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Atari Football 1978 Manual
Atari Football 1978 Manual
ATARI INC
1265 BORREGAS AVENUE
RO. BOX 9027
SUNNYVALE, CALIFORNIA 94086
408/745-2000 TELEX 35-7488
1 LOCATION SETUP
A. INTRODUCTION 1-1
B. GAME INSPECTION 1-3
C. INSTALLATION REQUIREMENTS 1-4
Line Voltage Selection 1-4
Type of Power Cord 1-4
D. INTERLOCK, POWER ON/OFF SWITCH AND OTHER RELATED
OPERATOR CONTROLS
Interlock Switch Checkout Procedure 1-5
E. OPERATOR OPTIONS 1-7
F. SELF TEST PROCEDURE 1-8
G. VOLUME CONTROL 1-8
2 GAME PLAY
A. INTRODUCTION 2-1
B. PLAYER CONTROL PANEL 2-2
The Plan Select Board 2-2
C. ATTRACTMODE 2-2
D. READY TO PLAY MODE 2-6
E. PLAYMODE 2-6
Plays 26
Offensive Running Plays 2-6
A. The Sweep Play 2-6
The Keeper Play 2-6
Offensive Passing Plays 2-6
The Bomb Play 2-6
The Down and Out Play 2-6
Defensive Running Plays 2-6
The Sweep Play 2-6
The Keeper Play 2-9
Defensive Passing Plays 2-9
The Bomb Play 2-9
The Down and Out Play 2-9
The Four Goal Deterrents 2-9
Time Penalty 2-9
The Touchdown 2-9
The Downs 2-16
3 THEORY OF OPERATION
A GENERAL INFORMATION 3-1
B. POWER SUPPLY 3-4
C. MICROPROCESSOR CIRCUITRY 3-4
MPU, ROM and RAM 3 4
Address Decoding 3-4
FOChck Driver g.g
Watchdog Reset 3.5
D. SYNC GENERATOR ................ 3 6
E. ALPHANUMERIC GENERATOR '
3.13
F. SCROLLFIELD GENERATOR 3.14
G. MOTION OBJECT GENERATOR 3-18
H. TRACKBALL CONTROL AND SWITCH INPUT CIRCUITRY 3-18
I. VIDEO OUTPUT 3.20
J. AUDIO GENERATOR AND AMPLIFIER .3-20
4 MAINTENANCE AND ADJUSTMENT
CLEANING
B. COIN MECHANISM 4-2
Components on Coin Door 4.2
Access to Coin Mechanisms 4.2
Cleaning of Coin Paths 4.3
Lubrication 4.3
Adjustment of Coin Switch Trip Wire 4.3
Mechanical Adjustments on Coin Mechanism 4.4
General Troubleshooting Hint 4.4
C. TV MONITOR ADJUSTMENTS 4-6
D. FUSE REPLACEMENT 4-6
£. TV MONITOR REMOVAL '.'.
4-7
F. CONTROL PANEL REMOVAL 4.7
G. TRACKBALL ASSEMBLY REMOVAL 47
H. PLAY SELECT BOARD ASSEMBLY REMOVAL 4-7
I. LED (EICON) PLAY SELECT/PASS SWITCH REMOVAL . 4-10
J. BASE ASSEMBLY REMOVAL 4-10
5 ILLUSTRATED PARTS CATALOG
LIST OF ILLITSTRATIOSrS
Figure 1-1 Football Control Panel 2-2
Figure 1 -2 Football Cabinet Assembly 1.3
Figure 1-3 AC Line Voltage Check 1.4
Figure 1-4 Voltage-Selection Connectors 2.5
Figure 1-5 Location Set-Up Requirements 2-6
Figure 1-6 Location of Interlock and Power On /Off Switches 1-6
Figure 1 - Option DIP Switches and Game PCB Location and Removal 1-7
Figure 1-8 Location of Switch Self-Test and Volume Control 1-8
Figure 2-1 Player Control Panel
2-3
Figure 2-2 Play Select Board Display
2-3
Figure 2-3 Attract Mode 2-4
Figure 2-4 Ready to Play Mode 2-5
Figure 2-5 The Sweep, An Offensive Running Play 2-7
USX OF
ILLUiSTRAXIOllirS
LIST OF XABLE!§i
Table 1-1 InstallationRequirements 2.5
Table 1-2 Operator Options l.g
Table 1-3 Self-Test Procedure J.20
Table 3-1 MPU Input/Output Signal Descriptions 3-10
Table 3-2 Atari Inc. Programmable Memory Map 3-10
MST OF APPEII^^DICES
Appendix A Reference Schematic Diagrams
Appendix B Atari Customer Service Information
LOCATlOlir
SETUP
A. I9ITRODVCTIOIV
Football is a two-player game developed by Atari, Inc.
The game is packaged in a cocktail cabinet, graphically
illustrated with football plays and action figures. The
19-inch TV monitor displays the different football plays
while in the attract mode, enhancing the attraction for
passing potential players.
(PLAYER ONE)
PLAYER TWO
DIRECTION
TOWARD
GOAL LINE
PLAYFIELD
PLAYER ONE
DIRECTION
TOWARD
GOAL LINE
PLAY/PASS
PUSHBUTTON
1-2 FOOTBALL
TRACK BALL PLAYFIELD
TRACK BALL
PLAYER CONTROL PLAYER CONTROL
COIN DOOR
ACCESS
PANEL
The coin mechanism on the front mid-portion of the trol panel (2 pass plays and 2 running plays— see
game cabinet, below the table top as illustrated in Figure Chapter 2) The defense must out-guess the offensive
.
1-1, initiates the play, when a coin or coins are opponent to either gain possession of the ball or block the
deposited. The cash box is located behind a locked ac- opponent's path to the goal line. When the defense gains
cess door. The Football cabinet is shipped to you with an possession of the ball the X's change to O's and vice versa.
optional wood base as illustrated in Figure 1-2. This base The interchange continues as the offense tries to score
is initially mounted at the factory for shipping conve- and the defense attempts to stop the offense and regain
possession of the ball.
realism, the realism of action as the players scrimmage immediately after removal from the shipping carton.
and battle for the goal line. The competitive participation Your cooperation is desired in order to supply the final
of the two opposing players increases as they put their touch of quality control to your game. Therefore, please
spirit into the track ball. follow the procedures below to ensure that your game is
in perfect condition:
The object of your Atari Football game is for the offen-
sive player (displayed as O's) to score a touchdown at the
1 Examine all external parts of the game cabinet for
dents, chips, or broken parts.
goal line. This goal line is at the end zone away from the
offensive player. The offensive player in possession of 2. After determining that the game has been received
the ball must travel or run in the forward direction in good condition, unlock and open the access
regardless of which control panel is being used. door located to the right of the cabinet while facing
the coin door, just under the table top. Carefully
The defensive player (displayed as X's) must keep the inspect the interior and verify the following:
FOOTBALL 1-3
LINE VOLTAGE-SELECTION
VOLTAGE CONNECTOR WIRE COLOR
95 VAC BLACK
110 VAC ORANGE
(installed at factory)
210 VAC GREEN
220 VAC RED
ORANGE
CONNECTOR
8 Amp, 125V,
(FACTORY- VOLTAGE SELECTION Fast -Blow
INSTALLED) CONNECTOR
®
®
on/off and
interlock
SWITCH
®
POWER SUPPLY
@
3 Amp. 250 V
Slow -blow CHASSIS
FOOTBALL 1-5
44" (111.8 CENTIMETERS)
1.14 CENTIMETERS)
1-6 FOOTBALL
V4-TURN
FASTENERS
RF SHIELD PCB
DIP
SWITCHES
GAME PCB
Figure 1-7 Option DIP Switches and Game PCB Location and Removal
3 Set the power On/Off switch to the "On" position production. To determine how the switches have been
4. Close the access and coin door. Within approx- set for your game, compare the attract mode (Chapter 2,
imately 30 seconds after closing the last door to Section B) with the information in Table 1-2.
the game cabinet the TV monitor should display a
picture. To change the toggle positions of the switch assembly
5. Slowly open either door to the game cabinet, and and set the desired options,
the printed circuit board
the TV picture should disappear when either the (PCB) must be removed according to the following pro-
access door or coin door is opened to approx- cedures:
imately one inch.
