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Same Same Same

Released in 1989

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X-Arcade Controller
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Knowledge Base

Typical Failures of Early Williams Games
From: woodcock@crchh75b.bnr.ca (Gregg Woodcock) Newsgroups: rec.games.video.arcade.collecting Subject: Re: Typical Failures of Early Williams Games Date: 22 Feb 1994 23:29:15 GMT richard.l.schieve (rls@cbnewsc.cb.att.com) wrote: > Several people have asked me to repost some of my old articles. > I suspect many have seen the following which was one of my first > "Tech Tips" ;-) Sorry to do this to you again, Rick, but I have added a BUNCH of stuff to your file and would like to "share", too (I c
File: /kb_dl.aspx/KB/gametech/williamhwfailures.html - 23 K - Updated 2000.01.23
FAQ: Conversion v1.1
COPYRIGHT 1994 REVISION NUMBER: 1.1 REVISION DATE: 02 November 1994 REVISION HISTORY: 1.1 (02/11/94 - Clarified technical details in {6.4}, Added a few words on manuals in {7.3} and analog controllers in {8.1.3}) REVISION HISTORY: 1.0 (01/11/94 - First public release; FTP only) CREATED BY: Doug Jefferys, Steve Ozdemir THANX TO: Wayne Aiken, Graham Bisset, Duncan Brown, David Hanes, Tony Jones, John Keay, Patti Ozd
File: /kb_dl.aspx/KB/faqs/faq-conversion_v1.1.html - 117 K - Updated 1999.07.27
Yet Another List
O-Taito is the Old Taito pinout on wiretap. N-Taito is the New-Taito pinout (Like Elevator Action). Quote by R. Schieve: "Taito.pin will match most for power, ground, monitor, and speaker connections but inputs are usually quite different." DECO/Data East is the Data East pinout. See Ring King.pin or KarateChamp.pin.I AtariV is Black Widow and Gravitar and Space Duel Konami if the Konami pinout. See Konami\Rush'n'Attack.pin. BZone is Battle Zone and Red Baron Tehkan games seem to follow th
File: /kb_dl.aspx/KB/faqs/list-yetanothergameslist.html - 49 K - Updated 2002.06.10
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
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
Seaga/Gremlin X-Y FAQ
======================== The Sega/Gremlin X-Y FAQ version 1.6 written by: Mark Jenison ======================== 1. Introduction 2. The X-Y Convert-a-Game system a. The System 1. CPU boards 2. X-Y timing and control boards 3. Sound boards 4. EPROM boards b. Monitor: Electrohome G08 X-Y c. Power supply 3. Games a. Space Fury b. Star Trek c. Eliminato
File: /kb_dl.aspx/KB/gametech/segaxyfaq16.html - 28 K - Updated 2000.01.23
The Sega/Gremlin X-Y FAQ
======================== The Sega/Gremlin X-Y FAQ version 1.6 written by: Mark Jenison ======================== 1. Introduction 2. The X-Y Convert-a-Game system a. The System 1. CPU boards 2. X-Y timing and control boards 3. Sound boards 4. EPROM boards b. Monitor: Electrohome G08 X-Y c. Power supply 3. Games a. Space Fury b. Star Trek c. Eliminato
File: /kb_dl.aspx/KB/faqs/faq-segaxy_v1.6.html - 28 K - Updated 1999.07.27
Atari Color Vector Generator 1981-1985
Last Modified on 3/14/96 The Atari vector generator is a state machine run that runs independently of the 6502 processor. The state machine has its own instruction set as well. Most of these instructions are two bytes long while one is four. The VG can do many tasks with its time. It can: HALT itself and tell the 6502 that it is done, Move the beam to the CENTER of the screen, Load SCALE info to the binary and linear scaling registers, Load STATS to the stat registers, JMP to a new me
File: /kb_dl.aspx/KB/gametech/ataricolorvecgen.html - 6 K - Updated 1999.12.21
Arcade Game Cheats
--- 720 --- (Contributor: unknown) In the ramp section, levels 8, 9, and 10: holding down the kick and jump buttons simultanously on the lip of the ramp will boost your air. This trick only works when you're going the correct speed (usually your third or fourth jump), and only once (as far as I can tell) per ramp session per level. ----------- Afterburner ----------- (Contributor: Anthony D. Chen) key: S - start button V - vulcan cannon M - missle F - foot sensor (only on sit-down version) stag
File: /kb_dl.aspx/KB/faqs/faq-arcade cheats.html - 112 K - Updated 1999.10.30
Street Fighter 2: Hyper Fighting moves
Here is a graphical representation of all the special moves for HF. All the moves are for facing to the right. When used in a phrase, the symbol "|" means or. The word beg. is beginning. The charge times shown are relative to the game's speed. So, a 2 second charge on CE is longer than on HF. The words in parentheses show which attribute of the special move is affected by using different button strengths. --------------------------------------------------------------------------- RYU and KEN Fireb
File: /kb_dl.aspx/KB/faqs/faq-sf2 hyper moves.html - 7 K - Updated 1999.10.30
TIME CRISIS ENEMIES GUIDE
Written by Desmond Hew wilddog_tc@hotmail.com Jun 18, 1999 [PLAYSTATION and ARCADE] This FAQ may be electronically reproduced in whole or part, free of charge, as long as credit is given to its author, Desmond Hew. This FAQ is NOT to be altered in any way or used for profitable/promotional purposes of any kind. This document was created and is owned only by me [Desmond Hew]. You can e-mail me at wilddog_tc@hotmail.com on your comments or whatsoever. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
File: /kb_dl.aspx/KB/faqs/faq-time crisis.html - 79 K - Updated 1999.07.26
Understanding MAME Drivers Volume 1: Data Structures v1.0
Original URL: http://atarihq.com/danb/files/mamedrv1.txt Understanding MAME Drivers Volume 1: Data Structures v1.0 by Daniel Boris Table of Contents 1.0 Introduction 2.0 /drivers/rockola.c 2.1 GameDriver Structure 2.2 MachineDriver Structure 2.3 ROM Definition 2.4 MemoryReadAddress Structure 2.5 MemoryWriteAddress Structure 2.6 Input Ports 2.7 GfxDecodeInfo Structure 2.8 GfxLayout Structure 3.0 Linking in the Driver 1.0 Introduction The purpose of this document is to help
File: /kb_dl.aspx/KB/gametech/boris - understanding mame drivers 1.html - 33 K - Updated 2000.06.16
Converting Schematics to an Emulator V1.2
Original URL: http://atarihq.com/danb/files/zarzon.txt Converting Schematics to an Emulator V1.2 by Daniel Boris (dboris@erols.com) 5/9/98 Table of Contents 1.0 Introduction 2.0 Zarzon Hardware 2.1 Introduction 2.2 Processor 2.3 Memory Map 2.4 Roms 3.0 Video Section 3.1 Video RAM 3.2 CRT controller 3.3 Video Shifter 3.4 Color Selector 3.5 Putting all together 4.0 Sound (to be added later) Appendix 1: Converting Binary to Hex 1.0 Introduction The purpose of
File: /kb_dl.aspx/KB/gametech/boris - converting schematics to an emulator v1.2.html - 34 K - Updated 2000.06.16
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
FAQ POSTING (rgva.marketplace)
From: tony_jones@no.spam Newsgroups: rec.games.video.arcade.marketplace Subject: FAQ POSTING (rgva.marketplace) Frequently Asked Questions rec.games.video.arcade.marketplace $Revision: 1.2 $ $Date: 1997/11/05 03:24:21 $ This is the Frequently Asked Questions (FAQ) list for the Usenet newsgroup rec.games.video.arcade.marketplace. This FAQ is posted weekly and the current copy should be considered to supersede all previous postings. This
File: /kb_dl.aspx/KB/faqs/faq-rgvam.html - 23 K - Updated 1999.07.27
Programming the Atari XY Vector Generator
The information in this document is not guaranteed to be accurate, use at your own risk. The Atari Analogue Vector Generator (or AVG) is the circuitry used to draw lines on the special XY monitors of some games from the late seventies and early eighties. These include Asteroids, Battlezone, Tempest, Gravitar and Star Wars, all of which used a slightly different AVG as the games evolved. The AVG is a small computer in its own right, it has its own ROM, RAM, instruction set and stack for subro
File: /kb_dl.aspx/KB/gametech/atari_xy.html - 7 K - Updated 2000.01.23
JAMMA/AAMA Standard Connector Pinouts and JAMMA Game list
JAMMA/AAMA Standard Connector Pinouts and JAMMA Game List
File: /kb_dl.aspx/KB/gametech/jamma tech.html - 46 K - Updated 2002.05.17
Wizard of Wor Dip Switch Settings and Pinouts
Wizard of Wor Dip Switch Settings and Pinouts
File: /kb_dl.aspx/KB/gametech/wizard of wor tech.html - 8 K - Updated 2002.04.25
Bally Midway MCR System Games FAQ
********************************* Bally Midway MCR System Games FAQ version 1.0 Writers Mark Jenison Clay Cowgill ********************************* I. Introduction II. The MCR system classes A. CPU's 1. MCR (I) 2. MCR II 3. MCR III B. Super Sound I/O C. Video 1. Video Generator II 2. Video Generato
File: /kb_dl.aspx/KB/faqs/faq-bally midway mcr games.html - 24 K - Updated 1999.10.29
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
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 - 15 K - Updated 2000.01.23
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
Crazy Climber Information
Please note that if anyone does use this info for their own CC emulator project I do ask that credit be given where credit is due. I'm not asking for any money, just to be acknowledged in the emulator credits. It was a LOT of work to crack this:- As for the decryption algorhythm, a few things; There are two sets of ROMS in the tant archive (Brian Peek's mirror). One is supposedly the genuine set, and the other a bootleg. The set I have on my boards seems to be a hybrid between the two. The program
File: /kb_dl.aspx/KB/gametech/crazyclimberencod.html - 6 K - Updated 2000.01.23
POWER SUPPLY REPAIR
Copyright November, 1994 by Randy Fromm We live in a "disposable society." Disposable razors, lighters, pens and a myriad of other items are a part of our daily life. Many operators consider power supplies to be disposable as well. Their rumored inability to be repaired and relatively low cost create the impression of disposability. This is not the case, however. I repair lots of power supplies and it's really quite easy and practical. In fact, a repaired supply may end up having a longer l
File: /kb_dl.aspx/KB/gametech/psrepair.html - 14 K - Updated 2000.01.23
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/gametech/text/tank.txt
Tank Switch Settings Kee Games, 1974 Only these adjustments should be made on circuit board 1. 1) Master volume: Look in upper right area of board. There is a small tab on each of the pots. When the two tabs are set to the same point, the volume for both tanks will be the same. 2) Missile firing and explosion sound: Look in the upper left area of the board. There are two pots here as well. Setting the tabs to the same point will set the volume evenly between the two tanks. 3) Game time: There is onl
File: /kb_dl.aspx/KB/gametech/text/tank.txt - 1 K - Updated 1995.05.12
Understanding MAME Drivers Volume 2: VIDHRDW
Original URL: http://atarihq.com/danb/files/mamedrv2.txt Understanding MAME Drivers Volume 2: VIDHRDW by Daniel Boris Table of Contents 1.0 Introduction The purpose of this document is to help people understand how a MAME driver works and to help people who may want to write their own MAME drivers. A driver is a set of files that are part of the MAME source that define the operation of a specific arcade game. For this document I will be describing the video section of the driver for
File: /kb_dl.aspx/KB/gametech/boris - understanding mame drivers 2.html - 23 K - Updated 2000.06.16
/kb_dl.aspx/KB/gamemanuals/stern/video8.tiff
4. FAA: Input A appears at the F output in inverted form. 5. F=B*: Input B appears at the F output in inverted form. RAM Address Multiplexing (Fig. 3—8) Six address lines (bits AC thru A5) are applied to the RAM from the three RAM Address t4UX chips 6F, 6G and 6H. The three MLIX chips receive twelve input signals from two different sources: one of these is the System Address Bus, which is driven by the Z— 80 CPU during a “write or read cycle”; the other source is the sync counter circuits which operate cont
File: /kb_dl.aspx/KB/gamemanuals/stern/video8.tiff - 101 K - Updated 1997.07.27
/kb_dl.aspx/KB/gamemanuals/cine/tg2auddesc2.tiff
The Shield Bounce sound functions in nearly the same manner as Shield Hum. Two 555 oscillators feed 5 volt square waves into their corresponding dividers 1C18. Then the outputs are combined at pin 2 of 1C22. Filtered wideband noise is also injected at pin 2 of 1C22. ICl2 is a one shot which is triggered from 1C23. When pin 12 goes to a low lever, Q8 conducts charging C44 to +5 volts and turning on 1C22. When the one shot resets it turns off Q8. C44 then discharges to minus 15 volts creating a decaying envel
File: /kb_dl.aspx/KB/gamemanuals/cine/tg2auddesc2.tiff - 48 K - Updated 1998.03.22
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
Samurai Shodown Mini-FAQ
____ _ _ _ _ _ ____ _ _ / ___/ / |/ v \| | | | _ \ / | | | |__ / | | | | | |_| |/ | | Samurai Shodown mini-FAQ \__ \/ / | | | | | | | _ </ / | | Release 10 ___|/ _ | |_| | |_| | | \/ _ | | 11-05-93 | __/_/ |_|_| |_|\___/|_| /_/\|_|_| |/____ _ _ ___ ____ ___ _ _ __ _ / ___| | | |/ _ \| _ \ / _ \| |_| | \| | | |__ | |_| | | | | | | | | | | | | | | | \__ \| _ | | | | | | | | | | | | | | | | ___| | | | | |_| | |_| | |_| | | | | | ___/|_| |_|\___/ ____/ \___
File: /kb_dl.aspx/KB/faqs/faq-samurai shodown mini.html - 73 K - Updated 1999.10.29
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/datasheets/z80/z80ctc04.tiff
Each Z-80 CTC channel must be programmed prior to operation. Programming consists of writing two words to the I/O port that corresponds to the desired channel. The first word is a control word that selects the operating mode and other parameters; the second word is a time constant, which is a binary data word with a value from 1 to 256. A time constant word must be preceded by a channel control word. After initialization, channels may be reprogrammed at any time. If updated control and time constant words a
File: /kb_dl.aspx/KB/datasheets/z80/z80ctc04.tiff - 560 K - Updated 1997.08.25
/kb_dl.aspx/KB/datasheets/65816/instruct.txt
Table 5. Arithmetic and Logical Instructions Mne- Operation Addressing Mode Status monic M/X E=1 or E = 0 and dir, dir, (dir) (dir, (dir) [dir] abs abs, abs, absl absl d,s (d,s) E=0 and M/X=1 M/X = 0 Immed Accu dir x y x) ,y x y ,x ,y N V M X D I Z C ADC Pm AL + B + Pc -> AL A + W + Pc -> A 69 65 75 72 61 71 67 6D 7D 79 6F 7F 63 73 N V . . . . Z C AND Pm AL /\B -> AL A /\W -> A 29
File: /kb_dl.aspx/KB/datasheets/65816/instruct.txt - 10 K - Updated 1996.08.25
Williams Hardware Description
The older Williams games (Defender, Stargate, Robotron, Joust, Bubbles and Sinistar) have very similar hardware inside. These machines have five PC boards: CPU/Video- the main board, containing the CPU, RAM and video circuits The game CPU is a Motorola 6809E. There are 24 4116 RAM chips, giving 48K of DRAM, most of which is used for the video display (38K). There is also a 1K by 4-bit CMOS SRAM that is battery-backed-up. This retains the game configuration and high scores when the power is off.
