturers 1b) Game Manufacturers no longer in business. 2) Informational sources 3) Auction houses 4a) Distributors (Coin-op/United S
File: /kb_dl.aspx/KB/faqs/faq-addresses list.html - 22 K - Updated 1999.07.27
How to WIN at NBA JAM! by Randolph S. Vance and William G. Henderson
E-Mail: RSVANC00@mik.uky.edu (NeXT Mail) WGHEND00@mik.uky.edu (NeXT Mail) Version 1.13 Revised: August 18th, 1993 ---------------------------------------------------------------------- Introduction. Are you tough enough to take on all 27 of the NBA teams? If you think you are, get set for the most intense basketball video game you'll ever play! ---------------------------------------------------------------------- History. Versio
File: /kb_dl.aspx/KB/faqs/strat-how to win at nba jam.html - 31 K - Updated 1999.10.29
/kb_dl.aspx/KB/datasheets/6502/6502-nmos.extra.opcodes.txt
"Extra Instructions Of The 65XX Series CPU" By: Adam Vardy (abe0084@infonet.st-johns.nf.ca) [File created: 22, Aug. 1995... 27, Sept. 1996] The following is a list of 65XX/85XX extra opcodes. The operation codes for the 6502 CPU fit in a single byte; out of 256 possible combinations, only 151 are "legal." This text describes the other 256-151= 105 operation codes. These opcodes are not generally recognized as part of the 6502 instruction set. They are also referred to as undef
File: /kb_dl.aspx/KB/datasheets/6502/6502-nmos.extra.opcodes.txt - 20 K - Updated 1999.07.12
Battlezone High Score Upgrade
Subject: Battlezone high score upgrade (LONG) Date: 23 Jun 1994 12:06:29 GMT Organization: Texas Instruments Lines: 365 Distribution: world Message-ID: <2ubts5$94c@osage.csc.ti.com> NNTP-Posting-Host: bugs.tiuk.ti.com Well I finally got my Battlezone permanent high score fix working, thanks to the 48Z02 datasheet that Clive Bittlestone sent (the chip has 2 chip enables that do not behave the same, and I was using the wrong one, so I swapped a couple of wires and bingo). Also thanks go to Do
File: /kb_dl.aspx/KB/gametech/battlezone nvram.html - 18 K - Updated 2002.04.25
/kb_dl.aspx/KB/gametech/board pinouts/spacedungeon.txt
SPACE DUNGEON PINOUTS There are serveral PCBs in a SD set, they are: - VIDEO PROCESSOR PCB (08-00001-001) - ROM/IO PCB (08-00003-001) - Data/Sound PCB (08-00002-001) - POWER SUPPLY PCB (08-00007-001) which are similar to Qix PCBS - its believe its a simple romswap for conversion. What Space Dungeon has on op of Qix is a Coin Door Processor PCB and I am uncertain as to it's necessity (we shall see when I try to JAMMA it) These pinouts are taken directly off the wiring diagram from the
File: /kb_dl.aspx/KB/gametech/board pinouts/spacedungeon.txt - 10 K - Updated 1999.12.21
Q*Bert Pinouts, switches, and JAMMA conversion info
Q*Bert pinouts, switches, and JAMMA conversion info, plus bootleg pinout, sound fix, and general troubleshooting information
File: /kb_dl.aspx/KB/gametech/qbert tech.html - 15 K - Updated 2002.05.01
The REAL "PONG" FAQ Version 1.02
10 Nov.1997 Creator & Maintainer: Sly D.C. *** Special Edition *** O.K.,Here's the legal stuff: Copyright (c) 1997, Sylvain De Chantal All rights reserved. This document may be copied, in whole or in part, by any means provided the copyright and contributors sections remain intact and no fee is charged for the information. Contributors retain the copyright to their individual contributions. The data contained here in is provided for informational purposes
File: /kb_dl.aspx/KB/faqs/faq-pong.html - 28 K - Updated 1999.10.30
Street Fighter 2 FAQ
Rank Character Score %age Crushes Crushed by ----------------------------------------------------------------- 1) Guile 71 59.2 Balrog (10) Sagat/Ryu (3) 2) Sagat 70 58.3 E. Honda (8) Blanka (3) 3) M. Bison 69 57.5 Balrog (8) Guile/Zangief (4) 4) Vega 68 56.7 Dhalsim (9) Guile/E. Honda (4) 5) Ryu 67 55.8 Balrog (9) Sagat (3) 6) Blanka 62 51.7 CL/Dh/Sag (7) Balrog
File: /kb_dl.aspx/KB/faqs/faq-sf2.html - 50 K - Updated 1999.10.30
The Bronze Age (1971 to 1980) Video Game List
Vers 2.7 May 12, 1998 additions/corrections to aek@spies.com and kk@clickto.com Note: Date may either be release date, date from a manual or schematic, or the date that a game appears in a publication Monitor Type ------------ H-- = Horizontal V-- = Vertical -R- = Raster -V- = Vector --B = B&W --O = Color Overlay --C = Color --P = Projection Name Manuf Date uP Man/ROM # ---- ----- -
File: /kb_dl.aspx/KB/faqs/list-bronzeagebyyear.html - 30 K - Updated 1999.10.29
/kb_dl.aspx/KB/datasheets/6502/6502_cpudocs.txt
# # $Id: 64doc,v 1.8 1994/06/03 19:50:04 jopi Exp $ # # This file is part of Commodore 64 emulator # and Program Development System. # # See README for copyright notice # # This file contains documentation for 6502/6510/8500/8502 instruction set. # # # Written by # John West (john@ucc.gu.uwa.edu.au) # Marko MŠkelŠ (msmakela@kruuna.helsinki.fi) # # # $Log: 64doc,v $ # Revision 1.8 1994/06/03 19:50:04 jopi # Patchlevel 2 # # Revision 1.7 1994/04/15 13:07:04 jopi #
File: /kb_dl.aspx/KB/datasheets/6502/6502_cpudocs.txt - 67 K - Updated 1999.07.12
/kb_dl.aspx/KB/pinouts/space_dungeon.txt
SPACE DUNGEON The format for these connectors is PCB name, followed by the connectors in order - each connector has the pin number, what it connects to (and the original wiring harness colour in brackets where legible), and finally in square brackets the pcb and connector + pin if relevant. VIDEO PROCESSOR PCB (08-0001-001) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= CONNECTOR J1 1 +5 (Red) [Power PCB J4-1] 2 +5 (Red) [Power PCB J4-2] 3 GND (Blk) [Power PCB J4-3] 4 -5 (Brn) [Power PCB J
File: /kb_dl.aspx/KB/pinouts/space_dungeon.txt - 9 K - Updated 2003.01.06
The Sega Out Run FAQ Version 0.3
Maintained by Chris White Andrew W. Sharples This FAQ may only be reproduced with permission, and must not be edited, altered or modified in any other way. WWW and TXT formats available from : www.diamondblack.demon.co.uk # As the case is with all FAQs, this document is a work in progress. # # Additions, corrections, and comments are very welcome. # [What's New] Version 0.3 - 7th February 1998 * Added : Machine S
File: /kb_dl.aspx/KB/faqs/faq-sega outrun.html - 70 K - Updated 1999.10.30
Hyper Fighting: Ken Strategy Guide
