LG Electronics Games Universal Kit User Manual

1ST PRINTING JUNE 01  
Universal Kit  
Kit Installation Instructions  
& Service Manual  
Switchable FROM High Resolution 31K  
TO Standard (Low) Resolution 15.75K.  
1 - 2 PLAYER GAME  
SEGA ENTERPRISES, INC. USA  
MANUAL NO. 999-1292  
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World Series 2001  
Sega Naomi System  
Kit Contains List  
Desc  
Qty  
Part #  
NAOMI POWER SUPPLY  
AUDIO POWER AMP 2 CH  
AUDIO XFORMER 120V  
JAMMA I/O BD (NAOMI)  
USB CABLE  
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
2
1
400-5397-01  
838-13616  
560-5407-UL  
838-13683-93CV1  
600-7141-200  
600-7009-2500  
840-0051D-01  
600-7247-500  
LOC. PURCHASE  
XKT-0833  
VGA VIDEO CABLE  
ASSY CASE PC1 DIMM BD  
CABLE SCSI TYPE 2 500MM  
SERVICE SWT BRKT ASSY  
GD-ROM DRIVE KIT  
GD SOFT KIT WS2K1  
610-0630-0010  
999-1293  
MARQUEE WS2K1  
INST SHT AMER LG WS2K1  
INST SHT NAT LG WS2K1  
INST SHT CONTROL WS2K1  
SIDE DECALS WS2K1  
999-1294  
999-1295  
999-1296  
999-1297  
CONT PNL ASSY WS2K1  
(See Breakdown Next Page.)  
NOA-20010-01  
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ASSY CTRL PNL 2A4B2S MB2K2 ENG (NOA-20010-01)  
(D-1/2)  
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ASSY CTRL PNL 2A4B2S MB2K2 ENG (NOA-20010-01)  
(D-2/2)  
ITEM NO.  
PART NO.  
DESCRIPTION  
1
2
HOT-2023  
NOA-2025-01  
CTRL PNL BASE 2A4B2S  
CTRL PNL PLATE 2A4B2S ENG  
101  
102  
103  
104  
105  
106  
107  
109  
610-6723-4B02  
610-6723-4B01  
610-0409  
999-1290  
999-1086  
999-1289  
280-5009-01  
280-5275-SR10  
ASSY ANALOG JOY 4B PINK  
ASSY ANALOG JOY 4B GREEN  
ASSY BAT MECHA  
PUSHBUTTON RND YELLOW W/MICRO (2 PER)  
PUSHBUTTON RND GREEN W/MICRO (2 PER)  
PUSHBUTTON RND PINK W/MICRO (2 PER)  
CORD CLAMP 21  
CORD CLAMP SR10  
201  
202  
203  
204  
050-U00400  
060-F00400  
060-S00400  
050-H00400  
U NUT M4  
FLT WSHR M4  
SPR WSHR M4  
HEX NUT M4  
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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  
SPECIALNOTICEFOR  
ALLSEGANAOMIKITS  
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 World Series 2001 Naomi  
System Assembly. Make sure this area is free and clear of all cable harnesses and grounds, cable  
clamps, etc.  
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. Locate the Volume/  
Speaker/Coin Meter Cable and connect to your existing Switch Bracket or use the new one included  
with the kit. 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 World Series 2001 Marquee in place.  
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 new controls.  
7) 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.  
