Sega Video Game Controller 999 1117 User Guide

1ST PRINTING DEC. 00  
Universal Kit  
Kit Installation Instructions  
& Service Manual  
Switchable FROM High Resolution 31K  
TO Standard (Low) Resolution 15.75K.  
2 - 4 PLAYER GAME  
Kit come with two (2) JVS/JAMMA Interface  
Boards for four (4) Player Action.  
SEGA ENTERPRISES, INC. USA  
MANUAL NO. 999-1117  
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AC Power Cable Volume/Speaker/  
(GRN/WHT/BLK) Coin Meter Cable  
Kit Overview  
FIG. 1  
JVS/JAMMA  
JVS/JAMMA  
Interface Bd. #2  
Transformer  
Interface Bd. #1  
Service Switches  
Audio Board  
JVS USB Port  
VGA Output  
Power Supply  
Template Layout  
See Pages v & vii to  
copy & cut templates.  
*
*
FIG. 2  
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WWF Royal Rumble  
Sega Naomi System  
Kit Contains List  
Part #  
Desc  
Qty  
840-0040D-01  
838-13616  
WWF GAME BD ASSY  
AUDIO AMP (NAOMI)  
TRANSFORMER  
1
1
1
2
1
1
1
1
1
1
1
2
1
4
12  
1
560-5407-UL  
838-13683-93CV1  
400-5397  
JAMMA I/O BD (NAOMI)  
POWER SUPPLY (NAOMI)  
USB CABLE  
600-7141-200  
600-7009-2500  
999-1137  
VGA VIDEO CABLE  
MARQUEE  
999-1140  
INSTR SHEET (CTRL DESC)  
INSTR SHEET (PLAYERS)  
CTRL PANEL OVERLAY  
SIDE DECALS  
999-1141  
999-1138  
999-1142  
999-1139  
BUTTON SHEET  
XXXXXXXXX  
XXXXXXXXX  
XXXXXXXXX  
8 WAY JOYSTICK  
PUSHBUTTONS FOR CTRLS  
SERVICE SWITCH BRKT  
ASSY  
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Feb 9. 2000  
120  
SERVICE BULLETIN  
SEGA Service Department  
45133 Industrial Drive  
Fremont, Ca. 94538  
Phone: 415.701.6580  
Fax: 415.701.6594  
SPECIAL NOTICE FOR  
ALL SEGA NAOMI KITS  
PROBLEM:  
The SEGA Naomi Game kits are actually ‘JAMMA Dependent’. What this means exactly is they will only  
install into existing JAMMA Cabinets. If an operator tries to install these kits into a Non-JAMMA cabinet,  
they will first have to bring the wiring up to JAMMA Standards.  
SOLUTION:  
°
Step 1 Disconnect the games original DC Power Supply. You may only use the power supply provided  
with your kit. Be sure to set the voltages going to your Game BD to 5.1 and 3.3 volts DC to assure proper  
operation ( Measure on Square Connector at Game BD. Yellow = 5vdc / Brown = 3.3vdc / White = Gnd )  
Step 2 You MUST USE THE COIN METER SUPPLIED WITH YOUR KIT to assure proper Coin  
acceptance. A minimum 18 Gauge wire should be used from the Coin Meter 1 output line on your  
JAMMA Harness. The 5vdc ( Yellow ) wire found in the wiring bag of your kit MUST BE USED for the  
supply voltage to the meter.  
°
Not following the directions provided herein may cause your game to malfunction.  
All electrical work should be performed by the site’s Serviceman or Technician.  
In order to prevent an electric shock and short circuit, be sure to turn power off  
before performing work or touching the interior parts of the product.  
Be careful so as not to damage wirings. Damaged wiring can cause an electric shock  
or short circuit accident.  
Do not touch places other than those specified. Touching places not specified can  
cause an electric shock or short circuit accident.  
If you have any questions please contact the SEGA Service Department at the numbers given above.  
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INSTALLATION INSTRUCTIONS  
1) First. Remove all access panels from the game. Locate the original game Logic PCB’s & Power  
Supply and remove from the Cabinet by first disconnecting all harnesses from the boards. (You need  
only to splice in the Main Power (110v AC) into the 3-Pin Connector (GRN/WHT/BLK).)  
