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Innovative Concepts In Entertainment Dino Dash Owners And Service Manual
Innovative Concepts In Entertainment Dino Dash Owners And Service Manual
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DINO DASH 1 Owners And Service Manual Innovative Concepts In Entertainment Inc. PHONE: (716)759-0370 Service Phone: (716) 759-0360
TABLE OF CONTENTS 3 INTRODUCTION: Game Features Game Play ASSEMBLY: Set-up Testing Volume Control PROGRAMMING YOUR GAME: Programming mode MAINTENANCE: Cleaning PARTS LISTING Mechanical parts Electrical Parts Decals/Graphics SCHEMATICS WARRANTY INFORMATION
INTRODUCTION 4 Description / Game play: Players are allowed to choose any of four loveable characters to race. After being given the ready-set-go, players can run either by holding the Run button, or tapping it repeatedly, which makes faster speeds possible. During the race, four obstacles will be presented. Players may attempt to avoid tripping over the obstacles by pressing their Jump button. Successfully clearing an obstacle earns the player a few tickets, and also makes the next obstacle that will be encountered harder, but worth more tickets if cleared. There is also a ticket on the far side of each obstacle. Landing precisely on top of the ticket will earn the player an additional ticket bonus. Hitting these tickets is about as hard as the hardest jump, providing a challenge for the more skilled players. As with the jumps, the amount each such target is worth depends on the player’s previous success. At the end of the race, a sign proclaims the number of tickets that the winner of the race will earn. This number is changing randomly and it’s final value is determined by the time that the first dino crosses the finish line. The random value gives players of all levels a chance at the jackpot.
ASSEMBLY 5 SET UP: To avoid unnecessary movement of the game, setup the game in its permanent location. The footprint is approximately 33” x 35”. After completely removing all the packaging from the unit, remove the tape over the coin return. These keys are for the cash box door. The rest of the keys and power cord will be in the cash box. The next step is to simply plug the unit in and turn the switch on. It is a good idea to clean the game with soapy water. WARNING Replace all incandescent bulbs with proper ICE supplied bulbs only.
PROGRAMMING 6 Diagnostics You will find that Dino Dash comes with a detailed auditing system that grants a tremendous degree of control over your machine. To enter the service mode, locate the small slide switch on the I/O board and flip it into the on position. To exit the service mode, flip this switch back into the off position (certain modes, such as the switch test, changing adjustments, and test screens, may need to be also completed in addition to flipping the switch back.) Navigating Use the right set of player switches to move within the menus. The Jump (left) button moves left through a menu, and the Run (right) button moves right through a menu. The left set of player switches either descend into the next menu or activate a service function. Both buttons in the left set have exactly the same operation, and are called action buttons in this documentation. Exceptions will be noted. The currently highlighted menu item is shown in white, while the other items are shown in shades of blue. Menu Overview Here and throughout the document, text that appears on screen is shown in ALL CAPS, just as it is displayed. Main menu - all other menus descend from this top level. INFO - system name, build date, and version number, as well as at-a-glance errors and more. AUDITS - provides viewing and resetting of the system audits. ADJUSTMENTS - provides viewing, changing, and resetting of system adjustments. BEST SCORES - provides viewing and resetting of best scores, either all at once or by track. CREDITS - provides information and control of current credits. TESTS - provides a number of system testing functions, in several groups: VIDEO TESTS - provides an ample assortment of test screens for evaluating the condition of the monitor. GRAPHIC USES - primarily development function that is of little practical use to operators. LOADED GRAPHICS - as previous. LOADED PALETTES - as previous. SOUND TEST - allows sounds to be played on demand to test the speakers etc. SWITCH TEST - shows open/closed state of all input switches. MECHANICAL TEST - allows testing of meters, ticket dispensers, and lamps.