File: /kb_dl.aspx/KB/gametech/williamshwdescription.html - 5 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
The Sega Out Run FAQ Version 0.3
Maintained by Chris White Andrew W. Sharples This FAQ may only be reproduced with permission, and must not be edited, altered or modified in any other way. WWW and TXT formats available from : www.diamondblack.demon.co.uk # As the case is with all FAQs, this document is a work in progress. # # Additions, corrections, and comments are very welcome. # [What's New] Version 0.3 - 7th February 1998 * Added : Machine S
File: /kb_dl.aspx/KB/faqs/faq-sega outrun.html - 70 K - Updated 1999.10.30
Atari Black & White Vector Generator Theory of Operation
(Extreme thanks to Duncan Brown for passing along this time consuming information!!) VECTOR ROM OR DISPLAY LIST CODE (as seen by the State Machine): Byte 1 Byte 2 8 7 6 5 4 3 2 1 8 7 6 5 4 3 2 1 | | | | | | | | | | | | | | | +--+--+- Y length (or rise) | | | | | | | | | | +---------------------------+---------- Overall scale factor | | | | | | | | (8 7 6 5)
File: /kb_dl.aspx/KB/gametech/ataribwvec.html - 11 K - Updated 2000.01.23
CONVERSION BETWEEN SPACE DUEL AND GRAVITAR
From: "tomm" Subject: Re: Tech: XY Gurus HELP Gravitar/Space Duel Date: Monday, June 12, 2000 10:18 AM ----------------------------------------------------------------- | CONVERSION BETWEEN SPACE DUEL AND GRAVITAR | ----------------------------------------------------------------- COPYRIGHT 2000 REVISION NUMBER: 1.0 (first public release) REVISION DATE: 29 March 2000 CREATED BY: John Lee and amended by Tom McClintock PART I: Conversion of A Space Duel Con
File: /kb_dl.aspx/KB/gametech/gravitar_space duel.html - 13 K - Updated 2000.06.15
Zaxxon (also Congo Bongo, Future Spy, Super Zaxxon) Dip Switch Settings and Pinouts
Zaxxon (also Congo Bongo, Future Spy, Super Zaxxon) Dip Switch Settings and Pinouts
File: /kb_dl.aspx/KB/gametech/zaxxon tech.html - 19 K - Updated 2002.04.26
How to WIN at NBA JAM! by Randolph S. Vance and William G. Henderson
E-Mail: RSVANC00@mik.uky.edu (NeXT Mail) WGHEND00@mik.uky.edu (NeXT Mail) Version 1.13 Revised: August 18th, 1993 ---------------------------------------------------------------------- Introduction. Are you tough enough to take on all 27 of the NBA teams? If you think you are, get set for the most intense basketball video game you'll ever play! ---------------------------------------------------------------------- History. Versio
File: /kb_dl.aspx/KB/faqs/strat-how to win at nba jam.html - 31 K - Updated 1999.10.29
/kb_dl.aspx/KB/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
/kb_dl.aspx/KB/pinouts/tank_(kee_games).txt
Tank Pinouts Kee Games, August 1974 ----------------------------------- I believe these two boards are tightly back-to-back, and the edge connector on each forms a single, double-sided edge connector. The manual warns that the two boards should not be pried apart. Board I (J-3) | Board II (J-6) ------------------------------------|-------------------------------------- (From Transformer?) Gnd | 1 | 1 | Gnd (Left Joysticks Common) LO - AC |
File: /kb_dl.aspx/KB/pinouts/tank_(kee_games).txt - 3 K - Updated 2003.01.06
/kb_dl.aspx/KB/pinouts/wwf_wrestlefest.txt
WWF Wrestlefest --------------- Dip Switch 1: 1 2 3 4 5 6 7 8 Item ============================================================================= Coin 1 & 2 ------------------------------------------------------------------------------ off off * 1 coin 1 play on off 1 coin 2 play off on 2 coin 1 play
File: /kb_dl.aspx/KB/pinouts/wwf_wrestlefest.txt - 5 K - Updated 2003.01.06
/kb_dl.aspx/KB/gametech/redbaron.txt
RED BARON DIP SWITCH SETTINGS Danated by Dana Colbert $=Default "K" = 1,000 Switch at position P10 8 7 6 5 4 3 2 1 _________________________________________ English $| | | | | | |Off |Off | Spanish | | | | | | |Off | On | French | | | | | | | On |Off | German | | |
File: /kb_dl.aspx/KB/gametech/redbaron.txt - 5 K - Updated 1996.09.05
/kb_dl.aspx/KB/gametech/tank.txt
Tank Pinouts Kee Games, August 1974 I believe these two boards are tightly back-to-back, and the edge connector on each forms a single, double-sided edge connector. The manual warns that the two boards should not be pried apart. Board I (J-3) Board II (J-6) (From Transformer?) Gnd 1 1 Gnd (Left Joysticks Common) LO - AC 2 2 Analog Gnd (to J-3, pin 7) LO - AC 3 3 (Not Used)
File: /kb_dl.aspx/KB/gametech/tank.txt - 3 K - Updated 1996.04.04
/kb_dl.aspx/KB/gametech/wwf.txt
WWF Wrestlefest DIP switch settings: From: mms@MadVax.mo.ti.com (Michael Schulz) Dip Switch 1: 1 2 3 4 5 6 7 8 Item ============================================================================= Coin 1 & 2 ------------------------------------------------------------------------------ off off * 1 coin 1 play on off 1 coin 2 play off on
File: /kb_dl.aspx/KB/gametech/wwf.txt - 5 K - Updated 1994.09.24
/kb_dl.aspx/KB/gamemanuals/atari/blackwidow4a.tiff
ENORM The active low-level Normalization Flag: is software-generated by gate K4 of the Normalization Flag circuit. If OPO is high, SA is high, and the output from gate J5 is high, ENORM is set low when STROBEO goes high. ENORM is applied through gate E7 to the Si input pins of Vector Data Shifters A8, B8, GB, F8, H8, and J8. ENORM multiples the rate of change of the X and Y vector data in the Vector Data Shifters (via shift left operations) at the same factor specified by data on lines DVY8-DVY1O. The n num
File: /kb_dl.aspx/KB/gamemanuals/atari/blackwidow4a.tiff - 309 K - Updated 1998.04.07
/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/doubledragonii.html
Double Dragon II Romstar, Inc. 213-539-2744 |---------------------------------------------------------------------------| | Double Dragon II | | | | DIP Switch 1 Settings | |---------------------------------------------------------------------------| | Function: | SW#1 SW#2 SW#3 SW#4 SW#5 SW#6 SW
File: /kb_dl.aspx/KB/gametech/doubledragonii.html - 5 K - Updated 1998.07.11
/kb_dl.aspx/KB/gamemanuals/cine/serv17.tiff
L INCI 1 466 PIoneer Way • El CaJor, CalIfornie 92020 Telex—Clnemet 697891 C71 4) 440-2933 CINEMATRONICS () ) Customer Service September 24, 1980 Attn: Distributors! Operators Re: Burned 47ohm Resistors in Current Amplifiers Serviceperson (s): A common failure of the current amplifier, especially on older monitors, is blowing of circuit breakers CB1 and CB2 accompanied by burning of 47 ohm resistors around the power transistor molex. The power drivers should not be unplugged during gante operation, or the s
File: /kb_dl.aspx/KB/gamemanuals/cine/serv17.tiff - 41 K - Updated 1998.03.22
/kb_dl.aspx/KB/gamemanuals/cine/serv6.tiff
1 466 Pioneer Way. El Cajon, California 92020 Telex—Cinamat 897B91 C71 4) 440-2933 7 October 1980 Attn: Distributors! Operators Re: Modification of Vectorbeain CPU boards for use with CPU exorcisors Serviceperson (s): Many of you have inquired as to what modifications are necessary to use your CPU exorcisor on Vectorbeam Inc., CPU boards. The modifications are as follows: 1) Cut trace as shown in Fig. A. 2) Tie pin one (1) of IC Lii to +5 volt (vcc) 3) Install_jumper from IC F6 pin 6 to IC 8 pin ii. tiEiz c
File: /kb_dl.aspx/KB/gamemanuals/cine/serv6.tiff - 51 K - Updated 1998.03.22
Alien Syndrome Dip Switch Settings and Pinouts
Alien Syndrome Dip Switch Settings and Pinouts
File: /kb_dl.aspx/KB/gametech/alien syndrome tech.html - 4 K - Updated 2002.05.17
/kb_dl.aspx/KB/gametech/dragonbreed.html
Dragon Breed Irem, 1989 Dragon Breed Option Switch Settings ----------------------------------------------------------------------------- DIP Switch No. 1 Settings 1 2 3 4 5 6 7 8 Option ----------------------------------------------------------------------------- Number of Players ----------------- Off Off
File: /kb_dl.aspx/KB/gametech/dragonbreed.html - 4 K - Updated 1998.07.11
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 - 4 K - Updated 2002.05.17
Warlords pinouts
Warlords Pinouts
File: /kb_dl.aspx/KB/gametech/warlords tech.html - 5 K - Updated 2002.09.24
/kb_dl.aspx/KB/gamemanuals/cine/jstktheo.tiff
JOYSTICK CONTROL CIRCUITRY The Joystick circuitry is used in conjunction with the CPU Board to perform an analog to digital conversion. The X & Y pots on the joystick control work in the same manner with identical circuitry. One end of each pot is connected to +15 and the other end to -15V. The center wiper of each pot goes to its corresponding circuitry. The voltage off the pot is fed into the input of a noninverting DC amp, the capacitors on the input are used to smooth out the response when moving the jo
File: /kb_dl.aspx/KB/gamemanuals/cine/jstktheo.tiff - 45 K - Updated 1998.03.22
/kb_dl.aspx/KB/gamemanuals/cine/serv1.tiff
I. c:L’ , * L CINEMATRONICS 1 468 Pioneer Way. El Cajon, California 92020 Telax—Cinemet 897891 (71 4) 440-2933 September 24, 1980 Attn: Distributors! Operators Re: Burned 47ohm Resistors in Current Amplifiers Serviceperson(s): A common failure of the current amplifier, especially on older monitors, is blowing of circuit breakers CB1 and CB2 accompanied by burning of 47 ohm resistors around the power transistor molex. The power drivers should not be unplugged during gañie operation, or the same resistors wil
File: /kb_dl.aspx/KB/gamemanuals/cine/serv1.tiff - 49 K - Updated 1998.03.22
/kb_dl.aspx/KB/gamemanuals/cine/serv7.tiff
CINEMATRONICS tzzzz__ __zz 1 4GB Pioneer Way. El Cejen, California 92020 Telex—Cinemet 697891 (714)440-2933 ANALOG SWITCH SUBSTITUTION BOARD: 72—10968-XX The industry wide shortage of analog switch (LFl333l) which is used in the Cinematronics Display Assembly, has made it necessary to use a substitution. The replacement part is No H15045 (or H15049). Due to the discrepancy between the pinouts of the LF13331 aid the H15045, itis necessary to add a small printed circuit board to the display assembly to allow
File: /kb_dl.aspx/KB/gamemanuals/cine/serv7.tiff - 68 K - Updated 1998.03.22
/kb_dl.aspx/KB/pinouts/space_position.txt
Space Position Pinout = JAMMA ------------------------------- Note: The manual says that the game has Jamma pinout, but on the pinout listed are the controls not the same as Jamma. However, the power and monitorpinout are the same as Jamma. Dip sw.1 -------- | Coin 2 | Coin 1 | 1 2 3 4 5 6 7 8 ----------------------------------------------------------- - - - - - - - - 1Coin/1Play - - - +
File: /kb_dl.aspx/KB/pinouts/space_position.txt - 2 K - Updated 2003.01.06
/kb_dl.aspx/KB/gametech/asteroidsdeluxe.txt
Typed in by Doug Jefferys (dougj@sco.com) Asteroids Deluxe settings: 0 = OFF 1 = ON X = Don't Care $ = Atari suggests 8 SWITCH DIP (R5) 87654321 -------- XXXXXX11 English $ XXXXXX10 German XXXXXX01 French XXXXXX00 Spanish XXXX11XX 2-4 ships XXXX10XX 3-5 ships $ XXXX01XX 4-6 ships XXXX00XX 5-7 ships XXX1XXXX 1-play minimum $ XXX0XXXX 2-play minimum 11XXXXXX Bonus ship every 10,000 points $ 10XXXXXX Bonus ship every 12,000 points 01XXXXXX Bonus ship every 15,000 points 00XXX
File: /kb_dl.aspx/KB/gametech/asteroidsdeluxe.txt - 1 K - Updated 1996.01.23
/kb_dl.aspx/KB/gametech/eagle-.txt
Eagle Centuri, 1980 Eagle Option Switch Settings At least my version* ----------------------------------------------------------------------------- DIP Switch Settings 1 2 3 4 5 6 Option ----------------------------------------------------------------------------- Replay (Three more ships but at a hard level) ------ (and
File: /kb_dl.aspx/KB/gametech/eagle-.txt - 2 K - Updated 1996.08.09
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
Centipede pinouts
Centipede Pinout and Switch Settings
File: /kb_dl.aspx/KB/gametech/centipede tech.html - 8 K - Updated 2006.12.20
/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
Crazy Climber Memory Map
CRAZY CLIMBER HARDWARE DETAILS AND MEMORY MAP by Lionel Theunissen. 08/01/97) Please don't take any of this information as gospel. This is what I have gleaned from my analysis of the CC ROMs and circuits, and I could be wrong about a few things. Some of it is best guess, but most of it should be correct. Bear in mind that it was quite a while ago (3 years) that I was originally working on this, so coming back into it I'm a little fuzzy on details. VIDEO: The video circuitry for Crazy Climber is
File: /kb_dl.aspx/KB/gametech/crazyclimbermap.html - 5 K - Updated 2000.01.23
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
Adapter to plug Asteroids Deluxe board into Asteroids harness
Inspired from the recent posting on converting a Gravitar/Black Widow to a Tempest/Major Havoc, I've decided to document a similar conversion to and from Asteroids Deluxe. This is a simpler conversion than the aforementioned Tempest hackery, but you should still read everything first and be sure you understand what you're doing before proceeding. Although I can't guarantee 24-hour delivery, I'll also try to respond to any questions you may have... Credit goes to Rick Schieve and Steve Ozdemir for letting
File: /kb_dl.aspx/KB/gametech/asteroids deluxe.html - 14 K - Updated 1999.11.01
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/spaceduel.txt
From the manual (TM-181; 1st printing): Table 1-1 Game Option Settings (Settings of 8-Toggle Switch on Space Duel game PCB at D4) 8 7 6 5 4 3 2 1 Option On Off 3 ships per game Off Off 4 ships per game $ On On 5 ships per game Off On 6 ships per game On Off *Easy game difficulty Off Off Normal game difficulty $ On On
File: /kb_dl.aspx/KB/gametech/spaceduel.txt - 3 K - Updated 1994.01.05
/kb_dl.aspx/KB/datasheets/6502/6502-nmos.extra.opcodes.txt
"Extra Instructions Of The 65XX Series CPU" By: Adam Vardy (abe0084@infonet.st-johns.nf.ca) [File created: 22, Aug. 1995... 27, Sept. 1996] The following is a list of 65XX/85XX extra opcodes. The operation codes for the 6502 CPU fit in a single byte; out of 256 possible combinations, only 151 are "legal." This text describes the other 256-151= 105 operation codes. These opcodes are not generally recognized as part of the 6502 instruction set. They are also referred to as undef
File: /kb_dl.aspx/KB/datasheets/6502/6502-nmos.extra.opcodes.txt - 20 K - Updated 1999.07.12
Galaga Pinouts and Configuration
Galaga Pinouts and Dip Switches, for official and bootleg boards
File: /kb_dl.aspx/KB/gametech/galaga tech.html - 14 K - Updated 2002.05.20
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 - 6 K - Updated 1999.11.03
/kb_dl.aspx/KB/gamemanuals/atari/4pfb2a.tiff
