Williams Robotron May 82 Instruction Manual
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16P-3005-101 May, 1982 INSTRUCTION MANUAL FOR UPRIGHT AND COMPACT GAMES Including procedures for… • Operation • Auditing • Adjustment • Diagnostics For service… NOTE NEW TOLL-FREE TELEPHONE NUMBERS: 800-621-1253 In Illinois call: 800-572-13243401 N. California Av. Chicago, IL 60618 Cable Address: WILCOIN, CHICAGO (312) 267-2240
2 ROM SUMMARY Current Robotron Games use blue-label ROMs. Earlier games have either yellow or red-label ROMs, which are interchangeable and may be mixed in the same game. DO NOT attempt to mix blue-label ROMs with red or yellow-label ROMs. ROM PART NO. DESCRIPTION ROBOTRON 1B A-5343-09898 PROM, 4Kx8, RED or YELLOW LABEL A-5343-09945 PROM, 4Kx8, BLUE LABEL ROBOTRON 2B A-5343-09899 PROM, 4Kx8, RED or YELLOW LABEL A-5343-09946 PROM, 4Kx8, BLUE LABEL ROBOTRON 3B A-5343-09900 PROM, 4Kx8, RED or YELLOW LABEL A-5343-09947 PROM, 4Kx8, BLUE LABEL ROBOTRON 4B A-5343-09901 PROM, 4Kx8, RED or YELLOW LABEL A-5343-09948 PROM, 4Kx8, BLUE LABEL ROBOTRON 5B A-5343-09902 PROM, 4Kx8, RED or YELLOW LABEL A-5343-09949 PROM, 4Kx8, BLUE LABEL ROBOTRON 6B A-5343-09903 PROM, 4Kx8, RED or YELLOW LABEL A-5343-09950 PROM, 4Kx8, BLUE LABEL ROBOTRON 7B A-5343-09904 PROM, 4Kx8, RED or YELLOW LABEL A-5343-09951 PROM, 4Kx8, BLUE LABEL ROBOTRON 8B A-5343-09905 PROM, 4Kx8, RED or YELLOW LABEL A-5343-09952 PROM, 4Kx8, BLUE LABEL ROBOTRON 9B A-5343-09906 PROM, 4Kx8, RED or YELLOW LABEL A-5343-09953 PROM, 4Kx8, BLUE LABEL ROBOTRON 10B A-5343-09907 PROM, 4Kx8, RED or YELLOW LABEL A-5343-09954 PROM, 4Kx8, BLUE LABEL ROBOTRON 11B A-5343-09908 PROM, 4Kx8, RED or YELLOW LABEL A-5343-09955 PROM, 4Kx8, BLUE LABEL ROBOTRON 12B A-5343-09909 PROM, 4Kx8, RED or YELLOW LABEL A-5343-09956 PROM, 4Kx8, BLUE LABEL Decoder ROM 4 A-5342-09694 PROM, 512x8 (Horizontal) Decoder ROM 6 A-5342-09821 PROM, 512x8 (Vertical) Video Sound ROM 3 A-5343-09910 ROM, 4Kx8 Special Chip 1 A-5410-09911 Special Chip
3 POWER TURN-ON CAUTION - This game must be plugged into a properly grounded outlet to prevent shock hazard and to ensure proper game operation. 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 on and a moment later a scanning “rug pattern” indicating the RAM test should appear on the screen. Next the rug should become stationary as the ROM test is performed. In a correctly running game the rug pattern will be followed by the message INITIAL CHECKS INDICATE: OPERATIONAL. If RAM or ROM failure messages come up on the screen instead, refer to Power-Up Tests in TROUBLESHOOTING PROCEDURES. GAME OPERATION GAME START - Insert coins; a random sound is produced and credits are displayed on the CRT. With one or more credits displayed, pressing 1-player start initiates a l-player, *3-turn game. With two or more displayed, pressing 2-player start initiates a 2-player, *3-turn game. PLAYER CONTROLS MOVE 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 PLAY ROBOTS ARE THE ENEMY - The player (represented by the mutant clone) must deactivate six types of robots with a laser gun. 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 the robots. 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 SIGNATURE Select letters with the MOVE joystick. Push up to move forward through the alphabet; pull down to move backward. Then push the FIRE joystick up to lock in the letter. BOOKKEEPING AND EVALUATION TOTALS 1. In Game-Over Mode, open the cashbox and depress the cashbox advance switch. The advance switch located on the coin door can also be used. The CRT should indicate all bookkeeping and evaluation totals. If so, go to step 3. If the CRT display comes up in the ROM test, perform step 2. AUTO-UP HIGH SCORE RESETMANUAL DOWNADVANCE Figure 1. Coin Door Button Switches 2. Continue to depress the cashbox advance switch, stepping the game through test programs for ROMs, RAMs, CMOS RAMs, color RAMs, sounds, switches, and then CRT test patterns, of which there are five. The fifth test pattern, color bars, 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. * Adjustable feature
