Knowledge Base
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
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18
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2002.04.25
Defender Configuration
Keywords: Defender COnfiguration Dip Switches
Submitted by Aaron (aaron@hatstand.demon.co.uk)
The following info is taken straight from the Williams booklet on Defender. BOOKKEEPING AND EVALUATION TOTALS (Functions 1-7) ================================================= 1. In game over mode, set switch to AUTO-UP and depress ADVANCE. The CRT indicates Function 1 and total left chute coins. 2. Record audit totals and depress ADVANCE for functions 1-7. To review a total that has been advanc
File:
/kb_dl.aspx/KB/gametech/defender_configuration.html
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4
K - Updated
1999.07.20
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
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112
K - Updated
1999.10.30
Tempest Tech Info
Tempest Dip Switch Settings, Pinouts, Memory Map, ROM Info and EAROM info
File:
/kb_dl.aspx/KB/gametech/tempest tech.html
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15
K - Updated
2002.04.25
/kb_dl.aspx/KB/gamemanuals/atari/blackwidow3b.tiff
AlO, A13-A15 Address bits on Microprocessor Address Bus lines AlO and A13-A15 are generated by Microprocessor C2. Bits on lines A13-A15, together with those on AB11-AB12, are the input bits to Address Decoders Ri-R2. AlO is exclusive-ORed with BANK SEL by gate B6 to produce the AlO input bit for Random-Access Memory NIP1. ABOAB12 Address bits on Buffered Microprocessor Address Bus lines ABO-AB12 are software-generated by Microprocessor C2 and buffered by Bi and Ci. These signals are the Input bits to Read-O
File:
/kb_dl.aspx/KB/gamemanuals/atari/blackwidow3b.tiff
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323
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1998.04.07
CB-3 dipswitch settings
Submitted by John Pierce
CB-3 DIPSWITCH SETTINGS (rev 1.0) CPD 1994 DIP SWITCH 1 1 2 3 4 5 6 7 8 DIP SWITCH 3 1 2 3 4 5 6 7 8 ---------------------------------------- ------------------------------------- GAME STYLE TABLE - A B UPR + K 1-10 1-5 - - ________________________________________ E 1-20 1-10 + - H ACT. LOW - Y 1-50 1-25 - + O OUT SW.
File:
/kb_dl.aspx/KB/gametech/cb-3info.html
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7
K - Updated
2000.01.19
Cherry Master pinouts and dipswitch settings
Submitted by John Pierce
CHERRY MASTER DIPSWITCH SETTINGS (rev 1.0) CPD 1994 DIP SWITCH 1 1 2 3 4 5 6 7 8 DIP SWITCH 3 1 2 3 4 5 6 7 8 ---------------------------------------- ------------------------------------- GAME STYLE TABLE - A B UPR + K 1-10 1-5 + + ________________________________________ E 1-20 1-10 - + H ACT. LOW - Y 1-50 1-25 + - O OUT SW.
File:
/kb_dl.aspx/KB/gametech/cherrymasterpinouts.html
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7
K - Updated
2000.01.19
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
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13
K - Updated
1999.10.30
Defender Cheats and Strategy
Submitted by Unknown
When you get your last official guy before 1,000,000, every time you score, you'll get an extra man.
The trick we used was to win 100+ ships between 990,000 and 1,000,000, thus fooling the game based on where score rolls over rather than where ships roll over. The version where you win 100+ ships has been tested, the version where you win 256+ ships never was because:
a. For every point scored in Defender from 990,000 to 999,975 you will win one extra ship and smart b
File:
/kb_dl.aspx/KB/gametech/defenderstrategy.html
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4
K - Updated
2000.01.19
/kb_dl.aspx/KB/pinouts/sea_wolf.txt
Sea Wolf Midway, 1976
---------------------
Option Switch Settings
-----------------------------------------------------------------------------
DIP Switch Settings
1 2 3 4 5 6 7 8 Option
-----------------------------------------------------------------------------
Time:
-----
On On 60
Off On 70
On O
File:
/kb_dl.aspx/KB/pinouts/sea_wolf.txt
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4
K - Updated
2003.01.06
/kb_dl.aspx/KB/gametech/seawolf.txt
Sea Wolf
Midway, March 1976
Sea Wolf
Option Switch Settings
-----------------------------------------------------------------------------
DIP Switch Settings
1 2 3 4 5 6 7 8 Option
-----------------------------------------------------------------------------
Time:
-----
On On 60
Off On
File:
/kb_dl.aspx/KB/gametech/seawolf.txt
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4
K - Updated
1995.04.10
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
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70
K - Updated
1999.10.30
/kb_dl.aspx/KB/gametech/text/phoenix.txt
Here are the switch settings for Phoenix, verbatim from
page 8 of manual:
David Holcomb
holcomb@csugrad.cs.vt.edu
--------------------- CUT HERE -----------------------
Switches 1 and 2 control the number of times the
player may have his spaceship destroyed before the game
is over. The following truth table lists these switch
settings:
SWITCH 1: SWITCH 2: NUMBER OF SPACESHIPS:
--------- --------- ---------------------
OFF OFF 6
ON
File:
/kb_dl.aspx/KB/gametech/text/phoenix.txt
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1
K - Updated
1994.12.11
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
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30
K - Updated
1999.07.27
/kb_dl.aspx/KB/gametech/rampage.txt
RAMPAGE DIP SWITCHES
--------------------
(as typed in by Dr. Inferno, Jason Bardis, jasonbar@engineering.ucsb.edu,
directly from the Rampage DIP switch sheet stapled to the inside of my
cabinet and from the Rampage manual--actually, neither of these sheets
is quite correct, so I still had to do a little trial and error...but,
if these are wrong or make your Rampage blow up, 'snot my fault.)
SW1,2: # difficulty
SW1 SW2 DIFFICULTY
off off 1 (factory setting)
on off 0 easy
off on 2 adva
File:
/kb_dl.aspx/KB/gametech/rampage.txt
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1
K - Updated
1996.07.03
/kb_dl.aspx/KB/gametech/text/spectar.txt
Spectar
Exidy, 1980
Spectar
Option Switch Settings
-----------------------------------------------------------------------------
DIP Switch Settings
1 2 3 4 5 6 7 8 Option
-----------------------------------------------------------------------------
Game Type
---------
Off Upright
On
File:
/kb_dl.aspx/KB/gametech/text/spectar.txt
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3
K - Updated
1995.04.10
/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
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7
K - Updated
1995.01.06
/kb_dl.aspx/KB/gametech/targ.txt
Targ (Exidy 1980)
DIP SW 1 1 2 3 4 5 6 7 8
ON CREDIT FOR HIGH SCORE
OFF EXTENDED PLAY FOR HIGH SCORE
COIN/CREDIT
OFF OFF 2 PL - 1 COIN
OFF ON 1/1
ON OFF 1/2
ON OFF OFF 1 GAME/10 PENCE COIN
File:
/kb_dl.aspx/KB/gametech/targ.txt
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1
K - Updated
1997.12.08
/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
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548
K - Updated
1998.04.06
/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
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5
K - Updated
1996.04.04
/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
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4
K - Updated
1994.01.04
/kb_dl.aspx/KB/pinouts/phoenix.txt
Phoenix Centuri, 1980
---------------------
There are two boards to the Phoenix boardset, the logic and the CPU board.
OVG15D (Logic board, 12 EPROMs)
OVG15U (CPU board, 8085 CPU, 8 pin DIP switch, 36 pin edge connector)
CPU Edge Connector:
SOLDER SIDE | PARTS SIDE
--------------------------------
Gnd | A | 1 | Gnd
Gnd | B | 2 | Gnd
COM | C | 3 | Gnd
File:
/kb_dl.aspx/KB/pinouts/phoenix.txt
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2
K - Updated
2003.01.06
/kb_dl.aspx/KB/pinouts/rip_off.txt
Rip Off
-------
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
TABLE A
Credit 1 Credit 0 Credits
per coin
==================================
| ON | ON | 1/1 |
----------------
File:
/kb_dl.aspx/KB/pinouts/rip_off.txt
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1
K - Updated
2003.01.06
Reproduction Phoenix Instruction Cards and Custom Coin Card
( INSERT COINS
( SELECT GAME FOR ONE OR TWO PLAYERS
( USE JOYSTICK TO MOVE YOUR SPACE SHIP TO THE LEFT OR TO THE RIGHT, AND FIRE BEAM GUN TO SHOOT PHOENIX ARMY.
( THEN SCORE REACHES 3,000 & 30,000 POINTS ONE SPACE SHIP IS ADDED EACH TIME FOR THESE POINTS.
( A STRATEGY IS NEEDED TO AVOID ARMY’S ATTACK BY PUSHING BARRIER BUTTON.
( GAME IS OVER WHEN ALL SPACESHIPS HAVE BEEN DESTROYED.
