Williams Sinistar Instructions Service Manual
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9 Bookkeeping Totals 1. In Game-Over Mode, open the cashbox and depress the cashbox advance switch. The advance switch located on the diagnostic switch bracket can also be used. (See Figure 1.) 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, colour RAMs, sounds, switches, and then CRT test patterns, of which there are five. The fifth test pattern, colour 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 2. Figure 2. Bookkeeping Display Clearing Bookkeeping Totals 1. Depress ADVANCE to display Game Adjustments. 2. Operate joystick Up or Down to position cursor on CLEAR BOOKKEEPING TOTALS. 3. Push FIRE Button. 4. Depress ADVANCE. IF AVERAGE TIME PER CREDIT RUNS BELOW 1:30 (Figure 2), then more liberal GAME ADJUSTMENTS are recommended. What if AVERAGE TIME PER CREDIT runs over 2:30? Make the game tougher. Always try to keep AVERAGE TIME PER CREDIT close to the ideal of 2:00. Game Adjustments In the Game-Over Mode open the coin door. With the AUTO-UP/MANUAL-DOWN switch set to AUTO-UP, and depress the coin door ADVANCE switch twice to cause a CRT display as shown in Figure 3. SELECT THE FUNCTION YOU WISH to change by moving the joystick (push up to move arrow up, down to move arrow down) Then, making sure the coin door is open, push the FIRE button to increase or SINIBOMB t to reduce the value of the selected function. Select the appropriate difficulty level by using the SINIBOMB (easier) and FIRE (harder) buttons (0 = easiest or liberal, 5 = average, 9 = hardest or conservative). NOTE: The next two adjustments affect playing time by making extra ships easier or harder to win. Details are on page 12. For a shorter game, increase the bonus points figure (FIRST EXTRA SHIP AT). For a longer game, reduce it. (1,000 = long / 99,000 = short). For a shorter game, increase ADDITIONAL POINTS PER SHIP AT. For a longer game, decrease it. (1,000 = long / 99,000 = short). For a shorter game, decrease the number of SHIPS PER GAME. For a longer game, increase the number. (1 = short / 99 = long). GAME PRICING is selected with standard settings or with custom settings as shown in Table 1. Note that free play can be elected by entering the code number 9 at the PRICING SELECTION function. 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 1. BOOKKEEPING TOTALS LEFT SLOT COINS 167 CENTER SLOT COINS 0 RIGHT SLOT COINS 426 PAID CREDITS 23 FREE SHIPS 221 TOTAL TIME IN MINUTES 1200 TOTAL SHIPS PLAYED 2000 TOTAL CREDITS PLAYED 593 AVERAGE TIME PER CREDIT 2:01
10 Figure 3. Game Adjustments Showing factory settings 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 cursor on RESTORE FACTORY SETTINGS. 2. Push FIRE button. 3. Depress ADVANCE twice. RESETTING HIGH SCORE TABLE 1. Position cursor on RESET HIGH SCORE TABLE. 2. Push FIRE button. 3. Depress ADVANCE. SETTING ATTRACT MODE MESSAGE 1. Position cursor on SET ATTRACT MODE MESSAGE. 2. Push FIRE button. 3. Depress ADVANCE. 4. Enter up to two lines of your message following instructions on the screen 5. Depress ADVANCE to terminate process. To restore the Williams attract mode message, perform steps 1 through 3 and then turn the game OFF and back ON. SETTING HIGH SCORE NAME 1. Position cursor on SET HIGHEST SCORE NAME. 2. Push FIRE button. 3. Depress ADVANCE. 4. Enter new signature; depress ADVANCE to terminate process. 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 ADJUSTMENTS FIRST EXTRA SHIP AT 30,000 ADDI TIONAL EXTR A SHIP POINTS FACTOR 30,000 SHIPS PER GAME 3 DIFFICULTY OF PLAY 5 CONTINUOUS FIRE YES HIGH SCORE TO DATE AL LOW ED YES PRICING SELECTION 3 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 RESTORE FACTORY SETTINGS NO CLEAR BOOKKEEPING TOTALS NO HIGH SCORE TABLE RESET NO AUTO CYCLE NO USE ‘MOVE’ TO SELECT ADJUSTM ENT USE ‘FIRE-SINIBOMB’ BUTTONS TO CHANGE THE VALUE PRESS ADVANCE TO EXIT
