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Midway NFL BLITZ 99 - User Manual

Midway NFL BLITZ 99
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MIDWAY
MARCH 1999
16-10901
VIDEO GAME
(AS INCLUDED WITH)
ODerations Manual
Midway Games Inc.
3401 North California Avenue
Chicago, Illinois
60618-5899
United States of America
TM
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Summary

Game Instructions

Instruction Section Overview

Introduces the instruction section and the game's basic setup.

Game Information

Explains shared game components and content structure.

Game Operation

Operation Section Overview

Introduces the operation section and game modes.

Starting Up and Gameplay

Details game startup, rules, action, scoring, and play selection.

Player Controls

Describes the function of player control buttons and joysticks.

Operator Controls

Explains operator access to menus, switches, and volume controls.

Menu System and Diagnostics

Menu System Functionality

Describes the on-screen menus, layout, and organization for system management.

Control Functions and Navigation

Details how to navigate menus and select items.

Diagnostic Tests

Explains how to initiate diagnostic tests for hardware verification.

Monitor Setup Tests

Explains monitor pattern tests for performance verification and adjustments.

System Information

Displays hardware and software version numbers for system identification.

Sound Subsystem Test

Verifies audio component connectivity and operational status.

Disk Tests

Allows verification of Hard Disk Drive functions and data integrity.

Switch Test

Verifies player and operator control switches for proper functionality.

DIP-Switch Test

Checks and modifies DIP-switch settings on the SIO Board.

Speaker Tests

Provides audio signals to test loudspeaker operation and phasing.

Audits and Data Management

Audits Overview

Permits operator review of game play statistics and detailed reports.

Coin and Credits Audits

Assesses currency collection and credit availability for revenue tracking.

Game Audits

Reviews game play statistics like uptime, game starts, and player scores.

Clear Audits

Allows clearing of individual or all audit counters to zero.

Game Adjustments and Settings

Adjustments Menu

Allows operator to change game characteristics for performance optimization.

Pricing Configuration

Defines units per coin, credits to start, and other pricing parameters.

Additional Adjustments

Modifies game difficulty, clock speed, and player incentives.

Volume Level Adjustment

Adjusts game sound levels for attract mode and gameplay.

Warnings and Notices

Safety and Health Warnings

Addresses potential hazards, electrical safety, and health precautions.

Legal and Copyright Information

Details copyright, trademark, FCC compliance, and usage restrictions.

Overview

This document is an operations manual for the Midway NFL Blitz 99 video game, published in March 1999. It provides comprehensive information for operators on how to set up, operate, and maintain the game.

The manual begins by outlining the game's general information, stating that the troubleshooting, wiring, parts, and service chapters are common with the NBA Showtime manual, as the cabinets are shared. The specific instructions for game play, rules, and adjustments for NFL Blitz 99 are detailed within this manual.

Game Operation

The "Game Operation" section details the initial startup process. Each time the game is powered on or restored, it runs self-diagnostic tests from the boot ROM to verify the CPU and game hardware. Any failed tests will display an error message. Once tests pass, the game enters "attract mode," alternating game scenes with high scores until play begins. Players insert currency, select teams, and other game variables, then play proceeds until time runs out, after which it returns to attract mode.

Game rules are based on standard league football, with two exceptions: 30 yards for a first down and only 7 active team players. Game length and speed are determined by adjustment settings. The camera angle automatically changes for optimal viewing, and announcer comments and crowd noises enhance the game experience. Points are awarded for touchdowns and goals as in real football.

Players control characters using joysticks and action buttons, which respond to varying deflection amounts and directions for fine control.

Play Selection

The game offers both "Standard Plays" and "Custom Plays." Players can select from pre-loaded offensive or defensive plays using pushbuttons. For "Custom Plays," players can design, name, and store their own offensive plays using the "CREATE PLAY" feature, which then become available on an additional page of game plays. A note clarifies that while original dedicated games had a controller port for creating plays on home video games and loading them onto full-sized cabinets, this version's electronic components are different, making the controller incompatible and not included. However, all other aspects of play and performance are identical to the original.

Player Controls

The manual details the player controls, noting that joystick and button combinations can reveal "secret moves."

  • START Button: Used to begin or continue play, including two-player games. It has no dedicated function during game action or service.
  • JUMP/TACKLE Button: On offense, it lifts the player; on defense, it causes the player to tackle opponents. It's also used to create plays or select menu items during service.
  • PASS/CHANGE PLAYER Button: Activates offensive throws. On defense, it switches active control to another teammate. It's also used to create plays or select menu items during service.
  • TURBO Button: Provides an extra burst of power or speed for any active character. It's also used to create plays or select menu items during service.
  • JOYSTICKS: Each player uses a joystick to control one on-screen character's movements and is also used to create plays or select menu items during service.