8) 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  
9) 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 3.3v. Adjust if necessary to 5.15v DCand 3.3vDC. Measure the +12 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  
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  
1
8
1P UP  
1P Down  
19  
20  
21  
22  
2P Down  
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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1. SPECIFICATIONS  
Monitor Position  
1
MONITOR  
Horizontal Synchronous Frequency  
15/31 kHz  
HORIZONTAL  
2
CONTROL PANEL  
NEW ASTRO CITY, NAOMI CABINET, NET CITY, BLAST CITY  
(PART NO. HOT-20011 or NOA-20010-01)  
00H  
00H  
FFH  
FFH  
1P  
START  
2P  
FFH  
00H  
00H  
FFH  
BBUTTON  
FFH  
BBUTTON  
FFH  
00H  
00H  
ABUTTON  
ABUTTON  
ANALOG  
LEVER  
BAT MECHA  
ANALOG  
BAT MECHA  
PLAYER 2  
LEVER  
PLAYER 1  
ANALOG LEVER: Move cursor (for throwing, batting); Specify base (for  
defense, base running)  
A BUTTON: Throw (for defense); Steal base (for batting); Advance to  
next base (for base running)  
Enter command (within command acceptance time)  
B BUTTON: Check runner (for throwing); Move between bases (for  
defense); Return to base (for running)  
Enter command (within command acceptance time)  
BAT MECHA: Swing  
START: Start game; Time out (for throwing, batting)  
The analog input on the I/O board uses the following channels:  
CH0 : 1P ANALOG LEVER VOLUME VERTICAL UP(FFH) DOWN(00H)  
CH1 : 1P ANALOG LEVER VOLUME HORIZONTAL LEFT(FFH)  
RIGHT(00H)  
CH2 : 1P BAT MECHA VOLUME  
CH3 : (RESERVE)  
STANDARD POS.(00H) MAX(FFH)  
CH4 : 2P ANALOG LEVER VOLUME VERTICAL UP(FFH) DOWN(00H)  
CH5 : 2P ANALOG LEVER VOLUME HORIZONTAL LEFT(FFH)  
RIGHT(00H)  
CH6 : 2P BAT MECHA VOLUME  
CH7 : (RESERVE)  
STANDARD POS.(00H) MAX(FFH)  
3 Minimum DIMM Memory Capacity  
256 MB  
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Removing and Attaching the BAT MECHA  
If you need to remove the BAT MECHA as in the case of a failure, open the  
control panel base and remove the BAT MECHA through the following  
procedure.  
To reinstall the BAT MECHA, reverse the removing procedure, being certain that  
the BAT MECHA is faced in the correct direction.  
For instructions on opening the control panel base, refer to the Instruction Manual  
of the cabinet.  
To prevent electric shock, be sure to turn off the power for the cabinet when  
removing or attaching the BAT MECHA.  
1
2
Remove the wiring connector (AMP 3P, white) located near the volume.  
Remove the tamperproof screw clamping the bat center axis on the front side of  
the control panel.  
Tightening/loosening of the tamperproof screw should use the tamperproof screw  
M4 wrench (540-0006-01) that is included as an accessory for the NAOMI  
CABINET, NET CITY, and NEW ASTRO CITY cabinet.  
The tamperproof screw M4 wrench is not included with the following cabinets:  
Versus CITY, New VERSUS CITY, and BLAST CITY.  
If the wrench is not available, please order the following part numbers:  
• Wrench type (M4): 540-0006-01  
• Screwdriver type (M4): 540-0018  
Remove the four flange nuts clamping the BAT MECHA body on the back side of  
the control panel.  
3
BAT MECHA Part number: 610-0409  
Part name: ASSY BAT MECHA  
The above figure does not show the wiring of the volume and its connector (AMP  
3P, white).  
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11  
2. CONTENTS OF GAME  
• This is a sports action game where the Major League Baseball in the United States  
of America was taken as a subject matter.  
• In this game, the following teams appear: 14 American and 16 National teams,  
and two all-star teams from the two leagues.  
• The number of players appearing in the game is over 700. All of the 30 really  
existing ballparks also appear there.  
• The game player or players operate their favorite teams to participate in the  
baseball game, aiming at the win.  
• The following play modes are available: Player vs. CPU, Player vs. Player, and  
Game of Intrusion.  
HOW TO PLAY THE GAME  
• First select your favorite from the 32 teams.  
Use the lever to designate the selected team, and use the A Button for  
determination. This applies also to all the subsequent operations.  