11 Table 1. Game Pricing Coin Door MechanismCredits/ MoneyPricing SelectionLeft Slot UnitsCentre Slot UnitsRight Slot UnitsUnits Per CreditUnits Reqd For Bonus CreditMin Units For Any Credit • •• • 1/25¢, 5/$10141140 • •• • 2/50¢, 5/$10141142 • •• • 1/25¢, 4/$13141100 • •• • 2/50¢, 4/$10141102 • •• • 1/50¢, 3/$1, 4/$1.25031234150 • •• • 1/50¢, 3/$1, 7/$20 124812149624 • •• • 1/50¢, 3/$1, 6/$21141240 Twin Quarter Quarter, Dollar, Quarter • •• • 1/50¢5141200 1DM, 5DM • •• • 1/1DM, 6/5DM2601100 20-Cent, 50-Cent • •• • 1/20¢, 3/50¢06015500 1 Franc, 5 Franc • •• • 1/2F, 3/5F44166200 25 Cent • •• • 1/25¢, 4/1G6104100 1 Guilder • •• • 1/25¢, 5/1G0104140 5 Franc • •• • 1/5F, 2/10F7102100 10 Franc • •• • 1/10F8102200 1 Franc, 2 Franc • •• • 2/1F 5/2F2601100 100 Lire, 200 Lire • •• • 1/200 Lire8102200 • •• • 1/1 Coin3141100 • •• • 1/2 Coins5141200 Twin Coin • •• • 1/3 Coins, 2 5 Coins0202500 • •• • 1/2, 3/541166200 • •• • 1/1, 5/50105100 1-Unit, 5-Unit • •• • 1/3, 2/502010500 Any • •• • Free Play9141100 Definitions of Pricing Terms PRICING SELECTION allows a shorthand method of setting the pricing functions. If a number from one to nine is entered into the PRICING SELECTION function, a corresponding standard setting (shown in bold type above) will be entered into the game. The rest of the pricing functions are automatically set for that standard. THE PRICE OF ONE GAME (number of coins per game) is equal to the number of SLOT UNITS for any one slot divided by the number of UNITS PER CREDIT. If the number of LEFT SLOT UNITS (or RIGHT SLOT UNITS) equals X and the number of UNITS PER CREDIT equals Y, then the price of one game is X/Y UNITS REQUIRED FOR BONUS CREDIT is the number of games that must be purchased before a free game is awarded. MINIMUM UNITS FOR ANY CREDIT is the least number of coins allowed per game or games. Or put another way, the MIMIMUM UNITS FOR ANY CREDIT determines the smallest number of whole games that may be paid for at one time.For example if an operator wants to allow one play for a quarter but wishes to encourage multiple game playing, he may enter: • •• • 0 in the PRICING SELECTION function This zero value automatically sets all pricing functions. However minimum units for any credit must be raised to 2 or higher value to achieve the operators goal. Here are the rest of the functions as they should appear. • •• • 1 in the LEFT SLOT UNITS function • •• • 4 in the CENTER SLOT UNITS function • •• • 1 in the RIGHT SLOT UNITS function • •• • 1 in the UNITS PER CREDIT function • •• • 0 in the UNITS REQUIRED FOR BONUS CREDIT function • •• • 2 in the MINIMUM UNITS FOR ANY CREDIT function These values allow one game to be played for a quarter, but ONLY when two or more games are paid for at a time. Incidentally, the 4 in the CENTER SLOT UNITS allows four games per dollar coin (centre slot only). See 2/50¢, 4/$1 above.
12 SAMPLE SETTINGS Before adjusting EXTRA SHIPS settings, review the chart to see how they affect the extra ship score. LET FIRST EXTRA SHIP AT = F ADDITIONAL EXTRA SHIP POINTS FACTOR = A EXTRA SHIPFORMULA 1F = 10,000 A = 0000F = 10,000 A = 10,000F = 30,000 A = 10,000F = 10,000 A = 30,000 1st F 10,000 10,000 30,000 10,000 2nd2F + 1A 20,000 30,000 70,000 50,000 3rd3F + 3A 30,000 60,000 120,000 120,000 4th4F + 6A 40,000 100,000 180,000 220,000 5th5F + 10A 50,000 150,000 250,000 350,000 1This series is derived from: (n 2-n)AnF + 2 where n is the extra ship no.
13 CHAPTER 3 Troubleshooting Procedures Introduction Power-Up Tests +5v DC Power Supply Adjustments Self-Diagnostics Diagnostic Mode Tests Sound Board Diagnostics CMOS RAM Data Test Protocol
14 INTRODUCTION 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 troubleshootingalgorithm 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) Press reset button on CPU Board. (2) Try RAM and ROM tests (see below) (3) 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 TEST ROM BOARD LEDs RECOGNIZE CONDITIONROM BOARD LEDs IDENTIFY BAD CHIPSVIDEO REMEDY GENERAL “0” means all power-up tests passed- (1) Scanning rug pattern (2) Stationary rug pattern (3) INITIAL TESTS INDICATE ALL SYSTEMS GO (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 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 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 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.
15 Figure 4. RAM Location and Numbering on the CPU Board & ROM Board RAMs +5v DC Power Supply Adjustments 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. If TP1 is less than +4.95v DC remove R10. If TP1 is still less than +4.95v DC, the check precision resistors R25 and R26. If they are within 1% tolerance, the check IC2 . 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. (See Figure 1.) 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 anda 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, colour 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 (19 Monitor Upright Games Only). 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 colour 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 Joystick and push the FIRE button. 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.