2) Remove all existing game harnesses (we suggest using New Jamma Harnesses (NOT contained in the  
kit) to ensure reliability).  
3) Locate the most convenient and open area of the cabinet to mount the WWF Naomi System  
Assembly. Make sure this area is free and clear of all cable harnesses and grounds, cable clamps, etc.  
(See FIG. 1, inside cover).  
Vacuum out or clean bottom of cabinet of dirt & miscellaneous parts (e.g.  
screws, loose coins / tokens, etc.).  
Remove all exterior decals and repair any cabinet damage. Repaint  
cabinet if necessary. Remove the Monitor Plexi or if your game plexi has  
Silk-screened artwork, you will need to strip it off.  
4) Connect the JAMMA Harnesses to the JVS-JAMMA Interface Boards. Separate the wires from each  
other (i.e. Control Panel, Video, Speaker, Power Supply). Run the various harnesses to the part of the  
cabinet they go to ensuring they are dressed properly & secured to the cabinet. (See FIG. 4 Pg. iv).  
Locate the Volume/Speaker/Coin Meter Cable and connect to your existing Diag. Switch Bracket or  
use the new one included with the kit. (See FIG. 3, Pg. iii). Note: If you are using a VGA  
Compatible Monitor you can run your VGA Cable directly to the monitor or connect it to your JVS  
JAMMA Interface for RGB Conversion to your JAMMA Cables.  
5) Remove Marquee from cabinet and cut to fit the new WWF Marquee in place.  
WWF uses 1 Lever (Joystick) with 3 Multi-Function Switches (Buttons)  
for controls and a Start Button per player. REPLACE old Joysticks &  
Buttons with the NEW ones supplied in Kit.  
6) First remove all Joystick and Button assemblies from the Control Panel. Remove Lexan and Control  
Panel Overlay. Proceed to clean surface of the Control Panel by removing all adhesive and dirt. Fill  
in or plug up existing button holes to set up a blank work area for your (1 - 4) templates (See Pages v  
& vii, COPY & CUT).  
7) Carefully tape template on the Control Panel in configuration of 2 - 4 player; using a Center Punch,  
mark your hole centers. With a 1 1/8” Hole - Saw, proceed to drill out holes for the new Control  
Panel configuration. Once drilling is complete, clean surface once again eliminating all wood chips  
and dust. (See FIG. 2, inside cover).  
8) Install the new Control Panel Overlay by carefully peeling off the paper backing and laying down on  
the panel. Smooth it out, starting in the center and working your way to the edges (removing all of  
the trapped air pockets). If necessary, cut the edges of the overlay excess and fold under panel.  
9) Cut out the button and Joystick Holes. Install Joystick and buttons from kit into the Control Panel  
and tighten down. Connect all game harness wires to switches and buttons.  
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INSTALLATION INSTRUCTIONS  
10) Proceed to place new decals on the sides of the cabinet. Locate a new monitor bezel, if needed, and  
replace glass, if required (due scratches). Install Instruction Placard to the back of the Monitor Glass.  
NOTE: As a precaution, disconnect the JAMMA Harness from the I/O Boards and turn power on. With a  
Multi-Meter, measure the 5v and adjust if necessary to 5.15v DC. Measure the +12, -12 and -5 to ensure the  
wires and voltages are in the correct position. Turn power off. Plug in the JAMMA Harness once again to  
the I/O Boards. The Attract Mode should appear on the screen.  
Adjust the SIZE, CONTRAST, BRIGHTNESS, and COLORS on the  
Monitor for optimum appearance. Adjust VERTICAL/HORIZONTAL  
Hold to get a stable picture, if required.  
Enter DIAGNOSTICS and adjust the Volume Level, test all Buttons &  
Joystick for proper operation & wiring. Adjust Pricing. Coin-Up and  
test out a game to ensure proper play functions are as they should be.  