• Next select the desired one from the 30 ballparks.  
• Then select the starting pitcher. You can select the desired pitcher from the five  
candidates appearing on the screen.  
• Finally select one of three levels: Easy, Standard, and Hard. The fielding strategy  
you use depends on the level you selected.  
LEGEND - HARD -:  
Hard.  
Both catching and throwing the ball are operated by the  
player. The speed of the pitched ball, i.e., pace, is the  
maximum.  
VETERAN - MEDIUM -:  
Standard.  
Both catching and throwing the ball are operated by the  
player. The pace is the standard.  
Easy.  
ROOKIE - EASY -:  
All the operations to catching the ball are made by the  
CPU. All the subsequent operations are made by the  
player.  
The pace is the minimum.  
• The game start.  
The shortest way to the win is to take advantage of the strong points of the  
individual baseball players to play the game.  
• Apart from the score of the actual baseball game, game points may increase or  
decrease, depending on the contents of the baseball game.  
If the resulting number of game points is listed at an upper rank when the game is  
cleared, your name is included in the entry.  
• In the Player vs. CPU or Player vs. Player mode, the game is cleared if the play  
continues until the entire baseball game ends, and if you have won, you see the  
ending.  
• If the difference in score reaches the preset value during the progress of the game,  
the game is immediately treated as a called game, resulting in Game Over.  
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• The settings in GAME ASSIGNMENTS in the Test Mode control how the game  
ends:  
EXTRA INNING: If this is ON, the extra part of the baseball game continues to  
a maximum of 12th innings.  
If this is OFF, the baseball game ends when the bottom of the  
ninth inning ends (even if the score is even, i.e., the game is  
drawn).  
CALLED GAME: Can be set in the 5 to 10 range.  
When the difference in score reaches the setting, the baseball  
game ends (even if the bottom of that inning is not yet  
completed).  
• If the game play begins at the other seat while a player is in progress at either 1P  
or 2P seat, you enter the Game of Intrusion Mode.  
For any play in the Game of Intrusion Mode, the starting inning varies with the  
GAME ASSIGNMENTS settings.  
INNINGS: For 1 inning, the game begins at the top of the ninth inning.  
For 2 innings, the game begins at the top of the eighth inning.  
For 3 innings, the game begins at the top of the seventh inning.  
For all innings, the game begins at the top of the first inning.  
In the Game of Intrusion Mode, the game may continue to up to the bottom of the  
ninth inning. The winner can subsequently continue the play in the Player vs.  
CPU Mode.  
If a draw results from a baseball game in the Game of Intrusion Mode, Game  
Over results for both of the players.  
GAME SCREEN  
Pitching & Batting Screen  
Game Points  
The baseball player and ball  
positions on the ground.  
(Differs from the actual score  
of the baseball game.)  
Information in Game  
1P 123000080 RECORD 200378000 2P 8921000  
A B C  
X Y Z  
Batter's (Batting) Team  
By operating the lever,  
select the direction of the  
Pitch Type Marker arrow  
to select the expected  
pitch type.  
Pitcher's (Fielding) Team  
By operating the lever,  
select the pitch type by the  
direction of the Pitch Type  
Marker arrow.  
Press the A Button to  
initiate the pitch.  
The pitching gauge  
appears next to the pitcher  
on the screen.  
Pull the batting switch  
toward you and keep it  
there until the pitcher  
pitches the ball.  
Third Base Window  
Pitch Type Marker  
First Base Window  
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13  
Pitching Gauge  
1P 123000080 RECORD 200378000 2P 8921000  
Batter's (Batting) Team  
Pitcher's (Fielding) Team  
A B C  
X Y Z  
By operating the lever,  
move the batting  
cursor to aim at the  
ball.  
Select the course of the  
ball using the lever.  
While observing the  
pitching gauge, press the  
A Button timely (best  
when MAX appears at the  
top of the game).  
Release the batting  
switch timely to hit the  
ball.  
