Home > Innovative Concepts in Entertainment > Games > Innovative Concepts In Entertainment Dino Dash Owners And Service Manual

Innovative Concepts In Entertainment Dino Dash Owners And Service Manual

    Download as PDF Print this page Share this page

    Have a look at the manual Innovative Concepts In Entertainment Dino Dash Owners And Service Manual online for free. It’s possible to download the document as PDF or print. UserManuals.tech offer 7 Innovative Concepts in Entertainment manuals and user’s guides for free. Share the user manual or guide on Facebook, Twitter or Google+.

    							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. 
    						
    All Innovative Concepts in Entertainment manuals Comments (0)

    Related Manuals for Innovative Concepts In Entertainment Dino Dash Owners And Service Manual