Williams Robotron Mar 82 Instruction Manual
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16P-3005-101March, 1982INSTRUCTION MANUALIncluding procedures for…· Operation· Auditing· Adjustment· DiagnosticsFor service…NOTE NEW TOLL-FREETELEPHONE NUMBERS:800-621-12533401 N. California Av.Chicago, IL 60618
ROM SUMMARYROMPART NO.DESCRIPTIONROBOTRON 1BA-5343-09898PROM, 4Kx8ROBOTRON 2BA-5343-09899PROM, 4Kx8ROBOTRON 3BA-5343-09900PROM, 4Kx8ROBOTRON 4BA-5343-09901PROM, 4Kx8ROBOTRON 5BA-5343-09902PROM, 4Kx8ROBOTRON 6BA-5343-09903PROM, 4Kx8ROBOTRON 7BA-5343-09904PROM, 4Kx8ROBOTRON 8BA-5343-09905PROM, 4Kx8ROBOTRON 9BA-5343-09906PROM, 4Kx8ROBOTRON 10BA-5343-09907PROM, 4Kx8ROBOTRON 11BA-5343-09908PROM, 4Kx8ROBOTRON 12BA-5343-09909PROM, 4Kx8Decoder ROM 4 (Horizontal)A-5342-09694PROM, 512x8Decoder ROM 6 (Vertical)A-5342-09821PROM, 512x8Video Sound ROM 3 A-5343-09910ROM, 4Kx8Special Chip 1A-5410-09911Special Chip
POWER TURN-ONCAUTION - This game must be plugged into a properly grounded outlet to prevent shock hazard and to ensure proper gameoperation. DO NOT use a cheater plug to defeat the ground pin on the line cord, and DO NOT cut off the ground pin.WHEN THE GAME IS FIRST TURNED ON it produces a sound. Simultaneously general illumination should come onand a moment later a scanning “rug pattern” indicating the RAM test should appear on the screen. Next the rug shouldbecome stationary as the ROM test is performed. In a correctly running game the rug pattern will be followed by the messageINITIAL CHECKS INDICATE: OPERATIONAL. If RAM or ROM failure messages come up on the screen instead, referto Power-Up Tests in TROUBLESHOOTING PROCEDURES.GAME OPERATIONGAME START - Insert coins; a random sound is produced and credits are displayed on the CRT. With one or more creditsdisplayed, pressing 1-player start initiates a l-player, *3-turn game. With two or more displayed, pressing 2-player startinitiates a 2-player, *3-turn game.PLAYER CONTROLSMOVE JOYSTICK (LEFT) maneuvers mutant clone (our hero) in any of eight directions: N-NE-E-SE-S-SW-W-NW.FIRE JOYSTICK (RIGHT) fires anti-robot laser gun in same eight directions.GAME PLAYROBOTS ARE THE ENEMY - The player (represented by the mutant clone) must deactivate six types of robots with a lasergun. However the robots armada including tanks, electrodes and cruise missiles will be deployed against the mutant.Meanwhile defenseless normal clones must be protected by the mutant or they will be captured and reprogrammed by therobots. Arriving at 25,000* points (or any multiple of 25,000), the mutant is awarded a new opportunity to defend his clone-kinsmen.HIGH SCORE SIGNATURESelect letters with the MOVE joystick. Push up to move forward through the alphabet; pull down to move backward. Thenpush the FIRE joystick up to lock in the letter.BOOKKEEPING AND EVALUATION TOTALS1. In Game-Over Mode, open the cashbox and depress the cashbox advance switch. The advance switch located on thecoin door can also be used. The CRT should indicate all bookkeeping and evaluation totals. If so, go to step 3. If theCRT display comes up in the ROM test, perform step 2.2.Continue to depress the cashbox advance switch, stepping the game through test programs for ROMs, RAMs, CMOSRAMs, color RAMs, sounds, switches, and then CRT test patterns, of which there are five. The fifth test pattern, colorbars, directly precedes the CRT display of the bookkeeping and evaluation totals.3. The bookkeeping and evaluation totals appear on the displays as in Figure 1.CLEARING BOOKKEKPING TOTALS1.Depress ADVANCE to display Game Adjustments.2 Operate MOVE joystick to position cursor on CLEAR BOOKKEEPING TOTALS.3. Push FIRE.4. Depress ADVANCE.* Adjustable feature
