Space Zap pinouts Midway, 1981 There are seven boards in the Space Zap boardset: Qty Position on Motherboard 1 *Game Bd A084-90708-A902 J5 1 Pattern Bd A082-91348-0000 J4 1 CPU Bd (C.P.U.) A082-91354-E000 J3 2 RAM Card A082-91356-C000 J2 & J1 1 Comm. Mother Bd A082-90006-B/C000 1 *Audio Amp Board A084-90903-A000 With the exception of those boards marked with an asterisk (*), the rest of the boards are used by at least two other Midway games -- Gorf and Space Zap. All three of these games -- Space Zap, Wizard of Wor, and Gorf -- also share the same power supply (A082-90411-A000). Unfortunately, each of these games uses completely different pinouts on the main Game board. Also, Wizard of Wor uses a different amp board (the Audio Amp #2 vs. the regular Audio Amp board) because it uses three speakers. Gorf and Space Zap can only use 2 speakers. The power supply outputs from the motherboard are the same for all these games, which means if you have the power supply and the motherboard, you have all the power requirements for any one of these games taken care of. Unlike Gorf and Wizard of Wor, Space Zap does not require a Memory Board (Wizard of Wor) or a 44k RAM/ROM Board (Gorf). Space Zap also does not require the RGB Interface Board. Space Zap is a black & white game. The "Position on Motherboard" column refers to the fact that these boards plug into a common motherboard much like ISA/EISA/VESA/PCI cards plug into PC card expansion slots. Legend: PS = Power Supply IB = RGB Interface Board AA = Audio Amp Board GB = Game Board Motherboard (9-pos, 0.156") (outputs & inputs from power supply) Pin | Definition ------------------ 1 | +5V 2 | +5V 3 | +12V 4 | !Reset 5 | -5V 6 | Key 7 | Gnd 8 | Gnd 9 | -Sense (Gnd) P1 Game Board (13-pos, 0.100") Pin | Definition ------------------ 1 | P2 Down 2 | P2 Up 3 | P2 Right 4 | P2 Left 5 | P2 Fire 6 | Key 7 | Gnd (P2 common return) 8 | P1 Up 9 | P1 Down 10 | P1 Left 11 | P1 Right 12 | P1 Fire 13 | Gnd (P1 common return) P2 Game Board (16-pos, 0.100") Pin | Definition ------------------ 1 | Coin #1 2 | Coin #2 3 | Test [to AA-1] 4 | Door Slam 5 | 1P Select 6 | 2P Select 7 | Gnd (common return for pins 1,2,4,5,6) 8 | Audio [to AA-6] 9 | Audio Common [from AA-2] 10 | Coin Meter #1 11 | Gnd [to PS] 12 | Coin Meter #2 13 | Gnd [to PS] 14 | Key 15 | Video Signal [to monitor] 16 | Video Signal Gnd [from monitor] Audio Amp Board (11-pos, 0.100"?) (to & from Game Board) Pin | Definition ------------------ 1 | Test (Test/Play SW1 located on Audio Amp Board) [to GB/J2-3] 2 | Audio Common (common return from speakers) 3 | Key 4 | Audio In #2 5 | V Audio (~13V) [from PS-1] 6 | Audio In #1 [from GB/J2-8] 7 | V Audio Return [to PS-11] 8 | Speaker #1 [to Speaker] 9 | Speaker #1 [from Speaker] 10 | Speaker #2 11 | Speaker #2 Notes: 1) For mono output, only 1 speaker output used 2) For dual-mono output, both speakers used and jumper JU1 3) For stereo output, both speakers used and no jumper on JU1 Here is most of the information for the power supply pinouts on the game side of the power supply (A082-90411-0000). A question mark indicates information I was not absolutely sure about. This power supply uses almost exactly the same outputs and inputs as the one in Super Pac-Man (A082- 90421-0000). Power Supply (19-pos?) 1 +V Audio (~13V @ 1.5A) 2 -5V @ 0.45A 3 +V Independent [~10V @ 3.5A, to coin door and control lights?] 4 !Reset 5 V.Batt? 6 Key 7 +12V @ 1.45A 8 +12V @ 1.45A 9 -Sense 10 AC Sync? 11 -V Independent [Gnd, control lights return?] 