PROGRAMMING 7 Detailed Descriptions Main->INFO The above notation means the INFO item of the main menu and will be used throughout these descriptions. While INFO is highlighted, the descending menu will show the unit name, version number, and software creation date. The elapsed time since system startup is displayed as well. Also, if there have been any automatic resets of the audits, adjustments, or best scores due to error since the last entry to service mode, those events will be noted here (each will also be noted on its own sub-menu of the main menu) Pressing an action button while INFO is highlighted will descend into the INFO menu. The functions available under INFO are primarily hardware capabilities and of little practical use to operators. INFO has these options: BACK DEBUG INFO VIDEO HW INFO BLIT SPEEDS AUDIO HW INFO MEMORY USAGE Main->INFO->BACK Pressing an action button while BACK is highlighted will return to the main menu. Main->INFO->DEBUG INFO Pressing an action while DEBUG INFO is highlighted will switch to a screen showing the debug log. If no errors have occurred, all that will be displayed is several lines of information indicating a successful startup. Press any player switch to return to the normal service mode. Main->INFO->VIDEO HW INFO Pressing an action button while VIDEO HW INFO is highlighted will switch to the debug log (as above, see DEBUG INFO) displaying the capabilities of the video hardware. Main->INFO->BLIT SPEEDS Pressing an action button while BLIT SPEEDS is highlighted will switch to the debug log (as above, see DEBUG INFO) displaying the results of simple speed tests on the hardware blitter. Main->INFO->AUDIO HW INFO Pressing an action button while AUDIO HW INFO is highlighted will switch to the debug log (as above, see DEBUG INFO) displaying the capabilities of the audio hardware. Main->INFO->MEMORY USEAGE Pressing an action button while MEMORY USEAGE is highlighted will switch to the debug log (as above, see DEBUG INFO) displaying the peak memory usage of the program, and the current free physical memory. Main->AUDITS While AUDITS is highlighted, the descending menu will show all system audits, as well as any tickets awarded, but not yet dispensed by the ticket dispensers. The pending tickets will usually be zero unless a ticket dispenser is currently out of tickets, and unlike real audits, they are not saved if power is lost. If the audits have been automatically reset due to error since the last entry to service mode, that will also be noted. The system audits are: COINS IN - number of times the coin switch signal has been received. PAID CREDITS - number of credits granted as a result of the coin switches receiving coins. OPERATOR CREDITS - number of credits granted via Main->CREDITS->AWARD FREE CREDIT. ONE PLAYER GAMES - number of times a single player has a played a game. TWO PLAYER GAMES - number of times two players have a played a single game. Each two player game increments this audit by one, not two.
PROGRAMMING 8 PRIZES - number of prizes successfully dispensed from either dispenser. AVERAGE GAME TIME - average number of seconds during each game spent in the race. Pressing an action button while AUDITS is highlighted will descend to the AUDITS menu. The AUDITS menu has the following options: BACK CLEAR AUDITS CLEAR PENDING PRIZES Main->AUDITS->BACK Pressing an action button while BACK is highlighted will return to the main menu. Main->AUDITS->CLEAR AUDITS Pressing an action button while CLEAR AUDITS is highlighted will reset all audits to zero. Main->AUDITS->CLEAR PENDING PRIZES Pressing an action button while CLEAR PENDING PRIZES is highlighted will set to zero the pending, un-dispensed prizes for both dispensers. This will rarely be needed, except perhaps if a dispenser malfunction has allowed an excessive number of prizes to build up. Main->ADJUSTMENTS While ADJUSTMENTS is highlighted, the descending menu will show a subset of the system adjustments, since there are more than can fit on the screen at one time. If the adjustments have been automatically reset due to error since the last entry to service mode, that will also be noted. If an adjustment is shown in blue, it is disabled because of another adjustment. For instance, while PAYOUTSETTINGS is set to something other than manual, many of the payout adjustments will be disabled because their values are being controlled by the system. If an adjustment has three defaults listed, those are the defaults under LOW, MEDIUM, and HIGH payout settings. The system adjustments are: Page One (Misc.): VOLUME (default: 5, range 0(OFF)- 10) - controls the software volume for all sound and music. ATTRACT SOUNDS (default: OFF, range OFF, ON) - if OFF the game will not make any noise when no one is playing it. If ON, it will regularly play a piece of music and play random sounds to grab player’s attention. SCORE RESET DAYS (default 0(OFF), range 0(OFF)-60) - if this many days have transpired since the last automated score reset, all of the best scores will be reset to factory defaults. SCORE RESET PLAYS (default 0(OFF), range 0(OFF)-1000 in steps of 100) - if this many games (ONE PLAYER GAMES + TWO PLAYER GAMES) have been played since the last automatic score reset, all of the best scores will be reset to factory defaults. PLAY WHILE PRIZES OUT? (default YES, range NO, YES) - whether the game will exit from the payout screen while one of the dispensers is empty. If YES, it will exit after several seconds and allow more games to be played, but players will not be able to receive prizes from the empty dispenser until the prizes are refilled, and the appropriate dispenser reset switch is pressed. At that time, all prizes that have been awarded since the dispenser ran out will be dispensed. JUMP SPACING (default MEDIUM, range SHORT, MEDIUM, LONG) - amount of space placed before each jump on the track. If SHORT is one unit, then MEDIUM is two units, and LONG is three units. JUMP NUMBER (default 4, range 1- 4) - number of jump chances in each track. If there are fewer than four, the player will never get a chance at the hardest jumps.