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Sega Naomi System Switch  
Bracket and Speaker  
Installation Diagrams  
(Figure 3)  
To CN1 of  
Amplifier Board  
JAMMA Pin 8  
Pin 1  
Yellow Wire from Extra  
Harness (+5v)  
Pin 4  
Pin 5  
_
+
Coin Meter  
Service  
Test  
JAMMA Pin  
JAMMA Pin  
R
1
Volume  
JAMMA Pin 15  
GRY/RED  
ORG/RED  
Left  
Speaker  
From CN2 of  
Amplifier Board  
GRY/BLUE  
ORG/BLUE  
From CN4 of  
Amplifier Board  
Right  
Speaker  
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Sega Naomi System  
JAMMA Harness Wiring  
(JAMMA I/O BD)  
(Figure 4)  
Ground  
Ground  
1
2
Ground  
A
B
C
Ground  
+5v (Not Used)  
+5v (Not Used)  
(Not Used)  
+12v (Not Used)  
Key  
3
+5v (Not Used)  
+5v (Not Used)  
D
E
4
5
6
7
(Not Used)  
+12v (Not Used)  
Key  
F
H
J
8
9
Coin Meter 1  
(Not Used)  
(Not Used)  
Coin Meter 2  
(Not Used)  
(Not Used)  
K
L
10  
11  
12  
13  
14  
15  
16  
17  
1
M
N
P
R
S
T
(Not Used)  
Video Green  
Video Sync  
Service  
(Not Used)  
Video Red  
Video Blue  
Video Ground  
Test  
(Not Used)  
Coin 2  
Coin 1  
1P Start  
2P Start  
U
V
W
X
Y
Z
2P UP  
1P UP  
8
1P Down  
19  
2P Down  
20  
21  
22  
1P Left  
1P Right  
2P Left  
2P Right  
Attack 1P (1P SW1)  
Grapple 1P (1P SW2)  
Support 1P (1P SW3)  
Attack 2P (2P SW1)  
Grapple 2P (2P SW2)  
Support 2P (2P SW3)  
(Not Used)  
a
23  
24  
25  
26  
27  
b
c
(Not Used)  
d
(Not Used)  
(Not Used)  
Ground  
e
f
Ground  
Ground  
28  
Ground  
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Sega Naomi System  
Filter Board Information  
Connector Description etc.  
PSW1  
PSW2  
DIPSW1  
CN2  
CN1  
CN3  
CN4  
Service  
Switch  
Test  
Switch  
Preamp Level  
Audio Out  
VGA Level  
Video Out  
Power Connectors  
1
2
3
4
Setting for High  
Resolution 31KHZ  
1 -4 off  
1
2
3
Setting for Standard  
Resolution 15KHZ  
1 on 2-4 off.  
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BUTTON LAYOUT  
CONFIGURATION  
Below are Actual Size Templates for  
PROPER ERGONOMIC PLACEMENT  
of your Control Panel Buttons.  
(Copy this page to cut templates at dotted lines.)  
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11  
THIS PAGE INTENTIONALLY BLANK  
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BUTTON LAYOUT  
CONFIGURATION  
Below are Actual Size Templates for  
PROPER ERGONOMIC PLACEMENT  
of your Control Panel Buttons.  
(Copy this page to cut templates at dotted lines.)  
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13  
THIS PAGE INTENTIONALLY BLANK  
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2. HOW TO PLAY  
ON-SCREEN DISPLAY  
Monitor Position  
Synchronous Frequency  
15/31 kHz  
HORIZONTAL  
CONTROL PANEL  
Moving of Wrestlers  
Attack Button  
Support Button  
Grapple Button  
A
G
S
Attack Button  
Enables a wrestler to punch and kick an opponent.  
Enables a wrestler to grapple an opponent. Also enables a wrestler to  
throw, or swing onto the ropes, an opponent after grappling.  
Grapple Button  
Support Button  
Enables a wrestler to take an action other than attacking and grappling;  
that is, to run, mount to a corner, guard, and block.  
Available Playing Modes  
Two playing modes are available.  
Exhibition Mode  
This enables you to play a 10-game tournament. You choose a wrestler as yourself and a partner  
wrestler, and specify the attacks allowed for the partner; thus you may use your own vital techniques as  
well as the various partner attacks in the game. Additional wrestler (from the CPU) may unexpectedly  
burst into the ring or you may happen to move to a variety of stages; thus several game effects are  
prepared.  
Maximum 4 wrestlers can play simultaneously. In this case all the wrestlers other than yourself (as a  
wrestler) may be opponents; you may attack one of them together with the rest of them; or any one of  
the supporting wrestlers may suddenly betray you. Thus you can enjoy a heated and thrilling game.  
