Knowledge Base
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
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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
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73
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1999.10.29
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
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79
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1999.07.26
/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
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32
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1996.07.26
/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
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39
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2003.01.09
/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
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
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1999.10.30
/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
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57
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1994.10.20
/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
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569
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1998.04.06
Asteroids Deluxe Vector Generator
Program Counter Counters F4, H4, and J4 contain the address of the next data byte (instruction) to be fetched from the the Vector Generator memory. Because these counters point to the next instruction in memory to be retrieved and performed, they are called the program counter. This program counter is incrememted one count (to the next sequential address) each time the information at its current address is loaded into data latch 0 or data latch 2. The program counter may also be preset to "jump"
File:
/kb_dl.aspx/KB/gametech/asteroidsdeluxevecgen.html
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15
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2000.01.23
/kb_dl.aspx/KB/gametech/gravitartotempest.txt
-------------------------------------------------------
| Adapter to plug Tempest board into Gravitar harness |
-------------------------------------------------------
Copyright 1993 (last update: 2/94)
STANDARD DISCLAIMER: 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
File:
/kb_dl.aspx/KB/gametech/gravitartotempest.txt
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8
K - Updated
1994.10.21
/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
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39
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1994.03.18
/kb_dl.aspx/KB/gamemanuals/atari/lunarlander1b.tiff
OPTION SWITCH SE1TINGS Switc (locat 8 h settin ed at 7 gs of positio 6 8-Tog n PS 5 gte D on the 4 IP gam 3 Switch e PCB 2 ) 1 Results on On 450 fuel units per coin On Off 600 fuel units per coin Off On 750 fuel units per coin $ Off — Off — c — — 900 fuel units per coin On — — Free play Coined play as determined by toggles7&8 $ Off Off On Off On Off German instructions on screen • Spanish instructions on screen French instructions on screen — — — On — On — — On On Off Off — On Off On Off English instruction
File:
/kb_dl.aspx/KB/gamemanuals/atari/lunarlander1b.tiff
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589
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1998.05.07
/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
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115
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1994.11.02
Galaga Pinouts and Configuration
Galaga Pinouts and Dip Switches, for official and bootleg boards
File:
/kb_dl.aspx/KB/gametech/galaga tech.html
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14
K - Updated
2002.05.20
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
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2002.04.25
/kb_dl.aspx/KB/gamemanuals/atari/ast2b.tiff
4 INPUTS PLAYER INPUT CIRCUITRY J2o IOO,ak * SPL S E LF- T E5• lA FIRE [j-J 4(PERJ DIAG STEP (diagnostid step), 3 KHz, SELF-TEST SLAM, HALT, FIRE and HYPER inputs are read by the MPU when SINPO (switch input zero enable) is low, Switches to be, read are selected by ABO thru AB2 from the MPU. All inputs are read on DB7. Switch inputs are active when pulled to ground. DIAG STEP, 3 KHz, and SELF-TEST are signals read by the MPU? to initiate and control the: game’s self-test pro- cedure. SLAM is a signal read b
File:
/kb_dl.aspx/KB/gamemanuals/atari/ast2b.tiff
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1,359
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1998.03.27
/kb_dl.aspx/KB/gamemanuals/atari/soccer2b.tiff
4 PL Jzo r-rrn_L 3 1 5w3 .11 (flflL4 SWI (-rrrii wz 9 Swø ) 0 U o cJ .IA4PL do Io ::: : : C7 CS L514 ToiT.oi ;sv P-R43 0 C84. c LS4 )< ZP SCRE€N •T57 tAi C094L g C.OINC COINR io ‘9 U +-5d M j o’ oj - ,9 3 In 3 ct O IOKX 5 PL Is o 9 i RIP --- LSI9I LD COUNTLK C( M/14 IZ QA QS OC D 3 1 7 Is i ID A B C D 13 c RIP .., LI9I Lb CDLIMT€R CK MM11 QA OR C OD 3 2 b’7 10 ‘ %I’ z -- osI ‘ 4 so 04J ___________ 4I CI IS I ID 9 __G D 3 RIP i•lI 1I9I LD COQNTR CI( Mh,Ia QAQB c QD 3 Z 7 5 I ID 9 A B C D 3 ‘ RIP )IU L3191 L
File:
/kb_dl.aspx/KB/gamemanuals/atari/soccer2b.tiff
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468
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1998.05.20
IC List
Timing information for ICs is not yet available, and only TTL, 4000-series CMOS and some microprocessor (support) chips are included. For now, it is not clear how the format used can be extended to include linear ICs, as these usually require much more additional information such as a block diagram. The current file uses the PC8 character set (a.k.a. codepage 437), but can be converted to 7-bit ASCII without too much trouble (losing some niceties). As it is, it is small and simple enough to keep it in you
File:
/kb_dl.aspx/KB/faqs/list-iclist.html
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311
K - Updated
1999.10.29
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
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34
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2000.06.16
/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
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555
K - Updated
1998.03.27
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
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24
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1999.10.29
/kb_dl.aspx/KB/pinouts/space_duel.txt
"Space Duel" (Atari, 1981)
--------------------------
P20: 44-pin edge connector
component side solder side
-------------- -----------
GND A 1 GND
+5V B 2 +5V
C 3 +22 VDC
D 4 -22 VDC
10.3 VDC E 5
COIN LOCKOUT F 6 COIN CTR R
COIN CTR L H 7 SELECT LED
START LED J 8 ROT L P2
ROT L P1 K 9 SHIELD
File:
/kb_dl.aspx/KB/pinouts/space_duel.txt
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4
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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
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1999.07.27
/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
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31
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1999.07.14
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
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62
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1999.10.30
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
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14
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1999.11.01
/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
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31
K - Updated
2001.05.27
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
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28
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1999.07.27
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
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2000.01.19
/kb_dl.aspx/KB/gamemanuals/atari/astdlx2b.tiff
INPUTS PLAYER INPUT CIRCUITRY ROT LCFT ROT IGb4T HPL) ST START Z START I C0114 R :o w OPTIONS INPUT CIRCUITRY +5v 9 j’I c cI 9 lox : 6 P1. 113 — 1 4 12 —. II II .— — , ID lb 3 14 4 .— 12 5 p 10 VIDEO INVERTER The x- and y-video inverter circuits are identical; there- fore, only the x-video inverter circuit is explained. For in- vertered video operation, pin 19 is grounded which turns on transistor 013 and turns off transistor 012. In this state INV is + 8.2 VDC and NONINV is -8.2 VDC. For a noninverted vide
File:
/kb_dl.aspx/KB/gamemanuals/atari/astdlx2b.tiff
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647
K - Updated
1998.03.27
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
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49
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2002.06.10
/kb_dl.aspx/KB/gametech/arabian.txt
ATRAI ARABIAN C 1983 ATARI INC.
Pinouts obtained from Schematic Supplement SP-237 (1st printing)
Typed in by Steven Prendergast (stevenp@sgi.net) 06/97
P20: 44-pin edge connector
component side solder side
-------------- -----------
GND A 1 GND
+5V B 2 +5V
C 3 +12V
D 4 -5V
P1 START E 5 P2 START
COIN AUX F 6 RIGHT
LEFT H 7 UP
File:
/kb_dl.aspx/KB/gametech/arabian.txt
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1
K - Updated
1997.06.10
Arabian pinouts
Submitted by Steven Prendergast (stevenp@sgi.net)
ATRAI ARABIAN C 1983 ATARI INC. Pinouts obtained from Schematic Supplement SP-237 (1st printing) P20: 44-pin edge connector component side solder side -------------- ----------- GND A 1 GND +5V B 2 +5V C 3 +12V D 4 -5V P1 START E 5 P2 START COIN AUX F 6 RIGHT LEFT
File:
/kb_dl.aspx/KB/gametech/arabianpinouts.html
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2
K - Updated
2000.01.20
Forgotten Realms strategy and cheats
Submitted by David Hsu
If you are playing 2 player, when you get to the boss in the boat-like contraption which has gravity wells, guns, falling pointy things, if both of you are on the right wall (which blocks you from the boss), one person can shove the other thru the wall so that you can't be attacked by any of the things on the other side (named above).
There are several sections where one can go either up or down depending upon which barrier is shot first (top or bottom). If you shoot the bot
File:
/kb_dl.aspx/KB/gametech/forgottenrealmsstrategy.html
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2
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2000.01.19
/kb_dl.aspx/KB/pinouts/rygar.txt
Rygar, Thekan
-------------
Solder Side | Parts Side
------------------------+---------------------
2P Right | A | 1 | 2P Left
2P Up | B | 2 | 2P Down
2P Attack | C | 3 | 2P Jump
| D | 4 |
1P Right | E | 5 | 1P Left
1P Up | F | 6 | 1P Down
1P Attack
File:
/kb_dl.aspx/KB/pinouts/rygar.txt
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6
K - Updated
2003.01.06
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
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28
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2000.01.23
/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
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15
K - Updated
1995.04.07
/kb_dl.aspx/KB/pinouts/bosconian.txt
BOSCONIAN
---------
PARTS SIDE SOLDER SIDE
--------------------------------------------------------------------------------
LOGIC GND A 1 LOGIC GND
(-) SPKR B 2 SPKR (+)
C 3 COIN METER
D 4
+12V E 5 +12V
+5v F 6 +5v
LOGIC GND H 7 LOGIC GND
File:
/kb_dl.aspx/KB/pinouts/bosconian.txt
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15
K - Updated
2003.01.06
/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
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26
K - Updated
1998.09.24
Asteroids pinouts
Asteroids Pinouts
File:
/kb_dl.aspx/KB/gametech/asteroids tech.html
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1
K - Updated
2002.09.24
Astro Fighter pinouts
Astro Fighter Pinouts
File:
/kb_dl.aspx/KB/gametech/astro fighter.html
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1
K - Updated
2002.09.24
/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
Up 'N Down, Flicky, SWAT, Watermatch, Bullfight, and Mr. Viking Pinouts
Up 'N Down, Flicky, SWAT, Watermatch, Bullfight, and Mr. Viking Dip Switch Settings and Pinouts
File:
/kb_dl.aspx/KB/gametech/up 'n down tech.html
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4
K - Updated
2002.05.17
/kb_dl.aspx/KB/gametech/vidinvrt.txt
VIDEO INVERSION AND YOU!
Using Older Nintendo Monitors in New Conversions
Copyright June 1, 1992 by Randy Fromm
The images you see on any television screen are made from combinations of
red, green and blue; the three "primary colors" of light. By combining
these three primary colors in different combinations, we can make any
color we want. For example, combining any two of the primary colors will
create one of the three "secondary colors." Red and blue combine to make
magenta. Red and green mix to for
File:
/kb_dl.aspx/KB/gametech/vidinvrt.txt
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8
K - Updated
1994.12.15
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
/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
Asteroids Deluxe pinouts
Asteroids Deluxe Pinouts
File:
/kb_dl.aspx/KB/gametech/asteroids deluxe tech.html
-
1
K - Updated
2002.09.24
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/rollerjammer.pin.txt
----------------------------------------------------------------------
Name Of Game: Roller Jammer Manuf: Nichibutsu
Compatable With: (none)
----------------------------------------------------------------------
Typed By: James R. Twine Email: jtwine@jrtwine.com
----------------------------------------------------------------------
Notes:
1) This games uses a 22 pin connector, pin spacing unknown.
2) Video sync is negative composite sync.
3) I no lo
File:
/kb_dl.aspx/KB/gametech/rollerjammer.pin.txt
-
3
K - Updated
2003.11.21
Willow pinouts
Willow Pinouts
File:
/kb_dl.aspx/KB/gametech/willow tech.html
-
2
K - Updated
2002.09.24
/kb_dl.aspx/KB/gametech/board pinouts/poleposii.txt
POLE POSITION II
==========================
by: Some Guy I Don't Remember His Name
Video board, 30 pins, 15 per side, numbered side is back of board, letters
are on component side. Items in parenthesis aren't listed on schematic:
1 Ground A Ground
2 +5 volts B +5 volts
3 (ground) C (ground)
(keyway)
4 (ground) D (ground)
5 (ground) E (ground)
6 (ground) F (ground)
7 (ground) H (ground)
8
File:
/kb_dl.aspx/KB/gametech/board pinouts/poleposii.txt
-
3
K - Updated
1996.03.27
/kb_dl.aspx/KB/gamemanuals/atari/batzn2b.tiff
From Vector Generator Vr’ DV’8 .7 0qy7 vY V5 D\1Y4 OVY3 — -C-- ALTERNATE. I C: R.U TY AMcOIZ I ATA I - VERSI.I1 S R50 CENTER B 0 CENTER -4:- L I -ISV--Wv-+I5V I I R.9I1S I CE.KiTE CCMFkDI’J EPT Lpi J + To Microprocessor NMI Counter C 50 Analog Vector-Generator PCB Outputs Adjustment of R73 and R74 ovx_a 4 Dvø S Dvx < Jx8 — AS 1- AM6OZ +s’J .7 tVX7 6 vx VKS :z\J7 (4 a ø R 1I Coin Door and Option Switch Inputs To Mroprocessor OBO thru DB7 From Microprocessor Address Decoder From Clock Circuitry From Vector-Ge
File:
/kb_dl.aspx/KB/gamemanuals/atari/batzn2b.tiff
-
472
K - Updated
1998.03.27
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
/kb_dl.aspx/KB/pinouts/swat.txt
Swat Pinouts
Midway<Sega, 1984
Game Logic Board, part. no. A084-91718-CA64
I cannot guarantee that the solder side is "A..Z" and the parts side is
"1..22". But whichever side is which, each letter and number should be
labeled with the correct pinout. This information was extracted from the
Up 'N Down manual.
Note: All these other games should also match this pinout: Flicky, Up'n'Down
Watermatch, Bullfight, and Mr. Viking. The controls for all these games
should be exactly the same
File:
/kb_dl.aspx/KB/pinouts/swat.txt
-
2
K - Updated
2003.01.07
/kb_dl.aspx/KB/gametech/board pinouts/majorhavoc.txt
8/31/95 Typed in by Franklin Bowen (tfbowen@ingr.com or mjrhavoc@clark.net)
(format stolen from Tempest.pin)
2/15/96 Corrected P18 from a 30-pin connector to a 24-pin connector
---------------------------------------------------------------------------
Pinouts for "Major Havoc" (Atari, 1983 (according to docs), 1984 (by KLOVDB))
P20: 44-pin edge connector
component side solder side
-------------- -----------
GND A 1 GND
+5V
File:
/kb_dl.aspx/KB/gametech/board pinouts/majorhavoc.txt
-
2
K - Updated
1996.02.15
/kb_dl.aspx/KB/gametech/board pinouts/venture.txt
Venture pinouts
Exidy, 1981
There are two boards to the Venture boardset, the logic and the audio board.
The audio booard is labeled with:
Exidy Inc.
