======================== The Sega/Gremlin X-Y FAQ version 1.0 ======================== 1. Introduction 2. The X-Y Convert-a-Game system a. The System 1. CPU boards 2. X-Y timing and control boards 3. Sound boards 4. EPROM boards b. Monitor: Electrohome G08 X-Y 3. Games a. Space Fury b. Star Trek c. Eliminator d. Tac/Scan e. Zektor 4. Repair tips 5. Conversions a. Game-to-Game b. Related documents 6. Contributors *************** 1. Introduction *************** This document discusses the Sega/Gremlin X-Y Convert-a-Games system. These games were color X-Y games released in the early 1980's. The Convert-a-Game system was designed so an operator could convert from one game to another by simply changing artwork, control panels, game cages (and possibly the orientation of the monitor) without having to rewire the cabinet. All of this could be done from the front of the cabinet. The following were included in the series of Sega color XY Convert-a-Games (listed in order of release): - Eliminator - Space Fury - Zektor - Tac/Scan - Star Trek ******************************************* 2. The Sega color X-Y Convert-a-Game System ******************************************* ========== The System ========== This is just a brief overview. The system is explained in much more detail in the Star Trek manual. Each Sega color X-Y Convert-a-Game system consisted of what is known as the G-80 system. It contains the following elements: * CPU board * Sound board(s) * X-Y timing and control boards * 48K EPROM board These boards are about the size of a piece of paper (approximately 8 1/2"x11") with one narrow end having a 41/82 edge pins. All these boards fit into a card cage, with the individual boards plugging into a interconnect board at the bottom of the cage. The interconnect board allows the boards to be plugged into the slots in any order or position. This board is supplied with voltage from the power supply, and is how all boards are powered. It also acts as a bus to get information between cards. ---------- CPU boards ---------- The CPU board itself is generic between the X-Y games. However, each game had a special chip (protection chip/slapstick) at U21 and an EPROM at U25 that was specific for that game (the only exception here may be Space Fury and Eliminator). Some games have the same special chip as other games. These are a list of which special chips go with which games: Special chip (U21) EPROM (U25) Game --------------------------------------------------------------------- 315-0076 1390 Eliminator 4-player 1711 TacScan 315-0064 969 Space Fury 1873 StarTrek ???-???? ??? Zektor 315-0063 959 ??? 315-0070 969 Eliminator ??? 005 (non X-Y) ??? Space Odyssey (version 1 & 2) (non X-Y) 315-0062 ??? Astro Blaster (non X-Y) 315-0082 ??? Monster Bash (non X-Y) 1778 ??? If anyone sees any discrepencies, or can fill in some of the above data, please send e-mail to: jenison@cig.mot.com ----------------------------- X-Y timing and control boards ----------------------------- These boards, often refered to as the X-Y pair, are the boards that control the monitor. They are generic between all X-Y games. These boards are hooked together via ribbon cable. ------------ Sound boards ------------ There is some compatabiliy of sound boards between games. There may or may not be necessary EPROM swaps on some of these boards. Sound board Games used with --------------------------------------- Speech board Space Fury Star Trek Zektor Battlestar Space Fury Meatball Eliminator Eliminator 4-player Universal TacScan Star Trek ??? Zektor ------------ EPROM boards ------------ The EPROM boards are generic between games; any set of Sega/Gremlin X-Y EPROMs can be put into any G-80 EPROM board. ============================ Monitor: Electrohome G08 X-Y ============================ The Sega XY Convert-a-Games came with the infamous Electrohome G08 X-Y monitor. This monitor is infamous for its unreliability, and are probably the main reason why these games were junked by operators so quickly. It is commonly joked about on the net that if you operate one of these monitors, you should also be the owner of a fire extinguisher (and keep it handy). ******** 3. Games ******** The following list of games are known Sega Gremlin X-Y games. There is some speculation that there were games, possibly X-Y, that were produced but not released. For example, Space Fury has a sound board named "Battle Star"; it is possible that a "Battle Star" game was made, but never released. Most games came in the common Sega Convert-a-cabinet, which was used as the cabinet for many of Sega's games (Congo Bongo, Zaxxon, etc). Any game where "dedicated" cabinet is mentioned means that it also came in a cabinet other than the Convert-a-cabinet. ========== Space Fury ========== Space Fury came in both upright and dedicated cocktail. Space Fury is somewhat similar in game play to Asteroids or Space Duel. Enemies objects fly onto the screen, "assembling" themselves into floating objects. The characteristic of the objects depend on how many of the pieces are allowed to assemble. Between waves, you are allowed to add an "attachment" on your ship, giving you additional fire power, possibly in additional directions. 