Sega Harley Davidson Std Type Service Manual
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18 Run towards the checkpoint by judging the route from the arrow and the NAVIGATION WINDOW. Passing the checkpoint within the time limit results in a Stage Clear. The time limit is extended and the next checkpoint is displayed. If the player fails to pass the checkpoint within the time limit, the game is over. Passing all of the checkpoints results in a Game Clear. The successful player can see the ending mode. After a Game Over, the accomplishment results are displayed on the map. If the player scores high points, the Name Entry mode appears. Turn the Handlebar, select character, and turn the Accelorator Grip to register intial, etc. NOTE 1: Setting change can be made to no sound output during ADVERTISE. NOTE 2: In the case where several machines are linked together for communication play, the bike appearing first in the Select Mode is predetermined by the number of each cabinet set for the communication play. NOTE 3: The setting of the number of checkpoints required for game clear is changeable. KNACK OF GAME PLAY To make full use of bike characteristics; To memorize the courses;Each of the 5 types of bike has specific characteristics. High points can be earned by fully utilizing the bike charcteristics and selecting the type which suites best for the player. The player will surely acomplish a game clear by selecting the course on which he can make full use of the bike characteristics instead of relying on the map and arrow. 6 7 8 9 10
19 By operating the switch unit, periodically perform the tests and data check. When installing the machine initially or collecting cash, or when the machine does not function correctly, perform checking in accordance with the explanations given in this section. The following shows tests and modes that should be utilized as applicable. INSTALLATION OF MACHINE 7 - 6 2. In the INPUT TEST mode, check each SW and VR. 3. In the OUTPUT TEST mode, check each of lamps. 4. In the MEMORY TEST mode, check ICs on the IC Board. Choose MEMORY TEST in the MENU mode to allow the MEMORY test to be performed. In this test, PROGRAM RAMs, ROMs, and ICs on the IC Board are checked. Periodically perform the following: 1. MEMORY TEST 2. Ascertain each setting. 3. In the INPUT TEST mode, test the CONTROL device 4. In the OUTPUT TEST mode, check each of lamps. 1. In the INPUT TEST mode, check each SW and VR. 2. Adjust or replace each SW and VR. 3.If the problem can not be solved yet, check the CONTROL’s moves. In the PROJECTOR ADJUSTMENT mode, check to see if the PROJECTOR adjustment is appropriately made. 1. MEMORY TEST 2. In the SOUND TEST mode, check the sound related ROMs. Check such data as game play time and histogram to adjust the difficulty level, etc1. Check to see that each setting is as per standard setting made at the time of shipment. PERIODIC SERVICING MEMORY PROJECTOR DATA CHECK CONTROL SYSTEM7 - 10, 7 - 11 7 - 6 7 - 7 7 - 3, 7 - 4 7 - 3, 7 - 4 7 - 10, 7 - l1 7 - 7 When the machine is installed, perform the following: IC BOARD7 - 6 8 TABLE 7 EXPLANATION OF TEST MODE 7 - 9 7 - 8 7 - 15 8 7 . EXPLANATION OF TEST AND DATA DISPLAY ITEMS DESCRIPTION SECTIONS
20 Open COIN CHUTE DOOR, and the switch unit shown appears. The func- tion of each switch is as follows: 7 - 1 SWITCH UNIT AND COIN METER Never touch places other than those specified. Touching places not specified can cause electric shock and short circuit. Adjust to the optimum sound volume by considering the environmental requirements of the installation location. If the COIN METER and the game board are electrically disconnected, game play is not possible. SOUND VOLUME Controls the speaker volume of the right/left speakers on the coin chute tower. TEST BUTTON (TEST SW) For the handling of the TEST BUTTON, refer to the section on test mode. SERVICE BUTTON (SERVICE SW) Gives credits without registering on the coin meter. 2 1 3 SWITCH UNIT VOL. FRONT VOL. SEAT TEST SERVICEDEMAG. SW.
