Arachnid 1000 Series Owner's manual

%a
Arach
l
L
FAXNO.654-0447
P.O. Box 2901, Rockford, IL 61132-2901
815-654-02
12
Information for the
1000 Series Dart Game
The following pages are being made available to those that need technical information on
our older dart games. We realize that it is not in any way complete, and that some of the
information is hand drawn, but we are furnishing what we have in case it will help someone.
There are no parts available for these older games, nor is anyone at Arachnid familiar with
them. We hope that what we can provide will be of some assistance.

AD-1000 SERIES DART GAME
-
MODEL TYPE CLASSIFICATION
Thisclassification
0
1
0
2
0
3
0
4
0
5
consists of 5 sections AD
-
d
1
AD-
for Arachnid Darts
4 numbers
-
the appearance of the game etc.
1000 = flat top to lower cabinet mat type score inhibit.
1001 = sloping top to lower cabinet 'Player Change'
score inhibit.
1002 = wall mounting vending game
1003 =
1100 =homegame
board
-
numbers embossed on spider
1
letter
-
the
A
B
C
D
E
:
H
type of game available
= 301 Game
= Round the Clock
= Count up from Zero
= 301 Game ending on a Double Score
= 301 Game starting and ending on a Double
= Cutthroat
= Games A, D, and E
-
pre-set with links
= Games A, B, C, D, E, and F
1 number
-
the type of dartboard
1
=
2
=
=
2
=
5
=
diaphragm
&
switches type
diaphragm & switches type with 'free' segments
conductive rubber type 301 game only
conductive rubber type all games
Eu
double bullseye
permanently fixed segments, no switches, etc.
1 letter
-
the electronics package
A= 9 P.C. cards on motherboard
B
= 8 P.C. cards on shorter motherboard
C
= 1 logic card with microcomputer
As an example:
Vending Machines
1
-
25
are type
26
-
50
are type
51
-
200 are ty e
The low cost
homegame
is type AD-110
0g
-H-5.
AD-1000-A-l-A
AD-1001-A-l-A
AD-1001-A-2-B

COPY
NO.
161
.
ISSUE; TO:
ENGLISH MARK DARTS
--
MODELS
1000
and 1001
SECTION 1.
2.
3.
.
4.
6
7.
CAUTION:
CONTENTS
Outline Electrical Specification
Machine Operation
Cabinet and fixtures
Dart board
Electronics Package
Fault diagnoses--preliminary listing
Maintenance
This information must be treated as preliminary
and may be subject to revision by subsequent
documents.
PREPARED BY: MTL INC for:
Paddy, Inc.
2500 North Main Street
Rockford, Illinois 61101
815-962-7155

SECTION
2
MACHINE
OPERATION
, . .
2.1
THE
'Game of Darts: the 301 game rules
.
‘The players start with a score of 301 and each dart's score'
subtracted from it. The players total therefore decreases and
approaches zero as the game progresses. Player takes turn at
throwing
three
darts. As each dart
scores,
its score is subtracted
from that players total and his new total is
displayed
changebutton
is
pressed
'After a player has thrown all his
three
darts the player
,
he takes his
darts
out of
the
board
and the next person takes his turn.
WIN a game,
a
playerhas to make a
score
which reduces
his score to zero exactly. This may happen 'with the first,
second or third dart of his turn. When a player's score equals
exactly ZERO the machine will:
-
(i)
set up a GAME OVER situation
(ii) indicate that payer has WON
(iii)prevent
any inputs from having any effect,
except for coin insertion
(iv)
drive a gong
As a players score approaches ZERO, he
may
hit a number which
is greater than he requires to WIN. As with a WIN, this could
happen on the first, second or third dart. This situation is called
a
BUST.
When a BUST situation occurs then the.machine will:
-
(i)
recall the player's score immediately prior to his present
turn and display it. If a player BUSTS on his first dart, he
.
will not notice any change in his score but busting on darts
2
or 3 he will notice that his score reverts to what it was
before throwing the first dart.
(ii) turn on the "BUST" lamp
(iii)drive a buzzer
(iv)
prevent any further score from being recorded.
After achieving a bust the player then abandons his turn, presses
the plaver change button and recovers his darts from the board. With
this action
the
next player is brought into the game and the BUST
lamp is cleared. (The score for the player who bust is not changed
by pressing the player change button).

