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Braze Technologies |
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Innovative solutions for the "classic" arcade collector |
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| Space Invaders Multigame Kit |
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"Space Invaders Multigame" is an easy to install
kit that extends your Midway Space Invaders or
Midway Space Invaders Deluxe boardset to
play 8 games.
Plus many extras features such as
Free Play,
High Score Save,
powerup Diagnostics,
on-screen configuration Settings,
and a
Space Invaders Multigame Kit Kit installs in minutes! No soldering or special skills needed. No special wiring or switches are needed! Switch between games by simply pressing both the player-1 and player-2 start buttons at the same time. A game selection menu will appear. Includes on-screen game configuration settings and high score save for all games.
To order, call 1-800-514-9506
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| Space Invaders Multigame -- Powerup Selftest |
When the game first powers up, it performs a series of selftest diagnostics to insure the game is operating properly. This kit can also be a useful tool for debugging broken boardsets.
The first thing the kit does is in an internal checksum of the code eprom which is contained on the kit. If the checksum fails, the kit cannot continue. It will attempt to display a rom checksum failure message on the screen and after a few seconds, the game will reset because of the watchdog reset circuit will repeat the powerup selftest. A eprom checkum failure usually indicates a problem with the kit itself.
After the eprom checksum test passes, the kit performs an extensive Dynamic RAM test. The test writes various patterns (accounting for aliasing), with various hold times to increase the DRAM coverage. If the ram test fails, the diagnostic then performs additional testing to narrow down and isolate the suspected failed ram chips. During the memory test, you may see patterns on the screen that look similar to those below
If the memory test passes (normal case), the selftest will continue on to other hardware tests.
If the memory test fails, the software will pulse out a series of sounds indicating the FIRST bad RAM chip location. This is very similar to how Atari selftests function. That is, the number of "beeps" indicate the first suspected chip. That chip then needs to be replaced, and then the test rerun to identify any other faulty chips. Again, this test only indicates one chip failure at a time. It should be noted that these types of memory tests are not a 100% guarantee that the identified chip is indeed wrong. In some cases the problem can also be broken traces on the boardset, or problems with other chips (eg. drivers, buffers, etc...). So use it as a guide.
When the memory test failes, a few seconds later after the chip code has been pulsed out, the game will reset because of the watchdog reset circuit and the powerup selftest will repeat. The table below is used to map the number of "beeps" (missile shot sounds) to the suspected bad memory chip.
| Beeps | Chip Location |
Beeps | Chip Location |
| 1 | G8 | 9 | H8 |
| 2 | G9 | 10 | H9 |
| 3 | G10 | 11 | H10 |
| 4 | G11 | 12 | H11 |
| 5 | G12 | 13 | H12 |
| 6 | G13 | 14 | H13 |
| 7 | G14 | 15 | H14 |
| 8 | G15 | 16 | H15 |