Operator Controls

Access to the menu system for statistics, adjustments, and testing is secured by a lock and key to prevent tampering. On-screen messages guide the operator through tasks within the menu system.

Cabinet Switches:

  • Power Switch: Located on top of the cabinet (or power supply in many games), it turns off the game during service but does not reset game variables.
  • Slam Tilt Switch: On the coin door (not used in all cabinets), it prevents game abuse like pounding for free games.
  • Monitor Remote Adjustments: Inside the control panel, under the monitor, this board sets the video display for optimum viewing.

Control Switches:

  • Volume Down and Volume Up Buttons: These push-buttons increase or decrease game sound levels. A brief press makes minor changes, while holding a button makes major changes. Volume can also be adjusted with joysticks and buttons when the menu system is active. A note advises adjusting volume to a loud setting for greater profits to attract attention.
  • Begin Test Button: Enters the menu system. A brief press runs automatic tests; holding it accesses menu selections.
  • Service Credit Button: Allots credits without changing the game's bookkeeping total. A note indicates the coin door must be open to access these switches.

The "Menu System" provides an overview of how to access and navigate game variables and diagnostics through a series of on-screen menus.

  • System Overview: Game variables and diagnostics are presented in on-screen menus. The Main Menu allows viewing information, making changes, or verifying equipment operation. Sub Menu screens display specific groups of choices, while Detail Menus present data or run tests. Both operator and player controls are used to navigate and activate routines. Each time the game switches between normal play and the menu system, a self-diagnostic routine runs automatically to detect faults. Messages appear on screen, and a successful self-test takes less than a minute. Operators are advised to record any messages before proceeding.
  • Screen Layout: Each menu screen has a unique layout, but material remains in consistent locations. The top center displays the current menu title, the center shows data (menu items, statistics, reports), and the bottom provides messages (explanations, control functions, revision levels).
  • Organization: The menu system must be manually activated and deactivated. Main Menu items are categorized (tests, statistics, audits, adjustments). Tests verify equipment operation, while other items allow assessment of game performance and customization. Sub Menu items offer choices within categories, and Detail Menu items provide specific information, requiring operator interaction. Control functions are listed on screen, and joysticks highlight items, with a button press selecting them. To return to normal game play, select "EXIT TO GAME OVER" and press an action button.

Diagnostics

The "Diagnostics" section describes tests to verify the condition of the game's electrical and electronic hardware. To access, select "DIAGNOSTICS" with a joystick and activate with a control panel button. The sub-menu then appears, allowing selection of individual tests.

Monitor Setup:

The "Monitor Patterns" routine provides test screens for verifying monitor performance and making adjustments. A note mentions that many new cabinets use medium resolution monitors, and the improved Blitz 99 displays more detail. An industrial-grade degaussing coil is recommended before adjusting the monitor. Tests are selected with a joystick and activated with a control panel button.

  • Color Bars: Fills the screen with color shades to verify red, green, blue, and white level dynamic adjustments. Each bar should be sharp and distinct, with 31 intensity levels visible. Useful for adjusting brightness and contrast.
  • Crosshatch Patterns: Fills the screen with a grid and dots, which should be all white, without fringes or parallel images. Lines should be straight and dots round. Useful for verifying screen size, convergence, linearity, and dynamic focus.
  • Color Screen Tests: Fill the screen with 100% of a chosen color at normal intensity. Each screen should be uniform, without retrace lines or noise. Useful for verifying intensity, black level, blanking, and color purity. Note that uniformity may be affected by a defective degaussing circuit.
  • White, Gray, and Black Screens: Fill the screen with black, gray, or white at various intensities. Screens should be uniform, without color tints or distortion, retrace lines, or noise. If any tests indicate a need for adjustment, operators should use the controls on the Monitor Controls board.

System Information:

Provides current version numbers of hardware and software. These numbers are used for parts replacements and service calls. The screen reports information but does not allow changes. The title line identifies the manufacturer and board set, while serial number, game, and date of manufacture identify the game name and production run.

Sound Subsystem Test:

Verifies audio components are connected and operating. A note advises turning up the volume before testing.

  • Version, status, checksum, and RAM reports: Diagnostic routines analyzing digital sound circuits. Results are reported as numbers or messages, sometimes accompanied by sounds. Reports other than "GOOD" or "OK" indicate a problem. These tests are useful for locating digital circuit difficulties, especially when there's no sound, and detect sound memory problems.