The Displays on the
English
Mark Darts machlne.
(
i)
four sets of three decades (hundreds, tens and units)
of LED (light emitting diode) displays--are for each
player.
These show the players score during the course
of the game. Further they indicate how many players are
in a game as the players score is only displayed if
sufficient coins have been inserted.
(ii)
four
'Player Turn' indicator lamps
(
iii)
four
'WIN'
indicator lamps,are associated wfth each
player
(iv)
(v)
one
"BUST' indicator lamp
one
'GAMEOVER' indicator lamp
2.3 Other Outputs.
The Bust buzzer and the Win gong are both inside the
upper cabinets and the Board Illiumination lamp has a socket on
the right hand side of the upper cabinet.
The Board Illumination lamp is
turned
.on after the
first coin is inserted and goes off about 1 second after the game
has been won.
2.4 The Action of the Coin Mechanism
The first coin inserted after either
(
a)
the machine has been switched on, or
b)
the machine is in a WIN (or GAMEOVER) condition, or
cl
the
'player change' button has been pressed,
will
set up the game for 1 player
Subsequent coins will add to the number of players in the game.

SIGNAL DESCRIPTION LISTS
NUMBERING SYSTEM
All signals going into or coming out of the individual
circuit cards have been designated a unique number.
-The simple code has either a P or an L initially and this
signifies whether the ACTIVE portion of that signal is
long term or transitory.
-The second digit is either a 0 or a 1. Again this designates
the ACTIVE part of the pulse or level to be a logic 0 or
a logic 1.
-From then on they are listed numerically.
CARDS AND PIN NUMBERS
Underneath each card type is a bracket number. That is the
pin number associated with that signal. On occasions where
there are 4 similar signals, going to, or coming from,
the 4 PSD cards the signals are subscripted
a,b,c,d.
In
these cases 4
pin
numbers appear in the listing an these
are in the sequence of
a,b,c,d.

SECTION 3 CABINET AND FIXTURES
3.1 Cabinet
The machine.
comprises an upper and lower cabinet. The lower
cabinet houses solely the coin
mechanism
and is accessible only
from the front in the coin door. All the remainder of the game
is contained within the upper cabinet. Access to this is
through the door on the rear.
The wiring diagram, drawing SAD01 6, provides a schematic
representation of the wiring within the cabinet and also gives the
colours of the individual wires in the cableform.
The Component Parts List details all the major items in the
cabinets and from these two data sheets, the essential features
of this machine can be recognized.
All the low voltages used in this machine are derived from the
one transformer mounted in the base of the upper cabinet.
It has
been conservatively rated and is unlikely to fail. However if it is
necessary to check it, an A.C. voltmeter ought to give a 10 volt
reading between red/yellow lead and both of the yellow leads and
a 12 volt reading between the green/yellow lead and both of the
green leads.
3. Buzzer and Gong
The two devices are activated during the course of a game,
the buzzer to tell the player that he has gone beyond zero and the
gong to tell him that he has achieved zero.
The buzzer is driven from a
115V
A.C. signal and may need occasional
adjustment of the screw holding its mounting bracket to the
cabinet (the lower of the two screws) to obtain the loudest buzz.
The gong is driven from a 24V A.C. signal and has no'means of
adjustment.
3.3
Coin Mechanism
The need for regualr cleaning of this item is the same as for
coin mechanisms generally in vending machines. (Notes on this
are to be found in section 7). The optional resistor
Rl
of 100 ohm
shown on the cabinet wiring schedule (Drwing number SAD0126) prevents
the [machine from giving free games when the coin door is hit violently,
causing the microswitch to make a momentorary contact.


.4.4
Diode Matrix
Each segment's switch contacts are connected to a printed
circuit card which is assembled to encircle the outer ring of
switches. (The card is
21/2"
wide by 48" long when laid flat
prior to assembly).
The singles, doubles and triples are connected by red, blue
and white wires respectively. A common line joins all other contacts
of the 81 switches.
This printed circuit card contains an encoding diode matrix
which encodes each score into a plain binary word of 1,2,4,8,16
and 32. Drawing number SAD0121 illustrates this technique.
A cableform connects this matrix to
PL9
of the Motherboard.


