Sega Virtua Fighter 4 Kit Installation Service Manual
Have a look at the manual Sega Virtua Fighter 4 Kit Installation Service Manual online for free. It’s possible to download the document as PDF or print. UserManuals.tech offer 109 Sega manuals and user’s guides for free. Share the user manual or guide on Facebook, Twitter or Google+.
9 www.seuservice.com 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 1 8 19 20 21A B C D E F H J K L M N P R S T U V X Y Z a 22 23 24 4ed 26 25cb 28f 279 W Ground Ground Ground 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 GroundVideo 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 Ground2P Right Attack 2P (2P SW1) Ground GroundSupport 2P (2P SW3) Grapple 2P (2P SW2) (Not Used) (Not Used)(Not Used) (Not Used)
10 www.seuservice.com 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 12 23 34 Setting for High Resolution 31KHZ 1 -4 off Setting for Standard Resolution 15KHZ 1 on 2-4 off.
11 www.seuservice.com 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 15kHz or 31kHz. NAOMI 2 can not be used for the cabinet incorporating a monitor or projector not corresponding to 15kHz or 31kHz. 1. HANDLING PRECAUTIONS STOP IMPORTANT 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.
12 www.seuservice.com 2. SPECIFICATIONS ON-SCREEN DISPLAY Monitor Position Horizontal Synchronous Frequency 31 / 15 kHz CONTROL PANEL HORIZONTAL START DEFENSE (GUARD)PUNCH KICK8WAYS 1 2
13 www.seuservice.com 3 -1 OUTLINE OF THE GAME •You, as a martial art fighter, play in a tournament. •You operate a playing character to fight against an opponent computer-operated character (CPU). •The playing characters covers 13 selectable regular characters and 1 boss character. 3 - 2 PLAYING PROCEDURE Total 13 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 14 stages: 13 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. CONTENTS OF GAME 1 2 3 4 5 6
14 www.seuservice.com 3 - 3 CHARACTER SELECT SCREEN You select one out of the 13 available characters. Each character indicates its difficulty level: novice, intermediate, or expert. 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 1P Energy Gauge Reduced when damaged. The round ends when the gauge reads 0.Limited Time of the Round The round ends when the time is counted down to 0. 2P Energy Gauge 2P Character Obtained Rounds of 2PYou win if you obtain all the rounds. 1P Character Obtained Rounds of 1P
15 www.seuservice.com 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: 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 when you are downed: Rolling backwards and standing up •Continuously operated lever when you are faltering: Unfaltering quickly
16 www.seuservice.com 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 + P + K + G: Dodging away from you and attacking Lever in a lower position instantly + P + K + G: Dodging toward you and attacking 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 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.
17 www.seuservice.com 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. •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
18 www.seuservice.com 4. TEST MODE A. SYSTEM MENU When settings are changed in SYSTEM ASSIGNMENTS, COIN ASSIGNMENTS, and GAME ASSIGNMENTS of GAME TEST MODE, be sure to exit from the test mode of SYSTEM MENU screen. The contents of setting changes are stored in the IC on the BOARD when exiting from the Test Mode. If the power is turned off in the Test Mode (before exiting), the contents of setting changes are ineffective. In this case, the settings remain unchanged.STOP IMPORTANT This test mode mainly allows the IC Board to be checked for accurate functioning, monitor color to be adjusted as well as COIN ASSIGNMENTS and GAME ASSIGNMENTS to be adjusted. 1) Connect the power, and press the TEST Button. Then the following SYSTEM MENU screen appears. SYSTEM MENU RAM TEST JVS TEST SOUND TEST C.R.T. TEST SYSTEM ASSIGNMENTS COIN ASSIGNMENTS BOOKKEEPING BACKUP DATA CLEAR CLOCK SETTING ROM BOARD TEST GAME TEST MODE [X X X X X X X X X ] -> EXIT SELECT WITH SERVICE BUTTON AND PRESS TEST BUTTON 1423 123 144424443For the SYSTEM ASSIGNMENTS, do not change the following default settings: CABINET TYPE: 2 PLAYER(S) MONITOR TYPE: HORIZONTAL SERVICE TYPE: COMMON For the COIN ASSIGNMENTS, set as follows: COIN CHUTE TYPE: INDIVIDUAL COIN/CREDIT SETTING: at discretion SEQUENCE: at discretion Out of the COIN ASSIGNMENTS items, the SEQUENCE # items means as follows: SEQUENCE 1: The number of credits required for starting the game SEQUENCE 2: The number of credits required for continuing the game SEQUENCE 3 to 8: Not Used BOOKKEEPING 2/2 means as follows: P1 SEQ 1: Play frequency of Player 1 P2 SEQ 2: Frequency of CONTINUE by Player 1 P3 SEQ 3 ~ 8: Not Used