200 POINTS · · · WHEN FLYING 20PTS. · · · · · · WHEN WAITING
File:
/kb_dl.aspx/KB/gamemanuals/phoenix_instruct.doc
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323
K - Updated
2002.09.24
/kb_dl.aspx/KB/gametech/defendermap.html
0000 - 9800 Video RAM C000 - CFFF ROM (4 banks) + I/O D000 - FFFF ROM C000 - C00F Color Registers (16 bytes of BBGGGRRR) C3FC WatchDog C400 - C4FF CMOS RAM battery backed up C800 6 bits of the video counters bits 2-7 CC00 PIA1_data a (widget = I/O board) bit 0 Auto Up bit 1 Advance bit 2 Right Coin bit 3 High Score Reset bit 4 Left Coin bit 5 Center Coin bit 6 bit 7 CC01 PIA1_ctrl a CC02 PIA1_data b bit 0 \ bit 1 | bit 2
File:
/kb_dl.aspx/KB/gametech/defendermap.html
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1
K - Updated
2000.01.23
/kb_dl.aspx/KB/gametech/doubledragon.html
Double Dragon Dip Switch Settings Dip Switch 1 12345678 Coin 1 000 1 Coin 1 Play 100 1 Coin 2 Play 010 1 Coin 3 Play 110 1 Coin 4 Play 001 1 Coin 5 Play 101 2 Coin 1 Play 011 3 Coin 1 Play 111 4 Coin 1 Play Coin 2 000 1 Coin 1 Play 100 1 Coin 2 Play 010 1 Coin 3 Play 110 1 Coin 4 Play 001 1 Coin 5 Play 101 2 Coin 1 Play 011 3 Coin 1 Play 111 4 Coin 1 Play
File:
/kb_dl.aspx/KB/gametech/doubledragon.html
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1
K - Updated
1998.07.11
/kb_dl.aspx/KB/gamemanuals/williams/joucabwir.tiff
10 -P IN 2J3 —>1 POWER SUPPLY GND > 6 CABINET WIRING 7-PIN 1J2 IP2 CPU/VIDEO BOARD I MEMORY PROTECT RED-ORN 10-PIN 3J-3 GROUND — > 10 PAO — > 6 PAl — > 5 PA2 — > 3 PA3 — > 2 PA4 — I 10-PIN 3J2 3P2 4—PIN IOJ4 IOP4 AUDIO IN F1 I f 6RI AUDIO OUT 2 9LUMECONTROL SHIELD 4 4-PIN 3-PIN 10J2 IOP2 6P3 6J3 ______ BLK-RED ___________ AUDIO ij : SPEAKER AUDIO IS-PIN 8P2 8J2 15 ( PAO (AUTO UP/MANUAL DOWN) PAl (ADVANCE)— PA2 (RIGHT COIN) — HIGH SCORE RESET — PA4 (LEFT COIN) — PA5(CENTER COIN) — CA2 (SLAM TILT) — KEY — > >
File:
/kb_dl.aspx/KB/gamemanuals/williams/joucabwir.tiff
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78
K - Updated
1998.03.22
Wild Western Option Switch Settings
Submitted by Unknown
Wild Western Option Switch Settings ----------------------------------------------------------------------------- DIP Switch A Settings 1 2 3 4 5 6 7 8 Option ----------------------------------------------------------------------------- Extra Sheriff Awarded at: ------------------------- Off Off 10,000 On Off
File:
/kb_dl.aspx/KB/gametech/wildwesternswitches.html
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3
K - Updated
2000.01.19
/kb_dl.aspx/KB/gamemanuals/atari/blackwidow1a.tiff
Table of Contents Black Widow Main Wiring Diagram (039988-01 A) Color X-Y Power Supply Wiring Diagram (037394-01 B), RegUlatorlAudio II PCB Schematic Diagram (035435-02 G) Coin-Door Wiring Diagram (037542-01 E), Utility Panel Wiring Diagram (038004-01 19, Fluorescent Light Wiring Diagram (035833-01 A) Black Widow Memory Map Black Widow PCB Signal Name Descriptions Game PCB Schematics (040003-O1A), Sheets 5B-1IA Power Input, Clock, PowerOn Reset, Watchdog Test bnnetorMicroprocessoi Timing Diagram, and Addres
File:
/kb_dl.aspx/KB/gamemanuals/atari/blackwidow1a.tiff
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237
K - Updated
1998.04.07
/kb_dl.aspx/KB/gamemanuals/atari/spaceduel1a.tiff
Table of Contents .CQ c8 Cl) O Cb (Qci -I. p. ..q. Cb ,Cb Schematic Package Supplement to C, C . 0— C’) Sheet 1A Table of Contents Sheet 1 B Space DuelTM Upright Wiring Diagram (037937-01 A) Sheet 2A Space Duel Cocktail Wiring Diagram (038027-01 A) Sheet 2B Color X-Y Power Supply Wiring Diagram (037394-01 B) Regulator/Audio II Schematic Diagram (035435-04 B) Sheet 3A Fluorescent Light and Speaker Wiring Diagram (035833-01 A) Coin Door Wiring Diagram (037542-01 A) Utility Panel Wiring Diagram (038004-01 A) S
File:
/kb_dl.aspx/KB/gamemanuals/atari/spaceduel1a.tiff
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135
K - Updated
1998.04.07
/kb_dl.aspx/KB/pinouts/cb-3_(cherry_masters).txt
CB-3 WIRING DIAGRAM
-------------------
PARTS SOLDER
---------------|---------------
VIDEO RED 1|1 VIDEO GREEN
VIDEO BLUE 2|2 SYNC
SPEAKER 3|3 GRD
4|4
5|5
6|6
7|7
File:
/kb_dl.aspx/KB/pinouts/cb-3_(cherry_masters).txt
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6
K - Updated
2003.01.06
/kb_dl.aspx/KB/pinouts/crash_n_score.txt
Pinouts for Atari Crash 'n' Score (1975):
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Typed up by
Andy Welburn - 13th April 2000
http://www.willowsp.u-net.com/andy/arcade.htm
warlords@ukvac.org.uk
This info was obtained from an original (Atari Ireland
Photocopy) Crash n Score Operations manual.
Do bear in mind that this game runs on a Black + White
monitor, so you'll have to work out some kind of hack
before you can convert it to output to JAMMA ;)
44-pin edge connector
--------------
File:
/kb_dl.aspx/KB/pinouts/crash_n_score.txt
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2
K - Updated
2003.01.06
/kb_dl.aspx/KB/pinouts/targ.txt
TARG (Exidy 1980)
-----------------
COMP SID J1 CKT SIDE P5 P21
--------- -------- -- ---
1 A 1 GND 1 VID RED
2 B 2 +12V 2 VID GN
3 C 3 -12V 3 VID BL
4 D 4 GND 4 SYNC
5 DOWN E COIN 1
File:
/kb_dl.aspx/KB/pinouts/targ.txt
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2
K - Updated
2003.01.06
/kb_dl.aspx/KB/pinouts/thief.txt
Thief, Pacific Novelties' (c)1980-2
-----------------------------------
Top Left Dip Switch
-------------------
Software Version 011082
1 2
----
0 0 10,000 Points / Bonus Car
1 0 20,000 Points / Bonus Car
0 1 30,000 Points / Bonus Car
1 1 40,000 Points / Bonus Car
Switch 3 - ON = Award only single bonus car at score set by switches
1 and 2 during entire game
OFF = Award a car at interval levels set by switches 1 and
File:
/kb_dl.aspx/KB/pinouts/thief.txt
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2
K - Updated
2003.01.06
/kb_dl.aspx/KB/pinouts/vs-tennis_(nintendo_vs).txt
Nintendo VS Tennis Pinout = Nintendo VS
-----------------------------------------
----------------------------------------------------------------------
Option (DIP Swtich #1) | SW1 | SW2 | SW3 | SW4 | SW5 | SW6 | SW7 | SW8 |
--------------------------|-----|-----|-----|-----|-----|-----|-----|-----|
Easy Difficulty | OFF | OFF | | | | | | |
. (Vs. | OFF | ON | | | | | | |
. Computer) | ON | OFF |
File:
/kb_dl.aspx/KB/pinouts/vs-tennis_(nintendo_vs).txt
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4
K - Updated
2003.01.06
/kb_dl.aspx/KB/gametech/berserk.txt
Berserk
Stern Electronics, 1980
Berzerk
Option Switch Settings
------------------------------------------------------------------------------
Option switches are located on the ZPU-1000 board. There are 5 banks of 8-pos
DIP switches.
1 2 3 4 5 6 7 8 Option
------------------------------------------------------------------------------
Location F2 (#3-6 not used)
File:
/kb_dl.aspx/KB/gametech/berserk.txt
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8
K - Updated
1994.12.21
/kb_dl.aspx/KB/gametech/caliber50.txt
SW 1
Item Condition 1 2 3 4 5 6 7 8
don't touch * off
screen turning
over normal * off
reverse on
test mode normal * off
test on
demo sound yes off
no * on
coin 1 1C/1P * off off
1C/2P on off
2C/1P off on
2C/3P on on
coin 2 1C/1P * off off
1C/2P on off
2C/1P off on
2C/3P
File:
/kb_dl.aspx/KB/gametech/caliber50.txt
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1
K - Updated
2000.04.19
/kb_dl.aspx/KB/gametech/cb3.dip.txt
Newsgroups: rec.games.video.arcade.collecting
From: cpdist@skyenet.net (John Pierce)
Subject: CB3 DIPS&PIN (CPDIST)
Message-ID: <DEvnG3.8z1@iquest.net>
Sender: news@iquest.net (News Admin)
Organization: IQuest Network Services
X-Newsreader: Forte Agent .99a.107
Date: Thu, 14 Sep 1995 04:04:19 GMT
Lines: 141
CB-3 DIPSWITCH SETTINGS (rev 1.0) CPD 1994
DIP SWITCH 1 1 2 3 4 5 6 7 8 DIP SWITCH 3 1 2 3 4 5 6 7 8
---------------------------------------- -------------
File:
/kb_dl.aspx/KB/gametech/cb3.dip.txt
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7
K - Updated
1998.09.25
/kb_dl.aspx/KB/gametech/cherryma.dip.txt
Newsgroups: rec.games.video.arcade.collecting
From: cpdist@skyenet.net (John Pierce)
Subject: CHERRY MASTER DIP&PIN (CPDIST)
Message-ID: <DEvnwJ.9nE@iquest.net>
Sender: news@iquest.net (News Admin)
Organization: IQuest Network Services
X-Newsreader: Forte Agent .99a.107
Date: Thu, 14 Sep 1995 04:14:10 GMT
Lines: 131
CHERRY MASTER DIPSWITCH SETTINGS (rev 1.0) CPD 1994
DIP SWITCH 1 1 2 3 4 5 6 7 8 DIP SWITCH 3 1 2 3 4 5 6 7 8
----------------------------------------
File:
/kb_dl.aspx/KB/gametech/cherryma.dip.txt
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7
K - Updated
1998.09.25
/kb_dl.aspx/KB/gametech/crashnscore.txt
Pinouts for Atari Crash 'n' Score (1975):
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Typed up by
Andy Welburn - 13th April 2000
http://www.willowsp.u-net.com/andy/arcade.htm
warlords@ukvac.org.uk
This info was obtained from an original (Atari Ireland
Photocopy) Crash n Score Operations manual.