4 CLEARING BOOKKEKPING TOTALS 1. Depress ADVANCE to display Game Adjustments. 2. Operate MOVE joystick to position cursor on CLEAR BOOKKEEPING TOTALS. 3. Push FIRE. 4. Depress ADVANCE. Figure 1. Bookkeeping display GAME ADJUSTMENTS In the Game-Over Mode open the coin door with AUTO-UP, and depress the coin door ADVANCE switch twice to cause a CRT 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 changed and then, making sure the coin door is open, use the FIRE (UP-DOWN) joystick to increase or reduce the value of the selected function. The number of turns per game can be set anywhere from 1 to 20 (3 recommended). Difficulty is factory-programmed at 3 (liberal). It can be custom-programmed (0-10, with 10 conservative) as desired. Game pricing is selected with standard settings or with custom settings as shown in Tables 1 & 2. Table 1 lists some common pricing schemes and directs the reader to the proper entry in Table 2, which shows what the CRT display should look like to accomplish the desired pricing. Note that free play can be elected by entering the code number 9 at the PRICING SELECTION function (see Tables 1 and 2). For standard settings you need change only the PRICING SELECTION. For custom settings, first set PRICING SELECTION to zero and then set the remaining values according to Table 2. BOOKKEEPING TOTALS LEFT SLOT COINS 167 CENTER SLOT COINS 0 RIGHT SLOT COINS 426 PAID CREDITS 593 EXTRA MEN EARNED 221 PLAY TIME IN MINUTES 1200 MEN PLAYED 2000 CREDITS PLAYED 593 AVERAGE TIME PER CREDIT 2:01 AVERAGE TURNS PER CREDIT 3.37
5 Figure 2. Game Adjustment Highest Score Signature The number of letters allowed the highest scoring player for entering his name can be varied from 3 to 20 and is recommended as 3. If objectionable words are entered as the signature name, you can change the lettered entry leaving the highest score the same. See Setting Highest Score Name. Restore Factory Settings 1. Position the cursor on RESTORE FACTORY SETTINGS. 2. Push FIRE. 3. Depress ADVANCE. Resetting High Score Table 1. Position the cursor on RESET HIGH SCORE TABLE. 2. Push FIRE. 3. Depress ADVANCE. Setting Attract Mode Message 1. 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 screen 5. Depress ADVANCE to terminate process. NOTE: To restore the Williams attract mode message, it is necessary to perform steps 1 through 3 and then turn the game OFF then ON. Setting High Score Name 1. 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 SCORE RESET Depressed. After a few seconds a sound is produced and the factory highest score signature has been activated. GAME ADJUSTMENT EXTRA MAN EVERY 25000 RECOMMENDED TURNS PER PLAYER 3 RECOMMENDED PRICING SELECTION 3 1/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 0 FANCY ATTRACT MODE YES DIFFICULTY OF PLAY 3 LIBERAL LETTERS FOR HIGH SCORE NAME 3 RECOMMENDED RESTORE FACTORY SETTINGS NO CLEAR BOOKKEEPING TOTALS NO HIGH SCORE TABLE RESET NO AUTO CYCLE NO SET ATTRACT MODE MESSAGE NO SET HIGH SCORE NAME NO USE -MOVE- LEVER TO SELECT ADJUSTMENT USE -FIRE- LEVER TO CHANGE THE VALUE PRESS ADVANCE TO EXIT