Copyright 1981
PCB 77-3387-14
ASY 77-3387-15
Audio/Color ---
|B|
---
And the logic board is labeled with:
PCB 77-3374-14 COMP
Exidy Inc ASSY 77-3374-15 SIDE
Copyright 1981 Revision E
The audio board is the top board. It has a 30-pin
File:
/kb_dl.aspx/KB/gametech/board pinouts/venture.txt
-
7
K - Updated
1994.12.08
/kb_dl.aspx/KB/pinouts/demons_world.txt
DEMON'S WORLD
PINOUTS:
SOLDER SIDE COMPONENT SIDE
-------------------------------------------------------
A GND 1 GND
B GND 2 GND
C +5V 3 +5V
D +5V 4 +5V
E NC 5 NC
F +12V 6 +12V
H 7
J COIN COUNTER 2 8 COIN COUNTER 1
K COIN LOCK OUT 9 COIN LOCK OUT
L SP (-) 10 SP (+)
M NC 11 NC
N VIDEO GREEN 12 VIDEO RED
P VIDEO SYNC 13 VIDEO BLUE
R SERVICE SW 14 VIDEO GND
S 15 TEST SW
T COIN SW 2 16 COIN SW 1
U START SW 2 17 START SW 1
V 2P UP
File:
/kb_dl.aspx/KB/pinouts/demons_world.txt
-
1
K - Updated
2003.01.07
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
Wells Gardner X-Y monitor final solution
==================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/gametech/wg x-y mods final.html
-
5
K - Updated
1999.11.03
/kb_dl.aspx/KB/gamemanuals/atari/4pfb2b.tiff
4. SELECT1, SELECT2, SLAM, AUD 0 AUD I ALJDa AUD3 Sheet 2, Side B DP-139.02 1st PRINTING The LEDs on the top of the 4-Player Football game are connected in a matrix. The anodes are strobed by vertical sync. The cathodes are controlled by latched data from the microcomputer. The LEDCL signal is generated by the IRQ counter at the IRQ input of the microprocessor. Since the microprocessor knows when each LED anode driver is being strobed at any given time, all the microprocessor needs to do to light an LED is
File:
/kb_dl.aspx/KB/gamemanuals/atari/4pfb2b.tiff
-
440
K - Updated
1998.04.07
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
/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
/kb_dl.aspx/KB/pinouts/lunar_lander.txt
Lunar Lander
------------
PARTS SIDE | SOLDER SIDE
-------------------------------------
| | |
GND | A | 1 | GND
+5V | B | 2 | +5V
| C | 3 |
AUDIO 2 | D | 4 |
AUDIO 1 | E | 5 | COIN CTR
POT IN | F | 6 | LAMP 5
LAMP 3 | H | 7 | START/SELECT LED
LAMP 2 | J | 8 | LAMP 4
| K | 9 | SELF TEST
SLAM | L | 10 |
Z OUT | M | 11 | Z GND
COIN R | N | 12 |
COIN L |
File:
/kb_dl.aspx/KB/pinouts/lunar_lander.txt
-
3
K - Updated
2003.01.06
/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
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
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
/kb_dl.aspx/KB/gametech/board pinouts/burgertime.txt
From: woodcock@bnr.ca (Gregg Woodcock)
Newsgroups: rec.games.video.arcade.collecting
Subject: Re: TECH: BurgerTime Copy Pinouts
Date: 16 Sep 1996 12:28:49 GMT
I got the pinout from the archive and it had several mistakes. Here is
a corrected version but I'd like somebody who has a manual or the actual
game to check something out for me. The board I got had most of the
wiring harness attached and there is 1 wire which is confusing me. Can
you tell me what the purple wire on pin B10 of the 36 pin connecto
File:
/kb_dl.aspx/KB/gametech/board pinouts/burgertime.txt
-
6
K - Updated
1996.09.22
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/pinouts/shogun_warriors.txt
SHOGUN WARRIORS
Manufacturer: Kaneko
Year: 1992
Conversion Class: JAMMA+
PINOUTS:
SOLDER SIDE PARTS SIDE
-----------------------------------------------------
A GND 1 GND
B GND 2 GND
C +5V 3 +5V
D +5V 4 +5V
E -5V 5 -5v
F +12V 6 +12V
H KEY 7
File:
/kb_dl.aspx/KB/pinouts/shogun_warriors.txt
-
4
K - Updated
2003.05.30
/kb_dl.aspx/KB/pinouts/up_n_down.txt
Up 'N Down Pinouts
Midway<Sega, 1984
Game Logic Board, part. no. A084-91718-CA64
I cannot guarantee that the solder side is "A..Z" and the parts side is
"1..22". But whichever side is which, each letter and number should be
labeled with the correct pinout. This information was extracted from the
Up 'N Down manual.
Note: All these other games should also match this pinout: Flicky, SWAT,
Watermatch, Bullfight, and Mr. Viking. The controls for all these games
should be exactly the same - on
File:
/kb_dl.aspx/KB/pinouts/up_n_down.txt
-
4
K - Updated
2003.01.06
/kb_dl.aspx/KB/gametech/flower.txt
FLOWER BY KOMAX
COMP SIDE CKT SIDE
--------- ---------
1 GND A
2 GND B
3 +5V C
4 +5V D
5 E
6 F
7 H
8 J
9 K
10 L
11 M
12 N
13 P
14 R
15 S
16
File:
/kb_dl.aspx/KB/gametech/flower.txt
-
1
K - Updated
1996.07.29
/kb_dl.aspx/KB/gametech/quartet.txt
SEGA 4-Player Interface
Quartet Pinouts
Sega<Sun, May 1986
-----------------------------------------------------------
Component Side | Solder Side
----------------------------+------------------------------
Gnd 1 | A Gnd
Gnd 2 | B Gnd
+5V 3 | C +5V
+5V 4 | D +5V
+12V 5 | E +12V
Coin Meter 1 6 | F Coin Meter 2
N/C 7 | H
File:
/kb_dl.aspx/KB/gametech/quartet.txt
-
14
K - Updated
1996.04.04
/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
Hyper Fighting: Ken Strategy Guide
**************************************************************************** ** ** ** # # # # ### #### ### #### # ### # # ##### # # # ### ** ** # # # # # # # # # # # # # # # # ## # # ** ** #### # ### ### ### ### # # ## #### # # # # # # ## ** ** # # # # # # # # # # # # # # # # ## # # ** ** # # # # #### # # # # ## #
File:
/kb_dl.aspx/KB/faqs/faq-sf2 hyper (ken).html
-
105
K - Updated
1999.10.28
/kb_dl.aspx/KB/pinouts/major_havoc.txt
"Major Havoc" (Atari, 1983 )
----------------------------
P20: 44-pin edge connector
component side solder side
-------------- -----------
GND A 1 GND
+5V B 2 +5V
C 3
D 4
+10.3 VDC UNREG E 5
SELF TEST F 6 COIN R
H 7 COIN L
J 8 AUDIO 1
COIN AUX K 9 AUDIO 2
FI
File:
/kb_dl.aspx/KB/pinouts/major_havoc.txt
-
5
K - Updated
2003.01.06
/kb_dl.aspx/KB/pinouts/mortalkombatrevb.txt
MORTAL KOMBAT Rev B board
Connector J1 (JAMMA)
|-------------------|---|----|-------------------|
| Solder Side | | | Parts Side |
|-------------------|---|----|-------------------|
| Ground | A | 1 | Ground |
| Ground | B | 2 | Ground |
| +5VDC | C | 3 | +5VDC |
| +5VDC | D | 4 | +5VDC |
| -5VDC | E | 5 | -5VDC |
| +12VDC | F | 6 | +12VDC |
| (K
File:
/kb_dl.aspx/KB/pinouts/mortalkombatrevb.txt
-
6
K - Updated
2005.08.29
/kb_dl.aspx/KB/pinouts/venture.txt
Venture Exidy, 1981
There are two boards to the Venture boardset, the logic and the audio board.
The audio booard is labeled with:
Exidy Inc.
Copyright 1981
PCB 77-3387-14
ASY 77-3387-15
Audio/Color ---
|B|
---
And the logic board is labeled with:
PCB 77-3374-14 COMP
Exidy Inc ASSY 77-3374-15 SIDE
Copyright 1981 Revision E
The audio board is the top board. It has
File:
/kb_dl.aspx/KB/pinouts/venture.txt
-
7
K - Updated
2003.01.06
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/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/rescue.txt
Rescue (by Stern) pinouts
-------------------------
typed in by Paul Tonizzo (aq929@torfree.net) 96/12/04
==============================
Parts side(B) Solder side(A)
==============================
+12v | 1|
------------------------------
speaker | 2| speaker
------------------------------
shoot up | 3| shoot down
------------------------------
shoot right | 4| shoot left
------------------------------
n/a | 5| n/a
------------------------------
bomb
File:
/kb_dl.aspx/KB/gametech/board pinouts/rescue.txt
-
1
K - Updated
1996.12.04
/kb_dl.aspx/KB/gametech/board pinouts/rygar.txt
This Video Game Pinout Data Sheet Was Typed In By James R. Twine
and update by Paul Swan on 25th April 1996
EMail: TWINE57@SNYDELVA.BITNET
Name Of Game: Rygar
Solder Side | Parts Side
________________________________|___________________________________
2P Right | A | 1 | 2P Left
----------------------------|---|---|-------------------------------
2P Up | B |
File:
/kb_dl.aspx/KB/gametech/board pinouts/rygar.txt
-
4
K - Updated
1996.05.17
/kb_dl.aspx/KB/pinouts/wiz.txt
WIZ
Manufacturer: Seibu Kaihatsu
Year: 1985
PINOUTS:
SOLDER SIDE COMPONENT SIDE
---------------------------------------------------------
A GND 1 GND
B GND 2 GND
C GND 3 GND
D 1P LEFT 4 1P RIGHT
E 1P DOWN 5 1P UP
F 2P LEFT 6 2P RIGHT
H 2P DOWN 7 2P UP
J 2P SHOOT 8 COIN 1
K 2P START 9 1P SHOOT
L COIN 2 10 1P START
M 2P SELECT 11 1P SELECT
N 12
P 13
R VIDEO RED 14 VIDEO SYNC
S VIDEO BLUE 15 VIDEO GREEN
T SPEAKER (-) 16 SPEAKER
File:
/kb_dl.aspx/KB/pinouts/wiz.txt
-
1
K - Updated
2003.01.07
/kb_dl.aspx/KB/gametech/board pinouts/arabian.txt
ATRAI ARABIAN C 1983 ATARI INC.
Pinouts obtained from Schematic Supplement SP-237 (1st printing)
Typed in by Steven Prendergast (stevenp@sgi.net) 06/97
P20: 44-pin edge connector
component side solder side
-------------- -----------
GND A 1 GND
+5V B 2 +5V
C 3 +12V
D 4 -5V
P1 START E 5 P2 START
COIN AUX F 6 RIGHT
LEFT H 7 UP
File:
/kb_dl.aspx/KB/gametech/board pinouts/arabian.txt
-
1
K - Updated
1997.06.10
/kb_dl.aspx/KB/gametech/board pinouts/battlezone.txt
2/7/96 T. Franklin Bowen (mjrhavoc@clark.net or tfbowen@ingr.com)
Typed in straight from the manual so use at your own risk!
---------------------------------------------------------------------------
Pinouts for "BATTLEZONE" (Atari, 1980 (according to docs))
P18: 44-pin edge connector (aux/small board)
component side solder side
-------------- -----------
+5V RTN A 1 +5V RTN
B 2 +5V (P20:Y)
C 3
File:
/kb_dl.aspx/KB/gametech/board pinouts/battlezone.txt
-
2
K - Updated
1996.02.15
/kb_dl.aspx/KB/gametech/board pinouts/mikie.txt
Typed in by Jim Boulton (jim@jimbee.demon.co.uk)
Game : Mikie (Konami 1984)
36 Pin Wiring List
Parts Side | Solder Side
--------------------------------|-----------------------------------
+12v | 1 | 1 |
----------------------------|---|---|-------------------------------
Speaker Out | 2 | 2 | Speaker Out
----------------------------
File:
/kb_dl.aspx/KB/gametech/board pinouts/mikie.txt
-
3
K - Updated
1995.04.09
/kb_dl.aspx/KB/gametech/board pinouts/millipede.txt
MILLIPEDE
---------
Originally typed in by Jonathan Deitch (jdeitch@umiami.miami.edu)
Edited by Dave Fish (dfish@nyx.cs.du.edu)
Game: 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
File:
/kb_dl.aspx/KB/gametech/board pinouts/millipede.txt
-
6
K - Updated
1994.05.10
/kb_dl.aspx/KB/gametech/board pinouts/xevious.txt
2/6/96 T. Franklin Bowen (mjrhavoc@clark.net or tfbowen@ingr.com)
---------------------------------------------------------------------------
Pinouts for "Xevious" (Atari, 1983 (according to docs))
P20: 44-pin edge connector
component side solder side
-------------- -----------
GND A 1 GND
+5V B 2 +5V
C 3
D 4
+10.3 VDC UNREG E 5
AUDIO 2 F 6 AUDIO 1
File:
/kb_dl.aspx/KB/gametech/board pinouts/xevious.txt
-
2
K - Updated
1996.02.15
/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
/kb_dl.aspx/KB/pinouts/blockblock.txt
BLOCK BLOCK pinout (joystick version). It's a 1991 game developed by Capcom
Typed by Corrado Tomaselli (toma.co@tin.it)
coinop.org thanks Corrado Tomaselli for the submission
Solder Side | Parts Side
________________________________|___________________________________
| A | 1 |
----------------------------|---|---|-------------------------------
| B | 2 |
File:
/kb_dl.aspx/KB/pinouts/blockblock.txt
-
4
K - Updated
2010.01.11
/kb_dl.aspx/KB/pinouts/sspaceinvaders91.txt
SUPER SPACE INVADERS '91
PINOUTS:
SOLDER SIDE COMPONENT SIDE
------------------------------------------------------
A GND 1 GND
B GND 2 GND
C +5V 3 +5V
D +5V 4 +5V
E 5
F +12V 6 +12V
H POST 7 POST
J COIN METER B 8 COIN METER A
K COIN LOCKOUT B 9 COIN LOCKOUT A
L SPEAKER (-) 10 SPEAKER (+)
M SOUND GND 11 SOUND
N VIDEO G 12 VIDEO R
P VIDEO SYNC 13 VIDEO B
R SERVICE SW 14 VIDEO GND
S TILT SW 15
T COIN B 16 COIN A
U 2P SELECT 17 1P
File:
/kb_dl.aspx/KB/pinouts/sspaceinvaders91.txt
-
1
K - Updated
2003.01.07
/kb_dl.aspx/KB/historical documents/atari games vaxmail/vax83.txt
Atari/Atari Games VaxMail 1983 Jed Margolin
___________________________________________________________________________
From: MCCARTHY 6-AUG-1983 13:40
To: ALBAUGH,MARGOLIN,SHERRILL
Subj: VAX/16032 development board
DB16000 DEVELOPMENT BOARD SETUP.