1 - Speech board (EPROM 970-972, 808) 2 - CPU board (EPROM 969, special chip 315-0064) 3 - X-Y timing board 4 - X-Y control board 5 - Sound board "Battlestar" 6 - EPROM board (EPROM numbers 960-968) Controls consisted of 6 buttons: left, right, thrust, fire, 1P, 2P. ========= Star Trek ========= Star Trek came in an upright Convert-a-cabinet, dedicated sit-down version, dedicated upright, and was also available as a Sega XY Convert-a-Game kit, as well as a kit for Asteroids cabinets. There is a switch setting for two sets of controls, so it may be possible to play out of a cocktail, but I've never seen one. The screen consists of 3 sections: 1) a display for score, available shields, photons, and warp time, 2) a radar view of your ship, surrounding enemies and starbases, and 3) a cockpit view from your ship; sort of like Battlezone in outer space. The object of the game is to defeat the enemies in the sector. There are Star Bases which you can dock with to get more shields, photons, and warp time. There are bonus rounds which you must survive where NOMAD places mines, and you must successfully navigate through the mine field them and attempt to destroy NOMAD. Of all games manuals, Star Trek's manual is probably the most helpful when it comes to explaining the Sega X-Y G-80 system. It also has a good deal of monitor information, and explains the theory of the G-80 system in detail. Of all the Sega X-Y manuals, try to get a copy of this one. 1 - CPU board (EPROM 1873, chip 315-0064) 2 - X-Y timing board 3 - X-Y control board 4 - Sound board "Universal" 5 - Speech board (EPROM 1871-1872, 1607) 6 - EPROM board (EPROM numbers 1848-1870) Controls consisted of an encoder wheel, thrust, fire, photon, warp, 1P, and 2P (unless it was a sitdown). ========== Eliminator ========== There are two different forms of Eliminator, but the premise is the same: There is a large spherical rock known as the Eliminator. It floats around the screen and sends out ships to destroy you. You attempt to destroy enemy ships by forcing them into the Eliminator with your energy bolts. The Eliminator can only be destroyed by firing a shot down a narrow tunnel to its core. I believe the Eliminator was coined as "The Death Bagel" by John Grigsby. Eliminator came in an upright and Dangerous Dan told me he had cocktail table (I'm not sure how the scores would be displayed). It's strange that I've never seen a flyer for a the upright version; only the 4-player. The Eliminator 2-player board configuration is described here. It consists of: 1 - CPU board (EPROM 969, chip 315-0070) 2 - X-Y timing board 3 - X-Y control board 4 - Sound board "Meatball" (possibly the prototype name of Eliminator?) 5 - EPROM board (EPROM numbers 1333-1345) Controls consisted of 10 buttons: left1, right1, thrust1, fire1, left2, right2, thrust2, fire2, 1P, 2P ===================== Eliminator (4 player) ===================== The four player version of Eliminator is a tall table top game where you stand at each side of the monitor at a player control panel. It was not really a Convert-a-Game per se, since no other games could be played out of its cabinet and the game couldn't be played out of any other Sega/Gremlin cabinet (without some serious hacking). The four player consists of basically the same set up of the regular 2-player except that it has an external I/O board to handle all the additional coin and control inputs. 1 - CPU board (EPROM 1390, chip 315-0076) 2 - X-Y timing board 3 - X-Y control board 4 - Sound board "Meatball" 5 - EPROM board (EPROM numbers 1347-1360) Controls consisted of 4 control panels, each with: left, right, thrust, fire No player start buttons were needed. There was a coin door for each side of the cabinet under each player's controls. The coin mechs have lockout coils, so as soon as a player put a coin in, the coin door would lock out attempts to coin up that side again, and the player would use that side. A countdown from 10 would begin, and other players could coin in before it reached 0. Once it reached zero, players could not join, and any remaining attempts to coin in would be locked out. The players then try to "eliminate" each other. The last remaining player must then face the Eliminator (and its drones) alone. ======== Tac/Scan ======== Tac/Scan was a kit for the Convert-a-cabinet, and also came in a cocktail according to the flyer. You pilot a fleet of seven ships whom all move and fire in unison. First scenario: Shoot down enemies while you pilot your fleet through waves of decending enemies. The game play for this scenario is unique; your ships are at the bottom of the screen, firing up, but you can rotate the ships to fire left and right, and pilot your fleet past enemies. The formation of your ships also changes. Additional ships appear occassionally which you can catch and add to your fleet. Second scenario: Basically the same thing, except in a 3-D perspective from behind your fleet. Sort of like Blaster or Gyruss. Additional ships are also awarded here. Third scenario: Pilot your fleet down a warp tunnel. Avoid hitting the sides or you will lose ships. 