Do bear in mind that this game runs on a Black + White
monitor, so you'll have to work out some kind of hack
before you can convert it to output to JAMMA ;)
44-pin edge connector
--------------------------------
File:
/kb_dl.aspx/KB/gametech/crashnscore.txt
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2
K - Updated
2000.04.15
/kb_dl.aspx/KB/gametech/ladybug.txt
LADYBUG SWITCH SETTINGS (Universal, 1982)
-----------------------------------------
GAME OPTIONS:
(Switch "A" = 8-position switch at J2)
1 2 3 4 5 6 7 8 Meaning
------------------------------------------------------------------
On 5 Ladybugs per game
Off 3 Ladybugs per game
On Free play
Off No free play
On Upright cabi
File:
/kb_dl.aspx/KB/gametech/ladybug.txt
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2
K - Updated
1994.01.04
/kb_dl.aspx/KB/gametech/phoenix.txt
PHOENIX
COMP SIDE CKT SIDE
--------- --------
1 GND A GND
2 GND B GND
3 GND C GND
4 SP+ D
5 +12V E +12V
6 F
7 H
8 J
9 +5V K +5V
10 L
11 M SHIELD
12 N 2P START
13 COIN P 1P START
14 FIRE R RIGHT
15 VID RED S LEFT
16
File:
/kb_dl.aspx/KB/gametech/phoenix.txt
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1
K - Updated
1995.07.04
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
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37
K - Updated
2000.01.23
/kb_dl.aspx/KB/gametech/board pinouts/crashnscore.txt
Pinouts for Atari Crash 'n' Score (1975):
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Typed up by
Andy Welburn - 13th April 2000
http://www.willowsp.u-net.com/andy/arcade.htm
warlords@ukvac.org.uk
This info was obtained from an original (Atari Ireland
Photocopy) Crash n Score Operations manual.
Do bear in mind that this game runs on a Black + White
monitor, so you'll have to work out some kind of hack
before you can convert it to output to JAMMA ;)
44-pin edge connector
--------------------------------
File:
/kb_dl.aspx/KB/gametech/board pinouts/crashnscore.txt
-
2
K - Updated
2000.04.15
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
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
Stargate (Defender II) pinouts
Stargate (Defender II) Pinouts
File:
/kb_dl.aspx/KB/gametech/stargate (defender ii) tech.html
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5
K - Updated
2002.09.24
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/pinouts/spectar.txt
Spectar Exidy, 1980
-------------------
COMP SID J1 CKT SIDE P5 P21
--------- -------- -- ---
1 A 1 GND 1 VID RED
2 B 2 +12V 2 VID GN
3 C 3 -12V 3 VID BL
4 D 4 GND 4 SYNC
5 DOWN E COIN 1
File:
/kb_dl.aspx/KB/pinouts/spectar.txt
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4
K - Updated
2003.01.06
Phoenix Memory Map
Newsgroups: rec.games.video.arcade.collecting Subject: PHOENIX reeng. Date: 26 May 1996 23:46:41 GMT Organization: University of Karlsruhe, Germany Lines: 218 Message-ID: <4oaqh1$psd@nz12.rz.uni-karlsruhe.de> NNTP-Posting-Host: rzstud2.rz.uni-karlsruhe.de Mime-Version: 1.0 Content-Type: text/plain; charset=iso-8859-1 Content-Transfer-Encoding: 8bit NNTP-Posting-User: ub2f X-Newsreader: TIN [version 1.2 PL2] Hello Folks, I recently took a closer look at the PHOENIX schematics for repair purp
File:
/kb_dl.aspx/KB/gametech/phoenixmap.html
-
6
K - Updated
2000.01.23
Robotron 2084 Tips, Tricks, and Cheats
Submitted by Tad Perry, Allen Perry
Robotron Name Trick :
Fire up while moving right and press Player 1 button,
Fire down while moving up and press Player 2 button,
Move down while firing up.
Trick must be done during game play. The designer's names will appear and stay on the screen until the right joystick is released from the up position. Your game is over(!) once you've done this trick.
Get points and extra men :
This will get you lots of points and extra men but at a VERY slow pace.
File:
/kb_dl.aspx/KB/gametech/robotron2084hints.html
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2
K - Updated
2000.01.19
LIST: Atari Games
ROMs Manuals Game Name -------------- --------- --------------------------------------- 422 Super Pong TM-001 Mazer Blazer TM-004 Gran Trak 20 TM-008 Qwak TM-010 Tank TM-011 Gran Trak 10 TM-019 Pursuit TM-021 Twin Racer TM-025 Anti-Aircraft TM-027 Jet Fighte
File:
/kb_dl.aspx/KB/faqs/list-atari.html
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11
K - Updated
1999.07.27
/kb_dl.aspx/KB/pinouts/sky_raider.txt
Sky Raider Atari, 1978
----------------------
|---------------------------------------------------------------------------|
| Sky Raider |
|---------------------------------------------------------------------------|
| Function: | SW#1 SW#2 SW#3 SW#4 SW#5 SW#6 SW#7 SW#8 |
|---------------------------------------------------------------------------|
| Game Inst. Language: |
File:
/kb_dl.aspx/KB/pinouts/sky_raider.txt
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3
K - Updated
2003.01.06
/kb_dl.aspx/KB/pinouts/super_volley_ball.txt
Super Volley Ball, V-Systems Co. LTD. 1989 Pinout = JAMMA
------------------------------------------------------------
Dip sw.1
--------
| Coin 1 | Coin 2 |
1 2 3 4 5 6 7 8 Coin Play
-----------------------------------------
- - - - - - - - 1 1
- - - + - - - + 1 2
+ - - + + - - + 1 3
- + - + - + - + 1 4
+ + - + + + - + 1 5
- - + - - - + - 1 6
-
File:
/kb_dl.aspx/KB/pinouts/super_volley_ball.txt
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2
K - Updated
2003.01.06
/kb_dl.aspx/KB/gametech/skyraider.txt
Sky Raider
Atari, 1978
|---------------------------------------------------------------------------|
| Sky Raider |
|---------------------------------------------------------------------------|
| Function: | SW#1 SW#2 SW#3 SW#4 SW#5 SW#6 SW#7 SW#8 |
|---------------------------------------------------------------------------|
| Game Inst. Language: | |
| English
File:
/kb_dl.aspx/KB/gametech/skyraider.txt
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3
K - Updated
1996.11.21
/kb_dl.aspx/KB/gametech/thief.txt
Switch settings for Pacific Novelties' Thief (c)1980-2 (I think)
This is almost an exact copy of the switch setting sheet, and I haven't
ever used the information, so I couldn't answer any questions.
Steve Weatherford
smw@u.washington.edu
--------------------------------------------------------------------------
Top Left Dip Switch
-------------------
Software Version 011082
1 2
----
0 0 10,000 Points / Bonus Car
1 0 20,000 Points / Bonus Car
0 1 30,000
File:
/kb_dl.aspx/KB/gametech/thief.txt
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2
K - Updated
1994.09.13
/kb_dl.aspx/KB/pinouts/cosmic_guerilla.txt
Cosmic Guerilla (Universal 1980)
---------------------------------
sw1 sw2 Number of laser guns according to score
off off 2000
on off 1500
off on 1000
on on 0
sw3 Credits / coin
on 1
off 2
sw4 Number of laser guns
on 3
off 5
File:
/kb_dl.aspx/KB/pinouts/cosmic_guerilla.txt
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0
K - Updated
2003.01.06
/kb_dl.aspx/KB/gametech/cosmicguerilla.txt
Cosmic Guerilla (Universal 1980)
sw1 sw2 Number of laser guns according to score
off off 2000
on off 1500
off on 1000
on on 0
sw3 Credits / coin
on 1
off 2
sw4 Number of laser guns
on 3
off 5
File:
/kb_dl.aspx/KB/gametech/cosmicguerilla.txt
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0
K - Updated
1998.02.07
/kb_dl.aspx/KB/gametech/crazykong.txt
Here's the dip switch listing for Crazy Kong (most likely the ORCA version, as
that's what the manual lists on the schematics that I got the info from)
1\
>Number of MR Uncle 00=3 10=4 01=5 11=6
2/
3\
>Extra score 00=7,000 10=10,000 01=15,000 11=20,000
4/
5\
6->Coin Credit: (coin/play) 000=1/1 010=1/2 001=1/3 011=1/4
7/ 100=2/1 110=3/1 101=4/1 111=1/5
8 machine type: 1=upright, 0=cocktail
File:
/kb_dl.aspx/KB/gametech/crazykong.txt
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0
K - Updated
1997.07.02
/kb_dl.aspx/KB/gametech/crowngolf.txt
Crown Golf
DIP 1 1 2 3 4 5 6 7 8 COINS FOR HALF ROUND
------ OFF OFF 4
ON OFF 5
OFF ON 6
ON ON 10
OFF TABLE
ON UPRIGHT
OFF 1 COIN/1 GAME
File:
/kb_dl.aspx/KB/gametech/crowngolf.txt
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1
K - Updated
1997.05.28
/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
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6
K - Updated
2003.01.06
/kb_dl.aspx/KB/gametech/arbalester.txt
Arbalester
Seta/Taito 1989
SW 1
1 2 3 4 5 6 7 8
not used - . . . . . . .
. . . . . . .
screen flip off off . . . . . .
screen flip on on . . . . . .
. . . . . .
test mode off off . . . . .
test mode on on . . .