After 4 hours of trial and error, and some "Oh, did we forget to tell you .."
from NATIONAL, the 16032 development board is up and ready for VAX
communications. The forrowing are the basic setup procedures and
requirements as of 8-5-'83, with ver
File:
/kb_dl.aspx/KB/historical documents/atari games vaxmail/vax83.txt
-
33
K - Updated
2004.09.13
Space Panic pinouts
Space Panic Pinouts
File:
/kb_dl.aspx/KB/gametech/space panic tech.html
-
2
K - Updated
2002.09.24
/kb_dl.aspx/KB/gamemanuals/atari/lunarlander2a.tiff
12 L_0— h0 -j---o--- I 5W2 I - - P8 - I L P W OPTIONS INPUT CIRCUITRY NOTE: [ -::: = TEST POINT THRUST INPUT +s’I 9 -I øI Ui I I I 1 IOKx 8L _________ ——. ia 2Li ,(- — II I U Ii 3 13 Is :i_ 4 17 — The game option switches are_read by the MPU when OPTS (option switch enable) is low. Switch tog- gles to be read are selected by ABO and AB1 from the MPU. Switch toggles 1, 3, 6, and 7 are read on data line DBO and toggles 2, 4, 6 and 8 are read on DBI. Toggle in- puts are “on” when pulled to ground. SWITCH INPUT
File:
/kb_dl.aspx/KB/gamemanuals/atari/lunarlander2a.tiff
-
592
K - Updated
1998.05.07
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
/kb_dl.aspx/KB/pinouts/hammerin_harry.txt
Hammerin Harry Pinout = JAMMA
-------------------------------
DIP-1
Function 1 2 3 4 5 6 7 8
-----------------------------------------------------
# of Players
3 - -
2 + -
4 - +
5 + +
Difficulty
Norm - -
Easy + -
Hard - -
V.Hard
File:
/kb_dl.aspx/KB/pinouts/hammerin_harry.txt
-
3
K - Updated
2003.01.06
/kb_dl.aspx/KB/pinouts/suntorytapper.txt
Suntory Tapper (Sega)
by MacMan (aka Paul Sommers)
ogopogo AT zip.com.au
COMP SIDE CKT SIDE
--------- ---------
1 GND 1 GND
2 GND 2 GND
3 +5v 3 +5v
4 +5v 4 +5v
5 Coin counter 1 5 Coin counter 2
6 +12v 6
7 7
8 8
9 P1 Fill 9 P2 Fill
10 10
11 P1 Down 11 P2 Down
12 P1 Up 12 P2 Up
13
File:
/kb_dl.aspx/KB/pinouts/suntorytapper.txt
-
1
K - Updated
2003.01.06
Armored Car pinouts
Armored Car Pinouts
File:
/kb_dl.aspx/KB/gametech/armored car tech.html
-
1
K - Updated
2002.09.24
/kb_dl.aspx/KB/gametech/cabal.txt
Name Of Game: Cabal (joystick version)
From: Clive Bittlestone (clyvb@asic.sc.ti.com)
- I can not take any responsibility for the accuracy of this information,
although I was careful. It claims to be standard JAMMA, but lettering
is different, and button 3 is used for the test and service sw rather
than the JAMMA "Button3" (X,24)
- Modified from Tim Tewalt's original JAMMA pinout.
- Thanks to Jeff Ranlett for faxing me a copy of this data.
- I do not have the pinout for the trackball version yet,
File:
/kb_dl.aspx/KB/gametech/cabal.txt
-
4
K - Updated
1996.04.03
/kb_dl.aspx/KB/gametech/board pinouts/airwolf.txt
AIR WOLF - UNITED AMUSEMENTS 1987
---------------------------------
WIRING - UNIQUE
CONTROLS - SINGLE 8-WAY JOYSTICK WITH 2 BUTTONS ON EACH SIDE
typed in by steve prendergast (2084@sgi.net)
PARTS SIDE SOLDIER SIDE
------------------------------------
GND 1 GND
GND 2 GND
3 GND
SP OUT 4 SERVICE
+12V 5 +12V
6
File:
/kb_dl.aspx/KB/gametech/board pinouts/airwolf.txt
-
1
K - Updated
1998.01.08
/kb_dl.aspx/KB/gametech/board pinouts/heavy_barrel.txt
Heavy Barrel Pinouts
Data East, 1987
(708)290-0070
Monitor: Vertical, RGB, negative Composite Sync Input.
Monitor Power Supply: +5vdc @ 7 amp, +12vdc @ 1amp, -5vdc @ .5 amp (MIN)
PCB Edge Connector Pinout:
The Game PCB set uses a 58 pin JAMMA standard Edge Connector pin out as
follows:
Wire Color| Solder Side | Pin # || Pin # | Parts Side | Wire Color
-------------------------------------------------------------------------
BK | Ground | A1 || B1 | Ground | BK
BK
File:
/kb_dl.aspx/KB/gametech/board pinouts/heavy_barrel.txt
-
4
K - Updated
1995.12.31
/kb_dl.aspx/KB/gamemanuals/stern/video4.tiff
Input line 3 is connected when B and A are 1 (code 11). Input line 2 is connected when B is 1 and A is 0 (code 10). Input line 1 is connected when B is 0 and A is 1 (code 01). Input line 0 is connected when B and A are 0 (code 00). The foregoing information applies to both sections. Thus, for code 11, the first section connects to its “3” input (DO on the schematic) and similary the second section connects to its “3” input (Dl on the schematic). Pins 1 and 15 (strobe lG* and 2G*, respectively), are provided
File:
/kb_dl.aspx/KB/gamemanuals/stern/video4.tiff
-
132
K - Updated
1997.07.27
/kb_dl.aspx/KB/pinouts/motoraceusa.txt
KUNG-FU MASTER
--------------
From: keay@tiuk.ti.com (John Keay)
Nobody asked for them, but since I figured them out last night and
I know quite a few of us collect pinouts as avidly as we collect
games I thought I may as well post them. :-)
[Updated by David Holcomb -- some pins were not labeled]
[Note: The pinout *may* need to be reversed. Pin 1 would be
pin 22, pin 2 would be pin 21, and so on.]
IREM CORP. 1984 Kung-Fu Master
---------------------------------------------------
File:
/kb_dl.aspx/KB/pinouts/motoraceusa.txt
-
2
K - Updated
2003.01.06
/kb_dl.aspx/KB/pinouts/quick-ref.txt
From dholcomb@microsoft.com Tue Dec 13 22:30:30 1994
Received: from netmail2.microsoft.com by halcyon.com with SMTP id AA25989
(5.65c/IDA-1.4.4 for <holcomb@halcyon.com>); Tue, 13 Dec 1994 22:30:28 -0800
Received: by netmail2.microsoft.com (5.65/25-eef)
id AA18899; Tue, 13 Dec 94 22:30:41 -0800
Message-Id: <9412140630.AA18899@netmail2.microsoft.com>
Received: by netmail2 using fxenixd 1.0 Tue, 13 Dec 94 22:30:41 PST
X-Msmail-Fixed-Font: 0001
X-Msmail-Message-Id: DDAB6336
X-Msmail-Conversation
File:
/kb_dl.aspx/KB/pinouts/quick-ref.txt
-
8
K - Updated
2003.01.06
/kb_dl.aspx/KB/pinouts/roller_aces_pinout.txt
Game : Roller Aces, developed by Kaneko licensed to Williams Electronics (1983)
Typed by Corrado Tomaselli (corrado.to@tiscali.it)
Date: 2/11/2005
Parts Side | Solder Side
--------------------------------|-----------------------------------
1P Left | 1 | 1 | 2P Left
----------------------------|---|---|-------------------------------
1P
File:
/kb_dl.aspx/KB/pinouts/roller_aces_pinout.txt
-
3
K - Updated
2005.11.03
/kb_dl.aspx/KB/gametech/starforc.txt
Game: Star Force
Manufacturer: Tehkan (now known as Tecmo)
U.S Tel#: 1 800 338 0336
Typed by: Tony Jones (ant@cray.com)
Pinouts:
Solder Side # Component Side
2p right 1 2p left
2p up 2 2p down
2p fire 3 n/c
n/c 4 n/c
1p right 5 1p left
1p up 6 1p down
1p fire 7 n/c
n/c 8 n/c
1p start 9
File:
/kb_dl.aspx/KB/gametech/starforc.txt
-
3
K - Updated
1996.04.04
/kb_dl.aspx/KB/gametech/board pinouts/mygalaga.txt
From: ub2f@rz.uni-karlsruhe.de (Ralph Kimmlingen)
Date: 5. Oct 1995
yet another Galaga'82 pinout
a) main connector
---------------------------------------------------------
Solder Side | PIN | Component Side
---------------------------------------------------------
GND | A | 1 | GND
GND | B | 2 | GND
+5V | C | 3 | +5V
+5V | D | 4 | +5V
+12
File:
/kb_dl.aspx/KB/gametech/board pinouts/mygalaga.txt
-
2
K - Updated
1995.10.06
/kb_dl.aspx/KB/pinouts/black_dragon.txt
BLACK DRAGON
PINOUTS:
SOLDER SIDE COMPONENT SIDE
------------------------------------------------------
A GND 1 GND
B GND 2 GND
C +5V 3 +5V
D +5V 4 +5V
E 5
F +12V 6 +12V
H POST 7 POST
J COIN COUNTER 2 8 COIN COUNTER 1
K 9
L SPEAKER (-) 10 SPEAKER (+)
M 11
N VIDEO G 12 VIDEO R
P VIDEO SYNC 13 VIDEO B
R SERVICE SW 14 VIDEO GND
S 15
T COIN 2 16 COIN 1
U 2P START 17 1P START
V 2P UP 18 1P UP
W 2P DOWN 19 1P DOWN
X 2P LEFT 2
File:
/kb_dl.aspx/KB/pinouts/black_dragon.txt
-
1
K - Updated
2003.01.07
/kb_dl.aspx/KB/pinouts/hellfire.txt
HELLFIRE
PINOUTS:
SOLDER SIDE COMPONENT SIDE
--------------------------------------------------------
A GND 1 GND
B GND 2 GND
C + 5V 3 + 5V
D +5V 4 + 5V
E 5
F + 12V 6 + 12V
H POST 7 POST
J COIN COUNTER 2 8 COIN COUNTER 1
K COIN LOCKOUT 2 9 COIN LOCKOUT 1
L SPEAKER (-) 10 SPEAKER (+)
M 11
N VIDEO G 12 VIDEO R
P VIDEO SYNC 13 VIDEO B
R SERVICE SW 14 VIDEO GND
S 15 TEST SW
T (COIN 2) 16 COIN 1
U 2P START 17 1P START
V 2P UP
File:
/kb_dl.aspx/KB/pinouts/hellfire.txt
-
1
K - Updated
2003.01.07
Emulating Pong
Original URL: http://cgexpo.com/danb/files/pong.txt
"Emulating Pong"
by Daniel Boris (dboris@home.com)
October 17, 1999
One of the question I find my self answering a lot on message boards is "why hasn't Pong been emulated yet." For those who do not know, the reason for this is that Pong doesn't have a microprocessor or code ROMs like most games do. Pong is completely built from discrete electronic components which work together to create the behavior of the game. There were a good number
File:
/kb_dl.aspx/KB/gametech/boris - emulating pong.html
-
4
K - Updated
2000.06.16
/kb_dl.aspx/KB/gametech/burgertime.txt
From: woodcock@bnr.ca (Gregg Woodcock)
Newsgroups: rec.games.video.arcade.collecting
Subject: Re: TECH: BurgerTime Copy Pinouts
Date: 16 Sep 1996 12:28:49 GMT
I got the pinout from the archive and it had several mistakes. Here is
a corrected version but I'd like somebody who has a manual or the actual
game to check something out for me. The board I got had most of the
wiring harness attached and there is 1 wire which is confusing me. Can
you tell me what the purple wire on pin B10 of the 36 pin connecto
File:
/kb_dl.aspx/KB/gametech/burgertime.txt
-
6
K - Updated
1996.09.22
/kb_dl.aspx/KB/gametech/cityconnection.txt
GAME............... City Connection
MANUFACTURER....... Jaleco
BOARD NUMBER/s..... None, Maybe Bootleg ???
TYPED BY........... Adrian Purser
DATE............... 22-AUG-99
====================================================================
Solder Side | Parts Side
================================|===================================
GND | A | 1 | GND
----------------------
File:
/kb_dl.aspx/KB/gametech/cityconnection.txt
-
3
K - Updated
1999.08.22
/kb_dl.aspx/KB/gametech/board pinouts/cityconnection.txt
GAME............... City Connection
MANUFACTURER....... Jaleco
BOARD NUMBER/s..... None, Maybe Bootleg ???
TYPED BY........... Adrian Purser
DATE............... 22-AUG-99
====================================================================
Solder Side | Parts Side
================================|===================================
GND | A | 1 | GND
----------------------
File:
/kb_dl.aspx/KB/gametech/board pinouts/cityconnection.txt
-
3
K - Updated
1999.08.22
/kb_dl.aspx/KB/gametech/board pinouts/gladiator.txt
Game : Gladiator
Company : Taito
Year : 1986
Entered by : Patrick Kellum (patrick@ygw.bohemianweb.com)
Notes : From the Gladiator manual with additions by me.
Parts Side Pin No. Solder Side
Ground * 1 A Ground *
Ground * 2 B Ground *
+5 Volts * 3 C +5 Volts *
? 4 D ?
+12 Volts * 5 E +12 Volts *
Sound (-) 6 F Sound (+)
Meter 7 H Video Sync
(Coin Opti
File:
/kb_dl.aspx/KB/gametech/board pinouts/gladiator.txt
-
2
K - Updated
1997.11.17
/kb_dl.aspx/KB/gametech/board pinouts/rally-x.txt
Rally-X Pinouts
Midway, 9 January 1981
Logic Board I, part. no. A082-91385-C000
PARTS SIDE | SOLDER SIDE
------------------------------------|--------------------------------------
(+5V) Gnd | A | 1 | Gnd (+5V)
--------------------------------|---|---|----------------------------------
(+5V) Gnd | B | 2 | Gnd (+5V)
--------------------------------|---|---|----------------------------------
+5V | C
File:
/kb_dl.aspx/KB/gametech/board pinouts/rally-x.txt
-
3
K - Updated
1996.11.18
/kb_dl.aspx/KB/gametech/board pinouts/spacepanic.txt
SPACE PANIC BOARD PINOUTS
-------------------------
(as typed in by Dr. Inferno, Jason Bardis, jasonbar@engineering.ucsb.edu,
directly from the Space Panic manual, so, if these are wrong or make
your Space Panic blow up, 'snot my fault. I had both Video Connection's
pinout sheet and the manual--they had a few discrepancies between the two
and the manual's wiring diagram is less than elegant, but I think this
is all okey-dokey.
COMPONENT SIDE SOLDER SIDE
GND
File:
/kb_dl.aspx/KB/gametech/board pinouts/spacepanic.txt
-
2
K - Updated
1996.07.03
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
Black Widow pinouts
Black Widow Pinouts
File:
/kb_dl.aspx/KB/gametech/black widow tech.html
-
2
K - Updated
2002.09.24
/kb_dl.aspx/KB/gametech/board pinouts/liberation.txt
Liberation
(C) 1984 Data East [Deco]
Ok. This board has two connectors, the top board has a 18 way edge, and the
bottom board has a 10-way Edge. Thanks go to Bryan McPhail for sending me
the burgertime pinouts - unfortunately they dont tie up, except the 10-way
is almost the same...