6 Table 1. Pricing Schemes COIN DOOR MECHANISM CREDITS/MONEYTABLE 2 STANDARD SELECTION/ CUSTOM KEY Twin Quarter Quarter, Dollar, Quarter1/25¢, 5/$1 2/50¢, 5/$1 1/25¢, 4/$1 2/50¢, 4/$1 1/50¢, 3/$1, 4/$1.25 1/50¢, 3/$1, 7/$2 1/50¢, 3/$1, 6/$2 1/50¢A B 3 C D E 1 5 1DM, 5DM 1/1DM, 6/5DM 2 20-Cent, 50-Cent 1/20¢, 3/50¢ F 1 Franc, 5 Franc 1/2F, 3/5F 4 25 Cent 1/25¢, 4/1G 6 1 Guilder 1/25¢, 5/1G G 5 Franc 1/5F, 2/10F 7 10 Franc 1/10F 8 1 Franc, 2 Franc 2/1F 5/2F 2 100 Lire, 200 Lire 1/200 Lire 8 Twin Coin 1/1 Coin 1/2 Coins 1/3 Coins, 2 5 Coins3 5 H 1 Unit, 5 Unit 1/2, 3/5 1/1, 5/5 1/3, 2/54 I J FREE PLAY - 9 Table 2. Pricing Settings CUSTOM KEY DISPLAY FUNCTIONSSTANDARD SELECTION ABCDE FGH I J Pricing Selection Left Slot Units Center Slot Units Right Slot Units Units per Credit Units for Bonus Credit Minimum Units for Credit1 1 4 1 2 4 02 6 0 1 1 0 03 1 4 1 1 0 04 1 16 6 2 0 05 1 4 1 2 0 06 1 0 4 1 0 07 1 0 2 1 0 08 1 0 2 2 0 09 1 4 1 1 0 00 1 4 1 1 4 00 1 4 1 1 4 20 1 4 1 1 0 20 3 12 3 4 15 00 12 48 12 14 96 240 6 0 15 5 0 00 1 0 4 1 4 00 2 0 2 5 0 00 1 0 5 1 0 00 2 0 10 5 0 0
7 TROUBLESHOOTING PROCEDURES Certain types of game malfunctions may inhibit the games diagnostic or display faculties. Troubleshooting procedures for most of these types of malfunctions as well as malfunctions that permit self-diagnosis are covered below.Our troubleshooting algorithm begins with Power-Up and continues until Game Over Mode. All procedures can be performed with minimal test equipment or merely by observing the game itself. POWER-UP TESTS NO GENERAL ILLUMINATIONNO INITIAL VIDEO (RUG PATTERN)CHECKING POWER SUPPLY BOARD (1) Check fuse F2 on power supply board. (2) Check for proper installation of jumpers W1, W2, W3 and/or resistor R27. (Some machines DO NOT have an R27. Refer to your drawing set.) (3) Check 4P1/J I, 4P3/J3, 6P2/J2 and 6P3/J3. (4) If all the above dont turn up the problem check 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 from known-good game. (2) If game plays, problem is on power supply board. (3) If game doesnt play, check power transformer with voltmeter. (4) If known-good power supply is unavailable for tests above, check +5V, – 5V and + 12V outputs on power supply in game. Each MUST BE within 2% of rated output with less than 0.1% AC hum. MORE POWER-UP TESTS TESTROM BOARD LEDs RECOGNIZE CONDITIONROM BOARD LEDs IDENTIFY CHIPSVIDEO REMEDY GENERAL “0” means all power-up tests passed- (1) Scanning rug pattern (2) Stationary rug pattern (3) INITIAL TESTS INDICATE: OPERATIONAL (4) Game-Over ModeIf any video (see left) is missing or error message is displayed, proceed to Diagnostic Mode tests. “0” means tests passed- “HIGH SCORE TABLE RESET” “BOOKKEEPING TOTALS CLEARED” “ADJUSTMENT FAILURE” “RESTORE FACTORY SEITINGS BY OPENING FRONT DOOR AND TURNING GAME OFF AND ON”(1) Open coin door and turn power off and on.CMOS (See Appendix A) “0” means tests passed- “FACTORY SEITINGS RESTORED” (2) Press ADVANCE. Game should return to Game-Over Mode. BATTERY (See Appendix A)“0” means tests passed- “HIGH SCORE TABLE RESET” “BOOKKEEPING TOTALS CLEARED” “ADJUSTMENT FAILURE” “RESTORE FACTORY SEITINGS BY OPENING FRONT DOOR AND TURNING GAME OFF AND ON”(1) Open coin door and turn power off and on. Or press ADVANCE. In either case, game should return to Game-Over Mode. (2) Check AA alkaline cells on CPU Board. (3) If problem persists proceed with CMOS RAM test by putting the game into its Diagnostic Mode (see SELF- DIAGNOSTICS). MEMORY PROTECT INTERLOCK (See Appendix A)“0” means tests passed- “HIGH SCORE TABLE RESET” “BOOKKEEPING TOTALS CLEARED” “ADJUSTMENT FAILURE” “RESTORE FACTORY SEITINGS BY OPENING FRONT DOOR AND TURNING GAME OFF AND ON”(1) Making and breaking coin door interlock switch, check with VOM and replace if faulty. (2) Replace if faulty: Memory protect gates 6E, IC1, Ql, or CMOS RAM 1C. SPECIAL CHIP “0” means tests passed- (1) Scanning rug pattern. (2) Blank screen instead of “INITIAL TESTS 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 special chips one at a time with known good chips. (3) Turn Machine on after each replacement and run through Power- Up Tests.