SECTION 5 ELECTRONICS PACKAGE
5.1 Component Parts
The electronics package comprises 8 plug in printed circuit
component cards (daughter cards) approximately 8" x 5". Which
fit into a printed circuit motherboard. The motherboard is
approximately 21" x 8" and houses the 4 sets of the 7 segment
displays, the lamps which illuminate the various captions and
edge connector to connect to the cabinet cable.forms.
Of the 8 plug in cards, 4 are identical. Giving 5 different
card types. Each type is described in the sections following
the motherboard description.
Each of the card types has a keying slot in the connector
edge to prevent incorrect insertion of either the wrong card type
or that plug or the right card type but inverted.
5.2 The Motherboard
The Motherboard is a printed circuit card containing all the
interconnecting links of the 8 daughter boards and the links to the
LED displays. It also serves as a fixing point for the reservoir
capacitor for the major
+5
volt logic supply line.
Two edge connectors,
PL9
and
PLlO,
connect it to the cabinet
cableform and 8
$"
screws fix the motherboard to the front of the
upper cabinet.
The description of the operation of the electronics package is
contained in mainly the individual sections for each card type
but
here signals appear on the motherboard, then these signals
are assigned a code and are described fully in the subsequent signal
description lists. This has been made part of the section on the
motherboard for
convienience.

SIGNAL
CODE
PO-01
PO-02
PO-03
PO-04
PO-05
PO-06
PO-07
Pl-08
Pl-09
P
5
c
PO-11
PO-12
PO-13
Pl-14
PO-15
Pl-16
PO-17
Pl-18
PO-19
-T-
i
/’
I.
L
L
(
SOURCE AND
DESTINATIC
Matrix to SP
,I
I:
I,
,I
I
II
II
1;
SPC
to
GPt'
(I) (44
SPC
to TSC
(15)
(2)
SPC to GPM
(17) (53)
_/;:_
._-m
Coin
Mechani
to
Gf'M
(4&j
Player
chang
switch to GPF
(2C
GPM to WBD
(34) (12)
GPM to WBD
(33) (33)
GPM to PSD
(9;ap,Il,(55)
GPM to TSD
(28)
(I)
GPM to WBD
(13) (35)
GPM to PSD
(18,21
(2)
22,23)
WUD
to PSD
'10,9,7,8)
(
-
IN
-
'C
3
1
9
7
I1
13
I
,I
1
=Z
s
le
1
1)
3
SIGNAL DESCRIPTION LIST
CHARACTERISTICS AND FUNCTION
(TTL LEVELS WHERE NOT OTHERWISE
STATED1
Decoded binary 1 of score. Noisy due to severe'
conta
bounce. 50
msec
to be
,I
2
allowed for bounce.
I,
4
(1=+5v
0=+0.7v)
I,
8
!I
II
16
,I
,,
32
,(
15
msec
when ANY score is made. Sets
IC19
on GPM to
control loading 'number of players playing' register
(IC18).
Pulse train, number of ‘pulses equals score. Used to
load 3 decade counter (3 x 74192's) on TSD. Approx
10KHz.
--Only used in AD1000 Models with Temporary Score Dis
as
Pl-08.
Ultimate destination is one of 4
PSD's
controlled by 'Players turn' register
(ICll
on GPM).!
)A
closing contact to 0 volts for a coin inserted into
into mechanism. Significant bounce/noise to be ex-
pected. (Exact amount dependent on mechanism).
A push button contact to 0 volts to sequence 'player
turn' register round by 1
(IC11
on GPM). Bounce
dependent on contact type.
15 msec. Derived from 'coin inserted'. Resets WIN
register, IC13, on WBD.
15 msec. Derived from 'switch on reset' circuit. Se
WIN register.
number not allocated.
15 msec. Derived from both 'coin inserted' or
'switc
on reset'. Clocks 3 decade counters (3 x 74192's) on
PSD for a parallel load. If
Ll-31
is a 1 then 301 is
load into counters (see PO-20 for other condition).
15 msec. Derived from both 'coin inserted' or 'playe
change'. Resets 3 decade counters on TSD to zero.
--Only used in AD1000 Models with Temporary Score Dis
15 msec. Effectively Pl-16. Resets BUST register (I
on WBD and produces reset or transfer pulses onwards
PSD (see PO-19 and PO-20).
Pulse train. Derived from SPC, gated on GPM. Used t
count up the 3 decade counters on the selected PSD.
15 msec.
(PO-17. Derived from PO-12 and 'Reset Bust Register
Transfers new valid score into display regis
(3 x 7475's) on PSD.
t
IaS
I--
;
lY
15
3
er

