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Sega Virtua Fighter 4 Evolution Kit Installation Service Manual

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    Sega Naomi System Switch 
    Bracket and Speaker 
    Installation Diagrams 
    (Figure 3)
    Coin Meter
    Test Service
    Volume 
    JAMMA Pin     R
    JAMMA Pin    15
    JAMMA Pin      1
    Yellow Wire from Extra
    Harness  (+5v) JAMMA Pin  8
    +_
    Pin 1
    Pin 5
    Pin 4
    To CN1 of
    Amplifier Board
    YEL/RED
    WHT/REDGRN/RED
    From CN2 of
    Amplifier Board
    From CN4 of
    Amplifier Board
    GRY/RED
    ORG/RED
    ORG/BLUE GRY/BLUE Left
    Speaker
    Right
    Speaker 
    						
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    Sega Naomi System 
    JAMMA Harness Wiring 
    (JAMMA I/O BD) 
    (Figure 4)
    4
    1
    2
    3
    5
    6
    7
    8
    10
    11
    12
    13
    14
    15
    16
    17
    18
    19
    20
    21
    A
    B
    C
    D
    E
    F
    H
    J
    K
    L
    M
    N
    P
    R
    S
    T
    U
    V
    X
    Y
    Z
    a
    22
    23
    24
    4
    e
    d
    26
    25
    c
    b
    28f
    27
    9
    W
    Ground
    GroundGround
    Ground
    +5v (Not Used) +5v (Not Used)
    +5v (Not Used)
    +5v (Not Used)
    (Not Used)(Not Used)
    +12v (Not Used)
    +12v (Not Used)
    KeyKey
    Coin Meter 1
    Coin Meter 2
    (Not Used)
    (Not Used)
    (Not Used)(Not Used)
    (Not Used)
    (Not Used)
    Video Red
    Video Blue
    Video Ground Video Green
    Video Sync
    Service
    Test (Not Used)
    Coin 1
    Coin 2
    1P Start
    2P Start
    1P UP2P UP
    2P Down
    1P Down
    1P Left 2P Left
    1P Right
    Attack 1P (1P SW1)
    Grapple 1P (1P SW2)
    Support 1P (1P SW3)
     Ground
     Ground 2P Right
    Attack 2P (2P SW1)
     Ground  Ground Support 2P (2P SW3)
    Grapple 2P (2P SW2)
    (Not Used)
    (Not Used) (Not Used)
    (Not Used) 
    						
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    CN4
    Sega Naomi System
    Filter Board Information
    Connector Description etc.
    PSW2PSW1
    CN3CN2CN1
    DIPSW1
    Power Connectors
    VGA Level
    Video Out
    Preamp Level
    Audio Out
    Test
     Switch
    Service
    Switch
    1
    1
    2
    2
    3
    3
    4
    Setting for High
    Resolution 31KHZ
    1 -4 off
    Setting for Standard
    Resolution 15KHZ
    1 on 2-4 off. 
    						
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       To prevent electric shock or IC Board malfunctioning, be sure to turn off 
    the power for the cabinet when installing or removing the IC Board.
       Extraneous matter such as dust on the IC Board can cause the IC Board 
    to generate heat and result in a fire due to short circuit, etc.  Ensure the IC 
    Board surfaces are always kept clean.
       Use NAOMI 2 for the cabinets compatible with JVS.  Using NAOMI for 
    the cabinet other than those compatible with JVS can cause generation of 
    heat and a fire.
       Be sure to connect the IC Board and connectors completely.  Insufficient 
    insertion can damage IC Board, etc.
       For the IC Board circuit inspection, only the use of Logic Tester is permitted.
    The use of ordinary testers is not permitted as these can damage the IC Board.
       Do not subject the IC Board to static electricity when installing the IC Board 
    in the cabinet or when connecting wire harness connectors to the IC Board.
       When soldering buttons, etc. to the wire harnesses, be sure to remove the wire 
    harnesses from the IC Board so as not to subject the IC Board to heat.
       Using NAOMI 2 without the Shield Case can cause electric wave trouble.  Be 
    sure to use NAOMI 2 together with the accessory Shield Case.
       The monitor frequency corresponding to NAOMI 2 is 15 kHz or 31 kHz.
    NAOMI 2 can not be used for the cabinet incorporating a monitor or projector 
    not corresponding to 15 kHz or 31 kHz.
    1.  HANDLING PRECAUTIONS
     Concerning the display of JAMMA VIDEO STANDARD:
        JAMMA VIDEO STANDARD adopted by NAOMI 2 is referred to as JVS.  As against this 
    Standard, the conventional JAMMA STANDARD which employs 56P Edge Connectors 
    adopted by ST-V, etc. is displayed as Old JAMMA STANDARD.
        The specific Manual attached to each game sometimes displays JVS as JV STANDARD, New 
    JAMMA STANDARD, or JAMMA 2 STANDARD against OLD JAMMA STANDARD as 
    JAMMA STANDARD, JS, etc.
     The contents herein described are subject to change without notice.
    STOP
    IMPORTANT!
    WARNING! 
    						