**************************************************************************** ** ** ** # # # # ### #### ### #### # ### # # ##### # # # ### ** ** # # # # # # # # # # # # # # # # ## # # ** ** #### # ### ### ### ### # # ## #### # # # # # # ## ** ** # # # # # # # # # # # # # # # # ## # # ** ** # # # # #### # # # # ## #
File: /kb_dl.aspx/KB/faqs/faq-sf2 hyper (ken).html - 105 K - Updated 1999.10.28
Smash TV strategy guide
Submitted by Unknown Don't try to conserve ammo. Your shots should be efficient and kill as much as possible, and you won't have time to think about conserving shots (esp. in the latter stages). The pattern of moves you should follow at the end of each board to reach the easiest boards is: Level 1: right, up; and then you have no choices. Level 2: up, right; and then again, no choices. Level 3: right, right, down; and then you have no choices. Following these moves should enable you to
File: /kb_dl.aspx/KB/gametech/smashtvstrategy.html - 5 K - Updated 2000.01.19
/kb_dl.aspx/KB/gamemanuals/atari/4pfb2a.tiff
The address decoder outputs the scroilfield write enable signal SFWR, and the microprocessor. selects the appropriate RAM pair with address lines ABUSO and ABUS5. ____ +5J OUTØ In 20 CK 6 “0 s (b 2b LS4 Sp BQ F/F 3t 3Q 7D 7Q 40 OC (?l 110 F—1, R5 s:i:. Sheet 2, Side A DP-139-02 1st PRINTING !‘ 2C3 2 C2 2C1 2C0 L5153 l”3 DATA SELl Ic2 I CI VIDEO GENERATOR SFRDA SFRDB 1t4 2 C3 2(2 2Y 2C1 zc L5153 I (3 DATA SELl 1(1 MLIX ILl I Cø I a SFRDA SFRDS 2(3 2C2 2(1 zc L5153 1C3 DATA SEL/ Ic2 IbIUX IC’ I (0 I 2 SFRDA S
File: /kb_dl.aspx/KB/gamemanuals/atari/4pfb2a.tiff - 509 K - Updated 1998.04.07
/kb_dl.aspx/KB/datasheets/z80/z80ctc05.tiff
Programming Trigger Mode (Timer Mode Only). D3 selects (Continued) the trigger mode for timer operation. When D3 is reset to 0, the timer is triggered automatically. The time constant word is programmed during an I/O write operation, which takes one machine cycle. At the end of the write operation there is a setup delay of one clock period. The timer starts automatically (decrements) on the rising edge of the second clock pulse (T2) of the machine cycle following the write operation. Once started, the timer
File: /kb_dl.aspx/KB/datasheets/z80/z80ctc05.tiff - 618 K - Updated 1997.08.25
/kb_dl.aspx/KB/gametech/ay8910d.tiff
OPERATION Since all functions of the PSG are controlled by the processor via a series of register loads, a detailed description of the PSG operation can best be accomplished by relating each PSG function to the control of Its corresponding register. The function of creatIng or programming a specific sound or sound effect logically follows the control sequence listed: Rglslers Function R0-.-R5 Program tone periods. 116 Program noise penod. 117 Enable tone Cnd/or noise on selected channels. R1O—11I2 Select “f
File: /kb_dl.aspx/KB/gametech/ay8910d.tiff - 153 K - Updated 1997.10.08
/kb_dl.aspx/KB/gamemanuals/cine/serv18.tiff
INC. ATTN: Distributors/Operators RE: High Speed Analog Switch (LF13331) modification Dear Servicepersorits): The Analog switch in Cinematronic”s monitors can be damaged if the -15 volt supply line reaches the chip before the +15 volt line. Addition of a 1N914 diode protects against this condition. Attach the cathode (banded end) of the diode to pin 4 of the Analog switch socket. Attach the anode to pin 5. After soldering, clean thoroughly with proper solvent or resin remover solution. Mzsbig Don Wright Cus
File: /kb_dl.aspx/KB/gamemanuals/cine/serv18.tiff - 31 K - Updated 1998.03.22
Yet Another List
O-Taito is the Old Taito pinout on wiretap. N-Taito is the New-Taito pinout (Like Elevator Action). Quote by R. Schieve: "Taito.pin will match most for power, ground, monitor, and speaker connections but inputs are usually quite different." DECO/Data East is the Data East pinout. See Ring King.pin or KarateChamp.pin.I AtariV is Black Widow and Gravitar and Space Duel Konami if the Konami pinout. See Konami\Rush'n'Attack.pin. BZone is Battle Zone and Red Baron Tehkan games seem to follow th
File: /kb_dl.aspx/KB/faqs/list-yetanothergameslist.html - 49 K - Updated 2002.06.10
/kb_dl.aspx/KB/datasheets/2901/2901-1.tif
T-i 1-1 rlIL—r1—38510/440c 59 — 9999906 0064846 7 — _________________ MIL—M—38510/440C QUALIFICATION I 11 JiiLYl986 I REQUIREMENTS I iiPING I REMOVED I MIL-M—38510/4408 6 January 1984 (See below) MILITARY SPECIFICATION MICROCIRCIJITS, DIGITAL, FOUR-BIT MICROPROCESSOR SLICE MONOLITHIC SILICON This specification is approved for use by all Departments and Agencies of the Department of Defense. IMIL-M-38510/44O (29O1A) and MIL-M—38510/44OA (290113) have been replaced with I IMIL—M-38510/440C (29O1C). The new re
File: /kb_dl.aspx/KB/datasheets/2901/2901-1.tif - 112 K - Updated 1996.09.19
Bally Midway MCR System Games FAQ
********************************* Bally Midway MCR System Games FAQ version 1.0 Writers Mark Jenison Clay Cowgill ********************************* I. Introduction II. The MCR system classes A. CPU's 1. MCR (I) 2. MCR II 3. MCR III B. Super Sound I/O C. Video 1. Video Generator II 2. Video Generato
File: /kb_dl.aspx/KB/faqs/faq-bally midway mcr games.html - 24 K - Updated 1999.10.29
Mortal Kombat 3 FAQ
##################### ##################### ### ### ### ### ### ### ### ### ### M O R T A L K O M B A T ### ### ### ### ### ### ### ### ### ##################### #############
File: /kb_dl.aspx/KB/faqs/faq-mortal kombat 3.html - 27 K - Updated 1999.10.30
Samurai Shodown Mini-FAQ
____ _ _ _ _ _ ____ _ _ / ___/ / |/ v \| | | | _ \ / | | | |__ / | | | | | |_| |/ | | Samurai Shodown mini-FAQ \__ \/ / | | | | | | | _ </ / | | Release 10 ___|/ _ | |_| | |_| | | \/ _ | | 11-05-93 | __/_/ |_|_| |_|\___/|_| /_/\|_|_| |/____ _ _ ___ ____ ___ _ _ __ _ / ___| | | |/ _ \| _ \ / _ \| |_| | \| | | |__ | |_| | | | | | | | | | | | | | | | \__ \| _ | | | | | | | | | | | | | | | | ___| | | | | |_| | |_| | |_| | | | | | ___/|_| |_|\___/ ____/ \___
File: /kb_dl.aspx/KB/faqs/faq-samurai shodown mini.html - 73 K - Updated 1999.10.29
HEAVY BARREL complete strategy guide
Submitted by Julius Yang A somewhat obscure game, Heavy Barrel uses the same controls as Ikari Warriors, but is a better game IMHO due to the availability of different weapons, not just augmented versions of weapons. The objective is to wipe out a military complex filled with soldiers and lethal military equipment. The available weapons are the standard machine gun, the heavy machine gun, the fan gun, the flamethrower, and the Heavy Barrel. Grenade weapons include standard grenades, red grenades,