FOOTBALL 1-7
Table 1-2 Option Settings
PRELIMINARY
Set volume level potenliomeler
(located on a bracket immediatGly
behind and In the right of the coin
door} to '/2 volume
2. BAM AND ROM TEST TV monitor displays ROM OK RAM OK If the RAM does not check correctly,
Set Self-test slide switch (located as illustrated below. the screen willdisplay the message.
above the volume potentiometer BAD RAM
immediately behind and to the
right of the coin door) to the "on" If the ROM is al fault,
position.
BAD RAM
appears on the screen. There are three
ROMs in Football [Program ROMS 1.
2, 3).
NOTE
The sell- test stops oniij t- hen the self-
This means the RAM and ROM were test switch is set to "off" To start again
set to "on"
checked, and both tested correctly.
3. SCROLLFIELD TEST Scr oilfield scrolls in the direction No scrollfield motion.
Press the "Play Select"" pushbutton
towards the player, regardless of which
switch on either control panel.
play select switch was pressed -
NOTE
When both play select switches are
pressed simultaneously, the scrolliield
will freeze in position.
TRAK BALLTM TEST An "X" or "O" character will move "X" or "O" character (or both] not
Roll the Irak Bali"^" in random around within the entire area of the displayed.
motion and observe TVmonitor scrollfield. (It is irrelevant to the test
screen. Either player's Trak Ball which Trak Ball controls the X or the
will do. 0.1
Player should move.
Crowd sound intensifies as each switch No crowd sound (indicates logic cir-
AUDIO TEST held on cuitry malfunction).
Press each switch successively and
hold it on (play select, slam, Crowd sound does not intensify (in-
7. OPTION SWITCH TEST The active option switch setting is No switch setting display or display in
The option switches 1 and 2 have displayed below the ROM OK al the top correctly matching the actual setting.
a special test feature. The four of the screen. For example, the first
connbinalions of switches are switch setting is "A" Therefore (he
labeled A, B, C, and D and are following is displayed:
displayed on the screen.
ROM OK
A
FOOTBALL 1-9
GAME PLAT
laiXRODUCTIOI!^
The Atari Football game has three different modes of
operation. These modes are listed below:
ATTRACT— when power is applied or as a result of a
game ending with no further credits.
READY-TO-PLAY-coins accepted
PLAY— initiated one second after pressing the
Play-Select button.
FOOTBALL
B. PLAYER CONTROL C. ATTRACT MODE
PAmEL (See Figure 2-3)
(See Figure 2-1) The Attract begins when AC power is applied to
mode
The Atari Football game two player control
consists of the game and power on/off switch is turned tc "on".
the
panels (a control panel is illustrated in Figure 2-1) These .
(The power on/off switch is located on the underside of
two control panels are operated simultaneously by op- the game cabinet's table top, as illustrated in Figure 1-4.)
ponents. Each control panel is capable of operating While in the Attract mode, the TV monitor displays ran-
either the offense or the defense, depending on game dom play. For example, it randomly selects a play such
conditions. The player control panel consists of a as the Sweep running play. This selection is indicated by
trackball, a Play Select board and a dual function LED theLED at the Play Select display board when the red
pushbutton (its primary function is as a Play Select switch LED lights in at the Sweep play. Then, regardless of
and secondary function as a Press-to-Pass switch) . When whether the player is offense or defense, the play con-
the Play Select switch is active, the LED flashes. When tinues and is played out until the man is tackled, goes out
the play has been selected, and after one second, the of bounds, makes a touchdown, or his pass is intercepted
Play Select LED will go off, changing the switch function by a defensive player. He returns to a huddle. Then
to a Press-to-Pass. while in the Attract mode the screen displays the next
play (the Keeper, the Bomb, and so on). Regardless of
the control panel, the Xs indicate the defensive players
The Play Seleet Board and the Os indicate the offensive pfayers. A better
(See Figure 2-2) understanding and explanation of the players and plays
will be discussed in the following paragraphs under the
The Play Select display board illustrates four offensive Play Mode section.
and four defensive plays, two of which are running plays
and two passing plays. The upper, which is the offensive
D. READY-TO-PLAY MODE
set of plays, is back-lighted by three incandescent lamps. (Sec Figure 2-4)
The defensive, at the lower portion of the display board,
The Ready-to-Play mode is initiated immediately after
is also back-lighted by three incandescent lamps. Prior to
the coins are accepted by the coin mechanism. After the
selecting any of the four plays, whether offensive or
coins are accepted, the Play Select pushbutton switch
defensive, the four LED lamps are dark.
Pressing the becomes active. The screen then changes from its current
Play Select pushbutton switch lights a random LED. The
Attract mode display to the huddle (offense and
player may now make his selection by stepping the LED
defense). The game is in the player's hands, and the
from play to play (left to right) at any time he wishes, audio is now active.
prior to the time required for scrimmage by continuing to
press the Play Select switch. On the next play, the LEDs
start dark until the Play Select pushbutton switch is Actually, this mode exists at each huddle regardless of
pressed once more. the score or of offense or defense conditions. Whenever
the game goes into a huddle, for both offense and
The next item of importance at the player control panel defense, we are in the Ready-to-Play mode. In this
is the trackball. The trackball is the actual manual control mode, the coin message is no longer displayed in the
for either the pass receiver or the quarterback if you're the scoreboard display field. Instead, the scoreboard in-
offensive player, or the safety if you're the defensive dicates whether you are the offense or defense.
The
player. This trackball control is operated by rolling it in scoreboard indicates a zero scorewhen first placed into
any direction, 360 degrees, with the palm of the hand. It the Ready-to-Play mode, and the down number and
positions the offensive man with the ball or defensive yards to go. Time begins to tick off, and the score, down,
safety at any position in the scrolling playfield by moving and yards-to-go change according to the game condi-
him at a rate proportional to the roll of the ball. The only tions. The game is now redy to be played. The Play
time the trackball is active is during the Play mode and Select pushbutton switch is activated and flashes.
the only time that the Play Select pushbutton switch is ac-
tive, is during the Ready-to-Play and the Play mode.
During any other mode other than the aforemaotioned, The game circuitry accepts coins at any time. Each coin
these coritrols are totally inactive. Therefore, everything adds time selected by the operator to the game-timer (up
remains inoperative until credits are provided. to a maximum of 99 minutes and 59 seconds). If coins
2-2 FOOTBALL
• OFFENSIVE
PLAY SELECT TRACKBALL "QUARTERBACK
BOARD DISPLAYS CONTROLS AND RECEIVER
ILLUSTRATIONS OF PLAY •USE PALM
(OFFENSE AND DEFENSE).