SIGNAL DESCRIPTION LIST
SIGNAL
CODE
PO-20
PO-21
Pl-22
PO-23
Pl-24
Pl-25
PO-26
SOURCE
DEST
AND
NATION
WBD to PSD
(20,27,
(59)
21,20)
WBD
(I8
to GPM
(50)
WBD to LDPS
(43) (40)
GPM
to LDPS
(19) (39)
GPM
10
LOPS
(61) (41)
to
WBD
37)
LDPS to
RLl
(9)
(M-B)
CHARACTERISTICS AND FUNCTION
.(TTL LEVELS WHERE
NOT
OTHERWISE STATED)
---
15 msec.
Derviced
from PO-17 if Bust situation exist
Clocks 3 decade counters on PSD for parallel load.
I
Loads last score if Ll-31 is at 0.
80 msec. Occurs when BUST detected.
20 msec. Occurs when WIN situation detected. Drives
RL2 on LDPS to activate gong. (Used in current sink
mode, hence little voltage change if monitored.
(logic 0 typ. 0.3v logic 1 typ.
0.7v)).
Not currently used. If' pulse applied to WBD w
i
create a BUST situation.
Inverse of PO-21. Drives relay
RLl
on LDPS to
Buzzer. Used in current sink mode (as
Pl-22)
Pulse of 5 seconds following 'player change'.
11
activa
Drives
RLl
on motherboard to change captions' illumination
from 'Throw Darts' to "Remove Darts'.
Drive signal to
RLl
resulting from Pl-25.
e

,
SIGNAL
DESCRJPTION
LIST
SIGNAL
CODE
LO-01
Ll-02
Ll-03
Ll-04
Ll-05
Ll-06
Ll-07
Ll-08
Ll-09
Ll-10
LO-11
LO-12
Ll-13
Ll-14
LO-15
Ll-16
Ll-17
Ll-18
Ll-19
O-20
Ll-21
LO-22
SOURCE
DEST AND
NATION
GPM
(38,36,35,1)
GPM to PSD
:2,3,4,40) (54
GPM
t::
15";
GPM(14
1;;
(17
WBD
29
:;
19
PSD to WBD
(50)
(16,15
14,13)
WBD to LDPS
(41) (38)
WBD to LDPS
(1)
(43)
WBD to SPC Inverse of Ll-14. Used on SPC to prevent
registerins
?i
GPM further scores after a
win-and
stops 'player change'
(2) (5) (27 from working on GPM.
WBD to SPC
(12) (3
WBD
(11)
GPM
(59)
to LDPS
.!42)
Inverse of LO.-20. Drives BUST lamp via LO-41 on
LDPZ
Used in current sink mode.
to
SPC
(19)
Inhibits scoring on SPC for 5 seconds after 'player
change.' has been pushed.
CHARACTERISTICS AND FUNCTION
(TTL
LEVELS WHERE
NOT
OTHERWISE STATED)
Signals not used
Derived from 'number of players in game' register.
Drives (via PSD and out on Ll-30) associated LED disp
Used
i.n
curre‘nt
sink mode.
Derived from 'players turn' register on GPM. Used to
drive associated caption lamps indicating whose turn
it is to play. Players 1 thru 4 run in sequence as
Ll-03 thru Ll-06. Used in current sink mode.
Derived from 'players turn' register. Used on WBD to
gate out pulses etc to correct PSD.
Not allocated.
Occurs if a score exceeding 0 detected in decade
coun
on PSD. Used to clock WIN and BUST register. If
SC0
is 0 then LO-12 is a level at 0 and win register
clot
If score exceeds 0 then LO-12 is a pulse 1OOmsec long
and BUST register clocked.
Occurs when first coin is inserted and lasts till 1
s
after WIN detected. Drives 'Board Illumination Lamp'
via RL3 on LDPS. Used in
curren.t
sink mode.
Occurs when WIN registered. Cancelled by insertion c
first coin. Drives
GAMEOVER
lamp via LO-40. Used
ir
current sink mode.
Gated output of WIN and which players turn it is.
Uz
via LO-33, LO-35, LO-37, and LO-39 (and LDPS) to
drib
associated WIN caption lamps.
Occurs in a BUST situation. Used on SPC to prevent
registering further scores in a BUST situation.
Rese
by 'player change' being pushed.
e:
E
ec
C