File: /kb_dl.aspx/KB/gametech/heavybarrelstrategy.html - 7 K - Updated 2000.01.19
Tempest Cheats
This doesn't work on all Tempest machines. (However, if you find a Tempest machine that has high scores in excess of 900K, this is a good sign). Get a score in the form of XXYYZZ, where XX > 16, 29 < YY < 60, and ZZ is a code. Some codes are: 01 - Test mode. 06, 11, 12 - 40 free games. 46 - Start at any level you like (up to level 81). There are more. This was due to a bug in the code, and was corrected in later versions. When the fuseballs are at the top, and in
File: /kb_dl.aspx/KB/gametech/tempestcheats.html - 1 K - Updated 2002.04.25
/kb_dl.aspx/KB/gametech/text/kangaroo.txt
Kangaroo Option Switch Settings and Self-Test Options are preset at the factory and shown by the * symbols. To verify option switch settings, power the game off then on again. Set the self-test switch to ON and verify the settings on the self-test screen. Then set the self-test switch to OFF. The table below contains the switch settings for options relating to the number of Kangaroo lives, game difficulty, bonus and price options. The switches are on the CPU PCB to the right of IC42 and are accessible whe
File: /kb_dl.aspx/KB/gametech/text/kangaroo.txt - 15 K - Updated 1995.04.07
FAQ: BUYING FROM AN OPERATOR
---------------------------- FAQ: BUYING FROM AN OPERATOR Last Updated: 31 March 1998 ---------------------------- INTENT AND DISCLAIMERS: ----------------------- Copyright 1993, 1998 The authors hereby grant permission to reproduce and distribute this document for personal use, subject to the condition that the document (along with any copyright and disclaimer notices) is not modified in any way. The opinions expressed within this document are those of the authors only and not necessar
File: /kb_dl.aspx/KB/faqs/faq-game buying.html - 41 K - Updated 1999.07.27
/kb_dl.aspx/KB/datasheets/2901/2901-45.tif
rlIL—F1-38510/440C 59 — 9999906 0064890 T — MIL—M-38510/440C F3 This output is the most significant (sign) bit of the ALU and can be used to determine positive or negative results without enabling the three—state data outputs. It is noninverted with respect to the sign bit output Y3. Y0-3 The four data outputs of the processor. These are three-state output lines. When enabled, they display either the four outputs of the ALU or the data on the A-port of the register stack, as determined by the destination co
File: /kb_dl.aspx/KB/datasheets/2901/2901-45.tif - 126 K - Updated 1996.09.19
/kb_dl.aspx/KB/datasheets/z80/z80ctc08.tiff
Interrupt The 2-80 CTC follows the Z-80 system inter- Operation rupt protocol for nested priority interrupts and return from interrupt, wherein the interrupt priority of a peripheral is determined by its location in a daisy chain. Two lines—TEl and lEO—in the CTC connect it to the system daisy chain. The device closest to the +5 V supply has the highest priority (Figure 13). For additional information on the Z-80 interrupt structure, refer to the Z-80 CPU Product Specification and the Z-80 CPU Technical Man
File: /kb_dl.aspx/KB/datasheets/z80/z80ctc08.tiff - 566 K - Updated 1997.08.25
/kb_dl.aspx/KB/pinouts/dragons_lair_2.txt
Dragon's Lair 2 wiring connections: ----------------------------------- J14: (SPEAKER) pin 1 - LEFT SPEAKER pin 2 - LEFT SPEAKER RETURN pin 3 - N/C pin 4 - N/C pin 5 - RIGHT SPEAKER pin 6 - RIGHT SPEAKER RETURN pin 7 - N/C pin 8 - N/C J15: (COIN) pin 1 - +5V pin 2 - COIN #1 pin 3 - COIN #2 pin 4 - N/C pin 5 - N/
File: /kb_dl.aspx/KB/pinouts/dragons_lair_2.txt - 3 K - Updated 2003.01.06
Programming the Atari XY Vector Generator
The information in this document is not guaranteed to be accurate, use at your own risk. The Atari Analogue Vector Generator (or AVG) is the circuitry used to draw lines on the special XY monitors of some games from the late seventies and early eighties. These include Asteroids, Battlezone, Tempest, Gravitar and Star Wars, all of which used a slightly different AVG as the games evolved. The AVG is a small computer in its own right, it has its own ROM, RAM, instruction set and stack for subro
File: /kb_dl.aspx/KB/gametech/atari_xy.html - 7 K - Updated 2000.01.23
/kb_dl.aspx/KB/gametech/board pinouts/digdug.txt
DIG DUG Typed in by : Rick Schieve Cocktail info added by Doug Graham 11/2/94 This is Dig Dug made easy. No fooling around with all the extra +5 VDC return lines and other baloney done with the audio/regulator board and Atari power supply. A standard +5/+12 VDC game supply will run this fine. A - ground 1 - ground B - +5 VDC 2 - +5 VDC C - 3 - D - 4 - E -
File: /kb_dl.aspx/KB/gametech/board pinouts/digdug.txt - 2 K - Updated 1994.11.03
/kb_dl.aspx/KB/pinouts/qbert.txt
GOTTLIEB INFORMATION: Q*BERT PINOUTS ---------------------------------------------- CPU MA-378 (A1) SOLDER | COMPONENT -------------+--------------- _______ +5V |A | 1| GND +5V |B | 2| GND +5V |C | 3| Coin Return GND |D | 4| Coin 1 |E | 5| Coin Lockout Coin Meter |F | 6| Knocker
File: /kb_dl.aspx/KB/pinouts/qbert.txt - 10 K - Updated 2003.01.09
first monitor recap experience
From: "Bret Pehrson" Subject: My recap experience Date: Saturday, July 15, 2000 3:07 PM Thought I'd pass on my first recap experience: I have a Donkey Kong Jr. that I picked up a couple of weeks ago, and the CRT picture has been dying ever since. The problems that I had were that the picture would take approx. 5 minutes to appear, and even then, it was very dark and red was about gone. I picked up a Zanen cap kit for the monitor (Sanyo). All said, it took about two hours to do install the
File: /kb_dl.aspx/KB/gametech/my recap experience.html - 3 K - Updated 2000.07.15
/kb_dl.aspx/KB/gamemanuals/atari/tempest1a.tiff
WELLS-GARDNER COLOR x-Y DISPLAY SCHEMATIC (19K61o1-5617A A+) Microprocessor Address Decoder Power Reset and Watchdog Counter Vector Generator: Program Counter Data Buffer Address Selector Instruction 1. Set self-test switch to on (see Figure 5). Press RE- SET on the PCB, or turn power off and on again. 2. Activate start, fire, Superzap, SLAM, and coin switches. 3. Rotate encoder wheel clockwise and counterclockwise. 4. Observe the white frame around the outside of the screen. 5. Activate SLAM . switch. - 6.