File:
/kb_dl.aspx/KB/gametech/arbalester.txt
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3
K - Updated
1999.05.21
/kb_dl.aspx/KB/gametech/ultratank.txt
Atari Ultra Tank
Option Switch Setting Result
1 2 3 4 5 6 7 8
Extended play (1/3 of regular
game length granted for score:
Extended off off 75 Points
Play off on 50 Points
on off 25 Points
on on No Extended Play
tv monitor
during self-tst
Game Length on on 60 seconds "1"
on off 90 seconds "2"
off on 120 seconds "3"
off off 150 seconds "4"
Game Cost on on not used
File:
/kb_dl.aspx/KB/gametech/ultratank.txt
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1
K - Updated
1998.01.06
/kb_dl.aspx/KB/gamemanuals/atari/blackwidow5a.tiff
ST3 State signal ST3 is an active high-level signal hardware-generated by Decoder Disable latch A7. ST3 is opposite in state to VGCK, and is delayed by one pulse of the 12-MHz clock signal if the 04 output from State Machine ROM N4 Is low and VMEM is high If the 04 output from N4 is high ST3 is high When ST3 is high, State Machine decoder H7 is disabled. When ST3 is low, H7 decodes the data on lines STO-ST2 to produce LATCHO.LATCH3 and STROBEO-STROBE3. VCTR, VCTR The Vector Flag signals are software-generat
File:
/kb_dl.aspx/KB/gamemanuals/atari/blackwidow5a.tiff
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262
K - Updated
1998.04.07
A Random Games-list
Game Name Manufacturer Year Pinout Class ------------------------------------------------------------------------------ V 005 Sega 1981 18 Wheeler Midway 1979 3D Bowling MED 1978 H 720 Degrees Atari Games 1986 800 Fathom USB 1982 H Aeroboto William
File:
/kb_dl.aspx/KB/faqs/list-randomgames.html
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73
K - Updated
1999.10.29
/kb_dl.aspx/KB/pinouts/cherry_master.txt
Cherry Master, Dyna Co. LTD
---------------------------
COMPONENT | SOLDER
---------------------+----------------------
Red | 1 | A | Green
Blue | 2 | B | Sync
Speaker | 3 | C | Speaker GND
| 4 | D |
| 5 | E |
| 6 | F |
| 7 | G |
Service | 8 | H |
Start | 9 | I |
Odds/Small |10 | J
File:
/kb_dl.aspx/KB/pinouts/cherry_master.txt
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3
K - Updated
2003.01.06
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
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117
K - Updated
1999.07.27
/kb_dl.aspx/KB/pinouts/canyon_bomber.txt
Canyon Bomber, Atari (1977)
---------------------------
This game runs on a Black + White monitor.
44-pin edge connector
----------------------------------------------------
16.5v CT | 1 | A | 16.5v CT
+10v UNREG | 2 | B | +10v UNREG
VIDEO GND | 3 | C |
VIDEO | 4 | D |
| 5 | E | P1 FIRE N.O
P2 FIRE N.O | 6 | F |
| 7 | H |
| 8 |
File:
/kb_dl.aspx/KB/pinouts/canyon_bomber.txt
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1
K - Updated
2003.01.06
/kb_dl.aspx/KB/pinouts/head_on_(crash).txt
HEAD ON (CRASH)
-----------------
PWR CONN VID CONN AUX VIDEO
--------- --------- ---------
1 -12V 1 1 COMPOSITE VIDEO
2 +12V 2 VID
3 3
4 +5V 4
5 +5V 5 VID
6 +5V 6
7
File:
/kb_dl.aspx/KB/pinouts/head_on_(crash).txt
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1
K - Updated
2003.01.06
/kb_dl.aspx/KB/gametech/crash.txt
HEAD ON (CRASH)
PWR CONN VID CONN AUX VIDEO
--------- --------- ---------
1 -12V 1 1 COMPOSITE VIDEO
2 +12V 2 VID
3 3
4 +5V 4
5 +5V 5 VID
6 +5V 6
7 7 VID
8 GN
File:
/kb_dl.aspx/KB/gametech/crash.txt
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1
K - Updated
1995.05.08
/kb_dl.aspx/KB/gametech/donkeykongjr.txt
=====================================================================
| Donkey Kong, Jr. Jumper Switch Settings |
=====================================================================
| From Jeff Fabrizio (jethro73@yahoo.com) |
---------------------------------------------------------------------
| | A | B | C | D | E | F | G | H |
---------------------------------------------------------------------
|Number of Juniors |
File:
/kb_dl.aspx/KB/gametech/donkeykongjr.txt
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2
K - Updated
1998.10.05
/kb_dl.aspx/KB/gametech/eyes.txt
Eyes Switch Settings
Rock-Ola, 1982
Eyes
Option Switch Settings
-----------------------------------------------------------------------------
DIP Switch Settings
(located on game board)
1 2 3 4 5 6 7 8 Option
-----------------------------------------------------------------------------
Credits per Coin
File:
/kb_dl.aspx/KB/gametech/eyes.txt
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2
K - Updated
1995.05.11
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
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14
K - Updated
2000.01.23
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
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5
K - Updated
2000.01.19
/kb_dl.aspx/KB/gametech/starfire.txt
Star Fire (1979 Exidy)
on +-1-2-3-4-5-6-7-8-+
| |
| |
off+-----------------+
sw1 sw2
--- --- Time of Play for each 300 fuel units
off off 60 seconds
on off 70 seconds
off on 80 seconds
on on 90 seconds
sw3 sw4
--- --- Coins To Start Fuel Per Coin
off off 1 300
off on 1 600
on off 2 150
on on 2 300
File:
/kb_dl.aspx/KB/gametech/starfire.txt
-
1
K - Updated
1997.11.28
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
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22
K - Updated
1999.07.27
/kb_dl.aspx/KB/pinouts/arbalester.txt
Arbalester, Seta/Taito 1989
---------------------------
SW 1 1 2 3 4 5 6 7 8
--------------------------------------------------------------
not used off off
screen flip off off
screen flip on on
test mode off off
test mode on on
coin1 1/1 off off Coin Mode 1 coin1 1/2 on off
coin1 2/1
File:
/kb_dl.aspx/KB/pinouts/arbalester.txt
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2
K - Updated
2003.01.06
/kb_dl.aspx/KB/pinouts/caliber_50.txt
Caliber Fifty Pinout = JAMMA
------------------------------
Dip sw.1
-------- 1 2 3 4 5 6 7 8
-----------------------------------------------------------
Always Off - Always Off
Screen - Normal
+ Reverse
Mode - Game
+ Test
Demosound - Yes
File:
/kb_dl.aspx/KB/pinouts/caliber_50.txt
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2
K - Updated
2003.01.06
/kb_dl.aspx/KB/pinouts/head_on_(invico).txt
HEAD ON - INVINCO
-----------------
PWR CONN VID CONN CONTROL CONN
--------- --------- -----------
1 -5V 19 15 COIN N/O 53 UP
2 +12V 26 VID GN 16 GND 54 RIGHT
3 AC 27 VID BL 17 COIN N/C 55 DOWN
4 GND 28 VID RED 56 LEFT
5 GND 23 H SYNC
File:
/kb_dl.aspx/KB/pinouts/head_on_(invico).txt
-
2
K - Updated
2003.01.06
/kb_dl.aspx/KB/pinouts/sky_shark.txt
Sky Shark Pinout = JAMMA
---------------------------
Dip Switch Settings
-------------------
- Dip Switch 1
12345678
0....... Cocktail Table
1....... Upright
.0...... Normal Screen
.1...... Invert Screen
..0..... Normal Game
..1..... Test Pattern
...0.... Attract Mode Sound Off
...1.... Attract Mode Sound On
Coin A
....00.. 1 Coin - 1 Play
....01.. 1 Coin - 2 Play
....10.. 2 Coin - 1 Play
....11.. 1 Coin - 2 Play
Coin B
......00 1
File:
/kb_dl.aspx/KB/pinouts/sky_shark.txt
-
1
K - Updated
2003.01.06
/kb_dl.aspx/KB/pinouts/super_bug.txt
SUPER BUG
---------
COMP SIDE CKT SIDE
----------- --------------
1 16.5 CT GND A 16.5V CT GND
2 +10V UNREG B +10V UNREG
3 VID GND C
4 D
5 VIDEO E SLAM N.O
6 +5V F COIN 2 N.C
7 COIN 1 N.C H STEERING A
8 STEERING B
File:
/kb_dl.aspx/KB/pinouts/super_bug.txt
-
2
K - Updated
2003.01.06
/kb_dl.aspx/KB/pinouts/ultimate_tennis.txt
Ultimate Tennis, Art & Magic1993 Pinout = JAMMA
--------------------------------------------------
Dip sw.1
--------
| Coin 1 | Coin 2 |
1 2 3 4 5 6 7 8 Coin Play
---------------------------------------------------
Mode - Game Mode
+ Test Mode
Free Play - Off
+ On
Coins - - - - - -
File:
/kb_dl.aspx/KB/pinouts/ultimate_tennis.txt
-
2
K - Updated
2003.01.06
/kb_dl.aspx/KB/pinouts/ultra_tank.txt
Ultra Tank, Atari
-----------------
1 16.5vac A 16.5vac
2 +10 unreg B +10 unreg
3 C
4 /SYNCb D TEST N.O.
5 Start 1 LED E Start 2 LED
6 F Slam N.O.
7 Start 2 N.O. H Start 1 N.O.
8 Fire 2 N.O. J Fire 1 N.O.
9 L Forward 2 K L Forward 1
10 R Forward 2 L R Forward 2
11 Coin Ctr 1 M Coin Ctr 2
12 White Video N Coin Ctr 0
13 Coin Ctr 3 P +5v
File:
/kb_dl.aspx/KB/pinouts/ultra_tank.txt
-
2
K - Updated
2003.01.06
/kb_dl.aspx/KB/gametech/canyonbomber.txt
Pinouts for Atari Canyon Bomber (1977):
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Typed up by
Andy Welburn - 13th April 2000
http://www.willowsp.u-net.com/andy/arcade.htm
warlords@ukvac.org.uk
This info was obtained from an original Canyon Bomber
Operations manual.