The address decoder outputs the scroilfield write enable signal SFWR, and the microprocessor. selects the appropriate RAM pair with address lines ABUSO and ABUS5. ____ +5J OUTØ In 20 CK 6 “0 s (b 2b LS4 Sp BQ F/F 3t 3Q 7D 7Q 40 OC (?l 110 F—1, R5 s:i:. Sheet 2, Side A DP-139-02 1st PRINTING !‘ 2C3 2 C2 2C1 2C0 L5153 l”3 DATA SELl Ic2 I CI VIDEO GENERATOR SFRDA SFRDB 1t4 2 C3 2(2 2Y 2C1 zc L5153 I (3 DATA SELl 1(1 MLIX ILl I Cø I a SFRDA SFRDS 2(3 2C2 2(1 zc L5153 1C3 DATA SEL/ Ic2 IbIUX IC’ I (0 I 2 SFRDA S
File: /kb_dl.aspx/KB/gamemanuals/atari/4pfb2a.tiff - 509 K - Updated 1998.04.07
/kb_dl.aspx/KB/pinouts/red_baron.txt
Red Baron --------- P20 (Main PCB) _______ GND | 1| A| GND +5V | 2| B| +5V +22V | 3| C| -22V | 4| D| | 5| E| Coin:Left Slam | 6| F| Coin:Center Test | 7| H| Coin:Right Counter:Left | 8| J| Counter:Right Counter:Center | 9| K| |10| L| X invert (ground for Non-Mirrored Cabinets) |11| M| GND |12| N| GND |13| P| GND
File: /kb_dl.aspx/KB/pinouts/red_baron.txt - 6 K - Updated 2003.01.06
/kb_dl.aspx/KB/gametech/gravitar2majorhavoc.txt
-----------------------------cut here--------------------------------------- The following documents what is necessary to convert a Gravitar (GRAV), Space Duel (SD) or Black Widow (BW) to play Major Havoc (MH). Last Modified: Feb 22 1994 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 t
File: /kb_dl.aspx/KB/gametech/gravitar2majorhavoc.txt - 6 K - Updated 1994.11.02
Mortal Kombat FAQ Version 5.0
******************************************************************************** * * * Mortal Kombat Comprehensive Moves, Combos, Fatalities, and Hints Listing * * (almost FAQ) (Posted at the beginning and middle of each month) * ******************************************************************************** Version 5.0 (4/28/93) (Last Major Revision for a LONG while) What's New: o Complete
File: /kb_dl.aspx/KB/faqs/faq-mortal kombat.html - 62 K - Updated 1999.10.30
/kb_dl.aspx/KB/pinouts/super_dodge_ball.txt
SUPER DODGE BALL Pinout = JAMMA --------------------------------- DIP SW 1 1 2 3 4 5 6 7 8 ----- ON OFF EASY OFF OFF NORMAL OFF ON HARD ON ON VERY HARD ---- NOT USED ------------ DIP SW 2 1 2 3 4 5 6 7 8 COIN/CREDIT OFF OFF OFF
File: /kb_dl.aspx/KB/pinouts/super_dodge_ball.txt - 1 K - Updated 2003.01.06
/kb_dl.aspx/KB/pinouts/two_crude.txt
TWO CRUDE Pinout = JAMMA -------------------------- DIP SW 1 1 2 3 4 5 6 7 8 COIN/CREDIT ----- OFF OFF OFF 1/1 COIN 1 ON OFF OFF SW 4-6 SAME 1/2 OFF ON OFF 1-3 FOR 1/3 ON ON OFF COIN 2 1/4 OFF OFF ON 1/5 ON OFF ON 1/6 OFF ON ON
File: /kb_dl.aspx/KB/pinouts/two_crude.txt - 1 K - Updated 2003.01.06
/kb_dl.aspx/KB/pinouts/violence_fight.txt
VIOLENCE FIGHT Pinout = JAMMA ------------------------------- DIP SW A 1 2 3 4 5 6 7 8 ----- OFF TABLE ON UPRIGHT X VIDEO FLIP ON TEST ON DEMO SOUND OFF OFF OFF 1/1 COIN/CREDIT
File: /kb_dl.aspx/KB/pinouts/violence_fight.txt - 1 K - Updated 2003.01.06
/kb_dl.aspx/KB/gametech/ay8910b.tiff
AEF (input>: pin 23 (AY-3-8910) pin 21 (AY-3-8913) pin 16 (AY-3-8912) For initialization/power-on purposes, applying j2ic “0” (ground) to the %I pin will reset all registers to “0”. The Weset pin is provided ,with an on-chip pun-up resistor. - CLOCK (Input): pin 22 (AY-3-8910) pin 20 (AY-3-813) pin 15 (AY-3-8912) This TTL-compatible Input supplies the timing reSerence fór the Tone. Noise and Envelope Generators. BDIR, BC2, BCI (inputs): pins 27,28,29 (AY-3-8916 pins 18,19,20 (AY-3--8912) pins 2, 3 (No BC2 o
File: /kb_dl.aspx/KB/gametech/ay8910b.tiff - 221 K - Updated 1997.10.08
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
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 - 4 K - Updated 2000.01.19
/kb_dl.aspx/KB/pinouts/asteroids_deluxe.txt
Asteroids Deluxe ---------------- 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 DIAGNOSTIC STEP | K | 9 | SLAM SELF TEST | L | 10 | SHIELD Z OUT | M | 11 | Z GND
File: /kb_dl.aspx/KB/pinouts/asteroids_deluxe.txt - 2 K - Updated 2003.01.06
/kb_dl.aspx/KB/gametech/spacedue.txt
SPACE DUEL 1 GND A GND 2 +5 B +5 3 +22 C 4 -22 D 5 E +10.3 UNREG 6 R COIN F LOCK OUT 7 SELECT LED H L COIN (CNTR) 8 LEFT 2 J START LED 9 SHIELD 2 K LEFT 1 10 THRUST 1 L SHIELD 1 11 SELECT M THRUST 2 12 SW GND N SW GND 13 SW GND P 14 SLAM R 15 S AUX COIN 16 L COIN T SELF
File: /kb_dl.aspx/KB/gametech/spacedue.txt - 4 K - Updated 1995.12.15
1996.09.29 GUIDE TO LOWER MAINLAND ARCADES
VERSION 1.0a : 1996.09.29 by Glenn Tarigan Additional comments by "Moby" Henry Kong Andrew Chang Feel free to distribute this document. Make sure the credits remain intact. I'd like to get some comments, especially from people who have been to any of the arcades mentioned here. What can I do to improve this guide? Do you have any details or opinions to add? Note: "Lower Mainland" refers to a southwest portion of British Columbia, Canada. The major arcades listed so far
File: /kb_dl.aspx/KB/faqs/faq-1996 lwr mainland arcades.html - 54 K - Updated 2000.02.20
/kb_dl.aspx/KB/pinouts/astyanax.txt
ASTYANAX Pinout = JAMMA ------------------------- DIP SW 1 1 2 3 4 5 6 7 8 COIN/CREDIT -------- OFF OFF OFF SW 4-6 SAME AS 1/1 COIN 1 OFF OFF ON 1-3 FOR COIN 2 1/2 OFF ON OFF 1/3 OFF ON ON 1/4 ON OFF OFF 1/5 ON OFF ON 2/1 ON ON OFF
File: /kb_dl.aspx/KB/pinouts/astyanax.txt - 2 K - Updated 2003.01.06
/kb_dl.aspx/KB/pinouts/crime_city.txt
CRIME CITY Pinout = JAMMA --------------------------- DIP SW A 1 2 3 4 5 6 7 8 -------- OFF SCRIBBLE ON 3 LETTERS X VIDEO FLIP ON TEST ON DEMO SOUND OFF OFF OFF 1/1 COIN/CREDIT
File: /kb_dl.aspx/KB/pinouts/crime_city.txt - 2 K - Updated 2003.01.06
/kb_dl.aspx/KB/pinouts/empire_strikes_back.txt
Empire Strikes Back (Atari, 1985) --------------------------------- Switch Settings for Game Play Options: Settings of 8-toggle switch of Star Wars game PCB (at 10D) 1 2 3 4 5 6 7 8 options ------------------------------------------------------------------------------ Off On 2 starting shields On On 3 starting shields Off Off 4 starting shields * On Off
File: /kb_dl.aspx/KB/pinouts/empire_strikes_back.txt - 1 K - Updated 2003.01.06
/kb_dl.aspx/KB/pinouts/mutant_fighter.txt
MUTANT FIGHTER Pinout = JAMMA ------------------------------- DIP SW 1 1 2 3 4 5 6 7 8 COIN/CREDIT ----- OFF OFF OFF 1/1 COIN 1 ON OFF OFF SW 4-6 SAME 1/2 OFF ON OFF AS 1-3 FOR 1/3 ON ON OFF COIN 2 1/4 OFF OFF ON 1/5 ON OFF ON 1/6
File: /kb_dl.aspx/KB/pinouts/mutant_fighter.txt - 2 K - Updated 2003.01.06
/kb_dl.aspx/KB/pinouts/speed_rumbler.txt
SPEED RUMBLER Pinout = JAMMA ------------------------------ DIP SW A 1 2 3 4 5 6 7 8 COIN/CREDIT ----- OFF OFF OFF 1/1 COIN 2 ON OFF OFF SW 4-6 SAME 1/2 OFF ON OFF AS 1-3 FOR 1/3 ON ON OFF COIN 1 1/4 OFF OFF ON 1/6 ON OFF ON 2/1 OFF
File: /kb_dl.aspx/KB/pinouts/speed_rumbler.txt - 2 K - Updated 2003.01.06
/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/superman.txt
SUPERMAN Pinout = JAMMA ------------------------- DIP SW A --------- 1 2 3 4 5 6 7 8 ---------------------------------------------------------------- OFF ALWAYS OFF X VIDEO FLIP ON TEST ON DEMO SOUND OFF OFF OFF SW
File: /kb_dl.aspx/KB/pinouts/superman.txt - 1 K - Updated 2003.01.06
/kb_dl.aspx/KB/pinouts/task_force_harrier.txt
TASK FORCE HARRIER Pinout = JAMMA ----------------------------------- DIP SW 1 1 2 3 4 5 6 7 8 ----- OFF OFF 3 # OF MEN ON OFF 2 OFF ON 4 ON ON 5 OFF OFF 200K BONUS MAN ON OFF NONE OF
File: /kb_dl.aspx/KB/pinouts/task_force_harrier.txt - 2 K - Updated 2003.01.06
/kb_dl.aspx/KB/monitortech/nintendo-color-invert.txt
From: phkahler@vela.acs.oakland.edu (Paul H. Kahler) Newsgroups: rec.games.video.arcade.collecting Subject: Nintendo Color Inversion (analog) Date: 22 Jul 94 17:02:42 GMT Keywords: Nintendo Color Invert Nintendo Color Inversion Circuit by Paul Kahler <phkahler@oakland.edu> -------------------------------------------------------------------------- This circuit is used to invert the color signals from old nintendo games so they may be used with standard (ie not Nintendo) monitors. One of these
File: /kb_dl.aspx/KB/monitortech/nintendo-color-invert.txt - 2 K - Updated 1999.08.01
Berzerk / Frenzy Dip Switch Settings, Pinouts, and more
Berzerk / Frenzy Dip Switch Settings, Pinouts, Memory Map
File: /kb_dl.aspx/KB/gametech/berzerk tech.html - 26 K - Updated 2002.04.26
/kb_dl.aspx/KB/gametech/bioniccommando.txt
Bionic Commando DIP SW A -------- 1 2 3 4 5 6 7 8 OFF OFF 3 # OF MEN ON OFF 4 OFF ON 5 ON ON 7 OFF UPRIGHT OFF OFF 20K,40K, EVERY 60K ON OFF 30/50/70 OFF ON 20K AND 60K ONLY ON ON
File: /kb_dl.aspx/KB/gametech/bioniccommando.txt - 1 K - Updated 1997.09.11
/kb_dl.aspx/KB/gametech/conversion_faq_v1.1.txt
1.0) Conversion FAQ: -------------------- COPYRIGHT 1994 REVISION NUMBER: 1.1 REVISION DATE: 02 November 1994 REVISION HISTORY: 1.1 (02/11/94 - Clarified technical details in {6.4}, Added a few words on manuals in {7.3} and analog controllers in {8.1.3}) REVISION HISTORY: 1.0 (01/11/94 - First public release; FTP only) CREATED BY: Doug Jefferys, Steve Ozdemir THANX TO: Wayne Aiken, Graham Bisset, Duncan Brown, David Hanes, To
File: /kb_dl.aspx/KB/gametech/conversion_faq_v1.1.txt - 115 K - Updated 1994.11.02
/kb_dl.aspx/KB/gametech/empirestrikesback.txt
Empire Strikes Back (Atari, 1985) Switch Settings for Game Play Options: Settings of 8-toggle switch of Star Wars game PCB (at 10D) 1 2 3 4 5 6 7 8 options ------------------------------------------------------------------------------ Off On 2 starting shields On On 3 starting shields Off Off 4 starting shields * On Off 5 starting sheilds On
File: /kb_dl.aspx/KB/gametech/empirestrikesback.txt - 1 K - Updated 1995.11.22
/kb_dl.aspx/KB/gametech/plotting.txt
PLOTTING DIP SW 1 1 2 3 4 5 6 7 8 ----- OFF 2 PLAYER MODE ON 1 PLAYER MODE X VIDEO FLIP ON TEST OFF DEMO SOUND ON OFF OFF 1/1 COIN/CREDIT ON OFF
File: /kb_dl.aspx/KB/gametech/plotting.txt - 2 K - Updated 1998.01.08
/kb_dl.aspx/KB/gametech/scramble.txt
* From: ung@filenet.com (Bill Ung) "Scramble" Dip Switch Settings -------------------------------- SW #1 SW #2 Rockets SW #3 Cabinet ----- ----- --------- ----- -------- OFF OFF Unlimited OFF Table OFF ON 5 ON Up Right ON OFF 4 ON ON 3 SW #4 SW #5 Coins/Play
File: /kb_dl.aspx/KB/gametech/scramble.txt - 1 K - Updated 1995.07.09
/kb_dl.aspx/KB/gametech/scramblefroggerturtlessnd.txt
Subject: TECH: Tips for Sound problems on Scramble, Frogger, Turtles. From: *pcjohn@monmouth.com (John Dondzila) Date: Fri, 18 Sep 1998 00:12:00 GMT These boards are all more or less the same. I've seen numerous requests over the last few years for sound help on these boards with no answers. My Turtles sound crapped out tonight, so let me share my notes ... (1) Check that the board is getting 12 volts. (Make sure the connector is clean ! Use a pencil eraser to remove crud) (2) Check that th
File: /kb_dl.aspx/KB/gametech/scramblefroggerturtlessnd.txt - 2 K - Updated 1998.09.24
Sinistar Standard Joystick Hack
SINISTAR joystick adaptation (Adapts a cheapie standard 8-way joyrod to SINISTAR which fancies a snazzy trillion position optical joyrod).
File: /kb_dl.aspx/KB/gametech/sinistar standard joystick hack.html - 3 K - Updated 2002.04.16
Smash TV strategy guide
Submitted by Unknown Don't try to conserve ammo. Your shots should be efficient and kill as much as possible, and you won't have time to think about conserving shots (esp. in the latter stages). The pattern of moves you should follow at the end of each board to reach the easiest boards is: Level 1: right, up; and then you have no choices. Level 2: up, right; and then again, no choices. Level 3: right, right, down; and then you have no choices. Following these moves should enable you to
File: /kb_dl.aspx/KB/gametech/smashtvstrategy.html - 5 K - Updated 2000.01.19
Tempest Tech Info
Tempest Dip Switch Settings, Pinouts, Memory Map, ROM Info and EAROM info
File: /kb_dl.aspx/KB/gametech/tempest tech.html - 15 K - Updated 2002.04.25
/kb_dl.aspx/KB/gametech/zerohour.txt
ZERO HOUR DIP SW A 1 2 3 4 5 6 7 8 ------ ON ON 2 # OF SHIPS OFF OFF 3 OF ON 4 ON OFF 5 OFF OFF 5K BONUS SHIP OFF ON 8K ON OFF 10K ON
File: /kb_dl.aspx/KB/gametech/zerohour.txt - 2 K - Updated 1997.07.07
/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/pinout_help.txt
----------------------------------------------------------------------------. Title : Arcade Game Pinouts : Date : 09-January-2003 : Source : taken from the Conversion FAQ v1.1 : by Doug Jefferys, Steve Ozdemir : and pinout identification by Tim Lindquist : --------------------------------------
File: /kb_dl.aspx/KB/pinouts/pinout_help.txt - 39 K - Updated 2003.01.09
/kb_dl.aspx/KB/pinouts/aero_fighters.txt
Aero Fighters Pinout = JAMMA ------------------------------ Dip sw.1 -------- 1 2 3 4 5 6 7 8 ----------------------------------------------------------- Coin Slot - Same + Individual | Coin 1 | Coin 2 | Coins - - - - - - 1Coin/1Play + - - + - - 2Coin/1Play - + - - + - 3Coin/1Play
File: /kb_dl.aspx/KB/pinouts/aero_fighters.txt - 2 K - Updated 2003.01.06
/kb_dl.aspx/KB/pinouts/clutch_hitter.txt
CLUTCH HITTER Pinout = JAMMA ------------------------------ DIP SW A 1 2 3 4 5 6 7 8 COIN/CREDIT -------- OFF OFF OFF OFF 1/1 COIN 1 ON OFF OFF OFF 1/2 OFF ON OFF OFF SW 5-8 FOR COIN 2 1/3 ON ON OFF OFF SAME AS 1-4 1/4 OFF OFF ON OFF 1/5 ON OFF ON OFF 1/6 OFF ON ON OFF
File: /kb_dl.aspx/KB/pinouts/clutch_hitter.txt - 2 K - Updated 2003.01.06
/kb_dl.aspx/KB/pinouts/combat.txt
Combat Pinout = JAMMA ----------------------- Dip sw.A -------- | Coin 1 | Coin 2 | 1 2 3 4 5 6 7 8 Coin Play --------------------------------------------------- Coins - - - - - - 1 1 + - - + - - 1 2 - + - - + - 1 3 + + - + + - 2 1 - - + - - + 3 1 + - + + - +
File: /kb_dl.aspx/KB/pinouts/combat.txt - 2 K - Updated 2003.01.06
/kb_dl.aspx/KB/pinouts/double_dragon_ii.txt
Double Dragon II Romstar, Inc. Pinout = JAMMA ------------------------------------------------ |---------------------------------------------------------------------------| | DIP Switch 1 Settings | |---------------------------------------------------------------------------| | Function: | SW#1 SW#2 SW#3 SW#4 SW#5 SW#6 SW#7 SW#8 | |---------------------------------------------------------------------------| | Coin Switc
File: /kb_dl.aspx/KB/pinouts/double_dragon_ii.txt - 5 K - Updated 2003.01.06
/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/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/metal_black.txt
