TECHNICAL
    INFORMATION


SPEECH REPERTOIRE
ROMs & CHECKSUMS
  • CAVEMAN WAKE UP - When entering video mode
  • GO AWAY - At random in video mode
  • DON'T EAT ME - At random in video mode
  • GET EXTRA BALL - When Extra Ball is displayed on screen
  • EXTRA BALL TASTE VERY GOOD TO ME - When Extra Ball is eaten
  • DANGER - When Timer equals 5 seconds
  • YUMMY-YUMMY - End of Extra Ball award sound
  • Game ROM P810 = 0x376E [16]

  • Sound ROM P810-S1 = 0x1CB4 [16]
  • Sound ROM P810-S2 = 0x0FF4 [16]

  • DIPSWITCH SETTINGS - Liberal & Conservative
    SWITCH 31 - PTERODACTYLS
  • ON = Pterodactyls remembered from ball to ball.
  • OFF = Pterodactyls changed back to Tyrannosaurus ball to ball

    SWITCH 32 - WOWs

  • 3-Ball
  • ON = Crushing 5 Triceratops lights WOWs.
  • OFF = Crushing 10 Triceratops lights WOWs.
  • 5-Ball
  • ON = Crushing 10 Triceratops lights WOWs.
  • OFF = Crushing 15 Triceratops lights WOWs.

  • CABINET FUSES
    PLAYFIELD FUSES
    F1 - Sound/speech power supply, 12VAC, 0.5A
    F2 - Pinball power supply, 10VAC, 5A S-B
    F3 - Displays, 60VAC, 0.25A S-B
    F4 - Solenoids & lightbox illumination, 28VAC, 8A S-B
    F5 - Controlled lamps, 8VAC, 6.25A S-B
    F6 - Playboard illumination, 6.3VAC, 7.5A
    F7 - Video power supply, 24VDC, 5A S-B
    F8 - Sound/speech power supply, 24VDC, 1A S-B
    F9 - Primary fuse, 115VAC, 5A S-B, or 230VAC 2.5A S-B
    F10 - Monitor fuse, 120VAC, 2A S-B
    F11 - Drop-target banks, Left & Right shooters, 2A S-B
    F12 - Outhole kicker, 1A S-B
    F13 - Right pop-bumper, 2A S-B
    F14 - Left pop-bumper, 2A S-B
    F15 - Centre pop-bumper, 2A S-B
  • All above 24VDC supply

  • SWITCH MATRIX

    Playfield Switch & Lamp Assignment Diagram
    Returns
    Strobes
    0
    1
    2
    3
    4
    5
    6
    7
    0
    Strobe 0 not used
    1
    Strobe 1 not used
    2
    Strobe 2 not used
    3
    Strobe 3 not used
    4
    SW.40
    #1 left
    drop-target
    SW.41
    #1 right
    drop-target
    SW.42
    Left & right
    Vari-targets: 1
    SW.43
    Left
    hole kicker
    SW.44
    "C" Left-side
    rollover
    SW.45
    Left outlane
    rollover
    5
    SW.50
    #2 left
    drop-target
    SW.51
    #2 right
    drop-target
    SW.52
    Left & right
    Vari-targets: 2 & 3
    SW.53
    Right
    hole kicker
    SW.54
    "A" Left-side
    kicking target
    SW.55
    Left return
    rollover
    SW.56
    Tilt
    6
    SW.60
    #3 left
    drop-target
    SW.61
    #3 right
    drop-target
    SW.62
    Left & right
    Vari-targets: 4 & 5
    SW.63
    Pop-bumpers
    (3)
    SW.64
    "V" Right-side
    kicking target
    SW.65
    Right return
    rollover
    SW.67
    Outhole
    7
    SW.70
    #4 left
    drop-target
    SW.71
    #4 right
    drop-target
    SW.72
    Left & right
    Vari-targets: 6
    SW.73
    10 points
    (4)
    SW.74
    "E" Right-side
    rollover
    SW75
    Right outlane
    rollover

    TRANSISTOR LAMP / SOLENOID ASSIGNMENT

    Q1 - Game over relay
    Q2 - Tilt relay
    Q3 - Coin lockout relay

    Q4 - L2 & L3 - Shoot again (backbox & playfield)

    Q5 - Input to I/O RAM board: Player 1
    Q6 - Input to I/O RAM board: Player 2
    Q7 - Input to I/O RAM board: Player 3
    Q8 - Input to I/O RAM board: Player 4

    Q9 - L8 - Ball in Play lamp

    Q10 - Sound 16

    Q11 - L11 - High Game to Date lamp *
    Q12 - L10 - Game Over lamp *

    Q13 - Input to I/O RAM board: Data 0
    Q14 - Input to I/O RAM board: Data 1
    Q15 - Input to I/O RAM board: Data 2
    Q16 - Input to I/O RAM board: Data 3
    Q17 - Input to I/O RAM board: STB

    Q18 - Left Vari-target reset
    Q19 - Right Vari-target reset

    Q20 - "A" Relay

    Q21 - L20 - Left & Right Vari-target Special

    Q22 - L21 - #1 left drop-target
    Q23 - L22 - #2 left drop-target
    Q24 - L23 - #3 left drop-target
    Q25 - L24 - #4 left drop-target

      Q26 - L25 - #4 right drop-target
      Q27 - L26 - #3 right drop-target
      Q28 - L27 - #2 right drop-target
      Q29 - L28 - #1 right drop-target

      Q30 - L29 - 2x Multiplier
      Q31 - L30 - 3x Multiplier
      Q32 - L31 - 4x Multiplier
      Q33 - L32 - 5x Multiplier

