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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 
    						
    							DINO DASH
    2
    Service Fax: (716) 759-0884  
    						
    							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. 
    						
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