21 This mainly checks if the operation of the game BD is accurate, and allows for COIN ASSIGNMENTS/GAME ASSIGNMENTS setting and Projector adjustments. 7 - 2 TEST MODE 7 - 3 MEMORY TEST The MEMORY TEST mode is for checking the on-BD memeory IC functioning. “GOOD” is displayed for normal ICs and “BAD” is displayed for abnormal ICs This test starts immediately after selection from the menu in the test mode. When in execution, the “TESTING NOW” message will be displayed at the lower part to the screen. Press the Test Button to proceed to CPU RAM TEST Test starts immediately after proceeding to this mode from CPU ROM TEST. During execution, the “TESTING NOW” message will be displayed at the lower part of the screen. When an error occurs, the ERROR message is shown. After finising the test, press the TEST button to return to the menu mode. FIG. 7.2 TEST MENU FIG. 7.3a MEMORY TEST Push the TEST BUTTON to cause the follow- ing TEST MENU to appear: By pushing the SERVICE BUTTON, bring the “>” mark to the desired item and press the TEST BUTTON. This will select the item’s test. After the test is complete, move the “>” mark to “EXIT” and press the TEST BUTTON to return to game mode. 3 1 2 TEST MENU CPU MEMORY TEST VIDEO MEMORYTEST BOUNDRY SCAN TEST INPUT TEST OUTPUT TEST SOUND TEST C.R.T. TEST GAME ASSIGNMENTS COIN ASSIGNMNETS NETWORK ASSIGNMENTS VOLUME ADJUSTMENTS REAL TIME CLOCK TEST BOOKKEEPING BACKUP DATA CLEAR >EXIT SELECT WITH SERVICE BUTTON AND PRESS TEST BUTTON CPU ROM TEST GOOD (CROM03 MASK) IC.1 ***** GOOD (CROM02 MASK) IC.2 ***** GOOD (CROM01 MASK) IC.3 ***** GOOD (CROM00 MASK) IC.4 ***** GOOD (CROM13 MASK) IC.5 ***** GOOD (CROM12 MASK) IC.6 ***** GOOD (CROM11 MASK) IC.7 ***** GOOD (CROM10 MASK) IC.8 ***** GOOD (CROM33 EPROM) IC.9 ***** GOOD (CROM32 EPROM) IC.10 ***** GOOD (CROM31 EPROM) IC.11 ***** GOOD (CROM30 EPROM) IC.12 ***** GOOD (CROM3 EPROM) IC.13 ***** GOOD (CROM2 EPROM) IC.14 ***** GOOD (CROM1 EPROM) IC.15 ***** GOOD (CROM0 EPROM) IC.16 ***** PRESS TEST BUTTON TO EXIT CPU ROM TEST GOOD (SDRAM) IC. 13 IC. 15 GOOD (BACK UP SRAM) IC. 21 IC. 22 GOOD (SCROLL SDRAM) IC. 94 or IC.19 IC. 20 GOOD (SCROLL SDRAM) IC. 17 IC. 18 PRESS TEST BUTTON TO EXIT FIG. 7.3b MEMORY TEST The Following FIGURES/TABLES show the factory recommended settings. The Following FIGURES/TABLES show the factory recommended settings.The Following FIGURES/TABLES show the factory recommended settings. The Following FIGURES/TABLES show the factory recommended settings. The Following FIGURES/TABLES show the factory recommended settings.
22 FIG. 7.4a VIDEO MEMORY TEST VIDEO BOARD ROM TEST GOOD (VROM01) IC.26 ***** GOOD (VROM00) IC.27 ***** GOOD (VROM03) IC.28 ***** GOOD (VROM02) IC.29 ***** GOOD (VROM05) IC.30 ***** GOOD (VROM04) IC.31 ***** GOOD (VROM07) IC.32 ***** GOOD (VROM08) IC.33 ***** GOOD (VROM11) IC.34 ***** GOOD (VROM10) IC.35 ***** GOOD (VROM13) IC.36 ***** GOOD (VROM12) IC.37 ***** GOOD (VROM15) IC.38 ***** GOOD (VROM14) IC.39 ***** GOOD (VROM17) IC.40 ***** GOOD (VROM16) IC.41 ***** PRESS TEST BUTTON TO CONTINUE 7 - 4 VIDEO MEMORY TEST FIG. 7.4b VIDEO MEMORY TEST VIDEO BOARD RAM TEST PRESS TEST BUTTON TO CONTINUE 7 - 5 BOUNDRY SCAN TEST FIG. 7.5 BOUNDRY SCAN TEST BOUNDRY SCAN TEST TOTAL ERRORS 0 PRESS TEST BUTTON TO EXIT This allows the functioning of the VIDEO MEMORY IC’s on the IC board to be checked. “GOOD” is displayed for normal IC’s and “BAD” is displayed for abnormal IC’s if any. Test starts immediately after proceeding to this mode from the menu in the test mode. During execution, the “TESTING NOW” message will be didplayed at the lower portion of the screen. After fininshing the test, press the TEST BUTTON to proceed to VIDEO RAM. Test starts immediately after proceeding to this mode from the VIDEO BOARD ROM TEST. During execution, the “TESTING NOW” message will be displayed at the lower portion of the screen. If staus is satisfactory, nothing will be displayed. After fininshing the test, press the TEST BUTTON to return to the menu mode. Selecting the “BOUNDRY SCAN TEST” causes the Game board’s testing in terms of hardware to be performed automatically. When the test is completed, if the results are as shown left, it is satisfacory. After finishing the test, press the TEST BUTTON to have the MENU MODE return on the screen. Next, turn power off and then turn it back on again. To avoid malfunctioning, have the Board intialized by turning the power off and then on. If there is any hardware problems, an error message is displayed. Please contact the offices herein stated or where the product was purchased from.