1 - CPU board (EPROM 1711, chip 315-0076) 2 - X-Y timing board 3 - X-Y control board 4 - Sound board "Universal" 5 - EPROM board; (EPROM numbers 1670-1688, 1709-1710) Controls consisted of: encoder wheel, fire, add ship, 1P, 2P. ====== Zektor ====== There is little known about this game. The flyer and the manual are the only things I'm using to base the information on. 1 - CPU board (EPROM ???, chip 315-00??) 2 - X-Y timing board 3 - X-Y control board 4 - Sound board ??? 5 - Speech board (EPROM numbers ???) 6 - EPROM board; (EPROM numbers ????-????) Control consisted of: encoder wheel, 1P, 2P, thrust?, fire?, shield? "Dangerous Dann" Frank contributed this description of Zektor, taken from the manual, flyer, and his personal experience with the game. ------------- Object: To "recapture Eight cosmic cities that have been seized by an evil cadre of alien Robots." Each city is named in an Alphabetical progression (and increasing difficulty) in this order... Ascella Baitos Centaurus Denebala Eridonus Faltar Graffas H... ??? Each city's liberation begins with a different "Robot" image and voice confronting the player... The robot ruling "Faltar" was a male with a deep voice stating "I rule Faltar now, you will have to fight for it". There are also female robots such as the one who declares "I have conquered Eridonus. You will not take it from me" To liberate each city, the player must defeat three 'waves' of enemy FIGHTERS' and ROBOPROBES that are often 'shielded' (in red) and who fire lethal zig-zag shaped 'Zizzers' at the player's ship. Also there are three types of MOBOIDS to destroy, thier features are as follows... Green Moboids... 'Spin' player's ship on contact and 'bounce' enemy ships Blue Moboids... 'Bounce' all ships Red Moboids... Destroy all 'unshielded' ships (including Player's ship) After defeating the three waves of attack, the alien Robot holding the city appears within three concentric rings (a la "Star Castle") through which a 'Slot shot' can be scored 'neutralizing' the Robot and earning the player a Bonus ship and advancing to the next level. Enemies who are shielded must be hit several times to weaken the shields before they are destroyed. Speculation: The screen is surrounded by a 'force field' which I believe acts to keep all combatants in view (preventing "wraparound" as in Star Trek) The Zektor brochure promotes the use of a "new" rotary player control used to steer the ship. It also describes the idea of "converting" any upright SPACE FURY and ELIMINATOR games... which leads to the conclusion that the game appeared before TAC/SCAN and STAR TREK, since they both use the same rotary control. I'm not certain what happens if you don't 'neutralize' the enemy robot before it "escapes"... but I'm sure that you do not score the vital "Bonus ship" though I'm not clear whether you still advance to the next round, though it seems likely. Having never got past "Faltar" I don't know what happens after you conquer the eighth city... presumably you start over with increasing difficulty (as in Space Fury). ----------- ************** 4. Repair Tips ************** So you have a set of what you believe to be a complete Sega/Gremlin X-Y game. You have your working monitor and a good power supply. You power up the game, hoping to see the games attract mode come up on the screen, but instead you get a garble mess of graphics, a still picture, or no picture at all. Welcome to the wonderful world of Sega/Gremlin X-Y games. Well, don't fret. These marvels of technology were designed to be modular so that they could be debugged easily. It helps to have a known *working* set to swap parts around to figure it where the problem lies, but if you aren't so fortunate, here's some debugging advice. First things first; reseat each EPROM on the EPROM board and check all pins are getting a good connection. It doesn't help to try and debug a program that cannot run. If you power up and you get no screen and no sound; good luck. Start with the basics like replacing the 2114 RAMs, reseating chips, and cleaning and reseating connections boards. There are a few test points on some of the boards (not that they'll be easy to reach once inside the card cage). Double check your connections; these games have a bunch of connectors that are not keyed, so it is easy to put one on backwards by mistake (making it especially easy to fry sound boards). On sound boards, the ground (shield) is the bottom pin, and the upper pin is the sound. If you power up and get no screen, but white noise being generated, suspect the CPU board. I've seen this