TROUBLESHOOTING PROCEDURES: DIAGNOSTIC MODE TESTS TEST ROM BOARD LEDs RECOGNIZE CONDITIONROM BOARD LEDs IDENTIFY CHIPSVIDEO REMEDY ROM “2” means ROM error 2-digit ROM chip number“ROM ERROR” and ROM chip number.(1) Turn power off. (2) Replace suspected chip. RAM “1” means RAM error Bank number first, then chip number in bank (see figure 4) *(For RAM Error 41 or 42 See Note)“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 +3.2VDC minimum. If present, replace CMOS chip 1C. If absent replace AA alkaline cells. (2) With new alkaline cells, check for +3.8v DC. 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 Check1 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)SOUND (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) NOTE: If any two sounds are the same, check for a short between the select lines with the same sound. CRT indicates AUTO-UP closed and any stuck switches . CRT Display for Each Switch . . . ROM BOARD INTERFACE BOARD 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 UP-DOWN A1 UP-DOWN B1 UP-DOWN C1 UP-DOWN DIRECTION 1 RIGHT-LEFT A1 RIGHT-LEFT B1 RIGHT-LEFT C1 RIGHT-LEFT DIRECTION 1 FIRE 1 SINIBOMB 1(Refer to CABINET WIRING Diagram) (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 ADDITIONAL TESTS FOR OPTOSWITCHES: (5) Check that +5v DC is at pin 1 or 12P1. (6) With joystick in centre position, check for 0.7v at base of ON transistor(s) (Q1 thru Q6) and 0.1v at pin(s) 2, 3, 4, 6, 7 and 8 of 12P1 (7) With joystick moved from centre position, check for 0.1v at base of OFF transistor(s) and 5v at pin(s) 2, 3, 4, 6, 7 and 8 of 12P1 (8) With joystick in centre position, check for 5v at pin(s) 5 and 9 of 12P1. With Joystick in Down (Left) position, check for +5v at pin 5 (9) of 12P1. With Joystick in Up (Right) position, check for +0v at pin 5 (9) of 12P1. NOTE: Two static RAMs located on the ROM board are indicated as RAM 41 in chip location 6D and RAM 42 in chip location 4D.
MORE DIAGNOSTIC MODE TESTS TEST & PROCEDURES VIDEO SEQUENCES REMEDY OR ADJUSTMENT REPLACE RAM 1B REPLACE RAM 2B 1) light red screen 2) red screen 3) dark red screentoo-light or too-dark red or grey 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 grey band 4) light green screen green band dark green band or grey band 5) green screen light green band dark green band or grey 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 colour analogue circuit. Check voltages on Q1 (green transistor), Q2 (red transistor) and Q3 (blue transistor). During the eight full screen colour tests, the base voltage (centre Pin) on each transistor should vary between 3.8v (brightest colour) and 4.4v (no colour) Colour RAM check (1) CRT sequences through 8 colours, 2 seconds each (2) Thick vertical band indicates colour RAM fault. 6) dark green screen - grey band cross hatch pattern Aids you in setting up vertical and horizontal linearity, convergence and focus. red screen green screen blue screen colour barsAids you in optimising colour purity MONITOR & COLOUR RAM TEST (Test 7) MAGENTA CYAN YELLOW WHITE BLACK BLUE GREEN RED Colour Bar Patterncolour bars • double-width • half-width • transposed • missingIf colour RAM test 6 indicates no faults, symptoms at left suggest a fault in 1A, 1B, 2B or 2C chips.
SOUND BOARD DIAGNOSTICS SYMPTOM TEST & PROCEDURES CHECK SOUND SELECT INPUTS TEST TOOL CONDTION & REMEDY Sound board connector 10P3/J3-2 to 7Logic Probe (Game on and in test 4)• PULSING - Proceed. • LOW - check jacks, foils. • STILL LOW - Perform ROM board checkbox below. SR1 DIP resistors R3 to R9VOM - Reading ohms (game off)• ALL 4.7K - Proceed. • ANY OPEN - replace SR1. C3 to C9 VOM - Reading ohms (game off)• ALL OK - Proceed. • ANY SHORTED - replace bad. IC 5-1, IC 7-14 (power pins)Logic Probe (Game on and in test 4)• HIGH - Proceed. • LOW - Replace C19 (IC5) or C21 (IC7). • STILL LOW - Replace bad IC. IC5-2, 4, 6, 10, 12, 15 IC7-4, 6Logic Probe (Game on and in test 4)• PULSING - Proceed. • LOW - Replace bad chip. IC10-18, 19 (PIA)Logic Probe (Game on and in test 4)• PULSING - Proceed. • LIFT C20 - Retest. • PULSING NOW - Replace C20. • STILL LOW - Replace IC6, retest. MISSING SOUNDS NO SOUND-STEP 1 (ASSUMPTION: INPUT SECTION FAILURE) IC10-10 to 17 (PIA)Logic Probe (Game on and in test 4)• PULSING - Proceed. • SOME LOW Replace IC. • ALL LOW - Lift C31, retest. • PULSING NOW - Replace C31. • STILL LOW - Replace IC NOTE: In cockpit model games where no sounds are produced from either sound board, disconnect both 9-pin connectors from one board and then the other. This isolates faults to a single Sound Board. If sounds are still nit produced from either board check ROM Board outputs on page 19 first.