Metal Black pinout = JAMMA ---------------------------- Dip sw.A -------- 1 2 3 4 5 6 7 8 ----------------------------------------------------------- Not Used - Not Used Screen - Normal + Reverse Mode - Game Mode + Test Mode Demo Sound - Yes
File: /kb_dl.aspx/KB/pinouts/metal_black.txt - 2 K - Updated 2003.01.06
/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/pinouts/silk_worm.txt
SILKWORM Pinout = JAMMA ------------------------- Jeep controls are on the right side of the control panel DIP SW 1 --------- 1 2 3 4 5 6 7 8 ------------------------------------------COIN/CREDIT OFF OFF COIN 2 1/1 COIN 1 OFF ON SAME AS 2/1 ON OFF SW 1-2 1/2 ON ON 1/3
File: /kb_dl.aspx/KB/pinouts/silk_worm.txt - 2 K - Updated 2003.01.06
/kb_dl.aspx/KB/pinouts/strikers_1945.txt
Strikers 1945 Pinout = JAMMA ----------------------------- ---------------------------------------------------------------------------- Option (DIP Swtich #1) | SW1 | SW2 | SW3 | SW4 | SW5 | SW6 | SW7 | SW8 | --------------------------|-----|-----|-----|-----|-----|-----|-----|-----| Coin Slot Same* | OFF | | | | | | | | Coin Slot Individual | ON | | | | | | | | --------------------------|-----|-----|-----|----
File: /kb_dl.aspx/KB/pinouts/strikers_1945.txt - 4 K - Updated 2003.01.06
/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/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/pinouts/varth.txt
VARTH Pinout = JAMMA ---------------------- DIP SW A 1 2 3 4 5 6 7 8 COIN/CREDIT -------- OFF OFF OFF 1/1 COIN 1 ON OFF OFF SW 4-6 SAME 1/2 OFF ON OFF AS 1-3 FOR 1/3 ON ON OFF COIN 2 1/4 OFF OFF ON 1/6 ON OFF ON 2/1 OFF ON
File: /kb_dl.aspx/KB/pinouts/varth.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/wwf_superstars.txt
WWF Superstars (Technos) Pinout = JAMMA ---------------------------------------- Dip Switch 1 -------------------------- 1 2 3 4 5 6 7 8 -------------------------- COIN 1 [switches 4-6 do same for COIN 2] - - - 1 coin 1 play + - - 1 coin 2 plays - + - 1 coin 3 plays + + - 1 coin 4 plays - - + 1 coin 5 plays + - + 2 coins 1 play - + +
File: /kb_dl.aspx/KB/pinouts/wwf_superstars.txt - 2 K - Updated 2003.01.06
/kb_dl.aspx/KB/pinouts/zero_team.txt
ZERO TEAM Pinout = JAMMA -------------------------- DIP SW 1 1 2 3 4 5 6 7 8 COIN/CREDIT ----- OFF OFF OFF 1/1 COIN 1 ON OFF OFF SW 4-6 SAME 1/2 OFF ON OFF AS 1-3 FOR 1/3 OFF OFF ON COIN 2 1/4 ON ON OFF 1/6 ON OFF ON 2/1 OFF ON ON
File: /kb_dl.aspx/KB/pinouts/zero_team.txt - 2 K - Updated 2003.01.06
/kb_dl.aspx/KB/gametech/aliensyndrome.txt
Alien Syndrome Switches DIP 1 1 2 3 4 5 6 7 8 ----- COIN 1 OFF OFF OFF OFF 1/1 COIN/CREDIT ON OFF OFF OFF 1/2 OFF ON OFF OFF SW 5-8 SAME 1/3 ON ON OFF OFF AS 1-4 FOR 1/4 OFF OFF ON OFF COIN 2 1/5 ON OFF ON OFF 1/6 OFF ON ON OFF 2/1 ON
File: /kb_dl.aspx/KB/gametech/aliensyndrome.txt - 2 K - Updated 1997.04.01
Videogames on Alternative Monitors FAQ
Submitted by Jonathan Dawes (jond@videologic.com) Last Updated: 12th Nov. 96 This FAQ is an attempt to provide answers to all those who, like me, have tried to attach their video games to either TVs or VGA monitors. It covers VGA monitors, SCART TVs, and RGB to composite video/UHF. Thanks to John Keay for the SCART and 1084 pinouts If you have any comments please feel free to mail me at Disclaimer This document is provided for informational purposes only. While every effort has been
File: /kb_dl.aspx/KB/gametech/alternatemonitors.html - 8 K - Updated 2000.01.20
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/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
HEAVY BARREL complete strategy guide
Submitted by Julius Yang A somewhat obscure game, Heavy Barrel uses the same controls as Ikari Warriors, but is a better game IMHO due to the availability of different weapons, not just augmented versions of weapons. The objective is to wipe out a military complex filled with soldiers and lethal military equipment. The available weapons are the standard machine gun, the heavy machine gun, the fan gun, the flamethrower, and the Heavy Barrel. Grenade weapons include standard grenades, red grenades,
File: /kb_dl.aspx/KB/gametech/heavybarrelstrategy.html - 7 K - Updated 2000.01.19
/kb_dl.aspx/KB/gametech/lunar.lan.txt
LUNAR LANDER PLUGS INTO ASTEROIDS HARNESS DONT KNOW WHAT THE CONTROLS ARE THOUGH POWER IS SAME 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
File: /kb_dl.aspx/KB/gametech/lunar.lan.txt - 1 K - Updated 1996.04.04
/kb_dl.aspx/KB/gametech/mr-do-ca.stl.txt
MR. DO'S CASTLE DIP SW A 1 2 3 4 5 6 7 8 ------ OFF OFF 3 # OF MEN OFF ON 4 ON OFF 5 ON ON 2 OFF TABLE ON UPRIGHT OFF
File: /kb_dl.aspx/KB/gametech/mr-do-ca.stl.txt - 2 K - Updated 2003.03.15
/kb_dl.aspx/KB/gametech/mr-do.txt
MR. DO DIP SW A 1 2 3 4 5 6 7 8 ------ OFF OFF 3 # OF MEN OFF ON 4 ON OFF 5 ON ON 2 OFF TABLE ON UPRIGHT OFF EASY EXT
File: /kb_dl.aspx/KB/gametech/mr-do.txt - 2 K - Updated 2003.03.15
/kb_dl.aspx/KB/gametech/pitfall2.txt
DIP SW A 1 2 3 4 5 6 7 8 COIN/CREDIT --------- OFF OFF OFF OFF _______________ 1/1 COIN 1 ON OFF OFF OFF | | 1/2 OFF ON OFF OFF |SW 5-8 SAME AS | 1/3 ON ON OFF OFF |1-4 FOR COIN 2 | 1/4 OFF OFF ON OFF |_______________| 1/5 ON OFF ON OFF 1/6 OFF ON ON OFF 2/1 ON ON ON OFF
File: /kb_dl.aspx/KB/gametech/pitfall2.txt - 3 K - Updated 1997.07.01
QIX to JAMMA
This document will detail the wiring necessary to convert a QIX boardset to run on a JAMMA harness. It is assumed that you have the following: A working QIX boardset consisting of the Video Processor PCB, the ROM I/O PCB and the Data/Sound PCB. The 50pin ribbon cables that connect these 3 boards together. The metal mounting plate that holds all 3 boards. (preferably) the original wiring harness (not necessary, but it makes things MUCH easier!) In case you DO have the original harness, I ha
File: /kb_dl.aspx/KB/gametech/qix to jamma.html - 8 K - Updated 1999.11.02
/kb_dl.aspx/KB/gametech/stratvox.txt
STRATOVOX GAME BOARD SOUND BOARD T COMP SIDE G CKT SIDE ------------ ------------- ----------- 1 +5V 1 GND A GND 2 +5V 2 GND B GND 3 +12V 3 GND C GND 4 +12V 4 SP D SP 5 -5V 5
File: /kb_dl.aspx/KB/gametech/stratvox.txt - 3 K - Updated 1996.02.25
/kb_dl.aspx/KB/gametech/varth.txt
VARTH DIP SW A 1 2 3 4 5 6 7 8 COIN/CREDIT -------- OFF OFF OFF 1/1 COIN 1 ON OFF OFF SW 4-6 SAME 1/2 OFF ON OFF AS 1-3 FOR 1/3 ON ON OFF COIN 2 1/4 OFF OFF ON 1/6 ON OFF ON 2/1 OFF ON ON 3/1
File: /kb_dl.aspx/KB/gametech/varth.txt - 2 K - Updated 1998.01.08
/kb_dl.aspx/KB/gametech/willow.txt
WILLOW DIP 1 1 2 3 4 5 6 7 8 COIN/CREDIT ----- OFF OFF OFF 1/1 COIN 1 ON OFF OFF SW 4-6 SAME 1/2 OFF ON OFF SW 1-3 FOR 1/3 ON ON OFF COIN 2 1/4 OFF OFF ON SW 1-6 0N 2/1 ON OFF ON 2 COIN ST 3/1 OFF ON ON 1 COIN CONT 4/1 ON
File: /kb_dl.aspx/KB/gametech/willow.txt - 3 K - Updated 1998.01.08
/kb_dl.aspx/KB/gametech/zeroteam.txt
ZERO TEAM DIP SW 1 1 2 3 4 5 6 7 8 COIN/CREDIT ----- OFF OFF OFF 1/1 COIN 1 ON OFF OFF SW 4-6 SAME 1/2 OFF ON OFF AS 1-3 FOR 1/3 OFF OFF ON COIN 2 1/4 ON ON OFF 1/6 ON OFF ON 2/1 OFF ON ON 3/1 ON ON ON
File: /kb_dl.aspx/KB/gametech/zeroteam.txt - 2 K - Updated 1997.07.07
/kb_dl.aspx/KB/gametech/text/cabal.txt
Howdy These are the DIP switch settings for the Cabal PCB, as determined by trial & error on my part. I _assume_ these settings probably also work for Blood Brothers, since that was a direct sequel of Cabal (same darn game, just w/ different graphics). Note, I do not guarantee their accuracy and if your board goes up in smoke because you followed this list or your dog runs away or anything else, IT IS NOT MY FAULT! If you have any questions, you can reach me (Jason Dante Bardis) at jasonbar@engineering
File: /kb_dl.aspx/KB/gametech/text/cabal.txt - 1 K - Updated 1996.02.03
/kb_dl.aspx/KB/gametech/text/starwars.txt
Star Wars Table 1-2 Switch settings for play options seeetings of 8-toggle switch of Star Wars game PCB (at 10D) 1 2 3 4 5 6 7 8 options ------------------------------------------------------------------------------ On On 6 starting shields Off On 7 starting shields On Off 8 starting shields Off Off 9 starting sheilds On On
File: /kb_dl.aspx/KB/gametech/text/starwars.txt - 2 K - Updated 1993.12.14
/kb_dl.aspx/KB/gametech/text/wwfsuper.txt
WWF Superstars (Technos) Switch Settings Dip Switch 1 -------------------------- 1 2 3 4 5 6 7 8 -------------------------- COIN 1 [switches 4-6 do same for COIN 2] - - - 1 coin 1 play + - - 1 coin 2 plays - + - 1 coin 3 plays + + - 1 coin 4 plays - - + 1 coin 5 plays + - + 2 coins 1 play - + + 3 coins 1 play + + +
File: /kb_dl.aspx/KB/gametech/text/wwfsuper.txt - 1 K - Updated 1995.12.21
/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/board pinouts/futurespy.txt
Future Spy Pinouts Note: this is adapted from David Holcomb's very thorough Zaxxon pinouts file. See game_archive/boardPinots/Zaxxon.pin on wiretap.spies.com for more info. Future Spy belongs to the small Zaxxon family of boards (Zaxxon, Super Zaxxon, and Future Spy) that all run off of the same hardware. Although Super Zaxxon requires a small extra soundboard, Future Spy _appears_ to be nothing more than a straight ROM swap away from an original Zaxxon board. There are only 2 small differences between
File: /kb_dl.aspx/KB/gametech/board pinouts/futurespy.txt - 4 K - Updated 1996.04.19
/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/karatechamp.txt
3/19/96 Corrected pin lettering to match manual and standard (previously lettered sequentially A-V) Added -5V on pin V as shown in documentation Franklin Bowen (mjrhavoc@clark.net) Data East Karate Champ Connector This is for what I thought was the second in the Karate Champ Series, I am not sure if the first game has the same pinouts or not and would appreciate hearing if someone knows. This is the Karate Champ that has different background scenes for each Dan. The first i
File: /kb_dl.aspx/KB/gametech/board pinouts/karatechamp.txt - 4 K - Updated 1996.03.20
/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
/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 - 4 K - Updated 2003.01.06
/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/gametech/cliffhan.ger.txt
From: rik@metronet.com (RiK) Subject: DIP Switch settings for Cliffhanger. Date: 18 May 1995 05:08:48 GMT ---------------------------------- Cliff Hanger DIP switch settings (Rev A6) [rik@metronet.com] * denotes factory setting ---------------------------------- ADJUSTMENTS Move Switches Diff. 7 6 5 4 ----- ------------------ 1 OFF OFF OFF OFF EASIEST 2 OFF OFF OFF ON 3 OFF OFF ON OFF 4 OFF OFF ON ON 5 OFF ON
File: /kb_dl.aspx/KB/gametech/cliffhan.ger.txt - 4 K - Updated 1996.03.25
/kb_dl.aspx/KB/gametech/cliffhanger.txt
From: rik@metronet.com (RiK) Subject: DIP Switch settings for Cliffhanger. Date: 18 May 1995 05:08:48 GMT ---------------------------------- Cliff Hanger DIP switch settings (Rev A6) [rik@metronet.com] * denotes factory setting ---------------------------------- ADJUSTMENTS Move Switches Diff. 7 6 5 4 ----- ------------------ 1 OFF OFF OFF OFF EASIEST 2 OFF OFF OFF ON 3 OFF OFF ON OFF 4 OFF OFF ON ON 5 OFF ON
File: /kb_dl.aspx/KB/gametech/cliffhanger.txt - 4 K - Updated 1995.05.25
/kb_dl.aspx/KB/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
File: /kb_dl.aspx/KB/pinouts/wizard_of_wor.txt - 8 K - Updated 2003.01.06
/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/pinouts/captain_america_and_the_avengers.txt
CAPTAIN AMERICA AND THE AVENGERS Pinout = JAMMA ------------------------------------------------- CN3,4 CN7 ------ --- 1 COIN 1 LEFT SP+ 2 ---- 2 LEFT SP- 3 LEFT 3 RIGHT SP+ 4 RIGHT 4 RIGHT SP- 5 UP 6 DOWN 7 PUSH 1 8 PUSH 2 9 ---- 10 ---- 11 ---- 12 ---- 13 ---- 14 ---- 15 GND DIP SW 1 -------- 1 2 3 4 5 6 7 8 OF
File: /kb_dl.aspx/KB/pinouts/captain_america_and_the_avengers.txt - 2 K - Updated 2003.01.06
/kb_dl.aspx/KB/pinouts/championship_baseball.txt
CHAMPIONSHIP BASEBALL --------------------- CKT SIDE COMP SIDE -------- --------- A1 GND B1 GND A2 GND B2 GND A3 B3 4 SP 4 5 +12V 5 +12V 6 2 DOWN 6 2 UP 7 2 RIGHT 7 2 LEFT 8 1 RIGHT 8 1 LEFT 9 +5V 9 +5V 10 2 STEAL
File: /kb_dl.aspx/KB/pinouts/championship_baseball.txt - 2 K - Updated 2003.01.06
/kb_dl.aspx/KB/pinouts/columns.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.txt - 2 K - Updated 2003.01.06
/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/commando.txt
COMMANDO -------- CKT SIDE COMP SIDE -------- --------- 1 PL 1 DOWN A PL 2 DOWN 2 PL 1 UP B PL 2 UP 3 PL 1 LEFT C PL 2 LEFT 4 PL 1 RIGHT D PL 2 RIGHT 5 E 6 F 7 H 8 J 9 PL 1 SHOOT 1 K PL 2 SHOOT 1 10 PL 1 SHOOT 2 L PL 2 SHOOT 2 11 1 S
File: /kb_dl.aspx/KB/pinouts/commando.txt - 3 K - Updated 2003.01.06
/kb_dl.aspx/KB/pinouts/cosmic_cop.txt
Cosmic Cop Pinout = JAMMA --------------------------- Dip sw.1 -------- 1 2 3 4 5 6 7 8 ----------------------------------------------------------- Player - - 3 + - 2 - + 4 + + 5 Difficulty - - Normal + -
File: /kb_dl.aspx/KB/pinouts/cosmic_cop.txt - 3 K - Updated 2003.01.06
/kb_dl.aspx/KB/pinouts/double_dragon_iii.txt
"Double Dragon 3" Pinout = JAMMA -------------------------------- Dip Switch Set #1 Options Dip Switch Number 1 2 3 4 5 6 7 8 Coin Pricing *1 Coin /1 Play OFF OFF 1 Coin /2 Plays ON OFF 2 Coins/1 Play OFF ON 3 Coins/1 Play ON ON Discount for Continue? *Without Discount Price OFF With Discount Price
File: /kb_dl.aspx/KB/pinouts/double_dragon_iii.txt - 2 K - Updated 2003.01.06
/kb_dl.aspx/KB/pinouts/ghox.txt
Ghox, Taoplan Pinout = JAMMA ------------------------------- This game uses REVOLVE CONTROLER's. Same as Arkanoid, but you can move the Controler left and right. CN1 --------------- 1 1P Controler A 2 +5V 3 GND 4 1P Controler B 5 2P COntroler A 6 +5V 7 GND 8 2P Controler B Dip sw.1 -------- 1 2 3 4 5 6 7 8 ----------------------------------------------------------- Not Used - Not Used Screen
File: /kb_dl.aspx/KB/pinouts/ghox.txt - 2 K - Updated 2003.01.06
/kb_dl.aspx/KB/pinouts/journey.txt
Journey (C) 1983 Bally/Midway (C) 1983 Artist & Friends/Nightmare Inc. OPTION SWITCH SETTINGS Switch No 1 (At B3 - Located on SOund I/O P.C. Board) Function SW#1 SW#2 SW#3 SW#4 SW#5 SW#6 SW#7 SW8 SW#9 SW#10 ---------------------------------------------------------------------- XX XX XX XX XX XX 1 Coin Meter ON ** @ Coin Meters OFF Upright/Mini ON Cocktail Table OFF **Coin Continue (On)
File: /kb_dl.aspx/KB/pinouts/journey.txt - 2 K - Updated 2003.01.06
/kb_dl.aspx/KB/pinouts/jungle_hunt.txt
JUNGLE HUNT ------------- COMP SIDE CKT SIDE 12 PIN --------- -------- ----- 1 GND A GND 1 GND 2 VID RED B VID GND 2 GND 3 VID GN C VID BL 3 GND 4 SYNC D 4 GND 5 SP+
File: /kb_dl.aspx/KB/pinouts/jungle_hunt.txt - 4 K - Updated 2003.01.06
