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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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PROGRAMMING 11 Page Four (More Payout) JUMP x POINTS (defaults (1, 1, 1, 2), (1, 1, 2, 3), (1, 2, 3, 4), range 0 -100) - During the game, the player is presented with up to four obstacles. Clearing an obstacle earns the player points (which become prizes). Each successful jump awards the points and presents the player with a more difficult obstacle at his next jump. Since there are four obstacles and four types of obstacles, only a player who make all four jumps will be able to add JUMP 4 POINTS to his score. If a player misses a jump and trips, he will be presented with the same obstacle again and again until either he makes it or the game ends. A very poor player who cannot clear jump class 1 will earn no points/prizes from jumps. A player who can clear jump classes 1, 2, and 3 but not 4 will earn (in medium settings) 1+ 1 + 2 points, or 4 total from jumps. TARGET SIZE (default 80%, 100%, 120%, range 0%(OFF)-200% in steps of 5%) - On the far side of each jump is a target, in the form of a large ticket. Landing precisely in the target area will award the player the number of points shown on the target. The default difficulty of hitting the target is approximately equal to that of clearing the class 4 obstacle, but because there are four chances per race, hitting one or two targets is not unusual, but hitting all four is nearly impossible. This adjustment controls the size of (and therefore difficulty of hitting) each target. For ease of use it is listed as a percentage of the default size. At 50% it is half as small as the default size, at 200% it is twice as big. Due to the amount of space covered by a player during a program cycle, sizes below about 25% may be completely impossible to hit. A setting of 0% disables the target feature. 1ST-4TH TARGET POINTS (defaults (1, 1, 2, 10), (1, 2, 5, 20), (1, 2, 5, 20), range 0-100) - These control the payouts of each target. The first target that a player hits is worth 1ST TARGET POINTS, the second is worth 2ND TARGET POINTS, and so on. Setting4TH TARGET POINTS to 0(OFF) will also disable the target feature. Pressing an action button while ADJUSTMENTS is highlighted will descend into the ADJUSTMENTS menu. The ADJUSTMENTS menu has the following options: BACK NEXT PAGE CHANGE RESET ADJUSTMENTS Main->ADJUSTMENTS->BACK Pressing an action button while BACK is highlighted will return you to the main menu. Main->ADJUSTMENTS->NEXT PAGE Pressing an action button will cycle through the adjustment pages. It changes from Page One to Two, Two to Three, Three to Four, and Four back to One. Main->ADJUSTMENTS->CHANGE Pressing an action button while CHANGE is highlighted will put you into the adjustment change mode. A highlight box will appear on the current adjustment, and the controls will function differently. Pressing an action button will move you down one to the next adjustment. Pressing an action button while on the last adjustment will return you to the normal ADJUSTMENT menu, with CHANGE highlighted. Pressing the Jump button on the right-hand control set while in change adjustments mode will decrease the current adjustment by one, and pressing the Run button on the right-hand control set while in change adjustments mode will increase the current adjustment by one. Main->ADJUSTMENTS->RESET ADJUSTMENTS Pressing an action button while RESET ADJUSTMENTS is highlighted will reset all adjustments to their factory defaults. Main->BEST SCORES While BEST SCORES is highlighted, the descending menu will show a set of the best scores. If the best scores have been automatically reset do to error since the last service, that will also be shown.
PROGRAMMING 12 Pressing an action button while BEST SCORES is highlighted will descend into the BEST SCORES menu. The BEST SCORES menu has the following options: BACK NEXT SET CLEAR SHOWN RESET SHOWN CLEAR ALL RESET ALL Main->BEST SCORES->BACK Pressing an action button while BACK is highlighted will return you to the main menu. Main->BEST SCORES->NEXT SET Pressing an action button while NEXT SET is highlighted will change the currently displayed set of scores, where each set is the ten best times for one possible track. Main->BEST SCORES->CLEAR SHOWN Pressing an action button while CLEAR SHOWN is highlighted will clear the name fields and reset the scores to zero in the ten scores currently displayed. Main->BEST SCORES->RESET SHOWN Pressing an action button while RESET SHOWN is highlighted will reset the scores currently displayed to factory defaults. Main->BEST SCORES->CLEAR ALL Pressing an action button while CLEAR ALL is highlighted will clear the name fields and reset the scores to zero in all scores stored in the system. Main->BEST SCORES->RESET ALL Pressing an action button while RESET ALL is highlighted will reset all scores stored on the system to factory defaults. Main->CREDITS While CREDITS is highlighted, the descending menu will show the current number of unused credits, as well as the value of the MAXIUM CREDITS adjustment. Pressing an action button while CREDITS is highlighted will descend into the CREDITS menu. The CREDITS menu has the following options: BACK AWARD FREE CREDIT DEDUCT CREDIT + MAX CREDITS - MAX CREDITS Main->CREDITS->BACK Pressing an action button while BACK is highlighted will return you to the main menu. Main->CREDITS->AWARD FREE CREDIT Main->CREDITS->DEDUCT CREDIT Pressing an action while one of these menu items is highlighted will increase or decrease the current unused credits. Main->CREDITS->+ MAX CREDITS Main->CREDITS->- MAX CREDITS Pressing an action while one of these menu items is highlighted will increase or decrease the MAXIUM CREDITS adjustment. Main->TESTS While TESTS is highlighted, the descending menu will show available test categories. Pressing an action button while TESTS is highlighted will descend into the TESTS menu. The TESTS menu has the following options: BACK VIDEO TESTS LOADED GRAPHICS SOUND TEST SWITCH TEST MECHANICAL TESTS