Figure 1. Bookkeeping displayGAME ADJUSTMENTSIn the Game-Over Mode open the coin door with AUTO-UP, and depress the coin door ADVANCE switch twice to cause aCRT display as shown in Figure 2.To select and then set functions to the desired values, use the MOVE (UP-DOWN) joystick to select the that is to be changedand then, making sure the coin door is open, use the FIRE (UP-DOWN) joystick to increase or reduce the value of the selectedfunction.The number of turns per game can be set anywhere from 1 to 20 (3 recommended). Difficulty is factory-programmed at 5(moderate; recommended). It can be custom-programmed as desired.Game pricing is selected with standard settings or with custom settings as shown in Tables 1 & 2. Table 1 lists some commonpricing schemes and directs the reader to the proper entry in Table 2, which shows what the CRT display should look like toaccomplish the desired pricing. Note that free play can be elected by entering the code number 9 at the PRICINGSELECTION function (see Tables 1 and 2).For standard settings you need change only the PRICING SELECTION. For custom settings, first set PRICING SELECTIONto zero and then set the remaining values according to Table 2.BOOKKEEPING TOTALSLEFT SLOT COINS 167CENTER SLOT COINS 0RIGHT SLOT COINS 426PAID CREDITS 593EXTRA MEN EARNED 221PLAY TIME IN MINUTES1200MEN PLAYED2000CREDITS PLAYED 593AVERAGE TIME PER CREDIT 2:01AVERAGE TURNS PER CREDIT 3.37
Figure 2. Game AdjustmentHighest Score SignatureThe number of letters allowed the highest scoring player for entering his name can be varied from 3 to 20 and is recommendedas 3. If objectionable words are entered as the signature name, you can change the lettered entry leaving the highest score thesame. See Setting Highest Score Name.Restore Factory Settings1.Position the cursor on RESTORE FACTORY SETTINGS.2.Push FIRE.3.Depress ADVANCE.Resetting High Score Table1.Position the cursor on RESET HIGH SCORE TABLE.2.Push FIRE.3.Depress ADVANCE.Setting Attract Mode Message1.Position the cursor on SET ATTRACT MODE MESSAGE.2.Push FIRE.3.Depress ADVANCE.4.Enter up to two lines of your message following instructions on the screen5. Depress ADVANCE to terminate process.NOTE:To restore the Williams attract mode message, it is necessary toperform steps 1 through 3 and then turn the game OFF then ON.Setting High Score Name1. Position the cursor on SET HIGHEST SCORE NAME.2. Push FIRE.3. Depress ADVANCE.4. Enter new signature; depress ADVANCE to terminate process.NOTE:An alternate, simpler method enters the factory highest score signature. In the game over mode, hold HIGH SCORERESET Depressed. After a few seconds a sound is produced and the factory highest score signature has been activated.GAME ADJUSTMENTEXTRA MAN EVERY25000RECOMMENDEDTURNS PER PLAYER 3RECOMMENDEDPRICING SELECTION 31/QUARTER 4/DOLLAR LEFT SLOT UNITS 1 CENTER SLOT UNITS 4 RIGHT SLOT UNITS 1 UNITS REQUIRED FOR CREDIT 1 UNITS REQUIRED FOR BONUS CREDIT 0 MINIMUM UNITS FOR ANY CREDIT 0FANCY ATTRACT MODE YESDIFFICULTY OF PLAY 5RECOMMENDEDLETTERS FOR HIGH SCORE NAME 3RECOMMENDEDRESTORE FACTORY SETTINGS NOCLEAR BOOKKEEPING TOTALS NOHIGH SCORE TABLE RESET NOAUTO CYCLE NOSET ATTRACT MODE MESSAGE NOSET HIGH SCORE NAME NOUSE -MOVE- LEVER TO SELECT ADJUSTMENTUSE -FIRE- LEVER TO CHANGE THE VALUEPRESS ADVANCE TO EXIT