Disk Tests:

Allows verification of the Hard Disk Drive Assembly functions. Tests are selected with a joystick and activated with a control panel button.

  • Disk Information: Verifies the interface between the CPU Board Assembly and the Hard Disk Drive. Problems prevent successful data retrieval.
  • Sequential Disk Read: Accesses every bit of data in stored order. Failure may indicate defective hard disk media.
  • Sequential Cache Read: Accesses every bit of data in stored order in the temporary disk memory cache. Failure may indicate a fault in memory circuits.
  • Random Disk Read: Accesses data in no particular order. May detect problems with drive head positioning.
  • Random Cache Read: Accesses data in no particular order from the temporary disk memory cache. Failure may indicate a fault in memory circuits.
  • Data Integrity Test: Analyzes data on the disk drive for corruption. Bad data can cause program faltering even if the drive operates correctly.
  • File System Check: Performs a file-by-file check, attempting to fix detected errors and rechecking files.
  • Surface Scan: Locates unusable areas on the disk's magnetic material and marks them for future reference.

Switch Test:

To enter, select "Switch Test" with a joystick and activate with a control panel button. Activating each switch changes its on-screen indicator state (red for open, green for closed, other colors for faults). Switches can be tested in any combination.

  • Player Controls: Shown as colored boxes, indicating open/closed states. Each button/joystick change should be duplicated by a single indication. Unique numbers identify joystick positions. Used to verify crossed wires, intermittent conditions, and stuck switches.
  • Operator Controls: Shown as found in the cabinet, with colors indicating states. Each switch change should be duplicated. A note indicates some switches (slam tilt, extra coin) are not used in all cabinets and remain red. Used to verify crossed wires, intermittent conditions, and stuck switches.
  • Coin and Cabinet Switches: Shown without regard to actual game location. Each switch change should be duplicated. Used to verify crossed wires, intermittent conditions, and stuck switches.

DIP-Switch Test:

Allows operators to check and change the position of the two 8-position DIP-switches on the SIO Board without removing the metal cover. Changes can be made with power on. Country switch settings have no effect if CMOS Coinage Control is "On." Charts assist in choosing desired positions (* indicates factory defaults). Press any control panel button to exit.

Speaker Tests:

Provides audio signals to test loudspeakers and verify audio system components. Select a test and press START.

  • Channel tests: Use voices to verify speaker locations.
  • 100 Hz tone: Checks the sub-woofer.
  • PLAY TUNE test: Uses game sounds to check for correct speaker phasing. "Muddy," weak, or distorted sound quality may indicate crossed or out-of-phase connections. A note advises checking and increasing volume before testing, then returning it to previous levels after tests.

Audits

The "Audits" menus allow operators to review game play statistics, including detailed reports for each player position, game starts, ends, cabinet abuse, and fault conditions. To access, select "Audits" with a joystick and activate with a control panel button. The screen displays available statistics.

  • Audits Sub Menu: Information helps track game popularity and earning potential, favorite teams, and frequently used plays. Histograms allow graphical analysis, though they require sufficient data to plot. Operators should examine and record all audit values before service or repairs. A note warns that cleared data cannot be restored.

Coin Audits:

Permits assessment of currency collection, presenting revenue quantities and other game statistics. The sub-menu reports total quantities of coins, bills, or credits collected by each active device but does not calculate their value. Information cannot be changed here; counters are reset in the "Game Resets" menu. All audit information should be recorded before clearing.

Credits Audits:

Permits assessment of currency collection, presenting revenue quantities and other game statistics. The screen shows "CREDITS AVAILABLE."

Game Audits:

Permits review of game play statistics, including total uptime, total play time, game starts, initials entered, purchased games, player counts, quarter games, overtimes, average human-to-human and human-to-computer scores, computer victories, greatest victory/loss margins, human-to-human LSW's, game continues, free quarters/games awarded, TLF's, and SBLF's. This screen reports information but does not permit changes. All audit information should be recorded before clearing. "" indicates a Full Game. LSW, TLF, SBLF are internal record-keeping counters.

Team Stats: Shows the number of games played by each team. Offensive and Defensive Plays: Analyzes player strategies. Game Resets: Tracks game responses to player maneuvers. C and PC: Internal record-keeping list for monitoring game performance.

Clear Audits:

Allows clearing individual memory counters or resetting all at once. Joysticks select options and change values, which can be reset to factory defaults. After selecting an item, a confirmation prompt ("ARE YOU SURE?") appears, allowing escape from the change. Once a clear function is verified, values are reset and cannot be restored. All utility values should be examined and recorded before changes.