• DEFENSIVE
OF HAND TO SAFETY
MOVE PLAYERS
360° ROTATION
SWEEP KEEPER BOMB DOWN & OUT
PLAYS
OFFENSE
LEDS
\XX XX X X X X,
6 cy^ BACK
ILLUMINATED BY
SWEEP KEEPER BOMB INCANDESCENT
DOWN LAMPS
AND OUT
o o o o o o
O O CUO o > OJO-P.0 o o
)<»^ >&iyic[ *
X
I
DEFENSE
FOOTBALL 2-3
LEDS
CHOSEN
RANDOMLY
TRACKBALL
INACTIVE
PLAYS
DEMONSTRATED
ALTERNATELY
FLASHES WITH
COIN messages:
GAME OVER
• INSERT COINS
• EACH COIN
ADDS TIME TRACKBALL
'If ,
'
INACTIVE
LED
DARK X^t^-jri
/ f
'.\
2-4 FOOTBALL
TRACKBALL
INACTIVE
DEFENSE
HUDDLE
OFFENSE
HUDDLE
-TRACKBALL
INACTIVE
FOOTBALL 2-5
are added in the Attract mode, the scores are reset and of the field, begins to run deep. Immediately after the
the game enters Ready-to-Play mode as described quarterback receives the from the hike, he rushes be-
ball
above. If coins are added during a game, the timer is ex- tween the tackle and the guard or between the guard and
tended with no other (The operator option can be
effect. the center and then into the field. The remaining men
set so that the deposit of each coin adds IV2, 2, 21/2, or 3 proceed to block for him.
minutes to game time.)
Offensive Passing Plays
E. PLAT MODE The Bomb Play
After the Ready-to-Play mode is displayed as discussed (See Figure 2-7)
in the previous subsection, the players, offensive or
The offensive Bomb play is a long-distance passing
defensive, may select a game by pressing the Play Select
The bomb
play. is received at all times by the wingback,
pushbutton switch. Immediately after pressing the Play
who always runs his pattern to the left side of the playing
Select switch the players are set to the line of scrimmage.
field. When the center hikes the ball to the quarterback,
the player must operate the trackball so that the quarter-
NOTE; Even after your opponent has his men at the line
back immediately drops back into his pocket. At the
of scrimmage, you may continue to select plays, pro-
same time, the offensive line guards him from the defen-
viding that you do not pause for longer than ten seconds.
sive line. After the ball is hiked, the end player on the
Waiting longer would award you a 5 yard penalty for
right runs a fake "down and out" pattern, and the
delay of game.
wingback goes out deep down the left side of the field. At
the appropriate time, the player must press the "Press to
Plays
Pass" button to pass the ball to his receiver. If the wing
Four plays are available to either opponent. These back is too deep the ball will not reach the receiver. There
plays are the following: is chance that a defensive player is in the im-
also the
• Bomb
• Down-and-Out
The Down and Out Play
The first two plays are running plays, the last two are (See Figure 2-8)
passing plays.
The Down and Out is a short-distance passing play. All
the Sweep. The offense has seven players; a center (1), in an incomplete pass. Again, as in the Bomb play, if
quarterback (2), wingback (3), and two guards (4, 5) to there is a defensive player in the immediate vicinity of the
the left and right of the center. Outside of that there are receiver, a pass attempt may result in an interception.
two tackles to either side (6, 7). In this version of the
video Atari Football, the center hikes the ball to the
Defensive Running Plays
quarterback, the quarterback is controlled by the player. The Sweep
(The man with the ball is always controlled by the (See Figure 2-9)
trackball control at the control panel.) After the center
In the defensiveSweep play, we once again have
has hiked the ball to the quarterback, the quarterback
seven players. These players are indicated by Xs. We
should run to the and the center then
left side of the field
have four Xs which are on the line: the two center Xs are
proceeds to rush toward the tackle. All tackles and
guards (1, 2), and the other two outer Xs are tackles (3,
guards rush the line, blocking the defense from the
4). In the next row, you have two men on either end off
quarterback as he rushes beyond the wingback. The
of the line of scrimmage and these two men are your
wingback covers the quarterback all the way down to the
linebacks (5, 6). The last man in the back of your field is
end zone.
your safety (7).
The Keeper Play
(See Figure 2-6)
In the defensive mode, if you are the defensive player,
The Keeper an offensive play where the center hikes
is this safety is the only player who may be operated by the
the ball to the quarterback; the wingback, at the wide end trackball.
2-6 FOOTBAIX
TO GOAL LINE BALL
LINE OF
SCRIMMAGE. DEFENSE
BLOCKING
POINTS
TIGHTENDS
-GUARDS
CENTER
WINGBACK QUARTERBACK (RUNS WITH (HIKES BALL TO 2)
BALL TOWARD GOAL LINE
FOR A TOUCHDOWN
Figure 2-5 THE SWEEP An Offensive Running Play
TO GOAL LINE
LINE OF
SCRIMMAGE DEFENSE
BLOCKING
POINTS
FOOTBAUL 2-7
TO GOAL LINE
TO OUTSIDE
OF FIELD
LINE OF
SCRIMMAGEv
CENTER
(HIKES BALL TO 2)
TIGHTEND RUNS
© .^
cj) TOWARD OUTSIDE
OF FIELD
6, 4, 1 and 5 GUARD 2, WHILE
^ 2 PASSES BALL TO 3
WINGBACK / QUARTERBACK (RUNS BACK
J THEN PASSES BALL TO 3)
""X COMPLETION
DOWN / (ALONG OUTSIDE
FIELD '
OF FIELD)
LINE OF
f
SCRIMMAGES
__X_ x^i XK • CENTER
(HIKES BALL
TO 2)
-TIGHTEND
WINGBACK' AND 5 ^
6, 4, 1
/ ^QUARTERBACK (RUNS BACK,
GUARD 2, WHILE THEN PASSES BALL TO 7)
WHILE 2 PASSES
2-8 FOOTBALL
In the Sweep defensive illustration. Figure 2-9, we see The tackle (see Figure 2-15) is the condition on the
that both guards and the right tactile rush toward a single screen where the defensive player (X) physically touches
point on the line— toward the quarterback. The left the offensive player (O). Once again, at the point of be-
tackle goes a short distance back, rushes right and then all ing tackled, the player could gain or lose,
depending on
the way back again. At this point, the left linebacker which side of the scrimmage line the player may have
follows him through and the right linebacker goes around been tackled. Occasionally he may be tackled in his own
the wingback of the offensive team, trying to get around end zone and the defense scores 2 points.
the offensive line of scrimmage. Meanwhile, the player Note here that a pass can only occur when the quarter-
has complete control of the safety. back is behind his line of scrimmage. If the quarterback
The Keeper Play decides to run the ball beyond the line of scrimmage, the
(See Figure 2-10) ball can no longer be passed, and the Press-to-Pass
The incomplete pass (see Figure 2-13) occurs in a An offensive player scores when he reaches his goal
passing situation, when the quarterback pauses too long line and makes a touchdown; the offensive players score
to pass it to the receiver down the field. It may also occur 6-points for a passing touchdown and 7-points for a run-
if the ball passes near a defensive player as it comes ning touchdown. This touchdown occurs when the of-
"down" to the receiver. This condition resets the game fensive player (O) carries the ball and actually makes con-
into a huddle at the initial scrimmage line and stops the tact with the last yardage line at his end zone. This end
clock. zone is opposite to the offensive player. Therefore, the
offensive player's goal line is toward his opponent. The
The out-of-bounds (see Figure 2-14) occurs when the screen proceeds to scroll in either direction, providing a
offensive player, while running in the direction of the goal full view of the field as the offensive player executes his
line, goes off, onto, and past either side boundary; this plays. The active players are kept at approximately
stops the play, and the clock. center screen.