/kb_dl.aspx/KB/pinouts/legend_of_kage.txt
LEDGEND OF KAGE --------------- PARTS G SOLDER H PARTS T SOLDER --------- ----------- ------------ --------- --------- GND 1 GND 1 GND GND 1 GND RED 2 GND 2 GND GND 2 GND GREEN 3 BLUE 3 GND GND 3 GND SYNC 4 4 GND GND 4 GND SP 5 SP
File: /kb_dl.aspx/KB/pinouts/legend_of_kage.txt - 3 K - Updated 2003.01.06
/kb_dl.aspx/KB/pinouts/major_title.txt
MAJOR TITLE ------------ DIP SWITCH 1 | Option |Setting | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | --------------------------------------------------------------------------------- | | 2 | OFF | OFF | | | | | | | |NUMBER OF | 1 | ON | OFF | | | | | | | |PLAYERS | 3 | OFF | ON | | | | | | | | | 4 | ON | O
File: /kb_dl.aspx/KB/pinouts/major_title.txt - 5 K - Updated 2003.01.06
/kb_dl.aspx/KB/pinouts/nebulousbee.txt
Nebulous Bee (Galaga bootleg) First EPROM (location 4R) checksum $DBE1 Typed in by Martin Olsson (martin@algonet.se) 01-07-19. I take no responsibility whatsoever to what may happen to your circuit board if you use this pin configuration. 36-pin edge connector: Component side Pin Solder side 1 VIDEO SYNC 2 VIDEO GREEN 3 VIDEO BLUE VIDEO RED 4
File: /kb_dl.aspx/KB/pinouts/nebulousbee.txt - 4 K - Updated 2003.01.06
/kb_dl.aspx/KB/pinouts/pooyan.txt
POOYAN, KONAMI -------------- Solder Side | Parts Side ________________________________|___________________________________ -5V | A | 1 | +12 Speaker | B | 2 | Speaker 2P Button 2 | C | 3 | 2P Button 1 2P Left | D | 4 | 2P Right 1P Start | E | 5 | 2P Start
File: /kb_dl.aspx/KB/pinouts/pooyan.txt - 3 K - Updated 2003.01.06
/kb_dl.aspx/KB/historical documents/atari games vaxmail/vax87.txt
Atari/Atari Games VaxMail 1987 Jed Margolin ___________________________________________________________________________ From: KIM::RAINS 2-JAN-1987 10:27:26.19 To: @sys$mail:engineer CC: Subj: Computer Health Note #3 VAX-edrin Headache #3 You've been poking around somewhere in another directory (something like SYS$USERDISK:[FRED.STUFF.MORESTUFF.EVENMORESTUFF]) and now you have found something you want to get back to or reference with out so much directory name baggage. Sure, it doesn't
File: /kb_dl.aspx/KB/historical documents/atari games vaxmail/vax87.txt - 271 K - Updated 2004.09.13
/kb_dl.aspx/KB/gametech/batllane.v5.txt
BATTLE LANE PART SIDE CKT SIDE --------- -------- 1 PL 1 DOWN A PL 2 DOWN 2 PL 1 UP B PL 2 UP 3 PL 1 LEFT C PL 2 LEFT 4 PL 1 RIGHT D PL 2 RIGHT 5 E 6 F 7 H 8 SERVICE J 9 PL
File: /kb_dl.aspx/KB/gametech/batllane.v5.txt - 3 K - Updated 1995.03.27
/kb_dl.aspx/KB/gametech/battle-l.ane.txt
BATTLE LANE PART SIDE CKT SIDE --------- -------- 1 PL 1 DOWN A PL 2 DOWN 2 PL 1 UP B PL 2 UP 3 PL 1 LEFT C PL 2 LEFT 4 PL 1 RIGHT D PL 2 RIGHT 5 E 6 F 7 H 8 SERVICE J 9 PL
File: /kb_dl.aspx/KB/gametech/battle-l.ane.txt - 3 K - Updated 1995.03.27
/kb_dl.aspx/KB/gametech/bion-com.txt
BIONIC COMMANDO 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 COIN CTR 2 8 COIN CTR 1 K COIN LOCKO
File: /kb_dl.aspx/KB/gametech/bion-com.txt - 3 K - Updated 1995.03.15
/kb_dl.aspx/KB/gametech/blacktiger.txt
Black Tiger Romstar, Inc., 1987 213-539-2744 |---------------------------------------------------------------------------| | Black Tiger | | | | DIP Switch A Settings | |---------------------------------------------------------------------------| | Function: | SW#1 SW#2 SW#3 SW#4 SW#5 SW#6 SW#7 SW#8
File: /kb_dl.aspx/KB/gametech/blacktiger.txt - 5 K - Updated 1996.11.21
/kb_dl.aspx/KB/gametech/bladesofsteel.txt
a verticle, trackball 4 player game. Blades Of Steel dip switch settings: coin switch no 1 settings ____________________________________________ 1 2 3 4 coin play 0 0 0 0 1 1 1 0 0 0 1 2 0 1 3 1 1 4 0 1 5 1 1 6 0 ETC. ETC. 1 7 1 2 1 0 2 3 1 2 5 0 3 1 1 3 2 0 3 4 1 4 1 0 4 3 1 1 1 1 4 5 _____________________________________________ coin switch no 2 settings 5 6 7 8 coin play _____________________________________________ same as above _______________________________
File: /kb_dl.aspx/KB/gametech/bladesofsteel.txt - 1 K - Updated 1997.07.22
/kb_dl.aspx/KB/gametech/blktiger.txt
BLACK TIGER PARTS SIDE CKT SIDE ------------ ------------ 1 GND A GND 2 GND B GND 3 +5V C +5V 4 +5V D +5V 5 E 6 +12V F +12V 7 KEY H KEY 8 CTR 1 J CTR 2 9 COIN LOCKOUT
File: /kb_dl.aspx/KB/gametech/blktiger.txt - 3 K - Updated 1996.06.15
/kb_dl.aspx/KB/gametech/cadash.txt
CADASH 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
File: /kb_dl.aspx/KB/gametech/cadash.txt - 3 K - Updated 1995.08.02
/kb_dl.aspx/KB/gametech/cap-amer.txt
CAPTAIN AMERICA SOLDER SIDE PARTS SIDE CN3,4 CN7 ------------------------------------------- ------ --- A GND 1 GND 1 COIN 1 LEFT SP+ B GND 2 GND 2 ---- 2 LEFT SP- C +5V 3 +5V 3 LEFT 3 RIGHT SP+ D +5V 4 +5V 4 RIGHT 4 RIGHT SP- E -5V 5 5 UP F +12
File: /kb_dl.aspx/KB/gametech/cap-amer.txt - 3 K - Updated 1995.08.02
/kb_dl.aspx/KB/gametech/caveninj.txt
CAVEMAN NINJA 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 COIN CTR 2 8 COIN CTR 1 K COIN LOCKO
File: /kb_dl.aspx/KB/gametech/caveninj.txt - 3 K - Updated 1995.03.15
/kb_dl.aspx/KB/gametech/combatri.bes.txt
COMBATRIBES PARTS SIDE CKT SIDE CN4 (PL-3) ------------ ------------ ----------- 1 GND A GND 1 RIGHT 2 GND B GND 2 LEFT 3 +5V C +5V 3 UP 4 +5V D +5V 4 DOWN 5 -5V E -
File: /kb_dl.aspx/KB/gametech/combatri.bes.txt - 3 K - Updated 1995.08.02
/kb_dl.aspx/KB/gametech/commando.44.txt
COMMANDO CKT SIDE COMP SIDE -------- --------- 1 PL 1 DOWN A PL 2 DOWN 2 PL 1 UP B PL 2 UP 3 PL 1 LEFT C PL 2 LEFT 4 PL 1 RIGHT D PL 2 RIGHT 5 E 6 F 7 H 8 J 9 PL 1 SHOOT 1 K PL 2 SHOOT 1 10 PL 1 SHOOT 2 L PL 2 SHOOT 2 11 1 START
File: /kb_dl.aspx/KB/gametech/commando.44.txt - 3 K - Updated 1995.01.28
/kb_dl.aspx/KB/gametech/crimcity.txt
CRIME CITY 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
File: /kb_dl.aspx/KB/gametech/crimcity.txt - 3 K - Updated 1995.08.02
/kb_dl.aspx/KB/gametech/dbl-drib.txt
DOUBLE DRIBBLE 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 K
File: /kb_dl.aspx/KB/gametech/dbl-drib.txt - 3 K - Updated 1995.08.02
/kb_dl.aspx/KB/gametech/doubledragon3.txt
"Double Dragon 3" Dip Switch Set #1 Options Dip Switch Number 1 2 3 4 5 6 7 8 Coin Pricing *1 Coin /1 Play OFF OFF 1 Coin /2 Plays ON OFF 2 Coins/1 Play OFF ON 3 Coins/1 Play ON ON Discount for Continue? *Without Discount Price OFF With Discount Price ON Demo Sounds? *YES
File: /kb_dl.aspx/KB/gametech/doubledragon3.txt - 2 K - Updated 1997.05.28
/kb_dl.aspx/KB/gametech/doubledragonii.txt
Double Dragon II Romstar, Inc. 213-539-2744 |---------------------------------------------------------------------------| | Double Dragon II | | | | DIP Switch 1 Settings | |---------------------------------------------------------------------------| | Function: | SW#1 SW#2 SW#3 SW#4 SW#5 SW#6 SW#7 SW#8 |
File: /kb_dl.aspx/KB/gametech/doubledragonii.txt - 5 K - Updated 1996.11.21
/kb_dl.aspx/KB/gametech/elev-act.txt
ELEVATOR ACTION COMP SIDE CKT SIDE 12 PIN --------- -------- ----- 1 GND A GND 1 GND 2 VID RED B VID GND 2 GND 3 VID GN C VID BL 3 GND 4 SYNC D 4 GND 5 SP+
File: /kb_dl.aspx/KB/gametech/elev-act.txt - 4 K - Updated 1996.02.26
/kb_dl.aspx/KB/gametech/gatedoom.txt
GATE OF DOOM PARTS SIDE CKT SIDE ------------ ------------ B1 GND A1 GND 2 GND B GND 3 +5V C +5V 4 +5V D +5V 5 -5V E -5V 6 +12V F +12V 7 KEY H KEY 8 CTR 1 J CTR 2 9
File: /kb_dl.aspx/KB/gametech/gatedoom.txt - 3 K - Updated 1995.08.02
/kb_dl.aspx/KB/gametech/gunsmoke.txt
GUNSMOKE COMP SIDE CKT SIDE --------- -------- 1 GND A GND 2 GND B GND 3 +5V C +5V 4 +5V D +5V 5 VID RED E VID GN 6 VID BL F SYNC 7 GND H GND 8 J 9 PL1 SHOOT CEN
File: /kb_dl.aspx/KB/gametech/gunsmoke.txt - 4 K - Updated 1995.08.02
/kb_dl.aspx/KB/gametech/irem.txt
LODE RUNNER IREM and DIGITAL CONTROLS DIP SWITCH SETTINGS - submitted by Chris Cope DIP SW 1 OPTIONS SW 1 2 3 4 5 6 7 8 180 sec off off PLAYTIME 170 sec on off 160 sec off on 155 sec on on NUMBER 2 on off OF 3 off off COMMANDOS 4 off on 5 on on MODE 2 COIN 1 C
File: /kb_dl.aspx/KB/gametech/irem.txt - 3 K - Updated 1997.06.03
/kb_dl.aspx/KB/gametech/irnhorse.txt
IRON HORSE CKT SIDE PARTS SIDE ----- ----- A1 -5V B1 +12V A2 SP B2 SP A3 PL 2 SHOOT 1 B3 PL 2 SHOOT 2 A4 PL 2 LEFT B4 PL 2 RIGHT A5 1 PLAY START B5 2 PLAY START A6 PL 1 SHOOT 2 B6 PL 2 UP A7 PL 1 SHOOT 1 B7 SVC
File: /kb_dl.aspx/KB/gametech/irnhorse.txt - 3 K - Updated 1996.08.12
/kb_dl.aspx/KB/gametech/journey.txt
As submitted by cjsmith@amoco.com ________________________________________________________________________________ Journey (C) 1983 Bally/Midway (C) 1983 Artist & Friends/Nightmare Inc. Game Design By Marvin Glass & Associates Typed By - Chris J. Smith cjmsith@amoco.com >From the Bally/Midway Parts and Operating Manual OPTION SWITCH SETTINGS Switch No 1 (At B3 - Located on SOund I/O P.C. Board) Function SW#1 SW#2 SW#3 SW#4 SW#5 SW#6 SW#7 SW8 SW#9 SW#10 XX
File: /kb_dl.aspx/KB/gametech/journey.txt - 2 K - Updated 1995.09.01
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/junghunt.txt
JUNGLE HUNT COMP SIDE CKT SIDE 12 PIN --------- -------- ----- 1 GND A GND 1 GND 2 VID RED B VID GND 2 GND 3 VID GN C VID BL 3 GND 4 SYNC D 4 GND 5 SP+
File: /kb_dl.aspx/KB/gametech/junghunt.txt - 4 K - Updated 1995.01.18
/kb_dl.aspx/KB/gametech/juno-1st.txt
JUNO FIRST COMP SIDE CKT SIDE --------- --------- B1 +12V A1 -5V B2 SP+ A2 SP- B3 A3 B4 A4 B5 2 START A5 1 START B6 A6 FIRE B7 STEP TEST A7 WARP B8 LEFT A8 RIGHT B9
File: /kb_dl.aspx/KB/gametech/juno-1st.txt - 3 K - Updated 1995.11.10
/kb_dl.aspx/KB/gametech/leg-of.kag.txt
LEDGEND OF KAGE PARTS G SOLDER H PARTS T SOLDER --------- ----------- --------- --------- GND 1 GND 1 GND GND 1 GND RED 2 GND 2 GND GND 2 GND GREEN 3 BLUE 3 GND GND 3 GND SYNC 4 4 GND GND 4 GND SP 5 SP 5 +5V
File: /kb_dl.aspx/KB/gametech/leg-of.kag.txt - 3 K - Updated 1995.07.31
/kb_dl.aspx/KB/gametech/loderunner.txt
LODE RUNNER IREM and DIGITAL CONTROLS DIP SWITCH SETTINGS - submitted by Chris Cope DIP SW 1 OPTIONS SW 1 2 3 4 5 6 7 8 180 sec off off PLAYTIME 170 sec on off 160 sec off on 155 sec on on NUMBER 2 on off OF 3 off off COMMANDOS 4 off on 5 on on MODE 2 COIN 1 COIN, 1 PLAY
File: /kb_dl.aspx/KB/gametech/loderunner.txt - 3 K - Updated 1997.06.03
/kb_dl.aspx/KB/gametech/mrdo.txt
From: Marc Levy <mal@hocpa.ho.att.co Subject: Re: Switch settings for Mr. Do? Date: Thursday, March 14, 1996 4:13PM > Anyone out here know the switch settings for Mr. Do? Sure! Just happen to have the right here! (I have been pulling my hair out to fix my Mr. Do! PCB!) for PCB 8201 Dip Switch A +----------+ Number of Mr. Do's SW1 SW2 3 OFF OFF 4 OFF ON 5 ON OFF 6 ON ON Game Style SW3 Table Off Upright On Ease or Hardnes
File: /kb_dl.aspx/KB/gametech/mrdo.txt - 2 K - Updated 1996.03.18
/kb_dl.aspx/KB/gametech/mutantfi.ter.txt
MUTANT FIGHTER PARTS SIDE CKT SIDE ------------ ------------ 1 GND A GND 2 GND B GND 3 +5V C +5V 4 +5V D +5V 5 E 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/mutantfi.ter.txt - 3 K - Updated 1995.07.31
/kb_dl.aspx/KB/gametech/nastar.txt
NASTAR WARRIOR 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 COIN CTR 2 8 COIN CTR 1 K COIN LOCKOUT
File: /kb_dl.aspx/KB/gametech/nastar.txt - 3 K - Updated 1995.07.31
/kb_dl.aspx/KB/gametech/p-47.txt
P-47 (JALECO) 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
File: /kb_dl.aspx/KB/gametech/p-47.txt - 3 K - Updated 1995.07.31
/kb_dl.aspx/KB/gametech/roadfighter.txt
Road Fighter Konami, 1984 312-364-6633 |---------------------------------------------------------------------------| | Road Fighter | | | | DIP Switch 1 Settings | |---------------------------------------------------------------------------| | Function: | SW#1 SW#2 SW#3 SW#4 SW#5 SW#6 SW#7 SW#8 | |--
File: /kb_dl.aspx/KB/gametech/roadfighter.txt - 5 K - Updated 1996.11.21
/kb_dl.aspx/KB/gametech/silkworm.txt
SILKWORM 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 C
File: /kb_dl.aspx/KB/gametech/silkworm.txt - 3 K - Updated 1996.08.23
/kb_dl.aspx/KB/gametech/speedrum.blr.txt
SPEED RUMBLER 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
File: /kb_dl.aspx/KB/gametech/speedrum.blr.txt - 3 K - Updated 1995.07.30
/kb_dl.aspx/KB/gametech/stratovox.txt
Howdy These are the DIP switch settings and volume potentiometer information for the Stratovox PCB, transcribed directly from the original manual. Note, I do not guarantee their accuracy and if your board goes up in smoke because you followed this list or your dog runs away or anything else, IT IS NOT MY FAULT! If you have any questions, you can reach me (Jason Dante Bardis) at jasonbar@engineering.ucsb.edu DIP SWITCH SETTINGS SWITCH 1...SETS THE NUMBER OF PHOTON ROCKETS OFF...3 PHOTON ROCKETS O
File: /kb_dl.aspx/KB/gametech/stratovox.txt - 2 K - Updated 1996.02.03
/kb_dl.aspx/KB/gametech/strikers1945.txt
---------------------------------------------------------------------------- Name Of Game: Strikers 1945 Manuf: ---------------------------------------------------------------------------- Typed By: Malcom Moody Email: malcomm@intercoast.com.au ---------------------------------------------------------------------------- Notes: An "*" denotes default settings. JAMMA standard pinout ---------------------------------------------------------------------------- Option (DIP
File: /kb_dl.aspx/KB/gametech/strikers1945.txt - 5 K - Updated 1997.02.26
/kb_dl.aspx/KB/gametech/superman.txt
SUPERMAN 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 COIN
File: /kb_dl.aspx/KB/gametech/superman.txt - 3 K - Updated 1995.07.30
/kb_dl.aspx/KB/gametech/supr-qix.txt
SUPER QIX PARTS SIDE CKT SIDE ------------ ------------ 1 GND A GND 2 GND B GND 3 +5V C +5V 4 +5V D +5V 5 E 6 +12V F +12V 7 KEY H KEY 8 CTR 1 J CTR 2 9 COIN LOCKOUT
File: /kb_dl.aspx/KB/gametech/supr-qix.txt - 3 K - Updated 1996.12.20
/kb_dl.aspx/KB/gametech/suprdodg.txt
SUPER DODGE BALL 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 8 K
File: /kb_dl.aspx/KB/gametech/suprdodg.txt - 2 K - Updated 1995.08.25
/kb_dl.aspx/KB/gametech/thunblde.txt
THUNDER BLADE DIP SW 1 1 2 3 4 5 6 7 8 COIN/CREDIT OFF OFF OFF OFF 1/1 ON OFF OFF OFF 1/2 OFF ON OFF OFF 1/3 ON ON OFF OFF COIN 2 SAME AS 1/4 OFF OFF ON OFF COIN 1 FOR 1/5 ON OFF ON OFF SW 5-8 1/6 OFF ON ON OFF 2/1 ON
File: /kb_dl.aspx/KB/gametech/thunblde.txt - 3 K - Updated 1995.10.26
/kb_dl.aspx/KB/gametech/thuncade.txt
THUNDERCADE 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
File: /kb_dl.aspx/KB/gametech/thuncade.txt - 3 K - Updated 1995.07.29