File: /kb_dl.aspx/KB/gamemanuals/atari/tempest1a.tiff - 548 K - Updated 1998.04.06
/kb_dl.aspx/KB/gametech/dragonsl.air.txt
From: dover@ll.mit.edu (David Humphrey) Newsgroups: rec.games.video.arcade.collecting Subject: Finally DL is done, here is some info Date: 8 Jun 1995 16:16:23 GMT Well, I finally have a Dragon's Lair running up to the point where I am confident that I can successfully complete the game. Thanks to "Blind Guy" Chris, Jim Rogers, and yes, even John Pierce at CPDIST, for all of the input on how to jumper the boards, make the cables and dissect the LDV1000 player (forgot... thanks to the Pioneer Industrial di
File: /kb_dl.aspx/KB/gametech/dragonsl.air.txt - 16 K - Updated 1996.04.04
/kb_dl.aspx/KB/gametech/identify-unknown-boards.txt
Newsgroups: rec.games.video.arcade.collecting From: rls@intgp8.ih.att.com (-Schieve,R.L.) Subject: Re: how do you find the +5,+12,-5 voltages on a board, don't have pinouts? Date: Sun, 31 Jul 1994 18:20:21 GMT In article <5i2SznW.bubsy@delphi.com>, <bubsy@delphi.com> wrote: >How do you find out which pins are which voltages on a board that you >have no pinouts for? >erik Here is an old posting of mine that many have seen but maybe some of the new people are interested: ------------------
File: /kb_dl.aspx/KB/gametech/identify-unknown-boards.txt - 9 K - Updated 1999.08.01
Mortal Kombat FAQ Version 5.0
******************************************************************************** * * * Mortal Kombat Comprehensive Moves, Combos, Fatalities, and Hints Listing * * (almost FAQ) (Posted at the beginning and middle of each month) * ******************************************************************************** Version 5.0 (4/28/93) (Last Major Revision for a LONG while) What's New: o Complete
File: /kb_dl.aspx/KB/faqs/faq-mortal kombat.html - 62 K - Updated 1999.10.30
/kb_dl.aspx/KB/pinouts/warlords.txt
Warlords -------- List for P19: | A | 1 | Video RET (mono) | B | 2 | Video OUT (mono) | C | 3 | !Composite SYNC | D | 4 | Green Red | E | 5 | Blue Video RET (RGB) | F | 6 | | H | 7 | +4 (controls) | J | 8 | Cocktail Pot 1 | K | 9 | Pot 2 Pot 3
File: /kb_dl.aspx/KB/pinouts/warlords.txt - 4 K - Updated 2003.01.06
Konami / Stern 36 Pinouts, Switches, etc
Konami 36 pin wiring, switches, and add'l technical info Compiled for coinop.org by Kurt Koller and Sirdar Bey. Known variations follow, select game to jump to that game's information. Amidar · Circus Charlie · Contra · Frogger · Green Beret · Gyruss · Hyper Sports · Jail Break · Juno First · Kicker · L'il Hustler · Locomotion · Lost Tomb · Mania Challenge · Mega Zone · Mikie · Moon War · Nemesis · Pandora's Palace · Pooyan · Road Fighter · Roc 'N' Rope · Rush 'N' Attack · Sc
File: /kb_dl.aspx/KB/gametech/konamitech.html - 108 K - Updated 2000.09.17
/kb_dl.aspx/KB/gametech/board pinouts/dl2.txt
Dragon's Lair 2 wiring connections: J14: (SPEAKER) pin 1 - LEFT SPEAKER pin 2 - LEFT SPEAKER RETURN pin 3 - N/C pin 4 - N/C pin 5 - RIGHT SPEAKER pin 6 - RIGHT SPEAKER RETURN pin 7 - N/C pin 8 - N/C J15: (COIN) pin 1 - +5V pin 2 - COIN #1 pin 3 - COIN #2 pin 4 - N/C pin 5 - N/C pin 6 - GND J17: (INPUTS) pin
File: /kb_dl.aspx/KB/gametech/board pinouts/dl2.txt - 3 K - Updated 1998.01.18
/kb_dl.aspx/KB/gamemanuals/gottlieb/mpsnd.tiff
+Svc,42 + P24 R28 8 + 7 OlE-s 532 ¶;2 R30 P27 ISP. lOP. + 1 U1E-5 FHI - LMIS3 LAPAP DRIVER. NT E.R,AC S NOTES: I. UNLESS OTIER,WISE SPECIFIED, R.ESISTOR\S APE51,1/’1-W. Z.U.LEC,END WIT4IN ATES INDICATES SCHMITT TR.IER.. 3.VqITH THE EXCEPTION OF E1,EZ,E2 AND E15,E17,E18; SOLID TUMPERS USED WITH ET1E PR\OMS, DASHED rUMPER.S USED WITH 273Z PRPMS. p/a ASPI AUDIO OUTPUT 10 I 18 PIN 1 *8IP SOCK0T5+D I FOR L4L II I L_ r.’o’wicr L. -- 4W2-1 I 581-2 4EV +SV 10.1UFU1S A0 2D PAO 13 Si, AEP1-8 Al PAl i II SE, 86P1-9 50
File: /kb_dl.aspx/KB/gamemanuals/gottlieb/mpsnd.tiff - 451 K - Updated 1997.08.14
/kb_dl.aspx/KB/gametech/board pinouts/inferno.txt
WMS Inferno Pinouts: -------------------- CPU Board: J2 (4-PIN): 1 - POT END 2 - POT Wiper 3 - KEY 4 - POT END (the other side -- GND) J3 (4-PIN): 1 - SPEAKER + 2 - N/U 3 - N/U 4 - SPEAKER - J4 (10-PIN): 1 - 2 - KEY 3 - SLAM-TILT 4 - RIGHT COIN 5 - CENTER COIN 6 - LEFT COIN 7 - HIGH-SCORE RESET 8 - ADVANCE 9 - AUTO-UP/MANUAL-DOWN 10 - GND (Control Panel) J5 (12-PIN): 1 - 2-PLAYER START 2 - 1-PLAYER START 3 - TRIGGER 2 (NOT USED) 4 - T
File: /kb_dl.aspx/KB/gametech/board pinouts/inferno.txt - 2 K - Updated 1997.12.15
1996.09.29 GUIDE TO LOWER MAINLAND ARCADES
VERSION 1.0a : 1996.09.29 by Glenn Tarigan Additional comments by "Moby" Henry Kong Andrew Chang Feel free to distribute this document. Make sure the credits remain intact. I'd like to get some comments, especially from people who have been to any of the arcades mentioned here. What can I do to improve this guide? Do you have any details or opinions to add? Note: "Lower Mainland" refers to a southwest portion of British Columbia, Canada. The major arcades listed so far
File: /kb_dl.aspx/KB/faqs/faq-1996 lwr mainland arcades.html - 54 K - Updated 2000.02.20
Atari Trak Ball Basics for Centipede and Millipede
Submitted by Unknown This post is intended to show the basic components of the Atari trak balls for Centipede and Millipede and what to replace to get one to roll like new again. The Atari Mini-TrakBall (Centipede) and Midi-TrakBall (Millipede) consist of 2 roller shafts, 1 idler shaft, 6 ball-bearings, 2 radial optical couplers, 2 encoding wheels, and a ball. The basic setup is shown below. Key: E - Encoder wheel is screwed on to end of shaft. B - Ball-bearing D - Detector Dio
File: /kb_dl.aspx/KB/gametech/atari trak ball basics.html - 3 K - Updated 2002.04.16
TIME CRISIS ENEMIES GUIDE
Written by Desmond Hew wilddog_tc@hotmail.com Jun 18, 1999 [PLAYSTATION and ARCADE] This FAQ may be electronically reproduced in whole or part, free of charge, as long as credit is given to its author, Desmond Hew. This FAQ is NOT to be altered in any way or used for profitable/promotional purposes of any kind. This document was created and is owned only by me [Desmond Hew]. You can e-mail me at wilddog_tc@hotmail.com on your comments or whatsoever. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
File: /kb_dl.aspx/KB/faqs/faq-time crisis.html - 79 K - Updated 1999.07.26
/kb_dl.aspx/KB/datasheets/2901/info2901.txt
Dana Colbert 19 SEP 96 info2901.txt Info for the MIL SPEC 2901 Four-Bit Microprocessor Slice --------------------------------------------------------- These seven sheets (which contain info on the operation, as opposed to all of that boring stuff concerning sinking and sourcing of current) are all part of a 46 page document. Although the first page does not contain data which many people would consider to be pert
File: /kb_dl.aspx/KB/datasheets/2901/info2901.txt - 1 K - Updated 1999.10.29
/kb_dl.aspx/KB/monitortech/atarixyhints.txt
Newsgroups: rec.games.video.arcade From: woodcock@bnr.ca (Gregg Woodcock) Subject: How to repair Atari's color XY (vector) monitors (update) Sender: news@news.rich.bnr.ca (news server) Message-ID: <C6z10H.3tB@news.rich.bnr.ca> Date: Thu, 13 May 1993 15:14:41 GMT Reply-To: woodcock@bnr.ca (Gregg Woodcock) Nntp-Posting-Host: crchh75b Organization: Bell-Northern Research; Richardson, Texas, USA Keywords: Atari color XY vector monitor Ampliphone Wells-Gardner repair Lines: 491 I decided to combine the Amplipho