Do bear in mind that this game runs on a Black + White
monitor, so you'll have to work out some kind of hack
before you can convert it to output to JAMMA ;)
44-pin edge connector
----------------------------------------------------
16
File:
/kb_dl.aspx/KB/gametech/canyonbomber.txt
-
2
K - Updated
2000.04.15
/kb_dl.aspx/KB/gametech/eagle-.txt
Eagle
Centuri, 1980
Eagle
Option Switch Settings
At least my version*
-----------------------------------------------------------------------------
DIP Switch Settings
1 2 3 4 5 6 Option
-----------------------------------------------------------------------------
Replay (Three more ships but at a hard level)
------ (and
File:
/kb_dl.aspx/KB/gametech/eagle-.txt
-
2
K - Updated
1996.08.09
/kb_dl.aspx/KB/gametech/hdon-inv.inc.txt
HEAD ON - INVINCO
PWR CONN VID CONN CONTROL CONN
--------- --------- -----------
1 -5V 19 15 COIN N/O 53 UP
2 +12V 26 VID GN 16 GND 54 RIGHT
3 AC 27 VID BL 17 COIN N/C 55 DOWN
4 GND 28 VID RED 56 LEFT
5 GND 23 H SYNC 57 ACCELERAT
File:
/kb_dl.aspx/KB/gametech/hdon-inv.inc.txt
-
2
K - Updated
1995.05.09
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
/kb_dl.aspx/KB/gametech/skyshark.txt
Sky Shark
---------
Dip Switch Settings
-------------------
- Dip Switch 1
12345678
0 Cocktail Table
1 Upright
0 Normal Screen
1 Invert Screen
0 Normal Game
1 Test Pattern
0 Attract Mode Sound Off
1 Attract Mode Sound On
Coin A
00 1 Coin - 1 Play
01 1 Coin - 2 Play
10 2 Coin - 1 Play
11 1 Coin - 2 Play
Coin B
00 1 Coin - 1 Play
01 1 Coin - 2 Play
File:
/kb_dl.aspx/KB/gametech/skyshark.txt
-
1
K - Updated
1995.08.16
/kb_dl.aspx/KB/gametech/spiders.txt
Spiders
DIP SW 1 1 2 3 4 5 6 7 8 COIN/CREDIT
ON ON ON FREE PLAY
ON ON OFF 1/2
ON OFF ON 1/3
OFF ON ON 2/1
ON OFF OFF 4/5
OFF OFF OFF 1/1
DIP SW 2 1 2 3 4 5 6 7 8
ON ON MODE A A'
ON OFF
File:
/kb_dl.aspx/KB/gametech/spiders.txt
-
2
K - Updated
1997.12.03
/kb_dl.aspx/KB/gametech/superbug.txt
SUPER BUG
COMP SIDE CKT SIDE
----------- --------------
1 16.5 CT GND A 16.5V CT GND
2 +10V UNREG B +10V UNREG
3 VID GND C
4 D
5 VIDEO E SLAM N.O
6 +5V F COIN 2 N.C
7 COIN 1 N.C H STEERING A
8 STEERING B
File:
/kb_dl.aspx/KB/gametech/superbug.txt
-
2
K - Updated
1995.12.15
/kb_dl.aspx/KB/gametech/wndr-boy.txt
WONDER BOY
PARTS SIDE CKT SIDE
------------------ --------------------
1 GND 1 GND
2 GND 2 GND
3 +5V 3 +5V
4 +5V 4 +5V
5 CTR 1 5 CTR 2
6 +12V 6
7 7
8 P1 FIRE
File:
/kb_dl.aspx/KB/gametech/wndr-boy.txt
-
2
K - Updated
1994.11.26
/kb_dl.aspx/KB/gametech/board pinouts/canyonbomber.txt
Pinouts for Atari Canyon Bomber (1977):
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Typed up by
Andy Welburn - 13th April 2000
http://www.willowsp.u-net.com/andy/arcade.htm
warlords@ukvac.org.uk
This info was obtained from an original Canyon Bomber
Operations manual.
Do bear in mind that this game runs on a Black + White
monitor, so you'll have to work out some kind of hack
before you can convert it to output to JAMMA ;)
44-pin edge connector
----------------------------------------------------
16
File:
/kb_dl.aspx/KB/gametech/board pinouts/canyonbomber.txt
-
2
K - Updated
2000.04.15
/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/gametech/board pinouts/superbug.txt
Pinouts for Atari Super Bug (1977):
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Typed up by
Andy Welburn - 11th April 2000
http://www.willowsp.u-net.com/andy/arcade.htm
warlords@ukvac.org.uk
This info was obtained from an original Super Bug
Operations manual.
Do bear in mind that this game runs on a Black + White
monitor, so you'll have to work out some kind of hack
before you can convert it to output to JAMMA ;)
44-pin edge connector
----------------------------------------------------
16.5v CT
File:
/kb_dl.aspx/KB/gametech/board pinouts/superbug.txt
-
2
K - Updated
2000.04.15
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
/kb_dl.aspx/KB/pinouts/lady_bug.txt
Lady Bug, Universal 1982
------------------------
________________________________|___________________________________
Gnd | A | 1 | Gnd
Gnd | B | 2 | Gnd
+5 Volt | C | 3 | +5 Volt
+5 Volt | D | 4 | +5 Volt
| E | 5 |
| F | 6 |
| H | 7 |
File:
/kb_dl.aspx/KB/pinouts/lady_bug.txt
-
5
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/pinouts/cliff_hanger.txt
Cliffhanger
====== CPU Board ZPU-2001 ==========
J5-5 Button ground
J5-2 Joystick ground
*** note the game uses 2 separate "grounds". They are not
actually grounds but strobes.
J6-4 Player 1 Start/Feet
J6-5 Player 2 Start/Feet
J6-7 Hands
J6-3 right coin switch
J6-2 left coin switch
J6-10 tilt
J6-6 key
J6-2 joystick up
J6-3 joystick right
J6-4 joystick down
J6-5 joystick left
Player interface cable:
J8-1 ring
J8-4 tip
J8-9 key
Power:
J3-1 5V
J3
File:
/kb_dl.aspx/KB/pinouts/cliff_hanger.txt
-
9
K - Updated
2003.01.06
/kb_dl.aspx/KB/pinouts/rampage.txt
RAMPAGE (Midway, 1986)
----------------------
For testing purposes, you can run the 68000 CPU board without the SOUNDS
GOOD daughterboard. Yes, this means that you can quickly power up the
game using only +5V, GND, and the video signals. If you hold the TEST
pin (J2, pin 6) to GND, you can then ground the SERVICE pin (J2, pin 7)
to cycle through the self-test screens. The practical upshot of all this
is that having an incomplete board set isn't a show-stopper. You can play
the game quite nicel
File:
/kb_dl.aspx/KB/pinouts/rampage.txt
-
8
K - Updated
2003.01.06
/kb_dl.aspx/KB/pinouts/blood_brothers.txt
BLOOD BROTHERS Pinout = JAMMA
-------------------------------
DIP SW 1 1 2 3 4 5 6 7 8
-------- ON COIN MODE 1
OFF 2
OFF OFF OFF OFF 1/1 MODE 1
ON OFF OFF OFF 2/1
OFF ON OFF OFF 3/1
ON ON OFF OFF 4/1
File:
/kb_dl.aspx/KB/pinouts/blood_brothers.txt
-
3
K - Updated
2003.01.06
/kb_dl.aspx/KB/pinouts/carnival.txt
CARNIVAL
--------
PWR CONN VID CONN CONTROL CONN
--------- --------- -----------
1 -5V 19 15 COIN N/O 53 UP
2 +12V 26 VID GN 16 GND 54 RIGHT
3 AC 27 VID BL 17 COIN N/C 55 DOWN
4 GND 28 VID RED 56 LEFT
5 GND 23 H SYNC
File:
/kb_dl.aspx/KB/pinouts/carnival.txt
-
3
K - Updated
2003.01.06
/kb_dl.aspx/KB/pinouts/crown_golf.txt
CROWN GOLF
----------
CKT SIDE SND BD COMP SIDE
----- --------
1 GND 2 GND
3 GND 4 GND
5 SP- 6 SP+
7 R1 8
9 R3 10
11 R5 12 R6
13 R7 14 R8
15 CTR 16
17 18
File:
/kb_dl.aspx/KB/pinouts/crown_golf.txt
-
2
K - Updated
2003.01.06
/kb_dl.aspx/KB/pinouts/exerion.txt
EXERION, Jaleko 1983
--------------------
Solder Side | Parts Side
________________________________|___________________________________
GND | A | 1 | GND
GND | B | 2 | GND
GND | C | 3 | GND
Speaker - | D | 4 | Speaker +
+5 | E | 5 | +5
| F | 6 |
2P
File:
/kb_dl.aspx/KB/pinouts/exerion.txt
-
4
K - Updated
2003.01.06
/kb_dl.aspx/KB/pinouts/eyes.txt
Eyes Rock-Ola, 1982
-------------------
---------------------------------------
(Power) Gnd | A | 1 | Gnd (Power)
(Logic Common) Gnd | B | 2 | Gnd (Logic Common))
(Coin Common) Gnd | C | 3 | Gnd
Spkr+ | D | 4 | Spkr-
+12V | E | 5 | +12V
P1 Up | F | 6 | P2 Fire
P2 Up | H | 7 | P1 Fire
| J | 8 | Cock
File:
/kb_dl.aspx/KB/pinouts/eyes.txt
-
3
K - Updated
2003.01.06
/kb_dl.aspx/KB/gametech/carnival.txt
CARNIVAL
PWR CONN VID CONN CONTROL CONN
--------- --------- -----------
1 -5V 19 15 COIN N/O 53 UP
2 +12V 26 VID GN 16 GND 54 RIGHT
3 AC 27 VID BL 17 COIN N/C 55 DOWN
4 GND 28 VID RED 56 LEFT
5 GND 23 H SYNC 57 ACCE
File:
/kb_dl.aspx/KB/gametech/carnival.txt
-
3
K - Updated
1995.07.11
/kb_dl.aspx/KB/gametech/choplifter.txt
ChopLifter
Dip Switch A
|------------------------------------------------------------------|
| OPTION | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 |
|----------------------------------|---|---|---|---|---|---|---|---|
| 1 Coins 1 Credits |Off|Off|Off|Off|Off|Off|Off|Off|
| 1 Coins 2 Credits |On |Off|Off|Off|On |Off|Off|Off|
| 1 Coins 3 Credits |Off|On |Off|Off|Off|On |Off|Off|
| 1 Coins 4 Credits |On |On |Off|Off|On |On |Off|Off|
|
File:
/kb_dl.aspx/KB/gametech/choplifter.txt
-
4
K - Updated
1997.08.07
/kb_dl.aspx/KB/gametech/crwngolf.txt
CROWN GOLF
CKT SIDE SND BD COMP SIDE
----- --------
1 GND 2 GND
3 GND 4 GND
5 SP- 6 SP+
7 R1 8
9 R3 10
11 R5 12 R6
13 R7 14 R8
15 CTR 16
17 18
19
File:
/kb_dl.aspx/KB/gametech/crwngolf.txt
-
3
K - Updated
1995.03.07
/kb_dl.aspx/KB/gametech/exerion.txt
EXERION
COMP SIDE CKT SIDE
--------- --------
1 GND A GND
2 GND B GND
3 GND C GND
4 SP+ D
5 +5V E +5V
6 F
7 1 PL START H 2 PL START
8 COIN J
9 K
File:
/kb_dl.aspx/KB/gametech/exerion.txt
-
3
K - Updated
1994.11.26
Joust to JAMMA conversion
Submitted by Graham Bisset (graham@uki.sinet.slb.com) (c) 1994 Graham Bisset
Your attention is drawn to the following VERY IMPORTANT legal and copyright information :
LEGAL WARNING - READ - VERY IMPORTANT
Although I've made every possible effort to ensure the information contained within this document is precise, it may still be error ridden. However even if is not, you may still damage your equipment, your machines or even yourself by using the information contained herein. I make no guarantee of
File:
/kb_dl.aspx/KB/gametech/joust2jamma.html
-
13
K - Updated
2003.06.06
/kb_dl.aspx/KB/gametech/millipede.txt
MILLIPEDE
---------
Typed in by Gary Ransom (g-ransom@ti.com)
Millipede settings (from Document TM-217 2nd printing):
0 = OFF 1 = ON X = Don't Care $ = Atari suggests
8 SWITCH DIP (D5)
87654321
--------
0XXXXXXX Select Mode $
1XXXXXXX Select Mode Off
X0XXXXXX Easy Spider $
X1XXXXXX Hard Spider
XX00XXXX Bonus life every 12,000 points
XX01XXXX Bonus life every 15,000 points $
XX10XXXX Bonus life every 20,000 points
XX11XXXX No Bonus life
XXXX00XX 2 lives per game
XXXX01XX 3 live
File:
/kb_dl.aspx/KB/gametech/millipede.txt
-
2
K - Updated
1995.03.30
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/gametech/supersprint.txt
I just bought Super Sprint and the nifty manual came with it, so I figured
I'd post the switch settings for anyone that is interested...