Adjustments

The "Adjustments" menus allow operators to change game characteristics to optimize performance and earnings. To access, select "Adjustments" with a joystick and activate with a control panel button.

Pricing:

Allows viewing current settings or changing game costs. Custom pricing enables selection of specific coin/credit requirements. Factory defaults are restored if the CPU Board is exchanged or the backup battery fails. Joysticks select options, view ranges, and change values, which can be reset to factory defaults. All pricing options should be examined and recorded. Operators can save multiple custom prices and choose between them. Instructions for creating new price settings appear on screen. An additional box explains functions as items are selected.

Current Pricing:

Provides definitions for adjustments in the Pricing menus:

  • Slot or Bill Units: Coins and bills accumulate units. Specifies units per coin/bill in each position ("unit" is an arbitrary term).
  • Units per Credit: Establishes credit value for pricing calculations.
  • Units per Bonus: Units awarded after accumulating enough points for a bonus.
  • Minimum Units: No credits awarded until this many units accumulate.
  • Credits to Start: Credits needed to begin a game.
  • Credits to Continue: Credits required to continue an in-progress game.
  • Maximum Credits: Limits the number of credits the game accepts.
  • Coins per Bill: Establishes bill value compared to an equivalent number of coins.

Additional Adjustments:

These menu items allow operators to set the game to match player requirements, affecting speed, challenge, rewards, and player enjoyment. Highlight an item with a joystick and press any button to select it.

  • Game Difficulty: Has several levels; choose one that matches player skills.
  • Discount Price / Credits: Adjusts buy-in points to encourage multiple game purchases.
  • Clock Speed: Changes quarter length, determining total game time.
  • Operator Message: Can be entered and turned on at a specific day/time.
  • Free Periods and Free Games: Provide additional incentives for good players.
  • Violence: Can be removed without affecting other game play characteristics.

Volume Level:

Music plays continuously on this screen. Use any joystick or volume buttons to change the sound level. Press any control panel button to save the level and return to the Main Menu. Loud games attract more players. Attract sound level is lower than game play and can be turned on/off without changing game volume. A note advises that these adjustments affect test and game play volume. If set to minimum, no sounds will be heard during audio tests. Volume should be set moderately high for testing, then returned to previous settings.

The manual concludes with a "Standard Pricing Table" listing various pricing configurations for different regions and currencies, including Antillies, Australia, Austria, Belgium, Canada, Denmark, Finland, France, Germany, Hungary, Italy, Japan, Netherlands, New Zealand, Norway, Spain, Sweden, Switzerland, UK, and USA.

Warnings & Notices

The manual includes important warnings and notices:

  • WARNING (Non-Midway Parts): Use of non-Midway parts or circuit modifications can cause serious injury or equipment damage, void warranty, and result in incorrect/unsafe operation. Unauthorized modifications are illegal under federal law and apply to Midway Games Inc. and BLITZ 99 logos, designs, publications, and assemblies.
  • WARNING (Shock Hazard): Prevent shock hazard by plugging the game into a properly grounded outlet. Do not use cheater plugs or cut the ground pin.
  • WARNING (Epileptic Seizures): A small portion of the population may experience epileptic seizures from flashing lights or patterns in video games. If symptoms occur, consult a physician immediately. Parents are advised to observe children playing.
  • NOTE (FCC Rules): The equipment complies with Class A digital device limits (Part 15 of FCC Rules) for commercial environments. It generates/radiates radio frequency energy, and if not installed/used per instructions, may cause harmful interference. In residential areas, users may need to correct interference at their own expense.
  • NOTICE (Copyright): No part of the publication may be reproduced mechanically, photographically, electronically, or as a phonographic recording, nor transmitted or copied for public/private use without publisher's permission.

The manual is copyrighted ©1999 Midway Games Inc., with Midway® and BLITZ 99™ being trademarks. NFLP, team names/logos, NFL shield, Super Bowl, and Pro Bowl are trademarks of the National Football League. Players Inc. logo is a registered trademark of NFL Players. For service, operators are directed to call their Authorized Midway Games Inc. Distributor at the Chicago address provided.

Midway NFL BLITZ 99 Specifications

General IconGeneral
DeveloperMidway Games
PublisherMidway Games
PlatformArcade, Nintendo 64, PlayStation
Release Date1998
GenreSports
Game ModeSingle-player, Multiplayer
Number of Players1-4
GameplayArcade-style football
SportsAmerican Football