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Sega Virtua Striker 3 Kit Installation Service Manual

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    							9
    2.  CONTENTS OF GAME
    You can select favorite ones of the 32 national teams picked out from the whole
    world.
    This is a soccer game where you win your way through a world tournament
    imaged.
    You can enjoy a match of intrusion style while the match is in progress.
    Flow of the Game
    If you enjoy the game alone, you will compete with the CPU through a world
    tournament imaged.
    If your final score is more than that of the CPU after the end of a match, you can
    advance to the next match. If it is equal to or fewer than the score of the CPU,
    Game Over takes place. You can also make settings of the Extension Ending with
    G-Goal and Penalty Shootout Mode (PK SYSTEM). Even for Penalty Shootout, if
    your count of success is equal to or fewer than that of the CPU, Game Over takes
    place.
     * You can change the time of Extension and the maximum allowable number of
    shots in Penalty Shootout.
    You can also enjoy a match of intrusion style and compete with another player
    of the game.
     * Apart from matches with the CPU, you can make settings of the time of
    Extension, the maximum allowable number of shots in Penalty Shootout, and
    the first/second half option, etc.
    If the final scores are identical at the end of the match, Game Over takes place
    or the winner is determined by Penalty Shootout.
     * Determination of the winner can be selected with Settings.
    Fouls
     • Yellow and Red Cards
    When a soccer player plays foul, the referee presents a Yellow or Red Card for
    him.
    When the same soccer player gets the Yellow Card twice, he is sent off. Once a
    player receives the Red Card, he is immediately sent off.
    Yellow Cards are brought over to the subsequent matches until you are
    defeated.
     • Offside
    If a soccer player passes the ball to a player located in the offside, Offside is
    established and the opposite team gets a free kick.
    Operations
    You use one lever and
    three buttons for operations.
    HOW TO PLAY THE GAME
    •Lever: Move
    •Green: [For Offense] Short Pass (Heading for the ball in the air)
    [For Defense] Sliding (varies with the distance to the player of the
    opposite team)
    •Blue: [For Offense] Long Pass (Centering in the Centering Area)
    [For Defense] Sliding (varies with the distance to the player of the
    opposite team)
    •Red: [For Offense] Shot (varies with the size of the Power Gage)
    [For Defense] Sliding (varies with the distance to the player of the
    opposite team) 
    						
    							10 
    • Short Pass
    By pressing the Short Pass button, a short pass to a player of your team is
    achieved in the direction in which you move the lever
    • Long Pass
    By pressing the Long Pass button, a long pass to a player of your team is
    achieved in the direction in which you move the lever.
    By pressing the Long Pass button in a Centering Area, the ball is centered.
    • Shot
    By pressing the Shot button while keeping the ball, the Power Gage is
    displayed.
    Pressing and holding down the Shot button extends the gage; the shooting
    strength depends on how the gage is long when you releases the button.
    
    • Sliding
    Pressing the Short Pass button in the defense mode allows the player to slide to
    the one who is keeping the ball. 
    						
    							11 
    Before beginning a match, you can select the formation using the Start button. The
    options from which you can select the desired one depend on the team.
    With the selected formation as NORMAL, an OFFENSIVE or DEFENSIVE
    formation is assigned automatically.
    If you have set the first/second half system, you can change the formation during
    the half time.
    
    By pressing the Start button while the match is in progress, you can switch the
    tactics of the team and its associated formation. Note that it takes some time to
    allow the tactics to spread and function throughout the team.
     Game Screen
    Remaining Time
    First/Second HalfScores
    One Player/
    Operating Player Indicator
    FormationRadar 
    						