FOOTBALL 2-9
TACKLE
TACKLE
LINE BACKER ,
© ©A® © LINEBACKER
ARROW
INDICATES
DIRECTION OF
ATTACK
SAFETY
GUARD (THE ONLY DEFENSIVE
PLAYER CONTROLLED
BY THE
TRACKBALL)
Figure 2-9 THE SWEEP A Defense
ARROW
INDICATES
DIRECTION OF i 2 )
ATTACK
TACKLE
LINEBACKER
3X'
LINEBACKER
GUARD GUARD
TACKLE SAFETY (THE ONLY
DEFENSIVE PLAYER
CONTROLLED BY THE
TRACKBALL)
2-10 FOOTBALL
©
ARROWS TACKLE
INDICATE
DIRECTION
OF ATTACK
— GUARD
LINEBACKER
LINEBACKER
TACKLE
SAFETY (THE ONLY DEFENSIVE
GUARD
PLAYER CONTROLLED BY THE
TRACKBALL)
i
Figure 2-11 THE BOMB A Defense
TACKLE ARROWS
INDICATE
DIRECTION
OF ATTACK
LINEBACKER
TACKLE
LINEBACKER
GUARD
SAFETY
THE ONLY
DEFENSIVE PLAYER
GUARD CONTROLLED BY
THE TRACKBALL
FOOTBALL 2-11
OFFENSE SELECTOR-
DOWN AND OUT
TRACKBALL i
/• f /'
INACTIVE
• ! >
mmmmMmmrm^m
QUARTERBACK
c^^o"^
BALL STOPS
RECEIVER-
TRACKBALL
INACTIVE
— ASSUMED: DEFENSE
SELECTED BOMB
2-12 FOOTBALL
1— OFFENSE
SELECTED
BOMB
LED
DARK
TRACKBALL
INACTIVE
RECEIVER
OUT OF
BOUNDS
(TOUCHING SIDE i
TRACKBALL
INACTIVE
ASSUMED: DEFENSE
SELECTED BOMB
FOOTBAIX 2-13
f
— ASSUMED: DEFENSE
SELECTED BOMB
TRACKBALL
INACTIVE
LED
DARK
RECEIVER
TACKLED
BY DEFENSIVE
PLAYER
TRACKBALL
INACTIVE
OFFENSE
SELECTED BOMB
2-14 FOOTBALL
ASSUME: DEFENSIVE
SELECTED BOMB
TRACKBALL
ACTIVE
OFFENSIVE
RECEIVER
QUARTERBACK
TRACKBALL
ACTIVE
-OFFENSE
SELECTED
BOMB
FOOTBALL 2-15
The Doitrns means that it is the first down and ten yards to go for
trol four consecutive offensive plays the line of scrimmage is two yards from the first down
(described as
downs). executing those four downs, the offense is
If in marker, the scoreboard would read down 4 and two
able to gain 10 or more yards he automatically receives a yards to go (4 and 2) If the quarterback had received the
.
"firstdown", giving him another 4 consecutive offensive ball and been tackled twenty-five yards from the first
plays. If a first down is not obtained in 4 plays, the down marker, on the third down play, it would be
defense will get the ball.
displayed as 4 and 25 on the scoreboard at the end of the
play.
yards deep into the defensive field from scrimmage. would automatically go to the defense no matter how
These two markers represent the point ten yards many downs for the offense. The two yardage markers
downfield from the line of scrimmage which the offensive are automatically reset each time the offense reaches or
team must pass to gain another first down. passes them.
The number of downs to go for the ten-yard marker is Defensive strategy here is to make sure that the offense
displayed in the left-hand corner of either player's doesn't get his first down and ten, giving him more
scoreboard. For example, the first and ten (1 and 10) chances to score.
2-16 FOOTBALL
DEFENSE
SELECTED
BOMB
TRACKBALL
INACTIVE
TOUCHDOWN
PLAYER GOAL LINE
TOUCHES
GOAL LINE
TRACKBALL
INACTIVE
ASSUMED: DEFENSE
SELECTED BOMB
FOOTBALL 2-17
"FIRST DOWN''
MARKERS
"
PLAYERS
AT THE LINE
OF SCRIMMAGE
2-18 FOOTBALL
THEORY OF
OPERAnoitr
A. GEBTERAL I^FORMATIOIV
This chapter provides a general overview of the
theory
of operation of the Football electronics contained
on the
gantie printed circuit board (PCB). It also goes into
FOOTBALL
TV MONITOR
AUDIO r^w
L. _J
.J
BRACKET LOCATED
BEHIND THE COIN
DOOR (REFER TO FIGURE 1-6
3-2 FOOTBALL
Figure 3-2 Football PCB Block Diagram
FOOTBALL 3-3
The functional operation of the Football PCB circuitry the microprocessor circuitry components include the
begins naturally enough with the microprocessor (or following: (See Figure 3-5)
MPU) circuitry. As you go through the various circuit
descriptions, you learn how the MPU receives its sequen- 1. MPU (at location C2)
tial program instructions from its ROM memory and how Gated address
2. buffers (Bl and CI)
it carries out these instructions through the use of its
display RAM memory (Section C) ; how it reads in the 3. Data buffers (E2)
game control switches (Section G) and how it writes or
,
4. ROM memory (PI, Nl and Ml) for -02 version or
outputs the results of its instructions and calculations to PROM memory as listed in the PCB assembly parts
the game's other PCB circuitry, such as the playfield list for the -01 version (refer to Illustrated Parts
generator (Section E) , the motion object generator (Sec- Catalog, Chapter 5)
tion F) and the audio amplifier (Section K)
,
The power supply produces all the necessary game through the following paragraphs refer to Table 3-1,
voltage requirements as shown in Figure 3-4. MPU Input/Output Signal Descriptions. Upon initializa-
tion, the MPU (via ABS - BUS 15) addresses data
The PCB receives + 10 volts DC, unregulated, at pins permanently stored in the program ROMs or PROMs.
B and 2 of the game PCB edge connector and 25 VAC to This addressed data then travels to the MPU via its 8-bit
pins W, 19, X, and 20 from the secondary of the data bus (DO through D7). The MPU decodes this data
transformer located on the Type B power supply chassis. to determine what action it is to perform next (i.e., "read
coin switch 1," "bomb play" etc.). The MPU uses RAM
The 10 volts is and memory to perform many of these instructions, namely
-I- rectified filtered off-board and
to temporarily store information which
regulated on-board by the LM323 three-terminal it will later recall.
CRl and CR2 filtered by capacitor C62 and supplied as directional data bus (D0-D7).
unregulated + 18 volts to the TDA 1004 audio amplifier.
This + 18 volts is also regulated by a three-terminal
device 7812 to develop + 12 volts DC.
CIRCUITRY critical
game
function 'of turning on or enabling the appropriate
circuitry (i.e., RAM, ROM, latches, etc.) at the ap-
The heart of the Football game PCB is the micro- propriate time, so that information can be transferred
processor circuitry. A brief description of the major com- back and forth between this game circuitry and the MPU.
ponents and their function within the microprocessor cir- A memory map defining the address decoding circuit is
cuitry Is provided in the following paragraphs. Note that shown in Table 3-2 as reference.