8 +5v DC ADJUSTMENT (R10 & R24) Before adjusting the voltage output, always check the output at the supply for AC hum. This hum should never rise above 0.005v on the +5v DC supply. If it does, consult your schematic drawing set for proper DC voltages throughout the circuit. Test for these with the DC setting of your multimeter. Make a second check using the AC setting. Pay particular attention to readings at TP5 (top of capacitor C10). If the voltage here is too low (less than +11v DC) or you find excessive ripple (more than 700mv rms), replace the capacitor. Table 3 Voltage Adjustments to +5v Dc Supply WHICH RESISTORS SUPPLY HAS . . .Neither R10 only R24 Only R24 & R10 TO INCREASE VOLTAGE IF UNDER 4.25v DC . . .Add R24 Remove R10 or add R24- Remove R10 or add R24 TO DECREASE VOLTAGE IF OVER 5.25v DC . . .Add R10 - Remove R24 or add R10Remove R24 or add R10 SELF DIAGNOSTICS If 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 the AUTO-UP/MANUAL-DOWN switch to the MANUAL-DOWN position and depress the ADVANCE pushbutton. The game is now in its Diagnostic Mode and a ROM test is performed. With ROM test results present on the CRT display, depressing the ADVANCE pushbutton initiates the RAM test. Further tests (CMOS, sound, switch, color RAM, monitor test patterns) are encountered 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 the CRT mirror provided on the inside-top of the cabinet. Remove the two bolts and carefully slide the monitor back in its shelf; secure the monitor in the extended position by inserting 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 ADVANCE two 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 open during the Auto Cycle test. If an error is detected, the test is terminated and the failure indication is displayed on the CRT. 4. To terminate the Auto-Cycle test, turn the game OFF and ON. Figure 4. RAM Location and Numbering on the CPU Board
9 DIAGNOSTIC MODE RAM AND ROM TESTS TESTROM BOARD LEDs RECOGNIZE CONDITIONROM BOARD LEDs IDENTIFY CHIPSVIDEO REMEDY ROM “2” means ROM error.2-digit ROM chip number“ROM ERROR” and ROM chip no. (1) Turn power off. (2) Replace suspected chip. RAM “1” means RAM error.Bank number first . . . then chip number in bank (see figure 3)“RAM ERROR” followed by RAM bank number and chip number (Note: with multiple RAM failures this display may not appear)(1) Check for normal voltages on indicated RAM chip: -5v/pin 1, +12v/pin 8, +5v/pin 9. (2) Turn power off. (3) Replace suspected chip. (4) With multiple RAM failures always check power supply. See POWER-UP TESTS. CMOS (See Appendix A)“3” means CMOS RAM error-“CMOS RAM ERROR OR WRITE PROTECT FAILURE”(1) Check pin 22 of CMOS RAM for +3.8VDC. If present, replace CMOS chip 1C. If absent replace AA alkaline cells. (2) With new alkaline cells, check for +3.8VDC . If still absent, replace diodes D9 and D10. (3) Upon power-up and re-entry into diagnostics if CMOS error message persists check CMOS RAM memory protect and address decoding circuits with a logic probe. Tests 4 and 7 provide sequential subtests. To stop automatic cycling set switch to MANUAL-DOWN Depress advance in MANUAL-DOWN to step through