Table 1. Pricing SchemesCOIN DOOR MECHANISMCREDITS/MONEYTABLE 2STANDARD SELECTION/CUSTOM KEYTwin QuarterQuarter, Dollar, Quarter1/25¢, 5/$12/50¢, 5/$11/25¢, 4/$12/50¢, 4/$11/50¢, 3/$1, 4/$1.251/50¢, 3/$1, 7/$21/50¢, 3/$1, 6/$21/50¢AB3CDE151DM, 5DM1/1DM, 6/5DM220-Cent, 50-Cent1/20¢, 3/50¢F1 Franc, 5 Franc1/2F, 3/5F425 Cent1/25¢, 4/1G61 Guilder1/25¢, 5/1GG5 Franc1/5F, 2/10F710 Franc1/10F81 Franc, 2 Franc2/1F 5/2F2100 Lire, 200 Lire1/200 Lire8Twin Coin1/1 Coin1/2 Coins1/3 Coins, 2 5 Coins35H1 Unit, 5 Unit1/2, 3/51/1, 5/51/3, 2/54IJFREE PLAY-9Table 2. Pricing SettingsCUSTOM KEYDISPLAYFUNCTIONSSTANDARD SELECTIONABCDEFGHIJPricing SelectionLeft Slot UnitsCenter Slot UnitsRight Slot UnitsUnits per CreditUnits for Bonus CreditMinimum Units for Credit114124026011003141100411662005141200610410071021008102200914110001411400141142014110203123415001248121496240601550001041400202500010510002010500
TROUBLESHOOTING PROCEDURESCertain types of game malfunctions may inhibit the games diagnostic or display faculties. Troubleshooting procedures for most ofthese types of malfunctions as well as malfunctions that permit self-diagnosis are covered below. Our troubleshooting algorithmbegins with Power-Up and continues until Game Over Mode. All procedures can be performed with minimal test equipment ormerely by observing the game itself.POWER-UP TESTSNO GENERALILLUMINATIONNO INITIAL VIDEO(RUG PATTERN)CHECKING POWERSUPPLY BOARD(1) Check fuse F2 on power supply board.(2) Check for proper installation of jumpersW1, W2, W3 and/or resistor R27. (Somemachines DO NOT have an R27. Refer to yourdrawing set.)(3) Check 4P1/J I, 4P3/J3, 6P2/J2 and 6P3/J3.(4) If all the above dont turn up the problemcheck power supply board.(1) Open back doors(2) Press reset button on CPU Board.(3) Try RAM and ROM tests (see below).(4) If all the above dont turn up the problem,check power supply board.(1) Swap power supply board with one fromknown-good game.(2) If game plays, problem is on power supplyboard.(3) If game doesnt play, check powertransformer with voltmeter.(4) If known-good power supply is unavailablefor tests above, check +5V, – 5V and + 12Voutputs on power supply in game. EachMUST BE within 2% of rated output.MORE POWER-UP TESTSTESTROM BOARDLEDSRECOGNIZECONDITIONROM BOARDLEDSIDENTIFYCHIPSVIDEOREMEDYGENERAL“0” means allpower-up testspassed-(1) Scanning rug pattern(2) Stationary rug pattern(3) INITIAL TESTS INDICATE:OPERATIONAL(4) Game-Over ModeIf any video (see left) is missing orerror message is displayed, proceed toDiagnostic Mode tests.