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Atari TETRIS Installation Instructions Manual page 12

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Chapter
2
I
1
£».C#
The
Tetris™
kit
performs
a series of
self-tests
that
provide
visual
and
audible
indications
of the condition of the
game.
Self-test:
information
is
displayed
on
the screen
and
through
the
sound
system,.
No
additional
equipment
is
re-
quired.
To
start
the
self-
test,
turn
on
the
self-test
switch located
at
50J
on
the
Tetris
Game
PCB, (The
power
to the
game
can
be
turned
on
before or
afterwards.)
To end
the
self-test
and
return
to
the
Attract
mode,
turn
off
the
self-test
switch.,.
RAM,
Test
The
first
test
performed
is
the
RAM
test.
It
tests
the pro-
cessor
RAM
and.
color
RAM. The
test
takes
about
three
seconds.
If
there
is
no problem
with
the
RAM,
self-test
automatical-
ly
continues with
the
ROM
test
(see the
next
section,
called
ROM
Jest).
An
error
in
the
processor
RAM
(located
at
40B)
is
indicat-
ed
in
one
of
two
ways:
1
.
The
message 0
OR.
1
BAD
and some numbers
are
dis-
played near
the top of the screen,
and you
should
hear
a
series
of
rapidly repeating short tones.
The
self-
test
is
halted
and
restarted
from
the beginning.
The
numbers
should help
you
locate the
fault:
the
first
number
is
the address of the
RAM
location
that
had
the
error,
the
second
number
is
the
bit
pattern of the
error,.
You
must
correct
this fault in
order
for
the
self-
test
to
continue.
2,
The message
RAM
AT
40B
BAD
is
displayed,
and you
should hear
a
long
tone.
The
message
RAM
AT
30F
BAD
and two
long
tones
indi-
cate
an
error
in
the color
HAM
(located
at
30F
on
the
Tetris
Game
PCB).
At
this
point,
you
can
go
back and perform
the
entire
RAM
test
again
by pushing
the player
l
joystick,
to
the
left.
To go
on. to
the
ROM
test,,
press the player
1
start
button,
ROM
Test
If
there are
no
errors
in
ROM.
the
self-test
automatically
continues
on
with the switch
test
If
the
ROM
test
fails,
the
message
ROM
AT
45F
BAD
xx
is
display
ed (where
xx
is
the
checksum
of the
ROM). To
move
on
to the
next
test,
press the player
1
start button..
Switch
Test
The
switch
test
checks
the condition of the player con-
trols
and
other inputs
to
the
game
board.
The
inputs
checked
are:
SBLFIEST
VBLANK
SPARE!
SPA.RE2
FREEZE STEP
FREEZE
LEFT
COIN
RIGHT COIN
PLATER
2
LEFT
PLAYER
2
RIGHT
PLAYER
2
DOWN
PLAYER
2
ROTATE-START
PLAYER
1
LEFT
PLAYER
1
RIGHT
PLAYER
1
DOWN
PLAYER
1
ROTATE-START
Operate
the
joystick
and
button(s)
for
the
right
player
first,
and
then
the
left:
player.
Check
that
the
appropriate
messages
are
highlighted.
Be
sure
to turn off
FREEZE
and
FREEZE STEP
(DIP
switches 3
and
4
at
location 5014}
or
your
game
will
not
perform
correctly.
SPARE!
and
SPARE2
correspond,
to
DIP
switches
1
and
2,
respectively,
but
are
not
used,
by
this
game.
Also
check
for
the
proper
operation of
the
LEFT
COIN
and
RIGHT COIN
switches.
The SELFTEST and
VBIANK
messages
will
always be
highlighted.
To go on
to
the
next
test,
press the player
1
start
button.
3
IJ.C.3
30
vet'll
This screen provides current
game
statistics
and
the
game
time histogram.
To
record
all
the information displayed
in
this
screen,
make
photocopies of
the
statistics
sheet
print-
ed
on.
the
previous
page
of
this
manual.
The
statistics are
shown
in
the
upper
left
area,
of
the
screen:
*
L
COIN
shows
the
number
of coins deposited
in
the
left
coin
mechanism,
*
R COIN
shows
the
number
of
coins
deposited
in
the
right
coin
mechanism,
*
2
PLYR shows
the
number
of
games
that,
were
started
as
a.
2-player
game.
*
EASY
shows
the
number
of players
who
started the
game
at
the
easy
level.
*
MED
shows
the
number
of players
who
started the
game
at
the
medium
level.
*
HARD
shows
the
number
of players
who
started
the
game
at
the
hard,
level
*
ADD-ON
shows
the
number
of
players
that
continued
their
game
(add-a-coin).
*
OP MIN
shows
the
minutes of
idle
time.
*
IP
MIN
shows
the
minutes played
as a
1
-player
game.

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