    							12 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.
    2) Press the SERVICE Button to move the -> mark to any desired item, and press
    the TEST Button.
    3) Press the SERVICE Button to move the -> mark to GAME TEST MODE item,
    and press the TEST Button. Then the GAME TEST MENU screen appears that
    enables to test the items specific to this game. For the details, see the following
    pages.
    4) After testing, select the EXIT and press the TEST Button. The game
    advertising screen reappears.
    NOTE: For more information about the SYSTEM MENU screen, see the
    GD-ROM Service Manual (No.: 420-6620-01).
    3.  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
       SYSTEM MENU
       RAM TEST
       JVS TEST
       SOUND TEST
       C.R.T. TEST
       SYSTEM ASSIGNMENTS
       COIN ASSIGNMENTS
       BOOKKEEPING
       BACKUP DATA CLEAR
       CLOCK SETTING
       DIMM BOARD TEST
       GAME TEST MODE
     [XXXXXXXXX            ]
    -> EXIT
    SELECT WITH SERVICE BUTTON
                AND
        PRESS TEST BUTTON
    123
    123 1444244443In the SYSTEM ASSIGNMENTS,
    CABINET TYPE is set to 2 PLAYER(S),
    MONITOR TYPE is set to HORIZONTAL,
    and SERVICE TYPE is set to COMMON.
    COIN ASSIGNMENTS initial settings as follows:
    COIN CHUTE TYPE: COMMON
    COIN/CREDIT SETTING: #1
    COIN CHUTE #1 (#2): 1 COIN 1 CREDIT
    SEQUENCE SETTING of COIN ASSIGNMENTS functions as follows:
    SEQUENCE 1: Number of credits required for game start
                (initial value = 1 CREDIT).
    SEQUENCE 2: Number of credits required for CONTINUE
                (initial value = 1 CREDIT)
    SEQUENCE 3 ~ 8: NOT USED.
    MEANING OF DISPLAY IN BOOKKEEPING 2/2
    P1 (P2) SEQ 1: Play frequency of Player 1 (Player 2)
    P1 (P2) SEQ 2: Frequency of CONTINUE by Player 1 (Player 2).
    P1 (P2) SEQ 3 ~ 8: NOT USED. 
    						
    							13 B.  GAME TEST MODE
    GAME TEST MENU Screen
    Bring the arrow to the item of GAME TEST MODE in the SYSTEM TEST
    MENU, and press the TEST Button to display the TEST MENU peculiar to this
    game.
    Press the SERVICE Button to move the arrow.  Bring the arrow to the desired
    item and press the TEST Button to have the item displayed.
    Upon finishing the test, bring the arrow to EXIT and press the TEST Button to
    return to the System Menu mode.
    GAME TEST MENU
    > INPUT TEST
       OUTPUT TEST
       GAME ASSIGNMENTS
       BOOKKEEPING
       VS DATA
       BACKUP DATA CLEAR
       EXIT
    SELECT WITH SERVICE BUTTON
    AND PRESS TEST BUTTON 
    						
    							14 b.  OUTPUT TEST
    This allows the "versus play" cabinet's 7 SEG display to be checked.  If all the
    segment is displayed when each CHECK is selected, it is satisfactory.  Choose
    CLEAR CHECK to stop the test.  Select EXIT to return to the MENU screen. a.  INPUT TEST
    INPUT TEST Screen
    CONTROL PANEL
    This test displays the state of each switch and button.
    If the switch goes ON when the switch/button is pressed, it is satisfactory.
    Press SERVICE Button and TEST Button simultaneously to have the MENU
    return on to the screen.
    UP
    LONG PASS
    SHORT PASSSHOOT
    START  P1 P2
    SHORT PASSLONG PASSSHOOT
    RIGHT
    LEFT
    DOWNUP
    RIGHT
    LEFT
    DOWN
    INPUT TEST
    COIN 1 SW (ON/OFF) 1P DN (ON/OFF)
    COIN 2 SW (ON/OFF) 1P LT (ON/OFF)
    SERVICE SW (ON/OFF) 1P RT (ON/OFF)
    TEST SW (ON/OFF) 2P UP (ON/OFF)
    PLAYER 1 START (ON/OFF) 2P DN (ON/OFF)
    PLAYER 2 START (ON/OFF) 2P LT (ON/OFF)
    1P SHOOT (ON/OFF) 2P RT (ON/OFF)
    1P LONG PASS (ON/OFF) 2P SHOOT (ON/OFF)
    1P SHORT PASS (ON/OFF) 2P LONG PASS (ON/OFF)
    1P UP (ON/OFF) 2P SHORT PASS (ON/OFF)
    PRESS TEST BUTTON TO EXIT 
    						
    							15 c.  GAME ASSIGNMENTS
    GAME ASSIGNMENTS Screen
    Allows game difficulty adjustments, time setting, etc. to be changed.  Move the
    arrow to the desired item by SERVICE Button and press the TEST Button to
    change the setting.  Select EXIT to return to the MENU screen.
    DIFFICULTY
    (EASY, NORMAL, HARD, HARDEST)
    Sets the game's difficulty.  The standard setting is NORMAL.
    VIRTUAL TIME
    Sets how long it takes for a day to pass in the game.  Time elapses according to
    this setting and the graphics gradually change from 'day' to 'evening' and then to
    'night' in the game.  The standard setting is REAL.  When REAL is chosen, time
    in the game elapses according to the actual time.
    BILLBOARD
    Sets whether an institutional ad is on or not.  Setting can be done by selecting ON
    or OFF and setting to OFF displays only SEGA and imaginary signboards in the
    game.  The standard setting is ON.
    ONE MATCH MODE
    Sets whether the end of 1 play results in Game Over or not.  Setting can be done
    by selecting ON or OFF, and setting to ON results in Game Over after the end of
    1 play.  Usually, be sure to set to OFF.  Setting to ON is for some sorts of events
    such as a game competition, etc.  Only when the mode is set to ON, a vs. game
    between teams of the same country is possible.  The standard setting is OFF.
    GAME ASSIGNMENTS
    > DIFFICULTY - NORMAL
       VIRTUAL TIME - REAL
       BILLBOARD - ON
       ONE MATCH MODE - OFF
       MATCH FORM - FULL GAME
       TIME SET - 2’00’’
       G GOAL TIME - OFF
       PK SYSTEM - OFF
    SELECT WITH SERVICE BUTTON
    AND TEST BUTTON 
    						