Enough dallying - heres what I've found:
18-Way Top PCB Connector
PARTS SIDE SOLDER SIDE (not labelled)
-------------------------------+----+----+-------------------------------
+12v
File:
/kb_dl.aspx/KB/gametech/board pinouts/liberation.txt
-
5
K - Updated
1999.07.06
/kb_dl.aspx/KB/pinouts/growl.txt
GROWL
Manufacturer: Taito
Year: 1990
Conversion Class: JAMMA+
PINOUTS:
SOLDER SIDE PARTS SIDE
-----------------------------------------------------
A GND 1 GND
B GND 2 GND
C +5V 3 +5V
D +5V 4 +5V
E -5V 5 -5v
F +12V 6 +12V
H KEY 7 KEY
J CO
File:
/kb_dl.aspx/KB/pinouts/growl.txt
-
5
K - Updated
2003.05.30
/kb_dl.aspx/KB/gamemanuals/cine/batheoryop1.tiff
GENERAL. This chapter describes the principles of operation of the major circuit functions of the Vectorbeam BARRIER game. The system’s general functional description is followed by detailed circuit descriptions. Each circuit description includes simplified circuit schematics (Appendix A) applicable to the blocks under discussion. Note that all of the schematics used are very similar to the schematics used by most industrial electronics firms. The use of the wide arrowhead paths simplify the schematic bus l
File:
/kb_dl.aspx/KB/gamemanuals/cine/batheoryop1.tiff
-
237
K - Updated
1998.03.22
/kb_dl.aspx/KB/gametech/board pinouts/galaxian.txt
Typed in by Jonathan Deitch (jdeitch@umiami.miami.edu)
44 Pin wiring chart for Galaxian
SOLDER SIDE | PARTS SIDE
------------------------------------|--------------------------------------
GND | A | 1 | GND
--------------------------------|---|---|----------------------------------
GND | B | 2 | GND
--------------------------------|---|---|----------------------------------
+5 VDC | C | 3 | +5 VDC
--
File:
/kb_dl.aspx/KB/gametech/board pinouts/galaxian.txt
-
6
K - Updated
1996.07.26
/kb_dl.aspx/KB/pinouts/darwin4078.txt
DARWIN 4078
Manufacturer: Data East
Year: 1986
PINOUTS:
SOLDER SIDE PARTS SIDE
-----------------------------------------------------
A GND 1 GND
B GND 2 GND
C +5V 3 +5V
D +5V 4 +5V
E 5
F +12V 6 +12V
H KEY 7 KEY
J COIN CTR 2
File:
/kb_dl.aspx/KB/pinouts/darwin4078.txt
-
1
K - Updated
2003.05.30
/kb_dl.aspx/KB/pinouts/ikari_warriors.txt
Ikari Warriors:
---------------
SOLDER SIDE | COMPONENT SIDE
----------------------------------
+5 | 1 | 2 | +5
COIN 1 | 3 | 4 | COIN 2
SERVICE | 5 | 6 | RESET
1P START | 7 | 8 | 2P START
1P UP | 9 | 10 | 1P DOWN
1P LEFT | 11 | 12 | 1P RIGHT
1P M. GUN | 13 |
File:
/kb_dl.aspx/KB/pinouts/ikari_warriors.txt
-
3
K - Updated
2003.01.06
/kb_dl.aspx/KB/pinouts/lizard_wizard.txt
LIZARD WIZARD
Manufacturer: Sunn
Year: 1985
Conversion from A PacMan or MS PACMAN board:
CKT SIDE COMP SIDE
1 GND A GND
2 GND B GND
3 +5V C +5V
4 +5V D +5V
5 +5V E +5V
6 RESET F SP
7 CTR
File:
/kb_dl.aspx/KB/pinouts/lizard_wizard.txt
-
3
K - Updated
2003.05.30
/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/rescue.txt
Rescue (by Stern), 1983
-----------------------
==============================
Parts side(B) Solder side(A)
==============================
+12v | 1|
speaker | 2| speaker
shoot up | 3| shoot down
shoot right | 4| shoot left
| 5|
bomb | 6|
move up | 7| move down
move right | 8| move left
start 1 | 9|
coin 2 |10| coin 1
coin counter|11| start 2
|12|
blue |13| green
sync |14| red
File:
/kb_dl.aspx/KB/pinouts/rescue.txt
-
2
K - Updated
2003.01.06
/kb_dl.aspx/KB/gametech/gaplus.txt
Gaplus Pinout
Parts Side Solder Side
-----------------------------------------
GND A 1 GND
SPEAKER + B 2 SPEAKER -
LOCK OUT SOLENOID C 3 COIN COUNTER
1 P START LAMP D 4 2 P START LAMP
+12V E 5 +12V
+5V F 6 +5V
GND H 7 GND
SERVICE SW J 8 N/C
COIN 1 SW K 9 COIN 2 SW
1 P START SW L
File:
/kb_dl.aspx/KB/gametech/gaplus.txt
-
5
K - Updated
1996.04.04
/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/board pinouts/alteredbeast.txt
This Video Game Pinout Data Sheet Was Typed In By Malcom Moody.
EMail: malcomm@intercoast.com.au
Name Of Game: Altered Beast
Solder Side | Parts Side
________________________________|___________________________________
GND | A | 1 | GND
----------------------------|---|---|-------------------------------
GND | B | 2 | GND
--------------------------
File:
/kb_dl.aspx/KB/gametech/board pinouts/alteredbeast.txt
-
4
K - Updated
1997.02.26
/kb_dl.aspx/KB/gametech/board pinouts/galaga.txt
Galaga pinouts. This also works on Midway's Mappy game
GALAGA/MAPPY
PARTS SIDE | SOLDER SIDE
------------------------------------|--------------------------------------
LOGIC GND | A | 1 | LOGIC GND
--------------------------------|---|---|----------------------------------
SPKR | B | 2 | SPKR (Not sure of polarity)
--------------------------------|---|---|----------------------------------
File:
/kb_dl.aspx/KB/gametech/board pinouts/galaga.txt
-
5
K - Updated
1999.04.27
/kb_dl.aspx/KB/gametech/board pinouts/jackthegiantkiller.txt
Jack the Giantkiller pinouts
Cinematronics, 1982
I believe cocktail mode can be wired by hooking up the player 2 controls.
I think the player 2 controls for L, R, D, and U are on pins N, P, R, and S.
I think the player 2 button controls are on pins 6 and 7 or 10 and 11.
If you only wire the player 1 controls, the game will work fine in an upright
mode. Player 2 and Player 1 can both play off the same joystick and buttons.
CPU Edge Connector:
(A) SOLDER SIDE | PARTS SIDE (B)
--------
File:
/kb_dl.aspx/KB/gametech/board pinouts/jackthegiantkiller.txt
-
3
K - Updated
1995.09.22
/kb_dl.aspx/KB/gametech/board pinouts/mr.do!-series.txt
This Video Game Pinout Data Sheet Was Typed In By James R. Twine.
EMail: TWINE57@SNYDELVA.BITNET
-> Mr. Do! Series Connector <-
Name Of Games: The "Mr. Do!" Series: "Mr. Do!", "Mr. Do!'s WildRide",
"Mr. Do!'s Castle", "Do Run Run".
Notes:
1) This PinOut sheet is INCOMPLETE! I will update it when I have time to
experiment with the game some more, but this contains enough to get it
up, running and playing. [Updated on 12/3
File:
/kb_dl.aspx/KB/gametech/board pinouts/mr.do!-series.txt
-
5
K - Updated
1995.12.31
/kb_dl.aspx/KB/gametech/board pinouts/roadfighter.txt
Road Fighter, Konami 1984.
Typed by Richard Sahlin, RSAHLIN@AMU.SE
Parts Side | Solder side
________________________________|___________________________________
+12 Volt | A | 1 | Not Used
----------------------------|---|---|-------------------------------
Speaker out | B | 2 | Speaker out
----------------------------|---|---|-------------------------------
2P Hight shift | C | 3 |
File:
/kb_dl.aspx/KB/gametech/board pinouts/roadfighter.txt
-
2
K - Updated
1996.03.18
/kb_dl.aspx/KB/gametech/board pinouts/starforce.txt
From: keay@tiuk.ti.com (John Keay)
Newsgroups: rec.games.video.arcade.collecting
Subject: Re: WANTED : Bomb Jack pinouts
Date: 26 Oct 1995 08:43:32 GMT
Bomb Jack uses the same pinouts as StarForce. Here are the
pinouts.
-------------------------------------------------
Game: Star Force
Manufacturer: Tehkan (now known as Tecmo)
U.S Tel#: 1 800 338 0336
Typed by: Tony Jones (ant@cray.com)
Pinouts:
Solder Side # Component Side
2p right | A | 1 | 2p left
2p up | B
File:
/kb_dl.aspx/KB/gametech/board pinouts/starforce.txt
-
2
K - Updated
1995.12.31
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
/kb_dl.aspx/KB/pinouts/contra_bootleg.txt
CONTRA (BOOTLEG)
Oriented as if holding the board with parts side facing
up and the edge connector to your left since the board
does not contain any pin numbers.
|-------------------|---|----|-------------------|
| Solder Side | | | Parts Side |
|-------------------|---|----|-------------------|
| N/C | A | 1 | Ground |
| N/C | B | 2 | Ground |
| N/C | C | 3 | +5VDC |
| N/C | D | 4
File:
/kb_dl.aspx/KB/pinouts/contra_bootleg.txt
-
2
K - Updated
2003.01.07
/kb_dl.aspx/KB/pinouts/sega_megaplay.txt
SEGA MEGA PLAY
JAMMA Connector
|-------------------|---|----|-------------------|
| Solder Side | | | Parts Side |
|-------------------|---|----|-------------------|
| Ground | A | 1 | Ground |
| Ground | B | 2 | Ground |
| +5VDC | C | 3 | +5VDC |
| +5VDC | D | 4 | +5VDC |
| N/C | E | 5 | N/C |
| +12VDC | F | 6 | +12VDC |
| (Key)
File:
/kb_dl.aspx/KB/pinouts/sega_megaplay.txt
-
2
K - Updated
2003.01.07
/kb_dl.aspx/KB/gametech/galaga-1.txt
From: ub2f@rz.uni-karlsruhe.de (Ralph Kimmlingen)
Date: 5. Oct 1995
yet another Galaga'82 pinout
a) main connector
---------------------------------------------------------
Solder Side | PIN | Component Side
---------------------------------------------------------
GND | A | 1 | GND
GND | B | 2 | GND
+5V | C | 3 | +5V
+5V | D | 4 | +5V
+12
File:
/kb_dl.aspx/KB/gametech/galaga-1.txt
-
2
K - Updated
1996.10.11
/kb_dl.aspx/KB/gametech/board pinouts/arkanoid.txt
ARKANOID (Romstar)
Typed in by: mrbill@Garg.Campbell.CA.US (Bill Esquivel)
The Land of Garg BBS -- +1 408 378-5108
Romstar Arkanoid
Arkanoid wire harness (G) Arkanoid wire harness(H)
parts side | solder side connection |
--------------------------------------- ----------------------------
ground 1 | A ground ground | 1
video red 2 | B
File:
/kb_dl.aspx/KB/gametech/board pinouts/arkanoid.txt
-
2
K - Updated
1994.10.12
/kb_dl.aspx/KB/gametech/board pinouts/asteroidsdeluxe.txt
Asteroids Deluxe Pinouts (typed in by dougj@sco.com)
PARTS SIDE | SOLDER SIDE
-------------------------------------
| | |
GND | A | 1 | GND
+5V | B | 2 | +5V
| C | 3 |
COIN CTR-L | D | 4 | COIN CTR-C
AUDIO 2 | E | 5 | AUDIO 1
COIN CTR-R | F | 6 | START2LED
| H | 7 | PLAYER2
PLAYER1 | J | 8 | START1LED
DIAG STEP | K | 9 | SLAM
SELF TEST | L | 10 | SHIELD
Z OUT | M | 11 | Z GND
COIN C | N | 12 |
File:
/kb_dl.aspx/KB/gametech/board pinouts/asteroidsdeluxe.txt
-
1
K - Updated
1993.06.02
/kb_dl.aspx/KB/gametech/board pinouts/frogger.txt
Frogger Pinouts
---------------
Typed by : Tom Newzek
A is soldering side
B is parts side
A1 -5VDC
A2 SPEAKER
A3 2P SW1
A4 2P LEFT
A5 1P START
A6
A7 1P SW1
A8 1P RIGHT
A9 1P UP
A10 COIN 1
A11 1P DOWN
A12
A13 VIDEO GREEN
A14 VIDEO RED
A15
A16 GROUND
A17 GROUND
A18 +5VDC
B1 12VDC
B2 SPEAKER
B3
B4 2P RIGHT
B5 2P START
B6 2
File:
/kb_dl.aspx/KB/gametech/board pinouts/frogger.txt
-
1
K - Updated
1993.12.14
/kb_dl.aspx/KB/gametech/board pinouts/knucklejoe.txt
GAME...............KNUCKLE JOE
MANUFACTURER.......SEIBU KAIHATSU INC
YEAR...............1985
BOARD NUMBER/s.....S-2 ???
CPU/s..............6803,Z80
SOUND..............AY-3-8910
TYPED BY...........ADRIAN PURSER
DATE...............11th APRIL 1999
E-MAIL.............ade@shadys.demon.co.uk
This board looks as though it might be a bootled because there is no
identification on it but it does have original Seibu labelled eproms.
Entries that are left blank are act
File:
/kb_dl.aspx/KB/gametech/board pinouts/knucklejoe.txt
-
5
K - Updated
1999.04.12
/kb_dl.aspx/KB/gametech/board pinouts/moonpatrol.txt
I previouly swapped the FAST/SLOW pinouts along with my other changes.
My harness was wired incorrectly and I am changing the FAST/SLOW back
to original position.
Typed in by Jonathan Deitch (jdeitch@umiami.miami.edu)
Modified 1-11-95: Gary Ransom (ransom@lobby.ti.com)
Game: Moon Patrol
44 Pin Wiring List
Solder Side Parts Side
|
--------------------------------|-----------------------------------
GND | A | 1 |
File:
/kb_dl.aspx/KB/gametech/board pinouts/moonpatrol.txt
-
3
K - Updated
1996.04.16
/kb_dl.aspx/KB/gametech/board pinouts/qbertboot.txt
Pinouts for bootleg (single board PCB) Q*Bert (Gottlieb 1982)
typed in by Steven Prendergast (stevenp@sgi.net)
component side solder side
-------------- -----------
GND 1 +5V
GND 2 +5V
GND 3 +5V
+12V 4 +12V
(-5V) -12V 5 (-5V) -12V
6
AUDIO OUT 7
8 TEST MODE*
9 SELECT SW
1P START 10 COIN 1
2P START 11 COIN 2
File:
/kb_dl.aspx/KB/gametech/board pinouts/qbertboot.txt
-
1
K - Updated
1997.06.20
/kb_dl.aspx/KB/pinouts/flicky.txt
Flicky, Midway Sega, 1984
-------------------------
Game Logic Board, part. no. A084-91718-CA64
I cannot guarantee that the solder side is "A..Z" and the parts side is
"1..22". But whichever side is which, each letter and number should be
labeled with the correct pinout. This information was extracted from the
Up 'N Down manual.