12 -V Audio [Gnd for Audio circuit] 13 Gnd 14 Gnd 15 Gnd 16 Gnd 17 Coin Counter Drivers (~8V, unreg +5V) [from coin meter] 18 +5V @ 3A 19 +5V @ 2A regulated for logic Strapping Chart =============== |-------------------------------------------------| | |JU1|JU2|JU3|JU4|JU5|JU6|JU7|JU8|JU9| |-------------------------------------------------| | Single +5V | | | | | | | | | | | 2716 EPROM | X | | | X | | X | | X | | |-------------+---+---+---+---+---+---+---+---+---| | 2316E ROM | | X | | X | | X | | X | | |-------------+---+---+---+---+---+---+---+---+---| | 2332 ROM | | X | | | X | | X | X | | |-------------+---+---+---+---+---+---+---+---+---| | 2364 ROM | | | X | | X | | X | | X | |-------------------------------------------------| |--------------------------------------| | | JU10 | JU11| |--------------------------------------| | Upright Cabinet | X | | |-------------------------+------+-----| | Cocktail | | X | |--------------------------------------| |--------------------------------------| | | JU12 | JU13| |--------------------------------------| | U8,U9,U10 are 74LS08 | X | | |-------------------------+------+-----| | U8,U9,U10 are 74LS32 | | X | |--------------------------------------| The strapping chart above, I think, serves one of two purposes (or some combination of these): 1) lets you identify certain properties of the Game Board, or 2) allows you to change the properties of the Game Board. For example, on some games to set it to cocktail mode you set a switch on a board; on some games you connect the player 2 controls and the game is automatically set up for cocktail mode; and on some games you simply ground a certain pin to put the game into cocktail mode. Perhaps on some games you even have to buy a separate set of boards for cocktail versus upright use. RAM-ROM Test ============ Placing the Test Switch (located on the Audio Amplifier assembly in the coin box area) to "ON" performs the following functions: (1) Removes all accumulated credits (2) Tests the screen RAM (3) Tests the static RAM (4) Tests the game ROMs/EPROMs (5) Repeats all tests indefinitely Placing the Test Switch in the "OFF" position returns the game to normal operation after completion of the ROM test. If you were to turn the test switch off during the screen RAM test, it would take approximately 15 seconds before the game woule re-appear. The game does a modified for of RAM test upon power-up or whenever the door slam switch is activated. If an error is found, the program continues the test until the error is cleared. Therefore, it is possible that the game will never start and/or there may be no indication of anything on the screen if there is a RAM error. Error Indications ----------------- If all RAMs and ROMs are good, the only indication will be an occasional flash on the screen (approximately every 16 seconds). This indicates that it has passed all tests and is starting the test sequence over again. If an error is found in the screen RAM, you will see the flash on the screen followed by flashing random horizontal bars. It will then cycle through the test again until the error is cleared. If an error is found in the static RAM, there will be short bursts of flashing horizontal bars displayed on the screen. It will then cycle through the screen RAM test and the static RAM test again until the error is cleared. The cycle time is approximately 3 seconds. A bad ROM or EPROM is indicated by a number "1" through "8" displayed on the screen. If more than one ROM or EPROM is bad, both numbers will appear on the screen. Number Displayed Bad ROM/EPROM in Socket ---------------- ----------------------- (If you have eight 2k ROMs/EPROMs) 1 X1 2 X2 3 X3 4 X4 5 X5 6 X6 7 X7 8 X8 (If you have four 4k ROMs/EPROMs) 1 X1 2 X1 3 X3 4 X3 5 X5 6 X5 7 X7 8 X7 Feel free to correct any misinformation you find in this pinout. If you let me know (holcomb@halcyon.com), I will correct the copy of this pinout located on wiretap.spies.com. --Dave Holcomb