File: /kb_dl.aspx/KB/monitortech/atarixyhints.txt - 26 K - Updated 1998.09.24
UPGRADE: PLAY BUBBLES ON YOUR HACKED ROBOTRON/JOUST/STARGATE MACHINE
COPYRIGHT 1994 REVISION NUMBER: 1.0 (first public release) REVISION DATE: 1 Jun 1994 CREATED BY: Doug Jefferys STANDARD DISCLAIMER The author hereby grants permission to reproduce and distribute this document for personal use, subject to the condition that the document (along with any copyright and disclaimer notices) is not modified in any way. The opinions expressed within this document are those of the author only and not necessarily those of the author's employer. This document is provide
File: /kb_dl.aspx/KB/gametech/bubbles upgrade.html - 19 K - Updated 1999.11.02
Memory map for Bally/Midway MCRII system (Tron)
I know of the following games that run on MCR/II systems: TRON (MCR/II) TWO TIGERS (MCR/II) SATAN'S HOLLOW (MCR/II) DOMINO MAN (MCR/II) WACKO (MCR/II) JOURNEY (MCR/II with MCR/III sprite board) I've been told that these are MCR games, too: KICKMAN (MCR/I) SOLARFOX (MCR/I) and I belive that there are others. The game system (MCR/II) consists of three boards: * the audio board (super sound I/O) - Z80 + 2 AY-3-8910 * the cpu board - Z80 and background/tile generation
File: /kb_dl.aspx/KB/gametech/tronmap.html - 6 K - Updated 2000.01.23
/kb_dl.aspx/KB/gamemanuals/stern/video3.tiff
However, each of the two switch sections of 6E uses only two of the four possible input positions (ground and Al3 for one section: H8 and A0 for the second section. Thus,the chip requires only two binary codes at pins A and B to select the two positions. Pin A is grounded to provide a logic zero at all times and pin B provides the two binary codes of 00 or 10. Pin B is driven by the VIDCYC* waveform derived from an H4 count and the 11256 count which are generated in the horizontal counters of the synchroniz
File: /kb_dl.aspx/KB/gamemanuals/stern/video3.tiff - 111 K - Updated 1997.07.27
/kb_dl.aspx/KB/gametech/donkeykong3.txt
Donkey Kong 3 Nintendo, 1983 Donkey Kong 3 Option Switch Settings ----------------------------------------------------------------------------- Toggle (SW1) Settings A B C D E F G H Option ----------------------------------------------------------------------------- Number of Players per Game -------------------------- Off Off
File: /kb_dl.aspx/KB/gametech/donkeykong3.txt - 6 K - Updated 1995.04.03
POWER SUPPLY REPAIR
Copyright November, 1994 by Randy Fromm We live in a "disposable society." Disposable razors, lighters, pens and a myriad of other items are a part of our daily life. Many operators consider power supplies to be disposable as well. Their rumored inability to be repaired and relatively low cost create the impression of disposability. This is not the case, however. I repair lots of power supplies and it's really quite easy and practical. In fact, a repaired supply may end up having a longer l
File: /kb_dl.aspx/KB/gametech/psrepair.html - 14 K - Updated 2000.01.23
/kb_dl.aspx/KB/gametech/spacedueltogravitar.txt
--------------------------------------------------------------------------- Gravitar Control Panel in a Space Duel Cabinet The following describes how to connect an Atari Gravitar control panel to the Atari Space Duel cabinet harness. Both the Gravitor control panel and game PCB are virtual drop-in substitutes into the Space Duel cabinet. However, while the Gravitar panel has a 12-pin Molex-type connector, Space Duel uses a 24-pin AMP-type connector. Fortunately, the Space Duel control pane
File: /kb_dl.aspx/KB/gametech/spacedueltogravitar.txt - 3 K - Updated 1994.10.20
Konami board numbers, Revision V2.7
Submitted by Graham Bisset (boards@nmisystems.demon.co.uk) Konami board numbers, Revision V2.7 (c) 1995-1997 Graham Bisset, All rights reserved. This document can be freely copied so long as all credit to myself remains and the document remains INTACT! The latest revision of this document is always available from : http://www.nmisystems.demon.co.uk/konami.htm -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Last updated : 5/4/98 (UK date format) Changes since last update : +1 Changes made
File: /kb_dl.aspx/KB/gametech/konamiboards.html - 11 K - Updated 2000.01.20
/kb_dl.aspx/KB/pinouts/the_end.txt
THE END CKT SIDE PARTS SIDE ----- ----- A1 -5V B1 +12V A2 SP B2 SP A3 PL 2 SHOOT 1 B3 PL 2 SHOOT 2 A4 PL 2 LEFT B4 PL 2 RIGHT A5 1 PLAY START B5 2 PLAY START A6 PL 1 SHOOT 2 B6 PL 2 UP A7 PL 1 SHOOT 1 B7 S
File: /kb_dl.aspx/KB/pinouts/the_end.txt - 1 K - Updated 2003.01.07
/kb_dl.aspx/KB/pinouts/inferno.txt
Inferno Pinouts, Williams ------------------------- CPU Board: J2 (4-PIN): 1 - POT END 2 - POT Wiper 3 - KEY 4 - POT END (the other side -- GND) J3 (4-PIN): 1 - SPEAKER + 2 - N/U 3 - N/U 4 - SPEAKER - J4 (10-PIN): 1 - 2 - KEY 3 - SLAM-TILT 4 - RIGHT COIN 5 - CENTER COIN 6 - LEFT COIN 7 - HIGH-SCORE RESET 8 - ADVANCE 9 - AUTO-UP/MANUAL-DOWN 10 - GND (Control Panel) J5 (12-PIN): 1 - 2-PLAYER START 2 - 1-PLAYER ST
File: /kb_dl.aspx/KB/pinouts/inferno.txt - 2 K - Updated 2003.01.06
CONVERSION BETWEEN SPACE DUEL AND GRAVITAR
From: "tomm" Subject: Re: Tech: XY Gurus HELP Gravitar/Space Duel Date: Monday, June 12, 2000 10:18 AM ----------------------------------------------------------------- | CONVERSION BETWEEN SPACE DUEL AND GRAVITAR | ----------------------------------------------------------------- COPYRIGHT 2000 REVISION NUMBER: 1.0 (first public release) REVISION DATE: 29 March 2000 CREATED BY: John Lee and amended by Tom McClintock PART I: Conversion of A Space Duel Con
File: /kb_dl.aspx/KB/gametech/gravitar_space duel.html - 13 K - Updated 2000.06.15
JAMMA/AAMA Standard Connector Pinouts and JAMMA Game list
JAMMA/AAMA Standard Connector Pinouts and JAMMA Game List
File: /kb_dl.aspx/KB/gametech/jamma tech.html - 46 K - Updated 2002.05.17
Tempest Tech Info
Tempest Dip Switch Settings, Pinouts, Memory Map, ROM Info and EAROM info
File: /kb_dl.aspx/KB/gametech/tempest tech.html - 15 K - Updated 2002.04.25
Subject: FAQ POSTING (rgva.collecting)
From: tony_jones@no.spam Newsgroups: rec.games.video.arcade.collecting Subject: FAQ POSTING (rgva.collecting) Frequently Asked Questions rec.games.video.arcade.collecting $Revision: 1.3 $ $Date: 1997/11/05 03:23:40 $ This is the Frequently Asked Questions (FAQ) list for the Usenet newsgroup rec.games.video.arcade.collecting (hereafter abbreviated to rgva.collecting) This FAQ is posted every 14 days and the current copy should be considered
File: /kb_dl.aspx/KB/faqs/faq-rgvac.html - 30 K - Updated 1999.07.27
The Sega/Gremlin X-Y FAQ
======================== The Sega/Gremlin X-Y FAQ version 1.6 written by: Mark Jenison ======================== 1. Introduction 2. The X-Y Convert-a-Game system a. The System 1. CPU boards 2. X-Y timing and control boards 3. Sound boards 4. EPROM boards b. Monitor: Electrohome G08 X-Y c. Power supply 3. Games a. Space Fury b. Star Trek c. Eliminato
File: /kb_dl.aspx/KB/faqs/faq-segaxy_v1.6.html - 28 K - Updated 1999.07.27
/kb_dl.aspx/KB/gametech/text/rastan.txt