Note: All these other games should also match this pinout: Up'n'DOWN, SWAT,
Watermatch, Bullfight, and Mr. Viking. The controls for all these games
should be exa
File:
/kb_dl.aspx/KB/pinouts/flicky.txt
-
2
K - Updated
2003.01.06
/kb_dl.aspx/KB/pinouts/watermatch.txt
Watermatch Pinouts
Midway<Sega, 1984
Game Logic Board, part. no. A084-91718-CA64
I cannot guarantee that the solder side is "A..Z" and the parts side is
"1..22". But whichever side is which, each letter and number should be
labeled with the correct pinout. This information was extracted from the
Up 'N Down manual.
Note: All these other games should also match this pinout: Flicky, SWAT,
Up'n'Down, Bullfight, and Mr. Viking. The controls for all these games
should be exactly the same - one
File:
/kb_dl.aspx/KB/pinouts/watermatch.txt
-
2
K - Updated
2003.01.07
/kb_dl.aspx/KB/pinouts/mat_mania.txt
Mat Mania Memetron, 1985
-------------------------
(copyright Taito, licensed by Technos, distributed by Memetron)
CKT SIDE COMP SIDE
-------- ---------
A1 -5V B1 +12V
A2 SP- B2 SP+
A3 PL1 SHOOT 1 B3 PL1 UP
4 PL1 RIGHT 4 PL1 LEFT
5 START 1 5 START 2
6 PL2 SHOOT 6 PL2 UP
7 PL2 DOWN 7
8 PL2 LEFT
File:
/kb_dl.aspx/KB/pinouts/mat_mania.txt
-
3
K - Updated
2003.01.06
Battlezone and the US Army (Army Battlezone)
Submitted by Unknown (John Grigsby?)
Warren Ernst (wernst@crl.com) wrote: : Ok, so i'm reading over the "history" section of the Microsoft Arcade : Battlezone Help file, which has a blurb about a specially modified : version of BZ that went directly to the US Army. It goes on to say that : "the realism had been cranked up nicely." : Similarly, KLOV makes mention of this Army version in the Battlezone : listing as well. : So, has anyone seen this critter? Better yet, does anyone here OWN one
File:
/kb_dl.aspx/KB/gametech/armybattlezone2.html
-
2
K - Updated
2000.01.20
/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/nebulousbee.txt
Nebulous Bee (Galaga bootleg)
First EPROM (location 4R) checksum $DBE1
Typed in by Martin Olsson (martin@algonet.se) 01-07-19.
I take no responsibility whatsoever to what may happen to
your circuit board if you use this pin configuration.
36-pin edge connector:
Component side Pin Solder side
1 VIDEO SYNC
2 VIDEO GREEN
3 VIDEO BLUE
VIDEO RED 4
File:
/kb_dl.aspx/KB/pinouts/nebulousbee.txt
-
4
K - Updated
2003.01.06
/kb_dl.aspx/KB/gametech/rygar.pin.txt
This Video Game Pinout Data Sheet Was Typed In By James R. Twine
And Updated By Paul Swan Nn 25th April 1996
EMail: jtwine@jrtwine.com
Name Of Game: Rygar
Solder Side | Parts Side
________________________________|___________________________________
2P Right | A | 1 | 2P Left
----------------------------|---|---|-------------------------------
2P Up | B |
File:
/kb_dl.aspx/KB/gametech/rygar.pin.txt
-
4
K - Updated
1999.04.12
/kb_dl.aspx/KB/gametech/board pinouts/zaxxon.txt
Zaxxon
Sega/Gremlin, 1982
Other boards with the same pinouts (with the exception of some control
inputs):
Congo Bongo
Future Spy
Super Zaxxon
The original posting of this pinout had the parts side and solder side
reversed. This version of the pinout fixes that error and discusses how
to change to composite sync from positive to negative JAMMA compatible.
Thanks to Rick Schieve for pointing this out. The schematic that shows
the settings for this switch (SW4) is in the Zaxxon manual, drawing
num
File:
/kb_dl.aspx/KB/gametech/board pinouts/zaxxon.txt
-
9
K - Updated
1994.12.14
/kb_dl.aspx/KB/pinouts/return_ofthe_invaders.txt
RETURN OF THE INVADERS
Manufacturer: Taito
Year: 1985
PINOUTS
"G" CONNECTOR
COMPONET SIDE SOLDER SIDE
-----------------------------------------------------
1) GROUND A) GROUND
2) VIDEO RED B) VIDEO GROUND
3) VIDEO GREEN C) VIDEO BLUE
4) NEGATIVE COMPOSITE SYNC D)
5) SPEAKER + E) SPEAKER -
6) KEY F)
7) H)
8) COINSWITCH J)
9) K)
10) L)
11) M)
12) 1P START N) 2P START
13) P)
14) R)
15) JOYSTICK RIGHT S)
16) J
File:
/kb_dl.aspx/KB/pinouts/return_ofthe_invaders.txt
-
1
K - Updated
2003.01.07
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/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/pinouts/djboy.txt
DJ BOY
by: Kevin Eshbach
JAMMA Connector
|----------------|---|----|----------------|
| Solder Side | | | Parts Side |
|----------------|---|----|----------------|
| Ground | A | 1 | Ground |
| Ground | B | 2 | Ground |
| +5VDC | C | 3 | +5VDC |
| +5VDC | D | 4 | +5VDC |
| N/C | E | 5 | N/C |
| +12VDC | F | 6 | +12VDC |
| (Key) | H | 7 | (Key) |
| Coin Counter 2 |
File:
/kb_dl.aspx/KB/pinouts/djboy.txt
-
3
K - Updated
2003.05.30
/kb_dl.aspx/KB/pinouts/galaga_boot22.txt
G A L A G A
=============
by Brian Murray
(brian@demon.csd.unsw.edu.au)
There are apparently many different galaga implementations, this one
happens to be mine. I don't know how I would identify my particular
boards, but I'll give as much as I can. (They were from a tabletop
if that matters). There are two boards, both with blue solder masks.
The top one (slightly larger) is the CPU board, has the 4 processors
and program EPR
File:
/kb_dl.aspx/KB/pinouts/galaga_boot22.txt
-
2
K - Updated
2003.01.06
/kb_dl.aspx/KB/pinouts/magmax.txt
Typed in by Jonathan Deitch (jdeitch@umiami.miami.edu)
Game : Mag Max (or Mac Max or something like that)
44 Pin Wiring List
Parts Side | Solder Side
--------------------------------|-----------------------------------
Player 1 Down | 2 | 1 | Player 1 Up
----------------------------|---|---|--------------------------
File:
/kb_dl.aspx/KB/pinouts/magmax.txt
-
4
K - Updated
2003.01.06
/kb_dl.aspx/KB/pinouts/vs.txt
This Video Game Pinout Data Sheet Was Typed In By Chris McBride.
EMail: mcbride@cs.arizona.edu
-> VS. Unisystem Standard Connector <-
Solder Side | Parts Side
GND | A | 1 | GND
GND | B | 2 | GND
+5 | C | 3 | +5
+5 | D | 4 | +5
+12 | E |
File:
/kb_dl.aspx/KB/pinouts/vs.txt
-
3
K - Updated
2003.01.06
/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
1943 Pinouts
1943 Pinouts
File:
/kb_dl.aspx/KB/gametech/1943 tech.html
-
2
K - Updated
2002.04.26
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/gametech/board pinouts/dingo.txt
Dingo (1983 JALECO LTD. (ASHBY COMPUTER AND GRAPHICS LTD.))
Typed in by Martin Olsson (martin@algonet.se) 98-05-09.
I take no responsibility whatsoever to what may happen to
your circuit board if you use this pin configuration.
44-pin edge connector:
Component side Pin Solder side
GND 1 SPEAKER -
GND 2 GND
GND 3 GND
+5V 4 +5V
+5V
File:
/kb_dl.aspx/KB/gametech/board pinouts/dingo.txt
-
2
K - Updated
1998.05.13
/kb_dl.aspx/KB/gametech/board pinouts/hypersports.txt
Hyper Sports / Track And Field Pinouts
(Konami 2P/4P sports games)
Typed in by Jarno 'jarnis' Kokko (jarnis@mits.mdata.fi)
* = Used only in 4-player Table-top (Cocktail?) cabinet.
In 4P mode, screen is flipped for players 3 and 4
Taken from Hyper Sports manual, but should be identical
to Track and Field. (I got mine to work nicely)
SOLDER SIDE PARTS SIDE
--NC-- 1 +12 V
Speaker out 2 Speaker out
* 4P Run 2 3 * 4P Jump
* 3P Run 2 4 * 3P Jump
1P Start 5 2P Start
2P Jump 6 * 3P R
File:
/kb_dl.aspx/KB/gametech/board pinouts/hypersports.txt
-
1
K - Updated
1994.12.14
/kb_dl.aspx/KB/gametech/board pinouts/jamma-connector.txt
This Video Game Pinout Data Sheet Was Typed In By James R. Twine.
EMail: jtwine@jtwine.com
-> JAMMA Standard Connector <-
Name Of Game: N/A
Notes: Not all games will use all pins, and some kits may have extra connectors
for more/different controls! i.e. Street Fighter II and Ikari Warriors.
Solder Side | Parts Side
________________________________|___________________________________
GND
File:
/kb_dl.aspx/KB/gametech/board pinouts/jamma-connector.txt
-
4
K - Updated
1999.01.01
/kb_dl.aspx/KB/gametech/board pinouts/magmax.txt
Typed in by Jonathan Deitch (jdeitch@umiami.miami.edu)
Game : Mag Max (or Mac Max or something like that)
44 Pin Wiring List
Parts Side | Solder Side
--------------------------------|-----------------------------------
Player 1 Down | 2 | 1 | Player 1 Up
----------------------------|---|---|-------------------------------
File:
/kb_dl.aspx/KB/gametech/board pinouts/magmax.txt
-
4
K - Updated
1994.12.28
/kb_dl.aspx/KB/gametech/board pinouts/vs.txt
This Video Game Pinout Data Sheet Was Typed In By Chris McBride.
EMail: mcbride@cs.arizona.edu
-> VS. Unisystem Standard Connector <-
Name Of Game: vs Super Mario Brothers
I assume it also works in other vs. systems:
vs. Duck Hunt, vs. Excitabike
Notes: This is for the Single Monitor upright systems.
Solder Side | Parts Side
________________________________|___________________________________
File:
/kb_dl.aspx/KB/gametech/board pinouts/vs.txt
-
6
K - Updated
1994.05.22
/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/gi_joe.txt
G.I. Joe
Manufacturer: Konami
Year: 1992
JAMMA Connector
|-------------------|---|----|-------------------|
| Solder Side | | | Parts Side |
|-------------------|---|----|-------------------|
| Ground | A | 1 | Ground |
| Ground | B | 2 | Ground |
| +5VDC | C | 3 | +5VDC |
| +5VDC | D | 4 | +5VDC |
| N/C | E | 5 | N/C |
| +12VDC | F | 6 |
File:
/kb_dl.aspx/KB/pinouts/gi_joe.txt
-
3
K - Updated
2003.01.07
/kb_dl.aspx/KB/pinouts/mr.do!-series.txt
This Video Game Pinout Data Sheet Was Typed In By James R. Twine.
EMail: TWINE57@SNYDELVA.BITNET
-> Mr. Do! Series Connector <-
Name Of Games: The "Mr. Do!" Series: "Mr. Do!", "Mr. Do!'s WildRide",
"Mr. Do!'s Castle", "Do Run Run".
Notes:
1) This PinOut sheet is INCOMPLETE! I will update it when I have time to
experiment with the game some more, but this contains enough to get it
up, running and playing. [Upda
File:
/kb_dl.aspx/KB/pinouts/mr.do!-series.txt
-
5
K - Updated
2003.01.06
/kb_dl.aspx/KB/gametech/board pinouts/asteroids.txt
Asteroids Pinouts (typed in by dougj@sco.com)
PARTS SIDE | SOLDER SIDE
-------------------------------------
| | |
GND | A | 1 | GND
+5V | B | 2 | +5V
| C | 3 |
COIN CTR-L | D | 4 | COIN CTR-C
AUDIO 2 | E | 5 | AUDIO 1
COIN CTR-R | F | 6 | START2LED
| H | 7 | PLAYER2
PLAYER1 | J | 8 | START1LED
DIAG STEP | K | 9 | SLAM
SELF TEST | L | 10 | HYPER
Z OUT | M | 11 | Z GND
START1 | N | 12 | COIN C
File:
/kb_dl.aspx/KB/gametech/board pinouts/asteroids.txt
-
1
K - Updated
1993.06.02
/kb_dl.aspx/KB/gametech/board pinouts/kungfumaster.txt
KUNG-FU MASTER
--------------
From: keay@tiuk.ti.com (John Keay)
Nobody asked for them, but since I figured them out last night and
I know quite a few of us collect pinouts as avidly as we collect
games I thought I may as well post them. :-)
[Updated by David Holcomb -- some pins were not labeled]
[Note: The pinout *may* need to be reversed. Pin 1 would be
pin 22, pin 2 would be pin 21, and so on.]
IREM CORP. 1984 Kung-Fu Master
-------------------------------------------------------------
File:
/kb_dl.aspx/KB/gametech/board pinouts/kungfumaster.txt
-
2
K - Updated
1995.05.08
/kb_dl.aspx/KB/gametech/board pinouts/pinballaction.txt
GAME...............PINBALL ACTION
MANUFACTURER.......TEHKAN
BOARD NUMBER/s.....6001-NEW
TYPED BY...........Adrian Purser
DATE...............18-AUG-99
====================================================================
Solder Side | Parts Side
================================|===================================
2P START (BALL) | A | 1 |
----------------------------|---|---|-------------------------------
File:
/kb_dl.aspx/KB/gametech/board pinouts/pinballaction.txt
-
3
K - Updated
1999.08.20
/kb_dl.aspx/KB/gametech/board pinouts/rollerjammer.txt
----------------------------------------------------------------------
------
Name Of Game: Roller Jammer Manuf: Nichibutsu
Compatable With: (none)
----------------------------------------------------------------------
------
Typed By: James R. Twine Email: jtwine@jtwine.com
----------------------------------------------------------------------
------
Notes:
1) This games uses a 22 pin connector, pin spacing unknown.
2) Video sync is negative composite sync.
File:
/kb_dl.aspx/KB/gametech/board pinouts/rollerjammer.txt
-
3
K - Updated
1999.01.01
/kb_dl.aspx/KB/gametech/board pinouts/rushnattack.txt
This Video Game Pinout Data Sheet Was Typed In By James R. Twine.
EMail: TWINE57@SNYDELVA.BITNET
-> Konami Connector <-
Name Of Game: Rush 'n Attack and other early Konami Games.