PROGRAMMING 9 PAYOUT SETTINGS (default MEDIUM, range MANUAL, LOW, MEDIUM, HIGH, NEW JERSEY) – In MANUAL, all settings are available for operator control for fine tuning. LOW, MEDIUM, and HIGH allow for easy setting of common payout levels. NEW JERSEY payout enables the IMMEDIATE PRIZES adjustment (which must them be set by the operator) and disables all other payouts. Page Two (Credits): CS1 COINS IN (default 1, range 1-10) - number of coins received in coin switch one needed to trigger CS1 CREDITS and CS1 METER CLICKS. CS1 CREDITS (default 1, range 1-10) - number of credits granted each time coin switch one is triggered by receiving CS1 COINS IN number of coins. CS1 METER CLICKS (default 1, range 1-10) - number of times the coin meter is advanced each time coin switch one is triggered by receiving CS1 COINS IN number of coins. CS2 COINS IN, CS2 CREDITS, CS2 METER CLICKS - as with coin switch one, but for the second coin switch. CREDITS NEEDED (default 1, range 1-10) - number of credits need for each player to play a game. In most cases you can adjust this value and ignore the coin switch settings. MAXIMUM CREDITS (default 30, range 2-100) - if credits are received in excess of this number, they will be ignored.
PROGRAMMING 10 Page Three (Payout): IMMEDIATE PRIZES (default 0, range 0-100) - Number of prizes that are dispensed as soon as a coin in is inserted, to support New Jersey style payout. As the only available crutch for determining where to dispense the prizes, a coin inserted in coin switch one triggers prizes from dispenser one, and switch two to dispenser two. (Unlike the other prize adjustments, this one is independent of ‘points.’) POINTS TO GET 1 PRIZE (default 1, range 0(OFF)-100) - Number of points a player must get to receive each prize. WINNER POINTS (default 0(OFF), range 0(OFF)-100) - Number of points (see POINTS TO GET 1 PRIZE above) awarded to a player for crossing the finish line first. This allows for a fixed amount awarded to the winner. By default, the random points are awarded to the winner of a race instead. LOSER POINTS (default 0(OFF), range 0(OFF)-100) - Number of points (see POINTS TO GET 1 PRIZE above) awarded to a player for crossing the finish line second (last). HIGH SCORE POINTS (default 1, 2, 4, range 0(OFF)-100) - Number of points (see POINTS TO GET 1 PRIZE above) awarded to a player for getting a time good enough for the current tracks top-ten table. MIN RANDOM POINTS (default 0, 1, 1, range 0-100) - Generally works as RANDOM POINTS x below, expect that no probability calculations are done; instead, any time one of the other random payout levels (or the jackpot) is not awarded, MIN RANDOM POINTS is awarded. Therefore, it should probably not be anything besides zero or one. RANDOM POINTS x [2-5] (defaults 2, 5, 10, 20, range 0-100) - These, together with MIN RANDOM POINTS and JACKPOT, define the payout levels for the random points. The chance of paying out each level is based on the amount of that value and AVG RANDOM POINTS, so that a setting of 20 will be paid approximately once for every ten 2s that are paid, and so on. JACKPOT (default 100, range 0(OFF)- 1000 in steps of 10) - This should be highest random payout available. It otherwise functions the same as RANDOM POINTS x, except that it goes in steps of ten, and setting it zero disables the random payout feature. The jackpot is also shown in bright text when the sign at the end of the race is showing possible values. AVG RANDOM POINTS (default 2, 4, 4, range 0(OFF)-100) - This controls the average payout for the random points. It will often pay out lower, offset by the occasional jackpot or other high payout. Since the random point bonus is only paid to the winner of a race, the overall average payout from random points should actually be about half this, but it can be adjusted if it is found that most players are either winning or losing.