“0” means testspassed-“HIGH SCORE TABLE RESET”“BOOKKEEPING TOTALS CLEARED”“ADJUSTMENT FAILURE”“RESTORE FACTORY SEITINGS BYOPENING FRONT DOOR ANDTURNING GAME OFF AND ON”(1) Open coin door and turn poweroff and on.CMOS(See Appendix A)“0” means testspassed-“FACTORY SEITINGS RESTORED”(2) Press ADVANCE. Game shouldreturn to Game-Over Mode.BATTERY(See Appendix A)“0” means testspassed-“HIGH SCORE TABLE RESET”“BOOKKEEPING TOTALS CLEARED”“ADJUSTMENT FAILURE”“RESTORE FACTORY SEITINGS BYOPENING FRONT DOOR ANDTURNING GAME OFF AND ON”(1) Open coin door and turn poweroff and on. Or press ADVANCE. Ineither case, game should return toGame-Over Mode.(2) Check AA alkaline cells on CPUBoard.(3) If problem persists proceed withCMOS RAM test by putting the gameinto its Diagnostic Mode (see SELF-DIAGNOSTICS).MEMORYPROTECTINTERLOCK(See Appendix A)“0” means testspassed-“HIGH SCORE TABLE RESET”“BOOKKEEPING TOTALS CLEARED”“ADJUSTMENT FAILURE”“RESTORE FACTORY SEITINGS BYOPENING FRONT DOOR ANDTURNING GAME OFF AND ON”(1) Making and breaking coin doorinterlock switch, check with VOMand replace if faulty.(2) Replace if faulty: Memory protectgates 6E, IC1, Ql, or CMOS RAM1C.SPECIAL CHIP“0” means testspassed-(1) Scanning rug pattern.(2) Blank screen instead of “INITIALTESTS INDICATE: OPERATIONAL”(3) High score table with no scores.(4) Intro blank or program crash.(1) Turn power off.(2) To find bad chip replace 2 specialchips one at a time with known goodchips.(3) Turn Machine on after eachreplacement and run through Power-Up Tests.
SELF DIAGNOSTICSIf RAM or ROM failure messages are displayed on the CRT after the “rug pattern” proceed with self-diagnostics. Self-diagnostic procedures are controlled by the AUTO-UP/MANUAL-DOWN and ADVANCE switches in the coin door. Set theAUTO-UP/MANUAL-DOWN switch to the MANUAL-DOWN position and depress the ADVANCE pushbutton. The gameis now in its Diagnostic Mode and a ROM test is performed. With ROM test results present on the CRT display, depressingthe ADVANCE pushbutton initiates the RAM test. Further tests (CMOS, sound, switch, color RAM, monitor test patterns) areencountered one after the other as the ADVANCE pushbutton is depressed (once more for each subsequent test).MONITOR TEST PATTERNS - For ease in monitor adjustments, the monitor may be slid back and the screen viewed in amirror. Remove the two bolts and carefully slide the monitor back in its shelf; secure the monitor in the extended position byinserting the two bolts though holes in the monitor base and monitor shelf provided at the left side of the monitor.AUTO CYCLE MODE - From the color bar pattern (or Game Over with the switch set to AUTO-UP) depress ADVANCEtwo times to display GAME ADJUSTMENTS.1.Position the cursor on AUTO CYCLE with the MOVE Joystick and push the FIRE joystick up.2.Depress ADVANCE.3.The system will now sequence through ROM, RAM, and CMOS RAM tests repeatedly. The coin door must be openduring the Auto Cycle test. If an error is detected, the test is terminated and the failure indication is displayed on theCRT.4.To terminate the Auto-Cycle test, turn the game OFF and ON.Figure 3. RAM Location and Numbering on the CPU Board(See above)