------------------------------------------------------------ prodigy ® mail: Personal Message 07/10/1995 ------------------------------------------------------------ From: John Ethan Boyes () Subject: (no subject) Sent On: 07/09 03:13 PM PM ET Date: Sun, 09 Jul 95 19:18:17 0400 From: John Ethan Boyes [jeboyes@mindspring.com] Subject: (no subject) Here are the DIP Switch settings for Rastan Switch Bank 1 1 2 3 4 5 6 7 8 --------------
File: /kb_dl.aspx/KB/gametech/text/rastan.txt - 4 K - Updated 1996.01.24
/kb_dl.aspx/KB/gametech/board pinouts/qbert.txt
pinouts for Q*bert (Gottlieb, 1982) submitted by David Shuman (shu@caltech.edu, essayes@telerama.LM.com) MLB = Main Logic Board SB = Sound Board -- = No Connection Main Logic Board (MA-378) 60-contact edge connector (A1P1) A +5 VDC 1 GND B +5 VDC 2 GND C +5 VDC 3 GND (COIN RETURN) D -- 4 -- E COIN 1 (OPTIONAL) 5 COIN LOCKOUT (OPTIONAL) F COIN METER 6 KNOCKER* H -- 7 -- J -- 8 -- K -- 9 -- L -- 10 -- M A6P1-2 (SB) 11 -- N -- 12 A6P1-4 (SB) P -- 13 -- R SELECT TEST SW** 14 GND S COIN
File: /kb_dl.aspx/KB/gametech/board pinouts/qbert.txt - 1 K - Updated 1994.08.05
/kb_dl.aspx/KB/gametech/dragonslair.txt
Dragon's Lair Cinematronics Inc., 1983, pp. 6-9 Part III: REVISED GAME OPTIONS (To be used with games containing Revision A, B, C, or D PROMS) The following game options are controlled by Dip Switches 1 and 2 on the main CPU board: I. Attract Mode and Joystick Sound II. Number of Coins Required for One Credit III. Number of Dirks per Credit and Length of Play IV. Playtest and Diagnostic V. Difficulty Level VI. Pay-As-You-Go Play Some
File: /kb_dl.aspx/KB/gametech/dragonslair.txt - 9 K - Updated 1994.12.03
Atari mathbox microcode disassembler
/* * mathdis.c: Atari math box microcode disassembler for Red Baron, * Battlezone, and Tempest * * Copyright 1992, 1993, 1997 Eric Smith * * Permission is granted to reproduce and distribute copies of this program * for noncommercial use, provided the copyright notice is not altered. * This software is provided on an "AS-IS" basis, with no warranty. * * The input file should be a series of 256 lines each containing the * address and data (in hexadecimal, separated by whitesp
File: /kb_dl.aspx/KB/gametech/mathdis.html - 10 K - Updated 2000.01.23
/kb_dl.aspx/KB/datasheets/65816/detailop.txt
Table 9. Detailed Instruction Operation ADDRESS MODE CYCLE /VP /ML VDA VPA ADDRESS BUS DATA BUS R/W 1 Immediate -- # (LDY,CPY,CPX,LDX,ORA,AND,EOR,ADC,BIT,LDA,CMP,SBC,REP,SEP) (14 Op Codes) (2 and 3 bytes) (2 and 3 cycles) 1 1 1 1 1 PBR,PC Op Code 1 2 1 1 0 1 PBR,PC+1 IDL 1 2a 1 1 0 1 PBR,PC+2 IDH 1 2a Absolute -- a (BIT,STY,STZ,LDY,CPY,CPX,STX,LDX,ORA,AND,EOR,ADC,STA,LDA,CMP,SBC) (16 Op Codes) (3 bytes) (4 and 5 cycles) 1 1 1 1 1 PBR,PC Op Code
File: /kb_dl.aspx/KB/datasheets/65816/detailop.txt - 19 K - Updated 1996.08.24
/kb_dl.aspx/KB/monitortech/xymodsfinal.txt
==================Start==================== StarTech Journal December 1983 Volume 5 Number 10 Pages 14 and 15 ========================================= WELLS GARDNER X-Y MONITOR/FINAL SOLUTION By Wayne McGuire, Brady Dist, Charlotte, NC We at Brady Distributing Co. pride ourselves on the service we have been able to offer our customers. The following modifications are a product of our shop personnel and, in our estimation, a final solution to the Wells Gardner X-Y monitor problems. Over
File: /kb_dl.aspx/KB/monitortech/xymodsfinal.txt - 4 K - Updated 1999.08.01
/kb_dl.aspx/KB/gametech/board pinouts/superpac-man.txt
Here are the pinouts to Super Pac-Man. The first part of this file contains original information pulled from the manual. At the end of this file, Scott Lemon was kind enough to test the pinouts and he gives the minumum set of pins needed to get the game to actually work. --Dave Holcomb holcomb@halcyon.com - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Super Pac-Man pinouts Midway, December 1982 There are three boards to the Super Pac-Man boardset: CPU Board A0
File: /kb_dl.aspx/KB/gametech/board pinouts/superpac-man.txt - 6 K - Updated 1995.04.06
/kb_dl.aspx/KB/gametech/grav_to_blkwidow.txt
----------------------------------------------------------------- | SWITCHABLE CONVERSION BETWEEN GRAVITAR AND BLACK WIDOW | ----------------------------------------------------------------- COPYRIGHT 1993 REVISION NUMBER: 1.1 (first public release) REVISION DATE: 17 March 1994 CREATED BY: Doug Jefferys STANDARD DISCLAIMER: -------------------- The author hereby grants permission to reproduce and distribute this document for personal use, subject to the condition that the document (along
File: /kb_dl.aspx/KB/gametech/grav_to_blkwidow.txt - 39 K - Updated 1994.03.18
/kb_dl.aspx/KB/gametech/usaafmustang.txt
USAAF MUSTANG (C) UPL COMPANY LIMITED Typed in by John Cassells cas@cass.demon.co.uk (from original manual) Apear the item when you shoot a helicopter!! (Star) Fire a machine gun and bomb at once by shot A! (Plane) 1 UP (Bomb) Bomb power up max 8 continue (Gun) Strike force +1 max 8 (Star) B button when you are exposed to danger!! Equip a strike force by shot B. Matchless when you equip one!! When push on end shot B, force cause damage on all of enemy on the screen. Defeated enemy's total come
File: /kb_dl.aspx/KB/gametech/usaafmustang.txt - 3 K - Updated 1997.06.11
/kb_dl.aspx/KB/pinouts/tempest.txt
"Tempest" (Atari, 1980) ----------------------- P20: 44-pin edge connector component side solder side -------------- ----------- +5VDC RETURN A 1 +5VDC RETURN +5VDC B 2 +5VDC C 3 +22VDC D 4 -22VDC COIN R E 5 SLAM COIN C F 6 COIN L DIAG STEP H 7 SELF TEST X INV J 8 OUT 5 (not used) Y INV
File: /kb_dl.aspx/KB/pinouts/tempest.txt - 6 K - Updated 2003.01.06
/kb_dl.aspx/KB/gametech/tempest.txt
TEMPEST SWITCH SETTINGS (Atari, 1980) ------------------------------------- GAME OPTIONS: (8-position switch at L12 on Analog Vector-Generator PCB) 1 2 3 4 5 6 7 8 Meaning ------------------------------------------------------------------------- Off Off 2 lives per game On On 3 lives per game On Off 4 lives per game Off On 5 lives per game On On Off Bonus life every 10
File: /kb_dl.aspx/KB/gametech/tempest.txt - 4 K - Updated 1994.01.04
/kb_dl.aspx/KB/gametech/listbyyear.txt
'H','R','B','Computer Space','Nutting Assoc',1971 'H','R','B','Pong','Atari',1972 'H','R','B','Astro Hockey','Brunswick',1973 'H','R','B','Astro Race','Taito(japan)',1973 'H','R','B','Davis Cup','Taito(japan)',1973 'H','R','B','Elepong','Taito(japan)',1973 'U','R','B','Elimination','Atari/Kee',1973 'H','R','B','Gotcha','Atari',1973 'H','R','C','Gotcha Color','Atari',1973 'H','R','B','Hockey','Ramtek',1973 'H','R','B','Hockey TV','Sega(japan)',1973 'H','R','B','Leader','Midway',1973 'H','R','B','
File: /kb_dl.aspx/KB/gametech/listbyyear.txt - 18 K - Updated 1999.07.10
/kb_dl.aspx/KB/gametech/cinematronicsconversions.txt
STEPS TO RO -> RO + SC or SC -> SC + RO CINEMATRONIC CONVERSION --------------------------------------------------------------- PARTS FOR SIMPLE CONVERSION: Rip Off (RO) control panel and RO (or Star Castle (SC)) motherboard. A SC (or RO) sound board. 9 pin molex connectors (plus 8 male pins and 1 female pin) to power each of the sound boards. One 9 pin molex connector (plus 1 male pin and 8 femail pins) to tap into the cabinets power to the sound board.
