Tlx 9103351621

PENGO™ OWNER'S MANUAL

Copyright ©1982 by SEGA Electronics, Inc., All Rights Reserved

TABLE OF CONTENTS

INTRODUCTION

PENGO is a microprocessor based coin-operated electronic game, that makes extensive use of digital integrated circuitry and television monitor concepts. This manual is designed for the use of maintenance technicians who possess a general working knowledge of solid-state circuitry and video monitor theory. Any individual NOT knowledgeable in these areas SHOULD NOT attempt repair of the electronic portions of the game.

In addition to this manual and training in electronics, troubleshooting and repair will be facilitated by access to general electronic type handtools, a multimeter, a 50 to 100 MHz oscilloscope and a logic probe would be helpful.

Technical assistance is available toll-free by calling;

1-800-854-1938 or 1-800-722-8576 inside California

Parts information assistance is available toll-free by calling; 1-800-854-1900 or 1-800-722-8575 inside California

Questions or comments concerning PENGO or any of our games are welcome and should be directed to:

Customer Service Manager

SEGA Electronics, Inc.

16250 Technology Drive

San Diego, California 92127-1985

IMPORTANT NOTES

The following note is included in compliance with FCC rules: WARNING: This equipment generates, uses and can radiate radio frequency energy and if not installed and used in accordance the instruction manual, may cause interference to radio communications. As temporarily permitted by regulation, it has not been tested for compliance with the limits for Class A computing devices pursuant to Subpart J of Part 15 FCC Rules, which are designed to provide reasonable protection against interference in which case the user at his own expense will be required to take whatever measures may be required to correct the interference.

OTHER NOTES

NEVER replace any components with anything other than exact replacement parts.

NEVER remove circuit board connections while power is on.

DO NOT replace fuses with anything other than the proper value. A blown fuse indicates an overload condition within the game. Replacing fuses with a higher value can cause severe damage to internal components if an overload occurs.

ALWAYS consult the manual before attempting repairs.

GAME CONCEPT

When the Start Button is pushed, the screen is filled with a grid of 10 X 16 ICE BLOCKS. To the accompaniment of music, some of the blocks are erased to form a maze of ICE BLOCKS (the maze configuration changes from round to round). The central character, PENGO the Penguin, appears at the center of the screen, and three SNO-BEES (more than three, in later rounds) also appear randomly within the maze. Three of the ICE BLOCKS are special DIAMOND BLOCKS, which can be aligned through skillful play for extra points. There are also some special blocks that flash on and off for a few seconds at the start, signifying that they contain SNO-BEE eggs that will hatch later on. The SNO-BEES are the antagonists of PENGO, and they pursue him around the ice field. If a SNO-BEE catches PENGO, it delivers a fatal sting.

PENGO can be maneuvered about the ice field by means of the four-way joystick, and can also rearrange the maze of ICE BLOCKS by pushing individual ICE BLOCKS around the ice field. If PENGO comes up against a "free" ICE BLOCK (that is, one that is not blocked on the side opposite PENGO), the player can, by pushing the control button, cause PENGO to push the ICE BLOCK away from him. It will move until it comes up against another ICE BLOCK, or against one of the four walls. By re-arranging the blocks in this fashion, PENGO can line up the three DIAMOND BLOCKS so that they adjoin, thereby earning a 10,000 point bonus (but only 5,000 points if the DIAMOND BLOCKS are lined up against a wall, as this is much easier).

If PENGO comes up against an ICE BLOCK that is not "free" (that is, one that is blocked on the side opposite PENGO by a wall or by another ICE BLOCK), then pushing the Control Button causes PENGO to slowly disintegrate that ICE BLOCK and move through the space. DIAMOND BLOCKS can be pushed around the ice field by PENGO just like ordinary ICE BLOCKS, but they cannot be disintegrated.