PROGRAMMING 13 Main->TESTS->BACK Pressing an action button while BACK is highlighted will return you to the main menu. Main->TESTS->VIDEO TESTS While VIDEO TESTS is highlighted, the descending menu will list the screens which may be put up. Pressing an action button while VIDEO TESTS is highlighted will descend into the VIDEO TESTS menu. Each item on the VIDEO TESTS menu is a static screen designed to test one or more aspects of the monitor. Press the an action button while the desired test is highlighted to switch to that screen, and then press any player switch to return to the VIDEO TESTS menu. The VIDEO TESTS menu has the following options: BACK - not a screen; returns you to the TESTS menu. RED - a solid red screen. GREEN - a solid green screen. BLUE - a solid blue screen. GRADIENT - shows gradients of several basic colors. COLOR SPACE - shows all possible colors that may be displayed by the system. ALIGNMENT - shows a pattern of lines and dots for checking monitor alignment. Main->TESTS->GRAPHIC USES Main->TESTS->LOADED GRAPHICS Main->TESTS->LOADED PALETTES These features are largely of use for development and debugging. > are short for previous and next. Main->TESTS->SOUND TEST While SOUND TEST is highlighted, the descending menu will show the available options. Pressing an action button while SOUND TEST is highlighted will descend into the SOUND TEST menu. The SOUND TEST menu has the following options: BACK PLAY NEXT STOP Main->TESTS->SOUND TEST->BACK Pressing an action button while BACK is highlighted will return you to the TESTS menu. Main->TESTS->SOUND TEST->PLAY Pressing an action button while PLAY is highlighted will play the current sound effect. Main->TESTS->SOUND TEST->NEXT Pressing an action button while NEXT is highlighted will advance to the next sound effect and then play it. Main ->TESTS->SOUND TEST->STOP Pressing an action button while STOP is highlighted will stop the current sound effect from playing. Main->TESTS->SWITCH TEST While SWITCH TEST is highlighted, the descending menu will show all input switches and their current state. Each switch has its OPEN/CLOSED displayed, and after successfully executing the switch test, PASSED will be displayed for each switch that was seen in both the OPEN and the CLOSED states. At the bottom of the switch test box are the raw bits coming out of the I/O board. Pressing an action button while SWITCH TEST is highlighted will execute the switch test mode. The highlight will descend to the switch test box, and any previous PASSED flags will be cleared. Pressing and then releasing a switch will cause a PASSED to appear by that switch, as it has now been seen in both the OPEN and CLOSED states. You must pass all player switches (those displayed without parentheses around them in the switch list) to exit the switch test and return to the TESTS menu.
PROGRAMMING 14 Main->TESTS->MECHANICAL TESTS While MECHANICAL TESTS is highlighted, the descending menu will show the current input/output state of all prize dispensers and meters. Each will show a DRIVE signal if it is active, and the prize dispensers will also show a NOTCH signal (though it may be too quick to appear graphically.) In addition, the DISPENSER EMPTY state of the prize dispensers is shown. Pressing an action button while MECHANICAL TESTS is highlighted will descend into the MECHANICAL TESTS menu. Most functions will simply test the associated device; COIN METER will increment the coin meter by one, and so on. The MECHANICAL TESTS menu has the following options: BACK - returns you to the TESTS menu. COIN METER DISPENSER METER DISPENSER 1 DISPENSER 2 LAMPS - turns all lamps on until the LAMPS item is un-highlighted CLEAR PENDING PRIZES - sets to zero the pending prizes for both dispensers.
PARTS LISTING 15 MECHANICAL PARTS: DD3006 Marquee housing rock DD3007 Marquee letters DD3027 Cover glass MZ2005 Button 4” round 5001 Coin door over/under 5008 Ticket door ELECTRONIC PARTS: DD8277 Hard drive DD8283 Fluorescent 24” HO bulb DD8284x Ballast MON29v Monitor 29” VGA HD2364 Fan HH5005 Ticket dispenser Entropy GRAPHICS & DECALS DD7001 Decal side panel right DD7002 Decal side panel left DD7003 Front panel DD7005 Decal button set DD7013 Decal control panel DD7027 Decal marquee DD9001 Service manual
WARRANTY I.C.E warrants all components in the Dino Dash game to be free of defects in materials and workmanship for a period of ninety days from the date of purchase. This warranty does not cover items damaged due to normal wear and tear, subjected to abuse, improperly assembled by the end user, modified, repaired, or operated in a fashion other than that described in the service manual. If your Dino Dash game fails to conform to the above-mentioned warranty, I.C.E.s sole responsibility shall be at its option to repair or replace any defective component with a new or remanufactured component of equal to or greater O.E.M. specification. I.C.E. will assume no liability whatsoever, for costs associated with labor to replace defective parts, or travel time associated therein. I.C.E.s obligation will be to ship free of charge, replacement parts by U.P.S. Ground, U.S. mail, or other comparable shipping means. Any express mail or overnight shipping expense is at the cost of the purchaser. Products will be covered under warranty only when: The serial number of the game with the defective parts is given. The serial number of the defective part, if applicable, is given. Defective parts are returned to I.C.E., shipping pre-paid, in a timely fashion, if requested by I.C.E. A copy of the sales receipt is available as proof of purchase upon request of I.C.E. I.C.E. distributors are independent, privately owned and operated. In their judgment, they may sell parts or accessories other than those manufactured by I.C.E. We cannot be responsible for the quality, suitability, or safety of any non-I.C.E. part, or any modification, including labor, which is performed by such a distributor.