Royal Ramble Mode  
This enables you to join in a battle royal of maximum 9 persons on the ring. Maximum 4 wrestlers can  
play. Any wrestlers fallen from the ring is disqualified. The bottom center part of the monitor screen  
shows the number of persons to clear; new wrestlers will continue to appear on the ring until the  
number becomes 0 (zero). The number counts down only if the playing wrestlers make the CPU  
wrestler fallen from the ring. Winning wrestlers are those who still remain on the ring when the number  
is 0 (zero). Furthermore, the high-level S wrestlers may burst into the ring when the number of persons  
to clear approaches to 0 (zero).  
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15  
Basic Operations  
Attack Button  
This button enables you to punch and kick an opponent. Press the button repeatedly to attack  
without a break.  
Grapple Button  
This button enables you to grapple an opponent and then make him staggered or groggy,  
throw him or swing him onto the ropes. The button also enables you to throw down or squeeze  
a downed opponent. Furthermore, the button enables you to pick up a weapon on the stage  
other than the ring.  
Support Button  
This button enables you to run into the directions set by the lever; and then you may use the  
attack and/or grapple buttons to battle. If you are nearby the corner, you may set the lever into  
the direction of the post, press the button to mount to the corner, and use the attack and/or  
grapple button to battle. Also, you may hold down the button to guard yourself against an  
opponent’s offences. In addition, you may press the button in a timely manner against an  
opponent’s offence thereby to counterattack. Finally the button enables you to pinfall a downed  
opponent.  
Button Operations after Grappling  
Pressing the Attack Button after Grappling  
This action enables you to make an opponent groggy (defenseless). This action, if taken  
while setting the lever into any desired direction, enables you to make an opponent staggered  
(also, defenseless) into the set direction. Press the attack button again to punch or kick the  
groggy or staggered opponent while the grapple button to throw. In these cases, the opponent  
cannot counterattack.  
Pressing the Grapple Button after Grappling  
This action, if taken while setting the lever into any of the neutral/upper/lower/left/right  
directions, enables you to throw a grappled opponent even if grappled in the rear.  
Pressing the Support Button after Grappling  
This action enables you to swing or hammer-throw an opponent onto the ropes. After swinging,  
press the attack or grapple button to battle. Alternately set the lever into any desired directions  
to swing the opponent into the set direction. Set it into a slant direction to swing the opponent  
to the corner in the set direction and thus make the opponent corner-down. Grapple, and then  
punch, kick, or throw the corner-downed opponent.  
NOTE: When grappled you can counterattack by pressing the button same as the one  
opponent is pressing.  
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Partner Attacks (in Exhibition Mode)  
According to a WWF rule, you specify your own wrestler and its partner. Attacks by the  
partner are called partner attacks. You also specify any one out of the three partner attacks;  
Type A, Type B, and Type C. You can use a partner attack by pressing any two buttons  
simultaneously.  
Independent Partner Attacks  
Only a partner wrestler attacks an opponent. These attacks include a dashing punch/kick,  
continuous attack, weapon attack, dived attack from a corner, and vital technique.  
Two-Platoon Attacks  
You (as a wrestler) may try to grapple (or punch or kick) an opponent. After successfully  
grappling, you and the partner cooperate to do the two-platoon attacks.  
Supporting Partner Attacks  
The partner does not attack but provides various supporting actions. Such actions include  
giving of a weapon, increasing of your special gauge number, decreasing of an opponent’s  
special gauge number, making an opponent groggy, escaping from a pitfall, etc.  
NOTE: The Partner Attack are not usable in a wire-netting stage.  
“S” Special Gauge Icon  
Special gauge icon is located below a power gauge icon and indicates a “S” number. Saving  
and increasing of the “S” number enables you to use high-grade (HG) attacks, vital techniques,  
etc. You can use these features by pressing the three buttons simultaneously.  
HG Attacks (decreasing of “S” number: 1 each)  
HG attack is more powerful than a usual one. Such powerful attacks include a dashing attack,  
attack from a corner, downward attack, etc. and thus are usable in various situations.  