SUPER SPRINT DIP SWITCH SETTINGS
--------------------------------
(Note: Accounting Information and High Score erasing are available
from the self-test mode. The self-test switch is located on the
audio board near the coin mech.)
From the manual:
Coin and Credit Option Settings
-------------------------------------------------------------------
File:
/kb_dl.aspx/KB/gametech/supersprint.txt
-
4
K - Updated
1995.05.03
/kb_dl.aspx/KB/gametech/wildwestern.txt
Wild Western
Taito, 1982
Wild Western
Option Switch Settings
-----------------------------------------------------------------------------
DIP Switch A Settings
1 2 3 4 5 6 7 8 Option
-----------------------------------------------------------------------------
Extra Sheriff Awarded at:
-------------------------
Off Off
File:
/kb_dl.aspx/KB/gametech/wildwestern.txt
-
3
K - Updated
1995.04.09
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
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/gametech/board pinouts/cliffhanger.txt
Hi folks,
Well here it is at last, Cliff Hanger pinouts and info. I couldn’t seem to ever
get any info from anyone so it became one of my holiday projects. Pinouts,
dips, hook-up info, and notes are included below.
Pinouts:
====== CPU Board ZPU-2001 ==========
J5-5 Button ground
J5-2 Joystick ground
*** note the game uses 2 separate "grounds". They are not
actually grounds but strobes.
J6-4 Player 1 Start/Feet
J6-5 Player 2 Start/Feet
J6-7 Hands
J6-3 right coin switch
J6-2 lef
File:
/kb_dl.aspx/KB/gametech/board pinouts/cliffhanger.txt
-
5
K - Updated
1996.12.30
/kb_dl.aspx/KB/pinouts/berzerk.txt
Berzerk, Stern 1980
-------------------
The complete boardset includes these 6 boards:
ZPU-1000 [CPU/ROMs]
SB-1000 [Amp]
VSU-1000 [Sound/Voice]
BSC-1000 [Video]
VFB-1000 [Video + Controls]
RCR-1000 [Interface Board to controls + video]
Here is the board layout:
If you lay down the boards exactly like the diagram, all the game bus
connectors align themselves. The games bus connectors are all 23-pin
small-width MTA connectors, except for two 18-pin small-width
File:
/kb_dl.aspx/KB/pinouts/berzerk.txt
-
19
K - Updated
2003.01.06
/kb_dl.aspx/KB/pinouts/frenzy.txt
Frenzy
------
These pinouts should work for Frenzy as well. To switch games, you should
only have to switch the ZPU-1000 board. I believe the Frenzy board is
ZPU-2000.
The complete boardset includes these 6 boards:
ZPU-1000 [CPU/ROMs]
SB-1000 [Amp]
VSU-1000 [Sound/Voice]
BSC-1000 [Video]
VFB-1000 [Video + Controls]
RCR-1000 [Interface Board to controls + video]
Here is the board layout:
If you lay down the boards exactly like the diagram, all the game bu
File:
/kb_dl.aspx/KB/pinouts/frenzy.txt
-
19
K - Updated
2003.01.06
/kb_dl.aspx/KB/pinouts/canter.txt
Canter
------
COMPONENT | SOLDER
-------------------------------------------
GND | 1 | A | GND
GND | 2 | B | GND
+5V | 3 | C | +5V
+5V | 4 | D | +5V
+12V | 5 | E | +12V
+12V | 6 | F | +12V
GND | 7 | H | GND
Red 1 | 8 | J | Video GND
File:
/kb_dl.aspx/KB/pinouts/canter.txt
-
5
K - Updated
2003.01.06
/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
/kb_dl.aspx/KB/pinouts/star_fire.txt
Star Fire (1979 Exidy)
----------------------
Video Connector
--------------
left
1 Comp Sync
2 HSync
3 VSync
4 Gnd
5 Blank/
6 Gnd
7 Red
8 Blue
9 Green
right
Power Connector
---------------
left
1 +12
2 +5
3 Gnd
4 -12
5 -5
6 -12
7 Gnd
8 +5
9 +12
right
Control Connector
-----------------
1 Fire/
2 Start/
3 Coin NC/
4 Coin NO/
5 +5v
6 Gnd
7 Velocity
8 Horizontal
9 Vertical
10 Slam/,Static/
Audio Connector
---
File:
/kb_dl.aspx/KB/pinouts/star_fire.txt
-
2
K - Updated
2003.01.06
/kb_dl.aspx/KB/gametech/blodbros.txt
BLOOD BROTHERS
PARTS SIDE CKT SIDE
------------ ------------
1 GND A GND
2 GND B GND
3 +5V C +5V
4 +5V D +5V
5 -5V E -5V
6 +12V F +12V
7 KEY H KEY
8 CTR 1 J CTR 2
9
File:
/kb_dl.aspx/KB/gametech/blodbros.txt
-
5
K - Updated
1995.08.02
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/gametech/pinball.txt
Newsgroups: rec.games.video.arcade.collecting
From: cpdist@skyenet.net (John Pierce)
Subject: VS PINBALL DIP&PIN (CPDIST)
Message-ID: <DEtLC2.128@iquest.net>
Sender: news@iquest.net (News Admin)
Organization: IQuest Network Services
X-Newsreader: Forte Agent .99a.107
Date: Wed, 13 Sep 1995 01:23:15 GMT
Lines: 66
PINBALL
( FILE 351 )
( VS SYSTEM 44P ) ( VS SYSTEM 36P )
PARTS SOLDER PARTS
File:
/kb_dl.aspx/KB/gametech/pinball.txt
-
3
K - Updated
1998.09.25
/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/gametech/text/crossbow.txt
Crossbow
Exidy, 1983
Crossbow
Option Switch Settings
-------------------------------------------------------------------------------
8-position option switch @ location B1 on the audio board
.
1 2 3 4 5 6 7 8 Option
-------------------------------------------------------------------------------
Credits
-------
Off Off Off Off 1 Coin 1 Cred
File:
/kb_dl.aspx/KB/gametech/text/crossbow.txt
-
3
K - Updated
1995.01.04
/kb_dl.aspx/KB/gametech/text/exerion.txt
This Video Game Pinout Data Sheet Was Typed In By Malcom Moody.
EMail: malcomm@intercoast.com.au
Name Of Game: EXERION
Solder Side | Parts Side
________________________________|___________________________________
GND | A | 1 | GND
----------------------------|---|---|-------------------------------
GND | B | 2 | GND
----------------------------|---
File:
/kb_dl.aspx/KB/gametech/text/exerion.txt
-
5
K - Updated
1997.02.26
/kb_dl.aspx/KB/gametech/text/gaplus.txt
From: "John Emmer" <JPE1@PSUVM.PSU.EDU>
Subject: Re: GALAGA PLUS / SWITCHES SETTING
I don't remember if the switches are labelled 'A' and 'B' on the board
or not, but that's how they are referred to in the manual, and 'A' is the
one closer to the pinouts.
Switch A ( * indicates factory recommended settings )
1 2 3 4 5 6 7 8
off off 3 fighters *
off on 2 fighters
on off 4 fighters
on
File:
/kb_dl.aspx/KB/gametech/text/gaplus.txt
-
4
K - Updated
1995.07.16
/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
/kb_dl.aspx/KB/pinouts/bubbles.txt
Bubbles, Williams
-----------------
CPU/Video
=========
IJ3 : Monitor Control
7 : N/C
6 : Horiz. Sync.
5 : Vert. Sync.
4 : Ground
3 : Blue
2 : Green
1 : Red
IJ2 : Memory Protect Interlock
4 : N/C
3 : N/C
2 : Key
1 : Memory Protect (Inverted)
IJ1 : Power Input
9 : - 5 V DC
8 : + 12 V Unregulated
7 : + 5 V DC
File:
/kb_dl.aspx/KB/pinouts/bubbles.txt
-
2
K - Updated
2003.01.06
/kb_dl.aspx/KB/pinouts/joust_2.txt
Joust 2
-------
RAM/VIDEO BOARD
---------------
J2
--
1 - Red video
2 - Green video
3 - Blue video
4 - Ground
5 - Vertical Sync
6 - Horizontal Sync
7 - n/c
J3
--
1 - n/c
2 - Ground
3 - Ground
4 - Ground
5 - n/c
6 - +5v
7 - +5v
8 - n/c
9 - +12v
10 - -5v
ROM BOARD
---------
J2
--
1 - Audio +
2 - Audio -
3 - n/c
4 - Shield
J3
--
1 - n/c
2 - n/c
3 - n/c
4 - n/c
J4
--
1 - Coin door?