3-4 FOOTBALL
16.5VACCT A 1
1
1
25VAC W 19 + 12V
1N4001
CR2
1^
1
I
C50
10
C45
.1 (BYPASS)
25VAC X 20
1N4001 + 18V
+ _C62
4,700
2SVAC CT Y 21
GND Z 22
1
Refer to the Schematic
diagrams in Appendix A
for appropriate designation
of ptn numbers.
R37
-AAAr-
4il,10W R1, 2, 6, 9, 11, 12,
13,18,30
IK
(PULLUP) r-Q + 5V
-flOVCUNREG) I B + 5V
01-11,14-18,20-22,24-26,
C47 + C23
J_ -i. 29-31,36,37,42,46
~
T 22 T47O .1 (BY PASS)
FOOTBAa 3-5
+10 VDC
(UNREGULATED) + 5 VDC
B/2
(REGULATED)
1
AC SOURCE NtoOOCl 1 POWER GAME
PCB
SUPPLY
--' CHASSIS POWER
j
SUPPLY 4-18VDC
TYPEB 25 VAC
1
W/19 REGULATOR (UNREGULATED)
26 VAC ~ x;zo
CIRCUITS
+ 12 VDC
1
(REGULATED)
1
established by its 4)0 input (on pin 37 of the MPU its instruction sequence from the beginning of the pro-
device). The Football MPU runs at an operating fre- gram.
quency of 750 KHz. Examination of the MPU * 2 output
waveform (pin 39) with an oscilloscope should show a
signal with a period of 1.33 microseconds. (The period
D. SY]»C OEJKERATOR
of any periodic waveform is the measurement of the time (See Figure 3-9)
it takes to complete one full cycle.) The 750 KHz clock The base frequency of the sync generator is a
outputs are generated by the 4H signal. This 4H fre- 12.096-MHz clock, generated by a crystal-controlled
quency is generated by the horizontal sync counter P5 to oscillator consisting of crystal Yl, inverter N4 and several
produce the <\>0 clock input. See Figure 3-8, <t)0 Clock discrete components. The output of this oscillator is 12
Driver Signal. MHz. Examination of this signal with an oscilloscope (at
pin 2 of N4) should show the period (or cycle time) to be
approximately 83 nanoseconds (.083 microseconds).
See Figure 3-9.
Watchdog RESET <See Figure 3-S)
The reset counter in the microprocessor control cir- This base frequency is then divided down by binary
cuitry consists of a 4-bit dec ade cou nter, A4. The Q^ counters P5, P6, N6: it provides the various horizontal
output of this counter is the RESET signal to the MPU. synchronization frequencies (IH through 256H). The
Counter A4 counts how many times the 128V signal final output of this horizontal counter chain Is 256H (at
changes states. On every high-to-low transition of 128V, pin 13 of N5) . This signal is in effect a division of the base
the counter adv ances to the ne xt count in Its sequence. frequency (12.096 MHz) by 768, to give a horizontal line
Meanwhile, the WATCHDOG signal, generated by the frequency of 15,750 Hz. The period of 256H is about
MPU at various times during its normal Instruction se- 63.5 microseconds. The 256H signal, as well as other
quence, is resetting the counter back to zero. If for some horizontal signals, are used to generate the H BLANK
reason the MPU program has strayed from its intended and H SYNC timing pulses at flip-flop N5. See Figure
instruction sequence and the WATCHDOG signal does 3-11, Horizontal Sync Timing Diagram for the relative
not occur before this counter counts up to a point where timing of these waveforms.
3-6 FOOTBALL
Table 3-1 MPU Input/Output Signal Descriptions
D0D7 These eight lines are bi-directional data RESET When low, this input line resets the
bus lines. MPU on either a "power-up condition"
A0-A15 These sixteen lines are unidirectional or a Qo output of the watchdog
MPU address lines to supporting counter. During the reset sequence
memory (i.e., ROMs, RAMs) and I/O. prior to RESET going high, the con-
tents of two locations (FFFC, FFFD) in
IRQ This input, when low, indicates an
memory are loaded into the MPU pro-
interrupt to the MPU. After the MPU gram counter to point the start of a
concludes its current instruction it will
reset routine.
proceed to the IRQ sequence.
6a00-7FFF PROGRAM
5000 WATCHDOG
4000-4OO3 INPUT PORTS
3000 INTERRUPT ACKNOWLEDGE
2000-2003 OUTPUT PORTS
1000 13BF SCROLLFIELD
13C0-13FF MOTION OBJECT PARAMETERS
03AO-03FF PLAYFIELD-PLAYEH 2
0200^)25F PLAYFIELD-PLAYER1
0000-01 FF WORKING HAM
INPUT/OUTPUT PORTS 07 [ D6 D5 _[ D4 1 03 [ D2 1 D1 DO
d002(IN2) =
OPTION SW
COIN 2 TEST SPARE SELECT 2
4 1 3 1 2 1 1
FOOTBALL 3-7
Refer to the Schematic
©®©®®(S>- diagrams in Appendix A
for appropriate designation
of pin numbers.
O00GXDG^-
3-8 FOOTBALL
3) ORAPHICS MEMORY
SFWRO-3 (SCROLLFIEIDWRITE)
(SVNCyADDRESS) PFAB-7
)
f DBUSO-3 ( DATA I
C^ DATA OUT ) PFD 0-3, 8-11, 16-19, 24-27
TO I
RAM
DATA OUT ) PFD 4-7, 12-15, 20-23. 28-31
IF2, rt2, J 2, K2|
SFWR(-3(SCR0LLFIELD WHITE)
'"^P ALPHA
^ AND
WORKING
RAM
(CHIP M2
AND
NS]
\ D»D7
J
LINE
TRANS-
RECEIVER Ct^
PFWR IPLAYFIELD WRITE)
RAMfr7 K
NUMERICS I TO VIDEO
PROM |MT) )SUMMINQ
AND ' ClflCUtT
RELATED
CIRCUITRY
ftLPHABUANK
E) ALPHANUMEfllCS PROM MEMORY
FOOTBALL 3-9
WF.ITE
[ *)
a SCFOLLFIELDSEL
°
;
> OUTPurS£L
"tT
ABUS1! - A '
»
)
INPJTSEL
PBOGSELl
^
3 PBOQSELl
B3 °
»-
' *-
"eoodh
760KHZ
^
{1 CYCLE)
4H 1
1 pi;piMii
itiO(4H) 1
1 1 c^Piw"
B<1>2 1 1 napiwa
The H SYNC signal is used to clock two stages of ver approximately 16.6 milliseconds). The various vertical
tical sync counters M5 and M6. This H SYNC signal is frequencies address a sync PROM (L5) whose output
divided down by these counters to form the various ver- data is latched by latch L6. The outputs of this latch are
tical synchronization frequencies (IV through 128V). the various polarities and phases of the vertical timing fre-
These two stages of vertical counters are used, in effect, quency used to synchronize the TV monitor display.
to do a divide by 262 of the H SYNC signal. This results These signals frequency of 60 Hz. See Figure
all run at a
in the final output of these counters (128V at pin 11 of 3-12, Vertical Sync Timing Diagram, for the relative tim-
M6) to be a signal at a frequency of 60 Hz (the period is ing of these waveforms.