SIGNAL
CODE
LO-23
LO-24
LO-25
LO-26
TSD to 7 seg
displays
LO-27
LO-28
LO-29
PSD
to 7 seg
disp
w
Ll-30 PSD to displa
119
&
51)
Ll-31
GPM to PSD
:39,
6
(61)
7,B)
_DPS
to captio
LO-32
19
LO-33
18
LO-34
17
LO-35
16
LO-36
15
LO-37
14
LO-38
13
LO-39
12
LO-40
11
LO-41
10
SOURCE
AND
DESTINATION
to PSD(4)
and TSD(15
SIGNAL DESCRIPTION LIST
CHARAC.TERISTICS AND
FUNCTIOi
(TTL
LEVEL WHERE
NOT
OTHERWISE
STATED)
not connected. Potential use as Lamp Test facility
for all 7 segment displays.
units drives used to sink current from approp-
tens riate LED displays of Break Score.
.(common
anode displays).
hundreds (F segment omitted)
--Only used on AD-1000 Models with Temporary Displays
units As above. The 4 PSD sources drive the
tens
respective players score.
hundreds
(F
segment omitted).
Derived from appropriate Ll-02. Supplies current (fr
10~
FWR) to common anode of associated players displa
Set to 1 by inserting first coin. At 0 by either
'switch on reset' or 'player change' (PO-11) or 'firs
date' (PO-01). In 1 state allows parallel entry of
301 into 3 decade co-unters on PSD. In 0 state allows
parallel entry of last score as held in display
register.
Player 1
II
win
Player 2
I,
win
Player 3
II
win
Player 4
/I
win
Gameover
BUST
m
8

5.3 The Score-to-Pulse Conversion (SPC) Card
(PLl)
on Motherboard)
The 6 encoded inputs PO-01 through PO-06 (weighted
1,2,4,8,16,32
respectively) from the dartboard and its diode matrix are the prime
inputs to this card. Because of the non uniform nature of the
dartboard signal, each of these six are conditioned into uniform
pulses, around 50 milliseconds long, by monostables
(IC's
3,2,6,1,
4, and 5 resply),
The outputs of these monostables are- clocked into registers
IC7 and
IC9
by means of a clock pulse from
ICll.
This clock pulse
can be inhibited by LO-15 and LO-20 and these are used to prevent
a score registering in the case of a win or a bust.
When a score is made,
IC20,
a 1OKHz oscilletor is gated to start.
Pulses from it fill up a counter, (IC16 and
IC14)
and when the number
in it is the same as the score, then a 6 bit comparator (IC15 and
IC19)
stops the oscilletor.
Pulses are output from this card on pins 15 and 17 as Pl-08
and Pl-09. Only Pl-09 is used and is routed to the GPM card.


MTL#
#053
054
055
056
060
061
062
064
066
001
022
023
024
032
010
027
001
002
003
SP502
NO.OFF
1
2
2
1
2
2
7'
1
2
6
2
1
1
6
6
20
2
7
COMPONENT.PARTS.LIST
-
SPC CARD
CCT.REF. COMPN. TYPE DESCRIPTION
IC
13 SN-7400 TTL
IC
12,17
!3N-7404
IC
8,10
SN-7420
IC
18 SN-7430
IC
7,9
\SN-7475
IC
15,19 ~~-7486
IC
14,16.
SN-7493A
IC
1,2,3,4,5,
SN-74121
6,~
IRCUIT.
INTEGRATED C
0
11
II
11
II
II
11
IC 20 SN-74122
11
Dl,D2
IN 4148
SI.
SIGNAL DIODE
R1,2,3,4,
27Kn
RESISTORS-GENERAL PURPOSE
5,6, 1/4w,
10%
R7,9
4.7K-k
11
R8
lOK_n_
II
RlO
1Kn
II
~12,13,14,16
100
4..
I,
17,18
R11,15,19,20,
‘1.8KL
I,
21,22
c
2,4,6,8,10,
O.OlpF
25V
12,13,16,17,
18,19,20,21,
14,23,24,25,’
’
26,27,28
c
15,19
5rF
(OR
4.7pF)
25v
TYP.
c
1,3,5,7,9,
l+F,
25v
TYP.
11,22
CAPACITOR, MONOLITHIC
CERAMIC
-RADIAL LEADS
-TEMP. CHARACTERISTICS
NOT CRITICAL
-TYPICAL TOLERANCE
+80%,
-20%
CAPACITOR, MIN. AL.
ELECTROLYTIC
-AXIAL LEADS
-TEMP. CHARACTERISTIC
NBT
CRdTICAL
-TYPICAL TOLERANCE
+lOO%,
-20%
t,
SPC CARD
(Complete Assembly)