subtests. LED indications are not made for these tests. TEST & PROCEDURES VIDEO REMEDY OR ADJUSTMENT Missing CheckSOUND (Test 4)“SOUND LINE 1” “SOUND LINE 2” “SOUND LINE 3” “SOUND LINE 4” “SOUND LINE 5” “SOUND LINE 6” (These appear one at a time)1 2 3 4 5 6 All2P4/lOP3 Pin 3 2P4/10P3 Pin 2 2P4/10P3 Pin 5 2P4/10P3 Pin 4 2P4/10P3 Pin 7 2P4/10P3 Pin 6 Perform Sound Board Diagnostics (see below) CRT indicates AUTO-UP closed and any stuck switches . CRT Display for Each Switch . . . Coin Door Player Panel SWITCH TEST (Test 5) (1) Set switch to MANUAL-DOWN and clear any stuck switches. (2) CRT should indicate no switches closed. (3) Operate switches and check for display of switch name.ADVANCE AUTO-UP HIGH SCORE RESET LEFT COIN CENTRE COIN RIGHT COIN SLAM SWITCH1- PLAYER START 2- PLAYER START MOVE UP MOVE DOWN MOVE LEFT MOVE RIGHT FIRE UP FIRE DOWN FIRE LEFT FIRE RIGHT(1) COIN DOOR SWITCH STUCK: Disconnect 2P3 (2) PLAYER PANEL SWITCH STUCK: Disconnect 3P2 or 3P3 (3) COIN DOOR SWITCH DOES NOT OPERATE: Ground corresponding pin of 2P3. (4) PLAYER PANEL SWITCH DOES NOT OPERATE: Ground corresponding pin of 3P2 or 3P3 SYMPTOM REMAINS SAME . . . ROM Board or Interface Board Faulty. SYMPTOM CLEARS UP . . . Problem is in switches or wiring
10 MORE DIAGNOSTIC MODE TESTS TEST & PROCEDURESVIDEO SEQUENCESREMEDY OR ADJUSTMENT RAM 1B RAM 2B 1 Light red screen 2 Red screen 3 Dark red screenToo-light or too dark red or gray bandMagenta band 4 Light green screen 5 Green screen 6 Dark green screenYellow band Cyan band 7 Light blue screen 8 Blue screenMagenta band Too-light or too dark blue or gray band 4 Light green screen Green band Dark green band or gray band 5 Green screen Light green band Dark green band or gray band COLOUR RAM TEST (Test 6) Note that a blank sequence or two sequences with the same shade indicate a faulty 1A flip-flop, 1B RAM or 2B RAM or a failure in the color analogue circuit. Check voltages on Q1 (green transistor), Q2 (red transistor) and Q3 (blue transistor). During the eight full screen color tests, the base voltage (center Pin) on each transistor should vary between 3.8v (brightest color) and 4.4v (no color) (1) CRT sequences through 8 colors, 2 seconds each (2) Thick vertical band indicates color RAM fault. 6 Dark green screen - Grey band Cross hatch patternAids you in setting up vertical and horizontal linearity, convergence and focus. Red screen Green screen Blue screen Color BarsAids you in optimizing color purity MONITOR & COLOUR RAM TEST (Test 7) 12 34 5 678 1 = RED 2 = GREEN 3 = BLUE 4 = WHITE 5 = BLACK 6 = YELLOW 7 = CYAN 8 = MAGENTA Color Bar PatternColor Bars • Double-width • Half-width • Transposed • MissingIf color RAM test 6 indicates no faults, symptoms at left suggest a fault in 1A, 1B, 2B or 2C chips. SOUND BOARD DIAGNOSTICS Depress the DIAGNOSTIC pushbutton on the bottom of the Sound Board. A check is made of the Sound ROM and sounds are produced if the check is good. If sounds are produced but not in Audio Test 5 check for ROM board PIA output on Sound Board inputs that are stuck low. If no sound is produced either the Sound ROM, IC12, input power, or other Sound Board circuitry is faulty.