3-10 FOOTBALL
1
1 3°
i I
Y^
Ih
jii
On 2
ViVh
O-o m m^
I I I I I I I I
»'>>>>
o o O O O
oooooooo
FFirppF
O m Z
a -4' ^1
FOOTBALL 3-11
; O o o
- VIO 33
: o z -<
ill!
'sflt
Sll -^ n w X
u ir
y'
us
I'j'jYj,'!'],-
! S S
tl 1 1 1
£§
It IF If
m 1 r
s
3-12 FOOTBALL
16H TJiJij"LriJiJTnjTXLrLrLn_
8V j^JiXLTxrLnj"Ljajij-LrLriJi_rTja^
16V
32V "L
64V "L
VBLANK
VSYNC
VRESET
FOOTBALL 3-13
16H TJiJij"LriJiJTnjTXLrLrLn_
8V j^JiXLTxrLnj"Ljajij-LrLriJi_rTja^
16V
32V "L
64V "L
VBLANK
VSYNC
VRESET
FOOTBALL 3-13
are stored in PROM N7 (See Figure 3-14) which is ac-
circuitry that controls this "cycle sharing" technique
cessed by addressing the data from the RAM (M2, N2).
selects one of 3 sets of addressing information to ad-
The microprocessor loads the alphanumeric location bits dress the display RAM.
into the RAM, The RAM outputs (RAM 0-7) are then
temporarily latched by latch M7 at the rising edge of the This circuitry functions as follows:
4H clock. The latch output bits then address the alpha-
numerics PROM N7 1 .
When buffered MPU clock B02 is high, the MPU ad-
(at address inputs A4-A9) and ad-
dress one of the
dress bus (A0-A15) addresses various playfield
64 different pictures stored in
The it.
The refl.^ct signals determine the alphanumeric image the RAM. This is used for motion object display.
rotation which is displayed at either end of the TV When B02 low and 256H is high the vertical sync
is
monitor screen facing the player. signals (16V, 32V, 64V, 128V), the shifted horizon-
tal sync signals (SFH4, SFH5, SFH6, SFH7) ad-
The 4-bit parallel output of alphanumeric PROM N7 is dress the playfield. These shifter signals are the
then converted into serial data by shift register P8 and result of adding the top 5 bits of the scroll latch, F7,
summed into the video output circuitry. Shift register PS to the horizontal sync functions. They provide a
gated by NAND gate N9, which
is is controlled by the "coarse", 8 bits at a time, horizontal shift of the
ALPHABLANK window signal. scrollfield.
WORKING
J ^ ABUS ) RAM
^
4.BITS TO SCROLLFIELD
---.., VARIABLE DELAY
i.tHiAL
CIRCUITRY
ssst
* o 5 E £ £ % £ £ S<t
III
)00 OOq o o o o LI
LATCH
OOOOOOOO
m
e s is S £ S E e > 2
2i
> d > n > CO >
J
r
(2 > UJ O D
TWW
MS
FOOTBALL 3-15
IP
3-16 FOOTBALL
'~
.1
.5^2 S
III
'II-
i^t
'Ih. t
; 5
^
51 3 31 5 5
j
4>4
i IIIMIII I
— 3
I
a » 5 nig s a
J Li
5
^ -[?
J^
a2sgss5s S
yum] (Ji
e £ E s £ 5
t^
;
^ i i i
111
i|i = Refer to the Schematic
diagrams in Appendix A
.[J for appropriate designation
i of pin numiMfs.
FOOTBALL 3-17
The 8-bits of RAMVID are ORed with any existing
G. 9IOTIOK OBJECT data in RAM (K6) from previous objects and placed
GE^^ERATOR in the RAM at the address latched in J5, and the
(See Figure 3-17) next seven serial addresses.
The motion object generator produces characters such These steps are repeated for each of the 16 motion ob-
and the Xs and Os. These motion objects
as the football jects during the time 256H is low. The HCLR signal then
are generated by the same circuitry found in the scrollfield resets th e K5 an d J6 counters. The data is read out of the
generator (see Figure 3-15), while the actual graphics are RAM as MVID while 256H is high. The location is read
permanently stored in PROMs C5 and D5 (see Figure
and its contents are sent to the video circuit. The RAM is
3-17). This circuitry is used for motion objects when cleared by output of AND gate L8 prior to the next data
256H is low, and for scrollfield when 256H is high. The line.
scan lin e. It also produces the LINE 0, LINE 1 and and outputting the data into Schmidt device ElO. When
LINE 2 signals which select one of eight scan lines CTRLD goes high the trackball control signal toggles the
with an object. counter either in a count up or a count down direction.
The counter outputs then are gated via ElO. Both
3. The LIN Exx signals, together with the picture code,
trackball and switch signals are then sent to the
PIC 0-5, are used by the graphics circuitry to pro-
microprocessor via the data bus (DO - D7)
duce the RAMVID as previously discussed.
/
in
for appropriate deslgnatton
of pin numbers.
MULTIPLEXED
DISPLAY RAM
BITS ptce
(HORIZONTAL
REFLECT BIT)
VERTICAL COMPARATOR
SVNC ( 16V,32V,MV.12BV ]
COUNTER PIC 7
-} ""'"
)
B
^^D- MATCH
(VERTICAL
GRAPHICS
CIRCUITRY
L
BLOCK
(REFER TO
-^ FIGURE 3-15)
(MOTION OBJECT
—^ VIDEO TO VIDEO
SUMMING CIRCUIT)
MULTIPLEXED /
\ MOTION
DISPLAY RAH \PF1fr23 frBITS) OBJECT
BITS / y RAM
3-18 FOOTBALL
OPEFIATOFI
SWITCHES
(OPTION. TKT ETC!
EQUIVALENT TO
\ SWITCHES
J
'""^^ DATA
TOE10
lATCH
(
) PCB SIGNALS N
)
Figure 3-18 Trackball Control and Switch Input Simplified Schematic Diagram
FOOTBAU 3-19
J. VIDEO OUTPUT
(See Figure 3-19) and B8. The NOISE output of this generator is gated
"on" each time the KICKER signal goes low. The
The video output circuit receives all the video signals
KICKER signal developed by the microprocessor via
is
(MVID, RAWVID, SCROLLGATE, SCRFVID, ALPHA, LATCH F8. The crowd sound volume is automatically
and related sync signals) and gates these signals logically
controlled by the data bus bits DBUS 0-5. The noise (un-
summed at the Ql emitter follower device (2N3643).
crowd sound)
filtered is then filtered by the active band-
The signal at the emitter of the transistor then becomes pass filter circuit comprised of one-half of Op-Amp A9
the composite video signal sent to the games TV display
(LM324) The other half of A9 is the audio mixer which
.
monitor.
sums the hit, whistle and the crowd sounds. The whistle
K. AUDIO GE]!lIERATOR sound is generated by VCO control bit IQ of F8 which
AHID AMPLIFIER gates the VCO "on", therefore producing the whistle
sound.
(See Figure 3-20)
The audio generator produces the crowd whistle and The output of the audio mixer A9 is then amplified by
ballsounds. The crowd sound is the result of the gated the TDA-1004 audio amplifier device. Potentiometer
random noise generator composed of shift registers A8 R75 controls the level of audio output.
3-20 FOOTBALL
f y O
I-
I—
III
w Iro
> 0>-n
2 55 =
J >z
c
-(
aim
o -n
m an
zo
S3
5o
OS
ao
pj
FOOTBALL 3-21
Refer to the Schematic
diagrams in Appendix A
for appropriate designation
of pin numbers.