2 - n/c
3 - Slam switch
4 - Right coin
5 - n/c
6 - Left coin
7 - High
File:
/kb_dl.aspx/KB/pinouts/joust_2.txt
-
2
K - Updated
2003.01.06
/kb_dl.aspx/KB/pinouts/millipede.txt
MILLIPEDE
---------
The following is edited version of the Millipede pinout listing
originally done by Jonathan Deitch. This version adds the pinouts used for
a cocktail style cabinet, joystick inputs, and seperate H & V sync outputs.
This additional information was shown on the pinout sheet which I got from
Video Connections. I'd strongly suggest verifying these before you use them.
Dave F.
44 Pin Wiring List for P20:
COMPONENT
File:
/kb_dl.aspx/KB/pinouts/millipede.txt
-
7
K - Updated
2003.01.06
/kb_dl.aspx/KB/pinouts/time_scanner.txt
Time Scanner, Atari
-------------------
SOLDER | PARTS
---------------------+----------------------
GND | 1 | A | GND
GND | 2 | B | GND
+5V | 3 | C | +5V
+5V | 4 | D | +5V
+12V | 5 | E | +12V
Counter 2 | 6 | F | Counter 1
2P.Lamp | 7 | G | 1P.Lamp
| 8 | H |
2P.Flipper Left | 9 | I | 1P.Flipper Left
2P.Flipper Right
File:
/kb_dl.aspx/KB/pinouts/time_scanner.txt
-
5
K - Updated
2003.01.06
/kb_dl.aspx/KB/pinouts/wild_western.txt
Wild Western Taito, 1982
------------------------
Connector "G"
=============
COMPONENT | SOLDER
-------------------------------------------
GND | 1 | A | GND
Video Red | 2 | B | Video GND
Video Green | 3 | C | Video Blue
Video Sync | 4 | D |
Speaker (+) | 5 | E | Speaker (-)
File:
/kb_dl.aspx/KB/pinouts/wild_western.txt
-
6
K - Updated
2003.01.06
Williams vs. Artic (Defense Command) Lawsuit
Williams Electronics, Inc. v. Artic International, Inc.
U.S. Court of Appeals, Third Circuit
August 2, 1982
685 F.2d 870, 215 USPQ 405
Sloviter, Circuit Judge
Defendant Artic International, Inc. appeals from the district court's entry of a final injunction order permanently restraining and enjoining it from infringing plaintiff's copyrights on audiovisual works and a computer program relating to the electronic video game DEFENDER. The district court severed plaintiff's demand for injunctive relief
File:
/kb_dl.aspx/KB/historical documents/artic_judgment.html
-
34
K - Updated
2004.12.17
/kb_dl.aspx/KB/gametech/bubbles.txt
Typed in by Jonathan Deitch (jdeitch@umiami.miami.edu)
Williams Bubbles
----------------
This has four boards ... CPU/Video, ROM, Interface, Sound.
CPU/Video
=========
IJ3 : Monitor Control
7 : N/C
6 : Horiz. Sync.
5 : Vert. Sync.
4 : Ground
3 : Blue
2 : Green
1 : Red
IJ2 : Memory Protect Interlock
4 : N/C
3 : N/C
2 : Key
1 : Memory Protect (Inverted)
IJ1 : Power Input
File:
/kb_dl.aspx/KB/gametech/bubbles.txt
-
2
K - Updated
1993.08.25
/kb_dl.aspx/KB/gametech/cliffhan.ger.txt
From: rik@metronet.com (RiK)
Subject: DIP Switch settings for Cliffhanger.
Date: 18 May 1995 05:08:48 GMT
----------------------------------
Cliff Hanger DIP switch settings
(Rev A6) [rik@metronet.com]
* denotes factory setting
----------------------------------
ADJUSTMENTS
Move Switches
Diff. 7 6 5 4
----- ------------------
1 OFF OFF OFF OFF EASIEST
2 OFF OFF OFF ON
3 OFF OFF ON OFF
4 OFF OFF ON ON
5 OFF ON
File:
/kb_dl.aspx/KB/gametech/cliffhan.ger.txt
-
4
K - Updated
1996.03.25
/kb_dl.aspx/KB/gametech/cliffhanger.txt
From: rik@metronet.com (RiK)
Subject: DIP Switch settings for Cliffhanger.
Date: 18 May 1995 05:08:48 GMT
----------------------------------
Cliff Hanger DIP switch settings
(Rev A6) [rik@metronet.com]
* denotes factory setting
----------------------------------
ADJUSTMENTS
Move Switches
Diff. 7 6 5 4
----- ------------------
1 OFF OFF OFF OFF EASIEST
2 OFF OFF OFF ON
3 OFF OFF ON OFF
4 OFF OFF ON ON
5 OFF ON
File:
/kb_dl.aspx/KB/gametech/cliffhanger.txt
-
4
K - Updated
1995.05.25
/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
/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/jackal.txt
JACKAL DIP SWITCH SETTINGS (cas@cass.demon.co.uk)
TECHNICAL INFORMATION________________________________________________________
(1) Required Power Capacity
GND-Vcc 5V 3A or more
GND-(+12V) See the WIRING DIAGRAM
(2) Output
R(red) analog, positive
G(green) analog, positive
B(blue) analog, positive
Sync, H-V complexed, negative
(3) Adjusting Sound Level
In stereo mode, use the volume control of each channels separately (L
and R)
In monoaural mode, use the L-volume control
File:
/kb_dl.aspx/KB/gametech/jackal.txt
-
5
K - Updated
1997.05.28
/kb_dl.aspx/KB/gametech/milliped.txt
MILLIPEDE
---------
COMPONENT SIDE SOLDER SIDE
GND A 1 GND
+ 5 V B 2 + 5 V
1P Tball Horiz. Clock C 3 + 22 V DC (Note 1)
1P Tball Vert. Clock D 4 - 22 V DC (Note 1)
+10.3 V DC (Note 1) E 5 1P Tball Horiz. Dir.
2P Tball Horiz. Clock F 6 1P Tball Vert. Dir.
2P Tball Vert. Clock H 7 2P Tball Vert. Dir.
2P DO
File:
/kb_dl.aspx/KB/gametech/milliped.txt
-
5
K - Updated
1995.11.02
/kb_dl.aspx/KB/gametech/board pinouts/bubbles.txt
Typed in by Jonathan Deitch (jdeitch@umiami.miami.edu)
Williams Bubbles
----------------
This has four boards ... CPU/Video, ROM, Interface, Sound.
CPU/Video
=========
IJ3 : Monitor Control
7 : N/C
6 : Horiz. Sync.
5 : Vert. Sync.
4 : Ground
3 : Blue
2 : Green
1 : Red
IJ2 : Memory Protect Interlock
4 : N/C
3 : N/C
2 : Key
1 : Memory Protect (Inverted)
IJ1 : Power Input
File:
/kb_dl.aspx/KB/gametech/board pinouts/bubbles.txt
-
2
K - Updated
1993.08.25
/kb_dl.aspx/KB/gametech/board pinouts/joust2.txt
Joust 2 Pinouts
Entered by Tim Lindquist (powerjaw@dnai.com)
These pinouts were created by looking at an original Joust 2 cabinet. Use at your own risk. I take no responsibility for the accuracy of these pinouts.