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    2.  SPECIFICATIONS
    ON-SCREEN DISPLAY
        Monitor Position
    Horizontal Synchronous Frequency
    31/15 kHz
    CONTROL PANEL
    HORIZONTAL
    START 
    DEFENSE (GUARD)
    PUNCH
    KICK8WAYS 
    						
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    3 - 1 OUTLINE OF THE GAME
     You, as a martial art fighter, play in a tournament.
     For one-person match, you operate a playing character to fight against an opponent computer-
    operated character (CPU).
     For person-vs-person match, two players operate each playing character to fight against each 
    other.
     The playing characters covers 15 selectable regular characters and 1 boss character .
    3 - 2 PLAYING PROCEDURE
     Total 15 characters are available. Out of them you select one character to start the game.
     At each stage you play a match against a computer-operated character.
     Winning a match
    •  Each match consists of multiple rounds. You win a match when the number of your gained 
    rounds reaches a preset value.
    •  When you win a match at any stage, you can proceed to a next stage and play a match against 
    a new computer-operated character.
     Gaining a round
        You can gain a round when either of the following events occurs.
    •  You successfully reduce the opponent's energy to 0 (zero).
    •  Your energy remains much more than the opponent's energy when the limit time has become 
    0 (zero).
    •  You turn the opponent out of the ring.
    When you and the opponent have drawn (that is, at the end of a round, both have a same level of 
    energy or have knocked each other at the same time), both can gain the round exceptionally.
    When you and the opponent have drawn under a sudden death state (that is, the number of the 
    gained rounds is equal to each other and either can win the match by obtaining one more round), 
    either with more energy becomes a winner of the match.
     When the GAME becomes OVER
        The game is over when either of the following events occurs.
    •  You lose a match against a computer-operated character.
    •  You finish all the 11 stages: 10 stages, each with a regular computer-operated character, and 1 
    stage with a boss computer-operated character.
     Continuing the game
        You can continue the game as follows.
    •  When you lose a match, the CONTINUE screen appears.
    •  Insert the credit coins before the limit time is counted down to 0 (zero) on the CONTINUE 
    screen, and press the start button. Then, you can continue the game (or resume the first round 
    of the stage where you lost a match).
    3.  GAME DESCRIPTION 
    						
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    3 - 3 CHARACTER SELECT SCREEN
     You select one out of the 15 available characters.
     Each character indicates its name, figure and profile.
     Place the lever in an upper, lower, left, or right position to migrate from character to 
    character, and press either of the punch, kick, and defense buttons to select a character.
     Hold down the start button and press either of the punch, kick, and defense buttons to toggle 
    between 1P character's color and 2P character's color.
    3 - 4 GAME-PLAYING SCREEN  
    						