/kb_dl.aspx/KB/gametech/tsk-forc.har.txt
TASK FORCE HARRIER PARTS SIDE CKT SIDE ------------ ------------ 1 GND A GND 2 GND B GND 3 +5V C +5V 4 +5V D +5V 5 E 6 +12V F +12V 7 KEY H KEY 8 J 9 CTR 1
File: /kb_dl.aspx/KB/gametech/tsk-forc.har.txt - 3 K - Updated 1995.07.29
/kb_dl.aspx/KB/gametech/twocrude.txt
TWO CRUDE 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
File: /kb_dl.aspx/KB/gametech/twocrude.txt - 3 K - Updated 1995.07.29
/kb_dl.aspx/KB/gametech/un-squad.txt
U.N. SQUADRON 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
File: /kb_dl.aspx/KB/gametech/un-squad.txt - 3 K - Updated 1995.07.29
/kb_dl.aspx/KB/gametech/violfite.txt
VIOLENCE FIGHT 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
File: /kb_dl.aspx/KB/gametech/violfite.txt - 3 K - Updated 1995.07.29
/kb_dl.aspx/KB/gametech/wwfsuper.txt
WWF SUPERSTARS 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 COIN CTR 2 8 COIN CTR 1 K COIN LOCKOUT
File: /kb_dl.aspx/KB/gametech/wwfsuper.txt - 3 K - Updated 1995.02.06
/kb_dl.aspx/KB/gametech/text/exedexes.txt
Exed Exes Switch Settings (Manufacturer and Year unknown) |-----------------------------------------------------------------------------| | Exed Exes | | | | DIP Switch A Settings | |-----------------------------------------------------------------------------| | Function: | SW#1 SW#2 SW#3
File: /kb_dl.aspx/KB/gametech/text/exedexes.txt - 5 K - Updated 1995.05.08
/kb_dl.aspx/KB/gametech/text/kangaroo.txt
Kangaroo Option Switch Settings and Self-Test Options are preset at the factory and shown by the * symbols. To verify option switch settings, power the game off then on again. Set the self-test switch to ON and verify the settings on the self-test screen. Then set the self-test switch to OFF. The table below contains the switch settings for options relating to the number of Kangaroo lives, game difficulty, bonus and price options. The switches are on the CPU PCB to the right of IC42 and are accessible whe
File: /kb_dl.aspx/KB/gametech/text/kangaroo.txt - 15 K - Updated 1995.04.07
/kb_dl.aspx/KB/gametech/text/spacefury.txt
Space Fury Switches DIP SW 1 1 2 3 4 5 6 7 8 ------ ------------------------------------- ON ON 10K BONUS SHIP ON OFF 20K OFF ON 30K OFF OFF 40K ON ON EASY OFF ON HARD
File: /kb_dl.aspx/KB/gametech/text/spacefury.txt - 3 K - Updated 1997.03.31
/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/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/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/warlords.txt
These are the updated pinouts for Warlords. This list contains both pinouts for the 2 player B&W upright version and the 4 player color cocktail version; both use the same PCB. Game : Warlords Note : * means N.O. Typed in by: jenison@cig.mot.com List for P19: --------------------------------|----------------------------------- | A | 1 | ----------------------------|---|---|------------------------------- Video RET (mono) | B | 2 | Video OUT (mono) -------
File: /kb_dl.aspx/KB/gametech/board pinouts/warlords.txt - 5 K - Updated 1996.05.30
/kb_dl.aspx/KB/gametech/identify-unknown-boards.txt
Newsgroups: rec.games.video.arcade.collecting From: rls@intgp8.ih.att.com (-Schieve,R.L.) Subject: Re: how do you find the +5,+12,-5 voltages on a board, don't have pinouts? Date: Sun, 31 Jul 1994 18:20:21 GMT In article <5i2SznW.bubsy@delphi.com>, <bubsy@delphi.com> wrote: >How do you find out which pins are which voltages on a board that you >have no pinouts for? >erik Here is an old posting of mine that many have seen but maybe some of the new people are interested: ------------------
File: /kb_dl.aspx/KB/gametech/identify-unknown-boards.txt - 9 K - Updated 1999.08.01
/kb_dl.aspx/KB/gametech/spacefury.txt
SPACE FURY COLOR XY J5 J1 ------- --------- 1 -12V 1 VID 2 +12V 2 3 AC OR +12 3 VID 4 GND 4 5 GND 5 VID 6 GND 6 7 -5V 7 8 +5V 8 9 +5V 9 SYNC 10 +5V 10 11 12 13 14
File: /kb_dl.aspx/KB/gametech/spacefury.txt - 9 K - Updated 2002.05.01
/kb_dl.aspx/KB/gamemanuals/cine/cineinst_0.1.txt
CINEINST.TXT Preliminary description of the Cinematronics CPU and instruction set. Version: 0.1 Date: 01/31/97 Author: Zonn Moore E-mail: zonn@concentric.net (as of the above date) Released to the public domain by the author, distribute freely. ----------------------------------------------------------------------------- PREFACE This information was gathered solely through the use of the program 'cinesim.c' and few digital data books, (and, well of c
File: /kb_dl.aspx/KB/gamemanuals/cine/cineinst_0.1.txt - 31 K - Updated 1999.07.14
/kb_dl.aspx/KB/datasheets/68000insset.txt
68000 Instruction Set Condition Codes --------------- Assembler Data Instruction Description Syntax Size X N Z V C ----------------------- --------- ---- --------- ABCD Add BCD with extend Dx,Dy B-- * U * U *
File: /kb_dl.aspx/KB/datasheets/68000insset.txt - 10 K - Updated 1999.05.17
/kb_dl.aspx/KB/datasheets/68000ref.txt
Motorola 68000 Instruction Set. ------------------------------- Condition Codes --------------- Assembler Data Instruction Description Syntax Size X N Z V C ----------------------- --------- ---- --------- ABCD Add BCD with extend Dx,Dy B-- * U * U *
File: /kb_dl.aspx/KB/datasheets/68000ref.txt - 10 K - Updated 1996.01.20
/kb_dl.aspx/KB/datasheets/680x.txt
---------------------------------------------------------------- | | | | | Motorola | | | | 666 88888 000 X X | | 6 8 8 0 0 X X | | 6 8 8 0 0 0 X X
File: /kb_dl.aspx/KB/datasheets/680x.txt - 15 K - Updated 1997.01.04
/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/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
File: /kb_dl.aspx/KB/datasheets/65816/scnfrmt.txt - 7 K - Updated 1996.09.01
/kb_dl.aspx/KB/monitortech/atarixyhints.txt
Newsgroups: rec.games.video.arcade From: woodcock@bnr.ca (Gregg Woodcock) Subject: How to repair Atari's color XY (vector) monitors (update) Sender: news@news.rich.bnr.ca (news server) Message-ID: <C6z10H.3tB@news.rich.bnr.ca> Date: Thu, 13 May 1993 15:14:41 GMT Reply-To: woodcock@bnr.ca (Gregg Woodcock) Nntp-Posting-Host: crchh75b Organization: Bell-Northern Research; Richardson, Texas, USA Keywords: Atari color XY vector monitor Ampliphone Wells-Gardner repair Lines: 491 I decided to combine the Amplipho
File: /kb_dl.aspx/KB/monitortech/atarixyhints.txt - 26 K - Updated 1998.09.24
/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/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
/kb_dl.aspx/KB/pinouts/alien_syndrome.txt
ALIEN SYNDROME, Sega -------------------- Component Side Pin # Solder Side ----------------------------------------------- GND 1 A GND GND 2 B GND +5 Volts DC 3 C +5 Volts DC +5 Volts DC 4 D +5 Volts DC +12 Volts DC 5 E +12 Volts DC Coin Meter 1 6 F Coin Meter 2 7 H
File: /kb_dl.aspx/KB/pinouts/alien_syndrome.txt - 4 K - Updated 2003.01.06
/kb_dl.aspx/KB/pinouts/dragons_lair_2.txt
Dragon's Lair 2 wiring connections: ----------------------------------- J14: (SPEAKER) pin 1 - LEFT SPEAKER pin 2 - LEFT SPEAKER RETURN pin 3 - N/C pin 4 - N/C pin 5 - RIGHT SPEAKER pin 6 - RIGHT SPEAKER RETURN pin 7 - N/C pin 8 - N/C J15: (COIN) pin 1 - +5V pin 2 - COIN #1 pin 3 - COIN #2 pin 4 - N/C pin 5 - N/
File: /kb_dl.aspx/KB/pinouts/dragons_lair_2.txt - 3 K - Updated 2003.01.06
/kb_dl.aspx/KB/pinouts/dragon_breed.txt
Dragon Breed Irem, 1989 Pinout = JAMMA --------------------------------------- Option Switch Settings ----------------------------------------------------------------------------- DIP Switch No. 1 Settings 1 2 3 4 5 6 7 8 Option ----------------------------------------------------------------------------- Number of Players
File: /kb_dl.aspx/KB/pinouts/dragon_breed.txt - 4 K - Updated 2003.01.06
/kb_dl.aspx/KB/pinouts/exed_exes.txt
Exed Exes --------- SOLDER SIDE | PARTS SIDE ------------------------------------------ Gnd | A | 1 | Gnd (Power Supply) Gnd | B | 2 | Gnd (Video) +5V | C | 3 | +5V +5V | D | 4 | +5V Green | E | 5 | Red Sync | F | 6 | Blue (Gnd) | H | 7 | (Gnd)
File: /kb_dl.aspx/KB/pinouts/exed_exes.txt - 7 K - Updated 2003.01.06
/kb_dl.aspx/KB/pinouts/fairy_land_story.txt
THE FAIRY LAND STORY -------------------- COMP SIDE CKT SIDE COMP SIDE CKT SIDE --------- --------- --------- -------- 1 GND A GND 1 GND A GND 2 VID RED B VID GND 2 GND B GND 3 VID GN C VID BL 3 GND C GND 4 SYNC D 4 GND D GND 5 SP+ E SP- 5
File: /kb_dl.aspx/KB/pinouts/fairy_land_story.txt - 4 K - Updated 2003.01.06
/kb_dl.aspx/KB/pinouts/galaga_boot18.txt
G A L A G A ---====ddddddddddddd====--- by: Chris Griffin We stumbled across yet another ancient bootleg of Galaga with 36 pins. We checked on the Internet and on Wiretap, and found nothing on a 36 pin version, so we sat down and decided to figure out exactly what the pinouts and dipswitch settings were. Here they are, I hope other people will find a use for these pinouts on the rare 36 pin version. Parts Solder ------
File: /kb_dl.aspx/KB/pinouts/galaga_boot18.txt - 3 K - Updated 2003.01.06
/kb_dl.aspx/KB/pinouts/galaga_boot36.txt
G A L A G A ---====ddddddddddddd====--- by: Chris Griffin We stumbled across yet another ancient bootleg of Galaga with 36 pins. We checked on the Internet and on Wiretap, and found nothing on a 36 pin version, so we sat down and decided to figure out exactly what the pinouts and dipswitch settings were. Here they are, I hope other people will find a use for these pinouts on the rare 36 pin version. Parts Solder ------
File: /kb_dl.aspx/KB/pinouts/galaga_boot36.txt - 3 K - Updated 2003.01.06
/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/lode_runner.txt
LODE RUNNER, IREM and DIGITAL CONTROLS -------------------------------------- GND | 1 | 2 | GND GND | 3 | 4 | GND | 5 | 6 | COIN COUNTER A | 7 | 8 | 1 P LEFT | 9 | 10 | 2 P LEFT 1 P RIGHT | 11 | 12 | 2 P RIGHT 1 P DIGGING LEFT HOLE | 13 | 14 | 2 P DIGGING LEFT HOLE
File: /kb_dl.aspx/KB/pinouts/lode_runner.txt - 4 K - Updated 2003.01.06
/kb_dl.aspx/KB/pinouts/lode_runner_ii.txt
LODE RUNNER II, IREM -------------------- GND | 1 | 2 | GND GND | 3 | 4 | GND | 5 | 6 | COIN COUNTER A | 7 | 8 | 1 P LEFT | 9 | 10 | 2 P LEFT 1 P RIGHT | 11 | 12 | 2 P RIGHT 1 P DIGGING LEFT HOLE | 13 | 14 | 2 P DIGGING LEFT HOLE 2 P START | 15 | 16 |
File: /kb_dl.aspx/KB/pinouts/lode_runner_ii.txt - 4 K - Updated 2003.01.06
/kb_dl.aspx/KB/pinouts/lode_runner_iii.txt
LODE RUNNER III, IREM --------------------- GND | 1 | 2 | GND GND | 3 | 4 | GND | 5 | 6 | COIN COUNTER A | 7 | 8 | 1 P LEFT | 9 | 10 | 2 P LEFT 1 P RIGHT | 11 | 12 | 2 P RIGHT 1 P DIGGING LEFT HOLE | 13 | 14 | 2 P DIGGING LEFT HOLE 2 P START | 15 | 16
File: /kb_dl.aspx/KB/pinouts/lode_runner_iii.txt - 4 K - Updated 2003.01.06
/kb_dl.aspx/KB/pinouts/mr_do.txt
Mr. Do! ------- Solder Side | Parts Side ________________________________|___________________________________ GND | A | 1 | GND GND | B | 2 | GND +5 | C | 3 | +5 +5 | D | 4 | +5 | E | 5 | V. Sync | F | 6 | H. Sync | H | 7 |
File: /kb_dl.aspx/KB/pinouts/mr_do.txt - 3 K - Updated 2003.01.06
/kb_dl.aspx/KB/pinouts/mr_do_run_run.txt
Mr. Do! Run Run --------------- Solder Side | Parts Side ________________________________|___________________________________ GND | A | 1 | GND GND | B | 2 | GND +5 | C | 3 | +5 +5 | D | 4 | +5 | E | 5 | | F | 6 | | H | 7 |
File: /kb_dl.aspx/KB/pinouts/mr_do_run_run.txt - 4 K - Updated 2003.01.06
/kb_dl.aspx/KB/pinouts/m_v_p.txt
M. V. P. -------- SOLDER SIDE COMP SIDE ----------------------------------------------------- A GND 1 GND B GND 2 GND C +5V 3 +5V D +5V 4 +5V E +12V 5 +12V F CTR 2 6 CTR 1 H KEY 7 KEY J SP. WEAPON 8 SP. WEAPON
File: /kb_dl.aspx/KB/pinouts/m_v_p.txt - 4 K - Updated 2003.01.06
/kb_dl.aspx/KB/pinouts/pitfall_ii.txt
PITFALL II, SEGA ---------------- ----------------------------------------------------------- Component Side | Solder Side ----------------------------+------------------------------ GND 1 | A GND GND 2 | B GND +5V 3 | C +5V +5V 4 | D +5V Coin Meter 1 5 | E Coin Meter 2 +12V 6 | F 7 | H
File: /kb_dl.aspx/KB/pinouts/pitfall_ii.txt - 4 K - Updated 2003.01.06
/kb_dl.aspx/KB/pinouts/road_fighter.txt
Road Fighter, Konami 1984 ------------------------- Solder Side | Parts Side ________________________________|___________________________________ | A | 1 | +12 Speaker | B | 2 | Speaker 2P Low | C | 3 | 2P High 2P Left | D | 4 | 2P Right 1P Start | E | 5 | 2P Start 1P High
File: /kb_dl.aspx/KB/pinouts/road_fighter.txt - 6 K - Updated 2003.01.06
/kb_dl.aspx/KB/pinouts/stratovox.txt
STRATOVOX --------- GAME BOARD SOUND BOARD T COMP SIDE G CKT SIDE ------------ ------------- ----------- 1 +5V 1 GND A GND 2 +5V 2 GND B GND 3 +12V 3 GND C GND 4 +12V 4 SP D SP 5 -5V
File: /kb_dl.aspx/KB/pinouts/stratovox.txt - 4 K - Updated 2003.01.06
/kb_dl.aspx/KB/pinouts/toki.txt
Toki TAD Corp., 1989 Pinout = JAMMA ------------------------------------ Option Switch Settings -------------------------------------------------------------------------- DIP Switch No. 1 Settings 1 2 3 4 5 6 7 8 Option -------------------------------------------------------------------------- Coin Mode Select ---------------- Off
File: /kb_dl.aspx/KB/pinouts/toki.txt - 4 K - Updated 2003.01.06
/kb_dl.aspx/KB/pinouts/twin_bee.txt
Twin Bee -------- SOLDER SIDE | PARTS SIDE ------------------------------------------ Gnd | A | 1 | Gnd (Power Supply) Gnd | B | 2 | Gnd (Video) +5V | C | 3 | +5V +5V | D | 4 | +5V Green | E | 5 | Red Sync | F | 6 | Blue (Gnd) | H | 7 | (Gnd)
File: /kb_dl.aspx/KB/pinouts/twin_bee.txt - 7 K - Updated 2003.01.06
/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
/kb_dl.aspx/KB/gametech/botm-9th.txt
BOTTOM OF THE NINTH 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
File: /kb_dl.aspx/KB/gametech/botm-9th.txt - 4 K - Updated 1995.08.26
/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/carrwing.txt
CARRIER AIRWING PARTS SIDE CKT SIDE 1 GND A GND 2 GND B GND 3 +5V C +5V 4 +5V D +5V 5 E 6 +12V F +12V 7 KEY H KEY 8 CTR 1 J CTR 2 9 COIN LOCKOUT K COIN LOCKOUT 10 SP + L SP
File: /kb_dl.aspx/KB/gametech/carrwing.txt - 3 K - Updated 1995.08.02
/kb_dl.aspx/KB/gametech/cltc-hit.txt
CLUTCH HITTER PARTS SIDE CKT SIDE 1 GND A GND 2 GND B GND 3 +5V C +5V 4 +5V D +5V 5 E 6 +12V F +12V 7 KEY H KEY 8 CTR 1 J CTR 2 9 K 10 SP + L SP
File: /kb_dl.aspx/KB/gametech/cltc-hit.txt - 3 K - Updated 1995.08.02
/kb_dl.aspx/KB/gametech/commndo.56.txt
COMMANDO COMPONENT SIDE CKT SIDE 1. GND A. GND 2. GND B. GND 3. +5V C. +5V 4. +5V D. +5V 5. VID BL E. VID GN 6. VID RED F. SYNC 7. N/U H. VID GND 8. 1 JUMP J. 2 JUMP 9. 1 SHOOT K.