Strike Zone  
Batting Cursor  
Pitcher's (Fielding) Team  
1P 123000080 RECORD 200378000 2P 8921000  
A B C  
X Y Z  
Batter's (Batting) Team  
Pressing the button timely  
improves all of the speed  
and control of the ball and  
the sharpness of breaking  
balls.  
If you press the button  
untimely (too early or late),  
all of the speed and control  
of the ball and the  
If your expectation  
turns out right, the  
batting cursor is  
highlighted and the  
probability of hit  
increases.  
sharpness of breaking balls  
will be poor reversely.  
The cursor shape changes depending on the  
expected pitch type.  
If your expectation turns out right, the ball  
will be hit more easily and to a further  
point, with the cursor color changed.  
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Fielding Team  
Fielding Screen  
Using the lever, move a  
fielder to the expected  
landing point of the ball.  
By pressing the B Button, you  
can replace the field you want  
to move.  
Landing Point  
1P 123000080 RECORD 200378000 2P 8921000  
OUT  
OUT  
When approximating to the  
ball, the fielder automatically  
catches the ball.  
For example, the ball is  
occasionally carried away by  
wind.  
If you press the A Button  
timely, the fielder exhibits a  
super catch by fine play.  
If you selected ROOKIE-  
EASY- for the level at the  
start of the game, the above  
operations are unnecessary.  
Throw/Shift  
1P 123000080 RECORD 200378000 2P 8921000  
2nd BASE  
Lever Up: 2nd Base  
Select the desired  
base using the lever.  
3rd BASE  
Lever Left: 3rd Base  
Pressing the A Button  
causes the fielder to  
throw the ball to the  
base you selected.  
1st BASE  
Lever Right: 1st Base  
Pressing the B Button  
causes the fielder to  
run toward the base  
you selected.  
HOME BASE  
Lever Down: Home Base  
Base running  
1P 123000080 RECORD 200378000 2P 8921000  
Select the desired base using  
the lever.  
Pressing the A Button causes  
the fielder to run toward the  
base you selected.  
Pressing the B Button causes  
the fielder to return to the  
previous base.  
While you hold the A and B  
Buttons together, the field  
stays there.  
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15  
Pitch Type Marker  
The pitch type marker shows the available pitch types.  
FAST BALL  
FAST BALL  
SLIDER  
S C R E W  
BALL  
SLIDER  
S C R E W  
BALL  
SINKER  
SINKER  
CURVE  
CURVE  
CHANGE-UP  
FORKBALL  
ETC.  
CHANGE-UP  
FORKBALL  
ETC.  
For right-hander  
For left-hander  
Original ability of pitcher  
Currently remaining ability  
Batting Cursor  
If you successfully expect the actual pitch type, the shape of the batting cursor  
changes.  
If you expect and enter FAST BALL  
(or enter nothing):  
If you successfully  
expect the actual pitch  
type, the shape of the  
batting cursor changes.  
If you expect and enter CURVE  
(or SINKER for left-hander):  
If your entered expectation turns  
right, the cursor turns red.  
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NAMES AND ABBREVIATIONS OF THE TEAMS AND BALLPARK NAMES  
APPEARING IN THE GAME  
The team names are listed alphabetically.  