Solder Side | Parts Side
________________________________|___________________________________
| A | 1 | +12
----------------------------|---|---|-------------------------------
File:
/kb_dl.aspx/KB/gametech/board pinouts/rushnattack.txt
-
3
K - Updated
1993.11.30
/kb_dl.aspx/KB/gametech/board pinouts/vanguard.txt
Vanguard Pinouts
Centuri, 1981
Addition by Jonathan Walton 21Sep96
1) Tie the post of the speech board (SK6) to -5V
Solder Parts
-----------------------------------------------------------
Gnd | 2 | 1 | Gnd
Gnd | 4 | 3 | Gnd
+5V | 6 | 5 | +5V
+5V | 8 | 7 | +5V
P2 Move Up |10 | 9 | P2 Move Down
P2 Move Left |12 |11 | P2 Move Right
P2 F
File:
/kb_dl.aspx/KB/gametech/board pinouts/vanguard.txt
-
4
K - Updated
1996.09.22
/kb_dl.aspx/KB/pinouts/galaga.txt
Galaga 1
--------
Solder Parts
------ -------
Sync A|1 2P Fire
Green Video Signal B|2 2P Left
Blue Video Signal C|3 2P Right
1P Left D|4 Red Video Signal
1P Right E|5 1P Fire
1P Start F|6 2P Start
Service H|7 Table GND
GND J|8 GND
Coin K|9
+5V L|10 +5V
M|11 +5V
N|12 Test Switch
File:
/kb_dl.aspx/KB/pinouts/galaga.txt
-
19
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
/kb_dl.aspx/KB/pinouts/poker_ladies.txt
POKER LADIES (Original pcb version).
Note: The inputs are matrix type and you need to build a little matrix decoder in order to play
the game.
Typed by Corrado Tomaselli (toma.co@tin.it)
Date : 2010/01/08
coinop.org thanks Corrado Tomaselli for the submission
Solder Side | Parts Side
________________________________|___________________________________
MAT7 | A | 1 | MAT6
------------------
File:
/kb_dl.aspx/KB/pinouts/poker_ladies.txt
-
4
K - Updated
2010.01.11
CINEMATRONICS - Repair of V'beams w/dead Hi-V P.S.
long) Submitted by dfish@nyx10.cs.du.edu (David Fish)
This should be of interest to anyone who has a Cinematronics B/W X-Y monitor (Vectorbeam) that has either died or is dying due to it's Hi-Voltage supply. The supply MUST be the 'off-board' type such as the Keltron HP160124A, this can't be done (at least not easily) with the Hi-V supply that is part of the big monitor pc board. I've also seen another supply used that does not look like the Keltron, but it's hook-ups were the same, so all this ap
File:
/kb_dl.aspx/KB/gametech/cinematronicsvbeamrepair.html
-
4
K - Updated
2000.01.20
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
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6
K - Updated
1999.11.03
/kb_dl.aspx/KB/gametech/board pinouts/dangar.txt
DANGAR - NICHIBUTSU
-------------------
WIRING - UNIQUE
CONTROLS - 1 8-WAY JOYSTICK WITH 2 BUTTONS ON EITHER SIDE
typed in by steve prendergast (2084@sgi.net)
SOLDER SIDE
-----------
A P1 UP
B P1 LEFT
C P1 SHOOT
D P2 UP
E P2 LEFT
F P2 SHOOT
H COIN1
J GND
K GND
L +5V
M +12V
N
P +5V
R GND
S GND
T 1 PLAYER
U TEST/TILT
V COUNTER1
W SP (+)
X
Y GREEN
Z GND
PARTS SIDE
----------
1 P1 DOWN
2 P1 RIGHT
3 P1 TRANSFORM
4 P2 DOWN
5 P2 RIGHT
6 P2 TRANSFORM
7 COIN
File:
/kb_dl.aspx/KB/gametech/board pinouts/dangar.txt
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1
K - Updated
1998.01.08
/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/pinouts/mr_viking.txt
Mr. Viking Pinouts
Midway<Sega, 1984
Game Logic Board, part. no. A084-91718-CA64
I cannot guarantee that the solder side is "A..Z" and the parts side is
"1..22". But whichever side is which, each letter and number should be
labeled with the correct pinout. This information was extracted from the
Up 'N Down manual.
Note: All these other games should also match this pinout: Flicky, SWAT,
Watermatch, Up'n'Down, and Bullfight. The controls for all these games
should be exactly the same - on
File:
/kb_dl.aspx/KB/pinouts/mr_viking.txt
-
2
K - Updated
2003.01.07
/kb_dl.aspx/KB/gametech/hammerinharry.txt
Hammerin Harry DIP Switches
Painstakingly typed in by Lawrence Wright (lwright@silk.net). I take no
responsibility for any errors or damage resulting from errors in this
file. AFAIK everything in this file is correct. Enjoy!
(Pinout is Jamma)
DIP-1
Function 1 2 3 4 5 6 7 8
# of Players 1 2
3 O O
2 N O
4 O N
5 N N
Difficulty 3 4
Norm O O
Easy N O
Hard O O
V. Hard
File:
/kb_dl.aspx/KB/gametech/hammerinharry.txt
-
3
K - Updated
1997.03.31
/kb_dl.aspx/KB/gametech/board pinouts/nova2001.txt
NOVA 2001
UPL 198?
UPL-83005
typed up by: Ray Ghanbari <ray@mayo.edu>
*Note: typed up from manual. Pinouts have not been verified
Solder Side | Parts Side
________________________________|___________________________________
GND | A | 1 | GND
----------------------------|---|---|-------------------------------
GND | B | 2 | GND
----------------------------|---|---|----
File:
/kb_dl.aspx/KB/gametech/board pinouts/nova2001.txt
-
4
K - Updated
1996.08.23
/kb_dl.aspx/KB/pinouts/bump_n_jump.txt
Bunp and Jump
-------------
This information comes from two different schematics. One appears to be
a generic schematic for the board set, and the other is a schematic for
the Bump and Jump wiring harness. I haven't verified which is really
correct, but I would assume the wiring harness schematic is correct for
Bump and Jump.
CPU/Sound Board
PARTS SIDE | SOLDER SIDE
------------------------------------|---------------------------------
File:
/kb_dl.aspx/KB/pinouts/bump_n_jump.txt
-
5
K - Updated
2003.01.06
/kb_dl.aspx/KB/pinouts/xevious.txt
"Xevious" (Atari, 1983)
------------------------
P20: 44-pin edge connector
component side solder side
-------------- -----------
GND A 1 GND
+5V B 2 +5V
C 3
D 4
+10.3 VDC UNREG E 5
AUDIO 2 F 6 AUDIO 1
COIN CNTR R H 7 COIN CNTR L
COIN AUX J 8 TEST
COIN L K 9 COIN R
START 1 L 1
File:
/kb_dl.aspx/KB/pinouts/xevious.txt
-
6
K - Updated
2003.01.06
/kb_dl.aspx/KB/pinouts/big_event_golf.txt
BIG EVENT GOLF
PINOUTS
"G" CONNECTOR
COMPONET SIDE SOLDER SIDE
-----------------------------------------------------
1) GROUND A) GROUND
2) VIDEO RED B) VIDEO GROUND
3) VIDEO GREEN C) VIDEO BLUE
4) NEGATIVE COMPOSITE SYNC D)
5) SPEAKER + E) SPEAKER -
6) KEY F) KEY
7) H)
8) COINSWITCH J)
9) COIN METER K)
10) L)
11) SERVICE SW M)
12) 1P START N) 2P START
13) BALL UP P)
14) BALL DOWN R)
15) BALL RIGHT S)
16) BALL LEFT
File:
/kb_dl.aspx/KB/pinouts/big_event_golf.txt
-
1
K - Updated
2003.01.07
Technical Information
Note: The information and links on this page might get moved around quite a bit before things get all sorted out. I'm just going to start putting up all kinds of information that I've had archived away, so please pardon the mess! :)
Identifying Unknown Board Sets Back in 1994, Rick Schieve wrote an article about how to identify unknown boards. This article gives some quick tips on how to figure out what the pinouts are for an unknown PCB. The text is moderately technical so if you're not sure what R
File:
/kb_dl.aspx/KB/repair/iding pcbs.html
-
14
K - Updated
2000.01.02
/kb_dl.aspx/KB/pinouts/guerilla_war.txt
Guerrilla War Tradewest<S.N.K., 1987 Pinout = JAMMA
-------------------------------------------------------
The Rotary Controller section of the joystick assemblies
Pin | Function
----+------------
1 | Ground
2 | Input 1
3 | Input 2
4 | Input 3
5 | Input 4
6 | Input 5
7 | Input 6
8 | Input 7
9 | Input 8
10 | Input 9
11 | Input 10
12 | Input 11
13 | Input 12
JAMMA Connector
|-------------------|---|----|-------------------|
| Solder Side | |
File:
/kb_dl.aspx/KB/pinouts/guerilla_war.txt
-
6
K - Updated
2003.01.07
/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/pinouts/rally x.txt
Rally X Midway, 9 January 1981
------------------------------
Logic Board I, part. no. A08291385C000
PARTS SIDE | SOLDER SIDE
--------------------------------------------------
(+5V) Gnd | A | 1 | Gnd (+5V)
(+5V) Gnd | B | 2 | Gnd (+5V)
+5V | C | 3 | +5V
+5V | D | 4 | +5V
(?) Credit Mult. | E | 5 | Power Credit Mult. (?)
File:
/kb_dl.aspx/KB/pinouts/rally x.txt
-
4
K - Updated
2003.01.06
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
/kb_dl.aspx/KB/gametech/magmax.txt
Typed in by Jonathan Deitch (jdeitch@umiami.miami.edu)
MAG MAX
Parts Side Solder Side
----------- --------------
Player 1 Down 2 1 Player 1 Up
Player 1 Right 4 3 Player 1 Left
6 5 Player
File:
/kb_dl.aspx/KB/gametech/magmax.txt
-
3
K - Updated
1996.04.04
/kb_dl.aspx/KB/gametech/board pinouts/wizardofwor.txt
Wizard of Wor pinouts
Midway, 1981
There are nine boards in the Wizard of Wor boardset:
Qty Position on
Motherboard
1 *Game Bd A084-90708-A961 J6
1 *Memory Bd (ROM/RAM) A082-91397-A000 J5
1 Pattern Bd A082-91348-0000 J4
1 CPU Bd (C.P.U.) A082-91354-F000 J3
2 RAM Card A082-91356-C000 J2 & J1
1
File:
/kb_dl.aspx/KB/gametech/board pinouts/wizardofwor.txt
-
5
K - Updated
1995.05.29
/kb_dl.aspx/KB/pinouts/jack_the_giant_killer.txt
Jack the Giantkiller pinouts
Cinematronics, 1982
I believe cocktail mode can be wired by hooking up the player 2 controls.
I think the player 2 controls for L, R, D, and U are on pins N, P, R, and S.
I think the player 2 button controls are on pins 6 and 7 or 10 and 11.
If you only wire the player 1 controls, the game will work fine in an upright
mode. Player 2 and Player 1 can both play off the same joystick and buttons.
CPU Edge Connector:
(A) SOLDER SIDE | PARTS SIDE (B
File:
/kb_dl.aspx/KB/pinouts/jack_the_giant_killer.txt
-
3
K - Updated
2003.01.07
/kb_dl.aspx/KB/pinouts/shanghaikid.txt
Shanghai Kid
These were figured out by poking at a PCB and seeing what happens. If you
need to yell at me, email tim@arcadecollecting.com
Parts side Solder side
---------- -----------
1 Ground 1 Ground
2 Ground 2 Ground
3 +5 3 +5
4 +5 4 +5
5 +12 5 +12
6 Speaker + 6 Speaker -
7 1P Punch 7 1P Kick
8 N/C 8 N/C
9 1P Right 9 1P Left
10 1P Down 10 1P Up
11 2P Punch 11 2P Kick
12 N/C
File:
/kb_dl.aspx/KB/pinouts/shanghaikid.txt
-
1
K - Updated
2003.01.06
/kb_dl.aspx/KB/pinouts/slap_fight.txt
SLAP FIGHT
PINOUTS:
SOLDER SIDE COMPONENT SIDE
----------------------------------------------
A GND 1 GND
B GND 2 GND
C +5V 3 +5V
D +5V 4 +5V
E -5V 5 -5V
F +12V 6 +12V
G 7
H 8
I 9
J SPEAKER (-) 10 SPEAKER (+)
K 11
L VIDEO G 12 VIDEO R
M VIDEO SYNC 13 VIDEO B
N SERVICE SW 14 VIDEO GND
0 15
P COIN B 16 COIN A
Q 2P START 17 1P START
R 2P UP 18 1P UP
S 2P DOWN 19 1P DOWN
T 2P LEFT 20 1P LEFT
U 2P RIGHT 21 1P RIGHT
File:
/kb_dl.aspx/KB/pinouts/slap_fight.txt
-
1
K - Updated
2003.01.07
/kb_dl.aspx/KB/pinouts/stunt_cycle.txt
=====================================================
Pinout for Atari Stunt Cycle video game (1976).
22-position edge connector
(both solder and component side pins are the same).
Pin Description
1 Ground
2 Ground
3 16.5VAC
4 16.5VAC
5 Ground
6 B&W Video
7 Throttle (potentiometer wiper)
8 Throttle (potentiometer)
9 1 Player Start
10 2 Player Start
11 Coin Switch (N.C.)
12 Coin Switch (N.O.)
13 2 Player Lamp
File:
/kb_dl.aspx/KB/pinouts/stunt_cycle.txt
-
1
K - Updated
2003.01.07
/kb_dl.aspx/KB/pinouts/tankbattallion.txt
Typed in by Mark Spaeth
44 Pin wiring chart for Tank Battallion
SOLDER SIDE | PARTS SIDE
|
GND | A | 1 | GND
GND | B | 2 | GND
+5 VDC | C | 3 | +5 VDC
+5 VDC | D | 4 | +5 VDC
| E | 5 |
| F | 6 |
| H | 7 | Start 1
File:
/kb_dl.aspx/KB/pinouts/tankbattallion.txt
-
1
K - Updated
2003.01.06
/kb_dl.aspx/KB/gametech/glob-the.txt
THE GLOB BY EPOS
COMP SIDE CKT SIDE
--------- ---------
2 GND 1 GND
4 GND 3 GND
6 +5V 5 +5V
8 +5V 7 +5V
10 9
12 11
14 13
16 15
18 17
20 19
22 RIGHT 21 UP
24 LEFT 23 DOWN
26 ENERGY
File:
/kb_dl.aspx/KB/gametech/glob-the.txt
-
2
K - Updated
1996.08.02
Red Alert pinouts
Red Alert Pinouts
File:
/kb_dl.aspx/KB/gametech/red alert tech.html
-
2
K - Updated
2002.09.24
Zero Team Pinouts
Submitted by Unknown
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 COIN LOCKOUT K CO
File:
/kb_dl.aspx/KB/gametech/zeroteampinouts.html
-
1
K - Updated
2000.01.19
/kb_dl.aspx/KB/gametech/board pinouts/spacefury.txt
Space Fury
==========
Typed in by Mark Jenison (jenison@cig.mot.com)
These are the pinouts for Space Fury G-80 card cage system.