23 When INPUT TEST is selected, the MONITOR will show the following, allowing you to watch the status of each switch and the value of each V.R. 7 - 6 INPUT TEST FIG. 7.6 INPUT TESTThis test mode displays the status of each switch, button, and Volu me. When the switch/button corrsponds to the name of the item is pressed, if OFF changes to ON, it is satisfactory. When corresponding Volume is operated, if the Volume value differs in a natural manner, it is satisfactory. APPROPRIATE VALUE OF TENSION VOLUME Tension volume values are displayed in hexadecimal numer- als within the range of 00H~ffH. If the value does not satisfy the following limitations, adjust the Volumes gear mesh so as to meet the requiremnts. LOWER LIMIT: Over 05H UPPER LIMIT: Under faHPress the test button to return to the menu mode INPUT TEST HANDLEBAR OFF THROTTLE OFF FRONT BRAKE OFF REAR BRAKE OFF VIEW CHANGE OFF MUSIC SELECT OFF SHIFT UP OFF SHIFT DOWN OFF START OFF COIN #1 OFF SERVICE-SW OFF TEST-SW OFF PRESS TEST BUTTON TO EXIT Choose OUTPUT TEST to cause the following lower screen to appear. In this test, check the status of each lamp. Pressing the TEST BUTTON causes “ON” to be displayed and the corresponding lamp lights up. Pressing the TEST BUTTON again cuases “OFF” to be displayed and the lamp goes off. The Foot Controller is locked with the Slide Lock in the ON status, and Unlocked to become free with the Slide Lock in the OFF status. Press the test Button to return to the MENU MODE. FIG. 7.7 OUTPUT TEST 7 - 7 OUTPUT TEST OUTPUT TEST START LAMP OFF VIEW CHANGE LAMP OFF MUSIC SELECT LAMP OFF RACE READER LAMP OFF >EXIT SELECT WITH SERVICE BUTTON PRESS TEST BUTTON TO EXIT
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25 7 - 10 GAME ASSIGNMENTS Selecting the GAME ASSIGNMENTS in the MENU mode causes the present game settings to be displayed and also the game settings changes (game difficulty, etc.) can be made. Each item displays the following content. SETTING CHANGE PROCEDURE Press the SERVICE BUTTON to move the “>” to the desired item. Choose the desired setting change item by using the TEST BUTTON. To return to the MENU mode, move the arrow to EXIT and press the TEST BUTTON.1 2 ADVERTISE SOUND Determines wether ADVERTISE SOUND is to be emitted or not by the setting to ON when emitting it and to OFF when not emitting it. GAME ASSIGNMENTS ADVERTISE SOUND ON GAME DIFFICULTY NORMAL CABINET TYPE STANDARD B.G.M. VOLUME 4 ENGINE VOLUME 8 NUMBER OF STAGES 4 TOURNAMENT MODE ON START MONTH DEC DAY 25 YEAR 1998 HOUR 18 END MONTH DEC DAY 25 YEAR 1998 HOUR 18 DURATION DAILY > EXIT SELECT WITH SERVICE BUTTON AND PRESS TEST BUTTTON 3Setting changes cannot be stored unless the TEST BUTTON is pressed while the arrow is on EXIT. The Following FIGURES/TABLES show the factory recommended settings. The Following FIGURES/TABLES show the factory recommended settings.The Following FIGURES/TABLES show the factory recommended settings. The Following FIGURES/TABLES show the factory recommended settings. The Following FIGURES/TABLES show the factory recommended settings.GAME DIFFICULTY Sets the Game Difficulty in 5 catagories from 1 to 8. The greater the number is, the higher the difficulty level becomes. Alternately it may display each catagory by name; Very Easy, Easy, Normal, Hard, Very Hard B.G.M. VOLUME BGM Volume Adjustment. ENGINE VOLUME Engine Volume adjustment TOURNAMENT MODE During the period set, special bookkeeping for ranking is executed. When set to ON, as shown above, the date of Tournament Mode Start, the end date of Tournament Mode, and itmes of bookkeeping periods are displayed. Duration refers to the unit of bookkeeping periods. The setting can be selected from among DAILY, WEEKLY, BI-WEEKLY, and MONTHLY.Be sure to set the present time in the Tournament Mode. CABINET TYPE Set to DELUXE or STANDARD as applicable. Setting to wrong type can causefailure be sure to set correctly. (i.e. In communication Play Race Leader Lamp does not light up/flash/light out. The Cabinet appearing in the operation explanation mode differs from the type used.)