File: /kb_dl.aspx/KB/gametech/commndo.56.txt - 3 K - Updated 1995.10.12
/kb_dl.aspx/KB/gametech/dorunrun.txt
MR. DO RUN RUN COMP SIDE CKT SIDE --------- -------- 1 GND A GND 2 GND B GND 3 +5V C +5V 4 +5V D +5V 5 E 6 F 7 H 8 +12V J +12V 9 K 10
File: /kb_dl.aspx/KB/gametech/dorunrun.txt - 4 K - Updated 1995.09.23
/kb_dl.aspx/KB/gametech/dragonbreed.txt
Dragon Breed Irem, 1989 Dragon Breed Option Switch Settings ----------------------------------------------------------------------------- DIP Switch No. 1 Settings 1 2 3 4 5 6 7 8 Option ----------------------------------------------------------------------------- Number of Players ----------------- Off Off
File: /kb_dl.aspx/KB/gametech/dragonbreed.txt - 4 K - Updated 1995.04.07
/kb_dl.aspx/KB/gametech/exedexes.txt
EXED EXES COMP SIDE CKT SIDE --------- -------- 1 GND A GND 2 GND B GND 3 +5V C +5V 4 +5V D +5V 5 VID RED E VID GN 6 VID BLUE F SYNC 7 GND H GND 8 J 9 PL1 FIRE 2 K PL2 FIRE 2 10 PL1 FIR
File: /kb_dl.aspx/KB/gametech/exedexes.txt - 7 K - Updated 1996.04.04
/kb_dl.aspx/KB/gametech/farylnds.try.txt
THE FAIRY LAND STORY COMP SIDE CKT SIDE COMP SIDE CKT SIDE --------- --------- --------- -------- 1 GND A GND 1 GND A GND 2 VID RED B VID GND 2 GND B GND 3 VID GN C VID BL 3 GND C GND 4 SYNC D 4 GND D GND 5 SP+ E SP- 5 E 6 KEY
File: /kb_dl.aspx/KB/gametech/farylnds.try.txt - 4 K - Updated 1995.07.28
/kb_dl.aspx/KB/gametech/gold-axe.txt
GOLDEN AXE SOLDER SIDE COMP SIDE ----------------------------------------------------- A GND 1 GND B GND 2 GND C +5V 3 +5V D +5V 4 +5V E +12V 5 +12V F CTR 2 6 CTR 1 H KEY 7 KEY J PL 2 MAGIC 8 PL 1 MAGIC K PL 2 ATTAC
File: /kb_dl.aspx/KB/gametech/gold-axe.txt - 4 K - Updated 1996.06.14
/kb_dl.aspx/KB/gametech/gunsmoke2.txt
Newsgroups: rec.games.video.arcade.collecting From: cpdist@skyenet.net (John Pierce) Subject: GUN SMOKE DIP&PIN (CPDIST) Message-ID: <DEvnBC.8My@iquest.net> Sender: news@iquest.net (News Admin) Organization: IQuest Network Services X-Newsreader: Forte Agent .99a.107 Date: Thu, 14 Sep 1995 04:01:24 GMT Lines: 63 ( GUN SMOKE 56P ) (FILE 181) PARTS SOLDER DIP SWITCH A 1 2 3 4 5 6 7 8 ---------------|--------------- -------------------------------------------
File: /kb_dl.aspx/KB/gametech/gunsmoke2.txt - 4 K - Updated 1998.09.25
/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/knights.rnd.txt
KNIGHTS OF THE ROUND PARTS SIDE CKT SIDE ------------ ------------ CNIO 2 1 GND A GND 1 GND 2 GND B GND 2 GND 3 +5V C +5V 3 RIGHT 4 +5V D +5V 4 LEFT 5 E 5 DOWN 6 +12V F +1
File: /kb_dl.aspx/KB/gametech/knights.rnd.txt - 5 K - Updated 1995.08.01
/kb_dl.aspx/KB/gametech/m-v-p.txt
M. V. P. SOLDER SIDE COMP SIDE ----------------------------------------------------- A GND 1 GND B GND 2 GND C +5V 3 +5V D +5V 4 +5V E +12V 5 +12V F CTR 2 6 CTR 1 H KEY 7 KEY J SP. WEAPON 8 SP. WEAPON K PL
File: /kb_dl.aspx/KB/gametech/m-v-p.txt - 4 K - Updated 1995.07.31
/kb_dl.aspx/KB/gametech/magic.swd.txt
MAGIC SWORD PARTS SIDE CKT SIDE ------------ ------------ 1 GND A GND 2 GND B GND 3 +5V C +5V 4 +5V D +5V 5 E 6 +12V F +12V 7 KEY H KEY 8 CTR 1 J CTR 2 9 COIN LOCKOUT K
File: /kb_dl.aspx/KB/gametech/magic.swd.txt - 4 K - Updated 1995.07.31
/kb_dl.aspx/KB/gametech/quartet.ii.txt
QUARTET.II SOLDER SIDE COMP SIDE ----------------------------------------------------- A GND 1 GND B GND 2 GND C +5V 3 +5V D +5V 4 +5V E +12V 5 +12V F CTR 2 6 CTR 1 H KEY 7 KEY J 8 K PL 2 JUMP
File: /kb_dl.aspx/KB/gametech/quartet.ii.txt - 4 K - Updated 1995.07.31
/kb_dl.aspx/KB/gametech/shaddanc.txt
SHADOW DANCER SYS 18 CHIP #'S 12716 TO 12723 PARTS SIDE CKT SIDE ------------ ------------ 1 GND A GND 2 GND B GND 3 +5V C +5V 4 +5V D +5V 5 E 6 +12V F +12V 7 KEY H KEY 8 CTR 1
File: /kb_dl.aspx/KB/gametech/shaddanc.txt - 3 K - Updated 1996.03.02
/kb_dl.aspx/KB/gametech/starwars.txt
STAR WARS P20: 44-pin edge connector component side solder side -------------- ----------- GND A 1 GND +5V B 2 +5V C 3 GND -5V D 4 GND 10.3 VDC E 5 F 6 COIN CTR R H 7 L COIN CNT PITCH J 8 ROLL K 9 L 10 L FIRE/START SE
File: /kb_dl.aspx/KB/gametech/starwars.txt - 3 K - Updated 1995.12.15
/kb_dl.aspx/KB/gametech/strider.txt
STRIDER 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 COIN LOCKOUT 10
File: /kb_dl.aspx/KB/gametech/strider.txt - 4 K - Updated 1995.07.29
/kb_dl.aspx/KB/gametech/toki.txt
Toki Fabtek<TAD Corp., 1989 Toki Option Switch Settings ----------------------------------------------------------------------------- DIP Switch No. 1 Settings 1 2 3 4 5 6 7 8 Option ----------------------------------------------------------------------------- Coin Mode Select ---------------- Off Co
File: /kb_dl.aspx/KB/gametech/toki.txt - 5 K - Updated 1995.04.10
/kb_dl.aspx/KB/gametech/board pinouts/galaga36.txt
G A L A G A ---====ððððððððððððð====--- by: Chris Griffin We stumbled across yet another ancient bootleg of Galaga with 36 pins. We checked on the Internet and on Wiretap, and found nothing on a 36 pin version, so we sat down and decided to figure out exactly what the pinouts and dipswitch settings were. Here they are, I hope other people will find a use for these pinouts on the rare 36 pin version. Parts Solder ------
File: /kb_dl.aspx/KB/gametech/board pinouts/galaga36.txt - 3 K - Updated 1996.03.27
/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/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/datasheets/6801.txt
---------------------------------------------------------------- | | | | | Motorola | | | | 666 88888 000 1 | | 6 8 8 0 0 11 | | 6 8 8 0 0 0 1
File: /kb_dl.aspx/KB/datasheets/6801.txt - 15 K - Updated 1997.01.04
/kb_dl.aspx/KB/datasheets/6803.txt
---------------------------------------------------------------- | | | | | Motorola | | | | 666 88888 000 33333 | | 6 8 8 0 0 3 3 | | 6 8 8 0 0 0 3
File: /kb_dl.aspx/KB/datasheets/6803.txt - 15 K - Updated 1997.01.04
/kb_dl.aspx/KB/datasheets/6805.txt
---------------------------------------------------------------- | | | | | Motorola | | | | 666 88888 000 5555555 | | 6 8 8 0 0 5 | | 6 8 8 0 0 0 5
File: /kb_dl.aspx/KB/datasheets/6805.txt - 15 K - Updated 1997.01.03
/kb_dl.aspx/KB/datasheets/6809.txt
---------------------------------------------------------------- | | | | | Motorola | | | | 666 88888 000 99999 | | 6 8 8 0 0 9 9 | | 6 8 8 0 0 0 9 9
File: /kb_dl.aspx/KB/datasheets/6809.txt - 15 K - Updated 1998.02.12
/kb_dl.aspx/KB/datasheets/6809e.txt
---------------------------------------------------------------- | | | | | Motorola | | | | 666 88888 000 99999 EEEEEEE | | 6 8 8 0 0 9 9 E | | 6 8 8 0 0 0 9 9 E
File: /kb_dl.aspx/KB/datasheets/6809e.txt - 15 K - Updated 1997.01.04
/kb_dl.aspx/KB/datasheets/j-11.txt
---------------------------------------------------------------- | | | | | Digital Equipment Corporation | | | | JJJJJJJ 1 1 | | J 11 11 | | J 1 1
File: /kb_dl.aspx/KB/datasheets/j-11.txt - 15 K - Updated 1997.01.03
/kb_dl.aspx/KB/datasheets/lsi-11.txt
---------------------------------------------------------------- | | | | | Digital Equipment Corporation | | | | L SSSSS III 1 1 | | L S S I 11 11 | | L S I 1 1
File: /kb_dl.aspx/KB/datasheets/lsi-11.txt - 15 K - Updated 1997.01.03
/kb_dl.aspx/KB/datasheets/t-11.txt
---------------------------------------------------------------- | | | | | Digital Equipment Corporation | | | | TTTTTTT 1 1 | | T 11 11 | | T 1 1
File: /kb_dl.aspx/KB/datasheets/t-11.txt - 15 K - Updated 1997.01.04
/kb_dl.aspx/KB/historical documents/atari games vaxmail/vax85.txt
Atari/Atari Games VaxMail 1985 Jed Margolin ___________________________________________________________________________ From: KIM::SHEPPERD 4-JAN-1985 17:20 To: @SYS$MAIL:JUNK.UAF Subj: Printer in Rains's area There is another printer hooked up now in the phone closet near Rains's office. It's known as RAINS$PRINT and if you want it to be the default printer for you then put the following in your LOGIN.COM file: $ ASS 'f$log("RAINS$PRINT")' SYS$PRINT The physical name is TXD5:, but I advise
File: /kb_dl.aspx/KB/historical documents/atari games vaxmail/vax85.txt - 233 K - Updated 2004.09.13
/kb_dl.aspx/KB/datasheets/6502/6502_cpudocs.txt
# # $Id: 64doc,v 1.8 1994/06/03 19:50:04 jopi Exp $ # # This file is part of Commodore 64 emulator # and Program Development System. # # See README for copyright notice # # This file contains documentation for 6502/6510/8500/8502 instruction set. # # # Written by # John West (john@ucc.gu.uwa.edu.au) # Marko MŠkelŠ (msmakela@kruuna.helsinki.fi) # # # $Log: 64doc,v $ # Revision 1.8 1994/06/03 19:50:04 jopi # Patchlevel 2 # # Revision 1.7 1994/04/15 13:07:04 jopi #
File: /kb_dl.aspx/KB/datasheets/6502/6502_cpudocs.txt - 67 K - Updated 1999.07.12
/kb_dl.aspx/KB/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/cliff_hanger.txt
Cliffhanger ====== CPU Board ZPU-2001 ========== J5-5 Button ground J5-2 Joystick ground *** note the game uses 2 separate "grounds". They are not actually grounds but strobes. J6-4 Player 1 Start/Feet J6-5 Player 2 Start/Feet J6-7 Hands J6-3 right coin switch J6-2 left coin switch J6-10 tilt J6-6 key J6-2 joystick up J6-3 joystick right J6-4 joystick down J6-5 joystick left Player interface cable: J8-1 ring J8-4 tip J8-9 key Power: J3-1 5V J3
File: /kb_dl.aspx/KB/pinouts/cliff_hanger.txt - 9 K - Updated 2003.01.06
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/pinouts/centipede.txt
Centipede --------- P20: | --------------------------------|----------------------------------- GND | A | 1 | Ground + 5 V | B | 2 | + 5 V + 12 V | C | 3 | + 22 V DC - 5 V | D | 4 | - 22 V DC | E | 5 | Center Coin Counter Left Coin Counter | F | 6 | Right Coin Counter | H | 7 |
File: /kb_dl.aspx/KB/pinouts/centipede.txt - 5 K - Updated 2003.01.06
/kb_dl.aspx/KB/pinouts/hyper_sports_special.txt
Hyper Sports Special, Konami 1988 --------------------------------- PARTS SOLDER CN 1 (3. Player Conector) ----------------+--------------- ------------------------- GND | 1|1 | GND 1 3P Run/Shot GND | 2|2 | GND 2 3P Jump/Left +5V | 3|3 | +5V 3 3P Run/Right +5V | 4|4 | +5V 4 3P S
File: /kb_dl.aspx/KB/pinouts/hyper_sports_special.txt - 5 K - Updated 2003.01.06
/kb_dl.aspx/KB/pinouts/jackal.txt
JACKAL Konami 1986 ------------------ Solder Side | Parts Side ________________________________|___________________________________ -5V | A | 1 | +12 Speaker | B | 2 | Speaker 2P Button 2 | C | 3 | 2P Button 1 2P Left | D | 4 | 2P Right 1P Start | E | 5 | 2P Start
File: /kb_dl.aspx/KB/pinouts/jackal.txt - 5 K - Updated 2003.01.06
/kb_dl.aspx/KB/gametech/championshipsprint.txt
Pinouts for Atari Championship Sprint (1986): ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ Typed up by Andy Welburn - 10th April 2000 http://www.willowsp.u-net.com/andy/arcade.htm warlords@ukvac.org.uk This info was obtained from a Championship Sprint Schematics package supplement. It is accurate for that game, it should (in theory) be accurate for the other Atari system 2 games of the same era. Championship Sprint was avalable in a system 2 cabinet straight from the factory, or available as a kit.
File: /kb_dl.aspx/KB/gametech/championshipsprint.txt - 2 K - Updated 2000.04.12
/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 - 8 K - Updated 1994.10.21
/kb_dl.aspx/KB/gametech/jackal.txt
JACKAL DIP SWITCH SETTINGS (cas@cass.demon.co.uk) TECHNICAL INFORMATION________________________________________________________ (1) Required Power Capacity GND-Vcc 5V 3A or more GND-(+12V) See the WIRING DIAGRAM (2) Output R(red) analog, positive G(green) analog, positive B(blue) analog, positive Sync, H-V complexed, negative (3) Adjusting Sound Level In stereo mode, use the volume control of each channels separately (L and R) In monoaural mode, use the L-volume control
File: /kb_dl.aspx/KB/gametech/jackal.txt - 5 K - Updated 1997.05.28
/kb_dl.aspx/KB/gametech/board pinouts/championshipsprint.txt
Pinouts for Atari Championship Sprint (1986): ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ Typed up by Andy Welburn - 10th April 2000 http://www.willowsp.u-net.com/andy/arcade.htm warlords@ukvac.org.uk This info was obtained from a Championship Sprint Schematics package supplement. It is accurate for that game, it should (in theory) be accurate for the other Atari system 2 games of the same era. Championship Sprint was avalable in a system 2 cabinet straight from the factory, or available as a kit.