FOOTBALL
A. CLEAHniVG out to the front edge of the chute. When the trip wire is
leave no residue can be obtained from your distributor. Also shown in the photograph is a slam switch
Do not dry-wipe the acrylic plastic panels, because any assembly. It has been included to defeat any players who
dust can scratch the surface and result in fogging the
might try to obtain free game plays by violently pounding
plastic.
on the coin door to momentarily close the contacts on a
coin switch. The slam switch contacts connect to the
B. COIHf MECHAKISM microcomputer system, which will ignore coin switch
Components On Coin Door signals whenever the slam switch contacts are closed.
Directly below each coin mechanism is a secondary Plexiglas® is a registered trademark of Rohm & Haas
coin chute and a coin switch with a trip wire extending Company.
LAMP
LOCKOUT COIL
LAMP HOLDER
Figure 4-1 Coin Door Assembly Figure 4-2 Hinging Open the Magnet Gate Assembly
4-2 FOOTBALL
mainplate, and the corresponding surface of the gate
assembly. There may also be metal particles clinging to
the magnet itself. To remove these you can guide the
•fj.f^^rM' % point of a screwdriver or similar tool along the edge of the
magnet.
-CAUTION-
The use of an abrasive (such as steel wool or a
wire brush) or a lubrication on a coin
mechanism will result in a rapid buildup of
residue.
Lubrication
Do not apply lubrication to the coin mechanisms. The
only points that may need lubrication (and only rarely)
are the shafts of the scavenger buttons (coin rejection but-
tons)where they pass through the coin door. Apply only
one drop of light machine oil, and be positive that no oil
drops down onto a coin mechanism. Figure 4-6 shows
this lubrication point.
FOOTBALL 4-3
MANUALLY HOLD DOWN REJECTION BUTTON
AND APPLY ONE DROP HERE
-CORRECTLY
ADJUSTED
TRIP WIRE
In Figure 4-7 you will note that the coin switch trip wire
is oriented into the "V" of the secondary coin chute. The
wire should extend to only about 1/8" beyond the chute.
Just crimp the switch actuating stud over the trip wire
with a pair of pliers. Figure 4-7 Detail View of Coin Switch and Trip Wire
4-4 FOOTBALL
ITEM IDENTIFICATIONS
1 Kicker and Separator Screws
2 Washers
3 Kicker
4 Separator
5 Gate Lever Spring
6 Gat&Ptvot Pin
7 Mainplate Assembly
8 C" washer
9 Rail
10 Gale Assembly
12 Cradle Assembly
the screw.
7. Insert the test coins and note that some are returned.
B. Loosen the kicker screw and move the kicker a slight amount to the right. Lightly retighten
the screw.
9. Insert the test coins again and, if some are still returned, repeat Step 8 until all the coins
are accepted.
10. Be sure that both screws are tight after the adjustments have been made.
Magnet gate
1. Set the acceptor with the front of the unit facing you in the test position.
2. Turn the magnet gate adjusting screw (16) out or counterclockwise until none of the coins
will fit through.
3. With a coin resting in the acceptor entrance, turn the adjuster in or clockwise until the
coin barely passes through the magnet gate.
4. Test this adjustment using several other coins (both old and new) and, if any fail to pass
through the magnet gate, repeat Step 3 until all the coins are accepted.
5. Fix the magnet gate adjusting screw in this position with a drop of glue.
Additional Cleaning
1) Remove the transfer cradle (12) and the undersize lever (14).
2) Use a pipe cleaner or similar effective cleaning tool to clean the bushings and pivot pins.
3) Replace the transfer cradle and the undersize lever.
4) To be certain the coin mechanism is completely free ol any residue, place the mechanism In
boiling water for several minutes. Carefully remove it and let it air dry completely before
reinstalling in the door.
FOOTBALL 4-5
C. TV MONITOR When making adjustments, follow these general
ADJUSTMENTS guidelines:
monitor adjustments
CONT (Contrast)— Adjust so that the images are as
bright as possible against the dark background
-NOTE-
without being blurred.
The TV monitor adjustments are accessible
through the access door panel of the game HORIZ HOLD (Horizontal Hold) or HORIZ OSC
cabinet. These adjustments have (Horizontal Oscillator)— Adjust if the picture is slight-
to be done
while the game ly off-center horizontally, if images appear
the
is energized. Therefore, only
persons familiar with safety measures and warped, or if the picture is broken up into a series of
repair procedures on electrical equipment diagonal lines. Adjust for a stable, centered picture.
should perform them.
VERT HOLD (Vertical Hold) -This needs adjust-
bnMJp
a FUSES- REMOVE^ BRIGHTNESS
COVER TO REPLACE
(both a A quick blow)
TEC MOTOROLA
MODEL TM- 600/623 MODEL M5000/M7000
4-6 FOOTBALL
cessible
the
through the access door. Replace fuses only with
same type as follows:
F. TV flOIKITOR REMOVAL
(See Figure
Wells-Gardner 19V 1001 /22V 1001 Monitors.- If the TV monitor proves to be at fault, remove the
SAG 1.5-amp Slo-Blo monitor as shown in Figure 4-11.
3AG 0.75-amp Slo-Blo
TEC TM-600/623 Monitors-.
SAG 2-amp and 0.5-amp quick-blow, 250 volts
Motorola M5000/M7000 Monitors:
SAG 0.8-amp quick blow, 250 volts G. TRACK BALL ASSEMBLY
Power Supp/y:
Fuses Fl and F2— SAG 3-amp slow-blow, 250 volts
REMOVAL
Fuses F3 and F4— SAG 2.5-amp slow-blow, 125 volts
(See Figure 4-12)
Fuse F5— SAG 8-amp fast-blow, 125 volts Refer to paragraph E before replacing the track ball
FOOTBALL 4-7
TV MONITOR REMOVAL
Remove control panel located to the
riglit of the coin mechanism as
illustrated in Figure 4-10.
Remove glass playfield shield.
Remove cardljoard bezel.
Open access door.
Unplug control panel Molex connec-
tors for both player control panels.
Unfasten and remove the two TV
monitor canriage bolts.
Unplug TV monitor chassis con-
nector.
TRACKBALL ASSEMBLY
REMOVAL
Remove control panel as Illustrated
in Figure 4-10.
Unfasten and remove three (3)
trackball 82° flathead countersink
screws from assembly.
Remove the trackball assembly.
NOTE -
Normally it is not necessary to remove the
entire trackball assembly in order to
remove a troublesome component.
Therefore the remaining steps instruct on
procedure for removing the more
troublesome assemblies.
BALL REMOVAL
Unfasten and remove four (4)
countersink machine screws
from trackball assembly top
plate.
Remove and/or replace the ball.
4-8 FOOTBALL
Figure 4-13 Play Select Board Assembly Removal
NORMALLY CLOSED
CONTACTS
(N.C.)
LIGHT-EMITTING DIODE
(L.E.D.) CONTACTS
NORMALLY OPEN
(N.O.) CONTACTS
FOOTBALL 4-9
J. LED PLAT (LICOK) Connect multimeter leads to appropriate LED switch
SELECT/ PASS SWITCH contacts. (See Figure 4-14 for designation of switch
contacts and meter lead placement.)
REMOVAL Check contacts (push and release the switch button)
(See Figure 4-14) for closed and open continuity.
MAIN
CABINET
ASSEMBLY
BASE
4-10 FOOTBALL
ILLUSTRATED
PARTS
CATALOG
The purpose of this chapter is to provide you with the
necessary information for ordering replacement parts for
the Football game.