    							16 MATCH FORM
    Sets the fist/second half option. You can choose either FULL GAME (fist and
    second halves) or HALF ONLY (second half only).
    About setting of the following items:
    By selecting 1P (against CPU) mode or VS mode, the setting can be varied.  A
    wider variation allows PK to be set only in the VS mode, for example.
    TIME SET
    The time for 1 play can be set within a range of 1'30" and 5'00".  The standard
    setting is 2'00".
    GGOAL TIME
    Sets whether to use GGOAL SYSTEM or not.  Setting to ON enables an extended
    game to the extent of [TIME X'X"] following ON if the game ends in a draw
    when a usual time of game is finished.  In this case the game is finished when
    either side gets a point though the time still remains.  If neither of the sides gets a
    point within the extended time period and the [PK SYSTEM] is not set, the game
    ends in a draw and is over.  "INFINITE" in the setting items does not let the game
    end until either side gets a point.  Do not set to INFINITE except for some sorts of
    special events like a game competition.  The standard setting is OFF.
    PK SYSTEM
    Sets whether to use the PK SYSTEM or not.  Setting to ON enables a PK game
    within the extent of [MEMBER X] following ON if the game ends in a draw
    when a usual time of game is finished.  (In case the [GGOAL] is set, when the
    game is not concluded,) If neither of the sides gets a point by the preset number of
    players, the PK game ends in a draw and is over.  Setting to [REAL PK] causes 5
    players from each team to play a PK game until either side wins the game
    according to the real soccer rules when the game ends in a draw.  The standard
    setting is OFF. 
    						
    							17 d.  BOOKKEEPING
    BOOKKEEPING Screen (1/4)
    This test mode allows PLAY TIME, etc. to be checked.
    [GLOBAL DATA]
    NUMBER OF GAMES: Displays the total number of games played.
    TOTAL TIME: Displays the total energized time.
    TOTAL PLAY TIME: Displays game play time.
    1P PLAY TIME: Displays the play time by 1P (against CPU).
    VS PLAY TIME: Displays the vs. play time.
    PLAY TIME RATE: Displays the rate of play time against the total
    energized time.
    1P•VS PLAYER RATE: Lists the rate of PLAYER 1 and play time relative
    to the time of the game (i.e., play rate).
    Press TEST Button to proceed to the next screen (2/4).
    BOOKKEEPING 1/4
    NUMBER OF GAMES - XX
    TOTAL TIME - XX
    TOTAL PLAY TIME - XX
    1P PLAY TIME - XX
    VS PLAY TIME - XX
    PLAY TIME RATE - XX
    1P - VS PLAYER RATE - XX
    PRESS TEST TO NEXT SCREEN 
    						
    							18
    [TIME HISTOGRAM]: Displays the histogram of play time.
    Press TEST Button to proceed to the next screen (3/4).
    BOOKKEEPING Screen (2/4)
    [GAME COUNT]
    TOTAL GAME COUNT: Displays the number of games played.
    CONTINUE GAME COUNT: Indicates the count continued.
    PLAYER 1 GAME COUNT: Indicates the total count of plays of the
    PLAYER 1 team.
    PLAYER 2 GAME COUNT: Indicates the total count of plays of the
    PLAYER 2 team.
    [TOURNAMENT REPORT]
    Indicates the count of Game Over for each of the rounds in the One Player (vs. CPU) mode.
    Press TEST Button to proceed to the next screen (4/4).
    BOOKKEEPING Screen (3/4)
    BOOKKEEPING 2/4
    0 - 1 MIN      XX
    1 - 2 MIN      XX
    2 - 3 MIN     XX
    3 - 4 MIN     XX
    PRESS TEST TO NEXT SCREEN
    BOOKKEEPING 3/4
    TOTAL GAME COUNT     XX
    CONTINUE GAME COUNT     XX
    PLAYER 1 GAME COUNT     XX
    PLAYER 2 GAME COUNT     XX
    PRESS TEST TO NEXT SCREEN 
    						
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