Vital Technique (decreasing of “S” number: 3 each)  
Every wrestler is given one vital technique (and two lock techniques). Applicable situation  
of these techniques varies from wrestler to wrestler. One technique is only applicable in a  
standing position, another for a downed opponent, and the other from a corner. Each vital  
technique can seriously damage an opponent and even KO a powerless opponent.  
Escaping from a Pinch (decreasing of “S” number: 1 each)  
You can escape from a pinch such as a pinfall, groggy state, downed state, grappled state, etc.  
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17  
Special Operations with Royal Ramble Mode  
The royal ramble mode has a rule of making an opponent fallen from the ring. This needs to  
specify special operations that an exhibition mode does not support.  
How to make an opponent fallen from the ring  
To grapple an opponent nearby the ropes and hammer-throw him into outside the ring:  
Grapple an opponent nearby the ropes, set the lever into outside the ring, and press the support  
button.  
NOTE: In an exhibition mode this is to hammer-throw into inside the ring.  
To make an opponent stagger into outside the ring:  
Grapple an opponent nearby the ropes, set the lever into outside the ring, and press the attack  
button.  
NOTE: In an exhibition mode this is to make an opponent bound against the ropes and stagger.  
To punch or kick an opponent leaning against the ropes:  
If attacked nearby the ropes, an opponent may lean against them and be in a downed state.  
Punch or kick such an opponent and then you can make him fallen from the ring.  
To raise up and stagger a downed opponent:  
Press the grapple button for a downed opponent to raise up and stagger. You can stagger him  
into any desired directions; if you set the lever into the direction outside the ring, therefore,  
you can make him fallen from the ring.  
NOTE:  
An opponent having the power may grasp the ropes and thus resist against falling. If this is  
the case, press the attack button to stomp the opponent. Grasping the ropes to resist against  
falling for a prolonged time and loosing the power will result in falling from the ring. Get  
back to the ring by operating the lever. Also, you can return to the ring immediately when  
pressing the three buttons simultaneously with decreasing “S” number by 1.  
Referee Knockout  
You can attack a referee only with a weapon. State of the Referee Knocked Out occurs when  
you have knocked out the referee twice. In this state the partner attacks can be repeated  
without a break while usually they can be repeated only with a break. Also in this state you  
are not counted down even in a pinfall.  
Win and Loss Rule (in Exhibition Mode)  
Pinfall  
Press the support button for a downed opponent, which starts counting for a pinfall. Alternately,  
throw down an opponent and press the support button, which also starts counting for a pinfall.  
In either case you will be a winner if the opponent is counted out to 3. The pinned wrestler  
may cancel a pinfall by operating the lever. (Turn the lever for an easier cancellation.) Also,  
you can quickly cancel a pinfall by pressing the three buttons simultaneously with decreasing  
“S” number by 1.  
KO  
Exercise a vital technique for a low-power opponent to reduce its power to zero. Then you  
will be a winner.  
Judgment  
When the game is ended in a tie, a winner is decided by judging the remaining power etc.  
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3. TEST MODE  
A. SYSTEM MENU  
When you have changed the settings of the SYSTEMASSIGNMENTS, COIN  
ASSIGNMENTS, and GAME ASSIGNMENTS (on the GAME TEST  
MODE screen), be sure to select the EXIT from the SYSTEM MENU screen  
and press the test button to exit from a test mode. This action can store the  
new settings in the IC on the board. Disconnecting the power when in a test  
mode may fail to store the new settings and eventually the present settings  
may remain effective.  
This game allows you to set the number of players to 2 or 4. Correctly set it  
according to the number of the input cables connected to the cabinet. Failure  
to do so may malfunction the game.  
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) After turning power on, press the TEST Button to have the following SYSTEM MENU  
displayed.  
In the SYSTEM ASSIGNMENTS.  
CABINET TYPE is set to 2 PLAYER(S) or 4 PLAYER(S),  
and MONITOR TYPE is set to HORIZONTAL.  
The other items are initially set to as follows:  
ADVERTISE SOUND ON  
SYSTEM MENU  
RAM TEST  
JVS TEST  
SERVICE TYPE  
COMMON  
SOUND TEST  
C.R.T. TEST  
COIN ASSIGNMENTS initial settings as follows:  
COIN CHUTE TYPE: COMMON  
COIN/CREDIT SETTING: #1  
SYSTEM ASSIGNMENTS  
COIN ASSIGNMENTS  
BOOKKEEPING  
BACKUP DATA CLEAR  
CLOCK SETTING  
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).  