The SNO-BEES pursue PENGO as he goes about his tasks, and if they catch him, will deliver a fatal sting. PENGO can squash the SNO-BEES, by pushing ICE BLOCKS into them. If an ICE BLOCK is pushed into a SNO-BEE, it will carry hi m along, and destroy him by squashing him against another ICE BLOCK or wall. Additionally, SNO-BEES can be "frozen" if they are touching the wall of an ice field when PENGO pushes against that same wall. The wall will vibrate, and any

SNO-BEE up against that wall will be temporarily frozen. PENGO must now run over the frozen SNO-BEE to destroy it. This tactic works on any of the four walls, and can be used against more than one SNO-BEE at a time.

In these two ways, PENGO can clear the ice field of the SNO-BEES. PENGO earns points for each SNO-BEE squashed, and extra bonus points for squashing more than one SNO-BEE with a single push of one ICE BLOCK. PENGO can also earn extra points by dispatching the SNO-BEES quickly; the more quickly the SNO-BEES are cleared from the field, the more bonus points are earned.

New SNO-BEES are hatched in some of the ICE BLOCKS, and emerge as the play progresses. If PENGO can remember which of the ICE BLOCKS harbor SNO-BEE eggs, (they flash briefly at the start of the round) and can disintegrate them before the SNO-BEES hatch, then PENGO can shorten the game time considerably, thereby earning time bonus points. In addition, PENGO earns additional bonus points for disintegrating any ICE BLOCK containing a SNO-BEE egg.

SNO-BEES can also disintegrate ICE BLOCKS and will do so in order to attack PENGO. When only one SNO-BEE is left, that last SNO-BEE becomes much more dangerous, moving about much more quickly and disintegrating ICE BLOCKS more rapidly. If that last SNO-BEE is not destroyed before the time runs out, it will gradually grow smaller and finally disappear altogether, signifying the end of that round.

Lining up the three DIAMOND BLOCKS, vertically or horizontally, is the best way to attain a high score, because of the substantial bonus points earned. Once two DIAMOND BLOCKS are aligned, all three DIAMOND BLOCKS will start to flash. After successfully lining up all three DIAMOND BLOCKS, the whole play screen flashes, all game movement stops and the bonus points are counted down at the center of the screen and added at the top. As soon as this countdown is completed, PENGO is again free to move, but all the SNO-BEES are frozen for a few seconds; this is a good opportunity for PENGO to catch them and finish them off. However, if PENGO is too slow and the SNO-BEES recover, the game continues as before.

In a two-player game, players alternate after each PENGO is stung. The game ends when the players lose their last PENGO.

SCORING

- Paralyze a SNO-BEE and catch it ................................100 points

- Crush a SNO-BEE between ICE BLOCKS ............................400

- Disintegrate an ICE BLOCK containing a SNO-BEE egg ............500

- Crush 2 SNO-BEES at the same time..............................1,600

- Crush 3 SNO-BEES at the same time...............3,200

- Special Bonus

Align 3 DIAMOND BLOCKS along a wall..............5,000

Align 3 DIAMOND BLOCKS not along a wall............10,000

- Time Bonus

Destroy all SNO-BEES within the present time to score bonus points as follows:

