Home > Sega > Games > Sega Virtua Fighter 4 Kit Installation Service Manual

Sega Virtua Fighter 4 Kit Installation Service Manual

    Download as PDF Print this page Share this page

    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 
    						
    All Sega manuals Comments (0)

    Related Manuals for Sega Virtua Fighter 4 Kit Installation Service Manual