ROM BOARD TEST  
GAME TEST MODE  
[XXXXXXX  
SEQUENCE 2: Number of credits required for CONTINUE  
(initial value = 1 CREDIT).  
SEQUENCE 3~8: NOT USED.  
]
-> EXIT  
MEANING OF DISPLAY IN BOOKKEEPING 2/2  
P1 (~P4) SEQ 1: Play frequency of Player 1  
(~Player 4).  
SELECT WITH SERVICE BUTTON  
AND  
PRESS TEST BUTTON  
P1 (~P4) SEQ 2: Frequency CONTINUE by Player 1  
(~Player 4).  
P1 (~P4) SEQ 3~8: NO USE.  
CAUTION FOR SETTING  
When you have set the SERVICE TYPE and the COIN CHUTE TYPE to INDIVIDUAL,  
the players 1 and 2 share the credit of COIN 1 and SERVICE 1 while the players 3 and 4  
share the credit of COIN 3 and SERVICE 3.  
If you want to use the coin chute for COIN 2 (4) and the service button for SERVICE 2 (4),  
therefore, set the SERVICE TYPE and the COIN CHUTE TYPE to COMMON.  
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19  
2) Press the SERVICE Button to move the arrow. Bring the arrow to the desired item and  
press the TEST Button.  
3) Press the TEST Button in the GAME TEST MODE to display the GAME TEST MODE  
peculiar to this game. See the next page onward.  
4) Upon finishing the test, bring the arrow to EXIT and press the TEST Button to return  
to the Game mode.  
For detailed explanations as regards the SYSTEM TEST MODE, refer to NAOMI  
SERVICE MANUAL (420-6455-01).  
B. GAME TEST MODE  
Move the -> mark to GAME TEST MODE item on the SYSTEM MENU screen, and  
press the TEST Button. The game-specific GAME TEST MODE screen appears.  
<<GAME TEST MODE>>  
1
INPUT TEST  
2
3
4
GAME ASSIGNMENTS  
BOOKKEEPING  
BACKUP DATA CLEAR  
-> EXIT  
SELECT WITH SERVICE BUTTON  
AND  
PRESS TEST BUTTON  
GAME TEST MODE screen  
Pressing the SERVICE Button can move the -> mark. Move the -> mark to a desired  
item, and press the TEST Button.  
After testing, select the EXIT and press the TEST Button. The SYSTEM MENU screen  
reappears.  
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1
INPUT TEST  
This screen tests the input devices.  
Press each button and make sure that the corresponding OFF  
<<INPUT TEST>>  
TEST BUTTON [OFF]  
SERVICE BUTTON [OFF]  
disappears and the ON appears.  
TEST ............... Changes to ON when pressing the TEST  
BUTTON.  
1P  
2P  
[OFF]  
START  
[OFF]  
[OFF]  
[OFF]  
SERVICE ........ Changes to ON when pressing the SERVICE  
BUTTON.  
ATTACK  
GRAPPLE  
SUPPORT  
STICK  
[OFF]  
[OFF]  
[OFF]  
[OFF]  
[0][0][0]  
[0] [0]  
[0][0][0]  
[0][0][0]  
[0] [0]  
[0][0][0]  
START ............ Changes to ON when pressing the START  
BUTTON.  
ATTACK ......... Changes to ON when pressing the ATTACK  
BUTTON.  
PRESS SERVICE BUTTON  
AND  
TEST BUTTON TO EXIT  
GRAPPLE ..... Changes to ON when pressing the  
GRAPPLE BUTTON.  
SUPPORT ..... Changes to ON when pressing the  
SUPPORT BUTTON.  
LEVER ........... From 0 to 1 on the set direction.  
0 0 0  
0 0  
0 0 0  
0 0 1  
0 0  
0 0 0  
If set to the upper  
right direction.  
If the CABINETTYPE is set to 4 PLAYER(S) on the SYSTEMASSIGNMENTS screen,  
the 3P and 4P columns, are displayed.  
2
GAME ASSIGNMENTS  
This screen sets the difficulty level and playing time. Press the SERVICE Button to  
move to a desired item, and press the TEST Button to select a new setting.  