File: /kb_dl.aspx/KB/gametech/cinematronicsconversions.txt - 25 K - Updated 1994.10.19
/kb_dl.aspx/KB/pinouts/konami.txt
> Konami Connector < ******************** Amidar, Bimmelbahn, Circus Charly, Commando (Konami), Dommy, Eggs, Frogger, Iron Horse, Jail Break, Juno First, Kicker, Locomotion, Lost Tomb,Mega Zone, Mikie, Moonwar, Nemesis, Pandora's Palace, Pooyan, Road Fighter, Rock'n Rope, Rush 'n Attack, Scramble, Scrambled Egg, Space Pilot, Strategy X, Super Basketball, Super Cobra, The End, Time Pilot, Time Pilot '84, Turpin, Turtles, Tutankham, Yie Ar Kung Fu,
File: /kb_dl.aspx/KB/pinouts/konami.txt - 2 K - Updated 2003.01.06
Mortal Kombat 2 FAQ - Revision 10
________________________ MORTAL KOMBAT II FAQ Complete Guide Tenth Revision January 5th, 1994 ineluki@u.washington.edu ________________________ 500 years ago, Shang Tsung was banished to the Earth Realm. With the aid of Goro he was to unbalance the furies and doom the planet to a chaotic existence. By seizing control of the Shaolin Tournament he tried to tip the scales of order towards chaos. Only seven warriors survived the battles and Shang Tsung's scheme would come to a violent end at the han
File: /kb_dl.aspx/KB/faqs/faq-mortal kombat 2.html - 31 K - Updated 1999.10.30
/kb_dl.aspx/KB/gametech/ripoff.txt
===================================================================== Rip Off switch settings and game description and play. ===================================================================== The following chart diagrams the switch setting of the option switches for "RIP OFF". The 7 station switch is located at position E-2 on the logic board. 7 On = Diagnostic mode 6 On = option score 5 On = No sound in attract mode 4 Credit 0 3 Credit 1 2 Time 0 1 Time 1 TA
File: /kb_dl.aspx/KB/gametech/ripoff.txt - 7 K - Updated 1995.01.06
/kb_dl.aspx/KB/historical documents/atari games vaxmail/vax87.txt
Atari/Atari Games VaxMail 1987 Jed Margolin ___________________________________________________________________________ From: KIM::RAINS 2-JAN-1987 10:27:26.19 To: @sys$mail:engineer CC: Subj: Computer Health Note #3 VAX-edrin Headache #3 You've been poking around somewhere in another directory (something like SYS$USERDISK:[FRED.STUFF.MORESTUFF.EVENMORESTUFF]) and now you have found something you want to get back to or reference with out so much directory name baggage. Sure, it doesn't
File: /kb_dl.aspx/KB/historical documents/atari games vaxmail/vax87.txt - 271 K - Updated 2004.09.13
/kb_dl.aspx/KB/gametech/donkkong.iii.txt
Donkey Kong 3 Nintendo, 1983 Donkey Kong 3 Option Switch Settings ----------------------------------------------------------------------------- Toggle (SW1) Settings A B C D E F G H Option ----------------------------------------------------------------------------- Number of Players per Game -------------------------- Off Off
File: /kb_dl.aspx/KB/gametech/donkkong.iii.txt - 6 K - Updated 1996.03.25
/kb_dl.aspx/KB/gametech/text/warlords.txt
From: davidhan@csn.org (David Hanes) Actually, Atari Warlords could either be in B/W or color. Atari released an upright 2 player version of Warlords which had a B/W raster monitor. I have the manual (and drawing package) for the upright version. In case anyone needs it, here are the switch settings for the upright version. Dave Game Option Settings - J2 ========================= 8 7 6 5 4 3 2 1 Option ------------------------------------------ On On
File: /kb_dl.aspx/KB/gametech/text/warlords.txt - 2 K - Updated 1994.01.10
/kb_dl.aspx/KB/pinouts/superpac-man.txt
Here are the pinouts to Super Pac-Man. The first part of this file contains original information pulled from the manual. At the end of this file, Scott Lemon was kind enough to test the pinouts and he gives the minumum set of pins needed to get the game to actually work. --Dave Holcomb holcomb@halcyon.com - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Super Pac-Man pinouts Midway, December 1982 There are three boards to the Super Pac-Man boardset: CPU Boar
File: /kb_dl.aspx/KB/pinouts/superpac-man.txt - 7 K - Updated 2003.01.06
/kb_dl.aspx/KB/pinouts/kangaroo.txt
Kangaroo, Atari Solder Side Parts Side --------------------------------- GND 1 GND 2. Start 2 1P.Start 3 Coin Table 4 1P.Right 5 1P.Up/Jump 6 1P.Left 1P.Punch 7 1P.Down 8 2P.Right 9 2P.Up/Jump 10 2P.Left 2P.Punch 11 2P.Down 13 14 15 16 17 18
File: /kb_dl.aspx/KB/pinouts/kangaroo.txt - 5 K - Updated 2003.01.06
/kb_dl.aspx/KB/monitortech/gwoodcock_xyhelp.txt
HOW TO DIAGNOSE, REPAIR AND UPGRADE YOUR AMPLIFONE AND WELLS-GARDNER COLOR VECTOR (XY) MONITORS version 6.1 (4-6-96) by Gregg Woodcock (woodcock@nortel.com) This article is Copyright worldwide 1991, 1996; all rights reserved. OFFICIAL CYA LEGAL WARNING AND WAIVER: Although I have made every effort to be precise, this article may contain errors. Even if it does not, some people may still damage their machines or themselves while using the
File: /kb_dl.aspx/KB/monitortech/gwoodcock_xyhelp.txt - 171 K - Updated 1999.08.01
Seaga/Gremlin X-Y FAQ
======================== The Sega/Gremlin X-Y FAQ version 1.6 written by: Mark Jenison ======================== 1. Introduction 2. The X-Y Convert-a-Game system a. The System 1. CPU boards 2. X-Y timing and control boards 3. Sound boards 4. EPROM boards b. Monitor: Electrohome G08 X-Y c. Power supply 3. Games a. Space Fury b. Star Trek c. Eliminato
File: /kb_dl.aspx/KB/gametech/segaxyfaq16.html - 28 K - Updated 2000.01.23
/kb_dl.aspx/KB/historical documents/atari games vaxmail/vax89.txt
Atari/Atari Games VaxMail 1989 Jed Margolin ___________________________________________________________________________ From: KIM::HALLY 3-JAN-1989 09:01:01.61 To: DENCKER,RAY,HALLY,ROTBERG,BURGESS,MARGOLIN,COMSTOCK,NOBLE,MOSER,DIEKNEITE,FULLER,GROSSMAN CC: Subj: S.T.U.N. TEAM last update: 1/3/89 Project: S.T.U.N. RUNNER (571) Planned Field Test: FEB. 89 Planned Finished Goods Assy. JUNE 89 Project Leader: MIKE HALLY Programmer(s): ED ROTBERG ANDY BURGESS Engineer: JE
File: /kb_dl.aspx/KB/historical documents/atari games vaxmail/vax89.txt - 403 K - Updated 2004.09.13
/kb_dl.aspx/KB/faqs/mcrfaq.txt
********************************* Bally Midway MCR System Games FAQ version 1.0 Writers Mark Jenison Clay Cowgill ********************************* I. Introduction II. The MCR system classes A. CPU's 1. MCR (I) 2. MCR II 3. MCR III B. Super Sound I/O C. Video 1. Video Generator II
File: /kb_dl.aspx/KB/faqs/mcrfaq.txt - 24 K - Updated 2002.12.06
/kb_dl.aspx/KB/datasheets/cinematronics/cineinst.txt
CINEINST.TXT Preliminary description of the Cinematronics CPU and instruction set. Version: 0.1 Date: 01/31/97 Author: Zonn Moore E-mail: zonn@concentric.net (as of the above date) Released to the public domain by the author, distribute freely. ----------------------------------------------------------------------------- PREFACE This information was gathered solely through the use of the program 'cinesim.c' and few digital data books, (and, well of course, a schem