      Q34 - L33 - 1000 Bonus
      Q35 - L34 - 2000 Bonus
      Q36 - L35 - 3000 Bonus
      Q37 - L36 - 4000 Bonus
      Q38 - L37 - 5000 Bonus
      Q39 - L38 - 6000 Bonus
      Q40 - L39 - 7000 Bonus
      Q41 - L40 - 8000 Bonus
      Q42 - L41 - 9000 Bonus
      Q43 - L42 - 10'000 Bonus
      Q44 - L43 - 20'000 Bonus

      Q45 - L44 - Left outlane rollover
      Q46 - L45 - Left return rollover

      Q47 - L46 - Right return rollover
      Q48 - L47 - Right outlane rollover

      Q49 - L48 - Left-side "C" rollover
      Q49 - L51 - Left-side "A" rollover
      Q51 - L50 - Right-side "V" rollover
      Q52 - L51 - Right-side "E" rollover

      Q53 - S8 - Knocker
      Q57/58 - S2 - Right ball shooter
      Q59 - S9 - Outhole
      Q60 - S1 - Left ball shooter
      Q61/62 - S5 - Left drop-target bank reset
      Q63-64 - S6 - Right drop-target bank reset

    Note: * For all System 80/80A games, Q11 and Q12 drive L11 (High Game to Date) and L10 (Game Over)
    respectively, no matter what the manual shows!


    VIDEO-PINBALL INTERFACE TEST

    For this test, the joystick must be disconnected and the 6-pin Molex test jack connected in its place. This jack simply simulates the permanent closure of the 4 joystick switches (one can be be easily made up if it is missing from your game). (NOTE: There must be at least 1 credit on the game before the test can be initiated.)

    1. Turn dip switches 6, 7 and 8 located on the A1 Control board (Pinball CPU) to the ON position.
    2. Remove the front moulding (lockdown bar with joystick) and disconnect the joystick plug/jack A9-P1 / A9-J1.
    3. Insert the test jack into the A9-P1 plug in place of the joystick.
    4. Press the reset button on the front door to initiate the test. (The test may start without you doing this.)
    5. Observe the information displayed on the video screen and compare it to the diagram below.

    The interface test consists of 3 parts:
    PART I - RAM and Video board checks/PROM checksums.
    PART II - Lamp and player data.
    PART III - Full intensity colour checks.

    PART I - Part I of the interface test checks the RAMS on the I/O board and the Video boards. The tests are pass/fail and will appear as either "OK" for pass, or "NO" for a failure.

    If the RAM check comes up "NO", the faulty board is most likely the I/O RAM board. If the Video check comes up "NO", the faulty board will most likely be the Video 3 board.

    The checksums are for U1-U4 on the EPROM board. The checksum numbers are not indicated on the diagaram abvove but will appear on the screen.

    PART II - Part II checks the lamps L4-L7 and L12-L16. The codes are sequentially sent from the pinball to the video portion and are displayed A B C....M N O. They must be displayed in that order. Refer to Chart 1 for binary information and code explanations. The player lines are similarly verified.

    The video section then exercises the lines back to the pinball via the switch matrix. This part of the test is displayed in the "Ball in Play" window in the lightbox. Refer to Chart 2 for binary information and code explanations. The codes sent are:

  • Strobe 0, Returns 0-6 (00 06)
  • Strobe 1, Returns 0-5 (10 15)

    Upon completion of this test, if the joystick test jack is still connected, the test will cycle through Parts I, II and III continuously.

    Part III - Part III is located on the bottom portion of the screen and consists of the 4 colour boxes. They are full intensity colour of red, green, blue and white.

    NOTE: When the test is completed, do not forget to turn off switches 6, 7 and 8 on the A1 Control board.

  • CHART 1
    L16 = Data Strobe for Code A-O
    CODE
    LAMP DATA
    EXPLANATION
    L15
    L14
    L13
    L12
    (0 = off; 1 = on)
    A
    0
    0
    0
    1
    Reset game
    B
    0
    0
    1
    0
    Enter video play (left)
    C
    0
    0
    1
    1
    Enter video play (right)
    D
    0
    1
    0
    0
    Change a Tyrannosauraus to a Pterodactyl
    E
    0
    1
    0
    1
    Change all Pterodactyls to Tyrannosauruses
    F
    0
    1
    1
    0
    Enter Extra Ball object on screen
    G
    0
    1
    1
    1
    Tilt
    H
    1
    0
    0
    0
    Game Over
    I
    1
    0
    0
    1
    Remove Extra Ball object from the screen
    J
    1
    0
    1
    0
    Flash all Pterodactyls
    K
    1
    0
    1
    1
    Display English instructions
    L
    1
    1
    0
    0
    Display French instructions
    M
    1
    1
    0
    1
    Display German instructions
    N
    1
    1
    1
    0
    Not used
    O
    1
    1
    1
    1
    Not used
    L7
    L6
    L5
    L4
    1
    0
    0
    0
    1
    Player 1 up
    2
    0
    0
    1
    0
    Player 2 up
    3
    0
    1
    0
    0
    Player 3 up
    4
    1
    0
    0
    0
    Player 4 up

    CHART 2
    SWITCH
    MATRIX #
    EXPLANATION
    00
    Brontosaurus or Triceratop crushed
    01
    Pterodactyl crushed
    02
    Exit video and return to pingame plan
    03
    Award Extra Ball
    04
    Last Triceratop crushed
    05
    Last Brontosaurus crushed
    06
    Caveman eaten by a Tyrannosaurus
    10
    Extra Ball object eaten by a Tyrannosaurus
    11
    Caveman is moving (sound)
    12
    Caveman has stopped (sound)
    13
    Pterodactyls are present on the screen
    14
    Not used
    15
    Not used
    16
    Does not appear on test
    Video Block Diagram

    Return to CAVEMAN
    Last updated: 17.April 2008