FOOTBALL
X-0 fREF
5-2 FOOTBALL
FOOTBALL 5-3
A,
ATARI
Figure 5-1 Football Final Assembly
Parts List
5-4 FOOTBALL
H r- m >
CO
>0O Oc TJ-0
3 I
Z g§35
m o > 30
>z wh
HqW
"• "n 3r
<
I O— (/)
WN, LICON
EDISC COPYR
3)?: Z '"
?omg
_m m OT
>s
2>
f"
c-< O
g
5 o
o =0
FOOTBALL 5-5
A
ATARI'
Figure 5-2 TV Monitor Assembly
Parts List
5-6 FOOTBALL
rn n
« •
C e « « e < a 9
• » FS
o TIT U
F4-
o
^ e£QD
FOOTBALL 5-7
A
ATARI'
Figure 5-3 Type B Power Supply
Parts List
5-8 FOOTBALL
19) 6 PLCS
2 PLCS
9) 2 PLCS
2 PLCS 5)2 PLCS
2 PLCS
2 PLCS
4 PLCS (21
FOOTBALL 5-9
A
ATARI
Figure 5-4 Coin Door Assembly
Parts List
A007637-01 1 Front Bezel Assy.— Used only on -01 Coin Door Assy.
A007637-02 Ref. Front Bezel Assy.— Used only on -02 Coin Door Assy.
A007637-03 Ref. Front Bezel Assy.— Used only on -03 Coin Door Assy.
A007637-04 Ref. Front Bezel Assy.— Used only on -04 Coin Door Assy.
A007637-05 Ref. Front Bezel Assy.— Used only on -05 Coin Door Assy.
A007637-06 Ref. Front Bezel Assy.— Used only on -06 Coin Door Assy.
A007637-07 Ref. Front Bezel Assv.— Used only on -07 Coin Door Assy
See Figure 5-5
2 75-9165 4 Nut, 6-32
3 A030362-01 1 Coin Loci<-Out Assembly, See Figure 5-6
4 A007640-01 2 Coin Switch Assembly, See Figure 5-7
5 A002465-01 1 Coin Counter Assembly
6 004320-01 1 Coin Door Weldment
7 004341-01 2 Secondary Coin Chute
8 004344-01 1 Key Loop
9 004340-01 2 Spring Return
10 004337-01 2 Bracket, Wire Form
11 004338-01 1 Lock-Out, Wire Form, R.H.
12 004336-01 1 Lock-Out, Wire Form, L.H.
13 004326-01 2 Button, Scavenger
14 75-046 4 Lock Washer, #6
15 006904-01 2 Spacer
16 007359-01 1 Lamp Socket
17 70-11-47 1 Lamp
18 73-3008 2 Retaining "C" Ring, Truarc #5103-25
19 75-9914001 6 Self-Threading Nut, Tinnerman #SR188006
20 75-026S 4 Washer, #6
21 75-00516 13 Kepnut, Style 842, StI., 6-32
22 008629-01 2 Spring
23 71-2118 1 Lock Assembly, Hudson Lock
24 71-1225CU 2 Coin Mechanism for American Quarter Only
71-125FB Ref. Coin Mechanism for Belgian 5 Francs Only
71-1205FF Ref. Coin Mechanism for German Mark Only
71-1201 MG Ref. Coin Mechanism for Swedish Krona Only
71-1201 KS Ref. Coin Mechanism for Japanese 100 Yen Only
71-1210PE Ref. Coin Mechanism for English 10 Pence Only
71-1220CA Ref. Coin Mechanism for Australian 20-Cent Piece Only
25 007753-01 1 Plate, Anti-Probe
26 A007638-01 1 Switch Assembly, Slam
27 A006921-01 1 Harness Assembly
5-10 FOOTBALL
A
ATARI'
Item Part Number Description
Qty.
1 004328-01 1 Bezel
2 See below 2 Ring
3 004331-01 2 Coin Shield
4 004332-01 2 Primary Coin Chute
5 004327-01 2 Bearing, Scavenger Button
6 004329-01 2 Clamp, Price Plate
7 See Below 1 Price Plate
8 73-3009 2 Retaining "C" Ring, Truarc #5103-37
9 72-16048 4 Mach. Scr., 6-32 x Vi Lg. Pan Hd., Phil
10 75-046 2 Washer, #6, Split-Lock
11 75-9914001 6 Self-Threading Nut, Tinnerman #SR188006
FOOTBALL 5-11
iSJ
ih
Parts List
5-12 FOOTBALL
Figure 5-8 Control Panel Assembly
A033582-01 D
FOOTBALL 5-13
A.
ATARI
Figure 5-8 Control Panel Assembly
Parts List
5-14 FOOTBALL
Figure 5-9 Track Ball Assembly
033360-01 D
FOOTBALL 5-15
A
ATARr
Figure 5-9 Track Ball Assembly
Parts List
S-16 FOOTBALL
o
0=
Parts List
FOOTBALL 5-17
o
Qh-^
Parts List
Parts List
5-18 FOOTBALL
CONTACTS
PLUNGER
rf u.
::d
i/^ *To lock switch in "on"
position, pull out plunger
c
c -CONTACTS
01 c i^ PIN LAYOUT
V II 1
RED LENS'
PUSHBUTTON ^^I"
1
[_.
I
— ,
FOOTBALL 5-19
^^
Z PUS.
cKa
z^
Parts List
5-20 FOOTBALL
TRACES SHOWN ARE
ON OPPOSITE SIDE
MM (a (Bi (a o
in & -w—
CK2
-B
CR5
^
—w— -m
SCHEMATIC
Parts List
FOOTBALL 5-21
28 PL (2
14 PL.
% PL
Parts List
5-22 FOOTBALL
PROGRAM MEMORY CHART |
DO 033726
D1 033020 033727
EO 033726
El 033021 033725
FO 033724
Fl 033022 033723
HO 033722
H1 033D23 033721
JD 033720
Jl 033024 033719
KO 033718
K1 033025 033717
M1 033026
^4l 033027
PI 033028
PERMANENT-MARK
"01" OR "-02"
AFTER A030977
(-01 for PROM, -02
for ROM).
FOOTBALL 5-23
JR
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Figure 5-18 Football
Parts List
-01 Version
PCB Assembly
5-24 FOC)TBALL
A.
ATARI
Figure 5-19 Football
Parts List
-01 Version
PCB Assembly
FOOTBALL 5-25
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PLUG + MALE
TERMINALS
COIN SWITCH SWITCH
COUNTER #1 #2
(RIGHT) (LEFT)
COIN #2 COIN #1
(LEFT) (RIGHT)
FRONT VIEW
OF COIN DOOR
FOOTBALL A15
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P1_AVER E.
A16 FOOTBALL
1 ISV
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SCHEMATIC SEE OOT1^7-OI
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FOOTBALL A17
CONTROLS
DISPLAY
MAIN PCB PCB
ONOFF
DISPLAY
PCB
SPEAKER
MONITOR
CONTROLS
INTERLOCK
SWITCH
SPEAKER
VOLUME
CONTROL
AND SELF-TEST
SWITCH
A033323-02 (Rei)
HARNESS AND
SWITCH
POWER ASSEMBLY
SUPPLY
FUSE 2.5 AMP
SLOBLO
INTERLOCK
SWITCH
COIN
DOOR
A18 FOOTBALL