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    3 - 5 BASIC OPERATIONS OF THE CONTROLS
    The following explains the operation for a 1P character. For a 2P character, read right and left 
    reverse.
        The following abbreviations are used herein.
         P:   Punch button
         K:   Kick button
         G:   Defense (Guard) button
         +:   Operating the two or more controls at the same time
    •  P: Punching attack
    •  K: Kicking attack
    •  G: Defending upper and middle parts
    •  Lever in a lower position + G: Defending lower part
        (Note: The opponent may attack you at your upper, middle, or lower part. You must defend 
    your upper, middle, or lower part accordingly.)
    •  Lever in a right position: Moving forwards
    •  Lever in a left position: Moving backwards
    •  Lever in an upper position instantly: Dodging away from you
    •  Lever in a lower position instantly: Dodging toward you
    •  P or K + lever in an upper position: Jumping upwards
    •  P or K + lever in an upper right position: Jumping diagonally forwards
    •  P or K + lever in an upper left position: Jumping diagonally backwards
    •  Lever in a right position two times quickly: Dashing forwards
    •  Lever in a left position two times quickly: Dashing backwards
    •  Lever in a lower right position two times quickly: Crouching and dashing forwards
    •  Lever in a lower left position: two times quickly: Crouching and dashing backwards
    •  Lever held in a lower position: Crouching
    •  P + G when you are close to the opponent: Throwing
    •  P + G when the opponent is throwing you: Escaping the throw (slipping)
    •  Lever in an upper position + P for the downed opponent: Jumping and attacking the downed 
    opponent
    •  Repeated G when you are downed: Standing up quickly
    •  Repeated K when you are downed: Kicking attack immediately after quickly standing up
    •  Lever in a left position + repeated G when you are downed: Rolling backwards and standing 
    up
    •  Lever in an upper/down position + repeated G when you are downed: Rolling left/right and 
    standing up
    •  Continuously operated lever in a left/right position when you are faltering: Unfaltering 
    quickly 
    						
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    3 - 6 SPECIAL OPERATIONS OF THE CONTROLS
    Dodging/Attacking
    Immediately after surely dodging by a lever operation, you attack an opponent. Thus you can use 
    the combination of dodging/attacking skills. 
    Lever in an upper position instantly + P + K + G: Dodging away from you and attacking
    Lever in a lower position instantly + P + K + G: Dodging toward you and attacking
    Recovery (Ukemi = safe ways of falling down)
    The ukemi enables you to regain your balance just when landing and to immediately attack an 
    opponent. This skill lessens damage to you. Thus you can escape from the crunch and rather earn 
    a chance to counterattack. You may be just downed or use the ukemi, whichever is tactically 
    desirable in each situation. 
    P + K + G immediately before you are downed: Ukemi
    Charge Attack (attacking with the accumulated energy)
    Using the energy accumulated for a little time, you can destroy an opponent's defenses. This 
    high-risk, high-return skill enhances your tactical capabilities. Special commands, one each with 
    a character, are available to activate this function. 
    Fighting by the walls
    •  You may damage and destroy the walls. Thereby you can change the state of the ring as 
    tactically required.
    •  The opponent may falter when you throw him/her against the walls. This enables you to use 
    the combination (Combo) skills. 
    						
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    3 - 7 PERSON-VS-PERSON (VS) MATCHS
    •  A new player may join you in playing the GAME or selecting a character. As a result the 
    system suspends the current one-person match against a computer-operated character and 
    starts a person-vs-person match.
    •  The new player must insert the credit coins before joining.
    •  After playing the person-vs-person match only the winner can continue to play the suspended 
    match: one-person match against a computer-operated character. He/she resumes the first 
    round of the suspended match.
    PERSON-VS-PERSON (VS) MATCHS • CHARACTER SELECT SCREEN
    •  When you have set the STAGE item to RANDOM on the GAME ASSIGNMENTS screen, 
    the built-in computer (CPU) randomly selects a stage.
    •  When you have set the STAGE item to SELECTIVE on the GAME ASSIGNMENTS 
    screen, the newly joined player selects a stage. (For more information see the chapter 4, B, b. 
    "GAME ASSIGNMENTS.") To select, he/she places the lever in an upper, lower, left, or right 
    position to migrate from stage to stage, and presses either of the punch, kick, and defense 
    buttons.
    PERSON-VS-PERSON (VS) MATCHS • STAGE SELECT SCREEN 
    						
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