symptom caused by the Z80 CPU going bad, or the EPROM on the CPU board being bad. If your lucky enough to get a garbled screen of graphics, you may be in luck. At least you know your X-Y boards aren't conked out completely. This is where that nice little thing know as "test mode" comes in. Press the red plunger on the CPU board. The first test in self test mode is usually a check on the video boards. The 2114 RAM chips on the X-Y control board do go out frequently, and these are the first things I suspect when working on a bad set of X-Y boards. The self test will tell you the exact position of the bad RAM chip if this is the case. Simply swap in a good one. B.G. Micro, Inc (1-800-276-2206) is a cheap source of 2114 RAM chips. If you press the test switch and get more junk, I'd start suspecting other things may be involved. The led on a good CPU board will flash out information that can be used to debug the problem; check the manual for these codes. Each game has a sound test. This test can be deceiving. The loss of sound(s) does not necessarily mean the sound board is bad. A bad CPU board or screwing up the connectors will also cause a loss of sounds. Sound problems are the least simple to debug. A common problem with these boards is that most sounds will work, but some will be missing. Maybe your set works, but is missing speech. Fortunately, this board has a lot of socketed devices (this board always appears to be missing a lot of devices, but it's not). David Shuman suggests: "...try replacing the socketed TL082 op-amp on the speech board. This swap brought back the speech on one of my Space Fury sets. The other problem chip is the 8035 CPU-- this is another part that, when it dies, knocks out the speech. Both the TL082 and 8035 are available cheap from B.G. Micro.". The self test is not flawless, however. All self tests may pass, but you could STILL have a screwed up game. The only thing I could suggest is the EPROMs, since the self test only tests a certain portion of the EPROMs, not all EPROM data. I have an Eliminator 4-player that originally passed the EPROM test, but the player 2 and 4 ships were still screwed up. The problem turned out to be a corroded socket where an EPROM was not making a good connection. Let me just say this; in general, the entire system set up (monitor, power supply, board sets) is flakey. The monitor has been redesigned several times, the power supply has surface wire hacks and cut traces, and the board sets aren't very reliable. If you get a working set up and running, hold onto it like gold, but prepare parts in advance for its inevitable demise. Good luck! ************** 5. Conversions ************** ============ Game-to-Game ============ So you have a Sega/Gremlin X-Y game, and have been looking to add to your collection of Sega/Gremlin X-Y games. However, these games in general are hard to come by, and if you *do* find another, it is likely it won't be working. Well, if you can gather just a FEW pieces, you may be able to convert your game "X" to game "Y". In order to convert game "X" to game "Y", the *minimum* you would need would be: 1) Game "X"; a working game "X" would be best, but it's possible that the parts you swap in for "Y" will get you a working set. 2) The audio board for the game. Space Fury, Star Trek and Zektor would need the additional speech board as well. 3) A copy of game "Y"'s EPROMs. This includes the CPU EPROM U25 for game "Y", and maybe speech board EPROMS as well. 4) The special protection chip at location U21 for game "Y". This will be the hardest to come by. If you are lucky, your game "X" will already have this. 5) Controls. Star Trek control panel could run Tac/Scan, Eliminator (2 player) can run Space Fury, etc. For example: To add Space Fury to your Star Trek (assuming it's in a Sega Convert-a-cabinet), you'd need the EPROM data, BattleStar sound board, and a spare control panel; a control panel from just about any Convert-a-Game (Zaxxon, Congo Bongo, Eliminator) will do. Swap EPROMs on the EPROM board, speech board and CPU board, swap in the sound board and swap control panels (assuming you've modified it for Space Fury) and your done! Probably a lot of the EPROM swapping could even be avoided if someone figured out how to strap the game for a larger EPROM, and use some banking tricks so that you'd only need to swap sound boards and control panels. Rick Schieve wrote up an article talking about how he added 4-player Eliminator to his Tac/Scan set up: http://ubd3.vdospk.com/nostalgia/text/elim.txt ================= Related Documents ================= 1. Wells Garner to Sega X-Y hack -- David Shuman http://wiretap.spies.com/ftp.items/game_archive/info/segatoatarconv 2. Space Fury pinouts - Mark Jenison http://wiretap.spies.com/ftp.items/game_archive/boardPinouts/SpaceFury.pin *************** 6. Contributors *************** Mark Jenison David Shuman Rick Schieve Kevin Klopp John Grigsby Dangerous Dann Kerry Stillinger [Prev][Next]