26 The “COIN ASSIGNMENTS” mode permits you to set the start number of credits, as well as the basic numbers of coins and credits. This mode expresses “how many coins correspond to how many credits.” SETTING CHANGE PROCEDURE Press the SERVICE BUTTON to move the arrow to the desired item. Choose the desired setting change item by using the TEST BUTTON. To return to the MENU mode, move the arrow to EXIT and press the TEST BUTTON. COIN CHUTE TYPE Sets the combination of the number of COIN CHUTEs and the number of players as applicable. In the case that the COIN CHUTE is changed, be sure the setting is made in a manner meeting the replaced coin chute. COMMON: Coins are accepted in common for both players. INDIVIDUAL: Each player uses a coin chute which accepts coins indepen- dently. 7 - 11 COIN ASSIGNMENTS CREDIT TO START Number of credits required for starting game (1~5 credits are selected.) CREDIT TO CONTINUE Number of credits required for continuing game (1~5 credits are selected.) COIN/CREDIT SETTING Sets the CREDITS increase increment per coin insertion. There are 27 setings from #1 to #27, expressed in XX CREDIT as against XX COINS inserted. (TABLE 7.11a, 7.11b) #27 refers to FREE PLAY. When the COIN CHUTE TYPE is set to INDIVIDUAL, there are some setting numbers not displayed as indicated in TABLE 7.11b. MANUAL SETTING This allows credit increase setting as against coin insertion to be further set in the manner finer than COIN/ CREDIT SETTING (refer to TABLE 7.11c). 1 2 3 COIN ASSIGNMENTS COIN CHUTE TYPE COMMON CREDIT TO START 2 CREDITS CREDIT TO CONTINUE 1 CREDIT COIN/CREDIT SETTING #1 CHUTE#1 1 COIN 1 CREDIT CHUTE#2 1 COIN 1 CREDIT MANUAL SETTING >EXIT SELECT WITH SERVICE BUTTON AND PRESS TEST BUTTON Setting changes cannot be stored unless the TEST BUTTON is pressed while the arrow is on EXIT.
27 TABLE 7.11a COIN/CREDIT SETTING (COIN CHUTE COMMON TYPE) SETTING FUNCTIONING OF CHUTE#1 SETTING #1 1 COIN 1 CREDIT SETTING #2 1 COIN 2 CREDITS SETTING #3 1 COIN 3 CREDITS SETTING #4 1 COIN 4 CREDITS SETTING #5 1 COIN 5 CREDITS SETTING #6 1 COIN 2 CREDITS SETTING #7 1 COIN 5 CREDITS SETTING #8 1 COIN 3 CREDITS SETTING #9 1 COIN 4 CREDITS SETTING #10 1 COIN 5 CREDITS SETTING #11 1 COIN 6 CREDITS SETTING #12 2 COINS 1 CREDIT SETTING #13 1 COIN 1 CREDIT SETTING #14 1 COIN 2 CREDITS SETTING #15 1 COIN 1 CREDIT 2 COINS 3 CREDITS SETTING #16 1 COIN 3 CREDITS SETTING #17 3 COINS 1 CREDIT SETTING #18 4 COINS 1 CREDIT SETTING #19 1 COIN 1 CREDIT 2 COINS 2 CREDITS 3 COINS 3 CREDITS 4 COINS 5 CREDITS SETTING #20 1 COIN 5 CREDITS SETTING #21 5 COINS 1 CREDIT SETTING #22 1 COIN 2 CREDITS SETTING #23 2 COINS 1 CREDIT 4 COINS 2 CREDITS 5 COINS 3 CREDITS SETTING #24 1 COIN 3 CREDITS SETTING #25 1 COIN 1 CREDIT 2 COINS 2 CREDITS 3 COINS 3 CREDITS 4 COINS 4 CREDITS 5 COINS 6 CREDITS SETTING #26 1 COIN 1 CREDITS SETTING #27 FREE PLAY