TIME BONUS POINTS

Seconds Bonus Points

20 to 29 2,000

30 to 39 1,000

40 to 49 500

50 to 59 10

60 or over No Bonus

OPTION

SELECTION

OPTION

SWITCH

#1

1

2

3

4

5

6

7

8

Bonus PENGO @ 30,000

C

X

X

X

X

X

X

X

@ 50,000

0

X

X

X

X

X

X

X

Normal Play

X

X

X

X

X

0

X

X

Continuous Play

X

X

X

X

X

c

X

X

Difficulty: Hardest

X

X

X

X

X

X

c

c

Hard

X

X

X

X

X

X

0

c

Medium

X

X

X

X

X

X

c

0

Easy

X

X

X

X

X

X

0

0

5 PENGOs

X

X

X

c

c

X

X

X

4

X

X

X

0

c

X

X

X

3

X

X

X

c

0

X

X

X

2

X

X

X

0

0

X

X

X

Attract

Sound On

X

c

X

X

X

X

X

X

il

Off

X

0

X

X

X

X

X

X

Upri ght

X

X

c

X

X

X

X

X

Cocktai1

Table

X

X

0

X

X

X

X

X

OPTION

SWITCH

n

1

2

3

4

5

6

7

8

4 Coin/1

Credit

C

C

C

c

c

c

c

c

3 Coin/1

Credit

c

c

C

0

c

c

c

0

2 Coin/1

Credi t

c

c

0

c

c

c

0

c

1 Coin/1

Credit

c

c

0

0

c

c

0

0

1 Coin/2

Credi t

c

0

c

c

c

0

c

c

1 Coin/3

Credit

c

0

c

0

c

0

c

0

1 Coin/4

C red i t

c

0

0

c

c

0

0

c

1 Coin/5

Credit

c

0

0

0

c

0

0

0

1 Coin/6

Credi t

0

c

c

c

0

c

c

OPTION

5 Coin/11 Crédit

OPTION SELECTION (cont.) SWITCH #2

SWITCH #2

OCOOOCOO

OOCCOOCC

OOCOOOCO

ooocoooc

00000000

PENGO™ CIRCUIT DESCRIPTION

PENGO is a microprocessor based, digital integrated-circuit computer video game. The heart of the computer is the Controller Chip (U2), a specially engineered IC for PENGO, used in Logic Board Assemblies 834-0386 and 834-5081. The 315-5010 part number MUST ALWAYS be used in these boards. Logic Board Assembly 834-5092 utilizes a Z-80A (P/N 315-0041) in the U2 Controller Chip location (Sht.l, Zone B2, of Drawing Number 834-0386). Although there are subtle programming differences between the boards, all three boards are schematically identical to 834-0386.

Master timing is crystal-driven at 18.432 MHz (XI, Zone D8, Sht.l, PENGO Logic, 834-0386) through U6, frequency divider (J-K Flip/flop) Ul, applying a "driver" frequency of 6 MHz to binary counters U46, U56, and U65. Controller Chip timing (1H) is taken from the binary counters through U57 pin-3 (Sht.l, Zone B5) applied to Dual D-type Flip/flop U66, is referenced by U6 (Sht.l, Zone C3) and is finally applied to pin-6 of the Controller Chip. Additionally, our 6 MHz signal is used to create the horizontal reference and blanking frequencies for later integration with vertical timing for COMPSYNC.

Self-test initiation comes from the Volume Control Block (800-3282) through P2 pin-12, PI pin-K (Sht.6, Zone B7), appears as a LO at Driver/Multiplexer U22 (Sht.6, Zone B4), and is led to data bus line DB4 and DB5 for processing through Bus Transceiver U40 (Sht.l, Zone Bl) to the Controller Chip U2. formal program interrupts (INT) are felt at pin-16 of the Controller Chip (an edge-triggered LO) through U24 (Sht.l, Zone B4), clocked by signal INT from pin-4 of U27 (Sht.6, Zone D5) an eight-bit addressable latch, and is the result of Input/Output activity times with vertical blanking (an approximately 2 msec, instruction interrupt). The WAIT signal is used to synchronize that I/O activity during an interrupt to the Controller Chip U2. Three of the sixteen address lines pass through U39 (Sht.2, Zone D7), a decoder used to drive the Chip Select (IX) inputs of the 2732 EPROMs U7, U8, U14, U15, U20, U21, U31 and U32 (all pin-18). The 2016 RAMs U19, and U30 (Sht.2, Zone C3) input the data bus through U38, a Bus Transceiver (Sht.2, Zone C2).