DIAGNOSTIC MODE RAM AND ROM TESTSTESTROM BOARDLEDSRECOGNIZECONDITIONROM BOARDLEDSIDENTIFYCHIPSVIDEOREMEDYROM“2” means ROMerror.2-digit ROMchip number“ROM ERROR” and ROM chip no.(1) Turn power off.(2) Replace suspected chip.RAM“1” means RAMerror.Bank numberfirst . . . thenchip number inbank (see figure3)“RAM ERROR” followed by RAMbank number and chip number (Note:with multiple RAM failures thisdisplay may not appear)(1) Check for normal voltages onindicated RAM chip: -5v/pin 1,+12v/pin 8, +5v/pin 9.(2) Turn power off.(3) Replace suspected chip.(4) With multiple RAM failuresalways check power supply. SeePOWER-UP TESTS.CMOS(See Appendix A)“3” means CMOSRAM error-“CMOS RAM ERROR OR WRITEPROTECT FAILURE”(1) Check pin 22 of CMOS RAMfor +3.8VDC. If present, replaceCMOS chip 1C. If absent replaceAA alkaline cells.(2) With new alkaline cells, checkfor +3.8VDC. If still absent,replace diodes D9 and D10.(3) Upon power-up and re-entryinto diagnostics if CMOS errormessage persists replace memoryprotect gates 6E, IC1, Ql andaddress decoder 4G/6J.SPECIAL CHIP-No – indicatedby CRT displayin color testonly.Thick vertical band indicates colorRAM faultReplace 1 B, 2B or color analoguecircuit. If both RAMs appear bad,may actually be flip-flop 1A SeeTable 3 and Figure 4 for details.COLOR RAM TEST - TEST 4Table 3. Which Color RAM is Bad?FAULTCOLORSEQUENCESRAM 1BRAM 2B1 Light red2 Red3 dark redToo-light or too darkred or gray bandMagenta band4 Light green5 Green6 Dark greenYellow bandCyan band7 Light blue8 Blue9 Dark blueMagenta bandToo-light or too darkblue or gray band4 Light greenGreen bandDark green band orgray band5 GreenLight green bandDark green band orgray band(1) CRT SEQUENCES THROUGHCOLORS, 2 SECONDS EACH(2) VERTICAL BAND INDICATESCOLOR RAM FAULT.Figure 3. Color Test6 Dark green-Grey band
MORE DIAGNOSTIC TEST MODESTests 5 and 7 provide sequential subtests. To stop automatic cycling set switch to MANUAL-DOWN. Depress ADVANCE inMANUAL-DOWN to step through subtests.SOUND TEST - TEST 5From color RAM test, depress ADVANCE in AUTO-UP.Table 4. Tracing the Missing SoundTest sequences, sound lines 1 through 6:MissingCheck123456All2P4/lOP3 Pin 32P4/10P3 Pin 22P4/10P3 Pin 52P4/10P3 Pin 42P4/10P3 Pin 72P4/10P3 Pin 6Perform sound board diagnosticsSWITCH TEST - TEST 6CRT indicates AUTO-UP closed and any stuck switches.Set black coin door switch to MANUAL-DOWN and clearany stuck switches. CRT should indicate no switchesclosed. Operate switches and check for display of switchname.Table 5. CRT Display for Each SwitchCoin DoorPlayer PanelADVANCEAUTO-UPHIGH SCORE RESETLEFT COIN (next to hinge)CENTRE COINRIGHT COINSLAM SWITCH1- PLAYER START2- PLAYER STARTMOVE UPMOVE DOWNMOVE LEFTMOVE RIGHTFIRE UPFIRE DOWNFIRE LEFTFIRE RIGHTMONITOR SET UP TEST PATTERNS - TEST 7From Switch Test depress ADVANCE in AUTO-UP. Thecolor bar pattern is also analyzed to detect color RAMfaults. If color RAM Test 4 indicates no faults, a double-width band, half width bands, transposition or missingbands indicates a fault in 1A, 1B, 2B or 2C chips.Table 6. Patterns Indicate ProblemsPatternAlignment/AdjustmentCross HatchVertical and Horizontal Linearity,Convergence, FocusRedGreenBlueColor bars}} Color Purity}12345678 1 = RED 2 = GREEN 3 = BLUE 4 = WHITE 5 = BLACK 6 = YELLOW 7 = CYAN 8 = MAGENTAFigure 4. Color Bar PatternSOUND BOARD DIAGNOSTICSDepress the DIAGNOSTIC pushbutton on the bottom of the Sound Board. A check is made of the Sound ROM and soundsare produced if the check is good. If sounds are produced but not in Audio Test 5 check for ROM board PIA output on SoundBoard inputs that are stuck low. If no sound is produced either the Sound ROM, IC12, input power, or other Sound Boardcircuitry is faulty.