These pinouts can be used in general for the Sega color XY games, but
the controls pins (13-40) will likely be defined differently for the other
games. These pins refer to the pins on the board set.
Power
-----
10-pin, side of cage
1 - -12VDC
2 - +12VDC
3 - AC (3VAC)
4 - GND
5 - GND
6 - GND
7 - -5VDC
8 - +5VDC
9 - +5VDC
10 - +5VDC
Battlestar Sound Board
-----------
File:
/kb_dl.aspx/KB/gametech/board pinouts/spacefury.txt
-
1
K - Updated
1996.10.01
/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
Spiders pinouts
Spiders Pinouts
File:
/kb_dl.aspx/KB/gametech/spiders tech.html
-
1
K - Updated
2002.09.24
Vulgus pinouts
Vulgus Pinouts
File:
/kb_dl.aspx/KB/gametech/vulgus tech.html
-
1
K - Updated
2002.09.24
Zarzon pinouts
Submitted by Unknown
COMP SIDE CKT SIDE --------- --------- 1 GND 2 GND 3 GND 4 GND 5 +5V 6 +5V 7 +5V 8 +5V 9 10 11 12 13 14 15 COIN 16 17 BEAM 18 19 1 START 20 2 START 21 LEFT 22 RIGHT 23 FIRE 24 25 26 27 28 29 30
File:
/kb_dl.aspx/KB/gametech/zarzonpinouts.html
-
1
K - Updated
2000.01.20
/kb_dl.aspx/KB/gametech/board pinouts/bubblebobble_56.txt
Second Bubble Bobble pinout from wilkins@nectech-uk.com
The 56 pin connector is as follows:
(This is pretty similar to the one in the archive by djbarnes@eos.ncsu.edu
I borrowed his pinout as a template)
N.B: I accept no responsibility for any errors or mistakes in the diagram
below.
________________________________________________
|Component Side | |Solder Side |
|---------------|-------|-------|--------------|
|Gro
File:
/kb_dl.aspx/KB/gametech/board pinouts/bubblebobble_56.txt
-
4
K - Updated
1994.03.18
/kb_dl.aspx/KB/pinouts/galaga_boot2.txt
From: ub2f@rz.uni-karlsruhe.de (Ralph Kimmlingen)
Date: 5. Oct 1995
yet another Galaga'82 pinout
a) main connector
---------------------------------------------------------
Solder Side | PIN | Component Side
---------------------------------------------------------
GND | A | 1 | GND
GND | B | 2 | GND
+5V | C | 3 | +5V
+5V | D | 4 | +5V
File:
/kb_dl.aspx/KB/pinouts/galaga_boot2.txt
-
2
K - Updated
2003.01.06
/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/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/gametech/board pinouts/flicky.txt
Flicky Pinouts
Midway<Sega, 1984
Game Logic Board, part. no. A084-91718-CA64
I cannot guarantee that the solder side is "A..Z" and the parts side is
"1..22". But whichever side is which, each letter and number should be
labeled with the correct pinout. This information was extracted from the
Up 'N Down manual.
Note: All these other games should also match this pinout: Up'n'DOWN, SWAT,
Watermatch, Bullfight, and Mr. Viking. The controls for all these games
should be exactly the same - one 8-way j
File:
/kb_dl.aspx/KB/gametech/board pinouts/flicky.txt
-
2
K - Updated
1997.12.03
/kb_dl.aspx/KB/gametech/airwolf.txt
AIR WOLF - UNITED AMUSEMENTS 1987
---------------------------------
WIRING - UNIQUE
CONTROLS - SINGLE JOYSTICK WITH 2 BUTTONS ON EACH SIDE
typed in by steve prendergast (2084@sgi.net)
DIP1
----
-------------------------------------------------------------
DESCRIPTION 1 2 3 4 5 6 7 8
-------------------------------------------------------------
NUMBER OF 3 OFF OFF
FIGHTERS 4 OFF ON
File:
/kb_dl.aspx/KB/gametech/airwolf.txt
-
2
K - Updated
1998.01.08
/kb_dl.aspx/KB/gametech/board pinouts/airduel.txt
Airduel (Irem 1990)
SW1
1 2 3 4 5 6 7 8
No. of Players
3 off off
2 on off
4 off on
5 on on
difficulty
normal off off
easy on off
hard off on
very easy on on
dips 5 & 6 not used
demo sound
no sound off
sound on
File:
/kb_dl.aspx/KB/gametech/board pinouts/airduel.txt
-
3
K - Updated
2000.04.17
/kb_dl.aspx/KB/pinouts/bucky_ohare.txt
BUCKY O'HARE
Manufacturer: Konami
Year: 1992
Conversion Class: JAMMA
PINOUTS:
SOLDER SIDE PARTS SIDE
-----------------------------------------------------
A GND 1 GND
B GND 2 GND
C +5V 3 +5V
D +5V 4 +5V
E NOT USED 5 NOT USED
F +12V 6 +12V
H KEY 7 K
File:
/kb_dl.aspx/KB/pinouts/bucky_ohare.txt
-
3
K - Updated
2003.05.30
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
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/gametech/board pinouts/bumpnjump.txt
This information comes from two different schematics. One appears to be
a generic schematic for the board set, and the other is a schematic for
the Bump and Jump wiring harness. I haven't verified which is really
correct, but I would assume the wiring harness schematic is correct for
Bump and Jump.
Bump and Jump
CPU/Sound Board
PARTS SIDE | SOLDER SIDE
------------------------------------|----------------------------
File:
/kb_dl.aspx/KB/gametech/board pinouts/bumpnjump.txt
-
5
K - Updated
1994.11.15
/kb_dl.aspx/KB/pinouts/sonic_boom.txt
SONIC BOOM
PINOUTS:
COMPONET SIDE SOLDER SIDE
----------------------------------------------------
1 GND A GND
2 GND B GND
3 +5V C +5V
4 +5V D +5V
5 +12V E +12V
6 COIN METER 1 F COIN METER 2
7 (NOT USED) H (NOT USED)
8 (NOT USED) I (NOT USED)
9 SHOT K (NOT USED)
10 SUPER SHOT L (NOT USED)
11 (NOT USED) M (NOT USED)
12 DOWN N (NOT USED)
13 UP P (NOT USED)
14 RIGHT R (NOT USED)
15 LEFT S (NOT USED)
16 EXT. SW T (NOT USED)
17 (NOT USED) U (NOT USED)
18
File:
/kb_dl.aspx/KB/pinouts/sonic_boom.txt
-
1
K - Updated
2003.01.07
/kb_dl.aspx/KB/pinouts/columns_ii.txt
Columns 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
- + + - - + + - 2 1
+ + + - + + + - 3 1
File:
/kb_dl.aspx/KB/pinouts/columns_ii.txt
-
2
K - Updated
2003.01.06
/kb_dl.aspx/KB/pinouts/gaplus.txt
Gaplus
------
Parts Side Solder Side
-----------------------------------------
GND A | 1 GND
SPEAKER + B | 2 SPEAKER -
LOCK OUT SOLENOID C | 3 COIN COUNTER
1 P START LAMP D | 4 2 P START LAMP
+12V E | 5 +12V
+5V F | 6 +5V
GND H | 7 GND
SERVICE SW J | 8
COIN 1 SW K | 9 COIN 2 SW
1 P START SW L | 10 2 P START SW
P1 Button 1 M | 11 P2 Butt
File:
/kb_dl.aspx/KB/pinouts/gaplus.txt
-
4
K - Updated
2003.01.06
/kb_dl.aspx/KB/pinouts/mortal_kombat2.txt
MORTAL KOMBAT 2
Connector P1 (JAMMA)
|-------------------|---|----|-------------------|
| Solder Side | | | Parts Side |
|-------------------|---|----|-------------------|
| Ground | A | 1 | Ground |
| Ground | B | 2 | Ground |
| +5VDC | C | 3 | +5VDC |
| +5VDC | D | 4 | +5VDC |
| -5VDC | E | 5 | -5VDC |
| +12VDC | F | 6 | +12VDC |
|
File:
/kb_dl.aspx/KB/pinouts/mortal_kombat2.txt
-
3
K - Updated
2003.01.07
/kb_dl.aspx/KB/pinouts/nintendo_supersystem.txt
NINTENDO SUPER SYSTEM
Connector CN1
|-------------------|---|----|-------------------|
| Solder Side | | | Parts Side |
|-------------------|---|----|-------------------|
| Ground | A | 1 | Ground |
| Ground | B | 2 | Ground |
| +5VDC | C | 3 | +5VDC |
| +5VDC | D | 4 | +5VDC |
| -5VDC | E | 5 | N/C |
| +12VDC | F | 6 | +12VDC |
|
File:
/kb_dl.aspx/KB/pinouts/nintendo_supersystem.txt
-
2
K - Updated
2003.01.07
/kb_dl.aspx/KB/pinouts/tube_panic.txt
Tube Panic
These were figured out by poking at a PCB and seeing what happens. If you
need to yell at me, email tim@arcadecollecting.com
Parts side Solder side
---------- -----------
1 1p Down 1 1p Up
2 1p Right 2 1p Left
3 3 1p Shoot
4 2p Down 4 2p Up
5 2p Right 5 2p Left
6 6 2p Shoot
7 Coin 2 7 Coin 1
8 Ground 8 Ground
9 Ground 9 Ground
10 +5 10 +5
11 -5 11 +12
12
File:
/kb_dl.aspx/KB/pinouts/tube_panic.txt
-
1
K - Updated
2003.01.06
"Mr. Do!", "Mr. Do!'s Wild Ride", "Mr. Do!'s Castle", "Do Run Run" pinouts
Submitted by James R. Twine.(TWINE57@SNYDELVA.BITNET)
-> Mr. Do! Series Connector <- Name Of Games: The "Mr. Do!" Series: "Mr. Do!", "Mr. Do!'s WildRide", "Mr. Do!'s Castle", "Do Run Run". Notes: 1) This PinOut sheet is INCOMPLETE! I will update it when I have time to experiment with the game some more, but this contains enough to get it up, running and playing. [Updated on 12/30/95] 2) The sound that comes from the board requires an external amp. M
File:
/kb_dl.aspx/KB/gametech/mr. do! series tech.html
-
5
K - Updated
2002.09.24
Time Pilot '84 Pinouts
Time Pilot '84 Pinouts
File:
/kb_dl.aspx/KB/gametech/time pilot '84 tech.html
-
1
K - Updated
2002.05.17
/kb_dl.aspx/KB/gametech/board pinouts/galaga_bl.txt
G A L A G A
=============
by Brian Murray
(brian@demon.csd.unsw.edu.au)
There are apparently many different galaga implementations, this one
happens to be mine. I don't know how I would identify my particular
boards, but I'll give as much as I can. (They were from a tabletop
if that matters). There are two boards, both with blue solder masks.
The top one (slightly larger) is the CPU board, has the 4 processors
and program EPROMS, and h
File:
/kb_dl.aspx/KB/gametech/board pinouts/galaga_bl.txt
-
5
K - Updated
1995.12.31
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
-
2
K - Updated
2000.01.19
/kb_dl.aspx/KB/gametech/board pinouts/quick-ref.txt
From dholcomb@microsoft.com Tue Dec 13 22:30:30 1994
Received: from netmail2.microsoft.com by halcyon.com with SMTP id AA25989
(5.65c/IDA-1.4.4 for <holcomb@halcyon.com>); Tue, 13 Dec 1994 22:30:28 -0800
Received: by netmail2.microsoft.com (5.65/25-eef)
id AA18899; Tue, 13 Dec 94 22:30:41 -0800
Message-Id: <9412140630.AA18899@netmail2.microsoft.com>
Received: by netmail2 using fxenixd 1.0 Tue, 13 Dec 94 22:30:41 PST
X-Msmail-Fixed-Font: 0001
X-Msmail-Message-Id: DDAB6336
X-Msmail-Conversation-Id: DDA
File:
/kb_dl.aspx/KB/gametech/board pinouts/quick-ref.txt
-
8
K - Updated
1996.01.23
/kb_dl.aspx/KB/datasheets/z80/z80_faq.txt
----------------------------------------------------------------------------
[Zilog Logo]
----------------------------------------------------------------------------
This is the Z80 HardWare and Software FAQ...
Is you want to partisipate, please E-mail Questions or Answers to me. Thomas
Scherrer
----------------------------------------------------------------------------
Questions - from: George C. Lindauer
Answers by: Thomas Scherrer - HomePage
And by: Howard Goldstein - HomePage
Also by: Dave Baldwin
File:
/kb_dl.aspx/KB/datasheets/z80/z80_faq.txt
-
9
K - Updated
1996.09.27
Space Zap pinouts
Submitted by Dave Holcomb (holcomb@halcyon.com)
There are seven boards in the Space Zap boardset: Qty Position on Motherboard 1 *Game Bd A084-90708-A902 J5 1 Pattern Bd A082-91348-0000 J4 1 CPU Bd (C.P.U.) A082-91354-E000 J3 2 RAM Card A082-91356-C000 J2 & J1 1 Comm. Mother Bd A082-90006-B/C0
File:
/kb_dl.aspx/KB/gametech/spacezappinouts.html
-
9
K - Updated
2000.01.23
/kb_dl.aspx/KB/pinouts/bubblebobble_56.txt
Second Bubble Bobble pinout from wilkins@nectech-uk.com
The 56 pin connector is as follows:
(This is pretty similar to the one in the archive by djbarnes@eos.ncsu.edu
I borrowed his pinout as a template)
N.B: I accept no responsibility for any errors or mistakes in the diagram
below.
________________________________________________
|Component Side | |Solder Side |
|---------------|-------|-------|--------------|
File:
/kb_dl.aspx/KB/pinouts/bubblebobble_56.txt
-
4
K - Updated
2003.01.06
/kb_dl.aspx/KB/gametech/bubblebobble_56.txt
Second Bubble Bobble pinout from wilkins@nectech-uk.com
The 56 pin connector is as follows:
(This is pretty similar to the one in the archive by djbarnes@eos.ncsu.edu
I borrowed his pinout as a template)
N.B: I accept no responsibility for any errors or mistakes in the diagram
below.
________________________________________________
|Component Side | |Solder Side |
|---------------|-------|-------|--------------|
|Gro
File:
/kb_dl.aspx/KB/gametech/bubblebobble_56.txt
-
4
K - Updated
1994.03.18
/kb_dl.aspx/KB/gametech/board pinouts/phoenix.txt
Phoenix
Centuri, 1980
There are two boards to the Phoenix boardset, the logic and the CPU board.