American League  
National League  
1. Anaheim Angels/ANA  
:Edison International Field  
1. Arizona Diamondbacks/ARI  
:BankOne Ballpark  
2. Baltimore Orioles/BAL  
2. Atlanta Braves/ATL  
:Turner Field  
:Oriole Park at Camden Yards  
3. Boston Red Sox/BOS  
:Fenway Park  
3. Chicago Cubs/CHC  
:Wrigley Field  
4. Chicago White Sox/CHW  
:Comiskey Park  
4. Cincinnati Reds/CIN  
:Cinergy Field  
5. Cleveland Indians/CLE  
:Jacobs Field  
5. Colorado Rockies/COL  
:Coors Field  
6. Detroit Tigers/DET  
:Comerica Park  
6. Florida Marlins/FLA  
:Pro Player Stadium  
7. Kansas City Royals/KC  
:Kauffman Stadium  
7. Houston Astros/HOU  
:Enron Field  
8. Minnesota Twins/MIN  
8. Los Angeles Dodgers/LA  
:Dodger Stadium  
:Hubert H.Humphrey Metrodome  
9. New York Yankees/NYY  
:Yankee Stadium  
9. Milwaukee Brewers/MIL  
:Miller Park  
10. Oakland Athletics/OAK  
:Network Associates Coliseum  
10. Montreal Expos/MON  
:Olympic Stadium  
11. Seattle Mariners/SEA  
:SAFECO Field  
11. New York Mets/NYM  
:Shea Stadium  
12. Tampa Bay Devil Rays/TB  
:Tropicana Field  
12. Philadelphia Phillies/PHI  
:Veterans Stadium  
13. Texas Rangers/TEX  
:The Ballpark in Arlington  
13. Pittsburgh Pirates/PIT  
:PNC Park  
14. Toronto Blue Jays/TOR  
:SkyDome  
14. St. Louis Cardinals/STL  
:Busch Stadium  
15. San Diego Padres/SD  
:Qualcomm Park at Jack Murphy Stadium  
16. San Francisco Giants/SF  
:Pacific Bell Park  
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17  
3. TEST MODE  
A. SYSTEM MENU  
When settings are changed in SYSTEM ASSIGNMENTS, COIN  
STOP  
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.  
IMPORTANT  
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),  
MONITOR TYPE is set to HORIZONTAL,  
and SERVICE TYPE is set to COMMON.  
SYSTEM MENU  
RAM TEST  
JVS TEST  
SOUND TEST  
C.R.T. TEST  
CCOIN ASSIGNMENTS settings as follows:  
COIN CHUTE TYPE: COMMON  
COIN/CREDIT SETTING:  
You may set COIN/CREDIT SETTING and/or SEQUENCE  
optionally.  
SEQUENCE SETTING of COIN ASSIGNMENTS functions  
as follows:  
SEQUENCE 1: Number of credits required for game start  
(1~5)  
SYSTEM ASSIGNMENTS  
COIN ASSIGNMENTS  
BOOKKEEPING  
BACKUP DATA CLEAR  
CLOCK SETTING  
SEQUENCE 2: Number of credits required for CON-  
TINUE(1~5)  
SEQUENCE 3 ~ 8: NOT USED.  
DIMM BOARD TEST  
GAME TEST MODE  
[XXXXXXXXX  
]
-> EXIT  
SELECT WITH SERVICE BUTTON  
AND  
PRESS TEST BUTTON  
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 MENU 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  
GD-ROM SERVICE MANUAL (420-6620-01).  
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B. GAME TEST MODE  
By selecting "GAME TEST MODE" and pressing the TEST Button on the  
System Test Menu Screen, the Test Mode Menu Screen (Game Test Mode Menu  
Screen) appears, which is unique to this game.  
GAME TEST MENU  
INPUT TEST  
GAME ASSIGNMENTS  
VOLUME SETTING  
BOOKKEEPING  
BACKUP DATA CLEAR  
-> EXIT  
SELECT WITH SERVICE BUTTON  
AND  
PRESS TEST BUTTON  
GAME TEST MENU Screen  
• Pressing the SERVICE Button moves the arrow (->) on the screen. By moving the  
arrow, select the item you want to run.  
• Pressing the TEST Button runs the currently selected item. You are brought to the  
screen for that item, and can change or adjust the settings.  
• With "EXIT" selected, pressing the TEST Button returns you to the System Test  
Menu Screen.  
• All the subsequent GAME TEST MODE operations can basically be made using  
the B and A Buttons instead of the SERVICE and TEST Buttons.  
SERVICE Button - B Button  
TEST Button - A Button  
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19  
a. INPUT TEST  
This test checks the input devices.  