File: /kb_dl.aspx/KB/gametech/board pinouts/championshipsprint.txt - 2 K - Updated 2000.04.12
/kb_dl.aspx/KB/gametech/board pinouts/dl2.txt
Dragon's Lair 2 wiring connections: J14: (SPEAKER) pin 1 - LEFT SPEAKER pin 2 - LEFT SPEAKER RETURN pin 3 - N/C pin 4 - N/C pin 5 - RIGHT SPEAKER pin 6 - RIGHT SPEAKER RETURN pin 7 - N/C pin 8 - N/C J15: (COIN) pin 1 - +5V pin 2 - COIN #1 pin 3 - COIN #2 pin 4 - N/C pin 5 - N/C pin 6 - GND J17: (INPUTS) pin
File: /kb_dl.aspx/KB/gametech/board pinouts/dl2.txt - 3 K - Updated 1998.01.18
/kb_dl.aspx/KB/gametech/board pinouts/omegarace.txt
Omega Race Pinouts Omega Race is a 2 part boardset that consist of a MOTHER BOARD PC = (A084-90007-E929) and a LOGIC BOARD PC (A084-91372-D929) that plugs into = the card connector on the Mother Board. MOTHER BOARD PINOUTS J5 6 Position 1- GND 2- GND 3- KEY 4- 8 Volt Unregulated (this is used for the BATT Charger circuit) 5- +5VDC 6- +5VDC J6 3 Position 1- 18V AC (low) 2- 18V AC Centertap 3- 18V AC (high) J7 18 Position THIS IS THE CARD EDGE CONNECTOR 1-=20 <no connects 1-7> 7- KEY 8- Y
File: /kb_dl.aspx/KB/gametech/board pinouts/omegarace.txt - 2 K - Updated 1999.04.20
Mortal Kombat 2 FAQ - Revision 10
________________________ MORTAL KOMBAT II FAQ Complete Guide Tenth Revision January 5th, 1994 ineluki@u.washington.edu ________________________ 500 years ago, Shang Tsung was banished to the Earth Realm. With the aid of Goro he was to unbalance the furies and doom the planet to a chaotic existence. By seizing control of the Shaolin Tournament he tried to tip the scales of order towards chaos. Only seven warriors survived the battles and Shang Tsung's scheme would come to a violent end at the han
File: /kb_dl.aspx/KB/faqs/faq-mortal kombat 2.html - 31 K - Updated 1999.10.30
/kb_dl.aspx/KB/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/historical documents/atari games vaxmail/vax86.txt
Atari/Atari Games VaxMail 1986 Jed Margolin ___________________________________________________________________________ From: ERNIE::GRAHAM 2-JAN-1986 10:21:33.70 To: @SYS$MAIL:JUNK CC: Subj: ATARI GAMES 401-K PLAN John Klein asked me to put the following memo out on junk mail: TO: All Employees FROM: John Klein/Dennis Wood We are quite pleased to report that our 401-K Plan has gotten off to an excellent start. As of today we had 118 employees making contributions to the Plan. We encoura
File: /kb_dl.aspx/KB/historical documents/atari games vaxmail/vax86.txt - 342 K - Updated 2004.09.13
/kb_dl.aspx/KB/datasheets/6502/6502a.txt
6502 Microprocessor Revision 1.02 by _Bnu. Most of the following information has been taking out of the "Commodore 64 Programmers Reference Manual" simply because it was available in electronic form and there appears to be no difference between this documentation and the 6502 documentation, they are both from the 6500 family after all. I've made changes and additions where appropriate. In theory you should be able to use any code you can find for emulating the 6510 (the C64 processor). THE REGIST
File: /kb_dl.aspx/KB/datasheets/6502/6502a.txt - 80 K - Updated 2001.01.13
/kb_dl.aspx/KB/historical documents/atari games vaxmail/vax84.txt
Atari/Atari Games VaxMail 1984 Jed Margolin ___________________________________________________________________________ From: KIM::SUTTLES 9-JAN-1984 11:40 To: @SYS$MAIL:COINOP Subj: A neat trick with mail For all of you who use the MAIL program as a form of the "paperless office", I have discovered a bug (pronounced "fea-ture") in same. It seems that the addressee line (TO: ...) is parsed independently of file handling. Mail looks at each item in the list, and checks for a double colon (
File: /kb_dl.aspx/KB/historical documents/atari games vaxmail/vax84.txt - 281 K - Updated 2004.09.13
/kb_dl.aspx/KB/datasheets/z80/z80undoc.txt
_F_r_o_m _N_O_R_T_H_E_R_N _B_Y_T_E_S _- _V_o_l_u_m_e _3 _N_u_m_b_e_r _1_0 _(_O_c_t_. _'_8_2_) UNDOCUMENTED Z-80 OPCODES by Bill Smythe is reprinted from the CHICATRUG NEWS (Chicago TRS-80 Users' Group). NORTHERN BYTES editor's note: This is the most comprehensive article that I have seen to date covering this subject! If you are willing to set aside your Editor/Assembler for a
File: /kb_dl.aspx/KB/datasheets/z80/z80undoc.txt - 17 K - Updated 1996.09.27
/kb_dl.aspx/KB/datasheets/65816/65c816.txt
---------------------------------------------------------------------------- [GTE] Microcircuits CMOS 8/16-Bit Microprocessor Family 65sc802 is both software and pin-to-pin compatible with 6502. G65SC802 / G65SC816 Data Sheets * Features * AC/DC Characteristics * Functional Description * Addressing Modes * Notes on Instructions * Interrupts * Table 4. List of Mnemonics * Table 5-7. Instructions * Table 8. Opcode Matrix * Table 9. Detailed Instruction Operation * Figur
File: /kb_dl.aspx/KB/datasheets/65816/65c816.txt - 91 K - Updated 2001.01.13
/kb_dl.aspx/KB/datasheets/6502/65816datasheet.txt
GTE G65SC802 / G65SC816 Microcircuits CMOS 8/16-Bit Microprocessor Family Features Advanced CMOS design for low power consumption and increased noise immunity Emulation mode for total software compatibility with 6502 designs Full 16-bit ALU, Accumulator, Stack Pointer, and Index Registers Direct Register for ''zero page'' addressing 24 addressing modes (including 13 original 6502 modes) Wait for Interrupt (WAI) and Stop the Clock (STP) instructions for reduced
File: /kb_dl.aspx/KB/datasheets/6502/65816datasheet.txt - 96 K - Updated 1999.07.12
/kb_dl.aspx/KB/pinouts/space_fury.txt
Space Fury ========== 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 -------------------- 1 - Audio out 2 - Empty 3 - Empty 4 - Shield Speech Board ------------ 1 - Empty 2 - Empty 3 - Audio out 4 - Shield 5 - input from pin 1 of Battlestar Sound Board 6 - Empty X-Y Timing Board ---------------- 1 - Y 2 - Shield 3 - Empty 4 -
File: /kb_dl.aspx/KB/pinouts/space_fury.txt - 4 K - Updated 2003.01.06
/kb_dl.aspx/KB/gametech/board pinouts/dragonslair.txt
From: dover@ll.mit.edu (David Humphrey) Newsgroups: rec.games.video.arcade.collecting Subject: Finally DL is done, here is some info Date: 8 Jun 1995 16:16:23 GMT Well, I finally have a Dragon's Lair running up to the point where I am confident that I can successfully complete the game. Thanks to "Blind Guy" Chris, Jim Rogers, and yes, even John Pierce at CPDIST, for all of the input on how to jumper the boards, make the cables and dissect the LDV1000 player (forgot... thanks to the Pioneer Industrial di
File: /kb_dl.aspx/KB/gametech/board pinouts/dragonslair.txt - 7 K - Updated 1995.12.31
/kb_dl.aspx/KB/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
/kb_dl.aspx/KB/gametech/williams_conversion.txt
----------------------------------------------------------------- | SWITCHABLE CONVERSION BETWEEN ROBOTRON, JOUST, AND STARGATE | ----------------------------------------------------------------- COPYRIGHT 1994 REVISION NUMBER: 1.1 (Minor bug fix: Line 976 now shows the correct "Y7-X8" connection, not the bogus "Y7-X7" connection from 1.0) REVISION DATE: 20 Oct 1994 CREATED BY: Doug Jefferys STANDARD DISCLAIMER: -------------------- The author hereby grants permission to rep
File: /kb_dl.aspx/KB/gametech/williams_conversion.txt - 57 K - Updated 1994.10.20
/kb_dl.aspx/KB/historical documents/atari games vaxmail/vax89.txt
Atari/Atari Games VaxMail 1989 Jed Margolin ___________________________________________________________________________ From: KIM::HALLY 3-JAN-1989 09:01:01.61 To: DENCKER,RAY,HALLY,ROTBERG,BURGESS,MARGOLIN,COMSTOCK,NOBLE,MOSER,DIEKNEITE,FULLER,GROSSMAN CC: Subj: S.T.U.N. TEAM last update: 1/3/89 Project: S.T.U.N. RUNNER (571) Planned Field Test: FEB. 89 Planned Finished Goods Assy. JUNE 89 Project Leader: MIKE HALLY Programmer(s): ED ROTBERG ANDY BURGESS Engineer: JE
File: /kb_dl.aspx/KB/historical documents/atari games vaxmail/vax89.txt - 403 K - Updated 2004.09.13
/kb_dl.aspx/KB/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/superpac-man.txt
Here are the pinouts to Super Pac-Man. The first part of this file contains original information pulled from the manual. At the end of this file, Scott Lemon was kind enough to test the pinouts and he gives the minumum set of pins needed to get the game to actually work. --Dave Holcomb holcomb@halcyon.com - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Super Pac-Man pinouts Midway, December 1982 There are three boards to the Super Pac-Man boardset: CPU Boar
File: /kb_dl.aspx/KB/pinouts/superpac-man.txt - 7 K - Updated 2003.01.06
/kb_dl.aspx/KB/gametech/grav_to_blkwidow.txt
----------------------------------------------------------------- | SWITCHABLE CONVERSION BETWEEN GRAVITAR AND BLACK WIDOW | ----------------------------------------------------------------- COPYRIGHT 1993 REVISION NUMBER: 1.1 (first public release) REVISION DATE: 17 March 1994 CREATED BY: Doug Jefferys STANDARD DISCLAIMER: -------------------- The author hereby grants permission to reproduce and distribute this document for personal use, subject to the condition that the document (along
File: /kb_dl.aspx/KB/gametech/grav_to_blkwidow.txt - 39 K - Updated 1994.03.18
/kb_dl.aspx/KB/gametech/segatoatarixyconv.txt
From: essayes@telerama.lm.com (David Shuman) Newsgroups: rec.games.video.arcade.collecting Subject: Sega XY on Atari monitor: it works! Date: 3 Jan 1996 16:32:11 -0500 Organization: Telerama Public Access Internet, Pittsburgh, PA USA Lines: 216 Message-ID: <4ceskr$ajn@asia.lm.com> NNTP-Posting-Host: asia.lm.com The good news is, it can be done. The bad news is, it isn't perfect, at least not yet. SEGA-TO-ATARI VECTOR MONITOR ADAPTER by David Shuman mappy@virginia.edu, essayes@telerama.lm.com
File: /kb_dl.aspx/KB/gametech/segatoatarixyconv.txt - 11 K - Updated 1998.09.24
/kb_dl.aspx/KB/gametech/starwarstoesb.txt
Converting a Star Wars to an Empire Strikes Back arcade game. Version 1.1, Copyright Cliff Koch, 1996 Revision log: 1.0 Original Posting 1.1 Added the data bus wires on the daughterboard netlist (oops). I. Disclaimer Doing this conversion requires reasonable soldering skills. Incorrect wiring could cause damage to the game boards. You do these modifications at your own risk. I did my best to be accurate at describing the conversion, but could have made an
File: /kb_dl.aspx/KB/gametech/starwarstoesb.txt - 32 K - Updated 1996.07.26
/kb_dl.aspx/KB/gametech/board pinouts/superpac-man.txt
Here are the pinouts to Super Pac-Man. The first part of this file contains original information pulled from the manual. At the end of this file, Scott Lemon was kind enough to test the pinouts and he gives the minumum set of pins needed to get the game to actually work. --Dave Holcomb holcomb@halcyon.com - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Super Pac-Man pinouts Midway, December 1982 There are three boards to the Super Pac-Man boardset: CPU Board A0
File: /kb_dl.aspx/KB/gametech/board pinouts/superpac-man.txt - 6 K - Updated 1995.04.06
/kb_dl.aspx/KB/gametech/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/datasheets/6800.txt
---------------------------------------------------------------- | | | | | Motorola | | | | 666 88888 000 000 | | 6 8 8 0 0 0 0 | | 6 8 8 0 0 0 0 0 0
File: /kb_dl.aspx/KB/datasheets/6800.txt - 15 K - Updated 1997.01.03
/kb_dl.aspx/KB/datasheets/6802.txt
---------------------------------------------------------------- | | | | | Motorola | | | | 666 88888 000 22222 | | 6 8 8 0 0 2 2 | | 6 8 8 0 0 0 2
File: /kb_dl.aspx/KB/datasheets/6802.txt - 15 K - Updated 1997.01.03
/kb_dl.aspx/KB/datasheets/6808.txt
---------------------------------------------------------------- | | | | | Motorola | | | | 666 88888 000 88888 | | 6 8 8 0 0 8 8 | | 6 8 8 0 0 0 8 8
File: /kb_dl.aspx/KB/datasheets/6808.txt - 15 K - Updated 1997.01.03
/kb_dl.aspx/KB/historical documents/atari games vaxmail/vax88.txt
Atari/Atari Games VaxMail 1988 Jed Margolin ___________________________________________________________________________ From: MIKE::LIEBSTER 4-JAN-1988 14:39:28.82 To: @SYS$MAIL:EVERYBODY CC: Subj: PAYMENT OF CONSULTANTS/CONTRACTORS STARTING THIS YEAR WE WILL BE PAYING CONSULTANTS AND CONTRACTORS THROUGH PAYROLL INSTEAD OF ACCOUNTS PAYABLE. THIS WILL ALLOW US TO AUTOMATICALLY KEEP TRACK AND GENERATE YEAR-END 1099 INFORMATION. THIS WILL APPLY TO ALL CONTRACTORS OR COMPANIES THAT ARE NO
File: /kb_dl.aspx/KB/historical documents/atari games vaxmail/vax88.txt - 293 K - Updated 2004.09.13
/kb_dl.aspx/KB/gametech/text/robocop.txt
"R-TYPE" Dip Switch Set #1 Options Dip Switch Number 1 2 3 4 5 6 7 8 Number of *3 OFF OFF Space Ships 2 ON OFF 4 OFF ON 5 ON ON Attract Mode NO OFF Sound Effects *YES ON Extra Ship
File: /kb_dl.aspx/KB/gametech/text/robocop.txt - 11 K - Updated 1997.05.28
/kb_dl.aspx/KB/datasheets/jag68k.txt
# ------------------------------------------------------------------- # 68K (c) Copyright 1996 Nat! & KKP # ------------------------------------------------------------------- # These are some of the results/guesses that Klaus and Nat! found # out about the Jaguar with a few helpful hints by other people, # who'd prefer to remain anonymous. # # Since we are not under NDA or anything from Atari we feel free to # give this to you for educational purposes only. # # Please n
File: /kb_dl.aspx/KB/datasheets/jag68k.txt - 9 K - Updated 1999.05.17
/kb_dl.aspx/KB/gametech/berzerk.txt
Berserk Pinouts Stern, 1980 These pinouts should work for Frenzy as well. To switch games, you should only have to switch the ZPU-1000 board. I believe the Frenzy board is ZPU-2000. The complete boardset includes these 6 boards: ZPU-1000 [CPU/ROMs] SB-1000 [Amp] VSU-1000 [Sound/Voice] BSC-1000 [Video] VFB-1000 [Video + Controls] RCR-1000 [Interface Board to controls + video] Optionally, you may also come across the Power Supply (PS-1000), Heat Sink (HSA-1000), transformer
File: /kb_dl.aspx/KB/gametech/berzerk.txt - 11 K - Updated 1995.04.27
/kb_dl.aspx/KB/gametech/board pinouts/berzerk.txt
Berserk Pinouts Stern, 1980 These pinouts should work for Frenzy as well. To switch games, you should only have to switch the ZPU-1000 board. I believe the Frenzy board is ZPU-2000. The complete boardset includes these 6 boards: ZPU-1000 [CPU/ROMs] SB-1000 [Amp] VSU-1000 [Sound/Voice] BSC-1000 [Video] VFB-1000 [Video + Controls] RCR-1000 [Interface Board to controls + video] Optionally, you may also come across the Power Supply (PS-1000), Heat Sink (HSA-1000), transformer
File: /kb_dl.aspx/KB/gametech/board pinouts/berzerk.txt - 11 K - Updated 1995.04.27
/kb_dl.aspx/KB/gametech/woodcock_tempest_repair.txt
Troubleshooting your Tempest Machine, by Gregg Woodcock This article is Copyright worldwide 1991, 1995; all rights reserved. This is a file I have put together which should get you started on repairing your non-working Atari Tempest game. It lists all the problems I have seen and lots of information from the various manuals. Monitor failures are much more common than game board failures (in fact, I find the game boards to be fairly robust) and that topic is so lengthy that it is covered in another
File: /kb_dl.aspx/KB/gametech/woodcock_tempest_repair.txt - 31 K - Updated 2001.05.27
/kb_dl.aspx/KB/historical documents/atari games vaxmail/vax90.txt
Atari/Atari Games VaxMail 1990 Jed Margolin ___________________________________________________________________________ From: BERT::LTURNER 2-JAN-1990 15:43:12.18 To: @SYS$MAIL:EVERYBODY CC: LTURNER Subj: New Baby This is to annouce the arrival of a new addition at the Moore house. His name is Evan Alexander Bettencourt Moore. He was born on Saturday, December 30, at 10:21A. Weight -- 7 lbs 10 oz Height -- 20 1/2 inches Mother and baby are home and doing well. _____________________________
File: /kb_dl.aspx/KB/historical documents/atari games vaxmail/vax90.txt - 537 K - Updated 2004.09.13
/kb_dl.aspx/KB/pinouts/super_pac_man.txt
Super Pac-Man Midway, December 1982 ----------------------------------- There are three boards to the Super Pac-Man boardset: CPU Board A084-91436-D316 Video Board A084-91435-C316 Credit Bypass Bd A082-91348-0000 The CPU board is labeled with: [@ location 2M] c1982 BALLY MIDWAY MFG. CO ALL RIGHTS RESERVED [@ location 3K] A084-91436-F316 [@ location 4J] SUPER PAC-MAN CPU BD. And the video board is labeled with:
File: /kb_dl.aspx/KB/pinouts/super_pac_man.txt - 17 K - Updated 2003.01.06
/kb_dl.aspx/KB/gametech/dragonsl.air.txt
From: dover@ll.mit.edu (David Humphrey) Newsgroups: rec.games.video.arcade.collecting Subject: Finally DL is done, here is some info Date: 8 Jun 1995 16:16:23 GMT Well, I finally have a Dragon's Lair running up to the point where I am confident that I can successfully complete the game. Thanks to "Blind Guy" Chris, Jim Rogers, and yes, even John Pierce at CPDIST, for all of the input on how to jumper the boards, make the cables and dissect the LDV1000 player (forgot... thanks to the Pioneer Industrial di
File: /kb_dl.aspx/KB/gametech/dragonsl.air.txt - 16 K - Updated 1996.04.04
/kb_dl.aspx/KB/pinouts/berzerk.txt
Berzerk, Stern 1980 ------------------- The complete boardset includes these 6 boards: ZPU-1000 [CPU/ROMs] SB-1000 [Amp] VSU-1000 [Sound/Voice] BSC-1000 [Video] VFB-1000 [Video + Controls] RCR-1000 [Interface Board to controls + video] Here is the board layout: If you lay down the boards exactly like the diagram, all the game bus connectors align themselves. The games bus connectors are all 23-pin small-width MTA connectors, except for two 18-pin small-width
File: /kb_dl.aspx/KB/pinouts/berzerk.txt - 19 K - Updated 2003.01.06
/kb_dl.aspx/KB/pinouts/frenzy.txt
Frenzy ------ These pinouts should work for Frenzy as well. To switch games, you should only have to switch the ZPU-1000 board. I believe the Frenzy board is ZPU-2000. The complete boardset includes these 6 boards: ZPU-1000 [CPU/ROMs] SB-1000 [Amp] VSU-1000 [Sound/Voice] BSC-1000 [Video] VFB-1000 [Video + Controls] RCR-1000 [Interface Board to controls + video] Here is the board layout: If you lay down the boards exactly like the diagram, all the game bu
File: /kb_dl.aspx/KB/pinouts/frenzy.txt - 19 K - Updated 2003.01.06
Zilog Z80 CPU Specifications
Zilog Z80 CPU Zilog Z80 CPU Specifications by Sean Young (syoung@cs.vu.nl) Last update: September 21, 1997 Opcode Prefixes There are four different opcode prefixes: CB, DD, ED and FD. If an opcode begins the DD prefix, the IX register is used in stead of the HL register and likewise the FD prefix results in use of the IY register in stead of the HL register. If HL refers to memory address, (e.g. LD A, (HL) ), an offset d is added to the opcode (e.g. LD A, (IX + d) ). If the instruction uses the H or L
File: /kb_dl.aspx/KB/datasheets/z80/z80.doc - 421 K - Updated 2002.09.24
/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$228480d0@default> Reply-To: zonn@concentric.net NNTP-Posting-Host: cnc132049.concentric.net Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Newsreader: Forte Agent .99g/1
File: /kb_dl.aspx/KB/gametech/cinemonitorrepair.txt - 35 K - Updated 1997.08.07
/kb_dl.aspx/KB/historical documents/atari games vaxmail/vax91.txt
Atari/Atari Games VaxMail 1991 Jed Margolin ___________________________________________________________________________ From: GAWD::MCCARTHY "Pat" 2-JAN-1991 12:37:15.74 To: @SYS$MAIL:JUNK CC: MCCARTHY Subj: New employee. If you haven't already noticed or been introduced, we have a new employee starting today. His name is John Moore. He is a hardware design engineer in the Electrical Design group, reporting to me. His office is the corner cubicle just outside my office. Drop by and say Hi. _____
File: /kb_dl.aspx/KB/historical documents/atari games vaxmail/vax91.txt - 834 K - Updated 2004.09.13
/kb_dl.aspx/KB/historical documents/atari games vaxmail/vax92.txt
Atari/Atari Games VaxMail 1992 Jed Margolin ___________________________________________________________________________ From: BERT::FRANCES 2-JAN-1992 17:56:52.97 To: MARGOLIN CC: Subj: PHONE MESSAGE DAN ASH 879-3037 10:27AM NEW 2101 MATERIAL HAS NO BUGS. CALL MARGO FOR MORE INFO. ___________________________________________________________________________ From: BERT::BROWN 3-JAN-1992 19:39:22.02 To: @SYS$MAIL:EVERYBODY CC: BROWN Subj: PREMIUM PAYMENT PLAN, MODIFIED CAFETERIA PLAN
File: /kb_dl.aspx/KB/historical documents/atari games vaxmail/vax92.txt - 564 K - Updated 2004.09.13

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This game page was created 07/03/2000 01:12:06 and last updated 07/03/2000 01:12:06