OVG-15D (Logic board, 12 EPROMs)
OVG-15U (CPU board, 8085 CPU, 8 pin DIP switch, 36 pin edge connector)
The game is powered using these supply outputs:
+5V DC @ 11 amps
-5V DC @ 1 amp
+12V DC @ 2 amps
None of the diagrams nor the manual mention the current requirements of the
game (that is, the amps required for each voltage output). But my game is
powered by a Peter Chou power supply and the above c
File:
/kb_dl.aspx/KB/gametech/board pinouts/phoenix.txt
-
7
K - Updated
1994.12.11
/kb_dl.aspx/KB/gametech/cinemonitorrepair.txt
From: zonn@concentric.net (Zonn Moore)
Newsgroups: rec.games.video.arcade.collecting
Subject: Re: TECH:Cinematronics vectors
Date: Tue, 18 Mar 1997 06:55:00 GMT
Organization: Concentric Internet Services
Lines: 67
Message-ID: <332e3261.814372@news.concentric.net>
References: <01bc3420$86b5f200$228480d0@default>
Reply-To: zonn@concentric.net
NNTP-Posting-Host: cnc132049.concentric.net
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Content-Transfer-Encoding: 7bit
X-Newsreader: Forte Agent .99g/1
File:
/kb_dl.aspx/KB/gametech/cinemonitorrepair.txt
-
35
K - Updated
1997.08.07
/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/monitortech/newnintvidinv.txt
Nintendo Video Inversion
By Joel Rosenzweig
Joel-r@an.hp.com
Much technical information provided by Dick Millikan.
Version 1.0, 1/21/98
This document describes how to invert the video from Nintendo's Donkey
Kong Jr. It includes enough hints to help you convert Donkey Kong and
Mario Brothers, but the procedures are slightly different for these
boards, and I haven't personally tested it on them.
There used to be two ways to invert the video of a Nintendo game. Now
there are three! I feel this
File:
/kb_dl.aspx/KB/monitortech/newnintvidinv.txt
-
10
K - Updated
1999.08.01
/kb_dl.aspx/KB/gametech/kurikinton.txt
KURI KINTON - 1988 WORLD GAMES
------------------------------
WIRING - JAMMA
CONTROLS - 1 8-WAY JOYSTICK WITH 2 BUTTONS ON EITHER SIDE
typed in by steve prendergast (2084@sgi.net)
DIP A
-------------------------------------------------------------
DESCRIPTION 1 2 3 4 5 6 7 8
-------------------------------------------------------------
GAME STYLE TABLE OFF
UPRIGHT ON
-------------------------------------------------------------
SCREEN
File:
/kb_dl.aspx/KB/gametech/kurikinton.txt
-
2
K - Updated
1998.01.08
Stargate control panel layout and measurements
Typed by Franklin Bowen (bowens@erols.com) 4/8/96 ================================================================================ Here's the layout (courtesy of Steve Hawley - hawley@adobe.com) (1) (2) O (T)(F) (R) (S) (H) (I) 1,2 - 1 and 2 player start, tranparent red O - up,down lever, red (can use a Joust stick) R reverse, white T thrust, white F fire, white S smart bomb, green I inviso, red H hype
File:
/kb_dl.aspx/KB/gametech/stargate panel.html
-
3
K - Updated
1999.10.29
Targ pinouts
Targ Pinouts
File:
/kb_dl.aspx/KB/gametech/targ tech.html
-
1
K - Updated
2002.09.24
/kb_dl.aspx/KB/gametech/venture.txt
Venture pinouts
Exidy, 1981
There are two boards to the Venture boardset, the logic and the audio board.
The audio booard is labeled with:
PCB 77-3387-14
ASY 77-3387-15
And the logic board is labeled with:
PCB 77-3374-14 COMP
Exidy Inc ASSY 77-3374-15 SIDE
The audio board is the top board. It has a 30-pin edge connector and 3 10-pin
connectors. Only the edge connector at P5 and the 10-pin connector at P21 are
used. The other two connec
File:
/kb_dl.aspx/KB/gametech/venture.txt
-
8
K - Updated
1996.04.04
/kb_dl.aspx/KB/gametech/board pinouts/mrdoscastle.txt
Pinouts for UNIVERSAL Mr. Do's Castle (1983):
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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 Mr. Do's Castle
service manual.
For some reason, the player controls seem to be common,
it doesn't matter which side of the connector you wire
from. Not like a set of controls for P1, then another
for P2, all controls do the same job.
56-pin edge connector
---
File:
/kb_dl.aspx/KB/gametech/board pinouts/mrdoscastle.txt
-
2
K - Updated
2000.04.15
/kb_dl.aspx/KB/gametech/board pinouts/quartet.txt
SEGA 4-Player Interface
Quartet Pinouts
Sega<Sun, May 1986
-----------------------------------------------------------
Component Side | Solder Side
----------------------------+------------------------------
Gnd 1 | A Gnd
Gnd 2 | B Gnd
+5V 3 | C +5V
+5V 4 | D +5V
+12V 5 | E +12V
Coin Meter 1 6 | F Coin Meter 2
N/C 7 | H
File:
/kb_dl.aspx/KB/gametech/board pinouts/quartet.txt
-
10
K - Updated
1995.05.11
/kb_dl.aspx/KB/pinouts/jamma.txt
This Video Game Pinout Data Sheet Was Typed In By James R. Twine.
EMail: jtwine@jtwine.com
-> JAMMA Standard Connector <-
Name Of Game: N/A
Notes: Not all games will use all pins, and some kits may have extra connectors
for more/different controls! i.e. Street Fighter II and Ikari Warriors.
Solder Side | Parts Side
GND | A | 1 | GND
GND | B |
File:
/kb_dl.aspx/KB/pinouts/jamma.txt
-
2
K - Updated
2003.01.06
/kb_dl.aspx/KB/gametech/board pinouts/congobongo.txt
From: gbbs2df2@ibmmail.com
Newsgroups: rec.games.video.arcade.collecting
Subject: congobong/TipTop.pin
Date: Thu, 06 Jul 1995 19:03:24 GMT
Congo Bongo based on Zaxxon pinouts by Dave Holcomb (holcomb@halcyon.com)
Updated for Congo Bongo by Lee Taylor (lee@defender.demon.co.uk)
Congo Bongo / Tip Top (same game alternative name)
Sega, 1983
According to the service manual there apears to be two different board
sets.
One is constructed of 3 pcbs, the other 2.
3 Board set.
------------
Complete set part nu
File:
/kb_dl.aspx/KB/gametech/board pinouts/congobongo.txt
-
4
K - Updated
1995.12.31
/kb_dl.aspx/KB/gametech/board pinouts/lunarlander.txt
Typed in by Ray Ghanbari (ray@mayo.edu)
Lunar Lander Pinouts
PARTS SIDE | SOLDER SIDE
-------------------------------------
| | |
GND | A | 1 | GND
+5V | B | 2 | +5V
| C | 3 |
AUDIO 2 | D | 4 |
AUDIO 1 | E | 5 | COIN CTR
POT IN | F | 6 | LAMP 5
LAMP 3 | H | 7 | START/SELECT LED
LAMP 2 | J | 8 | LAMP 4
| K | 9 | SELF TEST
SLAM | L | 10 |
Z OUT | M | 11 | Z GND
COIN R | N | 12
File:
/kb_dl.aspx/KB/gametech/board pinouts/lunarlander.txt
-
1
K - Updated
1995.06.05
/kb_dl.aspx/KB/gametech/board pinouts/suntorytapper.txt
Suntory Tapper (Sega)
by MacMan (aka Paul Sommers)
ogopogo AT zip.com.au
COMP SIDE CKT SIDE
--------- ---------
1 GND 1 GND
2 GND 2 GND
3 +5v 3 +5v
4 +5v 4 +5v
5 Coin counter 1 5 Coin counter 2
6 +12v 6
7 7
8 8
9 P1 Fill 9 P2 Fill
10 10
11 P1 Down 11 P2 Down
12 P1 Up 12 P2 Up
13 P1 Right
File:
/kb_dl.aspx/KB/gametech/board pinouts/suntorytapper.txt
-
1
K - Updated
1998.12.26
/kb_dl.aspx/KB/gametech/airduel.txt
Airduel (Irem 1990)
SW1
1 2 3 4 5 6 7 8
No. of Players
3 off off
2 on off
4 off on
5 on on
difficulty
normal off off
easy on off
hard off on
very easy on on
dips 5 & 6 not used
demo sound
no sound off
sound on
File:
/kb_dl.aspx/KB/gametech/airduel.txt
-
3
K - Updated
2000.04.17
Space Fury pinouts
Space Fury Pinouts
File:
/kb_dl.aspx/KB/gametech/space fury tech.html
-
2
K - Updated
2002.09.24
/kb_dl.aspx/KB/pinouts/mortal_kombat.txt
MORTAL KOMBAT
Connector J1 (JAMMA)
|-------------------|---|----|-------------------|
| Solder Side | | | Parts Side |
|-------------------|---|----|-------------------|
| Ground | A | 1 | Ground |
| Ground | B | 2 | Ground |
| +5VDC | C | 3 | +5VDC |
| +5VDC | D | 4 | +5VDC |
| -5VDC | E | 5 | -5VDC |
| +12VDC | F | 6 | +12VDC |
| (
File:
/kb_dl.aspx/KB/pinouts/mortal_kombat.txt
-
6
K - Updated
2003.01.07
/kb_dl.aspx/KB/datasheets/65816info.txt
A 65816 Primer
[----------------------------------------------------------]
No republication or redistribution of the following is permitted without
the authors express written consent.
Table of Contents
------------------------------------------------------------------------
i Preface
1.00 Introduction
2.00 New 65816 Instructions
3.00 65816 Native Mode Programming Model
3.01 Native Mode Processor Status Register
3.10 Native Mode Registers
3.11 Accum
File:
/kb_dl.aspx/KB/datasheets/65816info.txt
-
127
K - Updated
1999.05.17
/kb_dl.aspx/KB/gametech/board pinouts/spacezap.txt
Space Zap pinouts
Midway, 1981
There are seven boards in the Space Zap boardset:
Qty Position on
Motherboard
1 *Game Bd A084-90708-A902 J5
1 Pattern Bd A082-91348-0000 J4
1 CPU Bd (C.P.U.) A082-91354-E000 J3
2 RAM Card A082-91356-C000 J2 & J1
1 Comm. Mother Bd A082-90006-B/C000
1 *Audio Amp Board
File:
/kb_dl.aspx/KB/gametech/board pinouts/spacezap.txt
-
8
K - Updated
1995.05.29
/kb_dl.aspx/KB/gametech/board pinouts/rampart.txt
Rampart
Atari 1991
typed up by: Ray Ghanbari <ray@mayo.edu>
Thanks to Rick Kennedy <rickk@coil.com> of Great Games Plus, Inc. for providing me a copy of the wiring schematics
Notes:
* There are 2 versions of Rampart:
- 2 player version that is straight JAMMA and uses
joysticks to move pieces
- 3 player version that uses trackballs to move pieces.
* Both version have all options set from the test screen
* In chatting with folks, game play of the 3 player version is much nicer
than the
File:
/kb_dl.aspx/KB/gametech/board pinouts/rampart.txt
-
5
K - Updated
1996.07.16
/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
/kb_dl.aspx/KB/gametech/board pinouts/bladesofsteel.txt
This Video Game Pinout Data Sheet Was Typed In By Mark Spaeth
EMail: mspaeth@geeks.org
Blades of Steel Pinout
Main Jamma Connector
Solder Side | Parts Side
GND | A | 1 | GND
GND | B | 2 | GND
+5 | C | 3 | +5
+5 | D | 4 | +5
-5
File:
/kb_dl.aspx/KB/gametech/board pinouts/bladesofsteel.txt
-
2
K - Updated
2000.04.22
/kb_dl.aspx/KB/pinouts/wizard_of_wor.txt
Wizard of Wor Midway, 1981
--------------------------
There are nine boards in the Wizard of Wor boardset:
Qty Position on
Motherboard
1 *Game Bd A084-90708-A961 J6
1 *Memory Bd (ROM/RAM) A082-91397-A000 J5
1 Pattern Bd A082-91348-0000 J4
1 CPU Bd (C.P.U.) A082-91354-F000 J3
2 RAM Card A082-913
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/kb_dl.aspx/KB/pinouts/wizard_of_wor.txt
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/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 (
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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/vax87.txt
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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$MAIL:JUNK
CC:
Subj: ATARI GAMES 401-K PLAN
John Klein asked me to put the following memo out on junk mail:
TO: All Employees
FROM: John Klein/Dennis Wood
We are quite pleased to report that our 401-K Plan has gotten off
to an excellent start. As of today we had 118 employees making
contributions to the Plan.
We encoura
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/kb_dl.aspx/KB/historical documents/atari games vaxmail/vax85.txt
Atari/Atari Games VaxMail 1985 Jed Margolin
___________________________________________________________________________
From: KIM::SHEPPERD 4-JAN-1985 17:20
To: @SYS$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$PRINT
The physical name is TXD5:, but I advise
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/kb_dl.aspx/KB/historical documents/atari games vaxmail/vax89.txt
Atari/Atari Games VaxMail 1989 Jed Margolin
___________________________________________________________________________
From: KIM::HALLY 3-JAN-1989 09:01:01.61
To: DENCKER,RAY,HALLY,ROTBERG,BURGESS,MARGOLIN,COMSTOCK,NOBLE,MOSER,DIEKNEITE,FULLER,GROSSMAN
CC:
Subj: S.T.U.N. TEAM
last update: 1/3/89
Project: S.T.U.N. RUNNER (571)
Planned Field Test: FEB. 89
Planned Finished Goods Assy. JUNE 89
Project Leader: MIKE HALLY
Programmer(s): ED ROTBERG
ANDY BURGESS
Engineer: JE
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/kb_dl.aspx/KB/historical documents/atari games vaxmail/vax91.txt
Atari/Atari Games VaxMail 1991 Jed Margolin
___________________________________________________________________________
From: GAWD::MCCARTHY "Pat" 2-JAN-1991 12:37:15.74
To: @SYS$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/vax91.txt
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/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
#
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/kb_dl.aspx/KB/datasheets/6502/6502_cpudocs.txt
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/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$MAIL:EVERYBODY
CC: LTURNER
Subj: New Baby
This is to annouce the arrival of a new addition at the
Moore house. His name is Evan Alexander Bettencourt Moore.
He was born on Saturday, December 30, at 10:21A.
Weight -- 7 lbs 10 oz
Height -- 20 1/2 inches
Mother and baby are home and doing well.
_____________________________
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/kb_dl.aspx/KB/historical documents/atari games vaxmail/vax88.txt
Atari/Atari Games VaxMail 1988 Jed Margolin
___________________________________________________________________________
From: MIKE::LIEBSTER 4-JAN-1988 14:39:28.82
To: @SYS$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
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/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
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/kb_dl.aspx/KB/historical documents/atari games vaxmail/vax92.txt
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/kb_dl.aspx/KB/datasheets/65816/scnfrmt.txt
[Image]
SNES Screen Format
[Image]
SNES GRAPHICS INFO FILE V1.0
----------------------------
By DAX on 28/2/93
This is a short text file on how the data for the gfx on the SNES are
set up..
Everything is based around an 8x8 pixel 'Tile' and thinking in terms of
tiles makes the whole thing a lot easier.
4 Colour mode - 2 Bitplanes
---------------------------
If you split the screen into 8x8 pixel tiles, the order of the g
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/kb_dl.aspx/KB/datasheets/65816/scnfrmt.txt
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