File: /kb_dl.aspx/KB/datasheets/cinematronics/cineinst.txt - 30 K - Updated 1997.02.02
/kb_dl.aspx/KB/historical documents/atari games vaxmail/vax88.txt
Atari/Atari Games VaxMail 1988 Jed Margolin ___________________________________________________________________________ From: MIKE::LIEBSTER 4-JAN-1988 14:39:28.82 To: @SYS$MAIL:EVERYBODY CC: Subj: PAYMENT OF CONSULTANTS/CONTRACTORS STARTING THIS YEAR WE WILL BE PAYING CONSULTANTS AND CONTRACTORS THROUGH PAYROLL INSTEAD OF ACCOUNTS PAYABLE. THIS WILL ALLOW US TO AUTOMATICALLY KEEP TRACK AND GENERATE YEAR-END 1099 INFORMATION. THIS WILL APPLY TO ALL CONTRACTORS OR COMPANIES THAT ARE NO
File: /kb_dl.aspx/KB/historical documents/atari games vaxmail/vax88.txt - 293 K - Updated 2004.09.13
/kb_dl.aspx/KB/historical documents/atari games vaxmail/vax86.txt
Atari/Atari Games VaxMail 1986 Jed Margolin ___________________________________________________________________________ From: ERNIE::GRAHAM 2-JAN-1986 10:21:33.70 To: @SYS$MAIL:JUNK CC: Subj: ATARI GAMES 401-K PLAN John Klein asked me to put the following memo out on junk mail: TO: All Employees FROM: John Klein/Dennis Wood We are quite pleased to report that our 401-K Plan has gotten off to an excellent start. As of today we had 118 employees making contributions to the Plan. We encoura
File: /kb_dl.aspx/KB/historical documents/atari games vaxmail/vax86.txt - 342 K - Updated 2004.09.13
LIST: KONAMI Video Games in Japan
Year Title Title (Kanji) ------------------------------------------------------------------------ 1977 Destroyer 1978 Block Invader Space King Space Ship 1979 Space War Kamikaze 1980 Maze Sidewinder The End 1981 Scramble Super Cobra Flogger Video Hustler Turpin Strategy X Tactician Amider Barrian 1982 Jungler Gattan Gotton Tuta
File: /kb_dl.aspx/KB/faqs/list-konamijapan.html - 2 K - Updated 1999.07.27
/kb_dl.aspx/KB/gametech/ripoff.doc.txt
RIPOFF DOCS Introduction: RIP OFF is a one or two player action game that offers features guaranteed to capture and prolong player interest: an accelerating competitive level with a clearly visble object and a team competition option that allows players to combine scores as well as skills in defense strategy against a futuristic enemy. The Center of the playfield is occupied by a selectable number of triangular fuel cells that pulsate with radioactive energy. The player commandeers a land cr
File: /kb_dl.aspx/KB/gametech/ripoff.doc.txt - 5 K - Updated 1996.04.04
/kb_dl.aspx/KB/datasheets/65816/65c816.txt
---------------------------------------------------------------------------- [GTE] Microcircuits CMOS 8/16-Bit Microprocessor Family 65sc802 is both software and pin-to-pin compatible with 6502. G65SC802 / G65SC816 Data Sheets * Features * AC/DC Characteristics * Functional Description * Addressing Modes * Notes on Instructions * Interrupts * Table 4. List of Mnemonics * Table 5-7. Instructions * Table 8. Opcode Matrix * Table 9. Detailed Instruction Operation * Figur
File: /kb_dl.aspx/KB/datasheets/65816/65c816.txt - 91 K - Updated 2001.01.13
/kb_dl.aspx/KB/datasheets/6502/65816datasheet.txt
GTE G65SC802 / G65SC816 Microcircuits CMOS 8/16-Bit Microprocessor Family Features Advanced CMOS design for low power consumption and increased noise immunity Emulation mode for total software compatibility with 6502 designs Full 16-bit ALU, Accumulator, Stack Pointer, and Index Registers Direct Register for ''zero page'' addressing 24 addressing modes (including 13 original 6502 modes) Wait for Interrupt (WAI) and Stop the Clock (STP) instructions for reduced
File: /kb_dl.aspx/KB/datasheets/6502/65816datasheet.txt - 96 K - Updated 1999.07.12
/kb_dl.aspx/KB/historical documents/atari games vaxmail/vax85.txt
Atari/Atari Games VaxMail 1985 Jed Margolin ___________________________________________________________________________ From: KIM::SHEPPERD 4-JAN-1985 17:20 To: @SYS$MAIL:JUNK.UAF Subj: Printer in Rains's area There is another printer hooked up now in the phone closet near Rains's office. It's known as RAINS$PRINT and if you want it to be the default printer for you then put the following in your LOGIN.COM file: $ ASS 'f$log("RAINS$PRINT")' SYS$PRINT The physical name is TXD5:, but I advise
File: /kb_dl.aspx/KB/historical documents/atari games vaxmail/vax85.txt - 233 K - Updated 2004.09.13
/kb_dl.aspx/KB/gametech/cinematronics-history.txt
THE HISTORY OF CINEMATRONICS AND A DESCRIPTION OF THEIR VECTOR GAMES -------------------------------------------------------------------- COPYRIGHT 1994, 1995 REVISION NUMBER: 2.0 REVISION DATE: 23 December 1994 REVISION HISTORY: 1.0 (02/11/92 - First attempt at listing and ordering all Cinematronics games.) REVISION HISTORY: 2.0 (12/23/94 - Rearranged sections, added new sections for Barrier, Speed Freak, Boxing Bugs,
File: /kb_dl.aspx/KB/gametech/cinematronics-history.txt - 50 K - Updated 1994.12.28
/kb_dl.aspx/KB/historical documents/atari games vaxmail/vax90.txt
Atari/Atari Games VaxMail 1990 Jed Margolin ___________________________________________________________________________ From: BERT::LTURNER 2-JAN-1990 15:43:12.18 To: @SYS$MAIL:EVERYBODY CC: LTURNER Subj: New Baby This is to annouce the arrival of a new addition at the Moore house. His name is Evan Alexander Bettencourt Moore. He was born on Saturday, December 30, at 10:21A. Weight -- 7 lbs 10 oz Height -- 20 1/2 inches Mother and baby are home and doing well. _____________________________
File: /kb_dl.aspx/KB/historical documents/atari games vaxmail/vax90.txt - 537 K - Updated 2004.09.13
/kb_dl.aspx/KB/historical documents/atari games vaxmail/vax91.txt
Atari/Atari Games VaxMail 1991 Jed Margolin ___________________________________________________________________________ From: GAWD::MCCARTHY "Pat" 2-JAN-1991 12:37:15.74 To: @SYS$MAIL:JUNK CC: MCCARTHY Subj: New employee. If you haven't already noticed or been introduced, we have a new employee starting today. His name is John Moore. He is a hardware design engineer in the Electrical Design group, reporting to me. His office is the corner cubicle just outside my office. Drop by and say Hi. _____
File: /kb_dl.aspx/KB/historical documents/atari games vaxmail/vax91.txt - 834 K - Updated 2004.09.13
/kb_dl.aspx/KB/historical documents/atari games vaxmail/vax92.txt
Atari/Atari Games VaxMail 1992 Jed Margolin ___________________________________________________________________________ From: BERT::FRANCES 2-JAN-1992 17:56:52.97 To: MARGOLIN CC: Subj: PHONE MESSAGE DAN ASH 879-3037 10:27AM NEW 2101 MATERIAL HAS NO BUGS. CALL MARGO FOR MORE INFO. ___________________________________________________________________________ From: BERT::BROWN 3-JAN-1992 19:39:22.02 To: @SYS$MAIL:EVERYBODY CC: BROWN Subj: PREMIUM PAYMENT PLAN, MODIFIED CAFETERIA PLAN
File: /kb_dl.aspx/KB/historical documents/atari games vaxmail/vax92.txt - 564 K - Updated 2004.09.13