U9, U16, U22 and U26 are input ports (Sht.6, Zones B3 and B6), which along with option selection DIP SW 1 and DIP SW 2, multiplex player input information onto the data bus. RGB monitor inputs are taken from PI pins-T, 16, and U respectively (Sht.5, Zone CI). Working backwards from the output, U78 is the 32 X 8 bit PROM (Sht.5, C2) that in conjunction with U96 (Sht.5, Zone B6) an eight-digit Display Driver, selects color information from the data bus. Bus Driver U102 inputs Multiplexer U100 as well as interfacing timing for U101 (Sht.5, Zone B5). Composite Synchronization is taken from PI pin-17 (Sht.5, Zone Bl), through U69 to U35 (Sht.l, Zone C3) which "NANDs" horizontal and vertical timing to produce COMPSYNC for use with this monitor (200-0019). Clocked by our now familiar "driver" frequency, 6 MHz at pin-11, back on Sht.5, Zone C6, U89 interfaces the data bus to provide the "Color PROM" U88 (Sht.5, Zone C') with the information it needs.

The PENGO Logic Board contains all sound circuitry used in the game. On Sht.7 of the Logic Board schematic (834-0386), data information is de-multiplexed by U34 (Sht.7, Zone C6), while the address is de-multiplexed at U43 (Sht.7, Zone D6). The resulting synchronized sound data is loaded into the RAMs U42 and U52, and are clocked out by U10 (Sht.3, Zone A6) and U70 (Sht.7, Zone B6) respectively. In addition to U70, sound programming is held by U51 (Sht.7, Zone C3) the output of which, together with RAM data, is applied to U41 (Sht.7, Zone D2). Switch/Driver U50 (Sht.7, Zone Dl) then inputs Audio Amp U87 (Sht.7, Zone B2) with input level and volume control provided by VR1. The Volume Control pot located on the operator panel provides only minimal control.

SELF-TEST

The primary function of the self-test diagnostics are to verify proper operation of the game board, monitor color adjustments and to facilitate isolation of failures. Initialization is by the Self-Test Switch mounted on the Volume Control Block, just inside of the coin door at the front of the cabinet. Each test will run approximately 40 seconds unless interrupted by the One Player Start Button. Sequencing is as follows: "„^¡n* t

1. Video RAM Check (RAM 1) / (u U8) Work RAM Check (RAM 2) Cu/Yjt//r)

- Error outputs are displayed in red. ^ j (c zo, UzO

2. EPROM Check (3 EPROMs total) f{o m 1 (vyi , i/jzj

- As above, error outputs are displayed in red.

3. Player Input Check

- Press One Player Start Button twice to proceed to the next test.

PLAYER CONTROLS IP 2P

UP OFF

DOWN OFF LEFT OFF RIGHT OFF SHOOT OFF

4. Color Pattern Test

- Displays four colors: red, green, blue, and white. For use in color purity adjustments.

5. DIP Switch Settings

- Press the 1 P Start Button or wait approximately 40 seconds to proceed to the next test.

SW 1 00000000

SW 2 00000000

6. Coin Switch Test

- This test checks the timing of the coin switch. Coin mech 1 will appear as A, and coin mech 2 as B. Either letter appearing within the BAD area indicates switch mis-timing. Adjust a faulty coin switch by bending the trip wire up or down, slightly.

TROUBLESHOOTING TIPS

The logic board edge connector pins are identified by numbers on the component side of the board, and letters on the opposite of the board.

To aid in the isolation of problems on the PENGO Logic Board, the following table lists typical symptomatic indication as to specific EPROM failure:

EPROM SYMPTOM

1738 Display freezes

1739 Program resets indicating 60 credits at game start, display goes "mosaic"

1740 Coin meter runs continuously, player start &

bonus displays pulse.

1741 Reset line pulses HI & LO, display is scrambled.

1742 In the ATTRACT mode, once characters enter the field the game resets.

1743 Program resets following 1st round.

1744 No effect on display.

1745 Sound off, continuous tone.

1640 White screen, characters block shpaed.

1695 No effect on display. Failure in the following ICs generally result in these indications:

IC51 No sound.