Using this screen, check the input devices periodically.  
Pressing the TEST and SERVICE Buttons together returns you to the Game Test  
Menu Screen.  
INPUT TEST  
1P_START :OFF 2P_START :OFF  
1P_ABUTTON:OFF 2P_ABUTTON:OFF  
1P_BBUTTON:OFF 2P_BBUTTON:OFF  
TEST-SW :OFF SERVICE-SW:OFF  
1P_LEVER:(80,80) 2P_LEVER:(80,80)  
1P_BAT : 80 2P_BAT : 80  
PRESS TEST AND SERVICE BUTTON TO EXIT  
INPUT TEST Screen  
Operate each of the input devices. If the indication at the right of the device label  
changes from OFF to ON, the device is normal.  
LEVER and BAT indicate the lever and batting switch volume control values,  
respectively. Check whether each of the values changes and the cursor moves  
smoothly according to the lever or batting switch operations you make.  
• Lever and batting switch settings  
LEVER:Check that, when you move the lever fully to the top, bottom, left, or  
right, the cursor, marked by a circle (Åõ) in the figure, moves securely  
from an end to another in the frame while the value below the frame is  
changing.  
BAT: Check that, when you move the batting switch fully from an end to  
another in the movable range, the cursor, marked by horizontal bars in  
the figure, moves securely from the top (or bottom) to the bottom (or  
top) while the value below the frame is changing.  
If the cursor does not move from an end to another, retry to set a proper value  
with VOLUME SETTING and then perform the recheck on this Test Screen.  
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b. GAME ASSIGNMENTS  
Once you have made change to the settings, select and run EXIT and  
exit the GAME TEST MODE. The new settings do not take effect  
until this mode is exited.  
STOP  
IMPORTANT  
This screen lets you make change to the game difficulty and other settings.  
Changing Procedure  
1
2
Press the SERVICE Button to move the arrow to the item to which you want to  
make change.  
Pressing the TEST Button changes the indication located at the right of the  
currently selected item. Change it to the desired one.  
3 Press the SERVICE Button to select EXIT, and press the TEST Button. This  
returns you to the Game Test Menu Screen.  
GAME ASSIGNMENTS  
DIFFICULTY  
INNINGS  
EXTRA INNING ON  
NORMAL  
2 INNINGS  
CALLED GAME  
INITIAL TEAM 1P NYY  
2P NYM  
10  
-> EXIT  
SELECT WITH SERVICE BUTTON  
AND  
PRESS TEST BUTTON  
GAME ASSIGNMENTS Screen  
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21  
• DIFFICULTY:  
Set the difficulty by changing the pitching speed of the  
pitcher or modifying the CPU's routine of thinking. Set one  
of the following five levels:  
VERY EASY - EASY - NORMAL - HARD - VERY HARD  
Easier  
Harder  
• INNINGS:  
Set the number of innings you can play with the start-enabled  
(or continuable) credits.  
When each setting has been made, an additional credit is  
required each time any inning in parentheses (Å@) ends.  
1 INNING setting:  
(1) (2) (3) (4) (5) (6) (7) (8) (9) (10) (11) (12)  
2 INNINGS setting:  
3 INNINGS setting:  
(1, 2) (3, 4) (5, 6) (7, 8, 9) (10, 11, 12)  
(1, 2, 3) (4, 5, 6) (7, 8, 9) (10, 11, 12)  
ALL INNINGS setting: No additional credit is required even if you play the  
extra part of the baseball game to a maximum of  
12th innings.  
• EXTRA INNING: Set whether the game may continue to extra innings.  
If this is OFF, the game ends even if the score is even after  
the end of the bottom of the ninth inning.  
• CALLED GAME: Set the difference in score that allows the game to be  
established as a called game. The value may be 5 to 10.  
When the difference in score reaches the setting, the game  
ends.  
• INITIAL TEAM: Set the team that is first selected on the Select Team Screen.  