5.4 The Game and Player Management (GPM) card
(PL2) on the Motherboard)
The major function of this card are:
(i)
to count the number of coins and hence the number of
players in the game.
(ii)
to sequence the players' turn when the player change
button is pressed
.
(iii)
to distribute the score pulse train (from the SPC card
(PO-09) to the appropriate PSD card).
(iv)
to reset the game to a 'GAMEOVER' condition with power on.
The pulse from the coin mechanism, PO-lo, triggers a monostable
IC12 which clocks a 4 bit shift register IC18. With suitable
buffering, the 4 outputs of this register leave the card as LO-02
(a) through (d) and are routed to each PSD card. (There they allow
currents to pass through the players score LED's). Pin 6 of IC18
.is a 'mode control' input and will allow IC18 to shift right or to
have a parallel input. The parallel input is 1000 and occurs when
the first coin is inserted (see sect 2.4). A register,
IC19,
controls
this,
it being set by a 'player change' signal (PO-11) or by the
machine being powered up. It is cleared by the coin mechanism pulse.
Operation of the 'player change' button will trigger a 5 second
monostable, IC24 which, if LO-15 is a logic 1, will trigger mono-
stable IC22. During this 5 second delay, signal LO-22 inhibits
scoring as the SPC card and signal Pl-25 operates, via a relay driver
circuit on the LDPS card,
RLl
on the Motherboard. (This controls
the caption'lamps, changing THROW DARTS to REMOVE DARTS as the
illuminated caption for the 5 seconds).
IC22 output is or-ed with the coin mechanism pulse in IC6
gate 1 and buffered in IC3 gate 1 to give PO-17. This pulse feeds
the WBD card to reset the BUST register. This output from
IC6
gate 1 also is used as the clock for a second 4 bit shift register,
ICll.
The combination of gates using
IC's
16 and 20 and parts
of
IC'S
15, 4 and 17 control the 'mode control' input of
ICll.
Essentially they allow a parallel entry of 1000 for the first
player and then a shift right every time the 'player change' is
pushed. If 2 players are playing,
ICll
cycles through 1000, 0100,
1000,0100
etc. If 3 players are playing it cycles 1000, 0100, 0010,
1000, 0100, 0010 etc. and for 4 players it cycles 1000, 0100, 0010,
0001, 1000 etc. from
ICll
via suitable buffering Ll-07 through Ll-10
are output to the WBD card to signal which player is taking his
turn and Ll-03 through Ll-06 is output. These letter 4 drive, via
lamp drivers on the LDPS card the caption lamps indicating whose
turn it is.

.
.;
“.
I.
.
.
x...
-
jg.,
3
.<+
COMPONENT PARTS LIST
-
WBD BOARD
. MTL # NO. OFF CCT. REF. DESCRIPTION SUPPLIER/ORDERING INFO
#053
054
055
3
2
5
IC
2,7,8
IC
1,3
IC
4,5,9,
10,13
IC
11
Ic
6,12,14
15,16
SN-7400 TTL INTEGRATED CIRCUIT’
SN-7404
tt
~~-7420
II
SN-7474
II
~~-74121
II
059
1
064
5
010 1
R7
loon
RESISTORS-GENERAL PURPOSE
lO%,
1/4w
II
II
11
,1
1,
027
028
029
024
031
R6
1.8~_n
R3
2.7~~
R4
5.616,
R2
10K.s~
R1,5
22KsL
001 11
c
2,3,5,6,
7,9,10,12
l5,16
O.OlyF,
25V
CAPACITOR, MONOLITHIC
CERAMIC
-RADIAL LEADS
-TEMPERATURE CHARACTER.
NOT CRITICAL
-TYPICAL TOLERANCE
+80%,
-20%
002
c8,11,13,14
5r"F
(OR4.7pF1
25V CAPACITOR, MIN. AL.
ELECTROLYTIC
-AXIAL LEADS
-TEMP. CHARACTERISTJCS
NOT CRITICAL
-TYPICAL TOLERANCE
+lOO%,
-20%
003
005
Cl
c4
1OF
25V TYP.
50yF
25V
TYP.
SP504 WBD CARD
(Complete Assembly)
Table of contents
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