DIFFICULTY ......... 5 levels are selectable.  
<< GAME ASSIGNMENTS >>  
TIME LIMIT .......... Playing time in minute for a game.  
60, 120, or 180 is selectable.  
DIFFICULTY  
TIME LIMIT  
RESET  
[NORMAL]  
[180]  
RESET .................... Initial settings are recovered.  
EXIT  
Initial settings are:  
SELECT WITH SERVICE BUTTON  
AND  
PRESS TEST BUTTON  
DIFFICULTY ...... NORMAL  
TIME LIMIT ...... 180  
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21  
3
BOOKKEEPING  
This screen displays the playing time data.  
PLAY TIME ................. Actual playing time data (For 2P  
game, playing time periods are not  
overlapped.)  
<< BOOKKEEPING >> PAGE 1/2  
PLAY TIME  
- D - H - M - S  
- M - S  
- M - S  
AVERAGE TIME  
LONGEST TIME  
SHORTEST TIME  
- M - S  
Press the TEST Button to open the next PAGE 2/2  
screen.  
PRESS TEST BUTTON TO CONTINUE  
<< BOOKKEEPING >> PAGE 2/2  
This screen indicates the by-playtime play frequency.  
0M00S ~ 0M29S -  
0M30S ~ 0M59S -  
1M00S ~ 1M29S -  
1M30S ~ 1M59S -  
2M00S ~ 2M29S -  
2M30S ~ 2M59S -  
3M00S ~ 3M29S -  
3M30S ~ 3M59S -  
4M00S ~ 4M29S -  
4M30S ~ 4M59S -  
5M00S ~ 5M29S -  
5M30S ~ 5M59S -  
6M00S ~ 6M29S -  
6M30S ~ 6M59S -  
7M00S ~ 7M29S -  
7M30S ~ 7M59S -  
8M00S ~ 8M29S -  
8M30S ~ 8M59S -  
9M00S ~ 9M29S -  
9M30S ~ 9M59S -  
Press the TEST Button to return to the GAME TEST MODE  
screen.  
OVER 10M00S  
-
PRESS TEST BUTTON TO EXIT  
4
BACKUP DATA CLEAR  
This screen clears the high scores and the bookkeeping data.  
<< BACKUP DATA CLEAR >>  
Press the SERVICE Button to move the -> mark to YES  
item, and press the TEST Button. When the system  
completes clearing, the COMPLETED message appears on  
the screen. Press the TEST Button to return to the GAME  
TEST MODE screen. Press the SERVICE Button to move  
the -> mark to NO item, and press the TEST Button. The  
system does not execute clearing, but returns to the GAME  
TEST MODE screen.  
YES (CLEAR)  
-> NO (CANCEL)  
SELECT WITH SERVICE BUTTON  
AND PRESS TEST BUTTON  
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TRANSFORMER  
17V  
P
C
0V  
838-13616  
80  
50  
1
2
3
0V  
0V  
120V  
120 Vac Input  
AUDIO POWER AMP 2CH  
17V  
560-5407  
JST VH 4P  
[Extra]  
[GD ROM DRIVE]  
1
2
3
4
5
6
5k pot  
3
Phono  
plugs  
1
2
SPEAKER OUTPUTS  
COIN COUNTER  
To Extra  
Yellow Wire  
400-5397  
SW REGU FOR JVS  
CN6  
To PIN 8  
of Jamma  
600-6743-050  
600-7141-050  
JAMMA CONNECTIONS USED ARE:  
° VIDEO OUT  
° SWITCH INPUTS  
° SWITCH GROUND RETURNS  
° COIN COUNTER OUTPUT  
C
D
E
10  
20  
30  
40  
50  
60  
70  
80  
A
B
NOTE: THERE ARE TO BE NO  
CONNECTIONS MADE TO THE  
JAMMA INTERFACE OTHER THAN  
THE ABOVE FOREMENTIONED.  
NAOMI KIT UNIVERSAL  
WIRING DIAGRAM (1/1)  
Download from Www.Somanuals.com. All Manuals Search And Download.  
Download from Www.Somanuals.com. All Manuals Search And Download.  
Download from Www.Somanuals.com. All Manuals Search And Download.  

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