IC70 No sound.

IC78 An all green screen.

IC88 Random color patterns.

IC96 Random object patterns.

Reset problems can usually be isolated to ICs 23,27 & 28. Normally at program reset:

IC23 pin - 2 is a square wave pulse.

A loss of 5VDC can be quickly spotted by the red LED being off.

Lines across the screen (such as experienced by RAM failure) may be traced to loss of CHI or CH2 signals originating from IC 104.

Tables on the following pages should help to further isolate problems:

BLOCK DIAGRAM FOR OSCILLATION, HORIZONTAL AND VERTICAL SYNC

18.432 MHz

18MH7

1/3 IC1

6 MHz

HORIZONTAL

CLK 6 MHz 6 MHz

256H

COMP SYNC SYNC V

256H

COMP SYNC SYNC V

SYNC V

VERTICAL SYNC IC 63, 64, 65

2V 4V 8v

16V 32V 64V 128V

INTST

IC62 IC24

PICTURE DRIFTS AWAY

PICTURE WILL NOT APPEAR

ITEM NO. PART NO. QTY. REQ'D DESCRIPTION REF. DESG.

1 130-0020 1 Speaker 6 X 9, 10W

2 130-0002 1 Speaker Cover

5 140-0079 1 Cabinet, Upright

7 220-0178 2 Draw Catch

9 250-0038 1 Molding Strip

10 253-0281 1 Envelope, 12 X 15,

Heavy Duty, Clear 10 Mil PVC

11 250-0356 2 Bracket Clr. Mon. Support

12 250-0568 1 Moulding, Logo Panel

13 420-0825 1 Graphic, Left Side

14 420-0826 1 Graphic, Right Side

15 253-0238 1 Plastic Bag 3.00 X 4.00

Transparent, Zip Lock

16 253-0288 1 Panel Logo

17 275-0087 1 Glass, Panel, Monitor

18 280-0475 A/R Staple

20 280-0005 40 Cable Tie

22 289-0002 1 Cable Clamp, 250 Nylon

23 281-0014 4 SCR Oval HD Phil #8-32

ITEM NO. PART NO. QTY. REQ'D DESCRIPTION REF. DESG.

S/M Blk

Sht Mtl

Sht Mtl

Sht Mtl

Lg Mach

31 282-0005 2 Bolt, Carriage #10 -24 X

Fender

37 283-0061 4 Washer, Lock Split 1/4

39 283-0060 16 Washer, Fit #8

41 283-0061 12 Washer, Lock Split #8

42 283-0061 9 Washer, Lock Split #10

44 320-0020 2' Selant Foam

45 320-0051 l1 Tie Ribbon, Wire, Plastic

Coated

46 390-0019 1

47 320-0055 3.25'

48 420-0030 1

50 420-0568 1

51 420-0815 1

52 420-0811 1

53 420-0812 1

55 420-0713 1

56 420-0793 1

57 420-0827 1

58 800-0408 1

59 800-3295 1

60 800-0140 1

61 800-0145 1

63 800-0147 1

65 800-0408 1

66 800-0411 1

67 800-3280 1

DESCRIPTION REF. DESG.

Lamp Fluor

U-Channel, Plastic, Blk Decal Caution 115V

Decal FCC Box Decal Manual

Graphic Interior

Advertising Pouch

Decal, Gremlin Toll Free Numbers

Light Baffle

Monitor Ground Strap Assy.

Assy. Speaker Harn Assy. Clr Monitor 19" Assy J - Box

Assy. Fluor Lamp 2

Control Panel Ground Strap

Assy. AC Harn

Assy. Control Panel Complete

ITEM NO. PART NO. QTY. REQ'D DESCRIPTION REF. DESG.

69 800-3283 1 Assy. Harn Video

Interface

70 800-3294 1 Assy. Coin System

71 800-3286 1 Assy. Component Shelf

Light Baffle Sega
2 PL

4 PL

4 PL

0 0

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