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c. VOLUME SETTING  
Normal play is guaranteed only after all the input devices have been set  
up properly.  
STOP  
Be sure to make the proper settings before you begin demonstration for  
the selling purpose.  
IMPORTANT  
Once you have made change to the settings, select and run EXIT WITH  
SAVE and exit the GAME TEST MODE. The new settings do not take  
effect until this mode is exited.  
This screen lets you set the sensitivity of the input devices.  
If you are unsatisfied with the operability or have adjusted or replaced the volume  
control of an input device, make the settings on this screen.  
VOLUME SETTING  
PLAYER1  
LEVER_H MAX(FFH) MIN(00H) NOW(80H)  
LEVER-V MAX(FFH) MIN(00H) NOW(80H)  
BAT  
MAX(FFH) MIN(00H) NOW(00H)  
PLAYER2  
LEVER-H MAX(FFH) MIN(00H) NOW(80H)  
LEVER-V MAX(FFH) MIN(00H) NOW(80H)  
BAT  
MAX(FFH) MIN(00H) NOW(00H)  
EXIT WITH SAVE  
-> EXIT WITHOUT SAVE  
SELECT WITH SERVICE BUTTON  
AND  
PRESS TEST BUTTON  
VOLUME SETTING Screen  
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23  
Setting Procedure  
1
Move the lever and batting switch fully in the movable range.  
2 Release the lever and batting switch, and leave them unloaded.  
Move Lever Horizontally (LEVER-H)  
Move the lever fully to the left or right, and then leave it unloaded.  
Move Lever Vertically (LEVER-V)  
Move the lever fully to the top or bottom, and then leave it unloaded.  
Batting Switch (BAT)  
Move the batting switch fully, and then leave it unloaded.  
Move the SERVICE Button to align the arrow with EXIT WITH SAVE, and press  
the TEST Button. Save the settings, and return to the Game Test Menu Screen.  
3
• If you press the TEST Button with the arrow aligned with EXIT WITHOUT  
SAVE, you return to the Game Test Menu Screen without making change to the  
settings.  
• After adjustment, be sure to use INPUT TEST to check that the values change  
properly according to the operations you make. If no improvements are observed  
even after the settings are retried, a component such as the lever or batting switch  
may have failed.  
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d. BOOKKEEPING  
This screen lists the data to be saved.  
Pressing the TEST Button returns you to the Game Test Menu Screen.  
BOOKKEEPING  
NUMBER OF GAMES  
TOTAL PLAY TIME  
AVERAGE PLAY TIME  
LONGEST PLAY TIME  
SHORTEST PLAY TIME  
0
0D 00H 00M 00S  
00M 00S  
00M 00S  
00M 00S  
PRESS TEST BUTTON TO EXIT  
BOOKKEEPING Screen  
NUMBER OF GAMES:  
Total number of games played  
TOTAL PLAY TIME: Play time  
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25  
e. BACKUP DATA CLEAR  
BACKUP DATA CLEAR  
YES (CLEAR )  
-> NO (CANCEL)  
SELECT WITH SERVICE BUTTON  
AND  
PRESS TEST BUTTON  
BACKUP DATA CLEAR Screen  
This screen is used to initialize BOOKKEEPING and the High Score Ranking.  
To clear the data about the coins/credits, you have to run BACKUP DATA  
CLEAR in the SYSTEM TEST MODE.  
Clearing the data does not influence any game settings (except the data).  
When clearing, use the SERVICE Button to bring the arrow (->) to "YES  
(CLEAR)" and press the TEST Button. When the data has been cleared,  
"COMPLETED" will be displayed. Press the TEST Button to return to the Menu  
mode. Bring the arrow to "NO (CANCEL)" and press the TEST Button to return  
to the Menu mode without clearing the data.  
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4. GAME BOARD  
Do not expose the Game Board so as to avoid causing an accident  
or malfunctioning.  