RAM/VIDEO BOARD
---------------
J2
--
1 - Red video
2 - Green video
3 - Blue video
4 - Ground
5 - Vertical Sync
6 - Horizontal Sync
7 - n/c
J3
--
1 - n/c
2 - Ground
3 - Ground
4 - Ground
5 - n/c
6 - +5v
7 - +5v
8 - n/c
9 - +12v
10 - -5v
ROM BOARD
---------
J2
--
1 - Audio +
2 - Audio -
3 - n/
File:
/kb_dl.aspx/KB/gametech/board pinouts/joust2.txt
-
2
K - Updated
1997.04.14
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
/kb_dl.aspx/KB/pinouts/defender.txt
Defender, Williams
------------------
-----------------
| ==== ==== |
| 2J3 2J4 |
| | -----------
| | | "|
| | | 3J2 "|
| | | "|
| | | |
| | | "|
| | | 3J3 "|
| | | "|
---------|-----|-
File:
/kb_dl.aspx/KB/pinouts/defender.txt
-
5
K - Updated
2003.01.06
/kb_dl.aspx/KB/pinouts/stargate.txt
Stargate, Williams
-------------------
-----------------
| ==== ==== |
| 2J3 2J4 |
| | -----------
| | | "|
| | | 3J2 "|
| | | "|
| | | |
| | | "|
| | | 3J3 "|
| | | "|
---------|-----|-
File:
/kb_dl.aspx/KB/pinouts/stargate.txt
-
5
K - Updated
2003.01.06
/kb_dl.aspx/KB/pinouts/super_sprint.txt
SUPER SPRINT
------------
Champ/Super sprint (and other System 2 games as well)
Video Board
^^^^^^^^^^^
[P19/J15]
1 - VID RTN
2 - **KEY**
3 - RED
4 - GREEN
5 - BLUE
6 - COMP SYNC
7 - H SYNC
8 - V SYNC
9 - N/C
10 - N/C
11 - N/C
[P13/J13]
1 - N/C
2 - GND
3 - **KEY**
4 - GND
5 - N/C
6 - +5v
7 - +15vDC
8 - +5v
9 - +SENSE
10 - N/C
11 - -SENSE
CPU Board
^^^^^^^^^
[P20/J20]
1 - N/C
2 - N/C
3 - GND
4 - GND
5 - N/C
6 - +5v
7 - **KEY**
File:
/kb_dl.aspx/KB/pinouts/super_sprint.txt
-
4
K - Updated
2003.01.07
/kb_dl.aspx/KB/gametech/defender.txt
From: carlm@iplmail.orl.mmc.com (Carl Morris)
Subject: Defender.pin
Date: 22 May 1995 13:53:33 GMT
-----------------
| ==== ==== |
| 2J3 2J4 |
| | -----------
| | | "|
| | | 3J2 "|
| | | "|
| | | |
| | | "|
| | | 3J3 "|
| |
File:
/kb_dl.aspx/KB/gametech/defender.txt
-
5
K - Updated
1995.05.25
/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
/kb_dl.aspx/KB/gametech/board pinouts/defender.txt
From: carlm@iplmail.orl.mmc.com (Carl Morris)
Subject: Defender.pin
Date: 22 May 1995 13:53:33 GMT
-----------------
| ==== ==== |
| 2J3 2J4 |
| | -----------
| | | "|
| | | 3J2 "|
| | | "|
| | | |
| | | "|
| | | 3J3 "|
| |
File:
/kb_dl.aspx/KB/gametech/board pinouts/defender.txt
-
5
K - Updated
1995.05.25
/kb_dl.aspx/KB/gametech/board pinouts/dragonslair.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/board pinouts/dragonslair.txt
-
7
K - Updated
1995.12.31
/kb_dl.aspx/KB/gametech/board pinouts/stargate.txt
-----------------
| ==== ==== |
| 2J3 2J4 |
| | -----------
| | | "|
| | | 3J2 "|
| | | "|
| | | |
| | | "|
| | | 3J3 "|
| | | "|
---------|-----|- ---|-----|-
---------|-----|---------------|-----|
File:
/kb_dl.aspx/KB/gametech/board pinouts/stargate.txt
-
5
K - Updated
1993.11.19
/kb_dl.aspx/KB/pinouts/crazy_kong.txt
Crazy Kong
----------
SOLDER | PARTS
---------------------+----------------------
| 1 | A | 1P.Jump
| 2 | B | 1P.Down
1P.Up | 3 | C | 1P.Right
1P.Left | 4 | D |
| 5 | E |
| 6 | F |
| 7 | G |
| 8 | H |
| 9 | I |
|10 | J |
|11 | K
File:
/kb_dl.aspx/KB/pinouts/crazy_kong.txt
-
9
K - Updated
2008.01.04
/kb_dl.aspx/KB/pinouts/joust.txt
Joust Pinouts
-------------
---------------
Cpu/Video board
---------------
1J1 POWER INPUT
---------------
1 | -- N/C \
2 | <- BLK = GROUND \
3 | <- BLK = GROUND \
4 | -- KEY \
5 | <- GRY-YEL = +12VDC REG > FROM POWER SUPPLY
6 | -- N/C /
7 | <- GRY = +5DC /
8 | <- GRY-WHT = +12VDC UNREG /
9 | <- ORN = -5DC /
1J2 MEMORY PROTECT INTERLOCK
----------------------------
File:
/kb_dl.aspx/KB/pinouts/joust.txt
-
6
K - Updated
2003.01.06
/kb_dl.aspx/KB/pinouts/sinistar.txt
Sinistar, Williams
------------------
ROM Board
----------------- Interface
| ==== ==== | Board
| 2J3 2J4 | -----------
| | | |
| | | #|
| # | | 3J2 #|
| #2 | | #|
| #J | | #|
| #2 | | |
| | |
File:
/kb_dl.aspx/KB/pinouts/sinistar.txt
-
7
K - Updated
2003.01.06
/kb_dl.aspx/KB/gametech/board pinouts/joust.txt
Joust Pinouts - ENTERED BY MIKE LIKAR
These were copied from an original drawing set.
Use at your own risk. I take no responsibility for the accuracy of these pinouts.
---------------
Cpu/Video board
---------------
1J1 POWER INPUT
---------------
1 | -- N/C \
2 | <- BLK = GROUND \
3 | <- BLK = GROUND \
4 | -- KEY \
5 | <- GRY-YEL = +12VDC REG > FROM POWER SUPPLY
6 | -- N/C /
7 | <- GRY = +5DC /
8
File:
/kb_dl.aspx/KB/gametech/board pinouts/joust.txt
-
6
K - Updated
1997.10.27
/kb_dl.aspx/KB/gametech/board pinouts/sinistar.txt
Sinistar Board Pinouts
------------------------
Typed by Mike Saunders on 8/20/96
micsaund@holly.colostate.edu
--------------------------------------------------
This pinout should be correct, but use at your own risk. I
cannot be held responsible for any damage caused by the use
of this information, whether correct or incorrect. Other
than that, please e-mail me at the above address with any
comments or corrections.
-------------------------------------
File:
/kb_dl.aspx/KB/gametech/board pinouts/sinistar.txt
-
7
K - Updated
1996.08.21
/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/pinouts/dig_dug.txt
DIG DUG
-------
A - ground 1 - ground
B - +5 VDC 2 - +5 VDC
C - 3 -
D - 4 -
E - 5 -
F - cocktail * 6 -
H - 7 -
J - 8 -
K - 2P start 9 - credit
L - 2P pump * 10 - 1P start
M - 2P left * 11 - 1P pump
N - 2P right * 12 - 2P down *
P - 1P left 13 -
File:
/kb_dl.aspx/KB/pinouts/dig_dug.txt
-
14
K - Updated
2003.01.07
/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
/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/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/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/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/historical documents/atari games vaxmail/vax84.txt
Atari/Atari Games VaxMail 1984 Jed Margolin
___________________________________________________________________________
From: KIM::SUTTLES 9-JAN-1984 11:40
To: @SYS$MAIL:COINOP
Subj: A neat trick with mail
For all of you who use the MAIL program as a form of
the "paperless office", I have discovered a bug (pronounced
"fea-ture") in same.
It seems that the addressee line (TO: ...) is parsed
independently of file handling. Mail looks at each item in
the list, and checks for a double colon (
File:
/kb_dl.aspx/KB/historical documents/atari games vaxmail/vax84.txt
-
281
K - Updated
2004.09.13
/kb_dl.aspx/KB/gametech/conversion_faq_v1.1.txt
1.0) Conversion FAQ:
--------------------
COPYRIGHT 1994
REVISION NUMBER: 1.1
REVISION DATE: 02 November 1994
REVISION HISTORY: 1.1 (02/11/94 - Clarified technical details in {6.4},
Added a few words on manuals in {7.3}
and analog controllers in {8.1.3})
REVISION HISTORY: 1.0 (01/11/94 - First public release; FTP only)
CREATED BY: Doug Jefferys, Steve Ozdemir
THANX TO: Wayne Aiken, Graham Bisset, Duncan Brown, David Hanes,
To
File:
/kb_dl.aspx/KB/gametech/conversion_faq_v1.1.txt
-
115
K - Updated
1994.11.02
/kb_dl.aspx/KB/gametech/williams_conversion.txt
-----------------------------------------------------------------
| SWITCHABLE CONVERSION BETWEEN ROBOTRON, JOUST, AND STARGATE |
-----------------------------------------------------------------
COPYRIGHT 1994
REVISION NUMBER: 1.1 (Minor bug fix: Line 976 now shows the
correct "Y7-X8" connection, not the bogus
"Y7-X7" connection from 1.0)
REVISION DATE: 20 Oct 1994
CREATED BY: Doug Jefferys
STANDARD DISCLAIMER:
--------------------
The author hereby grants permission to rep
File:
/kb_dl.aspx/KB/gametech/williams_conversion.txt
-
57
K - Updated
1994.10.20
/kb_dl.aspx/KB/historical documents/atari games vaxmail/vax88.txt
Atari/Atari Games VaxMail 1988 Jed Margolin
___________________________________________________________________________
From: MIKE::LIEBSTER 4-JAN-1988 14:39:28.82
To: @SYS$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/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$MAIL:EVERYBODY
CC: BROWN
Subj: PREMIUM PAYMENT PLAN, MODIFIED CAFETERIA PLAN
File:
/kb_dl.aspx/KB/historical documents/atari games vaxmail/vax92.txt
-
564
K - Updated
2004.09.13
/kb_dl.aspx/KB/monitortech/gwoodcock_xyhelp.txt
HOW TO DIAGNOSE, REPAIR AND UPGRADE YOUR
AMPLIFONE AND WELLS-GARDNER COLOR VECTOR (XY) MONITORS
version 6.1 (4-6-96) by
Gregg Woodcock (woodcock@nortel.com)
This article is Copyright worldwide 1991, 1996; all rights reserved.
OFFICIAL CYA LEGAL WARNING AND WAIVER:
Although I have made every effort to be precise, this article may
contain errors. Even if it does not, some people may still damage their
machines or themselves while using the
File:
/kb_dl.aspx/KB/monitortech/gwoodcock_xyhelp.txt
-
171
K - Updated
1999.08.01
/kb_dl.aspx/KB/historical documents/atari games vaxmail/vax90.txt
Atari/Atari Games VaxMail 1990 Jed Margolin
___________________________________________________________________________
From: BERT::LTURNER 2-JAN-1990 15:43:12.18
To: @SYS$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/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$PRINT
The physical name is TXD5:, but I advise
File:
/kb_dl.aspx/KB/historical documents/atari games vaxmail/vax85.txt
-
233
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/kb_dl.aspx/KB/historical documents/atari games vaxmail/vax87.txt
Atari/Atari Games VaxMail 1987 Jed Margolin
___________________________________________________________________________
From: KIM::RAINS 2-JAN-1987 10:27:26.19
To: @sys$mail:engineer
CC:
Subj: Computer Health Note #3
VAX-edrin Headache #3
You've been poking around somewhere in another directory (something like
SYS$USERDISK:[FRED.STUFF.MORESTUFF.EVENMORESTUFF]) and now you have found
something you want to get back to or reference with out so much directory name
baggage. Sure, it doesn't
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/kb_dl.aspx/KB/historical documents/atari games vaxmail/vax91.txt
Atari/Atari Games VaxMail 1991 Jed Margolin
___________________________________________________________________________
From: GAWD::MCCARTHY "Pat" 2-JAN-1991 12:37:15.74
To: @SYS$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.
_____
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/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
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