Static electricity discharge can damage electronic parts on the IC  
Board. Before starting work by opening the Shield Case Lid, be  
sure to touch grounded metallic surfaces to discharge physically  
charged static electricity.  
When replacing the Game Board, refer to the CVT Manual and  
Instruction Manual.  
2
1
3
PART NO.  
DESCRIPTION  
1
1
+
2
840-0051D-01  
840-0051D-02  
840-0051D-03  
840-0051D-04  
ASSY CASE NAO PCI DIMM BD USA  
ASSY CASE NAO PCI DIMM BD EXP  
ASSY CASE NAO PCI DIMM BD KOR  
ASSY CASE NAO PCI DIMM BD AUS  
840-0001A-01  
840-0001A-02  
840-0001A-03  
840-0001A-04  
ASSY CASE NAOMI MAIN BD USA  
ASSY CASE NAOMI MAIN BD EXP  
ASSY CASE NAOMI MAIN BD KOR  
ASSY CASE NAOMI MAIN BD AUS  
2
3
840-0001F  
ASSY CASE NAO DIMM BD COM  
610-0617  
610-0617-01  
GD-ROM DRIVE UNIT NAOMI  
GD-ROM DRIVE UNIT NAOMI VA2  
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27  
1
2
442-00067B (STICKER 840-0067B)  
Attached place  
PART NO.  
840-0001F  
DESCRIPTION  
ASSY CASE NAO DIMM BD COM  
KEY CHIP  
1
2
1 +  
840-0067B  
DIMM BD NAO MB2K2  
2
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5. SOFT KIT  
STOP  
Handling the GD-ROM Disk  
Do not contaminate the disks with your  
fingerprints or dust particles. Contaminated  
disks may lower audio and video quality.  
When cleaning the disks, do not use volatile  
chemicals (benzine, thinner, etc.), cleaning  
sprays, and antistatic agents.  
IMPORTANT  
Do not use cracked, warped, or damaged  
disks.  
Do not attach papers or seals onto the disks;  
do not scratch the disks.  
Use clean cloth to wipe  
the disk gently and into  
a radial direction.  
Do not use the disks with a sign of peeled seals, tapes, etc.  
Observing these instructions, do not insert such a non-usable disk  
into the GD-ROM drive. Otherwise the inserted disk can not be  
ejected.  
When cleaning a heavily contaminated disk, use clean cloth that  
has been soaked in water and squeezed. Then remove moisture  
with dry cloth.  
When holding a disk, be careful not to contaminate it with your  
fingerprints.  
How to Hold a Disk  
With both hands:  
With one hand:  
Put your thumbs and forefingers of both  
hands on the disk's 4 circumference tips.  
Insert your forefinger into a  
central hole and at the same  
time put your thumb and middle  
finger on the disk's 2  
circumference tips.  
How to Handle the Key Chip  
The key chip is a precision device. Handle it carefully because it  
may be damaged by heat, shock, and static electricity.  
Use the key chip with the GD-ROM disk of the corresponding  
game that has been shipped together with the key chip.  
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29  
4
2
3
1
PART NO.  
DESCRIPTION  
+
+
1
2
+
3
4
610-0624-0010  
GDS-0010 *  
GD SOFT KIT MB2K2 ENG  
NAOMI GDROM MB2K2  
KEY CHIP  
1
2
3
4
420-6621-0010E  
253-5507  
SERVICE MANUAL MB2K2 ENG  
DISK CASE WITH IC HOLDER  
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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  
400-5397  
Yellow Wire  
SW REGU FOR JVS  
CN6  
To PIN 8  
of Jamma  
600-6743-050  
600-7141-050  
JAMMA CONNECTIONS USED ARE:  
° VIDEO OUT  
° SWITCH INPUTS  
C
D
E
10  
20  
30  
40  
50  
60  
70  
80  
A
° SWITCH GROUND RETURNS  
° COIN COUNTER OUTPUT  
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)  
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VISIT OUR WEBSITE!  
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